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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  1718. package/lib/utils/clothingMaterials.d.ts +65 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,537 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder, TECHNIQUE_TIMING } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import { AnimationBuilder } from "../builders/AnimationBuilder.js";
4
+ //#region src/systems/animation/catalogs/AttackAnimations.ts
5
+ /**
6
+ * Jab animation with guard (잽 - 막기자세)
7
+ *
8
+ * Fast straight punch with proper middle guard maintained.
9
+ * Traditional Taekwondo 정권지르기 with defensive posture.
10
+ *
11
+ * Guard cycle:
12
+ * - Start: MIDDLE_GUARD both hands (중단막기)
13
+ * - During: MIDDLE_GUARD left hand (방어 유지)
14
+ * - End: MIDDLE_GUARD both hands (복귀)
15
+ *
16
+ * Duration: 550ms (TECHNIQUE_TIMING.FAST)
17
+ *
18
+ * @korean 잽애니메이션
19
+ */
20
+ var JAB_ANIMATION = MartialArtsAnimationBuilder.create("jab", "잽").asAttack(TECHNIQUE_TIMING.FAST.total).at(0).withGuard("MIDDLE_GUARD").done().at(TECHNIQUE_TIMING.FAST.chamber * .5).rotate(BoneName.SHOULDER_R, .3, 0, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.SPINE_UPPER, 0, -.15, 0).withGuard("MIDDLE_GUARD", "left").done().at(TECHNIQUE_TIMING.FAST.chamber).rotate(BoneName.SHOULDER_R, -.5, 0, .4).rotate(BoneName.ELBOW_R, 0, 0, .3).rotate(BoneName.SPINE_UPPER, 0, .25, 0).rotate(BoneName.SPINE_MIDDLE, 0, .15, 0).rotate(BoneName.PELVIS, 0, .1, 0).withGuard("MIDDLE_GUARD", "left").done().at(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend).rotate(BoneName.SHOULDER_R, -.7, 0, .5).rotate(BoneName.ELBOW_R, 0, 0, .05).rotate(BoneName.WRIST_R, 0, 0, -.2).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.SPINE_MIDDLE, 0, .25, 0).rotate(BoneName.PELVIS, 0, .2, 0).withGuard("MIDDLE_GUARD", "left").done().at(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak).rotate(BoneName.SHOULDER_R, -.7, 0, .5).rotate(BoneName.ELBOW_R, 0, 0, .05).rotate(BoneName.WRIST_R, 0, 0, -.2).withGuard("MIDDLE_GUARD", "left").done().at(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak + TECHNIQUE_TIMING.FAST.retract).rotate(BoneName.SHOULDER_R, .1, 0, -.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).rotate(BoneName.SPINE_UPPER, 0, .05, 0).withGuard("MIDDLE_GUARD", "left").done().at(TECHNIQUE_TIMING.FAST.total).withGuard("MIDDLE_GUARD").rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).done().build();
21
+ /**
22
+ * Cross punch with guard (크로스 - 막기자세)
23
+ *
24
+ * Power punch with proper middle guard maintained.
25
+ * Traditional Taekwondo 역권지르기 with defensive posture.
26
+ *
27
+ * Guard cycle:
28
+ * - Start: MIDDLE_GUARD both hands (중단막기)
29
+ * - During: MIDDLE_GUARD right hand (방어 유지)
30
+ * - End: MIDDLE_GUARD both hands (복귀)
31
+ *
32
+ * Duration: 600ms (TECHNIQUE_TIMING.FAST_MEDIUM)
33
+ *
34
+ * @korean 크로스펀치애니메이션
35
+ */
36
+ var CROSS_ANIMATION = MartialArtsAnimationBuilder.create("cross", "크로스").asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total).at(0).withGuard("MIDDLE_GUARD").done().at(TECHNIQUE_TIMING.FAST_MEDIUM.chamber * .6).rotate(BoneName.SHOULDER_L, .2, 0, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SPINE_UPPER, 0, -.2, 0).rotate(BoneName.PELVIS, 0, -.15, 0).withGuard("MIDDLE_GUARD", "right").done().at(TECHNIQUE_TIMING.FAST_MEDIUM.chamber).rotate(BoneName.PELVIS, 0, .15, 0).rotate(BoneName.SPINE_LOWER, 0, .2, 0).rotate(BoneName.HIP_R, 0, .1, 0).withGuard("MIDDLE_GUARD", "right").done().at(TECHNIQUE_TIMING.FAST_MEDIUM.chamber + TECHNIQUE_TIMING.FAST_MEDIUM.extend * .5).rotate(BoneName.SHOULDER_L, -.5, 0, -.4).rotate(BoneName.ELBOW_L, 0, 0, -.3).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.SPINE_MIDDLE, 0, .3, 0).rotate(BoneName.PELVIS, 0, .25, 0).withGuard("MIDDLE_GUARD", "right").done().at(TECHNIQUE_TIMING.FAST_MEDIUM.chamber + TECHNIQUE_TIMING.FAST_MEDIUM.extend).rotate(BoneName.SHOULDER_L, -.7, 0, -.5).rotate(BoneName.ELBOW_L, 0, 0, -.05).rotate(BoneName.WRIST_L, 0, 0, .2).rotate(BoneName.SPINE_UPPER, 0, .45, 0).rotate(BoneName.SPINE_MIDDLE, 0, .35, 0).rotate(BoneName.SPINE_LOWER, 0, .25, 0).rotate(BoneName.PELVIS, 0, .3, 0).withGuard("MIDDLE_GUARD", "right").done().at(TECHNIQUE_TIMING.FAST_MEDIUM.chamber + TECHNIQUE_TIMING.FAST_MEDIUM.extend + TECHNIQUE_TIMING.FAST_MEDIUM.peak).rotate(BoneName.SHOULDER_L, -.7, 0, -.5).rotate(BoneName.ELBOW_L, 0, 0, -.05).rotate(BoneName.WRIST_L, 0, 0, .2).withGuard("MIDDLE_GUARD", "right").done().at(TECHNIQUE_TIMING.FAST_MEDIUM.chamber + TECHNIQUE_TIMING.FAST_MEDIUM.extend + TECHNIQUE_TIMING.FAST_MEDIUM.peak + TECHNIQUE_TIMING.FAST_MEDIUM.retract).rotate(BoneName.SHOULDER_L, .1, 0, .2).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.SPINE_UPPER, 0, .05, 0).withGuard("MIDDLE_GUARD", "right").done().at(TECHNIQUE_TIMING.FAST_MEDIUM.total).withGuard("MIDDLE_GUARD").rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.WRIST_L, 0, 0, 0).done().build();
37
+ /**
38
+ * Front kick animation (앞차기) - ENHANCED
39
+ *
40
+ * Traditional Taekwondo front kick with knee lift, leg extension,
41
+ * ankle dorsiflexion, support leg adjustments, and balance recovery.
42
+ * Hands maintain guard position throughout for face protection.
43
+ *
44
+ * Animation phases:
45
+ * 1. Chamber (0.0s-0.1s): Knee lifts to waist height, hands guard face
46
+ * 2. Extension (0.1s-0.2s): Lower leg extends forward with ankle flexion
47
+ * 3. Impact (0.2s): Maximum extension point with dorsiflexion
48
+ * 4. Retraction (0.2s-0.35s): Leg returns to chamber
49
+ * 5. Set down (0.35s-0.45s): Foot returns to ground with balance recovery
50
+ * 6. Recovery shuffle (0.45s-0.55s): Return to fighting guard
51
+ *
52
+ * Duration: 550ms (enhanced with recovery)
53
+ *
54
+ * @korean 앞차기애니메이션향상
55
+ */
56
+ var FRONT_KICK_ANIMATION = AnimationBuilder.create("front_kick").withKoreanName("앞차기").withDuration(.55).withType("attack").keyframe(.1, "ease-out").rotate(BoneName.HIP_R, 1.57, 0, 0).rotate(BoneName.KNEE_R, -2, 0, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.FOOT_L, 0, 0, .05).rotate(BoneName.PELVIS, -.1, 0, 0).rotate(BoneName.SPINE_LOWER, -.05, 0, 0).rotate(BoneName.SHOULDER_L, -.9, .3, .4).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.9, -.3, -.4).rotate(BoneName.ELBOW_R, 0, 0, 1.6).build().keyframe(.2, "ease-out").rotate(BoneName.HIP_R, 1.7, 0, 0).rotate(BoneName.KNEE_R, .1, 0, 0).rotate(BoneName.FOOT_R, .5, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.FOOT_L, 0, 0, .08).rotate(BoneName.PELVIS, .15, 0, 0).rotate(BoneName.SPINE_LOWER, .1, 0, 0).rotate(BoneName.SPINE_MIDDLE, .05, 0, 0).rotate(BoneName.SHOULDER_L, -.85, .25, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.7).rotate(BoneName.SHOULDER_R, -.85, -.25, -.35).rotate(BoneName.ELBOW_R, 0, 0, 1.7).build().keyframe(.35, "ease-in").rotate(BoneName.HIP_R, 1.57, 0, 0).rotate(BoneName.KNEE_R, -2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.FOOT_L, 0, 0, .05).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.9, .3, .4).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.9, -.3, -.4).rotate(BoneName.ELBOW_R, 0, 0, 1.6).build().keyframe(.45, "ease-in").rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.15, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_L, 0, 0, .03).rotate(BoneName.SHOULDER_L, -.7, .35, .25).rotate(BoneName.ELBOW_L, 0, 0, -1.7).rotate(BoneName.SHOULDER_R, -.7, -.35, -.25).rotate(BoneName.ELBOW_R, 0, 0, 1.7).build().keyframe(.55, "ease-in").rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).build().build();
57
+ /**
58
+ * Roundhouse kick animation (돌려차기) - ENHANCED
59
+ *
60
+ * Traditional Taekwondo roundhouse kick with hip rotation,
61
+ * ankle flexion, support leg adjustments, and balance recovery.
62
+ * Hands maintain high guard position throughout for face protection.
