blacktrigram 0.7.47 → 0.7.49
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/lib/App2.js.map +1 -1
- package/lib/audio/AudioAssetLoader.js.map +1 -1
- package/lib/audio/AudioAssetRegistry.js.map +1 -1
- package/lib/audio/AudioCache.js.map +1 -1
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioMonitor.js.map +1 -1
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/AudioProvider.js.map +1 -1
- package/lib/audio/AudioUtils.js.map +1 -1
- package/lib/audio/BoneImpactAudioMap.js.map +1 -1
- package/lib/audio/VariantSelector.js.map +1 -1
- package/lib/audio/types.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js +29 -25
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +2 -2
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +2 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +4 -2
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js +11 -5
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js +3 -11
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js +2 -2
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.d.ts +1 -0
- package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js +6 -4
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js +11 -5
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
- package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
- package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
- package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
- package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
- package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
- package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
- package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
- package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
- package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
- package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
- package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
- package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
- package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
- package/lib/components/shared/three/models/SkeletalPlayer3D.d.ts.map +1 -1
- package/lib/components/shared/three/models/SkeletalPlayer3D.js +7 -5
- package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
- package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
- package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
- package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
- package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
- package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
- package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
- package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
- package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
- package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
- package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
- package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
- package/lib/components/shared/three/ui/MenuList.js.map +1 -1
- package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
- package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
- package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
- package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
- package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
- package/lib/components/shared/ui/BackButton.js.map +1 -1
- package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
- package/lib/components/shared/ui/CombatTimer.js.map +1 -1
- package/lib/components/shared/ui/ErrorModal.js.map +1 -1
- package/lib/components/shared/ui/LoadingState.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/components/shared/ui/SplashScreen.js.map +1 -1
- package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
- package/lib/components/shared/ui/VolumeControl.js.map +1 -1
- package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
- package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
- package/lib/constants/bodyDimensions.js.map +1 -1
- package/lib/constants/bodyRenderingConstants.js.map +1 -1
- package/lib/data/archetypeClothing.js.map +1 -1
- package/lib/data/archetypePhysicalAttributes.js.map +1 -1
- package/lib/data/techniqueMappings.js.map +1 -1
- package/lib/data/techniques.js.map +1 -1
- package/lib/hooks/useActionFeedback.js.map +1 -1
- package/lib/hooks/useBalanceAnimations.js.map +1 -1
- package/lib/hooks/useCombatTimer.js.map +1 -1
- package/lib/hooks/useDebounce.js.map +1 -1
- package/lib/hooks/useHUDLayout.d.ts.map +1 -1
- package/lib/hooks/useHUDLayout.js +3 -2
- package/lib/hooks/useHUDLayout.js.map +1 -1
- package/lib/hooks/useHandPoseTransitions.js.map +1 -1
- package/lib/hooks/useKeyboardControls.js.map +1 -1
- package/lib/hooks/useMatchCountdown.js.map +1 -1
- package/lib/hooks/useMuscleActivation.js.map +1 -1
- package/lib/hooks/usePauseMenu.js.map +1 -1
- package/lib/hooks/usePlayerAnimation.js.map +1 -1
- package/lib/hooks/useResponsiveLayout.js.map +1 -1
- package/lib/hooks/useRoundTransition.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.d.ts.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js +1 -1
- package/lib/hooks/useSkeletalAnimation.js.map +1 -1
- package/lib/hooks/useTechniqueSelection.js.map +1 -1
- package/lib/hooks/useThrottle.js.map +1 -1
- package/lib/hooks/useTouchControls.js.map +1 -1
- package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
- package/lib/hooks/useWindowSize.js.map +1 -1
- package/lib/systems/CombatSystem.js.map +1 -1
- package/lib/systems/EffectCalculator.js.map +1 -1
- package/lib/systems/LayoutSystem.js.map +1 -1
- package/lib/systems/PlayerEffectManager.js.map +1 -1
- package/lib/systems/ResponsiveScaling.js.map +1 -1
- package/lib/systems/TrigramSystem.js.map +1 -1
- package/lib/systems/VitalPointSystem.js.map +1 -1
- package/lib/systems/ai/AIPersonality.js.map +1 -1
- package/lib/systems/ai/AdaptiveDifficulty.js +16 -16
- package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
- package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
- package/lib/systems/ai/ComboSystem.js.map +1 -1
- package/lib/systems/ai/DecisionTree.js.map +1 -1
- package/lib/systems/ai/TrainingAI.js.map +1 -1
- package/lib/systems/ai/types.js.map +1 -1
- package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/HandPoses.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
- package/lib/systems/animation/builders/KickPhaseApplicator.d.ts +6 -0
- package/lib/systems/animation/builders/KickPhaseApplicator.d.ts.map +1 -1
- package/lib/systems/animation/builders/KickPhaseApplicator.js +16 -9
- package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/KoreanGuardPositions.d.ts +4 -4
- package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js +5 -5
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsConstants.d.ts +112 -71
- package/lib/systems/animation/builders/MartialArtsConstants.d.ts.map +1 -1
- package/lib/systems/animation/builders/MartialArtsConstants.js +113 -72
- package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
- package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
- package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
- package/lib/systems/animation/catalogs/AttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/BasicAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/ComboAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/DarkOpsAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/ElbowKneeAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/EnhancedAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/EnhancedElbowKneeAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamRedirectionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamStanceAnimations.js +21 -0
- package/lib/systems/animation/catalogs/GamStanceAnimations.js.map +1 -0
- package/lib/systems/animation/catalogs/GamTechniqueAnimations.js +34 -2
- package/lib/systems/animation/catalogs/GamTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GanStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GanTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GeonStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.d.ts +9 -0
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.d.ts.map +1 -1
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.js +288 -0
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.js.map +1 -0
- package/lib/systems/animation/catalogs/GrapplingAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/JinStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/JinTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/KickAnimations.d.ts +2 -2
- package/lib/systems/animation/catalogs/KickAnimations.js +2 -2
- package/lib/systems/animation/catalogs/KickAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/LiStanceAnimations.js +14 -1
- package/lib/systems/animation/catalogs/LiStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/LiTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/MovementAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.d.ts +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.js +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SonStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SonTechniqueAnimations.js.map +1 -1
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{"version":3,"file":"BodySurface.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BodySurface.tsx"],"sourcesContent":["/**\n * Body Surface component for realistic humanoid skin/flesh rendering\n *\n * **Purpose**: Provides continuous body surface layer between bones and clothing\n * to create organic, human-like appearance instead of robotic segmented look.\n *\n * **Features**:\n * - Continuous skin layer covering neck, torso, shoulders, arms, and legs\n * - Archetype-specific skin tones for visual variety\n * - Proper body thickness scaling based on muscle and fat mass\n * - Double-sided rendering (THREE.DoubleSide) for complete 360° coverage and gap prevention\n * - Smooth tapering for realistic proportions\n * - Enhanced material with subsurface scattering and clearcoat\n * - High-quality geometry with increased segment counts\n * - Shoulder joints for smooth transitions\n *\n * **Rendering Order**: Bones → Muscles (optional) → Body Surface → Clothing\n *\n * @module components/three/BodySurface\n * @category 3D Components\n * @korean 신체표면컴포넌트\n */\n\nimport React, { useEffect, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport {\n PECTORALS_RADIUS,\n CORE_RADIUS,\n BICEP_RADIUS,\n FOREARM_RADIUS,\n QUAD_RADIUS,\n CALF_RADIUS,\n} from \"../../../../constants/bodyDimensions\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport { getArchetypeSkinTone } from \"../../../../utils/colorUtils\";\n\n/**\n * Props for BodySurface component\n *\n * @korean 신체표면속성\n */\nexport interface BodySurfaceProps {\n /**\n * Name of the bone this body surface attaches to\n * @korean 뼈이름\n */\n readonly boneName: string;\n\n /**\n * Player archetype for skin tone\n * @korean 플레이어원형\n */\n readonly archetype: PlayerArchetype;\n\n /**\n * Physical attributes for body sizing\n * @korean 신체속성\n */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth: number;\n readonly torsoLength: number;\n readonly armLength: number;\n readonly legLength: number;\n };\n\n /**\n * Distance from camera for LOD optimization\n * @korean 카메라거리\n */\n readonly cameraDistance?: number;\n}\n\n/**\n * Body surface segment configuration\n *\n * @korean 신체표면세그먼트\n */\ninterface BodySurfaceSegment {\n readonly geometry: THREE.BufferGeometry;\n readonly localOffset: THREE.Vector3;\n readonly localRotation: THREE.Euler;\n}\n\n/**\n * Calculate body thickness multiplier with reasonable limits\n *\n * Uses linear scaling instead of square root to prevent excessive inflation\n * for heavy characters. Caps maximum thickness at 1.20x to maintain realism.\n *\n * @param muscleMass - Muscle mass in kg\n * @param fatMass - Fat mass in kg\n * @returns Body thickness multiplier (0.75 - 1.20)\n * @korean 신체두께계산\n */\nconst calculateBodyThickness = (\n muscleMass: number,\n fatMass: number,\n): number => {\n const referenceMuscle = 35; // Reference: athletic build\n const referenceFat = 12; // Reference: low body fat\n\n const muscleRatio = muscleMass / referenceMuscle;\n const fatRatio = fatMass / referenceFat;\n\n const muscleContribution = (muscleRatio - 1.0) * 0.15;\n const fatContribution = (fatRatio - 1.0) * 0.2;\n\n return Math.max(\n 0.75,\n Math.min(1.2, 0.85 + muscleContribution + fatContribution),\n );\n};\n\n/**\n * Determine segment count based on camera distance for LOD\n *\n * @param cameraDistance - Distance from camera\n * @returns Segment count for geometry\n * @korean LOD세그먼트수\n */\nconst getLODSegmentCount = (cameraDistance: number): number => {\n if (cameraDistance < 5) {\n return 20; // High detail for close-ups\n } else if (cameraDistance < 10) {\n return 16; // Medium detail for normal distance\n } else {\n return 12; // Low detail for far distance\n }\n};\n\n/**\n * Get body surface segments for a specific bone\n *\n * Creates continuous skin geometry appropriate for each body part.\n * Implements LOD (Level of Detail) based on camera distance for performance.\n *\n * @param boneName - Name of the bone\n * @param physicalAttributes - Physical attributes for scaling\n * @param cameraDistance - Distance from camera for LOD\n * @returns Array of body surface segments\n * @korean 신체표면세그먼트가져오기\n */\nconst getBodySurfaceForBone = (\n boneName: string,\n physicalAttributes: {\n muscleMass: number;\n fatMass: number;\n shoulderWidth: number;\n torsoLength: number;\n armLength: number;\n legLength: number;\n },\n cameraDistance: number = 10,\n): BodySurfaceSegment[] => {\n const segments: BodySurfaceSegment[] = [];\n\n const bodyThickness = calculateBodyThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n\n const segmentCount = getLODSegmentCount(cameraDistance);\n\n const torsoScale = physicalAttributes.torsoLength / 59; // Reference: 59cm torso\n const armScale = physicalAttributes.armLength / 77; // Reference: 77cm arms\n const legScale = physicalAttributes.legLength / 96; // Reference: 96cm legs\n\n switch (boneName) {\n case \"neck\": {\n const neckRadius = 0.06 * bodyThickness;\n const neckLength = 0.11 * bodyThickness;\n segments.push({\n geometry: new THREE.CylinderGeometry(\n neckRadius * 0.9, // Slightly narrower at top (under jaw)\n neckRadius * 1.2, // Wider at base (base of neck)\n neckLength,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -neckLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n segments.push({\n geometry: new THREE.CylinderGeometry(\n neckRadius * 1.2, // Match neck bottom\n neckRadius * 1.6, // Flare out to trapezius area\n neckLength * 0.3,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, -neckLength * 0.75, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"head\": {\n const headRadius = 0.095 * bodyThickness; // ~19cm head width\n const headHeight = headRadius * 1.15; // Slightly taller than wide\n\n segments.push({\n geometry: new THREE.SphereGeometry(\n headRadius,\n segmentCount,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, headHeight * 0.15, 0), // Slightly above bone origin\n localRotation: new THREE.Euler(0, 0, 0),\n });\n segments.push({\n geometry: new THREE.SphereGeometry(\n headRadius * 0.7,\n Math.floor(segmentCount * 0.75),\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(\n 0,\n -headHeight * 0.25,\n headRadius * 0.15,\n ),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_upper\": {\n const width =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.9;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.3;\n const depth = PECTORALS_RADIUS * 2 * bodyThickness * 0.95;\n\n segments.push({\n geometry: new THREE.BoxGeometry(\n width,\n height,\n depth,\n Math.max(2, Math.round(segmentCount * 0.2)),\n Math.max(2, Math.round(segmentCount * 0.2)),\n Math.max(2, Math.round(segmentCount * 0.2)),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_middle\": {\n const width = (physicalAttributes.shoulderWidth / 100) * bodyThickness;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.35;\n const depth = PECTORALS_RADIUS * 2 * bodyThickness; // Front to back depth\n\n const torsoSegmentsX = Math.max(2, Math.round(segmentCount * 0.2));\n const torsoSegmentsY = Math.max(3, Math.round(segmentCount * 0.3));\n const torsoSegmentsZ = Math.max(2, Math.round(segmentCount * 0.2));\n\n segments.push({\n geometry: new THREE.BoxGeometry(\n width,\n height,\n depth,\n torsoSegmentsX,\n torsoSegmentsY,\n torsoSegmentsZ,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_lower\": {\n const widthTop =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.95;\n const widthBottom =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.85;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.3;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n widthTop * 0.5,\n widthBottom * 0.5,\n height,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"pelvis\": {\n const width =\n (physicalAttributes.shoulderWidth / 100) * 0.85 * bodyThickness;\n const height = 0.15;\n const depth = CORE_RADIUS * 2 * bodyThickness;\n\n segments.push({\n geometry: new THREE.BoxGeometry(width, height, depth, 3, 2, 3),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"shoulder_L\":\n case \"shoulder_R\": {\n const shoulderRadius = BICEP_RADIUS * bodyThickness * 1.4;\n\n segments.push({\n geometry: new THREE.SphereGeometry(\n shoulderRadius,\n segmentCount,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"upper_arm_L\":\n case \"upper_arm_R\": {\n const radiusTop = BICEP_RADIUS * bodyThickness * 1.1; // Wider at shoulder\n const radiusBottom = BICEP_RADIUS * bodyThickness * 0.9; // Narrower at elbow\n const length = (physicalAttributes.armLength / 100) * armScale * 0.45;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"forearm_L\":\n case \"forearm_R\": {\n const radiusTop = FOREARM_RADIUS * bodyThickness * 1.0; // Wider at elbow\n const radiusBottom = FOREARM_RADIUS * bodyThickness * 0.8; // Less narrow - connects to wrist smoothly\n const length = (physicalAttributes.armLength / 100) * armScale * 0.4;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"thigh_L\":\n case \"thigh_R\": {\n const radiusTop = QUAD_RADIUS * bodyThickness * 1.3; // Wider at hip for smooth connection\n const radiusBottom = QUAD_RADIUS * bodyThickness * 0.95; // Narrower at knee\n const length = (physicalAttributes.legLength / 100) * legScale * 0.45;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"shin_L\":\n case \"shin_R\": {\n const radiusTop = CALF_RADIUS * bodyThickness * 1.0; // Wider at knee\n const radiusBottom = CALF_RADIUS * bodyThickness * 0.8; // Less taper - connects to ankle\n const length = (physicalAttributes.legLength / 100) * legScale * 0.42;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"elbow_L\":\n case \"elbow_R\": {\n const elbowRadius = BICEP_RADIUS * bodyThickness * 0.95;\n segments.push({\n geometry: new THREE.SphereGeometry(\n elbowRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"wrist_L\":\n case \"wrist_R\": {\n const wristRadiusTop = FOREARM_RADIUS * bodyThickness * 0.75;\n const wristRadiusBottom = FOREARM_RADIUS * bodyThickness * 0.6;\n const wristLength = 0.035 * bodyThickness;\n segments.push({\n geometry: new THREE.CylinderGeometry(\n wristRadiusTop,\n wristRadiusBottom,\n wristLength,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, -wristLength * 0.3, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"hand_L\":\n case \"hand_R\": {\n const handBridgeRadius = FOREARM_RADIUS * bodyThickness * 0.55;\n segments.push({\n geometry: new THREE.SphereGeometry(\n handBridgeRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"knee_L\":\n case \"knee_R\": {\n const kneeRadius = QUAD_RADIUS * bodyThickness * 0.9;\n segments.push({\n geometry: new THREE.SphereGeometry(\n kneeRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n const kneecapRadius = kneeRadius * 0.5;\n segments.push({\n geometry: new THREE.SphereGeometry(\n kneecapRadius,\n Math.floor(segmentCount * 0.5),\n Math.floor(segmentCount * 0.5),\n ),\n localOffset: new THREE.Vector3(0, 0, kneeRadius * 0.6),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"hip_L\":\n case \"hip_R\": {\n const hipRadius = QUAD_RADIUS * bodyThickness * 1.1;\n segments.push({\n geometry: new THREE.SphereGeometry(\n hipRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, -hipRadius * 0.3, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"foot_L\":\n case \"foot_R\": {\n const ankleRadius = CALF_RADIUS * bodyThickness * 0.75;\n segments.push({\n geometry: new THREE.SphereGeometry(\n ankleRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n }\n\n return segments;\n};\n\n/**\n * BodySurface Component\n *\n * Renders realistic body surface (skin/flesh) attached to a specific bone.\n * Creates organic, human-like appearance by providing continuous body coverage.\n *\n * @example\n * ```tsx\n * <BodySurface\n * boneName=\"spine_middle\"\n * archetype={PlayerArchetype.MUSA}\n * physicalAttributes={musaPhysicalAttrs}\n * />\n * ```\n *\n * @korean 신체표면컴포넌트\n */\nexport const BodySurface: React.FC<BodySurfaceProps> = ({\n boneName,\n archetype,\n physicalAttributes,\n cameraDistance = 10,\n}) => {\n const attrs = useMemo(\n () =>\n physicalAttributes ?? {\n muscleMass: 35,\n fatMass: 12,\n shoulderWidth: 45,\n torsoLength: 59,\n armLength: 77,\n legLength: 96,\n },\n [physicalAttributes],\n );\n\n const segments = useMemo(\n () => getBodySurfaceForBone(boneName, attrs, cameraDistance),\n [boneName, attrs, cameraDistance],\n );\n\n const skinTone = useMemo(() => getArchetypeSkinTone(archetype), [archetype]);\n\n /**\n * Create skin material with realistic properties\n *\n * Uses MeshPhysicalMaterial for enhanced realism:\n * - Skin tone color from archetype\n * - Subsurface scattering with subtle transmission for realistic skin translucency\n * - Roughness: 0.65 (slightly rough skin texture)\n * - Metalness: 0.0 (skin is not metallic)\n * - Clearcoat for natural skin sheen\n * - Sheen for skin surface properties\n * - Subtle emissive for alive appearance\n * - Double-sided: true (render both inside and outside)\n *\n * Material properties are intentionally different from Face3D/Hand3D/Foot3D to capture\n * body-specific skin characteristics:\n * - transmission: 0.08 (extremities use 0) – BodySurface is the only skin material with\n * non-zero transmission, to model subsurface scattering on larger, less directly lit\n * body areas.\n * - thickness: 0.5 (extremities use 0.1) – torso/limb skin is treated as thicker than\n * hands, feet, and face, which appear optically thinner.\n * - clearcoat: 0.15 (extremities use 0.3) – extremities are rendered slightly glossier\n * due to being more exposed to direct light, while the main body surface is softer.\n *\n * @korean 피부재료생성\n */\n const material = useMemo(() => {\n return new THREE.MeshPhysicalMaterial({\n color: skinTone,\n roughness: 0.65, // Slightly rough for realistic skin\n metalness: 0.0, // Skin is not metallic\n\n transmission: 0.08, // Small non-zero transmission for subtle skin translucency\n thickness: 0.5, // Moderate thickness for subsurface scattering\n ior: 1.4, // Index of refraction for human skin\n\n clearcoat: 0.15,\n clearcoatRoughness: 0.8,\n\n sheen: 0.1,\n sheenRoughness: 0.8,\n\n emissive: new THREE.Color(skinTone),\n emissiveIntensity: 0.02,\n\n reflectivity: 0.1,\n\n side: THREE.DoubleSide, // Render both sides for complete body coverage and gap prevention\n flatShading: false, // Smooth shading for organic look\n });\n }, [skinTone]);\n\n useEffect(() => {\n return () => {\n material.dispose();\n };\n }, [material]);\n\n useEffect(() => {\n return () => {\n segments.forEach((segment) => {\n segment.geometry.dispose();\n });\n };\n }, [segments]);\n\n if (segments.length === 0) {\n return null;\n }\n\n return (\n <>\n {segments.map((segment, index) => (\n <mesh\n key={`body-surface-${boneName}-${index}`}\n geometry={segment.geometry}\n material={material}\n position={segment.localOffset.toArray()}\n rotation={[\n segment.localRotation.x,\n segment.localRotation.y,\n segment.localRotation.z,\n ]}\n castShadow\n receiveShadow\n name={`body-surface-${boneName}`}\n />\n ))}\n </>\n );\n};\n\nexport default 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{"version":3,"file":"BodySurface.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BodySurface.tsx"],"sourcesContent":["/**\n * Body Surface component for realistic humanoid skin/flesh rendering\n *\n * **Purpose**: Provides continuous body surface layer between bones and clothing\n * to create organic, human-like appearance instead of robotic segmented look.\n *\n * **Features**:\n * - Continuous skin layer covering neck, torso, shoulders, arms, and legs\n * - Archetype-specific skin tones for visual variety\n * - Proper body thickness scaling based on muscle and fat mass\n * - Double-sided rendering (THREE.DoubleSide) for complete 360° coverage and gap prevention\n * - Smooth tapering for realistic proportions\n * - Enhanced material with subsurface scattering and clearcoat\n * - High-quality geometry with increased segment counts\n * - Shoulder joints for smooth transitions\n *\n * **Rendering Order**: Bones → Muscles (optional) → Body Surface → Clothing\n *\n * @module components/three/BodySurface\n * @category 3D Components\n * @korean 신체표면컴포넌트\n */\n\nimport React, { useEffect, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport {\n PECTORALS_RADIUS,\n CORE_RADIUS,\n BICEP_RADIUS,\n FOREARM_RADIUS,\n QUAD_RADIUS,\n CALF_RADIUS,\n} from \"../../../../constants/bodyDimensions\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport { getArchetypeSkinTone } from \"../../../../utils/colorUtils\";\n\n/**\n * Props for BodySurface component\n *\n * @korean 신체표면속성\n */\nexport interface BodySurfaceProps {\n /**\n * Name of the bone this body surface attaches to\n * @korean 뼈이름\n */\n readonly boneName: string;\n\n /**\n * Player archetype for skin tone\n * @korean 플레이어원형\n */\n readonly archetype: PlayerArchetype;\n\n /**\n * Physical attributes for body sizing\n * @korean 신체속성\n */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth: number;\n readonly torsoLength: number;\n readonly armLength: number;\n readonly legLength: number;\n };\n\n /**\n * Distance from camera for LOD optimization\n * @korean 카메라거리\n */\n readonly cameraDistance?: number;\n}\n\n/**\n * Body surface segment configuration\n *\n * @korean 신체표면세그먼트\n */\ninterface BodySurfaceSegment {\n readonly geometry: THREE.BufferGeometry;\n readonly localOffset: THREE.Vector3;\n readonly localRotation: THREE.Euler;\n}\n\n/**\n * Calculate body thickness multiplier with reasonable limits\n *\n * Uses linear scaling instead of square root to prevent excessive inflation\n * for heavy characters. Caps maximum thickness at 1.20x to maintain realism.\n *\n * @param muscleMass - Muscle mass in kg\n * @param fatMass - Fat mass in kg\n * @returns Body thickness multiplier (0.75 - 1.20)\n * @korean 신체두께계산\n */\nconst calculateBodyThickness = (\n muscleMass: number,\n fatMass: number,\n): number => {\n const referenceMuscle = 35; // Reference: athletic build\n const referenceFat = 12; // Reference: low body fat\n\n const muscleRatio = muscleMass / referenceMuscle;\n const fatRatio = fatMass / referenceFat;\n\n const muscleContribution = (muscleRatio - 1.0) * 0.15;\n const fatContribution = (fatRatio - 1.0) * 0.2;\n\n return Math.max(\n 0.75,\n Math.min(1.2, 0.85 + muscleContribution + fatContribution),\n );\n};\n\n/**\n * Determine segment count based on camera distance for LOD\n *\n * @param cameraDistance - Distance from camera\n * @returns Segment count for geometry\n * @korean LOD세그먼트수\n */\nconst getLODSegmentCount = (cameraDistance: number): number => {\n if (cameraDistance < 5) {\n return 20; // High detail for close-ups\n } else if (cameraDistance < 10) {\n return 16; // Medium detail for normal distance\n } else {\n return 12; // Low detail for far distance\n }\n};\n\n/**\n * Get body surface segments for a specific bone\n *\n * Creates continuous skin geometry appropriate for each body part.\n * Implements LOD (Level of Detail) based on camera distance for performance.\n *\n * @param boneName - Name of the bone\n * @param physicalAttributes - Physical attributes for scaling\n * @param cameraDistance - Distance from camera for LOD\n * @returns Array of body surface segments\n * @korean 신체표면세그먼트가져오기\n */\nconst getBodySurfaceForBone = (\n boneName: string,\n physicalAttributes: {\n muscleMass: number;\n fatMass: number;\n shoulderWidth: number;\n torsoLength: number;\n armLength: number;\n legLength: number;\n },\n cameraDistance: number = 10,\n): BodySurfaceSegment[] => {\n const segments: BodySurfaceSegment[] = [];\n\n const bodyThickness = calculateBodyThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n\n const segmentCount = getLODSegmentCount(cameraDistance);\n\n const torsoScale = physicalAttributes.torsoLength / 59; // Reference: 59cm torso\n const armScale = physicalAttributes.armLength / 77; // Reference: 77cm arms\n const legScale = physicalAttributes.legLength / 96; // Reference: 96cm legs\n\n switch (boneName) {\n case \"neck\": {\n const neckRadius = 0.06 * bodyThickness;\n const neckLength = 0.11 * bodyThickness;\n segments.push({\n geometry: new THREE.CylinderGeometry(\n neckRadius * 0.9, // Slightly narrower at top (under jaw)\n neckRadius * 1.2, // Wider at base (base of neck)\n neckLength,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -neckLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n segments.push({\n geometry: new THREE.CylinderGeometry(\n neckRadius * 1.2, // Match neck bottom\n neckRadius * 1.6, // Flare out to trapezius area\n neckLength * 0.3,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, -neckLength * 0.75, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"head\": {\n const headRadius = 0.095 * bodyThickness; // ~19cm head width\n const headHeight = headRadius * 1.15; // Slightly taller than wide\n\n segments.push({\n geometry: new THREE.SphereGeometry(\n headRadius,\n segmentCount,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, headHeight * 0.15, 0), // Slightly above bone origin\n localRotation: new THREE.Euler(0, 0, 0),\n });\n segments.push({\n geometry: new THREE.SphereGeometry(\n headRadius * 0.7,\n Math.floor(segmentCount * 0.75),\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(\n 0,\n -headHeight * 0.25,\n headRadius * 0.15,\n ),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_upper\": {\n const width =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.9;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.3;\n const depth = PECTORALS_RADIUS * 2 * bodyThickness * 0.95;\n\n segments.push({\n geometry: new THREE.BoxGeometry(\n width,\n height,\n depth,\n Math.max(2, Math.round(segmentCount * 0.2)),\n Math.max(2, Math.round(segmentCount * 0.2)),\n Math.max(2, Math.round(segmentCount * 0.2)),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_middle\": {\n const width = (physicalAttributes.shoulderWidth / 100) * bodyThickness;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.35;\n const depth = PECTORALS_RADIUS * 2 * bodyThickness; // Front to back depth\n\n const torsoSegmentsX = Math.max(2, Math.round(segmentCount * 0.2));\n const torsoSegmentsY = Math.max(3, Math.round(segmentCount * 0.3));\n const torsoSegmentsZ = Math.max(2, Math.round(segmentCount * 0.2));\n\n segments.push({\n geometry: new THREE.BoxGeometry(\n width,\n height,\n depth,\n torsoSegmentsX,\n torsoSegmentsY,\n torsoSegmentsZ,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"spine_lower\": {\n const widthTop =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.95;\n const widthBottom =\n (physicalAttributes.shoulderWidth / 100) * bodyThickness * 0.85;\n const height = (physicalAttributes.torsoLength / 100) * torsoScale * 0.3;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n widthTop * 0.5,\n widthBottom * 0.5,\n height,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"pelvis\": {\n const width =\n (physicalAttributes.shoulderWidth / 100) * 0.85 * bodyThickness;\n const height = 0.15;\n const depth = CORE_RADIUS * 2 * bodyThickness;\n\n segments.push({\n geometry: new THREE.BoxGeometry(width, height, depth, 3, 2, 3),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"shoulder_L\":\n case \"shoulder_R\": {\n const shoulderRadius = BICEP_RADIUS * bodyThickness * 1.4;\n\n segments.push({\n geometry: new THREE.SphereGeometry(\n shoulderRadius,\n segmentCount,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"upper_arm_L\":\n case \"upper_arm_R\": {\n const radiusTop = BICEP_RADIUS * bodyThickness * 1.1; // Wider at shoulder\n const radiusBottom = BICEP_RADIUS * bodyThickness * 0.9; // Narrower at elbow\n const length = (physicalAttributes.armLength / 100) * armScale * 0.45;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"forearm_L\":\n case \"forearm_R\": {\n const radiusTop = FOREARM_RADIUS * bodyThickness * 1.0; // Wider at elbow\n const radiusBottom = FOREARM_RADIUS * bodyThickness * 0.8; // Less narrow - connects to wrist smoothly\n const length = (physicalAttributes.armLength / 100) * armScale * 0.4;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"thigh_L\":\n case \"thigh_R\": {\n const radiusTop = QUAD_RADIUS * bodyThickness * 1.3; // Wider at hip for smooth connection\n const radiusBottom = QUAD_RADIUS * bodyThickness * 0.95; // Narrower at knee\n const length = (physicalAttributes.legLength / 100) * legScale * 