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":"AnimationHitTiming.js","names":[],"sources":["../../../../src/systems/animation/core/AnimationHitTiming.ts"],"sourcesContent":["/**\n * Animation Hit Timing System\n *\n * **Korean**: 애니메이션 타격 타이밍\n *\n * Defines when visual contact occurs in animations for reality-based hit detection.\n * Hits should only register when the animation visually shows limb contact with target.\n *\n * ## Philosophy\n *\n * Black Trigram emphasizes visual authenticity in combat. Hit detection must align\n * with what the player sees on screen. This system defines the exact frames/timing\n * when each technique's strike phase visually connects.\n *\n * ## Phases\n *\n * Korean martial arts techniques have distinct phases:\n * - **준비 (Chamber)**: Wind-up, no contact possible\n * - **실행 (Extension)**: Strike extending, contact window opens\n * - **정점 (Peak)**: Maximum extension, highest contact probability\n * - **회수 (Retraction)**: Pulling back, contact window closes\n * - **복귀 (Recovery)**: Return to stance, no contact\n *\n * @module systems/animation/AnimationHitTiming\n * @category Animation System\n * @korean 애니메이션타격타이밍\n */\n\nimport { AnimationType } from \"../builders/MartialArtsAnimationBuilder\";\n\n/**\n * Hit window timing for a technique animation.\n *\n * **Korean**: 타격 창 타이밍\n *\n * Defines when during an animation the technique can actually make contact.\n * Based on visual reach during the extension phase.\n *\n * @example\n * ```typescript\n * const jabTiming: AnimationHitWindow = {\n * startTime: 0.10, // Hit window opens at 100ms (after chamber)\n * peakTime: 0.15, // Peak extension at 150ms\n * endTime: 0.20, // Hit window closes at 200ms (before retraction)\n * maxReachMultiplier: 1.0, // 100% of limb length at peak\n * };\n * ```\n *\n * @public\n * @korean 타격창타이밍\n */\nexport interface AnimationHitWindow {\n /**\n * Time when hit window opens (seconds).\n * Start of extension phase where limb begins moving toward target.\n * @korean 시작시간\n */\n readonly startTime: number;\n\n /**\n * Time of maximum extension (seconds).\n * Peak of strike where reach is maximum and damage is highest.\n * @korean 정점시간\n */\n readonly peakTime: number;\n\n /**\n * Time when hit window closes (seconds).\n * End of extension phase where limb begins retracting.\n * @korean 종료시간\n */\n readonly endTime: number;\n\n /**\n * Reach multiplier at peak extension (0.0 - 1.5).\n * - 1.0 = full limb extension (standard strikes)\n * - 0.7 = partial extension (close-range techniques)\n * - 1.2+ = overextended (special techniques, jumping kicks)\n * @korean 최대도달배수\n */\n readonly maxReachMultiplier: number;\n\n /**\n * Optional reach curve during hit window.\n * If not provided, assumes linear interpolation from 0 to maxReachMultiplier.\n * @korean 도달곡선\n */\n readonly reachCurve?: (normalizedTime: number) => number;\n}\n\n/**\n * Complete hit timing configuration for a technique.\n *\n * **Korean**: 기술 타격 타이밍 설정\n *\n * @public\n * @korean 기술타격타이밍\n */\nexport interface TechniqueHitTiming {\n /**\n * Animation type this timing applies to.\n * @korean 애니메이션타입\n */\n readonly animationType: AnimationType;\n\n /**\n * Hit window configuration.\n * @korean 타격창\n */\n readonly hitWindow: AnimationHitWindow;\n\n /**\n * Whether this technique requires precise timing (true) or has a wider window (false).\n * Affects forgiveness in hit detection.\n * @korean 정밀타이밍필요\n */\n readonly requiresPreciseTiming: boolean;\n}\n\n/**\n * Hit timing database for animation types.\n *\n * **Korean**: 애니메이션 타격 타이밍 데이터베이스\n *\n * Based on TECHNIQUE_TIMING constants from MartialArtsAnimationBuilder.\n * Only includes timing for techniques with actual hit windows.\n * Movement and non-combat animations can query this and will get undefined.\n *\n * @public\n * @korean 애니메이션타격타이밍데이터베이스\n */\nexport const ANIMATION_HIT_TIMING: Partial<\n Record<AnimationType, TechniqueHitTiming>\n> = {\n // ═══════════════════════════════════════════════════════════════════════\n // PUNCH TECHNIQUES (주먹 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n [AnimationType.JAB]: {\n animationType: AnimationType.JAB,\n hitWindow: {\n startTime: 0.1, // Chamber: 100ms, Extension starts\n peakTime: 0.15, // Peak at 150ms (midpoint of 150ms extension)\n endTime: 0.25, // Retraction starts at 250ms\n maxReachMultiplier: 0.95, // Jabs don't fully extend (speed > reach)\n },\n requiresPreciseTiming: false, // Fast technique with forgiving window\n },\n\n [AnimationType.CROSS]: {\n animationType: AnimationType.CROSS,\n hitWindow: {\n startTime: 0.15, // Longer chamber for power\n peakTime: 0.25, // Peak at 250ms\n endTime: 0.35, // Window closes at 350ms\n maxReachMultiplier: 1.0, // Full extension for power\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.HOOK]: {\n animationType: AnimationType.HOOK,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.35,\n maxReachMultiplier: 0.85, // Hooks are shorter range (arc motion)\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.UPPERCUT]: {\n animationType: AnimationType.UPPERCUT,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.35,\n maxReachMultiplier: 0.7, // Close-range technique\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.OVERHAND]: {\n animationType: AnimationType.OVERHAND,\n hitWindow: {\n startTime: 0.2,\n peakTime: 0.3,\n endTime: 0.42,\n maxReachMultiplier: 1.1, // Longer reach from arc\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.BACKFIST]: {\n animationType: AnimationType.BACKFIST,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.18,\n endTime: 0.27,\n maxReachMultiplier: 0.9, // Snapping technique\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.HAMMER_FIST]: {\n animationType: AnimationType.HAMMER_FIST,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.35,\n maxReachMultiplier: 0.85,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.PALM_STRIKE]: {\n animationType: AnimationType.PALM_STRIKE,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.35,\n maxReachMultiplier: 1.0,\n },\n requiresPreciseTiming: false,\n },\n\n // ═══ Specialized Punch Variants ═══\n\n [AnimationType.SPEAR_HAND_STRIKE]: {\n animationType: AnimationType.SPEAR_HAND_STRIKE,\n hitWindow: {\n startTime: 0.08,\n peakTime: 0.13,\n endTime: 0.2,\n maxReachMultiplier: 1.05, // Extended fingers add reach\n },\n requiresPreciseTiming: true, // Precise targeting required\n },\n\n [AnimationType.NERVE_STRIKE]: {\n animationType: AnimationType.NERVE_STRIKE,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.15,\n endTime: 0.22,\n maxReachMultiplier: 0.9,\n },\n requiresPreciseTiming: true, // Must hit exact nerve point\n },\n\n [AnimationType.PRESSURE_POINT_STRIKE]: {\n animationType: AnimationType.PRESSURE_POINT_STRIKE,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.32,\n maxReachMultiplier: 0.85,\n },\n requiresPreciseTiming: true, // Precise pressure point targeting\n },\n\n [AnimationType.LIGHTNING_STRIKE]: {\n animationType: AnimationType.LIGHTNING_STRIKE,\n hitWindow: {\n startTime: 0.06,\n peakTime: 0.1,\n endTime: 0.15,\n maxReachMultiplier: 0.95,\n },\n