blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,98 @@
1
+ /**
2
+ * ☳ Jin (Thunder) Stance-Specific Animations
3
+ *
4
+ * Specialized idle, movement, and combat animations for the Jin (진/Thunder) trigram.
5
+ * Embodies explosive power and stunning force from Taekwondo jumping techniques.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 태권도 폭발 기술 (Taekwondo Explosive Techniques)
9
+ * - **특성**: 기절시키는 힘 (Stunning Power), 뛰어 차기 (Jumping Kicks)
10
+ * - **철학**: 천둥의 폭발력 (Thunder's Explosive Force), 번개같은 충격 (Lightning Shock)
11
+ * - **대표 기술**: 벽력일섬 (Thunder Flash/Explosive Stunning Strike)
12
+ *
13
+ * @module systems/animation/catalogs/JinStanceAnimations
14
+ * @category Animation
15
+ * @korean 진괘자세애니메이션
16
+ */
17
+ import type { SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Anatomical safety constants for Jin (Thunder) trigram animations
20
+ *
21
+ * These limits ensure joint rotations remain within safe physiological ranges
22
+ * while maintaining explosive, dramatic animation for Jin's jumping techniques.
23
+ */
24
+ /**
25
+ * Jin Idle Coiled Animation
26
+ *
27
+ * **Korean**: 진괘 도약 자세 (Jin-gwae Doyak Jase)
28
+ * **Philosophy**: Thunder's coiled spring ready to unleash explosive power
29
+ *
30
+ * Characteristics:
31
+ * - Coiled spring tension in legs and core
32
+ * - Weight on balls of feet, heels slightly raised
33
+ * - Shoulders drawn back for explosive readiness
34
+ * - Fists chambered at hips with maximum tension
35
+ * - Deep squat position (horse stance)
36
+ *
37
+ * Animation Cycle:
38
+ * - 0ms: Neutral coiled position
39
+ * - 1250ms: Increased tension (deeper coil)
40
+ * - 2500ms: Return to neutral
41
+ *
42
+ * @korean 진괘도약자세
43
+ * @duration 2500ms (2.5 second cycle)
44
+ * @category Idle Animation
45
+ */
46
+ export declare const JIN_IDLE_COILED: SkeletalAnimation;
47
+ /**
48
+ * Jin Explosive Burst Animation
49
+ *
50
+ * **Korean**: 천둥 돌진 (Cheondung Doljin) - Thunder Rush
51
+ * **Technique**: Explosive forward launch from coiled position
52
+ *
53
+ * Characteristics:
54
+ * - Explosive leg drive with both legs pushing simultaneously
55
+ * - Upper body follows with momentum
56
+ * - Arms drive forward for striking on arrival
57
+ * - Maximum power from ground-up force generation
58
+ *
59
+ * Animation Phases:
60
+ * - 0-167ms: Initial explosive push-off (frames 1-3)
61
+ * - 167-467ms: Forward burst acceleration (frames 4-8)
62
+ * - 467-600ms: Landing in stable position (frames 9-10)
63
+ *
64
+ * @korean 천둥돌진
65
+ * @frames 10 frames (16.67ms per frame at 60fps)
66
+ * @duration 600ms
67
+ * @category Movement Animation
68
+ */
69
+ export declare const JIN_EXPLOSIVE_BURST: SkeletalAnimation;
70
+ /**
71
+ * Jin Jumping Advance Animation
72
+ *
73
+ * **Korean**: 번개 도약 (Byeonggae Doyak) - Lightning Leap
74
+ * **Technique**: Leap forward with both feet leaving ground
75
+ *
76
+ * Characteristics:
77
+ * - Both feet leave ground simultaneously
78
+ * - Arms swing for momentum and balance
79
+ * - Body rotates for striking position in air
80
+ * - Land in stable striking stance
81
+ *
82
+ * Animation Phases:
83
+ * - 0-200ms: Crouch and spring load (frames 1-4)
84
+ * - 200-567ms: Airborne leap forward (frames 5-10)
85
+ * - 567-900ms: Landing and stabilization (frames 11-15)
86
+ *
87
+ * @korean 번개도약
88
+ * @frames 15 frames (16.67ms per frame at 60fps)
89
+ * @duration 900ms
90
+ * @category Movement Animation
91
+ */
92
+ export declare const JIN_JUMPING_ADVANCE: SkeletalAnimation;
93
+ /**
94
+ * Map of all Jin stance-specific animations for easy access
95
+ * 진괘 자세별 애니메이션 맵
96
+ */
97
+ export declare const JIN_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
98
+ //# sourceMappingURL=JinStanceAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"JinStanceAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/JinStanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAU1D;;;;;GAKG;AAMH;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,eAAe,EAAE,iBAmDlB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBA0CtB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAsDtB,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,cAAc,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAU9D,CAAC"}
@@ -0,0 +1,111 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import { ANATOMICAL_LIMITS } from "../constants/AnatomicalLimits.js";
4
+ import { JIN_JUMPING_KNEE_STRIKE, JIN_THUNDER_FLASH_ANIMATION } from "./JinTechniqueAnimations.js";
5
+ //#region src/systems/animation/catalogs/JinStanceAnimations.ts
6
+ /**
7
+ * ☳ Jin (Thunder) Stance-Specific Animations
8
+ *
9
+ * Specialized idle, movement, and combat animations for the Jin (진/Thunder) trigram.
10
+ * Embodies explosive power and stunning force from Taekwondo jumping techniques.
