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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scale: [
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1,
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eyeOpenness,
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1
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],
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60
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children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
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.04,
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62
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8,
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63
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8
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] }), /* @__PURE__ */ jsx("meshPhysicalMaterial", {
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color: 16777215,
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roughness: .1,
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67
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clearcoat: 1,
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clearcoatRoughness: .1
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})]
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}),
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eyeOpenness > .1 && /* @__PURE__ */ jsxs("mesh", {
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position: pupilOffset,
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children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
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.015,
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8,
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76
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8
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77
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] }), /* @__PURE__ */ jsx("meshPhysicalMaterial", {
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color: 0,
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roughness: .2,
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clearcoat: .8
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})]
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}),
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swelling > 0 && /* @__PURE__ */ jsxs("mesh", {
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scale: [
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85
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1 + swelling * .5,
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1 + swelling * .5,
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1
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],
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children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
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.05,
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91
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+
8,
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92
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+
8
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93
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] }), /* @__PURE__ */ jsx("meshStandardMaterial", {
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color: 6697830,
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transparent: true,
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opacity: swelling * .6
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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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* Mouth component with expression-based openness and bleeding
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*
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* Renders mouth that opens/closes based on expression.
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*
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* @param props - Mouth component props
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* @returns Mouth 3D mesh group
|
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*
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* @korean 입컴포넌트
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*/
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var Mouth = ({ position, expression, bleeding }) => {
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const mouthOpenness = useMemo(() => {
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return MOUTH_OPENNESS[expression];
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}, [expression]);
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const bloodColor = KOREAN_COLORS.ACCENT_RED;
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return /* @__PURE__ */ jsxs("group", {
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position,
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name: "mouth",
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children: [/* @__PURE__ */ jsxs("mesh", {
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scale: [
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.08,
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mouthOpenness * .04 + .005,
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.01
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],
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children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
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1,
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1,
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1
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] }), /* @__PURE__ */ jsx("meshPhysicalMaterial", {
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color: 3342336,
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roughness: .5
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})]
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}), bleeding > 0 && /* @__PURE__ */ jsxs(Fragment, { children: [/* @__PURE__ */ jsxs("mesh", {
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position: [
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0,
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-.01,
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0
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],
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children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
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.015,
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8,
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8
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] }), /* @__PURE__ */ jsx("meshPhysicalMaterial", {
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color: bloodColor,
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roughness: .2,
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clearcoat: 1,
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transparent: true,
|
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opacity: bleeding * .9
|
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})]
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}), bleeding > .5 && /* @__PURE__ */ jsxs("mesh", {
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position: [
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0,
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-.03,
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0
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],
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scale: [
|
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.5,
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1,
|
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.5
|
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],
|
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|
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children: [/* @__PURE__ */ jsx("cylinderGeometry", { args: [
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.005,
|
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.008,
|
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.04,
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8
|
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167
|
+
] }), /* @__PURE__ */ jsx("meshPhysicalMaterial", {
|
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|
+
color: bloodColor,
|
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roughness: .2,
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clearcoat: 1,
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transparent: true,
|
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opacity: bleeding * .7
|
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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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* Nose component
|
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*
|
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* Simple geometric nose.
