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 | /**
* Builder and pose utilities sub-package
*
* Fluent builders, keyframe helpers, phase applicators, and rig utilities
* for constructing skeletal animations with integrated anatomy state.
*/
export {
AnimationBuilder,
AnimationPatternHelpers,
AnimationPresets,
BoneRotationHelpers,
KeyframeFactories,
} from "./AnimationBuilder";
export * from "./MartialArtsAnimationBuilder";
export { KeyframeConfig } from "./KeyframeConfig";
export type { HandHighlightMode } from "./KeyframeConfig";
export {
applyKeyframeToRig,
blendKeyframes,
easeIn,
easeInOut,
easeLinear,
easeOut,
findSurroundingKeyframes,
getEasingFunction,
getInterpolatedKeyframe,
interpolatePosition,
interpolateRotation,
updateAnimation,
} from "./KeyframeInterpolation";
export {
applyHandPoseToConfig,
applyHandPoseToKeyframe,
} from "./HandPoseApplicator";
export {
applyHighPeakPhaseToConfig,
applyKickPhaseToConfig,
applyRoundhousePhaseToConfig,
applySideKickPhaseToConfig,
getKickPhase,
} from "./KickPhaseApplicator";
export type { KickPhaseName, KickSide } from "./KickPhaseApplicator";
export {
applyMartialPoseToConfig,
applyMartialPoseToKeyframe,
getMartialPose,
} from "./MartialPoseApplicator";
export { applyPunchPhaseToConfig, getPunchPhase } from "./PunchPhaseApplicator";
export type { PunchPhaseName, PunchSide } from "./PunchPhaseApplicator";
export {
TECHNIQUE_HAND_POSES,
createInitialHandAnimationState,
getHandPose,
getTechniqueHandPose,
updateHandAnimationState,
} from "./HandPoses";
export * from "./KoreanGuardPositions";
export * from "./MartialArtsConstants";
export {
BONE_CHAINS,
JOINT_CONSTRAINTS,
TORSO_CONSTRAINTS,
applyJointConstraint,
calculateHipRotationPowerModifier,
createBone,
createHandBones,
createHumanoidRig,
createHumanoidRigWithHands,
createScaledHumanoidRig,
getBoneWorldPosition,
getBoneWorldRotation,
resetBoneToRestPose,
resetRigToRestPose,
} from "./SkeletonRig";
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