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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  1716. package/lib/utils/clothingColors.d.ts +120 -0
  1717. package/lib/utils/clothingColors.d.ts.map +1 -0
  1718. package/lib/utils/clothingMaterials.d.ts +65 -0
  1719. package/lib/utils/clothingMaterials.d.ts.map +1 -0
  1720. package/lib/utils/colorHelpers.d.ts +67 -0
  1721. package/lib/utils/colorHelpers.d.ts.map +1 -0
  1722. package/lib/utils/colorHelpers.js +81 -0
  1723. package/lib/utils/colorHelpers.js.map +1 -0
  1724. package/lib/utils/colorUtils.d.ts +113 -0
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  1726. package/lib/utils/colorUtils.js +225 -0
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  1728. package/lib/utils/combatReadiness.d.ts +132 -0
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  1730. package/lib/utils/combatReadiness.js +176 -0
  1731. package/lib/utils/combatReadiness.js.map +1 -0
  1732. package/lib/utils/controlMapping.d.ts +171 -0
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  1734. package/lib/utils/controlMapping.js +288 -0
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  1736. package/lib/utils/deviceDetection.d.ts +159 -0
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  1738. package/lib/utils/deviceDetection.js +337 -0
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  1740. package/lib/utils/effectUtils.d.ts +63 -0
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  1744. package/lib/utils/eventConstants.d.ts +25 -0
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  1750. package/lib/utils/fabricTextures.js +301 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,446 @@
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, STANCE_GUARD_CONFIGS, TAE_FLUID_GUARD_POSE } from "./StanceGuardPoses.js";
4
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
5
+ //#region src/systems/animation/catalogs/StanceIdleAnimations.ts
6
+ /**
7
+ * Trigram Stance Idle Animations - Enhanced Breathing & Weight Shift System
8
+ *
9
+ * Defines complete idle animations for all 8 trigram stances (팔괘) with:
10
+ * - Multi-keyframe breathing cycles (4-6 frames per stance)
11
+ * - Subtle weight shifts for natural movement
12
+ * - Stance-specific rhythms reflecting martial philosophy
13
+ * - Proper guard positions from StanceGuardPoses
14
+ *
15
+ * Each trigram idle is the starting point for all techniques in that stance.
16
+ * The breathing and weight shifts reflect the elemental nature:
17
+ * - ☰ 건 (Heaven): Powerful, expansive chest breathing
18
+ * - ☱ 태 (Lake): Fluid, rippling breath flow
19
+ * - ☲ 리 (Fire): Sharp, controlled precision breathing
20
+ * - ☳ 진 (Thunder): Deep coiled power breathing
21
+ * - ☴ 손 (Wind): Rhythmic continuous flow
22
+ * - ☵ 감 (Water): Deep flowing diaphragm breathing
23
+ * - ☶ 간 (Mountain): Minimal steady breathing
24
+ * - ☷ 곤 (Earth): Deep grounded diaphragm breathing
25
+ *
26
+ * @module systems/animation/catalogs/StanceIdleAnimations
27
+ * @category Animation System
28
+ * @korean 팔괘자세대기애니메이션
29
+ */
30
+ /**
31
+ * Breathing cycle durations per stance (in seconds)
32
+ * Each stance has characteristic breathing rhythm
33
+ *
34
+ * @korean 호흡주기지속시간
35
+ */
36
+ var BREATHING_DURATIONS = {
37
+ GEON: 2.4,
38
+ TAE: 2.8,
39
+ LI: 1.8,
40
+ JIN: 2.2,
41
+ SON: 2,
42
+ GAM: 3,
43
+ GAN: 2.6,
44
+ GON: 2.6
45
+ };
46
+ /**
47
+ * Weight shift amplitudes per stance (percentage of base)
48
+ * Reflects stability vs. mobility of each stance
49
+ * RESTORED to original values for better visual feedback and natural movement
50
+ *
51
+ * @korean 체중이동진폭
52
+ */
53
+ var WEIGHT_SHIFT_AMPLITUDES = {
54
+ GEON: .04,
55
+ TAE: .05,
56
+ LI: .02,
57
+ JIN: .06,
58
+ SON: .045,
59
+ GAM: .055,
60
+ GAN: .015,
61
+ GON: .03
62
+ };
63
+ /**
64
+ * Calculates breathing scale at a given phase
65
+ *
66
+ * @param phase - Breathing phase (0-1, where 0.5 is peak inhale)
67
+ * @param min - Minimum scale (exhale)
68
+ * @param max - Maximum scale (inhale peak)
69
+ * @returns Scale factor for chest/torso
70
+ */
71
+ function calculateBreathingScale(phase, min, max) {
72
+ const breathPhase = Math.cos(phase * Math.PI * 2);
73
+ const amplitude = (max - min) / 2;
74
+ return (max + min) / 2 + breathPhase * amplitude;
75
+ }
76
+ /**
77
+ * Calculates torso expansion for breathing effect
78
+ *
79
+ * @param breathingScale - Current breathing scale (0.96-1.04)
80
+ * @returns Torso rotation adjustment for breathing
81
+ */
82
+ function calculateTorsoBreathingOffset(breathingScale) {
83
+ return (breathingScale - 1) * 1.5;
84
+ }
85
+ /**
86
+ * Calculates subtle knee bounce offset at a given phase
87
+ *
88
+ * DESIGN: Idle animations should have visible knee bounce for natural movement feel
89
+ * - no pelvis position movement which creates a "walking in place" appearance.
