blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"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"}
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/**
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* ☷ Gon (Earth) Stance-Specific Animations
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*
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* Specialized idle, movement, and guard animations for the Gon (곤/Earth) trigram.
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* Embodies grounding power and takedown mastery from Ssireum wrestling techniques.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 씨름 던지기 기술 (Ssireum Throwing Techniques)
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* - **특성**: 던지기와 넘어뜨리기 (Throws and Takedowns), 지면 제어 (Ground Control)
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* - **철학**: 땅의 포용력 (Earth's Embracing Power), 대지의 안정성 (Ground Stability)
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* - **대표 기술**: 대지포옹 (Earth Embrace/Grounding Takedown)
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*
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* @module systems/animation/catalogs/GonStanceAnimations
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* @category Animation
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* @korean 곤괘자세애니메이션
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*/
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import { type SkeletalAnimation } from "../../../types/skeletal";
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/**
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* Anatomical safety constants for Gon (Earth) trigram animations
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*
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* These limits ensure joint rotations remain within safe physiological ranges
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* while maintaining powerful, grounded animation for Gon's throwing techniques.
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*/
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/**
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* Gon Idle Ssireum Stance Animation - OVERHAULED
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*
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* **Korean**: 곤괘 씨름 자세 (Gon-gwae Ssireum Jase)
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* **Philosophy**: Earth's grounding power through HEAVY low center of gravity
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*
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* Specialized Ssireum wrestling idle stance that differs from the general
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* Gon idle animation (`stance_gon` in StanceIdleAnimations.ts). This animation
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* emphasizes DEEPER grounding, HEAVIER weight sensation, and wrestling-specific
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* hand positioning for grappling readiness.
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*
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* **IMPROVED Features:**
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* - **Deeper Stance**: -55° knee angle (was -50°) for more grounded feel
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* - **Weight Emphasis**: Exaggerated foot dorsiflexion showing heavy loading
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* - **Breathing Cycles**: Settling motion emphasizes sinking into earth
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* - **Micro-Adjustments**: Subtle weight shifts showing active balance
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*
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* **When to use**:
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* - Use `GON_IDLE_SSIREUM_STANCE` for active combat scenarios requiring
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* wrestling/grappling readiness with very low center of gravity
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* - Use `stance_gon` idle for general Gon stance with standard posture
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*
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* Characteristics:
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* - VERY low center of gravity with wide stable base
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* - Hands positioned low for immediate grappling engagement
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* - Hips back, knees deeply bent (HEAVY squat feel)
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* - Weight feels ROOTED and earthbound
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* - Breathing emphasizes settling DEEPER into ground
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*
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* Animation Cycle:
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* - 0ms: Low grounded neutral position
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* - 1200ms: Sink deeper with exhale (settling)
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* - 2000ms: Subtle weight shift left (micro-adjustment)
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* - 2800ms: Subtle weight shift right (active balance)
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* - 3600ms: Return to neutral (complete cycle)
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*
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* @korean 곤괘씨름자세
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* @duration 3600ms (3.6 second cycle)
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* @category Idle Animation
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*/
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export declare const GON_IDLE_SSIREUM_STANCE: SkeletalAnimation;
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/**
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* Gon Heavy Grounding Step Animation - OVERHAULED
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*
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* **Korean**: 땅 밟기 (Ttang Bapgi)
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* **Philosophy**: Each step plants firmly with CRUSHING earthbound power
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*
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* **IMPROVED Features:**
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* - **Exaggerated Weight Transfer**: Clear weight shift with body lean
