blacktrigram 0.7.39 → 0.7.41

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.
Files changed (354) hide show
  1. package/lib/App2.js.map +1 -1
  2. package/lib/audio/AudioAssetLoader.js.map +1 -1
  3. package/lib/audio/AudioAssetRegistry.js.map +1 -1
  4. package/lib/audio/AudioCache.js.map +1 -1
  5. package/lib/audio/AudioManager.js.map +1 -1
  6. package/lib/audio/AudioMonitor.js.map +1 -1
  7. package/lib/audio/AudioPool.js.map +1 -1
  8. package/lib/audio/AudioProvider.js.map +1 -1
  9. package/lib/audio/AudioUtils.js.map +1 -1
  10. package/lib/audio/BoneImpactAudioMap.js.map +1 -1
  11. package/lib/audio/VariantSelector.js.map +1 -1
  12. package/lib/audio/types.js.map +1 -1
  13. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  14. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  15. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
  17. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  18. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  19. package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
  21. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  22. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  26. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  28. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  30. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  31. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  32. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  33. package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
  34. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  35. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  36. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  37. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  38. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  39. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  40. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  41. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  42. package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
  43. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  44. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  45. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  46. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  47. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  48. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  49. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  50. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  51. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  52. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  53. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  54. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  55. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  56. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  57. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  58. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  60. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  61. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  62. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  63. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  64. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  65. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  66. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  67. package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
  68. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  69. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  70. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  71. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  72. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  73. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  74. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  75. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  76. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  77. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  78. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  79. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  80. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  81. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  82. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  83. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  84. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  85. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  86. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  87. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  88. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  89. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  90. package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
  91. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  92. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  93. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  94. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  95. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  96. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  97. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  98. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  99. package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
  100. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  101. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  102. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  103. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  104. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  105. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  106. package/lib/components/shared/base/BaseButton.js.map +1 -1
  107. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  108. package/lib/components/shared/base/BasePanel.js.map +1 -1
  109. package/lib/components/shared/base/BaseText.js.map +1 -1
  110. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  111. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  112. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  113. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  114. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  115. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  116. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  117. package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
  118. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  119. package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
  120. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  121. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  122. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  123. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  124. package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
  125. package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
  126. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  127. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  128. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  129. package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
  130. package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
  131. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  132. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  133. package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
  134. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  135. package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
  136. package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
  137. package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
  138. package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
  139. package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
  140. package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
  141. package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
  142. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  143. package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
  144. package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
  145. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  146. package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
  147. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  148. package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
  149. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  150. package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
  151. package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
  152. package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
  153. package/lib/components/shared/three/ui/MenuList.js.map +1 -1
  154. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  155. package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
  156. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  157. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  158. package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
  159. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  160. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  161. package/lib/components/shared/ui/BackButton.js.map +1 -1
  162. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  163. package/lib/components/shared/ui/CombatTimer.js.map +1 -1
  164. package/lib/components/shared/ui/ErrorModal.js.map +1 -1
  165. package/lib/components/shared/ui/LoadingState.js.map +1 -1
  166. package/lib/components/shared/ui/SplashScreen.js +2 -2
  167. package/lib/components/shared/ui/SplashScreen.js.map +1 -1
  168. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  169. package/lib/components/shared/ui/VolumeControl.js.map +1 -1
  170. package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
  171. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  172. package/lib/constants/bodyDimensions.js.map +1 -1
  173. package/lib/constants/bodyRenderingConstants.js.map +1 -1
  174. package/lib/data/archetypeClothing.js.map +1 -1
  175. package/lib/data/archetypePhysicalAttributes.js.map +1 -1
  176. package/lib/data/techniqueMappings.js.map +1 -1
  177. package/lib/data/techniques.js.map +1 -1
  178. package/lib/hooks/useActionFeedback.js.map +1 -1
  179. package/lib/hooks/useBalanceAnimations.js.map +1 -1
  180. package/lib/hooks/useCombatTimer.js.map +1 -1
  181. package/lib/hooks/useDebounce.js.map +1 -1
  182. package/lib/hooks/useHUDLayout.js.map +1 -1
  183. package/lib/hooks/useHandPoseTransitions.js.map +1 -1
  184. package/lib/hooks/useKeyboardControls.js.map +1 -1
  185. package/lib/hooks/useMatchCountdown.js.map +1 -1
  186. package/lib/hooks/useMuscleActivation.js.map +1 -1
  187. package/lib/hooks/usePauseMenu.js.map +1 -1
  188. package/lib/hooks/usePlayerAnimation.js.map +1 -1
  189. package/lib/hooks/useResponsiveLayout.js.map +1 -1
  190. package/lib/hooks/useRoundTransition.js.map +1 -1
  191. package/lib/hooks/useSkeletalAnimation.js.map +1 -1
  192. package/lib/hooks/useTechniqueSelection.js.map +1 -1
  193. package/lib/hooks/useThrottle.js.map +1 -1
  194. package/lib/hooks/useTouchControls.js.map +1 -1
  195. package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
  196. package/lib/hooks/useWindowSize.js.map +1 -1
  197. package/lib/systems/CombatSystem.js.map +1 -1
  198. package/lib/systems/EffectCalculator.js.map +1 -1
  199. package/lib/systems/LayoutSystem.js.map +1 -1
  200. package/lib/systems/PlayerEffectManager.js.map +1 -1
  201. package/lib/systems/ResponsiveScaling.js.map +1 -1
  202. package/lib/systems/TrigramSystem.js.map +1 -1
  203. package/lib/systems/VitalPointSystem.js.map +1 -1
  204. package/lib/systems/ai/AIPersonality.js.map +1 -1
  205. package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
  206. package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
  207. package/lib/systems/ai/ComboSystem.js.map +1 -1
  208. package/lib/systems/ai/DecisionTree.js.map +1 -1
  209. package/lib/systems/ai/TrainingAI.js.map +1 -1
  210. package/lib/systems/ai/types.js.map +1 -1
  211. package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
  212. package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
  213. package/lib/systems/animation/builders/HandPoses.js.map +1 -1
  214. package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
  215. package/lib/systems/animation/builders/KeyframeInterpolation.js +3 -90
  216. package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
  217. package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
  218. package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
  219. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
  220. package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
  221. package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
  222. package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
  223. package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
  224. package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
  225. package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
  226. package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
  227. package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
  228. package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
  229. package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
  230. package/lib/systems/animation/catalogs/StanceGuardPoses.js.map +1 -1
  231. package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
  232. package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
  233. package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
  234. package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
  235. package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
  236. package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
  237. package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
  238. package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
  239. package/lib/systems/animation/core/AnimationTransitions.js.map +1 -1
  240. package/lib/systems/animation/core/LateralityTransform.js.map +1 -1
  241. package/lib/systems/animation/core/RecoveryPhaseEnhancer.js.map +1 -1
  242. package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
  243. package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
  244. package/lib/systems/animation/core/types.js.map +1 -1
  245. package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
  246. package/lib/systems/animation/systems/BodyFacingSystem.js.map +1 -1
  247. package/lib/systems/animation/systems/FacialExpressions.js.map +1 -1
  248. package/lib/systems/animation/systems/FallAnimations.js.map +1 -1
  249. package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
  250. package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
  251. package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
  252. package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
  253. package/lib/systems/bodypart/CombatInjuryIntegration.js.map +1 -1
  254. package/lib/systems/bodypart/InjuryIntegration.js.map +1 -1
  255. package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
  256. package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
  257. package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
  258. package/lib/systems/bodypart/types.js.map +1 -1
  259. package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
  260. package/lib/systems/breathing/feedback.js.map +1 -1
  261. package/lib/systems/breathing/integration.js.map +1 -1
  262. package/lib/systems/combat/BalanceSystem.js.map +1 -1
  263. package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
  264. package/lib/systems/combat/CombatStateSystem.js.map +1 -1
  265. package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
  266. package/lib/systems/combat/FallIntegration.js.map +1 -1
  267. package/lib/systems/combat/GrappleSystem.js.map +1 -1
  268. package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
  269. package/lib/systems/combat/PainResponseSystem.js.map +1 -1
  270. package/lib/systems/combat/TrainingCombatSystem.js.map +1 -1
  271. package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
  272. package/lib/systems/combat/typeGuards.js.map +1 -1
  273. package/lib/systems/effects.js.map +1 -1
  274. package/lib/systems/game.js.map +1 -1
  275. package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
  276. package/lib/systems/movement/helpers/AccelerationUpdater.js.map +1 -1
  277. package/lib/systems/movement/helpers/accelerationUtils.js.map +1 -1
  278. package/lib/systems/movement/integration.js.map +1 -1
  279. package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
  280. package/lib/systems/physics/CollisionDetection.js.map +1 -1
  281. package/lib/systems/physics/CoordinateMapper.js.map +1 -1
  282. package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
  283. package/lib/systems/physics/MovementPhysics.js.map +1 -1
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- {"version":3,"file":"AdvancedJointMovements.js","names":[],"sources":["../../../../src/systems/animation/systems/AdvancedJointMovements.ts"],"sourcesContent":["/**\n * Advanced Joint Movement System for Korean Martial Arts\n * \n * Extends the base skeletal animation system with specialized joint movements\n * for authentic martial arts technique execution:\n * - Hip rotation for kicks (고관절 회전)\n * - Shoulder elevation/depression (어깨 들어올림)\n * - Ankle articulation (발목 관절)\n * - Wrist snap mechanics (손목 스냅)\n * - Knee drive positioning (무릎 밀어올림)\n * - Spinal flexion/extension (척추 굽힘)\n * \n * @module systems/animation/AdvancedJointMovements\n * @category Animation System\n * @korean 고급관절동작시스템\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Body side for limb-specific movements\n * \n * @public\n * @korean 신체측면\n */\nexport type BodySide = 'left' | 'right';\n\n/**\n * Kick technique types for hip rotation calculation\n * \n * Korean terminology:\n * - front: 앞차기 (Apchagi)\n * - roundhouse: 돌려차기 (Dollyeochagi)\n * - side: 옆차기 (Yeopchagi)\n * - hook: 후려차기 (Huryeochagi)\n * - axe: 내려차기 (Naeryeochagi)\n * \n * @public\n * @korean 차기기술유형\n */\nexport type KickType = 'front' | 'roundhouse' | 'side' | 'hook' | 'axe';\n\n/**\n * Hand strike technique types for wrist snap calculation\n * \n * Korean terminology:\n * - backfist: 등주먹 (Deungjumeok)\n * - knife-hand: 수도 (Sudo)\n * - palm-heel: 장저 (Jangjeo)\n * - ridge-hand: 손날등 (Sonnaldeung)\n * - hammer-fist: 망치주먹 (Mangchijumeok)\n * \n * @public\n * @korean 수격기술유형\n */\nexport type HandStrikeType = 'backfist' | 'knife-hand' | 'palm-heel' | 'ridge-hand' | 'hammer-fist';\n\n/**\n * Kick height levels for hip rotation scaling\n * \n * Korean terminology:\n * - 0: 하단 (Hadan) - Low section\n * - 1: 중단 (Jungdan) - Middle section\n * - 2: 상단 (Sangdan) - High section\n * \n * @public\n * @korean 차기높이\n */\nexport type KickHeight = 0 | 1 | 2;\n\n/**\n * Technique execution phases\n * \n * Korean terminology:\n * - chamber: 준비 (Junbi) - Preparation/chamber\n * - extension: 확장 (Hwakjang) - Extension\n * - retraction: 회수 (Hoesu) - Retraction\n * \n * @public\n * @korean 기술단계\n */\nexport type TechniquePhase = 'chamber' | 'extension' | 'retraction';\n\n/**\n * Strike execution phases\n * \n * Korean terminology:\n * - wind-up: 예비동작 (Yebi Dongjak) - Wind-up\n * - impact: 타격 (Tagyeok) - Impact\n * - follow-through: 후속동작 (Husok Dongjak) - Follow-through\n * \n * @public\n * @korean 타격단계\n */\nexport type StrikePhase = 'wind-up' | 'impact' | 'follow-through';\n\n/**\n * Block and overhead technique types for shoulder elevation\n * \n * Korean terminology:\n * - high-block: 상단막기 (Sangdan Makgi)\n * - overhead-strike: 상단공격 (Sangdan Gonggyeok)\n * - rising-block: 올려막기 (Ollyeo Makgi)\n * - shrug: 어깨올리기 (Eokkae Olligi)\n * - neutral: 중립 (Jungnip)\n * \n * @public\n * @korean 어깨기술유형\n */\nexport type ShoulderTechniqueType = 'high-block' | 'overhead-strike' | 'rising-block' | 'shrug' | 'neutral';\n\n/**\n * Shoulder and block technique execution phases\n * \n * Korean terminology:\n * - preparation: 준비 (Junbi)\n * - execution: 실행 (Silhaeng)\n * - recovery: 복귀 (Bokgwi)\n * \n * @public\n * @korean 어깨단계\n */\nexport type ShoulderPhase = 'preparation' | 'execution' | 'recovery';\n\n/**\n * Spinal movement types for dodging and positioning\n * \n * Korean terminology:\n * - duck: 숙이기 (Sugigi) - Duck down\n * - lean-back: 뒤로기울기 (Dwiro Giulgi) - Lean back\n * - lean-left: 왼쪽기울기 (Oenjjok Giulgi) - Lean left\n * - lean-right: 오른쪽기울기 (Oreunjjok Giulgi) - Lean right\n * - low-attack: 낮은공격 (Najeun Gonggyeok) - Low attack\n * - neutral: 중립 (Jungnip) - Neutral\n * \n * @public\n * @korean 척추동작유형\n */\nexport type SpinalMovementType = 'duck' | 'lean-back' | 'lean-left' | 'lean-right' | 'low-attack' | 'neutral';\n\n/**\n * Knee drive technique types for close-range combat\n * \n * Korean terminology:\n * - knee-strike: 무릎차기 (Mureup Chagi)\n * - clinch-control: 붙잡기제어 (Butjapgi Jeeo)\n * - push-kick: 밀어차기 (Mireo Chagi)\n * - neutral: 중립 (Jungnip)\n * \n * @public\n * @korean 무릎기술유형\n */\nexport type KneeTechniqueType = 'knee-strike' | 'clinch-control' | 'push-kick' | 'neutral';\n\n/**\n * Knee technique execution phases\n * \n * Korean terminology:\n * - wind-up: 예비동작 (Yebi Dongjak)\n * - execution: 실행 (Silhaeng)\n * - recovery: 복귀 (Bokgwi)\n * \n * @public\n * @korean 무릎단계\n */\nexport type KneePhase = 'wind-up' | 'execution' | 'recovery';\n\n/**\n * Hip rotation state for dynamic kick mechanics\n * \n * Tracks independent hip rotation in multiple planes for realistic\n * high kicks, roundhouse kicks, and hook kicks. Separates hip rotation\n * from pelvis rotation for authentic martial arts biomechanics.\n * \n * Korean: 고관절 회전 상태\n * \n * @public\n */\nexport interface HipRotationState {\n /**\n * Frontal plane rotation (abduction/adduction) in radians\n * - Positive: Leg moves away from body centerline (abduction)\n * - Negative: Leg moves toward centerline (adduction)\n * Range: ±1.8 rad (±103°) for high kicks\n * \n * @korean 외전각도\n */\n readonly frontalRotation: number;\n\n /**\n * Sagittal plane rotation (flexion/extension) in radians\n * - Positive: Leg moves forward (flexion)\n * - Negative: Leg moves backward (extension)\n * Range: -1.8 to 1.8 rad for kicks\n * \n * @korean 굴곡각도\n */\n readonly sagittalRotation: number;\n\n /**\n * Transverse plane rotation (internal/external rotation) in radians\n * - Positive: Thigh rotates inward\n * - Negative: Thigh rotates outward\n * Range: ±0.8 rad (±46°)\n * \n * @korean 회전각도\n */\n readonly transverseRotation: number;\n\n /**\n * Which hip (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Shoulder elevation/depression state for blocks and overhead strikes\n * \n * Tracks vertical shoulder movement independent of arm rotation.\n * Essential for authentic blocking mechanics and overhead techniques.\n * \n * Korean: 어깨 들어올림 상태\n * \n * @public\n */\nexport interface ShoulderElevationState {\n /**\n * Vertical displacement in meters\n * - Positive: Shoulder elevated (shrug)\n * - Negative: Shoulder depressed (drop)\n * Range: ±0.05 m (±5cm)\n * \n * @korean 수직변위\n */\n readonly elevation: number;\n\n /**\n * Which shoulder (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Ankle articulation state for kick chambers and pivots\n * \n * Tracks ankle joint positioning crucial for proper kick mechanics\n * and pivoting in Korean martial arts.