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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* ☶ Gan (Mountain) Stance-Specific Animations
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*
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* Specialized idle, movement, and guard animations for the Gan (간/Mountain) trigram.
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* Embodies immovable defense and patient counter from Hapkido defensive techniques.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 합기도 방어 기술 (Hapkido Defensive Blocks)
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* - **특성**: 부동의 방어 (Immovable Defense), 반격 기술 (Counter Techniques)
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* - **철학**: 산의 불변성 (Mountain's Immutability), 바위의 견고함 (Rock's Solidity)
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* - **대표 기술**: 반석방어 (Rock Defense/Immovable Counter)
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*
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* @module systems/animation/catalogs/GanStanceAnimations
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* @category Animation
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* @korean 간괘자세애니메이션
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*/
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import { type SkeletalAnimation } from "../../../types/skeletal";
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/**
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* Anatomical safety constants for Gan (Mountain) trigram animations
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*
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* These limits document safe physiological ranges for Korean martial arts movements.
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* The constants serve as reference documentation validated by Korean martial arts experts
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* and inform the design of all Gan animations to ensure realistic, safe joint mechanics.
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*
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* Note: These are documentation constants. The actual animation rotations are designed
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* to stay well within these limits naturally through authentic Hapkido defensive biomechanics.
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*/
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/**
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* Gan Idle Rooted Animation
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*
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* **Korean**: 간괘 뿌리 자세 (Gan-gwae Ppuri Jase)
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* **Philosophy**: Mountain's immovability through rooted stillness
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* Characteristics:
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* - 0ms: Rooted neutral position
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* - 3200ms: Return to start (complete cycle)
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* @korean 간괘뿌리자세
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* @duration 3200ms (3.2 second cycle)
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* @category Idle Animation
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*/
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export declare const GAN_IDLE_ROOTED: SkeletalAnimation;
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*
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53
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* **Korean**: 산의 걸음 (San-ui Georeum) - Mountain's Walk
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* **Technique**: Minimal forward movement maintaining root
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*
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* Characteristics:
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* - Each step reinforces stability (no excess motion)
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* - Weight stays low and grounded
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* - Guard remains solid throughout
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* - No compromise to balance
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*
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* Animation Phases:
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* - 0-133ms: Weight shift preparation (frames 0-2)
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* - 133-267ms: Minimal forward step (frames 3-5)
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* - 267-400ms: Root reinforcement (frames 6-8)
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*
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* @korean 산의걸음
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* @frames 9 frames (~44ms per frame at 60fps)
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* @duration 400ms
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* @category Movement Animation
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*/
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export declare const GAN_SHORT_ROOT_STEP: SkeletalAnimation;
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/**
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* Gan Defensive Angle Shift Animation
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*
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* **Korean**: 방어 각도 전환 (Bangeo Gakdo Jeonhwan) - Defensive Angle Transition
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* **Technique**: Small angle change for better defensive position
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*
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* Characteristics:
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* - Pivot on one foot maintaining stability
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* - Guard remains solid throughout
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* - No compromise to balance
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* - Repositions for optimal counter angle
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*
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* Animation Phases:
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* - 0-167ms: Begin pivot (frames 0-3)
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* - 167-367ms: Angle rotation (frames 4-7)
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* - 367-500ms: Settle and root (frames 8-10)
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*
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* @korean 방어각도전환
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* @frames 11 frames (~45ms per frame at 60fps)
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* @duration 500ms
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* @category Movement Animation
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*/
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export declare const GAN_DEFENSIVE_ANGLE_SHIFT: SkeletalAnimation;
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/**
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* Gan High Solid Guard Transition Animation
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*
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* **Korean**: 산 방어 전환 (San Bangeo Jeonhwan) - Mountain Guard Transition
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* **Technique**: Transition into Gan's characteristic high solid guard
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*
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* Characteristics:
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* - High guard protecting head and upper body
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* - Elbows reinforcing structure
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* - Fists positioned for blocking
|
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* - Stance wide and immovable
|
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*
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* Animation Phases:
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* - 0-167ms: Begin guard transition
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* - 167-333ms: Establish high solid guard
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*
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+
* @korean 산방어전환
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* @duration 333ms
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* @category Stance Animation
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*/
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export declare const GAN_HIGH_SOLID_GUARD_TRANSITION: SkeletalAnimation;
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/**
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* Map of all Gan stance-specific animations for easy access
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* @korean 간괘자세애니메이션맵
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*/
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export declare const GAN_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
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//# sourceMappingURL=GanStanceAnimations.d.ts.map
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{"version":3,"file":"GanStanceAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/GanStanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAY,KAAK,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AASpE;;;;;;;;;GASG;AAMH;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,eAAe,EAAE,iBAoDlB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAgDtB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,yBAAyB,EAAE,iBAoD5B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;GAmBG;AACH,eAAO,MAAM,+BAA+B,EAAE,iBAiClC,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,qBAAqB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAYvE,CAAC"}
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@@ -0,0 +1,135 @@
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import { BoneName } from "../../../types/skeletal.js";
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import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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import { GAN_DEFENSIVE_REVERSAL, GAN_ROCK_DEFENSE_ANIMATION } from "./GanTechniqueAnimations.js";
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//#region src/systems/animation/catalogs/GanStanceAnimations.ts
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/**
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* ☶ Gan (Mountain) Stance-Specific Animations
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*
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* Specialized idle, movement, and guard animations for the Gan (간/Mountain) trigram.
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* Embodies immovable defense and patient counter from Hapkido defensive techniques.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 합기도 방어 기술 (Hapkido Defensive Blocks)
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* - **특성**: 부동의 방어 (Immovable Defense), 반격 기술 (Counter Techniques)
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* - **철학**: 산의 불변성 (Mountain's Immutability), 바위의 견고함 (Rock's Solidity)
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* - **대표 기술**: 반석방어 (Rock Defense/Immovable Counter)
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*
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* @module systems/animation/catalogs/GanStanceAnimations
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* @category Animation
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* @korean 간괘자세애니메이션
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*/
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/**
|
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* Anatomical safety constants for Gan (Mountain) trigram animations
|
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*
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* These limits document safe physiological ranges for Korean martial arts movements.
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* The constants serve as reference documentation validated by Korean martial arts experts
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* and inform the design of all Gan animations to ensure realistic, safe joint mechanics.
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*
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* Note: These are documentation constants. The actual animation rotations are designed
|
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* to stay well within these limits naturally through authentic Hapkido defensive biomechanics.
