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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@@ -0,0 +1,95 @@
1
+ import "three";
2
+ //#region src/systems/animation/systems/AdvancedJointMovements.ts
3
+ /**
4
+ * Advanced joint movement constraints
5
+ *
6
+ * Defines anatomically correct limits for all advanced joint movements
7
+ * based on human biomechanics and Korean martial arts techniques.
8
+ *
9
+ * @korean 고급관절제약조건
10
+ */
11
+ var ADVANCED_JOINT_CONSTRAINTS = {
12
+ HIP_ROTATION: {
13
+ FRONTAL_MIN: -1.8,
14
+ FRONTAL_MAX: 1.8,
15
+ SAGITTAL_MIN: -1.8,
16
+ SAGITTAL_MAX: 1.8,
17
+ TRANSVERSE_MIN: -.8,
18
+ TRANSVERSE_MAX: .8
19
+ },
20
+ SHOULDER_ELEVATION: {
21
+ MIN: -.05,
22
+ MAX: .05
23
+ },
24
+ ANKLE_ARTICULATION: {
25
+ FLEXION_MIN: -.8,
26
+ FLEXION_MAX: .5,
27
+ INVERSION_MIN: -.4,
28
+ INVERSION_MAX: .4
29
+ },
30
+ WRIST_SNAP: {
31
+ ROTATION_MIN: -1.5,
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+ ROTATION_MAX: 1.5,
33
+ MAX_VELOCITY: 30
34
+ },
35
+ KNEE_DRIVE: {
36
+ HEIGHT_MIN: 0,
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+ HEIGHT_MAX: .8,
38
+ FORWARD_MIN: 0,
39
+ FORWARD_MAX: .3
40
+ },
41
+ SPINAL_FLEXION: {
42
+ FLEXION_MIN: -.5,
43
+ FLEXION_MAX: .8,
44
+ LATERAL_MIN: -.3,
45
+ LATERAL_MAX: .3
46
+ }
47
+ };
48
+ /**
49
+ * Calculate kick power modifier from hip rotation
50
+ *
51
+ * Determines power bonus based on proper hip rotation technique.
52
+ * Greater rotation in the correct planes generates more power.
53
+ *
54
+ * @param hipState - Current hip rotation state
55
+ * @param kickType - Type of kick
56
+ * @returns Power multiplier (1.0-1.40x, with kicks getting up to 40% bonus)
57
+ *
58
+ * @example
59
+ * ```typescript
60
+ * const hipState = calculateHipRotationForKick('roundhouse', 2, 'right');
61
+ * const power = calculateKickPowerFromHipRotation(hipState, 'roundhouse');
62
+ * // Returns ~1.35 for properly executed high roundhouse
63
+ * ```
64
+ *
65
+ * @public
66
+ * @korean 고관절회전에서차기파워계산
67
+ */
68
+ function calculateKickPowerFromHipRotation(hipState, kickType) {
69
+ const normalizedFrontal = Math.abs(hipState.frontalRotation) / ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MAX;
70
+ const normalizedSagittal = Math.abs(hipState.sagittalRotation) / ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MAX;
71
+ const normalizedTransverse = Math.abs(hipState.transverseRotation) / ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MAX;
72
+ let powerFactor = 0;
73
+ switch (kickType) {
74
+ case "front":
75
+ powerFactor = normalizedSagittal * .8 + normalizedFrontal * .2;
76
+ break;
77
+ case "roundhouse":
78
+ powerFactor = normalizedFrontal * .5 + normalizedTransverse * .3 + normalizedSagittal * .2;
79
+ break;
80
+ case "side":
81
+ powerFactor = normalizedFrontal * .7 + normalizedTransverse * .3;
82
+ break;
83
+ case "hook":
84
+ powerFactor = normalizedFrontal * .4 + normalizedSagittal * .4 + normalizedTransverse * .2;
85
+ break;
86
+ case "axe":
87
+ powerFactor = normalizedSagittal * .8 + normalizedFrontal * .2;
88
+ break;
89
+ }
90
+ return 1 + powerFactor * .4;
91
+ }
92
+ //#endregion
93
+ export { ADVANCED_JOINT_CONSTRAINTS, calculateKickPowerFromHipRotation };
94
+
95
+ //# sourceMappingURL=AdvancedJointMovements.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AdvancedJointMovements.js","names":[],"sources":["../../../../src/systems/animation/systems/AdvancedJointMovements.ts"],"sourcesContent":["/**\n * Advanced Joint Movement System for Korean Martial Arts\n * \n * Extends the base skeletal animation system with specialized joint movements\n * for authentic martial arts technique execution:\n * - Hip rotation for kicks (고관절 회전)\n * - Shoulder elevation/depression (어깨 들어올림)\n * - Ankle articulation (발목 관절)\n * - Wrist snap mechanics (손목 스냅)\n * - Knee drive positioning (무릎 밀어올림)\n * - Spinal flexion/extension (척추 굽힘)\n * \n * @module systems/animation/AdvancedJointMovements\n * @category Animation System\n * @korean 고급관절동작시스템\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Body side for limb-specific movements\n * \n * @public\n * @korean 신체측면\n */\nexport type BodySide = 'left' | 'right';\n\n/**\n * Kick technique types for hip rotation calculation\n * \n * Korean terminology:\n * - front: 앞차기 (Apchagi)\n * - roundhouse: 돌려차기 (Dollyeochagi)\n * - side: 옆차기 (Yeopchagi)\n * - hook: 후려차기 (Huryeochagi)\n * - axe: 내려차기 (Naeryeochagi)\n * \n * @public\n * @korean 차기기술유형\n */\nexport type KickType = 'front' | 'roundhouse' | 'side' | 'hook' | 'axe';\n\n/**\n * Hand strike technique types for wrist snap calculation\n * \n * Korean terminology:\n * - backfist: 등주먹 (Deungjumeok)\n * - knife-hand: 수도 (Sudo)\n * - palm-heel: 장저 (Jangjeo)\n * - ridge-hand: 손날등 (Sonnaldeung)\n * - hammer-fist: 망치주먹 (Mangchijumeok)\n * \n * @public\n * @korean 수격기술유형\n */\nexport type HandStrikeType = 'backfist' | 'knife-hand' | 'palm-heel' | 'ridge-hand' | 'hammer-fist';\n\n/**\n * Kick height levels for hip rotation scaling\n * \n * Korean terminology:\n * - 0: 하단 (Hadan) - Low section\n * - 1: 중단 (Jungdan) - Middle section\n * - 2: 상단 (Sangdan) - High section\n * \n * @public\n * @korean 차기높이\n */\nexport type KickHeight = 0 | 1 | 2;\n\n/**\n * Technique execution phases\n * \n * Korean terminology:\n * - chamber: 준비 (Junbi) - Preparation/chamber\n * - extension: 확장 (Hwakjang) - Extension\n * - retraction: 회수 (Hoesu) - Retraction\n * \n * @public\n * @korean 기술단계\n */\nexport type TechniquePhase = 'chamber' | 'extension' | 'retraction';\n\n/**\n * Strike execution phases\n * \n * Korean terminology:\n * - wind-up: 예비동작 (Yebi Dongjak) - Wind-up\n * - impact: 타격 (Tagyeok) - Impact\n * - follow-through: 후속동작 (Husok Dongjak) - Follow-through\n * \n * @public\n * @korean 타격단계\n */\nexport type StrikePhase = 'wind-up' | 'impact' | 'follow-through';\n\n/**\n * Block and overhead technique types for shoulder elevation\n * \n * Korean terminology:\n * - high-block: 상단막기 (Sangdan Makgi)\n * - overhead-strike: 상단공격 (Sangdan Gonggyeok)\n * - rising-block: 올려막기 (Ollyeo Makgi)\n * - shrug: 어깨올리기 (Eokkae Olligi)\n * - neutral: 중립 (Jungnip)\n * \n * @public\n * @korean 어깨기술유형\n */\nexport type ShoulderTechniqueType = 'high-block' | 'overhead-strike' | 'rising-block' | 'shrug' | 'neutral';\n\n/**\n * Shoulder and block technique execution phases\n * \n * Korean terminology:\n * - preparation: 준비 (Junbi)\n * - execution: 실행 (Silhaeng)\n * - recovery: 복귀 (Bokgwi)\n * \n * @public\n * @korean 어깨단계\n */\nexport type ShoulderPhase = 'preparation' | 