\n * \n * Korean: 발목 관절 상태\n * \n * @public\n */\nexport interface AnkleArticulationState {\n /**\n * Dorsiflexion/plantarflexion angle in radians\n * - Positive: Toes point up (dorsiflexion)\n * - Negative: Toes point down (plantarflexion)\n * Range: -0.8 to 0.5 rad\n * \n * @korean 발등굽힘각도\n */\n readonly flexion: number;\n\n /**\n * Inversion/eversion angle in radians\n * Range: ±0.4 rad (±23°)\n * \n * @korean 안쪽굽힘각도\n */\n readonly inversion: number;\n\n /**\n * Which ankle (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Wrist snap state for rapid hand strikes\n * \n * Tracks rapid wrist rotation mechanics essential for backfist,\n * knife-hand, and other Korean martial arts hand techniques.\n * \n * Korean: 손목 스냅 상태\n * \n * @public\n */\nexport interface WristSnapState {\n /**\n * Rotation angle in radians\n * Range: ±1.5 rad (±86°)\n * \n * @korean 회전각도\n */\n readonly rotation: number;\n\n /**\n * Snap velocity in rad/s (for power calculation)\n * @korean 회전속도\n */\n readonly velocity: number;\n\n /**\n * Which wrist (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Knee drive state for clinch work and knee strikes\n * \n * Tracks independent knee positioning crucial for close-range\n * combat and knee strike techniques.\n * \n * Korean: 무릎 밀어올림 상태\n * \n * @public\n */\nexport interface KneeDriveState {\n /**\n * Drive height in meters (vertical displacement)\n * Range: 0 to 0.8 m (80cm max lift)\n * \n * @korean 들어올림높이\n */\n readonly height: number;\n\n /**\n * Forward drive distance in meters\n * Range: 0 to 0.3 m (30cm)\n * \n * @korean 전방거리\n */\n readonly forward: number;\n\n /**\n * Which knee (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Spinal flexion/extension state for dodges and low attacks\n * \n * Tracks forward/backward bending of spine for defensive\n * movements and low attack positioning.\n * \n * Korean: 척추 굽힘 상태\n * \n * @public\n */\nexport interface SpinalFlexionState {\n /**\n * Flexion angle in radians (forward/backward bend)\n * - Positive: Forward bend\n * - Negative: Backward bend\n * Range: -0.5 to 0.8 rad\n * \n * @korean 굽힘각도\n */\n readonly flexion: number;\n\n /**\n * Lateral bend in radians (side to side)\n * Range: ±0.3 rad (±17°)\n * \n * @korean 측면굽힘각도\n */\n readonly lateralBend: number;\n}\n\n/**\n * Advanced joint movement constraints\n * \n * Defines anatomically correct limits for all advanced joint movements\n * based on human biomechanics and Korean martial arts techniques.\n * \n * @korean 고급관절제약조건\n */\nexport const ADVANCED_JOINT_CONSTRAINTS = {\n /**\n * Hip rotation constraints for kicks\n * @korean 고관절제약조건\n */\n HIP_ROTATION: {\n FRONTAL_MIN: -1.8, // -103° adduction\n FRONTAL_MAX: 1.8, // 103° abduction\n SAGITTAL_MIN: -1.8, // -103° extension\n SAGITTAL_MAX: 1.8, // 103° flexion\n TRANSVERSE_MIN: -0.8, // -46° external rotation\n TRANSVERSE_MAX: 0.8, // 46° internal rotation\n },\n\n /**\n * Shoulder elevation constraints\n * @korean 어깨들어올림제약조건\n */\n SHOULDER_ELEVATION: {\n MIN: -0.05, // -5cm depression\n MAX: 0.05, // 5cm elevation\n },\n\n /**\n * Ankle articulation constraints\n * @korean 발목관절제약조건\n */\n ANKLE_ARTICULATION: {\n FLEXION_MIN: -0.8, // -46° plantarflexion\n FLEXION_MAX: 0.5, // 29° dorsiflexion\n INVERSION_MIN: -0.4, // -23° eversion\n INVERSION_MAX: 0.4, // 23° inversion\n },\n\n /**\n * Wrist snap constraints\n * @korean 손목스냅제약조건\n */\n WRIST_SNAP: {\n ROTATION_MIN: -1.5, // -86°\n ROTATION_MAX: 1.5, // 86°\n MAX_VELOCITY: 30.0, // 30 rad/s for power strikes\n },\n\n /**\n * Knee drive constraints\n * @korean 무릎밀어올림제약조건\n */\n KNEE_DRIVE: {\n HEIGHT_MIN: 0, // Ground level\n HEIGHT_MAX: 0.8, // 80cm max lift\n FORWARD_MIN: 0,\n FORWARD_MAX: 0.3, // 30cm forward\n },\n\n /**\n * Spinal flexion constraints\n * @korean 척추굽힘제약조건\n */\n SPINAL_FLEXION: {\n FLEXION_MIN: -0.5, // -29° extension (backward)\n FLEXION_MAX: 0.8, // 46° flexion (forward)\n LATERAL_MIN: -0.3, // -17° left bend\n LATERAL_MAX: 0.3, // 17° right bend\n },\n} as const;\n\n/**\n * Calculate hip rotation for kick mechanics\n * \n * Determines optimal hip rotation angles for various kick types,\n * ensuring anatomically correct positioning and maximum power generation.\n * \n * @param kickType - Type of kick being performed\n * @param targetHeight - Target height for kick (0=low, 1=medium, 2=high)\n * @param side - Which leg is kicking\n * @returns Hip rotation state with all three plane rotations\n * \n * @example\n * ```typescript\n * const hipState = calculateHipRotationForKick('roundhouse', 2, 'right');\n * // Returns frontal: 1.5, sagittal: 1.3, transverse: 0.6 for high roundhouse\n * ```\n * \n * @public\n * @korean 차기용고관절회전계산\n */\nexport function calculateHipRotationForKick(\n kickType: KickType,\n targetHeight: KickHeight,\n side: BodySide\n): HipRotationState {\n let frontalRotation = 0;\n let sagittalRotation = 0;\n let transverseRotation = 0;\n\n // Height multiplier (more rotation needed for higher kicks)\n const heightMultiplier = targetHeight === 0 ? 0.5 : targetHeight === 1 ? 0.75 : 1.0;\n\n switch (kickType) {\n case 'front':\n // Front kick: primarily sagittal plane (forward)\n sagittalRotation = 1.5 * heightMultiplier;\n frontalRotation = 0.2; // Slight abduction for balance\n transverseRotation = 0;\n break;\n\n case 'roundhouse':\n // Roundhouse: combination of frontal abduction and transverse rotation\n frontalRotation = 1.5 * heightMultiplier;\n sagittalRotation = 0.8 * heightMultiplier;\n transverseRotation = 0.6 * heightMultiplier; // Internal rotation for power\n break;\n\n case 'side':\n // Side kick: primarily frontal plane (abduction)\n frontalRotation = 1.6 * heightMultiplier;\n sagittalRotation = 0.3;\n transverseRotation = -0.4; // External rotation for proper foot alignment\n break;\n\n case 'hook':\n // Hook kick: high abduction with forward component\n frontalRotation = 1.7 * heightMultiplier;\n sagittalRotation = 1.2 * heightMultiplier;\n transverseRotation = 0.5;\n break;\n\n case 'axe':\n // Axe kick: maximum sagittal flexion, some abduction\n frontalRotation = 0.8 * heightMultiplier;\n sagittalRotation = 1.8 * heightMultiplier; // Maximum forward flexion\n transverseRotation = 0.2;\n break;\n }\n\n // Apply constraints\n frontalRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MAX, frontalRotation)\n );\n sagittalRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MAX, sagittalRotation)\n );\n transverseRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MAX, transverseRotation)\n );\n\n return {\n frontalRotation,\n sagittalRotation,\n transverseRotation,\n side,\n };\n}\n\n/**\n * Calculate kick power modifier from hip rotation\n * \n * Determines power bonus based on proper hip rotation technique.\n * Greater rotation in the correct planes generates more power.\n * \n * @param hipState - Current hip rotation state\n * @param kickType - Type of kick\n * @returns Power multiplier (1.0-1.40x, with kicks getting up to 40% bonus)\n * \n * @example\n * ```typescript\n * const hipState = calculateHipRotationForKick('roundhouse', 2, 'right');\n * const power = calculateKickPowerFromHipRotation(hipState, 'roundhouse');\n * // Returns ~1.35 for properly executed high roundhouse\n * ```\n * \n * @public\n * @korean 고관절회전에서차기파워계산\n */\nexport function calculateKickPowerFromHipRotation(\n hipState: HipRotationState,\n kickType: KickType\n): number {\n // Normalize rotations to 0-1 range based on constraints\n const normalizedFrontal = Math.abs(hipState.frontalRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MAX;\n const normalizedSagittal = Math.abs(hipState.sagittalRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MAX;\n const normalizedTransverse = Math.abs(hipState.transverseRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MAX;\n\n // Different kicks benefit from different rotation planes\n let powerFactor = 0;\n switch (kickType) {\n case 'front':\n powerFactor = normalizedSagittal * 0.8 + normalizedFrontal * 0.2;\n break;\n case 'roundhouse':\n powerFactor = normalizedFrontal * 0.5 + normalizedTransverse * 0.3 + normalizedSagittal * 0.2;\n break;\n case 'side':\n powerFactor = normalizedFrontal * 0.7 + normalizedTransverse * 0.3;\n break;\n case 'hook':\n powerFactor = normalizedFrontal * 0.4 + normalizedSagittal * 0.4 + normalizedTransverse * 0.2;\n break;\n case 'axe':\n powerFactor = normalizedSagittal * 0.8 + normalizedFrontal * 0.2;\n break;\n }\n\n // Kicks can get up to 40% power bonus from proper hip rotation\n return 1.0 + (powerFactor * 0.40);\n}\n\n/**\n * Apply hip rotation to Three.js Euler angles\n * \n * Converts hip rotation state into Three.js Euler angles for rendering.\n * \n * @param hipState - Hip rotation state\n * @returns Three.js Euler angles (X=sagittal, Y=transverse, Z=frontal)\n * \n * @public\n * @korean 고관절회전을오일러각으로적용\n */\nexport function applyHipRotationToEuler(hipState: HipRotationState): THREE.Euler {\n return new THREE.Euler(\n hipState.sagittalRotation, // X-axis: forward/backward\n hipState.transverseRotation, // Y-axis: twist\n hipState.frontalRotation, // Z-axis: side to side\n 'XYZ'\n );\n}\n\n/**\n * Calculate ankle articulation for kick chamber\n * \n * Determines proper ankle positioning for kick chambering and extension,\n * crucial for proper foot alignment and power transfer in Korean martial arts.\n * \n * @param kickType - Type of kick being chambered\n * @param phase - Kick phase: 'chamber', 'extension', 'retraction'\n * @param side - Which ankle\n * @returns Ankle articulation state with flexion and inversion angles\n * \n * @example\n * ```typescript\n * const ankleState = calculateAnkleArticulation('front', 'extension', 'right');\n * // Returns: { flexion: 0.5, inversion: 0, side: 'right' }\n * ```\n * \n * @public\n * @korean 차기챔버용발목관절계산\n */\nexport function calculateAnkleArticulation(\n kickType: KickType,\n phase: TechniquePhase,\n side: BodySide\n): AnkleArticulationState {\n let flexion = 0;\n let inversion = 0;\n\n switch (kickType) {\n case 'front':\n if (phase === 'chamber') {\n flexion = 0.2; // Slight dorsiflexion in chamber\n } else if (phase === 'extension') {\n flexion = 0.5; // Strong dorsiflexion for striking with ball of foot\n } else {\n flexion = 0.1; // Slight flexion during retraction\n }\n inversion = 0; // Neutral for front kicks\n break;\n\n case 'roundhouse':\n if (phase === 'chamber') {\n flexion = -0.3; // Plantarflexion in chamber\n } else if (phase === 'extension') {\n flexion = -0.5; // Strong plantarflexion for instep strike\n inversion = -0.2; // Slight eversion to align instep\n } else {\n flexion = -0.2;\n inversion = 0;\n }\n break;\n\n case 'side':\n if (phase === 'chamber') {\n flexion = 0.3; // Dorsiflexion in chamber\n } else if (phase === 'extension') {\n flexion = 0.4; // Dorsiflexion for heel/blade strike\n inversion = 0.3; // Inversion to present blade edge\n } else {\n flexion = 0.2;\n inversion = 0.1;\n }\n break;\n\n case 'hook':\n if (phase === 'chamber') {\n flexion = -0.2;\n } else if (phase === 'extension') {\n flexion = -0.4; // Plantarflexion for heel strike\n inversion = -0.15; // Slight eversion\n } else {\n flexion = -0.1;\n inversion = 0;\n }\n break;\n\n case 'axe':\n if (phase === 'chamber') {\n flexion = 0.1; // Minimal flexion in high chamber\n } else if (phase === 'extension') {\n flexion = 0.5; // Strong dorsiflexion for downward strike\n } else {\n flexion = 0.2;\n }\n inversion = 0; // Neutral for axe kicks\n break;\n }\n\n // Apply constraints\n flexion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.FLEXION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.FLEXION_MAX, flexion)\n );\n inversion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.INVERSION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.INVERSION_MAX, inversion)\n );\n\n return { flexion, inversion, side };\n}\n\n/**\n * Calculate wrist snap for hand strikes\n * \n * Determines wrist rotation and velocity for power generation in\n * backfist, knife-hand, and other Korean martial arts hand techniques.\n * \n * @param strikeType - Type of hand strike\n * @param phase - Strike phase: 'wind-up', 'impact', 'follow-through'\n * @param side - Which wrist\n * @returns Wrist snap state with rotation angle and velocity\n * \n * @example\n * ```typescript\n * const wristState = calculateWristSnap('backfist', 'impact', 'right');\n * // Returns: { rotation: 1.2, velocity: 25.0, side: 'right' }\n * ```\n * \n * @public\n * @korean 수격용손목스냅계산\n */\nexport function calculateWristSnap(\n strikeType: HandStrikeType,\n phase: StrikePhase,\n side: BodySide\n): WristSnapState {\n let rotation = 0;\n let velocity = 0;\n\n switch (strikeType) {\n case 'backfist':\n if (phase === 'wind-up') {\n rotation = -0.8; // Cocked back\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 1.2; // Snapped forward\n velocity = 25.0; // High velocity snap\n } else {\n rotation = 0.5;\n velocity = 5.0;\n }\n break;\n\n case 'knife-hand':\n if (phase === 'wind-up') {\n rotation = -0.5;\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.8; // Moderate snap for precision\n velocity = 20.0;\n } else {\n rotation = 0.3;\n velocity = 3.0;\n }\n break;\n\n case 'palm-heel':\n if (phase === 'wind-up') {\n rotation = -0.3; // Minimal wind-up\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.5; // Push through\n velocity = 15.0; // Lower velocity, more push\n } else {\n rotation = 0.2;\n velocity = 2.0;\n }\n break;\n\n case 'ridge-hand':\n if (phase === 'wind-up') {\n rotation = 0.8; // Opposite direction\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = -1.0; // Reverse snap\n velocity = 22.0;\n } else {\n rotation = -0.4;\n velocity = 4.0;\n }\n break;\n\n case 'hammer-fist':\n if (phase === 'wind-up') {\n rotation = 0.2; // Minimal rotation\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.3; // Downward strike, less rotation\n velocity = 18.0;\n } else {\n rotation = 0.1;\n velocity = 2.0;\n }\n break;\n }\n\n // Apply constraints\n rotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MAX, rotation)\n );\n velocity = Math.min(ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.MAX_VELOCITY, Math.abs(velocity));\n\n return { rotation, velocity, side };\n}\n\n/**\n * Calculate wrist snap power modifier\n * \n * Determines power bonus based on wrist snap velocity and rotation.\n * Higher velocity generates more power for whipping strikes.\n * \n * @param wristState - Current wrist snap state\n * @returns Power multiplier (1.0-1.25x, with hand strikes getting up to 25% bonus)\n * \n * @example\n * ```typescript\n * const wristState = calculateWristSnap('backfist', 'impact', 'right');\n * const power = calculateWristSnapPowerModifier(wristState);\n * // Returns ~1.20 for proper backfist snap\n * ```\n * \n * @public\n * @korean 손목스냅파워배율계산\n */\nexport function calculateWristSnapPowerModifier(wristState: WristSnapState): number {\n // Normalize velocity to 0-1 range\n const normalizedVelocity = wristState.velocity / ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.MAX_VELOCITY;\n \n // Normalize rotation magnitude to 0-1 range\n const normalizedRotation = Math.abs(wristState.rotation) / ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MAX;\n \n // Velocity contributes 70%, rotation contributes 30%\n const powerFactor = (normalizedVelocity * 0.7) + (normalizedRotation * 0.3);\n \n // Hand strikes get up to 25% power bonus from wrist snap\n return 1.0 + (powerFactor * 0.25);\n}\n\n/**\n * Calculate shoulder elevation for blocks and overhead strikes\n * \n * Determines vertical shoulder movement for defensive blocks and\n * overhead striking techniques in Korean martial arts.\n * \n * @param techniqueType - Type of technique requiring shoulder movement\n * @param phase - Technique phase\n * @param side - Which shoulder\n * @returns Shoulder elevation state with vertical displacement\n * \n * @example\n * ```typescript\n * const shoulderState = calculateShoulderElevation('high-block', 'execution', 'left');\n * // Returns: { elevation: 0.04, side: 'left' }\n * ```\n * \n * @public\n * @korean 블록및상단공격용어깨들어올림계산\n */\nexport function calculateShoulderElevation(\n techniqueType: ShoulderTechniqueType,\n phase: ShoulderPhase,\n side: BodySide\n): ShoulderElevationState {\n let elevation = 0;\n\n switch (techniqueType) {\n case 'high-block':\n if (phase === 'preparation') {\n elevation = -0.02; // Slight drop before elevation\n } else if (phase === 'execution') {\n elevation = 0.04; // Elevate for high block\n } else {\n elevation = 0.01; // Slight elevation maintained\n }\n break;\n\n case 'overhead-strike':\n if (phase === 'preparation') {\n elevation = 0.03; // Pre-elevation for wind-up\n } else if (phase === 'execution') {\n elevation = 0.05; // Maximum elevation for overhead power\n } else {\n elevation = 0.01;\n }\n break;\n\n case 'rising-block':\n if (phase === 'preparation') {\n elevation = -0.03; // Lower for rising motion\n } else if (phase === 'execution') {\n elevation = 0.04; // Elevate as block rises\n } else {\n elevation = 0.02;\n }\n break;\n\n case 'shrug':\n if (phase === 'execution') {\n elevation = 0.05; // Maximum elevation for defensive shrug\n } else {\n elevation = 0;\n }\n break;\n\n case 'neutral':\n elevation = 0;\n break;\n }\n\n // Apply constraints\n elevation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SHOULDER_ELEVATION.MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SHOULDER_ELEVATION.MAX, elevation)\n );\n\n return { elevation, side };\n}\n\n/**\n * Calculate spinal flexion for dodges and low attacks\n * \n * Determines forward/backward and lateral bending of spine for\n * defensive movements and low attack positioning.\n * \n * @param movementType - Type of movement requiring spinal flexion\n * @param intensity - Movement intensity (0=minimal, 1=full)\n * @returns Spinal flexion state with flexion and lateral bend angles\n * \n * @example\n * ```typescript\n * const spineState = calculateSpinalFlexion('duck', 0.8);\n * // Returns: { flexion: 0.6, lateralBend: 0 }\n * ```\n * \n * @public\n * @korean 회피및하단공격용척추굽힘계산\n */\nexport function calculateSpinalFlexion(\n movementType: SpinalMovementType,\n intensity: number = 1.0\n): SpinalFlexionState {\n let flexion = 0;\n let lateralBend = 0;\n\n // Clamp intensity to 0-1 range\n intensity = Math.max(0, Math.min(1, intensity));\n\n switch (movementType) {\n case 'duck':\n flexion = 0.7 * intensity; // Forward bend for ducking\n lateralBend = 0;\n break;\n\n case 'lean-back':\n flexion = -0.4 * intensity; // Backward bend for evasion\n lateralBend = 0;\n break;\n\n case 'lean-left':\n flexion = 0.1 * intensity; // Slight forward component\n lateralBend = -0.25 * intensity; // Left lateral bend\n break;\n\n case 'lean-right':\n flexion = 0.1 * intensity;\n lateralBend = 0.25 * intensity; // Right lateral bend\n break;\n\n case 'low-attack':\n flexion = 0.5 * intensity; // Forward bend for low strikes\n lateralBend = 0;\n break;\n\n case 'neutral':\n flexion = 0;\n lateralBend = 0;\n break;\n }\n\n // Apply constraints\n flexion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.FLEXION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.FLEXION_MAX, flexion)\n );\n lateralBend = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.LATERAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.LATERAL_MAX, lateralBend)\n );\n\n return { flexion, lateralBend };\n}\n\n/**\n * Calculate knee drive for knee strikes and clinch\n * \n * Determines independent knee positioning for close-range combat,\n * crucial for knee strike power and clinch work positioning.\n * \n * @param technique - Technique requiring knee drive\n * @param phase - Technique phase\n * @param side - Which knee\n * @returns Knee drive state with height and forward distance\n * \n * @example\n * ```typescript\n * const kneeState = calculateKneeDrive('knee-strike', 'execution', 'right');\n * // Returns: { height: 0.7, forward: 0.25, side: 'right' }\n * ```\n * \n * @public\n * @korean 무릎차기및클린치용무릎밀어올림계산\n */\nexport function calculateKneeDrive(\n technique: KneeTechniqueType,\n phase: KneePhase,\n side: BodySide\n): KneeDriveState {\n let height = 0;\n let forward = 0;\n\n switch (technique) {\n case 'knee-strike':\n if (phase === 'wind-up') {\n height = 0.3; // Partial chamber\n forward = 0.1;\n } else if (phase === 'execution') {\n height = 0.7; // Drive upward\n forward = 0.25; // Drive forward for power\n } else {\n height = 0.2;\n forward = 0.05;\n }\n break;\n\n case 'clinch-control':\n if (phase === 'execution') {\n height = 0.4; // Moderate elevation for control\n forward = 0.15; // Forward pressure\n } else {\n height = 0.2;\n forward = 0.08;\n }\n break;\n\n case 'push-kick':\n if (phase === 'wind-up') {\n height = 0.5; // High chamber\n forward = 0.05;\n } else if (phase === 'execution') {\n height = 0.6; // Maintain height\n forward = 0.3; // Strong forward drive\n } else {\n height = 0.3;\n forward = 0.1;\n }\n break;\n\n case 'neutral':\n height = 0;\n forward = 0;\n break;\n }\n\n // Apply constraints\n height = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MAX, height)\n );\n forward = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MAX, forward)\n );\n\n return { height, forward, side };\n}\n\n/**\n * Calculate knee strike power modifier\n * \n * Determines power bonus based on knee drive height and forward momentum.\n * Greater drive generates more power through proper mechanics.\n * \n * @param kneeState - Current knee drive state\n * @returns Power multiplier (1.0-1.35x, with knee strikes getting up to 35% bonus)\n * \n * @example\n * ```typescript\n * const kneeState = calculateKneeDrive('knee-strike', 'execution', 'right');\n * const power = calculateKneeStrikePowerModifier(kneeState);\n * // Returns ~1.30 for properly executed knee strike\n * ```\n * \n * @public\n * @korean 무릎차기파워배율계산\n */\nexport function calculateKneeStrikePowerModifier(kneeState: KneeDriveState): number {\n // Normalize height to 0-1 range\n const normalizedHeight = kneeState.height / ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MAX;\n \n // Normalize forward drive to 0-1 range\n const normalizedForward = kneeState.forward / ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MAX;\n \n // Height contributes 60%, forward drive contributes 40%\n const powerFactor = (normalizedHeight * 0.6) + (normalizedForward * 0.4);\n \n // Knee strikes get up to 35% power bonus from proper drive\n return 1.0 + (powerFactor * 0.35);\n}\n\n"],"mappings":";;;;;;;;;;AAgYA,IAAa,6BAA6B;;;;;CAKxC,cAAc;EACZ,aAAa;EACb,aAAa;EACb,cAAc;EACd,cAAc;EACd,gBAAgB;EAChB,gBAAgB;EACjB;;;;;CAMD,oBAAoB;EAClB,KAAK;EACL,KAAK;EACN;;;;;CAMD,oBAAoB;EAClB,aAAa;EACb,aAAa;EACb,eAAe;EACf,eAAe;EAChB;;;;;CAMD,YAAY;EACV,cAAc;EACd,cAAc;EACd,cAAc;EACf;;;;;CAMD,YAAY;EACV,YAAY;EACZ,YAAY;EACZ,aAAa;EACb,aAAa;EACd;;;;;CAMD,gBAAgB;EACd,aAAa;EACb,aAAa;EACb,aAAa;EACb,aAAa;EACd;CACF;;;;;;;;;;;;;;;;;;;;;AAiHD,SAAgB,kCACd,UACA,UACQ;CAER,MAAM,oBAAoB,KAAK,IAAI,SAAS,gBAAgB,GAC1D,2BAA2B,aAAa;CAC1C,MAAM,qBAAqB,KAAK,IAAI,SAAS,iBAAiB,GAC5D,2BAA2B,aAAa;CAC1C,MAAM,uBAAuB,KAAK,IAAI,SAAS,mBAAmB,GAChE,2BAA2B,aAAa;CAG1C,IAAI,cAAc;AAClB,SAAQ,UAAR;EACE,KAAK;AACH,iBAAc,qBAAqB,KAAM,oBAAoB;AAC7D;EACF,KAAK;AACH,iBAAc,oBAAoB,KAAM,uBAAuB,KAAM,qBAAqB;AAC1F;EACF,KAAK;AACH,iBAAc,oBAAoB,KAAM,uBAAuB;AAC/D;EACF,KAAK;AACH,iBAAc,oBAAoB,KAAM,qBAAqB,KAAM,uBAAuB;AAC1F;EACF,KAAK;AACH,iBAAc,qBAAqB,KAAM,oBAAoB;AAC7D;;AAIJ,QAAO,IAAO,cAAc"}
