🦶 Total Contact Cast Offloading Simulator — 3D
A genuine WebGL/Three.js companion to the 2D total-contact-cast simulator: the leg, cast shell, felt padding over bony prominences, rocker sole and plantar pressure hotspot render as a real orbitable 3D scene, driven by the identical peak-pressure-reduction and healing math as the original.
Why render total-contact-cast offloading in 3D
The total contact cast works by turning a small, concentrated plantar wound load into a large, distributed contact-area load — a genuinely spatial, three-dimensional biomechanical idea that a flat 2D cross-section can only imply. This companion keeps the exact clinical model of the 2D original — the same five-stage progression from patient selection through healing outcomes, the same peak plantar-pressure-reduction index per stage (100% at baseline down to 3% once fully healed), and the same adherence-driven pressure-hotspot intensity formula — but builds a real leg, ankle and foot in Three.js, wraps a semi-transparent cast shell with total-contact molding ridges around it, places felt padding markers over the malleoli, tibial crest and metatarsal heads, and attaches a rocker-bottom sole, all of which you can orbit and inspect from any angle.
Move the "weeks since application" slider to watch the plantar wound sphere shrink and shift from red toward healed green as it approaches the roughly 6-8 week healing window, and lower the "device adherence" slider to see the pressure-hotspot particles orbiting the wound intensify — the exact same (1.6 − adherence) orbital-speed and (1.4 − adherence) opacity relationship used in the 2D canvas version, just rendered as true 3D particles in space instead of a flat overlay. Step through the five clinical stages with Prev/Next to watch the cast shell, ridges, rocker sole and padding fade in and out in the correct construction order.