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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* Skeletal rigging types for articulated body model
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rotation: THREE.Euler;
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children: Bone[];
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* @korean 기본회전
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66
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+
*/
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67
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+
readonly restRotation: THREE.Euler;
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68
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+
}
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69
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+
/**
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70
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+
* Skeletal rig with complete bone hierarchy
|
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71
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+
*
|
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72
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+
* Contains root bone and map of all bones for efficient lookup.
|
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73
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+
* Maximum 30 bones for 60fps performance.
|
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74
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+
*
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75
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+
* @public
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76
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+
* @category Skeletal System
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77
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+
* @korean 골격
|
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78
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+
*/
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79
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+
export interface SkeletalRig {
|
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80
|
+
/**
|
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81
|
+
* Root bone (pelvis/center)
|
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82
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+
* @korean 뿌리뼈
|
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83
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+
*/
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84
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+
readonly root: Bone;
|
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85
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+
/**
|
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86
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+
* Map of bone name to bone for fast lookup
|
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87
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+
* @korean 뼈맵
|
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88
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+
*/
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89
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+
readonly bones: Map<string, Bone>;
|
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90
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+
/**
|
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91
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+
* Total number of bones in rig
|
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92
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+
* @korean 뼈개수
|
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93
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+
*/
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94
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+
readonly boneCount: number;
|
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95
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+
}
|
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96
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+
/**
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97
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+
* Animation keyframe for skeletal animation
|
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98
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+
*
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99
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+
* Defines bone transformations at a specific time in the animation.
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100
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+
* Keyframes are interpolated for smooth animation between poses.
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101
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+
* Now includes integrated anatomy state for hands, feet, and facial expressions.
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102
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+
*
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103
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+
* @public
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104
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+
* @category Animation
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105
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+
* @korean 애니메이션키프레임
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106
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+
*/
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107
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+
export interface AnimationKeyframe {
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108
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+
/**
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109
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+
* Time in seconds from animation start
|
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110
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+
* @korean 시간
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111
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+
*/
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112
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+
readonly time: number;
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113
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+
/**
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114
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+
* Bone rotations at this keyframe
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115
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+
* Map of bone name to rotation
|
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116
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+
* @korean 뼈회전들
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117
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+
*/
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118
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+
readonly boneRotations: Map<string, THREE.Euler>;
|
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119
|
+
/**
|
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120
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+
* Bone positions at this keyframe (optional, for IK or special moves)
|
|
121
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+
* Map of bone name to position offset from rest pose
|
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122
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+
* @korean 뼈위치들
|
|
123
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+
*/
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124
|
+
readonly bonePositions: Map<string, THREE.Vector3>;
|
|
125
|
+
/**
|
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126
|
+
* Optional easing function name for interpolation
|
|
127
|
+
* @korean 이징함수
|
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128
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+
*/
|
|
129
|
+
readonly easing?: "linear" | "ease-in" | "ease-out" | "ease-in-out";
|
|
130
|
+
/**
|
|
131
|
+
* Left hand pose type at this keyframe
|
|
132
|
+
* @korean 왼손자세
|
|
133
|
+
*/
|
|
134
|
+
readonly leftHandPose?: string;
|
|
135
|
+
/**
|
|
136
|
+
* Right hand pose type at this keyframe
|
|
137
|
+
* @korean 오른손자세
|
|
138
|
+
*/
|
|
139
|
+
readonly rightHandPose?: string;
|
|
140
|
+
/**
|
|
141
|
+
* Whether left foot is highlighted (e.g., during kicks)
|
|
142
|
+
* @korean 왼발강조
|
|
143
|
+
*/
|
|
144
|
+
readonly leftFootHighlight?: boolean;
|
|
145
|
+
/**
|
|
146
|
+
* Whether right foot is highlighted (e.g., during kicks)
|
|
147
|
+
* @korean 오른발강조
|
|
148
|
+
*/
|
|
149
|
+
readonly rightFootHighlight?: boolean;
|
|
150
|
+
/**
|
|
151
|
+
* Left hand highlight mode for striking surface
|
|
152
|
+
* @korean 왼손강조모드
|
|
153
|
+
*/
|
|
154
|
+
readonly leftHandHighlightMode?: "none" | "knuckles" | "palm" | "knife_edge" | "fingertips";
|
|
155
|
+
/**
|
|
156
|
+
* Right hand highlight mode for striking surface
|
|
157
|
+
* @korean 오른손강조모드
|
|
158
|
+
*/
|
|
159
|
+
readonly rightHandHighlightMode?: "none" | "knuckles" | "palm" | "knife_edge" | "fingertips";
|
|
160
|
+
/**
|
|
161
|
+
* Facial expression at this keyframe
|
|
162
|
+
* @korean 얼굴표정
|
|
163
|
+
*/
|
|
164
|
+
readonly facialExpression?: string;
|
|
165
|
+
/**
|
|
166
|
+
* Muscle activation targets at this keyframe
|
|
167
|
+
* Map of muscle group name to tension level (0-1)
|
|
168
|
+
* @korean 근육활성화
|
|
169
|
+
*/
|
|
170
|
+
readonly muscleActivations?: Map<string, number>;
|
|
171
|
+
}
|
|
172
|
+
/**
|
|
173
|
+
* Attack animation type categories
|
|
174
|
+
*
|
|
175
|
+
* Defines the 5 base categories of attack animations with variants.
