Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Defensive animations for Eight Trigram stances
*
* Implements stance-specific defensive techniques based on Korean martial arts
* and I Ching philosophy. Each stance has unique defensive characteristics
* that reflect its philosophical nature.
*
* Coverage:
* - 8 stances × 2 defensive moves = 16 defensive animations
* - Block success, parry, guard break, and recovery animations
* - Integration with existing AnimationStateMachine
*
* @module systems/animation/DefensiveAnimations
* @category Animation
* @korean 방어애니메이션
*/
import * as THREE from "three";
import type { SkeletalAnimation } from "../../types/skeletal";
import { BoneName } from "../../types/skeletal";
import { TrigramStance } from "../../types/common";
/**
* ☰ 건 (Geon) - Heaven Defensive Move 1: High Block (상단막기)
*
* Strong overhead block with both arms raised high. Direct force meets force.
* Traditional Taekwondo high block technique.
*
* Duration: 200ms (defensive reaction)
*
* @korean 건상단막기
*/
export const GEON_HIGH_BLOCK: SkeletalAnimation = {
name: "geon_high_block",
koreanName: "건 상단막기",
duration: 0.2,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-1.0, 0.3, -0.6, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-1.0, -0.3, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.2,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.8, 0.6, 0.2, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.8, -0.6, -0.2, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☰ 건 (Geon) - Heaven Defensive Move 2: Counter Strike (반격)
*
* Quick counter punch after blocking, leveraging forward aggression.
* Embodies Heaven's active, yang energy.
*
* Duration: 250ms
*
* @korean 건반격
*/
export const GEON_COUNTER_STRIKE: SkeletalAnimation = {
name: "geon_counter_strike",
koreanName: "건 반격",
duration: 0.25,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, -0.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.8)]]),
},
{
time: 0.25,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, -0.1, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☱ 태 (Tae) - Lake Defensive Move 1: Joint Lock Defense (관절꺾기 방어)
*
* Circular deflection leading into joint manipulation. Fluid redirection.
*
* Duration: 300ms
*
* @korean 태관절방어
*/
export const TAE_JOINT_LOCK_DEFENSE: SkeletalAnimation = {
name: "tae_joint_lock_defense",
koreanName: "태 관절방어",
duration: 0.3,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0.9, 0.4, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 1.2, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0.3, 0.5, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.3,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0.9, 0.4, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0.2, 0.3, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☱ 태 (Tae) - Lake Defensive Move 2: Sweep Defense (쓸어치기 방어)
*
* Low sweeping motion to deflect and unbalance attacker.
*
* Duration: 280ms
*
* @korean 태쓸어치기방어
*/
export const TAE_SWEEP_DEFENSE: SkeletalAnimation = {
name: "tae_sweep_defense",
koreanName: "태 쓸어치기방어",
duration: 0.28,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.6, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.2, -0.3, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, 0.8, 0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.2, 0.4, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.28,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.7, -0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.1, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☲ 리 (Li) - Fire Defensive Move 1: Precision Parry (정밀 받아넘기기)
*
* Precise hand deflection targeting specific attack points.
*
* Duration: 180ms (fast precision)
*
* @korean 리정밀받아넘기기
*/
export const LI_PRECISION_PARRY: SkeletalAnimation = {
name: "li_precision_parry",
koreanName: "리 정밀받아넘기기",
duration: 0.18,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.8, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.5, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.09,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 1.0, 0.7, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0.2, 0.4, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.18,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.8, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.6, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0, 0.1, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☲ 리 (Li) - Fire Defensive Move 2: Nerve Strike Counter (신경타격 반격)
*
* Quick nerve strike counter after deflection.
*
* Duration: 220ms
*
* @korean 리신경타격반격
*/
export const LI_NERVE_STRIKE_COUNTER: SkeletalAnimation = {
name: "li_nerve_strike_counter",
koreanName: "리 신경타격반격",
duration: 0.22,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.6, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.12,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, 0.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(0.1, -0.2, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.6)]]),
},
{
time: 0.22,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.6, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(0.1, -0.1, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☳ 진 (Jin) - Thunder Defensive Move 1: Explosive Block (폭발적 막기)
*
* Powerful explosive block that can stagger attacker.
*
* Duration: 150ms (explosive reaction)
*
* @korean 진폭발막기
*/
export const JIN_EXPLOSIVE_BLOCK: SkeletalAnimation = {
name: "jin_explosive_block",
koreanName: "진 폭발막기",
duration: 0.15,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.8, 0.3, 0.7, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.8, -0.3, -0.7, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.08,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.6, 0.5, 0.9, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.6, -0.5, -0.9, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0.1, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.8, 0.3, 0.7, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.8, -0.3, -0.7, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☳ 진 (Jin) - Thunder Defensive Move 2: Shocking Counter (충격 반격)
*
* Lightning-fast counter strike with explosive power.