63
+ *
64
+ * Animation phases:
65
+ * 1. Chamber (0.0s-0.1s): Knee lifts, hip begins rotation, hands guard face
66
+ * 2. Rotation (0.1s-0.2s): Hip rotates 90 degrees
67
+ * 3. Extension (0.2s-0.25s): Leg extends in arc with ankle flexion
68
+ * 4. Impact (0.25s): Maximum extension with support leg adjustment
69
+ * 5. Retraction (0.25s-0.4s): Return to chamber
70
+ * 6. Set down (0.4s-0.5s): Foot to ground with balance recovery
71
+ * 7. Recovery shuffle (0.5s-0.6s): Return to fighting guard
72
+ *
73
+ * Duration: 600ms (enhanced with recovery)
74
+ *
75
+ * @korean 돌려차기애니메이션향상
76
+ */
77
+ var ROUNDHOUSE_KICK_ANIMATION = AnimationBuilder.create("roundhouse_kick").withKoreanName("돌려차기").withDuration(.6).withType("attack").keyframe(.1, "ease-out").rotate(BoneName.HIP_R, 1.2, 0, .8).rotate(BoneName.KNEE_R, -1.5, 0, 0).rotate(BoneName.PELVIS, 0, -.5, 0).rotate(BoneName.SPINE_UPPER, 0, .3, 0).rotate(BoneName.SHOULDER_L, -.9, .3, .4).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.85, -.25, -.35).rotate(BoneName.ELBOW_R, 0, 0, 1.65).build().keyframe(.2, "ease-out").rotate(BoneName.HIP_R, 1.2, 0, 1.4).rotate(BoneName.KNEE_R, -1.2, 0, 0).rotate(BoneName.PELVIS, 0, -1.2, 0).rotate(BoneName.SPINE_UPPER, 0, .6, 0).rotate(BoneName.SHOULDER_L, -.85, .25, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.7).rotate(BoneName.SHOULDER_R, -.85, -.25, -.35).rotate(BoneName.ELBOW_R, 0, 0, 1.7).build().keyframe(.25, "linear").rotate(BoneName.HIP_R, 1.2, 0, 1.6).rotate(BoneName.KNEE_R, -.1, 0, 0).rotate(BoneName.PELVIS, 0, -1.5, 0).rotate(BoneName.SPINE_UPPER, 0, .8, 0).rotate(BoneName.FOOT_R, .4, 0, .3).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.FOOT_L, 0, 0, -.1).rotate(BoneName.SHOULDER_L, -.85, .25, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.7).rotate(BoneName.SHOULDER_R, -.85, -.25, -.35).rotate(BoneName.ELBOW_R, 0, 0, 1.7).position(BoneName.FOOT_R, .8, 0, 0).position(BoneName.PELVIS, 0, -.02, 0).build().keyframe(.4, "ease-in").rotate(BoneName.HIP_R, 1.2, 0, .8).rotate(BoneName.KNEE_R, -1.5, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, -.3, 0).rotate(BoneName.SPINE_UPPER, 0, .2, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.9, .3, .4).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.9, -.3, -.4).rotate(BoneName.ELBOW_R, 0, 0, 1.6).position(BoneName.FOOT_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().keyframe(.5, "ease-in").rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.15, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.7, .35, .25).rotate(BoneName.ELBOW_L, 0, 0, -1.7).rotate(BoneName.SHOULDER_R, -.7, -.35, -.25).rotate(BoneName.ELBOW_R, 0, 0, 1.7).position(BoneName.PELVIS, 0, -.01, 0).build().keyframe(.6, "ease-in").rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).position(BoneName.PELVIS, 0, 0, 0).build().build();
78
+ /**
79
+ * Block animation (막기)
80
+ *
81
+ * Traditional Taekwondo block with both arms raised.
82
+ *
83
+ * Animation phases:
84
+ * 1. Raise (0.0s-0.1s): Both arms lift to blocking position
85
+ * 2. Hold (0.1s-0.3s): Maintain block
86
+ * 3. Lower (0.3s-0.4s): Return to guard
87
+ *
88
+ * Duration: 400ms
89
+ *
90
+ * @korean 막기애니메이션
91
+ */
92
+ var BLOCK_ANIMATION = AnimationBuilder.create("block").withKoreanName("막기").withDuration(.4).withType("defense").keyframe(.08, "ease-out").rotate(BoneName.SHOULDER_L, 0, 0, -1.3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, 0, 0, 1.1).rotate(BoneName.ELBOW_R, 0, 0, 1.3).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).build().keyframe(.27, "linear").rotate(BoneName.SHOULDER_L, 0, 0, -1.3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, 0, 0, 1.1).rotate(BoneName.ELBOW_R, 0, 0, 1.3).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).build().keyframe(.35, "ease-in").rotate(BoneName.SHOULDER_L, 0, 0, 0).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.SHOULDER_R, 0, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, 1.2).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, 0, 0, 0).build().build();
93
+ /**
94
+ * Walking cycle animation (앞으로 걷기 - 보행 사이클)
95
+ *
96
+ * Natural walking gait with alternating leg movement. Includes hip swing,
97
+ * knee bend during swing phase, foot placement, and pelvis tilt.
98
+ *
99
+ * Animation phases:
100
+ * 1. Left foot forward (0.0s): Left leg extends, right leg pushes off
101
+ * 2. Left mid-stance (0.2s): Left foot plants, right leg swings forward
102
+ * 3. Right foot forward (0.4s): Right leg extends, left leg pushes off
103
+ * 4. Right mid-stance (0.6s): Right foot plants, left leg swings forward
104
+ *
105
+ * Duration: 800ms (complete left-right step cycle)
106
+ *
107
+ * @korean 걷기애니메이션
108
+ */
109
+ var WALK_ANIMATION = AnimationBuilder.create("walk").withKoreanName("걷기").withDuration(.8).withType("movement").withLoop(true).keyframe(0, "ease-out").rotate(BoneName.PELVIS, .1, .05, 0).rotate(BoneName.HIP_L, -.3, 0, 0).rotate(BoneName.KNEE_L, -.1, 0, 0).rotate(BoneName.FOOT_L, .1, 0, 0).rotate(BoneName.HIP_R, .4, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, -.3, 0, 0).rotate(BoneName.SHOULDER_L, .3, 0, 0).rotate(BoneName.ELBOW_L, 0, 0, -.3).rotate(BoneName.SHOULDER_R, -.4, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, .4).rotate(BoneName.SPINE_LOWER, 0, -.05, 0).position(BoneName.PELVIS, 0, .02, 0).build().keyframe(.2, "linear").rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.HIP_L, 0, 0, 0).rotate(BoneName.KNEE_L, -.15, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.HIP_R, -.2, 0, 0).rotate(BoneName.KNEE_R, -.8, 0, 0).rotate(BoneName.FOOT_R, .2, 0, 0).rotate(BoneName.SHOULDER_L, 0, 0, 0).rotate(BoneName.ELBOW_L, 0, 0, -.2).rotate(BoneName.SHOULDER_R, -.2, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, .3).rotate(BoneName.SPINE_LOWER, 0, 0, 0).position(BoneName.PELVIS, 0, -.01, 0).build().keyframe(.4, "ease-out").rotate(BoneName.PELVIS, .1, -.05, 0).rotate(BoneName.HIP_R, -.3, 0, 0).rotate(BoneName.KNEE_R, -.1, 0, 0).rotate(BoneName.FOOT_R, .1, 0, 0).rotate(BoneName.HIP_L, .4, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_L, -.3, 0, 0).rotate(BoneName.SHOULDER_R, .3, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, .3).rotate(BoneName.SHOULDER_L, -.4, 0, 0).rotate(BoneName.ELBOW_L, 0, 0, -.4).rotate(BoneName.SPINE_LOWER, 0, .05, 0).position(BoneName.PELVIS, 0, .02, 0).build().keyframe(.6, "linear").rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.15, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.HIP_L, -.2, 0, 0).rotate(BoneName.KNEE_L, -.8, 0, 0).rotate(BoneName.FOOT_L, .2, 0, 0).rotate(BoneName.SHOULDER_R, 0, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, .2).rotate(BoneName.SHOULDER_L, -.2, 0, 0).rotate(BoneName.ELBOW_L, 0, 0, -.3).rotate(BoneName.SPINE_LOWER, 0, 0, 0).position(BoneName.PELVIS, 0, -.01, 0).build().keyframe(.8, "ease-in").rotate(BoneName.PELVIS, .1, .05, 0).rotate(BoneName.HIP_L, -.3, 0, 0).rotate(BoneName.KNEE_L, -.1, 0, 0).rotate(BoneName.FOOT_L, .1, 0, 0).rotate(BoneName.HIP_R, .4, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, -.3, 0, 0).rotate(BoneName.SHOULDER_L, .3, 0, 0).rotate(BoneName.ELBOW_L, 0, 0, -.3).rotate(BoneName.SHOULDER_R, -.4, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, .4).rotate(BoneName.SPINE_LOWER, 0, -.05, 0).position(BoneName.PELVIS, 0, .02, 0).build().build();
110
+ /**
111
+ * Idle stance animation (대기 자세)
112
+ *
113
+ * Fighting stance with slight weight shift and breathing motion.
114
+ *
115
+ * Animation phases:
116
+ * 1. Center (0.0s): Neutral fighting stance
117
+ * 2. Weight left (0.8s): Shift weight to left leg
118
+ * 3. Center (1.6s): Return to neutral
119
+ * 4. Weight right (2.4s): Shift weight to right leg
120
+ * 5. Center (3.0s): Return to neutral (loops)
121
+ *
122
+ * Duration: 3000ms (looping)
123
+ *
124
+ * @korean 대기자세애니메이션
125
+ */
126
+ var IDLE_STANCE_ANIMATION = AnimationBuilder.create("idle_stance").withKoreanName("대기 자세").withDuration(3).withType("idle").withLoop(true).keyframe(0, "ease-in-out").rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).position(BoneName.PELVIS, 0, 0, 0).build().keyframe(.8, "ease-in-out").rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.KNEE_R, -.15, 0, 0).rotate(BoneName.PELVIS, 0, 0, -.05).rotate(BoneName.SPINE_LOWER, -.02, 0, 0).rotate(BoneName.SPINE_MIDDLE, -.03, 0, 0).rotate(BoneName.SPINE_UPPER, -.02, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).position(BoneName.PELVIS, -.02, 0, 0).build().keyframe(1.6, "ease-in-out").rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, .02, 0, 0).rotate(BoneName.SPINE_MIDDLE, .03, 0, 0).rotate(BoneName.SPINE_UPPER, .02, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).position(BoneName.PELVIS, 0, 0, 0).build().keyframe(2.4, "ease-in-out").rotate(BoneName.KNEE_L, -.15, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).rotate(BoneName.PELVIS, 0, 0, .05).rotate(BoneName.SPINE_LOWER, -.02, 0, 0).rotate(BoneName.SPINE_MIDDLE, -.03, 0, 0).rotate(BoneName.SPINE_UPPER, -.02, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).position(BoneName.PELVIS, .02, 0, 0).build().keyframe(3, "ease-in-out").rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).position(BoneName.PELVIS, 0, 0, 0).build().build();
127
+ /**
128
+ * Forward dash animation (앞으로 돌진)
129
+ *
130
+ * Explosive forward movement with rapid knee extension and hip drive.
