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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/**
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* Physics-based type definitions for Black Trigram (흑괘)
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*
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* This module defines physics-first types where all positions, distances,
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* and measurements are in **meters** or **centimeters**, never pixels.
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* Pixel conversions happen ONLY at render time.
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*
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* @module types/PhysicsTypes
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* @category Type Definitions
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* @korean 물리타입
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*/
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import * as THREE from "three";
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import type { Position3D } from "./physics";
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/**
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* Arena bounds with both pixel dimensions (for rendering) and
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* world dimensions (for physics calculations).
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*
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* This allows proper conversion between screen space (pixels) and
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* physics space (meters) without fixed constants.
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*
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* **Korean**: 경기장 경계 (Arena Bounds)
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* @public
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export interface PhysicsArenaBounds {
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/** X coordinate of arena top-left corner (pixels, for rendering) */
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readonly x: number;
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/** Y coordinate of arena top-left corner (pixels, for rendering) */
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readonly y: number;
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/** Arena width in pixels (for rendering) */
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readonly width: number;
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/** Arena height in pixels (for rendering) */
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readonly height: number;
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/** Arena scale factor (1.0 = desktop, <1.0 = mobile, for 3D scene scaling) */
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readonly scale: number;
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/**
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* Physical arena width in meters.
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* This is the actual size of the combat arena in the game world.
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* `pixelsPerMeter = width / worldWidthMeters`
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* Example: Desktop 960px / 10m = 96 px/m, Mobile 300px / 6m = 50 px/m
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readonly worldWidthMeters: number;
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/**
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* Physical arena depth in meters.
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readonly worldDepthMeters: number;
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}
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/**
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* Default arena bounds used across visual effect components.
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*
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* Represents a standard 10m × 7.5m arena at desktop resolution (1200×800px).
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* Components should use this as their default to ensure consistency.
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*
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* **Korean**: 기본경기장경계 (Default Arena Bounds)
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*
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* @public
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* @category Physics Types
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*/
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export declare const DEFAULT_PHYSICS_ARENA_BOUNDS: PhysicsArenaBounds;
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/**
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* Calculate pixels-per-meter ratio from arena bounds.
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*
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* This is the fundamental conversion factor between screen space (pixels)
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* and physics space (meters). It varies by device resolution and arena size.
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*
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* **Korean**: 픽셀당미터비율 (Pixels Per Meter Ratio)
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*
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* @param bounds - Arena bounds with pixel and meter dimensions
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* @returns Conversion ratio (pixels per meter)
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* @throws Error if worldWidthMeters is not positive
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*
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* @example
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* ```typescript
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* // Desktop: 960px arena, 10m world
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* const desktopPxPerM = getPixelsPerMeter({ width: 960, worldWidthMeters: 10, ... });
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* // Result: 96 px/m
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*
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* // Mobile: 300px arena, 6m world
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* const mobilePxPerM = getPixelsPerMeter({ width: 300, worldWidthMeters: 6, ... });
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* // Result: 50 px/m
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* ```
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*
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* @public
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* @category Physics Types
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*/
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export declare function getPixelsPerMeter(bounds: PhysicsArenaBounds): number;
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/**
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* Convert physics position (meters) to screen position (pixels).
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*
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* **IMPORTANT**: This function only handles scaling conversion between
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* meters and pixels. It does NOT account for arena position offsets
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* (bounds.x and bounds.y). Callers must add these offsets separately
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* when rendering to screen.
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*
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* Example:
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* ```typescript
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* const pixelPos = metersToPixels(physicsPos, bounds);
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* const screenX = bounds.x + pixelPos.x; // Add arena offset
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* const screenY = bounds.y + pixelPos.y; // Add arena offset
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* ```
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*
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* This conversion should ONLY be used at render time.
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* Internal game logic should always work in meters.
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*
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* **Korean**: 미터를픽셀로 (Meters To Pixels)
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*
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* @param positionMeters - Position in meters
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* @param bounds - Arena bounds for conversion
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* @returns Position in pixels RELATIVE to arena origin (add bounds.x/y for screen position)
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* @throws Error if position is invalid
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*
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* @public
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* @category Physics Types
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*/
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export declare function metersToPixels(positionMeters: Position3D | THREE.Vector3, bounds: PhysicsArenaBounds): {
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x: number;
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y: number;
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};
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/**
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* Convert screen position (pixels) to physics position (meters).
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*
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* **IMPORTANT**: This function only handles scaling conversion between
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* pixels and meters. If you're converting from screen coordinates, you
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* must first subtract arena position offsets (bounds.x and bounds.y).
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*
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* Example:
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* ```typescript
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* const arenaRelativeX = screenX - bounds.x; // Remove arena offset
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* const arenaRelativeY = screenY - bounds.y; // Remove arena offset
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* const physicsPos = pixelsToMeters({ x: arenaRelativeX, y: arenaRelativeY }, bounds);
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* ```
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*
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* Use this when converting user input or initial positions.
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* After conversion, work entirely in meters.
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*
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* **Korean**: 픽셀을미터로 (Pixels To Meters)
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*
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* @param pixelPosition - Position in pixels RELATIVE to arena origin (subtract bounds.x/y first)
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* @param bounds - Arena bounds for conversion
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* @returns Position in meters
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* @throws Error if pixel coordinates are not finite numbers
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*
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* @public
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* @category Physics Types
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*/
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export declare function pixelsToMeters(pixelPosition: {
|
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x: number;
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y: number;
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}, bounds: PhysicsArenaBounds): Position3D;
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+
/**
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160
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* Calculate distance between two positions in meters.
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*
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162
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* This is the correct way to calculate distance - always in meters,
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163
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+
* never in pixels.
