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import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import type { BoardShape } from "../../../inc/trigo";

// Color constants
const COLORS = {
	// Scene colors
	SCENE_BACKGROUND: 0x505055,
	SCENE_CLEAR: 0x505055,

	// Chess frame colors (three-tiered system)
	FRAME_CREST: 0xff4d4d, // Red-tinted for edges/corners
	FRAME_SURFACE: 0xe6b380, // Orange/yellow-tinted for face edges
	FRAME_INTERIOR: 0x999999, // Gray for interior lines

	// intersection point colors
	POINT_DEFAULT: 0x4a90e2,
	POINT_HOVERED: 0x00ff00,
	POINT_HOVERED_DISABLED: 0xff0000,
	POINT_AXIS_ALIGNED: 0xffaa00,
	POINT_AIR_PATCH: 0x80e680, // Semi-transparent green for liberties in inspect mode

	// Stone colors
	STONE_BLACK: 0x070707,
	STONE_WHITE: 0xf0f0f0,

	// Stone specular highlights
	STONE_BLACK_SPECULAR: 0x445577,
	STONE_WHITE_SPECULAR: 0xeeeedd,

	// Lighting colors
	AMBIENT_LIGHT: 0xffffff,
	DIRECTIONAL_LIGHT: 0xffffff,
	HEMISPHERE_LIGHT_SKY: 0xeefaff,
	HEMISPHERE_LIGHT_GROUND: 0x20201a
} as const;

// Opacity constants
const OPACITY = {
	// Chess frame opacities
	FRAME_CREST: 0.64,
	FRAME_SURFACE: 0.12,
	FRAME_INTERIOR: 0.04,

	// Grid and point opacities
	POINT_DEFAULT: 0.1,
	POINT_HOVERED: 0.8,
	POINT_AXIS_ALIGNED: 0.8,
	POINT_AIR_PATCH: 0.24, // Semi-transparent for liberty visualization
	PREVIEW_STONE: 0.5,
	PREVIEW_JOINT_BLACK: 0.5,
	PREVIEW_JOINT_WHITE: 0.6,
	DIMMED: 0.3,
	DOMAIN_BLACK: 0.3,
	DOMAIN_WHITE: 0.3
} as const;

// Shininess constants for stone materials
const SHININESS = {
	STONE_BLACK: 120,
	STONE_WHITE: 30
} as const;

// Geometric size constants
const SIZES = {
	// Stone and point sizes (relative to grid spacing)
	STONE_RADIUS: 0.28,
	INTERSECTION_POINT_RADIUS: 0.16,
	JOINT_RADIUS: 0.12,
	JOINT_LENGTH: 0.47,
	DOMAIN_CUBE_SIZE: 0.6,

	// Sphere detail (number of segments)
	STONE_SEGMENTS: 32,
	POINT_SEGMENTS: 8,
	JOINT_SEGMENTS: 6
} as const;

// Camera and scene constants
const CAMERA = {
	FOV: 70,
	NEAR: 0.1,
	FAR: 1000,
	DISTANCE_MULTIPLIER: 1.1,
	HEIGHT_RATIO: 0.8
} as const;

// Lighting intensity constants
const LIGHTING = {
	AMBIENT_INTENSITY: 0.2,
	DIRECTIONAL_MAIN_INTENSITY: 0.8,
	DIRECTIONAL_FILL_INTENSITY: 0.3,
	HEMISPHERE_INTENSITY: 0.8
} as const;

// Fog constants
const FOG = {
	NEAR_FACTOR: 0.2,
	FAR_FACTOR: 0.8,
	MIN_NEAR: 0.1
} as const;

// Last stone highlight constants
const SHINING = {
	FLICKER_SPEED: 0.0048,
	EMISSIVE_COLOR: [0.03, 0.32, 0.6],
	BASE_INTENSITY_WHITE: 0.2,
	BASE_INTENSITY_BLACK: 0.06,
	FLICKER_INTENSITY_WHITE: 0.6,
	FLICKER_INTENSITY_BLACK: 0.1
} as const;

export interface Stone {
	position: { x: number; y: number; z: number };
	color: "black" | "white";
	mesh?: THREE.Mesh;
}

export interface ViewportCallbacks {
	onStoneClick?: (x: number, y: number, z: number) => void;
	onPositionHover?: (x: number | null, y: number | null, z: number | null) => void;
	isPositionDroppable?: (x: number, y: number, z: number) => boolean;
	onInspectGroup?: (groupSize: number, liberties: number) => void;
}

export class TrigoViewport {
	private canvas: HTMLCanvasElement;
	private scene: THREE.Scene;
	private camera: THREE.PerspectiveCamera;
	private renderer: THREE.WebGLRenderer;
	private controls!: OrbitControls;
	private raycaster: THREE.Raycaster;
	private mouse: THREE.Vector2;

	private boardShape: BoardShape;
	private gridSpacing: number = 2;
	private gridGroup: THREE.Group;
	private stonesGroup: THREE.Group;
	private jointsGroup: THREE.Group;
	private intersectionPoints: THREE.Group;
	private domainCubesGroup: THREE.Group;
	private highlightedPoint: THREE.Mesh | null = null;
	private highlightedAxisPoints: THREE.Mesh[] = [];
	private previewStone: THREE.Mesh | null = null;
	private lastPlacedStone: { x: number; y: number; z: number } | null = null;
	private hoveredPosition: { x: number; y: number; z: number } | null = null;

	private stones: Map<string, Stone> = new Map();
	private joints: Map<string, { X?: THREE.Mesh; Y?: THREE.Mesh; Z?: THREE.Mesh }> = new Map();
	private domainCubes: Map<string, THREE.Mesh> = new Map();
	private callbacks: ViewportCallbacks;

	private animationId: number | null = null;
	private isDestroyed: boolean = false;
	private currentPlayerColor: "black" | "white" = "black";
	private isGameActive: boolean = false;
	private lastCameraDistance: number = 0;

	// Mouse drag detection
	private isMouseDown: boolean = false;
	private mouseDownPosition: { x: number; y: number } | null = null;
	private hasDragged: boolean = false;
	private dragThreshold: number = 5; // pixels

	// Inspect mode for analyzing stone groups
	private inspectMode: boolean = false;
	private ctrlKeyDown: boolean = false;
	private highlightedGroup: Set<string> | null = null;
	private airPatch: Set<string> | null = null; // Liberty positions for highlighted group
	private lastMouseEvent: MouseEvent | null = null;

	// Domain visibility for territory display
	private blackDomainVisible: boolean = false;
	private whiteDomainVisible: boolean = false;
	private blackDomain: Set<string> | null = null;
	private whiteDomain: Set<string> | null = null;

	constructor(
		canvas: HTMLCanvasElement,
		boardShape: BoardShape = { x: 5, y: 5, z: 5 },
		callbacks: ViewportCallbacks = {}
	) {
		this.canvas = canvas;
		this.boardShape = boardShape;
		this.callbacks = callbacks;

		// Initialize Three.js components
		this.scene = new THREE.Scene();
		this.camera = new THREE.PerspectiveCamera(
			CAMERA.FOV,
			canvas.clientWidth / canvas.clientHeight,
			CAMERA.NEAR,
			CAMERA.FAR
		);
		this.renderer = new THREE.WebGLRenderer({
			canvas,
			antialias: true,
			alpha: true
		});
		this.raycaster = new THREE.Raycaster();
		this.mouse = new THREE.Vector2();

		// Groups for organizing scene objects
		this.gridGroup = new THREE.Group();
		this.stonesGroup = new THREE.Group();
		this.jointsGroup = new THREE.Group();
		this.intersectionPoints = new THREE.Group();
		this.domainCubesGroup = new THREE.Group();

		this.initialize();
	}

	private initialize(): void {
		// Setup renderer - use getBoundingClientRect for accurate CSS size
		const rect = this.canvas.getBoundingClientRect();
		this.renderer.setSize(rect.width, rect.height, false);
		this.renderer.setPixelRatio(window.devicePixelRatio);
		this.renderer.setClearColor(COLORS.SCENE_CLEAR, 1);

