blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Shared physics configuration for Black Trigram screens.
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import { COMBAT_RANGES_METERS } from "../types/physicsConstants";
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export interface CameraConfiguration {
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}
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/**
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export interface PhysicsConfiguration {
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/** Arena configuration with pixel and meter dimensions */
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readonly arenaConfig: ArenaConfiguration;
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readonly cameraConfig: CameraConfiguration;
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readonly movementAcceleration: number;
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readonly combatRanges: typeof COMBAT_RANGES_METERS;
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readonly pixelsPerMeter: number;
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}
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/**
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* @param isMobile - Whether the device is mobile
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* @example
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* ```typescript
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* ```
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* @public
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export declare function createCameraConfig(isMobile: boolean): CameraConfiguration;
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/**
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*
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* @example
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* // Training screen
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* );
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*
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* );
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* ```
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*
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* @public
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*/
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export declare function createPhysicsConfig(screenWidth: number, screenHeight: number, topOffset: number, bottomOffset: number, isMobile: boolean): PhysicsConfiguration;
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{"version":3,"file":"sharedPhysicsConfig.d.ts","sourceRoot":"","sources":["../../src/utils/sharedPhysicsConfig.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAGL,oBAAoB,EACrB,MAAM,0BAA0B,CAAC;AAClC,OAAO,EAEL,KAAK,kBAAkB,EACxB,MAAM,wBAAwB,CAAC;AAEhC;;;;;;GAMG;AACH,MAAM,WAAW,mBAAmB;IAClC,+BAA+B;IAC/B,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACrD,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,yBAAyB;IACzB,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;CACtB;AAED;;;;;;;;;GASG;AACH,MAAM,WAAW,oBAAoB;IACnC,0DAA0D;IAC1D,QAAQ,CAAC,WAAW,EAAE,kBAAkB,CAAC;IACzC,sDAAsD;IACtD,QAAQ,CAAC,YAAY,EAAE,mBAAmB,CAAC;IAC3C,sDAAsD;IACtD,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,wCAAwC;IACxC,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,8BAA8B;IAC9B,QAAQ,CAAC,YAAY,EAAE,OAAO,oBAAoB,CAAC;IACnD,oDAAoD;IACpD,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;CACjC;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,kBAAkB,CAAC,QAAQ,EAAE,OAAO,GAAG,mBAAmB,CAgBzE;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,wBAAgB,mBAAmB,CACjC,WAAW,EAAE,MAAM,EACnB,YAAY,EAAE,MAAM,EACpB,SAAS,EAAE,MAAM,EACjB,YAAY,EAAE,MAAM,EACpB,QAAQ,EAAE,OAAO,GAChB,oBAAoB,CAoBtB"}
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import { COMBAT_RANGES_METERS } from "../types/physicsConstants.js";
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import { calculateArenaConfiguration } from "./arenaWorldDimensions.js";
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//#region src/utils/sharedPhysicsConfig.ts
|
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/**
|
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* Shared physics configuration for Black Trigram screens.
|
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*
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* **Korean**: 공유 물리 설정
|
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*
|
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* This module provides shared physics configuration utilities to ensure
|
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|
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* consistent physics behavior, coordinate systems, and camera setup across
|
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|
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* TrainingScreen3D and CombatScreen3D.
|
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|
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*
|
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* ## Synchronization Guarantees
|
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|
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*
|
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* All screens using these utilities will have:
|
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* - Identical camera FOV and positioning for same device types
|
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* - Consistent arena bounds calculations
|
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* - Same physics constants (acceleration, stamina regen, etc.)
|
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* - Unified coordinate system (meter-based)
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* - Matching movement speed and range calculations
|
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*
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* @module utils/sharedPhysicsConfig
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* @category Physics
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* @korean 공유물리설정
|
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*/
|
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/**
|
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* Create camera configuration based on device type.
|
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*
|
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|
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* Mobile devices get a tighter FOV and closer camera position
|
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|
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* for better framing of the smaller arena. Desktop gets a wider
|
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|
+
* FOV and further camera for full arena view.
|
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*
|
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* **Korean**: 카메라 설정 생성
|
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*
|
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* @param isMobile - Whether the device is mobile
|
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* @returns Camera configuration for device type
|
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*
|
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|
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* @example
|
|
39
|
+
* ```typescript
|
|
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|
+
* const mobile = createCameraConfig(true);
|
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|
+
* // { fov: 55, position: [0, 6, 10], near: 0.1, far: 1000 }
|
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|
+
*
|
|
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|
+
* const desktop = createCameraConfig(false);
|
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|
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* // { fov: 60, position: [0, 8, 12], near: 0.1, far: 1000 }
|
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|
+
* ```
|
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*
|
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* @public
|
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*/
|
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|
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function createCameraConfig(isMobile) {
|
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if (isMobile) return {
|
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fov: 55,
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position: [
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0,
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6,
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10
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],
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near: .1,
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far: 1e3
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};
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return {
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fov: 60,
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position: [
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0,
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8,
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12
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],
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near: .1,
|
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far: 1e3
|
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|
+
};
|
|
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|
+
}
|
|
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|
+
/**
|
|
72
|
+
* Create complete physics configuration for a screen.
|
|
73
|
+
*
|
|
74
|
+
* This is the primary function for setting up physics in both
|
|
75
|
+
* TrainingScreen3D and CombatScreen3D. It ensures consistent
|
|
76
|
+
* physics behavior by using the same calculations and constants.