requiresPreciseTiming: true, // Very fast, small window\n },\n\n [AnimationType.RAPID_BARRAGE]: {\n animationType: AnimationType.RAPID_BARRAGE,\n hitWindow: {\n startTime: 0.05,\n peakTime: 0.12,\n endTime: 0.2,\n maxReachMultiplier: 0.85, // Multiple hits, shorter reach each\n },\n requiresPreciseTiming: false, // Volume of strikes compensates\n },\n\n [AnimationType.RHYTHMIC_STRIKES]: {\n animationType: AnimationType.RHYTHMIC_STRIKES,\n hitWindow: {\n startTime: 0.08,\n peakTime: 0.15,\n endTime: 0.25,\n maxReachMultiplier: 0.9,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.NERVE_PARALYSIS]: {\n animationType: AnimationType.NERVE_PARALYSIS,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.2,\n endTime: 0.28,\n maxReachMultiplier: 0.85,\n },\n requiresPreciseTiming: true,\n },\n\n [AnimationType.THROAT_STRIKE]: {\n animationType: AnimationType.THROAT_STRIKE,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.15,\n endTime: 0.22,\n maxReachMultiplier: 0.95,\n },\n requiresPreciseTiming: true, // Must hit throat precisely\n },\n\n [AnimationType.EYE_GOUGE]: {\n animationType: AnimationType.EYE_GOUGE,\n hitWindow: {\n startTime: 0.08,\n peakTime: 0.12,\n endTime: 0.18,\n maxReachMultiplier: 0.8, // Very close range\n },\n requiresPreciseTiming: true, // Extremely precise target\n },\n\n [AnimationType.HEAVEN_STRIKE]: {\n animationType: AnimationType.HEAVEN_STRIKE,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.35,\n maxReachMultiplier: 1.1, // Powerful extension\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.FLOWING_CROSS]: {\n animationType: AnimationType.FLOWING_CROSS,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.22,\n endTime: 0.32,\n maxReachMultiplier: 1.0,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.SOLAR_PLEXUS_STRIKE]: {\n animationType: AnimationType.SOLAR_PLEXUS_STRIKE,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.2,\n endTime: 0.28,\n maxReachMultiplier: 0.95,\n },\n requiresPreciseTiming: true, // Must hit solar plexus\n },\n\n [AnimationType.FLOWING_PUSH]: {\n animationType: AnimationType.FLOWING_PUSH,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.2,\n endTime: 0.3,\n maxReachMultiplier: 1.0,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.LIVER_DISRUPTION]: {\n animationType: AnimationType.LIVER_DISRUPTION,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.33,\n maxReachMultiplier: 0.9,\n },\n requiresPreciseTiming: true, // Must hit liver\n },\n\n [AnimationType.EAR_STRIKE]: {\n animationType: AnimationType.EAR_STRIKE,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.16,\n endTime: 0.24,\n maxReachMultiplier: 0.85,\n },\n requiresPreciseTiming: true, // Must hit ear precisely\n },\n\n // ═══════════════════════════════════════════════════════════════════════\n // KICK TECHNIQUES (발차기 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n [AnimationType.FRONT_KICK]: {\n animationType: AnimationType.FRONT_KICK,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.27,\n endTime: 0.4,\n maxReachMultiplier: 1.0, // Full leg extension\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.ROUNDHOUSE_KICK]: {\n animationType: AnimationType.ROUNDHOUSE_KICK,\n hitWindow: {\n startTime: 0.2,\n peakTime: 0.32,\n endTime: 0.48,\n maxReachMultiplier: 1.05, // Slight overextension at peak\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.SIDE_KICK]: {\n animationType: AnimationType.SIDE_KICK,\n hitWindow: {\n startTime: 0.2,\n peakTime: 0.35,\n endTime: 0.5,\n maxReachMultiplier: 1.1, // Maximum reach technique\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.BACK_KICK]: {\n animationType: AnimationType.BACK_KICK,\n hitWindow: {\n startTime: 0.25,\n peakTime: 0.4,\n endTime: 0.55,\n maxReachMultiplier: 1.15, // Powerful extension backward\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.AXE_KICK]: {\n animationType: AnimationType.AXE_KICK,\n hitWindow: {\n startTime: 0.25,\n peakTime: 0.45,\n endTime: 0.65,\n maxReachMultiplier: 1.2, // High vertical reach\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.CRESCENT_KICK]: {\n animationType: AnimationType.CRESCENT_KICK,\n hitWindow: {\n startTime: 0.18,\n peakTime: 0.32,\n endTime: 0.48,\n maxReachMultiplier: 1.0,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.LOW_KICK]: {\n animationType: AnimationType.LOW_KICK,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.22,\n endTime: 0.35,\n maxReachMultiplier: 0.95, // Lower target, less extension\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.PUSH_KICK]: {\n animationType: AnimationType.PUSH_KICK,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.22,\n endTime: 0.35,\n maxReachMultiplier: 1.0,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.JUMPING_KICK]: {\n animationType: AnimationType.JUMPING_KICK,\n hitWindow: {\n startTime: 0.3,\n peakTime: 0.45,\n endTime: 0.6,\n maxReachMultiplier: 1.3, // Airborne extension\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.SPINNING_HEEL_KICK]: {\n animationType: AnimationType.SPINNING_HEEL_KICK,\n hitWindow: {\n startTime: 0.4,\n peakTime: 0.6,\n endTime: 0.8,\n maxReachMultiplier: 1.15, // Spinning adds reach\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.TORNADO_KICK]: {\n animationType: AnimationType.TORNADO_KICK,\n hitWindow: {\n startTime: 0.45,\n peakTime: 0.65,\n endTime: 0.85,\n maxReachMultiplier: 1.25, // Jumping + spinning\n },\n requiresPreciseTiming: false,\n },\n\n // ═══════════════════════════════════════════════════════════════════════\n // ELBOW & KNEE TECHNIQUES (팔꿈치 & 무릎 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n [AnimationType.ELBOW_STRIKE]: {\n animationType: AnimationType.ELBOW_STRIKE,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.18,\n endTime: 0.28,\n maxReachMultiplier: 0.5, // Very close range\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.ELBOW_UPPERCUT]: {\n animationType: AnimationType.ELBOW_UPPERCUT,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.22,\n endTime: 0.32,\n maxReachMultiplier: 0.45, // Close range upward\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.SPINNING_ELBOW]: {\n animationType: AnimationType.SPINNING_ELBOW,\n hitWindow: {\n startTime: 0.3,\n peakTime: 0.5,\n endTime: 0.7,\n maxReachMultiplier: 0.6, // Spinning adds slight reach\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.TEMPLE_ELBOW]: {\n animationType: AnimationType.TEMPLE_ELBOW,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.18,\n endTime: 0.26,\n maxReachMultiplier: 0.5,\n },\n requiresPreciseTiming: true, // Must hit temple\n },\n\n [AnimationType.SPINNING_BACK_ELBOW]: {\n animationType: AnimationType.SPINNING_BACK_ELBOW,\n hitWindow: {\n startTime: 0.28,\n peakTime: 0.45,\n endTime: 0.62,\n maxReachMultiplier: 0.55,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.SPINAL_ELBOW]: {\n animationType: AnimationType.SPINAL_ELBOW,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.35,\n maxReachMultiplier: 0.5,\n },\n requiresPreciseTiming: true, // Must hit spine\n },\n\n [AnimationType.BRACHIAL_ELBOW]: {\n animationType: AnimationType.BRACHIAL_ELBOW,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.18,\n endTime: 