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 { colorUtils } from "../../../../types/constants/colors.js";
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//#region src/components/shared/three/effects/StanceTransitionEffect.tsx
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/**
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* StanceTransitionEffect - Smooth visual transition between trigram stances
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var StanceTransitionEffect = ({ fromStance, toStance, onTransitionComplete, duration = .5, showNameOverlay = true }) => {
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const fromColor = useMemo(() => fromStance ? getStanceColor(fromStance) : getStanceColor(toStance), [fromStance, toStance]);
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const toColor = useMemo(() => getStanceColor(toStance), [toStance]);
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const stanceNames = useMemo(() => getStanceNames(toStance), [toStance]);
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useEffect(() => {
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isInitializedRef.current = false;
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}, [toStance, showNameOverlay]);
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useFrame((state) => {
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const elapsed = state.clock.elapsedTime - startTimeRef.current;
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const progress = Math.min(elapsed / duration, 1);
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const currentColor = colorUtils.blend(fromColor, toColor, progress);
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ringRef.current.material.color.setHex(currentColor);
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}
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});
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const toColorHex = `#${toColor.toString(16).padStart(6, "0")}`;
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return /* @__PURE__ */ jsxs("group", {
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name: "stance-transition-effect",
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children: [/* @__PURE__ */ jsxs("mesh", {
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position: [
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],
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rotation: [
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0,
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],
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name: "transition-ring",
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position: [
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style: {
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style: {
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padding: "8px 16px",
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backgroundColor: "rgba(0, 0, 0, 0.7)",
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borderRadius: "8px",
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boxShadow: `0 0 20px ${toColorHex}`,
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animation: "fadeInOut 1s ease-in-out"
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},
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children: [/* @__PURE__ */ jsx("div", {
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style: {
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fontSize: "24px",
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fontFamily: FONT_FAMILY.KOREAN,
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color: toColorHex,
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fontWeight: "bold",
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textShadow: `0 0 10px ${toColorHex}`
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},
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children: stanceNames.korean
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}), /* @__PURE__ */ jsx("div", {
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style: {
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fontSize: "14px",
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fontFamily: FONT_FAMILY.KOREAN,
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color: toColorHex,
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fontWeight: "normal",
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opacity: .8
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children: stanceNames.english
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})]
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}), /* @__PURE__ */ jsx("style", { children: `
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@keyframes fadeInOut {
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0% { opacity: 0; transform: translateY(10px); }
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}
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` })]
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})]
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});
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};
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//#endregion
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export { StanceTransitionEffect as default };
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//# sourceMappingURL=StanceTransitionEffect.js.map
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{"version":3,"file":"StanceTransitionEffect.js","names":[],"sources":["../../../../../src/components/shared/three/effects/StanceTransitionEffect.tsx"],"sourcesContent":["/**\n * StanceTransitionEffect - Smooth visual transition between trigram stances\n *\n * Manages the visual transition when a player changes stance, providing:\n * - 0.5s smooth color fade between old and new stance colors\n * - Expanding energy ring effect\n * - Bilingual stance name display (Korean + English) for 1s\n * - Audio synchronization for stance change SFX\n *\n * @module components/three/StanceTransitionEffect\n * @category 3D Components\n * @korean 자세전환효과\n */\n\nimport { Html } from \"@react-three/drei\";\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useEffect, useMemo, useRef, useState } from \"react\";\nimport * as THREE from \"three\";\nimport { TrigramStance } from \"../../../../types/common\";\nimport { FONT_FAMILY } from \"../../../../types/constants\";\nimport { colorUtils } from \"../../../../types/constants/colors\";\nimport {\n getStanceColor,\n getStanceNames,\n} from \"../../../../utils/stanceHelpers\";\n\n/**\n * Props for StanceTransitionEffect component\n */\nexport interface StanceTransitionEffectProps {\n /** Previous stance (for color interpolation) */\n readonly fromStance: TrigramStance | null;\n /** New stance being transitioned to */\n readonly toStance: TrigramStance;\n /** Callback when transition completes */\n readonly onTransitionComplete?: () => void;\n /** Transition duration in seconds (default: 0.5) */\n readonly duration?: number;\n /** Show stance name overlay (default: true) */\n readonly showNameOverlay?: boolean;\n}\n\n/**\n * StanceTransitionEffect Component\n *\n * Provides smooth visual feedback during stance changes:\n * 1. Expanding energy ring effect from player center\n * 2. Color interpolation from old to new stance\n * 3. Bilingual stance name overlay (1 second display)\n *\n * Performance optimized:\n * - Single animation frame callback\n * - Auto-cleanup after transition completes\n * - Reuses Three.js materials and geometries\n *\n * @example\n * ```tsx\n * <StanceTransitionEffect\n * fromStance={TrigramStance.GEON}\n * toStance={TrigramStance.TAE}\n * onTransitionComplete={() => console.log('Transition done')}\n * duration={0.5}\n * />\n * ```\n */\nexport const StanceTransitionEffect: React.FC<StanceTransitionEffectProps> = ({\n fromStance,\n toStance,\n onTransitionComplete,\n duration = 0.5,\n showNameOverlay = true,\n}) => {\n const ringRef = useRef<THREE.Mesh>(null);\n const startTimeRef = useRef<number>(0);\n const isInitializedRef = useRef(false);\n const [isTransitioning, setIsTransitioning] = useState(true);\n const [showName, setShowName] = useState(showNameOverlay);\n\n // Get colors and names\n const fromColor = useMemo(\n () => (fromStance ? getStanceColor(fromStance) : getStanceColor(toStance)),\n [fromStance, toStance]\n );\n const toColor = useMemo(() => getStanceColor(toStance), [toStance]);\n const stanceNames = useMemo(() => getStanceNames(toStance), [toStance]);\n\n // Handle transitions - external timer effect justifies useEffect\n\n useEffect(() => {\n // Reset for new transition\n isInitializedRef.current = false;\n startTimeRef.current = 0;\n // These setState calls are intentional - triggered by prop change, not creating infinite loops\n setIsTransitioning(true);\n setShowName(showNameOverlay);\n\n // External system: timer for name overlay\n if (showNameOverlay) {\n const nameTimer = setTimeout(() => {\n setShowName(false);\n }, 1000);\n\n return () => clearTimeout(nameTimer);\n }\n }, [toStance, showNameOverlay]);\n\n // Animation loop\n useFrame((state) => {\n if (!isTransitioning || !ringRef.current) return;\n\n // Initialize start time on first frame for consistency with clock\n if (!isInitializedRef.current) {\n startTimeRef.current = state.clock.elapsedTime;\n isInitializedRef.current = true;\n }\n\n const elapsed = state.clock.elapsedTime - startTimeRef.current;\n const progress = Math.min(elapsed / duration, 1.0);\n\n // Interpolate color\n const currentColor = colorUtils.blend(fromColor, toColor, progress);\n (ringRef.current.material as THREE.MeshBasicMaterial).color.setHex(\n currentColor\n );\n\n // Expand ring outward\n const scale = 0.5 + progress * 2.5; // From 0.5 to 3.0\n ringRef.current.scale.setScalar(scale);\n\n // Fade out as it expands\n const opacity = 1.0 - progress * 0.7; // From 1.0 to 0.3\n (ringRef.current.material as THREE.MeshBasicMaterial).opacity = opacity;\n\n // Complete transition\n if (progress >= 1.0) {\n setIsTransitioning(false);\n onTransitionComplete?.();\n }\n });\n\n // Convert color to hex string for CSS\n const toColorHex = `#${toColor.toString(16).padStart(6, \"0\")}`;\n\n return (\n <group name=\"stance-transition-effect\">\n {/* Expanding energy ring */}\n <mesh\n ref={ringRef}\n position={[0, 0.05, 0]}\n rotation={[-Math.PI / 2, 0, 0]}\n name=\"transition-ring\"\n >\n <ringGeometry args={[0.8, 1.0, 32]} />\n <meshBasicMaterial\n color={fromColor}\n transparent\n opacity={1.0}\n side={THREE.DoubleSide}\n depthWrite={false}\n blending={THREE.AdditiveBlending}\n />\n </mesh>\n\n {/* Stance name overlay (Korean + English) */}\n {showName && (\n <Html\n position={[0, 2.0, 0]}\n center\n distanceFactor={10}\n style={{\n pointerEvents: \"none\",\n userSelect: \"none\",\n }}\n data-testid=\"stance-name-overlay\"\n >\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: \"4px\",\n padding: \"8px 16px\",\n backgroundColor: \"rgba(0, 0, 0, 0.7)\",\n borderRadius: \"8px\",\n border: `2px solid ${toColorHex}`,\n boxShadow: `0 0 20px ${toColorHex}`,\n animation: \"fadeInOut 1s ease-in-out\",\n }}\n >\n {/* Korean name */}\n <div\n style={{\n fontSize: \"24px\",\n fontFamily: FONT_FAMILY.KOREAN,\n color: toColorHex,\n fontWeight: \"bold\",\n textShadow: `0 0 10px ${toColorHex}`,\n }}\n >\n {stanceNames.korean}\n </div>\n\n {/* English name */}\n <div\n style={{\n fontSize: \"14px\",\n fontFamily: FONT_FAMILY.KOREAN,\n color: toColorHex,\n fontWeight: \"normal\",\n opacity: 0.8,\n }}\n >\n {stanceNames.english}\n </div>\n </div>\n\n {/* CSS animation */}\n <style>\n {`\n @keyframes fadeInOut {\n 0% { opacity: 0; transform: translateY(10px); }\n 20% { opacity: 1; transform: translateY(0); }\n 80% { opacity: 1; transform: translateY(0); }\n 100% { opacity: 0; transform: translateY(-10px); }\n }\n `}\n </style>\n </Html>\n )}\n </group>\n );\n};\n\nexport default StanceTransitionEffect;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAiEA,IAAa,0BAAiE,EAC5E,YACA,UACA,sBACA,WAAW,IACX,kBAAkB,WACd;CACJ,MAAM,UAAU,OAAmB,KAAK;CACxC,MAAM,eAAe,OAAe,EAAE;CACtC,MAAM,mBAAmB,OAAO,MAAM;CACtC,MAAM,CAAC,iBAAiB,sBAAsB,SAAS,KAAK;CAC5D,MAAM,CAAC,UAAU,eAAe,SAAS,gBAAgB;CAGzD,MAAM,YAAY,cACT,aAAa,eAAe,WAAW,GAAG,eAAe,SAAS,EACzE,CAAC,YAAY,SAAS,CACvB;CACD,MAAM,UAAU,cAAc,eAAe,SAAS,EAAE,CAAC,SAAS,CAAC;CACnE,MAAM,cAAc,cAAc,eAAe,SAAS,EAAE,CAAC,SAAS,CAAC;AAIvE,iBAAgB;AAEd,mBAAiB,UAAU;AAC3B,eAAa,UAAU;AAEvB,qBAAmB,KAAK;AACxB,cAAY,gBAAgB;AAG5B,MAAI,iBAAiB;GACnB,MAAM,YAAY,iBAAiB;AACjC,gBAAY,MAAM;MACjB,IAAK;AAER,gBAAa,aAAa,UAAU;;IAErC,CAAC,UAAU,gBAAgB,CAAC;AAG/B,WAAU,UAAU;AAClB,MAAI,CAAC,mBAAmB,CAAC,QAAQ,QAAS;AAG1C,MAAI,CAAC,iBAAiB,SAAS;AAC7B,gBAAa,UAAU,MAAM,MAAM;AACnC,oBAAiB,UAAU;;EAG7B,MAAM,UAAU,MAAM,MAAM,cAAc,aAAa;EACvD,MAAM,WAAW,KAAK,IAAI,UAAU,UAAU,EAAI;EAGlD,MAAM,eAAe,WAAW,MAAM,WAAW,SAAS,SAAS;AAClE,UAAQ,QAAQ,SAAqC,MAAM,OAC1D,aACD;EAGD,MAAM,QAAQ,KAAM,WAAW;AAC/B,UAAQ,QAAQ,MAAM,UAAU,MAAM;EAGtC,MAAM,UAAU,IAAM,WAAW;AAChC,UAAQ,QAAQ,SAAqC,UAAU;AAGhE,MAAI,YAAY,GAAK;AACnB,sBAAmB,MAAM;AACzB,2BAAwB;;GAE1B;CAGF,MAAM,aAAa,IAAI,QAAQ,SAAS,GAAG,CAAC,SAAS,GAAG,IAAI;AAE5D,QACE,qBAAC,SAAD;EAAO,MAAK;YAAZ,CAEE,qBAAC,QAAD;GACE,KAAK;GACL,UAAU;IAAC;IAAG;IAAM;IAAE;GACtB,UAAU;IAAC,CAAC,KAAK,KAAK;IAAG;IAAG;IAAE;GAC9B,MAAK;aAJP,CAME,oBAAC,gBAAD,EAAc,MAAM;IAAC;IAAK;IAAK;IAAG,EAAI,CAAA,EACtC,oBAAC,qBAAD;IACE,OAAO;IACP,aAAA;IACA,SAAS;IACT,MAAM,MAAM;IACZ,YAAY;IACZ,UAAU,MAAM;IAChB,CAAA,CACG;MAGN,YACC,qBAAC,MAAD;GACE,UAAU;IAAC;IAAG;IAAK;IAAE;GACrB,QAAA;GACA,gBAAgB;GAChB,OAAO;IACL,eAAe;IACf,YAAY;IACb;GACD,eAAY;aARd,CAUE,qBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,eAAe;KACf,YAAY;KACZ,KAAK;KACL,SAAS;KACT,iBAAiB;KACjB,cAAc;KACd,QAAQ,aAAa;KACrB,WAAW,YAAY;KACvB,WAAW;KACZ;cAZH,CAeE,oBAAC,OAAD;KACE,OAAO;MACL,UAAU;MACV,YAAY,YAAY;MACxB,OAAO;MACP,YAAY;MACZ,YAAY,YAAY;MACzB;eAEA,YAAY;KACT,CAAA,EAGN,oBAAC,OAAD;KACE,OAAO;MACL,UAAU;MACV,YAAY,YAAY;MACxB,OAAO;MACP,YAAY;MACZ,SAAS;MACV;eAEA,YAAY;KACT,CAAA,CACF;OAGN,oBAAC,SAAD,EAAA,UACG;;;;;;;eAQK,CAAA,CACH;KAEH"}
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/**
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* ThunderEffect3D - Lightning and thunder visual effects for Jin trigram
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*
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* Provides explosive lightning arcs, electric sparks, and thunder flashes
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* for Jin (Thunder) stance techniques with Korean cyberpunk aesthetic.
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*
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* **Korean Martial Arts Context:**
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* - 진괘 (Jin): Thunder trigram explosive power visualization
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* - 번개 (Byeonggae): Lightning effect for charge phase
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* - 천둥 (Cheondung): Thunder burst for release phase
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*
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* @module components/shared/three/effects/ThunderEffect3D
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* @korean 천둥효과3D
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*/
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import React from "react";
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/**
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* Props for ThunderEffect3D component
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*/
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export interface ThunderEffect3DProps {
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/** Position in 3D space [x, y, z] */
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readonly position: [number, number, number];
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/** Intensity of the effect (0-1) */
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readonly intensity?: number;
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/** Effect type: charge (buildup) or release (burst) */
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readonly effectType: "charge" | "release";
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/** Duration in milliseconds */
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readonly duration?: number;
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/** Callback when effect completes */
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readonly onComplete?: () => void;
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/** Whether effect is active */
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readonly active?: boolean;
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}
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/**
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* Main Thunder Effect Component
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* Displays charge or release effects for Jin trigram techniques
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*/
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export declare const ThunderEffect3D: React.FC<ThunderEffect3DProps>;
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export default ThunderEffect3D;
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//# sourceMappingURL=ThunderEffect3D.d.ts.map
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{"version":3,"file":"ThunderEffect3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/effects/ThunderEffect3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAGH,OAAO,KAA+C,MAAM,OAAO,CAAC;AAIpE;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,qCAAqC;IACrC,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,oCAAoC;IACpC,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAC5B,uDAAuD;IACvD,QAAQ,CAAC,UAAU,EAAE,QAAQ,GAAG,SAAS,CAAC;IAC1C,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAC3B,qCAAqC;IACrC,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,IAAI,CAAC;IACjC,+BAA+B;IAC/B,QAAQ,CAAC,MAAM,CAAC,EAAE,OAAO,CAAC;CAC3B;AA4UD;;;GAGG;AACH,eAAO,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAgD1D,CAAC;AAEF,eAAe,eAAe,CAAC"}
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/**
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* VitalPointMarkers3D - 3D vital point visualization
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*
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* Renders anatomical vital points (급소) in 3D space around character models
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* Provides Korean martial arts targeting system visualization
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* Note: Currently displays points from KOREAN_VITAL_POINTS data (expandable to 70 points)
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*/
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import React from "react";
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import { VitalPointSeverity } from "../../../../types/common";
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/**
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* Body region filter options
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*/
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export type BodyRegionFilter = "all" | "head" | "torso" | "arms" | "legs";
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/**
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* Props for the VitalPointMarkers3D component.
