blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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* BoneRenderer component for visualizing skeletal hierarchy
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/**
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*/
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var SingleBone = ({ bone, color, renderMode, leftHandState, rightHandState, cameraDistance = 10, facialExpression, facialDamage, opponentPosition, enableFacialExpressions = false, enableEyeTracking = true, boneThicknessMultiplier = 1, muscleStates, isExhausted = false, physicalAttributes, archetype }) => {
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const capsuleDefaultDirection = new THREE.Vector3(0, 1, 0);
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let rotation = new THREE.Euler(0, 0, 0);
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const x = bone.position.x ?? 0;
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const positionLength = Math.sqrt(x * x + y * y + z * z);
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if (positionLength > .001) {
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const targetX = x / positionLength;
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const targetY = y / positionLength;
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const target = new THREE.Vector3(targetX, targetY, targetZ);
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const quaternion = new THREE.Quaternion().setFromUnitVectors(capsuleDefaultDirection, target);
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rotation = new THREE.Euler().setFromQuaternion(quaternion);
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offset = new THREE.Vector3(-targetX * length / 2, -targetY * length / 2, -targetZ * length / 2);
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}
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}
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return {
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length,
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};
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}, [bone]);
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const hasMuscles = muscleStates !== void 0 && muscleStates.size > 0;
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return /* @__PURE__ */ jsxs("group", {
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ref: groupRef,
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scale: bone.scale.toArray(),
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name: `bone-${bone.name}`,
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children: [
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renderMode === "solid" && !hasMuscles ? /* @__PURE__ */ jsxs("mesh", {
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position: boneTransform.offset.toArray(),
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rotation: [
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castShadow: true,
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receiveShadow: true,
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children: [/* @__PURE__ */ jsx("capsuleGeometry", { args: [
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boneTransform.length * BASE_BONE_RADIUS_RATIO * boneThicknessMultiplier,
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color,
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metalness: .5,
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roughness: .4,
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clearcoat: 1,
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clearcoatRoughness: .1,
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envMapIntensity: 1
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}) : renderMode === "debug" ? /* @__PURE__ */ jsxs("mesh", {
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position: boneTransform.offset.toArray(),
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rotation: [
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children: [/* @__PURE__ */ jsx("capsuleGeometry", { args: [
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physicalAttributes: {
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muscleMass: physicalAttributes.muscleMass,
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fatMass: physicalAttributes.fatMass,
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shoulderWidth: physicalAttributes.shoulderWidth ?? 45,
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torsoLength: physicalAttributes.torsoLength ?? 59,
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armLength: physicalAttributes.armLength ?? 77,
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legLength: physicalAttributes.legLength ?? 96
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}),
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physicalAttributes: {
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fatMass: physicalAttributes.fatMass,
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armLength: physicalAttributes.armLength ?? 77,
