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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  1853. package/package.json +222 -0
@@ -0,0 +1,278 @@
1
+ import { KOREAN_COLORS } from "../../../../../types/constants/colors.js";
2
+ import "../../../../../types/constants/index.js";
3
+ import { ThreeObjectPools } from "../../../../../utils/threeObjectPool.js";
4
+ import React, { useMemo, useRef } from "react";
5
+ import { jsx } from "react/jsx-runtime";
6
+ import { useFrame } from "@react-three/fiber";
7
+ import { PointMaterial, Points } from "@react-three/drei";
8
+ import * as THREE from "three";
9
+ //#region src/components/screens/combat/components/effects/BloodParticles3D.tsx
10
+ /**
11
+ * BloodParticles3D - Realistic blood splatter particle system
12
+ *
13
+ * Creates physics-based blood particles that spray from impact points with gravity,
14
+ * creating pools on the arena floor. Optimized for 60fps with instanced rendering.
15
+ *
16
+ * Features:
17
+ * - Gravity-based particle physics
18
+ * - Blood pool accumulation on floor
19
+ * - 10-second fade-out for pools
20
+ * - Instanced rendering for performance
21
+ * - Mobile-optimized particle counts
22
+ *
23
+ * @module components/combat/BloodParticles3D
24
+ * @category Combat Effects
25
+ * @korean 피입자3D
26
+ */
27
+ /**
28
+ * Performance and physics constants
29
+ */
30
+ var BLOOD_CONSTANTS = {
31
+ GRAVITY: -9.8,
32
+ MAX_PARTICLES_DESKTOP: 300,
33
+ MAX_PARTICLES_MOBILE: 100,
34
+ PARTICLE_LIFETIME: 2,
35
+ POOL_FADE_DURATION: 10,
36
+ VELOCITY_MIN: 2,
37
+ VELOCITY_MAX: 5,
38
+ SPREAD_ANGLE: Math.PI / 3,
39
+ FLOOR_Y: 0,
40
+ PARTICLE_SIZE: .05,
41
+ MAX_DELTA: 1 / 30
42
+ };
43
+ /**
44
+ * Generate initial particles for a blood splatter effect
45
+ *
46
+ * PERFORMANCE OPTIMIZATION: Uses ThreeObjectPools for ALL Vector3 allocations
47
+ *
48
+ * Pooling Strategy (UPDATED):
49
+ * - Acquire temp vectors for calculations (baseDir, origin, axis vectors) - RELEASED
50
+ * - Acquire position/velocity from pool for particle ownership - MUST BE RELEASED on expiration
51
+ *
52
+ * Memory Impact:
53
+ * - Before: 600 Vector3 allocations per splatter (2 per particle × 300)
54
+ * - After: 5 temp vectors (reused) + particles use pooled vectors (released on expiration)
55
+ * - Reduction: ~99.2% fewer allocations (600 → 5 temp + pooled reuse)
56
+ *
57
+ * @param effect - Blood splatter effect configuration
58
+ * @param maxParticles - Maximum number of particles to generate
59
+ * @returns Array of blood particles with ALL vectors from pool (must be released later)
60
+ */
61
+ var generateBloodParticles = (effect, maxParticles) => {
62
+ const particles = [];
63
+ const particleCount = Math.floor(maxParticles * effect.intensity);
64
+ const baseDir = ThreeObjectPools.vector3.acquire();
65
+ const origin = ThreeObjectPools.vector3.acquire();
66
+ const direction = ThreeObjectPools.vector3.acquire();
67
+ const yAxis = ThreeObjectPools.vector3.acquire();
68
+ const zAxis = ThreeObjectPools.vector3.acquire();
69
+ baseDir.set(...effect.direction).normalize();
70
+ origin.set(...effect.position);
71
+ yAxis.set(0, 1, 0);
72
+ zAxis.set(0, 0, 1);
73
+ for (let i = 0; i < particleCount; i++) {
74
+ const spreadAngle = BLOOD_CONSTANTS.SPREAD_ANGLE;
75
+ const phi = (Math.random() - .5) * spreadAngle;
76
+ const theta = Math.random() * Math.PI * 2;
77
+ direction.copy(baseDir);
78
+ direction.applyAxisAngle(yAxis, phi);
79
+ direction.applyAxisAngle(zAxis, theta);
80
+ const speed = BLOOD_CONSTANTS.VELOCITY_MIN + Math.random() * (BLOOD_CONSTANTS.VELOCITY_MAX - BLOOD_CONSTANTS.VELOCITY_MIN);
81
+ const particlePosition = ThreeObjectPools.vector3.acquire();
82
+ const particleVelocity = ThreeObjectPools.vector3.acquire();
83
+ particlePosition.copy(origin);
84
+ particleVelocity.copy(direction).multiplyScalar(speed);
85
+ particles.push({
86
+ position: particlePosition,
87
+ velocity: particleVelocity,
88
+ lifetime: BLOOD_CONSTANTS.PARTICLE_LIFETIME,
89
+ age: 0,
90
+ settled: false,
91
+ isPooled: true
92
+ });
93
+ }
94
+ ThreeObjectPools.vector3.release(baseDir);
95
+ ThreeObjectPools.vector3.release(origin);
96
+ ThreeObjectPools.vector3.release(direction);
97
+ ThreeObjectPools.vector3.release(yAxis);
98
+ ThreeObjectPools.vector3.release(zAxis);
99
+ return particles;
100
+ };
101
+ /**
102
+ * BloodParticles3D Component
103
+ *
104
+ * Renders realistic blood splatter effects using physics-based particle simulation.
105
+ * Optimized for performance with instanced rendering and efficient physics updates.
