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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@@ -0,0 +1,203 @@
1
+ /**
2
+ * Coordinate Mapper for 2D→3D conversion in Black Trigram.
3
+ *
4
+ * **Korean**: 좌표 변환기 (2D → 3D)
5
+ *
6
+ * Maps 2D pixel coordinates from the vital points data (UI overlay) to 3D world
7
+ * coordinates for physics-based collision detection. This allows the UI-based
8
+ * vital point system to work seamlessly with Three.js 3D collision detection.
9
+ *
10
+ * ## Coordinate Systems
11
+ *
12
+ * - **2D Pixel Space**: Origin (0,0) at top-left, used by vital points UI overlay
13
+ * - **3D World Space**: Origin (0,0,0) at character center, used by collision detection
14
+ *
15
+ * ## Character Model Assumptions
16
+ *
17
+ * - Character height: 1.75m (average adult)
18
+ * - Character width: 0.5m (shoulder width)
19
+ * - Character depth: 0.3m (chest to back)
20
+ * - Standing position: feet at y=0, head at y=1.75
21
+ *
22
+ * ## Mapping Strategy
23
+ *
24
+ * The mapper uses anatomical regions to determine the Z-depth (front-to-back position)
25
+ * of vital points, ensuring physically accurate 3D positions for collision detection.
26
+ *
27
+ * @module systems/physics/CoordinateMapper
28
+ * @category Physics System
29
+ * @korean 좌표변환
30
+ */
31
+ import type { Position } from "../../types/common";
32
+ import type { Position3D, AnatomicalRegionPhysics } from "../../types/physics";
33
+ import type { VitalPoint } from "../vitalpoint/types";
34
+ /**
35
+ * Configuration for the character model coordinate mapping.
36
+ *
37
+ * **Korean**: 캐릭터 모델 설정
38
+ */
39
+ export interface CharacterModelConfig {
40
+ /** Character height in meters (default: 1.75m) */
41
+ readonly height: number;
42
+ /** Character shoulder width in meters (default: 0.5m) */
43
+ readonly width: number;
44
+ /** Character depth (chest to back) in meters (default: 0.3m) */
45
+ readonly depth: number;
46
+ /** UI overlay width in pixels (default: 200px) */
47
+ readonly overlayWidth: number;
48
+ /** UI overlay height in pixels (default: 300px) */
49
+ readonly overlayHeight: number;
50
+ }
51
+ /**
52
+ * Coordinate Mapper for converting 2D pixel coordinates to 3D world coordinates.
53
+ *
54
+ * **Korean**: 좌표 변환기
55
+ *
56
+ * Provides bidirectional mapping between the 2D UI overlay coordinate system
57
+ * and the 3D physics world coordinate system.
58
+ *
59
+ * @public
60
+ * @category Physics System
61
+ * @korean 좌표변환기
62
+ */
63
+ export declare class CoordinateMapper {
64
+ private readonly config;
65
+ /**
66
+ * Creates a new CoordinateMapper with optional custom configuration.
67
+ *
68
+ * @param config - Optional character model configuration
69
+ */
70
+ constructor(config?: Partial<CharacterModelConfig>);
71
+ /**
72
+ * Converts a 2D pixel position to a 3D world position.
73
+ *
74
+ * **Korean**: 2D → 3D 변환
75
+ *
76
+ * Maps UI overlay pixel coordinates to 3D world space coordinates suitable
77
+ * for physics collision detection.
78
+ *
79
+ * @param pixel2D - 2D pixel position (origin top-left)
80
+ * @param region - Anatomical region for Z-depth calculation
81
+ * @returns 3D world position in meters (origin at character center)
82
+ *
83
+ * @example
84
+ * ```typescript
85
+ * const mapper = new CoordinateMapper();
86
+ * const vitalPoint = { position: { x: 100, y: 50 } };
87
+ * const worldPos = mapper.pixel2DToWorld3D(vitalPoint.position, "head");
88
+ * // worldPos: { x: 0, y: 1.45, z: 0.05 }
89
+ * ```
90
+ */
91
+ pixel2DToWorld3D(pixel2D: Position, region: AnatomicalRegionPhysics): Position3D;
92
+ /**
93
+ * Converts a 3D world position to a 2D pixel position.
94
+ *
95
+ * **Korean**: 3D → 2D 변환
96
+ *
97
+ * Maps 3D world space coordinates back to UI overlay pixel coordinates.
98
+ * Useful for debugging and visual feedback.
99
+ *
100
+ * @param world3D - 3D world position in meters
101
+ * @returns 2D pixel position (origin top-left)
102
+ *
103
+ * @example
104
+ * ```typescript
105
+ * const mapper = new CoordinateMapper();
106
+ * const worldPos = { x: 0, y: 1.45, z: 0.05 };
107
+ * const pixelPos = mapper.world3DToPixel2D(worldPos);
108
+ * // pixelPos: { x: 100, y: 50 }
109
+ * ```
110
+ */
111
+ world3DToPixel2D(world3D: Position3D): Position;
112
+ /**
113
+ * Converts a vital point's 2D position to 3D world position.