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+ {"version":3,"file":"AdvancedJointMovements.js","names":[],"sources":["../../../../src/systems/animation/systems/AdvancedJointMovements.ts"],"sourcesContent":["/**\n * Advanced Joint Movement System for Korean Martial Arts\n * \n * Extends the base skeletal animation system with specialized joint movements\n * for authentic martial arts technique execution:\n * - Hip rotation for kicks (고관절 회전)\n * - Shoulder elevation/depression (어깨 들어올림)\n * - Ankle articulation (발목 관절)\n * - Wrist snap mechanics (손목 스냅)\n * - Knee drive positioning (무릎 밀어올림)\n * - Spinal flexion/extension (척추 굽힘)\n * \n * @module systems/animation/AdvancedJointMovements\n * @category Animation System\n * @korean 고급관절동작시스템\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Body side for limb-specific movements\n * \n * @public\n * @korean 신체측면\n */\nexport type BodySide = 'left' | 'right';\n\n/**\n * Kick technique types for hip rotation calculation\n * \n * Korean terminology:\n * - front: 앞차기 (Apchagi)\n * - roundhouse: 돌려차기 (Dollyeochagi)\n * - side: 옆차기 (Yeopchagi)\n * - hook: 후려차기 (Huryeochagi)\n * - axe: 내려차기 (Naeryeochagi)\n * \n * @public\n * @korean 차기기술유형\n */\nexport type KickType = 'front' | 'roundhouse' | 'side' | 'hook' | 'axe';\n\n/**\n * Hand strike technique types for wrist snap calculation\n * \n * Korean terminology:\n * - backfist: 등주먹 (Deungjumeok)\n * - knife-hand: 수도 (Sudo)\n * - palm-heel: 장저 (Jangjeo)\n * - ridge-hand: 손날등 (Sonnaldeung)\n * - hammer-fist: 망치주먹 (Mangchijumeok)\n * \n * @public\n * @korean 수격기술유형\n */\nexport type HandStrikeType = 'backfist' | 'knife-hand' | 'palm-heel' | 'ridge-hand' | 'hammer-fist';\n\n/**\n * Kick height levels for hip rotation scaling\n * \n * Korean terminology:\n * - 0: 하단 (Hadan) - Low section\n * - 1: 중단 (Jungdan) - Middle section\n * - 2: 상단 (Sangdan) - High section\n * \n * @public\n * @korean 차기높이\n */\nexport type KickHeight = 0 | 1 | 2;\n\n/**\n * Technique execution phases\n * \n * Korean terminology:\n * - chamber: 준비 (Junbi) - Preparation/chamber\n * - extension: 확장 (Hwakjang) - Extension\n * - retraction: 회수 (Hoesu) - Retraction\n * \n * @public\n * @korean 기술단계\n */\nexport type TechniquePhase = 'chamber' | 'extension' | 'retraction';\n\n/**\n * Strike execution phases\n * \n * Korean terminology:\n * - wind-up: 예비동작 (Yebi Dongjak) - Wind-up\n * - impact: 타격 (Tagyeok) - Impact\n * - follow-through: 후속동작 (Husok Dongjak) - Follow-through\n * \n * @public\n * @korean 타격단계\n */\nexport type StrikePhase = 'wind-up' | 'impact' | 'follow-through';\n\n/**\n * Block and overhead technique types for shoulder elevation\n * \n * Korean terminology:\n * - high-block: 상단막기 (Sangdan Makgi)\n * - overhead-strike: 상단공격 (Sangdan Gonggyeok)\n * - rising-block: 올려막기 (Ollyeo Makgi)\n * - shrug: 어깨올리기 (Eokkae Olligi)\n * - neutral: 중립 (Jungnip)\n * \n * @public\n * @korean 어깨기술유형\n */\nexport type ShoulderTechniqueType = 'high-block' | 'overhead-strike' | 'rising-block' | 'shrug' | 'neutral';\n\n/**\n * Shoulder and block technique execution phases\n * \n * Korean terminology:\n * - preparation: 준비 (Junbi)\n * - execution: 실행 (Silhaeng)\n * - recovery: 복귀 (Bokgwi)\n * \n * @public\n * @korean 어깨단계\n */\nexport type ShoulderPhase = 'preparation' | 'execution' | 'recovery';\n\n/**\n * Spinal movement types for dodging and positioning\n * \n * Korean terminology:\n * - duck: 숙이기 (Sugigi) - Duck down\n * - lean-back: 뒤로기울기 (Dwiro Giulgi) - Lean back\n * - lean-left: 왼쪽기울기 (Oenjjok Giulgi) - Lean left\n * - lean-right: 오른쪽기울기 (Oreunjjok Giulgi) - Lean right\n * - low-attack: 낮은공격 (Najeun Gonggyeok) - Low attack\n * - neutral: 중립 (Jungnip) - Neutral\n * \n * @public\n * @korean 척추동작유형\n */\nexport type SpinalMovementType = 'duck' | 'lean-back' | 'lean-left' | 'lean-right' | 'low-attack' | 'neutral';\n\n/**\n * Knee drive technique types for close-range combat\n * \n * Korean terminology:\n * - knee-strike: 무릎차기 (Mureup Chagi)\n * - clinch-control: 붙잡기제어 (Butjapgi Jeeo)\n * - push-kick: 밀어차기 (Mireo Chagi)\n * - neutral: 중립 (Jungnip)\n * \n * @public\n * @korean 무릎기술유형\n */\nexport type KneeTechniqueType = 'knee-strike' | 'clinch-control' | 'push-kick' | 'neutral';\n\n/**\n * Knee technique execution phases\n * \n * Korean terminology:\n * - wind-up: 예비동작 (Yebi Dongjak)\n * - execution: 실행 (Silhaeng)\n * - recovery: 복귀 (Bokgwi)\n * \n * @public\n * @korean 무릎단계\n */\nexport type KneePhase = 'wind-up' | 'execution' | 'recovery';\n\n/**\n * Hip rotation state for dynamic kick mechanics\n * \n * Tracks independent hip rotation in multiple planes for realistic\n * high kicks, roundhouse kicks, and hook kicks. Separates hip rotation\n * from pelvis rotation for authentic martial arts biomechanics.\n * \n * Korean: 고관절 회전 상태\n * \n * @public\n */\nexport interface HipRotationState {\n /**\n * Frontal plane rotation (abduction/adduction) in radians\n * - Positive: Leg moves away from body centerline (abduction)\n * - Negative: Leg moves toward centerline (adduction)\n * Range: ±1.8 rad (±103°) for high kicks\n * \n * @korean 외전각도\n */\n readonly frontalRotation: number;\n\n /**\n * Sagittal plane rotation (flexion/extension) in radians\n * - Positive: Leg moves forward (flexion)\n * - Negative: Leg moves backward (extension)\n * Range: -1.8 to 1.8 rad for kicks\n * \n * @korean 굴곡각도\n */\n readonly sagittalRotation: number;\n\n /**\n * Transverse plane rotation (internal/external rotation) in radians\n * - Positive: Thigh rotates inward\n * - Negative: Thigh rotates outward\n * Range: ±0.8 rad (±46°)\n * \n * @korean 회전각도\n */\n readonly transverseRotation: number;\n\n /**\n * Which hip (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Shoulder elevation/depression state for blocks and overhead strikes\n * \n * Tracks vertical shoulder movement independent of arm rotation.\n * Essential for authentic blocking mechanics and overhead techniques.\n * \n * Korean: 어깨 들어올림 상태\n * \n * @public\n */\nexport interface ShoulderElevationState {\n /**\n * Vertical displacement in meters\n * - Positive: Shoulder elevated (shrug)\n * - Negative: Shoulder depressed (drop)\n * Range: ±0.05 m (±5cm)\n * \n * @korean 수직변위\n */\n readonly elevation: number;\n\n /**\n * Which shoulder (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Ankle articulation state for kick chambers and pivots\n * \n * Tracks ankle joint positioning crucial for proper kick mechanics\n * and pivoting in Korean martial arts.\n * \n * Korean: 발목 관절 상태\n * \n * @public\n */\nexport interface AnkleArticulationState {\n /**\n * Dorsiflexion/plantarflexion angle in radians\n * - Positive: Toes point up (dorsiflexion)\n * - Negative: Toes point down (plantarflexion)\n * Range: -0.8 to 0.5 rad\n * \n * @korean 발등굽힘각도\n */\n readonly flexion: number;\n\n /**\n * Inversion/eversion angle in radians\n * Range: ±0.4 rad (±23°)\n * \n * @korean 안쪽굽힘각도\n */\n readonly inversion: number;\n\n /**\n * Which ankle (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Wrist snap state for rapid hand strikes\n * \n * Tracks rapid wrist rotation mechanics essential for backfist,\n * knife-hand, and other Korean martial arts hand techniques.\n * \n * Korean: 손목 스냅 상태\n * \n * @public\n */\nexport interface WristSnapState {\n /**\n * Rotation angle in radians\n * Range: ±1.5 rad (±86°)\n * \n * @korean 회전각도\n */\n readonly rotation: number;\n\n /**\n * Snap velocity in rad/s (for power calculation)\n * @korean 회전속도\n */\n readonly velocity: number;\n\n /**\n * Which wrist (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Knee drive state for clinch work and knee strikes\n * \n * Tracks independent knee positioning crucial for close-range\n * combat and knee strike techniques.\n * \n * Korean: 무릎 밀어올림 상태\n * \n * @public\n */\nexport interface KneeDriveState {\n /**\n * Drive height in meters (vertical displacement)\n * Range: 0 to 0.8 m (80cm max lift)\n * \n * @korean 들어올림높이\n */\n readonly height: number;\n\n /**\n * Forward drive distance in meters\n * Range: 0 to 0.3 m (30cm)\n * \n * @korean 전방거리\n */\n readonly forward: number;\n\n /**\n * Which knee (left or right)\n * @korean 측면\n */\n readonly side: BodySide;\n}\n\n/**\n * Spinal flexion/extension state for dodges and low attacks\n * \n * Tracks forward/backward bending of spine for defensive\n * movements and low attack positioning.\n * \n * Korean: 척추 굽힘 상태\n * \n * @public\n */\nexport interface SpinalFlexionState {\n /**\n * Flexion angle in radians (forward/backward bend)\n * - Positive: Forward bend\n * - Negative: Backward bend\n * Range: -0.5 to 0.8 rad\n * \n * @korean 굽힘각도\n */\n readonly flexion: number;\n\n /**\n * Lateral bend in radians (side to side)\n * Range: ±0.3 rad (±17°)\n * \n * @korean 측면굽힘각도\n */\n readonly lateralBend: number;\n}\n\n/**\n * Advanced joint movement constraints\n * \n * Defines anatomically correct limits for all advanced joint movements\n * based on human biomechanics and Korean martial arts techniques.\n * \n * @korean 고급관절제약조건\n */\nexport const ADVANCED_JOINT_CONSTRAINTS = {\n /**\n * Hip rotation constraints for kicks\n * @korean 고관절제약조건\n */\n HIP_ROTATION: {\n FRONTAL_MIN: -1.8, // -103° adduction\n FRONTAL_MAX: 1.8, // 103° abduction\n SAGITTAL_MIN: -1.8, // -103° extension\n SAGITTAL_MAX: 1.8, // 103° flexion\n TRANSVERSE_MIN: -0.8, // -46° external rotation\n TRANSVERSE_MAX: 0.8, // 46° internal rotation\n },\n\n /**\n * Shoulder elevation constraints\n * @korean 어깨들어올림제약조건\n */\n SHOULDER_ELEVATION: {\n MIN: -0.05, // -5cm depression\n MAX: 0.05, // 5cm elevation\n },\n\n /**\n * Ankle articulation constraints\n * @korean 발목관절제약조건\n */\n ANKLE_ARTICULATION: {\n FLEXION_MIN: -0.8, // -46° plantarflexion\n FLEXION_MAX: 0.5, // 29° dorsiflexion\n INVERSION_MIN: -0.4, // -23° eversion\n INVERSION_MAX: 0.4, // 23° inversion\n },\n\n /**\n * Wrist snap constraints\n * @korean 손목스냅제약조건\n */\n WRIST_SNAP: {\n ROTATION_MIN: -1.5, // -86°\n ROTATION_MAX: 1.5, // 86°\n MAX_VELOCITY: 30.0, // 30 rad/s for power strikes\n },\n\n /**\n * Knee drive constraints\n * @korean 무릎밀어올림제약조건\n */\n KNEE_DRIVE: {\n HEIGHT_MIN: 0, // Ground level\n HEIGHT_MAX: 0.8, // 80cm max lift\n FORWARD_MIN: 0,\n FORWARD_MAX: 0.3, // 30cm forward\n },\n\n /**\n * Spinal flexion constraints\n * @korean 척추굽힘제약조건\n */\n SPINAL_FLEXION: {\n FLEXION_MIN: -0.5, // -29° extension (backward)\n FLEXION_MAX: 0.8, // 46° flexion (forward)\n LATERAL_MIN: -0.3, // -17° left bend\n LATERAL_MAX: 0.3, // 17° right bend\n },\n} as const;\n\n/**\n * Calculate hip rotation for kick mechanics\n * \n * Determines optimal hip rotation angles for various kick types,\n * ensuring anatomically correct positioning and maximum power generation.\n * \n * @param kickType - Type of kick being performed\n * @param targetHeight - Target height for kick (0=low, 1=medium, 2=high)\n * @param side - Which leg is kicking\n * @returns Hip rotation state with all three plane rotations\n * \n * @example\n * ```typescript\n * const hipState = calculateHipRotationForKick('roundhouse', 2, 'right');\n * // Returns frontal: 1.5, sagittal: 1.3, transverse: 0.6 for high roundhouse\n * ```\n * \n * @public\n * @korean 차기용고관절회전계산\n */\nexport function calculateHipRotationForKick(\n kickType: KickType,\n targetHeight: KickHeight,\n side: BodySide\n): HipRotationState {\n let frontalRotation = 0;\n let sagittalRotation = 0;\n let transverseRotation = 0;\n\n // Height multiplier (more rotation needed for higher kicks)\n const heightMultiplier = targetHeight === 0 ? 0.5 : targetHeight === 1 ? 0.75 : 1.0;\n\n switch (kickType) {\n case 'front':\n // Front kick: primarily sagittal plane (forward)\n sagittalRotation = 1.5 * heightMultiplier;\n frontalRotation = 0.2; // Slight abduction for balance\n transverseRotation = 0;\n break;\n\n case 'roundhouse':\n // Roundhouse: combination of frontal abduction and transverse rotation\n frontalRotation = 1.5 * heightMultiplier;\n sagittalRotation = 0.8 * heightMultiplier;\n transverseRotation = 0.6 * heightMultiplier; // Internal rotation for power\n break;\n\n case 'side':\n // Side kick: primarily frontal plane (abduction)\n frontalRotation = 1.6 * heightMultiplier;\n sagittalRotation = 0.3;\n transverseRotation = -0.4; // External rotation for proper foot alignment\n break;\n\n case 'hook':\n // Hook kick: high abduction with forward component\n frontalRotation = 1.7 * heightMultiplier;\n sagittalRotation = 1.2 * heightMultiplier;\n transverseRotation = 0.5;\n break;\n\n case 'axe':\n // Axe kick: maximum sagittal flexion, some abduction\n frontalRotation = 0.8 * heightMultiplier;\n sagittalRotation = 1.8 * heightMultiplier; // Maximum forward flexion\n transverseRotation = 0.2;\n break;\n }\n\n // Apply constraints\n frontalRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MAX, frontalRotation)\n );\n sagittalRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MAX, sagittalRotation)\n );\n transverseRotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MAX, transverseRotation)\n );\n\n return {\n frontalRotation,\n sagittalRotation,\n transverseRotation,\n side,\n };\n}\n\n/**\n * Calculate kick power modifier from hip rotation\n * \n * Determines power bonus based on proper hip rotation technique.\n * Greater rotation in the correct planes generates more power.\n * \n * @param hipState - Current hip rotation state\n * @param kickType - Type of kick\n * @returns Power multiplier (1.0-1.40x, with kicks getting up to 40% bonus)\n * \n * @example\n * ```typescript\n * const hipState = calculateHipRotationForKick('roundhouse', 2, 'right');\n * const power = calculateKickPowerFromHipRotation(hipState, 'roundhouse');\n * // Returns ~1.35 for properly executed high roundhouse\n * ```\n * \n * @public\n * @korean 고관절회전에서차기파워계산\n */\nexport function calculateKickPowerFromHipRotation(\n hipState: HipRotationState,\n kickType: KickType\n): number {\n // Normalize rotations to 0-1 range based on constraints\n const normalizedFrontal = Math.abs(hipState.frontalRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.FRONTAL_MAX;\n const normalizedSagittal = Math.abs(hipState.sagittalRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.SAGITTAL_MAX;\n const normalizedTransverse = Math.abs(hipState.transverseRotation) / \n ADVANCED_JOINT_CONSTRAINTS.HIP_ROTATION.TRANSVERSE_MAX;\n\n // Different kicks benefit from different rotation planes\n let powerFactor = 0;\n switch (kickType) {\n case 'front':\n powerFactor = normalizedSagittal * 0.8 + normalizedFrontal * 0.2;\n break;\n case 'roundhouse':\n powerFactor = normalizedFrontal * 0.5 + normalizedTransverse * 0.3 + normalizedSagittal * 0.2;\n break;\n case 'side':\n powerFactor = normalizedFrontal * 0.7 + normalizedTransverse * 0.3;\n break;\n case 'hook':\n powerFactor = normalizedFrontal * 0.4 + normalizedSagittal * 0.4 + normalizedTransverse * 0.2;\n break;\n case 'axe':\n powerFactor = normalizedSagittal * 0.8 + normalizedFrontal * 0.2;\n break;\n }\n\n // Kicks can get up to 40% power bonus from proper hip rotation\n return 1.0 + (powerFactor * 0.40);\n}\n\n/**\n * Apply hip rotation to Three.js Euler angles\n * \n * Converts hip rotation state into Three.js Euler angles for rendering.\n * \n * @param hipState - Hip rotation state\n * @returns Three.js Euler angles (X=sagittal, Y=transverse, Z=frontal)\n * \n * @public\n * @korean 고관절회전을오일러각으로적용\n */\nexport function applyHipRotationToEuler(hipState: HipRotationState): THREE.Euler {\n return new THREE.Euler(\n hipState.sagittalRotation, // X-axis: forward/backward\n hipState.transverseRotation, // Y-axis: twist\n hipState.frontalRotation, // Z-axis: side to side\n 'XYZ'\n );\n}\n\n/**\n * Calculate ankle articulation for kick chamber\n * \n * Determines proper ankle positioning for kick chambering and extension,\n * crucial for proper foot alignment and power transfer in Korean martial arts.\n * \n * @param kickType - Type of kick being chambered\n * @param phase - Kick phase: 'chamber', 'extension', 'retraction'\n * @param side - Which ankle\n * @returns Ankle articulation state with flexion and inversion angles\n * \n * @example\n * ```typescript\n * const ankleState = calculateAnkleArticulation('front', 'extension', 'right');\n * // Returns: { flexion: 0.5, inversion: 0, side: 'right' }\n * ```\n * \n * @public\n * @korean 차기챔버용발목관절계산\n */\nexport function calculateAnkleArticulation(\n kickType: KickType,\n phase: TechniquePhase,\n side: BodySide\n): AnkleArticulationState {\n let flexion = 0;\n let inversion = 0;\n\n switch (kickType) {\n case 'front':\n if (phase === 'chamber') {\n flexion = 0.2; // Slight dorsiflexion in chamber\n } else if (phase === 'extension') {\n flexion = 0.5; // Strong dorsiflexion for striking with ball of foot\n } else {\n flexion = 0.1; // Slight flexion during retraction\n }\n inversion = 0; // Neutral for front kicks\n break;\n\n case 'roundhouse':\n if (phase === 'chamber') {\n flexion = -0.3; // Plantarflexion in chamber\n } else if (phase === 'extension') {\n flexion = -0.5; // Strong plantarflexion for instep strike\n inversion = -0.2; // Slight eversion to align instep\n } else {\n flexion = -0.2;\n inversion = 0;\n }\n break;\n\n case 'side':\n if (phase === 'chamber') {\n flexion = 0.3; // Dorsiflexion in chamber\n } else if (phase === 'extension') {\n flexion = 0.4; // Dorsiflexion for heel/blade strike\n inversion = 0.3; // Inversion to present blade edge\n } else {\n flexion = 0.2;\n inversion = 0.1;\n }\n break;\n\n case 'hook':\n if (phase === 'chamber') {\n flexion = -0.2;\n } else if (phase === 'extension') {\n flexion = -0.4; // Plantarflexion for heel strike\n inversion = -0.15; // Slight eversion\n } else {\n flexion = -0.1;\n inversion = 0;\n }\n break;\n\n case 'axe':\n if (phase === 'chamber') {\n flexion = 0.1; // Minimal flexion in high chamber\n } else if (phase === 'extension') {\n flexion = 0.5; // Strong dorsiflexion for downward strike\n } else {\n flexion = 0.2;\n }\n inversion = 0; // Neutral for axe kicks\n break;\n }\n\n // Apply constraints\n flexion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.FLEXION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.FLEXION_MAX, flexion)\n );\n inversion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.INVERSION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.ANKLE_ARTICULATION.INVERSION_MAX, inversion)\n );\n\n return { flexion, inversion, side };\n}\n\n/**\n * Calculate wrist snap for hand strikes\n * \n * Determines wrist rotation and velocity for power generation in\n * backfist, knife-hand, and other Korean martial arts hand techniques.\n * \n * @param strikeType - Type of hand strike\n * @param phase - Strike phase: 'wind-up', 'impact', 'follow-through'\n * @param side - Which wrist\n * @returns Wrist snap state with rotation angle and velocity\n * \n * @example\n * ```typescript\n * const wristState = calculateWristSnap('backfist', 'impact', 'right');\n * // Returns: { rotation: 1.2, velocity: 25.0, side: 'right' }\n * ```\n * \n * @public\n * @korean 수격용손목스냅계산\n */\nexport function calculateWristSnap(\n strikeType: HandStrikeType,\n phase: StrikePhase,\n side: BodySide\n): WristSnapState {\n let rotation = 0;\n let velocity = 0;\n\n switch (strikeType) {\n case 'backfist':\n if (phase === 'wind-up') {\n rotation = -0.8; // Cocked back\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 1.2; // Snapped forward\n velocity = 25.0; // High velocity snap\n } else {\n rotation = 0.5;\n velocity = 5.0;\n }\n break;\n\n case 'knife-hand':\n if (phase === 'wind-up') {\n rotation = -0.5;\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.8; // Moderate snap for precision\n velocity = 20.0;\n } else {\n rotation = 0.3;\n velocity = 3.0;\n }\n break;\n\n case 'palm-heel':\n if (phase === 'wind-up') {\n rotation = -0.3; // Minimal wind-up\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.5; // Push through\n velocity = 15.0; // Lower velocity, more push\n } else {\n rotation = 0.2;\n velocity = 2.0;\n }\n break;\n\n case 'ridge-hand':\n if (phase === 'wind-up') {\n rotation = 0.8; // Opposite direction\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = -1.0; // Reverse snap\n velocity = 22.0;\n } else {\n rotation = -0.4;\n velocity = 4.0;\n }\n break;\n\n case 'hammer-fist':\n if (phase === 'wind-up') {\n rotation = 0.2; // Minimal rotation\n velocity = 0;\n } else if (phase === 'impact') {\n rotation = 0.3; // Downward strike, less rotation\n velocity = 18.0;\n } else {\n rotation = 0.1;\n velocity = 2.0;\n }\n break;\n }\n\n // Apply constraints\n rotation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MAX, rotation)\n );\n velocity = Math.min(ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.MAX_VELOCITY, Math.abs(velocity));\n\n return { rotation, velocity, side };\n}\n\n/**\n * Calculate wrist snap power modifier\n * \n * Determines power bonus based on wrist snap velocity and rotation.\n * Higher velocity generates more power for whipping strikes.\n * \n * @param wristState - Current wrist snap state\n * @returns Power multiplier (1.0-1.25x, with hand strikes getting up to 25% bonus)\n * \n * @example\n * ```typescript\n * const wristState = calculateWristSnap('backfist', 'impact', 'right');\n * const power = calculateWristSnapPowerModifier(wristState);\n * // Returns ~1.20 for proper backfist snap\n * ```\n * \n * @public\n * @korean 손목스냅파워배율계산\n */\nexport function calculateWristSnapPowerModifier(wristState: WristSnapState): number {\n // Normalize velocity to 0-1 range\n const normalizedVelocity = wristState.velocity / ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.MAX_VELOCITY;\n \n // Normalize rotation magnitude to 0-1 range\n const normalizedRotation = Math.abs(wristState.rotation) / ADVANCED_JOINT_CONSTRAINTS.WRIST_SNAP.ROTATION_MAX;\n \n // Velocity contributes 70%, rotation contributes 30%\n const powerFactor = (normalizedVelocity * 0.7) + (normalizedRotation * 0.3);\n \n // Hand strikes get up to 25% power bonus from wrist snap\n return 1.0 + (powerFactor * 0.25);\n}\n\n/**\n * Calculate shoulder elevation for blocks and overhead strikes\n * \n * Determines vertical shoulder movement for defensive blocks and\n * overhead striking techniques in Korean martial arts.\n * \n * @param techniqueType - Type of technique requiring shoulder movement\n * @param phase - Technique phase\n * @param side - Which shoulder\n * @returns Shoulder elevation state with vertical displacement\n * \n * @example\n * ```typescript\n * const shoulderState = calculateShoulderElevation('high-block', 'execution', 'left');\n * // Returns: { elevation: 0.04, side: 'left' }\n * ```\n * \n * @public\n * @korean 블록및상단공격용어깨들어올림계산\n */\nexport function calculateShoulderElevation(\n techniqueType: ShoulderTechniqueType,\n phase: ShoulderPhase,\n side: BodySide\n): ShoulderElevationState {\n let elevation = 0;\n\n switch (techniqueType) {\n case 'high-block':\n if (phase === 'preparation') {\n elevation = -0.02; // Slight drop before elevation\n } else if (phase === 'execution') {\n elevation = 0.04; // Elevate for high block\n } else {\n elevation = 0.01; // Slight elevation maintained\n }\n break;\n\n case 'overhead-strike':\n if (phase === 'preparation') {\n elevation = 0.03; // Pre-elevation for wind-up\n } else if (phase === 'execution') {\n elevation = 0.05; // Maximum elevation for overhead power\n } else {\n elevation = 0.01;\n }\n break;\n\n case 'rising-block':\n if (phase === 'preparation') {\n elevation = -0.03; // Lower for rising motion\n } else if (phase === 'execution') {\n elevation = 0.04; // Elevate as block rises\n } else {\n elevation = 0.02;\n }\n break;\n\n case 'shrug':\n if (phase === 'execution') {\n elevation = 0.05; // Maximum elevation for defensive shrug\n } else {\n elevation = 0;\n }\n break;\n\n case 'neutral':\n elevation = 0;\n break;\n }\n\n // Apply constraints\n elevation = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SHOULDER_ELEVATION.MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SHOULDER_ELEVATION.MAX, elevation)\n );\n\n return { elevation, side };\n}\n\n/**\n * Calculate spinal flexion for dodges and low attacks\n * \n * Determines forward/backward and lateral bending of spine for\n * defensive movements and low attack positioning.