Add the exercise reference library, animated exercise figures, and exercise categories
Exercise Library/ holds per-exercise reference docs (setup, cues, mistakes, progressions) with SVG visuals and a Python-rendered motion pipeline; Workouts/ExerciseFigure renders the bundled *.motion.json rigs as animated stick figures on the exercise screen. Exercises gain a warm-up/main-circuit category, timed exercises display hold time via planSummary, and a completed exercise reopens to a check screen instead of its timers.
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//
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// ExerciseFigureView.swift
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// Workouts
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//
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// Copyright 2026 Rouslan Zenetl. All Rights Reserved.
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//
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import SwiftUI
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/// The looping animated stick-figure for the run screen's bottom half, rendered with
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/// `Canvas` + `TimelineView(.animation)` from the bundled rig data (see
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/// `Exercise Library/SYSTEM.md` for the visual language).
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///
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/// Draw order matters: left limbs behind, spine, right limbs, then the head filled
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/// opaque with the background color so overhead arms pass behind the face — plus the
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/// nose tick (gaze) and the small R/L legend that makes opposite-limb moves readable.
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/// Everything the renderer needs for one exercise, resolved once from the bundle.
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struct FigureAnimation {
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let timeline: MotionTimeline
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/// Parts drawn in the working accent color (`arm_r`, `leg_l`, `spine`, …).
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let working: Set<String>
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/// Limbs fully occluded in this view — never drawn.
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let hide: Set<String>
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let bodyProfile: ExerciseBodyProfile
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init?(exerciseName: String) {
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guard
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let resources = ExerciseMotionLibrary.resources(for: exerciseName),
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let timeline = MotionTimeline(motion: resources.motion, body: resources.body)
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else { return nil }
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self.timeline = timeline
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self.working = Set(resources.motion.working ?? [])
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self.hide = Set(resources.motion.hide ?? [])
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self.bodyProfile = resources.body
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}
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func geometry(at time: Double) -> FigureGeometry {
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MotionSolver.geometry(of: timeline.pose(at: time), body: bodyProfile, hide: hide)
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}
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}
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/// Bottom-half slot for the run screen: the looping figure when a bundled motion
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/// matches the exercise name, or empty space (the pre-figure layout) when none does.
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struct ExerciseFigureSlot: View {
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let exerciseName: String
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@State private var figure: FigureAnimation?
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var body: some View {
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ZStack {
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if let figure {
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ExerciseFigureView(figure: figure)
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} else {
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Color.clear
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}
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}
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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.task(id: exerciseName) {
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figure = FigureAnimation(exerciseName: exerciseName)
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}
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}
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}
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/// Draws one `FigureAnimation`, looping forever. The 320×180 design canvas is scaled
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/// uniformly to fit the available space (stroke widths scale with it).
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struct ExerciseFigureView: View {
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let figure: FigureAnimation
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/// Design-canvas metrics, shared with the reference renderer.
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private static let designSize = CGSize(width: 320, height: 180)
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private static let groundY: CGFloat = 152
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var body: some View {
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TimelineView(.animation) { context in
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Canvas { graphics, size in
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var ctx = graphics
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draw(&ctx, size: size, time: context.date.timeIntervalSinceReferenceDate)
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}
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}
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.accessibilityLabel("Animated form guide")
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.accessibilityHidden(false)
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}
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private func draw(_ ctx: inout GraphicsContext, size: CGSize, time: Double) {
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let scale = min(size.width / Self.designSize.width, size.height / Self.designSize.height)
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guard scale > 0 else { return }
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ctx.translateBy(x: (size.width - Self.designSize.width * scale) / 2,
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y: (size.height - Self.designSize.height * scale) / 2)
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ctx.scaleBy(x: scale, y: scale)
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let geo = figure.geometry(at: time)
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// Ground line.
