blacktrigram 0.7.44 → 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.
Files changed (746) hide show
  1. package/lib/audio/AudioManager.d.ts +26 -0
  2. package/lib/audio/AudioManager.d.ts.map +1 -1
  3. package/lib/audio/AudioManager.js +26 -0
  4. package/lib/audio/AudioManager.js.map +1 -1
  5. package/lib/audio/index.d.ts.map +1 -1
  6. package/lib/audio/index.js.map +1 -1
  7. package/lib/audio/types.d.ts +18 -2
  8. package/lib/audio/types.d.ts.map +1 -1
  9. package/lib/audio/types.js +1 -0
  10. package/lib/audio/types.js.map +1 -1
  11. package/lib/components/effects/WindParticles3D.d.ts.map +1 -1
  12. package/lib/components/index.d.ts.map +1 -1
  13. package/lib/components/index.js.map +1 -1
  14. package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
  15. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +0 -1
  17. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -1
  18. package/lib/components/screens/combat/components/controls/KeyboardHints.js +0 -1
  19. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
  21. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  22. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -1
  26. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -1
  28. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -1
  30. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  31. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -1
  32. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -1
  33. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  34. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -1
  35. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  36. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -1
  37. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -1
  38. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -1
  39. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -1
  40. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -1
  41. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  42. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -1
  43. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -1
  44. package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -1
  45. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  46. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -1
  47. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  48. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -1
  49. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  50. package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -1
  51. package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -1
  52. package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -1
  53. package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -1
  54. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  55. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -1
  56. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  57. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -1
  58. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
  60. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  61. package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -1
  62. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  63. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.d.ts.map +1 -1
  64. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  65. package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -1
  66. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  67. package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
  68. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  69. package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -1
  70. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  71. package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -1
  72. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  73. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -1
  74. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  75. package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -1
  76. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  77. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +0 -1
  78. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -1
  79. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +0 -1
  80. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  81. package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -1
  82. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  83. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +0 -2
  84. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -1
  85. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +0 -1
  86. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  87. package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
  88. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  89. package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -1
  90. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  91. package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -1
  92. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  93. package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -1
  94. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  95. package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -1
  96. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  97. package/lib/components/screens/combat/hooks/useCombatAudio.d.ts.map +1 -1
  98. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  99. package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
  100. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  101. package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -1
  102. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  103. package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -1
  104. package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -1
  105. package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
  106. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  107. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts.map +1 -1
  108. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  109. package/lib/components/screens/controls/components/GamepadVisualization3D.d.ts.map +1 -1
  110. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  111. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.d.ts.map +1 -1
  112. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  113. package/lib/components/screens/controls/components/Key3D.d.ts.map +1 -1
  114. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  115. package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
  116. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  117. package/lib/components/screens/controls/constants/ControlsConstants.d.ts.map +1 -1
  118. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  119. package/lib/components/screens/controls/hooks/useControlsState.d.ts.map +1 -1
  120. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  121. package/lib/components/screens/endscreen/EndScreen3D.d.ts.map +1 -1
  122. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  123. package/lib/components/screens/endscreen/components/DefeatAnimation3D.d.ts.map +1 -1
  124. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  125. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.d.ts.map +1 -1
  126. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  127. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.d.ts.map +1 -1
  128. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  129. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.d.ts.map +1 -1
  130. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  131. package/lib/components/screens/endscreen/components/VictoryAnimation3D.d.ts.map +1 -1
  132. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  133. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.d.ts.map +1 -1
  134. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  135. package/lib/components/screens/endscreen/components/index.d.ts.map +1 -1
  136. package/lib/components/screens/endscreen/index.d.ts.map +1 -1
  137. package/lib/components/screens/intro/IntroScreen3D.d.ts.map +1 -1
  138. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  139. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  140. package/lib/components/screens/intro/components/AbilityListOverlayHtml.d.ts.map +1 -1
  141. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  142. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.d.ts.map +1 -1
  143. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  144. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.d.ts.map +1 -1
  145. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  146. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  147. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  148. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  149. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  150. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
  151. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  152. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.d.ts.map +1 -1
  153. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  154. package/lib/components/screens/intro/components/StatBarOverlayHtml.d.ts.map +1 -1
  155. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  156. package/lib/components/screens/philosophy/PhilosophyScreen3D.d.ts.map +1 -1
  157. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  158. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts +0 -1
  159. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts.map +1 -1
  160. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts +0 -1
  161. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts.map +1 -1
  162. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts +0 -1
  163. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts.map +1 -1
  164. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts +0 -1
  165. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts.map +1 -1
  166. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts +0 -1
  167. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
  168. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts +0 -1
  169. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts.map +1 -1
  170. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts +0 -1
  171. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts.map +1 -1
  172. package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
  173. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  174. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.d.ts.map +1 -1
  175. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  176. package/lib/components/screens/training/components/AnatomyOverlay3D.d.ts.map +1 -1
  177. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  178. package/lib/components/screens/training/components/DamageNumber3D.d.ts.map +1 -1
  179. package/lib/components/screens/training/components/FootPlacementMarkers3D.d.ts.map +1 -1
  180. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  181. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.d.ts.map +1 -1
  182. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  183. package/lib/components/screens/training/components/HitFeedbackEffect3D.d.ts.map +1 -1
  184. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  185. package/lib/components/screens/training/components/TrainingAICharacter3D.d.ts.map +1 -1
  186. package/lib/components/screens/training/components/TrainingArena3D.d.ts.map +1 -1
  187. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.d.ts.map +1 -1
  188. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  189. package/lib/components/screens/training/components/TrainingDummy3D.d.ts.map +1 -1
  190. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  191. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.d.ts.map +1 -1
  192. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  193. package/lib/components/screens/training/components/TrainingHitEffects3D.d.ts.map +1 -1
  194. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.d.ts.map +1 -1
  195. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  196. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.d.ts.map +1 -1
  197. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  198. package/lib/components/screens/training/components/VitalPointMarker3D.d.ts.map +1 -1
  199. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  200. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.d.ts.map +1 -1
  201. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  202. package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
  203. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  204. package/lib/components/screens/training/components/hud/TrainingLeftHUD.d.ts.map +1 -1
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  206. package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
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  208. package/lib/components/screens/training/components/hud/TrainingTopHUD.d.ts.map +1 -1
  209. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  210. package/lib/components/screens/training/components/index.d.ts.map +1 -1
  211. package/lib/components/screens/training/hooks/useAttackMovement.d.ts.map +1 -1
  212. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  213. package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
  214. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  215. package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
  216. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  217. package/lib/components/screens/training/hooks/useTrainingState.d.ts.map +1 -1
  218. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  219. package/lib/components/shared/base/AccessibilityProvider.d.ts.map +1 -1
  220. package/lib/components/shared/base/BaseButton.d.ts.map +1 -1
  221. package/lib/components/shared/base/BaseButton.js.map +1 -1
  222. package/lib/components/shared/base/BaseButtonOverlayHtml.d.ts.map +1 -1
  223. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  224. package/lib/components/shared/base/BasePanel.d.ts.map +1 -1
  225. package/lib/components/shared/base/BasePanel.js.map +1 -1
  226. package/lib/components/shared/base/BaseText.d.ts.map +1 -1
  227. package/lib/components/shared/base/BaseText.js.map +1 -1
  228. package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
  229. package/lib/components/shared/base/index.d.ts.map +1 -1
  230. package/lib/components/shared/base/useKoreanTheme.d.ts.map +1 -1
  231. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  232. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.d.ts.map +1 -1
  233. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  234. package/lib/components/shared/effects/ScreenFlash.d.ts.map +1 -1
  235. package/lib/components/shared/mobile/ActionButtons.d.ts.map +1 -1
  236. package/lib/components/shared/mobile/ActionButtons.js +0 -1
  237. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  238. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts +0 -1
  239. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts.map +1 -1
  240. package/lib/components/shared/mobile/GestureRecognizerPure.js +0 -1
  241. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  242. package/lib/components/shared/mobile/HapticController.d.ts +0 -13
  243. package/lib/components/shared/mobile/HapticController.d.ts.map +1 -1
  244. package/lib/components/shared/mobile/HapticController.js +0 -10
  245. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  246. package/lib/components/shared/mobile/MobileControlsPure.d.ts.map +1 -1
  247. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  248. package/lib/components/shared/mobile/PerformanceMonitor.d.ts +0 -15
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@@ -21,7 +21,6 @@ import * as THREE from "three";
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  * - GRAPPLING (잡기): Fingers curved for grabs and control
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  * - OPEN (펴기): Neutral open hand position
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  *
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- * @public
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  * @korean 손자세타입
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  */
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  export declare enum HandPoseType {
@@ -43,7 +42,6 @@ export declare enum HandPoseType {
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  /**
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  * Finger identification
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  *
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- * @public
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  * @korean 손가락
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  */
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  export declare enum FingerType {
@@ -66,7 +64,6 @@ export declare enum FingerType {
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  * - 0.5: Half curled (slightly bent)
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  * - 1.0: Fully curled (tight fist)
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  *
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- * @public
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  * @korean 손가락구부림량
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  */
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  export interface FingerCurl {
@@ -86,7 +83,6 @@ export interface FingerCurl {
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  *
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  * Controls the lateral spacing between fingers.
