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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1
+ {"version":3,"file":"GonGuardPoses.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GonGuardPoses.ts"],"sourcesContent":["/**\n * ☷ Gon (Earth) Guard Positions\n *\n * Low grappling guard positions for the Gon (곤/Earth) trigram.\n * Embodies grounding and wrestling readiness from Ssireum techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 씨름 자세 (Ssireum Stance)\n * - **특성**: 낮은 잡기 방어 (Low Grappling Guard)\n * - **철학**: 땅의 안정 (Earth's Stability)\n *\n * @module systems/animation/catalogs/GonGuardPoses\n * @category Animation\n * @korean 곤괘방어자세\n */\n\nimport * as THREE from \"three\";\nimport type { StanceGuardPose } from \"@/types/skeletal\";\n\n/**\n * Gon Low Grappling Guard Pose - OVERHAULED\n *\n * **Korean**: 땅 방어 (Ttang Bangeo)\n * **Philosophy**: HEAVY low guard position for wrestling engagement\n *\n * **IMPROVED Features:**\n * - **Deeper Stance**: -55° knee bend (was -50°) for more grounded feel\n * - **Lower Height**: -18cm pelvis (was -15cm) creating heavier impression\n * - **Wider Base**: 1.3x shoulder width (was 1.2x) for more stability\n * - **Heavy Weight**: 27° ankle dorsiflexion (was 20°) showing loaded feet\n * - **Lower Hands**: 35° shoulder flexion (was 30°) for deeper grappling ready\n *\n * Characteristics:\n * - Hands low and forward for IMMEDIATE grappling grabs\n * - Knees DEEPLY bent for VERY low center of gravity\n * - Hips back ready to sprawl or shoot explosively\n * - Head up maintaining posture and awareness\n * - Weight HEAVILY loaded on feet - ROOTED feel\n *\n * Biomechanics:\n * - Stance width: 1.3x shoulder width (WIDER stable base)\n * - Pelvis height: -18cm (LOWER center of gravity)\n * - Knee bend: -55° (DEEPER athletic position)\n * - Hip position: -25° (hips back MORE for stability)\n * - Ankle dorsiflexion: 27° (HEAVY weight loading)\n *\n * @korean 땅방어\n * @category Guard Pose\n */\nexport const GON_LOW_GRAPPLING_GUARD: StanceGuardPose = {\n // Left arm - Lower forward position for grappling\n leftArm: {\n shoulder: new THREE.Euler(\n 0.61, // 35° (forward reach - LOWER!)\n 0.30, // 17° (slight abduction)\n -0.38 // -22° (internal rotation for grab)\n ),\n elbow: new THREE.Euler(\n 0, // 0° (neutral)\n 0, // 0°\n -1.48 // -85° (bent ready position - MORE bent!)\n ),\n wrist: new THREE.Euler(\n 0, // 0° (neutral wrist)\n 0, // 0°\n 0 // 0°\n ),\n },\n\n // Right arm - Mirror of left for symmetrical guard\n rightArm: {\n shoulder: new THREE.Euler(\n 0.61, // 35° (forward reach - LOWER!)\n -0.30, // -17° (slight abduction)\n 0.38 // 22° (internal rotation for grab)\n ),\n elbow: new THREE.Euler(\n 0, // 0° (neutral)\n 0, // 0°\n 1.48 // 85° (bent ready position - MORE bent!)\n ),\n wrist: new THREE.Euler(\n 0, // 0° (neutral wrist)\n 0, // 0°\n 0 // 0°\n ),\n },\n\n // Torso - Forward lean for grappling engagement\n torso: new THREE.Euler(\n 0.30, // 17° (forward lean - MORE!)\n 0, // 0° (no rotation)\n 0 // 0° (no side lean)\n ),\n\n // Left leg - DEEPER bend for HEAVY low center\n leftLeg: {\n hip: new THREE.Euler(\n 0, // 0° (neutral hip)\n 0, // 0°\n 0 // 0°\n ),\n knee: new THREE.Euler(\n -0.96, // -55° (DEEPER bend!)\n 0, // 0°\n 0 // 0°\n ),\n ankle: new THREE.Euler(\n 0.47, // 27° (HEAVY dorsiflexion for weight)\n 0, // 0°\n 0 // 0°\n ),\n },\n\n // Right leg - Mirror left for symmetric stance\n rightLeg: {\n hip: new THREE.Euler(\n 0, // 0° (neutral hip)\n 0, // 0°\n 0 // 0°\n ),\n knee: new THREE.Euler(\n -0.96, // -55° (DEEPER bend!)\n 0, // 0°\n 0 // 0°\n ),\n ankle: new THREE.Euler(\n 0.47, // 27° (HEAVY dorsiflexion for weight)\n 0, // 0°\n 0 // 0°\n ),\n },\n\n // Pelvis - Hips back MORE for stability\n pelvis: new THREE.Euler(\n -0.44, // -25° (hips back MORE!)\n 0, // 0° (no rotation)\n 0 // 0° (no tilt)\n ),\n\n // Stance width - WIDER base for MAXIMUM stability\n stanceWidth: 1.3, // 1.3x shoulder width (WIDER!)\n\n // Stance depth - Neutral parallel stance\n stanceDepth: 0, // 0m (feet parallel)\n\n // Pelvis height - LOWER for heavier grappling feel\n pelvisHeight: -0.18, // -18cm (LOWER center of gravity!)\n\n // Weight distribution - Neutral but HEAVY feel\n weight: \"neutral\",\n\n // Breathing range - Chest expansion in VERY low position\n breathingRange: {\n min: 0.97, // Slight compression (more restricted in low position)\n max: 1.03, // Slight expansion\n },\n};\n\n/**\n * Gon Defensive Sprawl Guard Pose - NEW\n *\n * **Korean**: 버티기 방어 (Beotigi Bangeo)\n * **Philosophy**: Defensive sprawl position blocking takedown attempts\n *\n * Characteristics:\n * - Hips pushed back and down (sprawling position)\n * - Legs extended back to block takedown\n * - Chest forward and down over opponent\n * - Hands posted forward for base/control\n * - HEAVY pressure downward\n *\n * @korean 버티기방어\n * @category Guard Pose\n */\nexport const GON_DEFENSIVE_SPRAWL_GUARD: StanceGuardPose = {\n // Arms posted forward for base\n leftArm: {\n shoulder: new THREE.Euler(\n 0.79, // 45° (posted forward)\n 0.35, // 20° (wide base)\n -0.26 // -15° (internal rotation)\n ),\n elbow: new THREE.Euler(\n 0, // 0° (neutral)\n 0, // 0°\n -1.75 // -100° (posted on ground)\n ),\n wrist: new THREE.Euler(\n 0.17, // 10° (extension for posting)\n 0, // 0°\n 0 // 0°\n ),\n },\n\n rightArm: {\n shoulder: new THREE.Euler(\n 0.79, // 45° (posted forward)\n -0.35, // -20° (wide base)\n 0.26 // 15° (internal rotation)\n ),\n elbow: new THREE.Euler(\n 0, // 0° (neutral)\n 0, // 0°\n 1.75 // 100° (posted on ground)\n ),\n wrist: new THREE.Euler(\n 0.17, // 10° (extension for posting)\n 0, // 0°\n 0 // 0°\n ),\n },\n\n // Torso - Forward and down (sprawling)\n torso: new THREE.Euler(\n 0.52, // 30° (forward lean - sprawl)\n 0, // 0° (no rotation)\n 0 // 0° (no side lean)\n ),\n\n // Legs extended back\n leftLeg: {\n hip: new THREE.Euler(\n -0.26, // -15° (leg extended back)\n 0, // 0°\n 0 // 0°\n ),\n knee: new THREE.Euler(\n -0.35, // -20° (slight bend for drive)\n 0, // 0°\n 0 // 0°\n ),\n ankle: new THREE.Euler(\n -0.17, // -10° (plantar flexion - pushing)\n 0, // 0°\n 0 // 0°\n ),\n },\n\n rightLeg: {\n hip: new THREE.Euler(\n -0.26, // -15° (leg extended back)\n 0, // 0°\n 0 // 0°\n ),\n knee: new THREE.Euler(\n -0.35, // -20° (slight bend for drive)\n 0, // 0°\n 0 // 0°\n ),\n ankle: new THREE.Euler(\n -0.17, // -10° (plantar flexion - pushing)\n 0, // 0°\n 0 // 0°\n ),\n },\n\n // Pelvis - Back and down (sprawl)\n pelvis: new THREE.Euler(\n -0.17, // -10° (hips back but not as much)\n 0, // 0° (no rotation)\n 0 // 0° (no tilt)\n ),\n\n stanceWidth: 1.4, // Wide sprawl base\n stanceDepth: -0.5, // Legs back (negative = behind)\n pelvisHeight: -0.20, // Very low (sprawling)\n weight: \"forward\", // Weight forward on posts\n\n breathingRange: {\n min: 0.95, // Compressed (chest down)\n max: 1.02, // Limited expansion\n },\n};\n\n/**\n * Gon Guard Variants - EXPANDED\n *\n * Collection of Gon guard positions for different tactical scenarios.\n * \n * @korean 곤괘방어변형들\n */\nexport const GON_GUARD_VARIANTS = {\n /**\n * Low Grappling Guard - Default Gon guard position for wrestling engagement\n * @korean 낮은잡기방어\n */\n LOW_GRAPPLING: GON_LOW_GRAPPLING_GUARD,\n \n /**\n * Defensive Sprawl Guard - Sprawl position blocking takedown attempts\n * @korean 버티기방어\n */\n DEFENSIVE_SPRAWL: GON_DEFENSIVE_SPRAWL_GUARD,\n} as const;\n"],"mappings":";AAoDc,IAAI,MAAM,MAClB,KACA,IACA,KACD,EACM,IAAI,MAAM,MACf,GACA,GACA,MACD,EACM,IAAI,MAAM,MACf,GACA,GACA,EACD,EAKS,IAAI,MAAM,MAClB,KACA,KACA,IACD,EACM,IAAI,MAAM,MACf,GACA,GACA,KACD,EACM,IAAI,MAAM,MACf,GACA,GACA,EACD,EAII,IAAI,MAAM,MACf,IACA,GACA,EACD,EAIM,IAAI,MAAM,MACb,GACA,GACA,EACD,EACK,IAAI,MAAM,MACd,MACA,GACA,EACD,EACM,IAAI,MAAM,MACf,KACA,GACA,EACD,EAKI,IAAI,MAAM,MACb,GACA,GACA,EACD,EACK,IAAI,MAAM,MACd,MACA,GACA,EACD,EACM,IAAI,MAAM,MACf,KACA,GACA,EACD,EAIK,IAAI,MAAM,MAChB,MACA,GACA,EACD;AAwCW,IAAI,MAAM,MAClB,KACA,KACA,KACD,EACM,IAAI,MAAM,MACf,GACA,GACA,MACD,EACM,IAAI,MAAM,MACf,KACA,GACA,EACD,EAIS,IAAI,MAAM,MAClB,KACA,MACA,IACD,EACM,IAAI,MAAM,MACf,GACA,GACA,KACD,EACM,IAAI,MAAM,MACf,KACA,GACA,EACD,EAII,IAAI,MAAM,MACf,KACA,GACA,EACD,EAIM,IAAI,MAAM,MACb,MACA,GACA,EACD,EACK,IAAI,MAAM,MACd,MACA,GACA,EACD,EACM,IAAI,MAAM,MACf,MACA,GACA,EACD,EAII,IAAI,MAAM,MACb,MACA,GACA,EACD,EACK,IAAI,MAAM,MACd,MACA,GACA,EACD,EACM,IAAI,MAAM,MACf,MACA,GACA,EACD,EAIK,IAAI,MAAM,MAChB,MACA,GACA,EACD"}
@@ -0,0 +1,134 @@
1
+ /**
2
+ * ☷ Gon (Earth) Stance-Specific Animations
3
+ *
4
+ * Specialized idle, movement, and guard animations for the Gon (곤/Earth) trigram.
