blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Martial Arts Animation Constants
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*
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* Constants for Korean martial arts animations including hand poses,
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* martial arts stances, kick phases, and punch phases.
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*
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* 한국 무술 애니메이션 상수 모듈
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*
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* @module systems/animation/MartialArtsConstants
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* @category Animation System
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* @korean 무술애니메이션상수
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*/
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/**
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* Hand poses for different strike types
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* 타격 유형별 손 자세
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*
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* Each pose defines rotations for all 19 finger joints (per hand):
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* - thumb_meta, thumb_prox, thumb_dist (3 joints)
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* - index_meta, index_prox, index_inter, index_dist (4 joints)
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* - middle_meta, middle_prox, middle_inter, middle_dist (4 joints)
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* - ring_meta, ring_prox, ring_inter, ring_dist (4 joints)
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* - pinky_meta, pinky_prox, pinky_inter, pinky_dist (4 joints)
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*
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* @korean 손자세
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*/
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export declare const HAND_POSES: {
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/**
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* Closed Fist - Standard punch (주먹)
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* Fingers curled tight, thumb outside
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*/
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readonly FIST: {
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readonly thumb_meta: readonly [0.3, 0.5, 0.2];
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readonly thumb_prox: readonly [0.4, 0, 0];
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readonly thumb_dist: readonly [0.3, 0, 0];
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readonly index_meta: readonly [0, 0, 0];
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readonly index_prox: readonly [1.57, 0, 0];
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readonly index_inter: readonly [1.57, 0, 0];
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readonly index_dist: readonly [0.8, 0, 0];
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readonly middle_meta: readonly [0, 0, 0];
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readonly middle_prox: readonly [1.57, 0, 0];
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readonly middle_inter: readonly [1.57, 0, 0];
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readonly middle_dist: readonly [0.8, 0, 0];
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readonly ring_meta: readonly [0, 0, 0];
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readonly ring_prox: readonly [1.57, 0, 0];
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readonly ring_inter: readonly [1.57, 0, 0];
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readonly ring_dist: readonly [0.8, 0, 0];
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readonly pinky_meta: readonly [0, 0, 0];
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readonly pinky_prox: readonly [1.57, 0, 0];
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readonly pinky_inter: readonly [1.57, 0, 0];
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+
readonly pinky_dist: readonly [0.8, 0, 0];
|
|
51
|
+
};
|
|
52
|
+
/**
|
|
53
|
+
* Open Palm - Palm strikes, blocks (장권)
|
|
54
|
+
* Fingers extended, slight spread
|
|
55
|
+
*/
|
|
56
|
+
readonly OPEN_PALM: {
|
|
57
|
+
readonly thumb_meta: readonly [0, 0.4, -0.3];
|
|
58
|
+
readonly thumb_prox: readonly [0.1, 0, 0];
|
|
59
|
+
readonly thumb_dist: readonly [0, 0, 0];
|
|
60
|
+
readonly index_meta: readonly [0, 0, -0.1];
|
|
61
|
+
readonly index_prox: readonly [0, 0, 0];
|
|
62
|
+
readonly index_inter: readonly [0, 0, 0];
|
|
63
|
+
readonly index_dist: readonly [0, 0, 0];
|
|
64
|
+
readonly middle_meta: readonly [0, 0, 0];
|
|
65
|
+
readonly middle_prox: readonly [0, 0, 0];
|
|
66
|
+
readonly middle_inter: readonly [0, 0, 0];
|
|
67
|
+
readonly middle_dist: readonly [0, 0, 0];
|
|
68
|
+
readonly ring_meta: readonly [0, 0, 0.1];
|
|
69
|
+
readonly ring_prox: readonly [0, 0, 0];
|
|
70
|
+
readonly ring_inter: readonly [0, 0, 0];
|
|
71
|
+
readonly ring_dist: readonly [0, 0, 0];
|
|
72
|
+
readonly pinky_meta: readonly [0, 0, 0.2];
|
|
73
|
+
readonly pinky_prox: readonly [0, 0, 0];
|
|
74
|
+
readonly pinky_inter: readonly [0, 0, 0];
|
|
75
|
+
readonly pinky_dist: readonly [0, 0, 0];
|
|
76
|
+
};
|
|
77
|
+
/**
|
|
78
|
+
* Spear Hand - Finger strikes (관수)
|
|
79
|
+
* Fingers together, extended straight
|
|
80
|
+
*/
|
|
81
|
+
readonly SPEAR_HAND: {
|
|
82
|
+
readonly thumb_meta: readonly [0.4, 0.6, 0.3];
|
|
83
|
+
readonly thumb_prox: readonly [0.2, 0, 0];
|
|
84
|
+
readonly thumb_dist: readonly [0.1, 0, 0];
|
|
85
|
+
readonly index_meta: readonly [0, 0, 0];
|
|
86
|
+
readonly index_prox: readonly [0, 0, 0];
|
|
87
|
+
readonly index_inter: readonly [0, 0, 0];
|
|
88
|
+
readonly index_dist: readonly [0, 0, 0];
|
|
89
|
+
readonly middle_meta: readonly [0, 0, 0];
|
|
90
|
+
readonly middle_prox: readonly [0, 0, 0];
|
|
91
|
+
readonly middle_inter: readonly [0, 0, 0];
|
|
92
|
+
readonly middle_dist: readonly [0, 0, 0];
|
|
93
|
+
readonly ring_meta: readonly [0, 0, 0];
|
|
94
|
+
readonly ring_prox: readonly [0, 0, 0];
|
|
95
|
+
readonly ring_inter: readonly [0, 0, 0];
|
|
96
|
+
readonly ring_dist: readonly [0, 0, 0];
|
|
97
|
+
readonly pinky_meta: readonly [0, 0, 0];
|
|
98
|
+
readonly pinky_prox: readonly [0, 0, 0];
|
|
99
|
+
readonly pinky_inter: readonly [0, 0, 0];
|
|
100
|
+
readonly pinky_dist: readonly [0, 0, 0];
|
|
101
|
+
};
|
|
102
|
+
/**
|
|
103
|
+
* Knife Hand - Ridge hand strikes (수도)
|
|
104
|
+
* Fingers together, thumb tucked
|
|
105
|
+
*/
|
|
106
|
+
readonly KNIFE_HAND: {
|
|
107
|
+
readonly thumb_meta: readonly [0.5, 0.8, 0.4];
|
|
108
|
+
readonly thumb_prox: readonly [0.4, 0, 0];
|
|
109
|
+
readonly thumb_dist: readonly [0.2, 0, 0];