|
|
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*
|
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* @param position - Nose position
|
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* @param skinColor - Skin tone color
|
|
184
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* @param bleeding - Bleeding intensity (0-1)
|
|
185
|
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* @returns Nose 3D mesh
|
|
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|
+
*
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|
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* @korean 코컴포넌트
|
|
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|
+
*/
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|
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|
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var Nose = ({ position, skinColor, bleeding }) => {
|
|
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|
+
const bloodColor = KOREAN_COLORS.ACCENT_RED;
|
|
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|
+
const noseMaterial = useMemo(() => new THREE.MeshPhysicalMaterial({
|
|
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|
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color: skinColor,
|
|
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|
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roughness: .6,
|
|
194
|
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metalness: 0,
|
|
195
|
+
clearcoat: .3,
|
|
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|
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clearcoatRoughness: .6,
|
|
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|
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transmission: 0,
|
|
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|
+
thickness: .05,
|
|
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|
+
ior: 1.4,
|
|
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|
+
sheen: .1,
|
|
201
|
+
sheenRoughness: .8,
|
|
202
|
+
emissive: new THREE.Color(16736320),
|
|
203
|
+
emissiveIntensity: .02
|
|
204
|
+
}), [skinColor]);
|
|
205
|
+
useEffect(() => {
|
|
206
|
+
return () => {
|
|
207
|
+
noseMaterial.dispose();
|
|
208
|
+
};
|
|
209
|
+
}, [noseMaterial]);
|
|
210
|
+
return /* @__PURE__ */ jsxs("group", {
|
|
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|
+
position,
|
|
212
|
+
name: "nose",
|
|
213
|
+
children: [/* @__PURE__ */ jsxs("mesh", {
|
|
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|
+
rotation: [
|
|
215
|
+
Math.PI,
|
|
216
|
+
0,
|
|
217
|
+
0
|
|
218
|
+
],
|
|
219
|
+
children: [/* @__PURE__ */ jsx("coneGeometry", { args: [
|
|
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|
+
.03,
|
|
221
|
+
.06,
|
|
222
|
+
8
|
|
223
|
+
] }), /* @__PURE__ */ jsx("primitive", {
|
|
224
|
+
object: noseMaterial,
|
|
225
|
+
attach: "material"
|
|
226
|
+
})]
|
|
227
|
+
}), bleeding > 0 && /* @__PURE__ */ jsxs("mesh", {
|
|
228
|
+
position: [
|
|
229
|
+
0,
|
|
230
|
+
-.03,
|
|
231
|
+
.01
|
|
232
|
+
],
|
|
233
|
+
children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
|
|
234
|
+
.01,
|
|
235
|
+
6,
|
|
236
|
+
6
|
|
237
|
+
] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
238
|
+
color: bloodColor,
|
|
239
|
+
transparent: true,
|
|
240
|
+
opacity: bleeding * .8
|
|
241
|
+
})]
|
|
242
|
+
})]
|
|
243
|
+
});
|
|
244
|
+
};
|
|
245
|
+
/**
|
|
246
|
+
* Face3D component
|
|
247
|
+
*
|
|
248
|
+
* Main facial features component with head sphere, eyes, mouth, nose,
|
|
249
|
+
* and damage visualization.
|
|
250
|
+
*
|
|
251
|
+
* @param props - Face3D props
|
|
252
|
+
* @returns Face 3D mesh group
|
|
253
|
+
*
|
|
254
|
+
* @example
|
|
255
|
+
* ```tsx
|
|
256
|
+
* <Face3D
|
|
257
|
+
* expression={FacialExpression.PAINED}
|
|
258
|
+
* damage={damageState}
|
|
259
|
+
* opponentPosition={new THREE.Vector3(5, 2, 0)}
|
|
260
|
+
* headRotation={new THREE.Euler(0, 0, 0)}
|
|
261
|
+
* enableEyeTracking={true}
|
|
262
|
+
* />
|
|
263
|
+
* ```
|
|
264
|
+
*
|
|
265
|
+
* @korean 얼굴3D
