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 +1,252 @@
1
+ import * as THREE from "three";
2
+ //#region src/systems/animation/builders/KeyframeInterpolation.ts
3
+ /**
4
+ * Keyframe interpolation for smooth skeletal animations
5
+ *
6
+ * Provides interpolation between animation keyframes for smooth 60fps playback.
7
+ * Supports linear, ease-in, ease-out, and ease-in-out easing functions.
8
+ *
9
+ * @module systems/animation/KeyframeInterpolation
10
+ * @category Animation System
11
+ * @korean 키프레임보간
12
+ */
13
+ /**
14
+ * Cubic bezier easing for natural movement
15
+ *
16
+ * **Korean**: 3차 베지어 이징
17
+ *
18
+ * Implements cubic bezier curve interpolation for smooth, natural motion.
19
+ * Based on CSS cubic-bezier() function specification.
20
+ *
21
+ * This function uses a configuration object approach for better API clarity.
22
+ * By default, uses simplified approximation (x progresses linearly with t) which
23
+ * provides good results for animation with minimal overhead. Enable precisionMode
24
+ * for exact calculations when needed.
25
+ *
26
+ * @param t - Input time (0-1)
27
+ * @param options - Bezier control points and configuration
28
+ * @returns Eased value
29
+ *
30
+ * @example
31
+ * ```typescript
32
+ * // Natural Korean martial arts movement (physics-based)
33
+ * const eased = cubicBezierWithOptions(0.5, {
34
+ * p1x: 0.25, p1y: 0.1, p2x: 0.25, p2y: 1.0
35
+ * });
36
+ *
37
+ * // With precision mode for exact calculation
38
+ * const precise = cubicBezierWithOptions(0.5, {
39
+ * p1x: 0.42, p1y: 0, p2x: 0.58, p2y: 1.0,
40
+ * precisionMode: true
41
+ * });
42
+ * ```
43
+ *
44
+ * @korean 3차베지어이징옵션
45
+ */
46
+ function cubicBezierWithOptions(t, options) {
47
+ const clampedT = Math.max(0, Math.min(1, t));
48
+ const u = 1 - clampedT;
49
+ return 3 * u * u * clampedT * options.p1y + 3 * u * clampedT * clampedT * options.p2y + clampedT * clampedT * clampedT;
50
+ }
51
+ /**
52
+ * Cubic bezier easing (legacy function signature for backward compatibility)
53
+ *
54
+ * **Korean**: 3차 베지어 이징 (레거시)
55
+ *
56
+ * @param t - Input time (0-1)
57
+ * @param p1x - First control point x (0-1) - currently unused, reserved for precision mode
58
+ * @param p1y - First control point y (can exceed 0-1 for overshoot)
59
+ * @param p2x - Second control point x (0-1) - currently unused, reserved for precision mode
60
+ * @param p2y - Second control point y (can exceed 0-1 for overshoot)
61
+ * @returns Eased value
62
+ *
63
+ * @deprecated Use cubicBezierWithOptions for clearer API
64
+ * @korean 3차베지어이징레거시
65
+ */
66
+ function cubicBezier(t, p1x, p1y, p2x, p2y) {
67
+ return cubicBezierWithOptions(t, {
68
+ p1x,
69
+ p1y,
70
+ p2x,
71
+ p2y
72
+ });
73
+ }
74
+ /**
75
+ * Create a cubic bezier easing function with control points
76
+ *
77
+ * **Korean**: 베지어 이징 함수 생성
78
+ *
79
+ * Factory function to create reusable bezier easing functions.
80
+ *
81
+ * @param points - Bezier control points
82
+ * @returns Easing function
83
+ *
84
+ * @korean 베지어이징함수생성
85
+ */
86
+ function createBezierEasing(points) {
87
+ return (t) => cubicBezier(t, points.p1x, points.p1y, points.p2x, points.p2y);
88
+ }
89
+ /**
90
+ * Preset bezier easing curves for Korean martial arts movements
91
+ *
92
+ * **Korean**: 무도 동작 이징 곡선
93
+ *
94
+ * @public
95
+ * @category Animation
96
+ * @korean 무도동작이징곡선
97
+ */
98
+ var BEZIER_PRESETS = {
99
+ naturalMotion: {
100
+ p1x: .25,
101
+ p1y: .1,
102
+ p2x: .25,
103
+ p2y: 1
104
+ },
105
+ smoothTransition: {
106
+ p1x: .42,
107
+ p1y: 0,
108
+ p2x: .58,
109
+ p2y: 1
110
+ },
111
+ quickStart: {
112
+ p1x: .1,
113
+ p1y: .8,
114
+ p2x: .25,
115
+ p2y: 1
116
+ },
117
+ explosivePower: {
118
+ p1x: .05,
119
+ p1y: .9,
120
+ p2x: .2,
121
+ p2y: 1
122
+ },
123
+ controlledSlow: {
124
+ p1x: .6,
125
+ p1y: 0,
126
+ p2x: .9,
127
+ p2y: .4
128
+ }
129
+ };
130
+ createBezierEasing(BEZIER_PRESETS.naturalMotion);
131
+ createBezierEasing(BEZIER_PRESETS.smoothTransition);
132
+ createBezierEasing(BEZIER_PRESETS.explosivePower);
133
+ /**
134
+ * Create motion prediction state
135
+ *
136
+ * **Korean**: 동작 예측 상태 생성
137
+ *
138
+ * @returns Initial motion prediction state
139
+ * @korean 동작예측상태생성
140
+ */
141
+ var createMotionPredictionState = () => ({
142
+ velocities: /* @__PURE__ */ new Map(),
143
+ angularVelocities: /* @__PURE__ */ new Map(),
144
+ lastUpdateTime: 0
145
+ });
146
+ /**
147
+ * Update motion prediction state with new keyframe
148
+ *
149
+ * **Korean**: 동작 예측 상태 업데이트
150
+ *
151
+ * Calculates velocities from keyframe differences for motion prediction.
152
+ *
153
+ * @param state - Current prediction state
154
+ * @param previousKeyframe - Previous animation keyframe
155
+ * @param currentKeyframe - Current animation keyframe
156
+ * @param deltaTime - Time elapsed between keyframes
157
+ * @returns Updated prediction state
158
+ *
159
+ * @korean 동작예측상태업데이트
160
+ */
161
+ var updateMotionPrediction = (state, previousKeyframe, currentKeyframe, deltaTime) => {
162
+ if (deltaTime <= 0) return state;
163
+ const newVelocities = /* @__PURE__ */ new Map();
164
+ const newAngularVelocities = /* @__PURE__ */ new Map();
165
+ currentKeyframe.bonePositions.forEach((currentPos, boneName) => {
166
+ const prevPos = previousKeyframe.bonePositions.get(boneName);
167
+ if (prevPos) {
168
+ const velocity = new THREE.Vector3().subVectors(currentPos, prevPos).divideScalar(deltaTime);
169
+ newVelocities.set(boneName, velocity);
170
+ }
171
+ });
172
+ currentKeyframe.boneRotations.forEach((currentRot, boneName) => {
173
+ const prevRot = previousKeyframe.boneRotations.get(boneName);
174
+ if (prevRot) {
175
+ const qCurrent = new THREE.Quaternion().setFromEuler(currentRot);
176
+ const qPrev = new THREE.Quaternion().setFromEuler(prevRot);
177
+ const qDiff = qCurrent.clone().multiply(qPrev.clone().invert());
178
+ const axis = new THREE.Vector3();
179
+ const wClamped = THREE.MathUtils.clamp(qDiff.w, -1, 1);
180
+ let angle = 2 * Math.acos(wClamped);
181
+ const sinHalfAngle = Math.sqrt(1 - wClamped * wClamped);
182
+ if (sinHalfAngle < 1e-4) {
183
+ axis.set(0, 0, 0);
184
+ angle = 0;
185
+ } else axis.set(qDiff.x / sinHalfAngle, qDiff.y / sinHalfAngle, qDiff.z / sinHalfAngle);
186
+ if (angle > Math.PI) angle -= 2 * Math.PI;
187
+ const angularVelocityVec = axis.multiplyScalar(angle / deltaTime);
188
+ const angularVel = new THREE.Euler(angularVelocityVec.x, angularVelocityVec.y, angularVelocityVec.z, currentRot.order);
189
+ newAngularVelocities.set(boneName, angularVel);
190
+ }
191
+ });
192
+ return {
193
+ velocities: newVelocities,
194
+ angularVelocities: newAngularVelocities,
195
+ lastUpdateTime: performance.now()
196
+ };
197
+ };
198
+ /**
199
+ * Predict future keyframe using motion prediction
200
+ *
201
+ * **Korean**: 동작 예측으로 미래 키프레임 예측
202
+ *
203
+ * Reduces perceived latency by predicting future bone positions/rotations
204
+ * based on current velocities. Typical prediction: 16-33ms (1-2 frames at 60fps).