106
+ *
107
+ * @example
108
+ * ```tsx
109
+ * const [bloodEffects, setBloodEffects] = useState<BloodSplatterEffect[]>([]);
110
+ *
111
+ * // On hit event
112
+ * const handleHit = (position: [number, number, number], direction: [number, number, number]) => {
113
+ * setBloodEffects([...bloodEffects, {
114
+ * id: generateId(),
115
+ * position,
116
+ * direction,
117
+ * intensity: 0.8,
118
+ * startTime: Date.now(),
119
+ * }]);
120
+ * };
121
+ *
122
+ * <BloodParticles3D
123
+ * effects={bloodEffects}
124
+ * enabled={violenceSettings.blood}
125
+ * isMobile={isMobile}
126
+ * onEffectComplete={(id) => {
127
+ * setBloodEffects(prev => prev.filter(e => e.id !== id));
128
+ * }}
129
+ * />
130
+ * ```
131
+ */
132
+ var BloodParticles3D = ({ effects, enabled = true, isMobile = false, onEffectComplete }) => {
133
+ const particlesRef = useRef(/* @__PURE__ */ new Map());
134
+ const poolParticlesRef = useRef([]);
135
+ const pointsRef = useRef(null);
136
+ const completedEffectsRef = useRef(/* @__PURE__ */ new Set());
137
+ const maxParticles = isMobile ? BLOOD_CONSTANTS.MAX_PARTICLES_MOBILE : BLOOD_CONSTANTS.MAX_PARTICLES_DESKTOP;
138
+ const bloodColor = useMemo(() => KOREAN_COLORS.BLOODLOSS_INDICATOR, []);
139
+ React.useEffect(() => {
140
+ if (!enabled) return;
141
+ effects.forEach((effect) => {
142
+ if (!particlesRef.current.has(effect.id)) {
143
+ const particles = generateBloodParticles(effect, maxParticles);
144
+ particlesRef.current.set(effect.id, particles);
145
+ }
146
+ });
147
+ const effectIds = new Set(effects.map((e) => e.id));
148
+ particlesRef.current.forEach((particles, id) => {
149
+ if (!effectIds.has(id)) {
150
+ particles.forEach((p) => {
151
+ if (p.isPooled) {
152
+ ThreeObjectPools.vector3.release(p.position);
153
+ ThreeObjectPools.vector3.release(p.velocity);
154
+ p.isPooled = false;
155
+ }
156
+ });
157
+ particlesRef.current.delete(id);
158
+ completedEffectsRef.current.delete(id);
159
+ }
160
+ });
161
+ }, [
162
+ effects,
163
+ enabled,
164
+ maxParticles
165
+ ]);
166
+ React.useEffect(() => {
167
+ const currentParticles = particlesRef.current;
168
+ const currentPoolParticles = poolParticlesRef.current;
169
+ const currentCompletedEffects = completedEffectsRef.current;
170
+ return () => {
171
+ currentParticles.forEach((particles) => {
172
+ particles.forEach((p) => {
173
+ if (p.isPooled) {
174
+ ThreeObjectPools.vector3.release(p.position);
175
+ ThreeObjectPools.vector3.release(p.velocity);
176
+ p.isPooled = false;
177
+ }
178
+ });
179
+ });
180
+ currentPoolParticles.forEach((p) => {
181
+ if (p.isPooled) {
182
+ ThreeObjectPools.vector3.release(p.position);
183
+ ThreeObjectPools.vector3.release(p.velocity);
184
+ p.isPooled = false;
185
+ }
186
+ });
187
+ poolParticlesRef.current = [];
188
+ currentParticles.clear();
189
+ currentCompletedEffects.clear();
190
+ };
191
+ }, []);
192
+ const initialPositions = useMemo(() => {
193
+ return new Float32Array(maxParticles * 3);
194
+ }, [maxParticles]);
195
+ useFrame((_, delta) => {
196
+ if (!enabled || !pointsRef.current) return;
197
+ const safeDelta = Math.min(delta, BLOOD_CONSTANTS.MAX_DELTA);
198
+ let totalParticleIndex = 0;
199
+ const attr = pointsRef.current.geometry.attributes.position;
200
+ const posArray = attr.array;
201
+ particlesRef.current.forEach((particles, effectId) => {
202
+ let hasActiveParticles = false;
203
+ for (let i = 0; i < particles.length; i++) {
204
+ const p = particles[i];
205
+ p.age += safeDelta;
206
+ if (!p.settled) {
207
+ p.velocity.y += BLOOD_CONSTANTS.GRAVITY * safeDelta;
208
+ p.position.addScaledVector(p.velocity, safeDelta);
209
+ if (p.position.y <= BLOOD_CONSTANTS.FLOOR_Y) {
210
+ p.position.y = BLOOD_CONSTANTS.FLOOR_Y;
211
+ p.velocity.set(0, 0, 0);
212
+ p.settled = true;
213
+ p.lifetime = BLOOD_CONSTANTS.POOL_FADE_DURATION;
214
+ p.age = 0;
215
+ poolParticlesRef.current.push(p);
216
+ } else hasActiveParticles = true;
217
+ }
218
+ if (totalParticleIndex < posArray.length / 3) {
219
+ posArray[totalParticleIndex * 3] = p.position.x;
220
+ posArray[totalParticleIndex * 3 + 1] = p.position.y;
221
+ posArray[totalParticleIndex * 3 + 2] = p.position.z;
222
+ totalParticleIndex++;
223
+ } else if (process.env.NODE_ENV === "development") console.warn(`BloodParticles3D: Particle buffer full (${posArray.length / 3} particles). Additional particles are not rendered. Consider reducing particle counts or increasing maxParticles if this happens frequently.`);
224
+ }
225
+ if (!hasActiveParticles && !completedEffectsRef.current.has(effectId)) {
226
+ completedEffectsRef.current.add(effectId);
227
+ onEffectComplete?.(effectId);
228
+ }
229
+ });
230
+ const maxVisibleParticles = Math.min(maxParticles, posArray.length / 3);
231