0.26,\n maxReachMultiplier: 0.5,\n },\n requiresPreciseTiming: true, // Must hit brachial plexus\n },\n\n [AnimationType.KNEE_STRIKE]: {\n animationType: AnimationType.KNEE_STRIKE,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.22,\n endTime: 0.35,\n maxReachMultiplier: 0.4, // Very close range\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.FLYING_KNEE]: {\n animationType: AnimationType.FLYING_KNEE,\n hitWindow: {\n startTime: 0.25,\n peakTime: 0.4,\n endTime: 0.55,\n maxReachMultiplier: 0.65, // Jumping adds reach\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.KIDNEY_KNEE]: {\n animationType: AnimationType.KIDNEY_KNEE,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.35,\n maxReachMultiplier: 0.4,\n },\n requiresPreciseTiming: true, // Must hit kidney\n },\n\n [AnimationType.FEMORAL_KNEE]: {\n animationType: AnimationType.FEMORAL_KNEE,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.25,\n endTime: 0.35,\n maxReachMultiplier: 0.4,\n },\n requiresPreciseTiming: true, // Must hit femoral artery\n },\n\n // ═══════════════════════════════════════════════════════════════════════\n // GRAPPLING TECHNIQUES (잡기 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n [AnimationType.THROW]: {\n animationType: AnimationType.THROW,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.35,\n endTime: 0.55,\n maxReachMultiplier: 0.7, // Must be close to grab\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.GRAPPLE]: {\n animationType: AnimationType.GRAPPLE,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.3,\n endTime: 0.5,\n maxReachMultiplier: 0.8, // Reach to grab\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.SWEEP]: {\n animationType: AnimationType.SWEEP,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.3,\n endTime: 0.45,\n maxReachMultiplier: 0.9, // Low sweep\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.SLAM]: {\n animationType: AnimationType.SLAM,\n hitWindow: {\n startTime: 0.2,\n peakTime: 0.4,\n endTime: 0.6,\n maxReachMultiplier: 0.7,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.WRIST_LOCK]: {\n animationType: AnimationType.WRIST_LOCK,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.25,\n endTime: 0.4,\n maxReachMultiplier: 0.75,\n },\n requiresPreciseTiming: true, // Must grab wrist\n },\n\n [AnimationType.ARM_BAR]: {\n animationType: AnimationType.ARM_BAR,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.35,\n endTime: 0.55,\n maxReachMultiplier: 0.8,\n },\n requiresPreciseTiming: true, // Must control arm\n },\n\n [AnimationType.SHOULDER_LOCK]: {\n animationType: AnimationType.SHOULDER_LOCK,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.3,\n endTime: 0.48,\n maxReachMultiplier: 0.75,\n },\n requiresPreciseTiming: true, // Must control shoulder\n },\n\n [AnimationType.HIP_THROW]: {\n animationType: AnimationType.HIP_THROW,\n hitWindow: {\n startTime: 0.18,\n peakTime: 0.38,\n endTime: 0.58,\n maxReachMultiplier: 0.7,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.LEG_REAP]: {\n animationType: AnimationType.LEG_REAP,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.3,\n endTime: 0.45,\n maxReachMultiplier: 0.85,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.SMALL_CIRCLE_LOCK]: {\n animationType: AnimationType.SMALL_CIRCLE_LOCK,\n hitWindow: {\n startTime: 0.12,\n peakTime: 0.28,\n endTime: 0.44,\n maxReachMultiplier: 0.7,\n },\n requiresPreciseTiming: true, // Hapkido precision\n },\n\n [AnimationType.FINGER_LOCK]: {\n animationType: AnimationType.FINGER_LOCK,\n hitWindow: {\n startTime: 0.1,\n peakTime: 0.23,\n endTime: 0.36,\n maxReachMultiplier: 0.75,\n },\n requiresPreciseTiming: true, // Must grab fingers\n },\n\n [AnimationType.ELBOW_LOCK]: {\n animationType: AnimationType.ELBOW_LOCK,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.32,\n endTime: 0.49,\n maxReachMultiplier: 0.8,\n },\n requiresPreciseTiming: true, // Must control elbow\n },\n\n [AnimationType.SHOULDER_MANIPULATION]: {\n animationType: AnimationType.SHOULDER_MANIPULATION,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.32,\n endTime: 0.49,\n maxReachMultiplier: 0.75,\n },\n requiresPreciseTiming: true,\n },\n\n [AnimationType.MOUNTAIN_LOCK]: {\n animationType: AnimationType.MOUNTAIN_LOCK,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.32,\n endTime: 0.49,\n maxReachMultiplier: 0.75,\n },\n requiresPreciseTiming: true,\n },\n\n [AnimationType.EARTH_EMBRACE]: {\n animationType: AnimationType.EARTH_EMBRACE,\n hitWindow: {\n startTime: 0.18,\n peakTime: 0.4,\n endTime: 0.62,\n maxReachMultiplier: 0.8,\n },\n requiresPreciseTiming: false,\n },\n\n [AnimationType.TAKEDOWN]: {\n animationType: AnimationType.TAKEDOWN,\n hitWindow: {\n startTime: 0.15,\n peakTime: 0.35,\n endTime: 0.55,\n maxReachMultiplier: 0.75,\n },\n requiresPreciseTiming: false,\n },\n\n // ═══════════════════════════════════════════════════════════════════════\n // DEFENSIVE TECHNIQUES (방어 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n [AnimationType.BLOCK]: {\n animationType: AnimationType.BLOCK,\n hitWindow: {\n startTime: 0.03,\n peakTime: 0.05,\n endTime: 0.08,\n maxReachMultiplier: 0.6, // Arms defending\n },\n requiresPreciseTiming: true, // Must time block correctly\n },\n\n [AnimationType.PARRY]: {\n animationType: AnimationType.PARRY,\n hitWindow: {\n startTime: 0.03,\n peakTime: 0.06,\n endTime: 0.1,\n maxReachMultiplier: 0.7,\n },\n requiresPreciseTiming: true, // Precise deflection\n },\n\n [AnimationType.COUNTER_STRIKE]: {\n animationType: AnimationType.COUNTER_STRIKE,\n hitWindow: {\n startTime: 0.08,\n peakTime: 0.15,\n endTime: 0.25,\n maxReachMultiplier: 0.9, // Counter-strike reach\n },\n requiresPreciseTiming: true, // Timing critical for counters\n },\n};\n\n/**\n * Get hit timing configuration for an animation type.\n *\n * **Korean**: 애니메이션 타격 타이밍 가져오기\n *\n * @param animationType - Animation type to get timing for\n * @returns Hit timing configuration, or undefined if not a combat animation\n *\n * @example\n * ```typescript\n * const jabTiming = getAnimationHitTiming(AnimationType.JAB);\n * if (jabTiming) {\n * console.log(`Jab hit window: ${jabTiming.hitWindow.startTime}s - ${jabTiming.hitWindow.endTime}s`);\n * }\n * ```\n *\n * @public\n * @korean 애니메이션타격타이밍가져오기\n */\nexport function getAnimationHitTiming(\n animationType: AnimationType\n): TechniqueHitTiming | undefined {\n return ANIMATION_HIT_TIMING[animationType];\n}\n\n/**\n * Check if a technique can hit at the given animation time.\n *\n * **Korean**: 타격 가능 시간 확인\n *\n * @param animationType - Animation type\n * @param currentTime - Current time in animation (seconds)\n * @returns True if within hit window\n *\n * @example\n * ```typescript\n * const canHit = isWithinHitWindow(AnimationType.JAB, 0.15);\n * // Returns true (0.15s is within jab's 0.10-0.25s window)\n * ```\n *\n * @public\n * @korean 타격가능시간확인\n */\nexport function isWithinHitWindow(\n animationType: AnimationType,\n currentTime: number\n): boolean {\n const timing = ANIMATION_HIT_TIMING[animationType];\n if (!timing) {\n // Not a combat animation (movement, stance change, etc.)