All files / systems/animation/core TrigramStanceTransitions.ts

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/**
 * Trigram Stance Transition System
 *
 * Handles trigram-specific animation transitions between stances with smooth blending,
 * incorporating Korean martial arts footwork and weight transfer principles.
 *
 * **Korean Context:**
 * - **자세 전환 (Jase Jeonhwan)**: Stance transition
 * - **발놀림 (Balnollim)**: Footwork
 * - **체중 이동 (Chejung Idong)**: Weight transfer
 *
 * Generates all 64 stance-to-stance transitions (8×8) with proper footwork,
 * weight transfer, and guard pose blending based on authentic Korean martial arts.
 *
 * @module systems/animation/TrigramStanceTransitions
 * @category Animation System
 * @korean 팔괘자세전환
 */
 
import { TrigramStance } from "@/types/common";
import type { SkeletalAnimation } from "@/types/skeletal";
import { BoneName } from "@/types/skeletal";
import * as THREE from "three";
import type { StanceLaterality } from "../../trigram/types";
import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder";
import { getGuardPoseForStance } from "../catalogs/StanceGuardPoses";
 
/**
 * Order of trigram stances in the stance wheel (circular arrangement).
 *
 * **Korean**: 팔괘 순서
 *
 * The 8 trigrams arranged in traditional order around the Bagua octagon.
 * Adjacent stances in this array are considered "adjacent" for transition purposes.
 *
 * @korean 팔괘순서
 */
export const TRIGRAM_STANCES_ORDER: readonly TrigramStance[] = [
  TrigramStance.GEON, // ☰ Heaven
  TrigramStance.TAE, // ☱ Lake
  TrigramStance.LI, // ☲ Fire
  TrigramStance.JIN, // ☳ Thunder
  TrigramStance.SON, // ☴ Wind
  TrigramStance.GAM, // ☵ Water
  TrigramStance.GAN, // ☶ Mountain
  TrigramStance.GON, // ☷ Earth
] as const;
 
/**
 * Calculate transition duration based on stance change magnitude.
 *
 * **Korean**: 전환 시간 계산
 *
 * Duration is based on the distance between stances on the octagonal wheel:
 * - Same stance (laterality change only): 300ms
 * - Adjacent stances (1-2 steps apart): 200ms
 * - Medium distance (3-4 steps): 300ms
 * - Opposite stances (4 steps): 400ms
 *
 * @param from - Starting trigram stance
 * @param to - Ending trigram stance
 * @returns Transition duration in seconds
 *
 * @example
 * ```typescript
 * calculateTransitionDuration(TrigramStance.GEON, TrigramStance.TAE); // 0.2 (adjacent)
 * calculateTransitionDuration(TrigramStance.GEON, TrigramStance.GON); // 0.4 (opposite)
 * calculateTransitionDuration(TrigramStance.GEON, TrigramStance.GEON); // 0.3 (laterality change)
 * ```
 *
 * @public
 * @category Trigram System
 * @korean 전환시간계산
 */
export function calculateTransitionDuration(
  from: TrigramStance,
  to: TrigramStance
): number {
  // Same stance = laterality change only
  if (from === to) {
    return 0.3; // 300ms
  }
 
  const fromIndex = TRIGRAM_STANCES_ORDER.indexOf(from);
  const toIndex = TRIGRAM_STANCES_ORDER.indexOf(to);
 
  if (fromIndex === -1 || toIndex === -1) {
    console.warn(`Invalid stance in transition: ${from} -> ${to}`);
    return 0.3; // Default to medium duration
  }
 
  // Calculate shortest distance around the circular wheel
  // For a circular array, the shortest path between two positions can wrap around.
  // Example: In an 8-element array, going from index 7 to 0 is 1 step (wrapping),
  // not 7 steps (direct). We compare both paths and take the shorter one.
  const directDistance = Math.abs(toIndex - fromIndex);
  const wrapDistance = TRIGRAM_STANCES_ORDER.length - directDistance;
  const distance = Math.min(directDistance, wrapDistance);
 
  // Map distance to duration
  Iif (distance === 0) return 0.3; // Same stance
  if (distance <= 2) return 0.2; // Adjacent stances (1-2 steps)
  if (distance <= 3) return 0.3; // Medium distance (3 steps)
  return 0.4; // Opposite stances (4 steps)
}
 
/**
 * Weight transfer constants for realistic knee bending during stance transitions.
 *
 * **Korean**: 체중 이동 상수
 *
 * @korean 체중이동상수
 */
const WEIGHT_TRANSFER_KNEE_BEND = 0.1; // Additional knee bend during weight transfer (radians)
const MAX_KNEE_FLEX_ANGLE = 0.6; // Maximum knee flex angle to prevent over-bending (radians)
 
