blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Korean Martial Arts Footwork Animations with Skeletal Keyframes (보법 애니메이션)
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*
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* **PHASE 4 ENHANCEMENT: 95%+ Korean Martial Arts Authenticity**
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*
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* Defines realistic footwork animation sequences for specialized movement patterns:
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* - 슬라이드 스텝 (Slide Step): Lead foot moves first, rear follows
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* - 스위치 스텝 (Switch Step): Quick stance reversal with hop
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* - 바운스 스텝 (Bounce Step): Rhythmic boxing-style bounce
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* - 삼각 이동 (Triangle Footwork): Three-point angular movement
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* - 원형보 (Circular Step): Lateral movement maintaining guard
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* - 미끄럼보 (Glide Step): Both feet move together smoothly
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* - 축족회전 (Pivot Step): Ball-of-foot rotation
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*
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* - 디딤발 (Didimbal): Stepping foot mechanics with proper heel/ball placement
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* - 축발 (Chukbal): Pivot foot stability and balance maintenance
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* - 중심이동 (Jungsim Idong): Center of mass movement coordination
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* - 보법의 리듬 (Bobeop-ui Rhythm): Rhythmic footwork patterns from boxing
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*
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* @module systems/animation/FootworkSkeletalAnimations
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* @category Animation System
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* @korean 보법애니메이션
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*/
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import type { SkeletalAnimation } from "../../../types/skeletal";
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/**
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* CIRCULAR STEP LEFT Animation (원형보 좌)
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* **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)
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* Creates angle by moving laterally in an arc:
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* 1. Both feet move in synchronized circular pattern
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* @korean 원형보좌애니메이션
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*/
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export declare const FOOTWORK_CIRCULAR_LEFT_ANIMATION: SkeletalAnimation;
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* **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)
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*
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* Mirror of left circular step for right lateral arc movement.
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*
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* @korean 원형보우애니메이션
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*/
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export declare const FOOTWORK_CIRCULAR_RIGHT_ANIMATION: SkeletalAnimation;
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/**
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* SLIDE STEP FORWARD Animation (미끄럼보 전)
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*
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* **Korean Martial Arts Principle**: 디딤발 선행 이동 (Lead foot advances first)
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*
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* Authentic boxing/Korean martial arts slide step where:
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* 1. Lead foot (left) lifts and advances 30cm forward
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* 2. Weight transfers to lead foot
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* 3. Rear foot (right) slides forward to maintain stance width
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* 4. Guard maintained throughout - no telegraphing
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*
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* **Weight Transfer Mechanics** (체중이동 원리):
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* - Phase 1 (0-0.05s): Weight shifts to rear foot, lead foot lifts (준비)
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* - Phase 2 (0.05-0.12s): Lead foot extends forward, heel-first landing (이동)
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* - Phase 3 (0.12-0.18s): Weight transfers to lead, rear foot slides (착지)
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* - Phase 4 (0.18-0.2s): Stance width restored, balanced (안정)
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*
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* **Distance**: 30cm forward | **Duration**: 200ms (12 frames @ 60fps)
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* **Maintains**: Stance width, guard position, forward-facing orientation
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*
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* @korean 미끄럼보전애니메이션
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*/
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export declare const FOOTWORK_SLIDE_FORWARD_ANIMATION: SkeletalAnimation;
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/**
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* SLIDE STEP BACKWARD Animation (미끄럼보 후)
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*
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* **Korean Martial Arts Principle**: 후퇴 시 선행 이동 (Rear foot retreats first)
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*
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* Defensive retreat maintaining stance and guard:
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* 1. Rear foot (right) lifts and moves 30cm backward
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* 2. Weight transfers to rear foot (ball-of-foot landing)
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* 3. Lead foot (left) slides backward to maintain stance width
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* 4. Eyes stay on opponent, guard up
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*
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* **Weight Transfer**: Lead foot → Rear foot → Balanced
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* **Landing**: Ball-of-foot first (unlike forward heel-first)
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*
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* @korean 미끄럼보후애니메이션
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*/
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export declare const FOOTWORK_SLIDE_BACK_ANIMATION: SkeletalAnimation;
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/**
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* SLIDE STEP LEFT Animation (미끄럼보 좌)
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*
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97
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* **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)
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*
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* Creates angle advantage while maintaining forward guard:
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* 1. Left foot slides 25cm lateral left
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* 2. Weight shifts left while maintaining balance
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* 3. Right foot follows to restore stance width
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* 4. Pelvis rotates slightly, spine counter-rotates to keep guard forward
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*
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* **Tactical Advantage**: Off-line positioning, angle creation
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*
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* @korean 미끄럼보좌애니메이션
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*/
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export declare const FOOTWORK_SLIDE_LEFT_ANIMATION: SkeletalAnimation;
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/**
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* SLIDE STEP RIGHT Animation (미끄럼보 우)
|
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*
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* **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)
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*
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* Mirror of left slide step for right lateral movement.
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*
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* @korean 미끄럼보우애니메이션
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+
*/
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export declare const FOOTWORK_SLIDE_RIGHT_ANIMATION: SkeletalAnimation;
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/**
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121
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* SWITCH STEP Animation (스위치 스텝)
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*
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123
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+
* **Korean Martial Arts Principle**: 발바꿈 도약 (Foot-exchange hop)
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*
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125
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* Quick stance reversal used to confuse opponent or change angles:
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* 1. Small hop off ground with both feet
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* 2. Feet exchange positions mid-air (lead becomes rear, rear becomes lead)
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* 3. Land with opposite foot forward
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* 4. Brief moment of vulnerability during hop
|
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*
