Docs · Python

Python API

The Python wrappers over the two libraries: cadaclysm_capi reads, meshes and writes; cadaclysm_blacksmith builds exact solids. Every type and call, with the signature as the wrapper declares it — read from its source when this page is built.

Install

Install and load

pip install cadaclysm installs the reader, cadaclysm, and the kernel, cadaclysm.blacksmith (also importable as cadaclysm_blacksmith, its SDK name), with the libraries of the same release beside them: Windows x64, macOS 11+, Linux x64 and arm64. Python 3.8 or later; numpy is imported only when a mesh or polylines are asked for, and pip install "cadaclysm[numpy]" brings it. Without pip, the SDK's python/cadaclysm.py and python/cadaclysm_blacksmith.py are the same two files, over the standard library's ctypes.

The wheel carries the libraries, so pip needs nothing else. From the SDK, get them with fetch.py (or unpack a release archive's lib/ and include/) and keep the wrapper files and the libraries from the same release. Details on the start page.

pip install "cadaclysm[numpy]"
python -c "import cadaclysm; print(cadaclysm.version())"

# or, from the SDK:
python fetch.py
export PYTHONPATH=$PWD/python

Where the library is found

CADACLYSM_LIBRARY (for the kernel, CADACLYSM_BLACKSMITH_LIBRARY), a file or a directory; else beside the module file — where pip puts it; else a lib/ directory in any parent — where fetch.py puts it. cadaclysm.library_path() says which was used.

The licence

Unlicensed, everything works and a notice is printed on every open and export. A licence file removes it: set CADACLYSM_LICENSE, or put cadaclysm.lic beside the executable or in the working directory, or load it from code — once per library:

cadaclysm.license("cadaclysm.lic")
cadaclysm_blacksmith.license("cadaclysm.lic")
Quick start

Build a part, then read it back

The kernel builds a plate with a boss, bores it and rounds its corners, then writes STEP — the Examples page's first part:

from cadaclysm_blacksmith import Axis, Profile, Selector, Workplane

plate = Workplane.xy().extrude(Profile.rect(120, 80), 14).solid()
boss = (Workplane.from_solid(plate)
        .faces(Selector.max(Axis.Z)).workplane()
        .extrude(Profile.circle(22), 26).solid())
part = plate.join(boss)

bore = Workplane.xy().extrude(Profile.circle(11), 60).solid().translate(0, 0, -10)
part = part.cut(bore)

# The plate's four vertical corners: the lines along Z between two planes
# (the boss has vertical seams too, but those lie on its cylinder).
corners = [e for e in part.edges
           if e.is_line and abs(e.direction[2]) > 0.99
           and all(part.face_kind(f) == "plane" for f in e.faces)]
part = part.fillet(corners, 12)
part.step("plate.stp")

The reader opens that file, walks its tree, meshes what it draws and writes glTF:

import cadaclysm

with cadaclysm.open("plate.stp") as scene:
    print(scene.schema, scene.metres_per_unit, "m per unit")

    # The tree: assemblies, parts and bodies, parents before children.
    for node in scene.walk():
        print("  " * node.depth + node.label, f"[{node.kind}]")

    # What to draw: every placement of every shape, meshed on first ask.
    for placement in scene.placements:
        mesh = placement.geometry.mesh
        print(placement.geometry.label, mesh.triangle_count, "triangles")

    scene.save("plate.glb")
Reader · cadaclysm_capi

Reading, meshing, writing

Module functions

Loading the library, the licence, and opening a file — from disk or from bytes already in memory. Every other object on this page comes out of cadaclysm.open() or cadaclysm.open_memory().

cadaclysm.open()

def open(path, schema=None, convention=Convention.NATIVE, colors=False) -> Scene

Open a CAD file and read its tree. The format comes from the extension (a .zip opens its first readable member — Scene.source_name says which). The tree is read now and the geometry is built lazily, node by node, when it is first asked for.

convention is the space to read into — a Convention, optionally with the file-units and world-UV flags — and the library converts everything it hands back into it. schema names an extra EXPRESS schema (.exp, or a directory of them); every schema the SDK ships is already built in, so it is needed only for one the library does not carry. colours asks for per-vertex colours on bodies the file painted in more than one colour.

