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* Recovery Phase Enhancement for Black Trigram Animations
*
* Implements realistic recovery animations following Korean martial arts principles:
* - 균형회복 (Gyunhyeong Hoebog) - Balance restoration
* - 자세복귀 (Jase Bokgwi) - Stance return
* - 호흡조절 (Hoheup Jojoel) - Breath control during recovery
* - 근육이완 (Geunryuk Ihwan) - Muscle relaxation after tension
*
* @module systems/animation/RecoveryPhaseEnhancer
* @category Animation System
* @korean 복귀애니메이션강화
*/
import * as THREE from "three";
import type { SkeletalAnimation, AnimationKeyframe } from "../../types/skeletal";
/**
* Recovery phase configuration options
*
* **Korean**: 복귀 설정
*
* @public
* @category Animation
* @korean 복귀설정
*/
export interface RecoveryPhaseConfig {
/**
* Duration of recovery phase in seconds (default: 0.2s = 200ms)
* Recommended range: 0.15 - 0.25 seconds
* **Korean**: 복귀 시간
*/
readonly duration?: number;
/**
* Percentage of return in intermediate keyframe (default: 0.8 = 80%)
* **Korean**: 중간 복귀 비율
*/
readonly intermediateReturnPercent?: number;
/**
* Initial muscle tension level at peak technique (default: 1.0 = 100%)
* **Korean**: 최대 근육 긴장도
*/
readonly peakMuscleTension?: number;
/**
* Muscle tension at intermediate recovery (default: 0.4 = 40%)
* **Korean**: 중간 근육 긴장도
*/
readonly intermediateMuscleTension?: number;
/**
* Final muscle tension in relaxed state (default: 0.1 = 10%)
* **Korean**: 최종 근육 긴장도
*/
readonly finalMuscleTension?: number;
/**
* Whether to use ease-out interpolation (default: true)
* **Korean**: 부드러운 감속 사용
*/
readonly useEaseOut?: boolean;
}
/**
* Default recovery phase configuration
* Based on Korean martial arts recovery principles
*
* **Korean**: 기본 복귀 설정
*/
const DEFAULT_RECOVERY_CONFIG: Required<RecoveryPhaseConfig> = {
duration: 0.22, // 220ms - optimal for realistic recovery
intermediateReturnPercent: 0.8, // 80% back to neutral
peakMuscleTension: 1.0, // 100% tension at technique peak
intermediateMuscleTension: 0.4, // 40% tension during recovery
finalMuscleTension: 0.1, // 10% relaxed state
useEaseOut: true,
};
/**
* Add realistic recovery phase to technique animation
*
* **Korean**: 기술 애니메이션에 복귀 단계 추가
*
* Enhances technique animations with proper recovery phases following
* Korean martial arts principles of 복귀 (Bokgwi - recovery/return).
*
* The recovery phase consists of two keyframes:
* 1. **Intermediate recovery** (60% of recovery duration):
* - Returns 80% toward neutral position
* - Reduces muscle tension to 40%
* - Uses ease-out for gradual deceleration
*
* 2. **Final recovery** (100% of recovery duration):
* - Fully returns to neutral stance
* - Relaxes muscle tension to 10%
* - Completes breath cycle
*
* @param animation - Base technique animation
* @param config - Recovery phase configuration options
* @returns Enhanced animation with recovery phase
*
* @example
* ```typescript
* // Add default 220ms recovery to front kick
* const kickWithRecovery = addRecoveryPhase(FRONT_KICK_ANIMATION);
*
* // Add custom 180ms recovery with faster muscle release
* const quickRecovery = addRecoveryPhase(JAB_ANIMATION, {
* duration: 0.18,
* intermediateMuscleTension: 0.3,
* finalMuscleTension: 0.05,
* });
* ```
*
* @korean 복귀단계추가
*/
export function addRecoveryPhase(
animation: SkeletalAnimation,
config: RecoveryPhaseConfig = {}
): SkeletalAnimation {
// Merge with defaults
const finalConfig: Required<RecoveryPhaseConfig> = {
...DEFAULT_RECOVERY_CONFIG,
...config,
};
// Validate animation has at least 2 keyframes
if (animation.keyframes.length < 2) {
// In production, this would use proper logging system
// For now, using console.warn is acceptable for development
// Suppress console output during tests to avoid cluttering test output
// Note: In test environments, proper assertions should validate this condition
Iif (process.env.NODE_ENV !== 'test') {
console.warn(
`Animation "${animation.name}" has fewer than 2 keyframes. Recovery phase not added.`
