강화: 프롬프트 카메라/포즈 다양성 규칙 보강
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@@ -331,15 +331,15 @@ const CAMERA_VARIANTS = {
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const CAMERA_ORIENTATION_RULES = {
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normal:
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"Use one angle from side/rear/low/high per render. Low-angle and high-angle shots should be used at least 40% of the time across the deck.",
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"Use only side/rear/low/high framing. Never use a pure front-on head-on lock. Across one character's 5 stages, make sure at least one low-angle and one high-angle shot appear.",
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"light-damage":
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"Prioritize low-angle, rear, side, or high-angle framing. Frontal reads are discouraged unless the face identity would otherwise be lost.",
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"Prioritize low-angle, rear, side, and high-angle framing. Frontal reads are disallowed unless strict identity continuity would otherwise fail.",
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"medium-damage":
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"Use energetic side/rear/low/high framing; force low-angle and high-angle alternation across nearby cards.",
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"Use energetic side/rear/low/high framing; force low-angle and high-angle alternation so adjacent stages do not share the same vertical framing.",
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"heavy-damage":
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"Prioritize low-angle, side, high-angle, and rear framing to emphasize impact chaos; high/low angles must dominate this stage.",
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"Prioritize low-angle, side, high-angle, and rear framing to emphasize impact chaos; high/low angles should dominate this stage.",
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defeated:
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"Prioritize side/back/low/high framing for collapse and pain continuity; avoid frontal composition unless continuity breaks.",
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"Prioritize side/rear/back/low/high framing for collapse and pain continuity; frontal composition only if face continuity cannot be preserved.",
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};
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const POSE_ORIENTATION_VARIANTS = {
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@@ -581,10 +581,37 @@ function pickDiverseOption(list, seed, stage, step) {
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return list[index];
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}
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function normalizeToDirectionDistance(length, from, to) {
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return (to - from + length) % length;
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}
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function firstIndexForOrientation(plan, wanted) {
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for (let i = 0; i < plan.length; i += 1) {
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if (normalizeOrientation(plan[i]) === wanted) {
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return i;
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}
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}
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return -1;
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}
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function nextDifferentIndex(plan, startIndex, bannedOrientation) {
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for (let i = 1; i <= plan.length; i += 1) {
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const index = (startIndex + i) % plan.length;
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const candidate = normalizeOrientation(plan[index]);
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if (candidate !== bannedOrientation && candidate !== "front") {
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return index;
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}
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}
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return startIndex;
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}
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function normalizeOrientation(orientation) {
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return orientation === "front" ? "side" : orientation;
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}
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const cameraHistoryByCharacter = new Map();
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const poseHistoryByCharacter = new Map();
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function pickCameraForStage(spec, character, stage) {
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const orientationPlan = CAMERA_ORIENTATION_PLAN[spec.label] ?? CAMERA_ORIENTATION_PLAN.normal;
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const orientationSeed = charSeed(`${character.id}-${character.scene}-${spec.label}`);
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@@ -598,10 +625,36 @@ function pickCameraForStage(spec, character, stage) {
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}
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resolvedIndex = (resolvedIndex + 1) % orientationPlan.length;
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}
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const orientation = normalizeOrientation(orientationPlan[resolvedIndex]);
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const historyKey = character.id;
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const history = cameraHistoryByCharacter.get(historyKey) ?? [];
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const needLow = stage >= 3 && !history.includes("low");
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const needHigh = stage >= 4 && !history.includes("high");
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if (needLow) {
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const lowIndex = firstIndexForOrientation(orientationPlan, "low");
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if (lowIndex !== -1) {
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resolvedIndex = (resolvedIndex + normalizeToDirectionDistance(orientationPlan.length, resolvedIndex, lowIndex)) % orientationPlan.length;
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}
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}
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if (needHigh) {
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const highIndex = firstIndexForOrientation(orientationPlan, "high");
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if (highIndex !== -1) {
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resolvedIndex = (resolvedIndex + normalizeToDirectionDistance(orientationPlan.length, resolvedIndex, highIndex)) % orientationPlan.length;
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}
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}
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if (history.length > 0) {
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resolvedIndex = nextDifferentIndex(orientationPlan, resolvedIndex, history[history.length - 1]);
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}
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const finalOrientation = normalizeOrientation(orientationPlan[resolvedIndex]);
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history.push(finalOrientation);
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if (history.length > 8) {
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history.shift();
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}
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cameraHistoryByCharacter.set(historyKey, history);
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const stagePool =
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(CAMERA_VARIANTS[spec.label] ?? CAMERA_VARIANTS.normal)[orientation] ??
