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* Martial Arts Animation Builder
*
* Korean martial arts specific animation builder with semantic methods
* that make animations readable by martial arts practitioners.
*
* 한국 무술 애니메이션 빌더 - 무술 전문가가 이해할 수 있는 시맨틱 메서드 제공
*
* @module systems/animation
* @category Animation System
* @korean 무술애니메이션빌더
*/
import type { AnimationKeyframe, SkeletalAnimation } from "@/types/skeletal";
import { BoneName } from "@/types/skeletal";
import * as THREE from "three";
// Import constants from dedicated constants module
import {
AnimationType,
HAND_POSES,
KICK_PHASES,
MARTIAL_POSES,
PUNCH_PHASES,
calculateStanceWidth,
} from "./MartialArtsConstants";
// Import keyframe configuration helper
import { KeyframeConfig } from "./KeyframeConfig";
// Import guard position types
import type { GuardPositionType } from "./KoreanGuardPositions";
// Import hand pose utilities
import {
applyHandPoseToConfig,
applyHandPoseToKeyframe,
} from "./HandPoseApplicator";
// Import kick phase utilities
import {
applyHighPeakPhaseToConfig,
applyKickPhaseToConfig,
applyRoundhousePhaseToConfig,
applySideKickPhaseToConfig,
} from "./KickPhaseApplicator";
// Import martial pose utilities
import { applyMartialPoseToKeyframe } from "./MartialPoseApplicator";
// Import punch phase utilities
import { applyPunchPhaseToConfig } from "./PunchPhaseApplicator";
// Import trigram guard applicator for full-body stance poses
import { TrigramStance } from "@/types/common";
import {
applyTrigramGuardToConfig,
getGuardArmBase,
type TrigramGuardOptions,
} from "./TrigramGuardApplicator";
// Re-export constants for backward compatibility
export { AnimationType, HAND_POSES, KICK_PHASES, MARTIAL_POSES, PUNCH_PHASES };
// ═══════════════════════════════════════════════════════════════════════════
// TECHNIQUE TIMING CONSTANTS (기술 타이밍 상수)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Technique Timing Constants
*
* Defines standard timing phases for martial arts techniques to ensure
* all movements are visible and comprehensible. Minimum total duration
* is 0.5s to prevent "teleporting" strikes.
*
* Korean martial arts emphasize visible technique phases:
* - 준비 (Preparation) - Wind-up/chamber
* - 실행 (Execution) - Strike/extension
* - 회수 (Recovery) - Retraction
* - 복귀 (Return) - Return to stance
*
* @korean 기술타이밍상수
*/
export const TECHNIQUE_TIMING = {
/**
* Fast techniques (빠른 기술)
* Examples: Jabs, quick strikes, fast kicks
* Total: 550ms
*/
FAST: {
chamber: 0.1, // 100ms wind-up (준비)
extend: 0.15, // 150ms strike (실행)
peak: 0.05, // 50ms hold at extension (정점)
retract: 0.1, // 100ms pull back (회수)
recover: 0.15, // 150ms return to stance (복귀)
total: 0.55, // 550ms total
},
/**
* Fast-Medium techniques (빠른-중간 기술)
* Examples: Low kicks, lead hooks, quick counters
* Total: 600ms
*/
FAST_MEDIUM: {
chamber: 0.1, // 100ms wind-up (준비)
extend: 0.15, // 150ms strike (실행)
peak: 0.05, // 50ms hold at extension (정점)
retract: 0.1, // 100ms pull back (회수)
recover: 0.2, // 200ms return to stance (복귀)
total: 0.6, // 600ms total
},
/**
* Medium-Light techniques (중간-가벼운 기술)
* Examples: Lead uppercuts, backfists, push kicks
* Total: 700ms
*/
MEDIUM_LIGHT: {
chamber: 0.12, // 120ms wind-up (준비)
extend: 0.18, // 180ms strike (실행)
peak: 0.08, // 80ms hold at extension (정점)
retract: 0.1, // 100ms pull back (회수)
recover: 0.22, // 220ms return to stance (복귀)
total: 0.7, // 700ms total
},
/**
* Medium techniques (중간 기술)
* Examples: Crosses, roundhouse kicks, hooks
* Total: 730ms
*/
MEDIUM: {
chamber: 0.15, // 150ms wind-up (준비)
extend: 0.2, // 200ms strike (실행)
peak: 0.08, // 80ms hold at extension (정점)
retract: 0.12, // 120ms pull back (회수)
recover: 0.18, // 180ms return to stance (복귀)
total: 0.73, // 730ms total
},
/**
* Medium-Heavy techniques (중간-무거운 기술)
* Examples: Body shots, side kicks, crescent kicks
* Total: 750ms
*/
MEDIUM_HEAVY: {
chamber: 0.12, // 120ms wind-up (준비)
extend: 0.2, // 200ms strike (실행)
peak: 0.08, // 80ms hold at extension (정점)
retract: 0.15, // 150ms pull back (회수)
recover: 0.2, // 200ms return to stance (복귀)
total: 0.75, // 750ms total
},
/**
* Heavy-Light techniques (무거운-가벼운 기술)
* Examples: Hooks, uppercuts, sweep kicks
* Total: 800ms
*/
HEAVY_LIGHT: {
chamber: 0.15, // 150ms wind-up (준비)
extend: 0.2, // 200ms strike (실행)
peak: 0.1, // 100ms hold at extension (정점)
retract: 0.15, // 150ms pull back (회수)
recover: 0.2, // 200ms return to stance (복귀)
total: 0.8, // 800ms total
},
/**
* Heavy-Medium techniques (무거운-중간 기술)
* Examples: Question mark kicks, crescent kicks
* Total: 850ms
*/
HEAVY_MEDIUM: {
chamber: 0.12, // 120ms wind-up (준비)
extend: 0.22, // 220ms strike (실행)
peak: 0.08, // 80ms hold at extension (정점)
retract: 0.15, // 150ms pull back (회수)
recover: 0.28, // 280ms return to stance (복귀)
total: 0.85, // 850ms total
},
/**
* Heavy techniques (무거운 기술)
* Examples: Spinning kicks, power punches, jumping techniques
* Total: 1000ms
*/
HEAVY: {
chamber: 0.2, // 200ms wind-up (준비)
extend: 0.3, // 300ms strike (실행)
peak: 0.12, // 120ms hold at extension (정점)
retract: 0.15, // 150ms pull back (회수)
recover: 0.23, // 230ms return to stance (복귀)
total: 1.0, // 1000ms total
},
/**
* Combo techniques (연속 기술)
* Examples: Jab-cross, double hooks, double kicks
* Total: 700ms
*/
COMBO_FAST: {
chamber: 0.08, // 80ms wind-up (준비)
extend: 0.12, // 120ms strike (실행)
peak: 0.08, // 80ms hold at extension (정점)
retract: 0.1, // 100ms pull back (회수)
recover: 0.32, // 320ms return to stance (복귀)
total: 0.7, // 700ms total (sum of all phases)
},
/**
* Jumping techniques (뛰어차기 기술)
* Examples: Jumping kicks, jumping punches
* Total: 900ms
*/
JUMPING: {
chamber: 0.18, // 180ms wind-up (준비)
extend: 0.22, // 220ms strike (실행)
peak: 0.08, // 80ms hold at extension (정점)
retract: 0.12, // 120ms pull back (회수)
recover: 0.3, // 300ms return to stance (복귀)
total: 0.9, // 900ms total
},
/**
* Combo heavy techniques (연속 무거운 기술)
* Examples: Double kicks with different heights
* Total: 950ms
*/
COMBO_HEAVY: {
chamber: 0.12, // 120ms wind-up (준비)
extend: 0.22, // 220ms strike (실행)
peak: 0.08, // 80ms hold at extension (정점)
retract: 0.15, // 150ms pull back (회수)
recover: 0.38, // 380ms return to stance (복귀)
total: 0.95, // 950ms total (sum of all phases)
},
/**
* Spinning techniques (회전 기술)
* Examples: Spinning backfist, tornado kick, spinning heel kick, spinning back kick
* Total: 1200ms
*/
SPINNING: {
chamber: 0.3, // 300ms wind-up with rotation start (준비+회전)
extend: 0.35, // 350ms strike through rotation (실행)
peak: 0.12, // 120ms hold at extension (정점)
retract: 0.15, // 150ms pull back (회수)
recover: 0.28, // 280ms complete rotation recovery (복귀)
total: 1.2, // 1200ms total
},
} as const;
// ═══════════════════════════════════════════════════════════════════════════
// MARTIAL ARTS ANIMATION BUILDER (무술 애니메이션 빌더)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Martial Arts Animation Builder
*
* Fluent API for creating Korean martial arts animations with semantic methods.
* Designed to be readable by martial arts practitioners.
