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
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@@ -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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