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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geometry,
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{"version":3,"file":"AtmosphericParticles3D.js","names":[],"sources":["../../../../../src/components/shared/three/scene/AtmosphericParticles3D.tsx"],"sourcesContent":["/**\n * AtmosphericParticles3D - Three.js 3D atmospheric particle effects\n *\n * Renders rain/mist particles for environmental depth in the combat arena\n * Creates an immersive cyberpunk urban night atmosphere\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useEffect, useRef, useState } from \"react\";\nimport * as THREE from \"three\";\n\n/**\n * Props for the AtmosphericParticles3D component.\n */\nexport interface AtmosphericParticles3DProps {\n /** Number of particles to render. Defaults to 500 */\n readonly count?: number;\n /** Scale factor for particle spread (1.0 = desktop, <1.0 = mobile). Defaults to 1.0 */\n readonly scale?: number;\n /** Particle fall speed. Defaults to 2 */\n readonly speed?: number;\n}\n\n/**\n * Generate particle positions using a deterministic pattern\n * This avoids Math.random() in render functions for React purity\n */\nfunction generateParticlePositions(\n count: number,\n spreadX: number,\n spreadY: number,\n spreadZ: number\n): Float32Array {\n const pos = new Float32Array(count * 3);\n\n // Use a simple pseudo-random pattern based on index\n // This creates deterministic but varied positions\n for (let i = 0; i < count; i++) {\n const t = i / count; // Normalized index [0, 1]\n\n // Create pseudo-random offsets using trigonometric functions\n const offsetX = Math.sin(t * 123.456) * Math.cos(t * 789.012);\n const offsetY = Math.sin(t * 234.567) * Math.cos(t * 890.123);\n const offsetZ = Math.sin(t * 345.678) * Math.cos(t * 901.234);\n\n pos[i * 3] = offsetX * spreadX * 0.5;\n pos[i * 3 + 1] = offsetY * spreadY * 0.5 + spreadY * 0.5; // Bias upward\n pos[i * 3 + 2] = offsetZ * spreadZ * 0.5;\n }\n\n return pos;\n}\n\n/**\n * AtmosphericParticles3D Component\n * Creates rain/mist particle effects for atmospheric depth\n *\n * Performance optimized with:\n * - BufferGeometry for efficient rendering\n * - Additive blending for transparent particles\n * - Configurable particle count for mobile optimization\n * - Deterministic position generation (no Math.random in render)\n */\nexport const AtmosphericParticles3D: React.FC<\n AtmosphericParticles3DProps\n> = ({ count = 500, scale = 1.0, speed = 2 }) => {\n const particlesRef = useRef<THREE.Points>(null);\n const [geometry] = useState(() => new THREE.BufferGeometry());\n\n // Scale-aware spread dimensions\n const spreadX = 40 * scale;\n const spreadY = 20;\n const spreadZ = 40 * scale;\n\n // Initialize particle positions once on mount\n useEffect(() => {\n const positions = generateParticlePositions(\n count,\n spreadX,\n spreadY,\n spreadZ\n );\n \n // Note: BufferAttribute doesn't have a dispose method in Three.js\n // The geometry cleanup on unmount will handle attribute cleanup\n geometry.setAttribute(\"position\", new THREE.BufferAttribute(positions, 3));\n\n return () => {\n // Clean up geometry on unmount (this also cleans up attributes)\n geometry.dispose();\n };\n }, [count, spreadX, spreadY, spreadZ, geometry]);\n\n // Animate particles (rain/mist effect)\n // Performance note: Current implementation modifies geometry buffer every frame.\n // This is acceptable for up to ~500 particles but may impact performance beyond 1000.\n // For larger particle counts, consider using shader-based vertex displacement or instancing.