blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"version":3,"file":"AttackMovementPhysics.js","names":[],"sources":["../../../src/systems/physics/AttackMovementPhysics.ts"],"sourcesContent":["/**\n * Attack Movement Physics System for realistic forward momentum during attacks.\n *\n * **Korean**: 공격 이동 물리 시스템 (Attack Movement Physics System)\n *\n * Implements realistic forward movement physics when fighters execute attacks.\n * Kicks naturally extend the body forward, punches lunge with body weight,\n * and spinning techniques carry rotational momentum.\n *\n * ## Attack Movement Mechanics\n *\n * Forward movement distance is determined by:\n * - Animation type (kicks > punches > elbows/knees)\n * - Stance modifiers (8 trigram stances affect aggression)\n * - Animation phase timing (extension → peak → recovery)\n *\n * ## Movement Integration\n *\n * - Extension phase (frames 3-6): Forward lunge with ease-out\n * - Peak phase (frame 6): Maximum extension reached\n * - Recovery phase (frames 7-10): Return to original stance\n * - Arena bounds: Automatically clamp movement to valid zone\n *\n * ## Performance\n *\n * Optimized for 60fps with efficient vector calculations and\n * smooth easing curves for realistic attack momentum feel.\n *\n * @module systems/physics/AttackMovementPhysics\n * @category Physics System\n * @korean 공격이동물리\n */\n\nimport * as THREE from \"three\";\nimport { TrigramStance } from \"@/types/common\";\nimport { AnimationType } from \"@/systems/animation\";\n\n/**\n * Configuration for attack movement calculation.\n *\n * **Korean**: 공격 이동 설정 (Attack Movement Configuration)\n *\n * @public\n * @korean 공격이동설정\n */\nexport interface AttackMovementConfig {\n /** Animation type being executed */\n readonly animationType: AnimationType;\n /** Current trigram stance */\n readonly currentStance: TrigramStance;\n /** Normalized attack direction vector (attacker → target) */\n readonly direction: THREE.Vector3;\n /** Total attack animation duration in seconds */\n readonly animationDuration: number;\n}\n\n/**\n * Result of attack movement calculation.\n *\n * **Korean**: 공격 이동 결과 (Attack Movement Result)\n *\n * Contains displacement vector and timing for attack lunge.\n *\n * @public\n * @korean 공격이동결과\n */\nexport interface AttackMovementResult {\n /** Total forward displacement vector in world space */\n readonly displacement: THREE.Vector3;\n /** Duration of forward lunge phase in seconds */\n readonly lungeDuration: number;\n /** Duration of recovery return phase in seconds */\n readonly recoveryDuration: number;\n /** Total movement cycle duration in seconds */\n readonly totalDuration: number;\n}\n\n/**\n * Attack Movement Physics Engine.\n *\n * **Korean**: 공격 이동 물리 엔진\n *\n * Calculates realistic forward movement during attack animations\n * based on technique type, stance modifiers, and animation timing.\n * Provides smooth lunge and recovery phases for authentic martial arts feel.\n *\n * @example\n * ```typescript\n * const physics = new AttackMovementPhysics();\n *\n * // Calculate movement for roundhouse kick\n * const config: AttackMovementConfig = {\n * animationType: AnimationType.ROUNDHOUSE_KICK,\n * currentStance: TrigramStance.LI, // Fire stance (aggressive)\n * direction: new THREE.Vector3(1, 0, 0).normalize(),\n * animationDuration: 0.48, // 480ms kick animation\n * };\n *\n * const result = physics.calculateAttackMovement(config);\n * // Result: 1.0m base * 1.3 (Fire bonus) = ~1.3m forward lunge\n * // lungeDuration: 0.24s (50% of animation)\n * // recoveryDuration: 0.24s (50% of animation)\n * ```\n *\n * @public\n * @korean 공격이동물리\n */\nexport class AttackMovementPhysics {\n /**\n * Calculates attack movement displacement and timing.