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1221 1222 1223 1224 1225 | 6x 6x 6x 6x 6x 6x 6x 6x 6x 6x 6x 6x 74x 6x 6x 19x 55x 16x 3x | /**
* Korean martial arts attack animations with skeletal keyframes
*
* Defines realistic attack animation sequences for Taekwondo, Hapkido,
* and Taekyon techniques using skeletal keyframes.
*
* @module systems/animation/AttackAnimations
* @category Animation System
* @korean 공격애니메이션
*/
import * as THREE from "three";
import type { SkeletalAnimation } from "../../types/skeletal";
import { BoneName } from "../../types/skeletal";
/**
* Jab animation (빠른 직권 - 정권지르기)
*
* Fast straight punch with right arm. Traditional Taekwondo technique.
*
* Animation phases:
* 1. Wind-up (0.0s): Right arm bent at elbow, ready position
* 2. Extension (0.1s): Right arm extends, elbow straightens
* 3. Full extension (0.15s): Maximum reach, fist forward
* 4. Retraction (0.25s): Return to guard position
*
* Duration: 300ms
*
* @korean 잽애니메이션
*/
export const JAB_ANIMATION: SkeletalAnimation = {
name: "jab",
koreanName: "잽",
duration: 0.3,
loop: false,
type: "attack",
keyframes: [
// Frame 1: Wind-up (0.0s)
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
// Right shoulder rotates slightly back
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, -0.2, "XYZ")],
// Right elbow bent
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
// Torso slight rotation right
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.1, 0, "XYZ")],
// Left arm in guard
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
]),
bonePositions: new Map(),
},
// Frame 2: Extension (0.1s)
{
time: 0.1,
easing: "ease-out",
boneRotations: new Map([
// Right shoulder forward
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
// Right elbow extends
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, "XYZ")],
// Torso rotates left (weight transfer)
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0.15, 0, "XYZ")],
// Hips rotate slightly
[BoneName.PELVIS, new THREE.Euler(0, 0.1, 0, "XYZ")],
]),
bonePositions: new Map([
// Hand moves forward
[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.5)],
]),
},
// Frame 3: Full extension (0.15s)
{
time: 0.15,
easing: "linear",
boneRotations: new Map([
// Right arm fully extended
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0, "XYZ")], // Fully straight
// Maximum torso rotation
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0.2, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.15, 0, "XYZ")],
]),
bonePositions: new Map([
// Maximum reach
[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.8)],
]),
},
// Frame 4: Retraction (0.3s)
{
time: 0.3,
easing: "ease-in",
boneRotations: new Map([
// Return to guard
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, -0.1, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
// Torso back to center
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* Cross punch animation (교차 직권 - 반대손 지르기)
*
* Left arm punch with full body rotation. Power technique from Taekwondo.
*
* Animation phases:
* 1. Wind-up (0.0s): Left arm bent, weight on right side
* 2. Hip rotation (0.08s): Hips begin rotating left
* 3. Extension (0.15s): Left arm extends with torso rotation
* 4. Full extension (0.2s): Maximum reach and power
* 5. Recovery (0.35s): Return to guard
*
* Duration: 350ms
*
* @korean 크로스펀치애니메이션
*/
export const CROSS_ANIMATION: SkeletalAnimation = {
name: "cross",
koreanName: "크로스",
duration: 0.35,
loop: false,
type: "attack",
keyframes: [
// Frame 1: Wind-up
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.15, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, -0.1, 0, "XYZ")],
]),
bonePositions: new Map(),
},
// Frame 2: Hip rotation begins
{
time: 0.08,
easing: "ease-out",
boneRotations: new Map([
[BoneName.PELVIS, new THREE.Euler(0, 0.1, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0.15, 0, "XYZ")],
[BoneName.HIP_R, new THREE.Euler(0, 0.1, 0, "XYZ")],
]),
bonePositions: new Map(),
},
// Frame 3: Extension
{
time: 0.15,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, -0.3, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0.25, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.2, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.6)]]),
},
// Frame 4: Full extension
{
time: 0.2,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, -0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0.3, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0.2, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.25, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.85)],
]),
},
// Frame 5: Recovery
{
time: 0.35,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, 0.1, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* Front kick animation (앞차기) - ENHANCED
*
* Traditional Taekwondo front kick with knee lift, leg extension,
* ankle dorsiflexion, support leg adjustments, and balance recovery.
