blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,2369 @@
1
+ import { TrigramStance } from "../../../types/common.js";
2
+ import { BoneName } from "../../../types/skeletal.js";
3
+ import * as THREE from "three";
4
+ //#region src/systems/animation/catalogs/StanceAttackAnimations.ts
5
+ /**
6
+ * Stance-specific attack animations for Eight Trigram combat system
7
+ *
8
+ * Implements 24 unique attack animations (3 per stance) based on Korean martial arts
9
+ * and I Ching philosophy. Each stance has 3 attack variations that reflect its
10
+ * fundamental nature and combat characteristics.
11
+ *
12
+ * Coverage:
13
+ * - 8 stances × 3 attack moves = 24 attack animations
14
+ * - Bone-breaking strikes, joint manipulations, nerve strikes, and more
15
+ * - Integration with existing AnimationStateMachine
16
+ *
17
+ * @module systems/animation/StanceAttackAnimations
18
+ * @category Animation
19
+ * @korean 자세공격애니메이션
20
+ */
21
+ /**
22
+ * ☰ 건 (Geon) - Heaven Attack 1: Bone-Breaking Strike (뼈부러뜨리기 1)
23
+ *
24
+ * Powerful overhead descending strike targeting collarbone or shoulder.
25
+ * Direct downward force with full body weight transfer.
26
+ *
27
+ * Enhanced with PR #1132 mobility improvements:
28
+ * - Hip rotation (골반회전) for power generation (30% damage bonus)
29
+ * - Segmented spine rotation (척추분절회전) for realistic torso twist
30
+ * - Shoulder elevation (어깨들어올림) for overhead mechanics
31
+ *
32
+ * Duration: 350ms
33
+ *
34
+ * @korean 건뼈부러뜨리기1
35
+ */
36
+ var GEON_BONE_BREAKING_STRIKE_1 = {
37
+ name: "geon_bone_breaking_strike_1",
38
+ koreanName: "건 뼈부러뜨리기 1",
39
+ duration: .35,
40
+ loop: false,
41
+ type: "attack",
42
+ keyframes: [
43
+ {
44
+ time: 0,
45
+ easing: "ease-out",
46
+ boneRotations: new Map([
47
+ [BoneName.SHOULDER_R, new THREE.Euler(-1.2, -.3, -.5, "XYZ")],
48
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
49
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.4, .1, "XYZ")],
50
+ [BoneName.SPINE_MIDDLE, new THREE.Euler(0, -.3, 0, "XYZ")],
51
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, -.2, -.1, "XYZ")],
52
+ [BoneName.PELVIS, new THREE.Euler(-.1, -.3, 0, "XYZ")],
53
+ [BoneName.HIP_R, new THREE.Euler(0, -.2, 0, "XYZ")]
54
+ ]),
55
+ bonePositions: /* @__PURE__ */ new Map()
56
+ },
57
+ {
58
+ time: .18,
59
+ easing: "linear",
60
+ boneRotations: new Map([
61
+ [BoneName.SHOULDER_R, new THREE.Euler(.8, -.2, .7, "XYZ")],
62
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
63
+ [BoneName.SPINE_UPPER, new THREE.Euler(.2, .5, -.1, "XYZ")],
64
+ [BoneName.SPINE_MIDDLE, new THREE.Euler(.15, .4, 0, "XYZ")],
65
+ [BoneName.SPINE_LOWER, new THREE.Euler(.1, .3, .05, "XYZ")],
66
+ [BoneName.PELVIS, new THREE.Euler(.1, .5, 0, "XYZ")],
67
+ [BoneName.HIP_R, new THREE.Euler(0, .3, 0, "XYZ")],
68
+ [BoneName.HIP_L, new THREE.Euler(0, .1, 0, "XYZ")]
69
+ ]),
70
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
71
+ },
72
+ {
73
+ time: .35,
74
+ easing: "ease-in",
75
+ boneRotations: new Map([
76
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")],
77
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
78
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
79
+ [BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
80
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
81
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
82
+ [BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
83
+ [BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")]
84
+ ]),
85
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
86
+ }
87
+ ]
88
+ };
89
+ /**
90
+ * ☰ 건 (Geon) - Heaven Attack 2: Thunderous Uppercut (천둥어퍼컷)
91
+ *
92
+ * Rising strike targeting jaw or solar plexus with explosive upward force.
93
+ * Uses leg drive and hip rotation for maximum power.
94
+ *
95
+ * Enhanced with PR #1132 mobility improvements:
96
+ * - Strong hip rotation (골반회전) for upward power generation
97
+ * - Knee drive (무릎밀어올림) for explosive leg power
98
+ * - Spinal extension (척추확장) for upward trajectory
99
+ *
100
+ * Duration: 300ms
101
+ *
102
+ * @korean 건천둥어퍼컷
103
+ */
104
+ var GEON_THUNDEROUS_UPPERCUT = {
105
+ name: "geon_thunderous_uppercut",
106
+ koreanName: "건 천둥어퍼컷",
107
+ duration: .3,
108
+ loop: false,
109
+ type: "attack",
110
+ keyframes: [
111
+ {
112
+ time: 0,
113
+ easing: "ease-out",
114
+ boneRotations: new Map([
115
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .8, "XYZ")],
116
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
117
+ [BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
118
+ [BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")],
119
+ [BoneName.HIP_L, new THREE.Euler(-.2, 0, 0, "XYZ")],
120
+ [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
121
+ [BoneName.SPINE_LOWER, new THREE.Euler(-.15, -.2, 0, "XYZ")],
122
+ [BoneName.SPINE_MIDDLE, new THREE.Euler(-.1, -.1, 0, "XYZ")],
123
+ [BoneName.SPINE_UPPER, new THREE.Euler(-.05, 0, 0, "XYZ")],
124
+ [BoneName.PELVIS, new THREE.Euler(-.2, -.3, 0, "XYZ")]
125
+ ]),
126
+ bonePositions: /* @__PURE__ */ new Map()
127
+ },
128
+ {
129
+ time: .15,
130
+ easing: "linear",
131
+ boneRotations: new Map([
132
+ [BoneName.SHOULDER_L, new THREE.Euler(-.8, .3, .5, "XYZ")],
133
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
134
+ [BoneName.KNEE_L, new THREE.Euler(-.1, 0, 0, "XYZ")],
135
+ [BoneName.KNEE_R, new THREE.Euler(-.1, 0, 0, "XYZ")],
136
+ [BoneName.HIP_L, new THREE.Euler(.1, .2, 0, "XYZ")],
137
+ [BoneName.HIP_R, new THREE.Euler(.1, .2, 0, "XYZ")],
138
+ [BoneName.SPINE_LOWER, new THREE.Euler(-.2, .4, 0, "XYZ")],
139
+ [BoneName.SPINE_MIDDLE, new THREE.Euler(-.15, .3, 0, "XYZ")],
140
+ [BoneName.SPINE_UPPER, new THREE.Euler(-.1, .2, 0, "XYZ")],
141
+ [BoneName.PELVIS, new THREE.Euler(0, .5, 0, "XYZ")]
142
+ ]),
143
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, .6, .5)]])
144
+ },
145
+ {
146
+ time: .3,
147
+ easing: "ease-in",
148
+ boneRotations: new Map([
149
+ [BoneName.SHOULDER_L, new THREE.Euler(-.4, .2, .3, "XYZ")],
150
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
151
+ [BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")],
152
+ [BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
153
+ [BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")],
154
+ [BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
155
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
156
+ [BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
157
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
158
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
159
+ ]),
160
+ bonePositions: /* @__PURE__ */ new Map()
161
+ }
162
+ ]
163
+ };
164
+ /**
165
+ * ☰ 건 (Geon) - Heaven Attack 3: Crushing Elbow (파괴팔꿈치)
166
+ *
167
+ * Horizontal elbow strike with full torso rotation.
168
+ * Targets temple, jaw, or ribs with overwhelming force.
169
+ *
170
+ * Duration: 280ms
171
+ *
172
+ * @korean 건파괴팔꿈치
173
+ */
174
+ var GEON_CRUSHING_ELBOW = {
175
+ name: "geon_crushing_elbow",
176
+ koreanName: "건 파괴팔꿈치",
177
+ duration: .28,
178
+ loop: false,
179
+ type: "attack",
180
+ keyframes: [
181
+ {
182
+ time: 0,
183
+ easing: "ease-out",
184
+ boneRotations: new Map([
185
+ [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.9, -.6, "XYZ")],
186
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
187
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.8, 0, "XYZ")]
188
+ ]),
189
+ bonePositions: /* @__PURE__ */ new Map()
190
+ },
191
+ {
192
+ time: .14,
193
+ easing: "linear",
194
+ boneRotations: new Map([
195
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, .5, .3, "XYZ")],
196
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.1, "XYZ")],
197
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .9, 0, "XYZ")],
198
+ [BoneName.PELVIS, new THREE.Euler(0, .6, 0, "XYZ")]
199
+ ]),
200
+ bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, .7)]])
201
+ },
202
+ {
203
+ time: .28,
204
+ easing: "ease-in",
205
+ boneRotations: new Map([
206
+ [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.9, -.6, "XYZ")],
207
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
208
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
209
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
210
+ ]),
211
+ bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0)]])
212
+ }
213
+ ]
214
+ };
215
+ /**
216
+ * ☱ 태 (Tae) - Lake Attack 1: Wrist Lock Strike (손목꺾기타격)
217
+ *
218
+ * Circular grabbing motion targeting opponent's wrist for control.
219
+ * Fluid transition from strike to lock.
220
+ *
221
+ * Duration: 320ms
222
+ *
223
+ * @korean 태손목꺾기타격
224
+ */
225
+ var TAE_WRIST_LOCK_STRIKE = {
226
+ name: "tae_wrist_lock_strike",
227
+ koreanName: "태 손목꺾기타격",
228
+ duration: .32,
229
+ loop: false,
230
+ type: "attack",
231
+ keyframes: [
232
+ {
233
+ time: 0,
234
+ easing: "ease-out",
235
+ boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]]),
236
+ bonePositions: /* @__PURE__ */ new Map()
237
+ },
238
+ {
239
+ time: .16,
240
+ easing: "linear",
241
+ boneRotations: new Map([
242
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, 1, .8, "XYZ")],
243
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
244
+ [BoneName.WRIST_L, new THREE.Euler(.4, .6, 0, "XYZ")],
245
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")]
246
+ ]),
247
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
248
+ },
249
+ {
250
+ time: .32,
251
+ easing: "ease-in",
252
+ boneRotations: new Map([
253
+ [BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")],
254
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
255
+ [BoneName.WRIST_L, new THREE.Euler(.6, .8, 0, "XYZ")],
256
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
257
+ ]),
258
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
259
+ }
260
+ ]
261
+ };
262
+ /**
263
+ * ☱ 태 (Tae) - Lake Attack 2: Flowing Arm Bar (유수팔걸이)
264
+ *
265
+ * Circular arm control transitioning into hyperextension.
266
+ * Uses opponent's resistance against them.
