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 +1,84 @@
1
+ import { useEffect, useRef, useState } from "react";
2
+ import { jsx } from "react/jsx-runtime";
3
+ import { useFrame } from "@react-three/fiber";
4
+ import * as THREE from "three";
5
+ //#region src/components/shared/three/scene/AtmosphericParticles3D.tsx
6
+ /**
7
+ * AtmosphericParticles3D - Three.js 3D atmospheric particle effects
8
+ *
9
+ * Renders rain/mist particles for environmental depth in the combat arena
10
+ * Creates an immersive cyberpunk urban night atmosphere
11
+ */
12
+ /**
13
+ * Generate particle positions using a deterministic pattern
14
+ * This avoids Math.random() in render functions for React purity
15
+ */
16
+ function generateParticlePositions(count, spreadX, spreadY, spreadZ) {
17
+ const pos = new Float32Array(count * 3);
18
+ for (let i = 0; i < count; i++) {
19
+ const t = i / count;
20
+ const offsetX = Math.sin(t * 123.456) * Math.cos(t * 789.012);
21
+ const offsetY = Math.sin(t * 234.567) * Math.cos(t * 890.123);
22
+ const offsetZ = Math.sin(t * 345.678) * Math.cos(t * 901.234);
23
+ pos[i * 3] = offsetX * spreadX * .5;
24
+ pos[i * 3 + 1] = offsetY * spreadY * .5 + spreadY * .5;
25
+ pos[i * 3 + 2] = offsetZ * spreadZ * .5;
26
+ }
27
+ return pos;
28
+ }
29
+ /**
30
+ * AtmosphericParticles3D Component
31
+ * Creates rain/mist particle effects for atmospheric depth
32
+ *
33
+ * Performance optimized with:
34
+ * - BufferGeometry for efficient rendering
35
+ * - Additive blending for transparent particles
36
+ * - Configurable particle count for mobile optimization
37
+ * - Deterministic position generation (no Math.random in render)
38
+ */
39
+ var AtmosphericParticles3D = ({ count = 500, scale = 1, speed = 2 }) => {
40
+ const particlesRef = useRef(null);
41
+ const [geometry] = useState(() => new THREE.BufferGeometry());
42
+ const spreadX = 40 * scale;
43
+ const spreadY = 20;
44
+ const spreadZ = 40 * scale;
45
+ useEffect(() => {
46
+ const positions = generateParticlePositions(count, spreadX, spreadY, spreadZ);
47
+ geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
48
+ return () => {
49
+ geometry.dispose();
50
+ };
51
+ }, [
52
+ count,
53
+ spreadX,
54
+ spreadY,
55
+ spreadZ,
56
+ geometry
57
+ ]);
58
+ useFrame((_state, delta) => {
59
+ if (!particlesRef.current) return;
60
+ const positions = particlesRef.current.geometry.attributes.position.array;
61
+ for (let i = 0; i < count; i++) {
62
+ positions[i * 3 + 1] -= delta * speed;
63
+ if (positions[i * 3 + 1] < 0) positions[i * 3 + 1] = spreadY;
64
+ }
65
+ particlesRef.current.geometry.attributes.position.needsUpdate = true;
66
+ });
67
+ return /* @__PURE__ */ jsx("points", {
68
+ ref: particlesRef,
69
+ geometry,
70
+ children: /* @__PURE__ */ jsx("pointsMaterial", {
71
+ size: .05,
72
+ color: 16777215,
73
+ transparent: true,
74
+ opacity: .3,
75
+ sizeAttenuation: true,
76
+ blending: THREE.AdditiveBlending,
77
+ depthWrite: false
78
+ })
79
+ });
80
+ };
81
+ //#endregion
82
+ export { AtmosphericParticles3D as default };
83
+
84
+ //# sourceMappingURL=AtmosphericParticles3D.js.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,76 @@
1
+ /**
2
+ * BackgroundScene3D - Shared cyberpunk Korean-themed 3D background scene
3
+ *
4
+ * @korean 배경씬3D - 공유 사이버펑크 한국 테마 3D 배경 씬
5
+ *
6
+ * Eliminates duplication across IntroScreen, ControlsScreen, and PhilosophyScreen
7
+ */
8
+ import React from "react";
9
+ /**
10