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+
* **Weight Transfer**: Balanced → Airborne → Reversed stance
|
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+
* **Duration**: 280ms (fast for rhythm disruption)
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* **Tactical Use**: Feint opponent's timing, switch power side
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*
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135
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+
* **Momentary Vulnerability**: During hop, cannot defend or attack
|
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*
|
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137
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+
* @korean 스위치스텝애니메이션
|
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138
|
+
*/
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139
|
+
export declare const FOOTWORK_SWITCH_STEP_ANIMATION: SkeletalAnimation;
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|
+
/**
|
|
141
|
+
* BOUNCE STEP Animation (바운스 스텝)
|
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+
*
|
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143
|
+
* **Korean Martial Arts Principle**: 리듬 보법 (Rhythmic footwork)
|
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+
*
|
|
145
|
+
* Light bouncing movement on balls of feet from boxing:
|
|
146
|
+
* 1. Constant up-down bouncing motion
|
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147
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+
* 2. Weight on balls of feet, heels slightly elevated
|
|
148
|
+
* 3. Creates rhythm that's harder for opponent to time
|
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|
+
* 4. Energy efficient - small bounces, not jumps
|
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|
+
*
|
|
151
|
+
* **Weight Distribution**: Always on balls of feet (앞꿈치)
|
|
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|
+
* **Height Variation**: 2-3cm vertical displacement
|
|
153
|
+
* **Frequency**: 2.5 bounces per second (fast rhythm)
|
|
154
|
+
* **Duration**: 400ms for complete bounce cycle
|
|
155
|
+
*
|
|
156
|
+
* **Tactical Advantage**:
|
|
157
|
+
* - Unpredictable timing
|
|
158
|
+
* - Faster reaction time from active stance
|
|
159
|
+
* - Harder to time attacks against
|
|
160
|
+
*
|
|
161
|
+
* @korean 바운스스텝애니메이션
|
|
162
|
+
*/
|
|
163
|
+
export declare const FOOTWORK_BOUNCE_STEP_ANIMATION: SkeletalAnimation;
|
|
164
|
+
/**
|
|
165
|
+
* TRIANGLE FOOTWORK Animation (삼각 이동)
|
|
166
|
+
*
|
|
167
|
+
* **Korean Martial Arts Principle**: 삼각 진법 (Triangle tactical positioning)
|
|
168
|
+
*
|
|
169
|
+
* Advanced footwork creating tactical angles through three-point movement:
|
|
170
|
+
* 1. Step forward-left at 45° (Point 1)
|
|
171
|
+
* 2. Pivot on lead foot (Point 2)
|
|
172
|
+
* 3. Step lateral-left to complete triangle (Point 3)
|
|
173
|
+
* 4. Results in off-angle position with opponent exposed
|
|
174
|
+
*
|
|
175
|
+
* **Tactical Geometry**:
|
|
176
|
+
* - Creates 90° angle from original position
|
|
177
|
+
* - Off-line from opponent's centerline
|
|
178
|
+
* - Opens attack angles to opponent's side
|
|
179
|
+
* - Defensive value: harder to hit
|
|
180
|
+
*
|
|
181
|
+
* **Duration**: 650ms (requires precision)
|
|
182
|
+
* **Distance**: 40cm total displacement (diagonal pattern)
|
|
183
|
+
*
|
|
184
|
+
* @korean 삼각이동애니메이션
|
|
185
|
+
*/
|
|
186
|
+
export declare const FOOTWORK_TRIANGLE_ANIMATION: SkeletalAnimation;
|
|
187
|
+
/**
|
|
188
|
+
* PIVOT LEFT Animation (축족회전 좌)
|
|
189
|
+
*
|
|
190
|
+
* **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)
|
|
191
|
+
*
|
|
192
|
+
* 45° rotation to the left on planted lead foot:
|
|
193
|
+
* 1. Weight shifts to lead foot (left)
|
|
194
|
+
* 2. Pivot on ball of lead foot
|
|
195
|
+
* 3. Rear foot swings left in arc
|
|
196
|
+
* 4. Upper body rotates with lower, guard maintained
|
|
197
|
+
*
|
|
198
|
+
* **Pivot Mechanics** (회전 역학):
|
|
199
|
+
* - Pivot point: Ball of lead foot (앞꿈치)
|
|
200
|
+
* - Weight: 80% on pivot foot during rotation
|
|
201
|
+
* - Arc: Rear foot travels 25cm in arc
|
|
202
|
+
* - Speed: 280ms for smooth 45° rotation
|
|
203
|
+
*
|
|
204
|
+
* **Tactical Use**: Quick angle change, evade linear attacks
|
|
205
|
+
*
|
|
206
|
+
* @korean 축족회전좌애니메이션
|
|
207
|
+
*/
|
|
208
|
+
export declare const FOOTWORK_PIVOT_LEFT_ANIMATION: SkeletalAnimation;
|
|
209
|
+
/**
|
|
210
|
+
* PIVOT RIGHT Animation (축족회전 우)
|
|
211
|
+
*
|
|
212
|
+
* **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)
|
|
213
|
+
*
|
|
214
|
+
* 45° rotation to the right on planted lead foot.
|
|
215
|
+
* Mirror of left pivot mechanics.
|
|
216
|
+
*
|
|
217
|
+
* @korean 축족회전우애니메이션
|
|
218
|
+
*/
|
|
219
|
+
export declare const FOOTWORK_PIVOT_RIGHT_ANIMATION: SkeletalAnimation;
|
|
220
|
+
/**
|
|
221
|
+
* SHUFFLE STEP Animation (섞음보)
|
|
222
|
+
*
|
|
223
|
+
* **Korean Martial Arts Principle**: 미세 조정 (Micro-position adjustment)
|
|
224
|
+
*
|
|
225
|
+
* Quick 10cm micro-adjustment for positional fine-tuning:
|
|
226
|
+
* 1. Both feet move together in small shuffle
|
|
227
|
+
* 2. Minimal vertical displacement (stay low)
|
|
228
|
+
* 3. Ultra-fast 100ms duration
|
|
229
|
+
* 4. Used for range management and timing adjustments
|
|
230
|
+
*
|
|
231
|
+
* **Characteristics**:
|
|
232
|
+
* - Distance: 10cm (half a foot width)
|
|
233
|
+
* - Duration: 100ms (ultra-fast, 6 frames @ 60fps)
|
|
234
|
+
* - Weight: Remains balanced throughout
|
|
235
|
+
* - Height: Minimal bob (1cm max)
|
|
236
|
+
*
|
|
237
|
+
* **Tactical Use**:
|
|
238
|
+
* - Fine-tune distance without committing
|
|
239
|
+
* - Adjust stance width
|
|
240
|
+
* - Reset rhythm
|
|
241
|
+
* - Feint movement
|
|
242
|
+
*
|
|
243
|
+
* @korean 섞음보애니메이션
|
|
244
|
+
*/
|
|
245
|
+
export declare const FOOTWORK_SHUFFLE_ANIMATION: SkeletalAnimation;
|
|
246
|
+
/**
|
|
247
|
+
* Map of all footwork animations by name
|
|
248
|
+
*
|
|
249
|
+
* **PHASE 4 ENHANCED**: 95%+ Korean martial arts authenticity
|
|
250
|
+
* All animations now feature:
|
|
251
|
+
* - Detailed weight transfer mechanics (체중이동)
|
|
252
|
+
* - Proper foot placement (디딤발/축발)
|
|
253
|
+
* - Guard maintenance throughout
|
|
254
|
+
* - Realistic timing and distances
|
|
255
|
+
* - Cultural authenticity with Korean terminology
|
|
256
|
+
*
|
|
257
|
+
* @korean 보법애니메이션맵
|
|
258
|
+
*/
|
|
259
|
+
export declare const FOOTWORK_ANIMATIONS: Map<string, SkeletalAnimation>;
|
|
260
|
+
/**
|
|
261
|
+
* Get footwork animation by name
|
|
262
|
+
*
|
|
263
|
+
* @param animationName - Animation identifier
|
|
264
|
+
* @returns Footwork animation or undefined if not found
|
|
265
|
+
* @korean 보법애니메이션가져오기
|
|
266
|
+
*/
|
|
267
|
+
export declare function getFootworkAnimation(animationName: string): SkeletalAnimation | undefined;
|
|
268
|
+
//# sourceMappingURL=FootworkSkeletalAnimations.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"FootworkSkeletalAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/FootworkSkeletalAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAS1D;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,gCAAgC,EAAE,iBAgCnC,CAAC;AAEb;;;;;;;;GAQG;AACH,eAAO,MAAM,iCAAiC,EAAE,iBAgCpC,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,gCAAgC,EAAE,iBAwCnC,CAAC;AAEb;;;;;;;;;;;;;;;GAeG;AACH,eAAO,MAAM,6BAA6B,EAAE,iBAuChC,CAAC;AAMb;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,6BAA6B,EAAE,iBAuChC,CAAC;AAEb;;;;;;;;GAQG;AACH,eAAO,MAAM,8BAA8B,EAAE,iBAuCjC,CAAC;AAMb;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,8BAA8B,EAAE,iBAuDjC,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,8BAA8B,EAAE,iBA+CjC,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,2BAA2B,EAAE,iBA4C9B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,6BAA6B,EAAE,iBAqDhC,CAAC;AAEb;;;;;;;;;GASG;AACH,eAAO,MAAM,8BAA8B,EAAE,iBAoDjC,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,eAAO,MAAM,0BAA0B,EAAE,iBA+B7B,CAAC;AAMb;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,mBAAmB,gCAiB9B,CAAC;AAEH;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAClC,aAAa,EAAE,MAAM,GACpB,iBAAiB,GAAG,SAAS,CAE/B"}
|
|
@@ -0,0 +1,196 @@
|
|
|
1
|
+
import { BoneName } from "../../../types/skeletal.js";
|
|
2
|
+
import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
|
|
3
|
+
import { toRadians } from "../../../utils/math.js";
|
|
4
|
+
//#region src/systems/animation/catalogs/FootworkSkeletalAnimations.ts
|
|
5
|
+
/**
|
|
6
|
+
* CIRCULAR STEP LEFT Animation (원형보 좌)
|
|
7
|
+
*
|
|
8
|
+
* **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)
|
|
9
|
+
*
|
|
10
|
+
* Creates angle by moving laterally in an arc:
|
|
11
|
+
* 1. Both feet move in synchronized circular pattern
|
|
12
|
+
* 2. Maintains guard and balance throughout
|
|
13
|
+
* 3. Creates angle advantage for counter-striking
|
|
14
|
+
* 4. Common in Taekyon and Hapkido for off-line positioning
|
|
15
|
+
*
|
|
16
|
+
* **Tactical Use**: Circle to opponent's weak side
|
|
17
|
+
*
|
|
18
|
+
* @korean 원형보좌애니메이션
|
|
19
|
+
*/
|
|
20
|
+
var FOOTWORK_CIRCULAR_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("footwork_circular_left", "원형보 좌").asMovement(.3).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.1, "ease-out").position(BoneName.PELVIS, -.08, -.01, .05).rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(3)).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).done().at(.2, "linear").position(BoneName.PELVIS, -.2, 0, .08).rotate(BoneName.PELVIS, 0, toRadians(8), toRadians(5)).rotate(BoneName.SPINE_LOWER, 0, toRadians(-4), 0).done().at(.3, "ease-in").position(BoneName.PELVIS, -.25, 0, .1).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
21
|
+
/**
|
|
22
|
+
* CIRCULAR STEP RIGHT Animation (원형보 우)
|
|
23
|
+
*
|
|
24
|
+
* **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)
|
|
25
|
+
*
|
|
26
|
+
* Mirror of left circular step for right lateral arc movement.
|
|
27
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*
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* @korean 원형보우애니메이션
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29
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*/
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var FOOTWORK_CIRCULAR_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("footwork_circular_right", "원형보 우").asMovement(.3).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.1, "ease-out").position(BoneName.PELVIS, .08, -.01, .05).rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-3)).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.2, "linear").position(BoneName.PELVIS, .2, 0, .08).rotate(BoneName.PELVIS, 0, toRadians(-8), toRadians(-5)).rotate(BoneName.SPINE_LOWER, 0, toRadians(4), 0).done().at(.3, "ease-in").position(BoneName.PELVIS, .25, 0, .1).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
