All files / systems/animation/catalogs SonTechniqueAnimations.ts

100% Statements 3/3
100% Branches 0/0
100% Functions 0/0
100% Lines 3/3

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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349                                                                                                                    1x                                                                                                                                                                                                                                                                                                     1x                                                                                                                                                                                                                                                                                     1x        
/**
 * ☴ Son (Wind) Technique Animations
 *
 * Combat technique animations for Son (손/Wind) trigram continuous pressure attacks.
 * Implements Taekyon-inspired whirlwind combinations and sweeping multi-strike sequences.
 *
 * **Korean Martial Arts Context:**
 * - **무술**: 택견 연속 타격 (Taekyon Continuous Strikes)
 * - **특성**: 선풍연격 (Whirlwind Strikes), 회오리 타격 (Sweeping Multi-Strikes)
 * - **철학**: 끊임없는 공격 (Relentless Attack), 소용돌이 힘 (Whirlwind Power)
 * - **대표 기술**: 선풍연격 (Seonpung Yeongyeok), 소용돌이 타격 (Soyongdori Tagyeok)
 *
 * @module systems/animation/catalogs/SonTechniqueAnimations
 * @category Animation
 * @korean 손괘기술애니메이션
 */
 
import { BoneName, type SkeletalAnimation } from "@/types/skeletal";
import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder";
 
// ═══════════════════════════════════════════════════════════════════════════
// ☴ SON WHIRLWIND STRIKE ANIMATION (선풍연격)
// ═══════════════════════════════════════════════════════════════════════════
 
