blacktrigram 0.7.43 → 0.7.45
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/audio/AudioManager.d.ts +26 -0
- package/lib/audio/AudioManager.d.ts.map +1 -1
- package/lib/audio/AudioManager.js +26 -0
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioPool.js +3 -0
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/index.d.ts.map +1 -1
- package/lib/audio/index.js.map +1 -1
- package/lib/audio/types.d.ts +18 -2
- package/lib/audio/types.d.ts.map +1 -1
- package/lib/audio/types.js +1 -0
- package/lib/audio/types.js.map +1 -1
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -1
- package/lib/components/index.d.ts.map +1 -1
- package/lib/components/index.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +0 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +0 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +0 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +0 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +0 -2
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +0 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.d.ts.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.d.ts.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/index.d.ts.map +1 -1
- package/lib/components/screens/endscreen/index.d.ts.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.d.ts.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts +0 -1
- package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts +0 -1
- package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts +0 -1
- package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/DamageNumber3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingAICharacter3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingArena3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingHitEffects3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/components/index.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/AccessibilityProvider.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButton.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.d.ts.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.d.ts.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
- package/lib/components/shared/base/index.d.ts.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.d.ts.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.d.ts.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/effects/ScreenFlash.d.ts.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.d.ts.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js +0 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.d.ts +0 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js +0 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.d.ts +0 -13
- package/lib/components/shared/mobile/HapticController.d.ts.map +1 -1
- package/lib/components/shared/mobile/HapticController.js +0 -10
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/PerformanceMonitor.d.ts +0 -15
- package/lib/components/shared/mobile/PerformanceMonitor.d.ts.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.d.ts +0 -1
- package/lib/components/shared/mobile/StanceWheelPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js +0 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.d.ts +0 -4
- package/lib/components/shared/mobile/TouchOptimizer.d.ts.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js +0 -3
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.d.ts.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js +0 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/mobile/index.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.d.ts.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;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":"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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 */\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 */\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 */\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 */\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 */\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 */\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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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":";;;;;;;;;;AA+WA,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;;;;;;;;;;;;;;;;;;;;AA+GD,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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@@ -74,7 +74,6 @@ export declare const HEAD_TRACKING_SMOOTHING = 0.1;
