blacktrigram 0.7.67 → 0.7.69
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/assets/index.css +987 -987
- package/lib/audio/AudioAssetLoader.js.map +1 -1
- package/lib/audio/AudioAssetRegistry.js +2 -2
- package/lib/audio/AudioAssetRegistry.js.map +1 -1
- package/lib/audio/AudioCache.js.map +1 -1
- package/lib/audio/AudioManager.js +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/components/screens/combat/CombatScreen3D.js +3 -3
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.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/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.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/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.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/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 +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.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/TrainingDummy3D.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/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.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/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.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/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/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/scene/CombatArena3D.js.map +1 -1
- package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
- package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
- package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
- package/lib/components/shared/three/ui/PlayerHUD.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/TechniqueCard.js.map +1 -1
- package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
- package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
- package/lib/data/techniques.js.map +1 -1
- package/lib/hooks/useCombatTimer.js.map +1 -1
- package/lib/hooks/useKeyboardControls.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js +2 -2
- package/lib/hooks/useSkeletalAnimation.js.map +1 -1
- package/lib/hooks/useTechniqueSelection.js.map +1 -1
- package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
- package/lib/index.js +2 -2
- package/lib/systems/CombatSystem.js.map +1 -1
- package/lib/systems/EffectCalculator.js.map +1 -1
- package/lib/systems/ResponsiveScaling.js.map +1 -1
- package/lib/systems/TrigramSystem.js.map +1 -1
- package/lib/systems/ai/AIPersonality.js.map +1 -1
- package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
- package/lib/systems/ai/DecisionTree.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
- package/lib/systems/animation/catalogs/AttackAnimations.js +1 -1
- package/lib/systems/animation/catalogs/AttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/BasicAnimations.js +1 -1
- package/lib/systems/animation/catalogs/BasicAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/ComboAnimations.js +1 -1
- package/lib/systems/animation/catalogs/ComboAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/DarkOpsAnimations.js +1 -1
- package/lib/systems/animation/catalogs/DarkOpsAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/DefensiveAnimations.js +2 -11
- package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/ElbowKneeAnimations.js +1 -1
- package/lib/systems/animation/catalogs/ElbowKneeAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamRedirectionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GanStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GanStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GanTechniqueAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GanTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GeonStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GeonStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GrapplingAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GrapplingAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/JinStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/JinStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/JinTechniqueAnimations.js +1 -1
- package/lib/systems/animation/catalogs/JinTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/KickAnimations.js +1 -1
- package/lib/systems/animation/catalogs/KickAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/LiStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/LiStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/LiTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/MovementAnimations.js +1 -1
- package/lib/systems/animation/catalogs/MovementAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.js +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SonStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/SonStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SonTechniqueAnimations.js +1 -1
- package/lib/systems/animation/catalogs/SonTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SpecializedPunchAnimations.js +1 -1
- package/lib/systems/animation/catalogs/SpecializedPunchAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js +215 -272
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js +2 -11
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js +2 -2
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/TaeJointLockAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/TaeStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/TaeStanceAnimations.js.map +1 -1
- package/lib/systems/animation/core/AnimationOptimizations.js +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 +11 -209
- package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
- package/lib/systems/animation/core/AnimationStateMachine.js +2 -2
- package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapper.js +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapping.js +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapping.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/InjuryTracker.js.map +1 -1
- package/lib/systems/breathing/BreathingDisruptionSystem.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/GrappleSystem.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/index.js +2 -2
- package/lib/systems/movement/integration.js.map +1 -1
- package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
- package/lib/systems/physics/CollisionDetection.js +1 -1
- package/lib/systems/physics/CollisionDetection.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/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/TechniqueConfig.js.map +1 -1
- package/lib/systems/trigram/techniques/index.js.map +1 -1
- package/lib/systems/trigram/types.js.map +1 -1
- package/lib/systems/vitalpoint/DamageCalculator.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/constants/designSystem.js.map +1 -1
- package/lib/utils/colorHelpers.js.map +1 -1
- package/lib/utils/colorUtils.js.map +1 -1
- package/lib/utils/controlMapping.js.map +1 -1
- package/lib/utils/deviceDetection.js.map +1 -1
- package/lib/utils/effectUtils.js.map +1 -1
- package/lib/utils/fabricTextures.js.map +1 -1
- package/lib/utils/htmlOverlayHelpers.js.map +1 -1
- package/lib/utils/performance/PerformanceMonitor.js.map +1 -1
- package/lib/utils/performance/PerformanceOverlay3D.js.map +1 -1
- package/lib/utils/safeAreaUtils.js.map +1 -1
- package/lib/utils/stanceHelpers.js.map +1 -1
- package/lib/utils/visualEffects.js.map +1 -1
- package/package.json +9 -9
|
@@ -43,7 +43,7 @@ var GEON_BONE_BREAKING_STRIKE_1 = {
|
|
|
43
43
|
{
|
|
44
44
|
time: 0,
|
|
45
45
|
easing: "ease-out",
|
|
46
|
-
boneRotations: new Map([
|
|
46
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
47
47
|
[BoneName.SHOULDER_R, new THREE.Euler(-1.2, -.3, -.5, "XYZ")],
|
|
48
48
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
49
49
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.4, .1, "XYZ")],
|
|
@@ -57,7 +57,7 @@ var GEON_BONE_BREAKING_STRIKE_1 = {
|
|
|
57
57
|
{
|
|
58
58
|
time: .18,
|
|
59
59
|
easing: "linear",
|
|
60
|
-
boneRotations: new Map([
|
|
60
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
61
61
|
[BoneName.SHOULDER_R, new THREE.Euler(.8, -.2, .7, "XYZ")],
|
|
62
62
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
|
|
63
63
|
[BoneName.SPINE_UPPER, new THREE.Euler(.2, .5, -.1, "XYZ")],
|
|
@@ -67,12 +67,12 @@ var GEON_BONE_BREAKING_STRIKE_1 = {
|
|
|
67
67
|
[BoneName.HIP_R, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
68
68
|
[BoneName.HIP_L, new THREE.Euler(0, .1, 0, "XYZ")]
|
|
69
69
|
]),
|
|
70
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
|
|
70
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
|
|
71
71
|
},
|
|
72
72
|
{
|
|
73
73
|
time: .35,
|
|
74
74
|
easing: "ease-in",
|
|
75
|
-
boneRotations: new Map([
|
|
75
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
76
76
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")],
|
|
77
77
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
78
78
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -82,7 +82,7 @@ var GEON_BONE_BREAKING_STRIKE_1 = {
|
|
|
82
82
|
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
83
83
|
[BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
84
84
|
]),
|
|
85
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
85
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
86
86
|
}
|
|
87
87
|
]
|
|
88
88
|
};
|
|
@@ -111,7 +111,7 @@ var GEON_THUNDEROUS_UPPERCUT = {
|
|
|
111
111
|
{
|
|
112
112
|
time: 0,
|
|
113
113
|
easing: "ease-out",
|
|
114
|
-
boneRotations: new Map([
|
|
114
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
115
115
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .8, "XYZ")],
|
|
116
116
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
|
|
117
117
|
[BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
|
|
@@ -128,7 +128,7 @@ var GEON_THUNDEROUS_UPPERCUT = {
|
|
|
128
128
|
{
|
|
129
129
|
time: .15,
|
|
130
130
|
easing: "linear",
|
|
131
|
-
boneRotations: new Map([
|
|
131
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
132
132
|
[BoneName.SHOULDER_L, new THREE.Euler(-.8, .3, .5, "XYZ")],
|
|
133
133
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
|
|
134
134
|
[BoneName.KNEE_L, new THREE.Euler(-.1, 0, 0, "XYZ")],
|
|
@@ -140,12 +140,12 @@ var GEON_THUNDEROUS_UPPERCUT = {
|
|
|
140
140
|
[BoneName.SPINE_UPPER, new THREE.Euler(-.1, .2, 0, "XYZ")],
|
|
141
141
|
[BoneName.PELVIS, new THREE.Euler(0, .5, 0, "XYZ")]
|
|
142
142
|
]),
|
|
143
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, .6, .5)]])
|
|
143
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, .6, .5)]])
|
|
144
144
|
},
|
|
145
145
|
{
|
|
146
146
|
time: .3,
|
|
147
147
|
easing: "ease-in",
|
|
148
|
-
boneRotations: new Map([
|
|
148
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
149
149
|
[BoneName.SHOULDER_L, new THREE.Euler(-.4, .2, .3, "XYZ")],
|
|
150
150
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