131
+ *
132
+ * Animation phases:
133
+ * 1. Crouch (0.0s): Deep knee bend, ready to explode
134
+ * 2. Drive (0.15s): Rapid knee extension, forward momentum
135
+ * 3. Glide (0.3s): Extended stride position
136
+ * 4. Recovery (0.4s): Return to stance
137
+ *
138
+ * Duration: 400ms
139
+ *
140
+ * @korean 앞으로돌진애니메이션
141
+ */
142
+ var FORWARD_DASH_ANIMATION = AnimationBuilder.create("forward_dash").withKoreanName("앞으로 돌진").withDuration(.4).withType("movement").keyframe(0, "ease-in").rotate(BoneName.KNEE_L, -.8, 0, 0).rotate(BoneName.KNEE_R, -.8, 0, 0).rotate(BoneName.SPINE_LOWER, .3, 0, 0).rotate(BoneName.SPINE_MIDDLE, .25, 0, 0).rotate(BoneName.SPINE_UPPER, .2, 0, 0).rotate(BoneName.SHOULDER_L, -.5, 0, -.3).rotate(BoneName.SHOULDER_R, -.5, 0, .3).position(BoneName.PELVIS, 0, -.15, 0).build().keyframe(.15, "ease-out").rotate(BoneName.KNEE_L, -.1, 0, 0).rotate(BoneName.KNEE_R, -.1, 0, 0).rotate(BoneName.PELVIS, .2, 0, 0).rotate(BoneName.SPINE_LOWER, .15, 0, 0).rotate(BoneName.SPINE_MIDDLE, .1, 0, 0).rotate(BoneName.SPINE_UPPER, .05, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.5).rotate(BoneName.SHOULDER_R, .5, 0, .5).position(BoneName.PELVIS, 0, .05, .8).build().keyframe(.3, "linear").rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .3, 0, -.6).rotate(BoneName.SHOULDER_R, .3, 0, .6).position(BoneName.PELVIS, 0, 0, 1.2).build().keyframe(.4, "ease-in").rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).position(BoneName.PELVIS, 0, 0, 0).build().build();
143
+ /**
144
+ * Backward retreat animation (뒤로 물러서기)
145
+ *
146
+ * Coordinated leg backpedaling with defensive posture.
147
+ *
148
+ * Animation phases:
149
+ * 1. Push back (0.0s): Back foot plants, front foot lifts
150
+ * 2. Slide (0.2s): Smooth backward movement
151
+ * 3. Plant (0.35s): Front foot plants
152
+ * 4. Reset (0.45s): Return to guard stance
153
+ *
154
+ * Duration: 450ms
155
+ *
156
+ * @korean 뒤로물러서기애니메이션
157
+ */
158
+ var BACKWARD_RETREAT_ANIMATION = AnimationBuilder.create("backward_retreat").withKoreanName("뒤로 물러서기").withDuration(.45).withType("movement").keyframe(0, "ease-out").rotate(BoneName.KNEE_R, -.3, 0, 0).rotate(BoneName.HIP_L, .2, 0, 0).rotate(BoneName.KNEE_L, -.4, 0, 0).rotate(BoneName.SPINE_LOWER, -.1, 0, 0).rotate(BoneName.SPINE_UPPER, -.05, 0, 0).rotate(BoneName.SHOULDER_L, .6, 0, -.9).rotate(BoneName.SHOULDER_R, .6, 0, .9).rotate(BoneName.ELBOW_L, 0, 0, -1.3).rotate(BoneName.ELBOW_R, 0, 0, 1.3).position(BoneName.PELVIS, 0, 0, 0).build().keyframe(.2, "linear").rotate(BoneName.KNEE_R, -.25, 0, 0).rotate(BoneName.HIP_L, .1, 0, 0).rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.SPINE_LOWER, -.08, 0, 0).rotate(BoneName.SPINE_UPPER, -.04, 0, 0).rotate(BoneName.SHOULDER_L, .6, 0, -.9).rotate(BoneName.SHOULDER_R, .6, 0, .9).rotate(BoneName.ELBOW_L, 0, 0, -1.3).rotate(BoneName.ELBOW_R, 0, 0, 1.3).position(BoneName.PELVIS, 0, 0, -.6).build().keyframe(.35, "ease-in").rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.HIP_L, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).position(BoneName.PELVIS, 0, 0, -.8).build().keyframe(.45, "ease-in").rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).position(BoneName.PELVIS, 0, 0, 0).build().build();
159
+ /**
160
+ * Side step animation (옆으로 스텝)
161
+ *
162
+ * Lateral hip shift with trailing leg for quick evasion.
163
+ *
164
+ * Animation phases:
165
+ * 1. Shift left (0.0s): Weight to left leg
166
+ * 2. Slide (0.15s): Right leg follows
167
+ * 3. Plant (0.25s): Both feet grounded
168
+ * 4. Reset (0.3s): Return to center
169
+ *
170
+ * Duration: 300ms
171
+ *
172
+ * @korean 옆으로스텝애니메이션
173
+ */
174
+ var SIDE_STEP_ANIMATION = AnimationBuilder.create("side_step").withKoreanName("옆으로 스텝").withDuration(.3).withType("movement").keyframe(0, "ease-out").rotate(BoneName.KNEE_L, -.4, 0, 0).rotate(BoneName.KNEE_R, -.15, 0, 0).rotate(BoneName.PELVIS, 0, 0, -.15).rotate(BoneName.SPINE_LOWER, 0, 0, .05).rotate(BoneName.SPINE_UPPER, 0, 0, .08).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).position(BoneName.PELVIS, -.3, -.05, 0).build().keyframe(.15, "linear").rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.KNEE_R, -.25, 0, 0).rotate(BoneName.PELVIS, 0, 0, -.08).rotate(BoneName.SPINE_LOWER, 0, 0, .03).rotate(BoneName.SPINE_UPPER, 0, 0, .04).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).position(BoneName.PELVIS, -.5, 0, 0).build().keyframe(.25, "ease-in").rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).position(BoneName.PELVIS, -.5, 0, 0).build().keyframe(.3, "ease-in").rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.8).rotate(BoneName.SHOULDER_R, .5, 0, .8).position(BoneName.PELVIS, 0, 0, 0).build().build();
175
+ /**
176
+ * Elbow strike animation (팔꿈치 타격 - Palgumchi Tagyeok)
177
+ *
178
+ * Close-range horizontal elbow strike from Hapkido.
179
+ * Authentic Korean martial arts technique with proper shoulder rotation,
180
+ * elbow positioning, and torso twist for maximum impact.
181
+ *
182
+ * Animation phases:
183
+ * 1. Chamber (0.0s): Right arm chambers across body, elbow bent 90 degrees
184
+ * 2. Rotation (0.05s): Torso rotates right, building momentum
185
+ * 3. Strike (0.1s-0.12s): Elbow drives through target with hip rotation
186
+ * 4. Impact (0.12s): Maximum extension with full body weight transfer
187
+ * 5. Recovery (0.2s): Return to guard position
188
+ *
189
+ * Duration: 200ms (10 frames @ 60fps)
190
+ *
191
+ * @korean 팔꿈치타격애니메이션
192
+ */
193
+ var ELBOW_STRIKE_ANIMATION = AnimationBuilder.create("elbow_strike").withKoreanName("팔꿈치타격").withDuration(.2).withType("attack").keyframe(0, "linear").rotate(BoneName.SHOULDER_R, 0, .8, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.FOREARM_R, 0, -.5, 0).rotate(BoneName.SPINE_UPPER, 0, -.3, 0).rotate(BoneName.SPINE_MIDDLE, 0, -.2, 0).rotate(BoneName.PELVIS, 0, -.15, 0).rotate(BoneName.SHOULDER_L, 0, -.5, .5).rotate(BoneName.ELBOW_L, 0, 0, -1.2).position(BoneName.HAND_R, -.2, 0, .3).build().keyframe(.05, "ease-out").rotate(BoneName.SHOULDER_R, 0, .5, 0).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.FOREARM_R, 0, -.3, 0).rotate(BoneName.SPINE_UPPER, 0, .1, 0).rotate(BoneName.SPINE_MIDDLE, 0, .05, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.HAND_R, -.1, 0, .4).build().keyframe(.1, "linear").rotate(BoneName.SHOULDER_R, 0, 0, .3).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.FOREARM_R, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .5, .1).rotate(BoneName.SPINE_MIDDLE, 0, .4, .05).rotate(BoneName.PELVIS, 0, .3, 0).rotate(BoneName.HIP_R, 0, .2, 0).position(BoneName.ELBOW_R, 0, 0, .6).build().keyframe(.12, "linear").rotate(BoneName.SHOULDER_R, 0, 0, .5).rotate(BoneName.ELBOW_R, 0, 0, 1.3).rotate(BoneName.FOREARM_R, 0, .1, 0).rotate(BoneName.SPINE_UPPER, 0, .6, .15).rotate(BoneName.SPINE_MIDDLE, 0, .5, .1).rotate(BoneName.PELVIS, 0, .4, 0).rotate(BoneName.HIP_R, 0, .3, 0).position(BoneName.ELBOW_R, 0, 0, .7).position(BoneName.PELVIS, 0, 0, .1).build().keyframe(.2, "ease-in").rotate(BoneName.SHOULDER_R, 0, 0, -.1).rotate(BoneName.ELBOW_R, 0, 0, 1.2).rotate(BoneName.FOREARM_R, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, 0, 0, .5).rotate(BoneName.ELBOW_L, 0, 0, -1.2).position(BoneName.ELBOW_R, 0, 0, 0).position(BoneName.HAND_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
194
+ /**
195
+ * Knee strike animation (무릎 타격 - Mureup Tagyeok)
196
+ *
197
+ * Close-range knee strike from Muay Thai-influenced Korean martial arts.
198
+ * Clinch position with explosive knee drive and proper hip engagement.
