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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import { getArchetypeSkinTone } from "../../../../utils/colorUtils.js";
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import { BICEP_RADIUS, CALF_RADIUS, CORE_RADIUS, FOREARM_RADIUS, PECTORALS_RADIUS, QUAD_RADIUS } from "../../../../constants/bodyDimensions.js";
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//#region src/components/shared/three/anatomy/BodySurface.tsx
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/**
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* Body Surface component for realistic humanoid skin/flesh rendering
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*
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* **Purpose**: Provides continuous body surface layer between bones and clothing
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* to create organic, human-like appearance instead of robotic segmented look.
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* @module components/three/BodySurface
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* @korean 신체표면컴포넌트
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*/
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/**
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* Calculate body thickness multiplier with reasonable limits
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*
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* Uses linear scaling instead of square root to prevent excessive inflation
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* for heavy characters. Caps maximum thickness at 1.20x to maintain realism.
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* @korean 신체두께계산
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*/
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var calculateBodyThickness = (muscleMass, fatMass) => {
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const referenceMuscle = 35;
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const referenceFat = 12;
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const muscleRatio = muscleMass / referenceMuscle;
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const muscleContribution = (muscleRatio - 1) * .15;
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const fatContribution = (fatRatio - 1) * .2;
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52
|
+
* @param cameraDistance - Distance from camera
|
|
53
|
+
* @returns Segment count for geometry
|
|
54
|
+
* @korean LOD세그먼트수
|
|
55
|
+
*/
|
|
56
|
+
var getLODSegmentCount = (cameraDistance) => {
|
|
57
|
+
if (cameraDistance < 5) return 20;
|
|
58
|
+
else if (cameraDistance < 10) return 16;
|
|
59
|
+
else return 12;
|
|
60
|
+
};
|
|
61
|
+
/**
|
|
62
|
+
* Get body surface segments for a specific bone
|
|
63
|
+
*
|
|
64
|
+
* Creates continuous skin geometry appropriate for each body part.
|
|
65
|
+
* Implements LOD (Level of Detail) based on camera distance for performance.
|
|
66
|
+
*
|
|
67
|
+
* @param boneName - Name of the bone
|
|
68
|
+
* @param physicalAttributes - Physical attributes for scaling
|
|
69
|
+
* @param cameraDistance - Distance from camera for LOD
|
|
70
|
+
* @returns Array of body surface segments
|
|
71
|
+
* @korean 신체표면세그먼트가져오기
|
|
72
|
+
*/
|
|
73
|
+
var getBodySurfaceForBone = (boneName, physicalAttributes, cameraDistance = 10) => {
|
|
74
|
+
const segments = [];
|
|
75
|
+
const bodyThickness = calculateBodyThickness(physicalAttributes.muscleMass, physicalAttributes.fatMass);
|
|
76
|
+
const segmentCount = getLODSegmentCount(cameraDistance);
|
|
77
|
+
const torsoScale = physicalAttributes.torsoLength / 59;
|
|
78
|
+
const armScale = physicalAttributes.armLength / 77;
|
|
79
|
+
const legScale = physicalAttributes.legLength / 96;
|
|
80
|
+
switch (boneName) {
|
|
81
|
+
case "neck": {
|
|
82
|
+
const neckRadius = .06 * bodyThickness;
|
|
83
|
+
const neckLength = .11 * bodyThickness;
|
|
84
|
+
segments.push({
|
|
85
|
+
geometry: new THREE.CylinderGeometry(neckRadius * .9, neckRadius * 1.2, neckLength, segmentCount),
|
|
86
|
+
localOffset: new THREE.Vector3(0, -neckLength * .4, 0),
|
|
87
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
88
|
+
});
|
|
89
|
+
segments.push({
|
|
90
|
+
geometry: new THREE.CylinderGeometry(neckRadius * 1.2, neckRadius * 1.6, neckLength * .3, segmentCount),
|
|
91
|
+
localOffset: new THREE.Vector3(0, -neckLength * .75, 0),
|
|
92
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
93
|
+
});
|
|
94
|
+
break;
|
|
95
|
+
}
|
|
96
|
+
case "head": {
|
|
97
|
+