|
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*/
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/**
|
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* Gan Idle Rooted Animation
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*
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* **Korean**: 간괘 뿌리 자세 (Gan-gwae Ppuri Jase)
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* **Philosophy**: Mountain's immovability through rooted stillness
|
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*
|
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+
* Characteristics:
|
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* - Minimal movement emphasizing stability (산의 고요)
|
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* - Deep breathing without upper body motion
|
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* - Weight grounded through entire stance
|
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+
* - High solid guard position maintained
|
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*
|
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* Animation Cycle:
|
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* - 0ms: Rooted neutral position
|
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45
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+
* - 1600ms: Deep breath (minimal chest expansion)
|
|
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+
* - 3200ms: Return to start (complete cycle)
|
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+
*
|
|
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|
+
* @korean 간괘뿌리자세
|
|
49
|
+
* @duration 3200ms (3.2 second cycle)
|
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|
+
* @category Idle Animation
|
|
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|
+
*/
|
|
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|
+
var GAN_IDLE_ROOTED = MartialArtsAnimationBuilder.create("gan_idle_rooted", "간괘 뿌리 자세").asIdle(3.2, true).at(0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(1.6).rotate(BoneName.SPINE_UPPER, -.017, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.366, 0, -.453).rotate(BoneName.SHOULDER_R, -.366, 0, .453).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.279, 0, 0).rotate(BoneName.KNEE_R, -.279, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(3.2).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
|
|
53
|
+
/**
|
|
54
|
+
* Gan Short Root Step Animation
|
|
55
|
+
*
|
|
56
|
+
* **Korean**: 산의 걸음 (San-ui Georeum) - Mountain's Walk
|
|
57
|
+
* **Technique**: Minimal forward movement maintaining root
|
|
58
|
+
*
|
|
59
|
+
* Characteristics:
|
|
60
|
+
* - Each step reinforces stability (no excess motion)
|
|
61
|
+
* - Weight stays low and grounded
|
|
62
|
+
* - Guard remains solid throughout
|
|
63
|
+
* - No compromise to balance
|
|
64
|
+
*
|
|
65
|
+
* Animation Phases:
|
|
66
|
+
* - 0-133ms: Weight shift preparation (frames 0-2)
|
|
67
|
+
* - 133-267ms: Minimal forward step (frames 3-5)
|
|
68
|
+
* - 267-400ms: Root reinforcement (frames 6-8)
|
|
69
|
+
*
|
|
70
|
+
* @korean 산의걸음
|
|
71
|
+
* @frames 9 frames (~44ms per frame at 60fps)
|
|
72
|
+
* @duration 400ms
|
|
73
|
+
* @category Movement Animation
|
|
74
|
+
*/
|
|
75
|
+
var GAN_SHORT_ROOT_STEP = MartialArtsAnimationBuilder.create("gan_short_root_step", "산의 걸음").asMovement(.4, false).at(0).rotate(BoneName.PELVIS, .087, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, .087, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.HEAD, .052, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.2).rotate(BoneName.PELVIS, .105, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.FOOT_L, -.052, 0, 0).rotate(BoneName.FOOT_R, .174, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.HEAD, .052, 0, 0).position(BoneName.PELVIS, 0, 0, .15).done().at(.4).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, .25).done().build();
|
|
76
|
+
/**
|
|
77
|
+
* Gan Defensive Angle Shift Animation
|
|
78
|
+
*
|
|
79
|
+
* **Korean**: 방어 각도 전환 (Bangeo Gakdo Jeonhwan) - Defensive Angle Transition
|
|
80
|
+
* **Technique**: Small angle change for better defensive position
|
|
81
|
+
*
|
|
82
|
+
* Characteristics:
|
|
83
|
+
* - Pivot on one foot maintaining stability
|
|
84
|
+
* - Guard remains solid throughout
|
|
85
|
+
* - No compromise to balance
|
|
86
|
+
* - Repositions for optimal counter angle
|
|
87
|
+
*
|
|
88
|
+
* Animation Phases:
|
|
89
|
+
* - 0-167ms: Begin pivot (frames 0-3)
|
|
90
|
+
* - 167-367ms: Angle rotation (frames 4-7)
|
|
91
|
+
* - 367-500ms: Settle and root (frames 8-10)
|
|
92
|
+
*
|
|
93
|
+
* @korean 방어각도전환
|
|
94
|
+
* @frames 11 frames (~45ms per frame at 60fps)
|
|
95
|
+
* @duration 500ms
|
|
96
|
+
* @category Movement Animation
|
|
97
|
+
*/
|
|
98
|
+
var GAN_DEFENSIVE_ANGLE_SHIFT = MartialArtsAnimationBuilder.create("gan_defensive_angle_shift", "방어 각도 전환").asMovement(.5, false).at(0).rotate(BoneName.PELVIS, 0, -.174, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, -.087, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.HEAD, 0, -.087, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.267).rotate(BoneName.PELVIS, 0, -.349, 0).rotate(BoneName.SPINE_LOWER, 0, -.262, 0).rotate(BoneName.SPINE_UPPER, 0, -.174, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, -.262, 0).rotate(BoneName.FOOT_R, 0, .052, 0).rotate(BoneName.HEAD, 0, -.174, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).position(BoneName.PELVIS, -.05, 0, 0).done().at(.5).rotate(BoneName.PELVIS, 0, -.349, 0).rotate(BoneName.SPINE_LOWER, 0, -.262, 0).rotate(BoneName.SPINE_UPPER, 0, -.174, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, -.262, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.HEAD, 0, -.174, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).position(BoneName.PELVIS, -.08, 0, 0).done().build();
|
|
99
|
+
/**
|
|
100
|
+
* Gan High Solid Guard Transition Animation
|
|
101
|
+
*
|
|
102
|
+
* **Korean**: 산 방어 전환 (San Bangeo Jeonhwan) - Mountain Guard Transition
|
|
103
|
+
* **Technique**: Transition into Gan's characteristic high solid guard
|
|
104
|
+
*
|
|
105
|
+
* Characteristics:
|
|
106
|
+
* - High guard protecting head and upper body
|
|
107
|
+
* - Elbows reinforcing structure
|
|
108
|
+
* - Fists positioned for blocking
|
|
109
|
+
* - Stance wide and immovable
|
|
110
|
+
*
|
|
111
|
+
* Animation Phases:
|
|
112
|
+
* - 0-167ms: Begin guard transition
|
|
113
|
+
* - 167-333ms: Establish high solid guard
|
|
114
|
+
*
|
|
115
|
+
* @korean 산방어전환
|
|
116
|
+
* @duration 333ms
|
|
117
|
+
* @category Stance Animation
|
|
118
|
+
*/
|
|
119
|
+
var GAN_HIGH_SOLID_GUARD_TRANSITION = MartialArtsAnimationBuilder.create("gan_high_solid_guard_transition", "산 방어 전환").asStance(.333, false).at(0).rotate(BoneName.SHOULDER_L, -.262, 0, -.349).rotate(BoneName.SHOULDER_R, -.262, 0, .349).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.HEAD, .052, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.333).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SPINE_UPPER, -.035, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
|
|
120
|
+
/**
|
|
121
|
+
* Map of all Gan stance-specific animations for easy access
|
|
122
|
+
* @korean 간괘자세애니메이션맵
|
|
123
|
+
*/
|
|
124
|
+
var GAN_STANCE_ANIMATIONS = new Map([
|
|
125
|
+
["gan_idle_rooted", GAN_IDLE_ROOTED],
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["gan_short_root_step", GAN_SHORT_ROOT_STEP],
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["gan_defensive_angle_shift", GAN_DEFENSIVE_ANGLE_SHIFT],
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["gan_high_solid_guard_transition", GAN_HIGH_SOLID_GUARD_TRANSITION],
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["gan_rock_defense_animation", GAN_ROCK_DEFENSE_ANIMATION],
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["gan_defensive_reversal", GAN_DEFENSIVE_REVERSAL]
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]);
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//#endregion
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export { GAN_DEFENSIVE_ANGLE_SHIFT, GAN_HIGH_SOLID_GUARD_TRANSITION, GAN_IDLE_ROOTED, GAN_SHORT_ROOT_STEP, GAN_STANCE_ANIMATIONS };
