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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import { KOREAN_STANCE_BIOMECHANICS } from "../builders/MartialArtsConstants.js";
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//#region src/systems/animation/systems/MuscleActivation.ts
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/**
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* Type-safe mapping of TrigramStance to biomechanics keys
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* Defined at module level to avoid recreation at 60fps
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* @korean 자세생체역학매핑
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*/
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var STANCE_TO_BIOMECH_KEY = {
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geon: "GEON_HEAVEN",
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tae: "TAE_LAKE",
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li: "LI_FIRE",
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jin: "JIN_THUNDER",
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son: "SON_WIND",
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gam: "GAM_WATER",
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gan: "GAN_MOUNTAIN",
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gon: "GON_EARTH"
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};
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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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+
var getMuscleTensionForStance = (stance) => {
|
|
52
|
+
const activations = /* @__PURE__ */ new Map();
|
|
53
|
+
const biomech = KOREAN_STANCE_BIOMECHANICS[STANCE_TO_BIOMECH_KEY[stance]];
|
|
54
|
+
if (!biomech) {
|
|
55
|
+
activations.set("QUAD_L", .2);
|
|
56
|
+
activations.set("QUAD_R", .2);
|
|
57
|
+
activations.set("CALF_L", .1);
|
|
58
|
+
activations.set("CALF_R", .1);
|
|
59
|
+
activations.set("HAMSTRING_L", .1);
|
|
60
|
+
activations.set("HAMSTRING_R", .1);
|
|
61
|
+
activations.set("GLUTE_L", .1);
|
|
62
|
+
activations.set("GLUTE_R", .1);
|
|
63
|
+
return activations;
|
|
64
|
+
}
|
|
65
|
+
const frontQuadTensionFromBend = Math.max(0, Math.min(1, (180 - biomech.frontKneeBend) / 110));
|
|
66
|
+
const backQuadTensionFromBend = Math.max(0, Math.min(1, (180 - biomech.backKneeBend) / 110));
|
|
67
|
+
const frontQuadTension = Math.min(1, frontQuadTensionFromBend * .6 + biomech.weightDistribution.front * .4);
|
|
68
|
+
const backQuadTension = Math.min(1, backQuadTensionFromBend * .6 + biomech.weightDistribution.back * .4);
|
|
69
|
+
activations.set("QUAD_R", frontQuadTension);
|
|
70
|
+
activations.set("QUAD_L", backQuadTension);
|
|
71
|
+
const frontHamstringTension = frontQuadTensionFromBend * .5 * biomech.weightDistribution.front;
|
|
72
|
+
const backHamstringTension = backQuadTensionFromBend * .5 * biomech.weightDistribution.back;
|
|
73
|
+
activations.set("HAMSTRING_R", Math.min(.8, frontHamstringTension));
|
|
74
|
+
activations.set("HAMSTRING_L", Math.min(.8, backHamstringTension));
|
|
75
|
+
const frontCalfTension = biomech.frontKneeBend < 100 ? Math.min(.9, .5 + (100 - biomech.frontKneeBend) / 50 * .4) * biomech.weightDistribution.front : .25 * biomech.weightDistribution.front;
|
|
76
|
+
const backCalfTension = biomech.backKneeBend < 100 ? Math.min(.9, .5 + (100 - biomech.backKneeBend) / 50 * .4) * biomech.weightDistribution.back : .25 * biomech.weightDistribution.back;
|
|
77
|
+
activations.set("CALF_R", frontCalfTension);
|
|
78
|
+
activations.set("CALF_L", backCalfTension);
|
|
79
|
+
const gluteBaseActivation = (1 - biomech.hipHeight) * .5;
|
|
80
|
+
activations.set("GLUTE_R", Math.min(.7, gluteBaseActivation + frontQuadTensionFromBend * .2 * biomech.weightDistribution.front));
|
|
81
|
+
activations.set("GLUTE_L", Math.min(.7, gluteBaseActivation + backQuadTensionFromBend * .2 * biomech.weightDistribution.back));
|
|
82
|
+
return activations;
|
|
83
|
+
};
|
|
84
|
+
/**
|
|
85
|
+
* Get muscle activation mapping for a specific Korean martial arts technique
|
|
86
|
+
*
|
|
87
|
+
* Maps technique names to muscle groups with tension levels (0-1 scale).
|
|
88
|
+
* Based on authentic Korean martial arts (Taekwondo, Hapkido, Taekyon).
|
|
89
|
+
*
|
|
90
|
+
* @param technique - Technique name (e.g., "jab", "cross", "front_kick", "block")
|
|
91
|
+
* @returns Map of muscle groups to target tension levels
|
|
92
|
+
*
|
|
93
|
+
* @example
|
|
94
|
+
* ```typescript
|
|
95
|
+
* const jabMuscles = getMuscleActivationForTechnique("jab");
|
|
96
|
+
* // Returns: Map {
|
|
97
|
+
* // "SHOULDER_R" => 0.7,
|
|
98
|
+
* // "BICEP_R" => 1.0,
|
|
99
|
+
* // "TRICEP_R" => 0.8,
|
|
100
|
+
* // "CORE" => 0.5
|
|
101
|
+
* // }
|
|
102
|
+
* ```
|
|
103
|
+
*
|
|
104
|
+
* @korean 기법근육활성화가져오기
|
|
105
|
+
*/
|
|
106
|
+
var getMuscleActivationForTechnique = (technique) => {
|
|
107
|
+
const activations = /* @__PURE__ */ new Map();
|
|
108
|
+
switch (technique.toLowerCase()) {
|
|
109
|
+
case "jab":
|
|
110
|
+
case "정권":
|
|
111