*
* Animation phases:
* 1. Chamber (0.0s-0.1s): Knee lifts to waist height, support leg micro-adjust
* 2. Extension (0.1s-0.2s): Lower leg extends forward with ankle flexion
* 3. Impact (0.2s): Maximum extension point with dorsiflexion
* 4. Retraction (0.2s-0.35s): Leg returns to chamber
* 5. Set down (0.35s-0.45s): Foot returns to ground with balance recovery
* 6. Recovery shuffle (0.45s-0.55s): Support leg adjustment for balance
*
* Duration: 550ms (enhanced with recovery)
*
* @korean 앞차기애니메이션향상
*/
export const FRONT_KICK_ANIMATION: SkeletalAnimation = {
name: "front_kick",
koreanName: "앞차기",
duration: 0.55,
loop: false,
type: "attack",
keyframes: [
// Frame 1: Chamber - knee lifts with support leg adjustment
{
time: 0.1,
easing: "ease-out",
boneRotations: new Map([
// Right leg lifts
[BoneName.HIP_R, new THREE.Euler(1.5, 0, 0, "XYZ")], // 90 degrees up
[BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, "XYZ")], // Bent
// Left leg supports (micro-adjustment for balance)
[BoneName.KNEE_L, new THREE.Euler(-0.25, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0.05, "XYZ")], // Slight outward pivot
// Pelvis tilts slightly back for balance
[BoneName.PELVIS, new THREE.Euler(-0.05, 0, 0, "XYZ")],
// Arms for balance
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, -0.5, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, -0.01, 0)], // Slight drop for stability
]),
},
// Frame 2: Extension with ankle dorsiflexion
{
time: 0.2,
easing: "ease-out",
boneRotations: new Map([
// Hip stays high
[BoneName.HIP_R, new THREE.Euler(1.5, 0, 0, "XYZ")],
// Knee extends
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
// Foot dorsiflexion (0.5 rad) for striking with ball of foot
[BoneName.FOOT_R, new THREE.Euler(0.5, 0, 0, "XYZ")],
// Support leg adjusts
[BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0.08, "XYZ")],
// Pelvis drives forward
[BoneName.PELVIS, new THREE.Euler(0.05, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0.7)],
[BoneName.PELVIS, new THREE.Vector3(0, 0, 0.1)],
]),
},
// Frame 3: Retraction to chamber
{
time: 0.35,
easing: "ease-in",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(1.5, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, "XYZ")],
// Foot relaxes
[BoneName.FOOT_R, new THREE.Euler(0, 0, 0, "XYZ")],
// Support leg maintains
[BoneName.KNEE_L, new THREE.Euler(-0.25, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0.05, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)],
[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)],
]),
},
// Frame 4: Set down with balance recovery start
{
time: 0.45,
easing: "ease-in",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.15, 0, 0, "XYZ")], // Slight bend on landing
[BoneName.FOOT_R, new THREE.Euler(0, 0, 0, "XYZ")],
// Support leg adjusts
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0.03, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, -0.02, 0)], // Slight drop on landing
]),
},
// Frame 5: Balance recovery shuffle
{
time: 0.55,
easing: "ease-in",
boneRotations: new Map([
// Both legs return to neutral guard
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.FOOT_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)], // Return to stable height
]),
},
],
};
/**
* Roundhouse kick animation (돌려차기) - ENHANCED
*
* Traditional Taekwondo roundhouse kick with hip rotation,
* ankle flexion, support leg adjustments, and balance recovery.