199
+ *
200
+ * Animation phases:
201
+ * 1. Clinch setup (0.0s): Arms position for control, weight on support leg
202
+ * 2. Chamber (0.05s): Knee begins to lift, hip flexes
203
+ * 3. Drive (0.1s-0.12s): Knee drives upward with hip thrust
204
+ * 4. Impact (0.12s): Maximum extension with full body weight
205
+ * 5. Retraction (0.15s): Knee returns to chamber
206
+ * 6. Recovery (0.2s): Return to fighting stance
207
+ *
208
+ * Duration: 200ms (10 frames @ 60fps)
209
+ *
210
+ * @korean 무릎타격애니메이션
211
+ */
212
+ var KNEE_STRIKE_ANIMATION = AnimationBuilder.create("knee_strike").withKoreanName("무릎타격").withDuration(.2).withType("attack").keyframe(0, "linear").rotate(BoneName.SHOULDER_L, .8, 0, -.5).rotate(BoneName.SHOULDER_R, .8, 0, .5).rotate(BoneName.ELBOW_L, 0, 0, -1.3).rotate(BoneName.ELBOW_R, 0, 0, 1.3).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_L, 0, 0, .03).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).position(BoneName.PELVIS, 0, -.01, 0).build().keyframe(.05, "ease-out").rotate(BoneName.SHOULDER_L, .5, 0, -.6).rotate(BoneName.SHOULDER_R, .5, 0, .6).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.HIP_R, 1, 0, 0).rotate(BoneName.KNEE_R, -1.3, 0, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.FOOT_L, 0, 0, .05).rotate(BoneName.SPINE_UPPER, -.1, 0, 0).position(BoneName.PELVIS, 0, -.02, -.05).build().keyframe(.1, "ease-out").rotate(BoneName.SHOULDER_L, .3, 0, -.7).rotate(BoneName.SHOULDER_R, .3, 0, .7).rotate(BoneName.HIP_R, 1.3, 0, 0).rotate(BoneName.KNEE_R, -.8, 0, 0).rotate(BoneName.FOOT_R, .3, 0, 0).rotate(BoneName.PELVIS, .15, 0, 0).rotate(BoneName.SPINE_LOWER, .1, 0, 0).rotate(BoneName.KNEE_L, -.15, 0, 0).position(BoneName.KNEE_R, 0, .3, .4).position(BoneName.PELVIS, 0, 0, .15).build().keyframe(.12, "linear").rotate(BoneName.SHOULDER_L, .2, 0, -.8).rotate(BoneName.SHOULDER_R, .2, 0, .8).rotate(BoneName.HIP_R, 1.4, 0, 0).rotate(BoneName.KNEE_R, -.5, 0, 0).rotate(BoneName.FOOT_R, .4, 0, 0).rotate(BoneName.PELVIS, .2, 0, 0).rotate(BoneName.SPINE_LOWER, .15, 0, 0).rotate(BoneName.SPINE_MIDDLE, .05, 0, 0).rotate(BoneName.KNEE_L, -.1, 0, 0).position(BoneName.KNEE_R, 0, .4, .5).position(BoneName.PELVIS, 0, .02, .2).build().keyframe(.15, "ease-in").rotate(BoneName.HIP_R, 1, 0, 0).rotate(BoneName.KNEE_R, -1.3, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).position(BoneName.KNEE_R, 0, .2, .2).position(BoneName.PELVIS, 0, -.01, 0).build().keyframe(.2, "ease-in").rotate(BoneName.SHOULDER_L, 0, 0, .5).rotate(BoneName.SHOULDER_R, 0, 0, -.5).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).position(BoneName.KNEE_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
213
+ /**
214
+ * Side kick animation (옆차기 - Yeopchagi)
215
+ *
216
+ * Traditional Taekwondo side kick with lateral hip rotation,
217
+ * leg extension to the side, and proper chamber-drive-retract sequence.
218
+ *
219
+ * Animation phases:
220
+ * 1. Chamber (0.0s-0.1s): Knee lifts with hip turning sideways
221
+ * 2. Drive (0.1s-0.15s): Leg drives laterally with hip thrust
222
+ * 3. Extension (0.15s-0.2s): Full extension with heel strike
223
+ * 4. Impact (0.2s): Maximum lateral extension
224
+ * 5. Retraction (0.2s-0.35s): Return to chamber
225
+ * 6. Recovery (0.35s-0.5s): Foot returns to ground, stance reset
226
+ *
227
+ * Duration: 500ms (30 frames @ 60fps)
228
+ *
229
+ * @korean 옆차기애니메이션
230
+ */
231
+ var SIDE_KICK_ANIMATION = AnimationBuilder.create("side_kick").withKoreanName("옆차기").withDuration(.5).withType("attack").keyframe(.1, "ease-out").rotate(BoneName.HIP_R, 1.3, 0, .3).rotate(BoneName.KNEE_R, -1.6, 0, 0).rotate(BoneName.PELVIS, 0, -1.57, 0).rotate(BoneName.SPINE_LOWER, 0, -1.4, 0).rotate(BoneName.SPINE_UPPER, 0, -1.2, .2).rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.FOOT_L, 0, 0, .1).rotate(BoneName.SHOULDER_L, 0, 0, -1.2).rotate(BoneName.SHOULDER_R, 0, 0, .8).position(BoneName.PELVIS, 0, -.02, 0).build().keyframe(.15, "ease-out").rotate(BoneName.HIP_R, 1.3, 0, .5).rotate(BoneName.KNEE_R, -1, 0, 0).rotate(BoneName.FOOT_R, 0, .3, 0).rotate(BoneName.PELVIS, 0, -1.57, 0).rotate(BoneName.SPINE_LOWER, 0, -1.4, 0).rotate(BoneName.SPINE_UPPER, 0, -1.2, .3).rotate(BoneName.KNEE_L, -.25, 0, 0).position(BoneName.FOOT_R, .4, 0, 0).build().keyframe(.2, "linear").rotate(BoneName.HIP_R, 1.3, 0, .7).rotate(BoneName.KNEE_R, -.1, 0, 0).rotate(BoneName.FOOT_R, 0, .4, 0).rotate(BoneName.PELVIS, 0, -1.57, 0).rotate(BoneName.SPINE_LOWER, 0, -1.4, 0).rotate(BoneName.SPINE_UPPER, 0, -1.2, .4).rotate(BoneName.KNEE_L, -.15, 0, 0).position(BoneName.FOOT_R, .7, 0, 0).position(BoneName.PELVIS, .1, 0, 0).build().keyframe(.35, "ease-in").rotate(BoneName.HIP_R, 1.3, 0, .3).rotate(BoneName.KNEE_R, -1.6, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, -1.2, 0).rotate(BoneName.SPINE_LOWER, 0, -1, 0).rotate(BoneName.SPINE_UPPER, 0, -.8, .2).position(BoneName.FOOT_R, .3, 0, 0).position(BoneName.PELVIS, 0, -.01, 0).build().keyframe(.5, "ease-in").rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.SHOULDER_L, 0, 0, .5).rotate(BoneName.SHOULDER_R, 0, 0, -.5).position(BoneName.FOOT_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
232
+ /**
233
+ * Elbow uppercut animation (팔꿈치 올려치기 - Palgumchi Ollyeochigi)
234
+ *
235
+ * Upward elbow strike from Hapkido, targeting chin/jaw area.
236
+ * Close-range technique with explosive upward drive and leg spring.
237
+ *
238
+ * Animation phases:
239
+ * 1. Crouch (0.0s): Lower stance, elbow chambers low
240
+ * 2. Spring (0.05s): Legs drive upward with explosive force
241
+ * 3. Drive (0.1s-0.12s): Elbow drives upward with hip thrust
242
+ * 4. Impact (0.12s): Maximum upward extension at chin level
243
+ * 5. Recovery (0.18s): Return to guard position
244
+ *
245
+ * Duration: 180ms (11 frames @ 60fps)
246
+ *
247
+ * @korean 팔꿈치올려치기애니메이션
248
+ */
249
+ var ELBOW_UPPERCUT_ANIMATION = AnimationBuilder.create("elbow_uppercut").withKoreanName("팔꿈치올려치기").withDuration(.18).withType("attack").keyframe(0, "linear").rotate(BoneName.SHOULDER_R, -.3, 0, .5).rotate(BoneName.ELBOW_R, 0, 0, 2).rotate(BoneName.FOREARM_R, 0, -.8, 0).rotate(BoneName.KNEE_L, -.5, 0, 0).rotate(BoneName.KNEE_R, -.5, 0, 0).rotate(BoneName.SPINE_UPPER, .2, 0, 0).rotate(BoneName.SPINE_LOWER, .15, 0, 0).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SHOULDER_L, 0, 0, .5).rotate(BoneName.ELBOW_L, 0, 0, -1.2).position(BoneName.PELVIS, 0, -.1, 0).build().keyframe(.05, "ease-out").rotate(BoneName.SHOULDER_R, 0, 0, .8).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.FOREARM_R, 0, -.5, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, -.02, 0).position(BoneName.ELBOW_R, 0, .2, .3).build().keyframe(.1, "ease-out").rotate(BoneName.SHOULDER_R, .5, 0, 1).rotate(BoneName.ELBOW_R, 0, 0, 1.5).rotate(BoneName.FOREARM_R, 0, -.2, 0).rotate(BoneName.KNEE_L, -.1, 0, 0).rotate(BoneName.KNEE_R, -.1, 0, 0).rotate(BoneName.PELVIS, -.1, 0, 0).rotate(BoneName.SPINE_LOWER, -.05, 0, 0).position(BoneName.PELVIS, 0, .05, .1).position(BoneName.ELBOW_R, 0, .5, .4).build().keyframe(.12, "linear").rotate(BoneName.SHOULDER_R, .8, 0, 1.2).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.FOREARM_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.05, 0, 0).rotate(BoneName.KNEE_R, -.05, 0, 0).rotate(BoneName.PELVIS, -.15, 0, 0).rotate(BoneName.SPINE_LOWER, -.1, 0, 0).rotate(BoneName.SPINE_UPPER, -.05, 0, 0).position(BoneName.PELVIS, 0, .08, .15).position(BoneName.ELBOW_R, 0, .7, .5).build().keyframe(.18, "ease-in").rotate(BoneName.SHOULDER_R, 0, 0, -.1).rotate(BoneName.ELBOW_R, 0, 0, 1.2).rotate(BoneName.FOREARM_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, 0, 0, .5).rotate(BoneName.ELBOW_L, 0, 0, -1.2).position(BoneName.PELVIS, 0, 0, 0).position(BoneName.ELBOW_R, 0, 0, 0).build().build();
250
+ /**
251
+ * Axe kick animation (내려차기 - Naeryeochagi)
252
+ *
253
+ * Traditional Taekwondo downward axe kick targeting head/shoulder.
