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 +1,174 @@
1
+ /**
2
+ * Fall Animation System for Black Trigram
3
+ *
4
+ * Implements realistic fall down animations for knockdowns, leg sweeps,
5
+ * and loss of consciousness events. Based on Korean martial arts falling
6
+ * techniques (낙법 - Nakbeop).
7
+ *
8
+ * @module systems/animation/FallAnimations
9
+ * @category Animation
10
+ * @korean 낙법애니메이션
11
+ */
12
+ import { TrigramStance } from "../../../types/common";
13
+ import type { FallType } from "../core/types";
14
+ /**
15
+ * Fall animation impact frame numbers
16
+ *
17
+ * Defines which frame in each fall animation represents ground impact.
18
+ * Used to trigger camera shake, audio, and particle effects.
19
+ *
20
+ * @korean 낙법충격프레임
21
+ */
22
+ export declare const FALL_IMPACT_FRAMES: Record<FallType, number>;
23
+ /**
24
+ * Determines fall direction from attack vector and player facing
25
+ *
26
+ * Calculates which direction the player should fall based on:
27
+ * - Attack vector (direction of incoming force)
28
+ * - Player facing direction (from stance)
29
+ * - Attack impact point (high/low)
30
+ *
31
+ * Korean terminology:
32
+ * - 전방낙법 (Jeonbang Nakbeop): Forward fall from rear attacks
33
+ * - 후방낙법 (Hubang Nakbeop): Backward fall from frontal attacks
34
+ * - 측방낙법 (Cheukbang Nakbeop): Side fall from lateral attacks
35
+ *
36
+ * @param attackAngle - Angle of attack in radians (0 = from front)
37
+ * @param playerFacing - Player facing angle in radians
38
+ * @param attackHeight - Attack height: 'high', 'mid', or 'low'
39
+ * @returns Fall type to use for animation
40
+ *
41
+ * @example
42
+ * ```typescript
43
+ * // Attack from behind while facing forward
44
+ * const fallType = determineFallDirection(Math.PI, 0, 'mid');
45
+ * // Returns: 'forward' (pushed forward)
46
+ *
47
+ * // Attack from front while facing forward
48
+ * const fallType = determineFallDirection(0, 0, 'mid');
49
+ * // Returns: 'backward' (pushed backward)
50
+ *
51
+ * // Attack from left side
52
+ * const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');
53
+ * // Returns: 'side_left'
54
+ * ```
55
+ *
56
+ * @public
57
+ * @korean 낙법방향결정
58
+ */
59
+ export declare function determineFallDirection(attackAngle: number, playerFacing: number, attackHeight?: "high" | "mid" | "low"): FallType;
60
+ /**
61
+ * Determines fall direction from current trigram stance
62
+ *
63
+ * Some stances have inherent instability in certain directions.
64
+ * This function returns likely fall directions when balance is lost.
65
+ *
66
+ * Korean stances and fall tendencies:
67
+ * - 건 (Heaven): Forward bias - aggressive stance
68
+ * - 태 (Lake): Backward bias - fluid retreating
69
+ * - 리 (Fire): Forward bias - aggressive advance
70
+ * - 진 (Thunder): Backward bias - explosive preparation
71
+ * - 손 (Wind): Side bias - lateral movement
72
+ * - 감 (Water): Backward bias - defensive flow
73
+ * - 간 (Mountain): Backward bias - solid defense
74
+ * - 곤 (Earth): Forward bias - grounding takedowns
75
+ *
76
+ * @param stance - Current trigram stance
77
+ * @param defaultFall - Default fall type if stance doesn't suggest direction
78
+ * @returns Likely fall direction for the stance
79
+ *
80
+ * @public
81
+ * @korean 자세낙법방향
82
+ */
83
+ export declare function determineFallFromStance(stance: TrigramStance, defaultFall?: FallType): FallType;
84
+ /**
85
+ * Fall animation keyframe data structure
86
+ *
87
+ * Defines key poses during fall animations for skeletal rendering.
88
+ * Each keyframe specifies body positions at critical moments.
