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Brazz 26f42ae09b Snapshot: draw a see-through appearance see-through, and show a tool body inside its target (#2329) (#2330)
* Snapshot: draw a see-through appearance see-through, and give the CLI --body, --tool and --section

A headless picture dropped a body's opacity: the scene carried only a colour, so a design with
a translucent appearance was drawn opaque by `solidcraft-cli snapshot`, by MCP screenshots and
in a design's thumbnail, although the window has always drawn it as glass. There was then no
way to look at the body a cut would remove inside the material it meets: only a volume to
measure and reason about, which hides exactly the errors a picture makes obvious (a tool that
stops short, or lands in the wrong place).

- `SceneMesh` carries the body's opacity; `view::build_scene` takes it from the design
  (`model_body_opacity`), and a selected body stays solid so the selection colour reads.
- The GPU capture routes a see-through body into the scene's glass at its own alpha, as the
  viewport does; the CPU rasterizer draws the solid bodies first (they own the depth buffer),
  then the see-through ones blended over them, far sides before near sides and without writing
  depth, so what lies inside shows and a line between the two is not hidden.
- `snapshot --body NAME:opacity=0.3,color=#rrggbb`, `--tool NAME` (that body solid in the tool
  colour, the rest see-through) and `--section z=27` run the commands the app itself runs
  (`appearance.assign`, `inspect.section`): the options are shortcuts, not a second renderer.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Tests: measure the tool colour as it is drawn through a see-through target

The tool-colour filter was derived on paper and demanded a red more than twice either other
channel, which the target in front of it tints away (measured: (200, 108, 85) through opacity
0.3); and the colour check painted the tool, which a solid target hides.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* fmt

* Snapshot options: strip the colour's # rather than slicing it; README

Slicing `value[1..]` on an input-derived string is what the house rules ask us not to write,
even where a length check has already made it safe. The error a failed assignment reports now
names the body rather than claiming it came from --body, since --tool reaches it too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* --tool: assign the bodies around the tool in groups, not one command at a time

Each appearance.assign is an undo step with a document snapshot behind it, so one per body
made --tool cost grow with the size of the design for no reason: the bodies around the tool
all get the same opacity, and the ones that share a colour can be named in one call. A design
whose bodies all wear the default grey now costs two commands whatever its size.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Rasterizer: say where its glass and the GPU's differ

Splitting each see-through body by facing orders its own two layers; it does not sort across
bodies, which the GPU does. Worth stating rather than leaving a reader to find it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
Co-authored-by: bherbruck <brennen.herbruck@gmail.com>
2026-10-19 16:10:45 -04:00