+ if (totalParticleIndex >= maxVisibleParticles) poolParticlesRef.current = poolParticlesRef.current.filter((p) => {
232
+ p.age += safeDelta;
233
+ const isAlive = p.age < p.lifetime;
234
+ if (!isAlive && p.isPooled) {
235
+ ThreeObjectPools.vector3.release(p.position);
236
+ ThreeObjectPools.vector3.release(p.velocity);
237
+ p.isPooled = false;
238
+ }
239
+ return isAlive;
240
+ });
241
+ else poolParticlesRef.current = poolParticlesRef.current.filter((p) => {
242
+ p.age += safeDelta;
243
+ const isAlive = p.age < p.lifetime;
244
+ if (isAlive && totalParticleIndex < maxVisibleParticles) {
245
+ posArray[totalParticleIndex * 3] = p.position.x;
246
+ posArray[totalParticleIndex * 3 + 1] = p.position.y;
247
+ posArray[totalParticleIndex * 3 + 2] = p.position.z;
248
+ totalParticleIndex++;
249
+ }
250
+ if (!isAlive && p.isPooled) {
251
+ ThreeObjectPools.vector3.release(p.position);
252
+ ThreeObjectPools.vector3.release(p.velocity);
253
+ p.isPooled = false;
254
+ }
255
+ return isAlive;
256
+ });
257
+ attr.needsUpdate = true;
258
+ });
259
+ if (!enabled || effects.length === 0) return null;
260
+ return /* @__PURE__ */ jsx(Points, {
261
+ ref: pointsRef,
262
+ positions: initialPositions,
263
+ "data-testid": "blood-particles-3d",
264
+ children: /* @__PURE__ */ jsx(PointMaterial, {
265
+ color: bloodColor,
266
+ size: BLOOD_CONSTANTS.PARTICLE_SIZE,
267
+ sizeAttenuation: true,
268
+ transparent: true,
269
+ opacity: .9,
270
+ depthWrite: false,
271
+ blending: THREE.NormalBlending
272
+ })
273
+ });
274
+ };
275
+ //#endregion
276
+ export { BloodParticles3D as default };
277
+
278
+ //# sourceMappingURL=BloodParticles3D.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BloodParticles3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/BloodParticles3D.tsx"],"sourcesContent":["/**\n * BloodParticles3D - Realistic blood splatter particle system\n *\n * Creates physics-based blood particles that spray from impact points with gravity,\n * creating pools on the arena floor. Optimized for 60fps with instanced rendering.\n *\n * Features:\n * - Gravity-based particle physics\n * - Blood pool accumulation on floor\n * - 10-second fade-out for pools\n * - Instanced rendering for performance\n * - Mobile-optimized particle counts\n *\n * @module components/combat/BloodParticles3D\n * @category Combat Effects\n * @korean 피입자3D\n */\n\nimport { Points, PointMaterial } from \"@react-three/drei\";\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useRef, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_COLORS } from \"../../../../../types/constants\";\nimport { ThreeObjectPools } from \"../../../../../utils/threeObjectPool\";\n\n/**\n * Blood particle data structure for efficient simulation\n * \n * PERFORMANCE: position and velocity now use pooled Vector3 objects\n * that are acquired on particle creation and released on expiration\n */\ninterface BloodParticle {\n /** Current position [x, y, z] - POOLED Vector3 */\n position: THREE.Vector3;\n /** Current velocity [x, y, z] - POOLED Vector3 */\n velocity: THREE.Vector3;\n /** Particle lifetime in seconds */\n lifetime: number;\n /** Time elapsed since creation */\n age: number;\n /** Whether particle has settled on floor */\n settled: boolean;\n /** Flag to track if vectors are pooled and need release */\n isPooled: boolean;\n}\n\n/**\n * Blood splatter effect configuration\n */\nexport interface BloodSplatterEffect {\n /** Unique identifier */\n readonly id: string;\n /** Origin position in 3D world space */\n readonly position: [number, number, number];\n /** Impact direction for splatter */\n readonly direction: [number, number, number];\n /** Intensity of effect (0.0 to 1.0) */\n readonly intensity: number;\n /** Timestamp when effect was created */\n readonly startTime: number;\n}\n\n/**\n * Props for BloodParticles3D component\n */\nexport interface BloodParticles3DProps {\n /** Active blood splatter effects to render */\n readonly effects: readonly BloodSplatterEffect[];\n /** Whether to enable blood effects (violence settings) */\n readonly enabled?: boolean;\n /** Mobile device mode (reduced particle count) */\n readonly isMobile?: boolean;\n /** Callback when effect completes */\n readonly onEffectComplete?: (effectId: string) => void;\n}\n\n/**\n * Performance and physics constants\n */\nconst BLOOD_CONSTANTS = {\n /** Gravity acceleration (m/s²) */\n GRAVITY: -9.8,\n /** Maximum particles per splatter effect */\n MAX_PARTICLES_DESKTOP: 300,\n MAX_PARTICLES_MOBILE: 100,\n /** Particle lifetime in seconds */\n PARTICLE_LIFETIME: 2.0,\n /** Blood pool fade duration in seconds */\n POOL_FADE_DURATION: 10.0,\n /** Initial velocity range */\n VELOCITY_MIN: 2.0,\n VELOCITY_MAX: 5.0,\n /** Spread angle in radians */\n SPREAD_ANGLE: Math.PI / 3,\n /** Floor Y position */\n FLOOR_Y: 0.0,\n /** Particle size */\n PARTICLE_SIZE: 0.05,\n /**\n * Maximum per-frame delta time (seconds) used to clamp the blood physics update.