267
+ *
268
+ * Duration: 380ms
269
+ *
270
+ * @korean 태유수팔걸이
271
+ */
272
+ var TAE_FLOWING_ARM_BAR = {
273
+ name: "tae_flowing_arm_bar",
274
+ koreanName: "태 유수팔걸이",
275
+ duration: .38,
276
+ loop: false,
277
+ type: "attack",
278
+ keyframes: [
279
+ {
280
+ time: 0,
281
+ easing: "ease-out",
282
+ boneRotations: new Map([
283
+ [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.7, -.4, "XYZ")],
284
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .6, "XYZ")],
285
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .6, "XYZ")],
286
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.7, "XYZ")]
287
+ ]),
288
+ bonePositions: /* @__PURE__ */ new Map()
289
+ },
290
+ {
291
+ time: .19,
292
+ easing: "linear",
293
+ boneRotations: new Map([
294
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, .8, .7, "XYZ")],
295
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
296
+ [BoneName.SHOULDER_L, new THREE.Euler(-.4, .9, .8, "XYZ")],
297
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
298
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .5, 0, "XYZ")]
299
+ ]),
300
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
301
+ },
302
+ {
303
+ time: .38,
304
+ easing: "ease-in",
305
+ boneRotations: new Map([
306
+ [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.7, -.4, "XYZ")],
307
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
308
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .6, "XYZ")],
309
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
310
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
311
+ ]),
312
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
313
+ }
314
+ ]
315
+ };
316
+ /**
317
+ * ☱ 태 (Tae) - Lake Attack 3: Spiral Shoulder Throw (회오리어깨던지기)
318
+ *
319
+ * Rotating throw using circular hip and shoulder movement.
320
+ * Fluid transition from contact to off-balance.
321
+ *
322
+ * Duration: 400ms
323
+ *
324
+ * @korean 태회오리어깨던지기
325
+ */
326
+ var TAE_SPIRAL_SHOULDER_THROW = {
327
+ name: "tae_spiral_shoulder_throw",
328
+ koreanName: "태 회오리어깨던지기",
329
+ duration: .4,
330
+ loop: false,
331
+ type: "attack",
332
+ keyframes: [
333
+ {
334
+ time: 0,
335
+ easing: "ease-out",
336
+ boneRotations: new Map([
337
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
338
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
339
+ [BoneName.PELVIS, new THREE.Euler(0, -.3, 0, "XYZ")]
340
+ ]),
341
+ bonePositions: /* @__PURE__ */ new Map()
342
+ },
343
+ {
344
+ time: .15,
345
+ easing: "linear",
346
+ boneRotations: new Map([
347
+ [BoneName.SHOULDER_R, new THREE.Euler(.2, .8, .6, "XYZ")],
348
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
349
+ [BoneName.SPINE_LOWER, new THREE.Euler(.2, .6, 0, "XYZ")],
350
+ [BoneName.PELVIS, new THREE.Euler(.1, .7, 0, "XYZ")],
351
+ [BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
352
+ [BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")]
353
+ ]),
354
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
355
+ },
356
+ {
357
+ time: .28,
358
+ easing: "linear",
359
+ boneRotations: new Map([
360
+ [BoneName.SHOULDER_R, new THREE.Euler(.5, 1.2, .9, "XYZ")],
361
+ [BoneName.SPINE_LOWER, new THREE.Euler(.3, 1, 0, "XYZ")],
362
+ [BoneName.PELVIS, new THREE.Euler(.15, 1.1, 0, "XYZ")]
363
+ ]),
364
+ bonePositions: /* @__PURE__ */ new Map()
365
+ },
366
+ {
367
+ time: .4,
368
+ easing: "ease-in",
369
+ boneRotations: new Map([
370
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
371
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
372
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
373
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
374
+ [BoneName.KNEE_L, new THREE.Euler(-.4, 0, 0, "XYZ")],
375
+ [BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")]
376
+ ]),
377
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
378
+ }
379
+ ]
380
+ };
381
+ /**
382
+ * ☲ 리 (Li) - Fire Attack 1: Burning Finger Strike (화염지창 1)
383
+ *
384
+ * Precise fingertip strike targeting pressure points on neck or temple.
385
+ * Lightning-fast extension with pinpoint accuracy.
386
+ *
387
+ * Duration: 250ms
388
+ *
389
+ * @korean 리화염지창1
390
+ */
391
+ var LI_BURNING_FINGER_STRIKE_1 = {
392
+ name: "li_burning_finger_strike_1",
393
+ koreanName: "리 화염지창 1",
394
+ duration: .25,
395
+ loop: false,
396
+ type: "attack",
397
+ keyframes: [
398
+ {
399
+ time: 0,
400
+ easing: "linear",
401
+ boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")]]),
402
+ bonePositions: /* @__PURE__ */ new Map()
403
+ },
404
+ {
405
+ time: .12,
406
+ easing: "ease-out",
407
+ boneRotations: new Map([
408
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, .3, "XYZ")],
409
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
410
+ [BoneName.WRIST_R, new THREE.Euler(.1, -.3, 0, "XYZ")]
411
+ ]),
412
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
413
+ },
414
+ {
415
+ time: .25,
416
+ easing: "ease-in",
417
+ boneRotations: new Map([
418
+ [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")],
419
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
420
+ [BoneName.WRIST_R, new THREE.Euler(.1, -.1, 0, "XYZ")]
421
+ ]),
422
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
423
+ }
424
+ ]
425
+ };
426
+ /**
427
+ * ☲ 리 (Li) - Fire Attack 2: Solar Plexus Spear (태양신경총창)
428
+ *
429
+ * Precise thrust targeting solar plexus with rigid fingers.
430
+ * Targets nerve cluster for breath disruption.
431
+ *
432
+ * Duration: 260ms
433
+ *
434
+ * @korean 리태양신경총창
435
+ */
436
+ var LI_SOLAR_PLEXUS_SPEAR = {
437
+ name: "li_solar_plexus_spear",
438
+ koreanName: "리 태양신경총창",
439
+ duration: .26,
440
+ loop: false,
441
+ type: "attack",
442
+ keyframes: [
443
+ {
444
+ time: 0,
445
+ easing: "linear",
446
+ boneRotations: new Map([
447
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .7, .6, "XYZ")],
448
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
449
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")]
450
+ ]),
451
+ bonePositions: /* @__PURE__ */ new Map()
452
+ },
453
+ {
454
+ time: .13,
455
+ easing: "ease-out",
456
+ boneRotations: new Map([
457
+ [BoneName.SHOULDER_L, new THREE.Euler(-.1, .3, .2, "XYZ")],
458
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
459
+ [BoneName.WRIST_L, new THREE.Euler(.15, .25, 0, "XYZ")],
460
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
461
+ ]),
462
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
463
+ },
464
+ {
465
+ time: .26,
466
+ easing: "ease-in",
467
+ boneRotations: new Map([
468
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .7, .6, "XYZ")],
469
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
470
+ [BoneName.WRIST_L, new THREE.Euler(.15, .2, 0, "XYZ")],
471
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
472
+ ]),
473
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
474
+ }
475
+ ]
476
+ };
477
+ /**
478
+ * ☲ 리 (Li) - Fire Attack 3: Phoenix Eye Strike (봉안권)
479
+ *
480
+ * Single-knuckle punch targeting vital points on face or throat.
481
+ * Concentrated force through one extended knuckle.
482
+ *
483
+ * Duration: 240ms
484
+ *
485
+ * @korean 리봉안권
486
+ */
487
+ var LI_PHOENIX_EYE_STRIKE = {
488
+ name: "li_phoenix_eye_strike",
489
+ koreanName: "리 봉안권",
490
+ duration: .24,
491
+ loop: false,
492
+ type: "attack",
493
+ keyframes: [
494
+ {
495
+ time: 0,
496
+ easing: "linear",
497
+ boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
498
+ bonePositions: /* @__PURE__ */ new Map()
499
+ },
500
+ {
501
+ time: .11,
502
+ easing: "ease-out",
503
+ boneRotations: new Map([
504
+ [BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .4, "XYZ")],
505
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .15, "XYZ")],
506
+ [BoneName.WRIST_R, new THREE.Euler(.2, -.15, 0, "XYZ")],
507
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .25, 0, "XYZ")]
508
+ ]),
509
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .8)]])
510
+ },
511
+ {
512
+ time: .24,
513
+ easing: "ease-in",
514
+ boneRotations: new Map([
515
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")],
516
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.1, "XYZ")],
517
+ [BoneName.WRIST_R, new THREE.Euler(.2, -.1, 0, "XYZ")],
518
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
519
+ ]),
520
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
521
+ }
522
+ ]
523
+ };
524
+ /**
525
+ * ☳ 진 (Jin) - Thunder Attack 1: Lightning Straight (벽력일섬)
526
+ *
527
+ * Explosive straight punch with sudden full-body burst.
528
+ * Maximum speed and shocking impact.
529
+ *
530
+ * Duration: 200ms
531
+ *
532
+ * @korean 진벽력일섬
533
+ */
534
+ var JIN_LIGHTNING_STRAIGHT = {
535
+ name: "jin_lightning_straight",
536
+ koreanName: "진 벽력일섬",
537
+ duration: .2,
538
+ loop: false,
539
+ type: "attack",
540
+ keyframes: [
541
+ {
542
+ time: 0,
543
+ easing: "linear",
544
+ boneRotations: new Map([
545
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.5, -.4, "XYZ")],
546
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
547
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")]
548
+ ]),
549
+ bonePositions: /* @__PURE__ */ new Map()
550
+ },
551
+ {
552
+ time: .08,
553
+ easing: "ease-out",
554
+ boneRotations: new Map([
555
+ [BoneName.SHOULDER_R, new THREE.Euler(-.1, -.1, -.5, "XYZ")],
556
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .05, "XYZ")],
557
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.4, 0, "XYZ")],
558
+ [BoneName.PELVIS, new THREE.Euler(0, -.3, 0, "XYZ")]
559
+ ]),
560
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
561
+ },
562
+ {
563
+ time: .2,
564
+ easing: "ease-in",
565
+ boneRotations: new Map([
566
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.5, -.4, "XYZ")],
567
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
568
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
569
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
570
+ ]),
571
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
572
+ }
573
+ ]
574
+ };
575
+ /**
576
+ * ☳ 진 (Jin) - Thunder Attack 2: Shocking Hammer Fist (충격망치)
577
+ *
578
+ * Downward hammer strike with explosive drop of body weight.
579
+ * Creates stunning impact.
580
+ *
581
+ * Duration: 220ms
582
+ *
583
+ * @korean 진충격망치
584
+ */
585
+ var JIN_SHOCKING_HAMMER_FIST = {
586
+ name: "jin_shocking_hammer_fist",
587
+ koreanName: "진 충격망치",
588
+ duration: .22,
589
+ loop: false,
590
+ type: "attack",
591
+ keyframes: [
592
+ {
593
+ time: 0,
594
+ easing: "ease-out",
595
+ boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-1.4, -.2, -.6, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.6, "XYZ")]]),
596
+ bonePositions: /* @__PURE__ */ new Map()
597
+ },
598
+ {
599
+ time: .09,
600
+ easing: "linear",
601
+ boneRotations: new Map([
602
+ [BoneName.SHOULDER_R, new THREE.Euler(.6, -.1, .6, "XYZ")],
603
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
604
+ [BoneName.SPINE_UPPER, new THREE.Euler(.15, 0, 0, "XYZ")],
605
+ [BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
606
+ ]),
607
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
608
+ },
609
+ {
610
+ time: .22,
611
+ easing: "ease-in",
612
+ boneRotations: new Map([
613
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.4, "XYZ")],
614
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
615
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
616
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
617
+ ]),
618
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
619
+ }
620
+ ]
621
+ };
622
+ /**
623
+ * ☳ 진 (Jin) - Thunder Attack 3: Explosive Knee (폭발무릎)
624
+ *
625
+ * Sudden knee strike with full leg drive and hip thrust.