222 lines
11 KiB
Rust

//! `snapshot --body`, `--tool` and `--section`: a picture of a tool body inside the material it
//! meets, which is the one picture that says whether a cut reaches through.
//!
//! Each option is a shortcut for the command the app itself runs (`appearance.assign`,
//! `inspect.section`), so every test here asserts that the option's picture is the picture of a
//! script that runs those commands — not that the pixels match a stored image. Pictures are
//! compared with a tolerance, and the tests run on whatever renderer the machine has (a GPU, a
//! software adapter, or the CPU rasterizer), because they only ever compare two pictures this
//! same CLI drew.
use std::path::{Path, PathBuf};
use std::process::{Command, Output};
use std::sync::atomic::{AtomicUsize, Ordering};
use serde_json::{Value, json};
static NEXT: AtomicUsize = AtomicUsize::new(0);
const SIZE: (u32, u32) = (200, 140);
/// A PNG's size and RGBA pixels.
fn decode(png: &[u8]) -> (u32, u32, Vec<u8>) {
let img = image::load_from_memory_with_format(png, image::ImageFormat::Png).unwrap().to_rgba8();
(img.width(), img.height(), img.into_raw())
}
/// Pixels of two same-sized pictures that differ by more than a little in some channel.
fn differing(a: &[u8], b: &[u8]) -> usize {
let ((wa, ha, a), (wb, hb, b)) = (decode(a), decode(b));
assert_eq!((wa, ha), (wb, hb), "pictures of different sizes");
a.as_chunks::<4>().0.iter().zip(b.as_chunks::<4>().0).filter(|(p, q)| p.iter().zip(q.iter()).any(|(x, y)| x.abs_diff(*y) > 16)).count()
}
/// The same picture: a renderer's output may differ by a few levels or a stray edge pixel.
#[track_caller]
fn assert_same(a: &[u8], b: &[u8], what: &str) {
let (n, total) = (differing(a, b), (SIZE.0 * SIZE.1) as usize);
assert!(n * 500 <= total, "{what}: {n} of {total} pixels differ");
}
/// Different pictures: more than stray pixels differ.
#[track_caller]
fn assert_differs(a: &[u8], b: &[u8], what: &str) {
let n = differing(a, b);
assert!(n >= 100, "{what}: only {n} pixels differ");
}
/// How much of a picture is the tool colour (`preview::TOOL_COLOR`, #e8542c): a red neither
/// the default body grey nor the background has, still recognisable once a see-through body in
/// front of it has tinted it (measured on this machine: (200, 108, 85) through a target at
/// opacity 0.3, against (164, 173, 184) for the plain grey).
fn tool_pixels(png: &[u8]) -> usize {
let (_, _, px) = decode(png);
px.as_chunks::<4>().0.iter().filter(|p| p[0] > 140 && p[0] > p[1].saturating_add(50) && p[0] > p[2].saturating_add(50)).count()
}
struct Scratch(PathBuf);
impl Scratch {
fn new() -> Self {
let dir =
std::env::temp_dir().join(format!("solidcraft-snapshot-appearance-{}-{}", std::process::id(), NEXT.fetch_add(1, Ordering::Relaxed)));
std::fs::create_dir(&dir).unwrap();
Self(dir)
}
/// A plate with a pin standing in it: the tool body a cut would remove, reaching 6 mm short
/// of the far face, which is exactly what a picture is supposed to show and a volume is not.
/// `more` runs on top.
fn script(&self, name: &str, more: &[Value]) -> PathBuf {
let mut steps = vec![
json!({"command": "solid.box", "params": {"length": 50, "width": 34, "height": 20, "center": [0, 0, 10], "body_name": "Target"}}),
json!({"command": "solid.cylinder", "params": {"diameter": 12, "height": 14, "base": [0, 0, 0], "operation": "new_body", "body_name": "Tool"}}),
];
steps.extend(more.iter().cloned());
let path = self.0.join(name);
std::fs::write(&path, json!({"commands": steps}).to_string()).unwrap();
path
}
fn run(&self, script: &Path, out: &str, extra: &[&str]) -> Output {
let (w, h) = (SIZE.0.to_string(), SIZE.1.to_string());
Command::new(env!("CARGO_BIN_EXE_solidcraft-cli"))
.arg("snapshot")
.arg(script)
.arg("--out")
.arg(self.0.join(out))
.args(["--width", &w, "--height", &h, "--no-grid", "--no-axes"])
.args(extra)
.output()
.unwrap()
}
/// The PNG `snapshot` writes.
fn snapshot(&self, script: &Path, out: &str, extra: &[&str]) -> Vec<u8> {
let output = self.run(script, out, extra);
assert!(output.status.success(), "{extra:?}: {}", String::from_utf8_lossy(&output.stderr));
let png = std::fs::read(self.0.join(out)).unwrap();
assert!(png.starts_with(b"\x89PNG"), "{extra:?}");
png
}
}
impl Drop for Scratch {
fn drop(&mut self) {
let _ = std::fs::remove_dir_all(&self.0);
}
}
/// `--body NAME:opacity=…` draws that body see-through, and the picture is the one a script
/// gets by assigning the same appearance itself: the option is the command, not a second way
/// of drawing.
#[test]
fn a_body_drawn_see_through_is_the_picture_of_the_same_appearance_assigned() {
let dir = Scratch::new();
let plain = dir.script("plain.json", &[]);
let assigned =
dir.script("assigned.json", &[json!({"command": "appearance.assign", "params": {"bodies": ["Target"], "color": "#b0bac6", "opacity": 0.3}})]);
let solid = dir.snapshot(&plain, "solid.png", &[]);
let see_through = dir.snapshot(&plain, "see-through.png", &["--body", "Target:opacity=0.3"]);
assert_differs(&see_through, &solid, "--body opacity was ignored");
assert_same(&see_through, &dir.snapshot(&assigned, "by-script.png", &[]), "the same appearance assigned by a script");
// The option's colour is the design's too. It names the target, not the tool: the tool is