*
* Animation phases:
* 1. Chamber (0.0s-0.1s): Knee lifts, hip begins rotation
* 2. Rotation (0.1s-0.2s): Hip rotates 90 degrees
* 3. Extension (0.2s-0.25s): Leg extends in arc with ankle flexion
* 4. Impact (0.25s): Maximum extension with support leg adjustment
* 5. Retraction (0.25s-0.4s): Return to chamber
* 6. Set down (0.4s-0.5s): Foot to ground with balance recovery
* 7. Recovery shuffle (0.5s-0.6s): Support leg adjustment for balance
*
* Duration: 600ms (enhanced with recovery)
*
* @korean 돌려차기애니메이션향상
*/
export const ROUNDHOUSE_KICK_ANIMATION: SkeletalAnimation = {
name: "roundhouse_kick",
koreanName: "돌려차기",
duration: 0.6,
loop: false,
type: "attack",
keyframes: [
// Frame 1: Chamber with rotation start
{
time: 0.1,
easing: "ease-out",
boneRotations: new Map([
// Right leg chambers
[BoneName.HIP_R, new THREE.Euler(1.2, 0, 0.8, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.5, 0, 0, "XYZ")],
// Hips rotate
[BoneName.PELVIS, new THREE.Euler(0, -0.5, 0, "XYZ")],
// Torso counter-rotates for balance
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
// Arms out for balance
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, -1.0, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 1.0, "XYZ")],
]),
bonePositions: new Map(),
},
// Frame 2: Full hip rotation
{
time: 0.2,
easing: "ease-out",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(1.2, 0, 1.4, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, -1.2, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.6, 0, "XYZ")],
]),
bonePositions: new Map(),
},
// Frame 3: Extension and impact with ankle flexion
{
time: 0.25,
easing: "linear",
boneRotations: new Map([
// Leg fully extends
[BoneName.HIP_R, new THREE.Euler(1.2, 0, 1.6, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.1, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, -1.5, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.8, 0, "XYZ")],
// Foot position for strike with plantar flexion (point toes)
[BoneName.FOOT_R, new THREE.Euler(0.4, 0, 0.3, "XYZ")],
// Support leg micro-adjustment
[BoneName.KNEE_L, new THREE.Euler(-0.35, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, -0.1, "XYZ")], // Pivot for power
]),
bonePositions: new Map([
[BoneName.FOOT_R, new THREE.Vector3(0.8, 0, 0)], // Side strike
[BoneName.PELVIS, new THREE.Vector3(0, -0.02, 0)], // Slight drop for power
]),
},
// Frame 4: Retraction
{
time: 0.4,
easing: "ease-in",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(1.2, 0, 0.8, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.5, 0, 0, "XYZ")],
[BoneName.FOOT_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, -0.3, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, "XYZ")],
// Support leg returns
[BoneName.KNEE_L, new THREE.Euler(-0.25, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)],
[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)],
]),
},
// Frame 5: Set down with balance recovery
{
time: 0.5,
easing: "ease-in",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.15, 0, 0, "XYZ")], // Slight bend on landing
[BoneName.FOOT_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0, "XYZ")],
// Support leg adjusts
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, -0.01, 0)], // Slight drop on landing
]),
},
// Frame 6: Balance recovery shuffle
{
time: 0.6,
easing: "ease-in",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.FOOT_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)], // Return to stable height
]),
},
],
};
/**
* Block animation (막기)
*
* Traditional Taekwondo block with both arms raised.
*
* Animation phases:
* 1. Raise (0.0s-0.1s): Both arms lift to blocking position
* 2. Hold (0.1s-0.3s): Maintain block
* 3. Lower (0.3s-0.4s): Return to guard
*
* Duration: 400ms
*
* @korean 막기애니메이션
*/
export const BLOCK_ANIMATION: SkeletalAnimation = {
name: "block",
koreanName: "막기",
duration: 0.4,
loop: false,
type: "defense",
keyframes: [
// Frame 1: Raise arms
{
time: 0.1,
easing: "ease-out",
boneRotations: new Map([
// Left arm high block
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
// Right arm middle block
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 1.0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
// Slight crouch
[BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
// Frame 2: Hold block
{
time: 0.3,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 1.0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
// Frame 3: Lower to guard
{
time: 0.4,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* Walking cycle animation (앞으로 걷기 - 보행 사이클)
*
* Natural walking gait with alternating leg movement. Includes hip swing,
* knee bend during swing phase, foot placement, and pelvis tilt.