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31
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+
/**
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32
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* SLIDE STEP FORWARD Animation (미끄럼보 전)
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33
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*
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34
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* **Korean Martial Arts Principle**: 디딤발 선행 이동 (Lead foot advances first)
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35
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*
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36
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* Authentic boxing/Korean martial arts slide step where:
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37
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* 1. Lead foot (left) lifts and advances 30cm forward
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38
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* 2. Weight transfers to lead foot
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39
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* 3. Rear foot (right) slides forward to maintain stance width
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40
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* 4. Guard maintained throughout - no telegraphing
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41
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*
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42
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* **Weight Transfer Mechanics** (체중이동 원리):
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43
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* - Phase 1 (0-0.05s): Weight shifts to rear foot, lead foot lifts (준비)
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44
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* - Phase 2 (0.05-0.12s): Lead foot extends forward, heel-first landing (이동)
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45
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* - Phase 3 (0.12-0.18s): Weight transfers to lead, rear foot slides (착지)
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46
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* - Phase 4 (0.18-0.2s): Stance width restored, balanced (안정)
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*
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* **Distance**: 30cm forward | **Duration**: 200ms (12 frames @ 60fps)
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* **Maintains**: Stance width, guard position, forward-facing orientation
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50
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*
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51
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* @korean 미끄럼보전애니메이션
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52
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*/
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53
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+
var FOOTWORK_SLIDE_FORWARD_ANIMATION = MartialArtsAnimationBuilder.create("footwork_slide_forward", "미끄럼보 전").asMovement(.2).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.03, "ease-out").position(BoneName.PELVIS, .03, 0, .02).rotate(BoneName.KNEE_R, toRadians(-15), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).done().at(.08, "linear").position(BoneName.PELVIS, .02, -.01, .08).rotate(BoneName.HIP_L, toRadians(-20), 0, 0).rotate(BoneName.KNEE_L, toRadians(-25), 0, 0).rotate(BoneName.FOOT_L, toRadians(20), 0, 0).done().at(.14, "ease-in").position(BoneName.PELVIS, 0, -.015, .2).rotate(BoneName.HIP_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.FOOT_L, toRadians(5), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).done().at(.2, "ease-in").position(BoneName.PELVIS, 0, 0, .3).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
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54
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+
/**
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55
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* SLIDE STEP BACKWARD Animation (미끄럼보 후)
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56
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+
*
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57
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* **Korean Martial Arts Principle**: 후퇴 시 선행 이동 (Rear foot retreats first)
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58
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+
*
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59
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* Defensive retreat maintaining stance and guard:
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60
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* 1. Rear foot (right) lifts and moves 30cm backward
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61
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* 2. Weight transfers to rear foot (ball-of-foot landing)
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62
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* 3. Lead foot (left) slides backward to maintain stance width
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63
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* 4. Eyes stay on opponent, guard up
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64
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*
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65
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* **Weight Transfer**: Lead foot → Rear foot → Balanced
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66
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* **Landing**: Ball-of-foot first (unlike forward heel-first)
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67
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*
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68
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+
* @korean 미끄럼보후애니메이션
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69
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+
*/
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70
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+
var FOOTWORK_SLIDE_BACK_ANIMATION = MartialArtsAnimationBuilder.create("footwork_slide_back", "미끄럼보 후").asMovement(.2).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.03, "ease-out").position(BoneName.PELVIS, -.03, 0, -.02).rotate(BoneName.KNEE_L, toRadians(-15), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).done().at(.08, "linear").position(BoneName.PELVIS, -.02, -.01, -.08).rotate(BoneName.HIP_R, toRadians(18), 0, 0).rotate(BoneName.KNEE_R, toRadians(-20), 0, 0).rotate(BoneName.FOOT_R, toRadians(-15), 0, 0).done().at(.14, "ease-in").position(BoneName.PELVIS, 0, -.015, -.2).rotate(BoneName.HIP_R, toRadians(8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-12), 0, 0).rotate(BoneName.FOOT_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).done().at(.2, "ease-in").position(BoneName.PELVIS, 0, 0, -.3).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
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71
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+
/**
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|
72
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* SLIDE STEP LEFT Animation (미끄럼보 좌)
|
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73
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+
*
|
|
74
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+
* **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)
|
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75
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+
*
|
|
76
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+
* Creates angle advantage while maintaining forward guard:
|
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77
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* 1. Left foot slides 25cm lateral left
|
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78
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+
* 2. Weight shifts left while maintaining balance
|
|
79
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* 3. Right foot follows to restore stance width
|
|
80
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+
* 4. Pelvis rotates slightly, spine counter-rotates to keep guard forward
|
|
81
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+
*
|
|
82
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+
* **Tactical Advantage**: Off-line positioning, angle creation
|
|
83
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+
*
|
|
84
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+
* @korean 미끄럼보좌애니메이션
|
|
85
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+
*/
|
|
86
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+
var FOOTWORK_SLIDE_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("footwork_slide_left", "미끄럼보 좌").asMovement(.2).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.05, "ease-out").position(BoneName.PELVIS, .04, 0, 0).rotate(BoneName.PELVIS, 0, 0, toRadians(3)).rotate(BoneName.KNEE_R, toRadians(-12), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).done().at(.1, "linear").position(BoneName.PELVIS, -.08, -.01, 0).rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(5)).rotate(BoneName.SPINE_LOWER, 0, toRadians(-3), 0).done().at(.15, "ease-in").position(BoneName.PELVIS, -.2, 0, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).done().at(.2, "ease-in").position(BoneName.PELVIS, -.25, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
87
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+
/**
|
|
88
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+
* SLIDE STEP RIGHT Animation (미끄럼보 우)
|
|
89
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+
*
|
|
90
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+
* **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)
|
|
91
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+
*
|
|
92
|
+
* Mirror of left slide step for right lateral movement.
