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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+ {"version":3,"file":"SkeletonRig.js","names":[],"sources":["../../../../src/systems/animation/builders/SkeletonRig.ts"],"sourcesContent":["/**\n * Skeleton rig implementation for articulated body model\n *\n * Creates and manages humanoid skeletal rig with 28 bones for realistic\n * martial arts animations. Implements bone hierarchy following Korean martial\n * arts body mechanics.\n *\n * Now supports dynamic scaling based on player physical attributes for\n * anatomically accurate body proportions per archetype.\n *\n * @module systems/animation/SkeletonRig\n * @category Animation System\n * @korean 골격시스템\n */\n\nimport { PhysicalAttributes } from \"@/types/common\";\nimport type {\n Bone,\n BoneChain,\n JointConstraint,\n SkeletalRig,\n} from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport {\n calculateSkeletonDimensions,\n cmToMeters,\n} from \"@/utils/characterScaling\";\nimport * as THREE from \"three\";\n\n/**\n * Create a bone with default rest pose\n *\n * Helper function to create a bone with position, rotation, and scale.\n * Sets up rest pose for animation blending.\n *\n * @param name - Unique bone identifier\n * @param parent - Parent bone (null for root)\n * @param position - Local position relative to parent [x, y, z]\n * @param length - Bone length for rendering\n * @returns Newly created bone\n *\n * @korean 뼈생성\n */\nexport const createBone = (\n name: string,\n parent: Bone | null,\n position: [number, number, number],\n length = 0.1,\n): Bone => {\n const pos = new THREE.Vector3(position[0], position[1], position[2]);\n const rot = new THREE.Euler(0, 0, 0);\n const scale = new THREE.Vector3(1, 1, 1);\n\n const bone: Bone = {\n name,\n parent,\n position: pos.clone(),\n rotation: rot.clone(),\n scale: scale.clone(),\n children: [],\n length,\n restPosition: pos.clone(),\n restRotation: rot.clone(),\n };\n\n // Add to parent's children\n if (parent) {\n parent.children.push(bone);\n }\n\n return bone;\n};\n\n/**\n * Create complete humanoid skeletal rig\n *\n * Creates 28-bone humanoid skeleton following Korean martial arts anatomy:\n * - 1 root (pelvis)\n * - 3 spine bones\n * - 2 head bones (neck, head)\n * - 12 arm bones (6 per arm)\n * - 10 leg bones (5 per leg)\n *\n * Total: 28 bones (under 30 bone limit for 60fps performance)\n *\n * @returns Complete skeletal rig with bone hierarchy\n *\n * @example\n * ```typescript\n * const rig = createHumanoidRig();\n * const rightHand = rig.bones.get(BoneName.HAND_R);\n * console.log(`Hand position: ${rightHand?.position}`);\n * ```\n *\n * @korean 인간형골격생성\n */\nexport const createHumanoidRig = (): SkeletalRig => {\n // Root (pelvis) - center of mass at hip height\n // Pelvis height = sum of leg segments (hip + thigh + knee + shin + foot)\n // = 0.1 + 0.3 + 0.3 + 0.3 + 0.1 = 1.1 to have feet at Y=0\n const root = createBone(BoneName.PELVIS, null, [0, 1.1, 0], 0.15);\n\n // Spine chain (3 bones)\n const spine1 = createBone(BoneName.SPINE_LOWER, root, [0, 0.15, 0], 0.2);\n const spine2 = createBone(BoneName.SPINE_MIDDLE, spine1, [0, 0.2, 0], 0.2);\n const spine3 = createBone(BoneName.SPINE_UPPER, spine2, [0, 0.2, 0], 0.2);\n\n // Head chain (2 bones)\n const neck = createBone(BoneName.NECK, spine3, [0, 0.15, 0], 0.1);\n const head = createBone(BoneName.HEAD, neck, [0, 0.2, 0], 0.2);\n\n // Left arm chain (6 bones)\n const leftShoulder = createBone(\n BoneName.SHOULDER_L,\n spine3,\n [-0.15, 0.1, 0],\n 0.1,\n );\n const leftUpperArm = createBone(\n BoneName.UPPER_ARM_L,\n leftShoulder,\n [-0.15, 0, 0],\n 0.25,\n );\n const leftElbow = createBone(\n BoneName.ELBOW_L,\n leftUpperArm,\n [-0.25, 0, 0],\n 0.05,\n );\n const leftForearm = createBone(\n BoneName.FOREARM_L,\n leftElbow,\n [-0.25, 0, 0],\n 0.25,\n );\n const leftWrist = createBone(\n BoneName.WRIST_L,\n leftForearm,\n [-0.15, 0, 0],\n 0.05,\n );\n const leftHand = createBone(BoneName.HAND_L, leftWrist, [-0.08, 0, 0], 0.08);\n\n // Right arm chain (6 bones - mirror of left)\n const rightShoulder = createBone(\n BoneName.SHOULDER_R,\n spine3,\n [0.15, 0.1, 0],\n 0.1,\n );\n const rightUpperArm = createBone(\n BoneName.UPPER_ARM_R,\n rightShoulder,\n [0.15, 0, 0],\n 0.25,\n );\n const rightElbow = createBone(\n BoneName.ELBOW_R,\n rightUpperArm,\n [0.25, 0, 0],\n 0.05,\n );\n const rightForearm = createBone(\n BoneName.FOREARM_R,\n rightElbow,\n [0.25, 0, 0],\n 0.25,\n );\n const rightWrist = createBone(\n BoneName.WRIST_R,\n rightForearm,\n [0.15, 0, 0],\n 0.05,\n );\n const rightHand = createBone(BoneName.HAND_R, rightWrist, [0.08, 0, 0], 0.08);\n\n // Left leg chain (5 bones)\n const leftHip = createBone(BoneName.HIP_L, root, [-0.1, -0.1, 0], 0.1);\n const leftThigh = createBone(BoneName.THIGH_L, leftHip, [0, -0.3, 0], 0.3);\n const leftKnee = createBone(BoneName.KNEE_L, leftThigh, [0, -0.3, 0], 0.05);\n const leftShin = createBone(BoneName.SHIN_L, leftKnee, [0, -0.3, 0], 0.3);\n const leftFoot = createBone(BoneName.FOOT_L, leftShin, [0, -0.1, 0.1], 0.15);\n\n // Right leg chain (5 bones - mirror of left)\n const rightHip = createBone(BoneName.HIP_R, root, [0.1, -0.1, 0], 0.1);\n const rightThigh = createBone(BoneName.THIGH_R, rightHip, [0, -0.3, 0], 0.3);\n const rightKnee = createBone(BoneName.KNEE_R, rightThigh, [0, -0.3, 0], 0.05);\n const rightShin = createBone(BoneName.SHIN_R, rightKnee, [0, -0.3, 0], 0.3);\n const rightFoot = createBone(\n BoneName.FOOT_R,\n rightShin,\n [0, -0.1, 0.1],\n 0.15,\n );\n\n // Create bone map for fast lookup\n const bones = new Map<string, Bone>([\n [BoneName.PELVIS, root],\n [BoneName.SPINE_LOWER, spine1],\n [BoneName.SPINE_MIDDLE, spine2],\n [BoneName.SPINE_UPPER, spine3],\n [BoneName.NECK, neck],\n [BoneName.HEAD, head],\n [BoneName.SHOULDER_L, leftShoulder],\n [BoneName.UPPER_ARM_L, leftUpperArm],\n [BoneName.ELBOW_L, leftElbow],\n [BoneName.FOREARM_L, leftForearm],\n [BoneName.WRIST_L, leftWrist],\n [BoneName.HAND_L, leftHand],\n [BoneName.SHOULDER_R, rightShoulder],\n [BoneName.UPPER_ARM_R, rightUpperArm],\n [BoneName.ELBOW_R, rightElbow],\n [BoneName.FOREARM_R, rightForearm],\n [BoneName.WRIST_R, rightWrist],\n [BoneName.HAND_R, rightHand],\n [BoneName.HIP_L, leftHip],\n [BoneName.THIGH_L, leftThigh],\n [BoneName.KNEE_L, leftKnee],\n [BoneName.SHIN_L, leftShin],\n [BoneName.FOOT_L, leftFoot],\n [BoneName.HIP_R, rightHip],\n [BoneName.THIGH_R, rightThigh],\n [BoneName.KNEE_R, rightKnee],\n [BoneName.SHIN_R, rightShin],\n [BoneName.FOOT_R, rightFoot],\n ]);\n\n return {\n root,\n bones,\n boneCount: bones.size,\n };\n};\n\n/**\n * Create humanoid rig with dynamic scaling based on physical attributes.\n *\n * **Korean**: 신체 속성 기반 골격 생성 (Physical Attributes-Based Skeleton Creation)\n *\n * Creates a 28-bone humanoid skeleton with bone lengths scaled according to\n * the fighter's physical attributes. This allows each archetype to have\n * anatomically accurate body proportions that affect combat hitboxes, vital\n * point positioning, and visual representation.\n *\n * ## Visual Amplification\n *\n * The scaling system applies amplification factors to create distinct visual\n * silhouettes while maintaining anatomical realism:\n *\n * - **2.5x limb amplification**: Makes reach differences clearly visible\n * - **1.15x shoulder amplification**: Creates recognizable body width differences\n * - **1.5x height amplification**: Subtle overall size differences\n *\n * ### Archetype Silhouettes Created\n *\n * The following table shows the effective shoulder span after amplification\n * (full span = offset * 2). Values show raw attribute → amplified visual span.\n *\n * | Archetype | Shoulders (Raw → Amplified Span) | Height | Silhouette |\n * |-----------|----------------------------------|--------|------------|\n * | Hacker | 43cm → 49.5cm | 175cm | Compact, narrow |\n * | Amsalja | 44cm → 50.6cm | 186cm | Tall, lean |\n * | Jeongbo | 45cm → 51.8cm | 179cm | Balanced |\n * | Musa | 46cm → 52.9cm | 180cm | Athletic |\n * | Jojik | 54cm → 62.1cm | 188cm | Massive, wide |\n *\n * Note: Amplified span = raw width * 1.15 (shoulder amplification factor)\n * Percentage differences remain constant, but absolute gaps are amplified:\n * - Raw gap: Jojik (54cm) - Hacker (43cm) = 11cm\n * - Amplified gap: 62.1cm - 49.5cm = 12.6cm (15% larger absolute difference)\n *\n * @param attributes - Physical attributes to scale the skeleton\n * @returns Complete skeletal rig with scaled bone dimensions\n *\n * @example\n * ```typescript\n * import { AMSALJA_PHYSICAL } from \"@/data/archetypePhysicalAttributes\";\n *\n * // Create skeleton for lean assassin archetype\n * const amsaljaRig = createScaledHumanoidRig(AMSALJA_PHYSICAL);\n * // Results in taller skeleton with longer limbs, narrower shoulders\n * // Height: 186cm, Legs: 102cm, Arms: 82cm, Shoulders: 44cm\n *\n * // Create skeleton for heavy brawler archetype\n * const jojikRig = createScaledHumanoidRig(JOJIK_PHYSICAL);\n * // Results in stockier skeleton with wider shoulders, thicker torso\n * // Height: 188cm, Legs: 100cm, Arms: 84cm, Shoulders: 54cm (25% wider!)