151
151
|
[BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
@@ -181,7 +181,7 @@ var GEON_CRUSHING_ELBOW = {
|
|
|
181
181
|
{
|
|
182
182
|
time: 0,
|
|
183
183
|
easing: "ease-out",
|
|
184
|
-
boneRotations: new Map([
|
|
184
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
185
185
|
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.9, -.6, "XYZ")],
|
|
186
186
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
|
|
187
187
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.8, 0, "XYZ")]
|
|
@@ -191,24 +191,24 @@ var GEON_CRUSHING_ELBOW = {
|
|
|
191
191
|
{
|
|
192
192
|
time: .14,
|
|
193
193
|
easing: "linear",
|
|
194
|
-
boneRotations: new Map([
|
|
194
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
195
195
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, .5, .3, "XYZ")],
|
|
196
196
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.1, "XYZ")],
|
|
197
197
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .9, 0, "XYZ")],
|
|
198
198
|
[BoneName.PELVIS, new THREE.Euler(0, .6, 0, "XYZ")]
|
|
199
199
|
]),
|
|
200
|
-
bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, .7)]])
|
|
200
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, .7)]])
|
|
201
201
|
},
|
|
202
202
|
{
|
|
203
203
|
time: .28,
|
|
204
204
|
easing: "ease-in",
|
|
205
|
-
boneRotations: new Map([
|
|
205
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
206
206
|
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.9, -.6, "XYZ")],
|
|
207
207
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
|
|
208
208
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
209
209
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
210
210
|
]),
|
|
211
|
-
bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0)]])
|
|
211
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0)]])
|
|
212
212
|
}
|
|
213
213
|
]
|
|
214
214
|
};
|
|
@@ -232,30 +232,30 @@ var TAE_WRIST_LOCK_STRIKE = {
|
|
|
232
232
|
{
|
|
233
233
|
time: 0,
|
|
234
234
|
easing: "ease-out",
|
|
235
|
-
boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]]),
|
|
235
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]]),
|
|
236
236
|
bonePositions: /* @__PURE__ */ new Map()
|
|
237
237
|
},
|
|
238
238
|
{
|
|
239
239
|
time: .16,
|
|
240
240
|
easing: "linear",
|
|
241
|
-
boneRotations: new Map([
|
|
241
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
242
242
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, 1, .8, "XYZ")],
|
|
243
243
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
|
|
244
244
|
[BoneName.WRIST_L, new THREE.Euler(.4, .6, 0, "XYZ")],
|
|
245
245
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")]
|
|
246
246
|
]),
|
|
247
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
|
|
247
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
|
|
248
248
|
},
|
|
249
249
|
{
|
|
250
250
|
time: .32,
|
|
251
251
|
easing: "ease-in",
|
|
252
|
-
boneRotations: new Map([
|
|
252
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
253
253
|
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")],
|
|
254
254
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
|
|
255
255
|
[BoneName.WRIST_L, new THREE.Euler(.6, .8, 0, "XYZ")],
|
|
256
256
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
257
257
|
]),
|
|
258
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
258
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
259
259
|
}
|
|
260
260
|
]
|
|
261
261
|
};
|
|
@@ -279,7 +279,7 @@ var TAE_FLOWING_ARM_BAR = {
|
|
|
279
279
|
{
|
|
280
280
|
time: 0,
|
|
281
281
|
easing: "ease-out",
|
|
282
|
-
boneRotations: new Map([
|
|
282
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
283
283
|
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.7, -.4, "XYZ")],
|
|
284
284
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .6, "XYZ")],
|
|
285
285
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .6, "XYZ")],
|
|
@@ -290,26 +290,26 @@ var TAE_FLOWING_ARM_BAR = {
|
|
|
290
290
|
{
|
|
291
291
|
time: .19,
|
|
292
292
|
easing: "linear",
|
|
293
|
-
boneRotations: new Map([
|
|
293
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
294
294
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, .8, .7, "XYZ")],
|
|
295
295
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
296
296
|
[BoneName.SHOULDER_L, new THREE.Euler(-.4, .9, .8, "XYZ")],
|
|
297
297
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
|
|
298
298
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .5, 0, "XYZ")]
|
|
299
299
|
]),
|
|
300
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
|
|
300
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
|
|
301
301
|
},
|
|
302
302
|
{
|
|
303
303
|
time: .38,
|
|
304
304
|
easing: "ease-in",
|
|
305
|
-
boneRotations: new Map([
|
|
305
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
306
306
|
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.7, -.4, "XYZ")],
|
|
307
307
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
|
|
308
308
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .6, "XYZ")],
|
|
309
309
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
|
|
310
310
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
311
311
|
]),
|
|
312
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
312
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
313
313
|
}
|
|
314
314
|
]
|
|
315
315
|
};
|
|
@@ -333,7 +333,7 @@ var TAE_SPIRAL_SHOULDER_THROW = {
|
|
|
333
333
|
{
|
|
334
334
|
time: 0,
|
|
335
335
|
easing: "ease-out",
|
|
336
|
-
boneRotations: new Map([
|
|
336
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
337
337
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
338
338
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
339
339
|
[BoneName.PELVIS, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
@@ -343,7 +343,7 @@ var TAE_SPIRAL_SHOULDER_THROW = {
|
|
|
343
343
|
{
|
|
344
344
|
time: .15,
|
|
345
345
|
easing: "linear",
|
|
346
|
-
boneRotations: new Map([
|
|
346
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
347
347
|
[BoneName.SHOULDER_R, new THREE.Euler(.2, .8, .6, "XYZ")],
|
|
348
348
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
|
|
349
349
|
[BoneName.SPINE_LOWER, new THREE.Euler(.2, .6, 0, "XYZ")],
|
|
@@ -351,12 +351,12 @@ var TAE_SPIRAL_SHOULDER_THROW = {
|
|
|
351
351
|
[BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
|
|
352
352
|
[BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")]
|
|
353
353
|
]),
|
|
354
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
354
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
355
355
|
},
|
|
356
356
|
{
|
|
357
357
|
time: .28,
|
|
358
358
|
easing: "linear",
|
|
359
|
-
boneRotations: new Map([
|
|
359
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
360
360
|
[BoneName.SHOULDER_R, new THREE.Euler(.5, 1.2, .9, "XYZ")],
|
|
361
361
|
[BoneName.SPINE_LOWER, new THREE.Euler(.3, 1, 0, "XYZ")],
|
|
362
362
|
[BoneName.PELVIS, new THREE.Euler(.15, 1.1, 0, "XYZ")]
|
|
@@ -366,7 +366,7 @@ var TAE_SPIRAL_SHOULDER_THROW = {
|
|
|
366
366
|
{
|
|
367
367
|
time: .4,
|
|
368
368
|
easing: "ease-in",
|
|
369
|
-
boneRotations: new Map([
|
|
369
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
370
370
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
371
371
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
372
372
|
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -374,7 +374,7 @@ var TAE_SPIRAL_SHOULDER_THROW = {
|
|
|
374
374
|
[BoneName.KNEE_L, new THREE.Euler(-.4, 0, 0, "XYZ")],
|
|
375
375
|
[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")]
|
|
376
376
|
]),
|
|
377
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
377
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
378
378
|
}
|
|
379
379
|
]
|
|
380
380
|
};
|
|
@@ -398,28 +398,28 @@ var LI_BURNING_FINGER_STRIKE_1 = {
|
|
|
398
398
|
{
|
|
399
399
|
time: 0,
|
|
400
400
|
easing: "linear",
|
|
401
|
-
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")]]),
|
|
401
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")]]),
|
|
402
402
|
bonePositions: /* @__PURE__ */ new Map()
|
|
403
403
|
},
|
|
404
404
|
{
|
|
405
405
|
time: .12,
|
|
406
406
|
easing: "ease-out",
|
|
407
|
-
boneRotations: new Map([
|
|
407
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
408
408
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, .3, "XYZ")],
|
|
409
409
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
|
|
410
410
|
[BoneName.WRIST_R, new THREE.Euler(.1, -.3, 0, "XYZ")]
|
|
411
411
|
]),
|
|
412
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
412
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
413
413
|
},
|
|
414
414
|
{
|
|
415
415
|
time: .25,
|
|
416
416
|
easing: "ease-in",
|
|
417
|
-
boneRotations: new Map([
|
|
417
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
418
418
|
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")],
|
|
419
419
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
420
420
|
[BoneName.WRIST_R, new THREE.Euler(.1, -.1, 0, "XYZ")]
|
|
421
421
|
]),
|
|
422
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
422
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
423
423
|
}
|
|
424
424
|
]
|
|
425
425
|
};
|
|
@@ -443,7 +443,7 @@ var LI_SOLAR_PLEXUS_SPEAR = {
|
|
|
443
443
|
{
|
|
444
444
|
time: 0,
|
|
445
445
|
easing: "linear",
|
|
446
|
-
boneRotations: new Map([
|
|
446
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
447
447
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .7, .6, "XYZ")],
|
|
448
448
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
|
|
449
449
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")]
|
|
@@ -453,24 +453,24 @@ var LI_SOLAR_PLEXUS_SPEAR = {
|
|
|
453
453
|
{
|
|
454
454
|
time: .13,
|
|
455
455
|
easing: "ease-out",
|
|
456
|
-
boneRotations: new Map([
|
|
456
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
457
457
|
[BoneName.SHOULDER_L, new THREE.Euler(-.1, .3, .2, "XYZ")],
|
|
458
458
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
|
|
459
459
|
[BoneName.WRIST_L, new THREE.Euler(.15, .25, 0, "XYZ")],
|
|
460
460
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
461
461
|
]),
|
|
462
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
|
|
462
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
|
|
463
463
|
},
|
|
464
464
|
{
|
|
465
465
|
time: .26,
|
|
466
466
|
easing: "ease-in",
|
|
467
|
-
boneRotations: new Map([
|
|
467
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
468
468
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .7, .6, "XYZ")],
|
|
469
469
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
470
470
|
[BoneName.WRIST_L, new THREE.Euler(.15, .2, 0, "XYZ")],
|
|
471
471
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
472
472
|
]),
|
|
473
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