\n return false;\n }\n const { startTime, endTime } = timing.hitWindow;\n return currentTime >= startTime && currentTime <= endTime;\n}\n\n/**\n * Calculate current reach multiplier at a specific time in the animation.\n *\n * **Korean**: 현재 도달 배수 계산\n *\n * @param animationType - Animation type\n * @param currentTime - Current time in animation (seconds)\n * @returns Reach multiplier (0.0 - max), or 0 if outside hit window\n *\n * @example\n * ```typescript\n * const reach = getCurrentReachMultiplier(AnimationType.JAB, 0.15);\n * // Returns 0.95 (jab at peak time)\n *\n * const noReach = getCurrentReachMultiplier(AnimationType.JAB, 0.05);\n * // Returns 0 (before hit window starts)\n * ```\n *\n * @public\n * @korean 현재도달배수계산\n */\nexport function getCurrentReachMultiplier(\n animationType: AnimationType,\n currentTime: number\n): number {\n const timing = ANIMATION_HIT_TIMING[animationType];\n if (!timing) {\n // Not a combat animation\n return 0;\n }\n const { startTime, peakTime, endTime, maxReachMultiplier, reachCurve } =\n timing.hitWindow;\n\n // Outside hit window\n if (currentTime < startTime || currentTime > endTime) {\n return 0;\n }\n\n // Normalize time within hit window (0 = start, 0.5 = peak, 1 = end)\n let normalizedTime: number;\n if (currentTime <= peakTime) {\n // Start to peak (0 to 0.5)\n normalizedTime = 0.5 * ((currentTime - startTime) / (peakTime - startTime));\n } else {\n // Peak to end (0.5 to 1)\n normalizedTime =\n 0.5 + 0.5 * ((currentTime - peakTime) / (endTime - peakTime));\n }\n\n // Apply reach curve if provided, otherwise use simple interpolation\n if (reachCurve) {\n return maxReachMultiplier * reachCurve(normalizedTime);\n }\n\n // Default: Peak at center (0.5), taper off at edges\n // Use smooth curve: 1 - (2 * normalizedTime - 1)^2\n const peakFactor = 1 - Math.pow(2 * normalizedTime - 1, 2);\n return maxReachMultiplier * peakFactor;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmIA,IAAa,uBAET;EAKD,cAAc,MAAM;EACnB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,QAAQ;EACrB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,OAAO;EACpB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,WAAW;EACxB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,WAAW;EACxB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,WAAW;EACxB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,cAAc;EAC3B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,cAAc;EAC3B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAIA,cAAc,oBAAoB;EACjC,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,eAAe;EAC5B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,wBAAwB;EACrC,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,mBAAmB;EAChC,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,gBAAgB;EAC7B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,mBAAmB;EAChC,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,kBAAkB;EAC/B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,gBAAgB;EAC7B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,YAAY;EACzB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,gBAAgB;EAC7B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,gBAAgB;EAC7B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,sBAAsB;EACnC,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,eAAe;EAC5B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,mBAAmB;EAChC,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,aAAa;EAC1B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAMA,cAAc,aAAa;EAC1B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,kBAAkB;EAC/B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,YAAY;EACzB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,YAAY;EACzB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,WAAW;EACxB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,gBAAgB;EAC7B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,WAAW;EACxB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,YAAY;EACzB,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,eAAe;EAC5B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,qBAAqB;EAClC,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,eAAe;EAC5B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAMA,cAAc,eAAe;EAC5B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,iBAAiB;EAC9B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,iBAAiB;EAC9B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,eAAe;EAC5B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,sBAAsB;EACnC,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,eAAe;EAC5B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,iBAAiB;EAC9B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,cAAc;EAC3B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,cAAc;EAC3B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,cAAc;EAC3B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAEA,cAAc,eAAe;EAC5B,eAAe,cAAc;EAC7B,WAAW;GACT,WAAW;GACX,UAAU;GACV,SAAS;GACT,oBAAoB;GACrB;EACD,uBAAuB;EACxB;EAMA,cAAc,QAAQ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@@ -0,0 +1,221 @@
1
+ /**
2
+ * Optimized Animation System with Caching and Batch Processing
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+ *
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+ * High-performance animation pipeline optimizations:
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+ * - Keyframe caching to avoid redundant interpolations
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+ * - Batch bone transformation updates
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+ * - Dirty flag optimization
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+ * - Precomputed interpolation curves
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+ *
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+ * Target: Reduce animation overhead from ~8ms to <5ms per frame
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+ *
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+ * @module systems/animation/AnimationOptimizations
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+ * @category Animation System
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+ * @korean 애니메이션최적화
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+ */
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+ import type { AnimationKeyframe, SkeletalAnimation, SkeletalRig } from "../../../types/skeletal";
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+ import * as THREE from "three";
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+ /**
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+ * Cached keyframe with interpolated values
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+ * Reduces redundant interpolation calculations
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+ *
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+ * @korean 캐시된키프레임
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+ */
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+ interface CachedKeyframe {
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+ /** Original keyframe */
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+ readonly keyframe: AnimationKeyframe;