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stroke(&ctx, [CGPoint(x: 16, y: Self.groundY + 4),
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CGPoint(x: Self.designSize.width - 16, y: Self.groundY + 4)],
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color: .figureGround, width: 3)
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// Left limbs (behind), spine, right limbs.
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drawLimb(&ctx, geo, .armL)
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drawLimb(&ctx, geo, .legL)
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drawSpine(&ctx, geo)
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drawLimb(&ctx, geo, .armR)
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drawLimb(&ctx, geo, .legR)
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// Head last, filled with the background color so limbs pass behind the face.
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let r = geo.headRadius
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let headRect = CGRect(x: geo.headCenter.x - r, y: geo.headCenter.y - r,
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width: 2 * r, height: 2 * r)
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let headPath = Path(ellipseIn: headRect)
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ctx.fill(headPath, with: .color(.figureHeadFill))
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ctx.stroke(headPath, with: .color(.figureRight), lineWidth: 6)
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stroke(&ctx, [geo.noseStart, geo.noseEnd], color: .figureRight, width: 4)
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drawLegend(&ctx)
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}
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private func drawLimb(_ ctx: inout GraphicsContext, _ geo: FigureGeometry, _ limb: FigureLimb) {
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guard let points = geo.limbs[limb] else { return }
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stroke(&ctx, points, color: color(for: limb.rawValue, isLeft: limb.isLeft),
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width: limb.isLeft ? 5 : 6)
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}
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private func drawSpine(_ ctx: inout GraphicsContext, _ geo: FigureGeometry) {
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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(color(for: "spine", isLeft: false)),
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style: StrokeStyle(lineWidth: 6, lineCap: .round, lineJoin: .round))
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}
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/// Small `R — / L —` legend in the top-right corner, so opposite-limb moves are
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/// visibly opposite.
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private func drawLegend(_ ctx: inout GraphicsContext) {
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let lx = Self.designSize.width - 78
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stroke(&ctx, [CGPoint(x: lx, y: 16), CGPoint(x: lx + 16, y: 16)],
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color: .figureRight, width: 4)
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stroke(&ctx, [CGPoint(x: lx + 40, y: 16), CGPoint(x: lx + 56, y: 16)],
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color: .figureLeft, width: 4)
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let legendFont = Font.system(size: 11)
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ctx.draw(Text("R").font(legendFont).foregroundStyle(.secondary),
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at: CGPoint(x: lx + 22, y: 16), anchor: .leading)
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ctx.draw(Text("L").font(legendFont).foregroundStyle(.secondary),
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at: CGPoint(x: lx + 62, y: 16), anchor: .leading)
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}
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private func color(for part: String, isLeft: Bool) -> Color {
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if figure.working.contains(part) {
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return isLeft ? .figureLeftWorking : .figureRightWorking
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}
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return isLeft ? .figureLeft : .figureRight
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}
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private func stroke(_ ctx: inout GraphicsContext, _ points: [CGPoint], color: Color, width: CGFloat) {
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var path = Path()
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path.addLines(points)
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ctx.stroke(path, with: .color(color),
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style: StrokeStyle(lineWidth: width, lineCap: .round, lineJoin: .round))
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}
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}
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// MARK: - Figure Palette
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/// The reference palette (`render.py`), made dark-mode adaptive: the prominent right
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/// side stays strong (near-black → light gray), the recessive left side stays muted,
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/// and the working teals brighten/desaturate so they read on black.
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private extension Color {
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/// Right-side limbs, head, nose — the prominent stroke (`#3a3f4b`).
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static let figureRight = Color(UIColor { traits in
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traits.userInterfaceStyle == .dark
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? UIColor(red: 0.76, green: 0.79, blue: 0.83, alpha: 1)
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: UIColor(red: 0.23, green: 0.25, blue: 0.29, alpha: 1)
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})
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/// Left-side limbs, drawn behind — the recessive stroke (`#a9afba`).
