blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,213 @@
1
+ //#region src/constants/bodyDimensions.ts
2
+ /**
3
+ * Centralized body dimensions for consistent rendering across muscles and clothing.
4
+ *
5
+ * **Korean**: 신체 치수 (Body Dimensions)
6
+ *
7
+ * This module provides a single source of truth for body part radii and lengths.
8
+ * Both the muscle system (BoneAttachedMuscles) and clothing system (BoneClothing)
9
+ * import these values to ensure clothing properly wraps around muscles.
10
+ *
11
+ * ## Design Philosophy
12
+ *
13
+ * - All values are tuned for muscular Korean martial arts fighter proportions
14
+ * - Radii represent the thickness of each body part
15
+ * - Lengths represent the extent along the bone axis
16
+ * - Clothing should add a thin layer OUTSIDE these dimensions
17
+ *
18
+ * @module constants/bodyDimensions
19
+ * @category Rendering
20
+ * @korean 신체치수
21
+ */
22
+ /**
23
+ * Shoulder (deltoid) muscle radius.
24
+ * Athletic martial artist proportions.
25
+ * @korean 어깨반지름
26
+ */
27
+ var SHOULDER_RADIUS = .08;
28
+ /**
29
+ * Shoulder muscle length along bone axis.
30
+ * @korean 어깨길이
31
+ */
32
+ var SHOULDER_LENGTH = .15;
33
+ /**
34
+ * Bicep muscle radius.
35
+ * Muscular martial artist proportions.
36
+ * @korean 이두근반지름
37
+ */
38
+ var BICEP_RADIUS = .06;
39
+ /**
40
+ * Bicep muscle length.
41
+ * @korean 이두근길이
42
+ */
43
+ var BICEP_LENGTH = .25;
44
+ /**
45
+ * Tricep muscle radius.
46
+ * Slightly smaller than bicep.
47
+ * @korean 삼두근반지름
48
+ */
49
+ var TRICEP_RADIUS = .055;
50
+ /**
51
+ * Tricep muscle length.
52
+ * @korean 삼두근길이
53
+ */
54
+ var TRICEP_LENGTH = .22;
55
+ /**
56
+ * Forearm muscle radius.
57
+ * Athletic martial artist proportions.
58
+ * @korean 전완반지름
59
+ */
60
+ var FOREARM_RADIUS = .045;
61
+ /**
62
+ * Forearm muscle length.
63
+ * @korean 전완길이
64
+ */
65
+ var FOREARM_LENGTH = .2;
66
+ /**
67
+ * Pectorals (chest) muscle radius/depth.
68
+ * Athletic chest depth.
69
+ * @korean 가슴반지름
70
+ */
71
+ var PECTORALS_RADIUS = .12;
72
+ /**
73
+ * Pectorals width (length in capsule terms).
74
+ * @korean 가슴너비
75
+ */
76
+ var PECTORALS_LENGTH = .28;
77
+ /**
78
+ * Core (midsection) muscle radius.
79
+ * Athletic core depth.
80
+ * @korean 코어반지름
81
+ */
82
+ var CORE_RADIUS = .1;
83
+ /**
84
+ * Core muscle length.
85
+ * @korean 코어길이
86
+ */
87
+ var CORE_LENGTH = .25;
88
+ /**
89
+ * Abdominals muscle radius.
90
+ * Athletic abs depth.
91
+ * @korean 복근반지름
92
+ */
93
+ var ABS_RADIUS = .08;
94
+ /**
95
+ * Abdominals muscle length.
96
+ * @korean 복근길이
97
+ */
98
+ var ABS_LENGTH = .22;
99
+ /**
100
+ * Obliques muscle radius.
101
+ * @korean 복사근반지름
102
+ */
103
+ var OBLIQUES_RADIUS = .06;
104
+ /**
105
+ * Obliques muscle length.
106
+ * @korean 복사근길이
107
+ */
108
+ var OBLIQUES_LENGTH = .2;
109
+ /**
110
+ * Hip flexor muscle radius.
111
+ * @korean 고관절굴근반지름
112
+ */
113
+ var HIP_FLEXOR_RADIUS = .04;
114
+ /**
115
+ * Hip flexor muscle length.
116
+ * @korean 고관절굴근길이
117
+ */
118
+ var HIP_FLEXOR_LENGTH = .12;
119
+ /**
120
+ * Glute muscle radius.
121
+ * Athletic glute proportions.
122
+ * @korean 둔근반지름
123
+ */
124
+ var GLUTE_RADIUS = .06;
125
+ /**
126
+ * Glute muscle length.
127
+ * @korean 둔근길이
128
+ */
129
+ var GLUTE_LENGTH = .14;
130
+ /**
131
+ * Quadriceps muscle radius.
132
+ * Athletic thigh proportions.
133
+ * @korean 대퇴사두근반지름
134
+ */
135
+ var QUAD_RADIUS = .055;
136
+ /**
137
+ * Quadriceps muscle length.
138
+ * @korean 대퇴사두근길이
139
+ */
140
+ var QUAD_LENGTH = .25;
141
+ /**
142
+ * Hamstring muscle radius.
143
+ * @korean 햄스트링반지름
144
+ */
145
+ var HAMSTRING_RADIUS = .05;
146
+ /**
147
+ * Hamstring muscle length.
148
+ * @korean 햄스트링길이
149
+ */
150
+ var HAMSTRING_LENGTH = .23;
151
+ /**
152
+ * Calf muscle radius.
153
+ * Athletic calf proportions.
154
+ * @korean 종아리반지름
155
+ */
156
+ var CALF_RADIUS = .04;
157
+ /**
158
+ * Calf muscle length.
159
+ * @korean 종아리길이
160
+ */
161
+ var CALF_LENGTH = .2;
162
+ /**
163
+ * Latissimus dorsi muscle radius.
164
+ * @korean 광배근반지름
165
+ */
166
+ var LAT_RADIUS = .05;
167
+ /**
168
+ * Latissimus dorsi muscle length.
169
+ * @korean 광배근길이
170
+ */
171
+ var LAT_LENGTH = .2;
172
+ /**
173
+ * Trapezius muscle radius.
174
+ * @korean 승모근반지름
175
+ */
176
+ var TRAPEZIUS_RADIUS = .045;
177
+ /**
178
+ * Trapezius muscle length.
