blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* ☴ Son (Wind) Stance-Specific Animations
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*
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* Specialized idle, movement, guard, and combat animations for the Son (손/Wind) trigram.
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* Embodies continuous pressure and flowing combinations from Taekyon rhythmic combat.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 택견 유동 기술 (Taekyon Fluid Movement)
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* - **특성**: 지속적 압박 (Continuous Pressure), 흐르는 연속 공격 (Flowing Combinations)
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* - **철학**: 바람의 끊임없음 (Wind's Relentlessness), 소용돌이의 힘 (Whirlwind Power)
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* - **대표 기술**: 선풍연격 (Whirlwind Strike/Continuous Pressure), 회오리 타격 (Sweeping Strikes)
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*
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* @module systems/animation/catalogs/SonStanceAnimations
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* @category Animation
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* @korean 손괘자세애니메이션
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*/
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import { type SkeletalAnimation } from "../../../types/skeletal";
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/**
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* Anatomical safety constants for Son (Wind) trigram animations
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*
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* These limits document safe physiological ranges validated by Korean martial arts experts
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* and inform the design of all Son animations to ensure realistic, safe joint mechanics.
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*
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* Note: These are documentation constants that guide animation design. Actual animation
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* rotations stay well within these limits naturally through authentic Taekyon biomechanics.
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* @internal Documentation-only constants for animation design reference
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export declare const ANATOMICAL_LIMITS_SON_STANCE: {
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/**
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* Maximum safe shoulder rotation for continuous circular motion: ±90° (±1.57 radians)
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*
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* Son (Wind) emphasizes fluid circular motion requiring safe shoulder range.
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*/
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readonly MAX_SHOULDER_ROTATION: 1.57;
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* Maximum safe elbow flexion for flowing transitions: 145° (2.53 radians)
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* Allows natural flowing guard positions and continuous strike transitions.
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readonly MAX_ELBOW_FLEXION: 2.53;
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/**
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* Maximum safe hip rotation for circular movement: ±70° (±1.22 radians)
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* Hip rotation drives circular footwork and sweeping techniques.
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readonly MAX_HIP_ROTATION: 1.22;
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};
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/**
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* Son Idle Swaying Animation
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*
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* **Korean**: 손괘 흐름 자세 (Son-gwae Heureum Jase)
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* **Philosophy**: Wind's endless flow through rhythmic swaying like trees in breeze
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*
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* Characteristics:
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* - Gentle swaying motion side-to-side
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* - Rhythmic breathing with flowing upper body
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* - Hands moving in small continuous circles
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* - Weight shifting foot to foot continuously
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* - Head tracking with fluid neck movement
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*
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* Animation Cycle:
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* - 0ms: Neutral center position
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* - 700ms: Sway left with circular hand motion
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* - 1400ms: Return to center
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* - 2100ms: Sway right with circular hand motion
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* - 2800ms: Return to start (complete cycle)
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*
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* @korean 손괘흐름자세
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* @duration 2800ms (2.8 second cycle)
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* @category Idle Animation
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*/
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export declare const SON_IDLE_SWAYING: SkeletalAnimation;
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/**
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* Son Flowing Arc Step Animation
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*
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77
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* **Korean**: 바람 호 걸음 (Baram Ho Georeum) - Wind Arc Step
