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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import { ANATOMICAL_DIMENSIONS, BASE_REACH, STANCE_REACH_MODIFIERS } from "../../types/physics.js";
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import { ThreeObjectPools } from "../../utils/threeObjectPool.js";
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import { CoordinateMapper } from "./CoordinateMapper.js";
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import * as THREE from "three";
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//#region src/systems/physics/CollisionDetection.ts
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/**
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* Collision Detection System for Black Trigram combat physics.
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*
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* **Korean**: 충돌 감지 시스템
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*
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* Implements precise collision detection for the 70 vital points combat system using:
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* - Broad-phase AABB (Axis-Aligned Bounding Box) checks for performance
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* - Narrow-phase raycasting for precise vital point detection
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* - Attack reach validation based on technique and stance
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* - Bounding boxes for 5 anatomical regions
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*
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* ## Architecture
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*
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* The system uses a two-phase collision detection approach:
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*
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* 1. **Broad-phase**: Fast AABB checks to eliminate impossible collisions
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* 2. **Narrow-phase**: Precise raycasting to identify specific vital points
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*
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* This ensures 60fps performance even with complex collision queries.
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*
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* ## Performance
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*
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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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* - Target: <100 collision checks per frame for 60fps
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*
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* @example
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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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*
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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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/**
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* Collision Detection Engine for combat physics.
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*
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58
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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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var CollisionDetection = class {
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68
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+
boundingBoxes = /* @__PURE__ */ new Map();
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69
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+
raycaster = new THREE.Raycaster();
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70
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vitalPointsByRegion = /* @__PURE__ */ new Map();
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71
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+
geometryCache = /* @__PURE__ */ new Map();
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72
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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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this.coordinateMapper = new CoordinateMapper();
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81
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this.initializeBoundingBoxes();
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82
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this.organizeVitalPointsByRegion();
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this.initializeGeometryCache();
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}
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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() {
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for (const geometry of this.geometryCache.values()) geometry.dispose();
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this.geometryCache.clear();
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}
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100
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/**
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101
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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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124
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* TrigramStance.GEON,
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125
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+
* "head"
|
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+
* );
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|
127
|
+
* ```
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+
*
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129
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+
* @public
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130
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+
* @korean 공격타격확인
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+
*/
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132
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+
checkAttackHit(attackerPosition, defenderPosition, technique, attackerStance, targetRegion) {
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133
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const techniqueType = this.parseTechniqueType(technique.type);
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const attackReach = this.calculateAttackReach(techniqueType, attackerStance);
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+
const distance = this.calculateDistance3D(attackerPosition, defenderPosition);
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+
if (distance > attackReach.effectiveReach) return {
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+
hit: false,
|
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138
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+
distance,
|
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139
|
+
accuracy: 0
|
|
140
|
+
};
|
|
141
|
+
const targetBox = this.boundingBoxes.get(targetRegion);
|
|
142
|
+
if (!targetBox) return {
|
|
143
|
+
hit: false,
|
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144
|
+
distance,
|
|
145
|
+
accuracy: 0
|
|
146
|
+
};
|
|
147
|
+
const raycastQuery = {
|
|
148
|
+
origin: attackerPosition,
|
|
149
|
+
direction: this.normalizeVector3D(this.subtractVectors3D(defenderPosition, attackerPosition)),
|
|
150
|
+
maxDistance: attackReach.effectiveReach,
|
|
151
|
+
targetRegion
|
|
152
|
+
};
|
|
153
|
+
const intersection = this.raycastBoundingBox(raycastQuery, targetBox, defenderPosition);
|
|
154
|
+
if (!intersection) return {
|
|
155
|
+
hit: false,
|
|
156
|
+
distance,
|
|
157
|
+
accuracy: 0
|
|
158
|
+
};
|
|
159
|
+
const vitalPoint = this.identifyVitalPoint(targetRegion, intersection.point, defenderPosition);
|
|
160
|
+
if (!vitalPoint) return {
|
|
161
|
+
hit: false,
|
|
162
|
+
distance,
|
|
163
|
+
accuracy: 0
|
|
164
|
+
};
|
|
165
|
+
return {
|
|
166
|
+
hit: true,
|
|
167
|
+
region: targetRegion,
|
|
168
|
+
vitalPoint,
|
|
169
|
+
distance,
|
|
170
|
+
accuracy: this.calculateHitAccuracy(intersection.point, vitalPoint, defenderPosition),
|
|
171
|
+
hitPoint: intersection.point
|
|
172
|
+
};
|
|
173
|
+
}
|
|
174
|
+
/**
|
|
175
|
+
* Calculates effective attack reach for a technique.
|
|
176
|
+
*
|
|
177
|
+
* **Korean**: 공격 범위 계산
|
|
178
|
+
*
|
|
179
|
+
* Applies stance modifiers to base technique reach.
|
|
180
|
+
*
|
|
181
|
+
* @param techniqueType - Type of technique
|
|
182
|
+
* @param stance - Current trigram stance
|
|
183
|
+
* @returns Attack reach with all modifiers applied
|
|
184
|
+
*
|
|
185
|
+
* @private
|
|
186
|
+
* @korean 공격범위계산
|
|
187
|
+
*/
|
|
188
|
+
calculateAttackReach(techniqueType, stance) {
|
|
189
|
+
const baseReach = BASE_REACH[techniqueType];
|
|
190
|
+
const stanceModifier = STANCE_REACH_MODIFIERS[stance];
|
|
191
|
+
return {
|
|
192
|
+
technique: techniqueType,
|
|
193
|
+
baseReach,
|
|
194
|
+
stance,
|
|
195
|
+
stanceModifier,
|
|
196
|
+
effectiveReach: baseReach * stanceModifier
|
|
197
|
+
};
|
|
198
|
+
}
|
|
199
|
+
/**
|
|
200
|
+
* Performs raycasting against a bounding box.
|
|
201
|
+
*
|
|
202
|
+
* **Korean**: 경계 상자 광선 투사
|
|
203
|
+
*
|
|
204
|
+
* Uses cached geometries from object pool to avoid repeated allocations
|
|
205
|
+
* during combat. Creates a Three.js mesh for the bounding box and performs
|
|
206
|
+
* raycasting to detect intersection points.
