blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,341 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import { ANATOMICAL_LIMITS } from "../constants/AnatomicalLimits.js";
4
+ //#region src/systems/animation/catalogs/GeonStanceAnimations.ts
5
+ /**
6
+ * ☰ Geon (Heaven) Stance-Specific Animations
7
+ *
8
+ * Specialized idle, movement, and combat animations for the Geon (건/Heaven) trigram.
9
+ * Embodies direct force and bone-breaking power from Taekwondo techniques.
10
+ *
11
+ * **Korean Martial Arts Context:**
12
+ * - **무술**: 태권도 파워 기술 (Taekwondo Power Techniques)
13
+ * - **특성**: 정면 공격 (Direct Frontal Strikes), 골절력 (Bone-Breaking Force)
14
+ * - **철학**: 압도적인 힘 (Overwhelming Power), 하늘의 권위 (Heavenly Authority)
15
+ * - **대표 기술**: 천둥벽력 (Heavenly Fist/Thunderclap Strike)
16
+ *
17
+ * @module systems/animation/catalogs/GeonStanceAnimations
18
+ * @category Animation
19
+ * @korean 건괘자세애니메이션
20
+ */
21
+ /**
22
+ * Geon Idle Breathing Animation
23
+ *
24
+ * **Korean**: 건괘 호흡 자세 (Geon-gwae Hoheup Jase)
25
+ * **Philosophy**: Embodying heavenly authority through powerful breathing
26
+ *
27
+ * Characteristics:
28
+ * - Chest expansion emphasizing power readiness
29
+ * - Shoulder squaring for frontal dominance
30
+ * - Fists clenched at ready position
31
+ * - Head held high (authoritative posture)
32
+ *
33
+ * Animation Cycle:
34
+ * - 0ms: Neutral breathing position
35
+ * - 1250ms: Chest expansion (inhale)
36
+ * - 2500ms: Return to neutral (exhale)
37
+ *
38
+ * @korean 건괘호흡자세
39
+ * @duration 2500ms (2.5 second cycle)
40
+ * @category Idle Animation
41
+ */
42
+ var GEON_IDLE_BREATHING = MartialArtsAnimationBuilder.create("geon_idle_breathing", "건괘 호흡 자세").asIdle(2.5, true).at(0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.17, 0, -.09).rotate(BoneName.SHOULDER_R, -.17, 0, .09).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.HEAD, .09, 0, 0).done().at(1.25).rotate(BoneName.SPINE_UPPER, -.09, 0, 0).rotate(BoneName.SHOULDER_L, -.21, 0, -.14).rotate(BoneName.SHOULDER_R, -.21, 0, .14).rotate(BoneName.HEAD, .14, 0, 0).done().at(2.5).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.17, 0, -.09).rotate(BoneName.SHOULDER_R, -.17, 0, .09).rotate(BoneName.HEAD, .09, 0, 0).done().build();
43
+ /**
44
+ * Geon Forward Advance Animation
45
+ *
46
+ * **Korean**: 천둥 전진 (Cheondung Jeonjin) - Thunder Advance
47
+ * **Technique**: Heavy forward step with power weight transfer
48
+ *
49
+ * Characteristics:
50
+ * - Lead shoulder driving forward
51
+ * - Rear leg pushing with explosive force
52
+ * - Maintains high center of gravity
53
+ * - Powerful, authoritative stride
54
+ *
55
+ * Animation Phases:
56
+ * - 0-200ms: Initial push-off
57
+ * - 200-500ms: Weight transfer forward
58
+ * - 500-667ms: Landing with power
59
+ *
60
+ * @korean 천둥전진
61
+ * @frames 12 frames (~55.5ms per frame at 60fps)
62
+ * @duration 667ms
63
+ * @category Movement Animation
64
+ */
65
+ var GEON_FORWARD_ADVANCE = MartialArtsAnimationBuilder.create("geon_forward_advance", "천둥 전진").asMovement(.667, false).at(0).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, .15, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.SHOULDER_R, -.26, 0, .17).position(BoneName.PELVIS, 0, 0, 0).done().at(.35).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, .2, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.SHOULDER_R, -.35, 0, .26).position(BoneName.PELVIS, 0, .02, .3).done().at(.667).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .1, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.SHOULDER_R, -.17, 0, .09).position(BoneName.PELVIS, 0, 0, .5).done().build();
66
+ /**
67
+ * Geon Diagonal Power Step Animation
68
+ *
69
+ * **Korean**: 대각선 강타보 (Daegakseon Gangtabo) - Diagonal Power Step
70
+ * **Technique**: 45° angle power movement with hip rotation
71
+ *
72
+ * Characteristics:
73
+ * - 45° diagonal movement for tactical positioning
74
+ * - Hip rotation for torque generation
75
+ * - Maintain high center of gravity
76
+ * - Explosive lateral power transfer
77
+ *
78
+ * Animation Phases:
79
+ * - 0-233ms: Initial 45° pivot
80
+ * - 233-583ms: Diagonal weight transfer
81
+ * - 583-778ms: Landing in power position
82
+ *
83
+ * @korean 대각선강타보
84
+ * @frames 14 frames (~55.5ms per frame at 60fps)
85
+ * @duration 778ms
86
+ * @category Movement Animation
87
+ */
88
+ var GEON_DIAGONAL_POWER_STEP = MartialArtsAnimationBuilder.create("geon_diagonal_power_step", "대각선 강타보").asMovement(.778, false).at(0).rotate(BoneName.PELVIS, .09, -.79, 0).rotate(BoneName.SPINE_UPPER, .14, -.87, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.HIP_L, 0, .35, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.408).rotate(BoneName.PELVIS, .14, -.52, 0).rotate(BoneName.SPINE_UPPER, .17, -.61, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.HIP_L, 0, .52, 0).position(BoneName.PELVIS, -.3, .03, .3).done().at(.778).rotate(BoneName.PELVIS, .09, -.79, 0).rotate(BoneName.SPINE_UPPER, .12, -.87, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.HIP_L, 0, .79, 0).position(BoneName.PELVIS, -.4, 0, .4).done().build();
89
+ /**
90
+ * Geon Heavenly Fist Attack Animation (Enhanced)
91
+ *
92
+ * **Korean**: 천둥벽력 (Cheondung Byeokryeok) - Thunderclap Strike
93
+ * **Technique**: Direct frontal punch with bone-breaking force
94
+ * **Target Points**: 백회혈 (Baekhoehoel/Crown), 명치 (Solar Plexus), 흉골 (Sternum)
95
+ *
96
+ * Characteristics:
97
+ * - Explosive forward drive with hip rotation
98
+ * - Full arm extension with shoulder follow-through
99
+ * - Generates maximum power from ground up
100
+ * - Direct bone-breaking intent
101
+ *
102
+ * Animation Phases:
103
+ * - 0-300ms: Wind-up (6 frames) - Cock fist to ear, twist torso
104
+ * - 300-800ms: Strike (8 frames) - Explosive forward rotation
105
+ * - 800-1200ms: Recovery (6 frames) - Return to guard
106
+ *
107
+ * **Performance**: Targets 60fps (16.67ms per frame)
108
+ * **Damage Type**: Bone-breaking blunt force
109
+ *
110
+ * @korean 천둥벽력
111
+ * @frames 20 total (6 wind-up, 8 strike, 6 recovery)
112
+ * @duration 1200ms
113
+ * @category Attack Animation
114
+ */
115
+ var GEON_HEAVENLY_FIST_ANIMATION = MartialArtsAnimationBuilder.create("geon_heavenly_fist", "천둥벽력").asAttack(1.2).at(0).rotate(BoneName.SHOULDER_R, -.17, 0, .09).rotate(BoneName.ELBOW_R, -1.57, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.1).rotate(BoneName.SHOULDER_R, -.35, 0, .26).rotate(BoneName.ELBOW_R, -2.09, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.26, 0).rotate(BoneName.PELVIS, 0, -.17, 0).done().at(.3).rotate(BoneName.SHOULDER_R, -.44, 0, .35).rotate(BoneName.ELBOW_R, -2.27, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.35, 0).rotate(BoneName.PELVIS, 0, -.26, 0).done().at(.5).rotate(BoneName.SHOULDER_R, .79, 0, 0).rotate(BoneName.ELBOW_R, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.PELVIS, 0, .26, 0).rotate(BoneName.KNEE_R, -.09, 0, 0).position(BoneName.PELVIS, 0, 0, .05).done().at(.8).rotate(BoneName.SHOULDER_R, 1.05, 0, -.09).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .17, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .44, 0).rotate(BoneName.PELVIS, 0, .35, 0).position(BoneName.PELVIS, 0, 0, .1).done().at(1).rotate(BoneName.SHOULDER_R, .35, 0, .09).rotate(BoneName.ELBOW_R, -1.05, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .17, 0).rotate(BoneName.PELVIS, 0, .09, 0).position(BoneName.PELVIS, 0, 0, .05).done().at(1.2).rotate(BoneName.SHOULDER_R, -.17, 0, .09).rotate(BoneName.ELBOW_R, -1.57, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
116
+ /**
117
+ * Geon Overhead Hammer Strike Animation
118
+ *
119
+ * **Korean**: 천둥 망치타 (Cheondung Mangchita) - Heavenly Hammer Strike
120
+ * **Technique**: Downward overhead strike with full body weight
121
+ * **Target Points**: 정수리 (Crown), 쇄골 (Clavicle), 어깨 (Shoulder)
122
+ *
123
+ * Characteristics:
124
+ * - Arms raised overhead in chambered position
125
+ * - Downward strike with full body weight behind it
126
+ * - Devastating impact on shoulder, clavicle, or skull targets
127
+ * - Uses gravity and body drop for maximum force
128
+ *
129
+ * Animation Phases:
130
+ * - 0-350ms: Wind-up (7 frames) - Raise arms overhead
131
+ * - 350-850ms: Strike (10 frames) - Downward hammer with body drop
132
+ * - 850-1200ms: Recovery (7 frames) - Return to stance
133
+ *
134
+ * **Performance**: 60fps target (16.67ms per frame)
135
+ * **Damage Type**: Crushing overhead force
136
+ *
137
+ * @korean 천둥망치타
138
+ * @frames 24 total (7 wind-up, 10 strike, 7 recovery)
139
+ * @duration 1200ms
140
+ * @category Attack Animation
141
+ */
142
+ var GEON_OVERHEAD_HAMMER = MartialArtsAnimationBuilder.create("geon_overhead_hammer", "천둥 망치타").asAttack(1.2).at(0).rotate(BoneName.SHOULDER_L, -.52, .17, .35).rotate(BoneName.SHOULDER_R, -.52, -.17, -.35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SPINE_UPPER, -.09, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.175).rotate(BoneName.SHOULDER_L, -1.22, .26, .52).rotate(BoneName.SHOULDER_R, -1.22, -.26, -.52).rotate(BoneName.ELBOW_L, 0, 0, -2.09).rotate(BoneName.ELBOW_R, 0, 0, 2.09).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).position(BoneName.PELVIS, 0, -.02, 0).done().at(.35).rotate(BoneName.SHOULDER_L, ANATOMICAL_LIMITS.SHOULDER.MAX_OVERHEAD, .35, .7).rotate(BoneName.SHOULDER_R, ANATOMICAL_LIMITS.SHOULDER.MAX_OVERHEAD, -.35, -.7).rotate(BoneName.ELBOW_L, 0, 0, -ANATOMICAL_LIMITS.ELBOW.MAX_BEND).rotate(BoneName.ELBOW_R, 0, 0, ANATOMICAL_LIMITS.ELBOW.MAX_BEND).rotate(BoneName.WRIST_L, -.17, 0, 0).rotate(BoneName.WRIST_R, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, -.26, 0, 0).rotate(BoneName.HEAD, -.17, 0, 0).position(BoneName.PELVIS, 0, -.05, 0).done().at(.475).rotate(BoneName.SHOULDER_L, -1.92, .26, .52).rotate(BoneName.SHOULDER_R, -1.92, -.26, -.52).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.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, -.03, .02).done().at(.65).rotate(BoneName.SHOULDER_L, -.87, .17, .26).rotate(BoneName.SHOULDER_R, -.87, -.17, -.26).rotate(BoneName.ELBOW_L, 0, 0, -.79).rotate(BoneName.ELBOW_R, 0, 0, .79).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.PELVIS, .17, 0, 0).position(BoneName.PELVIS, 0, 0, .05).done().at(.85).rotate(BoneName.SHOULDER_L, .17, .09, .09).rotate(BoneName.SHOULDER_R, .17, -.09, -.09).rotate(BoneName.ELBOW_L, 0, 0, -.17).rotate(BoneName.ELBOW_R, 0, 0, .17).rotate(BoneName.WRIST_L, .26, 0, 0).rotate(BoneName.WRIST_R, .26, 0, 0).rotate(BoneName.SPINE_UPPER, .44, 0, 0).rotate(BoneName.PELVIS, .26, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, 0, -.08, .15).done().at(1).rotate(BoneName.SHOULDER_L, -.26, .09, .17).rotate(BoneName.SHOULDER_R, -.26, -.09, -.17).rotate(BoneName.ELBOW_L, 0, 0, -.87).rotate(BoneName.ELBOW_R, 0, 0, .87).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.PELVIS, .09, 0, 0).position(BoneName.PELVIS, 0, -.04, .08).done().at(1.2).rotate(BoneName.SHOULDER_L, -.17, 0, .09).rotate(BoneName.SHOULDER_R, -.17, 0, -.09).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