		// Setup camera - use max dimension for distance calculation
		const maxDim = Math.max(this.boardShape.x, this.boardShape.y, this.boardShape.z);
		const distance = maxDim * this.gridSpacing * CAMERA.DISTANCE_MULTIPLIER;
		this.camera.position.set(distance, distance * CAMERA.HEIGHT_RATIO, distance);
		this.camera.lookAt(0, 0, 0);

		// Setup controls
		this.controls = new OrbitControls(this.camera, this.canvas);
		this.controls.enableDamping = true;
		this.controls.dampingFactor = 0.05;
		this.controls.minDistance = 5;
		this.controls.maxDistance = 100;
		this.controls.maxPolarAngle = Math.PI / 2 + Math.PI / 4;
		this.controls.enablePan = false; // Disable camera panning with right mouse button

		// Setup scene
		this.scene.background = new THREE.Color(COLORS.SCENE_BACKGROUND);
		this.setupFog();
		this.setupLighting();
		this.createGrid();
		this.createIntersectionPoints();
		this.createJoints();
		this.createDomainCubes();
		this.createPreviewStone();

		// Add groups to scene
		this.scene.add(this.gridGroup);
		this.scene.add(this.stonesGroup);
		this.scene.add(this.jointsGroup);
		this.scene.add(this.intersectionPoints);
		this.scene.add(this.domainCubesGroup);

		// Event listeners
		this.canvas.addEventListener("mousemove", this.onMouseMove.bind(this));
		this.canvas.addEventListener("mousedown", this.onMouseDown.bind(this));
		this.canvas.addEventListener("mouseup", this.onMouseUp.bind(this));
		this.canvas.addEventListener("click", this.onClick.bind(this));
		window.addEventListener("resize", this.onWindowResize.bind(this));
		window.addEventListener("keydown", this.onKeyDown.bind(this));
		window.addEventListener("keyup", this.onKeyUp.bind(this));

		// Start animation loop
		this.animate();
	}

	private createPreviewStone(): void {
		const geometry = new THREE.SphereGeometry(
			SIZES.STONE_RADIUS * this.gridSpacing,
			SIZES.STONE_SEGMENTS,
			SIZES.STONE_SEGMENTS
		);
		const material = new THREE.MeshPhongMaterial({
			color: this.currentPlayerColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE,
			transparent: true,
			opacity: OPACITY.PREVIEW_STONE,
			shininess:
				this.currentPlayerColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE
		});
		this.previewStone = new THREE.Mesh(geometry, material);
		this.previewStone.visible = false; // Hidden by default
		this.scene.add(this.previewStone);
	}

	private updatePreviewStoneColor(): void {
		if (!this.previewStone) return;
		const material = this.previewStone.material as THREE.MeshPhongMaterial;
		material.color.set(
			this.currentPlayerColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE
		);
		material.shininess =
			this.currentPlayerColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE;
	}

	private setupFog(): void {
		// Use scene background color for fog
		this.scene.fog = new THREE.Fog(COLORS.SCENE_BACKGROUND, 0, 1);

		// Update fog parameters based on current camera position
		this.updateFog(true);
	}

	private highlightAxisPoints(gridX: number, gridY: number, gridZ: number): void {
		// Clear previous axis highlights
		this.clearAxisHighlights();

		// Highlight points along the same axes
		this.intersectionPoints.children.forEach((child) => {
			const point = child as THREE.Mesh;
			const { gridX: px, gridY: py, gridZ: pz } = point.userData;

			// Check if point is on the same X, Y, or Z axis
			const alignedXAxis = px === gridX;
			const alignedYAxis = py === gridY;
			const alignedZAxis = pz === gridZ;
			const aligned = Number(alignedXAxis) + Number(alignedYAxis) + Number(alignedZAxis);

			// Highlight if on one axis
			if (aligned == 2) {
				const material = point.material as THREE.MeshBasicMaterial;
				material.color.set(COLORS.POINT_AXIS_ALIGNED);
				material.opacity = OPACITY.POINT_AXIS_ALIGNED;
				this.highlightedAxisPoints.push(point);
			}
		});
	}

	private clearAxisHighlights(): void {
		// Reset all previously highlighted axis points
		this.highlightedAxisPoints.forEach((point) => {
			const material = point.material as THREE.MeshBasicMaterial;
			material.color.set(COLORS.POINT_DEFAULT);
			material.opacity = OPACITY.POINT_DEFAULT;
		});
		this.highlightedAxisPoints = [];
	}

	private setupLighting(): void {
		// Ambient light
		const ambientLight = new THREE.AmbientLight(
			COLORS.AMBIENT_LIGHT,
			LIGHTING.AMBIENT_INTENSITY
		);
		this.scene.add(ambientLight);

		// Directional light (main)
		const directionalLight1 = new THREE.DirectionalLight(
			COLORS.DIRECTIONAL_LIGHT,
			LIGHTING.DIRECTIONAL_MAIN_INTENSITY
		);
		directionalLight1.position.set(10, 20, 10);
		directionalLight1.castShadow = true;
		this.scene.add(directionalLight1);

		// Directional light (fill)
		const directionalLight2 = new THREE.DirectionalLight(
			COLORS.DIRECTIONAL_LIGHT,
			LIGHTING.DIRECTIONAL_FILL_INTENSITY
		);
		directionalLight2.position.set(-10, -10, -10);
		this.scene.add(directionalLight2);

		// Hemisphere light for softer ambient
		const hemisphereLight = new THREE.HemisphereLight(
			COLORS.HEMISPHERE_LIGHT_SKY,
			COLORS.HEMISPHERE_LIGHT_GROUND,
			LIGHTING.HEMISPHERE_INTENSITY
		);
		hemisphereLight.position.set(0, 20, 0);
		this.scene.add(hemisphereLight);
	}

	private createGrid(): void {
		const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape;
		const spacing = this.gridSpacing;
		const offsetX = ((sizeX - 1) * spacing) / 2;
		const offsetY = ((sizeY - 1) * spacing) / 2;
		const offsetZ = ((sizeZ - 1) * spacing) / 2;

		// Chess frame materials - three-tiered system from prototype
		// Crest: edges/corners (most visible)
		const crestMaterial = new THREE.LineBasicMaterial({
			color: COLORS.FRAME_CREST,
			opacity: OPACITY.FRAME_CREST,
			transparent: true
		});

		// Surface: edges on faces (medium visibility)
		const surfaceMaterial = new THREE.LineBasicMaterial({
			color: COLORS.FRAME_SURFACE,
			opacity: OPACITY.FRAME_SURFACE,
			transparent: true
		});

		// Interior: inner lines (least visible)
		const interiorMaterial = new THREE.LineBasicMaterial({
			color: COLORS.FRAME_INTERIOR,
			opacity: OPACITY.FRAME_INTERIOR,
			transparent: true
		});

		// Helper function to determine material based on border conditions
		const getLineMaterial = (border1: boolean, border2: boolean): THREE.LineBasicMaterial => {
			if (border1 && border2) return crestMaterial; // Both borders -> crest
			if (border1 || border2) return surfaceMaterial; // One border -> surface
			return interiorMaterial; // No borders -> interior
		};

		// X-axis lines (parallel to X)
		for (let y = 0; y < sizeY; y++) {
			for (let z = 0; z < sizeZ; z++) {
				const border1 = y === 0 || y === sizeY - 1;
				const border2 = z === 0 || z === sizeZ - 1;
				const material = getLineMaterial(border1, border2);

				const points = [];
				for (let x = 0; x < sizeX; x++) {
					points.push(
						new THREE.Vector3(
							x * spacing - offsetX,
							y * spacing - offsetY,
							z * spacing - offsetZ
						)
					);
				}
				const geometry = new THREE.BufferGeometry().setFromPoints(points);
				const line = new THREE.Line(geometry, material);
				this.gridGroup.add(line);
			}
		}