114
+ *
115
+ * **Korean**: 급소 위치 변환
116
+ *
117
+ * Convenience method that extracts position and region from a VitalPoint object.
118
+ *
119
+ * @param vitalPoint - Vital point with 2D position
120
+ * @returns 3D world position
121
+ *
122
+ * @example
123
+ * ```typescript
124
+ * const mapper = new CoordinateMapper();
125
+ * const temple = VITAL_POINTS_DATA.find(vp => vp.id === "head_temple");
126
+ * const worldPos = mapper.vitalPointToWorld3D(temple);
127
+ * ```
128
+ */
129
+ vitalPointToWorld3D(vitalPoint: VitalPoint): Position3D;
130
+ /**
131
+ * Infers the anatomical region from a vital point ID.
132
+ *
133
+ * **Korean**: 급소 ID에서 영역 추론
134
+ *
135
+ * @param vitalPointId - Vital point ID (e.g., "head_temple", "torso_solar_plexus")
136
+ * @returns Anatomical region
137
+ *
138
+ * @private
139
+ */
140
+ private inferRegionFromId;
141
+ /**
142
+ * Calculates the distance between a 3D point and a vital point's 3D position.
143
+ *
144
+ * **Korean**: 거리 계산
145
+ *
146
+ * @param point3D - Point in 3D world space
147
+ * @param vitalPoint - Vital point to measure distance to
148
+ * @returns Distance in meters
149
+ *
150
+ * @example
151
+ * ```typescript
152
+ * const mapper = new CoordinateMapper();
153
+ * const attackPoint = { x: 0, y: 1.5, z: 0.1 };
154
+ * const temple = VITAL_POINTS_DATA.find(vp => vp.id === "head_temple");
155
+ * const distance = mapper.distanceToVitalPoint(attackPoint, temple);
156
+ * ```
157
+ */
158
+ distanceToVitalPoint(point3D: Position3D, vitalPoint: VitalPoint): number;
159
+ /**
160
+ * Finds the closest vital point to a 3D position within a given region.
161
+ *
162
+ * **Korean**: 가장 가까운 급소 찾기
163
+ *
164
+ * @param point3D - Point in 3D world space
165
+ * @param vitalPoints - Array of vital points to search
166
+ * @param region - Optional region filter
167
+ * @returns Closest vital point and distance, or null if none found
168
+ *
169
+ * @example
170
+ * ```typescript
171
+ * const mapper = new CoordinateMapper();
172
+ * const hitPoint = { x: 0, y: 1.7, z: 0.05 };
173
+ * const result = mapper.findClosestVitalPoint(hitPoint, VITAL_POINTS_DATA, "head");
174
+ * if (result) {
175
+ * console.log(`Hit ${result.vitalPoint.names.english} at ${result.distance}m`);
176
+ * }
177
+ * ```
178
+ */
179
+ findClosestVitalPoint(point3D: Position3D, vitalPoints: readonly VitalPoint[], region?: AnatomicalRegionPhysics): {
180
+ vitalPoint: VitalPoint;
181
+ distance: number;
182
+ } | null;
183
+ /**
184
+ * Gets the current character model configuration.
185
+ *
186
+ * @returns Current configuration
187
+ */
188
+ getConfig(): CharacterModelConfig;
189
+ }
190
+ /**
191
+ * Default singleton instance for convenient access.
192
+ *
193
+ * **Korean**: 기본 인스턴스
194
+ *
195
+ * @example
196
+ * ```typescript
197
+ * import { defaultCoordinateMapper } from './CoordinateMapper';
198
+ *
199
+ * const worldPos = defaultCoordinateMapper.pixel2DToWorld3D({ x: 100, y: 50 }, "head");
200
+ * ```
201
+ */
202
+ export declare const defaultCoordinateMapper: CoordinateMapper;
203
+ //# sourceMappingURL=CoordinateMapper.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,242 @@
1
+ //#region src/systems/physics/CoordinateMapper.ts
2
+ /**
3
+ * Default character model configuration based on average adult proportions.
4
+ */
5
+ var DEFAULT_CHARACTER_CONFIG = {
6
+ height: 1.75,
7
+ width: .5,
8
+ depth: .3,
9
+ overlayWidth: 200,
10
+ overlayHeight: 300
11
+ };
12
+ /**
13
+ * Z-depth (front-to-back) offsets for different anatomical regions.
