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* BloodViscosity3D - Enhanced blood droplets with thicker physics for brutal combat realism
*
* Priority #5: Enhanced Blood Viscosity
* - Thicker droplets with slower fall rate
* - Variable splatter sizes (gouts vs mist)
* - Cling/drip physics (stick to surfaces)
* - Enhanced viscosity simulation
*
* PERFORMANCE OPTIMIZATION (Object Pooling):
* - Reduced allocations from ~85+ per effect to ~4 pooled objects
* - Pooling strategy:
* 1. Temporary calculation objects (direction, color, velocity) use pool
* 2. Owned objects (particle velocities) are cloned from pooled objects
* 3. All pooled objects released after particle creation
* - Estimated reduction:
* - thin: 50 Color + 50 Vector3 = 100 allocations → 4 pooled objects
* - medium: 80 Color + 80 Vector3 = 160 allocations → 4 pooled objects
* - thick: 120 Color + 120 Vector3 = 240 allocations → 4 pooled objects
* - gout: 200 Color + 200 Vector3 = 400 allocations → 4 pooled objects
*
* Korean martial arts context:
* - 절단격 (Cutting strikes) - Thin blood mist
* - 타격 (Impact strikes) - Medium blood splatter
* - 관통격 (Penetrating strikes) - Thick blood droplets
* - 깊은 상처 (Deep wounds) - Large blood gouts
*/
import React, { useEffect, useMemo } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
import { ThreeObjectPools } from '../../../../../utils/threeObjectPool';
/**
* Viscosity types for blood splatter
*/
export type ViscosityType = 'thin' | 'medium' | 'thick' | 'gout';
/**
* Individual blood viscosity effect
*/
export interface BloodViscosityEffect {
readonly id: string;
readonly position: [number, number, number];
readonly direction: [number, number, number];
readonly viscosityType: ViscosityType;
readonly intensity: number; // 0.0-1.0
readonly startTime: number;
}
/**
* Props for BloodViscosity3D component
*/
export interface BloodViscosity3DProps {
readonly effects: readonly BloodViscosityEffect[];
readonly enabled?: boolean;
readonly isMobile?: boolean;
readonly onEffectComplete?: (id: string) => void;
}
// Physics constants for blood viscosity
const BLOOD_VISCOSITY_CONSTANTS = {
// Gravity and air resistance
GRAVITY: -9.8, // m/s²
AIR_RESISTANCE: 0.94, // Thicker than arterial (0.97) or bone (0.96)
// Particle counts by viscosity type (desktop)
PARTICLE_COUNT: {
thin: 50, // Mist
medium: 80, // Normal splatter
thick: 120, // Heavy droplets
gout: 200, // Deep wound large gouts
},
// Velocity ranges (m/s) - slower than arterial
VELOCITY: {
thin: { min: 2.0, max: 4.0 },
medium: { min: 1.5, max: 3.0 },
thick: { min: 1.0, max: 2.5 },
gout: { min: 0.5, max: 2.0 },
},
// Particle sizes
SIZE: {
thin: { min: 0.02, max: 0.04 },
medium: { min: 0.04, max: 0.08 },
thick: { min: 0.06, max: 0.12 },
gout: { min: 0.10, max: 0.20 },
},
// Spread cone angles (radians)
SPREAD_ANGLE: {
thin: Math.PI / 3, // 60° wide spray
medium: Math.PI / 4, // 45° normal
thick: Math.PI / 6, // 30° narrow
gout: Math.PI / 8, // 22.5° very narrow
},
// Lifetimes
ACTIVE_LIFETIME: 2.5, // Active falling time
CLING_LIFETIME: 3.0, // Time stuck to ground
TOTAL_LIFETIME: 5.5, // Total before cleanup
// Ground cling physics
GROUND_LEVEL: 0.1, // y-position for ground contact
CLING_DAMPING: 0.3, // Velocity reduction on contact
// Color
BLOOD_COLOR: 0x8b0000, // Dark red
// Max delta time to prevent physics spiral
MAX_DELTA: 1 / 30,
} as const;
/**
* BloodViscosity3D - Enhanced blood droplets with realistic thicker physics
*
* Features:
* - Variable viscosity types (thin mist to thick gouts)
* - Cling/drip physics when hitting ground
* - Slower fall rates than arterial spray
* - Larger droplet sizes
* - Mobile optimization (50% particles)
*/
export const BloodViscosity3D: React.FC<BloodViscosity3DProps> = ({
effects,
enabled = true,
isMobile = false,
onEffectComplete,
}) => {
// Track active effect instances
const [effectInstances, setEffectInstances] = React.useState<
Map<
string,
{
particles: THREE.Points;
velocities: THREE.Vector3[];
startTime: number;
effect: BloodViscosityEffect;
clinging: boolean[];
}
>
>(new Map());
// Calculate particle count based on viscosity and mobile
const getParticleCount = useMemo(
() => (viscosityType: ViscosityType) => {
const baseCount = BLOOD_VISCOSITY_CONSTANTS.PARTICLE_COUNT[viscosityType];
return isMobile ? Math.floor(baseCount * 0.5) : baseCount;
},
[isMobile]
);
// Create particle system for blood droplets
const createBloodParticles = useMemo(
() => (effect: BloodViscosityEffect) => {
const count = getParticleCount(effect.viscosityType);
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3);
const colors = new Float32Array(count * 3);
const sizes = new Float32Array(count);
const velocities: THREE.Vector3[] = [];
const clinging: boolean[] = [];