		// Y-axis lines (parallel to Y)
		for (let x = 0; x < sizeX; x++) {
			for (let z = 0; z < sizeZ; z++) {
				const border1 = x === 0 || x === sizeX - 1;
				const border2 = z === 0 || z === sizeZ - 1;
				const material = getLineMaterial(border1, border2);

				const points = [];
				for (let y = 0; y < sizeY; y++) {
					points.push(
						new THREE.Vector3(
							x * spacing - offsetX,
							y * spacing - offsetY,
							z * spacing - offsetZ
						)
					);
				}
				const geometry = new THREE.BufferGeometry().setFromPoints(points);
				const line = new THREE.Line(geometry, material);
				this.gridGroup.add(line);
			}
		}

		// Z-axis lines (parallel to Z)
		if (sizeZ >= 3) {
			for (let x = 0; x < sizeX; x++) {
				for (let y = 0; y < sizeY; y++) {
					const border1 = x === 0 || x === sizeX - 1;
					const border2 = y === 0 || y === sizeY - 1;
					const material = getLineMaterial(border1, border2);

					const points = [];
					for (let z = 0; z < sizeZ; z++) {
						points.push(
							new THREE.Vector3(
								x * spacing - offsetX,
								y * spacing - offsetY,
								z * spacing - offsetZ
							)
						);
					}
					const geometry = new THREE.BufferGeometry().setFromPoints(points);
					const line = new THREE.Line(geometry, material);
					this.gridGroup.add(line);
				}
			}
		}

		// Add axes helper for orientation
		const maxOffset = Math.max(offsetX, offsetY, offsetZ);

		if (sizeZ >= 3) {
			// Show all three axes for 3D boards
			const axesHelper = new THREE.AxesHelper(maxOffset * 1.2);
			this.gridGroup.add(axesHelper);
		} else {
			// Show only X and Y axes for 2D boards (hide Z axis)
			const axisLength = maxOffset * 1.2;
			const axesMaterial = [
				new THREE.LineBasicMaterial({ color: 0xff0000 }), // X axis - red
				new THREE.LineBasicMaterial({ color: 0x00ff00 }) // Y axis - green
			];

			// X axis
			const xPoints = [new THREE.Vector3(0, 0, 0), new THREE.Vector3(axisLength, 0, 0)];
			const xGeometry = new THREE.BufferGeometry().setFromPoints(xPoints);
			const xLine = new THREE.Line(xGeometry, axesMaterial[0]);
			this.gridGroup.add(xLine);

			// Y axis
			const yPoints = [new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, axisLength, 0)];
			const yGeometry = new THREE.BufferGeometry().setFromPoints(yPoints);
			const yLine = new THREE.Line(yGeometry, axesMaterial[1]);
			this.gridGroup.add(yLine);
		}
	}

	private createIntersectionPoints(): void {
		const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape;
		const spacing = this.gridSpacing;
		const offsetX = ((sizeX - 1) * spacing) / 2;
		const offsetY = ((sizeY - 1) * spacing) / 2;
		const offsetZ = ((sizeZ - 1) * spacing) / 2;

		// Create small spheres at each grid intersection
		const pointGeometry = new THREE.SphereGeometry(
			SIZES.INTERSECTION_POINT_RADIUS,
			SIZES.POINT_SEGMENTS,
			SIZES.POINT_SEGMENTS
		);

		for (let x = 0; x < sizeX; x++) {
			for (let y = 0; y < sizeY; y++) {
				for (let z = 0; z < sizeZ; z++) {
					// Create a unique material for each point so they can be styled independently
					const pointMaterial = new THREE.MeshBasicMaterial({
						color: COLORS.POINT_DEFAULT,
						opacity: OPACITY.POINT_DEFAULT,
						transparent: true
					});
					const point = new THREE.Mesh(pointGeometry, pointMaterial);
					point.position.set(
						x * spacing - offsetX,
						y * spacing - offsetY,
						z * spacing - offsetZ
					);
					point.userData = { gridX: x, gridY: y, gridZ: z };
					this.intersectionPoints.add(point);
				}
			}
		}
	}

	private createJoints(): void {
		const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape;
		const spacing = this.gridSpacing;
		const offsetX = ((sizeX - 1) * spacing) / 2;
		const offsetY = ((sizeY - 1) * spacing) / 2;
		const offsetZ = ((sizeZ - 1) * spacing) / 2;

		// Joint dimensions from prototype: scale (0.06, 0.47, 0.06)
		const jointRadius = SIZES.JOINT_RADIUS;
		const jointLength = SIZES.JOINT_LENGTH * spacing; // Scale by grid spacing

		// Create joints for each grid position
		for (let x = 0; x < sizeX; x++) {
			for (let y = 0; y < sizeY; y++) {
				for (let z = 0; z < sizeZ; z++) {
					const key = this.getStoneKey(x, y, z);
					const jointNodes: { X?: THREE.Mesh; Y?: THREE.Mesh; Z?: THREE.Mesh } = {};

					// Create X-axis joint (between current and next X position)
					if (x < sizeX - 1) {
						const geometry = new THREE.CylinderGeometry(
							jointRadius,
							jointRadius,
							jointLength,
							SIZES.JOINT_SEGMENTS
						);
						const material = new THREE.MeshPhongMaterial({
							color: COLORS.STONE_BLACK,
							shininess: SHININESS.STONE_BLACK,
							specular: COLORS.STONE_BLACK_SPECULAR
						});
						const joint = new THREE.Mesh(geometry, material);

						// Position at midpoint between stones, rotate to align with X-axis
						joint.position.set(
							(x + 0.5) * spacing - offsetX,
							y * spacing - offsetY,
							z * spacing - offsetZ
						);
						joint.rotation.set(0, 0, Math.PI / 2); // Rotate to X-axis

						joint.visible = false; // Hidden by default
						this.jointsGroup.add(joint);
						jointNodes.X = joint;
					}

					// Create Y-axis joint (between current and next Y position)
					if (y < sizeY - 1) {
						const geometry = new THREE.CylinderGeometry(
							jointRadius,
							jointRadius,
							jointLength,
							SIZES.JOINT_SEGMENTS
						);
						const material = new THREE.MeshPhongMaterial({
							color: COLORS.STONE_BLACK,
							shininess: SHININESS.STONE_BLACK,
							specular: COLORS.STONE_BLACK_SPECULAR
						});
						const joint = new THREE.Mesh(geometry, material);

						// Position at midpoint between stones (Y-axis is already aligned)
						joint.position.set(
							x * spacing - offsetX,
							(y + 0.5) * spacing - offsetY,
							z * spacing - offsetZ
						);
						// No rotation needed for Y-axis (cylinder default orientation)

						joint.visible = false; // Hidden by default
						this.jointsGroup.add(joint);
						jointNodes.Y = joint;
					}

					// Create Z-axis joint (between current and next Z position)
					if (z < sizeZ - 1) {
						const geometry = new THREE.CylinderGeometry(
							jointRadius,
							jointRadius,
							jointLength,
							SIZES.JOINT_SEGMENTS
						);
						const material = new THREE.MeshPhongMaterial({
							color: COLORS.STONE_BLACK,
							shininess: SHININESS.STONE_BLACK,
							specular: COLORS.STONE_BLACK_SPECULAR
						});
						const joint = new THREE.Mesh(geometry, material);