\n * \n * @param movementType - Type of movement requiring spinal flexion\n * @param intensity - Movement intensity (0=minimal, 1=full)\n * @returns Spinal flexion state with flexion and lateral bend angles\n * \n * @example\n * ```typescript\n * const spineState = calculateSpinalFlexion('duck', 0.8);\n * // Returns: { flexion: 0.6, lateralBend: 0 }\n * ```\n * \n * @public\n * @korean 회피및하단공격용척추굽힘계산\n */\nexport function calculateSpinalFlexion(\n movementType: SpinalMovementType,\n intensity: number = 1.0\n): SpinalFlexionState {\n let flexion = 0;\n let lateralBend = 0;\n\n // Clamp intensity to 0-1 range\n intensity = Math.max(0, Math.min(1, intensity));\n\n switch (movementType) {\n case 'duck':\n flexion = 0.7 * intensity; // Forward bend for ducking\n lateralBend = 0;\n break;\n\n case 'lean-back':\n flexion = -0.4 * intensity; // Backward bend for evasion\n lateralBend = 0;\n break;\n\n case 'lean-left':\n flexion = 0.1 * intensity; // Slight forward component\n lateralBend = -0.25 * intensity; // Left lateral bend\n break;\n\n case 'lean-right':\n flexion = 0.1 * intensity;\n lateralBend = 0.25 * intensity; // Right lateral bend\n break;\n\n case 'low-attack':\n flexion = 0.5 * intensity; // Forward bend for low strikes\n lateralBend = 0;\n break;\n\n case 'neutral':\n flexion = 0;\n lateralBend = 0;\n break;\n }\n\n // Apply constraints\n flexion = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.FLEXION_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.FLEXION_MAX, flexion)\n );\n lateralBend = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.LATERAL_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.SPINAL_FLEXION.LATERAL_MAX, lateralBend)\n );\n\n return { flexion, lateralBend };\n}\n\n/**\n * Calculate knee drive for knee strikes and clinch\n * \n * Determines independent knee positioning for close-range combat,\n * crucial for knee strike power and clinch work positioning.\n * \n * @param technique - Technique requiring knee drive\n * @param phase - Technique phase\n * @param side - Which knee\n * @returns Knee drive state with height and forward distance\n * \n * @example\n * ```typescript\n * const kneeState = calculateKneeDrive('knee-strike', 'execution', 'right');\n * // Returns: { height: 0.7, forward: 0.25, side: 'right' }\n * ```\n * \n * @public\n * @korean 무릎차기및클린치용무릎밀어올림계산\n */\nexport function calculateKneeDrive(\n technique: KneeTechniqueType,\n phase: KneePhase,\n side: BodySide\n): KneeDriveState {\n let height = 0;\n let forward = 0;\n\n switch (technique) {\n case 'knee-strike':\n if (phase === 'wind-up') {\n height = 0.3; // Partial chamber\n forward = 0.1;\n } else if (phase === 'execution') {\n height = 0.7; // Drive upward\n forward = 0.25; // Drive forward for power\n } else {\n height = 0.2;\n forward = 0.05;\n }\n break;\n\n case 'clinch-control':\n if (phase === 'execution') {\n height = 0.4; // Moderate elevation for control\n forward = 0.15; // Forward pressure\n } else {\n height = 0.2;\n forward = 0.08;\n }\n break;\n\n case 'push-kick':\n if (phase === 'wind-up') {\n height = 0.5; // High chamber\n forward = 0.05;\n } else if (phase === 'execution') {\n height = 0.6; // Maintain height\n forward = 0.3; // Strong forward drive\n } else {\n height = 0.3;\n forward = 0.1;\n }\n break;\n\n case 'neutral':\n height = 0;\n forward = 0;\n break;\n }\n\n // Apply constraints\n height = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MAX, height)\n );\n forward = Math.max(\n ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MIN,\n Math.min(ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MAX, forward)\n );\n\n return { height, forward, side };\n}\n\n/**\n * Calculate knee strike power modifier\n * \n * Determines power bonus based on knee drive height and forward momentum.\n * Greater drive generates more power through proper mechanics.\n * \n * @param kneeState - Current knee drive state\n * @returns Power multiplier (1.0-1.35x, with knee strikes getting up to 35% bonus)\n * \n * @example\n * ```typescript\n * const kneeState = calculateKneeDrive('knee-strike', 'execution', 'right');\n * const power = calculateKneeStrikePowerModifier(kneeState);\n * // Returns ~1.30 for properly executed knee strike\n * ```\n * \n * @public\n * @korean 무릎차기파워배율계산\n */\nexport function calculateKneeStrikePowerModifier(kneeState: KneeDriveState): number {\n // Normalize height to 0-1 range\n const normalizedHeight = kneeState.height / ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.HEIGHT_MAX;\n \n // Normalize forward drive to 0-1 range\n const normalizedForward = kneeState.forward / ADVANCED_JOINT_CONSTRAINTS.KNEE_DRIVE.FORWARD_MAX;\n \n // Height contributes 60%, forward drive contributes 40%\n const powerFactor = (normalizedHeight * 0.6) + (normalizedForward * 0.4);\n \n // Knee strikes get up to 35% power bonus from proper drive\n return 1.0 + (powerFactor * 0.35);\n}\n\n"],"mappings":";;;;;;;;;;AAgYA,IAAa,6BAA6B;;;;;CAKxC,cAAc;EACZ,aAAa;EACb,aAAa;EACb,cAAc;EACd,cAAc;EACd,gBAAgB;EAChB,gBAAgB;EACjB;;;;;CAMD,oBAAoB;EAClB,KAAK;EACL,KAAK;EACN;;;;;CAMD,oBAAoB;EAClB,aAAa;EACb,aAAa;EACb,eAAe;EACf,eAAe;EAChB;;;;;CAMD,YAAY;EACV,cAAc;EACd,cAAc;EACd,cAAc;EACf;;;;;CAMD,YAAY;EACV,YAAY;EACZ,YAAY;EACZ,aAAa;EACb,aAAa;EACd;;;;;CAMD,gBAAgB;EACd,aAAa;EACb,aAAa;EACb,aAAa;EACb,aAAa;EACd;CACF;;;;;;;;;;;;;;;;;;;;;AAiHD,SAAgB,kCACd,UACA,UACQ;CAER,MAAM,oBAAoB,KAAK,IAAI,SAAS,gBAAgB,GAC1D,2BAA2B,aAAa;CAC1C,MAAM,qBAAqB,KAAK,IAAI,SAAS,iBAAiB,GAC5D,2BAA2B,aAAa;CAC1C,MAAM,uBAAuB,KAAK,IAAI,SAAS,mBAAmB,GAChE,2BAA2B,aAAa;CAG1C,IAAI,cAAc;CAClB,QAAQ,UAAR;EACE,KAAK;GACH,cAAc,qBAAqB,KAAM,oBAAoB;GAC7D;EACF,KAAK;GACH,cAAc,oBAAoB,KAAM,uBAAuB,KAAM,qBAAqB;GAC1F;EACF,KAAK;GACH,cAAc,oBAAoB,KAAM,uBAAuB;GAC/D;EACF,KAAK;GACH,cAAc,oBAAoB,KAAM,qBAAqB,KAAM,uBAAuB;GAC1F;EACF,KAAK;GACH,cAAc,qBAAqB,KAAM,oBAAoB;GAC7D;;CAIJ,OAAO,IAAO,cAAc"}
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- {"version":3,"file":"BodyFacingSystem.js","names":[],"sources":["../../../../src/systems/animation/systems/BodyFacingSystem.ts"],"sourcesContent":["/**\n * Body Facing Direction System for Black Trigram\n *\n * Manages automatic character rotation to face opponent with:\n * - Smooth torso rotation at 45°/sec (±90° range)\n * - Independent head tracking (±45° range)\n * - 180° turn animations for repositioning\n * - Facing lock during attack/defend animations\n *\n * Korean terminology:\n * - 정면향하기 (Jeongmyeon Hyanghagi) - Face forward\n * - 몸회전 (Mom Hoejeon) - Body rotation\n * - 머리추적 (Meori Chujok) - Head tracking\n * - 180도회전 (180-do Hoejeon) - 180-degree turn\n *\n * @module systems/animation/BodyFacingSystem\n * @category Animation System\n * @korean 몸향하기시스템\n */\n\nimport { Position } from \"@/types\";\nimport type { BodyFacing } from \"../core/types\";\n\n/**\n * Default rotation speed in degrees per second\n * 45°/sec provides smooth, realistic rotation\n *\n * @korean 기본회전속도\n */\nexport const DEFAULT_ROTATION_SPEED = 45;\n\n/**\n * Maximum torso rotation range in degrees\n * Torso can rotate ±90° from facing direction\n *\n * @korean 최대몸통회전\n */\nexport const MAX_TORSO_ROTATION = 90;\n\n/**\n * Maximum head rotation offset in degrees\n * Head can track independently ±45° from torso\n *\n * @korean 최대머리회전\n */\nexport const MAX_HEAD_ROTATION = 45;\n\n/**\n * Threshold angle for triggering 180° turn animation\n * If angle difference exceeds this, play full turn animation\n *\n * @korean 180도회전기준각도\n */\nexport const TURN_THRESHOLD_ANGLE = 90;\n\n/**\n * Duration of 180° turn animation in milliseconds\n * 12 frames at 60fps = 200ms\n *\n * @korean 회전애니메이션시간\n */\nexport const TURN_ANIMATION_DURATION = 200;\n\n/**\n * Head tracking smoothing factor (0-1)\n * Lower values = smoother but slower head tracking\n * 0.1 = smooth, natural head movement\n *\n * @korean 머리추적부드러움\n */\nexport const HEAD_TRACKING_SMOOTHING = 0.1;\n\n/**\n * Normalizes an angle to 0-360 degree range\n *\n * @param angle - Angle in degrees\n * @returns Normalized angle in 0-360 range\n *\n * @example\n * ```typescript\n * normalizeAngle(370); // Returns 10\n * normalizeAngle(-30); // Returns 330\n * ```\n *\n * @public\n * @korean 각도정규화\n */\nexport function normalizeAngle(angle: number): number {\n let normalized = angle % 360;\n if (normalized < 0) {\n normalized += 360;\n }\n // Handle -0 edge case (JavaScript quirk)\n return normalized === 0 ? 0 : normalized;\n}\n\n/**\n * Calculates the shortest angular difference between two angles\n * Returns value in range [-180, 180]\n * - Positive = clockwise rotation\n * - Negative = counter-clockwise rotation\n *\n * @param from - Starting angle in degrees\n * @param to - Target angle in degrees\n * @returns Shortest angular difference in degrees\n *\n * @example\n * ```typescript\n * calculateAngleDifference(10, 350); // Returns -20 (turn left)\n * calculateAngleDifference(350, 10); // Returns 20 (turn right)\n * calculateAngleDifference(0, 180); // Returns 180\n * ```\n *\n * @public\n * @korean 각도차이계산\n */\nexport function calculateAngleDifference(from: number, to: number): number {\n const fromNorm = normalizeAngle(from);\n const toNorm = normalizeAngle(to);\n\n let diff = toNorm - fromNorm;\n\n // Find shortest path\n if (diff > 180) {\n diff -= 360;\n } else if (diff < -180) {\n diff += 360;\n }\n\n return diff;\n}\n\n/**\n * Calculates angle from one position to another\n * Returns angle in degrees (0-360)\n * - 0° = pointing right (+X)\n * - 90° = pointing down (+Z)\n * - 180° = pointing left (-X)\n * - 270° = pointing up (-Z)\n *\n * @param from - Starting position\n * @param to - Target position\n * @returns Angle in degrees\n *\n * @example\n * ```typescript\n * calculateAngleToTarget({ x: 0, y: 0 }, { x: 1, y: 0 }); // Returns 0° (right)\n * calculateAngleToTarget({ x: 0, y: 0 }, { x: 0, y: 1 }); // Returns 90° (down)\n * ```\n *\n * @public\n * @korean 목표각도계산\n */\nexport function calculateAngleToTarget(from: Position, to: Position): number {\n const dx = to.x - from.x;\n const dz = to.y - from.y; // Position.y is Z coordinate in 2D top-down\n\n // atan2 returns angle in radians, convert to degrees\n // atan2(y, x) where y is forward/back (Z), x is left/right (X)\n const angle = Math.atan2(dz, dx) * (180 / Math.PI);\n\n return normalizeAngle(angle);\n}\n\n/**\n * Linear interpolation between two values\n *\n * @param start - Start value\n * @param end - End value\n * @param t - Interpolation factor (0-1)\n * @returns Interpolated value\n *\n * @private\n * @korean 선형보간\n */\nfunction lerp(start: number, end: number, t: number): number {\n return start + (end - start) * t;\n}\n\n/**\n * Creates default body facing state\n *\n * @param initialAngle - Initial facing angle in degrees (default: 0)\n * @returns Default BodyFacing state\n *\n * @public\n * @korean 기본몸향하기생성\n */\nexport function createDefaultBodyFacing(initialAngle = 0): BodyFacing {\n const initialRadians = (initialAngle * Math.PI) / 180;\n return {\n currentAngle: normalizeAngle(initialAngle),\n targetAngle: normalizeAngle(initialAngle),\n rotationSpeed: DEFAULT_ROTATION_SPEED,\n headAngleOffset: 0,\n isLocked: false,\n isTurning: false,\n torsoRotation: 0, // No initial torso twist\n hipRotation: initialRadians, // Hips aligned with current angle\n };\n}\n\n/**\n * Updates body facing direction with smooth rotation\n *\n * Performs smooth rotation toward target angle at specified speed.\n * Handles:\n * - Rotation locking during attacks\n * - 180° turn animation triggering\n * - Head tracking with independent offset\n * - Smooth interpolation at 45°/sec\n *\n * @param facing - Current body facing state\n * @param targetAngle - Desired facing angle in degrees\n * @param deltaTime - Time elapsed since last update in seconds\n * @param currentTime - Current timestamp in milliseconds\n * @returns Updated body facing state\n *\n * @example\n * ```typescript\n * const facing = createDefaultBodyFacing(0);\n * const updated = updateBodyFacing(facing, 90, 0.016, Date.now());\n * // Rotates ~0.72° toward 90° (45°/sec * 0.016s)\n * ```\n *\n * @public\n * @korean 몸향하기업데이트\n */\nexport function updateBodyFacing(\n facing: BodyFacing,\n targetAngle: number,\n deltaTime: number,\n currentTime: number\n): BodyFacing {\n // If locked, no rotation allowed\n if (facing.isLocked) {\n return facing;\n }\n\n // Check if 180° turn animation is in progress\n if (facing.isTurning && facing.turnStartTime) {\n const elapsed = currentTime - facing.turnStartTime;\n\n if (elapsed >= TURN_ANIMATION_DURATION) {\n // Turn animation complete - snap to target angle\n return {\n ...facing,\n currentAngle: normalizeAngle(targetAngle),\n targetAngle: normalizeAngle(targetAngle),\n headAngleOffset: 0,\n isTurning: false,\n turnDirection: undefined,\n turnStartTime: undefined,\n };\n }\n\n // Still turning - don't update angle yet\n return {\n ...facing,\n targetAngle: normalizeAngle(targetAngle),\n };\n }\n\n // Calculate angle difference\n const angleDiff = calculateAngleDifference(facing.currentAngle, targetAngle);\n\n // Check if 180° turn is needed\n if (Math.abs(angleDiff) > TURN_THRESHOLD_ANGLE && !facing.isTurning) {\n // Trigger 180° turn animation\n return {\n ...facing,\n targetAngle: normalizeAngle(targetAngle),\n isTurning: true,\n turnDirection: angleDiff > 0 ? \"right\" : \"left\",\n turnStartTime: currentTime,\n };\n }\n\n // Calculate maximum rotation for this frame\n const maxRotation = facing.rotationSpeed * deltaTime;\n\n // Calculate actual rotation (limited by max rotation)\n const rotation =\n Math.sign(angleDiff) * Math.min(Math.abs(angleDiff), maxRotation);\n\n // Update current angle\n const newCurrentAngle = normalizeAngle(facing.currentAngle + rotation);\n\n // Update head tracking (±45° range independent of torso)\n // Head smoothly tracks toward target within allowed range\n const remainingDiff = calculateAngleDifference(newCurrentAngle, targetAngle);\n const targetHeadOffset = Math.max(\n -MAX_HEAD_ROTATION,\n Math.min(MAX_HEAD_ROTATION, remainingDiff)\n );\n\n const newHeadOffset = lerp(\n facing.headAngleOffset,\n targetHeadOffset,\n HEAD_TRACKING_SMOOTHING\n );\n\n return {\n ...facing,\n currentAngle: newCurrentAngle,\n targetAngle: normalizeAngle(targetAngle),\n headAngleOffset: newHeadOffset,\n };\n}\n\n/**\n * Updates facing direction to point toward opponent\n *\n * Calculates target angle based on opponent position and updates\n * body facing state with smooth rotation.\n *\n * @param facing - Current body facing state\n * @param playerPosition - Player's current position\n * @param opponentPosition - Opponent's current position\n * @param deltaTime - Time elapsed since last update in seconds\n * @param currentTime - Current timestamp in milliseconds\n * @returns Updated body facing state\n *\n * @example\n * ```typescript\n * const updated = updateFacingTowardOpponent(\n * facing,\n * { x: 100, y: 200 },\n * { x: 300, y: 200 },\n * 0.016,\n * Date.now()\n * );\n * // Faces toward opponent (pointing right in this case)\n * ```\n *\n * @public\n * @korean 상대방향하기업데이트\n */\nexport function updateFacingTowardOpponent(\n facing: BodyFacing,\n playerPosition: Position,\n opponentPosition: Position,\n deltaTime: number,\n currentTime: number\n): BodyFacing {\n const targetAngle = calculateAngleToTarget(playerPosition, opponentPosition);\n return updateBodyFacing(facing, targetAngle, deltaTime, currentTime);\n}\n\n/**\n * Locks facing direction (during attacks/defends)\n *\n * Prevents rotation while attack or defend animation is playing.\n * Maintains current facing angle.\n *\n * @param facing - Current body facing state\n * @returns Updated body facing state with lock enabled\n *\n * @public\n * @korean 회전잠금\n */\nexport function lockFacing(facing: BodyFacing): BodyFacing {\n return {\n ...facing,\n isLocked: true,\n };\n}\n\n/**\n * Unlocks facing direction (after attacks/defends complete)\n *\n * Allows rotation to resume after attack or defend animation completes.\n *\n * @param facing - Current body facing state\n * @returns Updated body facing state with lock disabled\n *\n * @public\n * @korean 회전잠금해제\n */\nexport function unlockFacing(facing: BodyFacing): BodyFacing {\n return {\n ...facing,\n isLocked: false,\n };\n}\n\n/**\n * Checks if character is currently turning (180° animation)\n *\n * @param facing - Current body facing state\n * @returns True if 180° turn animation is in progress\n *\n * @public\n * @korean 회전중확인\n */\nexport function isTurning(facing: BodyFacing): boolean {\n return facing.isTurning;\n}\n\n/**\n * Gets current facing angle in radians\n * Useful for Three.js rotation (expects radians)\n *\n * @param facing - Current body facing state\n * @returns Current facing angle in radians\n *\n * @public\n * @korean 라디안각도\n */\nexport function getFacingAngleRadians(facing: BodyFacing): number {\n return (facing.currentAngle * Math.PI) / 180;\n}\n\n/**\n * Gets head angle in radians including offset\n * Combines torso rotation with head tracking offset\n *\n * @param facing - Current body facing state\n * @returns Head rotation angle in radians\n *\n * @public\n * @korean 머리각도라디안\n */\nexport function getHeadAngleRadians(facing: BodyFacing): number {\n const totalAngle = facing.currentAngle + facing.headAngleOffset;\n return (totalAngle * Math.PI) / 180;\n}\n\n/**\n * Gets torso rotation in radians\n * Returns the torso rotation relative to hips\n *\n * @param facing - Current body facing state\n * @returns Torso rotation in radians (defaults to 0 if not set)\n *\n * @public\n * @korean 허리회전라디안\n */\nexport function getTorsoRotationRadians(facing: BodyFacing): number {\n return facing.torsoRotation ?? 0;\n}\n\n/**\n * Gets hip rotation in radians\n * Returns the hip/pelvis base rotation\n *\n * @param facing - Current body facing state\n * @returns Hip rotation in radians\n *\n * @public\n * @korean 골반회전라디안\n */\nexport function getHipRotationRadians(facing: BodyFacing): number {\n return facing.hipRotation ?? getFacingAngleRadians(facing);\n}\n\n/**\n * Body Facing System singleton for managing character rotation\n *\n * Provides centralized system for body facing calculations and updates.\n *\n * @public\n * @korean 몸향하기시스템\n */\nexport class BodyFacingSystem {\n /**\n * Creates default body facing state for a new player\n *\n * @param initialAngle - Initial facing angle in degrees\n * @returns Default body facing state\n *\n * @public\n * @korean 기본상태생성\n */\n createDefaultState(initialAngle = 0): BodyFacing {\n return createDefaultBodyFacing(initialAngle);\n }\n\n /**\n * Updates body facing with opponent tracking\n *\n * @param facing - Current body facing state\n * @param playerPosition - Player position\n * @param opponentPosition - Opponent position\n * @param deltaTime - Delta time in seconds\n * @param currentTime - Current timestamp\n * @returns Updated body facing state\n *\n * @public\n * @korean 업데이트\n */\n update(\n facing: BodyFacing,\n playerPosition: Position,\n opponentPosition: Position,\n deltaTime: number,\n currentTime: number\n ): BodyFacing {\n return updateFacingTowardOpponent(\n facing,\n playerPosition,\n opponentPosition,\n deltaTime,\n currentTime\n );\n }\n\n /**\n * Locks facing during attacks\n *\n * @param facing - Current body facing state\n * @returns Updated state with lock\n *\n * @public\n * @korean 잠금\n */\n lock(facing: BodyFacing): BodyFacing {\n return lockFacing(facing);\n }\n\n /**\n * Unlocks facing after attacks\n *\n * @param facing - Current body facing state\n * @returns Updated state without lock\n *\n * @public\n * @korean 잠금해제\n */\n unlock(facing: BodyFacing): BodyFacing {\n return unlockFacing(facing);\n }\n}\n\n/**\n * Default body facing system instance\n *\n * @public\n * @korean 기본몸향하기시스템\n */\nexport const bodyFacingSystem = new BodyFacingSystem();\n\nexport default bodyFacingSystem;\n"],"mappings":";;;;;;;AAsEA,IAAa,0BAA0B;;;;;;;;;;;;;;;;AAiBvC,SAAgB,eAAe,OAAuB;CACpD,IAAI,aAAa,QAAQ;AACzB,KAAI,aAAa,EACf,eAAc;AAGhB,QAAO,eAAe,IAAI,IAAI;;;;;;;;;;;;;;;;;;;;;;AAuBhC,SAAgB,yBAAyB,MAAc,IAAoB;CACzE,MAAM,WAAW,eAAe,KAAK;CAGrC,IAAI,OAFW,eAAe,GAEnB,GAAS;AAGpB,KAAI,OAAO,IACT,SAAQ;UACC,OAAO,KAChB,SAAQ;AAGV,QAAO;;;;;;;;;;;;;;;;;;;;;;;AAwBT,SAAgB,uBAAuB,MAAgB,IAAsB;CAC3E,MAAM,KAAK,GAAG,IAAI,KAAK;CACvB,MAAM,KAAK,GAAG,IAAI,KAAK;AAMvB,QAAO,eAFO,KAAK,MAAM,IAAI,GAAG,IAAI,MAAM,KAAK,IAEnB;;;;;;;;;;;;;AAc9B,SAAS,KAAK,OAAe,KAAa,GAAmB;AAC3D,QAAO,SAAS,MAAM,SAAS;;;;;;;;;;;AAYjC,SAAgB,wBAAwB,eAAe,GAAe;CACpE,MAAM,iBAAkB,eAAe,KAAK,KAAM;AAClD,QAAO;EACL,cAAc,eAAe,aAAa;EAC1C,aAAa,eAAe,aAAa;EACzC,eAAA;EACA,iBAAiB;EACjB,UAAU;EACV,WAAW;EACX,eAAe;EACf,aAAa;EACd;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BH,SAAgB,iBACd,QACA,aACA,WACA,aACY;AAEZ,KAAI,OAAO,SACT,QAAO;AAIT,KAAI,OAAO,aAAa,OAAO,eAAe;AAG5C,MAFgB,cAAc,OAAO,iBAAA,IAInC,QAAO;GACL,GAAG;GACH,cAAc,eAAe,YAAY;GACzC,aAAa,eAAe,YAAY;GACxC,iBAAiB;GACjB,WAAW;GACX,eAAe,KAAA;GACf,eAAe,KAAA;GAChB;AAIH,SAAO;GACL,GAAG;GACH,aAAa,eAAe,YAAY;GACzC;;CAIH,MAAM,YAAY,yBAAyB,OAAO,cAAc,YAAY;AAG5E,KAAI,KAAK,IAAI,UAAU,GAAA,MAA2B,CAAC,OAAO,UAExD,QAAO;EACL,GAAG;EACH,aAAa,eAAe,YAAY;EACxC,WAAW;EACX,eAAe,YAAY,IAAI,UAAU;EACzC,eAAe;EAChB;CAIH,MAAM,cAAc,OAAO,gBAAgB;CAG3C,MAAM,WACJ,KAAK,KAAK,UAAU,GAAG,KAAK,IAAI,KAAK,IAAI,UAAU,EAAE,YAAY;CAGnE,MAAM,kBAAkB,eAAe,OAAO,eAAe,SAAS;CAItE,MAAM,gBAAgB,yBAAyB,iBAAiB,YAAY;CAC5E,MAAM,mBAAmB,KAAK,IAC5B,KACA,KAAK,IAAA,IAAuB,cAAc,CAC3C;CAED,MAAM,gBAAgB,KACpB,OAAO,iBACP,kBACA,wBACD;AAED,QAAO;EACL,GAAG;EACH,cAAc;EACd,aAAa,eAAe,YAAY;EACxC,iBAAiB;EAClB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BH,SAAgB,2BACd,QACA,gBACA,kBACA,WACA,aACY;AAEZ,QAAO,iBAAiB,QADJ,uBAAuB,gBAAgB,iBAC3B,EAAa,WAAW,YAAY;;;;;;;;;;;;;;AAetE,SAAgB,WAAW,QAAgC;AACzD,QAAO;EACL,GAAG;EACH,UAAU;EACX;;;;;;;;;;;;;AAcH,SAAgB,aAAa,QAAgC;AAC3D,QAAO;EACL,GAAG;EACH,UAAU;EACX;;;;;;;;;;;;AAwCH,SAAgB,oBAAoB,QAA4B;AAE9D,SADmB,OAAO,eAAe,OAAO,mBAC3B,KAAK,KAAM;;;;;;;;;;AAuClC,IAAa,mBAAb,MAA8B;;;;;;;;;;CAU5B,mBAAmB,eAAe,GAAe;AAC/C,SAAO,wBAAwB,aAAa;;;;;;;;;;;;;;;CAgB9C,OACE,QACA,gBACA,kBACA,WACA,aACY;AACZ,SAAO,2BACL,QACA,gBACA,kBACA,WACA,YACD;;;;;;;;;;;CAYH,KAAK,QAAgC;AACnC,SAAO,WAAW,OAAO;;;;;;;;;;;CAY3B,OAAO,QAAgC;AACrC,SAAO,aAAa,OAAO;;;AAUC,IAAI,kBAAkB"}