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  *
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- * @public
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  * @korean 손가락벌림량
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  */
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  export interface FingerSpread {
@@ -105,62 +101,31 @@ export interface FingerSpread {
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  * Complete hand configuration including finger positions and wrist rotation
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  * for authentic Korean martial arts hand techniques.
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  *
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- * @public
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  * @korean 손자세정의
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  */
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  export interface HandPose {
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- /**
113
- * Pose identifier
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- * @korean 자세ID
115
- */
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+ /** Pose identifier @korean 자세ID */
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  readonly type: HandPoseType;
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- /**
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- * Korean name for the pose
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- * @korean 한글이름
120
- */
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+ /** Korean name for the pose @korean 한글이름 */
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  readonly nameKorean: string;
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- /**
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- * English name for the pose
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- * @korean 영어이름
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- */
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+ /** English name for the pose @korean 영어이름 */
126
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  readonly nameEnglish: string;
127
- /**
128
- * Romanized Korean name
129
- * @korean 로마자이름
130
- */
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+ /** Romanized Korean name @korean 로마자이름 */
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  readonly romanized: string;
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- /**
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- * Finger curl amounts (0-1 per finger)
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- * @korean 손가락구부림
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- */
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+ /** Finger curl amounts (0-1 per finger) @korean 손가락구부림 */
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  readonly fingerCurl: FingerCurl;
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- /**
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- * Finger spread amounts (0-1 between fingers)
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- * @korean 손가락벌림
140
- */
117
+ /** Finger spread amounts (0-1 between fingers) @korean 손가락벌림 */
141
118
  readonly fingerSpread: FingerSpread;
142
- /**
143
- * Wrist rotation for the technique
144
- * @korean 손목회전
145
- */
119
+ /** Wrist rotation for the technique @korean 손목회전 */
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  readonly wristRotation: THREE.Euler;
147
- /**
148
- * Description of the technique
149
- * @korean 설명
150
- */
121
+ /** Description of the technique @korean 설명 */
151
122
  readonly description: {
152
123
  readonly korean: string;
153
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  readonly english: string;
154
125
  };
155
- /**
156
- * Which martial art this pose comes from
157
- * @korean 무술출처
158
- */
126
+ /** Which martial art this pose comes from @korean 무술출처 */
159
127
  readonly martialArtOrigin: "taekwondo" | "hapkido" | "taekyon" | "traditional";
160
- /**
161
- * Primary striking surface
162
- * @korean 타격면
163
- */
128
+ /** Primary striking surface @korean 타격면 */
164
129
  readonly strikingSurface: "knuckles" | "palm_heel" | "knife_edge" | "fingertips" | "whole_hand";
165
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  }
166
131
  /**
@@ -168,55 +133,29 @@ export interface HandPose {
168
133
  *
169
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  * Current state of hand animation including pose transition progress.
170
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  *
171
- * @public
172
136
  * @korean 손애니메이션상태
173
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  */
174
138
  export interface HandAnimationState {
175
- /**
176
- * Current hand pose
177
- * @korean 현재자세
178
- */
139
+ /** Current hand pose @korean 현재자세 */
179
140
  readonly currentPose: HandPoseType;
180
- /**
181
- * Target hand pose (during transition)
182
- * @korean 목표자세
183
- */
141
+ /** Target hand pose (during transition) @korean 목표자세 */
184
142
  readonly targetPose: HandPoseType | null;
185
- /**
186
- * Transition progress (0-1)
187
- * @korean 전환진행률
188
- */
143
+ /** Transition progress (0-1) @korean 전환진행률 */
189
144
  readonly transitionProgress: number;
190
- /**
191
- * Current finger curl values (interpolated)
192
- * @korean 현재손가락구부림
193
- */
145
+ /** Current finger curl values (interpolated) @korean 현재손가락구부림 */
194
146
  readonly currentFingerCurl: FingerCurl;
195
- /**
196
- * Current finger spread values (interpolated)
197
- * @korean 현재손가락벌림
198
- */
147
+ /** Current finger spread values (interpolated) @korean 현재손가락벌림 */
199
148
  readonly currentFingerSpread: FingerSpread;
200
- /**
201
- * Current wrist rotation (interpolated)
202
- * @korean 현재손목회전
203
- */
149
+ /** Current wrist rotation (interpolated) @korean 현재손목회전 */
204
150
  readonly currentWristRotation: THREE.Euler;
205
- /**
206
- * Whether hand is highlighted for vital point targeting
207
- * @korean 급소표시여부
208
- */
151
+ /** Whether hand is highlighted for vital point targeting @korean 급소표시여부 */
209
152
  readonly isHighlighted: boolean;
210
- /**
211
- * Highlight mode for different striking surfaces
212
- * @korean 표시모드
213
- */
153
+ /** Highlight mode for different striking surfaces @korean 표시모드 */
214
154
  readonly highlightMode: "none" | "knuckles" | "palm" | "knife_edge" | "fingertips" | null;
215
155
  }
216
156
  /**
217
157
  * Hand side identification
218
158
  *
219
- * @public
220
159
  * @korean 손쪽
221
160
  */
222
161
  export type HandSide = "left" | "right";
@@ -225,29 +164,16 @@ export type HandSide = "left" | "right";
225
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  *
226
165
  * Maps attack technique names to appropriate hand poses.