						// Position at midpoint between stones, rotate to align with Z-axis
						joint.position.set(
							x * spacing - offsetX,
							y * spacing - offsetY,
							(z + 0.5) * spacing - offsetZ
						);
						joint.rotation.set(Math.PI / 2, 0, 0); // Rotate to Z-axis

						joint.visible = false; // Hidden by default
						this.jointsGroup.add(joint);
						jointNodes.Z = joint;
					}

					this.joints.set(key, jointNodes);
				}
			}
		}
	}

	private createDomainCubes(): void {
		const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape;
		const spacing = this.gridSpacing;
		const offsetX = ((sizeX - 1) * spacing) / 2;
		const offsetY = ((sizeY - 1) * spacing) / 2;
		const offsetZ = ((sizeZ - 1) * spacing) / 2;

		// Domain cube size from prototype: scale 0.6
		const cubeSize = SIZES.DOMAIN_CUBE_SIZE * spacing;

		// Create domain cubes for each grid position
		for (let x = 0; x < sizeX; x++) {
			for (let y = 0; y < sizeY; y++) {
				for (let z = 0; z < sizeZ; z++) {
					const key = this.getStoneKey(x, y, z);

					// Create cube geometry
					const geometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);

					// Create material (will be updated dynamically based on domain type)
					const material = new THREE.MeshBasicMaterial({
						color: COLORS.STONE_BLACK,
						transparent: true,
						opacity: OPACITY.DOMAIN_BLACK,
						depthWrite: false // Prevent z-fighting with stones
					});

					const cube = new THREE.Mesh(geometry, material);

					// Position at grid intersection
					cube.position.set(
						x * spacing - offsetX,
						y * spacing - offsetY,
						z * spacing - offsetZ
					);

					cube.visible = false; // Hidden by default
					this.domainCubesGroup.add(cube);
					this.domainCubes.set(key, cube);
				}
			}
		}
	}

	private getStoneKey(x: number, y: number, z: number): string {
		return `${x},${y},${z}`;
	}

	public addStone(x: number, y: number, z: number, color: "black" | "white"): void {
		const key = this.getStoneKey(x, y, z);
		if (this.stones.has(key)) {
			console.warn(`Stone already exists at (${x}, ${y}, ${z})`);
			return;
		}

		// Hide preview stone immediately when adding a new stone
		this.hidePreviewStone();

		const spacing = this.gridSpacing;
		const offsetX = ((this.boardShape.x - 1) * spacing) / 2;
		const offsetY = ((this.boardShape.y - 1) * spacing) / 2;
		const offsetZ = ((this.boardShape.z - 1) * spacing) / 2;

		// Create stone geometry
		const geometry = new THREE.SphereGeometry(
			SIZES.STONE_RADIUS * this.gridSpacing,
			SIZES.STONE_SEGMENTS,
			SIZES.STONE_SEGMENTS
		);
		const material = new THREE.MeshPhongMaterial({
			color: color === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE,
			shininess: color === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE,
			specular: color === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR,
			emissive: 0x000000, // Will be animated for last placed stone
			emissiveIntensity: 0
		});

		const stoneMesh = new THREE.Mesh(geometry, material);
		stoneMesh.position.set(x * spacing - offsetX, y * spacing - offsetY, z * spacing - offsetZ);

		const stone: Stone = {
			position: { x, y, z },
			color,
			mesh: stoneMesh
		};

		this.stones.set(key, stone);
		this.stonesGroup.add(stoneMesh);

		// Clear emissive from previous last placed stone
		if (this.lastPlacedStone) {
			const prevKey = this.getStoneKey(
				this.lastPlacedStone.x,
				this.lastPlacedStone.y,
				this.lastPlacedStone.z
			);
			const prevStone = this.stones.get(prevKey);
			if (prevStone && prevStone.mesh) {
				const prevMaterial = prevStone.mesh.material as THREE.MeshPhongMaterial;
				prevMaterial.emissive.set(0x000000);
				prevMaterial.emissiveIntensity = 0;
			}
		}

		// Track this as the last placed stone
		this.lastPlacedStone = { x, y, z };

		// Update joints to show connections
		this.refreshJoints();
	}

	public removeStone(x: number, y: number, z: number): void {
		const key = this.getStoneKey(x, y, z);
		const stone = this.stones.get(key);

		if (stone && stone.mesh) {
			this.stonesGroup.remove(stone.mesh);
			stone.mesh.geometry.dispose();
			if (stone.mesh.material instanceof THREE.Material) {
				stone.mesh.material.dispose();
			}
			this.stones.delete(key);

			// Update joints after removing stone
			this.refreshJoints();
		}
	}

	public clearBoard(): void {
		// Remove all stones
		this.stones.forEach((stone) => {
			if (stone.mesh) {
				this.stonesGroup.remove(stone.mesh);
				stone.mesh.geometry.dispose();
				if (stone.mesh.material instanceof THREE.Material) {
					stone.mesh.material.dispose();
				}
			}
		});
		this.stones.clear();
		this.lastPlacedStone = null;

		// Hide all joints
		this.refreshJoints();
	}

	public hasStone(x: number, y: number, z: number): boolean {
		return this.stones.has(this.getStoneKey(x, y, z));
	}

	private refreshJoints(): void {
		const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape;

		for (let x = 0; x < sizeX; x++) {
			for (let y = 0; y < sizeY; y++) {
				for (let z = 0; z < sizeZ; z++) {
					const key = this.getStoneKey(x, y, z);
					const jointNodes = this.joints.get(key);

					if (!jointNodes) continue;

					const centerStone = this.stones.get(key);

					// X-axis joint: check if current and (x+1) have same color
					if (jointNodes.X) {
						if (centerStone && x + 1 < sizeX) {
							const nextKey = this.getStoneKey(x + 1, y, z);
							const nextStone = this.stones.get(nextKey);

							if (nextStone && nextStone.color === centerStone.color) {
								const material = jointNodes.X.material as THREE.MeshPhongMaterial;
								material.color.set(
									centerStone.color === "black"
										? COLORS.STONE_BLACK
										: COLORS.STONE_WHITE
								);
								material.shininess =
									centerStone.color === "black"
										? SHININESS.STONE_BLACK
										: SHININESS.STONE_WHITE;
								material.specular.set(
									centerStone.color === "black"
										? COLORS.STONE_BLACK_SPECULAR
										: COLORS.STONE_WHITE_SPECULAR
								);
								material.opacity = 1.0;
								material.transparent = false;
								jointNodes.X.visible = true;
							} else {
								jointNodes.X.visible = false;
							}
						} else {
							jointNodes.X.visible = false;
						}
					}

					// Y-axis joint: check if current and (y+1) have same color
					if (jointNodes.Y) {
						if (centerStone && y + 1 < sizeY) {
							const nextKey = this.getStoneKey(x, y + 1, z);
							const nextStone = this.stones.get(nextKey);

							if (nextStone && nextStone.color === centerStone.color) {
								const material = jointNodes.Y.material as THREE.MeshPhongMaterial;
								material.color.set(
									centerStone.color === "black"
										? COLORS.STONE_BLACK
										: COLORS.STONE_WHITE
								);
								material.shininess =
									centerStone.color === "black"
										? SHININESS.STONE_BLACK
										: SHININESS.STONE_WHITE;
								material.specular.set(
									centerStone.color === "black"
										? COLORS.STONE_BLACK_SPECULAR
										: COLORS.STONE_WHITE_SPECULAR
								);
								material.opacity = 1.0;
								material.transparent = false;
								jointNodes.Y.visible = true;
							} else {
								jointNodes.Y.visible = false;
							}
						} else {
							jointNodes.Y.visible = false;
						}
					}

					// Z-axis joint: check if current and (z+1) have same color
					if (jointNodes.Z) {
						if (centerStone && z + 1 < sizeZ) {
							const nextKey = this.getStoneKey(x, y, z + 1);
							const nextStone = this.stones.get(nextKey);

							if (nextStone && nextStone.color === centerStone.color) {
								const material = jointNodes.Z.material as THREE.MeshPhongMaterial;
								material.color.set(
									centerStone.color === "black"
										? COLORS.STONE_BLACK
										: COLORS.STONE_WHITE
								);
								material.shininess =
									centerStone.color === "black"
										? SHININESS.STONE_BLACK
										: SHININESS.STONE_WHITE;
								material.specular.set(
									centerStone.color === "black"
										? COLORS.STONE_BLACK_SPECULAR
										: COLORS.STONE_WHITE_SPECULAR
								);
								material.opacity = 1.0;
								material.transparent = false;
								jointNodes.Z.visible = true;
							} else {
								jointNodes.Z.visible = false;
							}
						} else {
							jointNodes.Z.visible = false;
						}
					}