14
+ *
15
+ * Units are **meters in model space**, measured along the character's local Z axis,
16
+ * and are applied relative to the character's center plane (Z = 0) and the
17
+ * configured {@link CharacterModelConfig.depth}. With the default depth of
18
+ * `0.3m`, an offset of `0.05` corresponds to ≈5 cm of forward displacement.
19
+ *
20
+ * These values were chosen as simple, stable approximations based on average
21
+ * adult proportions and validated visually against the default rig:
22
+ *
23
+ * - `head: 0.05` → head center sits slightly in front of the torso plane
24
+ * (≈1/6 of torso depth) to match typical forward head posture.
25
+ * - `neck: 0.02` → neck base is close to the torso plane but not perfectly
26
+ * centered, acknowledging slight anterior offset of the trachea/sternum.
27
+ * - `torso: 0.0` → torso vital points lie on the reference center plane that
28
+ * approximates the mid‑chest / spine midpoint.
29
+ * - `arms: 0.05` → relaxed arms hang slightly in front of the torso plane,
30
+ * using the same forward offset as the head for consistency.
31
+ * - `legs: 0.0` → leg targets (front of thighs/shins) are modeled on the
32
+ * center plane; depth variation is instead captured by vertical placement.
33
+ *
34
+ * If you change {@link CharacterModelConfig.depth}, you may keep these absolute
35
+ * meter values (for physical fidelity) or re‑express them as fractions of the
36
+ * new depth, but they should continue to represent small (≈0–5 cm) anatomical
37
+ * offsets from the torso midline.
38
+ */
39
+ var REGION_DEPTH_OFFSETS = {
40
+ head: .05,
41
+ neck: .02,
42
+ torso: 0,
43
+ arms: .05,
44
+ legs: 0
45
+ };
46
+ /**
47
+ * Coordinate Mapper for converting 2D pixel coordinates to 3D world coordinates.
48
+ *
49
+ * **Korean**: 좌표 변환기
50
+ *
51
+ * Provides bidirectional mapping between the 2D UI overlay coordinate system
52
+ * and the 3D physics world coordinate system.
53
+ *
54
+ * @public
55
+ * @category Physics System
56
+ * @korean 좌표변환기
57
+ */
58
+ var CoordinateMapper = class {
59
+ config;
60
+ /**
61
+ * Creates a new CoordinateMapper with optional custom configuration.
62
+ *
63
+ * @param config - Optional character model configuration
64
+ */
65
+ constructor(config = {}) {
66
+ this.config = {
67
+ ...DEFAULT_CHARACTER_CONFIG,
68
+ ...config
69
+ };
70
+ }
71
+ /**
72
+ * Converts a 2D pixel position to a 3D world position.
73
+ *
74
+ * **Korean**: 2D → 3D 변환
75
+ *
76
+ * Maps UI overlay pixel coordinates to 3D world space coordinates suitable
77
+ * for physics collision detection.
78
+ *
79
+ * @param pixel2D - 2D pixel position (origin top-left)
80
+ * @param region - Anatomical region for Z-depth calculation
81
+ * @returns 3D world position in meters (origin at character center)
82
+ *
83
+ * @example
84
+ * ```typescript
85
+ * const mapper = new CoordinateMapper();
86
+ * const vitalPoint = { position: { x: 100, y: 50 } };
87
+ * const worldPos = mapper.pixel2DToWorld3D(vitalPoint.position, "head");
88
+ * // worldPos: { x: 0, y: 1.45, z: 0.05 }
89
+ * ```
90
+ */
91
+ pixel2DToWorld3D(pixel2D, region) {
92
+ const normalizedX = pixel2D.x / this.config.overlayWidth;
93
+ const normalizedY = pixel2D.y / this.config.overlayHeight;
94
+ return {
95
+ x: (normalizedX - .5) * this.config.width,
96
+ y: (1 - normalizedY) * this.config.height,
97
+ z: REGION_DEPTH_OFFSETS[region]
98
+ };
99
+ }
100
+ /**
101
+ * Converts a 3D world position to a 2D pixel position.
102
+ *
103
+ * **Korean**: 3D → 2D 변환
104
+ *
105
+ * Maps 3D world space coordinates back to UI overlay pixel coordinates.
106
+ * Useful for debugging and visual feedback.
107
+ *
108
+ * @param world3D - 3D world position in meters
109
+ * @returns 2D pixel position (origin top-left)
110
+ *
111
+ * @example
112
+ * ```typescript
113
+ * const mapper = new CoordinateMapper();
114
+ * const worldPos = { x: 0, y: 1.45, z: 0.05 };
115
+ * const pixelPos = mapper.world3DToPixel2D(worldPos);
116
+ * // pixelPos: { x: 100, y: 50 }
117
+ * ```
118
+ */
119
+ world3DToPixel2D(world3D) {
120
+ const normalizedX = world3D.x / this.config.width + .5;
121
+ const normalizedY = 1 - world3D.y / this.config.height;
122
+ return {
123
+ x: Math.round(normalizedX * this.config.overlayWidth),
124
+ y: Math.round(normalizedY * this.config.overlayHeight)
125
+ };
126
+ }
127
+ /**
128
+ * Converts a vital point's 2D position to 3D world position.
