blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,197 @@
1
+ import { useEffect, useRef, useState } from "react";
2
+ import { useFrame } from "@react-three/fiber";
3
+ //#region src/components/shared/three/optimization/AdaptiveQuality.ts
4
+ /**
5
+ * AdaptiveQuality - Dynamic quality adjustment system for mobile performance
6
+ *
7
+ * Monitors real-time FPS and automatically adjusts rendering quality to maintain
8
+ * 55fps target on mobile devices. Provides quality presets and smooth transitions.
9
+ *
10
+ * Features:
11
+ * - Real-time FPS monitoring
12
+ * - Automatic quality adjustment (high/medium/low)
13
+ * - Debounced quality changes to prevent thrashing
14
+ * - Mobile-optimized thresholds
15
+ * - React hook integration
16
+ *
17
+ * @module components/shared/three/optimization/AdaptiveQuality
18
+ * @category Performance Optimization
19
+ * @korean 적응형품질시스템
20
+ */
21
+ /**
22
+ * Default thresholds for mobile optimization
23
+ */
24
+ var DEFAULT_MOBILE_THRESHOLDS = {
25
+ downgradeThreshold: 45,
26
+ upgradeThreshold: 58,
27
+ debounceTime: 2e3,
28
+ sampleSize: 60
29
+ };
30
+ /**
31
+ * Quality presets optimized for mobile performance
32
+ */
33
+ var QUALITY_PRESETS = {
34
+ high: {
35
+ level: "high",
36
+ shadowMapSize: 1536,
37
+ maxParticles: 60,
38
+ postProcessing: false,
39
+ effectsQuality: 1
40
+ },
41
+ medium: {
42
+ level: "medium",
43
+ shadowMapSize: 1024,
44
+ maxParticles: 40,
45
+ postProcessing: false,
46
+ effectsQuality: .75
47
+ },
48
+ low: {
49
+ level: "low",
50
+ shadowMapSize: 512,
51
+ maxParticles: 20,
52
+ postProcessing: false,
53
+ effectsQuality: .5
54
+ }
55
+ };
56
+ /**
57
+ * Adaptive quality system class
58
+ */
59
+ var AdaptiveQualitySystem = class {
60
+ currentQuality = "high";
61
+ fpsHistory = [];
62
+ lastQualityChange = 0;
63
+ thresholds;
64
+ constructor(thresholds = {}) {
65
+ this.thresholds = {
66
+ ...DEFAULT_MOBILE_THRESHOLDS,
67
+ ...thresholds
68
+ };
69
+ }
70
+ /**
71
+ * Update system with current FPS
72
+ * Returns new quality level if changed, null otherwise
73
+ */
74
+ update(currentFps) {
75
+ const now = performance.now();
76
+ this.fpsHistory.push(currentFps);
77
+ if (this.fpsHistory.length > this.thresholds.sampleSize) this.fpsHistory.shift();
78
+ if (this.fpsHistory.length < this.thresholds.sampleSize) return null;
79
+ if (now - this.lastQualityChange < this.thresholds.debounceTime) return null;
80
+ const avgFps = this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length;
81
+ let newQuality = null;
82
+ if (avgFps < this.thresholds.downgradeThreshold && this.currentQuality !== "low") {
83
+ if (this.currentQuality === "high") newQuality = "medium";
84
+ else if (this.currentQuality === "medium") newQuality = "low";
85
+ } else if (avgFps > this.thresholds.upgradeThreshold && this.currentQuality !== "high") {
86
+ if (this.currentQuality === "low") newQuality = "medium";
87
+ else if (this.currentQuality === "medium") newQuality = "high";
88
+ }
89
+ if (newQuality !== null) {
90
+ this.currentQuality = newQuality;
91
+ this.lastQualityChange = now;
92
+ this.fpsHistory = [];
93
+ return newQuality;
94
+ }
95
+ return null;
96
+ }
97
+ /**
98
+ * Get current quality level
99
+ */
100
+ getCurrentQuality() {
101
+ return this.currentQuality;
102
+ }
103
+ /**
104
+ * Get settings for current quality level
105
+ */
106
+ getCurrentSettings() {
107
+ return QUALITY_PRESETS[this.currentQuality];
108
+ }
109
+ /**
110
+ * Manually set quality level
111
+ */
112
+ setQuality(quality) {
113
+ this.currentQuality = quality;
114
+ this.lastQualityChange = performance.now();
115
+ this.fpsHistory = [];
116
+ }
117
+ /**
118
+ * Reset the system
119
+ */
120
+ reset() {
121
+ this.fpsHistory = [];
122
+ this.lastQualityChange = 0;
123
+ }
124
+ };
125
+ /**
126
+ * React hook for adaptive quality management
127
+ *
128
+ * Automatically monitors FPS and adjusts quality settings.