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* **Technique**: Arc-shaped forward movement with hip-led circular motion
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*
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* Characteristics:
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* - Forward movement follows arc path (not straight)
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* - Hips lead with circular motion
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* - Arms swing naturally with momentum
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* - Smooth weight transfer through arc
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* - Continuous flowing transition
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*
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* Animation Phases:
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* - 0-200ms: Initial hip rotation and weight shift
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+
* - 200-500ms: Arc path forward with hip driving
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* - 500-667ms: Landing and settling into flowing position
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*
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* @korean 바람호걸음
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* @frames 12-16 frames (~42-56ms per frame at 60fps)
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* @duration 667ms
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* @category Movement Animation
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*/
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export declare const SON_FLOWING_ARC_STEP: SkeletalAnimation;
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/**
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* Son Sweeping Circle Step Animation
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*
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101
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* **Korean**: 회오리 원형보 (Hoeori Wonhyeongbo) - Whirlwind Circle Step
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* **Technique**: Full circular movement around opponent while maintaining orientation
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*
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* Characteristics:
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* - Complete circular path around target
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* - Body remains oriented toward opponent
|
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* - Hands maintain guard while circling
|
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108
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* - Continuous flow without stopping
|
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109
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+
* - Weight transfer smoothly through circle
|
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110
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+
*
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+
* Animation Phases:
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* - 0-280ms: Initial circular pivot
|
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113
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+
* - 280-700ms: Circular arc movement
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114
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* - 700-889ms: Complete circle and settle
|
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115
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+
*
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116
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+
* @korean 회오리원형보
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117
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+
* @frames 14-18 frames (~49-63ms per frame at 60fps)
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* @duration 889ms
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* @category Movement Animation
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+
*/
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+
export declare const SON_SWEEPING_CIRCLE_STEP: SkeletalAnimation;
|
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122
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+
/**
|
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123
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* Son Mobile Guard Transition Animation
|
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124
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*
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125
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* **Korean**: 바람 방어 (Baram Bangeo) - Wind Guard
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126
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+
* **Technique**: Transition into Son's characteristic mobile guard with micro-adjustments
|
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127
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+
*
|
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128
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+
* Characteristics:
|
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* - Hands in constant subtle motion (micro-adjustments)
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130
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+
* - Shoulders relaxed, ready to flow
|
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131
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+
* - Weight centered, ready to move any direction
|
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+
* - Head tracking opponent with fluid neck movement
|
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133
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+
* - Continuous readiness for pressure attacks
|
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*
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+
* Animation Phases:
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* - 0-180ms: Begin transition with hand repositioning
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+
* - 180-360ms: Settle into mobile guard with micro-adjustments
|