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+ {"version":3,"file":"BodyFacingSystem.js","names":[],"sources":["../../../../src/systems/animation/systems/BodyFacingSystem.ts"],"sourcesContent":["/**\n * Body Facing Direction System for Black Trigram\n *\n * Manages automatic character rotation to face opponent with:\n * - Smooth torso rotation at 45°/sec (±90° range)\n * - Independent head tracking (±45° range)\n * - 180° turn animations for repositioning\n * - Facing lock during attack/defend animations\n *\n * Korean terminology:\n * - 정면향하기 (Jeongmyeon Hyanghagi) - Face forward\n * - 몸회전 (Mom Hoejeon) - Body rotation\n * - 머리추적 (Meori Chujok) - Head tracking\n * - 180도회전 (180-do Hoejeon) - 180-degree turn\n *\n * @module systems/animation/BodyFacingSystem\n * @category Animation System\n * @korean 몸향하기시스템\n */\n\nimport { Position } from \"@/types\";\nimport type { BodyFacing } from \"../core/types\";\n\n/**\n * Default rotation speed in degrees per second\n * 45°/sec provides smooth, realistic rotation\n *\n * @korean 기본회전속도\n */\nexport const DEFAULT_ROTATION_SPEED = 45;\n\n/**\n * Maximum torso rotation range in degrees\n * Torso can rotate ±90° from facing direction\n *\n * @korean 최대몸통회전\n */\nexport const MAX_TORSO_ROTATION = 90;\n\n/**\n * Maximum head rotation offset in degrees\n * Head can track independently ±45° from torso\n *\n * @korean 최대머리회전\n */\nexport const MAX_HEAD_ROTATION = 45;\n\n/**\n * Threshold angle for triggering 180° turn animation\n * If angle difference exceeds this, play full turn animation\n *\n * @korean 180도회전기준각도\n */\nexport const TURN_THRESHOLD_ANGLE = 90;\n\n/**\n * Duration of 180° turn animation in milliseconds\n * 12 frames at 60fps = 200ms\n *\n * @korean 회전애니메이션시간\n */\nexport const TURN_ANIMATION_DURATION = 200;\n\n/**\n * Head tracking smoothing factor (0-1)\n * Lower values = smoother but slower head tracking\n * 0.1 = smooth, natural head movement\n *\n * @korean 머리추적부드러움\n */\nexport const HEAD_TRACKING_SMOOTHING = 0.1;\n\n/**\n * Normalizes an angle to 0-360 degree range\n *\n * @param angle - Angle in degrees\n * @returns Normalized angle in 0-360 range\n *\n * @example\n * ```typescript\n * normalizeAngle(370); // Returns 10\n * normalizeAngle(-30); // Returns 330\n * ```\n *\n * @public\n * @korean 각도정규화\n */\nexport function normalizeAngle(angle: number): number {\n let normalized = angle % 360;\n if (normalized < 0) {\n normalized += 360;\n }\n // Handle -0 edge case (JavaScript quirk)\n return normalized === 0 ? 0 : normalized;\n}\n\n/**\n * Calculates the shortest angular difference between two angles\n * Returns value in range [-180, 180]\n * - Positive = clockwise rotation\n * - Negative = counter-clockwise rotation\n *\n * @param from - Starting angle in degrees\n * @param to - Target angle in degrees\n * @returns Shortest angular difference in degrees\n *\n * @example\n * ```typescript\n * calculateAngleDifference(10, 350); // Returns -20 (turn left)\n * calculateAngleDifference(350, 10); // Returns 20 (turn right)\n * calculateAngleDifference(0, 180); // Returns 180\n * ```\n *\n * @public\n * @korean 각도차이계산\n */\nexport function calculateAngleDifference(from: number, to: number): number {\n const fromNorm = normalizeAngle(from);\n const toNorm = normalizeAngle(to);\n\n let diff = toNorm - fromNorm;\n\n // Find shortest path\n if (diff > 180) {\n diff -= 360;\n } else if (diff < -180) {\n diff += 360;\n }\n\n return diff;\n}\n\n/**\n * Calculates angle from one position to another\n * Returns angle in degrees (0-360)\n * - 0° = pointing right (+X)\n * - 90° = pointing down (+Z)\n * - 180° = pointing left (-X)\n * - 270° = pointing up (-Z)\n *\n * @param from - Starting position\n * @param to - Target position\n * @returns Angle in degrees\n *\n * @example\n * ```typescript\n * calculateAngleToTarget({ x: 0, y: 0 }, { x: 1, y: 0 }); // Returns 0° (right)\n * calculateAngleToTarget({ x: 0, y: 0 }, { x: 0, y: 1 }); // Returns 90° (down)\n * ```\n *\n * @public\n * @korean 목표각도계산\n */\nexport function calculateAngleToTarget(from: Position, to: Position): number {\n const dx = to.x - from.x;\n const dz = to.y - from.y; // Position.y is Z coordinate in 2D top-down\n\n // atan2 returns angle in radians, convert to degrees\n // atan2(y, x) where y is forward/back (Z), x is left/right (X)\n const angle = Math.atan2(dz, dx) * (180 / Math.PI);\n\n return normalizeAngle(angle);\n}\n\n/**\n * Linear interpolation between two values\n *\n * @param start - Start value\n * @param end - End value\n * @param t - Interpolation factor (0-1)\n * @returns Interpolated value\n *\n * @private\n * @korean 선형보간\n */\nfunction lerp(start: number, end: number, t: number): number {\n return start + (end - start) * t;\n}\n\n/**\n * Creates default body facing state\n *\n * @param initialAngle - Initial facing angle in degrees (default: 0)\n * @returns Default BodyFacing state\n *\n * @public\n * @korean 기본몸향하기생성\n */\nexport function createDefaultBodyFacing(initialAngle = 0): BodyFacing {\n const initialRadians = (initialAngle * Math.PI) / 180;\n return {\n currentAngle: normalizeAngle(initialAngle),\n targetAngle: normalizeAngle(initialAngle),\n rotationSpeed: DEFAULT_ROTATION_SPEED,\n headAngleOffset: 0,\n isLocked: false,\n isTurning: false,\n torsoRotation: 0, // No initial torso twist\n hipRotation: initialRadians, // Hips aligned with current angle\n };\n}\n\n/**\n * Updates body facing direction with smooth rotation\n *\n * Performs smooth rotation toward target angle at specified speed.\n * Handles:\n * - Rotation locking during attacks\n * - 180° turn animation triggering\n * - Head tracking with independent offset\n * - Smooth interpolation at 45°/sec\n *\n * @param facing - Current body facing state\n * @param targetAngle - Desired facing angle in degrees\n * @param deltaTime - Time elapsed since last update in seconds\n * @param currentTime - Current timestamp in milliseconds\n * @returns Updated body facing state\n *\n * @example\n * ```typescript\n * const facing = createDefaultBodyFacing(0);\n * const updated = updateBodyFacing(facing, 90, 0.016, Date.now());\n * // Rotates ~0.72° toward 90° (45°/sec * 0.016s)\n * ```\n *\n * @public\n * @korean 몸향하기업데이트\n */\nexport function updateBodyFacing(\n facing: BodyFacing,\n targetAngle: number,\n deltaTime: number,\n currentTime: number\n): BodyFacing {\n // If locked, no rotation allowed\n if (facing.isLocked) {\n return facing;\n }\n\n // Check if 180° turn animation is in progress\n if (facing.isTurning && facing.turnStartTime) {\n const elapsed = currentTime - facing.turnStartTime;\n\n if (elapsed >= TURN_ANIMATION_DURATION) {\n // Turn animation complete - snap to target angle\n return {\n ...facing,\n currentAngle: normalizeAngle(targetAngle),\n targetAngle: normalizeAngle(targetAngle),\n headAngleOffset: 0,\n isTurning: false,\n turnDirection: undefined,\n turnStartTime: undefined,\n };\n }\n\n // Still turning - don't update angle yet\n return {\n ...facing,\n targetAngle: normalizeAngle(targetAngle),\n };\n }\n\n // Calculate angle difference\n const angleDiff = calculateAngleDifference(facing.currentAngle, targetAngle);\n\n // Check if 180° turn is needed\n if (Math.abs(angleDiff) > TURN_THRESHOLD_ANGLE && !facing.isTurning) {\n // Trigger 180° turn animation\n return {\n ...facing,\n targetAngle: normalizeAngle(targetAngle),\n isTurning: true,\n turnDirection: angleDiff > 0 ? \"right\" : \"left\",\n turnStartTime: currentTime,\n };\n }\n\n // Calculate maximum rotation for this frame\n const maxRotation = facing.rotationSpeed * deltaTime;\n\n // Calculate actual rotation (limited by max rotation)\n const rotation =\n Math.sign(angleDiff) * Math.min(Math.abs(angleDiff), maxRotation);\n\n // Update current angle\n const newCurrentAngle = normalizeAngle(facing.currentAngle + rotation);\n\n // Update head tracking (±45° range independent of torso)\n // Head smoothly tracks toward target within allowed range\n const remainingDiff = calculateAngleDifference(newCurrentAngle, targetAngle);\n const targetHeadOffset = Math.max(\n -MAX_HEAD_ROTATION,\n Math.min(MAX_HEAD_ROTATION, remainingDiff)\n );\n\n const newHeadOffset = lerp(\n facing.headAngleOffset,\n targetHeadOffset,\n HEAD_TRACKING_SMOOTHING\n );\n\n return {\n ...facing,\n currentAngle: newCurrentAngle,\n targetAngle: normalizeAngle(targetAngle),\n headAngleOffset: newHeadOffset,\n };\n}\n\n/**\n * Updates facing direction to point toward opponent\n *\n * Calculates target angle based on opponent position and updates\n * body facing state with smooth rotation.\n *\n * @param facing - Current body facing state\n * @param playerPosition - Player's current position\n * @param opponentPosition - Opponent's current position\n * @param deltaTime - Time elapsed since last update in seconds\n * @param currentTime - Current timestamp in milliseconds\n * @returns Updated body facing state\n *\n * @example\n * ```typescript\n * const updated = updateFacingTowardOpponent(\n * facing,\n * { x: 100, y: 200 },\n * { x: 300, y: 200 },\n * 0.016,\n * Date.now()\n * );\n * // Faces toward opponent (pointing right in this case)\n * ```\n *\n * @public\n * @korean 상대방향하기업데이트\n */\nexport function updateFacingTowardOpponent(\n facing: BodyFacing,\n playerPosition: Position,\n opponentPosition: Position,\n deltaTime: number,\n currentTime: number\n): BodyFacing {\n const targetAngle = calculateAngleToTarget(playerPosition, opponentPosition);\n return updateBodyFacing(facing, targetAngle, deltaTime, currentTime);\n}\n\n/**\n * Locks facing direction (during attacks/defends)\n *\n * Prevents rotation while attack or defend animation is playing.\n * Maintains current facing angle.\n *\n * @param facing - Current body facing state\n * @returns Updated body facing state with lock enabled\n *\n * @public\n * @korean 회전잠금\n */\nexport function lockFacing(facing: BodyFacing): BodyFacing {\n return {\n ...facing,\n isLocked: true,\n };\n}\n\n/**\n * Unlocks facing direction (after attacks/defends complete)\n *\n * Allows rotation to resume after attack or defend animation completes.\n *\n * @param facing - Current body facing state\n * @returns Updated body facing state with lock disabled\n *\n * @public\n * @korean 회전잠금해제\n */\nexport function unlockFacing(facing: BodyFacing): BodyFacing {\n return {\n ...facing,\n isLocked: false,\n };\n}\n\n/**\n * Checks if character is currently turning (180° animation)\n *\n * @param facing - Current body facing state\n * @returns True if 180° turn animation is in progress\n *\n * @public\n * @korean 회전중확인\n */\nexport function isTurning(facing: BodyFacing): boolean {\n return facing.isTurning;\n}\n\n/**\n * Gets current facing angle in radians\n * Useful for Three.js rotation (expects radians)\n *\n * @param facing - Current body facing state\n * @returns Current facing angle in radians\n *\n * @public\n * @korean 라디안각도\n */\nexport function getFacingAngleRadians(facing: BodyFacing): number {\n return (facing.currentAngle * Math.PI) / 180;\n}\n\n/**\n * Gets head angle in radians including offset\n * Combines torso rotation with head tracking offset\n *\n * @param facing - Current body facing state\n * @returns Head rotation angle in radians\n *\n * @public\n * @korean 머리각도라디안\n */\nexport function getHeadAngleRadians(facing: BodyFacing): number {\n const totalAngle = facing.currentAngle + facing.headAngleOffset;\n return (totalAngle * Math.PI) / 180;\n}\n\n/**\n * Gets torso rotation in radians\n * Returns the torso rotation relative to hips\n *\n * @param facing - Current body facing state\n * @returns Torso rotation in radians (defaults to 0 if not set)\n *\n * @public\n * @korean 허리회전라디안\n */\nexport function getTorsoRotationRadians(facing: BodyFacing): number {\n return facing.torsoRotation ?? 0;\n}\n\n/**\n * Gets hip rotation in radians\n * Returns the hip/pelvis base rotation\n *\n * @param facing - Current body facing state\n * @returns Hip rotation in radians\n *\n * @public\n * @korean 골반회전라디안\n */\nexport function getHipRotationRadians(facing: BodyFacing): number {\n return facing.hipRotation ?? getFacingAngleRadians(facing);\n}\n\n/**\n * Body Facing System singleton for managing character rotation\n *\n * Provides centralized system for body facing calculations and updates.\n *\n * @public\n * @korean 몸향하기시스템\n */\nexport class BodyFacingSystem {\n /**\n * Creates default body facing state for a new player\n *\n * @param initialAngle - Initial facing angle in degrees\n * @returns Default body facing state\n *\n * @public\n * @korean 기본상태생성\n */\n createDefaultState(initialAngle = 0): BodyFacing {\n return createDefaultBodyFacing(initialAngle);\n }\n\n /**\n * Updates body facing with opponent tracking\n *\n * @param facing - Current body facing state\n * @param playerPosition - Player position\n * @param opponentPosition - Opponent position\n * @param deltaTime - Delta time in seconds\n * @param currentTime - Current timestamp\n * @returns Updated body facing state\n *\n * @public\n * @korean 업데이트\n */\n update(\n facing: BodyFacing,\n playerPosition: Position,\n opponentPosition: Position,\n deltaTime: number,\n currentTime: number\n ): BodyFacing {\n return updateFacingTowardOpponent(\n facing,\n playerPosition,\n opponentPosition,\n deltaTime,\n currentTime\n );\n }\n\n /**\n * Locks facing during attacks\n *\n * @param facing - Current body facing state\n * @returns Updated state with lock\n *\n * @public\n * @korean 잠금\n */\n lock(facing: BodyFacing): BodyFacing {\n return lockFacing(facing);\n }\n\n /**\n * Unlocks facing after attacks\n *\n * @param facing - Current body facing state\n * @returns Updated state without lock\n *\n * @public\n * @korean 잠금해제\n */\n unlock(facing: BodyFacing): BodyFacing {\n return unlockFacing(facing);\n }\n}\n\n/**\n * Default body facing system instance\n *\n * @public\n * @korean 기본몸향하기시스템\n */\nexport const bodyFacingSystem = new BodyFacingSystem();\n\nexport default bodyFacingSystem;\n"],"mappings":";;;;;;;AAsEA,IAAa,0BAA0B;;;;;;;;;;;;;;;;AAiBvC,SAAgB,eAAe,OAAuB;CACpD,IAAI,aAAa,QAAQ;CACzB,IAAI,aAAa,GACf,cAAc;CAGhB,OAAO,eAAe,IAAI,IAAI;;;;;;;;;;;;;;;;;;;;;;AAuBhC,SAAgB,yBAAyB,MAAc,IAAoB;CACzE,MAAM,WAAW,eAAe,KAAK;CAGrC,IAAI,OAFW,eAAe,GAEnB,GAAS;CAGpB,IAAI,OAAO,KACT,QAAQ;MACH,IAAI,OAAO,MAChB,QAAQ;CAGV,OAAO;;;;;;;;;;;;;;;;;;;;;;;AAwBT,SAAgB,uBAAuB,MAAgB,IAAsB;CAC3E,MAAM,KAAK,GAAG,IAAI,KAAK;CACvB,MAAM,KAAK,GAAG,IAAI,KAAK;CAMvB,OAAO,eAFO,KAAK,MAAM,IAAI,GAAG,IAAI,MAAM,KAAK,IAEnB;;;;;;;;;;;;;AAc9B,SAAS,KAAK,OAAe,KAAa,GAAmB;CAC3D,OAAO,SAAS,MAAM,SAAS;;;;;;;;;;;AAYjC,SAAgB,wBAAwB,eAAe,GAAe;CACpE,MAAM,iBAAkB,eAAe,KAAK,KAAM;CAClD,OAAO;EACL,cAAc,eAAe,aAAa;EAC1C,aAAa,eAAe,aAAa;EACzC,eAAA;EACA,iBAAiB;EACjB,UAAU;EACV,WAAW;EACX,eAAe;EACf,aAAa;EACd;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BH,SAAgB,iBACd,QACA,aACA,WACA,aACY;CAEZ,IAAI,OAAO,UACT,OAAO;CAIT,IAAI,OAAO,aAAa,OAAO,eAAe;EAG5C,IAFgB,cAAc,OAAO,iBAAA,KAInC,OAAO;GACL,GAAG;GACH,cAAc,eAAe,YAAY;GACzC,aAAa,eAAe,YAAY;GACxC,iBAAiB;GACjB,WAAW;GACX,eAAe,KAAA;GACf,eAAe,KAAA;GAChB;EAIH,OAAO;GACL,GAAG;GACH,aAAa,eAAe,YAAY;GACzC;;CAIH,MAAM,YAAY,yBAAyB,OAAO,cAAc,YAAY;CAG5E,IAAI,KAAK,IAAI,UAAU,GAAA,MAA2B,CAAC,OAAO,WAExD,OAAO;EACL,GAAG;EACH,aAAa,eAAe,YAAY;EACxC,WAAW;EACX,eAAe,YAAY,IAAI,UAAU;EACzC,eAAe;EAChB;CAIH,MAAM,cAAc,OAAO,gBAAgB;CAG3C,MAAM,WACJ,KAAK,KAAK,UAAU,GAAG,KAAK,IAAI,KAAK,IAAI,UAAU,EAAE,YAAY;CAGnE,MAAM,kBAAkB,eAAe,OAAO,eAAe,SAAS;CAItE,MAAM,gBAAgB,yBAAyB,iBAAiB,YAAY;CAC5E,MAAM,mBAAmB,KAAK,IAC5B,KACA,KAAK,IAAA,IAAuB,cAAc,CAC3C;CAED,MAAM,gBAAgB,KACpB,OAAO,iBACP,kBACA,wBACD;CAED,OAAO;EACL,GAAG;EACH,cAAc;EACd,aAAa,eAAe,YAAY;EACxC,iBAAiB;EAClB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BH,SAAgB,2BACd,QACA,gBACA,kBACA,WACA,aACY;CAEZ,OAAO,iBAAiB,QADJ,uBAAuB,gBAAgB,iBAC3B,EAAa,WAAW,YAAY;;;;;;;;;;;;;;AAetE,SAAgB,WAAW,QAAgC;CACzD,OAAO;EACL,GAAG;EACH,UAAU;EACX;;;;;;;;;;;;;AAcH,SAAgB,aAAa,QAAgC;CAC3D,OAAO;EACL,GAAG;EACH,UAAU;EACX;;;;;;;;;;;;AAwCH,SAAgB,oBAAoB,QAA4B;CAE9D,QADmB,OAAO,eAAe,OAAO,mBAC3B,KAAK,KAAM;;;;;;;;;;AAuClC,IAAa,mBAAb,MAA8B;;;;;;;;;;CAU5B,mBAAmB,eAAe,GAAe;EAC/C,OAAO,wBAAwB,aAAa;;;;;;;;;;;;;;;CAgB9C,OACE,QACA,gBACA,kBACA,WACA,aACY;EACZ,OAAO,2BACL,QACA,gBACA,kBACA,WACA,YACD;;;;;;;;;;;CAYH,KAAK,QAAgC;EACnC,OAAO,WAAW,OAAO;;;;;;;;;;;CAY3B,OAAO,QAAgC;EACrC,OAAO,aAAa,OAAO;;;AAUC,IAAI,kBAAkB"}
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- {"version":3,"file":"FacialExpressions.js","names":[],"sources":["../../../../src/systems/animation/systems/FacialExpressions.ts"],"sourcesContent":["/**\n * Facial expression system for realistic combat emotion\n * \n * Manages facial expression state based on combat conditions:\n * - Health, stamina, pain, consciousness levels\n * - Recent combat events (hits taken/landed)\n * - Dynamic expression transitions\n * \n * @module systems/animation/FacialExpressions\n * @category Animation System\n * @korean 얼굴표정시스템\n */\n\nimport {\n FacialExpression,\n type ExpressionState,\n type FacialDamageState,\n DEFAULT_FACIAL_DAMAGE,\n DEFAULT_EXPRESSION_STATE,\n} from \"@/types/facial\";\n\n/**\n * Expression transition configuration\n * \n * @public\n * @korean 표정전환설정\n */\nexport interface ExpressionTransitionConfig {\n /** Default transition time in seconds */\n readonly defaultTransitionTime: number;\n \n /** Quick transition time for immediate reactions */\n readonly quickTransitionTime: number;\n \n /** Slow transition time for gradual changes */\n readonly slowTransitionTime: number;\n}\n\n/**\n * Default expression transition configuration\n * \n * @public\n * @korean 기본표정전환설정\n */\nexport const DEFAULT_TRANSITION_CONFIG: ExpressionTransitionConfig = {\n defaultTransitionTime: 0.2,\n quickTransitionTime: 0.1,\n slowTransitionTime: 0.5,\n};\n\n/**\n * Get facial expression based on current combat state\n * \n * Evaluates fighter's physical and mental state to determine appropriate\n * facial expression. Priority order:\n * 1. Defeated (unconscious)\n * 2. Pained (just hit)\n * 3. Exhausted (low stamina)\n * 4. Victorious (just landed hit)\n * 5. Focused (high resources)\n * 6. Neutral (default)\n * \n * @param health - Current health (0-100)\n * @param maxHealth - Maximum health\n * @param stamina - Current stamina (0-100)\n * @param pain - Pain level (0-100)\n * @param consciousness - Consciousness level (0-100)\n * @param justHit - Whether fighter was just hit\n * @param justLanded - Whether fighter just landed a hit\n * @returns Appropriate facial expression for combat state\n * \n * @example\n * ```typescript\n * const expression = getExpressionFromCombatState(\n * 85, // health\n * 100, // maxHealth\n * 60, // stamina\n * 20, // pain\n * 100, // consciousness\n * false, // justHit\n * true // justLanded\n * );\n * // Returns: FacialExpression.VICTORIOUS\n * ```\n * \n * @public\n * @korean 전투상태로부터표정가져오기\n */\nexport const getExpressionFromCombatState = (\n health: number,\n maxHealth: number,\n stamina: number,\n _pain: number, // Reserved for future intensity calculation\n consciousness: number,\n justHit: boolean,\n justLanded: boolean\n): FacialExpression => {\n // Knocked out\n if (consciousness < 20) {\n return FacialExpression.DEFEATED;\n }\n\n // Just got hit (always show immediate reaction; pain level can control intensity)\n if (justHit) {\n return FacialExpression.PAINED;\n }\n\n // Low stamina (exhausted)\n if (stamina < 30) {\n return FacialExpression.EXHAUSTED;\n }\n\n // Just landed a hit (brief satisfaction)\n if (justLanded) {\n return FacialExpression.VICTORIOUS;\n }\n\n // High focus (ready to fight)\n const healthPercentage = (health / maxHealth) * 100;\n if (stamina > 70 && healthPercentage > 60) {\n return FacialExpression.FOCUSED;\n }\n\n // Default calm state\n return FacialExpression.NEUTRAL;\n};\n\n/**\n * Create new expression state with transition\n * \n * @param currentState - Current expression state\n * @param newExpression - New expression to transition to\n * @param transitionTime - Time to transition (seconds)\n * @returns New expression state with transition initialized\n * \n * @public\n * @korean 새표정상태생성\n */\nexport const createExpressionTransition = (\n currentState: ExpressionState,\n newExpression: FacialExpression,\n transitionTime?: number\n): ExpressionState => {\n // No transition needed if same expression\n if (currentState.expression === newExpression) {\n return currentState;\n }\n\n return {\n expression: newExpression,\n intensity: 1.0,\n transitionTime: transitionTime ?? DEFAULT_TRANSITION_CONFIG.defaultTransitionTime,\n previousExpression: currentState.expression,\n transitionProgress: 0,\n };\n};\n\n/**\n * Update expression state during transition\n * \n * @param state - Current expression state\n * @param deltaTime - Time since last update (seconds)\n * @returns Updated expression state with transition progress\n * \n * @public\n * @korean 표정상태업데이트\n */\nexport const updateExpressionState = (\n state: ExpressionState,\n deltaTime: number\n): ExpressionState => {\n // No transition in progress\n if (state.transitionProgress === undefined || state.transitionProgress >= 1.0) {\n return state;\n }\n\n // Calculate new progress\n const progressIncrement = deltaTime / state.transitionTime;\n const newProgress = Math.min(state.transitionProgress + progressIncrement, 1.0);\n\n // Transition complete\n if (newProgress >= 1.0) {\n return {\n expression: state.expression,\n intensity: state.intensity,\n transitionTime: state.transitionTime,\n previousExpression: undefined,\n transitionProgress: undefined,\n };\n }\n\n // Transition in progress\n return {\n ...state,\n transitionProgress: newProgress,\n };\n};\n\n/**\n * Calculate facial damage from hit\n * \n * Updates facial damage state based on hit location and damage amount.\n * Different facial regions accumulate damage independently.\n * \n * @param currentDamage - Current facial damage state\n * @param hitLocation - Location of hit on face (\"left_eye\", \"right_eye\", \"mouth\", \"nose\", etc.)\n * @param damageAmount - Amount of damage dealt (0-100)\n * @returns Updated facial damage state\n * \n * @example\n * ```typescript\n * const damage = calculateFacialDamage(\n * DEFAULT_FACIAL_DAMAGE,\n * \"left_eye\",\n * 25\n * );\n * // Returns damage state with left eye swelling increased\n * ```\n * \n * @public\n * @korean 얼굴손상계산\n */\nexport const calculateFacialDamage = (\n currentDamage: FacialDamageState,\n hitLocation: string,\n damageAmount: number\n): FacialDamageState => {\n const damageIntensity = Math.min(damageAmount / 100, 1.0);\n const newDamage = { ...currentDamage };\n\n switch (hitLocation.toLowerCase()) {\n case \"left_eye\":\n case \"temple_left\":\n newDamage.leftEyeSwelling = Math.min(\n currentDamage.leftEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"right_eye\":\n case \"temple_right\":\n newDamage.rightEyeSwelling = Math.min(\n currentDamage.rightEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"mouth\":\n case \"jaw\":\n case \"chin\":\n newDamage.mouthBleeding = Math.min(\n currentDamage.mouthBleeding + damageIntensity * 0.4,\n 1.0\n );\n newDamage.jawBruise = Math.min(\n currentDamage.jawBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"nose\":\n newDamage.noseBleeding = Math.min(\n currentDamage.noseBleeding + damageIntensity * 0.5,\n 1.0\n );\n break;\n\n case \"forehead\":\n case \"crown\":\n newDamage.foreheadBruise = Math.min(\n currentDamage.foreheadBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"cheek_left\":\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n case \"cheek_right\":\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n default:\n // General facial hit - add minor bruising\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n break;\n }\n\n // Update total facial damage\n newDamage.totalFacialDamage = Math.min(\n currentDamage.totalFacialDamage + damageAmount,\n 100\n );\n\n return newDamage;\n};\n\n/**\n * Reset facial damage (for new round or healing)\n * \n * @param partialReset - If true, only reduces damage by percentage (healing)\n * @param resetPercentage - Percentage to reduce damage (0-1)\n * @returns Fresh facial damage state\n * \n * @public\n * @korean 얼굴손상초기화\n */\nexport const resetFacialDamage = (\n currentDamage: FacialDamageState,\n partialReset = false,\n resetPercentage = 1.0\n): FacialDamageState => {\n if (!partialReset) {\n return DEFAULT_FACIAL_DAMAGE;\n }\n\n // Partial healing - reduce all damage values\n const healingFactor = 1.0 - resetPercentage;\n return {\n leftEyeSwelling: currentDamage.leftEyeSwelling * healingFactor,\n rightEyeSwelling: currentDamage.rightEyeSwelling * healingFactor,\n mouthBleeding: currentDamage.mouthBleeding * healingFactor,\n noseBleeding: currentDamage.noseBleeding * healingFactor,\n leftCheekBruise: currentDamage.leftCheekBruise * healingFactor,\n rightCheekBruise: currentDamage.rightCheekBruise * healingFactor,\n foreheadBruise: currentDamage.foreheadBruise * healingFactor,\n jawBruise: currentDamage.jawBruise * healingFactor,\n totalFacialDamage: currentDamage.totalFacialDamage * healingFactor,\n };\n};\n\n/**\n * Get expression intensity based on combat state\n * \n * Expression intensity affects degree of facial movement.\n * Higher pain/damage = more intense expressions.\n * \n * @param expression - Current facial expression\n * @param pain - Pain level (0-100)\n * @param stamina - Stamina level (0-100)\n * @returns Expression intensity (0-1)\n * \n * @public\n * @korean 표정강도가져오기\n */\nexport const getExpressionIntensity = (\n expression: FacialExpression,\n pain: number,\n stamina: number\n): number => {\n switch (expression) {\n case FacialExpression.PAINED:\n // Higher pain = more intense pained expression\n return Math.min(pain / 100, 1.0);\n\n case FacialExpression.EXHAUSTED:\n // Lower stamina = more intense exhaustion\n return Math.min(1.0 - stamina / 100, 1.0);\n\n case FacialExpression.FOCUSED:\n // High stamina = more intense focus\n return Math.min(stamina / 100, 1.0);\n\n case FacialExpression.VICTORIOUS:\n // Brief, moderate intensity\n return 0.7;\n\n case FacialExpression.DEFEATED:\n // Full intensity (unconscious)\n return 1.0;\n\n case FacialExpression.NEUTRAL:\n default:\n // Default intensity\n return 1.0;\n }\n};\n\n/**\n * Create default expression state\n * \n * @returns Default neutral expression state\n * \n * @public\n * @korean 기본표정상태생성\n */\nexport const createDefaultExpressionState = (): ExpressionState => {\n return { ...DEFAULT_EXPRESSION_STATE };\n};\n\n/**\n * Create default facial damage state\n * \n * @returns Default facial damage state with no damage\n * \n * @public\n * @korean 기본얼굴손상생성\n */\nexport const createDefaultFacialDamage = (): FacialDamageState => {\n return { ...DEFAULT_FACIAL_DAMAGE };\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwFA,IAAa,gCACX,QACA,WACA,SACA,OACA,eACA,SACA,eACqB;AAErB,KAAI,gBAAgB,GAClB,QAAO,iBAAiB;AAI1B,KAAI,QACF,QAAO,iBAAiB;AAI1B,KAAI,UAAU,GACZ,QAAO,iBAAiB;AAI1B,KAAI,WACF,QAAO,iBAAiB;CAI1B,MAAM,mBAAoB,SAAS,YAAa;AAChD,KAAI,UAAU,MAAM,mBAAmB,GACrC,QAAO,iBAAiB;AAI1B,QAAO,iBAAiB;;;;;;;;;;AAwS1B,IAAa,kCAAqD;AAChE,QAAO,EAAE,GAAG,uBAAuB"}
1
+ {"version":3,"file":"FacialExpressions.js","names":[],"sources":["../../../../src/systems/animation/systems/FacialExpressions.ts"],"sourcesContent":["/**\n * Facial expression system for realistic combat emotion\n * \n * Manages facial expression state based on combat conditions:\n * - Health, stamina, pain, consciousness levels\n * - Recent combat events (hits taken/landed)\n * - Dynamic expression transitions\n * \n * @module systems/animation/FacialExpressions\n * @category Animation System\n * @korean 얼굴표정시스템\n */\n\nimport {\n FacialExpression,\n type ExpressionState,\n type FacialDamageState,\n DEFAULT_FACIAL_DAMAGE,\n DEFAULT_EXPRESSION_STATE,\n} from \"@/types/facial\";\n\n/**\n * Expression transition configuration\n * \n * @public\n * @korean 표정전환설정\n */\nexport interface ExpressionTransitionConfig {\n /** Default transition time in seconds */\n readonly defaultTransitionTime: number;\n \n /** Quick transition time for immediate reactions */\n readonly quickTransitionTime: number;\n \n /** Slow transition time for gradual changes */\n readonly slowTransitionTime: number;\n}\n\n/**\n * Default expression transition configuration\n * \n * @public\n * @korean 기본표정전환설정\n */\nexport const DEFAULT_TRANSITION_CONFIG: ExpressionTransitionConfig = {\n defaultTransitionTime: 0.2,\n quickTransitionTime: 0.1,\n slowTransitionTime: 0.5,\n};\n\n/**\n * Get facial expression based on current combat state\n * \n * Evaluates fighter's physical and mental state to determine appropriate\n * facial expression. Priority order:\n * 1. Defeated (unconscious)\n * 2. Pained (just hit)\n * 3. Exhausted (low stamina)\n * 4. Victorious (just landed hit)\n * 5. Focused (high resources)\n * 6. Neutral (default)\n * \n * @param health - Current health (0-100)\n * @param maxHealth - Maximum health\n * @param stamina - Current stamina (0-100)\n * @param pain - Pain level (0-100)\n * @param consciousness - Consciousness level (0-100)\n * @param justHit - Whether fighter was just hit\n * @param justLanded - Whether fighter just landed a hit\n * @returns Appropriate facial expression for combat state\n * \n * @example\n * ```typescript\n * const expression = getExpressionFromCombatState(\n * 85, // health\n * 100, // maxHealth\n * 60, // stamina\n * 20, // pain\n * 100, // consciousness\n * false, // justHit\n * true // justLanded\n * );\n * // Returns: FacialExpression.VICTORIOUS\n * ```\n * \n * @public\n * @korean 전투상태로부터표정가져오기\n */\nexport const getExpressionFromCombatState = (\n health: number,\n maxHealth: number,\n stamina: number,\n _pain: number, // Reserved for future intensity calculation\n consciousness: number,\n justHit: boolean,\n justLanded: boolean\n): FacialExpression => {\n // Knocked out\n if (consciousness < 20) {\n return FacialExpression.DEFEATED;\n }\n\n // Just got hit (always show immediate reaction; pain level can control intensity)\n if (justHit) {\n return FacialExpression.PAINED;\n }\n\n // Low stamina (exhausted)\n if (stamina < 30) {\n return FacialExpression.EXHAUSTED;\n }\n\n // Just landed a hit (brief satisfaction)\n if (justLanded) {\n return FacialExpression.VICTORIOUS;\n }\n\n // High focus (ready to fight)\n const healthPercentage = (health / maxHealth) * 100;\n if (stamina > 70 && healthPercentage > 60) {\n return FacialExpression.FOCUSED;\n }\n\n // Default calm state\n return FacialExpression.NEUTRAL;\n};\n\n/**\n * Create new expression state with transition\n * \n * @param currentState - Current expression state\n * @param newExpression - New expression to transition to\n * @param transitionTime - Time to transition (seconds)\n * @returns New expression state with transition initialized\n * \n * @public\n * @korean 새표정상태생성\n */\nexport const createExpressionTransition = (\n currentState: ExpressionState,\n newExpression: FacialExpression,\n transitionTime?: number\n): ExpressionState => {\n // No transition needed if same expression\n if (currentState.expression === newExpression) {\n return currentState;\n }\n\n return {\n expression: newExpression,\n intensity: 1.0,\n transitionTime: transitionTime ?? DEFAULT_TRANSITION_CONFIG.defaultTransitionTime,\n previousExpression: currentState.expression,\n transitionProgress: 0,\n };\n};\n\n/**\n * Update expression state during transition\n * \n * @param state - Current expression state\n * @param deltaTime - Time since last update (seconds)\n * @returns Updated expression state with transition progress\n * \n * @public\n * @korean 표정상태업데이트\n */\nexport const updateExpressionState = (\n state: ExpressionState,\n deltaTime: number\n): ExpressionState => {\n // No transition in progress\n if (state.transitionProgress === undefined || state.transitionProgress >= 1.0) {\n return state;\n }\n\n // Calculate new progress\n const progressIncrement = deltaTime / state.transitionTime;\n const newProgress = Math.min(state.transitionProgress + progressIncrement, 1.0);\n\n // Transition complete\n if (newProgress >= 1.0) {\n return {\n expression: state.expression,\n intensity: state.intensity,\n transitionTime: state.transitionTime,\n previousExpression: undefined,\n transitionProgress: undefined,\n };\n }\n\n // Transition in progress\n return {\n ...state,\n transitionProgress: newProgress,\n };\n};\n\n/**\n * Calculate facial damage from hit\n * \n * Updates facial damage state based on hit location and damage amount.\n * Different facial regions accumulate damage independently.\n * \n * @param currentDamage - Current facial damage state\n * @param hitLocation - Location of hit on face (\"left_eye\", \"right_eye\", \"mouth\", \"nose\", etc.)\n * @param damageAmount - Amount of damage dealt (0-100)\n * @returns Updated facial damage state\n * \n * @example\n * ```typescript\n * const damage = calculateFacialDamage(\n * DEFAULT_FACIAL_DAMAGE,\n * \"left_eye\",\n * 25\n * );\n * // Returns damage state with left eye swelling increased\n * ```\n * \n * @public\n * @korean 얼굴손상계산\n */\nexport const calculateFacialDamage = (\n currentDamage: FacialDamageState,\n hitLocation: string,\n damageAmount: number\n): FacialDamageState => {\n const damageIntensity = Math.min(damageAmount / 100, 1.0);\n const newDamage = { ...currentDamage };\n\n switch (hitLocation.toLowerCase()) {\n case \"left_eye\":\n case \"temple_left\":\n newDamage.leftEyeSwelling = Math.min(\n currentDamage.leftEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"right_eye\":\n case \"temple_right\":\n newDamage.rightEyeSwelling = Math.min(\n currentDamage.rightEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"mouth\":\n case \"jaw\":\n case \"chin\":\n newDamage.mouthBleeding = Math.min(\n currentDamage.mouthBleeding + damageIntensity * 0.4,\n 1.0\n );\n newDamage.jawBruise = Math.min(\n currentDamage.jawBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"nose\":\n newDamage.noseBleeding = Math.min(\n currentDamage.noseBleeding + damageIntensity * 0.5,\n 1.0\n );\n break;\n\n case \"forehead\":\n case \"crown\":\n newDamage.foreheadBruise = Math.min(\n currentDamage.foreheadBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"cheek_left\":\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n case \"cheek_right\":\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n default:\n // General facial hit - add minor bruising\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n break;\n }\n\n // Update total facial damage\n newDamage.totalFacialDamage = Math.min(\n currentDamage.totalFacialDamage + damageAmount,\n 100\n );\n\n return newDamage;\n};\n\n/**\n * Reset facial damage (for new round or healing)\n * \n * @param partialReset - If true, only reduces damage by percentage (healing)\n * @param resetPercentage - Percentage to reduce damage (0-1)\n * @returns Fresh facial damage state\n * \n * @public\n * @korean 얼굴손상초기화\n */\nexport const resetFacialDamage = (\n currentDamage: FacialDamageState,\n partialReset = false,\n resetPercentage = 1.0\n): FacialDamageState => {\n if (!partialReset) {\n return DEFAULT_FACIAL_DAMAGE;\n }\n\n // Partial healing - reduce all damage values\n const healingFactor = 1.0 - resetPercentage;\n return {\n leftEyeSwelling: currentDamage.leftEyeSwelling * healingFactor,\n rightEyeSwelling: currentDamage.rightEyeSwelling * healingFactor,\n mouthBleeding: currentDamage.mouthBleeding * healingFactor,\n noseBleeding: currentDamage.noseBleeding * healingFactor,\n leftCheekBruise: currentDamage.leftCheekBruise * healingFactor,\n rightCheekBruise: currentDamage.rightCheekBruise * healingFactor,\n foreheadBruise: currentDamage.foreheadBruise * healingFactor,\n jawBruise: currentDamage.jawBruise * healingFactor,\n totalFacialDamage: currentDamage.totalFacialDamage * healingFactor,\n };\n};\n\n/**\n * Get expression intensity based on combat state\n * \n * Expression intensity affects degree of facial movement.\n * Higher pain/damage = more intense expressions.\n * \n * @param expression - Current facial expression\n * @param pain - Pain level (0-100)\n * @param stamina - Stamina level (0-100)\n * @returns Expression intensity (0-1)\n * \n * @public\n * @korean 표정강도가져오기\n */\nexport const getExpressionIntensity = (\n expression: FacialExpression,\n pain: number,\n stamina: number\n): number => {\n switch (expression) {\n case FacialExpression.PAINED:\n // Higher pain = more intense pained expression\n return Math.min(pain / 100, 1.0);\n\n case FacialExpression.EXHAUSTED:\n // Lower stamina = more intense exhaustion\n return Math.min(1.0 - stamina / 100, 1.0);\n\n case FacialExpression.FOCUSED:\n // High stamina = more intense focus\n return Math.min(stamina / 100, 1.0);\n\n case FacialExpression.VICTORIOUS:\n // Brief, moderate intensity\n return 0.7;\n\n case FacialExpression.DEFEATED:\n // Full intensity (unconscious)\n return 1.0;\n\n case FacialExpression.NEUTRAL:\n default:\n // Default intensity\n return 1.0;\n }\n};\n\n/**\n * Create default expression state\n * \n * @returns Default neutral expression state\n * \n * @public\n * @korean 기본표정상태생성\n */\nexport const createDefaultExpressionState = (): ExpressionState => {\n return { ...DEFAULT_EXPRESSION_STATE };\n};\n\n/**\n * Create default facial damage state\n * \n * @returns Default facial damage state with no damage\n * \n * @public\n * @korean 기본얼굴손상생성\n */\nexport const createDefaultFacialDamage = (): FacialDamageState => {\n return { ...DEFAULT_FACIAL_DAMAGE };\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwFA,IAAa,gCACX,QACA,WACA,SACA,OACA,eACA,SACA,eACqB;CAErB,IAAI,gBAAgB,IAClB,OAAO,iBAAiB;CAI1B,IAAI,SACF,OAAO,iBAAiB;CAI1B,IAAI,UAAU,IACZ,OAAO,iBAAiB;CAI1B,IAAI,YACF,OAAO,iBAAiB;CAI1B,MAAM,mBAAoB,SAAS,YAAa;CAChD,IAAI,UAAU,MAAM,mBAAmB,IACrC,OAAO,iBAAiB;CAI1B,OAAO,iBAAiB;;;;;;;;;;AAwS1B,IAAa,kCAAqD;CAChE,OAAO,EAAE,GAAG,uBAAuB"}
@@ -1 +1 @@
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- {"version":3,"file":"FallAnimations.js","names":[],"sources":["../../../../src/systems/animation/systems/FallAnimations.ts"],"sourcesContent":["/**\n * Fall Animation System for Black Trigram\n *\n * Implements realistic fall down animations for knockdowns, leg sweeps,\n * and loss of consciousness events. Based on Korean martial arts falling\n * techniques (낙법 - Nakbeop).\n *\n * @module systems/animation/FallAnimations\n * @category Animation\n * @korean 낙법애니메이션\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport type { FallType } from \"../core/types\";\n\n/**\n * Fall animation impact frame numbers\n *\n * Defines which frame in each fall animation represents ground impact.\n * Used to trigger camera shake, audio, and particle effects.\n *\n * @korean 낙법충격프레임\n */\nexport const FALL_IMPACT_FRAMES: Record<FallType, number> = {\n forward: 18, // Frame 18 of 24 - hands hit ground\n backward: 22, // Frame 22 of 30 - back impacts\n side_left: 20, // Frame 20 of 27 - shoulder/side impacts\n side_right: 20, // Frame 20 of 27 - shoulder/side impacts\n};\n\n/**\n * Determines fall direction from attack vector and player facing\n *\n * Calculates which direction the player should fall based on:\n * - Attack vector (direction of incoming force)\n * - Player facing direction (from stance)\n * - Attack impact point (high/low)\n *\n * Korean terminology:\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall from rear attacks\n * - 후방낙법 (Hubang Nakbeop): Backward fall from frontal attacks\n * - 측방낙법 (Cheukbang Nakbeop): Side fall from lateral attacks\n *\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param playerFacing - Player facing angle in radians\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Attack from behind while facing forward\n * const fallType = determineFallDirection(Math.PI, 0, 'mid');\n * // Returns: 'forward' (pushed forward)\n *\n * // Attack from front while facing forward\n * const fallType = determineFallDirection(0, 0, 'mid');\n * // Returns: 'backward' (pushed backward)\n *\n * // Attack from left side\n * const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');\n * // Returns: 'side_left'\n * ```\n *\n * @public\n * @korean 낙법방향결정\n */\nexport function determineFallDirection(\n attackAngle: number,\n playerFacing: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\",\n): FallType {\n // Calculate relative attack angle (attack direction relative to player facing)\n let relativeAngle = attackAngle - playerFacing;\n\n // Normalize to -π to π range\n while (relativeAngle > Math.PI) relativeAngle -= 2 * Math.PI;\n while (relativeAngle < -Math.PI) relativeAngle += 2 * Math.PI;\n\n const absAngle = Math.abs(relativeAngle);\n\n // Leg sweeps always cause side falls (more realistic for sweeps)\n if (attackHeight === \"low\") {\n // Determine which side based on angle\n // Use a small threshold to avoid edge case at exactly 0\n // Threshold represents the angle within which we consider the sweep \"frontal\"\n // 0.01 radians ≈ 0.57 degrees - small enough to only catch near-perfect frontal sweeps\n // while still allowing accurate left/right determination for most angles\n const SWEEP_ANGLE_THRESHOLD = 0.01;\n if (Math.abs(relativeAngle) < SWEEP_ANGLE_THRESHOLD) {\n // For perfectly frontal sweeps, default to right side fall\n return \"side_right\";\n }\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n }\n\n // High attacks to head often cause backward falls\n if (attackHeight === \"high\" && absAngle < Math.PI / 3) {\n return \"backward\";\n }\n\n // Determine fall direction based on attack angle\n // Front quadrant (±45°): Backward fall\n if (absAngle < Math.PI / 4) {\n return \"backward\";\n }\n\n // Rear quadrant (±45° from back): Forward fall\n if (absAngle > (3 * Math.PI) / 4) {\n return \"forward\";\n }\n\n // Side quadrants: Side falls\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n}\n\n/**\n * Determines fall direction from current trigram stance\n *\n * Some stances have inherent instability in certain directions.\n * This function returns likely fall directions when balance is lost.\n *\n * Korean stances and fall tendencies:\n * - 건 (Heaven): Forward bias - aggressive stance\n * - 태 (Lake): Backward bias - fluid retreating\n * - 리 (Fire): Forward bias - aggressive advance\n * - 진 (Thunder): Backward bias - explosive preparation\n * - 손 (Wind): Side bias - lateral movement\n * - 감 (Water): Backward bias - defensive flow\n * - 간 (Mountain): Backward bias - solid defense\n * - 곤 (Earth): Forward bias - grounding takedowns\n *\n * @param stance - Current trigram stance\n * @param defaultFall - Default fall type if stance doesn't suggest direction\n * @returns Likely fall direction for the stance\n *\n * @public\n * @korean 자세낙법방향\n */\nexport function determineFallFromStance(\n stance: TrigramStance,\n defaultFall: FallType = \"backward\",\n): FallType {\n const stanceFallBias: Record<TrigramStance, FallType> = {\n [TrigramStance.GEON]: \"forward\", // Heaven - aggressive forward\n [TrigramStance.TAE]: \"backward\", // Lake - fluid retreat\n [TrigramStance.LI]: \"forward\", // Fire - aggressive strike\n [TrigramStance.JIN]: \"backward\", // Thunder - explosive back\n [TrigramStance.SON]: \"side_left\", // Wind - lateral pressure\n [TrigramStance.GAM]: \"backward\", // Water - flowing back\n [TrigramStance.GAN]: \"backward\", // Mountain - defensive back\n [TrigramStance.GON]: \"forward\", // Earth - forward throws\n };\n\n return stanceFallBias[stance] ?? defaultFall;\n}\n\n/**\n * Fall animation keyframe data structure\n *\n * Defines key poses during fall animations for skeletal rendering.\n * Each keyframe specifies body positions at critical moments.\n *\n * @korean 낙법키프레임\n */\nexport interface FallKeyframe {\n /** Frame number (0-indexed) */\n readonly frame: number;\n\n /** Torso rotation (radians) */\n readonly torsoRotation: { x: number; y: number; z: number };\n\n /** Center of mass vertical position (0-1, 1=standing, 0=ground) */\n readonly centerOfMassHeight: number;\n\n /** Description of this keyframe */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Forward fall keyframes (전방낙법)\n *\n * 24 frames (400ms) sequence:\n * - Frames 0-8: Forward stumble, losing balance\n * - Frames 9-15: Knee collapse, forward momentum\n * - Frames 16-20: Hands extend to brace fall\n * - Frames 21-23: Impact and settle face-down\n *\n * @korean 전방낙법키프레임\n */\nexport const FALL_FORWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 8,\n torsoRotation: { x: 0.3, y: 0, z: 0 }, // Leaning forward\n centerOfMassHeight: 0.75,\n description: {\n korean: \"전방으로 비틀거림\",\n english: \"Forward stumble\",\n },\n },\n {\n frame: 15,\n torsoRotation: { x: 0.7, y: 0, z: 0 }, // Falling forward\n centerOfMassHeight: 0.4,\n description: {\n korean: \"무릎 붕괴\",\n english: \"Knee collapse\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: 1.2, y: 0, z: 0 }, // Hands extending\n centerOfMassHeight: 0.15,\n description: {\n korean: \"손으로 지면 충격 완화\",\n english: \"Hands brace impact\",\n },\n },\n {\n frame: 23,\n torsoRotation: { x: 1.57, y: 0, z: 0 }, // Face down (90° forward)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"엎드려 정지\",\n english: \"Face-down prone\",\n },\n },\n] as const;\n\n/**\n * Backward fall keyframes (후방낙법)\n *\n * 30 frames (500ms) sequence:\n * - Frames 0-10: Backward stumble, balance loss\n * - Frames 11-18: Sitting motion begins\n * - Frames 19-25: Back impact preparation\n * - Frames 26-29: Full supine position\n *\n * @korean 후방낙법키프레임\n */\nexport const FALL_BACKWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 10,\n torsoRotation: { x: -0.2, y: 0, z: 0 }, // Leaning back\n centerOfMassHeight: 0.8,\n description: {\n korean: \"후방으로 비틀거림\",\n english: \"Backward stumble\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: -0.6, y: 0, z: 0 }, // Sitting motion\n centerOfMassHeight: 0.45,\n description: {\n korean: \"앉는 동작\",\n english: \"Sitting motion\",\n },\n },\n {\n frame: 22,\n torsoRotation: { x: -1.2, y: 0, z: 0 }, // Back impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"등 충격\",\n english: \"Back impact\",\n },\n },\n {\n frame: 29,\n torsoRotation: { x: -1.57, y: 0, z: 0 }, // Face up (90° back)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"누워 정지\",\n english: \"Supine position\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes (측방낙법)\n *\n * 27 frames (450ms) sequence:\n * - Frames 0-9: Side rotation begins\n * - Frames 10-16: Shoulder roll motion\n * - Frames 17-22: Hip impact\n * - Frames 23-26: Side sprawl position\n *\n * @korean 측방낙법키프레임\n */\nexport const FALL_SIDE_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: 0.3, z: 0.4 }, // Side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"측면 회전 시작\",\n english: \"Side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: 0.8, z: 0.9 }, // Shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"어깨 구르기\",\n english: \"Shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: 1.2, z: 1.3 }, // Hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"엉덩이 충격\",\n english: \"Hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: 1.57, z: 1.57 }, // Side position (90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"측면 정지\",\n english: \"Side sprawl\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes - RIGHT side (우측 낙법)\n *\n * Mirrored version of FALL_SIDE_KEYFRAMES with negated Y and Z rotations\n * so the character falls to the opposite side.\n *\n * @korean 우측낙법키프레임\n */\nexport const FALL_SIDE_RIGHT_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: -0.3, z: -0.4 }, // Opposite side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"우측 회전 시작\",\n english: \"Right side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: -0.8, z: -0.9 }, // Opposite shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"우측 어깨 구르기\",\n english: \"Right shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: -1.2, z: -1.3 }, // Opposite hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"우측 엉덩이 충격\",\n english: \"Right hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: -1.57, z: -1.57 }, // Right side position (-90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"우측 정지\",\n english: \"Right side sprawl\",\n },\n },\n] as const;\n\n/**\n * Get keyframes for a specific fall type\n *\n * @param fallType - Type of fall animation\n * @returns Array of keyframes for that fall type\n *\n * @public\n * @korean 낙법키프레임가져오기\n */\nexport function getFallKeyframes(fallType: FallType): readonly FallKeyframe[] {\n switch (fallType) {\n case \"forward\":\n return FALL_FORWARD_KEYFRAMES;\n case \"backward\":\n return FALL_BACKWARD_KEYFRAMES;\n case \"side_left\":\n return FALL_SIDE_KEYFRAMES;\n case \"side_right\":\n return FALL_SIDE_RIGHT_KEYFRAMES;\n default:\n return FALL_BACKWARD_KEYFRAMES;\n }\n}\n\n/**\n * Get impact frame number for fall type\n *\n * @param fallType - Type of fall animation\n * @returns Frame number when ground impact occurs\n *\n * @public\n * @korean 충격프레임가져오기\n */\nexport function getImpactFrame(fallType: FallType): number {\n return FALL_IMPACT_FRAMES[fallType];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkEA,SAAgB,uBACd,aACA,cACA,eAAuC,OAC7B;CAEV,IAAI,gBAAgB,cAAc;AAGlC,QAAO,gBAAgB,KAAK,GAAI,kBAAiB,IAAI,KAAK;AAC1D,QAAO,gBAAgB,CAAC,KAAK,GAAI,kBAAiB,IAAI,KAAK;CAE3D,MAAM,WAAW,KAAK,IAAI,cAAc;AAGxC,KAAI,iBAAiB,OAAO;AAO1B,MAAI,KAAK,IAAI,cAAc,GAAG,IAE5B,QAAO;AAET,MAAI,gBAAgB,EAClB,QAAO;MAEP,QAAO;;AAKX,KAAI,iBAAiB,UAAU,WAAW,KAAK,KAAK,EAClD,QAAO;AAKT,KAAI,WAAW,KAAK,KAAK,EACvB,QAAO;AAIT,KAAI,WAAY,IAAI,KAAK,KAAM,EAC7B,QAAO;AAIT,KAAI,gBAAgB,EAClB,QAAO;KAEP,QAAO;;;;;;;;;;;;;;;;;;;;;;;;;AA2BX,SAAgB,wBACd,QACA,cAAwB,YACd;AAYV,QAAO;GAVJ,cAAc,OAAO;GACrB,cAAc,MAAM;GACpB,cAAc,KAAK;GACnB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;EAGhB,CAAe,WAAW"}