179
+ * @korean 승모근길이
180
+ */
181
+ var TRAPEZIUS_LENGTH = .14;
182
+ /**
183
+ * Erector spinae muscle radius.
184
+ * @korean 척추기립근반지름
185
+ */
186
+ var ERECTOR_SPINAE_RADIUS = .035;
187
+ /**
188
+ * Erector spinae muscle length.
189
+ * @korean 척추기립근길이
190
+ */
191
+ var ERECTOR_SPINAE_LENGTH = .18;
192
+ /**
193
+ * Standard fabric thickness for fitted clothing.
194
+ * @korean 맞춤의류두께
195
+ */
196
+ var CLOTHING_THICKNESS_FITTED = .015;
197
+ /**
198
+ * Calculate clothing radius for a body part.
199
+ * Adds fabric thickness to body radius with body thickness scaling.
200
+ *
201
+ * @param bodyRadius - Base body part radius
202
+ * @param bodyThickness - Body thickness multiplier (from muscle/fat mass)
203
+ * @param clothingThickness - Fabric thickness
204
+ * @returns Total clothing radius
205
+ * @korean 의류반지름계산
206
+ */
207
+ var calculateClothingRadius = (bodyRadius, bodyThickness, clothingThickness) => {
208
+ return bodyRadius * bodyThickness + clothingThickness;
209
+ };
210
+ //#endregion
211
+ export { ABS_LENGTH, ABS_RADIUS, BICEP_LENGTH, BICEP_RADIUS, CALF_LENGTH, CALF_RADIUS, CLOTHING_THICKNESS_FITTED, CORE_LENGTH, CORE_RADIUS, ERECTOR_SPINAE_LENGTH, ERECTOR_SPINAE_RADIUS, FOREARM_LENGTH, FOREARM_RADIUS, GLUTE_LENGTH, GLUTE_RADIUS, HAMSTRING_LENGTH, HAMSTRING_RADIUS, HIP_FLEXOR_LENGTH, HIP_FLEXOR_RADIUS, LAT_LENGTH, LAT_RADIUS, OBLIQUES_LENGTH, OBLIQUES_RADIUS, PECTORALS_LENGTH, PECTORALS_RADIUS, QUAD_LENGTH, QUAD_RADIUS, SHOULDER_LENGTH, SHOULDER_RADIUS, TRAPEZIUS_LENGTH, TRAPEZIUS_RADIUS, TRICEP_LENGTH, TRICEP_RADIUS, calculateClothingRadius };
212
+
213
+ //# sourceMappingURL=bodyDimensions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bodyDimensions.js","names":[],"sources":["../../src/constants/bodyDimensions.ts"],"sourcesContent":["/**\n * Centralized body dimensions for consistent rendering across muscles and clothing.\n *\n * **Korean**: 신체 치수 (Body Dimensions)\n *\n * This module provides a single source of truth for body part radii and lengths.\n * Both the muscle system (BoneAttachedMuscles) and clothing system (BoneClothing)\n * import these values to ensure clothing properly wraps around muscles.\n *\n * ## Design Philosophy\n *\n * - All values are tuned for muscular Korean martial arts fighter proportions\n * - Radii represent the thickness of each body part\n * - Lengths represent the extent along the bone axis\n * - Clothing should add a thin layer OUTSIDE these dimensions\n *\n * @module constants/bodyDimensions\n * @category Rendering\n * @korean 신체치수\n */\n\n// ============================================================================\n// SHOULDER DIMENSIONS (어깨 치수)\n// ============================================================================\n\n/**\n * Shoulder (deltoid) muscle radius.\n * Athletic martial artist proportions.\n * @korean 어깨반지름\n */\nexport const SHOULDER_RADIUS = 0.08;\n\n/**\n * Shoulder muscle length along bone axis.\n * @korean 어깨길이\n */\nexport const SHOULDER_LENGTH = 0.15;\n\n// ============================================================================\n// UPPER ARM DIMENSIONS (상완 치수)\n// ============================================================================\n\n/**\n * Bicep muscle radius.\n * Muscular martial artist proportions.\n * @korean 이두근반지름\n */\nexport const BICEP_RADIUS = 0.06;\n\n/**\n * Bicep muscle length.\n * @korean 이두근길이\n */\nexport const BICEP_LENGTH = 0.25;\n\n/**\n * Tricep muscle radius.\n * Slightly smaller than bicep.\n * @korean 삼두근반지름\n */\nexport const TRICEP_RADIUS = 0.055;\n\n/**\n * Tricep muscle length.\n * @korean 삼두근길이\n */\nexport const TRICEP_LENGTH = 0.22;\n\n/**\n * Combined upper arm radius for clothing calculations.\n * Uses the larger of bicep/tricep for proper fit.\n * @korean 상완반지름\n */\nexport const UPPER_ARM_RADIUS = Math.max(BICEP_RADIUS, TRICEP_RADIUS);\n\n// ============================================================================\n// FOREARM DIMENSIONS (전완 치수)\n// ============================================================================\n\n/**\n * Forearm muscle radius.\n * Athletic martial artist proportions.\n * @korean 전완반지름\n */\nexport const FOREARM_RADIUS = 0.045;\n\n/**\n * Forearm muscle length.\n * @korean 전완길이\n */\nexport const FOREARM_LENGTH = 0.2;\n\n// ============================================================================\n// TORSO DIMENSIONS (몸통 치수)\n// ============================================================================\n\n/**\n * Pectorals (chest) muscle radius/depth.\n * Athletic chest depth.\n * @korean 가슴반지름\n */\nexport const PECTORALS_RADIUS = 0.12;\n\n/**\n * Pectorals width (length in capsule terms).\n * @korean 가슴너비\n */\nexport const PECTORALS_LENGTH = 0.28;\n\n/**\n * Core (midsection) muscle radius.\n * Athletic core depth.\n * @korean 코어반지름\n */\nexport const CORE_RADIUS = 0.1;\n\n/**\n * Core muscle length.\n * @korean 코어길이\n */\nexport const CORE_LENGTH = 0.25;\n\n/**\n * Abdominals muscle radius.\n * Athletic abs depth.\n * @korean 복근반지름\n */\nexport const ABS_RADIUS = 0.08;\n\n/**\n * Abdominals muscle length.\n * @korean 복근길이\n */\nexport const ABS_LENGTH = 0.22;\n\n/**\n * Obliques muscle radius.\n * @korean 복사근반지름\n */\nexport const OBLIQUES_RADIUS = 0.06;\n\n/**\n * Obliques muscle length.