|
+
activations.set("SHOULDER_R", .8);
|
|
112
|
+
activations.set("TRICEP_R", 1);
|
|
113
|
+
activations.set("BICEP_R", .3);
|
|
114
|
+
activations.set("CORE", .5);
|
|
115
|
+
activations.set("PECTORALS", .5);
|
|
116
|
+
break;
|
|
117
|
+
case "cross":
|
|
118
|
+
case "역권":
|
|
119
|
+
activations.set("SHOULDER_L", .9);
|
|
120
|
+
activations.set("TRICEP_L", 1);
|
|
121
|
+
activations.set("BICEP_L", .3);
|
|
122
|
+
activations.set("CORE", .8);
|
|
123
|
+
activations.set("PECTORALS", .7);
|
|
124
|
+
activations.set("OBLIQUES", .8);
|
|
125
|
+
break;
|
|
126
|
+
case "hook":
|
|
127
|
+
case "갈고리주먹":
|
|
128
|
+
activations.set("SHOULDER_R", 1);
|
|
129
|
+
activations.set("BICEP_R", .8);
|
|
130
|
+
activations.set("FOREARM_R", .8);
|
|
131
|
+
activations.set("CORE", .8);
|
|
132
|
+
activations.set("OBLIQUES", .9);
|
|
133
|
+
break;
|
|
134
|
+
case "uppercut":
|
|
135
|
+
case "올려치기":
|
|
136
|
+
activations.set("SHOULDER_R", .95);
|
|
137
|
+
activations.set("BICEP_R", .9);
|
|
138
|
+
activations.set("TRICEP_R", .5);
|
|
139
|
+
activations.set("CORE", .9);
|
|
140
|
+
activations.set("ABS", .8);
|
|
141
|
+
activations.set("QUAD_R", .7);
|
|
142
|
+
activations.set("GLUTE_R", .6);
|
|
143
|
+
break;
|
|
144
|
+
case "front_kick":
|
|
145
|
+
case "앞차기":
|
|
146
|
+
activations.set("QUAD_R", 1);
|
|
147
|
+
activations.set("GLUTE_R", .9);
|
|
148
|
+
activations.set("CALF_R", .7);
|
|
149
|
+
activations.set("CORE", .6);
|
|
150
|
+
activations.set("ABS", .7);
|
|
151
|
+
activations.set("QUAD_L", .4);
|
|
152
|
+
activations.set("CALF_L", .5);
|
|
153
|
+
break;
|
|
154
|
+
case "roundhouse_kick":
|
|
155
|
+
case "dollyeochagi":
|
|
156
|
+
case "돌려차기":
|
|
157
|
+
activations.set("QUAD_R", 1);
|
|
158
|
+
activations.set("HAMSTRING_R", .8);
|
|
159
|
+
activations.set("GLUTE_R", .95);
|
|
160
|
+
activations.set("CORE", .8);
|
|
161
|
+
activations.set("OBLIQUES", .9);
|
|
162
|
+
activations.set("QUAD_L", .5);
|
|
163
|
+
break;
|
|
164
|
+
case "side_kick":
|
|
165
|
+
case "옆차기":
|
|
166
|
+
activations.set("QUAD_R", 1);
|
|
167
|
+
activations.set("GLUTE_R", 1);
|
|
168
|
+
activations.set("HAMSTRING_R", .85);
|
|
169
|
+
activations.set("CALF_R", .8);
|
|
170
|
+
activations.set("CORE", .7);
|
|
171
|
+
activations.set("OBLIQUES", .8);
|
|
172
|
+
break;
|
|
173
|
+
case "back_kick":
|
|
174
|
+
case "뒤차기":
|
|
175
|
+
activations.set("GLUTE_R", 1);
|
|
176
|
+
activations.set("HAMSTRING_R", .95);
|
|
177
|
+
activations.set("QUAD_R", .8);
|
|
178
|
+
activations.set("CORE", .9);
|
|
179
|
+
activations.set("ABS", .8);
|
|
180
|
+
break;
|
|
181
|
+
case "axe_kick":
|
|
182
|
+
case "내려차기":
|
|
183
|
+
activations.set("QUAD_R", .9);
|
|
184
|
+
activations.set("HAMSTRING_R", 1);
|
|
185
|
+
activations.set("GLUTE_R", .85);
|
|
186
|
+
activations.set("CORE", .8);
|
|
187
|
+
activations.set("ABS", .9);
|
|
188
|
+
break;
|
|
189
|
+
case "block":
|
|
190
|
+
case "makgi":
|
|
191
|
+
case "막기":
|
|
192
|
+
activations.set("SHOULDER_L", .9);
|
|
193
|
+
activations.set("SHOULDER_R", .9);
|
|
194
|
+
activations.set("BICEP_L", .7);
|
|
195
|
+
activations.set("BICEP_R", .7);
|
|
196
|
+
activations.set("FOREARM_L", .8);
|
|
197
|
+
activations.set("FOREARM_R", .8);
|
|
198
|
+
activations.set("CORE", .8);
|
|
199
|
+
activations.set("ABS", .7);
|
|
200
|
+
break;
|
|
201
|
+
case "parry":
|
|
202
|
+
case "흘려막기":
|
|
203
|
+
activations.set("SHOULDER_R", .6);
|
|
204
|
+
activations.set("FOREARM_R", .7);
|
|
205
|
+
activations.set("CORE", .5);
|
|
206
|
+
break;
|
|
207
|
+
case "elbow_strike":
|
|
208
|
+
case "팔꿈치치기":
|
|
209
|
+
activations.set("SHOULDER_R", 1);
|
|
210
|
+
activations.set("TRICEP_R", .95);
|
|
211
|
+
activations.set("FOREARM_R", .9);
|
|
212
|
+
activations.set("CORE", .85);
|
|
213
|
+
activations.set("OBLIQUES", .8);
|
|
214
|
+
break;
|
|
215
|
+
case "knee_strike":
|
|
216
|
+
case "무릎치기":
|
|
217
|
+
activations.set("QUAD_R", 1);
|
|
218
|
+
activations.set("HAMSTRING_R", .9);
|
|
219
|
+
activations.set("GLUTE_R", .85);
|
|
220
|
+
activations.set("CORE", .9);
|
|
221
|
+
activations.set("ABS", .85);
|
|
222
|
+
break;
|
|
223
|
+
case "grab":
|
|
224
|
+
case "잡기":
|
|
225
|
+
activations.set("FOREARM_L", .9);
|
|
226
|
+
activations.set("FOREARM_R", .9);
|
|
227
|
+
activations.set("BICEP_L", .7);
|
|
228
|
+
activations.set("BICEP_R", .7);
|
|
229
|
+
activations.set("CORE", .6);
|
|
230
|
+
break;
|
|
231
|
+
case "stance_change":
|
|
232
|
+
case "자세전환":
|
|
233
|
+
activations.set("CORE", .7);
|
|
234
|
+
activations.set("ABS", .6);
|
|
235
|
+
activations.set("QUAD_L", .5);
|
|
236
|
+
activations.set("QUAD_R", .5);
|
|
237
|
+
activations.set("CALF_L", .5);
|
|
238
|
+
activations.set("CALF_R", .5);
|
|
239
|
+
break;
|
|
240
|
+
default:
|
|
241
|
+
activations.set("CORE", .3);
|
|
242
|
+
break;
|
|
243
|
+
}
|
|
244
|
+
return activations;
|
|
245
|
+
};
|
|
246
|
+
/**
|
|
247
|
+
* Muscle activation manager for real-time combat physiology
|
|
248
|
+
*
|
|
249
|
+
* Manages 60fps muscle tension updates, stamina effects, and smooth transitions.
