blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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//#region src/components/shared/three/models/SkeletalPlayer3D.tsx
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* SkeletalPlayer3D component with articulated body model
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li: KOREAN_COLORS.TRIGRAM_LI_PRIMARY,
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46
|
+
jin: KOREAN_COLORS.TRIGRAM_JIN_PRIMARY,
|
|
47
|
+
son: KOREAN_COLORS.TRIGRAM_SON_PRIMARY,
|
|
48
|
+
gam: KOREAN_COLORS.TRIGRAM_GAM_PRIMARY,
|
|
49
|
+
gan: KOREAN_COLORS.TRIGRAM_GAN_PRIMARY,
|
|
50
|
+
gon: KOREAN_COLORS.TRIGRAM_GON_PRIMARY
|
|
51
|
+
}[stance] ?? KOREAN_COLORS.PRIMARY_CYAN;
|
|
52
|
+
};
|
|
53
|
+
/**
|
|
54
|
+
* Get trigram symbol for stance
|
|
55
|
+
*
|
|
56
|
+
* @param stance - Current trigram stance
|
|
57
|
+
* @returns Unicode trigram symbol
|
|
58
|
+
* @korean 팔괘기호가져오기
|
|
59
|
+
*/
|
|
60
|
+
var getTrigramSymbol = (stance) => {
|
|
61
|
+
return {
|
|
62
|
+
geon: "☰",
|
|
63
|
+
tae: "☱",
|
|
64
|
+
li: "☲",
|
|
65
|
+
jin: "☳",
|
|
66
|
+
son: "☴",
|
|
67
|
+
gam: "☵",
|
|
68
|
+
gan: "☶",
|
|
69
|
+
gon: "☷"
|
|
70
|
+
}[stance] ?? "☰";
|
|
71
|
+
};
|
|
72
|
+
/**
|
|
73
|
+
* SkeletalPlayer3D Component
|
|
74
|
+
*
|
|
75
|
+
* Complete skeletal player with 28-bone rig and realistic animations.
|
|
76
|
+
* Supports all Korean martial arts attack animations (jab, cross, kicks, block).
|
|
77
|
+
*
|
|
78
|
+
* @example
|
|
79
|
+
* ```tsx
|
|
80
|
+
* <SkeletalPlayer3D
|
|
81
|
+
* playerId="player1"
|
|
82
|
+
* archetype={PlayerArchetype.MUSA}
|
|
83
|
+
* stance={TrigramStance.GEON}
|
|
84
|
+
* position={[0, 0, 0]}
|
|
85
|
+
* rotation={0}
|
|
86
|
+
* health={85}
|
|
87
|
+
* maxHealth={100}
|
|
88
|
+
* stamina={60}
|
|
89
|
+
* ki={40}
|
|
90
|
+
* currentAnimation="attack"
|
|
91
|
+
* attackAnimation="jab"
|
|
92
|
+
* showDetails={true}
|
|
93
|
+
* />
|
|
94
|
+
* ```
|
|
95
|
+
*
|
|
96
|
+
* @korean 골격플레이어3D컴포넌트
|
|
97
|
+
*/
|
|
98
|
+
var SkeletalPlayer3D = ({ playerId, archetype, stance, position, rotation, health, maxHealth, stamina, ki, pain, balance, consciousness, bloodLoss, isBlocking, isStunned = false, isCountering = false, currentAnimation, isMobile, name, scale = 1, showDetails = true, facing = "right", showStanceIndicator = true, onAnimationComplete, attackAnimation, showSkeleton = false, facialExpression, facialDamage, enableFacialExpressions = false, enableEyeTracking = true, opponentPosition, bodyFacing, onBodyFacingUpdate, laterality }) => {
|
|
99
|
+
const effectiveLaterality = laterality ?? "right";
|
|
100
|
+
const physicalAttributes = useMemo(() => getArchetypePhysicalAttributes(archetype), [archetype]);
|
|
101
|
+
const rig = useMemo(() => createScaledHumanoidRig(physicalAttributes), [physicalAttributes]);
|
|
102
|
+
const { updateRigAnimation, diagonalRotationY } = useSkeletalAnimation({
|
|
103
|
+
currentAnimation,
|
|
104
|
+
attackAnimation,
|
|
105
|
+
isBlocking,
|
|
106
|
+
stance,
|
|
107
|
+
laterality: effectiveLaterality,
|
|
108
|
+
onAnimationComplete
|
|
109
|
+
});
|
|
110
|
+
const { leftHandState, rightHandState, updateHandAnimations } = useHandPoseTransitions({
|
|
111
|
+
currentAnimation,
|
|
112
|
+
attackAnimation,
|
|
113
|
+
isBlocking
|
|
114
|
+
});
|
|
115
|
+
const { swayPosition, helplessRotation, updateBalanceAnimations } = useBalanceAnimations({ balance });
|
|
116
|
+
const { muscleStates, updateMuscleActivations } = useMuscleActivation({
|
|
117
|
+
currentAnimation,
|
|
118
|
+
attackAnimation,
|
|
119
|
+
isBlocking,
|
|
120
|
+
stamina
|
|
121
|
+
});
|
|
122
|
+
const skinTone = useMemo(() => getArchetypeSkinTone(archetype), [archetype]);
|
|
123
|
+
const bodyColor = useMemo(() => {
|
|
124
|
+
if (isStunned) return KOREAN_COLORS.WARNING_YELLOW;
|
|
125
|
+
if (health / maxHealth < .3) return KOREAN_COLORS.ACCENT_RED;
|
|
126
|
+
if (ki / 100 > .8) return KOREAN_COLORS.PRIMARY_CYAN;
|
|
127
|
+
return skinTone;
|
|
128
|
+
}, [
|
|
129
|
+
isStunned,
|
|
130
|
+
health,
|
|
131
|
+
maxHealth,
|
|
132
|
+
ki,
|
|
133
|
+
skinTone
|
|
134
|
+
]);
|
|
135
|
+
const stanceColor = useMemo(() => getStanceColor(stance), [stance]);
|
|
136
|
+
const trigramSymbol = useMemo(() => getTrigramSymbol(stance), [stance]);
|
|
137
|
+
const [justHit, setJustHit] = useState(false);
|
|
138
|
+
const [justLanded, setJustLanded] = useState(false);
|
|
139
|
+
const lastHealthRef = useRef(health);
|
|
140
|
+
useEffect(() => {
|
|
141
|
+
let timeoutId;
|
|
142
|
+
