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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/**
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* Clear all pooled objects
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*/
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clear() {
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this.pool = [];
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}
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};
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/**
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* Pool for THREE.Vector3 objects used in bone positions
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*
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* Reduces GC pressure from creating new Vector3 objects every frame.
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* Prewarmed with 200 objects (2 characters × 28 bones × 3.5 keyframes avg)
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*
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* @korean 벡터3풀
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*/
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var Vector3Pool = class {
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pool = [];
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maxSize;
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constructor(maxSize = 500) {
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this.maxSize = maxSize;
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}
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/**
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* Acquire a Vector3 object from the pool
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* @returns Pooled or new Vector3 object (reset to 0,0,0)
|
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*/
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acquire() {
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const vector = this.pool.pop();
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if (vector) {
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vector.set(0, 0, 0);
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return vector;
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}
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return new THREE.Vector3(0, 0, 0);
|
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}
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/**
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* Return a Vector3 object to the pool
|
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* @param vector - Vector3 object to return
|
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*/
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release(vector) {
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if (this.pool.length < this.maxSize) this.pool.push(vector);
|
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}
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/**
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* Pre-populate pool with objects
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* @param count - Number of objects to create
|
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*/
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prewarm(count) {
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const toCreate = Math.min(count, this.maxSize - this.pool.length);
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for (let i = 0; i < toCreate; i++) this.pool.push(new THREE.Vector3(0, 0, 0));
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}
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/**
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* Get current pool size
|
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*/
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get size() {
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return this.pool.length;
|
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}
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/**
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* Clear all pooled objects
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+
*/
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clear() {
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this.pool = [];
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}
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};
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+
/**
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124
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* Pool for THREE.Matrix4 objects used in bone transformations
|
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*
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* Reduces GC pressure from creating new Matrix4 objects during calculations.
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* Prewarmed with 100 objects (2 characters × 28 bones × 2 temp matrices)
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*
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* @korean 행렬4풀
|
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*/
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var Matrix4Pool = class {
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pool = [];
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maxSize;
|
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constructor(maxSize = 200) {
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this.maxSize = maxSize;
|
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}
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|
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/**
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|
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* Acquire a Matrix4 object from the pool
|
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|
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* @returns Pooled or new Matrix4 object (reset to identity)
|
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+
*/
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|
+
acquire() {
|
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|
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const matrix = this.pool.pop();
|
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|
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if (matrix) {
|
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|
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matrix.identity();
|
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|
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return matrix;
|
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|
+
}
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|
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return new THREE.Matrix4();
|
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|
+
}
|
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|
+
/**
|
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|
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* Return a Matrix4 object to the pool
|
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|
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* @param matrix - Matrix4 object to return
|
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|
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*/
|
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|
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release(matrix) {
|
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|
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if (this.pool.length < this.maxSize) this.pool.push(matrix);
|
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+
}
|
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|
+
/**
|
|
157
|
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* Pre-populate pool with objects
|
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|
+
* @param count - Number of objects to create
|
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|
+
*/
|
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|
+
prewarm(count) {
|
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|
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const toCreate = Math.min(count, this.maxSize - this.pool.length);
|
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|
+
for (let i = 0; i < toCreate; i++) this.pool.push(new THREE.Matrix4());
|
|
163
|
+
}
|
|
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|
+
/**
|
|
165
|
+
* Get current pool size
|
|
166
|
+
*/
|
|
167
|
+
get size() {
|
|
168
|
+
return this.pool.length;
|
|
169
|
+
}
|
|
170
|
+
/**
|
|
171
|
+
* Clear all pooled objects
|
|
172
|
+
*/
|
|
173
|
+
clear() {
|
|
174
|
+
this.pool = [];
|
|
175
|
+
}
|
|
176
|
+
};
|
|
177
|
+
/**
|
|
178
|
+
* Pool for THREE.Quaternion objects used in rotations
|
|
179
|
+
*
|
|
180
|
+
* Reduces GC pressure from quaternion operations.
