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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@@ -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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