|
|
176
|
+
* Each technique maps to one of these animation types.
|
|
177
|
+
*
|
|
178
|
+
* @public
|
|
179
|
+
* @category Animation
|
|
180
|
+
* @korean 공격애니메이션타입
|
|
181
|
+
*/
|
|
182
|
+
export declare enum AttackAnimationType {
|
|
183
|
+
PUNCH_HIGH = "punch_high",
|
|
184
|
+
PUNCH_MID = "punch_mid",
|
|
185
|
+
PUNCH_LOW = "punch_low",
|
|
186
|
+
KICK_FRONT = "kick_front",
|
|
187
|
+
KICK_SIDE = "kick_side",
|
|
188
|
+
KICK_ROUNDHOUSE = "kick_round",
|
|
189
|
+
ELBOW_STRIKE = "elbow_strike",
|
|
190
|
+
ELBOW_UPPERCUT = "elbow_uppercut",
|
|
191
|
+
KNEE_STRIKE = "knee_strike",
|
|
192
|
+
KNEE_CLINCH = "knee_clinch",
|
|
193
|
+
PRESSURE_POINT = "pressure_point",
|
|
194
|
+
PRESSURE_POINT_RAPID = "pressure_point_rapid"
|
|
195
|
+
}
|
|
196
|
+
/**
|
|
197
|
+
* Animation configuration for a technique
|
|
198
|
+
*
|
|
199
|
+
* Links a technique to its specific attack animation with speed modifier.
|
|
200
|
+
*
|
|
201
|
+
* @public
|
|
202
|
+
* @category Animation
|
|
203
|
+
* @korean 기술애니메이션설정
|
|
204
|
+
*/
|
|
205
|
+
export interface TechniqueAnimationConfig {
|
|
206
|
+
/**
|
|
207
|
+
* Type of attack animation to play
|
|
208
|
+
* @korean 애니메이션타입
|
|
209
|
+
*/
|
|
210
|
+
readonly type: AttackAnimationType;
|
|
211
|
+
/**
|
|
212
|
+
* Speed modifier (0.8-1.2)
|
|
213
|
+
* - Light techniques: 1.2x speed
|
|
214
|
+
* - Normal techniques: 1.0x speed
|
|
215
|
+
* - Heavy techniques: 0.8x speed
|
|
216
|
+
* @korean 속도배율
|
|
217
|
+
*/
|
|
218
|
+
readonly speedModifier: number;
|
|
219
|
+
}
|
|
220
|
+
/**
|
|
221
|
+
* Complete skeletal animation sequence
|
|
222
|
+
*
|
|
223
|
+
* Sequence of keyframes defining a complete animation
|
|
224
|
+
* (e.g., jab, cross, roundhouse kick).
