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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/MartialArtsAnimationBuilder
* @category Animation System
* @korean 무술애니메이션빌더
*/
import type {
AnimationKeyframe,
SkeletalAnimation,
} from "../../types/skeletal";
import { BoneName } from "../../types/skeletal";
// Import constants from dedicated constants module
import {
AnimationType,
HAND_POSES,
KICK_PHASES,
MARTIAL_POSES,
PUNCH_PHASES,
} from "./MartialArtsConstants";
// Import keyframe configuration helper
import { KeyframeConfig } from "./KeyframeConfig";
// 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";
// Re-export constants for backward compatibility
export { AnimationType, HAND_POSES, KICK_PHASES, MARTIAL_POSES, PUNCH_PHASES };
// ═══════════════════════════════════════════════════════════════════════════
// 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" = "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;
}
// ═══════════════════════════════════════════════════════════════════════
// KICK TECHNIQUES (발차기 기술)
// ═══════════════════════════════════════════════════════════════════════
/**
* Chamber - Knee lifts to waist height (준비자세)
* Starting position for all kicks
* @korean 준비자세
*/
chamber(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyKickPhaseToConfig(kf, KICK_PHASES.CHAMBER);
});
this.currentTime += timeOffset;
return this;
}
/**
* Extend - Leg snaps forward (차기 - 확장)
* @korean 차기확장
*/
extend(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyKickPhaseToConfig(kf, KICK_PHASES.EXTENSION, { includeAnkle: true });
});
this.currentTime += timeOffset;
return this;
}
/**
* Retract - Return to chamber (회수)
* @korean 회수자세
*/
retract(timeOffset: number = 0.15, easing: string = "ease-in"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyKickPhaseToConfig(kf, KICK_PHASES.CHAMBER, {
includePelvis: false,
resetFoot: true,
});
});
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
* @korean 돌려차기준비
*/
roundhouseChamber(
timeOffset: number = 0.1,
easing: string = "ease-out"
): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyRoundhousePhaseToConfig(kf, KICK_PHASES.ROUNDHOUSE_CHAMBER);
});
this.currentTime += timeOffset;
return this;
}
/**
* Roundhouse extension - Full hip rotation for 돌려차기
* @korean 돌려차기
*/
roundhouseExtend(
timeOffset: number = 0.15,
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;
}
/**
* Side kick chamber - Turn sideways for 옆차기
* @korean 옆차기준비
*/
sideKickChamber(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applySideKickPhaseToConfig(kf, KICK_PHASES.SIDE_CHAMBER);
});
this.currentTime += timeOffset;
return this;
}
/**
* Side kick extension - Lateral heel thrust for 옆차기
* @korean 옆차기
*/
sideKickExtend(timeOffset: number = 0.1, easing: string = "linear"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
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_UPPER, 0, -1.2, 0.4);
kf.position(BoneName.FOOT_R, 0.7, 0, 0);
});
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
* @korean 뒤차기회전
*/
backKickSpin(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
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);
kf.rotate(BoneName.HEAD, 0, 0.5, 0);
kf.rotate(BoneName.HIP_R, 0.3, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.8, 0, 0);
});
this.currentTime += timeOffset;
return this;
}
/**
* Back kick thrust - Heel drives backward for 뒤차기
* @korean 뒤차기
*/
backKickThrust(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
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);
kf.rotate(BoneName.HEAD, 0, 1.0, 0);
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);
kf.position(BoneName.FOOT_R, 0, 0, -0.8);
});
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 wind-up - Arm coils back (주먹준비)
* @korean 주먹준비
*/
punchWindup(timeOffset: number = 0.08, easing: string = "linear"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyPunchPhaseToConfig(kf, PUNCH_PHASES.WINDUP, "right");
// Form fist during windup
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Punch extension - Arm extends with torso rotation (지르기)
* @korean 지르기
*/
punchExtend(timeOffset: number = 0.07, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
applyPunchPhaseToConfig(kf, PUNCH_PHASES.EXTENSION, "right", {
includeWrist: true,
includeSpineMiddle: true,
});
// Apply fist pose to punching hand
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
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)
* @korean 후크
*/
hookPunch(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, -0.1, 0.6, 0.4);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.35);
kf.rotate(BoneName.WRIST_R, 0, 0.2, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0.5, 0);
kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.4, 0);
kf.rotate(BoneName.PELVIS, 0, 0.35, 0);
// Apply fist pose to punching hand
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Hook wind-up - Arm pulls to side (후크준비)
* @korean 후크준비
*/
hookWindup(timeOffset: number = 0.08, easing: string = "linear"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0.1, -0.6, -0.5);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.57);
kf.rotate(BoneName.SPINE_UPPER, 0, -0.3, 0);
kf.rotate(BoneName.PELVIS, 0, -0.2, 0);
// Form fist during hook windup
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Uppercut punch - Rising punch to chin (어퍼컷)
* @korean 어퍼컷
*/
uppercutPunch(timeOffset: number = 0.1, easing: string = "ease-out"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0.8, 0, 1.0);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.2);
kf.rotate(BoneName.KNEE_L, -0.1, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);
kf.rotate(BoneName.PELVIS, -0.2, 0.15, 0);
kf.position(BoneName.PELVIS, 0, 0.1, 0.1);
// Apply fist pose to punching hand
this.applyHandPose(kf, HAND_POSES.FIST, "right");
});
this.currentTime += timeOffset;
return this;
}
/**
* Uppercut crouch - Dip before rising punch (어퍼컷준비)
* @korean 어퍼컷준비
*/
uppercutCrouch(timeOffset: number = 0.08, easing: string = "linear"): this {
this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {
kf.rotate(BoneName.SHOULDER_R, 0.3, 0, 0.2);
kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);
kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);
kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);
kf.rotate(BoneName.PELVIS, 0.15, -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, "right");
});
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 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);
}
// ═══════════════════════════════════════════════════════════════════════
// RECOVERY & COMMON (복귀 & 공통)
// ═══════════════════════════════════════════════════════════════════════
/**
* Recover to fighting guard (복귀)
* @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
kf.rotate(BoneName.PELVIS, 0, 0, 0);
kf.rotate(BoneName.SPINE_LOWER, 0, 0, 0);
kf.rotate(BoneName.SPINE_UPPER, 0, 0, 0);
// 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;
}
// ═══════════════════════════════════════════════════════════════════════
// 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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