254
+ * Leg rises high then chops downward with heel strike.
255
+ *
256
+ * Animation phases:
257
+ * 1. Chamber (0.0s-0.15s): Leg rises high in front
258
+ * 2. Peak (0.15s-0.2s): Maximum height, leg nearly vertical
259
+ * 3. Chop (0.2s-0.3s): Leg descends rapidly with heel strike
260
+ * 4. Impact (0.3s): Maximum downward force
261
+ * 5. Recovery (0.3s-0.5s): Return to stance
262
+ *
263
+ * Duration: 500ms
264
+ *
265
+ * @korean 내려차기애니메이션
266
+ */
267
+ var AXE_KICK_ANIMATION = AnimationBuilder.create("axe_kick").withKoreanName("내려차기").withDuration(.5).withType("attack").keyframe(.15, "ease-out").rotate(BoneName.HIP_R, 2, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).rotate(BoneName.FOOT_R, .5, 0, 0).rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.PELVIS, -.2, 0, 0).rotate(BoneName.SPINE_LOWER, -.15, 0, 0).rotate(BoneName.SPINE_UPPER, -.1, 0, 0).rotate(BoneName.SHOULDER_L, -.8, .3, .4).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.8, -.3, -.4).rotate(BoneName.ELBOW_R, 0, 0, 1.6).position(BoneName.PELVIS, 0, -.05, -.1).build().keyframe(.2, "linear").rotate(BoneName.HIP_R, 2.5, 0, 0).rotate(BoneName.KNEE_R, -.1, 0, 0).rotate(BoneName.FOOT_R, .6, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.PELVIS, -.25, 0, 0).rotate(BoneName.SPINE_LOWER, -.2, 0, 0).rotate(BoneName.SPINE_UPPER, -.15, 0, 0).position(BoneName.FOOT_R, 0, 1.5, .3).position(BoneName.PELVIS, 0, -.08, -.15).build().keyframe(.3, "ease-in").rotate(BoneName.HIP_R, .8, 0, 0).rotate(BoneName.KNEE_R, -.15, 0, 0).rotate(BoneName.FOOT_R, -.3, 0, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_LOWER, .1, 0, 0).rotate(BoneName.SPINE_UPPER, .05, 0, 0).position(BoneName.FOOT_R, 0, .5, .4).position(BoneName.PELVIS, 0, 0, .1).build().keyframe(.5, "ease-in").rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).position(BoneName.FOOT_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
268
+ /**
269
+ * Back kick animation (뒤차기 - Dwichagi)
270
+ *
271
+ * Traditional Taekwondo spinning back kick with powerful heel thrust.
272
+ * Turn 180 degrees and deliver straight back kick.
273
+ *
274
+ * Animation phases:
275
+ * 1. Turn start (0.0s-0.1s): Begin spinning left
276
+ * 2. Chamber (0.1s-0.15s): Look over shoulder, leg chambers
277
+ * 3. Thrust (0.15s-0.2s): Heel drives backward
278
+ * 4. Impact (0.2s-0.25s): Full extension
279
+ * 5. Recovery (0.25s-0.45s): Complete rotation, return to stance
280
+ *
281
+ * Duration: 450ms
282
+ *
283
+ * @korean 뒤차기애니메이션
284
+ */
285
+ var BACK_KICK_ANIMATION = AnimationBuilder.create("back_kick").withKoreanName("뒤차기").withDuration(.45).withType("attack").keyframe(.1, "ease-out").rotate(BoneName.PELVIS, 0, -1.5, 0).rotate(BoneName.SPINE_LOWER, 0, -1.3, 0).rotate(BoneName.SPINE_UPPER, 0, -1, .1).rotate(BoneName.HEAD, 0, .5, 0).rotate(BoneName.HIP_R, .3, 0, 0).rotate(BoneName.KNEE_R, -.8, 0, 0).rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.SHOULDER_L, .3, 0, -.5).rotate(BoneName.SHOULDER_R, .3, 0, .5).position(BoneName.PELVIS, 0, -.02, 0).build().keyframe(.15, "linear").rotate(BoneName.PELVIS, 0, -2.8, 0).rotate(BoneName.SPINE_LOWER, 0, -2.5, 0).rotate(BoneName.SPINE_UPPER, 0, -2.2, .15).rotate(BoneName.HEAD, 0, .8, 0).rotate(BoneName.HIP_R, .8, 0, 0).rotate(BoneName.KNEE_R, -1.5, 0, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).position(BoneName.PELVIS, 0, -.01, -.05).build().keyframe(.2, "ease-out").rotate(BoneName.PELVIS, 0, -3.14, 0).rotate(BoneName.SPINE_LOWER, 0, -3, 0).rotate(BoneName.SPINE_UPPER, 0, -2.8, .2).rotate(BoneName.HEAD, 0, 1, 0).rotate(BoneName.HIP_R, .5, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, -.4, 0, 0).rotate(BoneName.KNEE_L, -.15, 0, 0).position(BoneName.FOOT_R, 0, 0, -.8).position(BoneName.PELVIS, 0, 0, .15).build().keyframe(.25, "linear").rotate(BoneName.PELVIS, 0, -3.14, 0).rotate(BoneName.SPINE_LOWER, 0, -3, 0).rotate(BoneName.SPINE_UPPER, 0, -2.8, .25).rotate(BoneName.HIP_R, .3, 0, 0).rotate(BoneName.KNEE_R, -.05, 0, 0).rotate(BoneName.FOOT_R, -.5, 0, 0).position(BoneName.FOOT_R, 0, .2, -1).position(BoneName.PELVIS, 0, 0, .2).build().keyframe(.45, "ease-in").rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).position(BoneName.FOOT_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
286
+ /**
287
+ * Tornado kick animation (회오리차기 - Hoeori Chagi)
288
+ *
289
+ * 360-degree spinning kick with explosive roundhouse at peak rotation.
290
+ *
291
+ * Animation phases:
292
+ * 1. Wind-up (0.0s-0.15s): Begin 360 spin
293
+ * 2. Half turn (0.15s-0.25s): Continue rotation, leg chambers
294
+ * 3. Kick (0.25s-0.35s): Roundhouse executes at peak rotation
295
+ * 4. Complete spin (0.35s-0.55s): Finish rotation, land
296
+ *
297
+ * Duration: 550ms
298
+ *
299
+ * @korean 회오리차기애니메이션
300
+ */
301
+ var TORNADO_KICK_ANIMATION = AnimationBuilder.create("tornado_kick").withKoreanName("회오리차기").withDuration(.55).withType("attack").keyframe(.15, "ease-out").rotate(BoneName.PELVIS, 0, -2, 0).rotate(BoneName.SPINE_LOWER, 0, -1.8, 0).rotate(BoneName.SPINE_UPPER, 0, -1.5, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_L, 0, 0, -.2).rotate(BoneName.HIP_R, .4, 0, .3).rotate(BoneName.KNEE_R, -.8, 0, 0).rotate(BoneName.SHOULDER_L, .5, 0, -.5).rotate(BoneName.SHOULDER_R, .5, 0, .5).position(BoneName.PELVIS, 0, .1, 0).build().keyframe(.25, "linear").rotate(BoneName.PELVIS, 0, -4, 0).rotate(BoneName.SPINE_LOWER, 0, -3.8, 0).rotate(BoneName.SPINE_UPPER, 0, -3.5, 0).rotate(BoneName.KNEE_L, -.15, 0, 0).rotate(BoneName.FOOT_L, 0, 0, -.3).rotate(BoneName.HIP_R, 1.2, 0, .8).rotate(BoneName.KNEE_R, -1.5, 0, 0).position(BoneName.PELVIS, 0, .15, 0).build().keyframe(.35, "ease-out").rotate(BoneName.PELVIS, 0, -5.5, 0).rotate(BoneName.SPINE_LOWER, 0, -5.3, 0).rotate(BoneName.SPINE_UPPER, 0, -5, .3).rotate(BoneName.KNEE_L, -.1, 0, 0).rotate(BoneName.HIP_R, 1.2, 0, 1.6).rotate(BoneName.KNEE_R, -.1, 0, 0).rotate(BoneName.FOOT_R, .4, 0, .3).position(BoneName.FOOT_R, .8, 0, 0).position(BoneName.PELVIS, 0, .1, 0).build().keyframe(.55, "ease-in").rotate(BoneName.PELVIS, 0, -6.28, 0).rotate(BoneName.SPINE_LOWER, 0, -6.28, 0).rotate(BoneName.SPINE_UPPER, 0, -6.28, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).position(BoneName.FOOT_R, 0, 0, 0).position(BoneName.PELVIS, 0, -.05, 0).build().build();
302
+ /**
303
+ * Jumping kick animation (뛰어차기 - Ttwieo Chagi)
304
+ *
305
+ * Jumping front kick with explosive upward momentum.