+ * Color theme variants for background scenes
11
+ */
12
+ export type BackgroundTheme = "intro" | "controls" | "philosophy" | "default";
13
+ export interface BackgroundScene3DProps {
14
+ /**
15
+ * Color theme for the background
16
+ * @default "default"
17
+ */
18
+ readonly theme?: BackgroundTheme;
19
+ /**
20
+ * Grid rotation speed (radians per frame)
21
+ * @default 0.0005
22
+ */
23
+ readonly gridRotationSpeed?: number;
24
+ /**
25
+ * Grid position Y offset
26
+ * @default -8
27
+ */
28
+ readonly gridPositionY?: number;
29
+ /**
30
+ * Grid size
31
+ * @default 80
32
+ */
33
+ readonly gridSize?: number;
34
+ /**
35
+ * Grid divisions
36
+ * @default 40
37
+ */
38
+ readonly gridDivisions?: number;
39
+ /**
40
+ * Fog near distance
41
+ * @default 5
42
+ */
43
+ readonly fogNear?: number;
44
+ /**
45
+ * Fog far distance
46
+ * @default 40
47
+ */
48
+ readonly fogFar?: number;
49
+ /**
50
+ * Ambient light intensity
51
+ * @default 0.4
52
+ */
53
+ readonly ambientIntensity?: number;
54
+ /**
55
+ * Directional light intensity
56
+ * @default 1
57
+ */
58
+ readonly directionalIntensity?: number;
59
+ /**
60
+ * Point light intensity
61
+ * @default 0.5
62
+ */
63
+ readonly pointIntensity?: number;
64
+ }
65
+ /**
66
+ * Shared 3D Background Scene Component
67
+ *
68
+ * Renders cyberpunk Korean-themed 3D background with rotating grid,
69
+ * atmospheric lighting, and fog effects.
70
+ *
71
+ * @korean 사이버펑크 한국 테마의 3D 배경을 렌더링합니다.
72
+ * 회전하는 그리드, 분위기 있는 조명, 안개 효과를 포함합니다.
73
+ */
74
+ export declare const BackgroundScene3D: React.FC<BackgroundScene3DProps>;
75
+ export default BackgroundScene3D;
76
+ //# sourceMappingURL=BackgroundScene3D.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,124 @@
1
+ import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
2
+ import "../../../../types/constants/index.js";
3
+ import { useRef } from "react";
4
+ import { Fragment, jsx, jsxs } from "react/jsx-runtime";
5
+ import { useFrame } from "@react-three/fiber";
6
+ //#region src/components/shared/three/scene/BackgroundScene3D.tsx
7
+ /**
8
+ * BackgroundScene3D - Shared cyberpunk Korean-themed 3D background scene
9
+ *
10
+ * @korean 배경씬3D - 공유 사이버펑크 한국 테마 3D 배경 씬
11
+ *
12
+ * Eliminates duplication across IntroScreen, ControlsScreen, and PhilosophyScreen
13
+ */
14
+ /**
15
+ * Theme color configurations
16
+ */
17
+ var THEME_COLORS = {
18
+ intro: {
19
+ ambient: KOREAN_COLORS.PRIMARY_CYAN,
20
+ grid: KOREAN_COLORS.PRIMARY_CYAN,
21
+ point: KOREAN_COLORS.ACCENT_BLUE,
22
+ ambientIntensity: .4,
23
+ directionalIntensity: 1,
24
+ pointIntensity: .5
25
+ },
26
+ controls: {
27
+ ambient: KOREAN_COLORS.PRIMARY_CYAN,
28
+ grid: KOREAN_COLORS.PRIMARY_CYAN,
29
+ point: KOREAN_COLORS.ACCENT_BLUE,
30
+ ambientIntensity: .3,
31
+ directionalIntensity: .8,
32
+ pointIntensity: .4
33
+ },
34
+ philosophy: {
35
+ ambient: KOREAN_COLORS.ACCENT_GOLD,
36
+ grid: KOREAN_COLORS.ACCENT_GOLD,
37
+ point: KOREAN_COLORS.PRIMARY_CYAN,
38
+ ambientIntensity: .3,
39
+ directionalIntensity: .8,
40
+ pointIntensity: .4
41
+ },
42
+ default: {
43
+ ambient: KOREAN_COLORS.PRIMARY_CYAN,
44
+ grid: KOREAN_COLORS.PRIMARY_CYAN,
45
+ point: KOREAN_COLORS.ACCENT_BLUE,
46
+ ambientIntensity: .4,
47
+ directionalIntensity: 1,
48
+ pointIntensity: .5
49
+ }
50
+ };
51
+ /**
52
+ * Shared 3D Background Scene Component
53
+ *
54
+ * Renders cyberpunk Korean-themed 3D background with rotating grid,
55
+ * atmospheric lighting, and fog effects.