const headRadius = .095 * bodyThickness;
|
|
98
|
+
const headHeight = headRadius * 1.15;
|
|
99
|
+
segments.push({
|
|
100
|
+
geometry: new THREE.SphereGeometry(headRadius, segmentCount, segmentCount),
|
|
101
|
+
localOffset: new THREE.Vector3(0, headHeight * .15, 0),
|
|
102
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
103
|
+
});
|
|
104
|
+
segments.push({
|
|
105
|
+
geometry: new THREE.SphereGeometry(headRadius * .7, Math.floor(segmentCount * .75), Math.floor(segmentCount * .75)),
|
|
106
|
+
localOffset: new THREE.Vector3(0, -headHeight * .25, headRadius * .15),
|
|
107
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
108
|
+
});
|
|
109
|
+
break;
|
|
110
|
+
}
|
|
111
|
+
case "spine_upper": {
|
|
112
|
+
const width = physicalAttributes.shoulderWidth / 100 * bodyThickness * .9;
|
|
113
|
+
const height = physicalAttributes.torsoLength / 100 * torsoScale * .3;
|
|
114
|
+
const depth = PECTORALS_RADIUS * 2 * bodyThickness * .95;
|
|
115
|
+
segments.push({
|
|
116
|
+
geometry: new THREE.BoxGeometry(width, height, depth, Math.max(2, Math.round(segmentCount * .2)), Math.max(2, Math.round(segmentCount * .2)), Math.max(2, Math.round(segmentCount * .2))),
|
|
117
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
118
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
119
|
+
});
|
|
120
|
+
break;
|
|
121
|
+
}
|
|
122
|
+
case "spine_middle": {
|
|
123
|
+
const width = physicalAttributes.shoulderWidth / 100 * bodyThickness;
|
|
124
|
+
const height = physicalAttributes.torsoLength / 100 * torsoScale * .35;
|
|
125
|
+
const depth = PECTORALS_RADIUS * 2 * bodyThickness;
|
|
126
|
+
const torsoSegmentsX = Math.max(2, Math.round(segmentCount * .2));
|
|
127
|
+
const torsoSegmentsY = Math.max(3, Math.round(segmentCount * .3));
|
|
128
|
+
const torsoSegmentsZ = Math.max(2, Math.round(segmentCount * .2));
|
|
129
|
+
segments.push({
|
|
130
|
+
geometry: new THREE.BoxGeometry(width, height, depth, torsoSegmentsX, torsoSegmentsY, torsoSegmentsZ),
|
|
131
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
132
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
133
|
+
});
|
|
134
|
+
break;
|
|
135
|
+
}
|
|
136
|
+
case "spine_lower": {
|
|
137
|
+
const widthTop = physicalAttributes.shoulderWidth / 100 * bodyThickness * .95;
|
|
138
|
+
const widthBottom = physicalAttributes.shoulderWidth / 100 * bodyThickness * .85;
|
|
139
|
+
const height = physicalAttributes.torsoLength / 100 * torsoScale * .3;
|
|
140
|
+
segments.push({
|
|
141
|
+
geometry: new THREE.CylinderGeometry(widthTop * .5, widthBottom * .5, height, segmentCount),
|
|
142
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
143
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
144
|
+
});
|
|
145
|
+
break;
|
|
146
|
+
}
|
|
147
|
+
case "pelvis": {
|
|
148
|
+
const width = physicalAttributes.shoulderWidth / 100 * .85 * bodyThickness;
|
|
149
|
+
const height = .15;
|
|
150
|
+
const depth = CORE_RADIUS * 2 * bodyThickness;
|
|
151
|
+
segments.push({
|
|
152
|
+
geometry: new THREE.BoxGeometry(width, height, depth, 3, 2, 3),
|
|
153
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
154
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
155
|
+
});
|
|
156
|
+
break;
|
|
157
|
+
}
|
|
158
|
+
case "shoulder_L":
|
|
159
|
+
case "shoulder_R": {
|
|
160
|
+
const shoulderRadius = BICEP_RADIUS * bodyThickness * 1.4;
|
|
161
|
+
segments.push({
|
|
162
|
+
geometry: new THREE.SphereGeometry(shoulderRadius, segmentCount, segmentCount),
|
|
163
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
164
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
165
|
+
});
|
|
166
|
+
break;
|
|
167
|
+
}
|
|
168
|
+
case "upper_arm_L":
|
|
169
|
+
case "upper_arm_R": {
|
|
170
|
+
const radiusTop = BICEP_RADIUS * bodyThickness * 1.1;
|
|
171
|
+
const radiusBottom = BICEP_RADIUS * bodyThickness * .9;
|
|
172
|
+
const length = physicalAttributes.armLength / 100 * armScale * .45;
|
|
173
|
+
segments.push({
|
|
174
|
+
geometry: new THREE.CylinderGeometry(radiusTop, radiusBottom, length, segmentCount),
|
|
175
|
+
localOffset: new THREE.Vector3(0, -length * .4, 0),
|
|
176
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
177
|
+
});
|
|
178
|
+
break;
|
|
179
|
+
}
|
|
180
|
+
case "forearm_L":
|
|
181
|
+
case "forearm_R": {
|
|
182
|
+
const radiusTop = FOREARM_RADIUS * bodyThickness * 1;
|
|
183
|
+
const radiusBottom = FOREARM_RADIUS * bodyThickness * .8;
|
|
184
|
+
const length = physicalAttributes.armLength / 100 * armScale * .4;
|
|
185
|
+
segments.push({
|
|
186
|
+
geometry: new THREE.CylinderGeometry(radiusTop, radiusBottom, length, segmentCount),
|
|
