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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/**
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* Coordinate Mapper for 2D→3D conversion in Black Trigram.
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*
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* **Korean**: 좌표 변환기 (2D → 3D)
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*
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* Maps 2D pixel coordinates from the vital points data (UI overlay) to 3D world
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* coordinates for physics-based collision detection. This allows the UI-based
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* vital point system to work seamlessly with Three.js 3D collision detection.
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* - **2D Pixel Space**: Origin (0,0) at top-left, used by vital points UI overlay
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* The mapper uses anatomical regions to determine the Z-depth (front-to-back position)
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*/
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import type { Position } from "../../types/common";
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import type { Position3D, AnatomicalRegionPhysics } from "../../types/physics";
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import type { VitalPoint } from "../vitalpoint/types";
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/**
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* Configuration for the character model coordinate mapping.
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*/
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export interface CharacterModelConfig {
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/** Character height in meters (default: 1.75m) */
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readonly height: number;
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/** Character shoulder width in meters (default: 0.5m) */
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readonly width: number;
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readonly depth: number;
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/** UI overlay width in pixels (default: 200px) */
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readonly overlayWidth: number;
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}
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/**
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* Coordinate Mapper for converting 2D pixel coordinates to 3D world coordinates.
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*
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* **Korean**: 좌표 변환기
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*
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* Provides bidirectional mapping between the 2D UI overlay coordinate system
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* and the 3D physics world coordinate system.
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*
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* @public
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* @category Physics System
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* @korean 좌표변환기
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*/
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export declare class CoordinateMapper {
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private readonly config;
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/**
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* Creates a new CoordinateMapper with optional custom configuration.
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*
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* @param config - Optional character model configuration
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*/
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constructor(config?: Partial<CharacterModelConfig>);
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/**
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* Converts a 2D pixel position to a 3D world position.
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*
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* **Korean**: 2D → 3D 변환
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*
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* Maps UI overlay pixel coordinates to 3D world space coordinates suitable
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* for physics collision detection.
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*
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* @param pixel2D - 2D pixel position (origin top-left)
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* @param region - Anatomical region for Z-depth calculation
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* @returns 3D world position in meters (origin at character center)
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*
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* @example
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* ```typescript
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* const mapper = new CoordinateMapper();
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* const vitalPoint = { position: { x: 100, y: 50 } };
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* const worldPos = mapper.pixel2DToWorld3D(vitalPoint.position, "head");
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* // worldPos: { x: 0, y: 1.45, z: 0.05 }
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* ```
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*/
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pixel2DToWorld3D(pixel2D: Position, region: AnatomicalRegionPhysics): Position3D;
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/**
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* Converts a 3D world position to a 2D pixel position.
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*
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* **Korean**: 3D → 2D 변환
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*
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* Maps 3D world space coordinates back to UI overlay pixel coordinates.
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* Useful for debugging and visual feedback.
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*
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* @param world3D - 3D world position in meters
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* @returns 2D pixel position (origin top-left)
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*
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* @example
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* ```typescript
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* const mapper = new CoordinateMapper();
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* const worldPos = { x: 0, y: 1.45, z: 0.05 };
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* const pixelPos = mapper.world3DToPixel2D(worldPos);
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* // pixelPos: { x: 100, y: 50 }
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* ```
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*/
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world3DToPixel2D(world3D: Position3D): Position;
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/**
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* Converts a vital point's 2D position to 3D world position.
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*
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* **Korean**: 급소 위치 변환
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*
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* Convenience method that extracts position and region from a VitalPoint object.
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*
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* @param vitalPoint - Vital point with 2D position
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* @returns 3D world position
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*
|
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* @example
|
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* ```typescript
|
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* const mapper = new CoordinateMapper();
|
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|
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* const temple = VITAL_POINTS_DATA.find(vp => vp.id === "head_temple");
|
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* const worldPos = mapper.vitalPointToWorld3D(temple);
|
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* ```
|
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+
*/
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vitalPointToWorld3D(vitalPoint: VitalPoint): Position3D;
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/**
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* Infers the anatomical region from a vital point ID.
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*
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* **Korean**: 급소 ID에서 영역 추론
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*
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* @param vitalPointId - Vital point ID (e.g., "head_temple", "torso_solar_plexus")
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* @returns Anatomical region
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*
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* @private
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*/
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private inferRegionFromId;
|
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/**
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* Calculates the distance between a 3D point and a vital point's 3D position.
|
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*
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* **Korean**: 거리 계산
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*
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* @param point3D - Point in 3D world space
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* @param vitalPoint - Vital point to measure distance to
|
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* @returns Distance in meters
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*
|
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* @example
|
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|
+
* ```typescript
|
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* const mapper = new CoordinateMapper();
|
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* const attackPoint = { x: 0, y: 1.5, z: 0.1 };
|
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* const temple = VITAL_POINTS_DATA.find(vp => vp.id === "head_temple");
|
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* const distance = mapper.distanceToVitalPoint(attackPoint, temple);
|
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* ```
|
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*/
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distanceToVitalPoint(point3D: Position3D, vitalPoint: VitalPoint): number;
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+
/**
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* Finds the closest vital point to a 3D position within a given region.