*
* Animation phases:
* 1. Left foot forward (0.0s): Left leg extends, right leg pushes off
* 2. Left mid-stance (0.2s): Left foot plants, right leg swings forward
* 3. Right foot forward (0.4s): Right leg extends, left leg pushes off
* 4. Right mid-stance (0.6s): Right foot plants, left leg swings forward
*
* Duration: 800ms (complete left-right step cycle)
*
* @korean 걷기애니메이션
*/
export const WALK_ANIMATION: SkeletalAnimation = {
name: "walk",
koreanName: "걷기",
duration: 0.8,
loop: true,
type: "movement",
keyframes: [
// Frame 1: Left foot forward contact (0.0s)
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
// Pelvis tilt forward slightly
[BoneName.PELVIS, new THREE.Euler(0.1, 0.05, 0, "XYZ")],
// Left leg extended forward
[BoneName.HIP_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.1, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0.1, 0, 0, "XYZ")],
// Right leg pushing back
[BoneName.HIP_R, new THREE.Euler(0.4, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.FOOT_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
// Arms swing opposite to legs
[BoneName.SHOULDER_L, new THREE.Euler(0.3, 0, 0, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.4, 0, 0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.4, "XYZ")],
// Spine rotation for natural movement
[BoneName.SPINE_LOWER, new THREE.Euler(0, -0.05, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, 0.02, 0)],
]),
},
// Frame 2: Left mid-stance, right leg swing (0.2s)
{
time: 0.2,
easing: "linear",
boneRotations: new Map([
// Pelvis level
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
// Left leg support (slightly bent)
[BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.15, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0, 0, 0, "XYZ")],
// Right leg swinging forward (knee bent)
[BoneName.HIP_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.8, 0, 0, "XYZ")],
[BoneName.FOOT_R, new THREE.Euler(0.2, 0, 0, "XYZ")],
// Arms swing
[BoneName.SHOULDER_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
// Spine neutral
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, -0.01, 0)],
]),
},
// Frame 3: Right foot forward contact (0.4s)
{
time: 0.4,
easing: "ease-out",
boneRotations: new Map([
// Pelvis tilt forward slightly
[BoneName.PELVIS, new THREE.Euler(0.1, -0.05, 0, "XYZ")],
// Right leg extended forward
[BoneName.HIP_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.1, 0, 0, "XYZ")],
[BoneName.FOOT_R, new THREE.Euler(0.1, 0, 0, "XYZ")],
// Left leg pushing back
[BoneName.HIP_L, new THREE.Euler(0.4, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
// Arms swing opposite to legs
[BoneName.SHOULDER_R, new THREE.Euler(0.3, 0, 0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0, 0, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, "XYZ")],
// Spine rotation for natural movement
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0.05, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, 0.02, 0)],
]),
},
// Frame 4: Right mid-stance, left leg swing (0.6s)
{
time: 0.6,
easing: "linear",
boneRotations: new Map([
// Pelvis level
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
// Right leg support (slightly bent)
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.15, 0, 0, "XYZ")],
[BoneName.FOOT_R, new THREE.Euler(0, 0, 0, "XYZ")],
// Left leg swinging forward (knee bent)
[BoneName.HIP_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.8, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0.2, 0, 0, "XYZ")],
// Arms swing
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, "XYZ")],
// Spine neutral
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, -0.01, 0)],
]),
},
// Frame 5: Return to start position (0.8s) - loops to frame 1
{
time: 0.8,
easing: "ease-in",
boneRotations: new Map([
// Return to left foot forward position
[BoneName.PELVIS, new THREE.Euler(0.1, 0.05, 0, "XYZ")],
[BoneName.HIP_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.1, 0, 0, "XYZ")],
[BoneName.FOOT_L, new THREE.Euler(0.1, 0, 0, "XYZ")],
[BoneName.HIP_R, new THREE.Euler(0.4, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.FOOT_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.3, 0, 0, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.4, 0, 0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.4, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, -0.05, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, 0.02, 0)],
]),
},
],
};
/**
* Idle stance animation (대기 자세)
*
* Fighting stance with slight weight shift and breathing motion.