129
+ * Returns current quality level and settings.
130
+ *
131
+ * @param enabled - Whether adaptive quality is enabled
132
+ * @param isMobile - Whether device is mobile (stricter thresholds)
133
+ * @param onQualityChange - Callback when quality level changes
134
+ * @returns Current quality settings
135
+ *
136
+ * @example
137
+ * ```tsx
138
+ * function CombatScene({ isMobile }) {
139
+ * const quality = useAdaptiveQuality(true, isMobile, (level) => {
140
+ * console.log(`Quality changed to ${level}`);
141
+ * });
142
+ *
143
+ * return (
144
+ * <Canvas shadowMap={{ size: quality.shadowMapSize }}>
145
+ * <ParticleSystem maxParticles={quality.maxParticles} />
146
+ * </Canvas>
147
+ * );
148
+ * }
149
+ * ```
150
+ */
151
+ function useAdaptiveQuality(enabled = true, isMobile = false, onQualityChange) {
152
+ const initialQuality = isMobile ? "medium" : "high";
153
+ const [currentQuality, setCurrentQuality] = useState(initialQuality);
154
+ const systemRef = useRef(null);
155
+ useEffect(() => {
156
+ systemRef.current = new AdaptiveQualitySystem(isMobile ? {
157
+ downgradeThreshold: 45,
158
+ upgradeThreshold: 58,
159
+ debounceTime: 2e3,
160
+ sampleSize: 60
161
+ } : {
162
+ downgradeThreshold: 50,
163
+ upgradeThreshold: 59,
164
+ debounceTime: 3e3,
165
+ sampleSize: 90
166
+ });
167
+ systemRef.current.setQuality(initialQuality);
168
+ }, [isMobile, initialQuality]);
169
+ const lastTimeRef = useRef(0);
170
+ const frameCountRef = useRef(0);
171
+ const initializedRef = useRef(false);
172
+ useFrame(() => {
173
+ if (!enabled || !systemRef.current) return;
174
+ const now = performance.now();
175
+ if (!initializedRef.current) {
176
+ lastTimeRef.current = now;
177
+ initializedRef.current = true;
178
+ return;
179
+ }
180
+ const delta = now - lastTimeRef.current;
181
+ if (delta > 0) {
182
+ const fps = 1e3 / delta;
183
+ frameCountRef.current++;
184
+ const newQuality = systemRef.current.update(fps);
185
+ if (newQuality !== null) {
186
+ setCurrentQuality(newQuality);
187
+ onQualityChange?.(newQuality);
188
+ }
189
+ }
190
+ lastTimeRef.current = now;
191
+ });
192
+ return QUALITY_PRESETS[currentQuality];
193
+ }
194
+ //#endregion
195
+ export { AdaptiveQualitySystem, QUALITY_PRESETS, useAdaptiveQuality };
196
+
197
+ //# sourceMappingURL=AdaptiveQuality.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AdaptiveQuality.js","names":[],"sources":["../../../../../src/components/shared/three/optimization/AdaptiveQuality.ts"],"sourcesContent":["/**\n * AdaptiveQuality - Dynamic quality adjustment system for mobile performance\n *\n * Monitors real-time FPS and automatically adjusts rendering quality to maintain\n * 55fps target on mobile devices. Provides quality presets and smooth transitions.\n *\n * Features:\n * - Real-time FPS monitoring\n * - Automatic quality adjustment (high/medium/low)\n * - Debounced quality changes to prevent thrashing\n * - Mobile-optimized thresholds\n * - React hook integration\n *\n * @module components/shared/three/optimization/AdaptiveQuality\n * @category Performance Optimization\n * @korean 적응형품질시스템\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport { useEffect, useRef, useState } from \"react\";\n\n/**\n * Quality levels for adaptive rendering\n */\nexport type QualityLevel = \"high\" | \"medium\" | \"low\";\n\n/**\n * Quality settings for each level\n */\nexport interface QualitySettings {\n readonly level: QualityLevel;\n readonly shadowMapSize: number;\n readonly maxParticles: number;\n readonly postProcessing: boolean;\n readonly effectsQuality: number; // 0.0-1.0 multiplier\n}\n\n/**\n * FPS thresholds for quality adjustment\n */\nexport interface AdaptiveQualityThresholds {\n /** FPS threshold to downgrade quality */\n readonly downgradeThreshold: number;\n /** FPS threshold to upgrade quality */\n readonly upgradeThreshold: number;\n /** Minimum