/**
 * Helper function for blending Euler rotations between two poses.
 *
 * **Korean**: 오일러 회전 블렌딩
 *
 * Linearly interpolates between two Euler angles based on a blend factor.
 *
 * @param fromEuler - Starting rotation
 * @param toEuler - Target rotation
 * @param blend - Blend factor (0.0 = all from, 1.0 = all to)
 * @returns Blended rotation as [x, y, z] tuple
 *
 * @korean 오일러회전블렌딩
 */
function blendRotation(
  fromEuler: THREE.Euler,
  toEuler: THREE.Euler,
  blend: number
): [number, number, number] {
  return [
    fromEuler.x + (toEuler.x - fromEuler.x) * blend,
    fromEuler.y + (toEuler.y - fromEuler.y) * blend,
    fromEuler.z + (toEuler.z - fromEuler.z) * blend,
  ];
}
 
/**
 * Generate trigram stance-to-stance transition animation.
 *
 * **Korean**: 팔괘 자세 전환 애니메이션 생성
 *
 * Creates a complete skeletal animation transitioning from one trigram stance to another,
 * including:
 * - Footwork keyframes (weight transfer, pivot, step)
 * - Guard pose blending (arms transition smoothly)
 * - Laterality support (left/right stance)
 * - Korean martial arts principles (proper weight transfer, footwork sequencing)
 *
 * ## Animation Phases
 *
 * 1. **Weight Transfer (0-40% of duration)**: Shift weight off moving foot
 * 2. **Pivot/Step (40-70% of duration)**: Reposition feet to target stance width
 * 3. **Guard Blend (0-100% of duration)**: Smoothly transition guard poses
 * 4. **Settle (70-100% of duration)**: Complete transition, stabilize in new stance
 *
 * @param from - Starting trigram stance
 * @param to - Ending trigram stance
 * @param laterality - Laterality (applies to ending stance)
 * @returns Transition animation with footwork and guard blending
 *
 * @example
 * ```typescript
 * // Adjacent stance transition (200ms)
 * const transition = transitionBetweenStances(
 *   TrigramStance.GEON,
 *   TrigramStance.TAE,
 *   "left"
 * );
 *
 * // Opposite stance transition (400ms)
 * const longTransition = transitionBetweenStances(
 *   TrigramStance.GEON,
 *   TrigramStance.GON,
 *   "right"
 * );
 * ```
 *
 * @public
 * @category Trigram System
 * @korean 팔괘자세전환
 */
export function transitionBetweenStances(
  from: TrigramStance,
  to: TrigramStance,
  laterality: StanceLaterality
): SkeletalAnimation {
  const duration = calculateTransitionDuration(from, to);
 
  // Get guard poses - same laterality used for both source and target stances
  // (the transition maintains laterality throughout)
  const fromGuard = getGuardPoseForStance(from, laterality);
  const toGuard = getGuardPoseForStance(to, laterality);
 
  if (!fromGuard || !toGuard) {
    throw new Error(
      `Guard pose not found for transition: ${from} (${laterality}) -> ${to} (${laterality})`
    );
  }
 
  // Build transition animation
  const builder = MartialArtsAnimationBuilder.create(
    `${from}_to_${to}_${laterality}`,
    `${from}에서${to}로_${laterality === "left" ? "왼" : "오른"}`
  ).asStance(duration, false);
 
  // Keyframe 1: Start from original guard pose (0% - t=0)
  const startTime = 0;
  const fromHalfWidth = fromGuard.stanceWidth / 2;
 
  builder
    .at(startTime, "ease-out")
    .rotate(
      BoneName.SHOULDER_L,
      ...(fromGuard.leftArm.shoulder.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.ELBOW_L,
      ...(fromGuard.leftArm.elbow.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.WRIST_L,
      ...(fromGuard.leftArm.wrist.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.SHOULDER_R,
      ...(fromGuard.rightArm.shoulder.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.ELBOW_R,
      ...(fromGuard.rightArm.elbow.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.WRIST_R,
      ...(fromGuard.rightArm.wrist.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.HIP_L,
      ...(fromGuard.leftLeg.hip.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.KNEE_L,
      ...(fromGuard.leftLeg.knee.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.FOOT_L,
      ...(fromGuard.leftLeg.ankle.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.HIP_R,
      ...(fromGuard.rightLeg.hip.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.KNEE_R,
      ...(fromGuard.rightLeg.knee.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.FOOT_R,
      ...(fromGuard.rightLeg.ankle.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.SPINE_UPPER,
      ...(fromGuard.torso.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.PELVIS,
      ...(fromGuard.pelvis.toArray() as [number, number, number])
    )
    .position(BoneName.FOOT_L, -fromHalfWidth, 0, 0)
    .position(BoneName.FOOT_R, fromHalfWidth, 0, 0)
    .done<typeof builder>();
 
