Files
workouts/Workouts/ExerciseFigure/ExerciseFigureView.swift
T
rzen b8c3b326c1 Draw both arms on the supine motions and retire the hide list
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
2026-07-06 22:19:23 -04:00

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//
// ExerciseFigureView.swift
// Workouts
//
// Copyright 2026 Rouslan Zenetl. All Rights Reserved.
//
import SwiftUI
/// The looping animated stick-figure for the run screen's bottom half, rendered with
/// `Canvas` + `TimelineView(.animation)` from the bundled anatomical rig data (see
/// `Exercise Library/SYSTEM.md` for the visual language).
///
/// The solver hands back a depth-sorted draw order per frame (far parts first, the head
/// always last so overhead arms pass behind the face) and a near/far tag per limb: the
/// member nearer the camera draws in the dark ink at the heavier width, the far member
/// in the light ink one step thinner and nudged by the readability offset. Working parts
/// swap the same near/far inks for the accent teals; the spine is always dark.
/// Everything the renderer needs for one exercise, resolved once from the bundle.
struct FigureAnimation {
let timeline: MotionTimeline
/// Parts drawn in the working accent color (`arm_r`, `leg_l`, `spine`, …).
let working: Set<String>
/// Equipment layer (see SYSTEM.md "The props layer").
let props: [MotionProp]
init?(exerciseName: String) {
guard
let resources = ExerciseMotionLibrary.resources(for: exerciseName),
let timeline = MotionTimeline(motion: resources.motion, profile: resources.profile)
else { return nil }
self.timeline = timeline
self.working = Set(resources.motion.working ?? [])
self.props = resources.motion.props ?? []
}
/// Seconds per full camera revolution for orbiting motions.
private static let orbitPeriod: Double = 24
/// Prop-free motions slowly orbit the camera while animating — the bodyweight
/// moves. Machines keep their fixed camera until their equipment rotates too.
var orbits: Bool { props.isEmpty }
/// Drawable geometry at `time` — the figure plus the resolved equipment layers.
func geometry(at time: Double) -> FigureGeometry {
let yaw = orbits ? 360 * (time / Self.orbitPeriod) : 0
return timeline.geometry(at: time, yawOffset: yaw, props: props)
}
}
/// Bottom-half slot for the run screen: the looping figure when a bundled motion
/// matches the exercise name, or empty space (the pre-figure layout) when none does.
struct ExerciseFigureSlot: View {
let exerciseName: String
@State private var figure: FigureAnimation?
var body: some View {
ZStack {
if let figure {
ExerciseFigureView(figure: figure)
} else {
Color.clear
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.task(id: exerciseName) {
figure = FigureAnimation(exerciseName: exerciseName)
}
}
}
/// Draws one `FigureAnimation`, looping forever. The 320×180 design canvas is scaled
/// uniformly to fit the available space (stroke widths scale with it).
struct ExerciseFigureView: View {
let figure: FigureAnimation
/// Design-canvas metrics, shared with the reference renderer.
private static let designSize = CGSize(width: 320, height: 180)
private static let groundY: CGFloat = 152
var body: some View {
TimelineView(.animation) { context in
Canvas { graphics, size in
var ctx = graphics
draw(&ctx, size: size, time: context.date.timeIntervalSinceReferenceDate)
}
}
.accessibilityLabel("Animated form guide")
.accessibilityHidden(false)
}
private func draw(_ ctx: inout GraphicsContext, size: CGSize, time: Double) {
let scale = min(size.width / Self.designSize.width, size.height / Self.designSize.height)
guard scale > 0 else { return }
ctx.translateBy(x: (size.width - Self.designSize.width * scale) / 2,
y: (size.height - Self.designSize.height * scale) / 2)
ctx.scaleBy(x: scale, y: scale)
let geo = figure.geometry(at: time)
// The exercise mat: a ground-plane quad sized to the motion's footprint,
// rotating with the camera about the figure.
if let floorQuad = geo.floor, let first = floorQuad.first {
var path = Path()
path.addLines(floorQuad)
path.addLine(to: first)
path.closeSubpath()
ctx.stroke(path, with: .color(.figureGround),
style: StrokeStyle(lineWidth: 3, lineCap: .round, lineJoin: .round))
}
// Equipment behind the figure: scene shapes and cables.
drawProps(&ctx, geo.propsBackground)
// Parts far-to-near. The head paints last (opaque), preceded by the joint-attached
// equipment so bars/pads sit over the limbs but behind the face.
