blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Hand animation types for Korean martial arts techniques
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*
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* Defines hand poses, finger positions, and animation states for realistic
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* martial arts hand techniques including strikes, grappling, and precise
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* vital point targeting.
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*
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* @module types/hand-animation
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* @category Type Definitions
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* @korean 손애니메이션타입
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*/
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import * as THREE from "three";
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/**
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* Martial arts hand pose types
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*
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* Traditional Korean martial arts hand formations:
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* - FIST (주먹): Closed fist for punching
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* - KNIFE_HAND (수도): Extended fingers, rigid hand edge for strikes
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* - SPEAR_HAND (관수): Extended fingers together, pointed thrust
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* - PALM_HEEL (장력): Palm-heel strike position with curled fingers
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* - GRAPPLING (잡기): Fingers curved for grabs and control
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* - OPEN (펴기): Neutral open hand position
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*
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*/
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export declare enum HandPoseType {
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/** 주먹 - Closed fist for punching */
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FIST = "fist",
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/** 수도 - Knife-hand strike with rigid edge */
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KNIFE_HAND = "knife_hand",
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/** 관수 - Spear-hand thrust with pointed fingers */
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SPEAR_HAND = "spear_hand",
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/** 장력 - Palm-heel strike with curled fingers */
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PALM_HEEL = "palm_heel",
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/** 잡기 - Grappling hand for grabs */
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GRAPPLING = "grappling",
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OPEN = "open",
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RELAXED = "relaxed"
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}
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/**
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* Finger identification
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*/
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export declare enum FingerType {
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/** 엄지 - Thumb */
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THUMB = "thumb",
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/** 검지 - Index finger */
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INDEX = "index",
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MIDDLE = "middle",
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/** 약지 - Ring finger */
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57
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RING = "ring",
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58
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/** 새끼 - Pinky finger */
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59
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PINKY = "pinky"
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+
}
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/**
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* Finger curl amount (0 = fully extended, 1 = fully curled)
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*
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64
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* Normalized values for finger joint angles:
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* - 0.0: Fully extended (straight)
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66
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* - 0.5: Half curled (slightly bent)
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* - 1.0: Fully curled (tight fist)
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*
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* @public
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* @korean 손가락구부림량
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*/
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export interface FingerCurl {
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/** Thumb curl amount (0-1) */
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readonly thumb: number;
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/** Index finger curl amount (0-1) */
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readonly index: number;
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/** Middle finger curl amount (0-1) */
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readonly middle: number;
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/** Ring finger curl amount (0-1) */
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readonly ring: number;
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/** Pinky finger curl amount (0-1) */
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readonly pinky: number;
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}
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+
/**
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* Finger spread amount (0 = together, 1 = spread apart)
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86
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*
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* Controls the lateral spacing between fingers.
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*
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* @public
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* @korean 손가락벌림량
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+
*/
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+
export interface FingerSpread {
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93
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+
/** Spread between thumb and index (0-1) */
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94
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+
readonly thumbIndex: number;
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95
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+
/** Spread between index and middle (0-1) */
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96
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+
readonly indexMiddle: number;
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97
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+
/** Spread between middle and ring (0-1) */
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98
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+
readonly middleRing: number;
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99
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+
/** Spread between ring and pinky (0-1) */
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100
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+
readonly ringPinky: number;
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+
}
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+
/**
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* Hand pose definition for martial arts techniques
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*
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* Complete hand configuration including finger positions and wrist rotation
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* for authentic Korean martial arts hand techniques.
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*
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* @public
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+
* @korean 손자세정의
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+
*/
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+
export interface HandPose {
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|
112
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+
/**
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+
* Pose identifier
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114
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+
* @korean 자세ID
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+
*/
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+
readonly type: HandPoseType;
|
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117
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+
/**
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118
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+
* Korean name for the pose
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+
* @korean 한글이름
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120
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+
*/
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121
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+
readonly nameKorean: string;
|
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122
|
+
/**
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123
|
+
* English name for the pose
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124
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+
* @korean 영어이름
|
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|
+
*/
|
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126
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+
readonly nameEnglish: string;
|
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127
|
+
/**
|
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128
|
+
* Romanized Korean name
|
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129
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+
* @korean 로마자이름
|
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130
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+
*/
|
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131
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+
readonly romanized: string;
|
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132
|
+
/**
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133
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+
* Finger curl amounts (0-1 per finger)
|
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134
|
+
* @korean 손가락구부림
|
|
135
|
+
*/
|
|
136
|
+
readonly fingerCurl: FingerCurl;
|
|
137
|
+
/**
|
|
138
|
+
* Finger spread amounts (0-1 between fingers)
|
|
139
|
+
* @korean 손가락벌림
|
|
140
|
+
*/
|
|
141
|
+
readonly fingerSpread: FingerSpread;
|
|
142
|
+
/**
|
|
143
|
+
* Wrist rotation for the technique
|
|
144
|
+
* @korean 손목회전
|
|
145
|
+
*/
|
|
146
|
+
readonly wristRotation: THREE.Euler;
|
|
147
|
+
/**
|
|
148
|
+
* Description of the technique
|
|
149
|
+
* @korean 설명
|
|
150
|
+
*/
|
|
151
|
+
readonly description: {
|
|
152
|
+
readonly korean: string;
|
|
153
|
+
readonly english: string;
|
|
154
|
+
};
|
|
155
|
+
/**
|
|
156
|
+
* Which martial art this pose comes from
|
|
157
|
+
* @korean 무술출처
|
|
158
|
+
*/
|
|
159
|
+
readonly martialArtOrigin: "taekwondo" | "hapkido" | "taekyon" | "traditional";
|
|
160
|
+
/**
|
|
161
|
+
* Primary striking surface
|
|
162
|
+
* @korean 타격면
|
|
163
|
+
*/
|
|
164
|
+
readonly strikingSurface: "knuckles" | "palm_heel" | "knife_edge" | "fingertips" | "whole_hand";
|
|
165
|
+
}
|
|
166
|
+
/**
|
|
167
|
+
* Hand animation state
|
|
168
|
+
*
|
|
169
|
+
* Current state of hand animation including pose transition progress.