143
+ /**
144
+ * Geon Front Kick Animation
145
+ *
146
+ * **Korean**: 앞차기 (Ap-chagi)
147
+ * **Philosophy**: Direct frontal assault with explosive leg extension
148
+ *
149
+ * Authentic Taekwondo Front Kick Technique:
150
+ * - Targets solar plexus (명치) and abdomen
151
+ * - Snap-style kick with quick retraction
152
+ * - Ball of foot or heel as striking surface
153
+ * - Minimal telegraphing for speed
154
+ *
155
+ * Animation Phases:
156
+ * - Chamber (0-300ms): Knee raised to chest level, supporting leg stable
157
+ * - Extension (300-600ms): Explosive forward thrust, hip drive
158
+ * - Impact (600ms): Full extension with locked knee
159
+ * - Recovery (600-900ms): Rapid snap-back to chamber then guard
160
+ *
161
+ * Target Vital Points:
162
+ * - 명치 (Myeongchi) - Solar Plexus: Breath disruption
163
+ * - 단전 (Danjeon) - Energy Center: Ki flow disruption
164
+ * - 늑골 (Neukgol) - Floating Ribs: Internal trauma
165
+ *
166
+ * @korean 앞차기
167
+ * @duration 900ms
168
+ * @category Attack Animation
169
+ */
170
+ var GEON_FRONTAL_KICK = MartialArtsAnimationBuilder.create("geon_frontal_kick", "앞차기").asAttack(.9).at(0).rotate(BoneName.HIP_R, .79, 0, 0).rotate(BoneName.KNEE_R, -1.92, 0, 0).rotate(BoneName.FOOT_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, -.09, 0, 0).rotate(BoneName.SHOULDER_L, -.44, 0, .35).rotate(BoneName.SHOULDER_R, -.44, 0, -.35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, 0, 0).done().at(.5).rotate(BoneName.HIP_R, .52, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).position(BoneName.PELVIS, 0, 0, .15).done().at(.6).rotate(BoneName.HIP_R, .26, 0, 0).rotate(BoneName.KNEE_R, -.09, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).rotate(BoneName.PELVIS, .26, 0, 0).position(BoneName.PELVIS, 0, 0, .25).done().at(.75).rotate(BoneName.HIP_R, .79, 0, 0).rotate(BoneName.KNEE_R, -1.92, 0, 0).rotate(BoneName.FOOT_R, -.35, 0, 0).rotate(BoneName.PELVIS, .09, 0, 0).position(BoneName.PELVIS, 0, 0, .1).done().at(.9).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
171
+ /**
172
+ * Geon Roundhouse Kick Animation
173
+ *
174
+ * **Korean**: 돌려차기 (Dolryeo-chagi)
175
+ * **Philosophy**: Signature Taekwondo technique combining rotation and whipping power
176
+ *
177
+ * Authentic Taekwondo Roundhouse Kick Mechanics:
178
+ * - Hip rotation drives the kick (not just leg swing)
179
+ * - Support leg pivots 90-180° on ball of foot
180
+ * - Instep or shin as striking surface
181
+ * - Whipping motion with full body torque
182
+ *
183
+ * Animation Phases:
184
+ * - Chamber (0-300ms): Hip rotation begins, knee rises laterally
185
+ * - Pivot (300-600ms): Support leg pivots, kicking leg chambers high
186
+ * - Extension (600-800ms): Explosive whip extension with hip snap
187
+ * - Recovery (800-1100ms): Controlled retraction and stance return
188
+ *
189
+ * Target Vital Points:
190
+ * - 태양혈 (Taeyanghyeol) - Temple: Knockout potential
191
+ * - 늑골 (Neukgol) - Ribs: Breathing impediment
192
+ * - 간 (Gan) - Liver: Internal organ trauma
193
+ *
194
+ * @korean 돌려차기
195
+ * @duration 1100ms
196
+ * @category Attack Animation
197
+ */
198
+ var GEON_ROUNDHOUSE_KICK = MartialArtsAnimationBuilder.create("geon_roundhouse_kick", "돌려차기").asAttack(1.1).at(0).rotate(BoneName.PELVIS, 0, -.79, 0).rotate(BoneName.HIP_R, 1.05, 0, 1.22).rotate(BoneName.KNEE_R, -1.57, 0, 0).rotate(BoneName.FOOT_R, -.17, 0, .26).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.FOOT_L, 0, .26, 0).rotate(BoneName.SPINE_UPPER, .09, .52, 0).rotate(BoneName.SHOULDER_L, -.79, .35, .52).rotate(BoneName.SHOULDER_R, -.79, -.35, -.52).position(BoneName.PELVIS, 0, 0, 0).done().at(.5).rotate(BoneName.PELVIS, 0, -1.22, 0).rotate(BoneName.HIP_R, 1.22, 0, 1.57).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, 0, .79, 0).rotate(BoneName.SPINE_UPPER, .17, .79, 0).position(BoneName.PELVIS, 0, 0, .05).done().at(.8).rotate(BoneName.PELVIS, 0, -1.57, 0).rotate(BoneName.HIP_R, 1.05, 0, 1.57).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.FOOT_R, .35, 0, .52).rotate(BoneName.FOOT_L, 0, 1.22, 0).rotate(BoneName.SPINE_UPPER, .26, 1.05, 0).position(BoneName.PELVIS, -.1, 0, .15).done().at(.95).rotate(BoneName.PELVIS, 0, -.52, 0).rotate(BoneName.HIP_R, .52, 0, .52).rotate(BoneName.KNEE_R, -.79, 0, 0).rotate(BoneName.FOOT_L, 0, .35, 0).position(BoneName.PELVIS, -.05, 0, .05).done().at(1.1).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.17, 0, .09).rotate(BoneName.SHOULDER_R, -.17, 0, -.09).position(BoneName.PELVIS, 0, 0, 0).done().build();
199
+ /**
200
+ * Geon Axe Kick Animation
201
+ *
202
+ * **Korean**: 내려차기 (Naeryeo-chagi)
203
+ * **Philosophy**: Downward crushing power from above, like an axe splitting wood
204
+ *
205
+ * Authentic Taekwondo Axe Kick Technique:
206
+ * - Leg raises straight up overhead (no chamber)
207
+ * - Downward chopping motion using heel or entire foot
208
+ * - Targets crown, shoulder, clavicle
209
+ * - Requires exceptional flexibility and control
210
+ * - Devastating crushing damage on impact
211
+ *
212
+ * Animation Phases:
213
+ * - Raise (0-400ms): Straight leg rises overhead with hip flexion
214
+ * - Peak (400-500ms): Leg reaches maximum height above head
215
+ * - Descent (500-900ms): Rapid downward arc with gravity assist
216
+ * - Impact (900ms): Heel drives down onto target
217
+ * - Recovery (900-1200ms): Controlled leg return to stance
218
+ *
219
+ * Target Vital Points:
220
+ * - 백회혈 (Baekhoehoel) - Crown: Neurological knockout
221
+ * - 쇄골 (Swaegol) - Clavicle: Structural break
222
+ * - 어깨 (Eokkae) - Shoulder: Joint destruction
223
+ *
224
+ * @korean 내려차기
225
+ * @duration 1200ms
226
+ * @category Attack Animation
227
+ */
228
+ var GEON_AXE_KICK = MartialArtsAnimationBuilder.create("geon_axe_kick", "내려차기").asAttack(1.2).at(0).rotate(BoneName.HIP_R, .52, 0, 0).rotate(BoneName.KNEE_R, -.09, 0, 0).rotate(BoneName.FOOT_R, -.17, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.PELVIS, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).rotate(BoneName.SHOULDER_L, -.52, .26, .35).rotate(BoneName.SHOULDER_R, -.52, -.26, -.35).position(BoneName.PELVIS, 0, 0, 0).done().at(.3).rotate(BoneName.HIP_R, 1.57, 0, 0).rotate(BoneName.KNEE_R, 0, 0, 0).rotate(BoneName.FOOT_R, -.26, 0, 0).rotate(BoneName.PELVIS, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, -.26, 0, 0).position(BoneName.PELVIS, 0, -.02, -.05).done().at(.5).rotate(BoneName.HIP_R, 2.27, 0, 0).rotate(BoneName.KNEE_R, .09, 0, 0).rotate(BoneName.FOOT_R, -.35, 0, 0).rotate(BoneName.PELVIS, -.26, 0, 0).rotate(BoneName.SPINE_UPPER, -.35, 0, 0).rotate(BoneName.HEAD, -.26, 0, 0).position(BoneName.PELVIS, 0, -.03, -.1).done().at(.7).rotate(BoneName.HIP_R, 1.22, 0, 0).rotate(BoneName.KNEE_R, 0, 0, 0).rotate(BoneName.FOOT_R, .17, 0, 0).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).position(BoneName.PELVIS, 0, -.01, .05).done().at(.9).rotate(BoneName.HIP_R, .35, 0, 0).rotate(BoneName.KNEE_R, -.09, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).rotate(BoneName.PELVIS, .26, 0, 0).rotate(BoneName.SPINE_UPPER, .35, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).position(BoneName.PELVIS, 0, -.08, .2).done().at(1.05).rotate(BoneName.HIP_R, .17, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.PELVIS, .09, 0, 0).position(BoneName.PELVIS, 0, -.04, .1).done().at(1.2).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
229
+ /**
230
+ * Geon Palm Strike Animation
231
+ *
232
+ * **Korean**: 장권 (Jang-gwon)
233
+ * **Philosophy**: Open-hand power strike using palm heel, safer than closed fist
234
+ *
235
+ * Authentic Taekwondo Palm Heel Strike:
236
+ * - Palm heel (thenar eminence) as striking surface
237
+ * - Fingers pointing upward for jaw strikes, forward for body strikes
238
+ * - Hip rotation generates power (same as punch mechanics)
239
+ * - Safer for striker's hand, effective for close combat
240
+ *
241
+ * Animation Phases:
242
+ * - Chamber (0-250ms): Open hand cocks back at ear level
243
+ * - Drive (250-650ms): Explosive palm thrust with hip rotation
244
+ * - Impact (650ms): Full extension with palm heel forward
245
+ * - Recovery (650-950ms): Retraction to guard position
246
+ *
247
+ * Target Vital Points:
248
+ * - 턱끝 (Teokkkeut) - Jaw: Knockout via head snap
249
+ * - 명치 (Myeongchi) - Solar Plexus: Breath disruption
250
+ * - 인영 (Inmyeong) - Throat: Respiratory trauma
251
+ *
252
+ * @korean 장권
253
+ * @duration 950ms
254
+ * @category Attack Animation
255
+ */
256
