blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,280 @@
1
+ /**
2
+ * Animation Factory Presets
3
+ *
4
+ * Reusable factory functions to reduce code duplication across animation files.
5
+ * Provides preset configurations for common animation patterns.
6
+ *
7
+ * 애니메이션 팩토리 프리셋 - 코드 중복 감소를 위한 재사용 가능한 팩토리 함수
8
+ *
9
+ * @module systems/animation/builders/AnimationFactoryPresets
10
+ * @korean 애니메이션팩토리프리셋
11
+ */
12
+ import type { TrigramStance } from "../../../types/common";
13
+ import type { SkeletalAnimation } from "../../../types/skeletal";
14
+ import type { LeadFoot } from "../utils/AnimationMirror";
15
+ import { getAnimationForStance } from "../utils/AnimationMirror";
16
+ /**
17
+ * Standard timing configurations for different technique speeds
18
+ * 다양한 기술 속도에 대한 표준 타이밍 구성
19
+ */
20
+ export declare const TIMING_PRESETS: {
21
+ /** Fast techniques (550ms) - Jabs, quick strikes */
22
+ readonly FAST: {
23
+ readonly chamber: 0.1;
24
+ readonly extend: 0.15;
25
+ readonly peak: 0.05;
26
+ readonly retract: 0.1;
27
+ readonly recover: 0.15;
28
+ readonly total: 0.55;
29
+ };
30
+ /** Fast-Medium techniques (600ms) - Low kicks, lead hooks */
31
+ readonly FAST_MEDIUM: {
32
+ readonly chamber: 0.1;
33
+ readonly extend: 0.15;
34
+ readonly peak: 0.05;
35
+ readonly retract: 0.1;
36
+ readonly recover: 0.2;
37
+ readonly total: 0.6;
38
+ };
39
+ /** Medium-Light techniques (700ms) - Front kicks, uppercuts */
40
+ readonly MEDIUM_LIGHT: {
41
+ readonly chamber: 0.12;
42
+ readonly extend: 0.18;
43
+ readonly peak: 0.08;
44
+ readonly retract: 0.1;
45
+ readonly recover: 0.22;
46
+ readonly total: 0.7;
47
+ };
48
+ /** Medium techniques (730ms) - Crosses, roundhouse kicks */
49
+ readonly MEDIUM: {
50
+ readonly chamber: 0.15;
51
+ readonly extend: 0.2;
52
+ readonly peak: 0.08;
53
+ readonly retract: 0.12;
54
+ readonly recover: 0.18;
55
+ readonly total: 0.73;
56
+ };
57
+ /** Medium-Heavy techniques (750ms) - Side kicks */
58
+ readonly MEDIUM_HEAVY: {
59
+ readonly chamber: 0.12;
60
+ readonly extend: 0.2;
61
+ readonly peak: 0.08;
62
+ readonly retract: 0.15;
63
+ readonly recover: 0.2;
64
+ readonly total: 0.75;
65
+ };
66
+ /** Heavy-Light techniques (800ms) - Spinning kicks */
67
+ readonly HEAVY_LIGHT: {
68
+ readonly chamber: 0.15;
69
+ readonly extend: 0.2;
70
+ readonly peak: 0.1;
71
+ readonly retract: 0.15;
72
+ readonly recover: 0.2;
73
+ readonly total: 0.8;
74
+ };
75
+ /** Heavy-Medium techniques (850ms) - Crescent kicks */
76
+ readonly HEAVY_MEDIUM: {
77
+ readonly chamber: 0.12;
78
+ readonly extend: 0.22;
79
+ readonly peak: 0.08;
80
+ readonly retract: 0.15;
81
+ readonly recover: 0.28;
82
+ readonly total: 0.85;
83
+ };
84
+ /** Heavy techniques (1000ms) - Jumping techniques */
85
+ readonly HEAVY: {
86
+ readonly chamber: 0.2;
87
+ readonly extend: 0.3;
88
+ readonly peak: 0.12;
89
+ readonly retract: 0.15;
90
+ readonly recover: 0.23;
91
+ readonly total: 1;
92
+ };
93
+ };
94
+ /**
95
+ * Configuration for kick animation creation
96
+ * 발차기 애니메이션 생성 설정
97
+ */
98
+ /**
99
+ * Timing configuration for technique animations
100
+ */
101
+ interface TechniqueTiming {
102
+ readonly chamber: number;
103
+ readonly extend: number;
104
+ readonly peak: number;
105
+ readonly retract: number;
106
+ readonly recover: number;
107
+ readonly total: number;
108
+ }
109
+ export interface KickConfig {
110
+ readonly name: string;
111
+ readonly koreanName: string;
112
+ readonly timing: TechniqueTiming;
113
+ readonly kickType: "front" | "roundhouse" | "side" | "axe" | "back" | "low" | "crescent" | "spin";
114
+ readonly guardDuringKick?: "middle" | "high";
115
+ readonly guardAtPeak?: "middle" | "high";
116
+ }
117
+ /**
118
+ * Create a standard kick animation with proper phases
119
+ *
120
+ * All kicks follow the Korean martial arts pattern:
121
+ * 1. 기본자세 (Stance) - Fighting stance at t=0
122
+ * 2. 준비 (Chamber) - Knee lifts
123
+ * 3. 차기 (Extension) - Leg extends
124
+ * 4. 정점 (Peak) - Hold at extension
125
+ * 5. 회수 (Retraction) - Return through chamber
126
+ * 6. 복귀 (Recovery) - Return to stance
127
+ *
128
+ * @param config - Kick configuration
129
+ * @returns Complete kick animation
130
+ *
131
+ * @korean 표준발차기애니메이션생성
132
+ */
133
+ export declare function createKickAnimation(config: KickConfig): SkeletalAnimation;
134
+ /**
135
+ * Configuration for punch animation creation
136
+ * 주먹 애니메이션 생성 설정
137
+ */
138
+ export interface PunchConfig {
139
+ readonly name: string;
140
+ readonly koreanName: string;
141
+ readonly timing: TechniqueTiming;
142
+ readonly punchType: "jab" | "cross" | "hook" | "uppercut" | "palm" | "backfist";
143
+ readonly hand: "left" | "right";
144
+ readonly guardHand?: "left" | "right";
145
+ }
146
+ /**
147
+ * Create a standard punch animation with proper phases
148
+ *
149
+ * All punches follow Korean martial arts pattern:
150
+ * 1. 준비 (Chamber) - Fist at hip
151
+ * 2. 지르기 (Extension) - Arm extends with rotation
152
+ * 3. 정점 (Peak) - Maximum reach
153
+ * 4. 복귀 (Recovery) - Return to guard
154
+ *
155
+ * @param config - Punch configuration
156
+ * @returns Complete punch animation
157
+ *
158
+ * @korean 표준주먹애니메이션생성
159
+ */
160
+ export declare function createPunchAnimation(config: PunchConfig): SkeletalAnimation;
161
+ /**
162
+ * Configuration for locomotion animations
163
+ * 이동 애니메이션 설정
164
+ */
165
+ export interface LocomotionConfig {
166
+ readonly stance: TrigramStance;
167
+ readonly type: "walk" | "run" | "idle";
168
+ readonly duration?: number;
169
+ }
170
+ /**
171
+ * Create a trigram-specific locomotion animation
172
+ *
173
+ * Note: Uses basic locomotion with trigram guard applied.
