blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { KOREAN_COLORS } from "../../../../../types/constants/colors.js";
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//#region src/components/screens/combat/components/effects/BloodParticles3D.tsx
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/**
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* - After: 5 temp vectors (reused) + particles use pooled vectors (released on expiration)
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* - Reduction: ~99.2% fewer allocations (600 → 5 temp + pooled reuse)
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*
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* @param effect - Blood splatter effect configuration
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* @param maxParticles - Maximum number of particles to generate
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* @returns Array of blood particles with ALL vectors from pool (must be released later)
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*/
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var generateBloodParticles = (effect, maxParticles) => {
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const particles = [];
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const particleCount = Math.floor(maxParticles * effect.intensity);
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const baseDir = ThreeObjectPools.vector3.acquire();
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65
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const origin = ThreeObjectPools.vector3.acquire();
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const direction = ThreeObjectPools.vector3.acquire();
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const yAxis = ThreeObjectPools.vector3.acquire();
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const zAxis = ThreeObjectPools.vector3.acquire();
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baseDir.set(...effect.direction).normalize();
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origin.set(...effect.position);
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yAxis.set(0, 1, 0);
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zAxis.set(0, 0, 1);
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for (let i = 0; i < particleCount; i++) {
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const spreadAngle = BLOOD_CONSTANTS.SPREAD_ANGLE;
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const phi = (Math.random() - .5) * spreadAngle;
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const theta = Math.random() * Math.PI * 2;
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direction.copy(baseDir);
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direction.applyAxisAngle(yAxis, phi);
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79
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direction.applyAxisAngle(zAxis, theta);
|
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80
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+
const speed = BLOOD_CONSTANTS.VELOCITY_MIN + Math.random() * (BLOOD_CONSTANTS.VELOCITY_MAX - BLOOD_CONSTANTS.VELOCITY_MIN);
|
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81
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+
const particlePosition = ThreeObjectPools.vector3.acquire();
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const particleVelocity = ThreeObjectPools.vector3.acquire();
|
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particlePosition.copy(origin);
|
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particleVelocity.copy(direction).multiplyScalar(speed);
|
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85
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+
particles.push({
|
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position: particlePosition,
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+
velocity: particleVelocity,
|
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+
lifetime: BLOOD_CONSTANTS.PARTICLE_LIFETIME,
|
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age: 0,
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settled: false,
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isPooled: true
|
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+
});
|
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93
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+
}
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94
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+
ThreeObjectPools.vector3.release(baseDir);
|
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ThreeObjectPools.vector3.release(origin);
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ThreeObjectPools.vector3.release(direction);
|
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+
ThreeObjectPools.vector3.release(yAxis);
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ThreeObjectPools.vector3.release(zAxis);
|
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return particles;
|
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+
};
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/**
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* BloodParticles3D Component
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*
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* Renders realistic blood splatter effects using physics-based particle simulation.
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* Optimized for performance with instanced rendering and efficient physics updates.
