Give cross-body bars a true 3D axis and fix the goblet squat hold
The orbit was always a real camera orbit — figure and props share one rigid rotation — but a bar's screen-space angle authored the wrong 3D rod: the default horizontal encoded a rod along the body axis, so barbells hovered fixed on screen and vanished at the head-on view where they should span widest. Line props now take "axis": "z" (both renderers in lockstep, fixture-pinned): the world left-right direction projects through the camera pitch like the floor quad — end-on plates in profile, full span face-on, swinging with the hands in between. Applied to the ten cross-body bars; vertical handles were already orbit-invariant. Goblet Squat's hand pins sat so close to the shoulders that the two-bone IK was degenerate, flipping between a chicken-wing and an elbow-behind solve; re-pinned level with the shoulders so the elbows tuck straight down through the whole rep. Claude-Session: https://claude.ai/code/session_01HJDQQDA9QdP8zByg43H5v3
This commit is contained in:
@@ -178,6 +178,10 @@ struct MotionProp: Codable {
|
||||
/// Fixed world angle (degrees, y-up). Default: bars are horizontal;
|
||||
/// dumbbells/pads sit perpendicular to the lower bone.
|
||||
let angle: Double?
|
||||
/// True 3D axis, superseding `angle`: `"z"` marks a cross-body rod
|
||||
/// (barbell, pull-up bar) whose projection foreshortens naturally —
|
||||
/// end-on in a profile view, full span face-on.
|
||||
let axis: String?
|
||||
let halfLen: Double?
|
||||
let w: Double?
|
||||
/// End-disc radius (dumbbell plates default 4.5; bars none).
|
||||
|
||||
@@ -576,10 +576,13 @@ enum MotionSolver {
|
||||
/// `anchor` the frame's root canvas anchor, and `rotation` the `propRotation`
|
||||
/// between them. Joint positions come from `geo`; everything authored — scene
|
||||
/// points, cable anchors, bar angles, pad perpendiculars, roller offsets —
|
||||
/// resolves against `authored` and rotates. Kept 1:1 with the reference
|
||||
/// renderer's `resolve_props` — change them in lockstep.
|
||||
/// resolves against `authored` and rotates. `pitch` is the camera elevation,
|
||||
/// needed by `axis` props whose world-space direction projects through it
|
||||
/// (like the floor quad). Kept 1:1 with the reference renderer's
|
||||
/// `resolve_props` — change them in lockstep.
|
||||
static func resolveProps(_ props: [MotionProp], geo: FigureGeometry, authored: FigureGeometry,
|
||||
anchor: CGPoint, rotation: Mat3?) -> (bg: [PropPrimitive], fg: [PropPrimitive]) {
|
||||
anchor: CGPoint, rotation: Mat3?,
|
||||
pitch: Double = MotionSolver.defaultPitch) -> (bg: [PropPrimitive], fg: [PropPrimitive]) {
|
||||
/// Authored canvas point (+ depth toward the camera) → drawn canvas.
|
||||
func place(_ x: Double, _ y: Double, _ z: Double) -> CGPoint {
|
||||
guard let rotation else { return CGPoint(x: x, y: y) }
|
||||
@@ -654,13 +657,23 @@ enum MotionSolver {
|
||||
}
|
||||
guard let at = prop.at, let now = jointAnchor(geo, at),
|
||||
let auth = jointAnchor(authored, at) else { continue }
|
||||
let axis: CGVector
|
||||
if prop.type == "bar" || prop.angle != nil {
|
||||
axis = direction(prop.angle ?? 0) // fixed authored-view angle
|
||||
let u: CGVector
|
||||
if prop.axis == "z" {
|
||||
// A cross-body rod (barbell, pull-up bar): its true 3D axis
|
||||
// is the world left-right axis, projected through the camera
|
||||
// elevation like the floor quad — a small vertical sliver
|
||||
// end-on in a profile view (the plates read nearly
|
||||
// concentric, seen from slightly above), full span face-on,
|
||||
// swinging with the figure in between, symmetric at 0 and 180.
|
||||
let pr = pitch * .pi / 180
|
||||
let axis = Vec3(0, -sin(pr), cos(pr))
|
||||
let v = rotation?.apply(axis) ?? axis
|
||||
u = CGVector(dx: v.x, dy: -v.y)
|
||||
} else if prop.type == "bar" || prop.angle != nil {
|
||||
u = swing(direction(prop.angle ?? 0)) // fixed authored-view angle, foreshortens under orbit
|
||||
} else {
|
||||
axis = CGVector(dx: -auth.direction.dy, dy: auth.direction.dx)
|
||||
u = swing(CGVector(dx: -auth.direction.dy, dy: auth.direction.dx))
|
||||
}
|
||||
let u = swing(axis) // foreshortens under orbit
|
||||
let h = prop.halfLen ?? defaults.halfLen
|
||||
let a = CGPoint(x: now.point.x - u.dx * h, y: now.point.y - u.dy * h)
|
||||
let b = CGPoint(x: now.point.x + u.dx * h, y: now.point.y + u.dy * h)
|
||||
@@ -764,7 +777,8 @@ struct MotionTimeline {
|
||||
guard !props.isEmpty else { return geo }
|
||||
let rotation = MotionSolver.propRotation(pitch: pitch, yawOffset: yawOffset)
|
||||
(geo.propsBackground, geo.propsForeground) = MotionSolver.resolveProps(
|
||||
props, geo: geo, authored: authored, anchor: frame.rootPos, rotation: rotation)
|
||||
props, geo: geo, authored: authored, anchor: frame.rootPos, rotation: rotation,
|
||||
pitch: pitch)
|
||||
return geo
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user