227
166
  *
228
- * @public
229
167
  * @korean 공격기술손자세
230
168
  */
231
169
  export interface TechniqueHandPose {
232
- /**
233
- * Technique name (e.g., "jab", "cross", "knife_hand_strike")
234
- * @korean 기술이름
235
- */
170
+ /** Technique name (e.g., "jab", "cross", "knife_hand_strike") @korean 기술이름 */
236
171
  readonly techniqueName: string;
237
- /**
238
- * Hand pose for left hand
239
- * @korean 왼손자세
240
- */
172
+ /** Hand pose for left hand @korean 왼손자세 */
241
173
  readonly leftHandPose: HandPoseType;
242
- /**
243
- * Hand pose for right hand
244
- * @korean 오른손자세
245
- */
174
+ /** Hand pose for right hand @korean 오른손자세 */
246
175
  readonly rightHandPose: HandPoseType;
247
- /**
248
- * Transition duration in seconds
249
- * @korean 전환시간
250
- */
176
+ /** Transition duration in seconds @korean 전환시간 */
251
177
  readonly transitionDuration: number;
252
178
  }
253
179
  /**
@@ -255,7 +181,6 @@ export interface TechniqueHandPose {
255
181
  *
256
182
  * Performance optimization by adjusting hand detail based on camera distance.
257
183
  *
258
- * @public
259
184
  * @korean 손상세도설정
260
185
  */
261
186
  export interface HandLODConfig {
@@ -276,15 +201,9 @@ export interface HandLODConfig {
276
201
  readonly medium: number;
277
202
  readonly low: number;
278
203
  };
279
- /**
280
- * Whether to render individual fingers
281
- * @korean 손가락렌더링여부
282
- */
204
+ /** Whether to render individual fingers @korean 손가락렌더링여부 */
283
205
  readonly renderFingers: boolean;
284
- /**
285
- * Number of segments per finger
286
- * @korean 손가락세그먼트수
287
- */
206
+ /** Number of segments per finger @korean 손가락세그먼트수 */
288
207
  readonly fingerSegments: number;
289
208
  }
290
209
  /**
@@ -298,19 +217,12 @@ export interface HandLODConfig {
298
217
  *
299
218
  * Note: Thumb has no intermediate phalanx (2 bones instead of 3)
300
219
  *
301
- * @public
302
220
  * @korean 손가락뼈세그먼트
303
221
  */
304
222
  export interface FingerSegments {
305
- /**
306
- * Metacarpal bone (knuckle base)
307
- * @korean 중수골
308
- */
223
+ /** Metacarpal bone (knuckle base) @korean 중수골 */
309
224
  readonly metacarpal: THREE.Vector3;
310
- /**
311
- * Proximal phalanx (first joint)
312
- * @korean 근위지골
313
- */
225
+ /** Proximal phalanx (first joint) @korean 근위지골 */
314
226
  readonly proximal: THREE.Vector3;
315
227
  /**
316
228
  * Intermediate phalanx (middle joint)
@@ -318,53 +230,28 @@ export interface FingerSegments {
318
230
  * @korean 중위지골
319
231
  */
320
232
  readonly intermediate: THREE.Vector3 | null;
321
- /**
322
- * Distal phalanx (fingertip)
323
- * @korean 원위지골
324
- */
233
+ /** Distal phalanx (fingertip) @korean 원위지골 */
325
234
  readonly distal: THREE.Vector3;
326
235
  }
327
236
  /**
328
237
  * Complete hand structure with all finger bones
329
238
  *
330
- * @public
331
239
  * @korean 손뼈구조
332
240
  */
333
241
  export interface HandStructure {
334
- /**
335
- * Palm base position
336
- * @korean 손바닥위치
337
- */
242
+ /** Palm base position @korean 손바닥위치 */
338
243
  readonly palm: THREE.Vector3;
339
- /**
340
- * Wrist position
341
- * @korean 손목위치
342
- */
244
+ /** Wrist position @korean 손목위치 */
343
245
  readonly wrist: THREE.Vector3;
344
- /**
345
- * Thumb segments (2 bones: no intermediate)
346
- * @korean 엄지뼈
347
- */
246
+ /** Thumb segments (2 bones: no intermediate) @korean 엄지뼈 */
348
247
  readonly thumb: FingerSegments;
349
- /**
350
- * Index finger segments (3 bones)
351
- * @korean 검지뼈
352
- */
248
+ /** Index finger segments (3 bones) @korean 검지뼈 */
353
249
  readonly index: FingerSegments;
354
- /**
355
- * Middle finger segments (3 bones)
356
- * @korean 중지뼈
357
- */
250
+ /** Middle finger segments (3 bones) @korean 중지뼈 */
358
251
  readonly middle: FingerSegments;
359
- /**
360
- * Ring finger segments (3 bones)
361
- * @korean 약지뼈
362
- */
252
+ /** Ring finger segments (3 bones) @korean 약지뼈 */
363
253
  readonly ring: FingerSegments;
364
- /**
365
- * Pinky finger segments (3 bones)
366
- * @korean 새끼뼈
367
- */
254
+ /** Pinky finger segments (3 bones) @korean 새끼뼈 */
368
255
  readonly pinky: FingerSegments;
369
256
  }
370
257
  //# sourceMappingURL=hand-animation.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"hand-animation.d.ts","sourceRoot":"","sources":["../../src/types/hand-animation.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B;;;;;;;;;;;;GAYG;AACH,oBAAY,YAAY;IACtB,oCAAoC;IACpC,IAAI,SAAS;IACb,6CAA6C;IAC7C,UAAU,eAAe;IACzB,kDAAkD;IAClD,UAAU,eAAe;IACzB,gDAAgD;IAChD,SAAS,cAAc;IACvB,oCAAoC;IACpC,SAAS,cAAc;IACvB,sCAAsC;IACtC,IAAI,SAAS;IACb,0DAA0D;IAC1D,OAAO,YAAY;CACpB;AAED;;;;GAIG;AACH,oBAAY,UAAU;IACpB,iBAAiB;IACjB,KAAK,UAAU;IACf,wBAAwB;IACxB,KAAK,UAAU;IACf,yBAAyB;IACzB,MAAM,WAAW;IACjB,uBAAuB;IACvB,IAAI,SAAS;IACb,wBAAwB;IACxB,KAAK,UAAU;CAChB;AAED;;;;;;;;;GASG;AACH,MAAM,WAAW,UAAU;IACzB,8BAA8B;IAC9B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,qCAAqC;IACrC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,sCAAsC;IACtC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,oCAAoC;IACpC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,qCAAqC;IACrC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;CACxB;AAED;;;;;;GAMG;AACH,MAAM,WAAW,YAAY;IAC3B,2CAA2C;IAC3C,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,4CAA4C;IAC5C,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,2CAA2C;IAC3C,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,0CAA0C;IAC1C,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,QAAQ;IACvB,mCAAmC;IACnC,QAAQ,CAAC,IAAI,EAAE,YAAY,CAAC;IAC5B,4CAA4C;IAC5C,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,6CAA6C;IAC7C,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,0CAA0C;IAC1C,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,0DAA0D;IAC1D,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC;IAChC,gEAAgE;IAChE,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAC;IACpC,oDAAoD;IACpD,QAAQ,CAAC,aAAa,EAAE,KAAK,CAAC,KAAK,CAAC;IACpC,8CAA8C;IAC9C,QAAQ,CAAC,WAAW,EAAE;QACpB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;KAC1B,CAAC;IACF,0DAA0D;IAC1D,QAAQ,CAAC,gBAAgB,EACrB,WAAW,GACX,SAAS,GACT,SAAS,GACT,aAAa,CAAC;IAClB,2CAA2C;IAC3C,QAAQ,CAAC,eAAe,EACpB,UAAU,GACV,WAAW,GACX,YAAY,GACZ,YAAY,GACZ,YAAY,CAAC;CAClB;AAED;;;;;;GAMG;AACH,MAAM,WAAW,kBAAkB;IACjC,qCAAqC;IACrC,QAAQ,CAAC,WAAW,EAAE,YAAY,CAAC;IACnC,wDAAwD;IACxD,QAAQ,CAAC,UAAU,EAAE,YAAY,GAAG,IAAI,CAAC;IACzC,8CAA8C;IAC9C,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,iEAAiE;IACjE,QAAQ,CAAC,iBAAiB,EAAE,UAAU,CAAC;IACvC,kEAAkE;IAClE,QAAQ,CAAC,mBAAmB,EAAE,