|
|
110
|
+
readonly index_meta: readonly [0, 0, 0];
|
|
111
|
+
readonly index_prox: readonly [0.1, 0, 0];
|
|
112
|
+
readonly index_inter: readonly [0.05, 0, 0];
|
|
113
|
+
readonly index_dist: readonly [0, 0, 0];
|
|
114
|
+
readonly middle_meta: readonly [0, 0, 0];
|
|
115
|
+
readonly middle_prox: readonly [0.1, 0, 0];
|
|
116
|
+
readonly middle_inter: readonly [0.05, 0, 0];
|
|
117
|
+
readonly middle_dist: readonly [0, 0, 0];
|
|
118
|
+
readonly ring_meta: readonly [0, 0, 0];
|
|
119
|
+
readonly ring_prox: readonly [0.1, 0, 0];
|
|
120
|
+
readonly ring_inter: readonly [0.05, 0, 0];
|
|
121
|
+
readonly ring_dist: readonly [0, 0, 0];
|
|
122
|
+
readonly pinky_meta: readonly [0, 0, 0];
|
|
123
|
+
readonly pinky_prox: readonly [0.1, 0, 0];
|
|
124
|
+
readonly pinky_inter: readonly [0.05, 0, 0];
|
|
125
|
+
readonly pinky_dist: readonly [0, 0, 0];
|
|
126
|
+
};
|
|
127
|
+
/**
|
|
128
|
+
* Hammer Fist - Bottom fist strikes (철퇴)
|
|
129
|
+
* Tight fist for hammer blow
|
|
130
|
+
*/
|
|
131
|
+
readonly HAMMER_FIST: {
|
|
132
|
+
readonly thumb_meta: readonly [0.4, 0.6, 0.3];
|
|
133
|
+
readonly thumb_prox: readonly [0.5, 0, 0];
|
|
134
|
+
readonly thumb_dist: readonly [0.4, 0, 0];
|
|
135
|
+
readonly index_meta: readonly [0, 0, 0];
|
|
136
|
+
readonly index_prox: readonly [1.7, 0, 0];
|
|
137
|
+
readonly index_inter: readonly [1.7, 0, 0];
|
|
138
|
+
readonly index_dist: readonly [1, 0, 0];
|
|
139
|
+
readonly middle_meta: readonly [0, 0, 0];
|
|
140
|
+
readonly middle_prox: readonly [1.7, 0, 0];
|
|
141
|
+
readonly middle_inter: readonly [1.7, 0, 0];
|
|
142
|
+
readonly middle_dist: readonly [1, 0, 0];
|
|
143
|
+
readonly ring_meta: readonly [0, 0, 0];
|
|
144
|
+
readonly ring_prox: readonly [1.7, 0, 0];
|
|
145
|
+
readonly ring_inter: readonly [1.7, 0, 0];
|
|
146
|
+
readonly ring_dist: readonly [1, 0, 0];
|
|
147
|
+
readonly pinky_meta: readonly [0, 0, 0];
|
|
148
|
+
readonly pinky_prox: readonly [1.7, 0, 0];
|
|
149
|
+
readonly pinky_inter: readonly [1.7, 0, 0];
|
|
150
|
+
readonly pinky_dist: readonly [1, 0, 0];
|
|
151
|
+
};
|
|
152
|
+
/**
|
|
153
|
+
* Backfist - Knuckle strikes (등주먹)
|
|
154
|
+
* Fist with wrist extended back
|
|
155
|
+
*/
|
|
156
|
+
readonly BACKFIST: {
|
|
157
|
+
readonly thumb_meta: readonly [0.3, 0.5, 0.2];
|
|
158
|
+
readonly thumb_prox: readonly [0.3, 0, 0];
|
|
159
|
+
readonly thumb_dist: readonly [0.2, 0, 0];
|
|
160
|
+
readonly index_meta: readonly [0, 0, 0];
|
|
161
|
+
readonly index_prox: readonly [1.4, 0, 0];
|
|
162
|
+
readonly index_inter: readonly [1.4, 0, 0];
|
|
163
|
+
readonly index_dist: readonly [0.7, 0, 0];
|
|
164
|
+
readonly middle_meta: readonly [0, 0, 0];
|
|
165
|
+
readonly middle_prox: readonly [1.4, 0, 0];
|
|
166
|
+
readonly middle_inter: readonly [1.4, 0, 0];
|
|
167
|
+
readonly middle_dist: readonly [0.7, 0, 0];
|
|
168
|
+
readonly ring_meta: readonly [0, 0, 0];
|
|
169
|
+
readonly ring_prox: readonly [1.4, 0, 0];
|
|
170
|
+
readonly ring_inter: readonly [1.4, 0, 0];
|
|
171
|
+
readonly ring_dist: readonly [0.7, 0, 0];
|
|
172
|
+
readonly pinky_meta: readonly [0, 0, 0];
|
|
173
|
+
readonly pinky_prox: readonly [1.4, 0, 0];
|
|
174
|
+
readonly pinky_inter: readonly [1.4, 0, 0];
|
|
175
|
+
readonly pinky_dist: readonly [0.7, 0, 0];
|
|
176
|
+
};
|
|
177
|
+
/**
|
|
178
|
+
* Grab - Grappling and holds (잡기)
|
|
179
|
+
* Fingers curled for grabbing
|
|
180
|
+
*/
|
|
181
|
+
readonly GRAB: {
|
|
182
|
+
readonly thumb_meta: readonly [0.2, 0.3, 0.1];
|
|
183
|
+
readonly thumb_prox: readonly [0.3, 0, 0];
|
|
184
|
+
readonly thumb_dist: readonly [0.2, 0, 0];
|
|
185
|
+
readonly index_meta: readonly [0, 0, 0];
|
|
186
|
+
readonly index_prox: readonly [1.2, 0, 0];
|
|
187
|
+
readonly index_inter: readonly [1, 0, 0];
|
|
188
|
+
readonly index_dist: readonly [0.6, 0, 0];
|
|
189
|
+
readonly middle_meta: readonly [0, 0, 0];
|
|
190
|
+
readonly middle_prox: readonly [1.3, 0, 0];
|
|
191
|
+
readonly middle_inter: readonly [1.1, 0, 0];
|
|
192
|
+
readonly middle_dist: readonly [0.7, 0, 0];
|
|
193
|
+
readonly ring_meta: readonly [0, 0, 0];
|
|
194
|
+
readonly ring_prox: readonly [1.3, 0, 0];
|
|
195
|
+
readonly ring_inter: readonly [1.1, 0, 0];
|
|
196
|
+
readonly ring_dist: readonly [0.7, 0, 0];
|
|
197
|
+
readonly pinky_meta: readonly [0, 0, 0];
|
|
198
|
+
readonly pinky_prox: readonly [1.2, 0, 0];
|
|
199
|
+
readonly pinky_inter: readonly [1, 0, 0];
|
|
200
|
+
readonly pinky_dist: readonly [0.6, 0, 0];
|
|
201
|
+
};
|
|
202
|
+
/**
|
|
203
|
+
* Two Finger - Eye strikes (이지권)
|
|
204
|
+
* Index and middle extended, others curled
|
|
205
|
+
*/
|
|
206
|
+
readonly TWO_FINGER: {
|
|
207
|
+
readonly thumb_meta: readonly [0.4, 0.6, 0.3];
|
|
208
|
+
readonly thumb_prox: readonly [0.3, 0, 0];
|
|
209
|
+
readonly thumb_dist: readonly [0.2, 0, 0];
|
|
210
|
+
readonly index_meta: readonly [0, 0, -0.1];
|
|
211
|
+
readonly index_prox: readonly [0, 0, 0];
|
|
212
|
+
readonly index_inter: readonly [0, 0, 0];
|
|
213
|
+
readonly index_dist: readonly [0, 0, 0];
|
|
214
|
+
readonly middle_meta: readonly [0, 0, 0.1];
|
|
215
|
+
readonly middle_prox: readonly [0, 0, 0];
|
|
216
|
+
readonly middle_inter: readonly [0, 0, 0];
|
|
217
|
+
readonly middle_dist: readonly [0, 0, 0];
|
|
218
|
+
readonly ring_meta: readonly [0, 0, 0];
|
|
219
|
+
readonly ring_prox: readonly [1.57, 0, 0];
|
|
220
|
+
readonly ring_inter: readonly [1.57, 0, 0];
|
|
221
|
+
readonly ring_dist: readonly [0.8, 0, 0];
|
|
222
|
+
readonly pinky_meta: readonly [0, 0, 0];
|
|
223
|
+
readonly pinky_prox: readonly [1.57, 0, 0];
|
|
224
|
+
readonly pinky_inter: readonly [1.57, 0, 0];
|
|
225
|
+
readonly pinky_dist: readonly [0.8, 0, 0];
|
|
226
|
+
};
|
|
227
|
+
/**
|
|
228
|
+
* Relaxed - Natural/idle hands (자연)
|
|
229
|
+
* Fingers in natural slight curl
|
|
230
|
+
*/
|
|
231
|
+
readonly RELAXED: {
|
|
232
|
+
readonly thumb_meta: readonly [0.1, 0.2, 0.1];
|
|
233
|
+
readonly thumb_prox: readonly [0.1, 0, 0];
|
|
234
|
+
readonly thumb_dist: readonly [0.05, 0, 0];
|
|
235
|
+
readonly index_meta: readonly [0, 0, 0];
|
|
236
|
+
readonly index_prox: readonly [0.3, 0, 0];
|
|
237
|
+
readonly index_inter: readonly [0.2, 0, 0];
|
|
238
|
+
readonly index_dist: readonly [0.1, 0, 0];
|
|
239
|
+
readonly middle_meta: readonly [0, 0, 0];
|
|
240
|
+
readonly middle_prox: readonly [0.35, 0, 0];
|
|
241
|
+
readonly middle_inter: readonly [0.25, 0, 0];
|
|
242
|
+
readonly middle_dist: readonly [0.15, 0, 0];
|
|
243
|
+
readonly ring_meta: readonly [0, 0, 0];
|
|
244
|
+
readonly ring_prox: readonly [0.35, 0, 0];
|
|
245
|
+
readonly ring_inter: readonly [0.25, 0, 0];
|
|
246
|
+
readonly ring_dist: readonly [0.15, 0, 0];
|
|
247
|
+
readonly pinky_meta: readonly [0, 0, 0];
|
|
248
|
+
readonly pinky_prox: readonly [0.3, 0, 0];
|
|
249
|
+
readonly pinky_inter: readonly [0.2, 0, 0];
|
|
250
|
+
readonly pinky_dist: readonly [0.1, 0, 0];
|
|
251