\n *\n * **Korean**: 공격 이동 계산 (Calculate Attack Movement)\n *\n * Determines forward lunge distance and recovery timing based on:\n * 1. Base movement from animation type\n * 2. Stance movement modifier (8 trigram effects)\n * 3. Animation phase durations (lunge vs recovery)\n *\n * @param config - Attack movement configuration\n * @returns Attack movement result with displacement and timing\n *\n * @example\n * ```typescript\n * // Front kick with Heaven stance\n * const kick = physics.calculateAttackMovement({\n * animationType: AnimationType.FRONT_KICK,\n * currentStance: TrigramStance.GEON,\n * direction: attackVector,\n * animationDuration: 0.4,\n * });\n * // Result: ~0.88m forward (0.8m * 1.1 Geon modifier)\n *\n * // Jab with Mountain stance\n * const jab = physics.calculateAttackMovement({\n * animationType: AnimationType.JAB,\n * currentStance: TrigramStance.GAN,\n * direction: attackVector,\n * animationDuration: 0.25,\n * });\n * // Result: ~0.24m forward (0.3m * 0.8 Gan modifier)\n * ```\n *\n * @public\n * @korean 공격이동계산\n */\n calculateAttackMovement(\n config: AttackMovementConfig\n ): AttackMovementResult {\n // 1. Get base movement distance for animation type\n const baseDistance = this.getBaseMovementDistance(config.animationType);\n\n // 2. Apply stance movement modifier\n const stanceModifier = this.getStanceMovementModifier(config.currentStance);\n const finalDistance = baseDistance * stanceModifier;\n\n // 3. Calculate displacement vector\n const displacement = config.direction.clone().multiplyScalar(finalDistance);\n\n // 4. Calculate phase durations (lunge + recovery)\n const lungeDuration = config.animationDuration * 0.5; // First 50% = forward\n const recoveryDuration = config.animationDuration * 0.5; // Last 50% = return\n\n return {\n displacement,\n lungeDuration,\n recoveryDuration,\n totalDuration: config.animationDuration,\n };\n }\n\n /**\n * Gets base forward movement distance for animation type.\n *\n * **Korean**: 기본 이동 거리 (Base Movement Distance)\n *\n * Movement distances by technique category:\n * - Kicks: 0.8-1.2m (leg extension, longest reach)\n * - Punches: 0.3-0.5m (arm extension, body lunge)\n * - Elbows/Knees: 0.2-0.3m (close range techniques)\n * - Spinning: 0.5-0.8m (rotation carries momentum)\n *\n * @param animationType - Type of attack animation\n * @returns Base movement distance in meters\n *\n * @private\n * @korean 기본이동거리\n */\n private getBaseMovementDistance(animationType: AnimationType): number {\n // Kicks - highest forward movement (leg extension)\n if (\n animationType === AnimationType.ROUNDHOUSE_KICK ||\n animationType === AnimationType.SIDE_KICK ||\n animationType === AnimationType.BACK_KICK\n ) {\n return 1.0; // 1.0m forward lunge\n }\n\n if (\n animationType === AnimationType.FRONT_KICK ||\n animationType === AnimationType.PUSH_KICK\n ) {\n return 0.8; // 0.8m forward lunge\n }\n\n if (\n animationType === AnimationType.AXE_KICK ||\n animationType === AnimationType.CRESCENT_KICK ||\n animationType === AnimationType.LOW_KICK\n ) {\n return 0.9; // 0.9m forward lunge\n }\n\n // Spinning kicks - momentum carries body forward\n if (\n animationType === AnimationType.SPINNING_HOOK ||\n animationType === AnimationType.SPINNING_HEEL_KICK ||\n animationType === AnimationType.TORNADO_KICK\n ) {\n return 0.8; // 0.8m with rotation\n }\n\n // Jumping/flying kicks - aerial momentum\n if (\n animationType === AnimationType.FLYING_KICK ||\n animationType === AnimationType.JUMPING_KICK\n ) {\n return 1.2; // 1.2m maximum extension\n }\n\n // Punches - moderate forward movement (arm + body lunge)\n if (\n animationType === AnimationType.CROSS ||\n animationType === AnimationType.OVERHAND ||\n animationType === AnimationType.HOOK\n ) {\n return 0.5; // 0.5m forward lunge\n }\n\n if (\n animationType === AnimationType.JAB ||\n animationType === AnimationType.BACKFIST\n ) {\n return 0.3; // 0.3m forward lunge\n }\n\n if (\n animationType === AnimationType.UPPERCUT ||\n animationType === AnimationType.HAMMER_FIST ||\n animationType === AnimationType.PALM_STRIKE\n ) {\n return 0.4; // 