time between quality changes (ms) */\n readonly debounceTime: number;\n /** Number of frames to average for stability */\n readonly sampleSize: number;\n}\n\n/**\n * Default thresholds for mobile optimization\n */\nconst DEFAULT_MOBILE_THRESHOLDS: AdaptiveQualityThresholds = {\n downgradeThreshold: 45, // Downgrade if fps drops below 45\n upgradeThreshold: 58, // Upgrade if fps consistently above 58\n debounceTime: 2000, // 2 seconds between changes\n sampleSize: 60, // Average over 60 frames (~1 second at 60fps)\n};\n\n/**\n * Quality presets optimized for mobile performance\n */\nexport const QUALITY_PRESETS: Record<QualityLevel, QualitySettings> = {\n high: {\n level: \"high\",\n shadowMapSize: 1536,\n maxParticles: 60,\n postProcessing: false, // Keep disabled on mobile\n effectsQuality: 1.0,\n },\n medium: {\n level: \"medium\",\n shadowMapSize: 1024,\n maxParticles: 40,\n postProcessing: false,\n effectsQuality: 0.75,\n },\n low: {\n level: \"low\",\n shadowMapSize: 512,\n maxParticles: 20,\n postProcessing: false,\n effectsQuality: 0.5,\n },\n} as const;\n\n/**\n * Adaptive quality system class\n */\nexport class AdaptiveQualitySystem {\n private currentQuality: QualityLevel = \"high\";\n private fpsHistory: number[] = [];\n private lastQualityChange = 0;\n private readonly thresholds: AdaptiveQualityThresholds;\n\n constructor(thresholds: Partial<AdaptiveQualityThresholds> = {}) {\n this.thresholds = { ...DEFAULT_MOBILE_THRESHOLDS, ...thresholds };\n }\n\n /**\n * Update system with current FPS\n * Returns new quality level if changed, null otherwise\n */\n update(currentFps: number): QualityLevel | null {\n const now = performance.now();\n\n // Add to history\n this.fpsHistory.push(currentFps);\n if (this.fpsHistory.length > this.thresholds.sampleSize) {\n this.fpsHistory.shift();\n }\n\n // Need enough samples before adjusting\n if (this.fpsHistory.length < this.thresholds.sampleSize) {\n return null;\n }\n\n // Check debounce time\n if (now - this.lastQualityChange < this.thresholds.debounceTime) {\n return null;\n }\n\n // Calculate average FPS\n const avgFps =\n this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length;\n\n // Determine if quality should change\n let newQuality: QualityLevel | null = null;\n\n if (\n avgFps < this.thresholds.downgradeThreshold &&\n this.currentQuality !== \"low\"\n ) {\n // Downgrade quality\n if (this.currentQuality === \"high\") {\n newQuality = \"medium\";\n } else if (this.currentQuality === \"medium\") {\n newQuality = \"low\";\n }\n } else if (\n avgFps > this.thresholds.upgradeThreshold &&\n this.currentQuality !== \"high\"\n ) {\n // Upgrade quality\n if (this.currentQuality === \"low\") {\n newQuality = \"medium\";\n } else if (this.currentQuality === \"medium\") {\n newQuality = \"high\";\n }\n }\n\n if (newQuality !== null) {\n this.currentQuality = newQuality;\n this.lastQualityChange = now;\n this.fpsHistory = []; // Reset history after change\n\n if (import.meta.env.DEV) {\n console.log(\n `[AdaptiveQuality] Quality changed to ${newQuality} (avg fps: ${avgFps.toFixed(1)})`,\n );\n }\n\n return newQuality;\n }\n\n return null;\n }\n\n /**\n * Get current quality level\n */\n getCurrentQuality(): QualityLevel {\n return this.currentQuality;\n }\n\n /**\n * Get settings for current quality level\n */\n getCurrentSettings(): QualitySettings {\n return QUALITY_PRESETS[this.currentQuality];\n }\n\n /**\n * Manually set quality level\n */\n setQuality(quality: QualityLevel): void {\n this.currentQuality = quality;\n this.lastQualityChange = performance.now();\n this.fpsHistory = [];\n }\n\n /**\n * Reset the system\n */\n reset(): void {\n this.fpsHistory = [];\n this.lastQualityChange = 0;\n }\n}\n\n/**\n * React hook for adaptive quality management\n *\n * Automatically monitors FPS and adjusts quality settings.\n * Returns current quality level and settings.