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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* Korean martial arts step movement animations with skeletal keyframes
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*
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* Defines realistic tactical step animation sequences for precise footwork
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* with 30cm distance, 300ms duration, and guard maintenance.
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* All step animations are implemented using the MartialArtsAnimationBuilder pattern.
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* @module systems/animation/StepSkeletalAnimations
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* @korean 발걸음애니메이션
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*/
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import type { SkeletalAnimation } from "../../../types/skeletal";
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/**
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* FORWARD STEP Animation (전진보법)
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* Tactical forward step with weight transfer and guard maintenance.
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* 1. Preparation (0-0.1s): Weight shifts to back foot, crouch slightly
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*/
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export declare const STEP_FORWARD_ANIMATION: SkeletalAnimation;
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/**
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* BACKWARD STEP Animation (후진보법)
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* Tactical backward step for defensive retreat while maintaining guard.
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* Animation phases:
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* 1. Preparation (0-0.1s): Weight shifts to front foot
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* 2. Movement (0.1-0.2s): Back foot lifts and extends backward
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* 3. Landing (0.2-0.25s): Back foot plants, weight transfers
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* Distance: 30cm backward
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* Duration: 300ms
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* Guard: Maintained throughout
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export declare const STEP_BACK_ANIMATION: SkeletalAnimation;
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/**
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* Animation phases:
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* 1. Preparation (0-0.1s): Weight shifts to right foot
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* 2. Movement (0.1-0.2s): Left foot lifts and extends laterally
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* 3. Landing (0.2-0.25s): Left foot plants, weight transfers
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* 4. Stabilization (0.25-0.3s): Right foot follows, stance width maintained
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*
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* Distance: 30cm lateral (left)
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* Duration: 300ms
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* Guard: Maintained forward-facing
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*
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* @korean 좌측보법애니메이션
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*/
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export declare const STEP_LEFT_ANIMATION: SkeletalAnimation;
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/**
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* STEP RIGHT Animation (우측보법)
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*
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* Mirror of step left.
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*
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* Distance: 30cm lateral (right)
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* Duration: 300ms
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* Guard: Maintained forward-facing
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*
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* @korean 우측보법애니메이션
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*/
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export declare const STEP_RIGHT_ANIMATION: SkeletalAnimation;
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/**
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* Map of all step animations by name
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*
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* Provides quick lookup for step movement animations.
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*
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*/
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export declare const STEP_ANIMATIONS: Map<string, SkeletalAnimation>;
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/**
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* Get step animation by name
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*
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* Returns undefined if animation not found.
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*
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* @returns Skeletal animation or undefined
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* @korean 발걸음애니메이션가져오기
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*/
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export declare function getStepAnimation(animationName: string): SkeletalAnimation | undefined;
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//# sourceMappingURL=StepSkeletalAnimations.d.ts.map
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{"version":3,"file":"StepSkeletalAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/StepSkeletalAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAG1D;;;;;;;;;;;;;;;;GAgBG;AACH,eAAO,MAAM,sBAAsB,EAAE,iBAOzB,CAAC;AAEb;;;;;;;;;;;;;;;;GAgBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAOtB,CAAC;AAEb;;;;;;;;;;;;;;;;GAgBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAOtB,CAAC;AAEb;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,oBAAoB,EAAE,iBAOvB,CAAC;AAEb;;;;;;GAMG;AACH,eAAO,MAAM,eAAe,gCAK1B,CAAC;AAEH;;;;;;;;;GASG;AACH,wBAAgB,gBAAgB,CAC9B,aAAa,EAAE,MAAM,GACpB,iBAAiB,GAAG,SAAS,CAE/B"}
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import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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//#region src/systems/animation/catalogs/StepSkeletalAnimations.ts
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/**
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* FORWARD STEP Animation (전진보법)
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*
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* Tactical forward step with weight transfer and guard maintenance.
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*
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* Animation phases:
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* 1. Preparation (0-0.1s): Weight shifts to back foot, crouch slightly
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* 2. Movement (0.1-0.2s): Front foot lifts and extends forward
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* 3. Landing (0.2-0.25s): Front foot plants, weight transfers forward
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* 4. Stabilization (0.25-0.3s): Back foot follows, body straightens
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*
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* Distance: 30cm forward
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* Duration: 300ms
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* Guard: Maintained throughout
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*
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* @korean 전진보법애니메이션
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*/
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var STEP_FORWARD_ANIMATION = MartialArtsAnimationBuilder.create("step_forward", "전진보법").asMovement(.3, false).stance().forwardStep(.12, "ease-out").forwardStep(.1, "linear").recover(.08, "ease-in").build();
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/**
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* BACKWARD STEP Animation (후진보법)
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*
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* Tactical backward step for defensive retreat while maintaining guard.
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*
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* Animation phases:
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* 1. Preparation (0-0.1s): Weight shifts to front foot
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* 2. Movement (0.1-0.2s): Back foot lifts and extends backward
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* 3. Landing (0.2-0.25s): Back foot plants, weight transfers
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* 4. Stabilization (0.25-0.3s): Front foot follows, guard maintained
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*
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* Distance: 30cm backward
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* Duration: 300ms
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* Guard: Maintained throughout
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*
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* @korean 후진보법애니메이션
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*/
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var STEP_BACK_ANIMATION = MartialArtsAnimationBuilder.create("step_back", "후진보법").asMovement(.3, false).stance().backwardStep(.12, "ease-out").backwardStep(.1, "linear").recover(.08, "ease-in").build();
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/**
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* STEP LEFT Animation (좌측보법)
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*
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* Lateral step to the left while maintaining forward-facing guard.
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*
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* Animation phases:
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* 1. Preparation (0-0.1s): Weight shifts to right foot
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* 2. Movement (0.1-0.2s): Left foot lifts and extends laterally
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* 3. Landing (0.2-0.25s): Left foot plants, weight transfers
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* 4. Stabilization (0.25-0.3s): Right foot follows, stance width maintained
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*
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* Distance: 30cm lateral (left)
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* Duration: 300ms
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* Guard: Maintained forward-facing
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*
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* @korean 좌측보법애니메이션
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*/
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var STEP_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("step_left", "좌측보법").asMovement(.3, false).stance().sideStepLeft(.12, "ease-out").sideStepLeft(.1, "linear").recover(.08, "ease-in").build();
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/**
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* STEP RIGHT Animation (우측보법)
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*
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* Lateral step to the right while maintaining forward-facing guard.
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* Mirror of step left.
