blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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  1716. package/lib/utils/clothingColors.d.ts +120 -0
  1717. package/lib/utils/clothingColors.d.ts.map +1 -0
  1718. package/lib/utils/clothingMaterials.d.ts +65 -0
  1719. package/lib/utils/clothingMaterials.d.ts.map +1 -0
  1720. package/lib/utils/colorHelpers.d.ts +67 -0
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  1726. package/lib/utils/colorUtils.js +225 -0
  1727. package/lib/utils/colorUtils.js.map +1 -0
  1728. package/lib/utils/combatReadiness.d.ts +132 -0
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  1732. package/lib/utils/controlMapping.d.ts +171 -0
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  1736. package/lib/utils/deviceDetection.d.ts +159 -0
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  1744. package/lib/utils/eventConstants.d.ts +25 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,543 @@
1
+ import { ANATOMICAL_DIMENSIONS, BASE_REACH, STANCE_REACH_MODIFIERS } from "../../types/physics.js";
2
+ import { ThreeObjectPools } from "../../utils/threeObjectPool.js";
3
+ import VITAL_POINTS_DATA from "../vitalpoint/VitalPointsData.js";
4
+ import { CoordinateMapper } from "./CoordinateMapper.js";
5
+ import * as THREE from "three";
6
+ //#region src/systems/physics/CollisionDetection.ts
7
+ /**
8
+ * Collision Detection System for Black Trigram combat physics.
9
+ *
10
+ * **Korean**: 충돌 감지 시스템
11
+ *
12
+ * Implements precise collision detection for the 70 vital points combat system using:
13
+ * - Broad-phase AABB (Axis-Aligned Bounding Box) checks for performance
14
+ * - Narrow-phase raycasting for precise vital point detection
15
+ * - Attack reach validation based on technique and stance
16
+ * - Bounding boxes for 5 anatomical regions
17
+ *
18
+ * ## Architecture
19
+ *
20
+ * The system uses a two-phase collision detection approach:
21
+ *
22
+ * 1. **Broad-phase**: Fast AABB checks to eliminate impossible collisions
23
+ * 2. **Narrow-phase**: Precise raycasting to identify specific vital points
24
+ *
25
+ * This ensures 60fps performance even with complex collision queries.
26
+ *
27
+ * ## Performance
28
+ *
29
+ * - Broad-phase: O(1) per check (simple distance comparison)
30
+ * - Narrow-phase: O(n) where n = vital points in region (typically 8-20)
31
+ * - Target: <100 collision checks per frame for 60fps
32
+ *
33
+ * @example
34
+ * ```typescript
35
+ * const collision = new CollisionDetection();
36
+ *
37
+ * const result = collision.checkAttackHit(
38
+ * { x: 0, y: 0, z: 5 }, // Attacker position
39
+ * { x: 0, y: 0, z: 6.5 }, // Defender position
40
+ * { id: "kick", type: "kick" }, // Technique
41
+ * TrigramStance.LI, // Attacker stance
42
+ * "torso" // Target region
43
+ * );
44
+ *
45
+ * if (result.hit) {
46
+ * console.log(`Hit ${result.vitalPoint?.names.english}!`);
47
+ * console.log(`Accuracy: ${(result.accuracy * 100).toFixed(1)}%`);
48
+ * }
49
+ * ```
50
+ *
51
+ * @module systems/physics/CollisionDetection
52
+ * @category Combat Systems
53
+ * @korean 충돌감지시스템
54
+ */
55
+ /**
56
+ * Collision Detection Engine for combat physics.
57
+ *
58
+ * **Korean**: 충돌 감지 엔진
59
+ *
60
+ * Provides efficient collision detection for combat using bounding boxes and raycasting.
61
+ * Optimized for 60fps performance with multiple simultaneous collision checks.
