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* InternalDamage3D - Deep red organ pulses for Korean martial arts organ strikes
*
* Priority #4: Internal Damage Visualization
* - Deep red organ pulses (liver, kidney, spleen, stomach, heart)
* - Tissue deformation ripples
* - Penetration depth visualization
* - Critical organ damage feedback
*
* PERFORMANCE OPTIMIZATION (Object Pooling):
* - Reduced allocations from ~120+ per effect to 2 pooled objects
* - Pooling strategy:
* 1. Temporary Color objects for particle initialization use pool
* 2. Colors are copied to Float32Array (no ownership needed)
* 3. All pooled objects released after particle system creation
* - Estimated reduction:
* - Pulse particles: 60 Color allocations → 1 pooled object
* - Ripple particles: 30 Color allocations → 1 pooled object
* - Total: ~90 Color allocations per effect → 2 pooled objects
*
* Korean martial arts context (내장 공격 - Internal organ strikes):
* - 간격 (Liver strike) - Right side body blow
* - 신장격 (Kidney strike) - Lower back strike
* - 비장격 (Spleen strike) - Left side body blow
* - 명치격 (Solar plexus) - Stomach strike
* - 심장격 (Heart strike) - Chest strike (critical)
*/
import React, { useEffect, useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
import { ThreeObjectPools } from '../../../../../utils/threeObjectPool';
/**
* Organ types for Korean martial arts internal strikes
*/
export type OrganType = 'liver' | 'kidney' | 'spleen' | 'stomach' | 'heart';
/**
* Penetration depth levels for organ damage
*/
export type PenetrationDepth = 'surface' | 'shallow' | 'deep' | 'critical';
/**
* Individual internal damage effect
*/
export interface InternalDamageEffect {
readonly id: string;
readonly position: [number, number, number];
readonly organType: OrganType;
readonly penetrationDepth: PenetrationDepth;
readonly startTime: number;
}
/**
* Props for InternalDamage3D component
*/
export interface InternalDamage3DProps {
readonly effects: readonly InternalDamageEffect[];
readonly enabled?: boolean;
readonly isMobile?: boolean;
readonly onEffectComplete?: (id: string) => void;
}
// Physics constants for organ damage pulses
const INTERNAL_DAMAGE_CONSTANTS = {
// Pulse expansion speeds
PULSE_SPEED: 2.5, // m/s expansion rate
// Lifetimes
PULSE_LIFETIME: 1.5, // seconds for pulse to complete
RIPPLE_LIFETIME: 0.8, // seconds for tissue ripple
// Max radii by penetration depth
MAX_RADIUS: {
surface: 0.4,
shallow: 0.7,
deep: 1.0,
critical: 1.2,
},
// Intensity multipliers
INTENSITY: {
surface: 0.5,
shallow: 0.8,
deep: 1.2,
critical: 1.5,
},
// Particle counts (desktop)
PULSE_PARTICLES: 60,
RIPPLE_PARTICLES: 30,
// Colors
ORGAN_COLOR: 0x8b0000, // Dark red for organs
RIPPLE_COLOR: 0xdc143c, // Crimson for tissue ripples
// Emissive intensity
EMISSIVE_INTENSITY: 0.8,
} as const;
/**
* InternalDamage3D - Visualizes internal organ damage with deep red pulses
*
* Features:
* - Expanding sphere pulses from organ impacts
* - Tissue deformation ripples
* - Penetration depth-based sizing
* - Korean martial arts organ strike feedback
* - Mobile optimization (50% particles)
*/
export const InternalDamage3D: React.FC<InternalDamage3DProps> = ({
effects,
enabled = true,
isMobile = false,
onEffectComplete,
}) => {
// Track active effect instances
const [effectInstances, setEffectInstances] = React.useState<
Map<
string,
{
pulseParticles: THREE.Points;
rippleParticles: THREE.Points;
startTime: number;
effect: InternalDamageEffect;
}
>
>(new Map());
// Calculate particle counts based on mobile optimization
const particleCounts = useMemo(() => {
const pulseCount = isMobile
? Math.floor(INTERNAL_DAMAGE_CONSTANTS.PULSE_PARTICLES * 0.5)
: INTERNAL_DAMAGE_CONSTANTS.PULSE_PARTICLES;
const rippleCount = isMobile
? Math.floor(INTERNAL_DAMAGE_CONSTANTS.RIPPLE_PARTICLES * 0.5)
: INTERNAL_DAMAGE_CONSTANTS.RIPPLE_PARTICLES;
return { pulseCount, rippleCount };
}, [isMobile]);
// Create particle system for organ pulse
const createPulseParticles = useMemo(
() => (effect: InternalDamageEffect) => {
const { pulseCount } = particleCounts;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(pulseCount * 3);
