Commit Graph

54 Commits

Author SHA1 Message Date
rob 970b88bc7b Portability + consistency polish (Codex review)
Housekeeping over features, per Codex: consistency and portability now matter
more than another feature.

- driver.scene_summary no longer hardcodes ~/PycharmProjects/.venv/bin/woodshop;
  new driver.woodshop_cmd() resolves the CLI portably (PATH, else `python -m
  woodshop`). Used by the voice/GUI status path.
- scripts/gen_wood_tools.py: CMDFORGE_PY overridable via env; generated tool
  bodies resolve `woodshop` at RUNTIME (shutil.which → python -m woodshop), no
  baked-in local path; file-writing moved under main()/__main__ (was running at
  import); PyYAML declared under dev deps.
- cutlist.py: drop the misleading "+10% waste" label — shopping already uses the
  kerf-aware CutPlan nesting.
- Docs refreshed (README + CLAUDE): real test count, parametric joinery is
  modeled, new cutplan/prices/estimate/inventory/colors modules + GUI windows,
  portable tool regeneration.
- tests: driver path discovery (PATH + module fallback), generated tool bodies
  compile and contain no hardcoded paths. 207 pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 21:56:28 -03:00
rob 01c4dee0bc Fix material/inventory boundary + offcut-preservation (Codex review)
1. Offcut reuse was lost on optimize: Find better layout / Best of 100 / Try
   alternative now pass available=self._available(); reoptimize seeds preserve
   owned/source so a locked offcut stays owned (not silently bought).
2. Inventory is now species-aware end to end: purchase/consume/adjust/on_hand/
   available_stock and record_build key by (stock, material); plan_consumption
   and Mark-purchased group by species; PurchaseDialog shows species and prices
   at the species rate; price-book save backs out the multiplier to the SPF base.
   A spruce on-hand no longer satisfies an oak cut.
3. Cross-species placement is now invalid: validate_cut_plan and the GUI drop
   path reject an oak cut on a spruce piece.
4. Yield is bought-only and consistent: _score divides bought-used by bought-area
   (owned offcuts excluded); the Shopping tab's yield matches.

tests: locked-reopt keeps owned offcut, species-aware on-hand, cross-species
validate, yield excludes owned, optimize preserves the offcut toggle. 203 pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 20:01:23 -03:00
rob 36d02fcb73 Material-aware pricing: oak ≠ pine
Resolves the v1 simplification where every species cost the same.

- CutItem/StockPiece gain `material`; build_cut_plan and reoptimize group by
  (stock, material) so each bought stick/sheet is a single species; pieces are
  stamped with their material (offcut seeds keep theirs).
- prices.estimate groups by (stock, species) and applies a per-species
  multiplier (DEFAULT_MATERIAL_MULTIPLIERS: SPF 1.0, oak 3.0, walnut 5.5, …),
  persisted to material_multipliers.json. CostLine shows "oak 1x4".
- PriceEditDialog gains a species-multiplier table; BOM Buy list shows species.
- Offcuts carry material so offcut reuse matches species.
- tests: multiplier scales price, default species at base, mixed species on the
  same stock priced separately, multiplier save/load.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:48:26 -03:00
rob 2ee4c56b3a Phase 7: shop Inventory window + stats
- gui/inventory_window.py: read-only management view over the event ledger —
  On-hand / Offcut bin / Build history / Stats tabs (shop-wide), with Refresh.
- Wired into the main window: new Shop ▸ Inventory… menu.
- Plan doc marked complete (all 7 phases; offcut reuse opt-in toggle, purchase
  price-book update opt-in).
- tests: window renders a populated ledger and an empty one.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:25:28 -03:00
rob 2b76317a3f Phase 6: inventory workflows (purchase / record build / use offcuts)
Wires the ledger into the BOM window via three workflows (Codex's
workflow-first UX), plus an offcut-consuming planner.

- StockPiece gains owned/source; build_cut_plan(available=) seeds the packer
  from owned offcuts (reusing the seeded-packing) so they're consumed before
  buying. Score reports stock_count = pieces to BUY (offcuts free) + owned_count;
  prices.estimate and the Buy list exclude owned pieces.
- BOM header: "Build units", an opt-in "Use shop offcuts" toggle, and
  "Mark purchased…" / "Record build…" buttons.
- PurchaseDialog: confirm qty + price each, opt-in "save prices to price book".
- RecordBuildDialog: shows consumed stock + each offcut with Keep/Burn/Trash/
  Ignore before committing (the moment to correct reality).
- Ledger.record_build takes per-offcut dispositions; used offcuts are consumed
  from the bin; build cost snapshot logged.
- tests: offcut toggle drops buy-count to 0, record-build writes the ledger.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:23:24 -03:00
rob 30a10adabc Phase 5: event-sourced inventory ledger model
inventory.py — shop-wide, append-only event log; current state derived by
folding (Codex's recommendation). Lean and plumbing-only.