626
+ * Targets midsection with shocking power.
627
+ *
628
+ * Duration: 280ms
629
+ *
630
+ * @korean 진폭발무릎
631
+ */
632
+ var JIN_EXPLOSIVE_KNEE = {
633
+ name: "jin_explosive_knee",
634
+ koreanName: "진 폭발무릎",
635
+ duration: .28,
636
+ loop: false,
637
+ type: "attack",
638
+ keyframes: [
639
+ {
640
+ time: 0,
641
+ easing: "ease-out",
642
+ boneRotations: new Map([[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")]]),
643
+ bonePositions: /* @__PURE__ */ new Map()
644
+ },
645
+ {
646
+ time: .05,
647
+ easing: "ease-out",
648
+ boneRotations: new Map([[BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(.5, 0, 0, "XYZ")]]),
649
+ bonePositions: /* @__PURE__ */ new Map()
650
+ },
651
+ {
652
+ time: .12,
653
+ easing: "linear",
654
+ boneRotations: new Map([
655
+ [BoneName.KNEE_R, new THREE.Euler(-2.2, 0, 0, "XYZ")],
656
+ [BoneName.HIP_R, new THREE.Euler(.7, 0, 0, "XYZ")],
657
+ [BoneName.PELVIS, new THREE.Euler(-.2, 0, 0, "XYZ")],
658
+ [BoneName.SPINE_LOWER, new THREE.Euler(.15, 0, 0, "XYZ")]
659
+ ]),
660
+ bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, .8)]])
661
+ },
662
+ {
663
+ time: .28,
664
+ easing: "ease-in",
665
+ boneRotations: new Map([
666
+ [BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")],
667
+ [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
668
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
669
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")]
670
+ ]),
671
+ bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0)]])
672
+ }
673
+ ]
674
+ };
675
+ /**
676
+ * ☴ 손 (Son) - Wind Attack 1: Whirlwind Combo (선풍연격 1)
677
+ *
678
+ * Rapid alternating hand strikes maintaining constant pressure.
679
+ * Continuous flowing motion without pause.
680
+ *
681
+ * Duration: 400ms
682
+ *
683
+ * @korean 손선풍연격1
684
+ */
685
+ var SON_WHIRLWIND_COMBO_1 = {
686
+ name: "son_whirlwind_combo_1",
687
+ koreanName: "손 선풍연격 1",
688
+ duration: .4,
689
+ loop: false,
690
+ type: "attack",
691
+ keyframes: [
692
+ {
693
+ time: 0,
694
+ easing: "linear",
695
+ boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")]]),
696
+ bonePositions: /* @__PURE__ */ new Map()
697
+ },
698
+ {
699
+ time: .13,
700
+ easing: "ease-out",
701
+ boneRotations: new Map([
702
+ [BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .3, "XYZ")],
703
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
704
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
705
+ ]),
706
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
707
+ },
708
+ {
709
+ time: .26,
710
+ easing: "ease-out",
711
+ boneRotations: new Map([
712
+ [BoneName.SHOULDER_L, new THREE.Euler(-.1, 0, -.3, "XYZ")],
713
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
714
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")]
715
+ ]),
716
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
717
+ },
718
+ {
719
+ time: .4,
720
+ easing: "ease-in",
721
+ boneRotations: new Map([
722
+ [BoneName.SHOULDER_L, new THREE.Euler(-.2, .3, .2, "XYZ")],
723
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")],
724
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
725
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
726
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
727
+ ]),
728
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
729
+ }
730
+ ]
731
+ };
732
+ /**
733
+ * ☴ 손 (Son) - Wind Attack 2: Pressure Point Chain (연속급소타격)
734
+ *
735
+ * Sequential pressure point strikes flowing from one target to next.
736
+ * Maintains momentum through circular motion.
737
+ *
738
+ * Duration: 380ms
739
+ *
740
+ * @korean 손연속급소타격
741
+ */
742
+ var SON_PRESSURE_POINT_CHAIN = {
743
+ name: "son_pressure_point_chain",
744
+ koreanName: "손 연속급소타격",
745
+ duration: .38,
746
+ loop: false,
747
+ type: "attack",
748
+ keyframes: [
749
+ {
750
+ time: 0,
751
+ easing: "linear",
752
+ boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")]]),
753
+ bonePositions: /* @__PURE__ */ new Map()
754
+ },
755
+ {
756
+ time: .12,
757
+ easing: "linear",
758
+ boneRotations: new Map([
759
+ [BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .3, "XYZ")],
760
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
761
+ [BoneName.WRIST_L, new THREE.Euler(.15, .2, 0, "XYZ")]
762
+ ]),
763
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)]])
764
+ },
765
+ {
766
+ time: .24,
767
+ easing: "linear",
768
+ boneRotations: new Map([
769
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.3, "XYZ")],
770
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
771
+ [BoneName.WRIST_R, new THREE.Euler(.15, -.2, 0, "XYZ")],
772
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")]
773
+ ]),
774
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
775
+ },
776
+ {
777
+ time: .38,
778
+ easing: "ease-in",
779
+ boneRotations: new Map([
780
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")],
781
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.5, "XYZ")],
782
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
783
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
784
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
785
+ ]),
786
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
787
+ }
788
+ ]
789
+ };
790
+ /**
791
+ * ☴ 손 (Son) - Wind Attack 3: Penetrating Palm Rush (관통장타)
792
+ *
793
+ * Multiple palm strikes driving forward with relentless pressure.
794
+ * Each strike flows into the next without stopping.
795
+ *
796
+ * Duration: 420ms
797
+ *
798
+ * @korean 손관통장타
799
+ */
800
+ var SON_PENETRATING_PALM_RUSH = {
801
+ name: "son_penetrating_palm_rush",
802
+ koreanName: "손 관통장타",
803
+ duration: .42,
804
+ loop: false,
805
+ type: "attack",
806
+ keyframes: [
807
+ {
808
+ time: 0,
809
+ easing: "linear",
810
+ boneRotations: new Map([
811
+ [BoneName.SHOULDER_R, new THREE.Euler(-.1, -.4, -.3, "XYZ")],
812
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
813
+ [BoneName.WRIST_R, new THREE.Euler(-.2, 0, 0, "XYZ")]
814
+ ]),
815
+ bonePositions: /* @__PURE__ */ new Map()
816
+ },
817
+ {
818
+ time: .14,
819
+ easing: "linear",
820
+ boneRotations: new Map([
821
+ [BoneName.SHOULDER_R, new THREE.Euler(-.05, 0, .2, "XYZ")],
822
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
823
+ [BoneName.WRIST_R, new THREE.Euler(-.3, 0, 0, "XYZ")]
824
+ ]),
825
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .65)]])
826
+ },
827
+ {
828
+ time: .28,
829
+ easing: "linear",
830
+ boneRotations: new Map([
831
+ [BoneName.SHOULDER_L, new THREE.Euler(-.05, 0, -.2, "XYZ")],
832
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
833
+ [BoneName.WRIST_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
834
+ ]),
835
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .65)]])
836
+ },
837
+ {
838
+ time: .42,
839
+ easing: "ease-in",
840
+ boneRotations: new Map([
841
+ [BoneName.SHOULDER_L, new THREE.Euler(-.1, .4, .3, "XYZ")],
842
+ [BoneName.SHOULDER_R, new THREE.Euler(-.1, -.4, -.3, "XYZ")],
843
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
844
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")]
845
+ ]),
846
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
847
+ }
848
+ ]
849
+ };
850
+ /**
851
+ * ☵ 감 (Gam) - Water Attack 1: Flowing River Strike (유수타격)
852
+ *
853
+ * Circular strike that follows and redirects opponent's energy.
854
+ * Adapts mid-motion to openings.
855
+ *
856
+ * Duration: 340ms
857
+ *
858
+ * @korean 감유수타격
859
+ */
860
+ var GAM_FLOWING_RIVER_STRIKE = {
861
+ name: "gam_flowing_river_strike",
862
+ koreanName: "감 유수타격",
863
+ duration: .34,
864
+ loop: false,
865
+ type: "attack",
866
+ keyframes: [
867
+ {
868
+ time: 0,
869
+ easing: "ease-out",
870
+ boneRotations: new Map([
871
+ [BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .6, "XYZ")],
872
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
873
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
874
+ ]),
875
+ bonePositions: /* @__PURE__ */ new Map()
876
+ },
877
+ {
878
+ time: .17,
879
+ easing: "linear",
880
+ boneRotations: new Map([
881
+ [BoneName.SHOULDER_L, new THREE.Euler(-.1, .9, .7, "XYZ")],
882
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
883
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
884
+ [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
885
+ ]),
886
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .75)]])
887
+ },
888
+ {
889
+ time: .34,
890
+ easing: "ease-in",
891
+ boneRotations: new Map([
892
+ [BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .6, "XYZ")],
893
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
894
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
895
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
896
+ ]),
897
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
898
+ }
899
+ ]
900
+ };
901
+ /**
902
+ * ☵ 감 (Gam) - Water Attack 2: Tidal Wave Palm (파도장타)
903
+ *
904
+ * Sweeping palm strike that flows around defenses.
905
+ * Uses circular motion to bypass guards.
906
+ *
907
+ * Duration: 360ms
908
+ *
909
+ * @korean 감파도장타
910
+ */
911
+ var GAM_TIDAL_WAVE_PALM = {
912
+ name: "gam_tidal_wave_palm",
913
+ koreanName: "감 파도장타",
914
+ duration: .36,
915
+ loop: false,
916
+ type: "attack",
917
+ keyframes: [
918
+ {
919
+ time: 0,
920
+ easing: "ease-out",
921
+ boneRotations: new Map([
922
+ [BoneName.SHOULDER_R, new THREE.Euler(.1, -.8, -.7, "XYZ")],
923
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
924
+ [BoneName.WRIST_R, new THREE.Euler(-.25, 0, 0, "XYZ")]
925
+ ]),
926
+ bonePositions: /* @__PURE__ */ new Map()
927
+ },
928
+ {
929
+ time: .18,
930
+ easing: "linear",
931
+ boneRotations: new Map([
932
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, .5, .5, "XYZ")],
933
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
934
+ [BoneName.WRIST_R, new THREE.Euler(-.35, 0, 0, "XYZ")],
935
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")]
936
+ ]),
937
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
938
+ },
939
+ {
940
+ time: .36,
941
+ easing: "ease-in",
942
+ boneRotations: new Map([
943
+ [BoneName.SHOULDER_R, new THREE.Euler(.1, -.8, -.7, "XYZ")],
944
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
945
+ [BoneName.WRIST_R, new THREE.Euler(-.25, 0, 0, "XYZ")],
946
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
947
+ ]),
948
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
949
+ }
950
+ ]
951
+ };
952
+ /**
953
+ * ☵ 감 (Gam) - Water Attack 3: Whirlpool Counter (소용돌이반격)
954
+ *
955
+ * Spinning strike that uses opponent's momentum against them.