\n useFrame((_state, delta) => {\n if (!particlesRef.current) return;\n\n const positions =\n particlesRef.current.geometry.attributes.position.array as Float32Array;\n for (let i = 0; i < count; i++) {\n positions[i * 3 + 1] -= delta * speed; // Fall down\n if (positions[i * 3 + 1] < 0) {\n positions[i * 3 + 1] = spreadY; // Reset to top\n }\n }\n particlesRef.current.geometry.attributes.position.needsUpdate = true;\n });\n\n return (\n <points ref={particlesRef} geometry={geometry}>\n <pointsMaterial\n size={0.05}\n color={0xffffff}\n transparent\n opacity={0.3}\n sizeAttenuation\n blending={THREE.AdditiveBlending}\n depthWrite={false}\n />\n </points>\n );\n};\n\nexport default AtmosphericParticles3D;\n"],"mappings":";;;;;;;;;;;;;;;AA2BA,SAAS,0BACP,OACA,SACA,SACA,SACc;CACd,MAAM,MAAM,IAAI,aAAa,QAAQ,EAAE;AAIvC,MAAK,IAAI,IAAI,GAAG,IAAI,OAAO,KAAK;EAC9B,MAAM,IAAI,IAAI;EAGd,MAAM,UAAU,KAAK,IAAI,IAAI,QAAQ,GAAG,KAAK,IAAI,IAAI,QAAQ;EAC7D,MAAM,UAAU,KAAK,IAAI,IAAI,QAAQ,GAAG,KAAK,IAAI,IAAI,QAAQ;EAC7D,MAAM,UAAU,KAAK,IAAI,IAAI,QAAQ,GAAG,KAAK,IAAI,IAAI,QAAQ;AAE7D,MAAI,IAAI,KAAK,UAAU,UAAU;AACjC,MAAI,IAAI,IAAI,KAAK,UAAU,UAAU,KAAM,UAAU;AACrD,MAAI,IAAI,IAAI,KAAK,UAAU,UAAU;;AAGvC,QAAO;;;;;;;;;;;;AAaT,IAAa,0BAER,EAAE,QAAQ,KAAK,QAAQ,GAAK,QAAQ,QAAQ;CAC/C,MAAM,eAAe,OAAqB,KAAK;CAC/C,MAAM,CAAC,YAAY,eAAe,IAAI,MAAM,gBAAgB,CAAC;CAG7D,MAAM,UAAU,KAAK;CACrB,MAAM,UAAU;CAChB,MAAM,UAAU,KAAK;AAGrB,iBAAgB;EACd,MAAM,YAAY,0BAChB,OACA,SACA,SACA,QACD;AAID,WAAS,aAAa,YAAY,IAAI,MAAM,gBAAgB,WAAW,EAAE,CAAC;AAE1E,eAAa;AAEX,YAAS,SAAS;;IAEnB;EAAC;EAAO;EAAS;EAAS;EAAS;EAAS,CAAC;AAMhD,WAAU,QAAQ,UAAU;AAC1B,MAAI,CAAC,aAAa,QAAS;EAE3B,MAAM,YACJ,aAAa,QAAQ,SAAS,WAAW,SAAS;AACpD,OAAK,IAAI,IAAI,GAAG,IAAI,OAAO,KAAK;AAC9B,aAAU,IAAI,IAAI,MAAM,QAAQ;AAChC,OAAI,UAAU,IAAI,IAAI,KAAK,EACzB,WAAU,IAAI,IAAI,KAAK;;AAG3B,eAAa,QAAQ,SAAS,WAAW,SAAS,cAAc;GAChE;AAEF,QACE,oBAAC,UAAD;EAAQ,KAAK;EAAwB;YACnC,oBAAC,kBAAD;GACE,MAAM;GACN,OAAO;GACP,aAAA;GACA,SAAS;GACT,iBAAA;GACA,UAAU,MAAM;GAChB,YAAY;GACZ,CAAA;EACK,CAAA"}
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/**
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* BackgroundScene3D - Shared cyberpunk Korean-themed 3D background scene
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*
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* @korean 배경씬3D - 공유 사이버펑크 한국 테마 3D 배경 씬
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* Eliminates duplication across IntroScreen, ControlsScreen, and PhilosophyScreen
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import React from "react";
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export type BackgroundTheme = "intro" | "controls" | "philosophy" | "default";
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export interface BackgroundScene3DProps {
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/**
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/**
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/**
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readonly ambientIntensity?: number;
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/**
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readonly directionalIntensity?: number;
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/**
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}
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/**
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*
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* Renders cyberpunk Korean-themed 3D background with rotating grid,
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* atmospheric lighting, and fog effects.
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*
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* @korean 사이버펑크 한국 테마의 3D 배경을 렌더링합니다.
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* 회전하는 그리드, 분위기 있는 조명, 안개 효과를 포함합니다.