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static let figureLeft = Color(UIColor { traits in
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traits.userInterfaceStyle == .dark
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? UIColor(red: 0.36, green: 0.39, blue: 0.43, alpha: 1)
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: UIColor(red: 0.66, green: 0.69, blue: 0.73, alpha: 1)
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})
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/// Working right-side parts — teal accent (`#0d9488`).
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static let figureRightWorking = Color(UIColor { traits in
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traits.userInterfaceStyle == .dark
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? UIColor(red: 0.18, green: 0.83, blue: 0.75, alpha: 1)
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: UIColor(red: 0.05, green: 0.58, blue: 0.53, alpha: 1)
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})
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/// Working left-side parts — light teal (`#86cfc5`), kept more muted than the
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/// right so the R/L hierarchy holds in both modes.
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static let figureLeftWorking = Color(UIColor { traits in
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traits.userInterfaceStyle == .dark
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? UIColor(red: 0.31, green: 0.56, blue: 0.52, alpha: 1)
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: UIColor(red: 0.53, green: 0.81, blue: 0.77, alpha: 1)
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})
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/// Ground line (`#b9bec9`).
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static let figureGround = Color(UIColor { traits in
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traits.userInterfaceStyle == .dark
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? UIColor(red: 0.29, green: 0.31, blue: 0.36, alpha: 1)
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: UIColor(red: 0.73, green: 0.75, blue: 0.79, alpha: 1)
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})
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/// Opaque head fill — the screen background, so limbs pass behind the face.
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static let figureHeadFill = Color(.systemBackground)
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}
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//
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// ExerciseMotion.swift
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// Workouts
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//
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// Copyright 2026 Rouslan Zenetl. All Rights Reserved.
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//
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import Foundation
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/// Codable mirror of the Exercise Library's rig data (see `Exercise Library/SYSTEM.md`).
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///
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/// A **body profile** is a table of bone lengths; a **motion script** is key frames of
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/// absolute joint angles (degrees, y-up: 0 = right, 90 = up, −90 = down), a pelvis
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/// `root` in 320×180 canvas coordinates, optional IK pins for planted hands/feet, and
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/// hold/tween timings. The app bundles verbatim copies exported by
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/// `render.py --export` into `Resources/ExerciseMotions/` — `body.json` plus one
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/// `<Exercise Name>.motion.json` per library entry.
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/// Bone lengths for one figure profile (`neutral` is the default).
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struct ExerciseBodyProfile: Codable {
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let headR: Double
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let neck: Double
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let spine1: Double
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let spine2: Double
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let upperArm: Double
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let foreArm: Double
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let thigh: Double
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let shin: Double
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/// Offset separating left-limb attachments visually: `[dx, dy]` in canvas points.
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let leftOffset: [Double]
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}
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/// One exercise's motion script: key frames plus the parts drawn in the accent color.
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struct ExerciseMotion: Codable {
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let name: String
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/// 1-based frame used for the static visual (unused by the animated renderer).
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let primary: Int?
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/// Parts (`arm_r`, `leg_l`, `spine`, …) drawn in the working accent color.
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let working: [String]?
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/// Limbs fully occluded in this view — never drawn.
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let hide: [String]?
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let frames: [MotionKeyFrame]
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}
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/// A key frame of absolute joint angles. Limbs listed in the motion's `hide` may be
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/// absent entirely; a two-element array is `[upper, lower]` bone angles.
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struct MotionKeyFrame: Codable {
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/// Seconds held at this key frame (default 0.5).
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let hold: Double?
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/// Seconds animating to the *next* frame (default 0.6); the last frame tweens
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/// back to the first, looping.
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let tween: Double?
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/// Pelvis position, canvas coordinates `[x, y]`.
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let root: [Double]
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/// Pelvis→mid and mid→neck angles.
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let spine: [Double]
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/// Head direction from the neck joint.
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let neck: Double
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/// Nose-tick direction (the belly is on that side).
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let gaze: Double
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let armR: [Double]?
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let armL: [Double]?
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let legR: [Double]?
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let legL: [Double]?