205
+ *
206
+ * @param currentKeyframe - Current animation keyframe
207
+ * @param predictionState - Motion prediction state
208
+ * @param predictionTime - Time ahead to predict (seconds, typically 0.016-0.033)
209
+ * @returns Predicted keyframe
210
+ *
211
+ * @example
212
+ * ```typescript
213
+ * // Predict 1 frame ahead (16.67ms at 60fps) for <50ms total latency
214
+ * const predicted = predictFutureKeyframe(
215
+ * currentKeyframe,
216
+ * motionState,
217
+ * 0.01667
218
+ * );
219
+ * applyKeyframeToRig(rig, predicted);
220
+ * ```
221
+ *
222
+ * @korean 미래키프레임예측
223
+ */
224
+ var predictFutureKeyframe = (currentKeyframe, predictionState, predictionTime) => {
225
+ const clampedPrediction = Math.min(predictionTime, .05);
226
+ const predictedPositions = /* @__PURE__ */ new Map();
227
+ currentKeyframe.bonePositions.forEach((currentPos, boneName) => {
228
+ const velocity = predictionState.velocities.get(boneName);
229
+ if (velocity) {
230
+ const predicted = currentPos.clone().add(velocity.clone().multiplyScalar(clampedPrediction * .8));
231
+ predictedPositions.set(boneName, predicted);
232
+ } else predictedPositions.set(boneName, currentPos.clone());
233
+ });
234
+ const predictedRotations = /* @__PURE__ */ new Map();
235
+ currentKeyframe.boneRotations.forEach((currentRot, boneName) => {
236
+ const angularVel = predictionState.angularVelocities.get(boneName);
237
+ if (angularVel) {
238
+ const predicted = new THREE.Euler(currentRot.x + angularVel.x * clampedPrediction * .8, currentRot.y + angularVel.y * clampedPrediction * .8, currentRot.z + angularVel.z * clampedPrediction * .8, currentRot.order);
239
+ predictedRotations.set(boneName, predicted);
240
+ } else predictedRotations.set(boneName, currentRot.clone());
241
+ });
242
+ return {
243
+ time: currentKeyframe.time + clampedPrediction,
244
+ boneRotations: predictedRotations,
245
+ bonePositions: predictedPositions,
246
+ easing: currentKeyframe.easing
247
+ };
248
+ };
249
+ //#endregion
250
+ export { createMotionPredictionState, predictFutureKeyframe, updateMotionPrediction };
251
+
252
+ //# sourceMappingURL=KeyframeInterpolation.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"KeyframeInterpolation.js","names":[],"sources":["../../../../src/systems/animation/builders/KeyframeInterpolation.ts"],"sourcesContent":["/**\n * Keyframe interpolation for smooth skeletal animations\n * \n * Provides interpolation between animation keyframes for smooth 60fps playback.\n * Supports linear, ease-in, ease-out, and ease-in-out easing functions.\n * \n * @module systems/animation/KeyframeInterpolation\n * @category Animation System\n * @korean 키프레임보간\n */\n\nimport * as THREE from \"three\";\nimport type {\n AnimationKeyframe,\n SkeletalAnimation,\n SkeletalRig,\n} from \"@/types/skeletal\";\n\n/**\n * Easing function type\n * \n * @param t - Time value between 0 and 1\n * @returns Eased value between 0 and 1\n * \n * @korean 이징함수타입\n */\ntype EasingFunction = (t: number) => number;\n\n/**\n * Cubic bezier control points for easing curves\n * \n * **Korean**: 3차 베지어 제어점\n * \n * @public\n * @category Animation\n * @korean 베지어제어점\n */\nexport interface BezierControlPoints {\n /** First control point x (0-1) */\n readonly p1x: number;\n /** First control point y (0-1) */\n readonly p1y: number;\n /** Second control point x (0-1) */\n readonly p2x: number;\n /** Second control point y (0-1) */\n readonly p2y: number;\n /** \n * Enable precision mode for exact bezier curve calculation\n * \n * **Reserved for future implementation.**\n * \n * When false (default), uses simplified approximation assuming x progresses linearly with t.\n * This is standard for CSS cubic-bezier() and provides good results with minimal overhead.\n * \n * When true (future), will perform iterative solving for accurate x-t mapping (higher CPU cost).\n * This would enable non-linear time progression for more complex easing curves.\n * \n * Currently unused - kept in interface for forward compatibility without breaking API changes.\n * \n * @korean 정밀모드\n */\n readonly precisionMode?: boolean;\n}\n\n/**\n * Cubic bezier easing for natural movement\n * \n * **Korean**: 3차 베지어 이징\n * \n * Implements cubic bezier curve interpolation for smooth, natural motion.\n * Based on CSS cubic-bezier() function specification.\n * \n * This function uses a configuration object approach for better API clarity.\n * By default, uses simplified approximation (x progresses linearly with t) which\n * provides good results for animation with minimal overhead. Enable precisionMode\n * for exact calculations when needed.\n * \n * @param t - Input time (0-1)\n * @param options - Bezier control points and configuration\n * @returns Eased value\n * \n * @example\n * ```typescript\n * // Natural Korean martial arts movement (physics-based)\n * const eased = cubicBezierWithOptions(0.5, { \n * p1x: 0.25, p1y: 0.1, p2x: 0.25, p2y: 1.0 \n * });\n * \n * // With precision mode for exact calculation\n * const precise = cubicBezierWithOptions(0.5, {\n * p1x: 0.42, p1y: 0, p2x: 0.58, p2y: 1.0,\n * precisionMode: true\n * });\n * ```\n * \n * @korean 3차베지어이징옵션\n */\nexport function cubicBezierWithOptions(\n t: number,\n options: BezierControlPoints\n): number {\n // Clamp t to [0, 1]\n const clampedT = Math.max(0, Math.min(1, t));\n \n // For performance, use direct calculation (standard for CSS cubic-bezier)\n // Note: options.precisionMode is currently unused and reserved for future implementation\n // where we could add iterative solving for exact x-t mapping\n const u = 1 - clampedT;\n \n // Cubic bezier formula: B(t) = (1-t)³P₀ + 3(1-t)²tP₁ + 3(1-t)t²P₂ + t³P₃\n // For easing, P₀ = (0,0) and P₃ = (1,1), so:\n // y(t) = 3(1-t)²t*p1y + 3(1-t)t²*p2y + t³\n const result = 3 * u * u * clampedT * options.p1y + \n 3 * u * clampedT * clampedT * options.p2y + \n clampedT * clampedT * clampedT;\n \n return result;\n}\n\n/**\n * Cubic bezier easing (legacy function signature for backward compatibility)\n * \n * **Korean**: 3차 베지어 이징 (레거시)\n * \n * @param t - Input time (0-1)\n * @param p1x - First control point x (0-1) - currently unused, reserved for precision mode\n * @param p1y - First control point y (can exceed 0-1 for overshoot)\n * @param p2x - Second control point x (0-1) - currently unused, reserved for precision mode\n * @param p2y - Second control point y (can exceed 0-1 for overshoot)\n * @returns Eased value\n * \n * @deprecated Use cubicBezierWithOptions for clearer API\n * @korean 3차베지어이징레거시\n */\nexport function cubicBezier(\n t: number,\n p1x: number,\n p1y: number,\n p2x: number,\n p2y: number\n): number {\n return cubicBezierWithOptions(t, { p1x, p1y, p2x, p2y });\n}\n\n/**\n * Create a cubic bezier easing function with control points\n * \n * **Korean**: 베지어 이징 함수 생성\n * \n * Factory function to create reusable bezier easing functions.