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export declare const BackgroundScene3D: React.FC<BackgroundScene3DProps>;
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export default BackgroundScene3D;
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{"version":3,"file":"BackgroundScene3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/scene/BackgroundScene3D.tsx"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAGH,OAAO,KAAiB,MAAM,OAAO,CAAC;AAItC;;GAEG;AACH,MAAM,MAAM,eAAe,GAAG,OAAO,GAAG,UAAU,GAAG,YAAY,GAAG,SAAS,CAAC;AAE9E,MAAM,WAAW,sBAAsB;IACrC;;;OAGG;IACH,QAAQ,CAAC,KAAK,CAAC,EAAE,eAAe,CAAC;IAEjC;;;OAGG;IACH,QAAQ,CAAC,iBAAiB,CAAC,EAAE,MAAM,CAAC;IAEpC;;;OAGG;IACH,QAAQ,CAAC,aAAa,CAAC,EAAE,MAAM,CAAC;IAEhC;;;OAGG;IACH,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAE3B;;;OAGG;IACH,QAAQ,CAAC,aAAa,CAAC,EAAE,MAAM,CAAC;IAEhC;;;OAGG;IACH,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAE1B;;;OAGG;IACH,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,CAAC;IAEzB;;;OAGG;IACH,QAAQ,CAAC,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAEnC;;;OAGG;IACH,QAAQ,CAAC,oBAAoB,CAAC,EAAE,MAAM,CAAC;IAEvC;;;OAGG;IACH,QAAQ,CAAC,cAAc,CAAC,EAAE,MAAM,CAAC;CAClC;AAkDD;;;;;;;;GAQG;AACH,eAAO,MAAM,iBAAiB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,CAuE9D,CAAC;AAEF,eAAe,iBAAiB,CAAC"}
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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import "../../../../types/constants/index.js";
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import { useRef } from "react";
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import { Fragment, jsx, jsxs } from "react/jsx-runtime";
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import { useFrame } from "@react-three/fiber";
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//#region src/components/shared/three/scene/BackgroundScene3D.tsx
|
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|
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/**
|
|
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|
+
* BackgroundScene3D - Shared cyberpunk Korean-themed 3D background scene
|
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|
+
*
|
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|
+
* @korean 배경씬3D - 공유 사이버펑크 한국 테마 3D 배경 씬
|
|
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|
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*
|
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* Eliminates duplication across IntroScreen, ControlsScreen, and PhilosophyScreen
|
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*/
|
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/**
|
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* Theme color configurations
|
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*/
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var THEME_COLORS = {
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intro: {
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ambient: KOREAN_COLORS.PRIMARY_CYAN,
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grid: KOREAN_COLORS.PRIMARY_CYAN,
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point: KOREAN_COLORS.ACCENT_BLUE,
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ambientIntensity: .4,
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directionalIntensity: 1,
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pointIntensity: .5
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},
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controls: {
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ambient: KOREAN_COLORS.PRIMARY_CYAN,
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grid: KOREAN_COLORS.PRIMARY_CYAN,
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point: KOREAN_COLORS.ACCENT_BLUE,
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ambientIntensity: .3,
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directionalIntensity: .8,
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pointIntensity: .4
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},
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philosophy: {
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ambient: KOREAN_COLORS.ACCENT_GOLD,
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grid: KOREAN_COLORS.ACCENT_GOLD,
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point: KOREAN_COLORS.PRIMARY_CYAN,
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ambientIntensity: .3,
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directionalIntensity: .8,
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pointIntensity: .4
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},
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default: {
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ambient: KOREAN_COLORS.PRIMARY_CYAN,
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grid: KOREAN_COLORS.PRIMARY_CYAN,
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point: KOREAN_COLORS.ACCENT_BLUE,
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ambientIntensity: .4,
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directionalIntensity: 1,
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pointIntensity: .5
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}
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};
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/**
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* Shared 3D Background Scene Component
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*
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* Renders cyberpunk Korean-themed 3D background with rotating grid,
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* atmospheric lighting, and fog effects.
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*
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* @korean 사이버펑크 한국 테마의 3D 배경을 렌더링합니다.
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* 회전하는 그리드, 분위기 있는 조명, 안개 효과를 포함합니다.
