blacktrigram 0.7.2
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.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Martial Arts Animation Builder
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*
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* Korean martial arts specific animation builder with semantic methods
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* that make animations readable by martial arts practitioners.
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*
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* 한국 무술 애니메이션 빌더 - 무술 전문가가 이해할 수 있는 시맨틱 메서드 제공
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*
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* @module systems/animation
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* @category Animation System
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* @korean 무술애니메이션빌더
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*/
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import type { AnimationKeyframe, SkeletalAnimation } from "../../../types/skeletal";
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import { AnimationType, HAND_POSES, KICK_PHASES, MARTIAL_POSES, PUNCH_PHASES } from "./MartialArtsConstants";
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import { KeyframeConfig } from "./KeyframeConfig";
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import { TrigramStance } from "../../../types/common";
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import { type TrigramGuardOptions } from "./TrigramGuardApplicator";
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export { AnimationType, HAND_POSES, KICK_PHASES, MARTIAL_POSES, PUNCH_PHASES };
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/**
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* Technique Timing Constants
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* Defines standard timing phases for martial arts techniques to ensure
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* all movements are visible and comprehensible. Minimum total duration
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*
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* - 실행 (Execution) - Strike/extension
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* - 복귀 (Return) - Return to stance
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*
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* @korean 기술타이밍상수
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export declare const TECHNIQUE_TIMING: {
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* Total: 550ms
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readonly FAST: {
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readonly chamber: 0.1;
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readonly extend: 0.15;
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readonly peak: 0.05;
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readonly retract: 0.1;
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readonly recover: 0.15;
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readonly total: 0.55;
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};
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/**
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* Fast-Medium techniques (빠른-중간 기술)
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* Total: 600ms
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*/
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53
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+
readonly FAST_MEDIUM: {
|
|
54
|
+
readonly chamber: 0.1;
|
|
55
|
+
readonly extend: 0.15;
|
|
56
|
+
readonly peak: 0.05;
|
|
57
|
+
readonly retract: 0.1;
|
|
58
|
+
readonly recover: 0.2;
|
|
59
|
+
readonly total: 0.6;
|
|
60
|
+
};
|
|
61
|
+
/**
|
|
62
|
+
* Medium-Light techniques (중간-가벼운 기술)
|
|
63
|
+
* Examples: Lead uppercuts, backfists, push kicks
|
|
64
|
+
* Total: 700ms
|
|
65
|
+
*/
|
|
66
|
+
readonly MEDIUM_LIGHT: {
|
|
67
|
+
readonly chamber: 0.12;
|
|
68
|
+
readonly extend: 0.18;
|
|
69
|
+
readonly peak: 0.08;
|
|
70
|
+
readonly retract: 0.1;
|
|
71
|
+
readonly recover: 0.22;
|
|
72
|
+
readonly total: 0.7;
|
|
73
|
+
};
|
|
74
|
+
/**
|
|
75
|
+
* Medium techniques (중간 기술)
|
|
76
|
+
* Examples: Crosses, roundhouse kicks, hooks
|
|
77
|
+
* Total: 730ms
|
|
78
|
+
*/
|
|
79
|
+
readonly MEDIUM: {
|
|
80
|
+
readonly chamber: 0.15;
|
|
81
|
+
readonly extend: 0.2;
|
|
82
|
+
readonly peak: 0.08;
|
|
83
|
+
readonly retract: 0.12;
|
|
84
|
+
readonly recover: 0.18;
|
|
85
|
+
readonly total: 0.73;
|
|
86
|
+
};
|
|
87
|
+
/**
|
|
88
|
+
* Medium-Heavy techniques (중간-무거운 기술)
|
|
89
|
+
* Examples: Body shots, side kicks, crescent kicks
|
|
90
|
+
* Total: 750ms
|
|
91
|
+
*/
|
|
92
|
+
readonly MEDIUM_HEAVY: {
|
|
93
|
+
readonly chamber: 0.12;
|
|
94
|
+
readonly extend: 0.2;
|
|
95
|
+
readonly peak: 0.08;
|
|
96
|
+
readonly retract: 0.15;
|
|
97
|
+
readonly recover: 0.2;
|
|
98
|
+
readonly total: 0.75;
|
|
99
|
+
};
|
|
100
|
+
/**
|
|
101
|
+
* Heavy-Light techniques (무거운-가벼운 기술)
|
|
102
|
+
* Examples: Hooks, uppercuts, sweep kicks
|
|
103
|
+
* Total: 800ms
|
|
104
|
+
*/
|
|
105
|
+
readonly HEAVY_LIGHT: {
|
|
106
|
+
readonly chamber: 0.15;
|
|
107
|
+
readonly extend: 0.2;
|
|
108
|
+
readonly peak: 0.1;
|
|
109
|
+
readonly retract: 0.15;
|
|
110
|
+
readonly recover: 0.2;
|
|
111
|
+
readonly total: 0.8;
|
|
112
|
+
};
|
|
113
|
+
/**
|
|
114
|
+
* Heavy-Medium techniques (무거운-중간 기술)
|
|
115
|
+
* Examples: Question mark kicks, crescent kicks
|
|
116
|
+
* Total: 850ms
|
|
117
|
+
*/
|
|
118
|
+
readonly HEAVY_MEDIUM: {
|
|
119
|
+
readonly chamber: 0.12;
|
|
120
|
+
readonly extend: 0.22;
|
|
121
|
+
readonly peak: 0.08;
|
|
122
|
+
readonly retract: 0.15;
|
|
123
|
+
readonly recover: 0.28;
|
|
124
|
+
readonly total: 0.85;
|
|
125
|
+
};
|
|
126
|
+
/**
|
|
127
|
+
* Heavy techniques (무거운 기술)
|
|
128
|
+
* Examples: Spinning kicks, power punches, jumping techniques
|
|
129
|
+
* Total: 1000ms
|
|
130
|
+
*/
|
|
131
|
+
readonly HEAVY: {
|
|
132
|
+
readonly chamber: 0.2;
|
|
133
|
+
readonly extend: 0.3;
|
|
134
|
+
readonly peak: 0.12;
|
|
135
|
+
readonly retract: 0.15;
|
|
136
|
+
readonly recover: 0.23;
|
|
137
|
+
readonly total: 1;
|
|
138
|
+
};
|
|
139
|
+
/**
|
|
140
|
+
* Combo techniques (연속 기술)
|
|
141
|
+
* Examples: Jab-cross, double hooks, double kicks
|
|
142
|
+
* Total: 700ms
|
|
143
|
+
*/
|
|
144
|
+
readonly COMBO_FAST: {
|
|
145
|
+
readonly chamber: 0.08;
|
|
146
|
+
readonly extend: 0.12;
|
|
147
|
+
readonly peak: 0.08;
|
|
148
|
+
readonly retract: 0.1;
|
|
149
|
+
readonly recover: 0.32;
|
|
150
|
+
readonly total: 0.7;
|
|
151
|
+
};
|
|
152
|
+
/**
|
|
153
|
+
* Jumping techniques (뛰어차기 기술)
|
|
154
|
+
* Examples: Jumping kicks, jumping punches
|
|
155
|
+
* Total: 900ms
|
|
156
|
+
*/
|
|
157
|
+
readonly JUMPING: {
|
|
158
|
+
readonly chamber: 0.18;
|
|
159
|
+
readonly extend: 0.22;
|
|
160
|
+
readonly peak: 0.08;
|
|
161
|
+
readonly retract: 0.12;
|
|
162
|
+
readonly recover: 0.3;
|
|
163
|
+
readonly total: 0.9;
|
|
164
|
+
};
|
|
165
|
+
/**
|
|
166
|
+
* Combo heavy techniques (연속 무거운 기술)
|
|
167
|
+
* Examples: Double kicks with different heights
|
|
168
|
+
* Total: 950ms
|
|
169
|
+
*/
|
|
170
|
+
readonly COMBO_HEAVY: {
|
|
171
|
+
readonly chamber: 0.12;
|
|
172
|
+
readonly extend: 0.22;
|
|
173
|
+
readonly peak: 0.08;
|
|
174
|
+
readonly retract: 0.15;
|
|
175
|
+
readonly recover: 0.38;
|
|
176
|
+
readonly total: 0.95;
|
|
177
|
+
};
|
|
178
|
+
/**
|
|
179
|
+
* Spinning techniques (회전 기술)
|
|
180
|
+
* Examples: Spinning backfist, tornado kick, spinning heel kick, spinning back kick
|
|
181
|
+
* Total: 1200ms
|
|
182
|
+
*/
|
|
183
|
+
readonly SPINNING: {
|
|
184
|
+
readonly chamber: 0.3;
|
|
185
|
+
readonly extend: 0.35;
|
|
186
|
+
readonly peak: 0.12;
|
|
187
|
+
readonly retract: 0.15;
|
|
188
|
+
readonly recover: 0.28;
|
|
189
|
+
readonly total: 1.2;
|
|
190
|
+
};
|
|
191
|
+
};
|
|
192
|
+
/**
|
|
193
|
+
* Martial Arts Animation Builder
|
|
194
|
+
*
|
|
195
|
+
* Fluent API for creating Korean martial arts animations with semantic methods.
|
|
196
|
+
* Designed to be readable by martial arts practitioners.