|
|
225
|
+
*
|
|
226
|
+
* @public
|
|
227
|
+
* @category Animation
|
|
228
|
+
* @korean 골격애니메이션
|
|
229
|
+
*/
|
|
230
|
+
export interface SkeletalAnimation {
|
|
231
|
+
/**
|
|
232
|
+
* Animation identifier
|
|
233
|
+
* @korean 이름
|
|
234
|
+
*/
|
|
235
|
+
readonly name: string;
|
|
236
|
+
/**
|
|
237
|
+
* Korean name for animation
|
|
238
|
+
* @korean 한글이름
|
|
239
|
+
*/
|
|
240
|
+
readonly koreanName: string;
|
|
241
|
+
/**
|
|
242
|
+
* Animation keyframes in chronological order
|
|
243
|
+
* @korean 키프레임들
|
|
244
|
+
*/
|
|
245
|
+
readonly keyframes: AnimationKeyframe[];
|
|
246
|
+
/**
|
|
247
|
+
* Total duration in seconds
|
|
248
|
+
* @korean 지속시간
|
|
249
|
+
*/
|
|
250
|
+
readonly duration: number;
|
|
251
|
+
/**
|
|
252
|
+
* Whether animation loops
|
|
253
|
+
* @korean 반복여부
|
|
254
|
+
*/
|
|
255
|
+
readonly loop: boolean;
|
|
256
|
+
/**
|
|
257
|
+
* Animation type (attack, defense, stance change, movement, etc.)
|
|
258
|
+
* @korean 애니메이션타입
|
|
259
|
+
*/
|
|
260
|
+
readonly type: "attack" | "defense" | "stance" | "walk" | "idle" | "movement";
|
|
261
|
+
}
|
|
262
|
+
/**
|
|
263
|
+
* Bone chain definition for IK (Inverse Kinematics)
|
|
264
|
+
*
|
|
265
|
+
* Defines a chain of bones for IK solving (e.g., arm chain, leg chain).
|
|
266
|
+
* Used for realistic limb positioning and movement.
|
|
267
|
+
*
|
|
268
|
+
* @public
|
|
269
|
+
* @category Skeletal System
|
|
270
|
+
* @korean 뼈체인
|
|
271
|
+
*/
|
|
272
|
+
export interface BoneChain {
|
|
273
|
+
/**
|
|
274
|
+
* Chain identifier
|
|
275
|
+
* @korean 이름
|
|
276
|
+
*/
|
|
277
|
+
readonly name: string;
|
|
278
|
+
/**
|
|
279
|
+
* Start bone (e.g., shoulder for arm chain)
|
|
280
|
+
* @korean 시작뼈
|
|
281
|
+
*/
|
|
282
|
+
readonly startBone: string;
|
|
283
|
+
/**
|
|
284
|
+
* End bone (e.g., hand for arm chain)
|
|
285
|
+
* @korean 끝뼈
|
|
286
|
+
*/
|
|
287
|
+
readonly endBone: string;
|
|
288
|
+
/**
|
|
289
|
+
* Bones in chain from start to end
|
|
290
|
+
* @korean 뼈들
|
|
291
|
+
*/
|
|
292
|
+
readonly bones: string[];
|
|
293
|
+
/**
|
|
294
|
+
* IK target position (for end effector)
|
|
295
|
+
* @korean IK목표
|
|
296
|
+
*/
|
|
297
|
+
ikTarget?: THREE.Vector3;
|
|
298
|
+
}
|
|
299
|
+
/**
|
|
300
|
+
* Hand bone structure with 5 fingers
|
|
301
|
+
*
|
|
302
|
+
* Simplified hand model with palm and 5 fingers.
|
|
303
|
+
* Each finger has 3 segments (proximal, middle, distal).
