blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,100 @@
1
+ /**
2
+ * Korean martial arts step movement animations with skeletal keyframes
3
+ *
4
+ * Defines realistic tactical step animation sequences for precise footwork
5
+ * with 30cm distance, 300ms duration, and guard maintenance.
6
+ *
7
+ * All step animations are implemented using the MartialArtsAnimationBuilder pattern.
8
+ *
9
+ * @module systems/animation/StepSkeletalAnimations
10
+ * @category Animation System
11
+ * @korean 발걸음애니메이션
12
+ */
13
+ import type { SkeletalAnimation } from "../../../types/skeletal";
14
+ /**
15
+ * FORWARD STEP Animation (전진보법)
16
+ *
17
+ * Tactical forward step with weight transfer and guard maintenance.
18
+ *
19
+ * Animation phases:
20
+ * 1. Preparation (0-0.1s): Weight shifts to back foot, crouch slightly
21
+ * 2. Movement (0.1-0.2s): Front foot lifts and extends forward
22
+ * 3. Landing (0.2-0.25s): Front foot plants, weight transfers forward
23
+ * 4. Stabilization (0.25-0.3s): Back foot follows, body straightens
24
+ *
25
+ * Distance: 30cm forward
26
+ * Duration: 300ms
27
+ * Guard: Maintained throughout
28
+ *
29
+ * @korean 전진보법애니메이션
30
+ */
31
+ export declare const STEP_FORWARD_ANIMATION: SkeletalAnimation;
32
+ /**
33
+ * BACKWARD STEP Animation (후진보법)
34
+ *
35
+ * Tactical backward step for defensive retreat while maintaining guard.
36
+ *
37
+ * Animation phases:
38
+ * 1. Preparation (0-0.1s): Weight shifts to front foot
39
+ * 2. Movement (0.1-0.2s): Back foot lifts and extends backward
40
+ * 3. Landing (0.2-0.25s): Back foot plants, weight transfers
41
+ * 4. Stabilization (0.25-0.3s): Front foot follows, guard maintained
42
+ *
43
+ * Distance: 30cm backward
44
+ * Duration: 300ms
45
+ * Guard: Maintained throughout
46
+ *
47
+ * @korean 후진보법애니메이션
48
+ */
49
+ export declare const STEP_BACK_ANIMATION: SkeletalAnimation;
50
+ /**
51
+ * STEP LEFT Animation (좌측보법)
52
+ *
53
+ * Lateral step to the left while maintaining forward-facing guard.
54
+ *
55
+ * Animation phases:
56
+ * 1. Preparation (0-0.1s): Weight shifts to right foot
57
+ * 2. Movement (0.1-0.2s): Left foot lifts and extends laterally
58
+ * 3. Landing (0.2-0.25s): Left foot plants, weight transfers
59
+ * 4. Stabilization (0.25-0.3s): Right foot follows, stance width maintained
60
+ *
61
+ * Distance: 30cm lateral (left)
62
+ * Duration: 300ms
63
+ * Guard: Maintained forward-facing
64
+ *
65
+ * @korean 좌측보법애니메이션
66
+ */
67
+ export declare const STEP_LEFT_ANIMATION: SkeletalAnimation;
68
+ /**
69
+ * STEP RIGHT Animation (우측보법)
70
+ *
71
+ * Lateral step to the right while maintaining forward-facing guard.
72
+ * Mirror of step left.
73
+ *
74
+ * Distance: 30cm lateral (right)
75
+ * Duration: 300ms
76
+ * Guard: Maintained forward-facing
77
+ *
78
+ * @korean 우측보법애니메이션
79
+ */
80
+ export declare const STEP_RIGHT_ANIMATION: SkeletalAnimation;
81
+ /**
82
+ * Map of all step animations by name
83
+ *
84
+ * Provides quick lookup for step movement animations.
85
+ *
86
+ * @korean 발걸음애니메이션맵
87
+ */
88
+ export declare const STEP_ANIMATIONS: Map<string, SkeletalAnimation>;
89
+ /**
90
+ * Get step animation by name
91
+ *
92
+ * Returns the skeletal animation for the specified step direction.
93
+ * Returns undefined if animation not found.
94
+ *
95
+ * @param animationName - Animation state name (e.g., "step_forward")
96
+ * @returns Skeletal animation or undefined
97
+ * @korean 발걸음애니메이션가져오기
98
+ */
99
+ export declare function getStepAnimation(animationName: string): SkeletalAnimation | undefined;
100
+ //# sourceMappingURL=StepSkeletalAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,99 @@
1
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
2
+ //#region src/systems/animation/catalogs/StepSkeletalAnimations.ts
3
+ /**
4
+ * FORWARD STEP Animation (전진보법)
5
+ *
6
+ * Tactical forward step with weight transfer and guard maintenance.