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/// IK targets for planted extremities, keyed `hand_r`/`hand_l`/`foot_r`/`foot_l`.
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/// A pin present in two consecutive key frames stays planted through the tween.
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let pins: [String: [Double]]?
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enum CodingKeys: String, CodingKey {
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case hold, tween, root, spine, neck, gaze, pins
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case armR = "arm_r"
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case armL = "arm_l"
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case legR = "leg_r"
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case legL = "leg_l"
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}
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}
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/// Finds and decodes the bundled rig resources for an exercise, by exact name match
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/// against the exported `<Exercise Name>.motion.json` files.
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enum ExerciseMotionLibrary {
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struct Resources {
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let motion: ExerciseMotion
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let body: ExerciseBodyProfile
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}
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/// The motion script plus the neutral body profile for `exerciseName`, or `nil`
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/// when no bundled motion matches (most exercises have none — the caller keeps
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/// its space empty).
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static func resources(for exerciseName: String) -> Resources? {
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guard
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let motionURL = Bundle.main.url(forResource: exerciseName, withExtension: "motion.json"),
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let bodyURL = Bundle.main.url(forResource: "body", withExtension: "json"),
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let motionData = try? Data(contentsOf: motionURL),
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let bodyData = try? Data(contentsOf: bodyURL),
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let motion = try? JSONDecoder().decode(ExerciseMotion.self, from: motionData),
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let profiles = try? JSONDecoder().decode([String: ExerciseBodyProfile].self, from: bodyData),
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let body = profiles["neutral"]
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else { return nil }
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return Resources(motion: motion, body: body)
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}
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}
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//
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// MotionSolver.swift
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// Workouts
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//
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// Copyright 2026 Rouslan Zenetl. All Rights Reserved.
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//
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import CoreGraphics
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import Foundation
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/// Swift port of the Exercise Library's reference solver (`Exercise Library/render.py`):
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/// forward kinematics, analytic 2-bone IK, and angle-space tweening with shortest-path
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/// lerp and ease-in-out. The math is kept 1:1 with the Python so both renderers produce
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/// the same figure from the same data — change them in lockstep.
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///
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/// Angles are absolute world angles in degrees, y-up (0 = right, 90 = up, −90 = down);
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/// points are y-down 320×180 canvas coordinates, so dir(θ) = (cos θ, −sin θ).
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/// The four two-bone limbs, keyed by their motion-script names.
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enum FigureLimb: String, CaseIterable {
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case armR = "arm_r"
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case armL = "arm_l"
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case legR = "leg_r"
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case legL = "leg_l"
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var isLeft: Bool { self == .armL || self == .legL }
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/// The key a planted extremity uses in a key frame's `pins`.
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var pinKey: String {
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switch self {
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case .armR: "hand_r"
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case .armL: "hand_l"
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case .legR: "foot_r"
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case .legL: "foot_l"
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}
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}
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/// `[upper, lower]` bone lengths for this limb.
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func boneLengths(_ body: ExerciseBodyProfile) -> [Double] {
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switch self {
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case .armR, .armL: [body.upperArm, body.foreArm]
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case .legR, .legL: [body.thigh, body.shin]
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}
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}
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/// The authored `[upper, lower]` angles for this limb, if present in the frame.
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func angles(in frame: MotionKeyFrame) -> [Double]? {
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switch self {
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case .armR: frame.armR
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case .armL: frame.armL
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case .legR: frame.legR
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case .legL: frame.legL
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}
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}
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}
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/// A key frame resolved to pure angles (pinned limbs replaced by their IK solution),
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/// so poses interpolate cleanly in angle space.
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struct FigurePose {
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var root: CGPoint
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var spine: [Double]
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var neck: Double
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var gaze: Double
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var limbs: [FigureLimb: [Double]]
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var pins: [String: CGPoint]
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var hold: Double
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var tween: Double
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}
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/// Trunk FK: pelvis, spine mid, neck joint, and the offset left-limb attachments.