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* Controls visibility and interaction with anatomical targeting points.
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*/
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export interface VitalPointMarkers3DProps {
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/** 3D world position of the character [x, y, z]. Defaults to [0, 0, 0] */
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readonly position?: [number, number, number];
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/** Whether markers are visible. Defaults to true */
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readonly visible?: boolean;
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/** Selected vital point ID for highlighting */
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readonly selectedPoint?: string | null;
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/** Callback when a vital point is clicked */
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readonly onPointClick?: (vitalPointId: string) => void;
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/** Callback when a vital point is hovered */
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readonly onPointHover?: (vitalPointId: string | null) => void;
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/** Filter points by severity level */
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readonly severityFilter?: VitalPointSeverity[];
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/** Filter points by body region */
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readonly regionFilter?: BodyRegionFilter;
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/** Search query to filter points by name */
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readonly searchQuery?: string;
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/** Whether to show point labels with Korean names */
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readonly showLabels?: boolean;
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/** Scale multiplier for marker size. Defaults to 1.0 */
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readonly scale?: number;
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/** Whether to enable pulsing animation. Defaults to true */
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readonly animated?: boolean;
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}
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/**
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* VitalPointMarkers3D Component
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* Renders all vital points as 3D markers around a character
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*/
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export declare const VitalPointMarkers3D: React.FC<VitalPointMarkers3DProps>;
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export default VitalPointMarkers3D;
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//# sourceMappingURL=VitalPointMarkers3D.d.ts.map
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{"version":3,"file":"VitalPointMarkers3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/effects/VitalPointMarkers3D.tsx"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAIH,OAAO,KAAoC,MAAM,OAAO,CAAC;AAIzD,OAAO,EAAY,kBAAkB,EAAE,MAAM,0BAA0B,CAAC;AAGxE;;GAEG;AACH,MAAM,MAAM,gBAAgB,GAAG,KAAK,GAAG,MAAM,GAAG,OAAO,GAAG,MAAM,GAAG,MAAM,CAAC;AAE1E;;;GAGG;AACH,MAAM,WAAW,wBAAwB;IACvC,0EAA0E;IAC1E,QAAQ,CAAC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC7C,oDAAoD;IACpD,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,+CAA+C;IAC/C,QAAQ,CAAC,aAAa,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IACvC,6CAA6C;IAC7C,QAAQ,CAAC,YAAY,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,KAAK,IAAI,CAAC;IACvD,6CAA6C;IAC7C,QAAQ,CAAC,YAAY,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,GAAG,IAAI,KAAK,IAAI,CAAC;IAC9D,sCAAsC;IACtC,QAAQ,CAAC,cAAc,CAAC,EAAE,kBAAkB,EAAE,CAAC;IAC/C,mCAAmC;IACnC,QAAQ,CAAC,YAAY,CAAC,EAAE,gBAAgB,CAAC;IACzC,4CAA4C;IAC5C,QAAQ,CAAC,WAAW,CAAC,EAAE,MAAM,CAAC;IAC9B,qDAAqD;IACrD,QAAQ,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC;IAC9B,wDAAwD;IACxD,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IACxB,4DAA4D;IAC5D,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;CAC7B;AA0OD;;;GAGG;AACH,eAAO,MAAM,mBAAmB,EAAE,KAAK,CAAC,EAAE,CAAC,wBAAwB,CAgGlE,CAAC;AAEF,eAAe,mBAAmB,CAAC"}
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import { VitalPointSeverity } from "../../../../types/common.js";
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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import { FONT_FAMILY } from "../../../../types/constants/typography.js";
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import "../../../../types/constants/index.js";
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import KOREAN_VITAL_POINTS from "../../../../systems/vitalpoint/KoreanVitalPoints.js";
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import { useMemo, useRef, useState } from "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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import { useFrame } from "@react-three/fiber";
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import { Html } from "@react-three/drei";
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import * as THREE from "three";
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//#region src/components/shared/three/effects/VitalPointMarkers3D.tsx
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/**
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* VitalPointMarkers3D - 3D vital point visualization
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*
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* Renders anatomical vital points (급소) in 3D space around character models
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* Provides Korean martial arts targeting system visualization
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* Note: Currently displays points from KOREAN_VITAL_POINTS data (expandable to 70 points)
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*/
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/**
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* Get color based on vital point severity
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*/
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var getSeverityColor = (severity) => {
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switch (severity) {
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case VitalPointSeverity.LETHAL: return KOREAN_COLORS.ACCENT_RED;
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case VitalPointSeverity.CRITICAL: return KOREAN_COLORS.SECONDARY_MAGENTA;
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case VitalPointSeverity.MAJOR: return KOREAN_COLORS.ACCENT_GOLD;
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case VitalPointSeverity.MODERATE: return KOREAN_COLORS.SECONDARY_YELLOW;