|
|
181
|
+
* Prewarmed with 100 objects (2 characters × 28 bones × 2 temp quaternions)
|
|
182
|
+
*
|
|
183
|
+
* @korean 쿼터니언풀
|
|
184
|
+
*/
|
|
185
|
+
var QuaternionPool = class {
|
|
186
|
+
pool = [];
|
|
187
|
+
maxSize;
|
|
188
|
+
constructor(maxSize = 200) {
|
|
189
|
+
this.maxSize = maxSize;
|
|
190
|
+
}
|
|
191
|
+
/**
|
|
192
|
+
* Acquire a Quaternion object from the pool
|
|
193
|
+
* @returns Pooled or new Quaternion object (reset to identity)
|
|
194
|
+
*/
|
|
195
|
+
acquire() {
|
|
196
|
+
const quat = this.pool.pop();
|
|
197
|
+
if (quat) {
|
|
198
|
+
quat.set(0, 0, 0, 1);
|
|
199
|
+
return quat;
|
|
200
|
+
}
|
|
201
|
+
return new THREE.Quaternion(0, 0, 0, 1);
|
|
202
|
+
}
|
|
203
|
+
/**
|
|
204
|
+
* Return a Quaternion object to the pool
|
|
205
|
+
* @param quat - Quaternion object to return
|
|
206
|
+
*/
|
|
207
|
+
release(quat) {
|
|
208
|
+
if (this.pool.length < this.maxSize) this.pool.push(quat);
|
|
209
|
+
}
|
|
210
|
+
/**
|
|
211
|
+
* Pre-populate pool with objects
|
|
212
|
+
* @param count - Number of objects to create
|
|
213
|
+
*/
|
|
214
|
+
prewarm(count) {
|
|
215
|
+
const toCreate = Math.min(count, this.maxSize - this.pool.length);
|
|
216
|
+
for (let i = 0; i < toCreate; i++) this.pool.push(new THREE.Quaternion(0, 0, 0, 1));
|
|
217
|
+
}
|
|
218
|
+
/**
|
|
219
|
+
* Get current pool size
|
|
220
|
+
*/
|
|
221
|
+
get size() {
|
|
222
|
+
return this.pool.length;
|
|
223
|
+
}
|
|
224
|
+
/**
|
|
225
|
+
* Clear all pooled objects
|
|
226
|
+
*/
|
|
227
|
+
clear() {
|
|
228
|
+
this.pool = [];
|
|
229
|
+
}
|
|
230
|
+
};
|
|
231
|
+
/**
|
|
232
|
+
* Pool for THREE.Color objects used in material and particle effects
|
|
233
|
+
*
|
|
234
|
+
* Reduces GC pressure from creating new Color objects for visual effects,
|
|
235
|
+
* particle systems, and dynamic material updates.
|
|
236
|
+
* Prewarmed with 50 objects for typical combat scenarios.
|
|
237
|
+
*
|
|
238
|
+
* @korean 색상풀
|
|
239
|
+
*/
|
|
240
|
+
var ColorPool = class {
|
|
241
|
+
pool = [];
|
|
242
|
+
maxSize;
|
|
243
|
+
constructor(maxSize = 100) {
|
|
244
|
+
this.maxSize = maxSize;
|
|
245
|
+
}
|
|
246
|
+
/**
|
|
247
|
+
* Acquire a Color object from the pool
|
|
248
|
+
* @returns Pooled or new Color object (reset to white)
|
|
249
|
+
*/
|
|
250
|
+
acquire() {
|
|
251
|
+
const color = this.pool.pop();
|
|
252
|
+
if (color) {
|
|
253
|
+
color.set(16777215);
|
|
254
|
+
return color;
|
|
255
|
+
}
|
|
256
|
+
return new THREE.Color(16777215);
|
|
257
|
+
}
|
|
258
|
+
/**
|
|
259
|
+
* Return a Color object to the pool
|
|
260
|
+
* @param color - Color object to return
|
|
261
|
+
*/
|
|
262
|
+
release(color) {
|
|
263
|
+
if (this.pool.length < this.maxSize) this.pool.push(color);
|
|
264
|
+
}
|
|
265
|
+
/**
|
|
266
|
+
* Pre-populate pool with objects
|
|
267
|
+
* @param count - Number of objects to create
|
|
268
|
+
*/
|
|
269
|
+
prewarm(count) {
|
|
270
|
+
const toCreate = Math.min(count, this.maxSize - this.pool.length);
|
|
271
|
+
for (let i = 0; i < toCreate; i++) this.pool.push(new THREE.Color(16777215));
|
|
272
|
+
}
|
|
273
|
+
/**
|
|
274
|
+
* Get current pool size
|
|
275
|
+
*/
|
|
276
|
+
get size() {
|
|
277
|
+
return this.pool.length;
|
|
278
|
+
}
|
|
279
|
+
/**
|
|
280
|
+
* Clear all pooled objects
|
|
281
|
+
*/
|
|
282
|
+
clear() {
|
|
283
|
+
this.pool = [];
|
|
284
|
+
}
|
|
285
|
+
};
|
|
286
|
+
/**
|
|
287
|
+
* Global Three.js object pools
|
|
288
|
+
*
|
|
289
|
+
* Singleton pools for animation system to reduce GC pressure.
