blacktrigram 0.7.39 → 0.7.40
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/lib/App2.js.map +1 -1
- package/lib/audio/AudioAssetLoader.js.map +1 -1
- package/lib/audio/AudioAssetRegistry.js.map +1 -1
- package/lib/audio/AudioCache.js.map +1 -1
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioMonitor.js.map +1 -1
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/AudioProvider.js.map +1 -1
- package/lib/audio/AudioUtils.js.map +1 -1
- package/lib/audio/BoneImpactAudioMap.js.map +1 -1
- package/lib/audio/VariantSelector.js.map +1 -1
- package/lib/audio/types.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
- package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
- package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
- package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
- package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
- package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
- package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
- package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
- package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
- package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
- package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
- package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
- package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
- package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
- package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
- package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
- package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
- package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
- package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
- package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
- package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
- package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
- package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
- package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
- package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
- package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
- package/lib/components/shared/three/ui/MenuList.js.map +1 -1
- package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
- package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
- package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
- package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
- package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
- package/lib/components/shared/ui/BackButton.js.map +1 -1
- package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
- package/lib/components/shared/ui/CombatTimer.js.map +1 -1
- package/lib/components/shared/ui/ErrorModal.js.map +1 -1
- package/lib/components/shared/ui/LoadingState.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/components/shared/ui/SplashScreen.js.map +1 -1
- package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
- package/lib/components/shared/ui/VolumeControl.js.map +1 -1
- package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
- package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
- package/lib/constants/bodyDimensions.js.map +1 -1
- package/lib/constants/bodyRenderingConstants.js.map +1 -1
- package/lib/data/archetypeClothing.js.map +1 -1
- package/lib/data/archetypePhysicalAttributes.js.map +1 -1
- package/lib/data/techniqueMappings.js.map +1 -1
- package/lib/data/techniques.js.map +1 -1
- package/lib/hooks/useActionFeedback.js.map +1 -1
- package/lib/hooks/useBalanceAnimations.js.map +1 -1
- package/lib/hooks/useCombatTimer.js.map +1 -1
- package/lib/hooks/useDebounce.js.map +1 -1
- package/lib/hooks/useHUDLayout.js.map +1 -1
- package/lib/hooks/useHandPoseTransitions.js.map +1 -1
- package/lib/hooks/useKeyboardControls.js.map +1 -1
- package/lib/hooks/useMatchCountdown.js.map +1 -1
- package/lib/hooks/useMuscleActivation.js.map +1 -1
- package/lib/hooks/usePauseMenu.js.map +1 -1
- package/lib/hooks/usePlayerAnimation.js.map +1 -1
- package/lib/hooks/useResponsiveLayout.js.map +1 -1
- package/lib/hooks/useRoundTransition.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js.map +1 -1
- package/lib/hooks/useTechniqueSelection.js.map +1 -1
- package/lib/hooks/useThrottle.js.map +1 -1
- package/lib/hooks/useTouchControls.js.map +1 -1
- package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
- package/lib/hooks/useWindowSize.js.map +1 -1
- package/lib/systems/CombatSystem.js.map +1 -1
- package/lib/systems/EffectCalculator.js.map +1 -1
- package/lib/systems/LayoutSystem.js.map +1 -1
- package/lib/systems/PlayerEffectManager.js.map +1 -1
- package/lib/systems/ResponsiveScaling.js.map +1 -1
- package/lib/systems/TrigramSystem.js.map +1 -1
- package/lib/systems/VitalPointSystem.js.map +1 -1
- package/lib/systems/ai/AIPersonality.js.map +1 -1
- package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
- package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
- package/lib/systems/ai/ComboSystem.js.map +1 -1
- package/lib/systems/ai/DecisionTree.js.map +1 -1
- package/lib/systems/ai/TrainingAI.js.map +1 -1
- package/lib/systems/ai/types.js.map +1 -1
- package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/HandPoses.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeInterpolation.js +3 -90
- package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
- package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
- package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
- package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
- package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceGuardPoses.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
- package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
- package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
- package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
- package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
- package/lib/systems/animation/core/AnimationTransitions.js.map +1 -1
- package/lib/systems/animation/core/LateralityTransform.js.map +1 -1
- package/lib/systems/animation/core/RecoveryPhaseEnhancer.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
- package/lib/systems/animation/core/types.js.map +1 -1
- package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
- package/lib/systems/animation/systems/BodyFacingSystem.js.map +1 -1
- package/lib/systems/animation/systems/FacialExpressions.js.map +1 -1
- package/lib/systems/animation/systems/FallAnimations.js.map +1 -1
- package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
- package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
- package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
- package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
- package/lib/systems/bodypart/CombatInjuryIntegration.js.map +1 -1
- package/lib/systems/bodypart/InjuryIntegration.js.map +1 -1
- package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
- package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
- package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
- package/lib/systems/bodypart/types.js.map +1 -1
- package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
- package/lib/systems/breathing/feedback.js.map +1 -1
- package/lib/systems/breathing/integration.js.map +1 -1
- package/lib/systems/combat/BalanceSystem.js.map +1 -1
- package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
- package/lib/systems/combat/CombatStateSystem.js.map +1 -1
- package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
- package/lib/systems/combat/FallIntegration.js.map +1 -1
- package/lib/systems/combat/GrappleSystem.js.map +1 -1
- package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
- package/lib/systems/combat/PainResponseSystem.js.map +1 -1
- package/lib/systems/combat/TrainingCombatSystem.js.map +1 -1
- package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
- package/lib/systems/combat/typeGuards.js.map +1 -1
- package/lib/systems/effects.js.map +1 -1
- package/lib/systems/game.js.map +1 -1
- package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
- package/lib/systems/movement/helpers/AccelerationUpdater.js.map +1 -1
- package/lib/systems/movement/helpers/accelerationUtils.js.map +1 -1
- package/lib/systems/movement/integration.js.map +1 -1
- package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
- package/lib/systems/physics/CollisionDetection.js.map +1 -1
- package/lib/systems/physics/CoordinateMapper.js.map +1 -1
- package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
- package/lib/systems/physics/MovementPhysics.js.map +1 -1
- package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
- package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
- package/lib/systems/trigram/KoreanCulture.js.map +1 -1
- package/lib/systems/trigram/KoreanTechniques.js.map +1 -1
- package/lib/systems/trigram/StanceManager.js.map +1 -1
- package/lib/systems/trigram/TransitionCalculator.js.map +1 -1
- package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
- package/lib/systems/trigram/techniques/DarkOpsTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GamTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GanTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GonTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/SonTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/TechniqueConfig.js.map +1 -1
- package/lib/systems/trigram/techniques/index.js.map +1 -1
- package/lib/systems/trigram/types/GonTechniqueExtensions.js.map +1 -1
- package/lib/systems/trigram/types.js.map +1 -1
- package/lib/systems/types.js.map +1 -1
- package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
- package/lib/systems/vitalpoint/HitDetection.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanAnatomy.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
- package/lib/systems/vitalpoint/MeridianVitalPointMapping.js.map +1 -1
- package/lib/types/AccessibilityTypes.js.map +1 -1
- package/lib/types/PhysicsTypes.js.map +1 -1
- package/lib/types/common.js.map +1 -1
- package/lib/types/constants/colors.js.map +1 -1
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{"version":3,"file":"MartialArtsConstants.js","names":[],"sources":["../../../../src/systems/animation/builders/MartialArtsConstants.ts"],"sourcesContent":["/**\n * Martial Arts Animation Constants\n *\n * Constants for Korean martial arts animations including hand poses,\n * martial arts stances, kick phases, and punch phases.\n *\n * 한국 무술 애니메이션 상수 모듈\n *\n * @module systems/animation/MartialArtsConstants\n * @category Animation System\n * @korean 무술애니메이션상수\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HAND POSES FOR MARTIAL ARTS (무술 손 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hand poses for different strike types\n * 타격 유형별 손 자세\n *\n * Each pose defines rotations for all 19 finger joints (per hand):\n * - thumb_meta, thumb_prox, thumb_dist (3 joints)\n * - index_meta, index_prox, index_inter, index_dist (4 joints)\n * - middle_meta, middle_prox, middle_inter, middle_dist (4 joints)\n * - ring_meta, ring_prox, ring_inter, ring_dist (4 joints)\n * - pinky_meta, pinky_prox, pinky_inter, pinky_dist (4 joints)\n *\n * @korean 손자세\n */\nexport const HAND_POSES = {\n /**\n * Closed Fist - Standard punch (주먹)\n * Fingers curled tight, thumb outside\n */\n FIST: {\n thumb_meta: [0.3, 0.5, 0.2] as const,\n thumb_prox: [0.4, 0, 0] as const,\n thumb_dist: [0.3, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.57, 0, 0] as const, // 90° curl\n index_inter: [1.57, 0, 0] as const,\n index_dist: [0.8, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.57, 0, 0] as const,\n middle_inter: [1.57, 0, 0] as const,\n middle_dist: [0.8, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.57, 0, 0] as const,\n ring_inter: [1.57, 0, 0] as const,\n ring_dist: [0.8, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.57, 0, 0] as const,\n pinky_inter: [1.57, 0, 0] as const,\n pinky_dist: [0.8, 0, 0] as const,\n },\n\n /**\n * Open Palm - Palm strikes, blocks (장권)\n * Fingers extended, slight spread\n */\n OPEN_PALM: {\n thumb_meta: [0, 0.4, -0.3] as const,\n thumb_prox: [0.1, 0, 0] as const,\n thumb_dist: [0, 0, 0] as const,\n index_meta: [0, 0, -0.1] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0.1] as const,\n ring_prox: [0, 0, 0] as const,\n ring_inter: [0, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0.2] as const,\n pinky_prox: [0, 0, 0] as const,\n pinky_inter: [0, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Spear Hand - Finger strikes (관수)\n * Fingers together, extended straight\n */\n SPEAR_HAND: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.2, 0, 0] as const,\n thumb_dist: [0.1, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0, 0, 0] as const,\n ring_inter: [0, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0, 0, 0] as const,\n pinky_inter: [0, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Knife Hand - Ridge hand strikes (수도)\n * Fingers together, thumb tucked\n */\n KNIFE_HAND: {\n thumb_meta: [0.5, 0.8, 0.4] as const,\n thumb_prox: [0.4, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0.1, 0, 0] as const,\n index_inter: [0.05, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0.1, 0, 0] as const,\n middle_inter: [0.05, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0.1, 0, 0] as const,\n ring_inter: [0.05, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0.1, 0, 0] as const,\n pinky_inter: [0.05, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Hammer Fist - Bottom fist strikes (철퇴)\n * Tight fist for hammer blow\n */\n HAMMER_FIST: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.5, 0, 0] as const,\n thumb_dist: [0.4, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.7, 0, 0] as const,\n index_inter: [1.7, 0, 0] as const,\n index_dist: [1.0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.7, 0, 0] as const,\n middle_inter: [1.7, 0, 0] as const,\n middle_dist: [1.0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.7, 0, 0] as const,\n ring_inter: [1.7, 0, 0] as const,\n ring_dist: [1.0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.7, 0, 0] as const,\n pinky_inter: [1.7, 0, 0] as const,\n pinky_dist: [1.0, 0, 0] as const,\n },\n\n /**\n * Backfist - Knuckle strikes (등주먹)\n * Fist with wrist extended back\n */\n BACKFIST: {\n thumb_meta: [0.3, 0.5, 0.2] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.4, 0, 0] as const,\n index_inter: [1.4, 0, 0] as const,\n index_dist: [0.7, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.4, 0, 0] as const,\n middle_inter: [1.4, 0, 0] as const,\n middle_dist: [0.7, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.4, 0, 0] as const,\n ring_inter: [1.4, 0, 0] as const,\n ring_dist: [0.7, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.4, 0, 0] as const,\n pinky_inter: [1.4, 0, 0] as const,\n pinky_dist: [0.7, 0, 0] as const,\n },\n\n /**\n * Grab - Grappling and holds (잡기)\n * Fingers curled for grabbing\n */\n GRAB: {\n thumb_meta: [0.2, 0.3, 0.1] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.2, 0, 0] as const,\n index_inter: [1.0, 0, 0] as const,\n index_dist: [0.6, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.3, 0, 0] as const,\n middle_inter: [1.1, 0, 0] as const,\n middle_dist: [0.7, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.3, 0, 0] as const,\n