11
+ *
12
+ * **Korean Martial Arts Context:**
13
+ * - **무술**: 태권도 폭발 기술 (Taekwondo Explosive Techniques)
14
+ * - **특성**: 기절시키는 힘 (Stunning Power), 뛰어 차기 (Jumping Kicks)
15
+ * - **철학**: 천둥의 폭발력 (Thunder's Explosive Force), 번개같은 충격 (Lightning Shock)
16
+ * - **대표 기술**: 벽력일섬 (Thunder Flash/Explosive Stunning Strike)
17
+ *
18
+ * @module systems/animation/catalogs/JinStanceAnimations
19
+ * @category Animation
20
+ * @korean 진괘자세애니메이션
21
+ */
22
+ /**
23
+ * Anatomical safety constants for Jin (Thunder) trigram animations
24
+ *
25
+ * These limits ensure joint rotations remain within safe physiological ranges
26
+ * while maintaining explosive, dramatic animation for Jin's jumping techniques.
27
+ */
28
+ /**
29
+ * Jin Idle Coiled Animation
30
+ *
31
+ * **Korean**: 진괘 도약 자세 (Jin-gwae Doyak Jase)
32
+ * **Philosophy**: Thunder's coiled spring ready to unleash explosive power
33
+ *
34
+ * Characteristics:
35
+ * - Coiled spring tension in legs and core
36
+ * - Weight on balls of feet, heels slightly raised
37
+ * - Shoulders drawn back for explosive readiness
38
+ * - Fists chambered at hips with maximum tension
39
+ * - Deep squat position (horse stance)
40
+ *
41
+ * Animation Cycle:
42
+ * - 0ms: Neutral coiled position
43
+ * - 1250ms: Increased tension (deeper coil)
44
+ * - 2500ms: Return to neutral
45
+ *
46
+ * @korean 진괘도약자세
47
+ * @duration 2500ms (2.5 second cycle)
48
+ * @category Idle Animation
49
+ */
50
+ var JIN_IDLE_COILED = MartialArtsAnimationBuilder.create("jin_idle_coiled", "진괘 도약 자세").asIdle(2.5, true).at(0).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, -.09, 0, 0).rotate(BoneName.HIP_L, .52, 0, 0).rotate(BoneName.HIP_R, .52, 0, 0).rotate(BoneName.KNEE_L, -1.4, 0, 0).rotate(BoneName.KNEE_R, -1.4, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, -.25, 0).done().at(1.25).rotate(BoneName.PELVIS, .14, 0, 0).rotate(BoneName.SPINE_UPPER, -.12, 0, 0).rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0).rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0).rotate(BoneName.FOOT_L, .31, 0, 0).rotate(BoneName.FOOT_R, .31, 0, 0).rotate(BoneName.SHOULDER_L, -.3, 0, -.38).rotate(BoneName.SHOULDER_R, -.3, 0, .38).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, -.28, 0).done().at(2.5).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, -.09, 0, 0).rotate(BoneName.KNEE_L, -1.4, 0, 0).rotate(BoneName.KNEE_R, -1.4, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, -.25, 0).done().build();
51
+ /**
52
+ * Jin Explosive Burst Animation
53
+ *
54
+ * **Korean**: 천둥 돌진 (Cheondung Doljin) - Thunder Rush
55
+ * **Technique**: Explosive forward launch from coiled position
56
+ *
57
+ * Characteristics:
58
+ * - Explosive leg drive with both legs pushing simultaneously
59
+ * - Upper body follows with momentum
60
+ * - Arms drive forward for striking on arrival
61
+ * - Maximum power from ground-up force generation
62
+ *
63
+ * Animation Phases:
64
+ * - 0-167ms: Initial explosive push-off (frames 1-3)
65
+ * - 167-467ms: Forward burst acceleration (frames 4-8)
66
+ * - 467-600ms: Landing in stable position (frames 9-10)
67
+ *
68
+ * @korean 천둥돌진
69
+ * @frames 10 frames (16.67ms per frame at 60fps)
70
+ * @duration 600ms
71
+ * @category Movement Animation
72
+ */
73
+ var JIN_EXPLOSIVE_BURST = MartialArtsAnimationBuilder.create("jin_explosive_burst", "천둥 돌진").asMovement(.6, false).at(0).rotate(BoneName.PELVIS, .14, 0, 0).rotate(BoneName.SPINE_UPPER, -.12, 0, 0).rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0).rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0).rotate(BoneName.FOOT_L, .31, 0, 0).rotate(BoneName.FOOT_R, .31, 0, 0).rotate(BoneName.SHOULDER_L, -.3, 0, -.38).rotate(BoneName.SHOULDER_R, -.3, 0, .38).position(BoneName.PELVIS, 0, -.28, 0).done().at(.317).rotate(BoneName.PELVIS, .35, 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.FOOT_L, -.17, 0, 0).rotate(BoneName.FOOT_R, -.17, 0, 0).rotate(BoneName.SHOULDER_L, -.52, 0, .17).rotate(BoneName.SHOULDER_R, -.52, 0, -.17).position(BoneName.PELVIS, 0, -.08, .6).done().at(.6).rotate(BoneName.PELVIS, .1, 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.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).position(BoneName.PELVIS, 0, -.12, 1).done().build();
74
+ /**
75
+ * Jin Jumping Advance Animation
76
+ *
77
+ * **Korean**: 번개 도약 (Byeonggae Doyak) - Lightning Leap
78
+ * **Technique**: Leap forward with both feet leaving ground
79
+ *
80
+ * Characteristics:
81
+ * - Both feet leave ground simultaneously
82
+ * - Arms swing for momentum and balance
83
+ * - Body rotates for striking position in air
84
+ * - Land in stable striking stance
85
+ *
86
+ * Animation Phases:
87
+ * - 0-200ms: Crouch and spring load (frames 1-4)
88
+ * - 200-567ms: Airborne leap forward (frames 5-10)
89
+ * - 567-900ms: Landing and stabilization (frames 11-15)
90
+ *
91
+ * @korean 번개도약
92
+ * @frames 15 frames (16.67ms per frame at 60fps)
93
+ * @duration 900ms
94
+ * @category Movement Animation
95
+ */
96