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+ {"version":3,"file":"FallAnimations.js","names":[],"sources":["../../../../src/systems/animation/systems/FallAnimations.ts"],"sourcesContent":["/**\n * Fall Animation System for Black Trigram\n *\n * Implements realistic fall down animations for knockdowns, leg sweeps,\n * and loss of consciousness events. Based on Korean martial arts falling\n * techniques (낙법 - Nakbeop).\n *\n * @module systems/animation/FallAnimations\n * @category Animation\n * @korean 낙법애니메이션\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport type { FallType } from \"../core/types\";\n\n/**\n * Fall animation impact frame numbers\n *\n * Defines which frame in each fall animation represents ground impact.\n * Used to trigger camera shake, audio, and particle effects.\n *\n * @korean 낙법충격프레임\n */\nexport const FALL_IMPACT_FRAMES: Record<FallType, number> = {\n forward: 18, // Frame 18 of 24 - hands hit ground\n backward: 22, // Frame 22 of 30 - back impacts\n side_left: 20, // Frame 20 of 27 - shoulder/side impacts\n side_right: 20, // Frame 20 of 27 - shoulder/side impacts\n};\n\n/**\n * Determines fall direction from attack vector and player facing\n *\n * Calculates which direction the player should fall based on:\n * - Attack vector (direction of incoming force)\n * - Player facing direction (from stance)\n * - Attack impact point (high/low)\n *\n * Korean terminology:\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall from rear attacks\n * - 후방낙법 (Hubang Nakbeop): Backward fall from frontal attacks\n * - 측방낙법 (Cheukbang Nakbeop): Side fall from lateral attacks\n *\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param playerFacing - Player facing angle in radians\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Attack from behind while facing forward\n * const fallType = determineFallDirection(Math.PI, 0, 'mid');\n * // Returns: 'forward' (pushed forward)\n *\n * // Attack from front while facing forward\n * const fallType = determineFallDirection(0, 0, 'mid');\n * // Returns: 'backward' (pushed backward)\n *\n * // Attack from left side\n * const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');\n * // Returns: 'side_left'\n * ```\n *\n * @public\n * @korean 낙법방향결정\n */\nexport function determineFallDirection(\n attackAngle: number,\n playerFacing: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\",\n): FallType {\n // Calculate relative attack angle (attack direction relative to player facing)\n let relativeAngle = attackAngle - playerFacing;\n\n // Normalize to -π to π range\n while (relativeAngle > Math.PI) relativeAngle -= 2 * Math.PI;\n while (relativeAngle < -Math.PI) relativeAngle += 2 * Math.PI;\n\n const absAngle = Math.abs(relativeAngle);\n\n // Leg sweeps always cause side falls (more realistic for sweeps)\n if (attackHeight === \"low\") {\n // Determine which side based on angle\n // Use a small threshold to avoid edge case at exactly 0\n // Threshold represents the angle within which we consider the sweep \"frontal\"\n // 0.01 radians ≈ 0.57 degrees - small enough to only catch near-perfect frontal sweeps\n // while still allowing accurate left/right determination for most angles\n const SWEEP_ANGLE_THRESHOLD = 0.01;\n if (Math.abs(relativeAngle) < SWEEP_ANGLE_THRESHOLD) {\n // For perfectly frontal sweeps, default to right side fall\n return \"side_right\";\n }\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n }\n\n // High attacks to head often cause backward falls\n if (attackHeight === \"high\" && absAngle < Math.PI / 3) {\n return \"backward\";\n }\n\n // Determine fall direction based on attack angle\n // Front quadrant (±45°): Backward fall\n if (absAngle < Math.PI / 4) {\n return \"backward\";\n }\n\n // Rear quadrant (±45° from back): Forward fall\n if (absAngle > (3 * Math.PI) / 4) {\n return \"forward\";\n }\n\n // Side quadrants: Side falls\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n}\n\n/**\n * Determines fall direction from current trigram stance\n *\n * Some stances have inherent instability in certain directions.\n * This function returns likely fall directions when balance is lost.\n *\n * Korean stances and fall tendencies:\n * - 건 (Heaven): Forward bias - aggressive stance\n * - 태 (Lake): Backward bias - fluid retreating\n * - 리 (Fire): Forward bias - aggressive advance\n * - 진 (Thunder): Backward bias - explosive preparation\n * - 손 (Wind): Side bias - lateral movement\n * - 감 (Water): Backward bias - defensive flow\n * - 간 (Mountain): Backward bias - solid defense\n * - 곤 (Earth): Forward bias - grounding takedowns\n *\n * @param stance - Current trigram stance\n * @param defaultFall - Default fall type if stance doesn't suggest direction\n * @returns Likely fall direction for the stance\n *\n * @public\n * @korean 자세낙법방향\n */\nexport function determineFallFromStance(\n stance: TrigramStance,\n defaultFall: FallType = \"backward\",\n): FallType {\n const stanceFallBias: Record<TrigramStance, FallType> = {\n [TrigramStance.GEON]: \"forward\", // Heaven - aggressive forward\n [TrigramStance.TAE]: \"backward\", // Lake - fluid retreat\n [TrigramStance.LI]: \"forward\", // Fire - aggressive strike\n [TrigramStance.JIN]: \"backward\", // Thunder - explosive back\n [TrigramStance.SON]: \"side_left\", // Wind - lateral pressure\n [TrigramStance.GAM]: \"backward\", // Water - flowing back\n [TrigramStance.GAN]: \"backward\", // Mountain - defensive back\n [TrigramStance.GON]: \"forward\", // Earth - forward throws\n };\n\n return stanceFallBias[stance] ?? defaultFall;\n}\n\n/**\n * Fall animation keyframe data structure\n *\n * Defines key poses during fall animations for skeletal rendering.\n * Each keyframe specifies body positions at critical moments.\n *\n * @korean 낙법키프레임\n */\nexport interface FallKeyframe {\n /** Frame number (0-indexed) */\n readonly frame: number;\n\n /** Torso rotation (radians) */\n readonly torsoRotation: { x: number; y: number; z: number };\n\n /** Center of mass vertical position (0-1, 1=standing, 0=ground) */\n readonly centerOfMassHeight: number;\n\n /** Description of this keyframe */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Forward fall keyframes (전방낙법)\n *\n * 24 frames (400ms) sequence:\n * - Frames 0-8: Forward stumble, losing balance\n * - Frames 9-15: Knee collapse, forward momentum\n * - Frames 16-20: Hands extend to brace fall\n * - Frames 21-23: Impact and settle face-down\n *\n * @korean 전방낙법키프레임\n */\nexport const FALL_FORWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 8,\n torsoRotation: { x: 0.3, y: 0, z: 0 }, // Leaning forward\n centerOfMassHeight: 0.75,\n description: {\n korean: \"전방으로 비틀거림\",\n english: \"Forward stumble\",\n },\n },\n {\n frame: 15,\n torsoRotation: { x: 0.7, y: 0, z: 0 }, // Falling forward\n centerOfMassHeight: 0.4,\n description: {\n korean: \"무릎 붕괴\",\n english: \"Knee collapse\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: 1.2, y: 0, z: 0 }, // Hands extending\n centerOfMassHeight: 0.15,\n description: {\n korean: \"손으로 지면 충격 완화\",\n english: \"Hands brace impact\",\n },\n },\n {\n frame: 23,\n torsoRotation: { x: 1.57, y: 0, z: 0 }, // Face down (90° forward)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"엎드려 정지\",\n english: \"Face-down prone\",\n },\n },\n] as const;\n\n/**\n * Backward fall keyframes (후방낙법)\n *\n * 30 frames (500ms) sequence:\n * - Frames 0-10: Backward stumble, balance loss\n * - Frames 11-18: Sitting motion begins\n * - Frames 19-25: Back impact preparation\n * - Frames 26-29: Full supine position\n *\n * @korean 후방낙법키프레임\n */\nexport const FALL_BACKWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 10,\n torsoRotation: { x: -0.2, y: 0, z: 0 }, // Leaning back\n centerOfMassHeight: 0.8,\n description: {\n korean: \"후방으로 비틀거림\",\n english: \"Backward stumble\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: -0.6, y: 0, z: 0 }, // Sitting motion\n centerOfMassHeight: 0.45,\n description: {\n korean: \"앉는 동작\",\n english: \"Sitting motion\",\n },\n },\n {\n frame: 22,\n torsoRotation: { x: -1.2, y: 0, z: 0 }, // Back impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"등 충격\",\n english: \"Back impact\",\n },\n },\n {\n frame: 29,\n torsoRotation: { x: -1.57, y: 0, z: 0 }, // Face up (90° back)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"누워 정지\",\n english: \"Supine position\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes (측방낙법)\n *\n * 27 frames (450ms) sequence:\n * - Frames 0-9: Side rotation begins\n * - Frames 10-16: Shoulder roll motion\n * - Frames 17-22: Hip impact\n * - Frames 23-26: Side sprawl position\n *\n * @korean 측방낙법키프레임\n */\nexport const FALL_SIDE_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: 0.3, z: 0.4 }, // Side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"측면 회전 시작\",\n english: \"Side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: 0.8, z: 0.9 }, // Shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"어깨 구르기\",\n english: \"Shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: 1.2, z: 1.3 }, // Hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"엉덩이 충격\",\n english: \"Hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: 1.57, z: 1.57 }, // Side position (90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"측면 정지\",\n english: \"Side sprawl\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes - RIGHT side (우측 낙법)\n *\n * Mirrored version of FALL_SIDE_KEYFRAMES with negated Y and Z rotations\n * so the character falls to the opposite side.\n *\n * @korean 우측낙법키프레임\n */\nexport const FALL_SIDE_RIGHT_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: -0.3, z: -0.4 }, // Opposite side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"우측 회전 시작\",\n english: \"Right side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: -0.8, z: -0.9 }, // Opposite shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"우측 어깨 구르기\",\n english: \"Right shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: -1.2, z: -1.3 }, // Opposite hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"우측 엉덩이 충격\",\n english: \"Right hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: -1.57, z: -1.57 }, // Right side position (-90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"우측 정지\",\n english: \"Right side sprawl\",\n },\n },\n] as const;\n\n/**\n * Get keyframes for a specific fall type\n *\n * @param fallType - Type of fall animation\n * @returns Array of keyframes for that fall type\n *\n * @public\n * @korean 낙법키프레임가져오기\n */\nexport function getFallKeyframes(fallType: FallType): readonly FallKeyframe[] {\n switch (fallType) {\n case \"forward\":\n return FALL_FORWARD_KEYFRAMES;\n case \"backward\":\n return FALL_BACKWARD_KEYFRAMES;\n case \"side_left\":\n return FALL_SIDE_KEYFRAMES;\n case \"side_right\":\n return FALL_SIDE_RIGHT_KEYFRAMES;\n default:\n return FALL_BACKWARD_KEYFRAMES;\n }\n}\n\n/**\n * Get impact frame number for fall type\n *\n * @param fallType - Type of fall animation\n * @returns Frame number when ground impact occurs\n *\n * @public\n * @korean 충격프레임가져오기\n */\nexport function getImpactFrame(fallType: FallType): number {\n return FALL_IMPACT_FRAMES[fallType];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkEA,SAAgB,uBACd,aACA,cACA,eAAuC,OAC7B;CAEV,IAAI,gBAAgB,cAAc;CAGlC,OAAO,gBAAgB,KAAK,IAAI,iBAAiB,IAAI,KAAK;CAC1D,OAAO,gBAAgB,CAAC,KAAK,IAAI,iBAAiB,IAAI,KAAK;CAE3D,MAAM,WAAW,KAAK,IAAI,cAAc;CAGxC,IAAI,iBAAiB,OAAO;EAO1B,IAAI,KAAK,IAAI,cAAc,GAAG,KAE5B,OAAO;EAET,IAAI,gBAAgB,GAClB,OAAO;OAEP,OAAO;;CAKX,IAAI,iBAAiB,UAAU,WAAW,KAAK,KAAK,GAClD,OAAO;CAKT,IAAI,WAAW,KAAK,KAAK,GACvB,OAAO;CAIT,IAAI,WAAY,IAAI,KAAK,KAAM,GAC7B,OAAO;CAIT,IAAI,gBAAgB,GAClB,OAAO;MAEP,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;AA2BX,SAAgB,wBACd,QACA,cAAwB,YACd;CAYV,OAAO;GAVJ,cAAc,OAAO;GACrB,cAAc,MAAM;GACpB,cAAc,KAAK;GACnB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;EAGhB,CAAe,WAAW"}
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- {"version":3,"file":"MuscleActivation.js","names":[],"sources":["../../../../src/systems/animation/systems/MuscleActivation.ts"],"sourcesContent":["/**\n * Muscle activation system for realistic combat physiology\n *\n * Maps Korean martial arts techniques to anatomically accurate muscle activation patterns.\n * Manages dynamic muscle tension, stamina effects, and smooth relaxation transitions.\n * Includes stance-specific leg muscle tension for isometric holds and weight-bearing.\n *\n * @module systems/animation/MuscleActivation\n * @category Combat Animation\n * @korean 근육활성화시스템\n */\n\nimport type { TrigramStance } from \"@/types/common\";\nimport type {\n MuscleActivationMap,\n MuscleActivationState,\n MuscleGroupName,\n MuscleSystemConfig,\n} from \"@/types/muscle\";\nimport { KOREAN_STANCE_BIOMECHANICS } from \"../builders/MartialArtsConstants\";\n\n/**\n * Type-safe mapping of TrigramStance to biomechanics keys\n * Defined at module level to avoid recreation at 60fps\n * @korean 자세생체역학매핑\n */\nconst STANCE_TO_BIOMECH_KEY = {\n geon: \"GEON_HEAVEN\",\n tae: \"TAE_LAKE\",\n li: \"LI_FIRE\",\n jin: \"JIN_THUNDER\",\n son: \"SON_WIND\",\n gam: \"GAM_WATER\",\n gan: \"GAN_MOUNTAIN\",\n gon: \"GON_EARTH\",\n} as const satisfies Record<\n TrigramStance,\n keyof typeof KOREAN_STANCE_BIOMECHANICS\n>;\n\n/**\n * Get leg muscle tension for a specific trigram stance\n *\n * Calculates realistic leg muscle activation based on stance biomechanics:\n * - Weight distribution (체중부하) - Which leg bears more load\n * - Knee flexion angles (무릎굽힘각도) - Deep stances require more tension\n * - Isometric contraction (등척성수축) - Holding positions activates muscles\n *\n * Based on authentic Korean martial arts stance mechanics:\n * - Deep stances (Jin 90°, Gon 80°) = High quad/calf tension\n * - Front-weighted (Geon 60/40) = Front leg emphasis\n * - Back-weighted (Tae 10/90, Gam 30/70) = Back leg emphasis\n *\n * @param stance - Trigram stance (e.g., TrigramStance.GEON)\n * @returns Map of leg muscle groups to tension levels (0-1)\n *\n * @example\n * ```typescript\n * const jinMuscles = getMuscleTensionForStance(TrigramStance.JIN);\n * // Returns: Map {\n * // \"QUAD_L\" => 0.90, // Deep 90° knee bend\n * // \"QUAD_R\" => 0.90, // Equal weight distribution\n * // \"CALF_L\" => 0.85, // Isometric hold\n * // \"CALF_R\" => 0.85,\n * // \"HAMSTRING_L\" => 0.45,\n * // \"HAMSTRING_R\" => 0.45,\n * // \"GLUTE_L\" => 0.40,\n * // \"GLUTE_R\" => 0.40\n * // }\n * ```\n *\n * @korean 자세다리근육긴장도\n */\nexport const getMuscleTensionForStance = (\n stance: TrigramStance,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n // Get biomechanical data for stance (type-safe lookup)\n const biomechKey = STANCE_TO_BIOMECH_KEY[stance];\n const biomech = KOREAN_STANCE_BIOMECHANICS[biomechKey];\n\n if (!biomech) {\n // This branch should never execute with proper typing, but kept for safety\n // Provide conservative defaults for all muscle groups to keep map consistent\n activations.set(\"QUAD_L\", 0.2);\n activations.set(\"QUAD_R\", 0.2);\n activations.set(\"CALF_L\", 0.1);\n activations.set(\"CALF_R\", 0.1);\n activations.set(\"HAMSTRING_L\", 0.1);\n activations.set(\"HAMSTRING_R\", 0.1);\n activations.set(\"GLUTE_L\", 0.1);\n activations.set(\"GLUTE_R\", 0.1);\n return activations;\n }\n\n // Calculate quadriceps tension based on knee flexion\n // Formula (base tension): baseTension = (180° - kneeAngle) / 110°\n // Range: 90° knee → 0.82 base tension, 180° knee → 0.0 base tension\n // This base value is then combined with weight distribution for final tension\n const frontQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.frontKneeBend) / 110),\n );\n const backQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.backKneeBend) / 110),\n );\n\n // Apply weight distribution to muscle tension\n // Front leg quadriceps (체중부하 + 등척성수축)\n // Base tension from bend + weight factor\n // Note: Even with 0% weight, deep knee flexion produces tension\n // (e.g., raised leg in crane stance requires quad engagement to hold position)\n const frontQuadTension = Math.min(\n 1.0,\n frontQuadTensionFromBend * 0.6 + biomech.weightDistribution.front * 0.4,\n );\n\n // Back leg quadriceps\n const backQuadTension = Math.min(\n 1.0,\n backQuadTensionFromBend * 0.6 + biomech.weightDistribution.back * 0.4,\n );\n\n // Set quadriceps tension (right = front, left = back in standard stance)\n activations.set(\"QUAD_R\", frontQuadTension);\n activations.set(\"QUAD_L\", backQuadTension);\n\n // Calculate hamstring tension (antagonist muscles, lower activation)\n // Hamstrings activate more in bent positions for stabilization\n const frontHamstringTension =\n frontQuadTensionFromBend * 0.5 * biomech.weightDistribution.front;\n const backHamstringTension =\n backQuadTensionFromBend * 0.5 * biomech.weightDistribution.back;\n\n activations.set(\"HAMSTRING_R\", Math.min(0.8, frontHamstringTension));\n activations.set(\"HAMSTRING_L\", Math.min(0.8, backHamstringTension));\n\n // Calculate calf tension for deep stances (isometric hold support)\n // Very deep stances (< 100° knee angle) require significant calf engagement\n const frontCalfTension =\n biomech.frontKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.frontKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.front\n : 0.25 * biomech.weightDistribution.front;\n\n const backCalfTension =\n biomech.backKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.backKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.back\n : 0.25 * biomech.weightDistribution.back;\n\n activations.set(\"CALF_R\", frontCalfTension);\n activations.set(\"CALF_L\", backCalfTension);\n\n // Calculate glute activation (hip extension support)\n // Glutes engage more in deep stances for posture maintenance\n const gluteBaseActivation = (1.0 - biomech.hipHeight) * 0.5;\n\n activations.set(\n \"GLUTE_R\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n frontQuadTensionFromBend * 0.2 * biomech.weightDistribution.front,\n ),\n );\n activations.set(\n \"GLUTE_L\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n backQuadTensionFromBend * 0.2 * biomech.weightDistribution.back,\n ),\n );\n\n return activations;\n};\n\n/**\n * Get muscle activation mapping for a specific Korean martial arts technique\n *\n * Maps technique names to muscle groups with tension levels (0-1 scale).\n * Based on authentic Korean martial arts (Taekwondo, Hapkido, Taekyon).\n *\n * @param technique - Technique name (e.g., \"jab\", \"cross\", \"front_kick\", \"block\")\n * @returns Map of muscle groups to target tension levels\n *\n * @example\n * ```typescript\n * const jabMuscles = getMuscleActivationForTechnique(\"jab\");\n * // Returns: Map {\n * // \"SHOULDER_R\" => 0.7,\n * // \"BICEP_R\" => 1.0,\n * // \"TRICEP_R\" => 0.8,\n * // \"CORE\" => 0.5\n * // }\n * ```\n *\n * @korean 기법근육활성화가져오기\n */\nexport const getMuscleActivationForTechnique = (\n technique: string,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n switch (technique.toLowerCase()) {\n // Punching techniques - 주먹 기술\n case \"jab\":\n case \"정권\": // Front jab\n activations.set(\"SHOULDER_R\", 0.8);\n activations.set(\"TRICEP_R\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_R\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.5);\n activations.set(\"PECTORALS\", 0.5); // Shoulder horizontal adduction\n break;\n\n case \"cross\":\n case \"역권\": // Reverse punch\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"TRICEP_L\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_L\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.8); // More core rotation\n activations.set(\"PECTORALS\", 0.7); // Chest drive for power\n activations.set(\"OBLIQUES\", 0.8); // Torso rotation for hip transfer\n break;\n\n case \"hook\":\n case \"갈고리주먹\": // Hook punch\n activations.set(\"SHOULDER_R\", 1.0); // Primary mover for horizontal arc\n activations.set(\"BICEP_R\", 0.8); // Maintains elbow angle during arc\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Drives rotational power\n activations.set(\"OBLIQUES\", 0.9); // Primary torso rotation driver\n break;\n\n case \"uppercut\":\n case \"올려치기\": // Uppercut\n activations.set(\"SHOULDER_R\", 0.95); // Drives upward arc\n activations.set(\"BICEP_R\", 0.9); // Maintains elbow angle for upward drive\n activations.set(\"TRICEP_R\", 0.5); // Partial extension\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n activations.set(\"QUAD_R\", 0.7); // Lower body drive (legs push up)\n activations.set(\"GLUTE_R\", 0.6); // Hip extension for power\n break;\n\n // Kicking techniques - 발차기 기술\n case \"front_kick\":\n case \"앞차기\": // Mae Chagi\n activations.set(\"QUAD_R\", 1.0); // Kicking leg fully flexed\n activations.set(\"GLUTE_R\", 0.9);\n activations.set(\"CALF_R\", 0.7);\n activations.set(\"CORE\", 0.6); // Balance\n activations.set(\"ABS\", 0.7);\n activations.set(\"QUAD_L\", 0.4); // Support leg tensed\n activations.set(\"CALF_L\", 0.5);\n break;\n\n case \"roundhouse_kick\":\n case \"dollyeochagi\":\n case \"돌려차기\": // Dollyeo Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.8);\n activations.set(\"GLUTE_R\", 0.95);\n activations.set(\"CORE\", 0.8);\n activations.set(\"OBLIQUES\", 0.9); // Hip rotation\n activations.set(\"QUAD_L\", 0.5);\n break;\n\n case \"side_kick\":\n case \"옆차기\": // Yeop Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.85);\n activations.set(\"CALF_R\", 0.8);\n activations.set(\"CORE\", 0.7);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n case \"back_kick\":\n case \"뒤차기\": // Dwi Chagi\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.95);\n activations.set(\"QUAD_R\", 0.8);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n break;\n\n case \"axe_kick\":\n case \"내려차기\": // Naeryeo Chagi\n activations.set(\"QUAD_R\", 0.9);\n activations.set(\"HAMSTRING_R\", 1.0); // Maximum hamstring flex\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.8);\n activations.set(\"ABS\", 0.9);\n break;\n\n // Defensive techniques - 방어 기술\n case \"block\":\n case \"makgi\":\n case \"막기\": // Block\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"SHOULDER_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"FOREARM_L\", 0.8);\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Brace for impact\n activations.set(\"ABS\", 0.7);\n break;\n\n case \"parry\":\n case \"흘려막기\": // Deflecting block\n activations.set(\"SHOULDER_R\", 0.6);\n activations.set(\"FOREARM_R\", 0.7);\n activations.set(\"CORE\", 0.5);\n break;\n\n // Elbow techniques - 팔꿈치 기술\n case \"elbow_strike\":\n case \"팔꿈치치기\": // Palkumchi Chigi\n activations.set(\"SHOULDER_R\", 1.0);\n activations.set(\"TRICEP_R\", 0.95);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"CORE\", 0.85);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n // Knee techniques - 무릎 기술\n case \"knee_strike\":\n case \"무릎치기\": // Mureup Chigi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.9);\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.85);\n break;\n\n // Grappling techniques - 잡기 기술 (Hapkido)\n case \"grab\":\n case \"잡기\":\n activations.set(\"FOREARM_L\", 0.9);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"CORE\", 0.6);\n break;\n\n // Stance changes - 자세 전환\n case \"stance_change\":\n case \"자세전환\":\n activations.set(\"CORE\", 0.7);\n activations.set(\"ABS\", 0.6);\n activations.set(\"QUAD_L\", 0.5);\n activations.set(\"QUAD_R\", 0.5);\n activations.set(\"CALF_L\", 0.5);\n activations.set(\"CALF_R\", 0.5);\n break;\n\n // Default - minimal activation\n default:\n activations.set(\"CORE\", 0.3);\n break;\n }\n\n return activations;\n};\n\n/**\n * Muscle activation manager for real-time combat physiology\n *\n * Manages 60fps muscle tension updates, stamina effects, and smooth transitions.