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+
*
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165
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+
* **Korean**: 거리계산 (Distance Calculation)
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+
*
|
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167
|
+
* @param pos1 - First position in meters
|
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168
|
+
* @param pos2 - Second position in meters
|
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169
|
+
* @returns Distance in meters
|
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170
|
+
* @throws Error if either position is invalid
|
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171
|
+
*
|
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172
|
+
* @public
|
|
173
|
+
* @category Physics Types
|
|
174
|
+
*/
|
|
175
|
+
export declare function calculateDistanceMeters(pos1: Position3D | THREE.Vector3, pos2: Position3D | THREE.Vector3): number;
|
|
176
|
+
/**
|
|
177
|
+
* Movement-specific arena bounds in world coordinates (meters).
|
|
178
|
+
*
|
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179
|
+
* Defines the playable area boundaries for player/AI movement.
|
|
180
|
+
* All arenas are centered at origin (0, 0) and extend symmetrically.
|
|
181
|
+
*
|
|
182
|
+
* **Korean**: 이동 경기장 경계 (Movement Arena Bounds)
|
|
183
|
+
*
|
|
184
|
+
* @remarks
|
|
185
|
+
* This is distinct from `ArenaBounds` interfaces in layout/test code
|
|
186
|
+
* which include pixel-based screen coordinates. MovementArenaBounds
|
|
187
|
+
* only contains world-space meter coordinates for physics calculations.
|
|
188
|
+
*
|
|
189
|
+
* @public
|
|
190
|
+
* @category Physics Types
|
|
191
|
+
*/
|
|
192
|
+
export interface MovementArenaBounds {
|
|
193
|
+
/** Minimum X position in meters (left edge) */
|
|
194
|
+
readonly minX: number;
|
|
195
|
+
/** Maximum X position in meters (right edge) */
|
|
196
|
+
readonly maxX: number;
|
|
197
|
+
/** Minimum Z position in meters (back edge) */
|
|
198
|
+
readonly minZ: number;
|
|
199
|
+
/** Maximum Z position in meters (front edge) */
|
|
200
|
+
readonly maxZ: number;
|
|
201
|
+
/** Arena center X in meters (typically 0) */
|
|
202
|
+
readonly centerX: number;
|
|
203
|
+
/** Arena center Z in meters (typically 0) */
|
|
204
|
+
readonly centerZ: number;
|
|
205
|
+
/** Arena width in meters */
|
|
206
|
+
readonly widthMeters: number;
|
|
207
|
+
/** Arena depth in meters */
|
|
208
|
+
readonly depthMeters: number;
|
|
209
|
+
}
|
|
210
|
+
/**
|
|
211
|
+
* Calculate arena bounds from arena configuration.
|
|
212
|
+
*
|
|
213
|
+
* Creates bounds with a margin to account for character radius,
|
|
214
|
+
* preventing characters from walking through edges.
|
|
215
|
+
*
|
|
216
|
+
* **Korean**: 경기장 경계 계산 (Calculate Arena Bounds)
|
|
217
|
+
*
|
|
218
|
+
* @param bounds - Arena configuration with meter dimensions (can be partial with just worldWidthMeters/worldDepthMeters)
|
|
219
|
+
* @param margin - Character radius/margin in meters (default: 0.3m - half character width)
|
|
220
|
+
* @returns Arena bounds for physics calculations
|
|
221
|
+
* @throws Error if dimensions are invalid (non-positive or non-finite) or margin is invalid
|
|
222
|
+
*
|
|
223
|
+
* @example
|
|
224
|
+
* ```typescript
|
|
225
|
+
* const config = { worldWidthMeters: 10, worldDepthMeters: 7.5 };
|
|
226
|
+
* const arenaBounds = calculateArenaBounds(config, 0.3);
|
|
227
|
+
* // Result: { minX: -4.7, maxX: 4.7, minZ: -3.45, maxZ: 3.45, ... }
|
|
228
|
+
* ```
|
|
229
|
+
*
|
|
230
|
+
* @public
|
|
231
|
+
* @category Physics Types
|
|
232
|
+
*/
|
|
233
|
+
export declare function calculateArenaBounds(bounds: Pick<PhysicsArenaBounds, 'worldWidthMeters' | 'worldDepthMeters'>, margin?: number): MovementArenaBounds;
|
|
234
|
+
/**
|
|
235
|
+
* Clamp a 3D position to stay within arena boundaries.
|
|
236
|
+
*
|
|
237
|
+
* Only clamps X and Z axes (horizontal plane). Y axis (height) is unchanged.
|
|
238
|
+
* Arena is centered at origin with bounds extending ±width/2 and ±depth/2.
|
|
239
|
+
*
|
|
240
|
+
* **Korean**: 위치를 경기장 경계로 제한 (Clamp Position To Bounds)
|
|
241
|
+
*
|
|
242
|
+
* @param position - 3D position in meters (THREE.Vector3 or Position3D)
|
|
243
|
+
* @param bounds - Arena bounds with min/max values
|
|
244
|
+
* @returns Clamped position as new THREE.Vector3
|
|
245
|
+
*
|
|
246
|
+
* @example
|
|
247
|
+
* ```typescript
|
|
248
|
+
* const position = new THREE.Vector3(6, 0, 4); // Outside bounds
|
|
249
|
+
* const bounds = calculateArenaBounds(config);
|
|
250
|
+
* const clamped = clampPositionToBounds(position, bounds);
|
|
251
|
+
* // Result: Vector3(4.7, 0, 3.45) - clamped to edges
|
|
252
|
+
* ```
|
|
253
|
+
*
|
|
254
|
+
* @public
|
|
255
|
+
* @category Physics Types
|
|
256
|
+
*/
|
|
257
|
+
export declare function clampPositionToBounds(position: THREE.Vector3 | Position3D, bounds: MovementArenaBounds): THREE.Vector3;
|
|
258
|
+
/**
|
|
259
|
+
* Check if a position is within arena boundaries.
|
|
260
|
+
*
|
|
261
|
+
* Only checks X and Z axes (horizontal plane). Y axis (height) is ignored.