Never returns an empty handle: on failure it raises CadaclysmError carrying the library's reason.

cadaclysm.open_memory()

def open_memory(data, format, schema=None, name='<memory>', convention=Convention.NATIVE, colors=False) -> Scene

Open a file already in bytes — a download, a database blob, an archive member. With no file name to take the format from, it is named as an extension would name it: step, ifc, igs, 3dm, brep, scad (a leading dot is fine). The bytes are copied; the buffer can be reused as soon as this returns. Otherwise as cadaclysm.open().

cadaclysm.version()

def version() -> str

The version of the library actually loaded — the one worth reporting in a bug.

cadaclysm.build_date()

def build_date() -> str

When the loaded library was built, YYYY-MM-DD. A licence covers every build dated on or before its expiry.

cadaclysm.license()

def license(text_or_path) -> None

Load a licence: the certificate text, or the path of a file holding it. Without this call the library looks in the CADACLYSM_LICENSE environment variable, then for cadaclysm.lic beside the executable and in the working directory. On a licence that does not verify it raises CadaclysmError with the reason, and the previous licence (if any) stays in use.

cadaclysm.license_info()

def license_info() -> str

One line about the licence in use — customer=… expiry=… entitlements=… — or unlicensed (unlicensed -- <reason> when a licence was found but did not verify). Never None.

cadaclysm.license_notice_count()

def license_notice_count() -> int

How many unlicensed notices the library has printed to stderr in this process. An application with no console to watch (a GUI, a game) can poll this and show its own banner.

cadaclysm.mesh_formats()

def mesh_formats() -> list[tuple[str, str]]

Every mesh format Node.save_mesh() writes, with its file extension: stl, stl-ascii, msh (Gmsh), glb, gltf and obj in this release. Build a save menu from this list rather than hard-coding it, and a format added to the library appears without a code change.

cadaclysm.pick_file()

def pick_file() -> Path | None

Ask the user for a file through the platform's own open dialog, filtered to what this build can read. None when they cancel or no dialog is available (on Linux, neither an XDG portal nor zenity). Blocks until the user acts; on macOS call it from the main thread.

cadaclysm.declared_schema()

def declared_schema(model: Path) -> str

The schema a STEP or IFC file says it speaks (its FILE_SCHEMA line), read from the first few kilobytes — cheap even on a very large file. Empty when it names none.

cadaclysm.resolve_schema()

def resolve_schema(model: Path, schema)

Which .exp of a schema directory matches a model: the chosen file, or — when the file's declared name resembles none of them — the whole list as fallbacks to try in turn. cadaclysm.open() does this itself when given a directory; this is for a caller that wants to report the choice.

cadaclysm.library_path()

def library_path() -> Path

Where the shared library was found: CADACLYSM_LIBRARY (a file or a directory) first, then beside the wrapper, then a lib/ directory in any parent (the SDK's layout).

cadaclysm.NONE

NONE = 4294967295

The node index the C API uses for "no such node" (CADACLYSM_NONE, 0xFFFFFFFF). The wrappers turn it into None where a node may be missing (Node.parent, Node.instance_of), so it matters only when reading raw indices.

Scene

class Scene

An open document. Close it when done — Scene.close(), or let the language's scope do it (with, using, defer, try-with-resources). Everything it hands back borrows from it: node handles, meshes, polylines. See Lifetimes for what survives a close.

Scene.close()

def close() -> None

Give the document back. Idempotent. Every mesh and polyline view still held reads freed memory afterwards (the wrappers that can tell refuse to read them).

Scene.closed

closed: bool  # property

Whether Scene.close() has run.

Scene.path

path  # attribute

The file it was read from, or the name given to cadaclysm.open_memory().

Scene.schema_path

schema_path  # attribute

The .exp actually used, or None — worth reporting when a directory was passed.

Scene.convention

convention  # attribute

The convention it was opened with. Nothing the library hands back says what space it is in, and every array out of this scene is in this one.

Scene.version

version: str  # property

The version of the library that read it.

Scene.schema

schema: str  # property

The schema the file named, or empty for a format that names none.

Scene.schema_read

schema_read: str  # property

The schema that actually read it. A file declaring a release candidate reads under the finished schema of the same version where that is what is built in; a file whose schema is unknown reads under the one that defines its entity types.

Scene.substituted

substituted: bool  # property

Whether something other than the file's own schema read it — Scene.schema and Scene.schema_read differ.

Scene.metres_per_unit

metres_per_unit: float  # property

What one length unit in the file is worth in metres; 1 where the file did not say.

Scene.bounds

bounds: Bounds  # property

Everything the model covers, in world coordinates — the one figure not in a node's own frame. This meshes the whole model, being the only way to know how far it reaches; to frame a view quickly, use the bounds of the nodes already built.

Scene.diagnostics

diagnostics: list[str]  # property

What the file held that the reader could not build, one line each.

Scene.source_name

source_name: str | None  # property

The archive member this was read from, or None for a plain file.

Scene.nodes

nodes: list[Node]  # property

Every node, in index order: assemblies, shapes, layers, storeys — structure as well as geometry. To draw, iterate Scene.placements instead.