90
+ *
91
+ * @param phase - Breathing/bounce phase (0-1)
92
+ * @param amplitude - Maximum bounce amount (knee bend adjustment)
93
+ * @returns Knee rotation adjustment for natural bounce
94
+ */
95
+ function calculateKneeBounce(phase, amplitude) {
96
+ return Math.sin(phase * Math.PI * 4) * amplitude * .5;
97
+ }
98
+ /**
99
+ * Applies a complete guard pose to a KeyframeConfig with breathing and knee bounce
100
+ *
101
+ * DESIGN: Idle animations should only have:
102
+ * - Chest breathing (torso expansion)
103
+ * - Subtle knee bounce (slight knee flex variation)
104
+ * NO pelvis X/Z position movement (causes "walking in place" appearance)
105
+ *
106
+ * @param kf - KeyframeConfig to apply pose to
107
+ * @param pose - Guard pose to apply
108
+ * @param breathingOffset - Torso breathing offset
109
+ * @param kneeBounce - Subtle knee flex adjustment for bounce effect
110
+ */
111
+ function applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce = 0) {
112
+ kf.rotate(BoneName.SHOULDER_L, pose.leftArm.shoulder.x, pose.leftArm.shoulder.y, pose.leftArm.shoulder.z);
113
+ kf.rotate(BoneName.ELBOW_L, pose.leftArm.elbow.x, pose.leftArm.elbow.y, pose.leftArm.elbow.z);
114
+ kf.rotate(BoneName.WRIST_L, pose.leftArm.wrist.x, pose.leftArm.wrist.y, pose.leftArm.wrist.z);
115
+ kf.rotate(BoneName.SHOULDER_R, pose.rightArm.shoulder.x, pose.rightArm.shoulder.y, pose.rightArm.shoulder.z);
116
+ kf.rotate(BoneName.ELBOW_R, pose.rightArm.elbow.x, pose.rightArm.elbow.y, pose.rightArm.elbow.z);
117
+ kf.rotate(BoneName.WRIST_R, pose.rightArm.wrist.x, pose.rightArm.wrist.y, pose.rightArm.wrist.z);
118
+ kf.rotate(BoneName.SPINE_LOWER, pose.torso.x * .3, pose.torso.y * .4, pose.torso.z * .3);
119
+ kf.rotate(BoneName.SPINE_MIDDLE, pose.torso.x * .3, pose.torso.y * .3, pose.torso.z * .3);
120
+ kf.rotate(BoneName.SPINE_UPPER, pose.torso.x * .4 + breathingOffset, pose.torso.y * .3, pose.torso.z * .4);
121
+ kf.rotate(BoneName.HIP_L, pose.leftLeg.hip.x, pose.leftLeg.hip.y, pose.leftLeg.hip.z);
122
+ kf.rotate(BoneName.KNEE_L, pose.leftLeg.knee.x + kneeBounce, pose.leftLeg.knee.y, pose.leftLeg.knee.z);
123
+ kf.rotate(BoneName.FOOT_L, pose.leftLeg.ankle.x, pose.leftLeg.ankle.y, pose.leftLeg.ankle.z);
124
+ kf.rotate(BoneName.HIP_R, pose.rightLeg.hip.x, pose.rightLeg.hip.y, pose.rightLeg.hip.z);
125
+ kf.rotate(BoneName.KNEE_R, pose.rightLeg.knee.x + kneeBounce, pose.rightLeg.knee.y, pose.rightLeg.knee.z);
126
+ kf.rotate(BoneName.FOOT_R, pose.rightLeg.ankle.x, pose.rightLeg.ankle.y, pose.rightLeg.ankle.z);
127
+ kf.rotate(BoneName.PELVIS, pose.pelvis.x, pose.pelvis.y, pose.pelvis.z);
128
+ const pelvisHeight = pose.pelvisHeight ?? 0;
129
+ kf.position(BoneName.PELVIS, 0, pelvisHeight, 0);
130
+ const stanceDepth = pose.stanceDepth ?? 0;
131
+ kf.position(BoneName.FOOT_L, -pose.stanceWidth / 2, 0, -stanceDepth / 2);
132
+ kf.position(BoneName.FOOT_R, pose.stanceWidth / 2, 0, stanceDepth / 2);
133
+ }
134
+ /**
135
+ * Creates Geon idle animation with breathing and subtle knee bounce
136
+ * NO pelvis position movement - only breathing and knee flex
137
+ */
138
+ function createGeonIdleAnimation() {
139
+ const pose = GEON_HIGH_GUARD_POSE;
140
+ const { min, max } = pose.breathingRange;
141
+ const duration = BREATHING_DURATIONS.GEON;
142
+ const amplitude = WEIGHT_SHIFT_AMPLITUDES.GEON;
143
+ const frames = STANCE_GUARD_CONFIGS.geon.breathingFrames;
144
+ const builder = MartialArtsAnimationBuilder.create("stance_geon", "건 대기").asIdle(duration, true);
145
+ for (let i = 0; i <= frames; i++) {
146
+ const phase = i / frames;
147
+ const frameTime = phase * duration;
148
+ const breathingOffset = calculateTorsoBreathingOffset(calculateBreathingScale(phase, min, max));
149
+ const kneeBounce = calculateKneeBounce(phase, amplitude);
150
+ const kf = builder.at(frameTime);
151
+ applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);
152
+ kf.done();
153
+ }
154
+ return builder.build();
155
+ }
156
+ /**
157
+ * ☰ 건 (Geon) Heaven Idle Animation
158
+ *
159
+ * Powerful high guard stance with expansive chest breathing.
160
+ * Boxing-style guard protecting chin and temples.
161
+ *
162
+ * **Breathing**: Slow powerful expansion (2.4s cycle)
163
+ * **Weight**: Subtle forward shift for aggression
164
+ * **Philosophy**: Heaven's creative force, direct power
165
+ *
166
+ * @korean 건하늘대기애니메이션
167
+ */
168
+ var GEON_IDLE_ANIMATION = createGeonIdleAnimation();
169
+ /**
170
+ * Creates Tae idle animation with breathing and subtle knee bounce
171
+ * NO pelvis position movement - only breathing and knee flex
172
+ */
173
+ function createTaeIdleAnimation() {
174
+ const pose = TAE_FLUID_GUARD_POSE;
175
+ const { min, max } = pose.breathingRange;
176
+ const duration = BREATHING_DURATIONS.TAE;
177
+ const amplitude = WEIGHT_SHIFT_AMPLITUDES.TAE;
178
+ const frames = STANCE_GUARD_CONFIGS.tae.breathingFrames;
179
+ const builder = MartialArtsAnimationBuilder.create("stance_tae", "태 대기").asIdle(duration, true);
180
+ for (let i = 0; i <= frames; i++) {
181
+ const phase = i / frames;
182
+ const frameTime = phase * duration;
183
+ const breathingOffset = calculateTorsoBreathingOffset(calculateBreathingScale(phase, min, max));
184
+ const kneeBounce = calculateKneeBounce(phase, amplitude);
185
+ const kf = builder.at(frameTime);
186
+ applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);
187
+ kf.done();
188
+ }
189
+ return builder.build();
190
+ }
191
+ /**
192
+ * ☱ 태 (Tae) Lake Idle Animation
193
+ *
194
+ * Fluid mid-guard stance with flowing breath rhythm.
195
+ * Lead hand ready for parrying, rear protects chin.
196
+ *
197
+ * **Breathing**: Flowing waves (2.8s cycle)
198
+ * **Weight**: Circular flowing shifts
199
+ * **Philosophy**: Lake's adaptability, fluid technique
200
+ *
201
+ * @korean 태연못대기애니메이션
202
+ */
203
+ var TAE_IDLE_ANIMATION = createTaeIdleAnimation();
204
+ /**
205
+ * Creates Li idle animation with breathing and subtle knee bounce
206
+ * NO pelvis position movement - only breathing and knee flex
207
+ */
208
+ function createLiIdleAnimation() {
209
+ const pose = LI_FIRE_GUARD_POSE;
210
+ const { min, max } = pose.breathingRange;
211
+ const duration = BREATHING_DURATIONS.LI;
212
+ const amplitude = WEIGHT_SHIFT_AMPLITUDES.LI;
213
+ const frames = STANCE_GUARD_CONFIGS.li.breathingFrames;
214
+ const builder = MartialArtsAnimationBuilder.create("stance_li", "리 대기").asIdle(duration, true);
215
+ for (let i = 0; i <= frames; i++) {
216
+ const phase = i / frames;
217
+ const frameTime = phase * duration;
218
+ const breathingOffset = calculateTorsoBreathingOffset(calculateBreathingScale(phase, min, max));
219
+ const kneeBounce = calculateKneeBounce(phase, amplitude);
220
+ const kf = builder.at(frameTime);
221
+ applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);
222
+ kf.done();
223
+ }
224
+ return builder.build();
225
+ }
226
+ /**
227
+ * ☲ 리 (Li) Fire Idle Animation
228
+ *
229
+ * Aggressive peekaboo guard with sharp controlled breathing.
230
+ * Both hands high protecting face for precision striking.