\n * ```\n *\n * @public\n * @korean 크기조정된인간형골격생성\n */\nexport const createScaledHumanoidRig = (\n attributes: PhysicalAttributes,\n): SkeletalRig => {\n // Calculate anatomically correct bone dimensions in meters\n const dims = calculateSkeletonDimensions(attributes);\n\n // Calculate shoulder offset (half of shoulder width) in meters\n const shoulderOffsetMeters = cmToMeters(attributes.shoulderWidth) / 2;\n const hipOffsetMeters = cmToMeters(attributes.shoulderWidth) * 0.35; // Hips are ~70% of shoulder width\n\n // Root (pelvis) - position at pelvis height (ground + leg length + foot)\n // This ensures feet are at Y=0\n const root = createBone(\n BoneName.PELVIS,\n null,\n [0, dims.pelvisHeight, 0],\n dims.hip,\n );\n\n // Spine chain (3 bones) - using actual torso segment lengths\n const spine1 = createBone(\n BoneName.SPINE_LOWER,\n root,\n [0, dims.spineLower * 0.5, 0], // Start half a segment up from pelvis\n dims.spineLower,\n );\n const spine2 = createBone(\n BoneName.SPINE_MIDDLE,\n spine1,\n [0, dims.spineMiddle, 0],\n dims.spineMiddle,\n );\n const spine3 = createBone(\n BoneName.SPINE_UPPER,\n spine2,\n [0, dims.spineUpper, 0],\n dims.spineUpper,\n );\n\n // Head chain (2 bones) - using actual neck and head sizes\n const neck = createBone(\n BoneName.NECK,\n spine3,\n [0, dims.neck * 0.5, 0], // Start from top of spine\n dims.neck,\n );\n const head = createBone(\n BoneName.HEAD,\n neck,\n [0, dims.head * 0.75, 0], // Head center offset\n dims.head,\n );\n\n // Left arm chain (6 bones) - using actual arm segment lengths\n const leftShoulder = createBone(\n BoneName.SHOULDER_L,\n spine3,\n [-shoulderOffsetMeters * 0.7, dims.neck * 0.3, 0], // Shoulder starts inward from edge\n dims.shoulder,\n );\n const leftUpperArm = createBone(\n BoneName.UPPER_ARM_L,\n leftShoulder,\n [-dims.shoulder, 0, 0], // Extend outward by shoulder length\n dims.upperArm,\n );\n const leftElbow = createBone(\n BoneName.ELBOW_L,\n leftUpperArm,\n [-dims.upperArm, 0, 0], // End of upper arm\n dims.elbow,\n );\n const leftForearm = createBone(\n BoneName.FOREARM_L,\n leftElbow,\n [-dims.elbow, 0, 0], // Past elbow joint\n dims.forearm,\n );\n const leftWrist = createBone(\n BoneName.WRIST_L,\n leftForearm,\n [-dims.forearm, 0, 0], // End of forearm\n dims.wrist,\n );\n const leftHand = createBone(\n BoneName.HAND_L,\n leftWrist,\n [-dims.wrist, 0, 0], // Past wrist\n dims.hand,\n );\n\n // Right arm chain (6 bones - mirror of left)\n const rightShoulder = createBone(\n BoneName.SHOULDER_R,\n spine3,\n [shoulderOffsetMeters * 0.7, dims.neck * 0.3, 0],\n dims.shoulder,\n );\n const rightUpperArm = createBone(\n BoneName.UPPER_ARM_R,\n rightShoulder,\n [dims.shoulder, 0, 0],\n dims.upperArm,\n );\n const rightElbow = createBone(\n BoneName.ELBOW_R,\n rightUpperArm,\n [dims.upperArm, 0, 0],\n dims.elbow,\n );\n const rightForearm = createBone(\n BoneName.FOREARM_R,\n rightElbow,\n [dims.elbow, 0, 0],\n dims.forearm,\n );\n const rightWrist = createBone(\n BoneName.WRIST_R,\n rightForearm,\n [dims.forearm, 0, 0],\n dims.wrist,\n );\n const rightHand = createBone(\n BoneName.HAND_R,\n rightWrist,\n [dims.wrist, 0, 0],\n dims.hand,\n );\n\n // Left leg chain (5 bones) - using actual leg segment lengths\n const leftHip = createBone(\n BoneName.HIP_L,\n root,\n [-hipOffsetMeters, -dims.hip * 0.5, 0],\n dims.hip,\n );\n const leftThigh = createBone(\n BoneName.THIGH_L,\n leftHip,\n [0, -dims.hip, 0], // Drop down from hip\n dims.thigh,\n );\n const leftKnee = createBone(\n BoneName.KNEE_L,\n leftThigh,\n [0, -dims.thigh, 0], // End of thigh\n dims.knee,\n );\n const leftShin = createBone(\n BoneName.SHIN_L,\n leftKnee,\n [0, -dims.knee, 0], // Past knee\n dims.shin,\n );\n const leftFoot = createBone(\n BoneName.FOOT_L,\n leftShin,\n [0, -dims.shin, dims.foot * 0.5], // End of shin, slight forward for foot\n dims.foot,\n );\n\n // Right leg chain (5 bones - mirror of left)\n const rightHip = createBone(\n BoneName.HIP_R,\n root,\n [hipOffsetMeters, -dims.hip * 0.5, 0],\n dims.hip,\n );\n const rightThigh = createBone(\n BoneName.THIGH_R,\n rightHip,\n [0, -dims.hip, 0],\n dims.thigh,\n );\n const rightKnee = createBone(\n BoneName.KNEE_R,\n rightThigh,\n [0, -dims.thigh, 0],\n dims.knee,\n );\n const rightShin = createBone(\n BoneName.SHIN_R,\n rightKnee,\n [0, -dims.knee, 0],\n dims.shin,\n );\n const rightFoot = createBone(\n BoneName.FOOT_R,\n rightShin,\n [0, -dims.shin, dims.foot * 0.5],\n dims.foot,\n );\n\n // Create bone map for fast lookup\n const bones = new Map<string, Bone>([\n [BoneName.PELVIS, root],\n [BoneName.SPINE_LOWER, spine1],\n [BoneName.SPINE_MIDDLE, spine2],\n [BoneName.SPINE_UPPER, spine3],\n [BoneName.NECK, neck],\n [BoneName.HEAD, head],\n [BoneName.SHOULDER_L, leftShoulder],\n [BoneName.UPPER_ARM_L, leftUpperArm],\n [BoneName.ELBOW_L, leftElbow],\n [BoneName.FOREARM_L, leftForearm],\n [BoneName.WRIST_L, leftWrist],\n [BoneName.HAND_L, leftHand],\n [BoneName.SHOULDER_R, rightShoulder],\n [BoneName.UPPER_ARM_R, rightUpperArm],\n [BoneName.ELBOW_R, rightElbow],\n [BoneName.FOREARM_R, rightForearm],\n [BoneName.WRIST_R, rightWrist],\n [BoneName.HAND_R, rightHand],\n [BoneName.HIP_L, leftHip],\n [BoneName.THIGH_L, leftThigh],\n [BoneName.KNEE_L, leftKnee],\n [BoneName.SHIN_L, leftShin],\n [BoneName.FOOT_L, leftFoot],\n [BoneName.HIP_R, rightHip],\n [BoneName.THIGH_R, rightThigh],\n [BoneName.KNEE_R, rightKnee],\n [BoneName.SHIN_R, rightShin],\n [BoneName.FOOT_R, rightFoot],\n ]);\n\n return {\n root,\n bones,\n boneCount: bones.size,\n };\n};\n\n/**\n * Joint constraints for anatomically correct movement\n *\n * Defines rotation limits for each joint to prevent unrealistic poses.\n * Based on human anatomy and Korean martial arts biomechanics.\n *\n * @korean 관절제약조건들\n */\nexport const JOINT_CONSTRAINTS: JointConstraint[] = [\n // Elbow joints - can only bend one direction\n {\n boneName: BoneName.ELBOW_L,\n minRotation: new THREE.Vector3(0, 0, -2.4), // ~-137 degrees\n maxRotation: new THREE.Vector3(0, 0, 0),\n canTwist: false,\n },\n {\n boneName: BoneName.ELBOW_R,\n minRotation: new THREE.Vector3(0, 0, 0),\n maxRotation: new THREE.Vector3(0, 0, 2.4), // ~137 degrees\n canTwist: false,\n },\n\n // Knee joints - can only bend backward\n {\n boneName: BoneName.KNEE_L,\n minRotation: new THREE.Vector3(-2.4, 0, 0), // ~-137 degrees\n maxRotation: new THREE.Vector3(0, 0, 0),\n canTwist: false,\n },\n {\n boneName: BoneName.KNEE_R,\n minRotation: new THREE.Vector3(-2.4, 0, 0), // ~-137 degrees\n maxRotation: new THREE.Vector3(0, 0, 0),\n canTwist: false,\n },\n\n // Shoulder joints - full range of motion\n {\n boneName: BoneName.SHOULDER_L,\n minRotation: new THREE.Vector3(-1.5, -1.5, -3.0),\n maxRotation: new THREE.Vector3(1.5, 1.5, 3.0),\n canTwist: true,\n },\n {\n boneName: BoneName.SHOULDER_R,\n minRotation: new THREE.Vector3(-1.5, -1.5, -3.0),\n maxRotation: new THREE.Vector3(1.5, 1.5, 3.0),\n canTwist: true,\n },\n\n // Hip joints - large range for kicks\n {\n boneName: BoneName.HIP_L,\n minRotation: new THREE.Vector3(-1.8, -0.8, -1.5),\n maxRotation: new THREE.Vector3(1.8, 0.8, 1.5),\n canTwist: true,\n },\n {\n boneName: BoneName.HIP_R,\n minRotation: new THREE.Vector3(-1.8, -0.8, -1.5),\n maxRotation: new THREE.Vector3(1.8, 0.8, 1.5),\n canTwist: true,\n },\n\n // Neck - moderate range\n {\n boneName: BoneName.NECK,\n minRotation: new THREE.Vector3(-0.5, -0.8, -0.5),\n maxRotation: new THREE.Vector3(0.5, 0.8, 0.5),\n canTwist: true,\n },\n\n // Spine bones - limited rotation for realism\n {\n boneName: BoneName.SPINE_LOWER,\n minRotation: new THREE.Vector3(-0.3, -0.5, -0.3),\n maxRotation: new THREE.Vector3(0.3, 0.5, 0.3),\n canTwist: true,\n },\n {\n boneName: BoneName.SPINE_MIDDLE,\n minRotation: new THREE.Vector3(-0.3, -0.5, -0.3),\n maxRotation: new THREE.Vector3(0.3, 0.5, 0.3),\n canTwist: true,\n },\n {\n boneName: BoneName.SPINE_UPPER,\n minRotation: new THREE.Vector3(-0.3, -0.5, -0.3),\n maxRotation: new THREE.Vector3(0.3, 0.5, 0.3),\n canTwist: true,\n },\n];\n\n/**\n * Bone chains for IK (Inverse Kinematics)\n *\n * Defines logical bone chains for limbs, used for IK solving\n * and animation retargeting.