\n *\n * @param enabled - Whether adaptive quality is enabled\n * @param isMobile - Whether device is mobile (stricter thresholds)\n * @param onQualityChange - Callback when quality level changes\n * @returns Current quality settings\n *\n * @example\n * ```tsx\n * function CombatScene({ isMobile }) {\n * const quality = useAdaptiveQuality(true, isMobile, (level) => {\n * console.log(`Quality changed to ${level}`);\n * });\n *\n * return (\n * <Canvas shadowMap={{ size: quality.shadowMapSize }}>\n * <ParticleSystem maxParticles={quality.maxParticles} />\n * </Canvas>\n * );\n * }\n * ```\n */\nexport function useAdaptiveQuality(\n enabled: boolean = true,\n isMobile: boolean = false,\n onQualityChange?: (quality: QualityLevel) => void,\n): QualitySettings {\n // Initialize with appropriate starting quality\n const initialQuality: QualityLevel = isMobile ? \"medium\" : \"high\";\n\n const [currentQuality, setCurrentQuality] =\n useState<QualityLevel>(initialQuality);\n\n // Create system instance\n const systemRef = useRef<AdaptiveQualitySystem | null>(null);\n\n useEffect(() => {\n // Create system with mobile-optimized thresholds\n const thresholds = isMobile\n ? {\n downgradeThreshold: 45, // More aggressive on mobile\n upgradeThreshold: 58,\n debounceTime: 2000,\n sampleSize: 60,\n }\n : {\n downgradeThreshold: 50,\n upgradeThreshold: 59,\n debounceTime: 3000,\n sampleSize: 90,\n };\n\n systemRef.current = new AdaptiveQualitySystem(thresholds);\n systemRef.current.setQuality(initialQuality);\n }, [isMobile, initialQuality]);\n\n // FPS tracking - 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@@ -0,0 +1,189 @@
1
+ /**
2
+ * InstancedGeometry - Reusable instancing utilities for optimized rendering
3
+ *
4
+ * Provides helpers and components for GPU instancing to reduce draw calls.
5
+ * Especially useful for particles, repeated geometry, and effects.
6
+ *
7
+ * Features:
8
+ * - Instanced particle systems
9
+ * - Batch rendering utilities
10
+ * - Position/rotation/scale management
11
+ * - Color variations per instance
12
+ * - Korean-themed effects optimization
13
+ *
14
+ * Performance Impact:
15
+ * - Reduces draw calls from N to 1 per geometry type
16
+ * - 50%+ performance improvement for particle-heavy scenes
17
+ * - Target: <100 draw calls per frame
18
+ *
19
+ * @module components/shared/three/optimization/InstancedGeometry
20
+ * @category Performance Optimization
21
+ * @korean 인스턴스기하학
22
+ */
23
+ import React from "react";
24
+ import * as THREE from "three";
25
+ /**
26
+ * Instance data for a single object
27
+ */
28
+ export interface InstanceData {
29
+ readonly position: THREE.Vector3 | [number, number, number];
30
+ readonly rotation?: THREE.Euler | [number, number, number];
31
+ readonly scale?: number | [number, number, number];
32
+ readonly color?: THREE.ColorRepresentation;
33
+ }
34
+ /**
35
+ * Props for InstancableSpheres component
36
+ */
37
+ export interface InstancableSpheresProps {
38
+ /** Array of instance data */
39
+ readonly instances: readonly InstanceData[];
40
+ /** Sphere radius */
41
+ readonly radius?: number;
42
+ /** Sphere segments (lower = better performance) */
43
+ readonly segments?: number;
44
+ /** Base material color */
45
+ readonly color?: THREE.ColorRepresentation;
46
+ /** Material properties */
47
+ readonly materialProps?: Partial<THREE.MeshBasicMaterialParameters>;
48
+ }
49
+ /**
50
+ * Instanced spheres component
51
+ *
52
+ * Renders multiple spheres with a single draw call.
53
+ * Ideal for particles, projectiles, effects.
54
+ *
55
+ * **Important**: The instances array should be stable (use useMemo).
56
+ * Array indices are used as React keys, so adding/removing/reordering
57
+ * instances during component lifecycle may cause incorrect rendering.
58
+ * If instances need to be dynamic, consider using unique identifiers as keys.