956
+ * Full body rotation for maximum redirection.
957
+ *
958
+ * Duration: 380ms
959
+ *
960
+ * @korean 감소용돌이반격
961
+ */
962
+ var GAM_WHIRLPOOL_COUNTER = {
963
+ name: "gam_whirlpool_counter",
964
+ koreanName: "감 소용돌이반격",
965
+ duration: .38,
966
+ loop: false,
967
+ type: "attack",
968
+ keyframes: [
969
+ {
970
+ time: 0,
971
+ easing: "ease-out",
972
+ boneRotations: new Map([
973
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .6, .5, "XYZ")],
974
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")],
975
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.5, 0, "XYZ")],
976
+ [BoneName.PELVIS, new THREE.Euler(0, -.4, 0, "XYZ")]
977
+ ]),
978
+ bonePositions: /* @__PURE__ */ new Map()
979
+ },
980
+ {
981
+ time: .19,
982
+ easing: "linear",
983
+ boneRotations: new Map([
984
+ [BoneName.SHOULDER_L, new THREE.Euler(-.2, 1, .8, "XYZ")],
985
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
986
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .8, 0, "XYZ")],
987
+ [BoneName.PELVIS, new THREE.Euler(0, .6, 0, "XYZ")]
988
+ ]),
989
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
990
+ },
991
+ {
992
+ time: .38,
993
+ easing: "ease-in",
994
+ boneRotations: new Map([
995
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .6, .5, "XYZ")],
996
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
997
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
998
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
999
+ ]),
1000
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
1001
+ }
1002
+ ]
1003
+ };
1004
+ /**
1005
+ * ☶ 간 (Gan) - Mountain Attack 1: Fortress Counter Strike (요새반격타)
1006
+ *
1007
+ * Solid counter punch from defensive stance with immovable base.
1008
+ * Power generated from stable mountain stance.
1009
+ *
1010
+ * Duration: 300ms
1011
+ *
1012
+ * @korean 간요새반격타
1013
+ */
1014
+ var GAN_FORTRESS_COUNTER_STRIKE = {
1015
+ name: "gan_fortress_counter_strike",
1016
+ koreanName: "간 요새반격타",
1017
+ duration: .3,
1018
+ loop: false,
1019
+ type: "attack",
1020
+ keyframes: [
1021
+ {
1022
+ time: 0,
1023
+ easing: "linear",
1024
+ boneRotations: new Map([
1025
+ [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.4, -.5, "XYZ")],
1026
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
1027
+ [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
1028
+ [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
1029
+ ]),
1030
+ bonePositions: /* @__PURE__ */ new Map()
1031
+ },
1032
+ {
1033
+ time: .15,
1034
+ easing: "ease-out",
1035
+ boneRotations: new Map([
1036
+ [BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .4, "XYZ")],
1037
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
1038
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")],
1039
+ [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
1040
+ [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
1041
+ ]),
1042
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
1043
+ },
1044
+ {
1045
+ time: .3,
1046
+ easing: "ease-in",
1047
+ boneRotations: new Map([
1048
+ [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.4, -.5, "XYZ")],
1049
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
1050
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1051
+ [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
1052
+ [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
1053
+ ]),
1054
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
1055
+ }
1056
+ ]
1057
+ };
1058
+ /**
1059
+ * ☶ 간 (Gan) - Mountain Attack 2: Avalanche Hammer (눈사태망치)
1060
+ *
1061
+ * Powerful overhead strike from high guard position.
1062
+ * Uses gravity and body weight like falling rocks.
1063
+ *
1064
+ * Duration: 350ms
1065
+ *
1066
+ * @korean 간눈사태망치
1067
+ */
1068
+ var GAN_AVALANCHE_HAMMER = {
1069
+ name: "gan_avalanche_hammer",
1070
+ koreanName: "간 눈사태망치",
1071
+ duration: .35,
1072
+ loop: false,
1073
+ type: "attack",
1074
+ keyframes: [
1075
+ {
1076
+ time: 0,
1077
+ easing: "ease-out",
1078
+ boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-1.3, .3, .7, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")]]),
1079
+ bonePositions: /* @__PURE__ */ new Map()
1080
+ },
1081
+ {
1082
+ time: .18,
1083
+ easing: "linear",
1084
+ boneRotations: new Map([
1085
+ [BoneName.SHOULDER_L, new THREE.Euler(.7, .2, .6, "XYZ")],
1086
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
1087
+ [BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
1088
+ [BoneName.PELVIS, new THREE.Euler(.15, 0, 0, "XYZ")]
1089
+ ]),
1090
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
1091
+ },
1092
+ {
1093
+ time: .35,
1094
+ easing: "ease-in",
1095
+ boneRotations: new Map([
1096
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .5, "XYZ")],
1097
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
1098
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1099
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
1100
+ ]),
1101
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
1102
+ }
1103
+ ]
1104
+ };
1105
+ /**
1106
+ * ☶ 간 (Gan) - Mountain Attack 3: Stone Wall Thrust (석벽관통)
1107
+ *
1108
+ * Immovable forward thrust with locked elbow and shoulder.
1109
+ * Unyielding linear force from stable base.
1110
+ *
1111
+ * Duration: 320ms
1112
+ *
1113
+ * @korean 간석벽관통
1114
+ */
1115
+ var GAN_STONE_WALL_THRUST = {
1116
+ name: "gan_stone_wall_thrust",
1117
+ koreanName: "간 석벽관통",
1118
+ duration: .32,
1119
+ loop: false,
1120
+ type: "attack",
1121
+ keyframes: [
1122
+ {
1123
+ time: 0,
1124
+ easing: "linear",
1125
+ boneRotations: new Map([
1126
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
1127
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
1128
+ [BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
1129
+ [BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
1130
+ ]),
1131
+ bonePositions: /* @__PURE__ */ new Map()
1132
+ },
1133
+ {
1134
+ time: .16,
1135
+ easing: "ease-out",
1136
+ boneRotations: new Map([
1137
+ [BoneName.SHOULDER_R, new THREE.Euler(-.15, -.1, .2, "XYZ")],
1138
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
1139
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")],
1140
+ [BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
1141
+ [BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
1142
+ ]),
1143
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
1144
+ },
1145
+ {
1146
+ time: .32,
1147
+ easing: "ease-in",
1148
+ boneRotations: new Map([
1149
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
1150
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1151
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1152
+ [BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
1153
+ [BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
1154
+ ]),
1155
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
1156
+ }
1157
+ ]
1158
+ };
1159
+ /**
1160
+ * ☷ 곤 (Gon) - Earth Attack 1: Ground Sweep Strike (접지쓸기)
1161
+ *
1162
+ * Low sweeping leg attack targeting opponent's base.
1163
+ * Uses grounded center of gravity for stability.
1164
+ *
1165
+ * Duration: 380ms
1166
+ *
1167
+ * @korean 곤접지쓸기
1168
+ */
1169
+ var GON_GROUND_SWEEP_STRIKE = {
1170
+ name: "gon_ground_sweep_strike",
1171
+ koreanName: "곤 접지쓸기",
1172
+ duration: .38,
1173
+ loop: false,
1174
+ type: "attack",
1175
+ keyframes: [
1176
+ {
1177
+ time: 0,
1178
+ easing: "ease-out",
1179
+ boneRotations: new Map([
1180
+ [BoneName.HIP_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
1181
+ [BoneName.KNEE_R, new THREE.Euler(-.9, 0, 0, "XYZ")],
1182
+ [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1183
+ [BoneName.SPINE_LOWER, new THREE.Euler(.2, -.3, 0, "XYZ")]
1184
+ ]),
1185
+ bonePositions: /* @__PURE__ */ new Map()
1186
+ },
1187
+ {
1188
+ time: .19,
1189
+ easing: "linear",
1190
+ boneRotations: new Map([
1191
+ [BoneName.HIP_R, new THREE.Euler(-.1, 0, .5, "XYZ")],
1192
+ [BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
1193
+ [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1194
+ [BoneName.SPINE_LOWER, new THREE.Euler(.2, .4, 0, "XYZ")],
1195
+ [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
1196
+ ]),
1197
+ bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, .8)]])
1198
+ },
1199
+ {
1200
+ time: .38,
1201
+ easing: "ease-in",
1202
+ boneRotations: new Map([
1203
+ [BoneName.HIP_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
1204
+ [BoneName.KNEE_R, new THREE.Euler(-.9, 0, 0, "XYZ")],
1205
+ [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1206
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
1207
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
1208
+ ]),
1209
+ bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)]])
1210
+ }
1211
+ ]
1212
+ };
1213
+ /**
1214
+ * ☷ 곤 (Gon) - Earth Attack 2: Earthquake Stomp (지진발구르기)
1215
+ *
1216
+ * Powerful downward stomp targeting opponent's foot or knee.
1217
+ * Uses full body weight dropped through leg.
1218
+ *
1219
+ * Duration: 320ms
1220
+ *
1221
+ * @korean 곤지진발구르기
1222
+ */
1223
+ var GON_EARTHQUAKE_STOMP = {
1224
+ name: "gon_earthquake_stomp",
1225
+ koreanName: "곤 지진발구르기",
1226
+ duration: .32,
1227
+ loop: false,
1228
+ type: "attack",
1229
+ keyframes: [
1230
+ {
1231
+ time: 0,
1232
+ easing: "ease-out",
1233
+ boneRotations: new Map([
1234
+ [BoneName.HIP_L, new THREE.Euler(.8, 0, 0, "XYZ")],
1235
+ [BoneName.KNEE_L, new THREE.Euler(-1.6, 0, 0, "XYZ")],
1236
+ [BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")]
1237
+ ]),
1238
+ bonePositions: /* @__PURE__ */ new Map()
1239
+ },
1240
+ {
1241
+ time: .16,
1242
+ easing: "linear",
1243
+ boneRotations: new Map([
1244
+ [BoneName.HIP_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
1245
+ [BoneName.KNEE_L, new THREE.Euler(-.2, 0, 0, "XYZ")],
1246
+ [BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
1247
+ [BoneName.SPINE_LOWER, new THREE.Euler(-.15, 0, 0, "XYZ")],
1248
+ [BoneName.PELVIS, new THREE.Euler(-.1, 0, 0, "XYZ")]
1249
+ ]),
1250
+ bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, .7)]])
1251
+ },
1252
+ {
1253
+ time: .32,
1254
+ easing: "ease-in",
1255
+ boneRotations: new Map([
1256
+ [BoneName.HIP_L, new THREE.Euler(-.3, 0, 0, "XYZ")],
1257
+ [BoneName.KNEE_L, new THREE.Euler(-.9, 0, 0, "XYZ")],
1258
+ [BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
1259
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
1260
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
1261
+ ]),
1262
+ bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0)]])
1263
+ }
1264
+ ]
1265
+ };
1266
+ /**
1267
+ * ☷ 곤 (Gon) - Earth Attack 3: Rooting Takedown (뿌리내림꺾기)
1268
+ *
1269
+ * Low grabbing motion transitioning to ground takedown.
1270
+ * Uses low center of gravity to pull opponent down.