|
|
77
|
+
*
|
|
78
|
+
* **Korean**: 물리 설정 생성
|
|
79
|
+
*
|
|
80
|
+
* @param screenWidth - Screen width in pixels
|
|
81
|
+
* @param screenHeight - Screen height in pixels
|
|
82
|
+
* @param topOffset - Pixels reserved at top (HUD, headers)
|
|
83
|
+
* @param bottomOffset - Pixels reserved at bottom (controls, footer)
|
|
84
|
+
* @param isMobile - Whether the device is mobile
|
|
85
|
+
* @returns Complete physics configuration
|
|
86
|
+
*
|
|
87
|
+
* @example
|
|
88
|
+
* ```typescript
|
|
89
|
+
* // Training screen
|
|
90
|
+
* const trainingPhysics = createPhysicsConfig(
|
|
91
|
+
* 1920, 1080, 60, 100, false
|
|
92
|
+
* );
|
|
93
|
+
*
|
|
94
|
+
* // Combat screen
|
|
95
|
+
* const combatPhysics = createPhysicsConfig(
|
|
96
|
+
* 1920, 1080, 60, 100, false
|
|
97
|
+
* );
|
|
98
|
+
*
|
|
99
|
+
* // Both have identical physics configuration
|
|
100
|
+
* trainingPhysics.pixelsPerMeter === combatPhysics.pixelsPerMeter; // true
|
|
101
|
+
* ```
|
|
102
|
+
*
|
|
103
|
+
* @public
|
|
104
|
+
*/
|
|
105
|
+
function createPhysicsConfig(screenWidth, screenHeight, topOffset, bottomOffset, isMobile) {
|
|
106
|
+
const arenaConfig = calculateArenaConfiguration(screenWidth, screenHeight, topOffset, bottomOffset);
|
|
107
|
+
return {
|
|
108
|
+
arenaConfig,
|
|
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|
+
cameraConfig: createCameraConfig(isMobile),
|
|
110
|
+
staminaRegenRate: 15,
|
|
111
|
+
movementAcceleration: 30,
|
|
112
|
+
combatRanges: COMBAT_RANGES_METERS,
|
|
113
|
+
pixelsPerMeter: arenaConfig.pixelsPerMeter
|
|
114
|
+
};
|
|
115
|
+
}
|
|
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|
+
//#endregion
|
|
117
|
+
export { createCameraConfig, createPhysicsConfig };
|
|
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|
+
|
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|
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//# sourceMappingURL=sharedPhysicsConfig.js.map
|
|
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|
|
|
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|
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{"version":3,"file":"sharedPhysicsConfig.js","names":[],"sources":["../../src/utils/sharedPhysicsConfig.ts"],"sourcesContent":["/**\n * Shared physics configuration for Black Trigram screens.\n *\n * **Korean**: 공유 물리 설정\n *\n * This module provides shared physics configuration utilities to ensure\n * consistent physics behavior, coordinate systems, and camera setup across\n * TrainingScreen3D and CombatScreen3D.\n *\n * ## Synchronization Guarantees\n *\n * All screens using these utilities will have:\n * - Identical camera FOV and positioning for same device types\n * - Consistent arena bounds calculations\n * - Same physics constants (acceleration, stamina regen, etc.)\n * - Unified coordinate system (meter-based)\n * - Matching movement speed and range calculations\n *\n * @module utils/sharedPhysicsConfig\n * @category Physics\n * @korean 공유물리설정\n */\n\nimport {\n BASE_STAMINA_REGEN_RATE,\n BASE_MOVEMENT_ACCELERATION,\n COMBAT_RANGES_METERS,\n} from \"@/types/physicsConstants\";\nimport {\n calculateArenaConfiguration,\n type ArenaConfiguration,\n} from \"./arenaWorldDimensions\";\n\n/**\n * Camera configuration for 3D rendering.\n *\n * **Korean**: 카메라 설정\n *\n * @public\n */\nexport interface CameraConfiguration {\n /** Field of view in degrees */\n readonly fov: number;\n /** Camera position [x, y, z] in meters */\n readonly position: readonly [number, number, number];\n /** Near clipping plane */\n readonly near: number;\n /** Far clipping plane */\n readonly far: number;\n}\n\n/**\n * Complete physics configuration for a game screen.\n *\n * **Korean**: 물리 설정\n *\n * Includes all parameters needed to ensure consistent physics\n * behavior across different screens and device types.\n *\n * @public\n */\nexport interface PhysicsConfiguration {\n /** Arena configuration with pixel and meter dimensions */\n readonly arenaConfig: ArenaConfiguration;\n /** Camera configuration for consistent perspective */\n readonly cameraConfig: CameraConfiguration;\n /** Base stamina regeneration rate (stamina/second) */\n readonly staminaRegenRate: number;\n /** Base movement acceleration (m/s²) */\n readonly movementAcceleration: number;\n /** Combat ranges in meters */\n readonly combatRanges: typeof COMBAT_RANGES_METERS;\n /** Pixels per meter ratio for this configuration */\n readonly pixelsPerMeter: number;\n}\n\n/**\n * Create camera configuration based on device type.\n *\n * Mobile devices get a tighter FOV and closer camera position\n * for better framing of the smaller arena. Desktop gets a wider\n * FOV and further camera for full arena view.\n *\n * **Korean**: 카메라 설정 생성\n *\n * @param isMobile - Whether the device is mobile\n * @returns Camera configuration for device type\n *\n * @example\n * ```typescript\n * const mobile = createCameraConfig(true);\n * // { fov: 55, position: [0, 6, 10], near: 0.1, far: 1000 }\n *\n * const desktop = createCameraConfig(false);\n * // { fov: 60, position: [0, 8, 12], near: 0.1, far: 1000 }\n * ```\n *\n * @public\n */\nexport function createCameraConfig(isMobile: boolean): CameraConfiguration {\n if (isMobile) {\n return {\n fov: 55, // Tighter FOV for smaller mobile arena\n position: [0, 6, 10], // Closer camera\n near: 0.1,\n far: 1000,\n };\n }\n\n return {\n fov: 60, // Standard FOV for desktop\n position: [0, 8, 12], // Further back for full view\n near: 0.1,\n far: 1000,\n };\n}\n\n/**\n * Create complete physics configuration for a screen.\n *\n * This is the primary function for setting up physics in both\n * TrainingScreen3D and CombatScreen3D. It ensures consistent\n * physics behavior by using the same calculations and constants.\n *\n * **Korean**: 물리 설정 생성\n *\n * @param screenWidth - Screen width in pixels\n * @param screenHeight - Screen height in pixels\n * @param topOffset - Pixels reserved at top (HUD, headers)\n * @param bottomOffset - Pixels reserved at bottom (controls, footer)\n * @param isMobile - Whether the device is mobile\n * @returns Complete physics configuration\n *\n * @example\n * ```typescript\n * // Training screen\n * const trainingPhysics = createPhysicsConfig(\n * 1920, 1080, 60, 100, false\n * );\n *\n * // Combat screen\n * const combatPhysics = createPhysicsConfig(\n * 1920, 1080, 60, 100, false\n * );\n *\n * // Both have identical physics configuration\n * trainingPhysics.pixelsPerMeter === combatPhysics.pixelsPerMeter; // true\n * ```\n *\n * @public\n */\nexport function createPhysicsConfig(\n screenWidth: number,\n screenHeight: number,\n topOffset: number,\n bottomOffset: number,\n isMobile: boolean,\n): PhysicsConfiguration {\n // Calculate arena dimensions (same for both screens)\n const arenaConfig = calculateArenaConfiguration(\n screenWidth,\n screenHeight,\n topOffset,\n bottomOffset,\n );\n\n // Create camera config based on device type\n const cameraConfig = createCameraConfig(isMobile);\n\n return {\n arenaConfig,\n cameraConfig,\n staminaRegenRate: BASE_STAMINA_REGEN_RATE,\n movementAcceleration: BASE_MOVEMENT_ACCELERATION,\n combatRanges: COMBAT_RANGES_METERS,\n pixelsPerMeter: arenaConfig.pixelsPerMeter,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmGA,SAAgB,mBAAmB,UAAwC;AACzE,KAAI,SACF,QAAO;EACL,KAAK;EACL,UAAU;GAAC;GAAG;GAAG;GAAG;EACpB,MAAM;EACN,KAAK;EACN;AAGH,QAAO;EACL,KAAK;EACL,UAAU;GAAC;GAAG;GAAG;GAAG;EACpB,MAAM;EACN,KAAK;EACN;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqCH,SAAgB,oBACd,aACA,cACA,WACA,cACA,UACsB;CAEtB,MAAM,cAAc,4BAClB,aACA,cACA,WACA,aACD;AAKD,QAAO;EACL;EACA,cAJmB,mBAAmB,SAAS;EAK/C,kBAAA;EACA,sBAAA;EACA,cAAc;EACd,gBAAgB,YAAY;EAC7B"}
|
|
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|
|
|
1
|
+
/**
|
|
2
|
+
* Skeleton rig scaling based on physical attributes.