if (health < lastHealthRef.current) {
|
|
143
|
+
setJustHit(true);
|
|
144
|
+
timeoutId = setTimeout(() => setJustHit(false), 1e3);
|
|
145
|
+
}
|
|
146
|
+
lastHealthRef.current = health;
|
|
147
|
+
return () => {
|
|
148
|
+
if (timeoutId !== void 0) clearTimeout(timeoutId);
|
|
149
|
+
};
|
|
150
|
+
}, [health]);
|
|
151
|
+
useEffect(() => {
|
|
152
|
+
let timeoutId;
|
|
153
|
+
if (currentAnimation === "attack") {
|
|
154
|
+
setJustLanded(true);
|
|
155
|
+
timeoutId = setTimeout(() => setJustLanded(false), 500);
|
|
156
|
+
}
|
|
157
|
+
return () => {
|
|
158
|
+
if (timeoutId !== void 0) clearTimeout(timeoutId);
|
|
159
|
+
};
|
|
160
|
+
}, [currentAnimation]);
|
|
161
|
+
const calculatedExpression = useMemo(() => {
|
|
162
|
+
if (!enableFacialExpressions) return FacialExpression.NEUTRAL;
|
|
163
|
+
if (facialExpression) return facialExpression;
|
|
164
|
+
return getExpressionFromCombatState(health, maxHealth, stamina, pain, consciousness, justHit, justLanded);
|
|
165
|
+
}, [
|
|
166
|
+
enableFacialExpressions,
|
|
167
|
+
facialExpression,
|
|
168
|
+
health,
|
|
169
|
+
maxHealth,
|
|
170
|
+
stamina,
|
|
171
|
+
pain,
|
|
172
|
+
consciousness,
|
|
173
|
+
justHit,
|
|
174
|
+
justLanded
|
|
175
|
+
]);
|
|
176
|
+
const calculatedFacialDamage = useMemo(() => {
|
|
177
|
+
return facialDamage ?? createDefaultFacialDamage();
|
|
178
|
+
}, [facialDamage]);
|
|
179
|
+
const opponentPos = useMemo(() => {
|
|
180
|
+
if (opponentPosition) return new THREE.Vector3(...opponentPosition);
|
|
181
|
+
return new THREE.Vector3(facing === "right" ? 5 : -5, 2, 0);
|
|
182
|
+
}, [opponentPosition, facing]);
|
|
183
|
+
const frameCounter = useRef(0);
|
|
184
|
+
useFrame((_state, delta) => {
|
|
185
|
+
const isWalkingAnimation = currentAnimation === "walk" || typeof currentAnimation === "string" && currentAnimation.startsWith("step_");
|
|
186
|
+
if (bodyFacing && opponentPosition && onBodyFacingUpdate && !isWalkingAnimation) {
|
|
187
|
+
const playerPos = {
|
|
188
|
+
x: position[0],
|
|
189
|
+
y: position[2]
|
|
190
|
+
};
|
|
191
|
+
const opponentPos = {
|
|
192
|
+
x: opponentPosition[0],
|
|
193
|
+
y: opponentPosition[2]
|
|
194
|
+
};
|
|
195
|
+
const isStepAnimation = typeof currentAnimation === "string" && currentAnimation.startsWith("step_");
|
|
196
|
+
const isTurnAnimation = typeof currentAnimation === "string" && currentAnimation.startsWith("turn_");
|
|
197
|
+
const shouldLock = currentAnimation === "attack" || currentAnimation === "defend" || isStepAnimation || isTurnAnimation;
|
|
198
|
+
let updatedFacing = bodyFacing;
|
|
199
|
+
if (shouldLock && !bodyFacing.isLocked) updatedFacing = lockFacing(bodyFacing);
|
|
200
|
+
else if (!shouldLock && bodyFacing.isLocked) updatedFacing = unlockFacing(bodyFacing);
|
|
201
|
+
if (!updatedFacing.isLocked) updatedFacing = updateFacingTowardOpponent(updatedFacing, playerPos, opponentPos, delta, Date.now());
|
|
202
|
+
if (updatedFacing !== bodyFacing) onBodyFacingUpdate(updatedFacing);
|
|
203
|
+
}
|
|
204
|
+
frameCounter.current = (frameCounter.current + 1) % 10;
|
|
205
|
+
updateRigAnimation(rig, delta);
|
|
206
|
+
updateHandAnimations(delta);
|
|
207
|
+
updateBalanceAnimations(delta, frameCounter.current);
|
|
208
|
+
updateMuscleActivations(delta, frameCounter.current);
|
|
209
|
+
if (bodyFacing) {
|
|
210
|
+
const head = rig.bones.get("head");
|
|
211
|
+
if (head) {
|
|
212
|
+
const headRotation = getHeadAngleRadians(bodyFacing);
|
|
213
|
+
head.rotation.y = headRotation;
|
|
214
|
+
}
|
|
215
|
+
}
|
|
216
|
+
});
|
|
217
|
+
return /* @__PURE__ */ jsxs("group", {
|
|
218
|
+
position,
|
|
219
|
+
rotation: [
|
|
220
|
+
0,
|
|
221
|
+
diagonalRotationY ?? rotation,
|
|
222
|
+
0
|
|
223
|
+
],
|
|
224
|
+
scale: [
|
|
225
|
+
facing === "left" ? -scale : scale,
|
|
226
|
+
scale,
|
|
227
|
+
scale
|
|
228
|
+
],
|
|
229
|
+
name: `skeletal-player3d-${playerId}`,
|
|
230
|
+
children: [/* @__PURE__ */ jsxs("group", {
|
|
231
|
+
position: swayPosition,
|
|
232
|
+
rotation: [
|
|
233
|
+
helplessRotation,
|
|
234
|
+
0,
|
|
235
|
+
0
|
|
236
|
+
],
|
|
237
|
+
children: [
|
|
238
|
+
/* @__PURE__ */ jsx(BoneRenderer, {
|
|
239
|
+
rig,
|
|
240
|
+
color: bodyColor,
|
|
241
|
+
showBones: true,
|
|
242
|
+
renderMode: showSkeleton ? "debug" : "solid",
|
|
243
|
+
leftHandState,
|
|
244
|
+
rightHandState,
|
|
245
|
+
cameraDistance: 10,
|
|
246
|
+
facialExpression: calculatedExpression,
|
|
247
|
+
facialDamage: calculatedFacialDamage,
|
|
248
|
+
opponentPosition: opponentPos,
|
|
249
|
+
enableFacialExpressions,
|
|
250