|
|
290
|
+
* Prewarmed during app initialization for optimal performance.
|
|
291
|
+
*
|
|
292
|
+
* @example
|
|
293
|
+
* ```typescript
|
|
294
|
+
* // Acquire temporary Euler for calculation
|
|
295
|
+
* const tempEuler = ThreeObjectPools.euler.acquire();
|
|
296
|
+
* tempEuler.set(x, y, z);
|
|
297
|
+
* // ... use tempEuler ...
|
|
298
|
+
* ThreeObjectPools.euler.release(tempEuler);
|
|
299
|
+
*
|
|
300
|
+
* // Acquire temporary Color for particle effect
|
|
301
|
+
* const tempColor = ThreeObjectPools.color.acquire();
|
|
302
|
+
* tempColor.set(0xff0000);
|
|
303
|
+
* // ... use tempColor ...
|
|
304
|
+
* ThreeObjectPools.color.release(tempColor);
|
|
305
|
+
*
|
|
306
|
+
* // Prewarm pools on app start
|
|
307
|
+
* ThreeObjectPools.prewarmAll();
|
|
308
|
+
* ```
|
|
309
|
+
*
|
|
310
|
+
* @korean Three.js객체풀들
|
|
311
|
+
*/
|
|
312
|
+
var ThreeObjectPools = {
|
|
313
|
+
euler: new EulerPool(500),
|
|
314
|
+
vector3: new Vector3Pool(500),
|
|
315
|
+
matrix4: new Matrix4Pool(200),
|
|
316
|
+
quaternion: new QuaternionPool(200),
|
|
317
|
+
color: new ColorPool(100),
|
|
318
|
+
prewarmAll() {
|
|
319
|
+
this.euler.prewarm(200);
|
|
320
|
+
this.vector3.prewarm(200);
|
|
321
|
+
this.matrix4.prewarm(100);
|
|
322
|
+
this.quaternion.prewarm(100);
|
|
323
|
+
this.color.prewarm(50);
|
|
324
|
+
},
|
|
325
|
+
getStatus() {
|
|
326
|
+
return {
|
|
327
|
+
euler: this.euler.size,
|
|
328
|
+
vector3: this.vector3.size,
|
|
329
|
+
matrix4: this.matrix4.size,
|
|
330
|
+
quaternion: this.quaternion.size,
|
|
331
|
+
color: this.color.size
|
|
332
|
+
};
|
|
333
|
+
},
|
|
334
|
+
clearAll() {
|
|
335
|
+
this.euler.clear();
|
|
336
|
+
this.vector3.clear();
|
|
337
|
+
this.matrix4.clear();
|
|
338
|
+
this.quaternion.clear();
|
|
339
|
+
this.color.clear();
|
|
340
|
+
}
|
|
341
|
+
};
|
|
342
|
+
//#endregion
|
|
343
|
+
export { ThreeObjectPools };
|
|
344
|
+
|
|
345
|
+
//# sourceMappingURL=threeObjectPool.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"threeObjectPool.js","names":[],"sources":["../../src/utils/threeObjectPool.ts"],"sourcesContent":["/**\n * Three.js Object Pool for Animation Performance\n * \n * Specialized object pooling for frequently created Three.js objects\n * to reduce garbage collection pressure during animation updates.\n * \n * Target: Reduce ~1,344 object allocations per frame to near-zero.\n * \n * @module utils/threeObjectPool\n * @category Performance\n * @korean Three.js객체풀\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Pool for THREE.Euler objects used in bone rotations\n * \n * Reduces GC pressure from creating new Euler objects every frame.