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":"AnimationOptimizations.js","names":[],"sources":["../../../../src/systems/animation/core/AnimationOptimizations.ts"],"sourcesContent":["/**\n * Optimized Animation System with Caching and Batch Processing\n *\n * High-performance animation pipeline optimizations:\n * - Keyframe caching to avoid redundant interpolations\n * - Batch bone transformation updates\n * - Dirty flag optimization\n * - Precomputed interpolation curves\n *\n * Target: Reduce animation overhead from ~8ms to <5ms per frame\n *\n * @module systems/animation/AnimationOptimizations\n * @category Animation System\n * @korean 애니메이션최적화\n */\n\nimport type {\n AnimationKeyframe,\n SkeletalAnimation,\n SkeletalRig,\n} from \"@/types/skeletal\";\nimport { ThreeObjectPools } from \"@/utils/threeObjectPool\";\nimport * as THREE from \"three\";\n\n/**\n * Cached keyframe with interpolated values\n * Reduces redundant interpolation calculations\n *\n * @korean 캐시된키프레임\n */\ninterface CachedKeyframe {\n /** Original keyframe */\n readonly keyframe: AnimationKeyframe;\n /** Cache timestamp (for invalidation) */\n readonly timestamp: number;\n /** Interpolated bone rotations (Map to avoid allocations) */\n readonly rotations: Map<string, THREE.Euler>;\n /** Interpolated bone positions (if animated) */\n readonly positions: Map<string, THREE.Vector3>;\n}\n\n/**\n * Animation cache entry\n *\n * @korean 애니메이션캐시항목\n */\ninterface AnimationCache {\n /** Animation being cached */\n readonly animation: SkeletalAnimation;\n /** Cached keyframes by time */\n readonly keyframes: Map<number, CachedKeyframe>;\n /** Last access time (for LRU eviction) */\n lastAccessTime: number;\n}\n\n/**\n * Animation Cache Manager\n *\n * Caches interpolated keyframes to avoid redundant calculations.\n * Uses LRU eviction when cache is full.\n *\n * @korean 애니메이션캐시관리자\n */\nclass AnimationCacheManager {\n private cache = new Map<string, AnimationCache>();\n private readonly maxCacheSize: number;\n private readonly maxKeyframesPerAnimation: number;\n\n constructor(maxCacheSize = 50, maxKeyframesPerAnimation = 200) {\n this.maxCacheSize = maxCacheSize;\n this.maxKeyframesPerAnimation = maxKeyframesPerAnimation;\n }\n\n /**\n * Get cached keyframe or create new entry\n *\n * @param animationId - Animation identifier\n * @param animation - Animation data (reserved for future cache invalidation logic)\n * @param time - Current time\n * @returns Cached keyframe or null if not cached\n */\n get(\n animationId: string,\n animation: SkeletalAnimation,\n time: number,\n ): CachedKeyframe | null {\n // Mark parameter as used for future extensibility (e.g., cache invalidation)\n void animation;\n const entry = this.cache.get(animationId);\n if (!entry) {\n return null;\n }\n\n // Update access time for LRU\n entry.lastAccessTime = performance.now();\n\n // Round time to nearest 0.01s for cache hits (100 possible values per second)\n const roundedTime = Math.round(time * 100) / 100;\n return entry.keyframes.get(roundedTime) ?? null;\n }\n\n /**\n * Cache an interpolated keyframe\n *\n * @param animationId - Animation identifier\n * @param animation - Animation data\n * @param time - Current time\n * @param keyframe - Interpolated keyframe to cache\n */\n set(\n animationId: string,\n animation: SkeletalAnimation,\n time: number,\n keyframe: AnimationKeyframe,\n ): void {\n let entry = this.cache.get(animationId);\n\n if (!entry) {\n // Evict oldest entry if cache is full\n if (this.cache.size >= this.maxCacheSize) {\n this.evictLRU();\n }\n\n entry = {\n animation,\n keyframes: new Map(),\n lastAccessTime: performance.now(),\n };\n