174
+ * For more complex trigram-specific locomotion patterns,
175
+ * use the dedicated StanceLocomotionAnimations module.
176
+ *
177
+ * @param config - Locomotion configuration
178
+ * @returns Complete locomotion animation with trigram styling
179
+ *
180
+ * @korean 팔괘별이동애니메이션생성
181
+ */
182
+ export declare function createTrigramLocomotion(config: LocomotionConfig): SkeletalAnimation;
183
+ /**
184
+ * Configuration for defensive animations
185
+ * 방어 애니메이션 설정
186
+ */
187
+ export interface DefenseConfig {
188
+ readonly name: string;
189
+ readonly koreanName: string;
190
+ readonly timing: TechniqueTiming;
191
+ readonly defenseType: "block" | "parry" | "slip" | "bob" | "weave";
192
+ readonly height: "high" | "middle" | "low";
193
+ }
194
+ /**
195
+ * Create a defensive animation
196
+ *
197
+ * @param config - Defense configuration
198
+ * @returns Complete defensive animation
199
+ *
200
+ * @korean 방어애니메이션생성
201
+ */
202
+ export declare function createDefenseAnimation(config: DefenseConfig): SkeletalAnimation;
203
+ /**
204
+ * Create both orthodox and southpaw versions of an animation
205
+ *
206
+ * Useful for creating complete animation sets that work for both stance sides.
207
+ *
208
+ * @param baseAnimation - Base animation (assumed orthodox/left-foot-forward)
209
+ * @returns Object with both stance versions
210
+ *
211
+ * @korean 양자세애니메이션생성
212
+ */
213
+ export declare function createBothStances(baseAnimation: SkeletalAnimation): {
214
+ readonly orthodox: SkeletalAnimation;
215
+ readonly southpaw: SkeletalAnimation;
216
+ };
217
+ /**
218
+ * Get animation for player's current stance side
219
+ *
220
+ * @param baseAnimation - Base animation (orthodox)
221
+ * @param leadFoot - Player's current lead foot
222
+ * @param cache - Optional cache for mirrored animations
223
+ * @returns Animation matching player's stance
224
+ *
225
+ * @korean 자세에맞는애니메이션선택
226
+ */
227
+ export { getAnimationForStance };
228
+ /**
229
+ * Create a combo animation from a sequence of techniques
230
+ *
231
+ * @param name - Combo name
232
+ * @param koreanName - Korean name
233
+ * @param techniques - Array of technique names to chain
234
+ * @returns Complete combo animation
235
+ *
236
+ * @korean 콤보애니메이션생성
237
+ */
238
+ export declare function createComboAnimation(name: string, koreanName: string, techniques: readonly string[]): SkeletalAnimation;
239
+ /**
240
+ * Pre-built kick animations using factory
241
+ * 팩토리를 사용한 사전 빌드 발차기 애니메이션
242
+ */
243
+ export declare const PRESET_KICKS: {
244
+ readonly FRONT_KICK: SkeletalAnimation;
245
+ readonly ROUNDHOUSE_KICK: SkeletalAnimation;
246
+ readonly SIDE_KICK: SkeletalAnimation;
247
+ readonly LOW_KICK: SkeletalAnimation;
248
+ };
249
+ /**
250
+ * Pre-built punch animations using factory
251
+ * 팩토리를 사용한 사전 빌드 주먹 애니메이션
252
+ */
253
+ export declare const PRESET_PUNCHES: {
254
+ readonly JAB: SkeletalAnimation;
255
+ readonly CROSS: SkeletalAnimation;
256
+ readonly LEAD_HOOK: SkeletalAnimation;
257
+ readonly REAR_UPPERCUT: SkeletalAnimation;
258
+ };
259
+ /**
260
+ * Pre-built combo animations using factory
261
+ * 팩토리를 사용한 사전 빌드 콤보 애니메이션
262
+ */
263
+ export declare const PRESET_COMBOS: {
264
+ readonly JAB_CROSS: SkeletalAnimation;
265
+ readonly ONE_TWO_HOOK: SkeletalAnimation;
266
+ readonly JAB_CROSS_KICK: SkeletalAnimation;
267
+ };
268
+ /**
269
+ * Create a trigram-specific breathing/idle animation
270
+ *
271
+ * Each trigram has a unique breathing pattern reflecting its elemental nature.
