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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* Animation Builder - Fluent API for creating skeletal animations
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*
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* Provides a cleaner, more maintainable way to define animations with
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* @module systems/animation/AnimationBuilder
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*/
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import * as THREE from "three";
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import { BoneName } from "../../../types/skeletal";
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/**
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* Keyframe builder for fluent keyframe construction
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declare class KeyframeBuilder {
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constructor(time: number, easing?: string);
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setParent(parent: AnimationBuilder): this;
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rotate(bone: BoneName, x: number, y: number, z: number, order?: THREE.EulerOrder): this;
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position(bone: BoneName, x: number, y: number, z: number): this;
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build(): AnimationBuilder;
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}
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/**
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* Animation builder for fluent animation construction
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export declare class AnimationBuilder {
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private animationName;
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private koreanName;
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private duration;
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private loop;
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private type;
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private keyframes;
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private constructor();
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/**
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* Create a new animation builder
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* @param name - Animation name
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* @returns New animation builder
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*/
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static create(name: string): AnimationBuilder;
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/**
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* Set Korean name for animation
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* @param name - Korean name
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* @returns This builder for chaining
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*/
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withKoreanName(name: string): this;
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/**
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* Set animation duration
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* @param seconds - Duration in seconds
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* @returns This builder for chaining
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*/
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withDuration(seconds: number): this;
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/**
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* Set animation loop behavior
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* @param shouldLoop - Whether animation should loop
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* @returns This builder for chaining
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*/
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withLoop(shouldLoop: boolean): this;
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/**
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* Set animation type
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* @param animType - Animation type
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* @returns This builder for chaining
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+
*/
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withType(animType: "attack" | "defense" | "movement" | "idle"): this;
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/**
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* Add a keyframe to the animation
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* @param time - Time of keyframe in seconds
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* @param easing - Easing function name
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* @returns Keyframe builder for defining keyframe contents
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*/
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keyframe(time: number, easing?: string): KeyframeBuilder;
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/**
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* Add a pre-built keyframe directly
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* @param keyframe - Complete keyframe
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* @returns This builder for chaining
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+
*/
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addKeyframe(keyframe: AnimationKeyframe): this;
|
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/**
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* Build the complete animation
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* @returns Complete skeletal animation
|
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*/
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build(): SkeletalAnimation;
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|
+
}
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+
/**
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* Common keyframe factories for reusable animation patterns
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* @korean 키프레임팩토리
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+
*/
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|
+
export declare class KeyframeFactories {
|
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|
+
/**
|
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122
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+
* Create a guard return keyframe (return to defensive position)
|
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|
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* @param time - Time of keyframe
|
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|
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* @returns Guard position keyframe
|
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|
+
*/
|