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//# sourceMappingURL=GanStanceAnimations.js.map
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{"version":3,"file":"GanStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GanStanceAnimations.ts"],"sourcesContent":["/**\n * ☶ Gan (Mountain) Stance-Specific Animations\n *\n * Specialized idle, movement, and guard animations for the Gan (간/Mountain) trigram.\n * Embodies immovable defense and patient counter from Hapkido defensive techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 합기도 방어 기술 (Hapkido Defensive Blocks)\n * - **특성**: 부동의 방어 (Immovable Defense), 반격 기술 (Counter Techniques)\n * - **철학**: 산의 불변성 (Mountain's Immutability), 바위의 견고함 (Rock's Solidity)\n * - **대표 기술**: 반석방어 (Rock Defense/Immovable Counter)\n *\n * @module systems/animation/catalogs/GanStanceAnimations\n * @category Animation\n * @korean 간괘자세애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// Import Gan Mountain defensive techniques (간괘 방어 기술)\nimport {\n GAN_ROCK_DEFENSE_ANIMATION,\n GAN_DEFENSIVE_REVERSAL,\n} from \"./GanTechniqueAnimations\";\n\n/**\n * Anatomical safety constants for Gan (Mountain) trigram animations\n *\n * These limits document safe physiological ranges for Korean martial arts movements.\n * The constants serve as reference documentation validated by Korean martial arts experts\n * and inform the design of all Gan animations to ensure realistic, safe joint mechanics.\n *\n * Note: These are documentation constants. The actual animation rotations are designed\n * to stay well within these limits naturally through authentic Hapkido defensive biomechanics.\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN IDLE ROOTED ANIMATION (간괘 뿌리 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Idle Rooted Animation\n *\n * **Korean**: 간괘 뿌리 자세 (Gan-gwae Ppuri Jase)\n * **Philosophy**: Mountain's immovability through rooted stillness\n *\n * Characteristics:\n * - Minimal movement emphasizing stability (산의 고요)\n * - Deep breathing without upper body motion\n * - Weight grounded through entire stance\n * - High solid guard position maintained\n *\n * Animation Cycle:\n * - 0ms: Rooted neutral position\n * - 1600ms: Deep breath (minimal chest expansion)\n * - 3200ms: Return to start (complete cycle)\n *\n * @korean 간괘뿌리자세\n * @duration 3200ms (3.2 second cycle)\n * @category Idle Animation\n */\nexport const GAN_IDLE_ROOTED: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_idle_rooted\",\n \"간괘 뿌리 자세\"\n )\n .asIdle(3.2, true)\n // Keyframe 0ms: Rooted neutral position (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis - immovable\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine - solid\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Lower spine stable\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° bent for stability\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° bent for stability\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (high guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (high guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (reinforced structure)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (reinforced structure)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrists\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head steady, focused\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1600ms: Deep breath (minimal movement - mountain stillness)\n .at(1.6)\n .rotate(BoneName.SPINE_UPPER, -0.017, 0, 0) // -1° (tiny chest expansion)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Lower spine remains stable\n .rotate(BoneName.SHOULDER_L, -0.366, 0, -0.453) // -21°, 0°, -26° (slight shoulder adjustment)\n .rotate(BoneName.SHOULDER_R, -0.366, 0, 0.453) // -21°, 0°, 26°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (maintained guard structure)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (maintained guard structure)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Wrists remain neutral\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.279, 0, 0) // -16° (slightly deeper root)\n .rotate(BoneName.KNEE_R, -0.279, 0, 0) // -16°\n .rotate(BoneName.HEAD, 0, 0, 0) // Head steady - mountain focus\n .position(BoneName.PELVIS, 0, 0, 0) // No movement - mountain doesn't shift\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 3200ms: Return to start (complete cycle)\n .at(3.2)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Stable lower spine\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (guard restored)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (guard restored)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrists\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN SHORT ROOT STEP (산의 걸음)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Short Root Step Animation\n *\n * **Korean**: 산의 걸음 (San-ui Georeum) - Mountain's Walk\n * **Technique**: Minimal forward movement maintaining root\n *\n * Characteristics:\n * - Each step reinforces stability (no excess motion)\n * - Weight stays low and grounded\n * - Guard remains solid throughout\n * - No compromise to balance\n *\n * Animation Phases:\n * - 0-133ms: Weight shift preparation (frames 0-2)\n * - 133-267ms: Minimal forward step (frames 3-5)\n * - 267-400ms: Root reinforcement (frames 6-8)\n *\n * @korean 산의걸음\n * @frames 9 frames (~44ms per frame at 60fps)\n * @duration 400ms\n * @category Movement Animation\n */\nexport const GAN_SHORT_ROOT_STEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_short_root_step\",\n \"산의 걸음\"\n )\n .asMovement(0.4, false)\n // Phase 1: Weight shift preparation (0ms, frame 0)\n .at(0)\n .rotate(BoneName.PELVIS, 0.087, 0, 0) // 5° forward tilt (minimal)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° rear leg prepares\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° front leg ready\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Front foot flat\n .rotate(BoneName.FOOT_R, 0.087, 0, 0) // 5° rear foot prepares to push\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.HEAD, 0.052, 0, 0) // 3° head slightly forward (aware)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Minimal forward step (200ms, frame 5)\n .at(0.2)\n .rotate(BoneName.PELVIS, 0.105, 0, 0) // 6° slight forward\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° extending\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° absorbing weight\n .rotate(BoneName.FOOT_L, -0.052, 0, 0) // -3° foot plants\n .rotate(BoneName.FOOT_R, 0.174, 0, 0) // 10° rear foot pushes off\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard solid\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (maintained)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (maintained)\n .rotate(BoneName.HEAD, 0.052, 0, 0) // 3° head tracks forward\n .position(BoneName.PELVIS, 0, 0, 0.15) // Minimal forward movement\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Root reinforcement (400ms, frame 9)\n .at(0.4)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return to neutral\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° rooted\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° rooted\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Front foot grounded\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Rear foot settled\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head returns to neutral focus\n .position(BoneName.PELVIS, 0, 0, 0.25) // Short step complete\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN DEFENSIVE ANGLE SHIFT (방어 각도 전환)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Defensive Angle Shift Animation\n *\n * **Korean**: 방어 각도 전환 (Bangeo Gakdo Jeonhwan) - Defensive Angle Transition\n * **Technique**: Small angle change for better defensive position\n *\n * Characteristics:\n * - Pivot on one foot maintaining stability\n * - Guard remains solid throughout\n * - No compromise to balance\n * - Repositions for optimal counter angle\n *\n * Animation Phases:\n * - 0-167ms: Begin pivot (frames 0-3)\n * - 167-367ms: Angle rotation (frames 4-7)\n * - 367-500ms: Settle and root (frames 8-10)\n *\n * @korean 