|
|
170
|
+
*
|
|
171
|
+
* @public
|
|
172
|
+
* @korean 손애니메이션상태
|
|
173
|
+
*/
|
|
174
|
+
export interface HandAnimationState {
|
|
175
|
+
/**
|
|
176
|
+
* Current hand pose
|
|
177
|
+
* @korean 현재자세
|
|
178
|
+
*/
|
|
179
|
+
readonly currentPose: HandPoseType;
|
|
180
|
+
/**
|
|
181
|
+
* Target hand pose (during transition)
|
|
182
|
+
* @korean 목표자세
|
|
183
|
+
*/
|
|
184
|
+
readonly targetPose: HandPoseType | null;
|
|
185
|
+
/**
|
|
186
|
+
* Transition progress (0-1)
|
|
187
|
+
* @korean 전환진행률
|
|
188
|
+
*/
|
|
189
|
+
readonly transitionProgress: number;
|
|
190
|
+
/**
|
|
191
|
+
* Current finger curl values (interpolated)
|
|
192
|
+
* @korean 현재손가락구부림
|
|
193
|
+
*/
|
|
194
|
+
readonly currentFingerCurl: FingerCurl;
|
|
195
|
+
/**
|
|
196
|
+
* Current finger spread values (interpolated)
|
|
197
|
+
* @korean 현재손가락벌림
|
|
198
|
+
*/
|
|
199
|
+
readonly currentFingerSpread: FingerSpread;
|
|
200
|
+
/**
|
|
201
|
+
* Current wrist rotation (interpolated)
|
|
202
|
+
* @korean 현재손목회전
|
|
203
|
+
*/
|
|
204
|
+
readonly currentWristRotation: THREE.Euler;
|
|
205
|
+
/**
|
|
206
|
+
* Whether hand is highlighted for vital point targeting
|
|
207
|
+
* @korean 급소표시여부
|
|
208
|
+
*/
|
|
209
|
+
readonly isHighlighted: boolean;
|
|
210
|
+
/**
|
|
211
|
+
* Highlight mode for different striking surfaces
|
|
212
|
+
* @korean 표시모드
|
|
213
|
+
*/
|
|
214
|
+
readonly highlightMode: "none" | "knuckles" | "palm" | "knife_edge" | "fingertips" | null;
|
|
215
|
+
}
|
|
216
|
+
/**
|
|
217
|
+
* Hand side identification
|
|
218
|
+
*
|
|
219
|
+
* @public
|
|
220
|
+
* @korean 손쪽
|
|
221
|
+
*/
|
|
222
|
+
export type HandSide = "left" | "right";
|
|
223
|
+
/**
|
|
224
|
+
* Hand pose configuration for attack techniques
|
|
225
|
+
*
|
|
226
|
+
* Maps attack technique names to appropriate hand poses.
|
|
227
|
+
*
|
|
228
|
+
* @public
|
|
229
|
+
* @korean 공격기술손자세
|
|
230
|
+
*/
|
|
231
|
+
export interface TechniqueHandPose {
|
|
232
|
+
/**
|
|
233
|
+
* Technique name (e.g., "jab", "cross", "knife_hand_strike")
|
|
234
|
+
* @korean 기술이름
|
|
235
|
+
*/
|
|
236
|
+
readonly techniqueName: string;
|
|
237
|
+
/**
|
|
238
|
+
* Hand pose for left hand
|
|
239
|
+
* @korean 왼손자세
|
|
240
|
+
*/
|
|
241
|
+
readonly leftHandPose: HandPoseType;
|
|
242
|
+
/**
|
|
243
|
+
* Hand pose for right hand
|
|
244
|
+
* @korean 오른손자세
|
|
245
|
+
*/
|
|
246
|
+
readonly rightHandPose: HandPoseType;
|
|
247
|
+
/**
|
|
248
|
+
* Transition duration in seconds
|
|
249
|
+
* @korean 전환시간
|
|
250
|
+
*/
|
|
251
|
+
readonly transitionDuration: number;
|
|
252
|
+
}
|
|
253
|
+
/**
|
|
254
|
+
* Hand level of detail (LOD) settings
|
|
255
|
+
*
|
|
256
|
+
* Performance optimization by adjusting hand detail based on camera distance.
