blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Fall Animation System for Black Trigram
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*
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* Implements realistic fall down animations for knockdowns, leg sweeps,
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* and loss of consciousness events. Based on Korean martial arts falling
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* techniques (낙법 - Nakbeop).
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*
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* @module systems/animation/FallAnimations
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* @category Animation
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* @korean 낙법애니메이션
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*/
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import { TrigramStance } from "../../../types/common";
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import type { FallType } from "../core/types";
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/**
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* Fall animation impact frame numbers
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*
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* Defines which frame in each fall animation represents ground impact.
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* Used to trigger camera shake, audio, and particle effects.
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*
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*/
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export declare const FALL_IMPACT_FRAMES: Record<FallType, number>;
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/**
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* Determines fall direction from attack vector and player facing
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*
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* Calculates which direction the player should fall based on:
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* - Attack vector (direction of incoming force)
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* - Player facing direction (from stance)
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* - Attack impact point (high/low)
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*
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* - 전방낙법 (Jeonbang Nakbeop): Forward fall from rear attacks
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* - 후방낙법 (Hubang Nakbeop): Backward fall from frontal attacks
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* - 측방낙법 (Cheukbang Nakbeop): Side fall from lateral attacks
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*
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* @param attackAngle - Angle of attack in radians (0 = from front)
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* @param playerFacing - Player facing angle in radians
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* @returns Fall type to use for animation
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* ```typescript
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* // Attack from behind while facing forward
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* const fallType = determineFallDirection(Math.PI, 0, 'mid');
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* // Returns: 'forward' (pushed forward)
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*
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* // Attack from front while facing forward
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* const fallType = determineFallDirection(0, 0, 'mid');
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*
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* const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');
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* // Returns: 'side_left'
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* ```
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*
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* @public
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*/
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export declare function determineFallDirection(attackAngle: number, playerFacing: number, attackHeight?: "high" | "mid" | "low"): FallType;
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/**
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* Determines fall direction from current trigram stance
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*
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* This function returns likely fall directions when balance is lost.
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*
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* Korean stances and fall tendencies:
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* - 건 (Heaven): Forward bias - aggressive stance
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* - 태 (Lake): Backward bias - fluid retreating
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* - 리 (Fire): Forward bias - aggressive advance
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* - 진 (Thunder): Backward bias - explosive preparation
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* - 손 (Wind): Side bias - lateral movement
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* - 감 (Water): Backward bias - defensive flow
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*
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*
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* @public
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*/
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export declare function determineFallFromStance(stance: TrigramStance, defaultFall?: FallType): FallType;
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/**
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* Fall animation keyframe data structure
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*
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*
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*/
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export interface FallKeyframe {
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/** Frame number (0-indexed) */
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readonly frame: number;
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/** Torso rotation (radians) */
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readonly torsoRotation: {
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x: number;
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y: number;
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z: number;
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};
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/** Center of mass vertical position (0-1, 1=standing, 0=ground) */
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readonly centerOfMassHeight: number;
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/** Description of this keyframe */
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readonly description: {
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readonly korean: string;
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readonly english: string;
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};
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}
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/**
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* Forward fall keyframes (전방낙법)
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*
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* 24 frames (400ms) sequence:
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* - Frames 0-8: Forward stumble, losing balance
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* - Frames 9-15: Knee collapse, forward momentum
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* - Frames 16-20: Hands extend to brace fall
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* - Frames 21-23: Impact and settle face-down
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*
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* @korean 전방낙법키프레임
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*/
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export declare const FALL_FORWARD_KEYFRAMES: readonly FallKeyframe[];
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/**
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* Backward fall keyframes (후방낙법)
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*
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* 30 frames (500ms) sequence:
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* - Frames 0-10: Backward stumble, balance loss
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* - Frames 11-18: Sitting motion begins
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* - Frames 19-25: Back impact preparation
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* - Frames 26-29: Full supine position
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*
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* @korean 후방낙법키프레임
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*/
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export declare const FALL_BACKWARD_KEYFRAMES: readonly FallKeyframe[];
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/**
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* Side fall keyframes (측방낙법)
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*
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* 27 frames (450ms) sequence:
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* - Frames 0-9: Side rotation begins
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* - Frames 10-16: Shoulder roll motion
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* - Frames 17-22: Hip impact
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* - Frames 23-26: Side sprawl position
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*
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* @korean 측방낙법키프레임
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*/
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export declare const FALL_SIDE_KEYFRAMES: readonly FallKeyframe[];
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/**
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* Side fall keyframes - RIGHT side (우측 낙법)
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*
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* Mirrored version of FALL_SIDE_KEYFRAMES with negated Y and Z rotations
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* so the character falls to the opposite side.