/**
 * Son Whirlwind Strike Animation
 *
 * **Korean**: 선풍연격 (Seonpung Yeongyeok)
 * **Technique**: Continuous rotating strikes with wind-like pressure
 * **Target Points**: Multiple targets in sweeping circular pattern
 *
 * Authentic Taekyon Continuous Pressure Technique:
 * - Three consecutive strikes while rotating body
 * - Each strike flows from previous without stopping
 * - Hip rotation powers all strikes
 * - Circular body motion creates whirlwind effect
 * - Targets multiple vital points in sequence
 *
 * Animation Phases:
 * - Setup (0-375ms, frames 0-6): Wind-up with counter-rotation
 * - Strike-1 (375-750ms, frames 7-12): First strike with rotation through center
 * - Strike-2 (750-1125ms, frames 13-18): Second strike continuing rotation
 * - Strike-3 (1125-1500ms, frames 19-24): Third strike completing whirlwind
 *
 * Target Vital Points Sequence:
 * - Strike-1: 늑골 (Neukgol/Ribs) - Side body strike
 * - Strike-2: 명치 (Myeongchi/Solar Plexus) - Center strike
 * - Strike-3: 태양혈 (Taeyanghyeol/Temple) - Head strike
 *
 * **Performance**: 60fps target (16.67ms per frame)
 * **Damage Type**: Continuous pressure with cumulative effect
 *
 * @korean 선풍연격
 * @frames 24 total (6 setup, 6 strike-1, 6 strike-2, 6 strike-3)
 * @duration 1500ms
 * @category Attack Animation
 */
export const SON_WHIRLWIND_STRIKE_ANIMATION: SkeletalAnimation =
  MartialArtsAnimationBuilder.create(
    "son_whirlwind_strike",
    "선풍연격"
  )
    .asAttack(1.5)
    // =================================================================
    // SETUP PHASE (0-375ms, frames 0-6)
    // =================================================================
    // Frame 0: Neutral guard baseline (0ms)
    .at(0)
    .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral
    .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral
    .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26) // 10°, -5°, 15° guard
    .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° guard
    .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // 10°, 5°, -15° guard
    .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard
    .position(BoneName.PELVIS, 0, 0, 0)
    .done<MartialArtsAnimationBuilder>()
    // Frame 3: Begin wind-up (188ms)
    .at(0.188)
    .rotate(BoneName.SPINE_UPPER, 0, -0.26, 0) // 0°, -15°, 0° (wind-up rotation)
    .rotate(BoneName.PELVIS, 0, -0.35, 0) // 0°, -20°, 0° (hip winds back)
    .rotate(BoneName.SHOULDER_R, -0.17, 0, 0.35) // -10°, 0°, 20° (right arm cocks)
    .rotate(BoneName.ELBOW_R, 0, 0, 2.09) // 120° (bent ready)
    .rotate(BoneName.SHOULDER_L, 0.26, 0.17, -0.17) // 15°, 10°, -10° (left forward)
    .rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70° (extending slightly)
    .done<MartialArtsAnimationBuilder>()
    // Frame 6: Maximum wind-up (375ms)
    .at(0.375)
    .rotate(BoneName.SPINE_UPPER, 0, -0.35, 0) // 0°, -20°, 0° (peak wind-up)
    .rotate(BoneName.PELVIS, 0, -0.52, 0) // 0°, -30°, 0° (maximum coil)
    .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.52) // -15°, 0°, 30° (fully cocked)
    .rotate(BoneName.ELBOW_R, 0, 0, 2.27) // 130° (maximum chamber)
    .rotate(BoneName.HEAD, 0, -0.17, 0) // 0°, -10°, 0° (looking back)
    .position(BoneName.PELVIS, 0, -0.02, 0) // Slight crouch
    .done<MartialArtsAnimationBuilder>()
    // =================================================================
    // STRIKE-1 PHASE (375-750ms, frames 7-12)
    // =================================================================
    // Frame 9: Mid-strike-1 (562ms)
    .at(0.562)
    .rotate(BoneName.SPINE_UPPER, 0, 0.09, 0) // 0°, 5°, 0° (torso follows hip rotation)
    .rotate(BoneName.PELVIS, 0, 0.12, 0) // 0°, 7°, 0° (hip leads and drives forward)
    .rotate(BoneName.SHOULDER_R, 0.7, 0, 0) // 40°, 0°, 0° (first strike extends)
    .rotate(BoneName.ELBOW_R, 0, 0, 0.17) // 10° (nearly extended)
    .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10°, 0°, 0° (strike alignment)
