blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,64 @@
1
+ import type { SkeletalAnimation } from "../../../types/skeletal";
2
+ /**
3
+ * Flowing River Strike - 유수타격
4
+ *
5
+ * Signature Gam technique that flows like water around defenses.
6
+ * Unlike direct strikes, this follows a curved path to bypass guards.
7
+ *
8
+ * Target: Face/Neck via curved trajectory
9
+ * Principle: Flow (Yu)
10
+ *
11
+ * Phases:
12
+ * 1. Flow Entry (유입): Circular wind-up
13
+ * 2. Curve (곡선): Arcing strike path
14
+ * 3. Impact (타격): Fluid impact
15
+ * 4. Continue (지속): Follow-through like flowing water
16
+ *
17
+ * @korean 유수타격애니메이션
18
+ */
19
+ export declare const GAM_FLOWING_RIVER_STRIKE: SkeletalAnimation;
20
+ /**
21
+ * Redirection Counter - 방향전환반격
22
+ *
23
+ * Using the opponent's momentum against them.
24
+ * Catching an attack and redirecting it while striking.
25
+ *
26
+ * Principle: Redirection (Banghyang Jeonhwan)
27
+ *
28
+ * @korean 방향전환반격애니메이션
29
+ */
30
+ export declare const GAM_REDIRECTION_COUNTER: SkeletalAnimation;
31
+ /**
32
+ * Tidal Wave Palm - 해일장
33
+ *
34
+ * A heavy, crashing palm strike that mimics a tidal wave.
35
+ * Builds energy from the ground up through a fluid body wave.
36
+ *
37
+ * Target: Chest/Solar Plexus
38
+ * Principle: Heavy Flow (Jungrryu)
39
+ *
40
+ * @korean 해일장애니메이션
41
+ */
42
+ export declare const GAM_TIDAL_WAVE_PALM: SkeletalAnimation;
43
+ /**
44
+ * Whirlpool Counter - 소용돌이반격
45
+ *
46
+ * Circular defensive movement that traps the opponent's limb.
47
+ *
48
+ * Principle: Vortex (Soyongdori)
49
+ *
50
+ * @korean 소용돌이반격애니메이션
51
+ */
52
+ export declare const GAM_WHIRLPOOL_COUNTER: SkeletalAnimation;
53
+ /**
54
+ * Flowing Block - 유수막기 (Gam Water-Style Flowing Deflection)
55
+ *
56
+ * Soft blocking technique that absorbs and redirects force like water flowing around a rock.
57
+ * Circular, continuous motion that yields rather than resists.
58
+ *
59
+ * Duration: 450ms (Slower, flowing defensive motion)
60
+ *
61
+ * @korean 유수막기애니메이션
62
+ */
63
+ export declare const GAM_FLOWING_BLOCK: SkeletalAnimation;
64
+ //# sourceMappingURL=GamRedirectionAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GamRedirectionAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/GamRedirectionAnimations.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAO1D;;;;;;;;;;;;;;;;GAgBG;AACH,eAAO,MAAM,wBAAwB,EAAE,iBAO3B,CAAC;AAEb;;;;;;;;;GASG;AACH,eAAO,MAAM,uBAAuB,EAAE,iBAO1B,CAAC;AAEb;;;;;;;;;;GAUG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAOtB,CAAC;AAEb;;;;;;;;GAQG;AACH,eAAO,MAAM,qBAAqB,EAAE,iBAOxB,CAAC;AAEb;;;;;;;;;GASG;AACH,eAAO,MAAM,iBAAiB,EAAE,iBAOpB,CAAC"}
@@ -0,0 +1,68 @@
1
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
2
+ //#region src/systems/animation/catalogs/GamRedirectionAnimations.ts
3
+ /**
4
+ * Flowing River Strike - 유수타격
5
+ *
6
+ * Signature Gam technique that flows like water around defenses.
7
+ * Unlike direct strikes, this follows a curved path to bypass guards.
8
+ *
9
+ * Target: Face/Neck via curved trajectory
10
+ * Principle: Flow (Yu)
11
+ *
12
+ * Phases:
13
+ * 1. Flow Entry (유입): Circular wind-up
14
+ * 2. Curve (곡선): Arcing strike path
15
+ * 3. Impact (타격): Fluid impact
16
+ * 4. Continue (지속): Follow-through like flowing water
17
+ *
18
+ * @korean 유수타격애니메이션
19
+ */
20
+ var GAM_FLOWING_RIVER_STRIKE = MartialArtsAnimationBuilder.create("flowing_river_strike", "유수타격").asAttack(.7).stance().parry(.2).hookPunch(.3).recover(.2).build();
21
+ /**
22
+ * Redirection Counter - 방향전환반격
23
+ *
24
+ * Using the opponent's momentum against them.
25
+ * Catching an attack and redirecting it while striking.
26
+ *
27
+ * Principle: Redirection (Banghyang Jeonhwan)
28
+ *
29
+ * @korean 방향전환반격애니메이션
30
+ */
31
+ var GAM_REDIRECTION_COUNTER = MartialArtsAnimationBuilder.create("redirection_counter", "방향전환반격").asDefense(.6).parry(.15).wristTwist(.15).palmStrike(.15).recover(.15).build();
32
+ /**
33
+ * Tidal Wave Palm - 해일장
34
+ *
35
+ * A heavy, crashing palm strike that mimics a tidal wave.
36
+ * Builds energy from the ground up through a fluid body wave.
37
+ *
38
+ * Target: Chest/Solar Plexus
39
+ * Principle: Heavy Flow (Jungrryu)
40
+ *
41
+ * @korean 해일장애니메이션
42
+ */
43
+ var GAM_TIDAL_WAVE_PALM = MartialArtsAnimationBuilder.create("tidal_wave_palm", "해일장").asAttack(.8).stance().punchWindup(.25).palmStrike(.3).recover(.25).build();
44
+ /**
45
+ * Whirlpool Counter - 소용돌이반격
46
+ *
47
+ * Circular defensive movement that traps the opponent's limb.
48
+ *
49
+ * Principle: Vortex (Soyongdori)
50
+ *
51
+ * @korean 소용돌이반격애니메이션
52
+ */
53
+ var GAM_WHIRLPOOL_COUNTER = MartialArtsAnimationBuilder.create("whirlpool_counter", "소용돌이반격").asDefense(.7).parry(.15).wristTwist(.2).jointLock(.2).recover(.15).build();
54
+ /**
55
+ * Flowing Block - 유수막기 (Gam Water-Style Flowing Deflection)
56
+ *
57
+ * Soft blocking technique that absorbs and redirects force like water flowing around a rock.
58
+ * Circular, continuous motion that yields rather than resists.