7
+ *
8
+ * Animation phases:
9
+ * 1. Preparation (0-0.1s): Weight shifts to back foot, crouch slightly
10
+ * 2. Movement (0.1-0.2s): Front foot lifts and extends forward
11
+ * 3. Landing (0.2-0.25s): Front foot plants, weight transfers forward
12
+ * 4. Stabilization (0.25-0.3s): Back foot follows, body straightens
13
+ *
14
+ * Distance: 30cm forward
15
+ * Duration: 300ms
16
+ * Guard: Maintained throughout
17
+ *
18
+ * @korean 전진보법애니메이션
19
+ */
20
+ 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();
21
+ /**
22
+ * BACKWARD STEP Animation (후진보법)
23
+ *
24
+ * Tactical backward step for defensive retreat while maintaining guard.
25
+ *
26
+ * Animation phases:
27
+ * 1. Preparation (0-0.1s): Weight shifts to front foot
28
+ * 2. Movement (0.1-0.2s): Back foot lifts and extends backward
29
+ * 3. Landing (0.2-0.25s): Back foot plants, weight transfers
30
+ * 4. Stabilization (0.25-0.3s): Front foot follows, guard maintained
31
+ *
32
+ * Distance: 30cm backward
33
+ * Duration: 300ms
34
+ * Guard: Maintained throughout
35
+ *
36
+ * @korean 후진보법애니메이션
37
+ */
38
+ 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();
39
+ /**
40
+ * STEP LEFT Animation (좌측보법)
41
+ *
42
+ * Lateral step to the left while maintaining forward-facing guard.
43
+ *
44
+ * Animation phases:
45
+ * 1. Preparation (0-0.1s): Weight shifts to right foot
46
+ * 2. Movement (0.1-0.2s): Left foot lifts and extends laterally
47
+ * 3. Landing (0.2-0.25s): Left foot plants, weight transfers
48
+ * 4. Stabilization (0.25-0.3s): Right foot follows, stance width maintained
49
+ *
50
+ * Distance: 30cm lateral (left)
51
+ * Duration: 300ms
52
+ * Guard: Maintained forward-facing
53
+ *
54
+ * @korean 좌측보법애니메이션
55
+ */
56
+ 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();
57
+ /**
58
+ * STEP RIGHT Animation (우측보법)
59
+ *
60
+ * Lateral step to the right while maintaining forward-facing guard.
61
+ * Mirror of step left.
62
+ *
63
+ * Distance: 30cm lateral (right)
64
+ * Duration: 300ms
65
+ * Guard: Maintained forward-facing
66
+ *
67
+ * @korean 우측보법애니메이션
68
+ */
69
+ 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();
70
+ /**
71
+ * Map of all step animations by name
72
+ *
73
+ * Provides quick lookup for step movement animations.
74
+ *
75
+ * @korean 발걸음애니메이션맵
76
+ */
77
+ var STEP_ANIMATIONS = new Map([
78
+ ["step_forward", STEP_FORWARD_ANIMATION],
79
+ ["step_back", STEP_BACK_ANIMATION],
80
+ ["step_left", STEP_LEFT_ANIMATION],
81
+ ["step_right", STEP_RIGHT_ANIMATION]
82
+ ]);
83
+ /**
84
+ * Get step animation by name
85
+ *
86
+ * Returns the skeletal animation for the specified step direction.
87
+ * Returns undefined if animation not found.
88
+ *
89
+ * @param animationName - Animation state name (e.g., "step_forward")
90
+ * @returns Skeletal animation or undefined
91
+ * @korean 발걸음애니메이션가져오기
92
+ */
93
+ function getStepAnimation(animationName) {
94
+ return STEP_ANIMATIONS.get(animationName);
95
+ }
96
+ //#endregion
97
+ export { STEP_ANIMATIONS, STEP_BACK_ANIMATION, STEP_FORWARD_ANIMATION, STEP_LEFT_ANIMATION, STEP_RIGHT_ANIMATION, getStepAnimation };
98
+
99
+ //# sourceMappingURL=StepSkeletalAnimations.js.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,170 @@
1
+ import type { SkeletalAnimation } from "../../../types/skeletal";
2
+ /**
3
+ * Anatomical safety constants for Tae (Lake) joint lock animations
4
+ *
5
+ * These limits document safe physiological ranges for joint manipulation techniques.
6
+ * The constants serve as reference documentation validated by Korean martial arts experts
7
+ * and inform the design of all joint lock animations to ensure realistic Hapkido mechanics
8
+ * without exceeding anatomical safety thresholds.
9
+ *
10
+ * Note: These are documentation constants. The actual animation rotations are designed
11
+ * to stay within these limits naturally through authentic joint lock biomechanics.