272
+ *
273
+ * @param stance - Trigram stance
274
+ * @returns Breathing animation for the stance
275
+ *
276
+ * @korean 팔괘호흡애니메이션생성
277
+ */
278
+ export declare function createTrigramBreathing(stance: TrigramStance): SkeletalAnimation;
279
+ export type { LeadFoot };
280
+ //# sourceMappingURL=AnimationFactoryPresets.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,234 @@
1
+ import { MartialArtsAnimationBuilder, TECHNIQUE_TIMING } from "./MartialArtsAnimationBuilder.js";
2
+ import "../utils/AnimationMirror.js";
3
+ //#region src/systems/animation/builders/AnimationFactoryPresets.ts
4
+ /**
5
+ * Standard timing configurations for different technique speeds
6
+ * 다양한 기술 속도에 대한 표준 타이밍 구성
7
+ */
8
+ var TIMING_PRESETS = {
9
+ FAST: TECHNIQUE_TIMING.FAST,
10
+ FAST_MEDIUM: TECHNIQUE_TIMING.FAST_MEDIUM,
11
+ MEDIUM_LIGHT: TECHNIQUE_TIMING.MEDIUM_LIGHT,
12
+ MEDIUM: TECHNIQUE_TIMING.MEDIUM,
13
+ MEDIUM_HEAVY: TECHNIQUE_TIMING.MEDIUM_HEAVY,
14
+ HEAVY_LIGHT: TECHNIQUE_TIMING.HEAVY_LIGHT,
15
+ HEAVY_MEDIUM: TECHNIQUE_TIMING.HEAVY_MEDIUM,
16
+ HEAVY: TECHNIQUE_TIMING.HEAVY
17
+ };
18
+ /**
19
+ * Create a standard kick animation with proper phases
20
+ *
21
+ * All kicks follow the Korean martial arts pattern:
22
+ * 1. 기본자세 (Stance) - Fighting stance at t=0
23
+ * 2. 준비 (Chamber) - Knee lifts
24
+ * 3. 차기 (Extension) - Leg extends
25
+ * 4. 정점 (Peak) - Hold at extension
26
+ * 5. 회수 (Retraction) - Return through chamber
27
+ * 6. 복귀 (Recovery) - Return to stance
28
+ *
29
+ * @param config - Kick configuration
30
+ * @returns Complete kick animation
31
+ *
32
+ * @korean 표준발차기애니메이션생성
33
+ */
34
+ function createKickAnimation(config) {
35
+ const { name, koreanName, timing, kickType, guardDuringKick = "middle", guardAtPeak = "middle" } = config;
36
+ const builder = MartialArtsAnimationBuilder.create(name, koreanName).asAttack(timing.total).stance().withKoreanMiddleGuard();
37
+ const applyGuard = (type) => {
38
+ if (type === "high") builder.withKoreanHighGuard();
39
+ else builder.withKoreanMiddleGuard();
40
+ };
41
+ switch (kickType) {
42
+ case "front":
43
+ builder.chamber(timing.chamber).withKoreanMiddleGuard().extend(timing.extend);
44
+ applyGuard(guardDuringKick);
45
+ builder.extend(timing.peak);
46
+ applyGuard(guardAtPeak);
47
+ break;
48
+ case "roundhouse":
49
+ builder.roundhouseChamber(timing.chamber).withKoreanMiddleGuard().roundhouseExtend(timing.extend);
50
+ applyGuard(guardDuringKick);
51
+ builder.roundhouseExtend(timing.peak);
52
+ applyGuard(guardAtPeak);
53
+ break;
54
+ case "side":
55
+ builder.sideKickChamber(timing.chamber).withKoreanHighGuard().sideKickExtend(timing.extend);
56
+ applyGuard(guardDuringKick);
57
+ builder.sideKickExtend(timing.peak);
58
+ applyGuard(guardAtPeak);
59
+ break;
60
+ case "axe":
61
+ builder.axeKickRise(timing.chamber).withKoreanHighGuard().axeKickChop(timing.extend);
62
+ applyGuard(guardDuringKick);
63
+ builder.axeKick(timing.peak);
64
+ applyGuard(guardAtPeak);
65
+ break;
66
+ case "back":
67
+ builder.backKickSpin(timing.chamber).withKoreanHighGuard().backKickThrust(timing.extend);
68
+ applyGuard(guardDuringKick);
69
+ builder.backKickThrust(timing.peak);
70
+ applyGuard(guardAtPeak);
71
+ break;
72
+ case "low":
73
+ builder.lowKickChamber(timing.chamber).withKoreanMiddleGuard().lowKickSweep(timing.extend);
74
+ applyGuard(guardDuringKick);
75
+ builder.lowKickSweep(timing.peak);
76
+ applyGuard(guardAtPeak);
77
+ break;
78
+ case "crescent":
79
+ builder.crescentKickChamber(timing.chamber).withKoreanHighGuard().crescentKickArc(timing.extend);
80
+ applyGuard(guardDuringKick);
81
+ builder.crescentKickArc(timing.peak);
82
+ applyGuard(guardAtPeak);
83
+ break;
84
+ case "spin":
85
+ builder.spin(timing.chamber).withKoreanHighGuard().spinKick(timing.extend);
86
+ applyGuard(guardDuringKick);
87
+ builder.spinKick(timing.peak);
88
+ applyGuard(guardAtPeak);
89
+ break;
90
+ }
91
+ builder.retract(timing.retract).recover(timing.recover).withKoreanMiddleGuard();
92
+ return builder.build();
93
+ }
94
+ /**
95
+ * Create a standard punch animation with proper phases
96
+ *
97
+ * All punches follow Korean martial arts pattern:
98
+ * 1. 준비 (Chamber) - Fist at hip
99
+ * 2. 지르기 (Extension) - Arm extends with rotation
100
+ * 3. 정점 (Peak) - Maximum reach
101
+ * 4. 복귀 (Recovery) - Return to guard
102
+ *
103
+ * @param config - Punch configuration
104
+ * @returns Complete punch animation
105
+ *
106
+ * @korean 표준주먹애니메이션생성
107
+ */
108
+ function createPunchAnimation(config) {
109
+ const { name, koreanName, timing, punchType, hand, guardHand = hand === "left" ? "right" : "left" } = config;
110
+ const builder = MartialArtsAnimationBuilder.create(name, koreanName).asAttack(timing.total);
111
+ switch (punchType) {
112
+ case "jab":
113
+ case "cross":