- Events: purchase / consume / create_offcut / discard / adjustment /
  build_recorded. Ledger.load/save to $XDG_DATA_HOME/woodshop/inventory.json.
- Primitives: purchase, adjust, consume_offcut, discard_offcut, record_build
  (deducts consumed stock, keeps/discards each produced offcut).
- Derived: on_hand(), offcut_bin(), available_stock() (one Piece shape for full
  stock + offcuts — the AvailableStock interface), builds(), stats() (spent,
  units built, offcuts kept/burned/trashed, per-project units).
- plan_consumption(plan): derive consumed stock + reusable offcuts from a CutPlan.
- tests: purchase/consume, adjustment, keep/discard offcuts, consume removes
  from bin, plan_consumption, available_stock, save/load, cross-project stats.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:16:28 -03:00
rob 59fff1cb6d Phase 4: batch builds (quantity N)
Estimate N identical units, nesting all units together so offcuts carry across
units → realistic per-unit cost.

- build_cut_plan(quantity=N) / best_cut_plan(quantity=N) replicate CutItems
  (not Parts) with a `unit` field; reoptimize infers the batch size from the
  base plan and preserves it.
- project_estimate(quantity=N): materials from the N-unit plan; setup labor once
  per batch, per-op time + consumables ×N; reports per-unit cost & price.
- BOM window: "Build units" spinner in the header drives the active plan; layout
  labels pieces by unit ("U2 left leg"); cost tab shows total + per-unit.
- tests: replication + units, offcut sharing across units, per-unit estimate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:14:23 -03:00
rob 7adb7e27fc Phase 3: manufacturing allowance in CutPlan (rough vs final)
Sanding never shrinks the design model; instead the cut plan distinguishes the
rough size you cut from the final size you sand to.

- CutItem gains final_length_in/final_width_in (+ final_len/final_wid/
  has_allowance helpers); length_in/width_in are the ROUGH cut size.
- _cut_items(scene, settings): a finished (finish != raw) board is cut oversize
  by sanding_allowance_in on dimensions actually CUT — length always, width only
  for sheet goods. Dimensional lumber's section width is the stock as delivered,
  not padded (Rob's point). note gains "sand to final".
- ShopSettings.sanding_allowance_in default 1/32"; serialization additive.
- BOM cut list shows "Cut … → final …" and a sanding-allowance footnote.
- tests: raw = no allowance, sanded lumber pads length only, plywood pads width
  too, allowance roundtrips in plan JSON.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:08:05 -03:00
rob 882b0ec959 Phase 2: finish costs by kind in the estimate
- EstimateRates.finish_cost_per_sqft and min_per_finish are now dicts keyed by
  finish kind (sanded/clear/stain/paint) — paint costs more and takes longer
  than a clear coat; all editable.
- project_estimate prices the finish line per part by its finish kind × surface
  area; finishing labor sums per-part by kind; raw parts cost nothing.
- load_rates generically merges any dict-valued rate field; RatesEditDialog
  rewritten to render scalars + dict sub-sections automatically.
- tests: finish cost varies by kind, raw = no finish line, dict roundtrip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:04:44 -03:00
rob c36ed3407e Phase 1: material + finish fields + color resolver
Parts now carry material/finish/finish_color instead of a finishes list.

- Part: material, finish (raw|sanded|clear|stain|paint), finish_color (hex).
  from_dict migrates the old finishes list; serialization additive.
- scene.set_material / set_finish / paint (finish() kept as alias); colors
  normalized via new colors.py (name->hex, lighten/darken/blend).
- part_color() resolves stock->material->finish->visual; viewer applies it with
  a subtle deterministic per-part tint (same-material boards stay distinct);
  sanded reads lighter, painted shows its color, stain/clear tint.
- lumber.MATERIAL_COLORS + default_material(stock).
- CLI: paint / finish / material subcommands; controller TOOL_CMD wood-paint/
  finish/material + group methods; Parts panel Paint…/Material… buttons +
  inspector shows material/finish.
- Updated instructions (sand + finish coats), cli status, estimate to new model.
- tests: set/paint/migrate/json-roundtrip, color priority + fallback, helpers.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:01:28 -03:00
rob 30bfb3a9e0 Add project estimate: consumables, labor, and suggested selling price
The Cost tab now produces a full quote, not just material cost.

- estimate.py: project_estimate() = materials (incl HST) + consumables
  (screws per butt joint, glue per M&T connection / dado / rabbet, finish
  $/sq ft of finished surface) + labor (editable minutes per operation —
  setup, cut, butt joint, assembly, sanding, and per-feature tenon/mortise/
  hole/slot/dado/rabbet/chamfer — × counts from the scene/plan, × shop rate).
- Selling price = MARGIN on total cost: price = total_cost / (1 - margin),
  labor counted as cost. A target price overrides margin and back-solves the
  implied margin. EstimateRates persisted to estimate.json.
- Cost tab: live margin % spinbox + target $ field, "Edit rates…"
  (RatesEditDialog), existing "Edit prices…" / "Refresh from Kent…", Print.
- All counts are deterministic (count_ops off scene.joints / connections /
  features / finishes); nothing guessed.
- tests: op counts, screws/glue, labor scaling, margin formula, target
  back-solve, div-zero guard, rates roundtrip, format, and GUI cost-tab +
  margin/target controls. 163 passing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 16:40:15 -03:00
rob 067ec0ea46 Add cost estimate (Cost tab) with editable Kent NB price book
New shop-packet output: a printable cost estimate driven by the active
CutPlan's buy-counts × a curated, editable price book (HST 15%).