  // Keyframe 2: Weight transfer phase (40% of duration)
  const weightTransferTime = duration * 0.4;
  builder
    .at(weightTransferTime, "linear")
    .rotate(
      BoneName.KNEE_L,
      Math.min(
        fromGuard.leftLeg.knee.x + WEIGHT_TRANSFER_KNEE_BEND,
        MAX_KNEE_FLEX_ANGLE
      ),
      0,
      0
    )
    .rotate(
      BoneName.KNEE_R,
      Math.min(
        fromGuard.rightLeg.knee.x + WEIGHT_TRANSFER_KNEE_BEND,
        MAX_KNEE_FLEX_ANGLE
      ),
      0,
      0
    )
    .rotate(
      BoneName.PELVIS,
      fromGuard.pelvis.x,
      fromGuard.pelvis.y + (toGuard.pelvis.y - fromGuard.pelvis.y) * 0.3,
      fromGuard.pelvis.z
    )
    .rotate(
      BoneName.SHOULDER_L,
      ...blendRotation(
        fromGuard.leftArm.shoulder,
        toGuard.leftArm.shoulder,
        0.2
      )
    )
    .rotate(
      BoneName.ELBOW_L,
      ...blendRotation(fromGuard.leftArm.elbow, toGuard.leftArm.elbow, 0.2)
    )
    .done<typeof builder>();
 
  // Keyframe 3: Guard blend phase (70% of duration)
  const guardBlendTime = duration * 0.7;
  const blendedHalfWidth =
    fromHalfWidth + (toGuard.stanceWidth / 2 - fromHalfWidth) * 0.7;
 
  builder
    .at(guardBlendTime, "ease-in-out")
    .rotate(
      BoneName.SHOULDER_L,
      ...blendRotation(
        fromGuard.leftArm.shoulder,
        toGuard.leftArm.shoulder,
        0.7
      )
    )
    .rotate(
      BoneName.ELBOW_L,
      ...blendRotation(fromGuard.leftArm.elbow, toGuard.leftArm.elbow, 0.7)
    )
    .rotate(
      BoneName.WRIST_L,
      ...blendRotation(fromGuard.leftArm.wrist, toGuard.leftArm.wrist, 0.7)
    )
    .rotate(
      BoneName.SHOULDER_R,
      ...blendRotation(
        fromGuard.rightArm.shoulder,
        toGuard.rightArm.shoulder,
        0.7
      )
    )
    .rotate(
      BoneName.ELBOW_R,
      ...blendRotation(fromGuard.rightArm.elbow, toGuard.rightArm.elbow, 0.7)
    )
    .rotate(
      BoneName.WRIST_R,
      ...blendRotation(fromGuard.rightArm.wrist, toGuard.rightArm.wrist, 0.7)
    )
    .rotate(
      BoneName.HIP_L,
      ...blendRotation(fromGuard.leftLeg.hip, toGuard.leftLeg.hip, 0.6)
    )
    .rotate(
      BoneName.KNEE_L,
      ...blendRotation(fromGuard.leftLeg.knee, toGuard.leftLeg.knee, 0.6)
    )
    .rotate(
      BoneName.FOOT_L,
      ...blendRotation(fromGuard.leftLeg.ankle, toGuard.leftLeg.ankle, 0.6)
    )
    .rotate(
      BoneName.HIP_R,
      ...blendRotation(fromGuard.rightLeg.hip, toGuard.rightLeg.hip, 0.6)
    )
    .rotate(
      BoneName.KNEE_R,
      ...blendRotation(fromGuard.rightLeg.knee, toGuard.rightLeg.knee, 0.6)
    )
    .rotate(
      BoneName.FOOT_R,
      ...blendRotation(fromGuard.rightLeg.ankle, toGuard.rightLeg.ankle, 0.6)
    )
    .rotate(
      BoneName.SPINE_UPPER,
      ...blendRotation(fromGuard.torso, toGuard.torso, 0.7)
    )
    .rotate(
      BoneName.PELVIS,
      ...blendRotation(fromGuard.pelvis, toGuard.pelvis, 0.7)
    )
    .position(BoneName.FOOT_L, -blendedHalfWidth, 0, 0)
    .position(BoneName.FOOT_R, blendedHalfWidth, 0, 0)
    .done<typeof builder>();
 