*
* Animation phases:
* 1. Center (0.0s): Neutral fighting stance
* 2. Weight left (0.8s): Shift weight to left leg
* 3. Center (1.6s): Return to neutral
* 4. Weight right (2.4s): Shift weight to right leg
* 5. Center (3.0s): Return to neutral (loops)
*
* Duration: 3000ms (looping)
*
* @korean 대기자세애니메이션
*/
export const IDLE_STANCE_ANIMATION: SkeletalAnimation = {
name: "idle_stance",
koreanName: "대기 자세",
duration: 3.0,
loop: true,
type: "idle",
keyframes: [
// Frame 1: Center stance (0.0s)
{
time: 0.0,
easing: "ease-in-out",
boneRotations: new Map([
// Slight knee bend (fighting stance)
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
// Arms in guard position
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),
},
// Frame 2: Weight shift left (0.8s)
{
time: 0.8,
easing: "ease-in-out",
boneRotations: new Map([
// Left knee bends more
[BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.15, 0, 0, "XYZ")],
// Pelvis tilts slightly left
[BoneName.PELVIS, new THREE.Euler(0, 0, -0.05, "XYZ")],
// Spine breathing expansion
[BoneName.SPINE_LOWER, new THREE.Euler(-0.02, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(-0.03, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(-0.02, 0, 0, "XYZ")],
// Arms maintain guard
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(-0.02, 0, 0)],
]),
},
// Frame 3: Return to center (1.6s)
{
time: 1.6,
easing: "ease-in-out",
boneRotations: new Map([
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
// Breathing contraction
[BoneName.SPINE_LOWER, new THREE.Euler(0.02, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0.03, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0.02, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),
},
// Frame 4: Weight shift right (2.4s)
{
time: 2.4,
easing: "ease-in-out",
boneRotations: new Map([
// Right knee bends more
[BoneName.KNEE_L, new THREE.Euler(-0.15, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
// Pelvis tilts slightly right
[BoneName.PELVIS, new THREE.Euler(0, 0, 0.05, "XYZ")],
// Spine breathing expansion
[BoneName.SPINE_LOWER, new THREE.Euler(-0.02, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(-0.03, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(-0.02, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0.02, 0, 0)],
]),
},
// Frame 5: Return to center (3.0s) - loop
{
time: 3.0,
easing: "ease-in-out",
boneRotations: new Map([
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* Forward dash animation (앞으로 돌진)
*
* Explosive forward movement with rapid knee extension and hip drive.