129
+ *
130
+ * **Korean**: 급소 위치 변환
131
+ *
132
+ * Convenience method that extracts position and region from a VitalPoint object.
133
+ *
134
+ * @param vitalPoint - Vital point with 2D position
135
+ * @returns 3D world position
136
+ *
137
+ * @example
138
+ * ```typescript
139
+ * const mapper = new CoordinateMapper();
140
+ * const temple = VITAL_POINTS_DATA.find(vp => vp.id === "head_temple");
141
+ * const worldPos = mapper.vitalPointToWorld3D(temple);
142
+ * ```
143
+ */
144
+ vitalPointToWorld3D(vitalPoint) {
145
+ const region = this.inferRegionFromId(vitalPoint.id);
146
+ return this.pixel2DToWorld3D(vitalPoint.position, region);
147
+ }
148
+ /**
149
+ * Infers the anatomical region from a vital point ID.
150
+ *
151
+ * **Korean**: 급소 ID에서 영역 추론
152
+ *
153
+ * @param vitalPointId - Vital point ID (e.g., "head_temple", "torso_solar_plexus")
154
+ * @returns Anatomical region
155
+ *
156
+ * @private
157
+ */
158
+ inferRegionFromId(vitalPointId) {
159
+ if (vitalPointId.startsWith("head_")) return "head";
160
+ if (vitalPointId.startsWith("neck_")) return "neck";
161
+ if (vitalPointId.startsWith("torso_")) return "torso";
162
+ if (vitalPointId.startsWith("arm_")) return "arms";
163
+ if (vitalPointId.startsWith("leg_")) return "legs";
164
+ return "torso";
165
+ }
166
+ /**
167
+ * Calculates the distance between a 3D point and a vital point's 3D position.
168
+ *
169
+ * **Korean**: 거리 계산
170
+ *
171
+ * @param point3D - Point in 3D world space
172
+ * @param vitalPoint - Vital point to measure distance to
173
+ * @returns Distance in meters
174
+ *
175
+ * @example
176
+ * ```typescript
177
+ * const mapper = new CoordinateMapper();
178
+ * const attackPoint = { x: 0, y: 1.5, z: 0.1 };
179
+ * const temple = VITAL_POINTS_DATA.find(vp => vp.id === "head_temple");
180
+ * const distance = mapper.distanceToVitalPoint(attackPoint, temple);
181
+ * ```
182
+ */
183
+ distanceToVitalPoint(point3D, vitalPoint) {
184
+ const vitalPoint3D = this.vitalPointToWorld3D(vitalPoint);
185
+ const dx = point3D.x - vitalPoint3D.x;
186
+ const dy = point3D.y - vitalPoint3D.y;
187
+ const dz = point3D.z - vitalPoint3D.z;
188
+ return Math.sqrt(dx * dx + dy * dy + dz * dz);
189
+ }
190
+ /**
191
+ * Finds the closest vital point to a 3D position within a given region.
192
+ *
193
+ * **Korean**: 가장 가까운 급소 찾기
194
+ *
195
+ * @param point3D - Point in 3D world space
196
+ * @param vitalPoints - Array of vital points to search
197
+ * @param region - Optional region filter
198
+ * @returns Closest vital point and distance, or null if none found
199
+ *
200
+ * @example
201
+ * ```typescript
202
+ * const mapper = new CoordinateMapper();
203
+ * const hitPoint = { x: 0, y: 1.7, z: 0.05 };
204
+ * const result = mapper.findClosestVitalPoint(hitPoint, VITAL_POINTS_DATA, "head");
205
+ * if (result) {
206
+ * console.log(`Hit ${result.vitalPoint.names.english} at ${result.distance}m`);
207
+ * }
208
+ * ```
209
+ */
210
+ findClosestVitalPoint(point3D, vitalPoints, region) {
211
+ let closestVitalPoint = null;
212
+ let closestDistance = Infinity;
213
+ for (const vitalPoint of vitalPoints) {
214
+ if (region) {
215
+ if (this.inferRegionFromId(vitalPoint.id) !== region) continue;
216
+ }
217
+ const distance = this.distanceToVitalPoint(point3D, vitalPoint);
218
+ if (distance < closestDistance) {
219
+ closestDistance = distance;
220
+ closestVitalPoint = vitalPoint;
221
+ }
222
+ }
223
+ if (closestVitalPoint === null) return null;
224
+ return {
225
+ vitalPoint: closestVitalPoint,
226
+ distance: closestDistance
227
+ };
228
+ }
229
+ /**
230
+ * Gets the current character model configuration.
