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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{"version":3,"file":"effectUtils.js","names":[],"sources":["../../src/utils/effectUtils.ts"],"sourcesContent":["import { HitEffect, StatusEffect } from \"../systems\";\nimport { EffectIntensity, EffectType, HitEffectType } from \"../systems/effects\";\nimport type { KoreanText, Position } from \"../types\";\n\n/**\n * Create a hit effect for visual feedback\n */\nexport function createHitEffect(\n id: string,\n type: HitEffectType,\n position: Position,\n intensity: number,\n duration: number = 1000\n): HitEffect {\n return {\n id,\n type,\n attackerId: \"unknown\",\n defenderId: \"unknown\",\n timestamp: Date.now(),\n duration,\n position,\n intensity,\n lifespan: duration,\n alpha: 1.0,\n size: 1.0,\n startTime: Date.now(),\n };\n}\n\n/**\n * Get hit effect color based on type\n */\nexport function getHitEffectColor(type: HitEffectType): number {\n switch (type) {\n case HitEffectType.CRITICAL_HIT:\n return 0xff6b00; // Orange\n case HitEffectType.VITAL_POINT_STRIKE:\n return 0xff0000; // Red\n case HitEffectType.BLOCK:\n return 0x4a90e2; // Blue\n case HitEffectType.MISS:\n return 0x888888; // Gray\n default:\n return 0xffffff; // White\n }\n}\n\n/**\n * Create a status effect\n */\nexport function createStatusEffect(\n id: string,\n type: EffectType,\n intensity: EffectIntensity,\n duration: number,\n description: KoreanText,\n source: string = \"unknown\"\n): StatusEffect {\n const currentTime = Date.now();\n return {\n id,\n type,\n intensity,\n duration,\n description,\n stackable: false,\n source,\n startTime: currentTime,\n endTime: currentTime + duration,\n };\n}\n\n/**\n * Calculate effect intensity based on damage\n */\nexport function calculateEffectIntensity(damage: number): EffectIntensity {\n // Fix: Use proper EffectIntensity values that match the type definition\n if (damage >= 80) return \"severe\" as EffectIntensity; // was \"extreme\"\n if (damage >= 50) return \"severe\" as EffectIntensity; // was \"critical\"\n if (damage >= 30) return \"moderate\" as EffectIntensity; // was \"high\"\n if (damage >= 15) return \"medium\" as EffectIntensity; // this one is correct\n if (damage >= 5) return \"minor\" as EffectIntensity; // was \"low\"\n return \"weak\" as EffectIntensity; // this one is correct\n}\n\n/**\n * Get effect duration modifier based on type\n */\nexport function getEffectDurationModifier(type: EffectType): number {\n switch (type) {\n case \"bleed\": // Fix: Use string literal instead of enum\n return 1.5;\n case \"poison\":\n return 2.0;\n case \"stun\":\n return 0.5;\n case \"burn\":\n return 1.2;\n default:\n return 1.0;\n }\n}\n\n/**\n * Apply effect to player stats\n */\nexport function applyEffectModifiers(\n baseValue: number,\n effects: readonly StatusEffect[],\n statType: \"attack\" | \"defense\" | \"speed\"\n): number {\n let modifier = 1.0;\n\n effects.forEach((effect) => {\n switch (effect.type) {\n case \"bleed\":\n if (statType === \"attack\") modifier *= 0.9;\n break;\n case \"strengthened\":\n if (statType === \"attack\") modifier *= 1.2;\n break;\n case \"weakened\":\n modifier *= 0.8;\n break;\n case \"exhausted\":\n if (statType === \"speed\") modifier *= 0.7;\n break;\n }\n });\n\n return Math.floor(baseValue * modifier);\n}\n\n/**\n * Check if effect is beneficial or harmful\n */\nexport function isEffectBeneficial(type: EffectType): boolean {\n const beneficialEffects: EffectType[] = [\n \"focused\",\n \"rage\",\n \"defensive\",\n \"strengthened\",\n ];\n return beneficialEffects.includes(type);\n}\n\n/**\n * Get effect description based on type and intensity\n */\nexport function getEffectDescription(\n type: EffectType,\n intensity: EffectIntensity\n): KoreanText {\n const descriptions: Record<\n EffectType,\n Record<EffectIntensity, KoreanText>\n > = {\n stun: {\n weak: { korean: \"가벼운 기절\", english: \"Light Stun\" },\n minor: { korean: \"경미한 기절\", english: \"Minor Stun\" },\n medium: { korean: \"기절\", english: \"Stun\" },\n moderate: { korean: \"기절\", english: \"Stun\" },\n high: { korean: \"심한 기절\", english: \"Heavy Stun\" },\n severe: { korean: \"심한 기절\", english: \"Severe Stun\" },\n critical: { korean: \"완전 기절\", english: \"Complete Stun\" },\n extreme: { korean: \"완전 기절\", english: \"Complete Stun\" },\n low: { korean: \"약한 기절\", english: \"Weak Stun\" },\n },\n poison: {\n weak: { korean: \"경미한 중독\", english: \"Minor Poison\" },\n minor: { korean: \"경미한 중독\", english: \"Minor Poison\" },\n medium: { korean: \"중독\", english: \"Poison\" },\n moderate: { korean: \"중독\", english: \"Poison\" },\n high: { korean: \"심한 중독\", english: \"Severe Poison\" },\n severe: { korean: \"심한 중독\", english: \"Severe Poison\" },\n critical: { korean: \"치명적 중독\", english: \"Lethal Poison\" },\n extreme: { korean: \"치명적 중독\", english: \"Lethal Poison\" },\n low: { korean: \"약한 중독\", english: \"Weak Poison\" },\n },\n weakened: {\n weak: { korean: \"약간 약화\", english: \"Slightly Weakened\" },\n minor: { korean: \"경미한 약화\", english: \"Minor Weakness\" },\n medium: { korean: \"약화\", english: \"Weakened\" },\n moderate: { korean: \"약화\", english: \"Weakened\" },\n high: { korean: \"심하게 약화\", english: \"Severely Weakened\" },\n severe: { korean: \"심하게 약화\", english: \"Severely Weakened\" },\n critical: { korean: \"극도로 약화\", english: \"Critically Weakened\" },\n extreme: { korean: \"극도로 약화\", english: \"Critically Weakened\" },\n low: { korean: \"약간 약화\", english: \"Slightly Weakened\" },\n },\n burn: {\n weak: { korean: \"가벼운 화상\", english: \"Minor Burn\" },\n minor: { korean: \"경미한 화상\", english: \"Minor Burn\" },\n medium: { korean: \"화상\", english: \"Burn\" },\n moderate: { korean: \"화상\", english: \"Burn\" },\n high: { korean: \"심한 화상\", english: \"Severe Burn\" },\n severe: { korean: \"심한 화상\", english: \"Severe Burn\" },\n critical: { korean: \"치명적 화상\", english: \"Critical Burn\" },\n extreme: { korean: \"치명적 화상\", english: \"Critical Burn\" },\n low: { korean: \"약한 화상\", english: \"Weak Burn\" },\n },\n bleed: {\n weak: { korean: \"가벼운 출혈\", english: \"Minor Bleeding\" },\n minor: { korean: \"경미한 출혈\", english: \"Minor Bleeding\" },\n medium: { korean: \"출혈\", english: \"Bleeding\" },\n moderate: { korean: \"출혈\", english: \"Bleeding\" },\n high: { korean: \"심한 출혈\", english: \"Heavy Bleeding\" },\n severe: { korean: \"심한 출혈\", english: \"Severe Bleeding\" },\n critical: { korean: \"치명적 출혈\", english: \"Critical Bleeding\" },\n extreme: { korean: \"치명적 출혈\", english: \"Critical Bleeding\" },\n low: { korean: \"약한 출혈\", english: \"Weak Bleeding\" },\n },\n exhausted: {\n weak: { korean: \"약간 지침\", english: \"Slightly Tired\" },\n minor: { korean: \"경미한 피로\", english: \"Minor Fatigue\" },\n medium: { korean: \"지침\", english: \"Exhausted\" },\n moderate: { korean: \"지침\", english: \"Exhausted\" },\n high: { korean: \"심하게 지침\", english: \"Severely Exhausted\" },\n severe: { korean: \"심하게 지침\", english: \"Severely Exhausted\" },\n critical: { korean: \"완전 탈진\", english: \"Completely Drained\" },\n extreme: { korean: \"완전 탈진\", english: \"Completely Drained\" },\n low: { korean: \"약간 피로\", english: \"Slightly Fatigued\" },\n },\n focused: {\n weak: { korean: \"약간 집중\", english: \"Slightly Focused\" },\n minor: { korean: \"경미한 집중\", english: \"Minor Focus\" },\n medium: { korean: \"집중\", english: \"Focused\" },\n moderate: { korean: \"집중\", english: \"Focused\" },\n high: { korean: \"깊은 집중\", english: \"Deeply Focused\" },\n severe: { korean: \"깊은 집중\", english: \"Deeply Focused\" },\n critical: { korean: \"완전 집중\", english: \"Completely Focused\" },\n extreme: { korean: \"완전 집중\", english: \"Completely Focused\" },\n low: { korean: \"약한 집중\", english: \"Weak Focus\" },\n },\n rage: {\n weak: { korean: \"약간 분노\", english: \"Slightly Enraged\" },\n minor: { korean: \"경미한 분노\", english: \"Minor Rage\" },\n medium: { korean: \"분노\", english: \"Enraged\" },\n moderate: { korean: \"분노\", english: \"Enraged\" },\n high: { korean: \"맹렬한 분노\", english: \"Furious\" },\n severe: { korean: \"맹렬한 분노\", english: \"Furious\" },\n critical: { korean: \"광분\", english: \"Berserk\" },\n extreme: { korean: \"광분\", english: \"Berserk\" },\n low: { korean: \"약한 분노\", english: \"Weak Rage\" },\n },\n defensive: {\n weak: { korean: \"약간 방어적\", english: \"Slightly Defensive\" },\n minor: { korean: \"경미한 방어\", english: \"Minor Defense\" },\n medium: { korean: \"방어적\", english: \"Defensive\" },\n moderate: { korean: \"방어적\", english: \"Defensive\" },\n high: { korean: \"높은 방어\", english: \"Highly Defensive\" },\n severe: { korean: \"높은 방어\", english: \"Highly Defensive\" },\n critical: { korean: \"완벽한 방어\", english: \"Perfect Defense\" },\n extreme: { korean: \"완벽한 방어\", english: \"Perfect Defense\" },\n low: { korean: \"약한 방어\", english: \"Weak Defense\" },\n },\n strengthened: {\n weak: { korean: \"약간 강화\", english: \"Slightly Strengthened\" },\n minor: { korean: \"경미한 강화\", english: \"Minor Strength\" },\n medium: { korean: \"강화\", english: \"Strengthened\" },\n moderate: { korean: \"강화\", english: \"Strengthened\" },\n high: { korean: \"크게 강화\", english: \"Greatly Strengthened\" },\n severe: { korean: \"크게 강화\", english: \"Greatly Strengthened\" },\n critical: { korean: \"극대 강화\", english: \"Maximally Strengthened\" },\n extreme: { korean: \"극대 강화\", english: \"Maximally Strengthened\" },\n low: { korean: \"약한 강화\", english: \"Weak Strength\" },\n },\n paralysis: {\n weak: { korean: \"가벼운 마비\", english: \"Minor Paralysis\" },\n minor: { korean: \"경미한 마비\", english: \"Minor Paralysis\" },\n medium: { korean: \"마비\", english: \"Paralysis\" },\n moderate: { korean: \"마비\", english: \"Paralysis\" },\n high: { korean: \"심한 마비\", english: \"Severe Paralysis\" },\n severe: { korean: \"심한 마비\", english: \"Severe Paralysis\" },\n critical: { korean: \"완전 마비\", english: \"Complete Paralysis\" },\n extreme: { korean: \"완전 마비\", english: \"Complete Paralysis\" },\n low: { korean: \"약한 마비\", english: \"Weak Paralysis\" },\n },\n confusion: {\n weak: { korean: \"약간 혼란\", english: \"Slight Confusion\" },\n minor: { korean: \"경미한 혼란\", english: \"Minor Confusion\" },\n medium: { korean: \"혼란\", english: \"Confusion\" },\n moderate: { korean: \"혼란\", english: \"Confusion\" },\n high: { korean: \"심한 혼란\", english: \"Severe Confusion\" },\n severe: { korean: \"심한 혼란\", english: \"Severe Confusion\" },\n critical: { korean: \"완전 혼란\", english: \"Complete Confusion\" },\n extreme: { korean: \"완전 혼란\", english: \"Complete Confusion\" },\n low: { korean: \"약한 혼란\", english: \"Weak Confusion\" },\n },\n vulnerability: {\n weak: { korean: \"약간 취약\", english: \"Slightly Vulnerable\" },\n minor: { korean: \"경미한 취약\", english: \"Minor Vulnerability\" },\n medium: { korean: \"취약\", english: \"Vulnerable\" },\n moderate: { korean: \"취약\", english: \"Vulnerable\" },\n high: { korean: \"매우 취약\", english: \"Very Vulnerable\" },\n severe: { korean: \"매우 취약\", english: \"Very Vulnerable\" },\n critical: { korean: \"극도로 취약\", english: \"Extremely Vulnerable\" },\n extreme: { korean: \"극도로 취약\", english: \"Extremely Vulnerable\" },\n low: { korean: \"약한 취약\", english: \"Weak Vulnerability\" },\n },\n stamina_drain: {\n weak: { korean: \"체력 소모\", english: \"Stamina Drain\" },\n minor: { korean: \"경미한 체력 소모\", english: \"Minor Stamina Drain\" },\n medium: { korean: \"체력 고갈\", english: \"Stamina Depletion\" },\n moderate: { korean: \"체력 고갈\", english: \"Stamina Depletion\" },\n high: { korean: \"심한 체력 고갈\", english: \"Severe Stamina Loss\" },\n severe: { korean: \"심한 체력 고갈\", english: \"Severe Stamina Loss\" },\n critical: { korean: \"완전 체력 고갈\", english: \"Complete Stamina Loss\" },\n extreme: { korean: \"완전 체력 고갈\", english: \"Complete Stamina Loss\" },\n low: { korean: \"약한 체력 소모\", english: \"Weak Stamina Drain\" },\n },\n };\n\n return (\n descriptions[type]?.[intensity] || {\n korean: `${type} 효과`,\n english: `${type} effect`,\n }\n );\n}\n\n/**\n * Update effect over time\n */\nexport function updateEffect(\n effect: StatusEffect,\n currentTime: number\n): StatusEffect | null {\n if (currentTime >= effect.endTime) {\n return null; // Effect has expired\n }\n\n return effect; // Effect is still active\n}\n\n/**\n * Combine multiple effects of same type\n */\nexport function combineEffects(effects: StatusEffect[]): StatusEffect[] {\n const combinedEffects: StatusEffect[] = [];\n // Fix: Use string type instead of EffectType since StatusEffect.type is string\n const effectsByType = new Map<string, StatusEffect[]>();\n\n // Group effects by type\n effects.forEach((effect) => {\n // Fix: effect.type is string, so use string methods\n if (!effectsByType.has(effect.type)) {\n effectsByType.set(effect.type, []);\n }\n const typeEffects = effectsByType.get(effect.type);\n if (typeEffects) {\n typeEffects.push(effect);\n }\n });\n\n // Combine stackable effects, keep latest non-stackable\n effectsByType.forEach((typeEffects, _) => {\n if (typeEffects.length === 0) return;\n\n const firstEffect = typeEffects[0];\n if (firstEffect.stackable) {\n // Keep all stackable effects\n combinedEffects.push(...typeEffects);\n } else {\n // Keep only the latest non-stackable effect\n const latestEffect = typeEffects.reduce((latest, current) =>\n current.startTime > latest.startTime ? current : latest\n );\n combinedEffects.push(latestEffect);\n }\n });\n\n return combinedEffects;\n}\n\n/**\n * Remove expired effects\n */\nexport function removeExpiredEffects(effects: StatusEffect[]): StatusEffect[] {\n const currentTime = Date.now();\n return effects.filter((effect) => effect.endTime > currentTime);\n}\n\n/**\n * Create effect from Korean text\n */\nexport function createEffectFromKoreanText(\n koreanText: string,\n englishText: string,\n duration: number = 3000\n): StatusEffect {\n // Fix: Provide all required arguments\n return createStatusEffect(\n koreanText.toLowerCase(),\n \"stun\" as EffectType, // Use proper EffectType\n \"medium\" as EffectIntensity,\n duration,\n {\n korean: koreanText,\n english: englishText,\n }\n );\n}\n\n/**\n * Get effect display text\n */\nexport function getEffectDisplayText(\n effect: StatusEffect,\n preferKorean: boolean = true\n): string {\n return preferKorean ? effect.description.korean : effect.description.english;\n}\n\n// Fix: Korean martial arts specific effect utilities\nexport function createKoreanStatusEffect(\n koreanName: string,\n englishName: string,\n intensity: EffectIntensity = \"medium\" as EffectIntensity,\n duration: number = 3000\n): StatusEffect {\n return createStatusEffect(\n koreanName.toLowerCase().replace(/\\s+/g, \"_\"),\n \"stun\" as EffectType, // This is correct - keep as is\n intensity,\n duration,\n { korean: koreanName, english: englishName }\n );\n}\n\nexport function createTrigramEffect(\n stanceName: string,\n effectType: EffectType,\n duration: number = 2000\n): StatusEffect {\n return createStatusEffect(\n `trigram_${stanceName}_${effectType}`,\n effectType, // This is correct - use the parameter directly\n \"medium\" as EffectIntensity,\n duration,\n {\n korean: `${stanceName}괘 효과`,\n english: `${stanceName} trigram effect`,\n }\n );\n}\n\n// Fix: Group effects by type using proper typing\nexport function groupEffectsByTypeEnum(\n effects: StatusEffect[]\n): Map<EffectType, StatusEffect[]> {\n const effectsByType = new Map<EffectType, StatusEffect[]>();\n\n for (const effect of effects) {\n // Cast string to EffectType for enum operations\n const effectType = effect.type as EffectType;\n if (!effectsByType.has(effectType)) {\n effectsByType.set(effectType, []);\n }\n const typeEffects = effectsByType.get(effectType);\n if (typeEffects) {\n typeEffects.push(effect);\n }\n }\n\n return effectsByType;\n}\n\n/**\n * Group effects by type using string keys (works with StatusEffect.type)\n */\nexport function groupEffectsByType(\n effects: StatusEffect[]\n): Map<string, StatusEffect[]> {\n const effectsByType = new Map<string, StatusEffect[]>();\n\n for (const effect of effects) {\n // Fix: Use string type directly since StatusEffect.type is string\n if (!effectsByType.has(effect.type)) {\n effectsByType.set(effect.type, []);\n }\n const typeEffects = effectsByType.get(effect.type);\n if (typeEffects) {\n typeEffects.push(effect);\n }\n }\n\n return 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@@ -0,0 +1,25 @@
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1
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/**
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2
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* Shared constants for event listener management
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3
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* 이벤트 리스너 관리를 위한 공유 상수
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4
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*/
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5
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/**
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* Events that should automatically use passive listeners for performance
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7
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* 성능을 위해 자동으로 패시브 리스너를 사용해야 하는 이벤트
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*
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9
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* Passive listeners indicate to the browser that the event handler will not
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* call preventDefault(), allowing the browser to optimize scrolling performance.
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* 패시브 리스너는 이벤트 핸들러가 preventDefault()를 호출하지 않음을 브라우저에
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12
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* 알려 브라우저가 스크롤 성능을 최적화할 수 있도록 합니다.
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+
*
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* This list is shared between EventManager and the audit script to ensure
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* consistent behavior across runtime and static analysis.
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* 이 목록은 EventManager와 감사 스크립트 간에 공유되어 런타임과 정적 분석 간에
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* 일관된 동작을 보장합니다.
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*/
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export declare const PASSIVE_EVENT_TYPES: readonly ["scroll", "wheel", "touchstart", "touchmove", "touchend", "touchcancel", "mousewheel"];
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/**
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21
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* Set of passive event types for efficient lookup
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* 효율적인 조회를 위한 패시브 이벤트 유형 세트
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*/
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export declare const PASSIVE_EVENTS: Set<string>;
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//# sourceMappingURL=eventConstants.d.ts.map
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{"version":3,"file":"eventConstants.d.ts","sourceRoot":"","sources":["../../src/utils/eventConstants.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,mBAAmB,kGAQtB,CAAC;AAEX;;;GAGG;AACH,eAAO,MAAM,cAAc,aAAuC,CAAC"}
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{"version":3,"file":"eventConstants.js","names":[],"sources":["../../src/utils/eventConstants.ts"],"sourcesContent":["/**\n * Shared constants for event listener management\n * 이벤트 리스너 관리를 위한 공유 상수\n */\n\n/**\n * Events that should automatically use passive listeners for performance\n * 성능을 위해 자동으로 패시브 리스너를 사용해야 하는 이벤트\n *\n * Passive listeners indicate to the browser that the event handler will not\n * call preventDefault(), allowing the browser to optimize scrolling performance.\n * 패시브 리스너는 이벤트 핸들러가 preventDefault()를 호출하지 않음을 브라우저에\n * 알려 브라우저가 스크롤 성능을 최적화할 수 있도록 합니다.\n *\n * This list is shared between EventManager and the audit script to ensure\n * consistent behavior across runtime and static analysis.\n * 이 목록은 EventManager와 감사 스크립트 간에 공유되어 런타임과 정적 분석 간에\n * 일관된 동작을 보장합니다.\n */\nexport const PASSIVE_EVENT_TYPES = [\n \"scroll\",\n \"wheel\",\n \"touchstart\",\n \"touchmove\",\n \"touchend\",\n \"touchcancel\",\n \"mousewheel\",\n] as const;\n\n/**\n * Set of passive event types for efficient lookup\n * 효율적인 조회를 위한 패시브 이벤트 유형 세트\n */\nexport const PASSIVE_EVENTS = new Set<string>(PASSIVE_EVENT_TYPES);\n"],"mappings":""}
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@@ -0,0 +1,136 @@
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/**
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* Procedural fabric texture generation for realistic clothing
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*
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* **Korean**: 절차적 직물 텍스처 (Procedural Fabric Textures)
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*
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* Generates canvas-based textures for realistic dobok (도복) martial arts
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* uniform rendering without external image assets. Uses Three.js CanvasTexture
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* for efficient GPU-based texture mapping.