56
+ *
57
+ * @korean 사이버펑크 한국 테마의 3D 배경을 렌더링합니다.
58
+ * 회전하는 그리드, 분위기 있는 조명, 안개 효과를 포함합니다.
59
+ */
60
+ var BackgroundScene3D = ({ theme = "default", gridRotationSpeed = 5e-4, gridPositionY = -8, gridSize = 80, gridDivisions = 40, fogNear = 5, fogFar = 40, ambientIntensity, directionalIntensity, pointIntensity }) => {
61
+ const gridRef = useRef(null);
62
+ const themeColors = THEME_COLORS[theme];
63
+ const finalAmbientIntensity = ambientIntensity ?? themeColors.ambientIntensity;
64
+ const finalDirectionalIntensity = directionalIntensity ?? themeColors.directionalIntensity;
65
+ const finalPointIntensity = pointIntensity ?? themeColors.pointIntensity;
66
+ useFrame(() => {
67
+ if (gridRef.current) gridRef.current.rotation.y += gridRotationSpeed;
68
+ });
69
+ return /* @__PURE__ */ jsxs(Fragment, { children: [
70
+ /* @__PURE__ */ jsx("ambientLight", {
71
+ intensity: finalAmbientIntensity,
72
+ color: themeColors.ambient
73
+ }),
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+ /* @__PURE__ */ jsx("directionalLight", {
75
+ position: [
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+ 10,
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+ 10,
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+ 5
79
+ ],
80
+ intensity: finalDirectionalIntensity,
81
+ color: KOREAN_COLORS.ACCENT_GOLD
82
+ }),
83
+ /* @__PURE__ */ jsx("pointLight", {
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+ position: [
85
+ -10,
86
+ 5,
87
+ -5
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+ ],
89
+ intensity: finalPointIntensity,
90
+ color: themeColors.point
91
+ }),
92
+ /* @__PURE__ */ jsx("gridHelper", {
93
+ ref: gridRef,
94
+ args: [
95
+ gridSize,
96
+ gridDivisions,
97
+ themeColors.grid,
98
+ KOREAN_COLORS.UI_BACKGROUND_MEDIUM
99
+ ],
100
+ position: [
101
+ 0,
102
+ gridPositionY,
103
+ 0
104
+ ],
105
+ rotation: [
106
+ 0,
107
+ 0,
108
+ 0
109
+ ]
110
+ }),
111
+ /* @__PURE__ */ jsx("fog", {
112
+ attach: "fog",
113
+ args: [
114
+ KOREAN_COLORS.UI_BACKGROUND_DARK,
115
+ fogNear,
116
+ fogFar
117
+ ]
118
+ })
119
+ ] });
120
+ };
121
+ //#endregion
122
+ export { BackgroundScene3D as default };
123
+
124
+ //# sourceMappingURL=BackgroundScene3D.js.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,38 @@
1
+ /**
2
+ * CombatArena3D - Three.js 3D arena environment
3
+ *
4
+ * Renders the 3D combat arena with Korean dojang aesthetic
5
+ * Includes floor, lighting, and atmospheric effects
6
+ *
7
+ * Enhanced features:
8
+ * - Korean cyberpunk lighting with neon point lights (cyan, gold, blue)
9
+ * - Reflective wet concrete floor with clearcoat and emissive glow
10
+ * - Upgraded shadow quality (2048x2048 shadow maps)
11
+ * - Atmospheric fog with Korean color gradient
12
+ * - Korean signage with emissive neon glow (전투, 흑괘, 급소격)
13
+ * - Optional atmospheric particles (rain/mist)
14
+ */
15
+ import React from "react";
16
+ /**
17
+ * Props for the CombatArena3D component.
18
+ * Configures the lighting and atmosphere of the 3D arena.