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*
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* @korean 우측낙법키프레임
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*/
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export declare const FALL_SIDE_RIGHT_KEYFRAMES: readonly FallKeyframe[];
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/**
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* Get keyframes for a specific fall type
|
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*
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* @param fallType - Type of fall animation
|
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* @returns Array of keyframes for that fall type
|
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*
|
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* @public
|
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* @korean 낙법키프레임가져오기
|
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*/
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export declare function getFallKeyframes(fallType: FallType): readonly FallKeyframe[];
|
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/**
|
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* Get impact frame number for fall type
|
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*
|
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+
* @param fallType - Type of fall animation
|
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+
* @returns Frame number when ground impact occurs
|
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+
*
|
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* @public
|
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+
* @korean 충격프레임가져오기
|
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*/
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export declare function getImpactFrame(fallType: FallType): number;
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//# sourceMappingURL=FallAnimations.d.ts.map
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{"version":3,"file":"FallAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/FallAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAE9C;;;;;;;GAOG;AACH,eAAO,MAAM,kBAAkB,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAKvD,CAAC;AAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,wBAAgB,sBAAsB,CACpC,WAAW,EAAE,MAAM,EACnB,YAAY,EAAE,MAAM,EACpB,YAAY,GAAE,MAAM,GAAG,KAAK,GAAG,KAAa,GAC3C,QAAQ,CAmDV;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,uBAAuB,CACrC,MAAM,EAAE,aAAa,EACrB,WAAW,GAAE,QAAqB,GACjC,QAAQ,CAaV;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,YAAY;IAC3B,+BAA+B;IAC/B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB,+BAA+B;IAC/B,QAAQ,CAAC,aAAa,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IAE5D,mEAAmE;IACnE,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IAEpC,mCAAmC;IACnC,QAAQ,CAAC,WAAW,EAAE;QACpB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;KAC1B,CAAC;CACH;AAED;;;;;;;;;;GAUG;AACH,eAAO,MAAM,sBAAsB,EAAE,SAAS,YAAY,EA8ChD,CAAC;AAEX;;;;;;;;;;GAUG;AACH,eAAO,MAAM,uBAAuB,EAAE,SAAS,YAAY,EA8CjD,CAAC;AAEX;;;;;;;;;;GAUG;AACH,eAAO,MAAM,mBAAmB,EAAE,SAAS,YAAY,EA8C7C,CAAC;AAEX;;;;;;;GAOG;AACH,eAAO,MAAM,yBAAyB,EAAE,SAAS,YAAY,EA8CnD,CAAC;AAEX;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,QAAQ,GAAG,SAAS,YAAY,EAAE,CAa5E;AAED;;;;;;;;GAQG;AACH,wBAAgB,cAAc,CAAC,QAAQ,EAAE,QAAQ,GAAG,MAAM,CAEzD"}
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|
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1
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import { TrigramStance } from "../../../types/common.js";
|
|
2
|
+
//#region src/systems/animation/systems/FallAnimations.ts
|
|
3
|
+
/**
|
|
4
|
+
* Fall Animation System for Black Trigram
|
|
5
|
+
*
|
|
6
|
+
* Implements realistic fall down animations for knockdowns, leg sweeps,
|
|
7
|
+
* and loss of consciousness events. Based on Korean martial arts falling
|
|
8
|
+
* techniques (낙법 - Nakbeop).