- prices.py: DEFAULT_PRICES seeded with real Kent (New Brunswick) shelf
  prices per buy-unit (lumber = 8' stick, plywood = 4x8 sheet); persisted to
  $XDG_CONFIG_HOME/woodshop/prices.json (defaults + saved overrides).
  estimate() -> CostEstimate (lines/subtotal/tax/total/missing); lumber price
  scales with stick length; unknown stock is flagged, never invented.
- BOM window: Cost tab with "Edit prices…" (PriceEditDialog), "Refresh from
  Kent…", and Print.
- fetch_kent_prices() + scripts/fetch_kent_prices.py: best-effort refresh.
  Kent renders prices client-side (not in HTML), so it tries a static parse
  then Playwright if installed — honest that it may need updating.
- tests: estimate math, per-sheet plywood, stick-length scaling, missing-price
  flagging, save/load roundtrip, corrupt-file fallback, JSON-LD parse, cost
  tab render + price edit persistence. 153 passing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 16:23:59 -03:00
rob 9d80be4e7f Fix lock-aware plywood reopt + honest Best-of-100 when locked
Codex findings:
1. reoptimize sent unlocked plywood to fresh sheets whenever any sheet
   placement was locked, instead of packing into free space on the locked
   sheet — so locking one of two panels that share a sheet split them onto
   two sheets. Added _free_rects_sheet (guillotine subtraction carving free
   rectangles around locked panels) + _pack_plywood_seeded, and refactored
   _pack_plywood_guillotine onto a shared _guillotine_pack core that accepts
   seeded sheets. reoptimize now uses it for the plywood branch.
2. "Best of 100" only tried the ~6 STRATEGIES when locks existed. The locked
   path now runs strategies + shuffle restarts up to 100 attempts via
   reoptimize, matching the label.

Tests: plywood lock keeps both panels on one sheet; locked Best-of-100 stays valid.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 15:46:39 -03:00
rob 60957ae4af Carry conversation history so "yes" / "do that" resolve
The driver interpreted each utterance in isolation (schemas + scene +
utterance only), so when WoodShop asked a clarifying question and the user
replied "yes", the next turn had no record of what was proposed and fell
back to "not sure what you'd like me to do".

- driver.interpret/handle now accept a rolling (utterance, reply) history;
  SYSTEM prompt gains a "Recent conversation" section instructing the model
  to execute the previously-proposed calls on affirmation.
- CLI main() keeps a history list across the loop.
- GUI Controller keeps a bounded self._history and threads it through
  run_command, appending each turn.
- tests: history render/window, prompt inclusion, handle + controller append.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 15:42:33 -03:00
rob 274e87e239 Phase 1: bounded-exact lumber, guillotine plywood, Best-of-N
- _min_bins: branch-and-bound minimum stick count (FFD-seeded + count bound)
- _pack_lumber_exact: provably-minimum packing for small jobs (<=12 pieces)
- _pack_plywood_guillotine: free-rectangle best-area-fit packing + rotation
- build_cut_plan dispatches strategy=="exact"/"guillotine"; added to STRATEGIES
- richer scoring: reusable_in (longer offcuts) as _plan_key tie-break
- best_cut_plan tries exact+guillotine; "Best of 100" button in Cut Layout tab
- tests: exact<=FFD, oversize handling, guillotine packs/validates, best-of-N

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 15:37:11 -03:00
rob c81633b699 Lock-aware re-optimization
reoptimize(scene, base_plan, strategy) preserves locked placements where they sit
and re-packs the unlocked items around them: unlocked lumber goes into the free
segments beside locked pieces (then new sticks) via _pack_lumber_seeded +
_free_segments; unlocked plywood goes onto fresh sheets (locked sheets keep their
locked panels). The BOM window's "Find better layout" / "Try alternative" now call
reoptimize when any piece is locked (Find better tries all strategies and keeps the
best), so locks survive re-optimization instead of just blocking drags.

Tests: locked placement keeps its id/position, nothing is lost, plan stays valid.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 15:27:39 -03:00
rob 38391175b4 Fix drag-drop crash + cover it with offscreen GUI tests
_drop_piece looked up plan.item(item.pid), but item.pid is a Placement id (pl2)
while CutPlan.item() expects a CutItem id (ci2) — every drop raised StopIteration
before validate/revert could run. Use the already-found placement's item_id
(plan.item(p.item_id)) for the stock-compat check and message.