\n * Prewarmed with 200 objects (2 characters × 28 bones × 3.5 keyframes avg)\n * \n * @korean 오일러풀\n */\nclass EulerPool {\n private pool: THREE.Euler[] = [];\n private readonly maxSize: number;\n\n constructor(maxSize = 500) {\n this.maxSize = maxSize;\n }\n\n /**\n * Acquire an Euler object from the pool\n * @returns Pooled or new Euler object (reset to 0,0,0)\n */\n acquire(): THREE.Euler {\n const euler = this.pool.pop();\n if (euler) {\n euler.set(0, 0, 0);\n return euler;\n }\n return new THREE.Euler(0, 0, 0);\n }\n\n /**\n * Return an Euler object to the pool\n * @param euler - Euler object to return\n */\n release(euler: THREE.Euler): void {\n if (this.pool.length < this.maxSize) {\n this.pool.push(euler);\n }\n }\n\n /**\n * Pre-populate pool with objects\n * @param count - Number of objects to create\n */\n prewarm(count: number): void {\n const toCreate = Math.min(count, this.maxSize - this.pool.length);\n for (let i = 0; i < toCreate; i++) {\n this.pool.push(new THREE.Euler(0, 0, 0));\n }\n }\n\n /**\n * Get current pool size\n */\n get size(): number {\n return this.pool.length;\n }\n\n /**\n * Clear all pooled objects\n */\n clear(): void {\n this.pool = [];\n }\n}\n\n/**\n * Pool for THREE.Vector3 objects used in bone positions\n * \n * Reduces GC pressure from creating new Vector3 objects every frame.\n * Prewarmed with 200 objects (2 characters × 28 bones × 3.5 keyframes avg)\n * \n * @korean 벡터3풀\n */\nclass Vector3Pool {\n private pool: THREE.Vector3[] = [];\n private readonly maxSize: number;\n\n constructor(maxSize = 500) {\n this.maxSize = maxSize;\n }\n\n /**\n * Acquire a Vector3 object from the pool\n * @returns Pooled or new Vector3 object (reset to 0,0,0)\n */\n acquire(): THREE.Vector3 {\n const vector = this.pool.pop();\n if (vector) {\n vector.set(0, 0, 0);\n return vector;\n }\n return new THREE.Vector3(0, 0, 0);\n }\n\n /**\n * Return a Vector3 object to the pool\n * @param vector - Vector3 object to return\n */\n release(vector: THREE.Vector3): void {\n if (this.pool.length < this.maxSize) {\n this.pool.push(vector);\n }\n }\n\n /**\n * Pre-populate pool with objects\n * @param count - Number of objects to create\n */\n prewarm(count: number): void {\n const toCreate = Math.min(count, this.maxSize - this.pool.length);\n for (let i = 0; i < toCreate; i++) {\n this.pool.push(new THREE.Vector3(0, 0, 0));\n }\n }\n\n /**\n * Get current pool size\n */\n get size(): number {\n return this.pool.length;\n }\n\n /**\n * Clear all pooled objects\n */\n clear(): void {\n this.pool = [];\n }\n}\n\n/**\n * Pool for THREE.Matrix4 objects used in bone transformations\n * \n * Reduces GC pressure from creating new Matrix4 objects during calculations.\n * Prewarmed with 100 objects (2 characters × 28 bones × 2 temp matrices)\n * \n * @korean 행렬4풀\n */\nclass Matrix4Pool {\n private pool: THREE.Matrix4[] = [];\n private readonly maxSize: number;\n\n constructor(maxSize = 200) {\n this.maxSize = maxSize;\n }\n\n /**\n * Acquire a Matrix4 object from the pool\n * @returns Pooled or new Matrix4 object (reset to identity)\n */\n acquire(): THREE.Matrix4 {\n const matrix = this.pool.pop();\n if (matrix) {\n matrix.identity();\n return matrix;\n }\n return new THREE.Matrix4();\n }\n\n /**\n * Return a Matrix4 object to the pool\n * @param matrix - Matrix4 object to return\n */\n release(matrix: THREE.Matrix4): void {\n if (this.pool.length < this.maxSize) {\n this.pool.push(matrix);\n }\n }\n\n /**\n * Pre-populate pool with objects\n * @param count - Number of objects to create\n */\n prewarm(count: number): void {\n const toCreate = Math.min(count, this.maxSize - this.pool.length);\n for (let i = 0; i < toCreate; i++) {\n this.pool.push(new THREE.Matrix4());\n }\n }\n\n /**\n * Get current pool size\n */\n get size(): number {\n return this.pool.length;\n }\n\n /**\n * Clear all pooled objects\n */\n clear(): void {\n this.pool = [];\n }\n}\n\n/**\n * Pool for THREE.Quaternion objects used in rotations\n * \n * Reduces GC pressure from quaternion operations.\n * Prewarmed with 100 objects (2 characters × 28 bones × 2 temp quaternions)\n * \n * @korean 쿼터니언풀\n */\nclass QuaternionPool {\n private pool: THREE.Quaternion[] = [];\n private readonly maxSize: number;\n\n constructor(maxSize = 200) {\n this.maxSize = maxSize;\n }\n\n /**\n * Acquire a Quaternion object from the pool\n * @returns Pooled or new Quaternion object (reset to identity)\n */\n acquire(): THREE.Quaternion {\n const quat = this.pool.pop();\n if (quat) {\n quat.set(0, 0, 0, 1);\n return quat;\n }\n return new THREE.Quaternion(0, 0, 0, 1);\n }\n\n /**\n * Return a Quaternion object to the pool\n * @param quat - Quaternion object to return\n */\n release(quat: THREE.Quaternion): void {\n if (this.pool.length < this.maxSize) {\n this.pool.push(quat);\n }\n }\n\n /**\n * Pre-populate pool with objects\n * @param count - Number of objects to create\n */\n prewarm(count: number): void {\n const toCreate = Math.min(count, this.maxSize - this.pool.length);\n for (let i = 0; i < toCreate; i++) {\n this.pool.push(new THREE.Quaternion(0, 0, 0, 1));\n }\n }\n\n /**\n * Get current pool size\n */\n get size(): number {\n return this.pool.length;\n }\n\n /**\n * Clear all pooled objects\n */\n clear(): void {\n this.pool = [];\n }\n}\n\n/**\n * Pool for THREE.Color objects used in material and particle effects\n * \n * Reduces GC pressure from creating new Color objects for visual effects,\n * particle systems, and dynamic material updates.\n * Prewarmed with 50 objects for typical combat scenarios.\n * \n * @korean 색상풀\n */\nclass ColorPool {\n private pool: THREE.Color[] = [];\n private readonly maxSize: number;\n\n constructor(maxSize = 100) {\n this.maxSize = maxSize;\n }\n\n /**\n * Acquire a Color object from the pool\n * @returns Pooled or new Color object (reset to white)\n */\n acquire(): THREE.Color {\n const color = this.pool.pop();\n if (color) {\n color.set(0xffffff);\n return color;\n }\n return new THREE.Color(0xffffff);\n }\n\n /**\n * Return a Color object to the pool\n * @param color - Color object to return\n */\n release(color: THREE.Color): void {\n if (this.pool.length < this.maxSize) {\n this.pool.push(color);\n }\n }\n\n /**\n * Pre-populate pool with objects\n * @param count - Number of objects to create\n */\n prewarm(count: number): void {\n const toCreate = Math.min(count, this.maxSize - this.pool.length);\n for (let i = 0; i < toCreate; i++) {\n this.pool.push(new THREE.Color(0xffffff));\n }\n }\n\n /**\n * Get current pool size\n */\n get size(): number {\n return this.pool.length;\n }\n\n /**\n * Clear all pooled objects\n */\n clear(): void {\n this.pool = [];\n }\n}\n\n/**\n * Global Three.js object pools\n * \n * Singleton pools for animation system to reduce GC pressure.