\n * \n * @param points - Bezier control points\n * @returns Easing function\n * \n * @korean 베지어이징함수생성\n */\nexport function createBezierEasing(points: BezierControlPoints): EasingFunction {\n return (t: number) => cubicBezier(t, points.p1x, points.p1y, points.p2x, points.p2y);\n}\n\n/**\n * Preset bezier easing curves for Korean martial arts movements\n * \n * **Korean**: 무도 동작 이징 곡선\n * \n * @public\n * @category Animation\n * @korean 무도동작이징곡선\n */\nexport const BEZIER_PRESETS = {\n /**\n * Natural motion with physics-based acceleration/deceleration\n * Ideal for: Stance transitions, body rotations, weight shifts\n * **Korean**: 자연스러운 물리 기반 동작\n */\n naturalMotion: { p1x: 0.25, p1y: 0.1, p2x: 0.25, p2y: 1.0 },\n \n /**\n * Smooth S-curve for fluid transitions\n * Ideal for: Attack wind-ups, defensive positioning, footwork\n * **Korean**: 부드러운 S곡선 전환\n */\n smoothTransition: { p1x: 0.42, p1y: 0.0, p2x: 0.58, p2y: 1.0 },\n \n /**\n * Quick start with gentle landing\n * Ideal for: Strike recoil, guard recovery, step completion\n * **Korean**: 빠른 시작과 부드러운 착지\n */\n quickStart: { p1x: 0.1, p1y: 0.8, p2x: 0.25, p2y: 1.0 },\n \n /**\n * Explosive power curve\n * Ideal for: Explosive strikes, power techniques, ki projection\n * **Korean**: 폭발적 힘 곡선\n */\n explosivePower: { p1x: 0.05, p1y: 0.9, p2x: 0.2, p2y: 1.0 },\n \n /**\n * Controlled deceleration\n * Ideal for: Defensive withdrawals, cautious movements, guard stance\n * **Korean**: 제어된 감속\n */\n controlledSlow: { p1x: 0.6, p1y: 0.0, p2x: 0.9, p2y: 0.4 },\n} as const;\n\n/**\n * Linear easing (no easing)\n * \n * @param t - Input time (0-1)\n * @returns Same as input\n * \n * @korean 선형이징\n */\nexport const easeLinear: EasingFunction = (t: number): number => t;\n\n/**\n * Ease-in (slow start, fast end) - Simple quadratic\n * \n * @param t - Input time (0-1)\n * @returns Eased value\n * \n * @korean 이즈인\n */\nexport const easeIn: EasingFunction = (t: number): number => t * t;\n\n/**\n * Ease-out (fast start, slow end) - Simple quadratic\n * \n * @param t - Input time (0-1)\n * @returns Eased value\n * \n * @korean 이즈아웃\n */\nexport const easeOut: EasingFunction = (t: number): number => t * (2 - t);\n\n/**\n * Ease-in-out (slow start, slow end) - Simple quadratic\n * \n * @param t - Input time (0-1)\n * @returns Eased value\n * \n * @korean 이즈인아웃\n */\nexport const easeInOut: EasingFunction = (t: number): number => {\n if (t < 0.5) {\n return 2 * t * t;\n }\n return -1 + (4 - 2 * t) * t;\n};\n\n/**\n * Natural motion bezier easing (preset)\n * \n * **Korean**: 자연스러운 동작 이징\n * \n * Physics-based movement ideal for Korean martial arts.\n * \n * @param t - Input time (0-1)\n * @returns Eased value\n * \n * @korean 자연동작이징\n */\nexport const easeNaturalMotion: EasingFunction = createBezierEasing(BEZIER_PRESETS.naturalMotion);\n\n/**\n * Smooth transition bezier easing (preset)\n * \n * **Korean**: 부드러운 전환 이징\n * \n * S-curve for fluid stance transitions.\n * \n * @param t - Input time (0-1)\n * @returns Eased value\n * \n * @korean 부드러운전환이징\n */\nexport const easeSmoothTransition: EasingFunction = createBezierEasing(BEZIER_PRESETS.smoothTransition);\n\n/**\n * Explosive power bezier easing (preset)\n * \n * **Korean**: 폭발적 힘 이징\n * \n * Explosive acceleration for power strikes.\n * \n * @param t - Input time (0-1)\n * @returns Eased value\n * \n * @korean 폭발적힘이징\n */\nexport const easeExplosivePower: EasingFunction = createBezierEasing(BEZIER_PRESETS.explosivePower);\n\n/**\n * Extended easing function names including bezier presets\n * \n * **Korean**: 확장된 이징 함수 이름\n * \n * @public\n * @category Animation\n * @korean 확장이징함수이름\n */\nexport type EasingName = \n | \"linear\"\n | \"ease-in\" \n | \"ease-out\" \n | \"ease-in-out\"\n | \"natural-motion\"\n | \"smooth-transition\"\n | \"quick-start\"\n | \"explosive-power\"\n | \"controlled-slow\";\n\n/**\n * Get easing function by name\n * \n * **Korean**: 이름으로 이징 함수 구하기\n * \n * @param name - Easing function name (supports bezier presets)\n * @returns Easing function\n * \n * @example\n * ```typescript\n * // Get natural motion easing for Korean martial arts\n * const easing = getEasingFunction(\"natural-motion\");\n * const easedValue = easing(0.5); // Smooth physics-based interpolation\n * \n * // Get explosive power for strike animations\n * const powerEasing = getEasingFunction(\"explosive-power\");\n * ```\n * \n * @korean 이징함수구하기\n */\nexport const getEasingFunction = (\n name: EasingName = \"linear\"\n): EasingFunction => {\n switch (name) {\n case \"ease-in\":\n return easeIn;\n case \"ease-out\":\n return easeOut;\n case \"ease-in-out\":\n return easeInOut;\n case \"natural-motion\":\n return easeNaturalMotion;\n case \"smooth-transition\":\n return easeSmoothTransition;\n case \"quick-start\":\n return createBezierEasing(BEZIER_PRESETS.quickStart);\n case \"explosive-power\":\n return easeExplosivePower;\n case \"controlled-slow\":\n return createBezierEasing(BEZIER_PRESETS.controlledSlow);\n default:\n return easeLinear;\n }\n};\n\n/**\n * Find keyframes surrounding current time\n * \n * Returns the two keyframes to interpolate between for current animation time.\n * \n * @param animation - Skeletal animation\n * @param currentTime - Current time in animation (seconds)\n * @returns Tuple of [previousKeyframe, nextKeyframe, interpolationFactor]\n * \n * @korean 주변키프레임찾기\n */\nexport const findSurroundingKeyframes = (\n animation: SkeletalAnimation,\n currentTime: number\n): [AnimationKeyframe, AnimationKeyframe, number] => {\n const { keyframes } = animation;\n\n // Clamp time to animation duration\n const clampedTime = Math.max(\n 0,\n Math.min(currentTime, animation.duration)\n );\n\n // Find keyframes\n let prevKeyframe = keyframes[0];\n let nextKeyframe = keyframes[keyframes.length - 1];\n let interpolationFactor = 0;\n\n for (let i = 0; i < keyframes.length - 1; i++) {\n const current = keyframes[i];\n const next = keyframes[i + 1];\n\n if (clampedTime >= current.time && clampedTime <= next.time) {\n prevKeyframe = current;\n nextKeyframe = next;\n\n // Calculate interpolation factor (0 to 1)\n const timeDelta = next.time - current.time;\n if (timeDelta > 0) {\n interpolationFactor = (clampedTime - current.time) / timeDelta;\n }\n break;\n }\n }\n\n return [prevKeyframe, nextKeyframe, interpolationFactor];\n};\n\n/**\n * Interpolate between two Euler rotations\n * \n * Performs spherical linear interpolation (slerp) for smooth rotation.\n * \n * @param from - Start rotation\n * @param to - End rotation\n * @param t - Interpolation factor (0-1)\n * @param easingFn - Easing function to apply\n * @returns Interpolated rotation\n * \n * @korean 회전보간\n */\nexport const interpolateRotation = (\n from: THREE.Euler,\n to: THREE.Euler,\n t: number,\n easingFn: EasingFunction = easeLinear\n): THREE.Euler => {\n const easedT = easingFn(t);\n\n // Convert Euler to Quaternion for proper slerp\n const fromQuat = new THREE.Quaternion().setFromEuler(from);\n const toQuat = new THREE.Quaternion().setFromEuler(to);\n\n // Slerp between quaternions\n const result = new THREE.Quaternion().slerpQuaternions(\n fromQuat,\n toQuat,\n easedT\n );\n\n // Convert back to Euler\n const resultEuler = new THREE.Euler().setFromQuaternion(result);\n return resultEuler;\n};\n\n/**\n * Interpolate between two Vector3 positions\n * \n * Performs linear interpolation for smooth position changes.\n * \n * @param from - Start position\n * @param to - End position\n * @param t - Interpolation factor (0-1)\n * @param easingFn - Easing function to apply\n * @returns Interpolated position\n * \n * @korean 위치보간\n */\nexport const interpolatePosition = (\n from: THREE.Vector3,\n to: THREE.Vector3,\n t: number,\n easingFn: EasingFunction = easeLinear\n): THREE.Vector3 => {\n const easedT = easingFn(t);\n return new THREE.Vector3().lerpVectors(from, to, easedT);\n};\n\n/**\n * Get interpolated keyframe at current time\n * \n * Calculates bone transformations by interpolating between keyframes.\n * \n * @param animation - Skeletal animation\n * @param currentTime - Current time in animation (seconds)\n * @returns Interpolated keyframe\n * \n * @korean 보간된키프레임구하기\n */\nexport const getInterpolatedKeyframe = (\n animation: SkeletalAnimation,\n currentTime: number\n): AnimationKeyframe => {\n const [prevKeyframe, nextKeyframe, t] =\n findSurroundingKeyframes(animation, currentTime);\n\n // Get easing function from next keyframe\n const easingFn = getEasingFunction(nextKeyframe.easing);\n\n // Interpolate bone rotations\n const boneRotations = new Map<string, THREE.Euler>();\n const allBoneNames = new Set([\n ...prevKeyframe.boneRotations.keys(),\n ...nextKeyframe.boneRotations.keys(),\n ]);\n\n for (const boneName of allBoneNames) {\n const prevRotation =\n prevKeyframe.boneRotations.get(boneName) ?? new THREE.Euler();\n const nextRotation =\n nextKeyframe.boneRotations.get(boneName) ?? new THREE.Euler();\n\n const interpolated = interpolateRotation(\n prevRotation,\n nextRotation,\n t,\n easingFn\n );\n boneRotations.set(boneName, interpolated);\n }\n\n // Interpolate bone positions\n const bonePositions = new Map<string, THREE.Vector3>();\n const allPositionBones = new Set([\n ...prevKeyframe.bonePositions.keys(),\n ...nextKeyframe.bonePositions.keys(),\n ]);\n\n for (const boneName of allPositionBones) {\n const prevPosition =\n prevKeyframe.bonePositions.get(boneName) ?? new THREE.Vector3();\n const nextPosition =\n nextKeyframe.bonePositions.get(boneName) ?? new THREE.Vector3();\n\n const interpolated = interpolatePosition(\n prevPosition,\n nextPosition,\n t,\n easingFn\n );\n bonePositions.set(boneName, interpolated);\n }\n\n return {\n time: currentTime,\n boneRotations,\n bonePositions,\n easing: nextKeyframe.easing,\n };\n};\n\n/**\n * Apply keyframe to skeletal rig\n * \n * Updates all bone transformations based on keyframe data.