blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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  1716. package/lib/utils/clothingColors.d.ts +120 -0
  1717. package/lib/utils/clothingColors.d.ts.map +1 -0
  1718. package/lib/utils/clothingMaterials.d.ts +65 -0
  1719. package/lib/utils/clothingMaterials.d.ts.map +1 -0
  1720. package/lib/utils/colorHelpers.d.ts +67 -0
  1721. package/lib/utils/colorHelpers.d.ts.map +1 -0
  1722. package/lib/utils/colorHelpers.js +81 -0
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  1724. package/lib/utils/colorUtils.d.ts +113 -0
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  1726. package/lib/utils/colorUtils.js +225 -0
  1727. package/lib/utils/colorUtils.js.map +1 -0
  1728. package/lib/utils/combatReadiness.d.ts +132 -0
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  1730. package/lib/utils/combatReadiness.js +176 -0
  1731. package/lib/utils/combatReadiness.js.map +1 -0
  1732. package/lib/utils/controlMapping.d.ts +171 -0
  1733. package/lib/utils/controlMapping.d.ts.map +1 -0
  1734. package/lib/utils/controlMapping.js +288 -0
  1735. package/lib/utils/controlMapping.js.map +1 -0
  1736. package/lib/utils/deviceDetection.d.ts +159 -0
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  1738. package/lib/utils/deviceDetection.js +337 -0
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  1740. package/lib/utils/effectUtils.d.ts +63 -0
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  1744. package/lib/utils/eventConstants.d.ts +25 -0
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  1746. package/lib/utils/eventConstants.js +3 -0
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  1748. package/lib/utils/fabricTextures.d.ts +136 -0
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  1750. package/lib/utils/fabricTextures.js +301 -0
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  1752. package/lib/utils/hapticFeedback.d.ts +224 -0
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  1760. package/lib/utils/htmlOverlayHelpers.d.ts +168 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,89 @@
1
+ /**
2
+ * Bone-attached clothing system for realistic clothing movement with skeleton
3
+ *
4
+ * **Enhanced Features (v0.6.23+)**:
5
+ * - **Subsurface Scattering**: Realistic fabric translucency with light transmission
6
+ * - **Physical Materials**: Advanced PBR materials with clearcoat and reflectivity
7
+ * - **Body Thickness Scaling**: Accurate clothing sizing based on muscle/fat mass
8
+ * - **Archetype Styling**: Unique clothing sets for all 5 player archetypes
9
+ *
10
+ * Clothing is rendered as children of their parent bones, inheriting bone
11
+ * transformations automatically for proper movement during animation.
12
+ * This mirrors the BoneMuscles approach for consistent rendering.
13
+ *
14
+ * **Visual Quality**:
15
+ * - Transmission: 0.05 (minimal light passing through fabric)
16
+ * - Thickness: 0.2 (thin fabric simulation)
17
+ * - IOR: 1.4 (realistic fabric index of refraction)
18
+ * - Clearcoat: 0.3 (surface depth and sheen)
19
+ * - Double-sided rendering for cloth folding
20
+ *
21
+ * **Performance**:
22
+ * - Geometry disposal on unmount (prevents memory leaks)
23
+ * - Material cleanup system
24
+ * - Optimized attachment calculations with useMemo
25
+ *
26
+ * @module components/three/BoneClothing
27
+ * @category 3D Components
28
+ * @korean 뼈부착의류시스템
29
+ */
30
+ import React from "react";
31
+ import * as THREE from "three";
32
+ import type { PlayerArchetype } from "../../../../types/common";
33
+ /**
34
+ * Clothing attachment configuration for a bone
35
+ *
36
+ * Defines how clothing is positioned relative to its parent bone.
37
+ * Position is in local bone space, so clothing moves with the bone.
