Colours in exports from materials and appearances; Appearance command

- Bodies export (STEP, 3MF) in the colour they are shown in: an appearance,
  else the physical material's look, else the colour the body was imported
  with (Document::body_color / painted). Physical materials used to export
  no colour at all.
- AppearanceCommand (Modify): a colour per body ("#rrggbb" or [r, g, b];
  null follows the material again), kept in the design and across renames.
- Material looks move to solvecraft-doc (material_color); the viewport draws
  appearance, material or imported colour, as exported.
- Engine test: brass and red ABS bodies export, re-import with their RGB, and
  keep it through open and export again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
This commit is contained in:
bherbruckandClaude Opus 5.5 committed 2026-10-08 08:11:28 +00:00
1 parent 578b35e88a
commit ae4570ed39
8 files changed
+200 -86

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+43
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@@ -1040,6 +1040,9 @@ pub struct Document {
/// Physical material per body (by body name); others use the default.
#[serde(default, skip_serializing_if = "std::collections::BTreeMap::is_empty")]
pub materials: std::collections::BTreeMap<String, String>,
/// Appearance colour per body (by body name, sRGB); it overrides the material's look.
#[serde(default, skip_serializing_if = "std::collections::BTreeMap::is_empty")]
pub appearances: std::collections::BTreeMap<String, [u8; 3]>,
/// Bodies moved into another component than their feature's (by body name).
#[serde(default, skip_serializing_if = "std::collections::BTreeMap::is_empty")]
pub body_components: std::collections::BTreeMap<String, u64>,
@@ -1094,6 +1097,7 @@ impl Document {
plastic: Default::default(),
body_components: Default::default(),
materials: Default::default(),
appearances: Default::default(),
favorites: Default::default(),
canvases: Vec::new(),
param_comments: Default::default(),
@@ -1102,6 +1106,25 @@ impl Document {
}
}
/// The colour a body is shown and exported in (sRGB as 0–1 fractions): its
/// appearance, else its material's look, else the colour it was imported with.
pub fn body_color(&self, name: &str, body: &solvecraft_kernel::Body) -> Option<[f32; 3]> {
let rgb = |c: [u8; 3]| c.map(|x| x as f32 / 255.0);
self.appearances.get(name).copied().or_else(|| self.materials.get(name).and_then(|m| material_color(m))).map(rgb).or_else(|| body.color())
}
/// The model with each body carrying the colour it is shown in (for export).
pub fn painted(&self, state: &crate::ModelState) -> crate::ModelState {
let mut st = state.clone();
for b in &mut st.bodies {
let c = self.body_color(&b.name, &b.body);
if c != b.body.color() {
b.body = b.body.clone().with_color(c);
}
}
st
}
/// Density of a body's material (g/cm³).
pub fn density(&self, body: &str) -> f64 {
self.materials.get(body).and_then(|m| material_density(m)).unwrap_or(DEFAULT_DENSITY)
@@ -1445,6 +1468,26 @@ pub const MATERIALS: [(&str, f64); 14] = [
("Glass", 2.50),
];
/// How a physical material looks (sRGB); the default material has no colour of its own.
pub fn material_color(name: &str) -> Option<[u8; 3]> {
Some(match name {
"Steel" => [158, 164, 172],
"Stainless Steel" => [186, 191, 198],
"Aluminum" => [204, 208, 214],
"Brass" => [208, 172, 88],
"Copper" => [204, 122, 80],
"Titanium" => [150, 148, 158],
"Cast Iron" => [104, 104, 110],
"ABS Plastic" => [222, 222, 216],
"PLA" => [110, 160, 222],
"Nylon" => [236, 230, 214],
"Polycarbonate" => [196, 216, 232],
"Oak" => [190, 146, 92],
"Glass" => [170, 208, 218],
_ => return None,
})
}
pub fn material_density(name: &str) -> Option<f64> {
MATERIALS.iter().find(|(n, _)| n.eq_ignore_ascii_case(name.trim())).map(|(_, d)| *d)
}
+3
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@@ -219,6 +219,9 @@ fn rename_body(s: &mut Session, p: &Value) -> Result<Value> {
if let Some(m) = d.materials.remove(&old) {
d.materials.insert(name.to_string(), m);
}
if let Some(c) = d.appearances.remove(&old) {
d.appearances.insert(name.to_string(), c);
}
if let Some(c) = d.body_components.remove(&old) {
d.body_components.insert(name.to_string(), c);
}
+3 -2
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@@ -162,9 +162,10 @@ fn export_to(s: &Session, path: &str, format: Format, bodies: &[String]) -> Resu
let name = std::path::Path::new(path).file_stem().map(|x| x.to_string_lossy().to_string()).unwrap_or_else(|| s.doc.name.clone());
// A design with components exports as a STEP assembly; otherwise bodies as placed.
let bytes = if format == Format::Step && bodies.is_empty() && !s.doc.occurrences.is_empty() {
solvecraft_io::step_assembly(&s.doc, &s.model.state(), &name)?
solvecraft_io::step_assembly(&s.doc, &s.doc.painted(&s.model.state()), &name)?