*
* @example
* ```typescript
* // Create a front kick (앞차기)
* const frontKick = MartialArtsAnimationBuilder
* .create("front_kick", "앞차기")
* .asAttack(0.55)
* .chamber() // 준비 - Knee lifts
* .withHighGuard() // 상단방어 - Protect face
* .extend() // 차기 - Leg extends
* .retract() // 회수 - Return to chamber
* .recover() // 복귀 - Return to stance
* .build();
* ```
*
* @korean 무술애니메이션빌더
*/
export class MartialArtsAnimationBuilder {
private name: string;
private koreanName: string;
private duration: number = 0.5;
private type: "attack" | "defense" | "movement" | "idle" | "stance" | "walk" =
"attack";
private loop: boolean = false;
private keyframes: AnimationKeyframe[] = [];
private currentTime: number = 0;
private constructor(name: string, koreanName: string) {
this.name = name;
this.koreanName = koreanName;
}
/**
* Create new martial arts animation
* @param name - English animation name
* @param koreanName - Korean animation name (한글이름)
*/
static create(name: string, koreanName: string): MartialArtsAnimationBuilder {
return new MartialArtsAnimationBuilder(name, koreanName);
}
// ═══════════════════════════════════════════════════════════════════════
// ANIMATION TYPE SETTERS (애니메이션 타입 설정)
// ═══════════════════════════════════════════════════════════════════════
/**
* Configure as attack animation (공격 애니메이션)
*/
asAttack(duration: number): this {
this.type = "attack";
this.duration = duration;
return this;
}
/**
* Configure as defense animation (방어 애니메이션)
*/
asDefense(duration: number): this {
this.type = "defense";
this.duration = duration;
return this;
}
/**
* Configure as movement animation (이동 애니메이션)
*/
asMovement(duration: number, shouldLoop: boolean = false): this {
this.type = "movement";
this.duration = duration;
this.loop = shouldLoop;
return this;
}
/**
* Configure as idle/stance animation (대기 애니메이션)
*/
asIdle(duration: number, shouldLoop: boolean = true): this {
this.type = "idle";
this.duration = duration;
this.loop = shouldLoop;
return this;
}
/**
* Configure as stance transition animation (자세 전환 애니메이션)
*/
asStance(duration: number, shouldLoop: boolean = false): this {
this.type = "stance";
this.duration = duration;
this.loop = shouldLoop;
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// STANCE METHODS (자세 메서드)
// ═══════════════════════════════════════════════════════════════════════
/**
* Add initial fighting stance keyframe (기본 자세)
*
* Adds a neutral fighting stance at time 0 as the starting position
* for attack animations. This is the ready position before techniques.
*
* @korean 기본자세추가
*/
stance(): this {
const guard = MARTIAL_POSES.GUARD;
this.addKeyframe(0, "linear", (kf) => {
// Legs in neutral stance
kf.rotate(BoneName.HIP_R, 0, 0, 0);
kf.rotate(BoneName.HIP_L, 0, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
kf.rotate(BoneName.FOOT_R, 0, 0, 0);
kf.rotate(BoneName.FOOT_L, 0, 0, 0);
// Spine neutral
kf.rotate(BoneName.PELVIS, 0, 0, 0);
kf.rotate(BoneName.SPINE_LOWER, 0, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0, 0);
kf.rotate(BoneName.HEAD, 0, 0, 0);
// Arms in guard position
kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);
kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);
kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);
kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);
// Neutral positions
kf.position(BoneName.PELVIS, 0, 0, 0);
kf.position(BoneName.FOOT_R, 0, 0, 0);
kf.position(BoneName.FOOT_L, 0, 0, 0);
// Fists in guard
this.applyHandPose(kf, HAND_POSES.FIST, "both");
});
// Don't advance currentTime - stance is at time 0
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// KICK TECHNIQUES (발차기 기술)
// ═══════════════════════════════════════════════════════════════════════
/**
* Chamber - Knee lifts to waist height (준비자세)
* Starting position for all kicks
*
* Authentic Korean martial arts chamber mechanics:
* - Hip flexed to 90° (1.57 rad) bringing knee to torso height
* - Knee bent tight (120° angle = -2.0 rad) for power generation
* - Support leg slightly bent for stability
* - Pelvis tilts back slightly for balance
* - Toe neutral, ready for extension
*
* @korean 준비자세
*/
chamber(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Apply core kick chamber phase
applyKickPhaseToConfig(kf, KICK_PHASES.CHAMBER, {
includeAnkle: true,
includePelvis: true,
});
// Additional stability and balance
kf.rotate(BoneName.SPINE_LOWER, -0.05, 0, 0); // Slight back lean
kf.rotate(BoneName.SPINE_UPPER, -0.03, 0, 0); // Upper body stable
// Arms in guard position
kf.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);
kf.rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);
});
this.currentTime += timeOffset;
return this;
}
/**
* Extend - Leg snaps forward (차기 - 확장)
*
* Authentic Korean martial arts extension mechanics:
* - Hip maintains elevation (1.7 rad ~97°) for target height
* - Knee extends fully (0.1 rad ~6°) for maximum reach
* - Ankle dorsiflexes (0.5 rad ~29°) pointing toe/ball of foot
* - Pelvis tilts forward (0.15 rad ~9°) for hip thrust
* - Support leg bends deeper (-0.35 rad) for power transfer
* - Spine remains upright for balance
*
* This is the impact frame where the strike connects.
*
* @korean 차기확장
*/
extend(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Apply core kick extension phase
applyKickPhaseToConfig(kf, KICK_PHASES.EXTENSION, {
includeAnkle: true,
includePelvis: true,
});
// Hip thrust forward (key to Korean kick power)
kf.rotate(BoneName.SPINE_LOWER, 0.05, 0, 0); // Slight forward lean
kf.rotate(BoneName.SPINE_UPPER, 0.03, 0, 0); // Follow through
// Position foot forward for impact
kf.position(BoneName.FOOT_R, 0.6, 0, 0); // Forward position
// Arms maintain guard
kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);
kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);
});
this.currentTime += timeOffset;
return this;
}
/**
* Retract - Return to chamber (회수)
*
* Authentic Korean martial arts retraction mechanics:
* - Leg returns THROUGH chamber position (proper 낙법)
* - Knee bends back to tight position (-2.0 rad)
* - Hip maintains height initially, then lowers
* - Foot resets to neutral from pointed position
* - Pelvis returns to neutral
* - Support leg maintains stability
*
* This is critical for proper technique - the leg must return
* through chamber to protect against counters and maintain balance.
*
* @korean 회수자세
*/
retract(timeOffset: number = 0.15, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Return to chamber position (hip still high)
applyKickPhaseToConfig(kf, KICK_PHASES.CHAMBER, {
includeAnkle: true,
includePelvis: true,
resetFoot: false, // Foot returns to neutral, not reset
});
// Spine returns to neutral
kf.rotate(BoneName.SPINE_LOWER, -0.05, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, -0.03, 0, 0);
// Foot back to neutral
kf.rotate(BoneName.FOOT_R, 0, 0, 0);
// Position foot back closer to body
kf.position(BoneName.FOOT_R, 0, 0, 0);
// Arms still in guard
kf.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);
kf.rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);
});
this.currentTime += timeOffset;
return this;
}
/**
* Set down - Foot returns to ground (착지)
* @korean 착지
*/
setDown(timeOffset: number = 0.1, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 0, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);
kf.rotate(BoneName.FOOT_R, 0, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Roundhouse chamber - Hip rotates for 돌려차기
*
* Authentic Taekwondo roundhouse chamber (돌려차기 준비):
* - Hip flexed and rotated out (~1.2 rad flex, ~0.8 rad external rotation)
* - Knee bent tight (-1.5 rad) preparing for snap
* - Pelvis begins rotation (-0.5 rad on Y-axis)
* - Spine counter-rotates for power (0.3 rad on Y-axis)
* - Support leg stable
* - Arms in high guard
*
* The hip rotation is KEY - it opens the hip for the circular strike path
* that defines a roundhouse kick vs. a front kick.
*
* @korean 돌려차기준비
*/
roundhouseChamber(
timeOffset: number = 0.1,
easing: string = "ease-out"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Apply rotational phase
applyRoundhousePhaseToConfig(kf, KICK_PHASES.ROUNDHOUSE_CHAMBER);
// Support leg stability
kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);
kf.rotate(BoneName.FOOT_L, 0, 0, 0);
// Spine lower follows pelvis rotation
kf.rotate(BoneName.SPINE_LOWER, 0, -0.3, 0);
// High guard for head protection
kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);
kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);
});
this.currentTime += timeOffset;
return this;
}
/**
* Roundhouse extension - Full hip rotation for 돌려차기
*
* Authentic Taekwondo roundhouse extension (돌려차기 실행):
* - Hip fully extended with maximal rotation (1.2 rad flex, 1.6 rad rotation)
* - Knee snaps out to nearly straight (-0.1 rad)
* - Foot pointed and rotated (0.4 rad dorsiflexion, 0.3 rad rotation)
* - Pelvis fully rotated (-1.5 rad) providing hip whip power
* - Spine counter-rotates (0.8 rad) for torque generation
* - Foot position extends laterally (0.8m forward)
* - Support leg pivots on ball of foot
*
* Enhanced with compensatory torso lean (중심축회전):
* - Torso leans AWAY from kicking leg for balance
* - Increases reach and prevents backward fall
* - 12° lateral lean on Z-axis for high kicks
*
* The "snap" comes from the sudden knee extension combined with
* the hip rotation - this is the signature of Taekwondo roundhouse.
*
* @korean 돌려차기
*/
roundhouseExtend(
timeOffset: number = 0.15,
easing: string = "ease-out"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Full extension with rotation
kf.rotate(BoneName.HIP_R, 1.2, 0, 1.6);
kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.4, 0, 0.3);
kf.rotate(BoneName.PELVIS, 0, -1.5, 0);
// Apply compensatory torso lean for balance (12° away from kick)
// This must be called BEFORE setting Y-axis spine rotations
this.applyKickTorsoLean(kf, "right", 12);
// Spine counter-rotation for torque generation (applied after Z-axis lean)
// Preserve existing Z-axis lean from applyKickTorsoLean
const upperSpineRot = kf.rotations.get(BoneName.SPINE_UPPER);
const lowerSpineRot = kf.rotations.get(BoneName.SPINE_LOWER);
kf.rotate(
BoneName.SPINE_UPPER,
upperSpineRot?.x ?? 0,
0.8,
upperSpineRot?.z ?? 0
);
kf.rotate(
BoneName.SPINE_LOWER,
lowerSpineRot?.x ?? 0,
-1.0,
lowerSpineRot?.z ?? 0
);
// Support leg pivots
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
kf.rotate(BoneName.FOOT_L, 0, 0.3, 0); // Pivot on ball
// Foot extends laterally
kf.position(BoneName.FOOT_R, 0.8, 0, 0);
// Arms maintain high guard
kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);
kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);
});
this.currentTime += timeOffset;
return this;
}
/**
* Side kick chamber - Turn sideways for 옆차기
*
* Authentic Taekwondo side kick chamber (옆차기 준비):
* - Body turns 90° sideways (pelvis -1.57 rad on Y-axis)
* - Hip flexed and chambered (1.3 rad flex, 0.3 rad rotation)
* - Knee bent tight (-1.6 rad) preparing for lateral thrust
* - Spine rotates with body (-1.2 rad on Y-axis)
* - Lean away from kick for balance (0.2 rad lean)
* - Support leg stable and aligned
* - Arms protect vital areas
*
* The perpendicular chamber is essential - the hips must turn
* sideways to allow the heel to drive through the target laterally.