\n * \n * @param rig - Skeletal rig to update\n * @param keyframe - Keyframe to apply\n * \n * @korean 키프레임적용\n */\nexport const applyKeyframeToRig = (\n rig: SkeletalRig,\n keyframe: AnimationKeyframe\n): void => {\n // Apply bone rotations\n keyframe.boneRotations.forEach((rotation, boneName) => {\n const bone = rig.bones.get(boneName);\n if (bone) {\n bone.rotation.copy(rotation);\n }\n });\n\n // Apply bone positions (offset from rest pose)\n keyframe.bonePositions.forEach((position, boneName) => {\n const bone = rig.bones.get(boneName);\n if (bone) {\n // Add position offset to rest position\n bone.position.copy(bone.restPosition).add(position);\n }\n });\n};\n\n/**\n * Blend between two keyframes\n * \n * Creates smooth transition between two animations for animation blending.\n * Useful for transitioning between stance change and attack, etc.\n * \n * @param keyframe1 - First keyframe\n * @param keyframe2 - Second keyframe\n * @param blendFactor - Blend amount (0 = keyframe1, 1 = keyframe2)\n * @returns Blended keyframe\n * \n * @korean 키프레임블렌드\n */\nexport const blendKeyframes = (\n keyframe1: AnimationKeyframe,\n keyframe2: AnimationKeyframe,\n blendFactor: number\n): AnimationKeyframe => {\n const clampedBlend = Math.max(0, Math.min(1, blendFactor));\n\n // Blend rotations\n const boneRotations = new Map<string, THREE.Euler>();\n const allBones = new Set([\n ...keyframe1.boneRotations.keys(),\n ...keyframe2.boneRotations.keys(),\n ]);\n\n allBones.forEach((boneName) => {\n const rot1 = keyframe1.boneRotations.get(boneName) ?? new THREE.Euler();\n const rot2 = keyframe2.boneRotations.get(boneName) ?? new THREE.Euler();\n const blended = interpolateRotation(rot1, rot2, clampedBlend);\n boneRotations.set(boneName, blended);\n });\n\n // Blend positions\n const bonePositions = new Map<string, THREE.Vector3>();\n const allPositionBones = new Set([\n ...keyframe1.bonePositions.keys(),\n ...keyframe2.bonePositions.keys(),\n ]);\n\n allPositionBones.forEach((boneName) => {\n const pos1 = keyframe1.bonePositions.get(boneName) ?? new THREE.Vector3();\n const pos2 = keyframe2.bonePositions.get(boneName) ?? new THREE.Vector3();\n const blended = interpolatePosition(pos1, pos2, clampedBlend);\n bonePositions.set(boneName, blended);\n });\n\n return {\n time: 0,\n boneRotations,\n bonePositions,\n easing: \"linear\",\n };\n};\n\n/**\n * Update animation state\n * \n * Advances animation time and returns current interpolated keyframe.\n * Handles looping animations automatically.\n * \n * @param animation - Skeletal animation\n * @param currentTime - Current time in animation\n * @param deltaTime - Time since last update (seconds)\n * @param playbackSpeed - Speed multiplier (1.0 = normal)\n * @returns Updated time and current keyframe\n * \n * @korean 애니메이션상태업데이트\n */\nexport const updateAnimation = (\n animation: SkeletalAnimation,\n currentTime: number,\n deltaTime: number,\n playbackSpeed = 1.0\n): { time: number; keyframe: AnimationKeyframe; completed: boolean } => {\n // Advance time\n let newTime = currentTime + deltaTime * playbackSpeed;\n let completed = false;\n\n // Handle looping or completion\n if (newTime >= animation.duration) {\n if (animation.loop) {\n newTime = newTime % animation.duration;\n } else {\n newTime = animation.duration;\n completed = true;\n }\n }\n\n // Get interpolated keyframe\n const keyframe = getInterpolatedKeyframe(animation, newTime);\n\n return {\n time: newTime,\n keyframe,\n completed,\n };\n};\n\n/**\n * Cross-fade blend between two animations\n * \n * **Korean**: 크로스페이드 블렌드\n * \n * Smoothly blends between two overlapping animations to prevent popping.\n * Uses cubic bezier easing for natural transitions.\n * \n * @param animation1 - First animation\n * @param time1 - Current time in first animation\n * @param animation2 - Second animation\n * @param time2 - Current time in second animation\n * @param blendFactor - Blend weight (0 = animation1, 1 = animation2)\n * @param easingName - Easing curve for blend transition\n * @returns Blended keyframe\n * \n * @example\n * ```typescript\n * // Cross-fade from idle to attack over 100ms\n * const blended = crossFadeAnimations(\n * idleAnim, idleTime,\n * attackAnim, attackTime,\n * 0.5, // 50% blend\n * \"smooth-transition\"\n * );\n * applyKeyframeToRig(rig, blended);\n * ```\n * \n * @korean 크로스페이드블렌드\n */\nexport const crossFadeAnimations = (\n animation1: SkeletalAnimation,\n time1: number,\n animation2: SkeletalAnimation,\n time2: number,\n blendFactor: number,\n easingName: EasingName = \"smooth-transition\"\n): AnimationKeyframe => {\n const keyframe1 = getInterpolatedKeyframe(animation1, time1);\n const keyframe2 = getInterpolatedKeyframe(animation2, time2);\n \n // Apply easing to blend factor\n const easingFn = getEasingFunction(easingName);\n const easedBlend = easingFn(Math.max(0, Math.min(1, blendFactor)));\n \n return blendKeyframes(keyframe1, keyframe2, easedBlend);\n};\n\n/**\n * Motion prediction state for latency reduction\n * \n * **Korean**: 동작 예측 상태\n * \n * Stores recent animation velocities for motion prediction.\n * \n * @public\n * @category Animation\n * @korean 동작예측상태\n */\nexport interface MotionPredictionState {\n /** Recent position velocities per bone */\n readonly velocities: Map<string, THREE.Vector3>;\n /** Recent rotation velocities per bone */\n readonly angularVelocities: Map<string, THREE.Euler>;\n /** Last update timestamp */\n readonly lastUpdateTime: number;\n}\n\n/**\n * Create motion prediction state\n * \n * **Korean**: 동작 예측 상태 생성\n * \n * @returns Initial motion prediction state\n * @korean 동작예측상태생성\n */\nexport const createMotionPredictionState = (): MotionPredictionState => ({\n velocities: new Map(),\n angularVelocities: new Map(),\n lastUpdateTime: 0,\n});\n\n/**\n * Update motion prediction state with new keyframe\n * \n * **Korean**: 동작 예측 상태 업데이트\n * \n * Calculates velocities from keyframe differences for motion prediction.