blacktrigram 0.7.39 → 0.7.41
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/App2.js.map +1 -1
- package/lib/audio/AudioAssetLoader.js.map +1 -1
- package/lib/audio/AudioAssetRegistry.js.map +1 -1
- package/lib/audio/AudioCache.js.map +1 -1
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioMonitor.js.map +1 -1
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/AudioProvider.js.map +1 -1
- package/lib/audio/AudioUtils.js.map +1 -1
- package/lib/audio/BoneImpactAudioMap.js.map +1 -1
- package/lib/audio/VariantSelector.js.map +1 -1
- package/lib/audio/types.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
- package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
- package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
- package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
- package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
- package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
- package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
- package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
- package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
- package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
- package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
- package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
- package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
- package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
- package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
- package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
- package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
- package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
- package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
- package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
- package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
- package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
- package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
- package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
- package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
- package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
- package/lib/components/shared/three/ui/MenuList.js.map +1 -1
- package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
- package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
- package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
- package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
- package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
- package/lib/components/shared/ui/BackButton.js.map +1 -1
- package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
- package/lib/components/shared/ui/CombatTimer.js.map +1 -1
- package/lib/components/shared/ui/ErrorModal.js.map +1 -1
- package/lib/components/shared/ui/LoadingState.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/components/shared/ui/SplashScreen.js.map +1 -1
- package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
- package/lib/components/shared/ui/VolumeControl.js.map +1 -1
- package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
- package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
- package/lib/constants/bodyDimensions.js.map +1 -1
- package/lib/constants/bodyRenderingConstants.js.map +1 -1
- package/lib/data/archetypeClothing.js.map +1 -1
- package/lib/data/archetypePhysicalAttributes.js.map +1 -1
- package/lib/data/techniqueMappings.js.map +1 -1
- package/lib/data/techniques.js.map +1 -1
- package/lib/hooks/useActionFeedback.js.map +1 -1
- package/lib/hooks/useBalanceAnimations.js.map +1 -1
- package/lib/hooks/useCombatTimer.js.map +1 -1
- package/lib/hooks/useDebounce.js.map +1 -1
- package/lib/hooks/useHUDLayout.js.map +1 -1
- package/lib/hooks/useHandPoseTransitions.js.map +1 -1
- package/lib/hooks/useKeyboardControls.js.map +1 -1
- package/lib/hooks/useMatchCountdown.js.map +1 -1
- package/lib/hooks/useMuscleActivation.js.map +1 -1
- package/lib/hooks/usePauseMenu.js.map +1 -1
- package/lib/hooks/usePlayerAnimation.js.map +1 -1
- package/lib/hooks/useResponsiveLayout.js.map +1 -1
- package/lib/hooks/useRoundTransition.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js.map +1 -1
- package/lib/hooks/useTechniqueSelection.js.map +1 -1
- package/lib/hooks/useThrottle.js.map +1 -1
- package/lib/hooks/useTouchControls.js.map +1 -1
- package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
- package/lib/hooks/useWindowSize.js.map +1 -1
- package/lib/systems/CombatSystem.js.map +1 -1
- package/lib/systems/EffectCalculator.js.map +1 -1
- package/lib/systems/LayoutSystem.js.map +1 -1
- package/lib/systems/PlayerEffectManager.js.map +1 -1
- package/lib/systems/ResponsiveScaling.js.map +1 -1
- package/lib/systems/TrigramSystem.js.map +1 -1
- package/lib/systems/VitalPointSystem.js.map +1 -1
- package/lib/systems/ai/AIPersonality.js.map +1 -1
- package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
- package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
- package/lib/systems/ai/ComboSystem.js.map +1 -1
- package/lib/systems/ai/DecisionTree.js.map +1 -1
- package/lib/systems/ai/TrainingAI.js.map +1 -1
- package/lib/systems/ai/types.js.map +1 -1
- package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/HandPoses.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeInterpolation.js +3 -90
- package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
- package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
- package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
- package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
- package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceGuardPoses.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
- package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
- package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
- package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
- package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
- package/lib/systems/animation/core/AnimationTransitions.js.map +1 -1
- package/lib/systems/animation/core/LateralityTransform.js.map +1 -1
- package/lib/systems/animation/core/RecoveryPhaseEnhancer.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
- package/lib/systems/animation/core/types.js.map +1 -1
- package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
- package/lib/systems/animation/systems/BodyFacingSystem.js.map +1 -1
- package/lib/systems/animation/systems/FacialExpressions.js.map +1 -1
- package/lib/systems/animation/systems/FallAnimations.js.map +1 -1
- package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
- package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
- package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
- package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
- package/lib/systems/bodypart/CombatInjuryIntegration.js.map +1 -1
- package/lib/systems/bodypart/InjuryIntegration.js.map +1 -1
- package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
- package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
- package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
- package/lib/systems/bodypart/types.js.map +1 -1
- package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
- package/lib/systems/breathing/feedback.js.map +1 -1
- package/lib/systems/breathing/integration.js.map +1 -1
- package/lib/systems/combat/BalanceSystem.js.map +1 -1
- package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
- package/lib/systems/combat/CombatStateSystem.js.map +1 -1
- package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
- package/lib/systems/combat/FallIntegration.js.map +1 -1
- package/lib/systems/combat/GrappleSystem.js.map +1 -1
- package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
- package/lib/systems/combat/PainResponseSystem.js.map +1 -1
- package/lib/systems/combat/TrainingCombatSystem.js.map +1 -1
- package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
- package/lib/systems/combat/typeGuards.js.map +1 -1
- package/lib/systems/effects.js.map +1 -1
- package/lib/systems/game.js.map +1 -1
- package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
- package/lib/systems/movement/helpers/AccelerationUpdater.js.map +1 -1
- package/lib/systems/movement/helpers/accelerationUtils.js.map +1 -1
- package/lib/systems/movement/integration.js.map +1 -1
- package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
- package/lib/systems/physics/CollisionDetection.js.map +1 -1
- package/lib/systems/physics/CoordinateMapper.js.map +1 -1
- package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
- package/lib/systems/physics/MovementPhysics.js.map +1 -1
- package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
- package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
- package/lib/systems/trigram/KoreanCulture.js.map +1 -1
- package/lib/systems/trigram/KoreanTechniques.js.map +1 -1
- package/lib/systems/trigram/StanceManager.js.map +1 -1
- package/lib/systems/trigram/TransitionCalculator.js.map +1 -1
- package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
- package/lib/systems/trigram/techniques/DarkOpsTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GamTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GanTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GonTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/SonTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/TechniqueConfig.js.map +1 -1
- package/lib/systems/trigram/techniques/index.js.map +1 -1
- package/lib/systems/trigram/types/GonTechniqueExtensions.js.map +1 -1
- package/lib/systems/trigram/types.js.map +1 -1
- package/lib/systems/types.js.map +1 -1
- package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
- package/lib/systems/vitalpoint/HitDetection.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanAnatomy.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
- package/lib/systems/vitalpoint/MeridianVitalPointMapping.js.map +1 -1
- package/lib/types/AccessibilityTypes.js.map +1 -1
- package/lib/types/PhysicsTypes.js.map +1 -1
- package/lib/types/common.js.map +1 -1
- package/lib/types/constants/colors.js.map +1 -1
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{"version":3,"file":"StanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/StanceAnimations.ts"],"sourcesContent":["/**\n * Stance-Specific Animations Module\n *\n * Unique animations for each of the eight trigram stances (팔괘).\n * These animations are specific to stance philosophy and fighting style.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 팔괘 자세별 고유 애니메이션 모듈\n *\n * @module systems/animation/StanceAnimations\n * @korean 자세애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport { toRadians } from \"@/utils/math\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\nimport {\n KOREAN_STANCE_BIOMECHANICS,\n calculateFootPositions,\n} from \"../builders/MartialArtsConstants\";\nimport {\n GAM_WATER_GUARD_POSE,\n GAN_MOUNTAIN_GUARD_POSE,\n GEON_HIGH_GUARD_POSE,\n GON_EARTH_GUARD_POSE,\n JIN_THUNDER_GUARD_POSE,\n LI_FIRE_GUARD_POSE,\n SON_WIND_GUARD_POSE,\n TAE_FLUID_GUARD_POSE,\n} from \"./StanceGuardPoses\";\n\n// Import Li (Fire) enhanced animations\nimport {\n LI_DIAGONAL_DART_STEP,\n LI_FORWARD_TARGETING_GUARD,\n LI_IDLE_TARGETING,\n LI_LINEAR_PIERCE_STEP,\n} from \"./LiStanceAnimations\";\nimport {\n LI_FIRE_SPEAR_ANIMATION,\n LI_NERVE_STRIKE_COMBO,\n} from \"./LiTechniqueAnimations\";\n// Import enhanced Jin animations\nimport {\n JIN_EXPLOSIVE_BURST,\n JIN_IDLE_COILED,\n JIN_JUMPING_ADVANCE,\n} from \"./JinStanceAnimations\";\n\n// Import Jin technique animations\nimport {\n JIN_JUMPING_KNEE_STRIKE,\n JIN_THUNDER_FLASH_ANIMATION,\n} from \"./JinTechniqueAnimations\";\n\n// Backward-compat: legacy ID `gan_rock_defense_legacy` maps to the canonical\n// comprehensive Gan rock-defense animation in GanTechniqueAnimations.