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138
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+
*
|
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139
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+
* @korean 바람방어
|
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140
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+
* @duration 360ms
|
|
141
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+
* @category Stance Animation
|
|
142
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+
*/
|
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|
+
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>;
|
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+
//# sourceMappingURL=SonStanceAnimations.d.ts.map
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|
@@ -0,0 +1 @@
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1
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{"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
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+
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
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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();
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/**
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* Map of all Son stance-specific animations for easy access
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* @korean 손괘자세애니메이션맵
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*/
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var SON_STANCE_ANIMATIONS = new Map([
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["son_idle_swaying", SON_IDLE_SWAYING],
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["son_flowing_arc_step", SON_FLOWING_ARC_STEP],
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["son_sweeping_circle_step", SON_SWEEPING_CIRCLE_STEP],
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["son_mobile_guard_transition", SON_MOBILE_GUARD_TRANSITION],
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["son_whirlwind_strike", SON_WHIRLWIND_STRIKE_ANIMATION],
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["son_sweeping_multi_strike", SON_SWEEPING_MULTI_STRIKE]
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]);
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//#endregion
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export { SON_STANCE_ANIMATIONS };
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//# sourceMappingURL=SonStanceAnimations.js.map
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{"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 ]);\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwFA,IAAa,mBACX,4BAA4B,OAAO,oBAAoB,WAAW,CAC/D,OAAO,KAAK,KAAK,CAEjB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,GAAG,GAAG,IAAK,CACnC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,IAAK,CACpC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,QAAQ,GAAG,GAAG,KAAM,CACpC,OAAO,SAAS,aAAa,GAAG,MAAO,EAAE,CACzC,OAAO,SAAS,YAAY,KAAM,KAAM,IAAK,CAC7C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,KAAM,GAAG,KAAM,CACxC,OAAO,SAAS,SAAS,MAAO,GAAG,IAAK,CACxC,OAAO,SAAS,MAAM,GAAG,MAAO,KAAM,CACtC,SAAS,SAAS,QAAQ,MAAO,GAAG,EAAE,CACtC,MAAmC,CAEnC,GAAG,IAAI,CACP,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,KAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,IAAK,CACpC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,IAAI,CACP,OAAO,SAAS,QAAQ,GAAG,GAAG,IAAK,CACnC,OAAO,SAAS,aAAa,GAAG,KAAM,EAAE,CACxC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,GAAI,CAC7C,OAAO,SAAS,SAAS,MAAO,GAAG,EAAE,CACrC,OAAO,SAAS,SAAS,KAAM,GAAG,EAAE,CACpC,OAAO,SAAS,MAAM,GAAG,KAAM,IAAK,CACpC,SAAS,SAAS,QAAQ,KAAM,GAAG,EAAE,CACrC,MAAmC,CAEnC,GAAG,IAAI,CACP,OAAO,SAAS,QAAQ,GAAG,GAAG,IAAK,CACnC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,KAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,IAAK,CACpC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;AA6BZ,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,UAAU,CAClE,WAAW,MAAO,MAAM,CAExB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,KAAM,MAAO,EAAE,CACvC,OAAO,SAAS,aAAa,KAAM,MAAO,EAAE,CAC5C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,QAAQ,KAAM,MAAO,EAAE,CACvC,OAAO,SAAS,aAAa,KAAM,MAAO,EAAE,CAC5C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,SAAS,SAAS,QAAQ,MAAO,KAAM,IAAK,CAC5C,MAAmC,CAEnC,GAAG,KAAM,CACT,OAAO,SAAS,QAAQ,KAAM,MAAO,EAAE,CACvC,OAAO,SAAS,aAAa,KAAM,MAAO,EAAE,CAC5C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,SAAS,SAAS,QAAQ,MAAO,GAAG,IAAK,CACzC,MAAmC,CACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;AA6BZ,IAAa,2BACX,4BAA4B,OAC1B,4BACA,UACD,CACE,WAAW,MAAO,MAAM,CAExB,GAAG,EAAE,CACL,OAAO,SAAS,QAAQ,KAAM,MAAO,EAAE,CACvC,OAAO,SAAS,aAAa,KAAM,MAAO,EAAE,CAC5C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,IAAK,CACR,OAAO,SAAS,QAAQ,KAAM,OAAO,EAAE,CACvC,OAAO,SAAS,aAAa,KAAM,OAAO,EAAE,CAC5C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,MAAM,GAAG,MAAO,EAAE,CAClC,SAAS,SAAS,QAAQ,MAAO,KAAM,GAAI,CAC3C,MAAmC,CAEnC,GAAG,KAAM,CACT,OAAO,SAAS,QAAQ,KAAM,OAAO,EAAE,CACvC,OAAO,SAAS,aAAa,KAAM,OAAO,EAAE,CAC5C,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,MAAM,GAAG,OAAO,EAAE,CAClC,SAAS,SAAS,QAAQ,MAAO,GAAG,IAAK,CACzC,MAAmC,CACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;AA2BZ,IAAa,8BACX,4BAA4B,OAAO,+BAA+B,QAAQ,CACvE,SAAS,KAAM,MAAM,CAErB,GAAG,EAAE,CACL,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CACnC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,IAAK,CACpC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,IAAK,CACR,OAAO,SAAS,YAAY,KAAM,KAAM,KAAM,CAC9C,OAAO,SAAS,YAAY,KAAM,MAAO,IAAK,CAC9C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,IAAK,CACpC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CACnC,OAAO;;;;;AAUZ,IAAa,wBACX,IAAI,IAAI;CAEN,CAAC,oBAAoB,iBAAiB;CACtC,CAAC,wBAAwB,qBAAqB;CAC9C,CAAC,4BAA4B,yBAAyB;CAGtD,CAAC,+BAA+B,4BAA4B;CAG5D,CAAC,wBAAwB,+BAA+B;CACxD,CAAC,6BAA6B,0BAA0B;CACzD,CAAC"}
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/**
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* ☴ Son (Wind) Technique Animations
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*
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* Combat technique animations for Son (손/Wind) trigram continuous pressure attacks.