0.45;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"shin_L\":\n case \"shin_R\": {\n const radiusTop = CALF_RADIUS * bodyThickness * 1.0; // Wider at knee\n const radiusBottom = CALF_RADIUS * bodyThickness * 0.8; // Less taper - connects to ankle\n const length = (physicalAttributes.legLength / 100) * legScale * 0.42;\n\n segments.push({\n geometry: new THREE.CylinderGeometry(\n radiusTop,\n radiusBottom,\n length,\n segmentCount, // LOD-based segment count\n ),\n localOffset: new THREE.Vector3(0, -length * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"elbow_L\":\n case \"elbow_R\": {\n const elbowRadius = BICEP_RADIUS * bodyThickness * 0.95;\n segments.push({\n geometry: new THREE.SphereGeometry(\n elbowRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"wrist_L\":\n case \"wrist_R\": {\n const wristRadiusTop = FOREARM_RADIUS * bodyThickness * 0.75;\n const wristRadiusBottom = FOREARM_RADIUS * bodyThickness * 0.6;\n const wristLength = 0.035 * bodyThickness;\n segments.push({\n geometry: new THREE.CylinderGeometry(\n wristRadiusTop,\n wristRadiusBottom,\n wristLength,\n segmentCount,\n ),\n localOffset: new THREE.Vector3(0, -wristLength * 0.3, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"hand_L\":\n case \"hand_R\": {\n const handBridgeRadius = FOREARM_RADIUS * bodyThickness * 0.55;\n segments.push({\n geometry: new THREE.SphereGeometry(\n handBridgeRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"knee_L\":\n case \"knee_R\": {\n const kneeRadius = QUAD_RADIUS * bodyThickness * 0.9;\n segments.push({\n geometry: new THREE.SphereGeometry(\n kneeRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n const kneecapRadius = kneeRadius * 0.5;\n segments.push({\n geometry: new THREE.SphereGeometry(\n kneecapRadius,\n Math.floor(segmentCount * 0.5),\n Math.floor(segmentCount * 0.5),\n ),\n localOffset: new THREE.Vector3(0, 0, kneeRadius * 0.6),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"hip_L\":\n case \"hip_R\": {\n const hipRadius = QUAD_RADIUS * bodyThickness * 1.1;\n segments.push({\n geometry: new THREE.SphereGeometry(\n hipRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, -hipRadius * 0.3, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n case \"foot_L\":\n case \"foot_R\": {\n const ankleRadius = CALF_RADIUS * bodyThickness * 0.75;\n segments.push({\n geometry: new THREE.SphereGeometry(\n ankleRadius,\n segmentCount,\n Math.floor(segmentCount * 0.75),\n ),\n localOffset: new THREE.Vector3(0, 0, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n });\n break;\n }\n\n }\n\n return segments;\n};\n\n/**\n * BodySurface Component\n *\n * Renders realistic body surface (skin/flesh) attached to a specific bone.\n * Creates organic, human-like appearance by providing continuous body coverage.\n *\n * @example\n * ```tsx\n * <BodySurface\n * boneName=\"spine_middle\"\n * archetype={PlayerArchetype.MUSA}\n * physicalAttributes={musaPhysicalAttrs}\n * />\n * ```\n *\n * @korean 신체표면컴포넌트\n */\nexport const BodySurface: React.FC<BodySurfaceProps> = ({\n boneName,\n archetype,\n physicalAttributes,\n cameraDistance = 10,\n}) => {\n const attrs = useMemo(\n () =>\n physicalAttributes ?? {\n muscleMass: 35,\n fatMass: 12,\n shoulderWidth: 45,\n torsoLength: 59,\n armLength: 77,\n legLength: 96,\n },\n [physicalAttributes],\n );\n\n const segments = useMemo(\n () => getBodySurfaceForBone(boneName, attrs, cameraDistance),\n [boneName, attrs, cameraDistance],\n );\n\n const skinTone = useMemo(() => getArchetypeSkinTone(archetype), [archetype]);\n\n /**\n * Create skin material with realistic properties\n *\n * Uses MeshPhysicalMaterial for enhanced realism:\n * - Skin tone color from archetype\n * - Subsurface scattering with subtle transmission for realistic skin translucency\n * - Roughness: 0.65 (slightly rough skin texture)\n * - Metalness: 0.0 (skin is not metallic)\n * - Clearcoat for natural skin sheen\n * - Sheen for skin surface properties\n * - Subtle emissive for alive appearance\n * - Double-sided: true (render both inside and outside)\n *\n * Material properties are intentionally different from Face3D/Hand3D/Foot3D to capture\n * body-specific skin characteristics:\n * - transmission: 0.08 (extremities use 0) – BodySurface is the only skin material with\n * non-zero transmission, to model subsurface scattering on larger, less directly lit\n * body areas.\n * - thickness: 0.5 (extremities use 0.1) – torso/limb skin is treated as thicker than\n * hands, feet, and face, which appear optically thinner.\n * - clearcoat: 0.15 (extremities use 0.3) – extremities are rendered slightly glossier\n * due to being more exposed to direct light, while the main body surface is softer.\n *\n * @korean 피부재료생성\n */\n const material = useMemo(() => {\n return new THREE.MeshPhysicalMaterial({\n color: skinTone,\n roughness: 0.65, // Slightly rough for realistic skin\n metalness: 0.0, // Skin is not metallic\n\n transmission: 0.08, // Small non-zero transmission for subtle skin translucency\n thickness: 0.5, // Moderate thickness for subsurface scattering\n ior: 1.4, // Index of refraction for human skin\n\n clearcoat: 0.15,\n clearcoatRoughness: 0.8,\n\n sheen: 0.1,\n sheenRoughness: 0.8,\n\n emissive: new THREE.Color(skinTone),\n emissiveIntensity: 0.02,\n\n reflectivity: 0.1,\n\n side: THREE.DoubleSide, // Render both sides for complete body coverage and gap prevention\n flatShading: false, // Smooth shading for organic look\n });\n }, [skinTone]);\n\n useEffect(() => {\n return () => {\n material.dispose();\n };\n }, [material]);\n\n useEffect(() => {\n return () => {\n segments.forEach((segment) => {\n segment.geometry.dispose();\n });\n };\n }, [segments]);\n\n if (segments.length === 0) {\n return null;\n }\n\n return (\n <>\n {segments.map((segment, index) => (\n <mesh\n key={`body-surface-${boneName}-${index}`}\n geometry={segment.geometry}\n material={material}\n position={segment.localOffset.toArray()}\n rotation={[\n segment.localRotation.x,\n segment.localRotation.y,\n segment.localRotation.z,\n ]}\n castShadow\n receiveShadow\n name={`body-surface-${boneName}`}\n />\n ))}\n </>\n );\n};\n\nexport default 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{"version":3,"file":"BoneAttachedMuscles.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BoneAttachedMuscles.tsx"],"sourcesContent":["/* eslint-disable react-refresh/only-export-components */\n/**\n * Bone-attached muscle system for realistic muscle movement with skeleton\n *\n * Muscles are rendered as children of their parent bones, inheriting bone\n * transformations automatically for proper movement during animation.\n *\n * @module components/three/BoneAttachedMuscles\n * @category 3D Components\n * @korean 뼈부착근육시스템\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useMemo, useRef } from \"react\";\nimport * as THREE from \"three\";\nimport {\n ABS_LENGTH,\n ABS_RADIUS,\n BICEP_LENGTH,\n BICEP_RADIUS,\n CALF_LENGTH,\n CALF_RADIUS,\n CORE_LENGTH,\n CORE_RADIUS,\n ERECTOR_SPINAE_LENGTH,\n ERECTOR_SPINAE_RADIUS,\n FOREARM_LENGTH,\n FOREARM_RADIUS,\n GLUTE_LENGTH,\n GLUTE_RADIUS,\n HAMSTRING_LENGTH,\n HAMSTRING_RADIUS,\n HIP_FLEXOR_LENGTH,\n HIP_FLEXOR_RADIUS,\n LAT_LENGTH,\n LAT_RADIUS,\n OBLIQUES_LENGTH,\n OBLIQUES_RADIUS,\n PECTORALS_LENGTH,\n PECTORALS_RADIUS,\n QUAD_LENGTH,\n QUAD_RADIUS,\n SHOULDER_LENGTH,\n SHOULDER_RADIUS,\n TRAPEZIUS_LENGTH,\n TRAPEZIUS_RADIUS,\n TRICEP_LENGTH,\n TRICEP_RADIUS,\n} from \"../../../../constants/bodyDimensions\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport type { MuscleGroupName } from \"../../../../types/muscle\";\nimport { DEFAULT_MUSCLE_CONFIG } from \"../../../../types/muscle\";\n\n/**\n * Muscle attachment configuration\n *\n * Defines how a muscle is positioned relative to its parent bone.\n * Position is in local bone space, so muscles move with the bone.\n *\n * @korean 근육부착설정\n */\nexport interface MuscleAttachment {\n /** Muscle group name */\n readonly name: MuscleGroupName;\n /** Korean name for UI */\n readonly korean: string;\n /** English name for UI */\n readonly english: string;\n /** Local position offset from bone origin */\n readonly localOffset: THREE.Vector3;\n /** Local rotation relative to bone */\n readonly localRotation: THREE.Euler;\n /** Base scale when relaxed */\n readonly baseScale: THREE.Vector3;\n /** Max scale when fully flexed */\n readonly maxFlexScale: THREE.Vector3;\n /** Capsule geometry radius */\n readonly radius: number;\n /** Capsule geometry length */\n readonly length: number;\n}\n\n/**\n * Mapping of bone names to their attached muscles\n *\n * Each bone can have multiple muscles attached to it.\n * Positions are relative to the bone's local coordinate system.\n *\n * @korean 뼈근육매핑\n */\nexport const BONE_MUSCLE_MAP: Record<string, MuscleAttachment[]> = {\n shoulder_L: [\n {\n name: \"SHOULDER_L\",\n korean: \"왼쪽어깨\",\n english: \"Left Shoulder\",\n localOffset: new THREE.Vector3(-0.04, 0, 0),\n localRotation: new THREE.Euler(0, 0, Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.2, 1.15, 1.15),\n radius: SHOULDER_RADIUS,\n length: SHOULDER_LENGTH,\n },\n ],\n shoulder_R: [\n {\n name: \"SHOULDER_R\",\n korean: \"오른쪽어깨\",\n english: \"Right Shoulder\",\n localOffset: new THREE.Vector3(0.04, 0, 0),\n localRotation: new THREE.Euler(0, 0, -Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.2, 1.15, 1.15),\n radius: SHOULDER_RADIUS,\n length: SHOULDER_LENGTH,\n },\n ],\n\n upper_arm_L: [\n {\n name: \"BICEP_L\",\n korean: \"왼쪽이두근\",\n english: \"Left Bicep\",\n localOffset: new THREE.Vector3(-0.06, 0, 0.03),\n localRotation: new THREE.Euler(0, 0, Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.2, 1.1, 1.2),\n radius: BICEP_RADIUS,\n length: BICEP_LENGTH,\n },\n {\n name: \"TRICEP_L\",\n korean: \"왼쪽삼두근\",\n english: \"Left Tricep\",\n localOffset: new THREE.Vector3(-0.06, 0, -0.03),\n localRotation: new THREE.Euler(0, 0, Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.15),\n radius: TRICEP_RADIUS,\n length: TRICEP_LENGTH,\n },\n ],\n upper_arm_R: [\n {\n name: \"BICEP_R\",\n korean: \"오른쪽이두근\",\n english: \"Right Bicep\",\n localOffset: new THREE.Vector3(0.06, 0, 0.03),\n localRotation: new THREE.Euler(0, 0, -Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.2, 1.1, 1.2),\n radius: BICEP_RADIUS,\n length: BICEP_LENGTH,\n },\n {\n name: \"TRICEP_R\",\n korean: \"오른쪽삼두근\",\n english: \"Right Tricep\",\n localOffset: new THREE.Vector3(0.06, 0, -0.03),\n localRotation: new THREE.Euler(0, 0, -Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.15),\n radius: TRICEP_RADIUS,\n length: TRICEP_LENGTH,\n },\n ],\n\n forearm_L: [\n {\n name: \"FOREARM_L\",\n korean: \"왼쪽전완근\",\n english: \"Left Forearm\",\n localOffset: new THREE.Vector3(-0.05, 0, 0),\n localRotation: new THREE.Euler(0, 0, Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.05, 1.1),\n radius: FOREARM_RADIUS,\n length: FOREARM_LENGTH,\n },\n ],\n forearm_R: [\n {\n name: \"FOREARM_R\",\n korean: \"오른쪽전완근\",\n english: \"Right Forearm\",\n localOffset: new THREE.Vector3(0.05, 0, 0),\n localRotation: new THREE.Euler(0, 0, -Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.05, 1.1),\n radius: FOREARM_RADIUS,\n length: FOREARM_LENGTH,\n },\n ],\n\n spine_middle: [\n {\n name: \"PECTORALS\",\n korean: \"대흉근\",\n english: \"Pectorals\",\n localOffset: new THREE.Vector3(0, 0.08, 0.14),\n localRotation: new THREE.Euler(Math.PI / 2, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.2, 1.15),\n radius: PECTORALS_RADIUS,\n length: PECTORALS_LENGTH,\n },\n {\n name: \"CORE\",\n korean: \"코어\",\n english: \"Core\",\n localOffset: new THREE.Vector3(0, -0.04, 0.06),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: CORE_RADIUS,\n length: CORE_LENGTH,\n },\n {\n name: \"ABS\",\n korean: \"복근\",\n english: \"Abdominals\",\n localOffset: new THREE.Vector3(0, -0.18, 0.12),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: ABS_RADIUS,\n length: ABS_LENGTH,\n },\n {\n name: \"OBLIQUES\",\n korean: \"복사근\",\n english: \"Obliques\",\n localOffset: new THREE.Vector3(0, -0.1, 0.16),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: OBLIQUES_RADIUS,\n length: OBLIQUES_LENGTH,\n },\n ],\n\n pelvis: [\n {\n name: \"HIP_FLEXOR_L\",\n korean: \"왼쪽고관절굴근\",\n english: \"Left Hip Flexor\",\n localOffset: new THREE.Vector3(-0.05, 0.02, 0.03),\n localRotation: new THREE.Euler(0.2, 0, 0.15),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: HIP_FLEXOR_RADIUS,\n length: HIP_FLEXOR_LENGTH,\n },\n {\n name: \"HIP_FLEXOR_R\",\n korean: \"오른쪽고관절굴근\",\n english: \"Right Hip Flexor\",\n localOffset: new THREE.Vector3(0.05, 0.02, 0.03),\n localRotation: new THREE.Euler(0.2, 0, -0.15),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: HIP_FLEXOR_RADIUS,\n length: HIP_FLEXOR_LENGTH,\n },\n {\n name: \"LOWER_ABS\",\n korean: \"하복근\",\n english: \"Lower Abdominals\",\n localOffset: new THREE.Vector3(0, 0.01, 0.05),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: 0.05, // Lower abs - slightly larger than hip flexor\n length: 0.14,\n },\n ],\n\n spine_lower: [\n {\n name: \"ERECTOR_SPINAE_L\",\n korean: \"왼쪽척추기립근\",\n english: \"Left Erector Spinae\",\n localOffset: new THREE.Vector3(-0.03, 0.03, -0.04),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: ERECTOR_SPINAE_RADIUS,\n length: ERECTOR_SPINAE_LENGTH,\n },\n {\n name: \"ERECTOR_SPINAE_R\",\n korean: \"오른쪽척추기립근\",\n english: \"Right Erector Spinae\",\n localOffset: new THREE.Vector3(0.03, 0.03, -0.04),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: ERECTOR_SPINAE_RADIUS,\n length: ERECTOR_SPINAE_LENGTH,\n },\n ],\n\n spine_upper: [\n {\n name: \"LAT_L\",\n korean: \"왼쪽광배근\",\n english: \"Left Latissimus\",\n localOffset: new THREE.Vector3(-0.07, -0.01, -0.03),\n localRotation: new THREE.Euler(0, 0.2, 0.3),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.2, 1.1),\n radius: LAT_RADIUS,\n length: LAT_LENGTH,\n },\n {\n name: \"LAT_R\",\n korean: \"오른쪽광배근\",\n english: \"Right Latissimus\",\n localOffset: new THREE.Vector3(0.07, -0.01, -0.03),\n localRotation: new THREE.Euler(0, -0.2, -0.3),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.2, 1.1),\n radius: LAT_RADIUS,\n length: LAT_LENGTH,\n },\n {\n name: \"TRAPEZIUS\",\n korean: \"승모근\",\n english: \"Trapezius\",\n localOffset: new THREE.Vector3(0, 0.05, -0.04),\n localRotation: new THREE.Euler(-0.25, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.15, 1.1),\n radius: TRAPEZIUS_RADIUS,\n length: TRAPEZIUS_LENGTH,\n },\n {\n name: \"RHOMBOID\",\n korean: \"능형근\",\n english: \"Rhomboid\",\n localOffset: new THREE.Vector3(0, 0.01, -0.05),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.1),\n radius: 0.04, // Rhomboid - slightly smaller than trapezius\n length: 0.14,\n },\n ],\n\n hip_L: [\n {\n name: \"GLUTE_L\",\n korean: \"왼쪽둔근\",\n english: \"Left Glute\",\n localOffset: new THREE.Vector3(-0.03, -0.02, -0.05),\n localRotation: new THREE.Euler(Math.PI / 2, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.15, 1.15),\n radius: GLUTE_RADIUS,\n length: GLUTE_LENGTH,\n },\n ],\n hip_R: [\n {\n name: \"GLUTE_R\",\n korean: \"오른쪽둔근\",\n english: \"Right Glute\",\n localOffset: new THREE.Vector3(0.03, -0.02, -0.05),\n localRotation: new THREE.Euler(Math.PI / 2, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.15, 1.15),\n radius: GLUTE_RADIUS,\n length: GLUTE_LENGTH,\n },\n ],\n\n thigh_L: [\n {\n name: \"QUAD_L\",\n korean: \"왼쪽대퇴사두근\",\n english: \"Left Quadriceps\",\n localOffset: new THREE.Vector3(0, -0.08, 0.03),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.15),\n radius: QUAD_RADIUS,\n length: QUAD_LENGTH,\n },\n {\n name: \"HAMSTRING_L\",\n korean: \"왼쪽햄스트링\",\n english: \"Left Hamstring\",\n localOffset: new THREE.Vector3(0, -0.08, -0.03),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.12, 1.1, 1.12),\n radius: HAMSTRING_RADIUS,\n length: HAMSTRING_LENGTH,\n },\n ],\n thigh_R: [\n {\n name: \"QUAD_R\",\n korean: \"오른쪽대퇴사두근\",\n english: \"Right Quadriceps\",\n localOffset: new THREE.Vector3(0, -0.08, 0.03),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.15),\n radius: QUAD_RADIUS,\n length: QUAD_LENGTH,\n },\n {\n name: \"HAMSTRING_R\",\n korean: \"오른쪽햄스트링\",\n english: \"Right Hamstring\",\n localOffset: new THREE.Vector3(0, -0.08, -0.03),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.12, 1.1, 1.12),\n radius: HAMSTRING_RADIUS,\n length: HAMSTRING_LENGTH,\n },\n ],\n\n shin_L: [\n {\n name: \"CALF_L\",\n korean: \"왼쪽종아리\",\n english: \"Left Calf\",\n localOffset: new THREE.Vector3(0, -0.04, -0.01),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.08, 1.1),\n radius: CALF_RADIUS,\n length: CALF_LENGTH,\n },\n ],\n shin_R: [\n {\n name: \"CALF_R\",\n korean: \"오른쪽종아리\",\n english: \"Right Calf\",\n localOffset: new THREE.Vector3(0, -0.04, -0.01),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.08, 1.1),\n radius: CALF_RADIUS,\n length: CALF_LENGTH,\n },\n ],\n};\n\nimport {\n MIN_MUSCLE_SCALE,\n MUSCLE_AMPLIFICATION_BASE,\n MUSCLE_AMPLIFICATION_EXPONENT,\n MUSCLE_GEOMETRY_NORMALIZATION,\n REFERENCE_MUSCLE_MASS,\n} from \"../../../../constants/bodyRenderingConstants\";\n\n/**\n * Calculate muscle scale factor based on muscle mass with proportional scaling.