5
+ * Embodies grounding power and takedown mastery from Ssireum wrestling techniques.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 씨름 던지기 기술 (Ssireum Throwing Techniques)
9
+ * - **특성**: 던지기와 넘어뜨리기 (Throws and Takedowns), 지면 제어 (Ground Control)
10
+ * - **철학**: 땅의 포용력 (Earth's Embracing Power), 대지의 안정성 (Ground Stability)
11
+ * - **대표 기술**: 대지포옹 (Earth Embrace/Grounding Takedown)
12
+ *
13
+ * @module systems/animation/catalogs/GonStanceAnimations
14
+ * @category Animation
15
+ * @korean 곤괘자세애니메이션
16
+ */
17
+ import { type SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Anatomical safety constants for Gon (Earth) trigram animations
20
+ *
21
+ * These limits ensure joint rotations remain within safe physiological ranges
22
+ * while maintaining powerful, grounded animation for Gon's throwing techniques.
23
+ */
24
+ /**
25
+ * Gon Idle Ssireum Stance Animation - OVERHAULED
26
+ *
27
+ * **Korean**: 곤괘 씨름 자세 (Gon-gwae Ssireum Jase)
28
+ * **Philosophy**: Earth's grounding power through HEAVY low center of gravity
29
+ *
30
+ * Specialized Ssireum wrestling idle stance that differs from the general
31
+ * Gon idle animation (`stance_gon` in StanceIdleAnimations.ts). This animation
32
+ * emphasizes DEEPER grounding, HEAVIER weight sensation, and wrestling-specific
33
+ * hand positioning for grappling readiness.
34
+ *
35
+ * **IMPROVED Features:**
36
+ * - **Deeper Stance**: -55° knee angle (was -50°) for more grounded feel
37
+ * - **Weight Emphasis**: Exaggerated foot dorsiflexion showing heavy loading
38
+ * - **Breathing Cycles**: Settling motion emphasizes sinking into earth
39
+ * - **Micro-Adjustments**: Subtle weight shifts showing active balance
40
+ *
41
+ * **When to use**:
42
+ * - Use `GON_IDLE_SSIREUM_STANCE` for active combat scenarios requiring
43
+ * wrestling/grappling readiness with very low center of gravity
44
+ * - Use `stance_gon` idle for general Gon stance with standard posture
45
+ *
46
+ * Characteristics:
47
+ * - VERY low center of gravity with wide stable base
48
+ * - Hands positioned low for immediate grappling engagement
49
+ * - Hips back, knees deeply bent (HEAVY squat feel)
50
+ * - Weight feels ROOTED and earthbound
51
+ * - Breathing emphasizes settling DEEPER into ground
52
+ *
53
+ * Animation Cycle:
54
+ * - 0ms: Low grounded neutral position
55
+ * - 1200ms: Sink deeper with exhale (settling)
56
+ * - 2000ms: Subtle weight shift left (micro-adjustment)
57
+ * - 2800ms: Subtle weight shift right (active balance)
58
+ * - 3600ms: Return to neutral (complete cycle)
59
+ *
60
+ * @korean 곤괘씨름자세
61
+ * @duration 3600ms (3.6 second cycle)
62
+ * @category Idle Animation
63
+ */
64
+ export declare const GON_IDLE_SSIREUM_STANCE: SkeletalAnimation;
65
+ /**
66
+ * Gon Heavy Grounding Step Animation - OVERHAULED
67
+ *
68
+ * **Korean**: 땅 밟기 (Ttang Bapgi)
69
+ * **Philosophy**: Each step plants firmly with CRUSHING earthbound power
70
+ *
71
+ * **IMPROVED Features:**
72
+ * - **Exaggerated Weight Transfer**: Clear weight shift with body lean
73
+ * - **Foot Plant Emphasis**: Heavy dorsiflexion on landing shows impact
74
+ * - **Lower Center**: Maintains -55° knee throughout for grounded feel
75
+ * - **Slow Deliberate**: 350ms duration (was 267ms) for HEAVY impression
76
+ * - **Ground Connection**: Foot never fully lifts - sliding/scraping feel
77
+ *
78
+ * Characteristics:
79
+ * - Forward movement with CRUSHING heavy grounded feel
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+ * - Each step plants FIRMLY with visible weight impact
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+ * - Center of gravity stays VERY low throughout
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+ * - Arms ready for grappling engagement
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+ * - Pelvis sinks on weight transfer creating gravity sensation
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+ *
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+ * Animation Keyframes (5 keyframes spanning 350ms):
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+ * - 0ms: Start position (low heavy stance)
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+ * - 100ms: Weight shift LEFT + sink lower
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+ * - 210ms: Right foot lifts (barely) and slides forward
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+ * - 290ms: Right foot contacts ground - preparing for impact
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+ * - 350ms: Right foot PLANTS firmly with full weight
91
+ *
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+ * @korean 땅밟기
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+ * @duration 350ms (slower for HEAVY feel)
94
+ * @category Movement Animation
95
+ */
96
+ export declare const GON_HEAVY_GROUNDING_STEP: SkeletalAnimation;
97
+ /**
98
+ * Gon Sweep Positioning Step Animation - OVERHAULED
99
+ *
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+ * **Korean**: 쓸기 준비 (Sseulgi Junbi)
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+ * **Philosophy**: Lateral movement with HEAVY weight shift setting up sweep techniques
102
+ *
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+ * **IMPROVED Features:**
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+ * - **Exaggerated Weight Shift**: Deep sink on supporting leg
105
+ * - **Sliding Motion**: Sweeping leg slides/scrapes along ground
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+ * - **Reaching Arms**: Hands actively reach for grappling control
107
+ * - **Lower Stance**: Maintains -60° knee on support leg
108
+ * - **Coiled Power**: Final position shows loaded spring ready to sweep
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+ *
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+ * Characteristics:
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+ * - Lateral movement to side with HEAVY grounded feel
112
+ * - Lead leg positioned for foot sweep with ground contact
113
+ * - Hands reaching aggressively for grappling control
114
+ * - Weight shifts create visible loading/unloading
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+ * - Body stays LOW - no rising during movement
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+ *
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+ * Animation Keyframes (5 keyframes spanning 360ms):
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+ * - 0ms: Start position (low heavy stance)
119
+ * - 110ms: Weight shift RIGHT + sink lower
120
+ * - 220ms: Left foot begins sliding laterally (ground contact)
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+ * - 300ms: Mid-slide with arms reaching
122
+ * - 360ms: Positioned for sweep - coiled and ready
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+ *
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+ * @korean 쓸기준비
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+ * @duration 360ms (longer for HEAVY lateral movement)
126
+ * @category Movement Animation
127
+ */
128
+ export declare const GON_SWEEP_POSITIONING_STEP: SkeletalAnimation;
129
+ /**
130
+ * Map of all Gon stance-specific animations for easy access
131
+ * @korean 곤괘자세애니메이션맵
132
+ */
133
+ export declare const GON_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
134
+ //# sourceMappingURL=GonStanceAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GonStanceAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/GonStanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAY,KAAK,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AASpE;;;;;GAKG;AAMH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,eAAO,MAAM,uBAAuB,EAAE,iBAyE1B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,eAAO,MAAM,wBAAwB,EAAE,iBAmE3B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,eAAO,MAAM,0BAA0B,EAAE,iBA4E7B,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,qBAAqB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CASvE,CAAC"}
@@ -0,0 +1,9 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import "./GonTechniqueAnimations.js";
4
+ MartialArtsAnimationBuilder.create("gon_idle_ssireum_stance", "곤괘 씨름 자세").asIdle(3.6, true).at(0).rotate(BoneName.PELVIS, -.44, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, .3, 0, 0).rotate(BoneName.HIP_L, 0, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.96, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, .57, .3, -.38).rotate(BoneName.SHOULDER_R, .57, -.3, .38).rotate(BoneName.ELBOW_L, 0, 0, -1.48).rotate(BoneName.ELBOW_R, 0, 0, 1.48).rotate(BoneName.HEAD, .05, 0, 0).position(BoneName.PELVIS, 0, -.14, 0).done().at(1.2).rotate(BoneName.PELVIS, -.48, 0, 0).rotate(BoneName.SPINE_UPPER, .33, 0, 0).rotate(BoneName.KNEE_L, -1, 0, 0).rotate(BoneName.KNEE_R, -1, 0, 0).rotate(BoneName.FOOT_L, .48, 0, 0).rotate(BoneName.FOOT_R, .48, 0, 0).rotate(BoneName.SHOULDER_L, .61, .33, -.4).rotate(BoneName.SHOULDER_R, .61, -.33, .4).position(BoneName.PELVIS, 0, -.16, 0).done().at(2).rotate(BoneName.PELVIS, -.44, -.05, 0).rotate(BoneName.SPINE_UPPER, .3, -.05, 0).rotate(BoneName.KNEE_L, -1, 0, 0).rotate(BoneName.KNEE_R, -.92, 0, 0).rotate(BoneName.FOOT_L, .52, 0, 0).rotate(BoneName.FOOT_R, .42, 0, 0).position(BoneName.PELVIS, -.02, -.15, 0).done().at(2.8).rotate(BoneName.PELVIS, -.44, .05, 0).rotate(BoneName.SPINE_UPPER, .3, .05, 0).rotate(BoneName.KNEE_L, -.92, 0, 0).rotate(BoneName.KNEE_R, -1, 0, 0).rotate(BoneName.FOOT_L, .42, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).position(BoneName.PELVIS, .02, -.15, 0).done().at(3.6).rotate(BoneName.PELVIS, -.44, 0, 0).rotate(BoneName.SPINE_UPPER, .3, 0, 0).rotate(BoneName.KNEE_L, -.96, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, .57, .3, -.38).rotate(BoneName.SHOULDER_R, .57, -.3, .38).position(BoneName.PELVIS, 0, -.14, 0).done().build();
5
+ MartialArtsAnimationBuilder.create("gon_heavy_grounding_step", "땅 밟기").asMovement(.35, false).at(0).rotate(BoneName.PELVIS, -.44, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, -.96, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, .57, .3, -.38).rotate(BoneName.SHOULDER_R, .57, -.3, .38).rotate(BoneName.ELBOW_L, 0, 0, -1.48).rotate(BoneName.ELBOW_R, 0, 0, 1.48).position(BoneName.PELVIS, 0, -.14, 0).done().at(.1).rotate(BoneName.PELVIS, -.48, -.12, 0).rotate(BoneName.SPINE_UPPER, .26, -.09, 0).rotate(BoneName.KNEE_L, -1.13, 0, 0).rotate(BoneName.KNEE_R, -.79, 0, 0).rotate(BoneName.FOOT_L, .52, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).position(BoneName.PELVIS, -.04, -.17, 0).done().at(.21).rotate(BoneName.PELVIS, -.48, -.09, 0).rotate(BoneName.SPINE_UPPER, .3, -.05, 0).rotate(BoneName.HIP_R, .26, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.FOOT_R, .09, 0, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.FOOT_L, .52, 0, 0).position(BoneName.PELVIS, -.04, -.16, .12).done().at(.29).rotate(BoneName.PELVIS, -.44, -.05, 0).rotate(BoneName.SPINE_UPPER, .3, 0, 0).rotate(BoneName.HIP_R, .09, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.KNEE_L, -.96, 0, 0).position(BoneName.PELVIS, -.02, -.15, .18).done().at(.35).rotate(BoneName.PELVIS, -.44, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.KNEE_L, -.96, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).position(BoneName.PELVIS, 0, -.14, .24).done().build();