|
+
enableEyeTracking,
|
|
251
|
+
physicalAttributes: {
|
|
252
|
+
muscleMass: physicalAttributes.muscleMass,
|
|
253
|
+
fatMass: physicalAttributes.fatMass,
|
|
254
|
+
shoulderWidth: physicalAttributes.shoulderWidth,
|
|
255
|
+
torsoLength: physicalAttributes.torsoLength,
|
|
256
|
+
armLength: physicalAttributes.armLength,
|
|
257
|
+
legLength: physicalAttributes.legLength
|
|
258
|
+
},
|
|
259
|
+
muscleStates,
|
|
260
|
+
isExhausted: stamina < 20,
|
|
261
|
+
archetype
|
|
262
|
+
}),
|
|
263
|
+
isBlocking && /* @__PURE__ */ jsxs("mesh", {
|
|
264
|
+
position: [
|
|
265
|
+
0,
|
|
266
|
+
1.2,
|
|
267
|
+
.3
|
|
268
|
+
],
|
|
269
|
+
children: [/* @__PURE__ */ jsx("circleGeometry", { args: [.5, 32] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
270
|
+
color: KOREAN_COLORS.PRIMARY_BLUE,
|
|
271
|
+
transparent: true,
|
|
272
|
+
opacity: .5,
|
|
273
|
+
side: 2
|
|
274
|
+
})]
|
|
275
|
+
}),
|
|
276
|
+
isCountering && /* @__PURE__ */ jsxs("mesh", {
|
|
277
|
+
position: [
|
|
278
|
+
0,
|
|
279
|
+
1.5,
|
|
280
|
+
0
|
|
281
|
+
],
|
|
282
|
+
children: [/* @__PURE__ */ jsx("torusGeometry", { args: [
|
|
283
|
+
.4,
|
|
284
|
+
.05,
|
|
285
|
+
8,
|
|
286
|
+
32
|
|
287
|
+
] }), /* @__PURE__ */ jsx("meshBasicMaterial", { color: KOREAN_COLORS.ACCENT_PURPLE })]
|
|
288
|
+
}),
|
|
289
|
+
showDetails && name && /* @__PURE__ */ jsx(Html, {
|
|
290
|
+
position: [
|
|
291
|
+
0,
|
|
292
|
+
2.8,
|
|
293
|
+
0
|
|
294
|
+
],
|
|
295
|
+
center: true,
|
|
296
|
+
distanceFactor: isMobile ? 15 : 10,
|
|
297
|
+
occlude: false,
|
|
298
|
+
style: {
|
|
299
|
+
pointerEvents: "none",
|
|
300
|
+
userSelect: "none"
|
|
301
|
+
},
|
|
302
|
+
children: /* @__PURE__ */ jsxs("div", {
|
|
303
|
+
style: {
|
|
304
|
+
fontFamily: FONT_FAMILY.KOREAN,
|
|
305
|
+
textAlign: "center",
|
|
306
|
+
color: "white",
|
|
307
|
+
textShadow: "0 0 4px rgba(0,0,0,0.8)"
|
|
308
|
+
},
|
|
309
|
+
children: [
|
|
310
|
+
/* @__PURE__ */ jsx("div", {
|
|
311
|
+
style: {
|
|
312
|
+
fontSize: isMobile ? "12px" : "14px",
|
|
313
|
+
fontWeight: "bold",
|
|
314
|
+
marginBottom: "4px"
|
|
315
|
+
},
|
|
316
|
+
"data-testid": "player-name",
|
|
317
|
+
children: name.korean
|
|
318
|
+
}),
|
|
319
|
+
showStanceIndicator && /* @__PURE__ */ jsx("div", {
|
|
320
|
+
style: {
|
|
321
|
+
fontSize: isMobile ? "14px" : "16px",
|
|
322
|
+
color: toHexColor(stanceColor)
|
|
323
|
+
},
|
|
324
|
+
"data-testid": "trigram-symbol",
|
|
325
|
+
children: trigramSymbol
|
|
326
|
+
}),
|
|
327
|
+
(isBlocking || isStunned || isCountering) && /* @__PURE__ */ jsx("div", {
|
|
328
|
+
style: {
|
|
329
|
+
fontSize: isMobile ? "10px" : "12px",
|
|
330
|
+
fontWeight: "bold",
|
|
331
|
+
color: "#ffff00",
|
|
332
|
+
marginTop: "4px"
|
|
333
|
+
},
|
|
334
|
+
"data-testid": "combat-state",
|
|
335
|
+
children: isBlocking ? "방어" : isStunned ? "기절" : "반격"
|
|
336
|
+
})
|
|
337
|
+
]
|
|
338
|
+
})
|
|
339
|
+
}),
|
|
340
|
+
showDetails && /* @__PURE__ */ jsx(PlayerStateIndicators, {
|
|
341
|
+
health,
|
|
342
|
+
maxHealth,
|
|
343
|
+
stamina,
|
|
344
|
+
ki,
|
|
345
|
+
balance,
|
|
346
|
+
consciousness,
|
|
347
|
+
pain,
|
|
348
|
+
bloodLoss,
|
|
349
|
+
isMobile
|
|
350
|
+
})
|
|
351
|
+
]
|
|
352
|
+
}), " "]
|
|
353
|
+
});
|
|
354
|
+
};
|
|
355
|
+
//#endregion
|
|
356
|
+
export { SkeletalPlayer3D as default };
|
|
357
|
+
|
|
358
|
+
//# sourceMappingURL=SkeletalPlayer3D.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"SkeletalPlayer3D.js","names":[],"sources":["../../../../../src/components/shared/three/models/SkeletalPlayer3D.tsx"],"sourcesContent":["/**\n * SkeletalPlayer3D component with articulated body model\n *\n * Implements full skeletal rigging system for realistic fighter animations\n * with independent limb movement, elbow/knee joints, and attack animations.\n *\n * @module components/three/SkeletalPlayer3D\n * @category 3D Components\n * @korean 골격플레이어3D컴포넌트\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 { getArchetypePhysicalAttributes } from \"../../../../data/archetypePhysicalAttributes\";\nimport { useBalanceAnimations } from \"../../../../hooks/useBalanceAnimations\";\nimport { useHandPoseTransitions } from \"../../../../hooks/useHandPoseTransitions\";\nimport { useMuscleActivation } from \"../../../../hooks/useMuscleActivation\";\nimport { useSkeletalAnimation } from \"../../../../hooks/useSkeletalAnimation\";\nimport {\n createDefaultFacialDamage,\n createScaledHumanoidRig,\n getExpressionFromCombatState,\n getHeadAngleRadians,\n lockFacing,\n unlockFacing,\n updateFacingTowardOpponent,\n} from \"../../../../systems/animation\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { FacialExpression } from \"../../../../types/facial\";\nimport type { Player3DUnifiedProps } from \"../../../../types/player-visual\";\nimport type { SkeletalRig } from \"../../../../types/skeletal\";\nimport { toHexColor } from \"../../../../utils/colorHelpers\";\nimport { getArchetypeSkinTone } from \"../../../../utils/colorUtils\";\nimport BoneRenderer from \"../anatomy/BoneRenderer\";\nimport PlayerStateIndicators from \"../effects/PlayerStateIndicators\";\n\n/**\n * Get stance-specific color from Korean theming\n *\n * @param stance - Current trigram stance\n * @returns Hex color number\n * @korean 자세색상가져오기\n */\nconst getStanceColor = (stance: string): number => {\n const stanceColors: Record<string, number> = {\n geon: KOREAN_COLORS.TRIGRAM_GEON_PRIMARY,\n tae: KOREAN_COLORS.TRIGRAM_TAE_PRIMARY,\n li: KOREAN_COLORS.TRIGRAM_LI_PRIMARY,\n jin: KOREAN_COLORS.TRIGRAM_JIN_PRIMARY,\n son: KOREAN_COLORS.TRIGRAM_SON_PRIMARY,\n gam: KOREAN_COLORS.TRIGRAM_GAM_PRIMARY,\n gan: KOREAN_COLORS.TRIGRAM_GAN_PRIMARY,\n gon: KOREAN_COLORS.TRIGRAM_GON_PRIMARY,\n };\n return stanceColors[stance] ?? KOREAN_COLORS.PRIMARY_CYAN;\n};\n\n/**\n * Get trigram symbol for stance\n *\n * @param stance - Current trigram stance\n * @returns Unicode trigram symbol\n * @korean 팔괘기호가져오기\n */\nconst getTrigramSymbol = (stance: string): string => {\n const symbols: Record<string, string> = {\n geon: \"☰\",\n tae: \"☱\",\n li: \"☲\",\n jin: \"☳\",\n son: \"☴\",\n gam: \"☵\",\n gan: \"☶\",\n gon: \"☷\",\n };\n return symbols[stance] ?? \"☰\";\n};\n\n/**\n * SkeletalPlayer3D Component\n *\n * Complete skeletal player with 28-bone rig and realistic animations.\n * Supports all Korean martial arts attack animations (jab, cross, kicks, block).\n *\n * @example\n * ```tsx\n * <SkeletalPlayer3D\n * playerId=\"player1\"\n * archetype={PlayerArchetype.MUSA}\n * stance={TrigramStance.GEON}\n * position={[0, 0, 0]}\n * rotation={0}\n * health={85}\n * maxHealth={100}\n * stamina={60}\n * ki={40}\n * currentAnimation=\"attack\"\n * attackAnimation=\"jab\"\n * showDetails={true}\n * />\n * ```\n *\n * @korean 골격플레이어3D컴포넌트\n */\nexport const SkeletalPlayer3D: React.FC<\n Player3DUnifiedProps & {\n readonly attackAnimation?: string;\n readonly showSkeleton?: boolean;\n }\n> = ({\n playerId,\n archetype,\n stance,\n position,\n rotation,\n health,\n maxHealth,\n stamina,\n ki,\n pain,\n balance,\n consciousness,\n bloodLoss,\n isBlocking,\n isStunned = false,\n isCountering = false,\n currentAnimation,\n isMobile,\n name,\n scale = 1,\n showDetails = true,\n facing = \"right\",\n showStanceIndicator = true,\n onAnimationComplete,\n attackAnimation,\n showSkeleton = false,\n facialExpression,\n facialDamage,\n enableFacialExpressions = false,\n enableEyeTracking = true,\n opponentPosition,\n bodyFacing,\n onBodyFacingUpdate,\n laterality, // Stance laterality (left/right foot forward)\n}) => {\n // Use laterality with default to \"right\"\n const effectiveLaterality = laterality ?? \"right\";\n // Get physical attributes for the archetype\n const physicalAttributes = useMemo(\n () => getArchetypePhysicalAttributes(archetype),\n [archetype],\n );\n\n // Create skeletal rig with scaled dimensions based on archetype\n const rig = useMemo<SkeletalRig>(\n () => createScaledHumanoidRig(physicalAttributes),\n [physicalAttributes],\n );\n\n // ========================================\n // ANIMATION HOOKS - Modular animation system\n // ========================================\n\n // Base skeletal animation (idle, walk, attack, etc.)\n const { updateRigAnimation, diagonalRotationY } = useSkeletalAnimation({\n currentAnimation,\n attackAnimation,\n isBlocking,\n stance,\n laterality: effectiveLaterality, // Pass laterality for animation mirroring\n onAnimationComplete,\n });\n\n // Hand pose transitions for both hands\n const { leftHandState, rightHandState, updateHandAnimations } =\n useHandPoseTransitions({\n currentAnimation,\n attackAnimation,\n isBlocking,\n });\n\n // NOTE: Guard pose overlay removed - stance animations built with MartialArtsAnimationBuilder\n // already include proper guard positions via transitionToStanceGuard()\n // 가드 포즈 오버레이 제거 - MartialArtsAnimationBuilder로 빌드된 자세 애니메이션에\n // transitionToStanceGuard()를 통한 적절한 가드 위치가 이미 포함되어 있음\n\n // Balance animations (sway, stumble, lean based on balance state)\n const { swayPosition, helplessRotation, updateBalanceAnimations } =\n useBalanceAnimations({\n balance,\n });\n\n // Muscle activation