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* Implements Taekyon-inspired whirlwind combinations and sweeping multi-strike sequences.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 택견 연속 타격 (Taekyon Continuous Strikes)
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* - **특성**: 선풍연격 (Whirlwind Strikes), 회오리 타격 (Sweeping Multi-Strikes)
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* - **철학**: 끊임없는 공격 (Relentless Attack), 소용돌이 힘 (Whirlwind Power)
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* - **대표 기술**: 선풍연격 (Seonpung Yeongyeok), 소용돌이 타격 (Soyongdori Tagyeok)
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*
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* @module systems/animation/catalogs/SonTechniqueAnimations
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* @category Animation
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* @korean 손괘기술애니메이션
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*/
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import { type SkeletalAnimation } from "../../../types/skeletal";
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/**
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* Son Whirlwind Strike Animation
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*
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* **Korean**: 선풍연격 (Seonpung Yeongyeok)
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* **Technique**: Continuous rotating strikes with wind-like pressure
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* **Target Points**: Multiple targets in sweeping circular pattern
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*
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* Authentic Taekyon Continuous Pressure Technique:
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* - Three consecutive strikes while rotating body
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* - Each strike flows from previous without stopping
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* - Hip rotation powers all strikes
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* - Circular body motion creates whirlwind effect
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* - Targets multiple vital points in sequence
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*
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* Animation Phases:
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* - Setup (0-375ms, frames 0-6): Wind-up with counter-rotation
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* - Strike-1 (375-750ms, frames 7-12): First strike with rotation through center
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* - Strike-2 (750-1125ms, frames 13-18): Second strike continuing rotation
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* - Strike-3 (1125-1500ms, frames 19-24): Third strike completing whirlwind
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*
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* Target Vital Points Sequence:
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* - Strike-1: 늑골 (Neukgol/Ribs) - Side body strike
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* - Strike-2: 명치 (Myeongchi/Solar Plexus) - Center strike
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* - Strike-3: 태양혈 (Taeyanghyeol/Temple) - Head strike
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*
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* **Performance**: 60fps target (16.67ms per frame)
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* **Damage Type**: Continuous pressure with cumulative effect
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*
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* @korean 선풍연격
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* @frames 24 total (6 setup, 6 strike-1, 6 strike-2, 6 strike-3)
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* @duration 1500ms
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* @category Attack Animation
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*/
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export declare const SON_WHIRLWIND_STRIKE_ANIMATION: SkeletalAnimation;
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/**
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* Son Sweeping Multi-Strike Animation
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*
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* **Korean**: 소용돌이 타격 (Soyongdori Tagyeok) - Whirlpool Strike
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* **Technique**: Continuous sweeping strikes in flowing pattern
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* **Target Points**: Low-to-high sweeping pattern targeting legs and body
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*
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* Authentic Taekyon Sweeping Technique:
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* - Low sweeping kick flows into body strike
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* - Continuous circular motion without pause
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* - Body rotation powers both sweeps
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* - Minimal recovery between strikes
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* - Creates whirlpool-like motion pattern
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*
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* Animation Phases:
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* - Wind-up (0-300ms, frames 0-5): Preparation with weight shift
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* - Sweep-1 (300-800ms, frames 6-13): Low sweeping leg attack
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* - Sweep-2 (800-1300ms, frames 14-21): Body-level circular strike
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* - Recovery (1300-1600ms, frames 22-26): Return to flowing guard
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*
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* Target Vital Points Sequence:
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* - Sweep-1: 발목 (Balmok/Ankle), 종아리 (Jongari/Calf)
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* - Sweep-2: 늑골 (Neukgol/Ribs), 간 (Gan/Liver)
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*
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* **Performance**: 60fps target (16.67ms per frame)
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* **Damage Type**: Sweeping pressure with destabilization
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*
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* @korean 소용돌이타격
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* @frames 26 total (5 wind-up, 8 sweep-1, 8 sweep-2, 5 recovery)
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* @duration 1600ms
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* @category Attack Animation
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*/
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export declare const SON_SWEEPING_MULTI_STRIKE: SkeletalAnimation;
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/**
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* Map of all Son technique animations for easy access
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* @korean 손괘기술애니메이션맵
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*/
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export declare const SON_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
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//# sourceMappingURL=SonTechniqueAnimations.d.ts.map
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{"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"}
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import { BoneName } from "../../../types/skeletal.js";
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import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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//#region src/systems/animation/catalogs/SonTechniqueAnimations.ts
|
|
4
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+
/**
|
|
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)
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*