6
+ MartialArtsAnimationBuilder.create("gon_sweep_positioning_step", "쓸기 준비").asMovement(.36, false).at(0).rotate(BoneName.PELVIS, -.44, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, -.96, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, .57, .3, -.38).rotate(BoneName.SHOULDER_R, .57, -.3, .38).rotate(BoneName.ELBOW_L, 0, 0, -1.48).rotate(BoneName.ELBOW_R, 0, 0, 1.48).position(BoneName.PELVIS, 0, -.14, 0).done().at(.11).rotate(BoneName.PELVIS, -.48, .12, 0).rotate(BoneName.SPINE_UPPER, .26, .09, 0).rotate(BoneName.KNEE_R, -1.13, 0, 0).rotate(BoneName.KNEE_L, -.79, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).rotate(BoneName.FOOT_L, .35, 0, 0).position(BoneName.PELVIS, .04, -.17, 0).done().at(.22).rotate(BoneName.PELVIS, -.48, .09, 0).rotate(BoneName.SPINE_UPPER, .3, .09, 0).rotate(BoneName.HIP_L, 0, 0, -.22).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.FOOT_L, .17, 0, 0).rotate(BoneName.KNEE_R, -1.05, 0, 0).rotate(BoneName.SHOULDER_L, .79, .52, -.26).rotate(BoneName.SHOULDER_R, .79, -.52, .26).position(BoneName.PELVIS, .04, -.16, -.12).done().at(.3).rotate(BoneName.PELVIS, -.44, .05, 0).rotate(BoneName.SPINE_UPPER, .3, .05, 0).rotate(BoneName.HIP_L, 0, 0, -.26).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.FOOT_L, .35, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.SHOULDER_L, .87, .61, -.17).rotate(BoneName.SHOULDER_R, .87, -.61, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).position(BoneName.PELVIS, .02, -.14, -.2).done().at(.36).rotate(BoneName.PELVIS, -.44, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.HIP_L, 0, 0, -.17).rotate(BoneName.KNEE_L, -.96, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, .87, .61, -.17).rotate(BoneName.SHOULDER_R, .87, -.61, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.13).rotate(BoneName.ELBOW_R, 0, 0, 1.13).position(BoneName.PELVIS, 0, -.14, -.24).done().build();
7
+ //#endregion
8
+
9
+ //# sourceMappingURL=GonStanceAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GonStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GonStanceAnimations.ts"],"sourcesContent":["/**\n * ☷ Gon (Earth) Stance-Specific Animations\n *\n * Specialized idle, movement, and guard animations for the Gon (곤/Earth) trigram.\n * Embodies grounding power and takedown mastery from Ssireum wrestling techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 씨름 던지기 기술 (Ssireum Throwing Techniques)\n * - **특성**: 던지기와 넘어뜨리기 (Throws and Takedowns), 지면 제어 (Ground Control)\n * - **철학**: 땅의 포용력 (Earth's Embracing Power), 대지의 안정성 (Ground Stability)\n * - **대표 기술**: 대지포옹 (Earth Embrace/Grounding Takedown)\n *\n * @module systems/animation/catalogs/GonStanceAnimations\n * @category Animation\n * @korean 곤괘자세애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// Import Gon Earth throwing techniques (곤괘 던지기 기술)\nimport {\n GON_EARTH_EMBRACE_ANIMATION,\n GON_GROUND_CONTROL_TRANSITION,\n} from \"./GonTechniqueAnimations\";\n\n/**\n * Anatomical safety constants for Gon (Earth) trigram animations\n *\n * These limits ensure joint rotations remain within safe physiological ranges\n * while maintaining powerful, grounded animation for Gon's throwing techniques.\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON IDLE GROUNDED ANIMATION (곤괘 대지 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Idle Ssireum Stance Animation - OVERHAULED\n *\n * **Korean**: 곤괘 씨름 자세 (Gon-gwae Ssireum Jase)\n * **Philosophy**: Earth's grounding power through HEAVY low center of gravity\n *\n * Specialized Ssireum wrestling idle stance that differs from the general\n * Gon idle animation (`stance_gon` in StanceIdleAnimations.ts). This animation\n * emphasizes DEEPER grounding, HEAVIER weight sensation, and wrestling-specific\n * hand positioning for grappling readiness.\n *\n * **IMPROVED Features:**\n * - **Deeper Stance**: -55° knee angle (was -50°) for more grounded feel\n * - **Weight Emphasis**: Exaggerated foot dorsiflexion showing heavy loading\n * - **Breathing Cycles**: Settling motion emphasizes sinking into earth\n * - **Micro-Adjustments**: Subtle weight shifts showing active balance\n *\n * **When to use**:\n * - Use `GON_IDLE_SSIREUM_STANCE` for active combat scenarios requiring\n * wrestling/grappling readiness with very low center of gravity\n * - Use `stance_gon` idle for general Gon stance with standard posture\n *\n * Characteristics:\n * - VERY low center of gravity with wide stable base\n * - Hands positioned low for immediate grappling engagement\n * - Hips back, knees deeply bent (HEAVY squat feel)\n * - Weight feels ROOTED and earthbound\n * - Breathing emphasizes settling DEEPER into ground\n *\n * Animation Cycle:\n * - 0ms: Low grounded neutral position\n * - 1200ms: Sink deeper with exhale (settling)\n * - 2000ms: Subtle weight shift left (micro-adjustment)\n * - 2800ms: Subtle weight shift right (active balance)\n * - 3600ms: Return to neutral (complete cycle)\n *\n * @korean 곤괘씨름자세\n * @duration 3600ms (3.6 second cycle)\n * @category Idle Animation\n */\nexport const GON_IDLE_SSIREUM_STANCE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_idle_ssireum_stance\",\n \"곤괘 씨름 자세\"\n )\n .asIdle(3.6, true) // Slightly longer cycle for weight shifts\n \n // Keyframe 0ms: Low grounded neutral - HEAVY stance\n .at(0)\n .rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (hips back MORE - lower!)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Neutral lower spine\n .rotate(BoneName.SPINE_UPPER, 0.30, 0, 0) // 17° (torso forward for balance)\n .rotate(BoneName.HIP_L, 0, 0, 0) // Hips neutral\n .rotate(BoneName.HIP_R, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (DEEPER knee bend)\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (DEEPER knee bend)\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (HEAVY weight on full foot)\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (HEAVY weight on full foot)\n .rotate(BoneName.SHOULDER_L, 0.57, 0.30, -0.38) // 33°, 17°, -22° (hands low)\n .rotate(BoneName.SHOULDER_R, 0.57, -0.30, 0.38) // 33°, -17°, 22°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.48) // -85° (arms bent ready to grab)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.48) // 85°\n .rotate(BoneName.HEAD, 0.05, 0, 0) // 3° (slight upward gaze - awareness)\n .position(BoneName.PELVIS, 0, -0.14, 0) // LOWER pelvis position\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 1200ms: Deep breath settling - sink DEEPER\n .at(1.2)\n .rotate(BoneName.PELVIS, -0.48, 0, 0) // -27.5° (settle deeper into ground)\n .rotate(BoneName.SPINE_UPPER, 0.33, 0, 0) // 19° (lean forward slightly more)\n .rotate(BoneName.KNEE_L, -1.00, 0, 0) // -57° (sink lower)\n .rotate(BoneName.KNEE_R, -1.00, 0, 0) // -57° (HEAVY)\n .rotate(BoneName.FOOT_L, 0.48, 0, 0) // 27.5° (MORE weight)\n .rotate(BoneName.FOOT_R, 0.48, 0, 0) // 27.5° (feet LOADED)\n .rotate(BoneName.SHOULDER_L, 0.61, 0.33, -0.40) // 35°, 19°, -23° (hands settle)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.33, 0.40) // 35°, -19°, 23°\n .position(BoneName.PELVIS, 0, -0.16, 0) // Lower pelvis MORE\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 2000ms: Subtle weight shift LEFT - active balance\n .at(2.0)\n .rotate(BoneName.PELVIS, -0.44, -0.05, 0) // -25°, -3° (micro shift left)\n .rotate(BoneName.SPINE_UPPER, 0.30, -0.05, 0) // 17°, -3° (torso follows)\n .rotate(BoneName.KNEE_L, -1.00, 0, 0) // -57° (left leg loads MORE)\n .rotate(BoneName.KNEE_R, -0.92, 0, 0) // -53° (right slightly less)\n .rotate(BoneName.FOOT_L, 0.52, 0, 0) // 30° (left foot HEAVY)\n .rotate(BoneName.FOOT_R, 0.42, 0, 0) // 24° (right lighter)\n .position(BoneName.PELVIS, -0.02, -0.15, 0) // Shift left slightly\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 2800ms: Subtle weight shift RIGHT - balancing\n .at(2.8)\n .rotate(BoneName.PELVIS, -0.44, 0.05, 0) // -25°, 3° (micro shift right)\n .rotate(BoneName.SPINE_UPPER, 0.30, 0.05, 0) // 17°, 3° (torso follows)\n .rotate(BoneName.KNEE_L, -0.92, 0, 0) // -53° (left slightly less)\n .rotate(BoneName.KNEE_R, -1.00, 0, 0) // -57° (right leg loads MORE)\n .rotate(BoneName.FOOT_L, 0.42, 0, 0) // 24° (left lighter)\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° (right foot HEAVY)\n .position(BoneName.PELVIS, 0.02, -0.15, 0) // Shift right slightly\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 3600ms: Return to start - complete cycle\n .at(3.6)\n .rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (back to neutral)\n .rotate(BoneName.SPINE_UPPER, 0.30, 0, 0) // 17°\n .rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55°\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55°\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25°\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25°\n .rotate(BoneName.SHOULDER_L, 0.57, 0.30, -0.38) // Return to start\n .rotate(BoneName.SHOULDER_R, 0.57, -0.30, 0.38)\n .position(BoneName.PELVIS, 0, -0.14, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON HEAVY GROUNDING STEP (곤괘 땅 밟기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Heavy Grounding Step Animation - OVERHAULED\n *\n * **Korean**: 땅 밟기 (Ttang Bapgi)\n * **Philosophy**: Each step plants firmly with CRUSHING earthbound power\n *\n * **IMPROVED Features:**\n * - **Exaggerated Weight Transfer**: Clear weight shift with body lean\n * - **Foot Plant Emphasis**: Heavy dorsiflexion on landing shows impact\n * - **Lower Center**: Maintains -55° knee throughout for grounded feel\n * - **Slow Deliberate**: 350ms duration (was 267ms) for HEAVY impression\n * - **Ground Connection**: Foot never fully lifts - sliding/scraping feel\n *\n * Characteristics:\n * - Forward movement with CRUSHING heavy grounded feel\n * - Each step plants FIRMLY with visible weight impact\n * - Center of gravity stays VERY low throughout\n * - Arms ready for grappling engagement\n * - Pelvis sinks on weight transfer creating gravity sensation\n *\n * Animation Keyframes (5 keyframes spanning 350ms):\n * - 0ms: Start position (low heavy stance)\n * - 100ms: Weight shift LEFT + sink lower\n * - 210ms: Right foot lifts (barely) and