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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  1731. package/lib/utils/combatReadiness.js.map +1 -0
  1732. package/lib/utils/controlMapping.d.ts +171 -0
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  1744. package/lib/utils/eventConstants.d.ts +25 -0
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  1748. package/lib/utils/fabricTextures.d.ts +136 -0
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  1771. package/lib/utils/inputSystem.js.map +1 -0
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  1800. package/lib/utils/performance/index.d.ts +12 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,120 @@
1
+ /**
2
+ * ☱ Tae (Lake) Stance-Specific Animations
3
+ *
4
+ * Specialized idle, movement, and guard animations for the Tae (태/Lake) trigram.
5
+ * Embodies fluid joint manipulation and circular motion from Hapkido techniques.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 합기도 관절기 (Hapkido Joint Manipulation)
9
+ * - **특성**: 유동적 관절기 (Fluid Joint Locks), 소원 기술 (Small Circle Techniques)
10
+ * - **철학**: 물처럼 흐르는 힘 (Flowing Power Like Water), 호수의 적응 (Lake's Adaptation)
11
+ * - **대표 기술**: 유수연타 (Flowing Water Strikes), 손목꺾기 (Wrist Lock), 팔꿈치 제어 (Elbow Control)
12
+ *
13
+ * @module systems/animation/catalogs/TaeStanceAnimations
14
+ * @category Animation
15
+ * @korean 태괘자세애니메이션
16
+ */
17
+ import { type SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Anatomical safety constants for Tae (Lake) trigram animations
20
+ *
21
+ * These limits document safe physiological ranges for Korean martial arts movements.
22
+ * The constants serve as reference documentation validated by Korean martial arts experts
23
+ * and inform the design of all Tae animations to ensure realistic, safe joint mechanics.
24
+ *
25
+ * Note: These are documentation constants. The actual animation rotations are designed
26
+ * to stay well within these limits naturally through authentic Hapkido biomechanics.
27
+ */
28
+ /**
29
+ * Tae Idle Flowing Animation
30
+ *
31
+ * **Korean**: 태괘 유동 자세 (Tae-gwae Yudong Jase)
32
+ * **Philosophy**: Embodying lake's fluidity through gentle circular breathing
33
+ *
34
+ * Characteristics:
35
+ * - Gentle circular shoulder movement
36
+ * - Relaxed mid-level guard position
37
+ * - Weight centered and stable
38
+ * - Hands open and ready to grasp
39
+ *
40
+ * Animation Cycle:
41
+ * - 0ms: Neutral position with mid-level guard
42
+ * - 1250ms: Circular shift (left shoulder forward, right back)
43
+ * - 2500ms: Return to neutral (complete cycle)
44
+ *
45
+ * @korean 태괘유동자세
46
+ * @duration 2500ms (2.5 second cycle)
47
+ * @category Idle Animation
48
+ */
49
+ export declare const TAE_IDLE_FLOWING: SkeletalAnimation;
50
+ /**
51
+ * Tae Circular Sidestep Animation
52
+ *
53
+ * **Korean**: 원형 측면보 (Wonhyeong Cheukmyeonbo) - Circular Sidestep
54
+ * **Technique**: Arc-shaped lateral movement, hip-led
55
+ *
56
+ * Characteristics:
57
+ * - Circular arc path (not straight lateral)
58
+ * - Hip leads the movement
59
+ * - Maintains flexible guard throughout
60
+ * - Weight shifts smoothly
61
+ *
62
+ * Animation Phases:
63
+ * - 0-180ms: Weight shift and hip initiation
64
+ * - 180-400ms: Circular arc movement
65
+ * - 400-550ms: Landing and settling
66
+ *
67
+ * @korean 원형측면보
68
+ * @duration 550ms
69
+ * @category Movement Animation
70
+ */
71
+ export declare const TAE_CIRCULAR_SIDESTEP: SkeletalAnimation;
72
+ /**
73
+ * Tae Diagonal Circular Approach Animation
74
+ *
75
+ * **Korean**: 대각선 원형 접근 (Daegakseon Wonhyeong Jeobgeun)
76
+ * **Technique**: 45° curved approach with hands extending
77
+ *
78
+ * Characteristics:
79
+ * - 45° diagonal angle with curved path
80
+ * - Hands extend forward for joint control
81
+ * - Hip rotation coordinates with step
82
+ * - Smooth weight transfer
83
+ *
84
+ * Animation Phases:
85
+ * - 0-233ms: Initial diagonal pivot
86
+ * - 233-500ms: Curved approach with extending hands
87
+ * - 500-667ms: Landing in engagement position
88
+ *
89
+ * @korean 대각선원형접근
90
+ * @duration 667ms
91
+ * @category Movement Animation
92
+ */
93
+ export declare const TAE_DIAGONAL_CIRCULAR_APPROACH: SkeletalAnimation;
94
+ /**
95
+ * Tae Flexible Guard Transition Animation
96
+ *
97
+ * **Korean**: 호수 방어 전환 (Hosu Bangeo Jeonhwan) - Lake Guard Transition
98
+ * **Technique**: Transition into Tae's characteristic flexible mid-level guard
99
+ *
100
+ * Characteristics:
101
+ * - Smooth transition to mid-level guard
102
+ * - Hands at chest/solar plexus height
103
+ * - Elbows bent at 80° for flexibility
104
+ * - Weight evenly distributed
105
+ *
106
+ * Animation Phases:
107
+ * - 0-150ms: Begin transition
108
+ * - 150-300ms: Settle into Tae guard
109
+ *
110
+ * @korean 호수방어전환
111
+ * @duration 300ms
112
+ * @category Stance Animation
113
+ */
114
+ export declare const TAE_FLEXIBLE_GUARD_TRANSITION: SkeletalAnimation;
115
+ /**
116
+ * Map of all Tae stance-specific animations for easy access
117
+ * @korean 태괘자세애니메이션맵
118
+ */
119
+ export declare const TAE_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
120
+ //# sourceMappingURL=TaeStanceAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TaeStanceAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/TaeStanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAY,KAAK,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAepE;;;;;;;;;GASG;AAMH;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,gBAAgB,EAAE,iBA4CnB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,qBAAqB,EAAE,iBAqCxB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,8BAA8B,EAAE,iBAyCjC,CAAC;AAMb;;;;;;;;;;;;;;;;;;;GAmBG;AACH,eAAO,MAAM,6BAA6B,EAAE,iBA2BhC,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,qBAAqB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAkBvE,CAAC"}
@@ -0,0 +1,139 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import { 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 } from "./TaeJointLockAnimations.js";
4
+ //#region src/systems/animation/catalogs/TaeStanceAnimations.ts
5
+ /**
6
+ * ☱ Tae (Lake) Stance-Specific Animations
7
+ *
8
+ * Specialized idle, movement, and guard animations for the Tae (태/Lake) trigram.
