Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* ☴ Son (Wind) Stance-Specific Animations
*
* Specialized idle, movement, guard, and combat animations for the Son (손/Wind) trigram.
* Embodies continuous pressure and flowing combinations from Taekyon rhythmic combat.
*
* **Korean Martial Arts Context:**
* - **무술**: 택견 유동 기술 (Taekyon Fluid Movement)
* - **특성**: 지속적 압박 (Continuous Pressure), 흐르는 연속 공격 (Flowing Combinations)
* - **철학**: 바람의 끊임없음 (Wind's Relentlessness), 소용돌이의 힘 (Whirlwind Power)
* - **대표 기술**: 선풍연격 (Whirlwind Strike/Continuous Pressure), 회오리 타격 (Sweeping Strikes)
*
* @module systems/animation/catalogs/SonStanceAnimations
* @category Animation
* @korean 손괘자세애니메이션
*/
import { BoneName, type SkeletalAnimation } from "@/types/skeletal";
import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder";
/**
* Anatomical safety constants for Son (Wind) trigram animations
*
* These limits document safe physiological ranges validated by Korean martial arts experts
* and inform the design of all Son animations to ensure realistic, safe joint mechanics.
*
* Note: These are documentation constants that guide animation design. Actual animation
* rotations stay well within these limits naturally through authentic Taekyon biomechanics.
*
* @internal Documentation-only constants for animation design reference
*/
// @ts-expect-error - Documentation-only constant for animation design reference
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const ANATOMICAL_LIMITS_SON_STANCE = {
/**
* Maximum safe shoulder rotation for continuous circular motion: ±90° (±1.57 radians)
*
* Son (Wind) emphasizes fluid circular motion requiring safe shoulder range.
*/
MAX_SHOULDER_ROTATION: 1.57, // ±90° in radians
/**
* Maximum safe elbow flexion for flowing transitions: 145° (2.53 radians)
*
* Allows natural flowing guard positions and continuous strike transitions.
*/
MAX_ELBOW_FLEXION: 2.53, // 145° in radians
/**
* Maximum safe hip rotation for circular movement: ±70° (±1.22 radians)
*
* Hip rotation drives circular footwork and sweeping techniques.
*/
MAX_HIP_ROTATION: 1.22, // ±70° in radians
} as const;
// ═══════════════════════════════════════════════════════════════════════════
// ☴ SON IDLE SWAYING ANIMATION (손괘 흐름 자세)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Son Idle Swaying Animation
*
* **Korean**: 손괘 흐름 자세 (Son-gwae Heureum Jase)
* **Philosophy**: Wind's endless flow through rhythmic swaying like trees in breeze
*
* Characteristics:
* - Gentle swaying motion side-to-side
* - Rhythmic breathing with flowing upper body
* - Hands moving in small continuous circles
* - Weight shifting foot to foot continuously
* - Head tracking with fluid neck movement
*
* Animation Cycle:
* - 0ms: Neutral center position
* - 700ms: Sway left with circular hand motion
* - 1400ms: Return to center
* - 2100ms: Sway right with circular hand motion
* - 2800ms: Return to start (complete cycle)
*
* @korean 손괘흐름자세
* @duration 2800ms (2.8 second cycle)
* @category Idle Animation
*/
export const SON_IDLE_SWAYING: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"son_idle_swaying",
"손괘 흐름 자세"
)
.asIdle(2.8, true)
// Keyframe 0ms: Neutral center (baseline)
.at(0)
.rotate(BoneName.PELVIS, 0, 0, 0.03) // 0°, 0°, 2° (slight lean right)
.rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine
.rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // 10°, 5°, -15° (flowing guard)
.rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26) // 10°, -5°, 15°
.rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (bent guard)
.rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (bent guard)