} else {
solvecraft_io::export(&s.world_state(), bodies, format, &name)?
// Bodies carry the colour they are shown in (appearance, material or imported).
solvecraft_io::export(&s.doc.painted(&s.world_state()), bodies, format, &name)?
};
std::fs::write(path, &bytes).map_err(|e| EngineError::Other(format!("{path}: {e}")))?;
Ok(json!({"path": path, "bytes": bytes.len(), "format": format!("{format:?}")}))
+39
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@@ -23,6 +23,10 @@ pub static COMMANDS: &[CommandSpec] = &[
.at("SOLID", "MODIFY")
.icon("material")
.params("bodies: [names]; material: name (Steel, Aluminum, ABS Plastic, …; `material.list`)"),
CommandSpec::new("AppearanceCommand", "Appearance", appearance)
.at("SOLID", "MODIFY")
.icon("appearance")
.params("bodies: [names]; color: \"#rrggbb\" or [r, g, b] (0–255), or null to follow the material"),
CommandSpec::new("material.list", "List Materials", material_list).noundo(),
CommandSpec::new("engine.commands", "List Commands", commands).noundo(),
];
@@ -271,6 +275,41 @@ fn physical_material(s: &mut Session, p: &Value) -> Result<Value> {
Ok(json!({"bodies": bodies, "material": canonical}))
}
/// A colour parameter: `"#rrggbb"` or `[r, g, b]` (0–255).
fn color_param(v: &Value) -> Option<[u8; 3]> {
if let Some(t) = v.as_str() {
let h = t.trim().trim_start_matches('#');
if h.len() != 6 || !h.is_ascii() {
return None;
}
let byte = |i: usize| h.get(i..i + 2).and_then(|x| u8::from_str_radix(x, 16).ok());
return Some([byte(0)?, byte(2)?, byte(4)?]);
}
let a = v.as_array().filter(|a| a.len() == 3)?;
let c = |i: usize| a.get(i).and_then(Value::as_f64).filter(|x| x.is_finite() && (0.0..=255.0).contains(x)).map(|x| x.round() as u8);
Some([c(0)?, c(1)?, c(2)?])
}
fn appearance(s: &mut Session, p: &Value) -> Result<Value> {
let cmd = "AppearanceCommand";
let bodies = string_list(p, "bodies");
let st = s.model.state();
if bodies.is_empty() || bodies.iter().any(|b| st.body(b).is_none()) {
return Err(bad(cmd, "`bodies` must list existing bodies"));
}
let color = match p.get("color") {
None | Some(Value::Null) => None,
Some(v) => Some(color_param(v).ok_or_else(|| bad(cmd, "`color` must be \"#rrggbb\" or [r, g, b] with values 0–255"))?),
};
for b in &bodies {
match color {
Some(c) => s.doc_mut().appearances.insert(b.clone(), c),
None => s.doc_mut().appearances.remove(b),
};
}
Ok(json!({"bodies": bodies, "color": color.map(|c| format!("#{:02x}{:02x}{:02x}", c[0], c[1], c[2]))}))
}
fn material_list(_s: &mut Session, _p: &Value) -> Result<Value> {
Ok(json!({"materials": solvecraft_doc::MATERIALS.iter().map(|(n, d)| json!({"name": n, "density_g_cm3": d})).collect::<Vec<_>>()}))
}
+36
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@@ -951,6 +951,42 @@ fn sample_plate_step_round_trip() {
}
}
/// Bodies export in the colour they are shown in: a material's look, an appearance over it,
/// none for the default; and colours read from a STEP file survive the next export.