38
+ *
39
+ * @korean 의류부착설정
40
+ */
41
+ export interface ClothingAttachment {
42
+ /** Geometry for this clothing piece */
43
+ readonly geometry: THREE.BufferGeometry;
44
+ /** Local position offset from bone origin */
45
+ readonly localOffset: THREE.Vector3;
46
+ /** Local rotation relative to bone */
47
+ readonly localRotation: THREE.Euler;
48
+ /** Color of the clothing */
49
+ readonly color: number;
50
+ /** Emissive color for glow effects */
51
+ readonly emissiveColor?: number;
52
+ /** Emissive intensity */
53
+ readonly emissiveIntensity?: number;
54
+ /** Metalness for material */
55
+ readonly metalness?: number;
56
+ /** Roughness for material */
57
+ readonly roughness?: number;
58
+ /** Clothing item ID */
59
+ readonly itemId: string;
60
+ }
61
+ /**
62
+ * Props for BoneClothing component
63
+ */
64
+ export interface BoneClothingProps {
65
+ /** Name of the bone this clothing attaches to */
66
+ readonly boneName: string;
67
+ /** Player archetype for clothing style */
68
+ readonly archetype: PlayerArchetype;
69
+ /** Physical attributes for sizing */
70
+ readonly physicalAttributes?: {
71
+ readonly muscleMass: number;
72
+ readonly fatMass: number;
73
+ readonly shoulderWidth: number;
74
+ readonly torsoLength: number;
75
+ readonly armLength: number;
76
+ readonly legLength: number;
77
+ };
78
+ }
79
+ /**
80
+ * BoneClothing Component
81
+ *
82
+ * Renders clothing attached to a specific bone.
83
+ * Clothing inherits bone transformations automatically through the scene graph.
84
+ *
85
+ * @korean 뼈부착의류
86
+ */
87
+ export declare const BoneClothing: React.FC<BoneClothingProps>;
88
+ export default BoneClothing;
89
+ //# sourceMappingURL=BoneClothing.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,345 @@
1
+ import { BICEP_RADIUS, CALF_RADIUS, CLOTHING_THICKNESS_FITTED, CORE_RADIUS, FOREARM_RADIUS, PECTORALS_RADIUS, QUAD_RADIUS, calculateClothingRadius } from "../../../../constants/bodyDimensions.js";
2
+ import { getArchetypeClothing } from "../../../../data/archetypeClothing.js";
3
+ import generateFabricTextureSet from "../../../../utils/fabricTextures.js";
4
+ import { useEffect, useMemo } from "react";
5
+ import { Fragment, jsx } from "react/jsx-runtime";
6
+ import * as THREE from "three";
7
+ //#region src/components/shared/three/anatomy/BoneClothing.tsx
8
+ /**
9
+ * Bone-attached clothing system for realistic clothing movement with skeleton
10
+ *
11
+ * **Enhanced Features (v0.6.23+)**:
12
+ * - **Subsurface Scattering**: Realistic fabric translucency with light transmission
13
+ * - **Physical Materials**: Advanced PBR materials with clearcoat and reflectivity
14
+ * - **Body Thickness Scaling**: Accurate clothing sizing based on muscle/fat mass
15
+ * - **Archetype Styling**: Unique clothing sets for all 5 player archetypes
16
+ *
17
+ * Clothing is rendered as children of their parent bones, inheriting bone
18
+ * transformations automatically for proper movement during animation.
19
+ * This mirrors the BoneMuscles approach for consistent rendering.