\n *\n * @korean 뼈체인들\n */\nexport const BONE_CHAINS: BoneChain[] = [\n // Left arm chain\n {\n name: \"left_arm\",\n startBone: BoneName.SHOULDER_L,\n endBone: BoneName.HAND_L,\n bones: [\n BoneName.SHOULDER_L,\n BoneName.UPPER_ARM_L,\n BoneName.ELBOW_L,\n BoneName.FOREARM_L,\n BoneName.WRIST_L,\n BoneName.HAND_L,\n ],\n },\n\n // Right arm chain\n {\n name: \"right_arm\",\n startBone: BoneName.SHOULDER_R,\n endBone: BoneName.HAND_R,\n bones: [\n BoneName.SHOULDER_R,\n BoneName.UPPER_ARM_R,\n BoneName.ELBOW_R,\n BoneName.FOREARM_R,\n BoneName.WRIST_R,\n BoneName.HAND_R,\n ],\n },\n\n // Left leg chain\n {\n name: \"left_leg\",\n startBone: BoneName.HIP_L,\n endBone: BoneName.FOOT_L,\n bones: [\n BoneName.HIP_L,\n BoneName.THIGH_L,\n BoneName.KNEE_L,\n BoneName.SHIN_L,\n BoneName.FOOT_L,\n ],\n },\n\n // Right leg chain\n {\n name: \"right_leg\",\n startBone: BoneName.HIP_R,\n endBone: BoneName.FOOT_R,\n bones: [\n BoneName.HIP_R,\n BoneName.THIGH_R,\n BoneName.KNEE_R,\n BoneName.SHIN_R,\n BoneName.FOOT_R,\n ],\n },\n\n // Spine chain\n {\n name: \"spine\",\n startBone: BoneName.PELVIS,\n endBone: BoneName.HEAD,\n bones: [\n BoneName.PELVIS,\n BoneName.SPINE_LOWER,\n BoneName.SPINE_MIDDLE,\n BoneName.SPINE_UPPER,\n BoneName.NECK,\n BoneName.HEAD,\n ],\n },\n];\n\n/**\n * Apply joint constraints to bone rotation\n *\n * Clamps bone rotation to anatomically correct ranges.\n * Prevents unrealistic poses like backward-bending elbows.\n *\n * @param bone - Bone to constrain\n * @param constraints - Joint constraint to apply\n *\n * @korean 관절제약적용\n */\nexport const applyJointConstraint = (\n bone: Bone,\n constraint: JointConstraint,\n): void => {\n // Clamp X rotation\n bone.rotation.x = Math.max(\n constraint.minRotation.x,\n Math.min(constraint.maxRotation.x, bone.rotation.x),\n );\n\n // Clamp Y rotation\n bone.rotation.y = Math.max(\n constraint.minRotation.y,\n Math.min(constraint.maxRotation.y, bone.rotation.y),\n );\n\n // Clamp Z rotation\n bone.rotation.z = Math.max(\n constraint.minRotation.z,\n Math.min(constraint.maxRotation.z, bone.rotation.z),\n );\n};\n\n// Reusable matrix objects for world transform calculations (avoid allocations in useFrame)\nconst tempMatrix = new THREE.Matrix4();\nconst tempQuaternion = new THREE.Quaternion();\nconst tempScale = new THREE.Vector3();\n\n/**\n * Get world position of bone\n *\n * Calculates absolute world position by traversing parent chain.\n * Uses proper matrix multiplication to account for parent rotations.\n *\n * @param bone - Bone to get world position for\n * @returns World position as Vector3\n *\n * @korean 뼈의세계위치구하기\n */\nexport const getBoneWorldPosition = (bone: Bone): THREE.Vector3 => {\n // Build the bone chain from root to this bone\n const boneChain: Bone[] = [];\n let currentBone: Bone | null = bone;\n while (currentBone) {\n boneChain.unshift(currentBone);\n currentBone = currentBone.parent;\n }\n\n // Compose world matrix by multiplying all local transforms\n const worldMatrix = new THREE.Matrix4();\n worldMatrix.identity();\n\n for (const b of boneChain) {\n tempMatrix.compose(\n b.position,\n tempQuaternion.setFromEuler(b.rotation),\n b.scale,\n );\n worldMatrix.multiply(tempMatrix);\n }\n\n // Extract world position from composed matrix\n const worldPos = new THREE.Vector3();\n worldMatrix.decompose(worldPos, tempQuaternion, tempScale);\n return worldPos;\n};\n\n/**\n * Get world rotation of bone\n *\n * Calculates absolute world rotation by traversing parent chain.\n * Uses proper quaternion multiplication for correct rotation composition.\n *\n * @param bone - Bone to get world rotation for\n * @returns World rotation as Euler\n *\n * @korean 뼈의세계회전구하기\n */\nexport const getBoneWorldRotation = (bone: Bone): THREE.Euler => {\n // Build the bone chain from root to this bone\n const boneChain: Bone[] = [];\n let currentBone: Bone | null = bone;\n while (currentBone) {\n boneChain.unshift(currentBone);\n currentBone = currentBone.parent;\n }\n\n // Compose world rotation by multiplying quaternions (proper rotation composition)\n const worldQuat = new THREE.Quaternion();\n worldQuat.identity();\n\n for (const b of boneChain) {\n tempQuaternion.setFromEuler(b.rotation);\n worldQuat.multiply(tempQuaternion);\n }\n\n // Convert back to Euler\n const worldRot = new THREE.Euler();\n worldRot.setFromQuaternion(worldQuat);\n return worldRot;\n};\n\n/**\n * Reset bone to rest pose\n *\n * Resets bone position and rotation to default rest pose.\n * Useful for animation blending and initialization.\n *\n * @param bone - Bone to reset\n *\n * @korean 뼈를기본자세로초기화\n */\nexport const resetBoneToRestPose = (bone: Bone): void => {\n bone.position.copy(bone.restPosition);\n bone.rotation.copy(bone.restRotation);\n bone.scale.set(1, 1, 1);\n};\n\n/**\n * Reset entire rig to rest pose\n *\n * Resets all bones in rig to rest pose.\n *\n * @param rig - Skeletal rig to reset\n *\n * @korean 골격을기본자세로초기화\n */\nexport const resetRigToRestPose = (rig: SkeletalRig): void => {\n rig.bones.forEach((bone) => {\n resetBoneToRestPose(bone);\n });\n};\n\n/**\n * Create hand bones with 5 fingers\n *\n * Creates detailed hand structure with 5 fingers (thumb, index, middle, ring, pinky),\n * attached to an existing hand/palm bone.\n * Each finger has 3-4 bones for realistic animation.\n *\n * Finger bone structure:\n * - Thumb: 3 bones (metacarpal, proximal, distal) - no intermediate\n * - Other fingers: 4 bones (metacarpal, proximal, intermediate, distal)\n *\n * Total created by this function: 19 finger bones per hand (3 thumb + 4*4 other fingers),\n * all attached to the provided hand bone.\n *\n * @param handBone - Parent hand bone (acts as the palm/root for finger bones)\n * @param side - Hand side (\"left\" or \"right\")\n * @returns Map of finger bones added to the rig\n *\n * @korean 손뼈생성\n */\nexport const createHandBones = (\n handBone: Bone,\n side: \"left\" | \"right\",\n): Map<string, Bone> => {\n const fingerBones = new Map<string, Bone>();\n\n // Hand orientation: left hand extends to -X, right hand extends to +X\n const sideMultiplier = side === \"left\" ? -1 : 1;\n\n // Thumb (3 bones) - offset slightly toward palm center and forward\n const thumbMeta = createBone(\n `${\n BoneName[`THUMB_META_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n handBone,\n [0.015 * sideMultiplier, 0.02, 0.01],\n 0.025,\n );\n const thumbProx = createBone(\n `${\n BoneName[`THUMB_PROX_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n thumbMeta,\n [0.015 * sideMultiplier, 0.015, 0.01],\n 0.02,\n );\n const thumbDist = createBone(\n `${\n BoneName[`THUMB_DIST_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n thumbProx,\n [0.01 * sideMultiplier, 0.01, 0],\n 0.015,\n );\n\n fingerBones.set(thumbMeta.name, thumbMeta);\n fingerBones.set(thumbProx.name, thumbProx);\n fingerBones.set(thumbDist.name, thumbDist);\n\n // Index finger (4 bones)\n const indexMeta = createBone(\n `${\n BoneName[`INDEX_META_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n handBone,\n [0.015 * sideMultiplier, 0.06, 0],\n 0.03,\n );\n const indexProx = createBone(\n `${\n BoneName[`INDEX_PROX_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n indexMeta,\n [0, 0.025, 0],\n 0.025,\n );\n const indexInter = createBone(\n `${\n BoneName[`INDEX_INTER_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n indexProx,\n [0, 0.02, 0],\n 0.02,\n );\n const indexDist = createBone(\n `${\n BoneName[`INDEX_DIST_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n indexInter,\n [0, 0.015, 0],\n 0.015,\n );\n\n fingerBones.set(indexMeta.name, indexMeta);\n fingerBones.set(indexProx.name, indexProx);\n fingerBones.set(indexInter.name, indexInter);\n fingerBones.set(indexDist.name, indexDist);\n\n // Middle finger (4 bones) - longest finger\n const middleMeta = createBone(\n `${\n BoneName[`MIDDLE_META_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n handBone,\n [0.005 * sideMultiplier, 0.065, 0],\n 0.035,\n );\n const middleProx = createBone(\n `${\n BoneName[`MIDDLE_PROX_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n middleMeta,\n [0, 0.03, 0],\n 0.03,\n );\n const middleInter = createBone(\n `${\n BoneName[`MIDDLE_INTER_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n middleProx,\n [0, 0.025, 