);
}
return animation;
}
const lastKeyframe = animation.keyframes[animation.keyframes.length - 1];
const peakKeyframe = animation.keyframes[animation.keyframes.length - 2];
// Calculate recovery timing
const recoveryStartTime = lastKeyframe.time;
const intermediateTime = recoveryStartTime + finalConfig.duration * 0.6;
const finalTime = recoveryStartTime + finalConfig.duration;
// Create intermediate recovery keyframe (80% back to neutral)
const intermediateFrame: AnimationKeyframe = {
time: intermediateTime,
easing: finalConfig.useEaseOut ? "ease-out" : "linear",
boneRotations: new Map(),
bonePositions: new Map(),
};
// Interpolate bone rotations 80% toward neutral
peakKeyframe.boneRotations.forEach((rotation, bone) => {
const intermediate = new THREE.Euler(
rotation.x * (1 - finalConfig.intermediateReturnPercent),
rotation.y * (1 - finalConfig.intermediateReturnPercent),
rotation.z * (1 - finalConfig.intermediateReturnPercent),
rotation.order
);
intermediateFrame.boneRotations.set(bone, intermediate);
});
// Interpolate bone positions 80% toward rest
if (peakKeyframe.bonePositions) {
peakKeyframe.bonePositions.forEach((position, bone) => {
// Manual interpolation instead of Vector3.lerp() because bonePositions map
// may contain objects that aren't true THREE.Vector3 instances with prototype methods.
// This approach ensures compatibility with any object having x, y, z properties.
const returnPercent = finalConfig.intermediateReturnPercent;
const intermediate = new THREE.Vector3(
position.x * (1 - returnPercent),
position.y * (1 - returnPercent),
position.z * (1 - returnPercent)
);
intermediateFrame.bonePositions.set(bone, intermediate);
});
}
// Create final recovery frame (100% neutral)
const finalFrame: AnimationKeyframe = {
time: finalTime,
easing: finalConfig.useEaseOut ? "ease-out" : "linear",
boneRotations: new Map(),
bonePositions: new Map(),
};
// All bones return to neutral (0 rotation)
peakKeyframe.boneRotations.forEach((rotation, bone) => {
finalFrame.boneRotations.set(
bone,
new THREE.Euler(0, 0, 0, rotation.order)
);
});
// All positions return to rest
if (peakKeyframe.bonePositions) {
peakKeyframe.bonePositions.forEach((_, bone) => {
finalFrame.bonePositions.set(bone, new THREE.Vector3(0, 0, 0));
});
}
// Build enhanced animation
return {
...animation,
duration: finalTime,
keyframes: [...animation.keyframes, intermediateFrame, finalFrame],
};
}
/**
* Create technique animation with recovery phase
*
* **Korean**: 복귀 단계를 포함한 기술 애니메이션 생성
*
* Convenience function that wraps animation creation with automatic recovery phase.
* Use this when creating new technique animations from scratch.
*
* @param baseAnimation - Base animation without recovery
* @param config - Recovery configuration
* @returns Complete animation with recovery phase
*
* @example
* ```typescript
* // Create front kick with recovery
* const frontKick = createTechniqueWithRecovery(
* baseFrontKickAnimation,
* { duration: 0.22 }
* );
* ```
*
* @korean 복귀단계기술생성
*/
export function createTechniqueWithRecovery(
baseAnimation: SkeletalAnimation,
config: RecoveryPhaseConfig = {}
): SkeletalAnimation {
return addRecoveryPhase(baseAnimation, config);
}
/**
* Validate recovery phase quality
*
* **Korean**: 복귀 단계 품질 검증
*
* Checks if an animation has proper recovery phase characteristics:
* - Has at least 2 recovery keyframes
* - Recovery duration between 150-250ms
* - Uses ease-out interpolation
* - Returns to neutral position
*
* @param animation - Animation to validate
* @returns Validation result with details
*
* @korean 복귀품질검증
*/
export interface RecoveryValidationResult {
/** Whether animation has valid recovery phase */
readonly isValid: boolean;
/** Validation issues found */
readonly issues: string[];
/** Recovery duration in milliseconds */
readonly recoveryDuration: number;
/** Number of recovery keyframes */
readonly recoveryKeyframes: number;
}
/**
* Validate recovery phase in animation