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struct FigureAttachments {
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let pelvis: CGPoint
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let mid: CGPoint
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let neck: CGPoint
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let shoulderL: CGPoint
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let hipL: CGPoint
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func point(for limb: FigureLimb) -> CGPoint {
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switch limb {
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case .armR: neck
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case .armL: shoulderL
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case .legR: pelvis
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case .legL: hipL
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}
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}
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}
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/// A pose resolved to drawable points.
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struct FigureGeometry {
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var headCenter: CGPoint
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var headRadius: Double
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var noseStart: CGPoint
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var noseEnd: CGPoint
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/// Quadratic Bézier through pelvis → mid → neck (control = 2·mid − (pelvis+neck)/2).
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var spineStart: CGPoint
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var spineControl: CGPoint
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var spineEnd: CGPoint
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/// Attachment → elbow/knee → extremity, per drawn limb.
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var limbs: [FigureLimb: [CGPoint]]
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}
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enum MotionSolver {
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/// Unit vector for a y-up angle, in y-down canvas coordinates.
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static func direction(_ degrees: Double) -> CGVector {
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let r = degrees * .pi / 180
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return CGVector(dx: cos(r), dy: -sin(r))
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}
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/// Chain FK: `[start, joint1, joint2, …]` for per-bone absolute angles.
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static func walk(from start: CGPoint, angles: [Double], lengths: [Double]) -> [CGPoint] {
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var points = [start]
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var current = start
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for (angle, length) in zip(angles, lengths) {
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let d = direction(angle)
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current = CGPoint(x: current.x + d.dx * length, y: current.y + d.dy * length)
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points.append(current)
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}
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return points
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}
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/// Y-up world angle (degrees) of the segment a→b.
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static func angle(from a: CGPoint, to b: CGPoint) -> Double {
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atan2(-(b.y - a.y), b.x - a.x) * 180 / .pi
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}
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/// Analytic 2-bone IK: `[upper, lower]` angles reaching from `start` toward
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/// `target`, choosing the elbow/knee solution nearest the authored guess.
|
||||
static func ik2(start: CGPoint, target: CGPoint, upper a: Double, lower b: Double, guess: [Double]) -> [Double] {
|
||||
let dx = target.x - start.x
|
||||
let dyUp = -(target.y - start.y)
|
||||
// Clamp the reach inside the chain's annulus so acos stays defined.
|
||||
let d = max(abs(a - b) + 0.5, min(a + b - 0.01, hypot(dx, dyUp)))
|
||||
let base = atan2(dyUp, dx) * 180 / .pi
|
||||
let alpha = acos((a * a + d * d - b * b) / (2 * a * d)) * 180 / .pi
|
||||
let guessElbow = walk(from: start, angles: guess, lengths: [a, b])[1]
|
||||
var best: (distance: Double, angles: [Double])?
|
||||
for sign in [1.0, -1.0] {
|
||||
let upperAngle = base + sign * alpha
|
||||
let elbow = walk(from: start, angles: [upperAngle], lengths: [a])[1]
|
||||
let distance = Double(hypot(elbow.x - guessElbow.x, elbow.y - guessElbow.y))
|
||||
if best == nil || distance < best!.distance {
|
||||
best = (distance, [upperAngle, angle(from: elbow, to: target)])
|
||||
}
|
||||
}
|
||||
return best!.angles
|
||||
}
|
||||
|
||||
static func attachments(root: CGPoint, spine: [Double], body: ExerciseBodyProfile) -> FigureAttachments {
|
||||
let mid = walk(from: root, angles: [spine[0]], lengths: [body.spine1])[1]
|
||||
let neck = walk(from: mid, angles: [spine[1]], lengths: [body.spine2])[1]
|
||||
let ox = body.leftOffset.count > 0 ? body.leftOffset[0] : 6
|
||||
let oy = body.leftOffset.count > 1 ? body.leftOffset[1] : 2
|
||||
return FigureAttachments(
|
||||
pelvis: root, mid: mid, neck: neck,
|
||||
shoulderL: CGPoint(x: neck.x + ox, y: neck.y + oy),
|
||||
hipL: CGPoint(x: root.x + ox, y: root.y + oy)
|
||||
)
|
||||
}
|
||||
|
||||
/// Resolve a key frame to pure angles: replace each pinned limb's authored angles
|
||||
/// with its IK solution (the authored angles only pick the bend direction).
