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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 | /**
* Animation system exports for Black Trigram
*
* Unified exports for the animation state machine, priority system,
* transition rules, skeletal animation system, and stance guard poses.
*
* @module systems/animation
* @category Animation
* @korean 애니메이션시스템
*/
// Animation builder utilities (new)
export {
AnimationBuilder,
AnimationPatternHelpers,
AnimationPresets,
BoneRotationHelpers,
KeyframeFactories,
} from "./AnimationBuilder";
// Martial arts animation builder (semantic API)
export {
AnimationType,
KICK_PHASES,
MARTIAL_POSES,
MartialArtsAnimationBuilder,
PUNCH_PHASES,
} from "./MartialArtsAnimationBuilder";
// Technique animation mapping
export {
TECHNIQUE_ANIMATIONS,
getAnimationForTechniqueOrDefault,
getAnimationStats,
getAnimationForTechnique as getTechniqueAnimationConfig,
getTechniquesByAnimationType,
hasAnimationMapping,
type AnimationConfig,
} from "./TechniqueAnimationMapping";
// Animation registry (unified access)
export {
ALL_ANIMATIONS,
ANIMATION_REGISTRY,
ELBOW_KNEE_ANIMATIONS,
GRAPPLING_ANIMATIONS,
KICK_ANIMATIONS,
PUNCH_ANIMATIONS,
getAnimationByName,
getAnimationByType,
getAnimationByTypeOrDefault,
getAnimationForTechniqueId,
getAnimationForTechniqueIdWithConfig,
} from "./AnimationRegistry";
export * from "./AnimationPriority";
export * from "./AnimationStateMachine";
export * from "./AnimationTransitions";
export * from "./types";
export {
DEFAULT_ANIMATION_CONFIGS,
PlayerAnimationStateMachine,
} from "./AnimationStateMachine";
export {
ANIMATION_PRIORITY_MAP,
canInterrupt,
comparePriority,
getPriority,
} from "./AnimationPriority";
export {
DEFAULT_TRANSITIONS,
buildTransitionMap,
getValidTransitions,
isTransitionAllowed,
} from "./AnimationTransitions";
// Stance guard pose system
export {
GAM_WATER_GUARD_POSE,
GAN_MOUNTAIN_GUARD_POSE,
GEON_HIGH_GUARD_POSE,
GON_EARTH_GUARD_POSE,
JIN_THUNDER_GUARD_POSE,
LI_FIRE_GUARD_POSE,
SON_WIND_GUARD_POSE,
STANCE_GUARD_CONFIGS,
TAE_FLUID_GUARD_POSE,
getAllStanceGuardPoses,
getGuardConfigForStance,
getGuardPoseForStance,
} from "./StanceGuardPoses";
// Skeletal animation system
export {
BONE_CHAINS,
JOINT_CONSTRAINTS,
TORSO_CONSTRAINTS,
applyJointConstraint,
calculateHipRotationPowerModifier,
calculateTorsoRotation,
createBone,
createHumanoidRig,
createScaledHumanoidRig,
getBoneWorldPosition,
getBoneWorldRotation,
resetBoneToRestPose,
resetRigToRestPose,
} from "./SkeletonRig";
export {
ATTACK_ANIMATIONS,
BACKWARD_RETREAT_ANIMATION,
BLOCK_ANIMATION,
CROSS_ANIMATION,
FORWARD_DASH_ANIMATION,
FRONT_KICK_ANIMATION,
IDLE_STANCE_ANIMATION,
JAB_ANIMATION,
ROUNDHOUSE_KICK_ANIMATION,
SIDE_STEP_ANIMATION,
WALK_ANIMATION,
getAnimation,
getAnimationForTechnique,
} from "./AttackAnimations";