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*/
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var BackgroundScene3D = ({ theme = "default", gridRotationSpeed = 5e-4, gridPositionY = -8, gridSize = 80, gridDivisions = 40, fogNear = 5, fogFar = 40, ambientIntensity, directionalIntensity, pointIntensity }) => {
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const gridRef = useRef(null);
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const themeColors = THEME_COLORS[theme];
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const finalAmbientIntensity = ambientIntensity ?? themeColors.ambientIntensity;
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const finalDirectionalIntensity = directionalIntensity ?? themeColors.directionalIntensity;
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const finalPointIntensity = pointIntensity ?? themeColors.pointIntensity;
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useFrame(() => {
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if (gridRef.current) gridRef.current.rotation.y += gridRotationSpeed;
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});
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return /* @__PURE__ */ jsxs(Fragment, { children: [
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/* @__PURE__ */ jsx("ambientLight", {
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intensity: finalAmbientIntensity,
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color: themeColors.ambient
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}),
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/* @__PURE__ */ jsx("directionalLight", {
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position: [
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10,
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],
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intensity: finalDirectionalIntensity,
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color: KOREAN_COLORS.ACCENT_GOLD
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}),
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/* @__PURE__ */ jsx("pointLight", {
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position: [
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-10,
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5,
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-5
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],
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intensity: finalPointIntensity,
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color: themeColors.point
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}),
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/* @__PURE__ */ jsx("gridHelper", {
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ref: gridRef,
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args: [
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gridSize,
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gridDivisions,
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themeColors.grid,
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KOREAN_COLORS.UI_BACKGROUND_MEDIUM
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],
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position: [
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0,
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gridPositionY,
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],
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rotation: [
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0,
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0,
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}),
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/* @__PURE__ */ jsx("fog", {
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attach: "fog",
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args: [
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KOREAN_COLORS.UI_BACKGROUND_DARK,
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fogNear,
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fogFar
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]
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})
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};
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//#endregion
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{"version":3,"file":"BackgroundScene3D.js","names":[],"sources":["../../../../../src/components/shared/three/scene/BackgroundScene3D.tsx"],"sourcesContent":["/**\n * BackgroundScene3D - Shared cyberpunk Korean-themed 3D background scene\n *\n * @korean 배경씬3D - 공유 사이버펑크 한국 테마 3D 배경 씬\n *\n * Eliminates duplication across IntroScreen, ControlsScreen, and PhilosophyScreen\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useRef } from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\n\n/**\n * Color theme variants for background scenes\n */\nexport type BackgroundTheme = \"intro\" | \"controls\" | \"philosophy\" | \"default\";\n\nexport interface BackgroundScene3DProps {\n /**\n * Color theme for the background\n * @default \"default\"\n */\n readonly theme?: BackgroundTheme;\n\n /**\n * Grid rotation speed (radians per frame)\n * @default 0.0005\n */\n readonly gridRotationSpeed?: number;\n\n /**\n * Grid position Y offset\n * @default -8\n */\n readonly