\n *\n * Linear scaling for realistic visual differences:\n * - 28kg (Hacker) → 0.84 scale (lean, defined)\n * - 30kg (Amsalja) → 0.89 scale (lean athlete)\n * - 32kg (Jeongbo) → 0.93 scale (fit operative)\n * - 35kg (Musa) → 1.0 scale (reference baseline)\n * - 48kg (Jojik) → 1.30 scale (massive, powerful)\n *\n * @param muscleMass - Muscle mass in kilograms (archetype range: 28-48kg)\n * @returns Scale factor for muscle geometry\n *\n * @korean 근육크기계산\n */\nexport const calculateMuscleScaleFactor = (muscleMass: number): number => {\n const massRatio = muscleMass / REFERENCE_MUSCLE_MASS;\n const deviation = massRatio - 1.0;\n\n const exponentialDeviation =\n Math.sign(deviation) *\n Math.pow(Math.abs(deviation), MUSCLE_AMPLIFICATION_EXPONENT);\n\n return Math.max(\n MIN_MUSCLE_SCALE,\n 1.0 + exponentialDeviation * MUSCLE_AMPLIFICATION_BASE,\n );\n};\n\n/**\n * Calculate fat layer opacity with expanded range for better distinction.\n *\n * Previous: 0.1-0.7 opacity (insufficient contrast)\n * New: 0.05-0.85 opacity (dramatic difference)\n *\n * @param fatMass - Fat mass in kilograms (archetype range: 10-22kg)\n * @returns Opacity value for fat layer (0.05-0.85)\n *\n * @korean 지방층투명도계산\n */\nexport const calculateFatLayerOpacity = (fatMass: number): number => {\n const minFat = 10; // Amsalja minimum\n const maxFat = 22; // Jojik maximum\n const normalizedFat = (fatMass - minFat) / (maxFat - minFat);\n\n return Math.max(0.05, Math.min(0.85, 0.05 + normalizedFat * 0.8));\n};\n\n/**\n * Calculate fat layer thickness with non-linear scaling.\n *\n * Previous: 0.05-0.45 linear\n * New: 0.02-0.60 exponential (skinny = very thin, heavy = very thick)\n *\n * @param fatMass - Fat mass in kilograms (archetype range: 10-22kg)\n * @returns Scale increase for fat layer (0.02-0.60)\n *\n * @korean 지방층두께계산\n */\nexport const calculateFatLayerThickness = (fatMass: number): number => {\n const minFat = 10;\n const maxFat = 22;\n const normalizedFat = (fatMass - minFat) / (maxFat - minFat);\n\n const exponentialFat = Math.pow(normalizedFat, 1.5);\n\n return Math.max(0.02, Math.min(0.6, 0.02 + exponentialFat * 0.58));\n};\n\n/**\n * Props for BoneAttachedMuscle component\n *\n * @korean 뼈부착근육속성\n */\nexport interface BoneAttachedMuscleProps {\n /** Muscle attachment configuration */\n readonly attachment: MuscleAttachment;\n /** Tension level (0-1) for muscle flex */\n readonly tension: number;\n /** Whether muscle is shaking (exhausted state) */\n readonly isShaking: boolean;\n /** Muscle scale factor based on archetype */\n readonly muscleScaleFactor: number;\n /** Fat layer opacity */\n readonly fatLayerOpacity: number;\n /** Fat layer thickness multiplier */\n readonly fatLayerThickness: number;\n}\n\n/**\n * Single bone-attached muscle component\n *\n * Renders a muscle mesh that follows its parent bone's transformations.\n * Includes dynamic scaling based on tension and archetype.\n *\n * @korean 뼈부착근육컴포넌트\n */\nexport const BoneAttachedMuscle: React.FC<BoneAttachedMuscleProps> = ({\n attachment,\n tension,\n isShaking,\n muscleScaleFactor,\n fatLayerOpacity,\n fatLayerThickness,\n}) => {\n const meshRef = useRef<THREE.Mesh>(null);\n const fatMeshRef = useRef<THREE.Mesh>(null);\n\n const roundedTension = Math.round(tension * 100) / 100;\n\n const currentScale = useMemo(() => {\n const t = Math.max(0, Math.min(1, roundedTension));\n const lerp = (start: number, end: number, factor: number) =>\n start + (end - start) * factor;\n\n return new THREE.Vector3(\n lerp(attachment.baseScale.x, attachment.maxFlexScale.x, t) *\n muscleScaleFactor,\n lerp(attachment.baseScale.y, attachment.maxFlexScale.y, t) *\n muscleScaleFactor,\n lerp(attachment.baseScale.z, attachment.maxFlexScale.z, t) *\n muscleScaleFactor,\n );\n }, [attachment, roundedTension, muscleScaleFactor]);\n\n const fatScale = useMemo(() => {\n return new THREE.Vector3(\n currentScale.x * (1 + fatLayerThickness),\n currentScale.y * (1 + fatLayerThickness),\n currentScale.z * (1 + fatLayerThickness),\n );\n }, [currentScale, fatLayerThickness]);\n\n const muscleColor = useMemo(() => {\n if (isShaking) {\n return KOREAN_COLORS.MUSCLE_EXHAUSTED;\n } else if (roundedTension > 0.7) {\n return KOREAN_COLORS.MUSCLE_FLEXED;\n }\n return KOREAN_COLORS.MUSCLE_TONE;\n }, [roundedTension, isShaking]);\n\n useFrame((state) => {\n if (!meshRef.current) return;\n\n if (!isShaking) {\n meshRef.current.rotation.z = attachment.localRotation.z;\n return;\n }\n\n const shake = Math.sin(state.clock.elapsedTime * 20 * Math.PI * 2) * 0.02;\n meshRef.current.rotation.z = attachment.localRotation.z + shake;\n if (fatMeshRef.current) {\n fatMeshRef.current.rotation.z = attachment.localRotation.z + shake;\n }\n });\n\n return (\n <group\n position={\n attachment.localOffset\n .toArray()\n .map((v) => v * MUSCLE_GEOMETRY_NORMALIZATION) as [\n number,\n number,\n number,\n ]\n }\n rotation={[attachment.localRotation.x, attachment.localRotation.y, 0]}\n >\n {/* Main muscle mesh */}\n <mesh\n ref={meshRef}\n rotation={[0, 0, attachment.localRotation.z]}\n scale={currentScale.toArray()}\n castShadow\n receiveShadow\n name={`muscle-${attachment.name}`}\n >\n <capsuleGeometry\n args={[\n attachment.radius * MUSCLE_GEOMETRY_NORMALIZATION,\n attachment.length * MUSCLE_GEOMETRY_NORMALIZATION,\n 8,\n 16,\n ]}\n />\n <meshPhysicalMaterial\n color={muscleColor}\n metalness={0.02}\n roughness={0.85}\n clearcoat={0.08}\n clearcoatRoughness={0.6}\n envMapIntensity={0.3}\n sheen={0.15}\n sheenRoughness={0.8}\n sheenColor={muscleColor}\n />\n </mesh>\n\n {/* Fat layer (only visible when fat mass is significant) */}\n {fatLayerOpacity > 0.05 && (\n <mesh\n ref={fatMeshRef}\n rotation={[0, 0, attachment.localRotation.z]}\n scale={fatScale.toArray()}\n castShadow\n receiveShadow\n name={`fat-layer-${attachment.name}`}\n >\n <capsuleGeometry\n args={[\n attachment.radius * MUSCLE_GEOMETRY_NORMALIZATION,\n attachment.length * MUSCLE_GEOMETRY_NORMALIZATION,\n 8,\n 16,\n ]}\n />\n <meshStandardMaterial\n color={KOREAN_COLORS.SKIN_TONE}\n metalness={0.05}\n roughness={0.95}\n transparent={true}\n opacity={fatLayerOpacity}\n depthWrite={false}\n />\n </mesh>\n )}\n </group>\n );\n};\n\n/**\n * Props for BoneMuscles component (renders all muscles for a bone)\n *\n * @korean 뼈근육들속성\n */\nexport interface BoneMusclesProps {\n /** Bone name to look up muscles for */\n readonly boneName: string;\n /** Map of muscle name to tension level */\n readonly muscleStates: Map<string, number>;\n /** Whether character is exhausted (triggers shaking) */\n readonly isExhausted: boolean;\n /** Physical attributes for scaling */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n };\n}\n\n/**\n * Renders all muscles attached to a specific bone\n *\n * Looks up muscle attachments by bone name and renders each one.\n * Muscles inherit the bone's transformations automatically.\n *\n * @korean 뼈근육들컴포넌트\n */\nexport const BoneMuscles: React.FC<BoneMusclesProps> = ({\n boneName,\n muscleStates,\n isExhausted,\n physicalAttributes,\n}) => {\n const attachments = BONE_MUSCLE_MAP[boneName];\n\n const muscleScaleFactor = useMemo(() => {\n if (!physicalAttributes) return 1.0;\n return calculateMuscleScaleFactor(physicalAttributes.muscleMass);\n }, [physicalAttributes]);\n\n const fatLayerOpacity = useMemo(() => {\n if (!physicalAttributes) return 0.0;\n return calculateFatLayerOpacity(physicalAttributes.fatMass);\n }, [physicalAttributes]);\n\n const fatLayerThickness = useMemo(() => {\n if (!physicalAttributes) return 0.0;\n return calculateFatLayerThickness(physicalAttributes.fatMass);\n }, [physicalAttributes]);\n\n if (!attachments || attachments.length === 0) {\n return null;\n }\n\n return (\n <>\n {attachments.map((attachment) => {\n const tension = muscleStates.get(attachment.name) ?? 0;\n const isShaking =\n isExhausted &&\n tension > DEFAULT_MUSCLE_CONFIG.shakingTensionThreshold;\n\n return (\n <BoneAttachedMuscle\n key={attachment.name}\n attachment={attachment}\n tension={tension}\n isShaking={isShaking}\n muscleScaleFactor={muscleScaleFactor}\n fatLayerOpacity={fatLayerOpacity}\n fatLayerThickness={fatLayerThickness}\n />\n );\n })}\n </>\n );\n};\n\nexport default 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{"version":3,"file":"BoneAttachedMuscles.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BoneAttachedMuscles.tsx"],"sourcesContent":["/* eslint-disable react-refresh/only-export-components */\n/**\n * Bone-attached muscle system for realistic muscle movement with skeleton\n *\n * Muscles are rendered as children of their parent bones, inheriting bone\n * transformations automatically for proper movement during animation.\n *\n * @module components/three/BoneAttachedMuscles\n * @category 3D Components\n * @korean 뼈부착근육시스템\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useMemo, useRef } from \"react\";\nimport * as THREE from \"three\";\nimport {\n ABS_LENGTH,\n ABS_RADIUS,\n BICEP_LENGTH,\n BICEP_RADIUS,\n CALF_LENGTH,\n CALF_RADIUS,\n CORE_LENGTH,\n CORE_RADIUS,\n ERECTOR_SPINAE_LENGTH,\n ERECTOR_SPINAE_RADIUS,\n FOREARM_LENGTH,\n FOREARM_RADIUS,\n GLUTE_LENGTH,\n GLUTE_RADIUS,\n HAMSTRING_LENGTH,\n HAMSTRING_RADIUS,\n HIP_FLEXOR_LENGTH,\n HIP_FLEXOR_RADIUS,\n LAT_LENGTH,\n LAT_RADIUS,\n OBLIQUES_LENGTH,\n OBLIQUES_RADIUS,\n PECTORALS_LENGTH,\n PECTORALS_RADIUS,\n QUAD_LENGTH,\n QUAD_RADIUS,\n SHOULDER_LENGTH,\n SHOULDER_RADIUS,\n TRAPEZIUS_LENGTH,\n TRAPEZIUS_RADIUS,\n TRICEP_LENGTH,\n TRICEP_RADIUS,\n} from \"../../../../constants/bodyDimensions\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport type { MuscleGroupName } from \"../../../../types/muscle\";\nimport { DEFAULT_MUSCLE_CONFIG } from \"../../../../types/muscle\";\n\n/**\n * Muscle attachment configuration\n *\n * Defines how a muscle is positioned relative to its parent bone.\n * Position is in local bone space, so muscles move with the bone.\n *\n * @korean 근육부착설정\n */\nexport interface MuscleAttachment {\n /** Muscle group name */\n readonly name: MuscleGroupName;\n /** Korean name for UI */\n readonly korean: string;\n /** English name for UI */\n readonly english: string;\n /** Local position offset from bone origin */\n readonly localOffset: THREE.Vector3;\n /** Local rotation relative to bone */\n readonly localRotation: THREE.Euler;\n /** Base scale when relaxed */\n readonly baseScale: THREE.Vector3;\n /** Max scale when fully flexed */\n readonly maxFlexScale: THREE.Vector3;\n /** Capsule geometry radius */\n readonly radius: number;\n /** Capsule geometry length */\n readonly length: number;\n}\n\n/**\n * Mapping of bone names to their attached muscles\n *\n * Each bone can have multiple muscles attached to it.\n * Positions are relative to the bone's local coordinate system.\n *\n * @korean 뼈근육매핑\n */\nexport const BONE_MUSCLE_MAP: Record<string, MuscleAttachment[]> = {\n shoulder_L: [\n {\n name: \"SHOULDER_L\",\n korean: \"왼쪽어깨\",\n english: \"Left Shoulder\",\n localOffset: new THREE.Vector3(-0.04, 0, 0),\n localRotation: new THREE.Euler(0, 0, Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.2, 1.15, 1.15),\n radius: SHOULDER_RADIUS,\n length: SHOULDER_LENGTH,\n },\n ],\n shoulder_R: [\n {\n name: \"SHOULDER_R\",\n korean: \"오른쪽어깨\",\n english: \"Right Shoulder\",\n localOffset: new THREE.Vector3(0.04, 0, 0),\n localRotation: new THREE.Euler(0, 0, -Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.2, 1.15, 1.15),\n radius: SHOULDER_RADIUS,\n length: SHOULDER_LENGTH,\n },\n ],\n\n upper_arm_L: [\n {\n name: \"BICEP_L\",\n korean: \"왼쪽이두근\",\n english: \"Left Bicep\",\n localOffset: new THREE.Vector3(-0.06, 0, 0.03),\n localRotation: new THREE.Euler(0, 0, Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.2, 1.1, 1.2),\n radius: BICEP_RADIUS,\n length: BICEP_LENGTH,\n },\n {\n name: \"TRICEP_L\",\n korean: \"왼쪽삼두근\",\n english: \"Left Tricep\",\n localOffset: new THREE.Vector3(-0.06, 0, -0.03),\n localRotation: new THREE.Euler(0, 0, Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.15),\n radius: TRICEP_RADIUS,\n length: TRICEP_LENGTH,\n },\n ],\n upper_arm_R: [\n {\n name: \"BICEP_R\",\n korean: \"오른쪽이두근\",\n english: \"Right Bicep\",\n localOffset: new THREE.Vector3(0.06, 0, 0.03),\n localRotation: new THREE.Euler(0, 0, -Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.2, 1.1, 1.2),\n radius: BICEP_RADIUS,\n length: BICEP_LENGTH,\n },\n {\n name: \"TRICEP_R\",\n korean: \"오른쪽삼두근\",\n english: \"Right Tricep\",\n localOffset: new THREE.Vector3(0.06, 0, -0.03),\n localRotation: new THREE.Euler(0, 0, -Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.15),\n radius: TRICEP_RADIUS,\n length: TRICEP_LENGTH,\n },\n ],\n\n forearm_L: [\n {\n name: \"FOREARM_L\",\n korean: \"왼쪽전완근\",\n english: \"Left Forearm\",\n localOffset: new THREE.Vector3(-0.05, 0, 0),\n localRotation: new THREE.Euler(0, 0, Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.05, 1.1),\n radius: FOREARM_RADIUS,\n length: FOREARM_LENGTH,\n },\n ],\n forearm_R: [\n {\n name: \"FOREARM_R\",\n korean: \"오른쪽전완근\",\n english: \"Right Forearm\",\n localOffset: new THREE.Vector3(0.05, 0, 0),\n localRotation: new THREE.Euler(0, 0, -Math.PI / 2),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.05, 1.1),\n radius: FOREARM_RADIUS,\n length: FOREARM_LENGTH,\n },\n ],\n\n spine_middle: [\n {\n name: \"PECTORALS\",\n korean: \"대흉근\",\n english: \"Pectorals\",\n localOffset: new THREE.Vector3(0, 0.08, 0.14),\n localRotation: new THREE.Euler(Math.PI / 2, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.2, 1.15),\n radius: PECTORALS_RADIUS,\n length: PECTORALS_LENGTH,\n },\n {\n name: \"CORE\",\n korean: \"코어\",\n english: \"Core\",\n localOffset: new THREE.Vector3(0, -0.04, 0.06),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: CORE_RADIUS,\n length: CORE_LENGTH,\n },\n {\n name: \"ABS\",\n korean: \"복근\",\n english: \"Abdominals\",\n localOffset: new THREE.Vector3(0, -0.18, 0.12),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: ABS_RADIUS,\n length: ABS_LENGTH,\n },\n {\n name: \"OBLIQUES\",\n korean: \"복사근\",\n english: \"Obliques\",\n localOffset: new THREE.Vector3(0, -0.1, 0.16),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: OBLIQUES_RADIUS,\n length: OBLIQUES_LENGTH,\n },\n ],\n\n pelvis: [\n {\n name: \"HIP_FLEXOR_L\",\n korean: \"왼쪽고관절굴근\",\n english: \"Left Hip Flexor\",\n localOffset: new THREE.Vector3(-0.05, 0.02, 0.03),\n localRotation: new THREE.Euler(0.2, 0, 0.15),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: HIP_FLEXOR_RADIUS,\n length: HIP_FLEXOR_LENGTH,\n },\n {\n name: \"HIP_FLEXOR_R\",\n korean: \"오른쪽고관절굴근\",\n english: \"Right Hip Flexor\",\n localOffset: new THREE.Vector3(0.05, 0.02, 0.03),\n localRotation: new THREE.Euler(0.2, 0, -0.15),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: HIP_FLEXOR_RADIUS,\n length: HIP_FLEXOR_LENGTH,\n },\n {\n name: \"LOWER_ABS\",\n korean: \"하복근\",\n english: \"Lower Abdominals\",\n localOffset: new THREE.Vector3(0, 0.01, 0.05),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: 0.05, // Lower abs - slightly larger than hip flexor\n length: 0.14,\n },\n ],\n\n spine_lower: [\n {\n name: \"ERECTOR_SPINAE_L\",\n korean: \"왼쪽척추기립근\",\n english: \"Left Erector Spinae\",\n localOffset: new THREE.Vector3(-0.03, 0.03, -0.04),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: ERECTOR_SPINAE_RADIUS,\n length: ERECTOR_SPINAE_LENGTH,\n },\n {\n name: \"ERECTOR_SPINAE_R\",\n korean: \"오른쪽척추기립근\",\n english: \"Right Erector Spinae\",\n localOffset: new THREE.Vector3(0.03, 0.03, -0.04),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.1, 1.1),\n radius: ERECTOR_SPINAE_RADIUS,\n length: ERECTOR_SPINAE_LENGTH,\n },\n ],\n\n spine_upper: [\n {\n name: \"LAT_L\",\n korean: \"왼쪽광배근\",\n english: \"Left Latissimus\",\n localOffset: new THREE.Vector3(-0.07, -0.01, -0.03),\n localRotation: new THREE.Euler(0, 0.2, 0.3),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.2, 1.1),\n radius: LAT_RADIUS,\n length: LAT_LENGTH,\n },\n {\n name: \"LAT_R\",\n korean: \"오른쪽광배근\",\n english: \"Right Latissimus\",\n localOffset: new THREE.Vector3(0.07, -0.01, -0.03),\n localRotation: new THREE.Euler(0, -0.2, -0.3),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.2, 1.1),\n radius: LAT_RADIUS,\n length: LAT_LENGTH,\n },\n {\n name: \"TRAPEZIUS\",\n korean: \"승모근\",\n english: \"Trapezius\",\n localOffset: new THREE.Vector3(0, 0.05, -0.04),\n localRotation: new THREE.Euler(-0.25, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.15, 