YAAY,CAAC;IAC3C,2DAA2D;IAC3D,QAAQ,CAAC,oBAAoB,EAAE,KAAK,CAAC,KAAK,CAAC;IAC3C,2EAA2E;IAC3E,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC;IAChC,kEAAkE;IAClE,QAAQ,CAAC,aAAa,EAClB,MAAM,GACN,UAAU,GACV,MAAM,GACN,YAAY,GACZ,YAAY,GACZ,IAAI,CAAC;CACV;AAED;;;;GAIG;AACH,MAAM,MAAM,QAAQ,GAAG,MAAM,GAAG,OAAO,CAAC;AAExC;;;;;;GAMG;AACH,MAAM,WAAW,iBAAiB;IAChC,8EAA8E;IAC9E,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,2CAA2C;IAC3C,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAC;IACpC,6CAA6C;IAC7C,QAAQ,CAAC,aAAa,EAAE,YAAY,CAAC;IACrC,kDAAkD;IAClD,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;CACrC;AAED;;;;;;GAMG;AACH,MAAM,WAAW,aAAa;IAC5B;;;;;;OAMG;IACH,QAAQ,CAAC,WAAW,EAAE,MAAM,GAAG,QAAQ,GAAG,KAAK,CAAC;IAChD;;;OAGG;IACH,QAAQ,CAAC,kBAAkB,EAAE;QAC3B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;QACtB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;KACtB,CAAC;IACF,4DAA4D;IAC5D,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC;IAChC,qDAAqD;IACrD,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;CACjC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,WAAW,cAAc;IAC7B,iDAAiD;IACjD,QAAQ,CAAC,UAAU,EAAE,KAAK,CAAC,OAAO,CAAC;IACnC,kDAAkD;IAClD,QAAQ,CAAC,QAAQ,EAAE,KAAK,CAAC,OAAO,CAAC;IACjC;;;;OAIG;IACH,QAAQ,CAAC,YAAY,EAAE,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC;IAC5C,8CAA8C;IAC9C,QAAQ,CAAC,MAAM,EAAE,KAAK,CAAC,OAAO,CAAC;CAChC;AAED;;;;GAIG;AACH,MAAM,WAAW,aAAa;IAC5B,uCAAuC;IACvC,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,OAAO,CAAC;IAC7B,kCAAkC;IAClC,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC,OAAO,CAAC;IAC9B,4DAA4D;IAC5D,QAAQ,CAAC,KAAK,EAAE,cAAc,CAAC;IAC/B,kDAAkD;IAClD,QAAQ,CAAC,KAAK,EAAE,cAAc,CAAC;IAC/B,mDAAmD;IACnD,QAAQ,CAAC,MAAM,EAAE,cAAc,CAAC;IAChC,iDAAiD;IACjD,QAAQ,CAAC,IAAI,EAAE,cAAc,CAAC;IAC9B,kDAAkD;IAClD,QAAQ,CAAC,KAAK,EAAE,cAAc,CAAC;CAChC"}
@@ -10,7 +10,6 @@
10
10
  * - GRAPPLING (잡기): Fingers curved for grabs and control
11
11
  * - OPEN (펴기): Neutral open hand position
12
12
  *
13
- * @public
14
13
  * @korean 손자세타입
15
14
  */
16
15
  var HandPoseType = /* @__PURE__ */ function(HandPoseType) {
@@ -33,7 +32,6 @@ var HandPoseType = /* @__PURE__ */ function(HandPoseType) {
33
32
  /**
34
33
  * Finger identification
35
34
  *
36
- * @public
37
35
  * @korean 손가락
38
36
  */
39
37
  var FingerType = /* @__PURE__ */ function(FingerType) {
@@ -1 +1 @@
1
- {"version":3,"file":"hand-animation.js","names":[],"sources":["../../src/types/hand-animation.ts"],"sourcesContent":["/**\n * Hand animation types for Korean martial arts techniques\n *\n * Defines hand poses, finger positions, and animation states for realistic\n * martial arts hand techniques including strikes, grappling, and precise\n * vital point targeting.\n *\n * @module types/hand-animation\n * @category Type Definitions\n * @korean 손애니메이션타입\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Martial arts hand pose types\n *\n * Traditional Korean martial arts hand formations:\n * - FIST (주먹): Closed fist for punching\n * - KNIFE_HAND (수도): Extended fingers, rigid hand edge for strikes\n * - SPEAR_HAND (관수): Extended fingers together, pointed thrust\n * - PALM_HEEL (장력): Palm-heel strike position with curled fingers\n * - GRAPPLING (잡기): Fingers curved for grabs and control\n * - OPEN (펴기): Neutral open hand position\n *\n * @public\n * @korean 손자세타입\n */\nexport enum HandPoseType {\n /** 주먹 - Closed fist for punching */\n FIST = \"fist\",\n /** 수도 - Knife-hand strike with rigid edge */\n KNIFE_HAND = \"knife_hand\",\n /** 관수 - Spear-hand thrust with pointed fingers */\n SPEAR_HAND = \"spear_hand\",\n /** 장력 - Palm-heel strike with curled fingers */\n PALM_HEEL = \"palm_heel\",\n /** 잡기 - Grappling hand for grabs */\n GRAPPLING = \"grappling\",\n /** 펴기 - Open hand neutral position */\n OPEN = \"open\",\n /** 휴식 - Relaxed natural hand position for walking/idle */\n RELAXED = \"relaxed\",\n}\n\n/**\n * Finger identification\n *\n * @public\n * @korean 손가락\n */\nexport enum FingerType {\n /** 엄지 - Thumb */\n THUMB = \"thumb\",\n /** 검지 - Index finger */\n INDEX = \"index\",\n /** 중지 - Middle finger */\n MIDDLE = \"middle\",\n /** 약지 - Ring finger */\n RING = \"ring\",\n /** 새끼 - Pinky finger */\n PINKY = \"pinky\",\n}\n\n/**\n * Finger curl amount (0 = fully extended, 1 = fully curled)\n *\n * Normalized values for finger joint angles:\n * - 0.0: Fully extended (straight)\n * - 0.5: Half curled (slightly bent)\n * - 1.0: Fully curled (tight fist)\n *\n * @public\n * @korean 손가락구부림량\n */\nexport interface FingerCurl {\n /** Thumb curl amount (0-1) */\n readonly thumb: number;\n /** Index finger curl amount (0-1) */\n readonly index: number;\n /** Middle finger curl amount (0-1) */\n readonly middle: number;\n /** Ring finger curl amount (0-1) */\n readonly ring: number;\n /** Pinky finger curl amount (0-1) */\n readonly pinky: number;\n}\n\n/**\n * Finger spread amount (0 = together, 1 = spread apart)\n *\n * Controls the lateral spacing between fingers.\n *\n * @public\n * @korean 손가락벌림량\n */\nexport interface FingerSpread {\n /** Spread between thumb and index (0-1) */\n readonly thumbIndex: number;\n /** Spread between index and middle (0-1) */\n readonly indexMiddle: number;\n /** Spread between middle and ring (0-1) */\n readonly middleRing: number;\n /** Spread between ring and pinky (0-1) */\n readonly ringPinky: number;\n}\n\n/**\n * Hand pose definition for martial arts techniques\n *\n * Complete hand configuration including finger positions and wrist rotation\n * for authentic Korean martial arts hand techniques.\n *\n * @public\n * @korean 손자세정의\n */\nexport interface HandPose {\n /**\n * Pose identifier\n * @korean 자세ID\n */\n readonly type: HandPoseType;\n\n /**\n * Korean name for the pose\n * @korean 한글이름\n */\n readonly nameKorean: string;\n\n /**\n * English name for the pose\n * @korean 영어이름\n */\n readonly nameEnglish: string;\n\n /**\n * Romanized Korean name\n * @korean 로마자이름\n */\n readonly romanized: string;\n\n /**\n * Finger curl amounts (0-1 per finger)\n * @korean 손가락구부림\n */\n readonly fingerCurl: FingerCurl;\n\n /**\n * Finger spread amounts (0-1 between fingers)\n * @korean 손가락벌림\n */\n readonly fingerSpread: FingerSpread;\n\n /**\n * Wrist rotation for the technique\n * @korean 손목회전\n */\n readonly wristRotation: THREE.Euler;\n\n /**\n * Description of the technique\n * @korean 설명\n */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n\n /**\n * Which martial art this pose comes from\n * @korean 무술출처\n */\n readonly martialArtOrigin:\n | \"taekwondo\"\n | \"hapkido\"\n | \"taekyon\"\n | \"traditional\";\n\n /**\n * Primary striking surface\n * @korean 타격면\n */\n readonly strikingSurface:\n | \"knuckles\"\n | \"palm_heel\"\n | \"knife_edge\"\n | \"fingertips\"\n | \"whole_hand\";\n}\n\n/**\n * Hand animation state\n *\n * Current state of hand animation including pose transition progress.