59
+ *
60
+ * Duration: 450ms (Slower, flowing defensive motion)
61
+ *
62
+ * @korean 유수막기애니메이션
63
+ */
64
+ var GAM_FLOWING_BLOCK = MartialArtsAnimationBuilder.create("gam_flowing_block", "유수막기").asDefense(.45).shift(.1, "ease-out").parry(.15, "linear").shift(.1, "linear").recover(.1).build();
65
+ //#endregion
66
+ export { GAM_FLOWING_BLOCK, GAM_FLOWING_RIVER_STRIKE, GAM_REDIRECTION_COUNTER, GAM_TIDAL_WAVE_PALM, GAM_WHIRLPOOL_COUNTER };
67
+
68
+ //# sourceMappingURL=GamRedirectionAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GamRedirectionAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GamRedirectionAnimations.ts"],"sourcesContent":["import type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// GAM TRIGRAM (감) - WATER: REDIRECTION & FLOW (유수/방향전환)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Flowing River Strike - 유수타격\n *\n * Signature Gam technique that flows like water around defenses.\n * Unlike direct strikes, this follows a curved path to bypass guards.\n *\n * Target: Face/Neck via curved trajectory\n * Principle: Flow (Yu)\n *\n * Phases:\n * 1. Flow Entry (유입): Circular wind-up\n * 2. Curve (곡선): Arcing strike path\n * 3. Impact (타격): Fluid impact\n * 4. Continue (지속): Follow-through like flowing water\n *\n * @korean 유수타격애니메이션\n */\nexport const GAM_FLOWING_RIVER_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flowing_river_strike\", \"유수타격\")\n .asAttack(0.7)\n .stance()\n .parry(0.2) // Initial defensive flow\n .hookPunch(0.3) // Curved strike execution (using hook primitive for curve)\n .recover(0.2) // Flow back\n .build();\n\n/**\n * Redirection Counter - 방향전환반격\n *\n * Using the opponent's momentum against them.\n * Catching an attack and redirecting it while striking.\n *\n * Principle: Redirection (Banghyang Jeonhwan)\n *\n * @korean 방향전환반격애니메이션\n */\nexport const GAM_REDIRECTION_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"redirection_counter\", \"방향전환반격\")\n .asDefense(0.6)\n .parry(0.15) // Catch/Deflect\n .wristTwist(0.15) // Redirect vector\n .palmStrike(0.15) // Simultaneous counter\n .recover(0.15)\n .build();\n\n/**\n * Tidal Wave Palm - 해일장\n *\n * A heavy, crashing palm strike that mimics a tidal wave.\n * Builds energy from the ground up through a fluid body wave.\n *\n * Target: Chest/Solar Plexus\n * Principle: Heavy Flow (Jungrryu)\n *\n * @korean 해일장애니메이션\n */\nexport const GAM_TIDAL_WAVE_PALM: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tidal_wave_palm\", \"해일장\")\n .asAttack(0.8)\n .stance()\n .punchWindup(0.25) // Deep gathering like drawing water\n .palmStrike(0.3) // Heavy crashing extension\n .recover(0.25)\n .build();\n\n/**\n * Whirlpool Counter - 소용돌이반격\n *\n * Circular defensive movement that traps the opponent's limb.\n *\n * Principle: Vortex (Soyongdori)\n *\n * @korean 소용돌이반격애니메이션\n */\nexport const GAM_WHIRLPOOL_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"whirlpool_counter\", \"소용돌이반격\")\n .asDefense(0.7)\n .parry(0.15) // Outer deflection\n .wristTwist(0.2) // Circular trap\n .jointLock(0.2) // Lock in the center\n .recover(0.15)\n .build();\n\n/**\n * Flowing Block - 유수막기 (Gam Water-Style Flowing Deflection)\n *\n * Soft blocking technique that absorbs and redirects force like water flowing around a rock.\n * Circular, continuous motion that yields rather than resists.\n *\n * Duration: 450ms (Slower, flowing defensive motion)\n *\n * @korean 유수막기애니메이션\n */\nexport const GAM_FLOWING_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flowing_block\", \"유수막기\")\n .asDefense(0.45)\n .shift(0.1, \"ease-out\") // Initial yielding motion\n .parry(0.15, \"linear\") // Continuous flowing deflection\n .shift(0.1, \"linear\") // Body flows with the deflection\n .recover(0.1)\n .build();\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAwBA,IAAa,2BACX,4BAA4B,OAAO,wBAAwB,OAAO,CAC/D,SAAS,GAAI,CACb,QAAQ,CACR,MAAM,GAAI,CACV,UAAU,GAAI,CACd,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;;;AAYZ,IAAa,0BACX,4BAA4B,OAAO,uBAAuB,SAAS,CAChE,UAAU,GAAI,CACd,MAAM,IAAK,CACX,WAAW,IAAK,CAChB,WAAW,IAAK,CAChB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;;;;AAaZ,IAAa,sBACX,4BAA4B,OAAO,mBAAmB,MAAM,CACzD,SAAS,GAAI,CACb,QAAQ,CACR,YAAY,IAAK,CACjB,WAAW,GAAI,CACf,QAAQ,IAAK,CACb,OAAO;;;;;;;;;;AAWZ,IAAa,wBACX,4BAA4B,OAAO,qBAAqB,SAAS,CAC9D,UAAU,GAAI,CACd,MAAM,IAAK,CACX,WAAW,GAAI,CACf,UAAU,GAAI,CACd,QAAQ,IAAK,CACb,OAAO;;;;;;;;;;;AAYZ,IAAa,oBACX,4BAA4B,OAAO,qBAAqB,OAAO,CAC5D,UAAU,IAAK,CACf,MAAM,IAAK,WAAW,CACtB,MAAM,KAAM,SAAS,CACrB,MAAM,IAAK,SAAS,CACpB,QAAQ,GAAI,CACZ,OAAO"}
@@ -0,0 +1,111 @@
1
+ /**
2
+ * ☵ Gam (Water) Stance-Specific Animations
3
+ *
4
+ * Specialized idle, movement, guard, and adaptive counter animations for the Gam (감/Water) trigram.
5
+ * Embodies adaptive flow and redirection from Hapkido techniques with water-like yielding principles.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 합기도 적응 기술 (Hapkido Adaptive Techniques)
9
+ * - **특성**: 혈류 차단 (Blood Flow Disruption), 양보와 방향 전환 (Yielding and Redirecting)
10
+ * - **철학**: 물의 적응력 (Water's Adaptability), 흐름의 지혜 (Flowing Wisdom)
11
+ * - **대표 기술**: 수류반격 (Water Flow Counter/Adaptive Redirection)
12
+ *
13
+ * Animation Philosophy:
14
+ * - **물처럼 흘러라** (Flow Like Water) - No resistance, only adaptation
15
+ * - **적의 힘을 이용** (Use Enemy's Force) - Redirection over blocking
16
+ * - **완전한 이완** (Complete Relaxation) - No tension in movements
17
+ * - **끊임없는 적응** (Endless Adaptation) - Constant readiness to adjust
18
+ *
19
+ * @module systems/animation/catalogs/GamStanceAnimations
20
+ * @category Animation
21
+ * @korean 감괘자세애니메이션
22
+ */
23
+ import type { SkeletalAnimation } from "../../../types/skeletal";
24
+ /**
25
+ * Gam Idle Flowing Animation
26
+ *
27
+ * **Korean**: 감괘 흐름 자세 (Gam-gwae Heureum Jase)
28
+ * **Philosophy**: Water's adaptability through relaxed readiness
29
+ *
30
+ * Characteristics:
31
+ * - Complete relaxation with no tension
32
+ * - Subtle weight shifts demonstrating adaptability
33
+ * - Shoulders completely loose and low
34
+ * - Hands open and ready to receive force
35
+ * - Breathing deep and flowing like water
36
+ *
37
+ * Animation Cycle:
38
+ * - 0ms: Neutral relaxed position
39
+ * - 625ms: Subtle weight shift left (물의 호흡)
40
+ * - 1250ms: Return to center
41
+ * - 1875ms: Subtle weight shift right
42
+ * - 2500ms: Complete cycle
43
+ *
44
+ * @korean 감괘흐름자세
45
+ * @duration 2500ms (2.5 second cycle)
46
+ * @category Idle Animation
47
+ */
48
+ export declare const GAM_IDLE_FLOWING: SkeletalAnimation;
49
+ /**
50
+ * Gam Yielding Sidestep Animation
51
+ *
52
+ * **Korean**: 물의 양보 (Mul-ui Yangbo) - Water's Yielding
53
+ * **Technique**: Lateral movement yielding to opponent's force
54
+ *
55
+ * Characteristics:
56
+ * - Weight transfer follows natural flow
57
+ * - Upper body remains centered and relaxed
58
+ * - Feet glide rather than step
59
+ * - No resistance, only adaptation
60
+ * - Seamless transition to counter position
61
+ *
62
+ * Animation Phases:
63
+ * - 0-167ms: Initial weight shift (양보 시작)
64
+ * - 167-400ms: Gliding lateral movement (흐름)
65
+ * - 400-583ms: Landing and settling (정착)
66
+ *
67
+ * @korean 물의양보
68
+ * @frames 10 frames (58.3ms per frame at 60fps, total 583ms)
69
+ * @duration 583ms
70
+ * @category Movement Animation
71
+ */
72
+ export declare const GAM_YIELDING_SIDESTEP: SkeletalAnimation;
73
+ /**
74
+ * Gam Flowing Retreat Step Animation
75
+ *
76
+ * **Korean**: 수류 후퇴 (Suryu Hutoe) - Water Flow Retreat
77
+ * **Technique**: Backward movement with no resistance
78
+ *
79
+ * Characteristics:
80
+ * - Body flows with opponent's momentum
81
+ * - Hands stay forward to maintain contact
82
+ * - No breaking of flow, continuous movement
83
+ * - Seamless transition to counter position
84
+ * - Weight shifts smoothly backward
85
+ *
86
+ * Animation Phases:
87
+ * - 0-200ms: Initial backward flow (후퇴 시작)
88
+ * - 200-533ms: Continuous backward glide (지속 흐름)
89
+ * - 533-750ms: Settling in counter position (반격 준비)
90
+ *
91
+ * @korean 수류후퇴
92
+ * @frames 13 frames (57.7ms per frame at 60fps, total 750ms)
93
+ * @duration 750ms
94
+ * @category Movement Animation
95
+ */
96
+ export declare const GAM_FLOWING_RETREAT_STEP: SkeletalAnimation;
97
+ /**
98
+ * All Gam stance animations for idle, movement, and combat techniques
99
+ */
100
+ export declare const GAM_STANCE_ANIMATIONS: {
101
+ readonly idle: SkeletalAnimation;
102
+ readonly movement: {
103
+ readonly yieldingSidestep: SkeletalAnimation;
104
+ readonly flowingRetreat: SkeletalAnimation;
105
+ };
106
+ readonly techniques: {
107
+ readonly waterFlowCounter: SkeletalAnimation;
108
+ readonly flowingTakedown: SkeletalAnimation;
109
+ };
110
+ };
111
+ //# sourceMappingURL=GamStanceAnimations.d.ts.map
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+ {"version":3,"file":"GamStanceAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/GamStanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAGH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAa1D;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,eAAO,MAAM,gBAAgB,EAAE,iBA6DnB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,qBAAqB,EAAE,iBAoCxB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,wBAAwB,EAAE,iBA0C3B,CAAC;AAMb;;GAEG;AACH,eAAO,MAAM,qBAAqB;;;;;;;;;;CAWxB,CAAC"}
@@ -0,0 +1,9 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import "./GamTechniqueAnimations.js";
4
+ MartialArtsAnimationBuilder.create("gam_idle_flowing", "감괘 흐름 자세").asIdle(2.5, true).at(0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .09, .14, -.17).rotate(BoneName.SHOULDER_R, .09, -.14, .17).rotate(BoneName.ELBOW_L, 0, 0, -.52).rotate(BoneName.ELBOW_R, 0, 0, .52).rotate(BoneName.WRIST_L, -.09, 0, -.05).rotate(BoneName.WRIST_R, -.09, 0, .05).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.625).rotate(BoneName.PELVIS, 0, 0, -.0349).rotate(BoneName.SPINE_UPPER, 0, -.0349, 0).rotate(BoneName.SHOULDER_L, .1, .17, -.21).rotate(BoneName.SHOULDER_R, .07, -.1, .14).rotate(BoneName.WRIST_L, -.05, 0, -.09).rotate(BoneName.WRIST_R, -.12, 0, .02).position(BoneName.PELVIS, -.01, 0, 0).done().at(1.25).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .09, .14, -.17).rotate(BoneName.SHOULDER_R, .09, -.14, .17).rotate(BoneName.WRIST_L, -.09, 0, -.05).rotate(BoneName.WRIST_R, -.09, 0, .05).position(BoneName.PELVIS, 0, 0, 0).done().at(1.875).rotate(BoneName.PELVIS, 0, 0, .0349).rotate(BoneName.SPINE_UPPER, 0, .0349, 0).rotate(BoneName.SHOULDER_L, .07, .1, -.14).rotate(BoneName.SHOULDER_R, .1, -.17, .21).rotate(BoneName.WRIST_L, -.12, 0, -.02).rotate(BoneName.WRIST_R, -.05, 0, .09).position(BoneName.PELVIS, .01, 0, 0).done().at(2.5).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .09, .14, -.17).rotate(BoneName.SHOULDER_R, .09, -.14, .17).rotate(BoneName.ELBOW_L, 0, 0, -.52).rotate(BoneName.ELBOW_R, 0, 0, .52).rotate(BoneName.WRIST_L, -.09, 0, -.05).rotate(BoneName.WRIST_R, -.09, 0, .05).position(BoneName.PELVIS, 0, 0, 0).done().build();
5
+ MartialArtsAnimationBuilder.create("gam_yielding_sidestep", "물의 양보").asMovement(.583, false).at(0).rotate(BoneName.PELVIS, 0, -.09, 0).rotate(BoneName.SPINE_UPPER, 0, -.05, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .09, .14, -.17).rotate(BoneName.SHOULDER_R, .09, -.14, .17).position(BoneName.PELVIS, 0, 0, 0).done().at(.283).rotate(BoneName.PELVIS, 0, -.14, 0).rotate(BoneName.SPINE_UPPER, 0, -.03, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .1, .17, -.14).rotate(BoneName.SHOULDER_R, .08, -.1, .14).position(BoneName.PELVIS, -.12, .01, 0).done().at(.583).rotate(BoneName.PELVIS, 0, -.1, 0).rotate(BoneName.SPINE_UPPER, 0, -.02, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .09, .14, -.17).rotate(BoneName.SHOULDER_R, .09, -.14, .17).position(BoneName.PELVIS, -.2, 0, 0).done().build();
6
+ MartialArtsAnimationBuilder.create("gam_flowing_retreat_step", "수류 후퇴").asMovement(.75, false).at(0).rotate(BoneName.PELVIS, -.05, 0, 0).rotate(BoneName.SPINE_UPPER, -.03, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.SHOULDER_L, .05, .17, -.14).rotate(BoneName.SHOULDER_R, .05, -.17, .14).rotate(BoneName.ELBOW_L, 0, 0, -.7).rotate(BoneName.ELBOW_R, 0, 0, .7).position(BoneName.PELVIS, 0, 0, 0).done().at(.367).rotate(BoneName.PELVIS, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, -.05, 0, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .07, .21, -.17).rotate(BoneName.SHOULDER_R, .07, -.21, .17).rotate(BoneName.ELBOW_L, 0, 0, -.87).rotate(BoneName.ELBOW_R, 0, 0, .87).position(BoneName.PELVIS, 0, -.02, -.25).done().at(.75).rotate(BoneName.PELVIS, -.07, 0, 0).rotate(BoneName.SPINE_UPPER, -.03, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .09, .17, -.14).rotate(BoneName.SHOULDER_R, .09, -.17, .14).rotate(BoneName.ELBOW_L, 0, 0, -.52).rotate(BoneName.ELBOW_R, 0, 0, .52).position(BoneName.PELVIS, 0, 0, -.4).done().build();
7
+ //#endregion
8
+
9
+ //# sourceMappingURL=GamStanceAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GamStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GamStanceAnimations.ts"],"sourcesContent":["/**\n * ☵ Gam (Water) Stance-Specific Animations\n *\n * Specialized idle, movement, guard, and adaptive counter animations for the Gam (감/Water) trigram.\n * Embodies adaptive flow and redirection from Hapkido techniques with water-like yielding principles.