187
|
+
localOffset: new THREE.Vector3(0, -length * .4, 0),
|
|
188
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
189
|
+
});
|
|
190
|
+
break;
|
|
191
|
+
}
|
|
192
|
+
case "thigh_L":
|
|
193
|
+
case "thigh_R": {
|
|
194
|
+
const radiusTop = QUAD_RADIUS * bodyThickness * 1.3;
|
|
195
|
+
const radiusBottom = QUAD_RADIUS * bodyThickness * .95;
|
|
196
|
+
const length = physicalAttributes.legLength / 100 * legScale * .45;
|
|
197
|
+
segments.push({
|
|
198
|
+
geometry: new THREE.CylinderGeometry(radiusTop, radiusBottom, length, segmentCount),
|
|
199
|
+
localOffset: new THREE.Vector3(0, -length * .4, 0),
|
|
200
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
201
|
+
});
|
|
202
|
+
break;
|
|
203
|
+
}
|
|
204
|
+
case "shin_L":
|
|
205
|
+
case "shin_R": {
|
|
206
|
+
const radiusTop = CALF_RADIUS * bodyThickness * 1;
|
|
207
|
+
const radiusBottom = CALF_RADIUS * bodyThickness * .8;
|
|
208
|
+
const length = physicalAttributes.legLength / 100 * legScale * .42;
|
|
209
|
+
segments.push({
|
|
210
|
+
geometry: new THREE.CylinderGeometry(radiusTop, radiusBottom, length, segmentCount),
|
|
211
|
+
localOffset: new THREE.Vector3(0, -length * .4, 0),
|
|
212
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
213
|
+
});
|
|
214
|
+
break;
|
|
215
|
+
}
|
|
216
|
+
case "elbow_L":
|
|
217
|
+
case "elbow_R": {
|
|
218
|
+
const elbowRadius = BICEP_RADIUS * bodyThickness * .95;
|
|
219
|
+
segments.push({
|
|
220
|
+
geometry: new THREE.SphereGeometry(elbowRadius, segmentCount, Math.floor(segmentCount * .75)),
|
|
221
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
222
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
223
|
+
});
|
|
224
|
+
break;
|
|
225
|
+
}
|
|
226
|
+
case "wrist_L":
|
|
227
|
+
case "wrist_R": {
|
|
228
|
+
const wristRadiusTop = FOREARM_RADIUS * bodyThickness * .75;
|
|
229
|
+
const wristRadiusBottom = FOREARM_RADIUS * bodyThickness * .6;
|
|
230
|
+
const wristLength = .035 * bodyThickness;
|
|
231
|
+
segments.push({
|
|
232
|
+
geometry: new THREE.CylinderGeometry(wristRadiusTop, wristRadiusBottom, wristLength, segmentCount),
|
|
233
|
+
localOffset: new THREE.Vector3(0, -wristLength * .3, 0),
|
|
234
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
235
|
+
});
|
|
236
|
+
break;
|
|
237
|
+
}
|
|
238
|
+
case "hand_L":
|
|
239
|
+
case "hand_R": {
|
|
240
|
+
const handBridgeRadius = FOREARM_RADIUS * bodyThickness * .55;
|
|
241
|
+
segments.push({
|
|
242
|
+
geometry: new THREE.SphereGeometry(handBridgeRadius, segmentCount, Math.floor(segmentCount * .75)),
|
|
243
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
244
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
245
|
+
});
|
|
246
|
+
break;
|
|
247
|
+
}
|
|
248
|
+
case "knee_L":
|
|
249
|
+
case "knee_R": {
|
|
250
|
+
const kneeRadius = QUAD_RADIUS * bodyThickness * .9;
|
|
251
|
+
segments.push({
|
|
252
|
+
geometry: new THREE.SphereGeometry(kneeRadius, segmentCount, Math.floor(segmentCount * .75)),
|
|
253
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
254
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
255
|
+
});
|
|
256
|
+
const kneecapRadius = kneeRadius * .5;
|
|
257
|
+
segments.push({
|
|
258
|
+
geometry: new THREE.SphereGeometry(kneecapRadius, Math.floor(segmentCount * .5), Math.floor(segmentCount * .5)),
|
|
259
|
+
localOffset: new THREE.Vector3(0, 0, kneeRadius * .6),
|
|
260
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
261
|
+
});
|
|
262
|
+
break;
|
|
263
|
+
}
|
|
264
|
+
case "hip_L":
|
|
265
|
+
case "hip_R": {
|
|
266
|
+
const hipRadius = QUAD_RADIUS * bodyThickness * 1.1;
|
|
267
|
+
segments.push({
|
|
268
|
+
geometry: new THREE.SphereGeometry(hipRadius, segmentCount, Math.floor(segmentCount * .75)),
|
|
269
|
+
localOffset: new THREE.Vector3(0, -hipRadius * .3, 0),
|
|
270
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
271
|
+
});
|
|
272
|
+
break;
|
|
273
|
+
}
|
|
274
|
+
case "foot_L":
|
|
275
|
+
case "foot_R": {
|
|
276
|
+
const ankleRadius = CALF_RADIUS * bodyThickness * .75;
|
|
277
|
+
segments.push({
|
|
278
|
+
geometry: new THREE.SphereGeometry(ankleRadius, segmentCount, Math.floor(segmentCount * .75)),
|
|
279
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
280
|
+
localRotation: new THREE.Euler(0, 0, 0)
|
|
281
|
+
});
|
|
282
|
+
break;
|
|
283
|
+
}
|
|
284
|
+
}
|
|
285
|
+
return segments;
|
|
286
|
+
};
|
|
287
|
+
/**
|
|
288
|
+
* BodySurface Component
|
|
289
|
+
*
|
|
290
|
+
* Renders realistic body surface (skin/flesh) attached to a specific bone.
|
|
291
|
+
* Creates organic, human-like appearance by providing continuous body coverage.