|
|
3
|
+
*
|
|
4
|
+
* **Korean**: 골격 크기 조정 (Skeleton Scaling)
|
|
5
|
+
*
|
|
6
|
+
* This module provides functions to scale the skeleton rig based on player
|
|
7
|
+
* physical attributes, allowing each archetype to have anatomically accurate
|
|
8
|
+
* body proportions that affect combat hitboxes, vital point positioning, and
|
|
9
|
+
* visual representation.
|
|
10
|
+
*
|
|
11
|
+
* ## Visual Amplification System
|
|
12
|
+
*
|
|
13
|
+
* Raw physical attribute differences between archetypes are subtle (2-12%).
|
|
14
|
+
* To create recognizable visual silhouettes in 3D, this system applies
|
|
15
|
+
* amplification factors that enhance differences while maintaining realistic
|
|
16
|
+
* proportions:
|
|
17
|
+
*
|
|
18
|
+
* - **Limb Scaling**: 2.5x amplification (subtle 5% difference → 12.5% visual)
|
|
19
|
+
* - **Shoulder Width**: 1.15x additional amplification for silhouette distinction
|
|
20
|
+
* - **Overall Height**: 1.5x amplification (kept subtle for realism)
|
|
21
|
+
*
|
|
22
|
+
* ### Expected Visual Silhouettes
|
|
23
|
+
*
|
|
24
|
+
* Each archetype has a distinct, recognizable body shape:
|
|
25
|
+
*
|
|
26
|
+
* - **해커 (Hacker)**: Compact, narrow shoulders (43cm), shortest limbs - SMALLEST
|
|
27
|
+
* - **암살자 (Amsalja)**: Tall (186cm), lean, long limbs (102cm legs) - TALLEST
|
|
28
|
+
* - **정보요원 (Jeongbo)**: Balanced, average proportions - BASELINE
|
|
29
|
+
* - **무사 (Musa)**: Athletic military build (46cm shoulders) - TRADITIONAL
|
|
30
|
+
* - **조직폭력배 (Jojik)**: Massive, widest shoulders (54cm), imposing - LARGEST
|
|
31
|
+
*
|
|
32
|
+
* ## Integration with Korean Anatomy
|
|
33
|
+
*
|
|
34
|
+
* The scaling system respects Korean martial arts anatomy principles:
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* - **Head vital points** (두부 급소) scale with head size
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* - **Neck vulnerability** (경부 취약성) affected by neck length
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* - **Torso vital points** (몸통 급소) distributed across torso length
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* - **Limb reach** (팔다리 거리) determined by arm/leg length
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* - **Shoulder defense** (어깨 방어) coverage from shoulder width
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*
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* @module utils/skeletonScaling
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* @category Combat System
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* @korean 골격조정
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*/
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import { PhysicalAttributes } from "../types";
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/**
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* Bone scaling factors for each body region.
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*
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* **Korean**: 뼈 크기 비율 (Bone Scaling Factors)
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*
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* Defines how physical attributes map to skeleton bone scaling.
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* Each factor is a multiplier applied to the base bone length.
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*
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* @public
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* @korean 뼈크기비율
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*/
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export interface BoneScalingFactors {
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/** Head bone scaling (based on headSize) */
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readonly head: number;
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/** Neck bone scaling (based on neckLength) */
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readonly neck: number;
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/** Spine bones scaling (based on torsoLength) */
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readonly spine: number;
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/** Upper arm bones scaling (based on armLength) */
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readonly upperArm: number;
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/** Forearm bones scaling (based on armLength) */
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readonly forearm: number;
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/** Thigh bones scaling (based on legLength) */
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readonly thigh: number;
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/** Shin bones scaling (based on legLength) */
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readonly shin: number;
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/** Shoulder bones scaling (based on shoulderWidth) */
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readonly shoulder: number;
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/** Overall skeleton scaling (based on totalHeight) */
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readonly overall: number;
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}
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/**
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* Calculate bone scaling factors from physical attributes.
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*
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* **Korean**: 뼈 크기 비율 계산 (Calculate Bone Scaling Factors)
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*
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* Computes scaling multipliers for each bone region based on the
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* player's physical attributes compared to reference values.
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* Differences are amplified for more noticeable visual distinction
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* between archetypes.
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*
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* @param attributes - Player's physical attributes
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* @returns Bone scaling factors for skeleton rig
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*
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* @example
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* ```typescript
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* const factors = calculateBoneScalingFactors(AMSALJA_PHYSICAL);
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* // Amsalja has longer legs: factors.thigh ~= 1.06 (amplified from ~1.03)
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* // Amsalja has smaller head: factors.head ~= 0.90 (amplified from ~0.95)
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* ```
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*
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* @public
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* @korean 뼈크기비율계산
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*/
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export declare function calculateBoneScalingFactors(attributes: PhysicalAttributes): BoneScalingFactors;
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/**
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* Get scaled bone length for a specific bone.
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*
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* **Korean**: 크기 조정된 뼈 길이 (Scaled Bone Length)
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*
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* Returns the scaled length for a specific bone based on the player's
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* physical attributes. Used when creating or updating skeleton rigs.
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*
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* @param boneName - Name of the bone to scale
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* @param attributes - Player's physical attributes
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* @returns Scaled bone length in centimeters
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*
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* @example
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* ```typescript
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* const headLength = getScaledBoneLength(BoneName.HEAD, JOJIK_PHYSICAL);
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* // Jojik has larger head: returns ~23cm (base 20cm * 1.15)
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* ```
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*
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* @public
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* @korean 크기조정된뼈길이
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*/
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export declare function getScaledBoneLength(boneName: string, attributes: PhysicalAttributes): number;
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/**
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* Calculate scaled shoulder offset for skeleton positioning.
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*
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* **Korean**: 어깨 오프셋 계산 (Shoulder Offset Calculation)
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*
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* Determines the horizontal offset for shoulder bones based on
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* shoulder width. Used to position arms correctly on the skeleton.