// Step movement animations
export {
STEP_ANIMATIONS,
STEP_BACK_ANIMATION,
STEP_FORWARD_ANIMATION,
STEP_LEFT_ANIMATION,
STEP_RIGHT_ANIMATION,
getStepAnimation,
} from "./StepSkeletalAnimations";
// Footwork pattern animations
export {
FOOTWORK_ANIMATIONS,
FOOTWORK_CIRCULAR_LEFT_ANIMATION,
FOOTWORK_CIRCULAR_RIGHT_ANIMATION,
FOOTWORK_PIVOT_LEFT_ANIMATION,
FOOTWORK_PIVOT_RIGHT_ANIMATION,
FOOTWORK_SHUFFLE_ANIMATION,
FOOTWORK_SLIDE_BACK_ANIMATION,
FOOTWORK_SLIDE_FORWARD_ANIMATION,
FOOTWORK_SLIDE_LEFT_ANIMATION,
FOOTWORK_SLIDE_RIGHT_ANIMATION,
getFootworkAnimation,
} from "./FootworkSkeletalAnimations";
// Step animation system
export {
STEP_ANIMATION_CONFIGS,
STEP_ANIMATION_PARAMS,
STEP_KEYFRAMES,
STEP_KOREAN_TERMS,
createStepConfig,
getStepDirectionVector,
getStepKeyframeAtFrame,
interpolateStepKeyframes,
} from "./StepAnimations";
export {
applyKeyframeToRig,
blendKeyframes,
easeIn,
easeInOut,
easeLinear,
easeOut,
findSurroundingKeyframes,
getEasingFunction,
getInterpolatedKeyframe,
interpolatePosition,
interpolateRotation,
updateAnimation,
} from "./KeyframeInterpolation";
export {
FIST_POSE,
GRAPPLING_POSE,
HAND_POSES,
KNIFE_HAND_POSE,
OPEN_POSE,
PALM_HEEL_POSE,
RELAXED_POSE,
SPEAR_HAND_POSE,
TECHNIQUE_HAND_POSES,
createInitialHandAnimationState,
getHandPose,
getTechniqueHandPose,
interpolateFingerCurl,
interpolateFingerSpread,
interpolateWristRotation,
setHandHighlight,
updateHandAnimationState,
} from "./HandPoses";
export { createHandBones, createHumanoidRigWithHands } from "./SkeletonRig";
// Facial expression system
export {
DEFAULT_TRANSITION_CONFIG,
calculateFacialDamage,
createDefaultExpressionState,
createDefaultFacialDamage,
createExpressionTransition,
getExpressionFromCombatState,
getExpressionIntensity,
resetFacialDamage,
updateExpressionState,
type ExpressionTransitionConfig,
} from "./FacialExpressions";
// Head movement animations
export {
applyHeadMovementKeyframe,
calculateSmoothHeadRotation,
createHeadDropAnimation,
createHeadNodAnimation,
createHeadRecoilAnimation,
createHeadShakeAnimation,
createHeadTiltAnimation,
createHeadTurnAnimation,
getHeadMovementByType,
isHeadMovementComplete,
} from "./HeadMovements";
// Fall animation system
export {
FALL_BACKWARD_KEYFRAMES,
FALL_FORWARD_KEYFRAMES,
FALL_IMPACT_FRAMES,
FALL_SIDE_KEYFRAMES,
determineFallDirection,
determineFallFromStance,
getFallKeyframes,
getImpactFrame,
} from "./FallAnimations";
// Body facing direction system
export {
BodyFacingSystem,
DEFAULT_ROTATION_SPEED,
MAX_HEAD_ROTATION,
MAX_TORSO_ROTATION,
TURN_ANIMATION_DURATION,
TURN_THRESHOLD_ANGLE,
bodyFacingSystem,
calculateAngleDifference,
calculateAngleToTarget,
createDefaultBodyFacing,
getFacingAngleRadians,
getHeadAngleRadians,
getHipRotationRadians,
getTorsoRotationRadians,
isTurning,
lockFacing,
normalizeAngle,