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case VitalPointSeverity.MINOR: return KOREAN_COLORS.ACCENT_CYAN;
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default: return KOREAN_COLORS.PRIMARY_CYAN;
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}
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};
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var CHARACTER_CENTER_X = 100;
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var CHARACTER_SPRITE_HEIGHT = 200;
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var CHARACTER_3D_HEIGHT = 2.8;
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var CHARACTER_3D_WIDTH = .8;
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var SPRITE_WIDTH = 100;
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var LABEL_STYLES = {
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padding: "4px 8px",
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borderRadius: "4px",
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fontSize: "10px",
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subtextSize: "8px",
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subtextOpacity: .8,
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borderWidth: "1px"
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};
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/**
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* Convert color number to RGBA hex string
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* @param color - Color as number (e.g., 0xFF0000)
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* @param alpha - Alpha channel as hex string (e.g., "dd" for semi-transparent)
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* @returns RGBA hex string (e.g., "#ff0000dd")
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*/
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var colorToRgbaHex = (color, alpha = "ff") => {
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return `#${color.toString(16).padStart(6, "0")}${alpha}`;
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};
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/**
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* Convert 2D sprite coordinates to 3D body position
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* Maps vital point pixel coordinates to 3D character model space
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*
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* Input: 2D pixel coordinates where:
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* - X: ~50-150 (100 = center), positive = right side of character
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* - Y: 0 = top of head, 200 = feet (y increases downward)
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*
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* Output: 3D world coordinates relative to character position where:
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* - X: horizontal offset from character center
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* - Y: height from ground (0 = feet, 2.8 = top)
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* - Z: depth offset (positive = in front of character)
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*/
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var convert2DTo3D = (pos2D, basePosition) => {
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const x3D = (pos2D.x - CHARACTER_CENTER_X) / SPRITE_WIDTH * CHARACTER_3D_WIDTH;
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const y3D = (1 - pos2D.y / CHARACTER_SPRITE_HEIGHT) * CHARACTER_3D_HEIGHT;
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return [
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basePosition[0] + x3D,
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basePosition[1] + y3D,
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basePosition[2] + .15
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];
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};
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var VitalPointMarker = ({ vitalPoint, position3D, selected, hovered, showLabel, scale, animated, onHover, onClick }) => {
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const sphereRef = useRef(null);
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const ringRef = useRef(null);
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useFrame((state) => {
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if (!sphereRef.current || !animated) return;
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const pulse = Math.sin(state.clock.elapsedTime * 2) * .1 + 1;
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sphereRef.current.scale.setScalar(pulse * scale);
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if (ringRef.current && (selected || hovered)) ringRef.current.rotation.z += .05;
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});
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const color = useMemo(() => {
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if (selected) return KOREAN_COLORS.ACCENT_GOLD;
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if (hovered) return KOREAN_COLORS.PRIMARY_CYAN;
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return getSeverityColor(vitalPoint.severity);
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}, [
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selected,
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hovered,
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vitalPoint.severity
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]);
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const markerSize = useMemo(() => {
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const DEFAULT_MARKER_SIZE = .08;
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switch (vitalPoint.severity) {
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case VitalPointSeverity.LETHAL:
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case VitalPointSeverity.CRITICAL: return DEFAULT_MARKER_SIZE * 1.6 * scale;
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case VitalPointSeverity.MAJOR: return DEFAULT_MARKER_SIZE * 1.3 * scale;
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case VitalPointSeverity.MODERATE: return DEFAULT_MARKER_SIZE * 1 * scale;
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case VitalPointSeverity.MINOR: return DEFAULT_MARKER_SIZE * .8 * scale;
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default: return DEFAULT_MARKER_SIZE * scale;
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}
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}, [vitalPoint.severity, scale]);
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return /* @__PURE__ */ jsxs("group", {
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position: position3D,
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children: [
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/* @__PURE__ */ jsxs("mesh", {
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ref: sphereRef,