231
+ *
232
+ * **Breathing**: Sharp controlled (1.8s cycle)
233
+ * **Weight**: Minimal movement for precision
234
+ * **Philosophy**: Fire's precision, vital point targeting
235
+ *
236
+ * @korean 리불대기애니메이션
237
+ */
238
+ var LI_IDLE_ANIMATION = createLiIdleAnimation();
239
+ /**
240
+ * Creates Jin idle animation with breathing and subtle knee bounce
241
+ * NO pelvis position movement - only breathing and knee flex
242
+ */
243
+ function createJinIdleAnimation() {
244
+ const pose = JIN_THUNDER_GUARD_POSE;
245
+ const { min, max } = pose.breathingRange;
246
+ const duration = BREATHING_DURATIONS.JIN;
247
+ const amplitude = WEIGHT_SHIFT_AMPLITUDES.JIN;
248
+ const frames = STANCE_GUARD_CONFIGS.jin.breathingFrames;
249
+ const builder = MartialArtsAnimationBuilder.create("stance_jin", "진 대기").asIdle(duration, true);
250
+ for (let i = 0; i <= frames; i++) {
251
+ const phase = i / frames;
252
+ const frameTime = phase * duration;
253
+ const breathingOffset = calculateTorsoBreathingOffset(calculateBreathingScale(phase, min, max));
254
+ const kneeBounce = calculateKneeBounce(phase, amplitude);
255
+ const kf = builder.at(frameTime);
256
+ applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);
257
+ kf.done();
258
+ }
259
+ return builder.build();
260
+ }
261
+ /**
262
+ * ☳ 진 (Jin) Thunder Idle Animation
263
+ *
264
+ * Chambered explosive stance with deep power breathing.
265
+ * Fists at ribs, coiled spring ready for explosive release.
266
+ *
267
+ * **Breathing**: Deep coiled power (2.2s cycle)
268
+ * **Weight**: Back-loaded with subtle forward pulse
269
+ * **Philosophy**: Thunder's explosive force, shocking power
270
+ *
271
+ * @korean 진천둥대기애니메이션
272
+ */
273
+ var JIN_IDLE_ANIMATION = createJinIdleAnimation();
274
+ /**
275
+ * Creates Son idle animation with breathing and subtle knee bounce
276
+ * NO pelvis position movement - only breathing and knee flex
277
+ */
278
+ function createSonIdleAnimation() {
279
+ const pose = SON_WIND_GUARD_POSE;
280
+ const { min, max } = pose.breathingRange;
281
+ const duration = BREATHING_DURATIONS.SON;
282
+ const amplitude = WEIGHT_SHIFT_AMPLITUDES.SON;
283
+ const frames = STANCE_GUARD_CONFIGS.son.breathingFrames;
284
+ const builder = MartialArtsAnimationBuilder.create("stance_son", "손 대기").asIdle(duration, true);
285
+ for (let i = 0; i <= frames; i++) {
286
+ const phase = i / frames;
287
+ const frameTime = phase * duration;
288
+ const breathingOffset = calculateTorsoBreathingOffset(calculateBreathingScale(phase, min, max));
289
+ const kneeBounce = calculateKneeBounce(phase, amplitude);
290
+ const kf = builder.at(frameTime);
291
+ applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);
292
+ kf.done();
293
+ }
294
+ return builder.build();
295
+ }
296
+ /**
297
+ * ☴ 손 (Son) Wind Idle Animation
298
+ *
299
+ * Staggered flowing guard with rhythmic continuous breathing.
300
+ * Lead hand extended, rear at chin for combo readiness.
301
+ *
302
+ * **Breathing**: Rhythmic flowing (2.0s cycle)
303
+ * **Weight**: Lateral rhythmic shifts for mobility
304
+ * **Philosophy**: Wind's continuous pressure, flowing attack
305
+ *
306
+ * @korean 손바람대기애니메이션
307
+ */
308
+ var SON_IDLE_ANIMATION = createSonIdleAnimation();
309
+ /**
310
+ * Creates Gam idle animation with breathing and subtle knee bounce
311
+ * NO pelvis position movement - only breathing and knee flex
312
+ */
313
+ function createGamIdleAnimation() {
314
+ const pose = GAM_WATER_GUARD_POSE;
315
+ const { min, max } = pose.breathingRange;
316
+ const duration = BREATHING_DURATIONS.GAM;
317
+ const amplitude = WEIGHT_SHIFT_AMPLITUDES.GAM;
318
+ const frames = STANCE_GUARD_CONFIGS.gam.breathingFrames;
319
+ const builder = MartialArtsAnimationBuilder.create("stance_gam", "감 대기").asIdle(duration, true);
320
+ for (let i = 0; i <= frames; i++) {
321
+ const phase = i / frames;
322
+ const frameTime = phase * duration;
323
+ const breathingOffset = calculateTorsoBreathingOffset(calculateBreathingScale(phase, min, max));
324
+ const kneeBounce = calculateKneeBounce(phase, amplitude);
325
+ const kf = builder.at(frameTime);
326
+ applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);
327
+ kf.done();
328
+ }
329
+ return builder.build();
330
+ }
331
+ /**
332
+ * ☵ 감 (Gam) Water Idle Animation
333
+ *
334
+ * Mid-level parrying guard with deep flowing breathing.
335
+ * Hands ready at solar plexus for redirecting and countering.
336
+ *
337
+ * **Breathing**: Deep flowing diaphragm (3.0s cycle)
338
+ * **Weight**: Circular flowing adaptation
339
+ * **Philosophy**: Water's adaptation, flow-into-counter
340
+ *
341
+ * @korean 감물대기애니메이션
342
+ */
343
+ var GAM_IDLE_ANIMATION = createGamIdleAnimation();
344
+ /**
345
+ * Creates Gan idle animation with breathing and subtle knee bounce
346
+ * NO pelvis position movement - only breathing and knee flex
347
+ */
348
+ function createGanIdleAnimation() {
349
+ const pose = GAN_MOUNTAIN_GUARD_POSE;
350
+ const { min, max } = pose.breathingRange;
351
+ const duration = BREATHING_DURATIONS.GAN;
352
+ const amplitude = WEIGHT_SHIFT_AMPLITUDES.GAN;
353
+ const frames = STANCE_GUARD_CONFIGS.gan.breathingFrames;
354
+ const builder = MartialArtsAnimationBuilder.create("stance_gan", "간 대기").asIdle(duration, true);
355
+ for (let i = 0; i <= frames; i++) {
356
+ const phase = i / frames;
357
+ const frameTime = phase * duration;
358
+ const breathingOffset = calculateTorsoBreathingOffset(calculateBreathingScale(phase, min, max));
359
+ const kneeBounce = calculateKneeBounce(phase, amplitude);
360
+ const kf = builder.at(frameTime);
361
+ applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);
362
+ kf.done();
363
+ }
364
+ return builder.build();
365
+ }
366
+ /**
367
+ * ☶ 간 (Gan) Mountain Idle Animation
368
+ *
369
+ * High cover defensive guard with steady controlled breathing.
370
+ * Forearms crossed protecting face, immovable stance.