\nimport { GAN_ROCK_DEFENSE_ANIMATION } from \"./GanTechniqueAnimations\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DEFAULT SHOULDER WIDTH CONSTANT\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Default shoulder width for stance calculations\n *\n * Uses average shoulder width across all archetypes:\n * - Musa: 46cm\n * - Amsalja: 44cm\n * - Hacker: 43cm\n * - Jeongbo: 45cm\n * - Jojik: 54cm\n *\n * Average: (46 + 44 + 43 + 45 + 54) / 5 = 46.4cm ≈ 46cm\n *\n * This provides neutral baseline for animations. Actual runtime will scale\n * based on fighter's specific shoulder width from physical attributes.\n *\n * @korean 기본어깨너비\n */\nconst DEFAULT_SHOULDER_WIDTH_CM = 46;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON (건) - HEAVEN: Direct Force (태권도 타격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Heaven Strike - 건천격\n *\n * Powerful downward strike representing heaven's authority.\n * Full body commitment with vertical power line.\n *\n * @korean 건천격애니메이션\n */\nexport const GEON_HEAVEN_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_heaven_strike\", \"건천격\")\n .asAttack(0.5)\n .withHighGuard()\n .overhandPunch(0.18) // Descending strike\n .recover(0.32)\n .build();\n\n/**\n * Geon Heavenly Fist - 건천권\n *\n * Lead straight punch with divine authority.\n * Extends through target with unwavering focus.\n *\n * @korean 건천권애니메이션\n */\nexport const GEON_HEAVENLY_FIST_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_heavenly_fist\", \"건천권\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard()\n .punchWindup(TECHNIQUE_TIMING.FAST.chamber)\n .punchExtend(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak)\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n/**\n * Geon Frontal Kick - 건앞차기\n *\n * Direct front kick with heaven's penetrating force.\n * Snapping kick targeting solar plexus.\n *\n * @korean 건앞차기애니메이션\n */\nexport const GEON_FRONTAL_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_frontal_kick\", \"건앞차기\")\n .asAttack(0.5)\n .chamber(0.1)\n .withHighGuard()\n .extend(0.12)\n .retract(0.13)\n .setDown(0.15)\n .build();\n\n/**\n * Geon Roundhouse - 건돌려차기\n *\n * Heaven's circular force roundhouse kick.\n * Maximum power generation through hip rotation.\n *\n * @korean 건돌려차기애니메이션\n */\nexport const GEON_ROUNDHOUSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_roundhouse\", \"건돌려차기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .roundhouseChamber(0.12)\n .withHighGuard()\n .roundhouseExtend(0.15)\n .retract(0.13)\n .recover(0.15)\n .build();\n\n/**\n * Geon Axe Kick - 건내려차기\n *\n * Heaven descending axe kick.\n * Heel crashes down like divine judgment.\n *\n * @korean 건내려차기애니메이션\n */\nexport const GEON_AXE_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_axe_kick\", \"건내려차기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .axeKickRise(0.2)\n .withHighGuard()\n .axeKickChop(0.15)\n .setDown(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Geon Palm Strike - 건장권\n *\n * Heaven's pushing palm strike.\n * Open palm drives through target.\n *\n * @korean 건장권애니메이션\n */\nexport const GEON_PALM_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_palm_strike\", \"건장권\")\n .asAttack(0.4)\n .withHighGuard()\n .punchWindup(0.1)\n .palmStrike(0.12)\n .recover(0.18)\n .build();\n\n/**\n * Geon Elbow Smash - 건팔꿈치\n *\n * Heaven's crushing elbow strike.\n * Close-range devastation.\n *\n * @korean 건팔꿈치애니메이션\n */\nexport const GEON_ELBOW_SMASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_elbow_smash\", \"건팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard()\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber)\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak)\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ TAE (태) - LAKE: Fluid Joint Manipulation (합기도)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Tae Flowing Strikes - 태유권\n *\n * Lake's flowing water-like strikes.\n * Continuous motion between techniques.\n *\n * @korean 태유권애니메이션\n */\nexport const TAE_FLOWING_STRIKES_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_flowing_strikes\", \"태유권\")\n .asAttack(0.5)\n .stance()\n .punchWindup(0.08)\n .crossPunch(0.1)\n .hookPunch(0.12, \"left\")\n .recover(0.2)\n .build();\n\n/**\n * Tae Wrist Lock - 태손목꺾기\n *\n * Lake's water-like wrist manipulation.\n * Flows into joint control.\n *\n * @korean 태손목꺾기애니메이션\n */\nexport const TAE_WRIST_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_wrist_lock\", \"태손목꺾기\")\n .asAttack(0.65)\n .parry(0.12) // Receive attack\n .wristGrab(0.15) // Capture wrist\n .wristTwist(0.2) // Apply lock\n .recover(0.18)\n .build();\n\n/**\n * Tae Small Circle - 태소원\n *\n * Lake's small circle joint manipulation.\n * Minimal motion, maximum control.\n *\n * @korean 태소원애니메이션\n */\nexport const TAE_SMALL_CIRCLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_small_circle\", \"태소원\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .wristGrab(0.12)\n .jointLock(0.2)\n .recover(0.23)\n .build();\n\n/**\n * Tae Finger Lock - 태손가락꺾기\n *\n * Lake's precise finger manipulation.\n * Small joint control.\n *\n * @korean 태손가락꺾기애니메이션\n */\nexport const TAE_FINGER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_finger_lock\", \"태손가락꺾기\")\n .asAttack(0.5)\n .wristGrab(0.12)\n .wristTwist(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Tae Elbow Lock - 태팔꿈치꺾기\n *\n * Lake's elbow joint control.\n * Hyperextension threat.\n *\n * @korean 태팔꿈치꺾기애니메이션\n */\nexport const TAE_ELBOW_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_elbow_lock\", \"태팔꿈치꺾기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .armBarEntry(0.15)\n .jointLock(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Tae Shoulder Lock - 태어깨꺾기\n *\n * Lake's shoulder joint manipulation.\n * Rotational pressure.\n *\n * @korean 태어깨꺾기애니메이션\n */\nexport const TAE_SHOULDER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_shoulder_lock\", \"태어깨꺾기\")\n .asAttack(0.65)\n .wristGrab(0.12)\n .armBarEntry(0.15)\n .jointLock(0.2)\n .recover(0.18)\n .build();\n\n/**\n * Tae Arm Bar - 태팔꺾기\n *\n * Lake's standing arm bar.\n * Flowing into submission.\n *\n * @korean 태팔꺾기애니메이션\n */\nexport const TAE_ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_arm_bar\", \"태팔꺾기\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .armBarEntry(0.18)\n .armBarDrop(0.22)\n .recover(0.3)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☲ LI (리) - FIRE: Precision Nerve Strikes (정밀 타격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Li Flame Spear - 리화창\n *\n * Fire's penetrating spear-hand strike.\n * Precision targeting vital points with fingertip thrust.\n *\n * Duration: 460ms (Fast spear-hand thrust)\n *\n * @korean 리화창애니메이션\n */\nexport const LI_FLAME_SPEAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_flame_spear\", \"리화창\")\n .asAttack(0.46)\n .stance()\n .elbowChamber(0.07) // Compact spear setup\n .throatStrike(0.13) // Spear-hand to throat\n .punchPeak(0.05)\n .recover(0.21)\n .withSpearHand(\"right\")\n .build();\n\n/**\n * Li Temple Strike - 리관자놀이\n *\n * Fire's precision temple attack.\n * Targeting temporal region.\n *\n * @korean 리관자놀이애니메이션\n */\nexport const LI_TEMPLE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_temple_strike\", \"리관자놀이\")\n .asAttack(0.4)\n .stance()\n .elbowChamber(0.08)\n .hookPunch(0.12) // Curved to temple\n .recover(0.2)\n .build();\n\n/**\n * Li Nerve Strike - 리신경타격\n *\n * Fire's nerve targeting strike.\n * Precise pressure point attack.\n *\n * Duration: 620ms (Deliberate precision strike)\n *\n * @korean 리신경타격애니메이션\n */\nexport const LI_NERVE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_nerve_strike\", \"리신경타격\")\n .asAttack(0.62)\n .punchWindup(0.12) // Careful positioning\n .nerveStrike(0.16) // Precise nerve cluster targeting\n .punchPeak(0.06) // Hold for accuracy\n .recover(0.28)\n .build();\n\n/**\n * Li Side Kick - 리옆차기\n *\n * Fire's precise side kick.\n * Targeting ribs with surgical precision.\n *\n * @korean 리옆차기애니메이션\n */\nexport const LI_SIDEKICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_sidekick\", \"리옆차기\")\n .asAttack(0.5)\n .sideKickChamber(0.1)\n .withHighGuard()\n .sideKickExtend(0.12)\n .retract(0.13)\n .recover(0.15)\n .build();\n\n/**\n * Li Pressure Point - 리급소\n *\n * Fire's pressure point strike.\n * Single finger or knuckle attack with precision targeting.\n *\n * Duration: 470ms (Fast finger strike with hold)\n *\n * @korean 리급소애니메이션\n */\nexport const LI_PRESSURE_POINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_pressure_point\", \"리급소\")\n .asAttack(0.47)\n .stance()\n .punchWindup(0.08) // Setup\n .punchExtend(0.13) // Finger strike\n .punchPeak(0.05) // Hold on pressure point\n .recover(0.21)\n .withSpearHand(\"right\") // Single finger extension\n .build();\n\n/**\n * Li Solar Plexus Strike - 리명치\n *\n * Fire's solar plexus targeting palm.\n * Diaphragm disruption technique.\n *\n * @korean 리명치애니메이션\n */\n/**\n * Li Solar Plexus - 리명치 (Fire's Precision Spear-Hand Strike)\n *\n * Precise spear-hand thrust directly to solar plexus (명치/myeongchi).\n * Li (Fire) element: Linear, direct, penetrating precision strike.\n * Uses targeted strike technique for deep diaphragm disruption.\n *\n * Korean Martial Arts: 관수명치지르기 (Gwansu Myeongchi Jireugi)\n * - 정밀타격 (Precise Strike): Pinpoint accuracy to diaphragm\n * - 직선관통 (Linear Penetration): Straight thrust, no arc\n * - 창수형 (Spear-Hand Form): Extended fingers, focused energy\n * - 호흡차단 (Breath Disruption): Diaphragm paralysis technique\n *\n * Contrasts with Son (Wind) flowing push:\n * - Li: Targeted strike, linear thrust, single point\n * - Son: Palm push, flowing wave, broad surface\n *\n * Diaphragm disruption technique.\n *\n * @korean 리명치애니메이션\n */\nexport const LI_SOLAR_PLEXUS_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_solar_plexus\", \"리명치\")\n .asAttack(0.38) // Faster, more direct than Son\n .stance()\n .punchWindup(0.05) // Quick chamber (faster, precise)\n .solarPlexusStrike(0.13) // Precise solar plexus strike\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN (진) - THUNDER: Explosive Power (폭발력)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Lightning Flash - 진전광\n *\n * Thunder's lightning-fast straight punch.\n * Explosive acceleration with proper technique phases.\n *\n * Duration: 520ms (Explosive fast punch)\n *\n * @korean 진전광애니메이션\n */\nexport const JIN_LIGHTNING_FLASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_lightning_flash\", \"진전광\")\n .asAttack(0.52)\n .stance()\n .punchWindup(0.1) // Lightning prep\n .punchExtend(0.14) // Explosive speed\n .punchPeak(0.05) // Thunder impact\n .recover(0.23)\n .build();\n\n/**\n * Jin Jumping Front Kick - 진뛰어앞차기\n *\n * Thunder's explosive jumping front kick.\n * Airborne striking power.\n *\n * @korean 진뛰어앞차기애니메이션\n */\nexport const JIN_JUMPING_FRONT_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_jumping_front_kick\", \"진뛰어앞차기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .stance()\n .jump(0.05) // 도약 - leap\n .chamber(0.08) // Kick chamber in air\n .extend(0.15) // Kick in air\n .retract(0.12)\n .recover(0.2)\n .build();\n\n/**\n * Jin Tornado Kick - 진회전차기\n *\n * Thunder's devastating tornado kick.\n * Full rotation with explosive power.\n *\n * @korean 진회전차기애니메이션\n */\nexport const JIN_TORNADO_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_tornado_kick\", \"진회전차기\")\n .asAttack(0.65)\n .chamber(0.08)\n .backKickSpin(0.15)\n .roundhouseExtend(0.15)\n .spinRecover(0.27)\n .build();\n\n/**\n * Jin Flying Sidekick - 진뛰어옆차기\n *\n * Thunder's airborne side kick.\n * Maximum height and distance.\n *\n * @korean 진뛰어옆차기애니메이션\n */\nexport const JIN_FLYING_SIDEKICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_flying_sidekick\", \"진뛰어옆차기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .chamber(0.1)\n .sideKickChamber(0.1)\n .sideKickExtend(0.15)\n .recover(0.25)\n .build();\n\n/**\n * Jin Back Kick - 진뒤차기\n *\n * Thunder's explosive back kick.\n * Spinning with thunderous power.