|
|
262
|
+
*
|
|
263
|
+
* For 2D positions, accepts `{ x, y }` where `y` maps to world Z (depth),
|
|
264
|
+
* consistent with `clampToArenaBounds` and other 2D arena position APIs.
|
|
265
|
+
*
|
|
266
|
+
* **Korean**: 경기장 경계 내 위치 확인 (Check Position In Bounds)
|
|
267
|
+
*
|
|
268
|
+
* @param position - Position to check (2D {x,y} where y=depth, or 3D Vector3/Position3D)
|
|
269
|
+
* @param bounds - Arena bounds
|
|
270
|
+
* @returns True if position is within bounds
|
|
271
|
+
*
|
|
272
|
+
* @example
|
|
273
|
+
* ```typescript
|
|
274
|
+
* // 2D position (y maps to Z/depth)
|
|
275
|
+
* const position = { x: 5, y: 2 };
|
|
276
|
+
* const bounds = calculateArenaBounds(config);
|
|
277
|
+
* const inBounds = isPositionInBounds(position, bounds);
|
|
278
|
+
*
|
|
279
|
+
* // 3D position (uses z directly)
|
|
280
|
+
* const position3D = new THREE.Vector3(5, 1.8, 2);
|
|
281
|
+
* const inBounds3D = isPositionInBounds(position3D, bounds);
|
|
282
|
+
* ```
|
|
283
|
+
*
|
|
284
|
+
* @public
|
|
285
|
+
* @category Physics Types
|
|
286
|
+
*/
|
|
287
|
+
export declare function isPositionInBounds(position: {
|
|
288
|
+
x: number;
|
|
289
|
+
y: number;
|
|
290
|
+
} | THREE.Vector3 | Position3D, bounds: MovementArenaBounds): boolean;
|
|
291
|
+
/**
|
|
292
|
+
* Clamp a 2D position to stay within arena boundaries in meters.
|
|
293
|
+
*
|
|
294
|
+
* This function works in a projected 2D arena space where:
|
|
295
|
+
* - `position.x` corresponds to world **X** (horizontal)
|
|
296
|
+
* - `position.y` corresponds to world **Z** (depth)
|
|
297
|
+
*
|
|
298
|
+
* Arena coordinates are centered at origin (0, 0) and extend from
|
|
299
|
+
* -worldWidthMeters/2 to +worldWidthMeters/2 in X (position.x),
|
|
300
|
+
* -worldDepthMeters/2 to +worldDepthMeters/2 in Z/depth (position.y).
|
|
301
|
+
*
|
|
302
|
+
* This is used for physics calculations like knockback to ensure
|
|
303
|
+
* players stay within the playable area.
|
|
304
|
+
*
|
|
305
|
+
* @param position - 2D projected position in meters (X, depth-as-Y), which may exceed arena bounds
|
|
306
|
+
* @param bounds - Arena bounds with meter dimensions
|
|
307
|
+
* @returns Position clamped to arena boundaries in the same 2D projection
|
|
308
|
+
*
|
|
309
|
+
* @example
|
|
310
|
+
* ```typescript
|
|
311
|
+
* const bounds = { worldWidthMeters: 10, worldDepthMeters: 7.5, ... };
|
|
312
|
+
* const position = { x: 6, y: 4 }; // Outside arena in X/Z-projected space
|
|
313
|
+
* const clamped = clampToArenaBounds(position, bounds);
|
|
314
|
+
* // Result: { x: 5, y: 3.75 } - clamped to boundaries
|
|
315
|
+
* ```
|
|
316
|
+
*
|
|
317
|
+
* @public
|
|
318
|
+
* @category Physics Types
|
|
319
|
+
*/
|
|
320
|
+
export declare function clampToArenaBounds(position: {
|
|
321
|
+
x: number;
|
|
322
|
+
y: number;
|
|
323
|
+
}, bounds: PhysicsArenaBounds): {
|
|
324
|
+
x: number;
|
|
325
|
+
y: number;
|
|
326
|
+
};
|
|
327
|
+
//# sourceMappingURL=PhysicsTypes.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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{"version":3,"file":"PhysicsTypes.d.ts","sourceRoot":"","sources":["../../src/types/PhysicsTypes.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAE5C;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,kBAAkB;IACjC,oEAAoE;IACpE,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,oEAAoE;IACpE,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,4CAA4C;IAC5C,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,6CAA6C;IAC7C,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,8EAA8E;IAC9E,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB;;;;;;;;OAQG;IACH,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAElC;;;;;;;OAOG;IACH,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;CACnC;AAED;;;;;;;;;;GAUG;AACH,eAAO,MAAM,4BAA4B,EAAE,kBAQjC,CAAC;AA0BX;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,kBAAkB,GAAG,MAAM,CAOpE;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,wBAAgB,cAAc,CAC5B,cAAc,EAAE,UAAU,GAAG,KAAK,CAAC,OAAO,EAC1C,MAAM,EAAE,kBAAkB,GACzB;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAa1B;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,cAAc,CAC5B,aAAa,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EACvC,MAAM,EAAE,kBAAkB,GACzB,UAAU,CAcZ;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,uBAAuB,CACrC,IAAI,EAAE,UAAU,GAAG,KAAK,CAAC,OAAO,EAChC,IAAI,EAAE,UAAU,GAAG,KAAK,CAAC,OAAO,GAC/B,MAAM,CAYR;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAM,WAAW,mBAAmB;IAClC,+CAA+C;IAC/C,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,gDAAgD;IAChD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,+CAA+C;IAC/C,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,gDAAgD;IAChD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,6CAA6C;IAC7C,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,6CAA6C;IAC7C,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,4BAA4B;IAC5B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,4BAA4B;IAC5B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;CAC9B;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,oBAAoB,CAClC,MAAM,EAAE,IAAI,CAAC,kBAAkB,EAAE,kBAAkB,GAAG,kBAAkB,CAAC,EACzE,MAAM,GAAE,MAAY,GACnB,mBAAmB,CA6CrB;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,qBAAqB,CACnC,QAAQ,EAAE,KAAK,CAAC,OAAO,GAAG,UAAU,EACpC,MAAM,EAAE,mBAAmB,GAC1B,KAAK,CAAC,OAAO,CAMf;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,kBAAkB,CAChC,QAAQ,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG,KAAK,CAAC,OAAO,GAAG,UAAU,EAC/D,MAAM,EAAE,mBAAmB,GAC1B,OAAO,CAYT;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,kBAAkB,CAChC,QAAQ,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EAClC,MAAM,EAAE,kBAAkB,GACzB;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAQ1B"}
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import "three";
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//#region src/types/PhysicsTypes.ts
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/**
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* Default arena bounds used across visual effect components.