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*
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* Applies amplification to shoulder width for more noticeable silhouette
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* differences between archetypes:
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* - Jojik (54cm): Offset = 31.05cm (54/2 * 1.15) - WIDE, imposing
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* - Hacker (43cm): Offset = 24.73cm (43/2 * 1.15) - NARROW, compact
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* - Difference: 26% wider shoulder span for visual distinction
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*
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* @param attributes - Player's physical attributes
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* @returns Shoulder offset in centimeters (half of total shoulder width, amplified)
|
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+
*
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+
* @example
|
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* ```typescript
|
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* const offset = calculateShoulderOffset(JOJIK_PHYSICAL);
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+
* // Jojik has wide shoulders: returns ~31cm (54cm width / 2 * 1.15)
|
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+
* // Left shoulder at -31cm, right shoulder at +31cm
|
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+
* ```
|
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+
*
|
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+
* @public
|
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|
+
* @korean 어깨오프셋계산
|
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|
+
*/
|
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|
+
export declare function calculateShoulderOffset(attributes: PhysicalAttributes): number;
|
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+
/**
|
|
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* Calculate hitbox dimensions based on physical attributes.
|
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*
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* **Korean**: 히트박스 크기 계산 (Hitbox Dimension Calculation)
|
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|
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*
|
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|
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* Determines the bounding box dimensions for collision detection
|
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|
+
* and hit registration based on body proportions.
|
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|
+
*
|
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|
+
* @param attributes - Player's physical attributes
|
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|
+
* @returns Hitbox dimensions {width, height, depth} in centimeters
|
|
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|
+
*
|
|
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|
+
* @example
|
|
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|
+
* ```typescript
|
|
164
|
+
* const hitbox = calculateHitboxDimensions(AMSALJA_PHYSICAL);
|
|
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|
+
* // Amsalja is tall and lean: {width: 40, height: 182, depth: 25}
|
|
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|
+
* ```
|
|
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|
+
*
|
|
168
|
+
* @public
|
|
169
|
+
* @korean 히트박스크기계산
|
|
170
|
+
*/
|
|
171
|
+
export declare function calculateHitboxDimensions(attributes: PhysicalAttributes): {
|
|
172
|
+
width: number;
|
|
173
|
+
height: number;
|
|
174
|
+
depth: number;
|
|
175
|
+
};
|
|
176
|
+
/**
|
|
177
|
+
* Calculate vital point offset adjustments based on body proportions.
|
|
178
|
+
*
|
|
179
|
+
* **Korean**: 급소 위치 조정 (Vital Point Position Adjustment)
|
|
180
|
+
*
|
|
181
|
+
* Adjusts vital point positions based on scaled skeleton dimensions.
|
|
182
|
+
* Ensures vital points remain anatomically accurate for different
|
|
183
|
+
* body types while maintaining Korean anatomy principles.
|
|
184
|
+
*
|
|
185
|
+
* @param vitalPointId - ID of the vital point to adjust
|
|
186
|
+
* @param attributes - Player's physical attributes
|
|
187
|
+
* @returns Position adjustment {x, y} offset in centimeters
|
|
188
|
+
*
|
|
189
|
+
* @example
|
|
190
|
+
* ```typescript
|
|
191
|
+
* const adjustment = calculateVitalPointAdjustment("head_temple", MUSA_PHYSICAL);
|
|
192
|
+
* // Returns offset based on head size and torso height
|
|
193
|
+
* ```
|
|
194
|
+
*
|
|
195
|
+
* @public
|
|
196
|
+
* @korean 급소위치조정
|
|
197
|
+
*/
|
|
198
|
+
export declare function calculateVitalPointAdjustment(vitalPointId: string, attributes: PhysicalAttributes): {
|
|
199
|
+
x: number;
|
|
200
|
+
y: number;
|
|
201
|
+
};
|
|
202
|
+
/**
|
|
203
|
+
* Calculate choke effectiveness modifier based on neck dimensions.
|
|
204
|
+
*
|
|
205
|
+
* **Korean**: 목 조르기 효과 계산 (Choke Effectiveness Calculation)
|
|
206
|
+
*
|
|
207
|
+
* Determines how effective chokes and strangles are based on neck
|
|
208
|
+
* length and thickness. Longer, thinner necks are more vulnerable.
|
|
209
|
+
*
|
|
210
|
+
* @param attributes - Player's physical attributes
|
|
211
|
+
* @returns Choke effectiveness multiplier (1.0 = baseline)
|
|
212
|
+
*
|
|
213
|
+
* @example
|
|
214
|
+
* ```typescript
|
|
215
|
+
* const chokeEffectiveness = calculateChokeEffectiveness(AMSALJA_PHYSICAL);
|
|
216
|
+
* // Amsalja has longer neck: returns ~1.1 (10% more vulnerable)
|
|
217
|
+
*
|
|
218
|
+
* const jojikChoke = calculateChokeEffectiveness(JOJIK_PHYSICAL);
|
|
219
|
+
* // Jojik has shorter, thicker neck: returns ~0.9 (10% more resistant)
|
|
220
|
+
* ```
|
|
221
|
+
*
|
|
222
|
+
* @public
|
|
223
|
+
* @korean 목조르기효과계산
|
|
224
|
+
*/
|
|
225
|
+
export declare function calculateChokeEffectiveness(attributes: PhysicalAttributes): number;
|
|
226
|
+
/**
|
|
227
|
+
* Calculate head strike vulnerability based on head size.
|
|
228
|
+
*
|
|
229
|
+
* **Korean**: 머리 타격 취약성 계산 (Head Strike Vulnerability)
|
|
230
|
+
*
|
|
231
|
+
* Determines vulnerability to head strikes based on head size.
|
|
232
|
+
* Larger heads have more mass and resistance, smaller heads are
|
|
233
|
+
* more vulnerable to concussive force.
|
|
234
|
+
*
|
|
235
|
+
* @param attributes - Player's physical attributes
|
|
236
|
+
* @returns Head strike vulnerability multiplier (1.0 = baseline)
|
|
237
|
+
*
|
|
238
|
+
* @example
|
|
239
|
+
* ```typescript
|
|
240
|
+
* const headVuln = calculateHeadStrikeVulnerability(JOJIK_PHYSICAL);
|
|
241
|
+
* // Jojik has larger head: returns ~0.95 (5% more resistant)
|
|
242
|
+
* ```
|
|
243
|
+
*
|
|
244
|
+
* @public
|
|
245
|
+
* @korean 머리타격취약성계산
|
|
246
|
+
*/
|
|
247
|
+
export declare function calculateHeadStrikeVulnerability(attributes: PhysicalAttributes): number;
|
|
248
|
+
/**
|
|
249
|
+
* Calculate body radius for hit distance calculation.
|
|
250
|
+
*
|
|
251
|
+
* **Korean**: 몸체 반경 계산 (Body Radius Calculation)
|
|
252
|
+
*
|
|
253
|
+
* When calculating hit distance, we measure center-to-center, but attacks
|
|
254
|
+
* land on the target's body surface. This function calculates the effective
|
|
255
|
+
* "depth" of a fighter's body from their center point based on their
|
|
256
|
+
* physical attributes.