89
+ *
90
+ * @korean 낙법키프레임
91
+ */
92
+ export interface FallKeyframe {
93
+ /** Frame number (0-indexed) */
94
+ readonly frame: number;
95
+ /** Torso rotation (radians) */
96
+ readonly torsoRotation: {
97
+ x: number;
98
+ y: number;
99
+ z: number;
100
+ };
101
+ /** Center of mass vertical position (0-1, 1=standing, 0=ground) */
102
+ readonly centerOfMassHeight: number;
103
+ /** Description of this keyframe */
104
+ readonly description: {
105
+ readonly korean: string;
106
+ readonly english: string;
107
+ };
108
+ }
109
+ /**
110
+ * Forward fall keyframes (전방낙법)
111
+ *
112
+ * 24 frames (400ms) sequence:
113
+ * - Frames 0-8: Forward stumble, losing balance
114
+ * - Frames 9-15: Knee collapse, forward momentum
115
+ * - Frames 16-20: Hands extend to brace fall
116
+ * - Frames 21-23: Impact and settle face-down
117
+ *
118
+ * @korean 전방낙법키프레임
119
+ */
120
+ export declare const FALL_FORWARD_KEYFRAMES: readonly FallKeyframe[];
121
+ /**
122
+ * Backward fall keyframes (후방낙법)
123
+ *
124
+ * 30 frames (500ms) sequence:
125
+ * - Frames 0-10: Backward stumble, balance loss
126
+ * - Frames 11-18: Sitting motion begins
127
+ * - Frames 19-25: Back impact preparation
128
+ * - Frames 26-29: Full supine position
129
+ *
130
+ * @korean 후방낙법키프레임
131
+ */
132
+ export declare const FALL_BACKWARD_KEYFRAMES: readonly FallKeyframe[];
133
+ /**
134
+ * Side fall keyframes (측방낙법)
135
+ *
136
+ * 27 frames (450ms) sequence:
137
+ * - Frames 0-9: Side rotation begins
138
+ * - Frames 10-16: Shoulder roll motion
139
+ * - Frames 17-22: Hip impact
140
+ * - Frames 23-26: Side sprawl position
141
+ *
142
+ * @korean 측방낙법키프레임
143
+ */
144
+ export declare const FALL_SIDE_KEYFRAMES: readonly FallKeyframe[];
145
+ /**
146
+ * Side fall keyframes - RIGHT side (우측 낙법)
147
+ *
148
+ * Mirrored version of FALL_SIDE_KEYFRAMES with negated Y and Z rotations
149
+ * so the character falls to the opposite side.
150
+ *
151
+ * @korean 우측낙법키프레임
152
+ */
153
+ export declare const FALL_SIDE_RIGHT_KEYFRAMES: readonly FallKeyframe[];
154
+ /**
155
+ * Get keyframes for a specific fall type
156
+ *
157
+ * @param fallType - Type of fall animation
158
+ * @returns Array of keyframes for that fall type
159
+ *
160
+ * @public
161
+ * @korean 낙법키프레임가져오기
162
+ */
163
+ export declare function getFallKeyframes(fallType: FallType): readonly FallKeyframe[];
164
+ /**
165
+ * Get impact frame number for fall type
166
+ *
167
+ * @param fallType - Type of fall animation
168
+ * @returns Frame number when ground impact occurs
169
+ *
170
+ * @public
171
+ * @korean 충격프레임가져오기
172
+ */
173
+ export declare function getImpactFrame(fallType: FallType): number;
174
+ //# sourceMappingURL=FallAnimations.d.ts.map
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@@ -0,0 +1,104 @@
1
+ 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",
96
+ [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
@@ -0,0 +1 @@
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"}
@@ -0,0 +1,152 @@
1
+ /**
2
+ * Head movement animations for combat reactions
3
+ *
4
+ * Provides realistic head movement animations:
5
+ * - Recoil from strikes
6
+ * - Nods during attacks
7
+ * - Head shakes when stunned
8
+ * - Tilts to avoid hits
9
+ * - Tracking opponent position
10
+ *
11
+ * @module systems/animation/HeadMovements
12
+ * @category Animation System
13
+ * @korean 머리움직임애니메이션
14
+ */
15
+ import * as THREE from "three";
16
+ import { HeadMovementType, type HeadMovementKeyframes } from "../../../types/facial";
17
+ /**
18
+ * Generate head recoil animation from hit
19
+ *
20
+ * Creates keyframes for head snapping back when struck.
21
+ * Intensity based on hit strength.