\n * Prewarmed during app initialization for optimal performance.\n * \n * @example\n * ```typescript\n * // Acquire temporary Euler for calculation\n * const tempEuler = ThreeObjectPools.euler.acquire();\n * tempEuler.set(x, y, z);\n * // ... use tempEuler ...\n * ThreeObjectPools.euler.release(tempEuler);\n * \n * // Acquire temporary Color for particle effect\n * const tempColor = ThreeObjectPools.color.acquire();\n * tempColor.set(0xff0000);\n * // ... use tempColor ...\n * ThreeObjectPools.color.release(tempColor);\n * \n * // Prewarm pools on app start\n * ThreeObjectPools.prewarmAll();\n * ```\n * \n * @korean Three.js객체풀들\n */\nexport const ThreeObjectPools = {\n /** Euler rotation pool */\n euler: new EulerPool(500),\n \n /** Vector3 position pool */\n vector3: new Vector3Pool(500),\n \n /** Matrix4 transformation pool */\n matrix4: new Matrix4Pool(200),\n \n /** Quaternion rotation pool */\n quaternion: new QuaternionPool(200),\n\n /** Color pool for materials and effects */\n color: new ColorPool(100),\n\n /**\n * Pre-populate all pools with recommended sizes\n * \n * Call this during app initialization for optimal performance.\n * Recommended sizes based on 2 characters with 28 bones each plus effects:\n * - Euler: 200 objects (rotations)\n * - Vector3: 200 objects (positions, velocities)\n * - Matrix4: 100 objects (transformations)\n * - Quaternion: 100 objects (rotations)\n * - Color: 50 objects (particle effects, materials)\n */\n prewarmAll(): void {\n this.euler.prewarm(200);\n this.vector3.prewarm(200);\n this.matrix4.prewarm(100);\n this.quaternion.prewarm(100);\n this.color.prewarm(50);\n },\n\n /**\n * Get current status of all pools\n * @returns Pool status for monitoring\n */\n getStatus(): {\n euler: number;\n vector3: number;\n matrix4: number;\n quaternion: number;\n color: number;\n } {\n return {\n euler: this.euler.size,\n vector3: this.vector3.size,\n matrix4: this.matrix4.size,\n quaternion: this.quaternion.size,\n color: this.color.size,\n };\n },\n\n /**\n * Clear all pools (useful for testing)\n */\n clearAll(): void {\n this.euler.clear();\n this.vector3.clear();\n this.matrix4.clear();\n this.quaternion.clear();\n this.color.clear();\n },\n} as const;\n\n/**\n * Helper to execute a function with temporary Euler objects\n * Automatically acquires and releases Euler objects.