Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 | 4x 3976x 1988x 1988x 1988x 1988x 1917x 1917x 1917x 1917x 1988x 3976x 3834x 4x 142x 142x | /**
* BoneRenderer component for visualizing skeletal hierarchy
*
* Renders bone hierarchy as connected capsule meshes with proper transformations.
* Recursively renders parent-child bone relationships for complete skeleton visualization.
*
* @module components/three/BoneRenderer
* @category 3D Components
* @korean 뼈렌더러컴포넌트
*/
import React, { useMemo } from "react";
import * as THREE from "three";
import { KOREAN_COLORS } from "../../types/constants";
import type { HandAnimationState } from "../../types/hand-animation";
import type { Bone, SkeletalRig } from "../../types/skeletal";
import type { FacialExpression, FacialDamageState } from "../../types/facial";
import { DEFAULT_FACIAL_DAMAGE } from "../../types/facial";
import Hand3D from "./Hand3D";
import Face3D from "./Face3D";
/**
* Props for BoneRenderer component
*
* @public
* @category Component Props
* @korean 뼈렌더러속성
*/
export interface BoneRendererProps {
/**
* Skeletal rig to render
* @korean 골격
*/
readonly rig: SkeletalRig;
/**
* Bone color
* @korean 뼈색상
*/
readonly color?: number;
/**
* Whether to show bones (for debugging)
* @korean 뼈표시여부
*/
readonly showBones?: boolean;
/**
* Render mode: 'solid' for solid meshes, 'debug' for wireframe
* @korean 렌더모드
*/
readonly renderMode?: "solid" | "debug";
/**
* Left hand animation state
* @korean 왼손애니메이션상태
*/
readonly leftHandState?: HandAnimationState;
/**
* Right hand animation state
* @korean 오른손애니메이션상태
*/
readonly rightHandState?: HandAnimationState;
/**
* Distance from camera for LOD
* @korean 카메라거리
*/
readonly cameraDistance?: number;
/**
* Current facial expression
* @korean 얼굴표정
*/
readonly facialExpression?: FacialExpression;
/**
* Facial damage state
* @korean 얼굴손상
*/
readonly facialDamage?: FacialDamageState;
/**
* Opponent position for eye tracking
* @korean 상대위치
*/
readonly opponentPosition?: THREE.Vector3;
/**
* Enable facial expressions rendering
* @korean 얼굴표정렌더링
*/
readonly enableFacialExpressions?: boolean;
/**
* Enable eye tracking
* @korean 눈추적활성화
*/
readonly enableEyeTracking?: boolean;
}
/**
* Single bone renderer with transformation
*
* Renders a single bone as a capsule connecting to its parent.
*
* @param bone - Bone to render
* @param color - Bone color
* @param renderMode - Render mode
* @param leftHandState - Left hand animation state
* @param rightHandState - Right hand animation state
* @param cameraDistance - Distance from camera
* @korean 단일뼈렌더러
*/
const SingleBone: React.FC<{
readonly bone: Bone;
readonly color: number;
readonly renderMode: "solid" | "debug";
readonly leftHandState?: HandAnimationState;
readonly rightHandState?: HandAnimationState;
readonly cameraDistance?: number;
readonly facialExpression?: FacialExpression;
readonly facialDamage?: FacialDamageState;
readonly opponentPosition?: THREE.Vector3;
readonly enableFacialExpressions?: boolean;
readonly enableEyeTracking?: boolean;
}> = ({
bone,
color,
renderMode,
leftHandState,
rightHandState,
cameraDistance = 10,
facialExpression,
facialDamage,
opponentPosition,
enableFacialExpressions = false,
enableEyeTracking = true,
}) => {
// Calculate bone direction and length
const boneTransform = useMemo(() => {
const length = bone.length;
const direction = new THREE.Vector3(1, 0, 0); // Default direction along X-axis
// Calculate rotation to align with bone direction if parent exists
let rotation = new THREE.Euler(0, 0, 0);
if (bone.parent) {
// Point towards local position
const target = bone.position.clone().normalize();
Eif (target.length() > 0.001) {
const quaternion = new THREE.Quaternion().setFromUnitVectors(
direction,
target
);
rotation = new THREE.Euler().setFromQuaternion(quaternion);
}
}
return { length, rotation };