20
+ *
21
+ * **Visual Quality**:
22
+ * - Transmission: 0.05 (minimal light passing through fabric)
23
+ * - Thickness: 0.2 (thin fabric simulation)
24
+ * - IOR: 1.4 (realistic fabric index of refraction)
25
+ * - Clearcoat: 0.3 (surface depth and sheen)
26
+ * - Double-sided rendering for cloth folding
27
+ *
28
+ * **Performance**:
29
+ * - Geometry disposal on unmount (prevents memory leaks)
30
+ * - Material cleanup system
31
+ * - Optimized attachment calculations with useMemo
32
+ *
33
+ * @module components/three/BoneClothing
34
+ * @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
+ */
229
+ var BoneClothing = ({ boneName, archetype, physicalAttributes }) => {
230
+ const attrs = useMemo(() => physicalAttributes ?? {
231
+ muscleMass: 35,
232
+ fatMass: 12,
233
+ shoulderWidth: 45,
234
+ torsoLength: 59,
235
+ armLength: 62,
236
+ legLength: 96
237
+ }, [physicalAttributes]);
238
+ const attachments = useMemo(() => getClothingForBone(boneName, archetype, attrs), [
239
+ boneName,
240
+ archetype,
241
+ attrs
242
+ ]);
243
+ const clothingSet = useMemo(() => getArchetypeClothing(archetype), [archetype]);
244
+ /**
245
+ * Generate fabric textures for realistic dobok (도복) rendering
246
+ *
247
+ * Creates procedural weave patterns, normal maps, and roughness maps
248
+ * for enhanced cloth realism without external image assets.
249
+ *
250
+ * @korean 직물텍스처생성
251
+ */
252
+ const fabricTextures = useMemo(() => {
253
+ const textureMap = /* @__PURE__ */ new Map();
254
+ for (const item of clothingSet.items) if (!textureMap.has(item.material)) {
255
+ const preset = getFabricPreset(item.material);
256
+ const colorHex = numberToHex(item.colorPrimary);
257
+ textureMap.set(item.material, generateFabricTextureSet(colorHex, preset));
258
+ }
259
+ return textureMap;
260
+ }, [clothingSet]);
261
+ useEffect(() => {
262
+ return () => {
263
+ fabricTextures.forEach((textureSet) => textureSet.dispose());
264
+ };
265
+ }, [fabricTextures]);
266
+ /**
267
+ * Create materials with advanced physical properties for realistic cloth rendering
268
+ *
269
+ * Enhanced with:
270
+ * - **Fabric textures**: Procedural weave patterns for dobok authenticity
271
+ * - **Normal maps**: Surface detail for thread texture visibility
272
+ * - **Roughness maps**: Realistic light scattering on fabric surface
273
+ * - Subsurface scattering: Light transmission through fabric for realism
274
+ * - Clearcoat: Surface depth and sheen for material quality
275
+ * - Double-sided rendering: Proper display when cloth folds
276
+ * - Physical properties: IOR, reflectivity for authentic appearance
277
+ *
278
+ * @korean 향상된물리재료생성
279
+ */
280
+ const materials = useMemo(() => {
281
+ return attachments.map((attachment) => {
282
+ const materialType = clothingSet.items.find((item) => attachment.itemId.startsWith(item.id))?.material ?? "fabric";
283
+ const textureSet = fabricTextures.get(materialType);
284
+ let normalScale;
285
+ try {
286
+ normalScale = new THREE.Vector2(.3, .3);
287
+ } catch {
288
+ normalScale = void 0;
289
+ }
290
+ return new THREE.MeshPhysicalMaterial({
291
+ color: attachment.color,
292
+ map: textureSet?.colorMap ?? null,
293
+ normalMap: textureSet?.normalMap ?? null,
294
+ normalScale,
295
+ roughnessMap: textureSet?.roughnessMap ?? null,
296
+ emissive: attachment.emissiveColor ?? 0,
297
+ emissiveIntensity: attachment.emissiveIntensity ?? 0,
298
+ metalness: attachment.metalness ?? .1,
299
+ roughness: attachment.roughness ?? .8,
300
+ clearcoat: .2,
301
+ clearcoatRoughness: .6,
302
+ transmission: .03,
303
+ thickness: .15,
304
+ ior: 1.4,
305
+ reflectivity: .2,
306
+ side: THREE.DoubleSide,
307
+ flatShading: false
308
+ });
309
+ });
310
+ }, [
311
+ attachments,
312
+ clothingSet,
313
+ fabricTextures
314
+ ]);
315
+ useEffect(() => {
316
+ return () => {
317
+ materials.forEach((mat) => mat.dispose());
318
+ };
319
+ }, [materials]);
320
+ useEffect(() => {
321
+ return () => {
322
+ attachments.forEach((attachment) => {
323
+ attachment.geometry.dispose();
324
+ });
325
+ };
326
+ }, [attachments]);
327
+ if (attachments.length === 0) return null;
328