0.4m forward lunge\n }\n\n // Elbow/Knee - minimal movement (close range)\n if (\n animationType === AnimationType.ELBOW_STRIKE ||\n animationType === AnimationType.KNEE_STRIKE ||\n animationType === AnimationType.KNEE_KICK ||\n animationType === AnimationType.ELBOW_UPPERCUT ||\n animationType === AnimationType.FLYING_KNEE ||\n animationType === AnimationType.CLINCH_KNEE ||\n animationType === AnimationType.SPINNING_ELBOW ||\n animationType === AnimationType.TEMPLE_ELBOW ||\n animationType === AnimationType.SPINNING_BACK_ELBOW ||\n animationType === AnimationType.SPINAL_ELBOW ||\n animationType === AnimationType.BRACHIAL_ELBOW ||\n animationType === AnimationType.KIDNEY_KNEE ||\n animationType === AnimationType.FEMORAL_KNEE\n ) {\n return 0.2; // 0.2m forward lunge\n }\n\n // Specialized jab variants - similar to jab (quick extension)\n if (\n animationType === AnimationType.SPEAR_HAND_STRIKE ||\n animationType === AnimationType.NERVE_STRIKE ||\n animationType === AnimationType.PRESSURE_POINT_STRIKE ||\n animationType === AnimationType.LIGHTNING_STRIKE ||\n animationType === AnimationType.RAPID_BARRAGE ||\n animationType === AnimationType.RHYTHMIC_STRIKES ||\n animationType === AnimationType.NERVE_PARALYSIS ||\n animationType === AnimationType.THROAT_STRIKE ||\n animationType === AnimationType.EYE_GOUGE\n ) {\n return 0.3; // 0.3m forward lunge (jab-like)\n }\n\n // Specialized cross variants - similar to cross (body weight transfer)\n if (\n animationType === AnimationType.HEAVEN_STRIKE ||\n animationType === AnimationType.FLOWING_CROSS\n ) {\n return 0.5; // 0.5m forward lunge (cross-like)\n }\n\n // Specialized palm strikes - similar to palm strike\n if (\n animationType === AnimationType.SOLAR_PLEXUS_STRIKE ||\n animationType === AnimationType.FLOWING_PUSH ||\n animationType === AnimationType.LIVER_DISRUPTION ||\n animationType === AnimationType.EAR_STRIKE\n ) {\n return 0.4; // 0.4m forward lunge (palm-like)\n }\n\n // Grappling - minimal forward movement (rotation/off-balancing in place)\n if (\n animationType === AnimationType.THROW ||\n animationType === AnimationType.JOINT_LOCK ||\n animationType === AnimationType.TAKEDOWN ||\n animationType === AnimationType.SWEEP ||\n animationType === AnimationType.CLINCH ||\n animationType === AnimationType.GRAPPLE ||\n animationType === AnimationType.SLAM ||\n animationType === AnimationType.WRIST_LOCK ||\n animationType === AnimationType.ARM_BAR ||\n animationType === AnimationType.SHOULDER_LOCK ||\n animationType === AnimationType.HIP_THROW ||\n animationType === AnimationType.LEG_REAP ||\n animationType === AnimationType.SMALL_CIRCLE_LOCK ||\n animationType === AnimationType.FINGER_LOCK ||\n animationType === AnimationType.ELBOW_LOCK ||\n animationType === AnimationType.SHOULDER_MANIPULATION ||\n animationType === AnimationType.MOUNTAIN_LOCK ||\n animationType === AnimationType.EARTH_EMBRACE ||\n animationType === AnimationType.CAROTID_CHOKE\n ) {\n return 0.05; // 0.05m forward movement for grappling entries\n }\n\n // Default - conservative minimal movement for any unmapped types\n // Additional AnimationType values can be grouped with the closest category above\n // to fine-tune their forward displacement without changing overall behavior\n return 0.2;\n }\n\n /**\n * Gets stance movement modifier for attack lunge.\n *\n * **Korean**: 자세 이동 배율 (Stance Movement Modifier)\n *\n * Trigram stance movement modifiers based on combat philosophy:\n * - ☰ 건 (Geon/Heaven): +30% movement (aggressive, drives forward with pure yang)\n * - ☳ 진 (Jin/Thunder): +20% movement (explosive power, shocking force)\n * - ☴ 손 (Son/Wind): +15% movement (continuous flow, mobile)\n * - ☲ 리 (Li/Fire): +10% movement (precision strikes, controlled aggression)\n * - ☱ 태 (Tae/Lake): 0% (neutral, fluid and adaptive)\n * - ☵ 감 (Gam/Water): 0% (neutral, flowing and flexible)\n * - ☷ 곤 (Gon/Earth): -10% movement (grounded, stable techniques)\n * - ☶ 간 (Gan/Mountain): -20% movement (defensive mastery, minimal advance)\n *\n * @param stance - Current trigram stance\n * @returns Movement multiplier (0.8 to 1.3)\n *\n * @private\n * @korean 자세이동배율\n */\n private getStanceMovementModifier(stance: TrigramStance): number {\n const modifiers: Record<TrigramStance, number> = {\n [TrigramStance.GEON]: 1.3, // Heaven: +30% aggressive forward pressure (pure yang drives forward)\n [TrigramStance.JIN]: 1.2, // Thunder: +20% explosive movement\n [TrigramStance.SON]: 1.15, // Wind: +15% flowing movement\n [TrigramStance.LI]: 1.1, // Fire: +10% precision strikes with controlled forward movement\n [TrigramStance.TAE]: 1.0, // Lake: neutral movement\n [TrigramStance.GAM]: 1.0, // Water: neutral movement\n [TrigramStance.GON]: 0.9, // Earth: -10% grounded movement\n [TrigramStance.GAN]: 0.8, // Mountain: -20% defensive movement\n };\n return modifiers[stance];\n }\n\n /**\n * Applies attack movement force to attacker position over time.\n *\n * **Korean**: 공격 이동 적용 (Apply Attack Movement)\n *\n * Uses smooth ease-out cubic curve for realistic lunge feel:\n * - Fast initial forward movement (attack commitment)\n * - Gradual deceleration at peak extension\n * - Smooth return during recovery phase\n *\n * @param basePosition - Original stance position (does not change during attack)\n * @param result - Attack movement result with displacement\n * @param elapsedTime - Time elapsed since attack started\n * @param isRecoveryPhase - Whether in recovery (return) phase\n * @returns New position with attack displacement applied\n *\n * @example\n * ```typescript\n * // In animation update loop (60fps)\n * const basePos = new THREE.Vector3(0, 0, 0); // Original stance position\n * \n * if (elapsedTime < result.lungeDuration) {\n * // Lunge forward phase\n * const newPosition = physics.applyAttackMovement(\n * basePos,\n * result,\n * elapsedTime,\n * false\n * );\n * } else if (elapsedTime < result.totalDuration) {\n * // Recovery return phase\n * const newPosition = physics.applyAttackMovement(\n * basePos,\n * result,\n * elapsedTime,\n * true\n * );\n * }\n * ```\n *\n * @public\n * @korean 공격이동적용\n */\n applyAttackMovement(\n basePosition: THREE.Vector3,\n result: AttackMovementResult,\n elapsedTime: number,\n isRecoveryPhase: boolean\n ): THREE.Vector3 {\n let progress: number;\n\n if (!isRecoveryPhase) {\n // Lunge forward phase\n progress = Math.min(1.0, elapsedTime / result.lungeDuration);\n\n // Smooth forward lunge curve (ease-out cubic)\n // Fast initial commitment, gradual deceleration at peak\n const easedProgress = 1 - Math.pow(1 - progress, 3);\n\n // Calculate position along forward path\n const currentDisplacement = result.displacement\n .clone()\n .multiplyScalar(easedProgress);\n\n return basePosition.clone().add(currentDisplacement);\n } else {\n // Recovery return phase\n const recoveryTime = elapsedTime - result.lungeDuration;\n progress = Math.min(1.0, recoveryTime / result.recoveryDuration);\n\n // Smooth return curve (ease-in cubic)\n // Gradual start, faster finish back to stance\n const easedProgress = Math.pow(progress, 3);\n\n // Calculate return position (from peak back to origin)\n const returnDisplacement = result.displacement\n .clone()\n .multiplyScalar(1.0 - easedProgress);\n\n return basePosition.clone().add(returnDisplacement);\n }\n }\n\n /**\n * Checks if attacker is currently in lunge phase.\n *\n * **Korean**: 돌진 상태 확인 (Check Lunge State)\n *\n * @param elapsedTime - Time elapsed since attack started\n * @param lungeDuration - Total lunge phase duration\n * @returns True if in forward lunge phase\n *\n * @public\n * @korean 돌진상태확인\n */\n isInLungePhase(elapsedTime: number, lungeDuration: number): boolean {\n return elapsedTime < lungeDuration;\n }\n\n /**\n * Checks if attacker is in recovery return phase.