1271
+ *
1272
+ * Duration: 450ms
1273
+ *
1274
+ * @korean 곤뿌리내림꺾기
1275
+ */
1276
+ var GON_ROOTING_TAKEDOWN = {
1277
+ name: "gon_rooting_takedown",
1278
+ koreanName: "곤 뿌리내림꺾기",
1279
+ duration: .45,
1280
+ loop: false,
1281
+ type: "attack",
1282
+ keyframes: [
1283
+ {
1284
+ time: 0,
1285
+ easing: "ease-out",
1286
+ boneRotations: new Map([
1287
+ [BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
1288
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
1289
+ [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
1290
+ [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
1291
+ ]),
1292
+ bonePositions: /* @__PURE__ */ new Map()
1293
+ },
1294
+ {
1295
+ time: .18,
1296
+ easing: "linear",
1297
+ boneRotations: new Map([
1298
+ [BoneName.SHOULDER_R, new THREE.Euler(.5, .3, .4, "XYZ")],
1299
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
1300
+ [BoneName.SPINE_LOWER, new THREE.Euler(.3, .2, 0, "XYZ")],
1301
+ [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1302
+ [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
1303
+ ]),
1304
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
1305
+ },
1306
+ {
1307
+ time: .32,
1308
+ easing: "linear",
1309
+ boneRotations: new Map([
1310
+ [BoneName.SHOULDER_R, new THREE.Euler(.6, .5, .6, "XYZ")],
1311
+ [BoneName.SHOULDER_L, new THREE.Euler(.6, -.5, -.6, "XYZ")],
1312
+ [BoneName.SPINE_LOWER, new THREE.Euler(.4, .3, 0, "XYZ")],
1313
+ [BoneName.PELVIS, new THREE.Euler(.2, 0, 0, "XYZ")]
1314
+ ]),
1315
+ bonePositions: /* @__PURE__ */ new Map()
1316
+ },
1317
+ {
1318
+ time: .38,
1319
+ easing: "ease-out",
1320
+ boneRotations: new Map([
1321
+ [BoneName.SHOULDER_R, new THREE.Euler(.8, .3, .4, "XYZ")],
1322
+ [BoneName.SHOULDER_L, new THREE.Euler(.8, -.3, -.4, "XYZ")],
1323
+ [BoneName.SPINE_LOWER, new THREE.Euler(.6, .2, 0, "XYZ")],
1324
+ [BoneName.PELVIS, new THREE.Euler(.3, 0, 0, "XYZ")],
1325
+ [BoneName.KNEE_L, new THREE.Euler(-1.5, 0, 0, "XYZ")],
1326
+ [BoneName.KNEE_R, new THREE.Euler(-1.5, 0, 0, "XYZ")]
1327
+ ]),
1328
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, .3)]])
1329
+ },
1330
+ {
1331
+ time: .45,
1332
+ easing: "ease-in",
1333
+ boneRotations: new Map([
1334
+ [BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
1335
+ [BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
1336
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
1337
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
1338
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
1339
+ [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
1340
+ [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
1341
+ ]),
1342
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
1343
+ }
1344
+ ]
1345
+ };
1346
+ /**
1347
+ * ☰ 건 (Geon) - Heaven Attack 4: Descending Hammer (천둥망치)
1348
+ *
1349
+ * Overhead hammer fist strike with full body weight.
1350
+ * Targets crown, collarbone, or shoulder with devastating force.
1351
+ *
1352
+ * @korean 건천둥망치
1353
+ */
1354
+ var GEON_DESCENDING_HAMMER = {
1355
+ name: "geon_descending_hammer",
1356
+ koreanName: "건 천둥망치",
1357
+ duration: .4,
1358
+ loop: false,
1359
+ type: "attack",
1360
+ keyframes: [
1361
+ {
1362
+ time: 0,
1363
+ easing: "ease-out",
1364
+ boneRotations: new Map([
1365
+ [BoneName.SHOULDER_R, new THREE.Euler(-1.5, 0, -.3, "XYZ")],
1366
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
1367
+ [BoneName.SPINE_UPPER, new THREE.Euler(-.2, 0, 0, "XYZ")],
1368
+ [BoneName.PELVIS, new THREE.Euler(-.1, 0, 0, "XYZ")]
1369
+ ]),
1370
+ bonePositions: /* @__PURE__ */ new Map()
1371
+ },
1372
+ {
1373
+ time: .2,
1374
+ easing: "linear",
1375
+ boneRotations: new Map([
1376
+ [BoneName.SHOULDER_R, new THREE.Euler(.9, 0, .5, "XYZ")],
1377
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
1378
+ [BoneName.SPINE_UPPER, new THREE.Euler(.3, 0, 0, "XYZ")],
1379
+ [BoneName.PELVIS, new THREE.Euler(.15, 0, 0, "XYZ")]
1380
+ ]),
1381
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, -.3, .8)]])
1382
+ },
1383
+ {
1384
+ time: .4,
1385
+ easing: "ease-in",
1386
+ boneRotations: new Map([
1387
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
1388
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1389
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1390
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
1391
+ ]),
1392
+ bonePositions: /* @__PURE__ */ new Map()
1393
+ }
1394
+ ]
1395
+ };
1396
+ /**
1397
+ * ☰ 건 (Geon) - Heaven Attack 5: Splitting Palm (천지분리장)
1398
+ *
1399
+ * Powerful downward palm strike splitting through defenses.
1400
+ * Uses both hands in coordinated descending motion.
1401
+ *
1402
+ * @korean 건천지분리장
1403
+ */
1404
+ var GEON_SPLITTING_PALM = {
1405
+ name: "geon_splitting_palm",
1406
+ koreanName: "건 천지분리장",
1407
+ duration: .38,
1408
+ loop: false,
1409
+ type: "attack",
1410
+ keyframes: [
1411
+ {
1412
+ time: 0,
1413
+ easing: "ease-out",
1414
+ boneRotations: new Map([
1415
+ [BoneName.SHOULDER_R, new THREE.Euler(-1.2, -.2, -.4, "XYZ")],
1416
+ [BoneName.SHOULDER_L, new THREE.Euler(-1.2, .2, .4, "XYZ")],
1417
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
1418
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")]
1419
+ ]),
1420
+ bonePositions: /* @__PURE__ */ new Map()
1421
+ },
1422
+ {
1423
+ time: .18,
1424
+ easing: "linear",
1425
+ boneRotations: new Map([
1426
+ [BoneName.SHOULDER_R, new THREE.Euler(.5, 0, .3, "XYZ")],
1427
+ [BoneName.SHOULDER_L, new THREE.Euler(.5, 0, -.3, "XYZ")],
1428
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
1429
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
1430
+ [BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")]
1431
+ ]),
1432
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.2, 0, .9)], [BoneName.HAND_L, new THREE.Vector3(-.2, 0, .9)]])
1433
+ },
1434
+ {
1435
+ time: .38,
1436
+ easing: "ease-in",
1437
+ boneRotations: new Map([
1438
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
1439
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
1440
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1441
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
1442
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
1443
+ ]),
1444
+ bonePositions: /* @__PURE__ */ new Map()
1445
+ }
1446
+ ]
1447
+ };
1448
+ /**
1449
+ * ☱ 태 (Tae) - Lake Attack 4: Rippling Elbow (물결팔꿈치)
1450
+ *
1451
+ * Flowing elbow strike following circular motion.
1452
+ * Water-like adaptation to opponent's position.
1453
+ *
1454
+ * @korean 태물결팔꿈치
1455
+ */
1456
+ var TAE_RIPPLING_ELBOW = {
1457
+ name: "tae_rippling_elbow",
1458
+ koreanName: "태 물결팔꿈치",
1459
+ duration: .35,
1460
+ loop: false,
1461
+ type: "attack",
1462
+ keyframes: [
1463
+ {
1464
+ time: 0,
1465
+ easing: "ease-out",
1466
+ boneRotations: new Map([
1467
+ [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.8, -.3, "XYZ")],
1468
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
1469
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
1470
+ ]),
1471
+ bonePositions: /* @__PURE__ */ new Map()
1472
+ },
1473
+ {
1474
+ time: .15,
1475
+ easing: "linear",
1476
+ boneRotations: new Map([
1477
+ [BoneName.SHOULDER_R, new THREE.Euler(.3, .5, .5, "XYZ")],
1478
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, "XYZ")],
1479
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
1480
+ [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
1481
+ ]),
1482
+ bonePositions: /* @__PURE__ */ new Map()
1483
+ },
1484
+ {
1485
+ time: .35,
1486
+ easing: "ease-in",
1487
+ boneRotations: new Map([
1488
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
1489
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
1490
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1491
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
1492
+ ]),
1493
+ bonePositions: /* @__PURE__ */ new Map()
1494
+ }
1495
+ ]
1496
+ };
1497
+ /**
1498
+ * ☱ 태 (Tae) - Lake Attack 5: Finger Lock Twist (손가락잠금비틀기)
1499
+ *
1500
+ * Quick finger grab transitioning to painful twist.
1501
+ * Targets small joints for control.
1502
+ *
1503
+ * @korean 태손가락잠금비틀기
1504
+ */
1505
+ var TAE_FINGER_LOCK_TWIST = {
1506
+ name: "tae_finger_lock_twist",
1507
+ koreanName: "태 손가락잠금비틀기",
1508
+ duration: .4,
1509
+ loop: false,
1510
+ type: "attack",
1511
+ keyframes: [
1512
+ {
1513
+ time: 0,
1514
+ easing: "ease-out",
1515
+ boneRotations: new Map([
1516
+ [BoneName.SHOULDER_R, new THREE.Euler(.2, 0, -.3, "XYZ")],
1517
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
1518
+ [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")]
1519
+ ]),
1520
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .4)]])
1521
+ },
1522
+ {
1523
+ time: .15,
1524
+ easing: "linear",
1525
+ boneRotations: new Map([
1526
+ [BoneName.SHOULDER_R, new THREE.Euler(.3, .2, 0, "XYZ")],
1527
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
1528
+ [BoneName.WRIST_R, new THREE.Euler(.5, 0, 0, "XYZ")]
1529
+ ]),
1530
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .5)]])
1531
+ },
1532
+ {
1533
+ time: .28,
1534
+ easing: "linear",
1535
+ boneRotations: new Map([
1536
+ [BoneName.SHOULDER_R, new THREE.Euler(.4, .5, .3, "XYZ")],
1537
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
1538
+ [BoneName.WRIST_R, new THREE.Euler(1.2, .3, 0, "XYZ")],
1539
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
1540
+ ]),
1541
+ bonePositions: /* @__PURE__ */ new Map()
1542
+ },
1543
+ {
1544
+ time: .4,
1545
+ easing: "ease-in",
1546
+ boneRotations: new Map([
1547
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")],
1548
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1549
+ [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
1550
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
1551
+ ]),
1552
+ bonePositions: /* @__PURE__ */ new Map()
1553
+ }
1554
+ ]
1555
+ };
1556
+ /**
1557
+ * ☲ 리 (Li) - Fire Attack 4: Temple Spike (관자놀이찌르기)
1558
+ *
1559
+ * Precise strike to temple pressure point.
1560
+ * Targets temporal artery for knockout.