12
+ */
13
+ export declare const ANATOMICAL_LIMITS_TAE_JOINT_LOCKS: {
14
+ /**
15
+ * Maximum safe wrist hyperextension: 70° (1.22 radians)
16
+ *
17
+ * Typical wrist extension limit is 70-90°. We use 70° as a safe
18
+ * threshold for realistic joint locks without causing injury.
19
+ */
20
+ readonly MAX_WRIST_HYPEREXTENSION: 1.22;
21
+ /**
22
+ * Maximum safe elbow flexion: 145° (2.53 radians)
23
+ *
24
+ * Full elbow flexion is approximately 145-150°, allowing natural
25
+ * bending and manipulation in joint lock techniques.
26
+ */
27
+ readonly MAX_ELBOW_FLEXION: 2.53;
28
+ /**
29
+ * Maximum safe shoulder rotation: ±90° (±1.57 radians)
30
+ *
31
+ * Safe shoulder rotation range for circular Hapkido movements
32
+ * without risking impingement or structural damage.
33
+ */
34
+ readonly MAX_SHOULDER_ROTATION: 1.57;
35
+ };
36
+ /**
37
+ * TAE WRIST LOCK SEQUENCE - 손목꺾기 (Wrist Lock Sequence)
38
+ *
39
+ * Simplified 3-phase Hapkido wrist lock sequence with circular small-circle technique.
40
+ *
41
+ * Phases:
42
+ * - Setup (0-600ms): Reach and grasp opponent's wrist
43
+ * - Control (600-1200ms): Apply circular pressure with small-circle rotation
44
+ * - Finish (1200-1800ms): Lock wrist at hyperextension, opponent controlled
45
+ *
46
+ * Hapkido biomechanics:
47
+ * - Small circular wrist motion generates torque
48
+ * - Hip rotation powers the lock
49
+ * - Wrist hyperextends to 70° (1.22 rad) safely
50
+ * - Natural flowing movement, not jerky
51
+ *
52
+ * Target vital points: Wrist joint, elbow joint
53
+ *
54
+ * @korean 손목꺾기
55
+ * @duration 1800ms (1.8 seconds)
56
+ * @category Joint Lock Animation
57
+ */
58
+ export declare const TAE_WRIST_LOCK_SEQUENCE: SkeletalAnimation;
59
+ /**
60
+ * TAE ELBOW CONTROL - 팔꿈치 제어 (Elbow Control)
61
+ *
62
+ * Simplified 3-phase Hapkido elbow lock with circular pressure application.
63
+ *
64
+ * Phases:
65
+ * - Capture (0-500ms): Seize opponent's extended arm with both hands
66
+ * - Control (500-1100ms): Apply circular pressure on elbow joint
67
+ * - Lock (1100-1650ms): Lock elbow at hyperextension angle
68
+ *
69
+ * Hapkido biomechanics:
70
+ * - Right hand rises, left hand pushes down (circular arc)
71
+ * - Hip rotation generates power
72
+ * - Natural flowing movement for joint manipulation
73
+ *
74
+ * Target vital points: Elbow joint
75
+ *
76
+ * @korean 팔꿈치 제어
77
+ * @duration 1650ms (1.65 seconds)
78
+ * @category Attack Animation
79
+ */
80
+ export declare const TAE_ELBOW_CONTROL: SkeletalAnimation;
81
+ /**
82
+ * Finger Manipulation - 손가락제압
83
+ *
84
+ * Quick small joint manipulation for pain compliance.
85
+ * Hapkido principle: Control through small joint isolation.
86
+ *
87
+ * @korean 손가락제압
88
+ * @duration 500ms
89
+ * @category Attack Animation
90
+ */
91
+ export declare const TAE_FINGER_LOCK: SkeletalAnimation;
92
+ /**
93
+ * Flowing Joint Lock Defense - 유수관절기방어
94
+ *
95
+ * Counter-technique: Turning opponent's grab into a lock.
96
+ * Hapkido principle: Yielding (Yu-Sool) - redirect force into control.
97
+ *
98
+ * @korean 유수관절기방어
99
+ * @duration 650ms
100
+ * @category Defense Animation
101
+ */
102
+ export declare const TAE_FLOWING_COUNTER: SkeletalAnimation;
103
+ /**
104
+ * TAE FLOWING STRIKES - 유수연타 (Flowing Water Strikes)
105
+ *
106
+ * Continuous palm strikes with fluid transitions between attacks.
107
+ * This is a flowing strike sequence (연타), not a wrist-lock chain;
108
+ * wrist-lock flows are modeled separately as 손목꺾기 (Wrist Lock).
109
+ *
110
+ * Hapkido principle: Flowing like water, never stopping.