\n *\n * **Korean**: 회복 상태 확인 (Check Recovery State)\n *\n * @param elapsedTime - Time elapsed since attack started\n * @param result - Attack movement result with timing\n * @returns True if in recovery return phase\n *\n * @public\n * @korean 회복상태확인\n */\n isInRecoveryPhase(\n elapsedTime: number,\n result: AttackMovementResult\n ): boolean {\n return (\n elapsedTime >= result.lungeDuration &&\n elapsedTime < result.totalDuration\n );\n }\n\n /**\n * Gets bilingual Korean-English name for lunge phase.\n *\n * **Korean**: 돌진 단계 이름 (Lunge Phase Name)\n *\n * @returns Korean and English phase names\n *\n * @public\n * @korean 돌진단계이름\n */\n getLungePhaseName(): { korean: string; english: string } {\n return {\n korean: \"돌진\",\n english: \"Lunge\",\n };\n }\n\n /**\n * Gets bilingual Korean-English name for recovery phase.\n *\n * **Korean**: 복귀 단계 이름 (Recovery Phase Name)\n *\n * @returns Korean and English phase names\n *\n * @public\n * @korean 복귀단계이름\n */\n getRecoveryPhaseName(): { korean: string; english: string } {\n return {\n korean: \"복귀\",\n english: \"Recovery\",\n };\n }\n}\n\nexport default AttackMovementPhysics;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2GA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsCjC,wBACE,QACsB;EAMtB,MAAM,gBAJe,KAAK,wBAAwB,OAAO,cAAc,GAGhD,KAAK,0BAA0B,OAAO,cAAc;AAU3E,SAAO;GACL,cAPmB,OAAO,UAAU,OAAO,CAAC,eAAe,cAAc;GAQzE,eALoB,OAAO,oBAAoB;GAM/C,kBALuB,OAAO,oBAAoB;GAMlD,eAAe,OAAO;GACvB;;;;;;;;;;;;;;;;;;;CAoBH,wBAAgC,eAAsC;AAEpE,MACE,kBAAkB,cAAc,mBAChC,kBAAkB,cAAc,aAChC,kBAAkB,cAAc,UAEhC,QAAO;AAGT,MACE,kBAAkB,cAAc,cAChC,kBAAkB,cAAc,UAEhC,QAAO;AAGT,MACE,kBAAkB,cAAc,YAChC,kBAAkB,cAAc,iBAChC,kBAAkB,cAAc,SAEhC,QAAO;AAIT,MACE,kBAAkB,cAAc,iBAChC,kBAAkB,cAAc,sBAChC,kBAAkB,cAAc,aAEhC,QAAO;AAIT,MACE,kBAAkB,cAAc,eAChC,kBAAkB,cAAc,aAEhC,QAAO;AAIT,MACE,kBAAkB,cAAc,SAChC,kBAAkB,cAAc,YAChC,kBAAkB,cAAc,KAEhC,QAAO;AAGT,MACE,kBAAkB,cAAc,OAChC,kBAAkB,cAAc,SAEhC,QAAO;AAGT,MACE,kBAAkB,cAAc,YAChC,kBAAkB,cAAc,eAChC,kBAAkB,cAAc,YAEhC,QAAO;AAIT,MACE,kBAAkB,cAAc,gBAChC,kBAAkB,cAAc,eAChC,kBAAkB,cAAc,aAChC,kBAAkB,cAAc,kBAChC,kBAAkB,cAAc,eAChC,kBAAkB,cAAc,eAChC,kBAAkB,cAAc,kBAChC,kBAAkB,cAAc,gBAChC,kBAAkB,cAAc,uBAChC,kBAAkB,cAAc,gBAChC,kBAAkB,cAAc,kBAChC,kBAAkB,cAAc,eAChC,kBAAkB,cAAc,aAEhC,QAAO;AAIT,MACE,kBAAkB,cAAc,qBAChC,kBAAkB,cAAc,gBAChC,kBAAkB,cAAc,yBAChC,kBAAkB,cAAc,oBAChC,kBAAkB,cAAc,iBAChC,kBAAkB,cAAc,oBAChC,kBAAkB,cAAc,mBAChC,kBAAkB,cAAc,iBAChC,kBAAkB,cAAc,UAEhC,QAAO;AAIT,MACE,kBAAkB,cAAc,iBAChC,kBAAkB,cAAc,cAEhC,QAAO;AAIT,MACE,kBAAkB,cAAc,uBAChC,kBAAkB,cAAc,gBAChC,kBAAkB,cAAc,oBAChC,kBAAkB,cAAc,WAEhC,QAAO;AAIT,MACE,kBAAkB,cAAc,SAChC,kBAAkB,cAAc,cAChC,kBAAkB,cAAc,YAChC,kBAAkB,cAAc,SAChC,kBAAkB,cAAc,UAChC,kBAAkB,cAAc,WAChC,kBAAkB,cAAc,QAChC,kBAAkB,cAAc,cAChC,kBAAkB,cAAc,WAChC,kBAAkB,cAAc,iBAChC,kBAAkB,cAAc,aAChC,kBAAkB,cAAc,YAChC,kBAAkB,cAAc,qBAChC,kBAAkB,cAAc,eAChC,kBAAkB,cAAc,cAChC,kBAAkB,cAAc,yBAChC,kBAAkB,cAAc,iBAChC,kBAAkB,cAAc,iBAChC,kBAAkB,cAAc,cAEhC,QAAO;AAMT,SAAO;;;;;;;;;;;;;;;;;;;;;;;CAwBT,0BAAkC,QAA+B;AAW/D,SAViD;IAC9C,cAAc,OAAO;IACrB,cAAc,MAAM;IACpB,cAAc,MAAM;IACpB,cAAc,KAAK;IACnB,cAAc,MAAM;IACpB,cAAc,MAAM;IACpB,cAAc,MAAM;IACpB,cAAc,MAAM;GACtB,CACgB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8CnB,oBACE,cACA,QACA,aACA,iBACe;EACf,IAAI;AAEJ,MAAI,CAAC,iBAAiB;AAEpB,cAAW,KAAK,IAAI,GAAK,cAAc,OAAO,cAAc;GAI5D,MAAM,gBAAgB,IAAI,KAAK,IAAI,IAAI,UAAU,EAAE;GAGnD,MAAM,sBAAsB,OAAO,aAChC,OAAO,CACP,eAAe,cAAc;AAEhC,UAAO,aAAa,OAAO,CAAC,IAAI,oBAAoB;SAC/C;GAEL,MAAM,eAAe,cAAc,OAAO;AAC1C,cAAW,KAAK,IAAI,GAAK,eAAe,OAAO,iBAAiB;GAIhE,MAAM,gBAAgB,KAAK,IAAI,UAAU,EAAE;GAG3C,MAAM,qBAAqB,OAAO,aAC/B,OAAO,CACP,eAAe,IAAM,cAAc;AAEtC,UAAO,aAAa,OAAO,CAAC,IAAI,mBAAmB;;;;;;;;;;;;;;;CAgBvD,eAAe,aAAqB,eAAgC;AAClE,SAAO,cAAc;;;;;;;;;;;;;;CAevB,kBACE,aACA,QACS;AACT,SACE,eAAe,OAAO,iBACtB,cAAc,OAAO;;;;;;;;;;;;CAczB,oBAAyD;AACvD,SAAO;GACL,QAAQ;GACR,SAAS;GACV;;;;;;;;;;;;CAaH,uBAA4D;AAC1D,SAAO;GACL,QAAQ;GACR,SAAS;GACV"}
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* Collision Detection System for Black Trigram combat physics.