Scene.roots

roots: list[Node]  # property

The nodes nothing else contains: where a tree view starts.

Scene.walk()

def walk()

Every node reachable from the roots, parents before children.

Scene.query()

def query(filter: str) -> list[int]

The indices of the nodes a filter matches, in document order. The filter is one boolean expression in the query languageclass == ON_Brep and within(name == Walls). A filter that does not parse raises CadaclysmError with the parser's message and position; one that matches nothing is an empty result, not an error.

Scene.placements

placements: list[Placement]  # property

What the document draws, and where. Not the nodes: a block or an instanced part is one node of geometry drawn at several places, and a node walk draws it once at its definition's frame. Iterate this to draw, and the nodes to build a tree. See Placement.

Scene.realize_all()

def realize_all() -> int

Build every mesh now, across all cores, and return how many were built. Reading is lazy so a tree can be on screen while the shapes are still coming; asking node by node meshes on one core, this uses them all. Watch it from another thread with Scene.realized and Scene.realize_total; stop it with Scene.cancel().

Scene.realized

realized: int  # property

How many nodes Scene.realize_all() has finished. Safe to read from another thread.

Scene.realize_total

realize_total: int  # property

How many it will build in all; zero until it starts.

Scene.cancel()

def cancel() -> None

Ask a running Scene.realize_all() to stop. One-way for the life of the scene: later calls return at once, and meshes are still built one node at a time on request.

Scene.save()

def save(path, fmt: str = 'glb') -> None

Write the whole scene: glb (binary glTF), gltf (text glTF, one file) or obj (every placement baked to its own named object, with a .mtl beside it when anything has a colour). Every placement of every shape, named and placed as the tree is, one material per colour; in the scene's convention (use Y-up metres for the space glTF specifies). A format outside these three, or a failed write, raises CadaclysmError.

Scene.surface_matrix

surface_matrix  # property

The 4×4 that puts Node.surfaces into the space everything else is already in. Meshes and polylines arrive in the scene's convention; surfaces arrive in the file's own frame, because converting a surface means converting its parameter space too. Identity for a document opened in its native convention and units.

Scene.show()

def show() -> None

Draw every visible placement — each block instance where the file puts it — with the viewer in use. Keywords: view= (front, back, left, right, top, bottom, iso), az=, el=, zoom=, up= (default from the convention the scene was opened with), edges= (the B-rep edges over the shapes; free curves are drawn either way), width=, height=, hint=. No tolerance=: a document is drawn at the tolerance it was read with.

Scene.view()

def view()

Orbit the model with the viewer in use; returns (azimuth, elevation, zoom) where it was left.

Node

class Node

One node of the document — an assembly, a part, a body, a layer, a placement. A handle, not a snapshot: each property asks the scene when read, so nothing goes stale and nothing is built that is never looked at. Names and attributes are cheap; Node.bounds and Node.mesh build the geometry.

Node.scene

scene  # attribute

The scene it belongs to.

Node.index

index  # attribute

Its index in the scene, stable while the scene is open: a key for a map of what has been uploaded.

Node.name

name: str  # property

The name the file gave it, or empty.

Node.id

id: str  # property

What the file calls it: a STEP #N, an IFC GlobalId, a Rhino object id.

Node.kind

kind: str  # property

Its type in the file: an IFC class, an openNURBS class, a STEP shape kind.

Node.label

label: str  # property

Something to put in a tree row: the name, else the kind, else #index.

Node.depth

depth: int  # property

How far down the tree it sits; a root is zero.

Node.generator

generator: str  # property

What its geometry was before it was triangles — brep, mesh, csg — or empty for a node that draws nothing.

Node.visible

visible: bool  # property

Whether the file says to show it when opened. The node's own switch, not inherited; True where the format has no such switch.

Node.visible_now

visible_now: bool  # property

Node.visible with every ancestor consulted: a layer switched off hides what hangs under it.

Node.locked

locked: bool  # property

Whether the file says it cannot be selected or edited (Rhino's lock, own or by layer). A locked node is still drawn.

Node.parent

parent: Node | None  # property

The node containing this one, or None for a root.

Node.children

children: list[Node]  # property

The nodes directly under this one.

Node.instance_of

instance_of: Node | None  # property

The node whose geometry this one places, or None. A part placed seventy times is one mesh and seventy transforms; this is how a caller knows to upload it once.

Node.select_as

select_as: Node  # property

What a click on this node's geometry should select — usually itself. Formats that hang geometry under the object it belongs to (an IFC representation under its product) point back at the object.