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 합기도 적응 기술 (Hapkido Adaptive Techniques)\n * - **특성**: 혈류 차단 (Blood Flow Disruption), 양보와 방향 전환 (Yielding and Redirecting)\n * - **철학**: 물의 적응력 (Water's Adaptability), 흐름의 지혜 (Flowing Wisdom)\n * - **대표 기술**: 수류반격 (Water Flow Counter/Adaptive Redirection)\n *\n * Animation Philosophy:\n * - **물처럼 흘러라** (Flow Like Water) - No resistance, only adaptation\n * - **적의 힘을 이용** (Use Enemy's Force) - Redirection over blocking\n * - **완전한 이완** (Complete Relaxation) - No tension in movements\n * - **끊임없는 적응** (Endless Adaptation) - Constant readiness to adjust\n *\n * @module systems/animation/catalogs/GamStanceAnimations\n * @category Animation\n * @korean 감괘자세애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// Import Gam Water adaptive techniques (감괘 적응 기술)\nimport {\n GAM_WATER_FLOW_COUNTER_ANIMATION,\n GAM_FLOWING_TAKEDOWN,\n} from \"./GamTechniqueAnimations\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ GAM IDLE FLOWING ANIMATION (감괘 흐름 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gam Idle Flowing Animation\n *\n * **Korean**: 감괘 흐름 자세 (Gam-gwae Heureum Jase)\n * **Philosophy**: Water's adaptability through relaxed readiness\n *\n * Characteristics:\n * - Complete relaxation with no tension\n * - Subtle weight shifts demonstrating adaptability\n * - Shoulders completely loose and low\n * - Hands open and ready to receive force\n * - Breathing deep and flowing like water\n *\n * Animation Cycle:\n * - 0ms: Neutral relaxed position\n * - 625ms: Subtle weight shift left (물의 호흡)\n * - 1250ms: Return to center\n * - 1875ms: Subtle weight shift right\n * - 2500ms: Complete cycle\n *\n * @korean 감괘흐름자세\n * @duration 2500ms (2.5 second cycle)\n * @category Idle Animation\n */\nexport const GAM_IDLE_FLOWING: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gam_idle_flowing\",\n \"감괘 흐름 자세\"\n )\n .asIdle(2.5, true)\n // Keyframe 0ms: Neutral relaxed position (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.SHOULDER_L, 0.09, 0.14, -0.17) // ~5°, ~8°, ~-10° (relaxed low)\n .rotate(BoneName.SHOULDER_R, 0.09, -0.14, 0.17) // ~5°, ~-8°, ~10°\n .rotate(BoneName.ELBOW_L, 0, 0, -0.52) // -30° (soft bend)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.52) // 30° (soft bend)\n .rotate(BoneName.WRIST_L, -0.09, 0, -0.05) // -5°, 0°, -3° (relaxed wrists)\n .rotate(BoneName.WRIST_R, -0.09, 0, 0.05) // -5°, 0°, 3°\n .rotate(BoneName.HEAD, 0, 0, 0) // Head neutral, aware\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 625ms: Subtle weight shift left (물의 호흡)\n .at(0.625)\n .rotate(BoneName.PELVIS, 0, 0, -0.0349) // 0°, 0°, -2° (minimal shift)\n .rotate(BoneName.SPINE_UPPER, 0, -0.0349, 0) // 0°, -2°, 0° (flowing with weight)\n .rotate(BoneName.SHOULDER_L, 0.10, 0.17, -0.21) // 6°, 10°, -12° (left rises slightly)\n .rotate(BoneName.SHOULDER_R, 0.07, -0.10, 0.14) // 4°, -6°, 8° (right lowers)\n .rotate(BoneName.WRIST_L, -0.05, 0, -0.09) // -3°, 0°, -5° (subtle flow)\n .rotate(BoneName.WRIST_R, -0.12, 0, 0.02) // -7°, 0°, 1°\n .position(BoneName.PELVIS, -0.01, 0, 0) // Minimal lateral shift left\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1250ms: Return to center\n .at(1.25)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, 0.09, 0.14, -0.17)\n .rotate(BoneName.SHOULDER_R, 0.09, -0.14, 0.17)\n .rotate(BoneName.WRIST_L, -0.09, 0, -0.05)\n .rotate(BoneName.WRIST_R, -0.09, 0, 0.05)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1875ms: Subtle weight shift right\n .at(1.875)\n .rotate(BoneName.PELVIS, 0, 0, 0.0349) // 0°, 0°, 2° (minimal shift)\n .rotate(BoneName.SPINE_UPPER, 0, 0.0349, 0) // 0°, 2°, 0°\n .rotate(BoneName.SHOULDER_L, 0.07, 0.10, -0.14) // 4°, 6°, -8° (left lowers)\n .rotate(BoneName.SHOULDER_R, 0.10, -0.17, 0.21) // 6°, -10°, 12° (right rises)\n .rotate(BoneName.WRIST_L, -0.12, 0, -0.02) // -7°, 0°, -1°\n .rotate(BoneName.WRIST_R, -0.05, 0, 0.09) // -3°, 0°, 5°\n .position(BoneName.PELVIS, 0.01, 0, 0) // Minimal lateral shift right\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2500ms: Return to start (complete cycle)\n .at(2.5)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, 0.09, 0.14, -0.17)\n .rotate(BoneName.SHOULDER_R, 0.09, -0.14, 0.17)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.52)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.52)\n .rotate(BoneName.WRIST_L, -0.09, 0, -0.05)\n .rotate(BoneName.WRIST_R, -0.09, 0, 0.05)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ GAM YIELDING SIDESTEP (물의 양보)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gam Yielding Sidestep Animation\n *\n * **Korean**: 물의 양보 (Mul-ui Yangbo) - Water's Yielding\n * **Technique**: Lateral movement yielding to opponent's force\n *\n * Characteristics:\n * - Weight transfer follows natural flow\n * - Upper body remains centered and relaxed\n * - Feet glide rather than step\n * - No resistance, only adaptation\n * - Seamless transition to counter position\n *\n * Animation Phases:\n * - 0-167ms: Initial weight shift (양보 시작)\n * - 167-400ms: Gliding lateral movement (흐름)\n * - 400-583ms: Landing and settling (정착)\n *\n * @korean 물의양보\n * @frames 10 frames (58.3ms per frame at 60fps, total 583ms)\n * @duration 583ms\n * @category Movement Animation\n */\nexport const GAM_YIELDING_SIDESTEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gam_yielding_sidestep\",\n \"물의 양보\"\n )\n .asMovement(0.583, false)\n // Phase 1: Initial weight shift (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0, -0.09, 0) // 0°, -5° (weight begins shift)\n .rotate(BoneName.SPINE_UPPER, 0, -0.05, 0) // Upper body stays centered\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (left leg loads)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (right leg ready to glide)\n .rotate(BoneName.SHOULDER_L, 0.09, 0.14, -0.17) // Relaxed guard maintained\n .rotate(BoneName.SHOULDER_R, 0.09, -0.14, 0.17)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Gliding lateral movement (283ms - midpoint)\n .at(0.283)\n .rotate(BoneName.PELVIS, 0, -0.14, 0) // 0°, -8° (flowing lateral)\n .rotate(BoneName.SPINE_UPPER, 0, -0.03, 0) // Minimal rotation\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° (left leg extends)\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° (right leg glides)\n .rotate(BoneName.SHOULDER_L, 0.10, 0.17, -0.14) // Slight adjustment\n .rotate(BoneName.SHOULDER_R, 0.08, -0.10, 0.14)\n .position(BoneName.PELVIS, -0.12, 0.01, 0) // Lateral with slight rise\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Landing and settling (583ms)\n .at(0.583)\n .rotate(BoneName.PELVIS, 0, -0.10, 0) // 0°, -6° (settled)\n .rotate(BoneName.SPINE_UPPER, 0, -0.02, 0) // Return to center\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (grounded)\n .rotate(BoneName.SHOULDER_L, 0.09, 0.14, -0.17) // Guard restored\n .rotate(BoneName.SHOULDER_R, 0.09, -0.14, 0.17)\n .position(BoneName.PELVIS, -0.20, 0, 0) // Final lateral position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ GAM FLOWING RETREAT STEP (수류 후퇴)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gam Flowing Retreat Step Animation\n *\n * **Korean**: 수류 후퇴 (Suryu Hutoe) - Water Flow Retreat\n * **Technique**: Backward movement with no resistance\n *\n * Characteristics:\n * - Body flows with opponent's momentum\n * - Hands stay forward to maintain contact\n * - No breaking of flow, continuous movement\n * - Seamless transition to counter position\n * - Weight shifts smoothly backward\n *\n * Animation Phases:\n * - 0-200ms: Initial backward flow (후퇴 시작)\n * - 200-533ms: Continuous backward glide (지속 흐름)\n * - 