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* **Korean**: 충돌 감지 시스템
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* Implements precise collision detection for the 70 vital points combat system using:
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* - Bounding boxes for 5 anatomical regions
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* ## Architecture
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* The system uses a two-phase collision detection approach:
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* 1. **Broad-phase**: Fast AABB checks to eliminate impossible collisions
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* This ensures 60fps performance even with complex collision queries.
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* ## Performance
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* - Broad-phase: O(1) per check (simple distance comparison)
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* - Narrow-phase: O(n) where n = vital points in region (typically 8-20)
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* ```typescript
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* const collision = new CollisionDetection();
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*
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* const result = collision.checkAttackHit(
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* { x: 0, y: 0, z: 5 }, // Attacker position
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* { x: 0, y: 0, z: 6.5 }, // Defender position
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* { id: "kick", type: "kick" }, // Technique
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* TrigramStance.LI, // Attacker stance
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* "torso" // Target region
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* );
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* if (result.hit) {
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* console.log(`Hit ${result.vitalPoint?.names.english}!`);
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* console.log(`Accuracy: ${(result.accuracy * 100).toFixed(1)}%`);
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* }
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* ```
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*
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* @module systems/physics/CollisionDetection
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* @category Combat Systems
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* @korean 충돌감지시스템
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*/
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import { TrigramStance } from "../../types/common";
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import type { AnatomicalRegionPhysics, BoundingBox, CollisionResult, Position3D } from "../../types/physics";
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import type { VitalPoint } from "../vitalpoint/types";
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/**
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* Collision Detection Engine for combat physics.
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*
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* **Korean**: 충돌 감지 엔진
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*
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* Provides efficient collision detection for combat using bounding boxes and raycasting.
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* Optimized for 60fps performance with multiple simultaneous collision checks.
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*
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* @public
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* @category Combat Systems
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* @korean 충돌감지엔진
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*/
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export declare class CollisionDetection {
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private readonly boundingBoxes;
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private readonly raycaster;
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private vitalPointsByRegion;
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private readonly geometryCache;
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private readonly coordinateMapper;
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/**
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* Creates a new CollisionDetection instance.
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*
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* Initializes bounding boxes for all anatomical regions and organizes
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* vital points by region for efficient lookup.
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*/
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constructor();
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/**
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* Cleans up Three.js resources.
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*
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* **Korean**: 자원 정리
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*
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* Disposes of cached geometries and releases memory to prevent leaks.
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* Should be called when the CollisionDetection instance is no longer needed.
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*
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* @public
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* @korean 자원정리
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*/
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dispose(): void;
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/**
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* Checks if an attack hits the defender.
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*
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* **Korean**: 공격 타격 확인
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*
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* Performs two-phase collision detection:
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* 1. Calculate effective attack reach based on technique and stance
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* 2. Broad-phase: Check if defender is within reach
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* 3. Broad-phase: Check if target region's AABB is within reach
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* 4. Narrow-phase: Raycast to find precise vital point hit
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*
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* @param attackerPosition - 3D position of the attacker
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* @param defenderPosition - 3D position of the defender
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* @param technique - Technique being used with type information
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* @param attackerStance - Attacker's current trigram stance
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* @param targetRegion - Anatomical region being targeted
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* @returns Collision result with hit status, vital point, distance, and accuracy
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*
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* @example
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* ```typescript
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* const result = collision.checkAttackHit(
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* { x: 0, y: 0, z: 5 },
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* { x: 0, y: 0, z: 6 },
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* { type: "punch" },
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* TrigramStance.GEON,
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* "head"
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* );
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* ```
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*
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* @public
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* @korean 공격타격확인
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*/
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checkAttackHit(attackerPosition: Position3D, defenderPosition: Position3D, technique: {
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type?: string;
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[key: string]: any;
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}, attackerStance: TrigramStance, targetRegion: AnatomicalRegionPhysics): CollisionResult;
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/**
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* Calculates effective attack reach for a technique.