    .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° (rear leg pushes)
    .position(BoneName.PELVIS, 0, 0, 0.05) // Forward drive
    .done<MartialArtsAnimationBuilder>()
    // Frame 12: Strike-1 full extension (750ms)
    .at(0.75)
    .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15°, 0° (rotation continues)
    .rotate(BoneName.PELVIS, 0, 0.26, 0) // 0°, 15°, 0° (hip follows through)
    .rotate(BoneName.SHOULDER_R, 1.05, 0, -0.09) // 60°, 0°, -5° (full extension)
    .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° (straight arm)
    .rotate(BoneName.WRIST_R, 0.26, 0, 0) // 15°, 0°, 0° (impact angle)
    .rotate(BoneName.SHOULDER_L, 0.35, 0.26, -0.09) // 20°, 15°, -5° (left begins)
    .rotate(BoneName.ELBOW_L, 0, 0, -0.79) // -45° (preparing)
    .position(BoneName.PELVIS, 0, 0, 0.1) // Maximum forward
    .done<MartialArtsAnimationBuilder>()
    // =================================================================
    // STRIKE-2 PHASE (750-1125ms, frames 13-18)
    // =================================================================
    // Frame 15: Mid-strike-2 (938ms)
    .at(0.938)
    .rotate(BoneName.SPINE_UPPER, 0, 0.61, 0) // 0°, 35°, 0° (continued rotation)
    .rotate(BoneName.PELVIS, 0, 0.52, 0) // 0°, 30°, 0° (hip drives)
    .rotate(BoneName.SHOULDER_R, 0.52, 0, 0.17) // 30°, 0°, 10° (right retracts)
    .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (pulling back)
    .rotate(BoneName.SHOULDER_L, 0.79, 0.26, -0.09) // 45°, 15°, -5° (left strikes)
    .rotate(BoneName.ELBOW_L, 0, 0, -0.09) // -5° (extending)
    .rotate(BoneName.WRIST_L, 0.17, 0, 0) // 10°, 0°, 0° (strike ready)
    .done<MartialArtsAnimationBuilder>()
    // Frame 18: Strike-2 full extension (1125ms)
    .at(1.125)
    .rotate(BoneName.SPINE_UPPER, 0, 0.87, 0) // 0°, 50°, 0° (deep rotation)
    .rotate(BoneName.PELVIS, 0, 0.79, 0) // 0°, 45°, 0° (hip full through)
    .rotate(BoneName.SHOULDER_L, 1.14, 0.35, -0.14) // 65°, 20°, -8° (left full extension)
    .rotate(BoneName.ELBOW_L, 0, 0, 0) // 0° (straight arm)
    .rotate(BoneName.WRIST_L, 0.26, 0, 0) // 15°, 0°, 0° (impact)
    .rotate(BoneName.SHOULDER_R, 0.35, 0, 0.26) // 20°, 0°, 15° (right recovering)
    .rotate(BoneName.HEAD, 0, 0.52, 0) // 0°, 30°, 0° (head follows)
    .position(BoneName.PELVIS, -0.05, 0, 0.15) // Slight lateral shift with forward
    .done<MartialArtsAnimationBuilder>()
    // =================================================================
    // STRIKE-3 PHASE (1125-1500ms, frames 19-24)
    // =================================================================
    // Frame 21: Mid-strike-3 (1312ms)
    .at(1.312)
    .rotate(BoneName.SPINE_UPPER, 0, 1.22, 0) // 0°, 70°, 0° (near complete rotation)
    .rotate(BoneName.PELVIS, 0, 1.05, 0) // 0°, 60°, 0° (maximum hip rotation)
    .rotate(BoneName.SHOULDER_R, 0.87, 0.09, 0) // 50°, 5°, 0° (right strikes again)
    .rotate(BoneName.ELBOW_R, 0, 0, 0.14) // 8° (extending)
    .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10°, 0°, 0° (strike alignment)
    .rotate(BoneName.SHOULDER_L, 0.52, 0.17, 0.17) // 30°, 10°, 10° (left retracts)
    .rotate(BoneName.ELBOW_L, 0, 0, -1.4) // -80° (pulling back)
    .done<MartialArtsAnimationBuilder>()
    // Frame 24: Strike-3 final extension (1500ms)
    .at(1.5)
    .rotate(BoneName.SPINE_UPPER, 0, 1.22, 0) // 0°, 70°, 0° (spine follows pelvis)
    .rotate(BoneName.PELVIS, 0, 1.4, 0) // 0°, 80°, 0° (pelvis drives full rotation)
    .rotate(BoneName.SHOULDER_R, 1.14, 0, -0.09) // 65°, 0°, -5° (final strike extended)
    .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° (straight arm at impact)
    .rotate(BoneName.WRIST_R, 0.26, 0, 0) // 15°, 0°, 0° (final impact)
    .rotate(BoneName.HEAD, 0, 1.05, 0) // 0°, 60°, 0° (full head rotation)
    .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rear leg drive)
    .position(BoneName.PELVIS, -0.1, 0, 0.2) // Final whirlwind position
    .done<MartialArtsAnimationBuilder>()
    .build();
 
