Slowly orbit the camera around prop-free form guides

Bodyweight motions (no equipment layer, no hide list) now turn the
camera a full revolution every 24 seconds while the motion loops, so
the exercise reads from every side; machine exercises keep their
authored view, since scene equipment is a view-locked billboard and a
hide list describes a single viewpoint.

Claude-Session: https://claude.ai/code/session_01LEoff8bXGBS83tK1c55Mf7
This commit is contained in:
2026-07-06 20:43:14 -04:00
parent 3c7a790e9d
commit fd3bcb513f
5 changed files with 52 additions and 6 deletions
+2
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@@ -1,5 +1,7 @@
**July 2026**
Bodyweight form guides now slowly circle around the figure while it moves, showing the exercise from every side.
The form-guide figures now have feet — heels rise on calf raises, toes point through leg lifts, and kneeling feet rest naturally.
The Rotary form guide now shows a genuine torso twist, with the arms and bar swinging across the body.
@@ -1,4 +1,5 @@
import Foundation
import os
import SwiftData
import WatchConnectivity
@@ -10,6 +11,8 @@ import WatchConnectivity
/// SyncEngine write path (file observer cache push back).
@MainActor
final class PhoneConnectivityBridge: NSObject {
private nonisolated static let log = Logger(subsystem: "dev.rzen.indie.Workouts", category: "phone-bridge")
private let container: ModelContainer
private let syncEngine: SyncEngine
private let liveRunState: LiveRunState
@@ -57,7 +60,10 @@ final class PhoneConnectivityBridge: NSObject {
/// Sends the current splits + most-recent workouts to the watch.
func pushAll() {
guard let session, session.activationState == .activated, session.isPaired,
session.isWatchAppInstalled else { return }
session.isWatchAppInstalled else {
Self.log.info("pushAll skipped: activation=\(self.session?.activationState.rawValue ?? -1) paired=\(self.session?.isPaired ?? false) installed=\(self.session?.isWatchAppInstalled ?? false)")
return
}
let splits = (try? context.fetch(FetchDescriptor<Split>(sortBy: [SortDescriptor(\.order)]))) ?? []
@@ -97,7 +103,16 @@ final class PhoneConnectivityBridge: NSObject {
editingWorkoutID: editingWorkoutID,
editingSplitID: editingSplitID
)
try? session.updateApplicationContext(payload)
do {
try session.updateApplicationContext(payload)
let bytes = ((payload[WCPayload.splitsKey] as? Data)?.count ?? 0)
+ ((payload[WCPayload.workoutsKey] as? Data)?.count ?? 0)
Self.log.info("pushAll: \(splits.count) splits, \(workouts.count) workouts (\(bytes) bytes)")
} catch {
// Payload-too-large / not-activated etc. must be visible, or the watch
// just silently never hears about this state.
Self.log.error("updateApplicationContext failed: \(error, privacy: .public)")
}
}
/// Mark (or clear, with `nil`) the workout currently open in a phone exercise editor.
@@ -38,10 +38,19 @@ struct FigureAnimation {
self.props = resources.motion.props ?? []
}
/// Seconds per full camera revolution for orbiting motions.
private static let orbitPeriod: Double = 24
/// Prop-free, hide-free motions slowly orbit the camera while animating the
/// bodyweight moves. Scene equipment is a view-locked billboard and a `hide` list
/// describes one authored viewpoint, so machines keep their fixed camera.
var orbits: Bool { props.isEmpty && hide.isEmpty }
/// Drawable geometry at `time`, with limbs listed in `hide` dropped so neither they
/// nor any prop riding them are drawn.
func geometry(at time: Double) -> FigureGeometry {
var geo = timeline.geometry(at: time)
let yaw = orbits ? 360 * (time / Self.orbitPeriod) : 0
var geo = timeline.geometry(at: time, yawOffset: yaw)
for name in hide {
if let limb = FigureLimb(rawValue: name) { geo.limbs[limb] = nil }
}
+4 -3
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@@ -499,8 +499,9 @@ struct MotionTimeline {
return resolved[0]
}
/// The drawable geometry at wall-clock `time`.
func geometry(at time: Double) -> FigureGeometry {
MotionSolver.frameGeometry(frame(at: time), prof: profile, cam: cam).1
/// The drawable geometry at wall-clock `time`. `yawOffset` turns the camera past
/// the exercise's authored yaw the slow-orbit presentation.
func geometry(at time: Double, yawOffset: Double = 0) -> FigureGeometry {
MotionSolver.frameGeometry(frame(at: time), prof: profile, cam: cam + yawOffset).1
}
}
+19
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@@ -74,6 +74,25 @@ struct ExerciseMotionTests {
#expect(hypot(releasedHand.x - 105, releasedHand.y - 152) > 1)
}
/// Prop-free bodyweight motions slowly orbit the camera while looping; motions with
/// equipment (view-locked scene shapes) or a hide list keep their authored view.
@Test func orbitAppliesOnlyToPropFreeMotions() throws {
let birdDog = try #require(FigureAnimation(exerciseName: "Bird Dog"))
#expect(birdDog.orbits)
// Same loop phase seconds apart: the orbit yaw differs, so the projected head
// moves even though the pose is identical.
let duration = birdDog.timeline.duration
let head0 = birdDog.geometry(at: 0).headCenter
let head1 = birdDog.geometry(at: duration * 2).headCenter
#expect(hypot(head0.x - head1.x, head0.y - head1.y) > 1)
let legPress = try #require(FigureAnimation(exerciseName: "Leg Press"))
#expect(!legPress.orbits)
let fixed0 = legPress.geometry(at: 0).headCenter
let fixed1 = legPress.geometry(at: legPress.timeline.duration * 2).headCenter
#expect(abs(fixed0.x - fixed1.x) < 1e-9 && abs(fixed0.y - fixed1.y) < 1e-9)
}
/// Every exported motion in the bundle decodes and builds a playable timeline.
@Test func allBundledMotionsBuildTimelines() throws {
let urls = Bundle.main.urls(forResourcesWithExtension: "json", subdirectory: nil) ?? []