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bone.children.map((childBone) => /* @__PURE__ */ jsx(SingleBone, {
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}, childBone.name)),
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bone.name === "hand_L" && leftHandState && /* @__PURE__ */ jsx(Hand3D, {
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side: "left",
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pose: leftHandState.currentPose,
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fingerCurl: leftHandState.currentFingerCurl,
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distanceFromCamera: cameraDistance,
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scale: 1
|
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}),
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bone.name === "hand_R" && rightHandState && /* @__PURE__ */ jsx(Hand3D, {
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side: "right",
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pose: rightHandState.currentPose,
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fingerCurl: rightHandState.currentFingerCurl,
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distanceFromCamera: cameraDistance,
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wristRotation: rightHandState.currentWristRotation,
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highlightMode: rightHandState.highlightMode,
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skinColor: color,
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scale: 1
|
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}),
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bone.name === "foot_L" && /* @__PURE__ */ jsx(Foot3D, {
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side: "left",
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skinColor: color,
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scale: boneThicknessMultiplier,
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isHighlighted: false
|
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bone.name === "foot_R" && /* @__PURE__ */ jsx(Foot3D, {
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side: "right",
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skinColor: color,
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scale: boneThicknessMultiplier,
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|
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isHighlighted: false
|
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}),
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|
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bone.name === "head" && enableFacialExpressions && facialExpression && /* @__PURE__ */ jsx(Face3D, {
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expression: facialExpression,
|
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|
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damage: facialDamage ?? DEFAULT_FACIAL_DAMAGE,
|
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|
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opponentPosition: opponentPosition ?? new THREE.Vector3(5, 2, 0),
|
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|
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headRotation: bone.rotation.clone(),
|
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|
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enableEyeTracking,
|
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|
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enableDamageVisuals: true,
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|
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isMobile: cameraDistance > 15,
|
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|
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skinColor: color
|
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})
|
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]
|
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});
|
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};
|
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|
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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
|
|
229
|
+
* const rig = createHumanoidRig();
|
|
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|
+
* <BoneRenderer rig={rig} color={0xFF6B6B} renderMode="solid" />
|
|
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|
+
* ```
|
|
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|
+
*
|
|
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|
+
* @korean 뼈렌더러컴포넌트
|
|
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|
+
*/
|
|
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|
+
var BoneRenderer = ({ rig, color = KOREAN_COLORS.ACCENT_RED, showBones = true, renderMode = "solid", leftHandState, rightHandState, cameraDistance = 10, facialExpression, facialDamage, opponentPosition, enableFacialExpressions = false, enableEyeTracking = true, physicalAttributes, muscleStates, isExhausted = false, archetype }) => {
|
|
236
|
+