'execution' | 'recovery';\n\n/**\n * Spinal movement types for dodging and positioning\n * \n * Korean terminology:\n * - duck: 숙이기 (Sugigi) - Duck down\n * - lean-back: 뒤로기울기 (Dwiro Giulgi) - Lean back\n * - lean-left: 왼쪽기울기 (Oenjjok Giulgi) - Lean left\n * - lean-right: 오른쪽기울기 (Oreunjjok Giulgi) - Lean right\n * - low-attack: 낮은공격 (Najeun Gonggyeok) - Low attack\n * - neutral: 중립 (Jungnip) - Neutral\n * \n * @public\n * @korean 척추동작유형\n */\nexport type SpinalMovementType = 'duck' | 'lean-back' | 'lean-left' | 'lean-right' | 'low-attack' | 'neutral';\n\n/**\n * Knee drive technique types for close-range combat\n * \n * Korean terminology:\n * - knee-strike: 무릎차기 (Mureup Chagi)\n * - clinch-control: 붙잡기제어 (Butjapgi Jeeo)\n * - push-kick: 밀어차기 (Mireo Chagi)\n * - neutral: 중립 (Jungnip)\n * \n * @public\n * @korean 무릎기술유형\n */\nexport type KneeTechniqueType = 'knee-strike' | 'clinch-control' | 'push-kick' | 'neutral';\n\n/**\n * Knee technique execution phases\n * \n * Korean terminology:\n * - wind-up: 예비동작 (Yebi Dongjak)\n * - execution: 실행 (Silhaeng)\n * - recovery: 복귀 (Bokgwi)\n * \n * @public\n * @korean 무릎단계\n */\nexport type KneePhase = 'wind-up' | 'execution' | 'recovery';\n\n/**\n * Hip rotation state for dynamic kick mechanics\n * \n * Tracks independent hip rotation in multiple planes for realistic\n * high kicks, roundhouse kicks, and hook kicks. Separates hip rotation\n * from pelvis rotation for authentic martial arts biomechanics.\n * \n * Korean: 고관절 회전 상태\n * \n * @public\n */\nexport interface HipRotationState {\n /**\n * Frontal plane rotation (abduction/adduction) in radians\n * - Positive: Leg moves away from body centerline (abduction)\n * - Negative: Leg moves toward centerline (adduction)\n * Range: ±1.8 rad (±103°) for high kicks\n * \n * @korean 외전각도\n */\n readonly frontalRotation: number;\n\n /**\n * Sagittal plane rotation (flexion/extension) in radians\n * - Positive: Leg moves forward (flexion)\n * - Negative: Leg moves backward (extension)\n * Range: -1.8 to 1.8 rad for kicks\n * \n * @korean 굴곡각도\n */\n readonly sagittalRotation: number;\n\n /**\n * Transverse plane rotation (internal/external rotation) in radians\n * - Positive: Thigh rotates inward\n * - Negative: Thigh rotates outward\n * Range: ±0.8 rad (±46°)\n * \n * @korean 회전각도\n */\n readonly transverseRotation: number;\n\n /**\n * Which hip (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Shoulder elevation/depression state for blocks and overhead strikes\n * \n * Tracks vertical shoulder movement independent of arm rotation.\n * Essential for authentic blocking mechanics and overhead techniques.\n * \n * Korean: 어깨 들어올림 상태\n * \n * @public\n */\nexport interface ShoulderElevationState {\n /**\n * Vertical displacement in meters\n * - Positive: Shoulder elevated (shrug)\n * - Negative: Shoulder depressed (drop)\n * Range: ±0.05 m (±5cm)\n * \n * @korean 수직변위\n */\n readonly elevation: number;\n\n /**\n * Which shoulder (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Ankle articulation state for kick chambers and pivots\n * \n * Tracks ankle joint positioning crucial for proper kick mechanics\n * and pivoting in Korean martial arts.\n * \n * Korean: 발목 관절 상태\n * \n * @public\n */\nexport interface AnkleArticulationState {\n /**\n * Dorsiflexion/plantarflexion angle in radians\n * - Positive: Toes point up (dorsiflexion)\n * - Negative: Toes point down (plantarflexion)\n * Range: -0.8 to 0.5 rad\n * \n * @korean 발등굽힘각도\n */\n readonly flexion: number;\n\n /**\n * Inversion/eversion angle in radians\n * Range: ±0.4 rad (±23°)\n * \n * @korean 안쪽굽힘각도\n */\n readonly inversion: number;\n\n /**\n * Which ankle (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Wrist snap state for rapid hand strikes\n * \n * Tracks rapid wrist rotation mechanics essential for backfist,\n * knife-hand, and other Korean martial arts hand techniques.\n * \n * Korean: 손목 스냅 상태\n * \n * @public\n */\nexport interface WristSnapState {\n /**\n * Rotation angle in radians\n * Range: ±1.5 rad (±86°)\n * \n * @korean 회전각도\n */\n readonly rotation: number;\n\n /**\n * Snap velocity in rad/s (for power calculation)\n * @korean 회전속도\n */\n readonly velocity: number;\n\n /**\n * Which wrist (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Knee drive state for clinch work and knee strikes\n * \n * Tracks independent knee positioning crucial for close-range\n * combat and knee strike techniques.\n * \n * Korean: 무릎 밀어올림 상태\n * \n * @public\n */\nexport interface KneeDriveState {\n /**\n * Drive height in meters (vertical displacement)\n * Range: 0 to 0.8 m (80cm max lift)\n * \n * @korean 들어올림높이\n */\n readonly height: number;\n\n /**\n * Forward drive distance in meters\n * Range: 0 to 0.3 m (30cm)\n * \n * @korean 전방거리\n */\n readonly forward: number;\n\n /**\n * Which knee (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Spinal flexion/extension state for dodges and low attacks\n * \n * Tracks forward/backward bending of spine for defensive\n * movements and low attack positioning.\n * \n * Korean: 척추 굽힘 상태\n * \n * @public\n */\nexport interface SpinalFlexionState {\n /**\n * Flexion angle in radians (forward/backward bend)\n * - Positive: Forward bend\n * - Negative: Backward bend\n * Range: -0.5 to 0.8 rad\n * \n * @korean 굽힘각도\n */\n readonly flexion: number;\n\n /**\n * Lateral bend in radians (side to side)\n * Range: ±0.3 rad (±17°)\n * \n * @korean 측면굽힘각도\n */\n readonly lateralBend: number;\n}\n\n/**\n * Advanced joint movement constraints\n * \n * Defines anatomically correct limits for all advanced joint movements\n * based on human biomechanics and Korean martial arts techniques.