|
|
250
|
+
* Optimized for performance with ref-based updates to avoid React re-renders.
|
|
251
|
+
*
|
|
252
|
+
* @korean 근육활성화관리자
|
|
253
|
+
*/
|
|
254
|
+
var MuscleActivationManager = class {
|
|
255
|
+
activations;
|
|
256
|
+
config;
|
|
257
|
+
scratchMap;
|
|
258
|
+
/**
|
|
259
|
+
* Create a new muscle activation manager
|
|
260
|
+
*
|
|
261
|
+
* @param config - Optional configuration (uses defaults if not provided)
|
|
262
|
+
* @korean 생성자
|
|
263
|
+
*/
|
|
264
|
+
constructor(config = {}) {
|
|
265
|
+
this.config = {
|
|
266
|
+
maxFrameTime: 3,
|
|
267
|
+
muscleCount: 20,
|
|
268
|
+
useInstancing: false,
|
|
269
|
+
relaxationDelay: .3,
|
|
270
|
+
exhaustionThreshold: 20,
|
|
271
|
+
shakeFrequency: 20,
|
|
272
|
+
shakeAmplitude: .02,
|
|
273
|
+
activationSpeed: 5,
|
|
274
|
+
relaxationSpeed: 3,
|
|
275
|
+
shakingTensionThreshold: .3,
|
|
276
|
+
...config
|
|
277
|
+
};
|
|
278
|
+
this.activations = /* @__PURE__ */ new Map();
|
|
279
|
+
this.scratchMap = /* @__PURE__ */ new Map();
|
|
280
|
+
[
|
|
281
|
+
"SHOULDER_L",
|
|
282
|
+
"SHOULDER_R",
|
|
283
|
+
"BICEP_L",
|
|
284
|
+
"BICEP_R",
|
|
285
|
+
"TRICEP_L",
|
|
286
|
+
"TRICEP_R",
|
|
287
|
+
"FOREARM_L",
|
|
288
|
+
"FOREARM_R",
|
|
289
|
+
"PECTORALS",
|
|
290
|
+
"CORE",
|
|
291
|
+
"ABS",
|
|
292
|
+
"OBLIQUES",
|
|
293
|
+
"QUAD_L",
|
|
294
|
+
"QUAD_R",
|
|
295
|
+
"HAMSTRING_L",
|
|
296
|
+
"HAMSTRING_R",
|
|
297
|
+
"CALF_L",
|
|
298
|
+
"CALF_R",
|
|
299
|
+
"GLUTE_L",
|
|
300
|
+
"GLUTE_R"
|
|
301
|
+
].forEach((muscle) => {
|
|
302
|
+
this.activations.set(muscle, {
|
|
303
|
+
muscleGroup: muscle,
|
|
304
|
+
tension: 0,
|
|
305
|
+
targetTension: 0,
|
|
306
|
+
isShaking: false
|
|
307
|
+
});
|
|
308
|
+
});
|
|
309
|
+
}
|
|
310
|
+
/**
|
|
311
|
+
* Update muscle activations for a technique at 60fps
|
|
312
|
+
*
|
|
313
|
+
* @param technique - Technique name
|
|
314
|
+
* @param stamina - Current stamina (0-100)
|
|
315
|
+
* @param delta - Time since last frame in seconds
|
|
316
|
+
*
|
|
317
|
+
* @korean 업데이트
|
|
318
|
+
*/
|
|
319
|
+
update(technique, stamina, delta) {
|
|
320
|
+
const targetActivations = getMuscleActivationForTechnique(technique);
|
|
321
|
+
const isExhausted = stamina < this.config.exhaustionThreshold;
|
|
322
|
+
this.activations.forEach((state, muscleGroup) => {
|
|
323
|
+
const adjustedTarget = (targetActivations.get(muscleGroup) ?? 0) * Math.max(.3, stamina / 100);
|
|
324
|
+
const lerp = (start, end, t) => start + (end - start) * t;
|
|
325
|
+
const newTension = lerp(state.tension, adjustedTarget, this.config.activationSpeed * delta);
|
|
326
|
+
const isShaking = isExhausted && state.tension > this.config.shakingTensionThreshold;
|
|
327
|
+
state.tension = newTension;
|
|
328
|
+
state.targetTension = adjustedTarget;
|
|
329
|
+
state.isShaking = isShaking;
|
|
330
|
+
});
|
|
331
|
+
}
|
|
332
|
+
/**
|
|
333
|
+
* Gradually relax all muscles to idle state
|
|
334
|
+
*
|
|
335
|
+
* Used after technique completion with configurable delay.