|
|
9
|
+
*
|
|
10
|
+
* @module systems/animation/FallAnimations
|
|
11
|
+
* @category Animation
|
|
12
|
+
* @korean 낙법애니메이션
|
|
13
|
+
*/
|
|
14
|
+
/**
|
|
15
|
+
* Determines fall direction from attack vector and player facing
|
|
16
|
+
*
|
|
17
|
+
* Calculates which direction the player should fall based on:
|
|
18
|
+
* - Attack vector (direction of incoming force)
|
|
19
|
+
* - Player facing direction (from stance)
|
|
20
|
+
* - Attack impact point (high/low)
|
|
21
|
+
*
|
|
22
|
+
* Korean terminology:
|
|
23
|
+
* - 전방낙법 (Jeonbang Nakbeop): Forward fall from rear attacks
|
|
24
|
+
* - 후방낙법 (Hubang Nakbeop): Backward fall from frontal attacks
|
|
25
|
+
* - 측방낙법 (Cheukbang Nakbeop): Side fall from lateral attacks
|
|
26
|
+
*
|
|
27
|
+
* @param attackAngle - Angle of attack in radians (0 = from front)
|
|
28
|
+
* @param playerFacing - Player facing angle in radians
|
|
29
|
+
* @param attackHeight - Attack height: 'high', 'mid', or 'low'
|
|
30
|
+
* @returns Fall type to use for animation
|
|
31
|
+
*
|
|
32
|
+
* @example
|
|
33
|
+
* ```typescript
|
|
34
|
+
* // Attack from behind while facing forward
|
|
35
|
+
* const fallType = determineFallDirection(Math.PI, 0, 'mid');
|
|
36
|
+
* // Returns: 'forward' (pushed forward)
|
|
37
|
+
*
|
|
38
|
+
* // Attack from front while facing forward
|
|
39
|
+
* const fallType = determineFallDirection(0, 0, 'mid');
|
|
40
|
+
* // Returns: 'backward' (pushed backward)
|
|
41
|
+
*
|
|
42
|
+
* // Attack from left side
|
|
43
|
+
* const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');
|
|
44
|
+
* // Returns: 'side_left'
|
|
45
|
+
* ```
|
|
46
|
+
*
|
|
47
|
+
* @public
|
|
48
|
+
* @korean 낙법방향결정
|
|
49
|
+
*/
|
|
50
|
+
function determineFallDirection(attackAngle, playerFacing, attackHeight = "mid") {
|
|
51
|
+
let relativeAngle = attackAngle - playerFacing;
|
|
52
|
+
while (relativeAngle > Math.PI) relativeAngle -= 2 * Math.PI;
|
|
53
|
+
while (relativeAngle < -Math.PI) relativeAngle += 2 * Math.PI;
|
|
54
|
+
const absAngle = Math.abs(relativeAngle);
|
|
55
|
+
if (attackHeight === "low") {
|
|
56
|
+
if (Math.abs(relativeAngle) < .01) return "side_right";
|
|
57
|
+
if (relativeAngle < 0) return "side_left";
|
|
58
|
+
else return "side_right";
|
|
59
|
+
}
|
|
60
|
+
if (attackHeight === "high" && absAngle < Math.PI / 3) return "backward";
|
|
61
|
+
if (absAngle < Math.PI / 4) return "backward";
|
|
62
|
+
if (absAngle > 3 * Math.PI / 4) return "forward";
|
|
63
|
+
if (relativeAngle < 0) return "side_left";
|
|
64
|
+
else return "side_right";
|
|
65
|
+
}
|
|
66
|
+
/**
|
|
67
|
+
* Determines fall direction from current trigram stance
|
|
68
|
+
*
|
|
69
|
+
* Some stances have inherent instability in certain directions.
|
|
70
|
+
* This function returns likely fall directions when balance is lost.
|
|
71
|
+
*
|
|
72
|
+
* Korean stances and fall tendencies:
|
|
73
|
+
* - 건 (Heaven): Forward bias - aggressive stance
|
|
74
|
+
* - 태 (Lake): Backward bias - fluid retreating
|
|
75
|
+
* - 리 (Fire): Forward bias - aggressive advance
|
|
76
|
+
* - 진 (Thunder): Backward bias - explosive preparation
|
|
77
|
+
* - 손 (Wind): Side bias - lateral movement
|
|
78
|
+
* - 감 (Water): Backward bias - defensive flow
|
|
79
|
+
* - 간 (Mountain): Backward bias - solid defense
|
|
80
|
+
* - 곤 (Earth): Forward bias - grounding takedowns
|
|
81
|
+
*
|
|
82
|
+
* @param stance - Current trigram stance
|
|
83
|
+
* @param defaultFall - Default fall type if stance doesn't suggest direction
|
|
84
|
+
* @returns Likely fall direction for the stance
|
|
85
|
+
*
|
|
86
|
+
* @public
|
|
87
|
+
* @korean 자세낙법방향
|
|
88
|
+
*/
|
|
89
|
+
function determineFallFromStance(stance, defaultFall = "backward") {
|
|
90
|
+
return {
|
|
91
|
+
[TrigramStance.GEON]: "forward",
|
|
92
|
+
[TrigramStance.TAE]: "backward",
|
|
93
|
+
[TrigramStance.LI]: "forward",
|
|
94
|
+
[TrigramStance.JIN]: "backward",
|
|
95
|
+
[TrigramStance.SON]: "side_left",
|
|
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|
+
[TrigramStance.GAM]: "backward",
|
|
97
|
+
[TrigramStance.GAN]: "backward",
|
|
98
|
+
[TrigramStance.GON]: "forward"
|
|
99
|
+
}[stance] ?? defaultFall;
|
|
100
|
+
}
|
|
101
|
+
//#endregion
|
|
102
|
+
export { determineFallDirection, determineFallFromStance };
|
|
103
|
+
|
|
104
|
+
//# sourceMappingURL=FallAnimations.js.map
|
|
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|
|
|
1
|
+
