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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* Bone-attached clothing system for realistic clothing movement with skeleton
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*
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* **Enhanced Features (v0.6.23+)**:
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* - **Physical Materials**: Advanced PBR materials with clearcoat and reflectivity
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* transformations automatically for proper movement during animation.
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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 { PlayerArchetype } from "../../../../types/common";
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/**
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* Clothing attachment configuration for a bone
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* Defines how clothing is positioned relative to its parent bone.
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*
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export interface ClothingAttachment {
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/** Geometry for this clothing piece */
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readonly geometry: THREE.BufferGeometry;
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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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/** Color of the clothing */
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readonly color: number;
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readonly emissiveIntensity?: number;
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readonly metalness?: number;
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/** Roughness for material */
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readonly roughness?: number;
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/** Clothing item ID */
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readonly itemId: string;
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}
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/**
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* Props for BoneClothing component
|
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*/
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export interface BoneClothingProps {
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/** Name of the bone this clothing attaches to */
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readonly boneName: string;
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/** Player archetype for clothing style */
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readonly archetype: PlayerArchetype;
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/** Physical attributes for sizing */
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readonly physicalAttributes?: {
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readonly muscleMass: number;
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readonly fatMass: number;
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readonly shoulderWidth: number;
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readonly torsoLength: number;
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readonly armLength: number;
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readonly legLength: number;
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};
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}
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/**
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* BoneClothing Component
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*
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* Renders clothing attached to a specific bone.
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* Clothing inherits bone transformations automatically through the scene graph.
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*
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* @korean 뼈부착의류
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*/
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export declare const BoneClothing: React.FC<BoneClothingProps>;
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export default BoneClothing;
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//# sourceMappingURL=BoneClothing.d.ts.map
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{"version":3,"file":"BoneClothing.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/anatomy/BoneClothing.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAEH,OAAO,KAA6B,MAAM,OAAO,CAAC;AAClD,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAgB/B,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAC;AAOhE;;;;;;;GAOG;AACH,MAAM,WAAW,kBAAkB;IACjC,uCAAuC;IACvC,QAAQ,CAAC,QAAQ,EAAE,KAAK,CAAC,cAAc,CAAC;IACxC,6CAA6C;IAC7C,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,OAAO,CAAC;IACpC,sCAAsC;IACtC,QAAQ,CAAC,aAAa,EAAE,KAAK,CAAC,KAAK,CAAC;IACpC,4BAA4B;IAC5B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,sCAAsC;IACtC,QAAQ,CAAC,aAAa,CAAC,EAAE,MAAM,CAAC;IAChC,yBAAyB;IACzB,QAAQ,CAAC,iBAAiB,CAAC,EAAE,MAAM,CAAC;IACpC,6BAA6B;IAC7B,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAC5B,6BAA6B;IAC7B,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAC5B,uBAAuB;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;CACzB;AAED;;GAEG;AACH,MAAM,WAAW,iBAAiB;IAChC,iDAAiD;IACjD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,0CAA0C;IAC1C,QAAQ,CAAC,SAAS,EAAE,eAAe,CAAC;IACpC,qCAAqC;IACrC,QAAQ,CAAC,kBAAkB,CAAC,EAAE;QAC5B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;QAC5B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;QACzB,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;QAC/B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;QAC7B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;QAC3B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;KAC5B,CAAC;CACH;AA+VD;;;;;;;GAOG;AACH,eAAO,MAAM,YAAY,EAAE,KAAK,CAAC,EAAE,CAAC,iBAAiB,CAqKpD,CAAC;AAEF,eAAe,YAAY,CAAC"}
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1
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import { BICEP_RADIUS, CALF_RADIUS, CLOTHING_THICKNESS_FITTED, CORE_RADIUS, FOREARM_RADIUS, PECTORALS_RADIUS, QUAD_RADIUS, calculateClothingRadius } from "../../../../constants/bodyDimensions.js";
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2
|
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import { getArchetypeClothing } from "../../../../data/archetypeClothing.js";
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3
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import generateFabricTextureSet from "../../../../utils/fabricTextures.js";
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4
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import { useEffect, useMemo } from "react";
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5
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import { Fragment, jsx } from "react/jsx-runtime";
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import * as THREE from "three";
|
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//#region src/components/shared/three/anatomy/BoneClothing.tsx
|
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8
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/**
|
|
9
|
+
* Bone-attached clothing system for realistic clothing movement with skeleton
|
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10
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+
*
|
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|
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* **Enhanced Features (v0.6.23+)**:
|
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12
|
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* - **Subsurface Scattering**: Realistic fabric translucency with light transmission
|
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13
|
+
* - **Physical Materials**: Advanced PBR materials with clearcoat and reflectivity
|
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14
|
+
* - **Body Thickness Scaling**: Accurate clothing sizing based on muscle/fat mass
|
|
15
|
+
* - **Archetype Styling**: Unique clothing sets for all 5 player archetypes
|
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16
|
+
*
|
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17
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+
* Clothing is rendered as children of their parent bones, inheriting bone
|
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18
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+
* transformations automatically for proper movement during animation.
|
|
19
|
+
* This mirrors the BoneMuscles approach for consistent rendering.