*
* @korean 옆차기준비
*/
sideKickChamber(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Apply side kick rotational phase
applySideKickPhaseToConfig(kf, KICK_PHASES.SIDE_CHAMBER);
// Support leg alignment
kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);
kf.rotate(BoneName.FOOT_L, 0, -0.3, 0); // Turn with body
kf.rotate(BoneName.HIP_L, 0, -0.3, 0);
// Head looks at target
kf.rotate(BoneName.HEAD, 0, -0.5, 0);
// Arms in defensive position
kf.rotate(BoneName.SHOULDER_L, -0.7, 0.5, 0.3);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);
kf.rotate(BoneName.SHOULDER_R, -0.7, -0.5, -0.3);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);
});
this.currentTime += timeOffset;
return this;
}
/**
* Side kick extension - Lateral heel thrust for 옆차기
*
* Authentic Taekwondo side kick extension (옆차기 실행):
* - Hip extends laterally (1.3 rad flex, 0.7 rad rotation)
* - Knee extends fully (-0.1 rad) driving heel through target
* - Foot turned heel-first (0.4 rad on Y-axis)
* - Pelvis maintains 90° turn (-1.57 rad)
* - Spine leans away (0.4 rad) for counterbalance
* - Foot extends laterally (0.7m to side)
* - Support leg drives power
*
* The side kick is one of the most powerful kicks because the
* entire body mass drives through the heel in a straight line.
*
* @korean 옆차기
*/
sideKickExtend(timeOffset: number = 0.1, easing: string = "linear"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Full extension laterally
kf.rotate(BoneName.HIP_R, 1.3, 0, 0.7);
kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);
kf.rotate(BoneName.FOOT_R, 0, 0.4, 0);
kf.rotate(BoneName.PELVIS, 0, -1.57, 0);
kf.rotate(BoneName.SPINE_LOWER, 0, -1.2, 0.2);
kf.rotate(BoneName.SPINE_UPPER, 0, -1.2, 0.4);
// Support leg powers the kick
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
kf.rotate(BoneName.FOOT_L, 0, -0.3, 0);
kf.rotate(BoneName.HIP_L, 0, -0.3, 0);
// Foot extends to side
kf.position(BoneName.FOOT_R, 0.7, 0, 0);
// Head maintains target focus
kf.rotate(BoneName.HEAD, 0, -0.5, 0);
// Arms balanced
kf.rotate(BoneName.SHOULDER_L, -0.7, 0.5, 0.3);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);
kf.rotate(BoneName.SHOULDER_R, -0.7, -0.5, -0.3);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);
});
this.currentTime += timeOffset;
return this;
}
/**
* Axe kick rise - Leg rises high for 내려차기
* @korean 내려차기올리기
*/
axeKickRise(timeOffset: number = 0.15, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyHighPeakPhaseToConfig(kf, KICK_PHASES.HIGH_PEAK);
// Additional spine lean for axe kick balance
kf.rotate(BoneName.SPINE_LOWER, -0.2, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, -0.15, 0, 0);
kf.position(BoneName.FOOT_R, 0, 1.5, 0.3);
});
this.currentTime += timeOffset;
return this;
}
/**
* Axe kick chop - Downward heel strike for 내려차기
* @korean 내려차기
*/
axeKickChop(timeOffset: number = 0.1, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 0.8, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);
kf.rotate(BoneName.FOOT_R, -0.3, 0, 0);
kf.rotate(BoneName.PELVIS, 0.1, 0, 0);
kf.rotate(BoneName.SPINE_LOWER, 0.1, 0, 0);
kf.position(BoneName.FOOT_R, 0, 0.5, 0.4);
});
this.currentTime += timeOffset;
return this;
}
/**
* Back kick spin - 180° turn for 뒤차기
*
* Authentic Taekwondo back kick spin (뒤차기 회전):
* - Body rotates 180° (pelvis -1.5 rad initially)
* - Spine rotates with body (lower: -1.3 rad, upper: -1.0 rad)
* - Head looks over shoulder (0.5 rad) to maintain target visual
* - Hip chambers (0.3 rad flex)
* - Knee bends (-0.8 rad) preparing for backward thrust
* - Support leg maintains balance
*
* Looking over the shoulder is CRITICAL - you must see the target
* to execute an accurate back kick. This is emphasized in all
* traditional Korean martial arts.
*
* @korean 뒤차기회전
*/
backKickSpin(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Body rotation
kf.rotate(BoneName.PELVIS, 0, -1.5, 0);
kf.rotate(BoneName.SPINE_LOWER, 0, -1.3, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, -1.0, 0.1);
// CRITICAL: Look over shoulder to see target
kf.rotate(BoneName.HEAD, 0, 0.5, 0);
// Leg chambers during rotation
kf.rotate(BoneName.HIP_R, 0.3, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.8, 0, 0);
kf.rotate(BoneName.FOOT_R, 0, 0, 0);
// Support leg stability
kf.rotate(BoneName.HIP_L, 0, -0.3, 0);
kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);
kf.rotate(BoneName.FOOT_L, 0, -0.3, 0);
// Arms balance during spin
kf.rotate(BoneName.SHOULDER_L, -0.5, 0.6, 0.2);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);
kf.rotate(BoneName.SHOULDER_R, -0.5, -0.6, -0.2);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);
});
this.currentTime += timeOffset;
return this;
}
/**
* Back kick thrust - Heel drives backward for 뒤차기
*
* Authentic Taekwondo back kick thrust (뒤차기 밀기):
* - Body completes 180° rotation (pelvis -3.14 rad = π)
* - Hip extends backward (0.5 rad flex maintained)
* - Knee extends fully (-0.2 rad) driving heel back
* - Foot dorsiflexes (-0.4 rad) presenting heel
* - Foot position extends backward (0 forward, 0 up, -0.8 back)
* - Head maintains target visual (1.0 rad look-back)
* - Spine fully rotated with body
* - Support leg powers the thrust
*
* The back kick delivers tremendous power because the entire
* body mass drives through the strongest leg muscles (glutes,
* hamstrings) in a straight line backward.
*
* @korean 뒤차기
*/
backKickThrust(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Complete rotation
kf.rotate(BoneName.PELVIS, 0, -3.14, 0);
kf.rotate(BoneName.SPINE_LOWER, 0, -3.0, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, -2.8, 0.2);
// Head still looking at target
kf.rotate(BoneName.HEAD, 0, 1.0, 0);
// Full leg extension backward
kf.rotate(BoneName.HIP_R, 0.5, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);
kf.rotate(BoneName.FOOT_R, -0.4, 0, 0);
// Foot drives backward
kf.position(BoneName.FOOT_R, 0, 0, -0.8);
// Support leg powers thrust
kf.rotate(BoneName.HIP_L, 0, -0.3, 0);
kf.rotate(BoneName.KNEE_L, -0.5, 0, 0);
kf.rotate(BoneName.FOOT_L, 0, -0.3, 0);
// Arms for balance
kf.rotate(BoneName.SHOULDER_L, -0.6, 0.7, 0.3);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);
kf.rotate(BoneName.SHOULDER_R, -0.6, -0.7, -0.3);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);
});
this.currentTime += timeOffset;
return this;
}
/**
* Low kick chamber - Small knee lift for low kick (하단차기준비)
* @korean 하단차기준비
*/
lowKickChamber(timeOffset: number = 0.08, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 0.5, 0, 0.3);
kf.rotate(BoneName.KNEE_R, -0.8, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
kf.rotate(BoneName.PELVIS, 0, -0.2, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Low kick sweep - Shin sweeps at thigh height (하단차기)
* @korean 하단차기
*/
lowKickSweep(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 0.3, 0, 1.5);
kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.3);
kf.rotate(BoneName.PELVIS, 0, -1.2, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.6, 0);
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Crescent kick chamber - Leg swings inward (반달차기준비)
* @korean 반달차기준비
*/
crescentKickChamber(
timeOffset: number = 0.1,
easing: string = "ease-out"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 0.8, 0, -0.8);
kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);
kf.rotate(BoneName.PELVIS, 0, 0.3, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, -0.2, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Crescent kick arc - Leg sweeps across body (반달차기)
* @korean 반달차기
*/
crescentKickArc(
timeOffset: number = 0.12,
easing: string = "ease-out"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 1.2, 0, 1.0);
kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.2, 0, 0);
kf.rotate(BoneName.PELVIS, 0, -0.5, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.4, 0);
kf.position(BoneName.FOOT_R, 0.5, 0.8, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Push kick chamber - Ball of foot position (밀어차기준비)
* @korean 밀어차기준비
*/
pushKickChamber(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 1.2, 0, 0);
kf.rotate(BoneName.KNEE_R, -1.8, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.3, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);
kf.rotate(BoneName.PELVIS, -0.1, 0, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Push kick thrust - Foot pushes opponent back (밀어차기)
* @korean 밀어차기
*/
pushKickThrust(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 1.0, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.5, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);
kf.rotate(BoneName.PELVIS, 0.1, 0, 0);
kf.rotate(BoneName.SPINE_LOWER, 0.05, 0, 0);
kf.position(BoneName.FOOT_R, 0, 0, 0.5);
});
this.currentTime += timeOffset;
return this;
}
/**
* Spinning heel kick - 360° with heel strike (뒤돌려차기)
* @korean 뒤돌려차기
*/
spinningHeelKick(
timeOffset: number = 0.15,
easing: string = "ease-out"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.PELVIS, 0, -4.5, 0);
kf.rotate(BoneName.SPINE_LOWER, 0, -4.3, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, -4.0, 0.15);
kf.rotate(BoneName.HIP_R, 0.8, 0, 1.2);
kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.2);
kf.position(BoneName.FOOT_R, 0.6, 0.5, 0);
});
this.currentTime += timeOffset;
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// PUNCH TECHNIQUES (주먹 기술)
// ═══════════════════════════════════════════════════════════════════════
/**