|
|
336
|
+
*
|
|
337
|
+
* @param delta - Time since last frame in seconds
|
|
338
|
+
*
|
|
339
|
+
* @korean 근육이완
|
|
340
|
+
*/
|
|
341
|
+
relaxAllMuscles(delta) {
|
|
342
|
+
this.activations.forEach((state) => {
|
|
343
|
+
const lerp = (start, end, t) => start + (end - start) * t;
|
|
344
|
+
state.tension = lerp(state.tension, 0, this.config.relaxationSpeed * delta);
|
|
345
|
+
state.targetTension = 0;
|
|
346
|
+
state.isShaking = false;
|
|
347
|
+
});
|
|
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/**
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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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getTension(muscleGroup) {
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return this.activations.get(muscleGroup)?.tension ?? 0;
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* Get shaking state for a specific muscle group
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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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isShaking(muscleGroup) {
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return this.activations.get(muscleGroup)?.isShaking ?? false;
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}
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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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getAllActivations() {
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return this.activations;
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}
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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() {
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this.scratchMap.clear();
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this.activations.forEach((state, name) => {
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this.scratchMap.set(name, state.tension);
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});
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return this.scratchMap;
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}
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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() {
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this.activations.forEach((state) => {
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state.tension = 0;
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state.targetTension = 0;
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state.isShaking = false;
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});
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this.scratchMap.clear();
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}
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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
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*/
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dispose() {
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this.activations.clear();
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this.scratchMap.clear();
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}
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};
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//#endregion
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export { MuscleActivationManager, getMuscleActivationForTechnique, getMuscleTensionForStance };
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//# sourceMappingURL=MuscleActivation.js.map
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@@ -0,0 +1 @@
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{"version":3,"file":"MuscleActivation.js","names":[],"sources":["../../../../src/systems/animation/systems/MuscleActivation.ts"],"sourcesContent":["/**\n * Muscle activation system for realistic combat physiology\n *\n * Maps Korean martial arts techniques to anatomically accurate muscle activation patterns.\n * Manages dynamic muscle tension, stamina effects, and smooth relaxation transitions.\n * Includes stance-specific leg muscle tension for isometric holds and weight-bearing.\n *\n * @module systems/animation/MuscleActivation\n * @category Combat Animation\n * @korean 근육활성화시스템\n */\n\nimport type { TrigramStance } from \"@/types/common\";\nimport type {\n MuscleActivationMap,\n MuscleActivationState,\n MuscleGroupName,\n MuscleSystemConfig,\n} from \"@/types/muscle\";\nimport { KOREAN_STANCE_BIOMECHANICS } from \"../builders/MartialArtsConstants\";\n\n/**\n * Type-safe mapping of TrigramStance to biomechanics keys\n * Defined at module level to avoid recreation at 60fps\n * @korean 자세생체역학매핑\n */\nconst STANCE_TO_BIOMECH_KEY = {\n geon: \"GEON_HEAVEN\",\n tae: \"TAE_LAKE\",\n li: \"LI_FIRE\",\n jin: \"JIN_THUNDER\",\n son: \"SON_WIND\",\n gam: \"GAM_WATER\",\n gan: \"GAN_MOUNTAIN\",\n gon: \"GON_EARTH\",\n} as const satisfies Record<\n TrigramStance,\n keyof typeof KOREAN_STANCE_BIOMECHANICS\n>;\n\n/**\n * Get leg muscle tension for a specific trigram stance\n *\n * Calculates realistic leg muscle activation based on stance biomechanics:\n * - Weight distribution (체중부하) - Which leg bears more load\n * - Knee flexion angles (무릎굽힘각도) - Deep stances require more tension\n * - Isometric contraction (등척성수축) - Holding positions activates muscles\n *\n * Based on authentic Korean martial arts stance mechanics:\n * - Deep stances (Jin 90°, Gon 80°) = High quad/calf tension\n * - Front-weighted (Geon 60/40) = Front leg emphasis\n * - Back-weighted (Tae 10/90, Gam 30/70) = Back leg emphasis\n *\n * @param stance - Trigram stance (e.g., TrigramStance.GEON)\n * @returns Map of leg muscle groups to tension levels (0-1)\n *\n * @example\n * ```typescript\n * const jinMuscles = getMuscleTensionForStance(TrigramStance.JIN);\n * // Returns: Map {\n * // \"QUAD_L\" => 0.90, // Deep 90° knee bend\n * // \"QUAD_R\" => 0.90, // Equal weight distribution\n * // \"CALF_L\" => 0.85, // Isometric hold\n * // \"CALF_R\" => 0.85,\n * // \"HAMSTRING_L\" => 0.45,\n * // \"HAMSTRING_R\" => 0.45,\n * // \"GLUTE_L\" => 0.40,\n * // \"GLUTE_R\" => 0.40\n * // }\n * ```\n *\n * @korean 자세다리근육긴장도\n */\nexport const getMuscleTensionForStance = (\n stance: TrigramStance,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n // Get biomechanical data for stance (type-safe lookup)\n const biomechKey = STANCE_TO_BIOMECH_KEY[stance];\n const biomech = KOREAN_STANCE_BIOMECHANICS[biomechKey];\n\n if (!biomech) {\n // This branch should never execute with proper typing, but kept for safety\n // Provide conservative defaults for all muscle groups to keep map consistent\n activations.set(\"QUAD_L\", 0.2);\n activations.set(\"QUAD_R\", 0.2);\n activations.set(\"CALF_L\", 0.1);\n activations.set(\"CALF_R\", 0.1);\n activations.set(\"HAMSTRING_L\", 0.1);\n activations.set(\"HAMSTRING_R\", 0.1);\n activations.set(\"GLUTE_L\", 0.1);\n activations.set(\"GLUTE_R\", 0.1);\n return activations;\n }\n\n // Calculate quadriceps tension