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* @module systems/animation/catalogs/SonTechniqueAnimations
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* @category Animation
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18
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* @korean 손괘기술애니메이션
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*/
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/**
|
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21
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* Son Whirlwind Strike Animation
|
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22
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*
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23
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+
* **Korean**: 선풍연격 (Seonpung Yeongyeok)
|
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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
|
+
*
|
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34
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+
* Animation Phases:
|
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35
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+
* - Setup (0-375ms, frames 0-6): Wind-up with counter-rotation
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36
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+
* - Strike-1 (375-750ms, frames 7-12): First strike with rotation through center
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37
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* - Strike-2 (750-1125ms, frames 13-18): Second strike continuing rotation
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* - Strike-3 (1125-1500ms, frames 19-24): Third strike completing whirlwind
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*
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* Target Vital Points Sequence:
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* - Strike-1: 늑골 (Neukgol/Ribs) - Side body strike
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* - Strike-2: 명치 (Myeongchi/Solar Plexus) - Center strike
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* - Strike-3: 태양혈 (Taeyanghyeol/Temple) - Head strike
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*
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* **Performance**: 60fps target (16.67ms per frame)
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* **Damage Type**: Continuous pressure with cumulative effect
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*
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* @korean 선풍연격
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* @frames 24 total (6 setup, 6 strike-1, 6 strike-2, 6 strike-3)
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* @duration 1500ms
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* @category Attack Animation
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*/
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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();
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/**
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55
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* Son Sweeping Multi-Strike Animation
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56
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*
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57
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* **Korean**: 소용돌이 타격 (Soyongdori Tagyeok) - Whirlpool Strike
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58
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* **Technique**: Continuous sweeping strikes in flowing pattern
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59
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* **Target Points**: Low-to-high sweeping pattern targeting legs and body
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*
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61
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* Authentic Taekyon Sweeping Technique:
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* - Low sweeping kick flows into body strike
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63
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* - Continuous circular motion without pause
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64
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* - Body rotation powers both sweeps
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65
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* - Minimal recovery between strikes
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66
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* - Creates whirlpool-like motion pattern
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*
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68
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* Animation Phases:
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* - Wind-up (0-300ms, frames 0-5): Preparation with weight shift
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70
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* - Sweep-1 (300-800ms, frames 6-13): Low sweeping leg attack
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71
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* - Sweep-2 (800-1300ms, frames 14-21): Body-level circular strike
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72
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+
* - Recovery (1300-1600ms, frames 22-26): Return to flowing guard
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73
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+
*
|
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74
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+
* Target Vital Points Sequence:
|
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75
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+
* - Sweep-1: 발목 (Balmok/Ankle), 종아리 (Jongari/Calf)
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76
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* - Sweep-2: 늑골 (Neukgol/Ribs), 간 (Gan/Liver)
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*
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78
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+
* **Performance**: 60fps target (16.67ms per frame)
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79
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+
* **Damage Type**: Sweeping pressure with destabilization
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80
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*
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* @korean 소용돌이타격
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* @frames 26 total (5 wind-up, 8 sweep-1, 8 sweep-2, 5 recovery)
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* @duration 1600ms
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* @category Attack Animation
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85
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*/
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+
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();
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+
/**
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88
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* Map of all Son technique animations for easy access
|
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+
* @korean 손괘기술애니메이션맵
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+
*/
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+
var SON_TECHNIQUE_ANIMATIONS = new Map([["son_whirlwind_strike", SON_WHIRLWIND_STRIKE_ANIMATION], ["son_sweeping_multi_strike", SON_SWEEPING_MULTI_STRIKE]]);
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+
//#endregion
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+
export { SON_SWEEPING_MULTI_STRIKE, SON_TECHNIQUE_ANIMATIONS, SON_WHIRLWIND_STRIKE_ANIMATION };
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+
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//# sourceMappingURL=SonTechniqueAnimations.js.map
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|
@@ -0,0 +1 @@
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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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