\n * \n * @param count - Number of Euler objects needed\n * @param fn - Function that uses the Euler objects\n * @returns Result of the function\n * \n * @example\n * ```typescript\n * const result = withTempEulers(2, ([euler1, euler2]) => {\n * euler1.set(x1, y1, z1);\n * euler2.set(x2, y2, z2);\n * return calculateSomething(euler1, euler2);\n * });\n * ```\n * \n * @korean 임시오일러사용\n */\nexport function withTempEulers<T>(\n count: number,\n fn: (eulers: THREE.Euler[]) => T\n): T {\n const eulers: THREE.Euler[] = [];\n try {\n for (let i = 0; i < count; i++) {\n eulers.push(ThreeObjectPools.euler.acquire());\n }\n return fn(eulers);\n } finally {\n eulers.forEach((euler) => ThreeObjectPools.euler.release(euler));\n }\n}\n\n/**\n * Helper to execute a function with temporary Vector3 objects\n * Automatically acquires and releases Vector3 objects.\n * \n * @param count - Number of Vector3 objects needed\n * @param fn - Function that uses the Vector3 objects\n * @returns Result of the function\n * \n * @korean 임시벡터3사용\n */\nexport function withTempVectors<T>(\n count: number,\n fn: (vectors: THREE.Vector3[]) => T\n): T {\n const vectors: THREE.Vector3[] = [];\n try {\n for (let i = 0; i < count; i++) {\n vectors.push(ThreeObjectPools.vector3.acquire());\n }\n return fn(vectors);\n } finally {\n vectors.forEach((vector) => ThreeObjectPools.vector3.release(vector));\n }\n}\n\n/**\n * Helper to execute a function with temporary Matrix4 objects\n * Automatically acquires and releases Matrix4 objects.\n * \n * @param count - Number of Matrix4 objects needed\n * @param fn - Function that uses the Matrix4 objects\n * @returns Result of the function\n * \n * @korean 임시행렬4사용\n */\nexport function withTempMatrices<T>(\n count: number,\n fn: (matrices: THREE.Matrix4[]) => T\n): T {\n const matrices: THREE.Matrix4[] = [];\n try {\n for (let i = 0; i < count; i++) {\n matrices.push(ThreeObjectPools.matrix4.acquire());\n }\n return fn(matrices);\n } finally {\n matrices.forEach((matrix) => ThreeObjectPools.matrix4.release(matrix));\n }\n}\n\n/**\n * Helper to execute a function with temporary Color objects\n * Automatically acquires and releases Color objects.\n * \n * @param count - Number of Color objects needed\n * @param fn - Function that uses the Color objects\n * @returns Result of the function\n * \n * @example\n * ```typescript\n * const avgColor = withTempColors(2, ([color1, color2]) => {\n * color1.set(0xff0000);\n * color2.set(0x0000ff);\n * return color1.lerp(color2, 0.5);\n * });\n * ```\n * \n * @korean 임시색상사용\n */\nexport function withTempColors<T>(\n count: number,\n fn: (colors: THREE.Color[]) => T\n): T {\n const colors: THREE.Color[] = [];\n try {\n for (let i = 0; i < count; i++) {\n colors.push(ThreeObjectPools.color.acquire());\n }\n return fn(colors);\n } finally {\n colors.forEach((color) => ThreeObjectPools.color.release(color));\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;AAuBA,IAAM,YAAN,MAAgB;CACd,OAA8B,EAAE;CAChC;CAEA,YAAY,UAAU,KAAK;AACzB,OAAK,UAAU;;;;;;CAOjB,UAAuB;EACrB,MAAM,QAAQ,KAAK,KAAK,KAAK;AAC7B,MAAI,OAAO;AACT,SAAM,IAAI,GAAG,GAAG,EAAE;AAClB,UAAO;;AAET,SAAO,IAAI,MAAM,MAAM,GAAG,GAAG,EAAE;;;;;;CAOjC,QAAQ,OAA0B;AAChC,MAAI,KAAK,KAAK,SAAS,KAAK,QAC1B,MAAK,KAAK,KAAK,MAAM;;;;;;CAQzB,QAAQ,OAAqB;EAC3B,MAAM,WAAW,KAAK,IAAI,OAAO,KAAK,