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CAMERA_VARIANTS.normal[orientation] ??
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(CAMERA_VARIANTS[spec.label] ?? CAMERA_VARIANTS.normal)[finalOrientation] ??
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CAMERA_VARIANTS.normal[finalOrientation] ??
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CAMERA_VARIANTS.normal.side;
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const phrase = pickDiverseOption(
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stagePool,
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@@ -609,7 +662,7 @@ function pickCameraForStage(spec, character, stage) {
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stage,
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17,
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);
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const angleAddonPool = LOW_HIGH_CAMERA_PHRASES[orientation];
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const angleAddonPool = LOW_HIGH_CAMERA_PHRASES[finalOrientation];
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const extraPhrase = angleAddonPool
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? pickDiverseOption(
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angleAddonPool,
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@@ -620,7 +673,7 @@ function pickCameraForStage(spec, character, stage) {
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: null;
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const anglePhrase = extraPhrase === null ? phrase : `${phrase} ${extraPhrase}`;
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return {
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orientation,
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orientation: finalOrientation,
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phrase: anglePhrase,
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};
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}
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@@ -633,12 +686,24 @@ function pickPoseModifier(spec, character, stage, orientation) {
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POSE_ORIENTATION_VARIANTS.normal?.[normalizedOrientation] ??
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[];
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const posePool = orientationBonus.concat(list);
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return pickDiverseOption(
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const pick = pickDiverseOption(
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posePool,
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charSeed(`${character.id}-${character.pose}-${character.weapon}-${orientation}`),
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stage,
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19,
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);
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const historyKey = character.id;
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const history = poseHistoryByCharacter.get(historyKey) ?? [];
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let selected = pick;
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if (history.length > 0 && selected === history[history.length - 1]) {
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selected = posePool[(posePool.indexOf(pick) + 1) % posePool.length];
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}
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history.push(selected);
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if (history.length > 12) {
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history.shift();
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}
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poseHistoryByCharacter.set(historyKey, history);
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return selected;
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}
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function promptFor(character, stage) {
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@@ -659,6 +724,8 @@ function promptFor(character, stage) {
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const camera = pickCameraForStage(spec, character, stage);
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const angleControl =
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"Angle strictness: this render must use side/rear/low/high framing first; direct frontal composition is disallowed unless the model absolutely cannot preserve face identity.";
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const angleConstraint =
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"Do not output front-facing framing for default action shots. Use side/rear/low/high angles as primary composition, and rotate the view family between shots so the same character does not repeat the exact same camera axis.";
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const poseModifier = pickPoseModifier(spec, character, stage, camera.orientation);
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return [
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"Use case: stylized-concept",
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@@ -674,6 +741,7 @@ function promptFor(character, stage) {
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`Facial expression: ${spec.expression}.`,
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`Camera/view variation: ${camera.orientation} angle. Composition directive: ${camera.phrase}.`,
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angleControl,
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angleConstraint,
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"Across the character's five damage stages, rotate between side, rear, low-angle, and high-angle views as the primary framing, and only use frontal composition when the identity cannot be preserved.",
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`Camera constraint: ${CAMERA_ORIENTATION_RULES[spec.label] ?? CAMERA_ORIENTATION_RULES.normal}`,
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`Adult visual appeal: ${character.appealFocus}; ${adultAppeal}.`,
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