|
|
197
|
+
*
|
|
198
|
+
* @example
|
|
199
|
+
* ```typescript
|
|
200
|
+
* // Create a front kick (앞차기)
|
|
201
|
+
* const frontKick = MartialArtsAnimationBuilder
|
|
202
|
+
* .create("front_kick", "앞차기")
|
|
203
|
+
* .asAttack(0.55)
|
|
204
|
+
* .chamber() // 준비 - Knee lifts
|
|
205
|
+
* .withHighGuard() // 상단방어 - Protect face
|
|
206
|
+
* .extend() // 차기 - Leg extends
|
|
207
|
+
* .retract() // 회수 - Return to chamber
|
|
208
|
+
* .recover() // 복귀 - Return to stance
|
|
209
|
+
* .build();
|
|
210
|
+
* ```
|
|
211
|
+
*
|
|
212
|
+
* @korean 무술애니메이션빌더
|
|
213
|
+
*/
|
|
214
|
+
export declare class MartialArtsAnimationBuilder {
|
|
215
|
+
private name;
|
|
216
|
+
private koreanName;
|
|
217
|
+
private duration;
|
|
218
|
+
private type;
|
|
219
|
+
private loop;
|
|
220
|
+
private keyframes;
|
|
221
|
+
private currentTime;
|
|
222
|
+
private constructor();
|
|
223
|
+
/**
|
|
224
|
+
* Create new martial arts animation
|
|
225
|
+
* @param name - English animation name
|
|
226
|
+
* @param koreanName - Korean animation name (한글이름)
|
|
227
|
+
*/
|
|
228
|
+
static create(name: string, koreanName: string): MartialArtsAnimationBuilder;
|
|
229
|
+
/**
|
|
230
|
+
* Configure as attack animation (공격 애니메이션)
|
|
231
|
+
*/
|
|
232
|
+
asAttack(duration: number): this;
|
|
233
|
+
/**
|
|
234
|
+
* Configure as defense animation (방어 애니메이션)
|
|
235
|
+
*/
|
|
236
|
+
asDefense(duration: number): this;
|
|
237
|
+
/**
|
|
238
|
+
* Configure as movement animation (이동 애니메이션)
|
|
239
|
+
*/
|
|
240
|
+
asMovement(duration: number, shouldLoop?: boolean): this;
|
|
241
|
+
/**
|
|
242
|
+
* Configure as idle/stance animation (대기 애니메이션)
|
|
243
|
+
*/
|
|
244
|
+
asIdle(duration: number, shouldLoop?: boolean): this;
|
|
245
|
+
/**
|
|
246
|
+
* Configure as stance transition animation (자세 전환 애니메이션)
|
|
247
|
+
*/
|
|
248
|
+
asStance(duration: number, shouldLoop?: boolean): this;
|
|
249
|
+
/**
|
|
250
|
+
* Add initial fighting stance keyframe (기본 자세)
|
|
251
|
+
*
|
|
252
|
+
* Adds a neutral fighting stance at time 0 as the starting position
|
|
253
|
+
* for attack animations. This is the ready position before techniques.
|
|
254
|
+
*
|
|
255
|
+
* @korean 기본자세추가
|
|
256
|
+
*/
|
|
257
|
+
stance(): this;
|
|
258
|
+
/**
|
|
259
|
+
* Chamber - Knee lifts to waist height (준비자세)
|
|
260
|
+
* Starting position for all kicks
|
|
261
|
+
*
|
|
262
|
+
* Authentic Korean martial arts chamber mechanics:
|
|
263
|
+
* - Hip flexed to 90° (1.57 rad) bringing knee to torso height
|
|
264
|
+
* - Knee bent tight (120° angle = -2.0 rad) for power generation
|
|
265
|
+
* - Support leg slightly bent for stability
|
|
266
|
+
* - Pelvis tilts back slightly for balance
|
|
267
|
+
* - Toe neutral, ready for extension
|
|
268
|
+
*
|
|
269
|
+
* @korean 준비자세
|
|
270
|
+
*/
|
|
271
|
+
chamber(timeOffset?: number, easing?: string): this;
|
|
272
|
+
/**
|
|
273
|
+
* Extend - Leg snaps forward (차기 - 확장)
|
|
274
|
+
*
|
|
275
|
+
* Authentic Korean martial arts extension mechanics:
|
|
276
|
+
* - Hip maintains elevation (1.7 rad ~97°) for target height
|
|
277
|
+
* - Knee extends fully (0.1 rad ~6°) for maximum reach
|
|
278
|
+
* - Ankle dorsiflexes (0.5 rad ~29°) pointing toe/ball of foot
|
|
279
|
+
* - Pelvis tilts forward (0.15 rad ~9°) for hip thrust
|
|
280
|
+
* - Support leg bends deeper (-0.35 rad) for power transfer
|
|
281
|
+
* - Spine remains upright for balance
|
|
282
|
+
*
|
|
283
|
+
* This is the impact frame where the strike connects.
|
|
284
|
+
*
|
|
285
|
+
* @korean 차기확장
|
|
286
|
+
*/
|
|
287
|
+
extend(timeOffset?: number, easing?: string): this;
|
|
288
|
+
/**
|
|
289
|
+
* Retract - Return to chamber (회수)
|
|
290
|
+
*
|
|
291
|
+
* Authentic Korean martial arts retraction mechanics:
|
|
292
|
+
* - Leg returns THROUGH chamber position (proper 낙법)
|
|
293
|
+
* - Knee bends back to tight position (-2.0 rad)
|
|
294
|
+
* - Hip maintains height initially, then lowers
|
|
295
|
+
* - Foot resets to neutral from pointed position
|
|
296
|
+
* - Pelvis returns to neutral
|
|
297
|
+
* - Support leg maintains stability
|
|
298
|
+
*
|
|
299
|
+
* This is critical for proper technique - the leg must return
|
|
300
|
+
* through chamber to protect against counters and maintain balance.
|
|
301
|
+
*
|
|
302
|
+
* @korean 회수자세
|
|
303
|
+
*/
|
|
304
|
+
retract(timeOffset?: number, easing?: string): this;
|
|
305
|
+
/**
|
|
306
|
+
* Set down - Foot returns to ground (착지)
|
|
307
|
+
* @korean 착지
|
|
308
|
+
*/
|
|
309
|
+
setDown(timeOffset?: number, easing?: string): this;
|
|
310
|
+
/**
|
|
311
|
+
* Roundhouse chamber - Hip rotates for 돌려차기
|
|
312
|
+
*
|
|
313
|
+
* Authentic Taekwondo roundhouse chamber (돌려차기 준비):
|
|
314
|
+
* - Hip flexed and rotated out (~1.2 rad flex, ~0.8 rad external rotation)
|
|
315
|
+
* - Knee bent tight (-1.5 rad) preparing for snap
|
|
316
|
+
* - Pelvis begins rotation (-0.5 rad on Y-axis)
|
|
317
|
+
* - Spine counter-rotates for power (0.3 rad on Y-axis)
|
|
318
|
+
* - Support leg stable
|
|
319
|
+
* - Arms in high guard
|
|
320
|
+
*
|
|
321
|
+
* The hip rotation is KEY - it opens the hip for the circular strike path
|
|
322
|
+
* that defines a roundhouse kick vs. a front kick.
|
|
323
|
+
*
|
|
324
|
+
* @korean 돌려차기준비
|
|
325
|
+
*/
|
|
326
|
+
roundhouseChamber(timeOffset?: number, easing?: string): this;
|
|
327
|
+
/**
|
|
328
|
+
* Roundhouse extension - Full hip rotation for 돌려차기
|
|
329
|
+
*
|
|
330
|
+
* Authentic Taekwondo roundhouse extension (돌려차기 실행):
|
|
331
|
+
* - Hip fully extended with maximal rotation (1.2 rad flex, 1.6 rad rotation)
|
|
332
|
+
* - Knee snaps out to nearly straight (-0.1 rad)
|
|
333
|
+
* - Foot pointed and rotated (0.4 rad dorsiflexion, 0.3 rad rotation)
|
|
334
|
+
* - Pelvis fully rotated (-1.5 rad) providing hip whip power
|
|
335
|
+
* - Spine counter-rotates (0.8 rad) for torque generation
|
|
336
|
+
* - Foot position extends laterally (0.8m forward)
|
|
337
|
+
* - Support leg pivots on ball of foot
|
|
338
|
+
*
|
|
339
|
+
* Enhanced with compensatory torso lean (중심축회전):
|
|
340
|
+
* - Torso leans AWAY from kicking leg for balance
|
|
341
|
+
* - Increases reach and prevents backward fall
|
|
342
|
+
* - 12° lateral lean on Z-axis for high kicks
|
|
343
|
+
*
|
|
344
|
+
* The "snap" comes from the sudden knee extension combined with
|
|
345
|
+
* the hip rotation - this is the signature of Taekwondo roundhouse.
|
|
346
|
+
*
|
|
347
|
+
* @korean 돌려차기
|
|
348
|
+
*/
|
|
349
|
+
roundhouseExtend(timeOffset?: number, easing?: string): this;
|
|
350
|
+
/**
|
|
351
|
+
* Side kick chamber - Turn sideways for 옆차기
|
|
352
|
+
*
|
|
353
|
+
* Authentic Taekwondo side kick chamber (옆차기 준비):
|
|
354
|
+
* - Body turns 90° sideways (pelvis -1.57 rad on Y-axis)
|
|
355
|
+
* - Hip flexed and chambered (1.3 rad flex, 0.3 rad rotation)
|
|
356
|
+
* - Knee bent tight (-1.6 rad) preparing for lateral thrust
|
|
357
|
+
* - Spine rotates with body (-1.2 rad on Y-axis)
|
|
358
|
+
* - Lean away from kick for balance (0.2 rad lean)
|
|
359
|
+
* - Support leg stable and aligned
|
|
360
|
+
* - Arms protect vital areas
|
|
361
|
+
*
|
|
362
|
+
* The perpendicular chamber is essential - the hips must turn
|
|
363
|
+
* sideways to allow the heel to drive through the target laterally.