1.1),\n radius: TRAPEZIUS_RADIUS,\n length: TRAPEZIUS_LENGTH,\n },\n {\n name: \"RHOMBOID\",\n korean: \"능형근\",\n english: \"Rhomboid\",\n localOffset: new THREE.Vector3(0, 0.01, -0.05),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.1),\n radius: 0.04, // Rhomboid - slightly smaller than trapezius\n length: 0.14,\n },\n ],\n\n hip_L: [\n {\n name: \"GLUTE_L\",\n korean: \"왼쪽둔근\",\n english: \"Left Glute\",\n localOffset: new THREE.Vector3(-0.03, -0.02, -0.05),\n localRotation: new THREE.Euler(Math.PI / 2, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.15, 1.15),\n radius: GLUTE_RADIUS,\n length: GLUTE_LENGTH,\n },\n ],\n hip_R: [\n {\n name: \"GLUTE_R\",\n korean: \"오른쪽둔근\",\n english: \"Right Glute\",\n localOffset: new THREE.Vector3(0.03, -0.02, -0.05),\n localRotation: new THREE.Euler(Math.PI / 2, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.15, 1.15),\n radius: GLUTE_RADIUS,\n length: GLUTE_LENGTH,\n },\n ],\n\n thigh_L: [\n {\n name: \"QUAD_L\",\n korean: \"왼쪽대퇴사두근\",\n english: \"Left Quadriceps\",\n localOffset: new THREE.Vector3(0, -0.08, 0.03),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.15),\n radius: QUAD_RADIUS,\n length: QUAD_LENGTH,\n },\n {\n name: \"HAMSTRING_L\",\n korean: \"왼쪽햄스트링\",\n english: \"Left Hamstring\",\n localOffset: new THREE.Vector3(0, -0.08, -0.03),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.12, 1.1, 1.12),\n radius: HAMSTRING_RADIUS,\n length: HAMSTRING_LENGTH,\n },\n ],\n thigh_R: [\n {\n name: \"QUAD_R\",\n korean: \"오른쪽대퇴사두근\",\n english: \"Right Quadriceps\",\n localOffset: new THREE.Vector3(0, -0.08, 0.03),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.15, 1.1, 1.15),\n radius: QUAD_RADIUS,\n length: QUAD_LENGTH,\n },\n {\n name: \"HAMSTRING_R\",\n korean: \"오른쪽햄스트링\",\n english: \"Right Hamstring\",\n localOffset: new THREE.Vector3(0, -0.08, -0.03),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.12, 1.1, 1.12),\n radius: HAMSTRING_RADIUS,\n length: HAMSTRING_LENGTH,\n },\n ],\n\n shin_L: [\n {\n name: \"CALF_L\",\n korean: \"왼쪽종아리\",\n english: \"Left Calf\",\n localOffset: new THREE.Vector3(0, -0.04, -0.01),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.08, 1.1),\n radius: CALF_RADIUS,\n length: CALF_LENGTH,\n },\n ],\n shin_R: [\n {\n name: \"CALF_R\",\n korean: \"오른쪽종아리\",\n english: \"Right Calf\",\n localOffset: new THREE.Vector3(0, -0.04, -0.01),\n localRotation: new THREE.Euler(0, 0, 0),\n baseScale: new THREE.Vector3(1.0, 1.0, 1.0),\n maxFlexScale: new THREE.Vector3(1.1, 1.08, 1.1),\n radius: CALF_RADIUS,\n length: CALF_LENGTH,\n },\n ],\n};\n\nimport {\n MIN_MUSCLE_SCALE,\n MUSCLE_AMPLIFICATION_BASE,\n MUSCLE_AMPLIFICATION_EXPONENT,\n MUSCLE_GEOMETRY_NORMALIZATION,\n REFERENCE_MUSCLE_MASS,\n} from \"../../../../constants/bodyRenderingConstants\";\n\n/**\n * Calculate muscle scale factor based on muscle mass with proportional scaling.\n *\n * Linear scaling for realistic visual differences:\n * - 28kg (Hacker) → 0.84 scale (lean, defined)\n * - 30kg (Amsalja) → 0.89 scale (lean athlete)\n * - 32kg (Jeongbo) → 0.93 scale (fit operative)\n * - 35kg (Musa) → 1.0 scale (reference baseline)\n * - 48kg (Jojik) → 1.30 scale (massive, powerful)\n *\n * @param muscleMass - Muscle mass in kilograms (archetype range: 28-48kg)\n * @returns Scale factor for muscle geometry\n *\n * @korean 근육크기계산\n */\nexport const calculateMuscleScaleFactor = (muscleMass: number): number => {\n const massRatio = muscleMass / REFERENCE_MUSCLE_MASS;\n const deviation = massRatio - 1.0;\n\n const exponentialDeviation =\n Math.sign(deviation) *\n Math.pow(Math.abs(deviation), MUSCLE_AMPLIFICATION_EXPONENT);\n\n return Math.max(\n MIN_MUSCLE_SCALE,\n 1.0 + exponentialDeviation * MUSCLE_AMPLIFICATION_BASE,\n );\n};\n\n/**\n * Calculate fat layer opacity with expanded range for better distinction.\n *\n * Previous: 0.1-0.7 opacity (insufficient contrast)\n * New: 0.05-0.85 opacity (dramatic difference)\n *\n * @param fatMass - Fat mass in kilograms (archetype range: 10-22kg)\n * @returns Opacity value for fat layer (0.05-0.85)\n *\n * @korean 지방층투명도계산\n */\nexport const calculateFatLayerOpacity = (fatMass: number): number => {\n const minFat = 10; // Amsalja minimum\n const maxFat = 22; // Jojik maximum\n const normalizedFat = (fatMass - minFat) / (maxFat - minFat);\n\n return Math.max(0.05, Math.min(0.85, 0.05 + normalizedFat * 0.8));\n};\n\n/**\n * Calculate fat layer thickness with non-linear scaling.\n *\n * Previous: 0.05-0.45 linear\n * New: 0.02-0.60 exponential (skinny = very thin, heavy = very thick)\n *\n * @param fatMass - Fat mass in kilograms (archetype range: 10-22kg)\n * @returns Scale increase for fat layer (0.02-0.60)\n *\n * @korean 지방층두께계산\n */\nexport const calculateFatLayerThickness = (fatMass: number): number => {\n const minFat = 10;\n const maxFat = 22;\n const normalizedFat = (fatMass - minFat) / (maxFat - minFat);\n\n const exponentialFat = Math.pow(normalizedFat, 1.5);\n\n return Math.max(0.02, Math.min(0.6, 0.02 + exponentialFat * 0.58));\n};\n\n/**\n * Props for BoneAttachedMuscle component\n *\n * @korean 뼈부착근육속성\n */\nexport interface BoneAttachedMuscleProps {\n /** Muscle attachment configuration */\n readonly attachment: MuscleAttachment;\n /** Tension level (0-1) for muscle flex */\n readonly tension: number;\n /** Whether muscle is shaking (exhausted state) */\n readonly isShaking: boolean;\n /** Muscle scale factor based on archetype */\n readonly muscleScaleFactor: number;\n /** Fat layer opacity */\n readonly fatLayerOpacity: number;\n /** Fat layer thickness multiplier */\n readonly fatLayerThickness: number;\n}\n\n/**\n * Single bone-attached muscle component\n *\n * Renders a muscle mesh that follows its parent bone's transformations.\n * Includes dynamic scaling based on tension and archetype.\n *\n * @korean 뼈부착근육컴포넌트\n */\nexport const BoneAttachedMuscle: React.FC<BoneAttachedMuscleProps> = ({\n attachment,\n tension,\n isShaking,\n muscleScaleFactor,\n fatLayerOpacity,\n fatLayerThickness,\n}) => {\n const meshRef = useRef<THREE.Mesh>(null);\n const fatMeshRef = useRef<THREE.Mesh>(null);\n\n const roundedTension = Math.round(tension * 100) / 100;\n\n const currentScale = useMemo(() => {\n const t = Math.max(0, Math.min(1, roundedTension));\n const lerp = (start: number, end: number, factor: number) =>\n start + (end - start) * factor;\n\n return new THREE.Vector3(\n lerp(attachment.baseScale.x, attachment.maxFlexScale.x, t) *\n muscleScaleFactor,\n lerp(attachment.baseScale.y, attachment.maxFlexScale.y, t) *\n muscleScaleFactor,\n lerp(attachment.baseScale.z, attachment.maxFlexScale.z, t) *\n muscleScaleFactor,\n );\n }, [attachment, roundedTension, muscleScaleFactor]);\n\n const fatScale = useMemo(() => {\n return new THREE.Vector3(\n currentScale.x * (1 + fatLayerThickness),\n currentScale.y * (1 + fatLayerThickness),\n currentScale.z * (1 + fatLayerThickness),\n );\n }, [currentScale, fatLayerThickness]);\n\n const muscleColor = useMemo(() => {\n if (isShaking) {\n return KOREAN_COLORS.MUSCLE_EXHAUSTED;\n } else if (roundedTension > 0.7) {\n return KOREAN_COLORS.MUSCLE_FLEXED;\n }\n return KOREAN_COLORS.MUSCLE_TONE;\n }, [roundedTension, isShaking]);\n\n useFrame((state) => {\n if (!meshRef.current) return;\n\n if (!isShaking) {\n meshRef.current.rotation.z = attachment.localRotation.z;\n return;\n }\n\n const shake = Math.sin(state.clock.elapsedTime * 20 * Math.PI * 2) * 0.02;\n meshRef.current.rotation.z = attachment.localRotation.z + shake;\n if (fatMeshRef.current) {\n fatMeshRef.current.rotation.z = attachment.localRotation.z + shake;\n }\n });\n\n return (\n <group\n position={\n attachment.localOffset\n .toArray()\n .map((v) => v * MUSCLE_GEOMETRY_NORMALIZATION) as [\n number,\n number,\n number,\n ]\n }\n rotation={[attachment.localRotation.x, attachment.localRotation.y, 0]}\n >\n {/* Main muscle mesh */}\n <mesh\n ref={meshRef}\n rotation={[0, 0, attachment.localRotation.z]}\n scale={currentScale.toArray()}\n castShadow\n receiveShadow\n name={`muscle-${attachment.name}`}\n >\n <capsuleGeometry\n args={[\n attachment.radius * MUSCLE_GEOMETRY_NORMALIZATION,\n attachment.length * MUSCLE_GEOMETRY_NORMALIZATION,\n 8,\n 16,\n ]}\n />\n <meshPhysicalMaterial\n color={muscleColor}\n metalness={0.02}\n roughness={0.85}\n clearcoat={0.08}\n clearcoatRoughness={0.6}\n envMapIntensity={0.3}\n sheen={0.15}\n sheenRoughness={0.8}\n sheenColor={muscleColor}\n />\n </mesh>\n\n {/* Fat layer (only visible when fat mass is significant) */}\n {fatLayerOpacity > 0.05 && (\n <mesh\n ref={fatMeshRef}\n rotation={[0, 0, attachment.localRotation.z]}\n scale={fatScale.toArray()}\n castShadow\n receiveShadow\n name={`fat-layer-${attachment.name}`}\n >\n <capsuleGeometry\n args={[\n attachment.radius * MUSCLE_GEOMETRY_NORMALIZATION,\n attachment.length * MUSCLE_GEOMETRY_NORMALIZATION,\n 8,\n 16,\n ]}\n />\n <meshStandardMaterial\n color={KOREAN_COLORS.SKIN_TONE}\n metalness={0.05}\n roughness={0.95}\n transparent={true}\n opacity={fatLayerOpacity}\n depthWrite={false}\n />\n </mesh>\n )}\n </group>\n );\n};\n\n/**\n * Props for BoneMuscles component (renders all muscles for a bone)\n *\n * @korean 뼈근육들속성\n */\nexport interface BoneMusclesProps {\n /** Bone name to look up muscles for */\n readonly boneName: string;\n /** Map of muscle name to tension level */\n readonly muscleStates: Map<string, number>;\n /** Whether character is exhausted (triggers shaking) */\n readonly isExhausted: boolean;\n /** Physical attributes for scaling */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n };\n}\n\n/**\n * Renders all muscles attached to a specific bone\n *\n * Looks up muscle attachments by bone name and renders each one.\n * Muscles inherit the bone's transformations automatically.\n *\n * @korean 뼈근육들컴포넌트\n */\nexport const BoneMuscles: React.FC<BoneMusclesProps> = ({\n boneName,\n muscleStates,\n isExhausted,\n physicalAttributes,\n}) => {\n const attachments = BONE_MUSCLE_MAP[boneName];\n\n const muscleScaleFactor = useMemo(() => {\n if (!physicalAttributes) return 1.0;\n return calculateMuscleScaleFactor(physicalAttributes.muscleMass);\n }, [physicalAttributes]);\n\n const fatLayerOpacity = useMemo(() => {\n if (!physicalAttributes) return 0.0;\n return calculateFatLayerOpacity(physicalAttributes.fatMass);\n }, [physicalAttributes]);\n\n const fatLayerThickness = useMemo(() => {\n if (!physicalAttributes) return 0.0;\n return calculateFatLayerThickness(physicalAttributes.fatMass);\n }, [physicalAttributes]);\n\n if (!attachments || attachments.length === 0) {\n return null;\n }\n\n return (\n <>\n {attachments.map((attachment) => {\n const tension = muscleStates.get(attachment.name) ?? 0;\n const isShaking =\n isExhausted &&\n tension > DEFAULT_MUSCLE_CONFIG.shakingTensionThreshold;\n\n return (\n 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{"version":3,"file":"BoneClothing.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BoneClothing.tsx"],"sourcesContent":["/**\n * Bone-attached clothing system for realistic clothing movement with skeleton\n *\n * **Enhanced Features (v0.6.23+)**:\n * - **Subsurface Scattering**: Realistic fabric translucency with light transmission\n * - **Physical Materials**: Advanced PBR materials with clearcoat and reflectivity\n * - **Body Thickness Scaling**: Accurate clothing sizing based on muscle/fat mass\n * - **Archetype Styling**: Unique clothing sets for all 5 player archetypes\n *\n * Clothing is rendered as children of their parent bones, inheriting bone\n * transformations automatically for proper movement during animation.\n * This mirrors the BoneMuscles approach for consistent rendering.\n *\n * **Visual Quality**:\n * - Transmission: 0.05 (minimal light passing through fabric)\n * - Thickness: 0.2 (thin fabric simulation)\n * - IOR: 1.4 (realistic fabric index of refraction)\n * - Clearcoat: 0.3 (surface depth and sheen)\n * - Double-sided rendering for cloth folding\n *\n * **Performance**:\n * - Geometry disposal on unmount (prevents memory leaks)\n * - Material cleanup system\n * - Optimized attachment calculations with useMemo\n *\n * @module components/three/BoneClothing\n * @category 3D Components\n * @korean 뼈부착의류시스템\n */\n\nimport React, { useEffect, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport {\n BICEP_RADIUS,\n CALF_RADIUS,\n CLOTHING_THICKNESS_FITTED,\n CORE_RADIUS,\n FOREARM_RADIUS,\n PECTORALS_RADIUS,\n QUAD_RADIUS,\n calculateClothingRadius,\n} from \"../../../../constants/bodyDimensions\";\nimport { getArchetypeClothing } from \"../../../../data/archetypeClothing\";\nimport type {\n ClothingItem,\n ClothingMaterial,\n} from \"../../../../types/clothing\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport {\n FABRIC_PRESETS,\n generateFabricTextureSet,\n type FabricTextureSet,\n} from \"../../../../utils/fabricTextures\";\n\n/**\n * Clothing attachment configuration for a bone\n *\n * Defines how clothing is positioned relative to its parent bone.\n * Position is in local bone space, so clothing moves with the bone.\n *\n * @korean 의류부착설정\n */\nexport interface ClothingAttachment {\n /** Geometry for this clothing piece */\n readonly geometry: THREE.BufferGeometry;\n /** Local position offset from bone origin */\n readonly localOffset: THREE.Vector3;\n /** Local rotation relative to bone */\n readonly localRotation: THREE.Euler;\n /** Color of the clothing */\n readonly color: number;\n /** Emissive color for glow effects */\n readonly emissiveColor?: number;\n /** Emissive intensity */\n readonly emissiveIntensity?: number;\n /** Metalness for material */\n readonly metalness?: number;\n /** Roughness for material */\n readonly roughness?: number;\n /** Clothing item ID */\n readonly itemId: string;\n}\n\n/**\n * Props for BoneClothing component\n */\nexport interface BoneClothingProps {\n /** Name of the bone this clothing attaches to */\n readonly boneName: string;\n /** Player archetype for clothing style */\n readonly archetype: PlayerArchetype;\n /** Physical attributes for sizing */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth: number;\n readonly torsoLength: number;\n readonly armLength: number;\n readonly legLength: number;\n };\n}\n\n/**\n * Calculate body thickness multiplier based on muscle mass and fat mass\n *\n * Uses linear scaling with reasonable limits to prevent \"michelin man\" effect.\n * This matches the BodySurface calculation for consistency.\n *\n * @param muscleMass - Muscle mass in kg\n * @param fatMass - Fat mass in kg\n * @returns Body thickness multiplier (0.75 - 1.20)\n */\nconst calculateBodyThickness = (\n muscleMass: number,\n fatMass: number,\n): number => {\n const referenceMuscle = 35; // Reference: athletic build\n const referenceFat = 12; // Reference: low body fat\n\n const muscleRatio = muscleMass / referenceMuscle;\n const fatRatio = fatMass / referenceFat;\n\n const muscleContribution = (muscleRatio - 1.0) * 0.15;\n const fatContribution = (fatRatio - 1.0) * 0.2;\n\n return Math.max(\n 0.75,\n Math.min(1.2, 0.85 + muscleContribution + fatContribution),\n );\n};\n\n/**\n * Get fabric preset based on clothing material type\n */\nconst getFabricPreset = (\n material: ClothingMaterial,\n): keyof typeof FABRIC_PRESETS => {\n switch (material) {\n case \"fabric\":\n return \"dobok\";\n case \"tactical\":\n case \"synthetic\":\n return \"tactical\";\n case \"leather\":\n case \"armored\":\n return \"leather\";\n case \"cybernetic\":\n return \"silk\"; // Shiny synthetic look\n default:\n return \"dobok\";\n }\n};\n\n/**\n * Convert number color to hex string\n */\nconst numberToHex = (color: number): string => {\n return `#${color.toString(16).padStart(6, \"0\")}`;\n};\n\n/**\n * Get clothing attachments for a specific bone\n */\nconst getClothingForBone = (\n boneName: string,\n archetype: PlayerArchetype,\n physicalAttributes: {\n muscleMass: number;\n fatMass: number;\n shoulderWidth: number;\n torsoLength: number;\n armLength: number;\n legLength: number;\n },\n): ClothingAttachment[] => {\n const clothingSet = getArchetypeClothing(archetype);\n const attachments: ClothingAttachment[] = [];\n\n const bodyThickness = calculateBodyThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n\n const torsoScale = physicalAttributes.torsoLength / 59;\n const legScale = physicalAttributes.legLength / 96;\n\n for (const item of clothingSet.items) {\n const attachmentsForItem = getAttachmentsForItem(\n item,\n boneName,\n bodyThickness,\n torsoScale,\n legScale,\n physicalAttributes,\n );\n attachments.push(...attachmentsForItem);\n }\n\n return attachments;\n};\n\n/**\n * Generate clothing attachments for a specific item on a bone\n */\nconst getAttachmentsForItem = (\n item: ClothingItem,\n boneName: string,\n bodyThickness: number,\n torsoScale: number,\n legScale: number,\n physicalAttributes: {\n shoulderWidth: number;\n armLength: number;\n legLength: number;\n },\n): ClothingAttachment[] => {\n const fitScaleMap: Record<string, number> = {\n tight: 1.08,\n fitted: 1.15,\n loose: 1.25,\n oversized: 1.4,\n };\n const fitScale = fitScaleMap[item.fit] ?? 