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*
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* Distance: 30cm lateral (right)
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* Duration: 300ms
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* Guard: Maintained forward-facing
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*
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* @korean 우측보법애니메이션
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*/
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var STEP_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("step_right", "우측보법").asMovement(.3, false).stance().sideStepRight(.12, "ease-out").sideStepRight(.1, "linear").recover(.08, "ease-in").build();
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/**
|
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* Map of all step animations by name
|
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*
|
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+
* Provides quick lookup for step movement animations.
|
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*
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+
* @korean 발걸음애니메이션맵
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*/
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var STEP_ANIMATIONS = new Map([
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["step_forward", STEP_FORWARD_ANIMATION],
|
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["step_back", STEP_BACK_ANIMATION],
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["step_left", STEP_LEFT_ANIMATION],
|
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+
["step_right", STEP_RIGHT_ANIMATION]
|
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+
]);
|
|
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|
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/**
|
|
84
|
+
* Get step animation by name
|
|
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|
+
*
|
|
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+
* Returns the skeletal animation for the specified step direction.
|
|
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+
* Returns undefined if animation not found.
|
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+
*
|
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* @param animationName - Animation state name (e.g., "step_forward")
|
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* @returns Skeletal animation or undefined
|
|
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|
+
* @korean 발걸음애니메이션가져오기
|
|
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|
+
*/
|
|
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|
+
function getStepAnimation(animationName) {
|
|
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+
return STEP_ANIMATIONS.get(animationName);
|
|
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|
+
}
|
|
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+
//#endregion
|
|
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|
+
export { STEP_ANIMATIONS, STEP_BACK_ANIMATION, STEP_FORWARD_ANIMATION, STEP_LEFT_ANIMATION, STEP_RIGHT_ANIMATION, getStepAnimation };
|
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|
+
|
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//# sourceMappingURL=StepSkeletalAnimations.js.map
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|
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{"version":3,"file":"StepSkeletalAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/StepSkeletalAnimations.ts"],"sourcesContent":["/**\n * Korean martial arts step movement animations with skeletal keyframes\n *\n * Defines realistic tactical step animation sequences for precise footwork\n * with 30cm distance, 300ms duration, and guard maintenance.\n *\n * All step animations are implemented using the MartialArtsAnimationBuilder pattern.\n *\n * @module systems/animation/StepSkeletalAnimations\n * @category Animation System\n * @korean 발걸음애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n/**\n * FORWARD STEP Animation (전진보법)\n *\n * Tactical forward step with weight transfer and guard maintenance.\n *\n * Animation phases:\n * 1. Preparation (0-0.1s): Weight shifts to back foot, crouch slightly\n * 2. Movement (0.1-0.2s): Front foot lifts and extends forward\n * 3. Landing (0.2-0.25s): Front foot plants, weight transfers forward\n * 4. Stabilization (0.25-0.3s): Back foot follows, body straightens\n *\n * Distance: 30cm forward\n * Duration: 300ms\n * Guard: Maintained throughout\n *\n * @korean 전진보법애니메이션\n */\nexport const STEP_FORWARD_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"step_forward\", \"전진보법\")\n .asMovement(0.3, false)\n .stance()\n .forwardStep(0.12, \"ease-out\")\n .forwardStep(0.1, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * BACKWARD STEP Animation (후진보법)\n *\n * Tactical backward step for defensive retreat while maintaining guard.\n *\n * Animation phases:\n * 1. Preparation (0-0.1s): Weight shifts to front foot\n * 2. Movement (0.1-0.2s): Back foot lifts and extends backward\n * 3. Landing (0.2-0.25s): Back foot plants, weight transfers\n * 4. Stabilization (0.25-0.3s): Front foot follows, guard maintained\n *\n * Distance: 30cm backward\n * Duration: 300ms\n * Guard: Maintained throughout\n *\n * @korean 후진보법애니메이션\n */\nexport const STEP_BACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"step_back\", \"후진보법\")\n .asMovement(0.3, false)\n .stance()\n .backwardStep(0.12, \"ease-out\")\n .backwardStep(0.1, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * STEP LEFT Animation (좌측보법)\n *\n * Lateral step to the left while maintaining forward-facing guard.\n *\n * Animation phases:\n * 1. Preparation (0-0.1s): Weight shifts to right foot\n * 2. Movement (0.1-0.2s): Left foot lifts and extends laterally\n * 3. Landing (0.2-0.25s): Left foot plants, weight transfers\n * 4. Stabilization (0.25-0.3s): Right foot follows, stance width maintained\n *\n * Distance: 30cm lateral (left)\n * Duration: 300ms\n * Guard: Maintained forward-facing\n *\n * @korean 좌측보법애니메이션\n */\nexport const STEP_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"step_left\", \"좌측보법\")\n .asMovement(0.3, false)\n .stance()\n .sideStepLeft(0.12, \"ease-out\")\n .sideStepLeft(0.1, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * STEP RIGHT Animation (우측보법)\n *\n * Lateral step to the right while maintaining forward-facing guard.\n * Mirror of step left.\n *\n * Distance: 30cm lateral (right)\n * Duration: 300ms\n * Guard: Maintained forward-facing\n *\n * @korean 우측보법애니메이션\n */\nexport const STEP_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"step_right\", \"우측보법\")\n .asMovement(0.3, false)\n .stance()\n .sideStepRight(0.12, \"ease-out\")\n .sideStepRight(0.1, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * Map of all step animations by name\n *\n * Provides quick lookup for step movement animations.\n *\n * @korean 발걸음애니메이션맵\n */\nexport const STEP_ANIMATIONS = new Map<string, SkeletalAnimation>([\n [\"step_forward\", STEP_FORWARD_ANIMATION],\n [\"step_back\", STEP_BACK_ANIMATION],\n [\"step_left\", STEP_LEFT_ANIMATION],\n [\"step_right\", STEP_RIGHT_ANIMATION],\n]);\n\n/**\n * Get step animation by name\n *\n * Returns the skeletal animation for the specified step direction.\n * Returns undefined if animation not found.\n *\n * @param animationName - Animation state name (e.g., \"step_forward\")\n * @returns Skeletal animation or undefined\n * @korean 발걸음애니메이션가져오기\n */\nexport function getStepAnimation(\n animationName: string\n): SkeletalAnimation | undefined {\n return STEP_ANIMATIONS.get(animationName);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAiCA,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,OAAO,CACvD,WAAW,IAAK,MAAM,CACtB,QAAQ,CACR,YAAY,KAAM,WAAW,CAC7B,YAAY,IAAK,SAAS,CAC1B,QAAQ,KAAM,UAAU,CACxB,OAAO;;;;;;;;;;;;;;;;;;AAmBZ,IAAa,sBACX,4BAA4B,OAAO,aAAa,OAAO,CACpD,WAAW,IAAK,MAAM,CACtB,QAAQ,CACR,aAAa,KAAM,WAAW,CAC9B,aAAa,IAAK,SAAS,CAC3B,QAAQ,KAAM,UAAU,CACxB,OAAO;;;;;;;;;;;;;;;;;;AAmBZ,IAAa,sBACX,4BAA4B,OAAO,aAAa,OAAO,CACpD,WAAW,IAAK,MAAM,CACtB,QAAQ,CACR,aAAa,KAAM,WAAW,CAC9B,aAAa,IAAK,SAAS,CAC3B,QAAQ,KAAM,UAAU,CACxB,OAAO;;;;;;;;;;;;;AAcZ,IAAa,uBACX,4BAA4B,OAAO,cAAc,OAAO,CACrD,WAAW,IAAK,MAAM,CACtB,QAAQ,CACR,cAAc,KAAM,WAAW,CAC/B,cAAc,IAAK,SAAS,CAC5B,QAAQ,KAAM,UAAU,CACxB,OAAO;;;;;;;;AASZ,IAAa,kBAAkB,IAAI,IAA+B;CAChE,CAAC,gBAAgB,uBAAuB;CACxC,CAAC,aAAa,oBAAoB;CAClC,CAAC,aAAa,oBAAoB;CAClC,CAAC,cAAc,qBAAqB;CACrC,CAAC;;;;;;;;;;;AAYF,SAAgB,iBACd,eAC+B;AAC/B,QAAO,gBAAgB,IAAI,cAAc"}
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import type { SkeletalAnimation } from "../../../types/skeletal";
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2
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/**
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3
|
+
* Anatomical safety constants for Tae (Lake) joint lock animations
|
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4
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+
*
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5
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+
* These limits document safe physiological ranges for joint manipulation techniques.
