woodshop/CLAUDE.md

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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
**WoodShop** - Voice-driven conversational 3D woodworking & furniture modeler.
Speak (or type) commands like *"place a 6 foot 2x4, sand it, attach a 2 foot 2x4
at 90 degrees 10 inches from the end"* and watch the model build in a live 3D
viewport — Holodeck-style.
## Architecture
**Design principle:** reuse existing CmdForge tools for everything that isn't
woodshop-specific; don't reinvent voice/AI plumbing.
```
woodshop-talk (driver.py) ── the conversational loop
│ dictate ............... speech→text (CmdForge tool, reused)
│ pa-load-tools ......... wood-* → Claude schemas (reused)
│ claude -p ............. interpret utterance → JSON tool calls (reused provider)
│ pa-execute-tool ....... dispatch each wood-* tool (reused)
│ read-aloud ........... speak confirmation (reused)
scene.json ← single source of truth (parts, joints, selection, undo stack)
▲ │ writes
│ reads/mutates ▼
wood-* CmdForge tools woodshop-view (viewer.py)
(place/join/sand/delete/undo) watches scene.json → live pyvista 3D
thin wrappers over `woodshop` CLI
```
Only woodshop-specific code lives in this repo: the scene model
(`scene.py`), nominal→actual lumber table (`lumber.py`), length parsing
(`units.py`), the `woodshop` CLI (`cli.py`), build123d geometry + STL/STEP
export (`geometry.py`), the pyvista viewport (`viewer.py`), and the driver
(`driver.py`). The driver uses Claude (not `pa-tool-loop`, which hard-wires a
small local model) for reliable structured tool-calling.
### Entry points
| Command | Purpose |
|---------|---------|
| `woodshop` (no args) / `woodshop-gui` | **The unified desktop studio** (viewport + parts panel + command bar) |
| `woodshop <op>` | CLI ops: place, join, stand, lay, rotate, move, trim, copy, rename, sand, delete, select, undo, redo, clear, status, cutlist, export, render, save, open, projects |
| `woodshop-view` | Standalone live 3D viewport (watches `scene.json`; labels, grid, isometric) |
| `woodshop-talk` | Standalone conversational driver (`--voice` for mic, `--once "..."` for one command) |
The studio (`src/woodshop/gui/`) is a thin PySide6 shell over the same Scene +
operations + interpreter:
- `controller.py` — one in-memory `Scene`; buttons/menus call typed methods,
voice/typed commands go through `driver.interpret` and are applied via
`execute_call`, which **reuses the CLI command functions** (no behavioral
drift). Every mutation saves to disk and emits `changed`.
- `viewport.py` — embedded `pyvistaqt.QtInteractor`; click a board to select.
- `panels.py` — parts list (ExtendedSelection: Ctrl/Shift multi-select) +
selected-part inspector (editable length/yaw/tilt) + quick-action buttons.
`command_bar.py` — text + push-to-talk + transcript, with slow work
(LLM/dictate/TTS) on a `QThreadPool` (`workers.py`).
- `numpad.py` — a numberpad control panel (2/4/6/8 move, 1/3/7/9 rotate, +/
raise/lower, 0/. front/iso, 5 fit) that also responds to the **physical
numpad keys** (MainWindow.keyPressEvent forwards them when not typing).
- **Spatial feedback**: `scene.spatial_summary()` (each board's world bounding
box via `Part.bbox()` + flagged interpenetrations) is fed into the interpreter
prompt, so the AI can reason about where boards are — e.g. "position the left
side flush against p2" becomes a computed `wood-move`, and it can fix overlaps.
- **Manual add**: the Parts tab has a stock dropdown + length + "Add board" to
place a board instantly without the AI (`controller.place`).
- **Multi-selection**: `controller.selected` is a list driven by 3D Ctrl+click
(`viewport.picked` carries an additive flag) and list multi-select. Group ops
(`move_selected`/`rotate_selected`/stand/lay/sand/delete) apply to all selected
in one undo step via `scene.batch()`. Voice "move these" works because the
selected ids are fed into the interpreter prompt.
Scene file location: `$WOODSHOP_SCENE` or `~/.local/share/woodshop/scene.json`.
Named projects: `~/.local/share/woodshop/projects/<slug>.json`.
Parts have full 3D orientation (`yaw_deg`/`tilt_deg`/`roll_deg`) so legs and
uprights stand vertically. Parts can be referred to by id (`p1`) or by a name
set with `rename`. The cut list (`cutlist.py`) reports board-feet and an 8'-stick
shopping estimate.
### CmdForge tools (the documented command vocabulary)
`wood-place`, `wood-join`, `wood-sand`, `wood-delete`, `wood-undo` live in
`~/.cmdforge/<name>/` and wrap the `woodshop` CLI. Regenerate them with
`/tmp/gen_wood_tools.py` (kept in the repo plan) if their schemas change. The
arg descriptions ARE the LLM's documentation, so keep them clear.
### Setup
```bash
python3 -m venv .venv && source .venv/bin/activate
pip install -e ".[viewer,dev]" # viewer extra pulls build123d + pyvista
pytest # 25 tests
```
### Known limitations / next steps
1. **Joins are flush butt joints**: B's end sits flush against A's surface, and
B is aligned to A's reference corner (top faces level + one side flush) rather
than centered. The flush corner is fixed (A's +width/+thick side; no per-join
choice of which corner / centered).