19
+ */
20
+ export interface CombatArena3DProps {
21
+ /** Lighting theme affecting ambiance and colors. Defaults to "cyberpunk" */
22
+ readonly lighting?: "cyberpunk" | "traditional" | "neutral";
23
+ /** Scale factor for arena size (1.0 = desktop, <1.0 = mobile). Defaults to 1.0 */
24
+ readonly scale?: number;
25
+ /** Physical arena width in meters. Defaults to 10m (desktop standard) */
26
+ readonly worldWidthMeters?: number;
27
+ /** Physical arena depth in meters. Defaults to worldWidthMeters for square arena */
28
+ readonly worldDepthMeters?: number;
29
+ /** Enable atmospheric particles (rain/mist). Defaults to true on desktop, false on mobile */
30
+ readonly enableParticles?: boolean;
31
+ }
32
+ /**
33
+ * CombatArena3D Component
34
+ * Creates a Korean-themed 3D arena environment with cyberpunk aesthetic
35
+ */
36
+ export declare const CombatArena3D: React.FC<CombatArena3DProps>;
37
+ export default CombatArena3D;
38
+ //# sourceMappingURL=CombatArena3D.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,256 @@
1
+ import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
2
+ import "../../../../types/constants/index.js";
3
+ import { ThreeObjectPools } from "../../../../utils/threeObjectPool.js";
4
+ import AtmosphericParticles3D from "./AtmosphericParticles3D.js";
5
+ import KoreanSignage3D from "./KoreanSignage3D.js";
6
+ import { useEffect, useMemo, useRef } from "react";
7
+ import { Fragment, jsx, jsxs } from "react/jsx-runtime";
8
+ import { useFrame } from "@react-three/fiber";
9
+ import * as THREE from "three";
10
+ //#region src/components/shared/three/scene/CombatArena3D.tsx
11
+ /**
12
+ * CombatArena3D - Three.js 3D arena environment
13
+ *
14
+ * Renders the 3D combat arena with Korean dojang aesthetic
15
+ * Includes floor, lighting, and atmospheric effects
16
+ *
17
+ * Enhanced features:
18
+ * - Korean cyberpunk lighting with neon point lights (cyan, gold, blue)
19
+ * - Reflective wet concrete floor with clearcoat and emissive glow
20
+ * - Upgraded shadow quality (2048x2048 shadow maps)
21
+ * - Atmospheric fog with Korean color gradient
22
+ * - Korean signage with emissive neon glow (전투, 흑괘, 급소격)
23
+ * - Optional atmospheric particles (rain/mist)
24
+ */
25
+ var FLOOR_SCALE_FACTOR = 1.5;
26
+ var SHADOW_MAP_SIZE_MOBILE = [1024, 1024];
27
+ var SHADOW_MAP_SIZE_DESKTOP = [2048, 2048];
28
+ /**
29
+ * CombatArena3D Component
30
+ * Creates a Korean-themed 3D arena environment with cyberpunk aesthetic
31
+ */
32
+ var CombatArena3D = ({ lighting = "cyberpunk", scale = 1, worldWidthMeters = 10, worldDepthMeters, enableParticles = scale >= 1 }) => {
33
+ const gridRef = useRef(null);
34
+ useFrame(() => {
35
+ if (gridRef.current) gridRef.current.rotation.y += 2e-4;
36
+ });
37
+ const effectiveDepth = worldDepthMeters ?? worldWidthMeters;
38
+ const floorWidth = worldWidthMeters * FLOOR_SCALE_FACTOR;
39
+ const floorDepth = effectiveDepth * FLOOR_SCALE_FACTOR;
40
+ const gridSize = worldWidthMeters * FLOOR_SCALE_FACTOR;
41
+ const markerDistance = worldWidthMeters * .8;
42
+ const markerDepth = effectiveDepth * .4;
43
+ const floorMaterial = useMemo(() => {
44
+ const pooledBaseColor = ThreeObjectPools.color.acquire();
45
+ const pooledEmissiveColor = ThreeObjectPools.color.acquire();
46
+ try {
47
+ pooledBaseColor.set(2763306);
48
+ pooledEmissiveColor.set(KOREAN_COLORS.PRIMARY_CYAN);
49
+ return new THREE.MeshPhysicalMaterial({
50
+ color: pooledBaseColor.clone(),
51
+ roughness: .3,
52
+ metalness: .1,
53
+ clearcoat: .3,
54
+ clearcoatRoughness: .4,
55
+ envMapIntensity: 1.5,
56
+ emissive: pooledEmissiveColor.clone(),
57
+ emissiveIntensity: .05
58
+ });
59
+ } finally {
60
+ ThreeObjectPools.color.release(pooledBaseColor);
61
+ ThreeObjectPools.color.release(pooledEmissiveColor);
62
+ }
63
+ }, []);
64
+ useEffect(() => {
65
+ return () => {
66
+ floorMaterial.dispose();
67
+ };
68
+ }, [floorMaterial]);
69
+ return /* @__PURE__ */ jsxs("group", { children: [
70
+ lighting === "cyberpunk" && /* @__PURE__ */ jsxs(Fragment, { children: [
71
+ /* @__PURE__ */ jsx("ambientLight", {
72
+ intensity: .5,
73
+ color: KOREAN_COLORS.PRIMARY_CYAN
74
+ }),
75
+ /* @__PURE__ */ jsx("directionalLight", {
76
+ position: [
77
+ 15,
78
+ 20,
79
+ 10
80
+ ],
81
+ intensity: 1.5,
82
+ color: 16777215,
83
+ castShadow: true,
84
+ "shadow-mapSize": scale < 1 ? SHADOW_MAP_SIZE_MOBILE : SHADOW_MAP_SIZE_DESKTOP,
85
+ "shadow-camera-far": 50,
86
+ "shadow-camera-left": -20,
87
+ "shadow-camera-right": 20,
88
+ "shadow-camera-top": 20,
89
+ "shadow-camera-bottom": -20,
90
+ "shadow-bias": -1e-4
91
+ }),
92
+ /* @__PURE__ */ jsx("pointLight", {
93
+ position: [
94
+ -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", {
104
+ position: [
105
+ 10,
106
+ 3,
107
+ 0
108
+ ],
109
+ intensity: 4,