|
|
257
|
+
*
|
|
258
|
+
* @public
|
|
259
|
+
* @korean 손상세도설정
|
|
260
|
+
*/
|
|
261
|
+
export interface HandLODConfig {
|
|
262
|
+
/**
|
|
263
|
+
* Detail level
|
|
264
|
+
* - high: Full finger geometry (4 bones per finger)
|
|
265
|
+
* - medium: Simplified fingers (3 bones per finger)
|
|
266
|
+
* - low: No finger detail (hand as single unit)
|
|
267
|
+
* @korean 상세도
|
|
268
|
+
*/
|
|
269
|
+
readonly detailLevel: "high" | "medium" | "low";
|
|
270
|
+
/**
|
|
271
|
+
* Distance thresholds for LOD switching
|
|
272
|
+
* @korean 거리기준
|
|
273
|
+
*/
|
|
274
|
+
readonly distanceThresholds: {
|
|
275
|
+
readonly high: number;
|
|
276
|
+
readonly medium: number;
|
|
277
|
+
readonly low: number;
|
|
278
|
+
};
|
|
279
|
+
/**
|
|
280
|
+
* Whether to render individual fingers
|
|
281
|
+
* @korean 손가락렌더링여부
|
|
282
|
+
*/
|
|
283
|
+
readonly renderFingers: boolean;
|
|
284
|
+
/**
|
|
285
|
+
* Number of segments per finger
|
|
286
|
+
* @korean 손가락세그먼트수
|
|
287
|
+
*/
|
|
288
|
+
readonly fingerSegments: number;
|
|
289
|
+
}
|
|
290
|
+
/**
|
|
291
|
+
* Finger bone segments
|
|
292
|
+
*
|
|
293
|
+
* Anatomically correct finger bone structure:
|
|
294
|
+
* - Metacarpal: Knuckle base (hand to finger connection)
|
|
295
|
+
* - Proximal: First joint (knuckle joint)
|
|
296
|
+
* - Intermediate: Middle joint
|
|
297
|
+
* - Distal: Fingertip
|
|
298
|
+
*
|
|
299
|
+
* Note: Thumb has no intermediate phalanx (2 bones instead of 3)
|
|
300
|
+
*
|
|
301
|
+
* @public
|
|
302
|
+
* @korean 손가락뼈세그먼트
|
|
303
|
+
*/
|
|
304
|
+
export interface FingerSegments {
|
|
305
|
+
/**
|
|
306
|
+
* Metacarpal bone (knuckle base)
|
|
307
|
+
* @korean 중수골
|
|
308
|
+
*/
|
|
309
|
+
readonly metacarpal: THREE.Vector3;
|
|
310
|
+
/**
|
|
311
|
+
* Proximal phalanx (first joint)
|
|
312
|
+
* @korean 근위지골
|
|
313
|
+
*/
|
|
314
|
+
readonly proximal: THREE.Vector3;
|
|
315
|
+
/**
|
|
316
|
+
* Intermediate phalanx (middle joint)
|
|
317
|
+
* Note: Thumb does not have this bone
|
|
318
|
+
* @korean 중위지골
|
|
319
|
+
*/
|
|
320
|
+
readonly intermediate: THREE.Vector3 | null;
|
|
321
|
+
/**
|
|
322
|
+
* Distal phalanx (fingertip)
|
|
323
|
+
* @korean 원위지골
|
|
324
|
+
*/
|
|
325
|
+
readonly distal: THREE.Vector3;
|
|
326
|
+
}
|
|
327
|
+
/**
|
|
328
|
+
* Complete hand structure with all finger bones
|
|
329
|
+
*
|
|
330
|
+
* @public
|
|
331
|
+
* @korean 손뼈구조
|
|
332
|
+
*/
|
|
333
|
+
export interface HandStructure {
|
|
334
|
+
/**
|
|
335
|
+
* Palm base position
|
|
336
|
+
* @korean 손바닥위치
|
|
337
|
+
*/
|
|
338
|
+
readonly palm: THREE.Vector3;
|
|
339
|
+
/**
|
|
340
|
+
* Wrist position
|
|
341
|
+
* @korean 손목위치
|
|
342
|
+
*/
|
|
343
|
+
readonly wrist: THREE.Vector3;
|
|
344
|
+
/**
|
|
345
|
+
* Thumb segments (2 bones: no intermediate)
|
|
346
|
+
* @korean 엄지뼈
|
|
347
|
+
*/
|
|
348
|
+
readonly thumb: FingerSegments;
|
|
349
|
+
/**
|
|
350
|
+
* Index finger segments (3 bones)
|
|
351
|
+
* @korean 검지뼈
|
|
352
|
+
*/
|
|
353
|
+
readonly index: FingerSegments;
|
|
354
|
+
/**
|
|
355
|
+
* Middle finger segments (3 bones)
|
|
356
|
+
* @korean 중지뼈
|
|
357
|
+
*/
|
|
358
|
+
readonly middle: FingerSegments;
|
|
359
|
+
/**
|
|
360
|
+
* Ring finger segments (3 bones)
|
|
361
|
+
* @korean 약지뼈
|
|
362
|
+
*/
|
|
363
|
+
readonly ring: FingerSegments;
|
|
364
|
+
/**
|
|
365
|
+
* Pinky finger segments (3 bones)
|
|
366
|
+
* @korean 새끼뼈
|
|
367
|
+
*/
|
|
368
|
+
readonly pinky: FingerSegments;
|
|
369
|
+
}
|
|
370
|
+
//# sourceMappingURL=hand-animation.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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+
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//#region src/types/hand-animation.ts
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/**
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* Martial arts hand pose types
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*
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* Traditional Korean martial arts hand formations:
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* - FIST (주먹): Closed fist for punching
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* - KNIFE_HAND (수도): Extended fingers, rigid hand edge for strikes
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* - SPEAR_HAND (관수): Extended fingers together, pointed thrust
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* - PALM_HEEL (장력): Palm-heel strike position with curled fingers
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* - GRAPPLING (잡기): Fingers curved for grabs and control
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* - OPEN (펴기): Neutral open hand position
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*
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* @public
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* @korean 손자세타입
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*/
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var HandPoseType = /* @__PURE__ */ function(HandPoseType) {
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/** 주먹 - Closed fist for punching */
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HandPoseType["FIST"] = "fist";
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/** 수도 - Knife-hand strike with rigid edge */
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HandPoseType["KNIFE_HAND"] = "knife_hand";
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/** 관수 - Spear-hand thrust with pointed fingers */
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HandPoseType["SPEAR_HAND"] = "spear_hand";
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/** 장력 - Palm-heel strike with curled fingers */
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HandPoseType["PALM_HEEL"] = "palm_heel";
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/** 잡기 - Grappling hand for grabs */
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HandPoseType["GRAPPLING"] = "grappling";
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/** 펴기 - Open hand neutral position */
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HandPoseType["OPEN"] = "open";
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/** 휴식 - Relaxed natural hand position for walking/idle */
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HandPoseType["RELAXED"] = "relaxed";
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return HandPoseType;
