Hollow Body Hold, Leg Raises, and Reverse Crunch hid the far arm because it was never authored - a leftover from the planar rig. Both arms are now posed, so the far arm reads as the standard light member behind the near one, the same visual language every other exercise uses, and the figures stay truthful from any viewpoint. With no remaining users, the hide mechanism is deleted from both renderers, the motion schema, and the docs. Claude-Session: https://claude.ai/code/session_01HJDQQDA9QdP8zByg43H5v3
281 lines
12 KiB
Swift
281 lines
12 KiB
Swift
//
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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 anatomical 3D rig data (see
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/// `Exercise Library/SYSTEM.md`).
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///
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/// A **skeleton profile** is a table of bone lengths (plus real shoulder/pelvis widths
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/// and feet); a **motion script** is key frames of anatomical joint angles measured in
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/// degrees from the neutral standing pose (flexion forward, abduction away from the
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/// midline, rotation external — spine/neck rotation is turn-right positive), a pelvis
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/// `root` anchor with trunk orientation, an orthographic camera yaw, optional IK pins
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/// for planted hands/feet, and hold/tween timings. The app bundles verbatim copies
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/// exported by `render.py --export` into `Resources/ExerciseMotions/` — `skeleton.json`
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/// plus one `<Exercise Name>.motion.json` per library entry.
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/// Bone lengths for one figure profile (`neutral` is the only one the app renders).
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struct SkeletonProfile: 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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let foot: Double
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/// Half the shoulder / pelvis width — the lateral offset of each limb's attachment
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/// from the spine, giving the figure real depth face-on.
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let shoulderHalf: Double
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let hipHalf: Double
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/// Profile-view readability nudge `[dx, dy]` for the far member of a limb pair,
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/// scaled by how side-on the view is (vanishes face-on).
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let farOffset: [Double]
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}
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/// The skeleton file: named profiles plus per-joint ROM (unused by the renderer).
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struct Skeleton: Codable {
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let profiles: [String: SkeletonProfile]
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}
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/// A single joint value: a bare number (shorthand for `{"flexion": n}`) or a dict of
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/// named degrees of freedom. Ball joints read `flexion`/`abduction`/`rotation`, spine
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/// segments `flexion`/`lateral`/`rotation`, hinges only `flexion`; each accessor
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/// returns 0 for a DoF the value omits (matching the reference's `_full`).
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enum JointValue: Codable {
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case scalar(Double)
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case object(flexion: Double?, abduction: Double?, rotation: Double?, lateral: Double?)
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private enum CodingKeys: String, CodingKey { case flexion, abduction, rotation, lateral }
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init(from decoder: Decoder) throws {
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if let single = try? decoder.singleValueContainer(), let value = try? single.decode(Double.self) {
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self = .scalar(value)
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return
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}
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let container = try decoder.container(keyedBy: CodingKeys.self)
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self = .object(flexion: try container.decodeIfPresent(Double.self, forKey: .flexion),
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abduction: try container.decodeIfPresent(Double.self, forKey: .abduction),
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rotation: try container.decodeIfPresent(Double.self, forKey: .rotation),
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lateral: try container.decodeIfPresent(Double.self, forKey: .lateral))
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}
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func encode(to encoder: Encoder) throws {
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switch self {
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case .scalar(let value):
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var container = encoder.singleValueContainer()
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try container.encode(value)
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case .object(let flexion, let abduction, let rotation, let lateral):
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var container = encoder.container(keyedBy: CodingKeys.self)
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try container.encodeIfPresent(flexion, forKey: .flexion)
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try container.encodeIfPresent(abduction, forKey: .abduction)
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try container.encodeIfPresent(rotation, forKey: .rotation)
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try container.encodeIfPresent(lateral, forKey: .lateral)
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}
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}
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var flexion: Double {
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switch self {
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case .scalar(let value): value
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case .object(let flexion, _, _, _): flexion ?? 0
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}
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}
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var abduction: Double { if case .object(_, let abduction, _, _) = self { return abduction ?? 0 }; return 0 }
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var rotation: Double { if case .object(_, _, let rotation, _) = self { return rotation ?? 0 }; return 0 }
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var lateral: Double { if case .object(_, _, _, let lateral) = self { return lateral ?? 0 }; return 0 }
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}
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/// The pelvis anchor plus trunk orientation. `pos` is `[x, y]` in 320×180 canvas
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/// coordinates; `yaw`/`pitch`/`roll` are the trunk's facing, forward bow, and side-lean
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/// (all optional, degrees).
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struct RootValue: Codable {
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let pos: [Double]
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let yaw: Double?
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let pitch: Double?
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let roll: Double?
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}
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/// The orthographic camera: `yaw` 0 is the classic side view, 90 face-on.
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struct MotionCamera: Codable {
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let yaw: Double?
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/// Camera elevation override; nil uses the standard slightly-raised viewpoint.
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let pitch: Double?
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}
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/// A prop's joint reference: one joint (`"hand_r"`, `"knee_l"`, `"elbow_r"`, …)
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/// or the midpoint of two (`["foot_r", "foot_l"]`, `["knee_r", "foot_r"]`).
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/// Extremity keys match the pin keys; elbows/knees are the mid joints.