* Punch chamber - Fist at hip with vertical palm (주먹준비자세)
* Korean martial arts chamber position with fist vertical (세로주먹)
* @param timeOffset Time offset in seconds
* @param hand Which hand to chamber ("left" | "right")
* @param easing Easing function
* @korean 주먹준비자세
*/
punchChamber(
timeOffset: number = 0.1,
hand: "left" | "right" = "right",
easing: string = "ease-out"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyPunchPhaseToConfig(kf, PUNCH_PHASES.CHAMBER, hand, {
includeWrist: true,
includeOppositeArm: true,
includeSpineMiddle: false,
});
// Form fist during chamber
this.applyHandPose(kf, HAND_POSES.FIST, hand);
});
this.currentTime += timeOffset;
return this;
}
/**
* Punch wind-up - Arm coils back (주먹준비)
* @param timeOffset Time offset in seconds
* @param hand Which hand to wind up ("left" | "right")
* @param easing Easing function
* @korean 주먹준비
*/
punchWindup(
timeOffset: number = 0.08,
hand: "left" | "right" = "right",
easing: string = "linear"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyPunchPhaseToConfig(kf, PUNCH_PHASES.WINDUP, hand, {
includeOppositeArm: true,
});
// Form fist during windup
this.applyHandPose(kf, HAND_POSES.FIST, hand);
});
this.currentTime += timeOffset;
return this;
}
/**
* Punch extension - Arm extends with torso rotation (지르기)
* Includes fist rotation from vertical to pronated and hikite
*
* Enhanced with realistic torso rotation (허리비틀기):
* - Straight punches: 20° counter-rotation for power
* - Torso rotates OPPOSITE to punch direction
* - Sequential spine rotation (lower → mid → upper)
*
* @param timeOffset Time offset in seconds
* @param hand Which hand to extend ("left" | "right")
* @param easing Easing function
* @korean 지르기
*/
punchExtend(
timeOffset: number = 0.07,
hand: "left" | "right" = "right",
easing: string = "ease-out"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Apply punch phase first (sets base spine rotation from PUNCH_PHASES)
applyPunchPhaseToConfig(kf, PUNCH_PHASES.EXTENSION, hand, {
includeWrist: true,
includeSpineMiddle: true,
includeOppositeArm: true,
});
// Then apply enhanced torso rotation which combines with existing values
this.applyPunchTorsoRotation(kf, hand, 20);
// Apply fist pose to punching hand
this.applyHandPose(kf, HAND_POSES.FIST, hand);
});
this.currentTime += timeOffset;
return this;
}
/**
* Punch peak - Maximum extension with full rotation (정점)
* Hold at full extension for impact frame
*
* Enhanced with sustained torso rotation at impact:
* - Maintains 20° counter-rotation at peak
* - Maximizes power transfer through spine
*
* @param timeOffset Time offset in seconds
* @param hand Which hand is extended ("left" | "right")
* @param easing Easing function
* @korean 정점
*/
punchPeak(
timeOffset: number = 0.05,
hand: "left" | "right" = "right",
easing: string = "linear"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Apply punch phase first (sets base spine rotation from PUNCH_PHASES)
applyPunchPhaseToConfig(kf, PUNCH_PHASES.PEAK, hand, {
includeWrist: true,
includeSpineMiddle: true,
includeOppositeArm: true,
});
// Maintain torso rotation at peak which combines with existing values
this.applyPunchTorsoRotation(kf, hand, 20);
// Hold fist pose
this.applyHandPose(kf, HAND_POSES.FIST, hand);
});
this.currentTime += timeOffset;
return this;
}
/**
* Cross punch - Left arm punch with full body rotation (크로스)
* @korean 크로스
*/
crossPunch(timeOffset: number = 0.15, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, -0.7, 0, -0.5);
kf.rotate(BoneName.ELBOW_L, 0, 0, -0.05);
kf.rotate(BoneName.WRIST_L, 0, 0, 0.2);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.45, 0);
kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.35, 0);
kf.rotate(BoneName.SPINE_LOWER, 0, 0.25, 0);
kf.rotate(BoneName.PELVIS, 0, 0.3, 0);
// Apply fist pose to punching hand
this.applyHandPose(kf, HAND_POSES.FIST, "left");
});
this.currentTime += timeOffset;
return this;
}
/**
* Palm strike extension - Open palm heel strike (장권)
* @korean 장권
*/
palmStrike(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, -0.7, 0, 0.5);
kf.rotate(BoneName.ELBOW_R, 0, 0, 0.05);
kf.rotate(BoneName.WRIST_R, -0.5, 0, 0.1);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.4, 0);
kf.rotate(BoneName.PELVIS, 0, 0.25, 0);
// Apply open palm pose for palm strike
this.applyHandPose(kf, HAND_POSES.OPEN_PALM, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Hook punch - Circular punch targeting temple (후크)
* Enhanced with Korean martial arts shoulder rotation and hikite (당기기)
*
* Enhanced with realistic circular torso rotation (몸통회전):
* - Hook punches: 50° rotation for circular power
* - Torso rotates INTO the punch for arc generation
* - Sequential spine rotation creates whipping motion
*
* @param timeOffset Time offset in seconds
* @param hand Which hand is hooking ("left" | "right")
* @param easing Easing function
* @korean 후크
*/
hookPunch(
timeOffset: number = 0.1,
hand: "left" | "right" = "right",
easing: string = "ease-out"
): this {
const isRight = hand === "right";
const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;
const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;
const wristBone = isRight ? BoneName.WRIST_R : BoneName.WRIST_L;
const oppositeShoulder = isRight
? BoneName.SHOULDER_L
: BoneName.SHOULDER_R;
const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Hook arm arcs across
kf.rotate(shoulderBone, -0.1, isRight ? 0.6 : -0.6, isRight ? 0.4 : -0.4);
kf.rotate(elbowBone, 0, 0, isRight ? 1.35 : -1.35);
kf.rotate(wristBone, 0, isRight ? 0.2 : -0.2, 0);
// Opposite arm pulls back (hikite)
kf.rotate(oppositeShoulder, -0.2, 0, isRight ? -0.3 : 0.3);
kf.rotate(oppositeElbow, 0, 0, isRight ? -1.1 : 1.1);
// Apply enhanced hook torso rotation for circular power (50°)
this.applyHookTorsoRotation(kf, hand, 50);
kf.rotate(BoneName.PELVIS, 0, isRight ? 0.35 : -0.35, 0);
// Apply fist pose to punching hand
this.applyHandPose(kf, HAND_POSES.FIST, hand);
});
this.currentTime += timeOffset;
return this;
}
/**
* Hook wind-up - Arm pulls to side (후크준비)
* Enhanced with hikite (당기기) preparation
* @param timeOffset Time offset in seconds
* @param hand Which hand is hooking ("left" | "right")
* @param easing Easing function
* @korean 후크준비
*/
hookWindup(
timeOffset: number = 0.08,
hand: "left" | "right" = "right",
easing: string = "linear"
): this {
const isRight = hand === "right";
const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;
const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;
const oppositeShoulder = isRight
? BoneName.SHOULDER_L
: BoneName.SHOULDER_R;
const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Hook arm pulls back to side
kf.rotate(shoulderBone, 0.1, isRight ? -0.6 : 0.6, isRight ? -0.5 : 0.5);
kf.rotate(elbowBone, 0, 0, isRight ? 1.57 : -1.57);
// Opposite arm in guard
kf.rotate(oppositeShoulder, -0.1, 0, isRight ? 0.2 : -0.2);
kf.rotate(oppositeElbow, 0, 0, isRight ? 1.4 : -1.4);
// Body coiled away
kf.rotate(BoneName.SPINE_UPPER, 0, isRight ? -0.3 : 0.3, 0);
kf.rotate(BoneName.PELVIS, 0, isRight ? -0.2 : 0.2, 0);
// Form fist during hook windup
this.applyHandPose(kf, HAND_POSES.FIST, hand);
});
this.currentTime += timeOffset;
return this;
}
/**
* Uppercut punch - Rising punch to chin (어퍼컷)
* Enhanced with Korean martial arts leg drive and hikite (당기기)
* @param timeOffset Time offset in seconds
* @param hand Which hand is uppercutting ("left" | "right")
* @param easing Easing function
* @korean 어퍼컷
*/
uppercutPunch(
timeOffset: number = 0.1,
hand: "left" | "right" = "right",
easing: string = "ease-out"
): this {
const isRight = hand === "right";
const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;
const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;
const oppositeShoulder = isRight
? BoneName.SHOULDER_L
: BoneName.SHOULDER_R;
const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Uppercut arm rises
kf.rotate(shoulderBone, 0.8, 0, isRight ? 1.0 : -1.0);
kf.rotate(elbowBone, 0, 0, isRight ? 1.2 : -1.2);
// Opposite arm pulls back (hikite)
kf.rotate(oppositeShoulder, -0.2, 0, isRight ? -0.3 : 0.3);
kf.rotate(oppositeElbow, 0, 0, isRight ? -1.1 : 1.1);
// Drive up through legs
kf.rotate(BoneName.KNEE_L, -0.1, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);
kf.rotate(BoneName.PELVIS, -0.2, isRight ? 0.15 : -0.15, 0);
kf.position(BoneName.PELVIS, 0, 0.1, 0.1);
// Apply fist pose to punching hand
this.applyHandPose(kf, HAND_POSES.FIST, hand);
});
this.currentTime += timeOffset;
return this;
}
/**
* Uppercut crouch - Dip before rising punch (어퍼컷준비)
* Enhanced with hikite (당기기) preparation
* @param timeOffset Time offset in seconds
* @param hand Which hand is uppercutting ("left" | "right")
* @param easing Easing function
* @korean 어퍼컷준비
*/
uppercutCrouch(
timeOffset: number = 0.08,
hand: "left" | "right" = "right",
easing: string = "linear"
): this {
const isRight = hand === "right";
const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;
const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;
const oppositeShoulder = isRight
? BoneName.SHOULDER_L
: BoneName.SHOULDER_R;
const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Uppercut arm coils low
kf.rotate(shoulderBone, 0.3, 0, isRight ? 0.2 : -0.2);
kf.rotate(elbowBone, 0, 0, isRight ? 1.5 : -1.5);
// Opposite arm in guard
kf.rotate(oppositeShoulder, -0.1, 0, isRight ? 0.2 : -0.2);
kf.rotate(oppositeElbow, 0, 0, isRight ? 1.4 : -1.4);