473
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
474
474
|
}
|
|
475
475
|
]
|
|
476
476
|
};
|
|
@@ -494,30 +494,30 @@ var LI_PHOENIX_EYE_STRIKE = {
|
|
|
494
494
|
{
|
|
495
495
|
time: 0,
|
|
496
496
|
easing: "linear",
|
|
497
|
-
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
|
|
497
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
|
|
498
498
|
bonePositions: /* @__PURE__ */ new Map()
|
|
499
499
|
},
|
|
500
500
|
{
|
|
501
501
|
time: .11,
|
|
502
502
|
easing: "ease-out",
|
|
503
|
-
boneRotations: new Map([
|
|
503
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
504
504
|
[BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .4, "XYZ")],
|
|
505
505
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .15, "XYZ")],
|
|
506
506
|
[BoneName.WRIST_R, new THREE.Euler(.2, -.15, 0, "XYZ")],
|
|
507
507
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .25, 0, "XYZ")]
|
|
508
508
|
]),
|
|
509
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .8)]])
|
|
509
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .8)]])
|
|
510
510
|
},
|
|
511
511
|
{
|
|
512
512
|
time: .24,
|
|
513
513
|
easing: "ease-in",
|
|
514
|
-
boneRotations: new Map([
|
|
514
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
515
515
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")],
|
|
516
516
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.1, "XYZ")],
|
|
517
517
|
[BoneName.WRIST_R, new THREE.Euler(.2, -.1, 0, "XYZ")],
|
|
518
518
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
519
519
|
]),
|
|
520
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
520
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
521
521
|
}
|
|
522
522
|
]
|
|
523
523
|
};
|
|
@@ -541,7 +541,7 @@ var JIN_LIGHTNING_STRAIGHT = {
|
|
|
541
541
|
{
|
|
542
542
|
time: 0,
|
|
543
543
|
easing: "linear",
|
|
544
|
-
boneRotations: new Map([
|
|
544
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
545
545
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.5, -.4, "XYZ")],
|
|
546
546
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
547
547
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
@@ -551,24 +551,24 @@ var JIN_LIGHTNING_STRAIGHT = {
|
|
|
551
551
|
{
|
|
552
552
|
time: .08,
|
|
553
553
|
easing: "ease-out",
|
|
554
|
-
boneRotations: new Map([
|
|
554
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
555
555
|
[BoneName.SHOULDER_R, new THREE.Euler(-.1, -.1, -.5, "XYZ")],
|
|
556
556
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .05, "XYZ")],
|
|
557
557
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.4, 0, "XYZ")],
|
|
558
558
|
[BoneName.PELVIS, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
559
559
|
]),
|
|
560
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
|
|
560
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
|
|
561
561
|
},
|
|
562
562
|
{
|
|
563
563
|
time: .2,
|
|
564
564
|
easing: "ease-in",
|
|
565
|
-
boneRotations: new Map([
|
|
565
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
566
566
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.5, -.4, "XYZ")],
|
|
567
567
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
568
568
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
569
569
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
570
570
|
]),
|
|
571
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
571
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
572
572
|
}
|
|
573
573
|
]
|
|
574
574
|
};
|
|
@@ -592,30 +592,30 @@ var JIN_SHOCKING_HAMMER_FIST = {
|
|
|
592
592
|
{
|
|
593
593
|
time: 0,
|
|
594
594
|
easing: "ease-out",
|
|
595
|
-
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-1.4, -.2, -.6, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.6, "XYZ")]]),
|
|
595
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-1.4, -.2, -.6, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.6, "XYZ")]]),
|
|
596
596
|
bonePositions: /* @__PURE__ */ new Map()
|
|
597
597
|
},
|
|
598
598
|
{
|
|
599
599
|
time: .09,
|
|
600
600
|
easing: "linear",
|
|
601
|
-
boneRotations: new Map([
|
|
601
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
602
602
|
[BoneName.SHOULDER_R, new THREE.Euler(.6, -.1, .6, "XYZ")],
|
|
603
603
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
604
604
|
[BoneName.SPINE_UPPER, new THREE.Euler(.15, 0, 0, "XYZ")],
|
|
605
605
|
[BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
|
|
606
606
|
]),
|
|
607
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
|
|
607
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
|
|
608
608
|
},
|
|
609
609
|
{
|
|
610
610
|
time: .22,
|
|
611
611
|
easing: "ease-in",
|
|
612
|
-
boneRotations: new Map([
|
|
612
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
613
613
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.4, "XYZ")],
|
|
614
614
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
|
|
615
615
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
616
616
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
617
617
|
]),
|
|
618
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
618
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
619
619
|
}
|
|
620
620
|
]
|
|
621
621
|
};
|
|
@@ -639,36 +639,36 @@ var JIN_EXPLOSIVE_KNEE = {
|
|
|
639
639
|
{
|
|
640
640
|
time: 0,
|
|
641
641
|
easing: "ease-out",
|
|
642
|
-
boneRotations: new Map([[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")]]),
|
|
642
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")]]),
|
|
643
643
|
bonePositions: /* @__PURE__ */ new Map()
|
|
644
644
|
},
|
|
645
645
|
{
|
|
646
646
|
time: .05,
|
|
647
647
|
easing: "ease-out",
|
|
648
|
-
boneRotations: new Map([[BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(.5, 0, 0, "XYZ")]]),
|
|
648
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(.5, 0, 0, "XYZ")]]),
|
|
649
649
|
bonePositions: /* @__PURE__ */ new Map()
|
|
650
650
|
},
|
|
651
651
|
{
|
|
652
652
|
time: .12,
|
|
653
653
|
easing: "linear",
|
|
654
|
-
boneRotations: new Map([
|
|
654
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
655
655
|
[BoneName.KNEE_R, new THREE.Euler(-2.2, 0, 0, "XYZ")],
|
|
656
656
|
[BoneName.HIP_R, new THREE.Euler(.7, 0, 0, "XYZ")],
|
|
657
657
|
[BoneName.PELVIS, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
658
658
|
[BoneName.SPINE_LOWER, new THREE.Euler(.15, 0, 0, "XYZ")]
|
|
659
659
|
]),
|
|
660
|
-
bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, .8)]])
|
|
660
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, .8)]])
|
|
661
661
|
},
|
|
662
662
|
{
|
|
663
663
|
time: .28,
|
|
664
664
|
easing: "ease-in",
|
|
665
|
-
boneRotations: new Map([
|
|
665
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
666
666
|
[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")],
|
|
667
667
|
[BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
668
668
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
669
669
|
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
670
670
|
]),
|
|
671
|
-
bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0)]])
|
|
671
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0)]])
|
|
672
672
|
}
|
|
673
673
|
]
|
|
674
674
|
};
|
|
@@ -692,40 +692,40 @@ var SON_WHIRLWIND_COMBO_1 = {
|
|
|
692
692
|
{
|
|
693
693
|
time: 0,
|
|
694
694
|
easing: "linear",
|
|
695
|
-
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")]]),
|
|
695
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")]]),
|
|
696
696
|
bonePositions: /* @__PURE__ */ new Map()
|
|
697
697
|
},
|
|
698
698
|
{
|
|
699
699
|
time: .13,
|
|
700
700
|
easing: "ease-out",
|
|
701
|
-
boneRotations: new Map([
|
|
701
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
702
702
|
[BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .3, "XYZ")],
|
|
703
703
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
704
704
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
705
705
|
]),
|
|
706
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
706
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
707
707
|
},
|
|
708
708
|
{
|
|
709
709
|
time: .26,
|
|
710
710
|
easing: "ease-out",
|
|
711
|
-
boneRotations: new Map([
|
|
711
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
712
712
|
[BoneName.SHOULDER_L, new THREE.Euler(-.1, 0, -.3, "XYZ")],
|
|
713
713
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
|
|
714
714
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")]
|
|
715
715
|
]),
|
|
716
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
|
|
716
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
|
|
717
717
|
},
|
|
718
718
|
{
|
|
719
719
|
time: .4,
|
|
720
720
|
easing: "ease-in",
|
|
721
|
-
boneRotations: new Map([
|
|
721
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
722
722
|
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .3, .2, "XYZ")],
|
|
723
723
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")],
|
|
724
724
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
725
725
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
726
726
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
727
727
|
]),
|
|
728
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
728
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
729
729
|
}
|
|
730
730
|
]
|
|
731
731
|
};
|
|
@@ -749,41 +749,41 @@ var SON_PRESSURE_POINT_CHAIN = {
|
|
|
749
749
|
{
|
|
750
750
|
time: 0,
|
|
751
751
|
easing: "linear",
|
|
752
|
-
boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")]]),
|
|
752
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")]]),
|
|
753
753
|
bonePositions: /* @__PURE__ */ new Map()
|
|
754
754
|
},
|
|
755
755
|
{
|
|
756
756
|
time: .12,
|
|
757
757
|
easing: "linear",
|
|
758
|
-
boneRotations: new Map([
|
|
758
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
759
759
|
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .3, "XYZ")],
|
|
760
760
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
|
|
761
761
|
[BoneName.WRIST_L, new THREE.Euler(.15, .2, 0, "XYZ")]
|
|
762
762
|
]),
|
|
763
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)]])
|
|
763
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)]])
|
|
764
764
|
},
|
|
765
765
|
{
|
|
766
766
|
time: .24,
|
|
767
767
|
easing: "linear",
|
|
768
|
-
boneRotations: new Map([
|
|
768
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
769
769
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.3, "XYZ")],
|
|
770
770
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
771
771
|
[BoneName.WRIST_R, new THREE.Euler(.15, -.2, 0, "XYZ")],
|
|
772
772
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
773
773
|
]),
|
|
774
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
774
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
775
775
|
},
|
|
776
776
|
{
|
|
777
777
|
time: .38,
|
|
778
778
|
easing: "ease-in",
|