const boneThicknessMultiplier = useMemo(() => {
|
|
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|
+
if (!physicalAttributes) return 1;
|
|
238
|
+
return calculateBoneThickness(physicalAttributes.muscleMass, physicalAttributes.fatMass);
|
|
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|
+
}, [physicalAttributes]);
|
|
240
|
+
if (!showBones) return null;
|
|
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|
+
return /* @__PURE__ */ jsx("group", {
|
|
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|
+
name: "bone-renderer",
|
|
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|
+
children: /* @__PURE__ */ jsx(SingleBone, {
|
|
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|
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bone: rig.root,
|
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|
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color,
|
|
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|
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renderMode,
|
|
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|
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leftHandState,
|
|
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|
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rightHandState,
|
|
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|
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cameraDistance,
|
|
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|
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facialExpression,
|
|
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|
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facialDamage,
|
|
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|
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opponentPosition,
|
|
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|
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enableFacialExpressions,
|
|
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|
+
enableEyeTracking,
|
|
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|
+
boneThicknessMultiplier,
|
|
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|
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muscleStates,
|
|
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|
+
isExhausted,
|
|
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|
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physicalAttributes,
|
|
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|
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archetype
|
|
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|
+
})
|
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|
+
});
|
|
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|
+
};
|
|
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|
+
//#endregion
|
|
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|
+
export { BoneRenderer as default };
|
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|
+
|
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|
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//# sourceMappingURL=BoneRenderer.js.map
|
|
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|
|
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|
+
{"version":3,"file":"BoneRenderer.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BoneRenderer.tsx"],"sourcesContent":["/**\n * BoneRenderer component for visualizing skeletal hierarchy\n *\n * Renders bone hierarchy as connected capsule meshes with proper transformations.\n * Recursively renders parent-child bone relationships for complete skeleton visualization.\n *\n * @module components/three/BoneRenderer\n * @category 3D Components\n * @korean 뼈렌더러컴포넌트\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useMemo, useRef } from \"react\";\nimport * as THREE from \"three\";\nimport {\n BASE_BONE_RADIUS_RATIO,\n calculateBoneThickness,\n} from \"../../../../constants/bodyRenderingConstants\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport type {\n FacialDamageState,\n FacialExpression,\n} from \"../../../../types/facial\";\nimport { DEFAULT_FACIAL_DAMAGE } from \"../../../../types/facial\";\nimport type { HandAnimationState } from \"../../../../types/hand-animation\";\nimport type { Bone, SkeletalRig } from \"../../../../types/skeletal\";\nimport { BoneMuscles } from \"./BoneAttachedMuscles\";\nimport { BoneClothing } from \"./BoneClothing\";\nimport { BodySurface } from \"./BodySurface\";\nimport Face3D from \"./Face3D\";\nimport Foot3D from \"./Foot3D\";\nimport Hand3D from \"./Hand3D\";\n\n/**\n * Props for BoneRenderer component\n *\n * @public\n * @category Component Props\n * @korean 뼈렌더러속성\n */\nexport interface BoneRendererProps {\n /**\n * Skeletal rig to render\n * @korean 골격\n */\n readonly rig: SkeletalRig;\n\n /**\n * Bone color\n * @korean 뼈색상\n */\n readonly color?: number;\n\n /**\n * Whether to show bones (for debugging)\n * @korean 뼈표시여부\n */\n readonly showBones?: boolean;\n\n /**\n * Render mode: 'solid' for solid meshes, 'debug' for wireframe\n * @korean 렌더모드\n */\n readonly renderMode?: \"solid\" | \"debug\";\n\n /**\n * Left hand animation