ring_inter: [1.1, 0, 0] as const,\n ring_dist: [0.7, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.2, 0, 0] as const,\n pinky_inter: [1.0, 0, 0] as const,\n pinky_dist: [0.6, 0, 0] as const,\n },\n\n /**\n * Two Finger - Eye strikes (이지권)\n * Index and middle extended, others curled\n */\n TWO_FINGER: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, -0.1] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0.1] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.57, 0, 0] as const,\n ring_inter: [1.57, 0, 0] as const,\n ring_dist: [0.8, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.57, 0, 0] as const,\n pinky_inter: [1.57, 0, 0] as const,\n pinky_dist: [0.8, 0, 0] as const,\n },\n\n /**\n * Relaxed - Natural/idle hands (자연)\n * Fingers in natural slight curl\n */\n RELAXED: {\n thumb_meta: [0.1, 0.2, 0.1] as const,\n thumb_prox: [0.1, 0, 0] as const,\n thumb_dist: [0.05, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0.3, 0, 0] as const,\n index_inter: [0.2, 0, 0] as const,\n index_dist: [0.1, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0.35, 0, 0] as const,\n middle_inter: [0.25, 0, 0] as const,\n middle_dist: [0.15, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0.35, 0, 0] as const,\n ring_inter: [0.25, 0, 0] as const,\n ring_dist: [0.15, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0.3, 0, 0] as const,\n pinky_inter: [0.2, 0, 0] as const,\n pinky_dist: [0.1, 0, 0] as const,\n },\n} as const;\n\n/** Type for a single hand pose */\nexport type HandPoseType = (typeof HAND_POSES)[keyof typeof HAND_POSES];\n\n/** Available hand pose names */\nexport type HandPoseName = keyof typeof HAND_POSES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KOREAN MARTIAL ARTS POSES (한국 무술 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Standard martial arts poses used across Korean martial arts\n * 한국 무술의 기본 자세들\n *\n * @korean 기본자세\n */\nexport const MARTIAL_POSES = {\n /**\n * Fighting Guard - Hands protecting face (경계자세)\n * Standard defensive position in Taekwondo\n */\n GUARD: {\n leftShoulder: [-0.6, 0.4, 0.3] as const,\n leftElbow: [0, 0, -1.8] as const,\n rightShoulder: [-0.6, -0.4, -0.3] as const,\n rightElbow: [0, 0, 1.8] as const,\n },\n\n /**\n * High Guard - Hands at temple level (상단방어)\n * Used during kicks for head protection\n */\n HIGH_GUARD: {\n leftShoulder: [-0.9, 0.3, 0.4] as const,\n leftElbow: [0, 0, -1.6] as const,\n rightShoulder: [-0.9, -0.3, -0.4] as const,\n rightElbow: [0, 0, 1.6] as const,\n },\n\n /**\n * Clinch Position - Arms controlling opponent (클린치)\n * Used for knee strikes and throws\n */\n CLINCH: {\n leftShoulder: [0.8, 0, -0.5] as const,\n leftElbow: [0, 0, -1.3] as const,\n rightShoulder: [0.8, 0, 0.5] as const,\n rightElbow: [0, 0, 1.3] as const,\n },\n\n /**\n * Grappling Entry - Reaching for opponent (잡기진입)\n */\n GRAPPLE_ENTRY: {\n leftShoulder: [0.4, 0.6, -0.2] as const,\n leftElbow: [0, 0, -1.2] as const,\n rightShoulder: [0.6, -0.4, 0.3] as const,\n rightElbow: [0, 0, 0.8] as const,\n },\n\n /**\n * Neutral Standing - Relaxed standing (기본선자세)\n */\n NEUTRAL: {\n leftShoulder: [0, 0, 0.1] as const,\n leftElbow: [0, 0, -0.2] as const,\n rightShoulder: [0, 0, -0.1] as const,\n rightElbow: [0, 0, 0.2] as const,\n },\n} as const;\n\n/** Type for martial poses */\nexport type MartialPoseType =\n (typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];\n\n/** Available martial pose names */\nexport type MartialPoseName = keyof typeof MARTIAL_POSES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KICK PHASES (발차기 단계)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Kick phases for proper martial arts execution\n * 발차기 단계별 자세\n *\n * @korean 발차기단계\n */\nexport const KICK_PHASES = {\n /**\n * Chamber Position (준비자세) - Knee lifted, tight\n */\n CHAMBER: {\n hip: [1.57, 0, 0] as const, // 90° hip flexion\n knee: [-2.0, 0, 0] as const, // Tight chamber\n ankle: [0, 0, 0] as const,\n supportKnee: [-0.25, 0, 0] as const,\n pelvis: [-0.1, 0, 0] as const,\n },\n\n /**\n * Extension Position (차기자세) - Leg extended with hip drive\n *\n * Enhanced with proper hip Y-rotation for power generation (골반회전)\n */\n EXTENSION: {\n hip: [1.7, 0, 0] as const,\n knee: [-0.05, 0, 0] as const, // Nearly full extension (slight bend prevents hyperextension)\n ankle: [0.5, 0, 0] as const, // Dorsiflexion\n supportKnee: [-0.35, 0, 0] as const,\n pelvis: [0.15, 0, 0] as const, // X-axis tilt\n pelvisY: -0.6, // Hip Y-rotation for power (골반회전) ~34°\n },\n\n /**\n * High Axe Kick Peak (높은차기) - Leg nearly vertical\n */\n HIGH_PEAK: {\n hip: [2.5, 0, 0] as const, // >140° hip flexion\n knee: [-0.1, 0, 0] as const,\n ankle: [0.6, 0, 0] as const,\n supportKnee: [-0.35, 0, 0] as const,\n pelvis: [-0.25, 0, 0] as const,\n },\n\n /**\n * Roundhouse Chamber (돌려차기준비) - Hip rotated out\n */\n ROUNDHOUSE_CHAMBER: {\n hip: [1.2, 0, 0.8] as const,\n knee: [-1.5, 0, 0] as const,\n pelvisY: -0.5,\n spineY: 0.3,\n },\n\n /**\n * Side Kick Lateral (옆차기) - Turned sideways\n */\n SIDE_CHAMBER: {\n hip: [1.3, 0, 0.3] as const,\n knee: [-1.6, 0, 0] as const,\n pelvisY: -1.57, // 90° turn\n spineY: -1.2,\n spineLean: 0.2,\n },\n} as const;\n\n/** Type for kick phases */\nexport type KickPhaseType = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];\n\n/** Available kick phase names */\nexport type KickPhaseName = keyof typeof KICK_PHASES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PUNCH PHASES (주먹 단계)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Punch phases for proper striking mechanics with Korean martial arts biomechanics\n * 주먹 단계별 자세 - 한국 무술 생체역학 기반\n *\n * Based on traditional Korean martial arts principles:\n * - 정권지르기 (Jeongkwon Jireugi) - Straight punch with fist rotation\n * - 역권지르기 (Yeokwon Jireugi) - Reverse punch with full hip drive\n * - 당기기 (Dangigi) - Pulling hand (hikite) for power generation\n * - 엉덩이회전 (Eongdeongi Hoejeon) - Hip rotation for maximum power\n * - 어깨비틀기 (Eokkae Biteulgi) - Shoulder torque coordination\n *\n * @korean 주먹단계\n */\nexport const PUNCH_PHASES = {\n /**\n * Chamber (준비) - Arm coiled back with fist vertical\n *\n * Korean martial arts chamber position:\n * - Fist at hip level, palm facing up/in (세로주먹)\n * - Elbow bent ~90 degrees\n * - Opposite arm in guard position\n * - Hip neutral or slightly turned away\n * - Coiled for explosive extension\n */\n CHAMBER: {\n // Punching arm chamber - elbow bent, fist at hip\n shoulder: [-0.15, 0, -0.2] as const, // Shoulder slightly back and down\n elbow: [0, 0, -1.57] as const, // Elbow bent 90° inward (-π/2)\n wrist: [0, 0, 0] as const, // Wrist neutral, fist vertical\n\n // Opposite arm guard position\n oppositeShoulder: [-0.1, 0, 0.2] as const, // Guard up\n oppositeElbow: [0, 0, 1.4] as const, // Elbow bent for guard\n\n // Body position - neutral or slightly turned away\n spineY: -0.1, // Slight counter-rotation\n pelvisY: -0.1, // Hip slightly turned away from punch direction\n },\n\n /**\n * Wind-up (준비강화) - Brief additional coil before strike\n *\n * Minimal wind-up for fast punches like jab.\n * More pronounced for power punches like cross.\n */\n WINDUP: {\n shoulder: [0.3, 0, -0.3] as const,\n elbow: [0, 0, 1.8] as const,\n spineY: -0.15,\n pelvisY: -0.1,\n },\n\n /**\n * Extension with Hip Drive (지르기) - Full extension with body rotation\n *\n * Korean martial arts extension mechanics:\n * - Fist rotates from vertical to pronated (palm-down)\n * - Hip drives forward and rotates (엉덩이회전)\n * - Shoulder rotates with punch (어깨비틀기)\n * - Opposite arm pulls back to hip (당기기/hikite)\n * - Elbow nearly straight at impact (~170-175°)\n */\n EXTENSION: {\n // Punching arm full extension\n shoulder: [0.25, 0, 0.15] as const, // Shoulder forward and slightly up\n elbow: [0, 0, -0.09] as const, // Elbow nearly straight (~175° = 180° - 5°)\n wrist: [0, 0, 0.2] as const, // Fist pronated (palm-down rotation)\n\n // Opposite arm hikite - pulls back for power\n // RIGHT-arm convention: positive Z = flexion for right elbow\n oppositeShoulder: [-0.2, 0, -0.3] as const, // Pulled back to hip\n oppositeElbow: [0, 0, 1.1] as const, // Elbow bent, fist at hip (hikite)\n\n // Body rotation - hip and shoulder drive\n spineY: 0.4, // Shoulder rotation into punch\n pelvisY: 0.25, // Hip rotation for power generation\n },\n\n /**\n * Peak Impact (정점) - Maximum extension and rotation\n *\n * Brief hold at full extension for impact frame.\n * All power delivered through aligned structure.\n * Slight additional arm extension for maximum reach.\n */\n PEAK: {\n // Maximum extension - slightly more extended than EXTENSION phase\n shoulder: [0.25, 0, 0.15] as const,\n elbow: [0, 0, -0.05] as const, // Even closer to straight (~177° = 180° - 3°)\n wrist: [0, 0, 0.2] as const, // Fully pronated\n\n // Opposite arm fully retracted (hikite)\n // RIGHT-arm convention: positive Z = flexion for right elbow\n oppositeShoulder: [-0.2, 0, -0.3] as const,\n oppositeElbow: [0, 0, 1.1] as const, // Elbow bent, fist at hip (hikite)\n\n // Maximum body rotation\n spineY: 0.45,\n pelvisY: 0.3,\n },\n} as const;\n\n/** Type for punch phases */\nexport type PunchPhaseType = (typeof PUNCH_PHASES)[keyof typeof PUNCH_PHASES];\n\n/** Available punch phase names */\nexport type PunchPhaseName = keyof typeof PUNCH_PHASES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KOREAN STANCE BIOMECHANICS (한국 무술 자세 생체역학)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Korean Martial Arts Stance Biomechanics\n *\n * Authentic biomechanical configurations for all eight trigram stances (팔괘 자세),\n * based on traditional Korean martial arts (Taekwondo 태권도, Hapkido 합기도, Taekyon 택견).\n *\n * Each stance defines:\n * - frontKneeBend: Front leg knee flexion angle in degrees (무릎굽힘각도)\n * - backKneeBend: Back leg knee flexion angle in degrees (뒷다리무릎각도)\n * - weightDistribution: Front/back weight ratio (체중분배)\n * - stanceWidth: Distance between feet in shoulder widths (발간격)\n * - hipHeight: Hip height relative to standing (0-1 scale) (엉덩이높이)\n * - tacticalRationale: Combat purpose of stance width (전술적 근거)\n *\n * Angle conventions:\n * - 180° = Fully straight leg (완전히 펴진 다리)\n * - 90° = Right angle bend (직각 굽힘)\n * - Lower angles = Deeper bend (낮은 각도 = 더 깊은 굽힘)\n *\n * Weight distribution:\n * - front: 0.6 = 60% weight on front leg (앞발 60% 체중)\n * - back: 0.4 = 40% weight on back leg (뒷발 40% 체중)\n *\n * Stance width tactical purposes:\n * - Wide stances (1.5-2.0x): Stability, power generation, low center of gravity\n * - Medium stances (1.0-1.3x): Balance between mobility and stability\n * - Narrow stances (0.8-1.0x): High mobility, quick footwork\n * - Single leg (0.0x): Maximum mobility, continuous attack capability\n *\n * Sources:\n * - Taekwondo (태권도) - KTA/WTF standard stances\n * - Hapkido (합기도) - Traditional defensive stances\n * - Taekyon (택견) - Korean traditional martial art stances\n *\n * @korean 한국무술자세생체역학\n */\nexport const KOREAN_STANCE_BIOMECHANICS = {\n /**\n * ☰ GEON (건) - HEAVEN STANCE | 하늘 자세\n *\n * Forward stance (앞서기) - Taekwondo Ap Seogi\n *\n * Characteristics:\n * - Aggressive forward position for direct force techniques\n * - Deep front knee bend for power generation\n * - Extended back leg for solid base\n * - 60/40 weight distribution favoring front\n * - 1.2-1.5x shoulder width for forward power transfer\n *\n * Tactical rationale for stance width:\n * - Medium-wide base (1.2-1.5x) provides forward power generation\n * - Wide enough for stability during penetrating strikes\n * - Narrower than defensive stances for offensive mobility\n * - Optimal for weight transfer into punches and forward kicks\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 건천자세\n */\n GEON_HEAVEN: {\n frontKneeBend: 70, // Deep front knee ~70° flexion (깊은 앞무릎 굽힘)\n backKneeBend: 160, // Extended back leg ~160° (뻗은 뒷다리)\n weightDistribution: { front: 0.6, back: 0.4 }, // 60% front (앞발 60%)\n stanceWidth: 1.35, // 1.2-1.5x shoulder width avg (어깨너비의 1.35배)\n hipHeight: 0.85, // Lower hips for stability (낮은 엉덩이)\n tacticalRationale: \"power_generation\" as const, // Forward striking power\n },\n\n /**\n * ☱ TAE (태) - LAKE STANCE | 호수 자세\n *\n * Cat stance (고양이서기) - Taekwondo Beom Seogi\n *\n * Characteristics:\n * - Fluid defensive position for joint manipulation\n * - Most weight on back leg (90/10)\n * - Front leg light and mobile for kicking\n * - Back knee bent for spring-loaded movement\n * - High hip position for quick transitions\n * - 0.8-1.0x shoulder width for maximum mobility\n *\n * Tactical rationale for stance width:\n * - Narrow base (0.8-1.0x) enables rapid footwork\n * - Quick transitions between stances\n * - Mobile front leg ready for instant kicks or steps\n * - Back-weighted for defensive redirection\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 태호수자세\n */\n TAE_LAKE: {\n frontKneeBend: 170, // Nearly straight front leg ~170° (거의 펴진 앞다리)\n backKneeBend: 120, // Bent back knee ~120° (굽은 뒷무릎)\n weightDistribution: { front: 0.1, back: 0.9 }, // 10% front, 90% back (앞발 10%, 뒷발 90%)\n stanceWidth: 0.9, // 0.8-1.0x shoulder width avg (좁은 자세)\n hipHeight: 0.9, // Higher hips for mobility (높은 엉덩이)\n tacticalRationale: \"mobility\" as const, // Quick footwork and transitions\n },\n\n /**\n * ☲ LI (리) - FIRE STANCE | 불 자세\n *\n * Fighting stance (전투서기) - Taekwondo Gyeorugi Junbi Seogi\n *\n * Characteristics:\n * - Balanced 50/50 stance for precision strikes\n * - Both knees moderately bent (~135°)\n * - Mobile and ready to move in any direction\n * - Medium width for stability and mobility\n * - Standard combat readiness position\n * - 1.0-1.2x shoulder width for balanced combat\n *\n * Tactical rationale for stance width:\n * - Standard width (1.0-1.2x) balances all combat attributes\n * - Quick directional changes while maintaining stability\n * - Optimal for precision vital point targeting\n * - Neutral foundation for offensive and defensive transitions\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 리화염자세\n */\n LI_FIRE: {\n frontKneeBend: 135, // Moderate front bend ~135° (중간 앞무릎 굽힘)\n backKneeBend: 135, // Equal back bend ~135° (같은 뒷무릎 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 balance (균형 50/50)\n stanceWidth: 1.1, // 1.0-1.2x shoulder width avg (어깨너비 자세)\n hipHeight: 0.88, // Medium height for balance (중간 높이)\n tacticalRationale: \"balance\" as const, // All-around combat effectiveness\n },\n\n /**\n * ☳ JIN (진) - THUNDER STANCE | 천둥 자세\n *\n * Horse stance (기마서기) - Taekwondo Juchum Seogi\n *\n * Characteristics:\n * - Wide, powerful stance for explosive techniques\n * - Deep knee bend in both legs (~90°)\n * - Equal weight distribution (50/50)\n * - Very low hip position for ground stability\n * - Feet parallel, pointing forward\n * - 1.8-2.2x shoulder width for maximum stability\n *\n * Tactical rationale for stance width:\n * - Very wide base (1.8-2.2x) maximizes lateral stability\n * - Low center of gravity for explosive power generation\n * - Immovable platform for devastating techniques\n * - Trades mobility for overwhelming striking force\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 진천둥자세\n */\n JIN_THUNDER: {\n frontKneeBend: 90, // Deep right angle bend ~90° (깊은 직각 굽힘)\n backKneeBend: 90, // Equal deep bend ~90° (같은 깊은 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 power base (힘의 기반 50/50)\n stanceWidth: 2.0, // 1.8-2.2x shoulder width avg (매우 넓은 자세)\n hipHeight: 0.75, // Very low for explosive power (매우 낮은 높이)\n tacticalRationale: \"stability\" as const, // Maximum stability and power\n },\n\n /**\n * ☴ SON (손) - WIND STANCE | 바람 자세\n *\n * Crane stance (학서기) - Taekwondo Hakdari Seogi\n *\n * Characteristics:\n * - One-legged balance for continuous movement\n * - Standing leg nearly straight (~170°)\n * - All weight on standing leg (100%)\n * - Raised leg ready for rapid kicks\n * - High hip position for mobility\n * - 0.0 stance width (single leg stance)\n *\n * Tactical rationale for stance width:\n * - Zero width (0.0x) - single leg stance for extreme mobility\n * - Raised leg enables instant kicks without chambering\n * - Maximum freedom of movement in all directions\n * - Continuous pressure capability through rapid strikes\n * - Highest mobility, lowest stability trade-off\n *\n * Korean martial art source: Taekyon (택견)\n *\n * @korean 손바람자세\n */\n SON_WIND: {\n frontKneeBend: 170, // Standing leg straight ~170° (선 다리 곧게)\n backKneeBend: 45, // Raised leg deeply bent ~45° (올린 다리 깊게 굽힘)\n weightDistribution: { front: 1.0, back: 0.0 }, // 100% on standing leg (선 다리 100%)\n stanceWidth: 0.0, // Single leg stance (한 다리 자세)\n hipHeight: 0.92, // High for balance and mobility (높은 균형)\n tacticalRationale: \"extreme_mobility\" as const, // Maximum mobility and continuous attack\n },\n\n /**\n * ☵ GAM (감) - WATER STANCE | 물 자세\n *\n * Back stance (뒤서기) - Taekwondo Dwit Seogi\n *\n * Characteristics:\n * - Defensive stance with weight on back leg\n * - Deep back knee bend (~100°) for absorption\n * - Front leg light for quick defense\n * - 30/70 weight distribution (back-heavy)\n * - Medium-low hip for stability\n * - 1.0-1.3x shoulder width for adaptive response\n *\n * Tactical rationale for stance width:\n * - Medium width (1.0-1.3x) enables flow and adaptation\n * - Wide enough for stable defensive absorption\n * - Narrow enough for quick counter-movements\n * - Optimal for redirecting opponent's force\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 감물자세\n */\n GAM_WATER: {\n frontKneeBend: 150, // Extended front leg ~150° (뻗은 앞다리)\n backKneeBend: 100, // Deep back bend ~100° (깊은 뒷다리 굽힘)\n weightDistribution: { front: 0.3, back: 0.7 }, // 30% front, 70% back (앞발 30%, 뒷발 70%)\n stanceWidth: 1.15, // 1.0-1.3x shoulder width avg (중간 넓이 자세)\n hipHeight: 0.82, // Medium-low for absorption (중간 낮은 높이)\n tacticalRationale: \"adaptability\" as const, // Flow and counter techniques\n },\n\n /**\n * ☶ GAN (간) - MOUNTAIN STANCE | 산 자세\n *\n * Defensive stance (방어서기) - Hapkido Bangeoseogi\n *\n * Characteristics:\n * - Immovable defensive position\n * - Moderate knee bend in both legs (~120°)\n * - Slightly back-weighted (40/60)\n * - Medium width for solid base\n * - Medium-high hip for counter readiness\n * - 1.3-1.6x shoulder width for defensive strength\n *\n * Tactical rationale for stance width:\n * - Wide base (1.3-1.6x) provides immovable blocking platform\n * - Stable foundation for absorbing powerful attacks\n * - Wide enough for strong defensive counters\n * - Rooted position for reversal techniques\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 간산자세\n */\n GAN_MOUNTAIN: {\n frontKneeBend: 120, // Moderate front bend ~120° (중간 앞무릎 굽힘)\n backKneeBend: 120, // Equal moderate bend ~120° (같은 중간 굽힘)\n weightDistribution: { front: 0.4, back: 0.6 }, // 40% front, 60% back (앞발 40%, 뒷발 60%)\n stanceWidth: 1.45, // 1.3-1.6x shoulder width avg (어깨너비 자세)\n hipHeight: 0.87, // Medium-high for defense (중간 높은 방어)\n tacticalRationale: \"defensive_block\" as const, // Immovable blocking and counters\n },\n\n /**\n * ☷ GON (곤) - EARTH STANCE | 땅 자세\n *\n * Low stance (낮은서기) - Korean Ssireum (씨름) wrestling stance\n *\n * Characteristics:\n * - Very low, grounded position for takedowns\n * - Deep knee bend in both legs (~80°)\n * - Equal weight distribution (50/50)\n * - Wide stance for base and grappling\n * - Very low hip position for ground control\n * - 1.6-2.0x shoulder width for grappling control\n *\n * Tactical rationale for stance width:\n * - Very wide base (1.6-2.0x) optimal for takedown defense\n * - Low center of gravity prevents being thrown\n * - Wide platform for initiating grappling techniques\n * - Grounded power for throws and slams\n *\n * Korean martial art source: Ssireum (씨름) / Hapkido ground techniques\n *\n * @korean 곤땅자세\n */\n GON_EARTH: {\n frontKneeBend: 80, // Very deep bend ~80° (매우 깊은 굽힘)\n backKneeBend: 80, // Equal deep bend ~80° (같은 깊은 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 grounded (땅에 붙은 50/50)\n stanceWidth: 1.8, // 1.6-2.0x shoulder width avg (넓은 그래플링)\n hipHeight: 0.72, // Very low for takedowns (매우 낮은 넘어뜨리기)\n tacticalRationale: \"grounding\" as const, // Takedown and ground control\n },\n} as const;\n\n/** Type for Korean stance biomechanics */\nexport type KoreanStanceBiomechanicsType =\n (typeof KOREAN_STANCE_BIOMECHANICS)[keyof typeof KOREAN_STANCE_BIOMECHANICS];\n\n/** Available Korean stance biomechanics names */\nexport type KoreanStanceName = keyof typeof KOREAN_STANCE_BIOMECHANICS;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION TYPE ENUM (애니메이션 타입)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Animation type identifiers for the animation system\n * @korean 애니메이션타입\n */\nexport enum AnimationType {\n // Kicks (발차기)\n FRONT_KICK = \"front_kick\",\n ROUNDHOUSE_KICK = \"roundhouse_kick\",\n SIDE_KICK = \"side_kick\",\n AXE_KICK = \"axe_kick\",\n CRESCENT_KICK = \"crescent_kick\",\n SPINNING_HOOK = \"spinning_hook\",\n BACK_KICK = \"back_kick\",\n PUSH_KICK = \"push_kick\",\n LOW_KICK = \"low_kick\",\n KNEE_KICK = \"knee_kick\",\n FLYING_KICK = \"flying_kick\",\n TORNADO_KICK = \"tornado_kick\",\n JUMPING_KICK = \"jumping_kick\",\n SPINNING_HEEL_KICK = \"spinning_heel_kick\",\n\n // Punches (주먹)\n JAB = \"jab\",\n CROSS = \"cross\",\n HOOK = \"hook\",\n UPPERCUT = \"uppercut\",\n OVERHAND = \"overhand\",\n PALM_STRIKE = \"palm_strike\",\n BACKFIST = \"backfist\",\n HAMMER_FIST = \"hammer_fist\",\n\n // ═══ SPECIALIZED JAB VARIANTS (잽 변형) ═══\n SPEAR_HAND_STRIKE = \"spear_hand_strike\", // li_flame_spear - Finger thrust\n NERVE_STRIKE = \"nerve_strike\", // li_nerve_strike - Pressure point jab\n PRESSURE_POINT_STRIKE = \"pressure_point_strike\", // li_pressure_point - Precision strike\n LIGHTNING_STRIKE = \"lightning_strike\", // jin_lightning_flash - Fast explosive jab\n RAPID_BARRAGE = \"rapid_barrage\", // son_whirlwind_barrage - Multiple fast jabs\n RHYTHMIC_STRIKES = \"rhythmic_strikes\", // son_rhythmic_strikes - Patterned jabs\n NERVE_PARALYSIS = \"nerve_paralysis\", // darkops_nerve_paralysis - Debilitating strike\n THROAT_STRIKE = \"throat_strike\", // darkops_throat_strike - Airway attack\n EYE_GOUGE = \"eye_gouge\", // darkops_eye_gouge - Vision attack\n\n // ═══ SPECIALIZED CROSS VARIANTS (크로스 변형) ═══\n HEAVEN_STRIKE = \"heaven_strike\", // geon_heaven_strike - Powerful descending cross\n FLOWING_CROSS = \"flowing_cross\", // tae_flowing_strikes - Circular cross motion\n\n // ═══ SPECIALIZED PALM STRIKES (장권 변형) ═══\n SOLAR_PLEXUS_STRIKE = \"solar_plexus_strike\", // li_solar_plexus_strike - Diaphragm shock\n FLOWING_PUSH = \"flowing_push\", // son_flowing_push - Redirecting palm\n LIVER_DISRUPTION = \"liver_disruption\", // darkops_liver_disruption - Organ strike\n EAR_STRIKE = \"ear_strike\", // darkops_ear_strike - Concussive palm\n\n // Elbow/Knee (팔꿈치/무릎)\n ELBOW_STRIKE = \"elbow_strike\",\n KNEE_STRIKE = \"knee_strike\",\n ELBOW_UPPERCUT = \"elbow_uppercut\",\n FLYING_KNEE = \"flying_knee\",\n CLINCH_KNEE = \"clinch_knee\",\n SPINNING_ELBOW = \"spinning_elbow\",\n\n // ═══ SPECIALIZED ELBOW VARIANTS (팔꿈치 변형) ═══\n TEMPLE_ELBOW = \"temple_elbow\", // li_temple_strike - Lateral temple strike\n SPINNING_BACK_ELBOW = \"spinning_back_elbow\", // son_spinning_elbow - Rotational power\n SPINAL_ELBOW = \"spinal_elbow\", // darkops_spinal_strike - Vertebrae targeting\n BRACHIAL_ELBOW = \"brachial_elbow\", // darkops_brachial_plexus_strike - Nerve cluster\n\n // ═══ SPECIALIZED KNEE VARIANTS (무릎 변형) ═══\n KIDNEY_KNEE = \"kidney_knee\", // darkops_kidney_strike - Organ targeting\n FEMORAL_KNEE = \"femoral_knee\", // darkops_femoral_nerve_strike - Nerve targeting\n\n // Grappling (잡기)\n THROW = \"throw\",\n JOINT_LOCK = \"joint_lock\",\n TAKEDOWN = \"takedown\",\n SWEEP = \"sweep\",\n CLINCH = \"clinch\",\n GRAPPLE = \"grapple\",\n SLAM = \"slam\",\n WRIST_LOCK = \"wrist_lock\",\n ARM_BAR = \"arm_bar\",\n SHOULDER_LOCK = \"shoulder_lock\",\n HIP_THROW = \"hip_throw\",\n LEG_REAP = \"leg_reap\",\n\n // ═══ SPECIALIZED GRAPPLE VARIANTS (잡기 변형) ═══\n SMALL_CIRCLE_LOCK = \"small_circle_lock\", // tae_small_circle - Subtle joint control\n FINGER_LOCK = \"finger_lock\", // tae_finger_lock - Digit manipulation\n ELBOW_LOCK = \"elbow_lock\", // tae_elbow_lock - Arm hyperextension\n SHOULDER_MANIPULATION = \"shoulder_manipulation\", // tae_shoulder_lock - Rotator cuff attack\n MOUNTAIN_LOCK = \"mountain_lock\", // gan_mountain_stance_lock - Immobilizing hold\n EARTH_EMBRACE = \"earth_embrace\", // gon_earth_embrace - Ground control\n CAROTID_CHOKE = \"carotid_choke\", // darkops_silent_carotid - Blood choke\n REAR_NAKED_CHOKE = \"rear_naked_choke\", // darkops_rear_choke - Air choke\n\n // ═══ SPECIALIZED THROW VARIANTS (던지기 변형) ═══\n REDIRECT_THROW = \"redirect_throw\", // gam_redirect_throw - Using opponent's momentum\n HIP_WHEEL_THROW = \"hip_wheel_throw\", // gam_hip_throw - O-goshi style\n SSIREUM_THROW = \"ssireum_throw\", // gon_ssireum_throw - Korean wrestling throw\n SACRIFICE_THROW = \"sacrifice_throw\", // gon_sacrifice_throw - Tomoe nage style\n\n // ═══ SPECIALIZED SWEEP VARIANTS (쓸기 변형) ═══\n ANKLE_PICK = \"ankle_pick\", // gon_ankle_pick - Single leg takedown entry\n ACHILLES_ATTACK = \"achilles_attack\", // darkops_achilles_sever - Tendon targeting\n\n // ═══ SPECIALIZED SLAM VARIANTS (슬램 변형) ═══\n BODY_LOCK_SLAM = \"body_lock_slam\", // gon_body_lock_takedown - Bear hug slam\n\n // ═══ SPECIALIZED WRIST LOCK VARIANTS (손목꺾기 변형) ═══\n WRIST_TWIST_COUNTER = \"wrist_twist_counter\", // gam_wrist_twist_counter - Counter technique\n\n // Counters (반격)\n COUNTER_STRIKE = \"counter_strike\",\n PARRY_COUNTER = \"parry_counter\",\n COUNTER_ATTACK = \"counter_attack\",\n\n // ═══ SPECIALIZED COUNTER VARIANTS (반격 변형) ═══\n WATER_COUNTER = \"water_counter\", // gam_water_counter - Fluid redirection\n ROCK_COUNTER = \"rock_counter\", // gan_counter_strike - Immovable counter\n\n // Defense (방어)\n BLOCK = \"block\",\n BLOCK_HIGH = \"block_high\",\n BLOCK_LOW = \"block_low\",\n PARRY = \"parry\",\n\n // ═══ SPECIALIZED BLOCK VARIANTS (방어 변형) ═══\n FLOWING_BLOCK = \"flowing_block\", // gam_flowing_block - Soft redirection\n CIRCULAR_PARRY = \"circular_parry\", // gam_circular_parry - Rotational deflect\n ROCK_DEFENSE = \"rock_defense\", // gan_rock_defense - Immovable guard\n IRON_BLOCK = \"iron_block\", // gan_iron_block - Hard block\n FLOW_DEFENSE = \"flow_defense\", // gam_flow_defense - Water-like defense\n IMMOVABLE_BLOCK = \"immovable_block\", // gan_immovable_block - Mountain defense\n EXPLOSIVE_BLOCK = \"explosive_block\", // jin_explosive_block - Counter with block\n CONTINUOUS_DEFLECTION = \"continuous_deflection\", // son_continuous_deflection - Wind deflection\n PRECISION_PARRY = \"precision_parry\", // li_precision_parry - Fire precision\n JOINT_LOCK_DEFENSE = \"joint_lock_defense\", // tae_joint_lock_defense - Hapkido defense\n SWEEP_DEFENSE = \"sweep_defense\", // tae_sweep_defense - Low defense\n GROUNDING_DEFENSE = \"grounding_defense\", // gon_grounding_defense - Earth rooting\n\n // ═══ DARK OPS SPECIALIZED (암살 특수기) ═══\n JAW_DISLOCATION = \"jaw_dislocation\", // darkops_jaw_dislocation - TMJ attack\n TEMPLE_STRIKE = \"temple_strike\", // darkops_temple_strike - Temporal bone strike\n CERVICAL_TWIST = \"cervical_twist\", // darkops_cervical_twist - Neck manipulation\n ELBOW_HYPEREXTEND = \"elbow_hyperextend\", // darkops_elbow_hyperextend - Joint destruction\n FINGER_BREAK = \"finger_break\", // darkops_finger_break - Digit targeting\n GUILLOTINE_CHOKE = \"guillotine_choke\", // darkops_guillotine - Front choke\n JUGULAR_STRIKE = \"jugular_strike\", // darkops_jugular_strike - Vein targeting\n KNEECAP_STRIKE = \"kneecap_strike\", // darkops_kneecap_strike - Patella attack\n LARYNX_CRUSH = \"larynx_crush\", // darkops_larynx_crush - Throat destruction\n OCCIPITAL_STRIKE = \"occipital_strike\", // darkops_occipital_strike - Skull base\n SCIATIC_NERVE_STRIKE = \"sciatic_nerve_strike\", // darkops_sciatic_nerve - Leg nerve\n SILENT_TAKEDOWN = \"silent_takedown\", // darkops_silent_takedown - Stealth attack\n SLEEPER_HOLD = \"sleeper_hold\", // darkops_sleeper_hold - Sleep choke\n SPLEEN_RUPTURE = \"spleen_rupture\", // darkops_spleen_rupture - Organ destruction\n TRIANGLE_CHOKE = \"triangle_choke\", // darkops_triangle_choke - Leg choke\n BRACHIAL_PLEXUS = \"brachial_plexus\", // darkops_brachial_plexus - Nerve cluster\n FEMORAL_NERVE = \"femoral_nerve\", // darkops_femoral_nerve - Thigh nerve\n\n // ═══ ADDITIONAL GEON (건) TECHNIQUES ═══\n GEON_HEAVEN_STRIKE = \"geon_heaven_strike\",\n HIGH_BLOCK = \"high_block\", // geon_high_block - Overhead defense\n CRUSHING_ELBOW = \"crushing_elbow\", // geon_crushing_elbow - Downward elbow\n THUNDEROUS_UPPERCUT = \"thunderous_uppercut\", // geon_thunderous_uppercut - Rising power\n GEON_COUNTER = \"geon_counter\", // geon_counter_strike - Heaven counter\n GEON_ROUNDHOUSE = \"geon_roundhouse\", // geon_roundhouse - Power kick\n\n // ═══ ADDITIONAL TAE (태) TECHNIQUES ═══\n FLOWING_ARM_BAR = \"flowing_arm_bar\", // tae_flowing_arm_bar - Fluid armlock\n SPIRAL_SHOULDER_THROW = \"spiral_shoulder_throw\", // tae_spiral_shoulder_throw - Circular throw\n WRIST_LOCK_STRIKE = \"wrist_lock_strike\", // tae_wrist_lock_strike - Lock with strike\n\n // ═══ ADDITIONAL LI (리) TECHNIQUES ═══\n PHOENIX_EYE_STRIKE = \"phoenix_eye_strike\", // li_phoenix_eye_strike - Single knuckle\n NERVE_STRIKE_COUNTER = \"nerve_strike_counter\", // li_nerve_strike_counter - Pressure counter\n SOLAR_PLEXUS_SPEAR = \"solar_plexus_spear\", // li_solar_plexus_spear - Diaphragm thrust\n LI_SOLAR_PLEXUS = \"li_solar_plexus\", // li_solar_plexus - Precision strike\n\n // ═══ ADDITIONAL JIN (진) TECHNIQUES ═══\n EXPLOSIVE_KNEE = \"explosive_knee\", // jin_explosive_knee - Thundering knee\n LIGHTNING_STRAIGHT = \"lightning_straight\", // jin_lightning_straight - Fast cross\n SHOCKING_COUNTER = \"shocking_counter\", // jin_shocking_counter - Thunder counter\n SHOCKING_HAMMER_FIST = \"shocking_hammer_fist\", // jin_shocking_hammer_fist - Power hammer\n\n // ═══ ADDITIONAL SON (손) TECHNIQUES ═══\n PENETRATING_PALM_RUSH = \"penetrating_palm_rush\", // son_penetrating_palm_rush - Wind palm barrage\n PRESSURE_COUNTER = \"pressure_counter\", // son_pressure_counter - Continuous counter\n PRESSURE_POINT_CHAIN = \"pressure_point_chain\", // son_pressure_point_chain - Multiple points\n\n // ═══ ADDITIONAL GAM (감) TECHNIQUES ═══\n FLOWING_RIVER_STRIKE = \"flowing_river_strike\", // gam_flowing_river_strike - Water flow attack\n REDIRECTION_COUNTER = \"redirection_counter\", // gam_redirection_counter - Momentum counter\n TIDAL_WAVE_PALM = \"tidal_wave_palm\", // gam_tidal_wave_palm - Wave impact\n WHIRLPOOL_COUNTER = \"whirlpool_counter\", // gam_whirlpool_counter - Circular counter\n\n // ═══ ADDITIONAL GAN (간) TECHNIQUES ═══\n AVALANCHE_HAMMER = \"avalanche_hammer\", // gan_avalanche_hammer - Crushing force\n COUNTER_FORTRESS = \"counter_fortress\", // gan_counter_fortress - Immovable counter\n FORTRESS_COUNTER_STRIKE = \"fortress_counter_strike\", // gan_fortress_counter_strike - Defensive strike\n STONE_WALL_THRUST = \"stone_wall_thrust\", // gan_stone_wall_thrust - Heavy push\n\n // ═══ ADDITIONAL GON (곤) TECHNIQUES ═══\n EARTHQUAKE_STOMP = \"earthquake_stomp\", // gon_earthquake_stomp - Ground impact\n GROUND_SWEEP_STRIKE = \"ground_sweep_strike\", // gon_ground_sweep_strike - Low attack\n ROOTING_TAKEDOWN = \"rooting_takedown\", // gon_rooting_takedown - Grounding takedown\n TAKEDOWN_COUNTER = \"takedown_counter\", // gon_takedown_counter - Takedown defense\n\n // ═══ TECHNIQUE-SPECIFIC UNIQUE ANIMATIONS (기법별 고유 애니메이션) ═══\n // Ensures 1-1 mapping between technique ID and animation type\n\n // Heavenly Fist - distinct from regular jab\n GEON_HEAVENLY_FIST = \"geon_heavenly_fist\", // geon_heavenly_fist - Taekwondo power punch\n\n // Frontal Kick - distinct from regular front kick\n GEON_FRONTAL_KICK = \"geon_frontal_kick\", // geon_frontal_kick - Direct power kick\n\n // Palm Strike - Geon variant\n GEON_PALM_STRIKE = \"geon_palm_strike\", // geon_palm_strike - Heavenly palm\n\n // Gan Rock Defense - distinct from generic block\n GAN_ROCK_DEFENSE_BLOCK = \"gan_rock_defense_block\", // gan_rock_defense - Mountain guard\n\n // Gan Immovable Stance - distinct from generic block\n GAN_IMMOVABLE_STANCE = \"gan_immovable_stance\", // gan_immovable_stance - Unmoving defense\n\n // Gan Counter Strike - distinct from generic counter\n GAN_COUNTER_STRIKE = \"gan_counter_strike\", // gan_counter_strike - Mountain counter\n\n // Gan Reversal - distinct from generic counter\n GAN_REVERSAL_TECHNIQUE = \"gan_reversal_technique\", // gan_reversal_technique - Defensive reversal\n\n // Gan Mountain Lock - distinct from generic grapple\n GAN_MOUNTAIN_STANCE_LOCK = \"gan_mountain_stance_lock\", // gan_mountain_stance_lock - Immobilizing hold\n\n // Gam Circular Parry - distinct from generic counter\n GAM_CIRCULAR_PARRY = \"gam_circular_parry\", // gam_circular_parry - Circular deflection\n\n // Gam Redirect Throw - distinct from generic throw\n GAM_REDIRECT_THROW = \"gam_redirect_throw\", // gam_redirect_throw - Momentum redirection\n\n // Gam Hip Throw - distinct from generic throw\n GAM_HIP_THROW = \"gam_hip_throw\", // gam_hip_throw - Water hip wheel\n\n // Gon Earth Embrace - distinct from generic grapple\n GON_EARTH_EMBRACE = \"gon_earth_embrace\", // gon_earth_embrace - Ground control hold\n\n // Gon Ankle Pick - distinct from generic grapple\n GON_ANKLE_PICK = \"gon_ankle_pick\", // gon_ankle_pick - Single leg takedown\n\n // Gon Body Lock - distinct from generic grapple\n GON_BODY_LOCK_TAKEDOWN = \"gon_body_lock_takedown\", // gon_body_lock_takedown - Bear hug slam\n\n // Gon Ssireum Throw - distinct from generic throw\n GON_SSIREUM_THROW = \"gon_ssireum_throw\", // gon_ssireum_throw - Korean wrestling throw\n\n // Gon Sacrifice Throw - distinct from generic throw\n GON_SACRIFICE_THROW = \"gon_sacrifice_throw\", // gon_sacrifice_throw - Tomoe nage style\n\n // Son Rhythmic Strikes - distinct from generic jab\n SON_RHYTHMIC_STRIKES = \"son_rhythmic_strikes\", // son_rhythmic_strikes - Wind rhythm combo\n\n // Son Flowing Push - distinct from generic palm strike\n SON_FLOWING_PUSH = \"son_flowing_push\", // son_flowing_push - Wind wave palm\n\n // Son Rapid Footwork - distinct from generic front kick\n SON_RAPID_FOOTWORK = \"son_rapid_footwork\", // son_rapid_footwork - Wind step kick\n\n // Jin Jumping Front Kick - distinct from generic jumping kick\n JIN_JUMPING_FRONT_KICK = \"jin_jumping_front_kick\", // jin_jumping_front_kick - Thunder leap\n\n // Jin Flying Sidekick - distinct from generic jumping kick\n JIN_FLYING_SIDEKICK = \"jin_flying_sidekick\", // jin_flying_sidekick - Explosive aerial kick\n\n // Tae Wrist Lock - distinct from generic wrist lock\n TAE_WRIST_LOCK = \"tae_wrist_lock\", // tae_wrist_lock - Flowing joint manipulation\n\n // Gam Wrist Twist - distinct from generic wrist lock\n GAM_WRIST_TWIST_COUNTER = \"gam_wrist_twist_counter\", // gam_wrist_twist_counter - Water redirection lock\n\n // Son Sweeping Low Kick - distinct from generic low kick\n SON_SWEEPING_LOW_KICK = \"son_sweeping_low_kick\", // son_sweeping_low_kick - Wind sweep\n\n // Gon Leg Sweep - distinct from generic low kick\n GON_LEG_SWEEP = \"gon_leg_sweep\", // gon_leg_sweep - Earth grounding sweep\n\n // ═══ ARCHETYPE TECHNIQUES (원형 기술) ═══\n // Musa (무사) - Traditional Warrior\n DRAGON_FIST = \"dragon_fist\", // musa_dragon_fist - Traditional power punch\n IRON_DEFENSE = \"iron_defense\", // musa_iron_defense - Warrior block\n MOUNTAIN_BREAKER = \"mountain_breaker\", // musa_mountain_breaker - Devastating strike\n THUNDER_STRIKE = \"thunder_strike\", // musa_thunder_strike - Powerful attack\n\n // Amsalja (암살자) - Shadow Assassin\n DEADLY_PRECISION = \"deadly_precision\", // amsalja_deadly_precision - Lethal accuracy\n SHADOW_NERVE_STRIKE = \"shadow_nerve_strike\", // amsalja_nerve_strike - Hidden nerve attack\n SHADOW_STRIKE = \"shadow_strike\", // amsalja_shadow_strike - Stealth attack\n SILENT_DEATH = \"silent_death\", // amsalja_silent_death - Lethal finisher\n\n // Hacker (해커) - Cyber Warrior\n CYBER_OVERDRIVE = \"cyber_overdrive\", // hacker_cyber_overdrive - Enhanced attack\n DATA_STRIKE = \"data_strike\", // hacker_data_strike - Technical strike\n ELECTRIC_SHOCK = \"electric_shock\", // hacker_electric_shock - Stunning attack\n SYSTEM_CRASH = \"system_crash\", // hacker_system_crash - Disabling strike\n\n // Jeongbo Yowon (정보요원) - Intelligence Operative\n COUNTER_INTELLIGENCE = \"counter_intelligence\", // jeongbo_counter_intelligence - Defensive counter\n INTELLIGENCE_STRIKE = \"intelligence_strike\", // jeongbo_intelligence_strike - Calculated attack\n PSYCHOLOGICAL_WARFARE = \"psychological_warfare\", // jeongbo_psychological_warfare - Mind attack\n TACTICAL_STRIKE = \"tactical_strike\", // jeongbo_tactical_strike - Strategic hit\n\n // Jojik Pokryeokbae (조직폭력배) - Organized Crime\n BRUTAL_TAKEDOWN = \"brutal_takedown\", // jojik_brutal_takedown - Ruthless takedown\n IMPROVISED_WEAPON = \"improvised_weapon\", // jojik_improvised_weapon - Street fighting\n RUTHLESS_ASSAULT = \"ruthless_assault\", // jojik_ruthless_assault - Savage attack\n STREET_BRAWL = \"street_brawl\", // jojik_street_brawl - Dirty fighting\n\n // Movement (이동)\n STEP_FORWARD = \"step_forward\",\n STEP_BACK = \"step_back\",\n SIDESTEP = \"sidestep\",\n PIVOT = \"pivot\",\n DUCK = \"duck\",\n LEAN = \"lean\",\n WALK = \"walk\",\n IDLE_STANCE = \"idle_stance\",\n FORWARD_DASH = \"forward_dash\",\n BACKWARD_RETREAT = \"backward_retreat\",\n SIDE_STEP = \"side_step\",\n RAPID_FOOTWORK = \"rapid_footwork\",\n\n // Recovery (복귀)\n RECOVERY = \"recovery\",\n\n // Idle/Stance\n IDLE = \"idle\",\n STANCE = \"stance\",\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE WIDTH CALCULATION HELPERS (발너비 계산 헬퍼)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Calculate lateral stance width in world units (meters)\n *\n * Converts stance width from shoulder width multipliers to actual\n * world-space distance for foot positioning in 3D space.\n *\n * Formula: stanceWidth (m) = shoulderWidth (cm) * multiplier / 100\n *\n * Example:\n * - shoulderWidth: 46 cm (Musa archetype)\n * - Jin Thunder stance: 2.0x shoulder width\n * - Result: 46 * 2.0 / 100 = 0.92m lateral distance between feet\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS (e.g., 1.5 for Jin)\n * @param shoulderWidth - Fighter's shoulder width in centimeters (from physical attributes)\n * @returns Stance width in meters for 3D world positioning\n *\n * @korean 자세너비계산\n */\nexport function calculateStanceWidth(\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n): number {\n // Convert cm to meters: (shoulderWidth_cm * multiplier) / 100\n return (shoulderWidth * stanceWidthMultiplier) / 100;\n}\n\n/**\n * Calculate foot X positions for left and right feet based on stance width\n *\n * Returns X-axis offsets for positioning FOOT_L and FOOT_R bones.\n * Assumes center point (pelvis) is at X=0.\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS\n * @param shoulderWidth - Fighter's shoulder width in centimeters\n * @returns Object with leftFootX (negative) and rightFootX (positive) positions\n *\n * @example\n * // Jin Thunder stance (2.0x) for Musa (46cm shoulders)\n * const footPositions = calculateFootPositions(2.0, 46);\n * // Returns: { leftFootX: -0.46, rightFootX: 0.46 }\n *\n * @korean 발위치계산\n */\nexport function calculateFootPositions(\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n): { readonly leftFootX: number; readonly rightFootX: number } {\n const totalWidth = calculateStanceWidth(stanceWidthMultiplier, shoulderWidth);\n const halfWidth = totalWidth / 2;\n\n return {\n leftFootX: -halfWidth, // Left foot is negative X\n rightFootX: halfWidth, // Right foot is positive X\n 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{"version":3,"file":"MartialArtsConstants.js","names":[],"sources":["../../../../src/systems/animation/builders/MartialArtsConstants.ts"],"sourcesContent":["/**\n * Martial Arts Animation Constants\n *\n * Constants for Korean martial arts animations including hand poses,\n * martial arts stances, kick phases, and punch phases.\n *\n * 한국 무술 애니메이션 상수 모듈\n *\n * @module systems/animation/MartialArtsConstants\n * @category Animation System\n * @korean 무술애니메이션상수\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HAND POSES FOR MARTIAL ARTS (무술 손 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hand poses for different strike types\n * 타격 유형별 손 자세\n *\n * Each pose defines rotations for all 19 finger joints (per hand):\n * - thumb_meta, thumb_prox, thumb_dist (3 joints)\n * - index_meta, index_prox, index_inter, index_dist (4 joints)\n * - middle_meta, middle_prox, middle_inter, middle_dist (4 joints)\n * - ring_meta, ring_prox, ring_inter, ring_dist (4 joints)\n * - pinky_meta, pinky_prox, pinky_inter, pinky_dist (4 joints)\n *\n * @korean 손자세\n */\nexport const HAND_POSES = {\n /**\n * Closed Fist - Standard punch (주먹)\n * Fingers curled tight, thumb outside\n */\n FIST: {\n thumb_meta: [0.3, 0.5, 0.2] as const,\n thumb_prox: [0.4, 0, 0] as const,\n thumb_dist: [0.3, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.57, 0, 0] as const, // 90° curl\n index_inter: [1.57, 0, 0] as const,\n index_dist: [0.8, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.57, 0, 0] as const,\n middle_inter: [1.57, 0, 0] as const,\n middle_dist: [0.8, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.57, 0, 0] as const,\n ring_inter: [1.57, 0, 0] as const,\n ring_dist: [0.8, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.57, 0, 0] as const,\n pinky_inter: [1.57, 0, 0] as const,\n pinky_dist: [0.8, 0, 0] as const,\n },\n\n /**\n * Open Palm - Palm strikes, blocks (장권)\n * Fingers extended, slight spread\n */\n OPEN_PALM: {\n thumb_meta: [0, 0.4, -0.3] as const,\n thumb_prox: [0.1, 0, 0] as const,\n thumb_dist: [0, 0, 0] as const,\n index_meta: [0, 0, -0.1] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0.1] as const,\n ring_prox: [0, 0, 0] as const,\n ring_inter: [0, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0.2] as const,\n pinky_prox: [0, 0, 0] as const,\n pinky_inter: [0, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Spear Hand - Finger strikes (관수)\n * Fingers together, extended straight\n */\n SPEAR_HAND: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.2, 0, 0] as const,\n thumb_dist: [0.1, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0, 0, 0] as const,\n ring_inter: [0, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0, 0, 0] as const,\n pinky_inter: [0, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Knife Hand - Ridge hand strikes (수도)\n * Fingers together, thumb tucked\n */\n KNIFE_HAND: {\n thumb_meta: [0.5, 0.8, 0.4] as const,\n thumb_prox: [0.4, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0.1, 0, 0] as const,\n index_inter: [0.05, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0.1, 0, 0] as const,\n middle_inter: [0.05, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0.1, 0, 0] as const,\n ring_inter: [0.05, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0.1, 0, 0] as const,\n pinky_inter: [0.05, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Hammer Fist - Bottom fist strikes (철퇴)\n * Tight fist for hammer blow\n */\n HAMMER_FIST: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.5, 0, 0] as const,\n thumb_dist: [0.4, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.7, 0, 0] as const,\n index_inter: [1.7, 0, 0] as const,\n index_dist: [1.0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.7, 0, 0] as const,\n middle_inter: [1.7, 0, 0] as const,\n middle_dist: [1.0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.7, 0, 0] as const,\n ring_inter: [1.7, 0, 0] as const,\n ring_dist: [1.0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.7, 0, 0] as const,\n pinky_inter: [1.7, 0, 0] as const,\n pinky_dist: [1.0, 0, 0] as const,\n },\n\n /**\n * Backfist - Knuckle strikes (등주먹)\n * Fist with wrist extended back\n */\n BACKFIST: {\n thumb_meta: [0.3, 0.5, 0.2] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.4, 0, 0] as const,\n index_inter: [1.4, 0, 0] as const,\n index_dist: [0.7, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.4, 0, 0] as const,\n middle_inter: [1.4, 0, 0] as const,\n middle_dist: [0.7, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.4, 0, 0] as const,\n ring_inter: [1.4, 0, 0] as const,\n ring_dist: [0.7, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.4, 0, 0] as const,\n pinky_inter: [1.4, 0, 0] as const,\n pinky_dist: [0.7, 0, 0] as const,\n },\n\n /**\n * Grab - Grappling and holds (잡기)\n * Fingers curled for grabbing\n */\n GRAB: {\n thumb_meta: [0.2, 0.3, 0.1] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.2, 0, 0] as const,\n index_inter: [1.0, 0, 0] as const,\n index_dist: [0.6, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.3, 0, 0] as const,\n middle_inter: [1.1, 0, 0] as const,\n middle_dist: [0.7, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.3, 0, 0] as const,\n ring_inter: [1.1, 0, 0] as const,\n ring_dist: [0.7, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.2, 0, 0] as const,\n pinky_inter: [1.0, 0, 0] as const,\n pinky_dist: [0.6, 0, 0] as const,\n },\n\n /**\n * Two Finger - Eye strikes (이지권)\n * Index and middle extended, others curled\n */\n TWO_FINGER: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, -0.1] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0.1] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.57, 0, 0] as const,\n ring_inter: [1.57, 0, 0] as const,\n ring_dist: [0.8, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.57, 0, 0] as const,\n pinky_inter: [1.57, 0, 0] as const,\n pinky_dist: [0.8, 0, 0] as const,\n },\n\n /**\n * Relaxed - Natural/idle hands (자연)\n * Fingers in natural slight curl\n */\n RELAXED: {\n thumb_meta: [0.1, 0.2, 0.1] as const,\n thumb_prox: [0.1, 0, 0] as const,\n thumb_dist: [0.05, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0.3, 0, 0] as const,\n index_inter: [0.2, 0, 0] as const,\n index_dist: [0.1, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0.35, 0, 0] as const,\n middle_inter: [0.25, 0, 0] as const,\n middle_dist: [0.15, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0.35, 0, 0] as const,\n ring_inter: [0.25, 0, 0] as const,\n