system\n const { muscleStates, updateMuscleActivations } = useMuscleActivation({\n currentAnimation,\n attackAnimation,\n isBlocking,\n stamina,\n });\n\n // Get archetype-specific skin tone\n const skinTone = useMemo(() => getArchetypeSkinTone(archetype), [archetype]);\n\n // Body color - use skin tone for normal, override for special states\n const bodyColor = useMemo(() => {\n if (isStunned) return KOREAN_COLORS.WARNING_YELLOW;\n if (health / maxHealth < 0.3) return KOREAN_COLORS.ACCENT_RED;\n if (ki / 100 > 0.8) return KOREAN_COLORS.PRIMARY_CYAN;\n return skinTone; // Use archetype skin tone instead of primary color\n }, [isStunned, health, maxHealth, ki, skinTone]);\n\n // Stance color\n const stanceColor = useMemo(() => getStanceColor(stance), [stance]);\n const trigramSymbol = useMemo(() => getTrigramSymbol(stance), [stance]);\n\n // Track recent combat events for expression calculation\n const [justHit, setJustHit] = useState(false);\n const [justLanded, setJustLanded] = useState(false);\n const lastHealthRef = useRef(health);\n\n // Detect hit events (health decreased)\n useEffect(() => {\n let timeoutId: ReturnType<typeof setTimeout> | undefined;\n\n if (health < lastHealthRef.current) {\n setJustHit(true);\n timeoutId = setTimeout(() => setJustHit(false), 1000); // Clear after 1 second\n }\n\n lastHealthRef.current = health;\n\n return () => {\n if (timeoutId !== undefined) {\n clearTimeout(timeoutId);\n }\n };\n }, [health]);\n\n // Detect successful attacks (currentAnimation changed to attack)\n useEffect(() => {\n let timeoutId: ReturnType<typeof setTimeout> | undefined;\n\n if (currentAnimation === \"attack\") {\n setJustLanded(true);\n timeoutId = setTimeout(() => setJustLanded(false), 500); // Clear after 0.5 seconds\n }\n\n return () => {\n if (timeoutId !== undefined) {\n clearTimeout(timeoutId);\n }\n };\n }, [currentAnimation]);\n\n // Calculate facial expression from combat state (or use provided one)\n const calculatedExpression = useMemo(() => {\n if (!enableFacialExpressions) {\n return FacialExpression.NEUTRAL;\n }\n\n if (facialExpression) {\n return facialExpression;\n }\n\n return getExpressionFromCombatState(\n health,\n maxHealth,\n stamina,\n pain,\n consciousness,\n justHit,\n justLanded,\n );\n }, [\n enableFacialExpressions,\n facialExpression,\n health,\n maxHealth,\n stamina,\n pain,\n consciousness,\n justHit,\n justLanded,\n ]);\n\n // Facial damage state\n const calculatedFacialDamage = useMemo(() => {\n return facialDamage ?? createDefaultFacialDamage();\n }, [facialDamage]);\n\n // Opponent position for eye tracking\n const opponentPos = useMemo(() => {\n if (opponentPosition) {\n return new THREE.Vector3(...opponentPosition);\n }\n // Default: opponent in front\n return new THREE.Vector3(facing === \"right\" ? 5 : -5, 2, 0);\n }, [opponentPosition, facing]);\n\n // ========================================\n // ANIMATION FRAME LOOP - Modular hook-based system\n // ========================================\n\n // Frame counter for periodic updates\n const frameCounter = useRef(0);\n\n // Animation loop using useFrame (60fps)\n useFrame((_state, delta) => {\n // Update body facing to track opponent (if enabled)\n // ONLY track opponent when NOT moving (walk animations handle their own direction)\n const isWalkingAnimation =\n currentAnimation === \"walk\" ||\n (typeof currentAnimation === \"string\" &&\n currentAnimation.startsWith(\"step_\"));\n\n if (\n bodyFacing &&\n opponentPosition &&\n onBodyFacingUpdate &&\n !isWalkingAnimation\n ) {\n const playerPos = { x: position[0], y: position[2] }; // X and Z for 2D top-down\n const opponentPos = { x: opponentPosition[0], y: opponentPosition[2] };\n\n // Check if facing should be locked during committed animations\n const isStepAnimation =\n typeof currentAnimation === \"string\" &&\n currentAnimation.startsWith(\"step_\");\n const isTurnAnimation =\n typeof currentAnimation === \"string\" &&\n currentAnimation.startsWith(\"turn_\");\n\n const shouldLock =\n currentAnimation === \"attack\" ||\n currentAnimation === \"defend\" ||\n isStepAnimation ||\n isTurnAnimation;\n\n let updatedFacing = bodyFacing;\n\n if (shouldLock && !bodyFacing.isLocked) {\n // Lock facing at start of committed action (attack/defend/step/turn)\n updatedFacing = lockFacing(bodyFacing);\n } else if (!shouldLock && bodyFacing.isLocked) {\n // Unlock facing after committed action completes\n updatedFacing = unlockFacing(bodyFacing);\n }\n\n // Update facing direction (handles rotation speed, head tracking, turns)\n if (!updatedFacing.isLocked) {\n updatedFacing = updateFacingTowardOpponent(\n updatedFacing,\n playerPos,\n opponentPos,\n delta,\n Date.now(),\n );\n }\n\n // Notify parent if facing changed\n if (updatedFacing !