방어각도전환\n * @frames 11 frames (~45ms per frame at 60fps)\n * @duration 500ms\n * @category Movement Animation\n */\nexport const GAN_DEFENSIVE_ANGLE_SHIFT: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_defensive_angle_shift\",\n \"방어 각도 전환\"\n )\n .asMovement(0.5, false)\n // Phase 1: Begin pivot (0ms, frame 0)\n .at(0)\n .rotate(BoneName.PELVIS, 0, -0.174, 0) // 0°, -10° (begin rotation)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (pivot foot loads)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (support foot stable)\n .rotate(BoneName.FOOT_L, 0, -0.087, 0) // 0°, -5° (beginning pivot)\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Support foot flat\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.HEAD, 0, -0.087, 0) // 0°, -5° (head begins tracking)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Angle rotation (267ms, frame 6)\n .at(0.267)\n .rotate(BoneName.PELVIS, 0, -0.349, 0) // 0°, -20° (maximum rotation)\n .rotate(BoneName.SPINE_LOWER, 0, -0.262, 0) // 0°, -15° (torso follows)\n .rotate(BoneName.SPINE_UPPER, 0, -0.174, 0) // 0°, -10° (upper body stable)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (pivot foot)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (support foot)\n .rotate(BoneName.FOOT_L, 0, -0.262, 0) // 0°, -15° (pivot complete)\n .rotate(BoneName.FOOT_R, 0, 0.052, 0) // 0°, 3° (support adjusts)\n .rotate(BoneName.HEAD, 0, -0.174, 0) // 0°, -10° (eyes track forward)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (maintained)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (maintained)\n .position(BoneName.PELVIS, -0.05, 0, 0) // Minimal lateral shift\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Settle and root (500ms, frame 11)\n .at(0.5)\n .rotate(BoneName.PELVIS, 0, -0.349, 0) // 0°, -20° (settled angle)\n .rotate(BoneName.SPINE_LOWER, 0, -0.262, 0) // 0°, -15°\n .rotate(BoneName.SPINE_UPPER, 0, -0.174, 0) // 0°, -10°\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (rooted)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rooted)\n .rotate(BoneName.FOOT_L, 0, -0.262, 0) // 0°, -15° (planted)\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Support foot flat and stable\n .rotate(BoneName.HEAD, 0, -0.174, 0) // 0°, -10°\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard solid\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .position(BoneName.PELVIS, -0.08, 0, 0) // Final position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN HIGH SOLID GUARD TRANSITION (산 방어 전환)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan High Solid Guard Transition Animation\n *\n * **Korean**: 산 방어 전환 (San Bangeo Jeonhwan) - Mountain Guard Transition\n * **Technique**: Transition into Gan's characteristic high solid guard\n *\n * Characteristics:\n * - High guard protecting head and upper body\n * - Elbows reinforcing structure\n * - Fists positioned for blocking\n * - Stance wide and immovable\n *\n * Animation Phases:\n * - 0-167ms: Begin guard transition\n * - 167-333ms: Establish high solid guard\n *\n * @korean 산방어전환\n * @duration 333ms\n * @category Stance Animation\n */\nexport const GAN_HIGH_SOLID_GUARD_TRANSITION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_high_solid_guard_transition\",\n \"산 방어 전환\"\n )\n .asStance(0.333, false)\n // Phase 1: Begin guard transition (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.262, 0, -0.349) // -15°, 0°, -20° (raising)\n .rotate(BoneName.SHOULDER_R, -0.262, 0, 0.349) // -15°, 0°, 20° (raising)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (transitioning)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (transitioning)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral upper spine\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Stable lower spine\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis\n .rotate(BoneName.HEAD, 0.052, 0, 0) // 3° head lifts slightly\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Establish high solid guard (333ms)\n .at(0.333)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (Gan high guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (Gan high guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (reinforced structure)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (reinforced structure)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrists for blocking\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, -0.035, 0, 0) // -2° slight chest lift for solid structure\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Lower spine stable\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head neutral, focused\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Gan stance-specific animations for easy access\n * @korean 간괘자세애니메이션맵\n */\nexport const GAN_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n // Idle & Movement\n [\"gan_idle_rooted\", GAN_IDLE_ROOTED],\n [\"gan_short_root_step\", GAN_SHORT_ROOT_STEP],\n [\"gan_defensive_angle_shift\", GAN_DEFENSIVE_ANGLE_SHIFT],\n \n // Stance Transitions\n [\"gan_high_solid_guard_transition\", GAN_HIGH_SOLID_GUARD_TRANSITION],\n \n // Mountain Defensive Block Techniques (간괘 방어 기술)\n [\"gan_rock_defense_animation\", GAN_ROCK_DEFENSE_ANIMATION],\n [\"gan_defensive_reversal\", GAN_DEFENSIVE_REVERSAL],\n]);\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8DA,IAAa,kBACX,4BAA4B,OAC1B,mBACA,WACD,CACE,OAAO,KAAK,KAAK,CAEjB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,IAAI,CACP,OAAO,SAAS,aAAa,OAAQ,GAAG,EAAE,CAC1C,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,OAAQ,GAAG,MAAO,CAC9C,OAAO,SAAS,YAAY,OAAQ,GAAG,KAAM,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,IAAI,CACP,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;AA4BZ,IAAa,sBACX,4BAA4B,OAC1B,uBACA,QACD,CACE,WAAW,IAAK,MAAM,CAEtB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,MAAM,MAAO,GAAG,EAAE,CAClC,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,MAAM,MAAO,GAAG,EAAE,CAClC,SAAS,SAAS,QAAQ,GAAG,GAAG,IAAK,CACrC,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,IAAK,CACrC,MAAmC,CACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;AA4BZ,IAAa,4BACX,4BAA4B,OAC1B,6BACA,WACD,CACE,WAAW,IAAK,MAAM,CAEtB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,GAAG,OAAQ,EAAE,CACrC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,GAAG,OAAQ,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,MAAM,GAAG,OAAQ,EAAE,CACnC,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,KAAM,CACT,OAAO,SAAS,QAAQ,GAAG,OAAQ,EAAE,CACrC,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,GAAG,OAAQ,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,MAAO,EAAE,CACpC,OAAO,SAAS,MAAM,GAAG,OAAQ,EAAE,CACnC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,SAAS,SAAS,QAAQ,MAAO,GAAG,EAAE,CACtC,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,QAAQ,GAAG,OAAQ,EAAE,CACrC,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,GAAG,OAAQ,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,MAAM,GAAG,OAAQ,EAAE,CACnC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,SAAS,SAAS,QAAQ,MAAO,GAAG,EAAE,CACtC,MAAmC,CACnC,OAAO;;;;;;;;;;;;;;;;;;;;;AA0BZ,IAAa,kCACX,4BAA4B,OAC1B,mCACA,UACD,CACE,SAAS,MAAO,MAAM,CAEtB,GAAG,EAAE,CACL,OAAO,SAAS,YAAY,OAAQ,GAAG,MAAO,CAC9C,OAAO,SAAS,YAAY,OAAQ,GAAG,KAAM,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,MAAM,MAAO,GAAG,EAAE,CAClC,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,KAAM,CACT,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,aAAa,OAAQ,GAAG,EAAE,CAC1C,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CACnC,OAAO;;;;;AAUZ,IAAa,wBAAgE,IAAI,IAAI;CAEnF,CAAC,mBAAmB,gBAAgB;CACpC,CAAC,uBAAuB,oBAAoB;CAC5C,CAAC,6BAA6B,0BAA0B;CAGxD,CAAC,mCAAmC,gCAAgC;CAGpE,CAAC,8BAA8B,2BAA2B;CAC1D,CAAC,0BAA0B,uBAAuB;CACnD,CAAC"}
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/**
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* ☶ Gan (Mountain) Technique Combat Animations
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*
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* Specialized combat technique animations for the Gan (간/Mountain) trigram.
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* Embodies defensive blocks, absorption, and powerful counter-attacks.