\n * \n * We cap the simulation step at ~33ms (1/30) to avoid the classic\n * \"spiral of death\" when the frame rate drops: very large timesteps can\n * cause unstable motion, particles tunneling through the floor, or\n * visually exaggerated splatter. Treating anything below 30fps as\n * \"slow motion\" for this effect keeps the blood behavior stable even\n * on slower devices. If the engine's minimum target frame rate changes,\n * adjust this threshold accordingly.\n */\n MAX_DELTA: 1 / 30,\n} as const;\n\n/**\n * Generate initial particles for a blood splatter effect\n * \n * PERFORMANCE OPTIMIZATION: Uses ThreeObjectPools for ALL Vector3 allocations\n * \n * Pooling Strategy (UPDATED):\n * - Acquire temp vectors for calculations (baseDir, origin, axis vectors) - RELEASED\n * - Acquire position/velocity from pool for particle ownership - MUST BE RELEASED on expiration\n * \n * Memory Impact:\n * - Before: 600 Vector3 allocations per splatter (2 per particle × 300)\n * - After: 5 temp vectors (reused) + particles use pooled vectors (released on expiration)\n * - Reduction: ~99.2% fewer allocations (600 → 5 temp + pooled reuse)\n * \n * @param effect - Blood splatter effect configuration\n * @param maxParticles - Maximum number of particles to generate\n * @returns Array of blood particles with ALL vectors from pool (must be released later)\n */\nconst generateBloodParticles = (\n effect: BloodSplatterEffect,\n maxParticles: number\n): BloodParticle[] => {\n const particles: BloodParticle[] = [];\n const particleCount = Math.floor(maxParticles * effect.intensity);\n\n // Acquire pooled temp vectors for reuse across all particles\n // These will be released after the loop completes\n const baseDir = ThreeObjectPools.vector3.acquire();\n const origin = ThreeObjectPools.vector3.acquire();\n const direction = ThreeObjectPools.vector3.acquire();\n const yAxis = ThreeObjectPools.vector3.acquire();\n const zAxis = ThreeObjectPools.vector3.acquire();\n\n // Initialize reusable vectors\n baseDir.set(...effect.direction).normalize();\n origin.set(...effect.position);\n yAxis.set(0, 1, 0);\n zAxis.set(0, 0, 1);\n\n for (let i = 0; i < particleCount; i++) {\n // Random spread around impact direction\n const spreadAngle = BLOOD_CONSTANTS.SPREAD_ANGLE;\n const phi = (Math.random() - 0.5) * spreadAngle;\n const theta = Math.random() * Math.PI * 2;\n\n // Reuse direction vector: copy base direction and apply rotations\n direction.copy(baseDir);\n direction.applyAxisAngle(yAxis, phi);\n direction.applyAxisAngle(zAxis, theta);\n\n // Random velocity magnitude\n const speed =\n BLOOD_CONSTANTS.VELOCITY_MIN +\n Math.random() * (BLOOD_CONSTANTS.VELOCITY_MAX - BLOOD_CONSTANTS.VELOCITY_MIN);\n\n // CRITICAL CHANGE: Acquire pooled vectors for particle ownership\n // These MUST be released when particle expires!\n const particlePosition = ThreeObjectPools.vector3.acquire();\n const particleVelocity = ThreeObjectPools.vector3.acquire();\n \n particlePosition.copy(origin);\n particleVelocity.copy(direction).multiplyScalar(speed);\n\n particles.push({\n position: particlePosition,\n velocity: particleVelocity,\n lifetime: BLOOD_CONSTANTS.PARTICLE_LIFETIME,\n age: 0,\n settled: false,\n isPooled: true, // Mark as pooled for cleanup\n });\n }\n\n // Release all temp vectors back to pool for reuse\n ThreeObjectPools.vector3.release(baseDir);\n ThreeObjectPools.vector3.release(origin);\n ThreeObjectPools.vector3.release(direction);\n ThreeObjectPools.vector3.release(yAxis);\n ThreeObjectPools.vector3.release(zAxis);\n\n return particles;\n};\n\n/**\n * BloodParticles3D Component\n *\n * Renders realistic blood splatter effects using physics-based particle simulation.\n * Optimized for performance with instanced rendering and efficient physics updates.\n *\n * @example\n * ```tsx\n * const [bloodEffects, setBloodEffects] = useState<BloodSplatterEffect[]>([]);\n *\n * // On hit event\n * const handleHit = (position: [number, number, number], direction: [number, number, number]) => {\n * setBloodEffects([...bloodEffects, {\n * id: generateId(),\n * position,\n * direction,\n * intensity: 0.8,\n * startTime: Date.now(),\n * }]);\n * };\n *\n * <BloodParticles3D\n * effects={bloodEffects}\n * enabled={violenceSettings.blood}\n * isMobile={isMobile}\n * onEffectComplete={(id) => {\n * setBloodEffects(prev => prev.filter(e => e.id !