|
|
20
|
+
*
|
|
21
|
+
* **Visual Quality**:
|
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|
+
* - Transmission: 0.05 (minimal light passing through fabric)
|
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23
|
+
* - Thickness: 0.2 (thin fabric simulation)
|
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24
|
+
* - IOR: 1.4 (realistic fabric index of refraction)
|
|
25
|
+
* - Clearcoat: 0.3 (surface depth and sheen)
|
|
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|
+
* - Double-sided rendering for cloth folding
|
|
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|
+
*
|
|
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|
+
* **Performance**:
|
|
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|
+
* - Geometry disposal on unmount (prevents memory leaks)
|
|
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|
+
* - Material cleanup system
|
|
31
|
+
* - Optimized attachment calculations with useMemo
|
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|
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*
|
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|
+
* @module components/three/BoneClothing
|
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|
+
* @category 3D Components
|
|
35
|
+
* @korean 뼈부착의류시스템
|
|
36
|
+
*/
|
|
37
|
+
/**
|
|
38
|
+
* Calculate body thickness multiplier based on muscle mass and fat mass
|
|
39
|
+
*
|
|
40
|
+
* Uses linear scaling with reasonable limits to prevent "michelin man" effect.
|
|
41
|
+
* This matches the BodySurface calculation for consistency.
|
|
42
|
+
*
|
|
43
|
+
* @param muscleMass - Muscle mass in kg
|
|
44
|
+
* @param fatMass - Fat mass in kg
|
|
45
|
+
* @returns Body thickness multiplier (0.75 - 1.20)
|
|
46
|
+
*/
|
|
47
|
+
var calculateBodyThickness = (muscleMass, fatMass) => {
|
|
48
|
+
const referenceMuscle = 35;
|
|
49
|
+
const referenceFat = 12;
|
|
50
|
+
const muscleRatio = muscleMass / referenceMuscle;
|
|
51
|
+
const fatRatio = fatMass / referenceFat;
|
|
52
|
+
const muscleContribution = (muscleRatio - 1) * .15;
|
|
53
|
+
const fatContribution = (fatRatio - 1) * .2;
|
|
54
|
+
return Math.max(.75, Math.min(1.2, .85 + muscleContribution + fatContribution));
|
|
55
|
+
};
|
|
56
|
+
/**
|
|
57
|
+
* Get fabric preset based on clothing material type
|
|
58
|
+
*/
|
|
59
|
+
var getFabricPreset = (material) => {
|
|
60
|
+
switch (material) {
|
|
61
|
+
case "fabric": return "dobok";
|
|
62
|
+
case "tactical":
|
|
63
|
+
case "synthetic": return "tactical";
|
|
64
|
+
case "leather":
|
|
65
|
+
case "armored": return "leather";
|
|
66
|
+
case "cybernetic": return "silk";
|
|
67
|
+
default: return "dobok";
|
|
68
|
+
}
|
|
69
|
+
};
|
|
70
|
+
/**
|
|
71
|
+
* Convert number color to hex string
|
|
72
|
+
*/
|
|
73
|
+
var numberToHex = (color) => {
|
|
74
|
+
return `#${color.toString(16).padStart(6, "0")}`;
|
|
75
|
+
};
|
|
76
|
+
/**
|
|
77
|
+
* Get clothing attachments for a specific bone
|
|
78
|
+
*/
|
|
79
|
+
var getClothingForBone = (boneName, archetype, physicalAttributes) => {
|
|
80
|
+
const clothingSet = getArchetypeClothing(archetype);
|
|
81
|
+
const attachments = [];
|
|
82
|
+
const bodyThickness = calculateBodyThickness(physicalAttributes.muscleMass, physicalAttributes.fatMass);
|
|
83
|
+
const torsoScale = physicalAttributes.torsoLength / 59;
|
|
84
|
+
const legScale = physicalAttributes.legLength / 96;
|
|
85
|
+
for (const item of clothingSet.items) {
|
|
86
|
+
const attachmentsForItem = getAttachmentsForItem(item, boneName, bodyThickness, torsoScale, legScale, physicalAttributes);
|
|
87
|
+
attachments.push(...attachmentsForItem);
|
|
88
|
+
}
|
|
89
|
+
return attachments;
|
|
90
|
+
};
|
|
91
|
+
/**
|
|
92
|
+
* Generate clothing attachments for a specific item on a bone
|
|
93
|
+
*/
|
|
94
|
+
var getAttachmentsForItem = (item, boneName, bodyThickness, torsoScale, legScale, physicalAttributes) => {