state\n * @korean 왼손애니메이션상태\n */\n readonly leftHandState?: HandAnimationState;\n\n /**\n * Right hand animation state\n * @korean 오른손애니메이션상태\n */\n readonly rightHandState?: HandAnimationState;\n\n /**\n * Distance from camera for LOD\n * @korean 카메라거리\n */\n readonly cameraDistance?: number;\n\n /**\n * Current facial expression\n * @korean 얼굴표정\n */\n readonly facialExpression?: FacialExpression;\n\n /**\n * Facial damage state\n * @korean 얼굴손상\n */\n readonly facialDamage?: FacialDamageState;\n\n /**\n * Opponent position for eye tracking\n * @korean 상대위치\n */\n readonly opponentPosition?: THREE.Vector3;\n\n /**\n * Enable facial expressions rendering\n * @korean 얼굴표정렌더링\n */\n readonly enableFacialExpressions?: boolean;\n\n /**\n * Enable eye tracking\n * @korean 눈추적활성화\n */\n readonly enableEyeTracking?: boolean;\n\n /**\n * Physical attributes for bone thickness scaling\n * @korean 신체속성\n */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth?: number;\n readonly torsoLength?: number;\n readonly armLength?: number;\n readonly legLength?: number;\n };\n\n /**\n * Player archetype for clothing style\n * @korean 플레이어원형\n */\n readonly archetype?: PlayerArchetype;\n\n /**\n * Muscle tension states for bone-attached muscles\n * Map of muscle group name to tension level (0-1)\n * @korean 근육상태들\n */\n readonly muscleStates?: Map<string, number>;\n\n /**\n * Whether player is exhausted (triggers muscle shaking)\n * @korean 피로여부\n */\n readonly isExhausted?: boolean;\n}\n\n/**\n * Single bone renderer with transformation\n *\n * Renders a single bone as a capsule connecting to its parent.\n *\n * @param bone - Bone to render\n * @param color - Bone color\n * @param renderMode - Render mode\n * @param leftHandState - Left hand animation state\n * @param rightHandState - Right hand animation state\n * @param cameraDistance - Distance from camera\n * @param boneThicknessMultiplier - Thickness multiplier for bone radius\n * @korean 단일뼈렌더러\n */\nconst SingleBone: React.FC<{\n readonly bone: Bone;\n readonly color: number;\n readonly renderMode: \"solid\" | \"debug\";\n readonly leftHandState?: HandAnimationState;\n readonly rightHandState?: HandAnimationState;\n readonly cameraDistance?: number;\n readonly facialExpression?: FacialExpression;\n readonly facialDamage?: FacialDamageState;\n readonly opponentPosition?: THREE.Vector3;\n readonly enableFacialExpressions?: boolean;\n readonly enableEyeTracking?: boolean;\n readonly boneThicknessMultiplier?: number;\n readonly muscleStates?: Map<string, number>;\n readonly isExhausted?: boolean;\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 readonly archetype?: PlayerArchetype;\n}> = ({\n bone,\n color,\n renderMode,\n leftHandState,\n rightHandState,\n cameraDistance = 10,\n facialExpression,\n facialDamage,\n opponentPosition,\n enableFacialExpressions = false,\n enableEyeTracking = true,\n boneThicknessMultiplier = 1.0,\n muscleStates,\n isExhausted = false,\n physicalAttributes,\n archetype,\n}) => {\n // Ref for the bone group to update rotation imperatively\n const groupRef = useRef<THREE.Group>(null);\n\n // Sync bone rotation from animation system each frame\n // This is necessary because bone.rotation is mutated in place by batchUpdateBones\n // and React doesn't detect the mutation (no state/prop change)\n useFrame(() => {\n if (groupRef.current) {\n // Apply current bone rotation and position from animation system\n groupRef.current.rotation.set(\n bone.rotation.x,\n bone.rotation.y,\n bone.rotation.z,\n );\n groupRef.current.position.set(\n bone.position.x,\n bone.position.y,\n bone.position.z,\n );\n }\n });\n\n // Calculate bone direction and length\n const boneTransform = useMemo(() => {\n const length = bone.length;\n // CapsuleGeometry in Three.js is aligned along the Y-axis by default (0, 1, 0)\n const capsuleDefaultDirection = new THREE.Vector3(0, 1, 0);\n\n // Calculate rotation to align with bone direction if parent exists\n let rotation = new THREE.Euler(0, 0, 0);\n // Offset to position capsule between parent and this bone's position\n // Capsules extend equally in both directions, so we offset by half length toward parent\n let offset = new THREE.Vector3(0, -length / 2, 0);\n\n if (bone.parent) {\n // Use this bone's local position (parent → child vector) and normalize to get the direction\n // Extract coordinates and manually normalize to avoid issues with Vector3 method availability\n const x = bone.position.x ?? 0;\n const y = bone.position.y ?? 0;\n const z = bone.position.z ?? 0;\n\n const positionLength = Math.sqrt(x * x + y * y + z * z);\n if (positionLength > 0.001) {\n // Manually normalize to get a stable direction vector\n const targetX = x / positionLength;\n const targetY = y / positionLength;\n const targetZ = z / positionLength;\n const target = new THREE.Vector3(targetX, targetY, targetZ);\n\n // Calculate quaternion rotation from capsule's default Y-axis to target direction\n const quaternion = new THREE.Quaternion().setFromUnitVectors(\n capsuleDefaultDirection,\n target,\n );\n rotation = new THREE.Euler().setFromQuaternion(quaternion);\n\n // Calculate offset in the direction toward parent (negative of bone direction)\n // This positions the capsule to connect parent → this bone\n offset = new THREE.Vector3(\n (-targetX * length) / 2,\n (-targetY * length) / 2,\n (-targetZ * length) / 2,\n );\n }\n }\n\n return { length, rotation, offset };\n }, [bone]);\n\n // Determine if muscles are being rendered - if so, hide bone geometry\n // to prevent layer stacking that causes \"bubble man\" appearance\n const hasMuscles = muscleStates !