this.cache.set(animationId, entry);\n }\n\n // Round time for consistent cache keys\n const roundedTime = Math.round(time * 100) / 100;\n\n // Clone keyframe data for caching (avoid reference issues)\n const cachedRotations = new Map<string, THREE.Euler>();\n keyframe.boneRotations.forEach((rotation, boneName) => {\n cachedRotations.set(boneName, rotation.clone());\n });\n\n const cachedPositions = new Map<string, THREE.Vector3>();\n if (keyframe.bonePositions && keyframe.bonePositions.size > 0) {\n keyframe.bonePositions.forEach((position, boneName) => {\n cachedPositions.set(boneName, position.clone());\n });\n }\n\n entry.keyframes.set(roundedTime, {\n keyframe,\n timestamp: performance.now(),\n rotations: cachedRotations,\n positions: cachedPositions,\n });\n\n // Evict oldest keyframes if this animation has too many cached\n if (entry.keyframes.size > this.maxKeyframesPerAnimation) {\n this.evictOldestKeyframes(\n entry,\n entry.keyframes.size - this.maxKeyframesPerAnimation,\n );\n }\n }\n\n /**\n * Evict oldest keyframes from an animation cache entry\n * @param entry - Animation cache entry\n * @param count - Number of keyframes to evict\n */\n private evictOldestKeyframes(entry: AnimationCache, count: number): void {\n const keyframeTimes = Array.from(entry.keyframes.entries())\n .sort((a, b) => a[1].timestamp - b[1].timestamp)\n .slice(0, count)\n .map(([time]) => time);\n\n keyframeTimes.forEach((time) => entry.keyframes.delete(time));\n }\n\n /**\n * Evict least recently used cache entry\n */\n private evictLRU(): void {\n let oldestKey: string | null = null;\n let oldestTime = Infinity;\n\n this.cache.forEach((entry, key) => {\n if (entry.lastAccessTime < oldestTime) {\n oldestTime = entry.lastAccessTime;\n oldestKey = key;\n }\n });\n\n if (oldestKey) {\n this.cache.delete(oldestKey);\n }\n }\n\n /**\n * Clear all cached keyframes\n */\n clear(): void {\n this.cache.clear();\n }\n\n /**\n * Get cache statistics\n */\n getStats(): {\n totalAnimations: number;\n totalKeyframes: number;\n cacheSize: number;\n } {\n let totalKeyframes = 0;\n this.cache.forEach((entry) => {\n totalKeyframes += entry.keyframes.size;\n });\n\n return {\n totalAnimations: this.cache.size,\n totalKeyframes,\n cacheSize: this.maxCacheSize,\n };\n }\n}\n\n/**\n * Global animation cache instance\n *\n * @korean 전역애니메이션캐시\n */\nexport const animationCache = new AnimationCacheManager(50);\n\n/**\n * Batch update multiple bones with dirty flag optimization\n *\n * Only updates bones that have changed rotations/positions.\n * Uses object pooling to avoid allocations.\n *\n * @param rig - Skeletal rig to update\n * @param keyframe - Keyframe with bone transforms\n * @param dirtyBones - Set of bone names that changed (optional, updates all if not provided)\n *\n * @korean 배치뼈업데이트\n */\nexport function batchUpdateBones(\n rig: SkeletalRig,\n keyframe: AnimationKeyframe,\n dirtyBones?: Set<string>,\n): void {\n const bonesToUpdate = dirtyBones ?? new Set(keyframe.boneRotations.keys());\n\n bonesToUpdate.forEach((boneName) => {\n const bone = rig.bones.get(boneName);\n if (!bone) {\n return;\n }\n\n // Update rotation\n const rotation = keyframe.boneRotations.get(boneName);\n if (rotation) {\n bone.rotation.copy(rotation);\n }\n\n // Update position (if animated) - apply as offset from rest position\n const position = keyframe.bonePositions?.get(boneName);\n if (position) {\n // Position values in animations are offsets from rest position, not absolute values\n bone.position.copy(bone.restPosition).add(position);\n }\n });\n}\n\n/**\n * Precompute and cache animation interpolation\n *\n * Generates cached keyframes at regular intervals for smooth playback.