114
+ builder.punchChamber(timing.chamber, hand).withKoreanMiddleGuard(guardHand).punchExtend(timing.extend, hand).withKoreanMiddleGuard(guardHand).punchPeak(timing.peak, hand).withKoreanMiddleGuard(guardHand);
115
+ break;
116
+ case "hook":
117
+ builder.hookWindup(timing.chamber, hand).withKoreanMiddleGuard(guardHand).hookPunch(timing.extend + timing.peak, hand).withKoreanMiddleGuard(guardHand);
118
+ break;
119
+ case "uppercut":
120
+ builder.uppercutCrouch(timing.chamber).withKoreanMiddleGuard(guardHand).uppercutPunch(timing.extend + timing.peak).withKoreanMiddleGuard(guardHand);
121
+ break;
122
+ case "palm":
123
+ builder.punchWindup(timing.chamber).palmStrike(timing.extend).palmStrike(timing.peak);
124
+ break;
125
+ case "backfist":
126
+ builder.punchChamber(timing.chamber, hand).withKoreanMiddleGuard(guardHand).withBackfist(hand).punchExtend(timing.extend, hand).withKoreanMiddleGuard(guardHand).withBackfist(hand).punchPeak(timing.peak, hand).withKoreanMiddleGuard(guardHand);
127
+ break;
128
+ }
129
+ builder.recover(timing.retract + timing.recover).withKoreanMiddleGuard();
130
+ return builder.build();
131
+ }
132
+ /**
133
+ * Create a combo animation from a sequence of techniques
134
+ *
135
+ * @param name - Combo name
136
+ * @param koreanName - Korean name
137
+ * @param techniques - Array of technique names to chain
138
+ * @returns Complete combo animation
139
+ *
140
+ * @korean 콤보애니메이션생성
141
+ */
142
+ function createComboAnimation(name, koreanName, techniques) {
143
+ const timing = TECHNIQUE_TIMING.COMBO_FAST;
144
+ const totalDuration = timing.total * techniques.length;
145
+ const builder = MartialArtsAnimationBuilder.create(name, koreanName).asAttack(totalDuration).stance().withKoreanMiddleGuard();
146
+ techniques.forEach((technique, _index) => {
147
+ switch (technique) {
148
+ case "jab":
149
+ builder.punchChamber(timing.chamber, "left").punchExtend(timing.extend, "left").punchPeak(timing.peak, "left");
150
+ break;
151
+ case "cross":
152
+ builder.punchChamber(timing.chamber, "right").punchExtend(timing.extend, "right").punchPeak(timing.peak, "right");
153
+ break;
154
+ case "hook":
155
+ builder.hookWindup(timing.chamber, "left").hookPunch(timing.extend + timing.peak, "left");
156
+ break;
157
+ case "uppercut":
158
+ builder.uppercutCrouch(timing.chamber).uppercutPunch(timing.extend + timing.peak);
159
+ break;
160
+ case "front_kick":
161
+ builder.chamber(timing.chamber).extend(timing.extend);
162
+ break;
163
+ case "roundhouse":
164
+ builder.roundhouseChamber(timing.chamber).roundhouseExtend(timing.extend);
165
+ break;
166
+ }
167
+ if (_index < techniques.length - 1) builder.recover(timing.recover * .5);
168
+ });
169
+ builder.recover(timing.recover).withKoreanMiddleGuard();
170
+ return builder.build();
171
+ }
172
+ createKickAnimation({
173
+ name: "front_kick",
174
+ koreanName: "앞차기",
175
+ timing: TIMING_PRESETS.MEDIUM_LIGHT,
176
+ kickType: "front"
177
+ }), createKickAnimation({
178
+ name: "roundhouse_kick",
179
+ koreanName: "돌려차기",
180
+ timing: TIMING_PRESETS.HEAVY_LIGHT,
181
+ kickType: "roundhouse",
182
+ guardDuringKick: "high",
183
+ guardAtPeak: "high"
184
+ }), createKickAnimation({
185
+ name: "side_kick",
186
+ koreanName: "옆차기",
187
+ timing: TIMING_PRESETS.MEDIUM_HEAVY,
188
+ kickType: "side",
189
+ guardDuringKick: "high",
190
+ guardAtPeak: "high"
191
+ }), createKickAnimation({
192
+ name: "low_kick",
193
+ koreanName: "하단차기",
194
+ timing: TIMING_PRESETS.FAST_MEDIUM,
195
+ kickType: "low"
196
+ });
197
+ createPunchAnimation({
198
+ name: "jab",
199
+ koreanName: "잽",
200
+ timing: TIMING_PRESETS.FAST,
201
+ punchType: "jab",
202
+ hand: "left"
203
+ }), createPunchAnimation({
204
+ name: "cross",
205
+ koreanName: "크로스",
206
+ timing: TIMING_PRESETS.MEDIUM,
207
+ punchType: "cross",
208
+ hand: "right"
209
+ }), createPunchAnimation({
210
+ name: "lead_hook",
211
+ koreanName: "리드훅",
212
+ timing: TIMING_PRESETS.MEDIUM,
213
+ punchType: "hook",
214
+ hand: "left"
215
+ }), createPunchAnimation({
216
+ name: "rear_uppercut",
217
+ koreanName: "리어어퍼컷",
218
+ timing: TIMING_PRESETS.MEDIUM,
219
+ punchType: "uppercut",
220
+ hand: "right"
221
+ });
222
+ createComboAnimation("jab_cross", "잽-크로스", ["jab", "cross"]), createComboAnimation("one_two_hook", "원투훅", [
223
+ "jab",
224
+ "cross",
225
+ "hook"
226
+ ]), createComboAnimation("jab_cross_kick", "잽크로스킥", [
227
+ "jab",
228
+ "cross",
229
+ "front_kick"
230
+ ]);
231
+ //#endregion
232
+ export { TIMING_PRESETS, createComboAnimation, createKickAnimation, createPunchAnimation };
233
+
234