|
|
257
|
+
*
|
|
258
|
+
* The calculation uses torso depth derived from shoulder width, as broader
|
|
259
|
+
* fighters have proportionally deeper torsos. This is more anatomically
|
|
260
|
+
* accurate than using a fixed constant.
|
|
261
|
+
*
|
|
262
|
+
* Formula: shoulderWidth * 0.5 (torso depth ratio) / 100 (cm to meters)
|
|
263
|
+
*
|
|
264
|
+
* Example body radii:
|
|
265
|
+
* - Hacker (43cm shoulders): 0.215m depth → 0.215m radius
|
|
266
|
+
* - Musa (46cm shoulders): 0.23m depth → 0.23m radius
|
|
267
|
+
* - Jojik (54cm shoulders): 0.27m depth → 0.27m radius
|
|
268
|
+
*
|
|
269
|
+
* @param attributes - Player's physical attributes
|
|
270
|
+
* @returns Body radius in meters (distance from center to body surface)
|
|
271
|
+
*
|
|
272
|
+
* @example
|
|
273
|
+
* ```typescript
|
|
274
|
+
* const radius = calculateBodyRadius(JOJIK_PHYSICAL);
|
|
275
|
+
* // Jojik has wide shoulders (54cm): returns 0.27m
|
|
276
|
+
*
|
|
277
|
+
* const hackerRadius = calculateBodyRadius(HACKER_PHYSICAL);
|
|
278
|
+
* // Hacker is lean (43cm shoulders): returns 0.215m
|
|
279
|
+
* ```
|
|
280
|
+
*
|
|
281
|
+
* @public
|
|
282
|
+
* @korean 몸체반경계산
|
|
283
|
+
*/
|
|
284
|
+
export declare function calculateBodyRadius(attributes: PhysicalAttributes): number;
|
|
285
|
+
//# sourceMappingURL=skeletonScaling.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"skeletonScaling.d.ts","sourceRoot":"","sources":["../../src/utils/skeletonScaling.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2CG;AAEH,OAAO,EAAE,kBAAkB,EAAE,MAAM,SAAS,CAAC;AAO7C;;;;;;;;;;GAUG;AACH,MAAM,WAAW,kBAAkB;IACjC,4CAA4C;IAC5C,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,8CAA8C;IAC9C,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,iDAAiD;IACjD,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,mDAAmD;IACnD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,iDAAiD;IACjD,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+CAA+C;IAC/C,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,8CAA8C;IAC9C,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,sDAAsD;IACtD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,sDAAsD;IACtD,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;CAC1B;AAqED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,2BAA2B,CACzC,UAAU,EAAE,kBAAkB,GAC7B,kBAAkB,CAwCpB;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,mBAAmB,CACjC,QAAQ,EAAE,MAAM,EAChB,UAAU,EAAE,kBAAkB,GAC7B,MAAM,CAkDR;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,uBAAuB,CACrC,UAAU,EAAE,kBAAkB,GAC7B,MAAM,CAKR;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,yBAAyB,CAAC,UAAU,EAAE,kBAAkB,GAAG;IACzE,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,KAAK,EAAE,MAAM,CAAC;CACf,CAMA;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,6BAA6B,CAC3C,YAAY,EAAE,MAAM,EACpB,UAAU,EAAE,kBAAkB,GAC7B;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CA6C1B;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,2BAA2B,CACzC,UAAU,EAAE,kBAAkB,GAC7B,MAAM,CASR;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,gCAAgC,CAC9C,UAAU,EAAE,kBAAkB,GAC7B,MAAM,CAOR;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,wBAAgB,mBAAmB,CAAC,UAAU,EAAE,kBAAkB,GAAG,MAAM,CAU1E"}
|
|
@@ -0,0 +1,46 @@
|
|
|
1
|
+
import "../types/skeletal.js";
|
|
2
|
+
import { REFERENCE_ATTRIBUTES as REFERENCE_ATTRIBUTES$1 } from "../constants/bodyRenderingConstants.js";
|
|
3
|
+
({ ...REFERENCE_ATTRIBUTES$1 });
|
|
4
|
+
/**
|
|
5
|
+
* Calculate body radius for hit distance calculation.
|
|
6
|
+
*
|
|
7
|
+
* **Korean**: 몸체 반경 계산 (Body Radius Calculation)
|
|
8
|
+
*
|
|
9
|
+
* When calculating hit distance, we measure center-to-center, but attacks
|
|
10
|
+
* land on the target's body surface. This function calculates the effective
|
|
11
|
+
* "depth" of a fighter's body from their center point based on their
|
|
12
|
+
* physical attributes.
|
|
13
|
+
*
|
|
14
|
+
* The calculation uses torso depth derived from shoulder width, as broader
|
|
15
|
+
* fighters have proportionally deeper torsos. This is more anatomically
|
|
16
|
+
* accurate than using a fixed constant.
|
|
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* Formula: shoulderWidth * 0.5 (torso depth ratio) / 100 (cm to meters)
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* Example body radii:
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* - Hacker (43cm shoulders): 0.215m depth → 0.215m radius
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* - Musa (46cm shoulders): 0.23m depth → 0.23m radius
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* - Jojik (54cm shoulders): 0.27m depth → 0.27m radius
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* @param attributes - Player's physical attributes
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* @example
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* ```typescript
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* const radius = calculateBodyRadius(JOJIK_PHYSICAL);
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* // Jojik has wide shoulders (54cm): returns 0.27m
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*
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* const hackerRadius = calculateBodyRadius(HACKER_PHYSICAL);
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* // Hacker is lean (43cm shoulders): returns 0.215m
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* ```
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*
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* @public
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* @korean 몸체반경계산
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*/
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function calculateBodyRadius(attributes) {
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return attributes.shoulderWidth * .5 / 100;
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}
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//#endregion
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export { calculateBodyRadius };
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//# sourceMappingURL=skeletonScaling.js.map