for part in geo.order {
switch part {
case "head":
drawProps(&ctx, geo.propsForeground)
drawHead(&ctx, geo)
case "spine":
drawSpine(&ctx, geo)
default:
guard let limb = FigureLimb(rawValue: part), let points = geo.limbs[limb] else { continue }
let shade = geo.shade[limb] ?? .near
stroke(&ctx, points, color: ink(part, shade: shade), width: shade == .near ? 6 : 5)
}
}
}
private func drawHead(_ ctx: inout GraphicsContext, _ geo: FigureGeometry) {
let r = geo.headRadius
let headRect = CGRect(x: geo.headCenter.x - r, y: geo.headCenter.y - r, width: 2 * r, height: 2 * r)
let headPath = Path(ellipseIn: headRect)
ctx.fill(headPath, with: .color(.figureHeadFill))
ctx.stroke(headPath, with: .color(.figureNear), lineWidth: 6)
if let noseStart = geo.noseStart, let noseEnd = geo.noseEnd {
stroke(&ctx, [noseStart, noseEnd], color: .figureNear, width: 4)
}
}
private func drawSpine(_ ctx: inout GraphicsContext, _ geo: FigureGeometry) {
let color = ink("spine", shade: .near)
stroke(&ctx, geo.girdle, color: color, width: 5)
stroke(&ctx, geo.pelvisBar, color: color, width: 5)
var path = Path()
path.move(to: geo.spineStart)
path.addQuadCurve(to: geo.spineEnd, control: geo.spineControl)
ctx.stroke(path, with: .color(color),
style: StrokeStyle(lineWidth: 6, lineCap: .round, lineJoin: .round))
}
// MARK: Props
/// Draws one resolved equipment layer. The solver hands back ready canvas
/// primitives (`MotionSolver.resolveProps`, kept 1:1 with the reference
/// renderer); the view only maps inks to the adaptive palette.
private func drawProps(_ ctx: inout GraphicsContext, _ prims: [PropPrimitive]) {
for prim in prims {
switch prim {
case .line(let points, let width, let ink):
stroke(&ctx, points, color: color(for: ink), width: width)
case .poly(let points, let width, let ink):
// An extruded scene slab: filled and outlined, so it degenerates
// to the plain line whenever the sweep collapses edge-on.
guard let first = points.first else { continue }
var path = Path()
path.addLines(points)
path.addLine(to: first)
path.closeSubpath()
ctx.fill(path, with: .color(color(for: ink)))
ctx.stroke(path, with: .color(color(for: ink)),
style: StrokeStyle(lineWidth: width, lineCap: .round, lineJoin: .round))
case .circle(let center, let radius, let width, let fill, let ink):
let rect = CGRect(x: center.x - radius, y: center.y - radius,
width: 2 * radius, height: 2 * radius)
if fill {
ctx.fill(Path(ellipseIn: rect), with: .color(color(for: ink)))
} else {
ctx.stroke(Path(ellipseIn: rect), with: .color(color(for: ink)), lineWidth: width)
}
}
}
}
private func color(for ink: PropInk) -> Color {
ink == .prop ? .figureProp : .figureEquipment
}
/// Near parts take the dark ink, far parts the light one; working parts swap for the
/// accent teals. The spine (passed `.near`) is always dark unless it's the working part.
private func ink(_ part: String, shade: Shade) -> Color {
if figure.working.contains(part) {
return shade == .near ? .figureNearWorking : .figureFarWorking
}
return shade == .near ? .figureNear : .figureFar
}
private func stroke(_ ctx: inout GraphicsContext, _ points: [CGPoint], color: Color, width: CGFloat) {
var path = Path()
path.addLines(points)
ctx.stroke(path, with: .color(color),
style: StrokeStyle(lineWidth: width, lineCap: .round, lineJoin: .round))
}
}
// MARK: - Figure Palette
/// The reference palette (`render.py`), made dark-mode adaptive: the prominent near
/// side stays strong (near-black → light gray), the recessive far side stays muted,
/// and the working teals brighten/desaturate so they read on black. watchOS has no
/// dynamic-provider `UIColor` and renders on black, so it takes the dark variant
/// verbatim.
private extension Color {
static func figure(light: (Double, Double, Double), dark: (Double, Double, Double)) -> Color {
#if os(watchOS)
Color(red: dark.0, green: dark.1, blue: dark.2)
#else
Color(UIColor { traits in
traits.userInterfaceStyle == .dark
? UIColor(red: dark.0, green: dark.1, blue: dark.2, alpha: 1)
: UIColor(red: light.0, green: light.1, blue: light.2, alpha: 1)
})
#endif
}
/// Near-side limbs, spine, head, nose — the prominent stroke (`#3a3f4b`).
static let figureNear = figure(light: (0.23, 0.25, 0.29), dark: (0.76, 0.79, 0.83))
/// Far-side limbs, drawn behind — the recessive stroke (`#a9afba`).
static let figureFar = figure(light: (0.66, 0.69, 0.73), dark: (0.36, 0.39, 0.43))
/// Working near-side parts — teal accent (`#0d9488`).
static let figureNearWorking = figure(light: (0.05, 0.58, 0.53), dark: (0.18, 0.83, 0.75))
/// Working far-side parts — light teal (`#86cfc5`), kept more muted than the near
/// so the near/far hierarchy holds in both modes.
static let figureFarWorking = figure(light: (0.53, 0.81, 0.77), dark: (0.31, 0.56, 0.52))
/// Scene equipment — seats, benches, frames, cables (`#c5cad4`); sits behind
/// the figure, one step lighter than the ground line.
static let figureEquipment = figure(light: (0.77, 0.79, 0.83), dark: (0.25, 0.27, 0.31))
/// Joint-attached items — bars, dumbbells, pads (`#6b7180`); darker than the
/// scene so the thing being moved reads over the limbs.
static let figureProp = figure(light: (0.42, 0.44, 0.50), dark: (0.55, 0.58, 0.63))
/// Ground line (`#b9bec9`).
static let figureGround = figure(light: (0.73, 0.75, 0.79), dark: (0.29, 0.31, 0.36))
/// Opaque head fill — the screen background, so limbs pass behind the face.
#if os(watchOS)
static let figureHeadFill = Color.black
#else
static let figureHeadFill = Color(.systemBackground)
#endif
}