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*
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* **Features**:
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* - Procedural weave patterns for fabric realism
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* - Normal maps for surface detail and depth
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* - Roughness maps for material variation
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* - Memory-safe with proper cleanup
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*
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* @module utils/fabricTextures
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* @category Visual Effects
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* @korean 직물텍스처유틸
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*/
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import * as THREE from "three";
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/**
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* Fabric texture configuration
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*/
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export interface FabricTextureConfig {
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/** Base color for the fabric */
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readonly baseColor: string;
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/** Weave pattern density (higher = finer weave) */
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readonly weaveDensity: number;
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/** Texture resolution (power of 2 recommended) */
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readonly resolution: number;
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/** Thread variation intensity (0-1) */
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readonly threadVariation: number;
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/** Whether to generate normal map */
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readonly generateNormalMap: boolean;
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/** Whether to generate roughness map */
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readonly generateRoughnessMap: boolean;
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}
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/**
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* Generated fabric texture set
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*/
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export interface FabricTextureSet {
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/** Color/diffuse map */
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readonly colorMap: THREE.CanvasTexture;
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/** Normal map for surface detail (optional) */
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readonly normalMap?: THREE.CanvasTexture;
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/** Roughness map for material variation (optional) */
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readonly roughnessMap?: THREE.CanvasTexture;
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/** Cleanup function to dispose all textures */
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readonly dispose: () => void;
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}
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/**
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* Default fabric texture configurations for different materials
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*/
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export declare const FABRIC_PRESETS: Record<string, Partial<FabricTextureConfig>>;
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/**
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* Generate a procedural fabric weave color map
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*
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* Creates a canvas-based texture with realistic thread patterns
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* simulating woven fabric like cotton dobok material.
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*
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* @param config - Fabric texture configuration
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* @returns CanvasTexture with weave pattern
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*
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* @korean 직물색상맵생성
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*/
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export declare const generateFabricColorMap: (config: FabricTextureConfig) => THREE.CanvasTexture;
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/**
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* Generate a normal map for fabric surface detail
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*
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* Creates subtle bumps and ridges that simulate thread
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* texture on the fabric surface for enhanced realism.
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*
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* @param config - Fabric texture configuration
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* @returns CanvasTexture normal map
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*
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* @korean 법선맵생성
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*/
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export declare const generateFabricNormalMap: (config: FabricTextureConfig) => THREE.CanvasTexture;
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/**
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* Generate a roughness map for fabric material variation
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*
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* Creates subtle roughness variations that simulate the
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* different reflective properties of woven threads.
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*
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* @param config - Fabric texture configuration
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* @returns CanvasTexture roughness map
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*
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* @korean 거칠기맵생성
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*/
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+
export declare const generateFabricRoughnessMap: (config: FabricTextureConfig) => THREE.CanvasTexture;
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/**
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* Generate complete fabric texture set with all maps
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*
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* Creates a set of textures (color, normal, roughness) for
|
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* realistic fabric rendering with proper memory management.
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*
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* @param baseColor - Base color for the fabric (hex string)
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* @param preset - Preset name or custom config
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* @returns FabricTextureSet with all generated textures
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*
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* @example
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* ```typescript
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* const textures = generateFabricTextureSet("#2d2d2d", "dobok");
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*
|
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|
+
* const material = new THREE.MeshPhysicalMaterial({
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|
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* map: textures.colorMap,
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* normalMap: textures.normalMap,
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|
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* roughnessMap: textures.roughnessMap,
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|
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* });
|
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|
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*
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* // Cleanup when done
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|
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* textures.dispose();
|
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|
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* ```
|
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|
+
*
|
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|
+
* @korean 완전직물텍스처세트생성
|
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|
+
*/
|
|
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|
+
export declare const generateFabricTextureSet: (baseColor: string, preset?: keyof typeof FABRIC_PRESETS | Partial<FabricTextureConfig>) => FabricTextureSet;
|
|
118
|
+
/**
|
|
119
|
+
* Pre-defined dobok colors for Korean martial arts uniforms
|
|
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|
+
*/
|
|
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|
+
export declare const DOBOK_COLORS: {
|
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|
+
/** Traditional white dobok (흰 도복) */
|
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|
+
readonly WHITE: "#f5f5f5";
|
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|
+
/** Black dobok for masters (검정 도복) */
|
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|
+
readonly BLACK: "#1a1a1a";
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|
+
/** Navy blue tactical (남색) */
|
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127
|
+
readonly NAVY: "#1a2744";
|
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128
|
+
/** Traditional Korean gray (회색) */
|
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|
+
readonly GRAY: "#2d2d2d";
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|
+
/** Dark red for elite (암적색) */
|
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|
+
readonly DARK_RED: "#4a1a1a";
|
|
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|
+
/** Cyber cyan accent */
|
|
133
|
+
readonly CYBER_CYAN: "#003333";
|
|
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|
+
};
|
|
135
|
+
export default generateFabricTextureSet;
|
|
136
|
+
//# sourceMappingURL=fabricTextures.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"fabricTextures.d.ts","sourceRoot":"","sources":["../../src/utils/fabricTextures.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B;;GAEG;AACH,MAAM,WAAW,mBAAmB;IAClC,gCAAgC;IAChC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,mDAAmD;IACnD,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,kDAAkD;IAClD,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,uCAAuC;IACvC,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,qCAAqC;IACrC,QAAQ,CAAC,iBAAiB,EAAE,OAAO,CAAC;IACpC,wCAAwC;IACxC,QAAQ,CAAC,oBAAoB,EAAE,OAAO,CAAC;CACxC;AAED;;GAEG;AACH,MAAM,WAAW,gBAAgB;IAC/B,wBAAwB;IACxB,QAAQ,CAAC,QAAQ,EAAE,KAAK,CAAC,aAAa,CAAC;IACvC,+CAA+C;IAC/C,QAAQ,CAAC,SAAS,CAAC,EAAE,KAAK,CAAC,aAAa,CAAC;IACzC,sDAAsD;IACtD,QAAQ,CAAC,YAAY,CAAC,EAAE,KAAK,CAAC,aAAa,CAAC;IAC5C,+CAA+C;IAC/C,QAAQ,CAAC,OAAO,EAAE,MAAM,IAAI,CAAC;CAC9B;AAED;;GAEG;AACH,eAAO,MAAM,cAAc,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,mBAAmB,CAAC,CAiCvE,CAAC;AAiEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,sBAAsB,GACjC,QAAQ,mBAAmB,KAC1B,KAAK,CAAC,aA0ER,CAAC;AAEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,uBAAuB,GAClC,QAAQ,mBAAmB,KAC1B,KAAK,CAAC,aAuDR,CAAC;AAEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,0BAA0B,GACrC,QAAQ,mBAAmB,KAC1B,KAAK,CAAC,aA4DR,CAAC;AAEF;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,eAAO,MAAM,wBAAwB,GACnC,WAAW,MAAM,EACjB,SAAQ,MAAM,OAAO,cAAc,GAAG,OAAO,CAAC,mBAAmB,CAAW,KAC3E,gBAoCF,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,YAAY;IACvB,qCAAqC;;IAErC,sCAAsC;;IAEtC,8BAA8B;;IAE9B,mCAAmC;;IAEnC,+BAA+B;;IAE/B,wBAAwB;;CAEhB,CAAC;AAEX,eAAe,wBAAwB,CAAC"}
|
|
@@ -0,0 +1,301 @@
|
|
|
1
|
+
import * as THREE from "three";
|
|
2
|
+
//#region src/utils/fabricTextures.ts
|
|
3
|
+
/**
|
|
4
|
+
* Procedural fabric texture generation for realistic clothing
|
|
5
|
+
*
|
|
6
|
+
* **Korean**: 절차적 직물 텍스처 (Procedural Fabric Textures)
|
|
7
|
+
*
|
|
8
|
+
* Generates canvas-based textures for realistic dobok (도복) martial arts
|
|
9
|
+
* uniform rendering without external image assets. Uses Three.js CanvasTexture
|
|
10
|
+
* for efficient GPU-based texture mapping.
