# Handoff: complete camera rotation (slow orbit) for all exercises Repo: `~/Documents/indie/Workouts`. Read `Exercise Library/SYSTEM.md` first (format spec + visual language), then `Exercise Library/kinematics.py` and `render.py` (reference renderer), and `Workouts/ExerciseFigure/` (`MotionSolver.swift`, `ExerciseFigureView.swift`, `ExerciseMotion.swift` — the Swift port, kept in lockstep with Python; shared by the iOS and watch targets). ## Current state The figure rig is an anatomical 3D skeleton with a per-exercise orthographic camera (`camera: {yaw, pitch}`, default pitch 10°). In the app, `FigureAnimation` (ExerciseFigureView.swift) slowly orbits the camera (360° per 24 s, `orbitPeriod`) — but only when `props.isEmpty && hide.isEmpty`, i.e. the 8 bodyweight moves. The 14 machine exercises stay at their authored view because their equipment can't rotate. The goal: **every exercise orbits.** ## What blocks it, in order of work 1. **`scene` props are 2D canvas billboards** (seats, masts, benches — `line`/`rect`/`circle` in canvas coords). They need world-space 3D form. Follow the exercise-mat pattern (`geo["floor"]` in `render.py` / `FigureGeometry.floor` in Swift — a quad built in model space relative to the root anchor, rotated through `Rx(pitch)·Ry(−yaw)`, then projected): extend the scene-shape schema so each shape carries depth — suggest an optional `"z"` (depth plane, default 0) plus `"depth"` (extrusion half-width) so a seat rect becomes a slab and a mast line a post; author full 3D endpoints only where needed. Convert authored canvas coords to model space by subtracting the motion's root anchor (same as the mat). Re-author all 14 machines' props minimally — schematic silhouettes, not scale models; check each at yaw 0 (must look identical to today), ±45°, and 90°. 2. **`cable`** `from` anchors and **`bar`** fixed world angles are authored-view constructs: make both world-space (the anchor gets a depth, the bar becomes a segment defined in the authored view and rotated like the mat — it must stay welded to the hands). 3. **`roller`** and **`pad`/`dumbbell`** perpendiculars are computed in screen space per frame — under orbit compute them in the flat authored view, then rotate (the resolve-then-rotate invariant below). 4. **`hide` lists** name limbs occluded in one authored view — wrong under orbit. Only Side Plank uses one; re-author it with genuine 3D (root `roll`, real abduction) instead, then delete the `hide` mechanism if nothing else uses it. 5. Relax the `orbits` gate in `FigureAnimation` to always-on once 1–4 hold up visually. ## Invariants — do not break - **Resolve flat, then rotate.** IK pins and prop attachment logic operate in the *authored* view (yaw as authored, pitch 0); the *posed result* is rotated for presentation. Never re-solve pins or recompute screen-space perpendiculars in the rotated view — that class of bug ("hands stuck mid-orbit") was already fixed twice. - **Both renderers in lockstep.** Every geometry change lands in `render.py`/`kinematics.py` *and* the Swift port, same conventions and constants. `WorkoutsTests/Fixtures/figure-fixtures.json` pins Swift to Python (0.5 px); regenerate it from the Python pipeline whenever projected geometry changes (per exercise/keyframe snapshot: order, shade, spine, head, nose, limb chains, plus tween + orbit samples — extend the orbit samples to a machine exercise once props rotate). - **Visual parity at the authored view**: rendering any exercise at its authored yaw must look the same as today. Verify with `python3 render.py --sheet` before/after, and orbit strips (`--orbit `, or a multi-yaw contact sheet) for each converted machine. ## Verification workflow `python3 render.py` + `--sheet`/`--orbit` and eyeball the PNGs; `python3 render.py --export` (verbatim copy into `Workouts/Resources/ExerciseMotions/`); `xcodegen generate` if project.yml changes; `xcodebuild test -scheme Workouts -destination 'platform=iOS Simulator,name=iPhone 17 Pro' -only-testing:WorkoutsTests` (48 tests must stay green, plus whatever you add); `xcodebuild build -scheme "Workouts Watch App" -destination 'generic/platform=watchOS Simulator'`. Update `SYSTEM.md` (props section) and add one end-user CHANGELOG.md entry per the app-changelog skill (one sentence, no bullets, top of the July 2026 block — e.g. machine form guides now rotate too). Commit per feature with the repo's existing message style and push. Delete this file in the final commit. ## Judgment calls you're empowered to make Exact 3D prop schema shape (keep it minimal and hand-authorable), per-machine depth values, and whether a couple of visually-degenerate machines (e.g. cable stacks) look better with a reduced orbit sweep (±40° pendulum instead of full 360°) — if so, make sweep style a per-motion `camera` option with full-360 the default.