|
+
};
|
|
252
|
+
};
|
|
253
|
+
/** Type for a single hand pose */
|
|
254
|
+
export type HandPoseType = (typeof HAND_POSES)[keyof typeof HAND_POSES];
|
|
255
|
+
/** Available hand pose names */
|
|
256
|
+
export type HandPoseName = keyof typeof HAND_POSES;
|
|
257
|
+
/**
|
|
258
|
+
* Standard martial arts poses used across Korean martial arts
|
|
259
|
+
* 한국 무술의 기본 자세들
|
|
260
|
+
*
|
|
261
|
+
* @korean 기본자세
|
|
262
|
+
*/
|
|
263
|
+
export declare const MARTIAL_POSES: {
|
|
264
|
+
/**
|
|
265
|
+
* Fighting Guard - Hands protecting face (경계자세)
|
|
266
|
+
* Standard defensive position in Taekwondo
|
|
267
|
+
*/
|
|
268
|
+
readonly GUARD: {
|
|
269
|
+
readonly leftShoulder: readonly [-0.6, 0.4, 0.3];
|
|
270
|
+
readonly leftElbow: readonly [0, 0, -1.8];
|
|
271
|
+
readonly rightShoulder: readonly [-0.6, -0.4, -0.3];
|
|
272
|
+
readonly rightElbow: readonly [0, 0, 1.8];
|
|
273
|
+
};
|
|
274
|
+
/**
|
|
275
|
+
* High Guard - Hands at temple level (상단방어)
|
|
276
|
+
* Used during kicks for head protection
|
|
277
|
+
*/
|
|
278
|
+
readonly HIGH_GUARD: {
|
|
279
|
+
readonly leftShoulder: readonly [-0.9, 0.3, 0.4];
|
|
280
|
+
readonly leftElbow: readonly [0, 0, -1.6];
|
|
281
|
+
readonly rightShoulder: readonly [-0.9, -0.3, -0.4];
|
|
282
|
+
readonly rightElbow: readonly [0, 0, 1.6];
|
|
283
|
+
};
|
|
284
|
+
/**
|
|
285
|
+
* Clinch Position - Arms controlling opponent (클린치)
|
|
286
|
+
* Used for knee strikes and throws
|
|
287
|
+
*/
|
|
288
|
+
readonly CLINCH: {
|
|
289
|
+
readonly leftShoulder: readonly [0.8, 0, -0.5];
|
|
290
|
+
readonly leftElbow: readonly [0, 0, -1.3];
|
|
291
|
+
readonly rightShoulder: readonly [0.8, 0, 0.5];
|
|
292
|
+
readonly rightElbow: readonly [0, 0, 1.3];
|
|
293
|
+
};
|
|
294
|
+
/**
|
|
295
|
+
* Grappling Entry - Reaching for opponent (잡기진입)
|
|
296
|
+
*/
|
|
297
|
+
readonly GRAPPLE_ENTRY: {
|
|
298
|
+
readonly leftShoulder: readonly [0.4, 0.6, -0.2];
|
|
299
|
+
readonly leftElbow: readonly [0, 0, -1.2];
|
|
300
|
+
readonly rightShoulder: readonly [0.6, -0.4, 0.3];
|
|
301
|
+
readonly rightElbow: readonly [0, 0, 0.8];
|
|
302
|
+
};
|
|
303
|
+
/**
|
|
304
|
+
* Neutral Standing - Relaxed standing (기본선자세)
|
|
305
|
+
*/
|
|
306
|
+
readonly NEUTRAL: {
|
|
307
|
+
readonly leftShoulder: readonly [0, 0, 0.1];
|
|
308
|
+
readonly leftElbow: readonly [0, 0, -0.2];
|
|
309
|
+
readonly rightShoulder: readonly [0, 0, -0.1];
|
|
310
|
+
readonly rightElbow: readonly [0, 0, 0.2];
|
|
311
|
+
};
|
|
312
|
+
};
|
|
313
|
+
/** Type for martial poses */
|
|
314
|
+
export type MartialPoseType = (typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];
|
|
315
|
+
/** Available martial pose names */
|
|
316
|
+
export type MartialPoseName = keyof typeof MARTIAL_POSES;
|
|
317
|
+
/**
|
|
318
|
+
* Kick phases for proper martial arts execution
|
|
319
|
+
* 발차기 단계별 자세
|
|
320
|
+
*
|
|
321
|
+
* @korean 발차기단계
|
|
322
|
+
*/
|
|
323
|
+
export declare const KICK_PHASES: {
|
|
324
|
+
/**
|
|
325
|
+
* Chamber Position (준비자세) - Knee lifted, tight
|
|
326
|
+
*/
|
|
327
|
+
readonly CHAMBER: {
|
|
328
|
+
readonly hip: readonly [1.57, 0, 0];
|
|
329
|
+
readonly knee: readonly [-2, 0, 0];
|
|
330
|
+
readonly ankle: readonly [0, 0, 0];
|
|
331
|
+
readonly supportKnee: readonly [-0.25, 0, 0];
|
|
332
|
+
readonly pelvis: readonly [-0.1, 0, 0];
|
|
333
|
+
};
|
|
334
|
+
/**
|
|
335
|
+
* Extension Position (차기자세) - Leg extended with hip drive
|
|
336
|
+
*
|
|
337
|
+
* Enhanced with proper hip Y-rotation for power generation (골반회전)
|
|
338
|
+
*/
|
|
339
|
+
readonly EXTENSION: {
|
|
340
|
+
readonly hip: readonly [1.7, 0, 0];
|
|
341
|
+
readonly knee: readonly [-0.05, 0, 0];
|
|
342
|
+
readonly ankle: readonly [0.5, 0, 0];
|
|
343
|
+
readonly supportKnee: readonly [-0.35, 0, 0];
|
|
344
|
+
readonly pelvis: readonly [0.15, 0, 0];
|
|
345
|
+
readonly pelvisY: -0.6;
|
|
346
|
+
};
|
|
347
|
+
/**
|
|
348
|
+
* High Axe Kick Peak (높은차기) - Leg nearly vertical
|
|
349
|
+
*/
|
|
350
|
+
readonly HIGH_PEAK: {
|
|
351
|
+
readonly hip: readonly [2.5, 0, 0];
|
|
352
|
+
readonly knee: readonly [-0.1, 0, 0];
|
|
353
|
+
readonly ankle: readonly [0.6, 0, 0];
|
|
354
|
+
readonly supportKnee: readonly [-0.35, 0, 0];
|
|
355
|
+
readonly pelvis: readonly [-0.25, 0, 0];
|
|
356
|
+
};
|
|
357
|
+
/**
|
|
358
|
+
* Roundhouse Chamber (돌려차기준비) - Hip rotated out
|
|
359
|
+
*/
|
|
360
|
+
readonly ROUNDHOUSE_CHAMBER: {
|
|
361
|
+
readonly hip: readonly [1.2, 0, 0.8];
|
|
362
|
+
readonly knee: readonly [-1.5, 0, 0];
|
|
363
|
+
readonly pelvisY: -0.5;
|
|
364
|
+
readonly spineY: 0.3;
|
|
365
|
+
};
|
|
366
|
+
/**
|
|
367
|
+
* Side Kick Lateral (옆차기) - Turned sideways
|
|
368
|
+
*/
|
|
369
|
+
readonly SIDE_CHAMBER: {
|
|
370
|
+
readonly hip: readonly [1.3, 0, 0.3];
|
|
371
|
+
readonly knee: readonly [-1.6, 0, 0];
|
|
372
|
+
readonly pelvisY: -1.57;
|
|
373
|
+
readonly spineY: -1.2;
|
|
374
|
+
readonly spineLean: 0.2;
|
|
375
|
+
};
|
|
376
|
+
};
|
|
377
|
+
/** Type for kick phases */
|
|
378
|
+
export type KickPhaseType = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];
|
|
379
|
+
/** Available kick phase names */
|
|
380
|
+
export type KickPhaseName = keyof typeof KICK_PHASES;
|
|
381
|
+
/**
|
|
382
|
+
* Punch phases for proper striking mechanics with Korean martial arts biomechanics
|
|
383
|
+
* 주먹 단계별 자세 - 한국 무술 생체역학 기반
|
|
384
|
+
*
|
|
385
|
+
* Based on traditional Korean martial arts principles:
|
|
386
|
+
* - 정권지르기 (Jeongkwon Jireugi) - Straight punch with fist rotation
|
|
387
|
+
* - 역권지르기 (Yeokwon Jireugi) - Reverse punch with full hip drive
|
|
388
|
+
* - 당기기 (Dangigi) - Pulling hand (hikite) for power generation
|
|
389
|
+
* - 엉덩이회전 (Eongdeongi Hoejeon) - Hip rotation for maximum power
|
|
390
|
+
* - 어깨비틀기 (Eokkae Biteulgi) - Shoulder torque coordination
|
|
391
|
+
*
|
|
392
|
+
* @korean 주먹단계
|
|
393
|
+
*/
|
|
394
|
+
export declare const PUNCH_PHASES: {
|
|
395
|
+
/**
|
|
396
|
+
* Chamber (준비) - Arm coiled back with fist vertical
|
|
397
|
+
*
|
|
398
|
+
* Korean martial arts chamber position:
|
|
399
|
+
* - Fist at hip level, palm facing up/in (세로주먹)
|
|
400
|
+
* - Elbow bent ~90 degrees
|
|
401
|
+
* - Opposite arm in guard position
|
|
402
|
+
* - Hip neutral or slightly turned away
|
|
403
|
+
* - Coiled for explosive extension
|
|
404
|
+
*/
|
|
405
|
+
readonly CHAMBER: {
|
|
406
|
+
readonly shoulder: readonly [-0.15, 0, -0.2];
|
|
407
|
+
readonly elbow: readonly [0, 0, -1.57];
|
|
408
|
+
readonly wrist: readonly [0, 0, 0];
|
|
409
|
+
readonly oppositeShoulder: readonly [-0.1, 0, 0.2];
|
|
410
|
+
readonly oppositeElbow: readonly [0, 0, 1.4];
|
|
411
|
+
readonly spineY: -0.1;
|
|
412
|
+
readonly pelvisY: -0.1;
|
|
413
|
+
};
|
|
414
|
+
/**
|
|
415
|
+
* Wind-up (준비강화) - Brief additional coil before strike
|
|
416
|
+
*
|
|
417
|
+
* Minimal wind-up for fast punches like jab.
|
|
418
|
+
* More pronounced for power punches like cross.