Node.attributes

attributes: list[Attribute]  # property

Everything the file said about the node, as Attribute values.

Node.can_mesh

can_mesh: bool  # property

Whether the node has geometry of its own to draw. Builds nothing; most nodes are structure and answer False.

Node.colour

colour  # property

The colour the file gave it as RGBA in 0–1, or None — most STEP files carry none, and the caller's default is the right answer.

Node.transform

transform  # property

Where the node's geometry sits: a 4×4 in double precision, composed through every frame above it. Meshes stay single precision in their own frame under a double transform, so a model at survey coordinates keeps its millimetres.

Node.raw_transform

raw_transform  # property

The same matrix as 16 numbers in the C API's column-major order, ready for a GPU uniform.

Node.bounds

bounds: Bounds  # property

The extent of the node's geometry in that geometry's own frame. Builds the geometry if needed; carry it through Node.transform for world coordinates.

Node.mesh

mesh: Mesh  # property

Its triangles in their own frame, built now if they have not been. A node that instances another hands back the instanced node's arrays — the same memory for every placement. The arrays are views into the scene; see Lifetimes.

Node.surfaces

surfaces: Surfaces  # property

Its faces as exact surfaces plus the trim loops that cut them, each in the surface's own (u, v). Nothing is meshed to produce it, and reading it costs Node.mesh nothing. Empty where the reader has no parametric description (a tessellated body, a mesh format). In the file's frame — see Scene.surface_matrix.

Node.edges

edges: Polylines  # property

Its feature edges as polylines, for an outline overlay. Builds the geometry if needed.

Node.brep

brep: Brep | None  # property

Its exact B-rep, as a Brep, for the kernel's Solid.from_node() to operate on — or None where it has none (a mesh, a curve, a CSG body, a JT or OpenSCAD part). Shared with the scene, not copied.

Node.curves

curves: Polylines  # property

Its free curves as polylines; a 2D drawing is all of these.

Node.isocurves

isocurves: Polylines  # property

Lines ruled across its surfaces, so a curved face reads as curved in a wireframe. A flat face yields its outline, so these can overlap Node.edges.

Node.save_mesh()

def save_mesh(path, fmt: str = 'stl') -> None

Write this node's own mesh — where it is defined, without its placement — in one of cadaclysm.mesh_formats(). A node that draws nothing, or an unknown format, raises CadaclysmError; ask Node.can_mesh first to grey out a menu entry. To write the whole model, see Scene.save().

Node.walk()

def walk()

This node and every node under it, parents before children.

Node.show()

def show() -> None

Draw what this node and everything under it places with the viewer in use. Keywords as Scene.show().

Node.view()

def view()

Orbit this node and everything under it; returns (azimuth, elevation, zoom) where it was left.

Brep

class Brep

A body's exact B-rep — the trimmed surfaces its mesh is cut from — shared with the scene rather than copied, and held by this object until it is released. It is what Node.brep hands the kernel's Solid.from_node(), which operates on it without a copy, and it can say whether it is a Manifold. It outlives the scene it came from for as long as anything holds it. In the node's own frame and the file's own units and axes; the kernel library must come from the same release as the reader.

Brep.pointer

pointer: int  # property

The brep's C pointer, which the kernel's wrapper hands across. raises CadaclysmError once released.

Brep.layout_id()

@staticmethod
def layout_id() -> str

How this library lays a brep out in memory: its compiler, target and source. The kernel shares a brep only with a reader whose id equals its own.

Brep.manifold

manifold: Manifold  # property

Whether its faces make a manifold — every edge bordered by one face or two, the faces round every vertex one fan — and whether it is closed, as a Manifold. Read off the topology the file wrote, not a mesh. raises CadaclysmError once released.

Brep.release()

def release() -> None

Give the reference back now. Leaving a with block, or the garbage collector, does it otherwise.

Placement

class Placement

One drawing of one node's geometry at one place: what Scene.placements lists. Two drawings of the same shape name the same geometry node, and so the same arrays — upload once, draw twice.

Placement.scene

scene  # attribute

The scene it belongs to.

Placement.index

index  # attribute

Its index in Scene.placements.

Placement.geometry

geometry: Node  # property

The node whose mesh, edges and curves this draws.

Placement.select

select: Node  # property

What a click on this drawing selects: the placement's own node rather than the shared shape, which would light up every copy.

Placement.transform

transform  # property

Where to draw it: a 4×4, already composed through every frame from the root.

Placement.raw_transform

raw_transform  # property

The same matrix as 16 numbers, column-major.

Mesh

class Mesh

A node's triangles, in the node's own frame: what Node.mesh returns. The arrays are read-only views into the scene's memory, not copies — a large assembly is tens of millions of triangles, and most of them go straight to a GPU. Mesh.copy() makes arrays of your own.