|
|
207
|
+
*
|
|
208
|
+
* Uses object pooling for Vector3 allocations to reduce GC pressure.
|
|
209
|
+
*
|
|
210
|
+
* @param query - Raycast query parameters
|
|
211
|
+
* @param box - Bounding box to test
|
|
212
|
+
* @param defenderPosition - Position of the defender
|
|
213
|
+
* @returns Intersection point or null if no hit
|
|
214
|
+
*
|
|
215
|
+
* @private
|
|
216
|
+
* @korean 경계상자광선투사
|
|
217
|
+
*/
|
|
218
|
+
raycastBoundingBox(query, box, defenderPosition) {
|
|
219
|
+
const cacheKey = `${box.type}-${box.region}`;
|
|
220
|
+
let geometry = this.geometryCache.get(cacheKey);
|
|
221
|
+
if (!geometry) {
|
|
222
|
+
geometry = this.createGeometryForBox(box);
|
|
223
|
+
this.geometryCache.set(cacheKey, geometry);
|
|
224
|
+
}
|
|
225
|
+
const mesh = new THREE.Mesh(geometry);
|
|
226
|
+
mesh.position.set(defenderPosition.x + box.center.x, defenderPosition.y + box.center.y, defenderPosition.z + box.center.z);
|
|
227
|
+
const origin = ThreeObjectPools.vector3.acquire();
|
|
228
|
+
const direction = ThreeObjectPools.vector3.acquire();
|
|
229
|
+
try {
|
|
230
|
+
origin.set(query.origin.x, query.origin.y, query.origin.z);
|
|
231
|
+
direction.set(query.direction.x, query.direction.y, query.direction.z);
|
|
232
|
+
this.raycaster.set(origin, direction);
|
|
233
|
+
this.raycaster.far = query.maxDistance;
|
|
234
|
+
const intersections = this.raycaster.intersectObject(mesh);
|
|
235
|
+
if (intersections.length > 0) {
|
|
236
|
+
const point = intersections[0].point;
|
|
237
|
+
return { point: {
|
|
238
|
+
x: point.x,
|
|
239
|
+
y: point.y,
|
|
240
|
+
z: point.z
|
|
241
|
+
} };
|
|
242
|
+
}
|
|
243
|
+
return null;
|
|
244
|
+
} finally {
|
|
245
|
+
ThreeObjectPools.vector3.release(origin);
|
|
246
|
+
ThreeObjectPools.vector3.release(direction);
|
|
247
|
+
}
|
|
248
|
+
}
|
|
249
|
+
/**
|
|
250
|
+
* Creates Three.js geometry for a bounding box.
|
|
251
|
+
*
|
|
252
|
+
* Helper method for geometry cache initialization.
|
|
253
|
+
*
|
|
254
|
+
* @param box - Bounding box specification
|
|
255
|
+
* @returns Three.js geometry
|
|
256
|
+
*
|
|
257
|
+
* @private
|
|
258
|
+
* @korean 경계상자지오메트리생성
|
|
259
|
+
*/
|
|
260
|
+
createGeometryForBox(box) {
|
|
261
|
+
switch (box.type) {
|
|
262
|
+
case "sphere": return new THREE.SphereGeometry(box.dimensions.x, 8, 8);
|
|
263
|
+
case "box": return new THREE.BoxGeometry(box.dimensions.x, box.dimensions.y, box.dimensions.z);
|
|
264
|
+
case "capsule": return new THREE.CapsuleGeometry(box.dimensions.x, box.dimensions.y, 4, 8);
|
|
265
|
+
}
|
|
266
|
+
}
|
|
267
|
+
/**
|
|
268
|
+
* Identifies the specific vital point hit within a region.
|
|
269
|
+
*
|
|
270
|
+
* **Korean**: 급소 식별
|
|
271
|
+
*
|
|
272
|
+
* Finds the closest vital point to the hit location within the targeted region.
|
|
273
|
+
*
|
|
274
|
+
* @param region - Anatomical region hit
|
|
275
|
+
* @param hitPoint - 3D point where attack intersected
|
|
276
|
+
* @param defenderPosition - Position of the defender
|
|
277
|
+
* @returns Closest vital point or null if none found
|
|
278
|
+
*
|
|
279
|
+
* @private
|
|
280
|
+
* @korean 급소식별
|
|
281
|
+
*/
|
|
282
|
+
identifyVitalPoint(region, hitPoint, _defenderPosition) {
|
|
283
|
+
const vitalPoints = this.vitalPointsByRegion.get(region);
|
|
284
|
+
if (!vitalPoints || vitalPoints.length === 0) return null;
|
|
285
|
+
const result = this.coordinateMapper.findClosestVitalPoint(hitPoint, vitalPoints, region);
|
|
286
|
+
return result ? result.vitalPoint : vitalPoints.length > 0 ? vitalPoints[0] : null;
|
|
287
|
+
}
|
|
288
|
+
/**
|
|
289
|
+
* Calculates hit accuracy based on distance to vital point center.
|
|
290
|
+
*
|
|
291
|
+
* **Korean**: 타격 정확도 계산
|
|
292
|
+
*
|
|
293
|
+
* Accuracy decreases linearly with distance from vital point center.
|
|
294
|
+
* Perfect accuracy (1.0) at center, decreasing to 0 at 5cm radius.
|
|
295
|
+
*
|
|
296
|
+
* @param hitPoint - Point where attack landed
|
|
297
|
+
* @param vitalPoint - Target vital point
|
|
298
|
+
* @param defenderPosition - Position of the defender
|
|
299
|
+
* @returns Accuracy value from 0 to 1
|
|
300
|
+
*
|
|
301
|
+
* @private
|
|
302
|
+
* @korean 타격정확도계산
|
|
303
|
+
*/
|
|
304
|
+
calculateHitAccuracy(hitPoint, vitalPoint, _defenderPosition) {
|
|
305
|
+
const distance = this.coordinateMapper.distanceToVitalPoint(hitPoint, vitalPoint);
|
|
306
|
+
return Math.max(0, 1 - distance / .05);
|
|
307
|
+
}
|
|
308
|
+
/**
|
|
309
|
+
* Calculates Euclidean distance between two 3D points.