1.15;\n const attachments: ClothingAttachment[] = [];\n\n switch (item.type) {\n case \"torso\":\n if (boneName === \"spine_middle\") {\n const height = (59 / 100) * torsoScale * 1.2; // Using base torsoLength\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const torsoRadius =\n ((physicalAttributes.shoulderWidth / 100) * 0.5 * bodyThickness +\n PECTORALS_RADIUS * bodyThickness) *\n 0.5;\n const clothingRadius = calculateClothingRadius(\n torsoRadius,\n 1.0, // bodyThickness already applied above\n clothingThickness,\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.95, // Slightly narrower at top (chest taper)\n clothingRadius * 1.05, // Slightly wider at bottom (waist)\n height,\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n\n if (boneName === \"upper_arm_L\" || boneName === \"upper_arm_R\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const clothingRadius = calculateClothingRadius(\n BICEP_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const upperArmLength = (physicalAttributes.armLength / 100) * 0.45;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 1.05, // Slightly larger at top\n clothingRadius * 0.95, // Tapers slightly\n upperArmLength,\n 12,\n ),\n localOffset: new THREE.Vector3(0, -upperArmLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-sleeve-upper-${boneName}`,\n });\n }\n\n if (boneName === \"forearm_L\" || boneName === \"forearm_R\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale * 0.8;\n const clothingRadius = calculateClothingRadius(\n FOREARM_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const forearmLength = (physicalAttributes.armLength / 100) * 0.4;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.98, // Slightly smaller at top\n clothingRadius * 0.85, // Tapers toward wrist\n forearmLength,\n 12,\n ),\n localOffset: new THREE.Vector3(0, -forearmLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-sleeve-forearm-${boneName}`,\n });\n }\n break;\n\n case \"pants\":\n if (boneName === \"thigh_L\" || boneName === \"thigh_R\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale * 1.3;\n const clothingRadius = calculateClothingRadius(\n QUAD_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const thighLength =\n (physicalAttributes.legLength / 100) * legScale * 0.45;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 1.08, // Larger at hip\n clothingRadius * 0.92, // Tapers toward knee\n thighLength,\n 16,\n ),\n localOffset: new THREE.Vector3(0, -thighLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-thigh-${boneName}`,\n });\n }\n\n if (boneName === \"shin_L\" || boneName === \"shin_R\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const clothingRadius = calculateClothingRadius(\n CALF_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const shinLength =\n (physicalAttributes.legLength / 100) * legScale * 0.42;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.95, // Larger at knee\n clothingRadius * 0.75, // Tapers toward ankle\n shinLength,\n 16,\n ),\n localOffset: new THREE.Vector3(0, -shinLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-shin-${boneName}`,\n });\n }\n break;\n\n case \"belt\":\n if (boneName === \"pelvis\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const waistRadius = CORE_RADIUS * bodyThickness;\n const beltRadius = calculateClothingRadius(\n waistRadius,\n 1.0, // bodyThickness already applied\n clothingThickness + 0.005, // Extra so belt sits outside clothing\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n beltRadius,\n beltRadius,\n 0.06, // Belt height\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n break;\n\n case \"vest\":\n if (boneName === \"spine_middle\") {\n const height = (59 / 100) * 0.75 * torsoScale;\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const torsoRadius =\n ((physicalAttributes.shoulderWidth / 100) * 0.5 * bodyThickness +\n (PECTORALS_RADIUS + 0.01) * bodyThickness) *\n 0.5;\n const vestRadius = calculateClothingRadius(\n torsoRadius,\n 1.0, // bodyThickness already applied\n clothingThickness + 0.008, // Extra gap for layering over shirt\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n vestRadius * 0.97, // Slightly narrower at top\n vestRadius * 1.03, // Slightly wider at bottom\n height,\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n break;\n }\n\n return attachments;\n};\n\n/**\n * BoneClothing Component\n *\n * Renders clothing attached to a specific bone.\n * Clothing inherits bone transformations automatically through the scene graph.\n *\n * @korean 뼈부착의류\n */\nexport const BoneClothing: React.FC<BoneClothingProps> = ({\n boneName,\n archetype,\n physicalAttributes,\n}) => {\n const attrs = useMemo(\n () =>\n physicalAttributes ?? {\n muscleMass: 35,\n fatMass: 12,\n shoulderWidth: 45,\n torsoLength: 59,\n armLength: 62,\n legLength: 96,\n },\n [physicalAttributes],\n );\n\n const attachments = useMemo(\n () => getClothingForBone(boneName, archetype, attrs),\n [boneName, archetype, attrs],\n );\n\n const clothingSet = useMemo(\n () => getArchetypeClothing(archetype),\n [archetype],\n );\n\n /**\n * Generate fabric textures for realistic dobok (도복) rendering\n *\n * Creates procedural weave patterns, normal maps, and roughness maps\n * for enhanced cloth realism without external image assets.\n *\n * @korean 직물텍스처생성\n */\n const fabricTextures = useMemo(() => {\n const textureMap = new Map<string, FabricTextureSet>();\n\n for (const item of clothingSet.items) {\n if (!textureMap.has(item.material)) {\n const preset = getFabricPreset(item.material);\n const colorHex = numberToHex(item.colorPrimary);\n textureMap.set(\n item.material,\n generateFabricTextureSet(colorHex, preset),\n );\n }\n }\n\n return textureMap;\n }, [clothingSet]);\n\n useEffect(() => {\n return () => {\n fabricTextures.forEach((textureSet) => textureSet.dispose());\n };\n }, [fabricTextures]);\n\n /**\n * Create materials with advanced physical properties for realistic cloth rendering\n *\n * Enhanced with:\n * - **Fabric textures**: Procedural weave patterns for dobok authenticity\n * - **Normal maps**: Surface detail for thread texture visibility\n * - **Roughness maps**: Realistic light scattering on fabric surface\n * - Subsurface scattering: Light transmission through fabric for realism\n * - Clearcoat: Surface depth and sheen for material quality\n * - Double-sided rendering: Proper display when cloth folds\n * - Physical properties: IOR, reflectivity for authentic appearance\n *\n * @korean 향상된물리재료생성\n */\n const materials = useMemo(() => {\n return attachments.map((attachment) => {\n const clothingItem = clothingSet.items.find((item) =>\n attachment.itemId.startsWith(item.id),\n );\n const materialType = clothingItem?.material ?? \"fabric\";\n const textureSet = fabricTextures.get(materialType);\n\n let normalScale: THREE.Vector2 | undefined;\n try {\n normalScale = new THREE.Vector2(0.3, 0.3);\n } catch {\n normalScale = undefined;\n }\n\n const mat = new THREE.MeshPhysicalMaterial({\n color: attachment.color,\n map: textureSet?.colorMap ?? null,\n normalMap: textureSet?.normalMap ?? null,\n normalScale, // Subtle normal effect\n roughnessMap: textureSet?.roughnessMap ?? null,\n emissive: attachment.emissiveColor ?? 0x000000,\n emissiveIntensity: attachment.emissiveIntensity ?? 0,\n metalness: attachment.metalness ?? 0.1, // Lower metalness for fabric\n roughness: attachment.roughness ?? 0.8, // Higher roughness for cloth\n clearcoat: 0.2,\n clearcoatRoughness: 0.6,\n transmission: 0.03, // Minimal light transmission through fabric\n thickness: 0.15, // Thin fabric thickness\n ior: 1.4, // Index of refraction for fabric (lower than glass)\n reflectivity: 0.2,\n side: THREE.DoubleSide,\n flatShading: false,\n });\n return mat;\n });\n }, [attachments, clothingSet, fabricTextures]);\n\n useEffect(() => {\n return () => {\n materials.forEach((mat) => mat.dispose());\n };\n }, [materials]);\n\n useEffect(() => {\n return () => {\n attachments.forEach((attachment) => {\n attachment.geometry.dispose();\n });\n };\n }, [attachments]);\n\n if (attachments.length === 0) {\n return null;\n }\n\n return (\n <>\n {attachments.map((attachment, index) => (\n <mesh\n key={attachment.itemId}\n geometry={attachment.geometry}\n material={materials[index]}\n position={attachment.localOffset.toArray()}\n rotation={[\n attachment.localRotation.x,\n attachment.localRotation.y,\n attachment.localRotation.z,\n ]}\n castShadow\n receiveShadow\n name={`clothing-${attachment.itemId}`}\n />\n ))}\n </>\n );\n};\n\nexport default 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{"version":3,"file":"BoneClothing.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BoneClothing.tsx"],"sourcesContent":["/**\n * Bone-attached clothing system for realistic clothing movement with skeleton\n *\n * **Enhanced Features (v0.6.23+)**:\n * - **Subsurface Scattering**: Realistic fabric translucency with light transmission\n * - **Physical Materials**: Advanced PBR materials with clearcoat and reflectivity\n * - **Body Thickness Scaling**: Accurate clothing sizing based on muscle/fat mass\n * - **Archetype Styling**: Unique clothing sets for all 5 player archetypes\n *\n * Clothing is rendered as children of their parent bones, inheriting bone\n * transformations automatically for proper movement during animation.\n * This mirrors the BoneMuscles approach for consistent rendering.\n *\n * **Visual Quality**:\n * - Transmission: 0.05 (minimal light passing through fabric)\n * - Thickness: 0.2 (thin fabric simulation)\n * - IOR: 1.4 (realistic fabric index of refraction)\n * - Clearcoat: 0.3 (surface depth and sheen)\n * - Double-sided rendering for cloth folding\n *\n * **Performance**:\n * - Geometry disposal on unmount (prevents memory leaks)\n * - Material cleanup system\n * - Optimized attachment calculations with useMemo\n *\n * @module components/three/BoneClothing\n * @category 3D Components\n * @korean 뼈부착의류시스템\n */\n\nimport React, { useEffect, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport {\n BICEP_RADIUS,\n CALF_RADIUS,\n CLOTHING_THICKNESS_FITTED,\n CORE_RADIUS,\n FOREARM_RADIUS,\n PECTORALS_RADIUS,\n QUAD_RADIUS,\n calculateClothingRadius,\n} from \"../../../../constants/bodyDimensions\";\nimport { getArchetypeClothing } from \"../../../../data/archetypeClothing\";\nimport type {\n ClothingItem,\n ClothingMaterial,\n} from \"../../../../types/clothing\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport {\n FABRIC_PRESETS,\n generateFabricTextureSet,\n type FabricTextureSet,\n} from \"../../../../utils/fabricTextures\";\n\n/**\n * Clothing attachment configuration for a bone\n *\n * Defines how clothing is positioned relative to its parent bone.\n * Position is in local bone space, so clothing moves with the bone.\n *\n * @korean 의류부착설정\n */\nexport interface ClothingAttachment {\n /** Geometry for this clothing piece */\n readonly geometry: THREE.BufferGeometry;\n /** Local position offset from bone origin */\n readonly localOffset: THREE.Vector3;\n /** Local rotation relative to bone */\n readonly localRotation: THREE.Euler;\n /** Color of the clothing */\n readonly color: number;\n /** Emissive color for glow effects */\n readonly emissiveColor?: number;\n /** Emissive intensity */\n readonly emissiveIntensity?: number;\n /** Metalness for material */\n readonly metalness?: number;\n /** Roughness for material */\n readonly roughness?: number;\n /** Clothing item ID */\n readonly itemId: string;\n}\n\n/**\n * Props for BoneClothing component\n */\nexport interface BoneClothingProps {\n /** Name of the bone this clothing attaches to */\n readonly boneName: string;\n /** Player archetype for clothing style */\n readonly archetype: PlayerArchetype;\n /** Physical attributes for sizing */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth: number;\n readonly torsoLength: number;\n readonly armLength: number;\n readonly legLength: number;\n };\n}\n\n/**\n * Calculate body thickness multiplier based on muscle mass and fat mass\n *\n * Uses linear scaling with reasonable limits to prevent \"michelin man\" effect.\n * This matches the BodySurface calculation for consistency.\n *\n * @param muscleMass - Muscle mass in kg\n * @param fatMass - Fat mass in kg\n * @returns Body thickness multiplier (0.75 - 1.20)\n */\nconst calculateBodyThickness = (\n muscleMass: number,\n fatMass: number,\n): number => {\n const referenceMuscle = 35; // Reference: athletic build\n const referenceFat = 12; // Reference: low body fat\n\n const muscleRatio = muscleMass / referenceMuscle;\n const fatRatio = fatMass / referenceFat;\n\n const muscleContribution = (muscleRatio - 1.0) * 0.15;\n const fatContribution = (fatRatio - 1.0) * 0.2;\n\n return Math.max(\n 0.75,\n Math.min(1.2, 0.85 + muscleContribution + fatContribution),\n );\n};\n\n/**\n * Get fabric preset based on clothing material type\n */\nconst getFabricPreset = (\n material: ClothingMaterial,\n): keyof typeof FABRIC_PRESETS => {\n switch (material) {\n case \"fabric\":\n return \"dobok\";\n case \"tactical\":\n case \"synthetic\":\n return \"tactical\";\n case \"leather\":\n case \"armored\":\n return \"leather\";\n case \"cybernetic\":\n return \"silk\"; // Shiny synthetic look\n default:\n return \"dobok\";\n }\n};\n\n/**\n * Convert number color to hex string\n */\nconst numberToHex = (color: number): string => {\n return `#${color.toString(16).padStart(6, \"0\")}`;\n};\n\n/**\n * Get clothing attachments for a specific bone\n */\nconst getClothingForBone = (\n boneName: string,\n archetype: PlayerArchetype,\n physicalAttributes: {\n muscleMass: number;\n fatMass: number;\n shoulderWidth: number;\n torsoLength: number;\n armLength: number;\n legLength: number;\n },\n): ClothingAttachment[] => {\n const clothingSet = getArchetypeClothing(archetype);\n const attachments: ClothingAttachment[] = [];\n\n const bodyThickness = calculateBodyThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n\n const torsoScale = physicalAttributes.torsoLength / 59;\n const legScale = physicalAttributes.legLength / 96;\n\n for (const item of clothingSet.items) {\n const attachmentsForItem = getAttachmentsForItem(\n item,\n boneName,\n bodyThickness,\n torsoScale,\n legScale,\n physicalAttributes,\n );\n attachments.push(...attachmentsForItem);\n }\n\n return attachments;\n};\n\n/**\n * Generate clothing attachments for a specific item on a bone\n */\nconst getAttachmentsForItem = (\n item: ClothingItem,\n boneName: string,\n bodyThickness: number,\n torsoScale: number,\n legScale: number,\n physicalAttributes: {\n shoulderWidth: number;\n armLength: number;\n legLength: number;\n },\n): ClothingAttachment[] => {\n const fitScaleMap: Record<string, number> = {\n tight: 1.08,\n fitted: 1.15,\n loose: 1.25,\n oversized: 1.4,\n };\n const fitScale = fitScaleMap[item.fit] ?? 