\n *\n * @public\n * @korean 손애니메이션상태\n */\nexport interface HandAnimationState {\n /**\n * Current hand pose\n * @korean 현재자세\n */\n readonly currentPose: HandPoseType;\n\n /**\n * Target hand pose (during transition)\n * @korean 목표자세\n */\n readonly targetPose: HandPoseType | null;\n\n /**\n * Transition progress (0-1)\n * @korean 전환진행률\n */\n readonly transitionProgress: number;\n\n /**\n * Current finger curl values (interpolated)\n * @korean 현재손가락구부림\n */\n readonly currentFingerCurl: FingerCurl;\n\n /**\n * Current finger spread values (interpolated)\n * @korean 현재손가락벌림\n */\n readonly currentFingerSpread: FingerSpread;\n\n /**\n * Current wrist rotation (interpolated)\n * @korean 현재손목회전\n */\n readonly currentWristRotation: THREE.Euler;\n\n /**\n * Whether hand is highlighted for vital point targeting\n * @korean 급소표시여부\n */\n readonly isHighlighted: boolean;\n\n /**\n * Highlight mode for different striking surfaces\n * @korean 표시모드\n */\n readonly highlightMode:\n | \"none\"\n | \"knuckles\"\n | \"palm\"\n | \"knife_edge\"\n | \"fingertips\"\n | null;\n}\n\n/**\n * Hand side identification\n *\n * @public\n * @korean 손쪽\n */\nexport type HandSide = \"left\" | \"right\";\n\n/**\n * Hand pose configuration for attack techniques\n *\n * Maps attack technique names to appropriate hand poses.\n *\n * @public\n * @korean 공격기술손자세\n */\nexport interface TechniqueHandPose {\n /**\n * Technique name (e.g., \"jab\", \"cross\", \"knife_hand_strike\")\n * @korean 기술이름\n */\n readonly techniqueName: string;\n\n /**\n * Hand pose for left hand\n * @korean 왼손자세\n */\n readonly leftHandPose: HandPoseType;\n\n /**\n * Hand pose for right hand\n * @korean 오른손자세\n */\n readonly rightHandPose: HandPoseType;\n\n /**\n * Transition duration in seconds\n * @korean 전환시간\n */\n readonly transitionDuration: number;\n}\n\n/**\n * Hand level of detail (LOD) settings\n *\n * Performance optimization by adjusting hand detail based on camera distance.\n *\n * @public\n * @korean 손상세도설정\n */\nexport interface HandLODConfig {\n /**\n * Detail level\n * - high: Full finger geometry (4 bones per finger)\n * - medium: Simplified fingers (3 bones per finger)\n * - low: No finger detail (hand as single unit)\n * @korean 상세도\n */\n readonly detailLevel: \"high\" | \"medium\" | \"low\";\n\n /**\n * Distance thresholds for LOD switching\n * @korean 거리기준\n */\n readonly distanceThresholds: {\n readonly high: number; // Camera distance for high detail (< 5 units)\n readonly medium: number; // Camera distance for medium detail (< 15 units)\n readonly low: number; // Camera distance for low detail (>= 15 units)\n };\n\n /**\n * Whether to render individual fingers\n * @korean 손가락렌더링여부\n */\n readonly renderFingers: boolean;\n\n /**\n * Number of segments per finger\n * @korean 손가락세그먼트수\n */\n readonly fingerSegments: number;\n}\n\n/**\n * Finger bone segments\n *\n * Anatomically correct finger bone structure:\n * - Metacarpal: Knuckle base (hand to finger connection)\n * - Proximal: First joint (knuckle joint)\n * - Intermediate: Middle joint\n * - Distal: Fingertip\n *\n * Note: Thumb has no intermediate phalanx (2 bones instead of 3)\n *\n * @public\n * @korean 손가락뼈세그먼트\n */\nexport interface FingerSegments {\n /**\n * Metacarpal bone (knuckle base)\n * @korean 중수골\n */\n readonly metacarpal: THREE.Vector3;\n\n /**\n * Proximal phalanx (first joint)\n * @korean 근위지골\n */\n readonly proximal: THREE.Vector3;\n\n /**\n * Intermediate phalanx (middle joint)\n * Note: Thumb does not have this bone\n * @korean 중위지골\n */\n readonly intermediate: THREE.Vector3 | null;\n\n /**\n * Distal phalanx (fingertip)\n * @korean 원위지골\n */\n readonly distal: THREE.Vector3;\n}\n\n/**\n * Complete hand structure with all finger bones\n *\n * @public\n * @korean 손뼈구조\n */\nexport interface HandStructure {\n /**\n * Palm base position\n * @korean 손바닥위치\n */\n readonly palm: THREE.Vector3;\n\n /**\n * Wrist position\n * @korean 손목위치\n */\n readonly wrist: THREE.Vector3;\n\n /**\n * Thumb segments (2 bones: no intermediate)\n * @korean 엄지뼈\n */\n readonly thumb: FingerSegments;\n\n /**\n * Index finger segments (3 bones)\n * @korean 검지뼈\n */\n readonly index: FingerSegments;\n\n /**\n * Middle finger segments (3 bones)\n * @korean 중지뼈\n */\n readonly middle: FingerSegments;\n\n /**\n * Ring finger segments (3 bones)\n * @korean 약지뼈\n */\n readonly ring: FingerSegments;\n\n /**\n * Pinky finger segments (3 bones)\n * @korean 새끼뼈\n */\n readonly pinky: FingerSegments;\n}\n"],"mappings":";;;;;;;;;;;;;;;AA4BA,IAAY,eAAL,yBAAA,cAAA;;CAEL,aAAA,UAAO;;CAEP,aAAA,gBAAa;;CAEb,aAAA,gBAAa;;CAEb,aAAA,eAAY;;CAEZ,aAAA,eAAY;;CAEZ,aAAA,UAAO;;CAEP,aAAA,aAAU;;KACX;;;;;;;AAQD,IAAY,aAAL,yBAAA,YAAA;;CAEL,WAAA,WAAQ;;CAER,WAAA,WAAQ;;CAER,WAAA,YAAS;;CAET,WAAA,UAAO;;CAEP,WAAA,WAAQ;;KACT"}
1
+ {"version":3,"file":"hand-animation.js","names":[],"sources":["../../src/types/hand-animation.ts"],"sourcesContent":["/**\n * Hand animation types for Korean martial arts techniques\n *\n * Defines hand poses, finger positions, and animation states for realistic\n * martial arts hand techniques including strikes, grappling, and precise\n * vital point targeting.\n *\n * @module types/hand-animation\n * @category Type Definitions\n * @korean 손애니메이션타입\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Martial arts hand pose types\n *\n * Traditional Korean martial arts hand formations:\n * - FIST (주먹): Closed fist for punching\n * - KNIFE_HAND (수도): Extended fingers, rigid hand edge for strikes\n * - SPEAR_HAND (관수): Extended fingers together, pointed thrust\n * - PALM_HEEL (장력): Palm-heel strike position with curled fingers\n * - GRAPPLING (잡기): Fingers curved for grabs and control\n * - OPEN (펴기): Neutral open hand position\n *\n * @korean 손자세타입\n */\nexport enum HandPoseType {\n /** 주먹 - Closed fist for punching */\n FIST = \"fist\",\n /** 수도 - Knife-hand strike with rigid edge */\n KNIFE_HAND = \"knife_hand\",\n /** 관수 - Spear-hand thrust with pointed fingers */\n SPEAR_HAND = \"spear_hand\",\n /** 장력 - Palm-heel strike with curled fingers */\n PALM_HEEL = \"palm_heel\",\n /** 잡기 - Grappling hand for grabs */\n GRAPPLING = \"grappling\",\n /** 펴기 - Open hand neutral position */\n OPEN = \"open\",\n /** 휴식 - Relaxed natural hand position for walking/idle */\n RELAXED = \"relaxed\",\n}\n\n/**\n * Finger identification\n *\n * @korean 손가락\n */\nexport enum FingerType {\n /** 엄지 - Thumb */\n THUMB = \"thumb\",\n /** 검지 - Index finger */\n INDEX = \"index\",\n /** 중지 - Middle finger */\n MIDDLE = \"middle\",\n /** 약지 - Ring finger */\n RING = \"ring\",\n /** 새끼 - Pinky finger */\n PINKY = \"pinky\",\n}\n\n/**\n * Finger curl amount (0 = fully extended, 1 = fully curled)\n *\n * Normalized values for finger joint angles:\n * - 0.0: Fully extended (straight)\n * - 0.5: Half curled (slightly bent)\n * - 1.0: Fully curled (tight fist)\n *\n * @korean 손가락구부림량\n */\nexport interface FingerCurl {\n /** Thumb curl amount (0-1) */\n readonly thumb: number;\n /** Index finger curl amount (0-1) */\n readonly index: number;\n /** Middle finger curl amount (0-1) */\n readonly middle: number;\n /** Ring finger curl amount (0-1) */\n readonly ring: number;\n /** Pinky finger curl amount (0-1) */\n readonly pinky: number;\n}\n\n/**\n * Finger spread amount (0 = together, 1 = spread apart)\n *\n * Controls the lateral spacing between fingers.\n *\n * @korean 손가락벌림량\n */\nexport interface FingerSpread {\n /** Spread between thumb and index (0-1) */\n readonly thumbIndex: number;\n /** Spread between index and middle (0-1) */\n readonly indexMiddle: number;\n /** Spread between middle and ring (0-1) */\n readonly middleRing: number;\n /** Spread between ring and pinky (0-1) */\n readonly ringPinky: number;\n}\n\n/**\n * Hand pose definition for martial arts techniques\n *\n * Complete hand configuration including finger positions and wrist rotation\n * for authentic Korean martial arts hand techniques.\n *\n * @korean 손자세정의\n */\nexport interface HandPose {\n /** Pose identifier @korean 자세ID */\n readonly type: HandPoseType;\n /** Korean name for the pose @korean 한글이름 */\n readonly nameKorean: string;\n /** English name for the pose @korean 영어이름 */\n readonly nameEnglish: string;\n /** Romanized Korean name @korean 로마자이름 */\n readonly romanized: string;\n /** Finger curl amounts (0-1 per finger) @korean 손가락구부림 */\n readonly fingerCurl: FingerCurl;\n /** Finger spread amounts (0-1 between fingers) @korean 손가락벌림 */\n readonly fingerSpread: FingerSpread;\n /** Wrist rotation for the technique @korean 손목회전 */\n readonly wristRotation: THREE.Euler;\n /** Description of the technique @korean 설명 */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n /** Which martial art this pose comes from @korean 무술출처 */\n readonly martialArtOrigin:\n | \"taekwondo\"\n | \"hapkido\"\n | \"taekyon\"\n | \"traditional\";\n /** Primary striking surface @korean 타격면 */\n readonly strikingSurface:\n | \"knuckles\"\n | \"palm_heel\"\n | \"knife_edge\"\n | \"fingertips\"\n | \"whole_hand\";\n}\n\n/**\n * Hand animation state\n *\n * Current state of hand animation including pose transition progress.\n *\n * @korean 손애니메이션상태\n */\nexport interface HandAnimationState {\n /** Current hand pose @korean 현재자세 */\n readonly currentPose: HandPoseType;\n /** Target hand pose (during transition) @korean 목표자세 */\n readonly targetPose: HandPoseType | null;\n /** Transition progress (0-1) @korean 전환진행률 */\n readonly transitionProgress: number;\n /** Current finger curl values (interpolated) @korean 현재손가락구부림 */\n readonly currentFingerCurl: FingerCurl;\n /** Current finger spread values (interpolated) @korean 현재손가락벌림 */\n readonly currentFingerSpread: FingerSpread;\n /** Current wrist rotation (interpolated) @korean 현재손목회전 */\n readonly currentWristRotation: THREE.Euler;\n /** Whether hand is highlighted for vital point targeting @korean 급소표시여부 */\n readonly isHighlighted: boolean;\n /** Highlight mode for different striking surfaces @korean 표시모드 */\n readonly highlightMode:\n | \"none\"\n | \"knuckles\"\n | \"palm\"\n | \"knife_edge\"\n | \"fingertips\"\n | null;\n}\n\n/**\n * Hand side identification\n *\n * @korean 손쪽\n */\nexport type HandSide = \"left\" | \"right\";\n\n/**\n * Hand pose configuration for attack techniques\n *\n * Maps attack technique names to appropriate hand poses.\n *\n * @korean 공격기술손자세\n */\nexport interface TechniqueHandPose {\n /** Technique name (e.g., \"jab\", \"cross\", \"knife_hand_strike\") @korean 기술이름 */\n readonly techniqueName: string;\n /** Hand pose for left hand @korean 왼손자세 */\n readonly leftHandPose: HandPoseType;\n /** Hand pose for right hand @korean 오른손자세 */\n readonly rightHandPose: HandPoseType;\n /** Transition duration in seconds @korean 전환시간 */\n readonly transitionDuration: number;\n}\n\n/**\n * Hand level of detail (LOD) settings\n *\n * Performance optimization by adjusting hand detail based on camera distance.\n *\n * @korean 손상세도설정\n */\nexport interface HandLODConfig {\n /**\n * Detail level\n * - high: Full finger geometry (4 bones per finger)\n * - medium: Simplified fingers (3 bones per finger)\n * - low: No finger detail (hand as single unit)\n * @korean 상세도\n */\n readonly detailLevel: \"high\" | \"medium\" | \"low\";\n /**\n * Distance thresholds for LOD switching\n * @korean 거리기준\n */\n readonly distanceThresholds: {\n readonly high: number; // Camera distance for high detail (< 5 units)\n readonly medium: number; // Camera distance for medium detail (< 15 units)\n readonly low: number; // Camera distance for low detail (>= 15 units)\n };\n /** Whether to render individual fingers @korean 손가락렌더링여부 */\n readonly renderFingers: boolean;\n /** Number of segments per finger @korean 손가락세그먼트수 */\n readonly fingerSegments: number;\n}\n\n/**\n * Finger bone segments\n *\n * Anatomically correct finger bone structure:\n * - Metacarpal: Knuckle base (hand to finger connection)\n * - Proximal: First joint (knuckle joint)\n * - Intermediate: Middle joint\n * - Distal: Fingertip\n *\n * Note: Thumb has no intermediate phalanx (2 bones instead of 3)\n *\n * @korean 손가락뼈세그먼트\n */\nexport interface FingerSegments {\n /** Metacarpal bone (knuckle base) @korean 중수골 */\n readonly metacarpal: THREE.Vector3;\n /** Proximal phalanx (first joint) @korean 근위지골 */\n readonly proximal: THREE.Vector3;\n /**\n * Intermediate phalanx (middle joint)\n * Note: Thumb does not have this bone\n * @korean 중위지골\n */\n readonly intermediate: THREE.Vector3 | null;\n /** Distal phalanx (fingertip) @korean 원위지골 */\n readonly distal: THREE.Vector3;\n}\n\n/**\n * Complete hand structure with all finger bones\n *\n * @korean 손뼈구조\n */\nexport interface HandStructure {\n /** Palm base position @korean 손바닥위치 */\n readonly palm: THREE.Vector3;\n /** Wrist position @korean 손목위치 */\n readonly wrist: THREE.Vector3;\n /** Thumb segments (2 bones: no intermediate) @korean 엄지뼈 */\n readonly thumb: FingerSegments;\n /** Index finger segments (3 bones) @korean 검지뼈 */\n readonly index: FingerSegments;\n /** Middle finger segments (3 bones) @korean 중지뼈 */\n readonly middle: FingerSegments;\n /** Ring finger segments (3 bones) @korean 약지뼈 */\n readonly ring: FingerSegments;\n /** Pinky finger segments (3 bones) @korean 새끼뼈 */\n readonly pinky: FingerSegments;\n}\n"],"mappings":";;;;;;;;;;;;;;AA2BA,IAAY,eAAL,yBAAA,cAAA;;CAEL,aAAA,UAAO;;CAEP,aAAA,gBAAa;;CAEb,aAAA,gBAAa;;CAEb,aAAA,eAAY;;CAEZ,aAAA,eAAY;;CAEZ,aAAA,UAAO;;CAEP,aAAA,aAAU;;KACX;;;;;;AAOD,IAAY,aAAL,yBAAA,YAAA;;CAEL,WAAA,WAAQ;;CAER,WAAA,WAAQ;;CAER,WAAA,YAAS;;CAET,WAAA,UAAO;;CAEP,WAAA,WAAQ;;KACT"}