slides forward\n * - 290ms: Right foot contacts ground - preparing for impact\n * - 350ms: Right foot PLANTS firmly with full weight\n *\n * @korean 땅밟기\n * @duration 350ms (slower for HEAVY feel)\n * @category Movement Animation\n */\nexport const GON_HEAVY_GROUNDING_STEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_heavy_grounding_step\",\n \"땅 밟기\"\n )\n .asMovement(0.35, false) // Slower for HEAVY impression\n \n // Keyframe 0ms: Start position (low HEAVY stance)\n .at(0)\n .rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (hips back MORE)\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (forward lean)\n .rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (DEEP bend)\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (DEEP)\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (HEAVY weight)\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (HEAVY weight)\n .rotate(BoneName.SHOULDER_L, 0.57, 0.30, -0.38) // Arms ready\n .rotate(BoneName.SHOULDER_R, 0.57, -0.30, 0.38)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.48) // -85°\n .rotate(BoneName.ELBOW_R, 0, 0, 1.48)\n .position(BoneName.PELVIS, 0, -0.14, 0) // Low position\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 100ms: Weight shift LEFT + sink LOWER\n .at(0.1)\n .rotate(BoneName.PELVIS, -0.48, -0.12, 0) // -27.5°, -7° (sink + rotate left)\n .rotate(BoneName.SPINE_UPPER, 0.26, -0.09, 0) // 15°, -5° (lean left)\n .rotate(BoneName.KNEE_L, -1.13, 0, 0) // -65° (left leg LOADS - DEEP)\n .rotate(BoneName.KNEE_R, -0.79, 0, 0) // -45° (right prepares to lift)\n .rotate(BoneName.FOOT_L, 0.52, 0, 0) // 30° (LEFT HEAVY!)\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° (right lightens)\n .position(BoneName.PELVIS, -0.04, -0.17, 0) // Shift left + sink\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 210ms: Right foot lifts (barely) and slides forward\n .at(0.21)\n .rotate(BoneName.PELVIS, -0.48, -0.09, 0) // -27.5°, -5° (maintain low)\n .rotate(BoneName.SPINE_UPPER, 0.30, -0.05, 0) // 17°, -3° (forward into step)\n .rotate(BoneName.HIP_R, 0.26, 0, 0) // 15° (lift leg - minimal!)\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35° (knee forward)\n .rotate(BoneName.FOOT_R, 0.09, 0, 0) // 5° (barely off ground - sliding)\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° (support leg stable)\n .rotate(BoneName.FOOT_L, 0.52, 0, 0) // 30° (left LOADED)\n .position(BoneName.PELVIS, -0.04, -0.16, 0.12) // Forward movement\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 290ms: Right foot contacts ground - preparing for PLANT\n .at(0.29)\n .rotate(BoneName.PELVIS, -0.44, -0.05, 0) // -25°, -3° (slight rise)\n .rotate(BoneName.SPINE_UPPER, 0.30, 0, 0) // 17°, 0° (centered)\n .rotate(BoneName.HIP_R, 0.09, 0, 0) // 5° (leg lowering)\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° (preparing to plant)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° (ground contact)\n .rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (support)\n .position(BoneName.PELVIS, -0.02, -0.15, 0.18) // Forward\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 350ms: Right foot PLANTS firmly with CRUSHING weight\n .at(0.35)\n .rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (neutral rotation)\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (return to forward lean)\n .rotate(BoneName.HIP_R, 0, 0, 0) // 0° (leg down)\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (PLANT firmly!)\n .rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (equalize)\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° (HEAVY PLANT - impact!)\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (both feet loaded)\n .position(BoneName.PELVIS, 0, -0.14, 0.24) // Forward position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON SWEEP POSITIONING STEP (곤괘 쓸기 준비)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Sweep Positioning Step Animation - OVERHAULED\n *\n * **Korean**: 쓸기 준비 (Sseulgi Junbi)\n * **Philosophy**: Lateral movement with HEAVY weight shift setting up sweep techniques\n *\n * **IMPROVED Features:**\n * - **Exaggerated Weight Shift**: Deep sink on supporting leg\n * - **Sliding Motion**: Sweeping leg slides/scrapes along ground\n * - **Reaching Arms**: Hands actively reach for grappling control\n * - **Lower Stance**: Maintains -60° knee on support leg\n * - **Coiled Power**: Final position shows loaded spring ready to sweep\n *\n * Characteristics:\n * - Lateral movement to side with HEAVY grounded feel\n * - Lead leg positioned for foot sweep with ground contact\n * - Hands reaching aggressively for grappling control\n * - Weight shifts create visible loading/unloading\n * - Body stays LOW - no rising during movement\n *\n * Animation Keyframes (5 keyframes spanning 360ms):\n * - 0ms: Start position (low heavy stance)\n * - 110ms: Weight shift RIGHT + sink lower\n * - 220ms: Left foot begins sliding laterally (ground contact)\n * - 300ms: Mid-slide with arms reaching\n * - 360ms: Positioned for sweep - coiled and ready\n *\n * @korean 쓸기준비\n * @duration 360ms (longer for HEAVY lateral movement)\n * @category Movement Animation\n */\nexport const GON_SWEEP_POSITIONING_STEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_sweep_positioning_step\",\n \"쓸기 준비\"\n )\n .asMovement(0.36, false) // Longer for deliberate weight shift\n \n // Keyframe 0ms: Start position (low HEAVY stance)\n .at(0)\n .rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (hips back)\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (forward lean)\n .rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (deep)\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (deep)\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (weight)\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (weight)\n .rotate(BoneName.SHOULDER_L, 0.57, 0.30, -0.38) // Ready\n .rotate(BoneName.SHOULDER_R, 0.57, -0.30, 0.38)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.48)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.48)\n .position(BoneName.PELVIS, 0, -0.14, 0)\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 110ms: Weight shift RIGHT + sink LOWER\n .at(0.11)\n .rotate(BoneName.PELVIS, -0.48, 0.12, 0) // -27.5°, 7° (sink + rotate right)\n .rotate(BoneName.SPINE_UPPER, 0.26, 0.09, 0) // 15°, 5° (lean right)\n .rotate(BoneName.KNEE_R, -1.13, 0, 0) // -65° (right leg LOADS - DEEP!)\n .rotate(BoneName.KNEE_L, -0.79, 0, 0) // -45° (left prepares to slide)\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° (RIGHT HEAVY!)\n .rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° (left lightens)\n .position(BoneName.PELVIS, 0.04, -0.17, 0) // Shift right + sink\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 220ms: Left foot begins sliding laterally (ground contact maintained)\n .at(0.22)\n .rotate(BoneName.PELVIS, -0.48, 0.09, 0) // -27.5°, 5° (maintain low)\n .rotate(BoneName.SPINE_UPPER, 0.30, 0.09, 0) // 17°, 5° (slight lean)\n .rotate(BoneName.HIP_L, 0, 0, -0.22) // 0°, 0°, -12.5° (abduct for slide)\n .rotate(BoneName.KNEE_L, -0.70, 0, 0) // -40° (slide with bent knee)\n .rotate(BoneName.FOOT_L, 0.17, 0, 0) // 10° (sliding/scraping ground)\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° (support stable)\n .rotate(BoneName.SHOULDER_L, 0.79, 0.52, -0.26) // 45°, 30°, -15° (begin reach)\n .rotate(BoneName.SHOULDER_R, 0.79, -0.52, 0.26)\n .position(BoneName.PELVIS, 0.04, -0.16, -0.12) // Moving left\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 300ms: Mid-slide with arms REACHING for control\n .at(0.3)\n .rotate(BoneName.PELVIS, -0.44, 0.05, 0) // -25°, 3° (settling)\n .rotate(BoneName.SPINE_UPPER, 0.30, 0.05, 0) // 17°, 3° (forward into opponent)\n .rotate(BoneName.HIP_L, 0, 0, -0.26) // 0°, 0°, -15° (wider stance)\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (planting)\n .rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° (weight transferring)\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (support)\n .rotate(BoneName.SHOULDER_L, 0.87, 0.61, -0.17) // 50°, 35°, -10° (REACH!)\n .rotate(BoneName.SHOULDER_R, 0.87, -0.61, 0.17)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70° (reaching forward)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22)\n .position(BoneName.PELVIS, 0.02, -0.14, -0.20) // Lateral position\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 360ms: Positioned for sweep - COILED and ready\n .at(0.36)\n .rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (neutral rotation - ready)\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (forward lean maintained)\n .rotate(BoneName.HIP_L, 0, 0, -0.17) // 0°, 0°, -10° (slight abduction)\n .rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (PLANT firmly - sweep leg ready)\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (support stable)\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (ready to sweep)\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (stable base)\n .rotate(BoneName.SHOULDER_L, 0.87, 0.61, -0.17) // 50°, 35°, -10° (extended for grab)\n .rotate(BoneName.SHOULDER_R, 0.87, -0.61, 0.17)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.13) // -65° (ready to grab)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.13)\n .position(BoneName.PELVIS, 0, -0.14, -0.24) // Final lateral position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Gon stance-specific animations for easy access\n * @korean 곤괘자세애니메이션맵\n */\nexport const GON_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n // Idle & Movement\n [\"gon_idle_ssireum_stance\", GON_IDLE_SSIREUM_STANCE],\n [\"gon_heavy_grounding_step\", GON_HEAVY_GROUNDING_STEP],\n [\"gon_sweep_positioning_step\", GON_SWEEP_POSITIONING_STEP],\n \n // Earth Throwing & Ground Control Techniques (곤괘 던지기 기술)\n [\"gon_earth_embrace_animation\", GON_EARTH_EMBRACE_ANIMATION],\n [\"gon_ground_control_transition\", 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@@ -0,0 +1,265 @@
1
+ /**
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+ * ☷ Gon (Earth) Technique Animations
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+ *
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+ * Combat technique animations for the Gon (곤/Earth) trigram.
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+ * Embodies throwing power and ground control from Ssireum wrestling.
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+ *
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+ * **Korean Martial Arts Context:**
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+ * - **기술**: 대지포옹 (Earth Embrace Throw), 땅 장악 (Ground Control), 발쓸기 (Leg Sweep)
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+ * - **특성**: 몸통 잡기 (Body Lock), 지면 전환 (Ground Transition), 낙법 (Falling Techniques)