\n *\n * @korean 진뒤차기애니메이션\n */\nexport const JIN_BACK_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_back_kick\", \"진뒤차기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .backKickSpin(0.15)\n .backKickThrust(0.15)\n .spinRecover(0.3)\n .build();\n\n/**\n * Jin Knee Strike - 진무릎차기\n *\n * Thunder's explosive knee strike.\n * Rising knee with devastating power.\n *\n * @korean 진무릎차기애니메이션\n */\nexport const JIN_KNEE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_knee_strike\", \"진무릎차기\")\n .asAttack(0.45)\n .clinchGrab(0.1)\n .withClinch()\n .kneeStrike(0.15)\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON (손) - WIND: Continuous Pressure (지속 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Son Whirlwind Barrage - 손선풍연격\n *\n * Wind's continuous whirlwind of strikes.\n * Rapid combination attacks.\n *\n * @korean 손선풍연격애니메이션\n */\nexport const SON_WHIRLWIND_BARRAGE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_whirlwind_barrage\", \"손선풍연격\")\n .asAttack(0.68)\n .punchWindup(0.09) // Setup\n .punchExtend(0.1) // First jab\n .punchWindup(0.05) // Quick reset\n .punchExtend(0.1) // Second jab\n .punchPeak(0.04) // Hold\n .hookWindup(0.1) // Hook chamber\n .hookPunch(0.14) // Hook follow-up\n .recover(0.06)\n .build();\n\n/**\n * Son Sweeping Low Kick - 손하단차기\n *\n * Wind's sweeping low leg kick.\n * Continuous pressure on legs.\n *\n * @korean 손하단차기애니메이션\n */\nexport const SON_SWEEPING_LOW_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_sweeping_low_kick\", \"손하단차기\")\n .asAttack(0.42)\n .lowKickChamber(0.08)\n .withGuard()\n .lowKickSweep(0.12)\n .recover(0.22)\n .build();\n\n/**\n * Son Rhythmic Strikes - 손리듬격\n *\n * Wind's rhythmic striking pattern.\n * Unpredictable timing variations.\n *\n * @korean 손리듬격애니메이션\n */\nexport const SON_RHYTHMIC_STRIKES_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_rhythmic_strikes\", \"손리듬격\")\n .asAttack(0.48)\n .withGuard()\n .punchWindup(0.06)\n .punchExtend(0.1)\n .crossPunch(0.12)\n .recover(0.2)\n .build();\n\n/**\n * Son Flowing Push - 손유수 (Wind's Continuous Wave Push)\n *\n * Wind's flowing push technique with continuous forward pressure.\n * Son (Wind) element: Circular, flowing, unrelenting pressure like wind gusts.\n * Uses double-palm (쌍장/ssangjang) wave motion for sustained force.\n *\n * Korean Martial Arts: 쌍장밀기 (Ssangjang Milgi) - \"Double Palm Push\"\n * - 연속압박 (Continuous Pressure): Wave-like forward momentum\n * - 원형흐름 (Circular Flow): Not straight, flowing like wind\n * - 쌍장법 (Double Palm Method): Both palms working in harmony\n * - 밀어치기 (Push-Strike): Pushing force, not penetrating\n *\n * Contrasts with Li (Fire) precision strike:\n * - Son: Double palm, flowing wave, broad pressure\n * - Li: Spear-hand, linear thrust, single point\n *\n * Continuous forward pressure technique.\n *\n * @korean 손유수애니메이션\n */\nexport const SON_FLOWING_PUSH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_flowing_push\", \"손유수\")\n .asAttack(0.45) // Slightly longer for flowing motion\n .shift(0.08, \"ease-out\") // Body flows forward (Wind characteristic)\n .punchWindup(0.07) // Quick windup\n .palmStrike(0.15, \"linear\") // Extended palm push (longer contact)\n .shift(0.05, \"ease-in\") // Continue forward pressure\n .recover(0.1) // Quick recovery (Wind agility)\n .build();\n\n/**\n * Son Spinning Elbow - 손회전팔꿈치\n *\n * Wind's spinning elbow attack.\n * Rotational momentum.\n *\n * @korean 손회전팔꿈치애니메이션\n */\nexport const SON_SPINNING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_spinning_elbow\", \"손회전팔꿈치\")\n .asAttack(0.48)\n .backKickSpin(0.15)\n .elbowStrike(0.12)\n .spinRecover(0.21)\n .build();\n\n/**\n * Son Rapid Footwork - 손발놀림\n *\n * Wind's rapid footwork movement.\n * Evasive positioning.\n *\n * @korean 손발놀림애니메이션\n */\nexport const SON_RAPID_FOOTWORK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_rapid_footwork\", \"손발놀림\")\n .asMovement(0.35)\n .withGuard()\n .recover(0.35)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ GAM (감) - WATER: Flow & Adaptation (유동 반격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gam Water Counter - 감수반격\n *\n * Water's flowing counter technique.\n * Redirecting force into counter.\n *\n * @korean 감수반격애니메이션\n */\nexport const GAM_WATER_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_water_counter\", \"감수반격\")\n .asAttack(0.48)\n .stance()\n .counterParry(0.1)\n .counterStrike(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Gam Redirect Throw - 감유도던지기\n *\n * Water's redirecting throw.\n * Using opponent's momentum.\n *\n * @korean 감유도던지기애니메이션\n */\nexport const GAM_REDIRECT_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_redirect_throw\", \"감유도던지기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .parry(0.12)\n .throwEntry(0.15)\n .throwExecute(0.18)\n .recover(0.15)\n .build();\n\n/**\n * Gam Flowing Block - 감유막기\n *\n * Water's flowing defensive block.\n * Soft absorption of force.\n *\n * @korean 감유막기애니메이션\n */\nexport const GAM_FLOWING_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flowing_block\", \"감유막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .parry(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend)\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n )\n .build();\n\n/**\n * Gam Circular Parry - 감원막기 (Water's Circular Deflection)\n *\n * Water's circular parrying motion that flows in continuous arcs.\n * Redirects attacks in smooth circular patterns like water swirling.\n *\n * Duration: 500ms (Slower, more circular than basic parry)\n *\n * @korean 감원막기애니메이션\n */\nexport const GAM_CIRCULAR_PARRY_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_circular_parry\", \"감원막기\")\n .asDefense(0.5)\n .counterParry(0.18, \"ease-out\") // First circular arc\n .parry(0.14, \"linear\") // Second arc of the circle\n .shift(0.08, \"ease-in\") // Body adjusts with flow\n .recover(0.1)\n .build();\n\n/**\n * Gam Hip Throw - 감허리치기\n *\n * Water's flowing hip throw.\n * Gentle redirection into throw.\n *\n * @korean 감허리치기애니메이션\n */\nexport const GAM_HIP_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_hip_throw\", \"감허리치기\")\n .asAttack(0.65)\n .throwEntry(0.2)\n .throwExecute(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Gam Wrist Twist Counter - 감손목비틀기 (Water's Wrist Manipulation Counter)\n *\n * Water's wrist twist counter that flows into joint manipulation.\n * Catching and spiraling the wrist in a water-like continuous motion.\n *\n * Duration: 520ms (Precise joint manipulation timing)\n *\n * @korean 감손목비틀기애니메이션\n */\nexport const GAM_WRIST_TWIST_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_wrist_twist_counter\", \"감손목비틀기\")\n .asAttack(0.52)\n .parry(0.08, \"ease-out\") // Quick catch\n .wristGrab(0.1, \"linear\") // Secure grip\n .shift(0.09, \"ease-in\") // Position for counter\n .wristTwist(0.13, \"linear\") // Apply spiral pressure\n .recover(0.12)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN (간) - MOUNTAIN: Defensive Mastery (방어 마스터리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Immovable Stance - 간부동자세\n *\n * Mountain's immovable fighting stance.\n * Rooted and unshakeable defensive posture.\n *\n * Characteristics:\n * - Deep rooted stance with minimal movement\n * - High solid guard protecting head/torso\n * - Weight evenly distributed for maximum stability\n * - Slight breathing cycle for realism\n *\n * @korean 간부동자세애니메이션\n */\nexport const GAN_IMMOVABLE_STANCE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_immovable_stance\", \"간부동자세\")\n .asIdle(2.0, true)\n // Keyframe 0: Immovable rooted position\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral, grounded\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Stable core\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Solid upper body\n .rotate(BoneName.KNEE_L, -0.314, 0, 0) // -18° deep bend for stability\n .rotate(BoneName.KNEE_R, -0.314, 0, 0) // -18° deep bend for stability\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (high guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (high guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (reinforced)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (reinforced)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Focused forward\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1.0s: Slight breath (mountain stillness)\n .at(1.0)\n .rotate(BoneName.SPINE_UPPER, -0.026, 0, 0) // -1.5° tiny chest expansion\n .rotate(BoneName.SHOULDER_L, -0.366, 0, -0.453) // Slight shoulder adjust\n .rotate(BoneName.SHOULDER_R, -0.366, 0, 0.453)\n .rotate(BoneName.KNEE_L, -0.331, 0, 0) // -19° slightly deeper\n .rotate(BoneName.KNEE_R, -0.331, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0) // No movement\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2.0s: Return to start\n .at(2.0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.314, 0, 0)\n .rotate(BoneName.KNEE_R, -0.314, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Gan Iron Block - 간철방어 (Mountain's Iron-Hard Block)\n *\n * Mountain's iron-like blocking technique with minimal movement.\n * Rigid, immovable defense that absorbs impact through solid structure.\n *\n * Duration: 400ms (Solid, deliberate block timing)\n *\n * @korean 간철방어애니메이션\n */\nexport const GAN_IRON_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_iron_block\", \"간철방어\")\n .asDefense(0.4)\n .withHighGuard()\n .parry(0.15, \"ease-out\") // Minimal, rigid movement\n .parry(0.15, \"linear\") // Hold solid like iron\n .recover(0.1, \"ease-in\")\n .build();\n\n/**\n * Gan Counter Strike - 간반격\n *\n * Mountain's powerful counter strike.\n * Patience followed by devastation.\n *\n * @korean 간반격애니메이션\n */\nexport const GAN_COUNTER_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_counter_strike\", \"간반격\")\n .asAttack(0.5)\n .withHighGuard()\n .counterParry(0.12)\n .counterStrike(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Gan Mountain Stance Lock - 간산악잠금\n *\n * Mountain's immovable joint lock.\n * Trapping opponent in static lock.\n *\n * @korean 간산악잠금애니메이션\n */\nexport const GAN_MOUNTAIN_STANCE_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_mountain_stance_lock\", \"간산악잠금\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .wristGrab(0.15)\n .jointLock(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Gan Reversal Technique - 간역전기 (Mountain's Counter-Reversal)\n *\n * Mountain's reversal technique that turns defense into powerful offense.\n * Absorbs attack solidly, then delivers devastating counter with accumulated force.\n *\n * Duration: 650ms (Deliberate absorption then explosive counter)\n *\n * @korean 간역전기애니메이션\n */\nexport const GAN_REVERSAL_TECHNIQUE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_reversal_technique\", \"간역전기\")\n .asAttack(0.65)\n .parry(0.15, \"ease-out\") // Solid block\n .chamber(0.15, \"linear\") // Mountain gathers power\n .counterStrike(0.18, \"ease-out\") // Explosive reversal\n .recover(0.17)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON (곤) - EARTH: Grounding & Takedowns (넘어뜨리기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Earth Embrace - 곤대지포옹\n *\n * Earth's embracing grapple.\n * Full body clinch control.\n *\n * @korean 곤대지포옹애니메이션\n */\nexport const GON_EARTH_EMBRACE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_earth_embrace\", \"곤대지포옹\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .clinchGrab(0.15)\n .withClinch()\n .jointLock(0.2)\n .recover(0.25)\n .build();\n\n/**\n * Gon Leg Sweep - 곤걸기\n *\n * Earth's grounding leg sweep.\n * Taking opponent to ground.\n *\n * @korean 곤걸기애니메이션\n */\nexport const GON_LEG_SWEEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_leg_sweep\", \"곤걸기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .stance()\n .sweep(0.2)\n .recover(0.35)\n .build();\n\n/**\n * Gon Ssireum Throw - 곤씨름던지기\n *\n * Earth's traditional Ssireum throw.\n * Korean wrestling technique.