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+ /** Cache timestamp (for invalidation) */
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+ readonly timestamp: number;
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+ /** Interpolated bone rotations (Map to avoid allocations) */
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+ readonly rotations: Map<string, THREE.Euler>;
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+ /** Interpolated bone positions (if animated) */
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+ readonly positions: Map<string, THREE.Vector3>;
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+ }
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+ /**
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+ * Animation Cache Manager
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+ *
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+ * Caches interpolated keyframes to avoid redundant calculations.
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+ * Uses LRU eviction when cache is full.
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+ *
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+ * @korean 애니메이션캐시관리자
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+ */
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+ declare class AnimationCacheManager {
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+ private cache;
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+ private readonly maxCacheSize;
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+ private readonly maxKeyframesPerAnimation;
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+ constructor(maxCacheSize?: number, maxKeyframesPerAnimation?: number);
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+ /**
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+ * Get cached keyframe or create new entry
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+ *
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+ * @param animationId - Animation identifier
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+ * @param animation - Animation data (reserved for future cache invalidation logic)
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+ * @param time - Current time
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+ * @returns Cached keyframe or null if not cached
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+ */
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+ get(animationId: string, animation: SkeletalAnimation, time: number): CachedKeyframe | null;
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+ /**
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+ * Cache an interpolated keyframe
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+ *
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+ * @param animationId - Animation identifier
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+ * @param animation - Animation data
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+ * @param time - Current time
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+ * @param keyframe - Interpolated keyframe to cache
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+ */
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+ set(animationId: string, animation: SkeletalAnimation, time: number, keyframe: AnimationKeyframe): void;
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+ /**
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+ * Evict oldest keyframes from an animation cache entry
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+ * @param entry - Animation cache entry
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+ * @param count - Number of keyframes to evict
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+ */
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+ private evictOldestKeyframes;
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+ /**
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+ * Evict least recently used cache entry
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+ */
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+ private evictLRU;
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+ /**
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+ * Clear all cached keyframes
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+ */
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+ clear(): void;
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+ /**
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+ * Get cache statistics
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+ */
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+ getStats(): {
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+ totalAnimations: number;
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+ totalKeyframes: number;
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+ cacheSize: number;
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+ };
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+ }
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+ /**
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+ * Global animation cache instance
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+ *
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+ * @korean 전역애니메이션캐시
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+ */
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+ export declare const animationCache: AnimationCacheManager;
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+ /**
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+ * Batch update multiple bones with dirty flag optimization
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+ *
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+ * Only updates bones that have changed rotations/positions.
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+ * Uses object pooling to avoid allocations.
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+ *
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+ * @param rig - Skeletal rig to update
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+ * @param keyframe - Keyframe with bone transforms
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+ * @param dirtyBones - Set of bone names that changed (optional, updates all if not provided)
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+ *
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+ * @korean 배치뼈업데이트
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+ */
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+ export declare function batchUpdateBones(rig: SkeletalRig, keyframe: AnimationKeyframe, dirtyBones?: Set<string>): void;
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+ /**
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+ * Precompute and cache animation interpolation
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+ *
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+ * Generates cached keyframes at regular intervals for smooth playback.
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+ * Call this during asset loading or idle time.