gridPositionY?: number;\n\n /**\n * Grid size\n * @default 80\n */\n readonly gridSize?: number;\n\n /**\n * Grid divisions\n * @default 40\n */\n readonly gridDivisions?: number;\n\n /**\n * Fog near distance\n * @default 5\n */\n readonly fogNear?: number;\n\n /**\n * Fog far distance\n * @default 40\n */\n readonly fogFar?: number;\n\n /**\n * Ambient light intensity\n * @default 0.4\n */\n readonly ambientIntensity?: number;\n\n /**\n * Directional light intensity\n * @default 1\n */\n readonly directionalIntensity?: number;\n\n /**\n * Point light intensity\n * @default 0.5\n */\n readonly pointIntensity?: number;\n}\n\n/**\n * Theme color configurations\n */\nconst THEME_COLORS: Record<\n BackgroundTheme,\n {\n ambient: number;\n grid: number;\n point: number;\n ambientIntensity: number;\n directionalIntensity: number;\n pointIntensity: number;\n }\n> = {\n intro: {\n ambient: KOREAN_COLORS.PRIMARY_CYAN,\n grid: KOREAN_COLORS.PRIMARY_CYAN,\n point: KOREAN_COLORS.ACCENT_BLUE,\n ambientIntensity: 0.4,\n directionalIntensity: 1,\n pointIntensity: 0.5,\n },\n controls: {\n ambient: KOREAN_COLORS.PRIMARY_CYAN,\n grid: KOREAN_COLORS.PRIMARY_CYAN,\n point: KOREAN_COLORS.ACCENT_BLUE,\n ambientIntensity: 0.3,\n directionalIntensity: 0.8,\n pointIntensity: 0.4,\n },\n philosophy: {\n ambient: KOREAN_COLORS.ACCENT_GOLD,\n grid: KOREAN_COLORS.ACCENT_GOLD,\n point: KOREAN_COLORS.PRIMARY_CYAN,\n ambientIntensity: 0.3,\n directionalIntensity: 0.8,\n pointIntensity: 0.4,\n },\n default: {\n ambient: KOREAN_COLORS.PRIMARY_CYAN,\n grid: KOREAN_COLORS.PRIMARY_CYAN,\n point: KOREAN_COLORS.ACCENT_BLUE,\n ambientIntensity: 0.4,\n directionalIntensity: 1,\n pointIntensity: 0.5,\n },\n};\n\n/**\n * Shared 3D Background Scene Component\n *\n * Renders cyberpunk Korean-themed 3D background with rotating grid,\n * atmospheric lighting, and fog effects.\n *\n * @korean 사이버펑크 한국 테마의 3D 배경을 렌더링합니다.\n * 회전하는 그리드, 분위기 있는 조명, 안개 효과를 포함합니다.\n */\nexport const BackgroundScene3D: React.FC<BackgroundScene3DProps> = ({\n theme = \"default\",\n gridRotationSpeed = 0.0005,\n gridPositionY = -8,\n gridSize = 80,\n gridDivisions = 40,\n fogNear = 5,\n fogFar = 40,\n ambientIntensity,\n directionalIntensity,\n pointIntensity,\n}) => {\n const gridRef = useRef<THREE.GridHelper>(null);\n\n // Get theme colors\n const themeColors = THEME_COLORS[theme];\n\n // Use props or theme defaults\n const finalAmbientIntensity =\n ambientIntensity ?? themeColors.ambientIntensity;\n const finalDirectionalIntensity =\n directionalIntensity ?? themeColors.directionalIntensity;\n const finalPointIntensity = pointIntensity ?? themeColors.pointIntensity;\n\n // Animate grid using useFrame for proper sync with render loop\n useFrame(() => {\n if (gridRef.current) {\n gridRef.current.rotation.y += gridRotationSpeed;\n }\n });\n\n return (\n <>\n {/* Ambient lighting */}\n <ambientLight\n intensity={finalAmbientIntensity}\n color={themeColors.ambient}\n />\n\n {/* Directional lights for Korean aesthetic */}\n <directionalLight\n position={[10, 10, 5]}\n intensity={finalDirectionalIntensity}\n color={KOREAN_COLORS.ACCENT_GOLD}\n />\n <pointLight\n position={[-10, 5, -5]}\n intensity={finalPointIntensity}\n color={themeColors.point}\n />\n\n {/* Cyberpunk grid plane - positioned lower with fog to hide edges */}\n <gridHelper\n ref={gridRef}\n args={[\n gridSize,\n gridDivisions,\n themeColors.grid,\n KOREAN_COLORS.UI_BACKGROUND_MEDIUM,\n ]}\n position={[0, gridPositionY, 0]}\n rotation={[0, 0, 0]}\n />\n\n {/* Fog for depth - starts closer to hide grid edges */}\n <fog\n attach=\"fog\"\n args={[KOREAN_COLORS.UI_BACKGROUND_DARK, fogNear, fogFar]}\n />\n </>\n );\n};\n\nexport default BackgroundScene3D;\n"],"mappings":";;;;;;;;;;;;;;;;AAmFA,IAAM,eAUF;CACF,OAAO;EACL,SAAS,cAAc;EACvB,MAAM,cAAc;EACpB,OAAO,cAAc;EACrB,kBAAkB;EAClB,sBAAsB;EACtB,gBAAgB;EACjB;CACD,UAAU;EACR,SAAS,cAAc;EACvB,MAAM,cAAc;EACpB,OAAO,cAAc;EACrB,kBAAkB;EAClB,sBAAsB;EACtB,gBAAgB;EACjB;CACD,YAAY;EACV,SAAS,cAAc;EACvB,MAAM,cAAc;EACpB,OAAO,cAAc;EACrB,kBAAkB;EAClB,sBAAsB;EACtB,gBAAgB;EACjB;CACD,SAAS;EACP,SAAS,cAAc;EACvB,MAAM,cAAc;EACpB,OAAO,cAAc;EACrB,kBAAkB;EAClB,sBAAsB;EACtB,gBAAgB;EACjB;CACF;;;;;;;;;;AAWD,IAAa,qBAAuD,EAClE,QAAQ,WACR,oBAAoB,MACpB,gBAAgB,IAChB,WAAW,IACX,gBAAgB,IAChB,UAAU,GACV,SAAS,IACT,kBACA,sBACA,qBACI;CACJ,MAAM,UAAU,OAAyB,KAAK;CAG9C,MAAM,cAAc,aAAa;CAGjC,MAAM,wBACJ,oBAAoB,YAAY;CAClC,MAAM,4BACJ,wBAAwB,YAAY;CACtC,MAAM,sBAAsB,kBAAkB,YAAY;AAG1D,gBAAe;AACb,MAAI,QAAQ,QACV,SAAQ,QAAQ,SAAS,KAAK;GAEhC;AAEF,QACE,qBAAA,UAAA,EAAA,UAAA;EAEE,oBAAC,gBAAD;GACE,WAAW;GACX,OAAO,YAAY;GACnB,CAAA;EAGF,oBAAC,oBAAD;GACE,UAAU;IAAC;IAAI;IAAI;IAAE;GACrB,WAAW;GACX,OAAO,cAAc;GACrB,CAAA;EACF,oBAAC,cAAD;GACE,UAAU;IAAC;IAAK;IAAG;IAAG;GACtB,WAAW;GACX,OAAO,YAAY;GACnB,CAAA;EAGF,oBAAC,cAAD;GACE,KAAK;GACL,MAAM;IACJ;IACA;IACA,YAAY;IACZ,cAAc;IACf;GACD,UAAU;IAAC;IAAG;IAAe;IAAE;GAC/B,UAAU;IAAC;IAAG;IAAG;IAAE;GACnB,CAAA;EAGF,oBAAC,OAAD;GACE,QAAO;GACP,MAAM;IAAC,cAAc;IAAoB;IAAS;IAAO;GACzD,CAAA;EACD,EAAA,CAAA"}
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/**
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* CombatArena3D - Three.js 3D arena environment
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*
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* Renders the 3D combat arena with Korean dojang aesthetic
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* Includes floor, lighting, and atmospheric effects