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|
+
static guardReturn(time: number): AnimationKeyframe;
|
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|
+
/**
|
|
128
|
+
* Create a neutral stance keyframe
|
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|
+
* @param time - Time of keyframe
|
|
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|
+
* @returns Neutral stance keyframe
|
|
131
|
+
*/
|
|
132
|
+
static neutralStance(time: number): AnimationKeyframe;
|
|
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|
+
/**
|
|
134
|
+
* Create a torso rotation keyframe
|
|
135
|
+
* @param time - Time of keyframe
|
|
136
|
+
* @param angle - Rotation angle in radians (positive = clockwise)
|
|
137
|
+
* @param easing - Easing function
|
|
138
|
+
* @returns Torso rotation keyframe
|
|
139
|
+
*/
|
|
140
|
+
static rotateTorso(time: number, angle: number, easing?: "linear" | "ease-in" | "ease-out" | "ease-in-out"): AnimationKeyframe;
|
|
141
|
+
}
|
|
142
|
+
/**
|
|
143
|
+
* Bone rotation helper utilities
|
|
144
|
+
* @korean 뼈회전헬퍼
|
|
145
|
+
*/
|
|
146
|
+
export declare class BoneRotationHelpers {
|
|
147
|
+
/**
|
|
148
|
+
* Create shoulder rotation for arm extension
|
|
149
|
+
* @param side - "L" or "R"
|
|
150
|
+
* @param forward - Forward rotation amount
|
|
151
|
+
* @param up - Upward rotation amount
|
|
152
|
+
* @returns Euler rotation
|
|
153
|
+
*/
|
|
154
|
+
static shoulderExtension(side: "L" | "R", forward: number, up?: number): THREE.Euler;
|
|
155
|
+
/**
|
|
156
|
+
* Create elbow rotation for arm bend
|
|
157
|
+
* @param side - "L" or "R"
|
|
158
|
+
* @param bend - Bend amount (0 = straight, PI/2 = 90 degrees)
|
|
159
|
+
* @returns Euler rotation
|
|
160
|
+
*/
|
|
161
|
+
static elbowBend(side: "L" | "R", bend: number): THREE.Euler;
|
|
162
|
+
/**
|
|
163
|
+
* Create hip rotation for leg movement
|
|
164
|
+
* @param _side - "L" or "R" (reserved for future asymmetric animations)
|
|
165
|
+
* @param forward - Forward rotation (positive = leg forward)
|
|
166
|
+
* @param outward - Outward rotation (positive = leg out)
|
|
167
|
+
* @returns Euler rotation
|
|
168
|
+
*/
|
|
169
|
+
static hipRotation(_side: "L" | "R", forward: number, outward?: number): THREE.Euler;
|
|
170
|
+
/**
|
|
171
|
+
* Create knee rotation for leg bend
|
|
172
|
+
* @param _side - "L" or "R" (reserved for future asymmetric animations)
|
|
173
|
+
* @param bend - Bend amount (positive = knee bends)
|
|
174
|
+
* @returns Euler rotation
|
|
175
|
+
*/
|
|
176
|
+
static kneeBend(_side: "L" | "R", bend: number): THREE.Euler;
|
|
177
|
+
}
|
|
178
|
+
/**
|
|
179
|
+
* Reusable animation presets for common combat patterns
|
|
180
|
+
* @korean 재사용애니메이션프리셋
|
|
181
|
+
*/
|
|
182
|
+
export declare class AnimationPresets {
|
|
183
|
+
/**
|
|
184
|
+
* Standard fighting guard position - protects face and body
|
|
185
|
+
* Both elbows tight, hands at chin/temple level
|
|
186
|
+
* @korean 기본방어자세
|
|
187
|
+
*/
|
|
188
|
+
static readonly FIGHTING_GUARD: {
|
|
189
|
+
readonly leftArm: {
|
|
190
|
+
readonly shoulder: THREE.Euler;
|
|
191
|
+
readonly elbow: THREE.Euler;
|
|
192
|
+
readonly wrist: THREE.Euler;
|
|
193
|
+
};
|
|
194
|
+
readonly rightArm: {
|
|
195
|
+
readonly shoulder: THREE.Euler;
|
|
196
|
+
readonly elbow: THREE.Euler;
|
|
197
|
+
readonly wrist: THREE.Euler;
|
|
198
|
+
};
|
|
199
|
+
};
|
|
200
|
+
/**
|
|
201
|
+
* High guard protecting head - both hands at temple level
|
|
202
|
+
* Used during kicks or when expecting high attacks
|
|
203
|
+
* @korean 상단방어자세
|
|
204
|
+
*/
|
|
205
|
+
static readonly HIGH_GUARD: {
|
|
206
|
+
readonly leftArm: {
|
|
207
|
+
readonly shoulder: THREE.Euler;
|
|
208
|
+
readonly elbow: THREE.Euler;
|
|
209
|
+
readonly wrist: THREE.Euler;
|
|
210
|
+
};
|
|
211
|
+
readonly rightArm: {
|
|
212
|
+
readonly shoulder: THREE.Euler;
|
|
213
|
+
readonly elbow: THREE.Euler;
|
|
214
|
+
readonly wrist: THREE.Euler;
|
|
215
|
+
};
|
|
216
|
+
};
|
|
217
|
+
/**
|
|
218
|
+
* Kick chamber position - leg lifted, hip rotated
|
|
219
|
+
* Shared starting position for most kicks
|
|
220
|
+
* @korean 킥체임버자세
|
|
221
|
+
*/
|
|
222
|
+
static readonly KICK_CHAMBER_RIGHT: {
|
|
223
|
+
readonly hip: THREE.Euler;
|
|
224
|
+
readonly knee: THREE.Euler;
|
|
225
|
+
readonly ankle: THREE.Euler;
|
|
226
|
+
readonly supportKnee: THREE.Euler;
|
|
227
|
+
readonly pelvis: THREE.Euler;
|
|
228
|
+
};
|
|
229
|
+
/**
|
|
230
|
+
* Kick extension position - leg fully extended
|
|
231
|
+
* @korean 킥확장자세
|
|
232
|
+
*/
|
|
233
|
+
static readonly KICK_EXTENSION_RIGHT: {
|
|
234
|
+
readonly hip: THREE.Euler;
|
|
235
|
+
readonly knee: THREE.Euler;
|
|
236
|
+
readonly ankle: THREE.Euler;
|
|
237
|
+
readonly supportKnee: THREE.Euler;
|
|
238
|
+
readonly pelvis: THREE.Euler;
|
|
239
|
+
};
|
|
240
|
+
/**
|
|
241
|
+
* Punch wind-up - arm coiled, torso rotated back
|
|
242
|
+
* @korean 펀치준비자세
|
|
243
|
+
*/
|
|
244
|
+
static readonly PUNCH_WINDUP_RIGHT: {
|
|
245
|
+
readonly shoulder: THREE.Euler;
|
|
246
|
+
readonly elbow: THREE.Euler;
|
|
247
|
+
readonly spine: THREE.Euler;
|
|
248
|
+
readonly pelvis: THREE.Euler;
|
|
249
|
+
};
|
|
250
|
+
/**
|
|
251
|
+
* Punch extension - arm extended with torso rotation
|
|
252
|
+
* @korean 펀치확장자세
|
|
253
|
+
*/
|
|
254
|
+
static readonly PUNCH_EXTENSION_RIGHT: {
|
|
255
|
+
readonly shoulder: THREE.Euler;
|
|
256
|
+
readonly elbow: THREE.Euler;
|
|
257
|
+
readonly spine: THREE.Euler;
|
|
258
|
+
readonly pelvis: THREE.Euler;
|
|
259
|
+
};
|
|
260
|
+
}
|
|
261
|
+
/**
|
|
262
|
+
* Applies common animation patterns to KeyframeBuilder
|
|
263
|
+
* Allows reusing shared motion patterns across animations
|
|
264
|
+
* @korean 애니메이션패턴헬퍼
|
|
265
|
+
*/
|
|
266
|
+
export declare class AnimationPatternHelpers {
|
|
267
|
+
/**
|
|
268
|
+
* Apply fighting guard to a keyframe
|
|
269
|
+
* Keeps hands protecting face during kicks
|
|
270
|
+
* @param kf - KeyframeBuilder to modify
|
|
271
|
+
* @returns Modified KeyframeBuilder
|
|
272
|
+
*/
|
|
273
|
+
static applyFightingGuard(kf: KeyframeBuilder): KeyframeBuilder;
|
|
274
|
+
/**
|
|
275
|
+
* Apply high guard during kicks
|
|
276
|
+
* @param kf - KeyframeBuilder to modify
|
|
277
|
+
* @returns Modified KeyframeBuilder
|
|
278
|
+
*/
|
|
279
|
+
static applyHighGuard(kf: KeyframeBuilder): KeyframeBuilder;
|
|
280
|
+
/**
|
|
281
|
+
* Apply kick chamber for right leg
|
|
282
|
+
* @param kf - KeyframeBuilder to modify
|
|
283
|
+
* @returns Modified KeyframeBuilder
|
|
284
|
+
*/
|
|
285
|
+
static applyKickChamber(kf: KeyframeBuilder): KeyframeBuilder;
|
|
286
|
+
}
|
|
287
|
+
export {};
|
|
288
|
+
//# sourceMappingURL=AnimationBuilder.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
|
@@ -0,0 +1,261 @@
|
|
|
1
|
+
import "../../../types/skeletal.js";
|
|
2
|
+
import * as THREE from "three";
|
|
3
|
+
//#region src/systems/animation/builders/AnimationBuilder.ts
|
|
4
|
+
/**
|
|
5
|
+
* Animation Builder - Fluent API for creating skeletal animations
|
|
6
|
+
*
|
|
7
|
+
* Provides a cleaner, more maintainable way to define animations with
|
|
8
|
+
* reduced boilerplate and better readability.