\n * Call this during asset loading or idle time.\n *\n * @param animationId - Animation identifier\n * @param animation - Animation to precompute\n * @param sampleRate - Samples per second (default: 60fps = 60 samples/s)\n *\n * @korean 애니메이션사전계산\n */\nexport function precomputeAnimation(\n animationId: string,\n animation: SkeletalAnimation,\n sampleRate = 60,\n): void {\n const duration = animation.duration;\n const step = 1 / sampleRate;\n\n for (let t = 0; t <= duration; t += step) {\n // This will populate the cache\n const keyframe = interpolateKeyframeCached(animationId, animation, t);\n if (keyframe) {\n animationCache.set(animationId, animation, t, keyframe);\n }\n }\n}\n\n/**\n * Interpolate keyframe with caching\n *\n * Checks cache before performing interpolation.\n * Automatically caches result for future use.\n *\n * @param animationId - Animation identifier\n * @param animation - Animation data\n * @param time - Current time\n * @returns Interpolated keyframe\n *\n * @korean 캐시된키프레임보간\n */\nexport function interpolateKeyframeCached(\n animationId: string,\n animation: SkeletalAnimation,\n time: number,\n): AnimationKeyframe | null {\n // Check cache first\n const cached = animationCache.get(animationId, animation, time);\n if (cached) {\n return cached.keyframe;\n }\n\n // Find surrounding keyframes\n const keyframes = animation.keyframes;\n if (keyframes.length === 0) {\n return null;\n }\n\n // Find previous and next keyframes\n let prevKeyframe = keyframes[0];\n let nextKeyframe = keyframes[keyframes.length - 1];\n\n for (let i = 0; i < keyframes.length - 1; i++) {\n if (time >= keyframes[i].time && time <= keyframes[i + 1].time) {\n prevKeyframe = keyframes[i];\n nextKeyframe = keyframes[i + 1];\n break;\n }\n }\n\n // If at exact keyframe, return it directly\n if (Math.abs(time - prevKeyframe.time) < 0.001) {\n animationCache.set(animationId, animation, time, prevKeyframe);\n return prevKeyframe;\n }\n\n // Calculate interpolation factor\n const timeDiff = nextKeyframe.time - prevKeyframe.time;\n const t = timeDiff > 0 ? (time - prevKeyframe.time) / timeDiff : 0;\n\n // Interpolate rotations using object pool\n const interpolatedRotations = new Map<string, THREE.Euler>();\n\n prevKeyframe.boneRotations.forEach((prevRot, boneName) => {\n const nextRot = nextKeyframe.boneRotations.get(boneName);\n if (nextRot) {\n // Use pooled quaternions for slerp interpolation\n const prevQuat = ThreeObjectPools.quaternion.acquire();\n const nextQuat = ThreeObjectPools.quaternion.acquire();\n const resultQuat = ThreeObjectPools.quaternion.acquire();\n\n prevQuat.setFromEuler(prevRot);\n nextQuat.setFromEuler(nextRot);\n resultQuat.slerpQuaternions(prevQuat, nextQuat, t);\n\n // Use pooled Euler, then clone for storage to avoid pooled object reuse issues\n const tempEuler = ThreeObjectPools.euler.acquire();\n tempEuler.setFromQuaternion(resultQuat);\n interpolatedRotations.set(boneName, tempEuler.clone());\n\n // Release pooled objects\n ThreeObjectPools.quaternion.release(prevQuat);\n ThreeObjectPools.quaternion.release(nextQuat);\n ThreeObjectPools.quaternion.release(resultQuat);\n ThreeObjectPools.euler.release(tempEuler);\n } else {\n interpolatedRotations.set(boneName, prevRot.clone());\n }\n });\n\n // Interpolate positions if present\n const interpolatedPositions = new Map<string, THREE.Vector3>();\n if (\n prevKeyframe.bonePositions &&\n prevKeyframe.bonePositions.size > 0 &&\n nextKeyframe.bonePositions &&\n nextKeyframe.bonePositions.size > 0\n ) {\n prevKeyframe.bonePositions.forEach((prevPos, boneName) => {\n const nextPos = nextKeyframe.bonePositions?.get(boneName);\n if (nextPos) {\n // Use pooled Vector3, then clone