\n * @korean 복사근길이\n */\nexport const OBLIQUES_LENGTH = 0.2;\n\n// ============================================================================\n// HIP/GLUTE DIMENSIONS (엉덩이 치수)\n// ============================================================================\n\n/**\n * Hip flexor muscle radius.\n * @korean 고관절굴근반지름\n */\nexport const HIP_FLEXOR_RADIUS = 0.04;\n\n/**\n * Hip flexor muscle length.\n * @korean 고관절굴근길이\n */\nexport const HIP_FLEXOR_LENGTH = 0.12;\n\n/**\n * Glute muscle radius.\n * Athletic glute proportions.\n * @korean 둔근반지름\n */\nexport const GLUTE_RADIUS = 0.06;\n\n/**\n * Glute muscle length.\n * @korean 둔근길이\n */\nexport const GLUTE_LENGTH = 0.14;\n\n// ============================================================================\n// THIGH DIMENSIONS (허벅지 치수)\n// ============================================================================\n\n/**\n * Quadriceps muscle radius.\n * Athletic thigh proportions.\n * @korean 대퇴사두근반지름\n */\nexport const QUAD_RADIUS = 0.055;\n\n/**\n * Quadriceps muscle length.\n * @korean 대퇴사두근길이\n */\nexport const QUAD_LENGTH = 0.25;\n\n/**\n * Hamstring muscle radius.\n * @korean 햄스트링반지름\n */\nexport const HAMSTRING_RADIUS = 0.05;\n\n/**\n * Hamstring muscle length.\n * @korean 햄스트링길이\n */\nexport const HAMSTRING_LENGTH = 0.23;\n\n/**\n * Combined thigh radius for clothing calculations.\n * Uses the larger of quad/hamstring for proper fit.\n * @korean 허벅지반지름\n */\nexport const THIGH_RADIUS = Math.max(QUAD_RADIUS, HAMSTRING_RADIUS);\n\n// ============================================================================\n// LOWER LEG DIMENSIONS (종아리 치수)\n// ============================================================================\n\n/**\n * Calf muscle radius.\n * Athletic calf proportions.\n * @korean 종아리반지름\n */\nexport const CALF_RADIUS = 0.04;\n\n/**\n * Calf muscle length.\n * @korean 종아리길이\n */\nexport const CALF_LENGTH = 0.2;\n\n// ============================================================================\n// BACK DIMENSIONS (등 치수)\n// ============================================================================\n\n/**\n * Latissimus dorsi muscle radius.\n * @korean 광배근반지름\n */\nexport const LAT_RADIUS = 0.05;\n\n/**\n * Latissimus dorsi muscle length.\n * @korean 광배근길이\n */\nexport const LAT_LENGTH = 0.2;\n\n/**\n * Trapezius muscle radius.\n * @korean 승모근반지름\n */\nexport const TRAPEZIUS_RADIUS = 0.045;\n\n/**\n * Trapezius muscle length.\n * @korean 승모근길이\n */\nexport const TRAPEZIUS_LENGTH = 0.14;\n\n/**\n * Erector spinae muscle radius.\n * @korean 척추기립근반지름\n */\nexport const ERECTOR_SPINAE_RADIUS = 0.035;\n\n/**\n * Erector spinae muscle length.\n * @korean 척추기립근길이\n */\nexport const ERECTOR_SPINAE_LENGTH = 0.18;\n\n// ============================================================================\n// CLOTHING CONSTANTS (의류 상수)\n// ============================================================================\n\n/**\n * Standard fabric thickness for tight-fitting clothing.\n * @korean 밀착의류두께\n */\nexport const CLOTHING_THICKNESS_TIGHT = 0.01;\n\n/**\n * Standard fabric thickness for fitted clothing.\n * @korean 맞춤의류두께\n */\nexport const CLOTHING_THICKNESS_FITTED = 0.015;\n\n/**\n * Standard fabric thickness for loose clothing.\n * @korean 헐렁한의류두께\n */\nexport const CLOTHING_THICKNESS_LOOSE = 0.025;\n\n/**\n * Standard fabric thickness for oversized clothing.\n * @korean 오버사이즈의류두께\n */\nexport const CLOTHING_THICKNESS_OVERSIZED = 0.04;\n\n/**\n * Get clothing thickness based on fit type.\n * @param fit - Clothing fit type\n * @returns Fabric thickness in meters\n * @korean 의류두께가져오기\n */\nexport const getClothingThickness = (\n fit: \"tight\" | \"fitted\" | \"loose\" | \"oversized\",\n): number => {\n switch (fit) {\n case \"tight\":\n return CLOTHING_THICKNESS_TIGHT;\n case \"fitted\":\n return CLOTHING_THICKNESS_FITTED;\n case \"loose\":\n return CLOTHING_THICKNESS_LOOSE;\n case \"oversized\":\n return CLOTHING_THICKNESS_OVERSIZED;\n default:\n return CLOTHING_THICKNESS_FITTED;\n }\n};\n\n/**\n * Calculate clothing radius for a body part.\n * Adds fabric thickness to body radius with body thickness scaling.\n *\n * @param bodyRadius - Base body part radius\n * @param bodyThickness - Body thickness multiplier (from muscle/fat mass)\n * @param clothingThickness - Fabric thickness\n * @returns Total clothing radius\n * @korean 의류반지름계산\n */\nexport const calculateClothingRadius = (\n bodyRadius: number,\n bodyThickness: number,\n clothingThickness: number,\n): number => {\n return bodyRadius * bodyThickness + clothingThickness;\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AA8BA,IAAa,kBAAkB;;;;;AAM/B,IAAa,kBAAkB;;;;;;AAW/B,IAAa,eAAe;;;;;AAM5B,IAAa,eAAe;;;;;;AAO5B,IAAa,gBAAgB;;;;;AAM7B,IAAa,gBAAgB;;;;;;AAkB7B,IAAa,iBAAiB;;;;;AAM9B,IAAa,iBAAiB;;;;;;AAW9B,IAAa,mBAAmB;;;;;AAMhC,IAAa,mBAAmB;;;;;;AAOhC,IAAa,cAAc;;;;;AAM3B,IAAa,cAAc;;;;;;AAO3B,IAAa,aAAa;;;;;AAM1B,IAAa,aAAa;;;;;AAM1B,IAAa,kBAAkB;;;;;AAM/B,IAAa,kBAAkB;;;;;AAU/B,IAAa,oBAAoB;;;;;AAMjC,IAAa,oBAAoB;;;;;;AAOjC,IAAa,eAAe;;;;;AAM5B,IAAa,eAAe;;;;;;AAW5B,IAAa,cAAc;;;;;AAM3B,IAAa,cAAc;;;;;AAM3B,IAAa,mBAAmB;;;;;AAMhC,IAAa,mBAAmB;;;;;;AAkBhC,IAAa,cAAc;;;;;AAM3B,IAAa,cAAc;;;;;AAU3B,IAAa,aAAa;;;;;AAM1B,IAAa,aAAa;;;;;AAM1B,IAAa,mBAAmB;;;;;AAMhC,IAAa,mBAAmB;;;;;AAMhC,IAAa,wBAAwB;;;;;AAMrC,IAAa,wBAAwB;;;;;AAgBrC,IAAa,4BAA4B;;;;;;;;;;;AA+CzC,IAAa,2BACX,YACA,eACA,sBACW;AACX,QAAO,aAAa,gBAAgB"}
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1
+ /**
2
+ * Centralized body rendering constants for Black Trigram.