{"version":3,"file":"FallAnimations.js","names":[],"sources":["../../../../src/systems/animation/systems/FallAnimations.ts"],"sourcesContent":["/**\n * Fall Animation System for Black Trigram\n *\n * Implements realistic fall down animations for knockdowns, leg sweeps,\n * and loss of consciousness events. Based on Korean martial arts falling\n * techniques (낙법 - Nakbeop).\n *\n * @module systems/animation/FallAnimations\n * @category Animation\n * @korean 낙법애니메이션\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport type { FallType } from \"../core/types\";\n\n/**\n * Fall animation impact frame numbers\n *\n * Defines which frame in each fall animation represents ground impact.\n * Used to trigger camera shake, audio, and particle effects.\n *\n * @korean 낙법충격프레임\n */\nexport const FALL_IMPACT_FRAMES: Record<FallType, number> = {\n forward: 18, // Frame 18 of 24 - hands hit ground\n backward: 22, // Frame 22 of 30 - back impacts\n side_left: 20, // Frame 20 of 27 - shoulder/side impacts\n side_right: 20, // Frame 20 of 27 - shoulder/side impacts\n};\n\n/**\n * Determines fall direction from attack vector and player facing\n *\n * Calculates which direction the player should fall based on:\n * - Attack vector (direction of incoming force)\n * - Player facing direction (from stance)\n * - Attack impact point (high/low)\n *\n * Korean terminology:\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall from rear attacks\n * - 후방낙법 (Hubang Nakbeop): Backward fall from frontal attacks\n * - 측방낙법 (Cheukbang Nakbeop): Side fall from lateral attacks\n *\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param playerFacing - Player facing angle in radians\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Attack from behind while facing forward\n * const fallType = determineFallDirection(Math.PI, 0, 'mid');\n * // Returns: 'forward' (pushed forward)\n *\n * // Attack from front while facing forward\n * const fallType = determineFallDirection(0, 0, 'mid');\n * // Returns: 'backward' (pushed backward)\n *\n * // Attack from left side\n * const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');\n * // Returns: 'side_left'\n * ```\n *\n * @public\n * @korean 낙법방향결정\n */\nexport function determineFallDirection(\n attackAngle: number,\n playerFacing: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\",\n): FallType {\n // Calculate relative attack angle (attack direction relative to player facing)\n let relativeAngle = attackAngle - playerFacing;\n\n // Normalize to -π to π range\n while (relativeAngle > Math.PI) relativeAngle -= 2 * Math.PI;\n while (relativeAngle < -Math.PI) relativeAngle += 2 * Math.PI;\n\n const absAngle = Math.abs(relativeAngle);\n\n // Leg sweeps always cause side falls (more realistic for sweeps)\n if (attackHeight === \"low\") {\n // Determine which side based on angle\n // Use a small threshold to avoid edge case at exactly 0\n // Threshold represents the angle within which we consider the sweep \"frontal\"\n // 0.01 radians ≈ 0.57 degrees - small enough to only catch near-perfect frontal sweeps\n // while still allowing accurate left/right determination for most angles\n const SWEEP_ANGLE_THRESHOLD = 0.01;\n if (Math.abs(relativeAngle) < SWEEP_ANGLE_THRESHOLD) {\n // For perfectly frontal sweeps, default to right side fall\n return \"side_right\";\n }\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n }\n\n // High attacks to head often cause backward falls\n if (attackHeight === \"high\" && absAngle < Math.PI / 3) {\n return \"backward\";\n }\n\n // Determine fall direction based on attack angle\n // Front quadrant (±45°): Backward fall\n if (absAngle < Math.PI / 4) {\n return \"backward\";\n }\n\n // Rear quadrant (±45° from back): Forward fall\n if (absAngle > (3 * Math.PI) / 4) {\n return \"forward\";\n }\n\n // Side quadrants: Side falls\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n}\n\n/**\n * Determines fall direction from current trigram stance\n *\n * Some stances have inherent instability in certain directions.\n * This function returns likely fall directions when balance is lost.\n *\n * Korean stances and fall tendencies:\n * - 건 (Heaven): Forward bias - aggressive stance\n * - 태 (Lake): Backward bias - fluid retreating\n * - 리 (Fire): Forward bias - aggressive advance\n * - 진 (Thunder): Backward bias - explosive preparation\n * - 손 (Wind): Side bias - lateral movement\n * - 감 (Water): Backward bias - defensive flow\n * - 간 (Mountain): Backward bias - solid defense\n * - 곤 (Earth): Forward bias - grounding takedowns\n *\n * @param stance - Current trigram stance\n * @param defaultFall - Default fall type if stance doesn't suggest direction\n * @returns Likely fall direction for the stance\n *\n * @public\n * @korean 자세낙법방향\n */\nexport function determineFallFromStance(\n