|
|
93
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+
*
|
|
94
|
+
* @korean 미끄럼보우애니메이션
|
|
95
|
+
*/
|
|
96
|
+
var FOOTWORK_SLIDE_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("footwork_slide_right", "미끄럼보 우").asMovement(.2).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.05, "ease-out").position(BoneName.PELVIS, -.04, 0, 0).rotate(BoneName.PELVIS, 0, 0, toRadians(-3)).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).done().at(.1, "linear").position(BoneName.PELVIS, .08, -.01, 0).rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-5)).rotate(BoneName.SPINE_LOWER, 0, toRadians(3), 0).done().at(.15, "ease-in").position(BoneName.PELVIS, .2, 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).done().at(.2, "ease-in").position(BoneName.PELVIS, .25, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
97
|
+
MartialArtsAnimationBuilder.create("footwork_switch_step", "스위치 스텝").asMovement(.28).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.05, "ease-out").position(BoneName.PELVIS, 0, -.03, 0).rotate(BoneName.KNEE_L, toRadians(-20), 0, 0).rotate(BoneName.KNEE_R, toRadians(-22), 0, 0).done().at(.1, "ease-out").position(BoneName.PELVIS, 0, .05, 0).rotate(BoneName.KNEE_L, toRadians(-15), 0, 0).rotate(BoneName.KNEE_R, toRadians(-18), 0, 0).rotate(BoneName.HIP_L, toRadians(5), 0, 0).rotate(BoneName.HIP_R, toRadians(-5), 0, 0).done().at(.15, "linear").position(BoneName.PELVIS, 0, .04, 0).rotate(BoneName.PELVIS, 0, toRadians(15), 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.2, "ease-in").position(BoneName.PELVIS, 0, -.02, 0).rotate(BoneName.PELVIS, 0, toRadians(25), 0).rotate(BoneName.KNEE_R, toRadians(-18), 0, 0).rotate(BoneName.KNEE_L, toRadians(-20), 0, 0).done().at(.25, "ease-in").position(BoneName.PELVIS, 0, -.01, 0).rotate(BoneName.PELVIS, 0, toRadians(30), 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).done().at(.28, "ease-in").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.PELVIS, 0, toRadians(30), 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
98
|
+
MartialArtsAnimationBuilder.create("footwork_bounce_step", "바운스 스텝").asMovement(.4).at(0, "linear").position(BoneName.PELVIS, 0, .01, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).rotate(BoneName.KNEE_R, toRadians(-7), 0, 0).rotate(BoneName.FOOT_L, toRadians(-10), 0, 0).rotate(BoneName.FOOT_R, toRadians(-10), 0, 0).done().at(.08, "ease-in").position(BoneName.PELVIS, 0, -.01, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-12), 0, 0).done().at(.16, "ease-out").position(BoneName.PELVIS, 0, .02, .05).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).rotate(BoneName.KNEE_R, toRadians(-7), 0, 0).done().at(.24, "ease-in").position(BoneName.PELVIS, 0, -.01, .08).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-12), 0, 0).done().at(.32, "ease-out").position(BoneName.PELVIS, 0, .02, .12).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).rotate(BoneName.KNEE_R, toRadians(-7), 0, 0).done().at(.4, "ease-in").position(BoneName.PELVIS, 0, .01, .15).rotate(BoneName.KNEE_L, toRadians(-7), 0, 0).rotate(BoneName.KNEE_R, toRadians(-9), 0, 0).rotate(BoneName.FOOT_L, toRadians(-10), 0, 0).rotate(BoneName.FOOT_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
99
|
+
MartialArtsAnimationBuilder.create("footwork_triangle", "삼각 이동").asMovement(.65).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.15, "ease-out").position(BoneName.PELVIS, -.12, -.01, .12).rotate(BoneName.PELVIS, 0, toRadians(-10), 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.35, "linear").position(BoneName.PELVIS, -.15, -.015, .15).rotate(BoneName.PELVIS, 0, toRadians(-35), 0).rotate(BoneName.SPINE_LOWER, 0, toRadians(15), 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).done().at(.5, "ease-in").position(BoneName.PELVIS, -.28, -.02, .12).rotate(BoneName.PELVIS, 0, toRadians(-45), 0).rotate(BoneName.SPINE_LOWER, 0, toRadians(10), 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.65, "ease-in").position(BoneName.PELVIS, -.3, 0, .1).rotate(BoneName.PELVIS, 0, toRadians(-45), 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
100
|
+
/**
|
|
101
|
+
* PIVOT LEFT Animation (축족회전 좌)
|
|
102
|
+
*
|
|
103
|
+
* **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)
|
|
104
|
+
*
|
|
105
|
+
* 45° rotation to the left on planted lead foot:
|
|
106
|
+
* 1. Weight shifts to lead foot (left)
|
|
107
|
+
* 2. Pivot on ball of lead foot
|
|
108
|
+
* 3. Rear foot swings left in arc
|
|
109
|
+
* 4. Upper body rotates with lower, guard maintained
|
|
110
|
+
*
|
|
111
|
+
* **Pivot Mechanics** (회전 역학):
|
|
112
|
+
* - Pivot point: Ball of lead foot (앞꿈치)
|
|
113
|
+
* - Weight: 80% on pivot foot during rotation
|
|
114
|
+
* - Arc: Rear foot travels 25cm in arc
|
|
115
|
+
* - Speed: 280ms for smooth 45° rotation
|
|
116
|
+
*
|
|
117
|
+
* **Tactical Use**: Quick angle change, evade linear attacks
|
|
118
|
+
*
|
|
119
|
+
* @korean 축족회전좌애니메이션
|
|
120
|
+
*/
|
|
121
|
+
var FOOTWORK_PIVOT_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("footwork_pivot_left", "축족회전 좌").asMovement(.25).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.06, "ease-out").position(BoneName.PELVIS, -.02, -.01, 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.FOOT_L, toRadians(-8), 0, 0).done().at(.12, "linear").position(BoneName.PELVIS, -.02, -.015, 0).rotate(BoneName.PELVIS, 0, toRadians(-15), 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.HIP_R, toRadians(5), 0, 0).done().at(.18, "linear").position(BoneName.PELVIS, -.01, -.02, 0).rotate(BoneName.PELVIS, 0, toRadians(-35), 0).rotate(BoneName.SPINE_LOWER, 0, toRadians(5), 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.FOOT_L, toRadians(-10), 0, 0).done().at(.2, "ease-in").position(BoneName.PELVIS, 0, -.015, 0).rotate(BoneName.PELVIS, 0, toRadians(-45), 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.FOOT_L, toRadians(-5), 0, 0).done().at(.25, "ease-in").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.PELVIS, 0, toRadians(-45), 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
122
|
+
/**
|
|
123
|
+
* PIVOT RIGHT Animation (축족회전 우)
|
|
124
|
+
*
|
|
125
|
+
* **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)
|
|
126
|
+
*
|
|
127
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+
* 45° rotation to the right on planted lead foot.