9
+ * Embodies fluid joint manipulation and circular motion from Hapkido techniques.
10
+ *
11
+ * **Korean Martial Arts Context:**
12
+ * - **무술**: 합기도 관절기 (Hapkido Joint Manipulation)
13
+ * - **특성**: 유동적 관절기 (Fluid Joint Locks), 소원 기술 (Small Circle Techniques)
14
+ * - **철학**: 물처럼 흐르는 힘 (Flowing Power Like Water), 호수의 적응 (Lake's Adaptation)
15
+ * - **대표 기술**: 유수연타 (Flowing Water Strikes), 손목꺾기 (Wrist Lock), 팔꿈치 제어 (Elbow Control)
16
+ *
17
+ * @module systems/animation/catalogs/TaeStanceAnimations
18
+ * @category Animation
19
+ * @korean 태괘자세애니메이션
20
+ */
21
+ /**
22
+ * Anatomical safety constants for Tae (Lake) trigram animations
23
+ *
24
+ * These limits document safe physiological ranges for Korean martial arts movements.
25
+ * The constants serve as reference documentation validated by Korean martial arts experts
26
+ * and inform the design of all Tae animations to ensure realistic, safe joint mechanics.
27
+ *
28
+ * Note: These are documentation constants. The actual animation rotations are designed
29
+ * to stay well within these limits naturally through authentic Hapkido biomechanics.
30
+ */
31
+ /**
32
+ * Tae Idle Flowing Animation
33
+ *
34
+ * **Korean**: 태괘 유동 자세 (Tae-gwae Yudong Jase)
35
+ * **Philosophy**: Embodying lake's fluidity through gentle circular breathing
36
+ *
37
+ * Characteristics:
38
+ * - Gentle circular shoulder movement
39
+ * - Relaxed mid-level guard position
40
+ * - Weight centered and stable
41
+ * - Hands open and ready to grasp
42
+ *
43
+ * Animation Cycle:
44
+ * - 0ms: Neutral position with mid-level guard
45
+ * - 1250ms: Circular shift (left shoulder forward, right back)
46
+ * - 2500ms: Return to neutral (complete cycle)
47
+ *
48
+ * @korean 태괘유동자세
49
+ * @duration 2500ms (2.5 second cycle)
50
+ * @category Idle Animation
51
+ */
52
+ var TAE_IDLE_FLOWING = MartialArtsAnimationBuilder.create("tae_idle_flowing", "태괘 유동 자세").asIdle(2.5, true).at(0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(1.25).rotate(BoneName.SPINE_UPPER, 0, .09, 0).rotate(BoneName.SHOULDER_L, -.48, -.09, .17).rotate(BoneName.SHOULDER_R, -.57, .26, -.17).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.48).rotate(BoneName.WRIST_L, 0, .09, 0).rotate(BoneName.WRIST_R, 0, -.09, 0).rotate(BoneName.PELVIS, 0, .05, 0).position(BoneName.PELVIS, -.02, 0, 0).done().at(2.5).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
53
+ /**
54
+ * Tae Circular Sidestep Animation
55
+ *
56
+ * **Korean**: 원형 측면보 (Wonhyeong Cheukmyeonbo) - Circular Sidestep
57
+ * **Technique**: Arc-shaped lateral movement, hip-led
58
+ *
59
+ * Characteristics:
60
+ * - Circular arc path (not straight lateral)
61
+ * - Hip leads the movement
62
+ * - Maintains flexible guard throughout
63
+ * - Weight shifts smoothly
64
+ *
65
+ * Animation Phases:
66
+ * - 0-180ms: Weight shift and hip initiation
67
+ * - 180-400ms: Circular arc movement
68
+ * - 400-550ms: Landing and settling
69
+ *
70
+ * @korean 원형측면보
71
+ * @duration 550ms
72
+ * @category Movement Animation
73
+ */
74
+ var TAE_CIRCULAR_SIDESTEP = MartialArtsAnimationBuilder.create("tae_circular_sidestep", "원형 측면보").asMovement(.55, false).at(0).rotate(BoneName.PELVIS, 0, -.17, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).position(BoneName.PELVIS, 0, 0, 0).done().at(.275).rotate(BoneName.PELVIS, 0, -.35, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).position(BoneName.PELVIS, -.18, .02, -.03).done().at(.55).rotate(BoneName.PELVIS, 0, -.26, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).position(BoneName.PELVIS, -.25, 0, 0).done().build();
75
+ /**
76
+ * Tae Diagonal Circular Approach Animation
77
+ *
78
+ * **Korean**: 대각선 원형 접근 (Daegakseon Wonhyeong Jeobgeun)
79
+ * **Technique**: 45° curved approach with hands extending
80
+ *
81
+ * Characteristics:
82
+ * - 45° diagonal angle with curved path
83
+ * - Hands extend forward for joint control
84
+ * - Hip rotation coordinates with step
85
+ * - Smooth weight transfer
86
+ *
87
+ * Animation Phases:
88
+ * - 0-233ms: Initial diagonal pivot
89
+ * - 233-500ms: Curved approach with extending hands
90
+ * - 500-667ms: Landing in engagement position
91
+ *
92
+ * @korean 대각선원형접근
93
+ * @duration 667ms
94
+ * @category Movement Animation
95
+ */
96
+ var TAE_DIAGONAL_CIRCULAR_APPROACH = MartialArtsAnimationBuilder.create("tae_diagonal_circular_approach", "대각선 원형 접근").asMovement(.667, false).at(0).rotate(BoneName.PELVIS, 0, -.79, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.SHOULDER_L, -.44, -.26, .35).rotate(BoneName.SHOULDER_R, -.44, .26, -.35).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, 0, 0).done().at(.361).rotate(BoneName.PELVIS, 0, -.61, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.SHOULDER_L, -.35, -.35, .44).rotate(BoneName.SHOULDER_R, -.35, .35, -.44).rotate(BoneName.ELBOW_L, 0, 0, -.7).rotate(BoneName.ELBOW_R, 0, 0, .7).position(BoneName.PELVIS, -.2, .02, .2).done().at(.667).rotate(BoneName.PELVIS, 0, -.79, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.SHOULDER_L, -.26, -.44, .52).rotate(BoneName.SHOULDER_R, -.26, .44, -.52).rotate(BoneName.ELBOW_L, 0, 0, -.52).rotate(BoneName.ELBOW_R, 0, 0, .52).rotate(BoneName.WRIST_L, .09, 0, -.09).rotate(BoneName.WRIST_R, .09, 0, .09).position(BoneName.PELVIS, -.3, 0, .3).done().build();