const colors = new Float32Array(pulseCount * 3);
const sizes = new Float32Array(pulseCount);
// Pooled color for calculations - PERFORMANCE: Eliminates pulseCount Color allocations
const tempColor = ThreeObjectPools.color.acquire();
try {
// Set color once from pool
tempColor.set(INTERNAL_DAMAGE_CONSTANTS.ORGAN_COLOR);
// Create sphere distribution
for (let i = 0; i < pulseCount; i++) {
// Fibonacci sphere distribution for phi/theta calculations
// (values calculated but not stored in positions yet - used later for expansion)
positions[i * 3] = 0;
positions[i * 3 + 1] = 0;
positions[i * 3 + 2] = 0;
// Dark red color (reuse pooled color)
colors[i * 3] = tempColor.r;
colors[i * 3 + 1] = tempColor.g;
colors[i * 3 + 2] = tempColor.b;
// Size based on penetration depth
const baseSize = 0.03;
const depthMultiplier =
INTERNAL_DAMAGE_CONSTANTS.INTENSITY[effect.penetrationDepth];
sizes[i] = baseSize * depthMultiplier;
}
} finally {
// Release pooled color back to pool
ThreeObjectPools.color.release(tempColor);
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
const material = new THREE.PointsMaterial({
size: 0.05,
vertexColors: true,
transparent: true,
opacity: 1.0,
blending: THREE.AdditiveBlending,
depthWrite: false,
sizeAttenuation: true,
});
const points = new THREE.Points(geometry, material);
points.position.set(...effect.position);
// Store phi/theta for sphere expansion
(geometry as THREE.BufferGeometry & { sphereData: Record<string, number | Float32Array> }).sphereData = { positions: positions.slice() };
for (let i = 0; i < pulseCount; i++) {
const phi = Math.acos(1 - 2 * (i + 0.5) / pulseCount);
const theta = Math.PI * (1 + Math.sqrt(5)) * i;
(geometry as THREE.BufferGeometry & { sphereData: Record<string, number | Float32Array> }).sphereData[`phi_${i}`] = phi;
(geometry as THREE.BufferGeometry & { sphereData: Record<string, number | Float32Array> }).sphereData[`theta_${i}`] = theta;
}
return points;
},
[particleCounts]
);
// Create particle system for tissue ripples
const createRippleParticles = useMemo(
() => (effect: InternalDamageEffect) => {
const { rippleCount } = particleCounts;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(rippleCount * 3);
const colors = new Float32Array(rippleCount * 3);
const sizes = new Float32Array(rippleCount);
// Pooled color for calculations - PERFORMANCE: Eliminates rippleCount Color allocations
const tempColor = ThreeObjectPools.color.acquire();
try {
// Set color once from pool
tempColor.set(INTERNAL_DAMAGE_CONSTANTS.RIPPLE_COLOR);
// Create ring distribution
for (let i = 0; i < rippleCount; i++) {
const angle = (i / rippleCount) * Math.PI * 2;
positions[i * 3] = 0;
positions[i * 3 + 1] = 0;
positions[i * 3 + 2] = 0;
// Crimson color for ripples (reuse pooled color)
colors[i * 3] = tempColor.r;
colors[i * 3 + 1] = tempColor.g;
colors[i * 3 + 2] = tempColor.b;
sizes[i] = 0.02;
// Store angle for ring expansion
(geometry as THREE.BufferGeometry & { [key: string]: number })[`angle_${i}`] = angle;
}
} finally {
// Release pooled color back to pool
ThreeObjectPools.color.release(tempColor);
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
const material = new THREE.PointsMaterial({
size: 0.03,
vertexColors: true,
transparent: true,
opacity: 1.0,
blending: THREE.NormalBlending,
depthWrite: false,
sizeAttenuation: true,
});
const points = new THREE.Points(geometry, material);
points.position.set(...effect.position);
return points;
},
[particleCounts]
);
// Update effect instances when effects prop changes
useEffect(() => {
Iif (!enabled) return;
setEffectInstances((prev) => {
const updated = new Map(prev);
// Add new effects
effects.forEach((effect) => {
if (!updated.has(effect.id)) {
const pulseParticles = createPulseParticles(effect);
const rippleParticles = createRippleParticles(effect);
updated.set(effect.id, {
pulseParticles,
rippleParticles,
startTime: effect.startTime,
effect,
});
}
});
// Remove completed effects
const currentIds = new Set(effects.map((e) => e.id));
Array.from(updated.keys()).forEach((id) => {