|
|
304
|
+
*
|
|
305
|
+
* @public
|
|
306
|
+
* @category Skeletal System
|
|
307
|
+
* @korean 손뼈
|
|
308
|
+
*/
|
|
309
|
+
export interface HandBones {
|
|
310
|
+
/**
|
|
311
|
+
* Palm bone
|
|
312
|
+
* @korean 손바닥
|
|
313
|
+
*/
|
|
314
|
+
readonly palm: Bone;
|
|
315
|
+
/**
|
|
316
|
+
* Thumb bones (3 segments)
|
|
317
|
+
* @korean 엄지손가락
|
|
318
|
+
*/
|
|
319
|
+
readonly thumb: [Bone, Bone, Bone];
|
|
320
|
+
/**
|
|
321
|
+
* Index finger bones (3 segments)
|
|
322
|
+
* @korean 검지손가락
|
|
323
|
+
*/
|
|
324
|
+
readonly index: [Bone, Bone, Bone];
|
|
325
|
+
/**
|
|
326
|
+
* Middle finger bones (3 segments)
|
|
327
|
+
* @korean 중지손가락
|
|
328
|
+
*/
|
|
329
|
+
readonly middle: [Bone, Bone, Bone];
|
|
330
|
+
/**
|
|
331
|
+
* Ring finger bones (3 segments)
|
|
332
|
+
* @korean 약지손가락
|
|
333
|
+
*/
|
|
334
|
+
readonly ring: [Bone, Bone, Bone];
|
|
335
|
+
/**
|
|
336
|
+
* Pinky finger bones (3 segments)
|
|
337
|
+
* @korean 새끼손가락
|
|
338
|
+
*/
|
|
339
|
+
readonly pinky: [Bone, Bone, Bone];
|
|
340
|
+
}
|
|
341
|
+
/**
|
|
342
|
+
* Joint constraint for realistic movement
|
|
343
|
+
*
|
|
344
|
+
* Defines rotation limits for joints (e.g., elbow can't bend backward).
|
|
345
|
+
* Ensures anatomically correct movement.
|
|
346
|
+
*
|
|
347
|
+
* @public
|
|
348
|
+
* @category Skeletal System
|
|
349
|
+
* @korean 관절제약
|
|
350
|
+
*/
|
|
351
|
+
export interface JointConstraint {
|
|
352
|
+
/**
|
|
353
|
+
* Bone name this constraint applies to
|
|
354
|
+
* @korean 뼈이름
|
|
355
|
+
*/
|
|
356
|
+
readonly boneName: string;
|
|
357
|
+
/**
|
|
358
|
+
* Minimum rotation angles (X, Y, Z) in radians
|
|
359
|
+
* @korean 최소회전
|
|
360
|
+
*/
|
|
361
|
+
readonly minRotation: THREE.Vector3;
|
|
362
|
+
/**
|
|
363
|
+
* Maximum rotation angles (X, Y, Z) in radians
|
|
364
|
+
* @korean 최대회전
|
|
365
|
+
*/
|
|
366
|
+
readonly maxRotation: THREE.Vector3;
|
|
367
|
+
/**
|
|
368
|
+
* Whether this joint can twist (rotate around its length)
|
|
369
|
+
* @korean 비틀기가능
|
|
370
|
+
*/
|
|
371
|
+
readonly canTwist: boolean;
|
|
372
|
+
}
|
|
373
|
+
/**
|
|
374
|
+
* Bone names for humanoid rig
|
|
375
|
+
*
|
|
376
|
+
* Standard bone naming convention for humanoid skeleton.
|
|
377
|
+
* Total: 28 bones base + optional 38 hand bones (19 per hand) = 66 bones max.
|
|
378
|
+
*
|
|
379
|
+
* Hand bones are optional and can be excluded for performance (LOD system).