59
+ *
60
+ * @example
61
+ * ```tsx
62
+ * const particles = useMemo(() =>
63
+ * Array.from({ length: 50 }, (_, i) => ({
64
+ * position: [Math.random() * 10 - 5, Math.random() * 10, Math.random() * 10 - 5],
65
+ * color: i % 2 === 0 ? 0x00ffff : 0xffd700,
66
+ * })),
67
+ * []
68
+ * );
69
+ *
70
+ * <InstancableSpheres
71
+ * instances={particles}
72
+ * radius={0.1}
73
+ * segments={8}
74
+ * />
75
+ * ```
76
+ */
77
+ export declare const InstancableSpheres: React.FC<InstancableSpheresProps>;
78
+ /**
79
+ * Props for InstancableBoxes component
80
+ */
81
+ export interface InstancableBoxesProps {
82
+ /** Array of instance data */
83
+ readonly instances: readonly InstanceData[];
84
+ /** Box dimensions [width, height, depth] */
85
+ readonly size?: [number, number, number];
86
+ /** Base material color */
87
+ readonly color?: THREE.ColorRepresentation;
88
+ /** Material properties */
89
+ readonly materialProps?: Partial<THREE.MeshStandardMaterialParameters>;
90
+ }
91
+ /**
92
+ * Instanced boxes component
93
+ *
94
+ * Renders multiple boxes with a single draw call.
95
+ * Useful for environment objects, obstacles, UI elements.
96
+ *
97
+ * **Important**: The instances array should be stable (use useMemo).
98
+ * Array indices are used as React keys, so adding/removing/reordering
99
+ * instances during component lifecycle may cause incorrect rendering.
100
+ * If instances need to be dynamic, consider using unique identifiers as keys.
101
+ *
102
+ * @example
103
+ * ```tsx
104
+ * <InstancableBoxes
105
+ * instances={[
106
+ * { position: [0, 0, 0], scale: 1 },
107
+ * { position: [2, 0, 0], scale: 1.5 },
108
+ * ]}
109
+ * size={[1, 1, 1]}
110
+ * color={0x404040}
111
+ * />
112
+ * ```
113
+ */
114
+ export declare const InstancableBoxes: React.FC<InstancableBoxesProps>;
115
+ /**
116
+ * Props for InstancableParticles component
117
+ */
118
+ export interface InstancableParticlesProps {
119
+ /** Particle positions */
120
+ readonly positions: readonly (THREE.Vector3 | [number, number, number])[];
121
+ /** Particle colors (optional) */
122
+ readonly colors?: readonly THREE.ColorRepresentation[];
123
+ /** Particle size */
124
+ readonly size?: number;
125
+ /** Quality level affects particle complexity */
126
+ readonly quality?: "high" | "medium" | "low";
127
+ /** Base particle color */
128
+ readonly baseColor?: THREE.ColorRepresentation;
129
+ }
130
+ /**
131
+ * Optimized instanced particles
132
+ *
133
+ * High-performance particle system using instancing.
134
+ * Quality parameter adjusts geometry complexity.
135
+ *
136
+ * **Important**: The positions array should be stable (use useMemo).
137
+ * Array indices are used as React keys, so adding/removing/reordering
138
+ * particles during component lifecycle may cause incorrect rendering.
139
+ * If particles need to be dynamic, consider using unique identifiers as keys.
140
+ *
141
+ * @example
142
+ * ```tsx
143
+ * const positions = useMemo(() =>
144
+ * Array.from({ length: 100 }, () => [
145
+ * Math.random() * 10 - 5,
146
+ * Math.random() * 5,
147
+ * Math.random() * 10 - 5,
148
+ * ]),
149
+ * []
150
+ * );
151
+ *
152
+ * <InstancableParticles
153
+ * positions={positions}
154
+ * size={0.1}
155
+ * quality="medium"
156
+ * baseColor={0x00ffff}
157
+ * />
158
+ * ```
159
+ */
160
+ export declare const InstancableParticles: React.FC<InstancableParticlesProps>;
161
+ /**
162
+ * Calculate optimal instance limit based on performance tier
163
+ *
164
+ * @param baseLimit - Ideal instance count
165
+ * @param isMobile - Whether device is mobile
166
+ * @returns Adjusted instance limit
167
+ */
168
+ export declare function getOptimalInstanceLimit(baseLimit: number, isMobile: boolean): number;
169
+ /**
170
+ * Batch instance data into chunks for efficient rendering
171
+ *
172
+ * @param instances - Array of instance data
173