@@ -16,7 +16,6 @@ import { BodyRegion } from "./common";
16
16
  *
17
17
  * **Korean**: 부상 유형 분류
18
18
  *
19
- * @public
20
19
  */
21
20
  export declare enum InjuryType {
22
21
  /** Blunt force trauma */
@@ -35,7 +34,6 @@ export declare enum InjuryType {
35
34
  *
36
35
  * Used by both the injury tracking system and trauma visualization components.
37
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  *
38
- * @public
39
37
  */
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  export interface Injury {
41
39
  /** Unique identifier */
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"injury.d.ts","sourceRoot":"","sources":["../../src/types/injury.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AAEtC;;;;;GAKG;AACH,oBAAY,UAAU;IACpB,yBAAyB;IACzB,MAAM,WAAW;IACjB,0BAA0B;IAC1B,GAAG,QAAQ;IACX,gCAAgC;IAChC,UAAU,eAAe;IACzB,4BAA4B;IAC5B,QAAQ,aAAa;CACtB;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,MAAM;IACrB,wBAAwB;IACxB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,2BAA2B;IAC3B,QAAQ,CAAC,MAAM,EAAE,UAAU,CAAC;IAC5B,qBAAqB;IACrB,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAC;IAC1B,8DAA8D;IAC9D,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,4BAA4B;IAC5B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,iEAAiE;IACjE,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,oDAAoD;IACpD,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,GAAG,MAAM,CAAC;CACrC"}
@@ -4,7 +4,6 @@
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  *
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  * **Korean**: 부상 유형 분류
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  *
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- * @public
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  */
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  var InjuryType = /* @__PURE__ */ function(InjuryType) {
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  /** Blunt force trauma */
@@ -1 +1 @@
1
- {"version":3,"file":"injury.js","names":[],"sources":["../../src/types/injury.ts"],"sourcesContent":["/**\n * Shared Injury Types\n * \n * **Korean**: 공유 부상 타입\n * \n * Common injury types and data structures used across the trauma visualization\n * system. Separated from React components to avoid coupling system logic to UI.\n * \n * @module types/injury\n * @category Types\n * @korean 부상타입\n */\n\nimport { BodyRegion } from \"./common\";\n\n/**\n * Injury type classification\n * \n * **Korean**: 부상 유형 분류\n * \n * @public\n */\nexport enum InjuryType {\n /** Blunt force trauma */\n BRUISE = \"bruise\",\n /** Sharp weapon/strike */\n CUT = \"cut\",\n /** Deep cut with blood trail */\n LACERATION = \"laceration\",\n /** Bone damage indicator */\n FRACTURE = \"fracture\",\n}\n\n/**\n * Individual injury data for visualization\n * \n * **Korean**: 시각화를 위한 개별 부상 데이터\n * \n * Used by both the injury tracking system and trauma visualization components.\n * \n * @public\n */\nexport interface Injury {\n /** Unique identifier */\n readonly id: string;\n /** Body region affected */\n readonly region: BodyRegion;\n /** Type of injury */\n readonly type: InjuryType;\n /** Position on body [x, y, z] relative to character center */\n readonly position: [number, number, number];\n /** Severity (0.0 to 1.0) */\n readonly severity: number;\n /** Number of hits to same location (for progressive bruising) */\n readonly hitCount: number;\n /** Timestamp when injury was created */\n readonly timestamp: number;\n /** Optional player ID for multi-player scenarios */\n readonly playerId?: string | number;\n}\n"],"mappings":";;;;;;;;AAsBA,IAAY,aAAL,yBAAA,YAAA;;CAEL,WAAA,YAAS;;CAET,WAAA,SAAM;;CAEN,WAAA,gBAAa;;CAEb,WAAA,cAAW;;KACZ"}
1
+ {"version":3,"file":"injury.js","names":[],"sources":["../../src/types/injury.ts"],"sourcesContent":["/**\n * Shared Injury Types\n * \n * **Korean**: 공유 부상 타입\n * \n * Common injury types and data structures used across the trauma visualization\n * system. Separated from React components to avoid coupling system logic to UI.\n * \n * @module types/injury\n * @category Types\n * @korean 부상타입\n */\n\nimport { BodyRegion } from \"./common\";\n\n/**\n * Injury type classification\n * \n * **Korean**: 부상 유형 분류\n * \n */\nexport enum InjuryType {\n /** Blunt force trauma */\n BRUISE = \"bruise\",\n /** Sharp weapon/strike */\n CUT = \"cut\",\n /** Deep cut with blood trail */\n LACERATION = \"laceration\",\n /** Bone damage indicator */\n FRACTURE = \"fracture\",\n}\n\n/**\n * Individual injury data for visualization\n * \n * **Korean**: 시각화를 위한 개별 부상 데이터\n * \n * Used by both the injury tracking system and trauma visualization components.\n * \n */\nexport interface Injury {\n /** Unique identifier */\n readonly id: string;\n /** Body region affected */\n readonly region: BodyRegion;\n /** Type of injury */\n readonly type: InjuryType;\n /** Position on body [x, y, z] relative to character center */\n readonly position: [number, number, number];\n /** Severity (0.0 to 1.0) */\n readonly severity: number;\n /** Number of hits to same location (for progressive bruising) */\n readonly hitCount: number;\n /** Timestamp when injury was created */\n readonly timestamp: number;\n /** Optional player ID for multi-player scenarios */\n readonly playerId?: string | number;\n}\n"],"mappings":";;;;;;;AAqBA,IAAY,aAAL,yBAAA,YAAA;;CAEL,WAAA,YAAS;;CAET,WAAA,SAAM;;CAEN,WAAA,gBAAa;;CAEb,WAAA,cAAW;;KACZ"}
@@ -19,7 +19,6 @@ import type { Position, TrigramStance, VitalPointCategory, VitalPointSeverity }
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  * The five main body regions used for bounding box collision detection.