3
+ *
4
+ * **Korean**: 신체 렌더링 상수 (Body Rendering Constants)
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+ *
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+ * This module consolidates all constants related to character body rendering,
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+ * including bone thickness, muscle scaling, and visual amplification factors.
8
+ * Having them centralized makes it easier to tune the visual appearance.
9
+ *
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+ * ## Design Philosophy
11
+ *
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+ * - All values are tuned for realistic Korean martial arts fighter proportions
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+ * - Constants are grouped by system (bones, muscles, clothing, etc.)
14
+ * - Amplification is kept minimal for anatomical accuracy
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+ *
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+ * @module constants/bodyRenderingConstants
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+ * @category Rendering
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+ * @korean 신체렌더링상수
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+ */
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+ /**
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+ * Base bone radius as fraction of bone length.
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+ *
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+ * Anatomically, limb bones have diameter roughly 8-12% of their length.
24
+ * Using 0.10 for realistic slim proportions - athletic fighter build.
25
+ * Reduced from 0.16 which was too puffy/bubble-like.
26
+ *
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+ * @korean 기본뼈반지름비율
28
+ */
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+ export declare const BASE_BONE_RADIUS_RATIO = 0.1;
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+ /**
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+ * Minimum bone thickness multiplier.
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+ *
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+ * Ensures even lean archetypes maintain visible body mass.
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+ * Using 0.75 for lean athletic appearance.
35
+ *
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+ * @korean 최소뼈두께배수
37
+ */
38
+ export declare const MIN_BONE_THICKNESS_MULTIPLIER = 0.75;
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+ /**
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+ * Maximum bone thickness multiplier.
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+ *
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+ * Prevents overly bulky appearance for high muscle mass archetypes.
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+ *
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+ * @korean 최대뼈두께배수
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+ */
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+ export declare const MAX_BONE_THICKNESS_MULTIPLIER = 1.3;
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+ /**
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+ * Visual amplification for bone thickness differences.
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+ *
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+ * Amplifies the visual difference between lean and muscular archetypes.
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+ * Lower values = more subtle differences, higher = more dramatic.
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+ *
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+ * @korean 뼈두께시각적증폭
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+ */
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+ export declare const BONE_THICKNESS_AMPLIFICATION = 1.5;
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+ /**
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+ * Reference muscle mass for bone thickness calculation (kg).
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+ *
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+ * @korean 기준근육량
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+ */
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+ export declare const REFERENCE_MUSCLE_MASS = 35;
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+ /**
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+ * Reference fat mass for bone thickness calculation (kg).
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+ *
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+ * @korean 기준지방량
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+ */
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+ export declare const REFERENCE_FAT_MASS = 12;
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+ /**
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+ * Muscle contribution percentage to bone thickness.
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+ *
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+ * @korean 근육기여율
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+ */
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+ export declare const MUSCLE_THICKNESS_CONTRIBUTION = 0.7;
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+ /**
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+ * Fat contribution percentage to bone thickness.
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+ *
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+ * @korean 지방기여율
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+ */
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+ export declare const FAT_THICKNESS_CONTRIBUTION = 0.3;
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+ /**
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+ * Muscle geometry normalization factor.
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+ *
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+ * When muscles are the primary body shape (bones hidden), this should be 1.0
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+ * to use radius values directly. The muscle radii (0.10-0.16) are already
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+ * sized appropriately for athletic martial artist proportions.
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+ *
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+ * Previous values (0.35, 0.55) caused double-scaling issues when combined
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+ * with mesh scale transforms, resulting in skeleton showing through muscles.
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+ *
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+ * @korean 근육정규화계수
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+ */
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+ export declare const MUSCLE_GEOMETRY_NORMALIZATION = 1;
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+ /**
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+ * Base muscle amplification factor for visual differences.
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+ *
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+ * Amplifies muscle size differences between archetypes.
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+ * Previous: 4.0 (caused 0.64x-1.91x range, too extreme)
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+ * Current: 0.8 (produces 0.84x-1.30x range, realistic)
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+ *
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+ * @korean 근육증폭기본계수
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+ */
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+ export declare const MUSCLE_AMPLIFICATION_BASE = 0.8;
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+ /**
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+ * Exponent for muscle scaling curve.
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+ *
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+ * Previous: 1.5 (exponential, too extreme for lean archetypes)
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+ * Current: 1.0 (linear, proportional differences)
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+ *
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+ * @korean 근육증폭지수
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+ */
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+ export declare const MUSCLE_AMPLIFICATION_EXPONENT = 1;
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+ /**
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+ * Minimum muscle scale factor.
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+ *
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+ * Floor to prevent muscles from vanishing on lean archetypes.
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+ * 0.82 ensures Hacker (28kg) still has visible musculature.
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+ *
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+ * @korean 최소근육크기
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+ */
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+ export declare const MIN_MUSCLE_SCALE = 0.82;
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+ /**
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+ * Muscle contraction intensity during combat.
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+ *
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+ * How much muscles visually contract during attacks/blocks.
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+ *
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+ * @korean 근육수축강도
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+ */
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+ export declare const MUSCLE_CONTRACTION_INTENSITY = 0.15;
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+ /**
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+ * Visual amplification for archetype dimension differences.