|
|
419
|
+
*/
|
|
420
|
+
readonly WINDUP: {
|
|
421
|
+
readonly shoulder: readonly [0.3, 0, -0.3];
|
|
422
|
+
readonly elbow: readonly [0, 0, 1.8];
|
|
423
|
+
readonly spineY: -0.15;
|
|
424
|
+
readonly pelvisY: -0.1;
|
|
425
|
+
};
|
|
426
|
+
/**
|
|
427
|
+
* Extension with Hip Drive (지르기) - Full extension with body rotation
|
|
428
|
+
*
|
|
429
|
+
* Korean martial arts extension mechanics:
|
|
430
|
+
* - Fist rotates from vertical to pronated (palm-down)
|
|
431
|
+
* - Hip drives forward and rotates (엉덩이회전)
|
|
432
|
+
* - Shoulder rotates with punch (어깨비틀기)
|
|
433
|
+
* - Opposite arm pulls back to hip (당기기/hikite)
|
|
434
|
+
* - Elbow nearly straight at impact (~170-175°)
|
|
435
|
+
*/
|
|
436
|
+
readonly EXTENSION: {
|
|
437
|
+
readonly shoulder: readonly [0.25, 0, 0.15];
|
|
438
|
+
readonly elbow: readonly [0, 0, -0.09];
|
|
439
|
+
readonly wrist: readonly [0, 0, 0.2];
|
|
440
|
+
readonly oppositeShoulder: readonly [-0.2, 0, -0.3];
|
|
441
|
+
readonly oppositeElbow: readonly [0, 0, 1.1];
|
|
442
|
+
readonly spineY: 0.4;
|
|
443
|
+
readonly pelvisY: 0.25;
|
|
444
|
+
};
|
|
445
|
+
/**
|
|
446
|
+
* Peak Impact (정점) - Maximum extension and rotation
|
|
447
|
+
*
|
|
448
|
+
* Brief hold at full extension for impact frame.
|
|
449
|
+
* All power delivered through aligned structure.
|
|
450
|
+
* Slight additional arm extension for maximum reach.
|
|
451
|
+
*/
|
|
452
|
+
readonly PEAK: {
|
|
453
|
+
readonly shoulder: readonly [0.25, 0, 0.15];
|
|
454
|
+
readonly elbow: readonly [0, 0, -0.05];
|
|
455
|
+
readonly wrist: readonly [0, 0, 0.2];
|
|
456
|
+
readonly oppositeShoulder: readonly [-0.2, 0, -0.3];
|
|
457
|
+
readonly oppositeElbow: readonly [0, 0, 1.1];
|
|
458
|
+
readonly spineY: 0.45;
|
|
459
|
+
readonly pelvisY: 0.3;
|
|
460
|
+
};
|
|
461
|
+
};
|
|
462
|
+
/** Type for punch phases */
|
|
463
|
+
export type PunchPhaseType = (typeof PUNCH_PHASES)[keyof typeof PUNCH_PHASES];
|
|
464
|
+
/** Available punch phase names */
|
|
465
|
+
export type PunchPhaseName = keyof typeof PUNCH_PHASES;
|
|
466
|
+
/**
|
|
467
|
+
* Korean Martial Arts Stance Biomechanics
|
|
468
|
+
*
|
|
469
|
+
* Authentic biomechanical configurations for all eight trigram stances (팔괘 자세),
|
|
470
|
+
* based on traditional Korean martial arts (Taekwondo 태권도, Hapkido 합기도, Taekyon 택견).
|
|
471
|
+
*
|
|
472
|
+
* Each stance defines:
|
|
473
|
+
* - frontKneeBend: Front leg knee flexion angle in degrees (무릎굽힘각도)
|
|
474
|
+
* - backKneeBend: Back leg knee flexion angle in degrees (뒷다리무릎각도)
|
|
475
|
+
* - weightDistribution: Front/back weight ratio (체중분배)
|
|
476
|
+
* - stanceWidth: Distance between feet in shoulder widths (발간격)
|
|
477
|
+
* - hipHeight: Hip height relative to standing (0-1 scale) (엉덩이높이)
|
|
478
|
+
* - tacticalRationale: Combat purpose of stance width (전술적 근거)
|
|
479
|
+
*
|
|
480
|
+
* Angle conventions:
|
|
481
|
+
* - 180° = Fully straight leg (완전히 펴진 다리)
|
|
482
|
+
* - 90° = Right angle bend (직각 굽힘)
|
|
483
|
+
* - Lower angles = Deeper bend (낮은 각도 = 더 깊은 굽힘)
|
|
484
|
+
*
|
|
485
|
+
* Weight distribution:
|
|
486
|
+
* - front: 0.6 = 60% weight on front leg (앞발 60% 체중)
|
|
487
|
+
* - back: 0.4 = 40% weight on back leg (뒷발 40% 체중)
|
|
488
|
+
*
|
|
489
|
+
* Stance width tactical purposes:
|
|
490
|
+
* - Wide stances (1.5-2.0x): Stability, power generation, low center of gravity
|
|
491
|
+
* - Medium stances (1.0-1.3x): Balance between mobility and stability
|
|
492
|
+
* - Narrow stances (0.8-1.0x): High mobility, quick footwork
|
|
493
|
+
* - Single leg (0.0x): Maximum mobility, continuous attack capability
|
|
494
|
+
*
|
|
495
|
+
* Sources:
|
|
496
|
+
* - Taekwondo (태권도) - KTA/WTF standard stances
|
|
497
|
+
* - Hapkido (합기도) - Traditional defensive stances
|
|
498
|
+
* - Taekyon (택견) - Korean traditional martial art stances
|
|
499
|
+
*
|
|
500
|
+
* @korean 한국무술자세생체역학
|
|
501
|
+
*/
|
|
502
|
+
export declare const KOREAN_STANCE_BIOMECHANICS: {
|
|
503
|
+
/**
|
|
504
|
+
* ☰ GEON (건) - HEAVEN STANCE | 하늘 자세
|
|
505
|
+
*
|
|
506
|
+
* Forward stance (앞서기) - Taekwondo Ap Seogi
|
|
507
|
+
*
|
|
508
|
+
* Characteristics:
|
|
509
|
+
* - Aggressive forward position for direct force techniques
|
|
510
|
+
* - Deep front knee bend for power generation
|
|
511
|
+
* - Extended back leg for solid base
|
|
512
|
+
* - 60/40 weight distribution favoring front
|
|
513
|
+
* - 1.2-1.5x shoulder width for forward power transfer
|
|
514
|
+
*
|
|
515
|
+
* Tactical rationale for stance width:
|
|
516
|
+
* - Medium-wide base (1.2-1.5x) provides forward power generation
|
|
517
|
+
* - Wide enough for stability during penetrating strikes
|
|
518
|
+
* - Narrower than defensive stances for offensive mobility
|
|
519
|
+
* - Optimal for weight transfer into punches and forward kicks
|
|
520
|
+
*
|
|
521
|
+
* Korean martial art source: Taekwondo (태권도)
|
|
522
|
+
*
|
|
523
|
+
* @korean 건천자세
|
|
524
|
+
*/
|
|
525
|
+
readonly GEON_HEAVEN: {
|
|
526
|
+
readonly frontKneeBend: 70;
|
|
527
|
+
readonly backKneeBend: 160;
|
|
528
|
+
readonly weightDistribution: {
|
|
529
|
+
readonly front: 0.6;
|
|
530
|
+
readonly back: 0.4;
|
|
531
|
+
};
|
|
532
|
+
readonly stanceWidth: 1.35;
|
|
533
|
+
readonly hipHeight: 0.85;
|
|
534
|
+
readonly tacticalRationale: "power_generation";
|
|
535
|
+
};
|
|
536
|
+
/**
|
|
537
|
+
* ☱ TAE (태) - LAKE STANCE | 호수 자세
|
|
538
|
+
*
|
|
539
|
+
* Cat stance (고양이서기) - Taekwondo Beom Seogi
|
|
540
|
+
*
|
|
541
|
+
* Characteristics:
|
|
542
|
+
* - Fluid defensive position for joint manipulation
|
|
543
|
+
* - Most weight on back leg (90/10)
|
|
544
|
+
* - Front leg light and mobile for kicking
|
|
545
|
+
* - Back knee bent for spring-loaded movement
|
|
546
|
+
* - High hip position for quick transitions
|
|
547
|
+
* - 0.8-1.0x shoulder width for maximum mobility
|
|
548
|
+
*
|
|
549
|
+
* Tactical rationale for stance width:
|
|
550
|
+
* - Narrow base (0.8-1.0x) enables rapid footwork
|
|
551
|
+
* - Quick transitions between stances
|
|
552
|
+
* - Mobile front leg ready for instant kicks or steps
|
|
553
|
+
* - Back-weighted for defensive redirection
|
|
554
|
+
*
|
|
555
|
+
* Korean martial art source: Hapkido (합기도)
|
|
556
|
+
*
|
|
557
|
+
* @korean 태호수자세
|
|
558
|
+
*/
|
|
559
|
+
readonly TAE_LAKE: {
|
|
560
|
+
readonly frontKneeBend: 170;
|
|
561
|
+
readonly backKneeBend: 120;
|
|
562
|
+
readonly weightDistribution: {
|
|
563
|
+
readonly front: 0.1;
|
|
564
|
+
readonly back: 0.9;
|
|
565
|
+
};
|
|
566
|
+
readonly stanceWidth: 0.9;
|
|
567
|
+
readonly hipHeight: 0.9;
|
|
568
|
+