unlockFacing,
updateBodyFacing,
updateFacingTowardOpponent,
} from "./BodyFacingSystem";
// Enhanced technique animation mapper
export {
TechniqueAnimationMapper,
calculateSpeedModifierForDamage,
determineAnimationTypeForTechnique,
getAdjustedAnimationDuration,
getAnimationNameForType,
hasAnimationForType,
techniqueAnimationMapper,
} from "./TechniqueAnimationMapper";
// Defensive animations system (16 stance-specific defensive moves)
export {
ALL_DEFENSIVE_ANIMATIONS,
// Collections and lookup functions
DEFENSIVE_ANIMATIONS_BY_STANCE,
GAM_FLOW_DEFENSE,
GAM_REDIRECTION_COUNTER,
GAN_COUNTER_FORTRESS,
GAN_IMMOVABLE_BLOCK,
GEON_COUNTER_STRIKE,
// Individual defensive animations
GEON_HIGH_BLOCK,
GON_GROUNDING_DEFENSE,
GON_TAKEDOWN_COUNTER,
JIN_EXPLOSIVE_BLOCK,
JIN_SHOCKING_COUNTER,
LI_NERVE_STRIKE_COUNTER,
LI_PRECISION_PARRY,
SON_CONTINUOUS_DEFLECTION,
SON_PRESSURE_COUNTER,
TAE_JOINT_LOCK_DEFENSE,
TAE_SWEEP_DEFENSE,
getDefensiveAnimation,
getDefensiveAnimationsForStance,
} from "./DefensiveAnimations";
// Stance-specific attack animations (24 unique attacks - 3 per stance)
export {
ALL_ATTACK_ANIMATIONS,
// Collections and lookup functions
ATTACK_ANIMATIONS_BY_STANCE,
// GAM (Water) attacks
GAM_FLOWING_RIVER_STRIKE,
GAM_TIDAL_WAVE_PALM,
GAM_WHIRLPOOL_COUNTER,
GAN_AVALANCHE_HAMMER,
// GAN (Mountain) attacks
GAN_FORTRESS_COUNTER_STRIKE,
GAN_STONE_WALL_THRUST,
// GEON (Heaven) attacks
GEON_BONE_BREAKING_STRIKE_1,
GEON_CRUSHING_ELBOW,
GEON_THUNDEROUS_UPPERCUT,
GON_EARTHQUAKE_STOMP,
// GON (Earth) attacks
GON_GROUND_SWEEP_STRIKE,
GON_ROOTING_TAKEDOWN,
JIN_EXPLOSIVE_KNEE,
// JIN (Thunder) attacks
JIN_LIGHTNING_STRAIGHT,
JIN_SHOCKING_HAMMER_FIST,
// LI (Fire) attacks
LI_BURNING_FINGER_STRIKE_1,
LI_PHOENIX_EYE_STRIKE,
LI_SOLAR_PLEXUS_SPEAR,
SON_PENETRATING_PALM_RUSH,
SON_PRESSURE_POINT_CHAIN,
// SON (Wind) attacks
SON_WHIRLWIND_COMBO_1,
TAE_FLOWING_ARM_BAR,
TAE_SPIRAL_SHOULDER_THROW,
// TAE (Lake) attacks
TAE_WRIST_LOCK_STRIKE,
getAttackAnimation,
getAttackAnimationsForStance,
} from "./StanceAttackAnimations";
// Advanced joint movements system
export {
ADVANCED_JOINT_CONSTRAINTS,
applyHipRotationToEuler,
calculateAnkleArticulation,
calculateHipRotationForKick,
calculateKickPowerFromHipRotation,
calculateKneeDrive,
calculateKneeStrikePowerModifier,
calculateShoulderElevation,
calculateSpinalFlexion,
calculateWristSnap,
calculateWristSnapPowerModifier,
type AnkleArticulationState,
type BodySide,
type HandStrikeType,
type HipRotationState,
type KickHeight,
type KickType,
type KneeDriveState,
type KneePhase,
type KneeTechniqueType,
type ShoulderElevationState,
type ShoulderPhase,
type ShoulderTechniqueType,
type SpinalFlexionState,
type SpinalMovementType,
type StrikePhase,
type TechniquePhase,
type WristSnapState,
} from "./AdvancedJointMovements";
|