|
|
11
|
+
*
|
|
12
|
+
* **Features**:
|
|
13
|
+
* - Procedural weave patterns for fabric realism
|
|
14
|
+
* - Normal maps for surface detail and depth
|
|
15
|
+
* - Roughness maps for material variation
|
|
16
|
+
* - Memory-safe with proper cleanup
|
|
17
|
+
*
|
|
18
|
+
* @module utils/fabricTextures
|
|
19
|
+
* @category Visual Effects
|
|
20
|
+
* @korean 직물텍스처유틸
|
|
21
|
+
*/
|
|
22
|
+
/**
|
|
23
|
+
* Default fabric texture configurations for different materials
|
|
24
|
+
*/
|
|
25
|
+
var FABRIC_PRESETS = {
|
|
26
|
+
dobok: {
|
|
27
|
+
weaveDensity: 32,
|
|
28
|
+
threadVariation: .15,
|
|
29
|
+
resolution: 256,
|
|
30
|
+
generateNormalMap: true,
|
|
31
|
+
generateRoughnessMap: true
|
|
32
|
+
},
|
|
33
|
+
tactical: {
|
|
34
|
+
weaveDensity: 48,
|
|
35
|
+
threadVariation: .08,
|
|
36
|
+
resolution: 256,
|
|
37
|
+
generateNormalMap: true,
|
|
38
|
+
generateRoughnessMap: true
|
|
39
|
+
},
|
|
40
|
+
leather: {
|
|
41
|
+
weaveDensity: 16,
|
|
42
|
+
threadVariation: .25,
|
|
43
|
+
resolution: 256,
|
|
44
|
+
generateNormalMap: true,
|
|
45
|
+
generateRoughnessMap: false
|
|
46
|
+
},
|
|
47
|
+
silk: {
|
|
48
|
+
weaveDensity: 64,
|
|
49
|
+
threadVariation: .05,
|
|
50
|
+
resolution: 256,
|
|
51
|
+
generateNormalMap: true,
|
|
52
|
+
generateRoughnessMap: true
|
|
53
|
+
}
|
|
54
|
+
};
|
|
55
|
+
/**
|
|
56
|
+
* Convert hex color to RGB components
|
|
57
|
+
*/
|
|
58
|
+
var hexToRgb = (hex) => {
|
|
59
|
+
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
|
|
60
|
+
return result ? {
|
|
61
|
+
r: parseInt(result[1], 16),
|
|
62
|
+
g: parseInt(result[2], 16),
|
|
63
|
+
b: parseInt(result[3], 16)
|
|
64
|
+
} : {
|
|
65
|
+
r: 128,
|
|
66
|
+
g: 128,
|
|
67
|
+
b: 128
|
|
68
|
+
};
|
|
69
|
+
};
|
|
70
|
+
/**
|
|
71
|
+
* Simple seeded random for reproducible textures
|
|
72
|
+
*/
|
|
73
|
+
var seededRandom = (seed) => {
|
|
74
|
+
const x = Math.sin(seed) * 1e4;
|
|
75
|
+
return x - Math.floor(x);
|
|
76
|
+
};
|
|
77
|
+
/**
|
|
78
|
+
* Check if we're in a browser environment with canvas support
|
|
79
|
+
*/
|
|
80
|
+
var canCreateCanvas = () => {
|
|
81
|
+
if (typeof document === "undefined") return false;
|
|
82
|
+
try {
|
|
83
|
+
return document.createElement("canvas").getContext("2d") !== null;
|
|
84
|
+
} catch {
|
|
85
|
+
return false;
|
|
86
|
+
}
|
|
87
|
+
};
|
|
88
|
+
/**
|
|
89
|
+
* Create a fallback texture for test environments
|
|
90
|
+
* Uses a minimal texture that works in all environments
|
|
91
|
+
*/
|
|
92
|
+
var createFallbackTexture = () => {
|
|
93
|
+
try {
|
|
94
|
+
const data = new Uint8Array([
|
|
95
|
+
128,
|
|
96
|
+
128,
|
|
97
|
+
128,
|
|
98
|
+
255
|
|
99
|
+
]);
|
|
100
|
+
const dataTexture = new THREE.DataTexture(data, 1, 1, THREE.RGBAFormat);
|
|
101
|
+
dataTexture.needsUpdate = true;
|
|
102
|
+
return dataTexture;
|
|
103
|
+
} catch {
|
|
104
|
+
return {
|
|
105
|
+
dispose: () => {},
|
|
106
|
+
needsUpdate: true,
|
|
107
|
+
wrapS: 1e3,
|
|
108
|
+
wrapT: 1e3,
|
|
109
|
+
repeat: { set: () => {} },
|
|
110
|
+
uuid: "mock-fabric-texture",
|
|
111
|
+
isTexture: true
|
|
112
|
+
};
|
|
113
|
+
}
|
|
114
|
+
};
|
|
115
|
+
/**
|
|
116
|
+
* Generate a procedural fabric weave color map
|
|
117
|
+
*
|
|
118
|
+
* Creates a canvas-based texture with realistic thread patterns
|
|
119
|
+
* simulating woven fabric like cotton dobok material.