for storage to avoid pooled object reuse issues\n const tempVec = ThreeObjectPools.vector3.acquire();\n tempVec.lerpVectors(prevPos, nextPos, t);\n interpolatedPositions.set(boneName, tempVec.clone());\n ThreeObjectPools.vector3.release(tempVec);\n }\n });\n }\n\n // ═══════════════════════════════════════════════════════════════════════════\n // ANATOMY STATE INTERPOLATION (해부학 상태 보간)\n // ═══════════════════════════════════════════════════════════════════════════\n\n // For anatomy state, we use discrete values (no interpolation - nearest keyframe wins)\n // At t < 0.5 use prevKeyframe, at t >= 0.5 use nextKeyframe\n const useNextAnatomy = t >= 0.5;\n const anatomySource = useNextAnatomy ? nextKeyframe : prevKeyframe;\n\n // Interpolate muscle activations if present\n let interpolatedMuscles: Map<string, number> | undefined;\n if (prevKeyframe.muscleActivations || nextKeyframe.muscleActivations) {\n interpolatedMuscles = new Map();\n const prevMuscles = prevKeyframe.muscleActivations ?? new Map();\n const nextMuscles = nextKeyframe.muscleActivations ?? new Map();\n\n // Collect all muscle groups from both keyframes\n const allMuscles = new Set([...prevMuscles.keys(), ...nextMuscles.keys()]);\n allMuscles.forEach((muscle) => {\n const prevVal = prevMuscles.get(muscle) ?? 0;\n const nextVal = nextMuscles.get(muscle) ?? 0;\n // Linear interpolation for muscle tension\n interpolatedMuscles?.set(muscle, prevVal + (nextVal - prevVal) * t);\n });\n }\n\n const interpolatedKeyframe: AnimationKeyframe = {\n time,\n boneRotations: interpolatedRotations,\n bonePositions: interpolatedPositions,\n easing: prevKeyframe.easing,\n // Anatomy state (discrete, from nearest keyframe)\n leftHandPose: anatomySource.leftHandPose,\n rightHandPose: anatomySource.rightHandPose,\n leftHandHighlightMode: anatomySource.leftHandHighlightMode,\n rightHandHighlightMode: anatomySource.rightHandHighlightMode,\n leftFootHighlight: anatomySource.leftFootHighlight,\n rightFootHighlight: anatomySource.rightFootHighlight,\n facialExpression: anatomySource.facialExpression,\n // Muscle activations (interpolated)\n muscleActivations: interpolatedMuscles,\n };\n\n // Cache for future use\n animationCache.set(animationId, animation, time, interpolatedKeyframe);\n\n return interpolatedKeyframe;\n}\n\n/**\n * Batch transform multiple bones in a single operation\n *\n * Applies transformations to all bones efficiently using temporary objects.\n * Reduces per-bone overhead by batching operations.\n *\n * @param rig - Skeletal rig\n * @param transforms - Map of bone names to transforms\n *\n * @korean 배치변환\n */\nexport function batchTransformBones(\n rig: SkeletalRig,\n transforms: Map<string, { rotation?: THREE.Euler; position?: THREE.Vector3 }>,\n): void {\n transforms.forEach((transform, boneName) => {\n const bone = rig.bones.get(boneName);\n if (!bone) {\n return;\n }\n\n if (transform.rotation) {\n bone.rotation.copy(transform.rotation);\n }\n\n if (transform.position) {\n bone.position.copy(transform.position);\n }\n });\n}\n\n/**\n * Calculate dirty bones between two keyframes\n *\n * Identifies which bones have changed between keyframes for dirty flag optimization.\n * Only changed bones need to be updated.