fix(rebar): pass the ③ material to C15/C16, coping bottom and column bars

The stair bars in the 철근표 and the 3D model, and the 3D bottom and column bars, were built with the default fck,
so a changed fck did not reach them. buildRebar3D now takes the material, and a material change rebuilds the scene.

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
This commit is contained in:
ypshimandClaude Haiku 5.5 committed 2026-10-23 08:52:13 +09:00
1 parent b35f5ff0ed
commit d8fd6adcf0
4 files changed
+25 -7

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+1 -1
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@@ -182,7 +182,7 @@ export function rebarSummary(model: PierModel, m: Material = DEFAULT_MATERIAL):
const lineCount = (line: number) => c14.filter((b) => b.line === line).length;
const omitted = c14.filter((b) => !b.legs).length;
rows.push({ member: 'coping', name: 'C14', size: 'H19', count: c14.length, length: c14Length(model.copingB * 1000), note: `위 2 줄 ${lineCount(1)} · ${lineCount(2)}본씩, 아래 ${[3, 4, 5, 6].map(lineCount).join(' · ')} (합 ${c14.length}) · 연직 발 생략 ${omitted}개 (하면 밖)` });
const stairs = stairBars(model.copingL * 1000, model.copingB * 1000, model.copingRefTop);
const stairs = stairBars(model.copingL * 1000, model.copingB * 1000, model.copingRefTop, m);
rows.push({ member: 'coping', name: 'C15', size: 'H19', count: stairs.c15.length, length: stairs.c15[0].length, note: '계단부, 가장 높은 구간 (거꾸로 U)' });
rows.push({ member: 'coping', name: 'C16', size: 'H19', count: stairs.c16.length, length: stairs.c16[0].length, note: `계단부, 3·4구간 (${Math.round(stairs.c16[0].length)} / ${Math.round(stairs.c16[stairs.c16.length - 1].length)})` });
+3 -1
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@@ -225,7 +225,7 @@ function setupScene(): void {
rebar3d = null;
const pier = activePier();
if (pier?.model) {
rebar3d = buildRebar3D(pier.model);
rebar3d = buildRebar3D(pier.model, state.material);
rebar3d.group.visible = state.stage === 'rebar';
world.add(rebar3d.group);
const scene = buildPierScene(pier.model);
@@ -926,6 +926,8 @@ function setMaterial(key: keyof Material, raw: string): void {
return;
}
state.material = { ...state.material, [key]: value };
// The 3D bars depend on the material too (their lengths), so the scene is rebuilt with it.
setupScene();
renderAll();
}
+5 -5
View File
@@ -5,7 +5,7 @@ import { bottomPiece, MAIN, widthLayout } from '../core/rebar/coping-main';
import { C14_INSET, c14Bars, CAP, COPING_REBAR, shearBars, shearBarsMulti, shearUHeight, copingSideBars, SIDE_HOOK_LEG, stairBars, undersideAt } from '../core/rebar/coping';
import { columnRebar, COLUMN_P1 } from '../core/rebar/column';
import { barsAcross, BLOCK_REBAR } from '../core/rebar/bearing-block';
import { hookLength, NOMINAL_DIAMETER } from '../core/rebar/common';
import { DEFAULT_MATERIAL, hookLength, Material, NOMINAL_DIAMETER } from '../core/rebar/common';
import { stretchMatrix } from './scene';
/**
@@ -34,7 +34,7 @@ const COLOR = {
const mm = (v: number) => v / 1000;
export function buildRebar3D(m: PierModel): RebarScene {
export function buildRebar3D(m: PierModel, mat: Material = DEFAULT_MATERIAL): RebarScene {
const group = new THREE.Group();
const byName = new Map<string, THREE.Mesh[]>();
const Ms = m.stretches.map((_, k) => stretchMatrix(m, k));
@@ -87,7 +87,7 @@ export function buildRebar3D(m: PierModel): RebarScene {
// at each end to the C1 level. Each bar is two pieces spliced at the column centre (overlap l_s). The slope runs x_L0 from each end (T형).
const xL0 = L / 2 - COPING_REBAR.levelWidth / 2000;
const under = (x: number) => undersideAt(L * 1000, x * 1000, m.endBottom, m.levelBottom);
const lap = bottomPiece().ls / 2000;
const lap = bottomPiece(mat).ls / 2000;
xs.forEach((n, j) => {
const z = (x: number) => under(x) + 0.127;
const left: [number, number, number][] = [
@@ -166,7 +166,7 @@ export function buildRebar3D(m: PierModel): RebarScene {
}
}
// C15 (거꾸로 된 U) and C16 (L형) on the stair (코핑철근.md §7): 11 bars each across the width.
const stairs = stairBars(L * 1000, B * 1000, topEl);
const stairs = stairBars(L * 1000, B * 1000, topEl, mat);
for (const s of stairs.c15) {
const n = mm(s.n);
const ld = mm(s.leg);
@@ -187,7 +187,7 @@ export function buildRebar3D(m: PierModel): RebarScene {
}
// Columns: P1 / P2 main bars on their radii, ties P3 / P5 / P4 as rings, P6 crossties across the column.
const col = columnRebar(COLUMN_P1);
const col = columnRebar(COLUMN_P1, mat);
const zBot = col.zBot; // mm
const ring = (name: string, k: number, sc: number, y: number, r: number, d: number) => {
const N = 36;