+ var GEON_PALM_STRIKE = MartialArtsAnimationBuilder.create("geon_palm_strike", "장권").asAttack(.95).at(0).rotate(BoneName.SHOULDER_R, -.35, 0, .26).rotate(BoneName.ELBOW_R, -1.92, 0, 0).rotate(BoneName.WRIST_R, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.26, 0).rotate(BoneName.PELVIS, 0, -.17, 0).rotate(BoneName.SHOULDER_L, -.26, 0, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.57).position(BoneName.PELVIS, 0, 0, 0).done().at(.25).rotate(BoneName.SHOULDER_R, -.44, 0, .35).rotate(BoneName.ELBOW_R, -2.09, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.35, 0).rotate(BoneName.PELVIS, 0, -.26, 0).done().at(.45).rotate(BoneName.SHOULDER_R, .52, 0, 0).rotate(BoneName.ELBOW_R, -.52, 0, 0).rotate(BoneName.WRIST_R, .09, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .26, 0).rotate(BoneName.PELVIS, 0, .17, 0).position(BoneName.PELVIS, 0, 0, .05).done().at(.65).rotate(BoneName.SHOULDER_R, .87, 0, -.09).rotate(BoneName.ELBOW_R, -.09, 0, 0).rotate(BoneName.WRIST_R, .17, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.PELVIS, 0, .26, 0).position(BoneName.PELVIS, 0, 0, .1).done().at(.8).rotate(BoneName.SHOULDER_R, .26, 0, .09).rotate(BoneName.ELBOW_R, -.79, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .17, 0).position(BoneName.PELVIS, 0, 0, .05).done().at(.95).rotate(BoneName.SHOULDER_R, -.17, 0, .09).rotate(BoneName.ELBOW_R, -1.57, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
257
+ /**
258
+ * Geon Heaven Strike Animation
259
+ *
260
+ * **Korean**: 천둥벽력 (Cheondung Byeokryeok)
261
+ * **English**: Thunder Strike
262
+ * **Philosophy**: Direct strike imbued with heavenly power
263
+ *
264
+ * Unique Geon Signature Technique - Distinct from both Heavenly Fist (straight punch)
265
+ * and Overhead Hammer (vertical drop). This technique combines overhead positioning
266
+ * with explosive diagonal strike, channeling heaven's authority through the arm.
267
+ *
268
+ * Authentic Taekwondo Diagonal Strike:
269
+ * - High chamber position emphasizing downward angle
270
+ * - Diagonal trajectory (45° downward-forward)
271
+ * - Gravity-assisted power generation
272
+ * - Full body commitment with hip rotation
273
+ * - Designed to overwhelm opponent's guard
274
+ *
275
+ * Animation Phases:
276
+ * - Wind-up (0-300ms): Arm raises to high chamber
277
+ * - Strike (300-700ms): Diagonal explosive drive down-forward
278
+ * - Impact (700ms): Full extension with body drop
279
+ * - Recovery (700-1000ms): Return to guard maintaining authority
280
+ *
281
+ * Target Vital Points:
282
+ * - 백회혈 (Baekhoehyeol) - Crown: Direct cranial impact
283
+ * - 쇄골 (Swaegor) - Collarbone: Structural damage
284
+ * - 명치 (Myeongchi) - Solar Plexus: Breath disruption
285
+ *
286
+ * @korean 천둥벽력
287
+ * @duration 1000ms
288
+ * @category Attack Animation
289
+ * @targets Crown, Collarbone, Solar Plexus
290
+ */
291
+ var GEON_HEAVEN_STRIKE = MartialArtsAnimationBuilder.create("geon_heaven_strike", "천둥벽력").asAttack(1).at(0).rotate(BoneName.SHOULDER_R, -.17, 0, .09).rotate(BoneName.ELBOW_R, -1.57, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.1).rotate(BoneName.SHOULDER_R, -.87, .17, .26).rotate(BoneName.ELBOW_R, -1.74, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.09, 0).rotate(BoneName.PELVIS, 0, -.09, 0).done().at(.3).rotate(BoneName.SHOULDER_R, -1.92, .35, .52).rotate(BoneName.ELBOW_R, -2.09, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.17, 0).rotate(BoneName.PELVIS, 0, -.17, 0).rotate(BoneName.HEAD, .09, -.09, 0).position(BoneName.PELVIS, 0, -.03, 0).done().at(.5).rotate(BoneName.SHOULDER_R, .35, 0, -.17).rotate(BoneName.ELBOW_R, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .26, 0).rotate(BoneName.PELVIS, 0, .26, 0).rotate(BoneName.HEAD, 0, .09, 0).rotate(BoneName.KNEE_R, -.09, 0, 0).position(BoneName.PELVIS, 0, -.05, -.1).done().at(.7).rotate(BoneName.SHOULDER_R, .79, 0, -.26).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .17, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .44, 0).rotate(BoneName.PELVIS, 0, .44, 0).rotate(BoneName.HEAD, 0, .17, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).position(BoneName.PELVIS, 0, -.08, -.15).done().at(.85).rotate(BoneName.SHOULDER_R, .26, 0, 0).rotate(BoneName.ELBOW_R, -.79, 0, 0).rotate(BoneName.SPINE_UPPER, 0, .17, 0).rotate(BoneName.PELVIS, 0, .17, 0).position(BoneName.PELVIS, 0, -.03, -.05).done().at(1).rotate(BoneName.SHOULDER_R, -.17, 0, .09).rotate(BoneName.ELBOW_R, -1.57, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).rotate(BoneName.KNEE_R, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
292
+ /**
293
+ * Geon Elbow Smash Animation
294
+ *
295
+ * **Korean**: 팔꿈치치기 (Palkkumchi-chigi)
296
+ * **Philosophy**: Devastating close-range strike using hardest part of arm
297
+ *
298
+ * Authentic Close-Range Elbow Strike:
299
+ * - Effective at clinch range (0.3-0.5m)
300
+ * - Elbow point (olecranon) as striking surface
301
+ * - Rotational power from torso, not just arm
302
+ * - Horizontal or rising trajectory to temple/jaw
303
+ * - Extremely high knockout potential
304
+ *
305
+ * Animation Phases:
306
+ * - Chamber (0-200ms): Elbow cocks back with torso rotation
307
+ * - Drive (200-550ms): Explosive rotation with elbow leading
308
+ * - Impact (550ms): Elbow point connects with full body torque
309
+ * - Recovery (550-850ms): Quick retraction to guard
310
+ *
311
+ * Target Vital Points:
312
+ * - 태양혈 (Taeyanghyeol) - Temple: Knockout via concussion
313
+ * - 턱끝 (Teokkkeut) - Jaw: Mandible fracture
314
+ * - 인영 (Inmyeong) - Carotid: Blood flow disruption
315
+ *
316
+ * @korean 팔꿈치치기
317
+ * @duration 850ms
318
+ * @category Attack Animation
319
+ */
320
+ var GEON_ELBOW_SMASH = MartialArtsAnimationBuilder.create("geon_elbow_smash", "팔꿈치치기").asAttack(.85).at(0).rotate(BoneName.SPINE_UPPER, 0, -.52, 0).rotate(BoneName.PELVIS, 0, -.35, 0).rotate(BoneName.SHOULDER_R, -.26, .52, .79).rotate(BoneName.ELBOW_R, -2.27, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.52, 0, .52).rotate(BoneName.ELBOW_L, 0, 0, -1.92).position(BoneName.PELVIS, 0, 0, 0).done().at(.2).rotate(BoneName.SPINE_UPPER, 0, -.7, 0).rotate(BoneName.PELVIS, 0, -.52, 0).rotate(BoneName.SHOULDER_R, -.35, .7, 1.05).done().at(.4).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.PELVIS, 0, .26, 0).rotate(BoneName.SHOULDER_R, -.17, -.26, .52).rotate(BoneName.ELBOW_R, -2.09, 0, 0).position(BoneName.PELVIS, 0, 0, .03).done().at(.55).rotate(BoneName.SPINE_UPPER, 0, .7, 0).rotate(BoneName.PELVIS, 0, .52, 0).rotate(BoneName.SHOULDER_R, -.09, -.7, .26).rotate(BoneName.ELBOW_R, -1.92, 0, 0).rotate(BoneName.HEAD, 0, .26, 0).position(BoneName.PELVIS, 0, 0, .08).done().at(.7).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.PELVIS, 0, .17, 0).rotate(BoneName.SHOULDER_R, -.17, -.35, .35).position(BoneName.PELVIS, 0, 0, .04).done().at(.85).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SHOULDER_R, -.17, 0, .09).rotate(BoneName.ELBOW_R, -1.57, 0, 0).rotate(BoneName.SHOULDER_L, -.17, 0, .09).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
321
+ /**
322
+ * Map of all Geon-specific animations for easy access
323
+ * @korean 건괘애니메이션맵
324
+ */
325
+ var GEON_ANIMATIONS = new Map([
326
+ ["geon_idle_breathing", GEON_IDLE_BREATHING],
327
+ ["geon_forward_advance", GEON_FORWARD_ADVANCE],
328
+ ["geon_diagonal_power_step", GEON_DIAGONAL_POWER_STEP],
329
+ ["geon_heaven_strike", GEON_HEAVEN_STRIKE],
330
+ ["geon_heavenly_fist", GEON_HEAVENLY_FIST_ANIMATION],
331
+ ["geon_frontal_kick", GEON_FRONTAL_KICK],
332
+ ["geon_roundhouse_kick", GEON_ROUNDHOUSE_KICK],
333
+ ["geon_axe_kick", GEON_AXE_KICK],
334
+ ["geon_palm_strike", GEON_PALM_STRIKE],
335
+ ["geon_elbow_smash", GEON_ELBOW_SMASH],
336
+ ["geon_overhead_hammer", GEON_OVERHEAD_HAMMER]
337
+ ]);
338
+ //#endregion
339
+ export { GEON_ANIMATIONS, GEON_AXE_KICK, GEON_DIAGONAL_POWER_STEP, GEON_ELBOW_SMASH, GEON_FORWARD_ADVANCE, GEON_FRONTAL_KICK, GEON_HEAVENLY_FIST_ANIMATION, GEON_HEAVEN_STRIKE, GEON_IDLE_BREATHING, GEON_OVERHEAD_HAMMER, GEON_PALM_STRIKE, GEON_ROUNDHOUSE_KICK };
340
+
341
+ //# sourceMappingURL=GeonStanceAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GeonStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GeonStanceAnimations.ts"],"sourcesContent":["/**\n * ☰ Geon (Heaven) Stance-Specific Animations\n *\n * Specialized idle, movement, and combat animations for the Geon (건/Heaven) trigram.\n * Embodies direct force and bone-breaking power from Taekwondo techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 파워 기술 (Taekwondo Power Techniques)\n * - **특성**: 정면 공격 (Direct Frontal Strikes), 골절력 (Bone-Breaking Force)\n * - **철학**: 압도적인 힘 (Overwhelming Power), 하늘의 권위 (Heavenly Authority)\n * - **대표 기술**: 천둥벽력 (Heavenly Fist/Thunderclap Strike)\n *\n * @module systems/animation/catalogs/GeonStanceAnimations\n * @category Animation\n * @korean 건괘자세애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { ANATOMICAL_LIMITS } from \"../constants\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON IDLE BREATHING ANIMATION (건괘 호흡 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Idle Breathing Animation\n *\n * **Korean**: 건괘 호흡 자세 (Geon-gwae Hoheup Jase)\n * **Philosophy**: Embodying heavenly authority through powerful breathing\n *\n * Characteristics:\n * - Chest expansion emphasizing power readiness\n * - Shoulder squaring for frontal dominance\n * - Fists clenched at ready position\n * - Head held high (authoritative posture)\n *\n * Animation Cycle:\n * - 0ms: Neutral breathing position\n * - 1250ms: Chest expansion (inhale)\n * - 2500ms: Return to neutral (exhale)\n *\n * @korean 건괘호흡자세\n * @duration 2500ms (2.5 second cycle)\n * @category Idle Animation\n */\nexport const GEON_IDLE_BREATHING: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"geon_idle_breathing\",\n \"건괘 호흡 자세\"\n )\n .asIdle(2.5, true)\n // Keyframe 0ms: Neutral breathing position (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.SHOULDER_L, -0.17, 0, -0.09) // -10°, 0°, -5° (relaxed high guard)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09) // -10°, 0°, 5°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (bent)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (bent)\n .rotate(BoneName.HEAD, 0.09, 0, 0) // 5° (head held high)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1250ms: Chest expansion (inhale)\n .at(1.25)\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0) // -5° (chest expands backward)\n .rotate(BoneName.SHOULDER_L, -0.21, 0, -0.14) // -12°, 0°, -8° (shoulders back)\n .rotate(BoneName.SHOULDER_R, -0.21, 0, 0.14) // -12°, 0°, 8°\n .rotate(BoneName.HEAD, 0.14, 0, 0) // 8° (emphasize power)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2500ms: Return to neutral (exhale)\n .at(2.5)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.17, 0, -0.09)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09)\n .rotate(BoneName.HEAD, 0.09, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON FORWARD ADVANCE (천둥 전진)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Forward Advance Animation\n *\n * **Korean**: 천둥 전진 (Cheondung Jeonjin) - Thunder Advance\n * **Technique**: Heavy forward step with power weight transfer\n *\n * Characteristics:\n * - Lead shoulder driving forward\n * - Rear leg pushing with explosive force\n * - Maintains high center of gravity\n * - Powerful, authoritative stride\n *\n * Animation Phases:\n * - 0-200ms: Initial push-off\n * - 200-500ms: Weight transfer forward\n * - 500-667ms: Landing with power\n *\n * @korean 천둥전진\n * @frames 12 frames (~55.5ms per frame at 60fps)\n * @duration 667ms\n * @category Movement Animation\n */\nexport const GEON_FORWARD_ADVANCE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"geon_forward_advance\",\n \"천둥 전진\"\n )\n .asMovement(0.667, false)\n // Frame 0-4: Push-off phase (0-200ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // Forward tilt\n .rotate(BoneName.SPINE_UPPER, 0.15, 0, 0) // Lean forward\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° rear leg push\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° front leg ready\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.17) // -15°, 0°, 10° (driving forward)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 5-9: Weight transfer (200-500ms)\n .at(0.35)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // More forward\n .rotate(BoneName.SPINE_UPPER, 0.2, 0, 0)\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° extending\n .rotate(BoneName.KNEE_L, -0.7, 0, 0) // -40° absorbing weight\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.26) // -20°, 0°, 15°\n .position(BoneName.PELVIS, 0, 0.02, 0.3) // Forward and slight up\n .done<MartialArtsAnimationBuilder>()\n // Frame 10-12: Landing phase (500-667ms)\n .at(0.667)\n .rotate(BoneName.PELVIS, 0.09, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0.1, 0, 0)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° planted\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° forward stance\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09)\n .position(BoneName.PELVIS, 0, 0, 0.5) // Full step forward\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON DIAGONAL POWER STEP (대각선 강타보)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Diagonal Power Step Animation\n *\n * **Korean**: 대각선 강타보 (Daegakseon Gangtabo) - Diagonal Power Step\n * **Technique**: 45° angle power movement with hip rotation\n *\n * Characteristics:\n * - 45° diagonal movement for tactical positioning\n * - Hip rotation for torque generation\n * - Maintain high center of gravity\n * - Explosive lateral power transfer\n *\n * Animation Phases:\n * - 0-233ms: Initial 45° pivot\n * - 233-583ms: Diagonal weight transfer\n * - 583-778ms: Landing in power position\n *\n * @korean 대각선강타보\n * @frames 14 frames (~55.5ms per frame at 60fps)\n * @duration 778ms\n * @category Movement Animation\n */\nexport const GEON_DIAGONAL_POWER_STEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"geon_diagonal_power_step\",\n \"대각선 강타보\"\n )\n .asMovement(0.778, false)\n // Frames 0-4: Pivot phase (0-233ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.09, -0.79, 0) // 5°, -45° rotation\n .rotate(BoneName.SPINE_UPPER, 0.14, -0.87, 0) // 8°, -50° torso twist\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° coiled\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° ready\n .rotate(BoneName.HIP_L, 0, 0.35, 0) // 0°, 20° hip out\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frames 5-10: Diagonal transfer (233-583ms)\n .at(0.408)\n .rotate(BoneName.PELVIS, 0.14, -0.52, 0) // 8°, -30°\n .rotate(BoneName.SPINE_UPPER, 0.17, -0.61, 0) // 10°, -35°\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° extending\n .rotate(BoneName.KNEE_L, -0.7, 0, 0) // -40° loading\n .rotate(BoneName.HIP_L, 0, 0.52, 0) // 0°, 30° maximum reach\n .position(BoneName.PELVIS, -0.3, 0.03, 0.3) // Diagonal movement\n .done<MartialArtsAnimationBuilder>()\n // Frames 11-14: Landing phase (583-778ms)\n .at(0.778)\n .rotate(BoneName.PELVIS, 0.09, -0.79, 0) // 5°, -45° settled\n .rotate(BoneName.SPINE_UPPER, 0.12, -0.87, 0) // 7°, -50°\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20°\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° grounded\n .rotate(BoneName.HIP_L, 0, 0.79, 0) // 0°, 45° full diagonal\n .position(BoneName.PELVIS, -0.4, 0, 0.4) // 45° position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON HEAVENLY FIST ANIMATION (천둥벽력 - Enhanced)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Heavenly Fist Attack Animation (Enhanced)\n *\n * **Korean**: 천둥벽력 (Cheondung Byeokryeok) - Thunderclap Strike\n * **Technique**: Direct frontal punch with bone-breaking force\n * **Target Points**: 백회혈 (Baekhoehoel/Crown), 명치 (Solar Plexus), 흉골 (Sternum)\n *\n * Characteristics:\n * - Explosive forward drive with hip rotation\n * - Full arm extension with shoulder follow-through\n * - Generates maximum power from ground up\n * - Direct bone-breaking intent\n *\n * Animation Phases:\n * - 0-300ms: Wind-up (6 frames) - Cock fist to ear, twist torso\n * - 300-800ms: Strike (8 frames) - Explosive forward rotation\n * - 800-1200ms: Recovery (6 frames) - Return to guard\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Bone-breaking blunt force\n *\n * @korean 천둥벽력\n * @frames 20 total (6 wind-up, 8 strike, 6 recovery)\n * @duration 1200ms\n * @category Attack Animation\n */\nexport const GEON_HEAVENLY_FIST_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"geon_heavenly_fist\",\n \"천둥벽력\"\n )\n .asAttack(1.2)\n // =================================================================\n // WIND-UP PHASE (0-300ms, frames 0-6)\n // =================================================================\n // Frame 0: Neutral Geon guard baseline\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09) // -10°, 0°, 5° guard position\n .rotate(BoneName.ELBOW_R, -1.57, 0, 0) // -90° guard bend\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 2: Start of wind-up (100ms)\n .at(0.1)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.26) // -20°, 0°, 15° cock back\n .rotate(BoneName.ELBOW_R, -2.09, 0, 0) // -120° bent\n .rotate(BoneName.SPINE_UPPER, 0, -0.26, 0) // 0°, -15° torso winds up\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10° hip winds\n .done<MartialArtsAnimationBuilder>()\n // Frame 6: Maximum wind-up (300ms)\n .at(0.3)\n .rotate(BoneName.SHOULDER_R, -0.44, 0, 0.35) // -25°, 0°, 20° maximum cock\n .rotate(BoneName.ELBOW_R, -2.27, 0, 0) // -130° maximum bend\n .rotate(BoneName.SPINE_UPPER, 0, -0.35, 0) // 0°, -20° peak twist\n .rotate(BoneName.PELVIS, 0, -0.26, 0) // 0°, -15° maximum coil\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // STRIKE PHASE (300-800ms, frames 7-14)\n // =================================================================\n // Frame 10: Mid-strike (500ms)\n .at(0.5)\n .rotate(BoneName.SHOULDER_R, 0.79, 0, 0) // 45° explosive forward\n .rotate(BoneName.ELBOW_R, -0.17, 0, 0) // -10° extending\n .rotate(BoneName.SPINE_UPPER, 0, 0.35, 0) // 0°, 20° rotates through\n .rotate(BoneName.PELVIS, 0, 0.26, 0) // 0°, 15° hip drives\n .rotate(BoneName.KNEE_R, -0.09, 0, 0) // -5° rear leg drives\n .position(BoneName.PELVIS, 0, 0, 0.05)\n .done<MartialArtsAnimationBuilder>()\n // Frame 14: Full extension + follow-through (800ms)\n // NOTE: Shoulder rotation of 1.05 rad (~60°) is intentionally more aggressive\n // than the generic PUNCH_PHASES.EXTENSION (~30-45°) to reflect Geon's\n // 골절력 (bone-breaking power) philosophy. This over-rotation emphasizes\n // maximum penetration and dominance while remaining within anatomically\n // plausible limits for a stylized power strike.\n .at(0.8)\n .rotate(BoneName.SHOULDER_R, 1.05, 0, -0.09) // 60° full extension (Geon power strike)\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° impact alignment\n .rotate(BoneName.SPINE_UPPER, 0, 0.44, 0) // 0°, 25° maximum rotation\n .rotate(BoneName.PELVIS, 0, 0.35, 0) // 0°, 20° hip follow-through\n .position(BoneName.PELVIS, 0, 0, 0.1)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (800-1200ms, frames 15-20)\n // =================================================================\n // Frame 17: Begin retraction (1000ms)\n .at(1.0)\n .rotate(BoneName.SHOULDER_R, 0.35, 0, 0.09) // 20°, 0°, 5°\n .rotate(BoneName.ELBOW_R, -1.05, 0, 0) // -60° retracting\n .rotate(BoneName.SPINE_UPPER, 0, 0.17, 0) // 0°, 10°\n .rotate(BoneName.PELVIS, 0, 0.09, 0)\n .position(BoneName.PELVIS, 0, 0, 0.05)\n .done<MartialArtsAnimationBuilder>()\n // Frame 20: Return to guard (1200ms)\n .at(1.2)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09) // -10°, 0°, 5° guard position\n .rotate(BoneName.ELBOW_R, -1.57, 0, 0) // -90° guard bend\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0°, 0° neutral\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON OVERHEAD HAMMER (하늘의 망치)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Overhead Hammer Strike Animation\n *\n * **Korean**: 천둥 망치타 (Cheondung Mangchita) - Heavenly Hammer Strike\n * **Technique**: Downward overhead strike with full body weight\n * **Target Points**: 정수리 (Crown), 쇄골 (Clavicle), 어깨 (Shoulder)\n *\n * Characteristics:\n * - Arms raised overhead in chambered position\n * - Downward strike with full body weight behind