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*
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7
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* **Korean Martial Arts Context:**
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* - **무술**: 합기도 방어 기술 (Hapkido Defensive Techniques)
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* - **특성**: 반석방어 (Rock Defense), 역습 (Reversal Counter)
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* - **철학**: 바위처럼 막기 (Block Like Rock), 산처럼 역습 (Counter Like Mountain)
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* - **대표 기술**: 반석방어 (Rock Defense), 방어 역습 (Defensive Reversal)
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*
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* @module systems/animation/catalogs/GanTechniqueAnimations
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* @category Animation
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* @korean 간괘기술애니메이션
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*/
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import { type SkeletalAnimation } from "../../../types/skeletal";
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/**
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* Gan Rock Defense Animation
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*
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* **Korean**: 반석방어 (Banseok Bangeo) - Rock Defense
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* **Technique**: Solid block followed by powerful counter from absorbed energy
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* **Target Points**: Superior striking position after absorption
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*
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* Characteristics:
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* - Block: Solid block with reinforced structure
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* - Absorb: Ground impact force through stable stance
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* - Counter: Powerful counter using stored energy
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* - Recovery: Return to immovable guard
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*
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* Animation Phases:
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* - 0-300ms: Block phase (frames 0-5) - Reinforced block with structure
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* - 300-600ms: Absorb phase (frames 6-10) - Ground impact through stance
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* - 600-1000ms: Counter phase (frames 11-17) - Explosive counter strike
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* - 1000-1200ms: Recovery phase (frames 18-20) - Return to guard
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*
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* **Performance**: Targets 60fps (16.67ms per frame)
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* **Damage Type**: Defensive counter with accumulated power
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*
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* @korean 반석방어
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* @frames 20 total (6 block, 6 absorb, 8 counter)
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* @duration 1200ms
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* @category Defense Animation
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*/
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export declare const GAN_ROCK_DEFENSE_ANIMATION: SkeletalAnimation;
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/**
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* Gan Defensive Reversal Animation
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*
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* **Korean**: 바위 역습 (Bawi Yeokseup) - Rock Reversal
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* **Technique**: Block opponent's attack, control limb, reverse position with power
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*
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* Characteristics:
|
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* - Block opponent's attack solidly
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* - Control opponent's limb with lock
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* - Reverse position with power
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* - Maintain immovable foundation throughout
|
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*
|
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* Animation Phases:
|
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* - 0-300ms: Block phase (frames 0-5) - Solid defensive block
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60
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* - 300-700ms: Control phase (frames 6-13) - Limb control and lock
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61
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* - 700-1100ms: Reversal phase (frames 14-21) - Power reversal
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* - 1100-1333ms: Recovery phase (frames 22-24) - Return to guard
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*
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* **Performance**: Targets 60fps (16.67ms per frame)
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* **Damage Type**: Joint manipulation and positional reversal
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*
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* @korean 바위역습
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68
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* @frames 24 total (6 block, 8 control, 10 reversal)
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* @duration 1333ms
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* @category Defense Animation
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*/
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export declare const GAN_DEFENSIVE_REVERSAL: SkeletalAnimation;
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/**
|
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* Map of all Gan technique combat animations for easy access
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* @korean 간괘기술애니메이션맵
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*/
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export declare const GAN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
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//# sourceMappingURL=GanTechniqueAnimations.d.ts.map
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{"version":3,"file":"GanTechniqueAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/GanTechniqueAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAY,KAAK,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAOpE;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,eAAO,MAAM,0BAA0B,EAAE,iBAsH7B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,eAAO,MAAM,sBAAsB,EAAE,iBA2HzB,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,wBAAwB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAI1E,CAAC"}
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import { BoneName } from "../../../types/skeletal.js";
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import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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3
|
+
//#region src/systems/animation/catalogs/GanTechniqueAnimations.ts
|
|
4
|
+
/**
|
|
5
|
+
* ☶ Gan (Mountain) Technique Combat Animations
|
|
6
|
+
*
|
|
7
|
+
* Specialized combat technique animations for the Gan (간/Mountain) trigram.
|
|
8
|
+
* Embodies defensive blocks, absorption, and powerful counter-attacks.
|
|
9
|
+
*
|
|
10
|
+
* **Korean Martial Arts Context:**
|
|
11
|
+
* - **무술**: 합기도 방어 기술 (Hapkido Defensive Techniques)
|
|
12
|
+
* - **특성**: 반석방어 (Rock Defense), 역습 (Reversal Counter)
|
|
13
|
+
* - **철학**: 바위처럼 막기 (Block Like Rock), 산처럼 역습 (Counter Like Mountain)
|
|
14
|
+
* - **대표 기술**: 반석방어 (Rock Defense), 방어 역습 (Defensive Reversal)
|
|
15
|
+
*
|
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16
|
+
* @module systems/animation/catalogs/GanTechniqueAnimations
|
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17
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+
* @category Animation
|
|
18
|
+
* @korean 간괘기술애니메이션
|
|
19
|
+
*/
|
|
20
|
+
/**
|
|
21
|
+
* Gan Rock Defense Animation
|
|
22
|
+
*
|
|
23
|
+