|
|
364
|
+
*
|
|
365
|
+
* @korean 옆차기준비
|
|
366
|
+
*/
|
|
367
|
+
sideKickChamber(timeOffset?: number, easing?: string): this;
|
|
368
|
+
/**
|
|
369
|
+
* Side kick extension - Lateral heel thrust for 옆차기
|
|
370
|
+
*
|
|
371
|
+
* Authentic Taekwondo side kick extension (옆차기 실행):
|
|
372
|
+
* - Hip extends laterally (1.3 rad flex, 0.7 rad rotation)
|
|
373
|
+
* - Knee extends fully (-0.1 rad) driving heel through target
|
|
374
|
+
* - Foot turned heel-first (0.4 rad on Y-axis)
|
|
375
|
+
* - Pelvis maintains 90° turn (-1.57 rad)
|
|
376
|
+
* - Spine leans away (0.4 rad) for counterbalance
|
|
377
|
+
* - Foot extends laterally (0.7m to side)
|
|
378
|
+
* - Support leg drives power
|
|
379
|
+
*
|
|
380
|
+
* The side kick is one of the most powerful kicks because the
|
|
381
|
+
* entire body mass drives through the heel in a straight line.
|
|
382
|
+
*
|
|
383
|
+
* @korean 옆차기
|
|
384
|
+
*/
|
|
385
|
+
sideKickExtend(timeOffset?: number, easing?: string): this;
|
|
386
|
+
/**
|
|
387
|
+
* Axe kick rise - Leg rises high for 내려차기
|
|
388
|
+
*
|
|
389
|
+
* Enhanced with hip rotation and support leg positioning
|
|
390
|
+
* @korean 내려차기올리기
|
|
391
|
+
*/
|
|
392
|
+
axeKickRise(timeOffset?: number, easing?: string): this;
|
|
393
|
+
/**
|
|
394
|
+
* Axe kick chop - Downward heel strike for 내려차기
|
|
395
|
+
*
|
|
396
|
+
* Enhanced with hip rotation and guard hands
|
|
397
|
+
* @korean 내려차기
|
|
398
|
+
*/
|
|
399
|
+
axeKickChop(timeOffset?: number, easing?: string): this;
|
|
400
|
+
/**
|
|
401
|
+
* Back kick spin - 180° turn for 뒤차기
|
|
402
|
+
*
|
|
403
|
+
* Authentic Taekwondo back kick spin (뒤차기 회전):
|
|
404
|
+
* - Body rotates 180° (pelvis -1.5 rad initially)
|
|
405
|
+
* - Spine rotates with body (lower: -1.3 rad, upper: -1.0 rad)
|
|
406
|
+
* - Head looks over shoulder (0.5 rad) to maintain target visual
|
|
407
|
+
* - Hip chambers (0.3 rad flex)
|
|
408
|
+
* - Knee bends (-0.8 rad) preparing for backward thrust
|
|
409
|
+
* - Support leg maintains balance
|
|
410
|
+
*
|
|
411
|
+
* Looking over the shoulder is CRITICAL - you must see the target
|
|
412
|
+
* to execute an accurate back kick. This is emphasized in all
|
|
413
|
+
* traditional Korean martial arts.
|
|
414
|
+
*
|
|
415
|
+
* @korean 뒤차기회전
|
|
416
|
+
*/
|
|
417
|
+
backKickSpin(timeOffset?: number, easing?: string): this;
|
|
418
|
+
/**
|
|
419
|
+
* Back kick thrust - Heel drives backward for 뒤차기
|
|
420
|
+
*
|
|
421
|
+
* Authentic Taekwondo back kick thrust (뒤차기 밀기):
|
|
422
|
+
* - Body completes 180° rotation (pelvis -3.14 rad = π)
|
|
423
|
+
* - Hip extends backward (0.5 rad flex maintained)
|
|
424
|
+
* - Knee extends fully (-0.2 rad) driving heel back
|
|
425
|
+
* - Foot dorsiflexes (-0.4 rad) presenting heel
|
|
426
|
+
* - Foot position extends backward (0 forward, 0 up, -0.8 back)
|
|
427
|
+
* - Head maintains target visual (1.0 rad look-back)
|
|
428
|
+
* - Spine fully rotated with body
|
|
429
|
+
* - Support leg powers the thrust
|
|
430
|
+
*
|
|
431
|
+
* The back kick delivers tremendous power because the entire
|
|
432
|
+
* body mass drives through the strongest leg muscles (glutes,
|
|
433
|
+
* hamstrings) in a straight line backward.
|
|
434
|
+
*
|
|
435
|
+
* @korean 뒤차기
|
|
436
|
+
*/
|
|
437
|
+
backKickThrust(timeOffset?: number, easing?: string): this;
|
|
438
|
+
/**
|
|
439
|
+
* Low kick chamber - Small knee lift for low kick (하단차기준비)
|
|
440
|
+
* @korean 하단차기준비
|
|
441
|
+
*/
|
|
442
|
+
lowKickChamber(timeOffset?: number, easing?: string): this;
|
|
443
|
+
/**
|
|
444
|
+
* Low kick sweep - Shin sweeps at thigh height (하단차기)
|
|
445
|
+
* @korean 하단차기
|
|
446
|
+
*/
|
|
447
|
+
lowKickSweep(timeOffset?: number, easing?: string): this;
|
|
448
|
+
/**
|
|
449
|
+
* Crescent kick chamber - Leg swings inward (반달차기준비)
|
|
450
|
+
* @korean 반달차기준비
|
|
451
|
+
*/
|
|
452
|
+
crescentKickChamber(timeOffset?: number, easing?: string): this;
|
|
453
|
+
/**
|
|
454
|
+
* Crescent kick arc - Leg sweeps across body (반달차기)
|
|
455
|
+
* @korean 반달차기
|
|
456
|
+
*/
|
|
457
|
+
crescentKickArc(timeOffset?: number, easing?: string): this;
|
|
458
|
+
/**
|
|
459
|
+
* Push kick chamber - Ball of foot position (밀어차기준비)
|
|
460
|
+
*
|
|
461
|
+
* Enhanced with hip rotation and guard hand protection
|
|
462
|
+
* @korean 밀어차기준비
|
|
463
|
+
*/
|
|
464
|
+
pushKickChamber(timeOffset?: number, easing?: string): this;
|
|
465
|
+
/**
|
|
466
|
+
* Push kick thrust - Foot pushes opponent back (밀어차기)
|
|
467
|
+
*
|
|
468
|
+
* Enhanced with hip rotation for power and guard hand protection
|
|
469
|
+
* @korean 밀어차기
|
|
470
|
+
*/
|
|
471
|
+
pushKickThrust(timeOffset?: number, easing?: string): this;
|
|
472
|
+
/**
|
|
473
|
+
* Spinning heel kick - 360° with heel strike (뒤돌려차기)
|
|
474
|
+
*
|
|
475
|
+
* Full 360° spin requires complete support foot pivot
|
|
476
|
+
* @korean 뒤돌려차기
|
|
477
|
+
*/
|
|
478
|
+
spinningHeelKick(timeOffset?: number, easing?: string): this;
|
|
479
|
+
/**
|
|
480
|
+
* Hook kick extension - Leg extends past target (후려차기 연장)
|
|
481
|
+
*
|
|
482
|
+
* Authentic Korean hook kick (후려차기) first phase:
|
|
483
|
+
* - Body rotates past perpendicular (~100°)
|
|
484
|
+
* - Leg extends past target like a missed side kick
|
|
485
|
+
* - Foot positioned to hook back toward target
|
|
486
|
+
* - Head maintains target visual
|
|
487
|
+
*
|
|
488
|
+
* The hook kick is distinct from crescent kick:
|
|
489
|
+
* - Crescent: sweeps ACROSS body
|
|
490
|
+
* - Hook: extends PAST, then hooks BACK
|
|
491
|
+
*
|
|
492
|
+
* @korean 후려차기연장
|
|
493
|
+
*/
|
|
494
|
+
hookKickExtend(timeOffset?: number, easing?: string): this;
|
|
495
|
+
/**
|
|
496
|
+
* Hook kick hook-back - Heel hooks back toward target (후려차기 후림)
|
|
497
|
+
*
|
|
498
|
+
* Authentic Korean hook kick (후려차기) second phase:
|
|
499
|
+
* - Leg retracts/hooks back toward target
|
|
500
|
+
* - Heel is the striking surface (발뒤꿈치)
|
|
501
|
+
* - Body rotates back toward target during hook
|
|
502
|
+
* - Snapping motion at knee for power
|
|
503
|
+
*
|
|
504
|
+
* The hook motion is what makes this kick unique:
|
|
505
|
+
* - Extends past, then HOOKS back
|
|
506
|
+
* - Catches opponent from unexpected angle
|
|
507
|
+
* - Heel strikes back of head or temple
|
|
508
|
+
*
|
|
509
|
+
* @korean 후려차기후림
|
|
510
|
+
*/
|
|
511
|
+
hookKickHook(timeOffset?: number, easing?: string): this;