306
+ *
307
+ * Animation phases:
308
+ * 1. Crouch (0.0s-0.1s): Load legs for jump
309
+ * 2. Jump (0.1s-0.2s): Explosive upward, front kick chambers
310
+ * 3. Kick (0.2s-0.3s): Front kick at peak height
311
+ * 4. Retract (0.3s-0.4s): Leg pulls back
312
+ * 5. Land (0.4s-0.5s): Absorb landing
313
+ *
314
+ * Duration: 500ms
315
+ *
316
+ * @korean 뛰어차기애니메이션
317
+ */
318
+ var JUMPING_KICK_ANIMATION = AnimationBuilder.create("jumping_kick").withKoreanName("뛰어차기").withDuration(.5).withType("attack").keyframe(.1, "ease-out").rotate(BoneName.KNEE_L, -.6, 0, 0).rotate(BoneName.KNEE_R, -.6, 0, 0).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_LOWER, .1, 0, 0).rotate(BoneName.SHOULDER_L, .3, 0, -.5).rotate(BoneName.SHOULDER_R, .3, 0, .5).position(BoneName.PELVIS, 0, -.15, 0).build().keyframe(.2, "ease-out").rotate(BoneName.KNEE_L, -.1, 0, 0).rotate(BoneName.HIP_R, 1.6, 0, 0).rotate(BoneName.KNEE_R, -2, 0, 0).rotate(BoneName.PELVIS, -.1, 0, 0).rotate(BoneName.SPINE_LOWER, -.05, 0, 0).rotate(BoneName.SHOULDER_L, -.9, .3, .4).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.9, -.3, -.4).rotate(BoneName.ELBOW_R, 0, 0, 1.6).position(BoneName.PELVIS, 0, .3, 0).build().keyframe(.3, "linear").rotate(BoneName.KNEE_L, -.05, 0, 0).rotate(BoneName.HIP_R, 1.7, 0, 0).rotate(BoneName.KNEE_R, .1, 0, 0).rotate(BoneName.FOOT_R, .5, 0, 0).rotate(BoneName.PELVIS, .15, 0, 0).rotate(BoneName.SPINE_LOWER, .1, 0, 0).position(BoneName.PELVIS, 0, .35, .1).build().keyframe(.4, "ease-in").rotate(BoneName.KNEE_L, -.1, 0, 0).rotate(BoneName.HIP_R, 1.4, 0, 0).rotate(BoneName.KNEE_R, -1.5, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, .15, 0).build().keyframe(.5, "ease-in").rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).position(BoneName.PELVIS, 0, -.05, 0).build().build();
319
+ /**
320
+ * Sweep animation (다리걸기 - Dari Geolgi)
321
+ *
322
+ * Low sweeping kick targeting opponent's ankles for takedown.
323
+ *
324
+ * Animation phases:
325
+ * 1. Drop (0.0s-0.1s): Lower stance, weight on one leg
326
+ * 2. Sweep (0.1s-0.2s): Leg sweeps low in arc
327
+ * 3. Follow through (0.2s-0.3s): Complete sweep arc
328
+ * 4. Recovery (0.3s-0.45s): Return to stance
329
+ *
330
+ * Duration: 450ms
331
+ *
332
+ * @korean 다리걸기애니메이션
333
+ */
334
+ var SWEEP_ANIMATION = AnimationBuilder.create("sweep").withKoreanName("다리걸기").withDuration(.45).withType("attack").keyframe(.1, "ease-out").rotate(BoneName.KNEE_L, -1.2, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).rotate(BoneName.PELVIS, .2, 0, 0).rotate(BoneName.SPINE_LOWER, .3, 0, 0).rotate(BoneName.SPINE_UPPER, .4, 0, 0).rotate(BoneName.SHOULDER_L, .6, 0, -.8).rotate(BoneName.SHOULDER_R, .6, 0, .8).position(BoneName.PELVIS, 0, -.3, 0).build().keyframe(.2, "ease-out").rotate(BoneName.KNEE_L, -1.3, 0, 0).rotate(BoneName.HIP_R, .3, 0, 1).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, .3).rotate(BoneName.PELVIS, .25, -.5, 0).rotate(BoneName.SPINE_LOWER, .35, -.4, 0).rotate(BoneName.SPINE_UPPER, .45, -.3, 0).position(BoneName.FOOT_R, .5, 0, 0).position(BoneName.PELVIS, 0, -.35, 0).build().keyframe(.3, "linear").rotate(BoneName.KNEE_L, -1.2, 0, 0).rotate(BoneName.HIP_R, .5, 0, 1.5).rotate(BoneName.KNEE_R, -.15, 0, 0).rotate(BoneName.FOOT_R, 0, 0, .4).rotate(BoneName.PELVIS, .3, -.8, 0).rotate(BoneName.SPINE_LOWER, .4, -.6, 0).rotate(BoneName.SPINE_UPPER, .5, -.4, 0).position(BoneName.FOOT_R, .8, -.1, 0).position(BoneName.PELVIS, .1, -.3, 0).build().keyframe(.45, "ease-in").rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).position(BoneName.FOOT_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
335
+ /**
336
+ * Throw animation (던지기 - Deonjigi)
337
+ *
338
+ * Hapkido/Judo style hip throw technique.
339
+ *
340
+ * Animation phases:
341
+ * 1. Entry (0.0s-0.15s): Step in, grab opponent
342
+ * 2. Load (0.15s-0.25s): Hip under opponent
343
+ * 3. Throw (0.25s-0.4s): Execute throw over hip
344
+ * 4. Recovery (0.4s-0.55s): Return to stance
345
+ *
346
+ * Duration: 550ms
347
+ *
348
+ * @korean 던지기애니메이션
349
+ */
350
+ var THROW_ANIMATION = AnimationBuilder.create("throw").withKoreanName("던지기").withDuration(.55).withType("attack").keyframe(.15, "ease-out").rotate(BoneName.SHOULDER_L, .6, .5, -.3).rotate(BoneName.ELBOW_L, 0, 0, -1).rotate(BoneName.SHOULDER_R, .8, -.3, .2).rotate(BoneName.ELBOW_R, 0, 0, 1.2).rotate(BoneName.PELVIS, 0, .8, 0).rotate(BoneName.SPINE_LOWER, 0, .7, 0).rotate(BoneName.SPINE_UPPER, 0, .5, 0).rotate(BoneName.KNEE_L, -.4, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).position(BoneName.PELVIS, 0, -.05, .2).build().keyframe(.25, "linear").rotate(BoneName.SHOULDER_L, .3, .7, -.5).rotate(BoneName.ELBOW_L, 0, 0, -1.3).rotate(BoneName.SHOULDER_R, .5, -.5, .4).rotate(BoneName.ELBOW_R, 0, 0, 1).rotate(BoneName.PELVIS, .2, 1.2, 0).rotate(BoneName.SPINE_LOWER, .3, 1, 0).rotate(BoneName.SPINE_UPPER, .4, .8, 0).rotate(BoneName.KNEE_L, -.6, 0, 0).rotate(BoneName.KNEE_R, -.5, 0, 0).position(BoneName.PELVIS, 0, -.15, .15).build().keyframe(.4, "ease-out").rotate(BoneName.SHOULDER_L, -.4, .8, -.8).rotate(BoneName.ELBOW_L, 0, 0, -.8).rotate(BoneName.SHOULDER_R, -.2, -.6, .6).rotate(BoneName.ELBOW_R, 0, 0, .6).rotate(BoneName.PELVIS, .5, 1.8, 0).rotate(BoneName.SPINE_LOWER, .6, 1.5, 0).rotate(BoneName.SPINE_UPPER, .7, 1.2, -.2).rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).position(BoneName.PELVIS, 0, .05, .1).build().keyframe(.55, "ease-in").rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.KNEE_R, -.25, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
351
+ /**
352
+ * Grapple animation (잡기/꺾기 - Japgi/Kkeokgi)
353
+ *
354
+ * Joint lock/grapple technique from Hapkido.
355
+ *
356
+ * Animation phases:
357
+ * 1. Catch (0.0s-0.12s): Grab opponent's arm
358
+ * 2. Control (0.12s-0.25s): Apply joint pressure
359
+ * 3. Lock (0.25s-0.4s): Full joint lock applied
360
+ * 4. Hold (0.4s-0.5s): Maintain control
361
+ *
362
+ * Duration: 500ms
363
+ *
364
+ * @korean 잡기꺾기애니메이션
365
+ */
366
+ var GRAPPLE_ANIMATION = AnimationBuilder.create("grapple").withKoreanName("잡기/꺾기").withDuration(.5).withType("attack").keyframe(.12, "ease-out").rotate(BoneName.SHOULDER_L, .4, .6, -.2).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.WRIST_L, 0, -.3, 0).rotate(BoneName.SHOULDER_R, .6, -.4, .3).rotate(BoneName.ELBOW_R, 0, 0, .8).rotate(BoneName.WRIST_R, 0, .3, 0).rotate(BoneName.PELVIS, 0, .3, 0).rotate(BoneName.SPINE_LOWER, 0, .25, 0).rotate(BoneName.SPINE_UPPER, 0, .2, -.1).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).position(BoneName.PELVIS, 0, -.03, .1).build().keyframe(.25, "linear").rotate(BoneName.SHOULDER_L, .2, .8, -.4).rotate(BoneName.ELBOW_L, 0, 0, -1.5).rotate(BoneName.WRIST_L, 0, -.5, -.3).rotate(BoneName.SHOULDER_R, .3, -.6, .5).rotate(BoneName.ELBOW_R, 0, 0, 1.2).rotate(BoneName.WRIST_R, 0, .5, .2).rotate(BoneName.PELVIS, .1, .5, 0).rotate(BoneName.SPINE_LOWER, .15, .4, 0).rotate(BoneName.SPINE_UPPER, .2, .3, -.15).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).position(BoneName.PELVIS, 0, -.08, .08).build().keyframe(.4, "ease-in").rotate(BoneName.SHOULDER_L, -.1, 1, -.6).rotate(BoneName.ELBOW_L, 0, 0, -1.7).rotate(BoneName.WRIST_L, 0, -.6, -.4).rotate(BoneName.SHOULDER_R, .1, -.8, .7).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, 0, .6, .3).rotate(BoneName.PELVIS, .15, .6, 0).rotate(BoneName.SPINE_LOWER, .2, .5, 0).rotate(BoneName.SPINE_UPPER, .25, .4, -.2).rotate(BoneName.KNEE_L, -.4, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, 0, -.1, .05).build().keyframe(.5, "linear").rotate(BoneName.SHOULDER_L, -.1, 1, -.6).rotate(BoneName.ELBOW_L, 0, 0, -1.7).rotate(BoneName.SHOULDER_R, .1, -.8, .7).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.PELVIS, .15, .6, 0).rotate(BoneName.SPINE_LOWER, .2, .5, 0).rotate(BoneName.SPINE_UPPER, .25, .4, -.2).rotate(BoneName.KNEE_L, -.4, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, 0, -.1, .05).build().build();
367
+ /**
368
+ * Counter attack animation (반격 - Bangyeok)
369
+ *
370
+ * Parry and counter technique from Hapkido.