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*
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* Represents a standard 10m × 7.5m arena at desktop resolution (1200×800px).
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* Components should use this as their default to ensure consistency.
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*
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* **Korean**: 기본경기장경계 (Default Arena Bounds)
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*
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* @public
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* @category Physics Types
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*/
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var DEFAULT_PHYSICS_ARENA_BOUNDS = {
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x: 0,
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y: 0,
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width: 1200,
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height: 800,
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scale: 1,
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worldWidthMeters: 10,
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worldDepthMeters: 7.5
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};
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/**
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* Calculate arena bounds from arena configuration.
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*
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* Creates bounds with a margin to account for character radius,
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* preventing characters from walking through edges.
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*
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* **Korean**: 경기장 경계 계산 (Calculate Arena Bounds)
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*
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* @param bounds - Arena configuration with meter dimensions (can be partial with just worldWidthMeters/worldDepthMeters)
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* @param margin - Character radius/margin in meters (default: 0.3m - half character width)
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* @returns Arena bounds for physics calculations
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* @throws Error if dimensions are invalid (non-positive or non-finite) or margin is invalid
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*
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* @example
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* ```typescript
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* const config = { worldWidthMeters: 10, worldDepthMeters: 7.5 };
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* const arenaBounds = calculateArenaBounds(config, 0.3);
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* // Result: { minX: -4.7, maxX: 4.7, minZ: -3.45, maxZ: 3.45, ... }
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* ```
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*
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* @public
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* @category Physics Types
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*/
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function calculateArenaBounds(bounds, margin = .3) {
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if (!Number.isFinite(bounds.worldWidthMeters) || bounds.worldWidthMeters <= 0) throw new Error(`worldWidthMeters must be a positive finite number, got: ${bounds.worldWidthMeters}`);
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if (!Number.isFinite(bounds.worldDepthMeters) || bounds.worldDepthMeters <= 0) throw new Error(`worldDepthMeters must be a positive finite number, got: ${bounds.worldDepthMeters}`);
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if (!Number.isFinite(margin) || margin < 0) throw new Error(`margin must be a non-negative finite number, got: ${margin}`);
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const halfWidth = bounds.worldWidthMeters / 2;
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const halfDepth = bounds.worldDepthMeters / 2;
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if (margin >= halfWidth) throw new Error(`margin (${margin}m) must be less than half the arena width (${halfWidth}m)`);
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if (margin >= halfDepth) throw new Error(`margin (${margin}m) must be less than half the arena depth (${halfDepth}m)`);
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return {
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minX: -halfWidth + margin,
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maxX: halfWidth - margin,
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minZ: -halfDepth + margin,
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maxZ: halfDepth - margin,
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centerX: 0,
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centerZ: 0,
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widthMeters: bounds.worldWidthMeters,
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depthMeters: bounds.worldDepthMeters
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};
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}
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/**
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* Clamp a 2D position to stay within arena boundaries in meters.
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*
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* This function works in a projected 2D arena space where:
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* - `position.x` corresponds to world **X** (horizontal)
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* - `position.y` corresponds to world **Z** (depth)
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*
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* Arena coordinates are centered at origin (0, 0) and extend from
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* -worldWidthMeters/2 to +worldWidthMeters/2 in X (position.x),
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* -worldDepthMeters/2 to +worldDepthMeters/2 in Z/depth (position.y).
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*
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* This is used for physics calculations like knockback to ensure