\n * \n * @korean 고급관절제약조건\n */\nexport const ADVANCED_JOINT_CONSTRAINTS = {\n /**\n * Hip rotation constraints for kicks\n * @korean 고관절제약조건\n */\n HIP_ROTATION: {\n FRONTAL_MIN: -1.8, // -103° adduction\n FRONTAL_MAX: 1.8, // 103° abduction\n SAGITTAL_MIN: -1.8, // -103° extension\n SAGITTAL_MAX: 1.8, // 103° flexion\n TRANSVERSE_MIN: -0.8, // -46° external rotation\n TRANSVERSE_MAX: 0.8, // 46° internal rotation\n },\n\n /**\n * Shoulder elevation constraints\n * @korean 어깨들어올림제약조건\n */\n SHOULDER_ELEVATION: {\n MIN: -0.05, // -5cm depression\n MAX: 0.05, // 5cm elevation\n },\n\n /**\n * Ankle articulation constraints\n * @korean 발목관절제약조건\n */\n ANKLE_ARTICULATION: {\n FLEXION_MIN: -0.8, // -46° plantarflexion\n FLEXION_MAX: 0.5, // 29° dorsiflexion\n INVERSION_MIN: -0.4, // -23° eversion\n INVERSION_MAX: 0.4, // 23° inversion\n },\n\n /**\n * Wrist snap constraints\n * @korean 손목스냅제약조건\n */\n WRIST_SNAP: {\n ROTATION_MIN: -1.5, // -86°\n ROTATION_MAX: 1.5, // 86°\n MAX_VELOCITY: 30.0, // 30 rad/s for power strikes\n },\n\n /**\n * Knee drive constraints\n * @korean 무릎밀어올림제약조건\n */\n KNEE_DRIVE: {\n HEIGHT_MIN: 0, // Ground level\n HEIGHT_MAX: 0.8, // 80cm max lift\n FORWARD_MIN: 0,\n FORWARD_MAX: 0.3, // 30cm forward\n },\n\n /**\n * Spinal flexion constraints\n * @korean 척추굽힘제약조건\n */\n SPINAL_FLEXION: {\n FLEXION_MIN: -0.5, // -29° extension (backward)\n FLEXION_MAX: 0.8, // 46° flexion (forward)\n LATERAL_MIN: -0.3, // -17° left bend\n LATERAL_MAX: 0.3, // 17° right bend\n },\n} as const;\n\n/**\n * Calculate hip rotation for kick mechanics\n * \n * Determines optimal hip rotation angles for various kick types,\n * ensuring anatomically correct positioning and maximum power generation.\n * \n * @param kickType - Type of kick being performed\n * @param targetHeight - Target height for kick (0=low, 1=medium, 2=high)\n * @param side - Which leg is kicking\n * @returns Hip rotation state with all three plane rotations\n * \n * @example\n * ```typescript\n * const hipState = calculateHipRotationForKick('roundhouse', 2, 'right');\n * // Returns frontal: 1.5, sagittal: 1.3, transverse: 0.6 for high roundhouse\n * ```\n * \n * @public\n * @korean 차기용고관절회전계산\n */\nexport function calculateHipRotationForKick(\n kickType: KickType,\n targetHeight: KickHeight,\n side: BodySide\n): HipRotationState {\n let frontalRotation = 0;\n let sagittalRotation = 0;\n let transverseRotation = 0;\n\n // Height multiplier (more rotation needed for higher kicks)\n const heightMultiplier = targetHeight === 0 ? 0.5 : targetHeight === 1 ? 0.75 : 1.0;\n\n switch (kickType) {\n case 'front':\n // Front kick: primarily sagittal plane (forward)\n sagittalRotation = 1.5 * heightMultiplier;\n frontalRotation = 0.2; // Slight abduction for balance\n transverseRotation = 0;\n break;\n\n case 'roundhouse':\n // Roundhouse: combination of frontal abduction and transverse rotation\n frontalRotation = 1.5 * heightMultiplier;\n sagittalRotation = 0.8 * heightMultiplier;\n transverseRotation = 0.6 * heightMultiplier; // Internal rotation for power\n break;\n\n case 'side':\n // Side kick: primarily frontal plane (abduction)\n frontalRotation = 1.6 * heightMultiplier;\n sagittalRotation = 0.3;\n transverseRotation = -0.4; // External rotation for proper foot alignment\n break;\n\n case 'hook':\n // Hook kick: high abduction with forward component\n frontalRotation = 1.7 * heightMultiplier;\n sagittalRotation = 1.2 * heightMultiplier;\n transverseRotation = 0.5;\n break;\n\n case 'axe':\n // Axe kick: maximum sagittal flexion, some abduction\n frontalRotation = 0.8 * heightMultiplier;\n sagittalRotation = 1.8 * heightMultiplier; // Maximum forward flexion\n transverseRotation = 0.2;\n break;\n }\n\n // Apply constraints\n frontalRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MAX, frontalRotation)\n );\n sagittalRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MAX, sagittalRotation)\n );\n transverseRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MAX, transverseRotation)\n );\n\n return {\n frontalRotation,\n sagittalRotation,\n transverseRotation,\n side,\n };\n}\n\n/**\n * Calculate kick power modifier from hip rotation\n * \n * Determines power bonus based on proper hip rotation technique.\n * Greater rotation in the correct planes generates more power.\n * \n * @param hipState - Current hip rotation state\n * @param kickType - Type of kick\n * @returns Power multiplier (1.0-1.40x, with kicks getting up to 40% bonus)\n * \n * @example\n * ```typescript\n * const hipState = calculateHipRotationForKick('roundhouse', 2, 'right');\n * const power = calculateKickPowerFromHipRotation(hipState, 'roundhouse');\n * // Returns ~1.35 for properly executed high roundhouse\n * ```\n * \n * @public\n * @korean 고관절회전에서차기파워계산\n */\nexport function calculateKickPowerFromHipRotation(\n hipState: HipRotationState,\n kickType: KickType\n): number {\n // Normalize rotations to 0-1 range based on constraints\n const normalizedFrontal = Math.abs(hipState.frontalRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MAX;\n const normalizedSagittal = Math.abs(hipState.sagittalRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MAX;\n const normalizedTransverse = Math.abs(hipState.transverseRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MAX;\n\n // Different kicks benefit from different rotation planes\n let powerFactor = 0;\n switch (kickType) {\n case 'front':\n powerFactor = normalizedSagittal * 0.8 + normalizedFrontal * 0.2;\n break;\n case 'roundhouse':\n powerFactor = normalizedFrontal * 0.5 + normalizedTransverse * 0.3 + normalizedSagittal * 0.2;\n break;\n case 'side':\n powerFactor = normalizedFrontal * 0.7 + normalizedTransverse * 0.3;\n break;\n case 'hook':\n powerFactor = normalizedFrontal * 0.4 + normalizedSagittal * 0.4 + normalizedTransverse * 0.2;\n break;\n case 'axe':\n powerFactor = normalizedSagittal * 0.8 + normalizedFrontal * 0.2;\n break;\n }\n\n // Kicks can get up to 40% power bonus from proper hip rotation\n return 1.0 + (powerFactor * 0.40);\n}\n\n/**\n * Apply hip rotation to Three.js Euler angles\n * \n * Converts hip rotation state into Three.js Euler angles for rendering.\n * \n * @param hipState - Hip rotation state\n * @returns Three.js Euler angles (X=sagittal, Y=transverse, Z=frontal)\n * \n * @public\n * @korean 고관절회전을오일러각으로적용\n */\nexport function applyHipRotationToEuler(hipState: HipRotationState): THREE.Euler {\n return new THREE.Euler(\n hipState.sagittalRotation, // X-axis: forward/backward\n hipState.transverseRotation, // Y-axis: twist\n hipState.frontalRotation, // Z-axis: side to side\n 'XYZ'\n );\n}\n\n/**\n * Calculate ankle articulation for kick chamber\n * \n * Determines proper ankle positioning for kick chambering and extension,\n * crucial for proper foot alignment and power transfer in Korean martial arts.