blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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+ {"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): 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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 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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 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@@ -0,0 +1,25 @@
1
+ /**
2
+ * Shared constants for event listener management
3
+ * 이벤트 리스너 관리를 위한 공유 상수
4
+ */
5
+ /**
6
+ * Events that should automatically use passive listeners for performance
7
+ * 성능을 위해 자동으로 패시브 리스너를 사용해야 하는 이벤트
8
+ *
9
+ * Passive listeners indicate to the browser that the event handler will not
10
+ * call preventDefault(), allowing the browser to optimize scrolling performance.
11
+ * 패시브 리스너는 이벤트 핸들러가 preventDefault()를 호출하지 않음을 브라우저에
12
+ * 알려 브라우저가 스크롤 성능을 최적화할 수 있도록 합니다.
13
+ *
14
+ * This list is shared between EventManager and the audit script to ensure
15
+ * consistent behavior across runtime and static analysis.
16
+ * 이 목록은 EventManager와 감사 스크립트 간에 공유되어 런타임과 정적 분석 간에
17
+ * 일관된 동작을 보장합니다.
18
+ */
19
+ export declare const PASSIVE_EVENT_TYPES: readonly ["scroll", "wheel", "touchstart", "touchmove", "touchend", "touchcancel", "mousewheel"];
20
+ /**
21
+ * Set of passive event types for efficient lookup
22
+ * 효율적인 조회를 위한 패시브 이벤트 유형 세트
23
+ */
24
+ export declare const PASSIVE_EVENTS: Set<string>;
25
+ //# sourceMappingURL=eventConstants.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,3 @@
1
+ //#endregion
2
+
3
+ //# sourceMappingURL=eventConstants.js.map
@@ -0,0 +1 @@
1
+ {"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":""}
@@ -0,0 +1,136 @@
1
+ /**
2
+ * Procedural fabric texture generation for realistic clothing
3
+ *
4
+ * **Korean**: 절차적 직물 텍스처 (Procedural Fabric Textures)
5
+ *
6
+ * Generates canvas-based textures for realistic dobok (도복) martial arts
7
+ * uniform rendering without external image assets. Uses Three.js CanvasTexture
8
+ * for efficient GPU-based texture mapping.
9
+ *
10
+ * **Features**:
11
+ * - Procedural weave patterns for fabric realism
12
+ * - Normal maps for surface detail and depth
13
+ * - Roughness maps for material variation
14
+ * - Memory-safe with proper cleanup
15
+ *
16
+ * @module utils/fabricTextures
17
+ * @category Visual Effects
18
+ * @korean 직물텍스처유틸
19
+ */
20
+ import * as THREE from "three";
21
+ /**
22
+ * Fabric texture configuration
23
+ */
24
+ export interface FabricTextureConfig {
25
+ /** Base color for the fabric */
26
+ readonly baseColor: string;
27
+ /** Weave pattern density (higher = finer weave) */
28
+ readonly weaveDensity: number;
29
+ /** Texture resolution (power of 2 recommended) */
30
+ readonly resolution: number;
31
+ /** Thread variation intensity (0-1) */
32
+ readonly threadVariation: number;
33
+ /** Whether to generate normal map */
34
+ readonly generateNormalMap: boolean;
35
+ /** Whether to generate roughness map */
36
+ readonly generateRoughnessMap: boolean;
37
+ }
38
+ /**
39
+ * Generated fabric texture set
40
+ */
41
+ export interface FabricTextureSet {
42
+ /** Color/diffuse map */
43
+ readonly colorMap: THREE.CanvasTexture;
44
+ /** Normal map for surface detail (optional) */
45
+ readonly normalMap?: THREE.CanvasTexture;
46
+ /** Roughness map for material variation (optional) */
47
+ readonly roughnessMap?: THREE.CanvasTexture;
48
+ /** Cleanup function to dispose all textures */
49
+ readonly dispose: () => void;
50
+ }
51
+ /**
52
+ * Default fabric texture configurations for different materials
53
+ */
54
+ export declare const FABRIC_PRESETS: Record<string, Partial<FabricTextureConfig>>;
55
+ /**
56
+ * Generate a procedural fabric weave color map
57
+ *
58
+ * Creates a canvas-based texture with realistic thread patterns
59
+ * simulating woven fabric like cotton dobok material.
60
+ *
61
+ * @param config - Fabric texture configuration
62
+ * @returns CanvasTexture with weave pattern
63
+ *
64
+ * @korean 직물색상맵생성
65
+ */
66
+ export declare const generateFabricColorMap: (config: FabricTextureConfig) => THREE.CanvasTexture;
67
+ /**
68
+ * Generate a normal map for fabric surface detail
69
+ *
70
+ * Creates subtle bumps and ridges that simulate thread
71
+ * texture on the fabric surface for enhanced realism.