== id));\n * }}\n * />\n * ```\n */\nexport const BloodParticles3D: React.FC<BloodParticles3DProps> = ({\n effects,\n enabled = true,\n isMobile = false,\n onEffectComplete,\n}) => {\n // Particle system state\n const particlesRef = useRef<Map<string, BloodParticle[]>>(new Map());\n const poolParticlesRef = useRef<BloodParticle[]>([]);\n const pointsRef = useRef<THREE.Points>(null);\n const completedEffectsRef = useRef<Set<string>>(new Set());\n\n // Performance configuration\n const maxParticles = isMobile\n ? BLOOD_CONSTANTS.MAX_PARTICLES_MOBILE\n : BLOOD_CONSTANTS.MAX_PARTICLES_DESKTOP;\n\n // Blood color from Korean theme\n const bloodColor = useMemo(() => KOREAN_COLORS.BLOODLOSS_INDICATOR, []);\n\n // Initialize particles for new effects\n React.useEffect(() => {\n if (!enabled) return;\n\n effects.forEach((effect) => {\n if (!particlesRef.current.has(effect.id)) {\n const particles = generateBloodParticles(effect, maxParticles);\n particlesRef.current.set(effect.id, particles);\n }\n });\n\n // Clean up removed effects - IMPORTANT: Release pooled vectors!\n const effectIds = new Set(effects.map((e) => e.id));\n particlesRef.current.forEach((particles, id) => {\n if (!effectIds.has(id)) {\n // Release all pooled vectors for this effect\n particles.forEach((p) => {\n if (p.isPooled) {\n ThreeObjectPools.vector3.release(p.position);\n ThreeObjectPools.vector3.release(p.velocity);\n p.isPooled = false;\n }\n });\n particlesRef.current.delete(id);\n completedEffectsRef.current.delete(id);\n }\n });\n }, [effects, enabled, maxParticles]);\n\n // Cleanup on unmount - Release ALL pooled vectors\n React.useEffect(() => {\n // Capture refs at the start of effect to avoid stale closures\n const currentParticles = particlesRef.current;\n const currentPoolParticles = poolParticlesRef.current;\n const currentCompletedEffects = completedEffectsRef.current;\n \n return () => {\n // Release all active effect particles\n currentParticles.forEach((particles) => {\n particles.forEach((p) => {\n if (p.isPooled) {\n ThreeObjectPools.vector3.release(p.position);\n ThreeObjectPools.vector3.release(p.velocity);\n p.isPooled = false;\n }\n });\n });\n \n // Release all pool particles\n currentPoolParticles.forEach((p) => {\n if (p.isPooled) {\n ThreeObjectPools.vector3.release(p.position);\n ThreeObjectPools.vector3.release(p.velocity);\n p.isPooled = false;\n }\n });\n \n // Clear the pool particles array for complete cleanup\n poolParticlesRef.current = [];\n \n // Clear refs\n currentParticles.clear();\n currentCompletedEffects.clear();\n };\n }, []);\n\n // Initial particle positions for first render\n // Actual positions are updated in useFrame\n const initialPositions = useMemo(() => {\n const positions = new Float32Array(maxParticles * 3);\n // Initialize with zeros - actual positions set in useFrame\n return positions;\n }, [maxParticles]);\n\n // Physics update loop\n useFrame((_, delta) => {\n if (!enabled || !pointsRef.current) return;\n\n const safeDelta = Math.min(delta, BLOOD_CONSTANTS.MAX_DELTA);\n\n let totalParticleIndex = 0;\n const attr = pointsRef.current.geometry.attributes.position;\n const posArray = attr.array as Float32Array;\n\n // Update active splatter particles\n particlesRef.current.forEach((particles, effectId) => {\n let hasActiveParticles = false;\n\n for (let i = 0; i < particles.length; i++) {\n const p = particles[i];\n p.age += safeDelta;\n\n if (!p.settled) {\n // Apply gravity\n p.velocity.y += BLOOD_CONSTANTS.GRAVITY * safeDelta;\n\n // Update position\n p.position.addScaledVector(p.velocity, safeDelta);\n\n // Check floor collision\n if (p.position.y <= BLOOD_CONSTANTS.FLOOR_Y) {\n p.position.y = BLOOD_CONSTANTS.FLOOR_Y;\n p.velocity.set(0, 0, 0);\n p.settled = true;\n p.lifetime = BLOOD_CONSTANTS.POOL_FADE_DURATION;\n p.age = 0;\n\n // Add to pool particles\n poolParticlesRef.current.push(p);\n } else {\n hasActiveParticles = true;\n }\n }\n\n // Update render position\n if (totalParticleIndex < posArray.length / 3) {\n posArray[totalParticleIndex * 3] = p.position.x;\n posArray[totalParticleIndex * 3 + 1] = p.position.y;\n posArray[totalParticleIndex * 3 + 2] = p.position.z;\n totalParticleIndex++;\n } else if (process.env.NODE_ENV === \"development\") {\n // Warn in development when particles are being dropped due to buffer overflow\n console.warn(\n `BloodParticles3D: Particle buffer full (${posArray.length / 3} particles). ` +\n `Additional particles are not rendered. Consider reducing particle counts or ` +\n `increasing maxParticles if this happens frequently.`\n );\n }\n }\n\n // Check if effect is complete\n if (!hasActiveParticles && !completedEffectsRef.current.has(effectId)) {\n completedEffectsRef.current.add(effectId);\n onEffectComplete?.(effectId);\n }\n });\n\n // Determine the maximum number of particles we can safely render this frame.\n // This explicitly ties the visible particle cap to both the buffer size and maxParticles.