|
|
310
|
+
*
|
|
311
|
+
* @param pos1 - First position
|
|
312
|
+
* @param pos2 - Second position
|
|
313
|
+
* @returns Distance in meters
|
|
314
|
+
*
|
|
315
|
+
* @private
|
|
316
|
+
* @korean 3D거리계산
|
|
317
|
+
*/
|
|
318
|
+
calculateDistance3D(pos1, pos2) {
|
|
319
|
+
const dx = pos1.x - pos2.x;
|
|
320
|
+
const dy = pos1.y - pos2.y;
|
|
321
|
+
const dz = pos1.z - pos2.z;
|
|
322
|
+
return Math.sqrt(dx * dx + dy * dy + dz * dz);
|
|
323
|
+
}
|
|
324
|
+
/**
|
|
325
|
+
* Subtracts one 3D vector from another.
|
|
326
|
+
*
|
|
327
|
+
* @param v1 - First vector
|
|
328
|
+
* @param v2 - Second vector
|
|
329
|
+
* @returns Resulting vector
|
|
330
|
+
*
|
|
331
|
+
* @private
|
|
332
|
+
* @korean 벡터빼기
|
|
333
|
+
*/
|
|
334
|
+
subtractVectors3D(v1, v2) {
|
|
335
|
+
return {
|
|
336
|
+
x: v1.x - v2.x,
|
|
337
|
+
y: v1.y - v2.y,
|
|
338
|
+
z: v1.z - v2.z
|
|
339
|
+
};
|
|
340
|
+
}
|
|
341
|
+
/**
|
|
342
|
+
* Normalizes a 3D vector to unit length.
|
|
343
|
+
*
|
|
344
|
+
* @param vec - Vector to normalize
|
|
345
|
+
* @returns Normalized vector
|
|
346
|
+
*
|
|
347
|
+
* @private
|
|
348
|
+
* @korean 벡터정규화
|
|
349
|
+
*/
|
|
350
|
+
normalizeVector3D(vec) {
|
|
351
|
+
const length = Math.sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);
|
|
352
|
+
if (length === 0) return {
|
|
353
|
+
x: 0,
|
|
354
|
+
y: 0,
|
|
355
|
+
z: 1
|
|
356
|
+
};
|
|
357
|
+
return {
|
|
358
|
+
x: vec.x / length,
|
|
359
|
+
y: vec.y / length,
|
|
360
|
+
z: vec.z / length
|
|
361
|
+
};
|
|
362
|
+
}
|
|
363
|
+
/**
|
|
364
|
+
* Parses technique type from string.
|
|
365
|
+
*
|
|
366
|
+
* @param techniqueTypeStr - Technique type as string
|
|
367
|
+
* @returns Parsed technique type
|
|
368
|
+
*
|
|
369
|
+
* @private
|
|
370
|
+
* @korean 기술유형파싱
|
|
371
|
+
*/
|
|
372
|
+
parseTechniqueType(techniqueTypeStr) {
|
|
373
|
+
return {
|
|
374
|
+
punch: "punch",
|
|
375
|
+
kick: "kick",
|
|
376
|
+
elbow: "elbow",
|
|
377
|
+
knee: "knee",
|
|
378
|
+
pressure_point: "pressure_point",
|
|
379
|
+
strike: "punch"
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380
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+
}[techniqueTypeStr ?? "punch"] ?? "punch";
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381
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+
}
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382
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+
/**
|
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383
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+
* Initializes bounding boxes for all anatomical regions.
|
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384
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+
*
|
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385
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+
* Creates collision volumes for the 5 anatomical regions using the
|
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386
|
+
* ANATOMICAL_DIMENSIONS constants from the physics types module.
|
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387
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+
*
|
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388
|
+
* @private
|
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389
|
+
* @korean 경계상자초기화
|
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390
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+
*/
|
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391
|
+
initializeBoundingBoxes() {
|
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392
|
+
this.boundingBoxes.set("head", {
|
|
393
|
+
type: ANATOMICAL_DIMENSIONS.head.type,
|
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394
|
+
center: ANATOMICAL_DIMENSIONS.head.center,
|
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395
|
+
dimensions: {
|
|
396
|
+
x: ANATOMICAL_DIMENSIONS.head.radius,
|
|
397
|
+
y: 0,
|
|
398
|
+
z: 0
|
|
399
|
+
},
|
|
400
|
+
region: "head"
|
|
401
|
+
});
|
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402
|
+
this.boundingBoxes.set("neck", {
|
|
403
|
+
type: ANATOMICAL_DIMENSIONS.neck.type,
|
|
404
|
+
center: ANATOMICAL_DIMENSIONS.neck.center,
|
|
405
|
+
dimensions: {
|
|
406
|
+
x: ANATOMICAL_DIMENSIONS.neck.radius,
|
|
407
|
+
y: ANATOMICAL_DIMENSIONS.neck.height,
|
|
408
|
+
z: 0
|
|
409
|
+
},
|
|
410
|
+
region: "neck"
|
|
411
|
+
});
|
|
412
|
+
this.boundingBoxes.set("torso", {
|
|
413
|
+
type: ANATOMICAL_DIMENSIONS.torso.type,
|
|
414
|
+
center: ANATOMICAL_DIMENSIONS.torso.center,
|
|
415
|
+
dimensions: {
|
|
416
|
+
x: ANATOMICAL_DIMENSIONS.torso.width,
|
|
417
|
+
y: ANATOMICAL_DIMENSIONS.torso.height,
|
|
418
|
+
z: ANATOMICAL_DIMENSIONS.torso.depth
|
|
419
|
+
},
|
|
420
|
+
region: "torso"
|
|
421
|
+
});
|
|
422
|
+
this.boundingBoxes.set("arms", {
|
|
423
|
+
type: ANATOMICAL_DIMENSIONS.arms.type,
|
|
424
|
+
center: ANATOMICAL_DIMENSIONS.arms.center,
|
|
425
|
+
dimensions: {
|
|
426
|
+
x: ANATOMICAL_DIMENSIONS.arms.radius,
|
|
427
|
+
y: ANATOMICAL_DIMENSIONS.arms.height,
|
|
428
|
+
z: 0
|
|
429
|
+
},
|
|
430
|
+
region: "arms"
|
|
431
|
+
});
|
|
432
|
+
this.boundingBoxes.set("legs", {
|
|
433
|
+
type: ANATOMICAL_DIMENSIONS.legs.type,
|
|
434
|
+
center: ANATOMICAL_DIMENSIONS.legs.center,
|
|
435
|
+
dimensions: {
|
|
436
|
+
x: ANATOMICAL_DIMENSIONS.legs.radius,
|
|
437
|
+
y: ANATOMICAL_DIMENSIONS.legs.height,
|
|
438
|
+
z: 0
|
|
439
|
+
},
|
|
440
|
+
region: "legs"
|
|
441
|
+
});
|
|
442
|
+
}
|
|
443
|
+
/**
|
|
444
|
+
* Initializes geometry cache for object pooling.
