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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 | 3x 3x 3x 3x 138x 138x 138x 138x 138x 138x 138x 138x 138x 60x 60x 60x 60x 60x 60x 60x 60x 60x 138x 60x 60x 138x 552x | /**
* CombatArena3D - Three.js 3D arena environment
*
* Renders the 3D combat arena with Korean dojang aesthetic
* Includes floor, lighting, and atmospheric effects
*
* Enhanced features:
* - Korean cyberpunk lighting with neon point lights (cyan, gold, blue)
* - Reflective wet concrete floor with clearcoat and emissive glow
* - Upgraded shadow quality (2048x2048 shadow maps)
* - Atmospheric fog with Korean color gradient
* - Korean signage with emissive neon glow (전투, 흑괘, 급소격)
* - Optional atmospheric particles (rain/mist)
*/
import { useFrame } from "@react-three/fiber";
import React, { useEffect, useMemo, useRef } from "react";
import * as THREE from "three";
import { KOREAN_COLORS } from "../../../../types/constants";
import { ThreeObjectPools } from "../../../../utils/threeObjectPool";
// Re-enabled after fixing KoreanSignage3D font prop issue
import AtmosphericParticles3D from "./AtmosphericParticles3D";
import KoreanSignage3D from "./KoreanSignage3D";
/**
* Props for the CombatArena3D component.
* Configures the lighting and atmosphere of the 3D arena.
*/
export interface CombatArena3DProps {
/** Lighting theme affecting ambiance and colors. Defaults to "cyberpunk" */
readonly lighting?: "cyberpunk" | "traditional" | "neutral";
/** Scale factor for arena size (1.0 = desktop, <1.0 = mobile). Defaults to 1.0 */
readonly scale?: number;
/** Physical arena width in meters. Defaults to 10m (desktop standard) */
readonly worldWidthMeters?: number;
/** Physical arena depth in meters. Defaults to worldWidthMeters for square arena */
readonly worldDepthMeters?: number;
/** Enable atmospheric particles (rain/mist). Defaults to true on desktop, false on mobile */
readonly enableParticles?: boolean;
}
// Floor scaling constant for extended arena boundaries
const FLOOR_SCALE_FACTOR = 1.5;
// Shadow map size constants for performance optimization
// Upgraded to 2048x2048 for crisp shadows on desktop
const SHADOW_MAP_SIZE_MOBILE: [number, number] = [1024, 1024]; // Upgraded from 512x512
const SHADOW_MAP_SIZE_DESKTOP: [number, number] = [2048, 2048]; // Upgraded from 1024x1024
/**
* CombatArena3D Component
* Creates a Korean-themed 3D arena environment with cyberpunk aesthetic
*/
export const CombatArena3D: React.FC<CombatArena3DProps> = ({
lighting = "cyberpunk",
scale = 1.0,
worldWidthMeters = 10, // Default desktop standard
worldDepthMeters,
enableParticles = scale >= 1.0, // Enable particles on desktop by default
}) => {
const gridRef = useRef<THREE.GridHelper>(null);
// Animate grid rotation for cyberpunk effect
useFrame(() => {
if (gridRef.current) {
gridRef.current.rotation.y += 0.0002;
}
});
// Use physics-based world dimensions for 1:1 meter mapping
// Floor extends 50% beyond arena bounds for visual buffer
const effectiveDepth = worldDepthMeters ?? worldWidthMeters;
const floorWidth = worldWidthMeters * FLOOR_SCALE_FACTOR;
const floorDepth = effectiveDepth * FLOOR_SCALE_FACTOR;
const gridSize = worldWidthMeters * FLOOR_SCALE_FACTOR;
// Boundary markers at 80% of arena width, 40% of depth
const markerDistance = worldWidthMeters * 0.8;
const markerDepth = effectiveDepth * 0.4;
// Memoized floor material with wet concrete aesthetic and reflections
// Performance: Uses ThreeObjectPools for temporary Color objects to reduce GC pressure
// Note: Empty dependency array is correct - KOREAN_COLORS is a const object
// and doesn't need to be included in dependencies
const floorMaterial = useMemo(
() => {
// Use pooled Color objects for temporary color creation
const pooledBaseColor = ThreeObjectPools.color.acquire();
const pooledEmissiveColor = ThreeObjectPools.color.acquire();
try {
pooledBaseColor.set(0x2a2a2a); // Dark concrete
pooledEmissiveColor.set(KOREAN_COLORS.PRIMARY_CYAN);
// Clone colors for material ownership (materials need their own color instances)
const material = new THREE.MeshPhysicalMaterial({