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* players stay within the playable area.
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*
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* @param position - 2D projected position in meters (X, depth-as-Y), which may exceed arena bounds
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* @param bounds - Arena bounds with meter dimensions
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* @returns Position clamped to arena boundaries in the same 2D projection
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*
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* @example
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* ```typescript
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* const bounds = { worldWidthMeters: 10, worldDepthMeters: 7.5, ... };
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* const position = { x: 6, y: 4 }; // Outside arena in X/Z-projected space
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* const clamped = clampToArenaBounds(position, bounds);
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* // Result: { x: 5, y: 3.75 } - clamped to boundaries
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* ```
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*
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* @public
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* @category Physics Types
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*/
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function clampToArenaBounds(position, bounds) {
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const halfWidth = bounds.worldWidthMeters / 2;
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const halfDepth = bounds.worldDepthMeters / 2;
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return {
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x: Math.max(-halfWidth, Math.min(halfWidth, position.x)),
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y: Math.max(-halfDepth, Math.min(halfDepth, position.y))
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};
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}
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//#endregion
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export { DEFAULT_PHYSICS_ARENA_BOUNDS, calculateArenaBounds, clampToArenaBounds };
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//# sourceMappingURL=PhysicsTypes.js.map
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{"version":3,"file":"PhysicsTypes.js","names":[],"sources":["../../src/types/PhysicsTypes.ts"],"sourcesContent":["/**\n * Physics-based type definitions for Black Trigram (흑괘)\n * \n * This module defines physics-first types where all positions, distances,\n * and measurements are in **meters** or **centimeters**, never pixels.\n * Pixel conversions happen ONLY at render time.\n * \n * @module types/PhysicsTypes\n * @category Type Definitions\n * @korean 물리타입\n */\n\nimport * as THREE from \"three\";\nimport type { Position3D } from \"./physics\";\n\n/**\n * Arena bounds with both pixel dimensions (for rendering) and \n * world dimensions (for physics calculations).\n * \n * This allows proper conversion between screen space (pixels) and\n * physics space (meters) without fixed constants.\n * \n * **Korean**: 경기장 경계 (Arena Bounds)\n * \n * @public\n * @category Physics Types\n */\nexport interface PhysicsArenaBounds {\n /** X coordinate of arena top-left corner (pixels, for rendering) */\n readonly x: number;\n /** Y coordinate of arena top-left corner (pixels, for rendering) */\n readonly y: number;\n /** Arena width in pixels (for rendering) */\n readonly width: number;\n /** Arena height in pixels (for rendering) */\n readonly height: number;\n /** Arena scale factor (1.0 = desktop, <1.0 = mobile, for 3D scene scaling) */\n readonly scale: number;\n \n /**\n * Physical arena width in meters.\n * \n * This is the actual size of the combat arena in the game world.\n * Combined with width (pixels), this gives pixels-per-meter ratio:\n * `pixelsPerMeter = width / worldWidthMeters`\n * \n * Example: Desktop 960px / 10m = 96 px/m, Mobile 300px / 6m = 50 px/m\n */\n readonly worldWidthMeters: number;\n \n /**\n * Physical arena depth in meters.\n * \n * Typically same as worldWidthMeters for square arenas.\n * For rectangular arenas, may differ.\n * \n * Example: 10m × 10m square arena\n */\n readonly worldDepthMeters: number;\n}\n\n/**\n * Default arena bounds used across visual effect components.\n * \n * Represents a standard 10m × 7.5m arena at desktop resolution (1200×800px).\n * Components should use this as their default to ensure consistency.\n * \n * **Korean**: 기본경기장경계 (Default Arena Bounds)\n * \n * @public\n * @category Physics Types\n */\nexport const DEFAULT_PHYSICS_ARENA_BOUNDS: PhysicsArenaBounds = {\n x: 0,\n y: 0,\n width: 1200,\n height: 800,\n scale: 1.0,\n worldWidthMeters: 10,\n worldDepthMeters: 7.5,\n} as const;\n\n/**\n * Validates if a value is a valid Position3D or THREE.Vector3.\n * \n * @param pos - Value to check\n * @returns True if valid position with x, y, z properties\n * @internal\n */\nfunction isValidPosition(pos: unknown): pos is Position3D | THREE.Vector3 {\n return (\n pos !== null &&\n pos !== undefined &&\n typeof pos === \"object\" &&\n \"x\" in pos &&\n \"y\" in pos &&\n \"z\" in pos &&\n typeof (pos as Position3D).x === \"number\" &&\n typeof (pos as Position3D).y === \"number\" &&\n typeof (pos as Position3D).z === \"number\" &&\n Number.isFinite((pos as Position3D).x) &&\n Number.isFinite((pos as Position3D).y) &&\n Number.isFinite((pos as Position3D).z)\n );\n}\n\n/**\n * Calculate pixels-per-meter ratio from arena bounds.\n * \n * This is the fundamental conversion factor between screen space (pixels)\n * and physics space (meters). It varies by device resolution and arena size.\n * \n * **Korean**: 픽셀당미터비율 (Pixels Per Meter Ratio)\n * \n * @param bounds - Arena bounds with pixel and meter dimensions\n * @returns Conversion ratio (pixels per meter)\n * @throws Error if worldWidthMeters is not positive\n * \n * @example\n * ```typescript\n * // Desktop: 960px arena, 10m world\n * const desktopPxPerM = getPixelsPerMeter({ width: 960, worldWidthMeters: 10, ... });\n * // Result: 96 px/m\n * \n * // Mobile: 300px arena, 6m world \n * const mobilePxPerM = getPixelsPerMeter({ width: 300, worldWidthMeters: 6, ... });\n * // Result: 50 px/m\n * ```\n * \n * @public\n * @category Physics Types\n */\nexport function getPixelsPerMeter(bounds: PhysicsArenaBounds): number {\n if (bounds.worldWidthMeters <= 0) {\n throw new Error(\n `worldWidthMeters must be positive, got: ${bounds.worldWidthMeters}`\n );\n }\n return bounds.width / bounds.worldWidthMeters;\n}\n\n/**\n * Convert physics position (meters) to screen position (pixels).