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+ * - **철학**: 땅의 힘으로 제압 (Subdue with Earth's Power)
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+ *
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+ * **Throwing Biomechanics:**
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+ * All Gon throw techniques emphasize:
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+ * - **Heavy Weight Transfer**: Explosive hip drive and leg extension
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+ * - **Ground Connection**: Feet planted firmly, power flows from earth
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+ * - **Circular Momentum**: Rotation powered by hips and core
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+ * - **Impact Control**: Following opponent to ground for dominance
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+ *
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+ * @module systems/animation/catalogs/GonTechniqueAnimations
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+ * @category Animation
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+ * @korean 곤괘기술애니메이션
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+ */
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+ import { type SkeletalAnimation } from "../../../types/skeletal";
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+ /**
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+ * Gon Earth Embrace Attack Animation - OVERHAULED
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+ *
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+ * **Korean**: 대지포옹 (Daeji Poong)
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+ * **Technique**: Full body throw with explosive hip drive and ground transition
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+ * **Target Points**: Balance disruption, spine compression, ground impact control
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+ *
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+ * Traditional Ssireum throw technique that embodies earth's embracing power.
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+ * The fighter drops low with HEAVY weight shift, penetrates deep for grip,
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+ * EXPLODES upward with powerful leg extension and hip drive, then rotates
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+ * through a forceful circular arc to SLAM opponent to ground with devastating impact.
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+ *
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+ * **IMPROVED Biomechanics:**
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+ * - **Deeper Penetration**: Lower stance (-35° hip angle) for maximum power base
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+ * - **Explosive Lift**: Faster transition (420ms) with violent leg extension
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+ * - **Hip Power**: Greater hip rotation (90°+) generating circular momentum
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+ * - **Ground Impact**: SLAM down phase with full body weight follow-through
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+ * - **Gravity Feel**: Exaggerated downward movement creating weight sensation
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+ *
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+ * Animation Phases (1100ms duration, 9 keyframes):
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+ * - Setup Phase (0-200ms): Drop low, feet plant firmly
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+ * - Penetration Phase (200-420ms): Deep penetration and secure grip
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+ * - EXPLOSIVE Lift Phase (420-650ms): Violent upward drive with legs/hips
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+ * - Rotation Phase (650-880ms): Powerful hip rotation and circular arc
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+ * - IMPACT Phase (880-1100ms): Slam opponent down with devastating force
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+ *
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+ * @korean 대지포옹
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+ * @duration 1100ms (faster, more explosive)
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+ * @category Throw Animation
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+ */
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+ export declare const GON_EARTH_EMBRACE_ANIMATION: SkeletalAnimation;
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+ /**
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+ * Gon Ground Control Transition Animation - OVERHAULED
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+ *
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+ * **Korean**: 땅 장악 (Ttang Jangak)
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+ * **Technique**: Rapid transition from throw to CRUSHING ground dominance
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+ * **Target**: Establish superior position with HEAVY weight distribution
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+ *
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+ * Ssireum ground control technique that follows successful throw.
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+ * Fighter transitions AGGRESSIVELY from standing to ground position,
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+ * using HEAVY weight pressure and strategic grip placement for dominance.
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+ *
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+ * **IMPROVED Biomechanics:**
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+ * - **Faster Transition**: 1200ms (was 2000ms) for explosive dominance
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+ * - **Weight Pressure**: Exaggerated chest/hip pressure creating crushing feel
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+ * - **Strategic Positioning**: Side control with crossface and underhook
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+ * - **Ground Connection**: Constant downward pressure maintaining control
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+ *
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+ * Animation Phases (1200ms duration, 6 keyframes):
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+ * - Takedown Phase (0-350ms): Drive opponent to ground with force
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+ * - Transition Phase (350-700ms): Explosively move to side control
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+ * - Dominance Phase (700-1200ms): Establish CRUSHING pressure and control
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+ *
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+ * @korean 땅장악
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+ * @duration 1200ms (faster, more aggressive)
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+ * @category Ground Control Animation
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+ */
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+ export declare const GON_GROUND_CONTROL_TRANSITION: SkeletalAnimation;
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+ /**
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+ * Gon Leg Sweep Attack Animation - NEW
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+ *
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+ * **Korean**: 발쓸기 (Bal Sseulgi)
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+ * **Technique**: Low sweeping kick targeting opponent's supporting leg
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+ * **Target Points**: Ankle, calf, knee destabilization
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+ *
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+ * Classic Ssireum and Hapkido leg sweep that uses circular hip motion
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+ * to generate powerful sweeping force. Fighter drops low, rotates hips
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+ * violently, and uses extending leg to CUT through opponent's stance.
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+ *
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+ * **Biomechanics:**
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+ * - **Low Drop**: Deep stance (-60° knee) for power base
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+ * - **Hip Rotation**: Explosive 70° hip turn generates sweep power
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+ * - **Circular Arc**: Sweeping leg follows wide circular path
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+ * - **Ground Contact**: Supporting leg FIRMLY planted throughout
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+ * - **Follow-Through**: Complete rotation for maximum impact
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+ *
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+ * Animation Phases (650ms duration, 5 keyframes):
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+ * - Setup Phase (0-180ms): Drop low and chamber sweeping leg
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+ * - Sweep Phase (180-450ms): EXPLOSIVE hip rotation and leg extension
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+ * - Impact Phase (450-650ms): Follow through and recovery
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+ *
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+ * @korean 발쓸기
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+ * @duration 650ms
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+ * @category Attack Animation
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+ */
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+ export declare const GON_LEG_SWEEP_ANIMATION: SkeletalAnimation;
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+ /**
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+ * Gon Ankle Pick Takedown Animation - NEW
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+ *
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+ * **Korean**: 발목잡기 (Balmok Japgi)
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+ * **Technique**: Wrestling ankle pick takedown
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+ * **Target Points**: Ankle grip, balance disruption, forward drive
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+ *
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+ * Classic wrestling ankle pick from Ssireum and freestyle wrestling.