0],\n 0.025,\n );\n const middleDist = createBone(\n `${\n BoneName[`MIDDLE_DIST_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n middleInter,\n [0, 0.02, 0],\n 0.02,\n );\n\n fingerBones.set(middleMeta.name, middleMeta);\n fingerBones.set(middleProx.name, middleProx);\n fingerBones.set(middleInter.name, middleInter);\n fingerBones.set(middleDist.name, middleDist);\n\n // Ring finger (4 bones)\n const ringMeta = createBone(\n `${\n BoneName[`RING_META_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n handBone,\n [-0.005 * sideMultiplier, 0.06, 0],\n 0.03,\n );\n const ringProx = createBone(\n `${\n BoneName[`RING_PROX_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n ringMeta,\n [0, 0.025, 0],\n 0.025,\n );\n const ringInter = createBone(\n `${\n BoneName[`RING_INTER_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n ringProx,\n [0, 0.02, 0],\n 0.02,\n );\n const ringDist = createBone(\n `${\n BoneName[`RING_DIST_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n ringInter,\n [0, 0.015, 0],\n 0.015,\n );\n\n fingerBones.set(ringMeta.name, ringMeta);\n fingerBones.set(ringProx.name, ringProx);\n fingerBones.set(ringInter.name, ringInter);\n fingerBones.set(ringDist.name, ringDist);\n\n // Pinky finger (4 bones) - shortest finger\n const pinkyMeta = createBone(\n `${\n BoneName[`PINKY_META_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n handBone,\n [-0.015 * sideMultiplier, 0.05, 0],\n 0.025,\n );\n const pinkyProx = createBone(\n `${\n BoneName[`PINKY_PROX_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n pinkyMeta,\n [0, 0.02, 0],\n 0.02,\n );\n const pinkyInter = createBone(\n `${\n BoneName[`PINKY_INTER_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n pinkyProx,\n [0, 0.015, 0],\n 0.015,\n );\n const pinkyDist = createBone(\n `${\n BoneName[`PINKY_DIST_${side.toUpperCase()[0]}` as keyof typeof BoneName]\n }`,\n pinkyInter,\n [0, 0.01, 0],\n 0.01,\n );\n\n fingerBones.set(pinkyMeta.name, pinkyMeta);\n fingerBones.set(pinkyProx.name, pinkyProx);\n fingerBones.set(pinkyInter.name, pinkyInter);\n fingerBones.set(pinkyDist.name, pinkyDist);\n\n return fingerBones;\n};\n\n/**\n * Create humanoid rig with optional hand bones\n *\n * Creates complete skeletal rig with optional detailed hand bones.\n * Hand bones can be excluded for performance (LOD system).\n *\n * @param includeHandBones - Whether to include detailed hand bones (default: false)\n * @returns Complete skeletal rig with or without hand bones\n *\n * @korean 손뼈포함골격생성\n */\nexport const createHumanoidRigWithHands = (\n includeHandBones: boolean = false,\n): SkeletalRig => {\n // Create base rig\n const baseRig = createHumanoidRig();\n\n // If hand bones not requested, return base rig\n if (!includeHandBones) {\n return baseRig;\n }\n\n // Get hand bones from base rig\n const leftHand = baseRig.bones.get(BoneName.HAND_L);\n const rightHand = baseRig.bones.get(BoneName.HAND_R);\n\n if (!leftHand || !rightHand) {\n console.warn(\"Hand bones not found in base rig\");\n return baseRig;\n }\n\n // Create finger bones\n const leftFingerBones = createHandBones(leftHand, \"left\");\n const rightFingerBones = createHandBones(rightHand, \"right\");\n\n // Add finger bones to rig bone map\n leftFingerBones.forEach((bone, name) => {\n baseRig.bones.set(name, bone);\n });\n rightFingerBones.forEach((bone, name) => {\n baseRig.bones.set(name, bone);\n });\n\n return {\n ...baseRig,\n boneCount: baseRig.bones.size,\n };\n};\n\n/**\n * Torso rotation constraints for anatomically correct upper/lower body movement\n *\n * Defines limits and behavior for independent torso rotation relative to hips,\n * enabling realistic strafing and lateral movement while facing opponent.\n *\n * Korean terminology:\n * - 허리회전 (Heorhwoejeon) - Torso rotation\n * - 해부학적제약 (Haebuhakjeok Jeyak) - Anatomical constraints\n *\n * @public\n * @korean 허리회전제약조건\n */\nexport const TORSO_CONSTRAINTS = {\n /**\n * Maximum torso rotation relative to hips (radians)\n * ±90° = π/2 radians - anatomically safe rotation limit\n *\n * @korean 최대회전각도\n */\n MAX_ROTATION: Math.PI / 2,\n\n /**\n * Minimum torso rotation relative to hips (radians)\n * -90° = -π/2 radians\n *\n * @korean 최소회전각도\n */\n MIN_ROTATION: -Math.PI / 2,\n\n /**\n * Target interpolation time in seconds\n * 200ms provides smooth, natural rotation feel\n *\n * @korean 보간시간\n */\n INTERPOLATION_TIME: 0.2,\n\n /**\n * Power modifier range for hip rotation\n * [min, max] = [10%, 30%] damage bonus from proper hip engagement\n *\n * @korean 파워배율범위\n */\n POWER_MODIFIER_RANGE: [0.1, 0.3] as const,\n} as const;\n\n/**\n * Calculate torso rotation to face opponent while moving\n *\n * Determines optimal torso rotation angle to keep upper body facing opponent\n * while hips/legs are oriented in movement direction. Enforces anatomical\n * constraints (±90° max rotation).\n *\n * @param currentPosition - Player's current world position\n * @param opponentPosition - Opponent's current world position\n * @param _movementDirection - Direction of player movement (reserved for future use)\n * @param hipRotation - Current hip/pelvis rotation in radians\n * @returns Torso rotation in radians relative to hips (clamped to ±90°)\n *\n * @example\n * ```typescript\n * const playerPos = new THREE.Vector3(0, 0, 0);\n * const opponentPos = new THREE.Vector3(0, 0, 5); // Directly in front along Z+\n * const moveDir = new THREE.Vector3(0, 0, 1); // Moving forward\n * const hipRot = 0; // Hips facing forward (Z+)\n *\n * const torsoRot = calculateTorsoRotation(playerPos, opponentPos, moveDir, hipRot);\n * // Returns 0 (opponent is already aligned with hips)\n * ```\n *\n * @public\n * @korean 상대를향한허리회전계산\n */\nexport function calculateTorsoRotation(\n currentPosition: THREE.Vector3,\n opponentPosition: THREE.Vector3,\n _movementDirection: THREE.Vector3,\n hipRotation: number,\n): number {\n // Calculate angle to opponent\n const directionToOpponent = opponentPosition\n .clone()\n .sub(currentPosition)\n .normalize();\n // Use atan2(x, z) - X is horizontal, Z is forward/back in Three.js\n const angleToOpponent = Math.atan2(\n directionToOpponent.x,\n directionToOpponent.z,\n );\n\n // Calculate torso rotation relative to hips\n let torsoRotation = angleToOpponent - hipRotation;\n\n // Normalize to -π to π range\n while (torsoRotation > Math.PI) torsoRotation -= 2 * Math.PI;\n while (torsoRotation < -Math.PI) torsoRotation += 2 * Math.PI;\n\n // Apply anatomical constraints (±90°)\n torsoRotation = Math.max(\n TORSO_CONSTRAINTS.MIN_ROTATION,\n Math.min(TORSO_CONSTRAINTS.MAX_ROTATION, torsoRotation),\n );\n\n return torsoRotation;\n}\n\n/**\n * Calculate damage modifier from hip rotation\n *\n * Determines power bonus applied to techniques based on hip rotation angle.\n * Greater hip rotation generates more power through proper biomechanics,\n * with strikes benefiting most from full rotation.\n *\n * @param hipRotationAngle - Hip rotation angle in radians (typically from torso twist)\n * @param techniqueType - Type of technique ('strike', 'throw', or 'joint')\n * @returns Damage multiplier (1.0-1.3 for strikes, 1.0-1.1 for throws/joints)\n *\n * @example\n * ```typescript\n * // Full hip rotation on strike technique\n * const modifier = calculateHipRotationPowerModifier(Math.PI / 2, 'strike');\n * // Returns 1.30 (30% damage bonus)\n *\n * // Half rotation on throw\n * const throwMod = calculateHipRotationPowerModifier(Math.PI / 4, 'throw');\n * // Returns 1.05 (5% damage bonus)\n * ```\n *\n * @public\n * @korean 허리회전으로인한데미지배율계산\n */\nexport function calculateHipRotationPowerModifier(\n hipRotationAngle: number,\n techniqueType: \"strike\" | \"throw\" | \"joint\",\n): number {\n // Normalize rotation to 0-1 range (0 = no rotation, 1 = max rotation)\n // Clamp to max rotation first to handle any values exceeding ±90°\n const clampedAngle = Math.max(\n -TORSO_CONSTRAINTS.MAX_ROTATION,\n Math.min(TORSO_CONSTRAINTS.MAX_ROTATION, Math.abs(hipRotationAngle)),\n );\n const normalizedRotation = clampedAngle / TORSO_CONSTRAINTS.MAX_ROTATION;\n\n // Strikes benefit most from hip rotation (up to 30% bonus)\n // Throws get moderate benefit (up to 10% bonus)\n // Joint locks get minimal benefit (up to 10% bonus)\n const baseModifier = techniqueType === \"strike\" ? 0.3 : 0.1;\n\n return 1.0 + normalizedRotation * 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@@ -0,0 +1,99 @@
1
+ /**
2
+ * Trigram Guard Applicator
3
+ *
4
+ * Applies full trigram-specific guard poses to animation keyframes.
