blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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1
+ /**
2
+ * Unified character scaling system for Black Trigram.
3
+ *
4
+ * **Korean**: 통합 캐릭터 스케일링 시스템
5
+ *
6
+ * This module provides a physics-first approach to character scaling where:
7
+ * - All measurements are in METERS for consistency with arena and physics
8
+ * - Physical attributes (in cm) are converted to meters
9
+ * - All body part dimensions derive from physical attributes
10
+ * - Scale factors are based on anatomical proportions
11
+ *
12
+ * ## Design Philosophy
13
+ *
14
+ * The scaling system ensures that:
15
+ * 1. Characters appear correctly sized in arenas (6-14 meters wide)
16
+ * 2. Reach calculations (arm/leg length) match visual representation
17
+ * 3. Muscle and clothing scale proportionally with body dimensions
18
+ * 4. Combat animations use realistic distances
19
+ *
20
+ * ## Unit Conventions
21
+ * - Physical attributes: centimeters (totalHeight: 180 = 180cm)
22
+ * - World space: meters (arena width: 10 = 10m)
23
+ * - Character model: meters (height: 1.80 = 1.80m)
24
+ *
25
+ * @module utils/characterScaling
26
+ * @category Character Rendering
27
+ * @korean 캐릭터스케일링
28
+ */
29
+ import type { PhysicalAttributes } from "../types";
30
+ /**
31
+ * Reference body proportions as fractions of total height.
32
+ * Based on canonical human anatomy (8-head proportion system).
33
+ *
34
+ * @korean 기준신체비율
35
+ */
36
+ export declare const BODY_PROPORTIONS: {
37
+ /** Head is ~1/8 of total height */
38
+ readonly HEAD_HEIGHT_RATIO: 0.125;
39
+ /** Neck is ~0.055 of total height */
40
+ readonly NECK_HEIGHT_RATIO: 0.055;
41
+ /** Torso (spine) is ~0.33 of total height */
42
+ readonly TORSO_HEIGHT_RATIO: 0.33;
43
+ /** Leg (hip to floor) is ~0.48 of total height */
44
+ readonly LEG_HEIGHT_RATIO: 0.48;
45
+ /** Upper leg (thigh) is ~55% of total leg length */
46
+ readonly THIGH_LEG_RATIO: 0.55;
47
+ /** Lower leg (shin) is ~45% of total leg length */
48
+ readonly SHIN_LEG_RATIO: 0.45;
49
+ /** Upper arm is ~55% of total arm length */
50
+ readonly UPPER_ARM_RATIO: 0.55;
51
+ /** Forearm is ~45% of total arm length */
52
+ readonly FOREARM_RATIO: 0.45;
53
+ /** Hand is ~0.11 of total height (or ~10.5% of total height) */
54
+ readonly HAND_HEIGHT_RATIO: 0.105;
55
+ /** Foot length is ~15% of total height */
56
+ readonly FOOT_LENGTH_RATIO: 0.15;
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+ /** Shoulder width is typically 23-25% of height for males */
58
+ readonly SHOULDER_WIDTH_RATIO: 0.255;
59
+ /** Hip width is typically 16-18% of height */
60
+ readonly HIP_WIDTH_RATIO: 0.17;
61
+ /** Torso depth is typically 10-12% of height */
62
+ readonly TORSO_DEPTH_RATIO: 0.11;
63
+ };
64
+ /**
65
+ * Bone length as fraction of total height.
66
+ * These are anatomically accurate proportions for skeletal rig creation.
67
+ *
68
+ * @korean 뼈길이비율
69
+ */
70
+ export declare const BONE_HEIGHT_RATIOS: {
71
+ readonly head: 0.125;
72
+ readonly neck: 0.055;
73
+ readonly spineUpper: 0.11;
74
+ readonly spineMiddle: 0.11;
75
+ readonly spineLower: 0.11;
76
+ readonly shoulder: 0.055;
77
+ readonly upperArm: 0.21;
78
+ readonly elbow: 0.025;
79
+ readonly forearm: 0.17;
80
+ readonly wrist: 0.025;
81
+ readonly hand: 0.105;
82
+ readonly pelvis: 0.08;
83
+ readonly hip: 0.05;
84
+ readonly thigh: 0.265;
85
+ readonly knee: 0.025;
86
+ readonly shin: 0.22;
87
+ readonly foot: 0.05;
88
+ };
89
+ /**
90
+ * Convert centimeters to meters.
91
+ *
92
+ * @param cm - Value in centimeters
93
+ * @returns Value in meters
94
+ * @korean cm를미터로
95
+ */
96
+ export declare function cmToMeters(cm: number): number;
97
+ /**
98
+ * Convert physical attributes from centimeters to meters.
99
+ *
100
+ * @param attrs - Physical attributes in centimeters
101
+ * @returns Object with key measurements in meters
102
+ * @korean 신체속성미터변환
103
+ */
104
+ export declare function getPhysicalMeters(attrs: PhysicalAttributes): {
105
+ readonly totalHeight: number;
106
+ readonly armLength: number;
107
+ readonly legLength: number;
108
+ readonly shoulderWidth: number;
109
+ readonly torsoLength: number;
110
+ readonly headSize: number;
111
+ readonly neckLength: number;
112
+ };
113
+ /**
114
+ * Calculate skeleton bone dimensions in meters based on physical attributes.
115
+ *
116
+ * Returns actual bone lengths that should be used in SkeletonRig creation.
117
+ * All values are in meters and anatomically proportioned.
118
+ *
119
+ * @param attrs - Physical attributes (in centimeters)
120
+ * @returns Bone dimensions in meters
121
+ * @korean 골격치수계산
122
+ */
123
+ export declare function calculateSkeletonDimensions(attrs: PhysicalAttributes): {
124
+ readonly pelvisHeight: number;
125
+ readonly spineLower: number;
126
+ readonly spineMiddle: number;
127
+ readonly spineUpper: number;
128
+ readonly neck: number;
129
+ readonly head: number;
130
+ readonly shoulder: number;
131
+ readonly upperArm: number;
132
+ readonly elbow: number;
133
+ readonly forearm: number;
134
+ readonly wrist: number;
135
+ readonly hand: number;
136
+ readonly hip: number;
137
+ readonly thigh: number;
138
+ readonly knee: number;
139
+ readonly shin: number;
140
+ readonly foot: number;
141
+ readonly totalHeight: number;
142
+ };
143
+ /**
144
+ * Base muscle dimensions as fractions of associated bone length.