|
|
9
|
+
*
|
|
10
|
+
* @module systems/animation/AnimationBuilder
|
|
11
|
+
* @category Animation System
|
|
12
|
+
* @korean 애니메이션빌더
|
|
13
|
+
*/
|
|
14
|
+
/**
|
|
15
|
+
* Keyframe builder for fluent keyframe construction
|
|
16
|
+
* @korean 키프레임빌더
|
|
17
|
+
*/
|
|
18
|
+
var KeyframeBuilder = class {
|
|
19
|
+
time;
|
|
20
|
+
easing;
|
|
21
|
+
boneRotations;
|
|
22
|
+
bonePositions;
|
|
23
|
+
parentBuilder = null;
|
|
24
|
+
constructor(time, easing = "linear") {
|
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this.time = time;
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this.easing = easing;
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this.boneRotations = /* @__PURE__ */ new Map();
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this.bonePositions = /* @__PURE__ */ new Map();
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}
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/**
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* Set parent animation builder (for chaining)
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* @internal
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*/
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setParent(parent) {
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this.parentBuilder = parent;
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return this;
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}
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/**
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* Add bone rotation to keyframe
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* @param bone - Bone to rotate
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* @param x - X rotation in radians
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* @param y - Y rotation in radians
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* @param z - Z rotation in radians
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* @param order - Rotation order (default: XYZ)
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* @returns This builder for chaining
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*/
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rotate(bone, x, y, z, order = "XYZ") {
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this.boneRotations.set(bone, new THREE.Euler(x, y, z, order));
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return this;
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}
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/**
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* Add bone position to keyframe
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* @param bone - Bone to position
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* @param x - X position
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* @param y - Y position
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* @param z - Z position
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* @returns This builder for chaining
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*/
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position(bone, x, y, z) {
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this.bonePositions.set(bone, new THREE.Vector3(x, y, z));
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return this;
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}
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/**
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* Build the keyframe and return to animation builder
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* @returns Animation builder for chaining
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*/
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build() {
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const keyframe = {
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time: this.time,
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easing: this.easing,
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boneRotations: this.boneRotations,
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bonePositions: this.bonePositions
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};
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if (this.parentBuilder) {
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this.parentBuilder.addKeyframe(keyframe);
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return this.parentBuilder;
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}
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throw new Error("KeyframeBuilder.build() called without a parent AnimationBuilder. Ensure setParent(...) is called before build().");
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}
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};
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/**
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* Animation builder for fluent animation construction
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* @korean 애니메이션빌더
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*/
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var AnimationBuilder = class AnimationBuilder {