|
|
445
|
+
*
|
|
446
|
+
* Pre-creates all geometries needed for raycasting to avoid repeated
|
|
447
|
+
* allocations during combat. Critical for maintaining 60fps with up to
|
|
448
|
+
* 100 collision checks per frame.
|
|
449
|
+
*
|
|
450
|
+
* @private
|
|
451
|
+
* @korean 지오메트리캐시초기화
|
|
452
|
+
*/
|
|
453
|
+
initializeGeometryCache() {
|
|
454
|
+
for (const box of this.boundingBoxes.values()) {
|
|
455
|
+
const cacheKey = `${box.type}-${box.region}`;
|
|
456
|
+
const geometry = this.createGeometryForBox(box);
|
|
457
|
+
this.geometryCache.set(cacheKey, geometry);
|
|
458
|
+
}
|
|
459
|
+
}
|
|
460
|
+
/**
|
|
461
|
+
* Organizes vital points by anatomical region for efficient lookup.
|
|
462
|
+
*
|
|
463
|
+
* NOTE: This categorization currently uses y-coordinate thresholds that assume
|
|
464
|
+
* positions are in meters. However, VITAL_POINTS_DATA uses pixel coordinates
|
|
465
|
+
* (e.g., y: 50), which will cause incorrect categorization. Most vital points
|
|
466
|
+
* will end up in the "legs" region since pixel y-coordinates are typically less
|
|
467
|
+
* than 0.8.
|
|
468
|
+
*
|
|
469
|
+
* TODO: After implementing 2D→3D coordinate mapping, update this method to use
|
|
470
|
+
* the converted 3D positions, or use the anatomical region data that may already
|
|
471
|
+
* exist in the vital points data structure.
|
|
472
|
+
*
|
|
473
|
+
* Categorizes the 70 vital points into their respective regions:
|
|
474
|
+
* - Head: 10 vital points
|
|
475
|
+
* - Neck: 8 vital points
|
|
476
|
+
* - Torso: 20 vital points
|
|
477
|
+
* - Arms: 16 vital points
|
|
478
|
+
* - Legs: 16 vital points
|
|
479
|
+
*
|
|
480
|
+
* @private
|
|
481
|
+
* @korean 급소영역별정리
|
|
482
|
+
*/
|
|
483
|
+
organizeVitalPointsByRegion() {
|
|
484
|
+
const regionMap = new Map([
|
|
485
|
+
["head", []],
|
|
486
|
+
["neck", []],
|
|
487
|
+
["torso", []],
|
|
488
|
+
["arms", []],
|
|
489
|
+
["legs", []]
|
|
490
|
+
]);
|
|
491
|
+
for (const vp of VITAL_POINTS_DATA) {
|
|
492
|
+
let region;
|
|
493
|
+
if (vp.id.includes("_neck") || vp.id.includes("_throat") || vp.id === "head_side_neck" || vp.id === "head_throat") region = "neck";
|
|
494
|
+
else if (vp.id.startsWith("head_")) region = "head";
|
|
495
|
+
else if (vp.id.startsWith("torso_")) region = "torso";
|
|
496
|
+
else if (vp.id.startsWith("arm_left_") || vp.id.startsWith("arm_right_")) region = "arms";
|
|
497
|
+
else if (vp.id.startsWith("leg_left_") || vp.id.startsWith("leg_right_")) region = "legs";
|
|
498
|
+
else region = "torso";
|
|
499
|
+
const list = regionMap.get(region);
|
|
500
|
+
if (list) list.push(vp);
|
|
501
|
+
}
|
|
502
|
+
this.vitalPointsByRegion = regionMap;
|
|
503
|
+
}
|
|
504
|
+
/**
|
|
505
|
+
* Gets the bounding box for an anatomical region.
|
|
506
|
+
*
|
|
507
|
+
* @param region - Anatomical region
|
|
508
|
+
* @returns Bounding box or undefined if not found
|
|
509
|
+
*
|
|
510
|
+
* @public
|
|
511
|
+
* @korean 경계상자조회
|
|
512
|
+
*/
|
|
513
|
+
getBoundingBox(region) {
|
|
514
|
+
return this.boundingBoxes.get(region);
|
|
515
|
+
}
|
|
516
|
+
/**
|
|
517
|
+
* Gets all bounding boxes.
|
|
518
|
+
*
|
|
519
|
+
* @returns Map of all bounding boxes by region
|
|
520
|
+
*
|
|
521
|
+
* @public
|
|
522
|
+
* @korean 모든경계상자조회
|
|
523
|
+
*/
|
|
524
|
+
getAllBoundingBoxes() {
|
|
525
|
+
return this.boundingBoxes;
|
|
526
|
+
}
|
|
527
|
+
/**
|
|
528
|
+
* Gets vital points for a specific region.