|
779
|
-
boneRotations: new Map([
|
|
779
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
780
780
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")],
|
|
781
781
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.5, "XYZ")],
|
|
782
782
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
|
|
783
783
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
784
784
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
785
785
|
]),
|
|
786
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
786
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
787
787
|
}
|
|
788
788
|
]
|
|
789
789
|
};
|
|
@@ -807,7 +807,7 @@ var SON_PENETRATING_PALM_RUSH = {
|
|
|
807
807
|
{
|
|
808
808
|
time: 0,
|
|
809
809
|
easing: "linear",
|
|
810
|
-
boneRotations: new Map([
|
|
810
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
811
811
|
[BoneName.SHOULDER_R, new THREE.Euler(-.1, -.4, -.3, "XYZ")],
|
|
812
812
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
813
813
|
[BoneName.WRIST_R, new THREE.Euler(-.2, 0, 0, "XYZ")]
|
|
@@ -817,33 +817,33 @@ var SON_PENETRATING_PALM_RUSH = {
|
|
|
817
817
|
{
|
|
818
818
|
time: .14,
|
|
819
819
|
easing: "linear",
|
|
820
|
-
boneRotations: new Map([
|
|
820
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
821
821
|
[BoneName.SHOULDER_R, new THREE.Euler(-.05, 0, .2, "XYZ")],
|
|
822
822
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
823
823
|
[BoneName.WRIST_R, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
824
824
|
]),
|
|
825
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .65)]])
|
|
825
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .65)]])
|
|
826
826
|
},
|
|
827
827
|
{
|
|
828
828
|
time: .28,
|
|
829
829
|
easing: "linear",
|
|
830
|
-
boneRotations: new Map([
|
|
830
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
831
831
|
[BoneName.SHOULDER_L, new THREE.Euler(-.05, 0, -.2, "XYZ")],
|
|
832
832
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
|
|
833
833
|
[BoneName.WRIST_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
834
834
|
]),
|
|
835
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .65)]])
|
|
835
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .65)]])
|
|
836
836
|
},
|
|
837
837
|
{
|
|
838
838
|
time: .42,
|
|
839
839
|
easing: "ease-in",
|
|
840
|
-
boneRotations: new Map([
|
|
840
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
841
841
|
[BoneName.SHOULDER_L, new THREE.Euler(-.1, .4, .3, "XYZ")],
|
|
842
842
|
[BoneName.SHOULDER_R, new THREE.Euler(-.1, -.4, -.3, "XYZ")],
|
|
843
843
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
|
|
844
844
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")]
|
|
845
845
|
]),
|
|
846
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
846
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
847
847
|
}
|
|
848
848
|
]
|
|
849
849
|
};
|
|
@@ -867,7 +867,7 @@ var GAM_FLOWING_RIVER_STRIKE = {
|
|
|
867
867
|
{
|
|
868
868
|
time: 0,
|
|
869
869
|
easing: "ease-out",
|
|
870
|
-
boneRotations: new Map([
|
|
870
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
871
871
|
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .6, "XYZ")],
|
|
872
872
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
|
|
873
873
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
@@ -877,24 +877,24 @@ var GAM_FLOWING_RIVER_STRIKE = {
|
|
|
877
877
|
{
|
|
878
878
|
time: .17,
|
|
879
879
|
easing: "linear",
|
|
880
|
-
boneRotations: new Map([
|
|
880
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
881
881
|
[BoneName.SHOULDER_L, new THREE.Euler(-.1, .9, .7, "XYZ")],
|
|
882
882
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
|
|
883
883
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
|
|
884
884
|
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
885
885
|
]),
|
|
886
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .75)]])
|
|
886
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .75)]])
|
|
887
887
|
},
|
|
888
888
|
{
|
|
889
889
|
time: .34,
|
|
890
890
|
easing: "ease-in",
|
|
891
|
-
boneRotations: new Map([
|
|
891
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
892
892
|
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .6, "XYZ")],
|
|
893
893
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
|
|
894
894
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
895
895
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
896
896
|
]),
|
|
897
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
897
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
898
898
|
}
|
|
899
899
|
]
|
|
900
900
|
};
|
|
@@ -918,7 +918,7 @@ var GAM_TIDAL_WAVE_PALM = {
|
|
|
918
918
|
{
|
|
919
919
|
time: 0,
|
|
920
920
|
easing: "ease-out",
|
|
921
|
-
boneRotations: new Map([
|
|
921
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
922
922
|
[BoneName.SHOULDER_R, new THREE.Euler(.1, -.8, -.7, "XYZ")],
|
|
923
923
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
|
|
924
924
|
[BoneName.WRIST_R, new THREE.Euler(-.25, 0, 0, "XYZ")]
|
|
@@ -928,24 +928,24 @@ var GAM_TIDAL_WAVE_PALM = {
|
|
|
928
928
|
{
|
|
929
929
|
time: .18,
|
|
930
930
|
easing: "linear",
|
|
931
|
-
boneRotations: new Map([
|
|
931
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
932
932
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, .5, .5, "XYZ")],
|
|
933
933
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
|
|
934
934
|
[BoneName.WRIST_R, new THREE.Euler(-.35, 0, 0, "XYZ")],
|
|
935
935
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")]
|
|
936
936
|
]),
|
|
937
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
937
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
938
938
|
},
|
|
939
939
|
{
|
|
940
940
|
time: .36,
|
|
941
941
|
easing: "ease-in",
|
|
942
|
-
boneRotations: new Map([
|
|
942
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
943
943
|
[BoneName.SHOULDER_R, new THREE.Euler(.1, -.8, -.7, "XYZ")],
|
|
944
944
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
|
|
945
945
|
[BoneName.WRIST_R, new THREE.Euler(-.25, 0, 0, "XYZ")],
|
|
946
946
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
947
947
|
]),
|
|
948
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
948
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
949
949
|
}
|
|
950
950
|
]
|
|
951
951
|
};
|
|
@@ -969,7 +969,7 @@ var GAM_WHIRLPOOL_COUNTER = {
|
|
|
969
969
|
{
|
|
970
970
|
time: 0,
|
|
971
971
|
easing: "ease-out",
|
|
972
|
-
boneRotations: new Map([
|
|
972
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
973
973
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .6, .5, "XYZ")],
|
|
974
974
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")],
|
|
975
975
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.5, 0, "XYZ")],
|
|
@@ -980,24 +980,24 @@ var GAM_WHIRLPOOL_COUNTER = {
|
|
|
980
980
|
{
|
|
981
981
|
time: .19,
|
|
982
982
|
easing: "linear",
|
|
983
|
-
boneRotations: new Map([
|
|
983
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
984
984
|
[BoneName.SHOULDER_L, new THREE.Euler(-.2, 1, .8, "XYZ")],
|
|
985
985
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
|
|
986
986
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .8, 0, "XYZ")],
|
|
987
987
|
[BoneName.PELVIS, new THREE.Euler(0, .6, 0, "XYZ")]
|
|
988
988
|
]),
|
|
989
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
|
|
989
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
|
|
990
990
|
},
|
|
991
991
|
{
|
|
992
992
|
time: .38,
|
|
993
993
|
easing: "ease-in",
|
|
994
|
-
boneRotations: new Map([
|
|
994
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
995
995
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .6, .5, "XYZ")],
|
|
996
996
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
|
|
997
997
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
998
998
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
999
999
|
]),
|
|
1000
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
1000
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
1001
1001
|
}
|
|
1002
1002
|
]
|
|
1003
1003
|
};
|
|
@@ -1021,7 +1021,7 @@ var GAN_FORTRESS_COUNTER_STRIKE = {
|
|
|
1021
1021
|
{
|
|
1022
1022
|
time: 0,
|
|
1023
1023
|
easing: "linear",
|
|
1024
|
-
boneRotations: new Map([
|
|
1024
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1025
1025
|
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.4, -.5, "XYZ")],
|
|
1026
1026
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
|
|
1027
1027
|
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
@@ -1032,26 +1032,26 @@ var GAN_FORTRESS_COUNTER_STRIKE = {
|
|
|
1032
1032
|
{
|
|
1033
1033
|
time: .15,
|
|
1034
1034
|
easing: "ease-out",
|
|
1035
|
-
boneRotations: new Map([
|
|
1035
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1036
1036
|
[BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .4, "XYZ")],
|
|
1037
1037
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
1038
1038
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
1039
1039
|
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
1040
1040
|
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
1041
1041
|
]),
|
|
1042
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
1042
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
1043
1043
|
},
|
|
1044
1044
|
{
|
|
1045
1045
|
time: .3,
|
|
1046
1046
|
easing: "ease-in",
|
|
1047
|
-
boneRotations: new Map([
|
|
1047
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1048
1048
|
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.4, -.5, "XYZ")],
|
|
1049
1049
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
1050
1050
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1051
1051
|
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
1052
1052
|
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
1053
1053
|
]),
|
|
1054
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1054
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1055
1055
|
}
|
|
1056
1056
|
]
|
|
1057
1057
|
};
|
|
@@ -1075,30 +1075,30 @@ var GAN_AVALANCHE_HAMMER = {
|
|
|
1075
1075
|
{
|
|
1076
1076
|
time: 0,
|
|
1077
1077
|
easing: "ease-out",
|
|
1078
|
-
boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-1.3, .3, .7, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")]]),
|
|
1078
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_L, new THREE.Euler(-1.3, .3, .7, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")]]),
|
|
1079
1079
|
bonePositions: /* @__PURE__ */ new Map()
|
|
1080
1080
|
},
|
|
1081
1081
|
{
|
|
1082
1082
|
time: .18,
|
|
1083
1083
|
easing: "linear",
|
|
1084
|
-
boneRotations: new Map([
|
|
1084
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1085
1085
|
[BoneName.SHOULDER_L, new THREE.Euler(.7, .2, .6, "XYZ")],
|
|
1086
1086
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
|
|
1087
1087
|
[BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
|
|
1088
1088
|
[BoneName.PELVIS, new THREE.Euler(.15, 0, 0, "XYZ")]
|
|
1089
1089
|
]),
|
|
1090
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
|
|
1090
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
|
|
1091
1091
|
},
|
|
1092
1092
|
{
|
|
1093
1093
|
time: .35,
|
|
1094
1094
|
easing: "ease-in",
|
|
1095
|
-
boneRotations: new Map([
|
|
1095
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1096
1096
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .5, "XYZ")],
|
|
1097
1097
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
|
|
1098
1098
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1099
1099
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1100
1100
|
]),
|
|
1101
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
1101
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
1102
1102
|
}
|
|
1103
1103
|
]
|
|
1104
1104
|
};
|
|
@@ -1122,7 +1122,7 @@ var GAN_STONE_WALL_THRUST = {
|
|
|
1122
1122
|
{
|
|
1123
1123
|
time: 0,
|
|
1124
1124
|
easing: "linear",
|
|
1125
|
-
boneRotations: new Map([
|
|
1125
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1126
1126
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
1127
1127
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
1128
1128
|
[BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
@@ -1133,26 +1133,26 @@ var GAN_STONE_WALL_THRUST = {
|
|
|
1133
1133
|
{
|
|
1134
1134
|
time: .16,
|
|
1135
1135
|
easing: "ease-out",
|
|
1136
|
-
boneRotations: new Map([
|
|
1136
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1137
1137
|
[BoneName.SHOULDER_R, new THREE.Euler(-.15, -.1, .2, "XYZ")],
|
|
1138
1138
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
|
|
1139
1139
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")],
|
|
1140
1140
|
[BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
1141
1141
|
[BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
|
|
1142
1142
|
]),
|
|
1143
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
1143
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
1144
1144
|
},
|
|
1145
1145
|
{
|
|
1146
1146
|
time: .32,
|
|
1147
1147
|
easing: "ease-in",
|
|
1148
|
-
boneRotations: new Map([
|
|
1148
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1149
1149
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
1150
1150
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1151
1151
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1152
1152
|
[BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
1153
1153
|
[BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
|
|
1154
1154
|
]),
|
|
1155
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1155
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1156
1156
|
}
|
|
1157
1157
|
]
|
|
1158
1158
|
};
|
|
@@ -1176,7 +1176,7 @@ var GON_GROUND_SWEEP_STRIKE = {
|
|
|
1176
1176
|
{
|
|
1177
1177
|
time: 0,
|
|
1178
1178
|
easing: "ease-out",
|
|
1179
|
-
boneRotations: new Map([
|
|
1179
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1180
1180
|
[BoneName.HIP_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
|
|
1181
1181
|
[BoneName.KNEE_R, new THREE.Euler(-.9, 0, 0, "XYZ")],
|
|
1182
1182
|
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
@@ -1187,26 +1187,26 @@ var GON_GROUND_SWEEP_STRIKE = {
|
|
|
1187
1187
|
{
|
|
1188
1188
|
time: .19,
|
|
1189
1189
|
easing: "linear",
|
|
1190
|
-
boneRotations: new Map([
|
|
1190
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1191
1191
|
[BoneName.HIP_R, new THREE.Euler(-.1, 0, .5, "XYZ")],
|
|
1192
1192
|
[BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1193
1193
|
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1194
1194
|
[BoneName.SPINE_LOWER, new THREE.Euler(.2, .4, 0, "XYZ")],
|
|
1195
1195
|
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
1196
1196
|
]),
|
|
1197
|
-
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, .8)]])
|
|
1197
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, .8)]])
|
|
1198
1198
|
},
|
|
1199
1199
|
{
|
|
1200
1200
|
time: .38,
|
|
1201
1201
|
easing: "ease-in",
|
|
1202
|
-
boneRotations: new Map([
|
|
1202
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1203
1203
|
[BoneName.HIP_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
|
|
1204
1204
|
[BoneName.KNEE_R, new THREE.Euler(-.9, 0, 0, "XYZ")],
|
|
1205
1205
|
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1206
1206
|
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1207
1207
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1208
1208
|
]),
|
|
1209
|
-
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)]])
|
|
1209
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)]])
|
|
1210
1210
|
}
|
|
1211
1211
|
]
|
|
1212
1212
|
};
|
|
@@ -1230,7 +1230,7 @@ var GON_EARTHQUAKE_STOMP = {
|
|
|
1230
1230
|
{
|
|
1231
1231
|
time: 0,
|
|
1232
1232
|
easing: "ease-out",
|
|
1233
|
-
boneRotations: new Map([
|
|
1233
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1234
1234
|
[BoneName.HIP_L, new THREE.Euler(.8, 0, 0, "XYZ")],
|
|
1235
1235
|
[BoneName.KNEE_L, new THREE.Euler(-1.6, 0, 0, "XYZ")],
|
|
1236
1236
|
[BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")]
|
|
@@ -1240,26 +1240,26 @@ var GON_EARTHQUAKE_STOMP = {
|
|
|
1240
1240
|
{
|
|
1241
1241
|
time: .16,
|
|
1242
1242
|
easing: "linear",
|
|
1243
|
-
boneRotations: new Map([
|
|
1243
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1244
1244
|
[BoneName.HIP_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
1245
1245
|
[BoneName.KNEE_L, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
1246
1246
|
[BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
|
|
1247
1247
|
[BoneName.SPINE_LOWER, new THREE.Euler(-.15, 0, 0, "XYZ")],
|
|
1248
1248
|
[BoneName.PELVIS, new THREE.Euler(-.1, 0, 0, "XYZ")]
|
|
1249
1249
|
]),
|
|
1250
|
-
bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, .7)]])
|
|
1250
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, .7)]])
|
|
1251
1251
|
},
|
|
1252
1252
|
{
|
|
1253
1253
|
time: .32,
|
|
1254
1254
|
easing: "ease-in",
|
|
1255
|
-
boneRotations: new Map([
|
|
1255
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1256
1256
|
[BoneName.HIP_L, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1257
1257
|
[BoneName.KNEE_L, new THREE.Euler(-.9, 0, 0, "XYZ")],
|
|
1258
1258
|
[BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
|
|
1259
1259
|
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1260
1260
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1261
1261
|
]),
|
|
1262
|
-
bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0)]])
|
|
1262
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0)]])
|
|
1263
1263
|
}
|
|
1264
1264
|
]
|
|
1265
1265
|
};
|
|
@@ -1283,7 +1283,7 @@ var GON_ROOTING_TAKEDOWN = {
|
|
|
1283
1283
|
{
|
|
1284
1284
|
time: 0,
|
|
1285
1285
|
easing: "ease-out",
|
|
1286
|
-
boneRotations: new Map([
|
|
1286
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1287
1287
|
[BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
|
|
1288
1288
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
|
|
1289
1289
|
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
|
|
@@ -1294,19 +1294,19 @@ var GON_ROOTING_TAKEDOWN = {
|
|
|
1294
1294
|
{
|
|
1295
1295
|
time: .18,
|
|
1296
1296
|
easing: "linear",
|
|
1297
|
-
boneRotations: new Map([
|
|
1297
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1298
1298
|
[BoneName.SHOULDER_R, new THREE.Euler(.5, .3, .4, "XYZ")],
|
|
1299
1299
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
|
|
1300
1300
|
[BoneName.SPINE_LOWER, new THREE.Euler(.3, .2, 0, "XYZ")],
|
|
1301
1301
|
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1302
1302
|
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
|
|
1303
1303
|
]),
|
|
1304
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
1304
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
1305
1305
|
},
|
|
1306
1306
|
{
|
|
1307
1307
|
time: .32,
|
|
1308
1308
|
easing: "linear",
|
|
1309
|
-
boneRotations: new Map([
|
|
1309
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1310
1310
|
[BoneName.SHOULDER_R, new THREE.Euler(.6, .5, .6, "XYZ")],
|
|
1311
1311
|
[BoneName.SHOULDER_L, new THREE.Euler(.6, -.5, -.6, "XYZ")],
|
|
1312
1312
|
[BoneName.SPINE_LOWER, new THREE.Euler(.4, .3, 0, "XYZ")],
|
|
@@ -1317,7 +1317,7 @@ var GON_ROOTING_TAKEDOWN = {
|
|
|
1317
1317
|
{
|
|
1318
1318
|
time: .38,
|
|
1319
1319
|
easing: "ease-out",
|
|
1320
|
-
boneRotations: new Map([
|
|
1320
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1321
1321
|
[BoneName.SHOULDER_R, new THREE.Euler(.8, .3, .4, "XYZ")],
|
|
1322
1322
|
[BoneName.SHOULDER_L, new THREE.Euler(.8, -.3, -.4, "XYZ")],
|
|
1323
1323
|
[BoneName.SPINE_LOWER, new THREE.Euler(.6, .2, 0, "XYZ")],
|
|
@@ -1325,12 +1325,12 @@ var GON_ROOTING_TAKEDOWN = {
|
|
|
1325
1325
|
[BoneName.KNEE_L, new THREE.Euler(-1.5, 0, 0, "XYZ")],
|
|
1326
1326
|
[BoneName.KNEE_R, new THREE.Euler(-1.5, 0, 0, "XYZ")]
|
|
1327
1327
|
]),
|
|
1328
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, .3)]])
|
|
1328
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, .3)]])
|
|
1329
1329
|
},
|
|
1330
1330
|
{
|
|
1331
1331
|
time: .45,
|
|
1332
1332
|
easing: "ease-in",
|
|
1333
|
-
boneRotations: new Map([
|
|
1333
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1334
1334
|
[BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
|
|
1335
1335
|
[BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
|
|
1336
1336
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
|
|
@@ -1339,7 +1339,7 @@ var GON_ROOTING_TAKEDOWN = {
|
|
|
1339
1339
|
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
|
|
1340
1340
|
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
|
|
1341
1341
|
]),
|
|
1342
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1342
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1343
1343
|
}
|
|
1344
1344
|
]
|
|
1345
1345
|
};
|
|
@@ -1361,7 +1361,7 @@ var GEON_DESCENDING_HAMMER = {
|
|
|
1361
1361
|
{
|
|
1362
1362
|
time: 0,
|
|
1363
1363
|
easing: "ease-out",
|
|
1364
|
-
boneRotations: new Map([
|
|
1364
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1365
1365
|
[BoneName.SHOULDER_R, new THREE.Euler(-1.5, 0, -.3, "XYZ")],
|
|
1366
1366
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
|
|
1367
1367
|
[BoneName.SPINE_UPPER, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
@@ -1372,18 +1372,18 @@ var GEON_DESCENDING_HAMMER = {
|
|
|
1372
1372
|
{
|
|
1373
1373
|
time: .2,
|
|
1374
1374
|
easing: "linear",
|
|
1375
|
-
boneRotations: new Map([
|
|
1375
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1376
1376
|
[BoneName.SHOULDER_R, new THREE.Euler(.9, 0, .5, "XYZ")],
|
|
1377
1377
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
1378
1378
|
[BoneName.SPINE_UPPER, new THREE.Euler(.3, 0, 0, "XYZ")],