// Pooled objects for calculations - PERFORMANCE: Eliminates 2 + (count * 3) allocations
const tempDirection = ThreeObjectPools.vector3.acquire();
const tempColor = ThreeObjectPools.color.acquire();
const tempVelocity = ThreeObjectPools.vector3.acquire();
const tempDeviation = ThreeObjectPools.vector3.acquire();
try {
tempDirection.set(...effect.direction).normalize();
const spreadAngle = BLOOD_VISCOSITY_CONSTANTS.SPREAD_ANGLE[effect.viscosityType];
const velocityRange = BLOOD_VISCOSITY_CONSTANTS.VELOCITY[effect.viscosityType];
const sizeRange = BLOOD_VISCOSITY_CONSTANTS.SIZE[effect.viscosityType];
// Set color once from pool
tempColor.set(BLOOD_VISCOSITY_CONSTANTS.BLOOD_COLOR);
for (let i = 0; i < count; i++) {
// Start at impact position
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;
// Variable size based on viscosity
const size =
sizeRange.min +
Math.random() * (sizeRange.max - sizeRange.min) *
effect.intensity;
sizes[i] = size;
// Calculate velocity with spread
const speed =
velocityRange.min +
Math.random() * (velocityRange.max - velocityRange.min);
// Random deviation within spread angle
const theta = (Math.random() - 0.5) * spreadAngle;
const phi = Math.random() * Math.PI * 2;
// Use pooled vectors for calculation
tempDeviation.set(
Math.sin(theta) * Math.cos(phi),
Math.sin(theta) * Math.sin(phi),
Math.cos(theta)
);
tempVelocity.copy(tempDirection)
.add(tempDeviation)
.normalize()
.multiplyScalar(speed);
// Clone for ownership - particles own their velocity vectors
velocities.push(tempVelocity.clone());
clinging.push(false);
}
} finally {
// Release all pooled objects back to pool
ThreeObjectPools.vector3.release(tempDirection);
ThreeObjectPools.color.release(tempColor);
ThreeObjectPools.vector3.release(tempVelocity);
ThreeObjectPools.vector3.release(tempDeviation);
}
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: 0.08,
vertexColors: true,
transparent: true,
opacity: 0.9,
blending: THREE.NormalBlending,
depthWrite: false,
sizeAttenuation: true,
});
const points = new THREE.Points(geometry, material);
points.position.set(...effect.position);
return { points, velocities, clinging };
},
[getParticleCount]
);
// Update effect instances
useEffect(() => {
Iif (!enabled) return;
setEffectInstances((prev) => {
const updated = new Map(prev);
effects.forEach((effect) => {
if (!updated.has(effect.id)) {
const { points, velocities, clinging } = createBloodParticles(effect);
updated.set(effect.id, {
particles: points,
velocities,
startTime: effect.startTime,
effect,
clinging,
});
}
});
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.particles.geometry.dispose();
(instance.particles.material as THREE.Material).dispose();
}
updated.delete(id);
}
});
return updated;
});
}, [effects, enabled, createBloodParticles]);
// Animation loop
useFrame((_state, delta) => {
if (!enabled || effectInstances.size === 0) return;
const clampedDelta = Math.min(delta, BLOOD_VISCOSITY_CONSTANTS.MAX_DELTA);
const now = Date.now();
const completedIds: string[] = [];
effectInstances.forEach((instance, id) => {
const elapsed = (now - instance.startTime) / 1000;
// Check for completion
if (elapsed >= BLOOD_VISCOSITY_CONSTANTS.TOTAL_LIFETIME) {
completedIds.push(id);
return;
}
const geometry = instance.particles.geometry;
const positions = geometry.attributes.position.array as Float32Array;
const count = positions.length / 3;
// Update each particle
for (let i = 0; i < count; i++) {
const idx = i * 3;
if (!instance.clinging[i]) {
// Apply gravity
instance.velocities[i].y +=
BLOOD_VISCOSITY_CONSTANTS.GRAVITY * clampedDelta;
// Apply air resistance
instance.velocities[i].multiplyScalar(
BLOOD_VISCOSITY_CONSTANTS.AIR_RESISTANCE
);
// Update position
positions[idx] += instance.velocities[i].x * clampedDelta;
positions[idx + 1] += instance.velocities[i].y * clampedDelta;
positions[idx + 2] += instance.velocities[i].z * clampedDelta;
// Check ground contact
if (positions[idx + 1] <= BLOOD_VISCOSITY_CONSTANTS.GROUND_LEVEL) {
positions[idx + 1] = BLOOD_VISCOSITY_CONSTANTS.GROUND_LEVEL;
instance.velocities[i].multiplyScalar(
BLOOD_VISCOSITY_CONSTANTS.CLING_DAMPING
);
instance.clinging[i] = true;
}
}
}
geometry.attributes.position.needsUpdate = true;
// Fade out during cling phase
if (elapsed >= BLOOD_VISCOSITY_CONSTANTS.ACTIVE_LIFETIME) {
const fadeProgress =
(elapsed - BLOOD_VISCOSITY_CONSTANTS.ACTIVE_LIFETIME) /
BLOOD_VISCOSITY_CONSTANTS.CLING_LIFETIME;
const material = instance.particles.material as THREE.PointsMaterial;
material.opacity = 0.9 * (1.0 - fadeProgress);
}
});
completedIds.forEach((id) => {
onEffectComplete?.(id);
});
});
return (
<>
{Array.from(effectInstances.values()).map((instance) => (
<primitive key={instance.effect.id} object={instance.particles} />
))}
</>
);
};
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