blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,1310 @@
1
+ /**
2
+ * Martial Arts Animation Builder
3
+ *
4
+ * Korean martial arts specific animation builder with semantic methods
5
+ * that make animations readable by martial arts practitioners.
6
+ *
7
+ * 한국 무술 애니메이션 빌더 - 무술 전문가가 이해할 수 있는 시맨틱 메서드 제공
8
+ *
9
+ * @module systems/animation
10
+ * @category Animation System
11
+ * @korean 무술애니메이션빌더
12
+ */
13
+ import type { AnimationKeyframe, SkeletalAnimation } from "../../../types/skeletal";
14
+ import { AnimationType, HAND_POSES, KICK_PHASES, MARTIAL_POSES, PUNCH_PHASES } from "./MartialArtsConstants";
15
+ import { KeyframeConfig } from "./KeyframeConfig";
16
+ import { TrigramStance } from "../../../types/common";
17
+ import { type TrigramGuardOptions } from "./TrigramGuardApplicator";
18
+ export { AnimationType, HAND_POSES, KICK_PHASES, MARTIAL_POSES, PUNCH_PHASES };
19
+ /**
20
+ * Technique Timing Constants
21
+ *
22
+ * Defines standard timing phases for martial arts techniques to ensure
23
+ * all movements are visible and comprehensible. Minimum total duration
24
+ * is 0.5s to prevent "teleporting" strikes.
25
+ *
26
+ * Korean martial arts emphasize visible technique phases:
27
+ * - 준비 (Preparation) - Wind-up/chamber
28
+ * - 실행 (Execution) - Strike/extension
29
+ * - 회수 (Recovery) - Retraction
30
+ * - 복귀 (Return) - Return to stance
31
+ *
32
+ * @korean 기술타이밍상수
33
+ */
34
+ export declare const TECHNIQUE_TIMING: {
35
+ /**
36
+ * Fast techniques (빠른 기술)
37
+ * Examples: Jabs, quick strikes, fast kicks
38
+ * Total: 550ms
39
+ */
40
+ readonly FAST: {
41
+ readonly chamber: 0.1;
42
+ readonly extend: 0.15;
43
+ readonly peak: 0.05;
44
+ readonly retract: 0.1;
45
+ readonly recover: 0.15;
46
+ readonly total: 0.55;
47
+ };
48
+ /**
49
+ * Fast-Medium techniques (빠른-중간 기술)
50
+ * Examples: Low kicks, lead hooks, quick counters
51
+ * Total: 600ms
52
+ */
53
+ 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