Mesh.positions

positions  # attribute

Three floats a vertex.

Mesh.normals

normals  # attribute

Three floats a vertex, or None for a mesh that carries none.

Mesh.uvs

uvs  # attribute

Two floats a vertex, or None: only readers asked for world-scale UVs fill them. One unit of u or v is one world unit, so faces overlap in UV space — a tiling material, not a lightmap.

Mesh.colors

colors  # attribute

Four floats (RGBA) a vertex, or None — the common case. Only a body painted in several colours, opened with colours on, carries them.

Mesh.indices

indices  # attribute

Three vertex indices a triangle, unsigned 32-bit.

Mesh.vertex_count

vertex_count  # attribute

How many vertices.

Mesh.index_count

index_count  # attribute

How many indices: three a triangle.

Mesh.triangle_count

triangle_count: int  # property

How many triangles.

Mesh.copy()

def copy() -> Mesh

The same arrays in memory of your own, safe to keep after Scene.close(). Deliberately visible: on a large model this is where the gigabytes go.

Polylines

class Polylines

Edges or curves already flattened to points, in the node's own frame: what Node.edges, Node.curves and Node.isocurves return. Views into the scene, like Mesh.

Polylines.positions

positions  # attribute

Three floats a point, the runs end to end.

Polylines.counts

counts  # attribute

How many points each run has, in order.

Polylines.polyline_count

polyline_count  # attribute

How many runs.

Polylines.vertex_count

vertex_count  # attribute

How many points in all.

Polylines.segment_indices()

def segment_indices()

Index pairs into the positions, two per line segment — what GL_LINES and every pair-taking API want. Indices rather than points, so a caller can transform the points once and expand afterwards.

Polylines.segments()

def segments()

The segment endpoints themselves, two points per segment.

Surfaces and Face

class Surfaces

A node's faces as exact surfaces and trims: what Node.surfaces returns. Iterate it for Face values. In the file's own frame; Scene.surface_matrix brings it into the scene's.

Surfaces.faces

faces  # attribute

The faces, one per trimmed face of the body.

Face

class Face
kind  # attribute
origin  # attribute
domain  # attribute
scalars  # attribute
loops  # attribute
nurbs  # attribute

One trimmed face. kind is the surface: 0 plane, 1 cylinder, 2 cone, 3 sphere, 4 torus, 5 revolution, 6 extrusion, 7 NURBS, 8 sum. origin, ax, ay, az are its frame, scalars its kind-dependent sizes (radius, angle…) and domain its (u min, v min, u max, v max). loops holds the trim loops as (u, v) points, each closing implicitly; profile, profile2 and nurbs carry what a swept or NURBS surface needs. reversed flips the normal; transposed swaps u and v. The C header's CadaclysmFace is the full description.

Bounds

class Bounds

An axis-aligned box: what Node.bounds and Scene.bounds return. All zeros means "nothing here".

Bounds.min

min  # attribute

The low corner.

Bounds.max

max  # attribute

The high corner.

Bounds.is_empty

is_empty: bool  # property

Whether this is the all-zero box that stands for nothing.

Bounds.size

size  # property

The extent along each axis.

Bounds.centre

centre  # property

The midpoint.

Attribute

class Attribute

One thing the file said about a node: what Node.attributes lists.

Attribute.name

name  # attribute

What the file called it.

Attribute.kind

kind  # attribute

Which kind of value it holds — a ValueKind. Lets a caller tell a reference from prose, or total the numbers.

Attribute.value

value  # attribute

The value, in the language's own type where it has one for the kind.

Attribute.text

text: str  # property

The value rendered for display, identically in every wrapper: true/false, reals in their shortest exact form, lists as [a, b, c].

Convention

class Convention(enum.IntEnum)

The coordinate space to open a file into. The library converts on the way out, so a caller names the space it draws in and reads geometry already in it — nothing to rotate or scale afterwards.

Convention

class Convention(enum.IntEnum)
NATIVE = 0
UNREAL = 1
UNITY = 2
Y_UP = 3
BLENDER = 4

The presets: NATIVE keeps the file's own axes and units; UNREAL is Z up, left-handed, centimetres; UNITY Y up, left-handed, metres; Y_UP Y up, right-handed, metres (glTF, three.js, most real-time engines); BLENDER Z up, right-handed, metres.

cadaclysm.FILE_UNITS

FILE_UNITS = 256

Combine with a preset to keep its axes but the file's own units.

cadaclysm.UV_WORLD

UV_WORLD = 512

Combine with a preset to ask for world-scale texture coordinates in Mesh.uvs. Off by default: eight bytes a vertex nobody asked for.

Convention.parse()

@classmethod
def parse(text: str) -> int

A convention from a name a user typed: unreal, or unreal+file-units. An unknown name raises CadaclysmError listing the accepted ones, rather than silently reading as native.

ValueKind

class ValueKind(enum.IntEnum)

Which kind of value an Attribute holds.

ValueKind

class ValueKind(enum.IntEnum)
NONE = 0
TEXT = 1
INTEGER = 2
REAL = 3
BOOLEAN = 4
LIST = 5
REFERENCE = 6

TEXT, INTEGER, REAL, BOOLEAN; LIST (the elements rendered as [a, b, c]); REFERENCE (another entity, by the id the file gave it, so it can be followed rather than shown as prose); NONE for an attribute that had no value.

Manifold

class Manifold

Whether a body's faces make a manifold — every edge bordered by one face or two, the faces round every vertex one fan — told from its topology rather than a mesh: what a brep's manifold and the kernel's Solid.manifold return. Orientation is not asked. The topology is the file's: faces that name no shared edge (IGES, each surface its own sheet; an IFC face written as one polygon) read as open however well they meet in space.

Manifold.faces

faces  # attribute

How many faces.

Manifold.edges

edges  # attribute

How many distinct edges: one shared by two faces counts once.

Manifold.vertices

vertices  # attribute

How many distinct vertices.

Manifold.boundary_edges

boundary_edges  # attribute

Edges only one face borders: a sheet's rim, a hole in a shell.

Manifold.non_manifold_edges

non_manifold_edges  # attribute

Edges three or more faces border: a fin, or two solids meeting along a line.

Manifold.non_manifold_vertices

non_manifold_vertices  # attribute

Vertices whose faces make more than one fan: two solids touching at a corner.

Manifold.is_manifold

is_manifold  # attribute

No non-manifold edge or vertex: a manifold, possibly with a boundary.

Manifold.is_closed

is_closed  # attribute

A manifold with no boundary edge either: it encloses a solid.

Errors

class CadaclysmError(Exception)

A call into the library failed; the message is the library's own reason. One type for every reader failure.

Kernel · cadaclysm_blacksmith

Building solids

Frames and axes

A frame is twelve numbers: an origin, then the x, y and z axes, each three numbers (0,0,0, 1,0,0, 0,1,0, 0,0,1 is the world). A profile is drawn in its frame's x/y and extruded along its z. An axis is six numbers: a point and a direction, which need not be unit. Workplane.xy() and friends start on the three world planes; Solid.face_frame() gives the frame on a face. A Frame builds one for you — Frame.xy() at any origin, Frame.at() from a point and a normal — and checks that its axes are square and right-handed, which a bare twelve numbers are not.

Pass a Frame, twelve numbers, or four (x, y, z) triples; an axis is six numbers or two triples.

Module functions

The kernel's own library, licence and STEP writer. It is a separate shared library (cadaclysm_blacksmith) from the reader, with its own licence call; one licence file serves both.

cadaclysm_blacksmith.write_step()

def write_step(path, solids, schema=None, unit='mm') -> None

Write several solids as one STEP file, each its own body. unit is mm, m or in. schema is left out for AP203 (built in — no file needed), the name of another built-in schema such as AP242's AP242_MANAGED_MODEL_BASED_3D_ENGINEERING_MIM_LF (AP214's AUTOMOTIVE_DESIGN cannot carry the writer's mechanical_context), or a custom EXPRESS schema: a path to its .exp or its text.

cadaclysm_blacksmith.write_step_text()

def write_step_text(solids, schema=None, unit='mm') -> str

The same STEP file as text, for a caller that stores or sends it rather than writing a file.

cadaclysm_blacksmith.default_schema()

def default_schema() -> pathlib.Path

Where an ap203.exp file is found (CADACLYSM_SCHEMAS, else schemas/ in a parent). No longer needed to write STEP: the kernel's AP203 is built in.

cadaclysm_blacksmith.version()

def version() -> str

The version of the kernel library actually loaded.

cadaclysm_blacksmith.build_date()

def build_date() -> str

When the loaded kernel was built, YYYY-MM-DD.

cadaclysm_blacksmith.license()

def license(text_or_path) -> None

Load a licence into the kernel — the text, or a file's path. The reader has its own call; the same file works for both.

cadaclysm_blacksmith.license_info()

def license_info() -> str

One line about the kernel's licence, or unlicensed. Never None.

cadaclysm_blacksmith.license_notice_count()

def license_notice_count() -> int

How many unlicensed notices the kernel has printed to stderr in this process.

cadaclysm_blacksmith.brep_layout_id()

def brep_layout_id() -> str

How the loaded kernel lays a brep out in memory: its compiler, target and source. Solid.from_node() works only where this equals the reader's Brep.layout_id() — the two libraries from the same release.

cadaclysm_blacksmith.library_path()

def library_path() -> pathlib.Path

Where the kernel library was found: CADACLYSM_BLACKSMITH_LIBRARY first, then as the reader's.