72
+ *
73
+ * @param config - Fabric texture configuration
74
+ * @returns CanvasTexture normal map
75
+ *
76
+ * @korean 법선맵생성
77
+ */
78
+ export declare const generateFabricNormalMap: (config: FabricTextureConfig) => THREE.CanvasTexture;
79
+ /**
80
+ * Generate a roughness map for fabric material variation
81
+ *
82
+ * Creates subtle roughness variations that simulate the
83
+ * different reflective properties of woven threads.
84
+ *
85
+ * @param config - Fabric texture configuration
86
+ * @returns CanvasTexture roughness map
87
+ *
88
+ * @korean 거칠기맵생성
89
+ */
90
+ export declare const generateFabricRoughnessMap: (config: FabricTextureConfig) => THREE.CanvasTexture;
91
+ /**
92
+ * Generate complete fabric texture set with all maps
93
+ *
94
+ * Creates a set of textures (color, normal, roughness) for
95
+ * realistic fabric rendering with proper memory management.
96
+ *
97
+ * @param baseColor - Base color for the fabric (hex string)
98
+ * @param preset - Preset name or custom config
99
+ * @returns FabricTextureSet with all generated textures
100
+ *
101
+ * @example
102
+ * ```typescript
103
+ * const textures = generateFabricTextureSet("#2d2d2d", "dobok");
104
+ *
105
+ * const material = new THREE.MeshPhysicalMaterial({
106
+ * map: textures.colorMap,
107
+ * normalMap: textures.normalMap,
108
+ * roughnessMap: textures.roughnessMap,
109
+ * });
110
+ *
111
+ * // Cleanup when done
112
+ * textures.dispose();
113
+ * ```
114
+ *
115
+ * @korean 완전직물텍스처세트생성
116
+ */
117
+ 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
120
+ */
121
+ export declare const DOBOK_COLORS: {
122
+ /** Traditional white dobok (흰 도복) */
123
+ readonly WHITE: "#f5f5f5";
124
+ /** Black dobok for masters (검정 도복) */
125
+ readonly BLACK: "#1a1a1a";
126
+ /** Navy blue tactical (남색) */
127
+ readonly NAVY: "#1a2744";
128
+ /** Traditional Korean gray (회색) */
129
+ readonly GRAY: "#2d2d2d";
130
+ /** Dark red for elite (암적색) */
131
+ readonly DARK_RED: "#4a1a1a";
132
+ /** Cyber cyan accent */
133
+ readonly CYBER_CYAN: "#003333";
134
+ };
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))}, ${Math.max(0, Math.min(255, rgb.b + variation * .8))})`;
151
+ for (let y = 0; y < weaveDensity; y++) {
152
+ const yPos = y * threadWidth;
153
+ if ((x + y) % 2 === 1) ctx.fillRect(xPos, yPos, threadWidth * .45, threadWidth * .95);
154
+ }
155
+ }
156
+ const texture = new THREE.CanvasTexture(canvas);
157
+ texture.wrapS = THREE.RepeatWrapping;
158
+ texture.wrapT = THREE.RepeatWrapping;
159
+ texture.repeat.set(4, 4);
160
+ texture.needsUpdate = true;
161
+ return texture;
162
+ };
163
+ /**
164
+ * Generate a normal map for fabric surface detail
165
+ *
166
+ * Creates subtle bumps and ridges that simulate thread
167
+ * texture on the fabric surface for enhanced realism.
168
+ *
169
+ * @param config - Fabric texture configuration
170
+ * @returns CanvasTexture normal map
171
+ *
172
+ * @korean 법선맵생성
173
+ */
174
+ var generateFabricNormalMap = (config) => {
175
+ if (!canCreateCanvas()) return createFallbackTexture();
176
+ const { weaveDensity, resolution } = config;
177
+ const canvas = document.createElement("canvas");
178
+ canvas.width = resolution;
179
+ canvas.height = resolution;
180
+ const ctx = canvas.getContext("2d");
181
+ if (!ctx) return createFallbackTexture();
182
+ ctx.fillStyle = "rgb(128, 128, 255)";
183
+ ctx.fillRect(0, 0, resolution, resolution);
184
+ const threadWidth = resolution / weaveDensity;
185
+ for (let y = 0; y < weaveDensity; y++) for (let x = 0; x < weaveDensity; x++) {
186
+ const xPos = x * threadWidth;
187
+ const yPos = y * threadWidth;
188
+ if ((x + y) % 2 === 0) {
189
+ ctx.fillStyle = "rgb(128, 140, 255)";
190
+ ctx.fillRect(xPos, yPos, threadWidth * .9, threadWidth * .4);
191
+ } else {
192
+ ctx.fillStyle = "rgb(140, 128, 255)";
193
+ ctx.fillRect(xPos, yPos, threadWidth * .4, threadWidth * .9);
194
+ }
195
+ const edgeIntensity = 20;
196
+ ctx.fillStyle = `rgb(${128 + edgeIntensity}, ${128 + edgeIntensity}, 255)`;
197
+ ctx.fillRect(xPos, yPos, threadWidth * .1, threadWidth);
198
+ ctx.fillRect(xPos, yPos, threadWidth, threadWidth * .1);
199
+ }
200
+ const texture = new THREE.CanvasTexture(canvas);
201
+ texture.wrapS = THREE.RepeatWrapping;
202
+ texture.wrapT = THREE.RepeatWrapping;
203
+ texture.repeat.set(4, 4);
204
+ texture.needsUpdate = true;
205
+ return texture;
206
+ };
207
+ /**
208
+ * Generate a roughness map for fabric material variation
209
+ *
210
+ * Creates subtle roughness variations that simulate the
211
+ * different reflective properties of woven threads.