|
|
120
|
+
*
|
|
121
|
+
* @param config - Fabric texture configuration
|
|
122
|
+
* @returns CanvasTexture with weave pattern
|
|
123
|
+
*
|
|
124
|
+
* @korean 직물색상맵생성
|
|
125
|
+
*/
|
|
126
|
+
var generateFabricColorMap = (config) => {
|
|
127
|
+
if (!canCreateCanvas()) return createFallbackTexture();
|
|
128
|
+
const { baseColor, weaveDensity, resolution, threadVariation } = config;
|
|
129
|
+
const canvas = document.createElement("canvas");
|
|
130
|
+
canvas.width = resolution;
|
|
131
|
+
canvas.height = resolution;
|
|
132
|
+
const ctx = canvas.getContext("2d");
|
|
133
|
+
if (!ctx) return createFallbackTexture();
|
|
134
|
+
const rgb = hexToRgb(baseColor);
|
|
135
|
+
ctx.fillStyle = baseColor;
|
|
136
|
+
ctx.fillRect(0, 0, resolution, resolution);
|
|
137
|
+
const threadWidth = resolution / weaveDensity;
|
|
138
|
+
for (let y = 0; y < weaveDensity; y++) {
|
|
139
|
+
const yPos = y * threadWidth;
|
|
140
|
+
const variation = (seededRandom(y * 17) - .5) * threadVariation * 255;
|
|
141
|
+
ctx.fillStyle = `rgb(${Math.max(0, Math.min(255, rgb.r + variation))}, ${Math.max(0, Math.min(255, rgb.g + variation))}, ${Math.max(0, Math.min(255, rgb.b + variation))})`;
|
|
142
|
+
for (let x = 0; x < weaveDensity; x++) {
|
|
143
|
+
const xPos = x * threadWidth;
|
|
144
|
+
if ((x + y) % 2 === 0) ctx.fillRect(xPos, yPos, threadWidth * .95, threadWidth * .45);
|
|
145
|
+
}
|
|
146
|
+
}
|
|
147
|
+
for (let x = 0; x < weaveDensity; x++) {
|
|
148
|
+
const xPos = x * threadWidth;
|
|
149
|
+
const variation = (seededRandom(x * 31) - .5) * threadVariation * 255;
|
|
150
|
+
ctx.fillStyle = `rgb(${Math.max(0, Math.min(255, rgb.r + variation * .8))}, ${Math.max(0, Math.min(255, rgb.g + variation * .8))}, ${Math.max(0, Math.min(255, rgb.b + variation * .8))})`;
|
|
151
|
+
for (let y = 0; y < weaveDensity; y++) {
|
|
152
|
+
const yPos = y * threadWidth;
|
|
153
|
+
if ((x + y) % 2 === 1) ctx.fillRect(xPos, yPos, threadWidth * .45, threadWidth * .95);
|
|
154
|
+
}
|
|
155
|
+
}
|
|
156
|
+
const texture = new THREE.CanvasTexture(canvas);
|
|
157
|
+
texture.wrapS = THREE.RepeatWrapping;
|
|
158
|
+
texture.wrapT = THREE.RepeatWrapping;
|
|
159
|
+
texture.repeat.set(4, 4);
|
|
160
|
+
texture.needsUpdate = true;
|
|
161
|
+
return texture;
|
|
162
|
+
};
|
|
163
|
+
/**
|
|
164
|
+
* Generate a normal map for fabric surface detail
|
|
165
|
+
*
|
|
166
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var generateFabricNormalMap = (config) => {
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ctx.fillRect(xPos, yPos, threadWidth * .9, threadWidth * .4);
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const edgeIntensity = 20;
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ctx.fillStyle = `rgb(${128 + edgeIntensity}, ${128 + edgeIntensity}, 255)`;
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ctx.fillRect(xPos, yPos, threadWidth * .1, threadWidth);
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/**
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* Creates subtle roughness variations that simulate the
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*
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* @korean 거칠기맵생성
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*/
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var generateFabricRoughnessMap = (config) => {
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if (!canCreateCanvas()) return createFallbackTexture();
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const { weaveDensity, resolution, threadVariation } = config;
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ctx.fillStyle = `rgb(${roughness}, ${roughness}, ${roughness})`;
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ctx.fillRect(xPos, yPos, threadWidth * .9, threadWidth * .9);
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ctx.fillStyle = "rgb(160, 160, 160)";
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ctx.fillRect(xPos + threadWidth * .9, yPos, threadWidth * .1, threadWidth);
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ctx.fillRect(xPos, yPos + threadWidth * .9, threadWidth, threadWidth * .1);
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}
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texture.wrapT = THREE.RepeatWrapping;
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texture.repeat.set(4, 4);
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texture.needsUpdate = true;
|
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return texture;
|
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};
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/**
|
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* Generate complete fabric texture set with all maps
|
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*
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* Creates a set of textures (color, normal, roughness) for
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* realistic fabric rendering with proper memory management.
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*
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* @param baseColor - Base color for the fabric (hex string)
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|
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* @param preset - Preset name or custom config
|
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|
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* @returns FabricTextureSet with all generated textures
|
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*
|
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+
* @example
|
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|
+
* ```typescript
|
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|
+
* const textures = generateFabricTextureSet("#2d2d2d", "dobok");
|
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|
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*
|
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* const material = new THREE.MeshPhysicalMaterial({
|
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* map: textures.colorMap,
|
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+
* normalMap: textures.normalMap,
|
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|
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* roughnessMap: textures.roughnessMap,
|
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+
* });
|
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|
+
*
|
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+
* // Cleanup when done
|
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+
* textures.dispose();
|
|
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|
+
* ```
|
|
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|
+
*
|
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|
+
* @korean 완전직물텍스처세트생성
|
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|
+
*/
|
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273
|
+
var generateFabricTextureSet = (baseColor, preset = "dobok") => {
|
|
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|
+
const presetConfig = typeof preset === "string" ? FABRIC_PRESETS[preset] : preset;
|
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|
+
const config = {
|
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|
+
baseColor,
|