\n * \n * @param kickType - Type of kick being chambered\n * @param phase - Kick phase: 'chamber', 'extension', 'retraction'\n * @param side - Which ankle\n * @returns Ankle articulation state with flexion and inversion angles\n * \n * @example\n * ```typescript\n * const ankleState = calculateAnkleArticulation('front', 'extension', 'right');\n * // Returns: { flexion: 0.5, inversion: 0, side: 'right' }\n * ```\n * \n * @public\n * @korean 차기챔버용발목관절계산\n */\nexport function calculateAnkleArticulation(\n kickType: KickType,\n phase: TechniquePhase,\n side: BodySide\n): AnkleArticulationState {\n let flexion = 0;\n let inversion = 0;\n\n switch (kickType) {\n case 'front':\n if (phase === 'chamber') {\n flexion = 0.2; // Slight dorsiflexion in chamber\n } else if (phase === 'extension') {\n flexion = 0.5; // Strong dorsiflexion for striking with ball of foot\n } else {\n flexion = 0.1; // Slight flexion during retraction\n }\n inversion = 0; // Neutral for front kicks\n break;\n\n case 'roundhouse':\n if (phase === 'chamber') {\n flexion = -0.3; // Plantarflexion in chamber\n } else if (phase === 'extension') {\n flexion = -0.5; // Strong plantarflexion for instep strike\n inversion = -0.2; // Slight eversion to align instep\n } else {\n flexion = -0.2;\n inversion = 0;\n }\n break;\n\n case 'side':\n if (phase === 'chamber') {\n flexion = 0.3; // Dorsiflexion in chamber\n } else if (phase === 'extension') {\n flexion = 0.4; // Dorsiflexion for heel/blade strike\n inversion = 0.3; // Inversion to present blade edge\n } else {\n flexion = 0.2;\n inversion = 0.1;\n }\n break;\n\n case 'hook':\n if (phase === 'chamber') {\n flexion = -0.2;\n } else if (phase === 'extension') {\n flexion = -0.4; // Plantarflexion for heel strike\n inversion = -0.15; // Slight eversion\n } else {\n flexion = -0.1;\n inversion = 0;\n }\n break;\n\n case 'axe':\n if (phase === 'chamber') {\n flexion = 0.1; // Minimal flexion in high chamber\n } else if (phase === 'extension') {\n flexion = 0.5; // Strong dorsiflexion for downward strike\n } else {\n flexion = 0.2;\n }\n inversion = 0; // Neutral for axe kicks\n break;\n }\n\n // Apply constraints\n flexion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.FLEXION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.FLEXION_MAX, flexion)\n );\n inversion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.INVERSION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.INVERSION_MAX, inversion)\n );\n\n return { flexion, inversion, side };\n}\n\n/**\n * Calculate wrist snap for hand strikes\n * \n * Determines wrist rotation and velocity for power generation in\n * backfist, knife-hand, and other Korean martial arts hand techniques.\n * \n * @param strikeType - Type of hand strike\n * @param phase - Strike phase: 'wind-up', 'impact', 'follow-through'\n * @param side - Which wrist\n * @returns Wrist snap state with rotation angle and velocity\n * \n * @example\n * ```typescript\n * const wristState = calculateWristSnap('backfist', 'impact', 'right');\n * // Returns: { rotation: 1.2, velocity: 25.0, side: 'right' }\n * ```\n * \n * @public\n * @korean 수격용손목스냅계산\n */\nexport function calculateWristSnap(\n strikeType: HandStrikeType,\n phase: StrikePhase,\n side: BodySide\n): WristSnapState {\n let rotation = 0;\n let velocity = 0;\n\n switch (strikeType) {\n case 'backfist':\n if (phase === 'wind-up') {\n rotation = -0.8; // Cocked back\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 1.2; // Snapped forward\n velocity = 25.0; // High velocity snap\n } else {\n rotation = 0.5;\n velocity = 5.0;\n }\n break;\n\n case 'knife-hand':\n if (phase === 'wind-up') {\n rotation = -0.5;\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.8; // Moderate snap for precision\n velocity = 20.0;\n } else {\n rotation = 0.3;\n velocity = 3.0;\n }\n break;\n\n case 'palm-heel':\n if (phase === 'wind-up') {\n rotation = -0.3; // Minimal wind-up\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.5; // Push through\n velocity = 15.0; // Lower velocity, more push\n } else {\n rotation = 0.2;\n velocity = 2.0;\n }\n break;\n\n case 'ridge-hand':\n if (phase === 'wind-up') {\n rotation = 0.8; // Opposite direction\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = -1.0; // Reverse snap\n velocity = 22.0;\n } else {\n rotation = -0.4;\n velocity = 4.0;\n }\n break;\n\n case 'hammer-fist':\n if (phase === 'wind-up') {\n rotation = 0.2; // Minimal rotation\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.3; // Downward strike, less rotation\n velocity = 18.0;\n } else {\n rotation = 0.1;\n velocity = 2.0;\n }\n break;\n }\n\n // Apply constraints\n rotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MAX, rotation)\n );\n velocity = Math.min(ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.MAX_VELOCITY, Math.abs(velocity));\n\n return { rotation, velocity, side };\n}\n\n/**\n * Calculate wrist snap power modifier\n * \n * Determines power bonus based on wrist snap velocity and rotation.\n * Higher velocity generates more power for whipping strikes.\n * \n * @param wristState - Current wrist snap state\n * @returns Power multiplier (1.0-1.25x, with hand strikes getting up to 25% bonus)\n * \n * @example\n * ```typescript\n * const wristState = calculateWristSnap('backfist', 'impact', 'right');\n * const power = calculateWristSnapPowerModifier(wristState);\n * // Returns ~1.20 for proper backfist snap\n * ```\n * \n * @public\n * @korean 손목스냅파워배율계산\n */\nexport function calculateWristSnapPowerModifier(wristState: WristSnapState): number {\n // Normalize velocity to 0-1 range\n const normalizedVelocity = wristState.velocity / ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.MAX_VELOCITY;\n \n // Normalize rotation magnitude to 0-1 range\n const normalizedRotation = Math.abs(wristState.rotation) / ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MAX;\n \n // Velocity contributes 70%, rotation contributes 30%\n const powerFactor = (normalizedVelocity * 0.7) + (normalizedRotation * 0.3);\n \n // Hand strikes get up to 25% power bonus from wrist snap\n return 1.0 + (powerFactor * 0.25);\n}\n\n/**\n * Calculate shoulder elevation for blocks and overhead strikes\n * \n * Determines vertical shoulder movement for defensive blocks and\n * overhead striking techniques in Korean martial arts.