* **Korean**: 반석방어 (Banseok Bangeo) - Rock Defense
|
|
24
|
+
* **Technique**: Solid block followed by powerful counter from absorbed energy
|
|
25
|
+
* **Target Points**: Superior striking position after absorption
|
|
26
|
+
*
|
|
27
|
+
* Characteristics:
|
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28
|
+
* - Block: Solid block with reinforced structure
|
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29
|
+
* - Absorb: Ground impact force through stable stance
|
|
30
|
+
* - Counter: Powerful counter using stored energy
|
|
31
|
+
* - Recovery: Return to immovable guard
|
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32
|
+
*
|
|
33
|
+
* Animation Phases:
|
|
34
|
+
* - 0-300ms: Block phase (frames 0-5) - Reinforced block with structure
|
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35
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+
* - 300-600ms: Absorb phase (frames 6-10) - Ground impact through stance
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* - 600-1000ms: Counter phase (frames 11-17) - Explosive counter strike
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* - 1000-1200ms: Recovery phase (frames 18-20) - Return to guard
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*
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* **Performance**: Targets 60fps (16.67ms per frame)
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* **Damage Type**: Defensive counter with accumulated power
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*
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* @korean 반석방어
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* @frames 20 total (6 block, 6 absorb, 8 counter)
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* @duration 1200ms
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* @category Defense Animation
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*/
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var GAN_ROCK_DEFENSE_ANIMATION = MartialArtsAnimationBuilder.create("gan_rock_defense", "반석방어").asDefense(1.2).at(0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.15).rotate(BoneName.SHOULDER_L, -.35, .174, -.524).rotate(BoneName.ELBOW_L, 0, 0, -2.09).rotate(BoneName.FOREARM_L, .174, 0, 0).rotate(BoneName.SHOULDER_R, -.262, 0, .349).rotate(BoneName.ELBOW_R, 0, 0, 1.74).rotate(BoneName.SPINE_UPPER, 0, -.087, 0).done().at(.3).rotate(BoneName.SHOULDER_L, -.436, .262, -.558).rotate(BoneName.ELBOW_L, 0, 0, -2.18).rotate(BoneName.FOREARM_L, .174, 0, 0).rotate(BoneName.SHOULDER_R, -.262, 0, .349).rotate(BoneName.ELBOW_R, 0, 0, 1.74).rotate(BoneName.SPINE_UPPER, 0, -.087, 0).done().at(.45).rotate(BoneName.SPINE_UPPER, 0, -.14, 0).rotate(BoneName.PELVIS, 0, -.105, 0).rotate(BoneName.KNEE_L, -.349, 0, 0).rotate(BoneName.KNEE_R, -.349, 0, 0).rotate(BoneName.SHOULDER_L, -.489, .14, -.558).rotate(BoneName.ELBOW_L, 0, 0, -2.18).position(BoneName.PELVIS, 0, -.02, 0).done().at(.6).rotate(BoneName.SPINE_UPPER, 0, -.174, 0).rotate(BoneName.PELVIS, 0, -.14, 0).rotate(BoneName.KNEE_L, -.384, 0, 0).rotate(BoneName.KNEE_R, -.384, 0, 0).rotate(BoneName.SHOULDER_L, -.524, .174, -.611).rotate(BoneName.ELBOW_L, 0, 0, -2.18).position(BoneName.PELVIS, 0, -.04, 0).done().at(.75).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, .087, 0).rotate(BoneName.KNEE_L, -.262, 0, 0).rotate(BoneName.KNEE_R, -.262, 0, 0).rotate(BoneName.SHOULDER_L, -.35, .087, -.349).rotate(BoneName.SHOULDER_R, .436, 0, -.174).rotate(BoneName.ELBOW_R, 0, 0, .262).position(BoneName.PELVIS, 0, -.02, 0).done().at(.9).rotate(BoneName.SPINE_UPPER, 0, .174, 0).rotate(BoneName.PELVIS, 0, .262, 0).rotate(BoneName.KNEE_L, -.174, 0, 0).rotate(BoneName.KNEE_R, -.174, 0, 0).rotate(BoneName.SHOULDER_R, .785, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, -.262).rotate(BoneName.WRIST_R, .174, 0, 0).rotate(BoneName.SHOULDER_L, -.35, .087, -.349).position(BoneName.PELVIS, 0, 0, .05).done().at(1).rotate(BoneName.SPINE_UPPER, 0, .262, 0).rotate(BoneName.PELVIS, 0, .314, 0).rotate(BoneName.KNEE_L, -.262, 0, 0).rotate(BoneName.KNEE_R, -.262, 0, 0).rotate(BoneName.SHOULDER_R, 1.047, 0, -.087).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .174, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.HEAD, 0, .174, 0).position(BoneName.PELVIS, 0, 0, .1).done().at(1.2).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
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/**
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49
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* Gan Defensive Reversal Animation
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*
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* **Korean**: 바위 역습 (Bawi Yeokseup) - Rock Reversal
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* **Technique**: Block opponent's attack, control limb, reverse position with power
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*
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* Characteristics:
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* - Block opponent's attack solidly
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* - Control opponent's limb with lock
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* - Reverse position with power
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* - Maintain immovable foundation throughout
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*
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60
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* Animation Phases:
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* - 0-300ms: Block phase (frames 0-5) - Solid defensive block
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62
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* - 300-700ms: Control phase (frames 6-13) - Limb control and lock
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63
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* - 700-1100ms: Reversal phase (frames 14-21) - Power reversal
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64
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* - 1100-1333ms: Recovery phase (frames 22-24) - Return to guard
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65
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*
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66
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* **Performance**: Targets 60fps (16.67ms per frame)
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67
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* **Damage Type**: Joint manipulation and positional reversal
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*
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* @korean 바위역습
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70
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* @frames 24 total (6 block, 8 control, 10 reversal)
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* @duration 1333ms
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72
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* @category Defense Animation
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73
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*/
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74
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var GAN_DEFENSIVE_REVERSAL = MartialArtsAnimationBuilder.create("gan_defensive_reversal", "바위 역습").asDefense(1.333).at(0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.15).rotate(BoneName.SHOULDER_L, -.35, .262, -.524).rotate(BoneName.ELBOW_L, 0, 0, -2.09).rotate(BoneName.SHOULDER_R, -.262, 0, .349).rotate(BoneName.SPINE_UPPER, 0, -.087, 0).done().at(.3).rotate(BoneName.SHOULDER_L, -.436, .349, -.558).rotate(BoneName.ELBOW_L, 0, 0, -2.18).rotate(BoneName.FOREARM_L, .174, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.14, 0).done().at(.45).rotate(BoneName.SHOULDER_L, -.349, .436, -.436).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.WRIST_L, .174, .262, 0).rotate(BoneName.SHOULDER_R, -.262, .262, .524).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SPINE_UPPER, 0, -.174, 0).done().at(.55).rotate(BoneName.SHOULDER_L, -.262, .524, -.349).rotate(BoneName.ELBOW_L, 0, 0, -1.74).rotate(BoneName.WRIST_L, .262, .349, 0).rotate(BoneName.SHOULDER_R, -.174, .349, .611).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, .174, .262, 0).rotate(BoneName.SPINE_UPPER, 0, -.262, 0).done().at(.7).rotate(BoneName.SHOULDER_L, -.174, .611, -.262).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.WRIST_L, .349, .436, 0).rotate(BoneName.SHOULDER_R, -.087, .436, .698).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.WRIST_R, .262, .349, 0).rotate(BoneName.SPINE_UPPER, 0, -.349, 0).rotate(BoneName.PELVIS, 0, -.174, 0).done().at(.85).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, .174, 0).rotate(BoneName.SHOULDER_L, -.087, .349, -.174).rotate(BoneName.SHOULDER_R, .174, .174, .349).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, 0, -.03, 0).done().at(.95).rotate(BoneName.SPINE_UPPER, 0, .262, 0).rotate(BoneName.PELVIS, 0, .349, 0).rotate(BoneName.SHOULDER_L, 0, 0, -.087).rotate(BoneName.SHOULDER_R, .611, 0, .174).rotate(BoneName.ELBOW_R, 0, 0, .524).rotate(BoneName.KNEE_L, -.262, 0, 0).rotate(BoneName.KNEE_R, -.262, 0, 0).position(BoneName.PELVIS, 0, -.01, .05).done().at(1.1).rotate(BoneName.SPINE_UPPER, 0, .436, 0).rotate(BoneName.PELVIS, 0, .524, 0).rotate(BoneName.SHOULDER_L, .174, -.174, 0).rotate(BoneName.SHOULDER_R, .873, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, .174).rotate(BoneName.WRIST_R, .174, 0, 0).rotate(BoneName.KNEE_L, -.174, 0, 0).rotate(BoneName.KNEE_R, -.174, 0, 0).rotate(BoneName.HEAD, 0, .349, 0).position(BoneName.PELVIS, 0, 0, .15).done().at(1.333).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