371
+ *
372
+ * **Breathing**: Steady minimal (2.6s cycle)
373
+ * **Weight**: Minimal - mountain solid
374
+ * **Philosophy**: Mountain's immovability, defensive mastery
375
+ *
376
+ * @korean 간산대기애니메이션
377
+ */
378
+ var GAN_IDLE_ANIMATION = createGanIdleAnimation();
379
+ /**
380
+ * Creates Gon idle animation with breathing and subtle knee bounce
381
+ * NO pelvis position movement - only breathing and knee flex
382
+ */
383
+ function createGonIdleAnimation() {
384
+ const pose = GON_EARTH_GUARD_POSE;
385
+ const { min, max } = pose.breathingRange;
386
+ const duration = BREATHING_DURATIONS.GON;
387
+ const amplitude = WEIGHT_SHIFT_AMPLITUDES.GON;
388
+ const frames = STANCE_GUARD_CONFIGS.gon.breathingFrames;
389
+ const builder = MartialArtsAnimationBuilder.create("stance_gon", "곤 대기").asIdle(duration, true);
390
+ for (let i = 0; i <= frames; i++) {
391
+ const phase = i / frames;
392
+ const frameTime = phase * duration;
393
+ const breathingOffset = calculateTorsoBreathingOffset(calculateBreathingScale(phase, min, max));
394
+ const kneeBounce = calculateKneeBounce(phase, amplitude);
395
+ const kf = builder.at(frameTime);
396
+ applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);
397
+ kf.done();
398
+ }
399
+ return builder.build();
400
+ }
401
+ /**
402
+ * ☷ 곤 (Gon) Earth Idle Animation
403
+ *
404
+ * Low underhook wrestling guard with grounded breathing.
405
+ * Hands at hip level, elbows protecting ribs for ground control.
406
+ *
407
+ * **Breathing**: Deep diaphragm (2.6s cycle)
408
+ * **Weight**: Grounded subtle shifts
409
+ * **Philosophy**: Earth's stability, grounding and takedowns
410
+ *
411
+ * @korean 곤땅대기애니메이션
412
+ */
413
+ var GON_IDLE_ANIMATION = createGonIdleAnimation();
414
+ new Map([
415
+ [TrigramStance.GEON, GEON_IDLE_ANIMATION],
416
+ [TrigramStance.TAE, TAE_IDLE_ANIMATION],
417
+ [TrigramStance.LI, LI_IDLE_ANIMATION],
418
+ [TrigramStance.JIN, JIN_IDLE_ANIMATION],
419
+ [TrigramStance.SON, SON_IDLE_ANIMATION],
420
+ [TrigramStance.GAM, GAM_IDLE_ANIMATION],
421
+ [TrigramStance.GAN, GAN_IDLE_ANIMATION],
422
+ [TrigramStance.GON, GON_IDLE_ANIMATION]
423
+ ]);
424
+ /**
425
+ * Map of all 8 trigram stance idle animations by string name
426
+ *
427
+ * This map provides string-keyed access to idle animations for registry integration.
428
+ * Animation names match the pattern "stance_X" used in useSkeletalAnimation.
429
+ *
430
+ * @korean 팔괘대기애니메이션문자열맵
431
+ */
432
+ var TRIGRAM_IDLE_ANIMATIONS_BY_NAME = new Map([
433
+ ["stance_geon", GEON_IDLE_ANIMATION],
434
+ ["stance_tae", TAE_IDLE_ANIMATION],
435
+ ["stance_li", LI_IDLE_ANIMATION],
436
+ ["stance_jin", JIN_IDLE_ANIMATION],
437
+ ["stance_son", SON_IDLE_ANIMATION],
438
+ ["stance_gam", GAM_IDLE_ANIMATION],
439
+ ["stance_gan", GAN_IDLE_ANIMATION],
440
+ ["stance_gon", GON_IDLE_ANIMATION]
441
+ ]);
442
+ BREATHING_DURATIONS.GEON, BREATHING_DURATIONS.TAE, BREATHING_DURATIONS.LI, BREATHING_DURATIONS.JIN, BREATHING_DURATIONS.SON, BREATHING_DURATIONS.GAM, BREATHING_DURATIONS.GAN, BREATHING_DURATIONS.GON;
443
+ //#endregion
444
+ export { GAM_IDLE_ANIMATION, GAN_IDLE_ANIMATION, GEON_IDLE_ANIMATION, GON_IDLE_ANIMATION, JIN_IDLE_ANIMATION, LI_IDLE_ANIMATION, SON_IDLE_ANIMATION, TAE_IDLE_ANIMATION, TRIGRAM_IDLE_ANIMATIONS_BY_NAME };
445
+
446
+ //# sourceMappingURL=StanceIdleAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"StanceIdleAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/StanceIdleAnimations.ts"],"sourcesContent":["/**\n * Trigram Stance Idle Animations - Enhanced Breathing & Weight Shift System\n *\n * Defines complete idle animations for all 8 trigram stances (팔괘) with:\n * - Multi-keyframe breathing cycles (4-6 frames per stance)\n * - Subtle weight shifts for natural movement\n * - Stance-specific rhythms reflecting martial philosophy\n * - Proper guard positions from StanceGuardPoses\n *\n * Each trigram idle is the starting point for all techniques in that stance.\n * The breathing and weight shifts reflect the elemental nature:\n * - ☰ 건 (Heaven): Powerful, expansive chest breathing\n * - ☱ 태 (Lake): Fluid, rippling breath flow\n * - ☲ 리 (Fire): Sharp, controlled precision breathing\n * - ☳ 진 (Thunder): Deep coiled power breathing\n * - ☴ 손 (Wind): Rhythmic continuous flow\n * - ☵ 감 (Water): Deep flowing diaphragm breathing\n * - ☶ 간 (Mountain): Minimal steady breathing\n * - ☷ 곤 (Earth): Deep grounded diaphragm breathing\n *\n * @module systems/animation/catalogs/StanceIdleAnimations\n * @category Animation System\n * @korean 팔괘자세대기애니메이션\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport type { SkeletalAnimation, StanceGuardPose } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport type { KeyframeConfig } from \"../builders/KeyframeConfig\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport {\n GAM_WATER_GUARD_POSE,\n GAN_MOUNTAIN_GUARD_POSE,\n GEON_HIGH_GUARD_POSE,\n GON_EARTH_GUARD_POSE,\n JIN_THUNDER_GUARD_POSE,\n LI_FIRE_GUARD_POSE,\n SON_WIND_GUARD_POSE,\n STANCE_GUARD_CONFIGS,\n TAE_FLUID_GUARD_POSE,\n} from \"./StanceGuardPoses\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION TIMING CONSTANTS (애니메이션 타이밍 상수)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Breathing cycle durations per stance (in seconds)\n * Each stance has characteristic breathing rhythm\n *\n * @korean 호흡주기지속시간\n */\nconst BREATHING_DURATIONS = {\n GEON: 2.4, // Powerful slow breathing\n TAE: 2.8, // Fluid flowing breath\n LI: 1.8, // Sharp controlled breathing\n JIN: 2.2, // Explosive ready breath\n SON: 2.0, // Rhythmic continuous flow\n GAM: 3.0, // Deep flowing breath\n GAN: 2.6, // Steady controlled breath\n GON: 2.6, // Grounded diaphragm breath\n} as const;\n\n/**\n * Weight shift amplitudes per stance (percentage of base)\n * Reflects stability vs. mobility of each stance\n * RESTORED to original values for better visual feedback and natural movement\n *\n * @korean 체중이동진폭\n */\nconst WEIGHT_SHIFT_AMPLITUDES = {\n GEON: 0.04, // Visible forward rocking - mobile power stance (파워 흔들림)\n TAE: 0.05, // Fluid flowing shifts clearly visible (유동적 흐름)\n LI: 0.02, // Small but visible - precision stance (정밀 제어)\n JIN: 