if (!currentIds.has(id)) {
const instance = updated.get(id);
if (instance) {
instance.pulseParticles.geometry.dispose();
(instance.pulseParticles.material as THREE.Material).dispose();
instance.rippleParticles.geometry.dispose();
(instance.rippleParticles.material as THREE.Material).dispose();
}
updated.delete(id);
}
});
return updated;
});
}, [effects, enabled, createPulseParticles, createRippleParticles]);
// 자원 정리 | Resource cleanup - Dispose all particle systems on unmount
// Using a ref to track instances to avoid stale closure issues
const effectInstancesRef = useRef<Map<
string,
{
pulseParticles: THREE.Points;
rippleParticles: THREE.Points;
startTime: number;
effect: InternalDamageEffect;
}
>>(effectInstances);
useEffect(() => {
effectInstancesRef.current = effectInstances;
}, [effectInstances]);
useEffect(() => {
return () => {
effectInstancesRef.current.forEach((instance: {
pulseParticles: THREE.Points;
rippleParticles: THREE.Points;
startTime: number;
effect: InternalDamageEffect;
}) => {
instance.pulseParticles.geometry.dispose();
(instance.pulseParticles.material as THREE.Material).dispose();
instance.rippleParticles.geometry.dispose();
(instance.rippleParticles.material as THREE.Material).dispose();
});
};
}, []); // Empty deps - cleanup on unmount only
// Animation loop
useFrame(() => {
if (!enabled || effectInstances.size === 0) return;
const now = Date.now();
const completedIds: string[] = [];
effectInstances.forEach((instance, id) => {
const elapsed = (now - instance.startTime) / 1000;
const { effect } = instance;
// Pulse animation
const pulseProgress = Math.min(
elapsed / INTERNAL_DAMAGE_CONSTANTS.PULSE_LIFETIME,
1.0
);
if (pulseProgress < 1.0) {
const pulseGeometry = instance.pulseParticles.geometry;
const pulsePositions = pulseGeometry.attributes.position
.array as Float32Array;
const maxRadius =
INTERNAL_DAMAGE_CONSTANTS.MAX_RADIUS[effect.penetrationDepth];
const { pulseCount } = particleCounts;
const sphereData = (pulseGeometry as THREE.BufferGeometry & { sphereData: Record<string, number | Float32Array> }).sphereData;
for (let i = 0; i < pulseCount; i++) {
const phi = sphereData[`phi_${i}`] as number;
const theta = sphereData[`theta_${i}`] as number;
const radius = maxRadius * pulseProgress;
pulsePositions[i * 3] = radius * Math.sin(phi) * Math.cos(theta);
pulsePositions[i * 3 + 1] = radius * Math.sin(phi) * Math.sin(theta);
pulsePositions[i * 3 + 2] = radius * Math.cos(phi);
}
pulseGeometry.attributes.position.needsUpdate = true;
// Fade opacity
const material = instance.pulseParticles.material as THREE.PointsMaterial;
material.opacity = 1.0 - pulseProgress * 0.7;
}
// Ripple animation
const rippleProgress = Math.min(
elapsed / INTERNAL_DAMAGE_CONSTANTS.RIPPLE_LIFETIME,
1.0
);
if (rippleProgress < 1.0) {
const rippleGeometry = instance.rippleParticles.geometry;
const ripplePositions = rippleGeometry.attributes.position
.array as Float32Array;
const { rippleCount } = particleCounts;
const rippleRadius = 0.6 * rippleProgress;
for (let i = 0; i < rippleCount; i++) {
const angle = (rippleGeometry as THREE.BufferGeometry & { [key: string]: number })[`angle_${i}`];
ripplePositions[i * 3] = rippleRadius * Math.cos(angle);
ripplePositions[i * 3 + 1] = 0;
ripplePositions[i * 3 + 2] = rippleRadius * Math.sin(angle);
}
rippleGeometry.attributes.position.needsUpdate = true;
// Fade opacity
const material = instance.rippleParticles
.material as THREE.PointsMaterial;
material.opacity = 1.0 - rippleProgress;
}
// Check completion
if (
elapsed >= INTERNAL_DAMAGE_CONSTANTS.PULSE_LIFETIME &&
elapsed >= INTERNAL_DAMAGE_CONSTANTS.RIPPLE_LIFETIME
) {
completedIds.push(id);
}
});
// Notify completed effects
completedIds.forEach((id) => {
onEffectComplete?.(id);
});
});
// Render all active particle systems
return (
<>
{Array.from(effectInstances.values()).map((instance) => (
<React.Fragment key={instance.effect.id}>
<primitive object={instance.pulseParticles} />
<primitive object={instance.rippleParticles} />
</React.Fragment>
))}
</>
);
};
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