|
|
266
|
+
*/
|
|
267
|
+
var Face3D = ({ expression, damage, opponentPosition, headRotation, enableEyeTracking = true, enableDamageVisuals = true, isMobile = false, skinColor = 16767916 }) => {
|
|
268
|
+
const eyeDirection = useMemo(() => {
|
|
269
|
+
if (!enableEyeTracking) return new THREE.Vector3(0, 0, 1);
|
|
270
|
+
if (!opponentPosition || typeof opponentPosition.x !== "number" || typeof opponentPosition.y !== "number" || typeof opponentPosition.z !== "number") {
|
|
271
|
+
if (process.env.NODE_ENV !== "production") console.warn("Face3D: opponentPosition is not a valid THREE.Vector3; defaulting eye direction forward.");
|
|
272
|
+
return new THREE.Vector3(0, 0, 1);
|
|
273
|
+
}
|
|
274
|
+
const headPos = new THREE.Vector3(0, HEAD_POSITION_OFFSET, 0);
|
|
275
|
+
const dir = new THREE.Vector3(opponentPosition.x - headPos.x, opponentPosition.y - headPos.y, opponentPosition.z - headPos.z);
|
|
276
|
+
dir.normalize();
|
|
277
|
+
return dir;
|
|
278
|
+
}, [opponentPosition, enableEyeTracking]);
|
|
279
|
+
const bruiseIntensity = useMemo(() => {
|
|
280
|
+
if (!enableDamageVisuals) return 0;
|
|
281
|
+
return (damage.leftCheekBruise + damage.rightCheekBruise + damage.foreheadBruise + damage.jawBruise) / 4;
|
|
282
|
+
}, [damage, enableDamageVisuals]);
|
|
283
|
+
const headColor = useMemo(() => {
|
|
284
|
+
if (bruiseIntensity === 0) return skinColor;
|
|
285
|
+
return mixColors(skinColor, 6697830, bruiseIntensity * .3);
|
|
286
|
+
}, [skinColor, bruiseIntensity]);
|
|
287
|
+
const damageTexture = null;
|
|
288
|
+
const headMaterial = useMemo(() => new THREE.MeshPhysicalMaterial({
|
|
289
|
+
color: headColor,
|
|
290
|
+
map: damageTexture,
|
|
291
|
+
roughness: .6,
|
|
292
|
+
metalness: 0,
|
|
293
|
+
clearcoat: .3,
|
|
294
|
+
clearcoatRoughness: .6,
|
|
295
|
+
envMapIntensity: .5,
|
|
296
|
+
transmission: 0,
|
|
297
|
+
thickness: .1,
|
|
298
|
+
ior: 1.4,
|
|
299
|
+
sheen: .15,
|
|
300
|
+
sheenRoughness: .7,
|
|
301
|
+
emissive: new THREE.Color(16736320),
|
|
302
|
+
emissiveIntensity: .02
|
|
303
|
+
}), [headColor, damageTexture]);
|
|
304
|
+
const earMaterial = useMemo(() => new THREE.MeshPhysicalMaterial({
|
|
305
|
+
color: headColor,
|
|
306
|
+
roughness: .6,
|
|
307
|
+
metalness: 0,
|
|
308
|
+
clearcoat: .3,
|
|
309
|
+
clearcoatRoughness: .6,
|
|
310
|
+
transmission: 0,
|
|
311
|
+
thickness: .05,
|
|
312
|
+
ior: 1.4,
|
|
313
|
+
sheen: .1,
|
|
314
|
+
sheenRoughness: .8,
|
|
315
|
+
emissive: new THREE.Color(16736320),
|
|
316
|
+
emissiveIntensity: .02
|
|
317
|
+
}), [headColor]);
|
|
318
|
+
useEffect(() => {
|
|
319
|
+
return () => {
|
|
320
|
+
headMaterial.dispose();
|
|
321
|
+
earMaterial.dispose();
|
|
322
|
+
};
|
|
323
|
+
}, [headMaterial, earMaterial]);
|
|
324
|
+
return /* @__PURE__ */ jsxs("group", {
|
|
325
|
+
position: [
|
|
326
|
+
0,
|
|
327
|
+
HEAD_POSITION_OFFSET,
|
|
328
|
+
0
|
|
329
|
+
],
|
|
330
|
+
rotation: headRotation,
|
|
331
|
+
name: "face3d",
|
|
332
|
+
children: [
|
|
333
|
+
/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
|
|
334
|
+
.2,
|
|
335
|
+
isMobile ? 12 : 16,
|
|
336
|
+
isMobile ? 12 : 16
|
|
337
|
+
] }), /* @__PURE__ */ jsx("primitive", {
|
|
338
|
+
object: headMaterial,
|
|
339
|
+
attach: "material"
|
|
340
|
+
})] }),
|
|
341
|
+
/* @__PURE__ */ jsx(Eye, {
|
|
342
|
+
position: [
|
|
343
|
+
-.08,
|
|
344
|
+
.05,
|
|
345
|
+
.15
|
|
346
|
+
],
|
|
347
|
+
expression,
|
|
348
|
+
lookDirection: eyeDirection,
|
|
349
|
+
swelling: enableDamageVisuals ? damage.leftEyeSwelling : 0,
|
|
350
|
+
side: "left"
|
|
351
|
+
}),
|
|
352
|
+
/* @__PURE__ */ jsx(Eye, {
|
|
353
|
+
position: [
|
|
354
|
+
.08,
|
|
355
|
+
.05,
|
|
356
|
+
.15
|
|
357
|
+
],
|
|
358
|
+
expression,
|
|
359
|
+
lookDirection: eyeDirection,
|
|
360
|
+
swelling: enableDamageVisuals ? damage.rightEyeSwelling : 0,
|
|
361
|
+
side: "right"
|
|
362
|
+
}),
|
|
363
|
+
/* @__PURE__ */ jsx(Mouth, {
|
|
364
|
+
position: [
|
|
365
|
+
0,
|
|
366
|
+
-.05,
|
|
367
|
+
.15
|
|
368
|
+
],
|
|
369
|
+
expression,
|
|
370
|