// ═══════════════════════════════════════════════════════════════════════════
// ☴ SON SWEEPING MULTI-STRIKE (소용돌이 타격)
// ═══════════════════════════════════════════════════════════════════════════
 
/**
 * Son Sweeping Multi-Strike Animation
 *
 * **Korean**: 소용돌이 타격 (Soyongdori Tagyeok) - Whirlpool Strike
 * **Technique**: Continuous sweeping strikes in flowing pattern
 * **Target Points**: Low-to-high sweeping pattern targeting legs and body
 *
 * Authentic Taekyon Sweeping Technique:
 * - Low sweeping kick flows into body strike
 * - Continuous circular motion without pause
 * - Body rotation powers both sweeps
 * - Minimal recovery between strikes
 * - Creates whirlpool-like motion pattern
 *
 * Animation Phases:
 * - Wind-up (0-300ms, frames 0-5): Preparation with weight shift
 * - Sweep-1 (300-800ms, frames 6-13): Low sweeping leg attack
 * - Sweep-2 (800-1300ms, frames 14-21): Body-level circular strike
 * - Recovery (1300-1600ms, frames 22-26): Return to flowing guard
 *
 * Target Vital Points Sequence:
 * - Sweep-1: 발목 (Balmok/Ankle), 종아리 (Jongari/Calf)
 * - Sweep-2: 늑골 (Neukgol/Ribs), 간 (Gan/Liver)
 *
 * **Performance**: 60fps target (16.67ms per frame)
 * **Damage Type**: Sweeping pressure with destabilization
 *
 * @korean 소용돌이타격
 * @frames 26 total (5 wind-up, 8 sweep-1, 8 sweep-2, 5 recovery)
 * @duration 1600ms
 * @category Attack Animation
 */
export const SON_SWEEPING_MULTI_STRIKE: SkeletalAnimation =
  MartialArtsAnimationBuilder.create(
    "son_sweeping_multi_strike",
    "소용돌이 타격"
  )
    .asAttack(1.6)
    // =================================================================
    // WIND-UP PHASE (0-300ms, frames 0-5)
    // =================================================================
    // Frame 0: Neutral guard (0ms)
    .at(0)
    .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral
    .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral
    .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // Guard position
    .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)
    .rotate(BoneName.ELBOW_L, 0, 0, -1.57)
    .rotate(BoneName.ELBOW_R, 0, 0, 1.57)
    .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15°
    .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15°
    .position(BoneName.PELVIS, 0, 0, 0)
    .done<MartialArtsAnimationBuilder>()
    // Frame 3: Weight shift preparation (180ms)
    .at(0.18)
    .rotate(BoneName.PELVIS, 0, -0.35, 0) // 0°, -20°, 0° (wind-up)
    .rotate(BoneName.SPINE_UPPER, 0, -0.52, 0) // 0°, -30°, 0° (torso winds)
    .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° (weight on right)
    .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° (left lightens)
    .rotate(BoneName.HIP_L, 0.26, 0, 0) // 15°, 0°, 0° (left leg begins to lift)
    .position(BoneName.PELVIS, 0, -0.02, 0) // Slight crouch
    .done<MartialArtsAnimationBuilder>()
    // Frame 5: Full wind-up (300ms)
    .at(0.3)
    .rotate(BoneName.PELVIS, 0, -0.52, 0) // 0°, -30°, 0° (maximum wind)
    .rotate(BoneName.SPINE_UPPER, 0, -0.7, 0) // 0°, -40°, 0° (deep coil)
    .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° (stable base)
    .rotate(BoneName.HIP_L, 0.52, 0, 0.17) // 30°, 0°, 10° (leg chambered for sweep)
    .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (chambered bent)
    .position(BoneName.PELVIS, 0, -0.03, 0)
    .done<MartialArtsAnimationBuilder>()
    // =================================================================
    // SWEEP-1 PHASE (300-800ms, frames 6-13) - Low Sweeping Kick
    // =================================================================
    // Frame 8: Begin sweep (480ms)
    .at(0.48)
    .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10°, 0° (unwinding)
    .rotate(BoneName.SPINE_UPPER, 0, -0.26, 0) // 0°, -15°, 0°
    .rotate(BoneName.HIP_L, 0.35, 0, 0.52) // 20°, 0°, 30° (leg extending)
    .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (extending for sweep)
    .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° (foot for sweep)
    .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (supporting)
    .position(BoneName.PELVIS, 0, -0.04, 0.05)
    .done<MartialArtsAnimationBuilder>()
    // Frame 10: Mid-sweep (600ms)
    .at(0.6)
    .rotate(BoneName.PELVIS, 0, 0.17, 0) // 0°, 10°, 0° (rotation through)
    .rotate(BoneName.SPINE_UPPER, 0, 0.26, 0) // 0°, 15°, 0°
    .rotate(BoneName.HIP_L, 0.26, 0, 0.87) // 15°, 0°, 50° (sweeping arc)
    .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° (nearly extended)