readonly tacticalRationale: "mobility";
|
|
569
|
+
};
|
|
570
|
+
/**
|
|
571
|
+
* ☲ LI (리) - FIRE STANCE | 불 자세
|
|
572
|
+
*
|
|
573
|
+
* Fighting stance (전투서기) - Taekwondo Gyeorugi Junbi Seogi
|
|
574
|
+
*
|
|
575
|
+
* Characteristics:
|
|
576
|
+
* - Balanced 50/50 stance for precision strikes
|
|
577
|
+
* - Both knees moderately bent (~135°)
|
|
578
|
+
* - Mobile and ready to move in any direction
|
|
579
|
+
* - Medium width for stability and mobility
|
|
580
|
+
* - Standard combat readiness position
|
|
581
|
+
* - 1.0-1.2x shoulder width for balanced combat
|
|
582
|
+
*
|
|
583
|
+
* Tactical rationale for stance width:
|
|
584
|
+
* - Standard width (1.0-1.2x) balances all combat attributes
|
|
585
|
+
* - Quick directional changes while maintaining stability
|
|
586
|
+
* - Optimal for precision vital point targeting
|
|
587
|
+
* - Neutral foundation for offensive and defensive transitions
|
|
588
|
+
*
|
|
589
|
+
* Korean martial art source: Taekwondo (태권도)
|
|
590
|
+
*
|
|
591
|
+
* @korean 리화염자세
|
|
592
|
+
*/
|
|
593
|
+
readonly LI_FIRE: {
|
|
594
|
+
readonly frontKneeBend: 135;
|
|
595
|
+
readonly backKneeBend: 135;
|
|
596
|
+
readonly weightDistribution: {
|
|
597
|
+
readonly front: 0.5;
|
|
598
|
+
readonly back: 0.5;
|
|
599
|
+
};
|
|
600
|
+
readonly stanceWidth: 1.1;
|
|
601
|
+
readonly hipHeight: 0.88;
|
|
602
|
+
readonly tacticalRationale: "balance";
|
|
603
|
+
};
|
|
604
|
+
/**
|
|
605
|
+
* ☳ JIN (진) - THUNDER STANCE | 천둥 자세
|
|
606
|
+
*
|
|
607
|
+
* Horse stance (기마서기) - Taekwondo Juchum Seogi
|
|
608
|
+
*
|
|
609
|
+
* Characteristics:
|
|
610
|
+
* - Wide, powerful stance for explosive techniques
|
|
611
|
+
* - Deep knee bend in both legs (~90°)
|
|
612
|
+
* - Equal weight distribution (50/50)
|
|
613
|
+
* - Very low hip position for ground stability
|
|
614
|
+
* - Feet parallel, pointing forward
|
|
615
|
+
* - 1.8-2.2x shoulder width for maximum stability
|
|
616
|
+
*
|
|
617
|
+
* Tactical rationale for stance width:
|
|
618
|
+
* - Very wide base (1.8-2.2x) maximizes lateral stability
|
|
619
|
+
* - Low center of gravity for explosive power generation
|
|
620
|
+
* - Immovable platform for devastating techniques
|
|
621
|
+
* - Trades mobility for overwhelming striking force
|
|
622
|
+
*
|
|
623
|
+
* Korean martial art source: Taekwondo (태권도)
|
|
624
|
+
*
|
|
625
|
+
* @korean 진천둥자세
|
|
626
|
+
*/
|
|
627
|
+
readonly JIN_THUNDER: {
|
|
628
|
+
readonly frontKneeBend: 90;
|
|
629
|
+
readonly backKneeBend: 90;
|
|
630
|
+
readonly weightDistribution: {
|
|
631
|
+
readonly front: 0.5;
|
|
632
|
+
readonly back: 0.5;
|
|
633
|
+
};
|
|
634
|
+
readonly stanceWidth: 2;
|
|
635
|
+
readonly hipHeight: 0.75;
|
|
636
|
+
readonly tacticalRationale: "stability";
|
|
637
|
+
};
|
|
638
|
+
/**
|
|
639
|
+
* ☴ SON (손) - WIND STANCE | 바람 자세
|
|
640
|
+
*
|
|
641
|
+
* Crane stance (학서기) - Taekwondo Hakdari Seogi
|
|
642
|
+
*
|
|
643
|
+
* Characteristics:
|
|
644
|
+
* - One-legged balance for continuous movement
|
|
645
|
+
* - Standing leg nearly straight (~170°)
|
|
646
|
+
* - All weight on standing leg (100%)
|
|
647
|
+
* - Raised leg ready for rapid kicks
|
|
648
|
+
* - High hip position for mobility
|
|
649
|
+
* - 0.0 stance width (single leg stance)
|
|
650
|
+
*
|
|
651
|
+
* Tactical rationale for stance width:
|
|
652
|
+
* - Zero width (0.0x) - single leg stance for extreme mobility
|
|
653
|
+
* - Raised leg enables instant kicks without chambering
|
|
654
|
+
* - Maximum freedom of movement in all directions
|
|
655
|
+
* - Continuous pressure capability through rapid strikes
|
|
656
|
+
* - Highest mobility, lowest stability trade-off
|
|
657
|
+
*
|
|
658
|
+
* Korean martial art source: Taekyon (택견)
|
|
659
|
+
*
|
|
660
|
+
* @korean 손바람자세
|
|
661
|
+
*/
|
|
662
|
+
readonly SON_WIND: {
|
|
663
|
+
readonly frontKneeBend: 170;
|
|
664
|
+
readonly backKneeBend: 45;
|
|
665
|
+
readonly weightDistribution: {
|
|
666
|
+
readonly front: 1;
|
|
667
|
+
readonly back: 0;
|
|
668
|
+
};
|
|
669
|
+
readonly stanceWidth: 0;
|
|
670
|
+
readonly hipHeight: 0.92;
|
|
671
|
+
readonly tacticalRationale: "extreme_mobility";
|
|
672
|
+
};
|
|
673
|
+
/**
|
|
674
|
+
* ☵ GAM (감) - WATER STANCE | 물 자세
|
|
675
|
+
*
|
|
676
|
+
* Back stance (뒤서기) - Taekwondo Dwit Seogi
|
|
677
|
+
*
|
|
678
|
+
* Characteristics:
|
|
679
|
+
* - Defensive stance with weight on back leg
|
|
680
|
+
* - Deep back knee bend (~100°) for absorption
|
|
681
|
+
* - Front leg light for quick defense
|
|
682
|
+
* - 30/70 weight distribution (back-heavy)
|
|
683
|
+
* - Medium-low hip for stability
|
|
684
|
+
* - 1.0-1.3x shoulder width for adaptive response
|
|
685
|
+
*
|
|
686
|
+
* Tactical rationale for stance width:
|
|
687
|
+
* - Medium width (1.0-1.3x) enables flow and adaptation
|
|
688
|
+
* - Wide enough for stable defensive absorption
|
|
689
|
+
* - Narrow enough for quick counter-movements
|
|
690
|
+
* - Optimal for redirecting opponent's force
|
|
691
|
+
*
|
|
692
|
+
* Korean martial art source: Hapkido (합기도)
|
|
693
|
+
*
|
|
694
|
+
* @korean 감물자세
|
|
695
|
+
*/
|
|
696
|
+
readonly GAM_WATER: {
|
|
697
|
+
readonly frontKneeBend: 150;
|
|
698
|
+
readonly backKneeBend: 100;
|
|
699
|
+
readonly weightDistribution: {
|
|
700
|
+
readonly front: 0.3;
|
|
701
|
+
readonly back: 0.7;
|
|
702
|
+
};
|
|
703
|
+
readonly stanceWidth: 1.15;
|
|
704
|
+
readonly hipHeight: 0.82;
|
|
705
|
+
readonly tacticalRationale: "adaptability";
|
|
706
|
+
};
|
|
707
|
+
/**
|
|
708
|
+
* ☶ GAN (간) - MOUNTAIN STANCE | 산 자세
|
|
709
|
+
*
|
|
710
|
+
* Defensive stance (방어서기) - Hapkido Bangeoseogi
|
|
711
|
+
*
|
|
712
|
+
* Characteristics:
|
|
713
|
+
* - Immovable defensive position
|
|
714
|
+
* - Moderate knee bend in both legs (~120°)
|
|
715
|
+
* - Slightly back-weighted (40/60)
|
|
716
|
+
* - Medium width for solid base
|
|
717
|
+
* - Medium-high hip for counter readiness
|
|
718
|
+
* - 1.3-1.6x shoulder width for defensive strength
|
|
719
|
+
*
|
|
720
|
+
* Tactical rationale for stance width:
|
|
721
|
+
* - Wide base (1.3-1.6x) provides immovable blocking platform
|
|
722
|
+
* - Stable foundation for absorbing powerful attacks
|
|
723
|
+
* - Wide enough for strong defensive counters
|
|
724
|
+
* - Rooted position for reversal techniques
|
|
725
|
+
*
|
|
726
|
+
* Korean martial art source: Hapkido (합기도)
|
|
727
|
+
*
|
|
728
|
+
* @korean 간산자세
|
|
729
|
+
*/
|
|
730
|
+
readonly GAN_MOUNTAIN: {
|
|
731
|
+
readonly frontKneeBend: 120;
|
|
732
|
+
readonly backKneeBend: 120;
|
|
733
|
+
readonly weightDistribution: {
|
|
734
|
+
readonly front: 0.4;