== undefined && muscleStates.size > 0;\n\n return (\n <group\n ref={groupRef}\n scale={bone.scale.toArray()}\n name={`bone-${bone.name}`}\n >\n {/* Bone capsule connecting to parent - ONLY render if no muscles (muscles provide body shape) */}\n {renderMode === \"solid\" && !hasMuscles ? (\n <mesh\n position={boneTransform.offset.toArray()}\n rotation={[\n boneTransform.rotation.x,\n boneTransform.rotation.y,\n boneTransform.rotation.z,\n ]}\n castShadow\n receiveShadow\n >\n <capsuleGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n boneThicknessMultiplier, // Radius scaled by thickness\n boneTransform.length, // Length unchanged\n 4,\n 8,\n ]}\n />\n <meshPhysicalMaterial\n color={color}\n metalness={0.5}\n roughness={0.4}\n clearcoat={1.0}\n clearcoatRoughness={0.1}\n envMapIntensity={1.0}\n />\n </mesh>\n ) : renderMode === \"debug\" ? (\n <mesh\n position={boneTransform.offset.toArray()}\n rotation={[\n boneTransform.rotation.x,\n boneTransform.rotation.y,\n boneTransform.rotation.z,\n ]}\n >\n <capsuleGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n boneThicknessMultiplier, // Radius scaled by thickness\n boneTransform.length, // Length unchanged\n 4,\n 8,\n ]}\n />\n <meshBasicMaterial\n color={color}\n wireframe={true}\n transparent={true}\n opacity={0.5}\n />\n </mesh>\n ) : null}\n\n {/* Joint sphere at bone position */}\n {renderMode === \"debug\" && (\n <mesh>\n <sphereGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n 1.2 *\n boneThicknessMultiplier,\n 8,\n 8,\n ]}\n />\n <meshBasicMaterial color={KOREAN_COLORS.PRIMARY_CYAN} />\n </mesh>\n )}\n\n {/* Render bone-attached muscles */}\n {renderMode === \"solid\" && muscleStates && (\n <BoneMuscles\n boneName={bone.name}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n />\n )}\n\n {/* Render body surface (skin/flesh layer) - provides continuous humanoid appearance */}\n {renderMode === \"solid\" && archetype && physicalAttributes && (\n <BodySurface\n boneName={bone.name}\n archetype={archetype}\n cameraDistance={cameraDistance}\n physicalAttributes={{\n muscleMass: physicalAttributes.muscleMass,\n fatMass: physicalAttributes.fatMass,\n shoulderWidth: physicalAttributes.shoulderWidth ?? 45,\n torsoLength: physicalAttributes.torsoLength ?? 59,\n armLength: physicalAttributes.armLength ?? 77,\n legLength: physicalAttributes.legLength ?? 96,\n }}\n />\n )}\n\n {/* Render bone-attached clothing */}\n {renderMode === \"solid\" && archetype && physicalAttributes && (\n <BoneClothing\n boneName={bone.name}\n archetype={archetype}\n physicalAttributes={{\n muscleMass: physicalAttributes.muscleMass,\n fatMass: physicalAttributes.fatMass,\n shoulderWidth: physicalAttributes.shoulderWidth ?? 45,\n torsoLength: physicalAttributes.torsoLength ?? 59,\n armLength: physicalAttributes.armLength ?? 77,\n legLength: physicalAttributes.legLength ?? 96,\n }}\n />\n )}\n\n {/* Render children recursively */}\n {bone.children.map((childBone) => (\n <SingleBone\n key={childBone.name}\n bone={childBone}\n color={color}\n renderMode={renderMode}\n leftHandState={leftHandState}\n rightHandState={rightHandState}\n cameraDistance={cameraDistance}\n facialExpression={facialExpression}\n facialDamage={facialDamage}\n opponentPosition={opponentPosition}\n enableFacialExpressions={enableFacialExpressions}\n enableEyeTracking={enableEyeTracking}\n boneThicknessMultiplier={boneThicknessMultiplier}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n archetype={archetype}\n />\n ))}\n\n {/* Add hands at hand bones with animation state */}\n {bone.name === \"hand_L\" && leftHandState && (\n <Hand3D\n side=\"left\"\n pose={leftHandState.currentPose}\n fingerCurl={leftHandState.currentFingerCurl}\n distanceFromCamera={cameraDistance}\n wristRotation={leftHandState.currentWristRotation}\n isHighlighted={leftHandState.isHighlighted}\n highlightMode={leftHandState.highlightMode}\n skinColor={color}\n scale={1.0}\n />\n )}\n {bone.name === \"hand_R\" && rightHandState && (\n <Hand3D\n side=\"right\"\n pose={rightHandState.currentPose}\n fingerCurl={rightHandState.currentFingerCurl}\n distanceFromCamera={cameraDistance}\n wristRotation={rightHandState.currentWristRotation}\n isHighlighted={rightHandState.isHighlighted}\n highlightMode={rightHandState.highlightMode}\n skinColor={color}\n scale={1.0}\n />\n )}\n\n {/* Add feet at foot bones with archetype scaling */}\n {bone.name === \"foot_L\" && (\n <Foot3D\n side=\"left\"\n skinColor={color}\n scale={boneThicknessMultiplier}\n isHighlighted={false}\n />\n )}\n {bone.name === \"foot_R\" && (\n <Foot3D\n side=\"right\"\n skinColor={color}\n scale={boneThicknessMultiplier}\n isHighlighted={false}\n />\n )}\n\n {/* Add facial features at head bone */}\n {bone.name === \"head\" && enableFacialExpressions && facialExpression && (\n <Face3D\n expression={facialExpression}\n damage={facialDamage ?? DEFAULT_FACIAL_DAMAGE}\n opponentPosition={opponentPosition ?? new THREE.Vector3(5, 2, 0)}\n headRotation={bone.rotation.clone()}\n enableEyeTracking={enableEyeTracking}\n enableDamageVisuals={true}\n isMobile={cameraDistance > 15}\n skinColor={color}\n />\n )}\n </group>\n );\n};\n\n/**\n * BoneRenderer component\n *\n * Renders complete skeletal rig with recursive bone hierarchy.