533-750ms: Settling in counter position (반격 준비)\n *\n * @korean 수류후퇴\n * @frames 13 frames (57.7ms per frame at 60fps, total 750ms)\n * @duration 750ms\n * @category Movement Animation\n */\nexport const GAM_FLOWING_RETREAT_STEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gam_flowing_retreat_step\",\n \"수류 후퇴\"\n )\n .asMovement(0.75, false)\n // Phase 1: Initial backward flow (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, -0.05, 0, 0) // -3° (lean back begins)\n .rotate(BoneName.SPINE_UPPER, -0.03, 0, 0) // Slight backward lean\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (front leg ready)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (back leg loads)\n .rotate(BoneName.SHOULDER_L, 0.05, 0.17, -0.14) // 3°, 10°, -8° (hands forward)\n .rotate(BoneName.SHOULDER_R, 0.05, -0.17, 0.14) // Maintain contact position\n .rotate(BoneName.ELBOW_L, 0, 0, -0.70) // -40° (arms extending forward)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.70) // To maintain contact\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Continuous backward glide (367ms - midpoint)\n .at(0.367)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° (flowing back)\n .rotate(BoneName.SPINE_UPPER, -0.05, 0, 0) // Maintain forward contact\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° (front leg extends)\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° (back leg absorbs)\n .rotate(BoneName.SHOULDER_L, 0.07, 0.21, -0.17) // Arms extend to maintain\n .rotate(BoneName.SHOULDER_R, 0.07, -0.21, 0.17)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.87) // -50° (maximum extension)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.87)\n .position(BoneName.PELVIS, 0, -0.02, -0.25) // Back and slightly down\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Settling in counter position (750ms)\n .at(0.75)\n .rotate(BoneName.PELVIS, -0.07, 0, 0) // -4° (settled back)\n .rotate(BoneName.SPINE_UPPER, -0.03, 0, 0) // Upright but ready\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable front)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (grounded back)\n .rotate(BoneName.SHOULDER_L, 0.09, 0.17, -0.14) // Return to guard\n .rotate(BoneName.SHOULDER_R, 0.09, -0.17, 0.14)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.52) // -30° (guard position)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.52)\n .position(BoneName.PELVIS, 0, 0, -0.40) // Final backward position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * All Gam stance animations for idle, movement, and combat techniques\n */\nexport const GAM_STANCE_ANIMATIONS = {\n idle: GAM_IDLE_FLOWING,\n movement: {\n yieldingSidestep: GAM_YIELDING_SIDESTEP,\n flowingRetreat: GAM_FLOWING_RETREAT_STEP,\n },\n // Water Adaptive Counter Techniques (감괘 적응 기술)\n techniques: {\n waterFlowCounter: GAM_WATER_FLOW_COUNTER_ANIMATION,\n flowingTakedown: GAM_FLOWING_TAKEDOWN,\n },\n} as 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@@ -0,0 +1,82 @@
1
+ /**
2
+ * ☵ Gam (Water) Technique Combat Animations
3
+ *
4
+ * Advanced combat technique animations for the Gam (감/Water) trigram focusing on
5
+ * adaptive counters, flowing redirection, and takedown techniques from Hapkido.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **기술 유형**: 반격 기술 (Counter Techniques), 넘어뜨리기 (Takedowns)
9
+ * - **원리**: 적응과 흐름 (Adaptation and Flow), 상대의 힘 이용 (Using Opponent's Force)
10
+ * - **철학**: 물처럼 흘러 적의 힘을 이용하라 (Flow like water and use enemy's force)
11
+ *
12
+ * Technique Categories:
13
+ * - **수류반격** (Water Flow Counter) - Receive, redirect, counter sequence
14
+ * - **흐르는 넘어뜨리기** (Flowing Takedown) - Blend, off-balance, takedown
15
+ *
16
+ * @module systems/animation/catalogs/GamTechniqueAnimations
17
+ * @category Animation
18
+ * @korean 감괘기술애니메이션
19
+ */
20
+ import type { SkeletalAnimation } from "../../../types/skeletal";
21
+ /**
22
+ * Gam Water Flow Counter Animation
23
+ *
24
+ * **Korean**: 수류반격 (Suryu Bangyeok)
25
+ * **Technique**: Yielding redirection into flowing counter
26
+ * **Target Points**: Balance disruption, blood flow restriction
27
+ *
28
+ * This is the signature Gam technique demonstrating complete water philosophy:
29
+ * - Accept opponent's force with yielding motion (receive)
30
+ * - Guide force in circular path away from center (redirect)
31
+ * - Flow into takedown or strike with opponent's momentum (counter)
32
+ * - Return to adaptive guard maintaining contact (recovery)
33
+ *
34
+ * Animation Phases (Total: 1400ms):
35
+ * - Receive Phase (0-350ms): Accept incoming attack with yield
36
+ * - Redirect Phase (350-950ms): Circular redirection of force
37
+ * - Counter Phase (950-1400ms): Flow into counter with opponent's momentum
38
+ *
39
+ * Biomechanics:
40
+ * - Initial yield: Spine rotates away (-20°), hips shift (-5°)
41
+ * - Redirection: Maximum spine rotation (-25°), arms guide in circle
42
+ * - Counter: Spine reverses (+20°), both hands push/pull
43
+ *
44
+ * @korean 수류반격
45
+ * @duration 1400ms (receive 350ms + redirect 600ms + counter 450ms)
46
+ * @category Counter Animation
47
+ */
48
+ export declare const GAM_WATER_FLOW_COUNTER_ANIMATION: SkeletalAnimation;
49
+ /**
50
+ * Gam Flowing Takedown Animation
51
+ *
52
+ * **Korean**: 수류 넘어뜨리기 (Suryu Neomeotteurigi) - Water Flow Takedown
53
+ * **Technique**: Blend, off-balance, flowing takedown using minimum force
54
+ *
55
+ * This technique demonstrates water's ability to overcome through adaptation:
56
+ * - Blend with opponent's movement (no resistance)
57
+ * - Subtle shift to break balance (minimal force)
58
+ * - Flowing takedown following natural gravity
59
+ *
60
+ * Animation Phases (Total: 1517ms):
61
+ * - Blend Phase (0-444ms): Match opponent's movement
62
+ * - Off-Balance Phase (444-889ms): Subtle balance disruption
63
+ * - Takedown Phase (889-1517ms): Flowing descent to ground
64
+ *
65
+ * Biomechanics:
66
+ * - Blend: Arms wrap and match movement, spine neutral
67
+ * - Off-balance: Small hip shift (-3°), opponent's structure compromised
68
+ * - Takedown: Controlled descent, maintaining contact throughout
69
+ *
70
+ * @korean 수류넘어뜨리기
71
+ * @duration 1517ms (blend 444ms + off-balance 445ms + takedown 628ms)
72
+ * @category Throw Animation
73
+ */
74
+ export declare const GAM_FLOWING_TAKEDOWN: SkeletalAnimation;
75
+ /**
76
+ * All Gam technique combat animations
77
+ */
78
+ export declare const GAM_TECHNIQUE_ANIMATIONS: {
79
+ readonly counter: SkeletalAnimation;
80
+ readonly takedown: SkeletalAnimation;
81
+ };
82
+ //# sourceMappingURL=GamTechniqueAnimations.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,55 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ //#region src/systems/animation/catalogs/GamTechniqueAnimations.ts
4
+ /**
5
+ * ☵ Gam (Water) Technique Combat Animations
6
+ *
7
+ * Advanced combat technique animations for the Gam (감/Water) trigram focusing on
8
+ * adaptive counters, flowing redirection, and takedown techniques from Hapkido.