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animationName;
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koreanName;
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duration;
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loop;
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type;
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keyframes;
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constructor(name) {
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this.animationName = name;
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this.koreanName = name;
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this.duration = 1;
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this.loop = false;
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this.type = "idle";
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this.keyframes = [];
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}
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/**
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* Create a new animation builder
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* @param name - Animation name
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* @returns New animation builder
|
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*/
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static create(name) {
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return new AnimationBuilder(name);
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}
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/**
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* Set Korean name for animation
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* @param name - Korean name
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* @returns This builder for chaining
|
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*/
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withKoreanName(name) {
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this.koreanName = name;
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return this;
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}
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/**
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* Set animation duration
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* @param seconds - Duration in seconds
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* @returns This builder for chaining
|
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*/
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withDuration(seconds) {
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this.duration = seconds;
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return this;
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}
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/**
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* Set animation loop behavior
|
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* @param shouldLoop - Whether animation should loop
|
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* @returns This builder for chaining
|
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*/
|
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|
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withLoop(shouldLoop) {
|
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this.loop = shouldLoop;
|
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return this;
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}
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/**
|
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* Set animation type
|
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* @param animType - Animation type
|
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* @returns This builder for chaining
|
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*/
|
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|
+
withType(animType) {
|
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|
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this.type = animType;
|
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|
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return this;
|
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|
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}
|
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|
+
/**
|
|
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|
+
* Add a keyframe to the animation
|
|
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|
+
* @param time - Time of keyframe in seconds
|
|
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|
+
* @param easing - Easing function name
|
|
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|
+
* @returns Keyframe builder for defining keyframe contents
|
|
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|
+
*/
|
|
150
|
+
keyframe(time, easing = "linear") {
|
|
151
|
+
const kfBuilder = new KeyframeBuilder(time, easing);
|
|
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|
+
kfBuilder.setParent(this);
|
|
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|
