New kernel file blend_variable.rs. The hooks into blend.rs are visibility
only: plane_normal, vtx, rebuild_face and unsupported are now pub(crate).
- fillet_variable(body, edge, start, r0, r1) works on the same edge
configuration as the constant fillet (straight edge, planar faces, end
faces square to it). The radius runs linearly from the end nearest
`start`, and every section square to the edge is a circular arc. The
blend is an exact degree (2, 1) rational B-spline: arc control points
move linearly.
- fillet_chord(body, edges, chord): the radius per edge comes from its
face angle (chord = 2 r cos(phi/2)).
Fillet feature: style constant | chord | variable {radius2, start};
FusionFilletEdgesCommand takes type, radius2 and start.
Tests:
- Variable 2 -> 5 on a box edge removes (1 - pi/4) L (r0^2 + r0 r1 + r1^2)/3.
Starting from the other end gives the same solid; equal radii give the
constant fillet; too large is refused.
- Chord 4 on a right angle equals radius 4/sqrt(2).
- Engine: both types by command.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
- solvecraft_io::vfs: the engine's file access (disk natively; in the browser an in-memory set of
files the host loads and stores). File commands and write_atomic go through it.
- Web host (apps/solvecraft-web/src/files.rs): stored designs are read from OPFS at start
(storage.persist() asked for) and written back when a command writes one; Save/Save As keep
designs in the browser, exports (STEP, STL, 3MF, OBJ, ...) download as files.
- File > Open shows "Files in this browser": open, insert, rename, download, delete, plus open or
insert from the computer (showOpenFilePicker where there is one, an <input type=file>
otherwise). Files dropped on the page are inserted or opened.
- Unsaved work is autosaved to OPFS and offered again after a reload or crash.
- Start page recents come from the stored designs, with thumbnails. In the browser the samples
are built when opened (a picture blocks the page there, and a kernel panic can't be caught).
- Pages without OPFS (http on a network address, old browsers) keep designs in local storage.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
Kernel extend(body, edges, distance) moves the picked straight edges of a
planar surface outward in its plane, with neighbours meeting them. Doc
feature SurfaceExtend, engine FusionExtendCommand. Tests: 10x10 extended
by 5 past one edge gives 150, past two gives 225; the engine patch, trim,
extend and thicken gives 240.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
Kernel (surfaces):
- Bodies with an open shell are surface bodies (Body::is_surface).
- patch_region: a planar patch of a sketch region. patch_edges: a planar
patch filling a closed loop of a body's edges.
- copy_faces: faces copied out as a surface.
- stitch: sew surfaces along coinciding edges, turning faces to agree; the
result is a solid when it closes.
- trim: cut a surface by a plane or face and keep one side.
- thicken: offset planar and circular-cylindrical faces along their
normals (one side or symmetric) into a solid. Plane copies slide;
cylinder copies scale about the axis, exact for NURBS circles. Free
edges get ruled walls. Faces meeting at a sharp edge are refused.
Doc features Patch, Stitch, Thicken (with operations) and SurfaceTrim;
engine commands FusionSurfacePatchCommand, FusionSurfaceStitchCommand,
FusionSurfaceThickenCommand and FusionSurfaceTrimCommand.
Tests (volumes):
- A 10x10 patch thickened by 2 gives 200, also symmetric.
- Half a cylinder side thickened outward gives half a ring; both halves
inward give the full ring.
- Six faces of a box stitched back give 6000; an open box with its top
patched from the edges, stitched, gives 6000.
- Trim keeps 30 or 70 of 100.
- Engine: patch, trim, thicken gives 140.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
The Split feature takes an optional face tool (FaceAt, the face through a
point on a named body) and splits with kernel split_body, the tool's
surface extended; otherwise the plane as before. Engine test: a box split
by a cylinder's side into the core and the rest.
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
Library swatches by category (the engine's library when it offers one, else built-in looks:
metals, plastics, paints, woods, glass with opacity), the looks in this design, a colour picker
and opacity, and the objects to apply to (bodies/components or faces). A swatch dragged onto a
body or face in the viewport, or onto a body's row in the Browser, applies at once; Apply and
OK give the picked objects the current look; pre-selected bodies become the objects.
Browser: rows under a drag of another kind count as hovered, and the Browser's own drops no
longer swallow other payloads (egui's take_payload takes any type), so swatches dropped on its
rows land.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
- 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 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL