STEP import takes up for Y-up files and names for the bodies' names (#1312)

file.insert_step and doc.open on a STEP file take `up` (turn a Y-up file so its up is +Z) and `names` (names for the imported bodies). The MCP tool and the app's control requests pass them through; an import without them works as before. Tests in the kernel's STEP reader, the engine, MCP and the file-load UI; docs/step-import.md and docs/mcp.md describe both.
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NOWN-DEV authored and GitHub committed 2026-10-15 02:18:55 -04:00
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@@ -181,10 +181,10 @@ The `camera` of `screenshot` (the object `view.apply` and `view.save` take too)
To look closely at one part of a large model, such as a STEP assembly, work in a headless session. These steps change only the open design in memory:
1. Open the model with `solidcraft-cli mcp --in assembly.step` (or the `open` tool). `inspect_design` lists the bodies with their names and bounding boxes.
1. Open the model with `solidcraft-cli mcp --in assembly.step` (or the `open` tool, which also takes `up` and `names`, see step 4 and [STEP import](step-import.md)). `inspect_design` lists the bodies with their names and bounding boxes.
2. Remove what is in the way with `solid.remove`, e.g. `{"bodies": ["Cover"]}`.
3. Cut the region out of the rest with `solid.box`, e.g. `{"corner": [40, 0, -45], "length": 20, "width": 50, "height": 45, "operation": "intersect", "targets": ["Housing", "Plate"]}`. Each listed body is trimmed to the box, and one that lies wholly outside the box is removed. The box itself is not kept.
4. If the model lies on its back (many STEP files have +Y up), stand it Z up with `solid.move`, listing every body you keep, e.g. `{"bodies": ["Housing", "Plate"], "axis": [1, 0, 0], "angle": 90}`. It turns the bodies about the world origin, and a bare angle is in degrees. A turn of +90° about X takes +Y to +Z.
4. If the model lies on its back (many STEP files have +Y up), open it with `up: "y"` (the `open` tool, `doc.open`, `file.insert_step`), which turns the file's bodies a quarter turn about X (Y becomes Z). One already open is stood Z up with `solid.move`, listing every body you keep, e.g. `{"bodies": ["Housing", "Plate"], "axis": [1, 0, 0], "angle": 90}`. It turns the bodies about the world origin, and a bare angle is in degrees. A turn of +90° about X takes +Y to +Z.
5. Colour the parts that matter with `appearance.assign`, e.g. `{"bodies": ["Housing"], "color": "#3a7bd5"}`, and hide helper bodies or sketches with `browser.visibility`, e.g. `{"items": ["Plate"], "visible": false}`.
6. Cut a section with `inspect.section`, e.g. `{"plane": {"origin": [50, 30, 0], "normal": [0, 1, 0]}}` or `{"plane": "XY", "at": 5}`.
7. Take the picture with `screenshot`: a `camera` whose `target` is the centre of the region and whose eye is on the cut side, `source: "model"`, and `path`, `width` and `height` as needed. An orthographic picture is 0.8 × `distance` high, so a `distance` of about 1.5 times the region's size frames it. Look at the image, adjust `yaw`, `pitch` and `distance`, and shoot again. Headless, the picture is always a render of the model; bridged to the app, `source: "model"` asks for that render instead of the app's window.