ring_dist: [0.15, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0.3, 0, 0] as const,\n pinky_inter: [0.2, 0, 0] as const,\n pinky_dist: [0.1, 0, 0] as const,\n },\n} as const;\n\n/** Type for a single hand pose */\nexport type HandPoseType = (typeof HAND_POSES)[keyof typeof HAND_POSES];\n\n/** Available hand pose names */\nexport type HandPoseName = keyof typeof HAND_POSES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KOREAN MARTIAL ARTS POSES (한국 무술 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Standard martial arts poses used across Korean martial arts\n * 한국 무술의 기본 자세들\n *\n * @korean 기본자세\n */\nexport const MARTIAL_POSES = {\n /**\n * Fighting Guard - Hands protecting face (경계자세)\n * Standard defensive position in Taekwondo\n */\n GUARD: {\n leftShoulder: [-0.6, 0.4, 0.3] as const,\n leftElbow: [0, 0, -1.8] as const,\n rightShoulder: [-0.6, -0.4, -0.3] as const,\n rightElbow: [0, 0, 1.8] as const,\n },\n\n /**\n * High Guard - Hands at temple level (상단방어)\n * Used during kicks for head protection\n */\n HIGH_GUARD: {\n leftShoulder: [-0.9, 0.3, 0.4] as const,\n leftElbow: [0, 0, -1.6] as const,\n rightShoulder: [-0.9, -0.3, -0.4] as const,\n rightElbow: [0, 0, 1.6] as const,\n },\n\n /**\n * Clinch Position - Arms controlling opponent (클린치)\n * Used for knee strikes and throws\n */\n CLINCH: {\n leftShoulder: [0.8, 0, -0.5] as const,\n leftElbow: [0, 0, -1.3] as const,\n rightShoulder: [0.8, 0, 0.5] as const,\n rightElbow: [0, 0, 1.3] as const,\n },\n\n /**\n * Grappling Entry - Reaching for opponent (잡기진입)\n */\n GRAPPLE_ENTRY: {\n leftShoulder: [0.4, 0.6, -0.2] as const,\n leftElbow: [0, 0, -1.2] as const,\n rightShoulder: [0.6, -0.4, 0.3] as const,\n rightElbow: [0, 0, 0.8] as const,\n },\n\n /**\n * Neutral Standing - Relaxed standing (기본선자세)\n */\n NEUTRAL: {\n leftShoulder: [0, 0, 0.1] as const,\n leftElbow: [0, 0, -0.2] as const,\n rightShoulder: [0, 0, -0.1] as const,\n rightElbow: [0, 0, 0.2] as const,\n },\n} as const;\n\n/** Type for martial poses */\nexport type MartialPoseType =\n (typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];\n\n/** Available martial pose names */\nexport type MartialPoseName = keyof typeof MARTIAL_POSES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KICK PHASES (발차기 단계)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Kick phases for proper martial arts execution\n * 발차기 단계별 자세\n *\n * @korean 발차기단계\n */\nexport const KICK_PHASES = {\n /**\n * Chamber Position (준비자세) - Knee lifted, tight\n */\n CHAMBER: {\n hip: [1.57, 0, 0] as const, // 90° hip flexion\n knee: [-2.0, 0, 0] as const, // Tight chamber\n ankle: [0, 0, 0] as const,\n supportKnee: [-0.25, 0, 0] as const,\n pelvis: [-0.1, 0, 0] as const,\n },\n\n /**\n * Extension Position (차기자세) - Leg extended with hip drive\n *\n * Enhanced with proper hip Y-rotation for power generation (골반회전)\n */\n EXTENSION: {\n hip: [1.7, 0, 0] as const,\n knee: [-0.05, 0, 0] as const, // Nearly full extension (slight bend prevents hyperextension)\n ankle: [0.5, 0, 0] as const, // Dorsiflexion\n supportKnee: [-0.35, 0, 0] as const,\n pelvis: [0.15, 0, 0] as const, // X-axis tilt\n pelvisY: -0.6, // Hip Y-rotation for power (골반회전) ~34°\n },\n\n /**\n * High Axe Kick Peak (높은차기) - Leg nearly vertical\n */\n HIGH_PEAK: {\n hip: [2.5, 0, 0] as const, // >140° hip flexion\n knee: [-0.1, 0, 0] as const,\n ankle: [0.6, 0, 0] as const,\n supportKnee: [-0.35, 0, 0] as const,\n pelvis: [-0.25, 0, 0] as const,\n },\n\n /**\n * Roundhouse Chamber (돌려차기준비) - Hip rotated out\n */\n ROUNDHOUSE_CHAMBER: {\n hip: [1.2, 0, 0.8] as const,\n knee: [-1.5, 0, 0] as const,\n pelvisY: -0.5,\n spineY: 0.3,\n },\n\n /**\n * Side Kick Lateral (옆차기) - Turned sideways\n */\n SIDE_CHAMBER: {\n hip: [1.3, 0, 0.3] as const,\n knee: [-1.6, 0, 0] as const,\n pelvisY: -1.57, // 90° turn\n spineY: -1.2,\n spineLean: 0.2,\n },\n} as const;\n\n/** Type for kick phases */\nexport type KickPhaseType = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];\n\n/** Available kick phase names */\nexport type KickPhaseName = keyof typeof KICK_PHASES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PUNCH PHASES (주먹 단계)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Punch phases for proper striking mechanics with Korean martial arts biomechanics\n * 주먹 단계별 자세 - 한국 무술 생체역학 기반\n *\n * Based on traditional Korean martial arts principles:\n * - 정권지르기 (Jeongkwon Jireugi) - Straight punch with fist rotation\n * - 역권지르기 (Yeokwon Jireugi) - Reverse punch with full hip drive\n * - 당기기 (Dangigi) - Pulling hand (hikite) for power generation\n * - 엉덩이회전 (Eongdeongi Hoejeon) - Hip rotation for maximum power\n * - 어깨비틀기 (Eokkae Biteulgi) - Shoulder torque coordination\n *\n * @korean 주먹단계\n */\nexport const PUNCH_PHASES = {\n /**\n * Chamber (준비) - Arm coiled back with fist vertical\n *\n * Korean martial arts chamber position:\n * - Fist at hip level, palm facing up/in (세로주먹)\n * - Elbow bent ~90 degrees\n * - Opposite arm in guard position\n * - Hip neutral or slightly turned away\n * - Coiled for explosive extension\n */\n CHAMBER: {\n // Punching arm chamber - elbow bent, fist at hip\n shoulder: [-0.15, 0, -0.2] as const, // Shoulder slightly back and down\n elbow: [0, 0, -1.57] as const, // Elbow bent 90° inward (-π/2)\n wrist: [0, 0, 0] as const, // Wrist neutral, fist vertical\n\n // Opposite arm guard position\n oppositeShoulder: [-0.1, 0, 0.2] as const, // Guard up\n oppositeElbow: [0, 0, 1.4] as const, // Elbow bent for guard\n\n // Body position - neutral or slightly turned away\n spineY: -0.1, // Slight counter-rotation\n pelvisY: -0.1, // Hip slightly turned away from punch direction\n },\n\n /**\n * Wind-up (준비강화) - Brief additional coil before strike\n *\n * Minimal wind-up for fast punches like jab.\n * More pronounced for power punches like cross.\n */\n WINDUP: {\n shoulder: [0.3, 0, -0.3] as const,\n elbow: [0, 0, 1.8] as const,\n spineY: -0.15,\n pelvisY: -0.1,\n },\n\n /**\n * Extension with Hip Drive (지르기) - Full extension with body rotation\n *\n * Korean martial arts extension mechanics:\n * - Fist rotates from vertical to pronated (palm-down)\n * - Hip drives forward and rotates (엉덩이회전)\n * - Shoulder rotates with punch (어깨비틀기)\n * - Opposite arm pulls back to hip (당기기/hikite)\n * - Elbow nearly straight at impact (~170-175°)\n */\n EXTENSION: {\n // Punching arm full extension\n shoulder: [0.25, 0, 0.15] as const, // Shoulder forward and slightly up\n elbow: [0, 0, -0.09] as const, // Elbow nearly straight (~175° = 180° - 5°)\n wrist: [0, 0, 0.2] as const, // Fist pronated (palm-down rotation)\n\n // Opposite arm hikite - pulls back for power\n // RIGHT-arm convention: positive Z = flexion for right elbow\n oppositeShoulder: [-0.2, 0, -0.3] as const, // Pulled back to hip\n oppositeElbow: [0, 0, 1.1] as const, // Elbow bent, fist at hip (hikite)\n\n // Body rotation - hip and shoulder drive\n spineY: 0.4, // Shoulder rotation into punch\n pelvisY: 0.25, // Hip rotation for power generation\n },\n\n /**\n * Peak Impact (정점) - Maximum extension and rotation\n *\n * Brief hold at full extension for impact frame.\n * All power delivered through aligned structure.\n * Slight additional arm extension for maximum reach.\n */\n PEAK: {\n // Maximum extension - slightly more extended than EXTENSION phase\n shoulder: [0.25, 0, 0.15] as const,\n elbow: [0, 0, -0.05] as const, // Even closer to straight (~177° = 180° - 3°)\n wrist: [0, 0, 0.2] as const, // Fully pronated\n\n // Opposite arm fully retracted (hikite)\n // RIGHT-arm convention: positive Z = flexion for right elbow\n oppositeShoulder: [-0.2, 0, -0.3] as const,\n oppositeElbow: [0, 0, 1.1] as const, // Elbow bent, fist at hip (hikite)\n\n // Maximum body rotation\n spineY: 0.45,\n pelvisY: 0.3,\n },\n} as const;\n\n/** Type for punch phases */\nexport type PunchPhaseType = (typeof PUNCH_PHASES)[keyof typeof PUNCH_PHASES];\n\n/** Available punch phase names */\nexport type PunchPhaseName = keyof typeof PUNCH_PHASES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KOREAN STANCE BIOMECHANICS (한국 무술 자세 생체역학)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Korean Martial Arts Stance Biomechanics\n *\n * Authentic biomechanical configurations for all eight trigram stances (팔괘 자세),\n * based on traditional Korean martial arts (Taekwondo 태권도, Hapkido 합기도, Taekyon 택견).\n *\n * Each stance defines:\n * - frontKneeBend: Front leg knee flexion angle in degrees (무릎굽힘각도)\n * - backKneeBend: Back leg knee flexion angle in degrees (뒷다리무릎각도)\n * - weightDistribution: Front/back weight ratio (체중분배)\n * - stanceWidth: Distance between feet in shoulder widths (발간격)\n * - hipHeight: Hip height relative to standing (0-1 scale) (엉덩이높이)\n * - tacticalRationale: Combat purpose of stance width (전술적 근거)\n *\n * Angle conventions:\n * - 180° = Fully straight leg (완전히 펴진 다리)\n * - 90° = Right angle bend (직각 굽힘)\n * - Lower angles = Deeper bend (낮은 각도 = 더 깊은 굽힘)\n *\n * Weight distribution:\n * - front: 0.6 = 60% weight on front leg (앞발 60% 체중)\n * - back: 0.4 = 40% weight on back leg (뒷발 40% 체중)\n *\n * Stance width tactical purposes:\n * - Wide stances (1.5-2.0x): Stability, power generation, low center of gravity\n * - Medium stances (1.0-1.3x): Balance between mobility and stability\n * - Narrow stances (0.8-1.0x): High mobility, quick footwork\n * - Single leg (0.0x): Maximum mobility, continuous attack capability\n *\n * Sources:\n * - Taekwondo (태권도) - KTA/WTF standard stances\n * - Hapkido (합기도) - Traditional defensive stances\n * - Taekyon (택견) - Korean traditional martial art stances\n *\n * @korean 한국무술자세생체역학\n */\nexport const KOREAN_STANCE_BIOMECHANICS = {\n /**\n * ☰ GEON (건) - HEAVEN STANCE | 하늘 자세\n *\n * Forward stance (앞서기) - Taekwondo Ap Seogi\n *\n * Characteristics:\n * - Aggressive forward position for direct force techniques\n * - Deep front knee bend for power generation\n * - Extended back leg for solid base\n * - 60/40 weight distribution favoring front\n * - 1.2-1.5x shoulder width for forward power transfer\n *\n * Tactical rationale for stance width:\n * - Medium-wide base (1.2-1.5x) provides forward power generation\n * - Wide enough for stability during penetrating strikes\n * - Narrower than defensive stances for offensive mobility\n * - Optimal for weight transfer into punches and forward kicks\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 건천자세\n */\n GEON_HEAVEN: {\n frontKneeBend: 70, // Deep front knee ~70° flexion (깊은 앞무릎 굽힘)\n backKneeBend: 160, // Extended back leg ~160° (뻗은 뒷다리)\n weightDistribution: { front: 0.6, back: 0.4 }, // 60% front (앞발 60%)\n stanceWidth: 1.35, // 1.2-1.5x shoulder width avg (어깨너비의 1.35배)\n hipHeight: 0.85, // Lower hips for stability (낮은 엉덩이)\n tacticalRationale: \"power_generation\" as const, // Forward striking power\n },\n\n /**\n * ☱ TAE (태) - LAKE STANCE | 호수 자세\n *\n * Cat stance (고양이서기) - Taekwondo Beom Seogi\n *\n * Characteristics:\n * - Fluid defensive position for joint manipulation\n * - Most weight on back leg (90/10)\n * - Front leg light and mobile for kicking\n * - Back knee bent for spring-loaded movement\n * - High hip position for quick transitions\n * - 0.8-1.0x shoulder width for maximum mobility\n *\n * Tactical rationale for stance width:\n * - Narrow base (0.8-1.0x) enables rapid footwork\n * - Quick transitions between stances\n * - Mobile front leg ready for instant kicks or steps\n * - Back-weighted for defensive redirection\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 태호수자세\n */\n TAE_LAKE: {\n frontKneeBend: 170, // Nearly straight front leg ~170° (거의 펴진 앞다리)\n backKneeBend: 120, // Bent back knee ~120° (굽은 뒷무릎)\n weightDistribution: { front: 0.1, back: 0.9 }, // 10% front, 90% back (앞발 10%, 뒷발 90%)\n stanceWidth: 0.9, // 0.8-1.0x shoulder width avg (좁은 자세)\n hipHeight: 0.9, // Higher hips for mobility (높은 엉덩이)\n tacticalRationale: \"mobility\" as const, // Quick footwork and transitions\n },\n\n /**\n * ☲ LI (리) - FIRE STANCE | 불 자세\n *\n * Fighting stance (전투서기) - Taekwondo Gyeorugi Junbi Seogi\n *\n * Characteristics:\n * - Balanced 50/50 stance for precision strikes\n * - Both knees moderately bent (~135°)\n * - Mobile and ready to move in any direction\n * - Medium width for stability and mobility\n * - Standard combat readiness position\n * - 1.0-1.2x shoulder width for balanced combat\n *\n * Tactical rationale for stance width:\n * - Standard width (1.0-1.2x) balances all combat attributes\n * - Quick directional changes while maintaining stability\n * - Optimal for precision vital point targeting\n * - Neutral foundation for offensive and defensive transitions\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 리화염자세\n */\n LI_FIRE: {\n frontKneeBend: 135, // Moderate front bend ~135° (중간 앞무릎 굽힘)\n backKneeBend: 135, // Equal back bend ~135° (같은 뒷무릎 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 balance (균형 50/50)\n stanceWidth: 1.1, // 1.0-1.2x shoulder width avg (어깨너비 자세)\n hipHeight: 0.88, // Medium height for balance (중간 높이)\n tacticalRationale: \"balance\" as const, // All-around combat effectiveness\n },\n\n /**\n * ☳ JIN (진) - THUNDER STANCE | 천둥 자세\n *\n * Horse stance (기마서기) - Taekwondo Juchum Seogi\n *\n * Characteristics:\n * - Wide, powerful stance for explosive techniques\n * - Deep knee bend in both legs (~90°)\n * - Equal weight distribution (50/50)\n * - Very low hip position for ground stability\n * - Feet parallel, pointing forward\n * - 1.8-2.2x shoulder width for maximum stability\n *\n * Tactical rationale for stance width:\n * - Very wide base (1.8-2.2x) maximizes lateral stability\n * - Low center of gravity for explosive power generation\n * - Immovable platform for devastating techniques\n * - Trades mobility for overwhelming striking force\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 진천둥자세\n */\n JIN_THUNDER: {\n frontKneeBend: 90, // Deep right angle bend ~90° (깊은 직각 굽힘)\n backKneeBend: 90, // Equal deep bend ~90° (같은 깊은 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 power base (힘의 기반 50/50)\n stanceWidth: 2.0, // 1.8-2.2x shoulder width avg (매우 넓은 자세)\n hipHeight: 0.75, // Very low for explosive power (매우 낮은 높이)\n tacticalRationale: \"stability\" as const, // Maximum stability and power\n },\n\n /**\n * ☴ SON (손) - WIND STANCE | 바람 자세\n *\n * Crane stance (학서기) - Taekwondo Hakdari Seogi\n *\n * Characteristics:\n * - One-legged balance for continuous movement\n * - Standing leg nearly straight (~170°)\n * - All weight on standing leg (100%)\n * - Raised leg ready for rapid kicks\n * - High hip position for mobility\n * - 0.0 stance width (single leg stance)\n *\n * Tactical rationale for stance width:\n * - Zero width (0.0x) - single leg stance for extreme mobility\n * - Raised leg enables instant kicks without chambering\n * - Maximum freedom of movement in all directions\n * - Continuous pressure capability through rapid strikes\n * - Highest mobility, lowest stability trade-off\n *\n * Korean martial art source: Taekyon (택견)\n *\n * @korean 손바람자세\n */\n SON_WIND: {\n frontKneeBend: 170, // Standing leg straight ~170° (선 다리 곧게)\n backKneeBend: 45, // Raised leg deeply bent ~45° (올린 다리 깊게 굽힘)\n weightDistribution: { front: 1.0, back: 0.0 }, // 100% on standing leg (선 다리 100%)\n stanceWidth: 0.0, // Single leg stance (한 다리 자세)\n hipHeight: 0.92, // High for balance and mobility (높은 균형)\n tacticalRationale: \"extreme_mobility\" as const, // Maximum mobility and continuous attack\n },\n\n /**\n * ☵ GAM (감) - WATER STANCE | 물 자세\n *\n * Back stance (뒤서기) - Taekwondo Dwit Seogi\n *\n * Characteristics:\n * - Defensive stance with weight on back leg\n * - Deep back knee bend (~100°) for absorption\n * - Front leg light for quick defense\n * - 30/70 weight distribution (back-heavy)\n * - Medium-low hip for stability\n * - 1.0-1.3x shoulder width for adaptive response\n *\n * Tactical rationale for stance width:\n * - Medium width (1.0-1.3x) enables flow and adaptation\n * - Wide enough for stable defensive absorption\n * - Narrow enough for quick counter-movements\n * - Optimal for redirecting opponent's force\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 감물자세\n */\n GAM_WATER: {\n frontKneeBend: 150, // Extended front leg ~150° (뻗은 앞다리)\n backKneeBend: 100, // Deep back bend ~100° (깊은 뒷다리 굽힘)\n weightDistribution: { front: 0.3, back: 0.7 }, // 30% front, 70% back (앞발 30%, 뒷발 70%)\n stanceWidth: 1.15, // 1.0-1.3x shoulder width avg (중간 넓이 자세)\n hipHeight: 0.82, // Medium-low for absorption (중간 낮은 높이)\n tacticalRationale: \"adaptability\" as const, // Flow and counter techniques\n },\n\n /**\n * ☶ GAN (간) - MOUNTAIN STANCE | 산 자세\n *\n * Defensive stance (방어서기) - Hapkido Bangeoseogi\n *\n * Characteristics:\n * - Immovable defensive position\n * - Moderate knee bend in both legs (~120°)\n * - Slightly back-weighted (40/60)\n * - Medium width for solid base\n * - Medium-high hip for counter readiness\n * - 1.3-1.6x shoulder width for defensive strength\n *\n * Tactical rationale for stance width:\n * - Wide base (1.3-1.6x) provides immovable blocking platform\n * - Stable foundation for absorbing powerful attacks\n * - Wide enough for strong defensive counters\n * - Rooted position for reversal techniques\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 간산자세\n */\n GAN_MOUNTAIN: {\n frontKneeBend: 120, // Moderate front bend ~120° (중간 앞무릎 굽힘)\n backKneeBend: 120, // Equal moderate bend ~120° (같은 중간 굽힘)\n weightDistribution: { front: 0.4, back: 0.6 }, // 40% front, 60% back (앞발 40%, 뒷발 60%)\n stanceWidth: 1.45, // 1.3-1.6x shoulder width avg (어깨너비 자세)\n hipHeight: 0.87, // Medium-high for defense (중간 높은 방어)\n tacticalRationale: \"defensive_block\" as const, // Immovable blocking and counters\n },\n\n /**\n * ☷ GON (곤) - EARTH STANCE | 땅 자세\n *\n * Low stance (낮은서기) - Korean Ssireum (씨름) wrestling stance\n *\n * Characteristics:\n * - Very low, grounded position for takedowns\n * - Deep knee bend in both legs (~80°)\n * - Equal weight distribution (50/50)\n * - Wide stance for base and grappling\n * - Very low hip position for ground control\n * - 1.6-2.0x shoulder width for grappling control\n *\n * Tactical rationale for stance width:\n * - Very wide base (1.6-2.0x) optimal for takedown defense\n * - Low center of gravity prevents being thrown\n * - Wide platform for initiating grappling techniques\n * - Grounded power for throws and slams\n *\n * Korean martial art source: Ssireum (씨름) / Hapkido ground techniques\n *\n * @korean 곤땅자세\n */\n GON_EARTH: {\n frontKneeBend: 80, // Very deep bend ~80° (매우 깊은 굽힘)\n backKneeBend: 80, // Equal deep bend ~80° (같은 깊은 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 grounded (땅에 붙은 50/50)\n stanceWidth: 1.8, // 1.6-2.0x shoulder width avg (넓은 그래플링)\n hipHeight: 0.72, // Very low for takedowns (매우 낮은 넘어뜨리기)\n tacticalRationale: \"grounding\" as const, // Takedown and ground control\n },\n} as const;\n\n/** Type for Korean stance biomechanics */\nexport type KoreanStanceBiomechanicsType =\n (typeof KOREAN_STANCE_BIOMECHANICS)[keyof typeof KOREAN_STANCE_BIOMECHANICS];\n\n/** Available Korean stance biomechanics names */\nexport type KoreanStanceName = keyof typeof KOREAN_STANCE_BIOMECHANICS;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION TYPE ENUM (애니메이션 타입)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Animation type identifiers for the animation system\n * @korean 애니메이션타입\n */\nexport enum AnimationType {\n // Kicks (발차기)\n FRONT_KICK = \"front_kick\",\n ROUNDHOUSE_KICK = \"roundhouse_kick\",\n SIDE_KICK = \"side_kick\",\n AXE_KICK = \"axe_kick\",\n CRESCENT_KICK = \"crescent_kick\",\n SPINNING_HOOK = \"spinning_hook\",\n BACK_KICK = \"back_kick\",\n PUSH_KICK = \"push_kick\",\n LOW_KICK = \"low_kick\",\n KNEE_KICK = \"knee_kick\",\n FLYING_KICK = \"flying_kick\",\n TORNADO_KICK = \"tornado_kick\",\n JUMPING_KICK = \"jumping_kick\",\n SPINNING_HEEL_KICK = \"spinning_heel_kick\",\n\n // Punches (주먹)\n JAB = \"jab\",\n CROSS = \"cross\",\n HOOK = \"hook\",\n UPPERCUT = \"uppercut\",\n OVERHAND = \"overhand\",\n PALM_STRIKE = \"palm_strike\",\n BACKFIST = \"backfist\",\n HAMMER_FIST = \"hammer_fist\",\n\n // ═══ SPECIALIZED JAB VARIANTS (잽 변형) ═══\n SPEAR_HAND_STRIKE = \"spear_hand_strike\", // li_flame_spear - Finger thrust\n NERVE_STRIKE = \"nerve_strike\", // li_nerve_strike - Pressure point jab\n PRESSURE_POINT_STRIKE = \"pressure_point_strike\", // li_pressure_point - Precision strike\n LIGHTNING_STRIKE = \"lightning_strike\", // jin_lightning_flash - Fast explosive jab\n RAPID_BARRAGE = \"rapid_barrage\", // son_whirlwind_barrage - Multiple fast jabs\n RHYTHMIC_STRIKES = \"rhythmic_strikes\", // son_rhythmic_strikes - Patterned jabs\n NERVE_PARALYSIS = \"nerve_paralysis\", // darkops_nerve_paralysis - Debilitating strike\n THROAT_STRIKE = \"throat_strike\", // darkops_throat_strike - Airway attack\n EYE_GOUGE = \"eye_gouge\", // darkops_eye_gouge - Vision attack\n\n // ═══ SPECIALIZED CROSS VARIANTS (크로스 변형) ═══\n HEAVEN_STRIKE = \"heaven_strike\", // geon_heaven_strike - Powerful descending cross\n FLOWING_CROSS = \"flowing_cross\", // tae_flowing_strikes - Circular cross motion\n\n // ═══ SPECIALIZED PALM STRIKES (장권 변형) ═══\n SOLAR_PLEXUS_STRIKE = \"solar_plexus_strike\", // li_solar_plexus_strike - Diaphragm shock\n FLOWING_PUSH = \"flowing_push\", // son_flowing_push - Redirecting palm\n LIVER_DISRUPTION = \"liver_disruption\", // darkops_liver_disruption - Organ strike\n EAR_STRIKE = \"ear_strike\", // darkops_ear_strike - Concussive palm\n\n // Elbow/Knee (팔꿈치/무릎)\n ELBOW_STRIKE = \"elbow_strike\",\n KNEE_STRIKE = \"knee_strike\",\n ELBOW_UPPERCUT = \"elbow_uppercut\",\n FLYING_KNEE = \"flying_knee\",\n CLINCH_KNEE = \"clinch_knee\",\n SPINNING_ELBOW = \"spinning_elbow\",\n\n // ═══ SPECIALIZED ELBOW VARIANTS (팔꿈치 변형) ═══\n TEMPLE_ELBOW = \"temple_elbow\", // li_temple_strike - Lateral temple strike\n SPINNING_BACK_ELBOW = \"spinning_back_elbow\", // son_spinning_elbow - Rotational power\n SPINAL_ELBOW = \"spinal_elbow\", // darkops_spinal_strike - Vertebrae targeting\n BRACHIAL_ELBOW = \"brachial_elbow\", // darkops_brachial_plexus_strike - Nerve cluster\n\n // ═══ SPECIALIZED KNEE VARIANTS (무릎 변형) ═══\n KIDNEY_KNEE = \"kidney_knee\", // darkops_kidney_strike - Organ targeting\n FEMORAL_KNEE = \"femoral_knee\", // darkops_femoral_nerve_strike - Nerve targeting\n\n // Grappling (잡기)\n THROW = \"throw\",\n JOINT_LOCK = \"joint_lock\",\n TAKEDOWN = \"takedown\",\n SWEEP = \"sweep\",\n CLINCH = \"clinch\",\n GRAPPLE = \"grapple\",\n SLAM = \"slam\",\n WRIST_LOCK = \"wrist_lock\",\n ARM_BAR = \"arm_bar\",\n SHOULDER_LOCK = \"shoulder_lock\",\n HIP_THROW = \"hip_throw\",\n LEG_REAP = \"leg_reap\",\n\n // ═══ SPECIALIZED GRAPPLE VARIANTS (잡기 변형) ═══\n SMALL_CIRCLE_LOCK = \"small_circle_lock\", // tae_small_circle - Subtle joint control\n FINGER_LOCK = \"finger_lock\", // tae_finger_lock - Digit manipulation\n ELBOW_LOCK = \"elbow_lock\", // tae_elbow_lock - Arm hyperextension\n SHOULDER_MANIPULATION = \"shoulder_manipulation\", // tae_shoulder_lock - Rotator cuff attack\n MOUNTAIN_LOCK = \"mountain_lock\", // gan_mountain_stance_lock - Immobilizing hold\n EARTH_EMBRACE = \"earth_embrace\", // gon_earth_embrace - Ground control\n CAROTID_CHOKE = \"carotid_choke\", // darkops_silent_carotid - Blood choke\n REAR_NAKED_CHOKE = \"rear_naked_choke\", // darkops_rear_choke - Air choke\n\n // ═══ SPECIALIZED THROW VARIANTS (던지기 변형) ═══\n REDIRECT_THROW = \"redirect_throw\", // gam_redirect_throw - Using opponent's momentum\n HIP_WHEEL_THROW = \"hip_wheel_throw\", // gam_hip_throw - O-goshi style\n SSIREUM_THROW = \"ssireum_throw\", // gon_ssireum_throw - Korean wrestling throw\n SACRIFICE_THROW = \"sacrifice_throw\", // gon_sacrifice_throw - Tomoe nage style\n\n // ═══ SPECIALIZED SWEEP VARIANTS (쓸기 변형) ═══\n ANKLE_PICK = \"ankle_pick\", // gon_ankle_pick - Single leg takedown entry\n ACHILLES_ATTACK = \"achilles_attack\", // darkops_achilles_sever - Tendon targeting\n\n // ═══ SPECIALIZED SLAM VARIANTS (슬램 변형) ═══\n BODY_LOCK_SLAM = \"body_lock_slam\", // gon_body_lock_takedown - Bear hug slam\n\n // ═══ SPECIALIZED WRIST LOCK VARIANTS (손목꺾기 변형) ═══\n WRIST_TWIST_COUNTER = \"wrist_twist_counter\", // gam_wrist_twist_counter - Counter technique\n\n // Counters (반격)\n COUNTER_STRIKE = \"counter_strike\",\n PARRY_COUNTER = \"parry_counter\",\n COUNTER_ATTACK = \"counter_attack\",\n\n // ═══ SPECIALIZED COUNTER VARIANTS (반격 변형) ═══\n WATER_COUNTER = \"water_counter\", // gam_water_counter - Fluid redirection\n ROCK_COUNTER = \"rock_counter\", // gan_counter_strike - Immovable counter\n\n // Defense (방어)\n BLOCK = \"block\",\n BLOCK_HIGH = \"block_high\",\n BLOCK_LOW = \"block_low\",\n PARRY = \"parry\",\n\n // ═══ SPECIALIZED BLOCK VARIANTS (방어 변형) ═══\n FLOWING_BLOCK = \"flowing_block\", // gam_flowing_block - Soft redirection\n CIRCULAR_PARRY = \"circular_parry\", // gam_circular_parry - Rotational deflect\n ROCK_DEFENSE = \"rock_defense\", // gan_rock_defense - Immovable guard\n IRON_BLOCK = \"iron_block\", // gan_iron_block - Hard block\n FLOW_DEFENSE = \"flow_defense\", // gam_flow_defense - Water-like defense\n IMMOVABLE_BLOCK = \"immovable_block\", // gan_immovable_block - Mountain defense\n EXPLOSIVE_BLOCK = \"explosive_block\", // jin_explosive_block - Counter with block\n CONTINUOUS_DEFLECTION = \"continuous_deflection\", // son_continuous_deflection - Wind deflection\n PRECISION_PARRY = \"precision_parry\", // li_precision_parry - Fire precision\n JOINT_LOCK_DEFENSE = \"joint_lock_defense\", // tae_joint_lock_defense - Hapkido defense\n SWEEP_DEFENSE = \"sweep_defense\", // tae_sweep_defense - Low defense\n GROUNDING_DEFENSE = \"grounding_defense\", // gon_grounding_defense - Earth rooting\n\n // ═══ DARK OPS SPECIALIZED (암살 특수기) ═══\n JAW_DISLOCATION = \"jaw_dislocation\", // darkops_jaw_dislocation - TMJ attack\n TEMPLE_STRIKE = \"temple_strike\", // darkops_temple_strike - Temporal bone strike\n CERVICAL_TWIST = \"cervical_twist\", // darkops_cervical_twist - Neck manipulation\n ELBOW_HYPEREXTEND = \"elbow_hyperextend\", // darkops_elbow_hyperextend - Joint destruction\n FINGER_BREAK = \"finger_break\", // darkops_finger_break - Digit targeting\n GUILLOTINE_CHOKE = \"guillotine_choke\", // darkops_guillotine - Front choke\n JUGULAR_STRIKE = \"jugular_strike\", // darkops_jugular_strike - Vein targeting\n KNEECAP_STRIKE = \"kneecap_strike\", // darkops_kneecap_strike - Patella attack\n LARYNX_CRUSH = \"larynx_crush\", // darkops_larynx_crush - Throat destruction\n OCCIPITAL_STRIKE = \"occipital_strike\", // darkops_occipital_strike - Skull base\n SCIATIC_NERVE_STRIKE = \"sciatic_nerve_strike\", // darkops_sciatic_nerve - Leg nerve\n SILENT_TAKEDOWN = \"silent_takedown\", // darkops_silent_takedown - Stealth attack\n SLEEPER_HOLD = \"sleeper_hold\", // darkops_sleeper_hold - Sleep choke\n SPLEEN_RUPTURE = \"spleen_rupture\", // darkops_spleen_rupture - Organ destruction\n TRIANGLE_CHOKE = \"triangle_choke\", // darkops_triangle_choke - Leg choke\n BRACHIAL_PLEXUS = \"brachial_plexus\", // darkops_brachial_plexus - Nerve cluster\n FEMORAL_NERVE = \"femoral_nerve\", // darkops_femoral_nerve - Thigh nerve\n\n // ═══ ADDITIONAL GEON (건) TECHNIQUES ═══\n GEON_HEAVEN_STRIKE = \"geon_heaven_strike\",\n HIGH_BLOCK = \"high_block\", // geon_high_block - Overhead defense\n CRUSHING_ELBOW = \"crushing_elbow\", // geon_crushing_elbow - Downward elbow\n THUNDEROUS_UPPERCUT = \"thunderous_uppercut\", // geon_thunderous_uppercut - Rising power\n GEON_COUNTER = \"geon_counter\", // geon_counter_strike - Heaven counter\n GEON_ROUNDHOUSE = \"geon_roundhouse\", // geon_roundhouse - Power kick\n\n // ═══ ADDITIONAL TAE (태) TECHNIQUES ═══\n FLOWING_ARM_BAR = \"flowing_arm_bar\", // tae_flowing_arm_bar - Fluid armlock\n SPIRAL_SHOULDER_THROW = \"spiral_shoulder_throw\", // tae_spiral_shoulder_throw - Circular throw\n WRIST_LOCK_STRIKE = \"wrist_lock_strike\", // tae_wrist_lock_strike - Lock with strike\n\n // ═══ ADDITIONAL LI (리) TECHNIQUES ═══\n PHOENIX_EYE_STRIKE = \"phoenix_eye_strike\", // li_phoenix_eye_strike - Single knuckle\n NERVE_STRIKE_COUNTER = \"nerve_strike_counter\", // li_nerve_strike_counter - Pressure counter\n SOLAR_PLEXUS_SPEAR = \"solar_plexus_spear\", // li_solar_plexus_spear - Diaphragm thrust\n LI_SOLAR_PLEXUS = \"li_solar_plexus\", // li_solar_plexus - Precision strike\n\n // ═══ ADDITIONAL JIN (진) TECHNIQUES ═══\n EXPLOSIVE_KNEE = \"explosive_knee\", // jin_explosive_knee - Thundering knee\n LIGHTNING_STRAIGHT = \"lightning_straight\", // jin_lightning_straight - Fast cross\n SHOCKING_COUNTER = \"shocking_counter\", // jin_shocking_counter - Thunder counter\n SHOCKING_HAMMER_FIST = \"shocking_hammer_fist\", // jin_shocking_hammer_fist - Power hammer\n\n // ═══ ADDITIONAL SON (손) TECHNIQUES ═══\n PENETRATING_PALM_RUSH = \"penetrating_palm_rush\", // son_penetrating_palm_rush - Wind palm barrage\n PRESSURE_COUNTER = \"pressure_counter\", // son_pressure_counter - Continuous counter\n PRESSURE_POINT_CHAIN = \"pressure_point_chain\", // son_pressure_point_chain - Multiple points\n\n // ═══ ADDITIONAL GAM (감) TECHNIQUES ═══\n FLOWING_RIVER_STRIKE = \"flowing_river_strike\", // gam_flowing_river_strike - Water flow attack\n REDIRECTION_COUNTER = \"redirection_counter\", // gam_redirection_counter - Momentum counter\n TIDAL_WAVE_PALM = \"tidal_wave_palm\", // gam_tidal_wave_palm - Wave impact\n WHIRLPOOL_COUNTER = \"whirlpool_counter\", // gam_whirlpool_counter - Circular counter\n\n // ═══ ADDITIONAL GAN (간) TECHNIQUES ═══\n AVALANCHE_HAMMER = \"avalanche_hammer\", // gan_avalanche_hammer - Crushing force\n COUNTER_FORTRESS = \"counter_fortress\", // gan_counter_fortress - Immovable counter\n FORTRESS_COUNTER_STRIKE = \"fortress_counter_strike\", // gan_fortress_counter_strike - Defensive strike\n STONE_WALL_THRUST = \"stone_wall_thrust\", // gan_stone_wall_thrust - Heavy push\n\n // ═══ ADDITIONAL GON (곤) TECHNIQUES ═══\n EARTHQUAKE_STOMP = \"earthquake_stomp\", // gon_earthquake_stomp - Ground impact\n GROUND_SWEEP_STRIKE = \"ground_sweep_strike\", // gon_ground_sweep_strike - Low attack\n ROOTING_TAKEDOWN = \"rooting_takedown\", // gon_rooting_takedown - Grounding takedown\n TAKEDOWN_COUNTER = \"takedown_counter\", // gon_takedown_counter - Takedown defense\n\n // ═══ TECHNIQUE-SPECIFIC UNIQUE ANIMATIONS (기법별 고유 애니메이션) ═══\n // Ensures 1-1 mapping between technique ID and animation type\n\n // Heavenly Fist - distinct from regular jab\n GEON_HEAVENLY_FIST = \"geon_heavenly_fist\", // geon_heavenly_fist - Taekwondo power punch\n\n // Frontal Kick - distinct from regular front kick\n GEON_FRONTAL_KICK = \"geon_frontal_kick\", // geon_frontal_kick - Direct power kick\n\n // Palm Strike - Geon variant\n GEON_PALM_STRIKE = \"geon_palm_strike\", // geon_palm_strike - Heavenly palm\n\n // Gan Rock Defense - distinct from generic block\n GAN_ROCK_DEFENSE_BLOCK = \"gan_rock_defense_block\", // gan_rock_defense - Mountain guard\n\n // Gan Immovable Stance - distinct from generic block\n GAN_IMMOVABLE_STANCE = \"gan_immovable_stance\", // gan_immovable_stance - Unmoving defense\n\n // Gan Counter Strike - distinct from generic counter\n GAN_COUNTER_STRIKE = \"gan_counter_strike\", // gan_counter_strike - Mountain counter\n\n // Gan Reversal - distinct from generic counter\n GAN_REVERSAL_TECHNIQUE = \"gan_reversal_technique\", // gan_reversal_technique - Defensive reversal\n\n // Gan Mountain Lock - distinct from generic grapple\n GAN_MOUNTAIN_STANCE_LOCK = \"gan_mountain_stance_lock\", // gan_mountain_stance_lock - Immobilizing hold\n\n // Gam Circular Parry - distinct from generic counter\n GAM_CIRCULAR_PARRY = \"gam_circular_parry\", // gam_circular_parry - Circular deflection\n\n // Gam Redirect Throw - distinct from generic throw\n GAM_REDIRECT_THROW = \"gam_redirect_throw\", // gam_redirect_throw - Momentum redirection\n\n // Gam Hip Throw - distinct from generic throw\n GAM_HIP_THROW = \"gam_hip_throw\", // gam_hip_throw - Water hip wheel\n\n // Gon Earth Embrace - distinct from generic grapple\n GON_EARTH_EMBRACE = \"gon_earth_embrace\", // gon_earth_embrace - Ground control hold\n\n // Gon Ankle Pick - distinct from generic grapple\n GON_ANKLE_PICK = \"gon_ankle_pick\", // gon_ankle_pick - Single leg takedown\n\n // Gon Body Lock - distinct from generic grapple\n GON_BODY_LOCK_TAKEDOWN = \"gon_body_lock_takedown\", // gon_body_lock_takedown - Bear hug slam\n\n // Gon Ssireum Throw - distinct from generic throw\n GON_SSIREUM_THROW = \"gon_ssireum_throw\", // gon_ssireum_throw - Korean wrestling throw\n\n // Gon Sacrifice Throw - distinct from generic throw\n GON_SACRIFICE_THROW = \"gon_sacrifice_throw\", // gon_sacrifice_throw - Tomoe nage style\n\n // Son Rhythmic Strikes - distinct from generic jab\n SON_RHYTHMIC_STRIKES = \"son_rhythmic_strikes\", // son_rhythmic_strikes - Wind rhythm combo\n\n // Son Flowing Push - distinct from generic palm strike\n SON_FLOWING_PUSH = \"son_flowing_push\", // son_flowing_push - Wind wave palm\n\n // Son Rapid Footwork - distinct from generic front kick\n SON_RAPID_FOOTWORK = \"son_rapid_footwork\", // son_rapid_footwork - Wind step kick\n\n // Jin Jumping Front Kick - distinct from generic jumping kick\n JIN_JUMPING_FRONT_KICK = \"jin_jumping_front_kick\", // jin_jumping_front_kick - Thunder leap\n\n // Jin Flying Sidekick - distinct from generic jumping kick\n JIN_FLYING_SIDEKICK = \"jin_flying_sidekick\", // jin_flying_sidekick - Explosive aerial kick\n\n // Tae Wrist Lock - distinct from generic wrist lock\n TAE_WRIST_LOCK = \"tae_wrist_lock\", // tae_wrist_lock - Flowing joint manipulation\n\n // Gam Wrist Twist - distinct from generic wrist lock\n GAM_WRIST_TWIST_COUNTER = \"gam_wrist_twist_counter\", // gam_wrist_twist_counter - Water redirection lock\n\n // Son Sweeping Low Kick - distinct from generic low kick\n SON_SWEEPING_LOW_KICK = \"son_sweeping_low_kick\", // son_sweeping_low_kick - Wind sweep\n\n // Gon Leg Sweep - distinct from generic low kick\n GON_LEG_SWEEP = \"gon_leg_sweep\", // gon_leg_sweep - Earth grounding sweep\n\n // ═══ ARCHETYPE TECHNIQUES (원형 기술) ═══\n // Musa (무사) - Traditional Warrior\n DRAGON_FIST = \"dragon_fist\", // musa_dragon_fist - Traditional power punch\n IRON_DEFENSE = \"iron_defense\", // musa_iron_defense - Warrior block\n MOUNTAIN_BREAKER = \"mountain_breaker\", // musa_mountain_breaker - Devastating strike\n THUNDER_STRIKE = \"thunder_strike\", // musa_thunder_strike - Powerful attack\n\n // Amsalja (암살자) - Shadow Assassin\n DEADLY_PRECISION = \"deadly_precision\", // amsalja_deadly_precision - Lethal accuracy\n SHADOW_NERVE_STRIKE = \"shadow_nerve_strike\", // amsalja_nerve_strike - Hidden nerve attack\n SHADOW_STRIKE = \"shadow_strike\", // amsalja_shadow_strike - Stealth attack\n SILENT_DEATH = \"silent_death\", // amsalja_silent_death - Lethal finisher\n\n // Hacker (해커) - Cyber Warrior\n CYBER_OVERDRIVE = \"cyber_overdrive\", // hacker_cyber_overdrive - Enhanced attack\n DATA_STRIKE = \"data_strike\", // hacker_data_strike - Technical strike\n ELECTRIC_SHOCK = \"electric_shock\", // hacker_electric_shock - Stunning attack\n SYSTEM_CRASH = \"system_crash\", // hacker_system_crash - Disabling strike\n\n // Jeongbo Yowon (정보요원) - Intelligence Operative\n COUNTER_INTELLIGENCE = \"counter_intelligence\", // jeongbo_counter_intelligence - Defensive counter\n INTELLIGENCE_STRIKE = \"intelligence_strike\", // jeongbo_intelligence_strike - Calculated attack\n PSYCHOLOGICAL_WARFARE = \"psychological_warfare\", // jeongbo_psychological_warfare - Mind attack\n TACTICAL_STRIKE = \"tactical_strike\", // jeongbo_tactical_strike - Strategic hit\n\n // Jojik Pokryeokbae (조직폭력배) - Organized Crime\n BRUTAL_TAKEDOWN = \"brutal_takedown\", // jojik_brutal_takedown - Ruthless takedown\n IMPROVISED_WEAPON = \"improvised_weapon\", // jojik_improvised_weapon - Street fighting\n RUTHLESS_ASSAULT = \"ruthless_assault\", // jojik_ruthless_assault - Savage attack\n STREET_BRAWL = \"street_brawl\", // jojik_street_brawl - Dirty fighting\n\n // Movement (이동)\n STEP_FORWARD = \"step_forward\",\n STEP_BACK = \"step_back\",\n SIDESTEP = \"sidestep\",\n PIVOT = \"pivot\",\n DUCK = \"duck\",\n LEAN = \"lean\",\n WALK = \"walk\",\n IDLE_STANCE = \"idle_stance\",\n FORWARD_DASH = \"forward_dash\",\n BACKWARD_RETREAT = \"backward_retreat\",\n SIDE_STEP = \"side_step\",\n RAPID_FOOTWORK = \"rapid_footwork\",\n\n // Recovery (복귀)\n RECOVERY = \"recovery\",\n\n // Idle/Stance\n IDLE = \"idle\",\n STANCE = \"stance\",\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE WIDTH CALCULATION HELPERS (발너비 계산 헬퍼)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Calculate lateral stance width in world units (meters)\n *\n * Converts stance width from shoulder width multipliers to actual\n * world-space distance for foot positioning in 3D space.\n *\n * Formula: stanceWidth (m) = shoulderWidth (cm) * multiplier / 100\n *\n * Example:\n * - shoulderWidth: 46 cm (Musa archetype)\n * - Jin Thunder stance: 2.0x shoulder width\n * - Result: 46 * 2.0 / 100 = 0.92m lateral distance between feet\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS (e.g., 1.5 for Jin)\n * @param shoulderWidth - Fighter's shoulder width in centimeters (from physical attributes)\n * @returns Stance width in meters for 3D world positioning\n *\n * @korean 자세너비계산\n */\nexport function calculateStanceWidth(\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n): number {\n // Convert cm to meters: (shoulderWidth_cm * multiplier) / 100\n return (shoulderWidth * stanceWidthMultiplier) / 100;\n}\n\n/**\n * Calculate foot X positions for left and right feet based on stance width\n *\n * Returns X-axis offsets for positioning FOOT_L and FOOT_R bones.\n * Assumes center point (pelvis) is at X=0.\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS\n * @param shoulderWidth - Fighter's shoulder width in centimeters\n * @returns Object with leftFootX (negative) and rightFootX (positive) positions\n *\n * @example\n * // Jin Thunder stance (2.0x) for Musa (46cm shoulders)\n * const footPositions = calculateFootPositions(2.0, 46);\n * // Returns: { leftFootX: -0.46, rightFootX: 0.46 }\n *\n * @korean 발위치계산\n */\nexport function calculateFootPositions(\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n): { readonly leftFootX: number; readonly rightFootX: number } {\n const totalWidth = calculateStanceWidth(stanceWidthMultiplier, shoulderWidth);\n const halfWidth = totalWidth / 2;\n\n return {\n leftFootX: -halfWidth, // Left foot is negative X\n rightFootX: halfWidth, // Right foot is positive X\n 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{"version":3,"file":"MartialPoseApplicator.js","names":[],"sources":["../../../../src/systems/animation/builders/MartialPoseApplicator.ts"],"sourcesContent":["/**\n * Martial Pose Application Utilities\n *\n * Utilities for applying martial arts poses (guards, stances) to keyframes.\n * 무술 자세 적용 유틸리티\n *\n * @module systems/animation/MartialPoseApplicator\n * @korean 무술자세적용기\n */\n\nimport * as THREE from \"three\";\nimport type { AnimationKeyframe } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport type { KeyframeConfig } from \"./KeyframeConfig\";\nimport { MARTIAL_POSES } from \"./MartialArtsConstants\";\n\n/** Martial pose type from MARTIAL_POSES constant */\nexport type MartialPose = (typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];\n\n/** Pose name keys */\nexport type MartialPoseName = keyof typeof MARTIAL_POSES;\n\n/**\n * Bone mapping for upper body martial poses\n * @internal\n */\ninterface UpperBodyBoneMapping {\n readonly poseKey: keyof MartialPose;\n readonly boneName: BoneName;\n}\n\n/** Upper body bone mappings for martial poses */\nconst UPPER_BODY_BONES: readonly UpperBodyBoneMapping[] = [\n { poseKey: \"leftShoulder\", boneName: BoneName.SHOULDER_L },\n { poseKey: \"leftElbow\", boneName: BoneName.ELBOW_L },\n { poseKey: \"rightShoulder\", boneName: BoneName.SHOULDER_R },\n { poseKey: \"rightElbow\", boneName: BoneName.ELBOW_R },\n] as const;\n\n/**\n * Apply martial pose to a KeyframeConfig (builder pattern)\n *\n * @param kf - KeyframeConfig to apply pose to\n * @param pose - Martial pose data from MARTIAL_POSES\n *\n * @example\n * ```typescript\n * applyMartialPoseToConfig(kf, MARTIAL_POSES.GUARD);\n * ```\n *\n * @korean KeyframeConfig에무술자세적용\n */\nexport function applyMartialPoseToConfig(\n kf: KeyframeConfig,\n pose: MartialPose\n): void {\n for (const mapping of UPPER_BODY_BONES) {\n const rotation = pose[mapping.poseKey] as readonly [number, number, number];\n if (rotation) {\n kf.rotate(mapping.boneName, rotation[0], rotation[1], rotation[2]);\n }\n }\n}\n\n/**\n * Apply martial pose to an AnimationKeyframe (direct mutation)\n *\n * @param kf - AnimationKeyframe to apply pose to\n * @param pose - Martial pose data from MARTIAL_POSES\n *\n * @example\n * ```typescript\n * applyMartialPoseToKeyframe(animKeyframe, MARTIAL_POSES.HIGH_GUARD);\n * ```\n *\n * @korean AnimationKeyframe에무술자세적용\n */\nexport function applyMartialPoseToKeyframe(\n kf: AnimationKeyframe,\n pose: MartialPose\n): void {\n for (const mapping of UPPER_BODY_BONES) {\n const rotation = pose[mapping.poseKey] as readonly [number, number, number];\n if (rotation) {\n kf.boneRotations.set(\n mapping.boneName,\n new THREE.Euler(rotation[0], rotation[1], rotation[2])\n );\n }\n }\n}\n\n/**\n * Get a martial pose by name\n *\n * @param poseName - Name of the pose from MARTIAL_POSES\n * @returns The martial pose data\n *\n * @korean 무술자세가져오기\n */\nexport function getMartialPose(poseName: MartialPoseName): MartialPose {\n return MARTIAL_POSES[poseName];\n}\n"],"mappings":";;;;;;;;;;;;;AAgCA,IAAM,mBAAoD;CACxD;EAAE,SAAS;EAAgB,UAAU,SAAS;EAAY;CAC1D;EAAE,SAAS;EAAa,UAAU,SAAS;EAAS;CACpD;EAAE,SAAS;EAAiB,UAAU,SAAS;EAAY;CAC3D;EAAE,SAAS;EAAc,UAAU,SAAS;EAAS;CACtD;;;;;;;;;;;;;;AAwCD,SAAgB,2BACd,IACA,MACM;
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{"version":3,"file":"MartialPoseApplicator.js","names":[],"sources":["../../../../src/systems/animation/builders/MartialPoseApplicator.ts"],"sourcesContent":["/**\n * Martial Pose Application Utilities\n *\n * Utilities for applying martial arts poses (guards, stances) to keyframes.\n * 무술 자세 적용 유틸리티\n *\n * @module systems/animation/MartialPoseApplicator\n * @korean 무술자세적용기\n */\n\nimport * as THREE from \"three\";\nimport type { AnimationKeyframe } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport type { KeyframeConfig } from \"./KeyframeConfig\";\nimport { MARTIAL_POSES } from \"./MartialArtsConstants\";\n\n/** Martial pose type from MARTIAL_POSES constant */\nexport type MartialPose = (typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];\n\n/** Pose name keys */\nexport type MartialPoseName = keyof typeof MARTIAL_POSES;\n\n/**\n * Bone mapping for upper body martial poses\n * @internal\n */\ninterface UpperBodyBoneMapping {\n readonly poseKey: keyof MartialPose;\n readonly boneName: BoneName;\n}\n\n/** Upper body bone mappings for martial poses */\nconst UPPER_BODY_BONES: readonly UpperBodyBoneMapping[] = [\n { poseKey: \"leftShoulder\", boneName: BoneName.SHOULDER_L },\n { poseKey: \"leftElbow\", boneName: BoneName.ELBOW_L },\n { poseKey: \"rightShoulder\", boneName: BoneName.SHOULDER_R },\n { poseKey: \"rightElbow\", boneName: BoneName.ELBOW_R },\n] as const;\n\n/**\n * Apply martial pose to a KeyframeConfig (builder pattern)\n *\n * @param kf - KeyframeConfig to apply pose to\n * @param pose - Martial pose data from MARTIAL_POSES\n *\n * @example\n * ```typescript\n * applyMartialPoseToConfig(kf, MARTIAL_POSES.GUARD);\n * ```\n *\n * @korean KeyframeConfig에무술자세적용\n */\nexport function applyMartialPoseToConfig(\n kf: KeyframeConfig,\n pose: MartialPose\n): void {\n for (const mapping of UPPER_BODY_BONES) {\n const rotation = pose[mapping.poseKey] as readonly [number, number, number];\n if (rotation) {\n kf.rotate(mapping.boneName, rotation[0], rotation[1], rotation[2]);\n }\n }\n}\n\n/**\n * Apply martial pose to an AnimationKeyframe (direct mutation)\n *\n * @param kf - AnimationKeyframe to apply pose to\n * @param pose - Martial pose data from MARTIAL_POSES\n *\n * @example\n * ```typescript\n * applyMartialPoseToKeyframe(animKeyframe, MARTIAL_POSES.HIGH_GUARD);\n * ```\n *\n * @korean AnimationKeyframe에무술자세적용\n */\nexport function applyMartialPoseToKeyframe(\n kf: AnimationKeyframe,\n pose: MartialPose\n): void {\n for (const mapping of UPPER_BODY_BONES) {\n const rotation = pose[mapping.poseKey] as readonly [number, number, number];\n if (rotation) {\n kf.boneRotations.set(\n mapping.boneName,\n new THREE.Euler(rotation[0], rotation[1], rotation[2])\n );\n }\n }\n}\n\n/**\n * Get a martial pose by name\n *\n * @param poseName - Name of the pose from MARTIAL_POSES\n * @returns The martial pose data\n *\n * @korean 무술자세가져오기\n */\nexport function getMartialPose(poseName: MartialPoseName): MartialPose {\n return MARTIAL_POSES[poseName];\n}\n"],"mappings":";;;;;;;;;;;;;AAgCA,IAAM,mBAAoD;CACxD;EAAE,SAAS;EAAgB,UAAU,SAAS;EAAY;CAC1D;EAAE,SAAS;EAAa,UAAU,SAAS;EAAS;CACpD;EAAE,SAAS;EAAiB,UAAU,SAAS;EAAY;CAC3D;EAAE,SAAS;EAAc,UAAU,SAAS;EAAS;CACtD;;;;;;;;;;;;;;AAwCD,SAAgB,2BACd,IACA,MACM;CACN,KAAK,MAAM,WAAW,kBAAkB;EACtC,MAAM,WAAW,KAAK,QAAQ;EAC9B,IAAI,UACF,GAAG,cAAc,IACf,QAAQ,UACR,IAAI,MAAM,MAAM,SAAS,IAAI,SAAS,IAAI,SAAS,GAAG,CACvD"}