Added tests/test_bom_window.py (offscreen QGraphicsScene): drop-overlap reverts
without crashing, drop-onto-incompatible-stock reverts, and a valid move commits.

128 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 15:18:01 -03:00
rob 7256b54719 Address shop-packet review (consistency, determinism, validation, jigs)
- One active CutPlan: the BOM window holds self._plan; Cut List, Shopping,
  Instructions, and Cut Layout all render from it (no more "shopping says 3 sticks
  while the optimized layout uses 2"). _set_plan/_refresh_all keep them in sync.
- Unplaced/oversize parts now appear in the Shopping list ("Won't fit standard
  stock — source/cut specially"), not just a layout warning.
- Process-stable shuffle ordering via hashlib (built-in hash() is salted per run).
- Kerf-gap validation: placement_fits/validate now reject pieces closer than a
  kerf (not just overlap beyond a kerf).
- Manual edits: drop checks stock-type compatibility (no 2x4 onto a plywood
  sheet); waste regions + score recompute after every move/rotate/lock; rotation
  respects allow_plywood_rotation/grain and validate flags illegal rotation.
- Jig specificity: holes/mortises grouped by face + position + size (not just
  cutter size), so a registration template is only suggested when the position
  actually repeats.

125 tests pass; verified offscreen that Shopping tracks the optimized plan and
unplaced parts surface. Phase 1 noted as partial in SHOP_PACKET_PLAN.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 15:11:02 -03:00
rob 93d1b186e3 Phase 4: constrained manual layout editing (drag/snap/lock/rotate)
cutplan.py gains deterministic editing helpers: find_placement, placement_fits
(bounds + kerf-aware overlap), snap_x (snap to stock edges / neighbour ±kerf),
relocate (move a placement to a stock piece / position), rotate_placement.

The BOM Cut Layout tab is now editable: it holds a persistent CutPlan; pieces are
draggable (_Piece) — on drop they snap, validate, and either commit or revert with
a status message; you can drag a piece onto another stick/sheet to reassign it,
double-click a panel to rotate it, and right-click to lock (locked pieces can't be
dragged). "Find better layout" / "Try alternative" regenerate the auto plan.

119 tests pass (snap, fits/overlap, relocate-between-sticks, rotate). Window +
drag/rotate handlers verified offscreen; interactive drag/print needs a display.

Known follow-up: lock-aware re-optimization (locked pieces currently protect against
drags but aren't yet preserved across a fresh auto-layout).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 14:52:03 -03:00
rob ee00ec7ce5 Phase 3: jig suggestions (rule-based detection + AI explanation)
jigs.py: detect repeated operations deterministically and propose shop aids with
COMPUTED dimensions — stop block (repeated identical crosscuts, e.g. 10× a length),
drilling template (repeated hole diameters), mortise template (repeated mortises),
rip-fence setting (repeated panel widths). Jigs are shop aids kept SEPARATE from
the project BOM (no silent material adds). explain_prompt() lets the AI describe
build/use without changing any dimension.

BOM window gains a Jigs tab: deterministic suggestions + "Explain jigs (AI)"
(background claude) + Print.

116 tests pass (10× crosscut -> stop block, below-threshold -> none, repeated
holes/mortises -> templates).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 14:41:58 -03:00
rob ecce86ddb5 Phase 2: structured build instructions (deterministic + optional AI polish)
instructions.py: build_steps(scene, plan) emits an ordered, DETERMINISTIC step
list from the CutPlan + scene — gather stock, cut to size (per cut layout), mark
& cut joinery, sand, dry-fit/glue/fasten (per connection), finish. Every number
and part name comes from the model. polish_prompt() asks the AI to rephrase into
friendly prose while forbidding any change to measurements.

BOM window gains an Instructions tab: shows the deterministic steps immediately,
"Rewrite in plain English (AI)" runs claude in a background thread to polish, and
Print.

111 tests pass (steps cover phases, carry real data, prompt guards numbers).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 14:36:50 -03:00
rob d44d36a773 Phase 1: smarter auto-layout (best-fit, plywood rotation, optimize)
- Lumber packing supports first-fit (FFD) and best-fit (BFD, tightest fit) via
  a `fit` mode; strategy "bestfit" selects it.
- Plywood panels now rotate to fit (when allowed and grain isn't honored);
  placements record `rotated`. Rotation-disabled oversize panels are flagged.
- best_cut_plan() tries decreasing/bestfit/increasing + shuffle restarts and
  keeps the best by (stock_count, waste_area, -reusable_offcuts); marks it
  "optimized". STRATEGIES drives "Try alternative".
- BOM Cut Layout tab: "Find better layout" (optimize) + "Try alternative"
  (cycle strategies) buttons; the score line explains the result.