111
+ *
112
+ * Phases:
113
+ * - Setup (0-200ms): Initial palm strike
114
+ * - Flow (200-400ms): Transition to second strike
115
+ * - Finish (400-600ms): Final palm heel strike
116
+ *
117
+ * @korean 유수연타
118
+ * @duration 600ms
119
+ * @category Attack Animation
120
+ */
121
+ export declare const TAE_FLOWING_STRIKES: SkeletalAnimation;
122
+ /**
123
+ * TAE SMALL CIRCLE TECHNIQUE - 소원법 (Small Circle Method)
124
+ *
125
+ * Advanced Hapkido technique using minimal circular motion for maximum leverage.
126
+ * Controls both wrist and elbow simultaneously with small-circle manipulation.
127
+ *
128
+ * Phases:
129
+ * - Contact (0-250ms): Grasp wrist and elbow
130
+ * - Circle (250-550ms): Apply small-circle pressure
131
+ * - Lock (550-750ms): Lock both joints
132
+ *
133
+ * @korean 소원법
134
+ * @duration 750ms
135
+ * @category Attack Animation
136
+ */
137
+ export declare const TAE_SMALL_CIRCLE: SkeletalAnimation;
138
+ /**
139
+ * TAE SHOULDER LOCK - 어깨꺾기 (Shoulder Manipulation)
140
+ *
141
+ * Hapkido shoulder lock twisting arm behind back.
142
+ * Extremely effective control technique causing severe pain and compliance.
143
+ *
144
+ * Phases:
145
+ * - Capture (0-300ms): Seize arm
146
+ * - Twist (300-650ms): Rotate arm behind back
147
+ * - Lock (650-850ms): Lock shoulder joint
148
+ *
149
+ * @korean 어깨꺾기
150
+ * @duration 850ms
151
+ * @category Attack Animation
152
+ */
153
+ export declare const TAE_SHOULDER_LOCK: SkeletalAnimation;
154
+ /**
155
+ * TAE ARM BAR - 팔꺾기 (Arm Bar Submission)
156
+ *
157
+ * 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
162
+ * - Position (350-700ms): Pivot body for leverage
163
+ * - Submit (700-900ms): Apply hyperextension pressure
164
+ *
165
+ * @korean 팔꺾기
166
+ * @duration 900ms
167
+ * @category Attack Animation
168
+ */
169
+ export declare const TAE_ARM_BAR: SkeletalAnimation;
170
+ //# sourceMappingURL=TaeJointLockAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"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";
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
+ *
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+ * 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();
90
+ /**
91
+ * TAE SMALL CIRCLE TECHNIQUE - 소원법 (Small Circle Method)
92
+ *
93
+ * Advanced Hapkido technique using minimal circular motion for maximum leverage.
94
+ * Controls both wrist and elbow simultaneously with small-circle manipulation.
95
+ *
96
+ * Phases:
97
+ * - Contact (0-250ms): Grasp wrist and elbow
98
+ * - Circle (250-550ms): Apply small-circle pressure
99
+ * - Lock (550-750ms): Lock both joints
100
+ *
101
+ * @korean 소원법
102
+ * @duration 750ms
103
+ * @category Attack Animation
104
+ */
105
+ 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();
106
+ /**
107
+ * TAE SHOULDER LOCK - 어깨꺾기 (Shoulder Manipulation)
108
+ *
109
+ * Hapkido shoulder lock twisting arm behind back.
110
+ * Extremely effective control technique causing severe pain and compliance.
111
+ *
112
+ * Phases:
113
+ * - Capture (0-300ms): Seize arm
114
+ * - Twist (300-650ms): Rotate arm behind back
115
+ * - Lock (650-850ms): Lock shoulder joint
116
+ *
117
+ * @korean 어깨꺾기
118
+ * @duration 850ms
119
+ * @category Attack Animation
120
+ */
121
+ 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();
122
+ /**
123
+ * TAE ARM BAR - 팔꺾기 (Arm Bar Submission)
124
+ *
125
+ * Hapkido arm bar immobilizing elbow for submission.
126
+ * Most powerful Tae technique - forces opponent submission or risks arm break.
127
+ *
128
+ * Phases:
129
+ * - Control (0-350ms): Secure arm extension
130
+ * - Position (350-700ms): Pivot body for leverage
131
+ * - Submit (700-900ms): Apply hyperextension pressure
132
+ *
133
+ * @korean 팔꺾기
134
+ * @duration 900ms
135
+ * @category Attack Animation
136
+ */
137
+ 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();
138
+ //#endregion
139
+ 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 };
140
+
141
+ //# sourceMappingURL=TaeJointLockAnimations.js.map
@@ -0,0 +1 @@
1
+ {"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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