Rename SolveCraft to SolidCraft everywhere, with compatibility shims (#389)
* WIP deep rename (not for push) * WIP2 * WIP3 * WIP4 wxs fix * rustfmt * Rename the remaining identifiers in merged crash-report code Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RjGw4gA5ZvKrU8MQP6sBgT --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -17,7 +17,7 @@
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use std::collections::{HashMap, HashSet};
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use solvecraft_geom::Vec3;
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use solidcraft_geom::Vec3;
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use truck_modeling::{self as mt, builder};
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use crate::blend::{plane_normal, unsupported, vtx};
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@@ -1142,7 +1142,7 @@ mod tests {
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#[test]
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fn sloped_basin_rim_fillets() {
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use solvecraft_geom::{Loop2, Plane, Vec2};
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use solidcraft_geom::{Loop2, Plane, Vec2};
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let rectangle = |x0, y0, x1, y1| Loop2::polygon(&[Vec2::new(x0, y0), Vec2::new(x1, y0), Vec2::new(x1, y1), Vec2::new(x0, y1)]);
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let slab = box_solid(Vec3::ZERO, Vec3::new(100.0, 60.0, 30.0)).unwrap();
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let pocket =
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@@ -1170,7 +1170,7 @@ mod tests {
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#[test]
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fn sloped_rim_fillets_cannot_extend_outside_the_material() {
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use solvecraft_geom::{Loop2, Plane, Vec2};
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use solidcraft_geom::{Loop2, Plane, Vec2};
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for margin in [0.5, 1.0] {
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let rectangle = |x0, y0, x1, y1| Loop2::polygon(&[Vec2::new(x0, y0), Vec2::new(x1, y0), Vec2::new(x1, y1), Vec2::new(x0, y1)]);
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let slab = box_solid(Vec3::ZERO, Vec3::new(100.0, 60.0, 30.0)).unwrap();
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@@ -1190,7 +1190,7 @@ mod tests {
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#[test]
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fn chamfers_meet_on_unequal_sloped_rim_walls() {
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use solvecraft_geom::{Loop2, Plane, Vec2};
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use solidcraft_geom::{Loop2, Plane, Vec2};
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for margin in [1.0, 4.0] {
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let rectangle = |x0, y0, x1, y1| Loop2::polygon(&[Vec2::new(x0, y0), Vec2::new(x1, y0), Vec2::new(x1, y1), Vec2::new(x0, y1)]);
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let slab = box_solid(Vec3::ZERO, Vec3::new(100.0, 60.0, 30.0)).unwrap();
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@@ -1229,7 +1229,7 @@ mod tests {
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#[test]
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fn equal_slope_rim_loops_cannot_escape_the_face() {
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use solvecraft_geom::{Loop2, Plane, Vec2};
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use solidcraft_geom::{Loop2, Plane, Vec2};
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let rectangle = |x0, y0, x1, y1| Loop2::polygon(&[Vec2::new(x0, y0), Vec2::new(x1, y0), Vec2::new(x1, y1), Vec2::new(x0, y1)]);
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let slab = box_solid(Vec3::ZERO, Vec3::new(100.0, 60.0, 30.0)).unwrap();
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let pocket =
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