5
+ * Unlike the generic `withGuard()` method that only sets arm positions,
6
+ * this applicator sets the complete body position including:
7
+ * - Arms (shoulder, elbow, wrist)
8
+ * - Legs (hip, knee, ankle)
9
+ * - Torso and pelvis rotation
10
+ *
11
+ * This ensures that walk/run/idle animations maintain proper
12
+ * trigram-specific guard positions for authentic Korean martial arts movement.
13
+ *
14
+ * @module systems/animation/builders/TrigramGuardApplicator
15
+ * @korean 팔괘방어자세적용기
16
+ */
17
+ import { TrigramStance } from "../../../types/common";
18
+ import type { StanceGuardPose } from "../../../types/skeletal";
19
+ import type { StanceLaterality } from "../../trigram/types";
20
+ import type { KeyframeConfig } from "./KeyframeConfig";
21
+ /**
22
+ * Direct access to guard poses by trigram stance name
23
+ * Avoids repeated function calls in animation loops
24
+ *
25
+ * @korean 방어자세직접접근맵
26
+ */
27
+ export declare const TRIGRAM_GUARD_POSES: Readonly<Record<TrigramStance, StanceGuardPose>>;
28
+ /**
29
+ * Options for applying trigram guard pose
30
+ *
31
+ * @korean 팔괘방어자세적용옵션
32
+ */
33
+ export interface TrigramGuardOptions {
34
+ /** Apply arm positions (shoulder, elbow, wrist) */
35
+ readonly includeArms?: boolean;
36
+ /** Apply leg positions (hip, knee, ankle) */
37
+ readonly includeLegs?: boolean;
38
+ /** Apply torso rotation */
39
+ readonly includeTorso?: boolean;
40
+ /** Apply pelvis rotation */
41
+ readonly includePelvis?: boolean;
42
+ /** Blend factor 0-1 for partial application (locomotion blending) */
43
+ readonly blendFactor?: number;
44
+ /** Stance laterality ("left" or "right") */
45
+ readonly laterality?: StanceLaterality;
46
+ }
47
+ /**
48
+ * Apply trigram-specific guard pose to a KeyframeConfig
49
+ *
50
+ * Sets the complete body position for the specified trigram stance,
51
+ * including arms, legs, torso, and pelvis. This creates authentic
52
+ * Korean martial arts posture for each of the eight trigram stances.
53
+ *
54
+ * @param config - KeyframeConfig to apply guard pose to
55
+ * @param stance - Trigram stance (e.g., TrigramStance.GEON)
56
+ * @param options - Application options
57
+ *
58
+ * @example
59
+ * ```typescript
60
+ * // Full guard pose application
61
+ * applyTrigramGuardToConfig(kf, TrigramStance.GEON);
62
+ *
63
+ * // Arms only (for locomotion that sets its own leg positions)
64
+ * applyTrigramGuardToConfig(kf, TrigramStance.GEON, {
65
+ * includeLegs: false,
66
+ * includePelvis: false
67
+ * });
68
+ *
69
+ * // Blended for walk cycle transitions
70
+ * applyTrigramGuardToConfig(kf, TrigramStance.TAE, {
71
+ * blendFactor: 0.7
72
+ * });
73
+ * ```
74
+ *
75
+ * @korean 팔괘방어자세설정적용
76
+ */
77
+ export declare function applyTrigramGuardToConfig(config: KeyframeConfig, stance: TrigramStance, options?: TrigramGuardOptions): void;
78
+ /**
79
+ * Get guard arm base rotations without swing for a trigram
80
+ *
81
+ * Returns the base arm position for the trigram's guard pose.
82
+ * Use this when you want to manually add swing offsets.
83
+ *
84
+ * @param stance - Trigram stance
85
+ * @returns Left and right arm base rotations
86
+ *
87
+ * @korean 팔자세베이스가져오기
88
+ */
89
+ export declare function getGuardArmBase(stance: TrigramStance): {
90
+ left: {
91
+ shoulder: [number, number, number];
92
+ elbow: [number, number, number];
93
+ };
94
+ right: {
95
+ shoulder: [number, number, number];
96
+ elbow: [number, number, number];
97
+ };
98
+ };
99
+ //# sourceMappingURL=TrigramGuardApplicator.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TrigramGuardApplicator.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/builders/TrigramGuardApplicator.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AAExD,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAY5D,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAMvD;;;;;GAKG;AACH,eAAO,MAAM,mBAAmB,EAAE,QAAQ,CACxC,MAAM,CAAC,aAAa,EAAE,eAAe,CAAC,CAU9B,CAAC;AAMX;;;;GAIG;AACH,MAAM,WAAW,mBAAmB;IAClC,mDAAmD;IACnD,QAAQ,CAAC,WAAW,CAAC,EAAE,OAAO,CAAC;IAC/B,6CAA6C;IAC7C,QAAQ,CAAC,WAAW,CAAC,EAAE,OAAO,CAAC;IAC/B,2BAA2B;IAC3B,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,CAAC;IAChC,4BAA4B;IAC5B,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;IACjC,qEAAqE;IACrE,QAAQ,CAAC,WAAW,CAAC,EAAE,MAAM,CAAC;IAC9B,4CAA4C;IAC5C,QAAQ,CAAC,UAAU,CAAC,EAAE,gBAAgB,CAAC;CACxC;AAkBD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,wBAAgB,yBAAyB,CACvC,MAAM,EAAE,cAAc,EACtB,MAAM,EAAE,aAAa,EACrB,OAAO,GAAE,mBAAwB,GAChC,IAAI,CA+CN;AAwGD;;;;;;;;;;GAUG;AACH,wBAAgB,eAAe,CAAC,MAAM,EAAE,aAAa,GAAG;IACtD,IAAI,EAAE;QACJ,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QACnC,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;KACjC,CAAC;IACF,KAAK,EAAE;QACL,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QACnC,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;KACjC,CAAC;CACH,CAoCA"}
@@ -0,0 +1,185 @@
1
+ import { TrigramStance } from "../../../types/common.js";
2
+ import { BoneName } from "../../../types/skeletal.js";
3
+ import { GAM_WATER_GUARD_POSE, GAN_MOUNTAIN_GUARD_POSE, GEON_HIGH_GUARD_POSE, GON_EARTH_GUARD_POSE, JIN_THUNDER_GUARD_POSE, LI_FIRE_GUARD_POSE, SON_WIND_GUARD_POSE, TAE_FLUID_GUARD_POSE, getGuardPoseForStance } from "../catalogs/StanceGuardPoses.js";
4
+ //#region src/systems/animation/builders/TrigramGuardApplicator.ts
5
+ /**
6
+ * Trigram Guard Applicator
7
+ *
8
+ * Applies full trigram-specific guard poses to animation keyframes.
9
+ * Unlike the generic `withGuard()` method that only sets arm positions,
10
+ * this applicator sets the complete body position including:
11
+ * - Arms (shoulder, elbow, wrist)
12
+ * - Legs (hip, knee, ankle)
13
+ * - Torso and pelvis rotation
14
+ *
15
+ * This ensures that walk/run/idle animations maintain proper
16
+ * trigram-specific guard positions for authentic Korean martial arts movement.
17
+ *
18
+ * @module systems/animation/builders/TrigramGuardApplicator
19
+ * @korean 팔괘방어자세적용기
20
+ */
21
+ /**
22
+ * Direct access to guard poses by trigram stance name
23
+ * Avoids repeated function calls in animation loops
24
+ *
25
+ * @korean 방어자세직접접근맵
26
+ */
27
+ var TRIGRAM_GUARD_POSES = {
28
+ [TrigramStance.GEON]: GEON_HIGH_GUARD_POSE,
29
+ [TrigramStance.TAE]: TAE_FLUID_GUARD_POSE,
30
+ [TrigramStance.LI]: LI_FIRE_GUARD_POSE,
31
+ [TrigramStance.JIN]: JIN_THUNDER_GUARD_POSE,
32
+ [TrigramStance.SON]: SON_WIND_GUARD_POSE,
33
+ [TrigramStance.GAM]: GAM_WATER_GUARD_POSE,
34
+ [TrigramStance.GAN]: GAN_MOUNTAIN_GUARD_POSE,
35
+ [TrigramStance.GON]: GON_EARTH_GUARD_POSE
36
+ };
37
+ /**
38
+ * Default options for full guard pose application
39
+ */
40
+ var DEFAULT_OPTIONS = {
41
+ includeArms: true,
42
+ includeLegs: true,
43
+ includeTorso: true,
44
+ includePelvis: true,
45
+ blendFactor: 1,
46
+ laterality: "right"
47
+ };
48
+ /**
49
+ * Apply trigram-specific guard pose to a KeyframeConfig
50
+ *
51
+ * Sets the complete body position for the specified trigram stance,
52
+ * including arms, legs, torso, and pelvis. This creates authentic
53
+ * Korean martial arts posture for each of the eight trigram stances.