\n *\n * @param prevKeyframe - Previous keyframe\n * @param nextKeyframe - Next keyframe\n * @param threshold - Minimum rotation difference in radians (default: 0.01)\n * @returns Set of bone names that changed\n *\n * @korean 변경된뼈계산\n */\nexport function calculateDirtyBones(\n prevKeyframe: AnimationKeyframe,\n nextKeyframe: AnimationKeyframe,\n threshold = 0.01,\n): Set<string> {\n const dirtyBones = new Set<string>();\n\n nextKeyframe.boneRotations.forEach((nextRot, boneName) => {\n const prevRot = prevKeyframe.boneRotations.get(boneName);\n if (!prevRot) {\n dirtyBones.add(boneName);\n return;\n }\n\n // Check if rotation changed significantly\n const dx = Math.abs(nextRot.x - prevRot.x);\n const dy = Math.abs(nextRot.y - prevRot.y);\n const dz = Math.abs(nextRot.z - prevRot.z);\n\n if (dx > threshold || dy > threshold || dz > threshold) {\n dirtyBones.add(boneName);\n }\n });\n\n // Check positions if animated\n if (nextKeyframe.bonePositions && nextKeyframe.bonePositions.size > 0) {\n nextKeyframe.bonePositions.forEach((nextPos, boneName) => {\n const prevPos = prevKeyframe.bonePositions?.get(boneName);\n if (!prevPos) {\n dirtyBones.add(boneName);\n return;\n }\n\n // Check if position changed\n const distance = nextPos.distanceTo(prevPos);\n if (distance > threshold) {\n dirtyBones.add(boneName);\n }\n });\n }\n\n return dirtyBones;\n}\n\n/**\n * Animation performance metrics\n *\n * @korean 애니메이션성능지표\n */\nexport interface AnimationPerformanceMetrics {\n /** Average frame time (ms) */\n avgFrameTime: number;\n /** Maximum frame time (ms) */\n maxFrameTime: number;\n /** Minimum frame time (ms) */\n minFrameTime: number;\n /** Number of frames measured */\n frameCount: number;\n /** Cache hit rate (0-1) */\n cacheHitRate: number;\n /** Total cache entries */\n cacheEntries: number;\n}\n\n/**\n * Performance monitor for animation system\n *\n * @korean 성능모니터\n */\nclass AnimationPerformanceMonitor {\n private frameTimes: number[] = [];\n private cacheHits = 0;\n private cacheMisses = 0;\n private readonly maxSamples = 120; // 2 seconds at 60fps\n\n /**\n * Record frame time\n * @param time - Frame time in milliseconds\n */\n recordFrame(time: number): void {\n this.frameTimes.push(time);\n if (this.frameTimes.length > this.maxSamples) {\n this.frameTimes.shift();\n }\n }\n\n /**\n * Record cache hit\n */\n recordCacheHit(): void {\n this.cacheHits++;\n }\n\n /**\n * Record cache miss\n */\n recordCacheMiss(): void {\n this.cacheMisses++;\n }\n\n /**\n * Get current metrics\n */\n getMetrics(): AnimationPerformanceMetrics {\n const totalHits = this.cacheHits + this.cacheMisses;\n const cacheHitRate = totalHits > 0 ? this.cacheHits / totalHits : 0;\n\n const stats = animationCache.getStats();\n\n if (this.frameTimes.length === 0) {\n return {\n avgFrameTime: 0,\n maxFrameTime: 0,\n minFrameTime: 0,\n frameCount: 0,\n cacheHitRate,\n cacheEntries: stats.totalKeyframes,\n };\n }\n\n const avgFrameTime =\n this.frameTimes.reduce((a, b) => a + b, 0) 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@@ -0,0 +1,391 @@
1
+ /**
2
+ * Animation priority system for Black Trigram
3
+ *
4
+ * Determines which animations can interrupt others based on priority levels.
5
+ * Higher priority animations can interrupt lower priority ones.
6
+ *
7
+ * Priority order: recovery > fall > ko > hit > attack > defend > stance_change > movement > idle
8
+ *
9
+ * Enhanced with:
10
+ * - Deterministic conflict resolution for simultaneous equal-priority animations
11
+ * - Animation queue system for pending animations
12
+ * - Interruptibility windows (frame-based interrupt control)
13
+ * - Korean terminology for all priority levels and conflicts
14
+ *
15
+ * @module systems/animation/AnimationPriority
16
+ * @category Animation
17
+ * @korean 애니메이션우선순위
18
+ */
19
+ import { AnimationPriority, AnimationState } from "./types";
20
+ /**
21
+ * Map animation states to their priority levels
22
+ *
23
+ * Stance guard animations have same priority as idle (0) since they are
24
+ * also idle states, just stance-specific.
25
+ * Tactical steps have priority 5 (same as attacks) to ensure commitment.