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* - **Foot Plant Emphasis**: Heavy dorsiflexion on landing shows impact
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* - **Lower Center**: Maintains -55° knee throughout for grounded feel
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* - **Slow Deliberate**: 350ms duration (was 267ms) for HEAVY impression
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* - **Ground Connection**: Foot never fully lifts - sliding/scraping feel
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*
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* Characteristics:
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* - 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
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*
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* @korean 땅밟기
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* @duration 350ms (slower for HEAVY feel)
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* @category Movement Animation
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*/
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export declare const GON_HEAVY_GROUNDING_STEP: SkeletalAnimation;
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/**
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* Gon Sweep Positioning Step Animation - OVERHAULED
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*
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* **Korean**: 쓸기 준비 (Sseulgi Junbi)
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* **Philosophy**: Lateral movement with HEAVY weight shift setting up sweep techniques
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*
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* **IMPROVED Features:**
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* - **Exaggerated Weight Shift**: Deep sink on supporting leg
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* - **Sliding Motion**: Sweeping leg slides/scrapes along ground
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* - **Reaching Arms**: Hands actively reach for grappling control
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* - **Lower Stance**: Maintains -60° knee on support leg
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* - **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
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* - Lead leg positioned for foot sweep with ground contact
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* - Hands reaching aggressively for grappling control
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* - 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)
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* - 110ms: Weight shift RIGHT + sink lower
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* - 220ms: Left foot begins sliding laterally (ground contact)
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* - 300ms: Mid-slide with arms reaching
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* - 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)
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* @category Movement Animation
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*/
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export declare const GON_SWEEP_POSITIONING_STEP: SkeletalAnimation;
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/**
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* Map of all Gon stance-specific animations for easy access
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* @korean 곤괘자세애니메이션맵
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*/
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export declare const GON_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
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//# sourceMappingURL=GonStanceAnimations.d.ts.map
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{"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"}
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import { BoneName } from "../../../types/skeletal.js";
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import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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import "./GonTechniqueAnimations.js";
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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();
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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();
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6
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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();
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//#endregion
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//# sourceMappingURL=GonStanceAnimations.js.map
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{"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\", GON_GROUND_CONTROL_TRANSITION],\n]);\n"],"mappings":";;;AA8EE,4BAA4B,OAC1B,2BACA,WACD,CACE,OAAO,KAAK,KAAK,CAGjB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,aAAa,IAAM,GAAG,EAAE,CACxC,OAAO,SAAS,OAAO,GAAG,GAAG,EAAE,CAC/B,OAAO,SAAS,OAAO,GAAG,GAAG,EAAE,CAC/B,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,YAAY,KAAM,IAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,KAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,MAAM,KAAM,GAAG,EAAE,CACjC,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CAGnC,GAAG,IAAI,CACP,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,aAAa,KAAM,GAAG,EAAE,CACxC,OAAO,SAAS,QAAQ,IAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,IAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,YAAY,KAAM,KAAM,IAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,GAAK,CAC9C,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CAGnC,GAAG,EAAI,CACP,OAAO,SAAS,QAAQ,MAAO,MAAO,EAAE,CACxC,OAAO,SAAS,aAAa,IAAM,MAAO,EAAE,CAC5C,OAAO,SAAS,QAAQ,IAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,SAAS,SAAS,QAAQ,MAAO,MAAO,EAAE,CAC1C,MAAmC,CAGnC,GAAG,IAAI,CACP,OAAO,SAAS,QAAQ,MAAO,KAAM,EAAE,CACvC,OAAO,SAAS,aAAa,IAAM,KAAM,EAAE,CAC3C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,IAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,SAAS,SAAS,QAAQ,KAAM,MAAO,EAAE,CACzC,MAAmC,CAGnC,GAAG,IAAI,CACP,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,aAAa,IAAM,GAAG,EAAE,CACxC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,YAAY,KAAM,IAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,KAAO,IAAK,CAC9C,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CACnC,OAAO;AAsCV,4BAA4B,OAC1B,4BACA,OACD,CACE,WAAW,KAAM,MAAM,CAGvB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,aAAa,KAAM,GAAG,EAAE,CACxC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,YAAY,KAAM,IAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,KAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CAGnC,GAAG,GAAI,CACP,OAAO,SAAS,QAAQ,MAAO,MAAO,EAAE,CACxC,OAAO,SAAS,aAAa,KAAM,MAAO,EAAE,CAC5C,OAAO,SAAS,QAAQ,OAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,SAAS,SAAS,QAAQ,MAAO,MAAO,EAAE,CAC1C,MAAmC,CAGnC,GAAG,IAAK,CACR,OAAO,SAAS,QAAQ,MAAO,MAAO,EAAE,CACxC,OAAO,SAAS,aAAa,IAAM,MAAO,EAAE,CAC5C,OAAO,SAAS,OAAO,KAAM,GAAG,EAAE,CAClC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,OAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,SAAS,SAAS,QAAQ,MAAO,MAAO,IAAK,CAC7C,MAAmC,CAGnC,GAAG,IAAK,CACR,OAAO,SAAS,QAAQ,MAAO,MAAO,EAAE,CACxC,OAAO,SAAS,aAAa,IAAM,GAAG,EAAE,CACxC,OAAO,SAAS,OAAO,KAAM,GAAG,EAAE,CAClC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,SAAS,SAAS,QAAQ,MAAO,MAAO,IAAK,CAC7C,MAAmC,CAGnC,GAAG,IAAK,CACR,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,aAAa,KAAM,GAAG,EAAE,CACxC,OAAO,SAAS,OAAO,GAAG,GAAG,EAAE,CAC/B,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,SAAS,SAAS,QAAQ,GAAG,MAAO,IAAK,CACzC,MAAmC,CACnC,OAAO;AAsCV,4BAA4B,OAC1B,8BACA,QACD,CACE,WAAW,KAAM,MAAM,CAGvB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,aAAa,KAAM,GAAG,EAAE,CACxC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,YAAY,KAAM,IAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,KAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CAGnC,GAAG,IAAK,CACR,OAAO,SAAS,QAAQ,MAAO,KAAM,EAAE,CACvC,OAAO,SAAS,aAAa,KAAM,KAAM,EAAE,CAC3C,OAAO,SAAS,QAAQ,OAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,SAAS,SAAS,QAAQ,KAAM,MAAO,EAAE,CACzC,MAAmC,CAGnC,GAAG,IAAK,CACR,OAAO,SAAS,QAAQ,MAAO,KAAM,EAAE,CACvC,OAAO,SAAS,aAAa,IAAM,KAAM,EAAE,CAC3C,OAAO,SAAS,OAAO,GAAG,GAAG,KAAM,CACnC,OAAO,SAAS,QAAQ,KAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,OAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,SAAS,SAAS,QAAQ,KAAM,MAAO,KAAM,CAC7C,MAAmC,CAGnC,GAAG,GAAI,CACP,OAAO,SAAS,QAAQ,MAAO,KAAM,EAAE,CACvC,OAAO,SAAS,aAAa,IAAM,KAAM,EAAE,CAC3C,OAAO,SAAS,OAAO,GAAG,GAAG,KAAM,CACnC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,KAAM,GAAG,EAAE,CACnC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAA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/**
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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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83
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* Gon Leg Sweep Attack Animation - NEW
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*
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85
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* **Korean**: 발쓸기 (Bal Sseulgi)
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86
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* **Technique**: Low sweeping kick targeting opponent's supporting leg
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87
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+
* **Target Points**: Ankle, calf, knee destabilization
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88
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*
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+
* Classic Ssireum and Hapkido leg sweep that uses circular hip motion
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90
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* to generate powerful sweeping force. Fighter drops low, rotates hips
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91
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* violently, and uses extending leg to CUT through opponent's stance.
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*
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93
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+
* **Biomechanics:**
|
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94
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* - **Low Drop**: Deep stance (-60° knee) for power base
|
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95
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+
* - **Hip Rotation**: Explosive 70° hip turn generates sweep power
|
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96
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+
* - **Circular Arc**: Sweeping leg follows wide circular path
|
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97
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+
* - **Ground Contact**: Supporting leg FIRMLY planted throughout
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98
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+
* - **Follow-Through**: Complete rotation for maximum impact
|
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+
*
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100
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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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102
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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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105
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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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111
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+
* Gon Ankle Pick Takedown Animation - NEW
|
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112
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+
*
|
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113
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+
* **Korean**: 발목잡기 (Balmok Japgi)
|
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114
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+
* **Technique**: Wrestling ankle pick takedown
|
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115
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+
* **Target Points**: Ankle grip, balance disruption, forward drive
|
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116
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+
*
|
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+
* Classic wrestling ankle pick from Ssireum and freestyle wrestling.
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118
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+
* Fighter drops VERY low, shoots hand to opponent's ankle, secures grip,
|
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119
|
+
* then DRIVES forward while lifting ankle to take opponent down.