|
|
95
|
+
const fitScale = {
|
|
96
|
+
tight: 1.08,
|
|
97
|
+
fitted: 1.15,
|
|
98
|
+
loose: 1.25,
|
|
99
|
+
oversized: 1.4
|
|
100
|
+
}[item.fit] ?? 1.15;
|
|
101
|
+
const attachments = [];
|
|
102
|
+
switch (item.type) {
|
|
103
|
+
case "torso":
|
|
104
|
+
if (boneName === "spine_middle") {
|
|
105
|
+
const height = 59 / 100 * torsoScale * 1.2;
|
|
106
|
+
const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;
|
|
107
|
+
const clothingRadius = calculateClothingRadius((physicalAttributes.shoulderWidth / 100 * .5 * bodyThickness + PECTORALS_RADIUS * bodyThickness) * .5, 1, clothingThickness);
|
|
108
|
+
attachments.push({
|
|
109
|
+
geometry: new THREE.CylinderGeometry(clothingRadius * .95, clothingRadius * 1.05, height, 16),
|
|
110
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
111
|
+
localRotation: new THREE.Euler(0, 0, 0),
|
|
112
|
+
color: item.colorPrimary,
|
|
113
|
+
emissiveColor: item.colorEmissive,
|
|
114
|
+
emissiveIntensity: item.emissiveIntensity,
|
|
115
|
+
metalness: item.metalness,
|
|
116
|
+
roughness: item.roughness,
|
|
117
|
+
itemId: item.id
|
|
118
|
+
});
|
|
119
|
+
}
|
|
120
|
+
if (boneName === "upper_arm_L" || boneName === "upper_arm_R") {
|
|
121
|
+
const clothingRadius = calculateClothingRadius(BICEP_RADIUS, bodyThickness, CLOTHING_THICKNESS_FITTED * fitScale);
|
|
122
|
+
const upperArmLength = physicalAttributes.armLength / 100 * .45;
|
|
123
|
+
attachments.push({
|
|
124
|
+
geometry: new THREE.CylinderGeometry(clothingRadius * 1.05, clothingRadius * .95, upperArmLength, 12),
|
|
125
|
+
localOffset: new THREE.Vector3(0, -upperArmLength * .4, 0),
|
|
126
|
+
localRotation: new THREE.Euler(0, 0, 0),
|
|
127
|
+
color: item.colorPrimary,
|
|
128
|
+
emissiveColor: item.colorEmissive,
|
|
129
|
+
emissiveIntensity: item.emissiveIntensity,
|
|
130
|
+
metalness: item.metalness,
|
|
131
|
+
roughness: item.roughness,
|
|
132
|
+
itemId: `${item.id}-sleeve-upper-${boneName}`
|
|
133
|
+
});
|
|
134
|
+
}
|
|
135
|
+
if (boneName === "forearm_L" || boneName === "forearm_R") {
|
|
136
|
+
const clothingRadius = calculateClothingRadius(FOREARM_RADIUS, bodyThickness, CLOTHING_THICKNESS_FITTED * fitScale * .8);
|
|
137
|
+
const forearmLength = physicalAttributes.armLength / 100 * .4;
|
|
138
|
+
attachments.push({
|
|
139
|
+
geometry: new THREE.CylinderGeometry(clothingRadius * .98, clothingRadius * .85, forearmLength, 12),
|
|
140
|
+
localOffset: new THREE.Vector3(0, -forearmLength * .4, 0),
|
|
141
|
+
localRotation: new THREE.Euler(0, 0, 0),
|
|
142
|
+
color: item.colorPrimary,
|
|
143
|
+
emissiveColor: item.colorEmissive,
|
|
144
|
+
emissiveIntensity: item.emissiveIntensity,
|
|
145
|
+
metalness: item.metalness,
|
|
146
|
+
roughness: item.roughness,
|
|
147
|
+
itemId: `${item.id}-sleeve-forearm-${boneName}`
|
|
148
|
+
});
|
|
149
|
+
}
|
|
150
|
+
break;
|
|
151
|
+
case "pants":
|
|
152
|
+
if (boneName === "thigh_L" || boneName === "thigh_R") {
|
|
153
|
+
const clothingRadius = calculateClothingRadius(QUAD_RADIUS, bodyThickness, CLOTHING_THICKNESS_FITTED * fitScale * 1.3);
|
|
154
|
+
const thighLength = physicalAttributes.legLength / 100 * legScale * .45;
|
|
155
|
+
attachments.push({
|
|
156
|
+
geometry: new THREE.CylinderGeometry(clothingRadius * 1.08, clothingRadius * .92, thighLength, 16),
|
|
157
|
+
localOffset: new THREE.Vector3(0, -thighLength * .4, 0),
|
|
158
|
+
localRotation: new THREE.Euler(0, 0, 0),
|
|
159
|
+
color: item.colorPrimary,
|
|
160
|
+
emissiveColor: item.colorEmissive,
|
|
161
|
+
emissiveIntensity: item.emissiveIntensity,
|
|
162
|
+
metalness: item.metalness,
|
|
163
|
+
roughness: item.roughness,
|
|
164
|
+
itemId: `${item.id}-thigh-${boneName}`
|
|
165
|
+
});
|
|
166
|
+
}
|
|
167
|
+
if (boneName === "shin_L" || boneName === "shin_R") {
|
|
168
|
+