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+ * Fighter drops VERY low, shoots hand to opponent's ankle, secures grip,
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+ * then DRIVES forward while lifting ankle to take opponent down.
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+ *
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+ * **Biomechanics:**
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+ * - **Deep Level Change**: Drop to -70° knee angle for maximum depth
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+ * - **Explosive Penetration**: Fast forward drive (150ms)
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+ * - **Ankle Grip**: One-handed secure grip on rear ankle
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+ * - **Forward Drive**: Shoulder drives into opponent's thigh/hip
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+ * - **Lift and Drive**: Simultaneous lift + forward pressure = takedown
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+ *
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+ * Animation Phases (850ms duration, 6 keyframes):
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+ * - Setup Phase (0-150ms): DEEP level change
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+ * - Penetration Phase (150-350ms): Shoot hand to ankle + secure grip
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+ * - Drive Phase (350-650ms): Drive forward while lifting ankle
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+ * - Finish Phase (650-850ms): Complete takedown
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+ *
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+ * @korean 발목잡기
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+ * @duration 850ms
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+ * @category Attack Animation
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+ */
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+ export declare const GON_ANKLE_PICK_ANIMATION: SkeletalAnimation;
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+ /**
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+ * Gon Ssireum Belt Throw Animation - NEW
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+ *
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+ * **Korean**: 씨름 던지기 (Ssireum Deonjigi)
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+ * **Technique**: Traditional Korean Ssireum belt throw with hip rotation
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+ * **Target Points**: Off-balance, hip leverage, rotational throw
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+ *
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+ * Authentic Ssireum wrestling technique using satba (belt) grip.
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+ * Fighter secures double-grip on opponent's belt, drops hips LOW,
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+ * then EXPLODES upward while rotating hips violently to execute
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+ * a powerful hip throw with traditional Korean wrestling mechanics.
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+ *
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+ * **Biomechanics:**
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+ * - **Belt Grip**: Both hands secure opponent's satba (wrestling belt)
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+ * - **Hip Drop**: Deep hip position (-50° pelvis angle) for leverage
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+ * - **Explosive Extension**: Violent upward drive with legs
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+ * - **Hip Rotation**: 110° hip rotation generates circular momentum
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+ * - **Traditional Form**: Authentic Ssireum throwing mechanics
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+ *
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+ * Animation Phases (1000ms duration, 7 keyframes):
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+ * - Grip Phase (0-200ms): Secure double belt grip
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+ * - Load Phase (200-400ms): Drop hips LOW for leverage
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+ * - Explosion Phase (400-650ms): Violent upward + rotational drive
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+ * - Throw Phase (650-850ms): Complete hip rotation and release
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+ * - Finish Phase (850-1000ms): Stable landing position
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+ *
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+ * @korean 씨름던지기
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+ * @duration 1000ms
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+ * @category Throw Animation
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+ */
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+ export declare const GON_SSIREUM_THROW_ANIMATION: SkeletalAnimation;
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+ /**
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+ * Gon Ground Pound Strike Animation - NEW
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+ *
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+ * **Korean**: 땅 강타 (Ttang Gangta)
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+ * **Technique**: Devastating downward strike from dominant ground position
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+ * **Target Points**: Head, ribs, solar plexus from mount position
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+ *
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+ * Powerful ground-and-pound technique from Ssireum ground fighting.
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+ * From mount or top position, fighter raises body HIGH to create
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+ * gravitational energy, then SLAMS fist/forearm downward with
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+ * CRUSHING force amplified by body weight and hip drop.
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+ *
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+ * **Biomechanics:**
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+ * - **Elevated Position**: Rise UP from ground to build potential energy
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+ * - **Weight Drop**: Use gravity + active hip drive for impact
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+ * - **Posture Control**: Maintain base while generating power
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+ * - **Follow-Through**: Drive through target, don't "arm punch"
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+ * - **Recovery**: Quick return to control position
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+ *
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+ * Animation Phases (700ms duration, 5 keyframes):
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+ * - Setup Phase (0-150ms): Rise from ground position
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+ * - Chamber Phase (150-300ms): Elevate body for potential energy
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+ * - Strike Phase (300-500ms): SLAM down with body weight
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+ * - Impact Phase (500-600ms): Drive through target
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+ * - Recovery Phase (600-700ms): Return to control
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+ *
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+ * @korean 땅강타
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+ * @duration 700ms
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+ * @category Ground Strike Animation
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+ */
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+ export declare const GON_GROUND_POUND_ANIMATION: SkeletalAnimation;
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+ /**
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+ * Gon Body Lock Takedown Animation - NEW
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+ *
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+ * **Korean**: 몸통 잡기 (Momtong Japgi)
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+ * **Technique**: Double-arm body lock with lift and slam takedown
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+ * **Target Points**: Torso control, lifting power, ground impact
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+ *
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+ * Wrestling body lock technique from Ssireum and freestyle wrestling.
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+ * Fighter wraps BOTH arms around opponent's torso (body lock),
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+ * drops hips LOW for leverage, LIFTS opponent off ground using
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+ * explosive leg drive, then SLAMS them down with devastating force.
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+ *
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+ * **Biomechanics:**
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+ * - **Double Arm Wrap**: Both arms encircle torso for maximum control
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+ * - **Hip Drop**: -55° pelvis angle creates low power base
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+ * - **Leg Drive**: Explosive extension generates upward force
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+ * - **Arc Throw**: Backward lean + hip rotation = arc trajectory
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+ * - **Impact Control**: Follow to ground maintaining pressure
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+ *
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+ * Animation Phases (1100ms duration, 7 keyframes):
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+ * - Grip Phase (0-200ms): Establish body lock
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+ * - Load Phase (200-420ms): Drop hips and secure tight grip
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+ * - Lift Phase (420-650ms): EXPLOSIVE upward drive
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+ * - Arc Phase (650-880ms): Lean back and rotate for throw
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+ * - Slam Phase (880-1100ms): Drive opponent to ground
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+ *
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+ * @korean 몸통잡기