54
+ *
55
+ * @param config - KeyframeConfig to apply guard pose to
56
+ * @param stance - Trigram stance (e.g., TrigramStance.GEON)
57
+ * @param options - Application options
58
+ *
59
+ * @example
60
+ * ```typescript
61
+ * // Full guard pose application
62
+ * applyTrigramGuardToConfig(kf, TrigramStance.GEON);
63
+ *
64
+ * // Arms only (for locomotion that sets its own leg positions)
65
+ * applyTrigramGuardToConfig(kf, TrigramStance.GEON, {
66
+ * includeLegs: false,
67
+ * includePelvis: false
68
+ * });
69
+ *
70
+ * // Blended for walk cycle transitions
71
+ * applyTrigramGuardToConfig(kf, TrigramStance.TAE, {
72
+ * blendFactor: 0.7
73
+ * });
74
+ * ```
75
+ *
76
+ * @korean 팔괘방어자세설정적용
77
+ */
78
+ function applyTrigramGuardToConfig(config, stance, options = {}) {
79
+ const opts = {
80
+ ...DEFAULT_OPTIONS,
81
+ ...options
82
+ };
83
+ const guardPose = opts.laterality === "right" ? TRIGRAM_GUARD_POSES[stance] : getGuardPoseForStance(stance, opts.laterality);
84
+ if (!guardPose) {
85
+ console.warn(`[TrigramGuardApplicator] No guard pose found for stance: ${stance}`);
86
+ return;
87
+ }
88
+ const blend = opts.blendFactor;
89
+ if (opts.includeArms) applyArmsToConfig(config, guardPose, blend);
90
+ if (opts.includeLegs) applyLegsToConfig(config, guardPose, blend);
91
+ if (opts.includeTorso) config.rotate(BoneName.SPINE_UPPER, guardPose.torso.x * blend, guardPose.torso.y * blend, guardPose.torso.z * blend);
92
+ if (opts.includePelvis) config.rotate(BoneName.PELVIS, guardPose.pelvis.x * blend, guardPose.pelvis.y * blend, guardPose.pelvis.z * blend);
93
+ }
94
+ /**
95
+ * Apply arm positions from guard pose to config
96
+ */
97
+ function applyArmsToConfig(config, guardPose, blend) {
98
+ config.rotate(BoneName.SHOULDER_L, guardPose.leftArm.shoulder.x * blend, guardPose.leftArm.shoulder.y * blend, guardPose.leftArm.shoulder.z * blend);
99
+ config.rotate(BoneName.ELBOW_L, guardPose.leftArm.elbow.x * blend, guardPose.leftArm.elbow.y * blend, guardPose.leftArm.elbow.z * blend);
100
+ config.rotate(BoneName.WRIST_L, guardPose.leftArm.wrist.x * blend, guardPose.leftArm.wrist.y * blend, guardPose.leftArm.wrist.z * blend);
101
+ config.rotate(BoneName.SHOULDER_R, guardPose.rightArm.shoulder.x * blend, guardPose.rightArm.shoulder.y * blend, guardPose.rightArm.shoulder.z * blend);
102
+ config.rotate(BoneName.ELBOW_R, guardPose.rightArm.elbow.x * blend, guardPose.rightArm.elbow.y * blend, guardPose.rightArm.elbow.z * blend);
103
+ config.rotate(BoneName.WRIST_R, guardPose.rightArm.wrist.x * blend, guardPose.rightArm.wrist.y * blend, guardPose.rightArm.wrist.z * blend);
104
+ }
105
+ /**
106
+ * Apply leg positions from guard pose to config
107
+ */
108
+ function applyLegsToConfig(config, guardPose, blend) {
109
+ config.rotate(BoneName.HIP_L, guardPose.leftLeg.hip.x * blend, guardPose.leftLeg.hip.y * blend, guardPose.leftLeg.hip.z * blend);
110
+ config.rotate(BoneName.KNEE_L, guardPose.leftLeg.knee.x * blend, guardPose.leftLeg.knee.y * blend, guardPose.leftLeg.knee.z * blend);
111
+ config.rotate(BoneName.FOOT_L, guardPose.leftLeg.ankle.x * blend, guardPose.leftLeg.ankle.y * blend, guardPose.leftLeg.ankle.z * blend);
112
+ config.rotate(BoneName.HIP_R, guardPose.rightLeg.hip.x * blend, guardPose.rightLeg.hip.y * blend, guardPose.rightLeg.hip.z * blend);
113
+ config.rotate(BoneName.KNEE_R, guardPose.rightLeg.knee.x * blend, guardPose.rightLeg.knee.y * blend, guardPose.rightLeg.knee.z * blend);
114
+ config.rotate(BoneName.FOOT_R, guardPose.rightLeg.ankle.x * blend, guardPose.rightLeg.ankle.y * blend, guardPose.rightLeg.ankle.z * blend);
115
+ }
116
+ /**
117
+ * Get guard arm base rotations without swing for a trigram
118
+ *
119
+ * Returns the base arm position for the trigram's guard pose.
120
+ * Use this when you want to manually add swing offsets.
121
+ *
122
+ * @param stance - Trigram stance
123
+ * @returns Left and right arm base rotations
124
+ *
125
+ * @korean 팔자세베이스가져오기
126
+ */
127
+ function getGuardArmBase(stance) {
128
+ const guardPose = TRIGRAM_GUARD_POSES[stance];
129
+ if (!guardPose) return {
130
+ left: {
131
+ shoulder: [
132
+ -.6,
133
+ .4,
134
+ .3
135
+ ],
136
+ elbow: [
137
+ 0,
138
+ 0,
139
+ -1.6
140
+ ]
141
+ },
142
+ right: {
143
+ shoulder: [
144
+ -.6,
145
+ -.4,
146
+ -.3
147
+ ],
148
+ elbow: [
149
+ 0,
150
+ 0,
151
+ 1.6
152
+ ]
153
+ }
154
+ };
155
+ return {
156
+ left: {
157
+ shoulder: [
158
+ guardPose.leftArm.shoulder.x,
159
+ guardPose.leftArm.shoulder.y,
160
+ guardPose.leftArm.shoulder.z
161
+ ],
162
+ elbow: [
163
+ guardPose.leftArm.elbow.x,
164
+ guardPose.leftArm.elbow.y,
165
+ guardPose.leftArm.elbow.z
166
+ ]
167
+ },
168
+ right: {
169
+ shoulder: [
170
+ guardPose.rightArm.shoulder.x,
171
+ guardPose.rightArm.shoulder.y,
172
+ guardPose.rightArm.shoulder.z
173
+ ],
174
+ elbow: [
175
+ guardPose.rightArm.elbow.x,
176
+ guardPose.rightArm.elbow.y,
177
+ guardPose.rightArm.elbow.z
178
+ ]
179
+ }
180
+ };
181
+ }
182
+ //#endregion
183
+ export { TRIGRAM_GUARD_POSES, applyTrigramGuardToConfig, getGuardArmBase };
184
+
185
+ //# sourceMappingURL=TrigramGuardApplicator.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TrigramGuardApplicator.js","names":[],"sources":["../../../../src/systems/animation/builders/TrigramGuardApplicator.ts"],"sourcesContent":["/**\n * Trigram Guard Applicator\n *\n * Applies full trigram-specific guard poses to animation keyframes.\n * Unlike the generic `withGuard()` method that only sets arm positions,\n * this applicator sets the complete body position including:\n * - Arms (shoulder, elbow, wrist)\n * - Legs (hip, knee, ankle)\n * - Torso and pelvis rotation\n *\n * This ensures that walk/run/idle animations maintain proper\n * trigram-specific guard positions for authentic Korean martial arts movement.\n *\n * @module systems/animation/builders/TrigramGuardApplicator\n * @korean 팔괘방어자세적용기\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport type { StanceGuardPose } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport type { StanceLaterality } from \"../../trigram/types\";\nimport {\n GAM_WATER_GUARD_POSE,\n GAN_MOUNTAIN_GUARD_POSE,\n GEON_HIGH_GUARD_POSE,\n getGuardPoseForStance,\n GON_EARTH_GUARD_POSE,\n JIN_THUNDER_GUARD_POSE,\n LI_FIRE_GUARD_POSE,\n SON_WIND_GUARD_POSE,\n TAE_FLUID_GUARD_POSE,\n} from \"../catalogs/StanceGuardPoses\";\nimport type { KeyframeConfig } from \"./KeyframeConfig\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DIRECT GUARD POSE ACCESS MAP (For performance in locomotion)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Direct access to guard poses by trigram stance name\n * Avoids repeated function calls in animation loops\n *\n * @korean 방어자세직접접근맵\n */\nexport const TRIGRAM_GUARD_POSES: Readonly<\n Record<TrigramStance, StanceGuardPose>\n> = {\n [TrigramStance.GEON]: GEON_HIGH_GUARD_POSE,\n [TrigramStance.TAE]: TAE_FLUID_GUARD_POSE,\n [TrigramStance.LI]: LI_FIRE_GUARD_POSE,\n [TrigramStance.JIN]: JIN_THUNDER_GUARD_POSE,\n [TrigramStance.SON]: SON_WIND_GUARD_POSE,\n [TrigramStance.GAM]: GAM_WATER_GUARD_POSE,\n [TrigramStance.GAN]: GAN_MOUNTAIN_GUARD_POSE,\n [TrigramStance.GON]: GON_EARTH_GUARD_POSE,\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// APPLICATION OPTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Options for applying trigram guard pose\n *\n * @korean 팔괘방어자세적용옵션\n */\nexport interface TrigramGuardOptions {\n /** Apply arm positions (shoulder, elbow, wrist) */\n readonly includeArms?: boolean;\n /** Apply leg positions (hip, knee, ankle) */\n readonly includeLegs?: boolean;\n /** Apply torso rotation */\n readonly includeTorso?: boolean;\n /** Apply pelvis rotation */\n readonly includePelvis?: boolean;\n /** Blend factor 0-1 for partial application (locomotion blending) */\n readonly blendFactor?: number;\n /** Stance laterality (\"left\" or \"right\") */\n readonly laterality?: StanceLaterality;\n}\n\n/**\n * Default options for full guard pose application\n */\nconst DEFAULT_OPTIONS: Required<TrigramGuardOptions> = {\n includeArms: true,\n includeLegs: true,\n includeTorso: true,\n includePelvis: true,\n blendFactor: 1.0,\n laterality: \"right\",\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// CORE APPLICATION FUNCTION\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Apply trigram-specific guard pose to a KeyframeConfig\n *\n * Sets the complete body position for the specified trigram stance,\n * including arms, legs, torso, and pelvis. This creates authentic\n * Korean martial arts posture for each of the eight trigram stances.\n *\n * @param config - KeyframeConfig to apply guard pose to\n * @param stance - Trigram stance (e.g., TrigramStance.GEON)\n * @param options - Application options\n *\n * @example\n * ```typescript\n * // Full guard pose application\n * applyTrigramGuardToConfig(kf, TrigramStance.GEON);\n *\n * // Arms only (for locomotion that sets its own leg positions)\n * applyTrigramGuardToConfig(kf, TrigramStance.GEON, {\n * includeLegs: false,\n * includePelvis: false\n * });\n *\n * // Blended for walk cycle transitions\n * applyTrigramGuardToConfig(kf, TrigramStance.TAE, {\n * blendFactor: 0.7\n * });\n * ```\n *\n * @korean 팔괘방어자세설정적용\n */\nexport function applyTrigramGuardToConfig(\n config: KeyframeConfig,\n stance: TrigramStance,\n options: TrigramGuardOptions = {},\n): void {\n const opts = { ...DEFAULT_OPTIONS, ...options };\n\n // Get guard pose for stance and laterality\n const guardPose =\n opts.laterality === \"right\"\n ? TRIGRAM_GUARD_POSES[stance]\n : getGuardPoseForStance(stance, opts.laterality);\n\n if (!guardPose) {\n console.warn(\n `[TrigramGuardApplicator] No guard pose found for stance: ${stance}`,\n );\n return;\n }\n\n const blend = opts.blendFactor;\n\n // Apply arm positions\n if (opts.includeArms) {\n applyArmsToConfig(config, guardPose, blend);\n }\n\n // Apply leg positions\n if (opts.includeLegs) {\n applyLegsToConfig(config, guardPose, blend);\n }\n\n // Apply torso rotation\n if (opts.includeTorso) {\n config.rotate(\n BoneName.SPINE_UPPER,\n guardPose.torso.x * blend,\n guardPose.torso.y * blend,\n guardPose.torso.z * blend,\n );\n }\n\n // Apply pelvis rotation\n if (opts.includePelvis) {\n config.rotate(\n BoneName.PELVIS,\n guardPose.pelvis.x * blend,\n guardPose.pelvis.y * blend,\n guardPose.pelvis.z * blend,\n );\n }\n}\n\n/**\n * Apply arm positions from guard pose to config\n */\nfunction applyArmsToConfig(\n config: KeyframeConfig,\n guardPose: StanceGuardPose,\n blend: number,\n): void {\n // Left arm\n config.rotate(\n BoneName.SHOULDER_L,\n guardPose.leftArm.shoulder.x * blend,\n guardPose.leftArm.shoulder.y * blend,\n guardPose.leftArm.shoulder.z * blend,\n );\n config.rotate(\n BoneName.ELBOW_L,\n guardPose.leftArm.elbow.x * blend,\n guardPose.leftArm.elbow.y * blend,\n guardPose.leftArm.elbow.z * blend,\n );\n config.rotate(\n BoneName.WRIST_L,\n guardPose.leftArm.wrist.x * blend,\n guardPose.leftArm.wrist.y * blend,\n guardPose.leftArm.wrist.z * blend,\n );\n\n // Right arm\n config.rotate(\n BoneName.SHOULDER_R,\n guardPose.rightArm.shoulder.x * blend,\n guardPose.rightArm.shoulder.y * blend,\n guardPose.rightArm.shoulder.z * blend,\n );\n config.rotate(\n BoneName.ELBOW_R,\n guardPose.rightArm.elbow.x * blend,\n guardPose.rightArm.elbow.y * blend,\n guardPose.rightArm.elbow.z * blend,\n );\n config.rotate(\n BoneName.WRIST_R,\n guardPose.rightArm.wrist.x * blend,\n guardPose.rightArm.wrist.y * blend,\n guardPose.rightArm.wrist.z * blend,\n );\n}\n\n/**\n * Apply leg positions from guard pose to config\n */\nfunction applyLegsToConfig(\n config: KeyframeConfig,\n guardPose: StanceGuardPose,\n blend: number,\n): void {\n // Left leg\n config.rotate(\n BoneName.HIP_L,\n guardPose.leftLeg.hip.x * blend,\n guardPose.leftLeg.hip.y * blend,\n guardPose.leftLeg.hip.z * blend,\n );\n config.rotate(\n BoneName.KNEE_L,\n guardPose.leftLeg.knee.x * blend,\n guardPose.leftLeg.knee.y * blend,\n guardPose.leftLeg.knee.z * blend,\n );\n config.rotate(\n BoneName.FOOT_L,\n guardPose.leftLeg.ankle.x * blend,\n guardPose.leftLeg.ankle.y * blend,\n guardPose.leftLeg.ankle.z * blend,\n );\n\n // Right leg\n config.rotate(\n BoneName.HIP_R,\n guardPose.rightLeg.hip.x * blend,\n guardPose.rightLeg.hip.y * blend,\n guardPose.rightLeg.hip.z * blend,\n );\n config.rotate(\n BoneName.KNEE_R,\n guardPose.rightLeg.knee.x * blend,\n guardPose.rightLeg.knee.y * blend,\n guardPose.rightLeg.knee.z * blend,\n );\n config.rotate(\n BoneName.FOOT_R,\n guardPose.rightLeg.ankle.x * blend,\n guardPose.rightLeg.ankle.y * blend,\n guardPose.rightLeg.ankle.z * blend,\n );\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// GUARD ARM HELPERS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Get guard arm base rotations without swing for a trigram\n *\n * Returns the base arm position for the trigram's guard pose.\n * Use this when you want to manually add swing offsets.