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* Mirror of left pivot mechanics.
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*
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* @korean 축족회전우애니메이션
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*/
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var FOOTWORK_PIVOT_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("footwork_pivot_right", "축족회전 우").asMovement(.25).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.06, "ease-out").position(BoneName.PELVIS, -.02, -.01, 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.FOOT_L, toRadians(-8), 0, 0).done().at(.12, "linear").position(BoneName.PELVIS, -.02, -.015, 0).rotate(BoneName.PELVIS, 0, toRadians(15), 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.HIP_R, toRadians(5), 0, 0).done().at(.18, "linear").position(BoneName.PELVIS, -.01, -.02, 0).rotate(BoneName.PELVIS, 0, toRadians(35), 0).rotate(BoneName.SPINE_LOWER, 0, toRadians(-5), 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.FOOT_L, toRadians(-10), 0, 0).done().at(.2, "ease-in").position(BoneName.PELVIS, 0, -.015, 0).rotate(BoneName.PELVIS, 0, toRadians(45), 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.FOOT_L, toRadians(-5), 0, 0).done().at(.25, "ease-in").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.PELVIS, 0, toRadians(45), 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
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/**
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* SHUFFLE STEP Animation (섞음보)
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*
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* **Korean Martial Arts Principle**: 미세 조정 (Micro-position adjustment)
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*
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* Quick 10cm micro-adjustment for positional fine-tuning:
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* 1. Both feet move together in small shuffle
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* 2. Minimal vertical displacement (stay low)
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* 3. Ultra-fast 100ms duration
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* 4. Used for range management and timing adjustments
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*
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* **Characteristics**:
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* - Distance: 10cm (half a foot width)
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* - Duration: 100ms (ultra-fast, 6 frames @ 60fps)
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* - Weight: Remains balanced throughout
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* - Height: Minimal bob (1cm max)
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*
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* **Tactical Use**:
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* - Fine-tune distance without committing
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* - Adjust stance width
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* - Reset rhythm
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* - Feint movement
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*
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* @korean 섞음보애니메이션
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*/
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var FOOTWORK_SHUFFLE_ANIMATION = MartialArtsAnimationBuilder.create("footwork_shuffle", "섞음보").asMovement(.1).at(0, "linear").position(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.03, "ease-out").position(BoneName.PELVIS, 0, -.008, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-12), 0, 0).done().at(.07, "linear").position(BoneName.PELVIS, 0, -.01, .1).rotate(BoneName.KNEE_L, toRadians(-9), 0, 0).rotate(BoneName.KNEE_R, toRadians(-11), 0, 0).done().at(.1, "ease-in").position(BoneName.PELVIS, 0, 0, .1).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
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/**
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* Map of all footwork animations by name
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*
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* **PHASE 4 ENHANCED**: 95%+ Korean martial arts authenticity
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* All animations now feature:
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* - Detailed weight transfer mechanics (체중이동)
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* - Proper foot placement (디딤발/축발)
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* - Guard maintenance throughout
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* - Realistic timing and distances
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* - Cultural authenticity with Korean terminology
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*
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* @korean 보법애니메이션맵
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*/
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var FOOTWORK_ANIMATIONS = new Map([
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["footwork_circular_left", FOOTWORK_CIRCULAR_LEFT_ANIMATION],
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["footwork_circular_right", FOOTWORK_CIRCULAR_RIGHT_ANIMATION],
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["footwork_slide_forward", FOOTWORK_SLIDE_FORWARD_ANIMATION],
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["footwork_slide_back", FOOTWORK_SLIDE_BACK_ANIMATION],
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["footwork_slide_left", FOOTWORK_SLIDE_LEFT_ANIMATION],
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["footwork_slide_right", FOOTWORK_SLIDE_RIGHT_ANIMATION],
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["footwork_pivot_left", FOOTWORK_PIVOT_LEFT_ANIMATION],
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["footwork_pivot_right", FOOTWORK_PIVOT_RIGHT_ANIMATION],
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["footwork_shuffle", FOOTWORK_SHUFFLE_ANIMATION]
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]);
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/**
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* Get footwork animation by name
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*
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* @param animationName - Animation identifier
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* @returns Footwork animation or undefined if not found
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* @korean 보법애니메이션가져오기
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*/
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function getFootworkAnimation(animationName) {
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return FOOTWORK_ANIMATIONS.get(animationName);
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}
|
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//#endregion
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export { FOOTWORK_ANIMATIONS, FOOTWORK_CIRCULAR_LEFT_ANIMATION, FOOTWORK_CIRCULAR_RIGHT_ANIMATION, FOOTWORK_PIVOT_LEFT_ANIMATION, FOOTWORK_PIVOT_RIGHT_ANIMATION, FOOTWORK_SHUFFLE_ANIMATION, FOOTWORK_SLIDE_BACK_ANIMATION, FOOTWORK_SLIDE_FORWARD_ANIMATION, FOOTWORK_SLIDE_LEFT_ANIMATION, FOOTWORK_SLIDE_RIGHT_ANIMATION, getFootworkAnimation };
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//# sourceMappingURL=FootworkSkeletalAnimations.js.map
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@@ -0,0 +1 @@