+ //# sourceMappingURL=AnimationFactoryPresets.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AnimationFactoryPresets.js","names":[],"sources":["../../../../src/systems/animation/builders/AnimationFactoryPresets.ts"],"sourcesContent":["/**\n * Animation Factory Presets\n *\n * Reusable factory functions to reduce code duplication across animation files.\n * Provides preset configurations for common animation patterns.\n *\n * 애니메이션 팩토리 프리셋 - 코드 중복 감소를 위한 재사용 가능한 팩토리 함수\n *\n * @module systems/animation/builders/AnimationFactoryPresets\n * @korean 애니메이션팩토리프리셋\n */\n\nimport type { TrigramStance } from \"../../../types/common\";\nimport type { SkeletalAnimation } from \"../../../types/skeletal\";\nimport type { LeadFoot } from \"../utils/AnimationMirror\";\nimport {\n getAnimationForStance,\n mirrorAnimation,\n} from \"../utils/AnimationMirror\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"./MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TIMING PRESETS (타이밍 프리셋)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Standard timing configurations for different technique speeds\n * 다양한 기술 속도에 대한 표준 타이밍 구성\n */\nexport const TIMING_PRESETS = {\n /** Fast techniques (550ms) - Jabs, quick strikes */\n FAST: TECHNIQUE_TIMING.FAST,\n /** Fast-Medium techniques (600ms) - Low kicks, lead hooks */\n FAST_MEDIUM: TECHNIQUE_TIMING.FAST_MEDIUM,\n /** Medium-Light techniques (700ms) - Front kicks, uppercuts */\n MEDIUM_LIGHT: TECHNIQUE_TIMING.MEDIUM_LIGHT,\n /** Medium techniques (730ms) - Crosses, roundhouse kicks */\n MEDIUM: TECHNIQUE_TIMING.MEDIUM,\n /** Medium-Heavy techniques (750ms) - Side kicks */\n MEDIUM_HEAVY: TECHNIQUE_TIMING.MEDIUM_HEAVY,\n /** Heavy-Light techniques (800ms) - Spinning kicks */\n HEAVY_LIGHT: TECHNIQUE_TIMING.HEAVY_LIGHT,\n /** Heavy-Medium techniques (850ms) - Crescent kicks */\n HEAVY_MEDIUM: TECHNIQUE_TIMING.HEAVY_MEDIUM,\n /** Heavy techniques (1000ms) - Jumping techniques */\n HEAVY: TECHNIQUE_TIMING.HEAVY,\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KICK FACTORY (발차기 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Configuration for kick animation creation\n * 발차기 애니메이션 생성 설정\n */\n/**\n * Timing configuration for technique animations\n */\ninterface TechniqueTiming {\n readonly chamber: number;\n readonly extend: number;\n readonly peak: number;\n readonly retract: number;\n readonly recover: number;\n readonly total: number;\n}\n\nexport interface KickConfig {\n readonly name: string;\n readonly koreanName: string;\n readonly timing: TechniqueTiming;\n readonly kickType:\n | \"front\"\n | \"roundhouse\"\n | \"side\"\n | \"axe\"\n | \"back\"\n | \"low\"\n | \"crescent\"\n | \"spin\";\n readonly guardDuringKick?: \"middle\" | \"high\";\n readonly guardAtPeak?: \"middle\" | \"high\";\n}\n\n/**\n * Create a standard kick animation with proper phases\n *\n * All kicks follow the Korean martial arts pattern:\n * 1. 기본자세 (Stance) - Fighting stance at t=0\n * 2. 준비 (Chamber) - Knee lifts\n * 3. 차기 (Extension) - Leg extends\n * 4. 정점 (Peak) - Hold at extension\n * 5. 회수 (Retraction) - Return through chamber\n * 6. 복귀 (Recovery) - Return to stance\n *\n * @param config - Kick configuration\n * @returns Complete kick animation\n *\n * @korean 표준발차기애니메이션생성\n */\nexport function createKickAnimation(config: KickConfig): SkeletalAnimation {\n const {\n name,\n koreanName,\n timing,\n kickType,\n guardDuringKick = \"middle\",\n guardAtPeak = \"middle\",\n } = config;\n\n const builder = MartialArtsAnimationBuilder.create(name, koreanName)\n .asAttack(timing.total)\n .stance()\n .withKoreanMiddleGuard();\n\n // Helper to apply guard based on type\n const applyGuard = (type: \"middle\" | \"high\") => {\n if (type === \"high\") {\n builder.withKoreanHighGuard();\n } else {\n builder.withKoreanMiddleGuard();\n }\n };\n\n // Apply kick-type specific chamber and extension\n switch (kickType) {\n case \"front\":\n builder\n .chamber(timing.chamber)\n .withKoreanMiddleGuard()\n .extend(timing.extend);\n applyGuard(guardDuringKick);\n builder.extend(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"roundhouse\":\n builder\n .roundhouseChamber(timing.chamber)\n .withKoreanMiddleGuard()\n .roundhouseExtend(timing.extend);\n applyGuard(guardDuringKick);\n builder.roundhouseExtend(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"side\":\n builder\n .sideKickChamber(timing.chamber)\n .withKoreanHighGuard()\n .sideKickExtend(timing.extend);\n applyGuard(guardDuringKick);\n builder.sideKickExtend(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"axe\":\n builder\n .axeKickRise(timing.chamber)\n .withKoreanHighGuard()\n .axeKickChop(timing.extend);\n applyGuard(guardDuringKick);\n builder.axeKick(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"back\":\n builder\n .backKickSpin(timing.chamber)\n .withKoreanHighGuard()\n .backKickThrust(timing.extend);\n applyGuard(guardDuringKick);\n builder.backKickThrust(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"low\":\n