145
+ * These are proportional values that scale with bone size.
146
+ *
147
+ * @korean 근육비율
148
+ */
149
+ export declare const MUSCLE_BONE_RATIOS: {
150
+ readonly shoulder: {
151
+ readonly radiusFactor: 0.4;
152
+ readonly lengthFactor: 0.8;
153
+ };
154
+ readonly bicep: {
155
+ readonly radiusFactor: 0.35;
156
+ readonly lengthFactor: 0.7;
157
+ };
158
+ readonly tricep: {
159
+ readonly radiusFactor: 0.3;
160
+ readonly lengthFactor: 0.65;
161
+ };
162
+ readonly forearm: {
163
+ readonly radiusFactor: 0.3;
164
+ readonly lengthFactor: 0.8;
165
+ };
166
+ readonly pectorals: {
167
+ readonly radiusFactor: 0.5;
168
+ readonly lengthFactor: 0.7;
169
+ };
170
+ readonly core: {
171
+ readonly radiusFactor: 0.45;
172
+ readonly lengthFactor: 0.9;
173
+ };
174
+ readonly abs: {
175
+ readonly radiusFactor: 0.4;
176
+ readonly lengthFactor: 0.8;
177
+ };
178
+ readonly obliques: {
179
+ readonly radiusFactor: 0.35;
180
+ readonly lengthFactor: 0.75;
181
+ };
182
+ readonly glute: {
183
+ readonly radiusFactor: 0.5;
184
+ readonly lengthFactor: 0.6;
185
+ };
186
+ readonly quad: {
187
+ readonly radiusFactor: 0.35;
188
+ readonly lengthFactor: 0.8;
189
+ };
190
+ readonly hamstring: {
191
+ readonly radiusFactor: 0.3;
192
+ readonly lengthFactor: 0.75;
193
+ };
194
+ readonly calf: {
195
+ readonly radiusFactor: 0.28;
196
+ readonly lengthFactor: 0.6;
197
+ };
198
+ };
199
+ /**
200
+ * Calculate muscle dimensions in meters based on skeleton dimensions.
201
+ *
202
+ * @param skeletonDims - Skeleton dimensions from calculateSkeletonDimensions
203
+ * @param muscleMass - Muscle mass in kg for scaling
204
+ * @param referenceMass - Reference muscle mass (default 35kg)
205
+ * @returns Muscle dimensions in meters
206
+ * @korean 근육치수계산
207
+ */
208
+ export declare function calculateMuscleDimensions(skeletonDims: ReturnType<typeof calculateSkeletonDimensions>, muscleMass: number, referenceMass?: number): Record<string, {
209
+ readonly radius: number;
210
+ readonly length: number;
211
+ readonly scaleFactor: number;
212
+ }>;
213
+ /**
214
+ * Calculate hand dimensions in meters based on physical attributes.
215
+ *
216
+ * @param attrs - Physical attributes
217
+ * @returns Hand dimensions in meters
218
+ * @korean 손치수계산
219
+ */
220
+ export declare function calculateHandDimensions(attrs: PhysicalAttributes): {
221
+ readonly palmLength: number;
222
+ readonly palmWidth: number;
223
+ readonly palmDepth: number;
224
+ readonly fingerLengths: {
225
+ readonly thumb: number;
226
+ readonly index: number;
227
+ readonly middle: number;
228
+ readonly ring: number;
229
+ readonly pinky: number;
230
+ };
231
+ readonly fingerWidths: {
232
+ readonly thumb: number;
233
+ readonly index: number;
234
+ readonly middle: number;
235
+ readonly ring: number;
236
+ readonly pinky: number;
237
+ };
238
+ };
239
+ /**
240
+ * Calculate foot dimensions in meters based on physical attributes.
241
+ *
242
+ * @param attrs - Physical attributes
243
+ * @returns Foot dimensions in meters
244
+ * @korean 발치수계산
245
+ */
246
+ export declare function calculateFootDimensions(attrs: PhysicalAttributes): {
247
+ readonly footLength: number;
248
+ readonly footWidth: number;
249
+ readonly footHeight: number;
250
+ readonly toeLength: number;
251
+ readonly heelLength: number;
252
+ readonly ankleRadius: number;
253
+ };
254
+ /**
255
+ * Clothing fit scale multipliers.
256
+ * Applied on top of body dimensions.
257
+ *
258
+ * @korean 의류핏배율
259
+ */
260
+ export declare const CLOTHING_FIT_SCALES: {
261
+ readonly tight: 1.02;
262
+ readonly fitted: 1.06;
263
+ readonly regular: 1.1;
264
+ readonly loose: 1.18;
265
+ readonly oversized: 1.3;
266
+ };
267
+ export type ClothingFit = keyof typeof CLOTHING_FIT_SCALES;
268
+ /**
269
+ * Calculate clothing dimensions in meters based on physical attributes.
270
+ *
271
+ * @param attrs - Physical attributes
272
+ * @param fit - Clothing fit type
273
+ * @returns Clothing dimensions in meters
274
+ * @korean 의류치수계산
275
+ */
276
+ export declare function calculateClothingDimensions(attrs: PhysicalAttributes, fit?: ClothingFit): {
277
+ readonly torsoWidth: number;
278
+ readonly torsoDepth: number;
279
+ readonly torsoLength: number;
280
+ readonly armThickness: number;
281
+ readonly legThickness: number;
282
+ readonly fitScale: number;
283
+ };
284
+ /**
285
+ * Visual amplification factor for better screen readability.
286
+ * This is applied uniformly to make characters more visible in the arena.
287
+ * Does NOT affect physics or reach calculations.
288
+ *
289
+ * Value of 1.0 = realistic scale (1.8m character in 10m arena)
290
+ * Value of 1.15 = 15% larger for better visibility
291
+ *
292
+ * @korean 시각적증폭계수
293
+ */
294
+ export declare const VISUAL_SCALE_FACTOR = 1;
295
+ /**
296
+ * Calculate the uniform scale factor to apply to a character group.
297
+ * This ensures the character's total height matches their physical height.