\n * \n * **IMPORTANT**: This function only handles scaling conversion between\n * meters and pixels. It does NOT account for arena position offsets\n * (bounds.x and bounds.y). Callers must add these offsets separately\n * when rendering to screen.\n * \n * Example:\n * ```typescript\n * const pixelPos = metersToPixels(physicsPos, bounds);\n * const screenX = bounds.x + pixelPos.x; // Add arena offset\n * const screenY = bounds.y + pixelPos.y; // Add arena offset\n * ```\n * \n * This conversion should ONLY be used at render time.\n * Internal game logic should always work in meters.\n * \n * **Korean**: 미터를픽셀로 (Meters To Pixels)\n * \n * @param positionMeters - Position in meters\n * @param bounds - Arena bounds for conversion\n * @returns Position in pixels RELATIVE to arena origin (add bounds.x/y for screen position)\n * @throws Error if position is invalid\n * \n * @public\n * @category Physics Types\n */\nexport function metersToPixels(\n positionMeters: Position3D | THREE.Vector3,\n bounds: PhysicsArenaBounds\n): { x: number; y: number } {\n if (!isValidPosition(positionMeters)) {\n throw new Error(\n \"Invalid position: must be Vector3 or Position3D with numeric x, y, z properties\"\n );\n }\n \n const pixelsPerMeter = getPixelsPerMeter(bounds);\n \n return {\n x: positionMeters.x * pixelsPerMeter,\n y: positionMeters.z * pixelsPerMeter, // Z axis maps to screen Y\n };\n}\n\n/**\n * Convert screen position (pixels) to physics position (meters).\n * \n * **IMPORTANT**: This function only handles scaling conversion between\n * pixels and meters. If you're converting from screen coordinates, you\n * must first subtract arena position offsets (bounds.x and bounds.y).\n * \n * Example:\n * ```typescript\n * const arenaRelativeX = screenX - bounds.x; // Remove arena offset\n * const arenaRelativeY = screenY - bounds.y; // Remove arena offset\n * const physicsPos = pixelsToMeters({ x: arenaRelativeX, y: arenaRelativeY }, bounds);\n * ```\n * \n * Use this when converting user input or initial positions.\n * After conversion, work entirely in meters.\n * \n * **Korean**: 픽셀을미터로 (Pixels To Meters)\n * \n * @param pixelPosition - Position in pixels RELATIVE to arena origin (subtract bounds.x/y first)\n * @param bounds - Arena bounds for conversion\n * @returns Position in meters\n * @throws Error if pixel coordinates are not finite numbers\n * \n * @public\n * @category Physics Types\n */\nexport function pixelsToMeters(\n pixelPosition: { x: number; y: number },\n bounds: PhysicsArenaBounds\n): Position3D {\n if (!Number.isFinite(pixelPosition.x) || !Number.isFinite(pixelPosition.y)) {\n throw new Error(\n `Invalid pixel coordinates: x=${pixelPosition.x}, y=${pixelPosition.y}`\n );\n }\n \n const pixelsPerMeter = getPixelsPerMeter(bounds);\n \n return {\n x: pixelPosition.x / pixelsPerMeter,\n y: 0, // Ground plane\n z: pixelPosition.y / pixelsPerMeter, // Screen Y maps to Z axis\n };\n}\n\n/**\n * Calculate distance between two positions in meters.\n * \n * This is the correct way to calculate distance - always in meters,\n * never in pixels.\n * \n * **Korean**: 거리계산 (Distance Calculation)\n * \n * @param pos1 - First position in meters\n * @param pos2 - Second position in meters\n * @returns Distance in meters\n * @throws Error if either position is invalid\n * \n * @public\n * @category Physics Types\n */\nexport function calculateDistanceMeters(\n pos1: Position3D | THREE.Vector3,\n pos2: Position3D | THREE.Vector3\n): number {\n if (!isValidPosition(pos1) || !isValidPosition(pos2)) {\n throw new Error(\n \"Invalid positions for distance calculation: both positions must be valid Vector3 or Position3D objects\"\n );\n }\n \n const dx = pos2.x - pos1.x;\n const dy = pos2.y - pos1.y;\n const dz = pos2.z - pos1.z;\n \n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Movement-specific arena bounds in world coordinates (meters).\n * \n * Defines the playable area boundaries for player/AI movement.\n * All arenas are centered at origin (0, 0) and extend symmetrically.\n * \n * **Korean**: 이동 경기장 경계 (Movement Arena Bounds)\n * \n * @remarks\n * This is distinct from `ArenaBounds` interfaces in layout/test code\n * which include pixel-based screen coordinates. MovementArenaBounds\n * only contains world-space meter coordinates for physics calculations.\n * \n * @public\n * @category Physics Types\n */\nexport interface MovementArenaBounds {\n /** Minimum X position in meters (left edge) */\n readonly minX: number;\n /** Maximum X position in meters (right edge) */\n readonly maxX: number;\n /** Minimum Z position in meters (back edge) */\n readonly minZ: number;\n /** Maximum Z position in meters (front edge) */\n readonly maxZ: number;\n /** Arena center X in meters (typically 0) */\n readonly centerX: number;\n /** Arena center Z in meters (typically 0) */\n readonly centerZ: number;\n /** Arena width in meters */\n readonly widthMeters: number;\n /** Arena depth in meters */\n readonly depthMeters: number;\n}\n\n/**\n * Calculate arena bounds from arena configuration.\n * \n * Creates bounds with a margin to account for character radius,\n * preventing characters from walking through edges.\n * \n * **Korean**: 경기장 경계 계산 (Calculate Arena Bounds)\n * \n * @param bounds - Arena configuration with meter dimensions (can be partial with just worldWidthMeters/worldDepthMeters)\n * @param margin - Character radius/margin in meters (default: 0.3m - half character width)\n * @returns Arena bounds for physics calculations\n * @throws Error if dimensions are invalid (non-positive or non-finite) or margin is invalid\n * \n * @example\n * ```typescript\n * const config = { worldWidthMeters: 10, worldDepthMeters: 7.5 };\n * const arenaBounds = calculateArenaBounds(config, 0.3);\n * // Result: { minX: -4.7, maxX: 4.7, minZ: -3.45, maxZ: 3.45, ... }\n * ```\n * \n * @public\n * @category Physics Types\n */\nexport function calculateArenaBounds(\n bounds: Pick<PhysicsArenaBounds, 'worldWidthMeters' | 'worldDepthMeters'>,\n margin: number = 0.3\n): MovementArenaBounds {\n // Validate arena dimensions\n if (!Number.isFinite(bounds.worldWidthMeters) || bounds.worldWidthMeters <= 0) {\n throw new Error(\n `worldWidthMeters must be a positive finite number, got: ${bounds.worldWidthMeters}`\n );\n }\n if (!Number.isFinite(bounds.worldDepthMeters) || bounds.worldDepthMeters <= 0) {\n throw new Error(\n `worldDepthMeters must be a positive finite number, got: ${bounds.worldDepthMeters}`\n );\n }\n \n // Validate margin\n if (!Number.isFinite(margin) || margin < 0) {\n throw new Error(\n `margin must be a non-negative finite number, got: ${margin}`\n );\n }\n \n const halfWidth = bounds.worldWidthMeters / 2;\n const halfDepth = bounds.worldDepthMeters / 2;\n \n // Validate margin is not larger than arena dimensions\n if (margin >= halfWidth) {\n throw new Error(\n `margin (${margin}m) must be less than half the arena width (${halfWidth}m)`\n );\n }\n if (margin >= halfDepth) {\n throw new Error(\n `margin (${margin}m) must be less than half the arena depth (${halfDepth}m)`\n );\n }\n \n return {\n minX: -halfWidth + margin,\n maxX: halfWidth - margin,\n minZ: -halfDepth + margin,\n maxZ: halfDepth - margin,\n centerX: 0,\n centerZ: 0,\n widthMeters: bounds.worldWidthMeters,\n depthMeters: bounds.worldDepthMeters,\n };\n}\n\n/**\n * Clamp a 3D position to stay within arena boundaries.\n * \n * Only clamps X and Z axes (horizontal plane). Y axis (height) is unchanged.\n * Arena is centered at origin with bounds extending ±width/2 and ±depth/2.\n * \n * **Korean**: 위치를 경기장 경계로 제한 (Clamp Position To Bounds)\n * \n * @param position - 3D position in meters (THREE.Vector3 or Position3D)\n * @param bounds - Arena bounds with min/max values\n * @returns Clamped position as new THREE.Vector3\n * \n * @example\n * ```typescript\n * const position = new THREE.Vector3(6, 0, 4); // Outside bounds\n * const bounds = calculateArenaBounds(config);\n * const clamped = clampPositionToBounds(position, bounds);\n * // Result: Vector3(4.7, 0, 3.45) - clamped to edges\n * ```\n * \n * @public\n * @category Physics Types\n */\nexport function clampPositionToBounds(\n position: THREE.Vector3 | Position3D,\n bounds: MovementArenaBounds\n): THREE.Vector3 {\n return new THREE.Vector3(\n Math.max(bounds.minX, Math.min(bounds.maxX, position.x)),\n position.y, // Y is height, not bounds-checked\n Math.max(bounds.minZ, Math.min(bounds.maxZ, position.z))\n );\n}\n\n/**\n * Check if a position is within arena boundaries.\n * \n * Only checks X and Z axes (horizontal plane). Y axis (height) is ignored.\n * \n * For 2D positions, accepts `{ x, y }` where `y` maps to world Z (depth),\n * consistent with `clampToArenaBounds` and other 2D arena position APIs.\n * \n * **Korean**: 경기장 경계 내 위치 확인 (Check Position In Bounds)\n * \n * @param position - Position to check (2D {x,y} where y=depth, or 3D Vector3/Position3D)\n * @param bounds - Arena bounds\n * @returns True if position is within bounds\n * \n * @example\n * ```typescript\n * // 2D position (y maps to Z/depth)\n * const position = { x: 5, y: 2 };\n * const bounds = calculateArenaBounds(config);\n * const inBounds = isPositionInBounds(position, bounds);\n * \n * // 3D position (uses z directly)\n * const position3D = new THREE.Vector3(5, 1.8, 2);\n * const inBounds3D = isPositionInBounds(position3D, bounds);\n * ```\n * \n * @public\n * @category Physics Types\n */\nexport function isPositionInBounds(\n position: { x: number; y: number } | THREE.Vector3 | Position3D,\n bounds: MovementArenaBounds\n): boolean {\n const x = position.x;\n // For 2D positions {x,y}, y maps to world Z (depth)\n // For 3D positions, use z directly\n const z = 'z' in position ? position.z : position.y;\n \n return (\n x >= bounds.minX &&\n x <= bounds.maxX &&\n z >= bounds.minZ &&\n z <= bounds.maxZ\n );\n}\n\n/**\n * Clamp a 2D position to stay within arena boundaries in meters.\n * \n * This function works in a projected 2D arena space where:\n * - `position.x` corresponds to world **X** (horizontal)\n * - `position.y` corresponds to world **Z** (depth)\n * \n * Arena coordinates are centered at origin (0, 0) and extend from\n * -worldWidthMeters/2 to +worldWidthMeters/2 in X (position.x),\n * -worldDepthMeters/2 to +worldDepthMeters/2 in Z/depth (position.y).\n * \n * This is used for physics calculations like knockback to ensure\n * players stay within the playable area.\n * \n * @param position - 2D projected position in meters (X, depth-as-Y), which may exceed arena bounds\n * @param bounds - Arena bounds with meter dimensions\n * @returns Position clamped to arena boundaries in the same 2D projection\n * \n * @example\n * ```typescript\n * const bounds = { worldWidthMeters: 10, worldDepthMeters: 7.5, ... };\n * const position = { x: 6, y: 4 }; // Outside arena in X/Z-projected space\n * const clamped = clampToArenaBounds(position, bounds);\n * // Result: { x: 5, y: 3.75 } - clamped to boundaries\n * ```\n * \n * @public\n * @category Physics Types\n */\nexport function clampToArenaBounds(\n position: { x: number; y: number },\n bounds: PhysicsArenaBounds\n): { x: number; y: number } {\n const halfWidth = bounds.worldWidthMeters / 2;\n const halfDepth = bounds.worldDepthMeters / 2;\n \n return {\n x: Math.max(-halfWidth, Math.min(halfWidth, position.x)),\n y: Math.max(-halfDepth, Math.min(halfDepth, position.y)),\n };\n}\n"],"mappings":";;;;;;;;;;;;;AAwEA,IAAa,+BAAmD;CAC9D,GAAG;CACH,GAAG;CACH,OAAO;CACP,QAAQ;CACR,OAAO;CACP,kBAAkB;CAClB,kBAAkB;CACnB;;;;;;;;;;;;;;;;;;;;;;;;AAoPD,SAAgB,qBACd,QACA,SAAiB,IACI;AAErB,KAAI,CAAC,OAAO,SAAS,OAAO,iBAAiB,IAAI,OAAO,oBAAoB,EAC1E,OAAM,IAAI,MACR,2DAA2D,OAAO,mBACnE;AAEH,KAAI,CAAC,OAAO,SAAS,OAAO,iBAAiB,IAAI,OAAO,oBAAoB,EAC1E,OAAM,IAAI,MACR,2DAA2D,OAAO,mBACnE;AAIH,KAAI,CAAC,OAAO,SAAS,OAAO,IAAI,SAAS,EACvC,OAAM,IAAI,MACR,qDAAqD,SACtD;CAGH,MAAM,YAAY,OAAO,mBAAmB;CAC5C,MAAM,YAAY,OAAO,mBAAmB;AAG5C,KAAI,UAAU,UACZ,OAAM,IAAI,MACR,WAAW,OAAO,6CAA6C,UAAU,IAC1E;AAEH,KAAI,UAAU,UACZ,OAAM,IAAI,MACR,WAAW,OAAO,6CAA6C,UAAU,IAC1E;AAGH,QAAO;EACL,MAAM,CAAC,YAAY;EACnB,MAAM,YAAY;EAClB,MAAM,CAAC,YAAY;EACnB,MAAM,YAAY;EAClB,SAAS;EACT,SAAS;EACT,aAAa,OAAO;EACpB,aAAa,OAAO;EACrB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgHH,SAAgB,mBACd,UACA,QAC0B;CAC1B,MAAM,YAAY,OAAO,mBAAmB;CAC5C,MAAM,YAAY,OAAO,mBAAmB;AAE5C,QAAO;EACL,GAAG,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,WAAW,SAAS,EAAE,CAAC;EACxD,GAAG,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,WAAW,SAAS,EAAE,CAAC;EACzD"}
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/**
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* Responsive Type Definitions for Black Trigram
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*
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* Comprehensive type system for responsive layout management across
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* all screen sizes from mobile (375px) to ultra-wide (2560px+).