// Drop level to load legs
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);
kf.rotate(BoneName.PELVIS, 0.15, isRight ? -0.1 : 0.1, 0);
kf.position(BoneName.PELVIS, 0, -0.1, 0);
// Apply fist pose to punching hand during preparation
this.applyHandPose(kf, HAND_POSES.FIST, hand);
});
this.currentTime += timeOffset;
return this;
}
/**
* Overhand punch - Looping downward punch (오버핸드)
* @korean 오버핸드
*/
overhandPunch(timeOffset: number = 0.12, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, -0.3, 0.4, 0.8);
kf.rotate(BoneName.ELBOW_R, 0, 0, 0.8);
kf.rotate(BoneName.SPINE_UPPER, 0.2, 0.4, 0);
kf.rotate(BoneName.SPINE_MIDDLE, 0.15, 0.3, 0);
kf.rotate(BoneName.PELVIS, 0.1, 0.25, 0);
kf.position(BoneName.PELVIS, 0, -0.05, 0.1);
// Apply hammer fist pose for overhand impact
this.applyHandPose(kf, HAND_POSES.HAMMER_FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// ELBOW & KNEE TECHNIQUES (팔꿈치/무릎 기술)
// ═══════════════════════════════════════════════════════════════════════
/**
* Elbow strike chamber - Arm crosses body (팔꿈치준비)
* @korean 팔꿈치준비
*/
elbowChamber(timeOffset: number = 0.05, easing: string = "linear"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0, 0.8, -0.3);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.57);
kf.rotate(BoneName.FOREARM_R, 0, -0.5, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, -0.3, 0);
kf.position(BoneName.HAND_R, -0.2, 0, 0.3);
// Fist for elbow chamber
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Elbow strike - Elbow drives through target (팔꿈치치기)
* @korean 팔꿈치치기
*/
elbowStrike(timeOffset: number = 0.07, easing: string = "linear"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0, 0, 0.5);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.6, 0.15);
kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.5, 0.1);
kf.rotate(BoneName.PELVIS, 0, 0.4, 0);
kf.position(BoneName.ELBOW_R, 0, 0, 0.7);
// Clenched fist for elbow strikes
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Elbow uppercut - Upward elbow strike (팔꿈치올려치기)
* @korean 팔꿈치올려치기
*/
elbowUppercut(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0.8, 0, 1.2);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);
kf.rotate(BoneName.KNEE_L, -0.05, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.05, 0, 0);
kf.rotate(BoneName.PELVIS, -0.15, 0, 0);
kf.position(BoneName.PELVIS, 0, 0.08, 0.15);
kf.position(BoneName.ELBOW_R, 0, 0.7, 0.5);
// Clenched fist for elbow uppercut
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Knee strike from clinch (무릎차기)
* @korean 무릎차기
*/
kneeStrike(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, 0.2, 0, -0.8);
kf.rotate(BoneName.SHOULDER_R, 0.2, 0, 0.8);
kf.rotate(BoneName.HIP_R, 1.4, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.5, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.4, 0, 0);
kf.rotate(BoneName.PELVIS, 0.2, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.1, 0, 0);
kf.position(BoneName.KNEE_R, 0, 0.4, 0.5);
// Grab hands for clinch knee strike
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// GRAPPLING TECHNIQUES (잡기 기술)
// ═══════════════════════════════════════════════════════════════════════
/**
* Throw entry - Step in and grab (던지기진입)
* @korean 던지기진입
*/
throwEntry(timeOffset: number = 0.15, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, 0.6, 0.5, -0.3);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);
kf.rotate(BoneName.SHOULDER_R, 0.8, -0.3, 0.2);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.2);
kf.rotate(BoneName.PELVIS, 0, 0.8, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.5, 0);
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);
kf.position(BoneName.PELVIS, 0, -0.05, 0.2);
// Apply grab pose to both hands for grappling
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Throw execution - Hip under and throw (던지기)
* @korean 던지기
*/
throwExecute(timeOffset: number = 0.15, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, -0.4, 0.8, -0.8);
kf.rotate(BoneName.SHOULDER_R, -0.2, -0.6, 0.6);
kf.rotate(BoneName.PELVIS, 0.5, 1.8, 0);
kf.rotate(BoneName.SPINE_LOWER, 0.6, 1.5, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.7, 1.2, -0.2);
kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);
// Apply grab pose - maintaining grip during throw
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Joint lock application (관절기)
* @korean 관절기
*/
jointLock(timeOffset: number = 0.15, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, -0.1, 1.0, -0.6);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.7);
kf.rotate(BoneName.WRIST_L, 0, -0.6, -0.4);
kf.rotate(BoneName.SHOULDER_R, 0.1, -0.8, 0.7);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);
kf.rotate(BoneName.PELVIS, 0.15, 0.6, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.25, 0.4, -0.2);
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
kf.position(BoneName.PELVIS, 0, -0.1, 0.05);
// Apply grab pose for control during lock
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Wrist lock grab - Two-hand wrist control (손목잡기)
* @korean 손목잡기
*/
wristGrab(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0.2, 0.3, 0.4);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.0);
kf.rotate(BoneName.WRIST_R, 0.3, -0.4, 0.2);
kf.rotate(BoneName.SHOULDER_L, 0.3, 0.4, -0.3);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.2);
kf.rotate(BoneName.WRIST_L, -0.2, 0.3, 0);
kf.rotate(BoneName.PELVIS, 0, 0.2, 0);
// Apply grab pose to both hands for wrist control
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Wrist lock twist - Apply rotational pressure (손목꺾기)
* @korean 손목꺾기
*/
wristTwist(timeOffset: number = 0.15, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, -0.1, 0.5, 0.6);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);
kf.rotate(BoneName.WRIST_R, 0.5, -0.5, 0.4);
kf.rotate(BoneName.SHOULDER_L, 0.1, 0.6, -0.4);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);
kf.rotate(BoneName.WRIST_L, -0.3, 0.4, -0.2);
kf.rotate(BoneName.PELVIS, 0, 0.4, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.3, 0);
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
// Apply grab pose for maintaining control during twist
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Arm bar entry - Wrap arm across body (팔꺾기진입)
* @korean 팔꺾기진입
*/
armBarEntry(timeOffset: number = 0.15, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0.2, 0.6, 0.5);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);
kf.rotate(BoneName.SHOULDER_L, 0.3, 0.5, -0.4);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);
kf.rotate(BoneName.PELVIS, 0.2, 0.5, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.4, 0);
// Grab pose to control opponent's arm
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Arm bar drop - Go to ground for submission (팔꺾기)
* @korean 팔꺾기
*/
armBarDrop(timeOffset: number = 0.2, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, -0.3, 0.9, 0.8);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);
kf.rotate(BoneName.SHOULDER_L, 0, 0.8, -0.6);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);
kf.rotate(BoneName.PELVIS, 1.0, 0.2, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.7, 0.15, 0);
kf.rotate(BoneName.HIP_R, 1.4, 0, 0.4);
kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);
kf.rotate(BoneName.HIP_L, 1.2, 0, -0.3);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
kf.position(BoneName.PELVIS, 0, -0.4, -0.1);
// Grab pose to maintain arm control during drop
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Slam lift - Hoist opponent up (슬램올리기)
* @korean 슬램올리기
*/
slamLift(timeOffset: number = 0.2, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, 0.9, 0.2, -0.3);
kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);
kf.rotate(BoneName.SHOULDER_R, 0.9, -0.2, 0.3);
kf.rotate(BoneName.ELBOW_R, 0, 0, 0.8);
kf.rotate(BoneName.KNEE_L, -0.1, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);
kf.rotate(BoneName.PELVIS, -0.3, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, -0.2, 0, 0);
kf.position(BoneName.PELVIS, 0, 0.1, 0);
// Grab pose for lifting opponent
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Slam down - Drive opponent to ground (슬램)
* @korean 슬램
*/
slamDown(timeOffset: number = 0.15, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, 0.3, 0.3, -0.6);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);
kf.rotate(BoneName.SHOULDER_R, 0.3, -0.3, 0.6);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);
kf.rotate(BoneName.KNEE_L, -0.6, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.6, 0, 0);
kf.rotate(BoneName.PELVIS, 0.4, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.3, 0, 0);
kf.rotate(BoneName.SPINE_MIDDLE, 0.2, 0, 0);
kf.position(BoneName.PELVIS, 0, -0.15, 0.2);
// Grab pose maintained during slam
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Clinch grab - Arms wrap around opponent (클린치잡기)
* @korean 클린치잡기
*/
clinchGrab(timeOffset: number = 0.12, easing: string = "ease-out"): this {
const clinch = MARTIAL_POSES.CLINCH;
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, ...clinch.leftShoulder);
kf.rotate(BoneName.ELBOW_L, ...clinch.leftElbow);
kf.rotate(BoneName.SHOULDER_R, ...clinch.rightShoulder);
kf.rotate(BoneName.ELBOW_R, ...clinch.rightElbow);
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);
kf.rotate(BoneName.PELVIS, 0.2, 0, 0);
// Apply grab pose for clinch control