stance: TrigramStance,\n defaultFall: FallType = \"backward\",\n): FallType {\n const stanceFallBias: Record<TrigramStance, FallType> = {\n [TrigramStance.GEON]: \"forward\", // Heaven - aggressive forward\n [TrigramStance.TAE]: \"backward\", // Lake - fluid retreat\n [TrigramStance.LI]: \"forward\", // Fire - aggressive strike\n [TrigramStance.JIN]: \"backward\", // Thunder - explosive back\n [TrigramStance.SON]: \"side_left\", // Wind - lateral pressure\n [TrigramStance.GAM]: \"backward\", // Water - flowing back\n [TrigramStance.GAN]: \"backward\", // Mountain - defensive back\n [TrigramStance.GON]: \"forward\", // Earth - forward throws\n };\n\n return stanceFallBias[stance] ?? defaultFall;\n}\n\n/**\n * Fall animation keyframe data structure\n *\n * Defines key poses during fall animations for skeletal rendering.\n * Each keyframe specifies body positions at critical moments.\n *\n * @korean 낙법키프레임\n */\nexport interface FallKeyframe {\n /** Frame number (0-indexed) */\n readonly frame: number;\n\n /** Torso rotation (radians) */\n readonly torsoRotation: { x: number; y: number; z: number };\n\n /** Center of mass vertical position (0-1, 1=standing, 0=ground) */\n readonly centerOfMassHeight: number;\n\n /** Description of this keyframe */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Forward fall keyframes (전방낙법)\n *\n * 24 frames (400ms) sequence:\n * - Frames 0-8: Forward stumble, losing balance\n * - Frames 9-15: Knee collapse, forward momentum\n * - Frames 16-20: Hands extend to brace fall\n * - Frames 21-23: Impact and settle face-down\n *\n * @korean 전방낙법키프레임\n */\nexport const FALL_FORWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 8,\n torsoRotation: { x: 0.3, y: 0, z: 0 }, // Leaning forward\n centerOfMassHeight: 0.75,\n description: {\n korean: \"전방으로 비틀거림\",\n english: \"Forward stumble\",\n },\n },\n {\n frame: 15,\n torsoRotation: { x: 0.7, y: 0, z: 0 }, // Falling forward\n centerOfMassHeight: 0.4,\n description: {\n korean: \"무릎 붕괴\",\n english: \"Knee collapse\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: 1.2, y: 0, z: 0 }, // Hands extending\n centerOfMassHeight: 0.15,\n description: {\n korean: \"손으로 지면 충격 완화\",\n english: \"Hands brace impact\",\n },\n },\n {\n frame: 23,\n torsoRotation: { x: 1.57, y: 0, z: 0 }, // Face down (90° forward)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"엎드려 정지\",\n english: \"Face-down prone\",\n },\n },\n] as const;\n\n/**\n * Backward fall keyframes (후방낙법)\n *\n * 30 frames (500ms) sequence:\n * - Frames 0-10: Backward stumble, balance loss\n * - Frames 11-18: Sitting motion begins\n * - Frames 19-25: Back impact preparation\n * - Frames 26-29: Full supine position\n *\n * @korean 후방낙법키프레임\n */\nexport const FALL_BACKWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 10,\n torsoRotation: { x: -0.2, y: 0, z: 0 }, // Leaning back\n centerOfMassHeight: 0.8,\n description: {\n korean: \"후방으로 비틀거림\",\n english: \"Backward stumble\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: -0.6, y: 0, z: 0 }, // Sitting motion\n centerOfMassHeight: 0.45,\n description: {\n korean: \"앉는 동작\",\n english: \"Sitting motion\",\n },\n },\n {\n frame: 22,\n torsoRotation: { x: -1.2, y: 0, z: 0 }, // Back impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"등 충격\",\n english: \"Back impact\",\n },\n },\n {\n frame: 29,\n torsoRotation: { x: -1.57, y: 0, z: 0 }, // Face up (90° back)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"누워 정지\",\n english: \"Supine position\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes (측방낙법)\n *\n * 27 frames (450ms) sequence:\n * - Frames 0-9: Side rotation begins\n * - Frames 10-16: Shoulder roll motion\n * - Frames 17-22: Hip impact\n * - Frames 23-26: Side sprawl position\n *\n * @korean 측방낙법키프레임\n */\nexport const FALL_SIDE_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: 0.3, z: 0.4 }, // Side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"측면 회전 시작\",\n english: \"Side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: 0.8, z: 0.9 }, // Shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"어깨 구르기\",\n english: \"Shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: 1.2, z: 1.3 }, // Hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"엉덩이 충격\",\n english: \"Hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: 1.57, z: 1.57 }, // Side position (90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"측면 정지\",\n english: \"Side sprawl\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes - RIGHT side (우측 낙법)\n *\n * Mirrored version of FALL_SIDE_KEYFRAMES with negated Y and Z rotations\n * so the character falls to the opposite side.