Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | /**
* Animation system exports for Black Trigram
*
* Unified exports for the animation state machine, priority system,
* transition rules, and skeletal animation system.
*
* @module systems/animation
* @category Animation
* @korean 애니메이션시스템
*/
export * from "./AnimationPriority";
export * from "./AnimationStateMachine";
export * from "./AnimationTransitions";
export * from "./types";
export {
DEFAULT_ANIMATION_CONFIGS,
PlayerAnimationStateMachine,
} from "./AnimationStateMachine";
export {
ANIMATION_PRIORITY_MAP,
canInterrupt,
comparePriority,
getPriority,
} from "./AnimationPriority";
export {
DEFAULT_TRANSITIONS,
buildTransitionMap,
getValidTransitions,
isTransitionAllowed,
} from "./AnimationTransitions";
// Skeletal animation system
export {
BONE_CHAINS,
JOINT_CONSTRAINTS,
applyJointConstraint,
createBone,
createHumanoidRig,
getBoneWorldPosition,
getBoneWorldRotation,
resetBoneToRestPose,
resetRigToRestPose,
} from "./SkeletonRig";
export {
ATTACK_ANIMATIONS,
BACKWARD_RETREAT_ANIMATION,
BLOCK_ANIMATION,
CROSS_ANIMATION,
FORWARD_DASH_ANIMATION,
FRONT_KICK_ANIMATION,
IDLE_STANCE_ANIMATION,
JAB_ANIMATION,
ROUNDHOUSE_KICK_ANIMATION,
SIDE_STEP_ANIMATION,
WALK_ANIMATION,
getAnimation,
getAnimationForTechnique,
} from "./AttackAnimations";
export {
applyKeyframeToRig,
blendKeyframes,
easeIn,
easeInOut,
easeLinear,
easeOut,
findSurroundingKeyframes,
getEasingFunction,
getInterpolatedKeyframe,
interpolatePosition,
interpolateRotation,
updateAnimation,
} from "./KeyframeInterpolation";
export {
FIST_POSE,
GRAPPLING_POSE,
HAND_POSES,
KNIFE_HAND_POSE,
OPEN_POSE,
PALM_HEEL_POSE,
RELAXED_POSE,
SPEAR_HAND_POSE,
TECHNIQUE_HAND_POSES,
createInitialHandAnimationState,
getHandPose,
getTechniqueHandPose,
interpolateFingerCurl,
interpolateFingerSpread,
interpolateWristRotation,
setHandHighlight,
updateHandAnimationState,
} from "./HandPoses";
export { createHandBones, createHumanoidRigWithHands } from "./SkeletonRig";
// Facial expression system
export {
DEFAULT_TRANSITION_CONFIG,
calculateFacialDamage,
createDefaultExpressionState,
createDefaultFacialDamage,
createExpressionTransition,
getExpressionFromCombatState,
getExpressionIntensity,
resetFacialDamage,
updateExpressionState,
type ExpressionTransitionConfig,
} from "./FacialExpressions";
// Head movement animations
export {
applyHeadMovementKeyframe,
calculateSmoothHeadRotation,
createHeadDropAnimation,
createHeadNodAnimation,
createHeadRecoilAnimation,
createHeadShakeAnimation,
createHeadTiltAnimation,
createHeadTurnAnimation,
getHeadMovementByType,
isHeadMovementComplete,
} from "./HeadMovements";
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