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+ * @duration 1100ms
229
+ * @category Throw Animation
230
+ */
231
+ export declare const GON_BODY_LOCK_ANIMATION: SkeletalAnimation;
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+ /**
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+ * Gon Sacrifice Throw Animation - NEW
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+ *
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+ * **Korean**: 희생 던지기 (Huisaeng Deonjigi)
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+ * **Technique**: Sacrifice throw - fighter falls to ground to throw opponent
237
+ * **Target Points**: Balance disruption, momentum reversal, ground transition
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+ *
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+ * Advanced Ssireum and Judo-influenced sacrifice throw.
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+ * Fighter DROPS OWN BODY to ground (sacrifice), using falling momentum
241
+ * and leg positioning to AMPLIFY throw power. As fighter falls, legs
242
+ * hook opponent and ROTATE violently, generating circular momentum that
243
+ * LAUNCHES opponent through the air and to the ground.
244
+ *
245
+ * **Biomechanics:**
246
+ * - **Controlled Fall**: Fighter initiates own fall (sacrifice)
247
+ * - **Leg Hook**: One or both legs hook opponent during fall
248
+ * - **Rotational Power**: Falling + rotation = amplified throw force
249
+ * - **Momentum Transfer**: Fighter's falling momentum becomes opponent's
250
+ * - **Ground Finish**: Both land but attacker in superior position
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+ *
252
+ * Animation Phases (1200ms duration, 8 keyframes):
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+ * - Setup Phase (0-150ms): Grip and prepare
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+ * - Initiation Phase (150-350ms): Begin controlled fall
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+ * - Sacrifice Phase (350-600ms): FALL to ground with leg hook
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+ * - Rotation Phase (600-850ms): Violent rotation throws opponent
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+ * - Landing Phase (850-1050ms): Both hit ground
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+ * - Recovery Phase (1050-1200ms): Attacker achieves superior position
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+ *
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+ * @korean 희생던지기
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+ * @duration 1200ms
262
+ * @category Throw Animation
263
+ */
264
+ export declare const GON_SACRIFICE_THROW_ANIMATION: SkeletalAnimation;
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+ //# sourceMappingURL=GonTechniqueAnimations.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,13 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ MartialArtsAnimationBuilder.create("gon_earth_embrace", "대지포옹").asAttack(1.1).at(0).rotate(BoneName.PELVIS, -.26, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, .44, .17, -.26).rotate(BoneName.SHOULDER_R, .44, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).position(BoneName.PELVIS, 0, -.08, 0).done().withOpenPalm("both").at(.12).rotate(BoneName.PELVIS, -.44, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, -1.13, 0, 0).rotate(BoneName.KNEE_R, -1.13, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, .61, .35, -.17).rotate(BoneName.SHOULDER_R, .61, -.35, .17).position(BoneName.PELVIS, 0, -.2, 0).done().at(.2).rotate(BoneName.PELVIS, -.61, 0, 0).rotate(BoneName.SPINE_LOWER, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .44, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.SHOULDER_L, .79, .52, -.09).rotate(BoneName.SHOULDER_R, .79, -.52, .09).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, -.25, .18).done().at(.42).rotate(BoneName.PELVIS, -.61, 0, 0).rotate(BoneName.SPINE_UPPER, .52, .09, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.SHOULDER_L, .96, .61, 0).rotate(BoneName.SHOULDER_R, .96, -.61, 0).rotate(BoneName.ELBOW_L, 0, 0, -1.13).rotate(BoneName.ELBOW_R, 0, 0, 1.13).position(BoneName.PELVIS, 0, -.25, .2).done().withGrab("both").at(.55).rotate(BoneName.PELVIS, -.09, 0, .09).rotate(BoneName.SPINE_LOWER, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, .09, .17, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.FOOT_L, .35, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).rotate(BoneName.SHOULDER_L, .7, .44, -.17).rotate(BoneName.SHOULDER_R, .7, -.44, .17).position(BoneName.PELVIS, 0, -.08, .22).done().at(.65).rotate(BoneName.PELVIS, .09, .26, .09).rotate(BoneName.SPINE_LOWER, -.17, .17, 0).rotate(BoneName.SPINE_UPPER, -.09, .35, 0).rotate(BoneName.KNEE_L, -.09, 0, 0).rotate(BoneName.KNEE_R, -.09, 0, 0).rotate(BoneName.SHOULDER_L, .52, .35, -.26).rotate(BoneName.SHOULDER_R, .52, -.35, .26).position(BoneName.PELVIS, 0, .02, .24).done().at(.76).rotate(BoneName.PELVIS, .26, .96, 0).rotate(BoneName.SPINE_LOWER, -.09, 1.05, 0).rotate(BoneName.SPINE_UPPER, -.26, 1.05, 0).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .35, .79, -.44).rotate(BoneName.SHOULDER_R, .44, -.7, .44).position(BoneName.PELVIS, 0, 0, .25).done().at(.88).rotate(BoneName.PELVIS, .35, 1.4, 0).rotate(BoneName.SPINE_LOWER, 0, 1.48, 0).rotate(BoneName.SPINE_UPPER, -.35, 1.48, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.SHOULDER_L, .26, .96, -.52).rotate(BoneName.SHOULDER_R, .35, -.87, .52).position(BoneName.PELVIS, 0, -.05, .26).done().at(1.1).rotate(BoneName.PELVIS, .09, 1.13, 0).rotate(BoneName.SPINE_LOWER, .17, 1.22, 0).rotate(BoneName.SPINE_UPPER, .26, 1.22, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.SHOULDER_L, .52, .79, -.35).rotate(BoneName.SHOULDER_R, .61, -.7, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).rotate(BoneName.HEAD, .17, .26, 0).position(BoneName.PELVIS, 0, -.18, .28).done().withGrab("both").build();
4
+ MartialArtsAnimationBuilder.create("gon_ground_control_transition", "땅 장악").asAttack(1.2).at(0).rotate(BoneName.PELVIS, .09, 1.13, 0).rotate(BoneName.SPINE_LOWER, .17, 1.22, 0).rotate(BoneName.SPINE_UPPER, .26, 1.22, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.SHOULDER_L, .52, .79, -.35).rotate(BoneName.SHOULDER_R, .61, -.7, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).position(BoneName.PELVIS, 0, -.18, .28).done().withGrab("both").at(.2).rotate(BoneName.PELVIS, .26, .87, 0).rotate(BoneName.SPINE_LOWER, .35, .96, 0).rotate(BoneName.SPINE_UPPER, .52, .87, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -1.13, 0, 0).rotate(BoneName.SHOULDER_L, .7, .61, -.26).rotate(BoneName.SHOULDER_R, .79, -.52, .26).position(BoneName.PELVIS, 0, -.22, .32).done().at(.35).rotate(BoneName.PELVIS, .35, .7, 0).rotate(BoneName.SPINE_LOWER, .44, .79, 0).rotate(BoneName.SPINE_UPPER, .61, .7, 0).rotate(BoneName.KNEE_L, -1.13, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.SHOULDER_L, .87, .52, -.17).rotate(BoneName.SHOULDER_R, .96, -.44, .17).position(BoneName.PELVIS, 0, -.24, .35).done().at(.52).rotate(BoneName.PELVIS, .44, .44, 0).rotate(BoneName.SPINE_LOWER, .52, .52, 0).rotate(BoneName.SPINE_UPPER, .7, .44, 0).rotate(BoneName.KNEE_L, -.96, .17, 0).rotate(BoneName.KNEE_R, -.87, .26, 0).rotate(BoneName.SHOULDER_L, .96, .35, -.09).rotate(BoneName.SHOULDER_R, 1.05, -.26, .09).position(BoneName.PELVIS, -.08, -.22, .36).done().at(.7).rotate(BoneName.PELVIS, .52, .26, 0).rotate(BoneName.SPINE_LOWER, .61, .35, 0).rotate(BoneName.SPINE_UPPER, .79, .26, 0).rotate(BoneName.KNEE_L, -.79, .17, 0).rotate(BoneName.KNEE_R, -.7, .26, 0).rotate(BoneName.SHOULDER_L, 1.05, .26, -.09).rotate(BoneName.SHOULDER_R, 1.13, -.17, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, .96).position(BoneName.PELVIS, -.14, -.2, .36).done().at(1.2).rotate(BoneName.PELVIS, .61, .17, 0).rotate(BoneName.SPINE_LOWER, .7, .26, 0).rotate(BoneName.SPINE_UPPER, .87, .17, 0).rotate(BoneName.KNEE_L, -.7, .17, 0).rotate(BoneName.KNEE_R, -.61, .26, 0).rotate(BoneName.SHOULDER_L, 1.13, .17, -.09).rotate(BoneName.SHOULDER_R, 1.22, -.09, .17).rotate(BoneName.ELBOW_L, 0, 0, -.96).rotate(BoneName.ELBOW_R, 0, 0, .87).rotate(BoneName.HEAD, .26, .17, 0).position(BoneName.PELVIS, -.16, -.18, .36).done().withGrab("both").build();
5
+ MartialArtsAnimationBuilder.create("gon_leg_sweep", "발쓸기").asAttack(.65).at(0).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.FOOT_L, .35, 0, 0).rotate(BoneName.SHOULDER_L, .52, .26, -.35).rotate(BoneName.SHOULDER_R, .52, -.26, .35).position(BoneName.PELVIS, 0, -.12, 0).done().at(.12).rotate(BoneName.PELVIS, -.52, -.17, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.26).rotate(BoneName.SPINE_UPPER, .17, -.17, 0).position(BoneName.PELVIS, -.04, -.18, 0).done().at(.18).rotate(BoneName.PELVIS, -.52, -.26, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.35).rotate(BoneName.FOOT_R, -.17, 0, 0).position(BoneName.PELVIS, -.04, -.18, 0).done().at(.32).rotate(BoneName.PELVIS, -.44, .61, 0).rotate(BoneName.SPINE_LOWER, 0, .7, 0).rotate(BoneName.SPINE_UPPER, .09, .7, 0).rotate(BoneName.KNEE_L, -.96, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.44).rotate(BoneName.FOOT_R, -.09, 0, 0).rotate(BoneName.SHOULDER_L, .44, .52, -.26).rotate(BoneName.SHOULDER_R, .61, -.44, .26).position(BoneName.PELVIS, .02, -.16, 0).done().at(.45).rotate(BoneName.PELVIS, -.35, .96, 0).rotate(BoneName.SPINE_LOWER, 0, 1.05, 0).rotate(BoneName.SPINE_UPPER, .17, 1.05, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.52).rotate(BoneName.FOOT_R, 0, 0, 0).position(BoneName.PELVIS, .04, -.14, .05).done().at(.65).rotate(BoneName.PELVIS, -.35, .7, 0).rotate(BoneName.SPINE_LOWER, 0, .79, 0).rotate(BoneName.SPINE_UPPER, .17, .79, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.26).rotate(BoneName.FOOT_R, .26, 0, 0).position(BoneName.PELVIS, .02, -.12, .08).done().build();
6