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{"version":3,"file":"skeletonScaling.js","names":[],"sources":["../../src/utils/skeletonScaling.ts"],"sourcesContent":["/**\n * Skeleton rig scaling based on physical attributes.\n *\n * **Korean**: 골격 크기 조정 (Skeleton Scaling)\n *\n * This module provides functions to scale the skeleton rig based on player\n * physical attributes, allowing each archetype to have anatomically accurate\n * body proportions that affect combat hitboxes, vital point positioning, and\n * visual representation.\n *\n * ## Visual Amplification System\n *\n * Raw physical attribute differences between archetypes are subtle (2-12%).\n * To create recognizable visual silhouettes in 3D, this system applies\n * amplification factors that enhance differences while maintaining realistic\n * proportions:\n *\n * - **Limb Scaling**: 2.5x amplification (subtle 5% difference → 12.5% visual)\n * - **Shoulder Width**: 1.15x additional amplification for silhouette distinction\n * - **Overall Height**: 1.5x amplification (kept subtle for realism)\n *\n * ### Expected Visual Silhouettes\n *\n * Each archetype has a distinct, recognizable body shape:\n *\n * - **해커 (Hacker)**: Compact, narrow shoulders (43cm), shortest limbs - SMALLEST\n * - **암살자 (Amsalja)**: Tall (186cm), lean, long limbs (102cm legs) - TALLEST\n * - **정보요원 (Jeongbo)**: Balanced, average proportions - BASELINE\n * - **무사 (Musa)**: Athletic military build (46cm shoulders) - TRADITIONAL\n * - **조직폭력배 (Jojik)**: Massive, widest shoulders (54cm), imposing - LARGEST\n *\n * ## Integration with Korean Anatomy\n *\n * The scaling system respects Korean martial arts anatomy principles:\n * - **Head vital points** (두부 급소) scale with head size\n * - **Neck vulnerability** (경부 취약성) affected by neck length\n * - **Torso vital points** (몸통 급소) distributed across torso length\n * - **Limb reach** (팔다리 거리) determined by arm/leg length\n * - **Shoulder defense** (어깨 방어) coverage from shoulder width\n *\n * @module utils/skeletonScaling\n * @category Combat System\n * @korean 골격조정\n */\n\nimport { PhysicalAttributes } from \"@/types\";\nimport { BoneName } from \"@/types/skeletal\";\nimport {\n amplifyScaling,\n REFERENCE_ATTRIBUTES as BODY_REFERENCE_ATTRIBUTES,\n} from \"../constants/bodyRenderingConstants\";\n\n/**\n * Bone scaling factors for each body region.\n *\n * **Korean**: 뼈 크기 비율 (Bone Scaling Factors)\n *\n * Defines how physical attributes map to skeleton bone scaling.\n * Each factor is a multiplier applied to the base bone length.\n *\n * @public\n * @korean 뼈크기비율\n */\nexport interface BoneScalingFactors {\n /** Head bone scaling (based on headSize) */\n readonly head: number;\n /** Neck bone scaling (based on neckLength) */\n readonly neck: number;\n /** Spine bones scaling (based on torsoLength) */\n readonly spine: number;\n /** Upper arm bones scaling (based on armLength) */\n readonly upperArm: number;\n /** Forearm bones scaling (based on armLength) */\n readonly forearm: number;\n /** Thigh bones scaling (based on legLength) */\n readonly thigh: number;\n /** Shin bones scaling (based on legLength) */\n readonly shin: number;\n /** Shoulder bones scaling (based on shoulderWidth) */\n readonly shoulder: number;\n /** Overall skeleton scaling (based on totalHeight) */\n readonly overall: number;\n}\n\n/**\n * Anatomically correct bone dimensions in centimeters.\n *\n * **Korean**: 해부학적 뼈 치수 (Anatomical Bone Dimensions)\n *\n * These are anatomically accurate bone lengths based on human proportions.\n * For a 178cm reference height, these values create a realistic skeleton.\n *\n * Reference: Human body proportions (8-head canon)\n * - Head: ~12.5% of height (22cm)\n * - Neck: ~5.5% of height (10cm)\n * - Torso: ~33% of height (59cm / 3 segments = 20cm each)\n * - Legs: ~48% of height (85cm total)\n * - Thigh: ~55% of leg length (47cm)\n * - Shin: ~45% of leg length (38cm)\n *\n * @internal\n * @korean 기본뼈치수\n */\nconst BASE_BONE_DIMENSIONS = {\n // Head region\n head: 22, // Head bone length in cm (12.5% of 178cm)\n neck: 10, // Neck bone length in cm (5.5% of 178cm)\n\n // Torso region - Total torso ~59cm for 178cm person (33%)\n spineLower: 20, // Lower spine segment (lumbar)\n spineMiddle: 20, // Middle spine segment (thoracic)\n spineUpper: 19, // Upper spine segment (upper thoracic)\n pelvis: 8, // Pelvis/root bone height (~4.5% of height)\n\n // Arm region (one side) - Total arm ~75cm for 178cm (42% of height)\n shoulder: 12, // Shoulder/clavicle bone (~6.5% of height)\n upperArm: 32, // Upper arm (shoulder to elbow) - ~55% of arm\n forearm: 27, // Forearm (elbow to wrist) - ~45% of arm (including wrist)\n hand: 19, // Hand length (~10.5% of height)\n\n // Leg region (one side) - Total leg ~95cm for 178cm (53% of height)\n hip: 10, // Hip joint height\n thigh: 48, // Thigh (hip to knee) - ~55% of leg length\n shin: 40, // Shin (knee to ankle) - ~45% of leg length\n foot: 5, // Foot/ankle height (ground to ankle)\n\n // Width measurements\n shoulderWidth: 43, // Total shoulder width (half = 21.5cm offset)\n hipWidth: 30, // Total hip width (half = 15cm offset)\n} as const;\n\n/**\n * Reference physical attributes for baseline scaling.\n *\n * **Korean**: 기준 신체 속성 (Reference Physical Attributes)\n *\n * These represent the \"average\" Korean male fighter that the base\n * skeleton rig is designed for. Scaling is calculated relative to\n * these reference values.\n *\n * Uses centralized REFERENCE_ATTRIBUTES from bodyRenderingConstants.\n *\n * @internal\n * @korean 기준신체속성\n */\nconst REFERENCE_ATTRIBUTES: PhysicalAttributes = {\n ...BODY_REFERENCE_ATTRIBUTES,\n};\n\n// VISUAL_AMPLIFICATION_FACTOR and amplifyScaling imported from bodyRenderingConstants\n\n/**\n * Calculate bone scaling factors from physical attributes.\n *\n * **Korean**: 뼈 크기 비율 계산 (Calculate Bone Scaling Factors)\n *\n * Computes scaling multipliers for each bone region based on the\n * player's physical attributes compared to reference values.\n * Differences are amplified for more noticeable visual distinction\n * between archetypes.