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|
+
weaveDensity: presetConfig?.weaveDensity ?? 32,
|
|
278
|
+
resolution: presetConfig?.resolution ?? 256,
|
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|
+
threadVariation: presetConfig?.threadVariation ?? .15,
|
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280
|
+
generateNormalMap: presetConfig?.generateNormalMap ?? true,
|
|
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|
+
generateRoughnessMap: presetConfig?.generateRoughnessMap ?? true
|
|
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|
+
};
|
|
283
|
+
const colorMap = generateFabricColorMap(config);
|
|
284
|
+
const normalMap = config.generateNormalMap ? generateFabricNormalMap(config) : void 0;
|
|
285
|
+
const roughnessMap = config.generateRoughnessMap ? generateFabricRoughnessMap(config) : void 0;
|
|
286
|
+
const dispose = () => {
|
|
287
|
+
colorMap.dispose();
|
|
288
|
+
normalMap?.dispose();
|
|
289
|
+
roughnessMap?.dispose();
|
|
290
|
+
};
|
|
291
|
+
return {
|
|
292
|
+
colorMap,
|
|
293
|
+
normalMap,
|
|
294
|
+
roughnessMap,
|
|
295
|
+
dispose
|
|
296
|
+
};
|
|
297
|
+
};
|
|
298
|
+
//#endregion
|
|
299
|
+
export { generateFabricTextureSet as default };
|
|
300
|
+
|
|
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|
+
//# sourceMappingURL=fabricTextures.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"fabricTextures.js","names":[],"sources":["../../src/utils/fabricTextures.ts"],"sourcesContent":["/**\n * Procedural fabric texture generation for realistic clothing\n *\n * **Korean**: 절차적 직물 텍스처 (Procedural Fabric Textures)\n *\n * Generates canvas-based textures for realistic dobok (도복) martial arts\n * uniform rendering without external image assets. Uses Three.js CanvasTexture\n * for efficient GPU-based texture mapping.\n *\n * **Features**:\n * - Procedural weave patterns for fabric realism\n * - Normal maps for surface detail and depth\n * - Roughness maps for material variation\n * - Memory-safe with proper cleanup\n *\n * @module utils/fabricTextures\n * @category Visual Effects\n * @korean 직물텍스처유틸\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Fabric texture configuration\n */\nexport interface FabricTextureConfig {\n /** Base color for the fabric */\n readonly baseColor: string;\n /** Weave pattern density (higher = finer weave) */\n readonly weaveDensity: number;\n /** Texture resolution (power of 2 recommended) */\n readonly resolution: number;\n /** Thread variation intensity (0-1) */\n readonly threadVariation: number;\n /** Whether to generate normal map */\n readonly generateNormalMap: boolean;\n /** Whether to generate roughness map */\n readonly generateRoughnessMap: boolean;\n}\n\n/**\n * Generated fabric texture set\n */\nexport interface FabricTextureSet {\n /** Color/diffuse map */\n readonly colorMap: THREE.CanvasTexture;\n /** Normal map for surface detail (optional) */\n readonly normalMap?: THREE.CanvasTexture;\n /** Roughness map for material variation (optional) */\n readonly roughnessMap?: THREE.CanvasTexture;\n /** Cleanup function to dispose all textures */\n readonly dispose: () => void;\n}\n\n/**\n * Default fabric texture configurations for different materials\n */\nexport const FABRIC_PRESETS: Record<string, Partial<FabricTextureConfig>> = {\n /** Traditional cotton dobok (도복) */\n dobok: {\n weaveDensity: 32,\n threadVariation: 0.15,\n resolution: 256,\n generateNormalMap: true,\n generateRoughnessMap: true,\n },\n /** Tactical synthetic fabric */\n tactical: {\n weaveDensity: 48,\n threadVariation: 0.08,\n resolution: 256,\n generateNormalMap: true,\n generateRoughnessMap: true,\n },\n /** Leather material */\n leather: {\n weaveDensity: 16,\n threadVariation: 0.25,\n resolution: 256,\n generateNormalMap: true,\n generateRoughnessMap: false,\n },\n /** Silk/satin material */\n silk: {\n weaveDensity: 64,\n threadVariation: 0.05,\n resolution: 256,\n generateNormalMap: true,\n generateRoughnessMap: true,\n },\n};\n\n/**\n * Convert hex color to RGB components\n */\nconst hexToRgb = (hex: string): { r: number; g: number; b: number } => {\n const result = /^#?([a-f\\d]{2})([a-f\\d]{2})([a-f\\d]{2})$/i.exec(hex);\n return result\n ? {\n r: parseInt(result[1], 16),\n g: parseInt(result[2], 16),\n b: parseInt(result[3], 16),\n }\n : { r: 128, g: 128, b: 128 };\n};\n\n/**\n * Simple seeded random for reproducible textures\n */\nconst seededRandom = (seed: number): number => {\n const x = Math.sin(seed) * 10000;\n return x - Math.floor(x);\n};\n\n/**\n * Check if we're in a browser environment with canvas support\n */\nconst canCreateCanvas = (): boolean => {\n if (typeof document === \"undefined\") return false;\n try {\n const canvas = document.createElement(\"canvas\");\n return canvas.getContext(\"2d\") !== null;\n } catch {\n return false;\n }\n};\n\n/**\n * Create a fallback texture for test environments\n * Uses a minimal texture that works in all environments\n */\nconst createFallbackTexture = (): THREE.CanvasTexture => {\n // In test environments, THREE mocks may not have all features\n // Create a minimal mock that satisfies the interface\n try {\n const data = new Uint8Array([128, 128, 128, 255]);\n const dataTexture = new THREE.DataTexture(data, 1, 1, THREE.RGBAFormat);\n dataTexture.needsUpdate = true;\n return dataTexture as unknown as THREE.CanvasTexture;\n } catch {\n // Ultimate fallback - create a minimal mock texture object\n // Use numeric constants instead of THREE constants for test compatibility\n const mockTexture = {\n dispose: () => {},\n needsUpdate: true,\n wrapS: 1000, // THREE.RepeatWrapping value\n wrapT: 1000,\n repeat: { set: () => {} },\n uuid: \"mock-fabric-texture\",\n isTexture: true,\n };\n return mockTexture as unknown as THREE.CanvasTexture;\n }\n};\n\n/**\n * Generate a procedural fabric weave color map\n *\n * Creates a canvas-based texture with realistic thread patterns\n * simulating woven fabric like cotton dobok material.\n *\n * @param config - Fabric texture configuration\n * @returns CanvasTexture with weave pattern\n *\n * @korean 직물색상맵생성\n */\nexport const generateFabricColorMap = (\n config: FabricTextureConfig,\n): THREE.CanvasTexture => {\n // Return fallback for test environments without canvas support\n if (!canCreateCanvas()) {\n return createFallbackTexture();\n }\n\n const { baseColor, weaveDensity, resolution, threadVariation } = config;\n\n const canvas = document.createElement(\"canvas\");\n canvas.width = resolution;\n canvas.height = resolution;\n const ctx = canvas.getContext(\"2d\");\n\n if (!ctx) {\n return createFallbackTexture();\n }\n\n const rgb = hexToRgb(baseColor);\n\n // Fill base color\n ctx.fillStyle = baseColor;\n ctx.fillRect(0, 0, resolution, resolution);\n\n // Create weave pattern\n const threadWidth = resolution / weaveDensity;\n\n // Horizontal threads (weft)\n for (let y = 0; y < weaveDensity; y++) {\n const yPos = y * threadWidth;\n const variation = (seededRandom(y * 17) - 0.5) * threadVariation * 255;\n\n const r = Math.max(0, Math.min(255, rgb.r + variation));\n const g = Math.max(0, Math.min(255, rgb.g + variation));\n const b = Math.max(0, Math.min(255, rgb.b + variation));\n\n ctx.fillStyle = `rgb(${r}, ${g}, ${b})`;\n\n // Draw thread with slight offset pattern\n for (let x = 0; x < weaveDensity; x++) {\n const xPos = x * threadWidth;\n // Alternating over/under pattern\n if ((x + y) % 2 === 0) {\n