97
+ /**
98
+ * Tae Flexible Guard Transition Animation
99
+ *
100
+ * **Korean**: 호수 방어 전환 (Hosu Bangeo Jeonhwan) - Lake Guard Transition
101
+ * **Technique**: Transition into Tae's characteristic flexible mid-level guard
102
+ *
103
+ * Characteristics:
104
+ * - Smooth transition to mid-level guard
105
+ * - Hands at chest/solar plexus height
106
+ * - Elbows bent at 80° for flexibility
107
+ * - Weight evenly distributed
108
+ *
109
+ * Animation Phases:
110
+ * - 0-150ms: Begin transition
111
+ * - 150-300ms: Settle into Tae guard
112
+ *
113
+ * @korean 호수방어전환
114
+ * @duration 300ms
115
+ * @category Stance Animation
116
+ */
117
+ var TAE_FLEXIBLE_GUARD_TRANSITION = MartialArtsAnimationBuilder.create("tae_flexible_guard_transition", "호수 방어 전환").asStance(.3, false).at(0).rotate(BoneName.SHOULDER_L, -.44, -.09, .22).rotate(BoneName.SHOULDER_R, -.44, .09, -.22).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.PELVIS, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.3).rotate(BoneName.SHOULDER_L, -.52, -.17, .26).rotate(BoneName.SHOULDER_R, -.52, .17, -.26).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
118
+ /**
119
+ * Map of all Tae stance-specific animations for easy access
120
+ * @korean 태괘자세애니메이션맵
121
+ */
122
+ var TAE_STANCE_ANIMATIONS = new Map([
123
+ ["tae_idle_flowing", TAE_IDLE_FLOWING],
124
+ ["tae_circular_sidestep", TAE_CIRCULAR_SIDESTEP],
125
+ ["tae_diagonal_circular_approach", TAE_DIAGONAL_CIRCULAR_APPROACH],
126
+ ["tae_flexible_guard_transition", TAE_FLEXIBLE_GUARD_TRANSITION],
127
+ ["tae_wrist_lock_sequence", TAE_WRIST_LOCK_SEQUENCE],
128
+ ["tae_elbow_control", TAE_ELBOW_CONTROL],
129
+ ["tae_finger_lock", TAE_FINGER_LOCK],
130
+ ["tae_flowing_counter", TAE_FLOWING_COUNTER],
131
+ ["tae_flowing_strikes", TAE_FLOWING_STRIKES],
132
+ ["tae_small_circle", TAE_SMALL_CIRCLE],
133
+ ["tae_shoulder_lock", TAE_SHOULDER_LOCK],
134
+ ["tae_arm_bar", TAE_ARM_BAR]
135
+ ]);
136
+ //#endregion
137
+ export { TAE_CIRCULAR_SIDESTEP, TAE_DIAGONAL_CIRCULAR_APPROACH, TAE_FLEXIBLE_GUARD_TRANSITION, TAE_IDLE_FLOWING, TAE_STANCE_ANIMATIONS };
138
+
139
+ //# sourceMappingURL=TaeStanceAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TaeStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/TaeStanceAnimations.ts"],"sourcesContent":["/**\n * ☱ Tae (Lake) Stance-Specific Animations\n *\n * Specialized idle, movement, and guard animations for the Tae (태/Lake) trigram.\n * Embodies fluid joint manipulation and circular motion from Hapkido techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 합기도 관절기 (Hapkido Joint Manipulation)\n * - **특성**: 유동적 관절기 (Fluid Joint Locks), 소원 기술 (Small Circle Techniques)\n * - **철학**: 물처럼 흐르는 힘 (Flowing Power Like Water), 호수의 적응 (Lake's Adaptation)\n * - **대표 기술**: 유수연타 (Flowing Water Strikes), 손목꺾기 (Wrist Lock), 팔꿈치 제어 (Elbow Control)\n *\n * @module systems/animation/catalogs/TaeStanceAnimations\n * @category Animation\n * @korean 태괘자세애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// Import Hapkido joint lock techniques (합기도 관절기)\nimport {\n TAE_WRIST_LOCK_SEQUENCE,\n TAE_ELBOW_CONTROL,\n TAE_FINGER_LOCK,\n TAE_FLOWING_COUNTER,\n TAE_FLOWING_STRIKES,\n TAE_SMALL_CIRCLE,\n TAE_SHOULDER_LOCK,\n TAE_ARM_BAR,\n} from \"./TaeJointLockAnimations\";\n\n/**\n * Anatomical safety constants for Tae (Lake) trigram animations\n *\n * These limits document safe physiological ranges for Korean martial arts movements.\n * The constants serve as reference documentation validated by Korean martial arts experts\n * and inform the design of all Tae animations to ensure realistic, safe joint mechanics.\n *\n * Note: These are documentation constants. The actual animation rotations are designed\n * to stay well within these limits naturally through authentic Hapkido biomechanics.\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ TAE IDLE FLOWING ANIMATION (태괘 유동 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Tae Idle Flowing Animation\n *\n * **Korean**: 태괘 유동 자세 (Tae-gwae Yudong Jase)\n * **Philosophy**: Embodying lake's fluidity through gentle circular breathing\n *\n * Characteristics:\n * - Gentle circular shoulder movement\n * - Relaxed mid-level guard position\n * - Weight centered and stable\n * - Hands open and ready to grasp\n *\n * Animation Cycle:\n * - 0ms: Neutral position with mid-level guard\n * - 1250ms: Circular shift (left shoulder forward, right back)\n * - 2500ms: Return to neutral (complete cycle)\n *\n * @korean 태괘유동자세\n * @duration 2500ms (2.5 second cycle)\n * @category Idle Animation\n */\nexport const TAE_IDLE_FLOWING: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"tae_idle_flowing\",\n \"태괘 유동 자세\"\n )\n .asIdle(2.5, true)\n // Keyframe 0ms: Neutral mid-level guard (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26) // -30°, -10°, 15° (mid-level flexible guard)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26) // -30°, 10°, -15°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4) // -80° (flexed guard)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (flexed guard)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrists\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head neutral, aware\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1250ms: Circular shift (subtle flowing motion)\n .at(1.25)\n .rotate(BoneName.SPINE_UPPER, 0, 0.09, 0) // 0°, 5° (slight rotation creating circular feel)\n .rotate(BoneName.SHOULDER_L, -0.48, -0.09, 0.17) // -27.5°, -5°, 10° (left forward slightly)\n .rotate(BoneName.SHOULDER_R, -0.57, 0.26, -0.17) // -32.5°, 15°, -10° (right back slightly)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.31) // -75° (slight extension)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.48) // 85° (slight flexion)\n .rotate(BoneName.WRIST_L, 0, 0.09, 0) // 0°, 5° (gentle circular motion)\n .rotate(BoneName.WRIST_R, 0, -0.09, 0) // 0°, -5°\n .rotate(BoneName.PELVIS, 0, 0.05, 0) // 0°, 3° (subtle weight shift)\n .position(BoneName.PELVIS, -0.02, 0, 0) // Minimal lateral shift\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2500ms: Return to neutral (complete cycle)\n .at(2.5)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ TAE CIRCULAR SIDESTEP (원형 측면보)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Tae Circular Sidestep Animation\n *\n * **Korean**: 원형 측면보 (Wonhyeong Cheukmyeonbo) - Circular Sidestep\n * **Technique**: Arc-shaped lateral movement, hip-led\n *\n * Characteristics:\n * - Circular arc path (not straight lateral)\n * - Hip leads the movement\n * - Maintains flexible guard throughout\n * - Weight shifts smoothly\n *\n * Animation Phases:\n * - 0-180ms: Weight shift and hip initiation\n * - 180-400ms: Circular arc movement\n * - 400-550ms: Landing and settling\n *\n * @korean 원형측면보\n * @duration 550ms\n * @category Movement Animation\n */\nexport const TAE_CIRCULAR_SIDESTEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"tae_circular_sidestep\",\n \"원형 측면보\"\n )\n .asMovement(0.55, false)\n // Phase 1: Initial weight shift (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10° (hip begins rotation)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rear leg loads)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (lead leg ready)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Circular arc movement (275ms)\n .at(0.275)\n .rotate(BoneName.PELVIS, 0, -0.35, 0) // 0°, -20° (maximum hip rotation)\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° (rear leg extends)\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (lead leg pushes)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26) // Guard stable\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26)\n .position(BoneName.PELVIS, -0.18, 0.02, -0.03) // Arc trajectory (lateral + slight back)\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Landing and settling (550ms)\n .at(0.55)\n .rotate(BoneName.PELVIS, 0, -0.26, 0) // 0°, -15° (settled)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (grounded)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4)\n .position(BoneName.PELVIS, -0.25, 0, 0) // Final lateral position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ TAE DIAGONAL CIRCULAR APPROACH (대각선 원형 접근)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Tae Diagonal Circular Approach Animation\n *\n * **Korean**: 대각선 원형 접근 (Daegakseon Wonhyeong Jeobgeun)\n * **Technique**: 45° curved approach with hands extending\n *\n * Characteristics:\n * - 45° diagonal angle with curved path\n * - Hands extend forward for joint control\n * - Hip rotation coordinates with step\n * - Smooth weight transfer\n *\n * Animation Phases:\n * - 0-233ms: Initial diagonal pivot\n * - 233-500ms: Curved approach with extending hands\n * - 500-667ms: Landing in engagement position\n *\n * @korean 대각선원형접근\n * @duration 667ms\n * @category Movement Animation\n */\nexport const TAE_DIAGONAL_CIRCULAR_APPROACH: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"tae_diagonal_circular_approach\",\n \"대각선 원형 접근\"\n )\n .asMovement(0.667, false)\n // Phase 1: Initial diagonal pivot (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0, -0.79, 0) // 0°, -45° (diagonal rotation)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (rear leg ready)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (lead leg ready)\n .rotate(BoneName.SHOULDER_L, -0.44, -0.26, 0.35) // -25°, -15°, 20° (hands begin extending)\n .rotate(BoneName.SHOULDER_R, -0.44, 0.26, -0.35) // -25°, 15°, -20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° (extending)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° (extending)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Curved approach with extending hands (361ms)\n .at(0.361)\n .rotate(BoneName.PELVIS, 0, -0.61, 0) // 0°, -35° (unwinding)\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° (extending)\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (pushing)\n .rotate(BoneName.SHOULDER_L, -0.35, -0.35, 0.44) // -20°, -20°, 25° (reaching)\n .rotate(BoneName.SHOULDER_R, -0.35, 0.35, -0.44) // -20°, 20°, -25°\n .rotate(BoneName.ELBOW_L, 0, 0, -0.7) // -40° (extending more)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.7) // 40° (extending more)\n .position(BoneName.PELVIS, -0.2, 0.02, 0.2) // Curved diagonal path\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Landing in engagement position (667ms)\n .at(0.667)\n .rotate(BoneName.PELVIS, 0, -0.79, 0) // 0°, -45° (settled diagonal)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (grounded)\n .rotate(BoneName.SHOULDER_L, -0.26, -0.44, 0.52) // -15°, -25°, 30° (hands extended)\n .rotate(BoneName.SHOULDER_R, -0.26, 0.44, -0.52) // -15°, 25°, -30°\n .rotate(BoneName.ELBOW_L, 0, 0, -0.52) // -30° (ready to engage)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.52) // 30° (ready to engage)\n .rotate(BoneName.WRIST_L, 0.09, 0, -0.09) // 5°, 0°, -5° (hands ready to grasp)\n .rotate(BoneName.WRIST_R, 0.09, 0, 0.09) // 5°, 0°, 5°\n .position(BoneName.PELVIS, -0.3, 0, 0.3) // Diagonal 45° position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ TAE FLEXIBLE GUARD TRANSITION (호수 방어 전환)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Tae Flexible Guard Transition Animation\n *\n * **Korean**: 호수 방어 전환 (Hosu Bangeo Jeonhwan) - Lake Guard Transition\n * **Technique**: Transition into Tae's characteristic flexible mid-level guard\n *\n * Characteristics:\n * - Smooth transition to mid-level guard\n * - Hands at chest/solar plexus height\n * - Elbows bent at 80° for flexibility\n * - Weight evenly distributed\n *\n * Animation Phases:\n * - 0-150ms: Begin transition\n * - 150-300ms: Settle into Tae guard\n *\n * @korean 호수방어전환\n * @duration 300ms\n * @category Stance Animation\n */\nexport const TAE_FLEXIBLE_GUARD_TRANSITION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"tae_flexible_guard_transition\",\n \"호수 방어 전환\"\n )\n .asStance(0.3, false)\n // Phase 1: Begin transition (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.44, -0.09, 0.22) // -25°, -5°, 12.5° (moving toward guard)\n .rotate(BoneName.SHOULDER_R, -0.44, 0.09, -0.22) // -25°, 5°, -12.5°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70° (transitioning)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70° (transitioning)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Settle into Tae guard (300ms)\n .at(0.3)\n .rotate(BoneName.SHOULDER_L, -0.52, -0.17, 0.26) // -30°, -10°, 15° (Tae guard)\n .rotate(BoneName.SHOULDER_R, -0.52, 0.17, -0.26) // -30°, 10°, -15°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.4) // -80° (Tae guard angle)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (Tae guard angle)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrists\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable stance)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Tae stance-specific animations for easy access\n * @korean 태괘자세애니메이션맵\n */\nexport const TAE_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n // Idle & Movement\n [\"tae_idle_flowing\", TAE_IDLE_FLOWING],\n [\"tae_circular_sidestep\", TAE_CIRCULAR_SIDESTEP],\n [\"tae_diagonal_circular_approach\", TAE_DIAGONAL_CIRCULAR_APPROACH],\n \n // Stance Transitions\n [\"tae_flexible_guard_transition\", TAE_FLEXIBLE_GUARD_TRANSITION],\n \n // Hapkido Joint Lock Techniques (합기도 관절기)\n [\"tae_wrist_lock_sequence\", TAE_WRIST_LOCK_SEQUENCE],\n [\"tae_elbow_control\", TAE_ELBOW_CONTROL],\n [\"tae_finger_lock\", TAE_FINGER_LOCK],\n [\"tae_flowing_counter\", TAE_FLOWING_COUNTER],\n [\"tae_flowing_strikes\", TAE_FLOWING_STRIKES],\n [\"tae_small_circle\", TAE_SMALL_CIRCLE],\n [\"tae_shoulder_lock\", TAE_SHOULDER_LOCK],\n [\"tae_arm_bar\", 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@@ -0,0 +1,43 @@
1
+ /**
2
+ * Animation catalog sub-package
3
+ *
4
+ * Curated collections of skeletal animations for attacks, defenses,
5
+ * locomotion, stances, and recovery-aware variants.
6
+ */
7
+ export { GAM_WATER_GUARD_POSE, GAN_MOUNTAIN_GUARD_POSE, GEON_HIGH_GUARD_POSE, GON_EARTH_GUARD_POSE, JIN_THUNDER_GUARD_POSE, LI_FIRE_GUARD_POSE, SON_WIND_GUARD_POSE, STANCE_GUARD_CONFIGS, TAE_FLUID_GUARD_POSE, getAllStanceGuardPoses, getGuardConfigForStance, getGuardPoseForStance, } from "./StanceGuardPoses";
8
+ export { ATTACK_ANIMATIONS, BACKWARD_RETREAT_ANIMATION, BLOCK_ANIMATION, CROSS_ANIMATION, FORWARD_DASH_ANIMATION, FRONT_KICK_ANIMATION, IDLE_STANCE_ANIMATION, JAB_ANIMATION, ROUNDHOUSE_KICK_ANIMATION, SIDE_STEP_ANIMATION, WALK_ANIMATION, } from "./AttackAnimations";
9
+ export { BASIC_ANIMATIONS, FALL_BACKWARD_ANIMATION, FALL_FORWARD_ANIMATION, FALL_SIDE_LEFT_ANIMATION, FALL_SIDE_RIGHT_ANIMATION, IDLE_ANIMATION, RUN_ANIMATION, WALK_ANIMATION as WALK_ANIMATION_NEW, } from "./BasicAnimations";
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+ export { STEP_ANIMATIONS, STEP_BACK_ANIMATION, STEP_FORWARD_ANIMATION, STEP_LEFT_ANIMATION, STEP_RIGHT_ANIMATION, getStepAnimation, } from "./StepSkeletalAnimations";
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+ export { FOOTWORK_ANIMATIONS, FOOTWORK_SLIDE_FORWARD_ANIMATION, FOOTWORK_SLIDE_BACK_ANIMATION, FOOTWORK_SLIDE_LEFT_ANIMATION, FOOTWORK_SLIDE_RIGHT_ANIMATION, FOOTWORK_SWITCH_STEP_ANIMATION, FOOTWORK_BOUNCE_STEP_ANIMATION, FOOTWORK_TRIANGLE_ANIMATION, FOOTWORK_CIRCULAR_LEFT_ANIMATION, FOOTWORK_CIRCULAR_RIGHT_ANIMATION, FOOTWORK_PIVOT_LEFT_ANIMATION, FOOTWORK_PIVOT_RIGHT_ANIMATION, FOOTWORK_SHUFFLE_ANIMATION, getFootworkAnimation, } from "./FootworkSkeletalAnimations";
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+ export { STEP_ANIMATION_CONFIGS, STEP_ANIMATION_PARAMS, STEP_KEYFRAMES, STEP_KOREAN_TERMS, createStepConfig, getStepDirectionVector, getStepKeyframeAtFrame, interpolateStepKeyframes, } from "./StepAnimations";