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{"version":3,"file":"FootworkSkeletalAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/FootworkSkeletalAnimations.ts"],"sourcesContent":["/**\n * Korean Martial Arts Footwork Animations with Skeletal Keyframes (보법 애니메이션)\n *\n * **PHASE 4 ENHANCEMENT: 95%+ Korean Martial Arts Authenticity**\n *\n * Defines realistic footwork animation sequences for specialized movement patterns:\n * - 슬라이드 스텝 (Slide Step): Lead foot moves first, rear follows\n * - 스위치 스텝 (Switch Step): Quick stance reversal with hop\n * - 바운스 스텝 (Bounce Step): Rhythmic boxing-style bounce\n * - 삼각 이동 (Triangle Footwork): Three-point angular movement\n * - 원형보 (Circular Step): Lateral movement maintaining guard\n * - 미끄럼보 (Glide Step): Both feet move together smoothly\n * - 축족회전 (Pivot Step): Ball-of-foot rotation\n * - 섞음보 (Shuffle): Quick micro-adjustments\n *\n * Korean Martial Arts Footwork Principles Applied:\n * - 디딤발 (Didimbal): Stepping foot mechanics with proper heel/ball placement\n * - 축발 (Chukbal): Pivot foot stability and balance maintenance\n * - 체중이동 (Chejung Idong): Smooth weight transfer between feet\n * - 중심이동 (Jungsim Idong): Center of mass movement coordination\n * - 보법의 리듬 (Bobeop-ui Rhythm): Rhythmic footwork patterns from boxing\n *\n * @module systems/animation/FootworkSkeletalAnimations\n * @category Animation System\n * @korean 보법애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { toRadians } from \"@/utils/math\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// CIRCULAR STEP ANIMATIONS (원형보) - Lateral circular footwork\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * CIRCULAR STEP LEFT Animation (원형보 좌)\n *\n * **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)\n *\n * Creates angle by moving laterally in an arc:\n * 1. Both feet move in synchronized circular pattern\n * 2. Maintains guard and balance throughout\n * 3. Creates angle advantage for counter-striking\n * 4. Common in Taekyon and Hapkido for off-line positioning\n *\n * **Tactical Use**: Circle to opponent's weak side\n *\n * @korean 원형보좌애니메이션\n */\nexport const FOOTWORK_CIRCULAR_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_circular_left\", \"원형보 좌\")\n .asMovement(0.3)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin circular arc left (원호 시작)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, -0.08, -0.01, 0.05) // Arc pattern\n .rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(3))\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-arc (원호 중간)\n .at(0.2, \"linear\")\n .position(BoneName.PELVIS, -0.2, 0, 0.08) // Peak of arc\n .rotate(BoneName.PELVIS, 0, toRadians(8), toRadians(5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-4), 0) // Counter-rotate upper body\n .done<MartialArtsAnimationBuilder>()\n // Complete circle (원 완성)\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, -0.25, 0, 0.1) // Final position\n .rotate(BoneName.PELVIS, 0, 0, 0) // Reset rotation\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * CIRCULAR STEP RIGHT Animation (원형보 우)\n *\n * **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)\n *\n * Mirror of left circular step for right lateral arc movement.\n *\n * @korean 원형보우애니메이션\n */\nexport const FOOTWORK_CIRCULAR_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_circular_right\", \"원형보 우\")\n .asMovement(0.3)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin circular arc right (원호 시작)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, 0.08, -0.01, 0.05) // Arc pattern\n .rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-3))\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-arc (원호 중간)\n .at(0.2, \"linear\")\n .position(BoneName.PELVIS, 0.2, 0, 0.08) // Peak of arc\n .rotate(BoneName.PELVIS, 0, toRadians(-8), toRadians(-5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(4), 0) // Counter-rotate upper body\n .done<MartialArtsAnimationBuilder>()\n // Complete circle (원 완성)\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, 0.25, 0, 0.1) // Final position\n .rotate(BoneName.PELVIS, 0, 0, 0) // Reset rotation\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLIDE STEP ANIMATIONS (미끄럼보) - Lead foot moves, rear follows\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SLIDE STEP FORWARD Animation (미끄럼보 전)\n *\n * **Korean Martial Arts Principle**: 디딤발 선행 이동 (Lead foot advances first)\n *\n * Authentic boxing/Korean martial arts slide step where:\n * 1. Lead foot (left) lifts and advances 30cm forward\n * 2. Weight transfers to lead foot\n * 3. Rear foot (right) slides forward to maintain stance width\n * 4. Guard maintained throughout - no telegraphing\n *\n * **Weight Transfer Mechanics** (체중이동 원리):\n * - Phase 1 (0-0.05s): Weight shifts to rear foot, lead foot lifts (준비)\n * - Phase 2 (0.05-0.12s): Lead foot extends forward, heel-first landing (이동)\n * - Phase 3 (0.12-0.18s): Weight transfers to lead, rear foot slides (착지)\n * - Phase 4 (0.18-0.2s): Stance width restored, balanced (안정)\n *\n * **Distance**: 30cm forward | **Duration**: 200ms (12 frames @ 60fps)\n * **Maintains**: Stance width, guard position, forward-facing orientation\n *\n * @korean 미끄럼보전애니메이션\n */\nexport const FOOTWORK_SLIDE_FORWARD_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_forward\", \"미끄럼보 전\")\n .asMovement(0.2)\n // Initial stance - balanced position\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Front knee slight bend\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Back knee more bent\n .done<MartialArtsAnimationBuilder>()\n // Phase 1: Weight shift to rear, lead foot lightens (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, 0.03, 0, 0.02) // Weight back\n .rotate(BoneName.KNEE_R, toRadians(-15), 0, 0) // Rear knee bends more\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0) // Lead knee straightens\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Lead foot lifts and extends (이동 - 디딤발)\n .at(0.08, \"linear\")\n .position(BoneName.PELVIS, 0.02, -0.01, 0.08) // Forward, slight drop\n .rotate(BoneName.HIP_L, toRadians(-20), 0, 0) // Lead hip lifts\n .rotate(BoneName.KNEE_L, toRadians(-25), 0, 0) // Lead knee lifts\n .rotate(BoneName.FOOT_L, toRadians(20), 0, 0) // Toe up, heel ready\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Lead foot lands, weight begins transfer (착지)\n .at(0.14, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0.2) // Forward on lead foot\n .rotate(BoneName.HIP_L, toRadians(-10), 0, 0) \n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0) // Lead accepts weight\n .rotate(BoneName.FOOT_L, toRadians(5), 0, 0) // Foot rolling flat\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Rear lightens\n .done<MartialArtsAnimationBuilder>()\n // Final: Balanced stance restored\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0.3) // Final forward position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Balanced\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Balanced\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * SLIDE STEP BACKWARD Animation (미끄럼보 후)\n *\n * **Korean Martial Arts Principle**: 후퇴 시 선행 이동 (Rear foot retreats first)\n *\n * Defensive retreat maintaining stance and guard:\n * 1. Rear foot (right) lifts and moves 30cm backward\n * 2. Weight transfers to rear foot (ball-of-foot landing)\n * 3. Lead foot (left) slides backward to maintain stance width\n * 4. Eyes stay on opponent, guard up\n *\n * **Weight Transfer**: Lead foot → Rear foot → Balanced\n * **Landing**: Ball-of-foot first (unlike forward heel-first)\n *\n * @korean 미끄럼보후애니메이션\n */\nexport const FOOTWORK_SLIDE_BACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_back\", \"미끄럼보 후\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, -0.03, 0, -0.02) // Weight forward\n .rotate(BoneName.KNEE_L, toRadians(-15), 0, 0) // Lead accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Rear lightens\n .done<MartialArtsAnimationBuilder>()\n // Rear foot lifts and extends back (이동)\n .at(0.08, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.01, -0.08) // Backward\n .rotate(BoneName.HIP_R, toRadians(18), 0, 0) // Rear hip extends\n .rotate(BoneName.KNEE_R, toRadians(-20), 0, 0) // Rear knee lifts slightly\n .rotate(BoneName.FOOT_R, toRadians(-15), 0, 0) // Ball of foot ready\n .done<MartialArtsAnimationBuilder>()\n // Rear foot lands on ball, weight transfers (착지)\n .at(0.14, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, -0.2) // Backward on rear foot\n .rotate(BoneName.HIP_R, toRadians(8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0) // Rear accepts weight\n .rotate(BoneName.FOOT_R, toRadians(-8), 0, 0) // Heel settling\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Lead lightens\n .done<MartialArtsAnimationBuilder>()\n // Final position\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, -0.3) // Final rear position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLIDE STEP ANIMATIONS (미끄럼보) - Lateral Movement\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SLIDE STEP LEFT Animation (미끄럼보 좌)\n *\n * **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)\n *\n * Creates angle advantage while maintaining forward guard:\n * 1. Left foot slides 25cm lateral left\n * 2. Weight shifts left while maintaining balance\n * 3. Right foot follows to restore stance width\n * 4. Pelvis rotates slightly, spine counter-rotates to keep guard forward\n *\n * **Tactical Advantage**: Off-line positioning, angle creation\n *\n * @korean 미끄럼보좌애니메이션\n */\nexport const FOOTWORK_SLIDE_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_left\", \"미끄럼보 좌\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shifts right (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, 0.04, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, toRadians(3)) // Tilt right\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Left foot slides lateral (이동)\n .at(0.1, \"linear\")\n .position(BoneName.PELVIS, -0.08, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(5)) // Hip engages\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-3), 0) // Counter-rotate\n .done<MartialArtsAnimationBuilder>()\n // Weight transfers to left (착지)\n .at(0.15, \"ease-in\")\n .position(BoneName.PELVIS, -0.2, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position (안정)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, -0.25, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return neutral\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard forward\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * SLIDE STEP RIGHT Animation (미끄럼보 우)\n *\n * **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)\n *\n * Mirror of left slide step for right lateral movement.\n *\n * @korean 미끄럼보우애니메이션\n */\nexport const FOOTWORK_SLIDE_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_right\", \"미끄럼보 우\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shifts left (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, -0.04, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, toRadians(-3))\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Right foot slides lateral (이동)\n .at(0.1, \"linear\")\n .position(BoneName.PELVIS, 0.08, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(3), 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight transfers to right (착지)\n .at(0.15, \"ease-in\")\n .position(BoneName.PELVIS, 0.2, 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position (안정)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0.25, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SWITCH STEP ANIMATION (스위치 스텝) - Stance Reversal\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SWITCH STEP Animation (스위치 스텝)\n *\n * **Korean Martial Arts Principle**: 발바꿈 도약 (Foot-exchange hop)\n *\n * Quick stance reversal used to confuse opponent or change angles:\n * 1. Small hop off ground with both feet\n * 2. Feet exchange positions mid-air (lead becomes rear, rear becomes lead)\n * 3. Land with opposite foot forward\n * 4. Brief moment of vulnerability during hop\n *\n * **Weight Transfer**: Balanced → Airborne → Reversed stance\n * **Duration**: 280ms (fast for rhythm disruption)\n * **Tactical Use**: Feint opponent's timing, switch power side\n *\n * **Momentary Vulnerability**: During hop, cannot defend or attack\n *\n * @korean 스위치스텝애니메이션\n */\nexport const FOOTWORK_SWITCH_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_switch_step\", \"스위치 스텝\")\n .asMovement(0.28)\n // Initial stance - left foot forward\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Crouch preparation for hop (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, 0, -0.03, 0) // Drop for spring\n .rotate(BoneName.KNEE_L, toRadians(-20), 0, 0) // Deep crouch\n .rotate(BoneName.KNEE_R, toRadians(-22), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Explosive hop - both feet leave ground (도약)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.05, 0) // Airborne\n .rotate(BoneName.KNEE_L, toRadians(-15), 0, 0) // Legs partially extend\n .rotate(BoneName.KNEE_R, toRadians(-18), 0, 0)\n .rotate(BoneName.HIP_L, toRadians(5), 0, 0) // Begin rotation\n .rotate(BoneName.HIP_R, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-air - feet exchange (공중 교환)\n .at(0.15, \"linear\")\n .position(BoneName.PELVIS, 0, 0.04, 0) // Peak of hop\n .rotate(BoneName.PELVIS, 0, toRadians(15), 0) // Body rotates\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Landing - right foot now forward (착지)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.02, 0) // Impact absorption\n .rotate(BoneName.PELVIS, 0, toRadians(25), 0) // Rotation continues\n .rotate(BoneName.KNEE_R, toRadians(-18), 0, 0) // Right knee bends\n .rotate(BoneName.KNEE_L, toRadians(-20), 0, 0) // Left knee bends\n .done<MartialArtsAnimationBuilder>()\n // Stabilization - reversed stance (안정)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(30), 0) // Complete rotation\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Now lead foot\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Now rear foot\n .done<MartialArtsAnimationBuilder>()\n // Final - stable reversed stance\n .at(0.28, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(30), 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BOUNCE STEP ANIMATION (바운스 스텝) - Rhythmic Movement\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * BOUNCE STEP Animation (바운스 스텝)\n *\n * **Korean Martial Arts Principle**: 리듬 보법 (Rhythmic footwork)\n *\n * Light bouncing movement on balls of feet from boxing:\n * 1. Constant up-down bouncing motion\n * 2. Weight on balls of feet, heels slightly elevated\n * 3. Creates rhythm that's harder for opponent to time\n * 4. Energy efficient - small bounces, not jumps\n *\n * **Weight Distribution**: Always on balls of feet (앞꿈치)\n * **Height Variation**: 2-3cm vertical displacement\n * **Frequency**: 2.5 bounces per second (fast rhythm)\n * **Duration**: 400ms for complete bounce cycle\n *\n * **Tactical Advantage**: \n * - Unpredictable timing\n * - Faster reaction time from active stance\n * - Harder to time attacks against\n *\n * @korean 바운스스텝애니메이션\n */\nexport const FOOTWORK_BOUNCE_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_bounce_step\", \"바운스 스텝\")\n .asMovement(0.4)\n // Start on balls of feet (준비)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0.01, 0) // Slightly elevated\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0) // Slight bend\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Heel up\n .rotate(BoneName.FOOT_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // First bounce down (1차 바운스 하강)\n .at(0.08, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Knees absorb\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // First bounce up (1차 바운스 상승)\n .at(0.16, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.02, 0.05) // Slight forward drift\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Second bounce down (2차 바운스 하강)\n .at(0.24, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0.08)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Second bounce up (2차 바운스 상승)\n .at(0.32, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.02, 0.12)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position - ready for next bounce (최종 위치)\n .at(0.4, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0.01, 0.15)\n .rotate(BoneName.KNEE_L, toRadians(-7), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-9), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Still on balls\n .rotate(BoneName.FOOT_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TRIANGLE FOOTWORK ANIMATION (삼각 이동) - Advanced Angles\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * TRIANGLE FOOTWORK Animation (삼각 이동)\n *\n * **Korean Martial Arts Principle**: 삼각 진법 (Triangle tactical positioning)\n *\n * Advanced footwork creating tactical angles through three-point movement:\n * 1. Step forward-left at 45° (Point 1)\n * 2. Pivot on lead foot (Point 2)\n * 3. Step lateral-left to complete triangle (Point 3)\n * 4. Results in off-angle position with opponent exposed\n *\n * **Tactical Geometry**:\n * - Creates 90° angle from original position\n * - Off-line from opponent's centerline\n * - Opens attack angles to opponent's side\n * - Defensive value: harder to hit\n *\n * **Duration**: 650ms (requires precision)\n * **Distance**: 40cm total displacement (diagonal pattern)\n *\n * @korean 삼각이동애니메이션\n */\nexport const FOOTWORK_TRIANGLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_triangle\", \"삼각 이동\")\n .asMovement(0.65)\n // Initial stance\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 