ctx.fillRect(xPos, yPos, threadWidth * 0.95, threadWidth * 0.45);\n }\n }\n }\n\n // Vertical threads (warp)\n for (let x = 0; x < weaveDensity; x++) {\n const xPos = x * threadWidth;\n const variation = (seededRandom(x * 31) - 0.5) * threadVariation * 255;\n\n const r = Math.max(0, Math.min(255, rgb.r + variation * 0.8));\n const g = Math.max(0, Math.min(255, rgb.g + variation * 0.8));\n const b = Math.max(0, Math.min(255, rgb.b + variation * 0.8));\n\n ctx.fillStyle = `rgb(${r}, ${g}, ${b})`;\n\n for (let y = 0; y < weaveDensity; y++) {\n const yPos = y * threadWidth;\n // Opposite pattern for weave effect\n if ((x + y) % 2 === 1) {\n ctx.fillRect(xPos, yPos, threadWidth * 0.45, threadWidth * 0.95);\n }\n }\n }\n\n const texture = new THREE.CanvasTexture(canvas);\n texture.wrapS = THREE.RepeatWrapping;\n texture.wrapT = THREE.RepeatWrapping;\n texture.repeat.set(4, 4); // Tile the texture\n texture.needsUpdate = true;\n\n return texture;\n};\n\n/**\n * Generate a normal map for fabric surface detail\n *\n * Creates subtle bumps and ridges that simulate thread\n * texture on the fabric surface for enhanced realism.\n *\n * @param config - Fabric texture configuration\n * @returns CanvasTexture normal map\n *\n * @korean 법선맵생성\n */\nexport const generateFabricNormalMap = (\n config: FabricTextureConfig,\n): THREE.CanvasTexture => {\n // Return fallback for test environments without canvas support\n if (!canCreateCanvas()) {\n return createFallbackTexture();\n }\n\n const { weaveDensity, resolution } = config;\n\n const canvas = document.createElement(\"canvas\");\n canvas.width = resolution;\n canvas.height = resolution;\n const ctx = canvas.getContext(\"2d\");\n\n if (!ctx) {\n return createFallbackTexture();\n }\n\n // Neutral normal (pointing straight out)\n ctx.fillStyle = \"rgb(128, 128, 255)\";\n ctx.fillRect(0, 0, resolution, resolution);\n\n const threadWidth = resolution / weaveDensity;\n\n // Create normal variations for weave pattern\n for (let y = 0; y < weaveDensity; y++) {\n for (let x = 0; x < weaveDensity; x++) {\n const xPos = x * threadWidth;\n const yPos = y * threadWidth;\n\n // Create subtle normal variation based on weave position\n if ((x + y) % 2 === 0) {\n // Horizontal thread - slight upward normal\n ctx.fillStyle = \"rgb(128, 140, 255)\";\n ctx.fillRect(xPos, yPos, threadWidth * 0.9, threadWidth * 0.4);\n } else {\n // Vertical thread - slight rightward normal\n ctx.fillStyle = \"rgb(140, 128, 255)\";\n ctx.fillRect(xPos, yPos, threadWidth * 0.4, threadWidth * 0.9);\n }\n\n // Thread edge highlights\n const edgeIntensity = 20;\n ctx.fillStyle = `rgb(${128 + edgeIntensity}, ${128 + edgeIntensity}, 255)`;\n ctx.fillRect(xPos, yPos, threadWidth * 0.1, threadWidth);\n ctx.fillRect(xPos, yPos, threadWidth, threadWidth * 0.1);\n }\n }\n\n const texture = new THREE.CanvasTexture(canvas);\n texture.wrapS = THREE.RepeatWrapping;\n texture.wrapT = THREE.RepeatWrapping;\n texture.repeat.set(4, 4);\n texture.needsUpdate = true;\n\n return texture;\n};\n\n/**\n * Generate a roughness map for fabric material variation\n *\n * Creates subtle roughness variations that simulate the\n * different reflective properties of woven threads.\n *\n * @param config - Fabric texture configuration\n * @returns CanvasTexture roughness map\n *\n * @korean 거칠기맵생성\n */\nexport const generateFabricRoughnessMap = (\n config: FabricTextureConfig,\n): THREE.CanvasTexture => {\n // Return fallback for test environments without canvas support\n if (!canCreateCanvas()) {\n return createFallbackTexture();\n }\n\n const { weaveDensity, resolution, threadVariation } = config;\n\n const canvas = document.createElement(\"canvas\");\n canvas.width = resolution;\n canvas.height = resolution;\n const ctx = canvas.getContext(\"2d\");\n\n if (!ctx) {\n return createFallbackTexture();\n }\n\n // Base roughness (white = rough, black = smooth)\n ctx.fillStyle = \"rgb(180, 180, 180)\";\n ctx.fillRect(0, 0, resolution, resolution);\n\n const threadWidth = resolution / weaveDensity;\n\n // Create roughness variation for weave pattern\n for (let y = 0; y < weaveDensity; y++) {\n for (let x = 0; x < weaveDensity; x++) {\n const xPos = x * threadWidth;\n const yPos = y * threadWidth;\n\n // Random roughness variation per thread\n const variation = seededRandom(x * 13 + y * 29) * threadVariation * 50;\n const roughness = Math.max(128, Math.min(230, 180 + variation));\n\n ctx.fillStyle = `rgb(${roughness}, ${roughness}, ${roughness})`;\n ctx.fillRect(xPos, yPos, threadWidth * 0.9, threadWidth * 0.9);\n\n // Thread gaps are slightly smoother\n ctx.fillStyle = \"rgb(160, 160, 160)\";\n ctx.fillRect(\n xPos + threadWidth * 0.9,\n yPos,\n threadWidth * 0.1,\n threadWidth,\n );\n ctx.fillRect(\n xPos,\n yPos + threadWidth * 0.9,\n threadWidth,\n threadWidth * 0.1,\n );\n }\n }\n\n const texture = new THREE.CanvasTexture(canvas);\n texture.wrapS = THREE.RepeatWrapping;\n texture.wrapT = THREE.RepeatWrapping;\n texture.repeat.set(4, 4);\n texture.needsUpdate = true;\n\n return texture;\n};\n\n/**\n * Generate complete fabric texture set with all maps\n *\n * Creates a set of textures (color, normal, roughness) for\n * realistic fabric rendering with proper memory management.\n *\n * @param baseColor - Base color for the fabric (hex string)\n * @param preset - Preset name or custom config\n * @returns FabricTextureSet with all generated textures\n *\n * @example\n * ```typescript\n * const textures = generateFabricTextureSet(\"#2d2d2d\", \"dobok\");\n *\n * const material = new THREE.MeshPhysicalMaterial({\n * map: textures.colorMap,\n * normalMap: textures.normalMap,\n * roughnessMap: textures.roughnessMap,\n * });\n *\n * // Cleanup when done\n * textures.dispose();\n * ```\n *\n * @korean 완전직물텍스처세트생성\n */\nexport const generateFabricTextureSet = (\n baseColor: string,\n preset: keyof typeof FABRIC_PRESETS | Partial<FabricTextureConfig> = \"dobok\",\n): FabricTextureSet => {\n // Merge preset with defaults\n const presetConfig =\n typeof preset === \"string\" ? FABRIC_PRESETS[preset] : preset;\n\n const config: FabricTextureConfig = {\n baseColor,\n weaveDensity: presetConfig?.weaveDensity ?? 32,\n resolution: presetConfig?.resolution ?? 256,\n threadVariation: presetConfig?.threadVariation ?? 0.15,\n generateNormalMap: presetConfig?.generateNormalMap ?? true,\n generateRoughnessMap: presetConfig?.generateRoughnessMap ?? true,\n };\n\n // Generate textures\n const colorMap = generateFabricColorMap(config);\n const normalMap = config.generateNormalMap\n ? generateFabricNormalMap(config)\n : undefined;\n const roughnessMap = config.generateRoughnessMap\n ? generateFabricRoughnessMap(config)\n : undefined;\n\n // Cleanup function\n const dispose = () => {\n colorMap.dispose();\n normalMap?.dispose();\n roughnessMap?.dispose();\n };\n\n return {\n colorMap,\n normalMap,\n roughnessMap,\n dispose,\n };\n};\n\n/**\n * Pre-defined dobok colors for Korean martial arts uniforms\n */\nexport const DOBOK_COLORS = {\n /** Traditional white dobok (흰 도복) */\n WHITE: \"#f5f5f5\",\n /** Black dobok for masters (검정 도복) */\n BLACK: \"#1a1a1a\",\n /** Navy blue tactical (남색) */\n NAVY: \"#1a2744\",\n /** Traditional Korean gray (회색) */\n GRAY: \"#2d2d2d\",\n /** Dark red for elite (암적색) */\n DARK_RED: \"#4a1a1a\",\n /** Cyber cyan accent */\n CYBER_CYAN: \"#003333\",\n} as const;\n\nexport default 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