|
|
380
|
+
*
|
|
381
|
+
* @public
|
|
382
|
+
* @category Skeletal System
|
|
383
|
+
* @korean 뼈이름들
|
|
384
|
+
*/
|
|
385
|
+
export declare enum BoneName {
|
|
386
|
+
PELVIS = "pelvis",
|
|
387
|
+
SPINE_LOWER = "spine_lower",
|
|
388
|
+
SPINE_MIDDLE = "spine_middle",
|
|
389
|
+
SPINE_UPPER = "spine_upper",
|
|
390
|
+
NECK = "neck",
|
|
391
|
+
HEAD = "head",
|
|
392
|
+
SHOULDER_L = "shoulder_L",
|
|
393
|
+
UPPER_ARM_L = "upper_arm_L",
|
|
394
|
+
ELBOW_L = "elbow_L",
|
|
395
|
+
FOREARM_L = "forearm_L",
|
|
396
|
+
WRIST_L = "wrist_L",
|
|
397
|
+
HAND_L = "hand_L",
|
|
398
|
+
SHOULDER_R = "shoulder_R",
|
|
399
|
+
UPPER_ARM_R = "upper_arm_R",
|
|
400
|
+
ELBOW_R = "elbow_R",
|
|
401
|
+
FOREARM_R = "forearm_R",
|
|
402
|
+
WRIST_R = "wrist_R",
|
|
403
|
+
HAND_R = "hand_R",
|
|
404
|
+
HIP_L = "hip_L",
|
|
405
|
+
THIGH_L = "thigh_L",
|
|
406
|
+
KNEE_L = "knee_L",
|
|
407
|
+
SHIN_L = "shin_L",
|
|
408
|
+
FOOT_L = "foot_L",
|
|
409
|
+
HIP_R = "hip_R",
|
|
410
|
+
THIGH_R = "thigh_R",
|
|
411
|
+
KNEE_R = "knee_R",
|
|
412
|
+
SHIN_R = "shin_R",
|
|
413
|
+
FOOT_R = "foot_R",
|
|
414
|
+
THUMB_META_L = "thumb_meta_L",
|
|
415
|
+
THUMB_PROX_L = "thumb_prox_L",
|
|
416
|
+
THUMB_DIST_L = "thumb_dist_L",
|
|
417
|
+
INDEX_META_L = "index_meta_L",
|
|
418
|
+
INDEX_PROX_L = "index_prox_L",
|
|
419
|
+
INDEX_INTER_L = "index_inter_L",
|
|
420
|
+
INDEX_DIST_L = "index_dist_L",
|
|
421
|
+
MIDDLE_META_L = "middle_meta_L",
|
|
422
|
+
MIDDLE_PROX_L = "middle_prox_L",
|
|
423
|
+
MIDDLE_INTER_L = "middle_inter_L",
|
|
424
|
+
MIDDLE_DIST_L = "middle_dist_L",
|
|
425
|
+
RING_META_L = "ring_meta_L",
|
|
426
|
+
RING_PROX_L = "ring_prox_L",
|
|
427
|
+
RING_INTER_L = "ring_inter_L",
|
|
428
|
+
RING_DIST_L = "ring_dist_L",
|
|
429
|
+
PINKY_META_L = "pinky_meta_L",
|
|
430
|
+
PINKY_PROX_L = "pinky_prox_L",
|
|
431
|
+
PINKY_INTER_L = "pinky_inter_L",
|
|
432
|
+
PINKY_DIST_L = "pinky_dist_L",
|
|
433
|
+
THUMB_META_R = "thumb_meta_R",
|
|
434
|
+
THUMB_PROX_R = "thumb_prox_R",
|
|
435
|
+
THUMB_DIST_R = "thumb_dist_R",
|
|
436
|
+
INDEX_META_R = "index_meta_R",
|
|
437
|
+
INDEX_PROX_R = "index_prox_R",
|
|
438
|
+
INDEX_INTER_R = "index_inter_R",
|
|
439
|
+
INDEX_DIST_R = "index_dist_R",
|
|
440
|
+
MIDDLE_META_R = "middle_meta_R",
|
|
441
|
+
MIDDLE_PROX_R = "middle_prox_R",
|
|
442
|
+
MIDDLE_INTER_R = "middle_inter_R",
|
|
443
|
+
MIDDLE_DIST_R = "middle_dist_R",
|
|
444
|
+
RING_META_R = "ring_meta_R",
|
|
445
|
+
RING_PROX_R = "ring_prox_R",
|
|
446
|
+
RING_INTER_R = "ring_inter_R",
|
|
447
|
+
RING_DIST_R = "ring_dist_R",
|
|
448
|
+
PINKY_META_R = "pinky_meta_R",
|
|
449
|
+
PINKY_PROX_R = "pinky_prox_R",
|
|
450
|
+
PINKY_INTER_R = "pinky_inter_R",
|
|
451
|
+
PINKY_DIST_R = "pinky_dist_R"
|
|
452
|
+
}
|
|
453
|
+
/**
|
|
454
|
+
* Animation state for skeletal player
|
|
455
|
+
*
|
|
456
|
+
* Tracks current animation playback state for skeletal animations.