+
return kfBuilder;
|
|
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|
+
}
|
|
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|
+
/**
|
|
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|
+
* Add a pre-built keyframe directly
|
|
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|
+
* @param keyframe - Complete keyframe
|
|
158
|
+
* @returns This builder for chaining
|
|
159
|
+
*/
|
|
160
|
+
addKeyframe(keyframe) {
|
|
161
|
+
this.keyframes.push(keyframe);
|
|
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|
+
return this;
|
|
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|
+
}
|
|
164
|
+
/**
|
|
165
|
+
* Build the complete animation
|
|
166
|
+
* @returns Complete skeletal animation
|
|
167
|
+
*/
|
|
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|
+
build() {
|
|
169
|
+
return {
|
|
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|
+
name: this.animationName,
|
|
171
|
+
koreanName: this.koreanName,
|
|
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|
+
duration: this.duration,
|
|
173
|
+
loop: this.loop,
|
|
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|
+
type: this.type,
|
|
175
|
+
keyframes: this.keyframes
|
|
176
|
+
};
|
|
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|
+
}
|
|
178
|
+
};
|
|
179
|
+
(class {
|
|
180
|
+
/**
|
|
181
|
+
* Standard fighting guard position - protects face and body
|
|
182
|
+
* Both elbows tight, hands at chin/temple level
|
|
183
|
+
* @korean 기본방어자세
|
|
184
|
+
*/
|
|
185
|
+
static FIGHTING_GUARD = {
|
|
186
|
+
leftArm: {
|
|
187
|
+
shoulder: new THREE.Euler(-.35, -.35, .14),
|
|
188
|
+
elbow: new THREE.Euler(0, 0, -1.75),
|
|
189
|
+
wrist: new THREE.Euler(.1, 0, 0)
|
|
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|
+
},
|
|
191
|
+
rightArm: {
|
|
192
|
+
shoulder: new THREE.Euler(-.35, .35, -.14),
|
|
193
|
+
elbow: new THREE.Euler(0, 0, 1.75),
|
|
194
|
+
wrist: new THREE.Euler(.1, 0, 0)
|
|
195
|
+
}
|
|
196
|
+
};
|
|
197
|
+
/**
|
|
198
|
+
* High guard protecting head - both hands at temple level
|
|
199
|
+
* Used during kicks or when expecting high attacks
|
|
200
|
+
* @korean 상단방어자세
|
|
201
|
+
*/
|
|
202
|
+
static HIGH_GUARD = {
|
|
203
|
+
leftArm: {
|
|
204
|
+
shoulder: new THREE.Euler(-.52, -.44, .17),
|
|
205
|
+
elbow: new THREE.Euler(0, 0, -2.09),
|
|
206
|
+
wrist: new THREE.Euler(.1, 0, 0)
|
|
207
|
+
},
|
|
208
|
+
rightArm: {
|
|
209
|
+
shoulder: new THREE.Euler(-.52, .44, -.17),
|
|
210
|
+
elbow: new THREE.Euler(0, 0, 2.09),
|
|
211
|
+
wrist: new THREE.Euler(.1, 0, 0)
|
|
212
|
+
}
|
|
213
|
+
};
|
|
214
|
+
/**
|
|
215
|
+
* Kick chamber position - leg lifted, hip rotated
|
|
216
|
+
* Shared starting position for most kicks
|
|
217
|
+
* @korean 킥체임버자세
|
|
218
|
+
*/
|
|
219
|
+
static KICK_CHAMBER_RIGHT = {
|
|
220
|
+
hip: new THREE.Euler(1.57, 0, 0),
|
|
221
|
+
knee: new THREE.Euler(-2, 0, 0),
|
|
222
|
+
ankle: new THREE.Euler(0, 0, 0),
|
|
223
|
+
supportKnee: new THREE.Euler(-.25, 0, 0),
|
|
224
|
+
pelvis: new THREE.Euler(-.1, 0, 0)
|
|
225
|
+
};
|
|
226
|
+
/**
|
|
227
|
+
* Kick extension position - leg fully extended
|
|
228
|
+
* @korean 킥확장자세
|
|
229
|
+
*/
|
|
230
|
+
static KICK_EXTENSION_RIGHT = {
|
|
231
|
+
hip: new THREE.Euler(1.7, 0, 0),
|
|
232
|
+
knee: new THREE.Euler(.1, 0, 0),
|
|
233
|
+
ankle: new THREE.Euler(.5, 0, 0),
|
|
234
|
+
supportKnee: new THREE.Euler(-.35, 0, 0),
|
|
235
|
+
pelvis: new THREE.Euler(.15, 0, 0)
|
|
236
|
+
};
|
|
237
|
+
/**
|
|
238
|
+
* Punch wind-up - arm coiled, torso rotated back
|
|
239
|
+
* @korean 펀치준비자세
|
|
240
|
+
*/
|
|
241
|
+
static PUNCH_WINDUP_RIGHT = {
|
|
242
|
+
shoulder: new THREE.Euler(.3, 0, -.3),
|
|
243
|
+
elbow: new THREE.Euler(0, 0, 1.8),
|
|
244
|
+
spine: new THREE.Euler(0, -.15, 0),
|
|
245
|
+
pelvis: new THREE.Euler(0, -.1, 0)
|
|
246
|
+
};
|
|
247
|
+
/**
|
|
248
|
+
* Punch extension - arm extended with torso rotation
|
|
249
|
+
* @korean 펀치확장자세
|
|
250
|
+
*/
|
|
251
|
+
static PUNCH_EXTENSION_RIGHT = {
|
|
252
|
+
shoulder: new THREE.Euler(-.7, 0, .5),
|
|
253
|
+
elbow: new THREE.Euler(0, 0, .05),
|
|
254
|
+
spine: new THREE.Euler(0, .35, 0),
|
|
255
|
+
pelvis: new THREE.Euler(0, .2, 0)
|
|
256
|
+
};
|
|
257
|
+
});
|
|
258
|
+
//#endregion
|
|
259
|
+
export { AnimationBuilder };
|
|
260
|
+
|
|
261
|
+
//# sourceMappingURL=AnimationBuilder.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"AnimationBuilder.js","names":[],"sources":["../../../../src/systems/animation/builders/AnimationBuilder.ts"],"sourcesContent":["/**\n * Animation Builder - Fluent API for creating skeletal animations\n *\n * Provides a cleaner, more maintainable way to define animations with\n * reduced boilerplate and better readability.