builder\n .lowKickChamber(timing.chamber)\n .withKoreanMiddleGuard()\n .lowKickSweep(timing.extend);\n applyGuard(guardDuringKick);\n builder.lowKickSweep(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"crescent\":\n builder\n .crescentKickChamber(timing.chamber)\n .withKoreanHighGuard()\n .crescentKickArc(timing.extend);\n applyGuard(guardDuringKick);\n builder.crescentKickArc(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"spin\":\n builder\n .spin(timing.chamber)\n .withKoreanHighGuard()\n .spinKick(timing.extend);\n applyGuard(guardDuringKick);\n builder.spinKick(timing.peak);\n applyGuard(guardAtPeak);\n break;\n }\n\n // Common recovery for all kicks\n builder\n .retract(timing.retract)\n .recover(timing.recover)\n .withKoreanMiddleGuard();\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PUNCH FACTORY (주먹 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Configuration for punch animation creation\n * 주먹 애니메이션 생성 설정\n */\nexport interface PunchConfig {\n readonly name: string;\n readonly koreanName: string;\n readonly timing: TechniqueTiming;\n readonly punchType:\n | \"jab\"\n | \"cross\"\n | \"hook\"\n | \"uppercut\"\n | \"palm\"\n | \"backfist\";\n readonly hand: \"left\" | \"right\";\n readonly guardHand?: \"left\" | \"right\";\n}\n\n/**\n * Create a standard punch animation with proper phases\n *\n * All punches follow Korean martial arts pattern:\n * 1. 준비 (Chamber) - Fist at hip\n * 2. 지르기 (Extension) - Arm extends with rotation\n * 3. 정점 (Peak) - Maximum reach\n * 4. 복귀 (Recovery) - Return to guard\n *\n * @param config - Punch configuration\n * @returns Complete punch animation\n *\n * @korean 표준주먹애니메이션생성\n */\nexport function createPunchAnimation(config: PunchConfig): SkeletalAnimation {\n const {\n name,\n koreanName,\n timing,\n punchType,\n hand,\n guardHand = hand === \"left\" ? \"right\" : \"left\",\n } = config;\n\n const builder = MartialArtsAnimationBuilder.create(name, koreanName).asAttack(\n timing.total,\n );\n\n // Apply punch-type specific phases\n switch (punchType) {\n case \"jab\":\n case \"cross\":\n builder\n .punchChamber(timing.chamber, hand)\n .withKoreanMiddleGuard(guardHand)\n .punchExtend(timing.extend, hand)\n .withKoreanMiddleGuard(guardHand)\n .punchPeak(timing.peak, hand)\n .withKoreanMiddleGuard(guardHand);\n break;\n\n case \"hook\":\n builder\n .hookWindup(timing.chamber, hand)\n .withKoreanMiddleGuard(guardHand)\n .hookPunch(timing.extend + timing.peak, hand)\n .withKoreanMiddleGuard(guardHand);\n break;\n\n case \"uppercut\":\n builder\n .uppercutCrouch(timing.chamber)\n .withKoreanMiddleGuard(guardHand)\n .uppercutPunch(timing.extend + timing.peak)\n .withKoreanMiddleGuard(guardHand);\n break;\n\n case \"palm\":\n builder\n .punchWindup(timing.chamber)\n .palmStrike(timing.extend)\n .palmStrike(timing.peak);\n break;\n\n case \"backfist\":\n // Use standard punch mechanics for backfist\n builder\n .punchChamber(timing.chamber, hand)\n .withKoreanMiddleGuard(guardHand)\n .withBackfist(hand)\n .punchExtend(timing.extend, hand)\n .withKoreanMiddleGuard(guardHand)\n .withBackfist(hand)\n .punchPeak(timing.peak, hand)\n .withKoreanMiddleGuard(guardHand);\n break;\n }\n\n // Common recovery\n builder.recover(timing.retract + timing.recover).withKoreanMiddleGuard();\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LOCOMOTION FACTORY (이동 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Configuration for locomotion animations\n * 이동 애니메이션 설정\n */\nexport interface LocomotionConfig {\n readonly stance: TrigramStance;\n readonly type: \"walk\" | \"run\" | \"idle\";\n readonly duration?: number;\n}\n\n/**\n * Standard locomotion durations\n */\nconst LOCOMOTION_DURATIONS = {\n walk: 1.0, // 1 second per step cycle\n run: 0.6, // Faster for running\n idle: 3.0, // Breathing cycle\n} as const;\n\n/**\n * Create a trigram-specific locomotion animation\n *\n * Note: Uses basic locomotion with trigram guard applied.\n * For more complex trigram-specific locomotion patterns,\n * use the dedicated StanceLocomotionAnimations module.\n *\n * @param config - Locomotion configuration\n * @returns Complete locomotion animation with trigram styling\n *\n * @korean 팔괘별이동애니메이션생성\n */\nexport function createTrigramLocomotion(\n config: LocomotionConfig,\n): SkeletalAnimation {\n const { stance, type, duration = LOCOMOTION_DURATIONS[type] } = config;\n\n const builder = MartialArtsAnimationBuilder.create(\n `${stance.toLowerCase()}_${type}`,\n `${stance} ${type === \"walk\" ? \"걷기\" : type === \"run\" ? \"달리기\" : \"대기\"}`,\n );\n\n switch (type) {\n case \"walk\":\n builder\n .asMovement(duration, true)\n .stance()\n .withTrigramGuard(stance)\n .step(duration * 0.5)\n .withTrigramGuard(stance);\n break;\n\n case \"run\":\n builder\n .asMovement(duration, true)\n .stance()\n .withTrigramGuard(stance)\n .step(duration * 0.3)\n .withTrigramGuard(stance);\n break;\n\n case \"idle\":\n builder.asIdle(duration, true).stance().withTrigramGuard(stance);\n break;\n }\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DEFENSIVE ANIMATION FACTORY (방어 애니메이션 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Configuration for defensive animations\n * 방어 애니메이션 설정\n */\nexport interface DefenseConfig {\n readonly name: string;\n readonly koreanName: string;\n readonly timing: TechniqueTiming;\n readonly defenseType: \"block\" | \"parry\" | \"slip\" | \"bob\" | \"weave\";\n readonly height: \"high\" | \"middle\" | \"low\";\n}\n\n/**\n * Create a defensive animation\n *\n * @param config - Defense configuration\n * @returns Complete defensive animation\n *\n * @korean 방어애니메이션생성\n */\nexport function createDefenseAnimation(\n config: DefenseConfig,\n): SkeletalAnimation {\n const { name, koreanName, timing, defenseType, height } = config;\n\n const builder = MartialArtsAnimationBuilder.create(name, koreanName)\n .asDefense(timing.total)\n .stance()\n .withKoreanMiddleGuard();\n\n switch (defenseType) {\n case \"block\":\n if (height === \"high\") {\n builder.blockHigh(timing.chamber + timing.extend).withKoreanHighGuard();\n } else if (height === \"low\") {\n builder.blockLow(timing.chamber + timing.extend).withKoreanLowGuard();\n } else {\n // Middle block - use parry mechanics with high guard\n builder.parry(timing.chamber + timing.extend).withKoreanMiddleGuard();\n }\n break;\n\n case \"parry\":\n builder.parry(timing.chamber + timing.extend);\n break;\n\n case \"slip\":\n builder.duck(timing.chamber + timing.extend);\n break;\n\n case \"bob\":\n builder.bob(timing.chamber + timing.extend);\n break;\n\n case \"weave\":\n builder.weave(timing.chamber + timing.extend);\n break;\n }\n\n builder.recover(timing.retract + timing.recover).withKoreanMiddleGuard();\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE MIRRORING UTILITIES (자세 반전 유틸리티)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Create both orthodox and southpaw versions of an animation\n *\n * Useful for creating complete animation sets that work for both stance sides.\n *\n * @param baseAnimation - Base animation (assumed orthodox/left-foot-forward)\n * @returns Object with both stance versions\n *\n * @korean 양자세애니메이션생성\n */\nexport function createBothStances(baseAnimation: SkeletalAnimation): {\n readonly orthodox: SkeletalAnimation;\n readonly southpaw: SkeletalAnimation;\n} {\n return {\n orthodox: baseAnimation,\n southpaw: mirrorAnimation(baseAnimation, {\n nameSuffix: \"_southpaw\",\n koreanNameSuffix: \"(사우스포)\",\n }),\n };\n}\n\n/**\n * Get animation for player's current stance side\n *\n * @param baseAnimation - Base animation (orthodox)\n * @param leadFoot - Player's current lead foot\n * @param cache - Optional cache for mirrored animations\n * @returns Animation matching player's stance\n *\n * @korean 자세에맞는애니메이션선택\n */\nexport { getAnimationForStance };\n\n// ═══════════════════════════════════════════════════════════════════════════\n// COMBO FACTORY (콤보 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Create a combo animation from a sequence of techniques\n *\n * @param name - Combo name\n * @param koreanName - Korean name\n * @param techniques - Array of technique names to chain\n * @returns Complete combo animation\n *\n * @korean 콤보애니메이션생성\n */\nexport function createComboAnimation(\n name: string,\n koreanName: string,\n techniques: readonly string[],\n): SkeletalAnimation {\n const timing = TECHNIQUE_TIMING.COMBO_FAST;\n const totalDuration = timing.total * techniques.length;\n\n const builder = MartialArtsAnimationBuilder.create(name, koreanName)\n .asAttack(totalDuration)\n .stance()\n .withKoreanMiddleGuard();\n\n // Chain techniques with fast transitions\n techniques.forEach((technique, _index) => {\n switch (technique) {\n case \"jab\":\n builder\n .punchChamber(timing.chamber, \"left\")\n .punchExtend(timing.extend, \"left\")\n .punchPeak(timing.peak, \"left\");\n break;\n case \"cross\":\n builder\n .punchChamber(timing.chamber, \"right\")\n .punchExtend(timing.extend, \"right\")\n .punchPeak(timing.peak, \"right\");\n break;\n case \"hook\":\n builder\n .hookWindup(timing.chamber, \"left\")\n .hookPunch(timing.extend + timing.peak, \"left\");\n break;\n case \"uppercut\":\n builder\n .uppercutCrouch(timing.chamber)\n .uppercutPunch(timing.extend + timing.peak);\n break;\n case \"front_kick\":\n builder.chamber(timing.chamber).extend(timing.extend);\n break;\n case \"roundhouse\":\n builder\n .roundhouseChamber(timing.chamber)\n .roundhouseExtend(timing.extend);\n break;\n }\n\n // Quick recovery between techniques (except last)\n if (_index < techniques.length - 1) {\n