0.06, // Large coiled spring bounce (폭발적 준비)\n SON: 0.045, // Rhythmic lateral shifts (연속 흐름)\n GAM: 0.055, // Flowing water adaptation (물 흐름)\n GAN: 0.015, // Minimal - mountain solid (산악 안정)\n GON: 0.03, // Grounded but visible shifts (대지 흔들림)\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BREATHING ANIMATION HELPERS (호흡 애니메이션 헬퍼)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Calculates breathing scale at a given phase\n *\n * @param phase - Breathing phase (0-1, where 0.5 is peak inhale)\n * @param min - Minimum scale (exhale)\n * @param max - Maximum scale (inhale peak)\n * @returns Scale factor for chest/torso\n */\nfunction calculateBreathingScale(\n phase: number,\n min: number,\n max: number,\n): number {\n // Use cosine-based wave for natural breathing rhythm\n // Phase 0 = peak inhale, 0.5 = peak exhale\n const breathPhase = Math.cos(phase * Math.PI * 2);\n const amplitude = (max - min) / 2;\n const center = (max + min) / 2;\n return center + breathPhase * amplitude;\n}\n\n/**\n * Calculates torso expansion for breathing effect\n *\n * @param breathingScale - Current breathing scale (0.96-1.04)\n * @returns Torso rotation adjustment for breathing\n */\nfunction calculateTorsoBreathingOffset(breathingScale: number): number {\n // Chest expands forward more visibly on inhale\n // Multiplier 1.5 for clearly visible breathing (가슴 확장 시각화)\n return (breathingScale - 1) * 1.5;\n}\n\n/**\n * Calculates subtle knee bounce offset at a given phase\n *\n * DESIGN: Idle animations should have visible knee bounce for natural movement feel\n * - no pelvis position movement which creates a \"walking in place\" appearance.\n *\n * @param phase - Breathing/bounce phase (0-1)\n * @param amplitude - Maximum bounce amount (knee bend adjustment)\n * @returns Knee rotation adjustment for natural bounce\n */\nfunction calculateKneeBounce(phase: number, amplitude: number): number {\n // Visible knee flex synchronized with breathing for natural alive feel\n // Two bounces per breath cycle (one per inhale/exhale)\n // 호흡과 동기화된 무릎 굽힘으로 자연스러운 움직임\n const bouncePhase = Math.sin(phase * Math.PI * 4);\n return bouncePhase * amplitude * 0.5;\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// GUARD POSE APPLICATION HELPERS (방어자세적용헬퍼)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Applies a complete guard pose to a KeyframeConfig with breathing and knee bounce\n *\n * DESIGN: Idle animations should only have:\n * - Chest breathing (torso expansion)\n * - Subtle knee bounce (slight knee flex variation)\n * NO pelvis X/Z position movement (causes \"walking in place\" appearance)\n *\n * @param kf - KeyframeConfig to apply pose to\n * @param pose - Guard pose to apply\n * @param breathingOffset - Torso breathing offset\n * @param kneeBounce - Subtle knee flex adjustment for bounce effect\n */\nfunction applyGuardPoseToKeyframe(\n kf: KeyframeConfig,\n pose: StanceGuardPose,\n breathingOffset: number,\n kneeBounce: number = 0,\n): void {\n // === ARM POSITIONS (팔 위치) ===\n // IMPORTANT: Use SHOULDER_L/R, ELBOW_L/R, WRIST_L/R bone names\n // NOT UPPER_ARM, FOREARM, HAND - those are different bones in the hierarchy!\n\n // Left arm - shoulder controls arm lift/rotation\n kf.rotate(\n BoneName.SHOULDER_L,\n pose.leftArm.shoulder.x,\n pose.leftArm.shoulder.y,\n pose.leftArm.shoulder.z,\n );\n // Elbow controls forearm bend\n kf.rotate(\n BoneName.ELBOW_L,\n pose.leftArm.elbow.x,\n pose.leftArm.elbow.y,\n pose.leftArm.elbow.z,\n );\n // Wrist controls hand rotation\n kf.rotate(\n BoneName.WRIST_L,\n pose.leftArm.wrist.x,\n pose.leftArm.wrist.y,\n pose.leftArm.wrist.z,\n );\n\n // Right arm - mirror bone hierarchy\n kf.rotate(\n BoneName.SHOULDER_R,\n pose.rightArm.shoulder.x,\n pose.rightArm.shoulder.y,\n pose.rightArm.shoulder.z,\n );\n kf.rotate(\n BoneName.ELBOW_R,\n pose.rightArm.elbow.x,\n pose.rightArm.elbow.y,\n pose.rightArm.elbow.z,\n );\n kf.rotate(\n BoneName.WRIST_R,\n pose.rightArm.wrist.x,\n pose.rightArm.wrist.y,\n pose.rightArm.wrist.z,\n );\n\n // === TORSO (몸통) - Full spine chain for proper rotation ===\n // SPINE_LOWER: Base torso twist (inherits from pelvis)\n kf.rotate(\n BoneName.SPINE_LOWER,\n pose.torso.x * 0.3,\n pose.torso.y * 0.4,\n pose.torso.z * 0.3,\n );\n // SPINE_MIDDLE: Mid-torso twist\n kf.rotate(\n BoneName.SPINE_MIDDLE,\n pose.torso.x * 0.3,\n pose.torso.y * 0.3,\n pose.torso.z * 0.3,\n );\n // SPINE_UPPER: Upper chest with breathing - gets most of the rotation\n kf.rotate(\n BoneName.SPINE_UPPER,\n pose.torso.x * 0.4 + breathingOffset,\n pose.torso.y * 0.3,\n pose.torso.z * 0.4,\n );\n\n // === LEG POSITIONS (다리 위치) ===\n // IMPORTANT: Use HIP_L/R for hip rotation, not THIGH!\n // HIP bone controls the leg's root rotation\n\n // Left leg - HIP controls leg lift/rotation at socket\n kf.rotate(\n BoneName.HIP_L,\n pose.leftLeg.hip.x,\n pose.leftLeg.hip.y,\n pose.leftLeg.hip.z,\n );\n // KNEE controls lower leg bend (primarily X axis flex)\n // Add subtle knee bounce for natural idle movement\n kf.rotate(\n BoneName.KNEE_L,\n pose.leftLeg.knee.x + kneeBounce,\n pose.leftLeg.knee.y,\n pose.leftLeg.knee.z,\n );\n // FOOT controls ankle rotation\n kf.rotate(\n BoneName.FOOT_L,\n pose.leftLeg.ankle.x,\n pose.leftLeg.ankle.y,\n pose.leftLeg.ankle.z,\n );\n\n // Right leg - mirror bone hierarchy\n kf.rotate(\n BoneName.HIP_R,\n pose.rightLeg.hip.x,\n pose.rightLeg.hip.y,\n pose.rightLeg.hip.z,\n );\n kf.rotate(\n BoneName.KNEE_R,\n pose.rightLeg.knee.x + kneeBounce,\n pose.rightLeg.knee.y,\n pose.rightLeg.knee.z,\n );\n kf.rotate(\n BoneName.FOOT_R,\n pose.rightLeg.ankle.x,\n pose.rightLeg.ankle.y,\n pose.rightLeg.ankle.z,\n );\n\n // === PELVIS (골반) - Root of entire body ===\n // Controls overall body rotation and position\n kf.rotate(BoneName.PELVIS, pose.pelvis.x, pose.pelvis.y, pose.pelvis.z);\n // Pelvis position: ONLY stance height drop (Y)\n // NO X/Z offset - this prevents \"walking in place\" appearance\n const pelvisHeight = pose.pelvisHeight ?? 0;\n kf.position(BoneName.PELVIS, 0, pelvisHeight, 0);\n\n // === FOOT POSITIONING (발 위치) ===\n // Position feet for stance width and depth\n const stanceDepth = pose.stanceDepth ?? 