\n *\n * @module systems/animation/AnimationBuilder\n * @category Animation System\n * @korean 애니메이션빌더\n */\n\nimport * as THREE from \"three\";\nimport type { AnimationKeyframe, SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\n\n/**\n * Keyframe builder for fluent keyframe construction\n * @korean 키프레임빌더\n */\nclass KeyframeBuilder {\n private time: number;\n private easing: string;\n private boneRotations: Map<BoneName, THREE.Euler>;\n private bonePositions: Map<BoneName, THREE.Vector3>;\n private parentBuilder: AnimationBuilder | null = null;\n\n constructor(time: number, easing: string = \"linear\") {\n this.time = time;\n this.easing = easing;\n this.boneRotations = new Map();\n this.bonePositions = new Map();\n }\n\n /**\n * Set parent animation builder (for chaining)\n * @internal\n */\n setParent(parent: AnimationBuilder): this {\n this.parentBuilder = parent;\n return this;\n }\n\n /**\n * Add bone rotation to keyframe\n * @param bone - Bone to rotate\n * @param x - X rotation in radians\n * @param y - Y rotation in radians\n * @param z - Z rotation in radians\n * @param order - Rotation order (default: XYZ)\n * @returns This builder for chaining\n */\n rotate(\n bone: BoneName,\n x: number,\n y: number,\n z: number,\n order: THREE.EulerOrder = \"XYZ\",\n ): this {\n this.boneRotations.set(bone, new THREE.Euler(x, y, z, order));\n return this;\n }\n\n /**\n * Add bone position to keyframe\n * @param bone - Bone to position\n * @param x - X position\n * @param y - Y position\n * @param z - Z position\n * @returns This builder for chaining\n */\n position(bone: BoneName, x: number, y: number, z: number): this {\n this.bonePositions.set(bone, new THREE.Vector3(x, y, z));\n return this;\n }\n\n /**\n * Build the keyframe and return to animation builder\n * @returns Animation builder for chaining\n */\n build(): AnimationBuilder {\n const keyframe: AnimationKeyframe = {\n time: this.time,\n easing: this.easing as \"linear\" | \"ease-in\" | \"ease-out\" | \"ease-in-out\",\n boneRotations: this.boneRotations,\n bonePositions: this.bonePositions,\n };\n\n if (this.parentBuilder) {\n this.parentBuilder.addKeyframe(keyframe);\n return this.parentBuilder;\n }\n\n // This indicates incorrect usage of the builder API; parent must be set via setParent(...)\n throw new Error(\n \"KeyframeBuilder.build() called without a parent AnimationBuilder. Ensure setParent(...) is called before build().\",\n );\n }\n}\n\n/**\n * Animation builder for fluent animation construction\n * @korean 애니메이션빌더\n */\nexport class AnimationBuilder {\n private animationName: string;\n private koreanName: string;\n private duration: number;\n private loop: boolean;\n private type: \"attack\" | \"defense\" | \"movement\" | \"idle\";\n private keyframes: AnimationKeyframe[];\n\n private constructor(name: string) {\n this.animationName = name;\n this.koreanName = name;\n this.duration = 1.0;\n this.loop = false;\n this.type = \"idle\";\n this.keyframes = [];\n }\n\n /**\n * Create a new animation builder\n * @param name - Animation name\n * @returns New animation builder\n */\n static create(name: string): AnimationBuilder {\n return new AnimationBuilder(name);\n }\n\n /**\n * Set Korean name for animation\n * @param name - Korean name\n * @returns This builder for chaining\n */\n withKoreanName(name: string): this {\n this.koreanName = name;\n return this;\n }\n\n /**\n * Set animation duration\n * @param seconds - Duration in seconds\n * @returns This builder for chaining\n */\n withDuration(seconds: number): this {\n this.duration = seconds;\n return this;\n }\n\n /**\n * Set animation loop behavior\n * @param shouldLoop - Whether animation should loop\n * @returns This builder for chaining\n */\n withLoop(shouldLoop: boolean): this {\n this.loop = shouldLoop;\n return this;\n }\n\n /**\n * Set animation type\n * @param animType - Animation type\n * @returns This builder for chaining\n */\n withType(animType: \"attack\" | \"defense\" | \"movement\" | \"idle\"): this {\n this.type = animType;\n return this;\n }\n\n /**\n * Add a keyframe to the animation\n * @param time - Time of keyframe in seconds\n * @param easing - Easing function name\n * @returns Keyframe builder for defining keyframe contents\n */\n keyframe(time: number, easing: string = \"linear\"): KeyframeBuilder {\n const kfBuilder = new KeyframeBuilder(time, easing);\n kfBuilder.setParent(this);\n return kfBuilder;\n }\n\n /**\n * Add a pre-built keyframe directly\n * @param keyframe - Complete keyframe\n * @returns This builder for chaining\n */\n addKeyframe(keyframe: AnimationKeyframe): this {\n this.keyframes.push(keyframe);\n return this;\n }\n\n /**\n * Build the complete animation\n * @returns Complete skeletal animation\n */\n build(): SkeletalAnimation {\n return {\n name: this.animationName,\n koreanName: this.koreanName,\n duration: this.duration,\n loop: this.loop,\n type: this.type,\n keyframes: this.keyframes,\n };\n }\n}\n\n/**\n * Common keyframe factories for reusable animation patterns\n * @korean 키프레임팩토리\n */\nexport class KeyframeFactories {\n /**\n * Create a guard return keyframe (return to defensive position)\n * @param time - Time of keyframe\n * @returns Guard position keyframe\n */\n static guardReturn(time: number): AnimationKeyframe {\n return {\n time,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.35, 0.35, -0.14, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.35, -0.35, 0.14, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.75, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.75, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0)],\n [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)],\n ]),\n };\n }\n\n /**\n * Create a neutral stance keyframe\n * @param time - Time of keyframe\n * @returns Neutral stance keyframe\n */\n static neutralStance(time: number): AnimationKeyframe {\n return {\n time,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.HIP_L, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.HIP_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n };\n }\n\n /**\n * Create a torso rotation keyframe\n * @param time - Time of keyframe\n * @param angle - Rotation angle in radians (positive = clockwise)\n * @param easing - Easing function\n * @returns Torso rotation keyframe\n */\n static rotateTorso(\n time: number,\n angle: number,\n easing: \"linear\" | \"ease-in\" | \"ease-out\" | \"ease-in-out\" = \"linear\",\n ): AnimationKeyframe {\n return {\n time,\n easing,\n boneRotations: new Map([\n [BoneName.SPINE_UPPER, new THREE.Euler(0, angle, 0, \"XYZ\")],\n [BoneName.SPINE_MIDDLE, new THREE.Euler(0, angle * 0.75, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, angle * 0.5, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n };\n }\n}\n\n/**\n * Bone rotation helper utilities\n * @korean 뼈회전헬퍼\n */\nexport class BoneRotationHelpers {\n /**\n * Create shoulder rotation for arm extension\n * @param side - \"L\" or \"R\"\n * @param forward - Forward rotation amount\n * @param up - Upward rotation amount\n * @returns Euler rotation\n */\n static shoulderExtension(\n side: \"L\" | \"R\",\n forward: number,\n up: number = 0,\n ): THREE.Euler {\n const sign = side === \"L\" ? -1 : 1;\n return new THREE.Euler(up, 0, forward * sign, \"XYZ\");\n }\n\n /**\n * Create elbow rotation for arm bend\n * @param side - \"L\" or \"R\"\n * @param bend - Bend amount (0 = straight, PI/2 = 90 degrees)\n * @returns Euler rotation\n */\n static elbowBend(side: \"L\" | \"R\", bend: number): THREE.Euler {\n const sign = side === \"L\" ? -1 : 1;\n return new THREE.Euler(0, 0, bend * sign, \"XYZ\");\n }\n\n /**\n * Create hip rotation for leg movement\n * @param _side - \"L\" or \"R\" (reserved for future asymmetric animations)\n * @param forward - Forward rotation (positive = leg forward)\n * @param outward - Outward rotation (positive = leg out)\n * @returns Euler rotation\n */\n static hipRotation(\n _side: \"L\" | \"R\",\n forward: number,\n outward: number = 0,\n ): THREE.Euler {\n return new THREE.Euler(forward, outward, 0, \"XYZ\");\n }\n\n /**\n * Create knee rotation for leg bend\n * @param _side - \"L\" or \"R\" (reserved for future asymmetric animations)\n * @param bend - Bend amount (positive = knee bends)\n * @returns Euler rotation\n */\n static kneeBend(_side: \"L\" | \"R\", bend: number): THREE.Euler {\n // NOTE: `_side` is intentionally unused: knee bends are currently symmetric for both legs.\n // The parameter is kept to preserve API compatibility for future asymmetric leg animations.\n void _side;\n // Knee flexion is on X axis (legs extend along -Y, X rotation swings shin forward/backward)\n // Negative X = flexion (bend), so negate the positive 'bend' input\n return new THREE.Euler(-bend, 0, 0, \"XYZ\");\n }\n}\n\n/**\n * Reusable animation presets for common combat patterns\n * @korean 재사용애니메이션프리셋\n */\nexport class AnimationPresets {\n /**\n * Standard fighting guard position - protects face and body\n * Both elbows tight, hands at chin/temple level\n * @korean 기본방어자세\n */\n static readonly FIGHTING_GUARD = {\n leftArm: {\n shoulder: new THREE.Euler(-0.35, -0.35, 0.14), // Arms forward, hands near chin\n elbow: new THREE.Euler(0, 0, -1.75), // ~100° bend (중단막기)\n wrist: new THREE.Euler(0.1, 0, 0), // Fist aligned\n },\n rightArm: {\n shoulder: new THREE.Euler(-0.35, 0.35, -0.14), // Mirror\n elbow: new THREE.Euler(0, 0, 1.75), // ~100° bend (중단막기)\n wrist: new THREE.Euler(0.1, 0, 0), // Fist aligned\n },\n } as const;\n\n /**\n * High guard protecting head - both hands at temple level\n * Used during kicks or when expecting high attacks\n * @korean 상단방어자세\n */\n static readonly HIGH_GUARD = {\n leftArm: {\n shoulder: new THREE.Euler(-0.52, -0.44, 0.17), // Raised, arms forward (상단막기)\n elbow: new THREE.Euler(0, 0, -2.09), // ~120° bend tight guard\n wrist: new THREE.Euler(0.1, 0, 0), // Hand near temple\n },\n rightArm: {\n shoulder: new THREE.Euler(-0.52, 0.44, -0.17), // Mirror\n elbow: new THREE.Euler(0, 0, 2.09), // ~120° bend tight guard\n wrist: new THREE.Euler(0.1, 0, 0), // Hand near temple\n },\n } as const;\n\n /**\n * Kick chamber position - leg lifted, hip rotated\n * Shared starting position for most kicks\n * @korean 킥체임버자세\n */\n static readonly KICK_CHAMBER_RIGHT = {\n hip: new THREE.Euler(1.57, 0, 0), // 90° hip flexion\n knee: new THREE.Euler(-2.0, 0, 0), // Tight chamber\n ankle: new THREE.Euler(0, 0, 0), // Relaxed\n supportKnee: new THREE.Euler(-0.25, 0, 0), // Slight bend for balance\n pelvis: new THREE.Euler(-0.1, 0, 0), // Slight backward tilt\n } as const;\n\n /**\n * Kick extension position - leg fully extended\n * @korean 킥확장자세\n */\n static readonly KICK_EXTENSION_RIGHT = {\n hip: new THREE.Euler(1.7, 0, 0), // Hip drives forward\n knee: new THREE.Euler(0.1, 0, 0), // Full extension\n ankle: new THREE.Euler(0.5, 0, 