+
bleeding: enableDamageVisuals ? damage.mouthBleeding : 0
|
|
371
|
+
}),
|
|
372
|
+
/* @__PURE__ */ jsx(Nose, {
|
|
373
|
+
position: [
|
|
374
|
+
0,
|
|
375
|
+
.02,
|
|
376
|
+
.18
|
|
377
|
+
],
|
|
378
|
+
skinColor,
|
|
379
|
+
bleeding: enableDamageVisuals ? damage.noseBleeding : 0
|
|
380
|
+
}),
|
|
381
|
+
!isMobile && /* @__PURE__ */ jsxs(Fragment, { children: [/* @__PURE__ */ jsxs("mesh", {
|
|
382
|
+
position: [
|
|
383
|
+
-.2,
|
|
384
|
+
0,
|
|
385
|
+
0
|
|
386
|
+
],
|
|
387
|
+
rotation: [
|
|
388
|
+
0,
|
|
389
|
+
0,
|
|
390
|
+
Math.PI / 6
|
|
391
|
+
],
|
|
392
|
+
children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
|
|
393
|
+
.04,
|
|
394
|
+
8,
|
|
395
|
+
8
|
|
396
|
+
] }), /* @__PURE__ */ jsx("primitive", {
|
|
397
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{"version":3,"file":"Face3D.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/Face3D.tsx"],"sourcesContent":["/**\n * Face3D component with realistic facial features\n *\n * Renders facial features with expressions, eye tracking, and damage visualization:\n * - Eyes with pupils that track opponent\n * - Mouth that opens/closes based on expression\n * - Nose geometry\n * - Damage effects (bruises, swelling, bleeding)\n *\n * @module components/three/Face3D\n * @category 3D Components\n * @korean 얼굴3D컴포넌트\n */\n\nimport React, { useEffect, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport {\n EYE_OPENNESS,\n MOUTH_OPENNESS,\n type EyeProps,\n type Face3DProps,\n type MouthProps,\n} from \"../../../../types/facial\";\nimport { mixColors } from \"../../../../utils/colorHelpers\";\n\n/**\n * Head position offset from bone center\n * Since Face3D is rendered inside the head bone group,\n * this is a small offset to position the face correctly\n * @korean 머리위치오프셋\n */\nconst HEAD_POSITION_OFFSET = 0.1;\n\n/**\n * Eye component with pupil tracking and swelling\n *\n * Renders eye with adjustable openness, pupil tracking, and swelling effects.\n *\n * @param props - Eye component props\n * @returns Eye 3D mesh group\n *\n * @korean 눈컴포넌트\n */\nconst Eye: React.FC<EyeProps> = ({\n position,\n expression,\n lookDirection,\n swelling,\n side,\n}) => {\n // Calculate eye openness based on expression\n const eyeOpenness = useMemo(() => {\n return EYE_OPENNESS[expression];\n }, [expression]);\n\n // Calculate pupil offset based on look direction\n const pupilOffset = useMemo(() => {\n // Normalize look direction\n const normalized = lookDirection.clone().normalize();\n\n // Convert to 2D offset (x, y in eye space)\n // Limit pupil movement to realistic range\n const maxOffset = 0.015;\n const x = normalized.x * maxOffset;\n const y = -normalized.y * maxOffset * 0.5; // Less vertical movement\n\n return new THREE.Vector3(x, y, 0.03);\n }, [lookDirection]);\n\n // Swelling color (purple bruise)\n const swellingColor = 0x663366;\n\n return (\n <group position={position} name={`eye-${side}`}>\n {/* Eye white (sclera) */}\n <mesh scale={[1, eyeOpenness, 1]}>\n <sphereGeometry args={[0.04, 8, 8]} />\n <meshPhysicalMaterial\n color={0xffffff}\n roughness={0.1}\n clearcoat={1.0}\n clearcoatRoughness={0.1}\n />\n </mesh>\n\n {/* Pupil (tracks opponent) */}\n {eyeOpenness > 0.1 && (\n <mesh position={pupilOffset}>\n <sphereGeometry args={[0.015, 8, 8]} />\n <meshPhysicalMaterial\n color={0x000000}\n roughness={0.2}\n clearcoat={0.8}\n />\n </mesh>\n )}\n\n {/* Swelling indicator */}\n {swelling > 0 && (\n <mesh scale={[1 + swelling * 0.5, 1 + swelling * 0.5, 1]}>\n <sphereGeometry args={[0.05, 8, 8]} />\n <meshStandardMaterial\n color={swellingColor}\n transparent\n opacity={swelling * 0.6}\n />\n </mesh>\n )}\n </group>\n );\n};\n\n/**\n * Mouth component with expression-based openness and bleeding\n *\n * Renders mouth that opens/closes based on expression.