== bodyFacing) {\n onBodyFacingUpdate(updatedFacing);\n }\n }\n\n // ========================================\n // HOOK-BASED ANIMATION UPDATES (60fps)\n // ========================================\n\n // Update frame counter for periodic state sync\n frameCounter.current = (frameCounter.current + 1) % 10;\n\n // 1. Base skeletal animation (idle, walk, attack, etc.)\n // Stance-specific guard positions are built into the MartialArtsAnimationBuilder animations\n // 자세별 가드 위치가 MartialArtsAnimationBuilder 애니메이션에 포함됨\n updateRigAnimation(rig, delta);\n\n // 2. Hand pose transitions\n updateHandAnimations(delta);\n\n // 3. Balance animations (sway, stumble, lean)\n updateBalanceAnimations(delta, frameCounter.current);\n\n // 5. Muscle activation states\n updateMuscleActivations(delta, frameCounter.current);\n\n // Apply head rotation toward opponent (if body facing tracking is enabled)\n // Note: Torso rotation is now handled by guard pose overlay for proper stance positioning\n // Only the head tracks the opponent independently for natural looking\n if (bodyFacing) {\n // Apply head rotation to head bone (includes independent offset)\n // Head can track ±45° independently from torso for natural looking\n const head = rig.bones.get(\"head\");\n if (head) {\n const headRotation = getHeadAngleRadians(bodyFacing);\n head.rotation.y = headRotation;\n }\n }\n });\n\n // Use diagonal rotation override if set, otherwise use prop rotation\n const effectiveRotation = diagonalRotationY ?? rotation;\n\n return (\n <group\n position={position}\n rotation={[0, effectiveRotation, 0]}\n scale={[facing === \"left\" ? -scale : scale, scale, scale]}\n name={`skeletal-player3d-${playerId}`}\n >\n {/* Inner group for sway animation and helpless lean */}\n <group position={swayPosition} rotation={[helplessRotation, 0, 0]}>\n {/* Skeletal rig rendering with bone-attached muscles */}\n <BoneRenderer\n rig={rig}\n color={bodyColor}\n showBones={true}\n renderMode={showSkeleton ? \"debug\" : \"solid\"}\n leftHandState={leftHandState}\n rightHandState={rightHandState}\n cameraDistance={10}\n facialExpression={calculatedExpression}\n facialDamage={calculatedFacialDamage}\n opponentPosition={opponentPos}\n enableFacialExpressions={enableFacialExpressions}\n enableEyeTracking={enableEyeTracking}\n physicalAttributes={{\n muscleMass: physicalAttributes.muscleMass,\n fatMass: physicalAttributes.fatMass,\n shoulderWidth: physicalAttributes.shoulderWidth,\n torsoLength: physicalAttributes.torsoLength,\n armLength: physicalAttributes.armLength,\n legLength: physicalAttributes.legLength,\n }}\n muscleStates={muscleStates}\n isExhausted={stamina < 20}\n archetype={archetype}\n />\n\n {/* Clothing is now rendered via BoneClothing inside BoneRenderer */}\n {/* This ensures clothing inherits bone transforms automatically */}\n\n {/* Blocking shield effect */}\n {isBlocking && (\n <mesh position={[0, 1.2, 0.3]}>\n <circleGeometry args={[0.5, 32]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.PRIMARY_BLUE}\n transparent\n opacity={0.5}\n side={2}\n />\n </mesh>\n )}\n\n {/* Counter indicator */}\n {isCountering && (\n <mesh position={[0, 1.5, 0]}>\n <torusGeometry args={[0.4, 0.05, 8, 32]} />\n <meshBasicMaterial color={KOREAN_COLORS.ACCENT_PURPLE} />\n </mesh>\n )}\n\n {/* Player name overlay */}\n {showDetails && name && (\n <Html\n position={[0, 2.8, 0]}\n center\n distanceFactor={isMobile ? 15 : 10}\n occlude={false}\n style={{ pointerEvents: \"none\", userSelect: \"none\" }}\n >\n <div\n style={{\n fontFamily: FONT_FAMILY.KOREAN,\n textAlign: \"center\",\n color: \"white\",\n textShadow: \"0 0 4px rgba(0,0,0,0.8)\",\n }}\n >\n {/* Player name */}\n <div\n style={{\n fontSize: isMobile ? \"12px\" : \"14px\",\n fontWeight: \"bold\",\n marginBottom: \"4px\",\n }}\n data-testid=\"player-name\"\n >\n {name.korean}\n </div>\n\n {/* Trigram symbol */}\n {showStanceIndicator && (\n <div\n style={{\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: toHexColor(stanceColor),\n }}\n data-testid=\"trigram-symbol\"\n >\n {trigramSymbol}\n </div>\n )}\n\n {/* Combat state text */}\n {(isBlocking || isStunned || isCountering) && (\n <div\n style={{\n fontSize: isMobile ? \"10px\" : \"12px\",\n fontWeight: \"bold\",\n color: \"#ffff00\",\n marginTop: \"4px\",\n }}\n data-testid=\"combat-state\"\n >\n {isBlocking ? \"방어\" : isStunned ? \"기절\" : \"반격\"}\n </div>\n )}\n </div>\n </Html>\n )}\n\n {/* State indicators (health, stamina, Ki, balance) */}\n {showDetails && (\n <PlayerStateIndicators\n health={health}\n maxHealth={maxHealth}\n stamina={stamina}\n ki={ki}\n balance={balance}\n consciousness={consciousness}\n pain={pain}\n bloodLoss={bloodLoss}\n isMobile={isMobile}\n />\n )}\n </group>{\" \"}\n {/* Close inner sway group */}\n </group>\n );\n};\n\nexport default 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/**