|
||||
static func normalize(_ kf: MotionKeyFrame, body: ExerciseBodyProfile) -> FigurePose {
|
||||
let root = CGPoint(x: kf.root[0], y: kf.root[1])
|
||||
var pins: [String: CGPoint] = [:]
|
||||
for (key, xy) in kf.pins ?? [:] where xy.count == 2 {
|
||||
pins[key] = CGPoint(x: xy[0], y: xy[1])
|
||||
}
|
||||
let at = attachments(root: root, spine: kf.spine, body: body)
|
||||
var limbs: [FigureLimb: [Double]] = [:]
|
||||
for limb in FigureLimb.allCases {
|
||||
guard let authored = limb.angles(in: kf) else { continue }
|
||||
if let pin = pins[limb.pinKey] {
|
||||
let lengths = limb.boneLengths(body)
|
||||
limbs[limb] = ik2(start: at.point(for: limb), target: pin,
|
||||
upper: lengths[0], lower: lengths[1], guess: authored)
|
||||
} else {
|
||||
limbs[limb] = authored
|
||||
}
|
||||
}
|
||||
return FigurePose(root: root, spine: kf.spine, neck: kf.neck, gaze: kf.gaze,
|
||||
limbs: limbs, pins: pins,
|
||||
hold: kf.hold ?? 0.5, tween: kf.tween ?? 0.6)
|
||||
}
|
||||
|
||||
/// Ease-in-out: 3t² − 2t³.
|
||||
static func ease(_ t: Double) -> Double {
|
||||
3 * t * t - 2 * t * t * t
|
||||
}
|
||||
|
||||
/// Shortest-path angular interpolation, so limbs swing in natural arcs.
|
||||
static func lerpAngle(_ a: Double, _ b: Double, _ t: Double) -> Double {
|
||||
var delta = (b - a + 180).truncatingRemainder(dividingBy: 360)
|
||||
if delta < 0 { delta += 360 }
|
||||
return a + (delta - 180) * t
|
||||
}
|
||||
|
||||
/// Interpolate two normalized poses. A pin survives the tween only if planted in
|
||||
/// BOTH neighboring key frames (so planted limbs hold exactly and releasing pins
|
||||
/// release naturally); a limb absent from either side is dropped for the tween.
|
||||
static func lerp(_ a: FigurePose, _ b: FigurePose, _ t: Double) -> FigurePose {
|
||||
var limbs: [FigureLimb: [Double]] = [:]
|
||||
for (limb, va) in a.limbs {
|
||||
guard let vb = b.limbs[limb] else { continue }
|
||||
limbs[limb] = zip(va, vb).map { lerpAngle($0, $1, t) }
|
||||
}
|
||||
var pins: [String: CGPoint] = [:]
|
||||
for (key, pa) in a.pins {
|
||||
guard let pb = b.pins[key] else { continue }
|
||||
pins[key] = CGPoint(x: pa.x + (pb.x - pa.x) * t, y: pa.y + (pb.y - pa.y) * t)
|
||||
}
|
||||
return FigurePose(
|
||||
root: CGPoint(x: a.root.x + (b.root.x - a.root.x) * t,
|
||||
y: a.root.y + (b.root.y - a.root.y) * t),
|
||||
spine: zip(a.spine, b.spine).map { lerpAngle($0, $1, t) },
|
||||
neck: lerpAngle(a.neck, b.neck, t),
|
||||
gaze: lerpAngle(a.gaze, b.gaze, t),
|
||||
limbs: limbs, pins: pins, hold: a.hold, tween: a.tween
|
||||
)
|
||||
}
|
||||
|
||||
/// Normalized pose → drawable points. Limbs with an active pin are re-solved so
|
||||
/// planted hands/feet hold that point exactly through tweens.