const clothingRadius = calculateClothingRadius(CALF_RADIUS, bodyThickness, CLOTHING_THICKNESS_FITTED * fitScale);
|
|
169
|
+
const shinLength = physicalAttributes.legLength / 100 * legScale * .42;
|
|
170
|
+
attachments.push({
|
|
171
|
+
geometry: new THREE.CylinderGeometry(clothingRadius * .95, clothingRadius * .75, shinLength, 16),
|
|
172
|
+
localOffset: new THREE.Vector3(0, -shinLength * .4, 0),
|
|
173
|
+
localRotation: new THREE.Euler(0, 0, 0),
|
|
174
|
+
color: item.colorPrimary,
|
|
175
|
+
emissiveColor: item.colorEmissive,
|
|
176
|
+
emissiveIntensity: item.emissiveIntensity,
|
|
177
|
+
metalness: item.metalness,
|
|
178
|
+
roughness: item.roughness,
|
|
179
|
+
itemId: `${item.id}-shin-${boneName}`
|
|
180
|
+
});
|
|
181
|
+
}
|
|
182
|
+
break;
|
|
183
|
+
case "belt":
|
|
184
|
+
if (boneName === "pelvis") {
|
|
185
|
+
const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;
|
|
186
|
+
const beltRadius = calculateClothingRadius(CORE_RADIUS * bodyThickness, 1, clothingThickness + .005);
|
|
187
|
+
attachments.push({
|
|
188
|
+
geometry: new THREE.CylinderGeometry(beltRadius, beltRadius, .06, 16),
|
|
189
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
190
|
+
localRotation: new THREE.Euler(0, 0, 0),
|
|
191
|
+
color: item.colorPrimary,
|
|
192
|
+
emissiveColor: item.colorEmissive,
|
|
193
|
+
emissiveIntensity: item.emissiveIntensity,
|
|
194
|
+
metalness: item.metalness,
|
|
195
|
+
roughness: item.roughness,
|
|
196
|
+
itemId: item.id
|
|
197
|
+
});
|
|
198
|
+
}
|
|
199
|
+
break;
|
|
200
|
+
case "vest":
|
|
201
|
+
if (boneName === "spine_middle") {
|
|
202
|
+
const height = 59 / 100 * .75 * torsoScale;
|
|
203
|
+
const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;
|
|
204
|
+
const vestRadius = calculateClothingRadius((physicalAttributes.shoulderWidth / 100 * .5 * bodyThickness + (PECTORALS_RADIUS + .01) * bodyThickness) * .5, 1, clothingThickness + .008);
|
|
205
|
+
attachments.push({
|
|
206
|
+
geometry: new THREE.CylinderGeometry(vestRadius * .97, vestRadius * 1.03, height, 16),
|
|
207
|
+
localOffset: new THREE.Vector3(0, 0, 0),
|
|
208
|
+
localRotation: new THREE.Euler(0, 0, 0),
|
|
209
|
+
color: item.colorPrimary,
|
|
210
|
+
emissiveColor: item.colorEmissive,
|
|
211
|
+
emissiveIntensity: item.emissiveIntensity,
|
|
212
|
+
metalness: item.metalness,
|
|
213
|
+
roughness: item.roughness,
|
|
214
|
+
itemId: item.id
|
|
215
|
+
});
|
|
216
|
+
}
|
|
217
|
+
break;
|
|
218
|
+
}
|
|
219
|
+
return attachments;
|
|
220
|
+
};
|
|
221
|
+
/**
|
|
222
|
+
* BoneClothing Component
|
|
223
|
+
*
|
|
224
|
+
* Renders clothing attached to a specific bone.
|
|
225
|
+
* Clothing inherits bone transformations automatically through the scene graph.
|
|
226
|
+
*
|
|
227
|
+
* @korean 뼈부착의류
|
|
228
|
+
*/
|
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var BoneClothing = ({ boneName, archetype, physicalAttributes }) => {
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const attrs = useMemo(() => physicalAttributes ?? {
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muscleMass: 35,
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fatMass: 12,
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shoulderWidth: 45,
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torsoLength: 59,
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armLength: 62,
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legLength: 96
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const clothingSet = useMemo(() => getArchetypeClothing(archetype), [archetype]);
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/**
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* Generate fabric textures for realistic dobok (도복) rendering
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*
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* for enhanced cloth realism without external image assets.