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*
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* Enhanced features:
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* - Korean cyberpunk lighting with neon point lights (cyan, gold, blue)
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* - Reflective wet concrete floor with clearcoat and emissive glow
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* - Upgraded shadow quality (2048x2048 shadow maps)
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* - Atmospheric fog with Korean color gradient
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* - Korean signage with emissive neon glow (전투, 흑괘, 급소격)
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* - Optional atmospheric particles (rain/mist)
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*/
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import React from "react";
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/**
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* Props for the CombatArena3D component.
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* Configures the lighting and atmosphere of the 3D arena.
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*/
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export interface CombatArena3DProps {
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/** Lighting theme affecting ambiance and colors. Defaults to "cyberpunk" */
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readonly lighting?: "cyberpunk" | "traditional" | "neutral";
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/** Scale factor for arena size (1.0 = desktop, <1.0 = mobile). Defaults to 1.0 */
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readonly scale?: number;
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/** Physical arena width in meters. Defaults to 10m (desktop standard) */
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readonly worldWidthMeters?: number;
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/** Physical arena depth in meters. Defaults to worldWidthMeters for square arena */
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readonly worldDepthMeters?: number;
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/** Enable atmospheric particles (rain/mist). Defaults to true on desktop, false on mobile */
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readonly enableParticles?: boolean;
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}
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/**
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* CombatArena3D Component
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* Creates a Korean-themed 3D arena environment with cyberpunk aesthetic
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*/
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export declare const CombatArena3D: React.FC<CombatArena3DProps>;
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export default CombatArena3D;
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{"version":3,"file":"CombatArena3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/scene/CombatArena3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAGH,OAAO,KAAqC,MAAM,OAAO,CAAC;AAQ1D;;;GAGG;AACH,MAAM,WAAW,kBAAkB;IACjC,4EAA4E;IAC5E,QAAQ,CAAC,QAAQ,CAAC,EAAE,WAAW,GAAG,aAAa,GAAG,SAAS,CAAC;IAC5D,kFAAkF;IAClF,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IACxB,yEAAyE;IACzE,QAAQ,CAAC,gBAAgB,CAAC,EAAE,MAAM,CAAC;IACnC,oFAAoF;IACpF,QAAQ,CAAC,gBAAgB,CAAC,EAAE,MAAM,CAAC;IACnC,6FAA6F;IAC7F,QAAQ,CAAC,eAAe,CAAC,EAAE,OAAO,CAAC;CACpC;AAUD;;;GAGG;AACH,eAAO,MAAM,aAAa,EAAE,KAAK,CAAC,EAAE,CAAC,kBAAkB,CAyNtD,CAAC;AAEF,eAAe,aAAa,CAAC"}
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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import "../../../../types/constants/index.js";
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import { ThreeObjectPools } from "../../../../utils/threeObjectPool.js";
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import AtmosphericParticles3D from "./AtmosphericParticles3D.js";
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import KoreanSignage3D from "./KoreanSignage3D.js";
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import { useEffect, useMemo, useRef } from "react";
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import { Fragment, jsx, jsxs } from "react/jsx-runtime";
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import { useFrame } from "@react-three/fiber";
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import * as THREE from "three";
|
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//#region src/components/shared/three/scene/CombatArena3D.tsx
|
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/**
|
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* CombatArena3D - Three.js 3D arena environment
|
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*
|
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* Renders the 3D combat arena with Korean dojang aesthetic
|
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* Includes floor, lighting, and atmospheric effects
|
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*
|
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* Enhanced features:
|
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* - Korean cyberpunk lighting with neon point lights (cyan, gold, blue)