9
+ *
10
+ * **Korean Martial Arts Context:**
11
+ * - **기술 유형**: 반격 기술 (Counter Techniques), 넘어뜨리기 (Takedowns)
12
+ * - **원리**: 적응과 흐름 (Adaptation and Flow), 상대의 힘 이용 (Using Opponent's Force)
13
+ * - **철학**: 물처럼 흘러 적의 힘을 이용하라 (Flow like water and use enemy's force)
14
+ *
15
+ * Technique Categories:
16
+ * - **수류반격** (Water Flow Counter) - Receive, redirect, counter sequence
17
+ * - **흐르는 넘어뜨리기** (Flowing Takedown) - Blend, off-balance, takedown
18
+ *
19
+ * @module systems/animation/catalogs/GamTechniqueAnimations
20
+ * @category Animation
21
+ * @korean 감괘기술애니메이션
22
+ */
23
+ /**
24
+ * Gam Water Flow Counter Animation
25
+ *
26
+ * **Korean**: 수류반격 (Suryu Bangyeok)
27
+ * **Technique**: Yielding redirection into flowing counter
28
+ * **Target Points**: Balance disruption, blood flow restriction
29
+ *
30
+ * This is the signature Gam technique demonstrating complete water philosophy:
31
+ * - Accept opponent's force with yielding motion (receive)
32
+ * - Guide force in circular path away from center (redirect)
33
+ * - Flow into takedown or strike with opponent's momentum (counter)
34
+ * - Return to adaptive guard maintaining contact (recovery)
35
+ *
36
+ * Animation Phases (Total: 1400ms):
37
+ * - Receive Phase (0-350ms): Accept incoming attack with yield
38
+ * - Redirect Phase (350-950ms): Circular redirection of force
39
+ * - Counter Phase (950-1400ms): Flow into counter with opponent's momentum
40
+ *
41
+ * Biomechanics:
42
+ * - Initial yield: Spine rotates away (-20°), hips shift (-5°)
43
+ * - Redirection: Maximum spine rotation (-25°), arms guide in circle
44
+ * - Counter: Spine reverses (+20°), both hands push/pull
45
+ *
46
+ * @korean 수류반격
47
+ * @duration 1400ms (receive 350ms + redirect 600ms + counter 450ms)
48
+ * @category Counter Animation
49
+ */
50
+ var GAM_WATER_FLOW_COUNTER_ANIMATION = MartialArtsAnimationBuilder.create("gam_water_flow_counter", "수류반격").asAttack(1.4).at(0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .17, .26, -.17).rotate(BoneName.SHOULDER_R, .09, -.14, .17).rotate(BoneName.ELBOW_L, 0, 0, -.7).rotate(BoneName.ELBOW_R, 0, 0, .52).rotate(BoneName.WRIST_L, 0, 0, -.17).rotate(BoneName.WRIST_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.35).rotate(BoneName.PELVIS, 0, -.14, -.05).rotate(BoneName.SPINE_UPPER, 0, -.17, 0).rotate(BoneName.SHOULDER_L, .26, .35, -.21).rotate(BoneName.SHOULDER_R, .12, -.17, .21).rotate(BoneName.ELBOW_L, 0, 0, -.87).rotate(BoneName.ELBOW_R, 0, 0, .7).rotate(BoneName.WRIST_L, .09, 0, -.26).rotate(BoneName.WRIST_R, .05, 0, .09).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, -.03, -.01, -.02).done().at(.65).rotate(BoneName.PELVIS, 0, -.26, -.09).rotate(BoneName.SPINE_UPPER, 0, -.35, 0).rotate(BoneName.SHOULDER_L, .44, .52, -.26).rotate(BoneName.SHOULDER_R, .35, -.17, .17).rotate(BoneName.ELBOW_L, 0, .26, -1.05).rotate(BoneName.ELBOW_R, 0, 0, .7).rotate(BoneName.WRIST_L, .17, .09, -.35).rotate(BoneName.WRIST_R, .09, -.05, .14).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, -.05, -.01, -.03).done().at(.95).rotate(BoneName.PELVIS, 0, -.35, -.12).rotate(BoneName.SPINE_UPPER, 0, -.44, 0).rotate(BoneName.SHOULDER_L, .52, .61, -.31).rotate(BoneName.SHOULDER_R, .44, -.26, .21).rotate(BoneName.ELBOW_L, 0, .35, -1.22).rotate(BoneName.ELBOW_R, 0, .17, .87).rotate(BoneName.WRIST_L, .21, .12, -.4).rotate(BoneName.WRIST_R, .14, -.09, .17).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, -.06, -.01, -.04).done().at(1.15).rotate(BoneName.PELVIS, 0, .17, .09).rotate(BoneName.SPINE_UPPER, 0, .17, 0).rotate(BoneName.SHOULDER_L, .61, .35, -.17).rotate(BoneName.SHOULDER_R, .7, -.35, .14).rotate(BoneName.ELBOW_L, 0, 0, -.52).rotate(BoneName.ELBOW_R, 0, 0, .44).rotate(BoneName.WRIST_L, .14, .05, -.17).rotate(BoneName.WRIST_R, .12, -.07, .14).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, -.03, 0, -.02).done().at(1.4).rotate(BoneName.PELVIS, 0, .314, .105).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.SHOULDER_L, .7, .26, -.14).rotate(BoneName.SHOULDER_R, .79, -.314, .17).rotate(BoneName.ELBOW_L, 0, 0, -.44).rotate(BoneName.ELBOW_R, 0, 0, .35).rotate(BoneName.WRIST_L, .17, .07, -.12).rotate(BoneName.WRIST_R, .14, -.09, .17).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
51
+ MartialArtsAnimationBuilder.create("gam_flowing_takedown", "수류 넘어뜨리기").asAttack(1.517).at(0).rotate(BoneName.PELVIS, 0, -.09, 0).rotate(BoneName.SPINE_UPPER, 0, -.05, 0).rotate(BoneName.SHOULDER_L, .26, .44, -.09).rotate(BoneName.SHOULDER_R, .17, -.26, .14).rotate(BoneName.ELBOW_L, 0, 0, -.87).rotate(BoneName.ELBOW_R, 0, 0, .87).rotate(BoneName.WRIST_L, 0, .09, -.09).rotate(BoneName.WRIST_R, 0, -.09, .09).position(BoneName.PELVIS, 0, 0, 0).done().at(.444).rotate(BoneName.PELVIS, 0, -.14, 0).rotate(BoneName.SPINE_UPPER, 0, -.09, 0).rotate(BoneName.SHOULDER_L, .35, .52, -.14).rotate(BoneName.SHOULDER_R, .26, -.35, .17).rotate(BoneName.ELBOW_L, 0, .14, -1.05).rotate(BoneName.ELBOW_R, 0, -.14, 1.05).rotate(BoneName.WRIST_L, .09, .17, -.14).rotate(BoneName.WRIST_R, .09, -.17, .14).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, -.02, 0, -.01).done().at(.667).rotate(BoneName.PELVIS, -.03, -.17, -.05).rotate(BoneName.SPINE_UPPER, -.05, -.12, 0).rotate(BoneName.SHOULDER_L, .44, .61, -.17).rotate(BoneName.SHOULDER_R, .35, -.44, .21).rotate(BoneName.ELBOW_L, 0, .21, -1.14).rotate(BoneName.ELBOW_R, 0, -.21, 1.14).rotate(BoneName.WRIST_L, .12, .21, -.17).rotate(BoneName.WRIST_R, .12, -.21, .17).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, -.04, -.01, -.02).done().at(.889).rotate(BoneName.PELVIS, -.05, -.21, -.07).rotate(BoneName.SPINE_UPPER, -.09, -.17, 0).rotate(BoneName.SHOULDER_L, .52, .7, -.21).rotate(BoneName.SHOULDER_R, .44, -.52, .26).rotate(BoneName.ELBOW_L, 0, .26, -1.22).rotate(BoneName.ELBOW_R, 0, -.26, 1.22).rotate(BoneName.WRIST_L, .14, .26, -.21).rotate(BoneName.WRIST_R, .14, -.26, .21).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, -.05, -.02, -.03).done().at(1.167).rotate(BoneName.PELVIS, -.12, -.26, -.09).rotate(BoneName.SPINE_UPPER, -.17, -.21, 0).rotate(BoneName.SHOULDER_L, .61, .79, -.26).rotate(BoneName.SHOULDER_R, .52, -.61, .31).rotate(BoneName.ELBOW_L, 0, .31, -1.31).rotate(BoneName.ELBOW_R, 0, -.31, 1.31).rotate(BoneName.WRIST_L, .17, .31, -.26).rotate(BoneName.WRIST_R, .17, -.31, .26).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).position(BoneName.PELVIS, -.06, -.1, -.05).done().at(1.517).rotate(BoneName.PELVIS, -.17, -.31, -.12).rotate(BoneName.SPINE_UPPER, -.26, -.26, 0).rotate(BoneName.SHOULDER_L, .7, .87, -.31).rotate(BoneName.SHOULDER_R, .61, -.7, .35).rotate(BoneName.ELBOW_L, 0, .35, -1.4).rotate(BoneName.ELBOW_R, 0, -.35, 1.4).rotate(BoneName.WRIST_L, .21, .35, -.31).rotate(BoneName.WRIST_R, .21, -.35, .31).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.79, 0, 0).position(BoneName.PELVIS, -.07, -.2, -.06).done().build();
52
+ //#endregion
53
+ export { GAM_WATER_FLOW_COUNTER_ANIMATION };
54
+
55