.rotate(BoneName.WRIST_L, 0, 0, -0.09) // 0°, 0°, -5° (circular hand motion start)
.rotate(BoneName.WRIST_R, 0, 0, 0.09) // 0°, 0°, 5°
.rotate(BoneName.HEAD, 0, 0, 0) // Neutral head
.position(BoneName.PELVIS, 0, 0, 0)
.done<MartialArtsAnimationBuilder>()
// Keyframe 700ms: Sway left with circular flow
.at(0.7)
.rotate(BoneName.PELVIS, 0, 0, -0.07) // 0°, 0°, -4° (lean left)
.rotate(BoneName.SPINE_UPPER, 0, -0.05, 0) // 0°, -3°, 0° (upper body follows)
.rotate(BoneName.SHOULDER_L, 0.21, 0.12, -0.3) // 12°, 7°, -17° (left shoulder rises)
.rotate(BoneName.SHOULDER_R, 0.14, -0.05, 0.22) // 8°, -3°, 13° (right shoulder drops)
.rotate(BoneName.WRIST_L, 0.09, 0, -0.17) // 5°, 0°, -10° (hands continue circles)
.rotate(BoneName.WRIST_R, -0.09, 0, 0.17) // -5°, 0°, 10°
.rotate(BoneName.HEAD, 0, -0.05, -0.03) // 0°, -3°, -2° (head tracks with flow)
.position(BoneName.PELVIS, -0.02, 0, 0) // Minimal lateral shift
.done<MartialArtsAnimationBuilder>()
// Keyframe 1400ms: Return to center
.at(1.4)
.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)
.rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)
.rotate(BoneName.WRIST_L, 0, 0, -0.09)
.rotate(BoneName.WRIST_R, 0, 0, 0.09)
.rotate(BoneName.HEAD, 0, 0, 0)
.position(BoneName.PELVIS, 0, 0, 0)
.done<MartialArtsAnimationBuilder>()
// Keyframe 2100ms: Sway right with circular flow
.at(2.1)
.rotate(BoneName.PELVIS, 0, 0, 0.07) // 0°, 0°, 4° (lean right)
.rotate(BoneName.SPINE_UPPER, 0, 0.05, 0) // 0°, 3°, 0° (upper body follows)
.rotate(BoneName.SHOULDER_L, 0.14, 0.05, -0.22) // 8°, 3°, -13° (left shoulder drops)
.rotate(BoneName.SHOULDER_R, 0.21, -0.12, 0.3) // 12°, -7°, 17° (right shoulder rises)
.rotate(BoneName.WRIST_L, -0.09, 0, 0) // -5°, 0°, 0° (hands reverse circles)
.rotate(BoneName.WRIST_R, 0.09, 0, 0) // 5°, 0°, 0°
.rotate(BoneName.HEAD, 0, 0.05, 0.03) // 0°, 3°, 2° (head tracks with flow)
.position(BoneName.PELVIS, 0.02, 0, 0) // Minimal lateral shift right
.done<MartialArtsAnimationBuilder>()
// Keyframe 2800ms: Return to start (complete cycle)
.at(2.8)
.rotate(BoneName.PELVIS, 0, 0, 0.03)
.rotate(BoneName.SPINE_UPPER, 0, 0, 0)
.rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26)
.rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26)
.rotate(BoneName.WRIST_L, 0, 0, -0.09)
.rotate(BoneName.WRIST_R, 0, 0, 0.09)
.rotate(BoneName.HEAD, 0, 0, 0)
.position(BoneName.PELVIS, 0, 0, 0)
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☴ SON FLOWING ARC STEP (바람 호 걸음)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Son Flowing Arc Step Animation
*
* **Korean**: 바람 호 걸음 (Baram Ho Georeum) - Wind Arc Step
* **Technique**: Arc-shaped forward movement with hip-led circular motion
*
* Characteristics:
* - Forward movement follows arc path (not straight)
* - Hips lead with circular motion
* - Arms swing naturally with momentum
* - Smooth weight transfer through arc
* - Continuous flowing transition
*
* Animation Phases:
* - 0-200ms: Initial hip rotation and weight shift
* - 200-500ms: Arc path forward with hip driving
* - 500-667ms: Landing and settling into flowing position
*
* @korean 바람호걸음
* @frames 12-16 frames (~42-56ms per frame at 60fps)
* @duration 667ms
* @category Movement Animation
*/
export const SON_FLOWING_ARC_STEP: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"son_flowing_arc_step",
"바람 호 걸음"
)
.asMovement(0.667, false)
// Phase 1: Initial hip rotation (0ms)
.at(0)
.rotate(BoneName.PELVIS, 0.09, -0.26, 0) // 5°, -15°, 0° (hip winds for arc)
.rotate(BoneName.SPINE_UPPER, 0.12, -0.17, 0) // 7°, -10°, 0° (torso follows hip)
.rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (rear leg ready to push)
.rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (lead leg ready)
.rotate(BoneName.SHOULDER_L, 0.17, 0.17, -0.26) // 10°, 10°, -15° (arms begin swing)
.rotate(BoneName.SHOULDER_R, 0.17, -0.17, 0.26) // 10°, -10°, 15°
.position(BoneName.PELVIS, 0, 0, 0)
.done<MartialArtsAnimationBuilder>()
// Phase 2: Arc path forward (400ms)
.at(0.4)
.rotate(BoneName.PELVIS, 0.14, -0.17, 0) // 8°, -10°, 0° (unwinding through arc)
.rotate(BoneName.SPINE_UPPER, 0.17, -0.09, 0) // 10°, -5°, 0°
.rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° (rear leg extending)
.rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° (lead leg absorbing weight)
.rotate(BoneName.SHOULDER_L, 0.21, 0.26, -0.35) // 12°, 15°, -20° (arms swing with momentum)
.rotate(BoneName.SHOULDER_R, 0.21, -0.26, 0.35) // 12°, -15°, 20°
.position(BoneName.PELVIS, -0.12, 0.02, 0.25) // Arc trajectory (slight left, up, forward)
.done<MartialArtsAnimationBuilder>()
// Phase 3: Landing and settling (667ms)
.at(0.667)
.rotate(BoneName.PELVIS, 0.09, -0.26, 0) // 5°, -15°, 0° (settled in arc position)
.rotate(BoneName.SPINE_UPPER, 0.12, -0.17, 0) // 7°, -10°, 0°
.rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rear leg stable)
.rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (lead leg grounded)
.rotate(BoneName.SHOULDER_L, 0.17, 0.17, -0.26) // Return to flowing guard
.rotate(BoneName.SHOULDER_R, 0.17, -0.17, 0.26)
.rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position
.rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° guard position
.position(BoneName.PELVIS, -0.15, 0, 0.35) // Final arc position
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☴ SON SWEEPING CIRCLE STEP (회오리 원형보)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Son Sweeping Circle Step Animation
*
* **Korean**: 회오리 원형보 (Hoeori Wonhyeongbo) - Whirlwind Circle Step
* **Technique**: Full circular movement around opponent while maintaining orientation
*
* Characteristics:
* - Complete circular path around target
* - Body remains oriented toward opponent
* - Hands maintain guard while circling
* - Continuous flow without stopping
* - Weight transfer smoothly through circle
*
* Animation Phases:
* - 0-280ms: Initial circular pivot
* - 280-700ms: Circular arc movement
* - 700-889ms: Complete circle and settle
*
* @korean 회오리원형보
* @frames 14-18 frames (~49-63ms per frame at 60fps)
* @duration 889ms
* @category Movement Animation
*/
export const SON_SWEEPING_CIRCLE_STEP: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"son_sweeping_circle_step",
"회오리 원형보"
)
.asMovement(0.889, false)
// Phase 1: Initial circular pivot (0ms)
.at(0)
.rotate(BoneName.PELVIS, 0.09, -0.79, 0) // 5°, -45°, 0° (begin rotation)
.rotate(BoneName.SPINE_UPPER, 0.12, -0.87, 0) // 7°, -50°, 0° (torso leads)
.rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (pivot foot)
.rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stepping foot)
.rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // Maintain guard
.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)
.position(BoneName.PELVIS, 0, 0, 0)
.done<MartialArtsAnimationBuilder>()
// Phase 2: Circular arc movement (490ms)
.at(0.49)
.rotate(BoneName.PELVIS, 0.09, -1.57, 0) // 5°, -90°, 0° (quarter circle)
.rotate(BoneName.SPINE_UPPER, 0.12, -1.74, 0) // 7°, -100°, 0°
.rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (pivot stable)
.rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (stepping load)
.rotate(BoneName.HEAD, 0, -0.87, 0) // 0°, -50°, 0° (head tracks target)