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*
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* @korean 직물텍스처생성
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*/
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const fabricTextures = useMemo(() => {
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const colorHex = numberToHex(item.colorPrimary);
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textureMap.set(item.material, generateFabricTextureSet(colorHex, preset));
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}
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/**
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*
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*/
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const materials = useMemo(() => {
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return attachments.map((attachment) => {
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const materialType = clothingSet.items.find((item) => attachment.itemId.startsWith(item.id))?.material ?? "fabric";
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const textureSet = fabricTextures.get(materialType);
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try {
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normalScale = new THREE.Vector2(.3, .3);
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normalScale = void 0;
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return new THREE.MeshPhysicalMaterial({
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color: attachment.color,
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map: textureSet?.colorMap ?? null,
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normalMap: textureSet?.normalMap ?? null,
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normalScale,
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roughnessMap: textureSet?.roughnessMap ?? null,
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emissive: attachment.emissiveColor ?? 0,
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emissiveIntensity: attachment.emissiveIntensity ?? 0,
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metalness: attachment.metalness ?? .1,
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roughness: attachment.roughness ?? .8,
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clearcoat: .2,
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clearcoatRoughness: .6,
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transmission: .03,
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thickness: .15,
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ior: 1.4,
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reflectivity: .2,
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side: THREE.DoubleSide,
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flatShading: false
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});
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});
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}, [
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clothingSet,
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fabricTextures
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]);
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materials.forEach((mat) => mat.dispose());
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};
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}, [materials]);
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useEffect(() => {
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return () => {
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attachments.forEach((attachment) => {
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attachment.geometry.dispose();
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});
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};
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}, [attachments]);
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if (attachments.length === 0) return null;
|
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return /* @__PURE__ */ jsx(Fragment, { children: attachments.map((attachment, index) => /* @__PURE__ */ jsx("mesh", {
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geometry: attachment.geometry,
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material: materials[index],
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position: attachment.localOffset.toArray(),
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rotation: [
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attachment.localRotation.x,
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],
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castShadow: true,
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receiveShadow: true,
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name: `clothing-${attachment.itemId}`
|
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}, attachment.itemId)) });
|
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};
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//#endregion
|
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export { BoneClothing as default };
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//# sourceMappingURL=BoneClothing.js.map
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{"version":3,"file":"BoneClothing.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BoneClothing.tsx"],"sourcesContent":["/**\n * Bone-attached clothing system for realistic clothing movement with skeleton\n *\n * **Enhanced Features (v0.6.23+)**:\n * - **Subsurface Scattering**: Realistic fabric translucency with light transmission\n * - **Physical Materials**: Advanced PBR materials with clearcoat and reflectivity\n * - **Body Thickness Scaling**: Accurate clothing sizing based on muscle/fat mass\n * - **Archetype Styling**: Unique clothing sets for all 5 player archetypes\n *\n * Clothing is rendered as children of their parent bones, inheriting bone\n * transformations automatically for proper movement during animation.\n * This mirrors the BoneMuscles approach for consistent rendering.\n *\n * **Visual Quality**:\n * - Transmission: 0.05 (minimal light passing through fabric)\n * - Thickness: 0.2 (thin fabric simulation)\n * - IOR: 1.4 (realistic fabric index of refraction)\n * - Clearcoat: 0.3 (surface depth and sheen)\n * - Double-sided rendering for cloth folding\n *\n * **Performance**:\n * - Geometry disposal on unmount (prevents memory leaks)\n * - Material cleanup system\n * - Optimized attachment calculations with useMemo\n *\n * @module components/three/BoneClothing\n * @category 3D Components\n * @korean 뼈부착의류시스템\n */\n\nimport React, { useEffect, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport {\n BICEP_RADIUS,\n CALF_RADIUS,\n CLOTHING_THICKNESS_FITTED,\n CORE_RADIUS,\n FOREARM_RADIUS,\n PECTORALS_RADIUS,\n QUAD_RADIUS,\n calculateClothingRadius,\n} from \"../../../../constants/bodyDimensions\";\nimport { getArchetypeClothing } from \"../../../../data/archetypeClothing\";\nimport type {\n ClothingItem,\n ClothingMaterial,\n} from \"../../../../types/clothing\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport {\n FABRIC_PRESETS,\n generateFabricTextureSet,\n type FabricTextureSet,\n} from \"../../../../utils/fabricTextures\";\n\n/**\n * Clothing attachment configuration for a bone\n *\n * Defines how clothing is positioned relative to its parent bone.