0;\n // Left foot: negative X (left side), negative Z (front for forward stances)\n kf.position(BoneName.FOOT_L, -pose.stanceWidth / 2, 0, -stanceDepth / 2);\n // Right foot: positive X (right side), positive Z (back for forward stances)\n kf.position(BoneName.FOOT_R, pose.stanceWidth / 2, 0, stanceDepth / 2);\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON HEAVEN IDLE (건 하늘 대기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Creates Geon idle animation with breathing and subtle knee bounce\n * NO pelvis position movement - only breathing and knee flex\n */\nfunction createGeonIdleAnimation(): SkeletalAnimation {\n const pose = GEON_HIGH_GUARD_POSE;\n const { min, max } = pose.breathingRange;\n const duration = BREATHING_DURATIONS.GEON;\n const amplitude = WEIGHT_SHIFT_AMPLITUDES.GEON;\n const frames = STANCE_GUARD_CONFIGS.geon.breathingFrames;\n\n const builder = MartialArtsAnimationBuilder.create(\n \"stance_geon\",\n \"건 대기\",\n ).asIdle(duration, true);\n\n // Generate keyframes with breathing and subtle knee bounce\n for (let i = 0; i <= frames; i++) {\n const phase = i / frames;\n const frameTime = phase * duration;\n const breathingScale = calculateBreathingScale(phase, min, max);\n const breathingOffset = calculateTorsoBreathingOffset(breathingScale);\n const kneeBounce = calculateKneeBounce(phase, amplitude);\n\n const kf = builder.at(frameTime);\n applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);\n kf.done<MartialArtsAnimationBuilder>();\n }\n\n return builder.build();\n}\n\n/**\n * ☰ 건 (Geon) Heaven Idle Animation\n *\n * Powerful high guard stance with expansive chest breathing.\n * Boxing-style guard protecting chin and temples.\n *\n * **Breathing**: Slow powerful expansion (2.4s cycle)\n * **Weight**: Subtle forward shift for aggression\n * **Philosophy**: Heaven's creative force, direct power\n *\n * @korean 건하늘대기애니메이션\n */\nexport const GEON_IDLE_ANIMATION: SkeletalAnimation = createGeonIdleAnimation();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ TAE LAKE IDLE (태 연못 대기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Creates Tae idle animation with breathing and subtle knee bounce\n * NO pelvis position movement - only breathing and knee flex\n */\nfunction createTaeIdleAnimation(): SkeletalAnimation {\n const pose = TAE_FLUID_GUARD_POSE;\n const { min, max } = pose.breathingRange;\n const duration = BREATHING_DURATIONS.TAE;\n const amplitude = WEIGHT_SHIFT_AMPLITUDES.TAE;\n const frames = STANCE_GUARD_CONFIGS.tae.breathingFrames;\n\n const builder = MartialArtsAnimationBuilder.create(\n \"stance_tae\",\n \"태 대기\",\n ).asIdle(duration, true);\n\n for (let i = 0; i <= frames; i++) {\n const phase = i / frames;\n const frameTime = phase * duration;\n const breathingScale = calculateBreathingScale(phase, min, max);\n const breathingOffset = calculateTorsoBreathingOffset(breathingScale);\n const kneeBounce = calculateKneeBounce(phase, amplitude);\n\n const kf = builder.at(frameTime);\n applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);\n kf.done<MartialArtsAnimationBuilder>();\n }\n\n return builder.build();\n}\n\n/**\n * ☱ 태 (Tae) Lake Idle Animation\n *\n * Fluid mid-guard stance with flowing breath rhythm.\n * Lead hand ready for parrying, rear protects chin.\n *\n * **Breathing**: Flowing waves (2.8s cycle)\n * **Weight**: Circular flowing shifts\n * **Philosophy**: Lake's adaptability, fluid technique\n *\n * @korean 태연못대기애니메이션\n */\nexport const TAE_IDLE_ANIMATION: SkeletalAnimation = createTaeIdleAnimation();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☲ LI FIRE IDLE (리 불 대기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Creates Li idle animation with breathing and subtle knee bounce\n * NO pelvis position movement - only breathing and knee flex\n */\nfunction createLiIdleAnimation(): SkeletalAnimation {\n const pose = LI_FIRE_GUARD_POSE;\n const { min, max } = pose.breathingRange;\n const duration = BREATHING_DURATIONS.LI;\n const amplitude = WEIGHT_SHIFT_AMPLITUDES.LI;\n const frames = STANCE_GUARD_CONFIGS.li.breathingFrames;\n\n const builder = MartialArtsAnimationBuilder.create(\n \"stance_li\",\n \"리 대기\",\n ).asIdle(duration, true);\n\n for (let i = 0; i <= frames; i++) {\n const phase = i / frames;\n const frameTime = phase * duration;\n const breathingScale = calculateBreathingScale(phase, min, max);\n const breathingOffset = calculateTorsoBreathingOffset(breathingScale);\n const kneeBounce = calculateKneeBounce(phase, amplitude);\n\n const kf = builder.at(frameTime);\n applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);\n kf.done<MartialArtsAnimationBuilder>();\n }\n\n return builder.build();\n}\n\n/**\n * ☲ 리 (Li) Fire Idle Animation\n *\n * Aggressive peekaboo guard with sharp controlled breathing.\n * Both hands high protecting face for precision striking.\n *\n * **Breathing**: Sharp controlled (1.8s cycle)\n * **Weight**: Minimal movement for precision\n * **Philosophy**: Fire's precision, vital point targeting\n *\n * @korean 리불대기애니메이션\n */\nexport const LI_IDLE_ANIMATION: SkeletalAnimation = createLiIdleAnimation();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN THUNDER IDLE (진 천둥 대기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Creates Jin idle animation with breathing and subtle knee bounce\n * NO pelvis position movement - only breathing and knee flex\n */\nfunction createJinIdleAnimation(): SkeletalAnimation {\n const pose = JIN_THUNDER_GUARD_POSE;\n const { min, max } = pose.breathingRange;\n const duration = BREATHING_DURATIONS.JIN;\n const amplitude = WEIGHT_SHIFT_AMPLITUDES.JIN;\n const frames = STANCE_GUARD_CONFIGS.jin.breathingFrames;\n\n const builder = MartialArtsAnimationBuilder.create(\n \"stance_jin\",\n \"진 대기\",\n ).asIdle(duration, true);\n\n for (let i = 0; i <= frames; i++) {\n const phase = i / frames;\n const frameTime = phase * duration;\n const breathingScale = calculateBreathingScale(phase, min, max);\n const breathingOffset = calculateTorsoBreathingOffset(breathingScale);\n // Jin uses slightly larger bounce (coiled spring ready)\n const kneeBounce = calculateKneeBounce(phase, amplitude);\n\n const kf = builder.at(frameTime);\n applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);\n kf.done<MartialArtsAnimationBuilder>();\n }\n\n return builder.build();\n}\n\n/**\n * ☳ 진 (Jin) Thunder Idle Animation\n *\n * Chambered explosive stance with deep power breathing.