\n *\n * @korean 곤씨름던지기애니메이션\n */\nexport const GON_SSIREUM_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ssireum_throw\", \"곤씨름던지기\")\n .asAttack(0.65)\n .clinchGrab(0.12)\n .throwEntry(0.15)\n .throwExecute(0.2)\n .recover(0.18)\n .build();\n\n/**\n * Gon Ground Pound - 곤땅내리기\n *\n * Earth's ground pound slam.\n * Driving opponent into earth.\n *\n * @korean 곤땅내리기애니메이션\n */\nexport const GON_GROUND_POUND_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ground_pound\", \"곤땅내리기\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .slamLift(0.22)\n .slamDown(0.2)\n .recover(0.28)\n .build();\n\n/**\n * Gon Ankle Pick - 곤발목잡기 (Earth's Grabbing Ankle Takedown)\n *\n * Earth's ankle pick takedown using grabbing and pulling technique.\n * Gon (Earth) element: Grounding, control, downward force.\n * Grabs ankle and pulls to unbalance opponent onto the ground.\n *\n * Korean Martial Arts: 발목잡아당기기 (Balmok Jaba-danggigi) - \"Ankle Grab-Pull\"\n * - 낮은자세 (Low Stance): Drop to ground level\n * - 발목잡기 (Ankle Grip): Secure hold on ankle\n * - 당기기 (Pulling): Pull opponent's base out\n * - 접지시키기 (Grounding): Force opponent to earth\n *\n * Contrasts with DarkOps achilles strike:\n * - Gon: Grabbing, pulling, takedown (control/submission)\n * - DarkOps: Striking, severing, disable (combat destruction)\n *\n * Low level attack on base for takedown.\n *\n * @korean 곤발목잡기애니메이션\n */\nexport const GON_ANKLE_PICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ankle_pick\", \"곤발목잡기\")\n .asAttack(0.55) // Slightly longer for grabbing motion\n .duck(0.12) // Drop to low level (different from sweep)\n .wristGrab(0.15) // Ankle grab motion (using wrist grab mechanic)\n .shift(0.12, \"ease-in\") // Pull opponent off balance\n .recover(0.16)\n .build();\n\n/**\n * Gon Body Lock Takedown - 곤바디락\n *\n * Earth's body lock takedown.\n * Bear hug to ground.\n *\n * @korean 곤바디락애니메이션\n */\nexport const GON_BODY_LOCK_TAKEDOWN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_body_lock_takedown\", \"곤바디락\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .clinchGrab(0.15)\n .slamLift(0.2)\n .slamDown(0.18)\n .recover(0.17)\n .build();\n\n/**\n * Gon Sacrifice Throw - 곤희생던지기\n *\n * Earth's sacrifice throw.\n * Going to ground to throw opponent.\n *\n * @korean 곤희생던지기애니메이션\n */\nexport const GON_SACRIFICE_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_sacrifice_throw\", \"곤희생던지기\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_HEAVY.total)\n .clinchGrab(0.12)\n .throwEntry(0.18)\n .throwExecute(0.2)\n .recover(0.25)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE IDLE ANIMATIONS (자세 대기 애니메이션)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Stance Idle Animations\n *\n * Idle/stance animations for each of the eight trigram stances (팔괘 자세).\n * These animations define the resting position for each stance, incorporating\n * authentic Korean martial arts biomechanics including proper knee bend angles,\n * weight distribution, and leg alignment.\n *\n * Each stance animation uses the KOREAN_STANCE_BIOMECHANICS constants to ensure\n * anatomically accurate positioning based on traditional Korean martial arts\n * (Taekwondo 태권도, Hapkido 합기도, Taekyon 택견, Ssireum 씨름).\n *\n * @module systems/animation/StanceAnimations\n * @korean 자세대기애니메이션\n */\n\n/**\n * ☰ Geon Heaven Stance - 건 하늘 자세\n *\n * Forward stance (앞서기) from Taekwondo with deep front knee bend\n * for powerful direct force techniques.\n *\n * Characteristics:\n * - 70° front knee bend (deep flexion)\n * - 160° back leg (extended)\n * - 60/40 weight distribution\n * - 1.2x shoulder width stance\n *\n * @korean 건천자세\n */\nexport const createGeonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GEON_HEAVEN;\n const guard = GEON_HIGH_GUARD_POSE;\n\n // Calculate knee rotation from flexion angle\n // 180° = straight, 90° = right angle bend\n // Rotation = -(180 - angle) converts to forward bend\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n // Hip height adjustment (lower = more forward lean)\n const hipYOffset = -0.15 * (1.0 - biomech.hipHeight);\n const hipZOffset = 0.1 * biomech.weightDistribution.front;\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_geon\", \"건 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n // Left arm - high guard protecting temple\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n // Right arm - high guard protecting temple\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n // Torso rotation for proper stance\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Deep knee bend for forward stance\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.1, 0, 0)\n\n // Back leg (left): Extended for power base\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.1, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.35x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position for weight distribution and height\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☱ Tae Lake Stance - 태 호수 자세\n *\n * Cat stance (고양이서기) from Hapkido with 90/10 weight distribution\n * for fluid joint manipulation techniques.\n *\n * Characteristics:\n * - 170° front leg (nearly straight, light)\n * - 120° back knee (bent for spring loading)\n * - 10/90 weight distribution (back-heavy)\n * - 0.8x shoulder width (narrow)\n *\n * @korean 태호수자세\n */\nexport const createTaeStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.TAE_LAKE;\n const guard = TAE_FLUID_GUARD_POSE;\n\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n const hipYOffset = -0.1 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.08 * biomech.weightDistribution.back; // Back-weighted\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_tae\", \"태 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Nearly straight, light weight\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.05, 0, 0)\n\n // Back leg (left): Bent for spring-loaded movement\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 0.9x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - back-weighted, higher\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☲ Li Fire Stance - 리 화염 자세\n *\n * Fighting stance (전투서기) from Taekwondo with balanced 50/50 weight\n * for precision nerve strikes.\n *\n * Characteristics:\n * - 135° both knees (moderate bend)\n * - 50/50 weight distribution (balanced)\n * - 1.0x shoulder width (standard)\n * - Medium hip height\n *\n * @korean 리화염자세\n */\nexport const createLiStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.LI_FIRE;\n const guard = LI_FIRE_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.12 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_li\", \"리 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Equal moderate bend for balance\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.08, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.08, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.1x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - centered, medium height\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☳ Jin Thunder Stance - 진 천둥 자세\n *\n * Horse stance (기마서기) from Taekwondo with deep knee bend\n * for explosive power techniques.\n *\n * Characteristics:\n * - 90° both knees (deep right angle bend)\n * - 50/50 weight distribution (power base)\n * - 1.5x shoulder width (very wide)\n * - Very low hip height\n *\n * @korean 진천둥자세\n */\nexport const createJinStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.JIN_THUNDER;\n const guard = JIN_THUNDER_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.25 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (발너비)\n // Jin Thunder has widest stance: 2.0x shoulder width\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_jin\", \"진 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Deep bend for explosive power\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.12, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.12, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 2.0x shoulder width - WIDEST) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - very low for ground stability\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☴ Son Wind Stance - 손 바람 자세\n *\n * Crane stance (학서기) from Taekyon with single-leg balance\n * for continuous pressure attacks.\n *\n * Characteristics:\n * - 170° standing leg (nearly straight)\n * - 45° raised leg (deeply bent)\n * - 100/0 weight distribution (one leg)\n * - 0.0 stance width (single leg)\n *\n * @korean 손바람자세\n */\nexport const createSonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.SON_WIND;\n const guard = SON_WIND_GUARD_POSE;\n\n const standingLegRotation = toRadians(-(180 - biomech.frontKneeBend));\n const raisedLegRotation = toRadians(90); // Knee up\n\n const hipYOffset = -0.08 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (발너비)\n // Son Wind has zero width: 0.0x shoulder width (single leg crane stance)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_son\", \"손 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Standing leg (right): Straight for balance\n .rotate(BoneName.HIP_R, standingLegRotation, 0, 0)\n .rotate(BoneName.KNEE_R, standingLegRotation - 0.05, 0, 0)\n\n // Raised leg (left): Knee up, deeply bent\n .rotate(BoneName.HIP_L, raisedLegRotation, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-(180 - biomech.backKneeBend)), 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 0.0x - ZERO WIDTH CRANE STANCE) ===\n // Both feet at center for single-leg balance\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - high for balance and mobility\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☵ Gam Water Stance - 감 물 자세\n *\n * Back stance (뒤서기) from Hapkido with back-weighted position\n * for flow and adaptation techniques.\n *\n * Characteristics:\n * - 150° front leg (extended)\n * - 100° back knee (deep bend)\n * - 30/70 weight distribution (back-heavy)\n * - 1.1x shoulder width (medium-wide)\n *\n * @korean 감물자세\n */\nexport const createGamStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GAM_WATER;\n const guard = GAM_WATER_GUARD_POSE;\n\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n const hipYOffset = -0.18 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.12 * biomech.weightDistribution.back;\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gam\", \"감 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Extended, light weight\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.06, 0, 0)\n\n // Back leg (left): Deep bend for absorption\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.15x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - back-weighted, medium-low\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☶ Gan Mountain Stance - 간 산 자세\n *\n * Defensive stance (방어서기) from Hapkido with immovable position\n * for defensive mastery.\n *\n * Characteristics:\n * - 120° both knees (moderate bend)\n * - 40/60 weight distribution (slightly back)\n * - 1.0x shoulder width (standard)\n * - Medium-high hip height\n *\n * @korean 간산자세\n */\nexport const createGanStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GAN_MOUNTAIN;\n const guard = GAN_MOUNTAIN_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.13 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.06 * (biomech.weightDistribution.back - 0.5);\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gan\", \"간 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Moderate bend for solid defense\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.09, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.09, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.45x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - slightly back, medium-high\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☷ Gon Earth Stance - 곤 땅 자세\n *\n * Low stance (낮은서기) from Ssireum/Hapkido with very low position\n * for grounding and takedown techniques.