298
+ *
299
+ * @param attrs - Physical attributes
300
+ * @param baseSkeletonHeight - Height of the base skeleton rig (before scaling)
301
+ * @returns Scale factor to apply to character group
302
+ * @korean 캐릭터스케일계산
303
+ */
304
+ export declare function calculateCharacterScale(attrs: PhysicalAttributes, baseSkeletonHeight?: number): number;
305
+ //# sourceMappingURL=characterScaling.d.ts.map
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1
+ //#region src/utils/characterScaling.ts
2
+ /**
3
+ * Reference body proportions as fractions of total height.
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+ * Based on canonical human anatomy (8-head proportion system).
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+ *
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+ * @korean 기준신체비율
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+ */
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+ var BODY_PROPORTIONS = {
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+ HEAD_HEIGHT_RATIO: .125,
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+ NECK_HEIGHT_RATIO: .055,
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+ TORSO_HEIGHT_RATIO: .33,
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+ LEG_HEIGHT_RATIO: .48,
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+ THIGH_LEG_RATIO: .55,
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+ SHIN_LEG_RATIO: .45,
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+ UPPER_ARM_RATIO: .55,
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+ FOREARM_RATIO: .45,
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+ HAND_HEIGHT_RATIO: .105,
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+ FOOT_LENGTH_RATIO: .15,
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+ SHOULDER_WIDTH_RATIO: .255,
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+ HIP_WIDTH_RATIO: .17,
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+ TORSO_DEPTH_RATIO: .11
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+ };
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+ /**
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+ * Bone length as fraction of total height.
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+ * These are anatomically accurate proportions for skeletal rig creation.
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+ *
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+ * @korean 뼈길이비율
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+ */
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+ var BONE_HEIGHT_RATIOS = {
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+ head: .125,
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+ neck: .055,
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+ spineUpper: .11,
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+ spineMiddle: .11,
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+ spineLower: .11,
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+ shoulder: .055,
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+ upperArm: .21,
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+ elbow: .025,
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+ forearm: .17,
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+ wrist: .025,
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+ hand: .105,
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+ pelvis: .08,
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+ hip: .05,
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+ thigh: .265,
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+ knee: .025,
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+ shin: .22,
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+ foot: .05
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+ };
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+ /**
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+ * Convert centimeters to meters.
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+ *
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+ * @param cm - Value in centimeters
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+ * @returns Value in meters
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+ * @korean cm를미터로
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+ */
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+ function cmToMeters(cm) {
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+ return cm / 100;
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+ }
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+ /**
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+ * Calculate skeleton bone dimensions in meters based on physical attributes.
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+ *
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+ * Returns actual bone lengths that should be used in SkeletonRig creation.
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+ * All values are in meters and anatomically proportioned.
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+ *
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+ * @param attrs - Physical attributes (in centimeters)
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+ * @returns Bone dimensions in meters
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+ * @korean 골격치수계산
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+ */
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+ function calculateSkeletonDimensions(attrs) {
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+ const totalHeightM = cmToMeters(attrs.totalHeight);
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+ const armLengthM = cmToMeters(attrs.armLength);
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+ const legLengthM = cmToMeters(attrs.legLength);
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+ const shoulderWidthM = cmToMeters(attrs.shoulderWidth);
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+ const neckLengthM = cmToMeters(attrs.neckLength);