|
|
457
|
+
*
|
|
458
|
+
* @public
|
|
459
|
+
* @category Animation
|
|
460
|
+
* @korean 애니메이션상태
|
|
461
|
+
*/
|
|
462
|
+
export interface SkeletalAnimationState {
|
|
463
|
+
/**
|
|
464
|
+
* Current animation being played
|
|
465
|
+
* @korean 현재애니메이션
|
|
466
|
+
*/
|
|
467
|
+
currentAnimation: SkeletalAnimation | null;
|
|
468
|
+
/**
|
|
469
|
+
* Current time in animation (seconds)
|
|
470
|
+
* @korean 현재시간
|
|
471
|
+
*/
|
|
472
|
+
currentTime: number;
|
|
473
|
+
/**
|
|
474
|
+
* Whether animation is playing
|
|
475
|
+
* @korean 재생중
|
|
476
|
+
*/
|
|
477
|
+
isPlaying: boolean;
|
|
478
|
+
/**
|
|
479
|
+
* Animation playback speed multiplier
|
|
480
|
+
* @korean 재생속도
|
|
481
|
+
*/
|
|
482
|
+
playbackSpeed: number;
|
|
483
|
+
/**
|
|
484
|
+
* Previous keyframe index
|
|
485
|
+
* @korean 이전키프레임
|
|
486
|
+
*/
|
|
487
|
+
previousKeyframeIndex: number;
|
|
488
|
+
/**
|
|
489
|
+
* Next keyframe index
|
|
490
|
+
* @korean 다음키프레임
|
|
491
|
+
*/
|
|
492
|
+
nextKeyframeIndex: number;
|
|
493
|
+
}
|
|
494
|
+
/**
|
|
495
|
+
* Fighting stance guard pose configuration
|
|
496
|
+
*
|
|
497
|
+
* Defines complete body positioning for authentic Korean martial arts stances.
|
|
498
|
+
* Includes arms, torso, legs, and pelvis rotations based on traditional Taekwondo/Hapkido.
|
|
499
|
+
*
|
|
500
|
+
* Each stance corresponds to a real martial arts position with unique leg positioning.
|
|
501
|
+
* Used for stance-specific idle animations at 60fps.
|
|
502
|
+
*
|
|
503
|
+
* @public
|
|
504
|
+
* @category Animation
|
|
505
|
+
* @korean 자세방어포즈
|
|
506
|
+
*/
|
|
507
|
+
export interface StanceGuardPose {
|
|
508
|
+
/**
|
|
509
|
+
* Left arm bone rotations (shoulder, elbow, wrist)
|
|
510
|
+
* @korean 왼팔
|
|
511
|
+
*/
|
|
512
|
+
readonly leftArm: {
|
|
513
|
+
readonly shoulder: THREE.Euler;
|
|
514
|
+
readonly elbow: THREE.Euler;
|
|
515
|
+
readonly wrist: THREE.Euler;
|
|
516
|
+
};
|
|
517
|
+
/**
|
|
518
|
+
* Right arm bone rotations (shoulder, elbow, wrist)
|
|
519
|
+
* @korean 오른팔
|
|
520
|
+
*/
|
|
521
|
+
readonly rightArm: {
|
|
522
|
+
readonly shoulder: THREE.Euler;
|
|
523
|
+
readonly elbow: THREE.Euler;
|
|
524
|
+
readonly wrist: THREE.Euler;
|
|
525
|
+
};
|
|
526
|
+
/**
|
|
527
|
+
* Torso rotation (spine upper bone)
|
|
528
|
+
* @korean 몸통회전
|
|
529
|
+
*/
|
|
530
|
+
readonly torso: THREE.Euler;
|
|
531
|
+
/**
|
|
532
|
+
* Left leg bone rotations (hip, knee, ankle)
|
|
533
|
+
* NEW: For authentic Taekwondo stance positioning
|
|
534
|
+
* @korean 왼다리
|
|
535
|
+
*/
|
|
536
|
+
readonly leftLeg: {
|
|
537
|
+
readonly hip: THREE.Euler;
|
|
538
|
+
readonly knee: THREE.Euler;
|
|
539
|
+
readonly ankle: THREE.Euler;
|
|
540
|
+
};
|
|
541
|
+
/**
|
|
542
|
+
* Right leg bone rotations (hip, knee, ankle)