1.15;\n const attachments: ClothingAttachment[] = [];\n\n switch (item.type) {\n case \"torso\":\n if (boneName === \"spine_middle\") {\n const height = (59 / 100) * torsoScale * 1.2; // Using base torsoLength\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const torsoRadius =\n ((physicalAttributes.shoulderWidth / 100) * 0.5 * bodyThickness +\n PECTORALS_RADIUS * bodyThickness) *\n 0.5;\n const clothingRadius = calculateClothingRadius(\n torsoRadius,\n 1.0, // bodyThickness already applied above\n clothingThickness,\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.95, // Slightly narrower at top (chest taper)\n clothingRadius * 1.05, // Slightly wider at bottom (waist)\n height,\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n\n if (boneName === \"upper_arm_L\" || boneName === \"upper_arm_R\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const clothingRadius = calculateClothingRadius(\n BICEP_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const upperArmLength = (physicalAttributes.armLength / 100) * 0.45;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 1.05, // Slightly larger at top\n clothingRadius * 0.95, // Tapers slightly\n upperArmLength,\n 12,\n ),\n localOffset: new THREE.Vector3(0, -upperArmLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-sleeve-upper-${boneName}`,\n });\n }\n\n if (boneName === \"forearm_L\" || boneName === \"forearm_R\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale * 0.8;\n const clothingRadius = calculateClothingRadius(\n FOREARM_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const forearmLength = (physicalAttributes.armLength / 100) * 0.4;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.98, // Slightly smaller at top\n clothingRadius * 0.85, // Tapers toward wrist\n forearmLength,\n 12,\n ),\n localOffset: new THREE.Vector3(0, -forearmLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-sleeve-forearm-${boneName}`,\n });\n }\n break;\n\n case \"pants\":\n if (boneName === \"thigh_L\" || boneName === \"thigh_R\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale * 1.3;\n const clothingRadius = calculateClothingRadius(\n QUAD_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const thighLength =\n (physicalAttributes.legLength / 100) * legScale * 0.45;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 1.08, // Larger at hip\n clothingRadius * 0.92, // Tapers toward knee\n thighLength,\n 16,\n ),\n localOffset: new THREE.Vector3(0, -thighLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-thigh-${boneName}`,\n });\n }\n\n if (boneName === \"shin_L\" || boneName === \"shin_R\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const clothingRadius = calculateClothingRadius(\n CALF_RADIUS,\n bodyThickness,\n clothingThickness,\n );\n const shinLength =\n (physicalAttributes.legLength / 100) * legScale * 0.42;\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n clothingRadius * 0.95, // Larger at knee\n clothingRadius * 0.75, // Tapers toward ankle\n shinLength,\n 16,\n ),\n localOffset: new THREE.Vector3(0, -shinLength * 0.4, 0),\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: `${item.id}-shin-${boneName}`,\n });\n }\n break;\n\n case \"belt\":\n if (boneName === \"pelvis\") {\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const waistRadius = CORE_RADIUS * bodyThickness;\n const beltRadius = calculateClothingRadius(\n waistRadius,\n 1.0, // bodyThickness already applied\n clothingThickness + 0.005, // Extra so belt sits outside clothing\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n beltRadius,\n beltRadius,\n 0.06, // Belt height\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n break;\n\n case \"vest\":\n if (boneName === \"spine_middle\") {\n const height = (59 / 100) * 0.75 * torsoScale;\n const clothingThickness = CLOTHING_THICKNESS_FITTED * fitScale;\n const torsoRadius =\n ((physicalAttributes.shoulderWidth / 100) * 0.5 * bodyThickness +\n (PECTORALS_RADIUS + 0.01) * bodyThickness) *\n 0.5;\n const vestRadius = calculateClothingRadius(\n torsoRadius,\n 1.0, // bodyThickness already applied\n clothingThickness + 0.008, // Extra gap for layering over shirt\n );\n attachments.push({\n geometry: new THREE.CylinderGeometry(\n vestRadius * 0.97, // Slightly narrower at top\n vestRadius * 1.03, // Slightly wider at bottom\n height,\n 16, // Smooth cylinder\n ),\n localOffset: new THREE.Vector3(0, 0, 0), // Centered on bone\n localRotation: new THREE.Euler(0, 0, 0),\n color: item.colorPrimary,\n emissiveColor: item.colorEmissive,\n emissiveIntensity: item.emissiveIntensity,\n metalness: item.metalness,\n roughness: item.roughness,\n itemId: item.id,\n });\n }\n break;\n }\n\n return attachments;\n};\n\n/**\n * BoneClothing Component\n *\n * Renders clothing attached to a specific bone.\n * Clothing inherits bone transformations automatically through the scene graph.\n *\n * @korean 뼈부착의류\n */\nexport const BoneClothing: React.FC<BoneClothingProps> = ({\n boneName,\n archetype,\n physicalAttributes,\n}) => {\n const attrs = useMemo(\n () =>\n physicalAttributes ?? {\n muscleMass: 35,\n fatMass: 12,\n shoulderWidth: 45,\n torsoLength: 59,\n armLength: 62,\n legLength: 96,\n },\n [physicalAttributes],\n );\n\n const attachments = useMemo(\n () => getClothingForBone(boneName, archetype, attrs),\n [boneName, archetype, attrs],\n );\n\n const clothingSet = useMemo(\n () => getArchetypeClothing(archetype),\n [archetype],\n );\n\n /**\n * Generate fabric textures for realistic dobok (도복) rendering\n *\n * Creates procedural weave patterns, normal maps, and roughness maps\n * for enhanced cloth realism without external image assets.\n *\n * @korean 직물텍스처생성\n */\n const fabricTextures = useMemo(() => {\n const textureMap = new Map<string, FabricTextureSet>();\n\n for (const item of clothingSet.items) {\n if (!textureMap.has(item.material)) {\n const preset = getFabricPreset(item.material);\n const colorHex = numberToHex(item.colorPrimary);\n textureMap.set(\n item.material,\n generateFabricTextureSet(colorHex, preset),\n );\n }\n }\n\n return textureMap;\n }, [clothingSet]);\n\n useEffect(() => {\n return () => {\n fabricTextures.forEach((textureSet) => textureSet.dispose());\n };\n }, [fabricTextures]);\n\n /**\n * Create materials with advanced physical properties for realistic cloth rendering\n *\n * Enhanced with:\n * - **Fabric textures**: Procedural weave patterns for dobok authenticity\n * - **Normal maps**: Surface detail for thread texture visibility\n * - **Roughness maps**: Realistic light scattering on fabric surface\n * - Subsurface scattering: Light transmission through fabric for realism\n * - Clearcoat: Surface depth and sheen for material quality\n * - Double-sided rendering: Proper display when cloth folds\n * - Physical properties: IOR, reflectivity for authentic appearance\n *\n * @korean 향상된물리재료생성\n */\n const materials = useMemo(() => {\n return attachments.map((attachment) => {\n const clothingItem = clothingSet.items.find((item) =>\n attachment.itemId.startsWith(item.id),\n );\n const materialType = clothingItem?.material ?? \"fabric\";\n const textureSet = fabricTextures.get(materialType);\n\n let normalScale: THREE.Vector2 | undefined;\n try {\n normalScale = new THREE.Vector2(0.3, 0.3);\n } catch {\n normalScale = undefined;\n }\n\n const mat = new THREE.MeshPhysicalMaterial({\n color: attachment.color,\n map: textureSet?.colorMap ?? null,\n normalMap: textureSet?.normalMap ?? null,\n normalScale, // Subtle normal effect\n roughnessMap: textureSet?.roughnessMap ?? null,\n emissive: attachment.emissiveColor ?? 0x000000,\n emissiveIntensity: attachment.emissiveIntensity ?? 0,\n metalness: attachment.metalness ?? 0.1, // Lower metalness for fabric\n roughness: attachment.roughness ?? 0.8, // Higher roughness for cloth\n clearcoat: 0.2,\n clearcoatRoughness: 0.6,\n transmission: 0.03, // Minimal light transmission through fabric\n thickness: 0.15, // Thin fabric thickness\n ior: 1.4, // Index of refraction for fabric (lower than glass)\n reflectivity: 0.2,\n side: THREE.DoubleSide,\n flatShading: false,\n });\n return mat;\n });\n }, [attachments, clothingSet, fabricTextures]);\n\n useEffect(() => {\n return () => {\n materials.forEach((mat) => mat.dispose());\n };\n }, [materials]);\n\n useEffect(() => {\n return () => {\n attachments.forEach((attachment) => {\n attachment.geometry.dispose();\n });\n };\n }, [attachments]);\n\n if (attachments.length === 0) {\n return null;\n }\n\n return (\n <>\n {attachments.map((attachment, index) => (\n <mesh\n key={attachment.itemId}\n geometry={attachment.geometry}\n material={materials[index]}\n position={attachment.localOffset.toArray()}\n rotation={[\n attachment.localRotation.x,\n attachment.localRotation.y,\n attachment.localRotation.z,\n ]}\n castShadow\n receiveShadow\n name={`clothing-${attachment.itemId}`}\n />\n ))}\n </>\n );\n};\n\nexport default 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{"version":3,"file":"BoneRenderer.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BoneRenderer.tsx"],"sourcesContent":["/**\n * BoneRenderer component for visualizing skeletal hierarchy\n *\n * Renders bone hierarchy as connected capsule meshes with proper transformations.\n * Recursively renders parent-child bone relationships for complete skeleton visualization.\n *\n * @module components/three/BoneRenderer\n * @category 3D Components\n * @korean 뼈렌더러컴포넌트\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useMemo, useRef } from \"react\";\nimport * as THREE from \"three\";\nimport {\n BASE_BONE_RADIUS_RATIO,\n calculateBoneThickness,\n} from \"../../../../constants/bodyRenderingConstants\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport type {\n FacialDamageState,\n FacialExpression,\n} from \"../../../../types/facial\";\nimport { DEFAULT_FACIAL_DAMAGE } from \"../../../../types/facial\";\nimport type { HandAnimationState } from \"../../../../types/hand-animation\";\nimport type { Bone, SkeletalRig } from \"../../../../types/skeletal\";\nimport { BoneMuscles } from \"./BoneAttachedMuscles\";\nimport { BoneClothing } from \"./BoneClothing\";\nimport { BodySurface } from \"./BodySurface\";\nimport Face3D from \"./Face3D\";\nimport Foot3D from \"./Foot3D\";\nimport Hand3D from \"./Hand3D\";\n\n/**\n * Props for BoneRenderer component\n *\n * @category Component Props\n * @korean 뼈렌더러속성\n */\nexport interface BoneRendererProps {\n /**\n * Skeletal rig to render\n * @korean 골격\n */\n readonly rig: SkeletalRig;\n\n /**\n * Bone color\n * @korean 뼈색상\n */\n readonly color?: number;\n\n /**\n * Whether to show bones (for debugging)\n * @korean 뼈표시여부\n */\n readonly showBones?: boolean;\n\n /**\n * Render mode: 'solid' for solid meshes, 'debug' for wireframe\n * @korean 렌더모드\n */\n readonly renderMode?: \"solid\" | \"debug\";\n\n /**\n * Left hand animation state\n * @korean 왼손애니메이션상태\n */\n readonly leftHandState?: HandAnimationState;\n\n /**\n * Right hand animation state\n * @korean 오른손애니메이션상태\n */\n readonly rightHandState?: HandAnimationState;\n\n /**\n * Distance from camera for LOD\n * @korean 카메라거리\n */\n readonly cameraDistance?: number;\n\n /**\n * Current facial expression\n * @korean 얼굴표정\n */\n readonly facialExpression?: FacialExpression;\n\n /**\n * Facial damage state\n * @korean 얼굴손상\n */\n readonly facialDamage?: FacialDamageState;\n\n /**\n * Opponent position for eye tracking\n * @korean 상대위치\n */\n readonly opponentPosition?: THREE.Vector3;\n\n /**\n * Enable facial expressions rendering\n * @korean 얼굴표정렌더링\n */\n readonly enableFacialExpressions?: boolean;\n\n /**\n * Enable eye tracking\n * @korean 눈추적활성화\n */\n readonly enableEyeTracking?: boolean;\n\n /**\n * Physical attributes for bone thickness scaling\n * @korean 신체속성\n */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth?: number;\n readonly torsoLength?: number;\n readonly armLength?: number;\n readonly legLength?: number;\n };\n\n /**\n * Player archetype for clothing style\n * @korean 플레이어원형\n */\n readonly archetype?: PlayerArchetype;\n\n /**\n * Muscle tension states for bone-attached muscles\n * Map of muscle group name to tension level (0-1)\n * @korean 근육상태들\n */\n readonly muscleStates?: Map<string, number>;\n\n /**\n * Whether player is exhausted (triggers muscle shaking)\n * @korean 피로여부\n */\n readonly isExhausted?: boolean;\n}\n\n/**\n * Single bone renderer with transformation\n *\n * Renders a single bone as a capsule connecting to its parent.\n *\n * @param bone - Bone to render\n * @param color - Bone color\n * @param renderMode - Render mode\n * @param leftHandState - Left hand animation state\n * @param rightHandState - Right hand animation state\n * @param cameraDistance - Distance from camera\n * @param boneThicknessMultiplier - Thickness multiplier for bone radius\n * @korean 단일뼈렌더러\n */\nconst SingleBone: React.FC<{\n readonly bone: Bone;\n readonly color: number;\n readonly renderMode: \"solid\" | \"debug\";\n readonly leftHandState?: HandAnimationState;\n readonly rightHandState?: HandAnimationState;\n readonly cameraDistance?: number;\n readonly facialExpression?: FacialExpression;\n readonly facialDamage?: FacialDamageState;\n readonly opponentPosition?: THREE.Vector3;\n readonly enableFacialExpressions?: boolean;\n readonly enableEyeTracking?: boolean;\n readonly boneThicknessMultiplier?: number;\n readonly muscleStates?: Map<string, number>;\n readonly isExhausted?: boolean;\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth?: number;\n readonly torsoLength?: number;\n readonly armLength?: number;\n readonly legLength?: number;\n };\n readonly archetype?: PlayerArchetype;\n}> = ({\n bone,\n color,\n renderMode,\n leftHandState,\n rightHandState,\n cameraDistance = 10,\n facialExpression,\n facialDamage,\n opponentPosition,\n enableFacialExpressions = false,\n enableEyeTracking = true,\n boneThicknessMultiplier = 1.0,\n muscleStates,\n isExhausted = false,\n physicalAttributes,\n archetype,\n}) => {\n const groupRef = useRef<THREE.Group>(null);\n\n useFrame(() => {\n if (groupRef.current) {\n groupRef.current.rotation.set(\n bone.rotation.x,\n bone.rotation.y,\n bone.rotation.z,\n );\n groupRef.current.position.set(\n bone.position.x,\n bone.position.y,\n bone.position.z,\n );\n }\n });\n\n const boneTransform = useMemo(() => {\n const length = bone.length;\n const capsuleDefaultDirection = new THREE.Vector3(0, 1, 0);\n\n let rotation = new THREE.Euler(0, 0, 0);\n let offset = new THREE.Vector3(0, -length / 2, 0);\n\n if (bone.parent) {\n const x = bone.position.x ?? 0;\n const y = bone.position.y ?? 0;\n const z = bone.position.z ?? 0;\n\n const positionLength = Math.sqrt(x * x + y * y + z * z);\n if (positionLength > 0.001) {\n const targetX = x / positionLength;\n const targetY = y / positionLength;\n const targetZ = z / positionLength;\n const target = new THREE.Vector3(targetX, targetY, targetZ);\n\n const quaternion = new THREE.Quaternion().setFromUnitVectors(\n capsuleDefaultDirection,\n target,\n );\n rotation = new THREE.Euler().setFromQuaternion(quaternion);\n\n offset = new THREE.Vector3(\n (-targetX * length) / 2,\n (-targetY * length) / 2,\n (-targetZ * length) / 2,\n );\n }\n }\n\n return { length, rotation, offset };\n }, [bone]);\n\n const hasMuscles = muscleStates !== undefined && muscleStates.size > 0;\n\n return (\n <group\n ref={groupRef}\n scale={bone.scale.toArray()}\n name={`bone-${bone.name}`}\n >\n {/* Bone capsule connecting to parent - ONLY render if no muscles (muscles provide body shape) */}\n {renderMode === \"solid\" && !hasMuscles ? (\n <mesh\n position={boneTransform.offset.toArray()}\n rotation={[\n boneTransform.rotation.x,\n boneTransform.rotation.y,\n boneTransform.rotation.z,\n ]}\n castShadow\n receiveShadow\n >\n <capsuleGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n boneThicknessMultiplier, // Radius scaled by thickness\n boneTransform.length, // Length unchanged\n 4,\n 8,\n ]}\n />\n <meshPhysicalMaterial\n color={color}\n metalness={0.5}\n roughness={0.4}\n clearcoat={1.0}\n clearcoatRoughness={0.1}\n envMapIntensity={1.0}\n />\n </mesh>\n ) : renderMode === \"debug\" ? (\n <mesh\n position={boneTransform.offset.toArray()}\n rotation={[\n boneTransform.rotation.x,\n boneTransform.rotation.y,\n boneTransform.rotation.z,\n ]}\n >\n <capsuleGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n boneThicknessMultiplier, // Radius scaled by thickness\n boneTransform.length, // Length unchanged\n 4,\n 8,\n ]}\n />\n <meshBasicMaterial\n color={color}\n wireframe={true}\n transparent={true}\n opacity={0.5}\n />\n </mesh>\n ) : null}\n\n {/* Joint sphere at bone position */}\n {renderMode === \"debug\" && (\n <mesh>\n <sphereGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n 1.2 *\n boneThicknessMultiplier,\n 8,\n 8,\n ]}\n />\n <meshBasicMaterial color={KOREAN_COLORS.PRIMARY_CYAN} />\n </mesh>\n )}\n\n {/* Render bone-attached muscles */}\n {renderMode === \"solid\" && muscleStates && (\n <BoneMuscles\n boneName={bone.name}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n />\n )}\n\n {/* Render body surface (skin/flesh layer) - provides continuous humanoid appearance */}\n {renderMode === \"solid\" && archetype && physicalAttributes && (\n <BodySurface\n boneName={bone.name}\n archetype={archetype}\n cameraDistance={cameraDistance}\n physicalAttributes={{\n muscleMass: physicalAttributes.muscleMass,\n fatMass: physicalAttributes.fatMass,\n shoulderWidth: physicalAttributes.shoulderWidth ?? 45,\n torsoLength: physicalAttributes.torsoLength ?? 59,\n armLength: physicalAttributes.armLength ?? 77,\n legLength: physicalAttributes.legLength ?? 96,\n }}\n />\n )}\n\n {/* Render bone-attached clothing */}\n {renderMode === \"solid\" && archetype && physicalAttributes && (\n <BoneClothing\n boneName={bone.name}\n archetype={archetype}\n physicalAttributes={{\n muscleMass: physicalAttributes.muscleMass,\n fatMass: physicalAttributes.fatMass,\n shoulderWidth: physicalAttributes.shoulderWidth ?? 45,\n torsoLength: physicalAttributes.torsoLength ?? 59,\n armLength: physicalAttributes.armLength ?? 77,\n legLength: physicalAttributes.legLength ?? 