STEP export: an inserted assembly's nested parts are placed once (#1895)
Thanks @NOWN-DEV.
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@@ -488,7 +488,9 @@ fn mesh_object(b: &solidcraft_doc::ModelBody, tagged: bool) -> Result<MeshObject
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/// STEP assembly of a design with components: a product per component holding its bodies in
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/// the component's own frame (`local` is the model before placing occurrences), and an
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/// assembly occurrence per component occurrence.
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/// assembly occurrence per component occurrence. A body with an offset (an imported assembly's
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/// part, built where the file placed it) is taken into its component's frame by that offset,
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/// as the world placement does, so the occurrences above it place it only once.
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pub fn step_assembly(doc: &Document, local: &ModelState, name: &str) -> Result<Vec<u8>> {
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use solidcraft_kernel::{ExportBody, ExportProduct};
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let mut index: std::collections::HashMap<u64, usize> = std::collections::HashMap::new();
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@@ -498,10 +500,18 @@ pub fn step_assembly(doc: &Document, local: &ModelState, name: &str) -> Result<V
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index.insert(c.id, products.len());
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products.push(ExportProduct { name: c.name.clone(), bodies: Vec::new(), children: Vec::new() });
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}
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for b in &local.bodies {
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let comp = doc.body_component(&b.name, b.feature);
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let framed: Vec<Option<solidcraft_kernel::Body>> = local
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.bodies
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.iter()
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.map(|b| match doc.model_body_offset(b) {
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Some(offset) if !solidcraft_doc::is_identity(offset) => solidcraft_kernel::transform_matrix(&b.body, *offset).map(Some),
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_ => Ok(None),
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})
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.collect::<std::result::Result<_, _>>()?;
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for (b, framed) in local.bodies.iter().zip(&framed) {
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let comp = doc.model_body_component(b);
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let Some(p) = index.get(&comp).and_then(|i| products.get_mut(*i)) else { continue };
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p.bodies.push(ExportBody { name: b.name.clone(), body: &b.body, color: b.body.color() });
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p.bodies.push(ExportBody { name: b.name.clone(), body: framed.as_ref().unwrap_or(&b.body), color: b.body.color() });
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}
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for o in &doc.occurrences {
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let (Some(&parent), Some(&child)) = (index.get(&o.parent), index.get(&o.component)) else { continue };
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