|
|
543
|
+
* NEW: For authentic Taekwondo stance positioning
|
|
544
|
+
* @korean 오른다리
|
|
545
|
+
*/
|
|
546
|
+
readonly rightLeg: {
|
|
547
|
+
readonly hip: THREE.Euler;
|
|
548
|
+
readonly knee: THREE.Euler;
|
|
549
|
+
readonly ankle: THREE.Euler;
|
|
550
|
+
};
|
|
551
|
+
/**
|
|
552
|
+
* Pelvis rotation (hip tilt and rotation)
|
|
553
|
+
* NEW: For proper stance base
|
|
554
|
+
* @korean 골반회전
|
|
555
|
+
*/
|
|
556
|
+
readonly pelvis: THREE.Euler;
|
|
557
|
+
/**
|
|
558
|
+
* Stance width (foot spacing in meters)
|
|
559
|
+
* NEW: Defines lateral distance between feet
|
|
560
|
+
* Range: 0.3 (narrow) to 1.5 (wide horse stance)
|
|
561
|
+
*
|
|
562
|
+
* This value describes the intended lateral spacing between the feet for this
|
|
563
|
+
* stance configuration. Consumers (e.g. animation systems or positioning
|
|
564
|
+
* overlays) may use it to drive foot placement, validation, or visualization
|
|
565
|
+
* as needed.
|
|
566
|
+
*
|
|
567
|
+
* @korean 자세너비
|
|
568
|
+
*/
|
|
569
|
+
readonly stanceWidth: number;
|
|
570
|
+
/**
|
|
571
|
+
* Stance depth (front-to-back foot spacing in meters)
|
|
572
|
+
* Optional: Defaults to 0 for parallel stances (Juchum Seogi, Narani Seogi)
|
|
573
|
+
*
|
|
574
|
+
* For forward stances (Ap Koobi Seogi): positive value (~0.6-0.9m)
|
|
575
|
+
* For back stances (Dwi Seogi): negative value (~-0.3m with back foot forward)
|
|
576
|
+
*
|
|
577
|
+
* Left foot gets -depth/2, right foot gets +depth/2 on Z-axis.
|
|
578
|
+
* Combined with stanceWidth, this defines the full 2D foot placement.
|
|
579
|
+
*
|
|
580
|
+
* @korean 자세깊이
|
|
581
|
+
*/
|
|
582
|
+
readonly stanceDepth?: number;
|
|
583
|
+
/**
|
|
584
|
+
* Pelvis height offset (vertical drop in meters)
|
|
585
|
+
* Optional: Defaults to 0 for normal standing height
|
|
586
|
+
*
|
|
587
|
+
* For deep stances (Juchum Seogi, Joong Ha Seogi): negative value (~-0.15 to -0.3m)
|
|
588
|
+
* This lowers the center of gravity for power and stability.
|
|
589
|
+
*
|
|
590
|
+
* @korean 골반높이
|
|
591
|
+
*/
|
|
592
|
+
readonly pelvisHeight?: number;
|
|
593
|
+
/**
|
|
594
|
+
* Weight distribution (forward/neutral/back)
|
|
595
|
+
* @korean 무게중심
|
|
596
|
+
*/
|
|
597
|
+
readonly weight: "forward" | "neutral" | "back";
|
|
598
|
+
/**
|
|
599
|
+
* Breathing animation range (min/max for chest movement)
|
|
600
|
+
* @korean 호흡범위
|
|
601
|
+
*/
|
|
602
|
+
readonly breathingRange: {
|
|
603
|
+
readonly min: number;
|
|
604
|
+
readonly max: number;
|
|
605
|
+
};
|
|
606
|
+
}
|
|
607
|
+
/**
|
|
608
|
+
* Stance guard animation configuration
|
|
609
|
+
*
|
|
610
|
+
* Extends base AnimationConfig with stance-specific guard pose data.
|
|
611
|
+
* Includes 4-6 frame breathing animation for realistic idle behavior.