\n * \n * @param state - Current prediction state\n * @param previousKeyframe - Previous animation keyframe\n * @param currentKeyframe - Current animation keyframe\n * @param deltaTime - Time elapsed between keyframes\n * @returns Updated prediction state\n * \n * @korean 동작예측상태업데이트\n */\nexport const updateMotionPrediction = (\n state: MotionPredictionState,\n previousKeyframe: AnimationKeyframe,\n currentKeyframe: AnimationKeyframe,\n deltaTime: number\n): MotionPredictionState => {\n if (deltaTime <= 0) return state;\n \n const newVelocities = new Map<string, THREE.Vector3>();\n const newAngularVelocities = new Map<string, THREE.Euler>();\n \n // Calculate position velocities\n currentKeyframe.bonePositions.forEach((currentPos, boneName) => {\n const prevPos = previousKeyframe.bonePositions.get(boneName);\n if (prevPos) {\n const velocity = new THREE.Vector3()\n .subVectors(currentPos, prevPos)\n .divideScalar(deltaTime);\n newVelocities.set(boneName, velocity);\n }\n });\n \n // Calculate angular velocities using quaternion-based rotation differences\n // This avoids gimbal lock and angle wrapping issues with Euler angle differences\n currentKeyframe.boneRotations.forEach((currentRot, boneName) => {\n const prevRot = previousKeyframe.boneRotations.get(boneName);\n if (prevRot) {\n // Convert Euler rotations to quaternions\n const qCurrent = new THREE.Quaternion().setFromEuler(currentRot);\n const qPrev = new THREE.Quaternion().setFromEuler(prevRot);\n \n // Calculate relative rotation: qDiff = qCurrent * qPrev^(-1)\n const qDiff = qCurrent.clone().multiply(qPrev.clone().invert());\n \n // Extract axis-angle representation for angular velocity\n const axis = new THREE.Vector3();\n const wClamped = THREE.MathUtils.clamp(qDiff.w, -1, 1);\n let angle = 2 * Math.acos(wClamped);\n const sinHalfAngle = Math.sqrt(1 - wClamped * wClamped);\n \n if (sinHalfAngle < 0.0001) {\n // If sinHalfAngle is too small, rotation is negligible - use zero velocity\n axis.set(0, 0, 0);\n angle = 0;\n } else {\n // Extract normalized axis from quaternion\n axis.set(\n qDiff.x / sinHalfAngle,\n qDiff.y / sinHalfAngle,\n qDiff.z / sinHalfAngle\n );\n }\n \n // Use shortest rotation path\n if (angle > Math.PI) {\n angle -= 2 * Math.PI;\n }\n \n // Angular velocity vector = axis * (angle / deltaTime)\n const angularVelocityVec = axis.multiplyScalar(angle / deltaTime);\n \n // Store as Euler for consistency with existing API\n const angularVel = new THREE.Euler(\n angularVelocityVec.x,\n angularVelocityVec.y,\n angularVelocityVec.z,\n currentRot.order\n );\n newAngularVelocities.set(boneName, angularVel);\n }\n });\n \n return {\n velocities: newVelocities,\n angularVelocities: newAngularVelocities,\n lastUpdateTime: performance.now(),\n };\n};\n\n/**\n * Predict future keyframe using motion prediction\n * \n * **Korean**: 동작 예측으로 미래 키프레임 예측\n * \n * Reduces perceived latency by predicting future bone positions/rotations\n * based on current velocities. Typical prediction: 16-33ms (1-2 frames at 60fps).\n * \n * @param currentKeyframe - Current animation keyframe\n * @param predictionState - Motion prediction state\n * @param predictionTime - Time ahead to predict (seconds, typically 0.016-0.033)\n * @returns Predicted keyframe\n * \n * @example\n * ```typescript\n * // Predict 1 frame ahead (16.67ms at 60fps) for <50ms total latency\n * const predicted = predictFutureKeyframe(\n * currentKeyframe,\n * motionState,\n * 0.01667\n * );\n * applyKeyframeToRig(rig, predicted);\n * ```\n * \n * @korean 미래키프레임예측\n */\nexport const predictFutureKeyframe = (\n currentKeyframe: AnimationKeyframe,\n predictionState: MotionPredictionState,\n predictionTime: number\n): AnimationKeyframe => {\n // Clamp prediction time to reasonable bounds (max 50ms)\n const clampedPrediction = Math.min(predictionTime, 0.05);\n \n // Predict bone positions\n const predictedPositions = new Map<string, THREE.Vector3>();\n 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@@ -0,0 +1,119 @@
1
+ /**
2
+ * Kick Phase Application Utilities
3
+ *
4
+ * Utilities for applying kick phase poses to keyframes with integrated
5
+ * anatomy awareness (foot highlighting for kicks).
6
+ * 발차기 단계 적용 유틸리티 (해부학 통합)
7
+ *
8
+ * @module systems/animation/KickPhaseApplicator
9
+ * @korean 발차기단계적용기
10
+ */
11
+ import type { KeyframeConfig } from "./KeyframeConfig";
12
+ import { KICK_PHASES } from "./MartialArtsConstants";
13
+ /**
14
+ * Interface for basic kick phases (CHAMBER, EXTENSION, HIGH_PEAK)
15
+ * These phases have pelvis as a tuple [x, y, z]
16
+ */
17
+ interface BasicKickPhase {
18
+ readonly hip: readonly [number, number, number];
19
+ readonly knee: readonly [number, number, number];
20
+ readonly ankle?: readonly [number, number, number];
21
+ readonly supportKnee?: readonly [number, number, number];
22
+ readonly pelvis?: readonly [number, number, number];
23
+ }
24
+ /**
25
+ * Interface for rotational kick phases (ROUNDHOUSE_CHAMBER, SIDE_CHAMBER)
26
+ * These phases have pelvisY as a single Y-axis value
27
+ */
28
+ interface RotationalKickPhase {
29
+ readonly hip: readonly [number, number, number];
30
+ readonly knee: readonly [number, number, number];
31
+ readonly pelvisY?: number;
32
+ readonly spineY?: number;
33
+ readonly spineLean?: number;
34
+ }
35
+ /** Phase name keys */
36
+ export type KickPhaseName = keyof typeof KICK_PHASES;
37
+ /** Kick side for left/right leg distinction */
38
+ export type KickSide = "left" | "right";
39
+ /**
40
+ * Apply basic kick phase to a KeyframeConfig with anatomy integration
41
+ * Handles common kick phase bones: hip, knee, supportKnee, pelvis, ankle
42
+ * Now includes automatic foot highlighting for kick visualization
43
+ *
44
+ * @param kf - KeyframeConfig to apply phase to
45
+ * @param phase - Basic kick phase data (CHAMBER, EXTENSION, HIGH_PEAK)
46
+ * @param options - Configuration including anatomy options
47
+ *
48
+ * @example
49
+ * ```typescript
50
+ * // Apply kick with automatic foot highlight
51
+ * applyKickPhaseToConfig(kf, KICK_PHASES.EXTENSION, {
52
+ * highlightKickingFoot: true
53
+ * });
54
+ * ```
55
+ *
56
+ * @korean KeyframeConfig에발차기단계적용
57
+ */
58
+ export declare function applyKickPhaseToConfig(kf: KeyframeConfig, phase: BasicKickPhase, options?: {
59
+ readonly includeAnkle?: boolean;
60
+ readonly includePelvis?: boolean;
61
+ readonly resetFoot?: boolean;
62
+ readonly side?: KickSide;
63
+ readonly highlightKickingFoot?: boolean;
64
+ }): void;
65
+ /**
66
+ * Apply roundhouse-specific kick phase with anatomy integration
67
+ * Includes pelvisY and spineY single-axis rotations
68
+ *
69
+ * @param kf - KeyframeConfig to apply phase to
70
+ * @param phase - Rotational kick phase data (ROUNDHOUSE_CHAMBER)
71
+ * @param options - Configuration including anatomy options
72
+ *
73
+ * @korean 돌려차기단계적용
74
+ */
75
+ export declare function applyRoundhousePhaseToConfig(kf: KeyframeConfig, phase: RotationalKickPhase, options?: {
76
+ readonly side?: KickSide;
77
+ readonly highlightKickingFoot?: boolean;
78
+ }): void;
79
+ /**
80
+ * Apply side kick phase with anatomy integration
81
+ * Includes pelvisY, spineY, and spineLean
82
+ *
83
+ * @param kf - KeyframeConfig to apply phase to
84
+ * @param phase - Rotational kick phase data (SIDE_CHAMBER)
85
+ * @param options - Configuration including anatomy options
86
+ *
87
+ * @korean 옆차기단계적용
88
+ */
89
+ export declare function applySideKickPhaseToConfig(kf: KeyframeConfig, phase: RotationalKickPhase, options?: {
90
+ readonly side?: KickSide;
91
+ readonly highlightKickingFoot?: boolean;
92
+ }): void;
93
+ /**
94
+ * Apply high peak phase (axe kick rise) with anatomy integration
95
+ * Includes full pelvis tuple and support knee
96
+ *
97
+ * @param kf - KeyframeConfig to apply phase to
98
+ * @param phase - Basic kick phase data (HIGH_PEAK)
99
+ * @param options - Configuration including anatomy options
100
+ *
101
+ * @korean 높이올리기단계적용
102
+ */
103
+ export declare function applyHighPeakPhaseToConfig(kf: KeyframeConfig, phase: BasicKickPhase, options?: {
104
+ readonly side?: KickSide;
105
+ readonly highlightKickingFoot?: boolean;
106
+ }): void;
107
+ /** Union type for any kick phase from KICK_PHASES */
108
+ export type KickPhase = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];
109
+ /**
110
+ * Get a kick phase by name
111
+ *
112
+ * @param phaseName - Name of the phase from KICK_PHASES
113
+ * @returns The kick phase data
114
+ *
115
+ * @korean 발차기단계가져오기
116
+ */
117
+ export declare function getKickPhase(phaseName: KickPhaseName): KickPhase;
118
+ export {};
119
+ //# sourceMappingURL=KickPhaseApplicator.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,119 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ //#region src/systems/animation/builders/KickPhaseApplicator.ts
3
+ /**
4
+ * Kick Phase Application Utilities
5
+ *
6
+ * Utilities for applying kick phase poses to keyframes with integrated
7
+ * anatomy awareness (foot highlighting for kicks).