\n * Optimized for performance with ref-based updates to avoid React re-renders.\n *\n * @korean 근육활성화관리자\n */\nexport class MuscleActivationManager {\n private activations: Map<MuscleGroupName, MuscleActivationState>;\n private config: MuscleSystemConfig;\n private scratchMap: Map<string, number>; // Reusable map for state sync to avoid allocations\n\n /**\n * Create a new muscle activation manager\n *\n * @param config - Optional configuration (uses defaults if not provided)\n * @korean 생성자\n */\n constructor(config: Partial<MuscleSystemConfig> = {}) {\n this.config = {\n maxFrameTime: 3,\n muscleCount: 20,\n useInstancing: false,\n relaxationDelay: 0.3,\n exhaustionThreshold: 20,\n shakeFrequency: 20,\n shakeAmplitude: 0.02,\n activationSpeed: 5.0,\n relaxationSpeed: 3.0,\n shakingTensionThreshold: 0.3,\n ...config,\n };\n\n // Initialize all muscle groups to relaxed state\n this.activations = new Map();\n // Initialize reusable scratch map for state sync\n this.scratchMap = new Map();\n const allMuscles: MuscleGroupName[] = [\n \"SHOULDER_L\",\n \"SHOULDER_R\",\n \"BICEP_L\",\n \"BICEP_R\",\n \"TRICEP_L\",\n \"TRICEP_R\",\n \"FOREARM_L\",\n \"FOREARM_R\",\n \"PECTORALS\",\n \"CORE\",\n \"ABS\",\n \"OBLIQUES\",\n \"QUAD_L\",\n \"QUAD_R\",\n \"HAMSTRING_L\",\n \"HAMSTRING_R\",\n \"CALF_L\",\n \"CALF_R\",\n \"GLUTE_L\",\n \"GLUTE_R\",\n ];\n\n allMuscles.forEach((muscle) => {\n this.activations.set(muscle, {\n muscleGroup: muscle,\n tension: 0,\n targetTension: 0,\n isShaking: false,\n });\n });\n }\n\n /**\n * Update muscle activations for a technique at 60fps\n *\n * @param technique - Technique name\n * @param stamina - Current stamina (0-100)\n * @param delta - Time since last frame in seconds\n *\n * @korean 업데이트\n */\n update(technique: string, stamina: number, delta: number): void {\n const targetActivations = getMuscleActivationForTechnique(technique);\n const isExhausted = stamina < this.config.exhaustionThreshold;\n\n // Update each muscle group\n this.activations.forEach((state, muscleGroup) => {\n const targetTension = targetActivations.get(muscleGroup) ?? 0;\n\n // Adjust tension based on stamina (exhaustion reduces muscle effectiveness)\n const staminaFactor = Math.max(0.3, stamina / 100); // Minimum 30% even when exhausted\n const adjustedTarget = targetTension * staminaFactor;\n\n // Smooth transition to target tension using lerp\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n adjustedTarget,\n this.config.activationSpeed * delta,\n );\n\n // Update shaking state for exhaustion\n const isShaking =\n isExhausted && state.tension > this.config.shakingTensionThreshold;\n\n // Update state directly for performance\n state.tension = newTension;\n state.targetTension = adjustedTarget;\n state.isShaking = isShaking;\n });\n }\n\n /**\n * Gradually relax all muscles to idle state\n *\n * Used after technique completion with configurable delay.\n *\n * @param delta - Time since last frame in seconds\n *\n * @korean 근육이완\n */\n relaxAllMuscles(delta: number): void {\n this.activations.forEach((state) => {\n // Use configured relaxation speed (slower than activation for realism)\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n 0,\n this.config.relaxationSpeed * delta,\n );\n\n state.tension = newTension;\n state.targetTension = 0;\n state.isShaking = false;\n });\n }\n\n /**\n * Get current tension for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Current tension (0-1) or 0 if not found\n *\n * @korean 긴장도가져오기\n */\n getTension(muscleGroup: MuscleGroupName): number {\n return this.activations.get(muscleGroup)?.tension ?? 0;\n }\n\n /**\n * Get shaking state for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Whether muscle is shaking\n *\n * @korean 흔들림상태가져오기\n */\n isShaking(muscleGroup: MuscleGroupName): boolean {\n return this.activations.get(muscleGroup)?.isShaking ?? false;\n }\n\n /**\n * Get all current muscle activations\n *\n * @returns Map of muscle groups to current states\n *\n * @korean 모든활성화가져오기\n */\n getAllActivations(): ReadonlyMap<MuscleGroupName, MuscleActivationState> {\n return this.activations;\n }\n\n /**\n * Get reusable scratch map with current tension values for state sync\n *\n * Populates and returns a reusable Map to avoid allocations during state sync.\n * This map is cleared and repopulated on each call.\n *\n * @returns Reusable Map with current tension values\n *\n * @korean 상태동기화맵가져오기\n */\n getScratchMapForSync(): Map<string, number> {\n this.scratchMap.clear();\n this.activations.forEach((state, name) => {\n this.scratchMap.set(name, state.tension);\n });\n return this.scratchMap;\n }\n\n /**\n * Reset all muscles to relaxed state immediately\n *\n * @korean 즉시이완\n */\n reset(): void {\n this.activations.forEach((state) => {\n state.tension = 0;\n state.targetTension = 0;\n state.isShaking = false;\n });\n this.scratchMap.clear();\n }\n\n /**\n * Dispose of the muscle activation system\n *\n * Clears all internal state and references to prevent memory leaks.\n * Should be called when the system is no longer needed (e.g., component unmount).\n *\n * @korean 근육시스템해제\n */\n dispose(): void {\n this.activations.clear();\n this.scratchMap.clear();\n 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+ {"version":3,"file":"MuscleActivation.js","names":[],"sources":["../../../../src/systems/animation/systems/MuscleActivation.ts"],"sourcesContent":["/**\n * Muscle activation system for realistic combat physiology\n *\n * Maps Korean martial arts techniques to anatomically accurate muscle activation patterns.\n * Manages dynamic muscle tension, stamina effects, and smooth relaxation transitions.\n * Includes stance-specific leg muscle tension for isometric holds and weight-bearing.\n *\n * @module systems/animation/MuscleActivation\n * @category Combat Animation\n * @korean 근육활성화시스템\n */\n\nimport type { TrigramStance } from \"@/types/common\";\nimport type {\n MuscleActivationMap,\n MuscleActivationState,\n MuscleGroupName,\n MuscleSystemConfig,\n} from \"@/types/muscle\";\nimport { KOREAN_STANCE_BIOMECHANICS } from \"../builders/MartialArtsConstants\";\n\n/**\n * Type-safe mapping of TrigramStance to biomechanics keys\n * Defined at module level to avoid recreation at 60fps\n * @korean 자세생체역학매핑\n */\nconst STANCE_TO_BIOMECH_KEY = {\n geon: \"GEON_HEAVEN\",\n tae: \"TAE_LAKE\",\n li: \"LI_FIRE\",\n jin: \"JIN_THUNDER\",\n son: \"SON_WIND\",\n gam: \"GAM_WATER\",\n gan: \"GAN_MOUNTAIN\",\n gon: \"GON_EARTH\",\n} as const satisfies Record<\n TrigramStance,\n keyof typeof KOREAN_STANCE_BIOMECHANICS\n>;\n\n/**\n * Get leg muscle tension for a specific trigram stance\n *\n * Calculates realistic leg muscle activation based on stance biomechanics:\n * - Weight distribution (체중부하) - Which leg bears more load\n * - Knee flexion angles (무릎굽힘각도) - Deep stances require more tension\n * - Isometric contraction (등척성수축) - Holding positions activates muscles\n *\n * Based on authentic Korean martial arts stance mechanics:\n * - Deep stances (Jin 90°, Gon 80°) = High quad/calf tension\n * - Front-weighted (Geon 60/40) = Front leg emphasis\n * - Back-weighted (Tae 10/90, Gam 30/70) = Back leg emphasis\n *\n * @param stance - Trigram stance (e.g., TrigramStance.GEON)\n * @returns Map of leg muscle groups to tension levels (0-1)\n *\n * @example\n * ```typescript\n * const jinMuscles = getMuscleTensionForStance(TrigramStance.JIN);\n * // Returns: Map {\n * // \"QUAD_L\" => 0.90, // Deep 90° knee bend\n * // \"QUAD_R\" => 0.90, // Equal weight distribution\n * // \"CALF_L\" => 0.85, // Isometric hold\n * // \"CALF_R\" => 0.85,\n * // \"HAMSTRING_L\" => 0.45,\n * // \"HAMSTRING_R\" => 0.45,\n * // \"GLUTE_L\" => 0.40,\n * // \"GLUTE_R\" => 0.40\n * // }\n * ```\n *\n * @korean 자세다리근육긴장도\n */\nexport const getMuscleTensionForStance = (\n stance: TrigramStance,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n // Get biomechanical data for stance (type-safe lookup)\n const biomechKey = STANCE_TO_BIOMECH_KEY[stance];\n const biomech = KOREAN_STANCE_BIOMECHANICS[biomechKey];\n\n if (!biomech) {\n // This branch should never execute with proper typing, but kept for safety\n // Provide conservative defaults for all muscle groups to keep map consistent\n activations.set(\"QUAD_L\", 0.2);\n activations.set(\"QUAD_R\", 0.2);\n activations.set(\"CALF_L\", 0.1);\n activations.set(\"CALF_R\", 0.1);\n activations.set(\"HAMSTRING_L\", 0.1);\n activations.set(\"HAMSTRING_R\", 0.1);\n activations.set(\"GLUTE_L\", 0.1);\n activations.set(\"GLUTE_R\", 0.1);\n return activations;\n }\n\n // Calculate quadriceps tension based on knee flexion\n // Formula (base tension): baseTension = (180° - kneeAngle) / 110°\n // Range: 90° knee → 0.82 base tension, 180° knee → 0.0 base tension\n // This base value is then combined with weight distribution for final tension\n const frontQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.frontKneeBend) / 110),\n );\n const backQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.backKneeBend) / 110),\n );\n\n // Apply weight distribution to muscle tension\n // Front leg quadriceps (체중부하 + 등척성수축)\n // Base tension from bend + weight factor\n // Note: Even with 0% weight, deep knee flexion produces tension\n // (e.g., raised leg in crane stance requires quad engagement to hold position)\n const frontQuadTension = Math.min(\n 1.0,\n frontQuadTensionFromBend * 0.6 + biomech.weightDistribution.front * 0.4,\n );\n\n // Back leg quadriceps\n const backQuadTension = Math.min(\n 1.0,\n backQuadTensionFromBend * 0.6 + biomech.weightDistribution.back * 0.4,\n );\n\n // Set quadriceps tension (right = front, left = back in standard stance)\n activations.set(\"QUAD_R\", frontQuadTension);\n activations.set(\"QUAD_L\", backQuadTension);\n\n // Calculate hamstring tension (antagonist muscles, lower activation)\n // Hamstrings activate more in bent positions for stabilization\n const frontHamstringTension =\n frontQuadTensionFromBend * 0.5 * biomech.weightDistribution.front;\n const backHamstringTension =\n backQuadTensionFromBend * 0.5 * biomech.weightDistribution.back;\n\n activations.set(\"HAMSTRING_R\", Math.min(0.8, frontHamstringTension));\n activations.set(\"HAMSTRING_L\", Math.min(0.8, backHamstringTension));\n\n // Calculate calf tension for deep stances (isometric hold support)\n // Very deep stances (< 100° knee angle) require significant calf engagement\n const frontCalfTension =\n biomech.frontKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.frontKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.front\n : 0.25 * biomech.weightDistribution.front;\n\n const backCalfTension =\n biomech.backKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.backKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.back\n : 0.25 * biomech.weightDistribution.back;\n\n activations.set(\"CALF_R\", frontCalfTension);\n activations.set(\"CALF_L\", backCalfTension);\n\n // Calculate glute activation (hip extension support)\n // Glutes engage more in deep stances for posture maintenance\n const gluteBaseActivation = (1.0 - biomech.hipHeight) * 0.5;\n\n activations.set(\n \"GLUTE_R\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n frontQuadTensionFromBend * 0.2 * biomech.weightDistribution.front,\n ),\n );\n activations.set(\n \"GLUTE_L\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n backQuadTensionFromBend * 0.2 * biomech.weightDistribution.back,\n ),\n );\n\n return activations;\n};\n\n/**\n * Get muscle activation mapping for a specific Korean martial arts technique\n *\n * Maps technique names to muscle groups with tension levels (0-1 scale).\n * Based on authentic Korean martial arts (Taekwondo, Hapkido, Taekyon).\n *\n * @param technique - Technique name (e.g., \"jab\", \"cross\", \"front_kick\", \"block\")\n * @returns Map of muscle groups to target tension levels\n *\n * @example\n * ```typescript\n * const jabMuscles = getMuscleActivationForTechnique(\"jab\");\n * // Returns: Map {\n * // \"SHOULDER_R\" => 0.7,\n * // \"BICEP_R\" => 1.0,\n * // \"TRICEP_R\" => 0.8,\n * // \"CORE\" => 0.5\n * // }\n * ```\n *\n * @korean 기법근육활성화가져오기\n */\nexport const getMuscleActivationForTechnique = (\n technique: string,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n switch (technique.toLowerCase()) {\n // Punching techniques - 주먹 기술\n case \"jab\":\n case \"정권\": // Front jab\n activations.set(\"SHOULDER_R\", 0.8);\n activations.set(\"TRICEP_R\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_R\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.5);\n activations.set(\"PECTORALS\", 0.5); // Shoulder horizontal adduction\n break;\n\n case \"cross\":\n case \"역권\": // Reverse punch\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"TRICEP_L\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_L\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.8); // More core rotation\n activations.set(\"PECTORALS\", 0.7); // Chest drive for power\n activations.set(\"OBLIQUES\", 0.8); // Torso rotation for hip transfer\n break;\n\n case \"hook\":\n case \"갈고리주먹\": // Hook punch\n activations.set(\"SHOULDER_R\", 1.0); // Primary mover for horizontal arc\n activations.set(\"BICEP_R\", 0.8); // Maintains elbow angle during arc\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Drives rotational power\n activations.set(\"OBLIQUES\", 0.9); // Primary torso rotation driver\n break;\n\n case \"uppercut\":\n case \"올려치기\": // Uppercut\n activations.set(\"SHOULDER_R\", 0.95); // Drives upward arc\n activations.set(\"BICEP_R\", 0.9); // Maintains elbow angle for upward drive\n activations.set(\"TRICEP_R\", 0.5); // Partial extension\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n activations.set(\"QUAD_R\", 0.7); // Lower body drive (legs push up)\n activations.set(\"GLUTE_R\", 0.6); // Hip extension for power\n break;\n\n // Kicking techniques - 발차기 기술\n case \"front_kick\":\n case \"앞차기\": // Mae Chagi\n activations.set(\"QUAD_R\", 1.0); // Kicking leg fully flexed\n activations.set(\"GLUTE_R\", 0.9);\n activations.set(\"CALF_R\", 0.7);\n activations.set(\"CORE\", 0.6); // Balance\n activations.set(\"ABS\", 0.7);\n activations.set(\"QUAD_L\", 0.4); // Support leg tensed\n activations.set(\"CALF_L\", 0.5);\n break;\n\n case \"roundhouse_kick\":\n case \"dollyeochagi\":\n case \"돌려차기\": // Dollyeo Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.8);\n activations.set(\"GLUTE_R\", 0.95);\n activations.set(\"CORE\", 0.8);\n activations.set(\"OBLIQUES\", 0.9); // Hip rotation\n activations.set(\"QUAD_L\", 0.5);\n break;\n\n case \"side_kick\":\n case \"옆차기\": // Yeop Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.85);\n activations.set(\"CALF_R\", 0.8);\n activations.set(\"CORE\", 0.7);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n case \"back_kick\":\n case \"뒤차기\": // Dwi Chagi\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.95);\n activations.set(\"QUAD_R\", 0.8);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n break;\n\n case \"axe_kick\":\n case \"내려차기\": // Naeryeo Chagi\n activations.set(\"QUAD_R\", 0.9);\n activations.set(\"HAMSTRING_R\", 1.0); // Maximum hamstring flex\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.8);\n activations.set(\"ABS\", 0.9);\n break;\n\n // Defensive techniques - 방어 기술\n case \"block\":\n case \"makgi\":\n case \"막기\": // Block\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"SHOULDER_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"FOREARM_L\", 0.8);\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Brace for impact\n activations.set(\"ABS\", 0.7);\n break;\n\n case \"parry\":\n case \"흘려막기\": // Deflecting block\n activations.set(\"SHOULDER_R\", 0.6);\n activations.set(\"FOREARM_R\", 0.7);\n activations.set(\"CORE\", 0.5);\n break;\n\n // Elbow techniques - 팔꿈치 기술\n case \"elbow_strike\":\n case \"팔꿈치치기\": // Palkumchi Chigi\n activations.set(\"SHOULDER_R\", 1.0);\n activations.set(\"TRICEP_R\", 0.95);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"CORE\", 0.85);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n // Knee techniques - 무릎 기술\n case \"knee_strike\":\n case \"무릎치기\": // Mureup Chigi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.9);\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.85);\n break;\n\n // Grappling techniques - 잡기 기술 (Hapkido)\n case \"grab\":\n case \"잡기\":\n activations.set(\"FOREARM_L\", 0.9);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"CORE\", 0.6);\n break;\n\n // Stance changes - 자세 전환\n case \"stance_change\":\n case \"자세전환\":\n activations.set(\"CORE\", 0.7);\n activations.set(\"ABS\", 0.6);\n activations.set(\"QUAD_L\", 0.5);\n activations.set(\"QUAD_R\", 0.5);\n activations.set(\"CALF_L\", 0.5);\n activations.set(\"CALF_R\", 0.5);\n break;\n\n // Default - minimal activation\n default:\n activations.set(\"CORE\", 0.3);\n break;\n }\n\n return activations;\n};\n\n/**\n * Muscle activation manager for real-time combat physiology\n *\n * Manages 60fps muscle tension updates, stamina effects, and smooth transitions.\n * Optimized for performance with ref-based updates to avoid React re-renders.\n *\n * @korean 근육활성화관리자\n */\nexport class MuscleActivationManager {\n private activations: Map<MuscleGroupName, MuscleActivationState>;\n private config: MuscleSystemConfig;\n private scratchMap: Map<string, number>; // Reusable map for state sync to avoid allocations\n\n /**\n * Create a new muscle activation manager\n *\n * @param config - Optional configuration (uses defaults if not provided)\n * @korean 생성자\n */\n constructor(config: Partial<MuscleSystemConfig> = {}) {\n this.config = {\n maxFrameTime: 3,\n muscleCount: 20,\n useInstancing: false,\n relaxationDelay: 0.3,\n exhaustionThreshold: 20,\n shakeFrequency: 20,\n shakeAmplitude: 0.02,\n activationSpeed: 5.0,\n relaxationSpeed: 3.0,\n shakingTensionThreshold: 0.3,\n ...config,\n };\n\n // Initialize all muscle groups to relaxed state\n this.activations = new Map();\n // Initialize reusable scratch map for state sync\n this.scratchMap = new Map();\n const allMuscles: MuscleGroupName[] = [\n \"SHOULDER_L\",\n \"SHOULDER_R\",\n \"BICEP_L\",\n \"BICEP_R\",\n \"TRICEP_L\",\n \"TRICEP_R\",\n \"FOREARM_L\",\n \"FOREARM_R\",\n \"PECTORALS\",\n \"CORE\",\n \"ABS\",\n \"OBLIQUES\",\n \"QUAD_L\",\n \"QUAD_R\",\n \"HAMSTRING_L\",\n \"HAMSTRING_R\",\n \"CALF_L\",\n \"CALF_R\",\n \"GLUTE_L\",\n \"GLUTE_R\",\n ];\n\n allMuscles.forEach((muscle) => {\n this.activations.set(muscle, {\n muscleGroup: muscle,\n tension: 0,\n targetTension: 0,\n isShaking: false,\n });\n });\n }\n\n /**\n * Update muscle activations for a technique at 60fps\n *\n * @param technique - Technique name\n * @param stamina - Current stamina (0-100)\n * @param delta - Time since last frame in seconds\n *\n * @korean 업데이트\n */\n update(technique: string, stamina: number, delta: number): void {\n const targetActivations = getMuscleActivationForTechnique(technique);\n const isExhausted = stamina < this.config.exhaustionThreshold;\n\n // Update each muscle group\n this.activations.forEach((state, muscleGroup) => {\n const targetTension = targetActivations.get(muscleGroup) ?? 0;\n\n // Adjust tension based on stamina (exhaustion reduces muscle effectiveness)\n const staminaFactor = Math.max(0.3, stamina / 100); // Minimum 30% even when exhausted\n const adjustedTarget = targetTension * staminaFactor;\n\n // Smooth transition to target tension using lerp\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n adjustedTarget,\n this.config.activationSpeed * delta,\n );\n\n // Update shaking state for exhaustion\n const isShaking =\n isExhausted && state.tension > this.config.shakingTensionThreshold;\n\n // Update state directly for performance\n state.tension = newTension;\n state.targetTension = adjustedTarget;\n state.isShaking = isShaking;\n });\n }\n\n /**\n * Gradually relax all muscles to idle state\n *\n * Used after technique completion with configurable delay.\n *\n * @param delta - Time since last frame in seconds\n *\n * @korean 근육이완\n */\n relaxAllMuscles(delta: number): void {\n this.activations.forEach((state) => {\n // Use configured relaxation speed (slower than activation for realism)\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n 0,\n this.config.relaxationSpeed * delta,\n );\n\n state.tension = newTension;\n state.targetTension = 0;\n state.isShaking = false;\n });\n }\n\n /**\n * Get current tension for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Current tension (0-1) or 0 if not found\n *\n * @korean 긴장도가져오기\n */\n getTension(muscleGroup: MuscleGroupName): number {\n return this.activations.get(muscleGroup)?.tension ?? 0;\n }\n\n /**\n * Get shaking state for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Whether muscle is shaking\n *\n * @korean 흔들림상태가져오기\n */\n isShaking(muscleGroup: MuscleGroupName): boolean {\n return this.activations.get(muscleGroup)?.isShaking ?? false;\n }\n\n /**\n * Get all current muscle activations\n *\n * @returns Map of muscle groups to current states\n *\n * @korean 모든활성화가져오기\n */\n getAllActivations(): ReadonlyMap<MuscleGroupName, MuscleActivationState> {\n return this.activations;\n }\n\n /**\n * Get reusable scratch map with current tension values for state sync\n *\n * Populates and returns a reusable Map to avoid allocations during state sync.\n * This map is cleared and repopulated on each call.\n *\n * @returns Reusable Map with current tension values\n *\n * @korean 상태동기화맵가져오기\n */\n getScratchMapForSync(): Map<string, number> {\n this.scratchMap.clear();\n this.activations.forEach((state, name) => {\n this.scratchMap.set(name, state.tension);\n });\n return this.scratchMap;\n }\n\n /**\n * Reset all muscles to relaxed state immediately\n *\n * @korean 즉시이완\n */\n reset(): void {\n this.activations.forEach((state) => {\n state.tension = 0;\n state.targetTension = 0;\n state.isShaking = false;\n });\n this.scratchMap.clear();\n }\n\n /**\n * Dispose of the muscle activation system\n *\n * Clears all internal state and references to prevent memory leaks.\n * Should be called when the system is no longer needed (e.g., component unmount).\n *\n * @korean 근육시스템해제\n */\n dispose(): void {\n this.activations.clear();\n this.scratchMap.clear();\n 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