|
|
292
|
+
*
|
|
293
|
+
* @example
|
|
294
|
+
* ```tsx
|
|
295
|
+
* <BodySurface
|
|
296
|
+
* boneName="spine_middle"
|
|
297
|
+
* archetype={PlayerArchetype.MUSA}
|
|
298
|
+
* physicalAttributes={musaPhysicalAttrs}
|
|
299
|
+
* />
|
|
300
|
+
* ```
|
|
301
|
+
*
|
|
302
|
+
* @korean 신체표면컴포넌트
|
|
303
|
+
*/
|
|
304
|
+
var BodySurface = ({ boneName, archetype, physicalAttributes, cameraDistance = 10 }) => {
|
|
305
|
+
const attrs = useMemo(() => physicalAttributes ?? {
|
|
306
|
+
muscleMass: 35,
|
|
307
|
+
fatMass: 12,
|
|
308
|
+
shoulderWidth: 45,
|
|
309
|
+
torsoLength: 59,
|
|
310
|
+
armLength: 77,
|
|
311
|
+
legLength: 96
|
|
312
|
+
}, [physicalAttributes]);
|
|
313
|
+
const segments = useMemo(() => getBodySurfaceForBone(boneName, attrs, cameraDistance), [
|
|
314
|
+
boneName,
|
|
315
|
+
attrs,
|
|
316
|
+
cameraDistance
|
|
317
|
+
]);
|
|
318
|
+
const skinTone = useMemo(() => getArchetypeSkinTone(archetype), [archetype]);
|
|
319
|
+
/**
|
|
320
|
+
* Create skin material with realistic properties
|
|
321
|
+
*
|
|
322
|
+
* Uses MeshPhysicalMaterial for enhanced realism:
|
|
323
|
+
* - Skin tone color from archetype
|
|
324
|
+
* - Subsurface scattering with subtle transmission for realistic skin translucency
|
|
325
|
+
* - Roughness: 0.65 (slightly rough skin texture)
|
|
326
|
+
* - Metalness: 0.0 (skin is not metallic)
|
|
327
|
+
* - Clearcoat for natural skin sheen
|
|
328
|
+
* - Sheen for skin surface properties
|
|
329
|
+
* - Subtle emissive for alive appearance
|
|
330
|
+
* - Double-sided: true (render both inside and outside)
|
|
331
|
+
*
|
|
332
|
+
* Material properties are intentionally different from Face3D/Hand3D/Foot3D to capture
|
|
333
|
+
* body-specific skin characteristics:
|
|
334
|
+
* - transmission: 0.08 (extremities use 0) – BodySurface is the only skin material with
|
|
335
|
+
* non-zero transmission, to model subsurface scattering on larger, less directly lit
|
|
336
|
+
* body areas.
|
|
337
|
+
* - thickness: 0.5 (extremities use 0.1) – torso/limb skin is treated as thicker than
|
|
338
|
+
* hands, feet, and face, which appear optically thinner.
|
|
339
|
+
* - clearcoat: 0.15 (extremities use 0.3) – extremities are rendered slightly glossier
|
|
340
|
+
* due to being more exposed to direct light, while the main body surface is softer.
|
|
341
|
+
*
|
|
342
|
+
* @korean 피부재료생성
|
|
343
|
+
*/
|
|
344
|
+
const material = useMemo(() => {
|
|
345
|
+
return new THREE.MeshPhysicalMaterial({
|
|
346
|
+
color: skinTone,
|
|
347
|
+
roughness: .65,
|
|
348
|
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metalness: 0,
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transmission: .08,
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thickness: .5,
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ior: 1.4,
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clearcoat: .15,
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clearcoatRoughness: .8,
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sheen: .1,
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sheenRoughness: .8,
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emissive: new THREE.Color(skinTone),
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reflectivity: .1,
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side: THREE.DoubleSide,
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flatShading: false
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});
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}, [skinTone]);
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useEffect(() => {
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};
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});
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};
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return /* @__PURE__ */ jsx(Fragment, { children: segments.map((segment, index) => /* @__PURE__ */ jsx("mesh", {
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geometry: segment.geometry,
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material,
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position: segment.localOffset.toArray(),
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rotation: [
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segment.localRotation.x,
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segment.localRotation.z
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],
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castShadow: true,
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receiveShadow: true,
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name: `body-surface-${boneName}`
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}, `body-surface-${boneName}-${index}`)) });
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};
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//#endregion
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export { BodySurface as default };
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{"version":3,"file":"BodySurface.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BodySurface.tsx"],"sourcesContent":["/**\n * Body Surface component for realistic humanoid skin/flesh rendering\n *\n * **Purpose**: Provides continuous body surface layer between bones and clothing\n * to create organic, human-like appearance instead of robotic segmented look.