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+ const headSizeM = cmToMeters(attrs.headSize);
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+ const torsoLengthM = cmToMeters(attrs.torsoLength);
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+ const upperArmLength = armLengthM * BODY_PROPORTIONS.UPPER_ARM_RATIO;
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+ const forearmLength = armLengthM * BODY_PROPORTIONS.FOREARM_RATIO;
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+ const thighLength = legLengthM * BODY_PROPORTIONS.THIGH_LEG_RATIO;
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+ const shinLength = legLengthM * BODY_PROPORTIONS.SHIN_LEG_RATIO;
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+ const spineSegment = torsoLengthM / 3;
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+ return {
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+ pelvisHeight: legLengthM + .05,
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+ spineLower: spineSegment,
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+ spineMiddle: spineSegment,
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+ spineUpper: spineSegment,
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+ neck: neckLengthM || totalHeightM * BONE_HEIGHT_RATIOS.neck,
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+ head: headSizeM || totalHeightM * BONE_HEIGHT_RATIOS.head,
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+ shoulder: shoulderWidthM * .25,
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+ upperArm: upperArmLength,
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+ elbow: totalHeightM * BONE_HEIGHT_RATIOS.elbow,
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+ forearm: forearmLength,
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+ wrist: totalHeightM * BONE_HEIGHT_RATIOS.wrist,
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+ hand: totalHeightM * BONE_HEIGHT_RATIOS.hand,
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+ hip: totalHeightM * BONE_HEIGHT_RATIOS.hip,
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+ thigh: thighLength,
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+ knee: totalHeightM * BONE_HEIGHT_RATIOS.knee,
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+ shin: shinLength,
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+ foot: .05,
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+ totalHeight: totalHeightM
100
+ };
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+ }
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+ //#endregion
103
+ export { calculateSkeletonDimensions, cmToMeters };
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+
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+ //# sourceMappingURL=characterScaling.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"characterScaling.js","names":[],"sources":["../../src/utils/characterScaling.ts"],"sourcesContent":["/**\n * Unified character scaling system for Black Trigram.\n *\n * **Korean**: 통합 캐릭터 스케일링 시스템\n *\n * This module provides a physics-first approach to character scaling where:\n * - All measurements are in METERS for consistency with arena and physics\n * - Physical attributes (in cm) are converted to meters\n * - All body part dimensions derive from physical attributes\n * - Scale factors are based on anatomical proportions\n *\n * ## Design Philosophy\n *\n * The scaling system ensures that:\n * 1. Characters appear correctly sized in arenas (6-14 meters wide)\n * 2. Reach calculations (arm/leg length) match visual representation\n * 3. Muscle and clothing scale proportionally with body dimensions\n * 4. Combat animations use realistic distances\n *\n * ## Unit Conventions\n * - Physical attributes: centimeters (totalHeight: 180 = 180cm)\n * - World space: meters (arena width: 10 = 10m)\n * - Character model: meters (height: 1.80 = 1.80m)\n *\n * @module utils/characterScaling\n * @category Character Rendering\n * @korean 캐릭터스케일링\n */\n\nimport type { PhysicalAttributes } from \"@/types\";\n\n// ============================================================================\n// REFERENCE ANATOMY (Based on average Korean adult male proportions)\n// ============================================================================\n\n/**\n * Reference body proportions as fractions of total height.\n * Based on canonical human anatomy (8-head proportion system).\n *\n * @korean 기준신체비율\n */\nexport const BODY_PROPORTIONS = {\n /** Head is ~1/8 of total height */\n HEAD_HEIGHT_RATIO: 0.125,\n /** Neck is ~0.055 of total height */\n NECK_HEIGHT_RATIO: 0.055,\n /** Torso (spine) is ~0.33 of total height */\n TORSO_HEIGHT_RATIO: 0.33,\n /** Leg (hip to floor) is ~0.48 of total height */\n LEG_HEIGHT_RATIO: 0.48,\n /** Upper leg (thigh) is ~55% of total leg length */\n THIGH_LEG_RATIO: 0.55,\n /** Lower leg (shin) is ~45% of total leg length */\n SHIN_LEG_RATIO: 0.45,\n /** Upper arm is ~55% of total arm length */\n UPPER_ARM_RATIO: 0.55,\n /** Forearm is ~45% of total arm length */\n FOREARM_RATIO: 0.45,\n /** Hand is ~0.11 of total height (or ~10.5% of total height) */\n HAND_HEIGHT_RATIO: 0.105,\n /** Foot length is ~15% of total height */\n FOOT_LENGTH_RATIO: 0.15,\n /** Shoulder width is typically 23-25% of height for males */\n SHOULDER_WIDTH_RATIO: 0.255,\n /** Hip width is typically 16-18% of height */\n HIP_WIDTH_RATIO: 0.17,\n /** Torso depth is typically 10-12% of height */\n TORSO_DEPTH_RATIO: 0.11,\n} as const;\n\n/**\n * Bone length as fraction of total height.\n * These are anatomically accurate proportions for skeletal rig creation.