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export declare function normalizeAngle(angle: number): number;
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{"version":3,"file":"BodyFacingSystem.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/BodyFacingSystem.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AACnC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAEhD;;;;;GAKG;AACH,eAAO,MAAM,sBAAsB,KAAK,CAAC;AAEzC;;;;;GAKG;AACH,eAAO,MAAM,kBAAkB,KAAK,CAAC;AAErC;;;;;GAKG;AACH,eAAO,MAAM,iBAAiB,KAAK,CAAC;AAEpC;;;;;GAKG;AACH,eAAO,MAAM,oBAAoB,KAAK,CAAC;AAEvC;;;;;GAKG;AACH,eAAO,MAAM,uBAAuB,MAAM,CAAC;AAE3C;;;;;;GAMG;AACH,eAAO,MAAM,uBAAuB,MAAM,CAAC;AAE3C
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{"version":3,"file":"BodyFacingSystem.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/BodyFacingSystem.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AACnC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAEhD;;;;;GAKG;AACH,eAAO,MAAM,sBAAsB,KAAK,CAAC;AAEzC;;;;;GAKG;AACH,eAAO,MAAM,kBAAkB,KAAK,CAAC;AAErC;;;;;GAKG;AACH,eAAO,MAAM,iBAAiB,KAAK,CAAC;AAEpC;;;;;GAKG;AACH,eAAO,MAAM,oBAAoB,KAAK,CAAC;AAEvC;;;;;GAKG;AACH,eAAO,MAAM,uBAAuB,MAAM,CAAC;AAE3C;;;;;;GAMG;AACH,eAAO,MAAM,uBAAuB,MAAM,CAAC;AAE3C;;;;;;;;;;;;;GAaG;AACH,wBAAgB,cAAc,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAOpD;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,wBAAwB,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,MAAM,CAczE;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,sBAAsB,CAAC,IAAI,EAAE,QAAQ,EAAE,EAAE,EAAE,QAAQ,GAAG,MAAM,CAS3E;AAiBD;;;;;;;GAOG;AACH,wBAAgB,uBAAuB,CAAC,YAAY,SAAI,GAAG,UAAU,CAYpE;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,gBAAgB,CAC9B,MAAM,EAAE,UAAU,EAClB,WAAW,EAAE,MAAM,EACnB,SAAS,EAAE,MAAM,EACjB,WAAW,EAAE,MAAM,GAClB,UAAU,CA2EZ;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,0BAA0B,CACxC,MAAM,EAAE,UAAU,EAClB,cAAc,EAAE,QAAQ,EACxB,gBAAgB,EAAE,QAAQ,EAC1B,SAAS,EAAE,MAAM,EACjB,WAAW,EAAE,MAAM,GAClB,UAAU,CAGZ;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,UAAU,GAAG,UAAU,CAKzD;AAED;;;;;;;;;GASG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,UAAU,GAAG,UAAU,CAK3D;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,CAAC,MAAM,EAAE,UAAU,GAAG,OAAO,CAErD;AAED;;;;;;;;GAQG;AACH,wBAAgB,qBAAqB,CAAC,MAAM,EAAE,UAAU,GAAG,MAAM,CAEhE;AAED;;;;;;;;GAQG;AACH,wBAAgB,mBAAmB,CAAC,MAAM,EAAE,UAAU,GAAG,MAAM,CAG9D;AAED;;;;;;;;GAQG;AACH,wBAAgB,uBAAuB,CAAC,MAAM,EAAE,UAAU,GAAG,MAAM,CAElE;AAED;;;;;;;;GAQG;AACH,wBAAgB,qBAAqB,CAAC,MAAM,EAAE,UAAU,GAAG,MAAM,CAEhE;AAED;;;;;;GAMG;AACH,qBAAa,gBAAgB;IAC3B;;;;;;;OAOG;IACH,kBAAkB,CAAC,YAAY,SAAI,GAAG,UAAU;IAIhD;;;;;;;;;;;OAWG;IACH,MAAM,CACJ,MAAM,EAAE,UAAU,EAClB,cAAc,EAAE,QAAQ,EACxB,gBAAgB,EAAE,QAAQ,EAC1B,SAAS,EAAE,MAAM,EACjB,WAAW,EAAE,MAAM,GAClB,UAAU;IAUb;;;;;;;OAOG;IACH,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,UAAU;IAIpC;;;;;;;OAOG;IACH,MAAM,CAAC,MAAM,EAAE,UAAU,GAAG,UAAU;CAGvC;AAED;;;;GAIG;AACH,eAAO,MAAM,gBAAgB,kBAAyB,CAAC;AAEvD,eAAe,gBAAgB,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;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":"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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @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 * @korean 잠금해제\n */\n unlock(facing: BodyFacing): BodyFacing {\n return unlockFacing(facing);\n }\n}\n\n/**\n * Default body facing system instance\n *\n * @korean 기본몸향하기시스템\n */\nexport const bodyFacingSystem = new BodyFacingSystem();\n\nexport default