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* AdaptiveQuality - Dynamic quality adjustment system for mobile performance
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*
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* Monitors real-time FPS and automatically adjusts rendering quality to maintain
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* 55fps target on mobile devices. Provides quality presets and smooth transitions.
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*
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* Features:
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* - Real-time FPS monitoring
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* - Automatic quality adjustment (high/medium/low)
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* - Debounced quality changes to prevent thrashing
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* - Mobile-optimized thresholds
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* - React hook integration
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*
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* @module components/shared/three/optimization/AdaptiveQuality
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* @category Performance Optimization
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* @korean 적응형품질시스템
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*/
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/**
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* Quality levels for adaptive rendering
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*/
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export type QualityLevel = "high" | "medium" | "low";
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/**
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* Quality settings for each level
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*/
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export interface QualitySettings {
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readonly level: QualityLevel;
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readonly shadowMapSize: number;
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readonly maxParticles: number;
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readonly postProcessing: boolean;
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readonly effectsQuality: number;
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}
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/**
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* FPS thresholds for quality adjustment
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*/
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export interface AdaptiveQualityThresholds {
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/** FPS threshold to downgrade quality */
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readonly downgradeThreshold: number;
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/** FPS threshold to upgrade quality */
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readonly upgradeThreshold: number;
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/** Minimum time between quality changes (ms) */
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readonly debounceTime: number;
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/** Number of frames to average for stability */
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readonly sampleSize: number;
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}
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/**
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* Quality presets optimized for mobile performance
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*/
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export declare const QUALITY_PRESETS: Record<QualityLevel, QualitySettings>;
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/**
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* Adaptive quality system class
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*/