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+
* The constants serve as reference documentation validated by Korean martial arts experts
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* and inform the design of all joint lock animations to ensure realistic Hapkido mechanics
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* without exceeding anatomical safety thresholds.
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*
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* Note: These are documentation constants. The actual animation rotations are designed
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* to stay within these limits naturally through authentic joint lock biomechanics.
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*/
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export declare const ANATOMICAL_LIMITS_TAE_JOINT_LOCKS: {
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+
/**
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* Maximum safe wrist hyperextension: 70° (1.22 radians)
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*
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* Typical wrist extension limit is 70-90°. We use 70° as a safe
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* threshold for realistic joint locks without causing injury.
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*/
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readonly MAX_WRIST_HYPEREXTENSION: 1.22;
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/**
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* Maximum safe elbow flexion: 145° (2.53 radians)
|
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+
*
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+
* Full elbow flexion is approximately 145-150°, allowing natural
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* bending and manipulation in joint lock techniques.
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*/
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readonly MAX_ELBOW_FLEXION: 2.53;
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+
/**
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* Maximum safe shoulder rotation: ±90° (±1.57 radians)
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*
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* Safe shoulder rotation range for circular Hapkido movements
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* without risking impingement or structural damage.
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*/
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readonly MAX_SHOULDER_ROTATION: 1.57;
|
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};
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/**
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* TAE WRIST LOCK SEQUENCE - 손목꺾기 (Wrist Lock Sequence)
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*
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* Simplified 3-phase Hapkido wrist lock sequence with circular small-circle technique.
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*
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* Phases:
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* - Setup (0-600ms): Reach and grasp opponent's wrist
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* - Control (600-1200ms): Apply circular pressure with small-circle rotation
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* - Finish (1200-1800ms): Lock wrist at hyperextension, opponent controlled
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*
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* Hapkido biomechanics:
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* - Small circular wrist motion generates torque
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* - Hip rotation powers the lock
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* - Wrist hyperextends to 70° (1.22 rad) safely
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* - Natural flowing movement, not jerky
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*
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* Target vital points: Wrist joint, elbow joint
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*
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* @korean 손목꺾기
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* @duration 1800ms (1.8 seconds)
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* @category Joint Lock Animation
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*/
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export declare const TAE_WRIST_LOCK_SEQUENCE: SkeletalAnimation;
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/**
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* TAE ELBOW CONTROL - 팔꿈치 제어 (Elbow Control)
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*
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* Simplified 3-phase Hapkido elbow lock with circular pressure application.
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*
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* Phases:
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* - Capture (0-500ms): Seize opponent's extended arm with both hands
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* - Control (500-1100ms): Apply circular pressure on elbow joint
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* - Lock (1100-1650ms): Lock elbow at hyperextension angle
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*
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* Hapkido biomechanics:
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* - Right hand rises, left hand pushes down (circular arc)
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* - Hip rotation generates power
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* - Natural flowing movement for joint manipulation
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*
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* Target vital points: Elbow joint
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*
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* @korean 팔꿈치 제어
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* @duration 1650ms (1.65 seconds)
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* @category Attack Animation
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*/
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export declare const TAE_ELBOW_CONTROL: SkeletalAnimation;
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/**
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* Finger Manipulation - 손가락제압
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*
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* Quick small joint manipulation for pain compliance.
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* Hapkido principle: Control through small joint isolation.
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*
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* @korean 손가락제압
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* @duration 500ms
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* @category Attack Animation
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*/
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export declare const TAE_FINGER_LOCK: SkeletalAnimation;
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/**
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* Flowing Joint Lock Defense - 유수관절기방어
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*
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* Counter-technique: Turning opponent's grab into a lock.
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* Hapkido principle: Yielding (Yu-Sool) - redirect force into control.
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*
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* @korean 유수관절기방어
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* @duration 650ms
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* @category Defense Animation
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*/
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export declare const TAE_FLOWING_COUNTER: SkeletalAnimation;
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/**
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* TAE FLOWING STRIKES - 유수연타 (Flowing Water Strikes)
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105
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*
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* Continuous palm strikes with fluid transitions between attacks.
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* This is a flowing strike sequence (연타), not a wrist-lock chain;
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* wrist-lock flows are modeled separately as 손목꺾기 (Wrist Lock).
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*
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* Hapkido principle: Flowing like water, never stopping.
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*
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* Phases:
|
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* - Setup (0-200ms): Initial palm strike
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* - Flow (200-400ms): Transition to second strike
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* - Finish (400-600ms): Final palm heel strike
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*
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* @korean 유수연타
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* @duration 600ms
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* @category Attack Animation
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*/
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export declare const TAE_FLOWING_STRIKES: SkeletalAnimation;
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/**
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* TAE SMALL CIRCLE TECHNIQUE - 소원법 (Small Circle Method)
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*
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* Advanced Hapkido technique using minimal circular motion for maximum leverage.
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* Controls both wrist and elbow simultaneously with small-circle manipulation.
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*
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* Phases:
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* - Contact (0-250ms): Grasp wrist and elbow
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* - Circle (250-550ms): Apply small-circle pressure
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* - Lock (550-750ms): Lock both joints
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*
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* @korean 소원법
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* @duration 750ms
|
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* @category Attack Animation
|
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*/
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export declare const TAE_SMALL_CIRCLE: SkeletalAnimation;
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/**
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139
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* TAE SHOULDER LOCK - 어깨꺾기 (Shoulder Manipulation)
|
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*
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141
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* Hapkido shoulder lock twisting arm behind back.
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* Extremely effective control technique causing severe pain and compliance.
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+
*
|
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+
* Phases:
|
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* - Capture (0-300ms): Seize arm
|
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+
* - Twist (300-650ms): Rotate arm behind back
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* - Lock (650-850ms): Lock shoulder joint
|
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*
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149
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+
* @korean 어깨꺾기
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+
* @duration 850ms
|
|
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* @category Attack Animation
|
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*/
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+
export declare const TAE_SHOULDER_LOCK: SkeletalAnimation;
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+
/**
|
|
155
|
+
* TAE ARM BAR - 팔꺾기 (Arm Bar Submission)
|
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156
|
+
*
|
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157
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+
* Hapkido arm bar immobilizing elbow for submission.
|
|
158
|
+
* Most powerful Tae technique - forces opponent submission or risks arm break.