\n *\n * Characteristics:\n * - 80° both knees (very deep bend)\n * - 50/50 weight distribution (grounded)\n * - 1.3x shoulder width (wide for grappling)\n * - Very low hip height\n *\n * @korean 곤땅자세\n */\nexport const createGonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GON_EARTH;\n const guard = GON_EARTH_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.28 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (발너비)\n // Gon Earth has second-widest stance: 1.8x shoulder width\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gon\", \"곤 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Very deep bend for takedowns\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.15, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.8x shoulder width - SECOND WIDEST) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - very low for ground control\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT STANCE ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all stance-specific animations for easy access\n * 자세별 애니메이션 맵\n */\nexport const STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Stance Idles (자세 대기)\n [\"stance_geon\", createGeonStance()],\n [\"stance_tae\", createTaeStance()],\n [\"stance_li\", createLiStance()],\n [\"stance_jin\", createJinStance()],\n [\"stance_son\", createSonStance()],\n [\"stance_gam\", createGamStance()],\n [\"stance_gan\", createGanStance()],\n [\"stance_gon\", createGonStance()],\n\n // Geon (건) - Heaven\n [\"geon_heaven_strike\", GEON_HEAVEN_STRIKE_ANIMATION],\n [\"geon_heavenly_fist\", GEON_HEAVENLY_FIST_ANIMATION],\n [\"geon_frontal_kick\", GEON_FRONTAL_KICK_ANIMATION],\n [\"geon_roundhouse_kick\", GEON_ROUNDHOUSE_ANIMATION],\n [\"geon_axe_kick\", GEON_AXE_KICK_ANIMATION],\n [\"geon_palm_strike\", GEON_PALM_STRIKE_ANIMATION],\n [\"geon_elbow_smash\", GEON_ELBOW_SMASH_ANIMATION],\n\n // Tae (태) - Lake\n [\"tae_flowing_strikes\", TAE_FLOWING_STRIKES_ANIMATION],\n [\"tae_wrist_lock\", TAE_WRIST_LOCK_ANIMATION],\n [\"tae_small_circle\", TAE_SMALL_CIRCLE_ANIMATION],\n [\"tae_finger_lock\", TAE_FINGER_LOCK_ANIMATION],\n [\"tae_elbow_lock\", TAE_ELBOW_LOCK_ANIMATION],\n [\"tae_shoulder_lock\", TAE_SHOULDER_LOCK_ANIMATION],\n [\"tae_arm_bar\", TAE_ARM_BAR_ANIMATION],\n\n // Li (리) - Fire\n // Enhanced Li animations from LiStanceAnimations and LiTechniqueAnimations\n [\"li_idle_targeting\", LI_IDLE_TARGETING],\n [\"li_diagonal_dart_step\", LI_DIAGONAL_DART_STEP],\n [\"li_linear_pierce_step\", LI_LINEAR_PIERCE_STEP],\n [\"li_forward_targeting_guard\", LI_FORWARD_TARGETING_GUARD],\n [\"li_fire_spear\", LI_FIRE_SPEAR_ANIMATION],\n [\"li_nerve_strike_combo\", LI_NERVE_STRIKE_COMBO],\n // Original Li animations\n [\"li_flame_spear\", LI_FLAME_SPEAR_ANIMATION],\n [\"li_temple_strike\", LI_TEMPLE_STRIKE_ANIMATION],\n [\"li_nerve_strike\", LI_NERVE_STRIKE_ANIMATION],\n [\"li_sidekick\", LI_SIDEKICK_ANIMATION],\n [\"li_pressure_point\", LI_PRESSURE_POINT_ANIMATION],\n [\"li_solar_plexus_strike\", LI_SOLAR_PLEXUS_ANIMATION],\n\n // Jin (진) - Thunder\n [\"jin_idle_coiled\", JIN_IDLE_COILED],\n [\"jin_explosive_burst\", JIN_EXPLOSIVE_BURST],\n [\"jin_jumping_advance\", JIN_JUMPING_ADVANCE],\n [\"jin_thunder_flash\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n [\"jin_lightning_flash\", JIN_LIGHTNING_FLASH_ANIMATION],\n [\"jin_jumping_front_kick\", JIN_JUMPING_FRONT_KICK_ANIMATION],\n [\"jin_tornado_kick\", JIN_TORNADO_KICK_ANIMATION],\n [\"jin_flying_sidekick\", JIN_FLYING_SIDEKICK_ANIMATION],\n [\"jin_back_kick\", JIN_BACK_KICK_ANIMATION],\n [\"jin_knee_strike\", JIN_KNEE_STRIKE_ANIMATION],\n\n // Son (손) - Wind\n [\"son_whirlwind_barrage\", SON_WHIRLWIND_BARRAGE_ANIMATION],\n [\"son_sweeping_low_kick\", SON_SWEEPING_LOW_KICK_ANIMATION],\n [\"son_rhythmic_strikes\", SON_RHYTHMIC_STRIKES_ANIMATION],\n [\"son_flowing_push\", SON_FLOWING_PUSH_ANIMATION],\n [\"son_spinning_elbow\", SON_SPINNING_ELBOW_ANIMATION],\n [\"son_rapid_footwork\", SON_RAPID_FOOTWORK_ANIMATION],\n\n // Gam (감) - Water\n [\"gam_water_counter\", GAM_WATER_COUNTER_ANIMATION],\n [\"gam_redirect_throw\", GAM_REDIRECT_THROW_ANIMATION],\n [\"gam_flowing_block\", GAM_FLOWING_BLOCK_ANIMATION],\n [\"gam_circular_parry\", GAM_CIRCULAR_PARRY_ANIMATION],\n [\"gam_hip_throw\", GAM_HIP_THROW_ANIMATION],\n [\"gam_wrist_twist_counter\", GAM_WRIST_TWIST_COUNTER_ANIMATION],\n\n // Gan (간) - Mountain\n // Backward compatibility for legacy external callers; canonical ID is\n // `gan_rock_defense` (registered in AnimationRegistry).\n [\"gan_rock_defense_legacy\", GAN_ROCK_DEFENSE_ANIMATION],\n [\"gan_immovable_stance\", GAN_IMMOVABLE_STANCE_ANIMATION],\n [\"gan_iron_block\", GAN_IRON_BLOCK_ANIMATION],\n [\"gan_counter_strike\", GAN_COUNTER_STRIKE_ANIMATION],\n [\"gan_mountain_stance_lock\", GAN_MOUNTAIN_STANCE_LOCK_ANIMATION],\n [\"gan_reversal_technique\", GAN_REVERSAL_TECHNIQUE_ANIMATION],\n\n // Gon (곤) - Earth\n [\"gon_earth_embrace\", GON_EARTH_EMBRACE_ANIMATION],\n [\"gon_leg_sweep\", GON_LEG_SWEEP_ANIMATION],\n [\"gon_ssireum_throw\", GON_SSIREUM_THROW_ANIMATION],\n [\"gon_ground_pound\", GON_GROUND_POUND_ANIMATION],\n [\"gon_ankle_pick\", GON_ANKLE_PICK_ANIMATION],\n [\"gon_body_lock_takedown\", GON_BODY_LOCK_TAKEDOWN_ANIMATION],\n [\"gon_sacrifice_throw\", GON_SACRIFICE_THROW_ANIMATION],\n 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{"version":3,"file":"StanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/StanceAnimations.ts"],"sourcesContent":["/**\n * Stance-Specific Animations Module\n *\n * Unique animations for each of the eight trigram stances (팔괘).\n * These animations are specific to stance philosophy and fighting style.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 팔괘 자세별 고유 애니메이션 모듈\n *\n * @module systems/animation/StanceAnimations\n * @korean 자세애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport { toRadians } from \"@/utils/math\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\nimport {\n KOREAN_STANCE_BIOMECHANICS,\n calculateFootPositions,\n} from \"../builders/MartialArtsConstants\";\nimport {\n GAM_WATER_GUARD_POSE,\n GAN_MOUNTAIN_GUARD_POSE,\n GEON_HIGH_GUARD_POSE,\n GON_EARTH_GUARD_POSE,\n JIN_THUNDER_GUARD_POSE,\n LI_FIRE_GUARD_POSE,\n SON_WIND_GUARD_POSE,\n TAE_FLUID_GUARD_POSE,\n} from \"./StanceGuardPoses\";\n\n// Import Li (Fire) enhanced animations\nimport {\n LI_DIAGONAL_DART_STEP,\n LI_FORWARD_TARGETING_GUARD,\n LI_IDLE_TARGETING,\n LI_LINEAR_PIERCE_STEP,\n} from \"./LiStanceAnimations\";\nimport {\n LI_FIRE_SPEAR_ANIMATION,\n LI_NERVE_STRIKE_COMBO,\n} from \"./LiTechniqueAnimations\";\n// Import enhanced Jin animations\nimport {\n JIN_EXPLOSIVE_BURST,\n JIN_IDLE_COILED,\n JIN_JUMPING_ADVANCE,\n} from \"./JinStanceAnimations\";\n\n// Import Jin technique animations\nimport {\n JIN_JUMPING_KNEE_STRIKE,\n JIN_THUNDER_FLASH_ANIMATION,\n} from \"./JinTechniqueAnimations\";\n\n// Backward-compat: legacy ID `gan_rock_defense_legacy` maps to the canonical\n// comprehensive Gan rock-defense animation in GanTechniqueAnimations.\nimport { GAN_ROCK_DEFENSE_ANIMATION } from \"./GanTechniqueAnimations\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DEFAULT SHOULDER WIDTH CONSTANT\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Default shoulder width for stance calculations\n *\n * Uses average shoulder width across all archetypes:\n * - Musa: 46cm\n * - Amsalja: 44cm\n * - Hacker: 43cm\n * - Jeongbo: 45cm\n * - Jojik: 54cm\n *\n * Average: (46 + 44 + 43 + 45 + 54) / 5 = 46.4cm ≈ 46cm\n *\n * This provides neutral baseline for animations. Actual runtime will scale\n * based on fighter's specific shoulder width from physical attributes.\n *\n * @korean 기본어깨너비\n */\nconst DEFAULT_SHOULDER_WIDTH_CM = 46;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ GEON (건) - HEAVEN: Direct Force (태권도 타격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Geon Heaven Strike - 건천격\n *\n * Powerful downward strike representing heaven's authority.\n * Full body commitment with vertical power line.\n *\n * @korean 건천격애니메이션\n */\nexport const GEON_HEAVEN_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_heaven_strike\", \"건천격\")\n .asAttack(0.5)\n .withHighGuard()\n .overhandPunch(0.18) // Descending strike\n .recover(0.32)\n .build();\n\n/**\n * Geon Heavenly Fist - 건천권\n *\n * Lead straight punch with divine authority.\n * Extends through target with unwavering focus.\n *\n * @korean 건천권애니메이션\n */\nexport const GEON_HEAVENLY_FIST_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_heavenly_fist\", \"건천권\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard()\n .punchWindup(TECHNIQUE_TIMING.FAST.chamber)\n .punchExtend(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak)\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n/**\n * Geon Frontal Kick - 건앞차기\n *\n * Direct front kick with heaven's penetrating force.\n * Snapping kick targeting solar plexus.\n *\n * @korean 건앞차기애니메이션\n */\nexport const GEON_FRONTAL_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_frontal_kick\", \"건앞차기\")\n .asAttack(0.5)\n .chamber(0.1)\n .withHighGuard()\n .extend(0.12)\n .retract(0.13)\n .setDown(0.15)\n .build();\n\n/**\n * Geon Roundhouse - 건돌려차기\n *\n * Heaven's circular force roundhouse kick.\n * Maximum power generation through hip rotation.\n *\n * @korean 건돌려차기애니메이션\n */\nexport const GEON_ROUNDHOUSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_roundhouse\", \"건돌려차기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .roundhouseChamber(0.12)\n .withHighGuard()\n .roundhouseExtend(0.15)\n .retract(0.13)\n .recover(0.15)\n .build();\n\n/**\n * Geon Axe Kick - 건내려차기\n *\n * Heaven descending axe kick.\n * Heel crashes down like divine judgment.\n *\n * @korean 건내려차기애니메이션\n */\nexport const GEON_AXE_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_axe_kick\", \"건내려차기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .axeKickRise(0.2)\n .withHighGuard()\n .axeKickChop(0.15)\n .setDown(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Geon Palm Strike - 건장권\n *\n * Heaven's pushing palm strike.\n * Open palm drives through target.\n *\n * @korean 건장권애니메이션\n */\nexport const GEON_PALM_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_palm_strike\", \"건장권\")\n .asAttack(0.4)\n .withHighGuard()\n .punchWindup(0.1)\n .palmStrike(0.12)\n .recover(0.18)\n .build();\n\n/**\n * Geon Elbow Smash - 건팔꿈치\n *\n * Heaven's crushing elbow strike.\n * Close-range devastation.\n *\n * @korean 건팔꿈치애니메이션\n */\nexport const GEON_ELBOW_SMASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_elbow_smash\", \"건팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard()\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber)\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak)\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ TAE (태) - LAKE: Fluid Joint Manipulation (합기도)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Tae Flowing Strikes - 태유권\n *\n * Lake's flowing water-like strikes.\n * Continuous motion between techniques.\n *\n * @korean 태유권애니메이션\n */\nexport const TAE_FLOWING_STRIKES_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_flowing_strikes\", \"태유권\")\n .asAttack(0.5)\n .stance()\n .punchWindup(0.08)\n .crossPunch(0.1)\n .hookPunch(0.12, \"left\")\n .recover(0.2)\n .build();\n\n/**\n * Tae Wrist Lock - 태손목꺾기\n *\n * Lake's water-like wrist manipulation.\n * Flows into joint control.\n *\n * @korean 태손목꺾기애니메이션\n */\nexport const TAE_WRIST_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_wrist_lock\", \"태손목꺾기\")\n .asAttack(0.65)\n .parry(0.12) // Receive attack\n .wristGrab(0.15) // Capture wrist\n .wristTwist(0.2) // Apply lock\n .recover(0.18)\n .build();\n\n/**\n * Tae Small Circle - 태소원\n *\n * Lake's small circle joint manipulation.\n * Minimal motion, maximum control.\n *\n * @korean 태소원애니메이션\n */\nexport const TAE_SMALL_CIRCLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_small_circle\", \"태소원\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .wristGrab(0.12)\n .jointLock(0.2)\n .recover(0.23)\n .build();\n\n/**\n * Tae Finger Lock - 태손가락꺾기\n *\n * Lake's precise finger manipulation.\n * Small joint control.