|
|
512
|
+
/**
|
|
513
|
+
* Tornado kick jump with 360° rotation (회전차기 도약)
|
|
514
|
+
*
|
|
515
|
+
* Authentic Korean tornado kick (회전차기) jump phase:
|
|
516
|
+
* - Jump with full 360° body rotation
|
|
517
|
+
* - Arms swing to generate rotational momentum
|
|
518
|
+
* - Body elevates during spin
|
|
519
|
+
* - Prepares for roundhouse at apex
|
|
520
|
+
*
|
|
521
|
+
* @korean 회전차기도약
|
|
522
|
+
*/
|
|
523
|
+
tornadoJump(timeOffset?: number): this;
|
|
524
|
+
/**
|
|
525
|
+
* Punch chamber - Fist at hip with vertical palm (주먹준비자세)
|
|
526
|
+
* Korean martial arts chamber position with fist vertical (세로주먹)
|
|
527
|
+
* @param timeOffset Time offset in seconds
|
|
528
|
+
* @param hand Which hand to chamber ("left" | "right")
|
|
529
|
+
* @param easing Easing function
|
|
530
|
+
* @korean 주먹준비자세
|
|
531
|
+
*/
|
|
532
|
+
punchChamber(timeOffset?: number, hand?: "left" | "right", easing?: string): this;
|
|
533
|
+
/**
|
|
534
|
+
* Punch wind-up - Arm coils back (주먹준비)
|
|
535
|
+
* @param timeOffset Time offset in seconds
|
|
536
|
+
* @param hand Which hand to wind up ("left" | "right")
|
|
537
|
+
* @param easing Easing function
|
|
538
|
+
* @korean 주먹준비
|
|
539
|
+
*/
|
|
540
|
+
punchWindup(timeOffset?: number, hand?: "left" | "right", easing?: string): this;
|
|
541
|
+
/**
|
|
542
|
+
* Punch extension - Arm extends with torso rotation (지르기)
|
|
543
|
+
* Includes fist rotation from vertical to pronated and hikite
|
|
544
|
+
*
|
|
545
|
+
* Enhanced with realistic torso rotation (허리비틀기):
|
|
546
|
+
* - Straight punches: 20° counter-rotation for power
|
|
547
|
+
* - Torso rotates OPPOSITE to punch direction
|
|
548
|
+
* - Sequential spine rotation (lower → mid → upper)
|
|
549
|
+
*
|
|
550
|
+
* @param timeOffset Time offset in seconds
|
|
551
|
+
* @param hand Which hand to extend ("left" | "right")
|
|
552
|
+
* @param easing Easing function
|
|
553
|
+
* @korean 지르기
|
|
554
|
+
*/
|
|
555
|
+
punchExtend(timeOffset?: number, hand?: "left" | "right", easing?: string): this;
|
|
556
|
+
/**
|
|
557
|
+
* Punch peak - Maximum extension with full rotation (정점)
|
|
558
|
+
* Hold at full extension for impact frame
|
|
559
|
+
*
|
|
560
|
+
* Enhanced with sustained torso rotation at impact:
|
|
561
|
+
* - Maintains 20° counter-rotation at peak
|
|
562
|
+
* - Maximizes power transfer through spine
|
|
563
|
+
*
|
|
564
|
+
* @param timeOffset Time offset in seconds
|
|
565
|
+
* @param hand Which hand is extended ("left" | "right")
|
|
566
|
+
* @param easing Easing function
|
|
567
|
+
* @korean 정점
|
|
568
|
+
*/
|
|
569
|
+
punchPeak(timeOffset?: number, hand?: "left" | "right", easing?: string): this;
|
|
570
|
+
/**
|
|
571
|
+
* Cross punch - Left arm punch with full body rotation (크로스)
|
|
572
|
+
* @korean 크로스
|
|
573
|
+
*/
|
|
574
|
+
crossPunch(timeOffset?: number, easing?: string): this;
|
|
575
|
+
/**
|
|
576
|
+
* Palm strike extension - Open palm heel strike (장권)
|
|
577
|
+
* @korean 장권
|
|
578
|
+
*/
|
|
579
|
+
palmStrike(timeOffset?: number, easing?: string): this;
|
|
580
|
+
/**
|
|
581
|
+
* Hook punch - Circular punch targeting temple (후크)
|
|
582
|
+
* Enhanced with Korean martial arts shoulder rotation and hikite (당기기)
|
|
583
|
+
*
|
|
584
|
+
* Enhanced with realistic circular torso rotation (몸통회전):
|
|
585
|
+
* - Hook punches: 50° rotation for circular power
|
|
586
|
+
* - Torso rotates INTO the punch for arc generation
|
|
587
|
+
* - Sequential spine rotation creates whipping motion
|
|
588
|
+
*
|
|
589
|
+
* @param timeOffset Time offset in seconds
|
|
590
|
+
* @param hand Which hand is hooking ("left" | "right")
|
|
591
|
+
* @param easing Easing function
|
|
592
|
+
* @korean 후크
|
|
593
|
+
*/
|
|
594
|
+
hookPunch(timeOffset?: number, hand?: "left" | "right", easing?: string): this;
|
|
595
|
+
/**
|
|
596
|
+
* Hook wind-up - Arm pulls to side (후크준비)
|
|
597
|
+
* Enhanced with hikite (당기기) preparation
|
|
598
|
+
* @param timeOffset Time offset in seconds
|
|
599
|
+
* @param hand Which hand is hooking ("left" | "right")
|
|
600
|
+
* @param easing Easing function
|
|
601
|
+
* @korean 후크준비
|
|
602
|
+
*/
|
|
603
|
+
hookWindup(timeOffset?: number, hand?: "left" | "right", easing?: string): this;
|
|
604
|
+
/**
|
|
605
|
+
* Uppercut punch - Rising punch to chin (어퍼컷)
|
|
606
|
+
* Enhanced with Korean martial arts leg drive and hikite (당기기)
|
|
607
|
+
* @param timeOffset Time offset in seconds
|
|
608
|
+
* @param hand Which hand is uppercutting ("left" | "right")
|
|
609
|
+
* @param easing Easing function
|
|
610
|
+
* @korean 어퍼컷
|
|
611
|
+
*/
|
|
612
|
+
uppercutPunch(timeOffset?: number, hand?: "left" | "right", easing?: string): this;
|
|
613
|
+
/**
|
|
614
|
+
* Uppercut crouch - Dip before rising punch (어퍼컷준비)
|
|
615
|
+
* Enhanced with hikite (당기기) preparation
|
|
616
|
+
* @param timeOffset Time offset in seconds
|
|
617
|
+
* @param hand Which hand is uppercutting ("left" | "right")
|
|
618
|
+
* @param easing Easing function
|
|
619
|
+
* @korean 어퍼컷준비
|
|
620
|
+
*/
|
|
621
|
+
uppercutCrouch(timeOffset?: number, hand?: "left" | "right", easing?: string): this;
|
|
622
|
+
/**
|
|
623
|
+
* Overhand punch - Looping downward punch (오버핸드)
|
|
624
|
+
* @korean 오버핸드
|
|
625
|
+
*/
|
|
626
|
+
overhandPunch(timeOffset?: number, easing?: string): this;
|
|
627
|
+
/**
|
|
628
|
+
* Elbow strike chamber - Arm crosses body (팔꿈치준비)
|
|
629
|
+
* @korean 팔꿈치준비
|
|
630
|
+
*/
|
|
631
|
+
elbowChamber(timeOffset?: number, easing?: string): this;
|
|
632
|
+
/**
|
|
633
|
+
* Elbow strike - Elbow drives through target (팔꿈치치기)
|
|
634
|
+
* @korean 팔꿈치치기
|
|
635
|
+
*/
|
|
636
|
+
elbowStrike(timeOffset?: number, easing?: string): this;
|
|
637
|
+
/**
|
|
638
|
+
* Elbow uppercut - Upward elbow strike (팔꿈치올려치기)
|
|
639
|
+
* @korean 팔꿈치올려치기
|
|
640
|
+
*/
|
|
641
|
+
elbowUppercut(timeOffset?: number, easing?: string): this;
|
|
642
|
+
/**
|
|
643
|
+
* Knee strike from clinch (무릎차기)
|
|
644
|
+
*
|
|
645
|
+
* Enhanced with hip rotation and proper clinch mechanics
|
|
646
|
+
* @korean 무릎차기
|
|
647
|
+
*/
|
|
648
|
+
kneeStrike(timeOffset?: number, easing?: string): this;
|
|
649
|
+
/**
|
|
650
|
+
* Brachial elbow - Horizontal elbow to brachial nerve (상박치기)
|
|
651
|
+
* Targets the lateral neck/brachial plexus area
|
|
652
|
+
* @korean 상박치기
|
|
653
|
+
*/
|
|
654
|
+