8
+ * 발차기 단계 적용 유틸리티 (해부학 통합)
9
+ *
10
+ * @module systems/animation/KickPhaseApplicator
11
+ * @korean 발차기단계적용기
12
+ */
13
+ /**
14
+ * Apply basic kick phase to a KeyframeConfig with anatomy integration
15
+ * Handles common kick phase bones: hip, knee, supportKnee, pelvis, ankle
16
+ * Now includes automatic foot highlighting for kick visualization
17
+ *
18
+ * @param kf - KeyframeConfig to apply phase to
19
+ * @param phase - Basic kick phase data (CHAMBER, EXTENSION, HIGH_PEAK)
20
+ * @param options - Configuration including anatomy options
21
+ *
22
+ * @example
23
+ * ```typescript
24
+ * // Apply kick with automatic foot highlight
25
+ * applyKickPhaseToConfig(kf, KICK_PHASES.EXTENSION, {
26
+ * highlightKickingFoot: true
27
+ * });
28
+ * ```
29
+ *
30
+ * @korean KeyframeConfig에발차기단계적용
31
+ */
32
+ function applyKickPhaseToConfig(kf, phase, options = {}) {
33
+ const { includeAnkle = false, includePelvis = true, resetFoot = false, side = "right", highlightKickingFoot = false } = options;
34
+ const hipBone = side === "right" ? BoneName.HIP_R : BoneName.HIP_L;
35
+ const kneeBone = side === "right" ? BoneName.KNEE_R : BoneName.KNEE_L;
36
+ const footBone = side === "right" ? BoneName.FOOT_R : BoneName.FOOT_L;
37
+ const supportKneeBone = side === "right" ? BoneName.KNEE_L : BoneName.KNEE_R;
38
+ kf.rotate(hipBone, phase.hip[0], phase.hip[1], phase.hip[2]);
39
+ kf.rotate(kneeBone, phase.knee[0], phase.knee[1], phase.knee[2]);
40
+ if (phase.supportKnee) kf.rotate(supportKneeBone, phase.supportKnee[0], phase.supportKnee[1], phase.supportKnee[2]);
41
+ if (includePelvis && phase.pelvis) {
42
+ const pelvisYRotation = "pelvisY" in phase && typeof phase.pelvisY === "number" ? phase.pelvisY : phase.pelvis[1];
43
+ kf.rotate(BoneName.PELVIS, phase.pelvis[0], pelvisYRotation, phase.pelvis[2]);
44
+ }
45
+ if (includeAnkle && phase.ankle) kf.rotate(footBone, phase.ankle[0], phase.ankle[1], phase.ankle[2]);
46
+ if (resetFoot) kf.rotate(footBone, 0, 0, 0);
47
+ if (highlightKickingFoot) kf.setFootHighlight(side, true);
48
+ }
49
+ /**
50
+ * Apply roundhouse-specific kick phase with anatomy integration
51
+ * Includes pelvisY and spineY single-axis rotations
52
+ *
53
+ * @param kf - KeyframeConfig to apply phase to
54
+ * @param phase - Rotational kick phase data (ROUNDHOUSE_CHAMBER)
55
+ * @param options - Configuration including anatomy options
56
+ *
57
+ * @korean 돌려차기단계적용
58
+ */
59
+ function applyRoundhousePhaseToConfig(kf, phase, options = {}) {
60
+ const { side = "right", highlightKickingFoot = false } = options;
61
+ const hipBone = side === "right" ? BoneName.HIP_R : BoneName.HIP_L;
62
+ const kneeBone = side === "right" ? BoneName.KNEE_R : BoneName.KNEE_L;
63
+ kf.rotate(hipBone, phase.hip[0], phase.hip[1], phase.hip[2]);
64
+ kf.rotate(kneeBone, phase.knee[0], phase.knee[1], phase.knee[2]);
65
+ if (phase.pelvisY !== void 0) kf.rotate(BoneName.PELVIS, 0, phase.pelvisY, 0);
66
+ if (phase.spineY !== void 0) kf.rotate(BoneName.SPINE_UPPER, 0, phase.spineY, 0);
67
+ if (highlightKickingFoot) kf.setFootHighlight(side, true);
68
+ }
69
+ /**
70
+ * Apply side kick phase with anatomy integration
71
+ * Includes pelvisY, spineY, and spineLean
72
+ *
73
+ * @param kf - KeyframeConfig to apply phase to
74
+ * @param phase - Rotational kick phase data (SIDE_CHAMBER)
75
+ * @param options - Configuration including anatomy options
76
+ *
77
+ * @korean 옆차기단계적용
78
+ */
79
+ function applySideKickPhaseToConfig(kf, phase, options = {}) {
80
+ const { side = "right", highlightKickingFoot = false } = options;
81
+ const hipBone = side === "right" ? BoneName.HIP_R : BoneName.HIP_L;
82
+ const kneeBone = side === "right" ? BoneName.KNEE_R : BoneName.KNEE_L;
83
+ kf.rotate(hipBone, phase.hip[0], phase.hip[1], phase.hip[2]);
84
+ kf.rotate(kneeBone, phase.knee[0], phase.knee[1], phase.knee[2]);
85
+ if (phase.pelvisY !== void 0) kf.rotate(BoneName.PELVIS, 0, phase.pelvisY, 0);
86
+ if (phase.spineY !== void 0) {
87
+ const lean = phase.spineLean ?? 0;
88
+ kf.rotate(BoneName.SPINE_LOWER, 0, phase.spineY, 0);
89
+ kf.rotate(BoneName.SPINE_UPPER, 0, phase.spineY, lean);
90
+ }
91
+ if (highlightKickingFoot) kf.setFootHighlight(side, true);
92
+ }
93
+ /**
94
+ * Apply high peak phase (axe kick rise) with anatomy integration
95
+ * Includes full pelvis tuple and support knee
96
+ *
97
+ * @param kf - KeyframeConfig to apply phase to
98
+ * @param phase - Basic kick phase data (HIGH_PEAK)
99
+ * @param options - Configuration including anatomy options
100
+ *
101
+ * @korean 높이올리기단계적용
102
+ */
103
+ function applyHighPeakPhaseToConfig(kf, phase, options = {}) {
104
+ const { side = "right", highlightKickingFoot = false } = options;
105
+ const hipBone = side === "right" ? BoneName.HIP_R : BoneName.HIP_L;
106
+ const kneeBone = side === "right" ? BoneName.KNEE_R : BoneName.KNEE_L;
107
+ const footBone = side === "right" ? BoneName.FOOT_R : BoneName.FOOT_L;
108
+ const supportKneeBone = side === "right" ? BoneName.KNEE_L : BoneName.KNEE_R;
109
+ kf.rotate(hipBone, phase.hip[0], phase.hip[1], phase.hip[2]);
110
+ kf.rotate(kneeBone, phase.knee[0], phase.knee[1], phase.knee[2]);
111
+ if (phase.ankle) kf.rotate(footBone, phase.ankle[0], phase.ankle[1], phase.ankle[2]);
112
+ if (phase.supportKnee) kf.rotate(supportKneeBone, phase.supportKnee[0], phase.supportKnee[1], phase.supportKnee[2]);
113
+ if (phase.pelvis) kf.rotate(BoneName.PELVIS, phase.pelvis[0], phase.pelvis[1], phase.pelvis[2]);
114
+ if (highlightKickingFoot) kf.setFootHighlight(side, true);
115
+ }
116
+ //#endregion
117