\n *\n * @korean 태손가락꺾기애니메이션\n */\nexport const TAE_FINGER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_finger_lock\", \"태손가락꺾기\")\n .asAttack(0.5)\n .wristGrab(0.12)\n .wristTwist(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Tae Elbow Lock - 태팔꿈치꺾기\n *\n * Lake's elbow joint control.\n * Hyperextension threat.\n *\n * @korean 태팔꿈치꺾기애니메이션\n */\nexport const TAE_ELBOW_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_elbow_lock\", \"태팔꿈치꺾기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .armBarEntry(0.15)\n .jointLock(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Tae Shoulder Lock - 태어깨꺾기\n *\n * Lake's shoulder joint manipulation.\n * Rotational pressure.\n *\n * @korean 태어깨꺾기애니메이션\n */\nexport const TAE_SHOULDER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_shoulder_lock\", \"태어깨꺾기\")\n .asAttack(0.65)\n .wristGrab(0.12)\n .armBarEntry(0.15)\n .jointLock(0.2)\n .recover(0.18)\n .build();\n\n/**\n * Tae Arm Bar - 태팔꺾기\n *\n * Lake's standing arm bar.\n * Flowing into submission.\n *\n * @korean 태팔꺾기애니메이션\n */\nexport const TAE_ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_arm_bar\", \"태팔꺾기\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .armBarEntry(0.18)\n .armBarDrop(0.22)\n .recover(0.3)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☲ LI (리) - FIRE: Precision Nerve Strikes (정밀 타격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Li Flame Spear - 리화창\n *\n * Fire's penetrating spear-hand strike.\n * Precision targeting vital points with fingertip thrust.\n *\n * Duration: 460ms (Fast spear-hand thrust)\n *\n * @korean 리화창애니메이션\n */\nexport const LI_FLAME_SPEAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_flame_spear\", \"리화창\")\n .asAttack(0.46)\n .stance()\n .elbowChamber(0.07) // Compact spear setup\n .throatStrike(0.13) // Spear-hand to throat\n .punchPeak(0.05)\n .recover(0.21)\n .withSpearHand(\"right\")\n .build();\n\n/**\n * Li Temple Strike - 리관자놀이\n *\n * Fire's precision temple attack.\n * Targeting temporal region.\n *\n * @korean 리관자놀이애니메이션\n */\nexport const LI_TEMPLE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_temple_strike\", \"리관자놀이\")\n .asAttack(0.4)\n .stance()\n .elbowChamber(0.08)\n .hookPunch(0.12) // Curved to temple\n .recover(0.2)\n .build();\n\n/**\n * Li Nerve Strike - 리신경타격\n *\n * Fire's nerve targeting strike.\n * Precise pressure point attack.\n *\n * Duration: 620ms (Deliberate precision strike)\n *\n * @korean 리신경타격애니메이션\n */\nexport const LI_NERVE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_nerve_strike\", \"리신경타격\")\n .asAttack(0.62)\n .punchWindup(0.12) // Careful positioning\n .nerveStrike(0.16) // Precise nerve cluster targeting\n .punchPeak(0.06) // Hold for accuracy\n .recover(0.28)\n .build();\n\n/**\n * Li Side Kick - 리옆차기\n *\n * Fire's precise side kick.\n * Targeting ribs with surgical precision.\n *\n * @korean 리옆차기애니메이션\n */\nexport const LI_SIDEKICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_sidekick\", \"리옆차기\")\n .asAttack(0.5)\n .sideKickChamber(0.1)\n .withHighGuard()\n .sideKickExtend(0.12)\n .retract(0.13)\n .recover(0.15)\n .build();\n\n/**\n * Li Pressure Point - 리급소\n *\n * Fire's pressure point strike.\n * Single finger or knuckle attack with precision targeting.\n *\n * Duration: 470ms (Fast finger strike with hold)\n *\n * @korean 리급소애니메이션\n */\nexport const LI_PRESSURE_POINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_pressure_point\", \"리급소\")\n .asAttack(0.47)\n .stance()\n .punchWindup(0.08) // Setup\n .punchExtend(0.13) // Finger strike\n .punchPeak(0.05) // Hold on pressure point\n .recover(0.21)\n .withSpearHand(\"right\") // Single finger extension\n .build();\n\n/**\n * Li Solar Plexus Strike - 리명치\n *\n * Fire's solar plexus targeting palm.\n * Diaphragm disruption technique.\n *\n * @korean 리명치애니메이션\n */\n/**\n * Li Solar Plexus - 리명치 (Fire's Precision Spear-Hand Strike)\n *\n * Precise spear-hand thrust directly to solar plexus (명치/myeongchi).\n * Li (Fire) element: Linear, direct, penetrating precision strike.\n * Uses targeted strike technique for deep diaphragm disruption.\n *\n * Korean Martial Arts: 관수명치지르기 (Gwansu Myeongchi Jireugi)\n * - 정밀타격 (Precise Strike): Pinpoint accuracy to diaphragm\n * - 직선관통 (Linear Penetration): Straight thrust, no arc\n * - 창수형 (Spear-Hand Form): Extended fingers, focused energy\n * - 호흡차단 (Breath Disruption): Diaphragm paralysis technique\n *\n * Contrasts with Son (Wind) flowing push:\n * - Li: Targeted strike, linear thrust, single point\n * - Son: Palm push, flowing wave, broad surface\n *\n * Diaphragm disruption technique.\n *\n * @korean 리명치애니메이션\n */\nexport const LI_SOLAR_PLEXUS_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_solar_plexus\", \"리명치\")\n .asAttack(0.38) // Faster, more direct than Son\n .stance()\n .punchWindup(0.05) // Quick chamber (faster, precise)\n .solarPlexusStrike(0.13) // Precise solar plexus strike\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN (진) - THUNDER: Explosive Power (폭발력)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Lightning Flash - 진전광\n *\n * Thunder's lightning-fast straight punch.\n * Explosive acceleration with proper technique phases.\n *\n * Duration: 520ms (Explosive fast punch)\n *\n * @korean 진전광애니메이션\n */\nexport const JIN_LIGHTNING_FLASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_lightning_flash\", \"진전광\")\n .asAttack(0.52)\n .stance()\n .punchWindup(0.1) // Lightning prep\n .punchExtend(0.14) // Explosive speed\n .punchPeak(0.05) // Thunder impact\n .recover(0.23)\n .build();\n\n/**\n * Jin Jumping Front Kick - 진뛰어앞차기\n *\n * Thunder's explosive jumping front kick.\n * Airborne striking power.\n *\n * @korean 진뛰어앞차기애니메이션\n */\nexport const JIN_JUMPING_FRONT_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_jumping_front_kick\", \"진뛰어앞차기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .stance()\n .jump(0.05) // 도약 - leap\n .chamber(0.08) // Kick chamber in air\n .extend(0.15) // Kick in air\n .retract(0.12)\n .recover(0.2)\n .build();\n\n/**\n * Jin Tornado Kick - 진회전차기\n *\n * Thunder's devastating tornado kick.\n * Full rotation with explosive power.\n *\n * @korean 진회전차기애니메이션\n */\nexport const JIN_TORNADO_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_tornado_kick\", \"진회전차기\")\n .asAttack(0.65)\n .chamber(0.08)\n .backKickSpin(0.15)\n .roundhouseExtend(0.15)\n .spinRecover(0.27)\n .build();\n\n/**\n * Jin Flying Sidekick - 진뛰어옆차기\n *\n * Thunder's airborne side kick.\n * Maximum height and distance.\n *\n * @korean 진뛰어옆차기애니메이션\n */\nexport const JIN_FLYING_SIDEKICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_flying_sidekick\", \"진뛰어옆차기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .chamber(0.1)\n .sideKickChamber(0.1)\n .sideKickExtend(0.15)\n .recover(0.25)\n .build();\n\n/**\n * Jin Back Kick - 진뒤차기\n *\n * Thunder's explosive back kick.\n * Spinning with thunderous power.\n *\n * @korean 진뒤차기애니메이션\n */\nexport const JIN_BACK_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_back_kick\", \"진뒤차기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .backKickSpin(0.15)\n .backKickThrust(0.15)\n .spinRecover(0.3)\n .build();\n\n/**\n * Jin Knee Strike - 진무릎차기\n *\n * Thunder's explosive knee strike.\n * Rising knee with devastating power.\n *\n * @korean 진무릎차기애니메이션\n */\nexport const JIN_KNEE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_knee_strike\", \"진무릎차기\")\n .asAttack(0.45)\n .clinchGrab(0.1)\n .withClinch()\n .kneeStrike(0.15)\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ SON (손) - WIND: Continuous Pressure (지속 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Son Whirlwind Barrage - 손선풍연격\n *\n * Wind's continuous whirlwind of strikes.\n * Rapid combination attacks.\n *\n * @korean 손선풍연격애니메이션\n */\nexport const SON_WHIRLWIND_BARRAGE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_whirlwind_barrage\", \"손선풍연격\")\n .asAttack(0.68)\n .punchWindup(0.09) // Setup\n .punchExtend(0.1) // First jab\n .punchWindup(0.05) // Quick reset\n .punchExtend(0.1) // Second jab\n .punchPeak(0.04) // Hold\n .hookWindup(0.1) // Hook chamber\n .hookPunch(0.14) // Hook follow-up\n .recover(0.06)\n .build();\n\n/**\n * Son Sweeping Low Kick - 손하단차기\n *\n * Wind's sweeping low leg kick.\n * Continuous pressure on legs.\n *\n * @korean 손하단차기애니메이션\n */\nexport const SON_SWEEPING_LOW_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_sweeping_low_kick\", \"손하단차기\")\n .asAttack(0.42)\n .lowKickChamber(0.08)\n .withGuard()\n .lowKickSweep(0.12)\n .recover(0.22)\n .build();\n\n/**\n * Son Rhythmic Strikes - 손리듬격\n *\n * Wind's rhythmic striking pattern.\n * Unpredictable timing variations.\n *\n * @korean 손리듬격애니메이션\n */\nexport const SON_RHYTHMIC_STRIKES_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_rhythmic_strikes\", \"손리듬격\")\n .asAttack(0.48)\n .withGuard()\n .punchWindup(0.06)\n .punchExtend(0.1)\n .crossPunch(0.12)\n .recover(0.2)\n .build();\n\n/**\n * Son Flowing Push - 손유수 (Wind's Continuous Wave Push)\n *\n * Wind's flowing push technique with continuous forward pressure.\n * Son (Wind) element: Circular, flowing, unrelenting pressure like wind gusts.\n * Uses double-palm (쌍장/ssangjang) wave motion for sustained force.\n *\n * Korean Martial Arts: 쌍장밀기 (Ssangjang Milgi) - \"Double Palm Push\"\n * - 연속압박 (Continuous Pressure): Wave-like forward momentum\n * - 원형흐름 (Circular Flow): Not straight, flowing like wind\n * - 쌍장법 (Double Palm Method): Both palms working in harmony\n * - 밀어치기 (Push-Strike): Pushing force, not penetrating\n *\n * Contrasts with Li (Fire) precision strike:\n * - Son: Double palm, flowing wave, broad pressure\n * - Li: Spear-hand, linear thrust, single point\n *\n * Continuous forward pressure technique.\n *\n * @korean 손유수애니메이션\n */\nexport const SON_FLOWING_PUSH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_flowing_push\", \"손유수\")\n .asAttack(0.45) // Slightly longer for flowing motion\n .shift(0.08, \"ease-out\") // Body flows forward (Wind characteristic)\n .punchWindup(0.07) // Quick windup\n .palmStrike(0.15, \"linear\") // Extended palm push (longer contact)\n .shift(0.05, \"ease-in\") // Continue forward pressure\n .recover(0.1) // Quick recovery (Wind agility)\n .build();\n\n/**\n * Son Spinning Elbow - 손회전팔꿈치\n *\n * Wind's spinning elbow attack.\n * Rotational momentum.\n *\n * @korean 손회전팔꿈치애니메이션\n */\nexport const SON_SPINNING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_spinning_elbow\", \"손회전팔꿈치\")\n .asAttack(0.48)\n .backKickSpin(0.15)\n .elbowStrike(0.12)\n .spinRecover(0.21)\n .build();\n\n/**\n * Son Rapid Footwork - 손발놀림\n *\n * Wind's rapid footwork movement.\n * Evasive positioning.\n *\n * @korean 손발놀림애니메이션\n */\nexport const SON_RAPID_FOOTWORK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_rapid_footwork\", \"손발놀림\")\n .asMovement(0.35)\n .withGuard()\n .recover(0.35)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ GAM (감) - WATER: Flow & Adaptation (유동 반격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gam Water Counter - 감수반격\n *\n * Water's flowing counter technique.\n * Redirecting force into counter.\n *\n * @korean 감수반격애니메이션\n */\nexport const GAM_WATER_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_water_counter\", \"감수반격\")\n .asAttack(0.48)\n .stance()\n .counterParry(0.1)\n .counterStrike(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Gam Redirect Throw - 감유도던지기\n *\n * Water's redirecting throw.\n * Using opponent's momentum.\n *\n * @korean 감유도던지기애니메이션\n */\nexport const GAM_REDIRECT_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_redirect_throw\", \"감유도던지기\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .parry(0.12)\n .throwEntry(0.15)\n .throwExecute(0.18)\n .recover(0.15)\n .build();\n\n/**\n * Gam Flowing Block - 감유막기\n *\n * Water's flowing defensive block.\n * Soft absorption of force.\n *\n * @korean 감유막기애니메이션\n */\nexport const GAM_FLOWING_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flowing_block\", \"감유막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .parry(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend)\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n )\n .build();\n\n/**\n * Gam Circular Parry - 감원막기 (Water's Circular Deflection)\n *\n * Water's circular parrying motion that flows in continuous arcs.