\n *\n * @param attributes - Player's physical attributes\n * @returns Bone scaling factors for skeleton rig\n *\n * @example\n * ```typescript\n * const factors = calculateBoneScalingFactors(AMSALJA_PHYSICAL);\n * // Amsalja has longer legs: factors.thigh ~= 1.06 (amplified from ~1.03)\n * // Amsalja has smaller head: factors.head ~= 0.90 (amplified from ~0.95)\n * ```\n *\n * @public\n * @korean 뼈크기비율계산\n */\nexport function calculateBoneScalingFactors(\n attributes: PhysicalAttributes,\n): BoneScalingFactors {\n // Calculate raw scaling ratios from physical attributes\n const rawOverall = attributes.totalHeight / REFERENCE_ATTRIBUTES.totalHeight;\n const rawHead = attributes.headSize / REFERENCE_ATTRIBUTES.headSize;\n const rawNeck = attributes.neckLength / REFERENCE_ATTRIBUTES.neckLength;\n const rawSpine = attributes.torsoLength / REFERENCE_ATTRIBUTES.torsoLength;\n const rawArm = attributes.armLength / REFERENCE_ATTRIBUTES.armLength;\n const rawLeg = attributes.legLength / REFERENCE_ATTRIBUTES.legLength;\n const rawShoulder =\n attributes.shoulderWidth / REFERENCE_ATTRIBUTES.shoulderWidth;\n\n // Apply visual amplification for more noticeable archetype differences\n // Overall height scaling is kept subtle (1.5x) for realism\n const overall = 1.0 + (rawOverall - 1.0) * 1.5;\n\n // Head, neck, and body proportions are amplified for visual distinction\n const head = amplifyScaling(rawHead);\n const neck = amplifyScaling(rawNeck);\n const spine = amplifyScaling(rawSpine);\n\n // Limb proportions amplified for noticeable reach differences\n const upperArm = amplifyScaling(rawArm);\n const forearm = amplifyScaling(rawArm);\n const thigh = amplifyScaling(rawLeg);\n const shin = amplifyScaling(rawLeg);\n\n // Shoulder width amplified for body silhouette distinction\n const shoulder = amplifyScaling(rawShoulder);\n\n return {\n head,\n neck,\n spine,\n upperArm,\n forearm,\n thigh,\n shin,\n shoulder,\n overall,\n };\n}\n\n/**\n * Get scaled bone length for a specific bone.\n *\n * **Korean**: 크기 조정된 뼈 길이 (Scaled Bone Length)\n *\n * Returns the scaled length for a specific bone based on the player's\n * physical attributes. Used when creating or updating skeleton rigs.\n *\n * @param boneName - Name of the bone to scale\n * @param attributes - Player's physical attributes\n * @returns Scaled bone length in centimeters\n *\n * @example\n * ```typescript\n * const headLength = getScaledBoneLength(BoneName.HEAD, JOJIK_PHYSICAL);\n * // Jojik has larger head: returns ~23cm (base 20cm * 1.15)\n * ```\n *\n * @public\n * @korean 크기조정된뼈길이\n */\nexport function getScaledBoneLength(\n boneName: string,\n attributes: PhysicalAttributes,\n): number {\n const factors = calculateBoneScalingFactors(attributes);\n\n // Map bone names to their base dimensions and scaling factors\n switch (boneName) {\n // Head region\n case BoneName.HEAD:\n return BASE_BONE_DIMENSIONS.head * factors.head;\n case BoneName.NECK:\n return BASE_BONE_DIMENSIONS.neck * factors.neck;\n\n // Spine region\n case BoneName.SPINE_LOWER:\n return BASE_BONE_DIMENSIONS.spineLower * factors.spine;\n case BoneName.SPINE_MIDDLE:\n return BASE_BONE_DIMENSIONS.spineMiddle * factors.spine;\n case BoneName.SPINE_UPPER:\n return BASE_BONE_DIMENSIONS.spineUpper * factors.spine;\n case BoneName.PELVIS:\n return BASE_BONE_DIMENSIONS.pelvis * factors.overall;\n\n // Left arm\n case BoneName.SHOULDER_L:\n case BoneName.SHOULDER_R:\n return BASE_BONE_DIMENSIONS.shoulder * factors.shoulder;\n case BoneName.UPPER_ARM_L:\n case BoneName.UPPER_ARM_R:\n return BASE_BONE_DIMENSIONS.upperArm * factors.upperArm;\n case BoneName.FOREARM_L:\n case BoneName.FOREARM_R:\n return BASE_BONE_DIMENSIONS.forearm * factors.forearm;\n case BoneName.HAND_L:\n case BoneName.HAND_R:\n return BASE_BONE_DIMENSIONS.hand * factors.overall;\n\n // Left leg\n case BoneName.THIGH_L:\n case BoneName.THIGH_R:\n return BASE_BONE_DIMENSIONS.thigh * factors.thigh;\n case BoneName.SHIN_L:\n case BoneName.SHIN_R:\n return BASE_BONE_DIMENSIONS.shin * factors.shin;\n case BoneName.FOOT_L:\n case BoneName.FOOT_R:\n return BASE_BONE_DIMENSIONS.foot * factors.overall;\n\n // Default: use overall scaling\n default:\n return 10 * factors.overall; // Default bone length\n }\n}\n\n/**\n * Calculate scaled shoulder offset for skeleton positioning.\n *\n * **Korean**: 어깨 오프셋 계산 (Shoulder Offset Calculation)\n *\n * Determines the horizontal offset for shoulder bones based on\n * shoulder width. Used to position arms correctly on the skeleton.\n *\n * Applies amplification to shoulder width for more noticeable silhouette\n * differences between archetypes:\n * - Jojik (54cm): Offset = 31.05cm (54/2 * 1.15) - WIDE, imposing\n * - Hacker (43cm): Offset = 24.73cm (43/2 * 1.15) - NARROW, compact\n * - Difference: 26% wider shoulder span for visual distinction\n *\n * @param attributes - Player's physical attributes\n * @returns Shoulder offset in centimeters (half of total shoulder width, amplified)\n *\n * @example\n * ```typescript\n * const offset = calculateShoulderOffset(JOJIK_PHYSICAL);\n * // Jojik has wide shoulders: returns ~31cm (54cm width / 2 * 1.15)\n * // Left shoulder at -31cm, right shoulder at +31cm\n * ```\n *\n * @public\n * @korean 어깨오프셋계산\n */\nexport function calculateShoulderOffset(\n attributes: PhysicalAttributes,\n): number {\n // Shoulder width is the total span, so divide by 2 for offset from center\n // Apply amplification factor for more visible width differences\n const SHOULDER_AMPLIFICATION = 1.15;\n return (attributes.shoulderWidth / 2) * SHOULDER_AMPLIFICATION;\n}\n\n/**\n * Calculate hitbox dimensions based on physical attributes.\n *\n * **Korean**: 히트박스 크기 계산 (Hitbox Dimension Calculation)\n *\n * Determines the bounding box dimensions for collision detection\n * and hit registration based on body proportions.\n *\n * @param attributes - Player's physical attributes\n * @returns Hitbox dimensions {width, height, depth} in centimeters\n *\n * @example\n * ```typescript\n * const hitbox = calculateHitboxDimensions(AMSALJA_PHYSICAL);\n * // Amsalja is tall and lean: {width: 40, height: 182, depth: 25}\n * ```\n *\n * @public\n * @korean 히트박스크기계산\n */\nexport function calculateHitboxDimensions(attributes: PhysicalAttributes): {\n width: number;\n height: number;\n depth: number;\n} {\n return {\n width: attributes.shoulderWidth,\n height: attributes.totalHeight,\n depth: attributes.shoulderWidth * 0.5, // Approximate depth from shoulder width\n };\n}\n\n/**\n * Calculate vital point offset adjustments based on body proportions.\n *\n * **Korean**: 급소 위치 조정 (Vital Point Position Adjustment)\n *\n * Adjusts vital point positions based on scaled skeleton dimensions.