\n * Position is in local bone space, so clothing moves with the bone.\n *\n * @korean 의류부착설정\n */\nexport interface ClothingAttachment {\n /** Geometry for this clothing piece */\n readonly geometry: THREE.BufferGeometry;\n /** Local position offset from bone origin */\n readonly localOffset: THREE.Vector3;\n /** Local rotation relative to bone */\n readonly localRotation: THREE.Euler;\n /** Color of the clothing */\n readonly color: number;\n /** Emissive color for glow effects */\n readonly emissiveColor?: number;\n /** Emissive intensity */\n readonly emissiveIntensity?: number;\n /** Metalness for material */\n readonly metalness?: number;\n /** Roughness for material */\n readonly roughness?: number;\n /** Clothing item ID */\n readonly itemId: string;\n}\n\n/**\n * Props for BoneClothing component\n */\nexport interface BoneClothingProps {\n /** Name of the bone this clothing attaches to */\n readonly boneName: string;\n /** Player archetype for clothing style */\n readonly archetype: PlayerArchetype;\n /** Physical attributes for sizing */\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/**\n * Calculate body thickness multiplier based on muscle mass and fat mass\n *\n * Uses linear scaling with reasonable limits to prevent \"michelin man\" effect.\n * This matches the BodySurface calculation for consistency.\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 */\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 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 * Get fabric preset based on clothing material type\n */\nconst getFabricPreset = (\n material: ClothingMaterial,\n): keyof typeof FABRIC_PRESETS => {\n switch (material) {\n case \"fabric\":\n return \"dobok\";\n case \"tactical\":\n case \"synthetic\":\n return \"tactical\";\n case \"leather\":\n case \"armored\":\n return \"leather\";\n case \"cybernetic\":\n return \"silk\"; // Shiny synthetic look\n default:\n return \"dobok\";\n }\n};\n\n/**\n * Convert number color to hex string\n */\nconst numberToHex = (color: number): string => {\n return `#${color.toString(16).padStart(6, \"0\")}`;\n};\n\n/**\n * Get clothing attachments for a specific bone\n */\nconst getClothingForBone = (\n boneName: string,\n archetype: PlayerArchetype,\n physicalAttributes: {\n muscleMass: number;\n fatMass: number;\n shoulderWidth: number;\n torsoLength: number;\n armLength: number;\n legLength: number;\n },\n): ClothingAttachment[] => {\n const clothingSet = getArchetypeClothing(archetype);\n const attachments: ClothingAttachment[] = [];\n\n const bodyThickness = calculateBodyThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n\n // Scaling factors\n const torsoScale = physicalAttributes.torsoLength / 59;\n const legScale = physicalAttributes.legLength / 96;\n\n for (const item of clothingSet.items) {\n const attachmentsForItem = getAttachmentsForItem(\n item,\n boneName,\n bodyThickness,\n torsoScale,\n legScale,\n physicalAttributes,\n );\n attachments.push(...attachmentsForItem);\n }\n\n return attachments;\n};\n\n/**\n * Generate clothing attachments for a specific item on a bone\n */\nconst getAttachmentsForItem = (\n item: ClothingItem,\n boneName: string,\n bodyThickness: number,\n torsoScale: number,\n legScale: number,\n physicalAttributes: {\n shoulderWidth: number;\n armLength: number;\n legLength: number;\n },\n): ClothingAttachment[] => {\n const fitScaleMap: Record<string, number> = {\n tight: 1.08,\n fitted: 1.15,\n loose: 1.25,\n oversized: 1.4,\n };\n const fitScale = fitScaleMap[item.fit] ?? 1.15;\n const attachments: ClothingAttachment[] = [];\n\n switch (item.type) {\n case \"torso\":\n // Main torso on spine_middle - wraps fully around body\n if (boneName === \"spine_middle\") {\n const height = (59 / 100) * torsoScale * 1.2; // Using base torsoLength\n // Clothing wraps around the torso using CylinderGeometry (full 360°)\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n // Torso radius: average of shoulder width and pectorals depth\n const torsoRadius =\n ((physicalAttributes.shoulderWidth / 100) * 0.5 * bodyThickness +\n PECTORALS_RADIUS * bodyThickness) *\n 0.5;\n const clothingRadius = calculateClothingRadius(\n torsoRadius,\n 1.0, // bodyThickness already applied above\n clothingThickness,\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.95, // Slightly narrower at top (chest taper)\n clothingRadius * 1.05, // Slightly wider at bottom (waist)\n height,\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n\n // Sleeves\n if (boneName === \"upper_arm_L\" || boneName === \"upper_arm_R\") {\n // Uses centralized BICEP_RADIUS from bodyDimensions\n // Clothing wraps around muscle, so offset outward\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const clothingRadius = calculateClothingRadius(\n BICEP_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const upperArmLength = (physicalAttributes.armLength / 100) * 0.45;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 1.05, // Slightly larger at top\n clothingRadius * 0.95, // Tapers slightly\n upperArmLength,\n 12,\n ),\n localOffset: new THREE.Vector3(0, -upperArmLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-sleeve-upper-${boneName}`,\n });\n }\n\n if (boneName === \"forearm_L\" || boneName === \"forearm_R\") {\n // Uses centralized FOREARM_RADIUS from bodyDimensions\n // Clothing must be OUTSIDE, so use larger radius\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale * 0.8;\n const clothingRadius = calculateClothingRadius(\n FOREARM_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const forearmLength = (physicalAttributes.armLength / 100) * 0.4;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.98, // Slightly smaller at top\n clothingRadius * 0.85, // Tapers toward wrist\n forearmLength,\n 12,\n ),\n localOffset: new THREE.Vector3(0, -forearmLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-sleeve-forearm-${boneName}`,\n });\n }\n break;\n\n case \"pants\":\n // Thigh segments\n if (boneName === \"thigh_L\" || boneName === \"thigh_R\") {\n // Uses centralized QUAD_RADIUS from bodyDimensions\n // Clothing wraps around muscle, so offset outward\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale * 1.3;\n const clothingRadius = calculateClothingRadius(\n QUAD_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const thighLength =\n (physicalAttributes.legLength / 100) * legScale * 0.45;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 1.08, // Larger at hip\n clothingRadius * 0.92, // Tapers toward knee\n thighLength,\n 16,\n ),\n localOffset: new THREE.Vector3(0, -thighLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-thigh-${boneName}`,\n });\n }\n\n // Shin segments\n if (boneName === \"shin_L\" || boneName === \"shin_R\") {\n // Uses centralized CALF_RADIUS from bodyDimensions\n // Clothing must be OUTSIDE, so use larger radius\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const clothingRadius = calculateClothingRadius(\n