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+ *
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+ * @param animationId - Animation identifier
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+ * @param animation - Animation to precompute
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+ * @param sampleRate - Samples per second (default: 60fps = 60 samples/s)
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+ *
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+ * @korean 애니메이션사전계산
118
+ */
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+ export declare function precomputeAnimation(animationId: string, animation: SkeletalAnimation, sampleRate?: number): void;
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+ /**
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+ * Interpolate keyframe with caching
122
+ *
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+ * Checks cache before performing interpolation.
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+ * Automatically caches result for future use.
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+ *
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+ * @param animationId - Animation identifier
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+ * @param animation - Animation data
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+ * @param time - Current time
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+ * @returns Interpolated keyframe
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+ *
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+ * @korean 캐시된키프레임보간
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+ */
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+ export declare function interpolateKeyframeCached(animationId: string, animation: SkeletalAnimation, time: number): AnimationKeyframe | null;
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+ /**
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+ * Batch transform multiple bones in a single operation
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+ *
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+ * Applies transformations to all bones efficiently using temporary objects.
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+ * Reduces per-bone overhead by batching operations.
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+ *
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+ * @param rig - Skeletal rig
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+ * @param transforms - Map of bone names to transforms
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+ *
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+ * @korean 배치변환
144
+ */
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+ export declare function batchTransformBones(rig: SkeletalRig, transforms: Map<string, {
146
+ rotation?: THREE.Euler;
147
+ position?: THREE.Vector3;
148
+ }>): void;
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+ /**
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+ * Calculate dirty bones between two keyframes
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+ *
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+ * Identifies which bones have changed between keyframes for dirty flag optimization.
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+ * Only changed bones need to be updated.
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+ *
155
+ * @param prevKeyframe - Previous keyframe
156
+ * @param nextKeyframe - Next keyframe
157
+ * @param threshold - Minimum rotation difference in radians (default: 0.01)
158
+ * @returns Set of bone names that changed
159
+ *
160
+ * @korean 변경된뼈계산
161
+ */
162
+ export declare function calculateDirtyBones(prevKeyframe: AnimationKeyframe, nextKeyframe: AnimationKeyframe, threshold?: number): Set<string>;
163
+ /**
164
+ * Animation performance metrics
165
+ *
166
+ * @korean 애니메이션성능지표
167
+ */
168
+ export interface AnimationPerformanceMetrics {
169
+ /** Average frame time (ms) */
170
+ avgFrameTime: number;
171
+ /** Maximum frame time (ms) */
172
+ maxFrameTime: number;
173
+ /** Minimum frame time (ms) */
174
+ minFrameTime: number;
175
+ /** Number of frames measured */
176
+ frameCount: number;
177
+ /** Cache hit rate (0-1) */
178
+ cacheHitRate: number;
179
+ /** Total cache entries */
180
+ cacheEntries: number;
181
+ }
182
+ /**
183
+ * Performance monitor for animation system
184
+ *
185
+ * @korean 성능모니터
186
+ */
187
+ declare class AnimationPerformanceMonitor {
188
+ private frameTimes;
189
+ private cacheHits;
190
+ private cacheMisses;
191
+ private readonly maxSamples;
192
+ /**
193
+ * Record frame time
194
+ * @param time - Frame time in milliseconds
195
+ */
196
+ recordFrame(time: number): void;
197
+ /**
198
+ * Record cache hit
199
+ */
200
+ recordCacheHit(): void;
201
+ /**
202
+ * Record cache miss
203
+ */
204
+ recordCacheMiss(): void;
205
+ /**
206
+ * Get current metrics
207
+ */
208
+ getMetrics(): AnimationPerformanceMetrics;
209
+ /**
210
+ * Reset metrics
211
+ */
212
+ reset(): void;
213
+ }
214
+ /**
215
+ * Global performance monitor instance
216
+ *
217
+ * @korean 전역성능모니터
218
+ */
219
+ export declare const performanceMonitor: AnimationPerformanceMonitor;
220
+ export {};
221
+ //# sourceMappingURL=AnimationOptimizations.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,322 @@
1
+ import { ThreeObjectPools } from "../../../utils/threeObjectPool.js";
2
+ //#region src/systems/animation/core/AnimationOptimizations.ts
3
+ /**
4
+ * Animation Cache Manager
5
+ *
6
+ * Caches interpolated keyframes to avoid redundant calculations.