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}({});
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/**
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* Finger identification
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*
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* @public
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* @korean 손가락
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*/
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var FingerType = /* @__PURE__ */ function(FingerType) {
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/** 엄지 - Thumb */
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FingerType["THUMB"] = "thumb";
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/** 검지 - Index finger */
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FingerType["INDEX"] = "index";
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/** 중지 - Middle finger */
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FingerType["MIDDLE"] = "middle";
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/** 약지 - Ring finger */
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FingerType["RING"] = "ring";
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/** 새끼 - Pinky finger */
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FingerType["PINKY"] = "pinky";
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return FingerType;
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}({});
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//#endregion
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export { FingerType, HandPoseType };
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//# sourceMappingURL=hand-animation.js.map
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{"version":3,"file":"hand-animation.js","names":[],"sources":["../../src/types/hand-animation.ts"],"sourcesContent":["/**\n * Hand animation types for Korean martial arts techniques\n *\n * Defines hand poses, finger positions, and animation states for realistic\n * martial arts hand techniques including strikes, grappling, and precise\n * vital point targeting.\n *\n * @module types/hand-animation\n * @category Type Definitions\n * @korean 손애니메이션타입\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Martial arts hand pose types\n *\n * Traditional Korean martial arts hand formations:\n * - FIST (주먹): Closed fist for punching\n * - KNIFE_HAND (수도): Extended fingers, rigid hand edge for strikes\n * - SPEAR_HAND (관수): Extended fingers together, pointed thrust\n * - PALM_HEEL (장력): Palm-heel strike position with curled fingers\n * - GRAPPLING (잡기): Fingers curved for grabs and control\n * - OPEN (펴기): Neutral open hand position\n *\n * @public\n * @korean 손자세타입\n */\nexport enum HandPoseType {\n /** 주먹 - Closed fist for punching */\n FIST = \"fist\",\n /** 수도 - Knife-hand strike with rigid edge */\n KNIFE_HAND = \"knife_hand\",\n /** 관수 - Spear-hand thrust with pointed fingers */\n SPEAR_HAND = \"spear_hand\",\n /** 장력 - Palm-heel strike with curled fingers */\n PALM_HEEL = \"palm_heel\",\n /** 잡기 - Grappling hand for grabs */\n GRAPPLING = \"grappling\",\n /** 펴기 - Open hand neutral position */\n OPEN = \"open\",\n /** 휴식 - Relaxed natural hand position for walking/idle */\n RELAXED = \"relaxed\",\n}\n\n/**\n * Finger identification\n *\n * @public\n * @korean 손가락\n */\nexport enum FingerType {\n /** 엄지 - Thumb */\n THUMB = \"thumb\",\n /** 검지 - Index finger */\n INDEX = \"index\",\n /** 중지 - Middle finger */\n MIDDLE = \"middle\",\n /** 약지 - Ring finger */\n RING = \"ring\",\n /** 새끼 - Pinky finger */\n PINKY = \"pinky\",\n}\n\n/**\n * Finger curl amount (0 = fully extended, 1 = fully curled)\n *\n * Normalized values for finger joint angles:\n * - 0.0: Fully extended (straight)\n * - 0.5: Half curled (slightly bent)\n * - 1.0: Fully curled (tight fist)\n *\n * @public\n * @korean 손가락구부림량\n */\nexport interface FingerCurl {\n /** Thumb curl amount (0-1) */\n readonly thumb: number;\n /** Index finger curl amount (0-1) */\n readonly index: number;\n /** Middle finger curl amount (0-1) */\n readonly middle: number;\n /** Ring finger curl amount (0-1) */\n readonly ring: number;\n /** Pinky finger curl amount (0-1) */\n readonly pinky: number;\n}\n\n/**\n * Finger spread amount (0 = together, 1 = spread apart)\n *\n * Controls the lateral spacing between fingers.\n *\n * @public\n * @korean 손가락벌림량\n */\nexport interface FingerSpread {\n /** Spread between thumb and index (0-1) */\n readonly thumbIndex: number;\n /** Spread between index and middle (0-1) */\n readonly indexMiddle: number;\n /** Spread between middle and ring (0-1) */\n readonly middleRing: number;\n /** Spread between ring and pinky (0-1) */\n readonly ringPinky: number;\n}\n\n/**\n * Hand pose definition for martial arts techniques\n *\n * Complete hand configuration including finger positions and wrist rotation\n * for authentic Korean martial arts hand techniques.\n *\n * @public\n * @korean 손자세정의\n */\nexport interface HandPose {\n /**\n * Pose identifier\n * @korean 자세ID\n */\n readonly type: HandPoseType;\n\n /**\n * Korean name for the pose\n * @korean 한글이름\n */\n readonly nameKorean: string;\n\n /**\n * English name for the pose\n * @korean 영어이름\n */\n readonly nameEnglish: string;\n\n /**\n * Romanized Korean name\n * @korean 로마자이름\n */\n readonly romanized: string;\n\n /**\n * Finger curl amounts (0-1 per finger)\n * @korean 손가락구부림\n */\n readonly fingerCurl: FingerCurl;\n\n /**\n * Finger spread amounts (0-1 between fingers)\n * @korean 손가락벌림\n */\n readonly fingerSpread: FingerSpread;\n\n /**\n * Wrist rotation for the technique\n * @korean 손목회전\n */\n readonly wristRotation: THREE.Euler;\n\n /**\n * Description of the technique\n * @korean 설명\n */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n\n /**\n * Which martial art this pose comes from\n * @korean 무술출처\n */\n readonly martialArtOrigin:\n | \"taekwondo\"\n | \"hapkido\"\n | \"taekyon\"\n | \"traditional\";\n\n /**\n * Primary striking surface\n * @korean 타격면\n */\n readonly strikingSurface:\n | \"knuckles\"\n | \"palm_heel\"\n | \"knife_edge\"\n | \"fingertips\"\n | \"whole_hand\";\n}\n\n/**\n * Hand animation state\n *\n * Current state of hand animation including pose transition progress.