|
|
1379
1379
|
[BoneName.PELVIS, new THREE.Euler(.15, 0, 0, "XYZ")]
|
|
1380
1380
|
]),
|
|
1381
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, -.3, .8)]])
|
|
1381
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, -.3, .8)]])
|
|
1382
1382
|
},
|
|
1383
1383
|
{
|
|
1384
1384
|
time: .4,
|
|
1385
1385
|
easing: "ease-in",
|
|
1386
|
-
boneRotations: new Map([
|
|
1386
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1387
1387
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
|
|
1388
1388
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1389
1389
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -1411,7 +1411,7 @@ var GEON_SPLITTING_PALM = {
|
|
|
1411
1411
|
{
|
|
1412
1412
|
time: 0,
|
|
1413
1413
|
easing: "ease-out",
|
|
1414
|
-
boneRotations: new Map([
|
|
1414
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1415
1415
|
[BoneName.SHOULDER_R, new THREE.Euler(-1.2, -.2, -.4, "XYZ")],
|
|
1416
1416
|
[BoneName.SHOULDER_L, new THREE.Euler(-1.2, .2, .4, "XYZ")],
|
|
1417
1417
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
|
|
@@ -1422,19 +1422,19 @@ var GEON_SPLITTING_PALM = {
|
|
|
1422
1422
|
{
|
|
1423
1423
|
time: .18,
|
|
1424
1424
|
easing: "linear",
|
|
1425
|
-
boneRotations: new Map([
|
|
1425
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1426
1426
|
[BoneName.SHOULDER_R, new THREE.Euler(.5, 0, .3, "XYZ")],
|
|
1427
1427
|
[BoneName.SHOULDER_L, new THREE.Euler(.5, 0, -.3, "XYZ")],
|
|
1428
1428
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
1429
1429
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
|
|
1430
1430
|
[BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")]
|
|
1431
1431
|
]),
|
|
1432
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.2, 0, .9)], [BoneName.HAND_L, new THREE.Vector3(-.2, 0, .9)]])
|
|
1432
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.2, 0, .9)], [BoneName.HAND_L, new THREE.Vector3(-.2, 0, .9)]])
|
|
1433
1433
|
},
|
|
1434
1434
|
{
|
|
1435
1435
|
time: .38,
|
|
1436
1436
|
easing: "ease-in",
|
|
1437
|
-
boneRotations: new Map([
|
|
1437
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1438
1438
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1439
1439
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
1440
1440
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
@@ -1463,7 +1463,7 @@ var TAE_RIPPLING_ELBOW = {
|
|
|
1463
1463
|
{
|
|
1464
1464
|
time: 0,
|
|
1465
1465
|
easing: "ease-out",
|
|
1466
|
-
boneRotations: new Map([
|
|
1466
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1467
1467
|
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.8, -.3, "XYZ")],
|
|
1468
1468
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
|
|
1469
1469
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
@@ -1473,7 +1473,7 @@ var TAE_RIPPLING_ELBOW = {
|
|
|
1473
1473
|
{
|
|
1474
1474
|
time: .15,
|
|
1475
1475
|
easing: "linear",
|
|
1476
|
-
boneRotations: new Map([
|
|
1476
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1477
1477
|
[BoneName.SHOULDER_R, new THREE.Euler(.3, .5, .5, "XYZ")],
|
|
1478
1478
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, "XYZ")],
|
|
1479
1479
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
|
|
@@ -1484,7 +1484,7 @@ var TAE_RIPPLING_ELBOW = {
|
|
|
1484
1484
|
{
|
|
1485
1485
|
time: .35,
|
|
1486
1486
|
easing: "ease-in",
|
|
1487
|
-
boneRotations: new Map([
|
|
1487
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1488
1488
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
1489
1489
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
1490
1490
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -1512,27 +1512,27 @@ var TAE_FINGER_LOCK_TWIST = {
|
|
|
1512
1512
|
{
|
|
1513
1513
|
time: 0,
|
|
1514
1514
|
easing: "ease-out",
|
|
1515
|
-
boneRotations: new Map([
|
|
1515
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1516
1516
|
[BoneName.SHOULDER_R, new THREE.Euler(.2, 0, -.3, "XYZ")],
|
|
1517
1517
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
1518
1518
|
[BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1519
1519
|
]),
|
|
1520
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .4)]])
|
|
1520
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .4)]])
|
|
1521
1521
|
},
|
|
1522
1522
|
{
|
|
1523
1523
|
time: .15,
|
|
1524
1524
|
easing: "linear",
|
|
1525
|
-
boneRotations: new Map([
|
|
1525
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1526
1526
|
[BoneName.SHOULDER_R, new THREE.Euler(.3, .2, 0, "XYZ")],
|
|
1527
1527
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
1528
1528
|
[BoneName.WRIST_R, new THREE.Euler(.5, 0, 0, "XYZ")]
|
|
1529
1529
|
]),
|
|
1530
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .5)]])
|
|
1530
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .5)]])
|
|
1531
1531
|
},
|
|
1532
1532
|
{
|
|
1533
1533
|
time: .28,
|
|
1534
1534
|
easing: "linear",
|
|
1535
|
-
boneRotations: new Map([
|
|
1535
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1536
1536
|
[BoneName.SHOULDER_R, new THREE.Euler(.4, .5, .3, "XYZ")],
|
|
1537
1537
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
1538
1538
|
[BoneName.WRIST_R, new THREE.Euler(1.2, .3, 0, "XYZ")],
|
|
@@ -1543,7 +1543,7 @@ var TAE_FINGER_LOCK_TWIST = {
|
|
|
1543
1543
|
{
|
|
1544
1544
|
time: .4,
|
|
1545
1545
|
easing: "ease-in",
|
|
1546
|
-
boneRotations: new Map([
|
|
1546
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1547
1547
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")],
|
|
1548
1548
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1549
1549
|
[BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -1571,7 +1571,7 @@ var LI_TEMPLE_SPIKE = {
|
|
|
1571
1571
|
{
|
|
1572
1572
|
time: 0,
|
|
1573
1573
|
easing: "ease-out",
|
|
1574
|
-
boneRotations: new Map([
|
|
1574
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1575
1575
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
1576
1576
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
|
|
1577
1577
|
[BoneName.WRIST_R, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
@@ -1581,18 +1581,18 @@ var LI_TEMPLE_SPIKE = {
|
|
|
1581
1581
|
{
|
|
1582
1582
|
time: .12,
|
|
1583
1583
|
easing: "linear",
|
|
1584
|
-
boneRotations: new Map([
|
|
1584
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1585
1585
|
[BoneName.SHOULDER_R, new THREE.Euler(.4, .3, .2, "XYZ")],
|
|
1586
1586
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
|
|
1587
1587
|
[BoneName.WRIST_R, new THREE.Euler(.5, 0, 0, "XYZ")],
|
|
1588
1588
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
1589
1589
|
]),
|
|
1590
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.3, .4, .7)]])
|
|
1590
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.3, .4, .7)]])
|
|
1591
1591
|
},
|
|
1592
1592
|
{
|
|
1593
1593
|
time: .28,
|
|
1594
1594
|
easing: "ease-in",
|
|
1595
|
-
boneRotations: new Map([
|
|
1595
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1596
1596
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
1597
1597
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
1598
1598
|
[BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -1620,39 +1620,39 @@ var LI_BLAZING_NERVE_CHAIN = {
|
|
|
1620
1620
|
{
|
|
1621
1621
|
time: 0,
|
|
1622
1622
|
easing: "ease-out",
|
|
1623
|
-
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
|
|
1623
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
|
|
1624
1624
|
bonePositions: /* @__PURE__ */ new Map()
|
|
1625
1625
|
},
|
|
1626
1626
|
{
|
|
1627
1627
|
time: .08,
|
|
1628
1628
|
easing: "linear",
|
|
1629
|
-
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")]]),
|
|
1630
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
1629
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")]]),
|
|
1630
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
1631
1631
|
},
|
|
1632
1632
|
{
|
|
1633
1633
|
time: .16,
|
|
1634
1634
|
easing: "linear",
|
|
1635
|
-
boneRotations: new Map([
|
|
1635
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1636
1636
|
[BoneName.SHOULDER_L, new THREE.Euler(.3, 0, -.2, "XYZ")],
|
|
1637
1637
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
|
|
1638
1638
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.2, "XYZ")]
|
|
1639
1639
|
]),
|
|
1640
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, .2, .6)]])
|
|
1640
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, .2, .6)]])
|
|
1641
1641
|
},
|
|
1642
1642
|
{
|
|
1643
1643
|
time: .24,
|
|
1644
1644
|
easing: "linear",
|
|
1645
|
-
boneRotations: new Map([
|
|
1645
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1646
1646
|
[BoneName.SHOULDER_R, new THREE.Euler(.4, .2, .3, "XYZ")],
|
|
1647
1647
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
|
|
1648
1648
|
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .2, "XYZ")]
|
|
1649
1649
|
]),
|
|
1650
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, .4, .7)]])
|
|
1650
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, .4, .7)]])
|
|
1651
1651
|
},
|
|
1652
1652
|
{
|
|
1653
1653
|
time: .35,
|
|
1654
1654
|
easing: "ease-in",
|
|
1655
|
-
boneRotations: new Map([
|
|
1655
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1656
1656
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1657
1657
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1658
1658
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
@@ -1680,7 +1680,7 @@ var JIN_THUNDER_CLAP_PALM = {
|
|
|
1680
1680
|
{
|
|
1681
1681
|
time: 0,
|
|
1682
1682
|
easing: "ease-out",
|
|
1683
|
-
boneRotations: new Map([
|
|
1683
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1684
1684
|
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.8, -.4, "XYZ")],
|
|
1685
1685
|
[BoneName.SHOULDER_L, new THREE.Euler(-.5, .8, .4, "XYZ")],
|
|
1686
1686
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
|
|
@@ -1692,7 +1692,7 @@ var JIN_THUNDER_CLAP_PALM = {
|
|
|
1692
1692
|
{
|
|
1693
1693
|
time: .15,
|
|
1694
1694
|
easing: "linear",
|
|
1695
|
-
boneRotations: new Map([
|
|
1695
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1696
1696
|
[BoneName.SHOULDER_R, new THREE.Euler(.3, .2, .3, "XYZ")],
|
|
1697
1697
|
[BoneName.SHOULDER_L, new THREE.Euler(.3, -.2, -.3, "XYZ")],
|
|
1698
1698
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
@@ -1700,12 +1700,12 @@ var JIN_THUNDER_CLAP_PALM = {
|
|
|
1700
1700
|
[BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
|
|
1701
1701
|
[BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
|
|
1702
1702
|
]),
|
|
1703
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .8)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .8)]])
|
|
1703
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .8)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .8)]])
|
|
1704
1704
|
},
|
|
1705
1705
|
{
|
|
1706
1706
|
time: .32,
|
|