\n *\n * @korean 뼈길이비율\n */\nexport const BONE_HEIGHT_RATIOS = {\n // Head & Neck\n head: 0.125, // 22.5cm for 180cm person\n neck: 0.055, // 9.9cm for 180cm person\n\n // Spine (split into 3 segments)\n spineUpper: 0.11, // Upper thoracic\n spineMiddle: 0.11, // Middle thoracic\n spineLower: 0.11, // Lumbar\n\n // Shoulders (clavicle + shoulder joint)\n shoulder: 0.055, // Clavicle length\n\n // Arms (based on arm length from physical attributes)\n // Actual values calculated from physicalAttributes.armLength\n upperArm: 0.21, // ~38cm for 180cm (55% of arm)\n elbow: 0.025, // Elbow joint\n forearm: 0.17, // ~31cm for 180cm (45% of arm)\n wrist: 0.025, // Wrist joint\n hand: 0.105, // ~19cm for 180cm\n\n // Pelvis & Hips\n pelvis: 0.08, // Pelvis height\n hip: 0.05, // Hip joint\n\n // Legs (based on leg length from physical attributes)\n // Actual values calculated from physicalAttributes.legLength\n thigh: 0.265, // ~48cm for 180cm (55% of leg)\n knee: 0.025, // Knee joint\n shin: 0.22, // ~40cm for 180cm (45% of leg)\n foot: 0.05, // Ankle to ground\n} as const;\n\n// ============================================================================\n// CONVERSION UTILITIES\n// ============================================================================\n\n/**\n * Convert centimeters to meters.\n *\n * @param cm - Value in centimeters\n * @returns Value in meters\n * @korean cm를미터로\n */\nexport function cmToMeters(cm: number): number {\n return cm / 100;\n}\n\n/**\n * Convert physical attributes from centimeters to meters.\n *\n * @param attrs - Physical attributes in centimeters\n * @returns Object with key measurements in meters\n * @korean 신체속성미터변환\n */\nexport function getPhysicalMeters(attrs: PhysicalAttributes): {\n readonly totalHeight: number;\n readonly armLength: number;\n readonly legLength: number;\n readonly shoulderWidth: number;\n readonly torsoLength: number;\n readonly headSize: number;\n readonly neckLength: number;\n} {\n return {\n totalHeight: cmToMeters(attrs.totalHeight),\n armLength: cmToMeters(attrs.armLength),\n legLength: cmToMeters(attrs.legLength),\n shoulderWidth: cmToMeters(attrs.shoulderWidth),\n torsoLength: cmToMeters(attrs.torsoLength),\n headSize: cmToMeters(attrs.headSize),\n neckLength: cmToMeters(attrs.neckLength),\n };\n}\n\n// ============================================================================\n// SKELETON DIMENSIONS\n// ============================================================================\n\n/**\n * Calculate skeleton bone dimensions in meters based on physical attributes.\n *\n * Returns actual bone lengths that should be used in SkeletonRig creation.\n * All values are in meters and anatomically proportioned.\n *\n * @param attrs - Physical attributes (in centimeters)\n * @returns Bone dimensions in meters\n * @korean 골격치수계산\n */\nexport function calculateSkeletonDimensions(attrs: PhysicalAttributes): {\n readonly pelvisHeight: number;\n readonly spineLower: number;\n readonly spineMiddle: number;\n readonly spineUpper: number;\n readonly neck: number;\n readonly head: number;\n readonly shoulder: number;\n readonly upperArm: number;\n readonly elbow: number;\n readonly forearm: number;\n readonly wrist: number;\n readonly hand: number;\n readonly hip: number;\n readonly thigh: number;\n readonly knee: number;\n readonly shin: number;\n readonly foot: number;\n readonly totalHeight: number;\n} {\n const totalHeightM = cmToMeters(attrs.totalHeight);\n const armLengthM = cmToMeters(attrs.armLength);\n const legLengthM = cmToMeters(attrs.legLength);\n const shoulderWidthM = cmToMeters(attrs.shoulderWidth);\n const neckLengthM = cmToMeters(attrs.neckLength);\n const headSizeM = cmToMeters(attrs.headSize);\n const torsoLengthM = cmToMeters(attrs.torsoLength);\n\n // Calculate arm segments based on actual arm length\n const upperArmLength = armLengthM * BODY_PROPORTIONS.UPPER_ARM_RATIO;\n const forearmLength = armLengthM * BODY_PROPORTIONS.FOREARM_RATIO;\n\n // Calculate leg segments based on actual leg length\n const thighLength = legLengthM * BODY_PROPORTIONS.THIGH_LEG_RATIO;\n const shinLength = legLengthM * BODY_PROPORTIONS.SHIN_LEG_RATIO;\n\n // Spine segments (divide torso into 3 parts)\n const spineSegment = torsoLengthM / 3;\n\n return {\n // Pelvis height = leg length + foot height (to have feet at Y=0)\n pelvisHeight: legLengthM + 0.05, // 0.05m for foot/ankle height\n\n // Spine segments\n spineLower: spineSegment,\n spineMiddle: spineSegment,\n spineUpper: spineSegment,\n\n // Head & Neck (use actual values if available, or proportional)\n neck: neckLengthM || totalHeightM * BONE_HEIGHT_RATIOS.neck,\n head: headSizeM || totalHeightM * BONE_HEIGHT_RATIOS.head,\n\n // Shoulders\n shoulder: shoulderWidthM * 0.25, // Clavicle is ~25% of shoulder width\n\n // Arms\n upperArm: upperArmLength,\n elbow: totalHeightM * BONE_HEIGHT_RATIOS.elbow,\n forearm: forearmLength,\n wrist: totalHeightM * BONE_HEIGHT_RATIOS.wrist,\n hand: totalHeightM * BONE_HEIGHT_RATIOS.hand,\n\n // Pelvis & Hip\n hip: totalHeightM * BONE_HEIGHT_RATIOS.hip,\n\n // Legs\n thigh: thighLength,\n knee: totalHeightM * BONE_HEIGHT_RATIOS.knee,\n shin: shinLength,\n foot: 0.05, // Ankle height\n\n // Total for validation\n totalHeight: totalHeightM,\n };\n}\n\n// ============================================================================\n// MUSCLE DIMENSIONS\n// ============================================================================\n\n/**\n * Base muscle dimensions as fractions of associated bone length.\n * These are proportional values that scale with bone size.