107 tests pass (rotation fits/!fits, optimizer no-worse-than-baseline).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 14:31:58 -03:00
rob 77444c546a Phase 0: CutPlan model (deterministic shop-output artifact)
Adds SHOP_PACKET_PLAN.md (living plan) and cutplan.py: ShopSettings, CutItem,
StockPiece, Placement, WasteRegion, CutPlan — plain dataclasses, JSON-serializable,
stable ids throughout. build_cut_plan(scene, settings, strategy) packs lumber
(first-fit-decreasing, kerf-aware) and plywood (shelf) into the model with waste
regions and a detailed score {strategy, stock_count, waste_area, reusable_offcuts,
yield_pct, warnings}. validate_cut_plan checks bounds/overlap/kerf/placed-or-warned.

Old APIs kept as thin wrappers over build_cut_plan: layout.nest_lumber/nest_plywood/
stock_counts/waste_summary (so existing tests/UI/cutlist.shopping keep working).
The BOM window's Cut Layout tab now renders directly from the CutPlan (score line,
stick/sheet placements, waste, warnings).

104 tests pass incl. kerf, tenon-extended items, oversize warnings, JSON roundtrip,
validation, custom settings. UI says "Try another arrangement", not "optimal".

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 14:25:45 -03:00
rob 3643aac50d BOM window: tabs + cut-layout nesting + print (phase 1 of shop output)
layout.py: cutting-stock nesting — 1D lumber (first-fit-decreasing into 8' sticks,
kerf-aware) and 2D plywood (shelf packing onto 4x8 sheets), plus stock_counts
(now drives the accurate buy-counts) and waste_summary. Tested headlessly.

gui/bom_window.py replaces the cut-list QMessageBox popup with a tabbed window:
- Cut List + Shopping List tabs (printable via QPrinter).
- Cut Layout tab: a QGraphicsScene diagram of pieces packed onto each stick/sheet
  with waste, a "Try another arrangement" button (cycles ordering heuristics),
  and Print. Verified offscreen — the layout renders correctly.

96 tests pass.

Deferred (phase 2): drag-to-rearrange pieces, true-optimal nesting, generated
step-by-step instructions, and jig suggestions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 13:07:49 -03:00
rob e4f9cedf4a Add plywood (sheet stock)
Plywood is sheet stock — fixed thickness, width cut per-panel. lumber.py adds
ply-1/8…ply-3/4 specs + is_plywood/plywood_thickness and normalizes "3/4
plywood" -> "ply-3/4". scene.place(stock, length, width_in=) requires a width
for plywood (lumber ignores it). Cut list reports plywood in sq-ft and buys it
in 4×8 sheets (lumber stays board-feet / 8' sticks).

Wired through CLI (place --width), voice (wood-place width arg + prompt note),
and the Parts-tab manual add (plywood in the dropdown + a width field enabled
for plywood). Geometry/export/render work unchanged (section = thickness×width).

91 tests pass; verified a plywood top renders as a thin panel and exports to STEP.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 12:33:49 -03:00
rob 52be9ee5b1 Spatial feedback to the AI + manual add-board control
Spatial feedback (direction #1): scene.spatial_summary() reports each board's
world bounding box (Part.bbox) and flags interpenetrating pairs; the GUI feeds
it into the interpreter prompt. The SYSTEM prompt now tells the AI to use the
layout to position boards flush against each other (computed wood-move) and to
fix overlaps — so relative commands like "position the left side flush against
p2" work. Verified live: "stack p2 on top of p1" moved p2 onto p1's top face.

Manual add: the Parts tab gained a stock dropdown + length + "Add board" button
to place a board instantly without the AI (controller.place).

88 tests pass (bbox axis-aligned, spatial_summary flags/clears overlap).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 12:17:41 -03:00
rob 35adf5ee0d Joinery list: show what each feature connects to (not just "connected")
The connected indicator now reads "🔗 → <board>" naming the mating board, so a
part legitimately in two connections shows each feature's distinct mate, and a
free feature shows nothing. (A connection always links two features on two
different boards, so a board showing both features connected means it's in two
connections — verified the model never over-marks from a single connect.)

86 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 11:17:51 -03:00
rob 3e7375344e Right-click a feature to break its connection
The Joinery tab feature list now has a context menu: right-click a mortise/tenon
to "Break this connection" (only shown when it's connected) or "Delete feature".
controller.break_feature_connection breaks just the connection(s) that feature
is part of, in one undo step.

86 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 11:06:25 -03:00
rob 5e8a1c7926 Joinery tab: mark connected features in the list
Each feature row in the Joinery tab now shows "🔗 connected" when that feature
is part of a recorded connection (its id appears as an anchor or moving feature),
so it's clear which mortises/tenons are already mated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 10:59:44 -03:00
rob a1f6145115 Connect: choose which board moves + drag the sub-assembly along
- The Fit dialog's "Make connection" now has a "Reposition the other board /
  this board" choice (controller.make_connection(move_self=)), so you pick which
  side moves to seat the joint.
- scene.connect now group-moves: it captures the moving board's pre-seat pose,
  seats it, then applies the same rigid transform (_drag_group) to every board
  in its existing sub-assembly (excluding the anchor's group) — so previously
  connected parts travel with it instead of being left behind.