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*
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* **Korean**: 공격 범위 계산
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*
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* Applies stance modifiers to base technique reach.
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*
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* @param techniqueType - Type of technique
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* @param stance - Current trigram stance
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* @returns Attack reach with all modifiers applied
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*
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* @private
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* @korean 공격범위계산
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*/
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private calculateAttackReach;
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/**
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* Performs raycasting against a bounding box.
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*
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* **Korean**: 경계 상자 광선 투사
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*
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* Uses cached geometries from object pool to avoid repeated allocations
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* during combat. Creates a Three.js mesh for the bounding box and performs
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* raycasting to detect intersection points.
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*
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+
* Uses object pooling for Vector3 allocations to reduce GC pressure.
|
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+
*
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+
* @param query - Raycast query parameters
|
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+
* @param box - Bounding box to test
|
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+
* @param defenderPosition - Position of the defender
|
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+
* @returns Intersection point or null if no hit
|
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+
*
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+
* @private
|
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157
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+
* @korean 경계상자광선투사
|
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+
*/
|
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+
private raycastBoundingBox;
|
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160
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+
/**
|
|
161
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+
* Creates Three.js geometry for a bounding box.
|
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162
|
+
*
|
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163
|
+
* Helper method for geometry cache initialization.
|
|
164
|
+
*
|
|
165
|
+
* @param box - Bounding box specification
|
|
166
|
+
* @returns Three.js geometry
|
|
167
|
+
*
|
|
168
|
+
* @private
|
|
169
|
+
* @korean 경계상자지오메트리생성
|
|
170
|
+
*/
|
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171
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+
private createGeometryForBox;
|
|
172
|
+
/**
|
|
173
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+
* Identifies the specific vital point hit within a region.
|
|
174
|
+
*
|
|
175
|
+
* **Korean**: 급소 식별
|
|
176
|
+
*
|
|
177
|
+
* Finds the closest vital point to the hit location within the targeted region.
|
|
178
|
+
*
|
|
179
|
+
* @param region - Anatomical region hit
|
|
180
|
+
* @param hitPoint - 3D point where attack intersected
|
|
181
|
+
* @param defenderPosition - Position of the defender
|
|
182
|
+
* @returns Closest vital point or null if none found
|
|
183
|
+
*
|
|
184
|
+
* @private
|
|
185
|
+
* @korean 급소식별
|
|
186
|
+
*/
|
|
187
|
+
private identifyVitalPoint;
|
|
188
|
+
/**
|
|
189
|
+
* Calculates hit accuracy based on distance to vital point center.
|
|
190
|
+
*
|
|
191
|
+
* **Korean**: 타격 정확도 계산
|
|
192
|
+
*
|
|
193
|
+
* Accuracy decreases linearly with distance from vital point center.
|
|
194
|
+
* Perfect accuracy (1.0) at center, decreasing to 0 at 5cm radius.
|
|
195
|
+
*
|
|
196
|
+
* @param hitPoint - Point where attack landed
|
|
197
|
+
* @param vitalPoint - Target vital point
|
|
198
|
+
* @param defenderPosition - Position of the defender
|
|
199
|
+
* @returns Accuracy value from 0 to 1
|
|
200
|
+
*
|
|
201
|
+
* @private
|
|
202
|
+
* @korean 타격정확도계산
|
|
203
|
+
*/
|
|
204
|
+
private calculateHitAccuracy;
|
|
205
|
+
/**
|
|
206
|
+
* Calculates Euclidean distance between two 3D points.
|
|
207
|
+
*
|
|
208
|
+
* @param pos1 - First position
|
|
209
|
+
* @param pos2 - Second position
|
|
210
|
+
* @returns Distance in meters
|
|
211
|
+
*
|
|
212
|
+
* @private
|
|
213
|
+
* @korean 3D거리계산
|
|
214
|
+
*/
|
|
215
|
+
private calculateDistance3D;
|
|
216
|
+
/**
|
|
217
|
+
* Subtracts one 3D vector from another.
|
|
218
|
+
*
|
|
219
|
+
* @param v1 - First vector
|
|
220
|
+
* @param v2 - Second vector
|
|
221
|
+
* @returns Resulting vector
|
|
222
|
+
*
|
|
223
|
+
* @private
|
|
224
|
+
* @korean 벡터빼기
|
|
225
|
+
*/
|
|
226
|
+
private subtractVectors3D;
|
|
227
|
+
/**
|
|
228
|
+
* Normalizes a 3D vector to unit length.
|
|
229
|
+
*
|
|
230
|
+
* @param vec - Vector to normalize
|
|
231
|
+
* @returns Normalized vector
|
|
232
|
+
*
|
|
233
|
+
* @private
|
|
234
|
+
* @korean 벡터정규화
|
|
235
|
+
*/
|
|
236
|
+
private normalizeVector3D;
|
|
237
|
+
/**
|
|
238
|
+
* Parses technique type from string.