231
+ *
232
+ * @returns Current configuration
233
+ */
234
+ getConfig() {
235
+ return { ...this.config };
236
+ }
237
+ };
238
+ new CoordinateMapper();
239
+ //#endregion
240
+ export { CoordinateMapper };
241
+
242
+ //# sourceMappingURL=CoordinateMapper.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CoordinateMapper.js","names":[],"sources":["../../../src/systems/physics/CoordinateMapper.ts"],"sourcesContent":["/**\n * Coordinate Mapper for 2D→3D conversion in Black Trigram.\n * \n * **Korean**: 좌표 변환기 (2D → 3D)\n * \n * Maps 2D pixel coordinates from the vital points data (UI overlay) to 3D world\n * coordinates for physics-based collision detection. This allows the UI-based\n * vital point system to work seamlessly with Three.js 3D collision detection.\n * \n * ## Coordinate Systems\n * \n * - **2D Pixel Space**: Origin (0,0) at top-left, used by vital points UI overlay\n * - **3D World Space**: Origin (0,0,0) at character center, used by collision detection\n * \n * ## Character Model Assumptions\n * \n * - Character height: 1.75m (average adult)\n * - Character width: 0.5m (shoulder width)\n * - Character depth: 0.3m (chest to back)\n * - Standing position: feet at y=0, head at y=1.75\n * \n * ## Mapping Strategy\n * \n * The mapper uses anatomical regions to determine the Z-depth (front-to-back position)\n * of vital points, ensuring physically accurate 3D positions for collision detection.\n * \n * @module systems/physics/CoordinateMapper\n * @category Physics System\n * @korean 좌표변환\n */\n\nimport type { Position } from \"@/types/common\";\nimport type { Position3D, AnatomicalRegionPhysics } from \"@/types/physics\";\nimport type { VitalPoint } from \"../vitalpoint/types\";\n\n/**\n * Configuration for the character model coordinate mapping.\n * \n * **Korean**: 캐릭터 모델 설정\n */\nexport interface CharacterModelConfig {\n /** Character height in meters (default: 1.75m) */\n readonly height: number;\n \n /** Character shoulder width in meters (default: 0.5m) */\n readonly width: number;\n \n /** Character depth (chest to back) in meters (default: 0.3m) */\n readonly depth: number;\n \n /** UI overlay width in pixels (default: 200px) */\n readonly overlayWidth: number;\n \n /** UI overlay height in pixels (default: 300px) */\n readonly overlayHeight: number;\n}\n\n/**\n * Average adult standing height used for physics mapping (meters).\n * \n * This value is based on common anthropometric data and provides a\n * reasonable default for a neutral, unarmed character in Black Trigram.\n */\nconst AVERAGE_ADULT_HEIGHT_M = 1.75; // 175cm average adult height\n\n/**\n * Average shoulder width used for frontal collision and UI mapping (meters).\n * \n * This approximates the biacromial (shoulder-to-shoulder) breadth for an\n * adult, which is sufficient for our hitbox and overlay alignment needs.\n */\nconst AVERAGE_SHOULDER_WIDTH_M = 0.5; // 50cm shoulder width\n\n/**\n * Average torso depth (chest to back) used for front/back hit placement (meters).\n */\nconst AVERAGE_TORSO_DEPTH_M = 0.3; // 30cm chest depth\n\n/**\n * Default UI overlay width in pixels.\n * \n * This matches the designed vital-point sprite asset width, ensuring that\n * pixel coordinates from the overlay map consistently to the 3D character.\n */\nconst DEFAULT_OVERLAY_WIDTH_PX = 200; // Standard UI overlay width\n\n/**\n * Default UI overlay height in pixels.\n * \n * This matches the designed vital-point sprite asset height, keeping the\n * 2D→3D mapping resolution-independent but asset-consistent.\n */\nconst DEFAULT_OVERLAY_HEIGHT_PX = 300; // Standard UI overlay height\n\n/**\n * Default character model configuration based on average adult proportions.