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onPointerOver: () => onHover(true),
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onPointerOut: () => onHover(false),
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onClick: (e) => {
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e.stopPropagation();
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onClick();
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},
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children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
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markerSize,
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16,
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16
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] }), /* @__PURE__ */ jsx("meshStandardMaterial", {
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color,
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emissive: color,
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emissiveIntensity: hovered || selected ? .8 : .4,
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transparent: true,
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opacity: hovered || selected ? 1 : .85
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})]
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}),
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(selected || hovered) && /* @__PURE__ */ jsxs("mesh", {
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ref: ringRef,
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rotation: [
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Math.PI / 2,
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0,
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0
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],
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position: [
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0,
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0,
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0
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],
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children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
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markerSize * 1.5,
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markerSize * 1.8,
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32
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color,
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transparent: true,
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opacity: .5,
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side: THREE.DoubleSide
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})]
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}),
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showLabel && (hovered || selected) && /* @__PURE__ */ jsx(Html, {
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position: [
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0,
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markerSize * 2,
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0
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],
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center: true,
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distanceFactor: 5,
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style: {
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pointerEvents: "none",
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userSelect: "none"
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},
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children: /* @__PURE__ */ jsxs("div", {
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style: {
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background: colorToRgbaHex(color, "dd"),
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color: "#ffffff",
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padding: LABEL_STYLES.padding,
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borderRadius: LABEL_STYLES.borderRadius,
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fontSize: LABEL_STYLES.fontSize,
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fontFamily: FONT_FAMILY.KOREAN,
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whiteSpace: "nowrap",
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textAlign: "center",
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border: `${LABEL_STYLES.borderWidth} solid ${colorToRgbaHex(color)}`
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},
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children: [/* @__PURE__ */ jsx("div", { children: vitalPoint.names.korean }), /* @__PURE__ */ jsx("div", {
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style: {
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fontSize: LABEL_STYLES.subtextSize,
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opacity: LABEL_STYLES.subtextOpacity
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},
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children: vitalPoint.names.english
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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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/**
|
|
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* VitalPointMarkers3D Component
|
|
189
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+
* Renders all vital points as 3D markers around a character
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|
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*/
|
|
191
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+
var VitalPointMarkers3D = ({ position = [
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0,
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0,
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0
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], visible = true, selectedPoint = null, onPointClick, onPointHover, severityFilter, regionFilter = "all", searchQuery = "", showLabels = true, scale = 1, animated = true }) => {
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+
const [hoveredPoint, setHoveredPoint] = useState(null);
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+
const visiblePoints = useMemo(() => {
|
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198
|
+
let points = [...KOREAN_VITAL_POINTS];
|
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|
+
if (severityFilter && severityFilter.length > 0) points = points.filter((vp) => severityFilter.includes(vp.severity));
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+
if (regionFilter !== "all") if (regionFilter === "arms") points = points.filter((vp) => vp.id.startsWith("arm_left_") || vp.id.startsWith("arm_right_"));
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else if (regionFilter === "legs") points = points.filter((vp) => vp.id.startsWith("leg_left_") || vp.id.startsWith("leg_right_"));
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else {
