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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* Unified character scaling system for Black Trigram.
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*
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* **Korean**: 통합 캐릭터 스케일링 시스템
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*
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* This module provides a physics-first approach to character scaling where:
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* - All measurements are in METERS for consistency with arena and physics
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* - Physical attributes (in cm) are converted to meters
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* - All body part dimensions derive from physical attributes
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*
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* ## Design Philosophy
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*
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* The scaling system ensures that:
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* 1. Characters appear correctly sized in arenas (6-14 meters wide)
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* 2. Reach calculations (arm/leg length) match visual representation
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* 3. Muscle and clothing scale proportionally with body dimensions
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* ## Unit Conventions
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* - Physical attributes: centimeters (totalHeight: 180 = 180cm)
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* - World space: meters (arena width: 10 = 10m)
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* - Character model: meters (height: 1.80 = 1.80m)
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* @korean 캐릭터스케일링
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*/
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import type { PhysicalAttributes } from "../types";
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/**
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* 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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export declare const BODY_PROPORTIONS: {
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readonly HEAD_HEIGHT_RATIO: 0.125;
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readonly NECK_HEIGHT_RATIO: 0.055;
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readonly TORSO_HEIGHT_RATIO: 0.33;
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readonly LEG_HEIGHT_RATIO: 0.48;
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readonly THIGH_LEG_RATIO: 0.55;
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readonly SHIN_LEG_RATIO: 0.45;
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readonly UPPER_ARM_RATIO: 0.55;
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readonly FOREARM_RATIO: 0.45;
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53
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+
/** Hand is ~0.11 of total height (or ~10.5% of total height) */
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54
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+
readonly HAND_HEIGHT_RATIO: 0.105;
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55
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+
/** Foot length is ~15% of total height */
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56
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readonly FOOT_LENGTH_RATIO: 0.15;
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57
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+
/** Shoulder width is typically 23-25% of height for males */
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58
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+
readonly SHOULDER_WIDTH_RATIO: 0.255;
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59
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+
/** Hip width is typically 16-18% of height */
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60
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+
readonly HIP_WIDTH_RATIO: 0.17;
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61
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+
/** Torso depth is typically 10-12% of height */
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62
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readonly TORSO_DEPTH_RATIO: 0.11;
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63
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+
};
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64
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+
/**
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65
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* Bone length as fraction of total height.
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66
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+
* These are anatomically accurate proportions for skeletal rig creation.
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67
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+
*
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68
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+
* @korean 뼈길이비율
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69
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+
*/
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70
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+
export declare const BONE_HEIGHT_RATIOS: {
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71
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+
readonly head: 0.125;
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72
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+
readonly neck: 0.055;
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73
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+
readonly spineUpper: 0.11;
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74
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+
readonly spineMiddle: 0.11;
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75
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+
readonly spineLower: 0.11;
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76
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+
readonly shoulder: 0.055;
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77
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+
readonly upperArm: 0.21;
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78
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+
readonly elbow: 0.025;
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79
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+
readonly forearm: 0.17;
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80
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+
readonly wrist: 0.025;
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81
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+
readonly hand: 0.105;
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82
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+
readonly pelvis: 0.08;
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83
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+
readonly hip: 0.05;
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84
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+
readonly thigh: 0.265;
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85
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+
readonly knee: 0.025;
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86
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+
readonly shin: 0.22;
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87
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+
readonly foot: 0.05;
|
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88
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+
};
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89
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+
/**
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90
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+
* Convert centimeters to meters.
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91
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+
*
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92
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+
* @param cm - Value in centimeters
|
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93
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+
* @returns Value in meters
|
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94
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+
* @korean cm를미터로
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95
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+
*/
|
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96
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+
export declare function cmToMeters(cm: number): number;
|
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97
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+
/**
|
|
98
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+
* Convert physical attributes from centimeters to meters.