  // Keyframe 4: Complete transition to target guard pose (100% - t=duration)
  const endTime = duration;
  const toHalfWidth = toGuard.stanceWidth / 2;
 
  builder
    .at(endTime, "ease-in")
    .rotate(
      BoneName.SHOULDER_L,
      ...(toGuard.leftArm.shoulder.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.ELBOW_L,
      ...(toGuard.leftArm.elbow.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.WRIST_L,
      ...(toGuard.leftArm.wrist.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.SHOULDER_R,
      ...(toGuard.rightArm.shoulder.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.ELBOW_R,
      ...(toGuard.rightArm.elbow.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.WRIST_R,
      ...(toGuard.rightArm.wrist.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.HIP_L,
      ...(toGuard.leftLeg.hip.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.KNEE_L,
      ...(toGuard.leftLeg.knee.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.FOOT_L,
      ...(toGuard.leftLeg.ankle.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.HIP_R,
      ...(toGuard.rightLeg.hip.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.KNEE_R,
      ...(toGuard.rightLeg.knee.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.FOOT_R,
      ...(toGuard.rightLeg.ankle.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.SPINE_UPPER,
      ...(toGuard.torso.toArray() as [number, number, number])
    )
    .rotate(
      BoneName.PELVIS,
      ...(toGuard.pelvis.toArray() as [number, number, number])
    )
    .position(BoneName.FOOT_L, -toHalfWidth, 0, 0)
    .position(BoneName.FOOT_R, toHalfWidth, 0, 0)
    .done<typeof builder>();
 
  return builder.build();
}
 
/**
 * Stance transition matrix containing all 64 transitions (8x8).
 *
 * **Korean**: 팔괘 전환 행렬
 *
 * Maps from every stance to every other stance for both left and right laterality.
 * Key format: "from_to_laterality" (e.g., "geon_tae_left")
 *
 * Total transitions: 128 (8 source × 8 target × 2 laterality)
 * - 16 same-stance transitions (laterality changes, 300ms)
 * - ~48 adjacent transitions (200ms)
 * - ~64 indirect transitions (300-400ms)
 *
 * @korean 팔괘전환행렬
 */
export const STANCE_TRANSITIONS: Map<string, SkeletalAnimation> = new Map();
 
/**
 * Initialize the stance transition matrix.
 *
 * **Korean**: 전환 행렬 초기화
 *
 * Generates all 128 stance transitions (8 from × 8 to × 2 laterality) and populates the transition map.
 *
 * **Important**: Call this during application initialization, not during module load, to avoid
 * blocking the main thread and to provide better control over when transitions are generated.
 *
 * @example
 * ```typescript
 * // During app startup
 * initializeStanceTransitions();
 * ```
 *
 * @korean 전환행렬초기화
 */
export function initializeStanceTransitions(): void {
  // Generate all transitions for both lateralities
  for (const from of TRIGRAM_STANCES_ORDER) {
    for (const to of TRIGRAM_STANCES_ORDER) {
      for (const laterality of ["left", "right"] as const) {
        const key = `${from}_${to}_${laterality}`;
        const transition = transitionBetweenStances(from, to, laterality);
        STANCE_TRANSITIONS.set(key, transition);
      }
    }
  }
}
 
/**
 * Get stance transition animation.
 *
 * **Korean**: 자세 전환 가져오기
 *
 * Retrieves the transition animation for moving from one stance to another with specific laterality.
 *
 * @param from - Source stance
 * @param to - Target stance
 * @param laterality - Stance laterality (left/right)
 * @returns Transition animation, or undefined if not found
 *
 * @example
 * ```typescript
 * const transition = getStanceTransition(
 *   TrigramStance.GEON,
 *   TrigramStance.TAE,
 *   "right"
 * );
 * console.log(transition.duration); // 0.2
 * console.log(transition.keyframes.length); // 4
 * ```
 *
 * @korean 자세전환가져오기
 */
export function getStanceTransition(
  from: TrigramStance,
  to: TrigramStance,
  laterality: StanceLaterality
): SkeletalAnimation | undefined {
  const key = `${from}_${to}_${laterality}`;
  return STANCE_TRANSITIONS.get(key);
}
 
/**
 * Ensure stance transitions have been initialized.
 *
 * **Korean**: 전환이미초기화확인
 *
 * This helper provides a convenient way for application startup code to lazily
 * initialize the stance transition matrix without performing any work at module
 * load time. It is safe to call multiple times; transitions will only be generated
 * on the first call when the internal map is still empty.
 *
 * @example
 * ```typescript
 * // During app startup or before using stance transitions
 * ensureStanceTransitionsInitialized();
 * ```
 *
 * @korean 전환이미초기화확인
 */
export function ensureStanceTransitionsInitialized(): void {
  if (STANCE_TRANSITIONS.size === 0) {
    initializeStanceTransitions();
  }
}