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":"mobileUIUtils.js","names":[],"sources":["../../src/utils/mobileUIUtils.ts"],"sourcesContent":["/**\n * Mobile UI utilities for responsive touch-optimized interfaces\n * \n * Provides helpers for touch target sizing, responsive font scaling,\n * and mobile-specific layout calculations following iOS/Android guidelines.\n * \n * PRIORITY: High-end mobile devices (Super HD, 2K+) are top priority and get:\n * - Enhanced touch targets (56px vs 48px)\n * - Larger Korean fonts (+10% for better readability)\n * - Optimized spacing and layout\n * - Full feature parity with desktop\n * \n * Supported Devices (Priority Order):\n * 1. Super HD Mobile (≥768px): Motorola Edge 60 Pro, Galaxy S-series\n * 2. Standard Mobile (375-767px): iPhone 12/13/14, standard Android\n * 3. Small Mobile (<375px): iPhone SE, budget devices\n * \n * @module utils/mobileUIUtils\n * @category Mobile Utilities\n * @korean 모바일UI유틸리티\n */\n\nimport { UI_DIMENSIONS, SPACING } from \"../types/constants/ui\";\nimport {\n KOREAN_MOBILE_FONT_SIZES,\n getKoreanFontSize,\n} from \"../types/constants/typography\";\n\n/**\n * Viewport size category for responsive design\n * \n * @category Mobile UI\n * @korean 뷰포트크기범주\n */\nexport type ViewportSize = \"xs\" | \"sm\" | \"md\" | \"lg\" | \"xl\";\n\n/**\n * Touch target size configuration\n * \n * @category Mobile UI\n * @korean 터치타겟크기설정\n */\nexport interface TouchTargetSize {\n readonly minWidth: number;\n readonly minHeight: number;\n readonly padding: number;\n readonly spacing: number;\n}\n\n/**\n * Get viewport size category from width\n * \n * PRIORITY: High-end mobile devices (Super HD, 2K+) are treated as 'md' for optimal layout\n * \n * @param width - Viewport width in pixels\n * @returns Viewport size category\n * \n * @example\n * ```typescript\n * getViewportSize(375); // 'xs' (iPhone SE)\n * getViewportSize(768); // 'sm' (Standard phones, high-end mobiles start here)\n * getViewportSize(2712); // 'md' (Motorola Edge 60 Pro Super HD)\n * getViewportSize(1200); // 'lg' (Desktop)\n * ```\n * \n * @public\n * @korean 뷰포트크기얻기\n */\nexport function getViewportSize(width: number): ViewportSize {\n if (width < 375) return \"xs\"; // Extra small phones\n if (width < 768) return \"sm\"; // Standard phones\n if (width < 1024) return \"md\"; // High-end mobile (Super HD), tablets\n if (width < 1440) return \"lg\"; // Small desktop\n return \"xl\"; // Large desktop\n}\n\n/**\n * Get touch-optimized button size configuration\n * Ensures minimum 48px touch targets per iOS/Android guidelines\n * \n * PRIORITY: High-end mobile devices (Super HD, 2K+) get enhanced touch targets (56px)\n * for better precision on high-resolution displays\n * \n * @param isMobile - Whether on mobile device\n * @param viewportWidth - Optional viewport width for fine-tuning\n * @returns Touch target size configuration\n * \n * @example\n * ```typescript\n * const buttonSize = getTouchTargetSize(true, 375);\n * // { minWidth: 48, minHeight: 48, padding: 12, spacing: 8 }\n * \n * const superHDButtonSize = getTouchTargetSize(true, 2712);\n * // { minWidth: 56, minHeight: 56, padding: 16, spacing: 12 }\n * ```\n * \n * @public\n * @korean 터치타겟크기얻기\n */\nexport function getTouchTargetSize(\n isMobile: boolean,\n viewportWidth?: number\n): TouchTargetSize {\n if (!isMobile) {\n return {\n minWidth: 120,\n minHeight: 44,\n padding: SPACING.MD,\n spacing: SPACING.MD,\n };\n }\n\n const width = viewportWidth ?? 375;\n const isExtraSmall = width < 360;\n const isSuperHD = width >= 768; // High-end mobile (Motorola Edge 60 Pro, etc.)\n\n // Super HD devices get enhanced touch targets for better precision\n if (isSuperHD) {\n return {\n minWidth: UI_DIMENSIONS.TOUCH_TARGET_COMFORTABLE,\n minHeight: UI_DIMENSIONS.TOUCH_TARGET_COMFORTABLE,\n padding: SPACING.MD,\n spacing: SPACING.COMPACT,\n };\n }\n\n return {\n minWidth: UI_DIMENSIONS.TOUCH_TARGET_MIN,\n minHeight: UI_DIMENSIONS.TOUCH_TARGET_MIN,\n padding: isExtraSmall ? SPACING.SM : SPACING.COMPACT,\n spacing: UI_DIMENSIONS.TOUCH_TARGET_SPACING,\n };\n}\n\n/**\n * Get responsive Korean font size for mobile\n * Ensures minimum 16px for body text on mobile\n * \n * PRIORITY: High-end mobile (Super HD, 2K+) get enhanced font sizes for better readability\n * \n * @param size - Size category ('SMALL', 'MEDIUM', 'LARGE')\n * @param viewportWidth - Viewport width in pixels\n * @returns Font size in pixels\n * \n * @example\n * ```typescript\n * getMobileKoreanFontSize('SMALL', 375); // 16\n * getMobileKoreanFontSize('MEDIUM', 410); // 18\n * getMobileKoreanFontSize('MEDIUM', 2712); // 20 (Super HD enhanced)\n * getMobileKoreanFontSize('LARGE', 768); // 24\n * ```\n * \n * @public\n * @korean 모바일한글글꼴크기얻기\n */\nexport function getMobileKoreanFontSize(\n size: keyof typeof KOREAN_MOBILE_FONT_SIZES,\n viewportWidth: number\n): number {\n const fontSize = getKoreanFontSize(size, viewportWidth);\n \n // Super HD mobile devices (≥768px) get enhanced font sizes\n // for better readability on high-resolution displays\n if (viewportWidth >= 768) {\n return Math.ceil(fontSize * 1.1); // 10% larger for Super HD\n }\n \n return fontSize;\n}\n\n/**\n * Get responsive spacing value\n * Scales spacing based on viewport size\n * \n * @param baseSpacing - Base spacing value from SPACING constant\n * @param isMobile - Whether on mobile device\n * @returns Scaled spacing in pixels\n * \n * @example\n * ```typescript\n * getResponsiveSpacing(SPACING.MD, true); // 12 (COMPACT on mobile)\n * getResponsiveSpacing(SPACING.MD, false); // 16 (original)\n * ```\n * \n * @public\n * @korean 반응형간격얻기\n */\nexport function getResponsiveSpacing(\n baseSpacing: number,\n isMobile: boolean\n): number {\n return isMobile ? Math.max(SPACING.SM, baseSpacing * 0.75) : baseSpacing;\n}\n\n/**\n * Calculate responsive panel width\n * Ensures panels fit within viewport with proper margins\n * \n * @param