\n *\n * @korean 우측낙법키프레임\n */\nexport const FALL_SIDE_RIGHT_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: -0.3, z: -0.4 }, // Opposite side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"우측 회전 시작\",\n english: \"Right side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: -0.8, z: -0.9 }, // Opposite shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"우측 어깨 구르기\",\n english: \"Right shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: -1.2, z: -1.3 }, // Opposite hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"우측 엉덩이 충격\",\n english: \"Right hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: -1.57, z: -1.57 }, // Right side position (-90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"우측 정지\",\n english: \"Right side sprawl\",\n },\n },\n] as const;\n\n/**\n * Get keyframes for a specific fall type\n *\n * @param fallType - Type of fall animation\n * @returns Array of keyframes for that fall type\n *\n * @public\n * @korean 낙법키프레임가져오기\n */\nexport function getFallKeyframes(fallType: FallType): readonly FallKeyframe[] {\n switch (fallType) {\n case \"forward\":\n return FALL_FORWARD_KEYFRAMES;\n case \"backward\":\n return FALL_BACKWARD_KEYFRAMES;\n case \"side_left\":\n return FALL_SIDE_KEYFRAMES;\n case \"side_right\":\n return FALL_SIDE_RIGHT_KEYFRAMES;\n default:\n return FALL_BACKWARD_KEYFRAMES;\n }\n}\n\n/**\n * Get impact frame number for fall type\n *\n * @param fallType - Type of fall animation\n * @returns Frame number when ground impact occurs\n *\n * @public\n * @korean 충격프레임가져오기\n */\nexport function getImpactFrame(fallType: FallType): number {\n return FALL_IMPACT_FRAMES[fallType];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkEA,SAAgB,uBACd,aACA,cACA,eAAuC,OAC7B;CAEV,IAAI,gBAAgB,cAAc;AAGlC,QAAO,gBAAgB,KAAK,GAAI,kBAAiB,IAAI,KAAK;AAC1D,QAAO,gBAAgB,CAAC,KAAK,GAAI,kBAAiB,IAAI,KAAK;CAE3D,MAAM,WAAW,KAAK,IAAI,cAAc;AAGxC,KAAI,iBAAiB,OAAO;AAO1B,MAAI,KAAK,IAAI,cAAc,GADG,IAG5B,QAAO;AAET,MAAI,gBAAgB,EAClB,QAAO;MAEP,QAAO;;AAKX,KAAI,iBAAiB,UAAU,WAAW,KAAK,KAAK,EAClD,QAAO;AAKT,KAAI,WAAW,KAAK,KAAK,EACvB,QAAO;AAIT,KAAI,WAAY,IAAI,KAAK,KAAM,EAC7B,QAAO;AAIT,KAAI,gBAAgB,EAClB,QAAO;KAEP,QAAO;;;;;;;;;;;;;;;;;;;;;;;;;AA2BX,SAAgB,wBACd,QACA,cAAwB,YACd;AAYV,QAXwD;GACrD,cAAc,OAAO;GACrB,cAAc,MAAM;GACpB,cAAc,KAAK;GACnB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;EACtB,CAEqB,WAAW"}
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/**
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* Head movement animations for combat reactions
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* Provides realistic head movement animations:
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* - Recoil from strikes
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* - Nods during attacks
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* - Head shakes when stunned
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* - Tilts to avoid hits
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* - Tracking opponent position
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* @module systems/animation/HeadMovements
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* @korean 머리움직임애니메이션
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*/
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import * as THREE from "three";
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import { HeadMovementType, type HeadMovementKeyframes } from "../../../types/facial";
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/**
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* Generate head recoil animation from hit
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* Creates keyframes for head snapping back when struck.
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* ```typescript
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* const recoil = createHeadRecoilAnimation(0.8, new THREE.Vector3(1, 0, 0));
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export declare const createHeadRecoilAnimation: (hitStrength: number, hitDirection?: THREE.Vector3) => HeadMovementKeyframes;
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* Generate head nod animation for attacks
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* Creates subtle forward nod during attack commitment.
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export declare const createHeadNodAnimation: (intensity?: number) => HeadMovementKeyframes;
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* Creates side-to-side head shake when stunned or disoriented.