\n *\n * @public\n * @korean 손애니메이션상태\n */\nexport interface HandAnimationState {\n /**\n * Current hand pose\n * @korean 현재자세\n */\n readonly currentPose: HandPoseType;\n\n /**\n * Target hand pose (during transition)\n * @korean 목표자세\n */\n readonly targetPose: HandPoseType | null;\n\n /**\n * Transition progress (0-1)\n * @korean 전환진행률\n */\n readonly transitionProgress: number;\n\n /**\n * Current finger curl values (interpolated)\n * @korean 현재손가락구부림\n */\n readonly currentFingerCurl: FingerCurl;\n\n /**\n * Current finger spread values (interpolated)\n * @korean 현재손가락벌림\n */\n readonly currentFingerSpread: FingerSpread;\n\n /**\n * Current wrist rotation (interpolated)\n * @korean 현재손목회전\n */\n readonly currentWristRotation: THREE.Euler;\n\n /**\n * Whether hand is highlighted for vital point targeting\n * @korean 급소표시여부\n */\n readonly isHighlighted: boolean;\n\n /**\n * Highlight mode for different striking surfaces\n * @korean 표시모드\n */\n readonly highlightMode:\n | \"none\"\n | \"knuckles\"\n | \"palm\"\n | \"knife_edge\"\n | \"fingertips\"\n | null;\n}\n\n/**\n * Hand side identification\n *\n * @public\n * @korean 손쪽\n */\nexport type HandSide = \"left\" | \"right\";\n\n/**\n * Hand pose configuration for attack techniques\n *\n * Maps attack technique names to appropriate hand poses.\n *\n * @public\n * @korean 공격기술손자세\n */\nexport interface TechniqueHandPose {\n /**\n * Technique name (e.g., \"jab\", \"cross\", \"knife_hand_strike\")\n * @korean 기술이름\n */\n readonly techniqueName: string;\n\n /**\n * Hand pose for left hand\n * @korean 왼손자세\n */\n readonly leftHandPose: HandPoseType;\n\n /**\n * Hand pose for right hand\n * @korean 오른손자세\n */\n readonly rightHandPose: HandPoseType;\n\n /**\n * Transition duration in seconds\n * @korean 전환시간\n */\n readonly transitionDuration: number;\n}\n\n/**\n * Hand level of detail (LOD) settings\n *\n * Performance optimization by adjusting hand detail based on camera distance.\n *\n * @public\n * @korean 손상세도설정\n */\nexport interface HandLODConfig {\n /**\n * Detail level\n * - high: Full finger geometry (4 bones per finger)\n * - medium: Simplified fingers (3 bones per finger)\n * - low: No finger detail (hand as single unit)\n * @korean 상세도\n */\n readonly detailLevel: \"high\" | \"medium\" | \"low\";\n\n /**\n * Distance thresholds for LOD switching\n * @korean 거리기준\n */\n readonly distanceThresholds: {\n readonly high: number; // Camera distance for high detail (< 5 units)\n readonly medium: number; // Camera distance for medium detail (< 15 units)\n readonly low: number; // Camera distance for low detail (>= 15 units)\n };\n\n /**\n * Whether to render individual fingers\n * @korean 손가락렌더링여부\n */\n readonly renderFingers: boolean;\n\n /**\n * Number of segments per finger\n * @korean 손가락세그먼트수\n */\n readonly fingerSegments: number;\n}\n\n/**\n * Finger bone segments\n *\n * Anatomically correct finger bone structure:\n * - Metacarpal: Knuckle base (hand to finger connection)\n * - Proximal: First joint (knuckle joint)\n * - Intermediate: Middle joint\n * - Distal: Fingertip\n *\n * Note: Thumb has no intermediate phalanx (2 bones instead of 3)\n *\n * @public\n * @korean 손가락뼈세그먼트\n */\nexport interface FingerSegments {\n /**\n * Metacarpal bone (knuckle base)\n * @korean 중수골\n */\n readonly metacarpal: THREE.Vector3;\n\n /**\n * Proximal phalanx (first joint)\n * @korean 근위지골\n */\n readonly proximal: THREE.Vector3;\n\n /**\n * Intermediate phalanx (middle joint)\n * Note: Thumb does not have this bone\n * @korean 중위지골\n */\n readonly intermediate: THREE.Vector3 | null;\n\n /**\n * Distal phalanx (fingertip)\n * @korean 원위지골\n */\n readonly distal: THREE.Vector3;\n}\n\n/**\n * Complete hand structure with all finger bones\n *\n * @public\n * @korean 손뼈구조\n */\nexport interface HandStructure {\n /**\n * Palm base position\n * @korean 손바닥위치\n */\n readonly palm: THREE.Vector3;\n\n /**\n * Wrist position\n * @korean 손목위치\n */\n readonly wrist: THREE.Vector3;\n\n /**\n * Thumb segments (2 bones: no intermediate)\n * @korean 엄지뼈\n */\n readonly thumb: FingerSegments;\n\n /**\n * Index finger segments (3 bones)\n * @korean 검지뼈\n */\n readonly index: FingerSegments;\n\n /**\n * Middle finger segments (3 bones)\n * @korean 중지뼈\n */\n readonly middle: FingerSegments;\n\n /**\n * Ring finger segments (3 bones)\n * @korean 약지뼈\n */\n readonly ring: FingerSegments;\n\n /**\n * Pinky finger segments (3 bones)\n * @korean 새끼뼈\n */\n readonly pinky: FingerSegments;\n}\n"],"mappings":";;;;;;;;;;;;;;;AA4BA,IAAY,eAAL,yBAAA,cAAA;;AAEL,cAAA,UAAA;;AAEA,cAAA,gBAAA;;AAEA,cAAA,gBAAA;;AAEA,cAAA,eAAA;;AAEA,cAAA,eAAA;;AAEA,cAAA,UAAA;;AAEA,cAAA,aAAA;;KACD;;;;;;;AAQD,IAAY,aAAL,yBAAA,YAAA;;AAEL,YAAA,WAAA;;AAEA,YAAA,WAAA;;AAEA,YAAA,YAAA;;AAEA,YAAA,UAAA;;AAEA,YAAA,WAAA;;KACD"}
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/**
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* @module types
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*/
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export * from "./common";
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export * from "./constants";
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export * from "./technique";
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export * from "./player-visual";
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export * from "./skeletal";
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export * from "./hand-animation";
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export * from "./LayoutTypes";
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export * from "./HtmlOverlayTypes";
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export * from "./physics";
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/types/index.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAGH,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,YAAY,CAAC;AAC3B,cAAc,kBAAkB,CAAC;AACjC,cAAc,eAAe,CAAC;AAC9B,cAAc,oBAAoB,CAAC;AACnC,cAAc,WAAW,CAAC"}
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import { __exportAll } from "../_virtual/_rolldown/runtime.js";
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import { BodyRegion, CombatAttackType, CombatState, DamageType, GameMode, GamePhase, GrappleState, GrappleTarget, KoreanTextSize, KoreanTextWeight, PlayerArchetype, TrigramStance, VitalPointCategory, VitalPointEffectType, VitalPointSeverity } from "./common.js";
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import { CYBERPUNK_COLORS, KOREAN_COLORS } from "./constants/colors.js";