+ MartialArtsAnimationBuilder.create("gon_ankle_pick", "발목잡기").asAttack(.85).at(0).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.SHOULDER_L, .52, .26, -.35).rotate(BoneName.SHOULDER_R, .52, -.26, .35).rotate(BoneName.ELBOW_R, 0, 0, 1.4).position(BoneName.PELVIS, 0, -.12, 0).done().withOpenPalm("right").at(.08).rotate(BoneName.PELVIS, -.7, 0, 0).rotate(BoneName.SPINE_UPPER, .35, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).position(BoneName.PELVIS, 0, -.24, 0).done().at(.15).rotate(BoneName.PELVIS, -.7, 0, 0).rotate(BoneName.SPINE_UPPER, .44, 0, 0).rotate(BoneName.KNEE_L, -1.13, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.SHOULDER_R, .7, -.52, .17).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, -.24, .15).done().at(.35).rotate(BoneName.PELVIS, -.61, 0, 0).rotate(BoneName.SPINE_UPPER, .52, 0, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -1.13, 0, 0).rotate(BoneName.SHOULDER_R, .87, -.7, .09).rotate(BoneName.ELBOW_R, 0, 0, 1.13).rotate(BoneName.WRIST_R, .17, 0, 0).rotate(BoneName.SHOULDER_L, .61, .35, -.26).position(BoneName.PELVIS, 0, -.22, .25).done().withGrab("right").at(.55).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, .61, 0, 0).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.SHOULDER_R, .61, -.87, -.17).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.SHOULDER_L, .7, .44, -.17).position(BoneName.PELVIS, 0, -.16, .35).done().at(.65).rotate(BoneName.PELVIS, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, .7, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.SHOULDER_R, .44, -.96, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.31).rotate(BoneName.SHOULDER_L, .79, .52, -.09).position(BoneName.PELVIS, 0, -.1, .42).done().at(.85).rotate(BoneName.PELVIS, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, .61, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.SHOULDER_R, .35, -.79, -.17).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.SHOULDER_L, .7, .44, -.09).position(BoneName.PELVIS, 0, -.08, .45).done().withGrab("right").build();
7
+ MartialArtsAnimationBuilder.create("gon_ssireum_throw", "씨름 던지기").asAttack(1).at(0).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.SHOULDER_L, .61, .35, -.26).rotate(BoneName.SHOULDER_R, .61, -.35, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).position(BoneName.PELVIS, 0, -.12, 0).done().withOpenPalm("both").at(.1).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .7, .44, -.17).rotate(BoneName.SHOULDER_R, .7, -.44, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).rotate(BoneName.WRIST_L, .09, 0, 0).rotate(BoneName.WRIST_R, .09, 0, 0).done().withGrab("both").at(.2).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.SHOULDER_L, .79, .52, -.09).rotate(BoneName.SHOULDER_R, .79, -.52, .09).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).position(BoneName.PELVIS, 0, -.12, .05).done().at(.4).rotate(BoneName.PELVIS, -.87, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, .52, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).rotate(BoneName.SHOULDER_L, .87, .61, 0).rotate(BoneName.SHOULDER_R, .87, -.61, 0).position(BoneName.PELVIS, 0, -.22, .08).done().at(.55).rotate(BoneName.PELVIS, -.17, .52, 0).rotate(BoneName.SPINE_LOWER, -.09, .61, 0).rotate(BoneName.SPINE_UPPER, -.17, .61, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .61, .7, -.26).rotate(BoneName.SHOULDER_R, .61, -.61, .26).position(BoneName.PELVIS, 0, -.08, .12).done().at(.65).rotate(BoneName.PELVIS, .17, 1.22, 0).rotate(BoneName.SPINE_LOWER, 0, 1.4, 0).rotate(BoneName.SPINE_UPPER, -.26, 1.48, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .44, .96, -.44).rotate(BoneName.SHOULDER_R, .52, -.87, .44).position(BoneName.PELVIS, 0, -.04, .15).done().at(.85).rotate(BoneName.PELVIS, .26, 1.57, 0).rotate(BoneName.SPINE_LOWER, .09, 1.65, 0).rotate(BoneName.SPINE_UPPER, -.17, 1.65, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.SHOULDER_L, .35, 1.05, -.52).rotate(BoneName.SHOULDER_R, .44, -.96, .52).position(BoneName.PELVIS, 0, -.08, .18).done().at(1).rotate(BoneName.PELVIS, .17, 1.4, 0).rotate(BoneName.SPINE_LOWER, .09, 1.48, 0).rotate(BoneName.SPINE_UPPER, -.09, 1.48, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.SHOULDER_L, .44, .96, -.44).rotate(BoneName.SHOULDER_R, .52, -.87, .44).rotate(BoneName.HEAD, .09, .35, 0).position(BoneName.PELVIS, 0, -.1, .18).done().withGrab("both").build();
8
+ MartialArtsAnimationBuilder.create("gon_ground_pound", "땅 강타").asAttack(.7).at(0).rotate(BoneName.PELVIS, .44, 0, 0).rotate(BoneName.SPINE_UPPER, .52, 0, 0).rotate(BoneName.KNEE_L, -.79, .17, 0).rotate(BoneName.KNEE_R, -.79, .17, 0).rotate(BoneName.SHOULDER_R, .35, -.26, .17).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.SHOULDER_L, .61, .35, -.17).position(BoneName.PELVIS, 0, -.16, .25).done().at(.15).rotate(BoneName.PELVIS, .26, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.KNEE_L, -.61, .17, 0).rotate(BoneName.KNEE_R, -.61, .17, 0).rotate(BoneName.SHOULDER_R, -.17, -.35, 0).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, -.1, .25).done().at(.3).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, .09, 0, 0).rotate(BoneName.KNEE_L, -.52, .17, 0).rotate(BoneName.KNEE_R, -.52, .17, 0).rotate(BoneName.SHOULDER_R, -.26, -.44, -.17).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, 0, 0, 0).position(BoneName.PELVIS, 0, -.08, .25).done().at(.45).rotate(BoneName.PELVIS, .52, 0, 0).rotate(BoneName.SPINE_UPPER, .61, 0, 0).rotate(BoneName.KNEE_L, -.79, .17, 0).rotate(BoneName.KNEE_R, -.79, .17, 0).rotate(BoneName.SHOULDER_R, .61, -.17, .26).rotate(BoneName.ELBOW_R, 0, 0, 2.27).rotate(BoneName.WRIST_R, -.17, 0, 0).position(BoneName.PELVIS, 0, -.14, .28).done().at(.5).rotate(BoneName.PELVIS, .61, 0, 0).rotate(BoneName.SPINE_UPPER, .7, 0, 0).rotate(BoneName.KNEE_L, -.87, .17, 0).rotate(BoneName.KNEE_R, -.87, .17, 0).rotate(BoneName.SHOULDER_R, .79, -.09, .35).rotate(BoneName.ELBOW_R, 0, 0, 2.53).rotate(BoneName.WRIST_R, -.09, 0, 0).position(BoneName.PELVIS, 0, -.16, .3).done().at(.7).rotate(BoneName.PELVIS, .52, 0, 0).rotate(BoneName.SPINE_UPPER, .61, 0, 0).rotate(BoneName.KNEE_L, -.79, .17, 0).rotate(BoneName.KNEE_R, -.79, .17, 0).rotate(BoneName.SHOULDER_R, .52, -.17, .26).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SHOULDER_L, .7, .35, -.17).position(BoneName.PELVIS, 0, -.15, .28).done().build();
9
+ MartialArtsAnimationBuilder.create("gon_body_lock", "몸통 잡기").asAttack(1.1).at(0).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.SHOULDER_L, .52, .26, -.35).rotate(BoneName.SHOULDER_R, .52, -.26, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).position(BoneName.PELVIS, 0, -.12, 0).done().withOpenPalm("both").at(.1).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.SHOULDER_L, .7, .52, -.17).rotate(BoneName.SHOULDER_R, .7, -.52, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, -.12, .08).done().at(.2).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.SHOULDER_L, .79, .7, 0).rotate(BoneName.SHOULDER_R, .79, -.7, 0).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).rotate(BoneName.WRIST_L, 0, .17, 0).rotate(BoneName.WRIST_R, 0, -.17, 0).position(BoneName.PELVIS, 0, -.12, .12).done().withGrab("both").at(.42).rotate(BoneName.PELVIS, -.96, 0, 0).rotate(BoneName.SPINE_UPPER, .35, 0, 0).rotate(BoneName.KNEE_L, -1.31, 0, 0).rotate(BoneName.KNEE_R, -1.31, 0, 0).rotate(BoneName.FOOT_L, .52, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).rotate(BoneName.SHOULDER_L, .87, .79, 0).rotate(BoneName.SHOULDER_R, .87, -.79, 0).position(BoneName.PELVIS, 0, -.24, .12).done().at(.55).rotate(BoneName.PELVIS, -.26, 0, 0).rotate(BoneName.SPINE_LOWER, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .7, .7, -.17).rotate(BoneName.SHOULDER_R, .7, -.7, .17).position(BoneName.PELVIS, 0, -.1, .14).done().at(.65).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_LOWER, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.SHOULDER_L, .52, .61, -.26).rotate(BoneName.SHOULDER_R, .52, -.61, .26).position(BoneName.PELVIS, 0, 0, .16).done().at(.88).rotate(BoneName.PELVIS, .26, .35, 0).rotate(BoneName.SPINE_LOWER, -.26, .44, 0).rotate(BoneName.SPINE_UPPER, -.35, .44, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.SHOULDER_L, .35, .7, -.35).rotate(BoneName.SHOULDER_R, .35, -.7, .35).position(BoneName.PELVIS, 0, -.08, .18).done().at(1.1).rotate(BoneName.PELVIS, .17, .52, 0).rotate(BoneName.SPINE_LOWER, .09, .61, 0).rotate(BoneName.SPINE_UPPER, .17, .61, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.SHOULDER_L, .61, .61, -.26).rotate(BoneName.SHOULDER_R, .61, -.61, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.HEAD, .17, .17, 0).position(BoneName.PELVIS, 0, -.16, .22).done().withGrab("both").build();
10
+ MartialArtsAnimationBuilder.create("gon_sacrifice_throw", "희생 던지기").asAttack(1.2).at(0).rotate(BoneName.PELVIS, -.26, 0, 0).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.SHOULDER_L, .61, .44, -.26).rotate(BoneName.SHOULDER_R, .61, -.44, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).position(BoneName.PELVIS, 0, -.1, 0).done().withGrab("both").at(.12).rotate(BoneName.PELVIS, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, .09, 0, 0).rotate(BoneName.SHOULDER_L, .7, .52, -.17).rotate(BoneName.SHOULDER_R, .7, -.52, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).position(BoneName.PELVIS, 0, -.08, .06).done().at(.26).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_LOWER, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.SHOULDER_L, .79, .61, -.09).rotate(BoneName.SHOULDER_R, .79, -.61, .09).position(BoneName.PELVIS, 0, -.06, .08).done().at(.42).rotate(BoneName.PELVIS, .35, 0, 0).rotate(BoneName.SPINE_LOWER, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, -.52, 0, 0).rotate(BoneName.HIP_R, .52, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.FOOT_R, -.17, 0, 0).rotate(BoneName.SHOULDER_L, .87, .7, 0).rotate(BoneName.SHOULDER_R, .87, -.7, 0).position(BoneName.PELVIS, 0, -.02, .1).done().at(.6).rotate(BoneName.PELVIS, .52, .35, 0).rotate(BoneName.SPINE_LOWER, -.44, .44, 0).rotate(BoneName.SPINE_UPPER, -.61, .52, 0).rotate(BoneName.HIP_R, .7, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .96, .79, .09).rotate(BoneName.SHOULDER_R, .96, -.79, -.09).position(BoneName.PELVIS, 0, -.18, .14).done().at(.78).rotate(BoneName.PELVIS, .61, .96, 0).rotate(BoneName.SPINE_LOWER, -.52, 1.05, 0).rotate(BoneName.SPINE_UPPER, -.7, 1.13, 0).rotate(BoneName.HIP_R, .87, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, 1.05, .96, .17).rotate(BoneName.SHOULDER_R, 1.05, -.96, -.17).position(BoneName.PELVIS, -.08, -.2, .18).done().at(.95).rotate(BoneName.PELVIS, .52, 1.22, 0).rotate(BoneName.SPINE_LOWER, -.35, 1.31, 0).rotate(BoneName.SPINE_UPPER, -.52, 1.4, 0).rotate(BoneName.HIP_R, .61, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .87, .87, .17).rotate(BoneName.SHOULDER_R, .87, -.87, -.17).position(BoneName.PELVIS, -.12, -.2, .22).done().at(1.2).rotate(BoneName.PELVIS, .44, 1.4, 0).rotate(BoneName.SPINE_LOWER, -.17, 1.48, 0).rotate(BoneName.SPINE_UPPER, -.26, 1.48, 0).rotate(BoneName.HIP_R, .35, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.KNEE_L, -.61, 0, 0).rotate(BoneName.SHOULDER_L, .7, .7, .09).rotate(BoneName.SHOULDER_R, .7, -.7, -.09).rotate(BoneName.ELBOW_L, 0, 0, -1.13).rotate(BoneName.ELBOW_R, 0, 0, 1.13).rotate(BoneName.HEAD, .17, .26, 0).position(BoneName.PELVIS, -.14, -.18, .24).done().withGrab("both").build();
11
+ //#endregion
12
+
13
+ //# sourceMappingURL=GonTechniqueAnimations.js.map