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  * Each region contains multiple vital points.
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  *
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- * @public
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  * @category Collision Types
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  * @korean 해부영역
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  */
@@ -29,7 +28,6 @@ export type AnatomicalRegionPhysics = "head" | "neck" | "torso" | "arms" | "legs
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  *
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  * **Korean**: 경계 상자 형태
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  *
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- * @public
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  * @category Collision Types
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  * @korean 경계형태
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  */
@@ -41,7 +39,6 @@ export type BoundingBoxType = "sphere" | "box" | "capsule";
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  *
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  * Defines which body part's length is used for reach calculation.
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  *
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- * @public
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  * @category Combat Types
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  * @korean 신체부위
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  */
@@ -54,7 +51,6 @@ export type ReachBodyPart = "arm" | "leg" | "torso";
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  * Granular limb identification for counter-attack and breaking techniques.
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  * Each limb can be targeted during its extension phase.
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  *
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  * @category Combat Types
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  * @korean 사지부위
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  */
@@ -67,7 +63,6 @@ export type ExposedLimbType = "left_arm" | "right_arm" | "left_leg" | "right_leg
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  * Defines when and how a limb becomes vulnerable during attack execution.
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  * Used for counter-attacks, breaking techniques, and defensive opportunities.
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  *
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- * @public
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  * @category Combat Types
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  * @korean 사지노출시간
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  */
@@ -151,7 +146,6 @@ export interface LimbExposureWindow {
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  * };
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  * ```
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  *
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  * @category Combat Types
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  * @korean 물리적도달설정
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  */
@@ -193,7 +187,6 @@ export interface PhysicalReachConfig {
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  *
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  * @param baseExtension - The base extension multiplier to validate.
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  * @returns `true` if the value is within the inclusive range [0.0, 1.5], otherwise `false`.
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- * @public
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  * @category Combat Types
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  * @korean 기본확장배수검증
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  */
@@ -209,7 +202,6 @@ export declare function isValidBaseExtension(baseExtension: number): boolean;
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  *
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  * @param config - The PhysicalReachConfig instance to validate.
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  * @throws RangeError If baseExtension is outside [0.0, 1.5].
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- * @public
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  * @category Combat Types
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  * @korean 물리적도달설정검증
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  */
@@ -219,7 +211,6 @@ export declare function assertValidPhysicalReachConfig(config: PhysicalReachConf
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  *
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  * **Korean**: 기술 유형
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  *
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- * @public
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  * @category Combat Types
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  * @korean 기술유형
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  */
@@ -242,7 +233,6 @@ export type TechniqueType = "punch" | "kick" | "elbow" | "knee" | "pressure_poin
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  * };
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  * ```
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  *
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- * @public
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  * @category Collision Types
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  * @korean 경계상자
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  */
@@ -263,7 +253,6 @@ export interface BoundingBox {
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  *
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  * Extends the 2D Position type with a z-coordinate for Three.js integration.
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  *
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- * @public
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  * @category Core Types
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  * @korean 3D위치
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  */
@@ -293,7 +282,6 @@ export interface Position3D {
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  * };
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  * ```
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  *
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- * @public
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  * @category Combat Types
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  * @korean 공격범위
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  */
@@ -328,7 +316,6 @@ export interface AttackReach {
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  * };
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  * ```
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  *
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- * @public
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  * @category Collision Types
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  * @korean 충돌결과
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  */
@@ -381,7 +368,6 @@ export interface CollisionVitalPoint {
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  * };
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  * ```
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  *
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- * @public
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  * @category Combat Types
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  * @korean 반격기회
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  */
@@ -425,7 +411,6 @@ export interface CounterOpportunity {
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  * Specific joint and bone targets for breaking techniques.
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  * Used for limb-breaking counter-attacks.
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  *
428
- * @public
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  * @category Combat Types
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  * @korean 파쇄목표
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  */
@@ -438,7 +423,6 @@ export type BreakingTarget = "ankle" | "knee" | "elbow" | "wrist" | "shoulder" |
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  * Result of a breaking technique attempt, including injury severity
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  * and status effects applied to the broken limb.
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  *
441
- * @public
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  * @category Combat Types
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  * @korean 파쇄결과
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  */
@@ -483,7 +467,6 @@ export interface BreakingResult {
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  *
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  * Defines the parameters for a raycasting operation from attacker to target.
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  *
486
- * @public
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  * @category Collision Types
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  * @korean 레이캐스트쿼리
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  */
@@ -502,7 +485,6 @@ export interface RaycastQuery {
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  *
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  * **Korean**: 기본 범위 값
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  *
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- * @public
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  * @category Combat Constants
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  * @korean 기본범위값
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  */
@@ -517,7 +499,6 @@ export declare const BASE_REACH: Record<TechniqueType, number>;
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  * - Defensive stances (Mountain) reduce reach
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  * - Balanced stances (Heaven, Earth) have minor adjustments
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  *
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- * @public
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  * @category Combat Constants
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  * @korean 팔괘범위수정자
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  */
@@ -527,7 +508,6 @@ export declare const STANCE_REACH_MODIFIERS: Record<TrigramStance, number>;
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  *
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  * **Korean**: 충돌 감지 용어
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  *
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- * @public
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  * @category Korean Terms
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  * @korean 충돌용어
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  */
@@ -547,7 +527,6 @@ export declare const COLLISION_KOREAN_TERMS: {
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  *
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  * Standard dimensions for adult human anatomical regions used for bounding box creation.
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  *
550
- * @public
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  * @category Collision Constants
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  * @korean 해부영역치수
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  */
@@ -1 +1 @@
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