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import { FONT_FAMILY, FONT_SIZES, FONT_WEIGHTS, KOREAN_FONT_WEIGHTS, KOREAN_MOBILE_FONT_SIZES, KOREAN_TEXT_SIZES, getKoreanFontSize } from "./constants/typography.js";
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import UI_CONSTANTS, { HEALTH_COLORS, UI_DIMENSIONS } from "./constants/ui.js";
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import { BORDERS, BORDER_RADIUS, COMBAT_UI_DIMENSIONS, COMBAT_UI_DIMENSIONS_NUMERIC, FONT_SIZE_MULTIPLIERS, GRADIENTS, HIERARCHY, HUD_STYLE, LAYOUT_MULTIPLIERS, OPACITY, SPACING, SPACING_ADJUSTMENTS, SPACING_NUMERIC, TEXT_EFFECTS, TRANSITIONS, TYPOGRAPHY, TYPOGRAPHY_NUMERIC, getResponsiveFontSize, getResponsiveSpacing } from "./constants/designSystem.js";
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import { FRAME_TIME_BUDGET, PERFORMANCE_SETTINGS_BY_TIER, getPerformanceSettings, getPerformanceTier } from "./constants/performance.js";
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import { DEFAULT_RESIZE_TRANSITION, FONT_SCALE_MAP, FONT_SIZE_CONSTRAINTS, RESPONSIVE_BREAKPOINTS, SPACING_SCALE_MAP, calculateFontSize, calculateResponsiveValues, calculateSpacing, createResponsiveConfig, createTransitionString, getFontScale, getScreenSize, getSpacingScale, isDesktopSize, isMobileSize, isTabletSize, testScreenSize } from "../systems/ResponsiveScaling.js";
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import ANIMATION_DURATIONS from "./constants/animations.js";
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import { ARCHETYPE_ASSETS, ARCHETYPE_BACKGROUNDS, ARCHETYPE_TECHNIQUE_BONUSES, FALLBACK_ARCHETYPE_IMAGE, MAX_TRANSITION_TIME_MILLISECONDS, PERFORMANCE_RATING_THRESHOLDS, ROUND_ANNOUNCEMENT_TIMINGS } from "./constants/index.js";
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import { AttackAnimationType, BoneName, mirrorGuardPose } from "./skeletal.js";
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import { FingerType, HandPoseType } from "./hand-animation.js";
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import { HUD_HEIGHT, HUD_WIDTH_PERCENT, Z_INDEX } from "./LayoutTypes.js";
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import { ANATOMICAL_DIMENSIONS, BASE_REACH, COLLISION_KOREAN_TERMS, STANCE_REACH_MODIFIERS, assertValidPhysicalReachConfig, isValidBaseExtension } from "./physics.js";
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//#region src/types/index.ts
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var types_exports = /* @__PURE__ */ __exportAll({
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ANATOMICAL_DIMENSIONS: () => ANATOMICAL_DIMENSIONS,
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ANIMATION_DURATIONS: () => ANIMATION_DURATIONS,
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ARCHETYPE_ASSETS: () => ARCHETYPE_ASSETS,
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ARCHETYPE_BACKGROUNDS: () => ARCHETYPE_BACKGROUNDS,
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ARCHETYPE_TECHNIQUE_BONUSES: () => ARCHETYPE_TECHNIQUE_BONUSES,
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AttackAnimationType: () => AttackAnimationType,
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BASE_REACH: () => BASE_REACH,
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BORDERS: () => BORDERS,
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BORDER_RADIUS: () => BORDER_RADIUS,
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BodyRegion: () => BodyRegion,
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BoneName: () => BoneName,
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COLLISION_KOREAN_TERMS: () => COLLISION_KOREAN_TERMS,
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COMBAT_UI_DIMENSIONS: () => COMBAT_UI_DIMENSIONS,
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COMBAT_UI_DIMENSIONS_NUMERIC: () => COMBAT_UI_DIMENSIONS_NUMERIC,
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CYBERPUNK_COLORS: () => CYBERPUNK_COLORS,
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CombatAttackType: () => CombatAttackType,
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CombatState: () => CombatState,
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DEFAULT_RESIZE_TRANSITION: () => DEFAULT_RESIZE_TRANSITION,
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DamageType: () => DamageType,
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FALLBACK_ARCHETYPE_IMAGE: () => FALLBACK_ARCHETYPE_IMAGE,
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FONT_FAMILY: () => FONT_FAMILY,
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FONT_SCALE_MAP: () => FONT_SCALE_MAP,
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FONT_SIZES: () => FONT_SIZES,
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FONT_SIZE_CONSTRAINTS: () => FONT_SIZE_CONSTRAINTS,
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FONT_SIZE_MULTIPLIERS: () => FONT_SIZE_MULTIPLIERS,
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FONT_WEIGHTS: () => FONT_WEIGHTS,
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FRAME_TIME_BUDGET: () => FRAME_TIME_BUDGET,
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FingerType: () => FingerType,
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GRADIENTS: () => GRADIENTS,
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GameMode: () => GameMode,
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GamePhase: () => GamePhase,
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GrappleState: () => GrappleState,
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GrappleTarget: () => GrappleTarget,
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HEALTH_COLORS: () => HEALTH_COLORS,
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HIERARCHY: () => HIERARCHY,
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HUD_HEIGHT: () => HUD_HEIGHT,
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HUD_STYLE: () => HUD_STYLE,
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HUD_WIDTH_PERCENT: () => HUD_WIDTH_PERCENT,
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HandPoseType: () => HandPoseType,
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KOREAN_COLORS: () => KOREAN_COLORS,
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KOREAN_FONT_WEIGHTS: () => KOREAN_FONT_WEIGHTS,