+ //# sourceMappingURL=GamTechniqueAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GamTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GamTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☵ Gam (Water) Technique Combat Animations\n *\n * Advanced combat technique animations for the Gam (감/Water) trigram focusing on\n * adaptive counters, flowing redirection, and takedown techniques from Hapkido.\n *\n * **Korean Martial Arts Context:**\n * - **기술 유형**: 반격 기술 (Counter Techniques), 넘어뜨리기 (Takedowns)\n * - **원리**: 적응과 흐름 (Adaptation and Flow), 상대의 힘 이용 (Using Opponent's Force)\n * - **철학**: 물처럼 흘러 적의 힘을 이용하라 (Flow like water and use enemy's force)\n *\n * Technique Categories:\n * - **수류반격** (Water Flow Counter) - Receive, redirect, counter sequence\n * - **흐르는 넘어뜨리기** (Flowing Takedown) - Blend, off-balance, takedown\n *\n * @module systems/animation/catalogs/GamTechniqueAnimations\n * @category Animation\n * @korean 감괘기술애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ GAM WATER FLOW COUNTER (수류반격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gam Water Flow Counter Animation\n *\n * **Korean**: 수류반격 (Suryu Bangyeok)\n * **Technique**: Yielding redirection into flowing counter\n * **Target Points**: Balance disruption, blood flow restriction\n *\n * This is the signature Gam technique demonstrating complete water philosophy:\n * - Accept opponent's force with yielding motion (receive)\n * - Guide force in circular path away from center (redirect)\n * - Flow into takedown or strike with opponent's momentum (counter)\n * - Return to adaptive guard maintaining contact (recovery)\n *\n * Animation Phases (Total: 1400ms):\n * - Receive Phase (0-350ms): Accept incoming attack with yield\n * - Redirect Phase (350-950ms): Circular redirection of force\n * - Counter Phase (950-1400ms): Flow into counter with opponent's momentum\n *\n * Biomechanics:\n * - Initial yield: Spine rotates away (-20°), hips shift (-5°)\n * - Redirection: Maximum spine rotation (-25°), arms guide in circle\n * - Counter: Spine reverses (+20°), both hands push/pull\n *\n * @korean 수류반격\n * @duration 1400ms (receive 350ms + redirect 600ms + counter 450ms)\n * @category Counter Animation\n */\nexport const GAM_WATER_FLOW_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gam_water_flow_counter\",\n \"수류반격\"\n )\n .asAttack(1.4)\n \n // ═══════════════════════════════════════════════════════════════════════\n // RECEIVE PHASE (수용 단계) - 0-350ms, frames 0-6\n // Accept opponent's attack with yielding motion\n // ═══════════════════════════════════════════════════════════════════════\n \n // Frame 0: Guard position, receiving incoming attack\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Upright spine\n .rotate(BoneName.SHOULDER_L, 0.17, 0.26, -0.17) // ~10°, ~15°, ~-10° (receiving position)\n .rotate(BoneName.SHOULDER_R, 0.09, -0.14, 0.17) // Ready to yield\n .rotate(BoneName.ELBOW_L, 0, 0, -0.70) // -40° (arm extended to receive)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.52) // -30° (support position)\n .rotate(BoneName.WRIST_L, 0, 0, -0.17) // Palm open to receive\n .rotate(BoneName.WRIST_R, 0, 0, 0) // Neutral\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 6 (350ms): Maximum yield - accept force\n .at(0.35)\n .rotate(BoneName.PELVIS, 0, -0.14, -0.05) // 0°, -8°, -3° (weight shifts away)\n .rotate(BoneName.SPINE_UPPER, 0, -0.17, 0) // 0°, ~-10°, 0° (spine yields away)\n .rotate(BoneName.SHOULDER_L, 0.26, 0.35, -0.21) // 15°, 20°, -12° (accept force)\n .rotate(BoneName.SHOULDER_R, 0.12, -0.17, 0.21) // Supporting position\n .rotate(BoneName.ELBOW_L, 0, 0, -0.87) // -50° (arm absorbs)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.70) // -40° (support absorbs)\n .rotate(BoneName.WRIST_L, 0.09, 0, -0.26) // 5°, 0°, -15° (palm guides)\n .rotate(BoneName.WRIST_R, 0.05, 0, 0.09) // Slight adjustment\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (legs absorb)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15°\n .position(BoneName.PELVIS, -0.03, -0.01, -0.02) // Slight yield back\n .done<MartialArtsAnimationBuilder>()\n \n // ═══════════════════════════════════════════════════════════════════════\n // REDIRECT PHASE (전환 단계) - 350-950ms, frames 7-16\n // Circular redirection of opponent's force\n // ═══════════════════════════════════════════════════════════════════════\n \n // Frame 11 (650ms): Begin circular redirection\n .at(0.65)\n .rotate(BoneName.PELVIS, 0, -0.26, -0.09) // 0°, -15°, -5° (circular motion begins)\n .rotate(BoneName.SPINE_UPPER, 0, -0.35, 0) // 0°, -20°, 0° (circular redirection)\n .rotate(BoneName.SHOULDER_L, 0.44, 0.52, -0.26) // 25°, 30°, -15° (guide in circle)\n .rotate(BoneName.SHOULDER_R, 0.35, -0.17, 0.17) // 20°, -10°, 10° (right hand joins)\n .rotate(BoneName.ELBOW_L, 0, 0.26, -1.05) // 0°, 15°, -60° (circular control)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.70) // -40° (support control)\n .rotate(BoneName.WRIST_L, 0.17, 0.09, -0.35) // 10°, 5°, -20° (palm controls)\n .rotate(BoneName.WRIST_R, 0.09, -0.05, 0.14) // Guiding motion\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (legs stable)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20°\n .position(BoneName.PELVIS, -0.05, -0.01, -0.03) // Continue circular path\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 16 (950ms): Maximum redirection - force fully redirected\n .at(0.95)\n .rotate(BoneName.PELVIS, 0, -0.35, -0.12) // 0°, -20°, -7° (maximum rotation)\n .rotate(BoneName.SPINE_UPPER, 0, -0.44, 0) // 0°, -25°, 0° (maximum redirection)\n .rotate(BoneName.SHOULDER_L, 0.52, 0.61, -0.31) // 30°, 35°, -18° (maximum control)\n .rotate(BoneName.SHOULDER_R, 0.44, -0.26, 0.21) // 25°, -15°, 12° (both hands control)\n .rotate(BoneName.ELBOW_L, 0, 0.35, -1.22) // 0°, 20°, -70° (full circle)\n .rotate(BoneName.ELBOW_R, 0, 0.17, 0.87) // 0°, 10°, -50° (support engaged)\n .rotate(BoneName.WRIST_L, 0.21, 0.12, -0.40) // Maximum control position\n .rotate(BoneName.WRIST_R, 0.14, -0.09, 0.17)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // Stable base\n .rotate(BoneName.KNEE_R, -0.35, 0, 0)\n .position(BoneName.PELVIS, -0.06, -0.01, -0.04) // Maximum circular position\n .done<MartialArtsAnimationBuilder>()\n \n // ═══════════════════════════════════════════════════════════════════════\n // COUNTER PHASE (반격 단계) - 950-1400ms, frames 17-24\n // Flow into counter using opponent's redirected momentum\n // ═══════════════════════════════════════════════════════════════════════\n \n // Frame 20 (1150ms): Begin counter flow\n .at(1.15)\n .rotate(BoneName.PELVIS, 0, 0.17, 0.09) // 0°, 10°, 5° (reverse to counter)\n .rotate(BoneName.SPINE_UPPER, 0, 0.17, 0) // 0°, 10°, 0° (flow into counter)\n .rotate(BoneName.SHOULDER_L, 0.61, 0.35, -0.17) // 35°, 20°, -10° (push motion)\n .rotate(BoneName.SHOULDER_R, 0.70, -0.35, 0.14) // 40°, -20°, 8° (pull motion)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.52) // -30° (extending for counter)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.44) // -25° (pulling for counter)\n .rotate(BoneName.WRIST_L, 0.14, 0.05, -0.17) // Push/control position\n .rotate(BoneName.WRIST_R, 0.12, -0.07, 0.14)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (legs drive counter)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15°\n .position(BoneName.PELVIS, -0.03, 0, -0.02) // Return toward center\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 24 (1400ms): Complete counter - opponent off-balance/down\n .at(1.4)\n .rotate(BoneName.PELVIS, 0, 0.314, 0.105) // 0°, ~18°, ~6° (full counter rotation)\n .rotate(BoneName.SPINE_UPPER, 0, 0.35, 0) // 0°, 20°, 0° (complete counter)\n .rotate(BoneName.SHOULDER_L, 0.70, 0.26, -0.14) // 40°, 15°, -8° (counter complete)\n .rotate(BoneName.SHOULDER_R, 0.79, -0.314, 0.17) // 45°, ~-18°, 10° (control maintained)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.44) // -25° (arms control opponent)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.35) // -20°\n .rotate(BoneName.WRIST_L, 0.17, 0.07, -0.12) // Control grip applied\n .rotate(BoneName.WRIST_R, 