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+ *
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+ * Raw physical attribute differences are subtle (2-12%).
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+ * This factor amplifies them for more visible silhouettes.
134
+ *
135
+ * @korean 시각적증폭계수
136
+ */
137
+ export declare const VISUAL_AMPLIFICATION_FACTOR = 1.2;
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+ /**
139
+ * Height scaling amplification (kept subtle for realism).
140
+ *
141
+ * @korean 키증폭계수
142
+ */
143
+ export declare const HEIGHT_AMPLIFICATION = 1.5;
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+ /**
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+ * Shoulder width amplification for silhouette distinction.
146
+ *
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+ * @korean 어깨증폭계수
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+ */
149
+ export declare const SHOULDER_AMPLIFICATION = 1.15;
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+ /**
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+ * Reference Korean male fighter attributes.
152
+ *
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+ * Used as baseline for all scaling calculations.
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+ *
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+ * @korean 기준신체속성
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+ */
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+ export declare const REFERENCE_ATTRIBUTES: {
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+ readonly weight: 75;
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+ readonly totalHeight: 178;
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+ readonly legLength: 95;
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+ readonly armLength: 75;
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+ readonly torsoLength: 58;
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+ readonly headSize: 22;
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+ readonly neckLength: 10;
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+ readonly shoulderWidth: 43;
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+ readonly muscleMass: 35;
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+ readonly fatMass: 12;
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+ readonly age: 30;
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+ readonly walkSpeed: 6;
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+ readonly runSpeed: 9.5;
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+ readonly acceleration: 12;
172
+ };
173
+ /**
174
+ * Body proportions as fractions of total height.
175
+ *
176
+ * Based on 8-head canon anatomical proportions.
177
+ *
178
+ * @korean 신체비율
179
+ */
180
+ export declare const BODY_PROPORTIONS: {
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+ readonly HEAD_RATIO: 0.125;
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+ readonly NECK_RATIO: 0.055;
183
+ readonly TORSO_RATIO: 0.33;
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+ readonly LEG_RATIO: 0.48;
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+ readonly UPPER_ARM_RATIO: 0.55;
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+ readonly FOREARM_RATIO: 0.45;
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+ readonly THIGH_RATIO: 0.55;
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+ readonly SHIN_RATIO: 0.45;
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+ readonly HAND_RATIO: 0.105;
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+ readonly FOOT_RATIO: 0.15;
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+ readonly SHOULDER_WIDTH_RATIO: 0.255;
192
+ readonly HIP_WIDTH_RATIO: 0.17;
193
+ };
194
+ /**
195
+ * Korean adult male anatomical adjustments.
196
+ *
197
+ * Based on Korean physical anthropology studies.
198
+ * These modify proportions for authentic Korean body types.
199
+ *
200
+ * @korean 한국인체형비율
201
+ */
202
+ export declare const KOREAN_ANATOMY_ADJUSTMENTS: {
203
+ /** Slightly shorter torso relative to Western proportions */
204
+ readonly TORSO_ADJUSTMENT: 0.98;
205
+ /** Proportionally longer legs for height */
206
+ readonly LEG_ADJUSTMENT: 1.02;
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+ /** Narrower shoulder width relative to height */
208
+ readonly SHOULDER_ADJUSTMENT: 0.97;
209
+ /** More compact hip structure */
210
+ readonly HIP_ADJUSTMENT: 0.95;
211
+ /** Flatter chest profile */
212
+ readonly CHEST_DEPTH_ADJUSTMENT: 0.92;
213
+ };
214
+ /**
215
+ * Base clothing offset from body surface.
216
+ *
217
+ * Gap between body and clothing geometry for natural appearance.
218
+ *
219
+ * @korean 의복기본오프셋
220
+ */
221
+ export declare const CLOTHING_OFFSET = 0.01;
222
+ /**
223
+ * Clothing thickness (affects layering).
224
+ *
225
+ * @korean 의복두께
226
+ */
227
+ export declare const CLOTHING_THICKNESS = 0.005;
228
+ /**
229
+ * Clothing drape factor for loose garments.
230
+ *
231
+ * @korean 의복드레이프계수
232
+ */
233
+ export declare const CLOTHING_DRAPE_FACTOR = 1.1;
234
+ /**
235
+ * Base foot length in meters (for average 180cm person).
236
+ *
237
+ * @korean 기본발길이
238
+ */
239
+ export declare const BASE_FOOT_LENGTH = 0.26;
240
+ /**
241
+ * Foot width ratio relative to length.
242
+ *
243
+ * @korean 발너비비율
244
+ */
245
+ export declare const FOOT_WIDTH_RATIO = 0.385;
246
+ /**
247
+ * Foot height ratio at ankle.
248
+ *
249
+ * @korean 발높이비율
250
+ */
251
+ export declare const FOOT_HEIGHT_RATIO = 0.308;
252
+ /**
253
+ * Base palm width in meters.
254
+ *
255
+ * @korean 기본손바닥너비
256
+ */
257
+ export declare const BASE_PALM_WIDTH = 0.085;
258
+ /**
259
+ * Palm length as ratio of palm width.
260
+ *
261
+ * @korean 손바닥길이비율
262
+ */
263
+ export declare const PALM_LENGTH_RATIO = 1.12;
264
+ /**
265
+ * Palm thickness as ratio of width.
266
+ *
267
+ * @korean 손바닥두께비율
268
+ */
269
+ export declare const PALM_THICKNESS_RATIO = 0.294;
270
+ /**
271
+ * Calculate bone thickness multiplier from physical attributes.
272
+ *
273
+ * @param muscleMass - Muscle mass in kg
274
+ * @param fatMass - Fat mass in kg
275
+ * @returns Thickness multiplier (0.85 - 1.3)
276
+ * @korean 뼈두께배수계산
277
+ */
278
+ export declare function calculateBoneThickness(muscleMass: number, fatMass: number): number;
279
+ /**
280
+ * Calculate muscle scale factor from muscle mass.
281
+ *
282
+ * @param muscleMass - Muscle mass in kg
283
+ * @returns Scale factor (0.5 - 2.0+)
284
+ * @korean 근육크기계산
285
+ */
286
+ export declare function calculateMuscleScale(muscleMass: number): number;
287
+ /**
288
+ * Apply visual amplification to a scaling factor.