based on knee flexion\n // Formula (base tension): baseTension = (180° - kneeAngle) / 110°\n // Range: 90° knee → 0.82 base tension, 180° knee → 0.0 base tension\n // This base value is then combined with weight distribution for final tension\n const frontQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.frontKneeBend) / 110),\n );\n const backQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.backKneeBend) / 110),\n );\n\n // Apply weight distribution to muscle tension\n // Front leg quadriceps (체중부하 + 등척성수축)\n // Base tension from bend + weight factor\n // Note: Even with 0% weight, deep knee flexion produces tension\n // (e.g., raised leg in crane stance requires quad engagement to hold position)\n const frontQuadTension = Math.min(\n 1.0,\n frontQuadTensionFromBend * 0.6 + biomech.weightDistribution.front * 0.4,\n );\n\n // Back leg quadriceps\n const backQuadTension = Math.min(\n 1.0,\n backQuadTensionFromBend * 0.6 + biomech.weightDistribution.back * 0.4,\n );\n\n // Set quadriceps tension (right = front, left = back in standard stance)\n activations.set(\"QUAD_R\", frontQuadTension);\n activations.set(\"QUAD_L\", backQuadTension);\n\n // Calculate hamstring tension (antagonist muscles, lower activation)\n // Hamstrings activate more in bent positions for stabilization\n const frontHamstringTension =\n frontQuadTensionFromBend * 0.5 * biomech.weightDistribution.front;\n const backHamstringTension =\n backQuadTensionFromBend * 0.5 * biomech.weightDistribution.back;\n\n activations.set(\"HAMSTRING_R\", Math.min(0.8, frontHamstringTension));\n activations.set(\"HAMSTRING_L\", Math.min(0.8, backHamstringTension));\n\n // Calculate calf tension for deep stances (isometric hold support)\n // Very deep stances (< 100° knee angle) require significant calf engagement\n const frontCalfTension =\n biomech.frontKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.frontKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.front\n : 0.25 * biomech.weightDistribution.front;\n\n const backCalfTension =\n biomech.backKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.backKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.back\n : 0.25 * biomech.weightDistribution.back;\n\n activations.set(\"CALF_R\", frontCalfTension);\n activations.set(\"CALF_L\", backCalfTension);\n\n // Calculate glute activation (hip extension support)\n // Glutes engage more in deep stances for posture maintenance\n const gluteBaseActivation = (1.0 - biomech.hipHeight) * 0.5;\n\n activations.set(\n \"GLUTE_R\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n frontQuadTensionFromBend * 0.2 * biomech.weightDistribution.front,\n ),\n );\n activations.set(\n \"GLUTE_L\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n backQuadTensionFromBend * 0.2 * biomech.weightDistribution.back,\n ),\n );\n\n return activations;\n};\n\n/**\n * Get muscle activation mapping for a specific Korean martial arts technique\n *\n * Maps technique names to muscle groups with tension levels (0-1 scale).\n * Based on authentic Korean martial arts (Taekwondo, Hapkido, Taekyon).\n *\n * @param technique - Technique name (e.g., \"jab\", \"cross\", \"front_kick\", \"block\")\n * @returns Map of muscle groups to target tension levels\n *\n * @example\n * ```typescript\n * const jabMuscles = getMuscleActivationForTechnique(\"jab\");\n * // Returns: Map {\n * // \"SHOULDER_R\" => 0.7,\n * // \"BICEP_R\" => 1.0,\n * // \"TRICEP_R\" => 0.8,\n * // \"CORE\" => 0.5\n * // }\n * ```\n *\n * @korean 기법근육활성화가져오기\n */\nexport const getMuscleActivationForTechnique = (\n technique: string,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n switch (technique.toLowerCase()) {\n // Punching techniques - 주먹 기술\n case \"jab\":\n case \"정권\": // Front jab\n activations.set(\"SHOULDER_R\", 0.8);\n activations.set(\"TRICEP_R\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_R\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.5);\n activations.set(\"PECTORALS\", 0.5); // Shoulder horizontal adduction\n break;\n\n case \"cross\":\n case \"역권\": // Reverse punch\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"TRICEP_L\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_L\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.8); // More core rotation\n activations.set(\"PECTORALS\", 0.7); // Chest drive for power\n activations.set(\"OBLIQUES\", 0.8); // Torso rotation for hip transfer\n break;\n\n case \"hook\":\n case \"갈고리주먹\": // Hook punch\n activations.set(\"SHOULDER_R\", 1.0); // Primary mover for horizontal arc\n activations.set(\"BICEP_R\", 0.8); // Maintains elbow angle during arc\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Drives rotational power\n activations.set(\"OBLIQUES\", 0.9); // Primary torso rotation driver\n break;\n\n case \"uppercut\":\n case \"올려치기\": // Uppercut\n activations.set(\"SHOULDER_R\", 0.95); // Drives upward arc\n activations.set(\"BICEP_R\", 0.9); // Maintains elbow angle for upward drive\n activations.set(\"TRICEP_R\", 0.5); // Partial extension\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n activations.set(\"QUAD_R\", 0.7); // Lower body drive (legs push up)\n activations.set(\"GLUTE_R\", 0.6); // Hip extension for power\n break;\n\n // Kicking techniques - 발차기 기술\n case \"front_kick\":\n case \"앞차기\": // Mae Chagi\n activations.set(\"QUAD_R\", 1.0); // Kicking leg fully flexed\n activations.set(\"GLUTE_R\", 0.9);\n activations.set(\"CALF_R\", 0.7);\n activations.set(\"CORE\", 0.6); // Balance\n activations.set(\"ABS\", 0.7);\n activations.set(\"QUAD_L\", 0.4); // Support leg tensed\n activations.set(\"CALF_L\", 0.5);\n break;\n\n case \"roundhouse_kick\":\n case \"dollyeochagi\":\n case \"돌려차기\": // Dollyeo Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.8);\n activations.set(\"GLUTE_R\", 0.95);\n activations.set(\"CORE\", 0.8);\n activations.set(\"OBLIQUES\", 0.9); // Hip rotation\n activations.set(\"QUAD_L\", 0.5);\n break;\n\n case \"side_kick\":\n case \"옆차기\": // Yeop Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.85);\n activations.set(\"CALF_R\", 0.8);\n activations.set(\"CORE\", 0.7);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n case \"back_kick\":\n case \"뒤차기\": // Dwi Chagi\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.95);\n activations.set(\"QUAD_R\", 0.8);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n break;\n\n case \"axe_kick\":\n case \"내려차기\": // Naeryeo Chagi\n activations.set(\"QUAD_R\", 0.9);\n activations.set(\"HAMSTRING_R\", 1.0); // Maximum hamstring flex\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.8);\n activations.set(\"ABS\", 0.9);\n break;\n\n // Defensive techniques - 방어 기술\n case \"block\":\n case \"makgi\":\n case \"막기\": // Block\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"SHOULDER_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"FOREARM_L\", 0.8);\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Brace for impact\n activations.set(\"ABS\", 0.7);\n break;\n\n case \"parry\":\n case \"흘려막기\": // Deflecting block\n