+ var JIN_JUMPING_ADVANCE = MartialArtsAnimationBuilder.create("jin_jumping_advance", "번개 도약").asMovement(.9, false).at(0).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, -.14, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, .35, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).rotate(BoneName.SHOULDER_L, .52, 0, -.26).rotate(BoneName.SHOULDER_R, .52, 0, .26).position(BoneName.PELVIS, 0, -.35, 0).done().at(.292).rotate(BoneName.PELVIS, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, 0, 0, 0).rotate(BoneName.FOOT_L, -.26, 0, 0).rotate(BoneName.FOOT_R, -.26, 0, 0).rotate(BoneName.SHOULDER_L, -.7, 0, .17).rotate(BoneName.SHOULDER_R, -.7, 0, -.17).position(BoneName.PELVIS, 0, .05, .2).done().at(.475).rotate(BoneName.PELVIS, 0, -.17, 0).rotate(BoneName.SPINE_UPPER, .17, -.26, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.FOOT_L, .17, 0, 0).rotate(BoneName.FOOT_R, .17, 0, 0).rotate(BoneName.SHOULDER_L, -.87, 0, .26).rotate(BoneName.SHOULDER_R, -.87, 0, -.26).position(BoneName.PELVIS, 0, .15, .5).done().at(.9).rotate(BoneName.PELVIS, .1, -.26, 0).rotate(BoneName.SPINE_UPPER, .09, -.35, 0).rotate(BoneName.KNEE_L, -.61, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).position(BoneName.PELVIS, 0, -.18, .9).done().build();
97
+ /**
98
+ * Map of all Jin stance-specific animations for easy access
99
+ * 진괘 자세별 애니메이션 맵
100
+ */
101
+ var JIN_ANIMATIONS = new Map([
102
+ ["jin_idle_coiled", JIN_IDLE_COILED],
103
+ ["jin_explosive_burst", JIN_EXPLOSIVE_BURST],
104
+ ["jin_jumping_advance", JIN_JUMPING_ADVANCE],
105
+ ["jin_thunder_flash_animation", JIN_THUNDER_FLASH_ANIMATION],
106
+ ["jin_jumping_knee_strike", JIN_JUMPING_KNEE_STRIKE]
107
+ ]);
108
+ //#endregion
109
+ export { JIN_ANIMATIONS, JIN_EXPLOSIVE_BURST, JIN_IDLE_COILED, JIN_JUMPING_ADVANCE };
110
+
111
+ //# sourceMappingURL=JinStanceAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"JinStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/JinStanceAnimations.ts"],"sourcesContent":["/**\n * ☳ Jin (Thunder) Stance-Specific Animations\n *\n * Specialized idle, movement, and combat animations for the Jin (진/Thunder) trigram.\n * Embodies explosive power and stunning force from Taekwondo jumping techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 폭발 기술 (Taekwondo Explosive Techniques)\n * - **특성**: 기절시키는 힘 (Stunning Power), 뛰어 차기 (Jumping Kicks)\n * - **철학**: 천둥의 폭발력 (Thunder's Explosive Force), 번개같은 충격 (Lightning Shock)\n * - **대표 기술**: 벽력일섬 (Thunder Flash/Explosive Stunning Strike)\n *\n * @module systems/animation/catalogs/JinStanceAnimations\n * @category Animation\n * @korean 진괘자세애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { ANATOMICAL_LIMITS } from \"../constants\";\n\n// Import Jin Thunder explosive techniques (진괘 폭발 기술)\nimport {\n JIN_THUNDER_FLASH_ANIMATION,\n JIN_JUMPING_KNEE_STRIKE,\n} from \"./JinTechniqueAnimations\";\n\n/**\n * Anatomical safety constants for Jin (Thunder) trigram animations\n *\n * These limits ensure joint rotations remain within safe physiological ranges\n * while maintaining explosive, dramatic animation for Jin's jumping techniques.\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN IDLE COILED ANIMATION (진괘 도약 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Idle Coiled Animation\n *\n * **Korean**: 진괘 도약 자세 (Jin-gwae Doyak Jase)\n * **Philosophy**: Thunder's coiled spring ready to unleash explosive power\n *\n * Characteristics:\n * - Coiled spring tension in legs and core\n * - Weight on balls of feet, heels slightly raised\n * - Shoulders drawn back for explosive readiness\n * - Fists chambered at hips with maximum tension\n * - Deep squat position (horse stance)\n *\n * Animation Cycle:\n * - 0ms: Neutral coiled position\n * - 1250ms: Increased tension (deeper coil)\n * - 2500ms: Return to neutral\n *\n * @korean 진괘도약자세\n * @duration 2500ms (2.5 second cycle)\n * @category Idle Animation\n */\nexport const JIN_IDLE_COILED: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_idle_coiled\",\n \"진괘 도약 자세\"\n )\n .asIdle(2.5, true)\n // Keyframe 0ms: Neutral coiled position (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° forward tilt for power stance\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0) // -5° backward lean for balance\n .rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion (symmetrical)\n .rotate(BoneName.KNEE_L, -1.4, 0, 0) // -80° deep bend (coiled)\n .rotate(BoneName.KNEE_R, -1.4, 0, 0) // -80° deep bend (coiled)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° heels raised (balls of feet)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° heels raised\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (fists at hips)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .rotate(BoneName.HEAD, 0, 0, 0) // Neutral, eyes locked forward\n .position(BoneName.PELVIS, 0, -0.25, 0) // Very low for explosive power\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1250ms: Increased tension (deeper coil)\n .at(1.25)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° more forward\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° more backward\n .rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° MAXIMUM coil\n .rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° MAXIMUM coil\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° more on toes\n .rotate(BoneName.FOOT_R, 0.31, 0, 0) // 18° more on toes\n .rotate(BoneName.SHOULDER_L, -0.30, 0, -0.38) // -17°, 0°, -22° (tighter)\n .rotate(BoneName.SHOULDER_R, -0.30, 0, 0.38) // -17°, 0°, 22°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .position(BoneName.PELVIS, 0, -0.28, 0) // Even lower - maximum spring load\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2500ms: Return to neutral\n .at(2.5)\n .rotate(BoneName.PELVIS, 0.1, 0, 0)\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0)\n .rotate(BoneName.KNEE_L, -1.4, 0, 0)\n .rotate(BoneName.KNEE_R, -1.4, 0, 0)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .position(BoneName.PELVIS, 0, -0.25, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN EXPLOSIVE BURST (천둥 돌진)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Explosive Burst Animation\n *\n * **Korean**: 천둥 돌진 (Cheondung Doljin) - Thunder Rush\n * **Technique**: Explosive forward launch from coiled position\n *\n * Characteristics:\n * - Explosive leg drive with both legs pushing simultaneously\n * - Upper body follows with momentum\n * - Arms drive forward for striking on arrival\n * - Maximum power from ground-up force generation\n *\n * Animation Phases:\n * - 0-167ms: Initial explosive push-off (frames 1-3)\n * - 167-467ms: Forward burst acceleration (frames 4-8)\n * - 467-600ms: Landing in stable position (frames 9-10)\n *\n * @korean 천둥돌진\n * @frames 10 frames (16.67ms per frame at 60fps)\n * @duration 600ms\n * @category Movement Animation\n */\nexport const JIN_EXPLOSIVE_BURST: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_explosive_burst\",\n \"천둥 돌진\"\n )\n .asMovement(0.6, false)\n // Frames 1-3: Explosive push-off (0-167ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° deep coil\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° loaded\n .rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° maximum coil\n .rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° maximum coil\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.FOOT_R, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.SHOULDER_L, -0.30, 0, -0.38) // Fists chambered\n .rotate(BoneName.SHOULDER_R, -0.30, 0, 0.38)\n .position(BoneName.PELVIS, 0, -0.28, 0) // Very low\n .done<MartialArtsAnimationBuilder>()\n // Frames 4-8: Forward burst (167-467ms)\n .at(0.317)\n .rotate(BoneName.PELVIS, 0.35, 0, 0) // 20° explosive forward drive\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° following through\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° extending explosively\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° extending\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.SHOULDER_L, -0.52, 0, 0.17) // -30°, 0°, 10° (arms driving forward)\n .rotate(BoneName.SHOULDER_R, -0.52, 0, -0.17) // -30°, 0°, -10°\n .position(BoneName.PELVIS, 0, -0.08, 0.6) // Rising and moving forward rapidly\n .done<MartialArtsAnimationBuilder>()\n // Frames 9-10: Landing (467-600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° settling\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° absorbing impact\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° absorbing impact\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // Return to ready\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35)\n .position(BoneName.PELVIS, 0, -0.12, 1.0) // Forward position, stable height\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN JUMPING ADVANCE (번개 도약)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Jumping Advance Animation\n *\n * **Korean**: 번개 도약 (Byeonggae Doyak) - Lightning Leap\n * **Technique**: Leap forward with both feet leaving ground\n *\n * Characteristics:\n * - Both feet leave ground simultaneously\n * - Arms swing for momentum and balance\n * - Body rotates for striking position in air\n * - Land in stable striking stance\n *\n * Animation Phases:\n * - 0-200ms: Crouch and spring load (frames 1-4)\n * - 200-567ms: Airborne leap forward (frames 5-10)\n * - 567-900ms: Landing and stabilization (frames 11-15)\n *\n * @korean 번개도약\n * @frames 15 frames (16.67ms per frame at 60fps)\n * @duration 900ms\n * @category Movement Animation\n */\nexport const JIN_JUMPING_ADVANCE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_jumping_advance\",\n \"번개 도약\"\n )\n .asMovement(0.9, false)\n // Frames 1-4: Spring load (0-200ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° crouch\n .rotate(BoneName.SPINE_UPPER, -0.14, 0, 0) // -8° counter-balance\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep crouch\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep crouch\n .rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° on toes\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° on toes\n .rotate(BoneName.SHOULDER_L, 0.52, 0, -0.26) // 30°, 0°, -15° (arms back)\n .rotate(BoneName.SHOULDER_R, 0.52, 0, 0.26) // 30°, 0°, 15°\n .position(BoneName.PELVIS, 0, -0.35, 0) // Very low crouch\n .done<MartialArtsAnimationBuilder>()\n // Frames 5-7: Takeoff (200-383ms)\n .at(0.292)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° launching backward\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving up\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.FOOT_L, -0.26, 0, 0) // -15° pushing off\n .rotate(BoneName.FOOT_R, -0.26, 0, 0) // -15° pushing off\n .rotate(BoneName.SHOULDER_L, -0.70, 0, 0.17) // -40°, 0°, 10° (arms swinging forward)\n .rotate(BoneName.SHOULDER_R, -0.70, 0, -0.17) // -40°, 0°, -10°\n .position(BoneName.PELVIS, 0, 0.05, 0.2) // Airborne - rising\n .done<MartialArtsAnimationBuilder>()\n // Frames 8-10: Peak of jump (383-567ms)\n .at(0.475)\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10° rotating in air\n .rotate(BoneName.SPINE_UPPER, 0.17, -0.26, 0) // 10°, -15° twist for striking\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° tucking legs\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° tucking legs\n .rotate(BoneName.FOOT_L, 0.17, 0, 0) // 10° feet extended\n .rotate(BoneName.FOOT_R, 0.17, 0, 0) // 10° feet extended\n .rotate(BoneName.SHOULDER_L, -0.87, 0, 0.26) // -50°, 0°, 15° (full swing)\n .rotate(BoneName.SHOULDER_R, -0.87, 0, -0.26) // -50°, 0°, -15°\n .position(BoneName.PELVIS, 0, 0.15, 0.5) // Peak height, forward\n .done<MartialArtsAnimationBuilder>()\n // Frames 11-15: Landing (567-900ms)\n .at(0.9)\n .rotate(BoneName.PELVIS, 0.1, -0.26, 0) // 5.7°, -15° landed with rotation\n .rotate(BoneName.SPINE_UPPER, 0.09, -0.35, 0) // 5°, -20° striking position\n .rotate(BoneName.KNEE_L, -0.61, 0, 0) // -35° absorbing impact\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35° absorbing impact\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° ready to strike\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20°\n .position(BoneName.PELVIS, 0, -0.18, 0.9) // Forward position, stable\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Jin stance-specific animations for easy access\n * 진괘 자세별 애니메이션 맵\n */\nexport const JIN_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Idle & Movement\n [\"jin_idle_coiled\", JIN_IDLE_COILED],\n [\"jin_explosive_burst\", JIN_EXPLOSIVE_BURST],\n [\"jin_jumping_advance\", JIN_JUMPING_ADVANCE],\n \n // Thunder Explosive Strike Techniques (진괘 폭발 기술)\n [\"jin_thunder_flash_animation\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n 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@@ -0,0 +1,80 @@
1
+ /**
2
+ * ☳ Jin (Thunder) Combat Technique Animations
3
+ *
4
+ * Specialized combat technique animations for Jin (진/Thunder) trigram.
5
+ * Focuses on explosive strikes and jumping attacks with stunning power.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)
9
+ * - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)
10
+ * - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)
11
+ * - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)
12
+ *
13
+ * @module systems/animation/catalogs/JinTechniqueAnimations
14
+ * @category Animation
15
+ * @korean 진괘기술애니메이션
16
+ */
17
+ import type { SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Jin Thunder Flash Attack Animation
20
+ *
21
+ * **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash
22
+ * **Technique**: Explosive upward punch with stunning force
23
+ * **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)
24
+ *
25
+ * Characteristics:
26
+ * - Deep coil phase with maximum body tension
27
+ * - Explosive upward drive with full leg extension
28
+ * - Fist drives upward with shoulder follow-through
29
+ * - Stunning impact at apex of extension
30
+ * - Rapid recovery to guarded position
31
+ *
32
+ * Animation Phases (20 frames total):
33
+ * - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension
34
+ * - 360-960ms: Explosion phase (10 frames) - Upward drive with punch
35
+ * - 960-1200ms: Recovery phase (4 frames) - Return to guard position
36
+ *
37
+ * **Performance**: Targets 60fps (16.67ms per frame)
38
+ * **Damage Type**: Stunning blunt force with neurological shock
39
+ *
40
+ * @korean 벽력일섬
41
+ * @frames 20 total (6 coil, 10 explosion, 4 recovery)
42
+ * @duration 1200ms
43
+ * @category Attack Animation
44
+ */
45
+ export declare const JIN_THUNDER_FLASH_ANIMATION: SkeletalAnimation;
46
+ /**
47
+ * Jin Jumping Knee Strike Animation
48
+ *
49
+ * **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike
50
+ * **Technique**: Airborne knee attack with explosive momentum
51
+ * **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)
52
+ *
53
+ * Characteristics:
54
+ * - Deep crouch for explosive launch
55
+ * - Jump with lead knee driving upward
56
+ * - Strike at apex with maximum momentum
57
+ * - Land with balance maintained
58
+ * - Arms pull opponent into strike (clinch)
59
+ *
60
+ * Animation Phases (26 frames total):
61
+ * - 0-300ms: Crouch phase (5 frames) - Spring load
62
+ * - 300-650ms: Jump phase (6 frames) - Explosive upward drive
63
+ * - 650-1000ms: Strike phase (8 frames) - Knee impact at apex
64
+ * - 1000-1433ms: Landing phase (7 frames) - Controlled descent
65
+ *
66
+ * **Performance**: Targets 60fps (16.67ms per frame)
67
+ * **Damage Type**: Blunt force trauma with momentum
68
+ *
69
+ * @korean 번개무릎격
70
+ * @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)
71
+ * @duration 1433ms
72
+ * @category Attack Animation
73
+ */
74
+ export declare const JIN_JUMPING_KNEE_STRIKE: SkeletalAnimation;
75
+ /**
76
+ * Map of all Jin combat technique animations for easy access
77
+ * 진괘 기술 애니메이션 맵
78
+ */
79
+ export declare const JIN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
80
+ //# sourceMappingURL=JinTechniqueAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"JinTechniqueAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/JinTechniqueAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAkB1D;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,eAAO,MAAM,2BAA2B,EAAE,iBA6F9B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,eAAO,MAAM,uBAAuB,EAAE,iBAgH1B,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,wBAAwB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAIxE,CAAC"}
@@ -0,0 +1,89 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ //#region src/systems/animation/catalogs/JinTechniqueAnimations.ts
4
+ /**
5
+ * ☳ Jin (Thunder) Combat Technique Animations
6
+ *
7
+ * Specialized combat technique animations for Jin (진/Thunder) trigram.