\n *\n * @korean 근육비율\n */\nexport const MUSCLE_BONE_RATIOS = {\n // Shoulder muscles (deltoid)\n shoulder: {\n radiusFactor: 0.4, // 40% of shoulder bone length\n lengthFactor: 0.8, // 80% of shoulder bone length\n },\n\n // Bicep (front of upper arm)\n bicep: {\n radiusFactor: 0.35, // 35% of upper arm length\n lengthFactor: 0.7, // 70% of upper arm length\n },\n\n // Tricep (back of upper arm)\n tricep: {\n radiusFactor: 0.3, // 30% of upper arm length\n lengthFactor: 0.65, // 65% of upper arm length\n },\n\n // Forearm\n forearm: {\n radiusFactor: 0.3, // 30% of forearm length\n lengthFactor: 0.8, // 80% of forearm length\n },\n\n // Pectorals (chest)\n pectorals: {\n radiusFactor: 0.5, // 50% of torso segment\n lengthFactor: 0.7, // 70% of torso segment\n },\n\n // Core/Abs\n core: {\n radiusFactor: 0.45, // 45% of torso segment\n lengthFactor: 0.9, // 90% of torso segment\n },\n\n // Abs (lower core)\n abs: {\n radiusFactor: 0.4, // 40% of torso segment\n lengthFactor: 0.8, // 80% of torso segment\n },\n\n // Obliques (side core)\n obliques: {\n radiusFactor: 0.35, // 35% of torso segment\n lengthFactor: 0.75, // 75% of torso segment\n },\n\n // Glutes\n glute: {\n radiusFactor: 0.5, // 50% of hip/pelvis width\n lengthFactor: 0.6, // 60% of hip area\n },\n\n // Quadriceps (front of thigh)\n quad: {\n radiusFactor: 0.35, // 35% of thigh length\n lengthFactor: 0.8, // 80% of thigh length\n },\n\n // Hamstring (back of thigh)\n hamstring: {\n radiusFactor: 0.3, // 30% of thigh length\n lengthFactor: 0.75, // 75% of thigh length\n },\n\n // Calf\n calf: {\n radiusFactor: 0.28, // 28% of shin length\n lengthFactor: 0.6, // 60% of shin length\n },\n} as const;\n\n/**\n * Calculate muscle dimensions in meters based on skeleton dimensions.\n *\n * @param skeletonDims - Skeleton dimensions from calculateSkeletonDimensions\n * @param muscleMass - Muscle mass in kg for scaling\n * @param referenceMass - Reference muscle mass (default 35kg)\n * @returns Muscle dimensions in meters\n * @korean 근육치수계산\n */\nexport function calculateMuscleDimensions(\n skeletonDims: ReturnType<typeof calculateSkeletonDimensions>,\n muscleMass: number,\n referenceMass: number = 35,\n): Record<\n string,\n {\n readonly radius: number;\n readonly length: number;\n readonly scaleFactor: number;\n }\n> {\n // Muscle scale factor based on muscle mass\n // Uses square root for more natural visual scaling\n const massRatio = muscleMass / referenceMass;\n const scaleFactor = Math.sqrt(massRatio);\n\n return {\n shoulder: {\n radius:\n skeletonDims.shoulder *\n MUSCLE_BONE_RATIOS.shoulder.radiusFactor *\n scaleFactor,\n length: skeletonDims.shoulder * MUSCLE_BONE_RATIOS.shoulder.lengthFactor,\n scaleFactor,\n },\n bicep: {\n radius:\n skeletonDims.upperArm *\n MUSCLE_BONE_RATIOS.bicep.radiusFactor *\n scaleFactor,\n length: skeletonDims.upperArm * MUSCLE_BONE_RATIOS.bicep.lengthFactor,\n scaleFactor,\n },\n tricep: {\n radius:\n skeletonDims.upperArm *\n MUSCLE_BONE_RATIOS.tricep.radiusFactor *\n scaleFactor,\n length: skeletonDims.upperArm * MUSCLE_BONE_RATIOS.tricep.lengthFactor,\n scaleFactor,\n },\n forearm: {\n radius:\n skeletonDims.forearm *\n MUSCLE_BONE_RATIOS.forearm.radiusFactor *\n scaleFactor,\n length: skeletonDims.forearm * MUSCLE_BONE_RATIOS.forearm.lengthFactor,\n scaleFactor,\n },\n pectorals: {\n radius:\n skeletonDims.spineMiddle *\n MUSCLE_BONE_RATIOS.pectorals.radiusFactor *\n scaleFactor,\n length:\n skeletonDims.spineMiddle * MUSCLE_BONE_RATIOS.pectorals.lengthFactor,\n scaleFactor,\n },\n core: {\n radius:\n skeletonDims.spineMiddle *\n MUSCLE_BONE_RATIOS.core.radiusFactor *\n scaleFactor,\n length: skeletonDims.spineMiddle * MUSCLE_BONE_RATIOS.core.lengthFactor,\n scaleFactor,\n },\n abs: {\n radius:\n skeletonDims.spineLower *\n MUSCLE_BONE_RATIOS.abs.radiusFactor *\n scaleFactor,\n length: skeletonDims.spineLower * MUSCLE_BONE_RATIOS.abs.lengthFactor,\n scaleFactor,\n },\n obliques: {\n radius:\n skeletonDims.spineLower *\n MUSCLE_BONE_RATIOS.obliques.radiusFactor *\n scaleFactor,\n length:\n skeletonDims.spineLower * MUSCLE_BONE_RATIOS.obliques.lengthFactor,\n scaleFactor,\n },\n glute: {\n radius:\n skeletonDims.hip * MUSCLE_BONE_RATIOS.glute.radiusFactor * scaleFactor,\n length: skeletonDims.hip * MUSCLE_BONE_RATIOS.glute.lengthFactor,\n scaleFactor,\n },\n quad: {\n radius:\n skeletonDims.thigh * MUSCLE_BONE_RATIOS.quad.radiusFactor * scaleFactor,\n length: skeletonDims.thigh * MUSCLE_BONE_RATIOS.quad.lengthFactor,\n scaleFactor,\n },\n hamstring: {\n radius:\n skeletonDims.thigh *\n MUSCLE_BONE_RATIOS.hamstring.radiusFactor *\n scaleFactor,\n length: skeletonDims.thigh * MUSCLE_BONE_RATIOS.hamstring.lengthFactor,\n scaleFactor,\n },\n calf: {\n radius:\n skeletonDims.shin * MUSCLE_BONE_RATIOS.calf.radiusFactor * scaleFactor,\n length: skeletonDims.shin * MUSCLE_BONE_RATIOS.calf.lengthFactor,\n scaleFactor,\n },\n };\n}\n\n// ============================================================================\n// HAND & FOOT DIMENSIONS\n// ============================================================================\n\n/**\n * Calculate hand dimensions in meters based on physical attributes.\n *\n * @param attrs - Physical attributes\n * @returns Hand dimensions in meters\n * @korean 손치수계산\n */\nexport function calculateHandDimensions(attrs: PhysicalAttributes): {\n readonly palmLength: number;\n readonly palmWidth: number;\n readonly palmDepth: number;\n readonly fingerLengths: {\n readonly thumb: number;\n readonly index: number;\n readonly middle: number;\n readonly ring: number;\n readonly pinky: number;\n };\n readonly fingerWidths: {\n readonly thumb: number;\n readonly index: number;\n readonly middle: number;\n readonly ring: number;\n readonly pinky: number;\n };\n} {\n const totalHeightM = cmToMeters(attrs.totalHeight);\n\n // Hand is ~10.5% of total height, palm is ~55% of hand\n const handLength = totalHeightM * BODY_PROPORTIONS.HAND_HEIGHT_RATIO;\n const palmLength = handLength * 0.55;\n const fingerBaseLength = handLength * 0.45; // Fingers are 45% of hand\n\n // Palm width is ~85% of palm length\n const palmWidth = palmLength * 0.85;\n const palmDepth = palmLength * 0.25;\n\n // Finger lengths relative to middle finger (longest)\n const middleFingerLength = fingerBaseLength;\n\n return {\n palmLength,\n palmWidth,\n palmDepth,\n fingerLengths: {\n thumb: middleFingerLength * 0.65, // Thumb is ~65% of middle finger\n index: middleFingerLength * 0.95, // Index is ~95% of middle finger\n middle: middleFingerLength, // Middle is longest\n ring: middleFingerLength * 0.94, // Ring is ~94% of middle finger\n pinky: middleFingerLength * 0.75, // Pinky is ~75% of middle finger\n },\n fingerWidths: {\n thumb: palmWidth * 0.2, // Thumb is thickest\n index: palmWidth * 0.16,\n middle: palmWidth * 0.16,\n ring: palmWidth * 0.15,\n pinky: palmWidth * 0.13, // Pinky is thinnest\n },\n };\n}\n\n/**\n * Calculate foot dimensions in meters based on physical attributes.