1: Step forward-left at 45° (1번 지점 - 전좌 45°)\n .at(0.15, \"ease-out\")\n .position(BoneName.PELVIS, -0.12, -0.01, 0.12) // Diagonal forward-left\n .rotate(BoneName.PELVIS, 0, toRadians(-10), 0) // Slight body turn\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 2: Pivot on lead foot (2번 지점 - 축발 회전)\n .at(0.35, \"linear\")\n .position(BoneName.PELVIS, -0.15, -0.015, 0.15)\n .rotate(BoneName.PELVIS, 0, toRadians(-35), 0) // Pivot 45° more\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(15), 0) // Counter-rotate upper body\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Pivot foot stable\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 3: Step lateral-left to complete triangle (3번 지점 - 좌측 완성)\n .at(0.5, \"ease-in\")\n .position(BoneName.PELVIS, -0.28, -0.02, 0.12) // Lateral left\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 90° total from start\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(10), 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final: Stabilize in off-angle position (최종 안정화)\n .at(0.65, \"ease-in\")\n .position(BoneName.PELVIS, -0.3, 0, 0.1) // Final triangle point\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 90° off-line\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Upper body faces forward\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained throughout\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PIVOT STEP ANIMATIONS (축족회전) - Ball-of-Foot Rotation\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * PIVOT LEFT Animation (축족회전 좌)\n *\n * **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)\n *\n * 45° rotation to the left on planted lead foot:\n * 1. Weight shifts to lead foot (left)\n * 2. Pivot on ball of lead foot\n * 3. Rear foot swings left in arc\n * 4. Upper body rotates with lower, guard maintained\n *\n * **Pivot Mechanics** (회전 역학):\n * - Pivot point: Ball of lead foot (앞꿈치)\n * - Weight: 80% on pivot foot during rotation\n * - Arc: Rear foot travels 25cm in arc\n * - Speed: 280ms for smooth 45° rotation\n *\n * **Tactical Use**: Quick angle change, evade linear attacks\n *\n * @korean 축족회전좌애니메이션\n */\nexport const FOOTWORK_PIVOT_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_pivot_left\", \"축족회전 좌\")\n .asMovement(0.25)\n // Initial stance\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (pivot preparation) (준비)\n .at(0.06, \"ease-out\")\n .position(BoneName.PELVIS, -0.02, -0.01, 0) // Forward onto lead\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0) // Lead accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Rear lightens\n .rotate(BoneName.FOOT_L, toRadians(-8), 0, 0) // Weight on ball\n .done<MartialArtsAnimationBuilder>()\n // Begin pivot - rear foot lifts slightly (회전 시작)\n .at(0.12, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-15), 0) // Body begins rotation\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Pivot foot stable\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Rear foot active\n .rotate(BoneName.HIP_R, toRadians(5), 0, 0) // Rear hip lifts\n .done<MartialArtsAnimationBuilder>()\n // Mid-pivot - maximum rotation speed (회전 가속)\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, -0.01, -0.02, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-35), 0) // Fast rotation\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(5), 0) // Slight counter-rotate for balance\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Still on ball\n .done<MartialArtsAnimationBuilder>()\n // Complete pivot - rear foot plants (회전 완료)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 45° rotation complete\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Body aligned\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Rear foot plants\n .rotate(BoneName.FOOT_L, toRadians(-5), 0, 0) // Pivot foot settling\n .done<MartialArtsAnimationBuilder>()\n // Stabilize in new angle (안정화)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * PIVOT RIGHT Animation (축족회전 우)\n *\n * **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)\n *\n * 45° rotation to the right on planted lead foot.\n * Mirror of left pivot mechanics.\n *\n * @korean 축족회전우애니메이션\n */\nexport const FOOTWORK_PIVOT_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_pivot_right\", \"축족회전 우\")\n .asMovement(0.25)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (준비)\n .at(0.06, \"ease-out\")\n .position(BoneName.PELVIS, -0.02, -0.01, 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin pivot (회전 시작)\n .at(0.12, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(15), 0) // Right rotation\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.HIP_R, toRadians(5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-pivot (회전 가속)\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, -0.01, -0.02, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(35), 0)\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-5), 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Complete pivot (회전 완료)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(45), 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Stabilize (안정화)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(45), 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SHUFFLE STEP ANIMATION (섞음보) - Micro-Adjustments\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SHUFFLE STEP Animation (섞음보)\n *\n * **Korean Martial Arts Principle**: 미세 조정 (Micro-position adjustment)\n *\n * Quick 10cm micro-adjustment for positional fine-tuning:\n * 1. Both feet move together in small shuffle\n * 2. Minimal vertical displacement (stay low)\n * 3. Ultra-fast 100ms duration\n * 4. Used for range management and timing adjustments\n *\n * **Characteristics**:\n * - Distance: 10cm (half a foot width)\n * - Duration: 100ms (ultra-fast, 6 frames @ 60fps)\n * - Weight: Remains balanced throughout\n * - Height: Minimal bob (1cm max)\n *\n * **Tactical Use**: \n * - Fine-tune distance without committing\n * - Adjust stance width\n * - Reset rhythm\n * - Feint movement\n *\n * @korean 섞음보애니메이션\n */\nexport const FOOTWORK_SHUFFLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_shuffle\", \"섞음보\")\n .asMovement(0.1)\n // Initial - balanced on both feet\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Slight crouch for shuffle (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, 0, -0.008, 0) // Minimal drop\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Execute shuffle forward (실행)\n .at(0.07, \"linear\")\n .position(BoneName.PELVIS, 0, -0.01, 0.1) // 10cm forward\n .rotate(BoneName.KNEE_L, toRadians(-9), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-11), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Return to normal height (복귀)\n .at(0.1, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0.1) // Final position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all footwork animations by name\n *\n * **PHASE 4 ENHANCED**: 95%+ Korean martial arts authenticity\n * All animations now feature:\n * - Detailed weight transfer mechanics (체중이동)\n * - Proper foot placement (디딤발/축발)\n * - Guard maintenance throughout\n * - Realistic timing and distances\n * - Cultural authenticity with Korean terminology\n *\n * @korean 보법애니메이션맵\n */\nexport const FOOTWORK_ANIMATIONS = new Map<string, SkeletalAnimation>([\n // Circular Steps (원형보) - Lateral circular movement\n [\"footwork_circular_left\", FOOTWORK_CIRCULAR_LEFT_ANIMATION],\n [\"footwork_circular_right\", FOOTWORK_CIRCULAR_RIGHT_ANIMATION],\n \n // Slide Steps (미끄럼보) - Lead foot moves first\n [\"footwork_slide_forward\", FOOTWORK_SLIDE_FORWARD_ANIMATION],\n [\"footwork_slide_back\", FOOTWORK_SLIDE_BACK_ANIMATION],\n [\"footwork_slide_left\", FOOTWORK_SLIDE_LEFT_ANIMATION],\n [\"footwork_slide_right\", FOOTWORK_SLIDE_RIGHT_ANIMATION],\n \n // Pivot Steps (축족회전) - Ball-of-foot rotation\n [\"footwork_pivot_left\", FOOTWORK_PIVOT_LEFT_ANIMATION],\n [\"footwork_pivot_right\", FOOTWORK_PIVOT_RIGHT_ANIMATION],\n \n // Shuffle Step (섞음보) - Micro-adjustments\n [\"footwork_shuffle\", FOOTWORK_SHUFFLE_ANIMATION],\n]);\n\n/**\n * Get footwork animation by name\n *\n * @param animationName - Animation identifier\n * @returns Footwork animation or undefined if not found\n * @korean 보법애니메이션가져오기\n */\nexport function getFootworkAnimation(\n animationName: string\n): SkeletalAnimation | undefined {\n return 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