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enum PropJointRef: Codable {
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case single(String)
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case midpoint([String])
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init(from decoder: Decoder) throws {
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let container = try decoder.singleValueContainer()
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if let name = try? container.decode(String.self) {
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self = .single(name)
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} else {
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self = .midpoint(try container.decode([String].self))
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}
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}
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func encode(to encoder: Encoder) throws {
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var container = encoder.singleValueContainer()
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switch self {
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case .single(let name): try container.encode(name)
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case .midpoint(let names): try container.encode(names)
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}
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}
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var names: [String] {
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switch self {
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case .single(let name): [name]
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case .midpoint(let names): names
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}
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}
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}
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/// One static shape of a `scene` prop, authored in canvas coordinates in the
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/// authored view, with world-space 3D form for the orbiting presentation.
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struct PropSceneShape: Codable {
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let kind: String // "line" | "circle"
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/// line: polyline points, `[x, y]` or `[x, y, z]`; `w` is the stroke width.
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let pts: [[Double]]?
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let w: Double?
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/// circle: center + radius; `fill` false draws an outline.
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let c: [Double]?
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let r: Double?
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let fill: Bool?
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/// The shape's depth plane (+ toward the camera in the authored view).
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let z: Double?
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/// Extrusion half-width: a line with `depth` is a slab (a seat, a platform)
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/// that opens into a swept quad as the camera orbits.
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let depth: Double?
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/// Optional palette override: `"prop"` for the darker attached-item gray.
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let color: String?
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}
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/// One equipment prop. `type` selects the flavor; the other fields apply per type
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/// (mirroring the reference renderer's `resolve_props`).
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struct MotionProp: Codable {
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let type: String // "scene" | "cable" | "bar" | "dumbbell" | "pad" | "roller"
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/// scene: the static shapes.
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let shapes: [PropSceneShape]?
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/// cable: fixed anchor `[x, y]` or `[x, y, z]` → moving joint `to`.
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let from: [Double]?
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let to: PropJointRef?
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/// bar/dumbbell/pad: the joint(s) the item is centered on.
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let at: PropJointRef?
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/// Fixed world angle (degrees, y-up). Default: bars are horizontal;
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/// dumbbells/pads sit perpendicular to the lower bone.
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let angle: Double?
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let halfLen: Double?
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let w: Double?
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/// End-disc radius (dumbbell plates default 4.5; bars none).
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let plateR: Double?
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/// roller: which side of the lower bone the disc presses (+1/−1), its radius,
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/// and how far back along the bone from the joint it sits.
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let side: Double?
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let r: Double?
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let back: Double?
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}
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/// A key frame of anatomical joint angles. A joint absent from the frame poses at
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/// neutral (all zeros); `spine` is `[lower, upper]` segments; a bare number anywhere a
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/// `JointValue` appears is its flexion.
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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 anchor plus trunk orientation.
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let root: RootValue
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/// The two chained spine segments (pelvis→mid, mid→neck).
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let spine: [JointValue]?
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/// Neck: flexion (+ rotation).
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let neck: JointValue?
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/// Extra gaze pitch layered on the neck (a bare number = flexion).
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let head: JointValue?
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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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let shoulderR: JointValue?
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let shoulderL: JointValue?
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let elbowR: JointValue?
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let elbowL: JointValue?
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let hipR: JointValue?
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let hipL: JointValue?
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let kneeR: JointValue?
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let kneeL: JointValue?
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let ankleR: JointValue?
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let ankleL: JointValue?
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enum CodingKeys: String, CodingKey {
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case hold, tween, root, spine, neck, head, pins
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case shoulderR = "shoulder_r", shoulderL = "shoulder_l"
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case elbowR = "elbow_r", elbowL = "elbow_l"
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case hipR = "hip_r", hipL = "hip_l"
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case kneeR = "knee_r", kneeL = "knee_l"
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case ankleR = "ankle_r", ankleL = "ankle_l"
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}
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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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/// Orthographic camera. Nil is the side view (`yaw` 0).
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let camera: MotionCamera?
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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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/// Equipment layer: scene shapes and cables behind the figure, joint-attached
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/// items (bar/dumbbell/pad) over the limbs. See SYSTEM.md "The props layer".
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let props: [MotionProp]?
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let frames: [MotionKeyFrame]
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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 profile: SkeletonProfile
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}
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/// Every exercise with a bundled motion script, sorted alphabetically. XcodeGen
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/// flattens resource groups, so `<Exercise Name>.motion.json` files land in the
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/// bundle root alongside `skeleton.json` — enumerate all json and filter on the
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/// compound suffix (which `skeleton.json` doesn't match).
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static let exerciseNames: [String] = {
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let urls = Bundle.main.urls(forResourcesWithExtension: "json", subdirectory: nil) ?? []
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return urls
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.map(\.lastPathComponent)
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.filter { $0.hasSuffix(".motion.json") }
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.map { String($0.dropLast(".motion.json".count)) }
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.sorted()
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}()
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/// The motion script plus the neutral skeleton 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 skeletonURL = Bundle.main.url(forResource: "skeleton", withExtension: "json"),
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let motionData = try? Data(contentsOf: motionURL),
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let skeletonData = try? Data(contentsOf: skeletonURL),
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let motion = try? JSONDecoder().decode(ExerciseMotion.self, from: motionData),
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let skeleton = try? JSONDecoder().decode(Skeleton.self, from: skeletonData),
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let profile = skeleton.profiles["neutral"]
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else { return nil }
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return Resources(motion: motion, profile: profile)
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}
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}
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