|
|
529
|
+
*
|
|
530
|
+
* @param region - Anatomical region
|
|
531
|
+
* @returns Array of vital points in that region
|
|
532
|
+
*
|
|
533
|
+
* @public
|
|
534
|
+
* @korean 영역별급소조회
|
|
535
|
+
*/
|
|
536
|
+
getVitalPointsInRegion(region) {
|
|
537
|
+
return this.vitalPointsByRegion.get(region) ?? [];
|
|
538
|
+
}
|
|
539
|
+
};
|
|
540
|
+
//#endregion
|
|
541
|
+
export { CollisionDetection as default };
|
|
542
|
+
|
|
543
|
+
//# sourceMappingURL=CollisionDetection.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"CollisionDetection.js","names":[],"sources":["../../../src/systems/physics/CollisionDetection.ts"],"sourcesContent":["/**\n * Collision Detection System for Black Trigram combat physics.\n *\n * **Korean**: 충돌 감지 시스템\n *\n * Implements precise collision detection for the 70 vital points combat system using:\n * - Broad-phase AABB (Axis-Aligned Bounding Box) checks for performance\n * - Narrow-phase raycasting for precise vital point detection\n * - Attack reach validation based on technique and stance\n * - Bounding boxes for 5 anatomical regions\n *\n * ## Architecture\n *\n * The system uses a two-phase collision detection approach:\n *\n * 1. **Broad-phase**: Fast AABB checks to eliminate impossible collisions\n * 2. **Narrow-phase**: Precise raycasting to identify specific vital points\n *\n * This ensures 60fps performance even with complex collision queries.\n *\n * ## Performance\n *\n * - Broad-phase: O(1) per check (simple distance comparison)\n * - Narrow-phase: O(n) where n = vital points in region (typically 8-20)\n * - Target: <100 collision checks per frame for 60fps\n *\n * @example\n * ```typescript\n * const collision = new CollisionDetection();\n *\n * const result = collision.checkAttackHit(\n * { x: 0, y: 0, z: 5 }, // Attacker position\n * { x: 0, y: 0, z: 6.5 }, // Defender position\n * { id: \"kick\", type: \"kick\" }, // Technique\n * TrigramStance.LI, // Attacker stance\n * \"torso\" // Target region\n * );\n *\n * if (result.hit) {\n * console.log(`Hit ${result.vitalPoint?.names.english}!`);\n * console.log(`Accuracy: ${(result.accuracy * 100).toFixed(1)}%`);\n * }\n * ```\n *\n * @module systems/physics/CollisionDetection\n * @category Combat Systems\n * @korean 충돌감지시스템\n */\n\nimport * as THREE from \"three\";\nimport { TrigramStance } from \"../../types/common\";\nimport type {\n AnatomicalRegionPhysics,\n BoundingBox,\n CollisionResult,\n Position3D,\n RaycastQuery,\n TechniqueType,\n} from \"../../types/physics\";\nimport {\n ANATOMICAL_DIMENSIONS,\n BASE_REACH,\n STANCE_REACH_MODIFIERS,\n} from \"../../types/physics\";\nimport type { VitalPoint } from \"../vitalpoint/types\";\nimport { VITAL_POINTS_DATA } from \"../vitalpoint/VitalPointsData\";\nimport { CoordinateMapper } from \"./CoordinateMapper\";\nimport { ThreeObjectPools } from \"../../utils/threeObjectPool\";\n\n/**\n * Collision Detection Engine for combat physics.\n *\n * **Korean**: 충돌 감지 엔진\n *\n * Provides efficient collision detection for combat using bounding boxes and raycasting.\n * Optimized for 60fps performance with multiple simultaneous collision checks.\n *\n * @public\n * @category Combat Systems\n * @korean 충돌감지엔진\n */\nexport class CollisionDetection {\n private readonly boundingBoxes: Map<AnatomicalRegionPhysics, BoundingBox> =\n new Map();\n private readonly raycaster: THREE.Raycaster = new THREE.Raycaster();\n private vitalPointsByRegion: Map<AnatomicalRegionPhysics, VitalPoint[]> =\n new Map();\n\n // Geometry cache for object pooling to avoid repeated allocations during combat\n private readonly geometryCache: Map<string, THREE.BufferGeometry> = new Map();\n\n // Coordinate mapper for 2D→3D conversion\n private readonly coordinateMapper: CoordinateMapper;\n\n /**\n * Creates a new CollisionDetection instance.\n *\n * Initializes bounding boxes for all anatomical regions and organizes\n * vital points by region for efficient lookup.\n */\n constructor() {\n this.coordinateMapper = new CoordinateMapper();\n this.initializeBoundingBoxes();\n this.organizeVitalPointsByRegion();\n this.initializeGeometryCache();\n }\n\n /**\n * Cleans up Three.js resources.\n *\n * **Korean**: 자원 정리\n *\n * Disposes of cached geometries and releases memory to prevent leaks.\n * Should be called when the CollisionDetection instance is no longer needed.\n *\n * @public\n * @korean 자원정리\n */\n public dispose(): void {\n // Dispose all cached geometries\n for (const geometry of this.geometryCache.values()) {\n geometry.dispose();\n }\n this.geometryCache.clear();\n }\n\n /**\n * Checks if an attack hits the defender.