\n *\n * @example\n * ```tsx\n * const rig = createHumanoidRig();\n * <BoneRenderer rig={rig} color={0xFF6B6B} renderMode=\"solid\" />\n * ```\n *\n * @korean 뼈렌더러컴포넌트\n */\nexport const BoneRenderer: React.FC<BoneRendererProps> = ({\n rig,\n color = KOREAN_COLORS.ACCENT_RED,\n showBones = true,\n renderMode = \"solid\",\n leftHandState,\n rightHandState,\n cameraDistance = 10,\n facialExpression,\n facialDamage,\n opponentPosition,\n enableFacialExpressions = false, // Default false to avoid breaking existing tests\n enableEyeTracking = true,\n physicalAttributes,\n muscleStates,\n isExhausted = false,\n archetype,\n}) => {\n // Calculate bone thickness multiplier from physical attributes\n const boneThicknessMultiplier = useMemo(() => {\n if (!physicalAttributes) return 1.0;\n return calculateBoneThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n }, [physicalAttributes]);\n\n if (!showBones) {\n return null;\n }\n\n return (\n <group name=\"bone-renderer\">\n <SingleBone\n bone={rig.root}\n color={color}\n renderMode={renderMode}\n leftHandState={leftHandState}\n rightHandState={rightHandState}\n cameraDistance={cameraDistance}\n facialExpression={facialExpression}\n facialDamage={facialDamage}\n opponentPosition={opponentPosition}\n enableFacialExpressions={enableFacialExpressions}\n enableEyeTracking={enableEyeTracking}\n boneThicknessMultiplier={boneThicknessMultiplier}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n archetype={archetype}\n />\n </group>\n );\n};\n\nexport default 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/**
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* Face3D component with realistic facial features
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*
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* Renders facial features with expressions, eye tracking, and damage visualization:
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* - Eyes with pupils that track opponent
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* - Mouth that opens/closes based on expression
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* - Nose geometry
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* - Damage effects (bruises, swelling, bleeding)
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*
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* @module components/three/Face3D
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* @category 3D Components
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* @korean 얼굴3D컴포넌트
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*/
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import React from "react";
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import { type Face3DProps } from "../../../../types/facial";
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/**
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* Face3D component
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*
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* Main facial features component with head sphere, eyes, mouth, nose,
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* and damage visualization.
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*
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* @param props - Face3D props
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* @returns Face 3D mesh group
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*
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* @example
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* ```tsx
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* <Face3D
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* expression={FacialExpression.PAINED}
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* damage={damageState}
|
|
30
|
+
* opponentPosition={new THREE.Vector3(5, 2, 0)}
|
|
31
|
+
* headRotation={new THREE.Euler(0, 0, 0)}
|
|
32
|
+
* enableEyeTracking={true}
|
|
33
|
+
* />
|
|
34
|
+
* ```
|
|
35
|
+
*
|
|
36
|
+
* @korean 얼굴3D
|
|
37
|
+
*/
|
|
38
|
+
export declare const Face3D: React.FC<Face3DProps>;
|
|
39
|
+
export default Face3D;
|
|
40
|
+
//# sourceMappingURL=Face3D.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"Face3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/anatomy/Face3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAA6B,MAAM,OAAO,CAAC;AAGlD,OAAO,EAIL,KAAK,WAAW,EAEjB,MAAM,0BAA0B,CAAC;AA8NlC;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,MAAM,EAAE,KAAK,CAAC,EAAE,CAAC,WAAW,CA4LxC,CAAC;AAEF,eAAe,MAAM,CAAC"}
|