2. **Joinery features** (`Feature` on each `Part`) are parametric ops applied in
`geometry.part_solid`: `tenon` fuses a protruding tongue; `mortise`/`hole`/
`slot`/`dado`/`rabbet` cut a box/cylinder into a face; `chamfer` bevels the
edges around a face via build123d `chamfer()` (handled specially —
`_apply_chamfer`, with a try/except fallback for over-sized bevels). The
viewport tessellates featured boards (plain boards stay fast pyvista boxes).
Edit paths: CLI `feature/feature-edit/feature-delete/features`; voice
`wood-feature`/`wood-feature-delete`; **GUI Joinery tab** (`feature_panel.py`)
— add-with-default, then dragging a field shows a **live red preview ghost**
(`viewer.feature_preview_mesh` — a cheap box/cylinder, no re-tessellation) of
the pending change over the committed feature; **Apply** commits it
(`controller.set_preview`/`apply_preview`, `preview_changed` signal →
`viewport.set_preview`). Per-kind hints + field tooltips explain the
parameters. `controller.active_feature` is the one being edited. A **Fit to
mate…** button (`controller.fit_feature`) resizes a mortise to a chosen tenon
(or vice versa) — pocket = tongue + clearance (1/32"), pocket slightly deeper;
a dialog lists the complementary features (`features_of_kind`). The dialog's
**Make connection** checkbox calls `controller.make_connection`
`scene.connect(anchor, moving)`, which moves/orients the moving feature's
board so the tenon seats into the mortise (faces meet, axes aligned). Connect
builds the target world rotation from the feature frames and decomposes it to
the board's yaw/tilt/roll via `matrix_to_ypr` (inverse of `Part.local_frame`'s
Rz·Ry(-tilt)·Rx(roll)); `Part.feature_world_frame` gives each feature's world
point/normal/u/v. Features also have `rotation_deg` (spin about the face
normal) to line up cross-sections. CLI `connect`; voice `wood-connect`.
3. **Connections / assemblies**: `connect` RECORDS a `Connection`; connected
boards form an assembly (`scene.groups()`, connection-graph union-find). They
stay separate boards (not fused — cut list & disassembly keep working). Ops:
`scene.explode(d)` backs each moving board off along its joint axis,
`assemble()` re-seats (reverse), `disconnect(cid/part)` breaks (pieces stay
put). `_seat()` is the shared mate math; `connect()` then `_drag_group()`
applies the same rigid transform to the moving board's existing sub-assembly
(minus the anchor's group) so connected boards travel together. The GUI Fit
dialog lets you pick which board repositions (`make_connection(move_self=)`). CLI `connections/disconnect/explode/
assemble`; voice `wood-explode/assemble/disconnect`. The GUI Parts tab is a
QTreeWidget grouping connected boards under an assembly node, with a
right-click menu (back off / re-fit / break). Not yet: countersinks,
click-a-face-to-place, per-assembly naming/rename.
2. **Latency** ~713s per utterance (one `claude -p` call).
3. Voice path (`--voice`) reuses `dictate`; the driver loop is hardened against
failures but the mic path isn't exercised in the unit tests.
4. Auto-placement of parts in a multi-step "build a table" request depends on
the LLM choosing good offsets; geometry is correct but corners may need nudging.
## ⚠️ CRITICAL: Updating Todos, Milestones, and Goals
**DO NOT edit `todos.md`, `milestones.md`, or `goals.md` files directly.**
These files are managed by Development Hub which has file watchers and sync logic. Direct edits will be overwritten or cause conflicts.
**Use the `devhub-tasks` CLI instead:**
```bash
# Status overview
devhub-tasks status woodshop
# Add todos
devhub-tasks todo add woodshop "Task description" --priority high --milestone M1
# Complete todos (by text match or ID number)
devhub-tasks todo complete woodshop "Task description"
devhub-tasks todo complete woodshop 3
# List todos
devhub-tasks todo list woodshop
# Add milestones
devhub-tasks milestone add woodshop M2 --name "Milestone Name" --target "March 2026"
# Complete milestones (also completes linked todos)
devhub-tasks milestone complete woodshop M1
# Goals
devhub-tasks goal add woodshop "Goal description" --priority high
devhub-tasks goal complete woodshop "Goal description"
```
Use `--json` flag for machine-readable output. Run `devhub-tasks --help` for full documentation.
**Files you CAN edit directly:** `overview.md`, `architecture.md`, `README.md`, and any other docs.
## Development Commands
```bash
# Install for development
pip install -e ".[dev]"
# Run tests
pytest
# Run a single test
pytest tests/test_file.py::test_name
```
## Architecture
*TODO: Describe the project architecture*
### Key Modules
*TODO: List key modules and their purposes*
### Key Paths
- **Source code**: `src/woodshop/`
- **Tests**: `tests/`
- **Documentation**: `docs/` (symlink to project-docs)
## Documentation
Documentation lives in `docs/` (symlink to centralized docs system).
**Before updating docs, read `docs/updating-documentation.md`** for full details on visibility rules and procedures.
Quick reference:
- Edit files in `docs/` folder
- Use `public: true` frontmatter for public-facing docs
- Use `<!-- PRIVATE_START -->` / `<!-- PRIVATE_END -->` to hide sections
- Deploy: `~/PycharmProjects/project-docs/scripts/build-public-docs.sh woodshop --deploy`
Do NOT create documentation files directly in this repository.