7
+ * Uses LRU eviction when cache is full.
8
+ *
9
+ * @korean 애니메이션캐시관리자
10
+ */
11
+ var AnimationCacheManager = class {
12
+ cache = /* @__PURE__ */ new Map();
13
+ maxCacheSize;
14
+ maxKeyframesPerAnimation;
15
+ constructor(maxCacheSize = 50, maxKeyframesPerAnimation = 200) {
16
+ this.maxCacheSize = maxCacheSize;
17
+ this.maxKeyframesPerAnimation = maxKeyframesPerAnimation;
18
+ }
19
+ /**
20
+ * Get cached keyframe or create new entry
21
+ *
22
+ * @param animationId - Animation identifier
23
+ * @param animation - Animation data (reserved for future cache invalidation logic)
24
+ * @param time - Current time
25
+ * @returns Cached keyframe or null if not cached
26
+ */
27
+ get(animationId, animation, time) {
28
+ const entry = this.cache.get(animationId);
29
+ if (!entry) return null;
30
+ entry.lastAccessTime = performance.now();
31
+ const roundedTime = Math.round(time * 100) / 100;
32
+ return entry.keyframes.get(roundedTime) ?? null;
33
+ }
34
+ /**
35
+ * Cache an interpolated keyframe
36
+ *
37
+ * @param animationId - Animation identifier
38
+ * @param animation - Animation data
39
+ * @param time - Current time
40
+ * @param keyframe - Interpolated keyframe to cache
41
+ */
42
+ set(animationId, animation, time, keyframe) {
43
+ let entry = this.cache.get(animationId);
44
+ if (!entry) {
45
+ if (this.cache.size >= this.maxCacheSize) this.evictLRU();
46
+ entry = {
47
+ animation,
48
+ keyframes: /* @__PURE__ */ new Map(),
49
+ lastAccessTime: performance.now()
50
+ };
51
+ this.cache.set(animationId, entry);
52
+ }
53
+ const roundedTime = Math.round(time * 100) / 100;
54
+ const cachedRotations = /* @__PURE__ */ new Map();
55
+ keyframe.boneRotations.forEach((rotation, boneName) => {
56
+ cachedRotations.set(boneName, rotation.clone());
57
+ });
58
+ const cachedPositions = /* @__PURE__ */ new Map();
59
+ if (keyframe.bonePositions && keyframe.bonePositions.size > 0) keyframe.bonePositions.forEach((position, boneName) => {
60
+ cachedPositions.set(boneName, position.clone());
61
+ });
62
+ entry.keyframes.set(roundedTime, {
63
+ keyframe,
64
+ timestamp: performance.now(),
65
+ rotations: cachedRotations,
66
+ positions: cachedPositions
67
+ });
68
+ if (entry.keyframes.size > this.maxKeyframesPerAnimation) this.evictOldestKeyframes(entry, entry.keyframes.size - this.maxKeyframesPerAnimation);
69
+ }
70
+ /**
71
+ * Evict oldest keyframes from an animation cache entry
72
+ * @param entry - Animation cache entry
73
+ * @param count - Number of keyframes to evict
74
+ */
75
+ evictOldestKeyframes(entry, count) {
76
+ Array.from(entry.keyframes.entries()).sort((a, b) => a[1].timestamp - b[1].timestamp).slice(0, count).map(([time]) => time).forEach((time) => entry.keyframes.delete(time));
77
+ }
78
+ /**
79
+ * Evict least recently used cache entry
80
+ */
81
+ evictLRU() {
82
+ let oldestKey = null;
83
+ let oldestTime = Infinity;
84
+ this.cache.forEach((entry, key) => {
85
+ if (entry.lastAccessTime < oldestTime) {
86
+ oldestTime = entry.lastAccessTime;
87
+ oldestKey = key;
88
+ }
89
+ });
90
+ if (oldestKey) this.cache.delete(oldestKey);
91
+ }
92
+ /**
93
+ * Clear all cached keyframes
94
+ */
95
+ clear() {
96
+ this.cache.clear();
97
+ }
98
+ /**
99
+ * Get cache statistics
100
+ */
101
+ getStats() {
102
+ let totalKeyframes = 0;
103
+ this.cache.forEach((entry) => {
104
+ totalKeyframes += entry.keyframes.size;
105
+ });
106
+ return {
107
+ totalAnimations: this.cache.size,
108
+ totalKeyframes,
109
+ cacheSize: this.maxCacheSize
110
+ };
111
+ }
112
+ };
113
+ /**
114
+ * Global animation cache instance
115
+ *
116
+ * @korean 전역애니메이션캐시
117
+ */
118
+ var animationCache = new AnimationCacheManager(50);
119
+ /**
120
+ * Batch update multiple bones with dirty flag optimization
121
+ *
122
+ * Only updates bones that have changed rotations/positions.
123
+ * Uses object pooling to avoid allocations.
124
+ *
125
+ * @param rig - Skeletal rig to update
126
+ * @param keyframe - Keyframe with bone transforms
127
+ * @param dirtyBones - Set of bone names that changed (optional, updates all if not provided)
128
+ *
129
+ * @korean 배치뼈업데이트
130
+ */
131
+ function batchUpdateBones(rig, keyframe, dirtyBones) {
132
+ (dirtyBones ?? new Set(keyframe.boneRotations.keys())).forEach((boneName) => {
133
+ const bone = rig.bones.get(boneName);
134
+ if (!bone) return;
135
+ const rotation = keyframe.boneRotations.get(boneName);
136
+ if (rotation) bone.rotation.copy(rotation);
137
+ const position = keyframe.bonePositions?.get(boneName);
138
+ if (position) bone.position.copy(bone.restPosition).add(position);
139
+ });
140
+ }
141
+ /**
142
+ * Precompute and cache animation interpolation
143
+ *
144
+ * Generates cached keyframes at regular intervals for smooth playback.
145
+ * Call this during asset loading or idle time.
146
+ *
147
+ * @param animationId - Animation identifier
148
+ * @param animation - Animation to precompute
149
+ * @param sampleRate - Samples per second (default: 60fps = 60 samples/s)
150
+ *
151
+ * @korean 애니메이션사전계산
152
+ */
153
+ function precomputeAnimation(animationId, animation, sampleRate = 60) {
154
+ const duration = animation.duration;
155
+ const step = 1 / sampleRate;
156
+ for (let t = 0; t <= duration; t += step) {
157
+ const keyframe = interpolateKeyframeCached(animationId, animation, t);
158
+ if (keyframe) animationCache.set(animationId, animation, t, keyframe);
159
+ }
160
+ }
161
+ /**
162
+ * Interpolate keyframe with caching
163
+ *
164
+ * Checks cache before performing interpolation.
165
+ * Automatically caches result for future use.