CALF_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const shinLength =\n (physicalAttributes.legLength / 100) * legScale * 0.42;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.95, // Larger at knee\n clothingRadius * 0.75, // Tapers toward ankle\n shinLength,\n 16,\n ),\n localOffset: new THREE.Vector3(0, -shinLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-shin-${boneName}`,\n });\n }\n break;\n\n case \"belt\":\n if (boneName === \"pelvis\") {\n // Belt wraps fully around waist using CylinderGeometry\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const waistRadius = CORE_RADIUS * bodyThickness;\n const beltRadius = calculateClothingRadius(\n waistRadius,\n 1.0, // bodyThickness already applied\n clothingThickness + 0.005, // Extra so belt sits outside clothing\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n beltRadius,\n beltRadius,\n 0.06, // Belt height\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n break;\n\n case \"vest\":\n if (boneName === \"spine_middle\") {\n const height = (59 / 100) * 0.75 * torsoScale;\n // Vest wraps fully around torso using CylinderGeometry\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n // Vest sits slightly outside the torso clothing layer\n const torsoRadius =\n ((physicalAttributes.shoulderWidth / 100) * 0.5 * bodyThickness +\n (PECTORALS_RADIUS + 0.01) * bodyThickness) *\n 0.5;\n const vestRadius = calculateClothingRadius(\n torsoRadius,\n 1.0, // bodyThickness already applied\n clothingThickness + 0.008, // Extra gap for layering over shirt\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n vestRadius * 0.97, // Slightly narrower at top\n vestRadius * 1.03, // Slightly wider at bottom\n height,\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n break;\n }\n\n return attachments;\n};\n\n/**\n * BoneClothing Component\n *\n * Renders clothing attached to a specific bone.\n * Clothing inherits bone transformations automatically through the scene graph.\n *\n * @korean 뼈부착의류\n */\nexport const BoneClothing: React.FC<BoneClothingProps> = ({\n boneName,\n archetype,\n physicalAttributes,\n}) => {\n // Default physical attributes if not provided - memoized to prevent new object on every render\n const attrs = useMemo(\n () =>\n physicalAttributes ?? {\n muscleMass: 35,\n fatMass: 12,\n shoulderWidth: 45,\n torsoLength: 59,\n armLength: 62,\n legLength: 96,\n },\n [physicalAttributes],\n );\n\n // Get clothing attachments for this bone\n const attachments = useMemo(\n () => getClothingForBone(boneName, archetype, attrs),\n [boneName, archetype, attrs],\n );\n\n // Get clothing set for fabric texture generation\n const clothingSet = useMemo(\n () => getArchetypeClothing(archetype),\n [archetype],\n );\n\n /**\n * Generate fabric textures for realistic dobok (도복) rendering\n *\n * Creates procedural weave patterns, normal maps, and roughness maps\n * for enhanced cloth realism without external image assets.\n *\n * @korean 직물텍스처생성\n */\n const fabricTextures = useMemo(() => {\n // Generate textures for each unique clothing item\n const textureMap = new Map<string, FabricTextureSet>();\n\n for (const item of clothingSet.items) {\n if (!textureMap.has(item.material)) {\n const preset = getFabricPreset(item.material);\n const colorHex = numberToHex(item.colorPrimary);\n textureMap.set(\n item.material,\n generateFabricTextureSet(colorHex, preset),\n );\n }\n }\n\n return textureMap;\n }, [clothingSet]);\n\n // Cleanup fabric textures on unmount\n useEffect(() => {\n return () => {\n fabricTextures.forEach((textureSet) => textureSet.dispose());\n };\n }, [fabricTextures]);\n\n /**\n * Create materials with advanced physical properties for realistic cloth rendering\n *\n * Enhanced with:\n * - **Fabric textures**: Procedural weave patterns for dobok authenticity\n * - **Normal maps**: Surface detail for thread texture visibility\n * - **Roughness maps**: Realistic light scattering on fabric surface\n * - Subsurface scattering: Light transmission through fabric for realism\n * - Clearcoat: Surface depth and sheen for material quality\n * - Double-sided rendering: Proper display when cloth folds\n * - Physical properties: IOR, reflectivity for authentic appearance\n *\n * @korean 향상된물리재료생성\n */\n const materials = useMemo(() => {\n return attachments.map((attachment) => {\n // Find the clothing item for this attachment to get its material type\n const clothingItem = clothingSet.items.find((item) =>\n attachment.itemId.startsWith(item.id),\n );\n const materialType = clothingItem?.material ?? \"fabric\";\n const textureSet = fabricTextures.get(materialType);\n\n // Create normal scale safely (Vector2 may not be available in test environments)\n let normalScale: THREE.Vector2 | undefined;\n try {\n normalScale = new THREE.Vector2(0.3, 0.3);\n } catch {\n normalScale = undefined;\n }\n\n const mat = new THREE.MeshPhysicalMaterial({\n color: attachment.color,\n // Apply fabric texture maps for realistic dobok appearance\n map: textureSet?.colorMap ?? null,\n normalMap: textureSet?.normalMap ?? null,\n normalScale, // Subtle normal effect\n roughnessMap: textureSet?.roughnessMap ?? null,\n emissive: attachment.emissiveColor ?? 0x000000,\n emissiveIntensity: attachment.emissiveIntensity ?? 0,\n metalness: attachment.metalness ?? 0.1, // Lower metalness for fabric\n roughness: attachment.roughness ?? 0.8, // Higher roughness for cloth\n // Enhanced cloth realism with clearcoat for depth\n clearcoat: 0.2,\n clearcoatRoughness: 0.6,\n // Subsurface scattering for realistic fabric translucency\n // Subtle effect for cloth materials (not skin)\n transmission: 0.03, // Minimal light transmission through fabric\n thickness: 0.15, // Thin fabric thickness\n ior: 1.4, // Index of refraction for fabric (lower than glass)\n // Enable proper reflections\n reflectivity: 0.2,\n // Double-sided rendering for cloth that may fold\n side: THREE.DoubleSide,\n // Improved shading for folds\n flatShading: false,\n });\n return mat;\n });\n }, [attachments, clothingSet, fabricTextures]);\n\n // Cleanup materials on unmount\n useEffect(() => {\n return () => {\n materials.forEach((mat) => mat.dispose());\n };\n }, [materials]);\n\n // Cleanup geometries on unmount\n useEffect(() => {\n return () => {\n attachments.forEach((attachment) => {\n attachment.geometry.dispose();\n });\n };\n }, [attachments]);\n\n if (attachments.length === 0) {\n return null;\n }\n\n return (\n <>\n {attachments.map((attachment, index) => (\n <mesh\n key={attachment.itemId}\n geometry={attachment.geometry}\n material={materials[index]}\n position={attachment.localOffset.toArray()}\n rotation={[\n attachment.localRotation.x,\n attachment.localRotation.y,\n attachment.localRotation.z,\n ]}\n castShadow\n receiveShadow\n name={`clothing-${attachment.itemId}`}\n />\n ))}\n </>\n );\n};\n\nexport default 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/**
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* BoneRenderer component for visualizing skeletal hierarchy
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*
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* Renders bone hierarchy as connected capsule meshes with proper transformations.