\n *\n * **Korean**: 공격 타격 확인\n *\n * Performs two-phase collision detection:\n * 1. Calculate effective attack reach based on technique and stance\n * 2. Broad-phase: Check if defender is within reach\n * 3. Broad-phase: Check if target region's AABB is within reach\n * 4. Narrow-phase: Raycast to find precise vital point hit\n *\n * @param attackerPosition - 3D position of the attacker\n * @param defenderPosition - 3D position of the defender\n * @param technique - Technique being used with type information\n * @param attackerStance - Attacker's current trigram stance\n * @param targetRegion - Anatomical region being targeted\n * @returns Collision result with hit status, vital point, distance, and accuracy\n *\n * @example\n * ```typescript\n * const result = collision.checkAttackHit(\n * { x: 0, y: 0, z: 5 },\n * { x: 0, y: 0, z: 6 },\n * { type: \"punch\" },\n * TrigramStance.GEON,\n * \"head\"\n * );\n * ```\n *\n * @public\n * @korean 공격타격확인\n */\n checkAttackHit(\n attackerPosition: Position3D,\n defenderPosition: Position3D,\n // eslint-disable-next-line @typescript-eslint/no-explicit-any -- Technique object has dynamic properties from combat system\n technique: { type?: string; [key: string]: any },\n attackerStance: TrigramStance,\n targetRegion: AnatomicalRegionPhysics,\n ): CollisionResult {\n // Calculate effective attack reach\n const techniqueType = this.parseTechniqueType(technique.type);\n const attackReach = this.calculateAttackReach(\n techniqueType,\n attackerStance,\n );\n\n // Calculate distance between attacker and defender\n const distance = this.calculateDistance3D(\n attackerPosition,\n defenderPosition,\n );\n\n // Broad-phase: Check if defender is within reach\n if (distance > attackReach.effectiveReach) {\n return {\n hit: false,\n distance,\n accuracy: 0,\n };\n }\n\n // Get target region bounding box\n const targetBox = this.boundingBoxes.get(targetRegion);\n if (!targetBox) {\n return {\n hit: false,\n distance,\n accuracy: 0,\n };\n }\n\n // Narrow-phase: Raycast from attacker to target region\n const attackDirection = this.normalizeVector3D(\n this.subtractVectors3D(defenderPosition, attackerPosition),\n );\n\n const raycastQuery: RaycastQuery = {\n origin: attackerPosition,\n direction: attackDirection,\n maxDistance: attackReach.effectiveReach,\n targetRegion,\n };\n\n // Check intersection with target bounding box\n const intersection = this.raycastBoundingBox(\n raycastQuery,\n targetBox,\n defenderPosition,\n );\n\n if (!intersection) {\n return {\n hit: false,\n distance,\n accuracy: 0,\n };\n }\n\n // Determine specific vital point within region\n const vitalPoint = this.identifyVitalPoint(\n targetRegion,\n intersection.point,\n defenderPosition,\n );\n\n if (!vitalPoint) {\n return {\n hit: false,\n distance,\n accuracy: 0,\n };\n }\n\n // Calculate accuracy (how close to vital point center)\n const accuracy = this.calculateHitAccuracy(\n intersection.point,\n vitalPoint,\n defenderPosition,\n );\n\n return {\n hit: true,\n region: targetRegion,\n vitalPoint,\n distance,\n accuracy,\n hitPoint: intersection.point,\n };\n }\n\n /**\n * Calculates effective attack reach for a technique.\n *\n * **Korean**: 공격 범위 계산\n *\n * Applies stance modifiers to base technique reach.\n *\n * @param techniqueType - Type of technique\n * @param stance - Current trigram stance\n * @returns Attack reach with all modifiers applied\n *\n * @private\n * @korean 공격범위계산\n */\n private calculateAttackReach(\n techniqueType: TechniqueType,\n stance: TrigramStance,\n ): {\n technique: TechniqueType;\n baseReach: number;\n stance: TrigramStance;\n stanceModifier: number;\n effectiveReach: number;\n } {\n // Use BASE_REACH constant from physics types\n const baseReach = BASE_REACH[techniqueType];\n\n // Use STANCE_REACH_MODIFIERS constant from physics types\n const stanceModifier = STANCE_REACH_MODIFIERS[stance];\n const effectiveReach = baseReach * stanceModifier;\n\n return {\n technique: techniqueType,\n baseReach,\n stance,\n stanceModifier,\n effectiveReach,\n };\n }\n\n /**\n * Performs raycasting against a bounding box.\n *\n * **Korean**: 경계 상자 광선 투사\n *\n * Uses cached geometries from object pool to avoid repeated allocations\n * during combat. Creates a Three.js mesh for the bounding box and performs\n * raycasting to detect intersection points.\n *\n * Uses object pooling for Vector3 allocations to reduce GC pressure.\n *\n * @param query - Raycast query parameters\n * @param box - Bounding box to test\n * @param defenderPosition - Position of the defender\n * @returns Intersection point or null if no hit\n *\n * @private\n * @korean 경계상자광선투사\n */\n private raycastBoundingBox(\n query: RaycastQuery,\n box: BoundingBox,\n defenderPosition: Position3D,\n ): { point: Position3D } | null {\n // Get cached geometry from pool to avoid repeated allocations\n const cacheKey = `${box.type}-${box.region}`;\n let geometry = this.geometryCache.get(cacheKey);\n\n // If not cached (shouldn't happen after initialization), create it\n if (!geometry) {\n geometry = this.createGeometryForBox(box);\n this.geometryCache.set(cacheKey, geometry);\n }\n\n // Create temporary mesh for raycasting (mesh is lightweight, geometry is cached)\n const mesh = new THREE.Mesh(geometry);\n mesh.position.set(\n defenderPosition.x + box.center.x,\n defenderPosition.y + box.center.y,\n defenderPosition.z + box.center.z,\n );\n\n // Setup raycaster using pooled Vector3 objects to reduce GC pressure\n // Wrap in try-finally to ensure pooled objects are always released\n const origin = ThreeObjectPools.vector3.acquire();\n const direction = ThreeObjectPools.vector3.acquire();\n\n try {\n origin.set(query.origin.x, query.origin.y, query.origin.z);\n direction.set(query.direction.x, query.direction.y, query.direction.z);\n\n this.raycaster.set(origin, direction);\n this.raycaster.far = query.maxDistance;\n\n // Perform raycast\n const intersections = this.raycaster.intersectObject(mesh);\n\n // Clean up temporary mesh (geometry remains cached)\n // Note: mesh.material is undefined, no need to dispose\n\n if (intersections.length > 0) {\n const point = intersections[0].point;\n return {\n point: { x: point.x, y: point.y, z: point.z },\n };\n }\n\n return null;\n } finally {\n // Release pooled objects back to pool (guaranteed even if exception occurs)\n ThreeObjectPools.vector3.release(origin);\n ThreeObjectPools.vector3.release(direction);\n }\n }\n\n /**\n * Creates Three.js geometry for a bounding box.