					// Show preview joints if hovering over this position
					const isHovered =
						this.hoveredPosition &&
						this.hoveredPosition.x === x &&
						this.hoveredPosition.y === y &&
						this.hoveredPosition.z === z;

					if (isHovered && this.isGameActive && !centerStone) {
						// Preview joints connecting to adjacent stones of current player's color
						const previewColor = this.currentPlayerColor;
						const previewOpacity =
							previewColor === "black"
								? OPACITY.PREVIEW_JOINT_BLACK
								: OPACITY.PREVIEW_JOINT_WHITE;

						// Check -X direction (left neighbor)
						if (x > 0) {
							const leftKey = this.getStoneKey(x - 1, y, z);
							const leftStone = this.stones.get(leftKey);
							if (leftStone && leftStone.color === previewColor) {
								const leftJointNodes = this.joints.get(leftKey);
								if (leftJointNodes?.X) {
									const material = leftJointNodes.X
										.material as THREE.MeshPhongMaterial;
									material.color.set(
										previewColor === "black"
											? COLORS.STONE_BLACK
											: COLORS.STONE_WHITE
									);
									material.shininess =
										previewColor === "black"
											? SHININESS.STONE_BLACK
											: SHININESS.STONE_WHITE;
									material.specular.set(
										previewColor === "black"
											? COLORS.STONE_BLACK_SPECULAR
											: COLORS.STONE_WHITE_SPECULAR
									);
									material.opacity = previewOpacity;
									material.transparent = true;
									leftJointNodes.X.visible = true;
								}
							}
						}

						// Check -Y direction (bottom neighbor)
						if (y > 0) {
							const bottomKey = this.getStoneKey(x, y - 1, z);
							const bottomStone = this.stones.get(bottomKey);
							if (bottomStone && bottomStone.color === previewColor) {
								const bottomJointNodes = this.joints.get(bottomKey);
								if (bottomJointNodes?.Y) {
									const material = bottomJointNodes.Y
										.material as THREE.MeshPhongMaterial;
									material.color.set(
										previewColor === "black"
											? COLORS.STONE_BLACK
											: COLORS.STONE_WHITE
									);
									material.shininess =
										previewColor === "black"
											? SHININESS.STONE_BLACK
											: SHININESS.STONE_WHITE;
									material.specular.set(
										previewColor === "black"
											? COLORS.STONE_BLACK_SPECULAR
											: COLORS.STONE_WHITE_SPECULAR
									);
									material.opacity = previewOpacity;
									material.transparent = true;
									bottomJointNodes.Y.visible = true;
								}
							}
						}

						// Check -Z direction (back neighbor)
						if (z > 0) {
							const backKey = this.getStoneKey(x, y, z - 1);
							const backStone = this.stones.get(backKey);
							if (backStone && backStone.color === previewColor) {
								const backJointNodes = this.joints.get(backKey);
								if (backJointNodes?.Z) {
									const material = backJointNodes.Z
										.material as THREE.MeshPhongMaterial;
									material.color.set(
										previewColor === "black"
											? COLORS.STONE_BLACK
											: COLORS.STONE_WHITE
									);
									material.shininess =
										previewColor === "black"
											? SHININESS.STONE_BLACK
											: SHININESS.STONE_WHITE;
									material.specular.set(
										previewColor === "black"
											? COLORS.STONE_BLACK_SPECULAR
											: COLORS.STONE_WHITE_SPECULAR
									);
									material.opacity = previewOpacity;
									material.transparent = true;
									backJointNodes.Z.visible = true;
								}
							}
						}

						// Check +X direction (right neighbor)
						if (x + 1 < sizeX && jointNodes.X) {
							const rightKey = this.getStoneKey(x + 1, y, z);
							const rightStone = this.stones.get(rightKey);
							if (rightStone && rightStone.color === previewColor) {
								const material = jointNodes.X.material as THREE.MeshPhongMaterial;
								material.color.set(
									previewColor === "black"
										? COLORS.STONE_BLACK
										: COLORS.STONE_WHITE
								);
								material.shininess =
									previewColor === "black"
										? SHININESS.STONE_BLACK
										: SHININESS.STONE_WHITE;
								material.specular.set(
									previewColor === "black"
										? COLORS.STONE_BLACK_SPECULAR
										: COLORS.STONE_WHITE_SPECULAR
								);
								material.opacity = previewOpacity;
								material.transparent = true;
								jointNodes.X.visible = true;
							}
						}

						// Check +Y direction (top neighbor)
						if (y + 1 < sizeY && jointNodes.Y) {
							const topKey = this.getStoneKey(x, y + 1, z);
							const topStone = this.stones.get(topKey);
							if (topStone && topStone.color === previewColor) {
								const material = jointNodes.Y.material as THREE.MeshPhongMaterial;
								material.color.set(
									previewColor === "black"
										? COLORS.STONE_BLACK
										: COLORS.STONE_WHITE
								);
								material.shininess =
									previewColor === "black"
										? SHININESS.STONE_BLACK
										: SHININESS.STONE_WHITE;
								material.specular.set(
									previewColor === "black"
										? COLORS.STONE_BLACK_SPECULAR
										: COLORS.STONE_WHITE_SPECULAR
								);
								material.opacity = previewOpacity;
								material.transparent = true;
								jointNodes.Y.visible = true;
							}
						}

						// Check +Z direction (front neighbor)
						if (z + 1 < sizeZ && jointNodes.Z) {
							const frontKey = this.getStoneKey(x, y, z + 1);
							const frontStone = this.stones.get(frontKey);
							if (frontStone && frontStone.color === previewColor) {
								const material = jointNodes.Z.material as THREE.MeshPhongMaterial;
								material.color.set(
									previewColor === "black"
										? COLORS.STONE_BLACK
										: COLORS.STONE_WHITE
								);
								material.shininess =
									previewColor === "black"
										? SHININESS.STONE_BLACK
										: SHININESS.STONE_WHITE;
								material.specular.set(
									previewColor === "black"
										? COLORS.STONE_BLACK_SPECULAR
										: COLORS.STONE_WHITE_SPECULAR
								);
								material.opacity = previewOpacity;
								material.transparent = true;
								jointNodes.Z.visible = true;
							}
						}
					}
				}
			}
		}
	}

	public setCurrentPlayer(color: "black" | "white"): void {
		this.currentPlayerColor = color;
		this.updatePreviewStoneColor();
	}

	public setGameActive(active: boolean): void {
		this.isGameActive = active;
	}

	public hidePreviewStone(): void {
		if (this.previewStone) {
			this.previewStone.visible = false;
		}
		this.hoveredPosition = null;
		this.refreshJoints();
	}

	public setLastPlacedStone(x: number | null, y: number | null, z: number | null): void {
		// Clear previous stone's emissive glow
		if (this.lastPlacedStone) {
			const prevKey = this.getStoneKey(
				this.lastPlacedStone.x,
				this.lastPlacedStone.y,
				this.lastPlacedStone.z
			);
			const prevStone = this.stones.get(prevKey);
			if (prevStone && prevStone.mesh) {
				const prevMaterial = prevStone.mesh.material as THREE.MeshPhongMaterial;
				prevMaterial.emissive.set(0x000000);
				prevMaterial.emissiveIntensity = 0;
			}
		}

		// Set new last placed stone
		if (x !== null && y !== null && z !== null) {
			this.lastPlacedStone = { x, y, z };
		} else {
			this.lastPlacedStone = null;
		}
	}