viewportWidth - Viewport width in pixels\n * @param isMobile - Whether on mobile device\n * @param minMargin - Minimum margin on each side (default: 20px)\n * @returns Panel width in pixels\n * \n * @example\n * ```typescript\n * getResponsivePanelWidth(375, true); // ~335px (375 - 40 margin)\n * getResponsivePanelWidth(1200, false); // ~400px (max width applied)\n * ```\n * \n * @public\n * @korean 반응형패널폭얻기\n */\nexport function getResponsivePanelWidth(\n viewportWidth: number,\n isMobile: boolean,\n minMargin = 20\n): number {\n if (!isMobile) {\n return Math.min(400, viewportWidth - minMargin * 2);\n }\n\n // Mobile: use most of screen width\n return Math.min(viewportWidth - minMargin * 2, 360);\n}\n\n/**\n * Check if viewport is in landscape orientation\n * \n * @param viewportWidth - Viewport width in pixels\n * @param viewportHeight - Viewport height in pixels\n * @returns Whether in landscape orientation\n * \n * @example\n * ```typescript\n * isLandscape(812, 375); // true (iPhone X landscape)\n * isLandscape(375, 812); // false (iPhone X portrait)\n * ```\n * \n * @public\n * @korean 가로모드여부\n */\nexport function isLandscape(\n viewportWidth: number,\n viewportHeight: number\n): boolean {\n return viewportWidth > viewportHeight;\n}\n\n/**\n * Get responsive button styles for touch optimization\n * \n * @param isMobile - Whether on mobile device\n * @param viewportWidth - Optional viewport width\n * @returns CSS properties for button\n * \n * @example\n * ```typescript\n * const buttonStyles = getResponsiveButtonStyles(true, 375);\n * // {\n * // minWidth: '48px',\n * // minHeight: '48px',\n * // padding: '12px',\n * // fontSize: '16px',\n * // ...\n * // }\n * ```\n * \n * @public\n * @korean 반응형버튼스타일얻기\n */\nexport function getResponsiveButtonStyles(\n isMobile: boolean,\n viewportWidth?: number\n): React.CSSProperties {\n const touchTarget = getTouchTargetSize(isMobile, viewportWidth);\n const fontSize = isMobile\n ? getMobileKoreanFontSize(\"SMALL\", viewportWidth ?? 375)\n : 16;\n\n return {\n minWidth: `${touchTarget.minWidth}px`,\n minHeight: `${touchTarget.minHeight}px`,\n padding: `${touchTarget.padding}px`,\n fontSize: `${fontSize}px`,\n lineHeight: \"1.4\",\n cursor: \"pointer\",\n userSelect: \"none\",\n WebkitTapHighlightColor: \"transparent\",\n };\n}\n\n/**\n * Get responsive text styles with proper Korean font sizing\n * \n * @param size - Font size category\n * @param isMobile - Whether on mobile device\n * @param viewportWidth - Viewport width in pixels\n * @returns CSS properties for text\n * \n * @example\n * ```typescript\n * const textStyles = getResponsiveTextStyles('MEDIUM', true, 375);\n * // {\n * // fontSize: '18px',\n * // lineHeight: '1.5',\n * // letterSpacing: '0.02em',\n * // }\n * ```\n * \n * @public\n * @korean 반응형텍스트스타일얻기\n */\nexport function getResponsiveTextStyles(\n size: keyof typeof KOREAN_MOBILE_FONT_SIZES,\n isMobile: boolean,\n viewportWidth: number\n): React.CSSProperties {\n const fontSize = isMobile\n ? getMobileKoreanFontSize(size, viewportWidth)\n : KOREAN_MOBILE_FONT_SIZES[size].regular;\n\n return {\n fontSize: `${fontSize}px`,\n lineHeight: isMobile ? \"1.5\" : \"1.4\",\n letterSpacing: \"0.02em\",\n };\n}\n\n/**\n * Calculate minimum spacing between interactive elements\n * Ensures adequate spacing for touch accuracy\n * \n * @param isMobile - Whether on mobile device\n * @returns Minimum spacing in pixels\n * \n * @example\n * ```typescript\n * getMinimumInteractiveSpacing(true); // 8px (mobile)\n * getMinimumInteractiveSpacing(false); // 12px (desktop)\n * ```\n * \n * @public\n * @korean 최소상호작용간격얻기\n */\nexport function getMinimumInteractiveSpacing(isMobile: boolean): number {\n return isMobile\n ? UI_DIMENSIONS.TOUCH_TARGET_SPACING\n : SPACING.COMPACT;\n}\n\n/**\n * Viewport detection utilities\n * \n * PRIORITY: High-end mobile devices (Super HD, 2K+) are explicitly supported\n * \n * @category Mobile UI\n * @korean 뷰포트감지\n */\nexport const ViewportDetection = {\n /**\n * Check if iPhone SE or similar small device\n * @korean iPhone SE여부\n */\n isSmallMobile: (width: number) => width <= 375,\n\n /**\n * Check if standard mobile device (excluding high-end)\n * @korean 표준모바일여부\n */\n isMobile: (width: number) => width < 768,\n\n /**\n * Check if high-end mobile device (Super HD, 2K+)\n * Uses height + DPR to distinguish phones from tablets\n * High-end phones: short side 400-600px, long side >=800px, DPR >=2\n * @korean 고급모바일여부\n */\n isSuperHDMobile: (width: number, height: number = window.innerHeight) => {\n const shortSide = Math.min(width, height);\n const longSide = Math.max(width, height);\n const dpr = window.devicePixelRatio || 1;\n return shortSide >= 400 && shortSide <= 600 && longSide >= 800 && dpr >= 2;\n },\n\n /**\n * Check if tablet device\n * @korean 태블릿여부\n */\n isTablet: (width: number) => width >= 768 && width < 1024,\n\n /**\n * Check if desktop device\n * @korean 데스크톱여부\n */\n isDesktop: (width: number) => width >= 1024,\n\n /**\n * Check if device has notch (iPhone X+)\n * @korean 노치여부\n */\n hasNotch: (width: number, height: number) =>\n (width === 375 && height === 812) || // iPhone X, XS, 11 Pro\n (width === 414 && height === 896) || // iPhone XR, XS Max, 11, 11 Pro Max\n (width === 390 && height === 844) || // iPhone 12, 12 Pro, 13, 13 Pro, 14\n (width === 393 && height === 852) || // iPhone 14 Pro\n (width === 428 && height === 926), // iPhone 12/13/14 Pro Max\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AA2JA,SAAgB,wBACd,MACA,eACQ;CACR,MAAM,WAAW,kBAAkB,MAAM,cAAc;AAIvD,KAAI,iBAAiB,IACnB,QAAO,KAAK,KAAK,WAAW,IAAI;AAGlC,QAAO"}
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/**
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* Object Pool Utility
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*
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* Generic object pooling for reducing garbage collection pressure.