1561
+ *
1562
+ * @korean 리관자놀이찌르기
1563
+ */
1564
+ var LI_TEMPLE_SPIKE = {
1565
+ name: "li_temple_spike",
1566
+ koreanName: "리 관자놀이찌르기",
1567
+ duration: .28,
1568
+ loop: false,
1569
+ type: "attack",
1570
+ keyframes: [
1571
+ {
1572
+ time: 0,
1573
+ easing: "ease-out",
1574
+ boneRotations: new Map([
1575
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
1576
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
1577
+ [BoneName.WRIST_R, new THREE.Euler(-.3, 0, 0, "XYZ")]
1578
+ ]),
1579
+ bonePositions: /* @__PURE__ */ new Map()
1580
+ },
1581
+ {
1582
+ time: .12,
1583
+ easing: "linear",
1584
+ boneRotations: new Map([
1585
+ [BoneName.SHOULDER_R, new THREE.Euler(.4, .3, .2, "XYZ")],
1586
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
1587
+ [BoneName.WRIST_R, new THREE.Euler(.5, 0, 0, "XYZ")],
1588
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
1589
+ ]),
1590
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.3, .4, .7)]])
1591
+ },
1592
+ {
1593
+ time: .28,
1594
+ easing: "ease-in",
1595
+ boneRotations: new Map([
1596
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
1597
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
1598
+ [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
1599
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
1600
+ ]),
1601
+ bonePositions: /* @__PURE__ */ new Map()
1602
+ }
1603
+ ]
1604
+ };
1605
+ /**
1606
+ * ☲ 리 (Li) - Fire Attack 5: Blazing Nerve Chain (연속혈도타격)
1607
+ *
1608
+ * Rapid consecutive strikes to multiple nerve points.
1609
+ * Fire-like speed targeting meridian lines.
1610
+ *
1611
+ * @korean 리연속혈도타격
1612
+ */
1613
+ var LI_BLAZING_NERVE_CHAIN = {
1614
+ name: "li_blazing_nerve_chain",
1615
+ koreanName: "리 연속혈도타격",
1616
+ duration: .35,
1617
+ loop: false,
1618
+ type: "attack",
1619
+ keyframes: [
1620
+ {
1621
+ time: 0,
1622
+ easing: "ease-out",
1623
+ boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
1624
+ bonePositions: /* @__PURE__ */ new Map()
1625
+ },
1626
+ {
1627
+ time: .08,
1628
+ easing: "linear",
1629
+ boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")]]),
1630
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
1631
+ },
1632
+ {
1633
+ time: .16,
1634
+ easing: "linear",
1635
+ boneRotations: new Map([
1636
+ [BoneName.SHOULDER_L, new THREE.Euler(.3, 0, -.2, "XYZ")],
1637
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
1638
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.2, "XYZ")]
1639
+ ]),
1640
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, .2, .6)]])
1641
+ },
1642
+ {
1643
+ time: .24,
1644
+ easing: "linear",
1645
+ boneRotations: new Map([
1646
+ [BoneName.SHOULDER_R, new THREE.Euler(.4, .2, .3, "XYZ")],
1647
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
1648
+ [BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .2, "XYZ")]
1649
+ ]),
1650
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, .4, .7)]])
1651
+ },
1652
+ {
1653
+ time: .35,
1654
+ easing: "ease-in",
1655
+ boneRotations: new Map([
1656
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
1657
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1658
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
1659
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")]
1660
+ ]),
1661
+ bonePositions: /* @__PURE__ */ new Map()
1662
+ }
1663
+ ]
1664
+ };
1665
+ /**
1666
+ * ☳ 진 (Jin) - Thunder Attack 4: Thunder Clap Palm (뇌명장)
1667
+ *
1668
+ * Explosive double palm strike like thunderclap.
1669
+ * Creates shockwave-like impact.
1670
+ *
1671
+ * @korean 진뇌명장
1672
+ */
1673
+ var JIN_THUNDER_CLAP_PALM = {
1674
+ name: "jin_thunder_clap_palm",
1675
+ koreanName: "진 뇌명장",
1676
+ duration: .32,
1677
+ loop: false,
1678
+ type: "attack",
1679
+ keyframes: [
1680
+ {
1681
+ time: 0,
1682
+ easing: "ease-out",
1683
+ boneRotations: new Map([
1684
+ [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.8, -.4, "XYZ")],
1685
+ [BoneName.SHOULDER_L, new THREE.Euler(-.5, .8, .4, "XYZ")],
1686
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
1687
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")],
1688
+ [BoneName.SPINE_UPPER, new THREE.Euler(-.1, 0, 0, "XYZ")]
1689
+ ]),
1690
+ bonePositions: /* @__PURE__ */ new Map()
1691
+ },
1692
+ {
1693
+ time: .15,
1694
+ easing: "linear",
1695
+ boneRotations: new Map([
1696
+ [BoneName.SHOULDER_R, new THREE.Euler(.3, .2, .3, "XYZ")],
1697
+ [BoneName.SHOULDER_L, new THREE.Euler(.3, -.2, -.3, "XYZ")],
1698
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
1699
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
1700
+ [BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
1701
+ [BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
1702
+ ]),
1703
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .8)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .8)]])
1704
+ },
1705
+ {
1706
+ time: .32,
1707
+ easing: "ease-in",
1708
+ boneRotations: new Map([
1709
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
1710
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .4, .3, "XYZ")],
1711
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1712
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
1713
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1714
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
1715
+ ]),
1716
+ bonePositions: /* @__PURE__ */ new Map()
1717
+ }
1718
+ ]
1719
+ };
1720
+ /**
1721
+ * ☳ 진 (Jin) - Thunder Attack 5: Shocking Low Kick (벽력하단차기)
1722
+ *
1723
+ * Explosive low kick targeting knee or thigh.
1724
+ * Sudden burst of power to destabilize opponent.
1725
+ *
1726
+ * @korean 진벽력하단차기
1727
+ */
1728
+ var JIN_SHOCKING_LOW_KICK = {
1729
+ name: "jin_shocking_low_kick",
1730
+ koreanName: "진 벽력하단차기",
1731
+ duration: .3,
1732
+ loop: false,
1733
+ type: "attack",
1734
+ keyframes: [
1735
+ {
1736
+ time: 0,
1737
+ easing: "ease-out",
1738
+ boneRotations: new Map([
1739
+ [BoneName.HIP_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
1740
+ [BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")],
1741
+ [BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
1742
+ ]),
1743
+ bonePositions: /* @__PURE__ */ new Map()
1744
+ },
1745
+ {
1746
+ time: .12,
1747
+ easing: "linear",
1748
+ boneRotations: new Map([
1749
+ [BoneName.HIP_R, new THREE.Euler(.6, .5, .3, "XYZ")],
1750
+ [BoneName.KNEE_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
1751
+ [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")],
1752
+ [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")]
1753
+ ]),
1754
+ bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(.3, 0, .7)]])
1755
+ },
1756
+ {
1757
+ time: .3,
1758
+ easing: "ease-in",
1759
+ boneRotations: new Map([
1760
+ [BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
1761
+ [BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
1762
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
1763
+ [BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
1764
+ ]),
1765
+ bonePositions: /* @__PURE__ */ new Map()
1766
+ }
1767
+ ]
1768
+ };
1769
+ /**
1770
+ * ☴ 손 (Son) - Wind Attack 4: Gale Force Rush (폭풍돌진)
1771
+ *
1772
+ * Continuous forward pressure with rapid strikes.
1773
+ * Wind-like persistence overwhelming defense.
1774
+ *
1775
+ * @korean 손폭풍돌진
1776
+ */
1777
+ var SON_GALE_FORCE_RUSH = {
1778
+ name: "son_gale_force_rush",
1779
+ koreanName: "손 폭풍돌진",
1780
+ duration: .45,
1781
+ loop: false,
1782
+ type: "attack",
1783
+ keyframes: [
1784
+ {
1785
+ time: 0,
1786
+ easing: "ease-out",
1787
+ boneRotations: new Map([
1788
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
1789
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1790
+ [BoneName.SPINE_UPPER, new THREE.Euler(.1, 0, 0, "XYZ")]
1791
+ ]),
1792
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .1)]])
1793
+ },
1794
+ {
1795
+ time: .1,
1796
+ easing: "linear",
1797
+ boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")]]),
1798
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .2)]])
1799
+ },
1800
+ {
1801
+ time: .2,
1802
+ easing: "linear",
1803
+ boneRotations: new Map([
1804
+ [BoneName.SHOULDER_L, new THREE.Euler(.3, 0, -.2, "XYZ")],
1805
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
1806
+ [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.2, "XYZ")]
1807
+ ]),
1808
+ bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .3)]])
1809
+ },
1810
+ {
1811
+ time: .3,
1812
+ easing: "linear",
1813
+ boneRotations: new Map([
1814
+ [BoneName.SHOULDER_R, new THREE.Euler(.4, .2, .3, "XYZ")],
1815
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
1816
+ [BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .2, "XYZ")]
1817
+ ]),
1818
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .4)]])
1819
+ },
1820
+ {
1821
+ time: .45,
1822
+ easing: "ease-in",
1823
+ boneRotations: new Map([
1824
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
1825
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1826
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
1827
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
1828
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
1829
+ ]),
1830
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
1831
+ }
1832
+ ]
1833
+ };
1834
+ /**
1835
+ * ☴ 손 (Son) - Wind Attack 5: Cutting Wind Palm (절풍장)
1836
+ *
1837
+ * Sharp horizontal palm slice like cutting wind.
1838
+ * Targets throat or brachial plexus.
1839
+ *
1840
+ * @korean 손절풍장
1841
+ */
1842
+ var SON_CUTTING_WIND_PALM = {
1843
+ name: "son_cutting_wind_palm",
1844
+ koreanName: "손 절풍장",
1845
+ duration: .3,
1846
+ loop: false,
1847
+ type: "attack",
1848
+ keyframes: [
1849
+ {
1850
+ time: 0,
1851
+ easing: "ease-out",
1852
+ boneRotations: new Map([
1853
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.8, -.4, "XYZ")],
1854
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .6, "XYZ")],
1855
+ [BoneName.WRIST_R, new THREE.Euler(0, -.5, 0, "XYZ")],
1856
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
1857
+ ]),
1858
+ bonePositions: /* @__PURE__ */ new Map()
1859
+ },
1860
+ {
1861
+ time: .12,
1862
+ easing: "linear",
1863
+ boneRotations: new Map([
1864
+ [BoneName.SHOULDER_R, new THREE.Euler(.2, .6, .3, "XYZ")],
1865
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
1866
+ [BoneName.WRIST_R, new THREE.Euler(0, .3, 0, "XYZ")],
1867
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
1868
+ [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
1869
+ ]),
1870
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.4, .3, .6)]])
1871
+ },
1872
+ {
1873
+ time: .3,
1874
+ easing: "ease-in",
1875
+ boneRotations: new Map([
1876
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
1877
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1878
+ [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
1879
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1880
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
1881
+ ]),
1882
+ bonePositions: /* @__PURE__ */ new Map()
1883
+ }
1884
+ ]
1885
+ };
1886
+ /**
1887
+ * ☵ 감 (Gam) - Water Attack 4: Undertow Pull (역류당기기)
1888
+ *
1889
+ * Grabbing motion pulling opponent off balance.
1890
+ * Uses water-like redirection of force.