	// Domain visibility methods (for territory display)
	public setBlackDomainVisible(visible: boolean): void {
		if (this.blackDomainVisible !== visible) {
			this.blackDomainVisible = visible;
			this.refreshDomainVisualization();
		}
	}

	public setWhiteDomainVisible(visible: boolean): void {
		if (this.whiteDomainVisible !== visible) {
			this.whiteDomainVisible = visible;
			this.refreshDomainVisualization();
		}
	}

	public setDomainData(blackDomain: Set<string> | null, whiteDomain: Set<string> | null): void {
		this.blackDomain = blackDomain;
		this.whiteDomain = whiteDomain;
		this.refreshDomainVisualization();
	}

	private refreshDomainVisualization(): void {
		// In inspect mode, air patch takes priority over domain visualization
		if (this.inspectMode && this.airPatch) {
			this.updateDomainCubesVisualization(null, null);
		} else {
			// Normal mode: show domains based on visibility flags
			const black = this.blackDomainVisible ? this.blackDomain : null;
			const white = this.whiteDomainVisible ? this.whiteDomain : null;
			this.updateDomainCubesVisualization(black, white);
		}
	}

	public showDomainCubes(blackDomain: Set<string> | null, whiteDomain: Set<string> | null): void {
		this.setDomainData(blackDomain, whiteDomain);
		this.setBlackDomainVisible(true);
		this.setWhiteDomainVisible(true);
	}

	public hideDomainCubes(): void {
		this.setBlackDomainVisible(false);
		this.setWhiteDomainVisible(false);
	}

	public setBoardShape(shape: BoardShape): void {
		if (
			shape.x === this.boardShape.x &&
			shape.y === this.boardShape.y &&
			shape.z === this.boardShape.z
		)
			return;

		this.boardShape = shape;

		// Clear existing grid, points, and joints
		this.gridGroup.clear();
		this.intersectionPoints.clear();
		this.jointsGroup.clear();
		this.joints.clear();
		this.domainCubesGroup.clear();
		this.domainCubes.clear();
		this.clearBoard();

		// Recreate grid, points, and joints
		this.createGrid();
		this.createIntersectionPoints();
		this.createJoints();
		this.createDomainCubes();

		// Update fog for new board size
		this.setupFog();

		// Adjust camera position
		const maxDim = Math.max(shape.x, shape.y, shape.z);
		const distance = maxDim * this.gridSpacing * CAMERA.DISTANCE_MULTIPLIER;
		this.camera.position.set(distance, distance * CAMERA.HEIGHT_RATIO, distance);
		this.camera.lookAt(0, 0, 0);
	}

	private onMouseDown(event: MouseEvent): void {
		// Handle middle button (button 1) for inspect mode
		if (event.button === 1) {
			event.preventDefault();
			this.inspectMode = true;
			this.updateHighlightedGroup(event);
			this.updateStoneOpacity();
			return;
		}

		// Handle left button (button 0)
		if (event.button === 0) {
			this.isMouseDown = true;
			this.mouseDownPosition = { x: event.clientX, y: event.clientY };
			this.hasDragged = false;

			// Exit inspect mode on left click
			if (this.inspectMode && !this.ctrlKeyDown) {
				this.inspectMode = false;
				this.highlightedGroup = null;
				this.airPatch = null;
				this.updateStoneOpacity();
				// Clear tooltip by calling callback with 0, 0
				if (this.callbacks.onInspectGroup) {
					this.callbacks.onInspectGroup(0, 0);
				}
			}
		}
	}

	private onMouseUp(event: MouseEvent): void {
		// Handle middle button release
		if (event.button === 1) {
			event.preventDefault();
			if (this.inspectMode && !this.ctrlKeyDown) {
				this.inspectMode = false;
				this.highlightedGroup = null;
				this.airPatch = null;
				this.updateStoneOpacity();
				// Clear tooltip by calling callback with 0, 0
				if (this.callbacks.onInspectGroup) {
					this.callbacks.onInspectGroup(0, 0);
				}
			}
			return;
		}

		// Handle left button release
		if (event.button === 0) {
			this.isMouseDown = false;
			this.mouseDownPosition = null;
			// Note: hasDragged will be reset on next mousedown
		}
	}

	private onMouseMove(event: MouseEvent): void {
		// Store last mouse event for Ctrl key inspection
		this.lastMouseEvent = event;

		// If Ctrl is held and inspect mode is active, update highlighted group
		if (this.ctrlKeyDown && this.inspectMode) {
			this.updateHighlightedGroup(event);
			this.updateStoneOpacity();
		}

		// Check if mouse is not hovering over canvas and cleanup
		if (!this.canvas.matches(":hover")) {
			// Hide preview stone when mouse is outside canvas
			if (this.previewStone) {
				this.previewStone.visible = false;
			}
			this.hoveredPosition = null;
			this.refreshJoints();
			// Clear highlights when mouse is outside
			if (this.highlightedPoint) {
				const material = this.highlightedPoint.material as THREE.MeshBasicMaterial;
				material.color.set(COLORS.POINT_DEFAULT);
				material.opacity = OPACITY.POINT_DEFAULT;
				this.highlightedPoint = null;
			}
			this.clearAxisHighlights();
			return;
		}

		// Check if we're dragging
		if (this.isMouseDown && this.mouseDownPosition) {
			const dx = event.clientX - this.mouseDownPosition.x;
			const dy = event.clientY - this.mouseDownPosition.y;
			const distance = Math.sqrt(dx * dx + dy * dy);

			if (distance > this.dragThreshold) {
				this.hasDragged = true;
			}
		}

		// Hide preview stone if dragging
		if (this.isMouseDown || this.hasDragged) {
			if (this.previewStone) {
				this.previewStone.visible = false;
			}
			this.hoveredPosition = null;
			this.refreshJoints();
			// Clear highlights when dragging
			if (this.highlightedPoint) {
				const material = this.highlightedPoint.material as THREE.MeshBasicMaterial;
				material.color.set(COLORS.POINT_DEFAULT);
				material.opacity = OPACITY.POINT_DEFAULT;
				this.highlightedPoint = null;
			}
			this.clearAxisHighlights();
			return; // Don't process hover logic when dragging
		}

		const rect = this.canvas.getBoundingClientRect();
		this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
		this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;

		// Raycast to find intersection points
		this.raycaster.setFromCamera(this.mouse, this.camera);
		const intersects = this.raycaster.intersectObjects(this.intersectionPoints.children);

		// Remove previous highlight
		if (this.highlightedPoint) {
			(this.highlightedPoint.material as THREE.MeshBasicMaterial).color.set(
				COLORS.POINT_DEFAULT
			);
			(this.highlightedPoint.material as THREE.MeshBasicMaterial).opacity =
				OPACITY.POINT_DEFAULT;
			this.highlightedPoint = null;
		}

		// Clear previous axis highlights
		this.clearAxisHighlights();

		if (intersects.length > 0) {
			const intersect = intersects[0];
			const point = intersect.object as THREE.Mesh;
			const { gridX, gridY, gridZ } = point.userData;

			// Check if there's already a stone at this position
			if (!this.hasStone(gridX, gridY, gridZ)) {
				// Check if position is droppable using game logic validation
				const isDroppable =
					this.isGameActive &&
					(!this.callbacks.isPositionDroppable ||
						this.callbacks.isPositionDroppable(gridX, gridY, gridZ));

				this.highlightedPoint = point;
				// Use green for valid/droppable, red for invalid (game inactive or violates rules)
				const hoverColor = isDroppable
					? COLORS.POINT_HOVERED
					: COLORS.POINT_HOVERED_DISABLED;
				(point.material as THREE.MeshBasicMaterial).color.set(hoverColor);
				(point.material as THREE.MeshBasicMaterial).opacity = OPACITY.POINT_HOVERED;