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* Useful for frequently created/destroyed objects like damage numbers,
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* particles, or temporary game objects.
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*
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* @module utils/objectPool
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* @category Performance
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* @korean 객체 풀
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/**
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*/
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export interface Poolable {
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* Reset object to initial state for reuse
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*/
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reset(...args: unknown[]): void;
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}
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/**
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* Generic object pool
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* ```typescript
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* class DamageNumber implements Poolable {
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* value = 0;
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* position = { x: 0, y: 0 };
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*
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* reset(value: number, x: number, y: number) {
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* }
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* const pool = new ObjectPool(() => new DamageNumber(), 50);
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* // Acquire from pool
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export declare class ObjectPool<T extends Poolable> {
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{"version":3,"file":"objectPool.d.ts","sourceRoot":"","sources":["../../src/utils/objectPool.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH;;;GAGG;AACH,MAAM,WAAW,QAAQ;IACvB;;OAEG;IACH,KAAK,CAAC,GAAG,IAAI,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC;CACjC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,qBAAa,UAAU,CAAC,CAAC,SAAS,QAAQ;IACxC,OAAO,CAAC,IAAI,CAAW;IACvB,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAU;IAClC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAEjC;;;;;OAKG;gBACS,OAAO,EAAE,MAAM,CAAC,EAAE,OAAO,SAAM;IAK3C;;;;;OAKG;IACH,OAAO,IAAI,CAAC;IAQZ;;;;OAIG;IACH,OAAO,CAAC,GAAG,EAAE,CAAC,GAAG,IAAI;IAMrB;;OAEG;IACH,KAAK,IAAI,IAAI;IAIb;;OAEG;IACH,IAAI,IAAI,IAAI,MAAM,CAEjB;IAED;;OAEG;IACH,IAAI,QAAQ,IAAI,MAAM,CAErB;CACF;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,CAAC,SAAS,QAAQ,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAMxF"}
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/**
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* ParticlePool - Object pooling system for Three.js particle systems
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*
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* Provides efficient memory management for particle effects by reusing
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* Three.js Points objects instead of creating/destroying them repeatedly.
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* Essential for maintaining 60fps during intense combat with many effects.
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*
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* Features:
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* - Object pooling to avoid GC pressure
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* - Automatic pool size management
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* - Lifetime tracking for automatic cleanup
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* - Memory-efficient particle reuse
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*
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* @module utils/particlePool
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* @category Performance
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* @korean 입자풀
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*/
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import * as THREE from "three";
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/**
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* Configuration for particle pool
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*/
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export interface ParticlePoolConfig {
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/** Maximum number of particle systems to pool */
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readonly maxSize?: number;
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/** Maximum particles per system */
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readonly particlesPerSystem?: number;
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/** Whether to enable debug logging */
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readonly debug?: boolean;
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}
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/**
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* ParticlePool Class
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*
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* Manages a pool of reusable Three.js Points objects for particle effects.
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* Reduces garbage collection pressure by reusing existing objects.
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*
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* @example
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* ```typescript
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* const pool = new ParticlePool({ maxSize: 50, particlesPerSystem: 100 });
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*
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* // Acquire a particle system
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* const material = new THREE.PointsMaterial({ color: 0xff0000, size: 0.1 });
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* const points = pool.acquire(100, material);
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* scene.add(points);
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*
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* // Later, when effect completes
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* pool.release(points);
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* ```
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*/
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export declare class ParticlePool {
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private pool;
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private readonly maxSize;
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private readonly particlesPerSystem;
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private readonly debug;
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private nextId;
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/**
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* Create a new particle pool
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*
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*/
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constructor(config?: ParticlePoolConfig);
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acquire(particleCount: number, material: THREE.PointsMaterial): THREE.Points;
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*
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*
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*
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active: number;
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inactive: number;
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maxSize: number;
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};
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/**
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*
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* Cleans up all geometries and materials. Call this when the pool
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*
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*
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clearInactive(): void;
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}
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/**
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* Global particle pool instance
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*
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* Use this for most cases unless you need a separate pool.
