format_cutlist now renders from build_cut_plan(scene) via a new format_plan_cutlist(plan), instead of its own board-feet/shopping math. The CLI, voice, and BOM window all read the same CutPlan now, so they can't disagree — and kerf, sanding allowance, species, offcut reuse, and unplaced warnings all surface in the text cut list automatically. - cut_rows/shopping/board_feet kept (still used elsewhere) but no longer back the text renderer. - Output shape preserved (CUT LIST / Total / SHOPPING) plus species labels, rough→final lines, and a WON'T FIT section. - tests: CLI shopping counts == BOM CutPlan counts (kerf case), species + sanding surfaced, unplaced flagged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| scripts | ||
| src/woodshop | ||
| tests | ||
| .gitignore | ||
| CLAUDE.md | ||
| MATERIALS_INVENTORY_PLAN.md | ||
| README.md | ||
| SHOP_PACKET_PLAN.md | ||
| pyproject.toml | ||
README.md
WoodShop
Voice-driven conversational 3D woodworking & furniture modeler.
Talk to it like the Star Trek holodeck and watch furniture build itself:
"Place a 6 foot 2x4, sand it, then attach a 2 foot 2x4 at 90 degrees, 10 inches from the end."
"Build a coffee table: a four foot by two foot frame from 2x4s, with four legs 18 inches tall standing at the corners."
Each board is real dimensional lumber (a 2x4 is modeled at its true 1.5″ × 3.5″), so the result is buildable — export to STEP (CAD/CNC) or STL (3D print), and get a cut list with board-feet and a shopping estimate.
How it works
WoodShop reuses the existing CmdForge tool ecosystem for everything that isn't woodworking-specific, so no wheels are reinvented:
woodshop-talk ── the conversational loop
│ dictate ............. speech → text (CmdForge tool)
│ pa-load-tools ....... wood-* → Claude schemas (CmdForge tool)
│ claude -p ........... interpret → tool calls (provider)
│ pa-execute-tool ..... dispatch each wood-* (CmdForge tool)
│ read-aloud .......... speak confirmation (CmdForge tool)
▼
scene.json ← single source of truth (parts, joints, selection, undo)
▲ │ writes
│ reads/mutates ▼
wood-* CmdForge tools woodshop-view
(place/join/stand/move/...) live pyvista 3D, watches scene.json
The wood-* tools are thin wrappers over the woodshop CLI, so the modeling
logic lives in one place and the tools double as the LLM's documented command
vocabulary.
Installation
python -m venv .venv && source .venv/bin/activate
pip install -e ".[gui,dev]" # 'gui' pulls build123d + pyvista + PySide6 + pyvistaqt
python scripts/gen_wood_tools.py # register the wood-* CmdForge tools
Usage
The studio (recommended)
woodshop # launches the unified desktop app
One window with the 3D viewport (click a board to select it; Ctrl+click to select several), a parts panel (list + selected-part inspector + quick-action buttons), a numberpad control panel (move/rotate the selection by clicking or with your keyboard's numpad — 2/4/6/8 move, 1/3/7/9 rotate, +/− raise/lower, 0/. front/iso, 5 fit), and a command bar where you type or push-to-talk (🎤). Mouse, keyboard, and voice all drive the same scene and the same visible selection — so "move these 4 inches", the numpad 8 key, and the move button are interchangeable, and act on every selected board at once (one undo). Menus cover New/Open/Save projects, Export STL/STEP, Save Image, Undo/Redo, camera views, and Build templates.
Standalone tools (headless / scripting)
woodshop-view & # just the live 3D window (watches the scene)
woodshop-talk # just the voice/text loop; --voice to speak
woodshop-talk --once "build a workbench top from five 2x6 boards 6 feet long"
Or drive it directly from the CLI:
woodshop place 2x4 "6 ft" # place a board
woodshop stand # stand it up (a leg)
woodshop join p2 --to p1 --angle 90 --offset "10 in"
woodshop rename "front-left leg"
woodshop cutlist # bill of materials
woodshop export table.step # STEP / STL export
woodshop save "coffee table" # named projects
woodshop open "coffee table"
Run woodshop --help for the full command list (place, join, stand, lay,
rotate, move, trim, copy, rename, sand, delete, undo, clear, status, cutlist,
export, save, open, projects).
The active scene lives at $WOODSHOP_SCENE or
~/.local/share/woodshop/scene.json; named projects in
~/.local/share/woodshop/projects/.
Development
pytest # 200+ tests
Key modules:
| Module | Role |
|---|---|
scene.py |
Part/Joint/Connection/Feature/Scene model, ops, undo, persistence |
lumber.py |
nominal → actual dimensions, material colors/defaults |
colors.py |
color name → hex + lightness blends for the viewer |
units.py |
parse "6 ft" / "3 ft 6 in" / "-2 ft" → inches |
cli.py |
the woodshop command |
geometry.py |
build123d solids (incl. joinery booleans) + STL/STEP export |
cutlist.py |
quick cut list / board-feet / shopping summary |
cutplan.py |
the deterministic keystone: kerf-aware nesting, rough/final, batch, offcut reuse |
prices.py |
editable price book (Kent NB) + material-aware cost estimate |
estimate.py |
project quote: consumables + labor + suggested selling price |
inventory.py |
shop-wide event-sourced stock / offcut / build ledger |
instructions.py / jigs.py |
deterministic build steps & jig suggestions |
viewer.py |
live pyvista 3D viewport (woodshop-view) |
driver.py |
conversational loop (woodshop-talk) |
gui/ |
the unified PySide6 studio (woodshop-gui), incl. the Cut List & BOM window |
scripts/gen_wood_tools.py |
(re)generate the wood-* CmdForge tools |
Known limitations
- Joinery is parametric (tenon/mortise/dado/rabbet/hole/slot/chamfer as build123d boolean ops, with connections/assemblies); what's not modeled is joinery-fit compensation for material lost to sanding, and lap/pocket-hole presets. Boards still attach as flush butt joints unless you add features.
- Render is flat colors per material/finish — no image textures (wood grain) yet.
- Command interpretation latency is ~7–13s per utterance (one
claude -pcall).
License
MIT