brachialElbow(timeOffset?: number, easing?: string): this;
|
|
655
|
+
/**
|
|
656
|
+
* Slashing elbow - Diagonal cutting elbow (베기팔꿈치)
|
|
657
|
+
* Diagonal slash across opponent's face/temple
|
|
658
|
+
* @korean 베기팔꿈치
|
|
659
|
+
*/
|
|
660
|
+
slashingElbow(timeOffset?: number, easing?: string): this;
|
|
661
|
+
/**
|
|
662
|
+
* Spinal elbow - Downward elbow to spine (척추팔꿈치)
|
|
663
|
+
* Strikes spine from behind or above
|
|
664
|
+
* @korean 척추팔꿈치
|
|
665
|
+
*/
|
|
666
|
+
spinalElbow(timeOffset?: number, easing?: string): this;
|
|
667
|
+
/**
|
|
668
|
+
* Side knee - Lateral knee to ribs (옆무릎)
|
|
669
|
+
* Clinch knee targeting opponent's side
|
|
670
|
+
* @korean 옆무릎
|
|
671
|
+
*/
|
|
672
|
+
sideKneeStrike(timeOffset?: number, easing?: string): this;
|
|
673
|
+
/**
|
|
674
|
+
* Flying knee - Jumping knee strike (뛰어무릎)
|
|
675
|
+
* Explosive airborne knee
|
|
676
|
+
* @korean 뛰어무릎
|
|
677
|
+
*/
|
|
678
|
+
flyingKnee(timeOffset?: number, easing?: string): this;
|
|
679
|
+
/**
|
|
680
|
+
* Kidney knee - Knee to kidney from side (신장무릎)
|
|
681
|
+
* Targets kidney area from side clinch
|
|
682
|
+
* @korean 신장무릎
|
|
683
|
+
*/
|
|
684
|
+
kidneyKnee(timeOffset?: number, easing?: string): this;
|
|
685
|
+
/**
|
|
686
|
+
* Femoral knee - Knee to femoral nerve (대퇴부무릎)
|
|
687
|
+
* Low knee targeting thigh/femoral nerve
|
|
688
|
+
* @korean 대퇴부무릎
|
|
689
|
+
*/
|
|
690
|
+
femoralKnee(timeOffset?: number, easing?: string): this;
|
|
691
|
+
/**
|
|
692
|
+
* Throat strike - Precise strike to trachea (기도격)
|
|
693
|
+
* Fingers extended targeting windpipe
|
|
694
|
+
* @korean 기도격
|
|
695
|
+
*/
|
|
696
|
+
throatStrike(timeOffset?: number, easing?: string): this;
|
|
697
|
+
/**
|
|
698
|
+
* Temple strike - Precision temple elbow (관자놀이격)
|
|
699
|
+
* Horizontal elbow targeting temple
|
|
700
|
+
* @korean 관자놀이격
|
|
701
|
+
*/
|
|
702
|
+
templeElbow(timeOffset?: number, easing?: string): this;
|
|
703
|
+
/**
|
|
704
|
+
* Nerve strike - Precision brachial plexus attack (신경격)
|
|
705
|
+
* Short sharp strike to nerve cluster
|
|
706
|
+
* @korean 신경격
|
|
707
|
+
*/
|
|
708
|
+
nerveStrike(timeOffset?: number, easing?: string): this;
|
|
709
|
+
/**
|
|
710
|
+
* Jugular strike - Knife hand to jugular vein (경정맥격)
|
|
711
|
+
* Slicing motion to jugular
|
|
712
|
+
* @korean 경정맥격
|
|
713
|
+
*/
|
|
714
|
+
jugularStrike(timeOffset?: number, easing?: string): this;
|
|
715
|
+
/**
|
|
716
|
+
* Occipital strike - Palm heel to base of skull (후두부격)
|
|
717
|
+
* Upward palm strike to brain stem area
|
|
718
|
+
* @korean 후두부격
|
|
719
|
+
*/
|
|
720
|
+
occipitalStrike(timeOffset?: number, easing?: string): this;
|
|
721
|
+
/**
|
|
722
|
+
* Jaw attack - Upward palm to jaw (턱격)
|
|
723
|
+
* Palm strike causing jaw dislocation
|
|
724
|
+
* @korean 턱격
|
|
725
|
+
*/
|
|
726
|
+
jawStrike(timeOffset?: number, easing?: string): this;
|
|
727
|
+
/**
|
|
728
|
+
* Eye gouge approach - Fingers to eyes (안격)
|
|
729
|
+
* Two finger strike to eyes
|
|
730
|
+
* @korean 안격
|
|
731
|
+
*/
|
|
732
|
+
eyeGouge(timeOffset?: number, easing?: string): this;
|
|
733
|
+
/**
|
|
734
|
+
* Solar plexus strike - Deep body shot (명치격)
|
|
735
|
+
* Penetrating strike to solar plexus
|
|
736
|
+
* @korean 명치격
|
|
737
|
+
*/
|
|
738
|
+
solarPlexusStrike(timeOffset?: number, easing?: string): this;
|
|
739
|
+
/**
|
|
740
|
+
* Liver shot - Hook to liver area (간격)
|
|
741
|
+
* Hooking punch targeting liver
|
|
742
|
+
* @korean 간격
|
|
743
|
+
*/
|
|
744
|
+
liverShot(timeOffset?: number, easing?: string): this;
|
|
745
|
+
/**
|
|
746
|
+
* Kidney strike - Hook to kidney from behind (신장격)
|
|
747
|
+
* Rear kidney targeting hook
|
|
748
|
+
* @korean 신장격
|
|
749
|
+
*/
|
|
750
|
+
kidneyStrike(timeOffset?: number, easing?: string): this;
|
|
751
|
+
/**
|
|
752
|
+
* Spine strike - Downward elbow to spine (척추격)
|
|
753
|
+
* 12-6 elbow targeting spine
|
|
754
|
+
* @korean 척추격
|
|
755
|
+
*/
|
|
756
|
+
spineStrike(timeOffset?: number, easing?: string): this;
|
|
757
|
+
/**
|
|
758
|
+
* Groin strike - Low rising knee or palm (낭심격)
|
|
759
|
+
* Targeting groin area
|
|
760
|
+
* @korean 낭심격
|
|
761
|
+
*/
|
|
762
|
+
groinStrike(timeOffset?: number, easing?: string): this;
|
|
763
|
+
/**
|
|
764
|
+
* Throw entry - Step in and grab (던지기진입)
|
|
765
|
+
* @korean 던지기진입
|
|
766
|
+
*/
|
|
767
|
+
throwEntry(timeOffset?: number, easing?: string): this;
|
|
768
|
+
/**
|
|
769
|
+
* Throw execution - Hip under and throw (던지기)
|
|
770
|
+
* @korean 던지기
|
|
771
|
+
*/
|
|
772
|
+
throwExecute(timeOffset?: number, easing?: string): this;
|
|
773
|
+
/**
|
|
774
|
+
* Joint lock application (관절기)
|
|
775
|
+
* @korean 관절기
|
|
776
|
+
*/
|
|
777
|
+
jointLock(timeOffset?: number, easing?: string): this;
|
|
778
|
+
/**
|
|
779
|
+
* Wrist lock grab - Two-hand wrist control (손목잡기)
|
|
780
|
+
* @korean 손목잡기
|
|
781
|
+
*/
|
|
782
|
+
wristGrab(timeOffset?: number, easing?: string): this;
|
|
783
|
+
/**
|
|
784
|
+
* Wrist lock twist - Apply rotational pressure (손목꺾기)
|
|
785
|
+
* @korean 손목꺾기
|
|
786
|
+
*/
|
|
787
|
+
wristTwist(timeOffset?: number, easing?: string): this;
|
|
788
|
+
/**
|
|
789
|
+
* Arm bar entry - Wrap arm across body (팔꺾기진입)
|
|
790
|
+
* @korean 팔꺾기진입
|
|
791
|
+
*/
|
|
792
|
+
armBarEntry(timeOffset?: number, easing?: string): this;
|
|
793
|
+
/**
|
|
794
|
+
* Arm bar drop - Go to ground for submission (팔꺾기)
|
|
795
|
+
* @korean 팔꺾기
|
|
796
|
+
*/
|
|
797
|
+
armBarDrop(timeOffset?: number, easing?: string): this;
|
|
798
|
+
/**
|
|
799
|
+
* Slam lift - Hoist opponent up (슬램올리기)
|
|
800
|
+
* @korean 슬램올리기
|
|
801
|
+
*/
|
|
802
|
+
slamLift(timeOffset?: number, easing?: string): this;
|
|
803
|
+
/**
|
|
804
|
+
* Slam down - Drive opponent to ground (슬램)
|
|
805
|
+
* @korean 슬램
|
|
806
|
+
*/
|
|
807
|
+
slamDown(timeOffset?: number, easing?: string): this;
|
|
808
|
+
/**
|
|
809
|
+
* Hip throw - Classic hip projection (배대되치기)
|
|
810
|
+
* Rotating hip throw with arm control
|
|
811
|
+
* @korean 배대되치기
|
|
812
|
+
*/
|
|
813
|
+
hipThrow(timeOffset?: number, easing?: string): this;
|
|
814
|
+
/**
|
|
815
|
+
* Takedown entry - Shoot and grab legs (태클진입)
|
|
816
|
+
* Double leg takedown initiation
|
|
817
|
+
* @korean 태클진입
|
|
818
|
+
*/
|
|
819
|
+
takedownShoot(timeOffset?: number, easing?: string): this;
|
|
820
|
+
/**
|
|
821
|
+