|
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120
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+
*
|
|
121
|
+
* **Biomechanics:**
|
|
122
|
+
* - **Deep Level Change**: Drop to -70° knee angle for maximum depth
|
|
123
|
+
* - **Explosive Penetration**: Fast forward drive (150ms)
|
|
124
|
+
* - **Ankle Grip**: One-handed secure grip on rear ankle
|
|
125
|
+
* - **Forward Drive**: Shoulder drives into opponent's thigh/hip
|
|
126
|
+
* - **Lift and Drive**: Simultaneous lift + forward pressure = takedown
|
|
127
|
+
*
|
|
128
|
+
* Animation Phases (850ms duration, 6 keyframes):
|
|
129
|
+
* - Setup Phase (0-150ms): DEEP level change
|
|
130
|
+
* - Penetration Phase (150-350ms): Shoot hand to ankle + secure grip
|
|
131
|
+
* - Drive Phase (350-650ms): Drive forward while lifting ankle
|
|
132
|
+
* - Finish Phase (650-850ms): Complete takedown
|
|
133
|
+
*
|
|
134
|
+
* @korean 발목잡기
|
|
135
|
+
* @duration 850ms
|
|
136
|
+
* @category Attack Animation
|
|
137
|
+
*/
|
|
138
|
+
export declare const GON_ANKLE_PICK_ANIMATION: SkeletalAnimation;
|
|
139
|
+
/**
|
|
140
|
+
* Gon Ssireum Belt Throw Animation - NEW
|
|
141
|
+
*
|
|
142
|
+
* **Korean**: 씨름 던지기 (Ssireum Deonjigi)
|
|
143
|
+
* **Technique**: Traditional Korean Ssireum belt throw with hip rotation
|
|
144
|
+
* **Target Points**: Off-balance, hip leverage, rotational throw
|
|
145
|
+
*
|
|
146
|
+
* Authentic Ssireum wrestling technique using satba (belt) grip.
|
|
147
|
+
* Fighter secures double-grip on opponent's belt, drops hips LOW,
|
|
148
|
+
* then EXPLODES upward while rotating hips violently to execute
|
|
149
|
+
* a powerful hip throw with traditional Korean wrestling mechanics.
|
|
150
|
+
*
|
|
151
|
+
* **Biomechanics:**
|
|
152
|
+
* - **Belt Grip**: Both hands secure opponent's satba (wrestling belt)
|
|
153
|
+
* - **Hip Drop**: Deep hip position (-50° pelvis angle) for leverage
|
|
154
|
+
* - **Explosive Extension**: Violent upward drive with legs
|
|
155
|
+
* - **Hip Rotation**: 110° hip rotation generates circular momentum
|
|
156
|
+
* - **Traditional Form**: Authentic Ssireum throwing mechanics
|
|
157
|
+
*
|
|
158
|
+
* Animation Phases (1000ms duration, 7 keyframes):
|
|
159
|
+
* - Grip Phase (0-200ms): Secure double belt grip
|
|
160
|
+
* - Load Phase (200-400ms): Drop hips LOW for leverage
|
|
161
|
+
* - Explosion Phase (400-650ms): Violent upward + rotational drive
|
|
162
|
+
* - Throw Phase (650-850ms): Complete hip rotation and release
|
|
163
|
+
* - Finish Phase (850-1000ms): Stable landing position
|
|
164
|
+
*
|
|
165
|
+
* @korean 씨름던지기
|
|
166
|
+
* @duration 1000ms
|
|
167
|
+
* @category Throw Animation
|
|
168
|
+
*/
|
|
169
|
+
export declare const GON_SSIREUM_THROW_ANIMATION: SkeletalAnimation;
|
|
170
|
+
/**
|
|
171
|
+
* Gon Ground Pound Strike Animation - NEW
|
|
172
|
+
*
|
|
173
|
+
* **Korean**: 땅 강타 (Ttang Gangta)
|
|
174
|
+
* **Technique**: Devastating downward strike from dominant ground position
|
|
175
|
+
* **Target Points**: Head, ribs, solar plexus from mount position
|
|
176
|
+
*
|
|
177
|
+
* Powerful ground-and-pound technique from Ssireum ground fighting.
|
|
178
|
+
* From mount or top position, fighter raises body HIGH to create
|
|
179
|
+
* gravitational energy, then SLAMS fist/forearm downward with
|
|
180
|
+
* CRUSHING force amplified by body weight and hip drop.
|
|
181
|
+
*
|
|
182
|
+
* **Biomechanics:**
|
|
183
|
+
* - **Elevated Position**: Rise UP from ground to build potential energy
|
|
184
|
+
* - **Weight Drop**: Use gravity + active hip drive for impact
|
|
185
|
+
* - **Posture Control**: Maintain base while generating power
|
|
186
|
+
* - **Follow-Through**: Drive through target, don't "arm punch"
|
|
187
|
+
* - **Recovery**: Quick return to control position
|
|
188
|
+
*
|
|
189
|
+
* Animation Phases (700ms duration, 5 keyframes):
|
|
190
|
+
* - Setup Phase (0-150ms): Rise from ground position
|
|
191
|
+
* - Chamber Phase (150-300ms): Elevate body for potential energy
|
|
192
|
+
* - Strike Phase (300-500ms): SLAM down with body weight
|
|
193
|
+
* - Impact Phase (500-600ms): Drive through target
|
|
194
|
+
* - Recovery Phase (600-700ms): Return to control
|
|
195
|
+
*
|
|
196
|
+
* @korean 땅강타
|
|
197
|
+
* @duration 700ms
|
|
198
|
+
* @category Ground Strike Animation
|
|
199
|
+
*/
|
|
200
|
+
export declare const GON_GROUND_POUND_ANIMATION: SkeletalAnimation;
|
|
201
|
+
/**
|
|
202
|
+
* Gon Body Lock Takedown Animation - NEW
|
|
203
|
+
*
|
|
204
|
+
* **Korean**: 몸통 잡기 (Momtong Japgi)
|
|
205
|
+
* **Technique**: Double-arm body lock with lift and slam takedown
|
|
206
|
+
* **Target Points**: Torso control, lifting power, ground impact
|
|
207
|
+
*
|
|
208
|
+
* Wrestling body lock technique from Ssireum and freestyle wrestling.