|
|
159
|
+
*
|
|
160
|
+
* Phases:
|
|
161
|
+
* - Control (0-350ms): Secure arm extension
|
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162
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+
* - Position (350-700ms): Pivot body for leverage
|
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+
* - Submit (700-900ms): Apply hyperextension pressure
|
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+
*
|
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165
|
+
* @korean 팔꺾기
|
|
166
|
+
* @duration 900ms
|
|
167
|
+
* @category Attack Animation
|
|
168
|
+
*/
|
|
169
|
+
export declare const TAE_ARM_BAR: SkeletalAnimation;
|
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+
//# sourceMappingURL=TaeJointLockAnimations.d.ts.map
|
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@@ -0,0 +1 @@
|
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1
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{"version":3,"file":"TaeJointLockAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/TaeJointLockAnimations.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAG1D;;;;;;;;;;GAUG;AACH,eAAO,MAAM,iCAAiC;IAC5C;;;;;OAKG;;IAGH;;;;;OAKG;;IAGH;;;;;OAKG;;CAEK,CAAC;AAMX;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,uBAAuB,EAAE,iBA4C1B,CAAC;AAEb;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,iBAAiB,EAAE,iBAiDpB,CAAC;AAEb;;;;;;;;;GASG;AACH,eAAO,MAAM,eAAe,EAAE,iBA2BlB,CAAC;AAEb;;;;;;;;;GASG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBA2BtB,CAAC;AAMb;;;;;;;;;;;;;;;;;GAiBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBA2BtB,CAAC;AAEb;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,gBAAgB,EAAE,iBAgCnB,CAAC;AAEb;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,iBAAiB,EAAE,iBAgCpB,CAAC;AAEb;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,WAAW,EAAE,iBAoCd,CAAC"}
|
|
@@ -0,0 +1,141 @@
|
|
|
1
|
+
import { BoneName } from "../../../types/skeletal.js";
|
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2
|
+
import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
|
|
3
|
+
//#region src/systems/animation/catalogs/TaeJointLockAnimations.ts
|
|
4
|
+
/**
|
|
5
|
+
* TAE WRIST LOCK SEQUENCE - 손목꺾기 (Wrist Lock Sequence)
|
|
6
|
+
*
|
|
7
|
+
* Simplified 3-phase Hapkido wrist lock sequence with circular small-circle technique.
|
|
8
|
+
*
|
|
9
|
+
* Phases:
|
|
10
|
+
* - Setup (0-600ms): Reach and grasp opponent's wrist
|
|
11
|
+
* - Control (600-1200ms): Apply circular pressure with small-circle rotation
|
|
12
|
+
* - Finish (1200-1800ms): Lock wrist at hyperextension, opponent controlled
|
|
13
|
+
*
|
|
14
|
+
* Hapkido biomechanics:
|
|
15
|
+
* - Small circular wrist motion generates torque
|
|
16
|
+
* - Hip rotation powers the lock
|
|
17
|
+
* - Wrist hyperextends to 70° (1.22 rad) safely
|
|
18
|
+
* - Natural flowing movement, not jerky
|
|
19
|
+
*
|
|
20
|
+
* Target vital points: Wrist joint, elbow joint
|
|
21
|
+
*
|
|
22
|
+
* @korean 손목꺾기
|
|
23
|
+
* @duration 1800ms (1.8 seconds)
|
|
24
|
+
* @category Joint Lock Animation
|
|
25
|
+
*/
|
|
26
|
+
var TAE_WRIST_LOCK_SEQUENCE = MartialArtsAnimationBuilder.create("tae_wrist_lock_sequence", "손목꺾기").asAttack(1.8).at(0).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.6).rotate(BoneName.SHOULDER_R, -.17, .52, 0).rotate(BoneName.ELBOW_R, 0, 0, 1.05).rotate(BoneName.WRIST_R, .35, .26, -.44).rotate(BoneName.SPINE_UPPER, 0, .26, 0).rotate(BoneName.PELVIS, 0, .26, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, -.03, .15).done().at(1.2).rotate(BoneName.SHOULDER_R, .17, .7, .26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, .61, .44, -.61).rotate(BoneName.SPINE_UPPER, 0, .44, 0).rotate(BoneName.PELVIS, 0, .44, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).position(BoneName.PELVIS, 0, -.06, .2).done().at(1.8).rotate(BoneName.SHOULDER_R, .17, .61, .26).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.WRIST_R, .52, .35, -.52).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.PELVIS, 0, .35, 0).position(BoneName.PELVIS, 0, -.05, .18).done().build();
|
|
27
|
+
/**
|
|
28
|
+
* TAE ELBOW CONTROL - 팔꿈치 제어 (Elbow Control)
|
|
29
|
+
*
|
|
30
|
+
* Simplified 3-phase Hapkido elbow lock with circular pressure application.
|
|
31
|
+
*
|
|
32
|
+
* Phases:
|
|
33
|
+
* - Capture (0-500ms): Seize opponent's extended arm with both hands
|
|
34
|
+
* - Control (500-1100ms): Apply circular pressure on elbow joint
|
|
35
|
+
* - Lock (1100-1650ms): Lock elbow at hyperextension angle
|
|
36
|
+
*
|
|
37
|
+
* Hapkido biomechanics:
|
|
38
|
+
* - Right hand rises, left hand pushes down (circular arc)
|
|
39
|
+
* - Hip rotation generates power
|
|
40
|
+
* - Natural flowing movement for joint manipulation
|
|
41
|
+
*
|
|
42
|
+
* Target vital points: Elbow joint
|
|
43
|
+
*
|
|
44
|
+
* @korean 팔꿈치 제어
|
|
45
|
+
* @duration 1650ms (1.65 seconds)
|
|
46
|
+
* @category Attack Animation
|
|
47
|
+
*/
|
|
48
|
+
var TAE_ELBOW_CONTROL = MartialArtsAnimationBuilder.create("tae_elbow_control", "팔꿈치 제어").asAttack(1.65).at(0).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.55).rotate(BoneName.SHOULDER_R, -.17, .7, .09).rotate(BoneName.ELBOW_R, 0, 0, .87).rotate(BoneName.SHOULDER_L, -.09, .79, .35).rotate(BoneName.ELBOW_L, 0, 0, -.52).rotate(BoneName.SPINE_UPPER, 0, .26, 0).rotate(BoneName.PELVIS, 0, .17, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, -.03, .18).done().at(1.1).rotate(BoneName.SHOULDER_R, .17, 1.05, .35).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, .44, .35, -.52).rotate(BoneName.SHOULDER_L, .26, 1.22, .61).rotate(BoneName.ELBOW_L, 0, 0, -.87).rotate(BoneName.WRIST_L, .35, 0, .44).rotate(BoneName.SPINE_UPPER, 0, .44, 0).rotate(BoneName.PELVIS, 0, .35, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).position(BoneName.PELVIS, 0, -.06, .22).done().at(1.65).rotate(BoneName.SHOULDER_R, .09, .96, .26).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.WRIST_R, .35, .26, -.44).rotate(BoneName.SHOULDER_L, .17, 1.13, .52).rotate(BoneName.ELBOW_L, 0, 0, -.7).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.PELVIS, 0, .35, 0).position(BoneName.PELVIS, 0, -.05, .2).done().build();
|
|
49
|
+
/**
|
|
50
|
+
* Finger Manipulation - 손가락제압
|
|
51
|
+
*
|
|
52
|
+
* Quick small joint manipulation for pain compliance.
|
|
53
|
+
* Hapkido principle: Control through small joint isolation.
|
|
54
|
+
*
|
|
55
|
+
* @korean 손가락제압
|
|
56
|
+
* @duration 500ms
|
|
57
|
+
* @category Attack Animation
|
|
58
|
+
*/
|
|
59
|
+
var TAE_FINGER_LOCK = MartialArtsAnimationBuilder.create("finger_lock", "손가락제압").asAttack(.5).at(0).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, 0, 0, 0).done().at(.2).rotate(BoneName.SHOULDER_R, -.35, .26, -.17).rotate(BoneName.ELBOW_R, 0, 0, .7).rotate(BoneName.WRIST_R, .26, .17, -.35).done().at(.35).rotate(BoneName.SHOULDER_R, -.26, .35, -.09).rotate(BoneName.ELBOW_R, 0, 0, .52).rotate(BoneName.WRIST_R, .44, .26, -.52).done().at(.5).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, 0, 0, 0).done().build();
|
|
60
|
+
/**
|
|
61
|
+
* Flowing Joint Lock Defense - 유수관절기방어
|
|
62
|
+
*
|
|
63
|
+
* Counter-technique: Turning opponent's grab into a lock.