\n *\n * **Features**:\n * - Continuous skin layer covering neck, torso, shoulders, arms, and legs\n * - Archetype-specific skin tones for visual variety\n * - Proper body thickness scaling based on muscle and fat mass\n * - Double-sided rendering (THREE.DoubleSide) for complete 360° coverage and gap prevention\n * - Smooth tapering for realistic proportions\n * - Enhanced material with subsurface scattering and clearcoat\n * - High-quality geometry with increased segment counts\n * - Shoulder joints for smooth transitions\n *\n * **Rendering Order**: Bones → Muscles (optional) → Body Surface → Clothing\n *\n * @module components/three/BodySurface\n * @category 3D Components\n * @korean 신체표면컴포넌트\n */\n\nimport React, { useEffect, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport {\n PECTORALS_RADIUS,\n CORE_RADIUS,\n BICEP_RADIUS,\n FOREARM_RADIUS,\n QUAD_RADIUS,\n CALF_RADIUS,\n} from \"../../../../constants/bodyDimensions\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport { getArchetypeSkinTone } from \"../../../../utils/colorUtils\";\n\n/**\n * Props for BodySurface component\n *\n * @korean 신체표면속성\n */\nexport interface BodySurfaceProps {\n /**\n * Name of the bone this body surface attaches to\n * @korean 뼈이름\n */\n readonly boneName: string;\n\n /**\n * Player archetype for skin tone\n * @korean 플레이어원형\n */\n readonly archetype: PlayerArchetype;\n\n /**\n * Physical attributes for body sizing\n * @korean 신체속성\n */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth: number;\n readonly torsoLength: number;\n readonly armLength: number;\n readonly legLength: number;\n };\n\n /**\n * Distance from camera for LOD optimization\n * @korean 카메라거리\n */\n readonly cameraDistance?: number;\n}\n\n/**\n * Body surface segment configuration\n *\n * @korean 신체표면세그먼트\n */\ninterface BodySurfaceSegment {\n readonly geometry: THREE.BufferGeometry;\n readonly localOffset: THREE.Vector3;\n readonly localRotation: THREE.Euler;\n}\n\n/**\n * Calculate body thickness multiplier with reasonable limits\n *\n * Uses linear scaling instead of square root to prevent excessive inflation\n * for heavy characters. Caps maximum thickness at 1.20x to maintain realism.\n *\n * @param muscleMass - Muscle mass in kg\n * @param fatMass - Fat mass in kg\n * @returns Body thickness multiplier (0.75 - 1.20)\n * @korean 신체두께계산\n */\nconst calculateBodyThickness = (\n muscleMass: number,\n fatMass: number,\n): number => {\n const referenceMuscle = 35; // Reference: athletic build\n const referenceFat = 12; // Reference: low body fat\n\n // Linear scaling with limits (not square root which causes excessive inflation)\n const muscleRatio = muscleMass / referenceMuscle;\n const fatRatio = fatMass / referenceFat;\n\n // Base 0.85, muscle adds up to +0.15, fat adds up to +0.20\n // Thin character (28kg muscle, 10kg fat): 0.85 + (-0.030) + (-0.033) ≈ 0.787\n // Average (35kg muscle, 12kg fat): 0.85 + 0 + 0 = 0.85\n // Heavy (48kg muscle, 20kg fat): 0.85 + 0.056 + 0.133 ≈ 1.039\n const muscleContribution = (muscleRatio - 1.0) * 0.15;\n const fatContribution = (fatRatio - 1.0) * 0.2;\n\n // Cap at 1.20x maximum to prevent \"michelin man\" effect\n return Math.max(\n 0.75,\n Math.min(1.2, 0.85 + muscleContribution + fatContribution),\n );\n};\n\n/**\n * Determine segment count based on camera distance for LOD\n *\n * @param cameraDistance - Distance from camera\n * @returns Segment count for geometry\n * @korean LOD세그먼트수\n */\nconst getLODSegmentCount = (cameraDistance: number): number => {\n if (cameraDistance < 5) {\n return 20; // High detail for close-ups\n } else if (cameraDistance < 10) {\n return 16; // Medium detail for normal distance\n } else {\n return 12; // Low detail for far distance\n }\n};\n\n/**\n * Get body surface segments for a specific bone\n *\n * Creates continuous skin geometry appropriate for each body part.\n * Implements LOD (Level of Detail) based on camera distance for performance.\n *\n * @param boneName - Name of the bone\n * @param physicalAttributes - Physical attributes for scaling\n * @param cameraDistance - Distance from camera for LOD\n * @returns Array of body surface segments\n * @korean 신체표면세그먼트가져오기\n */\nconst getBodySurfaceForBone = (\n boneName: string,\n physicalAttributes: {\n muscleMass: number;\n fatMass: number;\n shoulderWidth: number;\n torsoLength: number;\n armLength: number;\n legLength: number;\n },\n cameraDistance: number = 10,\n): BodySurfaceSegment[] => {\n const segments: BodySurfaceSegment[] = [];\n\n const bodyThickness = calculateBodyThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n\n // Get appropriate segment count based on distance\n const segmentCount = getLODSegmentCount(cameraDistance);\n\n // Scaling factors for different body parts\n const torsoScale = physicalAttributes.torsoLength / 59; // Reference: 59cm torso\n const armScale = physicalAttributes.armLength / 77; // Reference: 77cm arms\n const legScale = physicalAttributes.legLength / 96; // Reference: 96cm legs\n\n switch (boneName) {\n case \"neck\": {\n // Neck cylinder - smooth connection between head and torso with LOD\n const neckRadius = 0.06 * bodyThickness;\n const neckLength = 0.11 * bodyThickness;\n // Main neck cylinder\n segments.push({\n geometry: new THREE.CylinderGeometry(\n neckRadius * 0.9, // Slightly narrower at top (under jaw)\n neckRadius * 1.2, // Wider at base (base of neck)\n neckLength,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -neckLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n // Neck base flare - smooth transition to shoulders/torso\n segments.push({\n geometry: new THREE.CylinderGeometry(\n neckRadius * 1.2, // Match neck bottom\n neckRadius * 1.6, // Flare out to trapezius area\n neckLength * 0.3,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, -neckLength * 0.75, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"head\": {\n // Head / skull sphere - Face3D renders features on top of this base\n // Slightly elongated sphere for realistic cranium shape\n const headRadius = 0.095 * bodyThickness; // ~19cm head width\n const headHeight = headRadius * 1.15; // Slightly taller than wide\n\n // Main cranium sphere\n segments.push({\n geometry: new THREE.SphereGeometry(\n headRadius,\n segmentCount,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, headHeight * 0.15, 0), // Slightly above bone origin\n localRotation: new THREE.Euler(0, 0, 0),\n });\n // Jaw/chin area - smaller sphere below to fill out the jaw line\n segments.push({\n geometry: new THREE.SphereGeometry(\n headRadius * 0.7,\n Math.floor(segmentCount * 0.75),\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(\n 0,\n -headHeight * 0.25,\n headRadius * 0.15,\n ),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_upper\": {\n // Upper torso / chest area - wider for shoulders\n const width =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.9;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.3;\n const depth = PECTORALS_RADIUS * 2 * bodyThickness * 0.95;\n\n segments.push({\n geometry: new THREE.BoxGeometry(\n width,\n height,\n depth,\n Math.max(2, Math.round(segmentCount * 0.2)),\n Math.max(2, Math.round(segmentCount * 0.2)),\n Math.max(2, Math.round(segmentCount * 0.2)),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_middle\": {\n // Main torso - box covering chest and abs\n const width = (physicalAttributes.shoulderWidth / 100) * bodyThickness;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.35;\n const depth = PECTORALS_RADIUS * 2 * bodyThickness; // Front to back depth\n\n // Use LOD-aware segment counts (slightly higher than other regions) to keep torso shading smooth:\n // - Torso is frequently closest to the camera and used for breathing / impact motion.