|
|
735
|
+
readonly back: 0.6;
|
|
736
|
+
};
|
|
737
|
+
readonly stanceWidth: 1.45;
|
|
738
|
+
readonly hipHeight: 0.87;
|
|
739
|
+
readonly tacticalRationale: "defensive_block";
|
|
740
|
+
};
|
|
741
|
+
/**
|
|
742
|
+
* ☷ GON (곤) - EARTH STANCE | 땅 자세
|
|
743
|
+
*
|
|
744
|
+
* Low stance (낮은서기) - Korean Ssireum (씨름) wrestling stance
|
|
745
|
+
*
|
|
746
|
+
* Characteristics:
|
|
747
|
+
* - Very low, grounded position for takedowns
|
|
748
|
+
* - Deep knee bend in both legs (~80°)
|
|
749
|
+
* - Equal weight distribution (50/50)
|
|
750
|
+
* - Wide stance for base and grappling
|
|
751
|
+
* - Very low hip position for ground control
|
|
752
|
+
* - 1.6-2.0x shoulder width for grappling control
|
|
753
|
+
*
|
|
754
|
+
* Tactical rationale for stance width:
|
|
755
|
+
* - Very wide base (1.6-2.0x) optimal for takedown defense
|
|
756
|
+
* - Low center of gravity prevents being thrown
|
|
757
|
+
* - Wide platform for initiating grappling techniques
|
|
758
|
+
* - Grounded power for throws and slams
|
|
759
|
+
*
|
|
760
|
+
* Korean martial art source: Ssireum (씨름) / Hapkido ground techniques
|
|
761
|
+
*
|
|
762
|
+
* @korean 곤땅자세
|
|
763
|
+
*/
|
|
764
|
+
readonly GON_EARTH: {
|
|
765
|
+
readonly frontKneeBend: 80;
|
|
766
|
+
readonly backKneeBend: 80;
|
|
767
|
+
readonly weightDistribution: {
|
|
768
|
+
readonly front: 0.5;
|
|
769
|
+
readonly back: 0.5;
|
|
770
|
+
};
|
|
771
|
+
readonly stanceWidth: 1.8;
|
|
772
|
+
readonly hipHeight: 0.72;
|
|
773
|
+
readonly tacticalRationale: "grounding";
|
|
774
|
+
};
|
|
775
|
+
};
|
|
776
|
+
/** Type for Korean stance biomechanics */
|
|
777
|
+
export type KoreanStanceBiomechanicsType = (typeof KOREAN_STANCE_BIOMECHANICS)[keyof typeof KOREAN_STANCE_BIOMECHANICS];
|
|
778
|
+
/** Available Korean stance biomechanics names */
|
|
779
|
+
export type KoreanStanceName = keyof typeof KOREAN_STANCE_BIOMECHANICS;
|
|
780
|
+
/**
|
|
781
|
+
* Animation type identifiers for the animation system
|
|
782
|
+
* @korean 애니메이션타입
|
|
783
|
+
*/
|
|
784
|
+
export declare enum AnimationType {
|
|
785
|
+
FRONT_KICK = "front_kick",
|
|
786
|
+
ROUNDHOUSE_KICK = "roundhouse_kick",
|
|
787
|
+
SIDE_KICK = "side_kick",
|
|
788
|
+
AXE_KICK = "axe_kick",
|
|
789
|
+
CRESCENT_KICK = "crescent_kick",
|
|
790
|
+
SPINNING_HOOK = "spinning_hook",
|
|
791
|
+
BACK_KICK = "back_kick",
|
|
792
|
+
PUSH_KICK = "push_kick",
|
|
793
|
+
LOW_KICK = "low_kick",
|
|
794
|
+
KNEE_KICK = "knee_kick",
|
|
795
|
+
FLYING_KICK = "flying_kick",
|
|
796
|
+
TORNADO_KICK = "tornado_kick",
|
|
797
|
+
JUMPING_KICK = "jumping_kick",
|
|
798
|
+
SPINNING_HEEL_KICK = "spinning_heel_kick",
|
|
799
|
+
JAB = "jab",
|
|
800
|
+
CROSS = "cross",
|
|
801
|
+
HOOK = "hook",
|
|
802
|
+
UPPERCUT = "uppercut",
|
|
803
|
+
OVERHAND = "overhand",
|
|
804
|
+
PALM_STRIKE = "palm_strike",
|
|
805
|
+
BACKFIST = "backfist",
|
|
806
|
+
HAMMER_FIST = "hammer_fist",
|
|
807
|
+
SPEAR_HAND_STRIKE = "spear_hand_strike",// li_flame_spear - Finger thrust
|
|
808
|
+
NERVE_STRIKE = "nerve_strike",// li_nerve_strike - Pressure point jab
|
|
809
|
+
PRESSURE_POINT_STRIKE = "pressure_point_strike",// li_pressure_point - Precision strike
|
|
810
|
+
LIGHTNING_STRIKE = "lightning_strike",// jin_lightning_flash - Fast explosive jab
|
|
811
|
+
RAPID_BARRAGE = "rapid_barrage",// son_whirlwind_barrage - Multiple fast jabs
|
|
812
|
+
RHYTHMIC_STRIKES = "rhythmic_strikes",// son_rhythmic_strikes - Patterned jabs
|
|
813
|
+
NERVE_PARALYSIS = "nerve_paralysis",// darkops_nerve_paralysis - Debilitating strike
|
|
814
|
+
THROAT_STRIKE = "throat_strike",// darkops_throat_strike - Airway attack
|
|
815
|
+
EYE_GOUGE = "eye_gouge",// darkops_eye_gouge - Vision attack
|
|
816
|
+
HEAVEN_STRIKE = "heaven_strike",// geon_heaven_strike - Powerful descending cross
|
|
817
|
+
FLOWING_CROSS = "flowing_cross",// tae_flowing_strikes - Circular cross motion
|
|
818
|
+
SOLAR_PLEXUS_STRIKE = "solar_plexus_strike",// li_solar_plexus_strike - Diaphragm shock
|
|
819
|
+
FLOWING_PUSH = "flowing_push",// son_flowing_push - Redirecting palm
|
|
820
|
+
LIVER_DISRUPTION = "liver_disruption",// darkops_liver_disruption - Organ strike
|
|
821
|
+
EAR_STRIKE = "ear_strike",// darkops_ear_strike - Concussive palm
|
|
822
|
+
ELBOW_STRIKE = "elbow_strike",
|
|
823
|
+
KNEE_STRIKE = "knee_strike",
|
|
824
|
+
ELBOW_UPPERCUT = "elbow_uppercut",
|
|
825
|
+
FLYING_KNEE = "flying_knee",
|
|
826
|
+
CLINCH_KNEE = "clinch_knee",
|
|
827
|
+
SPINNING_ELBOW = "spinning_elbow",
|
|
828
|
+
TEMPLE_ELBOW = "temple_elbow",// li_temple_strike - Lateral temple strike
|
|
829
|
+
SPINNING_BACK_ELBOW = "spinning_back_elbow",// son_spinning_elbow - Rotational power
|
|
830
|
+
SPINAL_ELBOW = "spinal_elbow",// darkops_spinal_strike - Vertebrae targeting
|
|
831
|
+
BRACHIAL_ELBOW = "brachial_elbow",// darkops_brachial_plexus_strike - Nerve cluster
|
|
832
|
+
KIDNEY_KNEE = "kidney_knee",// darkops_kidney_strike - Organ targeting
|
|
833
|
+
FEMORAL_KNEE = "femoral_knee",// darkops_femoral_nerve_strike - Nerve targeting
|
|
834
|
+
THROW = "throw",
|
|
835
|
+
JOINT_LOCK = "joint_lock",
|
|
836
|
+
TAKEDOWN = "takedown",
|
|
837
|
+
SWEEP = "sweep",
|
|
838
|
+
CLINCH = "clinch",
|
|
839
|
+
GRAPPLE = "grapple",
|
|
840
|
+
SLAM = "slam",
|
|
841
|
+
WRIST_LOCK = "wrist_lock",
|
|
842
|
+
ARM_BAR = "arm_bar",
|
|
843
|
+
SHOULDER_LOCK = "shoulder_lock",
|
|
844
|
+
HIP_THROW = "hip_throw",
|
|
845
|
+
LEG_REAP = "leg_reap",
|
|
846
|
+
SMALL_CIRCLE_LOCK = "small_circle_lock",// tae_small_circle - Subtle joint control
|
|
847
|
+
FINGER_LOCK = "finger_lock",// tae_finger_lock - Digit manipulation
|
|
848
|
+
ELBOW_LOCK = "elbow_lock",// tae_elbow_lock - Arm hyperextension
|
|
849
|
+
SHOULDER_MANIPULATION = "shoulder_manipulation",// tae_shoulder_lock - Rotator cuff attack
|
|
850
|
+
MOUNTAIN_LOCK = "mountain_lock",// gan_mountain_stance_lock - Immobilizing hold
|
|
851
|
+
EARTH_EMBRACE = "earth_embrace",// gon_earth_embrace - Ground control
|
|
852
|
+
CAROTID_CHOKE = "carotid_choke",// darkops_silent_carotid - Blood choke
|
|
853
|
+
REAR_NAKED_CHOKE = "rear_naked_choke",// darkops_rear_choke - Air choke
|
|
854
|
+
REDIRECT_THROW = "redirect_throw",// gam_redirect_throw - Using opponent's momentum
|
|
855
|
+
HIP_WHEEL_THROW = "hip_wheel_throw",// gam_hip_throw - O-goshi style
|
|
856
|
+
SSIREUM_THROW = "ssireum_throw",// gon_ssireum_throw - Korean wrestling throw
|
|
857
|
+
SACRIFICE_THROW = "sacrifice_throw",// gon_sacrifice_throw - Tomoe nage style
|
|
858
|
+
ANKLE_PICK = "ankle_pick",// gon_ankle_pick - Single leg takedown entry