85 tests pass (sub-assembly stays rigid through a connect; verified by render:
a post seated into a rail carried its attached board along).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 10:49:38 -03:00
rob e530bf7656 Fix feature highlight wiped by scene re-render
Selecting a feature drew the cyan overlay, but the concurrent scene re-render
(render_scene -> plotter.clear) wiped it, leaving only the yellow selected
board. _on_changed now re-applies the feature overlay after render_scene, so
the cyan highlight (and red edit preview) persist.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 10:31:27 -03:00
rob 20327ee9d3 Highlight the selected feature in the 3D scene (cyan)
Clicking a feature in the Joinery tab now highlights it in the viewport with a
cyan ghost so you can see which mortise/tenon it is; browsing candidates in the
"Fit to…" dialog highlights each one as you select it (restored to the active
feature on cancel). Reuses the overlay mechanism with a kind ("edit"=red pending
vs "highlight"=cyan); controller.highlight_feature drives it.

84 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 09:56:49 -03:00
rob 774ddd3480 GUI: assembly subtree + connection right-click menu
Parts tab is now a QTreeWidget: connected boards group under an "⛓ Assembly"
node (expandable) showing their members; standalone boards stay top-level. A
board with features is flagged ⊕. Multi-select still drives controller.selected
(selecting an assembly node selects its members).

Right-click menu: Back off connections (explode), Re-fit connections (assemble),
Break this board's connections / Break all. Controller wrappers: explode/
assemble/break_connections/groups.

83 tests pass; GUI imports clean (live tree behavior needs a display to verify).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 09:39:48 -03:00
rob fad56f4fc3 Track connections as assemblies (back-off / break / re-fit)
connect() now RECORDS a Connection (anchor feature, moving feature) instead of
just moving a board, so connected parts form an assembly:
- scene.groups(): connected-component part groups via the connection graph.
- explode(distance): back each moving board off along its joint axis (exploded
  view); assemble(): re-seat all (reverse); disconnect(cid/part): break a
  connection — pieces stay in place but become independent.
- _seat() extracted from connect() so re-fit re-runs the mate math.
- delete() drops connections referencing the removed part; clear() resets them;
  connections persist in scene.json.

Parts stay SEPARATE boards (not fused) so the cut list and disassembly keep
working — the assembly is a group, not a merge.

CLI: connections / disconnect / explode / assemble; voice: wood-connect/explode/
assemble/disconnect (25 tools). Fit dialog shows part names. 83 tests pass
(records+groups, explode/assemble roundtrip, disconnect keeps position).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 09:35:34 -03:00
rob e35020382d Add auto-assembly (Make connection) + feature rotation
"Make connection" checkbox in the Fit dialog moves/orients the other board so
its tenon seats into the mortise (faces meet, insertion axes aligned, cross-axes
matched):
- scene.connect(anchor, moving): builds the moving feature's desired world frame
  from Part.feature_world_frame, solves R = [dN|dU|dV]·[n|u|v]^T, decomposes to
  yaw/tilt/roll via matrix_to_ypr (inverse of local_frame's Rz·Ry(-tilt)·Rx(roll)),
  and positions so the contact points coincide. Verified: tenon-board stands and
  seats into a top mortise; Euler round-trip exact.
- Feature.rotation_deg: spin a feature about its face normal (geometry rotates
  the cut/add solid; preview + connect honor it) so cross-sections line up.
- Shared face_frame/rotation math moved to scene.py (geometry imports it).
- CLI `connect`, `--rotation` on features; voice `wood-connect`; GUI rotation
  field + "Make connection" checkbox. 22 wood-* tools.

79 tests pass (ypr round-trip, connect seats tenon, rotated feature cuts).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 17:15:51 -03:00
rob 6f829a2c50 Add "Fit to mate" — size a mortise to a tenon (and vice versa)
In the Joinery tab, a tenon/mortise shows a "Fit to mortise…/tenon…" button
that opens a dialog listing the complementary features on other boards; picking
one resizes the active feature to mate:
- mortise = tenon cross-section + 1/32" clearance, pocket slightly deeper;
- tenon = mortise opening − 1/32" clearance, tongue reaching the pocket bottom.
controller.fit_feature + features_of_kind; commits + re-renders.

71 tests pass (fit mortise->tenon dims).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 16:17:08 -03:00
rob aabf289562 Cut list accounts for protruding tenons
A tenon adds length beyond the board's end, so the real piece you cut is longer
than length_in. cutlist.cut_length() now adds end-tenon protrusions to the cut
length used by the cut list, board-feet, and the buy-list (subtractive features
like mortises/holes don't change the stock you buy, so they're ignored). The
cut list notes when lengths include tenons.