\n * \n * @param techniqueType - Type of technique requiring shoulder movement\n * @param phase - Technique phase\n * @param side - Which shoulder\n * @returns Shoulder elevation state with vertical displacement\n * \n * @example\n * ```typescript\n * const shoulderState = calculateShoulderElevation('high-block', 'execution', 'left');\n * // Returns: { elevation: 0.04, side: 'left' }\n * ```\n * \n * @public\n * @korean 블록및상단공격용어깨들어올림계산\n */\nexport function calculateShoulderElevation(\n techniqueType: ShoulderTechniqueType,\n phase: ShoulderPhase,\n side: BodySide\n): ShoulderElevationState {\n let elevation = 0;\n\n switch (techniqueType) {\n case 'high-block':\n if (phase === 'preparation') {\n elevation = -0.02; // Slight drop before elevation\n } else if (phase === 'execution') {\n elevation = 0.04; // Elevate for high block\n } else {\n elevation = 0.01; // Slight elevation maintained\n }\n break;\n\n case 'overhead-strike':\n if (phase === 'preparation') {\n elevation = 0.03; // Pre-elevation for wind-up\n } else if (phase === 'execution') {\n elevation = 0.05; // Maximum elevation for overhead power\n } else {\n elevation = 0.01;\n }\n break;\n\n case 'rising-block':\n if (phase === 'preparation') {\n elevation = -0.03; // Lower for rising motion\n } else if (phase === 'execution') {\n elevation = 0.04; // Elevate as block rises\n } else {\n elevation = 0.02;\n }\n break;\n\n case 'shrug':\n if (phase === 'execution') {\n elevation = 0.05; // Maximum elevation for defensive shrug\n } else {\n elevation = 0;\n }\n break;\n\n case 'neutral':\n elevation = 0;\n break;\n }\n\n // Apply constraints\n elevation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SHOULDER_ELEVATION.MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SHOULDER_ELEVATION.MAX, elevation)\n );\n\n return { elevation, side };\n}\n\n/**\n * Calculate spinal flexion for dodges and low attacks\n * \n * Determines forward/backward and lateral bending of spine for\n * defensive movements and low attack positioning.\n * \n * @param movementType - Type of movement requiring spinal flexion\n * @param intensity - Movement intensity (0=minimal, 1=full)\n * @returns Spinal flexion state with flexion and lateral bend angles\n * \n * @example\n * ```typescript\n * const spineState = calculateSpinalFlexion('duck', 0.8);\n * // Returns: { flexion: 0.6, lateralBend: 0 }\n * ```\n * \n * @public\n * @korean 회피및하단공격용척추굽힘계산\n */\nexport function calculateSpinalFlexion(\n movementType: SpinalMovementType,\n intensity: number = 1.0\n): SpinalFlexionState {\n let flexion = 0;\n let lateralBend = 0;\n\n // Clamp intensity to 0-1 range\n intensity = Math.max(0, Math.min(1, intensity));\n\n switch (movementType) {\n case 'duck':\n flexion = 0.7 * intensity; // Forward bend for ducking\n lateralBend = 0;\n break;\n\n case 'lean-back':\n flexion = -0.4 * intensity; // Backward bend for evasion\n lateralBend = 0;\n break;\n\n case 'lean-left':\n flexion = 0.1 * intensity; // Slight forward component\n lateralBend = -0.25 * intensity; // Left lateral bend\n break;\n\n case 'lean-right':\n flexion = 0.1 * intensity;\n lateralBend = 0.25 * intensity; // Right lateral bend\n break;\n\n case 'low-attack':\n flexion = 0.5 * intensity; // Forward bend for low strikes\n lateralBend = 0;\n break;\n\n case 'neutral':\n flexion = 0;\n lateralBend = 0;\n break;\n }\n\n // Apply constraints\n flexion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.FLEXION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.FLEXION_MAX, flexion)\n );\n lateralBend = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.LATERAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.LATERAL_MAX, lateralBend)\n );\n\n return { flexion, lateralBend };\n}\n\n/**\n * Calculate knee drive for knee strikes and clinch\n * \n * Determines independent knee positioning for close-range combat,\n * crucial for knee strike power and clinch work positioning.\n * \n * @param technique - Technique requiring knee drive\n * @param phase - Technique phase\n * @param side - Which knee\n * @returns Knee drive state with height and forward distance\n * \n * @example\n * ```typescript\n * const kneeState = calculateKneeDrive('knee-strike', 'execution', 'right');\n * // Returns: { height: 0.7, forward: 0.25, side: 'right' }\n * ```\n * \n * @public\n * @korean 무릎차기및클린치용무릎밀어올림계산\n */\nexport function calculateKneeDrive(\n technique: KneeTechniqueType,\n phase: KneePhase,\n side: BodySide\n): KneeDriveState {\n let height = 0;\n let forward = 0;\n\n switch (technique) {\n case 'knee-strike':\n if (phase === 'wind-up') {\n height = 0.3; // Partial chamber\n forward = 0.1;\n } else if (phase === 'execution') {\n height = 0.7; // Drive upward\n forward = 0.25; // Drive forward for power\n } else {\n height = 0.2;\n forward = 0.05;\n }\n break;\n\n case 'clinch-control':\n if (phase === 'execution') {\n height = 0.4; // Moderate elevation for control\n forward = 0.15; // Forward pressure\n } else {\n height = 0.2;\n forward = 0.08;\n }\n break;\n\n case 'push-kick':\n if (phase === 'wind-up') {\n height = 0.5; // High chamber\n forward = 0.05;\n } else if (phase === 'execution') {\n height = 0.6; // Maintain height\n forward = 0.3; // Strong forward drive\n } else {\n height = 0.3;\n forward = 0.1;\n }\n break;\n\n case 'neutral':\n height = 0;\n forward = 0;\n break;\n }\n\n // Apply constraints\n height = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MAX, height)\n );\n forward = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MAX, forward)\n );\n\n return { height, forward, side };\n}\n\n/**\n * Calculate knee strike power modifier\n * \n * Determines power bonus based on knee drive height and forward momentum.\n * Greater drive generates more power through proper mechanics.\n * \n * @param kneeState - Current knee drive state\n * @returns Power multiplier (1.0-1.35x, with knee strikes getting up to 35% bonus)\n * \n * @example\n * ```typescript\n * const kneeState = calculateKneeDrive('knee-strike', 'execution', 'right');\n * const power = calculateKneeStrikePowerModifier(kneeState);\n * // Returns ~1.30 for properly executed knee strike\n * ```\n * \n * @public\n * @korean 무릎차기파워배율계산\n */\nexport function calculateKneeStrikePowerModifier(kneeState: KneeDriveState): number {\n // Normalize height to 0-1 range\n const normalizedHeight = kneeState.height / ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MAX;\n \n // Normalize forward drive to 0-1 range\n const normalizedForward = kneeState.forward / ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MAX;\n \n // Height contributes 60%, forward drive contributes 40%\n const powerFactor = (normalizedHeight * 0.6) + (normalizedForward * 0.4);\n \n // Knee strikes get up to 35% power bonus from proper drive\n return 1.0 + (powerFactor * 0.35);\n}\n\n"],"mappings":";;;;;;;;;;AAgYA,IAAa,6BAA6B;CAKxC,cAAc;EACZ,aAAa;EACb,aAAa;EACb,cAAc;EACd,cAAc;EACd,gBAAgB;EAChB,gBAAgB;EACjB;CAMD,oBAAoB;EAClB,KAAK;EACL,KAAK;EACN;CAMD,oBAAoB;EAClB,aAAa;EACb,aAAa;EACb,eAAe;EACf,eAAe;EAChB;CAMD,YAAY;EACV,cAAc;EACd,cAAc;EACd,cAAc;EACf;CAMD,YAAY;EACV,YAAY;EACZ,YAAY;EACZ,aAAa;EACb,aAAa;EACd;CAMD,gBAAgB;EACd,aAAa;EACb,aAAa;EACb,aAAa;EACb,aAAa;EACd;CACF;;;;;;;;;;;;;;;;;;;;;AAiHD,SAAgB,kCACd,UACA,UACQ;CAER,MAAM,oBAAoB,KAAK,IAAI,SAAS,gBAAgB,GAC1D,2BAA2B,aAAa;CAC1C,MAAM,qBAAqB,KAAK,IAAI,SAAS,iBAAiB,GAC5D,2BAA2B,aAAa;CAC1C,MAAM,uBAAuB,KAAK,IAAI,SAAS,mBAAmB,GAChE,2BAA2B,aAAa;CAG1C,IAAI,cAAc;AAClB,SAAQ,UAAR;EACE,KAAK;AACH,iBAAc,qBAAqB,KAAM,oBAAoB;AAC7D;EACF,KAAK;AACH,iBAAc,oBAAoB,KAAM,uBAAuB,KAAM,qBAAqB;AAC1F;EACF,KAAK;AACH,iBAAc,oBAAoB,KAAM,uBAAuB;AAC/D;EACF,KAAK;AACH,iBAAc,oBAAoB,KAAM,qBAAqB,KAAM,uBAAuB;AAC1F;EACF,KAAK;AACH,iBAAc,qBAAqB,KAAM,oBAAoB;AAC7D;;AAIJ,QAAO,IAAO,cAAc"}