\n *\n * Helper method for geometry cache initialization.\n *\n * @param box - Bounding box specification\n * @returns Three.js geometry\n *\n * @private\n * @korean 경계상자지오메트리생성\n */\n private createGeometryForBox(box: BoundingBox): THREE.BufferGeometry {\n switch (box.type) {\n case \"sphere\":\n return new THREE.SphereGeometry(box.dimensions.x, 8, 8);\n case \"box\":\n return new THREE.BoxGeometry(\n box.dimensions.x,\n box.dimensions.y,\n box.dimensions.z,\n );\n case \"capsule\":\n return new THREE.CapsuleGeometry(\n box.dimensions.x,\n box.dimensions.y,\n 4,\n 8,\n );\n }\n }\n\n /**\n * Identifies the specific vital point hit within a region.\n *\n * **Korean**: 급소 식별\n *\n * Finds the closest vital point to the hit location within the targeted region.\n *\n * @param region - Anatomical region hit\n * @param hitPoint - 3D point where attack intersected\n * @param defenderPosition - Position of the defender\n * @returns Closest vital point or null if none found\n *\n * @private\n * @korean 급소식별\n */\n private identifyVitalPoint(\n region: AnatomicalRegionPhysics,\n hitPoint: Position3D,\n _defenderPosition: Position3D, // Prefixed with _ to indicate intentionally unused\n ): VitalPoint | null {\n // Get all vital points for this region\n const vitalPoints = this.vitalPointsByRegion.get(region);\n if (!vitalPoints || vitalPoints.length === 0) {\n return null;\n }\n\n // Use CoordinateMapper to find the closest vital point in 3D space\n const result = this.coordinateMapper.findClosestVitalPoint(\n hitPoint,\n vitalPoints,\n region,\n );\n\n // For collision detection, we accept any vital point in the region\n // even if it's not very close, as long as the region was hit\n // This provides more forgiving collision detection while still\n // using accurate 3D positioning for scoring/accuracy\n return result\n ? result.vitalPoint\n : vitalPoints.length > 0\n ? vitalPoints[0]\n : null;\n }\n\n /**\n * Calculates hit accuracy based on distance to vital point center.\n *\n * **Korean**: 타격 정확도 계산\n *\n * Accuracy decreases linearly with distance from vital point center.\n * Perfect accuracy (1.0) at center, decreasing to 0 at 5cm radius.\n *\n * @param hitPoint - Point where attack landed\n * @param vitalPoint - Target vital point\n * @param defenderPosition - Position of the defender\n * @returns Accuracy value from 0 to 1\n *\n * @private\n * @korean 타격정확도계산\n */\n private calculateHitAccuracy(\n hitPoint: Position3D,\n vitalPoint: VitalPoint,\n _defenderPosition: Position3D, // Prefixed with _ to indicate intentionally unused\n ): number {\n // Use CoordinateMapper to convert vital point to 3D and calculate distance\n const distance = this.coordinateMapper.distanceToVitalPoint(\n hitPoint,\n vitalPoint,\n );\n\n // Accuracy calculation: Perfect (1.0) at center, decreasing to 0 at 5cm radius\n const maxDistance = 0.05; // 5cm radius for vital points\n const accuracy = Math.max(0, 1 - distance / maxDistance);\n\n return accuracy;\n }\n\n /**\n * Calculates Euclidean distance between two 3D points.\n *\n * @param pos1 - First position\n * @param pos2 - Second position\n * @returns Distance in meters\n *\n * @private\n * @korean 3D거리계산\n */\n private calculateDistance3D(pos1: Position3D, pos2: Position3D): number {\n const dx = pos1.x - pos2.x;\n const dy = pos1.y - pos2.y;\n const dz = pos1.z - pos2.z;\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n }\n\n /**\n * Subtracts one 3D vector from another.\n *\n * @param v1 - First vector\n * @param v2 - Second vector\n * @returns Resulting vector\n *\n * @private\n * @korean 벡터빼기\n */\n private subtractVectors3D(v1: Position3D, v2: Position3D): Position3D {\n return {\n x: v1.x - v2.x,\n y: v1.y - v2.y,\n z: v1.z - v2.z,\n };\n }\n\n /**\n * Normalizes a 3D vector to unit length.\n *\n * @param vec - Vector to normalize\n * @returns Normalized vector\n *\n * @private\n * @korean 벡터정규화\n */\n private normalizeVector3D(vec: Position3D): Position3D {\n const length = Math.sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);\n if (length === 0) {\n return { x: 0, y: 0, z: 1 }; // Default forward direction\n }\n return {\n x: vec.x / length,\n y: vec.y / length,\n z: vec.z / length,\n };\n }\n\n /**\n * Parses technique type from string.\n *\n * @param techniqueTypeStr - Technique type as string\n * @returns Parsed technique type\n *\n * @private\n * @korean 기술유형파싱\n */\n private parseTechniqueType(techniqueTypeStr?: string): TechniqueType {\n const typeMap: Record<string, TechniqueType> = {\n punch: \"punch\",\n kick: \"kick\",\n elbow: \"elbow\",\n knee: \"knee\",\n pressure_point: \"pressure_point\",\n strike: \"punch\", // Default strike to punch\n };\n\n return typeMap[techniqueTypeStr ?? \"punch\"] ?? \"punch\";\n }\n\n /**\n * Initializes bounding boxes for all anatomical regions.\n *\n * Creates collision volumes for the 5 anatomical regions using the\n * ANATOMICAL_DIMENSIONS constants from the physics types module.