371
+ *
372
+ * Animation phases:
373
+ * 1. Parry (0.0s-0.1s): Deflect incoming attack
374
+ * 2. Redirect (0.1s-0.18s): Guide opponent's momentum
375
+ * 3. Counter (0.18s-0.28s): Strike to vulnerable point
376
+ * 4. Recovery (0.28s-0.4s): Return to guard
377
+ *
378
+ * Duration: 400ms
379
+ *
380
+ * @korean 반격애니메이션
381
+ */
382
+ var COUNTER_ATTACK_ANIMATION = AnimationBuilder.create("counter_attack").withKoreanName("반격").withDuration(.4).withType("attack").keyframe(.1, "ease-out").rotate(BoneName.SHOULDER_L, .2, .5, -.8).rotate(BoneName.ELBOW_L, 0, 0, -.8).rotate(BoneName.WRIST_L, 0, .4, 0).rotate(BoneName.SHOULDER_R, 0, 0, .5).rotate(BoneName.ELBOW_R, 0, 0, 1.5).rotate(BoneName.PELVIS, 0, -.3, 0).rotate(BoneName.SPINE_LOWER, 0, -.25, 0).rotate(BoneName.SPINE_UPPER, 0, -.2, 0).rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.KNEE_R, -.25, 0, 0).position(BoneName.PELVIS, 0, -.02, -.1).build().keyframe(.18, "linear").rotate(BoneName.SHOULDER_L, .3, .8, -.5).rotate(BoneName.ELBOW_L, 0, 0, -1).rotate(BoneName.WRIST_L, 0, .3, -.2).rotate(BoneName.SHOULDER_R, .2, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.PELVIS, 0, .2, 0).rotate(BoneName.SPINE_LOWER, 0, .15, 0).rotate(BoneName.SPINE_UPPER, 0, .1, 0).position(BoneName.PELVIS, 0, -.01, 0).build().keyframe(.28, "ease-out").rotate(BoneName.SHOULDER_L, .1, .5, -.3).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.SHOULDER_R, -.5, 0, .4).rotate(BoneName.ELBOW_R, 0, 0, .3).rotate(BoneName.WRIST_R, 0, 0, -.2).rotate(BoneName.PELVIS, 0, .5, 0).rotate(BoneName.SPINE_LOWER, 0, .4, 0).rotate(BoneName.SPINE_UPPER, 0, .3, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).position(BoneName.PELVIS, 0, 0, .1).build().keyframe(.4, "ease-in").rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
383
+ /**
384
+ * Palm strike animation (장권 - Janggwon)
385
+ *
386
+ * Open palm heel strike from Taekwondo.
387
+ *
388
+ * Animation phases:
389
+ * 1. Chamber (0.0s-0.08s): Palm pulls back
390
+ * 2. Drive (0.08s-0.15s): Hip rotation and palm drives forward
391
+ * 3. Impact (0.15s-0.18s): Maximum extension
392
+ * 4. Recovery (0.18s-0.3s): Return to guard
393
+ *
394
+ * Duration: 300ms
395
+ *
396
+ * @korean 장권애니메이션
397
+ */
398
+ var PALM_STRIKE_ANIMATION = AnimationBuilder.create("palm_strike").withKoreanName("장권").withDuration(.3).withType("attack").keyframe(.08, "linear").rotate(BoneName.SHOULDER_R, .2, 0, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).rotate(BoneName.WRIST_R, -.8, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.2, 0).rotate(BoneName.SPINE_MIDDLE, 0, -.15, 0).rotate(BoneName.PELVIS, 0, -.1, 0).rotate(BoneName.ELBOW_L, 0, 0, -1.2).build().keyframe(.15, "ease-out").rotate(BoneName.SHOULDER_R, -.5, 0, .4).rotate(BoneName.ELBOW_R, 0, 0, .3).rotate(BoneName.WRIST_R, -.6, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .3, 0).rotate(BoneName.SPINE_MIDDLE, 0, .25, 0).rotate(BoneName.PELVIS, 0, .2, 0).build().keyframe(.18, "linear").rotate(BoneName.SHOULDER_R, -.7, 0, .5).rotate(BoneName.ELBOW_R, 0, 0, .05).rotate(BoneName.WRIST_R, -.5, 0, .1).rotate(BoneName.SPINE_UPPER, 0, .4, 0).rotate(BoneName.SPINE_MIDDLE, 0, .35, 0).rotate(BoneName.PELVIS, 0, .25, 0).build().keyframe(.3, "ease-in").rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).build().build();
399
+ /**
400
+ * Hook punch animation (후크 - 횡타)
401
+ *
402
+ * Circular punch targeting the side of the head. Power technique.
403
+ *
404
+ * Animation phases:
405
+ * 1. Wind-up (0.0s): Arm pulls to side
406
+ * 2. Arc swing (0.1s): Arm swings in horizontal arc
407
+ * 3. Impact (0.15s): Fist connects at temple level
408
+ * 4. Recovery (0.3s): Return to guard
409
+ *
410
+ * Duration: 300ms
411
+ *
412
+ * @korean 후크애니메이션
413
+ */
414
+ var HOOK_ANIMATION = AnimationBuilder.create("hook").withKoreanName("후크").withDuration(.3).withType("attack").keyframe(0, "linear").rotate(BoneName.SHOULDER_R, .1, -.6, -.5).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SPINE_UPPER, 0, -.3, 0).rotate(BoneName.PELVIS, 0, -.2, 0).rotate(BoneName.ELBOW_L, 0, 0, -1.2).build().keyframe(.1, "ease-out").rotate(BoneName.SHOULDER_R, 0, .4, .3).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.SPINE_UPPER, 0, .4, 0).rotate(BoneName.SPINE_MIDDLE, 0, .3, 0).rotate(BoneName.PELVIS, 0, .25, 0).build().keyframe(.15, "linear").rotate(BoneName.SHOULDER_R, -.1, .6, .4).rotate(BoneName.ELBOW_R, 0, 0, 1.35).rotate(BoneName.WRIST_R, 0, .2, 0).rotate(BoneName.SPINE_UPPER, 0, .5, 0).rotate(BoneName.SPINE_MIDDLE, 0, .4, 0).rotate(BoneName.PELVIS, 0, .35, 0).build().keyframe(.3, "ease-in").rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).build().build();
415
+ /**
416
+ * Low kick animation (하단차기 - 낮은차기)
417
+ *
418
+ * Low sweeping kick targeting opponent's thighs or calves.
419
+ * Used to destabilize and damage legs.
420
+ *
421
+ * Animation phases:
422
+ * 1. Chamber (0.0s): Small knee lift
423
+ * 2. Swing (0.12s): Leg sweeps low horizontally
424
+ * 3. Impact (0.18s): Shin connects at thigh height
425
+ * 4. Recovery (0.35s): Return to stance
426
+ *
427
+ * Duration: 350ms
428
+ *
429
+ * @korean 하단차기애니메이션
430
+ */
431
+ var LOW_KICK_ANIMATION = AnimationBuilder.create("low_kick").withKoreanName("하단차기").withDuration(.35).withType("attack").keyframe(0, "linear").rotate(BoneName.HIP_R, .5, 0, .3).rotate(BoneName.KNEE_R, -.8, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.PELVIS, 0, -.2, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).build().keyframe(.12, "ease-out").rotate(BoneName.HIP_R, .4, 0, 1.2).rotate(BoneName.KNEE_R, -.3, 0, 0).rotate(BoneName.FOOT_R, .2, 0, .2).rotate(BoneName.PELVIS, 0, -.8, 0).rotate(BoneName.SPINE_UPPER, 0, .4, 0).rotate(BoneName.KNEE_L, -.4, 0, 0).build().keyframe(.18, "linear").rotate(BoneName.HIP_R, .3, 0, 1.5).rotate(BoneName.KNEE_R, -.15, 0, 0).rotate(BoneName.FOOT_R, .3, 0, .3).rotate(BoneName.PELVIS, 0, -1.2, 0).rotate(BoneName.SPINE_UPPER, 0, .6, 0).build().keyframe(.35, "ease-in").rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).build().build();
432
+ /**
433
+ * Slam animation (슬램 - 내던지기)
434
+ *
435
+ * Powerful lifting and slamming throw. High damage grappling technique.
436
+ *
437
+ * Animation phases:
438
+ * 1. Clinch (0.0s): Grab and secure opponent
439
+ * 2. Lift (0.2s): Hoist opponent up
440
+ * 3. Slam (0.35s): Drive opponent down
441
+ * 4. Recovery (0.5s): Return to stance
442
+ *
443
+ * Duration: 500ms
444
+ *
445
+ * @korean 슬램애니메이션
446
+ */
447
+ var SLAM_ANIMATION = AnimationBuilder.create("slam").withKoreanName("슬램").withDuration(.5).withType("attack").keyframe(0, "linear").rotate(BoneName.SHOULDER_L, .6, .4, -.5).rotate(BoneName.ELBOW_L, 0, 0, -1.3).rotate(BoneName.SHOULDER_R, .6, -.4, .5).rotate(BoneName.ELBOW_R, 0, 0, 1.3).rotate(BoneName.KNEE_L, -.4, 0, 0).rotate(BoneName.KNEE_R, -.4, 0, 0).rotate(BoneName.PELVIS, .2, 0, 0).build().keyframe(.2, "ease-out").rotate(BoneName.SHOULDER_L, .9, .2, -.3).rotate(BoneName.ELBOW_L, 0, 0, -.8).rotate(BoneName.SHOULDER_R, .9, -.2, .3).rotate(BoneName.ELBOW_R, 0, 0, .8).rotate(BoneName.KNEE_L, -.1, 0, 0).rotate(BoneName.KNEE_R, -.1, 0, 0).rotate(BoneName.PELVIS, -.3, 0, 0).rotate(BoneName.SPINE_UPPER, -.2, 0, 0).position(BoneName.PELVIS, 0, .1, 0).build().keyframe(.35, "ease-in").rotate(BoneName.SHOULDER_L, .3, .3, -.6).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.SHOULDER_R, .3, -.3, .6).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.KNEE_L, -.6, 0, 0).rotate(BoneName.KNEE_R, -.6, 0, 0).rotate(BoneName.PELVIS, .4, 0, 0).rotate(BoneName.SPINE_UPPER, .3, 0, 0).rotate(BoneName.SPINE_MIDDLE, .2, 0, 0).position(BoneName.PELVIS, 0, -.15, .2).build().keyframe(.5, "ease-in").rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.KNEE_L, -.2, 0, 0).rotate(BoneName.KNEE_R, -.2, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).build().build();
448
+ /**
449
+ * Wrist lock animation (손목꺾기 - 손목관절기)
450
+ *
451
+ * Joint lock targeting the wrist. Painful control technique.