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* Features:
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* - Proportional scaling system (0.8x - 1.4x)
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* - Korean text readability (14-24px range)
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* - Smooth transitions for resize operations
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*
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* @module types/ResponsiveTypes
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* @category Responsive Layout
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* @korean 반응형타입정의
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*/
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/**
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* Screen size categories for responsive design
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* Maps viewport width to device categories
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*
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* @korean 화면크기범주
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export type ScreenSize = 'mobile' | 'tablet' | 'desktop' | 'large' | 'xlarge';
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/**
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export interface ResponsiveBreakpoints {
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/** Small mobile devices (< 768px) - iPhone SE, standard phones */
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readonly MOBILE: number;
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/** Tablet devices (768-1024px) - iPad, Android tablets */
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}
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/**
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export interface SpacingScaleMap {
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readonly mobile: number;
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export interface FontSizeConfig {
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/** Base font size in pixels (reference point) */
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/** Minimum readable size (14px for body text) */
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readonly min: number;
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/** Maximum size before becoming too large (24px) */
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/** Current calculated size for screen */
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}
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/**
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* Responsive scaling configuration
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* Complete scaling system for all responsive elements
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*
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* @korean 반응형스케일설정
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*/
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export interface ResponsiveScaleConfig {
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/** Current screen size category */
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readonly screenSize: ScreenSize;
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/** Font scaling multiplier */
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readonly fontScale: number;
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/** Viewport dimensions */
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};
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}
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/**
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* Transition configuration for smooth resize operations
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* Ensures 60fps performance during window resize
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*
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*/
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export interface ResizeTransitionConfig {
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readonly easing: string;
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/** Properties to transition (default: all) */
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readonly properties: readonly string[];
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/** Whether transitions are enabled */
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}
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/**
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* Complete responsive configuration
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* All settings needed for responsive layout management
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*
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* @category Responsive Layout
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* @korean 반응형설정완료
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*/
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export interface ResponsiveConfig {
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/** Screen size category */
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readonly screenSize: ScreenSize;
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/** Breakpoint values */
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readonly breakpoints: ResponsiveBreakpoints;
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/** Font scaling configuration */
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readonly fontScale: FontScaleMap;
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/** Spacing scaling configuration */
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readonly spacingScale: SpacingScaleMap;
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/** Transition configuration */
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readonly transitions: ResizeTransitionConfig;
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}
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/**
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* Calculated responsive values for a component
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* Ready-to-use values computed from configuration
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*
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* @category Responsive Layout
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* @korean 계산된반응형값
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*/
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export interface ResponsiveValues {
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/** Calculated font sizes */
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readonly fontSize: {
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readonly small: number;
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readonly body: number;
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readonly title: number;
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readonly hero: number;
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readonly hud: number;
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};
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/** Calculated spacing values */
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readonly spacing: {
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readonly xs: number;
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readonly sm: number;
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readonly md: number;
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readonly lg: number;
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182
|
+
readonly xl: number;
|
|
183
|
+
};
|
|
184
|
+
/** CSS transition string for smooth resizing */
|
|
185
|
+
readonly transition: string;
|
|
186
|
+
}
|
|
187
|
+
/**
|
|
188
|
+
* Screen size test result
|
|
189
|
+
* Used for testing responsive breakpoints
|
|
190
|
+
*
|
|
191
|
+
* @category Testing
|
|
192
|
+
* @korean 화면크기테스트결과
|
|
193
|
+
*/
|
|
194
|
+
export interface ScreenSizeTestResult {
|
|
195
|
+
/** Tested width in pixels */
|
|
196
|
+
readonly width: number;
|
|
197
|
+
/** Tested height in pixels */
|
|
198
|
+
readonly height: number;
|
|
199
|
+
/** Determined screen size */
|
|
200
|
+
readonly screenSize: ScreenSize;
|
|
201
|
+
/** Whether this is mobile */
|
|
202
|
+
readonly isMobile: boolean;
|
|
203
|
+
/** Whether this is tablet */
|
|
204
|
+
readonly isTablet: boolean;
|
|
205
|
+
/** Whether this is desktop or larger */
|
|
206
|
+
readonly isDesktop: boolean;
|
|
207
|
+
/** Whether in landscape orientation */
|
|
208
|
+
readonly isLandscape: boolean;
|
|
209
|
+
}
|
|
210
|
+
//# sourceMappingURL=ResponsiveTypes.d.ts.map
|