* Takedown finish - Lift and dump (태클완료)
|
|
822
|
+
* Complete the takedown with dump
|
|
823
|
+
* @korean 태클완료
|
|
824
|
+
*/
|
|
825
|
+
takedownDump(timeOffset?: number, easing?: string): this;
|
|
826
|
+
/**
|
|
827
|
+
* Elbow lock application - Arm bar pressure (팔꿈치꺾기)
|
|
828
|
+
* Specific elbow hyperextension lock
|
|
829
|
+
* @korean 팔꿈치꺾기
|
|
830
|
+
*/
|
|
831
|
+
elbowLockApply(timeOffset?: number, easing?: string): this;
|
|
832
|
+
/**
|
|
833
|
+
* Shoulder lock twist - Shoulder manipulation (어깨꺾기)
|
|
834
|
+
* Rotational shoulder joint attack
|
|
835
|
+
* @korean 어깨꺾기
|
|
836
|
+
*/
|
|
837
|
+
shoulderLockTwist(timeOffset?: number, easing?: string): this;
|
|
838
|
+
/**
|
|
839
|
+
* Finger manipulation - Small joint lock (손가락비틀기)
|
|
840
|
+
* Precise finger control technique
|
|
841
|
+
* @korean 손가락비틀기
|
|
842
|
+
*/
|
|
843
|
+
fingerLockTwist(timeOffset?: number, easing?: string): this;
|
|
844
|
+
/**
|
|
845
|
+
* Choke grip - Rear naked choke position (교살잡기)
|
|
846
|
+
* Setting up blood choke
|
|
847
|
+
* @korean 교살잡기
|
|
848
|
+
*/
|
|
849
|
+
chokeGrip(timeOffset?: number, easing?: string): this;
|
|
850
|
+
/**
|
|
851
|
+
* Ground control - Mounted position (마운트)
|
|
852
|
+
* Dominant ground position
|
|
853
|
+
* @korean 마운트
|
|
854
|
+
*/
|
|
855
|
+
groundMount(timeOffset?: number, easing?: string): this;
|
|
856
|
+
/**
|
|
857
|
+
* Clinch grab - Arms wrap around opponent (클린치잡기)
|
|
858
|
+
* @korean 클린치잡기
|
|
859
|
+
*/
|
|
860
|
+
clinchGrab(timeOffset?: number, easing?: string): this;
|
|
861
|
+
/**
|
|
862
|
+
* Counter parry - Quick deflection (반격막기)
|
|
863
|
+
* @korean 반격막기
|
|
864
|
+
*/
|
|
865
|
+
counterParry(timeOffset?: number, easing?: string): this;
|
|
866
|
+
/**
|
|
867
|
+
* Counter strike - Fast return strike (반격치기)
|
|
868
|
+
* @korean 반격치기
|
|
869
|
+
*/
|
|
870
|
+
counterStrike(timeOffset?: number, easing?: string): this;
|
|
871
|
+
/**
|
|
872
|
+
* Sweep - Low sweeping leg (걸기)
|
|
873
|
+
* @korean 걸기
|
|
874
|
+
*/
|
|
875
|
+
sweep(timeOffset?: number, easing?: string): this;
|
|
876
|
+
/**
|
|
877
|
+
* Counter parry - Deflect incoming attack (막기)
|
|
878
|
+
* @korean 막기
|
|
879
|
+
*/
|
|
880
|
+
parry(timeOffset?: number, easing?: string): this;
|
|
881
|
+
/**
|
|
882
|
+
* High block defensive pose (상단막기)
|
|
883
|
+
* @korean 상단막기
|
|
884
|
+
*/
|
|
885
|
+
blockHigh(timeOffset?: number, easing?: string): this;
|
|
886
|
+
/**
|
|
887
|
+
* Low block defensive pose (하단막기)
|
|
888
|
+
* @korean 하단막기
|
|
889
|
+
*/
|
|
890
|
+
blockLow(timeOffset?: number, easing?: string): this;
|
|
891
|
+
/**
|
|
892
|
+
* Mid-section block - Standard middle block (중단막기)
|
|
893
|
+
* Arms crossed protecting torso
|
|
894
|
+
* @korean 중단막기
|
|
895
|
+
*/
|
|
896
|
+
blockMiddle(timeOffset?: number, easing?: string): this;
|
|
897
|
+
/**
|
|
898
|
+
* Knife hand block - Open hand deflection (수도막기)
|
|
899
|
+
* Blade of hand for blocking
|
|
900
|
+
* @korean 수도막기
|
|
901
|
+
*/
|
|
902
|
+
blockKnifeHand(timeOffset?: number, easing?: string): this;
|
|
903
|
+
/**
|
|
904
|
+
* Step forward or backward (스텝)
|
|
905
|
+
* @korean 스텝
|
|
906
|
+
*/
|
|
907
|
+
step(timeOffset?: number, easing?: string): this;
|
|
908
|
+
/**
|
|
909
|
+
* Forward step - Advancing stance (전진)
|
|
910
|
+
* Weight transfers forward with lead foot
|
|
911
|
+
* @korean 전진
|
|
912
|
+
*/
|
|
913
|
+
forwardStep(timeOffset?: number, easing?: string): this;
|
|
914
|
+
/**
|
|
915
|
+
* Backward step - Retreating stance (후진)
|
|
916
|
+
* Weight transfers backward with rear foot
|
|
917
|
+
* @korean 후진
|
|
918
|
+
*/
|
|
919
|
+
backwardStep(timeOffset?: number, easing?: string): this;
|
|
920
|
+
/**
|
|
921
|
+
* Side step left - Lateral evasion (좌측이동)
|
|
922
|
+
* Quick lateral movement to the left
|
|
923
|
+
* @korean 좌측이동
|
|
924
|
+
*/
|
|
925
|
+
sideStepLeft(timeOffset?: number, easing?: string): this;
|
|
926
|
+
/**
|
|
927
|
+
* Side step right - Lateral evasion (우측이동)
|
|
928
|
+
* Quick lateral movement to the right
|
|
929
|
+
* @korean 우측이동
|
|
930
|
+
*/
|
|
931
|
+
sideStepRight(timeOffset?: number, easing?: string): this;
|
|
932
|
+
/**
|
|
933
|
+
* Lateral shift movement (측면이동)
|
|
934
|
+
* @korean 측면이동
|
|
935
|
+
*/
|
|
936
|
+
shift(timeOffset?: number, easing?: string): this;
|
|
937
|
+
/**
|
|
938
|
+
* Rotation/pivot movement (회전)
|
|
939
|
+
* @korean 회전
|
|
940
|
+
*/
|
|
941
|
+
rotate(timeOffset?: number, easing?: string): this;
|
|
942
|
+
/**
|
|
943
|
+
* Full 360° spin (회전)
|
|
944
|
+
* @korean 전체회전
|
|
945
|
+
*/
|
|
946
|
+
spin(timeOffset?: number, easing?: string): this;
|
|
947
|
+
/**
|
|
948
|
+
* Spinning kick finish (회전차기)
|
|
949
|
+
* @korean 회전차기
|
|
950
|
+
*/
|
|
951
|
+
spinKick(timeOffset?: number, easing?: string): this;
|
|
952
|
+
/**
|
|
953
|
+
* Jump/hop movement (점프)
|
|
954
|
+
* @korean 점프
|
|
955
|
+
*/
|
|
956
|
+
jump(timeOffset?: number, easing?: string): this;
|
|
957
|
+
/**
|
|
958
|
+
* Duck/crouch movement (숙이기)
|
|
959
|
+
* @korean 숙이기
|
|
960
|
+
*/
|
|
961
|
+
duck(timeOffset?: number, easing?: string): this;
|
|
962
|
+
/**
|
|
963
|
+
* Lean back movement (뒤로젖히기)
|
|
964
|
+
* @korean 뒤로젖히기
|
|
965
|
+
*/
|
|
966
|
+
lean(timeOffset?: number, easing?: string): this;
|
|
967
|
+
/**
|
|
968
|
+
* Bob head movement (헤드밥)
|
|
969
|
+
* @korean 헤드밥
|
|
970
|
+
*/
|
|
971
|
+
bob(timeOffset?: number, easing?: string): this;
|
|
972
|
+
/**
|
|
973
|
+
* Weave movement (위브)
|
|
974
|
+
* @korean 위브
|
|
975
|
+
*/
|
|
976
|
+
weave(timeOffset?: number, easing?: string): this;
|
|
977
|
+
/**
|
|
978
|
+
* Roundhouse kick extension (돌려차기)
|
|
979
|
+
* @korean 돌려차기
|
|
980
|
+
*/
|
|
981
|
+
roundhouse(timeOffset?: number, easing?: string): this;
|
|
982
|
+
/**
|
|
983
|
+
* Axe kick downward motion (내려차기)
|
|
984
|
+
* @korean 내려차기
|
|
985
|
+
*/
|
|
986
|
+
axeKick(timeOffset?: number, easing?: string): this;
|
|
987
|
+
/**
|
|
988
|
+
* Apply fighting guard - Hands protect face (경계자세)
|
|
989
|
+
* @korean 경계자세
|
|
990
|
+
*/
|
|
991
|
+
withGuard(): this;
|
|
992
|
+
/**
|
|
993
|
+
* Apply high guard - Hands at temple (상단방어)
|
|
994
|
+
* @korean 상단방어
|
|
995
|
+
*/
|
|
996
|
+
withHighGuard(): this;
|
|
997
|
+
/**
|
|
998
|
+
* Apply Korean guard position helper
|
|
999
|
+
*
|
|
1000
|
+
* Private helper method to reduce code duplication across guard methods.