*
* Duration: 180ms
*
* @korean 진충격반격
*/
export const JIN_SHOCKING_COUNTER: SkeletalAnimation = {
name: "jin_shocking_counter",
koreanName: "진 충격반격",
duration: 0.18,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.8, 0.3, 0.7, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(-0.15, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.09,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.6, 0.4, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.2, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.7)]]),
},
{
time: 0.18,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.8, 0.3, 0.7, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☴ 손 (Son) - Wind Defensive Move 1: Continuous Deflection (연속 막기)
*
* Rapid circular deflections, multiple in succession.
*
* Duration: 350ms (continuous motion)
*
* @korean 손연속막기
*/
export const SON_CONTINUOUS_DEFLECTION: SkeletalAnimation = {
name: "son_continuous_deflection",
koreanName: "손 연속막기",
duration: 0.35,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.65, 0.7, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.6, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.12,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.9, 0.7, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.23,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.6, 0.3, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.7, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.1, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.35,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.65, 0.7, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.6, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☴ 손 (Son) - Wind Defensive Move 2: Pressure Counter (압박 반격)
*
* Multiple quick strikes after deflection, maintaining pressure.
*
* Duration: 400ms
*
* @korean 손압박반격
*/
export const SON_PRESSURE_COUNTER: SkeletalAnimation = {
name: "son_pressure_counter",
koreanName: "손 압박반격",
duration: 0.4,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.7, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.13,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, 0.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.1, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.5)]]),
},
{
time: 0.26,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.3, -0.2, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.1, "XYZ")],
]),
bonePositions: new Map([
[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)],
[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.5)],
]),
},
{
time: 0.4,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.65, 0.7, 0.5, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.7, -0.3, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
]),
bonePositions: new Map([
[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)],
]),
},
],
};
/**
* ☵ 감 (Gam) - Water Defensive Move 1: Flow Defense (흐름 방어)
*
* Yielding circular defense that redirects force.
*
* Duration: 320ms
*
* @korean 감흐름방어
*/
export const GAM_FLOW_DEFENSE: SkeletalAnimation = {
name: "gam_flow_defense",
koreanName: "감 흐름방어",
duration: 0.32,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.5, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.2, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.16,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.8, 0.4, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.5, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.15, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.32,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.5, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☵ 감 (Gam) - Water Defensive Move 2: Redirection Counter (전환 반격)
*
* Uses opponent's momentum for counter strike.
*
* Duration: 300ms
*
* @korean 감전환반격
*/
export const GAM_REDIRECTION_COUNTER: SkeletalAnimation = {
name: "gam_redirection_counter",
koreanName: "감 전환반격",
duration: 0.3,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.5, -0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.2, 0.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.2, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, -0.15, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.6)]]),
},
{
time: 0.3,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.5, -0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☶ 간 (Gan) - Mountain Defensive Move 1: Immovable Block (부동 막기)
*
* Solid defensive stance that absorbs attacks.
*
* Duration: 250ms
*
* @korean 간부동막기
*/
export const GAN_IMMOVABLE_BLOCK: SkeletalAnimation = {
name: "gan_immovable_block",
koreanName: "간 부동막기",
duration: 0.25,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.7, 0.2, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.7, -0.2, -0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.13,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.8, 0.3, 0.9, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.8, -0.3, -0.9, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.25, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.25, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.25,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.7, 0.2, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.7, -0.2, -0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☶ 간 (Gan) - Mountain Defensive Move 2: Counter Fortress (반격 요새)
*
* Strong defensive position with delayed power counter.
*
* Duration: 350ms
*
* @korean 간반격요새
*/
export const GAN_COUNTER_FORTRESS: SkeletalAnimation = {
name: "gan_counter_fortress",
koreanName: "간 반격요새",
duration: 0.35,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.7, 0.2, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.7, -0.2, -0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.7, 0.2, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.7, -0.2, -0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.22,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)]]),
},
{
time: 0.35,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.7, 0.2, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.7, -0.2, -0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☷ 곤 (Gon) - Earth Defensive Move 1: Grounding Defense (접지 방어)
*
* Low defensive posture with strong base.
*
* Duration: 280ms
*
* @korean 곤접지방어
*/
export const GON_GROUNDING_DEFENSE: SkeletalAnimation = {
name: "gon_grounding_defense",
koreanName: "곤 접지방어",
duration: 0.28,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0.1, 0.4, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.1, -0.4, -0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.14,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0.2, 0.5, 0.9, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.2, -0.5, -0.9, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(-0.1, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.28,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0.1, 0.4, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.1, -0.4, -0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☷ 곤 (Gon) - Earth Defensive Move 2: Takedown Counter (꺾기 반격)
*
* Defensive takedown using low center of gravity advantage.