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*
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*
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* ```
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*/
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export declare const globalParticlePool: ParticlePool;
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//# sourceMappingURL=particlePool.d.ts.map
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{"version":3,"file":"particlePool.d.ts","sourceRoot":"","sources":["../../src/utils/particlePool.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAgB/B;;GAEG;AACH,MAAM,WAAW,kBAAkB;IACjC,iDAAiD;IACjD,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAC1B,mCAAmC;IACnC,QAAQ,CAAC,kBAAkB,CAAC,EAAE,MAAM,CAAC;IACrC,sCAAsC;IACtC,QAAQ,CAAC,KAAK,CAAC,EAAE,OAAO,CAAC;CAC1B;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,qBAAa,YAAY;IACvB,OAAO,CAAC,IAAI,CAA8B;IAC1C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IACjC,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAAS;IAC5C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAU;IAChC,OAAO,CAAC,MAAM,CAAK;IAEnB;;;;OAIG;gBACS,MAAM,GAAE,kBAAuB;IAY3C;;;;;;;;;OASG;IACH,OAAO,CACL,aAAa,EAAE,MAAM,EACrB,QAAQ,EAAE,KAAK,CAAC,cAAc,GAC7B,KAAK,CAAC,MAAM;IA4Ff;;;;;;;OAOG;IACH,OAAO,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,GAAG,IAAI;IAiBnC;;;;;;;OAOG;IACH,MAAM,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAQ3B;;;;OAIG;IACH,QAAQ,IAAI;QACV,KAAK,EAAE,MAAM,CAAC;QACd,MAAM,EAAE,MAAM,CAAC;QACf,QAAQ,EAAE,MAAM,CAAC;QACjB,OAAO,EAAE,MAAM,CAAC;KACjB;IAUD;;;;;;;;OAQG;IACH,OAAO,IAAI,IAAI;IAgBf;;;;;OAKG;IACH,aAAa,IAAI,IAAI;CAqBtB;AAED;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,kBAAkB,cAI7B,CAAC"}
|
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@@ -0,0 +1,93 @@
|
|
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1
|
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/**
|
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2
|
+
* PerformanceMonitor - Real-time FPS and performance tracking for Three.js
|
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*
|
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* Monitors frame rate, memory usage, and draw calls to maintain 60fps target.
|
|
5
|
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* Provides warnings in development mode when performance degrades.
|
|
6
|
+
*/
|
|
7
|
+
import * as THREE from "three";
|
|
8
|
+
export interface PerformanceMetrics {
|
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9
|
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readonly fps: number;
|
|
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|
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readonly avgFps: number;
|
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readonly minFps: number;
|
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+
readonly maxFps: number;
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readonly frameTime: number;
|
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readonly memoryMB: number;
|
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readonly drawCalls: number;
|
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readonly triangles: number;
|
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|
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}
|
|
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|
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export interface PerformanceThresholds {
|
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readonly targetFps: number;
|
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readonly minAcceptableFps: number;
|
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readonly maxMemoryMB: number;
|
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readonly maxDrawCalls: number;
|
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+
}
|
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/**
|
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|
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* PerformanceMonitor class for real-time performance tracking
|
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+
*/
|
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export declare class PerformanceMonitor {
|
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private frames;
|
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private lastTime;
|
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private frameCount;
|
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private readonly maxFrameSamples;
|
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private minFps;
|
|
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|
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private maxFps;
|
|
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private readonly thresholds;
|
|
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+
private performanceWarnings;
|
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+
constructor(thresholds?: Partial<PerformanceThresholds>);
|
|
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|
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/**
|
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|
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* Update performance metrics (call once per frame)
|
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|
+
* @param renderer Optional Three.js renderer for draw call tracking