26
+ *
27
+ * @korean 애니메이션우선순위맵
28
+ */
29
+ export declare const ANIMATION_PRIORITY_MAP: Record<AnimationState, AnimationPriority>;
30
+ /**
31
+ * Check if an animation can interrupt another based on priority
32
+ *
33
+ * @param current - Current animation state
34
+ * @param requested - Requested animation state
35
+ * @param currentInterruptible - Whether current animation is interruptible
36
+ * @returns Whether the requested animation can interrupt the current one
37
+ *
38
+ * @example
39
+ * ```typescript
40
+ * // Hit can interrupt attack
41
+ * canInterrupt("attack", "hit", true); // true
42
+ *
43
+ * // Attack cannot interrupt hit
44
+ * canInterrupt("hit", "attack", true); // false
45
+ *
46
+ * // Nothing can interrupt non-interruptible animations
47
+ * canInterrupt("attack", "hit", false); // false (unless same priority)
48
+ * ```
49
+ *
50
+ * @korean 중단가능여부확인
51
+ */
52
+ export declare function canInterrupt(current: AnimationState, requested: AnimationState, currentInterruptible: boolean): boolean;
53
+ /**
54
+ * Get the priority level for an animation state
55
+ *
56
+ * @param state - Animation state
57
+ * @returns Priority level
58
+ *
59
+ * @korean 우선순위가져오기
60
+ */
61
+ export declare function getPriority(state: AnimationState): AnimationPriority;
62
+ /**
63
+ * Compare two animation priorities
64
+ *
65
+ * @param state1 - First animation state
66
+ * @param state2 - Second animation state
67
+ * @returns Positive if state1 has higher priority, negative if state2 has higher priority, 0 if equal
68
+ *
69
+ * @korean 우선순위비교
70
+ */
71
+ export declare function comparePriority(state1: AnimationState, state2: AnimationState): number;
72
+ /**
73
+ * Korean names for each priority level
74
+ *
75
+ * Maps priority levels to their Korean martial arts terminology:
76
+ * - IDLE (0): 대기 (Daegi) - Waiting/Ready state
77
+ * - WALK (1): 보행 (Bohaeng) - Walking movement
78
+ * - RUN (2): 질주 (Jilju) - Running movement
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+ * - STANCE_CHANGE (3): 자세전환 (Jase Jeonhwan) - Stance transition
80
+ * - DEFEND (4): 방어 (Bangeo) - Defense action
81
+ * - ATTACK (5): 공격 (Gonggyeok) - Attack action
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+ * - HIT (6): 피격 (Pigyeok) - Being hit
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+ * - KO (7): 기절 (Gijeol) - Knockout
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+ * - FALL (8): 낙법 (Nakbeop) - Falling technique
85
+ * - RECOVERY (9): 기상 (Gisang) - Recovery/Getting up
86
+ *
87
+ * @korean 우선순위한글용어
88
+ */
89
+ export declare const PRIORITY_LEVEL_KOREAN_NAMES: Record<AnimationPriority, {
90
+ korean: string;
91
+ romanized: string;
92
+ english: string;
93
+ }>;
94
+ /**
95
+ * Get Korean name for a priority level
96
+ *
97
+ * @param priority - Animation priority level
98
+ * @returns Korean terminology object
99
+ *
100
+ * @korean 우선순위한글이름가져오기
101
+ */
102
+ export declare function getPriorityKoreanName(priority: AnimationPriority): {
103
+ korean: string;
104
+ romanized: string;
105
+ english: string;
106
+ };
107
+ /**
108
+ * Conflict resolution strategy for equal-priority animations
109
+ *
110
+ * **Korean**: 충돌 해결 전략
111
+ *
112
+ * Determines how to handle when two animations of equal priority
113
+ * are requested simultaneously:
114
+ *
115
+ * - `timestamp`: First animation requested wins (FIFO - 선입선출)
116
+ * - `state_order`: Use AnimationState enum order as tiebreaker
117
+ * - `current`: Keep current animation running
118
+ * - `requested`: Always switch to requested animation
119
+ *
120
+ * @korean 충돌해결전략
121
+ */
122
+ export type ConflictResolutionStrategy = "timestamp" | "state_order" | "current" | "requested";
123
+ /**
124
+ * Animation request with timestamp for conflict resolution
125
+ *
126
+ * **Korean**: 애니메이션 요청
127
+ *
128
+ * Tracks animation requests with timestamps to enable deterministic
129
+ * conflict resolution when multiple equal-priority animations compete.
130
+ *
131
+ * @korean 애니메이션요청
132
+ */
133
+ export interface AnimationRequest {
134
+ /** Requested animation state */
135
+ readonly state: AnimationState;
136
+ /** Request timestamp in milliseconds (from performance.now()) */
137
+ readonly timestamp: number;
138
+ /** Request priority */
139
+ readonly priority: AnimationPriority;
140
+ /**
141
+ * Whether this is a forced request (wins conflict resolution against non-forced requests)
142
+ *
143
+ * Note: This only affects conflict resolution between equal-priority animations in the queue.
144
+ * It does not bypass priority checks or interrupt rules for the initial transition.
145
+ *
146
+ * @korean 강제요청
147
+ */
148
+ readonly forced?: boolean;
149
+ }
150
+ /**
151
+ * Resolve conflict between two equal-priority animations
152
+ *
153
+ * **Korean**: 충돌 해결
154
+ *
155
+ * Uses the specified strategy to deterministically decide which animation
156
+ * should play when both have equal priority.