\n * Redirects attacks in smooth circular patterns like water swirling.\n *\n * Duration: 500ms (Slower, more circular than basic parry)\n *\n * @korean 감원막기애니메이션\n */\nexport const GAM_CIRCULAR_PARRY_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_circular_parry\", \"감원막기\")\n .asDefense(0.5)\n .counterParry(0.18, \"ease-out\") // First circular arc\n .parry(0.14, \"linear\") // Second arc of the circle\n .shift(0.08, \"ease-in\") // Body adjusts with flow\n .recover(0.1)\n .build();\n\n/**\n * Gam Hip Throw - 감허리치기\n *\n * Water's flowing hip throw.\n * Gentle redirection into throw.\n *\n * @korean 감허리치기애니메이션\n */\nexport const GAM_HIP_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_hip_throw\", \"감허리치기\")\n .asAttack(0.65)\n .throwEntry(0.2)\n .throwExecute(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Gam Wrist Twist Counter - 감손목비틀기 (Water's Wrist Manipulation Counter)\n *\n * Water's wrist twist counter that flows into joint manipulation.\n * Catching and spiraling the wrist in a water-like continuous motion.\n *\n * Duration: 520ms (Precise joint manipulation timing)\n *\n * @korean 감손목비틀기애니메이션\n */\nexport const GAM_WRIST_TWIST_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_wrist_twist_counter\", \"감손목비틀기\")\n .asAttack(0.52)\n .parry(0.08, \"ease-out\") // Quick catch\n .wristGrab(0.1, \"linear\") // Secure grip\n .shift(0.09, \"ease-in\") // Position for counter\n .wristTwist(0.13, \"linear\") // Apply spiral pressure\n .recover(0.12)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN (간) - MOUNTAIN: Defensive Mastery (방어 마스터리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Immovable Stance - 간부동자세\n *\n * Mountain's immovable fighting stance.\n * Rooted and unshakeable defensive posture.\n *\n * Characteristics:\n * - Deep rooted stance with minimal movement\n * - High solid guard protecting head/torso\n * - Weight evenly distributed for maximum stability\n * - Slight breathing cycle for realism\n *\n * @korean 간부동자세애니메이션\n */\nexport const GAN_IMMOVABLE_STANCE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_immovable_stance\", \"간부동자세\")\n .asIdle(2.0, true)\n // Keyframe 0: Immovable rooted position\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral, grounded\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Stable core\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Solid upper body\n .rotate(BoneName.KNEE_L, -0.314, 0, 0) // -18° deep bend for stability\n .rotate(BoneName.KNEE_R, -0.314, 0, 0) // -18° deep bend for stability\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (high guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (high guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (reinforced)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (reinforced)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Focused forward\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1.0s: Slight breath (mountain stillness)\n .at(1.0)\n .rotate(BoneName.SPINE_UPPER, -0.026, 0, 0) // -1.5° tiny chest expansion\n .rotate(BoneName.SHOULDER_L, -0.366, 0, -0.453) // Slight shoulder adjust\n .rotate(BoneName.SHOULDER_R, -0.366, 0, 0.453)\n .rotate(BoneName.KNEE_L, -0.331, 0, 0) // -19° slightly deeper\n .rotate(BoneName.KNEE_R, -0.331, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0) // No movement\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2.0s: Return to start\n .at(2.0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.314, 0, 0)\n .rotate(BoneName.KNEE_R, -0.314, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Gan Iron Block - 간철방어 (Mountain's Iron-Hard Block)\n *\n * Mountain's iron-like blocking technique with minimal movement.\n * Rigid, immovable defense that absorbs impact through solid structure.\n *\n * Duration: 400ms (Solid, deliberate block timing)\n *\n * @korean 간철방어애니메이션\n */\nexport const GAN_IRON_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_iron_block\", \"간철방어\")\n .asDefense(0.4)\n .withHighGuard()\n .parry(0.15, \"ease-out\") // Minimal, rigid movement\n .parry(0.15, \"linear\") // Hold solid like iron\n .recover(0.1, \"ease-in\")\n .build();\n\n/**\n * Gan Counter Strike - 간반격\n *\n * Mountain's powerful counter strike.\n * Patience followed by devastation.\n *\n * @korean 간반격애니메이션\n */\nexport const GAN_COUNTER_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_counter_strike\", \"간반격\")\n .asAttack(0.5)\n .withHighGuard()\n .counterParry(0.12)\n .counterStrike(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Gan Mountain Stance Lock - 간산악잠금\n *\n * Mountain's immovable joint lock.\n * Trapping opponent in static lock.\n *\n * @korean 간산악잠금애니메이션\n */\nexport const GAN_MOUNTAIN_STANCE_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_mountain_stance_lock\", \"간산악잠금\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .wristGrab(0.15)\n .jointLock(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Gan Reversal Technique - 간역전기 (Mountain's Counter-Reversal)\n *\n * Mountain's reversal technique that turns defense into powerful offense.\n * Absorbs attack solidly, then delivers devastating counter with accumulated force.\n *\n * Duration: 650ms (Deliberate absorption then explosive counter)\n *\n * @korean 간역전기애니메이션\n */\nexport const GAN_REVERSAL_TECHNIQUE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_reversal_technique\", \"간역전기\")\n .asAttack(0.65)\n .parry(0.15, \"ease-out\") // Solid block\n .chamber(0.15, \"linear\") // Mountain gathers power\n .counterStrike(0.18, \"ease-out\") // Explosive reversal\n .recover(0.17)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON (곤) - EARTH: Grounding & Takedowns (넘어뜨리기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Earth Embrace - 곤대지포옹\n *\n * Earth's embracing grapple.\n * Full body clinch control.\n *\n * @korean 곤대지포옹애니메이션\n */\nexport const GON_EARTH_EMBRACE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_earth_embrace\", \"곤대지포옹\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .clinchGrab(0.15)\n .withClinch()\n .jointLock(0.2)\n .recover(0.25)\n .build();\n\n/**\n * Gon Leg Sweep - 곤걸기\n *\n * Earth's grounding leg sweep.\n * Taking opponent to ground.\n *\n * @korean 곤걸기애니메이션\n */\nexport const GON_LEG_SWEEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_leg_sweep\", \"곤걸기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .stance()\n .sweep(0.2)\n .recover(0.35)\n .build();\n\n/**\n * Gon Ssireum Throw - 곤씨름던지기\n *\n * Earth's traditional Ssireum throw.\n * Korean wrestling technique.\n *\n * @korean 곤씨름던지기애니메이션\n */\nexport const GON_SSIREUM_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ssireum_throw\", \"곤씨름던지기\")\n .asAttack(0.65)\n .clinchGrab(0.12)\n .throwEntry(0.15)\n .throwExecute(0.2)\n .recover(0.18)\n .build();\n\n/**\n * Gon Ground Pound - 곤땅내리기\n *\n * Earth's ground pound slam.\n * Driving opponent into earth.\n *\n * @korean 곤땅내리기애니메이션\n */\nexport const GON_GROUND_POUND_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ground_pound\", \"곤땅내리기\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .slamLift(0.22)\n .slamDown(0.2)\n .recover(0.28)\n .build();\n\n/**\n * Gon Ankle Pick - 곤발목잡기 (Earth's Grabbing Ankle Takedown)\n *\n * Earth's ankle pick takedown using grabbing and pulling technique.\n * Gon (Earth) element: Grounding, control, downward force.\n * Grabs ankle and pulls to unbalance opponent onto the ground.\n *\n * Korean Martial Arts: 발목잡아당기기 (Balmok Jaba-danggigi) - \"Ankle Grab-Pull\"\n * - 낮은자세 (Low Stance): Drop to ground level\n * - 발목잡기 (Ankle Grip): Secure hold on ankle\n * - 당기기 (Pulling): Pull opponent's base out\n * - 접지시키기 (Grounding): Force opponent to earth\n *\n * Contrasts with DarkOps achilles strike:\n * - Gon: Grabbing, pulling, takedown (control/submission)\n * - DarkOps: Striking, severing, disable (combat destruction)\n *\n * Low level attack on base for takedown.\n *\n * @korean 곤발목잡기애니메이션\n */\nexport const GON_ANKLE_PICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ankle_pick\", \"곤발목잡기\")\n .asAttack(0.55) // Slightly longer for grabbing motion\n .duck(0.12) // Drop to low level (different from sweep)\n .wristGrab(0.15) // Ankle grab motion (using wrist grab mechanic)\n .shift(0.12, \"ease-in\") // Pull opponent off balance\n .recover(0.16)\n .build();\n\n/**\n * Gon Body Lock Takedown - 곤바디락\n *\n * Earth's body lock takedown.\n * Bear hug to ground.\n *\n * @korean 곤바디락애니메이션\n */\nexport const GON_BODY_LOCK_TAKEDOWN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_body_lock_takedown\", \"곤바디락\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .clinchGrab(0.15)\n .slamLift(0.2)\n .slamDown(0.18)\n .recover(0.17)\n .build();\n\n/**\n * Gon Sacrifice Throw - 곤희생던지기\n *\n * Earth's sacrifice throw.\n * Going to ground to throw opponent.\n *\n * @korean 곤희생던지기애니메이션\n */\nexport const GON_SACRIFICE_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_sacrifice_throw\", \"곤희생던지기\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_HEAVY.total)\n .clinchGrab(0.12)\n .throwEntry(0.18)\n .throwExecute(0.2)\n .recover(0.25)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE IDLE ANIMATIONS (자세 대기 애니메이션)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Stance Idle Animations\n *\n * Idle/stance animations for each of the eight trigram stances (팔괘 자세).\n * These animations define the resting position for each stance, incorporating\n * authentic Korean martial arts biomechanics including proper knee bend angles,\n * weight distribution, and leg alignment.\n *\n * Each stance animation uses the KOREAN_STANCE_BIOMECHANICS constants to ensure\n * anatomically accurate positioning based on traditional Korean martial arts\n * (Taekwondo 태권도, Hapkido 합기도, Taekyon 택견, Ssireum 씨름).\n *\n * @module systems/animation/StanceAnimations\n * @korean 자세대기애니메이션\n */\n\n/**\n * ☰ Geon Heaven Stance - 건 하늘 자세\n *\n * Forward stance (앞서기) from Taekwondo with deep front knee bend\n * for powerful direct force techniques.\n *\n * Characteristics:\n * - 70° front knee bend (deep flexion)\n * - 160° back leg (extended)\n * - 60/40 weight distribution\n * - 1.2x shoulder width stance\n *\n * @korean 건천자세\n */\nexport const createGeonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GEON_HEAVEN;\n const guard = GEON_HIGH_GUARD_POSE;\n\n // Calculate knee rotation from flexion angle\n // 180° = straight, 90° = right angle bend\n // Rotation = -(180 - angle) converts to forward bend\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n // Hip height adjustment (lower = more forward lean)\n const hipYOffset = -0.15 * (1.0 - biomech.hipHeight);\n const hipZOffset = 0.1 * biomech.weightDistribution.front;\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_geon\", \"건 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n // Left arm - high guard protecting temple\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n // Right arm - high guard protecting temple\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n // Torso rotation for proper stance\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Deep knee bend for forward stance\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.1, 0, 0)\n\n // Back leg (left): Extended for power base\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.1, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.35x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position for weight distribution and height\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☱ Tae Lake Stance - 태 호수 자세\n *\n * Cat stance (고양이서기) from Hapkido with 90/10 weight distribution\n * for fluid joint manipulation techniques.