Profile

class Profile

A closed outline with holes, in its own x/y — what gets extruded, revolved, lofted or swept. Immutable: every method returns a new one.

Its loops must be simple: an outline that crosses or touches itself (a figure-eight, a vertex landing on another side), a hole that runs into the boundary, or two holes that overlap are refused by every call that builds a face or a closed solid, naming the loops — extrude: hole 0 crosses the boundary. The open calls (extrude_open, revolve_open, sweep_open, loft_open) build sheets, and take such a profile as it is.

Profile.rect()

@staticmethod
def rect(w, h) -> Profile

A w × h rectangle centred on the origin.

Profile.circle()

@staticmethod
def circle(r) -> Profile

A circle of radius r about the origin.

Profile.slot()

@staticmethod
def slot(centre, length, r) -> Profile

A slot (stadium) length long overall, with end radius r, centred on centre and running along x. length must exceed 2 * r.

Profile.polygon()

@staticmethod
def polygon(points) -> Profile

A closed polygon through the points, in order, its side back to the first point a segment of its own. At least three points.

Profile.regular_polygon()

@staticmethod
def regular_polygon(centre, radius, sides, angle=0.0) -> Profile

A regular polygon of sides sides (at least 3) on the circle of radius about centre, its first corner at angle radians from the sketch's x axis (0 by default), the rest counter-clockwise.

Profile.spline()

@staticmethod
def spline(points, degree=3, weights=None, closed=False) -> Profile

A spline of degree (3 by default) through the control polygon points, weights one per point or None. Open, it starts on the first point and ends on the last: an open chain, for Solid.extrude_open() or Profile.chain(). Closed, it is periodic — smooth through its own start, no corner there — and a closed profile. The degree is lowered to fit the points; a degree of zero, too few points (two open, three closed) or a weight not positive raises BuildError.

Profile.path()

@staticmethod
def path(start) -> Path

Start drawing an outline segment by segment at start; see Path.

Profile.chain()

@staticmethod
def chain(pieces, tolerance=1e-06) -> Profile

Open profiles — paths ended open — joined end to end into one: the forge's merge. They may come in any order and either way round: each next piece is the first of the rest with an end within tolerance (1e-6 by default) of either end of the chain so far, reversed where that makes it meet. Every segment is kept exactly — a line a line, an arc an arc, a spline the same spline. Closed where the chain's two ends meet, otherwise an open chain. A piece that is empty, has holes, is closed on its own or meets none of the others raises BuildError naming it by its index.

Profile.from_loops()

@staticmethod
def from_loops(loops) -> Profile

Closed loops, in any order, as one profile: the loop enclosing the most area is the boundary and every other a hole in it, in the order given — a sketch's rectangle and the circles drawn inside it. Each loop is a closed profile with no holes of its own, wound either way; one that closes within rounding is closed exactly. A loop that is open, empty or encloses no area, loops that cross or touch, a hole outside the boundary, or one inside another hole (an island) raises BuildError, naming the loops by their index.

Profile.close_loop()

def close_loop() -> Profile

This profile closed — the forge's sketch "close": where its last segment stops short of its start (a path ended open), a straight segment back to it; where it already comes back within 1e-9 of its extent, its last segment made to land on the start exactly. A closed profile comes back as it is, and holes are closed the same way.

Profile.with_hole()

def with_hole(hole: 'Profile') -> Profile

This outline with hole cut out of it.

Profile.translate()

def translate(dx, dy) -> Profile

This outline moved by (dx, dy).

Profile.round()

def round(radius, corners=None, open=False) -> Profile

This outline with its corners rounded by radius: where two straight segments meet, both are cut back and an exact arc tangent to both goes between them; a corner next to an arc or a spline is left as it is. With no corners every such corner is rounded, the holes' too; a list picks corners of the outline — corner k is where segment k ends. open reads the profile as an open chain whose two ends stay square. A radius that does not fit raises BuildError naming the corner.

Profile.polylines()

def polylines(tolerance=0.05) -> list[numpy.ndarray]

The outline, then each hole, as polylines at z = 0 within tolerance of its arcs and splines — what a viewer draws it with. A closed loop repeats its first point at the end; an open chain (a profile ended open) stays open. Views, like Solid.mesh().