22
+ *
23
+ * @param hitStrength - Strength of hit (0-1)
24
+ * @param hitDirection - Direction vector of hit (normalized)
25
+ * @returns Head movement keyframes for recoil animation
26
+ *
27
+ * @example
28
+ * ```typescript
29
+ * const recoil = createHeadRecoilAnimation(0.8, new THREE.Vector3(1, 0, 0));
30
+ * // Creates strong recoil animation to the right
31
+ * ```
32
+ *
33
+ * @public
34
+ * @korean 머리반동애니메이션생성
35
+ */
36
+ export declare const createHeadRecoilAnimation: (hitStrength: number, hitDirection?: THREE.Vector3) => HeadMovementKeyframes;
37
+ /**
38
+ * Generate head nod animation for attacks
39
+ *
40
+ * Creates subtle forward nod during attack commitment.
41
+ * Represents weight shift and attack intention.
42
+ *
43
+ * @param intensity - Nod intensity (0-1)
44
+ * @returns Head movement keyframes for nod animation
45
+ *
46
+ * @public
47
+ * @korean 머리끄덕임애니메이션생성
48
+ */
49
+ export declare const createHeadNodAnimation: (intensity?: number) => HeadMovementKeyframes;
50
+ /**
51
+ * Generate head shake animation for stun/disorientation
52
+ *
53
+ * Creates side-to-side head shake when stunned or disoriented.
54
+ *
55
+ * @param intensity - Shake intensity (0-1)
56
+ * @returns Head movement keyframes for shake animation
57
+ *
58
+ * @public
59
+ * @korean 머리흔들기애니메이션생성
60
+ */
61
+ export declare const createHeadShakeAnimation: (intensity?: number) => HeadMovementKeyframes;
62
+ /**
63
+ * Generate head tilt animation for dodging
64
+ *
65
+ * Creates quick head tilt to avoid incoming strike.
66
+ *
67
+ * @param direction - Tilt direction ("left" or "right")
68
+ * @param intensity - Tilt intensity (0-1)
69
+ * @returns Head movement keyframes for tilt animation
70
+ *
71
+ * @public
72
+ * @korean 머리기울임애니메이션생성
73
+ */
74
+ export declare const createHeadTiltAnimation: (direction: "left" | "right", intensity?: number) => HeadMovementKeyframes;
75
+ /**
76
+ * Generate head turn animation for opponent tracking
77
+ *
78
+ * Creates smooth head turn to face opponent.
79
+ *
80
+ * @param targetAngle - Target yaw angle in radians
81
+ * @param currentAngle - Current yaw angle in radians
82
+ * @returns Head movement keyframes for turn animation
83
+ *
84
+ * @public
85
+ * @korean 머리돌리기애니메이션생성
86
+ */
87
+ export declare const createHeadTurnAnimation: (targetAngle: number, currentAngle?: number) => HeadMovementKeyframes;
88
+ /**
89
+ * Generate head drop animation for knockout
90
+ *
91
+ * Creates head dropping forward when fighter is knocked out.
92
+ *
93
+ * @returns Head movement keyframes for drop animation
94
+ *
95
+ * @public
96
+ * @korean 머리떨어짐애니메이션생성
97
+ */
98
+ export declare const createHeadDropAnimation: () => HeadMovementKeyframes;
99
+ /**
100
+ * Calculate smooth head rotation toward target
101
+ *
102
+ * Uses linear interpolation (lerp) for smooth head turning.
103
+ * Each Euler angle component is interpolated independently.
104
+ *
105
+ * @param currentRotation - Current head rotation
106
+ * @param targetPosition - Position to look at
107
+ * @param headPosition - Current head position in world space
108
+ * @param smoothing - Smoothing factor (0-1, lower = smoother)
109
+ * @returns New head rotation
110
+ *
111
+ * @public
112
+ * @korean 부드러운머리회전계산
113
+ */
114
+ export declare const calculateSmoothHeadRotation: (currentRotation: THREE.Euler, targetPosition: THREE.Vector3, headPosition: THREE.Vector3, smoothing?: number) => THREE.Euler;
115
+ /**
116
+ * Apply head movement keyframe at given time
117
+ *
118
+ * Interpolates between keyframes for smooth animation.