it\n * - Devastating impact on shoulder, clavicle, or skull targets\n * - Uses gravity and body drop for maximum force\n *\n * Animation Phases:\n * - 0-350ms: Wind-up (7 frames) - Raise arms overhead\n * - 350-850ms: Strike (10 frames) - Downward hammer with body drop\n * - 850-1200ms: Recovery (7 frames) - Return to stance\n *\n * **Performance**: 60fps target (16.67ms per frame)\n * **Damage Type**: Crushing overhead force\n *\n * @korean 천둥망치타\n * @frames 24 total (7 wind-up, 10 strike, 7 recovery)\n * @duration 1200ms\n * @category Attack Animation\n */\nexport const GEON_OVERHEAD_HAMMER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"geon_overhead_hammer\",\n \"천둥 망치타\"\n )\n .asAttack(1.2)\n // =================================================================\n // WIND-UP PHASE (0-350ms, frames 0-7)\n // =================================================================\n // Frame 0: Start raising arms\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.52, 0.17, 0.35) // -30°, 10°, 20° starting lift\n .rotate(BoneName.SHOULDER_R, -0.52, -0.17, -0.35) // -30°, -10°, -20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° bent\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° bent\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0) // -5° slight back\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 4: Arms rising (175ms)\n .at(0.175)\n .rotate(BoneName.SHOULDER_L, -1.22, 0.26, 0.52) // -70°, 15°, 30°\n .rotate(BoneName.SHOULDER_R, -1.22, -0.26, -0.52) // -70°, -15°, -30°\n .rotate(BoneName.ELBOW_L, 0, 0, -2.09) // -120° more bent\n .rotate(BoneName.ELBOW_R, 0, 0, 2.09) // 120° more bent\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° leaning back\n .position(BoneName.PELVIS, 0, -0.02, 0) // Slight crouch\n .done<MartialArtsAnimationBuilder>()\n // Frame 7: Near-maximum overhead chamber (350ms)\n .at(0.35)\n .rotate(BoneName.SHOULDER_L, ANATOMICAL_LIMITS.SHOULDER.MAX_OVERHEAD, 0.35, 0.7) // -135°, 20°, 40° powerful overhead\n .rotate(BoneName.SHOULDER_R, ANATOMICAL_LIMITS.SHOULDER.MAX_OVERHEAD, -0.35, -0.7) // -135°, -20°, -40°\n .rotate(BoneName.ELBOW_L, 0, 0, -ANATOMICAL_LIMITS.ELBOW.MAX_BEND) // -125° strong bend within safe limit\n .rotate(BoneName.ELBOW_R, 0, 0, ANATOMICAL_LIMITS.ELBOW.MAX_BEND) // 125° strong bend within safe limit\n .rotate(BoneName.WRIST_L, -0.17, 0, 0) // -10° wrists cocked\n .rotate(BoneName.WRIST_R, -0.17, 0, 0) // -10°\n .rotate(BoneName.SPINE_UPPER, -0.26, 0, 0) // -15° back lean\n .rotate(BoneName.HEAD, -0.17, 0, 0) // -10° looking up\n .position(BoneName.PELVIS, 0, -0.05, 0) // Deep crouch for power\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // STRIKE PHASE (350-850ms, frames 8-17)\n // =================================================================\n // Frame 10: Beginning descent (475ms)\n .at(0.475)\n .rotate(BoneName.SHOULDER_L, -1.92, 0.26, 0.52) // -110°, 15°, 30° starting down\n .rotate(BoneName.SHOULDER_R, -1.92, -0.26, -0.52) // -110°, -15°, -30°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° extending\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° extending\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° coming forward\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, -0.03, 0.02)\n .done<MartialArtsAnimationBuilder>()\n // Frame 13: Mid-strike acceleration (650ms)\n .at(0.65)\n .rotate(BoneName.SHOULDER_L, -0.87, 0.17, 0.26) // -50°, 10°, 15°\n .rotate(BoneName.SHOULDER_R, -0.87, -0.17, -0.26) // -50°, -10°, -15°\n .rotate(BoneName.ELBOW_L, 0, 0, -0.79) // -45° mostly extended\n .rotate(BoneName.ELBOW_R, 0, 0, 0.79) // 45° mostly extended\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° forward lean\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° forward\n .position(BoneName.PELVIS, 0, 0, 0.05) // Body dropping forward\n .done<MartialArtsAnimationBuilder>()\n // Frame 17: Impact (850ms)\n .at(0.85)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, 0.09) // 10°, 5°, 5° full extension down\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, -0.09) // 10°, -5°, -5°\n .rotate(BoneName.ELBOW_L, 0, 0, -0.17) // -10° nearly straight\n .rotate(BoneName.ELBOW_R, 0, 0, 0.17) // 10° nearly straight\n .rotate(BoneName.WRIST_L, 0.26, 0, 0) // 15° hammer fist angle\n .rotate(BoneName.WRIST_R, 0.26, 0, 0) // 15° hammer fist angle\n .rotate(BoneName.SPINE_UPPER, 0.44, 0, 0) // 25° full forward\n .rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° forward\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° legs bent for absorption\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20°\n .position(BoneName.PELVIS, 0, -0.08, 0.15) // Body dropped and forward\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (850-1200ms, frames 18-24)\n // =================================================================\n // Frame 20: Begin recovery (1000ms)\n .at(1.0)\n .rotate(BoneName.SHOULDER_L, -0.26, 0.09, 0.17) // -15°, 5°, 10° pulling back\n .rotate(BoneName.SHOULDER_R, -0.26, -0.09, -0.17) // -15°, -5°, -10°\n .rotate(BoneName.ELBOW_L, 0, 0, -0.87) // -50° bending\n .rotate(BoneName.ELBOW_R, 0, 0, 0.87) // 50° bending\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° still forward\n .rotate(BoneName.PELVIS, 0.09, 0, 0)\n .position(BoneName.PELVIS, 0, -0.04, 0.08)\n .done<MartialArtsAnimationBuilder>()\n // Frame 24: Return to guard (1200ms)\n .at(1.2)\n .rotate(BoneName.SHOULDER_L, -0.17, 0, 0.09) // -10°, 0°, 5° guard\n .rotate(BoneName.SHOULDER_R, -0.17, 0, -0.09) // -10°, 0°, -5°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90°\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° stance\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON FRONT KICK (앞차기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Front Kick Animation\n *\n * **Korean**: 앞차기 (Ap-chagi)\n * **Philosophy**: Direct frontal assault with explosive leg extension\n *\n * Authentic Taekwondo Front Kick Technique:\n * - Targets solar plexus (명치) and abdomen\n * - Snap-style kick with quick retraction\n * - Ball of foot or heel as striking surface\n * - Minimal telegraphing for speed\n *\n * Animation Phases:\n * - Chamber (0-300ms): Knee raised to chest level, supporting leg stable\n * - Extension (300-600ms): Explosive forward thrust, hip drive\n * - Impact (600ms): Full extension with locked knee\n * - Recovery (600-900ms): Rapid snap-back to chamber then guard\n *\n * Target Vital Points:\n * - 명치 (Myeongchi) - Solar Plexus: Breath disruption\n * - 단전 (Danjeon) - Energy Center: Ki flow disruption\n * - 늑골 (Neukgol) - Floating Ribs: Internal trauma\n *\n * @korean 앞차기\n * @duration 900ms\n * @category Attack Animation\n */\nexport const GEON_FRONTAL_KICK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_frontal_kick\", \"앞차기\")\n .asAttack(0.9)\n // =================================================================\n // CHAMBER PHASE (0-300ms)\n // =================================================================\n .at(0)\n .rotate(BoneName.HIP_R, 0.79, 0, 0) // 45° hip flexion - knee to chest\n .rotate(BoneName.KNEE_R, -1.92, 0, 0) // -110° knee fully bent (chamber)\n .rotate(BoneName.FOOT_R, -0.35, 0, 0) // -20° ankle flexed\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° support leg stable\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0) // -5° compensatory lean back\n // Guard arms for balance\n .rotate(BoneName.SHOULDER_L, -0.44, 0, 0.35) // -25°, 0°, 20° high guard\n .rotate(BoneName.SHOULDER_R, -0.44, 0, -0.35) // -25°, 0°, -20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° bent\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° bent\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // EXTENSION PHASE (300-600ms)\n // =================================================================\n .at(0.5)\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip extension begins\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° knee extending\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° ankle extends (ball of foot strikes)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° driving forward\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° lean back for balance\n .position(BoneName.PELVIS, 0, 0, 0.15) // Forward hip drive\n .done<MartialArtsAnimationBuilder>()\n // Frame: Full Extension (600ms)\n .at(0.6)\n .rotate(BoneName.HIP_R, 0.26, 0, 0) // 15° near full extension\n .rotate(BoneName.KNEE_R, -0.09, 0, 0) // -5° knee locked at impact\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° full ankle extension\n .rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° maximum forward\n .position(BoneName.PELVIS, 0, 0, 0.25) // Full reach\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (600-900ms)\n // =================================================================\n .at(0.75)\n .rotate(BoneName.HIP_R, 0.79, 0, 0) // 45° return to chamber\n .rotate(BoneName.KNEE_R, -1.92, 0, 0) // -110° knee bent again\n .rotate(BoneName.FOOT_R, -0.35, 0, 0) // -20° ankle flexed\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° pull back\n .position(BoneName.PELVIS, 0, 0, 0.1)\n .done<MartialArtsAnimationBuilder>()\n .at(0.9)\n .rotate(BoneName.HIP_R, 0, 0, 0) // Return to neutral\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° stance\n .rotate(BoneName.FOOT_R, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON ROUNDHOUSE KICK (돌려차기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Roundhouse Kick Animation\n *\n * **Korean**: 돌려차기 (Dolryeo-chagi)\n * **Philosophy**: Signature Taekwondo technique combining rotation and whipping power\n *\n * Authentic Taekwondo Roundhouse Kick Mechanics:\n * - Hip rotation drives the kick (not just leg swing)\n * - Support leg pivots 90-180° on ball of foot\n * - Instep or shin as striking surface\n * - Whipping motion with full body torque\n *\n * Animation Phases:\n * - Chamber (0-300ms): Hip rotation begins, knee rises laterally\n * - Pivot (300-600ms): Support leg