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export declare const createHeadShakeAnimation: (intensity?: number) => HeadMovementKeyframes;
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export declare const createHeadTiltAnimation: (direction: "left" | "right", intensity?: number) => HeadMovementKeyframes;
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export declare const createHeadTurnAnimation: (targetAngle: number, currentAngle?: number) => HeadMovementKeyframes;
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export declare const createHeadDropAnimation: () => HeadMovementKeyframes;
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* Calculate smooth head rotation toward target
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* @param currentRotation - Current head rotation
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* @param headPosition - Current head position in world space
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*/
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export declare const calculateSmoothHeadRotation: (currentRotation: THREE.Euler, targetPosition: THREE.Vector3, headPosition: THREE.Vector3, smoothing?: number) => THREE.Euler;
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/**
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* Apply head movement keyframe at given time
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* @korean 머리움직임키프레임적용
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export declare const applyHeadMovementKeyframe: (animation: HeadMovementKeyframes, currentTime: number) => THREE.Euler;
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*
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*/
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export declare const isHeadMovementComplete: (animation: HeadMovementKeyframes, currentTime: number) => boolean;
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/**
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* Get head movement animation by type
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*
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* Convenience function to create animation by type with default parameters.
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*
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* @param type - Type of head movement
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* @param intensity - Animation intensity (0-1)
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* @returns Head movement keyframes
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*
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* @public
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* @korean 타입별머리움직임가져오기
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*/
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export declare const getHeadMovementByType: (type: HeadMovementType, intensity?: number) => HeadMovementKeyframes;
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/**
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* Muscle activation system for realistic combat physiology
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*
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* Maps Korean martial arts techniques to anatomically accurate muscle activation patterns.
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* Manages dynamic muscle tension, stamina effects, and smooth relaxation transitions.
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* Includes stance-specific leg muscle tension for isometric holds and weight-bearing.
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*
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* @module systems/animation/MuscleActivation
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* @category Combat Animation
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* @korean 근육활성화시스템
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*/
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import type { TrigramStance } from "../../../types/common";
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import type { MuscleActivationMap, MuscleActivationState, MuscleGroupName, MuscleSystemConfig } from "../../../types/muscle";
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/**
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* Get leg muscle tension for a specific trigram stance
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*
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* Calculates realistic leg muscle activation based on stance biomechanics:
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* - Weight distribution (체중부하) - Which leg bears more load
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* - Knee flexion angles (무릎굽힘각도) - Deep stances require more tension
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* - Isometric contraction (등척성수축) - Holding positions activates muscles
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*
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* Based on authentic Korean martial arts stance mechanics:
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* - Deep stances (Jin 90°, Gon 80°) = High quad/calf tension
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* - Front-weighted (Geon 60/40) = Front leg emphasis
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* - Back-weighted (Tae 10/90, Gam 30/70) = Back leg emphasis
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*
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* @param stance - Trigram stance (e.g., TrigramStance.GEON)
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* @returns Map of leg muscle groups to tension levels (0-1)
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*
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* @example
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* ```typescript
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* const jinMuscles = getMuscleTensionForStance(TrigramStance.JIN);
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* // Returns: Map {
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* // "QUAD_L" => 0.90, // Deep 90° knee bend
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* // "QUAD_R" => 0.90, // Equal weight distribution
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* // "CALF_L" => 0.85, // Isometric hold
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* // "CALF_R" => 0.85,
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* // "HAMSTRING_L" => 0.45,
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* // "HAMSTRING_R" => 0.45,
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* // "GLUTE_L" => 0.40,
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* // "GLUTE_R" => 0.40
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* // }
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* ```
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*
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* @korean 자세다리근육긴장도
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*/
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export declare const getMuscleTensionForStance: (stance: TrigramStance) => MuscleActivationMap;
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/**
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* Get muscle activation mapping for a specific Korean martial arts technique
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*
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* Maps technique names to muscle groups with tension levels (0-1 scale).
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* Based on authentic Korean martial arts (Taekwondo, Hapkido, Taekyon).
|
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*
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* @param technique - Technique name (e.g., "jab", "cross", "front_kick", "block")
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* @returns Map of muscle groups to target tension levels
|
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*
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* @example
|
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* ```typescript
|
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|
+
* const jabMuscles = getMuscleActivationForTechnique("jab");
|
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* // Returns: Map {
|
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* // "SHOULDER_R" => 0.7,
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* // "BICEP_R" => 1.0,
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* // "TRICEP_R" => 0.8,
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* // "CORE" => 0.5
|
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+
* // }
|
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|
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* ```
|
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|
+
*
|
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+
* @korean 기법근육활성화가져오기
|
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+
*/
|
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|
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export declare const getMuscleActivationForTechnique: (technique: string) => MuscleActivationMap;
|
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+
/**
|
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72
|
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* Muscle activation manager for real-time combat physiology
|
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73
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+
*
|
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|
+
* Manages 60fps muscle tension updates, stamina effects, and smooth transitions.