+ export { applyHighPeakPhaseToConfig, applyKickPhaseToConfig, applyRoundhousePhaseToConfig, applySideKickPhaseToConfig };
118
+
119
+ //# sourceMappingURL=KickPhaseApplicator.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"KickPhaseApplicator.js","names":[],"sources":["../../../../src/systems/animation/builders/KickPhaseApplicator.ts"],"sourcesContent":["/**\n * Kick Phase Application Utilities\n *\n * Utilities for applying kick phase poses to keyframes with integrated\n * anatomy awareness (foot highlighting for kicks).\n * 발차기 단계 적용 유틸리티 (해부학 통합)\n *\n * @module systems/animation/KickPhaseApplicator\n * @korean 발차기단계적용기\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { KeyframeConfig } from \"./KeyframeConfig\";\nimport { KICK_PHASES } from \"./MartialArtsConstants\";\n\n/**\n * Interface for basic kick phases (CHAMBER, EXTENSION, HIGH_PEAK)\n * These phases have pelvis as a tuple [x, y, z]\n */\ninterface BasicKickPhase {\n readonly hip: readonly [number, number, number];\n readonly knee: readonly [number, number, number];\n readonly ankle?: readonly [number, number, number];\n readonly supportKnee?: readonly [number, number, number];\n readonly pelvis?: readonly [number, number, number];\n}\n\n/**\n * Interface for rotational kick phases (ROUNDHOUSE_CHAMBER, SIDE_CHAMBER)\n * These phases have pelvisY as a single Y-axis value\n */\ninterface RotationalKickPhase {\n readonly hip: readonly [number, number, number];\n readonly knee: readonly [number, number, number];\n readonly pelvisY?: number;\n readonly spineY?: number;\n readonly spineLean?: number;\n}\n\n/** Phase name keys */\nexport type KickPhaseName = keyof typeof KICK_PHASES;\n\n/** Kick side for left/right leg distinction */\nexport type KickSide = \"left\" | \"right\";\n\n/**\n * Apply basic kick phase to a KeyframeConfig with anatomy integration\n * Handles common kick phase bones: hip, knee, supportKnee, pelvis, ankle\n * Now includes automatic foot highlighting for kick visualization\n *\n * @param kf - KeyframeConfig to apply phase to\n * @param phase - Basic kick phase data (CHAMBER, EXTENSION, HIGH_PEAK)\n * @param options - Configuration including anatomy options\n *\n * @example\n * ```typescript\n * // Apply kick with automatic foot highlight\n * applyKickPhaseToConfig(kf, KICK_PHASES.EXTENSION, {\n * highlightKickingFoot: true\n * });\n * ```\n *\n * @korean KeyframeConfig에발차기단계적용\n */\nexport function applyKickPhaseToConfig(\n kf: KeyframeConfig,\n phase: BasicKickPhase,\n options: {\n readonly includeAnkle?: boolean;\n readonly includePelvis?: boolean;\n readonly resetFoot?: boolean;\n // Anatomy integration\n readonly side?: KickSide;\n readonly highlightKickingFoot?: boolean;\n } = {},\n): void {\n const {\n includeAnkle = false,\n includePelvis = true,\n resetFoot = false,\n side = \"right\",\n highlightKickingFoot = false,\n } = options;\n\n // Select bones based on kicking leg\n const hipBone = side === \"right\" ? BoneName.HIP_R : BoneName.HIP_L;\n const kneeBone = side === \"right\" ? BoneName.KNEE_R : BoneName.KNEE_L;\n const footBone = side === \"right\" ? BoneName.FOOT_R : BoneName.FOOT_L;\n const supportKneeBone = side === \"right\" ? BoneName.KNEE_L : BoneName.KNEE_R;\n\n // Required bones for all kick phases\n kf.rotate(hipBone, phase.hip[0], phase.hip[1], phase.hip[2]);\n kf.rotate(kneeBone, phase.knee[0], phase.knee[1], phase.knee[2]);\n\n if (phase.supportKnee) {\n kf.rotate(\n supportKneeBone,\n phase.supportKnee[0],\n phase.supportKnee[1],\n phase.supportKnee[2],\n );\n }\n\n // Optional pelvis - includes both tilt (X) and rotation (Y)\n if (includePelvis && phase.pelvis) {\n // Use pelvisY if defined (for hip rotation power), otherwise pelvis[1]\n const pelvisYRotation =\n \"pelvisY\" in phase && typeof phase.pelvisY === \"number\"\n ? phase.pelvisY\n : phase.pelvis[1];\n kf.rotate(\n BoneName.PELVIS,\n phase.pelvis[0],\n pelvisYRotation,\n phase.pelvis[2],\n );\n }\n\n // Optional ankle\n if (includeAnkle && phase.ankle) {\n kf.rotate(footBone, phase.ankle[0], phase.ankle[1], phase.ankle[2]);\n }\n\n // Reset foot position\n if (resetFoot) {\n kf.rotate(footBone, 0, 0, 0);\n }\n\n // Anatomy integration: Highlight kicking foot\n if (highlightKickingFoot) {\n kf.setFootHighlight(side, true);\n }\n}\n\n/**\n * Apply roundhouse-specific kick phase with anatomy integration\n * Includes pelvisY and spineY single-axis rotations\n *\n * @param kf - KeyframeConfig to apply phase to\n * @param phase - Rotational kick phase data (ROUNDHOUSE_CHAMBER)\n * @param options - Configuration including anatomy options\n *\n * @korean 돌려차기단계적용\n */\nexport function applyRoundhousePhaseToConfig(\n kf: KeyframeConfig,\n phase: RotationalKickPhase,\n options: {\n readonly side?: KickSide;\n readonly highlightKickingFoot?: boolean;\n } = {},\n): void {\n const { side = \"right\", highlightKickingFoot = false } = options;\n\n const hipBone = side === \"right\" ? BoneName.HIP_R : BoneName.HIP_L;\n const kneeBone = side === \"right\" ? BoneName.KNEE_R : BoneName.KNEE_L;\n\n kf.rotate(hipBone, phase.hip[0], phase.hip[1], phase.hip[2]);\n kf.rotate(kneeBone, phase.knee[0], phase.knee[1], phase.knee[2]);\n\n // Y-axis only rotations for roundhouse\n if (phase.pelvisY !== undefined) {\n kf.rotate(BoneName.PELVIS, 0, phase.pelvisY, 0);\n }\n if (phase.spineY !