289
+ *
290
+ * @param rawFactor - Raw scaling factor (1.0 = reference)
291
+ * @returns Amplified scaling factor
292
+ * @korean 시각적증폭적용
293
+ */
294
+ export declare function amplifyScaling(rawFactor: number): number;
295
+ //# sourceMappingURL=bodyRenderingConstants.d.ts.map
@@ -0,0 +1 @@
1
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1
+ //#region src/constants/bodyRenderingConstants.ts
2
+ /**
3
+ * Centralized body rendering constants for Black Trigram.
4
+ *
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+ * **Korean**: 신체 렌더링 상수 (Body Rendering Constants)
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+ *
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+ * This module consolidates all constants related to character body rendering,
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+ * including bone thickness, muscle scaling, and visual amplification factors.
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+ * Having them centralized makes it easier to tune the visual appearance.
10
+ *
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+ * ## Design Philosophy
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+ *
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+ * - All values are tuned for realistic Korean martial arts fighter proportions
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+ * - Constants are grouped by system (bones, muscles, clothing, etc.)
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+ * - Amplification is kept minimal for anatomical accuracy
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+ *
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+ * @module constants/bodyRenderingConstants
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+ * @category Rendering
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+ * @korean 신체렌더링상수
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+ */
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+ /**
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+ * Base bone radius as fraction of bone length.
23
+ *
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+ * Anatomically, limb bones have diameter roughly 8-12% of their length.
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+ * Using 0.10 for realistic slim proportions - athletic fighter build.
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+ * Reduced from 0.16 which was too puffy/bubble-like.
27
+ *
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+ * @korean 기본뼈반지름비율
29
+ */
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+ var BASE_BONE_RADIUS_RATIO = .1;
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+ /**
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+ * Minimum bone thickness multiplier.
33
+ *
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+ * Ensures even lean archetypes maintain visible body mass.
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+ * Using 0.75 for lean athletic appearance.
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+ *
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+ * @korean 최소뼈두께배수
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+ */
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+ var MIN_BONE_THICKNESS_MULTIPLIER = .75;
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+ /**
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+ * Maximum bone thickness multiplier.
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+ *
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+ * Prevents overly bulky appearance for high muscle mass archetypes.
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+ *
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+ * @korean 최대뼈두께배수
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+ */
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+ var MAX_BONE_THICKNESS_MULTIPLIER = 1.3;
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+ /**
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+ * Visual amplification for bone thickness differences.
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+ *
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+ * Amplifies the visual difference between lean and muscular archetypes.
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+ * Lower values = more subtle differences, higher = more dramatic.
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+ *
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+ * @korean 뼈두께시각적증폭
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+ */
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+ var BONE_THICKNESS_AMPLIFICATION = 1.5;
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+ /**
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+ * Muscle contribution percentage to bone thickness.
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+ *
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+ * @korean 근육기여율
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+ */
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+ var MUSCLE_THICKNESS_CONTRIBUTION = .7;
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+ /**
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+ * Fat contribution percentage to bone thickness.
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+ *
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+ * @korean 지방기여율
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+ */
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+ var FAT_THICKNESS_CONTRIBUTION = .3;
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+ /**
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+ * Base muscle amplification factor for visual differences.
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+ *
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+ * Amplifies muscle size differences between archetypes.
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+ * Previous: 4.0 (caused 0.64x-1.91x range, too extreme)
74
+ * Current: 0.8 (produces 0.84x-1.30x range, realistic)
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+ *
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+ * @korean 근육증폭기본계수
77
+ */
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+ var MUSCLE_AMPLIFICATION_BASE = .8;
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+ /**
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+ * Minimum muscle scale factor.
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+ *
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+ * Floor to prevent muscles from vanishing on lean archetypes.
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+ * 0.82 ensures Hacker (28kg) still has visible musculature.
84
+ *
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+ * @korean 최소근육크기
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+ */
87
+ var MIN_MUSCLE_SCALE = .82;
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+ /**
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+ * Reference Korean male fighter attributes.
90
+ *
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+ * Used as baseline for all scaling calculations.
92
+ *
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+ * @korean 기준신체속성
94
+ */
95
+ var REFERENCE_ATTRIBUTES = {
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+ weight: 75,
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+ totalHeight: 178,
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+ legLength: 95,
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+ armLength: 75,
100
+ torsoLength: 58,
101
+ headSize: 22,
102
+ neckLength: 10,
103
+ shoulderWidth: 43,
104
+ muscleMass: 35,
105
+ fatMass: 12,
106
+ age: 30,
107
+ walkSpeed: 6,
108
+ runSpeed: 9.5,
109
+ acceleration: 12
110
+ };
111
+ /**
112
+ * Calculate bone thickness multiplier from physical attributes.