\n const maxVisibleParticles = Math.min(maxParticles, posArray.length / 3);\n\n // Update blood pool particles (fade out)\n if (totalParticleIndex >= maxVisibleParticles) {\n // Buffer is full: continue aging and culling pool particles, but do not write positions.\n poolParticlesRef.current = poolParticlesRef.current.filter((p) => {\n p.age += safeDelta;\n const isAlive = p.age < p.lifetime;\n \n // Release pooled vectors when particle dies\n if (!isAlive && p.isPooled) {\n ThreeObjectPools.vector3.release(p.position);\n ThreeObjectPools.vector3.release(p.velocity);\n p.isPooled = false; // Mark as released\n }\n \n return isAlive;\n });\n } else {\n // There is still room in the buffer: write pool particle positions up to the cap.\n poolParticlesRef.current = poolParticlesRef.current.filter((p) => {\n p.age += safeDelta;\n const isAlive = p.age < p.lifetime;\n\n if (isAlive && totalParticleIndex < maxVisibleParticles) {\n posArray[totalParticleIndex * 3] = p.position.x;\n posArray[totalParticleIndex * 3 + 1] = p.position.y;\n posArray[totalParticleIndex * 3 + 2] = p.position.z;\n totalParticleIndex++;\n }\n\n // Release pooled vectors when particle dies\n if (!isAlive && p.isPooled) {\n ThreeObjectPools.vector3.release(p.position);\n ThreeObjectPools.vector3.release(p.velocity);\n p.isPooled = false; // Mark as released\n }\n\n return isAlive;\n });\n }\n\n attr.needsUpdate = true;\n });\n\n // Don't render if disabled or no effects\n if (!enabled || 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@@ -0,0 +1,64 @@
1
+ /**
2
+ * BloodViscosity3D - Enhanced blood droplets with thicker physics for brutal combat realism
3
+ *
4
+ * Priority #5: Enhanced Blood Viscosity
5
+ * - Thicker droplets with slower fall rate
6
+ * - Variable splatter sizes (gouts vs mist)
7
+ * - Cling/drip physics (stick to surfaces)
8
+ * - Enhanced viscosity simulation
9
+ *
10
+ * PERFORMANCE OPTIMIZATION (Object Pooling):
11
+ * - Reduced allocations from ~85+ per effect to ~4 pooled objects
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+ * - Pooling strategy:
13
+ * 1. Temporary calculation objects (direction, color, velocity) use pool
14
+ * 2. Owned objects (particle velocities) are cloned from pooled objects
15
+ * 3. All pooled objects released after particle creation
16
+ * - Estimated reduction:
17
+ * - thin: 50 Color + 50 Vector3 = 100 allocations → 4 pooled objects
18
+ * - medium: 80 Color + 80 Vector3 = 160 allocations → 4 pooled objects
19
+ * - thick: 120 Color + 120 Vector3 = 240 allocations → 4 pooled objects
20
+ * - gout: 200 Color + 200 Vector3 = 400 allocations → 4 pooled objects
21
+ *
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+ * Korean martial arts context:
23
+ * - 절단격 (Cutting strikes) - Thin blood mist
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+ * - 타격 (Impact strikes) - Medium blood splatter
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+ * - 관통격 (Penetrating strikes) - Thick blood droplets
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+ * - 깊은 상처 (Deep wounds) - Large blood gouts
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+ */
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+ import React from 'react';
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+ /**
30
+ * Viscosity types for blood splatter
31
+ */
32
+ export type ViscosityType = 'thin' | 'medium' | 'thick' | 'gout';
33
+ /**
34
+ * Individual blood viscosity effect
35
+ */
36
+ export interface BloodViscosityEffect {
37
+ readonly id: string;
38
+ readonly position: [number, number, number];
39
+ readonly direction: [number, number, number];
40
+ readonly viscosityType: ViscosityType;
41
+ readonly intensity: number;
42
+ readonly startTime: number;
43
+ }
44
+ /**
45
+ * Props for BloodViscosity3D component
46
+ */
47
+ export interface BloodViscosity3DProps {
48
+ readonly effects: readonly BloodViscosityEffect[];
49
+ readonly enabled?: boolean;
50
+ readonly isMobile?: boolean;
51
+ readonly onEffectComplete?: (id: string) => void;
52
+ }
53
+ /**
54
+ * BloodViscosity3D - Enhanced blood droplets with realistic thicker physics
55
+ *
56
+ * Features:
57
+ * - Variable viscosity types (thin mist to thick gouts)
58
+ * - Cling/drip physics when hitting ground
59
+ * - Slower fall rates than arterial spray
60
+ * - Larger droplet sizes
61
+ * - Mobile optimization (50% particles)
62
+ */
63
+ export declare const BloodViscosity3D: React.FC<BloodViscosity3DProps>;
64