this.applyHandPose(kf, HAND_POSES.GRAB, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Counter parry - Quick deflection (반격막기)
* @korean 반격막기
*/
counterParry(timeOffset: number = 0.08, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, 0.2, 0.5, -0.6);
kf.rotate(BoneName.ELBOW_L, 0, 0, -0.9);
kf.rotate(BoneName.WRIST_L, 0, 0.3, 0);
kf.rotate(BoneName.SHOULDER_R, 0.1, 0, -0.2);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);
kf.rotate(BoneName.PELVIS, 0, -0.2, 0);
// Apply open palm for parrying
this.applyHandPose(kf, HAND_POSES.OPEN_PALM, "left");
});
this.currentTime += timeOffset;
return this;
}
/**
* Counter strike - Fast return strike (반격치기)
* @korean 반격치기
*/
counterStrike(timeOffset: number = 0.08, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, -0.6, 0, 0.4);
kf.rotate(BoneName.ELBOW_R, 0, 0, 0.1);
kf.rotate(BoneName.WRIST_R, 0, 0, -0.2);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.35, 0);
kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.25, 0);
kf.rotate(BoneName.PELVIS, 0, 0.2, 0);
// Apply fist for counter punch
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Sweep - Low sweeping leg (걸기)
* @korean 걸기
*/
sweep(timeOffset: number = 0.15, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.KNEE_L, -1.2, 0, 0);
kf.rotate(BoneName.HIP_R, 0.5, 0, 1.5);
kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);
kf.rotate(BoneName.PELVIS, 0.3, -0.8, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.5, -0.4, 0);
kf.position(BoneName.FOOT_R, 0.8, -0.1, 0);
kf.position(BoneName.PELVIS, 0.1, -0.3, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Counter parry - Deflect incoming attack (막기)
* @korean 막기
*/
parry(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, 0.2, 0.5, -0.8);
kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);
kf.rotate(BoneName.WRIST_L, 0, 0.4, 0);
kf.rotate(BoneName.PELVIS, 0, -0.3, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, -0.2, 0);
kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);
// Open palm for parry deflection
this.applyHandPose(kf, HAND_POSES.OPEN_PALM, "left");
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* High block defensive pose (상단막기)
* @korean 상단막기
*/
blockHigh(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, -1.0, 0.3, -0.6);
kf.rotate(BoneName.SHOULDER_R, -1.0, -0.3, 0.6);
kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
// Fists for solid blocking surface
this.applyHandPose(kf, HAND_POSES.FIST, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Low block defensive pose (하단막기)
* @korean 하단막기
*/
blockLow(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, 0.3, 0.2, -0.4);
kf.rotate(BoneName.SHOULDER_R, 0.3, -0.2, 0.4);
kf.rotate(BoneName.ELBOW_L, 0, 0, -0.6);
kf.rotate(BoneName.ELBOW_R, 0, 0, 0.6);
kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);
kf.rotate(BoneName.PELVIS, 0.1, 0, 0);
// Fists for blocking
this.applyHandPose(kf, HAND_POSES.FIST, "both");
});
this.currentTime += timeOffset;
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// MOVEMENT TECHNIQUES (이동 기술)
// ═══════════════════════════════════════════════════════════════════════
/**
* Step forward or backward (스텝)
* @korean 스텝
*/
step(timeOffset: number = 0.12, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 0.3, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
kf.position(BoneName.PELVIS, 0, 0, 0.1);
});
this.currentTime += timeOffset;
return this;
}
/**
* Lateral shift movement (측면이동)
* @korean 측면이동
*/
shift(timeOffset: number = 0.12, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.25, 0, 0);
kf.rotate(BoneName.PELVIS, 0, 0.2, 0);
kf.position(BoneName.PELVIS, 0.15, 0, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Rotation/pivot movement (회전)
* @korean 회전
*/
rotate(timeOffset: number = 0.12, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.PELVIS, 0, 0.78, 0); // ~45 degrees
kf.rotate(BoneName.SPINE_LOWER, 0, 0.5, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.3, 0);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Full 360° spin (회전)
* @korean 전체회전
*/
spin(timeOffset: number = 0.2, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.PELVIS, 0, 3.14, 0); // 180 degrees
kf.rotate(BoneName.SPINE_LOWER, 0, 2.8, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 2.5, 0);
kf.rotate(BoneName.HEAD, 0, 0.5, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Spinning kick finish (회전차기)
* @korean 회전차기
*/
spinKick(timeOffset: number = 0.12, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 0.8, 0, 1.2);
kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.2);
kf.position(BoneName.FOOT_R, 0.5, 0.3, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Jump/hop movement (점프)
* @korean 점프
*/
jump(timeOffset: number = 0.15, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);
kf.rotate(BoneName.FOOT_L, 0.3, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.3, 0, 0);
kf.position(BoneName.PELVIS, 0, 0.15, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Duck/crouch movement (숙이기)
* @korean 숙이기
*/
duck(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.KNEE_L, -0.6, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.6, 0, 0);
kf.rotate(BoneName.PELVIS, 0.15, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.2, 0, 0);
kf.position(BoneName.PELVIS, 0, -0.15, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Lean back movement (뒤로젖히기)
* @korean 뒤로젖히기
*/
lean(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SPINE_LOWER, -0.2, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, -0.25, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.15, 0, 0);
kf.rotate(BoneName.PELVIS, -0.1, 0, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Bob head movement (헤드밥)
* @korean 헤드밥
*/
bob(timeOffset: number = 0.08, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.15, 0.2, 0);
kf.rotate(BoneName.HEAD, 0.1, 0.1, 0);
kf.position(BoneName.PELVIS, 0.05, -0.08, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Weave movement (위브)
* @korean 위브
*/
weave(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.1, -0.25, 0);
kf.rotate(BoneName.HEAD, 0.05, -0.15, 0);
kf.position(BoneName.PELVIS, -0.05, -0.05, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Roundhouse kick extension (돌려차기)
* @korean 돌려차기
*/
roundhouse(timeOffset: number = 0.12, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 1.2, 0, 1.6);
kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);
kf.rotate(BoneName.FOOT_R, 0.4, 0, 0.3);
kf.rotate(BoneName.PELVIS, 0, -1.5, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.8, 0);
kf.position(BoneName.FOOT_R, 0.8, 0, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Axe kick downward motion (내려차기)
* @korean 내려차기
*/
axeKick(timeOffset: number = 0.1, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.HIP_R, 0.8, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);
kf.rotate(BoneName.FOOT_R, -0.3, 0, 0);
kf.rotate(BoneName.PELVIS, 0.1, 0, 0);
kf.position(BoneName.FOOT_R, 0, 0.5, 0.4);
});
this.currentTime += timeOffset;
return this;
}
/**
* Throw lift (던지기리프트)
* @korean 던지기리프트
*/
throwLift(timeOffset: number = 0.15, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_L, 0.7, 0.6, -0.4);
kf.rotate(BoneName.ELBOW_L, 0, 0, -0.9);
kf.rotate(BoneName.SHOULDER_R, 0.7, -0.6, 0.4);
kf.rotate(BoneName.ELBOW_R, 0, 0, 0.9);
kf.rotate(BoneName.PELVIS, 0.8, 1.2, 0);
kf.rotate(BoneName.SPINE_UPPER, 0.5, 0.8, 0);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
kf.position(BoneName.PELVIS, 0, 0.05, 0.15);
});
this.currentTime += timeOffset;
return this;
}
/**
* Shoulder strike (어깨치기)
* @korean 어깨치기
*/
shoulderStrike(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0.3, 0.8, 0.4);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.6, 0.2);
kf.rotate(BoneName.PELVIS, 0, 0.5, 0);
kf.position(BoneName.SHOULDER_R, 0, 0, 0.15);
// Clenched fist for power transfer
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// GUARD POSITIONS (방어 자세)
// ═══════════════════════════════════════════════════════════════════════
/**
* Apply fighting guard - Hands protect face (경계자세)
* @korean 경계자세
*/
withGuard(): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.GUARD);
// Fists up for guard
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, "both");
}
return this;
}
/**
* Apply high guard - Hands at temple (상단방어)
* @korean 상단방어
*/
withHighGuard(): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.HIGH_GUARD);
}
return this;
}
/**
* Apply Korean guard position helper
*
* Private helper method to reduce code duplication across guard methods.
* Applies guard positions to the last keyframe in the animation.
*
* @param guardType - Type of guard to apply
* @param side - Which side to apply ("left" | "right" | "both")
* @returns this for chaining
* @korean 한국방어자세적용헬퍼
* @private
*/
private applyKoreanGuard(
guardType: GuardPositionType,
side: "left" | "right" | "both" = "both"
): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
Eif (lastKf) {
const kf = new KeyframeConfig();
kf.withGuard(guardType, side);
// Merge rotations into last keyframe
for (const [bone, rotation] of kf.rotations.entries()) {
lastKf.boneRotations.set(bone, rotation);
}
// Apply fist pose to hands in guard
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, side);
}
return this;
}
/**
* Apply Korean high guard position (상단막기)
*
* Traditional Korean martial arts high guard with hands at temple level
* protecting head and face. Uses authentic 막기자세 positioning.