|
|
859
|
+
ACHILLES_ATTACK = "achilles_attack",// darkops_achilles_sever - Tendon targeting
|
|
860
|
+
BODY_LOCK_SLAM = "body_lock_slam",// gon_body_lock_takedown - Bear hug slam
|
|
861
|
+
WRIST_TWIST_COUNTER = "wrist_twist_counter",// gam_wrist_twist_counter - Counter technique
|
|
862
|
+
COUNTER_STRIKE = "counter_strike",
|
|
863
|
+
PARRY_COUNTER = "parry_counter",
|
|
864
|
+
COUNTER_ATTACK = "counter_attack",
|
|
865
|
+
WATER_COUNTER = "water_counter",// gam_water_counter - Fluid redirection
|
|
866
|
+
ROCK_COUNTER = "rock_counter",// gan_counter_strike - Immovable counter
|
|
867
|
+
BLOCK = "block",
|
|
868
|
+
BLOCK_HIGH = "block_high",
|
|
869
|
+
BLOCK_LOW = "block_low",
|
|
870
|
+
PARRY = "parry",
|
|
871
|
+
FLOWING_BLOCK = "flowing_block",// gam_flowing_block - Soft redirection
|
|
872
|
+
CIRCULAR_PARRY = "circular_parry",// gam_circular_parry - Rotational deflect
|
|
873
|
+
ROCK_DEFENSE = "rock_defense",// gan_rock_defense - Immovable guard
|
|
874
|
+
IRON_BLOCK = "iron_block",// gan_iron_block - Hard block
|
|
875
|
+
FLOW_DEFENSE = "flow_defense",// gam_flow_defense - Water-like defense
|
|
876
|
+
IMMOVABLE_BLOCK = "immovable_block",// gan_immovable_block - Mountain defense
|
|
877
|
+
EXPLOSIVE_BLOCK = "explosive_block",// jin_explosive_block - Counter with block
|
|
878
|
+
CONTINUOUS_DEFLECTION = "continuous_deflection",// son_continuous_deflection - Wind deflection
|
|
879
|
+
PRECISION_PARRY = "precision_parry",// li_precision_parry - Fire precision
|
|
880
|
+
JOINT_LOCK_DEFENSE = "joint_lock_defense",// tae_joint_lock_defense - Hapkido defense
|
|
881
|
+
SWEEP_DEFENSE = "sweep_defense",// tae_sweep_defense - Low defense
|
|
882
|
+
GROUNDING_DEFENSE = "grounding_defense",// gon_grounding_defense - Earth rooting
|
|
883
|
+
JAW_DISLOCATION = "jaw_dislocation",// darkops_jaw_dislocation - TMJ attack
|
|
884
|
+
TEMPLE_STRIKE = "temple_strike",// darkops_temple_strike - Temporal bone strike
|
|
885
|
+
CERVICAL_TWIST = "cervical_twist",// darkops_cervical_twist - Neck manipulation
|
|
886
|
+
ELBOW_HYPEREXTEND = "elbow_hyperextend",// darkops_elbow_hyperextend - Joint destruction
|
|
887
|
+
FINGER_BREAK = "finger_break",// darkops_finger_break - Digit targeting
|
|
888
|
+
GUILLOTINE_CHOKE = "guillotine_choke",// darkops_guillotine - Front choke
|
|
889
|
+
JUGULAR_STRIKE = "jugular_strike",// darkops_jugular_strike - Vein targeting
|
|
890
|
+
KNEECAP_STRIKE = "kneecap_strike",// darkops_kneecap_strike - Patella attack
|
|
891
|
+
LARYNX_CRUSH = "larynx_crush",// darkops_larynx_crush - Throat destruction
|
|
892
|
+
OCCIPITAL_STRIKE = "occipital_strike",// darkops_occipital_strike - Skull base
|
|
893
|
+
SCIATIC_NERVE_STRIKE = "sciatic_nerve_strike",// darkops_sciatic_nerve - Leg nerve
|
|
894
|
+
SILENT_TAKEDOWN = "silent_takedown",// darkops_silent_takedown - Stealth attack
|
|
895
|
+
SLEEPER_HOLD = "sleeper_hold",// darkops_sleeper_hold - Sleep choke
|
|
896
|
+
SPLEEN_RUPTURE = "spleen_rupture",// darkops_spleen_rupture - Organ destruction
|
|
897
|
+
TRIANGLE_CHOKE = "triangle_choke",// darkops_triangle_choke - Leg choke
|
|
898
|
+
BRACHIAL_PLEXUS = "brachial_plexus",// darkops_brachial_plexus - Nerve cluster
|
|
899
|
+
FEMORAL_NERVE = "femoral_nerve",// darkops_femoral_nerve - Thigh nerve
|
|
900
|
+
GEON_HEAVEN_STRIKE = "geon_heaven_strike",
|
|
901
|
+
HIGH_BLOCK = "high_block",// geon_high_block - Overhead defense
|
|
902
|
+
CRUSHING_ELBOW = "crushing_elbow",// geon_crushing_elbow - Downward elbow
|
|
903
|
+
THUNDEROUS_UPPERCUT = "thunderous_uppercut",// geon_thunderous_uppercut - Rising power
|
|
904
|
+
GEON_COUNTER = "geon_counter",// geon_counter_strike - Heaven counter
|
|
905
|
+
GEON_ROUNDHOUSE = "geon_roundhouse",// geon_roundhouse - Power kick
|
|
906
|
+
FLOWING_ARM_BAR = "flowing_arm_bar",// tae_flowing_arm_bar - Fluid armlock
|
|
907
|
+
SPIRAL_SHOULDER_THROW = "spiral_shoulder_throw",// tae_spiral_shoulder_throw - Circular throw
|
|
908
|
+
WRIST_LOCK_STRIKE = "wrist_lock_strike",// tae_wrist_lock_strike - Lock with strike
|
|
909
|
+
PHOENIX_EYE_STRIKE = "phoenix_eye_strike",// li_phoenix_eye_strike - Single knuckle
|
|
910
|
+
NERVE_STRIKE_COUNTER = "nerve_strike_counter",// li_nerve_strike_counter - Pressure counter
|
|
911
|
+
SOLAR_PLEXUS_SPEAR = "solar_plexus_spear",// li_solar_plexus_spear - Diaphragm thrust
|
|
912
|
+
LI_SOLAR_PLEXUS = "li_solar_plexus",// li_solar_plexus - Precision strike
|
|
913
|
+
EXPLOSIVE_KNEE = "explosive_knee",// jin_explosive_knee - Thundering knee
|
|
914
|
+
LIGHTNING_STRAIGHT = "lightning_straight",// jin_lightning_straight - Fast cross
|
|
915
|
+
SHOCKING_COUNTER = "shocking_counter",// jin_shocking_counter - Thunder counter
|
|
916
|
+
SHOCKING_HAMMER_FIST = "shocking_hammer_fist",// jin_shocking_hammer_fist - Power hammer
|
|
917
|
+
PENETRATING_PALM_RUSH = "penetrating_palm_rush",// son_penetrating_palm_rush - Wind palm barrage
|
|
918
|
+
PRESSURE_COUNTER = "pressure_counter",// son_pressure_counter - Continuous counter
|
|
919
|
+
PRESSURE_POINT_CHAIN = "pressure_point_chain",// son_pressure_point_chain - Multiple points
|
|
920
|
+
FLOWING_RIVER_STRIKE = "flowing_river_strike",// gam_flowing_river_strike - Water flow attack
|
|
921
|
+
REDIRECTION_COUNTER = "redirection_counter",// gam_redirection_counter - Momentum counter
|
|
922
|
+
TIDAL_WAVE_PALM = "tidal_wave_palm",// gam_tidal_wave_palm - Wave impact
|
|
923
|
+
WHIRLPOOL_COUNTER = "whirlpool_counter",// gam_whirlpool_counter - Circular counter
|
|
924
|
+
AVALANCHE_HAMMER = "avalanche_hammer",// gan_avalanche_hammer - Crushing force
|
|
925
|
+
COUNTER_FORTRESS = "counter_fortress",// gan_counter_fortress - Immovable counter
|
|
926
|
+
FORTRESS_COUNTER_STRIKE = "fortress_counter_strike",// gan_fortress_counter_strike - Defensive strike
|
|
927
|
+
STONE_WALL_THRUST = "stone_wall_thrust",// gan_stone_wall_thrust - Heavy push
|
|
928
|
+
EARTHQUAKE_STOMP = "earthquake_stomp",// gon_earthquake_stomp - Ground impact
|
|
929
|
+
GROUND_SWEEP_STRIKE = "ground_sweep_strike",// gon_ground_sweep_strike - Low attack
|
|
930
|
+
ROOTING_TAKEDOWN = "rooting_takedown",// gon_rooting_takedown - Grounding takedown
|
|
931
|
+
TAKEDOWN_COUNTER = "takedown_counter",// gon_takedown_counter - Takedown defense
|
|
932
|
+
GEON_HEAVENLY_FIST = "geon_heavenly_fist",// geon_heavenly_fist - Taekwondo power punch
|
|
933
|
+
GEON_FRONTAL_KICK = "geon_frontal_kick",// geon_frontal_kick - Direct power kick
|
|
934
|
+
GEON_PALM_STRIKE = "geon_palm_strike",// geon_palm_strike - Heavenly palm
|
|
935
|
+
GAN_ROCK_DEFENSE_BLOCK = "gan_rock_defense_block",// gan_rock_defense - Mountain guard
