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 +1,149 @@
1
+ /**
2
+ * ☴ Son (Wind) Stance-Specific Animations
3
+ *
4
+ * Specialized idle, movement, guard, and combat animations for the Son (손/Wind) trigram.
5
+ * Embodies continuous pressure and flowing combinations from Taekyon rhythmic combat.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 택견 유동 기술 (Taekyon Fluid Movement)
9
+ * - **특성**: 지속적 압박 (Continuous Pressure), 흐르는 연속 공격 (Flowing Combinations)
10
+ * - **철학**: 바람의 끊임없음 (Wind's Relentlessness), 소용돌이의 힘 (Whirlwind Power)
11
+ * - **대표 기술**: 선풍연격 (Whirlwind Strike/Continuous Pressure), 회오리 타격 (Sweeping Strikes)
12
+ *
13
+ * @module systems/animation/catalogs/SonStanceAnimations
14
+ * @category Animation
15
+ * @korean 손괘자세애니메이션
16
+ */
17
+ import { type SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Anatomical safety constants for Son (Wind) trigram animations
20
+ *
21
+ * These limits document safe physiological ranges validated by Korean martial arts experts
22
+ * and inform the design of all Son animations to ensure realistic, safe joint mechanics.
23
+ *
24
+ * Note: These are documentation constants that guide animation design. Actual animation
25
+ * rotations stay well within these limits naturally through authentic Taekyon biomechanics.
26
+ *
27
+ * @internal Documentation-only constants for animation design reference
28
+ */
29
+ export declare const ANATOMICAL_LIMITS_SON_STANCE: {
30
+ /**
31
+ * Maximum safe shoulder rotation for continuous circular motion: ±90° (±1.57 radians)
32
+ *
33
+ * Son (Wind) emphasizes fluid circular motion requiring safe shoulder range.
34
+ */
35
+ readonly MAX_SHOULDER_ROTATION: 1.57;
36
+ /**
37
+ * Maximum safe elbow flexion for flowing transitions: 145° (2.53 radians)
38
+ *
39
+ * Allows natural flowing guard positions and continuous strike transitions.
40
+ */
41
+ readonly MAX_ELBOW_FLEXION: 2.53;
42
+ /**
43
+ * Maximum safe hip rotation for circular movement: ±70° (±1.22 radians)
44
+ *
45
+ * Hip rotation drives circular footwork and sweeping techniques.
46
+ */
47
+ readonly MAX_HIP_ROTATION: 1.22;
48
+ };
49
+ /**
50
+ * Son Idle Swaying Animation
51
+ *
52
+ * **Korean**: 손괘 흐름 자세 (Son-gwae Heureum Jase)
53
+ * **Philosophy**: Wind's endless flow through rhythmic swaying like trees in breeze
54
+ *
55
+ * Characteristics:
56
+ * - Gentle swaying motion side-to-side
57
+ * - Rhythmic breathing with flowing upper body
58
+ * - Hands moving in small continuous circles
59
+ * - Weight shifting foot to foot continuously
60
+ * - Head tracking with fluid neck movement
61
+ *
62
+ * Animation Cycle:
63
+ * - 0ms: Neutral center position
64
+ * - 700ms: Sway left with circular hand motion
65
+ * - 1400ms: Return to center
66
+ * - 2100ms: Sway right with circular hand motion
67
+ * - 2800ms: Return to start (complete cycle)
68
+ *
69
+ * @korean 손괘흐름자세
70
+ * @duration 2800ms (2.8 second cycle)
71
+ * @category Idle Animation
72
+ */
73
+ export declare const SON_IDLE_SWAYING: SkeletalAnimation;
74
+ /**
75
+ * Son Flowing Arc Step Animation
76
+ *
77
+ * **Korean**: 바람 호 걸음 (Baram Ho Georeum) - Wind Arc Step
78
+ * **Technique**: Arc-shaped forward movement with hip-led circular motion
79
+ *
80
+ * Characteristics:
81
+ * - Forward movement follows arc path (not straight)
82
+ * - Hips lead with circular motion
83
+ * - Arms swing naturally with momentum
84
+ * - Smooth weight transfer through arc
85
+ * - Continuous flowing transition
86
+ *
87
+ * Animation Phases:
88
+ * - 0-200ms: Initial hip rotation and weight shift
89
+ * - 200-500ms: Arc path forward with hip driving
90
+ * - 500-667ms: Landing and settling into flowing position
91
+ *
92
+ * @korean 바람호걸음
93
+ * @frames 12-16 frames (~42-56ms per frame at 60fps)
94
+ * @duration 667ms
95
+ * @category Movement Animation
96
+ */
97
+ export declare const SON_FLOWING_ARC_STEP: SkeletalAnimation;
98
+ /**
99
+ * Son Sweeping Circle Step Animation
100
+ *
101
+ * **Korean**: 회오리 원형보 (Hoeori Wonhyeongbo) - Whirlwind Circle Step
102
+ * **Technique**: Full circular movement around opponent while maintaining orientation
103
+ *
104
+ * Characteristics:
105
+ * - Complete circular path around target
106
+ * - Body remains oriented toward opponent
107
+ * - Hands maintain guard while circling
108
+ * - Continuous flow without stopping
109
+ * - Weight transfer smoothly through circle
110
+ *
111
+ * Animation Phases:
112
+ * - 0-280ms: Initial circular pivot
113
+ * - 280-700ms: Circular arc movement
114
+ * - 700-889ms: Complete circle and settle
115
+ *
116
+ * @korean 회오리원형보
117
+ * @frames 14-18 frames (~49-63ms per frame at 60fps)
118
+ * @duration 889ms
119
+ * @category Movement Animation
120
+ */
121
+ export declare const SON_SWEEPING_CIRCLE_STEP: SkeletalAnimation;
122
+ /**
123
+ * Son Mobile Guard Transition Animation
124
+ *
125
+ * **Korean**: 바람 방어 (Baram Bangeo) - Wind Guard
126
+ * **Technique**: Transition into Son's characteristic mobile guard with micro-adjustments
127
+ *
128
+ * Characteristics:
129
+ * - Hands in constant subtle motion (micro-adjustments)
130
+ * - Shoulders relaxed, ready to flow
131
+ * - Weight centered, ready to move any direction
132
+ * - Head tracking opponent with fluid neck movement
133
+ * - Continuous readiness for pressure attacks
134
+ *
135
+ * Animation Phases:
136
+ * - 0-180ms: Begin transition with hand repositioning
137
+ * - 180-360ms: Settle into mobile guard with micro-adjustments
138
+ *
139
+ * @korean 바람방어
140
+ * @duration 360ms
141
+ * @category Stance Animation
142
+ */
143
+ export declare const SON_MOBILE_GUARD_TRANSITION: SkeletalAnimation;
144
+ /**
145
+ * Map of all Son stance-specific animations for easy access
146
+ * @korean 손괘자세애니메이션맵
147
+ */
148
+ export declare const SON_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
149
+ //# sourceMappingURL=SonStanceAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SonStanceAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/SonStanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAY,KAAK,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AASpE;;;;;;;;;;GAUG;AACH,eAAO,MAAM,4BAA4B;IACvC;;;;OAIG;;IAGH;;;;OAIG;;IAGH;;;;OAIG;;CAEK,CAAC;AAMX;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,eAAO,MAAM,gBAAgB,EAAE,iBA4DnB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,oBAAoB,EAAE,iBAmCvB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,wBAAwB,EAAE,iBAwC3B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,2BAA2B,EAAE,iBA6B9B,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,qBAAqB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAarE,CAAC"}
@@ -0,0 +1,131 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import { SON_SWEEPING_MULTI_STRIKE, SON_WHIRLWIND_STRIKE_ANIMATION } from "./SonTechniqueAnimations.js";
4
+ //#region src/systems/animation/catalogs/SonStanceAnimations.ts
5
+ /**
6
+ * ☴ Son (Wind) Stance-Specific Animations
7
+ *
8
+ * Specialized idle, movement, guard, and combat animations for the Son (손/Wind) trigram.
9
+ * Embodies continuous pressure and flowing combinations from Taekyon rhythmic combat.