bodyFacingSystem;\n"],"mappings":";;;;;;;AAsEA,IAAa,0BAA0B;;;;;;;;;;;;;;;AAgBvC,SAAgB,eAAe,OAAuB;CACpD,IAAI,aAAa,QAAQ;CACzB,IAAI,aAAa,GACf,cAAc;CAGhB,OAAO,eAAe,IAAI,IAAI;;;;;;;;;;;;;;;;;;;;;AAsBhC,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;;;;;;;;;;;;;;;;;;;;;;AAuBT,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;;;;;;;;;;AAWjC,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;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4BH,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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BH,SAAgB,2BACd,QACA,gBACA,kBACA,WACA,aACY;CAEZ,OAAO,iBAAiB,QADJ,uBAAuB,gBAAgB,iBAC3B,EAAa,WAAW,YAAY;;;;;;;;;;;;;AActE,SAAgB,WAAW,QAAgC;CACzD,OAAO;EACL,GAAG;EACH,UAAU;EACX;;;;;;;;;;;;AAaH,SAAgB,aAAa,QAAgC;CAC3D,OAAO;EACL,GAAG;EACH,UAAU;EACX;;;;;;;;;;;AAqCH,SAAgB,oBAAoB,QAA4B;CAE9D,QADmB,OAAO,eAAe,OAAO,mBAC3B,KAAK,KAAM;;;;;;;;;AAoClC,IAAa,mBAAb,MAA8B;;;;;;;;;CAS5B,mBAAmB,eAAe,GAAe;EAC/C,OAAO,wBAAwB,aAAa;;;;;;;;;;;;;;CAe9C,OACE,QACA,gBACA,kBACA,WACA,aACY;EACZ,OAAO,2BACL,QACA,gBACA,kBACA,WACA,YACD;;;;;;;;;;CAWH,KAAK,QAAgC;EACnC,OAAO,WAAW,OAAO;;;;;;;;;;CAW3B,OAAO,QAAgC;EACrC,OAAO,aAAa,OAAO;;;AASC,IAAI,kBAAkB"}
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* @korean 기본얼굴손상생성
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export declare const createDefaultFacialDamage: () => FacialDamageState;
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@@ -1 +1 @@
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-
{"version":3,"file":"FacialExpressions.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/FacialExpressions.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EACL,gBAAgB,EAChB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EAGvB,MAAM,gBAAgB,CAAC;AAExB
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1
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+
{"version":3,"file":"FacialExpressions.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/FacialExpressions.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EACL,gBAAgB,EAChB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EAGvB,MAAM,gBAAgB,CAAC;AAExB;;;;GAIG;AACH,MAAM,WAAW,0BAA0B;IACzC,yCAAyC;IACzC,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IAEvC,oDAAoD;IACpD,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IAErC,+CAA+C;IAC/C,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;CACrC;AAED;;;;GAIG;AACH,eAAO,MAAM,yBAAyB,EAAE,0BAIvC,CAAC;AAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH,eAAO,MAAM,4BAA4B,GACvC,QAAQ,MAAM,EACd,WAAW,MAAM,EACjB,SAAS,MAAM,EACf,OAAO,MAAM,EAAE,4CAA4C;AAC3D,eAAe,MAAM,EACrB,SAAS,OAAO,EAChB,YAAY,OAAO,KAClB,gBA6BF,CAAC;AAEF;;;;;;;;;GASG;AACH,eAAO,MAAM,0BAA0B,GACrC,cAAc,eAAe,EAC7B,eAAe,gBAAgB,EAC/B,iBAAiB,MAAM,KACtB,eAaF,CAAC;AAEF;;;;;;;;GAQG;AACH,eAAO,MAAM,qBAAqB,GAChC,OAAO,eAAe,EACtB,WAAW,MAAM,KAChB,eA0BF,CAAC;AAEF;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,qBAAqB,GAChC,eAAe,iBAAiB,EAChC,aAAa,MAAM,EACnB,cAAc,MAAM,KACnB,iBA2FF,CAAC;AAEF;;;;;;;;GAQG;AACH,eAAO,MAAM,iBAAiB,GAC5B,eAAe,iBAAiB,EAChC,sBAAoB,EACpB,wBAAqB,KACpB,iBAkBF,CAAC;AAEF;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,sBAAsB,GACjC,YAAY,gBAAgB,EAC5B,MAAM,MAAM,EACZ,SAAS,MAAM,KACd,MA2BF,CAAC;AAEF;;;;;;GAMG;AACH,eAAO,MAAM,4BAA4B,QAAO,eAE/C,CAAC;AAEF;;;;;;GAMG;AACH,eAAO,MAAM,yBAAyB,QAAO,iBAE5C,CAAC"}
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@@ -47,7 +47,6 @@ import { DEFAULT_FACIAL_DAMAGE, FacialExpression } from "../../../types/facial.j
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* // Returns: FacialExpression.VICTORIOUS
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* ```
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*
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* @public
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* @korean 전투상태로부터표정가져오기
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*/
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var getExpressionFromCombatState = (health, maxHealth, stamina, _pain, consciousness, justHit, justLanded) => {
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@@ -64,7 +63,6 @@ var getExpressionFromCombatState = (health, maxHealth, stamina, _pain, conscious
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*
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* @returns Default facial damage state with no damage
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*
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* @public
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* @korean 기본얼굴손상생성
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*/
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var createDefaultFacialDamage = () => {
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