.position(BoneName.PELVIS, -0.25, 0.02, 0.1) // Circular path (left and slight forward)
.done<MartialArtsAnimationBuilder>()
// Phase 3: Complete circle (889ms)
.at(0.889)
.rotate(BoneName.PELVIS, 0.09, -2.79, 0) // 5°, -160°, 0° (near full circle)
.rotate(BoneName.SPINE_UPPER, 0.12, -2.79, 0) // 7°, -160°, 0° (spine follows pelvis)
.rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable)
.rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (grounded)
.rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // Guard maintained throughout
.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, -2.79, 0) // 0°, -160°, 0° (head follows rotation)
.position(BoneName.PELVIS, -0.35, 0, -0.1) // Complete circular position
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☴ SON MOBILE GUARD TRANSITION (바람 방어 전환)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Son Mobile Guard Transition Animation
*
* **Korean**: 바람 방어 (Baram Bangeo) - Wind Guard
* **Technique**: Transition into Son's characteristic mobile guard with micro-adjustments
*
* Characteristics:
* - Hands in constant subtle motion (micro-adjustments)
* - Shoulders relaxed, ready to flow
* - Weight centered, ready to move any direction
* - Head tracking opponent with fluid neck movement
* - Continuous readiness for pressure attacks
*
* Animation Phases:
* - 0-180ms: Begin transition with hand repositioning
* - 180-360ms: Settle into mobile guard with micro-adjustments
*
* @korean 바람방어
* @duration 360ms
* @category Stance Animation
*/
export const SON_MOBILE_GUARD_TRANSITION: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"son_mobile_guard_transition",
"바람 방어"
)
.asStance(0.36, false)
// Phase 1: Begin transition (0ms)
.at(0)
.rotate(BoneName.SHOULDER_L, 0.14, 0.07, -0.22) // 8°, 4°, -12.5° (moving toward guard)
.rotate(BoneName.SHOULDER_R, 0.14, -0.07, 0.22) // 8°, -4°, 12.5°
.rotate(BoneName.ELBOW_L, 0, 0, -1.4) // -80° (transitioning)
.rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (transitioning)
.rotate(BoneName.WRIST_L, 0, 0, -0.05) // Slight wrist adjustment
.rotate(BoneName.WRIST_R, 0, 0, 0.05)
.rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis
.rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)
.rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable stance)
.position(BoneName.PELVIS, 0, 0, 0)
.done<MartialArtsAnimationBuilder>()
// Phase 2: Settle into mobile guard (360ms)
.at(0.36)
.rotate(BoneName.SHOULDER_L, 0.17, 0.09, -0.26) // 10°, 5°, -15° (Son guard)
.rotate(BoneName.SHOULDER_R, 0.17, -0.09, 0.26) // 10°, -5°, 15°
.rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (Son guard angle)
.rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (Son guard angle)
.rotate(BoneName.WRIST_L, 0, 0, -0.09) // 0°, 0°, -5° (micro-adjustment position)
.rotate(BoneName.WRIST_R, 0, 0, 0.09) // 0°, 0°, 5°
.rotate(BoneName.HEAD, 0, 0, 0) // Neutral tracking
.rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)
.rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable stance)
.position(BoneName.PELVIS, 0, 0, 0)
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORTS
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all Son stance-specific animations for easy access
* @korean 손괘자세애니메이션맵
*/
export const SON_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([
// Idle & Movement
["son_idle_swaying", SON_IDLE_SWAYING],
["son_flowing_arc_step", SON_FLOWING_ARC_STEP],
["son_sweeping_circle_step", SON_SWEEPING_CIRCLE_STEP],
// Stance Transitions
["son_mobile_guard_transition", SON_MOBILE_GUARD_TRANSITION],
]);
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