\n // - Vital point overlays and skin highlights rely on smoother curvature in this region.\n // - We still respect the global LOD segmentCount so distant torsos reduce complexity consistently.\n const torsoSegmentsX = Math.max(2, Math.round(segmentCount * 0.2));\n const torsoSegmentsY = Math.max(3, Math.round(segmentCount * 0.3));\n const torsoSegmentsZ = Math.max(2, Math.round(segmentCount * 0.2));\n\n segments.push({\n geometry: new THREE.BoxGeometry(\n width,\n height,\n depth,\n torsoSegmentsX,\n torsoSegmentsY,\n torsoSegmentsZ,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_lower\": {\n // Lower torso / lumbar area - tapers from chest to pelvis\n const widthTop =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.95;\n const widthBottom =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.85;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.3;\n\n // Use tapered cylinder for natural waist shape\n segments.push({\n geometry: new THREE.CylinderGeometry(\n widthTop * 0.5,\n widthBottom * 0.5,\n height,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"pelvis\": {\n // Pelvis/hip area - wider for hip bones, connecting to legs\n const width =\n (physicalAttributes.shoulderWidth / 100) * 0.85 * bodyThickness;\n const height = 0.15;\n const depth = CORE_RADIUS * 2 * bodyThickness;\n\n segments.push({\n geometry: new THREE.BoxGeometry(width, height, depth, 3, 2, 3),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"shoulder_L\":\n case \"shoulder_R\": {\n // Shoulder joint - full sphere for smooth, rounded shoulder with LOD\n const shoulderRadius = BICEP_RADIUS * bodyThickness * 1.4;\n\n segments.push({\n geometry: new THREE.SphereGeometry(\n shoulderRadius,\n segmentCount,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"upper_arm_L\":\n case \"upper_arm_R\": {\n // Upper arm - tapered cylinder (bicep area) with LOD\n const radiusTop = BICEP_RADIUS * bodyThickness * 1.1; // Wider at shoulder\n const radiusBottom = BICEP_RADIUS * bodyThickness * 0.9; // Narrower at elbow\n const length = (physicalAttributes.armLength / 100) * armScale * 0.45;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"forearm_L\":\n case \"forearm_R\": {\n // Forearm - tapered cylinder with LOD\n const radiusTop = FOREARM_RADIUS * bodyThickness * 1.0; // Wider at elbow\n const radiusBottom = FOREARM_RADIUS * bodyThickness * 0.8; // Less narrow - connects to wrist smoothly\n const length = (physicalAttributes.armLength / 100) * armScale * 0.4;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"thigh_L\":\n case \"thigh_R\": {\n // Thigh - tapered cylinder (quad area) with LOD\n const radiusTop = QUAD_RADIUS * bodyThickness * 1.3; // Wider at hip for smooth connection\n const radiusBottom = QUAD_RADIUS * bodyThickness * 0.95; // Narrower at knee\n const length = (physicalAttributes.legLength / 100) * legScale * 0.45;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"shin_L\":\n case \"shin_R\": {\n // Shin/calf - tapered cylinder with LOD\n const radiusTop = CALF_RADIUS * bodyThickness * 1.0; // Wider at knee\n const radiusBottom = CALF_RADIUS * bodyThickness * 0.8; // Less taper - connects to ankle\n const length = (physicalAttributes.legLength / 100) * legScale * 0.42;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"elbow_L\":\n case \"elbow_R\": {\n // Elbow joint sphere - bridges upper arm and forearm\n const elbowRadius = BICEP_RADIUS * bodyThickness * 0.95;\n segments.push({\n geometry: new THREE.SphereGeometry(\n elbowRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"wrist_L\":\n case \"wrist_R\": {\n // Wrist joint - tapered cylinder connecting forearm to hand\n // No rotation needed - cylinder Y axis already aligns with forearm direction\n const wristRadiusTop = FOREARM_RADIUS * bodyThickness * 0.75;\n const wristRadiusBottom = FOREARM_RADIUS * bodyThickness * 0.6;\n const wristLength = 0.035 * bodyThickness;\n segments.push({\n geometry: new THREE.CylinderGeometry(\n wristRadiusTop,\n wristRadiusBottom,\n wristLength,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, -wristLength * 0.3, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"hand_L\":\n case \"hand_R\": {\n // Wrist-to-hand bridge sphere - fills gap between wrist skin and Hand3D component\n const handBridgeRadius = FOREARM_RADIUS * bodyThickness * 0.55;\n segments.push({\n geometry: new THREE.SphereGeometry(\n handBridgeRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"knee_L\":\n case \"knee_R\": {\n // Knee joint sphere - bridges thigh and shin\n const kneeRadius = QUAD_RADIUS * bodyThickness * 0.9;\n segments.push({\n geometry: new THREE.SphereGeometry(\n kneeRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n // Front kneecap bump\n const kneecapRadius = kneeRadius * 0.5;\n segments.push({\n geometry: new THREE.SphereGeometry(\n kneecapRadius,\n Math.floor(segmentCount * 0.5),\n Math.floor(segmentCount * 0.5),\n ),\n localOffset: new THREE.Vector3(0, 0, kneeRadius * 0.6),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"hip_L\":\n case \"hip_R\": {\n // Hip joint sphere - connects pelvis to thigh smoothly\n const hipRadius = QUAD_RADIUS * bodyThickness * 1.1;\n segments.push({\n geometry: new THREE.SphereGeometry(\n hipRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, -hipRadius * 0.3, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"foot_L\":\n case \"foot_R\": {\n // Ankle bridge sphere - connects shin body surface to Foot3D component\n const ankleRadius = CALF_RADIUS * bodyThickness * 0.75;\n segments.push({\n geometry: new THREE.SphereGeometry(\n ankleRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n // Shoulders already handled by shoulder_L/R cases\n // Hand detail (fingers) uses specialized Hand3D component\n // Foot detail (toes) uses specialized Foot3D component\n // Head uses Face3D component\n }\n\n return segments;\n};\n\n/**\n * BodySurface Component\n *\n * Renders realistic body surface (skin/flesh) attached to a specific bone.