10
+ *
11
+ * **Korean Martial Arts Context:**
12
+ * - **무술**: 택견 유동 기술 (Taekyon Fluid Movement)
13
+ * - **특성**: 지속적 압박 (Continuous Pressure), 흐르는 연속 공격 (Flowing Combinations)
14
+ * - **철학**: 바람의 끊임없음 (Wind's Relentlessness), 소용돌이의 힘 (Whirlwind Power)
15
+ * - **대표 기술**: 선풍연격 (Whirlwind Strike/Continuous Pressure), 회오리 타격 (Sweeping Strikes)
16
+ *
17
+ * @module systems/animation/catalogs/SonStanceAnimations
18
+ * @category Animation
19
+ * @korean 손괘자세애니메이션
20
+ */
21
+ /**
22
+ * Son Idle Swaying Animation
23
+ *
24
+ * **Korean**: 손괘 흐름 자세 (Son-gwae Heureum Jase)
25
+ * **Philosophy**: Wind's endless flow through rhythmic swaying like trees in breeze
26
+ *
27
+ * Characteristics:
28
+ * - Gentle swaying motion side-to-side
29
+ * - Rhythmic breathing with flowing upper body
30
+ * - Hands moving in small continuous circles
31
+ * - Weight shifting foot to foot continuously
32
+ * - Head tracking with fluid neck movement
33
+ *
34
+ * Animation Cycle:
35
+ * - 0ms: Neutral center position
36
+ * - 700ms: Sway left with circular hand motion
37
+ * - 1400ms: Return to center
38
+ * - 2100ms: Sway right with circular hand motion
39
+ * - 2800ms: Return to start (complete cycle)
40
+ *
41
+ * @korean 손괘흐름자세
42
+ * @duration 2800ms (2.8 second cycle)
43
+ * @category Idle Animation
44
+ */
45
+ var SON_IDLE_SWAYING = MartialArtsAnimationBuilder.create("son_idle_swaying", "손괘 흐름 자세").asIdle(2.8, true).at(0).rotate(BoneName.PELVIS, 0, 0, .03).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.WRIST_L, 0, 0, -.09).rotate(BoneName.WRIST_R, 0, 0, .09).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.7).rotate(BoneName.PELVIS, 0, 0, -.07).rotate(BoneName.SPINE_UPPER, 0, -.05, 0).rotate(BoneName.SHOULDER_L, .21, .12, -.3).rotate(BoneName.SHOULDER_R, .14, -.05, .22).rotate(BoneName.WRIST_L, .09, 0, -.17).rotate(BoneName.WRIST_R, -.09, 0, .17).rotate(BoneName.HEAD, 0, -.05, -.03).position(BoneName.PELVIS, -.02, 0, 0).done().at(1.4).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.WRIST_L, 0, 0, -.09).rotate(BoneName.WRIST_R, 0, 0, .09).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(2.1).rotate(BoneName.PELVIS, 0, 0, .07).rotate(BoneName.SPINE_UPPER, 0, .05, 0).rotate(BoneName.SHOULDER_L, .14, .05, -.22).rotate(BoneName.SHOULDER_R, .21, -.12, .3).rotate(BoneName.WRIST_L, -.09, 0, 0).rotate(BoneName.WRIST_R, .09, 0, 0).rotate(BoneName.HEAD, 0, .05, .03).position(BoneName.PELVIS, .02, 0, 0).done().at(2.8).rotate(BoneName.PELVIS, 0, 0, .03).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.WRIST_L, 0, 0, -.09).rotate(BoneName.WRIST_R, 0, 0, .09).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
46
+ /**
47
+ * Son Flowing Arc Step Animation
48
+ *
49
+ * **Korean**: 바람 호 걸음 (Baram Ho Georeum) - Wind Arc Step
50
+ * **Technique**: Arc-shaped forward movement with hip-led circular motion
51
+ *
52
+ * Characteristics:
53
+ * - Forward movement follows arc path (not straight)
54
+ * - Hips lead with circular motion
55
+ * - Arms swing naturally with momentum
56
+ * - Smooth weight transfer through arc
57
+ * - Continuous flowing transition
58
+ *
59
+ * Animation Phases:
60
+ * - 0-200ms: Initial hip rotation and weight shift
61
+ * - 200-500ms: Arc path forward with hip driving
62
+ * - 500-667ms: Landing and settling into flowing position
63
+ *
64
+ * @korean 바람호걸음
65
+ * @frames 12-16 frames (~42-56ms per frame at 60fps)
66
+ * @duration 667ms
67
+ * @category Movement Animation
68
+ */
69
+ var SON_FLOWING_ARC_STEP = MartialArtsAnimationBuilder.create("son_flowing_arc_step", "바람 호 걸음").asMovement(.667, false).at(0).rotate(BoneName.PELVIS, .09, -.26, 0).rotate(BoneName.SPINE_UPPER, .12, -.17, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.SHOULDER_L, .17, .17, -.26).rotate(BoneName.SHOULDER_R, .17, -.17, .26).position(BoneName.PELVIS, 0, 0, 0).done().at(.4).rotate(BoneName.PELVIS, .14, -.17, 0).rotate(BoneName.SPINE_UPPER, .17, -.09, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.SHOULDER_L, .21, .26, -.35).rotate(BoneName.SHOULDER_R, .21, -.26, .35).position(BoneName.PELVIS, -.12, .02, .25).done().at(.667).rotate(BoneName.PELVIS, .09, -.26, 0).rotate(BoneName.SPINE_UPPER, .12, -.17, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .17, .17, -.26).rotate(BoneName.SHOULDER_R, .17, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, -.15, 0, .35).done().build();
70
+ /**
71
+ * Son Sweeping Circle Step Animation
72
+ *
73
+ * **Korean**: 회오리 원형보 (Hoeori Wonhyeongbo) - Whirlwind Circle Step
74
+ * **Technique**: Full circular movement around opponent while maintaining orientation
75
+ *
76
+ * Characteristics:
77
+ * - Complete circular path around target
78
+ * - Body remains oriented toward opponent
79
+ * - Hands maintain guard while circling
80
+ * - Continuous flow without stopping
81
+ * - Weight transfer smoothly through circle
82
+ *
83
+ * Animation Phases:
84
+ * - 0-280ms: Initial circular pivot
85
+ * - 280-700ms: Circular arc movement
86
+ * - 700-889ms: Complete circle and settle
87
+ *
88
+ * @korean 회오리원형보
89
+ * @frames 14-18 frames (~49-63ms per frame at 60fps)
90
+ * @duration 889ms
91
+ * @category Movement Animation
92
+ */
93
+ var SON_SWEEPING_CIRCLE_STEP = MartialArtsAnimationBuilder.create("son_sweeping_circle_step", "회오리 원형보").asMovement(.889, false).at(0).rotate(BoneName.PELVIS, .09, -.79, 0).rotate(BoneName.SPINE_UPPER, .12, -.87, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, 0, 0).done().at(.49).rotate(BoneName.PELVIS, .09, -1.57, 0).rotate(BoneName.SPINE_UPPER, .12, -1.74, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.HEAD, 0, -.87, 0).position(BoneName.PELVIS, -.25, .02, .1).done().at(.889).rotate(BoneName.PELVIS, .09, -2.79, 0).rotate(BoneName.SPINE_UPPER, .12, -2.79, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.HEAD, 0, -2.79, 0).position(BoneName.PELVIS, -.35, 0, -.1).done().build();
94
+ /**
95
+ * Son Mobile Guard Transition Animation
96
+ *
97
+ * **Korean**: 바람 방어 (Baram Bangeo) - Wind Guard
98
+ * **Technique**: Transition into Son's characteristic mobile guard with micro-adjustments
99
+ *
100
+ * Characteristics:
101
+ * - Hands in constant subtle motion (micro-adjustments)
102
+ * - Shoulders relaxed, ready to flow
103
+ * - Weight centered, ready to move any direction
104
+ * - Head tracking opponent with fluid neck movement
105
+ * - Continuous readiness for pressure attacks
106
+ *
107
+ * Animation Phases:
108
+ * - 0-180ms: Begin transition with hand repositioning
109
+ * - 180-360ms: Settle into mobile guard with micro-adjustments
110
+ *
111
+ * @korean 바람방어
112
+ * @duration 360ms
113
+ * @category Stance Animation
114
+ */
115
+ var SON_MOBILE_GUARD_TRANSITION = MartialArtsAnimationBuilder.create("son_mobile_guard_transition", "바람 방어").asStance(.36, false).at(0).rotate(BoneName.SHOULDER_L, .14, .07, -.22).rotate(BoneName.SHOULDER_R, .14, -.07, .22).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_L, 0, 0, -.05).rotate(BoneName.WRIST_R, 0, 0, .05).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.36).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.WRIST_L, 0, 0, -.09).rotate(BoneName.WRIST_R, 0, 0, .09).rotate(BoneName.HEAD, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
116
+ /**
117
+ * Map of all Son stance-specific animations for easy access
118
+ * @korean 손괘자세애니메이션맵
119
+ */
120
+ var SON_STANCE_ANIMATIONS = new Map([
121
+ ["son_idle_swaying", SON_IDLE_SWAYING],