119
+ *
120
+ * @param animation - Head movement keyframes
121
+ * @param currentTime - Current animation time (seconds)
122
+ * @returns Interpolated head rotation
123
+ *
124
+ * @public
125
+ * @korean 머리움직임키프레임적용
126
+ */
127
+ export declare const applyHeadMovementKeyframe: (animation: HeadMovementKeyframes, currentTime: number) => THREE.Euler;
128
+ /**
129
+ * Check if head movement animation is complete
130
+ *
131
+ * @param animation - Head movement keyframes
132
+ * @param currentTime - Current animation time (seconds)
133
+ * @returns True if animation is complete
134
+ *
135
+ * @public
136
+ * @korean 머리움직임완료확인
137
+ */
138
+ export declare const isHeadMovementComplete: (animation: HeadMovementKeyframes, currentTime: number) => boolean;
139
+ /**
140
+ * Get head movement animation by type
141
+ *
142
+ * Convenience function to create animation by type with default parameters.
143
+ *
144
+ * @param type - Type of head movement
145
+ * @param intensity - Animation intensity (0-1)
146
+ * @returns Head movement keyframes
147
+ *
148
+ * @public
149
+ * @korean 타입별머리움직임가져오기
150
+ */
151
+ export declare const getHeadMovementByType: (type: HeadMovementType, intensity?: number) => HeadMovementKeyframes;
152
+ //# sourceMappingURL=HeadMovements.d.ts.map
@@ -0,0 +1 @@
1
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+ import "../../../types/facial.js";
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+ import "three";
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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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+ * @korean 기법근육활성화가져오기
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+ */
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+ export declare const getMuscleActivationForTechnique: (technique: string) => MuscleActivationMap;
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+ /**
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+ * Muscle activation manager for real-time combat physiology
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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 {
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+ private activations;
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+ private config;
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+ private scratchMap;
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+ /**
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+ * Create a new muscle activation manager
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+ *
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+ * @param config - Optional configuration (uses defaults if not provided)
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+ * @korean 생성자
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+ */
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+ constructor(config?: Partial<MuscleSystemConfig>);
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+ /**
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+ * Update muscle activations for a technique at 60fps
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+ *
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+ * @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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+ *
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+ * @korean 업데이트
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+ */
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+ update(technique: string, stamina: number, delta: number): void;
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+ /**
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+ * Gradually relax all muscles to idle state
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+ *
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+ * Used after technique completion with configurable delay.
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+ *
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+ * @param delta - Time since last frame in seconds
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+ *
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+ * @korean 근육이완
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+ */
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+ relaxAllMuscles(delta: number): void;
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+ /**
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+ * Get current tension for a specific muscle group
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+ *
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+ * @param muscleGroup - Muscle group name
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+ * @returns Current tension (0-1) or 0 if not found
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+ *
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+ * @korean 긴장도가져오기
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+ */
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+ getTension(muscleGroup: MuscleGroupName): number;
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+ /**
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+ * Get shaking state for a specific muscle group
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+ *
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+ * @param muscleGroup - Muscle group name
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+ * @returns Whether muscle is shaking
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+ *
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+ * @korean 흔들림상태가져오기
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+ */
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+ isShaking(muscleGroup: MuscleGroupName): boolean;
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+ /**
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+ * Get all current muscle activations
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+ *
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+ * @returns Map of muscle groups to current states
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+ *
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+ * @korean 모든활성화가져오기
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+ */
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+ getAllActivations(): ReadonlyMap<MuscleGroupName, MuscleActivationState>;
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+ /**
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+ * Get reusable scratch map with current tension values for state sync
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+ *
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+ * Populates and returns a reusable Map to avoid allocations during state sync.
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+ * This map is cleared and repopulated on each call.
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+ *
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+ * @returns Reusable Map with current tension values
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+ *
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+ * @korean 상태동기화맵가져오기
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+ */
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+ getScratchMapForSync(): Map<string, number>;
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+ /**
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+ * Reset all muscles to relaxed state immediately
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+ *
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+ * @korean 즉시이완
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+ */
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+ reset(): void;
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+ /**
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+ * Dispose of the muscle activation system
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+ *
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+ * Clears all internal state and references to prevent memory leaks.
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+ * Should be called when the system is no longer needed (e.g., component unmount).
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+ *
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+ * @korean 근육시스템해제
160
+ */
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+ dispose(): void;
162
+ }
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+ //# sourceMappingURL=MuscleActivation.d.ts.map
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