+ return /* @__PURE__ */ jsx(Fragment, { children: attachments.map((attachment, index) => /* @__PURE__ */ jsx("mesh", {
329
+ geometry: attachment.geometry,
330
+ material: materials[index],
331
+ position: attachment.localOffset.toArray(),
332
+ rotation: [
333
+ attachment.localRotation.x,
334
+ attachment.localRotation.y,
335
+ attachment.localRotation.z
336
+ ],
337
+ castShadow: true,
338
+ receiveShadow: true,
339
+ name: `clothing-${attachment.itemId}`
340
+ }, attachment.itemId)) });
341
+ };
342
+ //#endregion
343
+ export { BoneClothing as default };
344
+
345
+ //# sourceMappingURL=BoneClothing.js.map
@@ -0,0 +1 @@
1
+ {"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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@@ -0,0 +1,129 @@
1
+ /**
2
+ * BoneRenderer component for visualizing skeletal hierarchy
3
+ *
4
+ * Renders bone hierarchy as connected capsule meshes with proper transformations.
5
+ * Recursively renders parent-child bone relationships for complete skeleton visualization.
6
+ *
7
+ * @module components/three/BoneRenderer
8
+ * @category 3D Components
9
+ * @korean 뼈렌더러컴포넌트
10
+ */
11
+ import React from "react";
12
+ import * as THREE from "three";
13
+ import type { PlayerArchetype } from "../../../../types/common";
14
+ import type { FacialDamageState, FacialExpression } from "../../../../types/facial";
15
+ import type { HandAnimationState } from "../../../../types/hand-animation";
16
+ import type { SkeletalRig } from "../../../../types/skeletal";
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+ /**
18
+ * Props for BoneRenderer component
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+ *
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+ * @public
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+ * @category Component Props
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+ * @korean 뼈렌더러속성
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+ */
24
+ export interface BoneRendererProps {
25
+ /**
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+ * Skeletal rig to render
27
+ * @korean 골격
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+ */
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+ readonly rig: SkeletalRig;
30
+ /**
31
+ * Bone color
32
+ * @korean 뼈색상
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+ */
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+ readonly color?: number;
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+ /**
36
+ * Whether to show bones (for debugging)
37
+ * @korean 뼈표시여부
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+ */
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+ readonly showBones?: boolean;
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+ /**
41
+ * Render mode: 'solid' for solid meshes, 'debug' for wireframe
42
+ * @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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+ /**
61
+ * Current facial expression
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+ * @korean 얼굴표정
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+ */
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+ readonly facialExpression?: FacialExpression;
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+ /**
66
+ * 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)
110
+ * @korean 피로여부
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+ */
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+ readonly isExhausted?: boolean;
113
+ }
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+ /**
115
+ * BoneRenderer component
116
+ *
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+ * Renders complete skeletal rig with recursive bone hierarchy.
118
+ *
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+ * @example
120
+ * ```tsx
121
+ * const rig = createHumanoidRig();
122
+ * <BoneRenderer rig={rig} color={0xFF6B6B} renderMode="solid" />
123
+ * ```
124
+ *
125
+ * @korean 뼈렌더러컴포넌트
126
+ */
127
+ export declare const BoneRenderer: React.FC<BoneRendererProps>;
128
+ export default BoneRenderer;
129
+ //# sourceMappingURL=BoneRenderer.d.ts.map
@@ -0,0 +1 @@
1
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