|
|
936
|
+
GAN_IMMOVABLE_STANCE = "gan_immovable_stance",// gan_immovable_stance - Unmoving defense
|
|
937
|
+
GAN_COUNTER_STRIKE = "gan_counter_strike",// gan_counter_strike - Mountain counter
|
|
938
|
+
GAN_REVERSAL_TECHNIQUE = "gan_reversal_technique",// gan_reversal_technique - Defensive reversal
|
|
939
|
+
GAN_MOUNTAIN_STANCE_LOCK = "gan_mountain_stance_lock",// gan_mountain_stance_lock - Immobilizing hold
|
|
940
|
+
GAM_CIRCULAR_PARRY = "gam_circular_parry",// gam_circular_parry - Circular deflection
|
|
941
|
+
GAM_REDIRECT_THROW = "gam_redirect_throw",// gam_redirect_throw - Momentum redirection
|
|
942
|
+
GAM_HIP_THROW = "gam_hip_throw",// gam_hip_throw - Water hip wheel
|
|
943
|
+
GON_EARTH_EMBRACE = "gon_earth_embrace",// gon_earth_embrace - Ground control hold
|
|
944
|
+
GON_ANKLE_PICK = "gon_ankle_pick",// gon_ankle_pick - Single leg takedown
|
|
945
|
+
GON_BODY_LOCK_TAKEDOWN = "gon_body_lock_takedown",// gon_body_lock_takedown - Bear hug slam
|
|
946
|
+
GON_SSIREUM_THROW = "gon_ssireum_throw",// gon_ssireum_throw - Korean wrestling throw
|
|
947
|
+
GON_SACRIFICE_THROW = "gon_sacrifice_throw",// gon_sacrifice_throw - Tomoe nage style
|
|
948
|
+
SON_RHYTHMIC_STRIKES = "son_rhythmic_strikes",// son_rhythmic_strikes - Wind rhythm combo
|
|
949
|
+
SON_FLOWING_PUSH = "son_flowing_push",// son_flowing_push - Wind wave palm
|
|
950
|
+
SON_RAPID_FOOTWORK = "son_rapid_footwork",// son_rapid_footwork - Wind step kick
|
|
951
|
+
JIN_JUMPING_FRONT_KICK = "jin_jumping_front_kick",// jin_jumping_front_kick - Thunder leap
|
|
952
|
+
JIN_FLYING_SIDEKICK = "jin_flying_sidekick",// jin_flying_sidekick - Explosive aerial kick
|
|
953
|
+
TAE_WRIST_LOCK = "tae_wrist_lock",// tae_wrist_lock - Flowing joint manipulation
|
|
954
|
+
GAM_WRIST_TWIST_COUNTER = "gam_wrist_twist_counter",// gam_wrist_twist_counter - Water redirection lock
|
|
955
|
+
SON_SWEEPING_LOW_KICK = "son_sweeping_low_kick",// son_sweeping_low_kick - Wind sweep
|
|
956
|
+
GON_LEG_SWEEP = "gon_leg_sweep",// gon_leg_sweep - Earth grounding sweep
|
|
957
|
+
DRAGON_FIST = "dragon_fist",// musa_dragon_fist - Traditional power punch
|
|
958
|
+
IRON_DEFENSE = "iron_defense",// musa_iron_defense - Warrior block
|
|
959
|
+
MOUNTAIN_BREAKER = "mountain_breaker",// musa_mountain_breaker - Devastating strike
|
|
960
|
+
THUNDER_STRIKE = "thunder_strike",// musa_thunder_strike - Powerful attack
|
|
961
|
+
DEADLY_PRECISION = "deadly_precision",// amsalja_deadly_precision - Lethal accuracy
|
|
962
|
+
SHADOW_NERVE_STRIKE = "shadow_nerve_strike",// amsalja_nerve_strike - Hidden nerve attack
|
|
963
|
+
SHADOW_STRIKE = "shadow_strike",// amsalja_shadow_strike - Stealth attack
|
|
964
|
+
SILENT_DEATH = "silent_death",// amsalja_silent_death - Lethal finisher
|
|
965
|
+
CYBER_OVERDRIVE = "cyber_overdrive",// hacker_cyber_overdrive - Enhanced attack
|
|
966
|
+
DATA_STRIKE = "data_strike",// hacker_data_strike - Technical strike
|
|
967
|
+
ELECTRIC_SHOCK = "electric_shock",// hacker_electric_shock - Stunning attack
|
|
968
|
+
SYSTEM_CRASH = "system_crash",// hacker_system_crash - Disabling strike
|
|
969
|
+
COUNTER_INTELLIGENCE = "counter_intelligence",// jeongbo_counter_intelligence - Defensive counter
|
|
970
|
+
INTELLIGENCE_STRIKE = "intelligence_strike",// jeongbo_intelligence_strike - Calculated attack
|
|
971
|
+
PSYCHOLOGICAL_WARFARE = "psychological_warfare",// jeongbo_psychological_warfare - Mind attack
|
|
972
|
+
TACTICAL_STRIKE = "tactical_strike",// jeongbo_tactical_strike - Strategic hit
|
|
973
|
+
BRUTAL_TAKEDOWN = "brutal_takedown",// jojik_brutal_takedown - Ruthless takedown
|
|
974
|
+
IMPROVISED_WEAPON = "improvised_weapon",// jojik_improvised_weapon - Street fighting
|
|
975
|
+
RUTHLESS_ASSAULT = "ruthless_assault",// jojik_ruthless_assault - Savage attack
|
|
976
|
+
STREET_BRAWL = "street_brawl",// jojik_street_brawl - Dirty fighting
|
|
977
|
+
STEP_FORWARD = "step_forward",
|
|
978
|
+
STEP_BACK = "step_back",
|
|
979
|
+
SIDESTEP = "sidestep",
|
|
980
|
+
PIVOT = "pivot",
|
|
981
|
+
DUCK = "duck",
|
|
982
|
+
LEAN = "lean",
|
|
983
|
+
WALK = "walk",
|
|
984
|
+
IDLE_STANCE = "idle_stance",
|
|
985
|
+
FORWARD_DASH = "forward_dash",
|
|
986
|
+
BACKWARD_RETREAT = "backward_retreat",
|
|
987
|
+
SIDE_STEP = "side_step",
|
|
988
|
+
RAPID_FOOTWORK = "rapid_footwork",
|
|
989
|
+
RECOVERY = "recovery",
|
|
990
|
+
IDLE = "idle",
|
|
991
|
+
STANCE = "stance"
|
|
992
|
+
}
|
|
993
|
+
/**
|
|
994
|
+
* Calculate lateral stance width in world units (meters)
|
|
995
|
+
*
|
|
996
|
+
* Converts stance width from shoulder width multipliers to actual
|
|
997
|
+
* world-space distance for foot positioning in 3D space.
|
|
998
|
+
*
|
|
999
|
+
* Formula: stanceWidth (m) = shoulderWidth (cm) * multiplier / 100
|
|
1000
|
+
*
|
|
1001
|
+
* Example:
|
|
1002
|
+
* - shoulderWidth: 46 cm (Musa archetype)
|
|
1003
|
+
* - Jin Thunder stance: 2.0x shoulder width
|
|
1004
|
+
* - Result: 46 * 2.0 / 100 = 0.92m lateral distance between feet
|
|
1005
|
+
*
|
|
1006
|
+
* @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS (e.g., 1.5 for Jin)
|
|
1007
|
+
* @param shoulderWidth - Fighter's shoulder width in centimeters (from physical attributes)
|
|
1008
|
+
* @returns Stance width in meters for 3D world positioning
|
|
1009
|
+
*
|
|
1010
|
+
* @korean 자세너비계산
|
|
1011
|
+
*/
|
|
1012
|
+
export declare function calculateStanceWidth(stanceWidthMultiplier: number, shoulderWidth: number): number;
|
|
1013
|
+
/**
|
|
1014
|
+
* Calculate foot X positions for left and right feet based on stance width
|
|
1015
|
+
*
|
|
1016
|
+
* Returns X-axis offsets for positioning FOOT_L and FOOT_R bones.
|
|
1017
|
+
* Assumes center point (pelvis) is at X=0.
|
|
1018
|
+
*
|
|
1019
|
+
* @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS
|
|
1020
|
+
* @param shoulderWidth - Fighter's shoulder width in centimeters
|
|
1021
|
+
* @returns Object with leftFootX (negative) and rightFootX (positive) positions
|
|
1022
|
+
*
|
|
1023
|
+
* @example
|
|
1024
|
+
* // Jin Thunder stance (2.0x) for Musa (46cm shoulders)
|
|
1025
|
+
* const footPositions = calculateFootPositions(2.0, 46);
|
|
1026
|
+
* // Returns: { leftFootX: -0.46, rightFootX: 0.46 }
|
|
1027
|
+
*
|
|
1028
|
+
* @korean 발위치계산
|
|
1029
|
+
*/
|
|
1030
|
+
export declare function calculateFootPositions(stanceWidthMultiplier: number, shoulderWidth: number): {
|
|
1031
|
+
readonly leftFootX: number;
|
|
1032
|
+
readonly rightFootX: number;
|
|
1033
|
+
};
|
|
1034
|
+
//# sourceMappingURL=MartialArtsConstants.d.ts.map
|