110
+ distance: 25,
111
+ decay: 2,
112
+ color: KOREAN_COLORS.ACCENT_GOLD
113
+ }),
114
+ /* @__PURE__ */ jsx("pointLight", {
115
+ position: [
116
+ 0,
117
+ 5,
118
+ -15
119
+ ],
120
+ intensity: 3,
121
+ distance: 30,
122
+ decay: 2,
123
+ color: KOREAN_COLORS.ACCENT_BLUE
124
+ })
125
+ ] }),
126
+ lighting === "traditional" && /* @__PURE__ */ jsxs(Fragment, { children: [/* @__PURE__ */ jsx("ambientLight", {
127
+ intensity: .6,
128
+ color: 16777198
129
+ }), /* @__PURE__ */ jsx("directionalLight", {
130
+ position: [
131
+ 5,
132
+ 10,
133
+ 5
134
+ ],
135
+ intensity: .8,
136
+ castShadow: true,
137
+ "shadow-mapSize": [2048, 2048]
138
+ })] }),
139
+ lighting === "neutral" && /* @__PURE__ */ jsxs(Fragment, { children: [/* @__PURE__ */ jsx("ambientLight", { intensity: .5 }), /* @__PURE__ */ jsx("directionalLight", {
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+ position: [
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+ intensity: 1,
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+ /* @__PURE__ */ jsxs("mesh", {
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+ position: [
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+ 0
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+ ],
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+ receiveShadow: true,
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+ children: [/* @__PURE__ */ jsx("planeGeometry", { args: [floorWidth, floorDepth] }), lighting === "cyberpunk" ? /* @__PURE__ */ jsx("primitive", {
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+ object: floorMaterial,
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+ attach: "material"
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+ }) : /* @__PURE__ */ jsx("meshPhysicalMaterial", {
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+ color: KOREAN_COLORS.UI_BACKGROUND_MEDIUM,
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+ roughness: .7,
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+ metalness: .1,
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+ clearcoat: 0,
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+ clearcoatRoughness: .2
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+ })]
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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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+ 20,
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+ KOREAN_COLORS.PRIMARY_CYAN,
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+ KOREAN_COLORS.UI_BACKGROUND_DARK
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+ ],
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+ position: [
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+ 0,
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+ ]
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+ }),
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+ [
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+ [
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+ ],
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+ [
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+ ],
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+ [
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+ markerDistance,
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+ 0,
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+ -markerDepth
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+ ],
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+ [
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+ markerDistance,
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+ 0,
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+ markerDepth
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+ ]
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+ ].map((pos, i) => /* @__PURE__ */ jsxs("mesh", {
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+ position: pos,
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+ castShadow: true,
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+ children: [/* @__PURE__ */ jsx("cylinderGeometry", { args: [
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+ .1 * scale,
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+ 8
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+ ] }), /* @__PURE__ */ jsx("meshPhysicalMaterial", {
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+ color: KOREAN_COLORS.ACCENT_GOLD,
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+ emissive: KOREAN_COLORS.ACCENT_GOLD,
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+ emissiveIntensity: .5,
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+ metalness: .8,
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+ roughness: .2,
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+ clearcoat: 1
