Commit Graph
6 Commits
Author SHA1 Message Date
bherbruck d6cdec40da Fix modelling regressions and reconcile WIP UI work 2026-10-10 15:37:00 -04:00
bherbruckandClaude Opus 5.5 9219eb5dc1 Rebase fixes: one helix re-export, a closing brace lost in tests.rs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-09 12:47:56 +00:00
bherbruckandClaude Opus 5.5 9ee8ba5dd7 Imported looks outlive later features: a body's imported colour, opacity and face colours (kernel paint, dropped by operations) are carried to the next version of the body, its faces by persistent name (split faces keep the colour, new faces take the body's); assigned face appearances already follow their faces by name
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-09 12:47:56 +00:00
bherbruckandClaude Opus 5.5 d10312b7fd Command ids are SolveCraft's own: 173 ids that were another product's internal command ids become dotted, lower-case ids (<area>.<thing>[.<variant>]: solid.extrude, sketch.rectangle.two_point, sheet.flange, joint.drive, ...), in the registry, toolbar, dialogs, shortcuts, palette, control channel, MCP, examples, scenarios and docs
The old ids live only in crates/engine/src/legacy_ids.rs (the legacy migration table): find_command maps them, so old scripts, recipes and control calls keep working, and saved shortcuts, recent and pinned commands are migrated on load (designs store no command ids). Parity maps the observed catalog ids to ours through xtask/data/fusion-ids.tsv. The agent rule now reads: our own dotted id, never another product's. Cargo.toml's repository points at github.com/bherbruck/solvecraft.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 12:17:23 +00:00
bherbruckandClaude Opus 5.5 0a6f6c4422 Insert Part dialog (SOLID > INSERT > Insert Fastener)
The standard parts library by type (with its ISO standard), size and length, the size's table
values and a picture of the part; picking a hole's wall or rim seats it there with a rigid joint
(the live preview shows it seated), without a pick it goes at the origin. Opens on
FusionFastenersCommand (and parts.insert); OK runs FusionFastenersCommand. Its own icon.
Insert's world picks (`at`, `point`, `direction`) go through the component frames like other
picks. Tests for the library parsing and the insert parameters; checked in the app: an M3 socket
head cap screw seated in a drilled hole with its joint.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 18:28:08 +00:00
bherbruckandClaude Opus 5.5 7a2eb059c4 Components are frames (user bug #4)
What a component holds moves with its occurrence, and picks in the world land in the
component's frame:
- Sketches and construction planes show where their component is placed (free move, joint
  drive, Capture Position); sketch.inspect reports sketch points in the world.
- frames.rs maps a command's world picks into the frame of the body they lie on (through the
  inverse of its placement: a moved component or a pasted instance), points that make new
  geometry into the active component's frame, and directions with them; instance body names
  ("Body1 (Pin:2)") become the component's body. Fillet/chamfer edges, shell/offset/draft
  faces, face extrude/revolve, sketch on face, holes, sheet metal and plastic picks, primitives,
  appearance faces, analyses. Once per command (not again for commands run by commands); the
  active-frame fallback stays for commands without a table. Nothing changes while every
  placement is the identity.
- component.move_bodies keeps a body where it is in the world (Document.body_offsets: from the
  new component's frame to the one it was made in; renames and deleted components follow).
- The UI reads the placed model (Session::world_state) for display, picking, sketch editing and
  dialogs; live previews use it once anything is placed.
Tests (engine): sketches and construction planes move (and turn) with the component; world
picks fillet, sketch, hole and make boxes in a moved component; a pick on a pasted instance;
move_bodies keeps the world place there and back; a sketch on a face follows a Move feature.
QA's s34 now runs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 15:04:32 +00:00