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 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
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@@ -298,6 +298,43 @@ impl Document {
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out
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}
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/// Every body as the world shows it: its world name ("Body1", or "Body1 (Occ:2)" for a
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/// further instance), its component, the occurrence path, and the transform from the frame
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/// its geometry is in to the world.
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pub fn body_frames(&self, st: &crate::ModelState) -> Vec<(String, u64, Vec<u64>, Mat)> {
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let mut out = Vec::new();
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for (comp, path, m) in self.placements() {
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let primary = path == self.first_path(comp);
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let label = || -> String {
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path.iter().filter_map(|id| self.occurrences.iter().find(|o| o.id == *id)).map(|o| o.name.as_str()).collect::<Vec<_>>().join("/")
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};
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for b in st.bodies.iter().filter(|b| self.body_component(&b.name, b.feature) == comp) {
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let name = if primary { b.name.clone() } else { format!("{} ({})", b.name, label()) };
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let w = match self.body_offsets.get(&b.name) {
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Some(o) => mat_mul(&m, o),
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None => m,
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};
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out.push((name, comp, path.clone(), w));
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}
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}
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out
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}
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/// The occurrence path of a component's first placement.
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pub fn first_path(&self, component: u64) -> Vec<u64> {
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let mut path = Vec::new();
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let mut c = component;
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for _ in 0..1000 {
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if c == 0 {
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break;
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}
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let Some(o) = self.occurrence_of(c) else { break };
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path.insert(0, o.id);
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c = o.parent;
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}
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path
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}
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/// Is `a` inside `b` (or `b` itself)?
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pub fn component_within(&self, a: u64, b: u64) -> bool {
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let mut c = a;
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@@ -1128,6 +1128,10 @@ pub struct Document {
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/// Bodies moved into another component than their feature's (by body name).
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#[serde(default, skip_serializing_if = "std::collections::BTreeMap::is_empty")]
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pub body_components: std::collections::BTreeMap<String, u64>,
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/// Bodies moved into another component keep their place in the world: the transform from
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/// the new component's frame to the frame the body was made in (by body name).
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#[serde(default, skip_serializing_if = "std::collections::BTreeMap::is_empty")]
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pub body_offsets: std::collections::BTreeMap<String, crate::Mat>,
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/// Browser groups (folders of bodies, sketches or construction planes).
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#[serde(default, skip_serializing_if = "Vec::is_empty")]
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pub browser_groups: Vec<BrowserGroup>,
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@@ -1196,6 +1200,7 @@ impl Document {
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configs: Default::default(),
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parts: Default::default(),
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body_components: Default::default(),
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body_offsets: Default::default(),
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materials: Default::default(),
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appearances: Default::default(),
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favorites: Default::default(),
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@@ -2291,7 +2291,10 @@ pub fn world_state(doc: &Document, st: &ModelState) -> ModelState {
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let ident = crate::is_identity(&m);
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for b in st.bodies.iter().filter(|b| doc.body_component(&b.name, b.feature) == comp) {
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let name = if primary { b.name.clone() } else { format!("{} ({})", b.name, label()) };
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let body = if ident { b.body.clone() } else { kernel::transform_matrix(&b.body, m).unwrap_or_else(|_| b.body.clone()) };
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// A body moved in from another component keeps its place (its offset).
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let bm = doc.body_offsets.get(&b.name).map(|o| crate::mat_mul(&m, o)).unwrap_or(m);
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let body =
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if crate::is_identity(&bm) { b.body.clone() } else { kernel::transform_matrix(&b.body, bm).unwrap_or_else(|_| b.body.clone()) };
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out.bodies.push(ModelBody::new(name, body, b.feature));
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}
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if primary {
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