activations.set(\"SHOULDER_R\", 0.6);\n activations.set(\"FOREARM_R\", 0.7);\n activations.set(\"CORE\", 0.5);\n break;\n\n // Elbow techniques - 팔꿈치 기술\n case \"elbow_strike\":\n case \"팔꿈치치기\": // Palkumchi Chigi\n activations.set(\"SHOULDER_R\", 1.0);\n activations.set(\"TRICEP_R\", 0.95);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"CORE\", 0.85);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n // Knee techniques - 무릎 기술\n case \"knee_strike\":\n case \"무릎치기\": // Mureup Chigi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.9);\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.85);\n break;\n\n // Grappling techniques - 잡기 기술 (Hapkido)\n case \"grab\":\n case \"잡기\":\n activations.set(\"FOREARM_L\", 0.9);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"CORE\", 0.6);\n break;\n\n // Stance changes - 자세 전환\n case \"stance_change\":\n case \"자세전환\":\n activations.set(\"CORE\", 0.7);\n activations.set(\"ABS\", 0.6);\n activations.set(\"QUAD_L\", 0.5);\n activations.set(\"QUAD_R\", 0.5);\n activations.set(\"CALF_L\", 0.5);\n activations.set(\"CALF_R\", 0.5);\n break;\n\n // Default - minimal activation\n default:\n activations.set(\"CORE\", 0.3);\n break;\n }\n\n return activations;\n};\n\n/**\n * Muscle activation manager for real-time combat physiology\n *\n * Manages 60fps muscle tension updates, stamina effects, and smooth transitions.\n * Optimized for performance with ref-based updates to avoid React re-renders.\n *\n * @korean 근육활성화관리자\n */\nexport class MuscleActivationManager {\n private activations: Map<MuscleGroupName, MuscleActivationState>;\n private config: MuscleSystemConfig;\n private scratchMap: Map<string, number>; // Reusable map for state sync to avoid allocations\n\n /**\n * Create a new muscle activation manager\n *\n * @param config - Optional configuration (uses defaults if not provided)\n * @korean 생성자\n */\n constructor(config: Partial<MuscleSystemConfig> = {}) {\n this.config = {\n maxFrameTime: 3,\n muscleCount: 20,\n useInstancing: false,\n relaxationDelay: 0.3,\n exhaustionThreshold: 20,\n shakeFrequency: 20,\n shakeAmplitude: 0.02,\n activationSpeed: 5.0,\n relaxationSpeed: 3.0,\n shakingTensionThreshold: 0.3,\n ...config,\n };\n\n // Initialize all muscle groups to relaxed state\n this.activations = new Map();\n // Initialize reusable scratch map for state sync\n this.scratchMap = new Map();\n const allMuscles: MuscleGroupName[] = [\n \"SHOULDER_L\",\n \"SHOULDER_R\",\n \"BICEP_L\",\n \"BICEP_R\",\n \"TRICEP_L\",\n \"TRICEP_R\",\n \"FOREARM_L\",\n \"FOREARM_R\",\n \"PECTORALS\",\n \"CORE\",\n \"ABS\",\n \"OBLIQUES\",\n \"QUAD_L\",\n \"QUAD_R\",\n \"HAMSTRING_L\",\n \"HAMSTRING_R\",\n \"CALF_L\",\n \"CALF_R\",\n \"GLUTE_L\",\n \"GLUTE_R\",\n ];\n\n allMuscles.forEach((muscle) => {\n this.activations.set(muscle, {\n muscleGroup: muscle,\n tension: 0,\n targetTension: 0,\n isShaking: false,\n });\n });\n }\n\n /**\n * Update muscle activations for a technique at 60fps\n *\n * @param technique - Technique name\n * @param stamina - Current stamina (0-100)\n * @param delta - Time since last frame in seconds\n *\n * @korean 업데이트\n */\n update(technique: string, stamina: number, delta: number): void {\n const targetActivations = getMuscleActivationForTechnique(technique);\n const isExhausted = stamina < this.config.exhaustionThreshold;\n\n // Update each muscle group\n this.activations.forEach((state, muscleGroup) => {\n const targetTension = targetActivations.get(muscleGroup) ?? 0;\n\n // Adjust tension based on stamina (exhaustion reduces muscle effectiveness)\n const staminaFactor = Math.max(0.3, stamina / 100); // Minimum 30% even when exhausted\n const adjustedTarget = targetTension * staminaFactor;\n\n // Smooth transition to target tension using lerp\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n adjustedTarget,\n this.config.activationSpeed * delta,\n );\n\n // Update shaking state for exhaustion\n const isShaking =\n isExhausted && state.tension > this.config.shakingTensionThreshold;\n\n // Update state directly for performance\n state.tension = newTension;\n state.targetTension = adjustedTarget;\n state.isShaking = isShaking;\n });\n }\n\n /**\n * Gradually relax all muscles to idle state\n *\n * Used after technique completion with configurable delay.\n *\n * @param delta - Time since last frame in seconds\n *\n * @korean 근육이완\n */\n relaxAllMuscles(delta: number): void {\n this.activations.forEach((state) => {\n // Use configured relaxation speed (slower than activation for realism)\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n 0,\n this.config.relaxationSpeed * delta,\n );\n\n state.tension = newTension;\n state.targetTension = 0;\n state.isShaking = false;\n });\n }\n\n /**\n * Get current tension for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Current tension (0-1) or 0 if not found\n *\n * @korean 긴장도가져오기\n */\n getTension(muscleGroup: MuscleGroupName): number {\n return this.activations.get(muscleGroup)?.tension ?? 0;\n }\n\n /**\n * Get shaking state for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Whether muscle is shaking\n *\n * @korean 흔들림상태가져오기\n */\n isShaking(muscleGroup: MuscleGroupName): boolean {\n return this.activations.get(muscleGroup)?.isShaking ?? false;\n }\n\n /**\n * Get all current muscle activations\n *\n * @returns Map of muscle groups to current states\n *\n * @korean 모든활성화가져오기\n */\n getAllActivations(): ReadonlyMap<MuscleGroupName, MuscleActivationState> {\n return this.activations;\n }\n\n /**\n * Get reusable scratch map with current tension values for state sync\n *\n * Populates and returns a reusable Map to avoid allocations during state sync.\n * This map is cleared and repopulated on each call.\n *\n * @returns Reusable Map with current tension values\n *\n * @korean 상태동기화맵가져오기\n */\n getScratchMapForSync(): Map<string, number> {\n this.scratchMap.clear();\n this.activations.forEach((state, name) => {\n this.scratchMap.set(name, state.tension);\n });\n return this.scratchMap;\n }\n\n /**\n * Reset all muscles to relaxed state immediately\n *\n * @korean 즉시이완\n */\n reset(): void {\n this.activations.forEach((state) => {\n state.tension = 0;\n state.targetTension = 0;\n state.isShaking = false;\n });\n this.scratchMap.clear();\n }\n\n /**\n * Dispose of the muscle activation system\n *\n * Clears all internal state and references to prevent memory leaks.\n * Should be called when the system is no longer needed (e.g., component unmount).\n *\n * @korean 근육시스템해제\n */\n dispose(): void {\n this.activations.clear();\n this.scratchMap.clear();\n 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/**
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* Recovery Phase Visualization Utilities
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*
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* Provides helper functions to visualize and debug recovery phases during development.
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* Useful for tuning recovery timing and muscle tension curves.