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*
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* @example
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* ```tsx
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* const [bloodEffects, setBloodEffects] = useState<BloodSplatterEffect[]>([]);
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*
|
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* // On hit event
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* const handleHit = (position: [number, number, number], direction: [number, number, number]) => {
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* setBloodEffects([...bloodEffects, {
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* id: generateId(),
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* position,
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* direction,
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* intensity: 0.8,
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* startTime: Date.now(),
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* }]);
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* };
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*
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* <BloodParticles3D
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* effects={bloodEffects}
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* enabled={violenceSettings.blood}
|
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+
* isMobile={isMobile}
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* onEffectComplete={(id) => {
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* setBloodEffects(prev => prev.filter(e => e.id !== id));
|
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+
* }}
|
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* />
|
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* ```
|
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*/
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var BloodParticles3D = ({ effects, enabled = true, isMobile = false, onEffectComplete }) => {
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const particlesRef = useRef(/* @__PURE__ */ new Map());
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+
const poolParticlesRef = useRef([]);
|
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135
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+
const pointsRef = useRef(null);
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+
const completedEffectsRef = useRef(/* @__PURE__ */ new Set());
|
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+
const maxParticles = isMobile ? BLOOD_CONSTANTS.MAX_PARTICLES_MOBILE : BLOOD_CONSTANTS.MAX_PARTICLES_DESKTOP;
|
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+
const bloodColor = useMemo(() => KOREAN_COLORS.BLOODLOSS_INDICATOR, []);
|
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+
React.useEffect(() => {
|
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+
if (!enabled) return;
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+
effects.forEach((effect) => {
|
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+
if (!particlesRef.current.has(effect.id)) {
|
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143
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+
const particles = generateBloodParticles(effect, maxParticles);
|
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+
particlesRef.current.set(effect.id, particles);
|
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+
}
|
|
146
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+
});
|
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147
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+
const effectIds = new Set(effects.map((e) => e.id));
|
|
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|
+
particlesRef.current.forEach((particles, id) => {
|
|
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|
+
if (!effectIds.has(id)) {
|
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|
+
particles.forEach((p) => {
|
|
151
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+
if (p.isPooled) {
|
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152
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+
ThreeObjectPools.vector3.release(p.position);
|
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+
ThreeObjectPools.vector3.release(p.velocity);
|
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+
p.isPooled = false;
|
|
155
|
+
}
|
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+
});
|
|
157
|
+
particlesRef.current.delete(id);
|
|
158
|
+
completedEffectsRef.current.delete(id);
|
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|
+
}
|
|
160
|
+
});
|
|
161
|
+
}, [
|
|
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|
+
effects,
|
|
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|
+
enabled,
|
|
164
|
+
maxParticles
|
|
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+
]);
|
|
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 || effects.length === 0) {\n return null;\n }\n\n return (\n <Points\n ref={pointsRef}\n positions={initialPositions}\n data-testid=\"blood-particles-3d\"\n >\n <PointMaterial\n color={bloodColor}\n size={BLOOD_CONSTANTS.PARTICLE_SIZE}\n sizeAttenuation\n transparent\n opacity={0.9}\n depthWrite={false}\n blending={THREE.NormalBlending}\n />\n </Points>\n );\n};\n\nexport default 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/**
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* BloodViscosity3D - Enhanced blood droplets with thicker physics for brutal combat realism
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*
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* Priority #5: Enhanced Blood Viscosity
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* - Thicker droplets with slower fall rate
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* - Variable splatter sizes (gouts vs mist)
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* - Cling/drip physics (stick to surfaces)
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* - Enhanced viscosity simulation
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*
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* PERFORMANCE OPTIMIZATION (Object Pooling):
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* - Reduced allocations from ~85+ per effect to ~4 pooled objects
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* - Pooling strategy:
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* 1. Temporary calculation objects (direction, color, velocity) use pool
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* 2. Owned objects (particle velocities) are cloned from pooled objects
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* 3. All pooled objects released after particle creation
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* - Estimated reduction:
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* - thin: 50 Color + 50 Vector3 = 100 allocations → 4 pooled objects
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* - medium: 80 Color + 80 Vector3 = 160 allocations → 4 pooled objects
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* - thick: 120 Color + 120 Vector3 = 240 allocations → 4 pooled objects
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* - gout: 200 Color + 200 Vector3 = 400 allocations → 4 pooled objects
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*
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* Korean martial arts context:
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* - 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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/**
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* Viscosity types for blood splatter
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*/
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export type ViscosityType = 'thin' | 'medium' | 'thick' | 'gout';
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/**
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* Individual blood viscosity effect
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*/
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export interface BloodViscosityEffect {
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readonly id: string;
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readonly position: [number, number, number];
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readonly direction: [number, number, number];
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readonly viscosityType: ViscosityType;
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readonly intensity: number;
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readonly startTime: number;