\n *\n * @param attrs - Physical attributes\n * @returns Foot dimensions in meters\n * @korean 발치수계산\n */\nexport function calculateFootDimensions(attrs: PhysicalAttributes): {\n readonly footLength: number;\n readonly footWidth: number;\n readonly footHeight: number;\n readonly toeLength: number;\n readonly heelLength: number;\n readonly ankleRadius: number;\n} {\n const totalHeightM = cmToMeters(attrs.totalHeight);\n\n // Foot length is ~15% of total height\n const footLength = totalHeightM * BODY_PROPORTIONS.FOOT_LENGTH_RATIO;\n\n return {\n footLength,\n footWidth: footLength * 0.38, // Foot width is ~38% of length\n footHeight: footLength * 0.3, // Foot height at ankle is ~30% of length\n toeLength: footLength * 0.3, // Toes are ~30% of foot length\n heelLength: footLength * 0.7, // Heel area is ~70% of foot length\n ankleRadius: footLength * 0.12, // Ankle joint radius\n };\n}\n\n// ============================================================================\n// CLOTHING DIMENSIONS\n// ============================================================================\n\n/**\n * Clothing fit scale multipliers.\n * Applied on top of body dimensions.\n *\n * @korean 의류핏배율\n */\nexport const CLOTHING_FIT_SCALES = {\n tight: 1.02, // 2% larger than body\n fitted: 1.06, // 6% larger than body\n regular: 1.1, // 10% larger than body\n loose: 1.18, // 18% larger than body\n oversized: 1.3, // 30% larger than body\n} as const;\n\nexport type ClothingFit = keyof typeof CLOTHING_FIT_SCALES;\n\n/**\n * Calculate clothing dimensions in meters based on physical attributes.\n *\n * @param attrs - Physical attributes\n * @param fit - Clothing fit type\n * @returns Clothing dimensions in meters\n * @korean 의류치수계산\n */\nexport function calculateClothingDimensions(\n attrs: PhysicalAttributes,\n fit: ClothingFit = \"fitted\",\n): {\n readonly torsoWidth: number;\n readonly torsoDepth: number;\n readonly torsoLength: number;\n readonly armThickness: number;\n readonly legThickness: number;\n readonly fitScale: number;\n} {\n const phys = getPhysicalMeters(attrs);\n const fitScale = CLOTHING_FIT_SCALES[fit];\n\n // Calculate body thickness factor based on mass distribution\n const bmi = attrs.weight / Math.pow(phys.totalHeight, 2);\n const thicknessFactor = Math.min(1.3, Math.max(0.85, bmi / 22)); // Normalize around BMI 22\n\n return {\n torsoWidth: phys.shoulderWidth * fitScale,\n torsoDepth: phys.shoulderWidth * 0.45 * fitScale * thicknessFactor,\n torsoLength: phys.torsoLength * fitScale,\n armThickness: phys.armLength * 0.12 * fitScale * thicknessFactor,\n legThickness: phys.legLength * 0.14 * fitScale * thicknessFactor,\n fitScale,\n };\n}\n\n// ============================================================================\n// VISUAL SCALING (for render-time adjustments)\n// ============================================================================\n\n/**\n * Visual amplification factor for better screen readability.\n * This is applied uniformly to make characters more visible in the arena.\n * Does NOT affect physics or reach calculations.\n *\n * Value of 1.0 = realistic scale (1.8m character in 10m arena)\n * Value of 1.15 = 15% larger for better visibility\n *\n * @korean 시각적증폭계수\n */\nexport const VISUAL_SCALE_FACTOR = 1.0;\n\n/**\n * Calculate the uniform scale factor to apply to a character group.\n * This ensures the character's total height matches their physical height.\n *\n * @param attrs - Physical attributes\n * @param baseSkeletonHeight - Height of the base skeleton rig (before scaling)\n * @returns Scale factor to apply to character group\n * @korean 캐릭터스케일계산\n */\nexport function calculateCharacterScale(\n attrs: PhysicalAttributes,\n baseSkeletonHeight: number = 1.8, // Default skeleton is ~1.8m\n): number {\n const targetHeight = cmToMeters(attrs.totalHeight);\n const scale = targetHeight / baseSkeletonHeight;\n return scale * VISUAL_SCALE_FACTOR;\n}\n"],"mappings":";;;;;;;AAyCA,IAAa,mBAAmB;CAE9B,mBAAmB;CAEnB,mBAAmB;CAEnB,oBAAoB;CAEpB,kBAAkB;CAElB,iBAAiB;CAEjB,gBAAgB;CAEhB,iBAAiB;CAEjB,eAAe;CAEf,mBAAmB;CAEnB,mBAAmB;CAEnB,sBAAsB;CAEtB,iBAAiB;CAEjB,mBAAmB;CACpB;;;;;;;AAQD,IAAa,qBAAqB;CAEhC,MAAM;CACN,MAAM;CAGN,YAAY;CACZ,aAAa;CACb,YAAY;CAGZ,UAAU;CAIV,UAAU;CACV,OAAO;CACP,SAAS;CACT,OAAO;CACP,MAAM;CAGN,QAAQ;CACR,KAAK;CAIL,OAAO;CACP,MAAM;CACN,MAAM;CACN,MAAM;CACP;;;;;;;;AAaD,SAAgB,WAAW,IAAoB;AAC7C,QAAO,KAAK;;;;;;;;;;;;AA4Cd,SAAgB,4BAA4B,OAmB1C;CACA,MAAM,eAAe,WAAW,MAAM,YAAY;CAClD,MAAM,aAAa,WAAW,MAAM,UAAU;CAC9C,MAAM,aAAa,WAAW,MAAM,UAAU;CAC9C,MAAM,iBAAiB,WAAW,MAAM,cAAc;CACtD,MAAM,cAAc,WAAW,MAAM,WAAW;CAChD,MAAM,YAAY,WAAW,MAAM,SAAS;CAC5C,MAAM,eAAe,WAAW,MAAM,YAAY;CAGlD,MAAM,iBAAiB,aAAa,iBAAiB;CACrD,MAAM,gBAAgB,aAAa,iBAAiB;CAGpD,MAAM,cAAc,aAAa,iBAAiB;CAClD,MAAM,aAAa,aAAa,iBAAiB;CAGjD,MAAM,eAAe,eAAe;AAEpC,QAAO;EAEL,cAAc,aAAa;EAG3B,YAAY;EACZ,aAAa;EACb,YAAY;EAGZ,MAAM,eAAe,eAAe,mBAAmB;EACvD,MAAM,aAAa,eAAe,mBAAmB;EAGrD,UAAU,iBAAiB;EAG3B,UAAU;EACV,OAAO,eAAe,mBAAmB;EACzC,SAAS;EACT,OAAO,eAAe,mBAAmB;EACzC,MAAM,eAAe,mBAAmB;EAGxC,KAAK,eAAe,mBAAmB;EAGvC,OAAO;EACP,MAAM,eAAe,mBAAmB;EACxC,MAAM;EACN,MAAM;EAGN,aAAa;EACd"}
@@ -0,0 +1,120 @@
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+ /**
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+ * Clothing Color Utilities
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+ *
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+ * **Korean**: 의류 색상 유틸리티 (Clothing Color Utilities)
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+ *
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+ * Provides color manipulation and variation functions for clothing customization
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+ * while maintaining Korean cyberpunk aesthetic principles.