113
+ *
114
+ * @param muscleMass - Muscle mass in kg
115
+ * @param fatMass - Fat mass in kg
116
+ * @returns Thickness multiplier (0.85 - 1.3)
117
+ * @korean 뼈두께배수계산
118
+ */
119
+ function calculateBoneThickness(muscleMass, fatMass) {
120
+ const muscleRatio = muscleMass / 35;
121
+ const fatRatio = fatMass / 12;
122
+ const amplified = 1 + (Math.sqrt(muscleRatio) * MUSCLE_THICKNESS_CONTRIBUTION + Math.sqrt(fatRatio) * FAT_THICKNESS_CONTRIBUTION - 1) * BONE_THICKNESS_AMPLIFICATION;
123
+ return Math.max(MIN_BONE_THICKNESS_MULTIPLIER, Math.min(MAX_BONE_THICKNESS_MULTIPLIER, amplified));
124
+ }
125
+ //#endregion
126
+ export { BASE_BONE_RADIUS_RATIO, MIN_MUSCLE_SCALE, MUSCLE_AMPLIFICATION_BASE, REFERENCE_ATTRIBUTES, calculateBoneThickness };
127
+
128
+ //# sourceMappingURL=bodyRenderingConstants.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bodyRenderingConstants.js","names":[],"sources":["../../src/constants/bodyRenderingConstants.ts"],"sourcesContent":["/**\n * Centralized body rendering constants for Black Trigram.\n *\n * **Korean**: 신체 렌더링 상수 (Body Rendering Constants)\n *\n * This module consolidates all constants related to character body rendering,\n * including bone thickness, muscle scaling, and visual amplification factors.\n * Having them centralized makes it easier to tune the visual appearance.\n *\n * ## Design Philosophy\n *\n * - All values are tuned for realistic Korean martial arts fighter proportions\n * - Constants are grouped by system (bones, muscles, clothing, etc.)\n * - Amplification is kept minimal for anatomical accuracy\n *\n * @module constants/bodyRenderingConstants\n * @category Rendering\n * @korean 신체렌더링상수\n */\n\n// ============================================================================\n// BONE RENDERING CONSTANTS (뼈 렌더링)\n// ============================================================================\n\n/**\n * Base bone radius as fraction of bone length.\n *\n * Anatomically, limb bones have diameter roughly 8-12% of their length.\n * Using 0.10 for realistic slim proportions - athletic fighter build.\n * Reduced from 0.16 which was too puffy/bubble-like.\n *\n * @korean 기본뼈반지름비율\n */\nexport const BASE_BONE_RADIUS_RATIO = 0.1;\n\n/**\n * Minimum bone thickness multiplier.\n *\n * Ensures even lean archetypes maintain visible body mass.\n * Using 0.75 for lean athletic appearance.\n *\n * @korean 최소뼈두께배수\n */\nexport const MIN_BONE_THICKNESS_MULTIPLIER = 0.75;\n\n/**\n * Maximum bone thickness multiplier.\n *\n * Prevents overly bulky appearance for high muscle mass archetypes.\n *\n * @korean 최대뼈두께배수\n */\nexport const MAX_BONE_THICKNESS_MULTIPLIER = 1.3;\n\n/**\n * Visual amplification for bone thickness differences.\n *\n * Amplifies the visual difference between lean and muscular archetypes.\n * Lower values = more subtle differences, higher = more dramatic.\n *\n * @korean 뼈두께시각적증폭\n */\nexport const BONE_THICKNESS_AMPLIFICATION = 1.5;\n\n/**\n * Reference muscle mass for bone thickness calculation (kg).\n *\n * @korean 기준근육량\n */\nexport const REFERENCE_MUSCLE_MASS = 35;\n\n/**\n * Reference fat mass for bone thickness calculation (kg).\n *\n * @korean 기준지방량\n */\nexport const REFERENCE_FAT_MASS = 12;\n\n/**\n * Muscle contribution percentage to bone thickness.\n *\n * @korean 근육기여율\n */\nexport const MUSCLE_THICKNESS_CONTRIBUTION = 0.7;\n\n/**\n * Fat contribution percentage to bone thickness.\n *\n * @korean 지방기여율\n */\nexport const FAT_THICKNESS_CONTRIBUTION = 0.3;\n\n// ============================================================================\n// MUSCLE RENDERING CONSTANTS (근육 렌더링)\n// ============================================================================\n\n/**\n * Muscle geometry normalization factor.\n *\n * When muscles are the primary body shape (bones hidden), this should be 1.0\n * to use radius values directly. The muscle radii (0.10-0.16) are already\n * sized appropriately for athletic martial artist proportions.\n *\n * Previous values (0.35, 0.55) caused double-scaling issues when combined\n * with mesh scale transforms, resulting in skeleton showing through muscles.\n *\n * @korean 근육정규화계수\n */\nexport const MUSCLE_GEOMETRY_NORMALIZATION = 1.0;\n\n/**\n * Base muscle amplification factor for visual differences.\n *\n * Amplifies muscle size differences between archetypes.\n * Previous: 4.0 (caused 0.64x-1.91x range, too extreme)\n * Current: 0.8 (produces 0.84x-1.30x range, realistic)\n *\n * @korean 근육증폭기본계수\n */\nexport const MUSCLE_AMPLIFICATION_BASE = 0.8;\n\n/**\n * Exponent for muscle scaling curve.\n *\n * Previous: 1.5 (exponential, too extreme for lean archetypes)\n * Current: 1.0 (linear, proportional differences)\n *\n * @korean 근육증폭지수\n */\nexport const MUSCLE_AMPLIFICATION_EXPONENT = 1.0;\n\n/**\n * Minimum muscle scale factor.\n *\n * Floor to prevent muscles from vanishing on lean archetypes.\n * 0.82 ensures Hacker (28kg) still has visible musculature.\n *\n * @korean 최소근육크기\n */\nexport const MIN_MUSCLE_SCALE = 0.82;\n\n/**\n * Muscle contraction intensity during combat.\n *\n * How much muscles visually contract during attacks/blocks.\n *\n * @korean 근육수축강도\n */\nexport const MUSCLE_CONTRACTION_INTENSITY = 0.15;\n\n// ============================================================================\n// SKELETON SCALING CONSTANTS (골격 스케일링)\n// ============================================================================\n\n/**\n * Visual amplification for archetype dimension differences.\n *\n * Raw physical attribute differences are subtle (2-12%).\n * This factor amplifies them for more visible silhouettes.\n *\n * @korean 시각적증폭계수\n */\nexport const VISUAL_AMPLIFICATION_FACTOR = 1.2;\n\n/**\n * Height scaling amplification (kept subtle for realism).\n *\n * @korean 키증폭계수\n */\nexport const HEIGHT_AMPLIFICATION = 1.5;\n\n/**\n * Shoulder width amplification for silhouette distinction.\n *\n * @korean 어깨증폭계수\n */\nexport const SHOULDER_AMPLIFICATION = 1.15;\n\n// ============================================================================\n// REFERENCE PHYSICAL ATTRIBUTES (기준 신체 속성)\n// ============================================================================\n\n/**\n * Reference Korean male fighter attributes.