@@ -0,0 +1,331 @@
1
+ /**
2
+ * Body Facing Direction System for Black Trigram
3
+ *
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+ * Manages automatic character rotation to face opponent with:
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+ * - Smooth torso rotation at 45°/sec (±90° range)
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+ * - Independent head tracking (±45° range)
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+ * - 180° turn animations for repositioning
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+ * - Facing lock during attack/defend animations
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+ *
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+ * Korean terminology:
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+ * - 정면향하기 (Jeongmyeon Hyanghagi) - Face forward
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+ * - 몸회전 (Mom Hoejeon) - Body rotation
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+ * - 머리추적 (Meori Chujok) - Head tracking
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+ * - 180도회전 (180-do Hoejeon) - 180-degree turn
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+ *
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+ * @module systems/animation/BodyFacingSystem
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+ * @category Animation System
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+ * @korean 몸향하기시스템
19
+ */
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+ import { Position } from "../../../types";
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+ import type { BodyFacing } from "../core/types";
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+ /**
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+ * Default rotation speed in degrees per second
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+ * 45°/sec provides smooth, realistic rotation
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+ *
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+ * @korean 기본회전속도
27
+ */
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+ export declare const DEFAULT_ROTATION_SPEED = 45;
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+ /**
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+ * Maximum torso rotation range in degrees
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+ * Torso can rotate ±90° from facing direction
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+ *
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+ * @korean 최대몸통회전
34
+ */
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+ export declare const MAX_TORSO_ROTATION = 90;
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+ /**
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+ * Maximum head rotation offset in degrees
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+ * Head can track independently ±45° from torso
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+ *
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+ * @korean 최대머리회전
41
+ */
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+ export declare const MAX_HEAD_ROTATION = 45;
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+ /**
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+ * Threshold angle for triggering 180° turn animation
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+ * If angle difference exceeds this, play full turn animation
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+ *
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+ * @korean 180도회전기준각도
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+ */
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+ export declare const TURN_THRESHOLD_ANGLE = 90;
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+ /**
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+ * Duration of 180° turn animation in milliseconds
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+ * 12 frames at 60fps = 200ms
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+ *
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+ * @korean 회전애니메이션시간
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+ */
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+ export declare const TURN_ANIMATION_DURATION = 200;
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+ /**
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+ * Head tracking smoothing factor (0-1)
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+ * Lower values = smoother but slower head tracking
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+ * 0.1 = smooth, natural head movement
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+ *
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+ * @korean 머리추적부드러움
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+ */
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+ export declare const HEAD_TRACKING_SMOOTHING = 0.1;
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+ /**
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+ * Normalizes an angle to 0-360 degree range
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+ *
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+ * @param angle - Angle in degrees
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+ * @returns Normalized angle in 0-360 range
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+ *
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+ * @example
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+ * ```typescript
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+ * normalizeAngle(370); // Returns 10
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+ * normalizeAngle(-30); // Returns 330
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+ * ```
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+ *
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+ * @public
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+ * @korean 각도정규화
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+ */
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+ export declare function normalizeAngle(angle: number): number;