\n *\n * @private\n * @korean 경계상자초기화\n */\n private initializeBoundingBoxes(): void {\n // Head: Sphere (from ANATOMICAL_DIMENSIONS)\n this.boundingBoxes.set(\"head\", {\n type: ANATOMICAL_DIMENSIONS.head.type,\n center: ANATOMICAL_DIMENSIONS.head.center,\n dimensions: {\n x: ANATOMICAL_DIMENSIONS.head.radius,\n y: 0,\n z: 0,\n }, // radius only\n region: \"head\",\n });\n\n // Neck: Capsule (from ANATOMICAL_DIMENSIONS)\n this.boundingBoxes.set(\"neck\", {\n type: ANATOMICAL_DIMENSIONS.neck.type,\n center: ANATOMICAL_DIMENSIONS.neck.center,\n dimensions: {\n x: ANATOMICAL_DIMENSIONS.neck.radius,\n y: ANATOMICAL_DIMENSIONS.neck.height,\n z: 0,\n }, // radius and height\n region: \"neck\",\n });\n\n // Torso: Box (from ANATOMICAL_DIMENSIONS)\n this.boundingBoxes.set(\"torso\", {\n type: ANATOMICAL_DIMENSIONS.torso.type,\n center: ANATOMICAL_DIMENSIONS.torso.center,\n dimensions: {\n x: ANATOMICAL_DIMENSIONS.torso.width,\n y: ANATOMICAL_DIMENSIONS.torso.height,\n z: ANATOMICAL_DIMENSIONS.torso.depth,\n }, // width, height, depth\n region: \"torso\",\n });\n\n // Arms: Capsules (from ANATOMICAL_DIMENSIONS)\n this.boundingBoxes.set(\"arms\", {\n type: ANATOMICAL_DIMENSIONS.arms.type,\n center: ANATOMICAL_DIMENSIONS.arms.center,\n dimensions: {\n x: ANATOMICAL_DIMENSIONS.arms.radius,\n y: ANATOMICAL_DIMENSIONS.arms.height,\n z: 0,\n }, // radius and length\n region: \"arms\",\n });\n\n // Legs: Capsules (from ANATOMICAL_DIMENSIONS)\n this.boundingBoxes.set(\"legs\", {\n type: ANATOMICAL_DIMENSIONS.legs.type,\n center: ANATOMICAL_DIMENSIONS.legs.center,\n dimensions: {\n x: ANATOMICAL_DIMENSIONS.legs.radius,\n y: ANATOMICAL_DIMENSIONS.legs.height,\n z: 0,\n }, // radius and length\n region: \"legs\",\n });\n }\n\n /**\n * Initializes geometry cache for object pooling.\n *\n * Pre-creates all geometries needed for raycasting to avoid repeated\n * allocations during combat. Critical for maintaining 60fps with up to\n * 100 collision checks per frame.\n *\n * @private\n * @korean 지오메트리캐시초기화\n */\n private initializeGeometryCache(): void {\n // Pre-create and cache geometries for all bounding boxes\n for (const box of this.boundingBoxes.values()) {\n const cacheKey = `${box.type}-${box.region}`;\n const geometry = this.createGeometryForBox(box);\n this.geometryCache.set(cacheKey, geometry);\n }\n }\n\n /**\n * Organizes vital points by anatomical region for efficient lookup.\n *\n * NOTE: This categorization currently uses y-coordinate thresholds that assume\n * positions are in meters. However, VITAL_POINTS_DATA uses pixel coordinates\n * (e.g., y: 50), which will cause incorrect categorization. Most vital points\n * will end up in the \"legs\" region since pixel y-coordinates are typically less\n * than 0.8.\n *\n * TODO: After implementing 2D→3D coordinate mapping, update this method to use\n * the converted 3D positions, or use the anatomical region data that may already\n * exist in the vital points data structure.\n *\n * Categorizes the 70 vital points into their respective regions:\n * - Head: 10 vital points\n * - Neck: 8 vital points\n * - Torso: 20 vital points\n * - Arms: 16 vital points\n * - Legs: 16 vital points\n *\n * @private\n * @korean 급소영역별정리\n */\n private organizeVitalPointsByRegion(): void {\n const regionMap: Map<AnatomicalRegionPhysics, VitalPoint[]> = new Map([\n [\"head\", []],\n [\"neck\", []],\n [\"torso\", []],\n [\"arms\", []],\n [\"legs\", []],\n ]);\n\n // Use existing VitalPointsData categorization by ID prefix\n // This is more reliable than coordinate-based heuristics\n for (const vp of VITAL_POINTS_DATA) {\n let region: AnatomicalRegionPhysics;\n\n // Categorize by ID prefix (existing VitalPointsData convention)\n // Check neck-related patterns first (more specific) before head (broader)\n if (\n vp.id.includes(\"_neck\") ||\n vp.id.includes(\"_throat\") ||\n vp.id === \"head_side_neck\" ||\n vp.id === \"head_throat\"\n ) {\n region = \"neck\";\n } else if (vp.id.startsWith(\"head_\")) {\n region = \"head\";\n } else if (vp.id.startsWith(\"torso_\")) {\n region = \"torso\";\n } else if (\n vp.id.startsWith(\"arm_left_\") ||\n vp.id.startsWith(\"arm_right_\")\n ) {\n region = \"arms\";\n } else if (\n vp.id.startsWith(\"leg_left_\") ||\n vp.id.startsWith(\"leg_right_\")\n ) {\n region = \"legs\";\n } else {\n // Default to torso for uncategorized points (core region)\n region = \"torso\";\n }\n\n const list = regionMap.get(region);\n if (list) {\n list.push(vp);\n }\n }\n\n this.vitalPointsByRegion = regionMap;\n }\n\n /**\n * Gets the bounding box for an anatomical region.\n *\n * @param region - Anatomical region\n * @returns Bounding box or undefined if not found\n *\n * @public\n * @korean 경계상자조회\n */\n getBoundingBox(region: AnatomicalRegionPhysics): BoundingBox | undefined {\n return this.boundingBoxes.get(region);\n }\n\n /**\n * Gets all bounding boxes.\n *\n * @returns Map of all bounding boxes by region\n *\n * @public\n * @korean 모든경계상자조회\n */\n getAllBoundingBoxes(): ReadonlyMap<AnatomicalRegionPhysics, BoundingBox> {\n return this.boundingBoxes;\n }\n\n /**\n * Gets vital points for a specific region.\n *\n * @param region - Anatomical region\n * @returns Array of vital points in that region\n *\n * @public\n * @korean 영역별급소조회\n */\n getVitalPointsInRegion(\n region: AnatomicalRegionPhysics,\n ): readonly VitalPoint[] {\n return this.vitalPointsByRegion.get(region) ?? [];\n }\n}\n\nexport default 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