\n *\n * @param props - Mouth component props\n * @returns Mouth 3D mesh group\n *\n * @korean 입컴포넌트\n */\nconst Mouth: React.FC<MouthProps> = ({ position, expression, bleeding }) => {\n // Calculate mouth openness based on expression\n const mouthOpenness = useMemo(() => {\n return MOUTH_OPENNESS[expression];\n }, [expression]);\n\n // Blood color\n const bloodColor = KOREAN_COLORS.ACCENT_RED;\n\n return (\n <group position={position} name=\"mouth\">\n {/* Mouth line */}\n <mesh scale={[0.08, mouthOpenness * 0.04 + 0.005, 0.01]}>\n <boxGeometry args={[1, 1, 1]} />\n <meshPhysicalMaterial color={0x330000} roughness={0.5} />\n </mesh>\n\n {/* Blood effect */}\n {bleeding > 0 && (\n <>\n {/* Blood on lip */}\n <mesh position={[0, -0.01, 0]}>\n <sphereGeometry args={[0.015, 8, 8]} />\n <meshPhysicalMaterial\n color={bloodColor}\n roughness={0.2}\n clearcoat={1.0}\n transparent\n opacity={bleeding * 0.9}\n />\n </mesh>\n\n {/* Blood drip */}\n {bleeding > 0.5 && (\n <mesh position={[0, -0.03, 0]} scale={[0.5, 1, 0.5]}>\n <cylinderGeometry args={[0.005, 0.008, 0.04, 8]} />\n <meshPhysicalMaterial\n color={bloodColor}\n roughness={0.2}\n clearcoat={1.0}\n transparent\n opacity={bleeding * 0.7}\n />\n </mesh>\n )}\n </>\n )}\n </group>\n );\n};\n\n/**\n * Nose component\n *\n * Simple geometric nose.\n *\n * @param position - Nose position\n * @param skinColor - Skin tone color\n * @param bleeding - Bleeding intensity (0-1)\n * @returns Nose 3D mesh\n *\n * @korean 코컴포넌트\n */\nconst Nose: React.FC<{\n position: [number, number, number];\n skinColor: number;\n bleeding: number;\n}> = ({ position, skinColor, bleeding }) => {\n const bloodColor = KOREAN_COLORS.ACCENT_RED;\n\n // Memoize skin material for nose\n const noseMaterial = useMemo(\n () =>\n new THREE.MeshPhysicalMaterial({\n color: skinColor,\n roughness: 0.6,\n metalness: 0,\n clearcoat: 0.3,\n clearcoatRoughness: 0.6,\n // PBR skin properties\n transmission: 0,\n thickness: 0.05,\n ior: 1.4,\n sheen: 0.1,\n sheenRoughness: 0.8,\n // Subtle emissive\n emissive: new THREE.Color(0xff6040),\n emissiveIntensity: 0.02,\n }),\n [skinColor]\n );\n\n // Dispose nose material on unmount to prevent memory leaks\n useEffect(() => {\n return () => {\n noseMaterial.dispose();\n };\n }, [noseMaterial]);\n\n return (\n <group position={position} name=\"nose\">\n {/* Nose */}\n <mesh rotation={[Math.PI, 0, 0]}>\n <coneGeometry args={[0.03, 0.06, 8]} />\n <primitive object={noseMaterial} attach=\"material\" />\n </mesh>\n\n {/* Blood from nose */}\n {bleeding > 0 && (\n <mesh position={[0, -0.03, 0.01]}>\n <sphereGeometry args={[0.01, 6, 6]} />\n <meshBasicMaterial\n color={bloodColor}\n transparent\n opacity={bleeding * 0.8}\n />\n </mesh>\n )}\n </group>\n );\n};\n\n/**\n * Face3D component\n *\n * Main facial features component with head sphere, eyes, mouth, nose,\n * and damage visualization.\n *\n * @param props - Face3D props\n * @returns Face 3D mesh group\n *\n * @example\n * ```tsx\n * <Face3D\n * expression={FacialExpression.PAINED}\n * damage={damageState}\n * opponentPosition={new THREE.Vector3(5, 2, 0)}\n * headRotation={new THREE.Euler(0, 0, 0)}\n * enableEyeTracking={true}\n * />\n * ```\n *\n * @korean 얼굴3D\n */\nexport const Face3D: React.FC<Face3DProps> = ({\n expression,\n damage,\n opponentPosition,\n headRotation,\n enableEyeTracking = true,\n enableDamageVisuals = true,\n isMobile = false,\n skinColor = 0xffdbac, // Default skin tone\n}) => {\n // Calculate eye direction toward opponent\n const eyeDirection = useMemo(() => {\n if (!enableEyeTracking) {\n return new THREE.Vector3(0, 0, 1); // Look forward\n }\n\n // Validate opponent position - check for required THREE.Vector3 methods\n // This is more robust than instanceof check in test environments\n if (\n !opponentPosition ||\n typeof opponentPosition.x !== \"number\" ||\n typeof 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damage.jawBruise) /\n 4;\n return avgBruise;\n }, [damage, enableDamageVisuals]);\n\n // Adjust head color for bruising using helper function\n const headColor = useMemo(() => {\n if (bruiseIntensity === 0) return skinColor;\n\n // Mix skin color with purple bruise color\n const bruiseColor = 0x663366;\n return mixColors(skinColor, bruiseColor, bruiseIntensity * 0.3);\n }, [skinColor, bruiseIntensity]);\n\n // NOTE: Damage visuals are currently handled via headColor bruise interpolation.