1707
1707
|
easing: "ease-in",
|
|
1708
|
-
boneRotations: new Map([
|
|
1708
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1709
1709
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
1710
1710
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .4, .3, "XYZ")],
|
|
1711
1711
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
@@ -1735,7 +1735,7 @@ var JIN_SHOCKING_LOW_KICK = {
|
|
|
1735
1735
|
{
|
|
1736
1736
|
time: 0,
|
|
1737
1737
|
easing: "ease-out",
|
|
1738
|
-
boneRotations: new Map([
|
|
1738
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1739
1739
|
[BoneName.HIP_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1740
1740
|
[BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")],
|
|
1741
1741
|
[BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
@@ -1745,18 +1745,18 @@ var JIN_SHOCKING_LOW_KICK = {
|
|
|
1745
1745
|
{
|
|
1746
1746
|
time: .12,
|
|
1747
1747
|
easing: "linear",
|
|
1748
|
-
boneRotations: new Map([
|
|
1748
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1749
1749
|
[BoneName.HIP_R, new THREE.Euler(.6, .5, .3, "XYZ")],
|
|
1750
1750
|
[BoneName.KNEE_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
1751
1751
|
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
1752
1752
|
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
1753
1753
|
]),
|
|
1754
|
-
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(.3, 0, .7)]])
|
|
1754
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_R, new THREE.Vector3(.3, 0, .7)]])
|
|
1755
1755
|
},
|
|
1756
1756
|
{
|
|
1757
1757
|
time: .3,
|
|
1758
1758
|
easing: "ease-in",
|
|
1759
|
-
boneRotations: new Map([
|
|
1759
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1760
1760
|
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1761
1761
|
[BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1762
1762
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -1784,50 +1784,50 @@ var SON_GALE_FORCE_RUSH = {
|
|
|
1784
1784
|
{
|
|
1785
1785
|
time: 0,
|
|
1786
1786
|
easing: "ease-out",
|
|
1787
|
-
boneRotations: new Map([
|
|
1787
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1788
1788
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1789
1789
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1790
1790
|
[BoneName.SPINE_UPPER, new THREE.Euler(.1, 0, 0, "XYZ")]
|
|
1791
1791
|
]),
|
|
1792
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .1)]])
|
|
1792
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .1)]])
|
|
1793
1793
|
},
|
|
1794
1794
|
{
|
|
1795
1795
|
time: .1,
|
|
1796
1796
|
easing: "linear",
|
|
1797
|
-
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")]]),
|
|
1798
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .2)]])
|
|
1797
|
+
boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")]]),
|
|
1798
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .2)]])
|
|
1799
1799
|
},
|
|
1800
1800
|
{
|
|
1801
1801
|
time: .2,
|
|
1802
1802
|
easing: "linear",
|
|
1803
|
-
boneRotations: new Map([
|
|
1803
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1804
1804
|
[BoneName.SHOULDER_L, new THREE.Euler(.3, 0, -.2, "XYZ")],
|
|
1805
1805
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
|
|
1806
1806
|
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.2, "XYZ")]
|
|
1807
1807
|
]),
|
|
1808
|
-
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .3)]])
|
|
1808
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .3)]])
|
|
1809
1809
|
},
|
|
1810
1810
|
{
|
|
1811
1811
|
time: .3,
|
|
1812
1812
|
easing: "linear",
|
|
1813
|
-
boneRotations: new Map([
|
|
1813
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1814
1814
|
[BoneName.SHOULDER_R, new THREE.Euler(.4, .2, .3, "XYZ")],
|
|
1815
1815
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
1816
1816
|
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .2, "XYZ")]
|
|
1817
1817
|
]),
|
|
1818
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .4)]])
|
|
1818
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .4)]])
|
|
1819
1819
|
},
|
|
1820
1820
|
{
|
|
1821
1821
|
time: .45,
|
|
1822
1822
|
easing: "ease-in",
|
|
1823
|
-
boneRotations: new Map([
|
|
1823
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1824
1824
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1825
1825
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1826
1826
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
1827
1827
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
1828
1828
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1829
1829
|
]),
|
|
1830
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
|
|
1830
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
|
|
1831
1831
|
}
|
|
1832
1832
|
]
|
|
1833
1833
|
};
|
|
@@ -1849,7 +1849,7 @@ var SON_CUTTING_WIND_PALM = {
|
|
|
1849
1849
|
{
|
|
1850
1850
|
time: 0,
|
|
1851
1851
|
easing: "ease-out",
|
|
1852
|
-
boneRotations: new Map([
|
|
1852
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1853
1853
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.8, -.4, "XYZ")],
|
|
1854
1854
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .6, "XYZ")],
|
|
1855
1855
|
[BoneName.WRIST_R, new THREE.Euler(0, -.5, 0, "XYZ")],
|
|
@@ -1860,19 +1860,19 @@ var SON_CUTTING_WIND_PALM = {
|
|
|
1860
1860
|
{
|
|
1861
1861
|
time: .12,
|
|
1862
1862
|
easing: "linear",
|
|
1863
|
-
boneRotations: new Map([
|
|
1863
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1864
1864
|
[BoneName.SHOULDER_R, new THREE.Euler(.2, .6, .3, "XYZ")],
|
|
1865
1865
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
1866
1866
|
[BoneName.WRIST_R, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
1867
1867
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
|
|
1868
1868
|
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
1869
1869
|
]),
|
|
1870
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.4, .3, .6)]])
|
|
1870
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.4, .3, .6)]])
|
|
1871
1871
|
},
|
|
1872
1872
|
{
|
|
1873
1873
|
time: .3,
|
|
1874
1874
|
easing: "ease-in",
|
|
1875
|
-
boneRotations: new Map([
|
|
1875
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1876
1876
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
1877
1877
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1878
1878
|
[BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -1901,18 +1901,18 @@ var GAM_UNDERTOW_PULL = {
|
|
|
1901
1901
|
{
|
|
1902
1902
|
time: 0,
|
|
1903
1903
|
easing: "ease-out",
|
|
1904
|
-
boneRotations: new Map([
|
|
1904
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1905
1905
|
[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, -.2, "XYZ")],
|
|
1906
1906
|
[BoneName.SHOULDER_L, new THREE.Euler(.3, 0, .2, "XYZ")],
|
|
1907
1907
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
|
|
1908
1908
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]
|
|
1909
1909
|
]),
|
|
1910
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .5)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .5)]])
|
|
1910
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .5)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .5)]])
|
|
1911
1911
|
},
|
|
1912
1912
|
{
|
|
1913
1913
|
time: .18,
|
|
1914
1914
|
easing: "linear",
|
|
1915
|
-
boneRotations: new Map([
|
|
1915
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1916
1916
|
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.3, -.4, "XYZ")],
|
|
1917
1917
|
[BoneName.SHOULDER_L, new THREE.Euler(-.4, .3, .4, "XYZ")],
|
|
1918
1918
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
@@ -1926,7 +1926,7 @@ var GAM_UNDERTOW_PULL = {
|
|
|
1926
1926
|
{
|
|
1927
1927
|
time: .4,
|
|
1928
1928
|
easing: "ease-in",
|
|
1929
|
-
boneRotations: new Map([
|
|
1929
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1930
1930
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1931
1931
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
1932
1932
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
@@ -1957,7 +1957,7 @@ var GAM_SPLASH_KNEE = {
|
|
|
1957
1957
|
{
|
|
1958
1958
|
time: 0,
|
|
1959
1959
|
easing: "ease-out",
|
|
1960
|
-
boneRotations: new Map([
|
|
1960
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1961
1961
|
[BoneName.HIP_R, new THREE.Euler(-.2, .3, 0, "XYZ")],
|
|
1962
1962
|
[BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
1963
1963
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
@@ -1967,7 +1967,7 @@ var GAM_SPLASH_KNEE = {
|
|
|
1967
1967
|
{
|
|
1968
1968
|
time: .07,
|
|
1969
1969
|
easing: "ease-out",
|
|
1970
|
-
boneRotations: new Map([
|
|
1970
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1971
1971
|
[BoneName.HIP_R, new THREE.Euler(.3, .3, 0, "XYZ")],
|
|
1972
1972
|
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1973
1973
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
@@ -1977,19 +1977,19 @@ var GAM_SPLASH_KNEE = {
|
|
|
1977
1977
|
{
|
|
1978
1978
|
time: .15,
|
|
1979
1979
|
easing: "linear",
|
|
1980
|
-
boneRotations: new Map([
|
|
1980
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1981
1981
|
[BoneName.HIP_R, new THREE.Euler(.8, .2, 0, "XYZ")],
|
|
1982
1982
|
[BoneName.KNEE_R, new THREE.Euler(-1.4, 0, 0, "XYZ")],
|
|
1983
1983
|
[BoneName.PELVIS, new THREE.Euler(.15, .2, 0, "XYZ")],
|
|
1984
1984
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")],
|
|
1985
1985
|
[BoneName.KNEE_L, new THREE.Euler(-.4, 0, 0, "XYZ")]
|
|
1986
1986
|
]),
|
|
1987
|
-
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(.2, .4, .5)]])
|
|
1987
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_R, new THREE.Vector3(.2, .4, .5)]])
|
|
1988
1988
|
},
|
|
1989
1989
|
{
|
|
1990
1990
|
time: .35,
|
|
1991
1991
|
easing: "ease-in",
|
|
1992
|
-
boneRotations: new Map([
|
|
1992
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
1993
1993
|
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1994
1994
|
[BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1995
1995
|
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -2018,7 +2018,7 @@ var GAN_IRON_WALL_BLOCK_STRIKE = {
|
|
|
2018
2018
|
{
|
|
2019
2019
|
time: 0,
|
|
2020
2020
|
easing: "ease-out",
|
|
2021
|
-
boneRotations: new Map([
|
|
2021
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2022
2022
|
[BoneName.SHOULDER_L, new THREE.Euler(-.5, .6, .8, "XYZ")],
|
|
2023
2023
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.8, "XYZ")],
|
|
2024
2024
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
@@ -2031,7 +2031,7 @@ var GAN_IRON_WALL_BLOCK_STRIKE = {
|
|
|
2031
2031
|
{
|
|
2032
2032
|
time: .18,
|
|
2033
2033
|
easing: "linear",
|
|
2034
|
-
boneRotations: new Map([
|
|
2034
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2035
2035
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .4, "XYZ")],
|
|
2036
2036
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