|
|
209
|
+
* Fighter wraps BOTH arms around opponent's torso (body lock),
|
|
210
|
+
* drops hips LOW for leverage, LIFTS opponent off ground using
|
|
211
|
+
* explosive leg drive, then SLAMS them down with devastating force.
|
|
212
|
+
*
|
|
213
|
+
* **Biomechanics:**
|
|
214
|
+
* - **Double Arm Wrap**: Both arms encircle torso for maximum control
|
|
215
|
+
* - **Hip Drop**: -55° pelvis angle creates low power base
|
|
216
|
+
* - **Leg Drive**: Explosive extension generates upward force
|
|
217
|
+
* - **Arc Throw**: Backward lean + hip rotation = arc trajectory
|
|
218
|
+
* - **Impact Control**: Follow to ground maintaining pressure
|
|
219
|
+
*
|
|
220
|
+
* Animation Phases (1100ms duration, 7 keyframes):
|
|
221
|
+
* - Grip Phase (0-200ms): Establish body lock
|
|
222
|
+
* - Load Phase (200-420ms): Drop hips and secure tight grip
|
|
223
|
+
* - Lift Phase (420-650ms): EXPLOSIVE upward drive
|
|
224
|
+
* - Arc Phase (650-880ms): Lean back and rotate for throw
|
|
225
|
+
* - Slam Phase (880-1100ms): Drive opponent to ground
|
|
226
|
+
*
|
|
227
|
+
* @korean 몸통잡기
|
|
228
|
+
* @duration 1100ms
|
|
229
|
+
* @category Throw Animation
|
|
230
|
+
*/
|
|
231
|
+
export declare const GON_BODY_LOCK_ANIMATION: SkeletalAnimation;
|
|
232
|
+
/**
|
|
233
|
+
* Gon Sacrifice Throw Animation - NEW
|
|
234
|
+
*
|
|
235
|
+
* **Korean**: 희생 던지기 (Huisaeng Deonjigi)
|
|
236
|
+
* **Technique**: Sacrifice throw - fighter falls to ground to throw opponent
|
|
237
|
+
* **Target Points**: Balance disruption, momentum reversal, ground transition
|
|
238
|
+
*
|
|
239
|
+
* Advanced Ssireum and Judo-influenced sacrifice throw.
|
|
240
|
+
* 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
|
|
251
|
+
*
|
|
252
|
+
* Animation Phases (1200ms duration, 8 keyframes):
|
|
253
|
+
* - Setup Phase (0-150ms): Grip and prepare
|
|
254
|
+
* - Initiation Phase (150-350ms): Begin controlled fall
|
|
255
|
+
* - Sacrifice Phase (350-600ms): FALL to ground with leg hook
|
|
256
|
+
* - Rotation Phase (600-850ms): Violent rotation throws opponent
|
|
257
|
+
* - Landing Phase (850-1050ms): Both hit ground
|
|
258
|
+
* - Recovery Phase (1050-1200ms): Attacker achieves superior position
|
|
259
|
+
*
|
|
260
|
+
* @korean 희생던지기
|
|
261
|
+
* @duration 1200ms
|
|
262
|
+
* @category Throw Animation
|
|
263
|
+
*/
|
|
264
|
+
export declare const GON_SACRIFICE_THROW_ANIMATION: SkeletalAnimation;
|
|
265
|
+
//# 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();
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4
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+
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();
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5
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+
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();
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6
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+
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();
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7
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+
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();
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8
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+
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();
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9
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+
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();
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10
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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();
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11
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+
//#endregion
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12
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13
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//# sourceMappingURL=GonTechniqueAnimations.js.map
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