pivots, kicking leg chambers high\n * - Extension (600-800ms): Explosive whip extension with hip snap\n * - Recovery (800-1100ms): Controlled retraction and stance return\n *\n * Target Vital Points:\n * - 태양혈 (Taeyanghyeol) - Temple: Knockout potential\n * - 늑골 (Neukgol) - Ribs: Breathing impediment\n * - 간 (Gan) - Liver: Internal organ trauma\n *\n * @korean 돌려차기\n * @duration 1100ms\n * @category Attack Animation\n */\nexport const GEON_ROUNDHOUSE_KICK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_roundhouse_kick\", \"돌려차기\")\n .asAttack(1.1)\n // =================================================================\n // CHAMBER PHASE (0-300ms)\n // =================================================================\n .at(0)\n .rotate(BoneName.PELVIS, 0, -0.79, 0) // 0°, -45° hip rotation begins\n .rotate(BoneName.HIP_R, 1.05, 0, 1.22) // 60°, 0°, 70° hip flexion + abduction\n .rotate(BoneName.KNEE_R, -1.57, 0, 0) // -90° knee chambered\n .rotate(BoneName.FOOT_R, -0.17, 0, 0.26) // -10°, 0°, 15° instep positioning\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° support leg slight bend\n .rotate(BoneName.FOOT_L, 0, 0.26, 0) // 0°, 15° beginning pivot\n .rotate(BoneName.SPINE_UPPER, 0.09, 0.52, 0) // 5°, 30° counter-rotation\n // Guard positioning\n .rotate(BoneName.SHOULDER_L, -0.79, 0.35, 0.52) // -45°, 20°, 30° high guard\n .rotate(BoneName.SHOULDER_R, -0.79, -0.35, -0.52) // -45°, -20°, -30°\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // PIVOT & EXTENSION PHASE (300-800ms)\n // =================================================================\n .at(0.5)\n .rotate(BoneName.PELVIS, 0, -1.22, 0) // 0°, -70° deep rotation\n .rotate(BoneName.HIP_R, 1.22, 0, 1.57) // 70°, 0°, 90° peak chamber height\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° beginning extension\n .rotate(BoneName.FOOT_L, 0, 0.79, 0) // 0°, 45° support pivot\n .rotate(BoneName.SPINE_UPPER, 0.17, 0.79, 0) // 10°, 45° counter-rotation\n .position(BoneName.PELVIS, 0, 0, 0.05)\n .done<MartialArtsAnimationBuilder>()\n .at(0.8)\n .rotate(BoneName.PELVIS, 0, -1.57, 0) // 0°, -90° full hip rotation\n .rotate(BoneName.HIP_R, 1.05, 0, 1.57) // 60°, 0°, 90° extended position\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° near full extension (impact)\n .rotate(BoneName.FOOT_R, 0.35, 0, 0.52) // 20°, 0°, 30° instep whip\n .rotate(BoneName.FOOT_L, 0, 1.22, 0) // 0°, 70° full pivot\n .rotate(BoneName.SPINE_UPPER, 0.26, 1.05, 0) // 15°, 60° maximum counter\n .position(BoneName.PELVIS, -0.1, 0, 0.15) // Lateral shift for reach\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (800-1100ms)\n // =================================================================\n .at(0.95)\n .rotate(BoneName.PELVIS, 0, -0.52, 0) // 0°, -30° rotation unwinding\n .rotate(BoneName.HIP_R, 0.52, 0, 0.52) // 30°, 0°, 30° retracting\n .rotate(BoneName.KNEE_R, -0.79, 0, 0) // -45° controlled retraction\n .rotate(BoneName.FOOT_L, 0, 0.35, 0) // 0°, 20° pivot returning\n .position(BoneName.PELVIS, -0.05, 0, 0.05)\n .done<MartialArtsAnimationBuilder>()\n .at(1.1)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return to neutral\n .rotate(BoneName.HIP_R, 0, 0, 0)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° stance\n .rotate(BoneName.FOOT_R, 0, 0, 0)\n .rotate(BoneName.FOOT_L, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.17, 0, 0.09)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, -0.09)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON AXE KICK (내려차기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Axe Kick Animation\n *\n * **Korean**: 내려차기 (Naeryeo-chagi)\n * **Philosophy**: Downward crushing power from above, like an axe splitting wood\n *\n * Authentic Taekwondo Axe Kick Technique:\n * - Leg raises straight up overhead (no chamber)\n * - Downward chopping motion using heel or entire foot\n * - Targets crown, shoulder, clavicle\n * - Requires exceptional flexibility and control\n * - Devastating crushing damage on impact\n *\n * Animation Phases:\n * - Raise (0-400ms): Straight leg rises overhead with hip flexion\n * - Peak (400-500ms): Leg reaches maximum height above head\n * - Descent (500-900ms): Rapid downward arc with gravity assist\n * - Impact (900ms): Heel drives down onto target\n * - Recovery (900-1200ms): Controlled leg return to stance\n *\n * Target Vital Points:\n * - 백회혈 (Baekhoehoel) - Crown: Neurological knockout\n * - 쇄골 (Swaegol) - Clavicle: Structural break\n * - 어깨 (Eokkae) - Shoulder: Joint destruction\n *\n * @korean 내려차기\n * @duration 1200ms\n * @category Attack Animation\n */\nexport const GEON_AXE_KICK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_axe_kick\", \"내려차기\")\n .asAttack(1.2)\n // =================================================================\n // RAISE PHASE (0-400ms)\n // =================================================================\n .at(0)\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° beginning lift\n .rotate(BoneName.KNEE_R, -0.09, 0, 0) // -5° nearly straight\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° ankle flexed\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° support leg\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° slight back lean\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° compensatory lean\n // Arms for balance\n .rotate(BoneName.SHOULDER_L, -0.52, 0.26, 0.35) // -30°, 15°, 20°\n .rotate(BoneName.SHOULDER_R, -0.52, -0.26, -0.35) // -30°, -15°, -20°\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.3)\n .rotate(BoneName.HIP_R, 1.57, 0, 0) // 90° leg rising high\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° straight leg\n .rotate(BoneName.FOOT_R, -0.26, 0, 0) // -15° ankle ready\n .rotate(BoneName.PELVIS, -0.17, 0, 0) // -10° lean back more\n .rotate(BoneName.SPINE_UPPER, -0.26, 0, 0) // -15° counter-balance\n .position(BoneName.PELVIS, 0, -0.02, -0.05) // Slight back shift\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // PEAK PHASE (400-500ms)\n // =================================================================\n .at(0.5)\n .rotate(BoneName.HIP_R, 2.27, 0, 0) // 130° peak overhead\n .rotate(BoneName.KNEE_R, 0.09, 0, 0) // 5° slight hyper-extension\n .rotate(BoneName.FOOT_R, -0.35, 0, 0) // -20° ankle cocked\n .rotate(BoneName.PELVIS, -0.26, 0, 0) // -15° maximum lean\n .rotate(BoneName.SPINE_UPPER, -0.35, 0, 0) // -20° deep lean back\n .rotate(BoneName.HEAD, -0.26, 0, 0) // -15° looking up at target\n .position(BoneName.PELVIS, 0, -0.03, -0.1) // Back positioning\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // DESCENT PHASE (500-900ms)\n // =================================================================\n .at(0.7)\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° descending rapidly\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° maintaining straight\n .rotate(BoneName.FOOT_R, 0.17, 0, 0) // 10° ankle extending for heel strike\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° forward shifting\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° leaning forward\n .position(BoneName.PELVIS, 0, -0.01, 0.05) // Forward momentum\n .done<MartialArtsAnimationBuilder>()\n // Frame: Impact (900ms)\n .at(0.9)\n .rotate(BoneName.HIP_R, 0.35, 0, 0) // 20° impact position\n .rotate(BoneName.KNEE_R, -0.09, 0, 0) // -5° slight bend on impact\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° heel drives down\n .rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° forward drive\n .rotate(BoneName.SPINE_UPPER, 0.35, 0, 0) // 20° full forward\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° support leg absorbing impact\n .position(BoneName.PELVIS, 0, -0.08, 0.2) // Body weight drops\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (900-1200ms)\n // =================================================================\n .at(1.05)\n .rotate(BoneName.HIP_R, 0.17, 0, 0) // 10° lifting from impact\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° bending\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° pulling back\n .position(BoneName.PELVIS, 0, -0.04, 0.1)\n .done<MartialArtsAnimationBuilder>()\n .at(1.2)\n .rotate(BoneName.HIP_R, 0, 0, 0) // Return to neutral\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° stance\n .rotate(BoneName.FOOT_R, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON PALM STRIKE (장권)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Palm Strike Animation\n *\n * **Korean**: 장권 (Jang-gwon)\n * **Philosophy**: Open-hand power strike using palm heel, safer than closed fist\n *\n * Authentic Taekwondo Palm Heel Strike:\n * - Palm heel (thenar eminence) as striking surface\n * - Fingers pointing upward for jaw strikes, forward for body strikes\n * - Hip rotation generates power (same as punch mechanics)\n * - Safer for striker's hand, effective for close combat\n *\n * Animation Phases:\n * - Chamber (0-250ms): Open hand cocks back at ear level\n * - Drive (250-650ms): Explosive palm thrust with hip rotation\n * - Impact (650ms): Full extension with palm heel forward\n * - Recovery (650-950ms): Retraction to guard position\n *\n * Target Vital Points:\n * - 턱끝 (Teokkkeut) - Jaw: Knockout via head snap\n * - 명치 (Myeongchi) - Solar Plexus: Breath disruption\n * - 인영 (Inmyeong) - Throat: Respiratory trauma\n *\n * @korean 장권\n * @duration 950ms\n * @category Attack Animation\n */\nexport const GEON_PALM_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_palm_strike\", \"장권\")\n .asAttack(0.95)\n // =================================================================\n // CHAMBER PHASE (0-250ms)\n // =================================================================\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.26) // -20°, 0°, 15° chamber\n .rotate(BoneName.ELBOW_R, -1.92, 0, 0) // -110° bent\n .rotate(BoneName.WRIST_R, -0.17, 0, 0) // -10° wrist cocked back\n .rotate(BoneName.SPINE_UPPER, 0, -0.26, 0) // 0°, -15° torso winds\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10° hip winds\n // Left hand guard\n .rotate(BoneName.SHOULDER_L, -0.26, 0, 0.17) // -15°, 0°, 10°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90°\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.25)\n .rotate(BoneName.SHOULDER_R, -0.44, 0, 0.35) // -25°, 0°, 20° maximum chamber\n .rotate(BoneName.ELBOW_R, -2.09, 0, 0) // -120° deep bend\n .rotate(BoneName.SPINE_UPPER, 0, -0.35, 0) // 0°, -20° peak twist\n .rotate(BoneName.PELVIS, 0, -0.26, 0) // 0°, -15° coiled\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // DRIVE PHASE (250-650ms)\n // =================================================================\n .at(0.45)\n .rotate(BoneName.SHOULDER_R, 0.52, 0, 0) // 30° driving forward\n .rotate(BoneName.ELBOW_R, -0.52, 0, 0) // -30° extending\n .rotate(BoneName.WRIST_R, 0.09, 0, 0) // 5° palm alignment\n .