\n *\n * @param stance - Trigram stance\n * @returns Left and right arm base rotations\n *\n * @korean 팔자세베이스가져오기\n */\nexport function getGuardArmBase(stance: TrigramStance): {\n left: {\n shoulder: [number, number, number];\n elbow: [number, number, number];\n };\n right: {\n shoulder: [number, number, number];\n elbow: [number, number, number];\n };\n} {\n const guardPose = TRIGRAM_GUARD_POSES[stance];\n if (!guardPose) {\n // Fallback neutral guard\n return {\n left: { shoulder: [-0.6, 0.4, 0.3], elbow: [0, 0, -1.6] },\n right: { shoulder: [-0.6, -0.4, -0.3], elbow: [0, 0, 1.6] },\n };\n }\n\n return {\n left: {\n shoulder: [\n guardPose.leftArm.shoulder.x,\n guardPose.leftArm.shoulder.y,\n guardPose.leftArm.shoulder.z,\n ],\n elbow: [\n guardPose.leftArm.elbow.x,\n guardPose.leftArm.elbow.y,\n guardPose.leftArm.elbow.z,\n ],\n },\n right: {\n shoulder: [\n guardPose.rightArm.shoulder.x,\n guardPose.rightArm.shoulder.y,\n guardPose.rightArm.shoulder.z,\n ],\n elbow: [\n guardPose.rightArm.elbow.x,\n guardPose.rightArm.elbow.y,\n guardPose.rightArm.elbow.z,\n ],\n },\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AA4CA,IAAa,sBAET;EACD,cAAc,OAAO;EACrB,cAAc,MAAM;EACpB,cAAc,KAAK;EACnB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;CACtB;;;;AA6BD,IAAM,kBAAiD;CACrD,aAAa;CACb,aAAa;CACb,cAAc;CACd,eAAe;CACf,aAAa;CACb,YAAY;CACb;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCD,SAAgB,0BACd,QACA,QACA,UAA+B,EAAE,EAC3B;CACN,MAAM,OAAO;EAAE,GAAG;EAAiB,GAAG;EAAS;CAG/C,MAAM,YACJ,KAAK,eAAe,UAChB,oBAAoB,UACpB,sBAAsB,QAAQ,KAAK,WAAW;AAEpD,KAAI,CAAC,WAAW;AACd,UAAQ,KACN,4DAA4D,SAC7D;AACD;;CAGF,MAAM,QAAQ,KAAK;AAGnB,KAAI,KAAK,YACP,mBAAkB,QAAQ,WAAW,MAAM;AAI7C,KAAI,KAAK,YACP,mBAAkB,QAAQ,WAAW,MAAM;AAI7C,KAAI,KAAK,aACP,QAAO,OACL,SAAS,aACT,UAAU,MAAM,IAAI,OACpB,UAAU,MAAM,IAAI,OACpB,UAAU,MAAM,IAAI,MACrB;AAIH,KAAI,KAAK,cACP,QAAO,OACL,SAAS,QACT,UAAU,OAAO,IAAI,OACrB,UAAU,OAAO,IAAI,OACrB,UAAU,OAAO,IAAI,MACtB;;;;;AAOL,SAAS,kBACP,QACA,WACA,OACM;AAEN,QAAO,OACL,SAAS,YACT,UAAU,QAAQ,SAAS,IAAI,OAC/B,UAAU,QAAQ,SAAS,IAAI,OAC/B,UAAU,QAAQ,SAAS,IAAI,MAChC;AACD,QAAO,OACL,SAAS,SACT,UAAU,QAAQ,MAAM,IAAI,OAC5B,UAAU,QAAQ,MAAM,IAAI,OAC5B,UAAU,QAAQ,MAAM,IAAI,MAC7B;AACD,QAAO,OACL,SAAS,SACT,UAAU,QAAQ,MAAM,IAAI,OAC5B,UAAU,QAAQ,MAAM,IAAI,OAC5B,UAAU,QAAQ,MAAM,IAAI,MAC7B;AAGD,QAAO,OACL,SAAS,YACT,UAAU,SAAS,SAAS,IAAI,OAChC,UAAU,SAAS,SAAS,IAAI,OAChC,UAAU,SAAS,SAAS,IAAI,MACjC;AACD,QAAO,OACL,SAAS,SACT,UAAU,SAAS,MAAM,IAAI,OAC7B,UAAU,SAAS,MAAM,IAAI,OAC7B,UAAU,SAAS,MAAM,IAAI,MAC9B;AACD,QAAO,OACL,SAAS,SACT,UAAU,SAAS,MAAM,IAAI,OAC7B,UAAU,SAAS,MAAM,IAAI,OAC7B,UAAU,SAAS,MAAM,IAAI,MAC9B;;;;;AAMH,SAAS,kBACP,QACA,WACA,OACM;AAEN,QAAO,OACL,SAAS,OACT,UAAU,QAAQ,IAAI,IAAI,OAC1B,UAAU,QAAQ,IAAI,IAAI,OAC1B,UAAU,QAAQ,IAAI,IAAI,MAC3B;AACD,QAAO,OACL,SAAS,QACT,UAAU,QAAQ,KAAK,IAAI,OAC3B,UAAU,QAAQ,KAAK,IAAI,OAC3B,UAAU,QAAQ,KAAK,IAAI,MAC5B;AACD,QAAO,OACL,SAAS,QACT,UAAU,QAAQ,MAAM,IAAI,OAC5B,UAAU,QAAQ,MAAM,IAAI,OAC5B,UAAU,QAAQ,MAAM,IAAI,MAC7B;AAGD,QAAO,OACL,SAAS,OACT,UAAU,SAAS,IAAI,IAAI,OAC3B,UAAU,SAAS,IAAI,IAAI,OAC3B,UAAU,SAAS,IAAI,IAAI,MAC5B;AACD,QAAO,OACL,SAAS,QACT,UAAU,SAAS,KAAK,IAAI,OAC5B,UAAU,SAAS,KAAK,IAAI,OAC5B,UAAU,SAAS,KAAK,IAAI,MAC7B;AACD,QAAO,OACL,SAAS,QACT,UAAU,SAAS,MAAM,IAAI,OAC7B,UAAU,SAAS,MAAM,IAAI,OAC7B,UAAU,SAAS,MAAM,IAAI,MAC9B;;;;;;;;;;;;;AAkBH,SAAgB,gBAAgB,QAS9B;CACA,MAAM,YAAY,oBAAoB;AACtC,KAAI,CAAC,UAEH,QAAO;EACL,MAAM;GAAE,UAAU;IAAC;IAAM;IAAK;IAAI;GAAE,OAAO;IAAC;IAAG;IAAG;IAAK;GAAE;EACzD,OAAO;GAAE,UAAU;IAAC;IAAM;IAAM;IAAK;GAAE,OAAO;IAAC;IAAG;IAAG;IAAI;GAAE;EAC5D;AAGH,QAAO;EACL,MAAM;GACJ,UAAU;IACR,UAAU,QAAQ,SAAS;IAC3B,UAAU,QAAQ,SAAS;IAC3B,UAAU,QAAQ,SAAS;IAC5B;GACD,OAAO;IACL,UAAU,QAAQ,MAAM;IACxB,UAAU,QAAQ,MAAM;IACxB,UAAU,QAAQ,MAAM;IACzB;GACF;EACD,OAAO;GACL,UAAU;IACR,UAAU,SAAS,SAAS;IAC5B,UAAU,SAAS,SAAS;IAC5B,UAAU,SAAS,SAAS;IAC7B;GACD,OAAO;IACL,UAAU,SAAS,MAAM;IACzB,UAAU,SAAS,MAAM;IACzB,UAAU,SAAS,MAAM;IAC1B;GACF;EACF"}
@@ -0,0 +1,23 @@
1
+ /**
2
+ * Builder and pose utilities sub-package
3
+ *
4
+ * Fluent builders, keyframe helpers, phase applicators, and rig utilities
5
+ * for constructing skeletal animations with integrated anatomy state.
6
+ */
7
+ export { AnimationBuilder, AnimationPatternHelpers, AnimationPresets, BoneRotationHelpers, KeyframeFactories, } from "./AnimationBuilder";
8
+ export * from "./MartialArtsAnimationBuilder";
9
+ export { KeyframeConfig } from "./KeyframeConfig";
10
+ export type { HandHighlightMode } from "./KeyframeConfig";
11
+ export { applyKeyframeToRig, blendKeyframes, easeIn, easeInOut, easeLinear, easeOut, findSurroundingKeyframes, getEasingFunction, getInterpolatedKeyframe, interpolatePosition, interpolateRotation, updateAnimation, } from "./KeyframeInterpolation";
12
+ export { applyHandPoseToConfig, applyHandPoseToKeyframe, } from "./HandPoseApplicator";
13
+ export { applyHighPeakPhaseToConfig, applyKickPhaseToConfig, applyRoundhousePhaseToConfig, applySideKickPhaseToConfig, getKickPhase, } from "./KickPhaseApplicator";
14
+ export type { KickPhaseName, KickSide } from "./KickPhaseApplicator";
15
+ export { applyMartialPoseToConfig, applyMartialPoseToKeyframe, getMartialPose, } from "./MartialPoseApplicator";
16
+ export { applyPunchPhaseToConfig, getPunchPhase } from "./PunchPhaseApplicator";
17
+ export type { PunchPhaseName, PunchSide } from "./PunchPhaseApplicator";
18
+ export { TECHNIQUE_HAND_POSES, createInitialHandAnimationState, getHandPose, getTechniqueHandPose, updateHandAnimationState, } from "./HandPoses";
19
+ export * from "./KoreanGuardPositions";
20
+ export * from "./MartialArtsConstants";
21
+ export { BONE_CHAINS, JOINT_CONSTRAINTS, TORSO_CONSTRAINTS, applyJointConstraint, calculateHipRotationPowerModifier, createBone, createHandBones, createHumanoidRig, createHumanoidRigWithHands, createScaledHumanoidRig, getBoneWorldPosition, getBoneWorldRotation, resetBoneToRestPose, resetRigToRestPose, } from "./SkeletonRig";
22
+ export * from "./AnimationFactoryPresets";
23
+ //# sourceMappingURL=index.d.ts.map
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1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/builders/index.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,EACL,gBAAgB,EAChB,uBAAuB,EACvB,gBAAgB,EAChB,mBAAmB,EACnB,iBAAiB,GAClB,MAAM,oBAAoB,CAAC;AAE5B,cAAc,+BAA+B,CAAC;AAE9C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,YAAY,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAC1D,OAAO,EACL,kBAAkB,EAClB,cAAc,EACd,MAAM,EACN,SAAS,EACT,UAAU,EACV,OAAO,EACP,wBAAwB,EACxB,iBAAiB,EACjB,uBAAuB,EACvB,mBAAmB,EACnB,mBAAmB,EACnB,eAAe,GAChB,MAAM,yBAAyB,CAAC;AAEjC,OAAO,EACL,qBAAqB,EACrB,uBAAuB,GACxB,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EACL,0BAA0B,EAC1B,sBAAsB,EACtB,4BAA4B,EAC5B,0BAA0B,EAC1B,YAAY,GACb,MAAM,uBAAuB,CAAC;AAC/B,YAAY,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACrE,OAAO,EACL,wBAAwB,EACxB,0BAA0B,EAC1B,cAAc,GACf,MAAM,yBAAyB,CAAC;AACjC,OAAO,EAAE,uBAAuB,EAAE,aAAa,EAAE,MAAM,wBAAwB,CAAC;AAChF,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAExE,OAAO,EACL,oBAAoB,EACpB,+BAA+B,EAC/B,WAAW,EACX,oBAAoB,EACpB,wBAAwB,GACzB,MAAM,aAAa,CAAC;AACrB,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AAEvC,OAAO,EACL,WAAW,EACX,iBAAiB,EACjB,iBAAiB,EACjB,oBAAoB,EACpB,iCAAiC,EACjC,UAAU,EACV,eAAe,EACf,iBAAiB,EACjB,0BAA0B,EAC1B,uBAAuB,EACvB,oBAAoB,EACpB,oBAAoB,EACpB,mBAAmB,EACnB,kBAAkB,GACnB,MAAM,eAAe,CAAC;AAGvB,cAAc,2BAA2B,CAAC"}
@@ -0,0 +1,13 @@
1
+ import "./KeyframeInterpolation.js";
2
+ import "./MartialArtsConstants.js";
3
+ import "./KoreanGuardPositions.js";
4
+ import "./KeyframeConfig.js";
5
+ import "./HandPoseApplicator.js";
6
+ import "./KickPhaseApplicator.js";
7
+ import "./MartialPoseApplicator.js";
8
+ import "./PunchPhaseApplicator.js";
9
+ import "./MartialArtsAnimationBuilder.js";
10
+ import "./AnimationBuilder.js";
11
+ import "./HandPoses.js";
12
+ import "./SkeletonRig.js";
13
+ import "./AnimationFactoryPresets.js";