1891
+ *
1892
+ * @korean 감역류당기기
1893
+ */
1894
+ var GAM_UNDERTOW_PULL = {
1895
+ name: "gam_undertow_pull",
1896
+ koreanName: "감 역류당기기",
1897
+ duration: .4,
1898
+ loop: false,
1899
+ type: "attack",
1900
+ keyframes: [
1901
+ {
1902
+ time: 0,
1903
+ easing: "ease-out",
1904
+ boneRotations: new Map([
1905
+ [BoneName.SHOULDER_R, new THREE.Euler(.3, 0, -.2, "XYZ")],
1906
+ [BoneName.SHOULDER_L, new THREE.Euler(.3, 0, .2, "XYZ")],
1907
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
1908
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]
1909
+ ]),
1910
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .5)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .5)]])
1911
+ },
1912
+ {
1913
+ time: .18,
1914
+ easing: "linear",
1915
+ boneRotations: new Map([
1916
+ [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.3, -.4, "XYZ")],
1917
+ [BoneName.SHOULDER_L, new THREE.Euler(-.4, .3, .4, "XYZ")],
1918
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
1919
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
1920
+ [BoneName.SPINE_LOWER, new THREE.Euler(-.2, 0, 0, "XYZ")],
1921
+ [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
1922
+ [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
1923
+ ]),
1924
+ bonePositions: /* @__PURE__ */ new Map()
1925
+ },
1926
+ {
1927
+ time: .4,
1928
+ easing: "ease-in",
1929
+ boneRotations: new Map([
1930
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
1931
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
1932
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1933
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
1934
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
1935
+ [BoneName.KNEE_L, new THREE.Euler(-.2, 0, 0, "XYZ")],
1936
+ [BoneName.KNEE_R, new THREE.Euler(-.2, 0, 0, "XYZ")]
1937
+ ]),
1938
+ bonePositions: /* @__PURE__ */ new Map()
1939
+ }
1940
+ ]
1941
+ };
1942
+ /**
1943
+ * ☵ 감 (Gam) - Water Attack 5: Splash Knee (파도무릎)
1944
+ *
1945
+ * Rising knee strike with wave-like motion.
1946
+ * Flows through opponent's guard.
1947
+ *
1948
+ * @korean 감파도무릎
1949
+ */
1950
+ var GAM_SPLASH_KNEE = {
1951
+ name: "gam_splash_knee",
1952
+ koreanName: "감 파도무릎",
1953
+ duration: .35,
1954
+ loop: false,
1955
+ type: "attack",
1956
+ keyframes: [
1957
+ {
1958
+ time: 0,
1959
+ easing: "ease-out",
1960
+ boneRotations: new Map([
1961
+ [BoneName.HIP_R, new THREE.Euler(-.2, .3, 0, "XYZ")],
1962
+ [BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")],
1963
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
1964
+ ]),
1965
+ bonePositions: /* @__PURE__ */ new Map()
1966
+ },
1967
+ {
1968
+ time: .07,
1969
+ easing: "ease-out",
1970
+ boneRotations: new Map([
1971
+ [BoneName.HIP_R, new THREE.Euler(.3, .3, 0, "XYZ")],
1972
+ [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1973
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
1974
+ ]),
1975
+ bonePositions: /* @__PURE__ */ new Map()
1976
+ },
1977
+ {
1978
+ time: .15,
1979
+ easing: "linear",
1980
+ boneRotations: new Map([
1981
+ [BoneName.HIP_R, new THREE.Euler(.8, .2, 0, "XYZ")],
1982
+ [BoneName.KNEE_R, new THREE.Euler(-1.4, 0, 0, "XYZ")],
1983
+ [BoneName.PELVIS, new THREE.Euler(.15, .2, 0, "XYZ")],
1984
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")],
1985
+ [BoneName.KNEE_L, new THREE.Euler(-.4, 0, 0, "XYZ")]
1986
+ ]),
1987
+ bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(.2, .4, .5)]])
1988
+ },
1989
+ {
1990
+ time: .35,
1991
+ easing: "ease-in",
1992
+ boneRotations: new Map([
1993
+ [BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
1994
+ [BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
1995
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
1996
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1997
+ [BoneName.KNEE_L, new THREE.Euler(-.2, 0, 0, "XYZ")]
1998
+ ]),
1999
+ bonePositions: /* @__PURE__ */ new Map()
2000
+ }
2001
+ ]
2002
+ };
2003
+ /**
2004
+ * ☶ 간 (Gan) - Mountain Attack 4: Iron Wall Block Strike (철벽반격)
2005
+ *
2006
+ * Heavy block transitioning to counter punch.
2007
+ * Immovable defense becoming offense.
2008
+ *
2009
+ * @korean 간철벽반격
2010
+ */
2011
+ var GAN_IRON_WALL_BLOCK_STRIKE = {
2012
+ name: "gan_iron_wall_block_strike",
2013
+ koreanName: "간 철벽반격",
2014
+ duration: .4,
2015
+ loop: false,
2016
+ type: "attack",
2017
+ keyframes: [
2018
+ {
2019
+ time: 0,
2020
+ easing: "ease-out",
2021
+ boneRotations: new Map([
2022
+ [BoneName.SHOULDER_L, new THREE.Euler(-.5, .6, .8, "XYZ")],
2023
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.8, "XYZ")],
2024
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
2025
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
2026
+ [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
2027
+ [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
2028
+ ]),
2029
+ bonePositions: /* @__PURE__ */ new Map()
2030
+ },
2031
+ {
2032
+ time: .18,
2033
+ easing: "linear",
2034
+ boneRotations: new Map([
2035
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .4, "XYZ")],
2036
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
2037
+ [BoneName.SHOULDER_R, new THREE.Euler(.5, 0, .3, "XYZ")],
2038
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
2039
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")],
2040
+ [BoneName.PELVIS, new THREE.Euler(0, .2, 0, "XYZ")]
2041
+ ]),
2042
+ bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
2043
+ },
2044
+ {
2045
+ time: .4,
2046
+ easing: "ease-in",
2047
+ boneRotations: new Map([
2048
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
2049
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
2050
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
2051
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
2052
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
2053
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
2054
+ [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
2055
+ [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
2056
+ ]),
2057
+ bonePositions: /* @__PURE__ */ new Map()
2058
+ }
2059
+ ]
2060
+ };
2061
+ /**
2062
+ * ☶ 간 (Gan) - Mountain Attack 5: Boulder Drop Elbow (낙석팔꿈치)
2063
+ *
2064
+ * Heavy descending elbow strike.
2065
+ * Mountain's weight crashing down.
2066
+ *
2067
+ * @korean 간낙석팔꿈치
2068
+ */
2069
+ var GAN_BOULDER_DROP_ELBOW = {
2070
+ name: "gan_boulder_drop_elbow",
2071
+ koreanName: "간 낙석팔꿈치",
2072
+ duration: .35,
2073
+ loop: false,
2074
+ type: "attack",
2075
+ keyframes: [
2076
+ {
2077
+ time: 0,
2078
+ easing: "ease-out",
2079
+ boneRotations: new Map([
2080
+ [BoneName.SHOULDER_R, new THREE.Euler(-1.2, 0, -.3, "XYZ")],
2081
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, "XYZ")],
2082
+ [BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
2083
+ [BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
2084
+ ]),
2085
+ bonePositions: /* @__PURE__ */ new Map()
2086
+ },
2087
+ {
2088
+ time: .15,
2089
+ easing: "linear",
2090
+ boneRotations: new Map([
2091
+ [BoneName.SHOULDER_R, new THREE.Euler(.6, 0, .4, "XYZ")],
2092
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
2093
+ [BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
2094
+ [BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
2095
+ ]),
2096
+ bonePositions: /* @__PURE__ */ new Map()
2097
+ },
2098
+ {
2099
+ time: .35,
2100
+ easing: "ease-in",
2101
+ boneRotations: new Map([
2102
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
2103
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
2104
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
2105
+ [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
2106
+ [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
2107
+ [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
2108
+ ]),
2109
+ bonePositions: /* @__PURE__ */ new Map()
2110
+ }
2111
+ ]
2112
+ };
2113
+ /**
2114
+ * ☷ 곤 (Gon) - Earth Attack 4: Quicksand Grab (유사잡기)
2115
+ *
2116
+ * Low grabbing attack pulling opponent into ground.
2117
+ * Earth swallowing motion.
2118
+ *
2119
+ * @korean 곤유사잡기
2120
+ */
2121
+ var GON_QUICKSAND_GRAB = {
2122
+ name: "gon_quicksand_grab",
2123
+ koreanName: "곤 유사잡기",
2124
+ duration: .45,
2125
+ loop: false,
2126
+ type: "attack",
2127
+ keyframes: [
2128
+ {
2129
+ time: 0,
2130
+ easing: "ease-out",
2131
+ boneRotations: new Map([
2132
+ [BoneName.SHOULDER_R, new THREE.Euler(.4, 0, -.2, "XYZ")],
2133
+ [BoneName.SHOULDER_L, new THREE.Euler(.4, 0, .2, "XYZ")],
2134
+ [BoneName.SPINE_LOWER, new THREE.Euler(.3, 0, 0, "XYZ")],
2135
+ [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
2136
+ [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
2137
+ ]),
2138
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, 0)]])
2139
+ },
2140
+ {
2141
+ time: .2,
2142
+ easing: "linear",
2143
+ boneRotations: new Map([
2144
+ [BoneName.SHOULDER_R, new THREE.Euler(.6, .3, .3, "XYZ")],
2145
+ [BoneName.SHOULDER_L, new THREE.Euler(.6, -.3, -.3, "XYZ")],
2146
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
2147
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
2148
+ [BoneName.SPINE_LOWER, new THREE.Euler(.4, 0, 0, "XYZ")]
2149
+ ]),
2150
+ bonePositions: new Map([
2151
+ [BoneName.HAND_R, new THREE.Vector3(.2, -.2, .6)],
2152
+ [BoneName.HAND_L, new THREE.Vector3(-.2, -.2, .6)],
2153
+ [BoneName.PELVIS, new THREE.Vector3(0, -.4, 0)]
2154
+ ])
2155
+ },
2156
+ {
2157
+ time: .35,
2158
+ easing: "linear",
2159
+ boneRotations: new Map([
2160
+ [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
2161
+ [BoneName.SHOULDER_L, new THREE.Euler(-.3, .4, .3, "XYZ")],
2162
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
2163
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
2164
+ [BoneName.SPINE_LOWER, new THREE.Euler(.2, 0, 0, "XYZ")]
2165
+ ]),
2166
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
2167
+ },
2168
+ {
2169
+ time: .45,
2170
+ easing: "ease-in",
2171
+ boneRotations: new Map([
2172
+ [BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
2173
+ [BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
2174
+ [BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
2175
+ [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
2176
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
2177
+ [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
2178
+ [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
2179
+ ]),
2180
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
2181
+ }
2182
+ ]
2183
+ };
2184
+ /**
2185
+ * ☷ 곤 (Gon) - Earth Attack 5: Tectonic Slam (지각충돌)
2186
+ *
2187
+ * Full body slam using low center of gravity.
2188
+ * Earth plate collision force.