\n * Fists at ribs, coiled spring ready for explosive release.\n *\n * **Breathing**: Deep coiled power (2.2s cycle)\n * **Weight**: Back-loaded with subtle forward pulse\n * **Philosophy**: Thunder's explosive force, shocking power\n *\n * @korean 진천둥대기애니메이션\n */\nexport const JIN_IDLE_ANIMATION: SkeletalAnimation = createJinIdleAnimation();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON WIND IDLE (손 바람 대기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Creates Son idle animation with breathing and subtle knee bounce\n * NO pelvis position movement - only breathing and knee flex\n */\nfunction createSonIdleAnimation(): SkeletalAnimation {\n const pose = SON_WIND_GUARD_POSE;\n const { min, max } = pose.breathingRange;\n const duration = BREATHING_DURATIONS.SON;\n const amplitude = WEIGHT_SHIFT_AMPLITUDES.SON;\n const frames = STANCE_GUARD_CONFIGS.son.breathingFrames;\n\n const builder = MartialArtsAnimationBuilder.create(\n \"stance_son\",\n \"손 대기\",\n ).asIdle(duration, true);\n\n for (let i = 0; i <= frames; i++) {\n const phase = i / frames;\n const frameTime = phase * duration;\n const breathingScale = calculateBreathingScale(phase, min, max);\n const breathingOffset = calculateTorsoBreathingOffset(breathingScale);\n const kneeBounce = calculateKneeBounce(phase, amplitude);\n\n const kf = builder.at(frameTime);\n applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);\n kf.done<MartialArtsAnimationBuilder>();\n }\n\n return builder.build();\n}\n\n/**\n * ☴ 손 (Son) Wind Idle Animation\n *\n * Staggered flowing guard with rhythmic continuous breathing.\n * Lead hand extended, rear at chin for combo readiness.\n *\n * **Breathing**: Rhythmic flowing (2.0s cycle)\n * **Weight**: Lateral rhythmic shifts for mobility\n * **Philosophy**: Wind's continuous pressure, flowing attack\n *\n * @korean 손바람대기애니메이션\n */\nexport const SON_IDLE_ANIMATION: SkeletalAnimation = createSonIdleAnimation();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ GAM WATER IDLE (감 물 대기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Creates Gam idle animation with breathing and subtle knee bounce\n * NO pelvis position movement - only breathing and knee flex\n */\nfunction createGamIdleAnimation(): SkeletalAnimation {\n const pose = GAM_WATER_GUARD_POSE;\n const { min, max } = pose.breathingRange;\n const duration = BREATHING_DURATIONS.GAM;\n const amplitude = WEIGHT_SHIFT_AMPLITUDES.GAM;\n const frames = STANCE_GUARD_CONFIGS.gam.breathingFrames;\n\n const builder = MartialArtsAnimationBuilder.create(\n \"stance_gam\",\n \"감 대기\",\n ).asIdle(duration, true);\n\n for (let i = 0; i <= frames; i++) {\n const phase = i / frames;\n const frameTime = phase * duration;\n const breathingScale = calculateBreathingScale(phase, min, max);\n const breathingOffset = calculateTorsoBreathingOffset(breathingScale);\n const kneeBounce = calculateKneeBounce(phase, amplitude);\n\n const kf = builder.at(frameTime);\n applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);\n kf.done<MartialArtsAnimationBuilder>();\n }\n\n return builder.build();\n}\n\n/**\n * ☵ 감 (Gam) Water Idle Animation\n *\n * Mid-level parrying guard with deep flowing breathing.\n * Hands ready at solar plexus for redirecting and countering.\n *\n * **Breathing**: Deep flowing diaphragm (3.0s cycle)\n * **Weight**: Circular flowing adaptation\n * **Philosophy**: Water's adaptation, flow-into-counter\n *\n * @korean 감물대기애니메이션\n */\nexport const GAM_IDLE_ANIMATION: SkeletalAnimation = createGamIdleAnimation();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN MOUNTAIN IDLE (간 산 대기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Creates Gan idle animation with breathing and subtle knee bounce\n * NO pelvis position movement - only breathing and knee flex\n */\nfunction createGanIdleAnimation(): SkeletalAnimation {\n const pose = GAN_MOUNTAIN_GUARD_POSE;\n const { min, max } = pose.breathingRange;\n const duration = BREATHING_DURATIONS.GAN;\n const amplitude = WEIGHT_SHIFT_AMPLITUDES.GAN;\n const frames = STANCE_GUARD_CONFIGS.gan.breathingFrames;\n\n const builder = MartialArtsAnimationBuilder.create(\n \"stance_gan\",\n \"간 대기\",\n ).asIdle(duration, true);\n\n for (let i = 0; i <= frames; i++) {\n const phase = i / frames;\n const frameTime = phase * duration;\n const breathingScale = calculateBreathingScale(phase, min, max);\n const breathingOffset = calculateTorsoBreathingOffset(breathingScale);\n // Gan uses minimal bounce (mountain stability)\n const kneeBounce = calculateKneeBounce(phase, amplitude);\n\n const kf = builder.at(frameTime);\n applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);\n kf.done<MartialArtsAnimationBuilder>();\n }\n\n return builder.build();\n}\n\n/**\n * ☶ 간 (Gan) Mountain Idle Animation\n *\n * High cover defensive guard with steady controlled breathing.\n * Forearms crossed protecting face, immovable stance.\n *\n * **Breathing**: Steady minimal (2.6s cycle)\n * **Weight**: Minimal - mountain solid\n * **Philosophy**: Mountain's immovability, defensive mastery\n *\n * @korean 간산대기애니메이션\n */\nexport const GAN_IDLE_ANIMATION: SkeletalAnimation = createGanIdleAnimation();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON EARTH IDLE (곤 땅 대기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Creates Gon idle animation with breathing and subtle knee bounce\n * NO pelvis position movement - only breathing and knee flex\n */\nfunction createGonIdleAnimation(): SkeletalAnimation {\n const pose = GON_EARTH_GUARD_POSE;\n const { min, max } = pose.breathingRange;\n const duration = BREATHING_DURATIONS.GON;\n const amplitude = WEIGHT_SHIFT_AMPLITUDES.GON;\n const frames = STANCE_GUARD_CONFIGS.gon.breathingFrames;\n\n const builder = MartialArtsAnimationBuilder.create(\n \"stance_gon\",\n \"곤 대기\",\n ).asIdle(duration, true);\n\n for (let i = 0; i <= frames; i++) {\n const phase = i / frames;\n const frameTime = phase * duration;\n const breathingScale = calculateBreathingScale(phase, min, max);\n const breathingOffset = calculateTorsoBreathingOffset(breathingScale);\n // Gon uses grounded knee bounce (wrestling ready)\n const kneeBounce = calculateKneeBounce(phase, amplitude);\n\n const kf = builder.at(frameTime);\n applyGuardPoseToKeyframe(kf, pose, breathingOffset, kneeBounce);\n kf.done<MartialArtsAnimationBuilder>();\n }\n\n return builder.build();\n}\n\n/**\n * ☷ 곤 (Gon) Earth Idle Animation\n *\n * Low underhook wrestling guard with grounded breathing.