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{"version":3,"file":"PunchPhaseApplicator.js","names":[],"sources":["../../../../src/systems/animation/builders/PunchPhaseApplicator.ts"],"sourcesContent":["/**\n * Punch Phase Application Utilities\n *\n * Utilities for applying punch phase poses to keyframes with integrated\n * anatomy awareness (hand poses and highlighting for strikes).\n * 주먹 단계 적용 유틸리티 (해부학 통합)\n *\n * @module systems/animation/PunchPhaseApplicator\n * @korean 주먹단계적용기\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { HandHighlightMode, KeyframeConfig } from \"./KeyframeConfig\";\nimport { PUNCH_PHASES } from \"./MartialArtsConstants\";\n\n/**\n * Interface for punch phases with Korean martial arts biomechanics\n * Includes opposite arm hikite (당기기) for power generation\n */\ninterface PunchPhase {\n readonly shoulder: readonly [number, number, number];\n readonly elbow: readonly [number, number, number];\n readonly wrist?: readonly [number, number, number];\n readonly spineY?: number;\n readonly pelvisY?: number;\n // Opposite arm for hikite (pulling hand) - 당기기\n readonly oppositeShoulder?: readonly [number, number, number];\n readonly oppositeElbow?: readonly [number, number, number];\n readonly oppositeWrist?: readonly [number, number, number];\n}\n\n/** Phase name keys */\nexport type PunchPhaseName = keyof typeof PUNCH_PHASES;\n\n/** Punch hand side */\nexport type PunchSide = \"left\" | \"right\";\n\n/**\n * Apply punch phase to a KeyframeConfig with Korean martial arts biomechanics\n * and anatomy integration (hand poses, highlighting).\n *\n * Handles common punch phase bones: shoulder, elbow, wrist, spine, pelvis\n * Now includes opposite arm hikite (당기기) and automatic hand pose/highlight\n *\n * @param kf - KeyframeConfig to apply phase to\n * @param phase - Punch phase data from PUNCH_PHASES\n * @param hand - Which hand is punching (\"left\" | \"right\")\n * @param options - Configuration including anatomy options\n *\n * @example\n * ```typescript\n * // Apply extension with automatic fist pose and knuckle highlight\n * applyPunchPhaseToConfig(kf, PUNCH_PHASES.EXTENSION, \"right\", {\n * handPose: \"fist\",\n * handHighlightMode: \"knuckles\",\n * includeOppositeArm: true\n * });\n * ```\n *\n * @korean KeyframeConfig에주먹단계적용\n */\nexport function applyPunchPhaseToConfig(\n kf: KeyframeConfig,\n phase: PunchPhase,\n hand: PunchSide = \"right\",\n options: {\n readonly includeWrist?: boolean;\n readonly includeSpineMiddle?: boolean;\n readonly includeOppositeArm?: boolean;\n // Anatomy integration\n readonly handPose?: string;\n readonly handHighlightMode?: HandHighlightMode;\n readonly oppositeHandPose?: string;\n } = {},\n): void {\n const {\n includeWrist = false,\n includeSpineMiddle = false,\n includeOppositeArm = true,\n handPose,\n handHighlightMode,\n oppositeHandPose,\n } = options;\n\n // Select bones based on punching hand\n const shoulderBone =\n hand === \"right\" ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = hand === \"right\" ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const wristBone = hand === \"right\" ? BoneName.WRIST_R : BoneName.WRIST_L;\n\n // Opposite hand bones for hikite (당기기)\n const oppositeShoulderBone =\n hand === \"right\" ? BoneName.SHOULDER_L : BoneName.SHOULDER_R;\n const oppositeElbowBone =\n hand === \"right\" ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n const oppositeWristBone =\n hand === \"right\" ? BoneName.WRIST_L : BoneName.WRIST_R;\n\n // ═══════════════════════════════════════════════════════════════════════════\n // ARM MIRRORING (팔 좌우 반전)\n // ═══════════════════════════════════════════════════════════════════════════\n //\n // PUNCH_PHASES arm values use LEFT-arm convention:\n // Left arm: negative Z = flexion (toward body), negative Z shoulder = pulled back\n // Right arm: positive Z = flexion (toward body), positive Z shoulder = pulled back\n //\n // PUNCH_PHASES opposite arm values use RIGHT-arm convention.\n //\n // When applying to the opposite side, Y and Z must be negated to mirror correctly.\n // The X axis (elevation/flexion) stays the same for both sides.\n //\n // 한국 무술 생체역학: 좌우 대칭 반전으로 정확한 자세 구현\n const armMirror = hand === \"right\" ? -1 : 1;\n\n // Apply punching arm shoulder rotation (with mirroring)\n if (phase.shoulder) {\n kf.rotate(\n shoulderBone,\n phase.shoulder[0],\n phase.shoulder[1] * armMirror,\n phase.shoulder[2] * armMirror,\n );\n }\n\n // Apply punching arm elbow rotation (with mirroring)\n if (phase.elbow) {\n kf.rotate(\n elbowBone,\n phase.elbow[0],\n phase.elbow[1],\n phase.elbow[2] * armMirror,\n );\n }\n\n // Optional punching arm wrist rotation (with mirroring)\n if (includeWrist && phase.wrist) {\n kf.rotate(\n wristBone,\n phase.wrist[0],\n phase.wrist[1],\n phase.wrist[2] * armMirror,\n );\n }\n\n // Apply opposite arm hikite (당기기 - pulling hand for power generation)\n // Opposite arm values are in RIGHT convention; mirror when applying to LEFT arm\n if (includeOppositeArm) {\n if (phase.oppositeShoulder) {\n kf.rotate(\n oppositeShoulderBone,\n phase.oppositeShoulder[0],\n phase.oppositeShoulder[1] * armMirror,\n phase.oppositeShoulder[2] * armMirror,\n );\n }\n\n if (phase.oppositeElbow) {\n kf.rotate(\n oppositeElbowBone,\n phase.oppositeElbow[0],\n phase.oppositeElbow[1],\n phase.oppositeElbow[2] * armMirror,\n );\n }\n\n if (includeWrist && phase.oppositeWrist) {\n kf.rotate(\n oppositeWristBone,\n phase.oppositeWrist[0],\n phase.oppositeWrist[1],\n phase.oppositeWrist[2] * armMirror,\n );\n }\n }\n\n // ═══════════════════════════════════════════════════════════════════════════\n // SPINE/PELVIS Y-AXIS MIRRORING (척추/골반 회전 반전)\n // ═══════════════════════════════════════════════════════════════════════════\n //\n // PUNCH_PHASES spine/pelvis Y values use RIGHT-hand convention:\n // Positive Y = counter-clockwise from above = drives RIGHT shoulder forward\n // For LEFT-hand punches, Y must be negated to drive LEFT shoulder forward\n //\n // 한국 무술: 허리비틀기 (Hip rotation) 좌우 반전\n const spineFlip = hand === \"right\" ? 1 : -1;\n\n if (phase.spineY !== undefined) {\n kf.rotate(BoneName.SPINE_UPPER, 0, phase.spineY * spineFlip, 0);\n if (includeSpineMiddle) {\n kf.rotate(BoneName.SPINE_MIDDLE, 0, phase.spineY * 0.7 * spineFlip, 0);\n }\n }\n if (phase.pelvisY !== undefined) {\n kf.rotate(BoneName.PELVIS, 0, phase.pelvisY * spineFlip, 0);\n }\n\n // ═══════════════════════════════════════════════════════════════════════════\n // ANATOMY INTEGRATION (해부학 통합)\n // ═══════════════════════════════════════════════════════════════════════════\n\n // Set punching hand pose and highlight\n if (handPose) {\n if (hand === \"right\") {\n kf.setRightHandPose(handPose, handHighlightMode);\n } else {\n kf.setLeftHandPose(handPose, handHighlightMode);\n }\n }\n\n // Set opposite hand pose (guard position)\n if (oppositeHandPose) {\n if (hand === \"right\") {\n kf.setLeftHandPose(oppositeHandPose);\n } else {\n kf.setRightHandPose(oppositeHandPose);\n }\n }\n}\n\n/**\n * Get a punch phase by name\n *\n * @param phaseName - Name of the phase from PUNCH_PHASES\n * @returns The punch phase data\n *\n * @korean 주먹단계가져오기\n */\nexport function getPunchPhase(phaseName: PunchPhaseName): PunchPhase {\n return PUNCH_PHASES[phaseName];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6DA,SAAgB,wBACd,IACA,OACA,OAAkB,SAClB,UAQI,EAAE,EACA;CACN,MAAM,EACJ,eAAe,OACf,qBAAqB,OACrB,qBAAqB,MACrB,UACA,mBACA,qBACE;CAGJ,MAAM,eACJ,SAAS,UAAU,SAAS,aAAa,SAAS;CACpD,MAAM,YAAY,SAAS,UAAU,SAAS,UAAU,SAAS;CACjE,MAAM,YAAY,SAAS,UAAU,SAAS,UAAU,SAAS;CAGjE,MAAM,uBACJ,SAAS,UAAU,SAAS,aAAa,SAAS;CACpD,MAAM,oBACJ,SAAS,UAAU,SAAS,UAAU,SAAS;CACjD,MAAM,oBACJ,SAAS,UAAU,SAAS,UAAU,SAAS;CAgBjD,MAAM,YAAY,SAAS,UAAU,KAAK;
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{"version":3,"file":"PunchPhaseApplicator.js","names":[],"sources":["../../../../src/systems/animation/builders/PunchPhaseApplicator.ts"],"sourcesContent":["/**\n * Punch Phase Application Utilities\n *\n * Utilities for applying punch phase poses to keyframes with integrated\n * anatomy awareness (hand poses and highlighting for strikes).\n * 주먹 단계 적용 유틸리티 (해부학 통합)\n *\n * @module systems/animation/PunchPhaseApplicator\n * @korean 주먹단계적용기\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { HandHighlightMode, KeyframeConfig } from \"./KeyframeConfig\";\nimport { PUNCH_PHASES } from \"./MartialArtsConstants\";\n\n/**\n * Interface for punch phases with Korean martial arts biomechanics\n * Includes opposite arm hikite (당기기) for power generation\n */\ninterface PunchPhase {\n readonly shoulder: readonly [number, number, number];\n readonly elbow: readonly [number, number, number];\n readonly wrist?: readonly [number, number, number];\n readonly spineY?: number;\n readonly pelvisY?: number;\n // Opposite arm for hikite (pulling hand) - 당기기\n readonly oppositeShoulder?: readonly [number, number, number];\n readonly oppositeElbow?: readonly [number, number, number];\n readonly oppositeWrist?: readonly [number, number, number];\n}\n\n/** Phase name keys */\nexport type PunchPhaseName = keyof typeof PUNCH_PHASES;\n\n/** Punch hand side */\nexport type PunchSide = \"left\" | \"right\";\n\n/**\n * Apply punch phase to a KeyframeConfig with Korean martial arts biomechanics\n * and anatomy integration (hand poses, highlighting).\n *\n * Handles common punch phase bones: shoulder, elbow, wrist, spine, pelvis\n * Now includes opposite arm hikite (당기기) and automatic hand pose/highlight\n *\n * @param kf - KeyframeConfig to apply phase to\n * @param phase - Punch phase data from PUNCH_PHASES\n * @param hand - Which hand is punching (\"left\" | \"right\")\n * @param options - Configuration including anatomy options\n *\n * @example\n * ```typescript\n * // Apply extension with automatic fist pose and knuckle highlight\n * applyPunchPhaseToConfig(kf, PUNCH_PHASES.EXTENSION, \"right\", {\n * handPose: \"fist\",\n * handHighlightMode: \"knuckles\",\n * includeOppositeArm: true\n * });\n * ```\n *\n * @korean KeyframeConfig에주먹단계적용\n */\nexport function applyPunchPhaseToConfig(\n kf: KeyframeConfig,\n phase: PunchPhase,\n hand: PunchSide = \"right\",\n options: {\n readonly includeWrist?: boolean;\n readonly includeSpineMiddle?: boolean;\n readonly includeOppositeArm?: boolean;\n // Anatomy integration\n readonly handPose?: string;\n readonly handHighlightMode?: HandHighlightMode;\n readonly oppositeHandPose?: string;\n } = {},\n): void {\n const {\n includeWrist = false,\n includeSpineMiddle = false,\n includeOppositeArm = true,\n handPose,\n handHighlightMode,\n oppositeHandPose,\n } = options;\n\n // Select bones based on punching hand\n const shoulderBone =\n hand === \"right\" ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = hand === \"right\" ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const wristBone = hand === \"right\" ? BoneName.WRIST_R : BoneName.WRIST_L;\n\n // Opposite hand bones for hikite (당기기)\n const oppositeShoulderBone =\n hand === \"right\" ? BoneName.SHOULDER_L : BoneName.SHOULDER_R;\n const oppositeElbowBone =\n hand === \"right\" ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n const oppositeWristBone =\n hand === \"right\" ? BoneName.WRIST_L : BoneName.WRIST_R;\n\n // ═══════════════════════════════════════════════════════════════════════════\n // ARM MIRRORING (팔 좌우 반전)\n // ═══════════════════════════════════════════════════════════════════════════\n //\n // PUNCH_PHASES arm values use LEFT-arm convention:\n // Left arm: negative Z = flexion (toward body), negative Z shoulder = pulled back\n // Right arm: positive Z = flexion (toward body), positive Z shoulder = pulled back\n //\n // PUNCH_PHASES opposite arm values use RIGHT-arm convention.\n //\n // When applying to the opposite side, Y and Z must be negated to mirror correctly.\n // The X axis (elevation/flexion) stays the same for both sides.\n //\n // 한국 무술 생체역학: 좌우 대칭 반전으로 정확한 자세 구현\n const armMirror = hand === \"right\" ? -1 : 1;\n\n // Apply punching arm shoulder rotation (with mirroring)\n if (phase.shoulder) {\n kf.rotate(\n shoulderBone,\n phase.shoulder[0],\n phase.shoulder[1] * armMirror,\n phase.shoulder[2] * armMirror,\n );\n }\n\n // Apply punching arm elbow rotation (with mirroring)\n if (phase.elbow) {\n kf.rotate(\n elbowBone,\n phase.elbow[0],\n phase.elbow[1],\n phase.elbow[2] * armMirror,\n );\n }\n\n // Optional punching arm wrist rotation (with mirroring)\n if (includeWrist && phase.wrist) {\n kf.rotate(\n wristBone,\n phase.wrist[0],\n phase.wrist[1],\n phase.wrist[2] * armMirror,\n );\n }\n\n // Apply opposite arm hikite (당기기 - pulling hand for power generation)\n // Opposite arm values are in RIGHT convention; mirror when applying to LEFT arm\n if (includeOppositeArm) {\n if (phase.oppositeShoulder) {\n kf.rotate(\n oppositeShoulderBone,\n phase.oppositeShoulder[0],\n phase.oppositeShoulder[1] * armMirror,\n phase.oppositeShoulder[2] * armMirror,\n );\n }\n\n if (phase.oppositeElbow) {\n kf.rotate(\n oppositeElbowBone,\n phase.oppositeElbow[0],\n phase.oppositeElbow[1],\n phase.oppositeElbow[2] * armMirror,\n );\n }\n\n if (includeWrist && phase.oppositeWrist) {\n kf.rotate(\n oppositeWristBone,\n phase.oppositeWrist[0],\n phase.oppositeWrist[1],\n phase.oppositeWrist[2] * armMirror,\n );\n }\n }\n\n // ═══════════════════════════════════════════════════════════════════════════\n // SPINE/PELVIS Y-AXIS MIRRORING (척추/골반 회전 반전)\n // ═══════════════════════════════════════════════════════════════════════════\n //\n // PUNCH_PHASES spine/pelvis Y values use RIGHT-hand convention:\n // Positive Y = counter-clockwise from above = drives RIGHT shoulder forward\n // For LEFT-hand punches, Y must be negated to drive LEFT shoulder forward\n //\n // 한국 무술: 허리비틀기 (Hip rotation) 좌우 반전\n const spineFlip = hand === \"right\" ? 1 : -1;\n\n if (phase.spineY !== undefined) {\n kf.rotate(BoneName.SPINE_UPPER, 0, phase.spineY * spineFlip, 0);\n if (includeSpineMiddle) {\n kf.rotate(BoneName.SPINE_MIDDLE, 0, phase.spineY * 0.7 * spineFlip, 0);\n }\n }\n if (phase.pelvisY !== undefined) {\n kf.rotate(BoneName.PELVIS, 0, phase.pelvisY * spineFlip, 0);\n }\n\n // ═══════════════════════════════════════════════════════════════════════════\n // ANATOMY INTEGRATION (해부학 통합)\n // ═══════════════════════════════════════════════════════════════════════════\n\n // Set punching hand pose and highlight\n if (handPose) {\n if (hand === \"right\") {\n kf.setRightHandPose(handPose, handHighlightMode);\n } else {\n kf.setLeftHandPose(handPose, handHighlightMode);\n }\n }\n\n // Set opposite hand pose (guard position)\n if (oppositeHandPose) {\n if (hand === \"right\") {\n kf.setLeftHandPose(oppositeHandPose);\n } else {\n kf.setRightHandPose(oppositeHandPose);\n }\n }\n}\n\n/**\n * Get a punch phase by name\n *\n * @param phaseName - Name of the phase from PUNCH_PHASES\n * @returns The punch phase data\n *\n * @korean 주먹단계가져오기\n */\nexport function getPunchPhase(phaseName: PunchPhaseName): PunchPhase {\n return PUNCH_PHASES[phaseName];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6DA,SAAgB,wBACd,IACA,OACA,OAAkB,SAClB,UAQI,EAAE,EACA;CACN,MAAM,EACJ,eAAe,OACf,qBAAqB,OACrB,qBAAqB,MACrB,UACA,mBACA,qBACE;CAGJ,MAAM,eACJ,SAAS,UAAU,SAAS,aAAa,SAAS;CACpD,MAAM,YAAY,SAAS,UAAU,SAAS,UAAU,SAAS;CACjE,MAAM,YAAY,SAAS,UAAU,SAAS,UAAU,SAAS;CAGjE,MAAM,uBACJ,SAAS,UAAU,SAAS,aAAa,SAAS;CACpD,MAAM,oBACJ,SAAS,UAAU,SAAS,UAAU,SAAS;CACjD,MAAM,oBACJ,SAAS,UAAU,SAAS,UAAU,SAAS;CAgBjD,MAAM,YAAY,SAAS,UAAU,KAAK;CAG1C,IAAI,MAAM,UACR,GAAG,OACD,cACA,MAAM,SAAS,IACf,MAAM,SAAS,KAAK,WACpB,MAAM,SAAS,KAAK,UACrB;CAIH,IAAI,MAAM,OACR,GAAG,OACD,WACA,MAAM,MAAM,IACZ,MAAM,MAAM,IACZ,MAAM,MAAM,KAAK,UAClB;CAIH,IAAI,gBAAgB,MAAM,OACxB,GAAG,OACD,WACA,MAAM,MAAM,IACZ,MAAM,MAAM,IACZ,MAAM,MAAM,KAAK,UAClB;CAKH,IAAI,oBAAoB;EACtB,IAAI,MAAM,kBACR,GAAG,OACD,sBACA,MAAM,iBAAiB,IACvB,MAAM,iBAAiB,KAAK,WAC5B,MAAM,iBAAiB,KAAK,UAC7B;EAGH,IAAI,MAAM,eACR,GAAG,OACD,mBACA,MAAM,cAAc,IACpB,MAAM,cAAc,IACpB,MAAM,cAAc,KAAK,UAC1B;EAGH,IAAI,gBAAgB,MAAM,eACxB,GAAG,OACD,mBACA,MAAM,cAAc,IACpB,MAAM,cAAc,IACpB,MAAM,cAAc,KAAK,UAC1B;;CAaL,MAAM,YAAY,SAAS,UAAU,IAAI;CAEzC,IAAI,MAAM,WAAW,KAAA,GAAW;EAC9B,GAAG,OAAO,SAAS,aAAa,GAAG,MAAM,SAAS,WAAW,EAAE;EAC/D,IAAI,oBACF,GAAG,OAAO,SAAS,cAAc,GAAG,MAAM,SAAS,KAAM,WAAW,EAAE;;CAG1E,IAAI,MAAM,YAAY,KAAA,GACpB,GAAG,OAAO,SAAS,QAAQ,GAAG,MAAM,UAAU,WAAW,EAAE;CAQ7D,IAAI,UACF,IAAI,SAAS,SACX,GAAG,iBAAiB,UAAU,kBAAkB;MAEhD,GAAG,gBAAgB,UAAU,kBAAkB;CAKnD,IAAI,kBACF,IAAI,SAAS,SACX,GAAG,gBAAgB,iBAAiB;MAEpC,GAAG,iBAAiB,iBAAiB"}
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