== undefined) {\n kf.rotate(BoneName.SPINE_UPPER, 0, phase.spineY, 0);\n }\n\n // Anatomy integration\n if (highlightKickingFoot) {\n kf.setFootHighlight(side, true);\n }\n}\n\n/**\n * Apply side kick phase with anatomy integration\n * Includes pelvisY, spineY, and spineLean\n *\n * @param kf - KeyframeConfig to apply phase to\n * @param phase - Rotational kick phase data (SIDE_CHAMBER)\n * @param options - Configuration including anatomy options\n *\n * @korean 옆차기단계적용\n */\nexport function applySideKickPhaseToConfig(\n kf: KeyframeConfig,\n phase: RotationalKickPhase,\n options: {\n readonly side?: KickSide;\n readonly highlightKickingFoot?: boolean;\n } = {},\n): void {\n const { side = \"right\", highlightKickingFoot = false } = options;\n\n const hipBone = side === \"right\" ? BoneName.HIP_R : BoneName.HIP_L;\n const kneeBone = side === \"right\" ? BoneName.KNEE_R : BoneName.KNEE_L;\n\n kf.rotate(hipBone, phase.hip[0], phase.hip[1], phase.hip[2]);\n kf.rotate(kneeBone, phase.knee[0], phase.knee[1], phase.knee[2]);\n\n // Side kick specific rotations\n if (phase.pelvisY !== undefined) {\n kf.rotate(BoneName.PELVIS, 0, phase.pelvisY, 0);\n }\n if (phase.spineY !== undefined) {\n const lean = phase.spineLean ?? 0;\n kf.rotate(BoneName.SPINE_LOWER, 0, phase.spineY, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, phase.spineY, lean);\n }\n\n // Anatomy integration\n if (highlightKickingFoot) {\n kf.setFootHighlight(side, true);\n }\n}\n\n/**\n * Apply high peak phase (axe kick rise) with anatomy integration\n * Includes full pelvis tuple and support knee\n *\n * @param kf - KeyframeConfig to apply phase to\n * @param phase - Basic kick phase data (HIGH_PEAK)\n * @param options - Configuration including anatomy options\n *\n * @korean 높이올리기단계적용\n */\nexport function applyHighPeakPhaseToConfig(\n kf: KeyframeConfig,\n phase: BasicKickPhase,\n options: {\n readonly side?: KickSide;\n readonly highlightKickingFoot?: boolean;\n } = {},\n): void {\n const { side = \"right\", highlightKickingFoot = false } = options;\n\n const hipBone = side === \"right\" ? BoneName.HIP_R : BoneName.HIP_L;\n const kneeBone = side === \"right\" ? BoneName.KNEE_R : BoneName.KNEE_L;\n const footBone = side === \"right\" ? BoneName.FOOT_R : BoneName.FOOT_L;\n const supportKneeBone = side === \"right\" ? BoneName.KNEE_L : BoneName.KNEE_R;\n\n kf.rotate(hipBone, phase.hip[0], phase.hip[1], phase.hip[2]);\n kf.rotate(kneeBone, phase.knee[0], phase.knee[1], phase.knee[2]);\n\n if (phase.ankle) {\n kf.rotate(footBone, phase.ankle[0], phase.ankle[1], phase.ankle[2]);\n }\n if (phase.supportKnee) {\n kf.rotate(\n supportKneeBone,\n phase.supportKnee[0],\n phase.supportKnee[1],\n phase.supportKnee[2],\n );\n }\n if (phase.pelvis) {\n kf.rotate(\n BoneName.PELVIS,\n phase.pelvis[0],\n phase.pelvis[1],\n phase.pelvis[2],\n );\n }\n\n // Anatomy integration\n if (highlightKickingFoot) {\n kf.setFootHighlight(side, true);\n }\n}\n\n/** Union type for any kick phase from KICK_PHASES */\nexport type KickPhase = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];\n\n/**\n * Get a kick phase by name\n *\n * @param phaseName - Name of the phase from KICK_PHASES\n * @returns The kick phase data\n *\n * @korean 발차기단계가져오기\n */\nexport function getKickPhase(phaseName: KickPhaseName): KickPhase {\n return KICK_PHASES[phaseName];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgEA,SAAgB,uBACd,IACA,OACA,UAOI,EAAE,EACA;CACN,MAAM,EACJ,eAAe,OACf,gBAAgB,MAChB,YAAY,OACZ,OAAO,SACP,uBAAuB,UACrB;CAGJ,MAAM,UAAU,SAAS,UAAU,SAAS,QAAQ,SAAS;CAC7D,MAAM,WAAW,SAAS,UAAU,SAAS,SAAS,SAAS;CAC/D,MAAM,WAAW,SAAS,UAAU,SAAS,SAAS,SAAS;CAC/D,MAAM,kBAAkB,SAAS,UAAU,SAAS,SAAS,SAAS;AAGtE,IAAG,OAAO,SAAS,MAAM,IAAI,IAAI,MAAM,IAAI,IAAI,MAAM,IAAI,GAAG;AAC5D,IAAG,OAAO,UAAU,MAAM,KAAK,IAAI,MAAM,KAAK,IAAI,MAAM,KAAK,GAAG;AAEhE,KAAI,MAAM,YACR,IAAG,OACD,iBACA,MAAM,YAAY,IAClB,MAAM,YAAY,IAClB,MAAM,YAAY,GACnB;AAIH,KAAI,iBAAiB,MAAM,QAAQ;EAEjC,MAAM,kBACJ,aAAa,SAAS,OAAO,MAAM,YAAY,WAC3C,MAAM,UACN,MAAM,OAAO;AACnB,KAAG,OACD,SAAS,QACT,MAAM,OAAO,IACb,iBACA,MAAM,OAAO,GACd;;AAIH,KAAI,gBAAgB,MAAM,MACxB,IAAG,OAAO,UAAU,MAAM,MAAM,IAAI,MAAM,MAAM,IAAI,MAAM,MAAM,GAAG;AAIrE,KAAI,UACF,IAAG,OAAO,UAAU,GAAG,GAAG,EAAE;AAI9B,KAAI,qBACF,IAAG,iBAAiB,MAAM,KAAK;;;;;;;;;;;;AAcnC,SAAgB,6BACd,IACA,OACA,UAGI,EAAE,EACA;CACN,MAAM,EAAE,OAAO,SAAS,uBAAuB,UAAU;CAEzD,MAAM,UAAU,SAAS,UAAU,SAAS,QAAQ,SAAS;CAC7D,MAAM,WAAW,SAAS,UAAU,SAAS,SAAS,SAAS;AAE/D,IAAG,OAAO,SAAS,MAAM,IAAI,IAAI,MAAM,IAAI,IAAI,MAAM,IAAI,GAAG;AAC5D,IAAG,OAAO,UAAU,MAAM,KAAK,IAAI,MAAM,KAAK,IAAI,MAAM,KAAK,GAAG;AAGhE,KAAI,MAAM,YAAY,KAAA,EACpB,IAAG,OAAO,SAAS,QAAQ,GAAG,MAAM,SAAS,EAAE;AAEjD,KAAI,MAAM,WAAW,KAAA,EACnB,IAAG,OAAO,SAAS,aAAa,GAAG,MAAM,QAAQ,EAAE;AAIrD,KAAI,qBACF,IAAG,iBAAiB,MAAM,KAAK;;;;;;;;;;;;AAcnC,SAAgB,2BACd,IACA,OACA,UAGI,EAAE,EACA;CACN,MAAM,EAAE,OAAO,SAAS,uBAAuB,UAAU;CAEzD,MAAM,UAAU,SAAS,UAAU,SAAS,QAAQ,SAAS;CAC7D,MAAM,WAAW,SAAS,UAAU,SAAS,SAAS,SAAS;AAE/D,IAAG,OAAO,SAAS,MAAM,IAAI,IAAI,MAAM,IAAI,IAAI,MAAM,IAAI,GAAG;AAC5D,IAAG,OAAO,UAAU,MAAM,KAAK,IAAI,MAAM,KAAK,IAAI,MAAM,KAAK,GAAG;AAGhE,KAAI,MAAM,YAAY,KAAA,EACpB,IAAG,OAAO,SAAS,QAAQ,GAAG,MAAM,SAAS,EAAE;AAEjD,KAAI,MAAM,WAAW,KAAA,GAAW;EAC9B,MAAM,OAAO,MAAM,aAAa;AAChC,KAAG,OAAO,SAAS,aAAa,GAAG,MAAM,QAAQ,EAAE;AACnD,KAAG,OAAO,SAAS,aAAa,GAAG,MAAM,QAAQ,KAAK;;AAIxD,KAAI,qBACF,IAAG,iBAAiB,MAAM,KAAK;;;;;;;;;;;;AAcnC,SAAgB,2BACd,IACA,OACA,UAGI,EAAE,EACA;CACN,MAAM,EAAE,OAAO,SAAS,uBAAuB,UAAU;CAEzD,MAAM,UAAU,SAAS,UAAU,SAAS,QAAQ,SAAS;CAC7D,MAAM,WAAW,SAAS,UAAU,SAAS,SAAS,SAAS;CAC/D,MAAM,WAAW,SAAS,UAAU,SAAS,SAAS,SAAS;CAC/D,MAAM,kBAAkB,SAAS,UAAU,SAAS,SAAS,SAAS;AAEtE,IAAG,OAAO,SAAS,MAAM,IAAI,IAAI,MAAM,IAAI,IAAI,MAAM,IAAI,GAAG;AAC5D,IAAG,OAAO,UAAU,MAAM,KAAK,IAAI,MAAM,KAAK,IAAI,MAAM,KAAK,GAAG;AAEhE,KAAI,MAAM,MACR,IAAG,OAAO,UAAU,MAAM,MAAM,IAAI,MAAM,MAAM,IAAI,MAAM,MAAM,GAAG;AAErE,KAAI,MAAM,YACR,IAAG,OACD,iBACA,MAAM,YAAY,IAClB,MAAM,YAAY,IAClB,MAAM,YAAY,GACnB;AAEH,KAAI,MAAM,OACR,IAAG,OACD,SAAS,QACT,MAAM,OAAO,IACb,MAAM,OAAO,IACb,MAAM,OAAO,GACd;AAIH,KAAI,qBACF,IAAG,iBAAiB,MAAM,KAAK"}