\n // In a future implementation, this could be replaced with a canvas-based texture.\n const damageTexture = null;\n\n // Memoize head material to avoid recreating on every render\n const headMaterial = useMemo(\n () =>\n new THREE.MeshPhysicalMaterial({\n color: headColor,\n map: damageTexture,\n roughness: 0.6,\n metalness: 0,\n clearcoat: 0.3,\n clearcoatRoughness: 0.6,\n envMapIntensity: 0.5,\n // PBR skin properties\n transmission: 0,\n thickness: 0.1,\n ior: 1.4, // Index of refraction for skin\n sheen: 0.15, // Facial skin has more sheen\n sheenRoughness: 0.7,\n // Subtle emissive for alive appearance\n emissive: new THREE.Color(0xff6040),\n emissiveIntensity: 0.02,\n }),\n [headColor, damageTexture]\n );\n\n // Memoize ear material to avoid recreating on every render\n const earMaterial = useMemo(\n () =>\n new THREE.MeshPhysicalMaterial({\n color: headColor,\n roughness: 0.6,\n metalness: 0,\n clearcoat: 0.3,\n clearcoatRoughness: 0.6,\n // PBR skin properties\n transmission: 0,\n thickness: 0.05,\n ior: 1.4,\n sheen: 0.1,\n sheenRoughness: 0.8,\n // Subtle emissive\n emissive: new THREE.Color(0xff6040),\n emissiveIntensity: 0.02,\n }),\n [headColor]\n );\n\n // Dispose materials on unmount to prevent memory leaks\n useEffect(() => {\n return () => {\n headMaterial.dispose();\n earMaterial.dispose();\n };\n }, [headMaterial, earMaterial]);\n\n return (\n <group\n position={[0, HEAD_POSITION_OFFSET, 0]}\n rotation={headRotation}\n name=\"face3d\"\n >\n {/* Head sphere */}\n 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AAM;KAAC;KAAM;KAAG;KAAE,EAAI,CAAA,EACtC,oBAAC,aAAD;KAAW,QAAQ;KAAa,QAAO;KAAa,CAAA,CAC/C;MACN,EAAA,CAAA;GAEC"}
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/**
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* Foot3D component with anatomically accurate foot geometry
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*
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* Renders detailed 3D foot with proper dimensions for martial arts stances
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* and kicks. Supports left/right feet with Korean skin tone coloring.
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*
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* Implements anatomically correct foot proportions:
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* - Length: ~26-29cm (varies by archetype)
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* - Width: ~10cm at widest point
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* - Height: ~8cm at ankle
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*
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* @module components/three/Foot3D
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* @category 3D Components
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* @korean 발3D컴포넌트
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*/
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import React from "react";
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/**
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* Props for Foot3D component
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*
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* @public
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* @korean 발3D속성
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*/
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export interface Foot3DProps {
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/**
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* Foot side (left or right)
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* @korean 발쪽
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*/
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readonly side: "left" | "right";
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/**
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* Base skin color
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* @korean 피부색