|
|
64
|
+
* Hapkido principle: Yielding (Yu-Sool) - redirect force into control.
|
|
65
|
+
*
|
|
66
|
+
* @korean 유수관절기방어
|
|
67
|
+
* @duration 650ms
|
|
68
|
+
* @category Defense Animation
|
|
69
|
+
*/
|
|
70
|
+
var TAE_FLOWING_COUNTER = MartialArtsAnimationBuilder.create("flowing_lock_counter", "유수관절기방어").asDefense(.65).at(0).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.SPINE_UPPER, 0, 0, 0).done().at(.25).rotate(BoneName.SHOULDER_L, -.17, .52, .52).rotate(BoneName.ELBOW_L, 0, 0, -.7).rotate(BoneName.SPINE_UPPER, 0, .26, 0).done().at(.45).rotate(BoneName.SHOULDER_L, .17, .96, .7).rotate(BoneName.ELBOW_L, 0, 0, -.52).rotate(BoneName.SPINE_UPPER, 0, .44, 0).done().at(.65).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.SPINE_UPPER, 0, 0, 0).done().build();
|
|
71
|
+
/**
|
|
72
|
+
* TAE FLOWING STRIKES - 유수연타 (Flowing Water Strikes)
|
|
73
|
+
*
|
|
74
|
+
* Continuous palm strikes with fluid transitions between attacks.
|
|
75
|
+
* This is a flowing strike sequence (연타), not a wrist-lock chain;
|
|
76
|
+
* wrist-lock flows are modeled separately as 손목꺾기 (Wrist Lock).
|
|
77
|
+
*
|
|
78
|
+
* Hapkido principle: Flowing like water, never stopping.
|
|
79
|
+
*
|
|
80
|
+
* Phases:
|
|
81
|
+
* - Setup (0-200ms): Initial palm strike
|
|
82
|
+
* - Flow (200-400ms): Transition to second strike
|
|
83
|
+
* - Finish (400-600ms): Final palm heel strike
|
|
84
|
+
*
|
|
85
|
+
* @korean 유수연타
|
|
86
|
+
* @duration 600ms
|
|
87
|
+
* @category Attack Animation
|
|
88
|
+
*/
|
|
89
|
+
var TAE_FLOWING_STRIKES = MartialArtsAnimationBuilder.create("tae_flowing_strikes", "유수연타").asAttack(.6).at(0).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).done().at(.3).rotate(BoneName.SHOULDER_R, -.17, .44, -.09).rotate(BoneName.ELBOW_R, 0, 0, .52).rotate(BoneName.SHOULDER_L, -.26, -.35, .17).rotate(BoneName.SPINE_UPPER, 0, .17, 0).rotate(BoneName.PELVIS, 0, .17, 0).position(BoneName.PELVIS, 0, 0, .1).done().at(.6).rotate(BoneName.SHOULDER_L, -.09, .52, .09).rotate(BoneName.ELBOW_L, 0, 0, -.44).rotate(BoneName.SPINE_UPPER, 0, -.17, 0).rotate(BoneName.PELVIS, 0, -.09, 0).position(BoneName.PELVIS, 0, 0, .15).done().build();
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90
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+
/**
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91
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* TAE SMALL CIRCLE TECHNIQUE - 소원법 (Small Circle Method)
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92
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*
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93
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+
* Advanced Hapkido technique using minimal circular motion for maximum leverage.
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94
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* Controls both wrist and elbow simultaneously with small-circle manipulation.
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95
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*
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96
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* Phases:
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97
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* - Contact (0-250ms): Grasp wrist and elbow
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98
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* - Circle (250-550ms): Apply small-circle pressure
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99
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* - Lock (550-750ms): Lock both joints
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100
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*
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101
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* @korean 소원법
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102
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* @duration 750ms
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103
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* @category Attack Animation
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104
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+
*/
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105
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+
var TAE_SMALL_CIRCLE = MartialArtsAnimationBuilder.create("tae_small_circle", "소원법").asAttack(.75).at(0).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).done().at(.4).rotate(BoneName.SHOULDER_R, -.26, .61, .17).rotate(BoneName.ELBOW_R, 0, 0, .87).rotate(BoneName.WRIST_R, .26, .17, -.35).rotate(BoneName.SHOULDER_L, -.17, .7, .35).rotate(BoneName.ELBOW_L, 0, 0, -.61).rotate(BoneName.SPINE_UPPER, 0, .26, 0).rotate(BoneName.PELVIS, 0, .17, 0).position(BoneName.PELVIS, 0, -.02, .12).done().at(.75).rotate(BoneName.SHOULDER_R, .09, .79, .35).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.WRIST_R, .52, .35, -.52).rotate(BoneName.SHOULDER_L, .17, .96, .52).rotate(BoneName.ELBOW_L, 0, 0, -.79).rotate(BoneName.SPINE_UPPER, 0, .35, 0).rotate(BoneName.PELVIS, 0, .26, 0).position(BoneName.PELVIS, 0, -.04, .15).done().build();
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106
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+
/**
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107
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+
* TAE SHOULDER LOCK - 어깨꺾기 (Shoulder Manipulation)
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108
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+
*
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109
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+
* Hapkido shoulder lock twisting arm behind back.
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110
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+
* Extremely effective control technique causing severe pain and compliance.
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111
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+
*
|
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112
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+
* Phases:
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113
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+
* - Capture (0-300ms): Seize arm
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114
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+
* - Twist (300-650ms): Rotate arm behind back
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115
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+
* - Lock (650-850ms): Lock shoulder joint
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116
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+
*
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117
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+
* @korean 어깨꺾기
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118
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* @duration 850ms
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119
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+
* @category Attack Animation
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120
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+
*/
|
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121
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+
var TAE_SHOULDER_LOCK = MartialArtsAnimationBuilder.create("tae_shoulder_lock", "어깨꺾기").asAttack(.85).at(0).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).done().at(.5).rotate(BoneName.SHOULDER_R, .26, .87, -.52).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.WRIST_R, -.35, .52, .79).rotate(BoneName.SHOULDER_L, -.09, -.44, .61).rotate(BoneName.ELBOW_L, 0, 0, -.87).rotate(BoneName.SPINE_UPPER, 0, .44, 0).rotate(BoneName.PELVIS, 0, .35, 0).position(BoneName.PELVIS, 0, -.03, .1).done().at(.85).rotate(BoneName.SHOULDER_R, .44, 1.05, -.79).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_R, -.52, .61, 1.05).rotate(BoneName.SHOULDER_L, .09, -.52, .79).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.SPINE_UPPER, 0, .52, 0).rotate(BoneName.PELVIS, 0, .44, 0).position(BoneName.PELVIS, 0, -.05, .12).done().build();
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122
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+
/**
|
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123
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+
* TAE ARM BAR - 팔꺾기 (Arm Bar Submission)
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124
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*
|
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125
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+
* Hapkido arm bar immobilizing elbow for submission.
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126
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+
* Most powerful Tae technique - forces opponent submission or risks arm break.