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+ export { ALL_DEFENSIVE_ANIMATIONS, DEFENSIVE_ANIMATIONS_BY_STANCE, GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER, GAN_COUNTER_FORTRESS, GAN_IMMOVABLE_BLOCK, GEON_COUNTER_STRIKE, GEON_HIGH_BLOCK, GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER, JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER, LI_NERVE_STRIKE_COUNTER, LI_PRECISION_PARRY, SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER, TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE, getDefensiveAnimation, getDefensiveAnimationsForStance, } from "./DefensiveAnimations";
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+ export { GAM_RUN_ANIMATION, GAM_WALK_ANIMATION, GAN_RUN_ANIMATION, GAN_WALK_ANIMATION, GEON_RUN_ANIMATION, GEON_WALK_ANIMATION, GON_RUN_ANIMATION, GON_WALK_ANIMATION, JIN_RUN_ANIMATION, JIN_WALK_ANIMATION, LI_RUN_ANIMATION, LI_WALK_ANIMATION, SON_RUN_ANIMATION, SON_WALK_ANIMATION, STANCE_LOCOMOTION_ANIMATIONS, STANCE_RUN_ANIMATIONS, STANCE_WALK_ANIMATIONS, TAE_RUN_ANIMATION, TAE_WALK_ANIMATION, getStanceRunAnimation, getStanceWalkAnimation, } from "./StanceLocomotionAnimations";
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+ export { ALL_ATTACK_ANIMATIONS, ATTACK_ANIMATIONS_BY_STANCE, GAM_FLOWING_RIVER_STRIKE, GAM_TIDAL_WAVE_PALM, GAM_WHIRLPOOL_COUNTER, GAN_AVALANCHE_HAMMER, GAN_FORTRESS_COUNTER_STRIKE, GAN_STONE_WALL_THRUST, GEON_BONE_BREAKING_STRIKE_1, GEON_CRUSHING_ELBOW, GEON_THUNDEROUS_UPPERCUT, GON_EARTHQUAKE_STOMP, GON_GROUND_SWEEP_STRIKE, GON_ROOTING_TAKEDOWN, JIN_EXPLOSIVE_KNEE, JIN_LIGHTNING_STRAIGHT, JIN_SHOCKING_HAMMER_FIST, LI_BURNING_FINGER_STRIKE_1, LI_PHOENIX_EYE_STRIKE, LI_SOLAR_PLEXUS_SPEAR, SON_PENETRATING_PALM_RUSH, SON_PRESSURE_POINT_CHAIN, SON_WHIRLWIND_COMBO_1, TAE_FLOWING_ARM_BAR, TAE_SPIRAL_SHOULDER_THROW, TAE_WRIST_LOCK_STRIKE, getAttackAnimation, getAttackAnimationsForStance, } from "./StanceAttackAnimations";
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+ export { CROSS_ANIMATION_ENHANCED, ENHANCED_ANIMATIONS, FRONT_KICK_ANIMATION_ENHANCED, JAB_ANIMATION_ENHANCED, RECOVERY_PRESETS, ROUNDHOUSE_KICK_ANIMATION_ENHANCED, applyRecoveryPreset, } from "./EnhancedAttackAnimations";
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+ export { ELBOW_STRIKE_ANIMATION_ENHANCED, ELBOW_UPPERCUT_ANIMATION_ENHANCED, ENHANCED_ELBOW_KNEE_ANIMATIONS, KNEE_STRIKE_ANIMATION_ENHANCED, } from "./EnhancedElbowKneeAnimations";
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+ export { ALL_TRIGRAM_IDLE_ANIMATIONS, GAM_IDLE_ANIMATION, GAN_IDLE_ANIMATION, GEON_IDLE_ANIMATION, GON_IDLE_ANIMATION, JIN_IDLE_ANIMATION, LI_IDLE_ANIMATION, SON_IDLE_ANIMATION, TAE_IDLE_ANIMATION, TRIGRAM_IDLE_ANIMATIONS, TRIGRAM_IDLE_ANIMATIONS_BY_NAME, TRIGRAM_IDLE_METADATA, getTrigramIdleAnimation, getTrigramIdleByName, } from "./StanceIdleAnimations";
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+ export { GEON_ANIMATIONS, GEON_AXE_KICK, GEON_DIAGONAL_POWER_STEP, GEON_ELBOW_SMASH, GEON_FORWARD_ADVANCE, GEON_FRONTAL_KICK, GEON_HEAVEN_STRIKE, GEON_HEAVENLY_FIST_ANIMATION, GEON_IDLE_BREATHING, GEON_OVERHEAD_HAMMER, GEON_PALM_STRIKE, GEON_ROUNDHOUSE_KICK, } from "./GeonStanceAnimations";
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+ export { GON_HEAVY_GROUNDING_STEP, GON_IDLE_SSIREUM_STANCE, GON_SWEEP_POSITIONING_STEP, } from "./GonStanceAnimations";
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+ export { GON_EARTH_EMBRACE_ANIMATION, GON_GROUND_CONTROL_TRANSITION, } from "./GonTechniqueAnimations";
22
+ export { GON_GUARD_VARIANTS, GON_LOW_GRAPPLING_GUARD, } from "./GonGuardPoses";
23
+ export { GAN_DEFENSIVE_ANGLE_SHIFT, GAN_HIGH_SOLID_GUARD_TRANSITION, GAN_IDLE_ROOTED, GAN_SHORT_ROOT_STEP, GAN_STANCE_ANIMATIONS, } from "./GanStanceAnimations";
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+ export { GAN_DEFENSIVE_REVERSAL, GAN_ROCK_DEFENSE_ANIMATION, GAN_TECHNIQUE_ANIMATIONS, } from "./GanTechniqueAnimations";
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+ export { TAE_CIRCULAR_SIDESTEP, TAE_DIAGONAL_CIRCULAR_APPROACH, TAE_FLEXIBLE_GUARD_TRANSITION, TAE_IDLE_FLOWING, TAE_STANCE_ANIMATIONS, } from "./TaeStanceAnimations";
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+ export { JIN_ANIMATIONS, JIN_IDLE_COILED, JIN_EXPLOSIVE_BURST, JIN_JUMPING_ADVANCE, } from "./JinStanceAnimations";
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+ export { JIN_TECHNIQUE_ANIMATIONS, JIN_THUNDER_FLASH_ANIMATION, JIN_JUMPING_KNEE_STRIKE, } from "./JinTechniqueAnimations";
28
+ export * from "./ComboAnimations";
29
+ export * from "./DarkOpsAnimations";
30
+ export * from "./ElbowKneeAnimations";
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+ export * from "./GamRedirectionAnimations";
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+ export { GAM_IDLE_FLOWING, GAM_YIELDING_SIDESTEP, GAM_FLOWING_RETREAT_STEP, GAM_STANCE_ANIMATIONS, } from "./GamStanceAnimations";
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+ export { GAM_WATER_FLOW_COUNTER_ANIMATION, GAM_FLOWING_TAKEDOWN, GAM_TECHNIQUE_ANIMATIONS, } from "./GamTechniqueAnimations";
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+ export * from "./GrapplingAnimations";