166
+ *
167
+ * @param animationId - Animation identifier
168
+ * @param animation - Animation data
169
+ * @param time - Current time
170
+ * @returns Interpolated keyframe
171
+ *
172
+ * @korean 캐시된키프레임보간
173
+ */
174
+ function interpolateKeyframeCached(animationId, animation, time) {
175
+ const cached = animationCache.get(animationId, animation, time);
176
+ if (cached) return cached.keyframe;
177
+ const keyframes = animation.keyframes;
178
+ if (keyframes.length === 0) return null;
179
+ let prevKeyframe = keyframes[0];
180
+ let nextKeyframe = keyframes[keyframes.length - 1];
181
+ for (let i = 0; i < keyframes.length - 1; i++) if (time >= keyframes[i].time && time <= keyframes[i + 1].time) {
182
+ prevKeyframe = keyframes[i];
183
+ nextKeyframe = keyframes[i + 1];
184
+ break;
185
+ }
186
+ if (Math.abs(time - prevKeyframe.time) < .001) {
187
+ animationCache.set(animationId, animation, time, prevKeyframe);
188
+ return prevKeyframe;
189
+ }
190
+ const timeDiff = nextKeyframe.time - prevKeyframe.time;
191
+ const t = timeDiff > 0 ? (time - prevKeyframe.time) / timeDiff : 0;
192
+ const interpolatedRotations = /* @__PURE__ */ new Map();
193
+ prevKeyframe.boneRotations.forEach((prevRot, boneName) => {
194
+ const nextRot = nextKeyframe.boneRotations.get(boneName);
195
+ if (nextRot) {
196
+ const prevQuat = ThreeObjectPools.quaternion.acquire();
197
+ const nextQuat = ThreeObjectPools.quaternion.acquire();
198
+ const resultQuat = ThreeObjectPools.quaternion.acquire();
199
+ prevQuat.setFromEuler(prevRot);
200
+ nextQuat.setFromEuler(nextRot);
201
+ resultQuat.slerpQuaternions(prevQuat, nextQuat, t);
202
+ const tempEuler = ThreeObjectPools.euler.acquire();
203
+ tempEuler.setFromQuaternion(resultQuat);
204
+ interpolatedRotations.set(boneName, tempEuler.clone());
205
+ ThreeObjectPools.quaternion.release(prevQuat);
206
+ ThreeObjectPools.quaternion.release(nextQuat);
207
+ ThreeObjectPools.quaternion.release(resultQuat);
208
+ ThreeObjectPools.euler.release(tempEuler);
209
+ } else interpolatedRotations.set(boneName, prevRot.clone());
210
+ });
211
+ const interpolatedPositions = /* @__PURE__ */ new Map();
212
+ if (prevKeyframe.bonePositions && prevKeyframe.bonePositions.size > 0 && nextKeyframe.bonePositions && nextKeyframe.bonePositions.size > 0) prevKeyframe.bonePositions.forEach((prevPos, boneName) => {
213
+ const nextPos = nextKeyframe.bonePositions?.get(boneName);
214
+ if (nextPos) {
215
+ const tempVec = ThreeObjectPools.vector3.acquire();
216
+ tempVec.lerpVectors(prevPos, nextPos, t);
217
+ interpolatedPositions.set(boneName, tempVec.clone());
218
+ ThreeObjectPools.vector3.release(tempVec);
219
+ }
220
+ });
221
+ const anatomySource = t >= .5 ? nextKeyframe : prevKeyframe;
222
+ let interpolatedMuscles;
223
+ if (prevKeyframe.muscleActivations || nextKeyframe.muscleActivations) {
224
+ interpolatedMuscles = /* @__PURE__ */ new Map();
225
+ const prevMuscles = prevKeyframe.muscleActivations ?? /* @__PURE__ */ new Map();
226
+ const nextMuscles = nextKeyframe.muscleActivations ?? /* @__PURE__ */ new Map();
227
+ new Set([...prevMuscles.keys(), ...nextMuscles.keys()]).forEach((muscle) => {
228
+ const prevVal = prevMuscles.get(muscle) ?? 0;
229
+ const nextVal = nextMuscles.get(muscle) ?? 0;
230
+ interpolatedMuscles?.set(muscle, prevVal + (nextVal - prevVal) * t);
231
+ });
232
+ }
233
+ const interpolatedKeyframe = {
234
+ time,
235
+ boneRotations: interpolatedRotations,
236
+ bonePositions: interpolatedPositions,
237
+ easing: prevKeyframe.easing,
238
+ leftHandPose: anatomySource.leftHandPose,
239
+ rightHandPose: anatomySource.rightHandPose,
240
+ leftHandHighlightMode: anatomySource.leftHandHighlightMode,
241
+ rightHandHighlightMode: anatomySource.rightHandHighlightMode,
242
+ leftFootHighlight: anatomySource.leftFootHighlight,
243
+ rightFootHighlight: anatomySource.rightFootHighlight,
244
+ facialExpression: anatomySource.facialExpression,
245
+ muscleActivations: interpolatedMuscles
246
+ };
247
+ animationCache.set(animationId, animation, time, interpolatedKeyframe);
248
+ return interpolatedKeyframe;
249
+ }
250
+ /**
251
+ * Performance monitor for animation system
252
+ *
253
+ * @korean 성능모니터
254
+ */
255
+ var AnimationPerformanceMonitor = class {
256
+ frameTimes = [];
257
+ cacheHits = 0;
258
+ cacheMisses = 0;
259
+ maxSamples = 120;
260
+ /**
261
+ * Record frame time
262
+ * @param time - Frame time in milliseconds
263
+ */
264
+ recordFrame(time) {
265
+ this.frameTimes.push(time);
266
+ if (this.frameTimes.length > this.maxSamples) this.frameTimes.shift();
267
+ }
268
+ /**
269
+ * Record cache hit
270
+ */
271
+ recordCacheHit() {
272
+ this.cacheHits++;
273
+ }
274
+ /**
275
+ * Record cache miss
276
+ */
277
+ recordCacheMiss() {
278
+ this.cacheMisses++;
279
+ }
280
+ /**
281
+ * Get current metrics
282
+ */
283
+ getMetrics() {
284
+ const totalHits = this.cacheHits + this.cacheMisses;
285
+ const cacheHitRate = totalHits > 0 ? this.cacheHits / totalHits : 0;
286
+ const stats = animationCache.getStats();
287
+ if (this.frameTimes.length === 0) return {
288
+ avgFrameTime: 0,
289
+ maxFrameTime: 0,
290
+ minFrameTime: 0,
291
+ frameCount: 0,
292
+ cacheHitRate,
293
+ cacheEntries: stats.totalKeyframes
294
+ };
295
+ return {
296
+ avgFrameTime: this.frameTimes.reduce((a, b) => a + b, 0) / this.frameTimes.length,
297
+ maxFrameTime: Math.max(...this.frameTimes),
298
+ minFrameTime: Math.min(...this.frameTimes),
299
+ frameCount: this.frameTimes.length,
300
+ cacheHitRate,
301
+ cacheEntries: stats.totalKeyframes
302
+ };
303
+ }
304
+ /**
305
+ * Reset metrics
306
+ */
307
+ reset() {
308
+ this.frameTimes = [];
309
+ this.cacheHits = 0;
310
+ this.cacheMisses = 0;
311
+ }
312
+ };
313
+ /**
314
+ * Global performance monitor instance
315
+ *
316
+ * @korean 전역성능모니터
317
+ */
318
+ var performanceMonitor = new AnimationPerformanceMonitor();
319
+ //#endregion
320
+ export { animationCache, batchUpdateBones, interpolateKeyframeCached, performanceMonitor, precomputeAnimation };
321
+
322
+ //# sourceMappingURL=AnimationOptimizations.js.map