*
* @param side - Which side to apply ("left" | "right" | "both")
* @returns this for chaining
* @korean 상단막기자세
*/
withKoreanHighGuard(side: "left" | "right" | "both" = "both"): this {
return this.applyKoreanGuard("HIGH_GUARD", side);
}
/**
* Apply Korean middle guard position (중단막기)
*
* Standard Korean martial arts guard at chest/solar plexus level.
* Most versatile guard position, used in most fighting stances.
*
* @param side - Which side to apply ("left" | "right" | "both")
* @returns this for chaining
* @korean 중단막기자세
*/
withKoreanMiddleGuard(side: "left" | "right" | "both" = "both"): this {
return this.applyKoreanGuard("MIDDLE_GUARD", side);
}
/**
* Apply Korean low guard position (하단막기)
*
* Low guard position protecting lower body and groin.
* Used in grappling and ground-fighting scenarios.
*
* @param side - Which side to apply ("left" | "right" | "both")
* @returns this for chaining
* @korean 하단막기자세
*/
withKoreanLowGuard(side: "left" | "right" | "both" = "both"): this {
return this.applyKoreanGuard("LOW_GUARD", side);
}
/**
* Apply trigram-specific guard pose (팔괘자세)
*
* Sets the complete body position for the specified trigram stance,
* including arms, legs, torso, and pelvis. Unlike generic guards,
* this applies the authentic Korean martial arts posture for each
* of the eight trigram stances.
*
* Use this for:
* - Idle stance animations
* - Returning to guard after techniques
* - Walk/run animations (arms only mode)
*
* @param stance - Trigram stance (e.g., TrigramStance.GEON)
* @param options - Application options (what body parts to apply)
* @returns this for chaining
*
* @example
* ```typescript
* // Full guard pose in idle stance
* builder.at(0).withTrigramGuard(TrigramStance.GEON);
*
* // Arms only for walk animation (legs handled separately)
* builder.at(0).withTrigramGuard(TrigramStance.TAE, {
* includeLegs: false,
* includePelvis: false
* });
* ```
*
* @korean 팔괘방어자세
*/
withTrigramGuard(stance: TrigramStance, options?: TrigramGuardOptions): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
const kf = new KeyframeConfig();
applyTrigramGuardToConfig(kf, stance, options);
// Merge rotations into last keyframe
for (const [bone, rotation] of kf.rotations.entries()) {
lastKf.boneRotations.set(bone, rotation);
}
// Apply fist pose to hands in guard
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, "both");
}
return this;
}
/**
* Get trigram guard arm positions for locomotion animations
*
* Returns the base arm positions for the specified trigram's guard pose.
* Use this when building walk/run animations that need to maintain
* the trigram's arm guard while adding swing motion.
*
* @param stance - Trigram stance
* @returns Left and right arm base rotations (shoulder, elbow)
*
* @example
* ```typescript
* const arms = builder.getTrigramArmGuard(TrigramStance.GEON);
* // Add swing to left shoulder while keeping guard shape
* kf.rotate(BoneName.SHOULDER_L,
* arms.left.shoulder[0] + swingOffset,
* arms.left.shoulder[1],
* arms.left.shoulder[2]
* );
* ```
*
* @korean 팔괘팔자세가져오기
*/
static getTrigramArmGuard(stance: TrigramStance): {
left: {
shoulder: [number, number, number];
elbow: [number, number, number];
};
right: {
shoulder: [number, number, number];
elbow: [number, number, number];
};
} {
return getGuardArmBase(stance);
}
/**
* Apply clinch position (클린치)
* @korean 클린치
*/
withClinch(): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.CLINCH);
}
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// HAND POSES (손 모양)
// ═══════════════════════════════════════════════════════════════════════
/**
* Helper to apply finger rotations from a hand pose to a keyframe
* @internal
*/
private applyHandPose(
kf: KeyframeConfig,
pose: (typeof HAND_POSES)[keyof typeof HAND_POSES],
hand: "left" | "right" | "both"
): void {
applyHandPoseToConfig(kf, pose, hand);
}
/**
* Apply fist pose to hands - Closed fist for punches (주먹)
* @param hand Which hand(s) to apply the pose to
* @korean 주먹쥐기
*/
withFist(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, hand);
}
return this;
}
/**
* Apply open palm pose - Palm strikes and blocks (장권)
* @param hand Which hand(s) to apply the pose to
* @korean 손바닥펴기
*/
withOpenPalm(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.OPEN_PALM, hand);
}
return this;
}
/**
* Apply spear hand pose - Finger strikes to throat/eyes (관수)
* @param hand Which hand(s) to apply the pose to
* @korean 관수펴기
*/
withSpearHand(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.SPEAR_HAND, hand);
}
return this;
}
/**
* Apply knife hand pose - Ridge hand strikes (수도)
* @param hand Which hand(s) to apply the pose to
* @korean 수도펴기
*/
withKnifeHand(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.KNIFE_HAND, hand);
}
return this;
}
/**
* Apply hammer fist pose - Bottom fist strikes (철퇴)
* @param hand Which hand(s) to apply the pose to
* @korean 철퇴주먹
*/
withHammerFist(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.HAMMER_FIST, hand);
}
return this;
}
/**
* Apply backfist pose - Knuckle strikes (등주먹)
* @param hand Which hand(s) to apply the pose to
* @korean 등주먹
*/
withBackfist(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.BACKFIST, hand);
}
return this;
}
/**
* Apply grab pose - Grappling and holds (잡기)
* @param hand Which hand(s) to apply the pose to
* @korean 잡기손
*/
withGrab(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.GRAB, hand);
}
return this;
}
/**
* Apply two finger pose - Eye strikes (이지권)
* @param hand Which hand(s) to apply the pose to
* @korean 이지권
*/
withTwoFinger(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.TWO_FINGER, hand);
}
return this;
}
/**
* Apply relaxed pose - Natural/idle hands (자연)
* @param hand Which hand(s) to apply the pose to
* @korean 자연손
*/
withRelaxedHands(hand: "left" | "right" | "both" = "both"): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
if (lastKf) {
this.applyHandPoseToKeyframe(lastKf, HAND_POSES.RELAXED, hand);
}
return this;
}
/**
* Helper to apply finger rotations from a hand pose to an existing keyframe
* @internal
*/
private applyHandPoseToKeyframe(
kf: AnimationKeyframe,
pose: (typeof HAND_POSES)[keyof typeof HAND_POSES],
hand: "left" | "right" | "both"
): void {
applyHandPoseToKeyframe(kf, pose, hand);
}
/**
* Apply hand pose during a keyframe (inline version for addKeyframe)
* @param pose The hand pose to apply
* @param hand Which hand(s) to apply the pose to
* @korean 손모양적용
*/
applyHandPoseDuring(
kf: KeyframeConfig,
pose: keyof typeof HAND_POSES,
hand: "left" | "right" | "both" = "both"
): void {
this.applyHandPose(kf, HAND_POSES[pose], hand);
}
// ═══════════════════════════════════════════════════════════════════════
// FOOT POSITIONING (발 위치)
// ═══════════════════════════════════════════════════════════════════════
/**
* Apply foot positions based on stance width (발너비)
* Sets left and right foot X positions symmetrically around center
*
* @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS
* @param shoulderWidth - Fighter's shoulder width in centimeters
* @korean 발너비적용
*
* @example
* ```typescript
* // Jin Thunder stance (2.0x shoulder width)
* .withFootWidth(2.0, 46) // 0.92m total width
*
* // Son Wind stance (0.0x - crane stance)
* .withFootWidth(0.0, 46) // 0m - single leg
* ```
*/
withFootWidth(stanceWidthMultiplier: number, shoulderWidth: number): this {
const lastKf = this.keyframes[this.keyframes.length - 1];
const bonePositions = lastKf?.bonePositions;
Eif (bonePositions) {
// Calculate symmetric foot positions using shared helper
const totalWidth = calculateStanceWidth(
stanceWidthMultiplier,
shoulderWidth
);
const halfWidth = totalWidth / 2;
// Create new map with existing positions plus foot positions
const newPositions = new Map<BoneName, THREE.Vector3>();
bonePositions.forEach((pos, bone) => {
newPositions.set(bone as BoneName, pos);
});
newPositions.set(BoneName.FOOT_L, new THREE.Vector3(-halfWidth, 0, 0));
newPositions.set(BoneName.FOOT_R, new THREE.Vector3(halfWidth, 0, 0));
// Replace with new map (cast to writable for assignment)
(
lastKf as { bonePositions: ReadonlyMap<BoneName, THREE.Vector3> }
).bonePositions = newPositions as ReadonlyMap<BoneName, THREE.Vector3>;
}
return this;
}
/**
* Apply foot positions to current keyframe during addKeyframe
* Inline version for use within keyframe callback
*
* @param kf - KeyframeConfig to modify
* @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS
* @param shoulderWidth - Fighter's shoulder width in centimeters
* @korean 발너비설정
*/
applyFootPositionsDuring(
kf: KeyframeConfig,
stanceWidthMultiplier: number,
shoulderWidth: number
): void {
const totalWidth = calculateStanceWidth(
stanceWidthMultiplier,
shoulderWidth
);
const halfWidth = totalWidth / 2;
kf.position(BoneName.FOOT_L, -halfWidth, 0, 0);
kf.position(BoneName.FOOT_R, halfWidth, 0, 0);
}
// ═══════════════════════════════════════════════════════════════════════
// RECOVERY & COMMON (복귀 & 공통)
// ═══════════════════════════════════════════════════════════════════════
/**
* Recover to fighting guard (복귀)
* Returns to neutral stance with torso reset
* @korean 복귀
*/
recover(timeOffset: number = 0.1, easing: string = "ease-in"): this {
const guard = MARTIAL_POSES.GUARD;
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Reset legs
kf.rotate(BoneName.HIP_R, 0, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);
kf.rotate(BoneName.FOOT_R, 0, 0, 0);
kf.rotate(BoneName.FOOT_L, 0, 0, 0);
// Reset spine and pelvis to neutral
kf.rotate(BoneName.PELVIS, 0, 0, 0);
this.resetTorsoRotation(kf);
// Apply guard
kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);
kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);
kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);
kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);
// Reset positions
kf.position(BoneName.PELVIS, 0, 0, 0);
kf.position(BoneName.FOOT_R, 0, 0, 0);
// Fists up for guard
this.applyHandPose(kf, HAND_POSES.FIST, "both");
});
this.currentTime += timeOffset;
return this;
}
/**
* Full 360° spin recovery (회전복귀)
* @korean 회전복귀
*/
spinRecover(timeOffset: number = 0.2, easing: string = "ease-in"): this {
const guard = MARTIAL_POSES.GUARD;
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
// Complete rotation to forward-facing
kf.rotate(BoneName.PELVIS, 0, -6.28, 0); // Full 360°
kf.rotate(BoneName.SPINE_LOWER, 0, -6.28, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, -6.28, 0);
kf.rotate(BoneName.HEAD, 0, 0, 0);
// Reset legs
kf.rotate(BoneName.HIP_R, 0, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);
kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);
// Guard
kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);
kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);
kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);
kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);
kf.position(BoneName.PELVIS, 0, -0.05, 0);
});
this.currentTime += timeOffset;
return this;
}
// ═══════════════════════════════════════════════════════════════════════
// TORSO ROTATION HELPERS (허리비틀기 도우미)
// ═══════════════════════════════════════════════════════════════════════
/**
* Apply torso rotation for straight punch power generation (주먹허리비틀기)
*
* Korean martial arts principle: 허리비틀기 (Heori Biteulgi) - Waist twist for power
* The torso rotates OPPOSITE to the punch direction, creating torque through
* the spine that transfers power into the strike.