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15° rotation through\n .rotate(BoneName.PELVIS, 0, 0.17, 0) // 0°, 10° hip drives\n .position(BoneName.PELVIS, 0, 0, 0.05)\n .done<MartialArtsAnimationBuilder>()\n // Frame: Impact (650ms)\n .at(0.65)\n .rotate(BoneName.SHOULDER_R, 0.87, 0, -0.09) // 50°, 0°, -5° full extension\n .rotate(BoneName.ELBOW_R, -0.09, 0, 0) // -5° nearly straight\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° palm heel forward\n .rotate(BoneName.SPINE_UPPER, 0, 0.35, 0) // 0°, 20° full rotation\n .rotate(BoneName.PELVIS, 0, 0.26, 0) // 0°, 15° maximum drive\n .position(BoneName.PELVIS, 0, 0, 0.1)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (650-950ms)\n // =================================================================\n .at(0.8)\n .rotate(BoneName.SHOULDER_R, 0.26, 0, 0.09) // 15°, 0°, 5° retracting\n .rotate(BoneName.ELBOW_R, -0.79, 0, 0) // -45° bending\n .rotate(BoneName.SPINE_UPPER, 0, 0.17, 0) // 0°, 10°\n .position(BoneName.PELVIS, 0, 0, 0.05)\n .done<MartialArtsAnimationBuilder>()\n .at(0.95)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09) // -10°, 0°, 5° guard\n .rotate(BoneName.ELBOW_R, -1.57, 0, 0) // -90° guard position\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON HEAVEN STRIKE ANIMATION (천둥벽력)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Heaven Strike Animation\n *\n * **Korean**: 천둥벽력 (Cheondung Byeokryeok)\n * **English**: Thunder Strike\n * **Philosophy**: Direct strike imbued with heavenly power\n *\n * Unique Geon Signature Technique - Distinct from both Heavenly Fist (straight punch)\n * and Overhead Hammer (vertical drop). This technique combines overhead positioning\n * with explosive diagonal strike, channeling heaven's authority through the arm.\n *\n * Authentic Taekwondo Diagonal Strike:\n * - High chamber position emphasizing downward angle\n * - Diagonal trajectory (45° downward-forward)\n * - Gravity-assisted power generation\n * - Full body commitment with hip rotation\n * - Designed to overwhelm opponent's guard\n *\n * Animation Phases:\n * - Wind-up (0-300ms): Arm raises to high chamber\n * - Strike (300-700ms): Diagonal explosive drive down-forward\n * - Impact (700ms): Full extension with body drop\n * - Recovery (700-1000ms): Return to guard maintaining authority\n *\n * Target Vital Points:\n * - 백회혈 (Baekhoehyeol) - Crown: Direct cranial impact\n * - 쇄골 (Swaegor) - Collarbone: Structural damage\n * - 명치 (Myeongchi) - Solar Plexus: Breath disruption\n *\n * @korean 천둥벽력\n * @duration 1000ms\n * @category Attack Animation\n * @targets Crown, Collarbone, Solar Plexus\n */\nexport const GEON_HEAVEN_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_heaven_strike\", \"천둥벽력\")\n .asAttack(1.0)\n // =================================================================\n // WIND-UP PHASE (0-300ms, frames 0-5)\n // =================================================================\n // Frame 0: Neutral guard baseline (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09) // -10°, 0°, 5° guard\n .rotate(BoneName.ELBOW_R, -1.57, 0, 0) // -90° guard position\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 2: Begin raising arm (100ms)\n .at(0.1)\n .rotate(BoneName.SHOULDER_R, -0.87, 0.17, 0.26) // -50°, 10°, 15° lifting\n .rotate(BoneName.ELBOW_R, -1.74, 0, 0) // -100° bent\n .rotate(BoneName.SPINE_UPPER, 0, -0.09, 0) // -5° slight twist back\n .rotate(BoneName.PELVIS, 0, -0.09, 0) // -5° hip winds\n .done<MartialArtsAnimationBuilder>()\n // Frame 5: High chamber position (300ms)\n .at(0.3)\n .rotate(BoneName.SHOULDER_R, -1.92, 0.35, 0.52) // -110°, 20°, 30° overhead ready\n .rotate(BoneName.ELBOW_R, -2.09, 0, 0) // -120° cocked\n .rotate(BoneName.SPINE_UPPER, 0, -0.17, 0) // -10° torso wound\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // -10° hip rotation\n .rotate(BoneName.HEAD, 0.09, -0.09, 0) // 5°, -5° focused on target\n .position(BoneName.PELVIS, 0, -0.03, 0) // Slight crouch for power\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // STRIKE PHASE (300-700ms, frames 6-12)\n // =================================================================\n // Frame 8: Mid-strike - explosive rotation (500ms)\n .at(0.5)\n .rotate(BoneName.SHOULDER_R, 0.35, 0, -0.17) // 20°, 0°, -10° driving down-forward\n .rotate(BoneName.ELBOW_R, -0.35, 0, 0) // -20° extending\n .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 15° forward rotation\n .rotate(BoneName.PELVIS, 0, 0.26, 0) // 15° hip drives through\n .rotate(BoneName.HEAD, 0, 0.09, 0) // 5° head follows\n .rotate(BoneName.KNEE_R, -0.09, 0, 0) // -5° rear leg pushes\n .position(BoneName.PELVIS, 0, -0.05, -0.1) // Drop and forward shift\n .done<MartialArtsAnimationBuilder>()\n // Frame 12: Full extension - impact (700ms)\n // NOTE: This aggressive forward extension embodies Geon's 천둥벽력 (heavenly\n // thunder) philosophy - maximum penetration with gravity-assisted downward angle\n .at(0.7)\n .rotate(BoneName.SHOULDER_R, 0.79, 0, -0.26) // 45°, 0°, -15° full extension\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° straight arm at impact\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° wrist alignment for strike\n .rotate(BoneName.SPINE_UPPER, 0, 0.44, 0) // 25° explosive forward rotation\n .rotate(BoneName.PELVIS, 0, 0.44, 0) // 25° full hip through\n .rotate(BoneName.HEAD, 0, 0.17, 0) // 10° commitment\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° rear leg drive\n .position(BoneName.PELVIS, 0, -0.08, -0.15) // Maximum drop and forward\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (700-1000ms, frames 13-18)\n // =================================================================\n // Frame 15: Begin retraction (850ms)\n .at(0.85)\n .rotate(BoneName.SHOULDER_R, 0.26, 0, 0) // 15°, 0°, 0° starting back\n .rotate(BoneName.ELBOW_R, -0.79, 0, 0) // -45° retracting\n .rotate(BoneName.SPINE_UPPER, 0, 0.17, 0) // 10° still forward\n .rotate(BoneName.PELVIS, 0, 0.17, 0) // 10° settling\n .position(BoneName.PELVIS, 0, -0.03, -0.05) // Rising back up\n .done<MartialArtsAnimationBuilder>()\n // Frame 18: Return to guard (1000ms)\n .at(1.0)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09) // -10°, 0°, 5° guard restored\n .rotate(BoneName.ELBOW_R, -1.57, 0, 0) // -90° guard position\n .rotate(BoneName.WRIST_R, 0, 0, 0) // Neutral\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral\n .rotate(BoneName.HEAD, 0, 0, 0) // Neutral\n .rotate(BoneName.KNEE_R, 0, 0, 0) // Neutral\n .position(BoneName.PELVIS, 0, 0, 0) // Neutral stance\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Elbow Smash Animation\n *\n * **Korean**: 팔꿈치치기 (Palkkumchi-chigi)\n * **Philosophy**: Devastating close-range strike using hardest part of arm\n *\n * Authentic Close-Range Elbow Strike:\n * - Effective at clinch range (0.3-0.5m)\n * - Elbow point (olecranon) as striking surface\n * - Rotational power from torso, not just arm\n * - Horizontal or rising trajectory to temple/jaw\n * - Extremely high knockout potential\n *\n * Animation Phases:\n * - Chamber (0-200ms): Elbow cocks back with torso rotation\n * - Drive (200-550ms): Explosive rotation with elbow leading\n * - Impact (550ms): Elbow point connects with full body torque\n * - Recovery (550-850ms): Quick retraction to guard\n *\n * Target Vital Points:\n * - 태양혈 (Taeyanghyeol) - Temple: Knockout via concussion\n * - 턱끝 (Teokkkeut) - Jaw: Mandible fracture\n * - 인영 (Inmyeong) - Carotid: Blood flow disruption\n *\n * @korean 팔꿈치치기\n * @duration 850ms\n * @category Attack Animation\n */\nexport const GEON_ELBOW_SMASH: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_elbow_smash\", \"팔꿈치치기\")\n .asAttack(0.85)\n // =================================================================\n // CHAMBER PHASE (0-200ms)\n // =================================================================\n .at(0)\n .rotate(BoneName.SPINE_UPPER, 0, -0.52, 0) // 0°, -30° torso winds away\n .rotate(BoneName.PELVIS, 0, -0.35, 0) // 0°, -20° hip winds\n .rotate(BoneName.SHOULDER_R, -0.26, 0.52, 0.79) // -15°, 30°, 45° elbow back\n .rotate(BoneName.ELBOW_R, -2.27, 0, 0) // -130° tight bend\n .rotate(BoneName.WRIST_R, 0, 0, 0) // Neutral for elbow point\n // Close guard with left\n .rotate(BoneName.SHOULDER_L, -0.52, 0, 0.52) // -30°, 0°, 30°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° tight guard\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.2)\n .rotate(BoneName.SPINE_UPPER, 0, -0.7, 0) // 0°, -40° maximum wind\n .rotate(BoneName.PELVIS, 0, -0.52, 0) // 0°, -30° deep coil\n .rotate(BoneName.SHOULDER_R, -0.35, 0.7, 1.05) // -20°, 40°, 60° fully back\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // DRIVE PHASE (200-550ms)\n // =================================================================\n .at(0.4)\n .rotate(BoneName.SPINE_UPPER, 0, 0.35, 0) // 0°, 20° explosive rotation\n .rotate(BoneName.PELVIS, 0, 0.26, 0) // 0°, 15° hip drives\n .rotate(BoneName.SHOULDER_R, -0.17, -0.26, 0.52) // -10°, -15°, 30° elbow coming through\n .rotate(BoneName.ELBOW_R, -2.09, 0, 0) // -120° maintaining tight angle\n .position(BoneName.PELVIS, 