\n */\nconst DEFAULT_CHARACTER_CONFIG: CharacterModelConfig = {\n height: AVERAGE_ADULT_HEIGHT_M,\n width: AVERAGE_SHOULDER_WIDTH_M,\n depth: AVERAGE_TORSO_DEPTH_M,\n overlayWidth: DEFAULT_OVERLAY_WIDTH_PX,\n overlayHeight: DEFAULT_OVERLAY_HEIGHT_PX,\n};\n\n/**\n * Z-depth (front-to-back) offsets for different anatomical regions.\n * \n * Units are **meters in model space**, measured along the character's local Z axis,\n * and are applied relative to the character's center plane (Z = 0) and the\n * configured {@link CharacterModelConfig.depth}. With the default depth of\n * `0.3m`, an offset of `0.05` corresponds to ≈5 cm of forward displacement.\n *\n * These values were chosen as simple, stable approximations based on average\n * adult proportions and validated visually against the default rig:\n *\n * - `head: 0.05` → head center sits slightly in front of the torso plane\n * (≈1/6 of torso depth) to match typical forward head posture.\n * - `neck: 0.02` → neck base is close to the torso plane but not perfectly\n * centered, acknowledging slight anterior offset of the trachea/sternum.\n * - `torso: 0.0` → torso vital points lie on the reference center plane that\n * approximates the mid‑chest / spine midpoint.\n * - `arms: 0.05` → relaxed arms hang slightly in front of the torso plane,\n * using the same forward offset as the head for consistency.\n * - `legs: 0.0` → leg targets (front of thighs/shins) are modeled on the\n * center plane; depth variation is instead captured by vertical placement.\n *\n * If you change {@link CharacterModelConfig.depth}, you may keep these absolute\n * meter values (for physical fidelity) or re‑express them as fractions of the\n * new depth, but they should continue to represent small (≈0–5 cm) anatomical\n * offsets from the torso midline.\n */\nconst REGION_DEPTH_OFFSETS: Record<AnatomicalRegionPhysics, number> = {\n head: 0.05, // ≈5 cm forward from torso mid-plane to match cranial alignment\n neck: 0.02, // ≈2 cm forward; neck base is near, but not exactly on, center\n torso: 0.0, // Torso reference plane (mid‑chest / spine midpoint)\n arms: 0.05, // ≈5 cm forward; relaxed arms rest slightly in front of torso\n legs: 0.0, // Legs aligned to torso center plane; front/back handled elsewhere\n};\n\n/**\n * Coordinate Mapper for converting 2D pixel coordinates to 3D world coordinates.\n * \n * **Korean**: 좌표 변환기\n * \n * Provides bidirectional mapping between the 2D UI overlay coordinate system\n * and the 3D physics world coordinate system.\n * \n * @public\n * @category Physics System\n * @korean 좌표변환기\n */\nexport class CoordinateMapper {\n private readonly config: CharacterModelConfig;\n \n /**\n * Creates a new CoordinateMapper with optional custom configuration.\n * \n * @param config - Optional character model configuration\n */\n constructor(config: Partial<CharacterModelConfig> = {}) {\n this.config = { ...DEFAULT_CHARACTER_CONFIG, ...config };\n }\n \n /**\n * Converts a 2D pixel position to a 3D world position.\n * \n * **Korean**: 2D → 3D 변환\n * \n * Maps UI overlay pixel coordinates to 3D world space coordinates suitable\n * for physics collision detection.\n * \n * @param pixel2D - 2D pixel position (origin top-left)\n * @param region - Anatomical region for Z-depth calculation\n * @returns 3D world position in meters (origin at character center)\n * \n * @example\n * ```typescript\n * const mapper = new CoordinateMapper();\n * const vitalPoint = { position: { x: 100, y: 50 } };\n * const worldPos = mapper.pixel2DToWorld3D(vitalPoint.position, \"head\");\n * // worldPos: { x: 0, y: 1.45, z: 0.05 }\n * ```\n */\n pixel2DToWorld3D(pixel2D: Position, region: AnatomicalRegionPhysics): Position3D {\n // Normalize pixel coordinates to 0-1 range\n const normalizedX = pixel2D.x / this.config.overlayWidth;\n const normalizedY = pixel2D.y / this.config.overlayHeight;\n \n // Convert to world