|
|
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* @returns Current FPS
|
|
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|
+
*/
|
|
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|
+
update(renderer?: THREE.WebGLRenderer): number;
|
|
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+
/**
|
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* Get current FPS
|
|
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+
*/
|
|
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|
+
getCurrentFPS(): number;
|
|
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|
+
/**
|
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|
+
* Get average FPS over the sampling window
|
|
49
|
+
*/
|
|
50
|
+
getAverageFPS(): number;
|
|
51
|
+
/**
|
|
52
|
+
* Get minimum FPS recorded
|
|
53
|
+
*/
|
|
54
|
+
getMinFPS(): number;
|
|
55
|
+
/**
|
|
56
|
+
* Get maximum FPS recorded
|
|
57
|
+
*/
|
|
58
|
+
getMaxFPS(): number;
|
|
59
|
+
/**
|
|
60
|
+
* Check if performance is good (above minimum threshold)
|
|
61
|
+
*/
|
|
62
|
+
isPerformanceGood(): boolean;
|
|
63
|
+
/**
|
|
64
|
+
* Get comprehensive performance metrics
|
|
65
|
+
*/
|
|
66
|
+
getMetrics(renderer?: THREE.WebGLRenderer): PerformanceMetrics;
|
|
67
|
+
/**
|
|
68
|
+
* Get current memory usage in MB (Chrome only)
|
|
69
|
+
*/
|
|
70
|
+
private getMemoryUsageMB;
|
|
71
|
+
/**
|
|
72
|
+
* Check performance thresholds and log warnings
|
|
73
|
+
*/
|
|
74
|
+
private checkPerformanceThresholds;
|
|
75
|
+
/**
|
|
76
|
+
* Get current performance warnings
|
|
77
|
+
*/
|
|
78
|
+
getWarnings(): readonly string[];
|
|
79
|
+
/**
|
|
80
|
+
* Reset all metrics
|
|
81
|
+
*/
|
|
82
|
+
reset(): void;
|
|
83
|
+
/**
|
|
84
|
+
* Get formatted performance summary string
|
|
85
|
+
*/
|
|
86
|
+
getSummary(renderer?: THREE.WebGLRenderer): string;
|
|
87
|
+
}
|
|
88
|
+
/**
|
|
89
|
+
* Create a performance monitor with optional custom thresholds
|
|
90
|
+
*/
|
|
91
|
+
export declare function createPerformanceMonitor(thresholds?: Partial<PerformanceThresholds>): PerformanceMonitor;
|
|
92
|
+
export default PerformanceMonitor;
|
|
93
|
+
//# sourceMappingURL=PerformanceMonitor.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"PerformanceMonitor.d.ts","sourceRoot":"","sources":["../../../src/utils/performance/PerformanceMonitor.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED,MAAM,WAAW,qBAAqB;IACpC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;CAC/B;AAaD;;GAEG;AACH,qBAAa,kBAAkB;IAC7B,OAAO,CAAC,MAAM,CAAgB;IAC9B,OAAO,CAAC,QAAQ,CAAqB;IACrC,OAAO,CAAC,UAAU,CAAK;IACvB,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAM;IAEtC,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,MAAM,CAAK;IAEnB,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IACnD,OAAO,CAAC,mBAAmB,CAAgB;gBAE/B,UAAU,GAAE,OAAO,CAAC,qBAAqB,CAAM;IAI3D;;;;OAIG;IACH,MAAM,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,aAAa,GAAG,MAAM;IA8B9C;;OAEG;IACH,aAAa,IAAI,MAAM;IAKvB;;OAEG;IACH,aAAa,IAAI,MAAM;IAKvB;;OAEG;IACH,SAAS,IAAI,MAAM;IAInB;;OAEG;IACH,SAAS,IAAI,MAAM;IAInB;;OAEG;IACH,iBAAiB,IAAI,OAAO;IAK5B;;OAEG;IACH,UAAU,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,aAAa,GAAG,kBAAkB;IAgB9D;;OAEG;IACH,OAAO,CAAC,gBAAgB;IASxB;;OAEG;IACH,OAAO,CAAC,0BAA0B;IAiClC;;OAEG;IACH,WAAW,IAAI,SAAS,MAAM,EAAE;IAIhC;;OAEG;IACH,KAAK,IAAI,IAAI;IASb;;OAEG;IACH,UAAU,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,aAAa,GAAG,MAAM;CAanD;AAED;;GAEG;AACH,wBAAgB,wBAAwB,CACtC,UAAU,CAAC,EAAE,OAAO,CAAC,qBAAqB,CAAC,GAC1C,kBAAkB,CAEpB;AAED,eAAe,kBAAkB,CAAC"}
|
|
@@ -0,0 +1,155 @@
|
|
|
1
|
+
//#region src/utils/performance/PerformanceMonitor.ts
|
|
2
|
+
var DEFAULT_THRESHOLDS = {
|
|
3
|
+
targetFps: 60,
|
|
4
|
+
minAcceptableFps: 55,
|
|
5
|
+
maxMemoryMB: 300,
|
|
6
|
+
maxDrawCalls: 100
|
|
7
|
+
};
|
|
8
|
+
var MAX_SAMPLE_FPS = 180;
|
|
9
|
+
var MIN_FRAME_TIME_MS = 1e3 / MAX_SAMPLE_FPS;
|
|
10
|
+
/**
|
|
11
|
+
* PerformanceMonitor class for real-time performance tracking
|
|
12
|
+
*/
|
|
13
|
+
var PerformanceMonitor = class {
|
|
14
|
+
frames = [];
|
|
15
|
+
lastTime = performance.now();
|
|
16
|
+
frameCount = 0;
|
|
17
|
+
maxFrameSamples = 60;
|
|
18
|
+
minFps = Infinity;
|
|
19
|
+
maxFps = 0;
|
|
20
|
+
thresholds;
|
|
21
|
+
performanceWarnings = [];
|
|
22
|
+
constructor(thresholds = {}) {
|
|
23
|
+
this.thresholds = {
|
|
24
|
+
...DEFAULT_THRESHOLDS,
|
|
25
|
+
...thresholds
|
|
26
|
+
};
|
|
27
|
+
}
|
|
28
|
+
/**
|
|
29
|
+
* Update performance metrics (call once per frame)
|
|
30
|
+
* @param renderer Optional Three.js renderer for draw call tracking
|
|
31
|
+
* @returns Current FPS
|
|
32
|
+
*/
|
|
33
|
+
update(renderer) {
|
|
34
|
+
const now = performance.now();
|
|
35
|
+
const delta = now - this.lastTime;
|
|
36
|
+
this.lastTime = now;
|
|
37
|
+
if (delta <= 0) return 0;
|
|
38
|
+
const fps = Math.min(1e3 / Math.max(delta, MIN_FRAME_TIME_MS), MAX_SAMPLE_FPS);
|
|
39
|
+
this.frames.push(fps);
|
|
40
|
+
if (fps < this.minFps) this.minFps = fps;
|
|
41
|
+
if (fps > this.maxFps) this.maxFps = fps;
|
|
42
|
+
if (this.frames.length > this.maxFrameSamples) this.frames.shift();
|
|
43
|
+
this.frameCount++;
|
|
44
|
+
return fps;
|
|
45
|
+
}
|
|
46
|
+
/**
|
|
47
|
+
* Get current FPS
|
|
48
|
+
*/
|
|
49
|
+
getCurrentFPS() {
|
|
50
|
+
if (this.frames.length === 0) return 0;
|
|
51
|
+
return this.frames[this.frames.length - 1];
|
|
52
|
+
}
|
|
53
|
+
/**
|
|
54
|
+
* Get average FPS over the sampling window
|
|
55
|
+
*/
