Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 | 9x 9x 9x 44x 30x 30x 30x 30x 30x 187x 187x 187x 187x 187x 187x 185x 187x 185x 187x 92x 9x 9x 9x 83x 3x 3x 80x 1x 1x 79x 1x 1x 78x 2x 2x 76x 1x 1x 75x 75x 187x 22x 22x 187x | /**
* useHandPoseTransitions - Shared hook for hand animation management
*
* Manages hand pose transitions and animation state for both hands.
* Reduces code duplication in skeletal animation components.
*
* @module hooks/useHandPoseTransitions
* @category Hooks
* @korean 손자세전환훅
*/
import { useEffect, useRef, useState } from "react";
import {
createInitialHandAnimationState,
getTechniqueHandPose,
updateHandAnimationState,
} from "../systems/animation";
import type { HandAnimationState } from "../types/hand-animation";
import { HandPoseType } from "../types/hand-animation";
import type { PlayerAnimation } from "../types/player-visual";
/**
* Default transition duration for hand pose changes (in seconds)
* @korean 손자세전환기본지속시간
*/
const DEFAULT_HAND_TRANSITION_DURATION = 0.2;
/**
* Frequency of React state syncs during hand animations.
* Value of 20 means sync every 5% progress (~every 3 frames at 60fps).
* Reduces React re-renders from 60/sec to ~20/sec during transitions.
* @korean 손상태동기화빈도
*/
const HAND_STATE_SYNC_FREQUENCY = 20;
/**
* Options for useHandPoseTransitions hook
* @korean 손자세전환훅옵션
*/
export interface UseHandPoseTransitionsOptions {
/** Current animation name */
readonly currentAnimation: PlayerAnimation;
/** Specific attack animation name (for attack state) */
readonly attackAnimation?: string;
/** Whether player is blocking */
readonly isBlocking?: boolean;
}
/**
* Return type for useHandPoseTransitions hook
* @korean 손자세전환훅반환타입
*/
export interface UseHandPoseTransitionsReturn {
/** Left hand animation state */
readonly leftHandState: HandAnimationState;
/** Right hand animation state */
readonly rightHandState: HandAnimationState;
/** Update hand animations (call in useFrame) */
readonly updateHandAnimations: (delta: number) => void;
}
/**
* Updates hand animation state for a single hand at 60fps.
* Uses refs to avoid triggering React re-renders on every frame.
* Only syncs to React state periodically or when transition completes.
*
* @param handStateRef - Ref storing current hand animation state
* @param setHandState - React setState function to update hand state
* @param delta - Time elapsed since last frame (in seconds)
* @korean 손애니메이션프레임업데이트
*/
const updateHandAnimationFrame = (
handStateRef: React.MutableRefObject<HandAnimationState>,
setHandState: React.Dispatch<React.SetStateAction<HandAnimationState>>,
delta: number
): void => {
if (handStateRef.current && handStateRef.current.targetPose !== null) {
const previousState = handStateRef.current;
const updatedState = updateHandAnimationState(
previousState,
previousState.targetPose,
delta,
DEFAULT_HAND_TRANSITION_DURATION
);
handStateRef.current = updatedState;
// Sync to React state periodically (approximately every 3 frames at 60fps)
Eif (
updatedState.targetPose === null ||
Math.floor(updatedState.transitionProgress * HAND_STATE_SYNC_FREQUENCY) !==
Math.floor(
previousState.transitionProgress * HAND_STATE_SYNC_FREQUENCY
)
) {
setHandState(updatedState);
}
}
};
/**
* useHandPoseTransitions hook
*
* Manages hand pose transitions for both hands based on current animation.
* Automatically selects appropriate hand poses for different techniques
* and handles smooth transitions at 60fps.
*
* @param options - Hand animation options
* @returns Hand states and update function
*
* @example
* ```tsx
* const { leftHandState, rightHandState, updateHandAnimations } =
* useHandPoseTransitions({
* currentAnimation: "attack",
* attackAnimation: "jab",
* isBlocking: false,
* });
*
* // In useFrame callback
* useFrame((_, delta) => {
* updateHandAnimations(delta);
* });
* ```
*
* @korean 손자세전환훅
*/
export function useHandPoseTransitions(
options: UseHandPoseTransitionsOptions
): UseHandPoseTransitionsReturn {
const { currentAnimation, attackAnimation, isBlocking = false } = options;
// Hand animation states
const [leftHandState, setLeftHandState] = useState<HandAnimationState>(
createInitialHandAnimationState(HandPoseType.OPEN)
);
const [rightHandState, setRightHandState] = useState<HandAnimationState>(
createInitialHandAnimationState(HandPoseType.OPEN)
);
// Refs for 60fps animation updates without triggering React re-renders
const leftHandStateRef = useRef<HandAnimationState>(leftHandState);
const rightHandStateRef = useRef<HandAnimationState>(rightHandState);
// Sync refs with state
useEffect(() => {
leftHandStateRef.current = leftHandState;
}, [leftHandState]);
useEffect(() => {
rightHandStateRef.current = rightHandState;
}, [rightHandState]);
// Update hand poses based on current animation
useEffect(() => {
if (currentAnimation === "attack" && attackAnimation) {
// Attack animation - use technique-specific hand poses
const handPose = getTechniqueHandPose(attackAnimation);
setLeftHandState((prev) =>
updateHandAnimationState(
prev,
handPose.leftHandPose,
0,
handPose.transitionDuration
)
);
setRightHandState((prev) =>
updateHandAnimationState(
prev,
handPose.rightHandPose,
0,
handPose.transitionDuration
)
);
} else if (currentAnimation === "defend" || isBlocking) {
// Open hands for blocking
setLeftHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.1)
);
setRightHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.1)
);
} else if (currentAnimation === "walk") {
// Relaxed hands while walking
setLeftHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.RELAXED, 0, 0.2)
);
setRightHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.RELAXED, 0, 0.2)
);
} else if (currentAnimation === "stance_change") {
// Guard hands during stance change
setLeftHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.15)
);
setRightHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.15)
);
} else if (
currentAnimation?.startsWith("step_") ||
currentAnimation?.startsWith("footwork_")
) {
// Maintain guard hands during steps and footwork
setLeftHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.1)
);
setRightHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.1)
);
} else if (currentAnimation?.startsWith("stance_guard_")) {
// Guard hands in open position
setLeftHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.2)
);
setRightHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.2)
);
} else {
// Idle - return to relaxed hand pose
setLeftHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.RELAXED, 0, 0.3)
);
setRightHandState((prev) =>
updateHandAnimationState(prev, HandPoseType.RELAXED, 0, 0.3)
);
}
}, [currentAnimation, attackAnimation, isBlocking]);
// Update hand animations at 60fps
const updateHandAnimations = (delta: number): void => {
updateHandAnimationFrame(leftHandStateRef, setLeftHandState, delta);
updateHandAnimationFrame(rightHandStateRef, setRightHandState, delta);
};
return {
leftHandState,
rightHandState,
updateHandAnimations,
};
}
|