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KOREAN_MOBILE_FONT_SIZES: () => KOREAN_MOBILE_FONT_SIZES,
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KOREAN_TEXT_SIZES: () => KOREAN_TEXT_SIZES,
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KoreanTextSize: () => KoreanTextSize,
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KoreanTextWeight: () => KoreanTextWeight,
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LAYOUT_MULTIPLIERS: () => LAYOUT_MULTIPLIERS,
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MAX_TRANSITION_COST_KI: () => 50,
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MAX_TRANSITION_COST_STAMINA: () => 30,
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MAX_TRANSITION_TIME_MILLISECONDS: () => MAX_TRANSITION_TIME_MILLISECONDS,
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OPACITY: () => OPACITY,
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PERFORMANCE_RATING_THRESHOLDS: () => PERFORMANCE_RATING_THRESHOLDS,
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PERFORMANCE_SETTINGS_BY_TIER: () => PERFORMANCE_SETTINGS_BY_TIER,
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PlayerArchetype: () => PlayerArchetype,
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RESPONSIVE_BREAKPOINTS: () => RESPONSIVE_BREAKPOINTS,
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ROUND_ANNOUNCEMENT_TIMINGS: () => ROUND_ANNOUNCEMENT_TIMINGS,
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SPACING: () => SPACING,
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SPACING_ADJUSTMENTS: () => SPACING_ADJUSTMENTS,
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SPACING_NUMERIC: () => SPACING_NUMERIC,
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SPACING_SCALE_MAP: () => SPACING_SCALE_MAP,
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STANCE_REACH_MODIFIERS: () => STANCE_REACH_MODIFIERS,
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TEXT_EFFECTS: () => TEXT_EFFECTS,
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TRANSITIONS: () => TRANSITIONS,
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TYPOGRAPHY: () => TYPOGRAPHY,
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TYPOGRAPHY_NUMERIC: () => TYPOGRAPHY_NUMERIC,
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TrigramStance: () => TrigramStance,
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UI_CONSTANTS: () => UI_CONSTANTS,
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UI_DIMENSIONS: () => UI_DIMENSIONS,
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VitalPointCategory: () => VitalPointCategory,
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VitalPointEffectType: () => VitalPointEffectType,
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VitalPointSeverity: () => VitalPointSeverity,
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Z_INDEX: () => Z_INDEX,
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assertValidPhysicalReachConfig: () => assertValidPhysicalReachConfig,
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calculateFontSize: () => calculateFontSize,
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calculateResponsiveValues: () => calculateResponsiveValues,
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calculateSpacing: () => calculateSpacing,
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createResponsiveConfig: () => createResponsiveConfig,
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createTransitionString: () => createTransitionString,
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getFontScale: () => getFontScale,
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getKoreanFontSize: () => getKoreanFontSize,
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getPerformanceSettings: () => getPerformanceSettings,
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getPerformanceTier: () => getPerformanceTier,
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getResponsiveFontSize: () => getResponsiveFontSize,
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getResponsiveSpacing: () => getResponsiveSpacing,
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getScreenSize: () => getScreenSize,
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getSpacingScale: () => getSpacingScale,
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isDesktopSize: () => isDesktopSize,
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isMobileSize: () => isMobileSize,
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isTabletSize: () => isTabletSize,
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isValidBaseExtension: () => isValidBaseExtension,
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mirrorGuardPose: () => mirrorGuardPose,
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testScreenSize: () => testScreenSize
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});
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//#endregion
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export { types_exports };
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//# sourceMappingURL=index.js.map
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{"version":3,"file":"index.js","names":[],"sources":["../../src/types/index.ts"],"sourcesContent":["/**\n * @module types\n * @category Type Definitions\n */\n\n// Export all base modules\nexport * from \"./common\";\nexport * from \"./constants\";\nexport * from \"./technique\";\nexport * from \"./player-visual\";\nexport * from \"./skeletal\";\nexport * from \"./hand-animation\";\nexport * from \"./LayoutTypes\";\nexport * from \"./HtmlOverlayTypes\";\nexport * from \"./physics\";\n"],"mappings":""}
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/**
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* Shared Injury Types
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*
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* **Korean**: 공유 부상 타입
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*
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* Common injury types and data structures used across the trauma visualization
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* system. Separated from React components to avoid coupling system logic to UI.
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*
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* @module types/injury