96,\n }}\n />\n )}\n\n {/* Render children recursively */}\n {bone.children.map((childBone) => (\n <SingleBone\n key={childBone.name}\n bone={childBone}\n color={color}\n renderMode={renderMode}\n leftHandState={leftHandState}\n rightHandState={rightHandState}\n cameraDistance={cameraDistance}\n facialExpression={facialExpression}\n facialDamage={facialDamage}\n opponentPosition={opponentPosition}\n enableFacialExpressions={enableFacialExpressions}\n enableEyeTracking={enableEyeTracking}\n boneThicknessMultiplier={boneThicknessMultiplier}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n archetype={archetype}\n />\n ))}\n\n {/* Add hands at hand bones with animation state */}\n {bone.name === \"hand_L\" && leftHandState && (\n <Hand3D\n side=\"left\"\n pose={leftHandState.currentPose}\n fingerCurl={leftHandState.currentFingerCurl}\n distanceFromCamera={cameraDistance}\n wristRotation={leftHandState.currentWristRotation}\n isHighlighted={leftHandState.isHighlighted}\n highlightMode={leftHandState.highlightMode}\n skinColor={color}\n scale={1.0}\n />\n )}\n {bone.name === \"hand_R\" && rightHandState && (\n <Hand3D\n side=\"right\"\n pose={rightHandState.currentPose}\n fingerCurl={rightHandState.currentFingerCurl}\n distanceFromCamera={cameraDistance}\n wristRotation={rightHandState.currentWristRotation}\n isHighlighted={rightHandState.isHighlighted}\n highlightMode={rightHandState.highlightMode}\n skinColor={color}\n scale={1.0}\n />\n )}\n\n {/* Add feet at foot bones with archetype scaling */}\n {bone.name === \"foot_L\" && (\n <Foot3D\n side=\"left\"\n skinColor={color}\n scale={boneThicknessMultiplier}\n isHighlighted={false}\n />\n )}\n {bone.name === \"foot_R\" && (\n <Foot3D\n side=\"right\"\n skinColor={color}\n scale={boneThicknessMultiplier}\n isHighlighted={false}\n />\n )}\n\n {/* Add facial features at head bone */}\n {bone.name === \"head\" && enableFacialExpressions && facialExpression && (\n <Face3D\n expression={facialExpression}\n damage={facialDamage ?? DEFAULT_FACIAL_DAMAGE}\n opponentPosition={opponentPosition ?? new THREE.Vector3(5, 2, 0)}\n headRotation={bone.rotation.clone()}\n enableEyeTracking={enableEyeTracking}\n enableDamageVisuals={true}\n isMobile={cameraDistance > 15}\n skinColor={color}\n />\n )}\n </group>\n );\n};\n\n/**\n * BoneRenderer component\n *\n * Renders complete skeletal rig with recursive bone hierarchy.\n *\n * @example\n * ```tsx\n * const rig = createHumanoidRig();\n * <BoneRenderer rig={rig} color={0xFF6B6B} renderMode=\"solid\" />\n * ```\n *\n * @korean 뼈렌더러컴포넌트\n */\nexport const BoneRenderer: React.FC<BoneRendererProps> = ({\n rig,\n color = KOREAN_COLORS.ACCENT_RED,\n showBones = true,\n renderMode = \"solid\",\n leftHandState,\n rightHandState,\n cameraDistance = 10,\n facialExpression,\n facialDamage,\n opponentPosition,\n enableFacialExpressions = false, // Default false to avoid breaking existing tests\n enableEyeTracking = true,\n physicalAttributes,\n muscleStates,\n isExhausted = false,\n archetype,\n}) => {\n const boneThicknessMultiplier = useMemo(() => {\n if (!physicalAttributes) return 1.0;\n return calculateBoneThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n }, [physicalAttributes]);\n\n if (!showBones) {\n return null;\n }\n\n return (\n <group name=\"bone-renderer\">\n <SingleBone\n bone={rig.root}\n color={color}\n renderMode={renderMode}\n leftHandState={leftHandState}\n rightHandState={rightHandState}\n cameraDistance={cameraDistance}\n facialExpression={facialExpression}\n facialDamage={facialDamage}\n opponentPosition={opponentPosition}\n enableFacialExpressions={enableFacialExpressions}\n enableEyeTracking={enableEyeTracking}\n boneThicknessMultiplier={boneThicknessMultiplier}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n archetype={archetype}\n />\n </group>\n );\n};\n\nexport default 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{"version":3,"file":"BoneRenderer.js","names":[],"sources":["../../../../../src/components/shared/three/anatomy/BoneRenderer.tsx"],"sourcesContent":["/**\n * BoneRenderer component for visualizing skeletal hierarchy\n *\n * Renders bone hierarchy as connected capsule meshes with proper transformations.\n * Recursively renders parent-child bone relationships for complete skeleton visualization.\n *\n * @module components/three/BoneRenderer\n * @category 3D Components\n * @korean 뼈렌더러컴포넌트\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useMemo, useRef } from \"react\";\nimport * as THREE from \"three\";\nimport {\n BASE_BONE_RADIUS_RATIO,\n calculateBoneThickness,\n} from \"../../../../constants/bodyRenderingConstants\";\nimport type { PlayerArchetype } from \"../../../../types/common\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport type {\n FacialDamageState,\n FacialExpression,\n} from \"../../../../types/facial\";\nimport { DEFAULT_FACIAL_DAMAGE } from \"../../../../types/facial\";\nimport type { HandAnimationState } from \"../../../../types/hand-animation\";\nimport type { Bone, SkeletalRig } from \"../../../../types/skeletal\";\nimport { BoneMuscles } from \"./BoneAttachedMuscles\";\nimport { BoneClothing } from \"./BoneClothing\";\nimport { BodySurface } from \"./BodySurface\";\nimport Face3D from \"./Face3D\";\nimport Foot3D from \"./Foot3D\";\nimport Hand3D from \"./Hand3D\";\n\n/**\n * Props for BoneRenderer component\n *\n * @category Component Props\n * @korean 뼈렌더러속성\n */\nexport interface BoneRendererProps {\n /**\n * Skeletal rig to render\n * @korean 골격\n */\n readonly rig: SkeletalRig;\n\n /**\n * Bone color\n * @korean 뼈색상\n */\n readonly color?: number;\n\n /**\n * Whether to show bones (for debugging)\n * @korean 뼈표시여부\n */\n readonly showBones?: boolean;\n\n /**\n * Render mode: 'solid' for solid meshes, 'debug' for wireframe\n * @korean 렌더모드\n */\n readonly renderMode?: \"solid\" | \"debug\";\n\n /**\n * Left hand animation state\n * @korean 왼손애니메이션상태\n */\n readonly leftHandState?: HandAnimationState;\n\n /**\n * Right hand animation state\n * @korean 오른손애니메이션상태\n */\n readonly rightHandState?: HandAnimationState;\n\n /**\n * Distance from camera for LOD\n * @korean 카메라거리\n */\n readonly cameraDistance?: number;\n\n /**\n * Current facial expression\n * @korean 얼굴표정\n */\n readonly facialExpression?: FacialExpression;\n\n /**\n * Facial damage state\n * @korean 얼굴손상\n */\n readonly facialDamage?: FacialDamageState;\n\n /**\n * Opponent position for eye tracking\n * @korean 상대위치\n */\n readonly opponentPosition?: THREE.Vector3;\n\n /**\n * Enable facial expressions rendering\n * @korean 얼굴표정렌더링\n */\n readonly enableFacialExpressions?: boolean;\n\n /**\n * Enable eye tracking\n * @korean 눈추적활성화\n */\n readonly enableEyeTracking?: boolean;\n\n /**\n * Physical attributes for bone thickness scaling\n * @korean 신체속성\n */\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth?: number;\n readonly torsoLength?: number;\n readonly armLength?: number;\n readonly legLength?: number;\n };\n\n /**\n * Player archetype for clothing style\n * @korean 플레이어원형\n */\n readonly archetype?: PlayerArchetype;\n\n /**\n * Muscle tension states for bone-attached muscles\n * Map of muscle group name to tension level (0-1)\n * @korean 근육상태들\n */\n readonly muscleStates?: Map<string, number>;\n\n /**\n * Whether player is exhausted (triggers muscle shaking)\n * @korean 피로여부\n */\n readonly isExhausted?: boolean;\n}\n\n/**\n * Single bone renderer with transformation\n *\n * Renders a single bone as a capsule connecting to its parent.\n *\n * @param bone - Bone to render\n * @param color - Bone color\n * @param renderMode - Render mode\n * @param leftHandState - Left hand animation state\n * @param rightHandState - Right hand animation state\n * @param cameraDistance - Distance from camera\n * @param boneThicknessMultiplier - Thickness multiplier for bone radius\n * @korean 단일뼈렌더러\n */\nconst SingleBone: React.FC<{\n readonly bone: Bone;\n readonly color: number;\n readonly renderMode: \"solid\" | \"debug\";\n readonly leftHandState?: HandAnimationState;\n readonly rightHandState?: HandAnimationState;\n readonly cameraDistance?: number;\n readonly facialExpression?: FacialExpression;\n readonly facialDamage?: FacialDamageState;\n readonly opponentPosition?: THREE.Vector3;\n readonly enableFacialExpressions?: boolean;\n readonly enableEyeTracking?: boolean;\n readonly boneThicknessMultiplier?: number;\n readonly muscleStates?: Map<string, number>;\n readonly isExhausted?: boolean;\n readonly physicalAttributes?: {\n readonly muscleMass: number;\n readonly fatMass: number;\n readonly shoulderWidth?: number;\n readonly torsoLength?: number;\n readonly armLength?: number;\n readonly legLength?: number;\n };\n readonly archetype?: PlayerArchetype;\n}> = ({\n bone,\n color,\n renderMode,\n leftHandState,\n rightHandState,\n cameraDistance = 10,\n facialExpression,\n facialDamage,\n opponentPosition,\n enableFacialExpressions = false,\n enableEyeTracking = true,\n boneThicknessMultiplier = 1.0,\n muscleStates,\n isExhausted = false,\n physicalAttributes,\n archetype,\n}) => {\n const groupRef = useRef<THREE.Group>(null);\n\n useFrame(() => {\n if (groupRef.current) {\n groupRef.current.rotation.set(\n bone.rotation.x,\n bone.rotation.y,\n bone.rotation.z,\n );\n groupRef.current.position.set(\n bone.position.x,\n bone.position.y,\n bone.position.z,\n );\n }\n });\n\n const boneTransform = useMemo(() => {\n const length = bone.length;\n const capsuleDefaultDirection = new THREE.Vector3(0, 1, 0);\n\n let rotation = new THREE.Euler(0, 0, 0);\n let offset = new THREE.Vector3(0, -length / 2, 0);\n\n if (bone.parent) {\n const x = bone.position.x ?? 0;\n const y = bone.position.y ?? 0;\n const z = bone.position.z ?? 0;\n\n const positionLength = Math.sqrt(x * x + y * y + z * z);\n if (positionLength > 0.001) {\n const targetX = x / positionLength;\n const targetY = y / positionLength;\n const targetZ = z / positionLength;\n const target = new THREE.Vector3(targetX, targetY, targetZ);\n\n const quaternion = new THREE.Quaternion().setFromUnitVectors(\n capsuleDefaultDirection,\n target,\n );\n rotation = new THREE.Euler().setFromQuaternion(quaternion);\n\n offset = new THREE.Vector3(\n (-targetX * length) / 2,\n (-targetY * length) / 2,\n (-targetZ * length) / 2,\n );\n }\n }\n\n return { length, rotation, offset };\n }, [bone]);\n\n const hasMuscles = muscleStates !== undefined && muscleStates.size > 0;\n\n return (\n <group\n ref={groupRef}\n scale={bone.scale.toArray()}\n name={`bone-${bone.name}`}\n >\n {/* Bone capsule connecting to parent - ONLY render if no muscles (muscles provide body shape) */}\n {renderMode === \"solid\" && !hasMuscles ? (\n <mesh\n position={boneTransform.offset.toArray()}\n rotation={[\n boneTransform.rotation.x,\n boneTransform.rotation.y,\n boneTransform.rotation.z,\n ]}\n castShadow\n receiveShadow\n >\n <capsuleGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n boneThicknessMultiplier, // Radius scaled by thickness\n boneTransform.length, // Length unchanged\n 4,\n 8,\n ]}\n />\n <meshPhysicalMaterial\n color={color}\n metalness={0.5}\n roughness={0.4}\n clearcoat={1.0}\n clearcoatRoughness={0.1}\n envMapIntensity={1.0}\n />\n </mesh>\n ) : renderMode === \"debug\" ? (\n <mesh\n position={boneTransform.offset.toArray()}\n rotation={[\n boneTransform.rotation.x,\n boneTransform.rotation.y,\n boneTransform.rotation.z,\n ]}\n >\n <capsuleGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n boneThicknessMultiplier, // Radius scaled by thickness\n boneTransform.length, // Length unchanged\n 4,\n 8,\n ]}\n />\n <meshBasicMaterial\n color={color}\n wireframe={true}\n transparent={true}\n opacity={0.5}\n />\n </mesh>\n ) : null}\n\n {/* Joint sphere at bone position */}\n {renderMode === \"debug\" && (\n <mesh>\n <sphereGeometry\n args={[\n boneTransform.length *\n BASE_BONE_RADIUS_RATIO *\n 1.2 *\n boneThicknessMultiplier,\n 8,\n 8,\n ]}\n />\n <meshBasicMaterial color={KOREAN_COLORS.PRIMARY_CYAN} />\n </mesh>\n )}\n\n {/* Render bone-attached muscles */}\n {renderMode === \"solid\" && muscleStates && (\n <BoneMuscles\n boneName={bone.name}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n />\n )}\n\n {/* Render body surface (skin/flesh layer) - provides continuous humanoid appearance */}\n {renderMode === \"solid\" && archetype && physicalAttributes && (\n <BodySurface\n boneName={bone.name}\n archetype={archetype}\n cameraDistance={cameraDistance}\n physicalAttributes={{\n muscleMass: physicalAttributes.muscleMass,\n fatMass: physicalAttributes.fatMass,\n shoulderWidth: physicalAttributes.shoulderWidth ?? 45,\n torsoLength: physicalAttributes.torsoLength ?? 59,\n armLength: physicalAttributes.armLength ?? 77,\n legLength: physicalAttributes.legLength ?? 96,\n }}\n />\n )}\n\n {/* Render bone-attached clothing */}\n {renderMode === \"solid\" && archetype && physicalAttributes && (\n <BoneClothing\n boneName={bone.name}\n archetype={archetype}\n physicalAttributes={{\n muscleMass: physicalAttributes.muscleMass,\n fatMass: physicalAttributes.fatMass,\n shoulderWidth: physicalAttributes.shoulderWidth ?? 45,\n torsoLength: physicalAttributes.torsoLength ?? 59,\n armLength: physicalAttributes.armLength ?? 77,\n legLength: physicalAttributes.legLength ?? 96,\n }}\n />\n )}\n\n {/* Render children recursively */}\n {bone.children.map((childBone) => (\n <SingleBone\n key={childBone.name}\n bone={childBone}\n color={color}\n renderMode={renderMode}\n leftHandState={leftHandState}\n rightHandState={rightHandState}\n cameraDistance={cameraDistance}\n facialExpression={facialExpression}\n facialDamage={facialDamage}\n opponentPosition={opponentPosition}\n enableFacialExpressions={enableFacialExpressions}\n enableEyeTracking={enableEyeTracking}\n boneThicknessMultiplier={boneThicknessMultiplier}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n archetype={archetype}\n />\n ))}\n\n {/* Add hands at hand bones with animation state */}\n {bone.name === \"hand_L\" && leftHandState && (\n <Hand3D\n side=\"left\"\n pose={leftHandState.currentPose}\n fingerCurl={leftHandState.currentFingerCurl}\n distanceFromCamera={cameraDistance}\n wristRotation={leftHandState.currentWristRotation}\n isHighlighted={leftHandState.isHighlighted}\n highlightMode={leftHandState.highlightMode}\n skinColor={color}\n scale={1.0}\n />\n )}\n {bone.name === \"hand_R\" && rightHandState && (\n <Hand3D\n side=\"right\"\n pose={rightHandState.currentPose}\n fingerCurl={rightHandState.currentFingerCurl}\n distanceFromCamera={cameraDistance}\n wristRotation={rightHandState.currentWristRotation}\n isHighlighted={rightHandState.isHighlighted}\n highlightMode={rightHandState.highlightMode}\n skinColor={color}\n scale={1.0}\n />\n )}\n\n {/* Add feet at foot bones with archetype scaling */}\n {bone.name === \"foot_L\" && (\n <Foot3D\n side=\"left\"\n skinColor={color}\n scale={boneThicknessMultiplier}\n isHighlighted={false}\n />\n )}\n {bone.name === \"foot_R\" && (\n <Foot3D\n side=\"right\"\n skinColor={color}\n scale={boneThicknessMultiplier}\n isHighlighted={false}\n />\n )}\n\n {/* Add facial features at head bone */}\n {bone.name === \"head\" && enableFacialExpressions && facialExpression && (\n <Face3D\n expression={facialExpression}\n damage={facialDamage ?? DEFAULT_FACIAL_DAMAGE}\n opponentPosition={opponentPosition ?? new THREE.Vector3(5, 2, 0)}\n headRotation={bone.rotation.clone()}\n enableEyeTracking={enableEyeTracking}\n enableDamageVisuals={true}\n isMobile={cameraDistance > 15}\n skinColor={color}\n />\n )}\n </group>\n );\n};\n\n/**\n * BoneRenderer component\n *\n * Renders complete skeletal rig with recursive bone hierarchy.\n *\n * @example\n * ```tsx\n * const rig = createHumanoidRig();\n * <BoneRenderer rig={rig} color={0xFF6B6B} renderMode=\"solid\" />\n * ```\n *\n * @korean 뼈렌더러컴포넌트\n */\nexport const BoneRenderer: React.FC<BoneRendererProps> = ({\n rig,\n color = KOREAN_COLORS.ACCENT_RED,\n showBones = true,\n renderMode = \"solid\",\n leftHandState,\n rightHandState,\n cameraDistance = 10,\n facialExpression,\n facialDamage,\n opponentPosition,\n enableFacialExpressions = false, // Default false to avoid breaking existing tests\n enableEyeTracking = true,\n physicalAttributes,\n muscleStates,\n isExhausted = false,\n archetype,\n}) => {\n const boneThicknessMultiplier = useMemo(() => {\n if (!physicalAttributes) return 1.0;\n return calculateBoneThickness(\n physicalAttributes.muscleMass,\n physicalAttributes.fatMass,\n );\n }, [physicalAttributes]);\n\n if (!showBones) {\n return null;\n }\n\n return (\n <group name=\"bone-renderer\">\n <SingleBone\n bone={rig.root}\n color={color}\n renderMode={renderMode}\n leftHandState={leftHandState}\n rightHandState={rightHandState}\n cameraDistance={cameraDistance}\n facialExpression={facialExpression}\n facialDamage={facialDamage}\n opponentPosition={opponentPosition}\n enableFacialExpressions={enableFacialExpressions}\n enableEyeTracking={enableEyeTracking}\n boneThicknessMultiplier={boneThicknessMultiplier}\n muscleStates={muscleStates}\n isExhausted={isExhausted}\n physicalAttributes={physicalAttributes}\n archetype={archetype}\n />\n </group>\n );\n};\n\nexport default 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