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/**
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76
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* Map of all Gan technique combat animations for easy access
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77
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* @korean 간괘기술애니메이션맵
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+
*/
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+
var GAN_TECHNIQUE_ANIMATIONS = new Map([["gan_rock_defense", GAN_ROCK_DEFENSE_ANIMATION], ["gan_defensive_reversal", GAN_DEFENSIVE_REVERSAL]]);
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//#endregion
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export { GAN_DEFENSIVE_REVERSAL, GAN_ROCK_DEFENSE_ANIMATION, GAN_TECHNIQUE_ANIMATIONS };
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+
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//# sourceMappingURL=GanTechniqueAnimations.js.map
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@@ -0,0 +1 @@
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1
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{"version":3,"file":"GanTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GanTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☶ Gan (Mountain) Technique Combat Animations\n *\n * Specialized combat technique animations for the Gan (간/Mountain) trigram.\n * Embodies defensive blocks, absorption, and powerful counter-attacks.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 합기도 방어 기술 (Hapkido Defensive Techniques)\n * - **특성**: 반석방어 (Rock Defense), 역습 (Reversal Counter)\n * - **철학**: 바위처럼 막기 (Block Like Rock), 산처럼 역습 (Counter Like Mountain)\n * - **대표 기술**: 반석방어 (Rock Defense), 방어 역습 (Defensive Reversal)\n *\n * @module systems/animation/catalogs/GanTechniqueAnimations\n * @category Animation\n * @korean 간괘기술애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN ROCK DEFENSE ANIMATION (반석방어)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Rock Defense Animation\n *\n * **Korean**: 반석방어 (Banseok Bangeo) - Rock Defense\n * **Technique**: Solid block followed by powerful counter from absorbed energy\n * **Target Points**: Superior striking position after absorption\n *\n * Characteristics:\n * - Block: Solid block with reinforced structure\n * - Absorb: Ground impact force through stable stance\n * - Counter: Powerful counter using stored energy\n * - Recovery: Return to immovable guard\n *\n * Animation Phases:\n * - 0-300ms: Block phase (frames 0-5) - Reinforced block with structure\n * - 300-600ms: Absorb phase (frames 6-10) - Ground impact through stance\n * - 600-1000ms: Counter phase (frames 11-17) - Explosive counter strike\n * - 1000-1200ms: Recovery phase (frames 18-20) - Return to guard\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Defensive counter with accumulated power\n *\n * @korean 반석방어\n * @frames 20 total (6 block, 6 absorb, 8 counter)\n * @duration 1200ms\n * @category Defense Animation\n */\nexport const GAN_ROCK_DEFENSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_rock_defense\",\n \"반석방어\"\n )\n .asDefense(1.2)\n // =================================================================\n // BLOCK PHASE (0-300ms, frames 0-6)\n // =================================================================\n // Frame 0: Guard position baseline (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (guard position)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (guard ready)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrist\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 3: Block engagement (150ms)\n .at(0.15)\n .rotate(BoneName.SHOULDER_L, -0.35, 0.174, -0.524) // -20°, 10°, -30° (block extends)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.09) // -120° (elbow structure solid)\n .rotate(BoneName.FOREARM_L, 0.174, 0, 0) // 10°, 0°, 0° (forearm absorbs)\n .rotate(BoneName.SHOULDER_R, -0.262, 0, 0.349) // -15°, 0°, 20° (supporting arm)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.74) // 100° (support structure)\n .rotate(BoneName.SPINE_UPPER, 0, -0.087, 0) // 0°, -5° (minor rotation to block)\n .done<MartialArtsAnimationBuilder>()\n // Frame 6: Maximum block (300ms)\n .at(0.3)\n .rotate(BoneName.SHOULDER_L, -0.436, 0.262, -0.558) // -25°, 15°, -32° (reinforced block)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.18) // -125° (maximum elbow structure)\n .rotate(BoneName.FOREARM_L, 0.174, 0, 0) // 10° (forearm solid)\n .rotate(BoneName.SHOULDER_R, -0.262, 0, 0.349) // -15°, 0°, 20° (supporting)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.74) // 100°\n .rotate(BoneName.SPINE_UPPER, 0, -0.087, 0) // 0°, -5°\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // ABSORB PHASE (300-600ms, frames 7-12)\n // =================================================================\n // Frame 9: Begin absorption (450ms)\n .at(0.45)\n .rotate(BoneName.SPINE_UPPER, 0, -0.14, 0) // 0°, -8° (ground the impact)\n .rotate(BoneName.PELVIS, 0, -0.105, 0) // 0°, -6° (hip absorbs)\n .rotate(BoneName.KNEE_L, -0.349, 0, 0) // -20° (lower stance absorbs)\n .rotate(BoneName.KNEE_R, -0.349, 0, 0) // -20°\n .rotate(BoneName.SHOULDER_L, -0.489, 0.14, -0.558) // -28°, 8°, -32° (maintain block)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.18) // -125° (structure held)\n .position(BoneName.PELVIS, 0, -0.02, 0) // Slight drop to absorb\n .done<MartialArtsAnimationBuilder>()\n // Frame 12: Maximum absorption (600ms)\n .at(0.6)\n .rotate(BoneName.SPINE_UPPER, 0, -0.174, 0) // 0°, -10° (maximum absorption)\n .rotate(BoneName.PELVIS, 0, -0.14, 0) // 0°, -8°\n .rotate(BoneName.KNEE_L, -0.384, 0, 0) // -22° (deepest absorption)\n .rotate(BoneName.KNEE_R, -0.384, 0, 0) // -22°\n .rotate(BoneName.SHOULDER_L, -0.524, 0.174, -0.611) // -30°, 10°, -35° (block held firm)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.18) // -125°\n .position(BoneName.PELVIS, 0, -0.04, 0) // Lower for absorption\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // COUNTER PHASE (600-1000ms, frames 13-20)\n // =================================================================\n // Frame 15: Counter preparation (750ms)\n .at(0.75)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0°, 0° (returning to neutral)\n .rotate(BoneName.PELVIS, 0, 0.087, 0) // 0°, 5° (hip begins counter rotation)\n .rotate(BoneName.KNEE_L, -0.262, 0, 0) // -15° (rising from absorption)\n .rotate(BoneName.KNEE_R, -0.262, 0, 0) // -15°\n .rotate(BoneName.SHOULDER_L, -0.35, 0.087, -0.349) // -20°, 5°, -20° (guard maintained)\n .rotate(BoneName.SHOULDER_R, 0.436, 0, -0.174) // 25°, 0°, -10° (counter preparing)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.262) // 15° (arm extending for counter)\n .position(BoneName.PELVIS, 0, -0.02, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 18: Counter strike (900ms)\n .at(0.9)\n .rotate(BoneName.SPINE_UPPER, 0, 0.174, 0) // 0°, 10° (counter rotation)\n .rotate(BoneName.PELVIS, 0, 0.262, 0) // 0°, 15° (hip drives counter)\n .rotate(BoneName.KNEE_L, -0.174, 0, 0) // -10° (rise from absorption)\n .rotate(BoneName.KNEE_R, -0.174, 0, 0) // -10°\n .rotate(BoneName.SHOULDER_R, 0.785, 0, 0) // 45°, 0°, 0° (counter strike forward)\n .rotate(BoneName.ELBOW_R, 0, 0, -0.262) // -15° (extending)\n .rotate(BoneName.WRIST_R, 0.174, 0, 0) // 10° (strike alignment)\n .rotate(BoneName.SHOULDER_L, -0.35, 0.087, -0.349) // -20°, 5°, -20° (guard maintained)\n .position(BoneName.PELVIS, 0, 0, 0.05) // Forward shift for power\n .done<MartialArtsAnimationBuilder>()\n // Frame 20: Full counter extension (1000ms)\n .at(1.0)\n .rotate(BoneName.SPINE_UPPER, 0, 0.262, 0) // 0°, 15° (full counter rotation)\n .rotate(BoneName.PELVIS, 0, 0.314, 0) // 0°, 18° (maximum hip drive)\n .rotate(BoneName.KNEE_L, -0.262, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.262, 0, 0) // -15°\n .rotate(BoneName.SHOULDER_R, 1.047, 0, -0.087) // 60°, 0°, -5° (counter strike extended)\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° (fully extended)\n .rotate(BoneName.WRIST_R, 0.174, 0, 0) // 10° (impact position)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.HEAD, 0, 0.174, 0) // 0°, 10° (head tracks strike)\n .position(BoneName.PELVIS, 0, 0, 0.1) // Full forward drive\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (1000-1200ms, frames 21-22)\n // =================================================================\n // Frame 22: Return to guard (1200ms)\n .at(1.2)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Return to neutral\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (guard restored)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110°\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110°\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head returns to neutral focus\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN DEFENSIVE REVERSAL ANIMATION (방어 역습)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Defensive Reversal Animation\n *\n * **Korean**: 바위 역습 (Bawi Yeokseup) - Rock Reversal\n * **Technique**: Block opponent's attack, control limb, reverse position with power\n *\n * Characteristics:\n * - Block opponent's attack solidly\n * - Control opponent's limb with lock\n * - Reverse position with power\n * - Maintain immovable foundation throughout\n *\n * Animation Phases:\n * - 0-300ms: Block phase (frames 0-5) - Solid defensive block\n * - 300-700ms: Control phase (frames 6-13) - Limb control and lock\n * - 700-1100ms: Reversal phase (frames 14-21) - Power reversal\n * - 1100-1333ms: Recovery phase (frames 22-24) - Return to guard\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Joint manipulation and positional reversal\n *\n * @korean 바위역습\n * @frames 24 total (6 block, 8 control, 10 reversal)\n * @duration 1333ms\n * @category Defense Animation\n */\nexport const GAN_DEFENSIVE_REVERSAL: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_defensive_reversal\",\n \"바위 역습\"\n )\n .asDefense(1.333)\n // =================================================================\n // BLOCK PHASE (0-300ms, frames 0-6)\n // =================================================================\n // Frame 0: Guard baseline (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (guard ready)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110°\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 3: Block engagement (150ms)\n .at(0.15)\n .rotate(BoneName.SHOULDER_L, -0.35, 0.262, -0.524) // -20°, 15°, -30° (block extends)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.09) // -120° (solid structure)\n .rotate(BoneName.SHOULDER_R, -0.262, 0, 0.349) // -15°, 0°, 20° (supporting)\n .rotate(BoneName.SPINE_UPPER, 0, -0.087, 0) // 0°, -5° (rotation into block)\n .done<MartialArtsAnimationBuilder>()\n // Frame 6: Block solid (300ms)\n .at(0.3)\n .rotate(BoneName.SHOULDER_L, -0.436, 0.349, -0.558) // -25°, 20°, -32° (reinforced)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.18) // -125° (maximum structure)\n .rotate(BoneName.FOREARM_L, 0.174, 0, 0) // 10° (absorbing)\n .rotate(BoneName.SPINE_UPPER, 0, -0.14, 0) // 0°, -8°\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // CONTROL PHASE (300-700ms, frames 7-14)\n // =================================================================\n // Frame 9: Begin limb control (450ms)\n .at(0.45)\n .rotate(BoneName.SHOULDER_L, -0.349, 0.436, -0.436) // -20°, 25°, -25° (rotating to control)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (bending to grasp)\n .rotate(BoneName.WRIST_L, 0.174, 0.262, 0) // 10°, 15°, 0° (wrist control)\n .rotate(BoneName.SHOULDER_R, -0.262, 0.262, 0.524) // -15°, 15°, 30° (assisting control)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (reaching to assist)\n .rotate(BoneName.SPINE_UPPER, 0, -0.174, 0) // 0°, -10° (twisting for control)\n .done<MartialArtsAnimationBuilder>()\n // Frame 11: Limb captured (550ms)\n .at(0.55)\n .rotate(BoneName.SHOULDER_L, -0.262, 0.524, -0.349) // -15°, 30°, -20° (control grip)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.74) // -100° (locked position)\n .rotate(BoneName.WRIST_L, 0.262, 0.349, 0) // 15°, 20°, 0° (firm control)\n .rotate(BoneName.SHOULDER_R, -0.174, 0.349, 0.611) // -10°, 20°, 35° (both hands control)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (assisting grip)\n .rotate(BoneName.WRIST_R, 0.174, 0.262, 0) // 10°, 15°, 0°\n .rotate(BoneName.SPINE_UPPER, 0, -0.262, 0) // 0°, -15° (torque on limb)\n .done<MartialArtsAnimationBuilder>()\n // Frame 14: Maximum control (700ms)\n .at(0.7)\n .rotate(BoneName.SHOULDER_L, -0.174, 0.611, -0.262) // -10°, 35°, -15° (peak control)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (locked)\n .rotate(BoneName.WRIST_L, 0.349, 0.436, 0) // 20°, 25°, 0° (maximum pressure)\n .rotate(BoneName.SHOULDER_R, -0.087, 0.436, 0.698) // -5°, 25°, 40° (both hands)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70° (tight grip)\n .rotate(BoneName.WRIST_R, 0.262, 0.349, 0) // 15°, 20°, 0°\n .rotate(BoneName.SPINE_UPPER, 0, -0.349, 0) // 0°, -20° (maximum torque)\n .rotate(BoneName.PELVIS, 0, -0.174, 0) // 0°, -10° (hip into control)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // REVERSAL PHASE (700-1100ms, frames 15-22)\n // =================================================================\n // Frame 17: Begin reversal (850ms)\n .at(0.85)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0°, 0° (unwinding)\n .rotate(BoneName.PELVIS, 0, 0.174, 0) // 0°, 10° (reversing rotation)\n .rotate(BoneName.SHOULDER_L, -0.087, 0.349, -0.174) // -5°, 20°, -10° (pulling)\n .rotate(BoneName.SHOULDER_R, 0.174, 0.174, 0.349) // 10°, 10°, 20° (pushing)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (dropping for power)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0)\n .position(BoneName.PELVIS, 0, -0.03, 0) // Lowering for reversal power\n .done<MartialArtsAnimationBuilder>()\n // Frame 19: Mid-reversal (950ms)\n .at(0.95)\n .rotate(BoneName.SPINE_UPPER, 0, 0.262, 0) // 0°, 15° (reversing direction)\n .rotate(BoneName.PELVIS, 0, 0.349, 0) // 0°, 20° (hip drives reversal)\n .rotate(BoneName.SHOULDER_L, 0, 0, -0.087) // 0°, 0°, -5° (releasing control)\n .rotate(BoneName.SHOULDER_R, 0.611, 0, 0.174) // 35°, 0°, 10° (pushing through)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.524) // 30° (extending for push)\n .rotate(BoneName.KNEE_L, -0.262, 0, 0) // -15° (rising)\n .rotate(BoneName.KNEE_R, -0.262, 0, 0)\n .position(BoneName.PELVIS, 0, -0.01, 0.05) // Forward and up\n .done<MartialArtsAnimationBuilder>()\n // Frame 22: Full reversal (1100ms)\n .at(1.1)\n .rotate(BoneName.SPINE_UPPER, 0, 0.436, 0) // 0°, 25° (full reversal rotation)\n .rotate(BoneName.PELVIS, 0, 0.524, 0) // 0°, 30° (maximum hip drive)\n .rotate(BoneName.SHOULDER_L, 0.174, -0.174, 0) // 10°, -10°, 0° (cleared)\n .rotate(BoneName.SHOULDER_R, 0.873, 0, 0) // 50°, 0°, 0° (full push extension)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.174) // 10° (extended)\n .rotate(BoneName.WRIST_R, 0.174, 0, 0) // 10° (push position)\n .rotate(BoneName.KNEE_L, -0.174, 0, 0) // -10° (stable)\n .rotate(BoneName.KNEE_R, -0.174, 0, 0)\n .rotate(BoneName.HEAD, 0, 0.349, 0) // 0°, 20° (head tracks reversal direction)\n .position(BoneName.PELVIS, 0, 0, 0.15) // Maximum forward reversal\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (1100-1333ms, frames 23-24)\n // =================================================================\n // Frame 24: Return to guard (1333ms)\n .at(1.333)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Return to neutral\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (guard restored)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110°\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110°\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head returns to neutral focus\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Gan technique combat animations for easy access\n * @korean 간괘기술애니메이션맵\n */\nexport const GAN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n // Combat Techniques\n [\"gan_rock_defense\", GAN_ROCK_DEFENSE_ANIMATION],\n [\"gan_defensive_reversal\", 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