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+ /**
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+ * Calculates the shortest angular difference between two angles
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+ * Returns value in range [-180, 180]
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+ * - Positive = clockwise rotation
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+ * - Negative = counter-clockwise rotation
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+ *
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+ * @param from - Starting angle in degrees
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+ * @param to - Target angle in degrees
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+ * @returns Shortest angular difference in degrees
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+ *
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+ * @example
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+ * ```typescript
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+ * calculateAngleDifference(10, 350); // Returns -20 (turn left)
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+ * calculateAngleDifference(350, 10); // Returns 20 (turn right)
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+ * calculateAngleDifference(0, 180); // Returns 180
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+ * ```
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+ *
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+ * @public
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+ * @korean 각도차이계산
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+ */
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+ export declare function calculateAngleDifference(from: number, to: number): number;
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+ /**
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+ * Calculates angle from one position to another
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+ * Returns angle in degrees (0-360)
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+ * - 0° = pointing right (+X)
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+ * - 90° = pointing down (+Z)
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+ * - 180° = pointing left (-X)
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+ * - 270° = pointing up (-Z)
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+ *
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+ * @param from - Starting position
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+ * @param to - Target position
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+ * @returns Angle in degrees
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+ *
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+ * @example
115
+ * ```typescript
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+ * calculateAngleToTarget({ x: 0, y: 0 }, { x: 1, y: 0 }); // Returns 0° (right)
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+ * calculateAngleToTarget({ x: 0, y: 0 }, { x: 0, y: 1 }); // Returns 90° (down)
118
+ * ```
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+ *
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+ * @public
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+ * @korean 목표각도계산
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+ */
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+ export declare function calculateAngleToTarget(from: Position, to: Position): number;
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+ /**
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+ * Creates default body facing state
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+ *
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+ * @param initialAngle - Initial facing angle in degrees (default: 0)
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+ * @returns Default BodyFacing state
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+ *
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+ * @public
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+ * @korean 기본몸향하기생성
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+ */
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+ export declare function createDefaultBodyFacing(initialAngle?: number): BodyFacing;
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+ /**
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+ * Updates body facing direction with smooth rotation
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+ *
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+ * Performs smooth rotation toward target angle at specified speed.
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+ * Handles:
139
+ * - Rotation locking during attacks
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+ * - 180° turn animation triggering
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+ * - Head tracking with independent offset
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+ * - Smooth interpolation at 45°/sec
143
+ *
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+ * @param facing - Current body facing state
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+ * @param targetAngle - Desired facing angle in degrees
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+ * @param deltaTime - Time elapsed since last update in seconds
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+ * @param currentTime - Current timestamp in milliseconds
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+ * @returns Updated body facing state
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+ *
150
+ * @example
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+ * ```typescript
152
+ * const facing = createDefaultBodyFacing(0);
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+ * const updated = updateBodyFacing(facing, 90, 0.016, Date.now());
154
+ * // Rotates ~0.72° toward 90° (45°/sec * 0.016s)
155
+ * ```
156
+ *
157
+ * @public
158
+ * @korean 몸향하기업데이트
159
+ */
160
+ export declare function updateBodyFacing(facing: BodyFacing, targetAngle: number, deltaTime: number, currentTime: number): BodyFacing;
161
+ /**
162
+ * Updates facing direction to point toward opponent
163
+ *
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+ * Calculates target angle based on opponent position and updates
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+ * body facing state with smooth rotation.