2189
+ *
2190
+ * @korean 곤지각충돌
2191
+ */
2192
+ var GON_TECTONIC_SLAM = {
2193
+ name: "gon_tectonic_slam",
2194
+ koreanName: "곤 지각충돌",
2195
+ duration: .5,
2196
+ loop: false,
2197
+ type: "attack",
2198
+ keyframes: [
2199
+ {
2200
+ time: 0,
2201
+ easing: "ease-out",
2202
+ boneRotations: new Map([
2203
+ [BoneName.SPINE_LOWER, new THREE.Euler(.2, 0, 0, "XYZ")],
2204
+ [BoneName.KNEE_L, new THREE.Euler(-1, 0, 0, "XYZ")],
2205
+ [BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
2206
+ [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.5, -.5, "XYZ")],
2207
+ [BoneName.SHOULDER_L, new THREE.Euler(-.4, .5, .5, "XYZ")]
2208
+ ]),
2209
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
2210
+ },
2211
+ {
2212
+ time: .2,
2213
+ easing: "linear",
2214
+ boneRotations: new Map([
2215
+ [BoneName.SPINE_LOWER, new THREE.Euler(.4, .3, 0, "XYZ")],
2216
+ [BoneName.SPINE_UPPER, new THREE.Euler(.3, .2, 0, "XYZ")],
2217
+ [BoneName.SHOULDER_R, new THREE.Euler(.5, .3, .4, "XYZ")],
2218
+ [BoneName.SHOULDER_L, new THREE.Euler(.5, -.3, -.4, "XYZ")],
2219
+ [BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
2220
+ [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
2221
+ ]),
2222
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.1, .5)]])
2223
+ },
2224
+ {
2225
+ time: .35,
2226
+ easing: "linear",
2227
+ boneRotations: new Map([
2228
+ [BoneName.SPINE_LOWER, new THREE.Euler(.5, .4, 0, "XYZ")],
2229
+ [BoneName.SPINE_UPPER, new THREE.Euler(.4, .3, 0, "XYZ")],
2230
+ [BoneName.SHOULDER_R, new THREE.Euler(.6, .5, .5, "XYZ")],
2231
+ [BoneName.SHOULDER_L, new THREE.Euler(.6, -.5, -.5, "XYZ")]
2232
+ ]),
2233
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .8)]])
2234
+ },
2235
+ {
2236
+ time: .5,
2237
+ easing: "ease-in",
2238
+ boneRotations: new Map([
2239
+ [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
2240
+ [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
2241
+ [BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
2242
+ [BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
2243
+ [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
2244
+ [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
2245
+ ]),
2246
+ bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
2247
+ }
2248
+ ]
2249
+ };
2250
+ new Map([
2251
+ [TrigramStance.GEON, [
2252
+ GEON_BONE_BREAKING_STRIKE_1,
2253
+ GEON_THUNDEROUS_UPPERCUT,
2254
+ GEON_CRUSHING_ELBOW,
2255
+ GEON_DESCENDING_HAMMER,
2256
+ GEON_SPLITTING_PALM
2257
+ ]],
2258
+ [TrigramStance.TAE, [
2259
+ TAE_WRIST_LOCK_STRIKE,
2260
+ TAE_FLOWING_ARM_BAR,
2261
+ TAE_SPIRAL_SHOULDER_THROW,
2262
+ TAE_RIPPLING_ELBOW,
2263
+ TAE_FINGER_LOCK_TWIST
2264
+ ]],
2265
+ [TrigramStance.LI, [
2266
+ LI_BURNING_FINGER_STRIKE_1,
2267
+ LI_SOLAR_PLEXUS_SPEAR,
2268
+ LI_PHOENIX_EYE_STRIKE,
2269
+ LI_TEMPLE_SPIKE,
2270
+ LI_BLAZING_NERVE_CHAIN
2271
+ ]],
2272
+ [TrigramStance.JIN, [
2273
+ JIN_LIGHTNING_STRAIGHT,
2274
+ JIN_SHOCKING_HAMMER_FIST,
2275
+ JIN_EXPLOSIVE_KNEE,
2276
+ JIN_THUNDER_CLAP_PALM,
2277
+ JIN_SHOCKING_LOW_KICK
2278
+ ]],
2279
+ [TrigramStance.SON, [
2280
+ SON_WHIRLWIND_COMBO_1,
2281
+ SON_PRESSURE_POINT_CHAIN,
2282
+ SON_PENETRATING_PALM_RUSH,
2283
+ SON_GALE_FORCE_RUSH,
2284
+ SON_CUTTING_WIND_PALM
2285
+ ]],
2286
+ [TrigramStance.GAM, [
2287
+ GAM_FLOWING_RIVER_STRIKE,
2288
+ GAM_TIDAL_WAVE_PALM,
2289
+ GAM_WHIRLPOOL_COUNTER,
2290
+ GAM_UNDERTOW_PULL,
2291
+ GAM_SPLASH_KNEE
2292
+ ]],
2293
+ [TrigramStance.GAN, [
2294
+ GAN_FORTRESS_COUNTER_STRIKE,
2295
+ GAN_AVALANCHE_HAMMER,
2296
+ GAN_STONE_WALL_THRUST,
2297
+ GAN_IRON_WALL_BLOCK_STRIKE,
2298
+ GAN_BOULDER_DROP_ELBOW
2299
+ ]],
2300
+ [TrigramStance.GON, [
2301
+ GON_GROUND_SWEEP_STRIKE,
2302
+ GON_EARTHQUAKE_STOMP,
2303
+ GON_ROOTING_TAKEDOWN,
2304
+ GON_QUICKSAND_GRAB,
2305
+ GON_TECTONIC_SLAM
2306
+ ]]
2307
+ ]);
2308
+ /**
2309
+ * All attack animations in a single map for easy lookup
2310
+ *
2311
+ * @korean 모든공격애니메이션
2312
+ */
2313
+ var ALL_ATTACK_ANIMATIONS = new Map([
2314
+ ["geon_bone_breaking_strike_1", GEON_BONE_BREAKING_STRIKE_1],
2315
+ ["geon_thunderous_uppercut", GEON_THUNDEROUS_UPPERCUT],
2316
+ ["geon_crushing_elbow", GEON_CRUSHING_ELBOW],
2317
+ ["geon_descending_hammer", GEON_DESCENDING_HAMMER],
2318
+ ["geon_splitting_palm", GEON_SPLITTING_PALM],
2319
+ ["tae_wrist_lock_strike", TAE_WRIST_LOCK_STRIKE],
2320
+ ["tae_flowing_arm_bar", TAE_FLOWING_ARM_BAR],
2321
+ ["tae_spiral_shoulder_throw", TAE_SPIRAL_SHOULDER_THROW],
2322
+ ["tae_rippling_elbow", TAE_RIPPLING_ELBOW],
2323
+ ["tae_finger_lock_twist", TAE_FINGER_LOCK_TWIST],
2324
+ ["li_burning_finger_strike_1", LI_BURNING_FINGER_STRIKE_1],
2325
+ ["li_solar_plexus_spear", LI_SOLAR_PLEXUS_SPEAR],
2326
+ ["li_phoenix_eye_strike", LI_PHOENIX_EYE_STRIKE],
2327
+ ["li_temple_spike", LI_TEMPLE_SPIKE],
2328
+ ["li_blazing_nerve_chain", LI_BLAZING_NERVE_CHAIN],
2329
+ ["jin_lightning_straight", JIN_LIGHTNING_STRAIGHT],
2330
+ ["jin_shocking_hammer_fist", JIN_SHOCKING_HAMMER_FIST],
2331
+ ["jin_explosive_knee", JIN_EXPLOSIVE_KNEE],
2332
+ ["jin_thunder_clap_palm", JIN_THUNDER_CLAP_PALM],
2333
+ ["jin_shocking_low_kick", JIN_SHOCKING_LOW_KICK],
2334
+ ["son_whirlwind_combo_1", SON_WHIRLWIND_COMBO_1],
2335
+ ["son_pressure_point_chain", SON_PRESSURE_POINT_CHAIN],
2336
+ ["son_penetrating_palm_rush", SON_PENETRATING_PALM_RUSH],
2337
+ ["son_gale_force_rush", SON_GALE_FORCE_RUSH],
2338
+ ["son_cutting_wind_palm", SON_CUTTING_WIND_PALM],
2339
+ ["gam_flowing_river_strike", GAM_FLOWING_RIVER_STRIKE],
2340
+ ["gam_tidal_wave_palm", GAM_TIDAL_WAVE_PALM],
2341
+ ["gam_whirlpool_counter", GAM_WHIRLPOOL_COUNTER],
2342
+ ["gam_undertow_pull", GAM_UNDERTOW_PULL],
2343
+ ["gam_splash_knee", GAM_SPLASH_KNEE],
2344
+ ["gan_fortress_counter_strike", GAN_FORTRESS_COUNTER_STRIKE],
2345
+ ["gan_avalanche_hammer", GAN_AVALANCHE_HAMMER],
2346
+ ["gan_stone_wall_thrust", GAN_STONE_WALL_THRUST],
2347
+ ["gan_iron_wall_block_strike", GAN_IRON_WALL_BLOCK_STRIKE],
2348
+ ["gan_boulder_drop_elbow", GAN_BOULDER_DROP_ELBOW],
2349
+ ["gon_ground_sweep_strike", GON_GROUND_SWEEP_STRIKE],
2350
+ ["gon_earthquake_stomp", GON_EARTHQUAKE_STOMP],
2351
+ ["gon_rooting_takedown", GON_ROOTING_TAKEDOWN],
2352
+ ["gon_quicksand_grab", GON_QUICKSAND_GRAB],
2353
+ ["gon_tectonic_slam", GON_TECTONIC_SLAM]
2354
+ ]);
2355
+ /**
2356
+ * Get an attack animation by name
2357
+ *
2358
+ * @param name - Animation name
2359
+ * @returns Skeletal animation or undefined
2360
+ *
2361
+ * @korean 공격애니메이션가져오기
2362
+ */
2363
+ function getAttackAnimation(name) {
2364
+ return ALL_ATTACK_ANIMATIONS.get(name);
2365
+ }
2366
+ //#endregion
2367
+ export { ALL_ATTACK_ANIMATIONS, GAM_FLOWING_RIVER_STRIKE, GAM_TIDAL_WAVE_PALM, GAM_WHIRLPOOL_COUNTER, GAN_AVALANCHE_HAMMER, GAN_FORTRESS_COUNTER_STRIKE, GAN_STONE_WALL_THRUST, GEON_BONE_BREAKING_STRIKE_1, GEON_CRUSHING_ELBOW, GEON_THUNDEROUS_UPPERCUT, GON_EARTHQUAKE_STOMP, GON_GROUND_SWEEP_STRIKE, GON_ROOTING_TAKEDOWN, JIN_EXPLOSIVE_KNEE, JIN_LIGHTNING_STRAIGHT, JIN_SHOCKING_HAMMER_FIST, LI_BURNING_FINGER_STRIKE_1, LI_PHOENIX_EYE_STRIKE, LI_SOLAR_PLEXUS_SPEAR, SON_PENETRATING_PALM_RUSH, SON_PRESSURE_POINT_CHAIN, SON_WHIRLWIND_COMBO_1, TAE_FLOWING_ARM_BAR, TAE_SPIRAL_SHOULDER_THROW, TAE_WRIST_LOCK_STRIKE, getAttackAnimation };
2368
+
2369
+ //# sourceMappingURL=StanceAttackAnimations.js.map