|
|
56
|
+
getAverageFPS() {
|
|
57
|
+
if (this.frames.length === 0) return 0;
|
|
58
|
+
return this.frames.reduce((a, b) => a + b, 0) / this.frames.length;
|
|
59
|
+
}
|
|
60
|
+
/**
|
|
61
|
+
* Get minimum FPS recorded
|
|
62
|
+
*/
|
|
63
|
+
getMinFPS() {
|
|
64
|
+
return this.minFps === Infinity ? 0 : this.minFps;
|
|
65
|
+
}
|
|
66
|
+
/**
|
|
67
|
+
* Get maximum FPS recorded
|
|
68
|
+
*/
|
|
69
|
+
getMaxFPS() {
|
|
70
|
+
return this.maxFps;
|
|
71
|
+
}
|
|
72
|
+
/**
|
|
73
|
+
* Check if performance is good (above minimum threshold)
|
|
74
|
+
*/
|
|
75
|
+
isPerformanceGood() {
|
|
76
|
+
return this.getAverageFPS() >= this.thresholds.minAcceptableFps;
|
|
77
|
+
}
|
|
78
|
+
/**
|
|
79
|
+
* Get comprehensive performance metrics
|
|
80
|
+
*/
|
|
81
|
+
getMetrics(renderer) {
|
|
82
|
+
const avgFps = this.getAverageFPS();
|
|
83
|
+
const currentFps = this.getCurrentFPS();
|
|
84
|
+
return {
|
|
85
|
+
fps: currentFps,
|
|
86
|
+
avgFps,
|
|
87
|
+
minFps: this.getMinFPS(),
|
|
88
|
+
maxFps: this.getMaxFPS(),
|
|
89
|
+
frameTime: currentFps > 0 ? 1e3 / currentFps : 0,
|
|
90
|
+
memoryMB: this.getMemoryUsageMB(),
|
|
91
|
+
drawCalls: renderer?.info?.render?.calls ?? 0,
|
|
92
|
+
triangles: renderer?.info?.render?.triangles ?? 0
|
|
93
|
+
};
|
|
94
|
+
}
|
|
95
|
+
/**
|
|
96
|
+
* Get current memory usage in MB (Chrome only)
|
|
97
|
+
*/
|
|
98
|
+
getMemoryUsageMB() {
|
|
99
|
+
const perf = performance;
|
|
100
|
+
if (perf.memory) return perf.memory.usedJSHeapSize / 1024 / 1024;
|
|
101
|
+
return 0;
|
|
102
|
+
}
|
|
103
|
+
/**
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* Check performance thresholds and log warnings
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*/
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checkPerformanceThresholds(renderer) {
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this.performanceWarnings = [];
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const avgFps = this.getAverageFPS();
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const memoryMB = this.getMemoryUsageMB();
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const drawCalls = renderer?.info?.render?.calls ?? 0;
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if (avgFps < this.thresholds.minAcceptableFps) {
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const warning = `⚠️ FPS below threshold: ${avgFps.toFixed(1)} < ${this.thresholds.minAcceptableFps}`;
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this.performanceWarnings.push(warning);
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console.warn(warning);
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}
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if (memoryMB > 0 && memoryMB > this.thresholds.maxMemoryMB) {
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const warning = `⚠️ Memory usage high: ${memoryMB.toFixed(1)}MB > ${this.thresholds.maxMemoryMB}MB`;
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this.performanceWarnings.push(warning);
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console.warn(warning);
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}
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if (drawCalls > this.thresholds.maxDrawCalls) {
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const warning = `⚠️ Draw calls high: ${drawCalls} > ${this.thresholds.maxDrawCalls}`;
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this.performanceWarnings.push(warning);
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console.warn(warning);
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}
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}
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/**
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* Get current performance warnings
|
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*/
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getWarnings() {
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return this.performanceWarnings;
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}
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/**
|
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* Reset all metrics
|
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*/
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reset() {
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this.frames = [];
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this.lastTime = performance.now();
|
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this.frameCount = 0;
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this.minFps = Infinity;
|
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this.maxFps = 0;
|
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this.performanceWarnings = [];
|
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}
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/**
|
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* Get formatted performance summary string
|
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*/
|
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getSummary(renderer) {
|
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const metrics = this.getMetrics(renderer);
|
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return `FPS: ${metrics.fps.toFixed(1)} | Avg: ${metrics.avgFps.toFixed(1)} | Min: ${metrics.minFps.toFixed(1)} | Max: ${metrics.maxFps.toFixed(1)} | Frame: ${metrics.frameTime.toFixed(2)}ms | Mem: ${metrics.memoryMB.toFixed(1)}MB | Draws: ${metrics.drawCalls} | Tris: ${(metrics.triangles / 1e3).toFixed(1)}k`;
