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Summary
이슈 Task-Implement first pressure or crush-risk metric only #16 의 요구사항인 에이전트 압박 하중(Compression Force) 및 누적 노출(Exposure) 지표 계산 시스템(CompressionSystem)을 구현했습니다.
에이전트 간 밀집(Agent-to-Agent) 및 벽/장애물 짓눌림(Agent-to-Wall) 수학적 투영 로직을 적용했습니다.
데이터 지향적 순회를 위해 코어 엔진인 PackedComponentStorage에 getEntities() 기능을 추가했습니다.
렌더러로 지표를 전달하기 위해 도메인 공통 타입(Point2D)을 사용하여 SimulationSnapshot 구조를 개선했습니다.
AgentComponents.h를 신규 생성하여 Position, Agent 등의 엔티티 필수 컴포넌트를 정의했습니다.
Related Issue
Area
Architecture Check
application -> domain -> engine.src/domain.domainorapplicationdependencies tosrc/engine.src/as the include root.Verification
cmake --preset windows-debugcmake --build --preset build-debugctest --preset test-debugRisks / Follow-up
CompressionSystem 내부에 FORCE_THRESHOLD (0.5f) 및 EXPOSURE_THRESHOLD (2.0f) 값이 현재 하드코딩되어 있습니다. 추후 기획 파라미터나 시나리오 설정값에 따라 유동적으로 주입되도록 파라미터화(Parameterization) 작업이 필요합니다.
PackedComponentStorage에 순회를 위한 getEntities() Getter가 추가되었습니다. 엔진 코어 영역 수정이 포함되었으므로 로직 리뷰를 부탁드립니다.