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+ export * from "./KickAnimations";
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+ export * from "./LiStanceAnimations";
37
+ export * from "./LiTechniqueAnimations";
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+ export * from "./MovementAnimations";
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+ export * from "./PunchAnimations";
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+ export * from "./RecoveryAnimations";
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+ export * from "./StanceAnimations";
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+ export * from "./TaeJointLockAnimations";
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+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,36 @@
1
+ import "./StanceGuardPoses.js";
2
+ import "./AttackAnimations.js";
3
+ import "./BasicAnimations.js";
4
+ import "./ComboAnimations.js";
5
+ import "./DarkOpsAnimations.js";
6
+ import "./DefensiveAnimations.js";
7
+ import "./ElbowKneeAnimations.js";
8
+ import "./GrapplingAnimations.js";
9
+ import "./KickAnimations.js";
10
+ import "./MovementAnimations.js";
11
+ import "./PunchAnimations.js";
12
+ import "./LiTechniqueAnimations.js";
13
+ import "./LiStanceAnimations.js";
14
+ import "./JinTechniqueAnimations.js";
15
+ import "./JinStanceAnimations.js";
16
+ import "./StanceAnimations.js";
17
+ import "./StanceAttackAnimations.js";
18
+ import "./StanceIdleAnimations.js";
19
+ import "./StanceLocomotionAnimations.js";
20
+ import "./GamTechniqueAnimations.js";
21
+ import "./GanTechniqueAnimations.js";
22
+ import "./GanStanceAnimations.js";
23
+ import "./GeonStanceAnimations.js";
24
+ import "./TaeJointLockAnimations.js";
25
+ import "./TaeStanceAnimations.js";
26
+ import "./EnhancedAttackAnimations.js";
27
+ import "./EnhancedElbowKneeAnimations.js";
28
+ import "./GamRedirectionAnimations.js";
29
+ import "./StepSkeletalAnimations.js";
30
+ import "./FootworkSkeletalAnimations.js";
31
+ import "./StepAnimations.js";
32
+ import "./GonTechniqueAnimations.js";
33
+ import "./GonStanceAnimations.js";
34
+ import "./GonGuardPoses.js";
35
+ import "./GamStanceAnimations.js";
36
+ import "./RecoveryAnimations.js";
@@ -0,0 +1,234 @@
1
+ /**
2
+ * Anatomical Limits Constants
3
+ *
4
+ * Centralized biomechanical safety limits for Korean martial arts animations.
5
+ * These constants document safe physiological ranges for joint movements,
6
+ * validated by Korean martial arts experts and biomechanical research.
7
+ *
8
+ * **Korean Martial Arts Context:**
9
+ * - 한국 무술 생체역학 안전 기준 (Korean Martial Arts Biomechanical Safety Standards)
10
+ * - 관절 안전 범위 (Joint Safety Ranges)
11
+ * - 실전 기술 적용 (Practical Technique Application)
12
+ *
13
+ * **Purpose:**
14
+ * These limits serve as reference documentation and inform animation design
15
+ * to ensure realistic, safe joint mechanics. Actual animations are designed
16
+ * to stay well within these limits through authentic martial arts biomechanics.
17
+ *
18
+ * **Note:** All values are in radians for Three.js compatibility.
19
+ * Convert degrees to radians: degrees * (π / 180)
20
+ *
21
+ * @module systems/animation/constants
22
+ * @category Animation Constants
23
+ * @korean 생체역학안전상수
24
+ */
25
+ /**
26
+ * Anatomical Limits for Joint Rotations
27
+ *
28
+ * Comprehensive set of safe physiological ranges for all major joints
29
+ * used in Korean martial arts movements.
30
+ */
31
+ export declare const ANATOMICAL_LIMITS: {
32
+ /**
33
+ * Shoulder Joint Limits (어깨 관절)
34
+ */
35
+ readonly SHOULDER: {
36
+ /**
37
+ * Maximum safe shoulder overhead rotation: -135° (-2.35 radians)
38
+ *
39
+ * Shoulder flexion limit is approximately 150-180°, making -135° a safe
40
+ * threshold for dramatic overhead positioning (used in Geon/Heaven stance)
41
+ * without risking constraint violations.
42
+ *
43
+ * **Used in:** Geon (건) overhead strikes, powerful techniques
44
+ */
45
+ readonly MAX_OVERHEAD: -2.35;
46
+ /**
47
+ * Maximum safe shoulder rotation: ±90° (±1.57 radians)
48
+ *
49
+ * Safe shoulder rotation range for circular movements without risking
50
+ * impingement or constraint violations (used in Tae/Lake, Son/Wind stances).
51
+ *
52
+ * **Used in:** Tae (태) circular motions, Son (손) continuous attacks
53
+ */
54
+ readonly MAX_ROTATION: 1.57;
55
+ /**
56
+ * Maximum safe shoulder elevation: -35° (-0.61 radians)
57
+ *
58
+ * Conservative shoulder elevation for defensive positions
59
+ * (used in Gan/Mountain guard stance).
60
+ *
61
+ * **Used in:** Gan (간) defensive guard positioning
62
+ */
63
+ readonly MAX_ELEVATION: -0.61;
64
+ };
65
+ /**
66
+ * Elbow Joint Limits (팔꿈치 관절)
67
+ */
68
+ readonly ELBOW: {
69
+ /**
70
+ * Maximum safe elbow bend: ±125° (±2.18 radians)
71
+ *
72
+ * Typical elbow flexion limit is 145-160°, making 125° a conservative
73
+ * threshold for powerful chambering positions (used in Geon/Heaven strikes).
74
+ *
75
+ * **Used in:** Geon (건) powerful overhead chambering
76
+ */
77
+ readonly MAX_BEND: 2.18;
78
+ /**
79
+ * Maximum safe elbow flexion: 145° (2.53 radians)
80
+ *
81
+ * Full elbow flexion for natural guard positions and joint manipulation
82
+ * techniques (used in Tae/Lake, Son/Wind stances).