coordinates\n // X: Map from pixel space (0 = left, overlayWidth = right) to world space (-width/2 to +width/2)\n const worldX = (normalizedX - 0.5) * this.config.width;\n \n // Y: Map from pixel space (0 = top, overlayHeight = bottom) to world space (height to 0)\n // Invert Y-axis: pixel 0 = top = character head, pixel overlayHeight = bottom = character feet\n const worldY = (1 - normalizedY) * this.config.height;\n \n // Z: Use anatomical region to determine depth offset\n const worldZ = REGION_DEPTH_OFFSETS[region];\n \n return {\n x: worldX,\n y: worldY,\n z: worldZ,\n };\n }\n \n /**\n * Converts a 3D world position to a 2D pixel position.\n * \n * **Korean**: 3D → 2D 변환\n * \n * Maps 3D world space coordinates back to UI overlay pixel coordinates.\n * Useful for debugging and visual feedback.\n * \n * @param world3D - 3D world position in meters\n * @returns 2D pixel position (origin top-left)\n * \n * @example\n * ```typescript\n * const mapper = new CoordinateMapper();\n * const worldPos = { x: 0, y: 1.45, z: 0.05 };\n * const pixelPos = mapper.world3DToPixel2D(worldPos);\n * // pixelPos: { x: 100, y: 50 }\n * ```\n */\n world3DToPixel2D(world3D: Position3D): Position {\n // Convert world X to normalized 0-1 range\n const normalizedX = (world3D.x / this.config.width) + 0.5;\n \n // Convert world Y to normalized 0-1 range (inverted)\n const normalizedY = 1 - (world3D.y / this.config.height);\n \n // Convert to pixel coordinates\n return {\n x: Math.round(normalizedX * this.config.overlayWidth),\n y: Math.round(normalizedY * this.config.overlayHeight),\n };\n }\n \n /**\n * Converts a vital point's 2D position to 3D world position.\n * \n * **Korean**: 급소 위치 변환\n * \n * Convenience method that extracts position and region from a VitalPoint object.\n * \n * @param vitalPoint - Vital point with 2D position\n * @returns 3D world position\n * \n * @example\n * ```typescript\n * const mapper = new CoordinateMapper();\n * const temple = VITAL_POINTS_DATA.find(vp => vp.id === \"head_temple\");\n * const worldPos = mapper.vitalPointToWorld3D(temple);\n * ```\n */\n vitalPointToWorld3D(vitalPoint: VitalPoint): Position3D {\n // Infer region from vital point ID prefix\n const region = this.inferRegionFromId(vitalPoint.id);\n return this.pixel2DToWorld3D(vitalPoint.position, region);\n }\n \n /**\n * Infers the anatomical region from a vital point ID.\n * \n * **Korean**: 급소 ID에서 영역 추론\n * \n * @param vitalPointId - Vital point ID (e.g., \"head_temple\", \"torso_solar_plexus\")\n * @returns Anatomical region\n * \n * @private\n */\n private inferRegionFromId(vitalPointId: string): AnatomicalRegionPhysics {\n if (vitalPointId.startsWith(\"head_\")) return \"head\";\n if (vitalPointId.startsWith(\"neck_\")) return \"neck\";\n if (vitalPointId.startsWith(\"torso_\")) return \"torso\";\n if (vitalPointId.startsWith(\"arm_\")) return \"arms\";\n if (vitalPointId.startsWith(\"leg_\")) return \"legs\";\n \n // Default to torso if no clear region prefix\n return \"torso\";\n }\n \n /**\n * Calculates the distance between a 3D point and a vital point's 3D position.\n * \n * **Korean**: 거리 계산\n * \n * @param point3D - Point in 3D world space\n * @param vitalPoint - Vital point to measure distance to\n * @returns Distance in meters\n * \n * @example\n * ```typescript\n * const mapper = new CoordinateMapper();\n * const attackPoint = { x: 0, y: 1.5, z: 0.1 };\n * const temple = VITAL_POINTS_DATA.find(vp => vp.id === \"head_temple\");\n * const distance = mapper.distanceToVitalPoint(attackPoint, temple);\n * ```\n */\n distanceToVitalPoint(point3D: Position3D, vitalPoint: VitalPoint): number {\n const vitalPoint3D = this.vitalPointToWorld3D(vitalPoint);\n \n const dx = point3D.x - vitalPoint3D.x;\n const dy = point3D.y - vitalPoint3D.y;\n const dz = point3D.z - vitalPoint3D.z;\n \n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n }\n \n /**\n * Finds the closest vital point to a 3D position within a given region.