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* @category Types
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* @korean 부상타입
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*/
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import { BodyRegion } from "./common";
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/**
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* Injury type classification
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*
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* **Korean**: 부상 유형 분류
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*
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* @public
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*/
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export declare enum InjuryType {
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/** Blunt force trauma */
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BRUISE = "bruise",
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/** Sharp weapon/strike */
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CUT = "cut",
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/** Deep cut with blood trail */
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LACERATION = "laceration",
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/** Bone damage indicator */
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FRACTURE = "fracture"
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}
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/**
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* Individual injury data for visualization
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*
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* **Korean**: 시각화를 위한 개별 부상 데이터
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*
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* Used by both the injury tracking system and trauma visualization components.
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*
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* @public
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*/
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export interface Injury {
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/** Unique identifier */
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readonly id: string;
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/** Body region affected */
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readonly region: BodyRegion;
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/** Type of injury */
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readonly type: InjuryType;
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/** Position on body [x, y, z] relative to character center */
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readonly position: [number, number, number];
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/** Severity (0.0 to 1.0) */
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readonly severity: number;
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/** Number of hits to same location (for progressive bruising) */
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readonly hitCount: number;
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/** Timestamp when injury was created */
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readonly timestamp: number;
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/** Optional player ID for multi-player scenarios */
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readonly playerId?: string | number;
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}
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//# sourceMappingURL=injury.d.ts.map
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{"version":3,"file":"injury.d.ts","sourceRoot":"","sources":["../../src/types/injury.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AAEtC;;;;;;GAMG;AACH,oBAAY,UAAU;IACpB,yBAAyB;IACzB,MAAM,WAAW;IACjB,0BAA0B;IAC1B,GAAG,QAAQ;IACX,gCAAgC;IAChC,UAAU,eAAe;IACzB,4BAA4B;IAC5B,QAAQ,aAAa;CACtB;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,MAAM;IACrB,wBAAwB;IACxB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,2BAA2B;IAC3B,QAAQ,CAAC,MAAM,EAAE,UAAU,CAAC;IAC5B,qBAAqB;IACrB,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAC;IAC1B,8DAA8D;IAC9D,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,4BAA4B;IAC5B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,iEAAiE;IACjE,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,oDAAoD;IACpD,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,GAAG,MAAM,CAAC;CACrC"}
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//#region src/types/injury.ts
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/**
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* Injury type classification
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*
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* **Korean**: 부상 유형 분류
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*
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* @public
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*/
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var InjuryType = /* @__PURE__ */ function(InjuryType) {
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/** Blunt force trauma */
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InjuryType["BRUISE"] = "bruise";
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/** Sharp weapon/strike */
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InjuryType["CUT"] = "cut";
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/** Deep cut with blood trail */
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InjuryType["LACERATION"] = "laceration";
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/** Bone damage indicator */
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InjuryType["FRACTURE"] = "fracture";
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return InjuryType;
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}({});
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//#endregion
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export { InjuryType };
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//# sourceMappingURL=injury.js.map
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