62
+ *
63
+ * @public
64
+ * @category Combat Systems
65
+ * @korean 충돌감지엔진
66
+ */
67
+ var CollisionDetection = class {
68
+ boundingBoxes = /* @__PURE__ */ new Map();
69
+ raycaster = new THREE.Raycaster();
70
+ vitalPointsByRegion = /* @__PURE__ */ new Map();
71
+ geometryCache = /* @__PURE__ */ new Map();
72
+ coordinateMapper;
73
+ /**
74
+ * Creates a new CollisionDetection instance.
75
+ *
76
+ * Initializes bounding boxes for all anatomical regions and organizes
77
+ * vital points by region for efficient lookup.
78
+ */
79
+ constructor() {
80
+ this.coordinateMapper = new CoordinateMapper();
81
+ this.initializeBoundingBoxes();
82
+ this.organizeVitalPointsByRegion();
83
+ this.initializeGeometryCache();
84
+ }
85
+ /**
86
+ * Cleans up Three.js resources.
87
+ *
88
+ * **Korean**: 자원 정리
89
+ *
90
+ * Disposes of cached geometries and releases memory to prevent leaks.
91
+ * Should be called when the CollisionDetection instance is no longer needed.
92
+ *
93
+ * @public
94
+ * @korean 자원정리
95
+ */
96
+ dispose() {
97
+ for (const geometry of this.geometryCache.values()) geometry.dispose();
98
+ this.geometryCache.clear();
99
+ }
100
+ /**
101
+ * Checks if an attack hits the defender.
102
+ *
103
+ * **Korean**: 공격 타격 확인
104
+ *
105
+ * Performs two-phase collision detection:
106
+ * 1. Calculate effective attack reach based on technique and stance
107
+ * 2. Broad-phase: Check if defender is within reach
108
+ * 3. Broad-phase: Check if target region's AABB is within reach
109
+ * 4. Narrow-phase: Raycast to find precise vital point hit
110
+ *
111
+ * @param attackerPosition - 3D position of the attacker
112
+ * @param defenderPosition - 3D position of the defender
113
+ * @param technique - Technique being used with type information
114
+ * @param attackerStance - Attacker's current trigram stance
115
+ * @param targetRegion - Anatomical region being targeted
116
+ * @returns Collision result with hit status, vital point, distance, and accuracy
117
+ *
118
+ * @example
119
+ * ```typescript
120
+ * const result = collision.checkAttackHit(
121
+ * { x: 0, y: 0, z: 5 },
122
+ * { x: 0, y: 0, z: 6 },
123
+ * { type: "punch" },
124
+ * TrigramStance.GEON,
125
+ * "head"
126
+ * );
127
+ * ```
128
+ *
129
+ * @public
130
+ * @korean 공격타격확인
131
+ */
132
+ checkAttackHit(attackerPosition, defenderPosition, technique, attackerStance, targetRegion) {
133
+ const techniqueType = this.parseTechniqueType(technique.type);
134
+ const attackReach = this.calculateAttackReach(techniqueType, attackerStance);
135
+ const distance = this.calculateDistance3D(attackerPosition, defenderPosition);
136
+ if (distance > attackReach.effectiveReach) return {
137
+ hit: false,
138
+ distance,
139
+ accuracy: 0
140
+ };
141
+ const targetBox = this.boundingBoxes.get(targetRegion);
142
+ if (!targetBox) return {
143
+ hit: false,
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"
380
+ }[techniqueTypeStr ?? "punch"] ?? "punch";
381
+ }
382
+ /**
383
+ * Initializes bounding boxes for all anatomical regions.
384
+ *
385
+ * Creates collision volumes for the 5 anatomical regions using the
386
+ * ANATOMICAL_DIMENSIONS constants from the physics types module.
387
+ *
388
+ * @private
389
+ * @korean 경계상자초기화
390
+ */
391
+ initializeBoundingBoxes() {
392
+ this.boundingBoxes.set("head", {
393
+ type: ANATOMICAL_DIMENSIONS.head.type,
394
+ center: ANATOMICAL_DIMENSIONS.head.center,
395
+ dimensions: {
396
+ x: ANATOMICAL_DIMENSIONS.head.radius,
397
+ y: 0,
398
+ z: 0
399
+ },
400
+ region: "head"
401
+ });
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) ?? 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