157
+ *
158
+ * @param current - Current animation request
159
+ * @param requested - Requested animation request
160
+ * @param strategy - Conflict resolution strategy
161
+ * @returns Which animation should play: 'current' or 'requested'
162
+ *
163
+ * @example
164
+ * ```typescript
165
+ * const current = {
166
+ * state: AnimationState.ATTACK,
167
+ * timestamp: 1000,
168
+ * priority: AnimationPriority.ATTACK,
169
+ * };
170
+ * const requested = {
171
+ * state: AnimationState.STEP_FORWARD,
172
+ * timestamp: 1001,
173
+ * priority: AnimationPriority.ATTACK,
174
+ * };
175
+ *
176
+ * // Timestamp strategy: current wins (1000 < 1001)
177
+ * resolveConflict(current, requested, "timestamp"); // "current"
178
+ *
179
+ * // Requested strategy: always take new animation
180
+ * resolveConflict(current, requested, "requested"); // "requested"
181
+ * ```
182
+ *
183
+ * @korean 충돌해결
184
+ */
185
+ export declare function resolveConflict(current: AnimationRequest, requested: AnimationRequest, strategy?: ConflictResolutionStrategy): "current" | "requested";
186
+ /**
187
+ * Animation queue for managing pending animations
188
+ *
189
+ * **Korean**: 애니메이션 대기열
190
+ *
191
+ * Stores pending animation requests that should play after the current
192
+ * animation completes. Useful for:
193
+ * - Buffering input during non-interruptible animations
194
+ * - Creating animation chains/combos
195
+ * - Handling rapid input sequences
196
+ *
197
+ * Queue is priority-ordered: highest priority animations are dequeued first.
198
+ *
199
+ * @korean 애니메이션대기열
200
+ */
201
+ export declare class AnimationQueue {
202
+ private queue;
203
+ private maxSize;
204
+ private conflictStrategy;
205
+ /**
206
+ * Create a new animation queue
207
+ *
208
+ * @param maxSize - Maximum queue size (default: 3)
209
+ * @param conflictStrategy - Strategy for resolving equal-priority conflicts
210
+ *
211
+ * @korean 생성자
212
+ */
213
+ constructor(maxSize?: number, conflictStrategy?: ConflictResolutionStrategy);
214
+ /**
215
+ * Add animation request to queue
216
+ *
217
+ * **Korean**: 대기열에 추가
218
+ *
219
+ * Adds an animation request to the queue if space is available.
220
+ * Queue is kept sorted by priority (highest first).
221
+ *
222
+ * @param request - Animation request to enqueue
223
+ * @returns Whether request was successfully enqueued
224
+ *
225
+ * @korean 대기열추가
226
+ */
227
+ enqueue(request: AnimationRequest): boolean;
228
+ /**
229
+ * Remove and return highest priority request from queue
230
+ *
231
+ * **Korean**: 대기열에서 제거
232
+ *
233
+ * Dequeues the highest priority animation request.
234
+ * If multiple requests have equal priority, uses conflict resolution strategy.
235
+ *
236
+ * @returns Next animation request or null if queue is empty
237
+ *
238
+ * @korean 대기열제거
239
+ */
240
+ dequeue(): AnimationRequest | null;
241
+ /**
242
+ * Peek at next request without removing it
243
+ *
244
+ * **Korean**: 다음 요청 확인
245
+ *
246
+ * @returns Next animation request or null if queue is empty
247
+ *
248
+ * @korean 다음요청확인
249
+ */
250
+ peek(): AnimationRequest | null;
251
+ /**
252
+ * Clear all pending requests
253
+ *
254
+ * **Korean**: 대기열 초기화
255
+ *
256
+ * @korean 대기열초기화
257
+ */
258
+ clear(): void;
259
+ /**
260
+ * Get number of pending requests
261
+ *
262
+ * **Korean**: 대기열 크기
263
+ *
264
+ * @returns Number of pending requests
265
+ *
266
+ * @korean 대기열크기
267
+ */
268
+ size(): number;
269
+ /**
270
+ * Check if queue is empty
271
+ *
272
+ * **Korean**: 대기열 비어있음
273
+ *
274
+ * @returns True if queue has no pending requests
275
+ *
276
+ * @korean 대기열비어있음
277
+ */
278
+ isEmpty(): boolean;
279
+ /**
280
+ * Check if queue is full
281
+ *
282
+ * **Korean**: 대기열 가득참
283
+ *
284
+ * @returns True if queue is at maximum capacity
285
+ *
286
+ * @korean 대기열가득찬
287
+ */
288
+ isFull(): boolean;
289
+ /**
290
+ * Get all pending requests (read-only)
291
+ *
292
+ * **Korean**: 모든 대기 요청
293
+ *
294
+ * @returns Array of pending requests
295
+ *
296
+ * @korean 모든대기요청
297
+ */
298
+ getAll(): readonly AnimationRequest[];
299
+ /**
300
+ * Get maximum queue size
301
+ *
302
+ * **Korean**: 최대 대기열 크기
303
+ *
304
+ * @returns Maximum queue capacity
305
+ *
306
+ * @korean 최대대기열크기
307
+ */
308
+ getMaxSize(): number;
309
+ /**
310
+ * Set conflict resolution strategy
311
+ *
312
+ * **Korean**: 충돌 해결 전략 설정
313
+ *
314
+ * Updates the strategy used to resolve equal-priority conflicts.