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*/
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readonly skinColor?: number;
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/**
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* Scale multiplier (based on archetype physical attributes)
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* @korean 크기배율
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*/
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readonly scale?: number;
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/**
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* Whether foot is highlighted (e.g., during kicks)
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* @korean 표시여부
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*/
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readonly isHighlighted?: boolean;
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}
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/**
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+
* Foot3D Component
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*
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* Complete foot geometry with anatomically correct dimensions suitable
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* for Korean martial arts stance visualization and kick animations.
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*
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* Design notes:
|
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* - Main foot body is box-shaped with rounded edges
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* - Toe area is slightly elevated and separated
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* - Heel is wider than toe area for stability
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* - Dimensions scale with archetype (Amsalja: smaller, Jojik: larger)
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*
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* @example
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* ```tsx
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* <Foot3D
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* side="right"
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* skinColor={0xffdbac}
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* scale={1.0}
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* isHighlighted={false}
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* />
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+
* ```
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+
*
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67
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+
* @korean 발3D컴포넌트
|
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68
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+
*/
|
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69
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+
export declare const Foot3D: React.FC<Foot3DProps>;
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export default Foot3D;
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//# sourceMappingURL=Foot3D.d.ts.map
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|
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1
|
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{"version":3,"file":"Foot3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/anatomy/Foot3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,OAAO,KAA6B,MAAM,OAAO,CAAC;AAIlD;;;;;GAKG;AACH,MAAM,WAAW,WAAW;IAC1B;;;OAGG;IACH,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC;IAEhC;;;OAGG;IACH,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAE5B;;;OAGG;IACH,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IAExB;;;OAGG;IACH,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;CAClC;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,eAAO,MAAM,MAAM,EAAE,KAAK,CAAC,EAAE,CAAC,WAAW,CAwJxC,CAAC;AAEF,eAAe,MAAM,CAAC"}
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