\n * Ensures vital points remain anatomically accurate for different\n * body types while maintaining Korean anatomy principles.\n *\n * @param vitalPointId - ID of the vital point to adjust\n * @param attributes - Player's physical attributes\n * @returns Position adjustment {x, y} offset in centimeters\n *\n * @example\n * ```typescript\n * const adjustment = calculateVitalPointAdjustment(\"head_temple\", MUSA_PHYSICAL);\n * // Returns offset based on head size and torso height\n * ```\n *\n * @public\n * @korean 급소위치조정\n */\nexport function calculateVitalPointAdjustment(\n vitalPointId: string,\n attributes: PhysicalAttributes,\n): { x: number; y: number } {\n const factors = calculateBoneScalingFactors(attributes);\n\n // Determine which body region this vital point belongs to\n // Use exact prefix matching to avoid ambiguity\n if (vitalPointId.startsWith(\"head_\")) {\n // Head vital points scale with head size and torso height\n return {\n x: 0,\n y: (factors.head - 1.0) * 20 + (factors.spine - 1.0) * 60,\n };\n } else if (vitalPointId.startsWith(\"neck_\")) {\n // Neck vital points scale with neck length and torso height\n return {\n x: 0,\n y: (factors.neck - 1.0) * 10 + (factors.spine - 1.0) * 60,\n };\n } else if (vitalPointId.startsWith(\"torso_\")) {\n // Torso vital points scale with torso length\n return {\n x: 0,\n y: (factors.spine - 1.0) * 30,\n };\n } else if (\n vitalPointId.startsWith(\"shoulder_\") ||\n vitalPointId.startsWith(\"arm_\")\n ) {\n // Arm vital points scale with arm length and shoulder width\n return {\n x: (factors.shoulder - 1.0) * 15,\n y: (factors.upperArm - 1.0) * 12,\n };\n } else if (\n vitalPointId.startsWith(\"leg_\") ||\n vitalPointId.startsWith(\"knee_\")\n ) {\n // Leg vital points scale with leg length\n return {\n x: 0,\n y: -(factors.thigh - 1.0) * 15,\n };\n }\n\n // Default: no adjustment\n return { x: 0, y: 0 };\n}\n\n/**\n * Calculate choke effectiveness modifier based on neck dimensions.\n *\n * **Korean**: 목 조르기 효과 계산 (Choke Effectiveness Calculation)\n *\n * Determines how effective chokes and strangles are based on neck\n * length and thickness. Longer, thinner necks are more vulnerable.\n *\n * @param attributes - Player's physical attributes\n * @returns Choke effectiveness multiplier (1.0 = baseline)\n *\n * @example\n * ```typescript\n * const chokeEffectiveness = calculateChokeEffectiveness(AMSALJA_PHYSICAL);\n * // Amsalja has longer neck: returns ~1.1 (10% more vulnerable)\n *\n * const jojikChoke = calculateChokeEffectiveness(JOJIK_PHYSICAL);\n * // Jojik has shorter, thicker neck: returns ~0.9 (10% more resistant)\n * ```\n *\n * @public\n * @korean 목조르기효과계산\n */\nexport function calculateChokeEffectiveness(\n attributes: PhysicalAttributes,\n): number {\n // Longer necks are more vulnerable to chokes\n const lengthFactor = attributes.neckLength / REFERENCE_ATTRIBUTES.neckLength;\n\n // Thicker necks (from muscle/weight) resist chokes better\n const thicknessFactor = REFERENCE_ATTRIBUTES.weight / attributes.weight;\n\n // Combine factors: longer neck + lighter weight = more vulnerable\n return lengthFactor * thicknessFactor;\n}\n\n/**\n * Calculate head strike vulnerability based on head size.\n *\n * **Korean**: 머리 타격 취약성 계산 (Head Strike Vulnerability)\n *\n * Determines vulnerability to head strikes based on head size.\n * Larger heads have more mass and resistance, smaller heads are\n * more vulnerable to concussive force.\n *\n * @param attributes - Player's physical attributes\n * @returns Head strike vulnerability multiplier (1.0 = baseline)\n *\n * @example\n * ```typescript\n * const headVuln = calculateHeadStrikeVulnerability(JOJIK_PHYSICAL);\n * // Jojik has larger head: returns ~0.95 (5% more resistant)\n * ```\n *\n * @public\n * @korean 머리타격취약성계산\n */\nexport function calculateHeadStrikeVulnerability(\n attributes: PhysicalAttributes,\n): number {\n // Larger heads have more mass, providing some protection\n const sizeFactor = REFERENCE_ATTRIBUTES.headSize / attributes.headSize;\n\n // But larger heads are also bigger targets (handled by hitbox size)\n // Here we only calculate the mass-based resistance\n return sizeFactor;\n}\n\n/**\n * Calculate body radius for hit distance calculation.\n *\n * **Korean**: 몸체 반경 계산 (Body Radius Calculation)\n *\n * When calculating hit distance, we measure center-to-center, but attacks\n * land on the target's body surface. This function calculates the effective\n * \"depth\" of a fighter's body from their center point based on their\n * physical attributes.\n *\n * The calculation uses torso depth derived from shoulder width, as broader\n * fighters have proportionally deeper torsos. This is more anatomically\n * accurate than using a fixed constant.\n *\n * Formula: shoulderWidth * 0.5 (torso depth ratio) / 100 (cm to meters)\n *\n * Example body radii:\n * - Hacker (43cm shoulders): 0.215m depth → 0.215m radius\n * - Musa (46cm shoulders): 0.23m depth → 0.23m radius\n * - Jojik (54cm shoulders): 0.27m depth → 0.27m radius\n *\n * @param attributes - Player's physical attributes\n * @returns Body radius in meters (distance from center to body surface)\n *\n * @example\n * ```typescript\n * const radius = calculateBodyRadius(JOJIK_PHYSICAL);\n * // Jojik has wide shoulders (54cm): returns 0.27m\n *\n * const hackerRadius = calculateBodyRadius(HACKER_PHYSICAL);\n * // Hacker is lean (43cm shoulders): returns 0.215m\n * ```\n *\n * @public\n * @korean 몸체반경계산\n */\nexport function calculateBodyRadius(attributes: PhysicalAttributes): number {\n // Body depth is approximately half of shoulder width (anatomical ratio)\n // This matches calculateHitboxDimensions which uses shoulderWidth * 0.5\n const bodyDepthCm = attributes.shoulderWidth * 0.5;\n\n // Convert from centimeters to meters\n // The radius is the distance from center to body surface (half of total depth)\n // Since bodyDepthCm represents front-to-back depth, we use it directly as\n // the distance from center to front surface\n return bodyDepthCm / 100;\n}\n"],"mappings":";;CAiJiD,EAC/C,GAAG,wBACJ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuYD,SAAgB,oBAAoB,YAAwC;AAS1E,QANoB,WAAW,gBAAgB,KAM1B"}
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