}, [bone]);
return (
<group
position={bone.position.toArray()}
rotation={[bone.rotation.x, bone.rotation.y, bone.rotation.z]}
scale={bone.scale.toArray()}
data-testid={`bone-${bone.name}`}
>
{/* Bone capsule connecting to parent */}
{renderMode === "solid" ? (
<mesh
rotation={[
boneTransform.rotation.x,
boneTransform.rotation.y,
boneTransform.rotation.z + Math.PI / 2,
]}
castShadow
receiveShadow
>
<capsuleGeometry
args={[boneTransform.length * 0.1, boneTransform.length, 4, 8]}
/>
<meshStandardMaterial
color={color}
metalness={0.3}
roughness={0.7}
/>
</mesh>
) : (
<mesh
rotation={[
boneTransform.rotation.x,
boneTransform.rotation.y,
boneTransform.rotation.z + Math.PI / 2,
]}
>
<capsuleGeometry
args={[boneTransform.length * 0.1, boneTransform.length, 4, 8]}
/>
<meshBasicMaterial
color={color}
wireframe={true}
transparent={true}
opacity={0.5}
/>
</mesh>
)}
{/* Joint sphere at bone position */}
{renderMode === "debug" && (
<mesh>
<sphereGeometry args={[boneTransform.length * 0.15, 8, 8]} />
<meshBasicMaterial color={KOREAN_COLORS.PRIMARY_CYAN} />
</mesh>
)}
{/* Render children recursively */}
{bone.children.map((childBone) => (
<SingleBone
key={childBone.name}
bone={childBone}
color={color}
renderMode={renderMode}
leftHandState={leftHandState}
rightHandState={rightHandState}
cameraDistance={cameraDistance}
facialExpression={facialExpression}
facialDamage={facialDamage}
opponentPosition={opponentPosition}
enableFacialExpressions={enableFacialExpressions}
enableEyeTracking={enableEyeTracking}
/>
))}
{/* Add hands at hand bones with animation state */}
{bone.name === "hand_L" && leftHandState && (
<Hand3D
side="left"
pose={leftHandState.currentPose}
fingerCurl={leftHandState.currentFingerCurl}
distanceFromCamera={cameraDistance}
wristRotation={leftHandState.currentWristRotation}
isHighlighted={leftHandState.isHighlighted}
highlightMode={leftHandState.highlightMode}
skinColor={color}
scale={1.0}
/>
)}
{bone.name === "hand_R" && rightHandState && (
<Hand3D
side="right"
pose={rightHandState.currentPose}
fingerCurl={rightHandState.currentFingerCurl}
distanceFromCamera={cameraDistance}
wristRotation={rightHandState.currentWristRotation}
isHighlighted={rightHandState.isHighlighted}
highlightMode={rightHandState.highlightMode}
skinColor={color}
scale={1.0}
/>
)}
{/* Add facial features at head bone */}
{bone.name === "head" && enableFacialExpressions && facialExpression && (
<Face3D
expression={facialExpression}
damage={facialDamage ?? DEFAULT_FACIAL_DAMAGE}
opponentPosition={opponentPosition ?? new THREE.Vector3(5, 2, 0)}
headRotation={bone.rotation.clone()}
enableEyeTracking={enableEyeTracking}
enableDamageVisuals={true}
isMobile={cameraDistance > 15}
skinColor={color}
/>
)}
</group>
);
};
/**
* BoneRenderer component
*
* Renders complete skeletal rig with recursive bone hierarchy.
*
* @example
* ```tsx
* const rig = createHumanoidRig();
* <BoneRenderer rig={rig} color={0xFF6B6B} renderMode="solid" />
* ```
*
* @korean 뼈렌더러컴포넌트
*/
export const BoneRenderer: React.FC<BoneRendererProps> = ({
rig,
color = KOREAN_COLORS.ACCENT_RED,
showBones = true,
renderMode = "solid",
leftHandState,
rightHandState,
cameraDistance = 10,
facialExpression,
facialDamage,
opponentPosition,
enableFacialExpressions = false, // Default false to avoid breaking existing tests
enableEyeTracking = true,
}) => {
Iif (!showBones) {
return null;
}
return (
<group data-testid="bone-renderer">
<SingleBone
bone={rig.root}
color={color}
renderMode={renderMode}
leftHandState={leftHandState}
rightHandState={rightHandState}
cameraDistance={cameraDistance}
facialExpression={facialExpression}
facialDamage={facialDamage}
opponentPosition={opponentPosition}
enableFacialExpressions={enableFacialExpressions}
enableEyeTracking={enableEyeTracking}
/>
</group>
);
};
export default BoneRenderer;
|