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}
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/**
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* Props for BloodViscosity3D component
|
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*/
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export interface BloodViscosity3DProps {
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readonly effects: readonly BloodViscosityEffect[];
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readonly enabled?: boolean;
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readonly isMobile?: boolean;
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readonly onEffectComplete?: (id: string) => void;
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}
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/**
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* BloodViscosity3D - Enhanced blood droplets with realistic thicker physics
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*
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* Features:
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* - Variable viscosity types (thin mist to thick gouts)
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* - Cling/drip physics when hitting ground
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* - Slower fall rates than arterial spray
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* - Larger droplet sizes
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* - Mobile optimization (50% particles)
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*/
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export declare const BloodViscosity3D: React.FC<BloodViscosity3DProps>;
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//# sourceMappingURL=BloodViscosity3D.d.ts.map
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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"}
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import { ThreeObjectPools } from "../../../../../utils/threeObjectPool.js";
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import React, { useEffect, useMemo } from "react";
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3
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import { Fragment, jsx } from "react/jsx-runtime";
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import { useFrame } from "@react-three/fiber";
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import * as THREE from "three";
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//#region src/components/screens/combat/components/effects/BloodViscosity3D.tsx
|
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7
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/**
|
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8
|
+
* BloodViscosity3D - Enhanced blood droplets with thicker physics for brutal combat realism
|
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9
|
+
*
|
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10
|
+
* Priority #5: Enhanced Blood Viscosity
|
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11
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* - Thicker droplets with slower fall rate
|
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12
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+
* - Variable splatter sizes (gouts vs mist)
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13
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+
* - Cling/drip physics (stick to surfaces)
|
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* - Enhanced viscosity simulation
|
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+
*
|
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+
* PERFORMANCE OPTIMIZATION (Object Pooling):
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+
* - Reduced allocations from ~85+ per effect to ~4 pooled objects
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18
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+
* - Pooling strategy:
|
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+
* 1. Temporary calculation objects (direction, color, velocity) use pool
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+
* 2. Owned objects (particle velocities) are cloned from pooled objects
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+
* 3. All pooled objects released after particle creation
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* - Estimated reduction:
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* - thin: 50 Color + 50 Vector3 = 100 allocations → 4 pooled objects
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+
* - medium: 80 Color + 80 Vector3 = 160 allocations → 4 pooled objects
|
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|
+
* - thick: 120 Color + 120 Vector3 = 240 allocations → 4 pooled objects
|
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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,
|
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39
|
+
medium: 80,
|
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40
|
+
thick: 120,
|
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41
|
+
gout: 200
|
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42
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+
},
|
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43
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+
VELOCITY: {
|
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44
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+
thin: {
|
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45
|
+
min: 2,
|
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46
|
+
max: 4
|
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+
},
|
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+
medium: {
|
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min: 1.5,
|
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50
|
+
max: 3
|
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51
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+
},
|
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thick: {
|
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+
min: 1,
|
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+
max: 2.5
|
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|
+
},
|
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|
+
gout: {
|
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+
min: .5,
|
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|
+
max: 2
|
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59
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+
}
|
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60
|
+
},
|
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|
+
SIZE: {
|
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62
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+
thin: {
|
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63
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+
min: .02,
|
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64
|
+
max: .04
|
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65
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+
},
|
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66
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+
medium: {
|
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67
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+
min: .04,
|
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68
|
+
max: .08
|
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69
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+
},
|
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70
|
+
thick: {
|
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71
|
+
min: .06,
|
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72
|
+
max: .12
|
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73
|
+
},
|
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74
|
+
gout: {
|
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75
|
+
min: .1,
|
|
76
|
+
max: .2
|
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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
|
+
});
|
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return /* @__PURE__ */ jsx(Fragment, { children: Array.from(effectInstances.values()).map((instance) => /* @__PURE__ */ jsx("primitive", { object: instance.particles }, instance.effect.id)) });
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//#endregion
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export { BloodViscosity3D };
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//# sourceMappingURL=BloodViscosity3D.js.map
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