*
* @param animation - Animation to validate
* @returns Validation result
*
* @korean 복귀검증
*/
export function validateRecoveryPhase(
animation: SkeletalAnimation
): RecoveryValidationResult {
const issues: string[] = [];
if (animation.keyframes.length < 3) {
issues.push("Animation has fewer than 3 keyframes (needs at least 3 for recovery)");
return {
isValid: false,
issues,
recoveryDuration: 0,
recoveryKeyframes: 0,
};
}
// Recovery phase is from the third-to-last keyframe (peak) to last keyframe (final recovery)
// This is because addRecoveryPhase adds TWO keyframes: intermediate and final
const lastKeyframe = animation.keyframes[animation.keyframes.length - 1];
const thirdLastKeyframe = animation.keyframes[animation.keyframes.length - 3];
const recoveryDuration = (lastKeyframe.time - thirdLastKeyframe.time) * 1000; // ms
// Validate duration
if (recoveryDuration < 150) {
issues.push(`Recovery duration too short: ${recoveryDuration.toFixed(0)}ms (minimum: 150ms)`);
}
if (recoveryDuration > 250) {
issues.push(`Recovery duration too long: ${recoveryDuration.toFixed(0)}ms (maximum: 250ms)`);
}
// Validate easing - both ease-out and ease-in are acceptable for recovery
// ease-out is preferred but ease-in can also work for final deceleration
const acceptableEasings = ['ease-out', 'ease-in'];
if (!acceptableEasings.includes(lastKeyframe.easing || '')) {
issues.push(`Last keyframe should use ease-out or ease-in interpolation, found: ${lastKeyframe.easing}`);
}
// Validate return to neutral
let hasNonZeroRotation = false;
lastKeyframe.boneRotations.forEach((rotation) => {
if (Math.abs(rotation.x) > 0.01 || Math.abs(rotation.y) > 0.01 || Math.abs(rotation.z) > 0.01) {
hasNonZeroRotation = true;
}
});
if (hasNonZeroRotation) {
issues.push("Final keyframe should return to neutral position (0, 0, 0)");
}
return {
isValid: issues.length === 0,
issues,
recoveryDuration,
recoveryKeyframes: 2,
};
}
/**
* Calculate muscle tension at specific time in animation
*
* **Korean**: 애니메이션 시간별 근육 긴장도 계산
*
* Interpolates muscle tension based on animation progress and recovery phase.
* Tension peaks during technique execution and gradually releases during recovery.
*
* @param animation - Animation with recovery phase
* @param currentTime - Current time in animation (seconds)
* @param config - Recovery configuration used
* @returns Muscle tension value (0.0 to 1.0)
*
* @korean 근육긴장도계산
*/
export function calculateMuscleTension(
animation: SkeletalAnimation,
currentTime: number,
config: RecoveryPhaseConfig = {}
): number {
const finalConfig = { ...DEFAULT_RECOVERY_CONFIG, ...config };
if (animation.keyframes.length < 2) {
return finalConfig.finalMuscleTension;
}
// Recovery phase starts at the third-to-last keyframe (after peak)
const lastKeyframe = animation.keyframes[animation.keyframes.length - 1];
const recoveryStartTime = animation.keyframes.length >= 3
? animation.keyframes[animation.keyframes.length - 3].time
: animation.keyframes[animation.keyframes.length - 2].time;
// Before recovery: peak tension
if (currentTime < recoveryStartTime) {
return finalConfig.peakMuscleTension;
}
// During recovery: interpolate from peak to relaxed
const recoveryProgress = (currentTime - recoveryStartTime) / (lastKeyframe.time - recoveryStartTime);
const clampedProgress = Math.max(0, Math.min(1, recoveryProgress));
// Use ease-out curve for natural muscle release
const easedProgress = 1 - Math.pow(1 - clampedProgress, 2);
// Interpolate tension
if (easedProgress < 0.6) {
// First 60%: peak -> intermediate
const t = easedProgress / 0.6;
return finalConfig.peakMuscleTension +
(finalConfig.intermediateMuscleTension - finalConfig.peakMuscleTension) * t;
} else {
// Last 40%: intermediate -> final
const t = (easedProgress - 0.6) / 0.4;
return finalConfig.intermediateMuscleTension +
(finalConfig.finalMuscleTension - finalConfig.intermediateMuscleTension) * t;
}
}
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