*
* Duration: 450ms
*
* @korean 곤꺾기반격
*/
export const GON_TAKEDOWN_COUNTER: SkeletalAnimation = {
name: "gon_takedown_counter",
koreanName: "곤 꺾기반격",
duration: 0.45,
loop: false,
type: "defense",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0.1, 0.4, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.1, -0.4, -0.8, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0.3, 0.6, 1.0, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.3, -0.6, -1.0, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.7, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.7, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.8, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.8, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.2, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.3,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0.4, 0.7, 1.1, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.4, -0.7, -1.1, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.3, 0.2, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0.2, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.45,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0.1, 0.4, 0.8, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(0.1, -0.4, -0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.0, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* Map of all defensive animations by stance
*
* Each stance has 2 unique defensive animations that reflect its philosophy:
* - GEON: High blocks and counter strikes (direct force)
* - TAE: Joint locks and sweeps (fluid manipulation)
* - LI: Precision parries and nerve counters (targeted precision)
* - JIN: Explosive blocks and shocking counters (explosive power)
* - SON: Continuous deflections and pressure counters (sustained pressure)
* - GAM: Flow defenses and redirection counters (adaptive flow)
* - GAN: Immovable blocks and fortress counters (solid defense)
* - GON: Grounding defenses and takedown counters (low control)
*
* @korean 자세별방어애니메이션
*/
export const DEFENSIVE_ANIMATIONS_BY_STANCE: ReadonlyMap<
TrigramStance,
readonly SkeletalAnimation[]
> = new Map([
[TrigramStance.GEON, [GEON_HIGH_BLOCK, GEON_COUNTER_STRIKE] as const],
[TrigramStance.TAE, [TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE] as const],
[TrigramStance.LI, [LI_PRECISION_PARRY, LI_NERVE_STRIKE_COUNTER] as const],
[TrigramStance.JIN, [JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER] as const],
[TrigramStance.SON, [SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER] as const],
[TrigramStance.GAM, [GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER] as const],
[TrigramStance.GAN, [GAN_IMMOVABLE_BLOCK, GAN_COUNTER_FORTRESS] as const],
[TrigramStance.GON, [GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER] as const],
]);
/**
* All defensive animations in a single map for easy lookup
*
* @korean 모든방어애니메이션
*/
export const ALL_DEFENSIVE_ANIMATIONS = new Map<string, SkeletalAnimation>([
["geon_high_block", GEON_HIGH_BLOCK],
["geon_counter_strike", GEON_COUNTER_STRIKE],
["tae_joint_lock_defense", TAE_JOINT_LOCK_DEFENSE],
["tae_sweep_defense", TAE_SWEEP_DEFENSE],
["li_precision_parry", LI_PRECISION_PARRY],
["li_nerve_strike_counter", LI_NERVE_STRIKE_COUNTER],
["jin_explosive_block", JIN_EXPLOSIVE_BLOCK],
["jin_shocking_counter", JIN_SHOCKING_COUNTER],
["son_continuous_deflection", SON_CONTINUOUS_DEFLECTION],
["son_pressure_counter", SON_PRESSURE_COUNTER],
["gam_flow_defense", GAM_FLOW_DEFENSE],
["gam_redirection_counter", GAM_REDIRECTION_COUNTER],
["gan_immovable_block", GAN_IMMOVABLE_BLOCK],
["gan_counter_fortress", GAN_COUNTER_FORTRESS],
["gon_grounding_defense", GON_GROUNDING_DEFENSE],
["gon_takedown_counter", GON_TAKEDOWN_COUNTER],
]);
/**
* Get defensive animations for a specific stance
*
* @param stance - Trigram stance
* @returns Array of 2 defensive animations for the stance
*
* @example
* ```typescript
* const geonDefenses = getDefensiveAnimationsForStance(TrigramStance.GEON);
* console.log(geonDefenses[0].koreanName); // "건 상단막기"
* ```
*
* @korean 자세방어애니메이션가져오기
*/
export function getDefensiveAnimationsForStance(
stance: TrigramStance
): readonly SkeletalAnimation[] {
return DEFENSIVE_ANIMATIONS_BY_STANCE.get(stance) ?? [];
}
/**
* Get a defensive animation by name
*
* @param name - Animation name
* @returns Skeletal animation or undefined
*
* @korean 방어애니메이션가져오기
*/
export function getDefensiveAnimation(
name: string
): SkeletalAnimation | undefined {
return ALL_DEFENSIVE_ANIMATIONS.get(name);
}
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