color: pooledBaseColor.clone(), // Material takes ownership of cloned color
roughness: 0.3, // Wet/reflective surface
metalness: 0.1,
clearcoat: 0.3, // Wet sheen
clearcoatRoughness: 0.4,
envMapIntensity: 1.5, // Enhanced reflections from Environment preset
// Subtle emissive for neon reflection glow
emissive: pooledEmissiveColor.clone(), // Material takes ownership of cloned color
emissiveIntensity: 0.05,
});
return material;
} finally {
// Release pooled colors back to pool after cloning
ThreeObjectPools.color.release(pooledBaseColor);
ThreeObjectPools.color.release(pooledEmissiveColor);
}
},
[],
);
// Cleanup floor material on unmount
useEffect(() => {
return () => {
floorMaterial.dispose();
};
}, [floorMaterial]);
return (
<group>
{/* Lighting based on theme */}
{lighting === "cyberpunk" && (
<>
{/* Base ambient light with Korean cyan tint */}
<ambientLight intensity={0.5} color={KOREAN_COLORS.PRIMARY_CYAN} />
{/* Primary directional light (moonlight) with upgraded shadows */}
<directionalLight
position={[15, 20, 10]}
intensity={1.5}
color={0xffffff}
castShadow
shadow-mapSize={
scale < 1.0 ? SHADOW_MAP_SIZE_MOBILE : SHADOW_MAP_SIZE_DESKTOP
}
shadow-camera-far={50}
shadow-camera-left={-20}
shadow-camera-right={20}
shadow-camera-top={20}
shadow-camera-bottom={-20}
shadow-bias={-0.0001}
/>
{/* Korean neon accent lights */}
{/* Cyan neon light (left side) */}
<pointLight
position={[-10, 3, 0]}
intensity={4}
distance={25}
decay={2}
color={KOREAN_COLORS.PRIMARY_CYAN}
/>
{/* Gold neon light (right side) */}
<pointLight
position={[10, 3, 0]}
intensity={4}
distance={25}
decay={2}
color={KOREAN_COLORS.ACCENT_GOLD}
/>
{/* Blue accent light (behind) */}
<pointLight
position={[0, 5, -15]}
intensity={3}
distance={30}
decay={2}
color={KOREAN_COLORS.ACCENT_BLUE}
/>
</>
)}
{lighting === "traditional" && (
<>
<ambientLight intensity={0.6} color={0xffffee} />
<directionalLight
position={[5, 10, 5]}
intensity={0.8}
castShadow
shadow-mapSize={[2048, 2048]}
/>
</>
)}
{lighting === "neutral" && (
<>
<ambientLight intensity={0.5} />
<directionalLight position={[10, 10, 5]} intensity={1} castShadow />
</>
)}
{/* Arena floor - dojang mat with reflective wet concrete aesthetic */}
{/* Floor dimensions use pre-calculated floorWidth/floorDepth which already include FLOOR_SCALE_FACTOR */}
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, 0]} receiveShadow>
<planeGeometry args={[floorWidth, floorDepth]} />
{lighting === "cyberpunk" ? (
<primitive object={floorMaterial} attach="material" />
) : (
<meshPhysicalMaterial
color={KOREAN_COLORS.UI_BACKGROUND_MEDIUM}
roughness={0.7}
metalness={0.1}
clearcoat={0}
clearcoatRoughness={0.2}
/>
)}
</mesh>
{/* Cyberpunk grid overlay (scale-aware) */}
<gridHelper
ref={gridRef}
args={[
gridSize,
20,
KOREAN_COLORS.PRIMARY_CYAN,
KOREAN_COLORS.UI_BACKGROUND_DARK,
]}
position={[0, 0.01, 0]}
/>
{/* Korean traditional boundary markers (scale-aware) */}
{[
[-markerDistance, 0, -markerDepth],
[-markerDistance, 0, markerDepth],
[markerDistance, 0, -markerDepth],
[markerDistance, 0, markerDepth],
].map((pos, i) => (
<mesh key={i} position={pos as [number, number, number]} castShadow>
<cylinderGeometry args={[0.1 * scale, 0.15 * scale, 0.8, 8]} />
<meshPhysicalMaterial
color={KOREAN_COLORS.ACCENT_GOLD}
emissive={KOREAN_COLORS.ACCENT_GOLD}
emissiveIntensity={0.5}
metalness={0.8}
roughness={0.2}
clearcoat={1.0}
/>
</mesh>
))}
{/* Center marker - Yin Yang inspired (scale-aware) */}
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, 0.02, 0]}>
<ringGeometry args={[0.8 * scale, 1.0 * scale, 32]} />
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_GOLD}
transparent
opacity={0.6}
side={THREE.DoubleSide}
/>
</mesh>
{/* Korean Signage with neon glow */}
{lighting === "cyberpunk" && <KoreanSignage3D scale={scale} />}
{/* Atmospheric Particles (rain/mist) */}
{lighting === "cyberpunk" && enableParticles && (
<AtmosphericParticles3D
count={scale >= 1.0 ? 500 : 250}
scale={scale}
speed={2}
/>
)}
</group>
);
};
export default CombatArena3D;
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