8
+ * Focuses on explosive strikes and jumping attacks with stunning power.
9
+ *
10
+ * **Korean Martial Arts Context:**
11
+ * - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)
12
+ * - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)
13
+ * - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)
14
+ * - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)
15
+ *
16
+ * @module systems/animation/catalogs/JinTechniqueAnimations
17
+ * @category Animation
18
+ * @korean 진괘기술애니메이션
19
+ */
20
+ /**
21
+ * Anatomical safety constants for Jin technique animations
22
+ */
23
+ var ANATOMICAL_LIMITS = { MAX_FOOT_DORSIFLEXION: .44 };
24
+ /**
25
+ * Jin Thunder Flash Attack Animation
26
+ *
27
+ * **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash
28
+ * **Technique**: Explosive upward punch with stunning force
29
+ * **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)
30
+ *
31
+ * Characteristics:
32
+ * - Deep coil phase with maximum body tension
33
+ * - Explosive upward drive with full leg extension
34
+ * - Fist drives upward with shoulder follow-through
35
+ * - Stunning impact at apex of extension
36
+ * - Rapid recovery to guarded position
37
+ *
38
+ * Animation Phases (20 frames total):
39
+ * - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension
40
+ * - 360-960ms: Explosion phase (10 frames) - Upward drive with punch
41
+ * - 960-1200ms: Recovery phase (4 frames) - Return to guard position
42
+ *
43
+ * **Performance**: Targets 60fps (16.67ms per frame)
44
+ * **Damage Type**: Stunning blunt force with neurological shock
45
+ *
46
+ * @korean 벽력일섬
47
+ * @frames 20 total (6 coil, 10 explosion, 4 recovery)
48
+ * @duration 1200ms
49
+ * @category Attack Animation
50
+ */
51
+ var JIN_THUNDER_FLASH_ANIMATION = MartialArtsAnimationBuilder.create("jin_thunder_flash", "벽력일섬").asAttack(1.2).at(0).rotate(BoneName.PELVIS, .14, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, -.09, 0).rotate(BoneName.HIP_L, .52, 0, 0).rotate(BoneName.HIP_R, .52, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_R, 0, 0, -1.92).rotate(BoneName.WRIST_R, .52, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).position(BoneName.PELVIS, 0, -.25, 0).done().at(.36).rotate(BoneName.PELVIS, .26, 0, 0).rotate(BoneName.SPINE_UPPER, -.26, -.14, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -1.05, 0, 0).rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0).rotate(BoneName.FOOT_R, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0).rotate(BoneName.SHOULDER_R, -.44, 0, .52).rotate(BoneName.ELBOW_R, 0, 0, -1.92).rotate(BoneName.WRIST_R, .61, 0, 0).position(BoneName.PELVIS, 0, -.35, 0).done().at(.6).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .17, .17, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.FOOT_L, -.17, 0, 0).rotate(BoneName.FOOT_R, -.17, 0, 0).rotate(BoneName.SHOULDER_R, .7, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, -.35).rotate(BoneName.WRIST_R, .17, 0, 0).position(BoneName.PELVIS, 0, -.1, 0).done().at(.96).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, .26, .26, 0).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, 0, 0, 0).rotate(BoneName.FOOT_L, -.09, 0, 0).rotate(BoneName.FOOT_R, -.09, 0, 0).rotate(BoneName.SHOULDER_R, 1.22, 0, -.09).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .17, 0, 0).position(BoneName.PELVIS, 0, .05, 0).done().at(1.2).rotate(BoneName.PELVIS, .1, 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.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_R, -.26, 0, .35).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).position(BoneName.PELVIS, 0, -.12, 0).done().build();
52
+ /**
53
+ * Jin Jumping Knee Strike Animation
54
+ *
55
+ * **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike
56
+ * **Technique**: Airborne knee attack with explosive momentum
57
+ * **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)
58
+ *
59
+ * Characteristics:
60
+ * - Deep crouch for explosive launch
61
+ * - Jump with lead knee driving upward
62
+ * - Strike at apex with maximum momentum
63
+ * - Land with balance maintained
64
+ * - Arms pull opponent into strike (clinch)
65
+ *
66
+ * Animation Phases (26 frames total):
67
+ * - 0-300ms: Crouch phase (5 frames) - Spring load
68
+ * - 300-650ms: Jump phase (6 frames) - Explosive upward drive
69
+ * - 650-1000ms: Strike phase (8 frames) - Knee impact at apex
70
+ * - 1000-1433ms: Landing phase (7 frames) - Controlled descent
71
+ *
72
+ * **Performance**: Targets 60fps (16.67ms per frame)
73
+ * **Damage Type**: Blunt force trauma with momentum
74
+ *
75
+ * @korean 번개무릎격
76
+ * @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)
77
+ * @duration 1433ms
78
+ * @category Attack Animation
79
+ */
80
+ var JIN_JUMPING_KNEE_STRIKE = MartialArtsAnimationBuilder.create("jin_jumping_knee_strike", "번개 무릎격").asAttack(1.433).at(0).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, -.12, 0, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.FOOT_L, .31, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, .26, 0, -.17).rotate(BoneName.SHOULDER_R, .26, 0, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, -.3, 0).done().at(.3).rotate(BoneName.PELVIS, .22, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.05, 0, 0).rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).position(BoneName.PELVIS, 0, -.38, 0).done().at(.475).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, -1.57, 0, 0).rotate(BoneName.HIP_R, 1.22, 0, 0).rotate(BoneName.FOOT_L, -.17, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.26).rotate(BoneName.SHOULDER_R, -.35, 0, .26).position(BoneName.PELVIS, 0, .08, .15).done().at(.65).rotate(BoneName.PELVIS, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -1.75, 0, 0).rotate(BoneName.HIP_R, 1.57, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).position(BoneName.PELVIS, 0, .18, .3).done().at(.825).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .35, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.HIP_R, 1.75, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).rotate(BoneName.SHOULDER_L, -.52, 0, -.35).rotate(BoneName.SHOULDER_R, -.52, 0, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, .25, .4).done().at(1).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.HIP_R, 1.22, 0, 0).position(BoneName.PELVIS, 0, .18, .45).done().at(1.433).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, -.15, .5).done().build();
81
+ /**
82
+ * Map of all Jin combat technique animations for easy access
83
+ * 진괘 기술 애니메이션 맵
84
+ */
85