\n * \n * **Korean**: 가장 가까운 급소 찾기\n * \n * @param point3D - Point in 3D world space\n * @param vitalPoints - Array of vital points to search\n * @param region - Optional region filter\n * @returns Closest vital point and distance, or null if none found\n * \n * @example\n * ```typescript\n * const mapper = new CoordinateMapper();\n * const hitPoint = { x: 0, y: 1.7, z: 0.05 };\n * const result = mapper.findClosestVitalPoint(hitPoint, VITAL_POINTS_DATA, \"head\");\n * if (result) {\n * console.log(`Hit ${result.vitalPoint.names.english} at ${result.distance}m`);\n * }\n * ```\n */\n findClosestVitalPoint(\n point3D: Position3D,\n vitalPoints: readonly VitalPoint[],\n region?: AnatomicalRegionPhysics\n ): { vitalPoint: VitalPoint; distance: number } | null {\n let closestVitalPoint: VitalPoint | null = null;\n let closestDistance = Infinity;\n \n for (const vitalPoint of vitalPoints) {\n // Filter by region if specified\n if (region) {\n const vpRegion = this.inferRegionFromId(vitalPoint.id);\n if (vpRegion !== region) continue;\n }\n \n const distance = this.distanceToVitalPoint(point3D, vitalPoint);\n \n if (distance < closestDistance) {\n closestDistance = distance;\n closestVitalPoint = vitalPoint;\n }\n }\n \n if (closestVitalPoint === null) {\n return null;\n }\n \n return {\n vitalPoint: closestVitalPoint,\n distance: closestDistance,\n };\n }\n \n /**\n * Gets the current character model configuration.\n * \n * @returns Current configuration\n */\n getConfig(): CharacterModelConfig {\n return { ...this.config };\n }\n}\n\n/**\n * Default singleton instance for convenient access.\n * \n * **Korean**: 기본 인스턴스\n * \n * @example\n * ```typescript\n * import { defaultCoordinateMapper } from './CoordinateMapper';\n * \n * const worldPos = defaultCoordinateMapper.pixel2DToWorld3D({ x: 100, y: 50 }, \"head\");\n * ```\n */\nexport const defaultCoordinateMapper = new CoordinateMapper();\n"],"mappings":";;;;AAiGA,IAAM,2BAAiD;CACrD,QAnC6B;CAoC7B,OA5B+B;CA6B/B,OAxB4B;CAyB5B,cAjB+B;CAkB/B,eAVgC;CAWjC;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BD,IAAM,uBAAgE;CACpE,MAAM;CACN,MAAM;CACN,OAAO;CACP,MAAM;CACN,MAAM;CACP;;;;;;;;;;;;;AAcD,IAAa,mBAAb,MAA8B;CAC5B;;;;;;CAOA,YAAY,SAAwC,EAAE,EAAE;AACtD,OAAK,SAAS;GAAE,GAAG;GAA0B,GAAG;GAAQ;;;;;;;;;;;;;;;;;;;;;;CAuB1D,iBAAiB,SAAmB,QAA6C;EAE/E,MAAM,cAAc,QAAQ,IAAI,KAAK,OAAO;EAC5C,MAAM,cAAc,QAAQ,IAAI,KAAK,OAAO;AAa5C,SAAO;GACL,IAVc,cAAc,MAAO,KAAK,OAAO;GAW/C,IAPc,IAAI,eAAe,KAAK,OAAO;GAQ7C,GALa,qBAAqB;GAMnC;;;;;;;;;;;;;;;;;;;;;CAsBH,iBAAiB,SAA+B;EAE9C,MAAM,cAAe,QAAQ,IAAI,KAAK,OAAO,QAAS;EAGtD,MAAM,cAAc,IAAK,QAAQ,IAAI,KAAK,OAAO;AAGjD,SAAO;GACL,GAAG,KAAK,MAAM,cAAc,KAAK,OAAO,aAAa;GACrD,GAAG,KAAK,MAAM,cAAc,KAAK,OAAO,cAAc;GACvD;;;;;;;;;;;;;;;;;;;CAoBH,oBAAoB,YAAoC;EAEtD,MAAM,SAAS,KAAK,kBAAkB,WAAW,GAAG;AACpD,SAAO,KAAK,iBAAiB,WAAW,UAAU,OAAO;;;;;;;;;;;;CAa3D,kBAA0B,cAA+C;AACvE,MAAI,aAAa,WAAW,QAAQ,CAAE,QAAO;AAC7C,MAAI,aAAa,WAAW,QAAQ,CAAE,QAAO;AAC7C,MAAI,aAAa,WAAW,SAAS,CAAE,QAAO;AAC9C,MAAI,aAAa,WAAW,OAAO,CAAE,QAAO;AAC5C,MAAI,aAAa,WAAW,OAAO,CAAE,QAAO;AAG5C,SAAO;;;;;;;;;;;;;;;;;;;CAoBT,qBAAqB,SAAqB,YAAgC;EACxE,MAAM,eAAe,KAAK,oBAAoB,WAAW;EAEzD,MAAM,KAAK,QAAQ,IAAI,aAAa;EACpC,MAAM,KAAK,QAAQ,IAAI,aAAa;EACpC,MAAM,KAAK,QAAQ,IAAI,aAAa;AAEpC,SAAO,KAAK,KAAK,KAAK,KAAK,KAAK,KAAK,KAAK,GAAG;;;;;;;;;;;;;;;;;;;;;;CAuB/C,sBACE,SACA,aACA,QACqD;EACrD,IAAI,oBAAuC;EAC3C,IAAI,kBAAkB;AAEtB,OAAK,MAAM,cAAc,aAAa;AAEpC,OAAI;QACe,KAAK,kBAAkB,WAAW,GAAG,KACrC,OAAQ;;GAG3B,MAAM,WAAW,KAAK,qBAAqB,SAAS,WAAW;AAE/D,OAAI,WAAW,iBAAiB;AAC9B,sBAAkB;AAClB,wBAAoB;;;AAIxB,MAAI,sBAAsB,KACxB,QAAO;AAGT,SAAO;GACL,YAAY;GACZ,UAAU;GACX;;;;;;;CAQH,YAAkC;AAChC,SAAO,EAAE,GAAG,KAAK,QAAQ;;;AAgBU,IAAI,kBAAkB"}