+ //# sourceMappingURL=BloodViscosity3D.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"BloodViscosity3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/BloodViscosity3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAEH,OAAO,KAA6B,MAAM,OAAO,CAAC;AAKlD;;GAEG;AACH,MAAM,MAAM,aAAa,GAAG,MAAM,GAAG,QAAQ,GAAG,OAAO,GAAG,MAAM,CAAC;AAEjE;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,QAAQ,CAAC,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC7C,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,qBAAqB;IACpC,QAAQ,CAAC,OAAO,EAAE,SAAS,oBAAoB,EAAE,CAAC;IAClD,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAC;CAClD;AAwDD;;;;;;;;;GASG;AACH,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,CA+O5D,CAAC"}
@@ -0,0 +1,248 @@
1
+ import { ThreeObjectPools } from "../../../../../utils/threeObjectPool.js";
2
+ import React, { useEffect, useMemo } from "react";
3
+ import { Fragment, jsx } from "react/jsx-runtime";
4
+ import { useFrame } from "@react-three/fiber";
5
+ import * as THREE from "three";
6
+ //#region src/components/screens/combat/components/effects/BloodViscosity3D.tsx
7
+ /**
8
+ * BloodViscosity3D - Enhanced blood droplets with thicker physics for brutal combat realism
9
+ *
10
+ * Priority #5: Enhanced Blood Viscosity
11
+ * - Thicker droplets with slower fall rate
12
+ * - Variable splatter sizes (gouts vs mist)
13
+ * - Cling/drip physics (stick to surfaces)
14
+ * - Enhanced viscosity simulation
15
+ *
16
+ * PERFORMANCE OPTIMIZATION (Object Pooling):
17
+ * - Reduced allocations from ~85+ per effect to ~4 pooled objects
18
+ * - Pooling strategy:
19
+ * 1. Temporary calculation objects (direction, color, velocity) use pool
20
+ * 2. Owned objects (particle velocities) are cloned from pooled objects
21
+ * 3. All pooled objects released after particle creation
22
+ * - Estimated reduction:
23
+ * - thin: 50 Color + 50 Vector3 = 100 allocations → 4 pooled objects
24
+ * - medium: 80 Color + 80 Vector3 = 160 allocations → 4 pooled objects
25
+ * - thick: 120 Color + 120 Vector3 = 240 allocations → 4 pooled objects
26
+ * - gout: 200 Color + 200 Vector3 = 400 allocations → 4 pooled objects
27
+ *
28
+ * Korean martial arts context:
29
+ * - 절단격 (Cutting strikes) - Thin blood mist
30
+ * - 타격 (Impact strikes) - Medium blood splatter
31
+ * - 관통격 (Penetrating strikes) - Thick blood droplets
32
+ * - 깊은 상처 (Deep wounds) - Large blood gouts
33
+ */
34
+ var BLOOD_VISCOSITY_CONSTANTS = {
35
+ GRAVITY: -9.8,
36
+ AIR_RESISTANCE: .94,
37
+ PARTICLE_COUNT: {
38
+ thin: 50,
39
+ medium: 80,
40
+ thick: 120,
41
+ gout: 200
42
+ },
43
+ VELOCITY: {
44
+ thin: {
45
+ min: 2,
46
+ max: 4
47
+ },
48
+ medium: {
49
+ min: 1.5,
50
+ max: 3
51
+ },
52
+ thick: {
53
+ min: 1,
54
+ max: 2.5
55
+ },
56
+ gout: {
57
+ min: .5,
58
+ max: 2
59
+ }
60
+ },
61
+ SIZE: {
62
+ thin: {
63
+ min: .02,
64
+ max: .04
65
+ },
66
+ medium: {
67
+ min: .04,
68
+ max: .08
69
+ },
70
+ thick: {
71
+ min: .06,
72
+ max: .12
73
+ },
74
+ gout: {
75
+ min: .1,
76
+ max: .2
77
+ }
78
+ },
79
+ SPREAD_ANGLE: {
80
+ thin: Math.PI / 3,
81
+ medium: Math.PI / 4,
82
+ thick: Math.PI / 6,
83
+ gout: Math.PI / 8
84
+ },
85
+ ACTIVE_LIFETIME: 2.5,
86
+ CLING_LIFETIME: 3,
87
+ TOTAL_LIFETIME: 5.5,
88
+ GROUND_LEVEL: .1,
89
+ CLING_DAMPING: .3,
90
+ BLOOD_COLOR: 9109504,
91
+ MAX_DELTA: 1 / 30
92
+ };
93
+ /**
94
+ * BloodViscosity3D - Enhanced blood droplets with realistic thicker physics
95
+ *
96
+ * Features:
97
+ * - Variable viscosity types (thin mist to thick gouts)
98
+ * - Cling/drip physics when hitting ground
99
+ * - Slower fall rates than arterial spray
100
+ * - Larger droplet sizes
101
+ * - Mobile optimization (50% particles)
102
+ */
103
+ var BloodViscosity3D = ({ effects, enabled = true, isMobile = false, onEffectComplete }) => {
104
+ const [effectInstances, setEffectInstances] = React.useState(/* @__PURE__ */ new Map());
105
+ const getParticleCount = useMemo(() => (viscosityType) => {
106
+ const baseCount = BLOOD_VISCOSITY_CONSTANTS.PARTICLE_COUNT[viscosityType];
107
+ return isMobile ? Math.floor(baseCount * .5) : baseCount;
108
+ }, [isMobile]);
109
+ const createBloodParticles = useMemo(() => (effect) => {
110
+ const count = getParticleCount(effect.viscosityType);
111
+ const geometry = new THREE.BufferGeometry();
112
+ const positions = new Float32Array(count * 3);
113
+ const colors = new Float32Array(count * 3);
114
+ const sizes = new Float32Array(count);
115
+ const velocities = [];
116
+ const clinging = [];
117
+ const tempDirection = ThreeObjectPools.vector3.acquire();
118
+ const tempColor = ThreeObjectPools.color.acquire();
119
+ const tempVelocity = ThreeObjectPools.vector3.acquire();
120
+ const tempDeviation = ThreeObjectPools.vector3.acquire();
121
+ try {
122
+ tempDirection.set(...effect.direction).normalize();
123
+ const spreadAngle = BLOOD_VISCOSITY_CONSTANTS.SPREAD_ANGLE[effect.viscosityType];
124
+ const velocityRange = BLOOD_VISCOSITY_CONSTANTS.VELOCITY[effect.viscosityType];
125
+ const sizeRange = BLOOD_VISCOSITY_CONSTANTS.SIZE[effect.viscosityType];
126
+ tempColor.set(BLOOD_VISCOSITY_CONSTANTS.BLOOD_COLOR);