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*
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* @module systems/animation/RecoveryVisualization
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* @category Animation System
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* @korean 복귀시각화
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*/
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import type { SkeletalAnimation } from "../../../types/skeletal";
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import { validateRecoveryPhase, type RecoveryPhaseConfig } from "../core/RecoveryPhaseEnhancer";
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/**
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* Recovery phase timeline point for visualization
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*
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* **Korean**: 복귀 타임라인 포인트
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*
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* @korean 복귀타임라인포인트
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*/
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export interface RecoveryTimelinePoint {
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/** Time in animation (seconds) */
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readonly time: number;
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/** Muscle tension at this time (0-1) */
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readonly tension: number;
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/** Phase name for labeling */
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readonly phase: string;
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/** Phase name in Korean */
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readonly phaseKorean: string;
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}
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/**
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* Recovery phase visualization data
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*
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* **Korean**: 복귀 시각화 데이터
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*
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* @korean 복귀시각화데이터
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*/
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export interface RecoveryVisualization {
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/** Animation name */
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readonly name: string;
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/** Korean name */
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readonly koreanName: string;
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/** Timeline points for plotting */
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readonly timeline: RecoveryTimelinePoint[];
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/** Validation result */
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readonly validation: ReturnType<typeof validateRecoveryPhase>;
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/** Recovery start time */
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readonly recoveryStartTime: number;
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/** Recovery end time */
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readonly recoveryEndTime: number;
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}
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/**
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* Generate visualization data for recovery phase
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*
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* **Korean**: 복귀 단계 시각화 데이터 생성
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*
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* Creates timeline data suitable for plotting muscle tension curves.
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* Samples tension at regular intervals for smooth visualization.
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*
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* @param animation - Animation with recovery phase
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* @param config - Recovery configuration used
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* @param sampleRate - Samples per second (default: 60 for 60fps)
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* @returns Visualization data
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*
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* @example
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* ```typescript
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* import { generateRecoveryVisualization } from './RecoveryVisualization';
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*
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* const viz = generateRecoveryVisualization(JAB_ANIMATION_ENHANCED);
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* console.log('Recovery phase analysis:');
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* viz.timeline.forEach(point => {
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* console.log(`${point.time.toFixed(3)}s: ${point.phase} - Tension: ${point.tension.toFixed(2)}`);
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* });
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* ```
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*
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* @korean 복귀시각화생성
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*/
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export declare function generateRecoveryVisualization(animation: SkeletalAnimation, config?: RecoveryPhaseConfig, sampleRate?: number): RecoveryVisualization;
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/**
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* Format recovery visualization as console output
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*
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* **Korean**: 복귀 시각화 콘솔 출력
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*
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* Prints a formatted analysis of the recovery phase to console.
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* Useful for debugging and development.
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*
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* @param viz - Visualization data
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*
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* @example
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* ```typescript
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* const viz = generateRecoveryVisualization(JAB_ANIMATION_ENHANCED);
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* printRecoveryAnalysis(viz);
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* ```
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*
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* @korean 복귀분석출력
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*/
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export declare function printRecoveryAnalysis(viz: RecoveryVisualization): void;
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/**
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* Generate ASCII art visualization of tension curve
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*
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* **Korean**: 근육 긴장도 곡선 ASCII 시각화
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*
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* Creates a simple ASCII chart of muscle tension over time.
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*
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* @param viz - Visualization data
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* @param width - Chart width in characters (default: 60)
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* @param height - Chart height in characters (default: 10)
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*
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108
|
+
* @example
|
|
109
|
+
* ```typescript
|
|
110
|
+
* const viz = generateRecoveryVisualization(JAB_ANIMATION_ENHANCED);
|
|
111
|
+
* const chart = generateTensionChart(viz);
|
|
112
|
+
* console.log(chart);
|
|
113
|
+
* ```
|
|
114
|
+
*
|
|
115
|
+
* @korean 긴장도차트생성
|
|
116
|
+
*/
|
|
117
|
+
export declare function generateTensionChart(viz: RecoveryVisualization, width?: number, height?: number): string;
|
|
118
|
+
/**
|
|
119
|
+
* Compare multiple recovery phases side-by-side
|
|
120
|
+
*
|
|
121
|
+
* **Korean**: 복귀 단계 비교
|
|
122
|
+
*
|
|
123
|
+
* Generates a comparison table of multiple animations' recovery characteristics.
|
|
124
|
+
*
|
|
125
|
+
* @param animations - Map of animation name to animation
|
|
126
|
+
* @param config - Recovery configuration used
|
|
127
|
+
* @returns Formatted comparison table
|
|
128
|
+
*
|
|
129
|
+
* @example
|
|
130
|
+
* ```typescript
|
|
131
|
+
* const comparison = compareRecoveryPhases({
|
|
132
|
+
* 'Jab': JAB_ANIMATION_ENHANCED,
|
|
133
|
+
* 'Cross': CROSS_ANIMATION_ENHANCED,
|
|
134
|
+
* 'Elbow': ELBOW_STRIKE_ANIMATION_ENHANCED,
|
|
135
|
+
* });
|
|
136
|
+
* console.log(comparison);
|
|
137
|
+
* ```
|
|
138
|
+
*
|
|
139
|
+
* @korean 복귀비교
|
|
140
|
+
*/
|
|
141
|
+
export declare function compareRecoveryPhases(animations: Record<string, SkeletalAnimation>, config?: RecoveryPhaseConfig): string;
|
|
142
|
+
//# sourceMappingURL=RecoveryVisualization.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"RecoveryVisualization.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/RecoveryVisualization.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAC1D,OAAO,EAEL,qBAAqB,EACrB,KAAK,mBAAmB,EACzB,MAAM,+BAA+B,CAAC;AAUvC;;;;;;GAMG;AACH,MAAM,WAAW,qBAAqB;IACpC,kCAAkC;IAClC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,wCAAwC;IACxC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,8BAA8B;IAC9B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,2BAA2B;IAC3B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;CAC9B;AAED;;;;;;GAMG;AACH,MAAM,WAAW,qBAAqB;IACpC,qBAAqB;IACrB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,kBAAkB;IAClB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,mCAAmC;IACnC,QAAQ,CAAC,QAAQ,EAAE,qBAAqB,EAAE,CAAC;IAC3C,wBAAwB;IACxB,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC,OAAO,qBAAqB,CAAC,CAAC;IAC9D,0BAA0B;IAC1B,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,wBAAwB;IACxB,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;CAClC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,wBAAgB,6BAA6B,CAC3C,SAAS,EAAE,iBAAiB,EAC5B,MAAM,GAAE,mBAAwB,EAChC,UAAU,GAAE,MAAW,GACtB,qBAAqB,CAuDvB;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,qBAAqB,CAAC,GAAG,EAAE,qBAAqB,GAAG,IAAI,CA0EtE;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,oBAAoB,CAClC,GAAG,EAAE,qBAAqB,EAC1B,KAAK,GAAE,MAAW,EAClB,MAAM,GAAE,MAAW,GAClB,MAAM,CAyDR;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,qBAAqB,CACnC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,EAC7C,MAAM,GAAE,mBAAwB,GAC/B,MAAM,CA+CR"}
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
import "../core/RecoveryPhaseEnhancer.js";
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Runtime animation systems sub-package
|
|
3
|
+
*
|
|
4
|
+
* Facial expressions, head and body tracking, advanced joint movement helpers,
|
|
5
|
+
* fall handling, and recovery visualizations.