|
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99
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+
*
|
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100
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+
* @param attrs - Physical attributes in centimeters
|
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101
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+
* @returns Object with key measurements in meters
|
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102
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+
* @korean 신체속성미터변환
|
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103
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+
*/
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104
|
+
export declare function getPhysicalMeters(attrs: PhysicalAttributes): {
|
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105
|
+
readonly totalHeight: number;
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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
|
|
@@ -0,0 +1 @@
|
|
|
1
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+
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//#region src/utils/characterScaling.ts
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/**
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* 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
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};
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}
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//#endregion
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export { calculateSkeletonDimensions, cmToMeters };
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//# sourceMappingURL=characterScaling.js.map
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{"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"}
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* @korean 색상변형
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57
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+
*/
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58
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export declare function createColorVariation(baseColor: number, variationType: "lighter" | "darker" | "saturated" | "desaturated" | "complementary"): number;
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59
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/**
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60
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* Generate team color set from base color
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61
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*
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62
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* Useful for multiplayer team identification while maintaining aesthetic
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63
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*
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* @param baseColor - Base team color as hex number
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65
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* @returns Set of related team colors
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* @korean 팀색상생성
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67
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*/
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68
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export declare function generateTeamColors(baseColor: number): {
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69
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primary: number;
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70
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light: number;
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71
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dark: number;
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72
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accent: number;
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73
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};
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74
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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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83
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+
*/
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84
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export declare function applyDamageColor(baseColor: number, damageLevel: number): number;
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85
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+
/**
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86
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+
* Check if color is light or dark (for contrast calculations)
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87
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*
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88
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+
* @param hexColor - Color to check as hex number
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89
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* @returns True if color is light, false if dark
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90
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+
* @korean 밝은색상확인
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91
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+
*/
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92
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+
export declare function isLightColor(hexColor: number): boolean;
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93
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+
/**
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94
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+
* Get contrasting color for text/UI elements
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95
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+
*
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96
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+
* @param backgroundColor - Background color as hex number
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97
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+
* @returns Contrasting color (black or white) as hex number
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98
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+
* @korean 대비색상가져오기
|
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99
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+
*/
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100
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+
export declare function getContrastingColor(backgroundColor: number): number;
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101
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+
/**
|
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102
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+
* Create color palette from archetype theme
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103
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+
*
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104
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+
* Generates a cohesive palette maintaining Korean cyberpunk aesthetic
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105
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+
*
|
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106
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+
* @param primaryColor - Primary archetype color
|
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107
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+
* @param accentColor - Accent/secondary color
|
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108
|
+
* @returns Expanded color palette
|
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109
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+
* @korean 색상팔레트생성
|
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110
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+
*/
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111
|
+
export declare function createArchetypePalette(primaryColor: number, accentColor: number): {
|
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112
|
+
primary: number;
|
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113
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+
primaryLight: number;
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114
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+
primaryDark: number;
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115
|
+
accent: number;
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116
|
+
accentLight: number;
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117
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+
accentDark: number;
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118
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+
neutral: number;
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119
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+
};
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+
//# sourceMappingURL=clothingColors.d.ts.map
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@@ -0,0 +1 @@
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1
|
+
{"version":3,"file":"clothingColors.d.ts","sourceRoot":"","sources":["../../src/utils/clothingColors.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAIH;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,CASzE;AAED;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,MAAM,CAU7E;AAED;;;;;;;GAOG;AACH,wBAAgB,QAAQ,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAYhE;AAED;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAStF;AAED;;;;;;;GAOG;AACH,wBAAgB,oBAAoB,CAClC,SAAS,EAAE,MAAM,EACjB,aAAa,EAAE,SAAS,GAAG,QAAQ,GAAG,WAAW,GAAG,aAAa,GAAG,eAAe,GAClF,MAAM,CAoBR;AAED;;;;;;;;GAQG;AACH,wBAAgB,kBAAkB,CAAC,SAAS,EAAE,MAAM,GAAG;IACrD,OAAO,EAAE,MAAM,CAAC;IAChB,KAAK,EAAE,MAAM,CAAC;IACd,IAAI,EAAE,MAAM,CAAC;IACb,MAAM,EAAE,MAAM,CAAC;CAChB,CAOA;AAED;;;;;;;;;GASG;AACH,wBAAgB,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,MAAM,CAc/E;AAED;;;;;;GAMG;AACH,wBAAgB,YAAY,CAAC,QAAQ,EAAE,MAAM,GAAG,OAAO,CAOtD;AAED;;;;;;GAMG;AACH,wBAAgB,mBAAmB,CAAC,eAAe,EAAE,MAAM,GAAG,MAAM,CAEnE;AAED;;;;;;;;;GASG;AACH,wBAAgB,sBAAsB,CACpC,YAAY,EAAE,MAAM,EACpB,WAAW,EAAE,MAAM,GAClB;IACD,OAAO,EAAE,MAAM,CAAC;IAChB,YAAY,EAAE,MAAM,CAAC;IACrB,WAAW,EAAE,MAAM,CAAC;IACpB,MAAM,EAAE,MAAM,CAAC;IACf,WAAW,EAAE,MAAM,CAAC;IACpB,UAAU,EAAE,MAAM,CAAC;IACnB,OAAO,EAAE,MAAM,CAAC;CACjB,CAUA"}
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Clothing Material Utilities
|
|
3
|
+
*
|
|
4
|
+
* **Korean**: 의류 재료 유틸리티 (Clothing Material Utilities)
|
|
5
|
+
*
|
|
6
|
+
* Provides material presets and utility functions for clothing materials
|
|
7
|
+
* following Korean cyberpunk aesthetic principles.