+ var JIN_TECHNIQUE_ANIMATIONS = new Map([["jin_thunder_flash", JIN_THUNDER_FLASH_ANIMATION], ["jin_jumping_knee_strike", JIN_JUMPING_KNEE_STRIKE]]);
86
+ //#endregion
87
+ export { JIN_JUMPING_KNEE_STRIKE, JIN_TECHNIQUE_ANIMATIONS, JIN_THUNDER_FLASH_ANIMATION };
88
+
89
+ //# sourceMappingURL=JinTechniqueAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"JinTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/JinTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☳ Jin (Thunder) Combat Technique Animations\n *\n * Specialized combat technique animations for Jin (진/Thunder) trigram.\n * Focuses on explosive strikes and jumping attacks with stunning power.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)\n * - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)\n * - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)\n * - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)\n *\n * @module systems/animation/catalogs/JinTechniqueAnimations\n * @category Animation\n * @korean 진괘기술애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANATOMICAL SAFETY CONSTANTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Anatomical safety constants for Jin technique animations\n */\nconst ANATOMICAL_LIMITS = {\n MAX_FOOT_DORSIFLEXION: 0.44, // 25° in radians (was ANKLE_DORSIFLEXION)\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN THUNDER FLASH ANIMATION (벽력일섬)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Thunder Flash Attack Animation\n *\n * **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash\n * **Technique**: Explosive upward punch with stunning force\n * **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)\n *\n * Characteristics:\n * - Deep coil phase with maximum body tension\n * - Explosive upward drive with full leg extension\n * - Fist drives upward with shoulder follow-through\n * - Stunning impact at apex of extension\n * - Rapid recovery to guarded position\n *\n * Animation Phases (20 frames total):\n * - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension\n * - 360-960ms: Explosion phase (10 frames) - Upward drive with punch\n * - 960-1200ms: Recovery phase (4 frames) - Return to guard position\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Stunning blunt force with neurological shock\n *\n * @korean 벽력일섬\n * @frames 20 total (6 coil, 10 explosion, 4 recovery)\n * @duration 1200ms\n * @category Attack Animation\n */\nexport const JIN_THUNDER_FLASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_thunder_flash\",\n \"벽력일섬\"\n )\n .asAttack(1.2)\n // ─────────────────────────────────────────────────────────────────────────\n // COIL PHASE (0-360ms, frames 1-6): Building maximum tension\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 1: Initial coil begins (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.17, -0.09, 0) // -10°, -5° slight twist\n .rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep bend\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep bend\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (right fist cocking)\n .rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° bent back\n .rotate(BoneName.WRIST_R, 0.52, 0, 0) // 30° fist alignment\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (left guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .position(BoneName.PELVIS, 0, -0.25, 0) // Low position\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 6: Maximum coil (360ms)\n .at(0.36)\n .rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° maximum forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.26, -0.14, 0) // -15°, -8° maximum twist\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deepest crouch\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° deepest crouch\n .rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.FOOT_R, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.SHOULDER_R, -0.44, 0, 0.52) // -25°, 0°, 30° (maximum cock)\n .rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° fully cocked\n .rotate(BoneName.WRIST_R, 0.61, 0, 0) // 35° maximum tension\n .position(BoneName.PELVIS, 0, -0.35, 0) // Very low - maximum spring load\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // EXPLOSION PHASE (360-960ms, frames 7-16): Upward explosive punch\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 10: Mid-explosion (600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° rising\n .rotate(BoneName.SPINE_UPPER, 0.17, 0.17, 0) // 10°, 10° rotating forward\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° legs extending explosively\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° legs extending\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off ground\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.SHOULDER_R, 0.70, 0, 0) // 40° fist driving upward\n .rotate(BoneName.ELBOW_R, 0, 0, -0.35) // -20° extending\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° follow-through\n .position(BoneName.PELVIS, 0, -0.1, 0) // Rising rapidly\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 16: Maximum extension at apex (960ms)\n .at(0.96)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° full extension\n .rotate(BoneName.SPINE_UPPER, 0.26, 0.26, 0) // 15°, 15° maximum reach\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.FOOT_L, -0.09, 0, 0) // -5° slight plantarflexion\n .rotate(BoneName.FOOT_R, -0.09, 0, 0) // -5° slight plantarflexion\n .rotate(BoneName.SHOULDER_R, 1.22, 0, -0.09) // 70°, 0°, -5° punch at apex\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° arm fully extended\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° impact alignment\n .position(BoneName.PELVIS, 0, 0.05, 0) // Full height\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // RECOVERY PHASE (960-1200ms, frames 17-20): Return to guard\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 20: Return to ready position (1200ms)\n .at(1.2)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° neutral stance\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral spine\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° slight bend\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° slight bend\n .rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat stance\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat stance\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° (fist returns to chamber)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° chambered guard\n .rotate(BoneName.WRIST_R, 0, 0, 0) // 0° neutral\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard\n .position(BoneName.PELVIS, 0, -0.12, 0) // Stable guard height\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN JUMPING KNEE STRIKE (도약 무릎격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Jumping Knee Strike Animation\n *\n * **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike\n * **Technique**: Airborne knee attack with explosive momentum\n * **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)\n *\n * Characteristics:\n * - Deep crouch for explosive launch\n * - Jump with lead knee driving upward\n * - Strike at apex with maximum momentum\n * - Land with balance maintained\n * - Arms pull opponent into strike (clinch)\n *\n * Animation Phases (26 frames total):\n * - 0-300ms: Crouch phase (5 frames) - Spring load\n * - 300-650ms: Jump phase (6 frames) - Explosive upward drive\n * - 650-1000ms: Strike phase (8 frames) - Knee impact at apex\n * - 1000-1433ms: Landing phase (7 frames) - Controlled descent\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Blunt force trauma with momentum\n *\n * @korean 번개무릎격\n * @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)\n * @duration 1433ms\n * @category Attack Animation\n */\nexport const JIN_JUMPING_KNEE_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_jumping_knee_strike\",\n \"번개 무릎격\"\n )\n .asAttack(1.433)\n // ─────────────────────────────────────────────────────────────────────────\n // CROUCH PHASE (0-300ms, frames 1-5): Spring loading\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 1: Initial crouch (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° counter-balance\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deep crouch (launch leg)\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° crouch (strike leg)\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.SHOULDER_L, 0.26, 0, -0.17) // 15°, 0°, -10° (arms preparing to grab)\n .rotate(BoneName.SHOULDER_R, 0.26, 0, 0.17) // 15°, 0°, 10°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° bent for clinch\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° bent for clinch\n .position(BoneName.PELVIS, 0, -0.3, 0) // Very low crouch\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 5: Maximum crouch (300ms)\n .at(0.3)\n .rotate(BoneName.PELVIS, 0.22, 0, 0) // 12.5° deeper\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° more lean\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deepest crouch\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° strike leg loaded\n .rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° loaded\n .position(BoneName.PELVIS, 0, -0.38, 0) // Maximum compression\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // JUMP PHASE (300-650ms, frames 6-11): Explosive launch\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 8: Mid-jump, knee rising (475ms)\n .at(0.475)\n .rotate(BoneName.PELVIS, 0, 0, 0) // 0° neutral in air\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° leaning forward\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° launch leg fully extended\n .rotate(BoneName.KNEE_R, -1.57, 0, 0) // -90° strike knee rising sharply\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip flexion for high knee\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° push-off\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° foot tucked\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.26) // -20°, 0°, -15° (pulling clinch)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.26) // -20°, 0°, 15°\n .position(BoneName.PELVIS, 0, 0.08, 0.15) // Rising and forward\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 11: Takeoff complete (650ms)\n .at(0.65)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° slight backward\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving forward\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° tucking\n .rotate(BoneName.KNEE_R, -1.75, 0, 0) // -100° knee fully chambered\n .rotate(BoneName.HIP_R, 1.57, 0, 0) // 90° maximum hip flexion\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° foot pulled back\n .position(BoneName.PELVIS, 0, 0.18, 0.3) // Peak height approaching\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // STRIKE PHASE (650-1000ms, frames 12-19): Knee impact at apex\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 15: Knee strike impact (825ms)\n .at(0.825)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° forward for impact\n .rotate(BoneName.SPINE_UPPER, 0.35, 0, 0) // 20° maximum forward drive\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° balanced in air\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° IMPACT (knee extended at target)\n .rotate(BoneName.HIP_R, 1.75, 0, 0) // 100° maximum drive upward\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° shin aligned for impact\n .rotate(BoneName.SHOULDER_L, -0.52, 0, -0.35) // -30°, 0°, -20° (pulling hard)\n .rotate(BoneName.SHOULDER_R, -0.52, 0, 0.35) // -30°, 0°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° maximum pull\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° maximum pull\n .position(BoneName.PELVIS, 0, 0.25, 0.4) // Peak height at strike\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 19: Post-impact (1000ms)\n .at(1.0)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° descending\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° recovering\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° knee retracting\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip lowering\n .position(BoneName.PELVIS, 0, 0.18, 0.45) // Descending\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // LANDING PHASE (1000-1433ms, frames 20-26): Controlled descent\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 26: Stable landing (1433ms)\n .at(1.433)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° stable stance\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° absorbing impact\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° strike leg down\n .rotate(BoneName.HIP_R, 0, 0, 0) // 0° neutral hip\n .rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° guard\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° guard position\n .position(BoneName.PELVIS, 0, -0.15, 0.5) // Stable landing position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Jin combat technique animations for easy access\n * 진괘 기술 애니메이션 맵\n */\nexport const JIN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"jin_thunder_flash\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n 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