*
* Biomechanics:
* - SPINE_LOWER rotates 50% of target angle (foundation rotation)
* - SPINE_MIDDLE rotates 70% of target angle (power transfer zone)
* - SPINE_UPPER rotates 100% of target angle (maximum rotation at shoulders)
*
* @param kf - KeyframeConfig to apply rotation to
* @param side - Which hand is punching ("left" | "right")
* @param rotationDegrees - Target rotation in degrees (15-25° recommended)
*
* @example
* ```typescript
* // Right cross with 20° counter-rotation
* this.addKeyframe(0.35, "ease-out", (kf) => {
* this.applyPunchTorsoRotation(kf, "right", 20);
* // ... other punch mechanics
* });
* ```
*
* @korean 주먹허리비틀기
*/
private applyPunchTorsoRotation(
kf: KeyframeConfig,
side: "left" | "right",
rotationDegrees: number
): void {
const isRight = side === "right";
// Punch rotates torso OPPOSITE to punch direction for power
const direction = isRight ? 1 : -1;
const rotationRad = (rotationDegrees * Math.PI) / 180;
// Get existing spine rotations if any (from applyPunchPhaseToConfig)
const existingUpper = kf.rotations.get(BoneName.SPINE_UPPER);
const existingMiddle = kf.rotations.get(BoneName.SPINE_MIDDLE);
const existingLower = kf.rotations.get(BoneName.SPINE_LOWER);
// Sequential spine rotation (lower → mid → upper)
// Combine with existing Y-axis rotations
kf.rotate(
BoneName.SPINE_LOWER,
existingLower?.x ?? 0,
(existingLower?.y ?? 0) + rotationRad * direction * 0.5,
existingLower?.z ?? 0
);
kf.rotate(
BoneName.SPINE_MIDDLE,
existingMiddle?.x ?? 0,
(existingMiddle?.y ?? 0) + rotationRad * direction * 0.7,
existingMiddle?.z ?? 0
);
kf.rotate(
BoneName.SPINE_UPPER,
existingUpper?.x ?? 0,
(existingUpper?.y ?? 0) + rotationRad * direction,
existingUpper?.z ?? 0
);
}
/**
* Apply torso rotation for hook punch circular power (훅허리비틀기)
*
* Korean martial arts principle: 몸통회전 (Momtong Hoejeon) - Full torso rotation
* Hook punches generate power from hip and shoulder rotation in a circular motion.
* Larger rotation angle (45-60°) creates the circular arc needed for hooks.
*
* Biomechanics:
* - SPINE_LOWER rotates 50% (hip engagement)
* - SPINE_MIDDLE rotates 70% (core power transfer)
* - SPINE_UPPER rotates 100% (shoulder whip into target)
*
* @param kf - KeyframeConfig to apply rotation to
* @param side - Which hand is hooking ("left" | "right")
* @param rotationDegrees - Target rotation in degrees (45-60° recommended)
*
* @example
* ```typescript
* // Right hook with 50° rotation
* this.addKeyframe(0.30, "ease-out", (kf) => {
* this.applyHookTorsoRotation(kf, "right", 50);
* // ... other hook mechanics
* });
* ```
*
* @korean 훅허리비틀기
*/
private applyHookTorsoRotation(
kf: KeyframeConfig,
side: "left" | "right",
rotationDegrees: number
): void {
const isRight = side === "right";
// Hook rotates torso INTO the punch for circular power
const direction = isRight ? -1 : 1;
const rotationRad = (rotationDegrees * Math.PI) / 180;
// Get existing spine rotations if any and preserve X/Z axes
const existingLower = kf.rotations.get(BoneName.SPINE_LOWER);
const existingMiddle = kf.rotations.get(BoneName.SPINE_MIDDLE);
const existingUpper = kf.rotations.get(BoneName.SPINE_UPPER);
// Sequential spine rotation for circular motion, combining with existing rotations
kf.rotate(
BoneName.SPINE_LOWER,
existingLower?.x ?? 0,
(existingLower?.y ?? 0) + rotationRad * direction * 0.5,
existingLower?.z ?? 0
);
kf.rotate(
BoneName.SPINE_MIDDLE,
existingMiddle?.x ?? 0,
(existingMiddle?.y ?? 0) + rotationRad * direction * 0.7,
existingMiddle?.z ?? 0
);
kf.rotate(
BoneName.SPINE_UPPER,
existingUpper?.x ?? 0,
(existingUpper?.y ?? 0) + rotationRad * direction,
existingUpper?.z ?? 0
);
}
/**
* Apply torso lean for kick balance (차기허리기울이기)
*
* Korean martial arts principle: 중심축회전 (Jungsim Chuk Hoejeon) - Central axis rotation
* When executing kicks, the torso leans AWAY from the kicking leg to:
* 1. Maintain balance on the support leg
* 2. Increase reach by extending the kick further
* 3. Prevent falling backward during high kicks
*
* Biomechanics:
* - SPINE_LOWER leans away from kick (foundation)
* - SPINE_MIDDLE leans with lower spine (stability)
* - SPINE_UPPER leans slightly less (control)
*
* @param kf - KeyframeConfig to apply lean to
* @param side - Which leg is kicking ("left" | "right")
* @param leanDegrees - Amount of lean in degrees (10-20° recommended)
*
* @example
* ```typescript
* // Right roundhouse kick with compensatory lean
* this.addKeyframe(0.35, "ease-out", (kf) => {
* this.applyKickTorsoLean(kf, "right", 15);
* // ... other kick mechanics
* });
* ```
*
* @korean 차기허리기울이기
*/
private applyKickTorsoLean(
kf: KeyframeConfig,
side: "left" | "right",
leanDegrees: number
): void {
const isRight = side === "right";
// Lean AWAY from kicking leg (left kick = lean right, right kick = lean left)
const direction = isRight ? -1 : 1;
const leanRad = (leanDegrees * Math.PI) / 180;
// Lateral lean on Z-axis (side-to-side roll) for torso balance.
// NOTE: This method only sets the Z-axis roll component. Any subsequent kf.rotate
// calls on these spine bones (e.g. adding Y-axis twist in a kick phase) must
// preserve or explicitly incorporate this roll, otherwise the lean will be lost.
kf.rotate(BoneName.SPINE_LOWER, 0, 0, leanRad * direction * 0.9);
kf.rotate(BoneName.SPINE_MIDDLE, 0, 0, leanRad * direction * 0.7);
kf.rotate(BoneName.SPINE_UPPER, 0, 0, leanRad * direction * 0.5);
}
/**
* Reset torso to neutral position (허리중립)
*
* Returns all spine bones to neutral rotation (0, 0, 0).
* Used during recovery phases to return to fighting stance.
*
* @param kf - KeyframeConfig to reset
*
* @korean 허리중립
*/
private resetTorsoRotation(kf: KeyframeConfig): void {
kf.rotate(BoneName.SPINE_LOWER, 0, 0, 0);
kf.rotate(BoneName.SPINE_MIDDLE, 0, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0, 0);
}
// ═══════════════════════════════════════════════════════════════════════
// LOW-LEVEL API (저수준 API)
// ═══════════════════════════════════════════════════════════════════════
/**
* Add custom keyframe with callback
*/
private addKeyframe(
time: number,
easing: string,
configure: (kf: KeyframeConfig) => void
): void {
const kf = new KeyframeConfig();
configure(kf);
this.keyframes.push({
time,
easing: easing as "linear" | "ease-in" | "ease-out" | "ease-in-out",
boneRotations: kf.rotations,
bonePositions: kf.positions,
});
}
/**
* Add raw keyframe at specific time
*/
at(time: number, easing: string = "linear"): KeyframeConfig {
const kf = new KeyframeConfig();
kf.setBuilder(this, time, easing);
return kf;
}
/**
* Internal: Add keyframe from KeyframeConfig
*/
_addKeyframe(kf: AnimationKeyframe): void {
this.keyframes.push(kf);
}
/**
* Build the complete animation
*/
build(): SkeletalAnimation {
return {
name: this.name,
koreanName: this.koreanName,
duration: this.duration,
loop: this.loop,
type: this.type,
keyframes: this.keyframes,
};
}
}
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