				// Highlight axis-aligned points
				this.highlightAxisPoints(gridX, gridY, gridZ);

				// Show preview stone only at droppable positions
				if (this.previewStone && isDroppable) {
					const spacing = this.gridSpacing;
					const offsetX = ((this.boardShape.x - 1) * spacing) / 2;
					const offsetY = ((this.boardShape.y - 1) * spacing) / 2;
					const offsetZ = ((this.boardShape.z - 1) * spacing) / 2;

					this.previewStone.position.set(
						gridX * spacing - offsetX,
						gridY * spacing - offsetY,
						gridZ * spacing - offsetZ
					);
					this.previewStone.visible = true;

					// Update hovered position and refresh joints for preview
					this.hoveredPosition = { x: gridX, y: gridY, z: gridZ };
					this.refreshJoints();
				} else if (this.previewStone) {
					// Hide preview stone if position is not droppable
					this.previewStone.visible = false;
					this.hoveredPosition = null;
					this.refreshJoints();
				}

				if (this.callbacks.onPositionHover) {
					this.callbacks.onPositionHover(gridX, gridY, gridZ);
				}
			} else {
				// Hide preview stone if position is occupied
				if (this.previewStone) {
					this.previewStone.visible = false;
				}
				this.hoveredPosition = null;
				this.refreshJoints();
				if (this.callbacks.onPositionHover) {
					this.callbacks.onPositionHover(null, null, null);
				}
			}
		} else {
			// Hide preview stone when not hovering over grid
			if (this.previewStone) {
				this.previewStone.visible = false;
			}
			this.hoveredPosition = null;
			this.refreshJoints();
			if (this.callbacks.onPositionHover) {
				this.callbacks.onPositionHover(null, null, null);
			}
		}

		// Only show pointer cursor when game is active and hovering over valid position
		const canPlaceStone = intersects.length > 0 && this.isGameActive;
		this.canvas.style.cursor = canPlaceStone ? "pointer" : "default";
	}

	private onClick(event: MouseEvent): void {
		// Don't place stone if we've been dragging
		if (this.hasDragged) {
			this.hasDragged = false; // Reset for next interaction
			return;
		}

		const rect = this.canvas.getBoundingClientRect();
		this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
		this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;

		this.raycaster.setFromCamera(this.mouse, this.camera);
		const intersects = this.raycaster.intersectObjects(this.intersectionPoints.children);

		if (intersects.length > 0) {
			const intersect = intersects[0];
			const point = intersect.object as THREE.Mesh;
			const { gridX, gridY, gridZ } = point.userData;

			if (!this.hasStone(gridX, gridY, gridZ)) {
				if (this.callbacks.onStoneClick) {
					this.callbacks.onStoneClick(gridX, gridY, gridZ);
				}
			}
		}
	}

	private onWindowResize(): void {
		if (this.isDestroyed) return;

		// Use getBoundingClientRect to get actual CSS size
		const rect = this.canvas.getBoundingClientRect();
		const width = rect.width;
		const height = rect.height;

		this.camera.aspect = width / height;
		this.camera.updateProjectionMatrix();
		// Use false as third parameter to prevent updating canvas style
		this.renderer.setSize(width, height, false);
	}

	private animate(): void {
		if (this.isDestroyed) return;

		this.animationId = requestAnimationFrame(() => this.animate());

		// Update fog based on camera distance
		this.updateFog();

		// Update last placed stone highlight effect only when mouse is over canvas
		// Using :hover pseudo-class check for better accuracy
		if (this.canvas.matches && this.canvas.matches(":hover")) {
			this.updateLastStoneHighlight();
		}

		this.controls.update();
		this.renderer.render(this.scene, this.camera);
	}

	private updateFog(forceUpdate: boolean = false): void {
		if (!this.scene.fog) return;

		// Get current camera distance from origin
		const cameraDistance = this.camera.position.length();

		// Only update if camera distance changed (unless forced)
		if (!forceUpdate && Math.abs(cameraDistance - this.lastCameraDistance) < 0.01) return;

		this.lastCameraDistance = cameraDistance;

		// Calculate diagonal distance of the board
		const diagonal = Math.sqrt(
			this.boardShape.x ** 2 + this.boardShape.y ** 2 + this.boardShape.z ** 2
		);
		const boardDiagonal = diagonal * this.gridSpacing;

		// Update fog near and far based on camera distance +/- diagonal
		const fog = this.scene.fog as THREE.Fog;
		fog.near = Math.max(FOG.MIN_NEAR, cameraDistance - boardDiagonal * FOG.NEAR_FACTOR);
		fog.far = cameraDistance + boardDiagonal * FOG.FAR_FACTOR;
	}

	private updateLastStoneHighlight(): void {
		if (!this.lastPlacedStone) return;

		// Flicker function similar to prototype: sine wave animation
		const time = Date.now();
		const flicker = Math.sin(time * SHINING.FLICKER_SPEED) / 2 + 0.5;

		// Get the last placed stone
		const key = this.getStoneKey(
			this.lastPlacedStone.x,
			this.lastPlacedStone.y,
			this.lastPlacedStone.z
		);
		const stone = this.stones.get(key);

		if (stone && stone.mesh) {
			const material = stone.mesh.material as THREE.MeshPhongMaterial;

			// Cyan/blue glow color (matching prototype)
			const emissiveColor = new THREE.Color(...SHINING.EMISSIVE_COLOR);

			// Scale intensity based on stone color (white stones get brighter glow)
			const baseIntensity =
				stone.color === "white"
					? SHINING.BASE_INTENSITY_WHITE
					: SHINING.BASE_INTENSITY_BLACK;
			const flickerIntensity =
				stone.color === "white"
					? SHINING.FLICKER_INTENSITY_WHITE
					: SHINING.FLICKER_INTENSITY_BLACK;
			const intensity = flicker * flickerIntensity + baseIntensity;

			material.emissive = emissiveColor;
			material.emissiveIntensity = intensity;
		}
	}

	private updateHighlightedGroup(event: MouseEvent): void {
		// Find the stone group under the mouse cursor
		const rect = this.canvas.getBoundingClientRect();
		const mouse = new THREE.Vector2();
		mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
		mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;

		// Raycast to find clicked stone
		this.raycaster.setFromCamera(mouse, this.camera);
		const intersects = this.raycaster.intersectObjects(this.stonesGroup.children);

		if (intersects.length > 0) {
			// Find the position of the clicked stone
			let clickedPosition: { x: number; y: number; z: number } | null = null;

			for (const [, stone] of this.stones.entries()) {
				if (stone.mesh === intersects[0].object) {
					clickedPosition = stone.position;
					break;
				}
			}

			if (clickedPosition) {
				// Find the connected group using flood fill
				this.highlightedGroup = this.findConnectedGroup(clickedPosition);

				// Calculate liberties for the group
				const libertiesResult = this.calculateLiberties(this.highlightedGroup);
				this.airPatch = libertiesResult.positions;

				// Notify callback with group info
				if (this.callbacks.onInspectGroup) {
					this.callbacks.onInspectGroup(
						this.highlightedGroup.size,
						libertiesResult.count
					);
				}
			}
		} else {
			this.highlightedGroup = null;
			this.airPatch = null;
			// Clear inspect info
			if (this.callbacks.onInspectGroup) {
				this.callbacks.onInspectGroup(0, 0);
			}
		}
	}

	private findConnectedGroup(startPos: { x: number; y: number; z: number }): Set<string> {
		const group = new Set<string>();
		const startKey = this.getStoneKey(startPos.x, startPos.y, startPos.z);
		const startStone = this.stones.get(startKey);

		if (!startStone) return group;

		const color = startStone.color;
		const queue: { x: number; y: number; z: number }[] = [startPos];
		const visited = new Set<string>();

		while (queue.length > 0) {
			const pos = queue.shift()!;
			const key = this.getStoneKey(pos.x, pos.y, pos.z);

			if (visited.has(key)) continue;
			visited.add(key);

			const stone = this.stones.get(key);
			if (!stone || stone.color !== color) continue;

			group.add(key);

