Files
Pier_v1/src/core/solplate.ts
T
ypshimandClaude Haiku 5.5 36b26209df feat(bearing): 솔플레이트 규칙을 교각별 입력으로 바꾸고 도면 불러오기 제거 (C안)
- 받침 기준 카드, 도면 불러오기(xlsx·csv·dxf), 도면 참조 표·오버레이 제거
- 교각마다 솔플레이트 규칙 입력: 받침높이 H(솔플레이트 포함) 211, 교직 L 1000,
  교축 W 1100, 종단 기울기 S −0.5 % (기본값, 가정 표시)
- 중심 두께 T = ⌈22 + L·|S|/200⌉ 로 계산해 얇은 쪽 T2가 22 mm 이상이 되게 함
  (기본값 T 25, T2 22.5, h3 = H − T = 186)
- geometry·scene·SVG는 교각 규칙에서 만든 같은 솔플레이트 계획을 모든 받침에 사용

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
2026-11-03 11:07:51 +09:00

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/**
* 솔플레이트 기하 (승인 2026-10-23, C안 2026-11-03). Pure: the solplate of one bearing, from its block (position, rowSkew)
* and the pier's solplate plan. The plan is L across the 교각축 직각 (n) and W along the 교축 (s). The top tapers across L:
* the thick end T1 is at the (−) side of the 교각축 직각 direction (n = −L/2), the thin end T2 at (+) (n = +L/2).
* The underside is the bearing top (block top EL.X + h3). Lengths in m, as in the model.
*/
import { blockFramePoint, type BlockModel } from './geometry';
import type { SolplatePlan } from './types';
export interface SolplateGeometry {
/** Length across the 교각축 직각 (m) and width along the 교축 (m). */
L: number;
W: number;
/** Thickness at the (−) side (T1) and the (+) side (T2) of the 교각축 직각 direction (m). */
T1: number;
T2: number;
/** Underside (EL m): the bearing top = block top (EL.X) + h3. */
bottom: number;
/** Eight corners: [s, y, n] in the model's local frame (EL m); order (a, c, bottom|top) with a along s and c along n. */
corners: [number, number, number][];
/** Volume (m³): L·W·(T1 + T2)/2. */
volume: number;
}
/** Solplate of the bearing at `block`, from the pier's solplate plan (mm). */
export function solplateGeometry(block: BlockModel, plan: SolplatePlan): SolplateGeometry {
const L = plan.L / 1000; // across the 교각축 직각 (n)
const W = plan.W / 1000; // along the 교축 (s)
const T1 = plan.T1 / 1000;
const T2 = plan.T2 / 1000;
const bottom = block.padTop + plan.h3 / 1000;
const thickAt = (c: number) => T1 + ((T2 - T1) * (c + L / 2)) / L;
const corners: [number, number, number][] = [];
for (const a of [-W / 2, W / 2]) {
for (const c of [-L / 2, L / 2]) {
const [s, n] = blockFramePoint(block, a, c);
corners.push([s, bottom, n]);
corners.push([s, bottom + thickAt(c), n]);
}
}
return { L, W, T1, T2, bottom, corners, volume: (L * W * (T1 + T2)) / 2 };
}