+ * @param batchSize - Maximum instances per batch
174
+ * @returns Array of batched instances
175
+ */
176
+ export declare function batchInstances<T>(instances: readonly T[], batchSize: number): T[][];
177
+ /**
178
+ * Create instance data from positions array
179
+ *
180
+ * @param positions - Array of positions
181
+ * @param options - Optional instance properties
182
+ * @returns Array of instance data
183
+ */
184
+ export declare function createInstancesFromPositions(positions: readonly (THREE.Vector3 | [number, number, number])[], options?: {
185
+ color?: THREE.ColorRepresentation;
186
+ scale?: number | [number, number, number];
187
+ rotation?: THREE.Euler | [number, number, number];
188
+ }): InstanceData[];
189
+ //# sourceMappingURL=InstancedGeometry.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"InstancedGeometry.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/optimization/InstancedGeometry.tsx"],"names":[],"mappings":"AACA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAGH,OAAO,KAAkB,MAAM,OAAO,CAAC;AACvC,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,QAAQ,CAAC,QAAQ,EAAE,KAAK,CAAC,OAAO,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5D,QAAQ,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,KAAK,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC3D,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACnD,QAAQ,CAAC,KAAK,CAAC,EAAE,KAAK,CAAC,mBAAmB,CAAC;CAC5C;AAED;;GAEG;AACH,MAAM,WAAW,uBAAuB;IACtC,6BAA6B;IAC7B,QAAQ,CAAC,SAAS,EAAE,SAAS,YAAY,EAAE,CAAC;IAC5C,oBAAoB;IACpB,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,CAAC;IACzB,mDAAmD;IACnD,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAC3B,0BAA0B;IAC1B,QAAQ,CAAC,KAAK,CAAC,EAAE,KAAK,CAAC,mBAAmB,CAAC;IAC3C,0BAA0B;IAC1B,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC,KAAK,CAAC,2BAA2B,CAAC,CAAC;CACrE;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,eAAO,MAAM,kBAAkB,EAAE,KAAK,CAAC,EAAE,CAAC,uBAAuB,CAsBhE,CAAC;AAEF;;GAEG;AACH,MAAM,WAAW,qBAAqB;IACpC,6BAA6B;IAC7B,QAAQ,CAAC,SAAS,EAAE,SAAS,YAAY,EAAE,CAAC;IAC5C,4CAA4C;IAC5C,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACzC,0BAA0B;IAC1B,QAAQ,CAAC,KAAK,CAAC,EAAE,KAAK,CAAC,mBAAmB,CAAC;IAC3C,0BAA0B;IAC1B,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC,KAAK,CAAC,8BAA8B,CAAC,CAAC;CACxE;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,CAqB5D,CAAC;AAEF;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,yBAAyB;IACzB,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC,KAAK,CAAC,OAAO,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;IAC1E,iCAAiC;IACjC,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,KAAK,CAAC,mBAAmB,EAAE,CAAC;IACvD,oBAAoB;IACpB,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC;IACvB,gDAAgD;IAChD,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,GAAG,QAAQ,GAAG,KAAK,CAAC;IAC7C,0BAA0B;IAC1B,QAAQ,CAAC,SAAS,CAAC,EAAE,KAAK,CAAC,mBAAmB,CAAC;CAChD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CA6CpE,CAAC;AAEF;;;;;;GAMG;AACH,wBAAgB,uBAAuB,CACrC,SAAS,EAAE,MAAM,EACjB,QAAQ,EAAE,OAAO,GAChB,MAAM,CAMR;AAED;;;;;;GAMG;AACH,wBAAgB,cAAc,CAAC,CAAC,EAC9B,SAAS,EAAE,SAAS,CAAC,EAAE,EACvB,SAAS,EAAE,MAAM,GAChB,CAAC,EAAE,EAAE,CAMP;AAED;;;;;;GAMG;AACH,wBAAgB,4BAA4B,CAC1C,SAAS,EAAE,SAAS,CAAC,KAAK,CAAC,OAAO,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC,EAAE,EAChE,OAAO,GAAE;IACP,KAAK,CAAC,EAAE,KAAK,CAAC,mBAAmB,CAAC;IAClC,KAAK,CAAC,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC1C,QAAQ,CAAC,EAAE,KAAK,CAAC,KAAK,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CAC9C,GACL,YAAY,EAAE,CAOhB"}
@@ -0,0 +1,3 @@
1
+ import "react";
2
+ import "react/jsx-runtime";
3
+ import "@react-three/drei";
@@ -0,0 +1,126 @@
1
+ /**
2
+ * LODSystem - Level of Detail optimization for Three.js objects
3
+ *
4
+ * Reduces polygon count and detail based on distance from camera.
5
+ * Implements 3-tier LOD system (high/medium/low) for optimal performance.