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127
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+
*
|
|
128
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+
* Phases:
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129
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* - Control (0-350ms): Secure arm extension
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130
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+
* - Position (350-700ms): Pivot body for leverage
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131
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* - Submit (700-900ms): Apply hyperextension pressure
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132
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*
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133
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+
* @korean 팔꺾기
|
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134
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+
* @duration 900ms
|
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135
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+
* @category Attack Animation
|
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136
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+
*/
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137
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+
var TAE_ARM_BAR = MartialArtsAnimationBuilder.create("tae_arm_bar", "팔꺾기").asAttack(.9).at(0).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).done().at(.55).rotate(BoneName.SHOULDER_R, .17, .96, .44).rotate(BoneName.ELBOW_R, 0, 0, .52).rotate(BoneName.WRIST_R, .26, .17, -.26).rotate(BoneName.SHOULDER_L, .26, 1.13, .61).rotate(BoneName.ELBOW_L, 0, 0, -.44).rotate(BoneName.SPINE_UPPER, 0, .61, 0).rotate(BoneName.PELVIS, 0, .52, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).position(BoneName.PELVIS, 0, -.08, .15).done().at(.9).rotate(BoneName.SHOULDER_R, .35, 1.22, .61).rotate(BoneName.ELBOW_R, 0, 0, .17).rotate(BoneName.WRIST_R, .44, .26, -.35).rotate(BoneName.SHOULDER_L, .44, 1.4, .79).rotate(BoneName.ELBOW_L, 0, 0, -.26).rotate(BoneName.WRIST_L, .35, 0, .44).rotate(BoneName.SPINE_UPPER, 0, .79, 0).rotate(BoneName.PELVIS, 0, .7, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).position(BoneName.PELVIS, 0, -.12, .18).done().build();
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+
//#endregion
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export { TAE_ARM_BAR, TAE_ELBOW_CONTROL, TAE_FINGER_LOCK, TAE_FLOWING_COUNTER, TAE_FLOWING_STRIKES, TAE_SHOULDER_LOCK, TAE_SMALL_CIRCLE, TAE_WRIST_LOCK_SEQUENCE };
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+
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//# sourceMappingURL=TaeJointLockAnimations.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"TaeJointLockAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/TaeJointLockAnimations.ts"],"sourcesContent":["import { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n/**\n * Anatomical safety constants for Tae (Lake) joint lock animations\n *\n * These limits document safe physiological ranges for joint manipulation techniques.\n * The constants serve as reference documentation validated by Korean martial arts experts\n * and inform the design of all joint lock animations to ensure realistic Hapkido mechanics\n * without exceeding anatomical safety thresholds.\n *\n * Note: These are documentation constants. The actual animation rotations are designed\n * to stay within these limits naturally through authentic joint lock biomechanics.\n */\nexport const ANATOMICAL_LIMITS_TAE_JOINT_LOCKS = {\n /**\n * Maximum safe wrist hyperextension: 70° (1.22 radians)\n * \n * Typical wrist extension limit is 70-90°. We use 70° as a safe\n * threshold for realistic joint locks without causing injury.\n */\n MAX_WRIST_HYPEREXTENSION: 1.22, // 70° in radians\n \n /**\n * Maximum safe elbow flexion: 145° (2.53 radians)\n * \n * Full elbow flexion is approximately 145-150°, allowing natural\n * bending and manipulation in joint lock techniques.\n */\n MAX_ELBOW_FLEXION: 2.53, // 145° in radians\n \n /**\n * Maximum safe shoulder rotation: ±90° (±1.57 radians)\n * \n * Safe shoulder rotation range for circular Hapkido movements\n * without risking impingement or structural damage.\n */\n MAX_SHOULDER_ROTATION: 1.57, // ±90° in radians\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TAE TRIGRAM (☱ 태) - LAKE: JOINT MANIPULATION (관절기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * TAE WRIST LOCK SEQUENCE - 손목꺾기 (Wrist Lock Sequence)\n *\n * Simplified 3-phase Hapkido wrist lock sequence with circular small-circle technique.\n * \n * Phases:\n * - Setup (0-600ms): Reach and grasp opponent's wrist\n * - Control (600-1200ms): Apply circular pressure with small-circle rotation\n * - Finish (1200-1800ms): Lock wrist at hyperextension, opponent controlled\n *\n * Hapkido biomechanics:\n * - Small circular wrist motion generates torque\n * - Hip rotation powers the lock\n * - Wrist hyperextends to 70° (1.22 rad) safely\n * - Natural flowing movement, not jerky\n *\n * Target vital points: Wrist joint, elbow joint\n *\n * @korean 손목꺾기\n * @duration 1800ms (1.8 seconds)\n * @category Joint Lock Animation\n */\nexport const TAE_WRIST_LOCK_SEQUENCE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_wrist_lock_sequence\", \"손목꺾기\")\n .asAttack(1.8)\n // Phase 1: Setup - Reach and grasp wrist (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26) // -30°, 10°, -15° (Tae mid-level guard)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (flexed guard)\n .rotate(BoneName.WRIST_R, 0, 0, 0) // Neutral\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26) // -30°, -10°, 15°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4) // -80° (flexed)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Control - Apply circular pressure (600ms)\n .at(0.6)\n .rotate(BoneName.SHOULDER_R, -0.17, 0.52, 0) // -10°, 30°, 0° (shoulder rises for leverage)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° (elbow in circular arc)\n .rotate(BoneName.WRIST_R, 0.35, 0.26, -0.44) // 20°, 15°, -25° (small-circle rotation peak)\n .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15° (torso rotation)\n .rotate(BoneName.PELVIS, 0, 0.26, 0) // 0°, 15° (hip power)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rear leg drive)\n .position(BoneName.PELVIS, 0, -0.03, 0.15) // Body drops slightly for pressure\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Finish - Lock at hyperextension (1200ms)\n .at(1.2)\n .rotate(BoneName.SHOULDER_R, 0.17, 0.7, 0.26) // 10°, 40°, 15° (shoulder locked high)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (elbow locked)\n .rotate(BoneName.WRIST_R, 0.61, 0.44, -0.61) // 35°, 25°, -35° (wrist hyperextension - lock!)