|
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+
* Optimized for performance with ref-based updates to avoid React re-renders.
|
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+
*
|
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+
* @korean 근육활성화관리자
|
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+
*/
|
|
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|
+
export declare class MuscleActivationManager {
|
|
80
|
+
private activations;
|
|
81
|
+
private config;
|
|
82
|
+
private scratchMap;
|
|
83
|
+
/**
|
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84
|
+
* Create a new muscle activation manager
|
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85
|
+
*
|
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86
|
+
* @param config - Optional configuration (uses defaults if not provided)
|
|
87
|
+
* @korean 생성자
|
|
88
|
+
*/
|
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89
|
+
constructor(config?: Partial<MuscleSystemConfig>);
|
|
90
|
+
/**
|
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91
|
+
* Update muscle activations for a technique at 60fps
|
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92
|
+
*
|
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93
|
+
* @param technique - Technique name
|
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|
+
* @param stamina - Current stamina (0-100)
|
|
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|
+
* @param delta - Time since last frame in seconds
|
|
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|
+
*
|
|
97
|
+
* @korean 업데이트
|
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98
|
+
*/
|
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|
+
update(technique: string, stamina: number, delta: number): void;
|
|
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|
+
/**
|
|
101
|
+
* Gradually relax all muscles to idle state
|
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|
+
*
|
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103
|
+
* Used after technique completion with configurable delay.
|
|
104
|
+
*
|
|
105
|
+
* @param delta - Time since last frame in seconds
|
|
106
|
+
*
|
|
107
|
+
* @korean 근육이완
|
|
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|
+
*/
|
|
109
|
+
relaxAllMuscles(delta: number): void;
|
|
110
|
+
/**
|
|
111
|
+
* Get current tension for a specific muscle group
|
|
112
|
+
*
|
|
113
|
+
* @param muscleGroup - Muscle group name
|
|
114
|
+
* @returns Current tension (0-1) or 0 if not found
|
|
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|
+
*
|
|
116
|
+
* @korean 긴장도가져오기
|
|
117
|
+
*/
|
|
118
|
+
getTension(muscleGroup: MuscleGroupName): number;
|
|
119
|
+
/**
|
|
120
|
+
* Get shaking state for a specific muscle group
|
|
121
|
+
*
|
|
122
|
+
* @param muscleGroup - Muscle group name
|
|
123
|
+
* @returns Whether muscle is shaking
|
|
124
|
+
*
|
|
125
|
+
* @korean 흔들림상태가져오기
|
|
126
|
+
*/
|
|
127
|
+
isShaking(muscleGroup: MuscleGroupName): boolean;
|
|
128
|
+
/**
|
|
129
|
+
* Get all current muscle activations
|
|
130
|
+
*
|
|
131
|
+
* @returns Map of muscle groups to current states
|
|
132
|
+
*
|
|
133
|
+
* @korean 모든활성화가져오기
|
|
134
|
+
*/
|
|
135
|
+
getAllActivations(): ReadonlyMap<MuscleGroupName, MuscleActivationState>;
|
|
136
|
+
/**
|
|
137
|
+
* Get reusable scratch map with current tension values for state sync
|
|
138
|
+
*
|
|
139
|
+
* Populates and returns a reusable Map to avoid allocations during state sync.
|
|
140
|
+
* This map is cleared and repopulated on each call.
|
|
141
|
+
*
|
|
142
|
+
* @returns Reusable Map with current tension values
|
|
143
|
+
*
|
|
144
|
+
* @korean 상태동기화맵가져오기
|
|
145
|
+
*/
|
|
146
|
+
getScratchMapForSync(): Map<string, number>;
|
|
147
|
+
/**
|
|
148
|
+
* Reset all muscles to relaxed state immediately
|
|
149
|
+
*
|
|
150
|
+
* @korean 즉시이완
|
|
151
|
+
*/
|
|
152
|
+
reset(): void;
|
|
153
|
+
/**
|
|
154
|
+
* Dispose of the muscle activation system
|
|
155
|
+
*
|
|
156
|
+
* Clears all internal state and references to prevent memory leaks.
|
|
157
|
+
* Should be called when the system is no longer needed (e.g., component unmount).
|
|
158
|
+
*
|
|
159
|
+
* @korean 근육시스템해제
|
|
160
|
+
*/
|
|
161
|
+
dispose(): void;
|
|
162
|
+
}
|
|
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|
+
//# sourceMappingURL=MuscleActivation.d.ts.map
|
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@@ -0,0 +1 @@
|
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|
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|
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|