*
* Animation phases:
* 1. Crouch (0.0s): Deep knee bend, ready to explode
* 2. Drive (0.15s): Rapid knee extension, forward momentum
* 3. Glide (0.3s): Extended stride position
* 4. Recovery (0.4s): Return to stance
*
* Duration: 400ms
*
* @korean 앞으로돌진애니메이션
*/
export const FORWARD_DASH_ANIMATION: SkeletalAnimation = {
name: "forward_dash",
koreanName: "앞으로 돌진",
duration: 0.4,
loop: false,
type: "movement",
keyframes: [
// Frame 1: Crouch (0.0s)
{
time: 0.0,
easing: "ease-in",
boneRotations: new Map([
// Deep knee bend
[BoneName.KNEE_L, new THREE.Euler(-0.8, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.8, 0, 0, "XYZ")],
// Lean forward
[BoneName.SPINE_LOWER, new THREE.Euler(0.3, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0.25, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0.2, 0, 0, "XYZ")],
// Arms back for momentum
[BoneName.SHOULDER_L, new THREE.Euler(-0.5, 0, -0.3, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.5, 0, 0.3, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, -0.15, 0)],
]),
},
// Frame 2: Explosive drive (0.15s)
{
time: 0.15,
easing: "ease-out",
boneRotations: new Map([
// Rapid knee extension
[BoneName.KNEE_L, new THREE.Euler(-0.1, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.1, 0, 0, "XYZ")],
// Hip drive forward
[BoneName.PELVIS, new THREE.Euler(0.2, 0, 0, "XYZ")],
// Torso drives forward
[BoneName.SPINE_LOWER, new THREE.Euler(0.15, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0.1, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0.05, 0, 0, "XYZ")],
// Arms swing forward
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.5, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.5, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, 0.05, 0.8)],
]),
},
// Frame 3: Glide (0.3s)
{
time: 0.3,
easing: "linear",
boneRotations: new Map([
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.3, 0, -0.6, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.3, 0, 0.6, "XYZ")],
]),
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 1.2)]]),
},
// Frame 4: Recovery (0.4s)
{
time: 0.4,
easing: "ease-in",
boneRotations: new Map([
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
]),
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* Backward retreat animation (뒤로 물러서기)
*
* Coordinated leg backpedaling with defensive posture.
*
* Animation phases:
* 1. Push back (0.0s): Back foot plants, front foot lifts
* 2. Slide (0.2s): Smooth backward movement
* 3. Plant (0.35s): Front foot plants
* 4. Reset (0.45s): Return to guard stance
*
* Duration: 450ms
*
* @korean 뒤로물러서기애니메이션
*/
export const BACKWARD_RETREAT_ANIMATION: SkeletalAnimation = {
name: "backward_retreat",
koreanName: "뒤로 물러서기",
duration: 0.45,
loop: false,
type: "movement",
keyframes: [
// Frame 1: Push back (0.0s)
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
// Right leg (back) plants firm
[BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
// Left leg (front) begins to lift
[BoneName.HIP_L, new THREE.Euler(0.2, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.4, 0, 0, "XYZ")],
// Lean back slightly
[BoneName.SPINE_LOWER, new THREE.Euler(-0.1, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(-0.05, 0, 0, "XYZ")],
// Arms stay in defensive guard
[BoneName.SHOULDER_L, new THREE.Euler(0.6, 0, -0.9, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.6, 0, 0.9, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
]),
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),
},
// Frame 2: Slide back (0.2s)
{
time: 0.2,
easing: "linear",
boneRotations: new Map([
[BoneName.KNEE_R, new THREE.Euler(-0.25, 0, 0, "XYZ")],
[BoneName.HIP_L, new THREE.Euler(0.1, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(-0.08, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(-0.04, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.6, 0, -0.9, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.6, 0, 0.9, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, 0, -0.6)],
]),
},
// Frame 3: Plant front foot (0.35s)
{
time: 0.35,
easing: "ease-in",
boneRotations: new Map([
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(0, 0, -0.8)],
]),
},
// Frame 4: Reset to guard (0.45s)
{
time: 0.45,
easing: "ease-in",
boneRotations: new Map([
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* Side step animation (옆으로 스텝)
*
* Lateral hip shift with trailing leg for quick evasion.