\n .rotate(BoneName.SPINE_UPPER, 0, 0.44, 0) // 0°, 25° (full rotation)\n .rotate(BoneName.PELVIS, 0, 0.44, 0) // 0°, 25° (hip maximized)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (full leg drive)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (front leg stable)\n .position(BoneName.PELVIS, 0, -0.06, 0.2) // Body drop for maximum pressure\n .done<MartialArtsAnimationBuilder>()\n // Hold - Maintain control (1800ms)\n .at(1.8)\n .rotate(BoneName.SHOULDER_R, 0.17, 0.61, 0.26) // 10°, 35°, 15° (holding)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70° (control)\n .rotate(BoneName.WRIST_R, 0.52, 0.35, -0.52) // 30°, 20°, -30° (maintained)\n .rotate(BoneName.SPINE_UPPER, 0, 0.35, 0) // 0°, 20° (stable)\n .rotate(BoneName.PELVIS, 0, 0.35, 0) // 0°, 20° (stable)\n .position(BoneName.PELVIS, 0, -0.05, 0.18) // Control position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * TAE ELBOW CONTROL - 팔꿈치 제어 (Elbow Control)\n *\n * Simplified 3-phase Hapkido elbow lock with circular pressure application.\n *\n * Phases:\n * - Capture (0-500ms): Seize opponent's extended arm with both hands\n * - Control (500-1100ms): Apply circular pressure on elbow joint\n * - Lock (1100-1650ms): Lock elbow at hyperextension angle\n *\n * Hapkido biomechanics:\n * - Right hand rises, left hand pushes down (circular arc)\n * - Hip rotation generates power\n * - Natural flowing movement for joint manipulation\n *\n * Target vital points: Elbow joint\n *\n * @korean 팔꿈치 제어\n * @duration 1650ms (1.65 seconds)\n * @category Attack Animation\n */\nexport const TAE_ELBOW_CONTROL: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_elbow_control\", \"팔꿈치 제어\")\n .asAttack(1.65)\n // Phase 1: Capture - Seize opponent's arm (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26) // Tae guard\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° guard\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Control - Apply circular pressure (550ms)\n .at(0.55)\n .rotate(BoneName.SHOULDER_R, -0.17, 0.7, 0.09) // -10°, 40°, 5° (right hand rises)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.87) // 50° (creating leverage)\n .rotate(BoneName.SHOULDER_L, -0.09, 0.79, 0.35) // -5°, 45°, 20° (left hand pushes down)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.52) // -30° (pushing elbow joint)\n .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15° (rotation)\n .rotate(BoneName.PELVIS, 0, 0.17, 0) // 0°, 10° (hip engagement)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rear leg drive)\n .position(BoneName.PELVIS, 0, -0.03, 0.18) // Body drops for pressure\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Lock - Elbow hyperextension (1100ms)\n .at(1.1)\n .rotate(BoneName.SHOULDER_R, 0.17, 1.05, 0.35) // 10°, 60°, 20° (locked high)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (locked position)\n .rotate(BoneName.WRIST_R, 0.44, 0.35, -0.52) // 25°, 20°, -30° (control)\n .rotate(BoneName.SHOULDER_L, 0.26, 1.22, 0.61) // 15°, 70°, 35° (pushing down)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.87) // -50° (full pressure)\n .rotate(BoneName.WRIST_L, 0.35, 0, 0.44) // Maximum downward pressure\n .rotate(BoneName.SPINE_UPPER, 0, 0.44, 0) // 0°, 25° (full rotation)\n .rotate(BoneName.PELVIS, 0, 0.35, 0) // 0°, 20° (hip maximized)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (maximum drive)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable base)\n .position(BoneName.PELVIS, 0, -0.06, 0.22) // Body drops for leverage\n .done<MartialArtsAnimationBuilder>()\n // Hold - Maintain lock (1650ms)\n .at(1.65)\n .rotate(BoneName.SHOULDER_R, 0.09, 0.96, 0.26) // 5°, 55°, 15° (holding)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70° (control)\n .rotate(BoneName.WRIST_R, 0.35, 0.26, -0.44) // Control maintained\n .rotate(BoneName.SHOULDER_L, 0.17, 1.13, 0.52) // 10°, 65°, 30° (pressure held)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.7) // -40° (pressure maintained)\n .rotate(BoneName.SPINE_UPPER, 0, 0.35, 0) // Stable control\n .rotate(BoneName.PELVIS, 0, 0.35, 0)\n .position(BoneName.PELVIS, 0, -0.05, 0.2)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Finger Manipulation - 손가락제압\n *\n * Quick small joint manipulation for pain compliance.\n * Hapkido principle: Control through small joint isolation.\n *\n * @korean 손가락제압\n * @duration 500ms\n * @category Attack Animation\n */\nexport const TAE_FINGER_LOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"finger_lock\", \"손가락제압\")\n .asAttack(0.5)\n // Start: Tae guard (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Grasp: Hand extends to grasp fingers (200ms)\n .at(0.2)\n .rotate(BoneName.SHOULDER_R, -0.35, 0.26, -0.17)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.7)\n .rotate(BoneName.WRIST_R, 0.26, 0.17, -0.35)\n .done<MartialArtsAnimationBuilder>()\n // Lock: Apply pressure on small joint (350ms)\n .at(0.35)\n .rotate(BoneName.SHOULDER_R, -0.26, 0.35, -0.09)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.52)\n .rotate(BoneName.WRIST_R, 0.44, 0.26, -0.52) // Maximum wrist bend for finger lock\n .done<MartialArtsAnimationBuilder>()\n // Release: Return to guard (500ms)\n .at(0.5)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Flowing Joint Lock Defense - 유수관절기방어\n *\n * Counter-technique: Turning opponent's grab into a lock.\n * Hapkido principle: Yielding (Yu-Sool) - redirect force into control.\n *\n * @korean 유수관절기방어\n * @duration 650ms\n * @category Defense Animation\n */\nexport const TAE_FLOWING_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flowing_lock_counter\", \"유수관절기방어\")\n .asDefense(0.65)\n // Start: Tae guard (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Yield: Begin circular redirection (250ms)\n .at(0.25)\n .rotate(BoneName.SHOULDER_L, -0.17, 0.52, 0.52) // -10°, 30°, 30° (circular motion)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.7) // -40° (flexing for control)\n .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15° (rotation begins)\n .done<MartialArtsAnimationBuilder>()\n // Lock: Complete counter-lock (450ms)\n .at(0.45)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.96, 0.7) // 10°, 55°, 40° (lock applied)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.52) // -30° (control position)\n .rotate(BoneName.SPINE_UPPER, 0, 0.44, 0) // 0°, 25° (full rotation)\n .done<MartialArtsAnimationBuilder>()\n // Release: Return to guard (650ms)\n .at(0.65)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ADDITIONAL TAE COMBAT TECHNIQUES\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * TAE FLOWING STRIKES - 유수연타 (Flowing Water Strikes)\n *\n * Continuous palm strikes with fluid transitions between attacks.\n * This is a flowing strike sequence (연타), not a wrist-lock chain;\n * wrist-lock flows are modeled separately as 손목꺾기 (Wrist Lock).\n *\n * Hapkido principle: Flowing like water, never stopping.\n *\n * Phases:\n * - Setup (0-200ms): Initial palm strike\n * - Flow (200-400ms): Transition to second strike\n * - Finish (400-600ms): Final palm heel strike\n *\n * @korean 유수연타\n * @duration 600ms\n * @category Attack Animation\n */\nexport const TAE_FLOWING_STRIKES: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_flowing_strikes\", \"유수연타\")\n .asAttack(0.6)\n // Phase 1: First palm strike (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26) // Guard position\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Flow to second strike (300ms)\n .at(0.3)\n .rotate(BoneName.SHOULDER_R, -0.17, 0.44, -0.09) // -10°, 25°, -5° (palm out)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.52) // 30° (extended)\n .rotate(BoneName.SHOULDER_L, -0.26, -0.35, 0.17) // -15°, -20°, 10° (preparing)\n .rotate(BoneName.SPINE_UPPER, 0, 0.17, 0) // 0°, 10° (rotation)\n .rotate(BoneName.PELVIS, 0, 0.17, 0) // 0°, 10° (hip power)\n .position(BoneName.PELVIS, 0, 0, 0.1) // Forward\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Final palm heel strike (600ms)\n .at(0.6)\n .rotate(BoneName.SHOULDER_L, -0.09, 0.52, 0.09) // -5°, 30°, 5° (strike)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.44) // -25° (extended)\n .rotate(BoneName.SPINE_UPPER, 0, -0.17, 0) // 0°, -10° (counter-rotation)\n .rotate(BoneName.PELVIS, 0, -0.09, 0) // 0°, -5° (return)\n .position(BoneName.PELVIS, 0, 0, 0.15) // Maximum reach\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * TAE SMALL CIRCLE TECHNIQUE - 소원법 (Small Circle Method)\n *\n * Advanced Hapkido technique using minimal circular motion for maximum leverage.