127
+ for (let i = 0; i < count; i++) {
128
+ positions[i * 3] = 0;
129
+ positions[i * 3 + 1] = 0;
130
+ positions[i * 3 + 2] = 0;
131
+ colors[i * 3] = tempColor.r;
132
+ colors[i * 3 + 1] = tempColor.g;
133
+ colors[i * 3 + 2] = tempColor.b;
134
+ sizes[i] = sizeRange.min + Math.random() * (sizeRange.max - sizeRange.min) * effect.intensity;
135
+ const speed = velocityRange.min + Math.random() * (velocityRange.max - velocityRange.min);
136
+ const theta = (Math.random() - .5) * spreadAngle;
137
+ const phi = Math.random() * Math.PI * 2;
138
+ tempDeviation.set(Math.sin(theta) * Math.cos(phi), Math.sin(theta) * Math.sin(phi), Math.cos(theta));
139
+ tempVelocity.copy(tempDirection).add(tempDeviation).normalize().multiplyScalar(speed);
140
+ velocities.push(tempVelocity.clone());
141
+ clinging.push(false);
142
+ }
143
+ } finally {
144
+ ThreeObjectPools.vector3.release(tempDirection);
145
+ ThreeObjectPools.color.release(tempColor);
146
+ ThreeObjectPools.vector3.release(tempVelocity);
147
+ ThreeObjectPools.vector3.release(tempDeviation);
148
+ }
149
+ geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
150
+ geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
151
+ geometry.setAttribute("size", new THREE.BufferAttribute(sizes, 1));
152
+ const material = new THREE.PointsMaterial({
153
+ size: .08,
154
+ vertexColors: true,
155
+ transparent: true,
156
+ opacity: .9,
157
+ blending: THREE.NormalBlending,
158
+ depthWrite: false,
159
+ sizeAttenuation: true
160
+ });
161
+ const points = new THREE.Points(geometry, material);
162
+ points.position.set(...effect.position);
163
+ return {
164
+ points,
165
+ velocities,
166
+ clinging
167
+ };
168
+ }, [getParticleCount]);
169
+ useEffect(() => {
170
+ if (!enabled) return;
171
+ setEffectInstances((prev) => {
172
+ const updated = new Map(prev);
173
+ effects.forEach((effect) => {
174
+ if (!updated.has(effect.id)) {
175
+ const { points, velocities, clinging } = createBloodParticles(effect);
176
+ updated.set(effect.id, {
177
+ particles: points,
178
+ velocities,
179
+ startTime: effect.startTime,
180
+ effect,
181
+ clinging
182
+ });
183
+ }
184
+ });
185
+ const currentIds = new Set(effects.map((e) => e.id));
186
+ Array.from(updated.keys()).forEach((id) => {
187
+ if (!currentIds.has(id)) {
188
+ const instance = updated.get(id);
189
+ if (instance) {
190
+ instance.particles.geometry.dispose();
191
+ instance.particles.material.dispose();
192
+ }
193
+ updated.delete(id);
194
+ }
195
+ });
196
+ return updated;
197
+ });
198
+ }, [
199
+ effects,
200
+ enabled,
201
+ createBloodParticles
202
+ ]);
203
+ useFrame((_state, delta) => {
204
+ if (!enabled || effectInstances.size === 0) return;
205
+ const clampedDelta = Math.min(delta, BLOOD_VISCOSITY_CONSTANTS.MAX_DELTA);
206
+ const now = Date.now();
207
+ const completedIds = [];
208
+ effectInstances.forEach((instance, id) => {
209
+ const elapsed = (now - instance.startTime) / 1e3;
210
+ if (elapsed >= BLOOD_VISCOSITY_CONSTANTS.TOTAL_LIFETIME) {
211
+ completedIds.push(id);
212
+ return;
213
+ }
214
+ const geometry = instance.particles.geometry;
215
+ const positions = geometry.attributes.position.array;
216
+ const count = positions.length / 3;
217
+ for (let i = 0; i < count; i++) {
218
+ const idx = i * 3;
219
+ if (!instance.clinging[i]) {
220
+ instance.velocities[i].y += BLOOD_VISCOSITY_CONSTANTS.GRAVITY * clampedDelta;
221
+ instance.velocities[i].multiplyScalar(BLOOD_VISCOSITY_CONSTANTS.AIR_RESISTANCE);
222
+ positions[idx] += instance.velocities[i].x * clampedDelta;
223
+ positions[idx + 1] += instance.velocities[i].y * clampedDelta;
224
+ positions[idx + 2] += instance.velocities[i].z * clampedDelta;
225
+ if (positions[idx + 1] <= BLOOD_VISCOSITY_CONSTANTS.GROUND_LEVEL) {
226
+ positions[idx + 1] = BLOOD_VISCOSITY_CONSTANTS.GROUND_LEVEL;
227
+ instance.velocities[i].multiplyScalar(BLOOD_VISCOSITY_CONSTANTS.CLING_DAMPING);
228
+ instance.clinging[i] = true;
229
+ }
230
+ }
231
+ }
232
+ geometry.attributes.position.needsUpdate = true;
233
+ if (elapsed >= BLOOD_VISCOSITY_CONSTANTS.ACTIVE_LIFETIME) {
234
+ const fadeProgress = (elapsed - BLOOD_VISCOSITY_CONSTANTS.ACTIVE_LIFETIME) / BLOOD_VISCOSITY_CONSTANTS.CLING_LIFETIME;
235
+ const material = instance.particles.material;
236
+ material.opacity = .9 * (1 - fadeProgress);
237
+ }
238
+ });
239
+ completedIds.forEach((id) => {
240
+ onEffectComplete?.(id);
241
+ });
242
+ });
243
+ return /* @__PURE__ */ jsx(Fragment, { children: Array.from(effectInstances.values()).map((instance) => /* @__PURE__ */ jsx("primitive", { object: instance.particles }, instance.effect.id)) });
244
+ };
245
+ //#endregion
246
+ export { BloodViscosity3D };
247
+
248
+ //# sourceMappingURL=BloodViscosity3D.js.map