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* Recursively renders parent-child bone relationships for complete skeleton visualization.
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*
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* @module components/three/BoneRenderer
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* @category 3D Components
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* @korean 뼈렌더러컴포넌트
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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 { PlayerArchetype } from "../../../../types/common";
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import type { FacialDamageState, FacialExpression } from "../../../../types/facial";
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import type { SkeletalRig } from "../../../../types/skeletal";
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/**
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* Props for BoneRenderer component
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*
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* @public
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* @korean 뼈렌더러속성
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*/
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export interface BoneRendererProps {
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/**
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* Skeletal rig to render
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* @korean 골격
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*/
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readonly rig: SkeletalRig;
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/**
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* Bone color
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* @korean 뼈색상
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*/
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readonly color?: number;
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/**
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* Whether to show bones (for debugging)
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* @korean 뼈표시여부
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*/
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readonly showBones?: boolean;
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/**
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* Render mode: 'solid' for solid meshes, 'debug' for wireframe
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* @korean 렌더모드
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*/
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readonly renderMode?: "solid" | "debug";
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/**
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* Left hand animation state
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* @korean 왼손애니메이션상태
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*/
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readonly leftHandState?: HandAnimationState;
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/**
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* Right hand animation state
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* @korean 오른손애니메이션상태
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*/
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readonly rightHandState?: HandAnimationState;
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/**
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* Distance from camera for LOD
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* @korean 카메라거리
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*/
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readonly cameraDistance?: number;
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/**
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* Current facial expression
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* @korean 얼굴표정
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*/
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readonly facialExpression?: FacialExpression;
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/**
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* Facial damage state
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* @korean 얼굴손상
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*/
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readonly facialDamage?: FacialDamageState;
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/**
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* Opponent position for eye tracking
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* @korean 상대위치
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*/
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readonly opponentPosition?: THREE.Vector3;
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/**
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* Enable facial expressions rendering
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* @korean 얼굴표정렌더링
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*/
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readonly enableFacialExpressions?: boolean;
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/**
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* Enable eye tracking
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* @korean 눈추적활성화
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*/
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readonly enableEyeTracking?: boolean;
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/**
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* Physical attributes for bone thickness scaling
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* @korean 신체속성
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*/
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readonly physicalAttributes?: {
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readonly muscleMass: number;
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readonly fatMass: number;
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readonly shoulderWidth?: number;
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readonly torsoLength?: number;
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readonly armLength?: number;
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readonly legLength?: number;
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};
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/**
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* Player archetype for clothing style
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* @korean 플레이어원형
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*/
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readonly archetype?: PlayerArchetype;
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/**
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* Muscle tension states for bone-attached muscles
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* Map of muscle group name to tension level (0-1)
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* @korean 근육상태들
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*/
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readonly muscleStates?: Map<string, number>;
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/**
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* Whether player is exhausted (triggers muscle shaking)
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* @korean 피로여부
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*/
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readonly isExhausted?: boolean;
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}
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/**
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* BoneRenderer component
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*
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* Renders complete skeletal rig with recursive bone hierarchy.
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*
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* @example
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* ```tsx
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121
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* const rig = createHumanoidRig();
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122
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* <BoneRenderer rig={rig} color={0xFF6B6B} renderMode="solid" />
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123
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+
* ```
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124
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+
*
|
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125
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+
* @korean 뼈렌더러컴포넌트
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126
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+
*/
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127
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+
export declare const BoneRenderer: React.FC<BoneRendererProps>;
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128
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+
export default BoneRenderer;
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129
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+
//# sourceMappingURL=BoneRenderer.d.ts.map
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@@ -0,0 +1 @@
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|
1
|
+
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|