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
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@@ -219,6 +219,9 @@ fn rename_body(s: &mut Session, p: &Value) -> Result<Value> {
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if let Some(m) = d.materials.remove(&old) {
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d.materials.insert(name.to_string(), m);
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}
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if let Some(c) = d.appearances.remove(&old) {
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d.appearances.insert(name.to_string(), c);
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}
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if let Some(c) = d.body_components.remove(&old) {
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d.body_components.insert(name.to_string(), c);
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}
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@@ -162,9 +162,10 @@ fn export_to(s: &Session, path: &str, format: Format, bodies: &[String]) -> Resu
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let name = std::path::Path::new(path).file_stem().map(|x| x.to_string_lossy().to_string()).unwrap_or_else(|| s.doc.name.clone());
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// A design with components exports as a STEP assembly; otherwise bodies as placed.
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let bytes = if format == Format::Step && bodies.is_empty() && !s.doc.occurrences.is_empty() {
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solvecraft_io::step_assembly(&s.doc, &s.model.state(), &name)?
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solvecraft_io::step_assembly(&s.doc, &s.doc.painted(&s.model.state()), &name)?
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} else {
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solvecraft_io::export(&s.world_state(), bodies, format, &name)?
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// Bodies carry the colour they are shown in (appearance, material or imported).
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solvecraft_io::export(&s.doc.painted(&s.world_state()), bodies, format, &name)?
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};
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std::fs::write(path, &bytes).map_err(|e| EngineError::Other(format!("{path}: {e}")))?;
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Ok(json!({"path": path, "bytes": bytes.len(), "format": format!("{format:?}")}))
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@@ -23,6 +23,10 @@ pub static COMMANDS: &[CommandSpec] = &[
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.at("SOLID", "MODIFY")
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.icon("material")
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.params("bodies: [names]; material: name (Steel, Aluminum, ABS Plastic, …; `material.list`)"),
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CommandSpec::new("AppearanceCommand", "Appearance", appearance)
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.at("SOLID", "MODIFY")
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.icon("appearance")
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.params("bodies: [names]; color: \"#rrggbb\" or [r, g, b] (0–255), or null to follow the material"),
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CommandSpec::new("material.list", "List Materials", material_list).noundo(),
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CommandSpec::new("engine.commands", "List Commands", commands).noundo(),
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];
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@@ -271,6 +275,41 @@ fn physical_material(s: &mut Session, p: &Value) -> Result<Value> {
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Ok(json!({"bodies": bodies, "material": canonical}))
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}
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/// A colour parameter: `"#rrggbb"` or `[r, g, b]` (0–255).
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fn color_param(v: &Value) -> Option<[u8; 3]> {
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if let Some(t) = v.as_str() {
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let h = t.trim().trim_start_matches('#');
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if h.len() != 6 || !h.is_ascii() {
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return None;
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}
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let byte = |i: usize| h.get(i..i + 2).and_then(|x| u8::from_str_radix(x, 16).ok());
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return Some([byte(0)?, byte(2)?, byte(4)?]);
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}
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let a = v.as_array().filter(|a| a.len() == 3)?;
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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);
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Some([c(0)?, c(1)?, c(2)?])
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}
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fn appearance(s: &mut Session, p: &Value) -> Result<Value> {
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let cmd = "AppearanceCommand";
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let bodies = string_list(p, "bodies");
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let st = s.model.state();
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if bodies.is_empty() || bodies.iter().any(|b| st.body(b).is_none()) {
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return Err(bad(cmd, "`bodies` must list existing bodies"));
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}
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let color = match p.get("color") {
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None | Some(Value::Null) => None,
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Some(v) => Some(color_param(v).ok_or_else(|| bad(cmd, "`color` must be \"#rrggbb\" or [r, g, b] with values 0–255"))?),
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};
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for b in &bodies {
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match color {
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Some(c) => s.doc_mut().appearances.insert(b.clone(), c),
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None => s.doc_mut().appearances.remove(b),
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};
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}
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Ok(json!({"bodies": bodies, "color": color.map(|c| format!("#{:02x}{:02x}{:02x}", c[0], c[1], c[2]))}))
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}
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fn material_list(_s: &mut Session, _p: &Value) -> Result<Value> {
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Ok(json!({"materials": solvecraft_doc::MATERIALS.iter().map(|(n, d)| json!({"name": n, "density_g_cm3": d})).collect::<Vec<_>>()}))
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}
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@@ -951,6 +951,42 @@ fn sample_plate_step_round_trip() {
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}
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}
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/// Bodies export in the colour they are shown in: a material's look, an appearance over it,
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/// none for the default; and colours read from a STEP file survive the next export.
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#[test]
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fn material_and_appearance_colours_export_to_step() {
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let mut s = Session::default();
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run(&mut s, "PrimitiveBox", json!({"length": 10, "width": 10, "height": 10, "body_name": "BrassBox"}));
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run(&mut s, "PrimitiveBox", json!({"corner": [20, 0, 0], "length": 10, "width": 10, "height": 10, "body_name": "RedAbs"}));
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run(&mut s, "PrimitiveBox", json!({"corner": [40, 0, 0], "length": 10, "width": 10, "height": 10, "body_name": "Plain"}));
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run(&mut s, "PhysicalMaterialCommand", json!({"bodies": ["BrassBox"], "material": "Brass"}));
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run(&mut s, "PhysicalMaterialCommand", json!({"bodies": ["RedAbs"], "material": "ABS Plastic"}));
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run(&mut s, "AppearanceCommand", json!({"bodies": ["RedAbs"], "color": "#d01c1c"}));
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assert!(s.execute("AppearanceCommand", &json!({"bodies": ["RedAbs"], "color": "#12"})).is_err());
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let rgb = |c: [u8; 3]| c.map(|x| x as f32 / 255.0);
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let want =
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[("BrassBox", Some(rgb(solvecraft_doc::material_color("Brass").unwrap()))), ("RedAbs", Some(rgb([0xd0, 0x1c, 0x1c]))), ("Plain", None)];
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let same = |a: Option<[f32; 3]>, b: Option<[f32; 3]>| match (a, b) {
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(Some(a), Some(b)) => a.iter().zip(b).all(|(x, y)| (x - y).abs() < 1e-3),
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(None, None) => true,
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_ => false,
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};
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let check = |imp: &solvecraft_kernel::StepImport| {
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for (name, c) in want {
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let b = imp.bodies.iter().find(|b| b.name == name).unwrap_or_else(|| panic!("no body {name}"));
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assert!(same(b.body.color(), c), "{name}: {:?} vs {c:?}", b.body.color());
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}
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};
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check(&step_round_trip(&mut s, "colours"));
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// Open the export and export again: the file's colours are kept.
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let p = std::env::temp_dir().join(format!("solvecraft-colours-{}.step", std::process::id()));
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run(&mut s, "ExportCommand", json!({"path": p.to_string_lossy()}));
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let mut s2 = Session::default();
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run(&mut s2, "doc.open", json!({"path": p.to_string_lossy()}));
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let _ = std::fs::remove_file(&p);
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check(&step_round_trip(&mut s2, "colours2"));
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}
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/// Components export as a STEP assembly: products, occurrences, placements.
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#[test]
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fn components_export_as_step_assembly() {
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