122
+ ["son_flowing_arc_step", SON_FLOWING_ARC_STEP],
123
+ ["son_sweeping_circle_step", SON_SWEEPING_CIRCLE_STEP],
124
+ ["son_mobile_guard_transition", SON_MOBILE_GUARD_TRANSITION],
125
+ ["son_whirlwind_strike", SON_WHIRLWIND_STRIKE_ANIMATION],
126
+ ["son_sweeping_multi_strike", SON_SWEEPING_MULTI_STRIKE]
127
+ ]);
128
+ //#endregion
129
+ export { SON_STANCE_ANIMATIONS };
130
+
131
+ //# sourceMappingURL=SonStanceAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SonStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/SonStanceAnimations.ts"],"sourcesContent":["/**\n * ☴ Son (Wind) Stance-Specific Animations\n *\n * Specialized idle, movement, guard, and combat animations for the Son (손/Wind) trigram.\n * Embodies continuous pressure and flowing combinations from Taekyon rhythmic combat.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 택견 유동 기술 (Taekyon Fluid Movement)\n * - **특성**: 지속적 압박 (Continuous Pressure), 흐르는 연속 공격 (Flowing Combinations)\n * - **철학**: 바람의 끊임없음 (Wind's Relentlessness), 소용돌이의 힘 (Whirlwind Power)\n * - **대표 기술**: 선풍연격 (Whirlwind Strike/Continuous Pressure), 회오리 타격 (Sweeping Strikes)\n *\n * @module systems/animation/catalogs/SonStanceAnimations\n * @category Animation\n * @korean 손괘자세애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// Import Son Wind continuous techniques (손괘 연속 타격)\nimport {\n SON_WHIRLWIND_STRIKE_ANIMATION,\n SON_SWEEPING_MULTI_STRIKE,\n} from \"./SonTechniqueAnimations\";\n\n/**\n * Anatomical safety constants for Son (Wind) trigram animations\n *\n * These limits document safe physiological ranges validated by Korean martial arts experts\n * and inform the design of all Son animations to ensure realistic, safe joint mechanics.\n *\n * Note: These are documentation constants that guide animation design. Actual animation\n * rotations stay well within these limits naturally through authentic Taekyon biomechanics.\n *\n * @internal Documentation-only constants for animation design reference\n */\nexport const ANATOMICAL_LIMITS_SON_STANCE = {\n /**\n * Maximum safe shoulder rotation for continuous circular motion: ±90° (±1.57 radians)\n *\n * Son (Wind) emphasizes fluid circular motion requiring safe shoulder range.\n */\n MAX_SHOULDER_ROTATION: 1.57, // ±90° in radians\n\n /**\n * Maximum safe elbow flexion for flowing transitions: 145° (2.53 radians)\n *\n * Allows natural flowing guard positions and continuous strike transitions.\n */\n MAX_ELBOW_FLEXION: 2.53, // 145° in radians\n\n /**\n * Maximum safe hip rotation for circular movement: ±70° (±1.22 radians)\n *\n * Hip rotation drives circular footwork and sweeping techniques.\n */\n MAX_HIP_ROTATION: 1.22, // ±70° in radians\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON IDLE SWAYING ANIMATION (손괘 흐름 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Son Idle Swaying Animation\n *\n * **Korean**: 손괘 흐름 자세 (Son-gwae Heureum Jase)\n * **Philosophy**: Wind's endless flow through rhythmic swaying like trees in breeze\n *\n * Characteristics:\n * - Gentle swaying motion side-to-side\n * - Rhythmic breathing with flowing upper body\n * - Hands moving in small continuous circles\n * - Weight shifting foot to foot continuously\n * - Head tracking with fluid neck movement\n *\n * Animation Cycle:\n * - 0ms: Neutral center position\n * - 700ms: Sway left with circular hand motion\n * - 1400ms: Return to center\n * - 2100ms: Sway right with circular hand motion\n * - 2800ms: Return to start (complete cycle)\n *\n * @korean 손괘흐름자세\n * @duration 2800ms (2.8 second cycle)\n * @category Idle Animation\n */\nexport const SON_IDLE_SWAYING: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_idle_swaying\", \"손괘 흐름 자세\")\n .asIdle(2.8, true)\n // Keyframe 0ms: Neutral center (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0.03) // 0°, 0°, 2° (slight lean right)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // 10°, 5°, -15° (flowing guard)\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26) // 10°, -5°, 15°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (bent guard)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (bent guard)\n .rotate(BoneName.WRIST_L, 0, 0, -0.09) // 0°, 0°, -5° (circular hand motion start)\n .rotate(BoneName.WRIST_R, 0, 0, 0.09) // 0°, 0°, 5°\n .rotate(BoneName.HEAD, 0, 0, 0) // Neutral head\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 700ms: Sway left with circular flow\n .at(0.7)\n .rotate(BoneName.PELVIS, 0, 0, -0.07) // 0°, 0°, -4° (lean left)\n .rotate(BoneName.SPINE_UPPER, 0, -0.05, 0) // 0°, -3°, 0° (upper body follows)\n .rotate(BoneName.SHOULDER_L, 0.21, 0.12, -0.3) // 12°, 7°, -17° (left shoulder rises)\n .rotate(BoneName.SHOULDER_R, 0.14, -0.05, 0.22) // 8°, -3°, 13° (right shoulder drops)\n .rotate(BoneName.WRIST_L, 0.09, 0, -0.17) // 5°, 0°, -10° (hands continue circles)\n .rotate(BoneName.WRIST_R, -0.09, 0, 0.17) // -5°, 0°, 10°\n .rotate(BoneName.HEAD, 0, -0.05, -0.03) // 0°, -3°, -2° (head tracks with flow)\n .position(BoneName.PELVIS, -0.02, 0, 0) // Minimal lateral shift\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1400ms: Return to center\n .at(1.4)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return to neutral\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26)\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)\n .rotate(BoneName.WRIST_L, 0, 0, -0.09)\n .rotate(BoneName.WRIST_R, 0, 0, 0.09)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2100ms: Sway right with circular flow\n .at(2.1)\n .rotate(BoneName.PELVIS, 0, 0, 0.07) // 0°, 0°, 4° (lean right)\n .rotate(BoneName.SPINE_UPPER, 0, 0.05, 0) // 0°, 3°, 0° (upper body follows)\n .rotate(BoneName.SHOULDER_L, 0.14, 0.05, -0.22) // 8°, 3°, -13° (left shoulder drops)\n .rotate(BoneName.SHOULDER_R, 0.21, -0.12, 0.3) // 12°, -7°, 17° (right shoulder rises)\n .rotate(BoneName.WRIST_L, -0.09, 0, 0) // -5°, 0°, 0° (hands reverse circles)\n .rotate(BoneName.WRIST_R, 0.09, 0, 0) // 5°, 0°, 0°\n .rotate(BoneName.HEAD, 0, 0.05, 0.03) // 0°, 3°, 2° (head tracks with flow)\n .position(BoneName.PELVIS, 0.02, 0, 0) // Minimal lateral shift right\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2800ms: Return to start (complete cycle)\n .at(2.8)\n .rotate(BoneName.PELVIS, 0, 0, 0.03)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26)\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)\n .rotate(BoneName.WRIST_L, 0, 0, -0.09)\n .rotate(BoneName.WRIST_R, 0, 0, 0.09)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON FLOWING ARC STEP (바람 호 걸음)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Son Flowing Arc Step Animation\n *\n * **Korean**: 바람 호 걸음 (Baram Ho Georeum) - Wind Arc Step\n * **Technique**: Arc-shaped forward movement with hip-led circular motion\n *\n * Characteristics:\n * - Forward movement follows arc path (not straight)\n * - Hips lead with circular motion\n * - Arms swing naturally with momentum\n * - Smooth weight transfer through arc\n * - Continuous flowing transition\n *\n * Animation Phases:\n * - 0-200ms: Initial hip rotation and weight shift\n * - 200-500ms: Arc path forward with hip driving\n * - 500-667ms: Landing and settling into flowing position\n *\n * @korean 바람호걸음\n * @frames 12-16 frames (~42-56ms per frame at 60fps)\n * @duration 667ms\n * @category Movement Animation\n */\nexport const SON_FLOWING_ARC_STEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_flowing_arc_step\", \"바람 호 걸음\")\n .asMovement(0.667, false)\n // Phase 1: Initial hip rotation (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.09, -0.26, 0) // 5°, -15°, 0° (hip winds for arc)\n .rotate(BoneName.SPINE_UPPER, 0.12, -0.17, 0) // 7°, -10°, 0° (torso follows hip)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (rear leg ready to push)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (lead leg ready)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.17, -0.26) // 10°, 10°, -15° (arms begin swing)\n .rotate(BoneName.SHOULDER_R, 0.17, -0.17, 0.26) // 10°, -10°, 15°\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Arc path forward (400ms)\n .at(0.4)\n .rotate(BoneName.PELVIS, 0.14, -0.17, 0) // 8°, -10°, 0° (unwinding through arc)\n .rotate(BoneName.SPINE_UPPER, 0.17, -0.09, 0) // 10°, -5°, 0°\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° (rear leg extending)\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° (lead leg absorbing weight)\n .rotate(BoneName.SHOULDER_L, 0.21, 0.26, -0.35) // 12°, 15°, -20° (arms swing with momentum)\n .rotate(BoneName.SHOULDER_R, 0.21, -0.26, 0.35) // 12°, -15°, 20°\n .position(BoneName.PELVIS, -0.12, 0.02, 0.25) // Arc trajectory (slight left, up, forward)\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Landing and settling (667ms)\n .at(0.667)\n .rotate(BoneName.PELVIS, 0.09, -0.26, 0) // 5°, -15°, 0° (settled in arc position)\n .rotate(BoneName.SPINE_UPPER, 0.12, -0.17, 0) // 7°, -10°, 0°\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rear leg stable)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (lead leg grounded)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.17, -0.26) // Return to flowing guard\n .rotate(BoneName.SHOULDER_R, 0.17, -0.17, 0.26)\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, -0.15, 0, 0.35) // Final arc position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON SWEEPING CIRCLE STEP (회오리 원형보)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Son Sweeping Circle Step Animation\n *\n * **Korean**: 회오리 원형보 (Hoeori Wonhyeongbo) - Whirlwind Circle Step\n * **Technique**: Full circular movement around opponent while maintaining orientation\n *\n * Characteristics:\n * - Complete circular path around target\n * - Body remains oriented toward opponent\n * - Hands maintain guard while circling\n * - Continuous flow without stopping\n * - Weight transfer smoothly through circle\n *\n * Animation Phases:\n * - 0-280ms: Initial circular pivot\n * - 280-700ms: Circular arc movement\n * - 700-889ms: Complete circle and settle\n *\n * @korean 회오리원형보\n * @frames 14-18 frames (~49-63ms per frame at 60fps)\n * @duration 889ms\n * @category Movement Animation\n */\nexport const SON_SWEEPING_CIRCLE_STEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"son_sweeping_circle_step\",\n \"회오리 원형보\",\n )\n .asMovement(0.889, false)\n // Phase 1: Initial circular pivot (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.09, -0.79, 0) // 5°, -45°, 0° (begin rotation)\n .rotate(BoneName.SPINE_UPPER, 0.12, -0.87, 0) // 7°, -50°, 0° (torso leads)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (pivot foot)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stepping foot)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // Maintain guard\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Circular arc movement (490ms)\n .at(0.49)\n .rotate(BoneName.PELVIS, 0.09, -1.57, 0) // 5°, -90°, 0° (quarter circle)\n .rotate(BoneName.SPINE_UPPER, 0.12, -1.74, 0) // 7°, -100°, 0°\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (pivot stable)\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (stepping load)\n .rotate(BoneName.HEAD, 0, -0.87, 0) // 0°, -50°, 0° (head tracks target)\n .position(BoneName.PELVIS, -0.25, 0.02, 0.1) // Circular path (left and slight forward)\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Complete circle (889ms)\n .at(0.889)\n .rotate(BoneName.PELVIS, 0.09, -2.79, 0) // 5°, -160°, 0° (near full circle)\n .rotate(BoneName.SPINE_UPPER, 0.12, -2.79, 0) // 7°, -160°, 0° (spine follows pelvis)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (grounded)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // Guard maintained throughout\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57)\n .rotate(BoneName.HEAD, 0, -2.79, 0) // 0°, -160°, 0° (head follows rotation)\n .position(BoneName.PELVIS, -0.35, 0, -0.1) // Complete circular position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON MOBILE GUARD TRANSITION (바람 방어 전환)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Son Mobile Guard Transition Animation\n *\n * **Korean**: 바람 방어 (Baram Bangeo) - Wind Guard\n * **Technique**: Transition into Son's characteristic mobile guard with micro-adjustments\n *\n * Characteristics:\n * - Hands in constant subtle motion (micro-adjustments)\n * - Shoulders relaxed, ready to flow\n * - Weight centered, ready to move any direction\n * - Head tracking opponent with fluid neck movement\n * - Continuous readiness for pressure attacks\n *\n * Animation Phases:\n * - 0-180ms: Begin transition with hand repositioning\n * - 180-360ms: Settle into mobile guard with micro-adjustments\n *\n * @korean 바람방어\n * @duration 360ms\n * @category Stance Animation\n */\nexport const SON_MOBILE_GUARD_TRANSITION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_mobile_guard_transition\", \"바람 방어\")\n .asStance(0.36, false)\n // Phase 1: Begin transition (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, 0.14, 0.07, -0.22) // 8°, 4°, -12.5° (moving toward guard)\n .rotate(BoneName.SHOULDER_R, 0.14, -0.07, 0.22) // 8°, -4°, 12.5°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4) // -80° (transitioning)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (transitioning)\n .rotate(BoneName.WRIST_L, 0, 0, -0.05) // Slight wrist adjustment\n .rotate(BoneName.WRIST_R, 0, 0, 0.05)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable stance)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Settle into mobile guard (360ms)\n .at(0.36)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // 10°, 5°, -15° (Son guard)\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26) // 10°, -5°, 15°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (Son guard angle)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (Son guard angle)\n .rotate(BoneName.WRIST_L, 0, 0, -0.09) // 0°, 0°, -5° (micro-adjustment position)\n .rotate(BoneName.WRIST_R, 0, 0, 0.09) // 0°, 0°, 5°\n .rotate(BoneName.HEAD, 0, 0, 0) // Neutral tracking\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable stance)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Son stance-specific animations for easy access\n * @korean 손괘자세애니메이션맵\n */\nexport const SON_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Idle & Movement\n [\"son_idle_swaying\", SON_IDLE_SWAYING],\n [\"son_flowing_arc_step\", SON_FLOWING_ARC_STEP],\n [\"son_sweeping_circle_step\", SON_SWEEPING_CIRCLE_STEP],\n\n // Stance Transitions\n [\"son_mobile_guard_transition\", SON_MOBILE_GUARD_TRANSITION],\n \n // Wind Continuous Strike Techniques (손괘 연속 타격)\n [\"son_whirlwind_strike\", SON_WHIRLWIND_STRIKE_ANIMATION],\n [\"son_sweeping_multi_strike\", SON_SWEEPING_MULTI_STRIKE],\n 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@@ -0,0 +1,90 @@
1
+ /**
2
+ * ☴ Son (Wind) Technique Animations
3
+ *
4
+ * Combat technique animations for Son (손/Wind) trigram continuous pressure attacks.