166
+ *
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+ * @param facing - Current body facing state
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+ * @param playerPosition - Player's current position
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+ * @param opponentPosition - Opponent's current position
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+ * @param deltaTime - Time elapsed since last update in seconds
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+ * @param currentTime - Current timestamp in milliseconds
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+ * @returns Updated body facing state
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+ *
174
+ * @example
175
+ * ```typescript
176
+ * const updated = updateFacingTowardOpponent(
177
+ * facing,
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+ * { x: 100, y: 200 },
179
+ * { x: 300, y: 200 },
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+ * 0.016,
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+ * Date.now()
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+ * );
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+ * // Faces toward opponent (pointing right in this case)
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+ * ```
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+ *
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+ * @public
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+ * @korean 상대방향하기업데이트
188
+ */
189
+ export declare function updateFacingTowardOpponent(facing: BodyFacing, playerPosition: Position, opponentPosition: Position, deltaTime: number, currentTime: number): BodyFacing;
190
+ /**
191
+ * Locks facing direction (during attacks/defends)
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+ *
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+ * Prevents rotation while attack or defend animation is playing.
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+ * Maintains current facing angle.
195
+ *
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+ * @param facing - Current body facing state
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+ * @returns Updated body facing state with lock enabled
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+ *
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+ * @public
200
+ * @korean 회전잠금
201
+ */
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+ export declare function lockFacing(facing: BodyFacing): BodyFacing;
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+ /**
204
+ * Unlocks facing direction (after attacks/defends complete)
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+ *
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+ * Allows rotation to resume after attack or defend animation completes.
207
+ *
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+ * @param facing - Current body facing state
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+ * @returns Updated body facing state with lock disabled
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+ *
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+ * @public
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+ * @korean 회전잠금해제
213
+ */
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+ export declare function unlockFacing(facing: BodyFacing): BodyFacing;
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+ /**
216
+ * Checks if character is currently turning (180° animation)
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+ *
218
+ * @param facing - Current body facing state
219
+ * @returns True if 180° turn animation is in progress
220
+ *
221
+ * @public
222
+ * @korean 회전중확인
223
+ */
224
+ export declare function isTurning(facing: BodyFacing): boolean;
225
+ /**
226
+ * Gets current facing angle in radians
227
+ * Useful for Three.js rotation (expects radians)
228
+ *
229
+ * @param facing - Current body facing state
230
+ * @returns Current facing angle in radians
231
+ *
232
+ * @public
233
+ * @korean 라디안각도
234
+ */
235
+ export declare function getFacingAngleRadians(facing: BodyFacing): number;
236
+ /**
237
+ * Gets head angle in radians including offset
238
+ * Combines torso rotation with head tracking offset
239
+ *
240
+ * @param facing - Current body facing state
241
+ * @returns Head rotation angle in radians
242
+ *
243
+ * @public
244
+ * @korean 머리각도라디안
245
+ */
246
+ export declare function getHeadAngleRadians(facing: BodyFacing): number;
247
+ /**
248
+ * Gets torso rotation in radians
249
+ * Returns the torso rotation relative to hips
250
+ *
251
+ * @param facing - Current body facing state
252
+ * @returns Torso rotation in radians (defaults to 0 if not set)
253
+ *
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+ * @public
255
+ * @korean 허리회전라디안
256
+ */
257
+ export declare function getTorsoRotationRadians(facing: BodyFacing): number;
258
+ /**
259
+ * Gets hip rotation in radians
260
+ * Returns the hip/pelvis base rotation
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+ *
262
+ * @param facing - Current body facing state
263
+ * @returns Hip rotation in radians
264
+ *
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+ * @public
266
+ * @korean 골반회전라디안
267
+ */
268
+ export declare function getHipRotationRadians(facing: BodyFacing): number;
269
+ /**
270
+ * Body Facing System singleton for managing character rotation
271
+ *
272
+ * Provides centralized system for body facing calculations and updates.
273
+ *
274
+ * @public
275
+ * @korean 몸향하기시스템
276
+ */
277
+ export declare class BodyFacingSystem {
278
+ /**
279
+ * Creates default body facing state for a new player
280
+ *
281
+ * @param initialAngle - Initial facing angle in degrees
282
+ * @returns Default body facing state
283
+ *
284
+ * @public
285
+ * @korean 기본상태생성
286
+ */
287
+ createDefaultState(initialAngle?: number): BodyFacing;
288
+ /**
289
+ * Updates body facing with opponent tracking
290
+ *
291
+ * @param facing - Current body facing state
292
+ * @param playerPosition - Player position
293
+ * @param opponentPosition - Opponent position
294
+ * @param deltaTime - Delta time in seconds
295
+ * @param currentTime - Current timestamp
296
+ * @returns Updated body facing state
297
+ *
298
+ * @public
299
+ * @korean 업데이트
300
+ */
301
+ update(facing: BodyFacing, playerPosition: Position, opponentPosition: Position, deltaTime: number, currentTime: number): BodyFacing;
302
+ /**
303
+ * Locks facing during attacks
304
+ *
305
+ * @param facing - Current body facing state
306
+ * @returns Updated state with lock
307
+ *
308
+ * @public
309
+ * @korean 잠금
310
+ */
311
+ lock(facing: BodyFacing): BodyFacing;
312
+ /**
313
+ * Unlocks facing after attacks
314
+ *
315
+ * @param facing - Current body facing state
316
+ * @returns Updated state without lock
317
+ *
318
+ * @public
319
+ * @korean 잠금해제
320
+ */
321
+ unlock(facing: BodyFacing): BodyFacing;
322
+ }
323
+ /**
324
+ * Default body facing system instance
325
+ *
326
+ * @public
327
+ * @korean 기본몸향하기시스템
328
+ */
329
+ export declare const bodyFacingSystem: BodyFacingSystem;
330
+ export default bodyFacingSystem;
331
+ //# sourceMappingURL=BodyFacingSystem.d.ts.map
@@ -0,0 +1 @@
1
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