|
|
1001
|
+
* Applies guard positions to the last keyframe in the animation.
|
|
1002
|
+
*
|
|
1003
|
+
* @param guardType - Type of guard to apply
|
|
1004
|
+
* @param side - Which side to apply ("left" | "right" | "both")
|
|
1005
|
+
* @returns this for chaining
|
|
1006
|
+
* @korean 한국방어자세적용헬퍼
|
|
1007
|
+
* @private
|
|
1008
|
+
*/
|
|
1009
|
+
private applyKoreanGuard;
|
|
1010
|
+
/**
|
|
1011
|
+
* Apply Korean high guard position (상단막기)
|
|
1012
|
+
*
|
|
1013
|
+
* Traditional Korean martial arts high guard with hands at temple level
|
|
1014
|
+
* protecting head and face. Uses authentic 막기자세 positioning.
|
|
1015
|
+
*
|
|
1016
|
+
* @param side - Which side to apply ("left" | "right" | "both")
|
|
1017
|
+
* @returns this for chaining
|
|
1018
|
+
* @korean 상단막기자세
|
|
1019
|
+
*/
|
|
1020
|
+
withKoreanHighGuard(side?: "left" | "right" | "both"): this;
|
|
1021
|
+
/**
|
|
1022
|
+
* Apply Korean middle guard position (중단막기)
|
|
1023
|
+
*
|
|
1024
|
+
* Standard Korean martial arts guard at chest/solar plexus level.
|
|
1025
|
+
* Most versatile guard position, used in most fighting stances.
|
|
1026
|
+
*
|
|
1027
|
+
* @param side - Which side to apply ("left" | "right" | "both")
|
|
1028
|
+
* @returns this for chaining
|
|
1029
|
+
* @korean 중단막기자세
|
|
1030
|
+
*/
|
|
1031
|
+
withKoreanMiddleGuard(side?: "left" | "right" | "both"): this;
|
|
1032
|
+
/**
|
|
1033
|
+
* Apply Korean low guard position (하단막기)
|
|
1034
|
+
*
|
|
1035
|
+
* Low guard position protecting lower body and groin.
|
|
1036
|
+
* Used in grappling and ground-fighting scenarios.
|
|
1037
|
+
*
|
|
1038
|
+
* @param side - Which side to apply ("left" | "right" | "both")
|
|
1039
|
+
* @returns this for chaining
|
|
1040
|
+
* @korean 하단막기자세
|
|
1041
|
+
*/
|
|
1042
|
+
withKoreanLowGuard(side?: "left" | "right" | "both"): this;
|
|
1043
|
+
/**
|
|
1044
|
+
* Apply trigram-specific guard pose (팔괘자세)
|
|
1045
|
+
*
|
|
1046
|
+
* Sets the complete body position for the specified trigram stance,
|
|
1047
|
+
* including arms, legs, torso, and pelvis. Unlike generic guards,
|
|
1048
|
+
* this applies the authentic Korean martial arts posture for each
|
|
1049
|
+
* of the eight trigram stances.
|
|
1050
|
+
*
|
|
1051
|
+
* Use this for:
|
|
1052
|
+
* - Idle stance animations
|
|
1053
|
+
* - Returning to guard after techniques
|
|
1054
|
+
* - Walk/run animations (arms only mode)
|
|
1055
|
+
*
|
|
1056
|
+
* @param stance - Trigram stance (e.g., TrigramStance.GEON)
|
|
1057
|
+
* @param options - Application options (what body parts to apply)
|
|
1058
|
+
* @returns this for chaining
|
|
1059
|
+
*
|
|
1060
|
+
* @example
|
|
1061
|
+
* ```typescript
|
|
1062
|
+
* // Full guard pose in idle stance
|
|
1063
|
+
* builder.at(0).withTrigramGuard(TrigramStance.GEON);
|
|
1064
|
+
*
|
|
1065
|
+
* // Arms only for walk animation (legs handled separately)
|
|
1066
|
+
* builder.at(0).withTrigramGuard(TrigramStance.TAE, {
|
|
1067
|
+
* includeLegs: false,
|
|
1068
|
+
* includePelvis: false
|
|
1069
|
+
* });
|
|
1070
|
+
* ```
|
|
1071
|
+
*
|
|
1072
|
+
* @korean 팔괘방어자세
|
|
1073
|
+
*/
|
|
1074
|
+
withTrigramGuard(stance: TrigramStance, options?: TrigramGuardOptions): this;
|
|
1075
|
+
/**
|
|
1076
|
+
* Get trigram guard arm positions for locomotion animations
|
|
1077
|
+
*
|
|
1078
|
+
* Returns the base arm positions for the specified trigram's guard pose.
|
|
1079
|
+
* Use this when building walk/run animations that need to maintain
|
|
1080
|
+
* the trigram's arm guard while adding swing motion.
|
|
1081
|
+
*
|
|
1082
|
+
* @param stance - Trigram stance
|
|
1083
|
+
* @returns Left and right arm base rotations (shoulder, elbow)
|
|
1084
|
+
*
|
|
1085
|
+
* @example
|
|
1086
|
+
* ```typescript
|
|
1087
|
+
* const arms = builder.getTrigramArmGuard(TrigramStance.GEON);
|
|
1088
|
+
* // Add swing to left shoulder while keeping guard shape
|
|
1089
|
+
* kf.rotate(BoneName.SHOULDER_L,
|
|
1090
|
+
* arms.left.shoulder[0] + swingOffset,
|
|
1091
|
+
* arms.left.shoulder[1],
|
|
1092
|
+
* arms.left.shoulder[2]
|
|
1093
|
+
* );
|
|
1094
|
+
* ```
|
|
1095
|
+
*
|
|
1096
|
+
* @korean 팔괘팔자세가져오기
|
|
1097
|
+
*/
|
|
1098
|
+
static getTrigramArmGuard(stance: TrigramStance): {
|
|
1099
|
+
left: {
|
|
1100
|
+
shoulder: [number, number, number];
|
|
1101
|
+
elbow: [number, number, number];
|
|
1102
|
+
};
|
|
1103
|
+
right: {
|
|
1104
|
+
shoulder: [number, number, number];
|
|
1105
|
+
elbow: [number, number, number];
|
|
1106
|
+
};
|
|
1107
|
+
};
|
|
1108
|
+
/**
|
|
1109
|
+
* Apply clinch position (클린치)
|
|
1110
|
+
* @korean 클린치
|
|
1111
|
+
*/
|
|
1112
|
+
withClinch(): this;
|
|
1113
|
+
/**
|
|
1114
|
+
* Helper to apply finger rotations from a hand pose to a keyframe
|
|
1115
|
+
* @internal
|
|
1116
|
+
*/
|
|
1117
|
+
private applyHandPose;
|
|
1118
|
+
/**
|
|
1119
|
+
* Apply open palm pose - Palm strikes and blocks (장권)
|
|
1120
|
+
* @param hand Which hand(s) to apply the pose to
|
|
1121
|
+
* @korean 손바닥펴기
|
|
1122
|
+
*/
|
|
1123
|
+
withOpenPalm(hand?: "left" | "right" | "both"): this;
|
|
1124
|
+
/**
|
|
1125
|
+
* Apply spear hand pose - Finger strikes to throat/eyes (관수)
|
|
1126
|
+
* @param hand Which hand(s) to apply the pose to
|
|
1127
|
+
* @korean 관수펴기
|
|
1128
|
+
*/
|
|
1129
|
+
withSpearHand(hand?: "left" | "right" | "both"): this;
|
|
1130
|
+
/**
|
|
1131
|
+
* Apply backfist pose - Knuckle strikes (등주먹)
|
|
1132
|
+
* @param hand Which hand(s) to apply the pose to
|
|
1133
|
+
* @korean 등주먹
|
|
1134
|
+
*/
|
|
1135
|
+
withBackfist(hand?: "left" | "right" | "both"): this;
|
|
1136
|
+
/**
|
|
1137
|
+
* Apply grab pose - Grappling and holds (잡기)
|
|
1138
|
+
* @param hand Which hand(s) to apply the pose to
|
|
1139
|
+
* @korean 잡기손
|
|
1140
|
+
*/
|
|
1141
|
+
withGrab(hand?: "left" | "right" | "both"): this;
|
|
1142
|
+
/**
|
|
1143
|
+
* Helper to apply finger rotations from a hand pose to an existing keyframe
|
|
1144
|
+
* @internal
|
|
1145
|
+
*/
|
|
1146
|
+
private applyHandPoseToKeyframe;
|
|
1147
|
+
/**
|
|
1148
|
+
* Apply hand pose during a keyframe (inline version for addKeyframe)
|
|
1149
|
+
* @param pose The hand pose to apply
|
|
1150
|
+
* @param hand Which hand(s) to apply the pose to
|
|
1151
|
+
* @korean 손모양적용
|
|
1152
|
+
*/
|
|
1153
|
+
applyHandPoseDuring(kf: KeyframeConfig, pose: keyof typeof HAND_POSES, hand?: "left" | "right" | "both"): void;
|
|
1154
|
+
/**
|
|
1155
|
+
* Apply foot positions based on stance width (발너비)
|
|
1156
|
+
* Sets left and right foot X positions symmetrically around center
|
|
1157
|
+
*
|
|
1158
|
+
* @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS
|
|
1159
|
+
* @param shoulderWidth - Fighter's shoulder width in centimeters
|
|
1160
|
+
* @korean 발너비적용
|
|
1161
|
+
*
|
|
1162
|
+
* @example
|
|
1163
|
+
* ```typescript
|
|
1164
|
+
* // Jin Thunder stance (2.0x shoulder width)
|
|
1165
|
+
* .withFootWidth(2.0, 46) // 0.92m total width
|
|
1166
|
+
*
|
|
1167
|
+
* // Son Wind stance (0.0x - crane stance)
|
|
1168
|
+
* .withFootWidth(0.0, 46) // 0m - single leg
|
|
1169
|
+
* ```
|
|
1170
|
+
*/
|
|
1171
|
+
withFootWidth(stanceWidthMultiplier: number, shoulderWidth: number): this;
|
|
1172
|
+
/**
|
|
1173
|
+
* Apply foot positions to current keyframe during addKeyframe
|
|
1174
|
+
* Inline version for use within keyframe callback
|
|
1175
|
+
*
|
|
1176
|
+
* @param kf - KeyframeConfig to modify
|
|
1177
|
+
* @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS
|
|
1178
|
+
* @param shoulderWidth - Fighter's shoulder width in centimeters
|
|
1179
|
+
* @korean 발너비설정
|
|
1180
|
+
*/
|
|
1181
|
+
applyFootPositionsDuring(kf: KeyframeConfig, stanceWidthMultiplier: number, shoulderWidth: number): void;
|
|
1182
|
+
/**
|
|
1183
|
+
* Recover to fighting guard (복귀)
|
|
1184
|
+
* Returns to neutral stance with torso reset
|
|
1185
|
+
* @korean 복귀
|
|
1186
|
+
*/
|
|
1187
|
+
recover(timeOffset?: number, easing?: string): this;
|
|
1188
|
+
/**
|
|
1189
|
+
* Full 360° spin recovery (회전복귀)
|
|
1190
|
+
* @korean 회전복귀
|
|
1191
|
+
*/
|
|
1192
|
+
spinRecover(timeOffset?: number, easing?: string): this;
|
|
1193
|
+
/**
|
|
1194
|
+
* Apply torso rotation for straight punch power generation (주먹허리비틀기)
|
|
1195
|
+
*
|
|
1196
|
+
* Korean martial arts principle: 허리비틀기 (Heori Biteulgi) - Waist twist for power
|
|
1197
|
+
* The torso rotates OPPOSITE to the punch direction, creating torque through
|
|
1198
|
+
* the spine that transfers power into the strike.