|
|
6
|
+
*/
|
|
7
|
+
export { calculateFacialDamage, createDefaultExpressionState, createDefaultFacialDamage, createExpressionTransition, DEFAULT_TRANSITION_CONFIG, getExpressionFromCombatState, getExpressionIntensity, resetFacialDamage, updateExpressionState, } from "./FacialExpressions";
|
|
8
|
+
export type { ExpressionTransitionConfig } from "./FacialExpressions";
|
|
9
|
+
export { applyHeadMovementKeyframe, calculateSmoothHeadRotation, createHeadDropAnimation, createHeadNodAnimation, createHeadRecoilAnimation, createHeadShakeAnimation, createHeadTiltAnimation, createHeadTurnAnimation, getHeadMovementByType, isHeadMovementComplete, } from "./HeadMovements";
|
|
10
|
+
export { determineFallDirection, determineFallFromStance, FALL_BACKWARD_KEYFRAMES, FALL_FORWARD_KEYFRAMES, FALL_IMPACT_FRAMES, FALL_SIDE_KEYFRAMES, getFallKeyframes, getImpactFrame, } from "./FallAnimations";
|
|
11
|
+
export { BodyFacingSystem, bodyFacingSystem, calculateAngleDifference, calculateAngleToTarget, createDefaultBodyFacing, DEFAULT_ROTATION_SPEED, getFacingAngleRadians, getHeadAngleRadians, getHipRotationRadians, getTorsoRotationRadians, HEAD_TRACKING_SMOOTHING, isTurning, lockFacing, MAX_HEAD_ROTATION, MAX_TORSO_ROTATION, normalizeAngle, TURN_ANIMATION_DURATION, TURN_THRESHOLD_ANGLE, unlockFacing, updateBodyFacing, updateFacingTowardOpponent, } from "./BodyFacingSystem";
|
|
12
|
+
export { ADVANCED_JOINT_CONSTRAINTS, applyHipRotationToEuler, calculateAnkleArticulation, calculateHipRotationForKick, calculateKickPowerFromHipRotation, calculateKneeDrive, calculateKneeStrikePowerModifier, calculateShoulderElevation, calculateSpinalFlexion, calculateWristSnap, calculateWristSnapPowerModifier, } from "./AdvancedJointMovements";
|
|
13
|
+
export type { AnkleArticulationState, BodySide, HandStrikeType, HipRotationState, KickHeight, KickType, KneeDriveState, KneePhase, KneeTechniqueType, ShoulderElevationState, ShoulderPhase, ShoulderTechniqueType, SpinalFlexionState, SpinalMovementType, StrikePhase, TechniquePhase, WristSnapState, } from "./AdvancedJointMovements";
|
|
14
|
+
export { compareRecoveryPhases, generateRecoveryVisualization, generateTensionChart, printRecoveryAnalysis, } from "./RecoveryVisualization";
|
|
15
|
+
export type { RecoveryTimelinePoint, RecoveryVisualization, } from "./RecoveryVisualization";
|
|
16
|
+
export * from "./MuscleActivation";
|
|
17
|
+
//# sourceMappingURL=index.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/index.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,EACL,qBAAqB,EACrB,4BAA4B,EAC5B,yBAAyB,EACzB,0BAA0B,EAC1B,yBAAyB,EACzB,4BAA4B,EAC5B,sBAAsB,EACtB,iBAAiB,EACjB,qBAAqB,GACtB,MAAM,qBAAqB,CAAC;AAC7B,YAAY,EAAE,0BAA0B,EAAE,MAAM,qBAAqB,CAAC;AAEtE,OAAO,EACL,yBAAyB,EACzB,2BAA2B,EAC3B,uBAAuB,EACvB,sBAAsB,EACtB,yBAAyB,EACzB,wBAAwB,EACxB,uBAAuB,EACvB,uBAAuB,EACvB,qBAAqB,EACrB,sBAAsB,GACvB,MAAM,iBAAiB,CAAC;AAEzB,OAAO,EACL,sBAAsB,EACtB,uBAAuB,EACvB,uBAAuB,EACvB,sBAAsB,EACtB,kBAAkB,EAClB,mBAAmB,EACnB,gBAAgB,EAChB,cAAc,GACf,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EACL,gBAAgB,EAChB,gBAAgB,EAChB,wBAAwB,EACxB,sBAAsB,EACtB,uBAAuB,EACvB,sBAAsB,EACtB,qBAAqB,EACrB,mBAAmB,EACnB,qBAAqB,EACrB,uBAAuB,EACvB,uBAAuB,EACvB,SAAS,EACT,UAAU,EACV,iBAAiB,EACjB,kBAAkB,EAClB,cAAc,EACd,uBAAuB,EACvB,oBAAoB,EACpB,YAAY,EACZ,gBAAgB,EAChB,0BAA0B,GAC3B,MAAM,oBAAoB,CAAC;AAE5B,OAAO,EACL,0BAA0B,EAC1B,uBAAuB,EACvB,0BAA0B,EAC1B,2BAA2B,EAC3B,iCAAiC,EACjC,kBAAkB,EAClB,gCAAgC,EAChC,0BAA0B,EAC1B,sBAAsB,EACtB,kBAAkB,EAClB,+BAA+B,GAChC,MAAM,0BAA0B,CAAC;AAClC,YAAY,EACV,sBAAsB,EACtB,QAAQ,EACR,cAAc,EACd,gBAAgB,EAChB,UAAU,EACV,QAAQ,EACR,cAAc,EACd,SAAS,EACT,iBAAiB,EACjB,sBAAsB,EACtB,aAAa,EACb,qBAAqB,EACrB,kBAAkB,EAClB,kBAAkB,EAClB,WAAW,EACX,cAAc,EACd,cAAc,GACf,MAAM,0BAA0B,CAAC;AAElC,OAAO,EACL,qBAAqB,EACrB,6BAA6B,EAC7B,oBAAoB,EACpB,qBAAqB,GACtB,MAAM,yBAAyB,CAAC;AACjC,YAAY,EACV,qBAAqB,EACrB,qBAAqB,GACtB,MAAM,yBAAyB,CAAC;AAEjC,cAAc,oBAAoB,CAAC"}
|