\n * Hands at hip level, elbows protecting ribs for ground control.\n *\n * **Breathing**: Deep diaphragm (2.6s cycle)\n * **Weight**: Grounded subtle shifts\n * **Philosophy**: Earth's stability, grounding and takedowns\n *\n * @korean 곤땅대기애니메이션\n */\nexport const GON_IDLE_ANIMATION: SkeletalAnimation = createGonIdleAnimation();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TRIGRAM IDLE ANIMATION MAP (팔괘대기애니메이션맵)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all 8 trigram stance idle animations\n *\n * Use this map for efficient lookup of stance-specific idle animations.\n * Each animation includes proper guard position, breathing, and weight shifts.\n *\n * @korean 팔괘대기애니메이션맵\n */\nexport const TRIGRAM_IDLE_ANIMATIONS: ReadonlyMap<\n TrigramStance,\n SkeletalAnimation\n> = new Map([\n [TrigramStance.GEON, GEON_IDLE_ANIMATION],\n [TrigramStance.TAE, TAE_IDLE_ANIMATION],\n [TrigramStance.LI, LI_IDLE_ANIMATION],\n [TrigramStance.JIN, JIN_IDLE_ANIMATION],\n [TrigramStance.SON, SON_IDLE_ANIMATION],\n [TrigramStance.GAM, GAM_IDLE_ANIMATION],\n [TrigramStance.GAN, GAN_IDLE_ANIMATION],\n [TrigramStance.GON, GON_IDLE_ANIMATION],\n]);\n\n/**\n * Map of all 8 trigram stance idle animations by string name\n *\n * This map provides string-keyed access to idle animations for registry integration.\n * Animation names match the pattern \"stance_X\" used in useSkeletalAnimation.\n *\n * @korean 팔괘대기애니메이션문자열맵\n */\nexport const TRIGRAM_IDLE_ANIMATIONS_BY_NAME: ReadonlyMap<\n string,\n SkeletalAnimation\n> = new Map([\n [\"stance_geon\", GEON_IDLE_ANIMATION],\n [\"stance_tae\", TAE_IDLE_ANIMATION],\n [\"stance_li\", LI_IDLE_ANIMATION],\n [\"stance_jin\", JIN_IDLE_ANIMATION],\n [\"stance_son\", SON_IDLE_ANIMATION],\n [\"stance_gam\", GAM_IDLE_ANIMATION],\n [\"stance_gan\", GAN_IDLE_ANIMATION],\n [\"stance_gon\", GON_IDLE_ANIMATION],\n]);\n\n/**\n * Get idle animation for a specific trigram stance\n *\n * @param stance - Trigram stance identifier\n * @returns Stance-specific idle animation with breathing and weight shifts\n *\n * @example\n * ```typescript\n * const geonIdle = getTrigramIdleAnimation(TrigramStance.GEON);\n * // Returns GEON_IDLE_ANIMATION with high guard, forward breathing\n *\n * const gamIdle = getTrigramIdleAnimation(TrigramStance.GAM);\n * // Returns GAM_IDLE_ANIMATION with flowing parry guard\n * ```\n *\n * @korean 팔괘대기애니메이션가져오기\n */\nexport function getTrigramIdleAnimation(\n stance: TrigramStance,\n): SkeletalAnimation | undefined {\n return TRIGRAM_IDLE_ANIMATIONS.get(stance);\n}\n\n/**\n * Get idle animation by stance name string\n *\n * Convenient accessor for string-based stance lookups.\n *\n * @param stanceName - Stance name (e.g., \"geon\", \"tae\", \"li\")\n * @returns Stance-specific idle animation or undefined\n *\n * @korean 문자열로대기애니메이션가져오기\n */\nexport function getTrigramIdleByName(\n stanceName: string,\n): SkeletalAnimation | undefined {\n const normalizedName = stanceName.toLowerCase();\n\n for (const [stance, animation] of TRIGRAM_IDLE_ANIMATIONS) {\n if (stance === normalizedName) {\n return animation;\n }\n }\n\n return undefined;\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTION (애니메이션모음)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Array of all trigram idle animations for iteration\n *\n * @korean 모든팔괘대기애니메이션\n */\nexport const ALL_TRIGRAM_IDLE_ANIMATIONS: readonly SkeletalAnimation[] = [\n GEON_IDLE_ANIMATION,\n TAE_IDLE_ANIMATION,\n LI_IDLE_ANIMATION,\n JIN_IDLE_ANIMATION,\n SON_IDLE_ANIMATION,\n GAM_IDLE_ANIMATION,\n GAN_IDLE_ANIMATION,\n GON_IDLE_ANIMATION,\n];\n\n/**\n * Idle animation metadata for debugging and introspection\n *\n * @korean 대기애니메이션메타데이터\n */\nexport const TRIGRAM_IDLE_METADATA = {\n GEON: {\n name: \"stance_geon\",\n korean: \"건 대기\",\n english: \"Heaven Idle\",\n breathingDuration: BREATHING_DURATIONS.GEON,\n weightShiftType: \"forward\" as const,\n philosophy: \"Creative force, direct power\",\n },\n TAE: {\n name: \"stance_tae\",\n korean: \"태 대기\",\n english: \"Lake Idle\",\n breathingDuration: BREATHING_DURATIONS.TAE,\n weightShiftType: \"circular\" as const,\n philosophy: \"Adaptability, fluid technique\",\n },\n LI: {\n name: \"stance_li\",\n korean: \"리 대기\",\n english: \"Fire Idle\",\n breathingDuration: BREATHING_DURATIONS.LI,\n weightShiftType: \"lateral\" as const,\n philosophy: \"Precision, vital point targeting\",\n },\n JIN: {\n name: \"stance_jin\",\n korean: \"진 대기\",\n english: \"Thunder Idle\",\n breathingDuration: BREATHING_DURATIONS.JIN,\n weightShiftType: \"forward\" as const,\n philosophy: \"Explosive force, shocking power\",\n },\n SON: {\n name: \"stance_son\",\n korean: \"손 대기\",\n english: \"Wind Idle\",\n breathingDuration: BREATHING_DURATIONS.SON,\n weightShiftType: \"lateral\" as const,\n philosophy: \"Continuous pressure, flowing attack\",\n },\n GAM: {\n name: \"stance_gam\",\n korean: \"감 대기\",\n english: \"Water Idle\",\n breathingDuration: BREATHING_DURATIONS.GAM,\n weightShiftType: \"circular\" as const,\n philosophy: \"Adaptation, flow-into-counter\",\n },\n GAN: {\n name: \"stance_gan\",\n korean: \"간 대기\",\n english: \"Mountain Idle\",\n breathingDuration: BREATHING_DURATIONS.GAN,\n weightShiftType: \"lateral\" as const,\n philosophy: \"Immovability, defensive mastery\",\n },\n GON: {\n name: \"stance_gon\",\n korean: \"곤 대기\",\n english: \"Earth Idle\",\n breathingDuration: BREATHING_DURATIONS.GON,\n weightShiftType: \"forward\" as const,\n philosophy: \"Stability, grounding and takedowns\",\n },\n} as 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