6
+ *
7
+ * Features:
8
+ * - Distance-based detail switching
9
+ * - Smooth transitions between LOD levels
10
+ * - Configurable distance thresholds
11
+ * - Works with any Three.js component
12
+ * - Korean martial arts character optimization
13
+ *
14
+ * Performance Impact:
15
+ * - Reduces polygon count by 50-75% for distant objects
16
+ * - Maintains visual quality for near objects
17
+ * - Target: <100 draw calls per frame
18
+ *
19
+ * @module components/shared/three/optimization/LODSystem
20
+ * @category Performance Optimization
21
+ * @korean LOD시스템
22
+ */
23
+ import React from "react";
24
+ /**
25
+ * LOD distance thresholds (in Three.js units)
26
+ */
27
+ export interface LODDistances {
28
+ /** Distance for high detail (closest) */
29
+ readonly high: number;
30
+ /** Distance for medium detail */
31
+ readonly medium: number;
32
+ }
33
+ /**
34
+ * Default LOD distances optimized for Black Trigram combat
35
+ * Arena is approximately 16x8 units, camera at [0, 5, 10]
36
+ */
37
+ export declare const DEFAULT_LOD_DISTANCES: LODDistances;
38
+ /**
39
+ * Mobile LOD distances (more aggressive)
40
+ */
41
+ export declare const MOBILE_LOD_DISTANCES: LODDistances;
42
+ /**
43
+ * Props for LODCharacter component
44
+ */
45
+ export interface LODCharacterProps {
46
+ /** High detail component (0-high distance) */
47
+ readonly highDetail: React.ReactNode;
48
+ /** Medium detail component (high-medium distance) */
49
+ readonly mediumDetail: React.ReactNode;
50
+ /** Low detail component (beyond medium distance) */
51
+ readonly lowDetail: React.ReactNode;
52
+ /** Custom LOD distances (optional) */
53
+ readonly distances?: LODDistances;
54
+ /** Whether to use mobile-optimized distances */
55
+ readonly isMobile?: boolean;
56
+ }
57
+ /**
58
+ * LOD-enabled character component
59
+ *
60
+ * Automatically switches between detail levels based on camera distance.
61
+ * Uses @react-three/drei's Detailed component for smooth transitions.
62
+ *
63
+ * @example
64
+ * ```tsx
65
+ * <LODCharacter
66
+ * highDetail={<Player3DHighDetail />}
67
+ * mediumDetail={<Player3DMediumDetail />}
68
+ * lowDetail={<Player3DLowDetail />}
69
+ * isMobile={isMobile}
70
+ * />
71
+ * ```
72
+ */
73
+ export declare const LODCharacter: React.FC<LODCharacterProps>;
74
+ /**
75
+ * Props for LODEffect component
76
+ */
77
+ export interface LODEffectProps {
78
+ /** Effect to render at different detail levels */
79
+ readonly children: (detailLevel: "high" | "medium" | "low") => React.ReactNode;
80
+ /** Custom LOD distances (optional) */
81
+ readonly distances?: LODDistances;
82
+ /** Whether to use mobile-optimized distances */
83
+ readonly isMobile?: boolean;
84
+ }
85
+ /**
86
+ * LOD-enabled effect component
87
+ *
88
+ * Allows render function to adjust effect quality based on distance.
89
+ * Useful for particle effects, visual effects, etc.
90
+ *
91
+ * @example
92
+ * ```tsx
93
+ * <LODEffect isMobile={isMobile}>
94
+ * {(detail) => (
95
+ * <ParticleSystem
96
+ * particleCount={detail === 'high' ? 100 : detail === 'medium' ? 50 : 20}
97
+ * />
98
+ * )}
99
+ * </LODEffect>
100
+ * ```
101
+ */
102
+ export declare const LODEffect: React.FC<LODEffectProps>;
103
+ /**
104
+ * Calculate appropriate LOD distances based on arena size
105
+ *
106
+ * @param arenaWidth - Arena width in units
107
+ * @param arenaDepth - Arena depth in units
108
+ * @returns Calculated LOD distances
109
+ */
110
+ export declare function calculateLODDistances(arenaWidth: number, arenaDepth: number): LODDistances;
111
+ /**
112
+ * Get recommended particle count based on LOD level
113
+ *
114
+ * @param baseCount - Base particle count at high detail
115
+ * @param detailLevel - Current LOD level
116
+ * @returns Adjusted particle count
117
+ */
118
+ export declare function getLODParticleCount(baseCount: number, detailLevel: "high" | "medium" | "low"): number;
119
+ /**
120
+ * Get recommended shadow quality based on LOD level
121
+ *
122
+ * @param detailLevel - Current LOD level
123
+ * @returns Shadow map size
124
+ */
125
+ export declare function getLODShadowQuality(detailLevel: "high" | "medium" | "low"): number;
126
+ //# sourceMappingURL=LODSystem.d.ts.map
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@@ -0,0 +1,3 @@
1
+ import "react";
2
+ import "react/jsx-runtime";
3
+ import "@react-three/drei";
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Three.js Optimization Module
3
+ *
4
+ * Performance optimization utilities for mobile and desktop rendering.