212
+ *
213
+ * @param config - Fabric texture configuration
214
+ * @returns CanvasTexture roughness map
215
+ *
216
+ * @korean 거칠기맵생성
217
+ */
218
+ var generateFabricRoughnessMap = (config) => {
219
+ if (!canCreateCanvas()) return createFallbackTexture();
220
+ const { weaveDensity, resolution, threadVariation } = config;
221
+ const canvas = document.createElement("canvas");
222
+ canvas.width = resolution;
223
+ canvas.height = resolution;
224
+ const ctx = canvas.getContext("2d");
225
+ if (!ctx) return createFallbackTexture();
226
+ ctx.fillStyle = "rgb(180, 180, 180)";
227
+ ctx.fillRect(0, 0, resolution, resolution);
228
+ const threadWidth = resolution / weaveDensity;
229
+ for (let y = 0; y < weaveDensity; y++) for (let x = 0; x < weaveDensity; x++) {
230
+ const xPos = x * threadWidth;
231
+ const yPos = y * threadWidth;
232
+ const variation = seededRandom(x * 13 + y * 29) * threadVariation * 50;
233
+ const roughness = Math.max(128, Math.min(230, 180 + variation));
234
+ ctx.fillStyle = `rgb(${roughness}, ${roughness}, ${roughness})`;
235
+ ctx.fillRect(xPos, yPos, threadWidth * .9, threadWidth * .9);
236
+ ctx.fillStyle = "rgb(160, 160, 160)";
237
+ ctx.fillRect(xPos + threadWidth * .9, yPos, threadWidth * .1, threadWidth);
238
+ ctx.fillRect(xPos, yPos + threadWidth * .9, threadWidth, threadWidth * .1);
239
+ }
240
+ const texture = new THREE.CanvasTexture(canvas);
241
+ texture.wrapS = THREE.RepeatWrapping;
242
+ texture.wrapT = THREE.RepeatWrapping;
243
+ texture.repeat.set(4, 4);
244
+ texture.needsUpdate = true;
245
+ return texture;
246
+ };
247
+ /**
248
+ * Generate complete fabric texture set with all maps
249
+ *
250
+ * Creates a set of textures (color, normal, roughness) for
251
+ * realistic fabric rendering with proper memory management.
252
+ *
253
+ * @param baseColor - Base color for the fabric (hex string)
254
+ * @param preset - Preset name or custom config
255
+ * @returns FabricTextureSet with all generated textures
256
+ *
257
+ * @example
258
+ * ```typescript
259
+ * const textures = generateFabricTextureSet("#2d2d2d", "dobok");
260
+ *
261
+ * const material = new THREE.MeshPhysicalMaterial({
262
+ * map: textures.colorMap,
263
+ * normalMap: textures.normalMap,
264
+ * roughnessMap: textures.roughnessMap,
265
+ * });
266
+ *
267
+ * // Cleanup when done
268
+ * textures.dispose();
269
+ * ```
270
+ *
271
+ * @korean 완전직물텍스처세트생성
272
+ */
273
+ var generateFabricTextureSet = (baseColor, preset = "dobok") => {
274
+ const presetConfig = typeof preset === "string" ? FABRIC_PRESETS[preset] : preset;
275
+ const config = {
276
+ baseColor,
277
+ weaveDensity: presetConfig?.weaveDensity ?? 32,
278
+ resolution: presetConfig?.resolution ?? 256,
279
+ threadVariation: presetConfig?.threadVariation ?? .15,
280
+ generateNormalMap: presetConfig?.generateNormalMap ?? true,
281
+ generateRoughnessMap: presetConfig?.generateRoughnessMap ?? true
282
+ };
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
+
301
+ //# 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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