452
+ *
453
+ * Animation phases:
454
+ * 1. Grab (0.0s): Secure opponent's wrist
455
+ * 2. Control (0.15s): Two-hand grip
456
+ * 3. Lock (0.3s): Apply rotational pressure
457
+ * 4. Hold (0.4s): Maintain lock position
458
+ *
459
+ * Duration: 400ms
460
+ *
461
+ * @korean 손목꺾기애니메이션
462
+ */
463
+ var WRIST_LOCK_ANIMATION = AnimationBuilder.create("wrist_lock").withKoreanName("손목꺾기").withDuration(.4).withType("attack").keyframe(0, "linear").rotate(BoneName.SHOULDER_R, .4, 0, .2).rotate(BoneName.ELBOW_R, 0, 0, .6).rotate(BoneName.WRIST_R, 0, -.3, 0).rotate(BoneName.SHOULDER_L, .3, .2, -.1).rotate(BoneName.ELBOW_L, 0, 0, -.8).rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).build().keyframe(.15, "ease-out").rotate(BoneName.SHOULDER_R, .2, .3, .4).rotate(BoneName.ELBOW_R, 0, 0, 1).rotate(BoneName.WRIST_R, .3, -.4, .2).rotate(BoneName.SHOULDER_L, .3, .4, -.3).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.WRIST_L, -.2, .3, 0).rotate(BoneName.PELVIS, 0, .2, 0).rotate(BoneName.SPINE_UPPER, 0, .15, 0).build().keyframe(.3, "ease-in").rotate(BoneName.SHOULDER_R, -.1, .5, .6).rotate(BoneName.ELBOW_R, 0, 0, 1.3).rotate(BoneName.WRIST_R, .5, -.5, .4).rotate(BoneName.SHOULDER_L, .1, .6, -.4).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.WRIST_L, -.3, .4, -.2).rotate(BoneName.PELVIS, 0, .4, 0).rotate(BoneName.SPINE_UPPER, .1, .3, 0).rotate(BoneName.KNEE_L, -.4, 0, 0).build().keyframe(.4, "linear").rotate(BoneName.SHOULDER_R, -.1, .5, .6).rotate(BoneName.ELBOW_R, 0, 0, 1.3).rotate(BoneName.WRIST_R, .5, -.5, .4).rotate(BoneName.SHOULDER_L, .1, .6, -.4).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.WRIST_L, -.3, .4, -.2).rotate(BoneName.PELVIS, 0, .4, 0).rotate(BoneName.SPINE_UPPER, .1, .3, 0).rotate(BoneName.KNEE_L, -.4, 0, 0).build().build();
464
+ /**
465
+ * Arm bar animation (팔꺾기 - 팔관절기)
466
+ *
467
+ * Arm lock submission technique. Hyperextends the elbow.
468
+ *
469
+ * Animation phases:
470
+ * 1. Grab (0.0s): Secure opponent's arm
471
+ * 2. Control (0.2s): Pull arm across body
472
+ * 3. Drop (0.35s): Go to ground position
473
+ * 4. Lock (0.5s): Apply elbow pressure
474
+ *
475
+ * Duration: 500ms
476
+ *
477
+ * @korean 팔꺾기애니메이션
478
+ */
479
+ var ARM_BAR_ANIMATION = AnimationBuilder.create("arm_bar").withKoreanName("팔꺾기").withDuration(.5).withType("attack").keyframe(0, "linear").rotate(BoneName.SHOULDER_R, .5, .3, .3).rotate(BoneName.ELBOW_R, 0, 0, .8).rotate(BoneName.SHOULDER_L, .4, -.2, -.2).rotate(BoneName.ELBOW_L, 0, 0, -.9).rotate(BoneName.KNEE_L, -.3, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).build().keyframe(.2, "ease-out").rotate(BoneName.SHOULDER_R, .2, .6, .5).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.SHOULDER_L, .3, .5, -.4).rotate(BoneName.ELBOW_L, 0, 0, -1.3).rotate(BoneName.PELVIS, .2, .5, 0).rotate(BoneName.SPINE_UPPER, .1, .4, 0).build().keyframe(.35, "ease-in").rotate(BoneName.SHOULDER_R, -.2, .8, .7).rotate(BoneName.ELBOW_R, 0, 0, 1.5).rotate(BoneName.SHOULDER_L, .1, .7, -.5).rotate(BoneName.ELBOW_L, 0, 0, -1.5).rotate(BoneName.PELVIS, .8, .3, 0).rotate(BoneName.SPINE_UPPER, .6, .2, 0).rotate(BoneName.SPINE_MIDDLE, .4, .1, 0).rotate(BoneName.HIP_R, 1.2, 0, .3).rotate(BoneName.KNEE_R, -.5, 0, 0).rotate(BoneName.HIP_L, 1, 0, -.2).rotate(BoneName.KNEE_L, -.4, 0, 0).position(BoneName.PELVIS, 0, -.3, 0).build().keyframe(.5, "linear").rotate(BoneName.SHOULDER_R, -.3, .9, .8).rotate(BoneName.ELBOW_R, 0, 0, 1.6).rotate(BoneName.SHOULDER_L, 0, .8, -.6).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.PELVIS, 1, .2, 0).rotate(BoneName.SPINE_UPPER, .7, .15, 0).rotate(BoneName.SPINE_MIDDLE, .5, .1, 0).rotate(BoneName.HIP_R, 1.4, 0, .4).rotate(BoneName.KNEE_R, -.3, 0, 0).rotate(BoneName.HIP_L, 1.2, 0, -.3).rotate(BoneName.KNEE_L, -.2, 0, 0).position(BoneName.PELVIS, 0, -.4, -.1).build().build();
480
+ /**
481
+ * Counter strike animation (반격 - 반격타격)
482
+ *
483
+ * Quick counter-attack after parrying. Exploits opponent's opening.
484
+ *
485
+ * Animation phases:
486
+ * 1. Parry (0.0s): Deflect incoming attack
487
+ * 2. Open (0.08s): Create opening
488
+ * 3. Strike (0.15s): Fast counter punch
489
+ * 4. Recovery (0.25s): Return to guard
490
+ *
491
+ * Duration: 250ms
492
+ *
493
+ * @korean 반격애니메이션
494
+ */
495
+ var COUNTER_STRIKE_ANIMATION = AnimationBuilder.create("counter_strike").withKoreanName("반격").withDuration(.25).withType("attack").keyframe(0, "linear").rotate(BoneName.SHOULDER_L, .2, .5, -.6).rotate(BoneName.ELBOW_L, 0, 0, -.9).rotate(BoneName.WRIST_L, 0, .3, 0).rotate(BoneName.SHOULDER_R, .1, 0, -.2).rotate(BoneName.ELBOW_R, 0, 0, 1.5).rotate(BoneName.PELVIS, 0, -.2, 0).rotate(BoneName.KNEE_L, -.25, 0, 0).rotate(BoneName.KNEE_R, -.3, 0, 0).build().keyframe(.08, "ease-out").rotate(BoneName.SHOULDER_L, .3, .7, -.5).rotate(BoneName.ELBOW_L, 0, 0, -.7).rotate(BoneName.SHOULDER_R, .2, 0, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).rotate(BoneName.SPINE_UPPER, 0, -.2, 0).rotate(BoneName.PELVIS, 0, -.15, 0).build().keyframe(.15, "ease-out").rotate(BoneName.SHOULDER_R, -.6, 0, .4).rotate(BoneName.ELBOW_R, 0, 0, .1).rotate(BoneName.WRIST_R, 0, 0, -.2).rotate(BoneName.SHOULDER_L, .1, .3, -.4).rotate(BoneName.ELBOW_L, 0, 0, -1.2).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.SPINE_MIDDLE, 0, .25, 0).rotate(BoneName.PELVIS, 0, .2, 0).build().keyframe(.25, "ease-in").rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.8).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.8).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_MIDDLE, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).build().build();
496
+ /**
497
+ * All skeletal animations mapped by name
498
+ *
499
+ * Includes attack, defense, movement, and idle animations.
500
+ *
501
+ * @korean 모든골격애니메이션
502
+ */
503
+ var ATTACK_ANIMATIONS = new Map([
504
+ ["jab", JAB_ANIMATION],
505
+ ["cross", CROSS_ANIMATION],
506
+ ["hook", HOOK_ANIMATION],
507
+ ["front_kick", FRONT_KICK_ANIMATION],
508
+ ["roundhouse_kick", ROUNDHOUSE_KICK_ANIMATION],
509
+ ["side_kick", SIDE_KICK_ANIMATION],
510
+ ["axe_kick", AXE_KICK_ANIMATION],
511
+ ["back_kick", BACK_KICK_ANIMATION],
512
+ ["tornado_kick", TORNADO_KICK_ANIMATION],
513
+ ["jumping_kick", JUMPING_KICK_ANIMATION],
514
+ ["low_kick", LOW_KICK_ANIMATION],
515
+ ["elbow_strike", ELBOW_STRIKE_ANIMATION],
516
+ ["elbow_uppercut", ELBOW_UPPERCUT_ANIMATION],
517
+ ["knee_strike", KNEE_STRIKE_ANIMATION],
518
+ ["block", BLOCK_ANIMATION],
519
+ ["sweep", SWEEP_ANIMATION],
520
+ ["throw", THROW_ANIMATION],
521
+ ["slam", SLAM_ANIMATION],
522
+ ["grapple", GRAPPLE_ANIMATION],
523
+ ["wrist_lock", WRIST_LOCK_ANIMATION],
524
+ ["arm_bar", ARM_BAR_ANIMATION],
525
+ ["counter_attack", COUNTER_ATTACK_ANIMATION],
526
+ ["counter_strike", COUNTER_STRIKE_ANIMATION],
527
+ ["palm_strike", PALM_STRIKE_ANIMATION],
528
+ ["walk", WALK_ANIMATION],
529
+ ["idle_stance", IDLE_STANCE_ANIMATION],
530
+ ["forward_dash", FORWARD_DASH_ANIMATION],
531
+ ["backward_retreat", BACKWARD_RETREAT_ANIMATION],
532
+ ["side_step", SIDE_STEP_ANIMATION]
533
+ ]);
534
+ //#endregion
535
+ export { ATTACK_ANIMATIONS, BACKWARD_RETREAT_ANIMATION, BLOCK_ANIMATION, CROSS_ANIMATION, FORWARD_DASH_ANIMATION, FRONT_KICK_ANIMATION, IDLE_STANCE_ANIMATION, JAB_ANIMATION, ROUNDHOUSE_KICK_ANIMATION, SIDE_STEP_ANIMATION, WALK_ANIMATION };
536
+
537
+ //# sourceMappingURL=AttackAnimations.js.map