|
|
1199
|
+
*
|
|
1200
|
+
* Biomechanics:
|
|
1201
|
+
* - SPINE_LOWER rotates 50% of target angle (foundation rotation)
|
|
1202
|
+
* - SPINE_MIDDLE rotates 70% of target angle (power transfer zone)
|
|
1203
|
+
* - SPINE_UPPER rotates 100% of target angle (maximum rotation at shoulders)
|
|
1204
|
+
*
|
|
1205
|
+
* @param kf - KeyframeConfig to apply rotation to
|
|
1206
|
+
* @param side - Which hand is punching ("left" | "right")
|
|
1207
|
+
* @param rotationDegrees - Target rotation in degrees (15-25° recommended)
|
|
1208
|
+
*
|
|
1209
|
+
* @example
|
|
1210
|
+
* ```typescript
|
|
1211
|
+
* // Right cross with 20° counter-rotation
|
|
1212
|
+
* this.addKeyframe(0.35, "ease-out", (kf) => {
|
|
1213
|
+
* this.applyPunchTorsoRotation(kf, "right", 20);
|
|
1214
|
+
* // ... other punch mechanics
|
|
1215
|
+
* });
|
|
1216
|
+
* ```
|
|
1217
|
+
*
|
|
1218
|
+
* @korean 주먹허리비틀기
|
|
1219
|
+
*/
|
|
1220
|
+
private applyPunchTorsoRotation;
|
|
1221
|
+
/**
|
|
1222
|
+
* Apply torso rotation for hook punch circular power (훅허리비틀기)
|
|
1223
|
+
*
|
|
1224
|
+
* Korean martial arts principle: 몸통회전 (Momtong Hoejeon) - Full torso rotation
|
|
1225
|
+
* Hook punches generate power from hip and shoulder rotation in a circular motion.
|
|
1226
|
+
* Larger rotation angle (45-60°) creates the circular arc needed for hooks.
|
|
1227
|
+
*
|
|
1228
|
+
* Biomechanics:
|
|
1229
|
+
* - SPINE_LOWER rotates 50% (hip engagement)
|
|
1230
|
+
* - SPINE_MIDDLE rotates 70% (core power transfer)
|
|
1231
|
+
* - SPINE_UPPER rotates 100% (shoulder whip into target)
|
|
1232
|
+
*
|
|
1233
|
+
* @param kf - KeyframeConfig to apply rotation to
|
|
1234
|
+
* @param side - Which hand is hooking ("left" | "right")
|
|
1235
|
+
* @param rotationDegrees - Target rotation in degrees (45-60° recommended)
|
|
1236
|
+
*
|
|
1237
|
+
* @example
|
|
1238
|
+
* ```typescript
|
|
1239
|
+
* // Right hook with 50° rotation
|
|
1240
|
+
* this.addKeyframe(0.30, "ease-out", (kf) => {
|
|
1241
|
+
* this.applyHookTorsoRotation(kf, "right", 50);
|
|
1242
|
+
* // ... other hook mechanics
|
|
1243
|
+
* });
|
|
1244
|
+
* ```
|
|
1245
|
+
*
|
|
1246
|
+
* @korean 훅허리비틀기
|
|
1247
|
+
*/
|
|
1248
|
+
private applyHookTorsoRotation;
|
|
1249
|
+
/**
|
|
1250
|
+
* Apply torso lean for kick balance (차기허리기울이기)
|
|
1251
|
+
*
|
|
1252
|
+
* Korean martial arts principle: 중심축회전 (Jungsim Chuk Hoejeon) - Central axis rotation
|
|
1253
|
+
* When executing kicks, the torso leans AWAY from the kicking leg to:
|
|
1254
|
+
* 1. Maintain balance on the support leg
|
|
1255
|
+
* 2. Increase reach by extending the kick further
|
|
1256
|
+
* 3. Prevent falling backward during high kicks
|
|
1257
|
+
*
|
|
1258
|
+
* Biomechanics:
|
|
1259
|
+
* - SPINE_LOWER leans away from kick (foundation)
|
|
1260
|
+
* - SPINE_MIDDLE leans with lower spine (stability)
|
|
1261
|
+
* - SPINE_UPPER leans slightly less (control)
|
|
1262
|
+
*
|
|
1263
|
+
* @param kf - KeyframeConfig to apply lean to
|
|
1264
|
+
* @param side - Which leg is kicking ("left" | "right")
|
|
1265
|
+
* @param leanDegrees - Amount of lean in degrees (10-20° recommended)
|
|
1266
|
+
*
|
|
1267
|
+
* @example
|
|
1268
|
+
* ```typescript
|
|
1269
|
+
* // Right roundhouse kick with compensatory lean
|
|
1270
|
+
* this.addKeyframe(0.35, "ease-out", (kf) => {
|
|
1271
|
+
* this.applyKickTorsoLean(kf, "right", 15);
|
|
1272
|
+
* // ... other kick mechanics
|
|
1273
|
+
* });
|
|
1274
|
+
* ```
|
|
1275
|
+
*
|
|
1276
|
+
* @korean 차기허리기울이기
|
|
1277
|
+
*/
|
|
1278
|
+
private applyKickTorsoLean;
|
|
1279
|
+
/**
|
|
1280
|
+
* Reset torso to neutral position (허리중립)
|
|
1281
|
+
*
|
|
1282
|
+
* Returns all spine bones to neutral rotation (0, 0, 0).
|
|
1283
|
+
* Used during recovery phases to return to fighting stance.
|
|
1284
|
+
*
|
|
1285
|
+
* @param kf - KeyframeConfig to reset
|
|
1286
|
+
*
|
|
1287
|
+
* @korean 허리중립
|
|
1288
|
+
*/
|
|
1289
|
+
private resetTorsoRotation;
|
|
1290
|
+
/**
|
|
1291
|
+
* Add custom keyframe with callback
|
|
1292
|
+
*/
|
|
1293
|
+
private addKeyframe;
|
|
1294
|
+
/**
|
|
1295
|
+
* Add raw keyframe at specific time
|
|
1296
|
+
*/
|
|
1297
|
+
at(time: number, easing?: string): KeyframeConfig;
|
|
1298
|
+
/**
|
|
1299
|
+
* Internal: Add keyframe from KeyframeConfig
|
|
1300
|
+
*/
|
|
1301
|
+
_addKeyframe(kf: AnimationKeyframe): void;
|
|
1302
|
+
/**
|
|
1303
|
+
* Build the complete animation
|
|
1304
|
+
*
|
|
1305
|
+
* Automatically normalizes timing to ensure animations start at time 0.
|
|
1306
|
+
* This is important for animation system consistency and performance.
|
|
1307
|
+
*/
|
|
1308
|
+
build(): SkeletalAnimation;
|
|
1309
|
+
}
|
|
1310
|
+
//# sourceMappingURL=MartialArtsAnimationBuilder.d.ts.map
|