\n * Creates organic, human-like appearance by providing continuous body coverage.\n *\n * @example\n * ```tsx\n * <BodySurface\n * boneName=\"spine_middle\"\n * archetype={PlayerArchetype.MUSA}\n * physicalAttributes={musaPhysicalAttrs}\n * />\n * ```\n *\n * @korean 신체표면컴포넌트\n */\nexport const BodySurface: React.FC<BodySurfaceProps> = ({\n boneName,\n archetype,\n physicalAttributes,\n cameraDistance = 10,\n}) => {\n // Default physical attributes if not provided\n const attrs = useMemo(\n () =>\n physicalAttributes ?? {\n muscleMass: 35,\n fatMass: 12,\n shoulderWidth: 45,\n torsoLength: 59,\n armLength: 77,\n legLength: 96,\n },\n [physicalAttributes],\n );\n\n // Get body surface segments for this bone with LOD\n const segments = useMemo(\n () => getBodySurfaceForBone(boneName, attrs, cameraDistance),\n [boneName, attrs, cameraDistance],\n );\n\n // Get archetype-specific skin tone\n const skinTone = useMemo(() => getArchetypeSkinTone(archetype), [archetype]);\n\n /**\n * Create skin material with realistic properties\n *\n * Uses MeshPhysicalMaterial for enhanced realism:\n * - Skin tone color from archetype\n * - Subsurface scattering with subtle transmission for realistic skin translucency\n * - Roughness: 0.65 (slightly rough skin texture)\n * - Metalness: 0.0 (skin is not metallic)\n * - Clearcoat for natural skin sheen\n * - Sheen for skin surface properties\n * - Subtle emissive for alive appearance\n * - Double-sided: true (render both inside and outside)\n *\n * Material properties are intentionally different from Face3D/Hand3D/Foot3D to capture\n * body-specific skin characteristics:\n * - transmission: 0.08 (extremities use 0) – BodySurface is the only skin material with\n * non-zero transmission, to model subsurface scattering on larger, less directly lit\n * body areas.\n * - thickness: 0.5 (extremities use 0.1) – torso/limb skin is treated as thicker than\n * hands, feet, and face, which appear optically thinner.\n * - clearcoat: 0.15 (extremities use 0.3) – extremities are rendered slightly glossier\n * due to being more exposed to direct light, while the main body surface is softer.\n *\n * @korean 피부재료생성\n */\n const material = useMemo(() => {\n return new THREE.MeshPhysicalMaterial({\n color: skinTone,\n roughness: 0.65, // Slightly rough for realistic skin\n metalness: 0.0, // Skin is not metallic\n\n // Subsurface scattering for realistic skin translucency\n transmission: 0.08, // Small non-zero transmission for subtle skin translucency\n thickness: 0.5, // Moderate thickness for subsurface scattering\n ior: 1.4, // Index of refraction for human skin\n\n // Clearcoat for natural skin sheen (subtle)\n clearcoat: 0.15,\n clearcoatRoughness: 0.8,\n\n // Sheen for skin surface properties (consistent with Hand3D, Foot3D)\n sheen: 0.1,\n sheenRoughness: 0.8,\n\n // Subtle emissive for alive appearance (consistent with other skin components)\n emissive: new THREE.Color(skinTone),\n emissiveIntensity: 0.02,\n\n // Reflectivity for realistic appearance\n reflectivity: 0.1,\n\n side: THREE.DoubleSide, // Render both sides for complete body coverage and gap prevention\n flatShading: false, // Smooth shading for organic look\n });\n }, [skinTone]);\n\n // Cleanup material on unmount\n useEffect(() => {\n return () => {\n material.dispose();\n };\n }, [material]);\n\n // Cleanup geometries when segments change or on unmount\n useEffect(() => {\n return () => {\n segments.forEach((segment) => {\n segment.geometry.dispose();\n });\n };\n }, [segments]);\n\n if (segments.length === 0) {\n return null;\n }\n\n return (\n <>\n {segments.map((segment, index) => (\n <mesh\n key={`body-surface-${boneName}-${index}`}\n geometry={segment.geometry}\n material={material}\n position={segment.localOffset.toArray()}\n rotation={[\n segment.localRotation.x,\n segment.localRotation.y,\n segment.localRotation.z,\n ]}\n castShadow\n receiveShadow\n name={`body-surface-${boneName}`}\n />\n ))}\n </>\n );\n};\n\nexport default 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/**
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* Bone-attached muscle system for realistic muscle movement with skeleton
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*
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* Muscles are rendered as children of their parent bones, inheriting bone
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* transformations automatically for proper movement during animation.
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*
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* @module components/three/BoneAttachedMuscles
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* @category 3D Components
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* @korean 뼈부착근육시스템
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*/
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import React from "react";
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import * as THREE from "three";
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import type { MuscleGroupName } from "../../../../types/muscle";
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/**
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* Muscle attachment configuration
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*
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* Defines how a muscle is positioned relative to its parent bone.
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* Position is in local bone space, so muscles move with the bone.