builder.recover(timing.recover * 0.5);\n }\n });\n\n // Final recovery\n builder.recover(timing.recover).withKoreanMiddleGuard();\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PRESET ANIMATIONS (프리셋 애니메이션)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Pre-built kick animations using factory\n * 팩토리를 사용한 사전 빌드 발차기 애니메이션\n */\nexport const PRESET_KICKS = {\n FRONT_KICK: createKickAnimation({\n name: \"front_kick\",\n koreanName: \"앞차기\",\n timing: TIMING_PRESETS.MEDIUM_LIGHT,\n kickType: \"front\",\n }),\n\n ROUNDHOUSE_KICK: createKickAnimation({\n name: \"roundhouse_kick\",\n koreanName: \"돌려차기\",\n timing: TIMING_PRESETS.HEAVY_LIGHT,\n kickType: \"roundhouse\",\n guardDuringKick: \"high\",\n guardAtPeak: \"high\",\n }),\n\n SIDE_KICK: createKickAnimation({\n name: \"side_kick\",\n koreanName: \"옆차기\",\n timing: TIMING_PRESETS.MEDIUM_HEAVY,\n kickType: \"side\",\n guardDuringKick: \"high\",\n guardAtPeak: \"high\",\n }),\n\n LOW_KICK: createKickAnimation({\n name: \"low_kick\",\n koreanName: \"하단차기\",\n timing: TIMING_PRESETS.FAST_MEDIUM,\n kickType: \"low\",\n }),\n} as const;\n\n/**\n * Pre-built punch animations using factory\n * 팩토리를 사용한 사전 빌드 주먹 애니메이션\n */\nexport const PRESET_PUNCHES = {\n JAB: createPunchAnimation({\n name: \"jab\",\n koreanName: \"잽\",\n timing: TIMING_PRESETS.FAST,\n punchType: \"jab\",\n hand: \"left\",\n }),\n\n CROSS: createPunchAnimation({\n name: \"cross\",\n koreanName: \"크로스\",\n timing: TIMING_PRESETS.MEDIUM,\n punchType: \"cross\",\n hand: \"right\",\n }),\n\n LEAD_HOOK: createPunchAnimation({\n name: \"lead_hook\",\n koreanName: \"리드훅\",\n timing: TIMING_PRESETS.MEDIUM,\n punchType: \"hook\",\n hand: \"left\",\n }),\n\n REAR_UPPERCUT: createPunchAnimation({\n name: \"rear_uppercut\",\n koreanName: \"리어어퍼컷\",\n timing: TIMING_PRESETS.MEDIUM,\n punchType: \"uppercut\",\n hand: \"right\",\n }),\n} as const;\n\n/**\n * Pre-built combo animations using factory\n * 팩토리를 사용한 사전 빌드 콤보 애니메이션\n */\nexport const PRESET_COMBOS = {\n JAB_CROSS: createComboAnimation(\"jab_cross\", \"잽-크로스\", [\"jab\", \"cross\"]),\n\n ONE_TWO_HOOK: createComboAnimation(\"one_two_hook\", \"원투훅\", [\n \"jab\",\n \"cross\",\n \"hook\",\n ]),\n\n JAB_CROSS_KICK: createComboAnimation(\"jab_cross_kick\", \"잽크로스킥\", [\n \"jab\",\n \"cross\",\n \"front_kick\",\n ]),\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TRIGRAM BREATHING ANIMATION (팔괘 호흡)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Create a trigram-specific breathing/idle animation\n *\n * Each trigram has a unique breathing pattern reflecting its elemental nature.\n *\n * @param stance - 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@@ -0,0 +1,56 @@
1
+ /**
2
+ * Hand Pose Application Utilities
3
+ *
4
+ * Utilities for applying hand poses to animation keyframes.
5
+ * 손 모양 적용 유틸리티
6
+ *
7
+ * @module systems/animation/HandPoseApplicator
8
+ * @korean 손모양적용기
9
+ */
10
+ import type { AnimationKeyframe } from "../../../types/skeletal";
11
+ import type { KeyframeConfig } from "./KeyframeConfig";
12
+ import { HAND_POSES } from "./MartialArtsConstants";
13
+ /** Hand pose type from HAND_POSES constant */
14
+ export type HandPose = (typeof HAND_POSES)[keyof typeof HAND_POSES];
15
+ /** Which hand(s) to apply a pose to */
16
+ export type HandSelection = "left" | "right" | "both";
17
+ /**
18
+ * Apply hand pose to a KeyframeConfig (builder pattern)
19
+ *
20
+ * @param kf - KeyframeConfig to apply pose to
21
+ * @param pose - Hand pose data from HAND_POSES
22
+ * @param hand - Which hand(s) to apply ("left" | "right" | "both")
23
+ *
24
+ * @example
25
+ * ```typescript
26
+ * applyHandPoseToConfig(kf, HAND_POSES.FIST, "right");
27
+ * ```
28
+ *
29
+ * @korean KeyframeConfig에손모양적용
30
+ */
31
+ export declare function applyHandPoseToConfig(kf: KeyframeConfig, pose: HandPose, hand: HandSelection): void;
32
+ /**
33
+ * Apply hand pose to an AnimationKeyframe (direct mutation)
34
+ *
35
+ * @param kf - AnimationKeyframe to apply pose to
36
+ * @param pose - Hand pose data from HAND_POSES
37
+ * @param hand - Which hand(s) to apply ("left" | "right" | "both")
38
+ *
39
+ * @example
40
+ * ```typescript
41
+ * applyHandPoseToKeyframe(animKeyframe, HAND_POSES.GRAB, "both");
42
+ * ```
43
+ *
44
+ * @korean AnimationKeyframe에손모양적용
45
+ */
46
+ export declare function applyHandPoseToKeyframe(kf: AnimationKeyframe, pose: HandPose, hand: HandSelection): void;
47
+ /**
48
+ * Get a hand pose by name
49
+ *
50
+ * @param poseName - Name of the pose from HAND_POSES
51
+ * @returns The hand pose data
52
+ *
53
+ * @korean 손모양가져오기
54
+ */
55
+ export declare function getHandPose(poseName: keyof typeof HAND_POSES): HandPose;
56
+ //# sourceMappingURL=HandPoseApplicator.d.ts.map
@@ -0,0 +1 @@
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