|
|
8
|
+
*
|
|
9
|
+
* @module utils/clothingMaterials
|
|
10
|
+
* @category Utilities
|
|
11
|
+
* @korean 의류재료유틸리티
|
|
12
|
+
*/
|
|
13
|
+
import type { MaterialPreset } from "../types/clothing";
|
|
14
|
+
/**
|
|
15
|
+
* Material presets for different clothing types
|
|
16
|
+
*
|
|
17
|
+
* These presets define realistic material properties based on
|
|
18
|
+
* real-world fabric and material characteristics.
|
|
19
|
+
*
|
|
20
|
+
* @korean 재료프리셋
|
|
21
|
+
*/
|
|
22
|
+
export declare const CLOTHING_MATERIAL_PRESETS: Record<string, MaterialPreset>;
|
|
23
|
+
/**
|
|
24
|
+
* Get material preset by name
|
|
25
|
+
*
|
|
26
|
+
* @param presetName - Name of the material preset
|
|
27
|
+
* @returns Material preset configuration
|
|
28
|
+
* @korean 재료프리셋가져오기
|
|
29
|
+
*/
|
|
30
|
+
export declare function getMaterialPreset(presetName: string): MaterialPreset;
|
|
31
|
+
/**
|
|
32
|
+
* Blend two material presets
|
|
33
|
+
*
|
|
34
|
+
* Useful for creating hybrid materials (e.g., leather with metallic accents)
|
|
35
|
+
*
|
|
36
|
+
* @param preset1 - First material preset
|
|
37
|
+
* @param preset2 - Second material preset
|
|
38
|
+
* @param blend - Blend factor (0 = all preset1, 1 = all preset2)
|
|
39
|
+
* @returns Blended material preset
|
|
40
|
+
* @korean 재료프리셋혼합
|
|
41
|
+
*/
|
|
42
|
+
export declare function blendMaterialPresets(preset1: MaterialPreset, preset2: MaterialPreset, blend: number): MaterialPreset;
|
|
43
|
+
/**
|
|
44
|
+
* Adjust material preset for wear and tear
|
|
45
|
+
*
|
|
46
|
+
* Simulates material degradation over time or from combat damage
|
|
47
|
+
*
|
|
48
|
+
* @param preset - Base material preset
|
|
49
|
+
* @param wearLevel - Wear amount (0 = new, 1 = heavily worn)
|
|
50
|
+
* @returns Adjusted material preset
|
|
51
|
+
* @korean 재료마모조정
|
|
52
|
+
*/
|
|
53
|
+
export declare function applyWear(preset: MaterialPreset, wearLevel: number): MaterialPreset;
|
|
54
|
+
/**
|
|
55
|
+
* Get material preset for archetype-specific style
|
|
56
|
+
*
|
|
57
|
+
* Returns appropriate material based on archetype philosophy
|
|
58
|
+
*
|
|
59
|
+
* @param archetype - Player archetype
|
|
60
|
+
* @param clothingType - Type of clothing item
|
|
61
|
+
* @returns Recommended material preset
|
|
62
|
+
* @korean 원형재료프리셋
|
|
63
|
+
*/
|
|
64
|
+
export declare function getArchetypeMaterialStyle(archetype: string, clothingType: string): MaterialPreset;
|
|
65
|
+
//# sourceMappingURL=clothingMaterials.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"clothingMaterials.d.ts","sourceRoot":"","sources":["../../src/utils/clothingMaterials.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAEvD;;;;;;;GAOG;AACH,eAAO,MAAM,yBAAyB,EAAE,MAAM,CAAC,MAAM,EAAE,cAAc,CAiGpE,CAAC;AAEF;;;;;;GAMG;AACH,wBAAgB,iBAAiB,CAAC,UAAU,EAAE,MAAM,GAAG,cAAc,CAEpE;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,oBAAoB,CAClC,OAAO,EAAE,cAAc,EACvB,OAAO,EAAE,cAAc,EACvB,KAAK,EAAE,MAAM,GACZ,cAAc,CAShB;AAED;;;;;;;;;GASG;AACH,wBAAgB,SAAS,CAAC,MAAM,EAAE,cAAc,EAAE,SAAS,EAAE,MAAM,GAAG,cAAc,CAQnF;AAED;;;;;;;;;GASG;AACH,wBAAgB,yBAAyB,CACvC,SAAS,EAAE,MAAM,EACjB,YAAY,EAAE,MAAM,GACnB,cAAc,CAkChB"}
|