0), // Dorsiflexion for ball strike\n supportKnee: new THREE.Euler(-0.35, 0, 0), // Deeper bend for balance\n pelvis: new THREE.Euler(0.15, 0, 0), // Forward drive\n } as const;\n\n /**\n * Punch wind-up - arm coiled, torso rotated back\n * @korean 펀치준비자세\n */\n static readonly PUNCH_WINDUP_RIGHT = {\n shoulder: new THREE.Euler(0.3, 0, -0.3),\n elbow: new THREE.Euler(0, 0, 1.8),\n spine: new THREE.Euler(0, -0.15, 0),\n pelvis: new THREE.Euler(0, -0.1, 0),\n } as const;\n\n /**\n * Punch extension - arm extended with torso rotation\n * @korean 펀치확장자세\n */\n static readonly PUNCH_EXTENSION_RIGHT = {\n shoulder: new THREE.Euler(-0.7, 0, 0.5),\n elbow: new THREE.Euler(0, 0, 0.05),\n spine: new THREE.Euler(0, 0.35, 0),\n pelvis: new THREE.Euler(0, 0.2, 0),\n } as const;\n}\n\n/**\n * Applies common animation patterns to KeyframeBuilder\n * Allows reusing shared motion patterns across animations\n * @korean 애니메이션패턴헬퍼\n */\nexport class AnimationPatternHelpers {\n /**\n * Apply fighting guard to a keyframe\n * Keeps hands protecting face during kicks\n * @param kf - KeyframeBuilder to modify\n * @returns Modified KeyframeBuilder\n */\n static applyFightingGuard(kf: KeyframeBuilder): KeyframeBuilder {\n const guard = AnimationPresets.FIGHTING_GUARD;\n return kf\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n );\n }\n\n /**\n * Apply high guard during kicks\n * @param kf - KeyframeBuilder to modify\n * @returns Modified KeyframeBuilder\n */\n static applyHighGuard(kf: KeyframeBuilder): KeyframeBuilder {\n const guard = AnimationPresets.HIGH_GUARD;\n return kf\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n );\n }\n\n /**\n * Apply kick chamber for right leg\n * @param kf - KeyframeBuilder to modify\n * @returns Modified KeyframeBuilder\n */\n static applyKickChamber(kf: KeyframeBuilder): KeyframeBuilder {\n const chamber = AnimationPresets.KICK_CHAMBER_RIGHT;\n return kf\n .rotate(BoneName.HIP_R, chamber.hip.x, chamber.hip.y, chamber.hip.z)\n .rotate(BoneName.KNEE_R, chamber.knee.x, chamber.knee.y, chamber.knee.z)\n .rotate(\n BoneName.KNEE_L,\n chamber.supportKnee.x,\n chamber.supportKnee.y,\n chamber.supportKnee.z,\n )\n .rotate(\n BoneName.PELVIS,\n chamber.pelvis.x,\n chamber.pelvis.y,\n chamber.pelvis.z,\n );\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;AAmBA,IAAM,kBAAN,MAAsB;CACpB;CACA;CACA;CACA;CACA,gBAAiD;CAEjD,YAAY,MAAc,SAAiB,UAAU;AACnD,OAAK,OAAO;AACZ,OAAK,SAAS;AACd,OAAK,gCAAgB,IAAI,KAAK;AAC9B,OAAK,gCAAgB,IAAI,KAAK;;;;;;CAOhC,UAAU,QAAgC;AACxC,OAAK,gBAAgB;AACrB,SAAO;;;;;;;;;;;CAYT,OACE,MACA,GACA,GACA,GACA,QAA0B,OACpB;AACN,OAAK,cAAc,IAAI,MAAM,IAAI,MAAM,MAAM,GAAG,GAAG,GAAG,MAAM,CAAC;AAC7D,SAAO;;;;;;;;;;CAWT,SAAS,MAAgB,GAAW,GAAW,GAAiB;AAC9D,OAAK,cAAc,IAAI,MAAM,IAAI,MAAM,QAAQ,GAAG,GAAG,EAAE,CAAC;AACxD,SAAO;;;;;;CAOT,QAA0B;EACxB,MAAM,WAA8B;GAClC,MAAM,KAAK;GACX,QAAQ,KAAK;GACb,eAAe,KAAK;GACpB,eAAe,KAAK;GACrB;AAED,MAAI,KAAK,eAAe;AACtB,QAAK,cAAc,YAAY,SAAS;AACxC,UAAO,KAAK;;AAId,QAAM,IAAI,MACR,oHACD;;;;;;;AAQL,IAAa,mBAAb,MAAa,iBAAiB;CAC5B;CACA;CACA;CACA;CACA;CACA;CAEA,YAAoB,MAAc;AAChC,OAAK,gBAAgB;AACrB,OAAK,aAAa;AAClB,OAAK,WAAW;AAChB,OAAK,OAAO;AACZ,OAAK,OAAO;AACZ,OAAK,YAAY,EAAE;;;;;;;CAQrB,OAAO,OAAO,MAAgC;AAC5C,SAAO,IAAI,iBAAiB,KAAK;;;;;;;CAQnC,eAAe,MAAoB;AACjC,OAAK,aAAa;AAClB,SAAO;;;;;;;CAQT,aAAa,SAAuB;AAClC,OAAK,WAAW;AAChB,SAAO;;;;;;;CAQT,SAAS,YAA2B;AAClC,OAAK,OAAO;AACZ,SAAO;;;;;;;CAQT,SAAS,UAA4D;AACnE,OAAK,OAAO;AACZ,SAAO;;;;;;;;CAST,SAAS,MAAc,SAAiB,UAA2B;EACjE,MAAM,YAAY,IAAI,gBAAgB,MAAM,OAAO;AACnD,YAAU,UAAU,KAAK;AACzB,SAAO;;;;;;;CAQT,YAAY,UAAmC;AAC7C,OAAK,UAAU,KAAK,SAAS;AAC7B,SAAO;;;;;;CAOT,QAA2B;AACzB,SAAO;GACL,MAAM,KAAK;GACX,YAAY,KAAK;GACjB,UAAU,KAAK;GACf,MAAM,KAAK;GACX,MAAM,KAAK;GACX,WAAW,KAAK;GACjB;;;CAkJL,MAA8B;;;;;;CAM5B,OAAgB,iBAAiB;EAC/B,SAAS;GACP,UAAU,IAAI,MAAM,MAAM,MAAO,MAAO,IAAK;GAC7C,OAAO,IAAI,MAAM,MAAM,GAAG,GAAG,MAAM;GACnC,OAAO,IAAI,MAAM,MAAM,IAAK,GAAG,EAAE;GAClC;EACD,UAAU;GACR,UAAU,IAAI,MAAM,MAAM,MAAO,KAAM,KAAM;GAC7C,OAAO,IAAI,MAAM,MAAM,GAAG,GAAG,KAAK;GAClC,OAAO,IAAI,MAAM,MAAM,IAAK,GAAG,EAAE;GAClC;EACF;;;;;;CAOD,OAAgB,aAAa;EAC3B,SAAS;GACP,UAAU,IAAI,MAAM,MAAM,MAAO,MAAO,IAAK;GAC7C,OAAO,IAAI,MAAM,MAAM,GAAG,GAAG,MAAM;GACnC,OAAO,IAAI,MAAM,MAAM,IAAK,GAAG,EAAE;GAClC;EACD,UAAU;GACR,UAAU,IAAI,MAAM,MAAM,MAAO,KAAM,KAAM;GAC7C,OAAO,IAAI,MAAM,MAAM,GAAG,GAAG,KAAK;GAClC,OAAO,IAAI,MAAM,MAAM,IAAK,GAAG,EAAE;GAClC;EACF;;;;;;CAOD,OAAgB,qBAAqB;EACnC,KAAK,IAAI,MAAM,MAAM,MAAM,GAAG,EAAE;EAChC,MAAM,IAAI,MAAM,MAAM,IAAM,GAAG,EAAE;EACjC,OAAO,IAAI,MAAM,MAAM,GAAG,GAAG,EAAE;EAC/B,aAAa,IAAI,MAAM,MAAM,MAAO,GAAG,EAAE;EACzC,QAAQ,IAAI,MAAM,MAAM,KAAM,GAAG,EAAE;EACpC;;;;;CAMD,OAAgB,uBAAuB;EACrC,KAAK,IAAI,MAAM,MAAM,KAAK,GAAG,EAAE;EAC/B,MAAM,IAAI,MAAM,MAAM,IAAK,GAAG,EAAE;EAChC,OAAO,IAAI,MAAM,MAAM,IAAK,GAAG,EAAE;EACjC,aAAa,IAAI,MAAM,MAAM,MAAO,GAAG,EAAE;EACzC,QAAQ,IAAI,MAAM,MAAM,KAAM,GAAG,EAAE;EACpC;;;;;CAMD,OAAgB,qBAAqB;EACnC,UAAU,IAAI,MAAM,MAAM,IAAK,GAAG,IAAK;EACvC,OAAO,IAAI,MAAM,MAAM,GAAG,GAAG,IAAI;EACjC,OAAO,IAAI,MAAM,MAAM,GAAG,MAAO,EAAE;EACnC,QAAQ,IAAI,MAAM,MAAM,GAAG,KAAM,EAAE;EACpC;;;;;CAMD,OAAgB,wBAAwB;EACtC,UAAU,IAAI,MAAM,MAAM,KAAM,GAAG,GAAI;EACvC,OAAO,IAAI,MAAM,MAAM,GAAG,GAAG,IAAK;EAClC,OAAO,IAAI,MAAM,MAAM,GAAG,KAAM,EAAE;EAClC,QAAQ,IAAI,MAAM,MAAM,GAAG,IAAK,EAAE;EACnC"}
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