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export declare class AdaptiveQualitySystem {
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private currentQuality;
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private fpsHistory;
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private lastQualityChange;
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private readonly thresholds;
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constructor(thresholds?: Partial<AdaptiveQualityThresholds>);
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/**
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* Update system with current FPS
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* Returns new quality level if changed, null otherwise
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*/
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update(currentFps: number): QualityLevel | null;
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/**
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* Get current quality level
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*/
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getCurrentQuality(): QualityLevel;
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/**
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* Get settings for current quality level
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*/
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getCurrentSettings(): QualitySettings;
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/**
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* Manually set quality level
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*/
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setQuality(quality: QualityLevel): void;
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/**
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* Reset the system
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*/
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reset(): void;
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}
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/**
|
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+
* React hook for adaptive quality management
|
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*
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* Automatically monitors FPS and adjusts quality settings.
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* Returns current quality level and settings.
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*
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* @param enabled - Whether adaptive quality is enabled
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* @param isMobile - Whether device is mobile (stricter thresholds)
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* @param onQualityChange - Callback when quality level changes
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* @returns Current quality settings
|
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*
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+
* @example
|
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+
* ```tsx
|
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* function CombatScene({ isMobile }) {
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* const quality = useAdaptiveQuality(true, isMobile, (level) => {
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* console.log(`Quality changed to ${level}`);
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* });
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*
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* return (
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* <Canvas shadowMap={{ size: quality.shadowMapSize }}>
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* <ParticleSystem maxParticles={quality.maxParticles} />
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* </Canvas>
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* );
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* }
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* ```
|
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*/
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+
export declare function useAdaptiveQuality(enabled?: boolean, isMobile?: boolean, onQualityChange?: (quality: QualityLevel) => void): QualitySettings;
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//# sourceMappingURL=AdaptiveQuality.d.ts.map
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