|
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}
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};
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//#endregion
|
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export { PerformanceMonitor as default };
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//# sourceMappingURL=PerformanceMonitor.js.map
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{"version":3,"file":"PerformanceMonitor.js","names":[],"sources":["../../../src/utils/performance/PerformanceMonitor.ts"],"sourcesContent":["/**\n * PerformanceMonitor - Real-time FPS and performance tracking for Three.js\n *\n * Monitors frame rate, memory usage, and draw calls to maintain 60fps target.\n * Provides warnings in development mode when performance degrades.\n */\n\nimport * as THREE from \"three\";\n\nexport interface PerformanceMetrics {\n readonly fps: number;\n readonly avgFps: number;\n readonly minFps: number;\n readonly maxFps: number;\n readonly frameTime: number;\n readonly memoryMB: number;\n readonly drawCalls: number;\n readonly triangles: number;\n}\n\nexport interface PerformanceThresholds {\n readonly targetFps: number;\n readonly minAcceptableFps: number;\n readonly maxMemoryMB: number;\n readonly maxDrawCalls: number;\n}\n\nconst DEFAULT_THRESHOLDS: PerformanceThresholds = {\n targetFps: 60,\n minAcceptableFps: 55,\n maxMemoryMB: 300,\n maxDrawCalls: 100,\n};\n\n// Prevent unrealistic spikes when frame deltas are extremely small (e.g., mocked timers)\nconst MAX_SAMPLE_FPS = 180;\nconst MIN_FRAME_TIME_MS = 1000 / MAX_SAMPLE_FPS;\n\n/**\n * PerformanceMonitor class for real-time performance tracking\n */\nexport class PerformanceMonitor {\n private frames: number[] = [];\n private lastTime = performance.now();\n private frameCount = 0;\n private readonly maxFrameSamples = 60; // Track last 60 frames (1 second at 60fps)\n\n private minFps = Infinity;\n private maxFps = 0;\n\n private readonly thresholds: PerformanceThresholds;\n private performanceWarnings: string[] = [];\n\n constructor(thresholds: Partial<PerformanceThresholds> = {}) {\n this.thresholds = { ...DEFAULT_THRESHOLDS, ...thresholds };\n }\n\n /**\n * Update performance metrics (call once per frame)\n * @param renderer Optional Three.js renderer for draw call tracking\n * @returns Current FPS\n */\n update(renderer?: THREE.WebGLRenderer): number {\n const now = performance.now();\n const delta = now - this.lastTime;\n this.lastTime = now;\n\n if (delta <= 0) return 0; // Skip invalid frames\n\n const clampedDelta = Math.max(delta, MIN_FRAME_TIME_MS);\n const fps = Math.min(1000 / clampedDelta, MAX_SAMPLE_FPS);\n this.frames.push(fps);\n\n // Track min/max FPS\n if (fps < this.minFps) this.minFps = fps;\n if (fps > this.maxFps) this.maxFps = fps;\n\n // Keep frames array bounded\n if (this.frames.length > this.maxFrameSamples) {\n this.frames.shift();\n }\n\n this.frameCount++;\n\n // Check performance thresholds (only in dev mode)\n if (import.meta.env.DEV && this.frameCount % 60 === 0) {\n this.checkPerformanceThresholds(renderer);\n }\n\n return fps;\n }\n\n /**\n * Get current FPS\n */\n getCurrentFPS(): number {\n if (this.frames.length === 0) return 0;\n return this.frames[this.frames.length - 1];\n }\n\n /**\n * Get average FPS over the sampling window\n */\n getAverageFPS(): number {\n if (this.frames.length === 0) return 0;\n return this.frames.reduce((a, b) => a + b, 0) / this.frames.length;\n }\n\n /**\n * Get minimum FPS recorded\n */\n getMinFPS(): number {\n return this.minFps === Infinity ? 0 : this.minFps;\n }\n\n /**\n * Get maximum FPS recorded\n */\n getMaxFPS(): number {\n return this.maxFps;\n }\n\n /**\n * Check if performance is good (above minimum threshold)\n */\n isPerformanceGood(): boolean {\n const avgFps = this.getAverageFPS();\n return avgFps >= this.thresholds.minAcceptableFps;\n }\n\n /**\n * Get comprehensive performance metrics\n */\n getMetrics(renderer?: THREE.WebGLRenderer): PerformanceMetrics {\n const avgFps = this.getAverageFPS();\n const currentFps = this.getCurrentFPS();\n\n return {\n fps: currentFps,\n avgFps,\n minFps: this.getMinFPS(),\n maxFps: this.getMaxFPS(),\n frameTime: currentFps > 0 ? 1000 / currentFps : 0,\n memoryMB: this.getMemoryUsageMB(),\n drawCalls: renderer?.info?.render?.calls ?? 0,\n triangles: renderer?.info?.render?.triangles ?? 0,\n };\n }\n\n /**\n * Get current memory usage in MB (Chrome only)\n */\n private getMemoryUsageMB(): number {\n // eslint-disable-next-line @typescript-eslint/no-explicit-any -- Chrome-specific performance.memory API not in standard TS types\n const perf = performance as any;\n if (perf.memory) {\n return perf.memory.usedJSHeapSize / 1024 / 1024;\n }\n return 0;\n }\n\n /**\n * Check performance thresholds and log warnings\n */\n private checkPerformanceThresholds(renderer?: THREE.WebGLRenderer): void {\n this.performanceWarnings = [];\n\n const avgFps = this.getAverageFPS();\n const memoryMB = this.getMemoryUsageMB();\n const drawCalls = renderer?.info?.render?.calls ?? 