5
+ * Implements Taekyon-inspired whirlwind combinations and sweeping multi-strike sequences.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 택견 연속 타격 (Taekyon Continuous Strikes)
9
+ * - **특성**: 선풍연격 (Whirlwind Strikes), 회오리 타격 (Sweeping Multi-Strikes)
10
+ * - **철학**: 끊임없는 공격 (Relentless Attack), 소용돌이 힘 (Whirlwind Power)
11
+ * - **대표 기술**: 선풍연격 (Seonpung Yeongyeok), 소용돌이 타격 (Soyongdori Tagyeok)
12
+ *
13
+ * @module systems/animation/catalogs/SonTechniqueAnimations
14
+ * @category Animation
15
+ * @korean 손괘기술애니메이션
16
+ */
17
+ import { type SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Son Whirlwind Strike Animation
20
+ *
21
+ * **Korean**: 선풍연격 (Seonpung Yeongyeok)
22
+ * **Technique**: Continuous rotating strikes with wind-like pressure
23
+ * **Target Points**: Multiple targets in sweeping circular pattern
24
+ *
25
+ * Authentic Taekyon Continuous Pressure Technique:
26
+ * - Three consecutive strikes while rotating body
27
+ * - Each strike flows from previous without stopping
28
+ * - Hip rotation powers all strikes
29
+ * - Circular body motion creates whirlwind effect
30
+ * - Targets multiple vital points in sequence
31
+ *
32
+ * Animation Phases:
33
+ * - Setup (0-375ms, frames 0-6): Wind-up with counter-rotation
34
+ * - Strike-1 (375-750ms, frames 7-12): First strike with rotation through center
35
+ * - Strike-2 (750-1125ms, frames 13-18): Second strike continuing rotation
36
+ * - Strike-3 (1125-1500ms, frames 19-24): Third strike completing whirlwind
37
+ *
38
+ * Target Vital Points Sequence:
39
+ * - Strike-1: 늑골 (Neukgol/Ribs) - Side body strike
40
+ * - Strike-2: 명치 (Myeongchi/Solar Plexus) - Center strike
41
+ * - Strike-3: 태양혈 (Taeyanghyeol/Temple) - Head strike
42
+ *
43
+ * **Performance**: 60fps target (16.67ms per frame)
44
+ * **Damage Type**: Continuous pressure with cumulative effect
45
+ *
46
+ * @korean 선풍연격
47
+ * @frames 24 total (6 setup, 6 strike-1, 6 strike-2, 6 strike-3)
48
+ * @duration 1500ms
49
+ * @category Attack Animation
50
+ */
51
+ export declare const SON_WHIRLWIND_STRIKE_ANIMATION: SkeletalAnimation;
52
+ /**
53
+ * Son Sweeping Multi-Strike Animation
54
+ *
55
+ * **Korean**: 소용돌이 타격 (Soyongdori Tagyeok) - Whirlpool Strike
56
+ * **Technique**: Continuous sweeping strikes in flowing pattern
57
+ * **Target Points**: Low-to-high sweeping pattern targeting legs and body
58
+ *
59
+ * Authentic Taekyon Sweeping Technique:
60
+ * - Low sweeping kick flows into body strike
61
+ * - Continuous circular motion without pause
62
+ * - Body rotation powers both sweeps
63
+ * - Minimal recovery between strikes
64
+ * - Creates whirlpool-like motion pattern
65
+ *
66
+ * Animation Phases:
67
+ * - Wind-up (0-300ms, frames 0-5): Preparation with weight shift
68
+ * - Sweep-1 (300-800ms, frames 6-13): Low sweeping leg attack
69
+ * - Sweep-2 (800-1300ms, frames 14-21): Body-level circular strike
70
+ * - Recovery (1300-1600ms, frames 22-26): Return to flowing guard
71
+ *
72
+ * Target Vital Points Sequence:
73
+ * - Sweep-1: 발목 (Balmok/Ankle), 종아리 (Jongari/Calf)
74
+ * - Sweep-2: 늑골 (Neukgol/Ribs), 간 (Gan/Liver)
75
+ *
76
+ * **Performance**: 60fps target (16.67ms per frame)
77
+ * **Damage Type**: Sweeping pressure with destabilization
78
+ *
79
+ * @korean 소용돌이타격
80
+ * @frames 26 total (5 wind-up, 8 sweep-1, 8 sweep-2, 5 recovery)
81
+ * @duration 1600ms
82
+ * @category Attack Animation
83
+ */
84
+ export declare const SON_SWEEPING_MULTI_STRIKE: SkeletalAnimation;
85
+ /**
86
+ * Map of all Son technique animations for easy access
87
+ * @korean 손괘기술애니메이션맵
88
+ */
89
+ export declare const SON_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
90
+ //# sourceMappingURL=SonTechniqueAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SonTechniqueAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/SonTechniqueAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAY,KAAK,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAOpE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,eAAO,MAAM,8BAA8B,EAAE,iBA6GjC,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,eAAO,MAAM,yBAAyB,EAAE,iBAkI5B,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,wBAAwB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAG1E,CAAC"}
@@ -0,0 +1,95 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ //#region src/systems/animation/catalogs/SonTechniqueAnimations.ts
4
+ /**
5
+ * ☴ Son (Wind) Technique Animations
6
+ *
7
+ * Combat technique animations for Son (손/Wind) trigram continuous pressure attacks.
8
+ * Implements Taekyon-inspired whirlwind combinations and sweeping multi-strike sequences.
9
+ *
10
+ * **Korean Martial Arts Context:**
11
+ * - **무술**: 택견 연속 타격 (Taekyon Continuous Strikes)
12
+ * - **특성**: 선풍연격 (Whirlwind Strikes), 회오리 타격 (Sweeping Multi-Strikes)
13
+ * - **철학**: 끊임없는 공격 (Relentless Attack), 소용돌이 힘 (Whirlwind Power)
14
+ * - **대표 기술**: 선풍연격 (Seonpung Yeongyeok), 소용돌이 타격 (Soyongdori Tagyeok)
15
+ *
16
+ * @module systems/animation/catalogs/SonTechniqueAnimations
17
+ * @category Animation
18
+ * @korean 손괘기술애니메이션
19
+ */
20
+ /**
21
+ * Son Whirlwind Strike Animation
22
+ *
23
+ * **Korean**: 선풍연격 (Seonpung Yeongyeok)
24
+ * **Technique**: Continuous rotating strikes with wind-like pressure
25
+ * **Target Points**: Multiple targets in sweeping circular pattern
26
+ *
27
+ * Authentic Taekyon Continuous Pressure Technique:
28
+ * - Three consecutive strikes while rotating body
29
+ * - Each strike flows from previous without stopping
30
+ * - Hip rotation powers all strikes
31
+ * - Circular body motion creates whirlwind effect
32
+ * - Targets multiple vital points in sequence
33
+ *
34
+ * Animation Phases:
35
+ * - Setup (0-375ms, frames 0-6): Wind-up with counter-rotation
36
+ * - Strike-1 (375-750ms, frames 7-12): First strike with rotation through center
37
+ * - Strike-2 (750-1125ms, frames 13-18): Second strike continuing rotation
38
+ * - Strike-3 (1125-1500ms, frames 19-24): Third strike completing whirlwind
39
+ *
40
+ * Target Vital Points Sequence:
41
+ * - Strike-1: 늑골 (Neukgol/Ribs) - Side body strike
42
+ * - Strike-2: 명치 (Myeongchi/Solar Plexus) - Center strike
43
+ * - Strike-3: 태양혈 (Taeyanghyeol/Temple) - Head strike
44
+ *
45
+ * **Performance**: 60fps target (16.67ms per frame)
46
+ * **Damage Type**: Continuous pressure with cumulative effect
47
+ *
48
+ * @korean 선풍연격
49
+ * @frames 24 total (6 setup, 6 strike-1, 6 strike-2, 6 strike-3)
50
+ * @duration 1500ms
51
+ * @category Attack Animation
52
+ */
53