			// Check all 6 neighbors in 3D space
			const neighbors = [
				{ x: pos.x + 1, y: pos.y, z: pos.z },
				{ x: pos.x - 1, y: pos.y, z: pos.z },
				{ x: pos.x, y: pos.y + 1, z: pos.z },
				{ x: pos.x, y: pos.y - 1, z: pos.z },
				{ x: pos.x, y: pos.y, z: pos.z + 1 },
				{ x: pos.x, y: pos.y, z: pos.z - 1 }
			];

			for (const neighbor of neighbors) {
				// Check if neighbor is within board bounds
				if (
					neighbor.x >= 0 &&
					neighbor.x < this.boardShape.x &&
					neighbor.y >= 0 &&
					neighbor.y < this.boardShape.y &&
					neighbor.z >= 0 &&
					neighbor.z < this.boardShape.z
				) {
					const neighborKey = this.getStoneKey(neighbor.x, neighbor.y, neighbor.z);
					if (!visited.has(neighborKey)) {
						queue.push(neighbor);
					}
				}
			}
		}

		return group;
	}

	private calculateLiberties(group: Set<string>): { count: number; positions: Set<string> } {
		const liberties = new Set<string>();

		// For each stone in the group, check its neighbors for empty positions
		for (const key of group) {
			const parts = key.split(",").map(Number);
			const pos = { x: parts[0], y: parts[1], z: parts[2] };

			// Check all 6 neighbors
			const neighbors = [
				{ x: pos.x + 1, y: pos.y, z: pos.z },
				{ x: pos.x - 1, y: pos.y, z: pos.z },
				{ x: pos.x, y: pos.y + 1, z: pos.z },
				{ x: pos.x, y: pos.y - 1, z: pos.z },
				{ x: pos.x, y: pos.y, z: pos.z + 1 },
				{ x: pos.x, y: pos.y, z: pos.z - 1 }
			];

			for (const neighbor of neighbors) {
				// Check if neighbor is within bounds
				if (
					neighbor.x >= 0 &&
					neighbor.x < this.boardShape.x &&
					neighbor.y >= 0 &&
					neighbor.y < this.boardShape.y &&
					neighbor.z >= 0 &&
					neighbor.z < this.boardShape.z
				) {
					const neighborKey = this.getStoneKey(neighbor.x, neighbor.y, neighbor.z);
					// If neighbor is empty (not in stones map), it's a liberty
					if (!this.stones.has(neighborKey)) {
						liberties.add(neighborKey);
					}
				}
			}
		}

		return { count: liberties.size, positions: liberties };
	}

	private updateStoneOpacity(): void {
		// Update opacity of all stones based on inspect mode
		this.stones.forEach((stone, key) => {
			if (!stone.mesh) return;
			const material = stone.mesh.material as THREE.MeshPhongMaterial;

			if (this.inspectMode && this.highlightedGroup) {
				// Dim stones not in highlighted group
				if (this.highlightedGroup.has(key)) {
					material.opacity = 1.0;
					material.transparent = false;
				} else {
					material.opacity = OPACITY.DIMMED;
					material.transparent = true;
				}
			} else {
				// Normal opacity
				material.opacity = 1.0;
				material.transparent = false;
			}
		});

		// Update domain cubes first (respects visibility flags and inspect mode)
		this.refreshDomainVisualization();

		// Update intersection point colors to show air patch (liberties)
		// This must come after domain cubes so it can check if cubes are visible
		this.updateAirPatchVisualization();
	}

	private updateAirPatchVisualization(): void {
		// Reset all intersection points to default color
		this.intersectionPoints.children.forEach((child) => {
			const point = child as THREE.Mesh;
			const material = point.material as THREE.MeshBasicMaterial;
			const { gridX, gridY, gridZ } = point.userData;
			const key = this.getStoneKey(gridX, gridY, gridZ);

			// Check if domain cube is visible at this position
			const domainCube = this.domainCubes.get(key);
			const hasDomainCube = domainCube && domainCube.visible;

			// Check if this position is a liberty (air patch)
			if (this.inspectMode && this.airPatch && this.airPatch.has(key)) {
				if (hasDomainCube) {
					// Hide intersection point when domain cube is visible
					point.visible = false;
				} else {
					// Show liberty highlight when no domain cube
					point.visible = true;
					material.color.set(COLORS.POINT_AIR_PATCH);
					material.opacity = OPACITY.POINT_AIR_PATCH;
				}
			} else if (!this.stones.has(key)) {
				// Empty position not in air patch - reset to default
				point.visible = true;
				material.color.set(COLORS.POINT_DEFAULT);
				material.opacity = OPACITY.POINT_DEFAULT;
			}
		});
	}

	private updateDomainCubesVisualization(
		blackDomain: Set<string> | null,
		whiteDomain: Set<string> | null
	): void {
		// Update domain cube visibility based on territory and air patch
		this.domainCubes.forEach((cube, key) => {
			const material = cube.material as THREE.MeshBasicMaterial;

			// Priority: Air patch > Black domain > White domain > Hidden
			if (this.inspectMode && this.airPatch && this.airPatch.has(key)) {
				// Show air patch (liberty) with green color
				material.color.set(COLORS.POINT_AIR_PATCH);
				material.opacity = OPACITY.POINT_AIR_PATCH;
				cube.visible = true;
			} else if (blackDomain && blackDomain.has(key)) {
				// Show black territory
				material.color.set(COLORS.STONE_BLACK);
				material.opacity = OPACITY.DOMAIN_BLACK;
				cube.visible = true;
			} else if (whiteDomain && whiteDomain.has(key)) {
				// Show white territory
				material.color.set(COLORS.STONE_WHITE);
				material.opacity = OPACITY.DOMAIN_WHITE;
				cube.visible = true;
			} else {
				// Hide cube
				cube.visible = false;
			}
		});
	}

	private onKeyDown(event: KeyboardEvent): void {
		// Ctrl key (17) or Meta key (91/93) for Mac
		if (event.ctrlKey || event.metaKey) {
			this.ctrlKeyDown = true;
			this.inspectMode = true;
			// Update highlighted group based on last mouse position if available
			if (this.lastMouseEvent) {
				this.updateHighlightedGroup(this.lastMouseEvent);
			}
			this.updateStoneOpacity();
		}
	}

	private onKeyUp(event: KeyboardEvent): void {
		// Ctrl key release
		if (!event.ctrlKey && !event.metaKey) {
			this.ctrlKeyDown = false;
			if (this.inspectMode) {
				this.inspectMode = false;
				this.highlightedGroup = null;
				this.airPatch = null;
				this.updateStoneOpacity();
				// Clear tooltip by calling callback with 0, 0
				if (this.callbacks.onInspectGroup) {
					this.callbacks.onInspectGroup(0, 0);
				}
			}
		}
	}

	public destroy(): void {
		this.isDestroyed = true;

		// Cancel animation
		if (this.animationId !== null) {
			cancelAnimationFrame(this.animationId);
		}

		// Remove event listeners
		this.canvas.removeEventListener("mousemove", this.onMouseMove.bind(this));
		this.canvas.removeEventListener("mousedown", this.onMouseDown.bind(this));
		this.canvas.removeEventListener("mouseup", this.onMouseUp.bind(this));
		this.canvas.removeEventListener("click", this.onClick.bind(this));
		window.removeEventListener("resize", this.onWindowResize.bind(this));
		window.removeEventListener("keydown", this.onKeyDown.bind(this));
		window.removeEventListener("keyup", this.onKeyUp.bind(this));

		// Dispose of Three.js resources
		this.clearBoard();
		this.gridGroup.clear();
		this.intersectionPoints.clear();
		this.renderer.dispose();
		this.controls.dispose();
	}
}