0;\n\n // Check FPS\n if (avgFps < this.thresholds.minAcceptableFps) {\n const warning = `⚠️ FPS below threshold: ${avgFps.toFixed(1)} < ${\n this.thresholds.minAcceptableFps\n }`;\n this.performanceWarnings.push(warning);\n console.warn(warning);\n }\n\n // Check memory\n if (memoryMB > 0 && memoryMB > this.thresholds.maxMemoryMB) {\n const warning = `⚠️ Memory usage high: ${memoryMB.toFixed(1)}MB > ${\n this.thresholds.maxMemoryMB\n }MB`;\n this.performanceWarnings.push(warning);\n console.warn(warning);\n }\n\n // Check draw calls\n if (drawCalls > this.thresholds.maxDrawCalls) {\n const warning = `⚠️ Draw calls high: ${drawCalls} > ${this.thresholds.maxDrawCalls}`;\n this.performanceWarnings.push(warning);\n console.warn(warning);\n }\n }\n\n /**\n * Get current performance warnings\n */\n getWarnings(): readonly string[] {\n return this.performanceWarnings;\n }\n\n /**\n * Reset all metrics\n */\n reset(): void {\n this.frames = [];\n this.lastTime = performance.now();\n this.frameCount = 0;\n this.minFps = Infinity;\n this.maxFps = 0;\n this.performanceWarnings = [];\n }\n\n /**\n * Get formatted performance summary string\n */\n getSummary(renderer?: THREE.WebGLRenderer): string {\n const metrics = this.getMetrics(renderer);\n return (\n `FPS: ${metrics.fps.toFixed(1)} | ` +\n `Avg: ${metrics.avgFps.toFixed(1)} | ` +\n `Min: ${metrics.minFps.toFixed(1)} | ` +\n `Max: ${metrics.maxFps.toFixed(1)} | ` +\n `Frame: ${metrics.frameTime.toFixed(2)}ms | ` +\n `Mem: ${metrics.memoryMB.toFixed(1)}MB | ` +\n `Draws: ${metrics.drawCalls} | ` +\n `Tris: ${(metrics.triangles / 1000).toFixed(1)}k`\n );\n }\n}\n\n/**\n * Create a performance monitor with optional custom thresholds\n */\nexport function createPerformanceMonitor(\n thresholds?: Partial<PerformanceThresholds>,\n): PerformanceMonitor {\n return new PerformanceMonitor(thresholds);\n}\n\nexport default PerformanceMonitor;\n"],"mappings":";AA2BA,IAAM,qBAA4C;CAChD,WAAW;CACX,kBAAkB;CAClB,aAAa;CACb,cAAc;CACf;AAGD,IAAM,iBAAiB;AACvB,IAAM,oBAAoB,MAAO;;;;AAKjC,IAAa,qBAAb,MAAgC;CAC9B,SAA2B,EAAE;CAC7B,WAAmB,YAAY,KAAK;CACpC,aAAqB;CACrB,kBAAmC;CAEnC,SAAiB;CACjB,SAAiB;CAEjB;CACA,sBAAwC,EAAE;CAE1C,YAAY,aAA6C,EAAE,EAAE;AAC3D,OAAK,aAAa;GAAE,GAAG;GAAoB,GAAG;GAAY;;;;;;;CAQ5D,OAAO,UAAwC;EAC7C,MAAM,MAAM,YAAY,KAAK;EAC7B,MAAM,QAAQ,MAAM,KAAK;AACzB,OAAK,WAAW;AAEhB,MAAI,SAAS,EAAG,QAAO;EAGvB,MAAM,MAAM,KAAK,IAAI,MADA,KAAK,IAAI,OAAO,kBAAkB,EACb,eAAe;AACzD,OAAK,OAAO,KAAK,IAAI;AAGrB,MAAI,MAAM,KAAK,OAAQ,MAAK,SAAS;AACrC,MAAI,MAAM,KAAK,OAAQ,MAAK,SAAS;AAGrC,MAAI,KAAK,OAAO,SAAS,KAAK,gBAC5B,MAAK,OAAO,OAAO;AAGrB,OAAK;AAOL,SAAO;;;;;CAMT,gBAAwB;AACtB,MAAI,KAAK,OAAO,WAAW,EAAG,QAAO;AACrC,SAAO,KAAK,OAAO,KAAK,OAAO,SAAS;;;;;CAM1C,gBAAwB;AACtB,MAAI,KAAK,OAAO,WAAW,EAAG,QAAO;AACrC,SAAO,KAAK,OAAO,QAAQ,GAAG,MAAM,IAAI,GAAG,EAAE,GAAG,KAAK,OAAO;;;;;CAM9D,YAAoB;AAClB,SAAO,KAAK,WAAW,WAAW,IAAI,KAAK;;;;;CAM7C,YAAoB;AAClB,SAAO,KAAK;;;;;CAMd,oBAA6B;AAE3B,SADe,KAAK,eAAe,IAClB,KAAK,WAAW;;;;;CAMnC,WAAW,UAAoD;EAC7D,MAAM,SAAS,KAAK,eAAe;EACnC,MAAM,aAAa,KAAK,eAAe;AAEvC,SAAO;GACL,KAAK;GACL;GACA,QAAQ,KAAK,WAAW;GACxB,QAAQ,KAAK,WAAW;GACxB,WAAW,aAAa,IAAI,MAAO,aAAa;GAChD,UAAU,KAAK,kBAAkB;GACjC,WAAW,UAAU,MAAM,QAAQ,SAAS;GAC5C,WAAW,UAAU,MAAM,QAAQ,aAAa;GACjD;;;;;CAMH,mBAAmC;EAEjC,MAAM,OAAO;AACb,MAAI,KAAK,OACP,QAAO,KAAK,OAAO,iBAAiB,OAAO;AAE7C,SAAO;;;;;CAMT,2BAAmC,UAAsC;AACvE,OAAK,sBAAsB,EAAE;EAE7B,MAAM,SAAS,KAAK,eAAe;EACnC,MAAM,WAAW,KAAK,kBAAkB;EACxC,MAAM,YAAY,UAAU,MAAM,QAAQ,SAAS;AAGnD,MAAI,SAAS,KAAK,WAAW,kBAAkB;GAC7C,MAAM,UAAU,2BAA2B,OAAO,QAAQ,EAAE,CAAC,KAC3D,KAAK,WAAW;AAElB,QAAK,oBAAoB,KAAK,QAAQ;AACtC,WAAQ,KAAK,QAAQ;;AAIvB,MAAI,WAAW,KAAK,WAAW,KAAK,WAAW,aAAa;GAC1D,MAAM,UAAU,yBAAyB,SAAS,QAAQ,EAAE,CAAC,OAC3D,KAAK,WAAW,YACjB;AACD,QAAK,oBAAoB,KAAK,QAAQ;AACtC,WAAQ,KAAK,QAAQ;;AAIvB,MAAI,YAAY,KAAK,WAAW,cAAc;GAC5C,MAAM,UAAU,uBAAuB,UAAU,KAAK,KAAK,WAAW;AACtE,QAAK,oBAAoB,KAAK,QAAQ;AACtC,WAAQ,KAAK,QAAQ;;;;;;CAOzB,cAAiC;AAC/B,SAAO,KAAK;;;;;CAMd,QAAc;AACZ,OAAK,SAAS,EAAE;AAChB,OAAK,WAAW,YAAY,KAAK;AACjC,OAAK,aAAa;AAClB,OAAK,SAAS;AACd,OAAK,SAAS;AACd,OAAK,sBAAsB,EAAE;;;;;CAM/B,WAAW,UAAwC;EACjD,MAAM,UAAU,KAAK,WAAW,SAAS;AACzC,SACE,QAAQ,QAAQ,IAAI,QAAQ,EAAE,CAAC,UACvB,QAAQ,OAAO,QAAQ,EAAE,CAAC,UAC1B,QAAQ,OAAO,QAAQ,EAAE,CAAC,UAC1B,QAAQ,OAAO,QAAQ,EAAE,CAAC,YACxB,QAAQ,UAAU,QAAQ,EAAE,CAAC,YAC/B,QAAQ,SAAS,QAAQ,EAAE,CAAC,cAC1B,QAAQ,UAAU,YAClB,QAAQ,YAAY,KAAM,QAAQ,EAAE,CAAC"}
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* PerformanceOverlay3D - Development-only performance stats overlay for Three.js
|
|
3
|
+
*
|
|
4
|
+
* Displays real-time FPS, memory, and draw call statistics
|
|
5
|
+
* Only visible in development mode
|
|
6
|
+
*/
|
|
7
|
+
import React from "react";
|
|
8
|
+
export interface PerformanceOverlay3DProps {
|
|
9
|
+
/** @deprecated Position prop is no longer used - overlay now uses screen-space positioning */
|
|
10
|
+
readonly position?: [number, number, number];
|
|
11
|
+
readonly visible?: boolean;
|
|
12
|
+
}
|
|
13
|
+
/**
|
|
14
|
+
* 3D Performance overlay component for development
|
|
15
|
+
* Shows FPS, memory, draw calls, and warnings
|
|
16
|
+
* Uses screen-space positioning (bottom-left corner)
|
|
17
|
+
*/
|
|
18
|
+
export declare const PerformanceOverlay3D: React.FC<PerformanceOverlay3DProps>;
|
|
19
|
+
export default PerformanceOverlay3D;
|
|
20
|
+
//# sourceMappingURL=PerformanceOverlay3D.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"PerformanceOverlay3D.d.ts","sourceRoot":"","sources":["../../../src/utils/performance/PerformanceOverlay3D.tsx"],"names":[],"mappings":"AAAA;;;;;GAKG;AAGH,OAAO,KAAK,MAAM,OAAO,CAAC;AAG1B,MAAM,WAAW,yBAAyB;IACxC,8FAA8F;IAC9F,QAAQ,CAAC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC7C,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;CAC5B;AAED;;;;GAIG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CAqNpE,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
|