|
||||
static func geometry(of pose: FigurePose, body: ExerciseBodyProfile, hide: Set<String>) -> FigureGeometry {
|
||||
let at = attachments(root: pose.root, spine: pose.spine, body: body)
|
||||
let head = walk(from: at.neck, angles: [pose.neck], lengths: [body.neck])[1]
|
||||
let noseTip = walk(from: head, angles: [pose.gaze], lengths: [body.headR + 7])[1]
|
||||
// Nose tick: 7pt outward from the head rim along the gaze direction.
|
||||
let d = max(hypot(noseTip.x - head.x, noseTip.y - head.y), 1)
|
||||
let ux = (noseTip.x - head.x) / d
|
||||
let uy = (noseTip.y - head.y) / d
|
||||
let r = body.headR
|
||||
|
||||
var limbs: [FigureLimb: [CGPoint]] = [:]
|
||||
for (limb, authored) in pose.limbs where !hide.contains(limb.rawValue) {
|
||||
let lengths = limb.boneLengths(body)
|
||||
var angles = authored
|
||||
if let pin = pose.pins[limb.pinKey] {
|
||||
angles = ik2(start: at.point(for: limb), target: pin,
|
||||
upper: lengths[0], lower: lengths[1], guess: angles)
|
||||
}
|
||||
limbs[limb] = walk(from: at.point(for: limb), angles: angles, lengths: lengths)
|
||||
}
|
||||
|
||||
return FigureGeometry(
|
||||
headCenter: head,
|
||||
headRadius: r,
|
||||
noseStart: CGPoint(x: head.x + ux * r, y: head.y + uy * r),
|
||||
noseEnd: CGPoint(x: head.x + ux * (r + 7), y: head.y + uy * (r + 7)),
|
||||
spineStart: at.pelvis,
|
||||
spineControl: CGPoint(x: 2 * at.mid.x - (at.pelvis.x + at.neck.x) / 2,
|
||||
y: 2 * at.mid.y - (at.pelvis.y + at.neck.y) / 2),
|
||||
spineEnd: at.neck,
|
||||
limbs: limbs
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/// The full looping animation for one motion: normalized key poses plus
|
||||
/// continuous-time sampling — hold at each key frame, then an eased angle-space tween
|
||||
/// to the next; the last frame tweens back to the first.
|
||||
struct MotionTimeline {
|
||||
let poses: [FigurePose]
|
||||
let duration: Double
|
||||
|
||||
init?(motion: ExerciseMotion, body: ExerciseBodyProfile) {
|
||||
let poses = motion.frames.map { MotionSolver.normalize($0, body: body) }
|
||||
let duration = poses.reduce(0) { $0 + $1.hold + $1.tween }
|
||||
guard !poses.isEmpty, duration > 0 else { return nil }
|
||||
self.poses = poses
|
||||
self.duration = duration
|
||||
}
|
||||
|
||||
/// The pose at wall-clock `time`, looping every `duration` seconds.
|
||||
func pose(at time: Double) -> FigurePose {
|
||||
var t = time.truncatingRemainder(dividingBy: duration)
|
||||
if t < 0 { t += duration }
|
||||
for (i, pose) in poses.enumerated() {
|
||||
if t < pose.hold { return pose }
|
||||
t -= pose.hold
|
||||
if t < pose.tween {
|
||||
let next = poses[(i + 1) % poses.count]
|
||||
return MotionSolver.lerp(pose, next, MotionSolver.ease(t / pose.tween))
|
||||
}
|
||||
t -= pose.tween
|
||||
}
|
||||
return poses[0]
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user