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const prefix = `${regionFilter}_`;
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points = points.filter((vp) => vp.id.startsWith(prefix));
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}
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if (searchQuery) {
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207
|
+
const query = searchQuery.toLowerCase();
|
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208
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points = points.filter((vp) => vp.names.korean.toLowerCase().includes(query) || vp.names.english.toLowerCase().includes(query) || vp.names.romanized.toLowerCase().includes(query) || vp.id.toLowerCase().includes(query));
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+
}
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return points;
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+
}, [
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severityFilter,
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|
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regionFilter,
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searchQuery
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]);
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const handlePointHover = (vitalPointId, hovered) => {
|
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|
+
const newHovered = hovered ? vitalPointId : null;
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setHoveredPoint(newHovered);
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onPointHover?.(newHovered);
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};
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{"version":3,"file":"VitalPointMarkers3D.js","names":[],"sources":["../../../../../src/components/shared/three/effects/VitalPointMarkers3D.tsx"],"sourcesContent":["/**\n * VitalPointMarkers3D - 3D vital point visualization\n *\n * Renders anatomical vital points (급소) in 3D space around character models\n * Provides Korean martial arts targeting system visualization\n * Note: Currently displays points from KOREAN_VITAL_POINTS data (expandable to 70 points)\n */\n\nimport { Html } from \"@react-three/drei\";\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useMemo, useRef, useState } from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_VITAL_POINTS } from \"../../../../systems/vitalpoint/KoreanVitalPoints\";\nimport { VitalPoint } from \"../../../../systems/vitalpoint/types\";\nimport { Position, VitalPointSeverity } from \"../../../../types/common\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\n\n/**\n * Body region filter options\n */\nexport type BodyRegionFilter = \"all\" | \"head\" | \"torso\" | \"arms\" | \"legs\";\n\n/**\n * Props for the VitalPointMarkers3D component.\n * Controls visibility and interaction with anatomical targeting points.\n */\nexport interface VitalPointMarkers3DProps {\n /** 3D world position of the character [x, y, z]. Defaults to [0, 0, 0] */\n readonly position?: [number, number, number];\n /** Whether markers are visible. Defaults to true */\n readonly visible?: boolean;\n /** Selected vital point ID for highlighting */\n readonly selectedPoint?: string | null;\n /** Callback when a vital point is clicked */\n readonly onPointClick?: (vitalPointId: string) => void;\n /** Callback when a vital point is hovered */\n readonly onPointHover?: (vitalPointId: string | null) => void;\n /** Filter points by severity level */\n readonly severityFilter?: VitalPointSeverity[];\n /** Filter points by body region */\n readonly regionFilter?: BodyRegionFilter;\n /** Search query to filter points by name */\n readonly searchQuery?: string;\n /** Whether to show point labels with Korean names */\n readonly showLabels?: boolean;\n /** Scale multiplier for marker size. Defaults to 1.0 */\n readonly scale?: number;\n /** Whether to enable pulsing animation. Defaults to true */\n readonly animated?: boolean;\n}\n\n/**\n * Get color based on vital point severity\n */\nconst getSeverityColor = (severity: VitalPointSeverity): number => {\n switch (severity) {\n case VitalPointSeverity.LETHAL:\n return KOREAN_COLORS.ACCENT_RED;\n case VitalPointSeverity.CRITICAL:\n return KOREAN_COLORS.SECONDARY_MAGENTA;\n case VitalPointSeverity.MAJOR:\n return KOREAN_COLORS.ACCENT_GOLD;\n case VitalPointSeverity.MODERATE:\n return KOREAN_COLORS.SECONDARY_YELLOW;\n case VitalPointSeverity.MINOR:\n return KOREAN_COLORS.ACCENT_CYAN;\n default:\n return KOREAN_COLORS.PRIMARY_CYAN;\n }\n};\n\n// Coordinate conversion constants\n// The vital point data uses pixel coordinates where:\n// - X: ~50-150 range, centered around 100 (character center)\n// - Y: 0 at top of head, ~200 at feet\n// The 3D character is:\n// - X: centered at 0, width ~0.8 units\n// - Y: 0 at feet, ~2.8 at top of head\nconst CHARACTER_CENTER_X = 100; // Pixel center of character sprite\nconst CHARACTER_SPRITE_HEIGHT = 200; // Pixel height of character sprite\nconst CHARACTER_3D_HEIGHT = 2.8; // 3D model height in world units\nconst CHARACTER_3D_WIDTH = 0.8; // Approximate 3D model width\nconst SPRITE_WIDTH = 100; // Half-width of sprite (total ~200 pixels)\n\n// Label styling constants\nconst LABEL_STYLES = {\n padding: \"4px 8px\",\n borderRadius: \"4px\",\n fontSize: \"10px\",\n subtextSize: \"8px\",\n subtextOpacity: 0.8,\n borderWidth: \"1px\",\n} as const;\n\n/**\n * Convert color number to RGBA hex string\n * @param color - Color as number (e.g., 0xFF0000)\n * @param alpha - Alpha channel as hex string (e.g., \"dd\" for semi-transparent)\n * @returns RGBA hex string (e.g., \"#ff0000dd\")\n */\nconst colorToRgbaHex = (color: number, alpha: string = \"ff\"): string => {\n return `#${color.toString(16).padStart(6, \"0\")}${alpha}`;\n};\n\n/**\n * Convert 2D sprite coordinates to 3D body position\n * Maps vital point pixel coordinates to 3D character model space\n *\n * Input: 2D pixel coordinates where:\n * - X: ~50-150 (100 = center), positive = right side of character\n * - Y: 0 = top of head, 200 = feet (y increases downward)\n *\n * Output: 3D world coordinates relative to character position where:\n * - X: horizontal offset from character center\n * - Y: height from ground (0 = feet, 2.8 = top)\n * - Z: depth offset (positive = in front of character)\n */\nconst convert2DTo3D = (\n pos2D: Position,\n basePosition: [number, number, number]\n): [number, number, number] => {\n // Convert X from pixel (100=center) to 3D offset\n // Map from [50, 150] to [-0.4, 0.4] approximately\n const normalizedX = (pos2D.x - CHARACTER_CENTER_X) / SPRITE_WIDTH;\n const x3D = normalizedX * CHARACTER_3D_WIDTH;\n\n // Convert Y from pixel (0=top, 200=bottom) to 3D height (0=feet, 2.8=head)\n // Invert Y axis and scale to 3D height\n const normalizedY = 1 - pos2D.y / CHARACTER_SPRITE_HEIGHT;\n const y3D = normalizedY * CHARACTER_3D_HEIGHT;\n\n // Z offset - slight forward position for visibility\n const z3D = 0.15;\n\n return [basePosition[0] + x3D, basePosition[1] + y3D, basePosition[2] + z3D];\n};\n\n/**\n * Individual Vital Point Marker Component\n */\ninterface VitalPointMarkerProps {\n readonly vitalPoint: VitalPoint;\n readonly position3D: [number, number, number];\n readonly selected: boolean;\n readonly hovered: boolean;\n readonly showLabel: boolean;\n readonly scale: number;\n readonly animated: boolean;\n readonly onHover: (hovered: boolean) => void;\n readonly onClick: () => void;\n}\n\nconst VitalPointMarker: React.FC<VitalPointMarkerProps> = ({\n vitalPoint,\n position3D,\n selected,\n hovered,\n showLabel,\n scale,\n animated,\n onHover,\n onClick,\n}) => {\n const sphereRef = useRef<THREE.Mesh>(null);\n const ringRef = useRef<THREE.Mesh>(null);\n\n // Animate marker\n useFrame((state) => {\n if (!sphereRef.current || !animated) return;\n\n // Pulsing animation\n const pulse = Math.sin(state.clock.elapsedTime * 2) * 0.1 + 1;\n sphereRef.current.scale.setScalar(pulse * scale);\n\n // Rotate ring for selected/hovered\n if (ringRef.current && (selected || hovered)) {\n ringRef.current.rotation.z += 0.05;\n }\n });\n\n const color = useMemo(() => {\n if (selected) return KOREAN_COLORS.ACCENT_GOLD;\n if (hovered) return KOREAN_COLORS.PRIMARY_CYAN;\n return getSeverityColor(vitalPoint.severity);\n }, [selected, hovered, vitalPoint.severity]);\n\n const markerSize = useMemo(() => {\n // Base marker size and severity multipliers\n // Increased base size for better visibility in combat\n const DEFAULT_MARKER_SIZE = 0.08;\n\n switch (vitalPoint.severity) {\n case VitalPointSeverity.LETHAL:\n case VitalPointSeverity.CRITICAL:\n return DEFAULT_MARKER_SIZE * 1.6 * scale; // 0.128\n case VitalPointSeverity.MAJOR:\n return DEFAULT_MARKER_SIZE * 1.3 * scale; // 0.104\n case VitalPointSeverity.MODERATE:\n return DEFAULT_MARKER_SIZE * 1.0 * scale; // 0.08\n case VitalPointSeverity.MINOR:\n return DEFAULT_MARKER_SIZE * 0.8 * scale; // 0.064\n default:\n return DEFAULT_MARKER_SIZE * scale;\n }\n }, [vitalPoint.severity, scale]);\n\n return (\n <group position={position3D}>\n {/* Main sphere marker */}\n <mesh\n ref={sphereRef}\n onPointerOver={() => onHover(true)}\n onPointerOut={() => onHover(false)}\n onClick={(e) => {\n e.stopPropagation();\n onClick();\n }}\n >\n <sphereGeometry args={[markerSize, 16, 16]} />\n <meshStandardMaterial\n color={color}\n emissive={color}\n emissiveIntensity={hovered || selected ? 0.8 : 0.4}\n transparent\n opacity={hovered || selected ? 1.0 : 0.85}\n />\n </mesh>\n\n {/* Outer ring for selected/hovered */}\n {(selected || hovered) && (\n <mesh ref={ringRef} rotation={[Math.PI / 2, 0, 0]} position={[0, 0, 0]}>\n <ringGeometry args={[markerSize * 1.5, markerSize * 1.8, 32]} />\n <meshBasicMaterial\n color={color}\n transparent\n opacity={0.5}\n side={THREE.DoubleSide}\n />\n </mesh>\n )}\n\n {/* Label overlay */}\n {showLabel && (hovered || selected) && (\n <Html\n position={[0, markerSize * 2, 0]}\n center\n distanceFactor={5}\n style={{\n pointerEvents: \"none\",\n userSelect: \"none\",\n }}\n >\n <div\n style={{\n background: colorToRgbaHex(color, \"dd\"),\n color: \"#ffffff\",\n padding: LABEL_STYLES.padding,\n borderRadius: LABEL_STYLES.borderRadius,\n fontSize: LABEL_STYLES.fontSize,\n fontFamily: FONT_FAMILY.KOREAN,\n whiteSpace: \"nowrap\",\n textAlign: \"center\",\n border: `${LABEL_STYLES.borderWidth} solid ${colorToRgbaHex(\n color\n )}`,\n }}\n >\n <div>{vitalPoint.names.korean}</div>\n <div\n style={{\n fontSize: LABEL_STYLES.subtextSize,\n opacity: LABEL_STYLES.subtextOpacity,\n }}\n >\n {vitalPoint.names.english}\n </div>\n </div>\n </Html>\n )}\n </group>\n );\n};\n\n/**\n * VitalPointMarkers3D Component\n * Renders all vital points as 3D markers around a character\n */\nexport const VitalPointMarkers3D: React.FC<VitalPointMarkers3DProps> = ({\n position = [0, 0, 0],\n visible = true,\n selectedPoint = null,\n onPointClick,\n onPointHover,\n severityFilter,\n regionFilter = \"all\",\n searchQuery = \"\",\n showLabels = true,\n scale = 1.0,\n animated = true,\n}) => {\n const [hoveredPoint, setHoveredPoint] = useState<string | null>(null);\n\n // Filter vital points based on severity, region, and search\n const visiblePoints = useMemo(() => {\n let points = [...KOREAN_VITAL_POINTS];\n\n // Filter by severity\n if (severityFilter && severityFilter.length > 0) {\n points = points.filter((vp) => severityFilter.includes(vp.severity));\n }\n\n // Filter by region\n if (regionFilter !== \"all\") {\n if (regionFilter === \"arms\") {\n // Match both left and right arm vital points\n points = points.filter(\n (vp) =>\n vp.id.startsWith(\"arm_left_\") || vp.id.startsWith(\"arm_right_\")\n );\n } else if (regionFilter === \"legs\") {\n // Match both left and right leg vital points\n points = points.filter(\n (vp) =>\n vp.id.startsWith(\"leg_left_\") || vp.id.startsWith(\"leg_right_\")\n );\n } else {\n // Simple prefix 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export type { VitalPointMarkers3DProps } from "./effects/VitalPointMarkers3D";
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26
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+
export { Player3DWithTransitions } from "./models/Player3DWithTransitions";
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|
27
|
+
export type { Player3DWithTransitionsProps } from "./models/Player3DWithTransitions";
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|
28
|
+
export { BackgroundScene3D } from "./scene/BackgroundScene3D";
|
|
29
|
+
export type { BackgroundScene3DProps } from "./scene/BackgroundScene3D";
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|
30
|
+
//# sourceMappingURL=index.d.ts.map
|
|
@@ -0,0 +1 @@
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|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/components/shared/three/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,YAAY,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAE3D,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AAEzD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAC7C,YAAY,EAAE,eAAe,EAAE,MAAM,iBAAiB,CAAC;AAEvD,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACzC,YAAY,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAE7D,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,YAAY,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAE7D,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EAAE,gBAAgB,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AAG1E,YAAY,EAAE,gBAAgB,EAAE,MAAM,oCAAoC,CAAC;AAG3E,OAAO,EAAE,OAAO,IAAI,mBAAmB,EAAE,MAAM,+BAA+B,CAAC;AAC/E,YAAY,EAAE,wBAAwB,EAAE,MAAM,+BAA+B,CAAC;AAG9E,OAAO,EAAE,uBAAuB,EAAE,MAAM,kCAAkC,CAAC;AAC3E,YAAY,EAAE,4BAA4B,EAAE,MAAM,kCAAkC,CAAC;AAGrF,OAAO,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAC9D,YAAY,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC"}
|
|
@@ -0,0 +1,9 @@
|
|
|
1
|
+
import "./effects/VitalPointMarkers3D.js";
|
|
2
|
+
import "./models/Player3DWithTransitions.js";
|
|
3
|
+
import "./ui/KoreanButton.js";
|
|
4
|
+
import "./ui/KoreanPanel.js";
|
|
5
|
+
import "./ui/KoreanText.js";
|
|
6
|
+
import "./ui/MenuList.js";
|
|
7
|
+
import "./ui/ArchetypeCard.js";
|
|
8
|
+
import "./ui/ProgressBar.js";
|
|
9
|
+
import "./scene/BackgroundScene3D.js";
|