|
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* - Reflective wet concrete floor with clearcoat and emissive glow
|
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|
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* - Upgraded shadow quality (2048x2048 shadow maps)
|
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* - Atmospheric fog with Korean color gradient
|
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* - Korean signage with emissive neon glow (전투, 흑괘, 급소격)
|
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* - Optional atmospheric particles (rain/mist)
|
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*/
|
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var FLOOR_SCALE_FACTOR = 1.5;
|
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var SHADOW_MAP_SIZE_MOBILE = [1024, 1024];
|
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+
var SHADOW_MAP_SIZE_DESKTOP = [2048, 2048];
|
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|
+
/**
|
|
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|
+
* CombatArena3D Component
|
|
30
|
+
* Creates a Korean-themed 3D arena environment with cyberpunk aesthetic
|
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+
*/
|
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|
+
var CombatArena3D = ({ lighting = "cyberpunk", scale = 1, worldWidthMeters = 10, worldDepthMeters, enableParticles = scale >= 1 }) => {
|
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const gridRef = useRef(null);
|
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useFrame(() => {
|
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+
if (gridRef.current) gridRef.current.rotation.y += 2e-4;
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+
});
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+
const effectiveDepth = worldDepthMeters ?? worldWidthMeters;
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const floorWidth = worldWidthMeters * FLOOR_SCALE_FACTOR;
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+
const floorDepth = effectiveDepth * FLOOR_SCALE_FACTOR;
|
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+
const gridSize = worldWidthMeters * FLOOR_SCALE_FACTOR;
|
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+
const markerDistance = worldWidthMeters * .8;
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+
const markerDepth = effectiveDepth * .4;
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+
const floorMaterial = useMemo(() => {
|
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+
const pooledBaseColor = ThreeObjectPools.color.acquire();
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const pooledEmissiveColor = ThreeObjectPools.color.acquire();
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+
try {
|
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pooledBaseColor.set(2763306);
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pooledEmissiveColor.set(KOREAN_COLORS.PRIMARY_CYAN);
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return new THREE.MeshPhysicalMaterial({
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color: pooledBaseColor.clone(),
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roughness: .3,
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metalness: .1,
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clearcoat: .3,
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clearcoatRoughness: .4,
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envMapIntensity: 1.5,
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emissive: pooledEmissiveColor.clone(),
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emissiveIntensity: .05
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});
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+
} finally {
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+
ThreeObjectPools.color.release(pooledBaseColor);
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ThreeObjectPools.color.release(pooledEmissiveColor);
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+
}
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+
}, []);
|
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+
useEffect(() => {
|
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+
return () => {
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floorMaterial.dispose();
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+
};
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+
}, [floorMaterial]);
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+
return /* @__PURE__ */ jsxs("group", { children: [
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+
lighting === "cyberpunk" && /* @__PURE__ */ jsxs(Fragment, { children: [
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/* @__PURE__ */ jsx("ambientLight", {
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intensity: .5,
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color: KOREAN_COLORS.PRIMARY_CYAN
|
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}),
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/* @__PURE__ */ jsx("directionalLight", {
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position: [
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15,
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20,
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10