315
+ *
316
+ * @param strategy - New conflict resolution strategy
317
+ *
318
+ * @korean 충돌해결전략설정
319
+ */
320
+ setConflictStrategy(strategy: ConflictResolutionStrategy): void;
321
+ }
322
+ /**
323
+ * Interruptibility window definition
324
+ *
325
+ * **Korean**: 중단 가능 구간
326
+ *
327
+ * Defines specific frame ranges where an animation can be interrupted,
328
+ * allowing for more nuanced control than simple boolean interruptibility.
329
+ *
330
+ * Example: Attack animation might be interruptible only in startup frames (0-3)
331
+ * and recovery frames (10-12), but not during active frames (4-9).
332
+ *
333
+ * @korean 중단가능구간
334
+ */
335
+ export interface InterruptibilityWindow {
336
+ /** Starting frame (inclusive) */
337
+ readonly startFrame: number;
338
+ /** Ending frame (inclusive) */
339
+ readonly endFrame: number;
340
+ /** Minimum priority required to interrupt during this window */
341
+ readonly minPriorityToInterrupt: AnimationPriority;
342
+ }
343
+ /**
344
+ * Check if an animation can be interrupted at a specific frame
345
+ *
346
+ * **Korean**: 프레임별 중단 가능 여부
347
+ *
348
+ * Determines if an animation can be interrupted based on:
349
+ * - Current frame index
350
+ * - Interruptibility windows
351
+ * - Requested animation priority
352
+ *
353
+ * @param currentFrame - Current frame index in animation
354
+ * @param requestedPriority - Priority of animation trying to interrupt
355
+ * @param windows - Array of interruptibility windows
356
+ * @returns Whether animation can be interrupted at this frame
357
+ *
358
+ * @example
359
+ * ```typescript
360
+ * const attackWindows: InterruptibilityWindow[] = [
361
+ * { startFrame: 0, endFrame: 3, minPriorityToInterrupt: AnimationPriority.ATTACK },
362
+ * { startFrame: 10, endFrame: 12, minPriorityToInterrupt: AnimationPriority.DEFEND },
363
+ * ];
364
+ *
365
+ * // Frame 2: interruptible by attacks or higher
366
+ * canInterruptAtFrame(2, AnimationPriority.HIT, attackWindows); // true
367
+ * canInterruptAtFrame(2, AnimationPriority.DEFEND, attackWindows); // false
368
+ *
369
+ * // Frame 5: not interruptible (no window)
370
+ * canInterruptAtFrame(5, AnimationPriority.KO, attackWindows); // false
371
+ * ```
372
+ *
373
+ * @korean 프레임별중단가능여부
374
+ */
375
+ export declare function canInterruptAtFrame(currentFrame: number, requestedPriority: AnimationPriority, windows: readonly InterruptibilityWindow[]): boolean;
376
+ /**
377
+ * Get interruptibility window for current frame
378
+ *
379
+ * **Korean**: 현재 프레임 중단 가능 구간
380
+ *
381
+ * Returns the active interruptibility window for the given frame,
382
+ * or null if frame is not in any window.
383
+ *
384
+ * @param currentFrame - Current frame index
385
+ * @param windows - Array of interruptibility windows
386
+ * @returns Active window or null
387
+ *
388
+ * @korean 현재프레임중단가능구간
389
+ */
390
+ export declare function getInterruptibilityWindow(currentFrame: number, windows: readonly InterruptibilityWindow[]): InterruptibilityWindow | null;
391
+ //# sourceMappingURL=AnimationPriority.d.ts.map
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