// inside the target, so a solid target hides whatever colour the tool is given.
let painted =
dir.script("painted.json", &[json!({"command": "appearance.assign", "params": {"bodies": ["Target"], "color": "#00aa33", "opacity": 1.0}})]);
let by_option = dir.snapshot(&plain, "painted.png", &["--body", "Target:color=#00aa33"]);
assert_differs(&by_option, &solid, "--body color was ignored");
assert_same(&by_option, &dir.snapshot(&painted, "painted-script.png", &[]), "the same colour assigned by a script");
}
/// `--tool NAME` is the whole point: the tool solid in the tool colour, every other body
/// see-through, so the tool shows inside the material it meets. The tool's colour covers more
/// of the picture than it does without the option, because the target no longer hides it.
#[test]
fn a_tool_shows_through_the_bodies_around_it() {
let dir = Scratch::new();
let script = dir.script("part.json", &[]);
let plain = dir.snapshot(&script, "plain.png", &["--view", "front"]);
let preview = dir.snapshot(&script, "preview.png", &["--view", "front", "--tool", "Tool"]);
assert_differs(&preview, &plain, "--tool was ignored");
// Seen from the front the plate hides the pin completely; the preview shows all of it.
assert_eq!(tool_pixels(&plain), 0, "nothing is the tool colour before the option");
assert!(tool_pixels(&preview) > 200, "the tool shows through the target: {} pixels", tool_pixels(&preview));
// It is the two commands it stands for, run in that order.
let by_script = dir.script(
"by-script.json",
&[
json!({"command": "appearance.assign", "params": {"bodies": ["Target"], "color": "#b0bac6", "opacity": 0.3}}),
json!({"command": "appearance.assign", "params": {"bodies": ["Tool"], "color": "#e8542c", "opacity": 1.0}}),
],
);
assert_same(&preview, &dir.snapshot(&by_script, "script.png", &["--view", "front"]), "the appearances --tool assigns");
// A later --body overrides what --tool said.
let overridden = dir.snapshot(&script, "override.png", &["--view", "front", "--tool", "Tool", "--body", "Tool:color=#2255cc"]);
assert!(tool_pixels(&overridden) < 50, "--body after --tool decides the tool's colour");
}
/// `--section` cuts the model where `inspect.section` would, and the same spec written as the
/// command's own JSON, or as the command in a script, gives the same picture.
#[test]
fn a_section_cuts_the_model_as_inspect_section_does() {
let dir = Scratch::new();
let script = dir.script("part.json", &[]);
let whole = dir.snapshot(&script, "whole.png", &[]);
let cut = dir.snapshot(&script, "cut.png", &["--section", "z=12"]);
assert_differs(&cut, &whole, "--section was ignored");
assert_same(&cut, &dir.snapshot(&script, "cut-json.png", &["--section", r#"{"plane": "XY", "at": 12}"#]), "the command's own JSON");
let by_script = dir.script("sectioned.json", &[json!({"command": "inspect.section", "params": {"plane": "XY", "at": 12}})]);
assert_same(&cut, &dir.snapshot(&by_script, "by-script.png", &[]), "inspect.section in a script");
// The other side of the same plane is a different picture.
let flipped = dir.snapshot(&script, "flipped.png", &["--section", "z=12,flip"]);
assert_differs(&flipped, &cut, "flip keeps the other side");
// A section through a see-through target still shows the tool inside it.
let both = dir.snapshot(&script, "both.png", &["--section", "z=12", "--tool", "Tool"]);
assert_differs(&both, &cut, "--tool and --section together");
assert!(tool_pixels(&both) > 100, "the tool is in the cut picture");
}
/// Every way of getting the options wrong is an error that says what it takes, and writes no
/// picture: a snapshot that quietly ignored an option would be a lie about the design.
#[test]
fn a_body_tool_or_section_that_cannot_be_used_is_an_error_and_writes_nothing() {
let dir = Scratch::new();
let script = dir.script("part.json", &[]);
let cases: [(&[&str], &str); 8] = [
(&["--body", "Nowhere:opacity=0.3"], "no body `Nowhere`"),
(&["--body", "Target"], "NAME:key=value"),
(&["--body", "Target:opacity=3"], "0 to 1"),
(&["--body", "Target:alpha=0.3"], "unknown key `alpha`"),
(&["--body", "Target:color=red"], "#rrggbb"),
(&["--tool", "Nowhere"], "no body `Nowhere`"),
(&["--section", "q=1"], "unknown axis `q`"),
(&["--section", "nonsense"], "z=27"),
];
for (extra, expect) in cases {
let output = dir.run(&script, "never.png", extra);
let stderr = String::from_utf8_lossy(&output.stderr);
assert_eq!(output.status.code(), Some(1), "{extra:?}: {stderr}");
assert!(stderr.contains(expect), "{extra:?}: {stderr}");
assert!(output.stdout.is_empty() && !dir.0.join("never.png").exists(), "{extra:?}");
}
// An error naming a body says which bodies the design has.
let stderr = String::from_utf8_lossy(&dir.run(&script, "never.png", &["--tool", "Nowhere"]).stderr).to_string();
assert!(stderr.contains("Target") && stderr.contains("Tool"), "{stderr}");
}
/// The usage text says what the options do.
#[test]
fn the_usage_names_the_body_tool_and_section_options() {
let output = Command::new(env!("CARGO_BIN_EXE_solidcraft-cli")).arg("snapshot").output().unwrap();
let stderr = String::from_utf8_lossy(&output.stderr);
for word in ["--body", "--tool", "--section", "appearance.assign", "inspect.section", "see-through"] {
assert!(stderr.contains(word), "usage lacks {word}: {stderr}");
}
}