0, 0, 0.03)\n .done<MartialArtsAnimationBuilder>()\n // Frame: Impact (550ms)\n .at(0.55)\n .rotate(BoneName.SPINE_UPPER, 0, 0.7, 0) // 0°, 40° full rotation through\n .rotate(BoneName.PELVIS, 0, 0.52, 0) // 0°, 30° maximum torque\n .rotate(BoneName.SHOULDER_R, -0.09, -0.7, 0.26) // -5°, -40°, 15° elbow point forward\n .rotate(BoneName.ELBOW_R, -1.92, 0, 0) // -110° impact angle\n .rotate(BoneName.HEAD, 0, 0.26, 0) // 0°, 15° looking at target\n .position(BoneName.PELVIS, 0, 0, 0.08) // Close-range drive\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (550-850ms)\n // =================================================================\n .at(0.7)\n .rotate(BoneName.SPINE_UPPER, 0, 0.35, 0) // 0°, 20° unwinding\n .rotate(BoneName.PELVIS, 0, 0.17, 0) // 0°, 10°\n .rotate(BoneName.SHOULDER_R, -0.17, -0.35, 0.35) // -10°, -20°, 20° pulling back\n .position(BoneName.PELVIS, 0, 0, 0.04)\n .done<MartialArtsAnimationBuilder>()\n .at(0.85)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Return to neutral\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.09) // -10°, 0°, 5° guard\n .rotate(BoneName.ELBOW_R, -1.57, 0, 0) // -90° guard position\n .rotate(BoneName.SHOULDER_L, -0.17, 0, 0.09)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Geon-specific animations for easy access\n * @korean 건괘애니메이션맵\n */\nexport const GEON_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n // Idle & Movement\n [\"geon_idle_breathing\", GEON_IDLE_BREATHING],\n [\"geon_forward_advance\", GEON_FORWARD_ADVANCE],\n [\"geon_diagonal_power_step\", GEON_DIAGONAL_POWER_STEP],\n \n // Combat Techniques (7 core from GeonTechniques.ts + 1 bonus technique)\n [\"geon_heaven_strike\", GEON_HEAVEN_STRIKE], // 천둥벽력 (Thunder Strike)\n [\"geon_heavenly_fist\", GEON_HEAVENLY_FIST_ANIMATION], // 천권 (Heavenly Fist)\n [\"geon_frontal_kick\", GEON_FRONTAL_KICK], // 앞차기 (Front Kick)\n [\"geon_roundhouse_kick\", GEON_ROUNDHOUSE_KICK], // 돌려차기 (Roundhouse Kick)\n [\"geon_axe_kick\", GEON_AXE_KICK], // 내려차기 (Axe Kick)\n [\"geon_palm_strike\", GEON_PALM_STRIKE], // 장권 (Palm Strike)\n [\"geon_elbow_smash\", GEON_ELBOW_SMASH], // 팔꿈치치기 (Elbow Smash)\n [\"geon_overhead_hammer\", GEON_OVERHEAD_HAMMER], // 천둥 망치타 (Thunder Hammer) - Bonus 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@@ -0,0 +1,84 @@
1
+ /**
2
+ * ☷ Gon (Earth) Guard Positions
3
+ *
4
+ * Low grappling guard positions for the Gon (곤/Earth) trigram.
5
+ * Embodies grounding and wrestling readiness from Ssireum techniques.
6
+ *
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+ * **Korean Martial Arts Context:**
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+ * - **무술**: 씨름 자세 (Ssireum Stance)
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+ * - **특성**: 낮은 잡기 방어 (Low Grappling Guard)
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+ * - **철학**: 땅의 안정 (Earth's Stability)
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+ *
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+ * @module systems/animation/catalogs/GonGuardPoses
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+ * @category Animation
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+ * @korean 곤괘방어자세
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+ */
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+ import type { StanceGuardPose } from "../../../types/skeletal";
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+ /**
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+ * Gon Low Grappling Guard Pose - OVERHAULED
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+ *
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+ * **Korean**: 땅 방어 (Ttang Bangeo)
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+ * **Philosophy**: HEAVY low guard position for wrestling engagement
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+ *
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+ * **IMPROVED Features:**
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+ * - **Deeper Stance**: -55° knee bend (was -50°) for more grounded feel
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+ * - **Lower Height**: -18cm pelvis (was -15cm) creating heavier impression
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+ * - **Wider Base**: 1.3x shoulder width (was 1.2x) for more stability
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+ * - **Heavy Weight**: 27° ankle dorsiflexion (was 20°) showing loaded feet
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+ * - **Lower Hands**: 35° shoulder flexion (was 30°) for deeper grappling ready
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+ *
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+ * Characteristics:
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+ * - Hands low and forward for IMMEDIATE grappling grabs
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+ * - Knees DEEPLY bent for VERY low center of gravity
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+ * - Hips back ready to sprawl or shoot explosively
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+ * - Head up maintaining posture and awareness
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+ * - Weight HEAVILY loaded on feet - ROOTED feel
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+ *
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+ * Biomechanics:
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+ * - Stance width: 1.3x shoulder width (WIDER stable base)
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+ * - Pelvis height: -18cm (LOWER center of gravity)
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+ * - Knee bend: -55° (DEEPER athletic position)
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+ * - Hip position: -25° (hips back MORE for stability)
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+ * - Ankle dorsiflexion: 27° (HEAVY weight loading)
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+ *
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+ * @korean 땅방어
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+ * @category Guard Pose
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+ */
47
+ export declare const GON_LOW_GRAPPLING_GUARD: StanceGuardPose;
48
+ /**
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+ * Gon Defensive Sprawl Guard Pose - NEW
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+ *
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+ * **Korean**: 버티기 방어 (Beotigi Bangeo)
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+ * **Philosophy**: Defensive sprawl position blocking takedown attempts
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+ *
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+ * Characteristics:
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+ * - Hips pushed back and down (sprawling position)
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+ * - Legs extended back to block takedown
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+ * - Chest forward and down over opponent
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+ * - Hands posted forward for base/control
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+ * - HEAVY pressure downward
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+ *
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+ * @korean 버티기방어
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+ * @category Guard Pose
63
+ */
64
+ export declare const GON_DEFENSIVE_SPRAWL_GUARD: StanceGuardPose;
65
+ /**
66
+ * Gon Guard Variants - EXPANDED
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+ *
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+ * Collection of Gon guard positions for different tactical scenarios.
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+ *
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+ * @korean 곤괘방어변형들
71
+ */
72
+ export declare const GON_GUARD_VARIANTS: {
73
+ /**
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+ * Low Grappling Guard - Default Gon guard position for wrestling engagement
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+ * @korean 낮은잡기방어
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+ */
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+ readonly LOW_GRAPPLING: StanceGuardPose;
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+ /**
79
+ * Defensive Sprawl Guard - Sprawl position blocking takedown attempts
80
+ * @korean 버티기방어
81
+ */
82
+ readonly DEFENSIVE_SPRAWL: StanceGuardPose;
83
+ };
84
+ //# sourceMappingURL=GonGuardPoses.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GonGuardPoses.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/GonGuardPoses.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAGH,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AAExD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,eAAO,MAAM,uBAAuB,EAAE,eA4GrC,CAAC;AAEF;;;;;;;;;;;;;;;GAeG;AACH,eAAO,MAAM,0BAA0B,EAAE,eAkGxC,CAAC;AAEF;;;;;;GAMG;AACH,eAAO,MAAM,kBAAkB;IAC7B;;;OAGG;;IAGH;;;OAGG;;CAEK,CAAC"}
@@ -0,0 +1,6 @@
1
+ import * as THREE from "three";
2
+ new THREE.Euler(.61, .3, -.38), new THREE.Euler(0, 0, -1.48), new THREE.Euler(0, 0, 0), new THREE.Euler(.61, -.3, .38), new THREE.Euler(0, 0, 1.48), new THREE.Euler(0, 0, 0), new THREE.Euler(.3, 0, 0), new THREE.Euler(0, 0, 0), new THREE.Euler(-.96, 0, 0), new THREE.Euler(.47, 0, 0), new THREE.Euler(0, 0, 0), new THREE.Euler(-.96, 0, 0), new THREE.Euler(.47, 0, 0), new THREE.Euler(-.44, 0, 0);
3
+ new THREE.Euler(.79, .35, -.26), new THREE.Euler(0, 0, -1.75), new THREE.Euler(.17, 0, 0), new THREE.Euler(.79, -.35, .26), new THREE.Euler(0, 0, 1.75), new THREE.Euler(.17, 0, 0), new THREE.Euler(.52, 0, 0), new THREE.Euler(-.26, 0, 0), new THREE.Euler(-.35, 0, 0), new THREE.Euler(-.17, 0, 0), new THREE.Euler(-.26, 0, 0), new THREE.Euler(-.35, 0, 0), new THREE.Euler(-.17, 0, 0), new THREE.Euler(-.17, 0, 0);
4
+ //#endregion
5
+
6
+ //# sourceMappingURL=GonGuardPoses.js.map