|
|
2037
2037
|
[BoneName.SHOULDER_R, new THREE.Euler(.5, 0, .3, "XYZ")],
|
|
@@ -2039,12 +2039,12 @@ var GAN_IRON_WALL_BLOCK_STRIKE = {
|
|
|
2039
2039
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
2040
2040
|
[BoneName.PELVIS, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
2041
2041
|
]),
|
|
2042
|
-
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
|
|
2042
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
|
|
2043
2043
|
},
|
|
2044
2044
|
{
|
|
2045
2045
|
time: .4,
|
|
2046
2046
|
easing: "ease-in",
|
|
2047
|
-
boneRotations: new Map([
|
|
2047
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2048
2048
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
2049
2049
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
2050
2050
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
@@ -2076,7 +2076,7 @@ var GAN_BOULDER_DROP_ELBOW = {
|
|
|
2076
2076
|
{
|
|
2077
2077
|
time: 0,
|
|
2078
2078
|
easing: "ease-out",
|
|
2079
|
-
boneRotations: new Map([
|
|
2079
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2080
2080
|
[BoneName.SHOULDER_R, new THREE.Euler(-1.2, 0, -.3, "XYZ")],
|
|
2081
2081
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, "XYZ")],
|
|
2082
2082
|
[BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
@@ -2087,7 +2087,7 @@ var GAN_BOULDER_DROP_ELBOW = {
|
|
|
2087
2087
|
{
|
|
2088
2088
|
time: .15,
|
|
2089
2089
|
easing: "linear",
|
|
2090
|
-
boneRotations: new Map([
|
|
2090
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2091
2091
|
[BoneName.SHOULDER_R, new THREE.Euler(.6, 0, .4, "XYZ")],
|
|
2092
2092
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
|
|
2093
2093
|
[BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
|
|
@@ -2098,7 +2098,7 @@ var GAN_BOULDER_DROP_ELBOW = {
|
|
|
2098
2098
|
{
|
|
2099
2099
|
time: .35,
|
|
2100
2100
|
easing: "ease-in",
|
|
2101
|
-
boneRotations: new Map([
|
|
2101
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2102
2102
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
|
|
2103
2103
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
2104
2104
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
@@ -2128,26 +2128,26 @@ var GON_QUICKSAND_GRAB = {
|
|
|
2128
2128
|
{
|
|
2129
2129
|
time: 0,
|
|
2130
2130
|
easing: "ease-out",
|
|
2131
|
-
boneRotations: new Map([
|
|
2131
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2132
2132
|
[BoneName.SHOULDER_R, new THREE.Euler(.4, 0, -.2, "XYZ")],
|
|
2133
2133
|
[BoneName.SHOULDER_L, new THREE.Euler(.4, 0, .2, "XYZ")],
|
|
2134
2134
|
[BoneName.SPINE_LOWER, new THREE.Euler(.3, 0, 0, "XYZ")],
|
|
2135
2135
|
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
2136
2136
|
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
|
|
2137
2137
|
]),
|
|
2138
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, 0)]])
|
|
2138
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, 0)]])
|
|
2139
2139
|
},
|
|
2140
2140
|
{
|
|
2141
2141
|
time: .2,
|
|
2142
2142
|
easing: "linear",
|
|
2143
|
-
boneRotations: new Map([
|
|
2143
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2144
2144
|
[BoneName.SHOULDER_R, new THREE.Euler(.6, .3, .3, "XYZ")],
|
|
2145
2145
|
[BoneName.SHOULDER_L, new THREE.Euler(.6, -.3, -.3, "XYZ")],
|
|
2146
2146
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
2147
2147
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
|
|
2148
2148
|
[BoneName.SPINE_LOWER, new THREE.Euler(.4, 0, 0, "XYZ")]
|
|
2149
2149
|
]),
|
|
2150
|
-
bonePositions: new Map([
|
|
2150
|
+
bonePositions: /* @__PURE__ */ new Map([
|
|
2151
2151
|
[BoneName.HAND_R, new THREE.Vector3(.2, -.2, .6)],
|
|
2152
2152
|
[BoneName.HAND_L, new THREE.Vector3(-.2, -.2, .6)],
|
|
2153
2153
|
[BoneName.PELVIS, new THREE.Vector3(0, -.4, 0)]
|
|
@@ -2156,19 +2156,19 @@ var GON_QUICKSAND_GRAB = {
|
|
|
2156
2156
|
{
|
|
2157
2157
|
time: .35,
|
|
2158
2158
|
easing: "linear",
|
|
2159
|
-
boneRotations: new Map([
|
|
2159
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2160
2160
|
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
2161
2161
|
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .4, .3, "XYZ")],
|
|
2162
2162
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
2163
2163
|
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
|
|
2164
2164
|
[BoneName.SPINE_LOWER, new THREE.Euler(.2, 0, 0, "XYZ")]
|
|
2165
2165
|
]),
|
|
2166
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
|
|
2166
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
|
|
2167
2167
|
},
|
|
2168
2168
|
{
|
|
2169
2169
|
time: .45,
|
|
2170
2170
|
easing: "ease-in",
|
|
2171
|
-
boneRotations: new Map([
|
|
2171
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2172
2172
|
[BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
|
|
2173
2173
|
[BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
|
|
2174
2174
|
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
|
|
@@ -2177,7 +2177,7 @@ var GON_QUICKSAND_GRAB = {
|
|
|
2177
2177
|
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
|
|
2178
2178
|
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
|
|
2179
2179
|
]),
|
|
2180
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
|
|
2180
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
|
|
2181
2181
|
}
|
|
2182
2182
|
]
|
|
2183
2183
|
};
|
|
@@ -2199,19 +2199,19 @@ var GON_TECTONIC_SLAM = {
|
|
|
2199
2199
|
{
|
|
2200
2200
|
time: 0,
|
|
2201
2201
|
easing: "ease-out",
|
|
2202
|
-
boneRotations: new Map([
|
|
2202
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2203
2203
|
[BoneName.SPINE_LOWER, new THREE.Euler(.2, 0, 0, "XYZ")],
|
|
2204
2204
|
[BoneName.KNEE_L, new THREE.Euler(-1, 0, 0, "XYZ")],
|
|
2205
2205
|
[BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
|
|
2206
2206
|
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.5, -.5, "XYZ")],
|
|
2207
2207
|
[BoneName.SHOULDER_L, new THREE.Euler(-.4, .5, .5, "XYZ")]
|
|
2208
2208
|
]),
|
|
2209
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
|
|
2209
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
|
|
2210
2210
|
},
|
|
2211
2211
|
{
|
|
2212
2212
|
time: .2,
|
|
2213
2213
|
easing: "linear",
|
|
2214
|
-
boneRotations: new Map([
|
|
2214
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2215
2215
|
[BoneName.SPINE_LOWER, new THREE.Euler(.4, .3, 0, "XYZ")],
|
|
2216
2216
|
[BoneName.SPINE_UPPER, new THREE.Euler(.3, .2, 0, "XYZ")],
|
|
2217
2217
|
[BoneName.SHOULDER_R, new THREE.Euler(.5, .3, .4, "XYZ")],
|
|
@@ -2219,23 +2219,23 @@ var GON_TECTONIC_SLAM = {
|
|
|
2219
2219
|
[BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
|
|
2220
2220
|
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
|
|
2221
2221
|
]),
|
|
2222
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.1, .5)]])
|
|
2222
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.1, .5)]])
|
|
2223
2223
|
},
|
|
2224
2224
|
{
|
|
2225
2225
|
time: .35,
|
|
2226
2226
|
easing: "linear",
|
|
2227
|
-
boneRotations: new Map([
|
|
2227
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2228
2228
|
[BoneName.SPINE_LOWER, new THREE.Euler(.5, .4, 0, "XYZ")],
|
|
2229
2229
|
[BoneName.SPINE_UPPER, new THREE.Euler(.4, .3, 0, "XYZ")],
|
|
2230
2230
|
[BoneName.SHOULDER_R, new THREE.Euler(.6, .5, .5, "XYZ")],
|
|
2231
2231
|
[BoneName.SHOULDER_L, new THREE.Euler(.6, -.5, -.5, "XYZ")]
|
|
2232
2232
|
]),
|
|
2233
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .8)]])
|
|
2233
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .8)]])
|
|
2234
2234
|
},
|
|
2235
2235
|
{
|
|
2236
2236
|
time: .5,
|
|
2237
2237
|
easing: "ease-in",
|
|
2238
|
-
boneRotations: new Map([
|
|
2238
|
+
boneRotations: /* @__PURE__ */ new Map([
|
|
2239
2239
|
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
2240
2240
|
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
2241
2241
|
[BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
|
|
@@ -2243,74 +2243,17 @@ var GON_TECTONIC_SLAM = {
|
|
|
2243
2243
|
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
|
|
2244
2244
|
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
|
|
2245
2245
|
]),
|
|
2246
|
-
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
|
|
2246
|
+
bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
|
|
2247
2247
|
}
|
|
2248
2248
|
]
|
|
2249
2249
|
};
|
|
2250
|
-
|
|
2251
|
-
[TrigramStance.GEON, [
|
|
2252
|
-
GEON_BONE_BREAKING_STRIKE_1,
|
|
2253
|
-
GEON_THUNDEROUS_UPPERCUT,
|
|
2254
|
-
GEON_CRUSHING_ELBOW,
|
|
2255
|
-
GEON_DESCENDING_HAMMER,
|
|
2256
|
-
GEON_SPLITTING_PALM
|
|
2257
|
-
]],
|
|
2258
|
-
[TrigramStance.TAE, [
|
|
2259
|
-
TAE_WRIST_LOCK_STRIKE,
|
|
2260
|
-
TAE_FLOWING_ARM_BAR,
|
|
2261
|
-
TAE_SPIRAL_SHOULDER_THROW,
|
|
2262
|
-
TAE_RIPPLING_ELBOW,
|
|
2263
|
-
TAE_FINGER_LOCK_TWIST
|
|
2264
|
-
]],
|
|
2265
|
-
[TrigramStance.LI, [
|
|
2266
|
-
LI_BURNING_FINGER_STRIKE_1,
|
|
2267
|
-
LI_SOLAR_PLEXUS_SPEAR,
|
|
2268
|
-
LI_PHOENIX_EYE_STRIKE,
|
|
2269
|
-
LI_TEMPLE_SPIKE,
|
|
2270
|
-
LI_BLAZING_NERVE_CHAIN
|
|
2271
|
-
]],
|
|
2272
|
-
[TrigramStance.JIN, [
|
|
2273
|
-
JIN_LIGHTNING_STRAIGHT,
|
|
2274
|
-
JIN_SHOCKING_HAMMER_FIST,
|
|
2275
|
-
JIN_EXPLOSIVE_KNEE,
|
|
2276
|
-
JIN_THUNDER_CLAP_PALM,
|
|
2277
|
-
JIN_SHOCKING_LOW_KICK
|
|
2278
|
-
]],
|
|
2279
|
-
[TrigramStance.SON, [
|
|
2280
|
-
SON_WHIRLWIND_COMBO_1,
|
|
2281
|
-
SON_PRESSURE_POINT_CHAIN,
|
|
2282
|
-
SON_PENETRATING_PALM_RUSH,
|
|
2283
|
-
SON_GALE_FORCE_RUSH,
|
|
2284
|
-
SON_CUTTING_WIND_PALM
|
|
2285
|
-
]],
|
|
2286
|
-
[TrigramStance.GAM, [
|
|
2287
|
-
GAM_FLOWING_RIVER_STRIKE,
|
|
2288
|
-
GAM_TIDAL_WAVE_PALM,
|
|
2289
|
-
GAM_WHIRLPOOL_COUNTER,
|
|
2290
|
-
GAM_UNDERTOW_PULL,
|
|
2291
|
-
GAM_SPLASH_KNEE
|
|
2292
|
-
]],
|
|
2293
|
-
[TrigramStance.GAN, [
|
|
2294
|
-
GAN_FORTRESS_COUNTER_STRIKE,
|
|
2295
|
-
GAN_AVALANCHE_HAMMER,
|
|
2296
|
-
GAN_STONE_WALL_THRUST,
|
|
2297
|
-
GAN_IRON_WALL_BLOCK_STRIKE,
|
|
2298
|
-
GAN_BOULDER_DROP_ELBOW
|
|
2299
|
-
]],
|
|
2300
|
-
[TrigramStance.GON, [
|
|
2301
|
-
GON_GROUND_SWEEP_STRIKE,
|
|
2302
|
-
GON_EARTHQUAKE_STOMP,
|
|
2303
|
-
GON_ROOTING_TAKEDOWN,
|
|
2304
|
-
GON_QUICKSAND_GRAB,
|
|
2305
|
-
GON_TECTONIC_SLAM
|
|
2306
|
-
]]
|
|
2307
|
-
]);
|
|
2250
|
+
TrigramStance.GEON, TrigramStance.TAE, TrigramStance.LI, TrigramStance.JIN, TrigramStance.SON, TrigramStance.GAM, TrigramStance.GAN, TrigramStance.GON;
|
|
2308
2251
|
/**
|
|
2309
2252
|
* All attack animations in a single map for easy lookup
|
|
2310
2253
|
*
|
|
2311
2254
|
* @korean 모든공격애니메이션
|
|
2312
2255
|
*/
|
|
2313
|
-
var ALL_ATTACK_ANIMATIONS = new Map([
|
|
2256
|
+
var ALL_ATTACK_ANIMATIONS = /* @__PURE__ */ new Map([
|
|
2314
2257
|
["geon_bone_breaking_strike_1", GEON_BONE_BREAKING_STRIKE_1],
|
|
2315
2258
|
["geon_thunderous_uppercut", GEON_THUNDEROUS_UPPERCUT],
|
|
2316
2259
|
["geon_crushing_elbow", GEON_CRUSHING_ELBOW],
|