5
+ * Includes LOD system, instanced geometry, and adaptive quality management.
6
+ *
7
+ * @module components/shared/three/optimization
8
+ * @category Performance Optimization
9
+ * @korean 최적화모듈
10
+ */
11
+ export { AdaptiveQualitySystem, useAdaptiveQuality, QUALITY_PRESETS, type QualityLevel, type QualitySettings, type AdaptiveQualityThresholds, } from "./AdaptiveQuality";
12
+ export { LODCharacter, LODEffect, calculateLODDistances, getLODParticleCount, getLODShadowQuality, DEFAULT_LOD_DISTANCES, MOBILE_LOD_DISTANCES, type LODDistances, type LODCharacterProps, type LODEffectProps, } from "./LODSystem";
13
+ export { InstancableSpheres, InstancableBoxes, InstancableParticles, getOptimalInstanceLimit, batchInstances, createInstancesFromPositions, type InstanceData, type InstancableSpheresProps, type InstancableBoxesProps, type InstancableParticlesProps, } from "./InstancedGeometry";
14
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/optimization/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EACL,qBAAqB,EACrB,kBAAkB,EAClB,eAAe,EACf,KAAK,YAAY,EACjB,KAAK,eAAe,EACpB,KAAK,yBAAyB,GAC/B,MAAM,mBAAmB,CAAC;AAE3B,OAAO,EACL,YAAY,EACZ,SAAS,EACT,qBAAqB,EACrB,mBAAmB,EACnB,mBAAmB,EACnB,qBAAqB,EACrB,oBAAoB,EACpB,KAAK,YAAY,EACjB,KAAK,iBAAiB,EACtB,KAAK,cAAc,GACpB,MAAM,aAAa,CAAC;AAErB,OAAO,EACL,kBAAkB,EAClB,gBAAgB,EAChB,oBAAoB,EACpB,uBAAuB,EACvB,cAAc,EACd,4BAA4B,EAC5B,KAAK,YAAY,EACjB,KAAK,uBAAuB,EAC5B,KAAK,qBAAqB,EAC1B,KAAK,yBAAyB,GAC/B,MAAM,qBAAqB,CAAC"}
@@ -0,0 +1,3 @@
1
+ import "./AdaptiveQuality.js";
2
+ import "./LODSystem.js";
3
+ import "./InstancedGeometry.js";
@@ -0,0 +1,31 @@
1
+ /**
2
+ * AtmosphericParticles3D - Three.js 3D atmospheric particle effects
3
+ *
4
+ * Renders rain/mist particles for environmental depth in the combat arena
5
+ * Creates an immersive cyberpunk urban night atmosphere
6
+ */
7
+ import React from "react";
8
+ /**
9
+ * Props for the AtmosphericParticles3D component.
10
+ */
11
+ export interface AtmosphericParticles3DProps {
12
+ /** Number of particles to render. Defaults to 500 */
13
+ readonly count?: number;
14
+ /** Scale factor for particle spread (1.0 = desktop, <1.0 = mobile). Defaults to 1.0 */
15
+ readonly scale?: number;
16
+ /** Particle fall speed. Defaults to 2 */
17
+ readonly speed?: number;
18
+ }
19
+ /**
20
+ * AtmosphericParticles3D Component
21
+ * Creates rain/mist particle effects for atmospheric depth
22
+ *
23
+ * Performance optimized with:
24
+ * - BufferGeometry for efficient rendering
25
+ * - Additive blending for transparent particles
26
+ * - Configurable particle count for mobile optimization
27
+ * - Deterministic position generation (no Math.random in render)
28
+ */
29
+ export declare const AtmosphericParticles3D: React.FC<AtmosphericParticles3DProps>;
30
+ export default AtmosphericParticles3D;
31
+ //# sourceMappingURL=AtmosphericParticles3D.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AtmosphericParticles3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/scene/AtmosphericParticles3D.tsx"],"names":[],"mappings":"AAAA;;;;;GAKG;AAGH,OAAO,KAAsC,MAAM,OAAO,CAAC;AAG3D;;GAEG;AACH,MAAM,WAAW,2BAA2B;IAC1C,qDAAqD;IACrD,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IACxB,uFAAuF;IACvF,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IACxB,yCAAyC;IACzC,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;CACzB;AAgCD;;;;;;;;;GASG;AACH,eAAO,MAAM,sBAAsB,EAAE,KAAK,CAAC,EAAE,CAC3C,2BAA2B,CA4D5B,CAAC;AAEF,eAAe,sBAAsB,CAAC"}