\n *\n * Used as baseline for all scaling calculations.\n *\n * @korean 기준신체속성\n */\nexport const REFERENCE_ATTRIBUTES = {\n weight: 75, // kg\n totalHeight: 178, // cm\n legLength: 95, // cm\n armLength: 75, // cm\n torsoLength: 58, // cm\n headSize: 22, // cm\n neckLength: 10, // cm\n shoulderWidth: 43, // cm\n muscleMass: 35, // kg\n fatMass: 12, // kg\n age: 30,\n walkSpeed: 6.0, // m/s\n runSpeed: 9.5, // m/s\n acceleration: 12.0, // m/s²\n} as const;\n\n// ============================================================================\n// ANATOMICAL PROPORTION RATIOS (해부학적 비율)\n// ============================================================================\n\n/**\n * Body proportions as fractions of total height.\n *\n * Based on 8-head canon anatomical proportions.\n *\n * @korean 신체비율\n */\nexport const BODY_PROPORTIONS = {\n HEAD_RATIO: 0.125, // Head is 1/8 of height\n NECK_RATIO: 0.055, // Neck is ~5.5% of height\n TORSO_RATIO: 0.33, // Torso is ~33% of height\n LEG_RATIO: 0.48, // Legs are ~48% of height\n UPPER_ARM_RATIO: 0.55, // Upper arm is 55% of total arm\n FOREARM_RATIO: 0.45, // Forearm is 45% of total arm\n THIGH_RATIO: 0.55, // Thigh is 55% of leg length\n SHIN_RATIO: 0.45, // Shin is 45% of leg length\n HAND_RATIO: 0.105, // Hand is ~10.5% of height\n FOOT_RATIO: 0.15, // Foot length is ~15% of height\n SHOULDER_WIDTH_RATIO: 0.255, // Shoulder width 23-25% of height\n HIP_WIDTH_RATIO: 0.17, // Hip width 16-18% of height\n} as const;\n\n// ============================================================================\n// KOREAN ANATOMY SPECIFICS (한국인 해부학적 특성)\n// ============================================================================\n\n/**\n * Korean adult male anatomical adjustments.\n *\n * Based on Korean physical anthropology studies.\n * These modify proportions for authentic Korean body types.\n *\n * @korean 한국인체형비율\n */\nexport const KOREAN_ANATOMY_ADJUSTMENTS = {\n /** Slightly shorter torso relative to Western proportions */\n TORSO_ADJUSTMENT: 0.98,\n /** Proportionally longer legs for height */\n LEG_ADJUSTMENT: 1.02,\n /** Narrower shoulder width relative to height */\n SHOULDER_ADJUSTMENT: 0.97,\n /** More compact hip structure */\n HIP_ADJUSTMENT: 0.95,\n /** Flatter chest profile */\n CHEST_DEPTH_ADJUSTMENT: 0.92,\n} as const;\n\n// ============================================================================\n// CLOTHING RENDERING CONSTANTS (의복 렌더링)\n// ============================================================================\n\n/**\n * Base clothing offset from body surface.\n *\n * Gap between body and clothing geometry for natural appearance.\n *\n * @korean 의복기본오프셋\n */\nexport const CLOTHING_OFFSET = 0.01; // 1cm gap\n\n/**\n * Clothing thickness (affects layering).\n *\n * @korean 의복두께\n */\nexport const CLOTHING_THICKNESS = 0.005; // 5mm\n\n/**\n * Clothing drape factor for loose garments.\n *\n * @korean 의복드레이프계수\n */\nexport const CLOTHING_DRAPE_FACTOR = 1.1;\n\n// ============================================================================\n// FOOT RENDERING CONSTANTS (발 렌더링)\n// ============================================================================\n\n/**\n * Base foot length in meters (for average 180cm person).\n *\n * @korean 기본발길이\n */\nexport const BASE_FOOT_LENGTH = 0.26; // 26cm\n\n/**\n * Foot width ratio relative to length.\n *\n * @korean 발너비비율\n */\nexport const FOOT_WIDTH_RATIO = 0.385; // ~10cm for 26cm foot\n\n/**\n * Foot height ratio at ankle.\n *\n * @korean 발높이비율\n */\nexport const FOOT_HEIGHT_RATIO = 0.308; // ~8cm for 26cm foot\n\n// ============================================================================\n// HAND RENDERING CONSTANTS (손 렌더링)\n// ============================================================================\n\n/**\n * Base palm width in meters.\n *\n * @korean 기본손바닥너비\n */\nexport const BASE_PALM_WIDTH = 0.085; // 8.5cm\n\n/**\n * Palm length as ratio of palm width.\n *\n * @korean 손바닥길이비율\n */\nexport const PALM_LENGTH_RATIO = 1.12; // ~9.5cm\n\n/**\n * Palm thickness as ratio of width.\n *\n * @korean 손바닥두께비율\n */\nexport const PALM_THICKNESS_RATIO = 0.294; // ~2.5cm\n\n// ============================================================================\n// HELPER FUNCTIONS (도우미 함수)\n// ============================================================================\n\n/**\n * Calculate bone thickness multiplier from physical attributes.\n *\n * @param muscleMass - Muscle mass in kg\n * @param fatMass - Fat mass in kg\n * @returns Thickness multiplier (0.85 - 1.3)\n * @korean 뼈두께배수계산\n */\nexport function calculateBoneThickness(\n muscleMass: number,\n fatMass: number,\n): number {\n const muscleRatio = muscleMass / REFERENCE_MUSCLE_MASS;\n const fatRatio = fatMass / REFERENCE_FAT_MASS;\n\n const muscleContribution =\n Math.sqrt(muscleRatio) * MUSCLE_THICKNESS_CONTRIBUTION;\n const fatContribution = Math.sqrt(fatRatio) * FAT_THICKNESS_CONTRIBUTION;\n\n const rawMultiplier = muscleContribution + fatContribution;\n const deviation = rawMultiplier - 1.0;\n const amplified = 1.0 + deviation * BONE_THICKNESS_AMPLIFICATION;\n\n return Math.max(\n MIN_BONE_THICKNESS_MULTIPLIER,\n Math.min(MAX_BONE_THICKNESS_MULTIPLIER, amplified),\n );\n}\n\n/**\n * Calculate muscle scale factor from muscle mass.\n *\n * @param muscleMass - Muscle mass in kg\n * @returns Scale factor (0.5 - 2.0+)\n * @korean 근육크기계산\n */\nexport function calculateMuscleScale(muscleMass: number): number {\n const massRatio = muscleMass / REFERENCE_MUSCLE_MASS;\n const deviation = massRatio - 1.0;\n\n const exponentialDeviation =\n Math.sign(deviation) *\n Math.pow(Math.abs(deviation), MUSCLE_AMPLIFICATION_EXPONENT);\n\n return Math.max(\n MIN_MUSCLE_SCALE,\n 1.0 + exponentialDeviation * MUSCLE_AMPLIFICATION_BASE,\n );\n}\n\n/**\n * Apply visual amplification to a scaling factor.\n *\n * @param rawFactor - Raw scaling factor (1.0 = reference)\n * @returns Amplified scaling factor\n * @korean 시각적증폭적용\n */\nexport function amplifyScaling(rawFactor: number): number {\n const deviation = rawFactor - 1.0;\n return 1.0 + deviation * 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