\n * Controls both wrist and elbow simultaneously with small-circle manipulation.\n *\n * Phases:\n * - Contact (0-250ms): Grasp wrist and elbow\n * - Circle (250-550ms): Apply small-circle pressure\n * - Lock (550-750ms): Lock both joints\n *\n * @korean 소원법\n * @duration 750ms\n * @category Attack Animation\n */\nexport const TAE_SMALL_CIRCLE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_small_circle\", \"소원법\")\n .asAttack(0.75)\n // Phase 1: Contact - Grasp wrist and elbow (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26) // Guard\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Circle - Small-circle pressure (400ms)\n .at(0.4)\n .rotate(BoneName.SHOULDER_R, -0.26, 0.61, 0.17) // -15°, 35°, 10° (wrist control)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.87) // 50° (circular motion)\n .rotate(BoneName.WRIST_R, 0.26, 0.17, -0.35) // 15°, 10°, -20° (small circle)\n .rotate(BoneName.SHOULDER_L, -0.17, 0.7, 0.35) // -10°, 40°, 20° (elbow control)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.61) // -35° (pressure)\n .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15° (rotation)\n .rotate(BoneName.PELVIS, 0, 0.17, 0) // 0°, 10° (hip power)\n .position(BoneName.PELVIS, 0, -0.02, 0.12) // Body drops\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Lock - Both joints locked (750ms)\n .at(0.75)\n .rotate(BoneName.SHOULDER_R, 0.09, 0.79, 0.35) // 5°, 45°, 20° (wrist locked)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70° (locked)\n .rotate(BoneName.WRIST_R, 0.52, 0.35, -0.52) // 30°, 20°, -30° (hyperextension)\n .rotate(BoneName.SHOULDER_L, 0.17, 0.96, 0.52) // 10°, 55°, 30° (elbow locked)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.79) // -45° (maximum pressure)\n .rotate(BoneName.SPINE_UPPER, 0, 0.35, 0) // 0°, 20° (full rotation)\n .rotate(BoneName.PELVIS, 0, 0.26, 0) // 0°, 15° (hip maximized)\n .position(BoneName.PELVIS, 0, -0.04, 0.15) // Maximum control\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * TAE SHOULDER LOCK - 어깨꺾기 (Shoulder Manipulation)\n *\n * Hapkido shoulder lock twisting arm behind back.\n * Extremely effective control technique causing severe pain and compliance.\n *\n * Phases:\n * - Capture (0-300ms): Seize arm\n * - Twist (300-650ms): Rotate arm behind back\n * - Lock (650-850ms): Lock shoulder joint\n *\n * @korean 어깨꺾기\n * @duration 850ms\n * @category Attack Animation\n */\nexport const TAE_SHOULDER_LOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_shoulder_lock\", \"어깨꺾기\")\n .asAttack(0.85)\n // Phase 1: Capture - Seize arm (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26) // Guard\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Twist - Rotate arm behind (500ms)\n .at(0.5)\n .rotate(BoneName.SHOULDER_R, 0.26, 0.87, -0.52) // 15°, 50°, -30° (twisting motion)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (behind back)\n .rotate(BoneName.WRIST_R, -0.35, 0.52, 0.79) // -20°, 30°, 45° (twisted)\n .rotate(BoneName.SHOULDER_L, -0.09, -0.44, 0.61) // -5°, -25°, 35° (assisting)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.87) // -50° (pushing)\n .rotate(BoneName.SPINE_UPPER, 0, 0.44, 0) // 0°, 25° (rotation for leverage)\n .rotate(BoneName.PELVIS, 0, 0.35, 0) // 0°, 20° (hip power)\n .position(BoneName.PELVIS, 0, -0.03, 0.1) // Body position\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Lock - Shoulder joint locked (850ms)\n .at(0.85)\n .rotate(BoneName.SHOULDER_R, 0.44, 1.05, -0.79) // 25°, 60°, -45° (locked behind)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (extreme angle)\n .rotate(BoneName.WRIST_R, -0.52, 0.61, 1.05) // -30°, 35°, 60° (locked)\n .rotate(BoneName.SHOULDER_L, 0.09, -0.52, 0.79) // 5°, -30°, 45° (controlling)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° (maximum pressure)\n .rotate(BoneName.SPINE_UPPER, 0, 0.52, 0) // 0°, 30° (full rotation)\n .rotate(BoneName.PELVIS, 0, 0.44, 0) // 0°, 25° (hip maximized)\n .position(BoneName.PELVIS, 0, -0.05, 0.12) // Control position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * TAE ARM BAR - 팔꺾기 (Arm Bar Submission)\n *\n * Hapkido arm bar immobilizing elbow for submission.\n * Most powerful Tae technique - forces opponent submission or risks arm break.\n *\n * Phases:\n * - Control (0-350ms): Secure arm extension\n * - Position (350-700ms): Pivot body for leverage\n * - Submit (700-900ms): Apply hyperextension pressure\n *\n * @korean 팔꺾기\n * @duration 900ms\n * @category Attack Animation\n */\nexport const TAE_ARM_BAR: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_arm_bar\", \"팔꺾기\")\n .asAttack(0.9)\n // Phase 1: Control - Secure extended arm (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26) // Guard\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Position - Pivot for leverage (550ms)\n .at(0.55)\n .rotate(BoneName.SHOULDER_R, 0.17, 0.96, 0.44) // 10°, 55°, 25° (securing)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.52) // 30° (control)\n .rotate(BoneName.WRIST_R, 0.26, 0.17, -0.26) // 15°, 10°, -15° (grip)\n .rotate(BoneName.SHOULDER_L, 0.26, 1.13, 0.61) // 15°, 65°, 35° (holding)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.44) // -25° (positioning)\n .rotate(BoneName.SPINE_UPPER, 0, 0.61, 0) // 0°, 35° (pivot)\n .rotate(BoneName.PELVIS, 0, 0.52, 0) // 0°, 30° (hip rotation)\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° (body drop)\n .position(BoneName.PELVIS, 0, -0.08, 0.15) // Low position for leverage\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Submit - Hyperextension pressure (900ms)\n .at(0.9)\n .rotate(BoneName.SHOULDER_R, 0.35, 1.22, 0.61) // 20°, 70°, 35° (locked)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.17) // 10° (slight bend for control)\n .rotate(BoneName.WRIST_R, 0.44, 0.26, -0.35) // 25°, 15°, -20° (firm grip)\n .rotate(BoneName.SHOULDER_L, 0.44, 1.4, 0.79) // 25°, 80°, 45° (maximum pressure)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.26) // -15° (locked position)\n .rotate(BoneName.WRIST_L, 0.35, 0, 0.44) // Downward pressure\n .rotate(BoneName.SPINE_UPPER, 0, 0.79, 0) // 0°, 45° (full pivot)\n .rotate(BoneName.PELVIS, 0, 0.7, 0) // 0°, 40° (maximum rotation)\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35° (full body weight)\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° (grounded)\n .position(BoneName.PELVIS, 0, -0.12, 0.18) // Maximum leverage position\n .done<MartialArtsAnimationBuilder>()\n 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