*
* Animation phases:
* 1. Shift left (0.0s): Weight to left leg
* 2. Slide (0.15s): Right leg follows
* 3. Plant (0.25s): Both feet grounded
* 4. Reset (0.3s): Return to center
*
* Duration: 300ms
*
* @korean 옆으로스텝애니메이션
*/
export const SIDE_STEP_ANIMATION: SkeletalAnimation = {
name: "side_step",
koreanName: "옆으로 스텝",
duration: 0.3,
loop: false,
type: "movement",
keyframes: [
// Frame 1: Shift left (0.0s)
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
// Left leg bends to absorb weight
[BoneName.KNEE_L, new THREE.Euler(-0.4, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.15, 0, 0, "XYZ")],
// Pelvis tilts left
[BoneName.PELVIS, new THREE.Euler(0, 0, -0.15, "XYZ")],
// Spine compensates
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0.05, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0.08, "XYZ")],
// Arms maintain guard
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(-0.3, -0.05, 0)],
]),
},
// Frame 2: Slide right leg (0.15s)
{
time: 0.15,
easing: "linear",
boneRotations: new Map([
[BoneName.KNEE_L, new THREE.Euler(-0.25, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.25, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, -0.08, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0.03, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0.04, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(-0.5, 0, 0)],
]),
},
// Frame 3: Plant both feet (0.25s)
{
time: 0.25,
easing: "ease-in",
boneRotations: new Map([
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
]),
bonePositions: new Map([
[BoneName.PELVIS, new THREE.Vector3(-0.5, 0, 0)],
]),
},
// Frame 4: Reset to center (0.3s)
{
time: 0.3,
easing: "ease-in",
boneRotations: new Map([
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.8, "XYZ")],
]),
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* All skeletal animations mapped by name
*
* Includes attack, defense, movement, and idle animations.
*
* @korean 모든골격애니메이션
*/
export const ATTACK_ANIMATIONS = new Map<string, SkeletalAnimation>([
["jab", JAB_ANIMATION],
["cross", CROSS_ANIMATION],
["front_kick", FRONT_KICK_ANIMATION],
["roundhouse_kick", ROUNDHOUSE_KICK_ANIMATION],
["block", BLOCK_ANIMATION],
["walk", WALK_ANIMATION],
["idle_stance", IDLE_STANCE_ANIMATION],
["forward_dash", FORWARD_DASH_ANIMATION],
["backward_retreat", BACKWARD_RETREAT_ANIMATION],
["side_step", SIDE_STEP_ANIMATION],
]);
/**
* Get animation by name
*
* @param name - Animation name
* @returns Skeletal animation or undefined
*
* @korean 애니메이션가져오기
*/
export const getAnimation = (name: string): SkeletalAnimation | undefined => {
return ATTACK_ANIMATIONS.get(name);
};
/**
* Maps technique keywords to animation names
*
* Used to determine which skeletal animation to play based on
* technique name, ID, or description keywords.
*
* NOTE: Order matters! More specific patterns must come first.
*
* @korean 기술애니메이션매핑
*/
const TECHNIQUE_ANIMATION_MAP: ReadonlyArray<readonly [RegExp, string]> = [
// Kicks (차기) - more specific patterns first
[/front.?kick|앞차기|snap.?kick/i, "front_kick"],
[/kick|차기|roundhouse|돌려차기/i, "roundhouse_kick"],
// Punches (주먹)
[/cross|십자|교차/i, "cross"],
[/jab|잽|직권|찌르기|punch|주먹|권|strike|격/i, "jab"],
// Default to jab for any other attack
] as const;
/**
* Get animation name for a technique
*
* Analyzes technique name/ID to determine the appropriate skeletal animation.
* Falls back to "jab" for unmatched techniques.
*
* @param techniqueNameOrId - Technique name, ID, or Korean name
* @returns Animation name from ATTACK_ANIMATIONS map
*
* @example
* ```typescript
* getAnimationForTechnique("thunder_strike") // "jab"
* getAnimationForTechnique("roundhouse_kick") // "roundhouse_kick"
* getAnimationForTechnique("앞차기") // "front_kick"
* ```
*
* @korean 기술에맞는애니메이션가져오기
*/
export const getAnimationForTechnique = (techniqueNameOrId: string): string => {
for (const [pattern, animationName] of TECHNIQUE_ANIMATION_MAP) {
if (pattern.test(techniqueNameOrId)) {
return animationName;
}
}
// Default to jab for any unmatched technique
return "jab";
};
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