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*
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* @korean 근육부착설정
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*/
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export interface MuscleAttachment {
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/** Muscle group name */
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readonly name: MuscleGroupName;
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/** Korean name for UI */
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readonly korean: string;
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/** English name for UI */
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readonly english: string;
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/** Local position offset from bone origin */
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readonly localOffset: THREE.Vector3;
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/** Local rotation relative to bone */
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readonly localRotation: THREE.Euler;
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/** Base scale when relaxed */
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readonly baseScale: THREE.Vector3;
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/** Max scale when fully flexed */
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readonly maxFlexScale: THREE.Vector3;
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/** Capsule geometry radius */
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readonly radius: number;
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/** Capsule geometry length */
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readonly length: number;
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}
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/**
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* Mapping of bone names to their attached muscles
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*
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* Each bone can have multiple muscles attached to it.
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* Positions are relative to the bone's local coordinate system.
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*
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* @korean 뼈근육매핑
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*/
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export declare const BONE_MUSCLE_MAP: Record<string, MuscleAttachment[]>;
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/**
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* Calculate muscle scale factor based on muscle mass with proportional scaling.
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*
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* Linear scaling for realistic visual differences:
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* - 28kg (Hacker) → 0.84 scale (lean, defined)
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* - 30kg (Amsalja) → 0.89 scale (lean athlete)
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* - 32kg (Jeongbo) → 0.93 scale (fit operative)
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* - 35kg (Musa) → 1.0 scale (reference baseline)
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* - 48kg (Jojik) → 1.30 scale (massive, powerful)
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*
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* @param muscleMass - Muscle mass in kilograms (archetype range: 28-48kg)
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* @returns Scale factor for muscle geometry
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*
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* @korean 근육크기계산
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*/
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export declare const calculateMuscleScaleFactor: (muscleMass: number) => number;
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/**
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* Calculate fat layer opacity with expanded range for better distinction.
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*
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* Previous: 0.1-0.7 opacity (insufficient contrast)
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* New: 0.05-0.85 opacity (dramatic difference)
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*
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* @param fatMass - Fat mass in kilograms (archetype range: 10-22kg)
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* @returns Opacity value for fat layer (0.05-0.85)
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*
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* @korean 지방층투명도계산
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*/
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export declare const calculateFatLayerOpacity: (fatMass: number) => number;
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/**
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* Calculate fat layer thickness with non-linear scaling.
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*
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* Previous: 0.05-0.45 linear
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* New: 0.02-0.60 exponential (skinny = very thin, heavy = very thick)
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*
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* @param fatMass - Fat mass in kilograms (archetype range: 10-22kg)
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* @returns Scale increase for fat layer (0.02-0.60)
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*
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* @korean 지방층두께계산
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*/
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export declare const calculateFatLayerThickness: (fatMass: number) => number;
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/**
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* Props for BoneAttachedMuscle component
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*
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* @korean 뼈부착근육속성
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*/
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export interface BoneAttachedMuscleProps {
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/** Muscle attachment configuration */
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readonly attachment: MuscleAttachment;
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+
/** Tension level (0-1) for muscle flex */
|
|
100
|
+
readonly tension: number;
|
|
101
|
+
/** Whether muscle is shaking (exhausted state) */
|
|
102
|
+
readonly isShaking: boolean;
|
|
103
|
+
/** Muscle scale factor based on archetype */
|
|
104
|
+
readonly muscleScaleFactor: number;
|
|
105
|
+
/** Fat layer opacity */
|
|
106
|
+
readonly fatLayerOpacity: number;
|
|
107
|
+
/** Fat layer thickness multiplier */
|
|
108
|
+
readonly fatLayerThickness: number;
|
|
109
|
+
}
|
|
110
|
+
/**
|
|
111
|
+
* Single bone-attached muscle component
|
|
112
|
+
*
|
|
113
|
+
* Renders a muscle mesh that follows its parent bone's transformations.
|
|
114
|
+
* Includes dynamic scaling based on tension and archetype.
|
|
115
|
+
*
|
|
116
|
+
* @korean 뼈부착근육컴포넌트
|
|
117
|
+
*/
|
|
118
|
+
export declare const BoneAttachedMuscle: React.FC<BoneAttachedMuscleProps>;
|
|
119
|
+
/**
|
|
120
|
+
* Props for BoneMuscles component (renders all muscles for a bone)
|
|
121
|
+
*
|
|
122
|
+
* @korean 뼈근육들속성
|
|
123
|
+
*/
|
|
124
|
+
export interface BoneMusclesProps {
|
|
125
|
+
/** Bone name to look up muscles for */
|
|
126
|
+
readonly boneName: string;
|
|
127
|
+
/** Map of muscle name to tension level */
|
|
128
|
+
readonly muscleStates: Map<string, number>;
|
|
129
|
+
/** Whether character is exhausted (triggers shaking) */
|
|
130
|
+
readonly isExhausted: boolean;
|
|
131
|
+
/** Physical attributes for scaling */
|
|
132
|
+
readonly physicalAttributes?: {
|
|
133
|
+
readonly muscleMass: number;
|
|
134
|
+
readonly fatMass: number;
|
|
135
|
+
};
|
|
136
|
+
}
|
|
137
|
+
/**
|
|
138
|
+
* Renders all muscles attached to a specific bone
|
|
139
|
+
*
|
|
140
|
+
* Looks up muscle attachments by bone name and renders each one.
|
|
141
|
+
* Muscles inherit the bone's transformations automatically.
|
|
142
|
+
*
|
|
143
|
+
* @korean 뼈근육들컴포넌트
|
|
144
|
+
*/
|
|
145
|
+
export declare const BoneMuscles: React.FC<BoneMusclesProps>;
|
|
146
|
+
export default BoneMuscles;
|
|
147
|
+
//# sourceMappingURL=BoneAttachedMuscles.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|