+ var SON_WHIRLWIND_STRIKE_ANIMATION = MartialArtsAnimationBuilder.create("son_whirlwind_strike", "선풍연격").asAttack(1.5).at(0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.ELBOW_L, 0, 0, -1.57).position(BoneName.PELVIS, 0, 0, 0).done().at(.188).rotate(BoneName.SPINE_UPPER, 0, -.26, 0).rotate(BoneName.PELVIS, 0, -.35, 0).rotate(BoneName.SHOULDER_R, -.17, 0, .35).rotate(BoneName.ELBOW_R, 0, 0, 2.09).rotate(BoneName.SHOULDER_L, .26, .17, -.17).rotate(BoneName.ELBOW_L, 0, 0, -1.22).done().at(.375).rotate(BoneName.SPINE_UPPER, 0, -.35, 0).rotate(BoneName.PELVIS, 0, -.52, 0).rotate(BoneName.SHOULDER_R, -.26, 0, .52).rotate(BoneName.ELBOW_R, 0, 0, 2.27).rotate(BoneName.HEAD, 0, -.17, 0).position(BoneName.PELVIS, 0, -.02, 0).done().at(.562).rotate(BoneName.SPINE_UPPER, 0, .09, 0).rotate(BoneName.PELVIS, 0, .12, 0).rotate(BoneName.SHOULDER_R, .7, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, .17).rotate(BoneName.WRIST_R, .17, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).position(BoneName.PELVIS, 0, 0, .05).done().at(.75).rotate(BoneName.SPINE_UPPER, 0, .26, 0).rotate(BoneName.PELVIS, 0, .26, 0).rotate(BoneName.SHOULDER_R, 1.05, 0, -.09).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, .35, .26, -.09).rotate(BoneName.ELBOW_L, 0, 0, -.79).position(BoneName.PELVIS, 0, 0, .1).done().at(.938).rotate(BoneName.SPINE_UPPER, 0, .61, 0).rotate(BoneName.PELVIS, 0, .52, 0).rotate(BoneName.SHOULDER_R, .52, 0, .17).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SHOULDER_L, .79, .26, -.09).rotate(BoneName.ELBOW_L, 0, 0, -.09).rotate(BoneName.WRIST_L, .17, 0, 0).done().at(1.125).rotate(BoneName.SPINE_UPPER, 0, .87, 0).rotate(BoneName.PELVIS, 0, .79, 0).rotate(BoneName.SHOULDER_L, 1.14, .35, -.14).rotate(BoneName.ELBOW_L, 0, 0, 0).rotate(BoneName.WRIST_L, .26, 0, 0).rotate(BoneName.SHOULDER_R, .35, 0, .26).rotate(BoneName.HEAD, 0, .52, 0).position(BoneName.PELVIS, -.05, 0, .15).done().at(1.312).rotate(BoneName.SPINE_UPPER, 0, 1.22, 0).rotate(BoneName.PELVIS, 0, 1.05, 0).rotate(BoneName.SHOULDER_R, .87, .09, 0).rotate(BoneName.ELBOW_R, 0, 0, .14).rotate(BoneName.WRIST_R, .17, 0, 0).rotate(BoneName.SHOULDER_L, .52, .17, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.4).done().at(1.5).rotate(BoneName.SPINE_UPPER, 0, 1.22, 0).rotate(BoneName.PELVIS, 0, 1.4, 0).rotate(BoneName.SHOULDER_R, 1.14, 0, -.09).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .26, 0, 0).rotate(BoneName.HEAD, 0, 1.05, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, -.1, 0, .2).done().build();
54
+ /**
55
+ * Son Sweeping Multi-Strike Animation
56
+ *
57
+ * **Korean**: 소용돌이 타격 (Soyongdori Tagyeok) - Whirlpool Strike
58
+ * **Technique**: Continuous sweeping strikes in flowing pattern
59
+ * **Target Points**: Low-to-high sweeping pattern targeting legs and body
60
+ *
61
+ * Authentic Taekyon Sweeping Technique:
62
+ * - Low sweeping kick flows into body strike
63
+ * - Continuous circular motion without pause
64
+ * - Body rotation powers both sweeps
65
+ * - Minimal recovery between strikes
66
+ * - Creates whirlpool-like motion pattern
67
+ *
68
+ * Animation Phases:
69
+ * - Wind-up (0-300ms, frames 0-5): Preparation with weight shift
70
+ * - Sweep-1 (300-800ms, frames 6-13): Low sweeping leg attack
71
+ * - Sweep-2 (800-1300ms, frames 14-21): Body-level circular strike
72
+ * - Recovery (1300-1600ms, frames 22-26): Return to flowing guard
73
+ *
74
+ * Target Vital Points Sequence:
75
+ * - Sweep-1: 발목 (Balmok/Ankle), 종아리 (Jongari/Calf)
76
+ * - Sweep-2: 늑골 (Neukgol/Ribs), 간 (Gan/Liver)
77
+ *
78
+ * **Performance**: 60fps target (16.67ms per frame)
79
+ * **Damage Type**: Sweeping pressure with destabilization
80
+ *
81
+ * @korean 소용돌이타격
82
+ * @frames 26 total (5 wind-up, 8 sweep-1, 8 sweep-2, 5 recovery)
83
+ * @duration 1600ms
84
+ * @category Attack Animation
85
+ */
86
+ var SON_SWEEPING_MULTI_STRIKE = MartialArtsAnimationBuilder.create("son_sweeping_multi_strike", "소용돌이 타격").asAttack(1.6).at(0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.18).rotate(BoneName.PELVIS, 0, -.35, 0).rotate(BoneName.SPINE_UPPER, 0, -.52, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.HIP_L, .26, 0, 0).position(BoneName.PELVIS, 0, -.02, 0).done().at(.3).rotate(BoneName.PELVIS, 0, -.52, 0).rotate(BoneName.SPINE_UPPER, 0, -.7, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.HIP_L, .52, 0, .17).rotate(BoneName.KNEE_L, -.87, 0, 0).position(BoneName.PELVIS, 0, -.03, 0).done().at(.48).rotate(BoneName.PELVIS, 0, -.17, 0).rotate(BoneName.SPINE_UPPER, 0, -.26, 0).rotate(BoneName.HIP_L, .35, 0, .52).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.FOOT_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, 0, -.04, .05).done().at(.6).rotate(BoneName.PELVIS, 0, .17, 0).rotate(BoneName.SPINE_UPPER, 0, .26, 0).rotate(BoneName.HIP_L, .26, 0, .87).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.FOOT_L, .17, 0, 0).position(BoneName.PELVIS, -.1, -.05, .1).done().at(.8).rotate(BoneName.PELVIS, 0, .52, 0).rotate(BoneName.SPINE_UPPER, 0, .61, 0).rotate(BoneName.HIP_L, .17, 0, 1.22).rotate(BoneName.KNEE_L, -.09, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.HEAD, 0, .35, 0).position(BoneName.PELVIS, -.15, -.06, .15).done().at(.96).rotate(BoneName.PELVIS, 0, .79, 0).rotate(BoneName.SPINE_UPPER, 0, .87, 0).rotate(BoneName.HIP_L, 0, 0, .52).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.SHOULDER_R, .52, .17, 0).rotate(BoneName.ELBOW_R, 0, 0, .87).position(BoneName.PELVIS, -.15, -.04, .2).done().at(1.08).rotate(BoneName.PELVIS, 0, 1.05, 0).rotate(BoneName.SPINE_UPPER, 0, 1.22, 0).rotate(BoneName.SHOULDER_R, .87, .26, -.17).rotate(BoneName.ELBOW_R, 0, 0, .35).rotate(BoneName.WRIST_R, .17, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).position(BoneName.PELVIS, -.2, -.02, .25).done().at(1.3).rotate(BoneName.PELVIS, 0, 1.4, 0).rotate(BoneName.SPINE_UPPER, 0, 1.57, 0).rotate(BoneName.SHOULDER_R, 1.14, .35, -.26).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .26, 0, 0).rotate(BoneName.HEAD, 0, 1.22, 0).position(BoneName.PELVIS, -.25, 0, .3).done().at(1.45).rotate(BoneName.PELVIS, 0, .87, 0).rotate(BoneName.SPINE_UPPER, 0, .79, 0).rotate(BoneName.SHOULDER_R, .52, .17, .17).rotate(BoneName.ELBOW_R, 0, 0, 1.05).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, -.15, 0, .2).done().at(1.6).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, .17, .09, -.26).rotate(BoneName.SHOULDER_R, .17, -.09, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.HEAD, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
87
+ /**
88
+ * Map of all Son technique animations for easy access
89
+ * @korean 손괘기술애니메이션맵
90
+ */
91
+ var SON_TECHNIQUE_ANIMATIONS = new Map([["son_whirlwind_strike", SON_WHIRLWIND_STRIKE_ANIMATION], ["son_sweeping_multi_strike", SON_SWEEPING_MULTI_STRIKE]]);
92
+ //#endregion
93
+ export { SON_SWEEPING_MULTI_STRIKE, SON_TECHNIQUE_ANIMATIONS, SON_WHIRLWIND_STRIKE_ANIMATION };
94
+
95
+ //# sourceMappingURL=SonTechniqueAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SonTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/SonTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☴ Son (Wind) Technique Animations\n *\n * Combat technique animations for Son (손/Wind) trigram continuous pressure attacks.\n * Implements Taekyon-inspired whirlwind combinations and sweeping multi-strike sequences.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 택견 연속 타격 (Taekyon Continuous Strikes)\n * - **특성**: 선풍연격 (Whirlwind Strikes), 회오리 타격 (Sweeping Multi-Strikes)\n * - **철학**: 끊임없는 공격 (Relentless Attack), 소용돌이 힘 (Whirlwind Power)\n * - **대표 기술**: 선풍연격 (Seonpung Yeongyeok), 소용돌이 타격 (Soyongdori Tagyeok)\n *\n * @module systems/animation/catalogs/SonTechniqueAnimations\n * @category Animation\n * @korean 손괘기술애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON WHIRLWIND STRIKE ANIMATION (선풍연격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Son Whirlwind Strike Animation\n *\n * **Korean**: 선풍연격 (Seonpung Yeongyeok)\n * **Technique**: Continuous rotating strikes with wind-like pressure\n * **Target Points**: Multiple targets in sweeping circular pattern\n *\n * Authentic Taekyon Continuous Pressure Technique:\n * - Three consecutive strikes while rotating body\n * - Each strike flows from previous without stopping\n * - Hip rotation powers all strikes\n * - Circular body motion creates whirlwind effect\n * - Targets multiple vital points in sequence\n *\n * Animation Phases:\n * - Setup (0-375ms, frames 0-6): Wind-up with counter-rotation\n * - Strike-1 (375-750ms, frames 7-12): First strike with rotation through center\n * - Strike-2 (750-1125ms, frames 13-18): Second strike continuing rotation\n * - Strike-3 (1125-1500ms, frames 19-24): Third strike completing whirlwind\n *\n * Target Vital Points Sequence:\n * - Strike-1: 늑골 (Neukgol/Ribs) - Side body strike\n * - Strike-2: 명치 (Myeongchi/Solar Plexus) - Center strike\n * - Strike-3: 태양혈 (Taeyanghyeol/Temple) - Head strike\n *\n * **Performance**: 60fps target (16.67ms per frame)\n * **Damage Type**: Continuous pressure with cumulative effect\n *\n * @korean 선풍연격\n * @frames 24 total (6 setup, 6 strike-1, 6 strike-2, 6 strike-3)\n * @duration 1500ms\n * @category Attack Animation\n */\nexport const SON_WHIRLWIND_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"son_whirlwind_strike\",\n \"선풍연격\"\n )\n .asAttack(1.5)\n // =================================================================\n // SETUP PHASE (0-375ms, frames 0-6)\n // =================================================================\n // Frame 0: Neutral guard baseline (0ms)\n .at(0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26) // 10°, -5°, 15° guard\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° guard\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // 10°, 5°, -15° guard\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 3: Begin wind-up (188ms)\n .at(0.188)\n .rotate(BoneName.SPINE_UPPER, 0, -0.26, 0) // 0°, -15°, 0° (wind-up rotation)\n .rotate(BoneName.PELVIS, 0, -0.35, 0) // 0°, -20°, 0° (hip winds back)\n .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.35) // -10°, 0°, 20° (right arm cocks)\n .rotate(BoneName.ELBOW_R, 0, 0, 2.09) // 120° (bent ready)\n .rotate(BoneName.SHOULDER_L, 0.26, 0.17, -0.17) // 15°, 10°, -10° (left forward)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70° (extending slightly)\n .done<MartialArtsAnimationBuilder>()\n // Frame 6: Maximum wind-up (375ms)\n .at(0.375)\n .rotate(BoneName.SPINE_UPPER, 0, -0.35, 0) // 0°, -20°, 0° (peak wind-up)\n .rotate(BoneName.PELVIS, 0, -0.52, 0) // 0°, -30°, 0° (maximum coil)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.52) // -15°, 0°, 30° (fully cocked)\n .rotate(BoneName.ELBOW_R, 0, 0, 2.27) // 130° (maximum chamber)\n .rotate(BoneName.HEAD, 0, -0.17, 0) // 0°, -10°, 0° (looking back)\n .position(BoneName.PELVIS, 0, -0.02, 0) // Slight crouch\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // STRIKE-1 PHASE (375-750ms, frames 7-12)\n // =================================================================\n // Frame 9: Mid-strike-1 (562ms)\n .at(0.562)\n .rotate(BoneName.SPINE_UPPER, 0, 0.09, 0) // 0°, 5°, 0° (torso follows hip rotation)\n .rotate(BoneName.PELVIS, 0, 0.12, 0) // 0°, 7°, 0° (hip leads and drives forward)\n .rotate(BoneName.SHOULDER_R, 0.7, 0, 0) // 40°, 0°, 0° (first strike extends)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.17) // 10° (nearly extended)\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10°, 0°, 0° (strike alignment)\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° (rear leg pushes)\n .position(BoneName.PELVIS, 0, 0, 0.05) // Forward drive\n .done<MartialArtsAnimationBuilder>()\n // Frame 12: Strike-1 full extension (750ms)\n .at(0.75)\n .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15°, 0° (rotation continues)\n .rotate(BoneName.PELVIS, 0, 0.26, 0) // 0°, 15°, 0° (hip follows through)\n .rotate(BoneName.SHOULDER_R, 1.05, 0, -0.09) // 60°, 0°, -5° (full extension)\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° (straight arm)\n .rotate(BoneName.WRIST_R, 0.26, 0, 0) // 15°, 0°, 0° (impact angle)\n .rotate(BoneName.SHOULDER_L, 0.35, 0.26, -0.09) // 20°, 15°, -5° (left begins)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.79) // -45° (preparing)\n .position(BoneName.PELVIS, 0, 0, 0.1) // Maximum forward\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // STRIKE-2 PHASE (750-1125ms, frames 13-18)\n // =================================================================\n // Frame 15: Mid-strike-2 (938ms)\n .at(0.938)\n .rotate(BoneName.SPINE_UPPER, 0, 0.61, 0) // 0°, 35°, 0° (continued rotation)\n .rotate(BoneName.PELVIS, 0, 0.52, 0) // 0°, 30°, 0° (hip drives)\n .rotate(BoneName.SHOULDER_R, 0.52, 0, 0.17) // 30°, 0°, 10° (right retracts)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (pulling back)\n .rotate(BoneName.SHOULDER_L, 0.79, 0.26, -0.09) // 45°, 15°, -5° (left strikes)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.09) // -5° (extending)\n .rotate(BoneName.WRIST_L, 0.17, 0, 0) // 10°, 0°, 0° (strike ready)\n .done<MartialArtsAnimationBuilder>()\n // Frame 18: Strike-2 full extension (1125ms)\n .at(1.125)\n .rotate(BoneName.SPINE_UPPER, 0, 0.87, 0) // 0°, 50°, 0° (deep rotation)\n .rotate(BoneName.PELVIS, 0, 0.79, 0) // 0°, 45°, 0° (hip full through)\n .rotate(BoneName.SHOULDER_L, 1.14, 0.35, -0.14) // 65°, 20°, -8° (left full extension)\n .rotate(BoneName.ELBOW_L, 0, 0, 0) // 0° (straight arm)\n .rotate(BoneName.WRIST_L, 0.26, 0, 0) // 15°, 0°, 0° (impact)\n .rotate(BoneName.SHOULDER_R, 0.35, 0, 0.26) // 20°, 0°, 15° (right recovering)\n .rotate(BoneName.HEAD, 0, 0.52, 0) // 0°, 30°, 0° (head follows)\n .position(BoneName.PELVIS, -0.05, 0, 0.15) // Slight lateral shift with forward\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // STRIKE-3 PHASE (1125-1500ms, frames 19-24)\n // =================================================================\n // Frame 21: Mid-strike-3 (1312ms)\n .at(1.312)\n .rotate(BoneName.SPINE_UPPER, 0, 1.22, 0) // 0°, 70°, 0° (near complete rotation)\n .rotate(BoneName.PELVIS, 0, 1.05, 0) // 0°, 60°, 0° (maximum hip rotation)\n .rotate(BoneName.SHOULDER_R, 0.87, 0.09, 0) // 50°, 5°, 0° (right strikes again)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.14) // 8° (extending)\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10°, 0°, 0° (strike alignment)\n .rotate(BoneName.SHOULDER_L, 0.52, 0.17, 0.17) // 30°, 10°, 10° (left retracts)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4) // -80° (pulling back)\n .done<MartialArtsAnimationBuilder>()\n // Frame 24: Strike-3 final extension (1500ms)\n .at(1.5)\n .rotate(BoneName.SPINE_UPPER, 0, 1.22, 0) // 0°, 70°, 0° (spine follows pelvis)\n .rotate(BoneName.PELVIS, 0, 1.4, 0) // 0°, 80°, 0° (pelvis drives full rotation)\n .rotate(BoneName.SHOULDER_R, 1.14, 0, -0.09) // 65°, 0°, -5° (final strike extended)\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° (straight arm at impact)\n .rotate(BoneName.WRIST_R, 0.26, 0, 0) // 15°, 0°, 0° (final impact)\n .rotate(BoneName.HEAD, 0, 1.05, 0) // 0°, 60°, 0° (full head rotation)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rear leg drive)\n .position(BoneName.PELVIS, -0.1, 0, 0.2) // Final whirlwind position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON SWEEPING MULTI-STRIKE (소용돌이 타격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Son Sweeping Multi-Strike Animation\n *\n * **Korean**: 소용돌이 타격 (Soyongdori Tagyeok) - Whirlpool Strike\n * **Technique**: Continuous sweeping strikes in flowing pattern\n * **Target Points**: Low-to-high sweeping pattern targeting legs and body\n *\n * Authentic Taekyon Sweeping Technique:\n * - Low sweeping kick flows into body strike\n * - Continuous circular motion without pause\n * - Body rotation powers both sweeps\n * - Minimal recovery between strikes\n * - Creates whirlpool-like motion pattern\n *\n * Animation Phases:\n * - Wind-up (0-300ms, frames 0-5): Preparation with weight shift\n * - Sweep-1 (300-800ms, frames 6-13): Low sweeping leg attack\n * - Sweep-2 (800-1300ms, frames 14-21): Body-level circular strike\n * - Recovery (1300-1600ms, frames 22-26): Return to flowing guard\n *\n * Target Vital Points Sequence:\n * - Sweep-1: 발목 (Balmok/Ankle), 종아리 (Jongari/Calf)\n * - Sweep-2: 늑골 (Neukgol/Ribs), 간 (Gan/Liver)\n *\n * **Performance**: 60fps target (16.67ms per frame)\n * **Damage Type**: Sweeping pressure with destabilization\n *\n * @korean 소용돌이타격\n * @frames 26 total (5 wind-up, 8 sweep-1, 8 sweep-2, 5 recovery)\n * @duration 1600ms\n * @category Attack Animation\n */\nexport const SON_SWEEPING_MULTI_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"son_sweeping_multi_strike\",\n \"소용돌이 타격\"\n )\n .asAttack(1.6)\n // =================================================================\n // WIND-UP PHASE (0-300ms, frames 0-5)\n // =================================================================\n // Frame 0: Neutral guard (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // Guard position\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15°\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15°\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 3: Weight shift preparation (180ms)\n .at(0.18)\n .rotate(BoneName.PELVIS, 0, -0.35, 0) // 0°, -20°, 0° (wind-up)\n .rotate(BoneName.SPINE_UPPER, 0, -0.52, 0) // 0°, -30°, 0° (torso winds)\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° (weight on right)\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° (left lightens)\n .rotate(BoneName.HIP_L, 0.26, 0, 0) // 15°, 0°, 0° (left leg begins to lift)\n .position(BoneName.PELVIS, 0, -0.02, 0) // Slight crouch\n .done<MartialArtsAnimationBuilder>()\n // Frame 5: Full wind-up (300ms)\n .at(0.3)\n .rotate(BoneName.PELVIS, 0, -0.52, 0) // 0°, -30°, 0° (maximum wind)\n .rotate(BoneName.SPINE_UPPER, 0, -0.7, 0) // 0°, -40°, 0° (deep coil)\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° (stable base)\n .rotate(BoneName.HIP_L, 0.52, 0, 0.17) // 30°, 0°, 10° (leg chambered for sweep)\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (chambered bent)\n .position(BoneName.PELVIS, 0, -0.03, 0)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // SWEEP-1 PHASE (300-800ms, frames 6-13) - Low Sweeping Kick\n // =================================================================\n // Frame 8: Begin sweep (480ms)\n .at(0.48)\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10°, 0° (unwinding)\n .rotate(BoneName.SPINE_UPPER, 0, -0.26, 0) // 0°, -15°, 0°\n .rotate(BoneName.HIP_L, 0.35, 0, 0.52) // 20°, 0°, 30° (leg extending)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (extending for sweep)\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° (foot for sweep)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (supporting)\n .position(BoneName.PELVIS, 0, -0.04, 0.05)\n .done<MartialArtsAnimationBuilder>()\n // Frame 10: Mid-sweep (600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0, 0.17, 0) // 0°, 10°, 0° (rotation through)\n .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15°, 0°\n .rotate(BoneName.HIP_L, 0.26, 0, 0.87) // 15°, 0°, 50° (sweeping arc)\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° (nearly extended)\n .rotate(BoneName.FOOT_L, 0.17, 0, 0) // 10° (sweeping position)\n .position(BoneName.PELVIS, -0.1, -0.05, 0.1) // Lateral and forward\n .done<MartialArtsAnimationBuilder>()\n // Frame 13: Complete low sweep (800ms)\n .at(0.8)\n .rotate(BoneName.PELVIS, 0, 0.52, 0) // 0°, 30°, 0° (full rotation)\n .rotate(BoneName.SPINE_UPPER, 0, 0.61, 0) // 0°, 35°, 0°\n .rotate(BoneName.HIP_L, 0.17, 0, 1.22) // 10°, 0°, 70° (complete arc)\n .rotate(BoneName.KNEE_L, -0.09, 0, 0) // -5° (extended)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° (impact angle)\n .rotate(BoneName.HEAD, 0, 0.35, 0) // 0°, 20°, 0° (tracking)\n .position(BoneName.PELVIS, -0.15, -0.06, 0.15)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // SWEEP-2 PHASE (800-1300ms, frames 14-21) - Body-Level Strike\n // =================================================================\n // Frame 16: Transition to body strike (960ms)\n .at(0.96)\n .rotate(BoneName.PELVIS, 0, 0.79, 0) // 0°, 45°, 0° (continuing rotation)\n .rotate(BoneName.SPINE_UPPER, 0, 0.87, 0) // 0°, 50°, 0°\n .rotate(BoneName.HIP_L, 0, 0, 0.52) // 0°, 0°, 30° (leg retracting)\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (pulling back)\n .rotate(BoneName.SHOULDER_R, 0.52, 0.17, 0) // 30°, 10°, 0° (right arm begins)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.87) // 50° (preparing strike)\n .position(BoneName.PELVIS, -0.15, -0.04, 0.2)\n .done<MartialArtsAnimationBuilder>()\n // Frame 18: Mid body sweep (1080ms)\n .at(1.08)\n .rotate(BoneName.PELVIS, 0, 1.05, 0) // 0°, 60°, 0° (deep rotation)\n .rotate(BoneName.SPINE_UPPER, 0, 1.22, 0) // 0°, 70°, 0°\n .rotate(BoneName.SHOULDER_R, 0.87, 0.26, -0.17) // 50°, 15°, -10° (sweeping strike)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.35) // 20° (extending)\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10°, 0°, 0° (strike angle)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (foot planted)\n .position(BoneName.PELVIS, -0.2, -0.02, 0.25)\n .done<MartialArtsAnimationBuilder>()\n // Frame 21: Complete body sweep (1300ms)\n .at(1.3)\n .rotate(BoneName.PELVIS, 0, 1.4, 0) // 0°, 80°, 0° (near full circle)\n .rotate(BoneName.SPINE_UPPER, 0, 1.57, 0) // 0°, 90°, 0° (quarter rotation complete)\n .rotate(BoneName.SHOULDER_R, 1.14, 0.35, -0.26) // 65°, 20°, -15° (full extension)\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° (straight arm impact)\n .rotate(BoneName.WRIST_R, 0.26, 0, 0) // 15°, 0°, 0° (impact)\n .rotate(BoneName.HEAD, 0, 1.22, 0) // 0°, 70°, 0° (full tracking)\n .position(BoneName.PELVIS, -0.25, 0, 0.3)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (1300-1600ms, frames 22-26)\n // =================================================================\n // Frame 24: Begin recovery (1450ms)\n .at(1.45)\n .rotate(BoneName.PELVIS, 0, 0.87, 0) // 0°, 50°, 0° (unwinding)\n .rotate(BoneName.SPINE_UPPER, 0, 0.79, 0) // 0°, 45°, 0°\n .rotate(BoneName.SHOULDER_R, 0.52, 0.17, 0.17) // 30°, 10°, 10° (retracting)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° (bending back)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable)\n .position(BoneName.PELVIS, -0.15, 0, 0.2)\n .done<MartialArtsAnimationBuilder>()\n // Frame 26: Return to guard (1600ms)\n .at(1.6)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return to neutral\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // Guard restored\n .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Son technique animations for easy access\n * @korean 손괘기술애니메이션맵\n */\nexport const SON_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n [\"son_whirlwind_strike\", SON_WHIRLWIND_STRIKE_ANIMATION],\n [\"son_sweeping_multi_strike\", 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