Give the figure real girdles, fix orbit pinning, add roller pads
Shoulder and pelvis widths grow to human-like proportions per profile (shoulders wider than hips for neutral/male, reversed for female) and are now drawn — bars across the attach points that read near-full-width face-on and as a shoulder/hip nub in profile, so limbs visibly hang from a torso instead of a point. Orbiting no longer re-solves IK pins in the rotated view (pins are canvas targets in the authored camera): the pose resolves first and the posed body rotates, which fixes hands sticking to stale screen points mid-orbit (Cat-Cow, Bird Dog, Plank). Leg Extension and Leg Curl swap their ankle bars for a machine roller disc — a new `roller` prop riding the shin's press side. Fixtures regenerated; both renderers updated in lockstep. Claude-Session: https://claude.ai/code/session_01LEoff8bXGBS83tK1c55Mf7
This commit is contained in:
@@ -146,10 +146,13 @@ struct ExerciseFigureView: View {
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}
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private func drawSpine(_ ctx: inout GraphicsContext, _ geo: FigureGeometry) {
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let color = ink("spine", shade: .near)
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stroke(&ctx, geo.girdle, color: color, width: 5)
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stroke(&ctx, geo.pelvisBar, color: color, width: 5)
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var path = Path()
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path.move(to: geo.spineStart)
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path.addQuadCurve(to: geo.spineEnd, control: geo.spineControl)
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ctx.stroke(path, with: .color(ink("spine", shade: .near)),
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ctx.stroke(path, with: .color(color),
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style: StrokeStyle(lineWidth: 6, lineCap: .round, lineJoin: .round))
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}
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@@ -210,6 +213,10 @@ struct ExerciseFigureView: View {
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/// renderer's `resolve_props` — change them in lockstep.
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private func drawAttachedProps(_ ctx: inout GraphicsContext, _ geo: FigureGeometry) {
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for prop in figure.props {
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if prop.type == "roller" {
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drawRoller(&ctx, geo, prop)
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continue
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}
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let defaults: (halfLen: Double, width: Double, plateR: Double)
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switch prop.type {
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case "bar": defaults = (24, 4, 0)
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@@ -239,6 +246,21 @@ struct ExerciseFigureView: View {
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}
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}
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/// A machine roller pad seen end-on: a disc riding the limb's lower bone near the
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/// joint, on the `side` (+1/−1) of the bone it presses. Kept 1:1 with the reference
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/// renderer's `resolve_props`.
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private func drawRoller(_ ctx: inout GraphicsContext, _ geo: FigureGeometry, _ prop: MotionProp) {
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guard let at = prop.at, let anchor = jointAnchor(geo, at) else { return }
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let r = prop.r ?? 5
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let back = prop.back ?? 0
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let side = prop.side ?? 1
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let px = anchor.direction.dy * side, py = -anchor.direction.dx * side
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let center = CGPoint(x: anchor.point.x - anchor.direction.dx * back + px * (r + 3),
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y: anchor.point.y - anchor.direction.dy * back + py * (r + 3))
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let rect = CGRect(x: center.x - r, y: center.y - r, width: 2 * r, height: 2 * r)
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ctx.fill(Path(ellipseIn: rect), with: .color(.figureProp))
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}
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private func drawSceneShape(_ ctx: inout GraphicsContext, _ shape: PropSceneShape) {
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let color: Color = shape.color == "prop" ? .figureProp : .figureEquipment
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switch shape.kind {
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@@ -159,7 +159,7 @@ struct PropSceneShape: Codable {
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/// One equipment prop. `type` selects the flavor; the other fields apply per type
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/// (mirroring the reference renderer's `resolve_props`).
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struct MotionProp: Codable {
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let type: String // "scene" | "cable" | "bar" | "dumbbell" | "pad"
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let type: String // "scene" | "cable" | "bar" | "dumbbell" | "pad" | "roller"
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/// scene: the static shapes.
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let shapes: [PropSceneShape]?
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/// cable: fixed anchor `[x, y]` → moving joint `to`.
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@@ -174,6 +174,11 @@ struct MotionProp: Codable {
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let w: Double?
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/// End-disc radius (dumbbell plates default 4.5; bars none).
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let plateR: Double?
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/// roller: which side of the lower bone the disc presses (+1/−1), its radius,
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/// and how far back along the bone from the joint it sits.
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let side: Double?
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let r: Double?
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let back: Double?
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}
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/// A key frame of anatomical joint angles. A joint absent from the frame poses at
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@@ -159,6 +159,10 @@ struct FigureGeometry {
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var noseStart, noseEnd: CGPoint?
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/// Quadratic Bézier through pelvis → mid → neck (control = 2·mid − (pelvis+neck)/2).
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var spineStart, spineControl, spineEnd: CGPoint
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/// Shoulder girdle and pelvis bars, drawn with the spine: left attach → center →
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/// right attach, far offsets included so the bars meet the drawn limbs exactly.
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var girdle: [CGPoint]
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var pelvisBar: [CGPoint]
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/// Attach → elbow/knee → hand (arms: 3 points); hip → knee → ankle → toe (legs: 4).
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var limbs: [FigureLimb: [CGPoint]]
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/// Parts far-to-near, `"head"` always last (`"spine"`, `"arm_r"`, … then `"head"`).