\n *\n * Characteristics:\n * - 170° front leg (nearly straight, light)\n * - 120° back knee (bent for spring loading)\n * - 10/90 weight distribution (back-heavy)\n * - 0.8x shoulder width (narrow)\n *\n * @korean 태호수자세\n */\nexport const createTaeStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.TAE_LAKE;\n const guard = TAE_FLUID_GUARD_POSE;\n\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n const hipYOffset = -0.1 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.08 * biomech.weightDistribution.back; // Back-weighted\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_tae\", \"태 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Nearly straight, light weight\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.05, 0, 0)\n\n // Back leg (left): Bent for spring-loaded movement\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 0.9x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - back-weighted, higher\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☲ Li Fire Stance - 리 화염 자세\n *\n * Fighting stance (전투서기) from Taekwondo with balanced 50/50 weight\n * for precision nerve strikes.\n *\n * Characteristics:\n * - 135° both knees (moderate bend)\n * - 50/50 weight distribution (balanced)\n * - 1.0x shoulder width (standard)\n * - Medium hip height\n *\n * @korean 리화염자세\n */\nexport const createLiStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.LI_FIRE;\n const guard = LI_FIRE_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.12 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_li\", \"리 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Equal moderate bend for balance\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.08, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.08, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.1x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - centered, medium height\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☳ Jin Thunder Stance - 진 천둥 자세\n *\n * Horse stance (기마서기) from Taekwondo with deep knee bend\n * for explosive power techniques.\n *\n * Characteristics:\n * - 90° both knees (deep right angle bend)\n * - 50/50 weight distribution (power base)\n * - 1.5x shoulder width (very wide)\n * - Very low hip height\n *\n * @korean 진천둥자세\n */\nexport const createJinStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.JIN_THUNDER;\n const guard = JIN_THUNDER_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.25 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (발너비)\n // Jin Thunder has widest stance: 2.0x shoulder width\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_jin\", \"진 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Deep bend for explosive power\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.12, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.12, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 2.0x shoulder width - WIDEST) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - very low for ground stability\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☴ Son Wind Stance - 손 바람 자세\n *\n * Crane stance (학서기) from Taekyon with single-leg balance\n * for continuous pressure attacks.\n *\n * Characteristics:\n * - 170° standing leg (nearly straight)\n * - 45° raised leg (deeply bent)\n * - 100/0 weight distribution (one leg)\n * - 0.0 stance width (single leg)\n *\n * @korean 손바람자세\n */\nexport const createSonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.SON_WIND;\n const guard = SON_WIND_GUARD_POSE;\n\n const standingLegRotation = toRadians(-(180 - biomech.frontKneeBend));\n const raisedLegRotation = toRadians(90); // Knee up\n\n const hipYOffset = -0.08 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (발너비)\n // Son Wind has zero width: 0.0x shoulder width (single leg crane stance)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_son\", \"손 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Standing leg (right): Straight for balance\n .rotate(BoneName.HIP_R, standingLegRotation, 0, 0)\n .rotate(BoneName.KNEE_R, standingLegRotation - 0.05, 0, 0)\n\n // Raised leg (left): Knee up, deeply bent\n .rotate(BoneName.HIP_L, raisedLegRotation, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-(180 - biomech.backKneeBend)), 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 0.0x - ZERO WIDTH CRANE STANCE) ===\n // Both feet at center for single-leg balance\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - high for balance and mobility\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☵ Gam Water Stance - 감 물 자세\n *\n * Back stance (뒤서기) from Hapkido with back-weighted position\n * for flow and adaptation techniques.\n *\n * Characteristics:\n * - 150° front leg (extended)\n * - 100° back knee (deep bend)\n * - 30/70 weight distribution (back-heavy)\n * - 1.1x shoulder width (medium-wide)\n *\n * @korean 감물자세\n */\nexport const createGamStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GAM_WATER;\n const guard = GAM_WATER_GUARD_POSE;\n\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n const hipYOffset = -0.18 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.12 * biomech.weightDistribution.back;\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gam\", \"감 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Extended, light weight\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.06, 0, 0)\n\n // Back leg (left): Deep bend for absorption\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.15x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - back-weighted, medium-low\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☶ Gan Mountain Stance - 간 산 자세\n *\n * Defensive stance (방어서기) from Hapkido with immovable position\n * for defensive mastery.\n *\n * Characteristics:\n * - 120° both knees (moderate bend)\n * - 40/60 weight distribution (slightly back)\n * - 1.0x shoulder width (standard)\n * - Medium-high hip height\n *\n * @korean 간산자세\n */\nexport const createGanStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GAN_MOUNTAIN;\n const guard = GAN_MOUNTAIN_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.13 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.06 * (biomech.weightDistribution.back - 0.5);\n\n // Calculate foot positions based on stance width (발너비)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gan\", \"간 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Moderate bend for solid defense\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.09, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.09, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.45x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - slightly back, medium-high\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * ☷ Gon Earth Stance - 곤 땅 자세\n *\n * Low stance (낮은서기) from Ssireum/Hapkido with very low position\n * for grounding and takedown techniques.\n *\n * Characteristics:\n * - 80° both knees (very deep bend)\n * - 50/50 weight distribution (grounded)\n * - 1.3x shoulder width (wide for grappling)\n * - Very low hip height\n *\n * @korean 곤땅자세\n */\nexport const createGonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GON_EARTH;\n const guard = GON_EARTH_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.28 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (발너비)\n // Gon Earth has second-widest stance: 1.8x shoulder width\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gon\", \"곤 자세\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Very deep bend for takedowns\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.15, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.8x shoulder width - SECOND WIDEST) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - very low for ground control\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT STANCE ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all stance-specific animations for easy access\n * 자세별 애니메이션 맵\n */\nexport const STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Stance Idles (자세 대기)\n [\"stance_geon\", createGeonStance()],\n [\"stance_tae\", createTaeStance()],\n [\"stance_li\", createLiStance()],\n [\"stance_jin\", createJinStance()],\n [\"stance_son\", createSonStance()],\n [\"stance_gam\", createGamStance()],\n [\"stance_gan\", createGanStance()],\n [\"stance_gon\", createGonStance()],\n\n // Geon (건) - Heaven\n [\"geon_heaven_strike\", GEON_HEAVEN_STRIKE_ANIMATION],\n [\"geon_heavenly_fist\", GEON_HEAVENLY_FIST_ANIMATION],\n [\"geon_frontal_kick\", GEON_FRONTAL_KICK_ANIMATION],\n [\"geon_roundhouse_kick\", GEON_ROUNDHOUSE_ANIMATION],\n [\"geon_axe_kick\", GEON_AXE_KICK_ANIMATION],\n [\"geon_palm_strike\", GEON_PALM_STRIKE_ANIMATION],\n [\"geon_elbow_smash\", GEON_ELBOW_SMASH_ANIMATION],\n\n // Tae (태) - Lake\n [\"tae_flowing_strikes\", TAE_FLOWING_STRIKES_ANIMATION],\n [\"tae_wrist_lock\", TAE_WRIST_LOCK_ANIMATION],\n [\"tae_small_circle\", TAE_SMALL_CIRCLE_ANIMATION],\n [\"tae_finger_lock\", TAE_FINGER_LOCK_ANIMATION],\n [\"tae_elbow_lock\", TAE_ELBOW_LOCK_ANIMATION],\n [\"tae_shoulder_lock\", TAE_SHOULDER_LOCK_ANIMATION],\n [\"tae_arm_bar\", TAE_ARM_BAR_ANIMATION],\n\n // Li (리) - Fire\n // Enhanced Li animations from LiStanceAnimations and LiTechniqueAnimations\n [\"li_idle_targeting\", LI_IDLE_TARGETING],\n [\"li_diagonal_dart_step\", LI_DIAGONAL_DART_STEP],\n [\"li_linear_pierce_step\", LI_LINEAR_PIERCE_STEP],\n [\"li_forward_targeting_guard\", LI_FORWARD_TARGETING_GUARD],\n [\"li_fire_spear\", LI_FIRE_SPEAR_ANIMATION],\n [\"li_nerve_strike_combo\", LI_NERVE_STRIKE_COMBO],\n // Original Li animations\n [\"li_flame_spear\", LI_FLAME_SPEAR_ANIMATION],\n [\"li_temple_strike\", LI_TEMPLE_STRIKE_ANIMATION],\n [\"li_nerve_strike\", LI_NERVE_STRIKE_ANIMATION],\n [\"li_sidekick\", LI_SIDEKICK_ANIMATION],\n [\"li_pressure_point\", LI_PRESSURE_POINT_ANIMATION],\n [\"li_solar_plexus_strike\", LI_SOLAR_PLEXUS_ANIMATION],\n\n // Jin (진) - Thunder\n [\"jin_idle_coiled\", JIN_IDLE_COILED],\n [\"jin_explosive_burst\", JIN_EXPLOSIVE_BURST],\n [\"jin_jumping_advance\", JIN_JUMPING_ADVANCE],\n [\"jin_thunder_flash\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n [\"jin_lightning_flash\", JIN_LIGHTNING_FLASH_ANIMATION],\n [\"jin_jumping_front_kick\", JIN_JUMPING_FRONT_KICK_ANIMATION],\n [\"jin_tornado_kick\", JIN_TORNADO_KICK_ANIMATION],\n [\"jin_flying_sidekick\", JIN_FLYING_SIDEKICK_ANIMATION],\n [\"jin_back_kick\", JIN_BACK_KICK_ANIMATION],\n [\"jin_knee_strike\", JIN_KNEE_STRIKE_ANIMATION],\n\n // Son (손) - Wind\n [\"son_whirlwind_barrage\", SON_WHIRLWIND_BARRAGE_ANIMATION],\n [\"son_sweeping_low_kick\", SON_SWEEPING_LOW_KICK_ANIMATION],\n [\"son_rhythmic_strikes\", SON_RHYTHMIC_STRIKES_ANIMATION],\n [\"son_flowing_push\", SON_FLOWING_PUSH_ANIMATION],\n [\"son_spinning_elbow\", SON_SPINNING_ELBOW_ANIMATION],\n [\"son_rapid_footwork\", SON_RAPID_FOOTWORK_ANIMATION],\n\n // Gam (감) - Water\n [\"gam_water_counter\", GAM_WATER_COUNTER_ANIMATION],\n [\"gam_redirect_throw\", GAM_REDIRECT_THROW_ANIMATION],\n [\"gam_flowing_block\", GAM_FLOWING_BLOCK_ANIMATION],\n [\"gam_circular_parry\", GAM_CIRCULAR_PARRY_ANIMATION],\n [\"gam_hip_throw\", GAM_HIP_THROW_ANIMATION],\n [\"gam_wrist_twist_counter\", GAM_WRIST_TWIST_COUNTER_ANIMATION],\n\n // Gan (간) - Mountain\n // Backward compatibility for legacy external callers; canonical ID is\n // `gan_rock_defense` (registered in AnimationRegistry).\n [\"gan_rock_defense_legacy\", GAN_ROCK_DEFENSE_ANIMATION],\n [\"gan_immovable_stance\", GAN_IMMOVABLE_STANCE_ANIMATION],\n [\"gan_iron_block\", GAN_IRON_BLOCK_ANIMATION],\n [\"gan_counter_strike\", GAN_COUNTER_STRIKE_ANIMATION],\n [\"gan_mountain_stance_lock\", GAN_MOUNTAIN_STANCE_LOCK_ANIMATION],\n [\"gan_reversal_technique\", GAN_REVERSAL_TECHNIQUE_ANIMATION],\n\n // Gon (곤) - Earth\n [\"gon_earth_embrace\", GON_EARTH_EMBRACE_ANIMATION],\n [\"gon_leg_sweep\", GON_LEG_SWEEP_ANIMATION],\n [\"gon_ssireum_throw\", GON_SSIREUM_THROW_ANIMATION],\n [\"gon_ground_pound\", GON_GROUND_POUND_ANIMATION],\n [\"gon_ankle_pick\", GON_ANKLE_PICK_ANIMATION],\n [\"gon_body_lock_takedown\", GON_BODY_LOCK_TAKEDOWN_ANIMATION],\n [\"gon_sacrifice_throw\", GON_SACRIFICE_THROW_ANIMATION],\n 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