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 <noreply@anthropic.com>
- IGES import (kernel iges_in, from the published specification). The file
is restated as STEP and read by the STEP reader, so an IGES file becomes
the same Import base feature.
- Manifold solid B-reps (186/514/510/508/504/502).
- Trimmed (144), bounded (143) and bare B-spline surfaces, sewn into a
solid by shared edges, with face orientation made consistent.
- Curves: lines, arcs, ellipses, composite and rational B-spline curves.
- Surfaces: planes, analytic surfaces 190-198, B-spline surfaces,
surfaces of revolution and tabulated cylinders.
- Transformations, units, colours, names (406 form 15 or labels).
Open, insert and drop .igs/.iges like STEP.
- IGES export (kernel iges_out): each body as a manifold solid B-rep on the
surfaces a STEP export uses, with name properties and colours.
ExportCommand to .igs.
- OBJ import as mesh bodies: objects/groups, polygons fanned, negative
indices, bad lines reported.
- STL: binary files whose header starts with "solid" and those with a zero
triangle count read as binary; non-finite vertices dropped; facet
normals ignored; ASCII with non-UTF-8 names. Mesh bodies get consistent
winding (stray inverted facets turned over).
- Tests: primitives and features round-trip through IGES (volume, area,
name, colour). Six trimmed patches sew into a closed box. Hostile IGES,
OBJ and STL inputs never panic. STL quirks. The engine exports a design
to IGES and opens it again. All 76 oracle parts round-trip through IGES
with matching volume (local check).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
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