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@@ -452,9 +456,14 @@ enum MotionSolver {
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return (fixedRank[lhs] ?? 0) < (fixedRank[rhs] ?? 0)
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} + ["head"]
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func attachPoint(_ v: Vec3, _ limb: FigureLimb) -> CGPoint {
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scr(v, shade[limb] == .far ? off : .zero)
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}
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let geo = FigureGeometry(
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headCenter: head, headRadius: prof.headR, noseStart: noseStart, noseEnd: noseEnd,
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spineStart: pelvis, spineControl: control, spineEnd: neckB,
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girdle: [attachPoint(p.shoulderL, .armL), neckB, attachPoint(p.shoulderR, .armR)],
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pelvisBar: [attachPoint(p.hipL, .legL), pelvis, attachPoint(p.hipR, .legR)],
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limbs: limbs, order: order, shade: shade)
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return (resolved, geo)
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}
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@@ -500,8 +509,17 @@ struct MotionTimeline {
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}
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/// The drawable geometry at wall-clock `time`. `yawOffset` turns the camera past
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/// the exercise's authored yaw — the slow-orbit presentation.
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/// the exercise's authored yaw — the slow-orbit presentation. Pins are canvas
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/// targets in the *authored* view, so the pose resolves there first and the posed
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/// body is then rotated; re-pinning in a rotated view would glue hands to screen
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/// points that no longer correspond to anything (arms visibly "stuck" mid-orbit).
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func geometry(at time: Double, yawOffset: Double = 0) -> FigureGeometry {
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MotionSolver.frameGeometry(frame(at: time), prof: profile, cam: cam + yawOffset).1
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let frame = frame(at: time)
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guard yawOffset != 0 else {
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return MotionSolver.frameGeometry(frame, prof: profile, cam: cam).1
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}
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var posed = MotionSolver.frameGeometry(frame, prof: profile, cam: cam).0
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posed.pins = [:]
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return MotionSolver.frameGeometry(posed, prof: profile, cam: cam + yawOffset).1
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}
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}
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@@ -12,7 +12,7 @@
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{"kind": "line", "pts": [[104, 150], [166, 150]], "w": 5},
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{"kind": "circle", "c": [114, 90], "r": 3.5, "fill": true, "color": "prop"}
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]},
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{"type": "pad", "at": ["foot_r", "foot_l"], "halfLen": 9}
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{"type": "roller", "at": ["foot_r", "foot_l"], "side": -1, "r": 5, "back": -2}
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],
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"frames": [
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{
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@@ -11,7 +11,7 @@
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{"kind": "line", "pts": [[104, 150], [166, 150]], "w": 5},
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{"kind": "circle", "c": [114, 90], "r": 3.5, "fill": true, "color": "prop"}
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]},
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{"type": "pad", "at": ["foot_r", "foot_l"], "halfLen": 9}
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{"type": "roller", "at": ["foot_r", "foot_l"], "side": 1, "r": 5, "back": -2}
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],
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"frames": [
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{
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@@ -10,9 +10,12 @@
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"thigh": 46,
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"shin": 40,
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"foot": 11,
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"shoulderHalf": 7,
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"hipHalf": 5,
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"farOffset": [6, 2]
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"shoulderHalf": 11,
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"hipHalf": 7,
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"farOffset": [
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6,
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2
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]
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},
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"female": {
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"headR": 9,
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@@ -24,9 +27,12 @@
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"thigh": 47,
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"shin": 41,
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"foot": 10,
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"shoulderHalf": 5.5,
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"hipHalf": 6.5,
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"farOffset": [6, 2]
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"shoulderHalf": 8.5,
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"hipHalf": 9,
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"farOffset": [
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6,
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2
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]
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},
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"male": {
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"headR": 10,
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@@ -38,19 +44,90 @@
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"thigh": 47,
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"shin": 41,
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"foot": 11.5,
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"shoulderHalf": 9,
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"hipHalf": 4.5,
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"farOffset": [6, 2]
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"shoulderHalf": 13,
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"hipHalf": 6.5,
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"farOffset": [
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6,
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2
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]
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}
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},
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"joints": {
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"spine": {"flexion": [-40, 55], "lateral": [-35, 35], "rotation": [-55, 55]},
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"neck": {"flexion": [-55, 55], "rotation": [-80, 80]},
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"head": {"flexion": [-120, 120]},
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"shoulder": {"flexion": [-70, 195], "abduction": [-40, 185], "rotation": [-95, 95]},
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"elbow": {"flexion": [-10, 155]},
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"hip": {"flexion": [-30, 130], "abduction": [-40, 55], "rotation": [-50, 50]},
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"knee": {"flexion": [-10, 150]},
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"ankle": {"flexion": [-60, 30]}
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"spine": {
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"flexion": [
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-40,
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55
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],
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"lateral": [
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-35,
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35
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],
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"rotation": [
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-55,
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55
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]
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},
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"neck": {
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"flexion": [
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-55,
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55
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],
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"rotation": [
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-80,
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80
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]
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},
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"head": {
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"flexion": [
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-120,
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120
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]
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},
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"shoulder": {
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"flexion": [
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-70,
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195
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],
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"abduction": [
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-40,
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185
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],
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"rotation": [
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-95,
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95
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]
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},
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"elbow": {
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"flexion": [
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-10,
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155
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]
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},
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"hip": {
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"flexion": [
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-30,
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130
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],
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"abduction": [
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-40,
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55
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],
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"rotation": [
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-50,
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50
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]
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},
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"knee": {
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"flexion": [
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-10,
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150
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]
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},
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"ankle": {
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"flexion": [
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-60,
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30
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]
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}
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}
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}
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