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+
],
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intensity: 1.5,
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color: 16777215,
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+
castShadow: true,
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+
"shadow-mapSize": scale < 1 ? SHADOW_MAP_SIZE_MOBILE : SHADOW_MAP_SIZE_DESKTOP,
|
|
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+
"shadow-camera-far": 50,
|
|
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+
"shadow-camera-left": -20,
|
|
87
|
+
"shadow-camera-right": 20,
|
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+
"shadow-camera-top": 20,
|
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+
"shadow-camera-bottom": -20,
|
|
90
|
+
"shadow-bias": -1e-4
|
|
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+
}),
|
|
92
|
+
/* @__PURE__ */ jsx("pointLight", {
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+
position: [
|
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+
-10,
|
|
95
|
+
3,
|
|
96
|
+
0
|
|
97
|
+
],
|
|
98
|
+
intensity: 4,
|
|
99
|
+
distance: 25,
|
|
100
|
+
decay: 2,
|
|
101
|
+
color: KOREAN_COLORS.PRIMARY_CYAN
|
|
102
|
+
}),
|
|
103
|
+
/* @__PURE__ */ jsx("pointLight", {
|
|
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+
position: [
|
|
105
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+
10,
|
|
106
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+
3,
|
|
107
|
+
0
|
|
108
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+
],
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|
+
intensity: 4,
|
|
110
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+
distance: 25,
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decay: 2,
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color: KOREAN_COLORS.ACCENT_GOLD
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}),
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/* @__PURE__ */ jsx("pointLight", {
|
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position: [
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0,
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5,
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-15
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],
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intensity: 3,
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distance: 30,
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decay: 2,
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color: KOREAN_COLORS.ACCENT_BLUE
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})
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|
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] }),
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lighting === "traditional" && /* @__PURE__ */ jsxs(Fragment, { children: [/* @__PURE__ */ jsx("ambientLight", {
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intensity: .6,
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color: 16777198
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}), /* @__PURE__ */ jsx("directionalLight", {
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position: [
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5,
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10,
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5
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],
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intensity: .8,
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castShadow: true,
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"shadow-mapSize": [2048, 2048]
|
|
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|
+
})] }),
|
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|
+
lighting === "neutral" && /* @__PURE__ */ jsxs(Fragment, { children: [/* @__PURE__ */ jsx("ambientLight", { intensity: .5 }), /* @__PURE__ */ jsx("directionalLight", {
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position: [
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{"version":3,"file":"CombatArena3D.js","names":[],"sources":["../../../../../src/components/shared/three/scene/CombatArena3D.tsx"],"sourcesContent":["/**\n * CombatArena3D - Three.js 3D arena environment\n *\n * Renders the 3D combat arena with Korean dojang aesthetic\n * Includes floor, lighting, and atmospheric effects\n *\n * Enhanced features:\n * - Korean cyberpunk lighting with neon point lights (cyan, gold, blue)\n * - Reflective wet concrete floor with clearcoat and emissive glow\n * - Upgraded shadow quality (2048x2048 shadow maps)\n * - Atmospheric fog with Korean color gradient\n * - Korean signage with emissive neon glow (전투, 흑괘, 급소격)\n * - Optional atmospheric particles (rain/mist)\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useEffect, useMemo, useRef } from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport { ThreeObjectPools } from \"../../../../utils/threeObjectPool\";\n// Re-enabled after fixing KoreanSignage3D font prop issue\nimport AtmosphericParticles3D from \"./AtmosphericParticles3D\";\nimport KoreanSignage3D from \"./KoreanSignage3D\";\n\n/**\n * Props for the CombatArena3D component.\n * Configures the lighting and atmosphere of the 3D arena.\n */\nexport interface CombatArena3DProps {\n /** Lighting theme affecting ambiance and colors. 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