UAAU,KAAK,KAAK,OAAO;AACjE,OAAK,IAAI,IAAI,GAAG,IAAI,UAAU,IAC5B,MAAK,KAAK,KAAK,IAAI,MAAM,MAAM,GAAG,GAAG,EAAE,CAAC;;;;;CAO5C,IAAI,OAAe;AACjB,SAAO,KAAK,KAAK;;;;;CAMnB,QAAc;AACZ,OAAK,OAAO,EAAE;;;;;;;;;;;AAYlB,IAAM,cAAN,MAAkB;CAChB,OAAgC,EAAE;CAClC;CAEA,YAAY,UAAU,KAAK;AACzB,OAAK,UAAU;;;;;;CAOjB,UAAyB;EACvB,MAAM,SAAS,KAAK,KAAK,KAAK;AAC9B,MAAI,QAAQ;AACV,UAAO,IAAI,GAAG,GAAG,EAAE;AACnB,UAAO;;AAET,SAAO,IAAI,MAAM,QAAQ,GAAG,GAAG,EAAE;;;;;;CAOnC,QAAQ,QAA6B;AACnC,MAAI,KAAK,KAAK,SAAS,KAAK,QAC1B,MAAK,KAAK,KAAK,OAAO;;;;;;CAQ1B,QAAQ,OAAqB;EAC3B,MAAM,WAAW,KAAK,IAAI,OAAO,KAAK,UAAU,KAAK,KAAK,OAAO;AACjE,OAAK,IAAI,IAAI,GAAG,IAAI,UAAU,IAC5B,MAAK,KAAK,KAAK,IAAI,MAAM,QAAQ,GAAG,GAAG,EAAE,CAAC;;;;;CAO9C,IAAI,OAAe;AACjB,SAAO,KAAK,KAAK;;;;;CAMnB,QAAc;AACZ,OAAK,OAAO,EAAE;;;;;;;;;;;AAYlB,IAAM,cAAN,MAAkB;CAChB,OAAgC,EAAE;CAClC;CAEA,YAAY,UAAU,KAAK;AACzB,OAAK,UAAU;;;;;;CAOjB,UAAyB;EACvB,MAAM,SAAS,KAAK,KAAK,KAAK;AAC9B,MAAI,QAAQ;AACV,UAAO,UAAU;AACjB,UAAO;;AAET,SAAO,IAAI,MAAM,SAAS;;;;;;CAO5B,QAAQ,QAA6B;AACnC,MAAI,KAAK,KAAK,SAAS,KAAK,QAC1B,MAAK,KAAK,KAAK,OAAO;;;;;;CAQ1B,QAAQ,OAAqB;EAC3B,MAAM,WAAW,KAAK,IAAI,OAAO,KAAK,UAAU,KAAK,KAAK,OAAO;AACjE,OAAK,IAAI,IAAI,GAAG,IAAI,UAAU,IAC5B,MAAK,KAAK,KAAK,IAAI,MAAM,SAAS,CAAC;;;;;CAOvC,IAAI,OAAe;AACjB,SAAO,KAAK,KAAK;;;;;CAMnB,QAAc;AACZ,OAAK,OAAO,EAAE;;;;;;;;;;;AAYlB,IAAM,iBAAN,MAAqB;CACnB,OAAmC,EAAE;CACrC;CAEA,YAAY,UAAU,KAAK;AACzB,OAAK,UAAU;;;;;;CAOjB,UAA4B;EAC1B,MAAM,OAAO,KAAK,KAAK,KAAK;AAC5B,MAAI,MAAM;AACR,QAAK,IAAI,GAAG,GAAG,GAAG,EAAE;AACpB,UAAO;;AAET,SAAO,IAAI,MAAM,WAAW,GAAG,GAAG,GAAG,EAAE;;;;;;CAOzC,QAAQ,MAA8B;AACpC,MAAI,KAAK,KAAK,SAAS,KAAK,QAC1B,MAAK,KAAK,KAAK,KAAK;;;;;;CAQxB,QAAQ,OAAqB;EAC3B,MAAM,WAAW,KAAK,IAAI,OAAO,KAAK,UAAU,KAAK,KAAK,OAAO;AACjE,OAAK,IAAI,IAAI,GAAG,IAAI,UAAU,IAC5B,MAAK,KAAK,KAAK,IAAI,MAAM,WAAW,GAAG,GAAG,GAAG,EAAE,CAAC;;;;;CAOpD,IAAI,OAAe;AACjB,SAAO,KAAK,KAAK;;;;;CAMnB,QAAc;AACZ,OAAK,OAAO,EAAE;;;;;;;;;;;;AAalB,IAAM,YAAN,MAAgB;CACd,OAA8B,EAAE;CAChC;CAEA,YAAY,UAAU,KAAK;AACzB,OAAK,UAAU;;;;;;CAOjB,UAAuB;EACrB,MAAM,QAAQ,KAAK,KAAK,KAAK;AAC7B,MAAI,OAAO;AACT,SAAM,IAAI,SAAS;AACnB,UAAO;;AAET,SAAO,IAAI,MAAM,MAAM,SAAS;;;;;;CAOlC,QAAQ,OAA0B;AAChC,MAAI,KAAK,KAAK,SAAS,KAAK,QAC1B,MAAK,KAAK,KAAK,MAAM;;;;;;CAQzB,QAAQ,OAAqB;EAC3B,MAAM,WAAW,KAAK,IAAI,OAAO,KAAK,UAAU,KAAK,KAAK,OAAO;AACjE,OAAK,IAAI,IAAI,GAAG,IAAI,UAAU,IAC5B,MAAK,KAAK,KAAK,IAAI,MAAM,MAAM,SAAS,CAAC;;;;;CAO7C,IAAI,OAAe;AACjB,SAAO,KAAK,KAAK;;;;;CAMnB,QAAc;AACZ,OAAK,OAAO,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BlB,IAAa,mBAAmB;CAE9B,OAAO,IAAI,UAAU,IAAI;CAGzB,SAAS,IAAI,YAAY,IAAI;CAG7B,SAAS,IAAI,YAAY,IAAI;CAG7B,YAAY,IAAI,eAAe,IAAI;CAGnC,OAAO,IAAI,UAAU,IAAI;CAazB,aAAmB;AACjB,OAAK,MAAM,QAAQ,IAAI;AACvB,OAAK,QAAQ,QAAQ,IAAI;AACzB,OAAK,QAAQ,QAAQ,IAAI;AACzB,OAAK,WAAW,QAAQ,IAAI;AAC5B,OAAK,MAAM,QAAQ,GAAG;;CAOxB,YAME;AACA,SAAO;GACL,OAAO,KAAK,MAAM;GAClB,SAAS,KAAK,QAAQ;GACtB,SAAS,KAAK,QAAQ;GACtB,YAAY,KAAK,WAAW;GAC5B,OAAO,KAAK,MAAM;GACnB;;CAMH,WAAiB;AACf,OAAK,MAAM,OAAO;AAClB,OAAK,QAAQ,OAAO;AACpB,OAAK,QAAQ,OAAO;AACpB,OAAK,WAAW,OAAO;AACvB,OAAK,MAAM,OAAO;;CAErB"}
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