83
+ *
84
+ * **Used in:** Tae (태) joint locks, Son (손) guard positions
85
+ */
86
+ readonly MAX_FLEXION: 2.53;
87
+ /**
88
+ * Maximum safe elbow bend for guard: 120° (2.09 radians)
89
+ *
90
+ * Conservative elbow flexion for defensive guard positions
91
+ * (used in Gan/Mountain defensive stance).
92
+ *
93
+ * **Used in:** Gan (간) defensive guard
94
+ */
95
+ readonly MAX_BEND_GUARD: 2.09;
96
+ };
97
+ /**
98
+ * Wrist Joint Limits (손목 관절)
99
+ */
100
+ readonly WRIST: {
101
+ /**
102
+ * Maximum safe wrist flexion/extension: ±70° (±1.22 radians)
103
+ *
104
+ * Typical wrist range is 70-90° flexion/extension. We use 70° as a safe
105
+ * threshold for joint lock techniques (used in Tae/Lake Hapkido techniques).
106
+ *
107
+ * **Used in:** Tae (태) wrist locks and joint manipulation
108
+ */
109
+ readonly MAX_BEND: 1.22;
110
+ };
111
+ /**
112
+ * Hip Joint Limits (엉덩이 관절)
113
+ */
114
+ readonly HIP: {
115
+ /**
116
+ * Maximum safe hip flexion: 110° (1.92 radians)
117
+ *
118
+ * Hip flexion for ground techniques and takedowns
119
+ * (used in Gon/Earth ground control stance).
120
+ *
121
+ * **Used in:** Gon (곤) ground techniques, throws
122
+ */
123
+ readonly MAX_FLEXION: 1.92;
124
+ /**
125
+ * Maximum safe hip rotation: ±70° (±1.22 radians)
126
+ *
127
+ * Safe hip rotation range for continuous flowing movements
128
+ * (used in Son/Wind circular attacks).
129
+ *
130
+ * **Used in:** Son (손) circular movements, flow techniques
131
+ */
132
+ readonly MAX_ROTATION: 1.22;
133
+ };
134
+ /**
135
+ * Knee Joint Limits (무릎 관절)
136
+ */
137
+ readonly KNEE: {
138
+ /**
139
+ * Maximum safe knee flexion: 90° (1.57 radians)
140
+ *
141
+ * Deep horse stance knee bend for explosive power generation
142
+ * (used in Jin/Thunder explosive stance).
143
+ *
144
+ * **Used in:** Jin (진) explosive power generation
145
+ */
146
+ readonly MAX_FLEXION: 1.57;
147
+ /**
148
+ * Maximum safe knee bend: 130° (2.27 radians)
149
+ *
150
+ * Deep knee bend for ground control and takedown positioning
151
+ * (used in Gon/Earth ground techniques).
152
+ *
153
+ * **Used in:** Gon (곤) ground control, low positioning
154
+ */
155
+ readonly MAX_BEND: 2.27;
156
+ /**
157
+ * Maximum safe knee bend for rooted stance: 25° (0.44 radians)
158
+ *
159
+ * Conservative knee bend for defensive rooted positions
160
+ * (used in Gan/Mountain defensive stance).
161
+ *
162
+ * **Used in:** Gan (간) rooted defensive positioning
163
+ */
164
+ readonly MAX_BEND_ROOTED: 0.44;
165
+ };
166
+ /**
167
+ * Ankle Joint Limits (발목 관절)
168
+ */
169
+ readonly ANKLE: {
170
+ /**
171
+ * Maximum safe ankle dorsiflexion: 25° (0.44 radians)
172
+ *
173
+ * Heel raising for explosive launch and power generation
174
+ * (used in Jin/Thunder explosive techniques).
175
+ *
176
+ * **Used in:** Jin (진) explosive heel raises
177
+ */
178
+ readonly MAX_DORSIFLEXION: 0.44;
179
+ /**
180
+ * Maximum safe ankle dorsiflex: 20° (0.35 radians)
181
+ *
182
+ * Conservative ankle flexion for ground control positioning
183
+ * (used in Gon/Earth ground techniques).
184
+ *
185
+ * **Used in:** Gon (곤) stable ground positioning
186
+ */
187
+ readonly MAX_DORSIFLEX: 0.35;
188
+ };
189
+ };
190
+ /**
191
+ * Type-safe access to anatomical limits
192
+ */
193
+ export type AnatomicalLimits = typeof ANATOMICAL_LIMITS;
194
+ /**
195
+ * Helper function to get anatomical limit by body part and movement type
196
+ *
197
+ * Type-safe function that ensures valid body part and limit type combinations
198
+ * are used at compile time, catching typos before runtime.
199
+ *
200
+ * @param bodyPart - Body part category (SHOULDER, ELBOW, WRIST, HIP, KNEE, ANKLE)
201
+ * @param limitType - Specific limit type (MAX_BEND, MAX_FLEXION, etc.)
202
+ * @returns The anatomical limit value in radians
203
+ *
204
+ * @example
205
+ * ```typescript
206
+ * const maxElbowBend = getAnatomicalLimit('ELBOW', 'MAX_BEND'); // 2.18 radians
207
+ * ```
208
+ */
209
+ export declare function getAnatomicalLimit<B extends keyof AnatomicalLimits, L extends keyof AnatomicalLimits[B] & string>(bodyPart: B, limitType: L): AnatomicalLimits[B][L];
210
+ /**
211
+ * Convert degrees to radians for animation calculations
212
+ *
213
+ * @param degrees - Angle in degrees
214
+ * @returns Angle in radians
215
+ *
216
+ * @example
217
+ * ```typescript
218
+ * const radians = degreesToRadians(90); // 1.5708 (π/2)
219
+ * ```
220
+ */
221
+ export declare function degreesToRadians(degrees: number): number;
222
+ /**
223
+ * Convert radians to degrees for human-readable output
224
+ *
225
+ * @param radians - Angle in radians
226
+ * @returns Angle in degrees
227
+ *
228
+ * @example
229
+ * ```typescript
230
+ * const degrees = radiansToDegrees(1.5708); // 90
231
+ * ```
232
+ */
233
+ export declare function radiansToDegrees(radians: number): number;
234
+ //# sourceMappingURL=AnatomicalLimits.d.ts.map
@@ -0,0 +1 @@
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