    .rotate(BoneName.FOOT_L, 0.17, 0, 0) // 10° (sweeping position)
    .position(BoneName.PELVIS, -0.1, -0.05, 0.1) // Lateral and forward
    .done<MartialArtsAnimationBuilder>()
    // Frame 13: Complete low sweep (800ms)
    .at(0.8)
    .rotate(BoneName.PELVIS, 0, 0.52, 0) // 0°, 30°, 0° (full rotation)
    .rotate(BoneName.SPINE_UPPER, 0, 0.61, 0) // 0°, 35°, 0°
    .rotate(BoneName.HIP_L, 0.17, 0, 1.22) // 10°, 0°, 70° (complete arc)
    .rotate(BoneName.KNEE_L, -0.09, 0, 0) // -5° (extended)
    .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° (impact angle)
    .rotate(BoneName.HEAD, 0, 0.35, 0) // 0°, 20°, 0° (tracking)
    .position(BoneName.PELVIS, -0.15, -0.06, 0.15)
    .done<MartialArtsAnimationBuilder>()
    // =================================================================
    // SWEEP-2 PHASE (800-1300ms, frames 14-21) - Body-Level Strike
    // =================================================================
    // Frame 16: Transition to body strike (960ms)
    .at(0.96)
    .rotate(BoneName.PELVIS, 0, 0.79, 0) // 0°, 45°, 0° (continuing rotation)
    .rotate(BoneName.SPINE_UPPER, 0, 0.87, 0) // 0°, 50°, 0°
    .rotate(BoneName.HIP_L, 0, 0, 0.52) // 0°, 0°, 30° (leg retracting)
    .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (pulling back)
    .rotate(BoneName.SHOULDER_R, 0.52, 0.17, 0) // 30°, 10°, 0° (right arm begins)
    .rotate(BoneName.ELBOW_R, 0, 0, 0.87) // 50° (preparing strike)
    .position(BoneName.PELVIS, -0.15, -0.04, 0.2)
    .done<MartialArtsAnimationBuilder>()
    // Frame 18: Mid body sweep (1080ms)
    .at(1.08)
    .rotate(BoneName.PELVIS, 0, 1.05, 0) // 0°, 60°, 0° (deep rotation)
    .rotate(BoneName.SPINE_UPPER, 0, 1.22, 0) // 0°, 70°, 0°
    .rotate(BoneName.SHOULDER_R, 0.87, 0.26, -0.17) // 50°, 15°, -10° (sweeping strike)
    .rotate(BoneName.ELBOW_R, 0, 0, 0.35) // 20° (extending)
    .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10°, 0°, 0° (strike angle)
    .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (foot planted)
    .position(BoneName.PELVIS, -0.2, -0.02, 0.25)
    .done<MartialArtsAnimationBuilder>()
    // Frame 21: Complete body sweep (1300ms)
    .at(1.3)
    .rotate(BoneName.PELVIS, 0, 1.4, 0) // 0°, 80°, 0° (near full circle)
    .rotate(BoneName.SPINE_UPPER, 0, 1.57, 0) // 0°, 90°, 0° (quarter rotation complete)
    .rotate(BoneName.SHOULDER_R, 1.14, 0.35, -0.26) // 65°, 20°, -15° (full extension)
    .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° (straight arm impact)
    .rotate(BoneName.WRIST_R, 0.26, 0, 0) // 15°, 0°, 0° (impact)
    .rotate(BoneName.HEAD, 0, 1.22, 0) // 0°, 70°, 0° (full tracking)
    .position(BoneName.PELVIS, -0.25, 0, 0.3)
    .done<MartialArtsAnimationBuilder>()
    // =================================================================
    // RECOVERY PHASE (1300-1600ms, frames 22-26)
    // =================================================================
    // Frame 24: Begin recovery (1450ms)
    .at(1.45)
    .rotate(BoneName.PELVIS, 0, 0.87, 0) // 0°, 50°, 0° (unwinding)
    .rotate(BoneName.SPINE_UPPER, 0, 0.79, 0) // 0°, 45°, 0°
    .rotate(BoneName.SHOULDER_R, 0.52, 0.17, 0.17) // 30°, 10°, 10° (retracting)
    .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° (bending back)
    .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable)
    .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable)
    .position(BoneName.PELVIS, -0.15, 0, 0.2)
    .done<MartialArtsAnimationBuilder>()
    // Frame 26: Return to guard (1600ms)
    .at(1.6)
    .rotate(BoneName.PELVIS, 0, 0, 0) // Return to neutral
    .rotate(BoneName.SPINE_UPPER, 0, 0, 0)
    .rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // Guard restored
    .rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)
    .rotate(BoneName.ELBOW_L, 0, 0, -1.57)
    .rotate(BoneName.ELBOW_R, 0, 0, 1.57)
    .rotate(BoneName.HEAD, 0, 0, 0)
    .rotate(BoneName.KNEE_L, -0.26, 0, 0)
    .rotate(BoneName.KNEE_R, -0.26, 0, 0)
    .position(BoneName.PELVIS, 0, 0, 0)
    .done<MartialArtsAnimationBuilder>()
    .build();
 
// ═══════════════════════════════════════════════════════════════════════════
// EXPORTS
// ═══════════════════════════════════════════════════════════════════════════
 
/**
 * Map of all Son technique animations for easy access
 * @korean 손괘기술애니메이션맵
 */
export const SON_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([
  ["son_whirlwind_strike", SON_WHIRLWIND_STRIKE_ANIMATION],
  ["son_sweeping_multi_strike", SON_SWEEPING_MULTI_STRIKE],
]);