#[test]
fn material_and_appearance_colours_export_to_step() {
let mut s = Session::default();
run(&mut s, "PrimitiveBox", json!({"length": 10, "width": 10, "height": 10, "body_name": "BrassBox"}));
run(&mut s, "PrimitiveBox", json!({"corner": [20, 0, 0], "length": 10, "width": 10, "height": 10, "body_name": "RedAbs"}));
run(&mut s, "PrimitiveBox", json!({"corner": [40, 0, 0], "length": 10, "width": 10, "height": 10, "body_name": "Plain"}));
run(&mut s, "PhysicalMaterialCommand", json!({"bodies": ["BrassBox"], "material": "Brass"}));
run(&mut s, "PhysicalMaterialCommand", json!({"bodies": ["RedAbs"], "material": "ABS Plastic"}));
run(&mut s, "AppearanceCommand", json!({"bodies": ["RedAbs"], "color": "#d01c1c"}));
assert!(s.execute("AppearanceCommand", &json!({"bodies": ["RedAbs"], "color": "#12"})).is_err());
let rgb = |c: [u8; 3]| c.map(|x| x as f32 / 255.0);
let want =
[("BrassBox", Some(rgb(solvecraft_doc::material_color("Brass").unwrap()))), ("RedAbs", Some(rgb([0xd0, 0x1c, 0x1c]))), ("Plain", None)];
let same = |a: Option<[f32; 3]>, b: Option<[f32; 3]>| match (a, b) {
(Some(a), Some(b)) => a.iter().zip(b).all(|(x, y)| (x - y).abs() < 1e-3),
(None, None) => true,
_ => false,
};
let check = |imp: &solvecraft_kernel::StepImport| {
for (name, c) in want {
let b = imp.bodies.iter().find(|b| b.name == name).unwrap_or_else(|| panic!("no body {name}"));
assert!(same(b.body.color(), c), "{name}: {:?} vs {c:?}", b.body.color());
}
};
check(&step_round_trip(&mut s, "colours"));
// Open the export and export again: the file's colours are kept.
let p = std::env::temp_dir().join(format!("solvecraft-colours-{}.step", std::process::id()));
run(&mut s, "ExportCommand", json!({"path": p.to_string_lossy()}));
let mut s2 = Session::default();
run(&mut s2, "doc.open", json!({"path": p.to_string_lossy()}));
let _ = std::fs::remove_file(&p);
check(&step_round_trip(&mut s2, "colours2"));
}
/// Components export as a STEP assembly: products, occurrences, placements.
#[test]
fn components_export_as_step_assembly() {
+1 -16
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@@ -262,22 +262,7 @@ impl Tokens {
/// How a physical material looks (the default appearance follows the material).
pub fn material_color(name: &str) -> Option<Color32> {
Some(match name {
"Steel" => Color32::from_rgb(158, 164, 172),
"Stainless Steel" => Color32::from_rgb(186, 191, 198),
"Aluminum" => Color32::from_rgb(204, 208, 214),
"Brass" => Color32::from_rgb(208, 172, 88),
"Copper" => Color32::from_rgb(204, 122, 80),
"Titanium" => Color32::from_rgb(150, 148, 158),
"Cast Iron" => Color32::from_rgb(104, 104, 110),
"ABS Plastic" => Color32::from_rgb(222, 222, 216),
"PLA" => Color32::from_rgb(110, 160, 222),
"Nylon" => Color32::from_rgb(236, 230, 214),
"Polycarbonate" => Color32::from_rgb(196, 216, 232),
"Oak" => Color32::from_rgb(190, 146, 92),
"Glass" => Color32::from_rgb(170, 208, 218),
_ => return None,
})
solvecraft_engine::doc::material_color(name).map(|[r, g, b]| Color32::from_rgb(r, g, b))
}
/// Switch themes (the visuals follow on the next [`apply`]).
+10 -3
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@@ -215,7 +215,7 @@ fn build_scene(app: &SolveApp) -> GpuScene {
}
// With a component active, bodies outside it are drawn faded.
let faded = s.active_component != 0 && !s.doc.component_within(s.doc.body_component(&b.name, b.feature), s.active_component);
let base = s.doc.materials.get(&b.name).and_then(|m| crate::theme::material_color(m)).unwrap_or(tk.body);
let base = body_color(&s.doc, &b.name, &b.body).unwrap_or(tk.body);
let col = if faded { c4(base.gamma_multiply(0.35)) } else { c4(base) };
let m = b.mesh();
let (shaded, edges) = match app.ui.visual_style {
@@ -930,9 +930,16 @@ fn build_highlight(app: &SolveApp) -> GpuScene {
sc
}
/// A body's display colour (its material's, else the theme's) as RGB.
/// A body's display colour (appearance, material or imported colour), if it has one.
fn body_color(doc: &solvecraft_engine::doc::Document, name: &str, body: &solvecraft_engine::kernel::Body) -> Option<Color32> {
let to8 = |x: f32| (x.clamp(0.0, 1.0) * 255.0).round() as u8;
doc.body_color(name, body).map(|[r, g, b]| Color32::from_rgb(to8(r), to8(g), to8(b)))
}
/// A body's display colour (else the theme's) as RGB.
fn body_rgb(app: &SolveApp, name: &str) -> (u8, u8, u8) {
let c = app.session.doc.materials.get(name).and_then(|m| crate::theme::material_color(m)).unwrap_or(Tokens::get().body);
let st = app.session.model.state();
let c = st.body(name).and_then(|b| body_color(&app.session.doc, name, &b.body)).unwrap_or(Tokens::get().body);
(c.r(), c.g(), c.b())
}