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+ })]
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+ }, i)),
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+ /* @__PURE__ */ jsxs("mesh", {
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+ rotation: [
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+ -Math.PI / 2,
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+ 0,
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+ 0
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+ ],
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+ position: [
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+ 0,
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+ .02,
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+ 0
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+ ],
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+ children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
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+ .8 * scale,
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+ 1 * scale,
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+ 32
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+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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+ color: KOREAN_COLORS.ACCENT_GOLD,
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+ transparent: true,
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+ opacity: .6,
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+ side: THREE.DoubleSide
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+ })]
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+ }),
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+ lighting === "cyberpunk" && /* @__PURE__ */ jsx(KoreanSignage3D, { scale }),
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+ lighting === "cyberpunk" && enableParticles && /* @__PURE__ */ jsx(AtmosphericParticles3D, {
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+ count: scale >= 1 ? 500 : 250,
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+ scale,
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+ speed: 2
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+ })
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+ ] });
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+ };
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+ //#endregion
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+ export { CombatArena3D as default };
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+
256
+ //# sourceMappingURL=CombatArena3D.js.map
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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. Defaults to \"cyberpunk\" */\n readonly lighting?: \"cyberpunk\" | \"traditional\" | \"neutral\";\n /** Scale factor for arena size (1.0 = desktop, <1.0 = mobile). Defaults to 1.0 */\n readonly scale?: number;\n /** Physical arena width in meters. Defaults to 10m (desktop standard) */\n readonly worldWidthMeters?: number;\n /** Physical arena depth in meters. Defaults to worldWidthMeters for square arena */\n readonly worldDepthMeters?: number;\n /** Enable atmospheric particles (rain/mist). 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SHADOW_MAP_SIZE_MOBILE : SHADOW_MAP_SIZE_DESKTOP\n }\n shadow-camera-far={50}\n shadow-camera-left={-20}\n shadow-camera-right={20}\n shadow-camera-top={20}\n shadow-camera-bottom={-20}\n shadow-bias={-0.0001}\n />\n\n {/* Korean neon accent lights */}\n {/* Cyan neon light (left side) */}\n <pointLight\n position={[-10, 3, 0]}\n intensity={4}\n distance={25}\n decay={2}\n color={KOREAN_COLORS.PRIMARY_CYAN}\n />\n\n {/* Gold neon light (right side) */}\n <pointLight\n position={[10, 3, 0]}\n intensity={4}\n distance={25}\n decay={2}\n color={KOREAN_COLORS.ACCENT_GOLD}\n />\n\n {/* Blue accent light (behind) */}\n <pointLight\n position={[0, 5, -15]}\n intensity={3}\n distance={30}\n decay={2}\n color={KOREAN_COLORS.ACCENT_BLUE}\n />\n </>\n )}\n\n {lighting === \"traditional\" && (\n <>\n <ambientLight intensity={0.6} color={0xffffee} />\n <directionalLight\n position={[5, 10, 5]}\n intensity={0.8}\n castShadow\n shadow-mapSize={[2048, 2048]}\n />\n </>\n )}\n\n {lighting === \"neutral\" && (\n <>\n <ambientLight intensity={0.5} />\n <directionalLight position={[10, 10, 5]} intensity={1} castShadow />\n </>\n )}\n\n {/* Arena floor - dojang mat with reflective wet concrete aesthetic */}\n {/* Floor dimensions use pre-calculated floorWidth/floorDepth which already include FLOOR_SCALE_FACTOR */}\n <mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, 0]} receiveShadow>\n <planeGeometry args={[floorWidth, floorDepth]} />\n {lighting === \"cyberpunk\" ? 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