|
|
239
|
+
*
|
|
240
|
+
* @param techniqueTypeStr - Technique type as string
|
|
241
|
+
* @returns Parsed technique type
|
|
242
|
+
*
|
|
243
|
+
* @private
|
|
244
|
+
* @korean 기술유형파싱
|
|
245
|
+
*/
|
|
246
|
+
private parseTechniqueType;
|
|
247
|
+
/**
|
|
248
|
+
* Initializes bounding boxes for all anatomical regions.
|
|
249
|
+
*
|
|
250
|
+
* Creates collision volumes for the 5 anatomical regions using the
|
|
251
|
+
* ANATOMICAL_DIMENSIONS constants from the physics types module.
|
|
252
|
+
*
|
|
253
|
+
* @private
|
|
254
|
+
* @korean 경계상자초기화
|
|
255
|
+
*/
|
|
256
|
+
private initializeBoundingBoxes;
|
|
257
|
+
/**
|
|
258
|
+
* Initializes geometry cache for object pooling.
|
|
259
|
+
*
|
|
260
|
+
* Pre-creates all geometries needed for raycasting to avoid repeated
|
|
261
|
+
* allocations during combat. Critical for maintaining 60fps with up to
|
|
262
|
+
* 100 collision checks per frame.
|
|
263
|
+
*
|
|
264
|
+
* @private
|
|
265
|
+
* @korean 지오메트리캐시초기화
|
|
266
|
+
*/
|
|
267
|
+
private initializeGeometryCache;
|
|
268
|
+
/**
|
|
269
|
+
* Organizes vital points by anatomical region for efficient lookup.
|
|
270
|
+
*
|
|
271
|
+
* NOTE: This categorization currently uses y-coordinate thresholds that assume
|
|
272
|
+
* positions are in meters. However, VITAL_POINTS_DATA uses pixel coordinates
|
|
273
|
+
* (e.g., y: 50), which will cause incorrect categorization. Most vital points
|
|
274
|
+
* will end up in the "legs" region since pixel y-coordinates are typically less
|
|
275
|
+
* than 0.8.
|
|
276
|
+
*
|
|
277
|
+
* TODO: After implementing 2D→3D coordinate mapping, update this method to use
|
|
278
|
+
* the converted 3D positions, or use the anatomical region data that may already
|
|
279
|
+
* exist in the vital points data structure.
|
|
280
|
+
*
|
|
281
|
+
* Categorizes the 70 vital points into their respective regions:
|
|
282
|
+
* - Head: 10 vital points
|
|
283
|
+
* - Neck: 8 vital points
|
|
284
|
+
* - Torso: 20 vital points
|
|
285
|
+
* - Arms: 16 vital points
|
|
286
|
+
* - Legs: 16 vital points
|
|
287
|
+
*
|
|
288
|
+
* @private
|
|
289
|
+
* @korean 급소영역별정리
|
|
290
|
+
*/
|
|
291
|
+
private organizeVitalPointsByRegion;
|
|
292
|
+
/**
|
|
293
|
+
* Gets the bounding box for an anatomical region.
|
|
294
|
+
*
|
|
295
|
+
* @param region - Anatomical region
|
|
296
|
+
* @returns Bounding box or undefined if not found
|
|
297
|
+
*
|
|
298
|
+
* @public
|
|
299
|
+
* @korean 경계상자조회
|
|
300
|
+
*/
|
|
301
|
+
getBoundingBox(region: AnatomicalRegionPhysics): BoundingBox | undefined;
|
|
302
|
+
/**
|
|
303
|
+
* Gets all bounding boxes.
|
|
304
|
+
*
|
|
305
|
+
* @returns Map of all bounding boxes by region
|
|
306
|
+
*
|
|
307
|
+
* @public
|
|
308
|
+
* @korean 모든경계상자조회
|
|
309
|
+
*/
|
|
310
|
+
getAllBoundingBoxes(): ReadonlyMap<AnatomicalRegionPhysics, BoundingBox>;
|
|
311
|
+
/**
|
|
312
|
+
* Gets vital points for a specific region.
|
|
313
|
+
*
|
|
314
|
+
* @param region - Anatomical region
|
|
315
|
+
* @returns Array of vital points in that region
|
|
316
|
+
*
|
|
317
|
+
* @public
|
|
318
|
+
* @korean 영역별급소조회
|
|
319
|
+
*/
|
|
320
|
+
getVitalPointsInRegion(region: AnatomicalRegionPhysics): readonly VitalPoint[];
|
|
321
|
+
}
|
|
322
|
+
export default CollisionDetection;
|
|
323
|
+
//# sourceMappingURL=CollisionDetection.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|