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+ *
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+ * @module utils/clothingColors
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+ * @category Utilities
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+ * @korean 의류색상유틸리티
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+ */
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+ /**
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+ * Adjust color brightness
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+ *
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+ * @param hexColor - Base color as hex number
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+ * @param factor - Brightness factor (0 = black, 1 = original, 2 = twice as bright)
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+ * @returns Adjusted color as hex number
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+ * @korean 색상밝기조정
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+ */
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+ export declare function adjustBrightness(hexColor: number, factor: number): number;
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+ /**
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+ * Adjust color saturation
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+ *
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+ * @param hexColor - Base color as hex number
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+ * @param saturation - Saturation amount (0 = grayscale, 1 = original, >1 = more saturated)
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+ * @returns Adjusted color as hex number
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+ * @korean 색상채도조정
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+ */
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+ export declare function adjustSaturation(hexColor: number, saturation: number): number;
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+ /**
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+ * Shift color hue
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+ *
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+ * @param hexColor - Base color as hex number
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+ * @param shift - Hue shift amount (0-1, wraps around)
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+ * @returns Shifted color as hex number
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+ * @korean 색상색조이동
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+ */
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+ export declare function shiftHue(hexColor: number, shift: number): number;
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+ /**
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+ * Blend two colors (Three.js-based color interpolation)
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+ *
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+ * @param color1 - First color as hex number
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+ * @param color2 - Second color as hex number
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+ * @param blend - Blend factor (0 = all color1, 1 = all color2)
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+ * @returns Blended color as hex number
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+ * @korean 색상혼합
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+ */
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+ export declare function blendColorsThree(color1: number, color2: number, blend: number): number;
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+ /**
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+ * Create color variation (for team colors, customization, etc.)
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+ *
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+ * @param baseColor - Base color as hex number
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+ * @param variationType - Type of variation to apply
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+ * @returns Variant color as hex number
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+ * @korean 색상변형
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+ */
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+ export declare function createColorVariation(baseColor: number, variationType: "lighter" | "darker" | "saturated" | "desaturated" | "complementary"): number;
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+ /**
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+ * Generate team color set from base color
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+ *
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+ * Useful for multiplayer team identification while maintaining aesthetic
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+ *
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+ * @param baseColor - Base team color as hex number
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+ * @returns Set of related team colors
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+ * @korean 팀색상생성
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+ */
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+ export declare function generateTeamColors(baseColor: number): {
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+ primary: number;
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+ light: number;
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+ dark: number;
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+ accent: number;
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+ };
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+ /**
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+ * Apply damage/dirt effect to clothing color
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+ *
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+ * Simulates visual wear from combat
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+ *
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+ * @param baseColor - Clean clothing color as hex number
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+ * @param damageLevel - Amount of damage (0 = pristine, 1 = heavily damaged)
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+ * @returns Damaged color as hex number
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+ * @korean 손상색상적용
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+ */
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+ export declare function applyDamageColor(baseColor: number, damageLevel: number): number;
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+ /**
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+ * Check if color is light or dark (for contrast calculations)
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+ *
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+ * @param hexColor - Color to check as hex number
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+ * @returns True if color is light, false if dark
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+ * @korean 밝은색상확인
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+ */
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+ export declare function isLightColor(hexColor: number): boolean;
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+ /**
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+ * Get contrasting color for text/UI elements
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+ *
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+ * @param backgroundColor - Background color as hex number
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+ * @returns Contrasting color (black or white) as hex number
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+ * @korean 대비색상가져오기
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+ */
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+ export declare function getContrastingColor(backgroundColor: number): number;
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+ /**
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+ * Create color palette from archetype theme
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+ *
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+ * Generates a cohesive palette maintaining Korean cyberpunk aesthetic
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+ *
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+ * @param primaryColor - Primary archetype color
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+ * @param accentColor - Accent/secondary color
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+ * @returns Expanded color palette
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+ * @korean 색상팔레트생성
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+ */
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+ export declare function createArchetypePalette(primaryColor: number, accentColor: number): {
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+ primary: number;
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+ primaryLight: number;
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+ primaryDark: number;
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+ accent: number;
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+ accentLight: number;
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+ accentDark: number;
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+ neutral: number;
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+ };
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+ //# sourceMappingURL=clothingColors.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,65 @@
1
+ /**
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+ * Clothing Material Utilities
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+ *
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+ * **Korean**: 의류 재료 유틸리티 (Clothing Material Utilities)
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+ *
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+ * Provides material presets and utility functions for clothing materials
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+ * following Korean cyberpunk aesthetic principles.
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+ *
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+ * @module utils/clothingMaterials
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+ * @category Utilities
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+ * @korean 의류재료유틸리티
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+ */
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+ import type { MaterialPreset } from "../types/clothing";
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+ /**
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+ * Material presets for different clothing types
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+ *
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+ * These presets define realistic material properties based on
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+ * real-world fabric and material characteristics.
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+ *
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+ * @korean 재료프리셋
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+ */
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+ export declare const CLOTHING_MATERIAL_PRESETS: Record<string, MaterialPreset>;
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+ /**
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+ * Get material preset by name
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+ *
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+ * @param presetName - Name of the material preset
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+ * @returns Material preset configuration
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+ * @korean 재료프리셋가져오기
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+ */
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+ export declare function getMaterialPreset(presetName: string): MaterialPreset;
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+ /**
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+ * Blend two material presets
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+ *
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+ * Useful for creating hybrid materials (e.g., leather with metallic accents)
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+ *
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+ * @param preset1 - First material preset
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+ * @param preset2 - Second material preset
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+ * @param blend - Blend factor (0 = all preset1, 1 = all preset2)
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+ * @returns Blended material preset
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+ * @korean 재료프리셋혼합
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+ */
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+ export declare function blendMaterialPresets(preset1: MaterialPreset, preset2: MaterialPreset, blend: number): MaterialPreset;
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+ /**
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+ * Adjust material preset for wear and tear
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+ *
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+ * Simulates material degradation over time or from combat damage
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+ *
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+ * @param preset - Base material preset
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+ * @param wearLevel - Wear amount (0 = new, 1 = heavily worn)
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+ * @returns Adjusted material preset
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+ * @korean 재료마모조정
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+ */
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+ export declare function applyWear(preset: MaterialPreset, wearLevel: number): MaterialPreset;
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+ /**
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+ * Get material preset for archetype-specific style
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+ *
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+ * Returns appropriate material based on archetype philosophy
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+ *
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+ * @param archetype - Player archetype
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+ * @param clothingType - Type of clothing item
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+ * @returns Recommended material preset
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+ * @korean 원형재료프리셋
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+ */
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+ export declare function getArchetypeMaterialStyle(archetype: string, clothingType: string): MaterialPreset;
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+ //# sourceMappingURL=clothingMaterials.d.ts.map
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