0.14, -0.09, 0.17)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable finish)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20°\n .position(BoneName.PELVIS, 0, 0, 0) // Return to center\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ GAM FLOWING TAKEDOWN (흐르는 넘어뜨리기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gam Flowing Takedown Animation\n *\n * **Korean**: 수류 넘어뜨리기 (Suryu Neomeotteurigi) - Water Flow Takedown\n * **Technique**: Blend, off-balance, flowing takedown using minimum force\n *\n * This technique demonstrates water's ability to overcome through adaptation:\n * - Blend with opponent's movement (no resistance)\n * - Subtle shift to break balance (minimal force)\n * - Flowing takedown following natural gravity\n *\n * Animation Phases (Total: 1517ms):\n * - Blend Phase (0-444ms): Match opponent's movement\n * - Off-Balance Phase (444-889ms): Subtle balance disruption\n * - Takedown Phase (889-1517ms): Flowing descent to ground\n *\n * Biomechanics:\n * - Blend: Arms wrap and match movement, spine neutral\n * - Off-balance: Small hip shift (-3°), opponent's structure compromised\n * - Takedown: Controlled descent, maintaining contact throughout\n *\n * @korean 수류넘어뜨리기\n * @duration 1517ms (blend 444ms + off-balance 445ms + takedown 628ms)\n * @category Throw Animation\n */\nexport const GAM_FLOWING_TAKEDOWN: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gam_flowing_takedown\",\n \"수류 넘어뜨리기\"\n )\n .asAttack(1.517)\n \n // ═══════════════════════════════════════════════════════════════════════\n // BLEND PHASE (혼합 단계) - 0-444ms, frames 0-8\n // Match opponent's movement with no resistance\n // ═══════════════════════════════════════════════════════════════════════\n \n // Frame 0: Initial contact and blend entry\n .at(0)\n .rotate(BoneName.PELVIS, 0, -0.09, 0) // 0°, -5°, 0° (slight angle to opponent)\n .rotate(BoneName.SPINE_UPPER, 0, -0.05, 0) // Neutral, ready to blend\n .rotate(BoneName.SHOULDER_L, 0.26, 0.44, -0.09) // 15°, 25°, -5° (reaching for contact)\n .rotate(BoneName.SHOULDER_R, 0.17, -0.26, 0.14) // Mirror position\n .rotate(BoneName.ELBOW_L, 0, 0, -0.87) // -50° (arms extending to wrap)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.87) // -50°\n .rotate(BoneName.WRIST_L, 0, 0.09, -0.09) // Hands open for contact\n .rotate(BoneName.WRIST_R, 0, -0.09, 0.09)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 8 (444ms): Full blend - matching opponent's movement\n .at(0.444)\n .rotate(BoneName.PELVIS, 0, -0.14, 0) // 0°, -8°, 0° (blended angle)\n .rotate(BoneName.SPINE_UPPER, 0, -0.09, 0) // 0°, -5°, 0° (follow opponent)\n .rotate(BoneName.SHOULDER_L, 0.35, 0.52, -0.14) // 20°, 30°, -8° (wrapped position)\n .rotate(BoneName.SHOULDER_R, 0.26, -0.35, 0.17) // Both arms engaged\n .rotate(BoneName.ELBOW_L, 0, 0.14, -1.05) // 0°, 8°, -60° (wrap complete)\n .rotate(BoneName.ELBOW_R, 0, -0.14, 1.05) // Mirror wrap\n .rotate(BoneName.WRIST_L, 0.09, 0.17, -0.14) // Hands in contact\n .rotate(BoneName.WRIST_R, 0.09, -0.17, 0.14)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable base)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15°\n .position(BoneName.PELVIS, -0.02, 0, -0.01) // Slight movement with opponent\n .done<MartialArtsAnimationBuilder>()\n \n // ═══════════════════════════════════════════════════════════════════════\n // OFF-BALANCE PHASE (균형 붕괴) - 444-889ms, frames 9-16\n // Subtle shifts to break opponent's structure\n // ═══════════════════════════════════════════════════════════════════════\n \n // Frame 12 (667ms): Begin off-balancing motion\n .at(0.667)\n .rotate(BoneName.PELVIS, -0.03, -0.17, -0.05) // -2°, -10°, -3° (subtle shift)\n .rotate(BoneName.SPINE_UPPER, -0.05, -0.12, 0) // -3°, -7°, 0° (begin break)\n .rotate(BoneName.SHOULDER_L, 0.44, 0.61, -0.17) // 25°, 35°, -10° (control tightens)\n .rotate(BoneName.SHOULDER_R, 0.35, -0.44, 0.21) // Opposite pressure\n .rotate(BoneName.ELBOW_L, 0, 0.21, -1.14) // 0°, 12°, -65° (leverage applied)\n .rotate(BoneName.ELBOW_R, 0, -0.21, 1.14)\n .rotate(BoneName.WRIST_L, 0.12, 0.21, -0.17) // Control grip\n .rotate(BoneName.WRIST_R, 0.12, -0.21, 0.17)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (legs drive)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15°\n .position(BoneName.PELVIS, -0.04, -0.01, -0.02) // Shift for off-balance\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 16 (889ms): Opponent's balance fully compromised\n .at(0.889)\n .rotate(BoneName.PELVIS, -0.05, -0.21, -0.07) // -3°, -12°, -4° (maximum shift)\n .rotate(BoneName.SPINE_UPPER, -0.09, -0.17, 0) // -5°, -10°, 0° (structure broken)\n .rotate(BoneName.SHOULDER_L, 0.52, 0.70, -0.21) // 30°, 40°, -12° (full control)\n .rotate(BoneName.SHOULDER_R, 0.44, -0.52, 0.26) // Maximum leverage\n .rotate(BoneName.ELBOW_L, 0, 0.26, -1.22) // 0°, 15°, -70° (maximum leverage)\n .rotate(BoneName.ELBOW_R, 0, -0.26, 1.22)\n .rotate(BoneName.WRIST_L, 0.14, 0.26, -0.21) // Tight control\n .rotate(BoneName.WRIST_R, 0.14, -0.26, 0.21)\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (deep bend for takedown)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20°\n .position(BoneName.PELVIS, -0.05, -0.02, -0.03) // Maximum off-balance position\n .done<MartialArtsAnimationBuilder>()\n \n // ═══════════════════════════════════════════════════════════════════════\n // TAKEDOWN PHASE (넘어뜨리기) - 889-1517ms, frames 17-26\n // Flowing descent to ground with opponent\n // ═══════════════════════════════════════════════════════════════════════\n \n // Frame 21 (1167ms): Mid-takedown - descending together\n .at(1.167)\n .rotate(BoneName.PELVIS, -0.12, -0.26, -0.09) // -7°, -15°, -5° (descending)\n .rotate(BoneName.SPINE_UPPER, -0.17, -0.21, 0) // -10°, -12°, 0° (following down)\n .rotate(BoneName.SHOULDER_L, 0.61, 0.79, -0.26) // 35°, 45°, -15° (maintain control)\n .rotate(BoneName.SHOULDER_R, 0.52, -0.61, 0.31) // Control throughout\n .rotate(BoneName.ELBOW_L, 0, 0.31, -1.31) // 0°, 18°, -75° (arms follow)\n .rotate(BoneName.ELBOW_R, 0, -0.31, 1.31)\n .rotate(BoneName.WRIST_L, 0.17, 0.31, -0.26) // Maintain contact\n .rotate(BoneName.WRIST_R, 0.17, -0.31, 0.26)\n .rotate(BoneName.KNEE_L, -0.70, 0, 0) // -40° (deep descent)\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35°\n .position(BoneName.PELVIS, -0.06, -0.10, -0.05) // Descending with opponent\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 26 (1517ms): Takedown complete - opponent on ground\n .at(1.517)\n .rotate(BoneName.PELVIS, -0.17, -0.31, -0.12) // -10°, -18°, -7° (ground position)\n .rotate(BoneName.SPINE_UPPER, -0.26, -0.26, 0) // -15°, -15°, 0° (control maintained)\n .rotate(BoneName.SHOULDER_L, 0.70, 0.87, -0.31) // 40°, 50°, -18° (final control)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.70, 0.35) // Control established\n .rotate(BoneName.ELBOW_L, 0, 0.35, -1.40) // 0°, 20°, -80° (pinning position)\n .rotate(BoneName.ELBOW_R, 0, -0.35, 1.40)\n .rotate(BoneName.WRIST_L, 0.21, 0.35, -0.31) // Ground control\n .rotate(BoneName.WRIST_R, 0.21, -0.35, 0.31)\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (kneeling position)\n .rotate(BoneName.KNEE_R, -0.79, 0, 0) // -45°\n .position(BoneName.PELVIS, -0.07, -0.20, -0.06) // Final ground position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * All Gam technique combat animations\n */\nexport const GAM_TECHNIQUE_ANIMATIONS = {\n counter: GAM_WATER_FLOW_COUNTER_ANIMATION,\n takedown: GAM_FLOWING_TAKEDOWN,\n} as 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