|
|
612
|
+
*
|
|
613
|
+
* @public
|
|
614
|
+
* @category Animation
|
|
615
|
+
* @korean 자세방어애니메이션설정
|
|
616
|
+
*/
|
|
617
|
+
export interface StanceGuardAnimationConfig {
|
|
618
|
+
/**
|
|
619
|
+
* Trigram stance identifier
|
|
620
|
+
* @korean 괘
|
|
621
|
+
*/
|
|
622
|
+
readonly stance: string;
|
|
623
|
+
/**
|
|
624
|
+
* Korean name of stance
|
|
625
|
+
* @korean 한글이름
|
|
626
|
+
*/
|
|
627
|
+
readonly koreanName: string;
|
|
628
|
+
/**
|
|
629
|
+
* English name of stance
|
|
630
|
+
* @korean 영어이름
|
|
631
|
+
*/
|
|
632
|
+
readonly englishName: string;
|
|
633
|
+
/**
|
|
634
|
+
* Guard pose keyframe (default position)
|
|
635
|
+
* @korean 방어포즈
|
|
636
|
+
*/
|
|
637
|
+
readonly guardPose: StanceGuardPose;
|
|
638
|
+
/**
|
|
639
|
+
* Breathing animation frames (4-6 frames)
|
|
640
|
+
* @korean 호흡프레임
|
|
641
|
+
*/
|
|
642
|
+
readonly breathingFrames: number;
|
|
643
|
+
/**
|
|
644
|
+
* Target frames per second (60fps)
|
|
645
|
+
* @korean 초당프레임
|
|
646
|
+
*/
|
|
647
|
+
readonly fps: number;
|
|
648
|
+
/**
|
|
649
|
+
* Breathing cycle loop enabled
|
|
650
|
+
* @korean 반복여부
|
|
651
|
+
*/
|
|
652
|
+
readonly loop: boolean;
|
|
653
|
+
/**
|
|
654
|
+
* Animation priority (0 for idle guards)
|
|
655
|
+
* @korean 우선순위
|
|
656
|
+
*/
|
|
657
|
+
readonly priority: number;
|
|
658
|
+
}
|
|
659
|
+
/**
|
|
660
|
+
* Mirror a guard pose for left/right stance laterality.
|
|
661
|
+
*
|
|
662
|
+
* **Korean**: 자세 좌우 대칭
|
|
663
|
+
*
|
|
664
|
+
* Creates a mirror-image guard pose by swapping left and right limb positions
|
|
665
|
+
* and negating lateral (Y-axis and Z-axis) rotations. This enables authentic
|
|
666
|
+
* left/right stance differentiation in Korean martial arts.
|
|
667
|
+
*
|
|
668
|
+
* Key transformations:
|
|
669
|
+
* - Swap leftArm ↔ rightArm bone rotations
|
|
670
|
+
* - Negate Y rotation (lateral twist)
|
|
671
|
+
* - Negate Z rotation (roll)
|
|
672
|
+
* - Preserve X rotation (forward/back bend)
|
|
673
|
+
* - Keep weight distribution and breathing range unchanged
|
|
674
|
+
*
|
|
675
|
+
* @param pose - Original guard pose to mirror
|
|
676
|
+
* @returns Mirrored guard pose with swapped and negated rotations
|
|
677
|
+
*
|
|
678
|
+
* @example
|
|
679
|
+
* ```typescript
|
|
680
|
+
* // Create right-handed version of a left-handed guard
|
|
681
|
+
* const leftGeonGuard = GEON_HIGH_GUARD_POSE;
|
|
682
|
+
* const rightGeonGuard = mirrorGuardPose(leftGeonGuard);
|
|
683
|
+
*
|
|
684
|
+
* // leftGeonGuard has left hand forward
|
|
685
|
+
* // rightGeonGuard has right hand forward (mirrored)
|
|
686
|
+
* ```
|
|
687
|
+
*
|
|
688
|
+
* @public
|
|
689
|
+
* @category Animation
|
|
690
|
+
* @korean 방어포즈대칭
|
|
691
|
+
*/
|
|
692
|
+
export declare function mirrorGuardPose(pose: StanceGuardPose): StanceGuardPose;
|
|
693
|
+
//# sourceMappingURL=skeletal.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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