70 tests pass (end-tenon extends cut length; cut features don't).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 16:04:20 -03:00
rob 70f8e9f0a2 Live red preview + Apply for feature editing
Adjusting a feature's fields was abstract and gave unclear feedback. Now:
- Dragging any field (Face/Along/Across/Width/Height/Depth/Diameter) shows a
  live translucent RED ghost of the pending feature over the committed one —
  a cheap pyvista box/cylinder (viewer.feature_preview_mesh), no re-tessellation,
  so it updates instantly.
- An Apply button commits the pending edit (controller.set_preview /
  apply_preview, preview_changed -> viewport.set_preview red overlay).
- Per-kind hint text + per-field tooltips explain what each parameter does.

68 tests pass (preview-then-apply, preview-mesh builds). Verified by render:
committed mortise + red ghost of a moved/resized pending edit.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 15:39:00 -03:00
rob d0e40cdcbc Show real edges on featured boards (fix flat/edgeless look)
Featured (tessellated) boards were drawn with show_edges off to avoid triangle
noise, which left them looking flat and edgeless. Now overlay only the true
geometric edges via pyvista extract_feature_edges (corners, hole rims, chamfer
bevels, mortise walls) — crisp like plain boards, no mesh noise. Selected
boards get yellow edges. Applied in both the standalone viewer and the GUI
viewport. Verified by render: hole, mortise, tenon, and chamfer all read clearly.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 14:32:42 -03:00
rob 9cbff4ec78 Add GUI Joinery panel (Phase B) + chamfers
GUI feature panel (gui/feature_panel.py), a "Joinery" tab beside Parts:
- Add buttons (Tenon/Mortise/Hole/Slot/Chamfer) drop a sensibly-sized feature
  on the selected board (add-with-default), then edit fields (face, along,
  across, width, height, depth, diameter) live; a feature list to pick which to
  edit; Delete. controller.active_feature tracks the one being edited, with
  size defaults derived from the board (controller._feature_defaults).

Chamfers (edge bevels):
- New EDGE_KINDS={"chamfer"}; geometry._apply_chamfer selects the edges around a
  face and bevels them with build123d chamfer(), clamped + try/except so an
  over-sized bevel can't crash the build. Verified: end + top-edge chamfers
  render and reduce volume.

66 tests pass (added chamfer volume + oversize-fallback). Verified GUI imports;
live window still needs a real display.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 13:54:04 -03:00
rob a0072e6271 Add joinery features (parametric boolean tenon/mortise/hole/slot)
Features as re-editable objects attached to a board, each a boolean op:
- scene.py: Feature dataclass (kind/face/position/size/depth), Part.features,
  add_feature/edit_feature/delete_feature/find_feature, serialization + counter.
- geometry.py: part_solid now builds the local board then fuses tenons / cuts
  mortise/hole/slot/dado/rabbet via build123d booleans, then places it. _face_frame
  maps each board face; holes are oriented cylinders, others oriented boxes.
- viewer.py: featured boards render the tessellated true solid (edges off to
  avoid triangle noise); plain boards keep the fast pyvista box.
- cli.py: feature / feature-edit / feature-delete / features commands; status
  shows feature kinds. gui/controller: wood-feature(-delete) dispatch.
- 21 wood-* tools (added wood-feature, wood-feature-delete).

64 tests pass (feature model + build123d volume/tessellation checks). Verified
with a render: tenon + mortise + through-hole on one board, and STEP/STL export.

Phase A (model + geometry + CLI/voice). Next: GUI feature panel; chamfers.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 13:27:57 -03:00
rob 417bf39d09 Add multi-select + numberpad control panel
Multi-select:
- Ctrl+click in the 3D view (viewport.picked carries an additive flag) and
  Ctrl/Shift in the parts list (ExtendedSelection) build controller.selected.
- Group ops (move_selected/rotate_selected/stand/lay/sand/delete) apply to every
  selected board in ONE undo step via new scene.batch() context manager.
- Voice "move these 4 inches in +y" works: the selected ids are fed into the
  interpreter prompt, which expands to one call per selected board.

Numberpad panel (gui/numpad.py):
- Buttons laid out like a numpad: 4/6/8/2 move X/Y, +/- move Z, 7/9 yaw, 1/3
  tilt, 0 front, . iso, 5 fit. Configurable move-step and angle-step.
- The physical numpad keys do the same — MainWindow.keyPressEvent forwards
  KeypadModifier keys to the panel (unless typing in the command box).

Scene: batch() coalesces checkpoints so a group action is a single undo.
56 tests passing (added batch, toggle-multiselect, group-move-undo).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 12:47:39 -03:00
rob 9d21816542 Flush-by-default joins (corner alignment)
Boards now align to A's reference corner when they butt — top faces level and
one side flush — instead of B floating centered on A. The flush step snaps B's
+faces onto A's +faces along A's cross-section axes, skipping the axis B extends
along so the butt contact is preserved. Equal-size flat joints are unchanged;
mixed sizes (e.g. a 1x8 shelf on a 2x4) now line up cleanly (tops level).