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*
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* **Korean**: 가장 가까운 급소 찾기
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+
*
|
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|
+
* @param point3D - Point in 3D world space
|
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+
* @param vitalPoints - Array of vital points to search
|
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* @param region - Optional region filter
|
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|
+
* @returns Closest vital point and distance, or null if none found
|
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+
*
|
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|
+
* @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
|
+
{"version":3,"file":"CoordinateMapper.d.ts","sourceRoot":"","sources":["../../../src/systems/physics/CoordinateMapper.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AAEH,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,KAAK,EAAE,UAAU,EAAE,uBAAuB,EAAE,MAAM,iBAAiB,CAAC;AAC3E,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAEtD;;;;GAIG;AACH,MAAM,WAAW,oBAAoB;IACnC,kDAAkD;IAClD,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IAExB,yDAAyD;IACzD,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB,gEAAgE;IAChE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB,kDAAkD;IAClD,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAE9B,mDAAmD;IACnD,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;CAChC;AAqFD;;;;;;;;;;;GAWG;AACH,qBAAa,gBAAgB;IAC3B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAuB;IAE9C;;;;OAIG;gBACS,MAAM,GAAE,OAAO,CAAC,oBAAoB,CAAM;IAItD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,gBAAgB,CAAC,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,uBAAuB,GAAG,UAAU;IAuBhF;;;;;;;;;;;;;;;;;;OAkBG;IACH,gBAAgB,CAAC,OAAO,EAAE,UAAU,GAAG,QAAQ;IAc/C;;;;;;;;;;;;;;;;OAgBG;IACH,mBAAmB,CAAC,UAAU,EAAE,UAAU,GAAG,UAAU;IAMvD;;;;;;;;;OASG;IACH,OAAO,CAAC,iBAAiB;IAWzB;;;;;;;;;;;;;;;;OAgBG;IACH,oBAAoB,CAAC,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,GAAG,MAAM;IAUzE;;;;;;;;;;;;;;;;;;;OAmBG;IACH,qBAAqB,CACnB,OAAO,EAAE,UAAU,EACnB,WAAW,EAAE,SAAS,UAAU,EAAE,EAClC,MAAM,CAAC,EAAE,uBAAuB,GAC/B;QAAE,UAAU,EAAE,UAAU,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI;IA6BtD;;;;OAIG;IACH,SAAS,IAAI,oBAAoB;CAGlC;AAED;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,uBAAuB,kBAAyB,CAAC"}
|
|
@@ -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.
|
|
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* ```typescript
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* const mapper = new CoordinateMapper();
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* const temple = VITAL_POINTS_DATA.find(vp => vp.id === "head_temple");
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* const worldPos = mapper.vitalPointToWorld3D(temple);
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* ```
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vitalPointToWorld3D(vitalPoint) {
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const region = this.inferRegionFromId(vitalPoint.id);
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return this.pixel2DToWorld3D(vitalPoint.position, region);
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/**
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* Infers the anatomical region from a vital point ID.
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*
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* **Korean**: 급소 ID에서 영역 추론
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*
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* @param vitalPointId - Vital point ID (e.g., "head_temple", "torso_solar_plexus")
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inferRegionFromId(vitalPointId) {
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if (vitalPointId.startsWith("head_")) return "head";
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* Calculates the distance between a 3D point and a vital point's 3D position.
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* @example
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* ```typescript
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* const mapper = new CoordinateMapper();
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* const attackPoint = { x: 0, y: 1.5, z: 0.1 };
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* const temple = VITAL_POINTS_DATA.find(vp => vp.id === "head_temple");
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* ```
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distanceToVitalPoint(point3D, vitalPoint) {
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}
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/**
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* Finds the closest vital point to a 3D position within a given region.
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*
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* **Korean**: 가장 가까운 급소 찾기
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*
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* @param point3D - Point in 3D world space
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* @param vitalPoints - Array of vital points to search
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* @param region - Optional region filter
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* @returns Closest vital point and distance, or null if none found
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*
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* @example
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* ```typescript
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* const mapper = new CoordinateMapper();
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* const hitPoint = { x: 0, y: 1.7, z: 0.05 };
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* const result = mapper.findClosestVitalPoint(hitPoint, VITAL_POINTS_DATA, "head");
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* if (result) {
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* console.log(`Hit ${result.vitalPoint.names.english} at ${result.distance}m`);
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* }
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* ```
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*/
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findClosestVitalPoint(point3D, vitalPoints, region) {
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let closestVitalPoint = null;
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let closestDistance = Infinity;
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for (const vitalPoint of vitalPoints) {
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if (region) {
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if (this.inferRegionFromId(vitalPoint.id) !== region) continue;
|
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}
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|
+
const distance = this.distanceToVitalPoint(point3D, vitalPoint);
|
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|
+
if (distance < closestDistance) {
|
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+
closestDistance = distance;
|
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|
+
closestVitalPoint = vitalPoint;
|
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|
+
}
|
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+
}
|
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|
+
if (closestVitalPoint === null) return null;
|
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+
return {
|
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|
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vitalPoint: closestVitalPoint,
|
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distance: closestDistance
|
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};
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+
}
|
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+
/**
|
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+
* Gets the current character model configuration.
|
|
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|
+
*
|
|
232
|
+
* @returns Current configuration
|
|
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|
+
*/
|
|
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|
+
getConfig() {
|
|
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|
+
return { ...this.config };
|
|
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|
+
}
|
|
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|
+
};
|
|
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|
+
new CoordinateMapper();
|
|
239
|
+
//#endregion
|
|
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|
+
export { CoordinateMapper };
|
|
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|
+
|
|
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|
+
//# sourceMappingURL=CoordinateMapper.js.map
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|
@@ -0,0 +1 @@
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|
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{"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"}
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