Test: a 1x8 joined to a 2x4 sits tops-flush (center z=0.375), not centered.
53 tests passing; verified with a render.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 12:21:55 -03:00
rob 7d01144143 Fix stuck "thinking…" — background task GC dropped the done signal
The QRunnable was auto-deleted the instant its work finished, destroying its
signals object before Qt delivered the queued result to the UI thread, so the
"done" callback never fired and the command bar stayed disabled. Now tasks keep
a strong reference (autoDelete off) until the result is delivered, then drop it.

Also: the WoodShop reply summary is now logged to the transcript on success
(previously computed but never shown), and the error path re-enables input.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 11:15:22 -03:00
rob e9422aa133 Add unified desktop studio (woodshop / woodshop-gui)
A single PySide6 window combining the 3D viewport, parts panel, and command
bar — mouse, keyboard, and voice all drive the same scene and the same visible
selection (which resolves the "delete that" ambiguity).

- gui/controller.py: one in-memory Scene; buttons call typed methods, voice/
  typed commands go through driver.interpret and apply via execute_call, which
  REUSES the CLI command functions (no drift). Saves to disk + emits `changed`.
- gui/viewport.py: embedded pyvistaqt QtInteractor; click-to-select a board;
  camera presets; reuses _part_mesh/_PALETTE.
- gui/panels.py: parts list + selected inspector (editable length/yaw/tilt) +
  quick actions (stand/lay/rotate90/sand/duplicate/rename/delete).
- gui/command_bar.py + workers.py: text + push-to-talk mic + transcript +
  speak toggle; LLM/dictate/TTS run on a QThreadPool so the UI never blocks.
- gui/main_window.py: layout + menus (File open/save/export/render, Edit
  undo/redo/clear/delete, View cameras, Build templates + cut list, Help).
- Scene: added select() and redo() (+ _redo stack, CLI select/redo, wood-select/
  wood-redo tools). driver.dispatch takes a pluggable executor; interpret takes
  scene_text so the GUI feeds its in-memory state.
- Bare `woodshop` launches the studio; 'gui' extra; woodshop-gui entry point.

52 tests (incl. controller); GUI verified by import + offscreen controller
exercise (live VTK window needs a real display, untested headless).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 11:05:39 -03:00
rob b24e65548e Fix woodshop-view not closing
The live-update loop spun forever and ignored window close, so the viewport
window couldn't be dismissed. Now it detects closure (close flag via q/Escape
key events, plotter._closed, or render_window going away) and breaks the loop,
then calls plotter.close() to tear down cleanly.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 10:26:14 -03:00
rob 391bbcb3f9 Real butt-joint geometry (faces, not centerlines)
Boards now connect like real lumber: B's end butts flush against A's surface,
offset from A's centerline by A's cross-section half-extent in B's approach
direction (width/thickness, whichever B faces). Previously B's center landed on
A's centerline, so boards interpenetrated and shared centerlines.

- Added Part.local_frame() (length/width/thickness world axes via composed
  rotation matrices, matching geometry/viewer).
- join() computes the surface-contact offset; handles perpendicular T/L joints
  and vertical legs (leg base butts the rail face).
- Tests: butt joint meets surface not centerline; example sentence updated;
  vertical-leg join still correct. 45 passing.

Default alignment is B centered on A at the attach point. Not yet: joinery cuts
and flush-outer-face alignment options.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 02:31:20 -03:00
rob 17e7554ff1 Add `woodshop render <file.png>` for headless viewing
Saves an off-screen PNG of the scene (labels, grid, isometric) so the model can
be inspected without an interactive GUI window — useful over SSH or when
woodshop-view can't open a display. 44 tests passing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 02:15:17 -03:00
rob 7b5c58902c Harden command parsing (review fix)
interpret() now extracts the FIRST balanced [...] array and tolerates code
fences / trailing prose, instead of a greedy [.*] that could swallow trailing
bracketed text and fail to parse. Falls back gracefully to a spoken apology.

Added regression tests for trailing brackets, fenced objects, and garbage.
44 tests passing; edge cases (angle 0, offset 0, negative moves, unknown
stock) verified.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 01:55:12 -03:00
rob 892a376669 Polish viewport, add named projects, concise voice summaries, docs
Viewport (woodshop-view): part labels (id/name), dimensioned floor grid in
inches, parallel-projection isometric default, selection highlight, quieter VTK.

Named projects: woodshop save/open/projects (slugified names under
~/.local/share/woodshop/projects/); wood-save/open/projects tools.

Driver: concise spoken summaries (verb+count roll-up so "build a table" speaks
one short line, not 12; queries/clarifications spoken verbatim); per-utterance
errors no longer kill the session; auto-discovers all wood-* tools.

Docs: real README and CLAUDE.md (architecture, full command set, limitations).
17 wood-* tools. 41 tests passing.

Verified end-to-end: "build a coffee table" and "make a bookshelf side frame"
each produce correct multi-board models with cut lists and STEP/STL export.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 01:50:07 -03:00