Profile.show()

def show(tolerance=0.05) -> None

Draw the outline and holes with the viewer in use, from the top by default. Keywords as Solid.show(); edges= is ignored, the lines being the whole picture.

Profile.view()

def view(tolerance=0.05)

Orbit the outline with the viewer in use; returns (azimuth, elevation, zoom) where it was left.

Path

class Path

An outline drawn a segment at a time — lines, arcs, Béziers, NURBS — then closed into a Profile. Ending it consumes the builder.

Path.line_to()

def line_to(x, y) -> Path

A straight segment to (x, y).

Path.arc_to()

def arc_to(x, y, centre, ccw=True) -> Path

A circular arc to (x, y) about centre, counter-clockwise unless ccw is False.

Path.bezier_to()

def bezier_to(c1, c2, to) -> Path

A cubic Bézier through control points c1, c2 to to.

Path.nurbs_to()

def nurbs_to(control, knots, degree, weights=None) -> Path

A NURBS segment: control is every control point after the current one, the endpoint last; knots the full knot vector; weights one per control point including the current one, or None for a non-rational curve.

Path.end()

def end() -> Profile

Close the outline back to its start and return the Profile.

Path.end_open()

def end_open() -> Profile

The path as it stands, not closed: an open chain for Solid.extrude_open(), Solid.sweep_open() or Solid.loft_open().

SweepPath

class SweepPath

The 3D path a profile is carried along by Solid.sweep(): lines and circular arcs. Sweeping only borrows it, so one path can be swept many times; close it when done.

SweepPath.at()

@staticmethod
def at(point) -> SweepPath

Start a path at a 3D point.

SweepPath.along()

@staticmethod
def along(curve: Profile, frame, tolerance=0.05, open=True) -> SweepPath

The path a 2D chain (usually from Path.end_open()) draws on frame: a line a straight piece, an arc a circular one, a Bézier or spline fitted with biarcs — arcs tangent to each other and to the curve — within tolerance, so the path is tangent throughout and the sweep exact along it. open false closes the path back to its start.

SweepPath.line_to()

def line_to(point) -> SweepPath

A straight piece to a 3D point.

SweepPath.arc()

def arc(centre, axis, angle) -> SweepPath

Turn angle radians (in (0, 2π]) about the axis through centre along axis.

SweepPath.close()

def close() -> None

Free the path.

Slant

class Slant

A plane a Solid.extrude_between() starts or ends on, read as a height over the sketch plane at each point: at + grad · (x, y). Flat for an ordinary cap; sloped for a mitre.

Slant.at

at  # attribute

The height at the sketch origin.

Slant.grad

grad  # attribute

The slope in x and y.

Slant.flat()

@staticmethod
def flat(at) -> Slant

A flat plane at height at.

Slant.of_plane()

@staticmethod
def of_plane(frame, point, normal) -> Slant

The plane through point square to normal, as heights over frame. A plane that contains the extrusion direction has no height and raises BuildError.

Frame

class Frame

A frame built for you instead of twelve numbers typed out: an origin and three unit axes, square to each other and right-handed (z = x × y). It goes wherever a frame does. Immutable. The constructor takes the origin and the three axes, normalises them, and raises BuildError when they are not square or not right-handed.

Frame.xy()

@staticmethod
def xy(origin=(0, 0, 0)) -> Frame

The world XY plane through origin: z up, as Workplane.xy().

Frame.xz()

@staticmethod
def xz(origin=(0, 0, 0)) -> Frame

The world XZ plane through origin: x along X, y along Z, so z is -Y, as Workplane.xz().

Frame.yz()

@staticmethod
def yz(origin=(0, 0, 0)) -> Frame

The world YZ plane through origin: x along Y, y along Z, so z is +X, as Workplane.yz().

Frame.at()

@staticmethod
def at(origin, normal, x=None) -> Frame

The plane through origin square to normal, which becomes the frame's z (it need not be unit). Its x axis is x laid onto that plane; with none, world X laid onto it, or world Y when the normal is within about 25° of X — the axes Solid.face_frame() gives a face facing normal. So a normal along +Z, -Y or +X gives exactly Frame.xy(), Frame.xz() or Frame.yz(). A zero normal, or an x along the normal, raises BuildError.

Frame.of()

@staticmethod
def of(frame) -> Frame

Twelve numbers — what Solid.face_frame() and Workplane.frame hand back — as a checked frame, to read its axes or move it.

Frame.midplane()

@staticmethod
def midplane(a, b) -> Frame

The plane midway between the planes of frames a and b — Fusion's midplane: for parallel planes the one halfway between, on a's axes; for planes that meet, the plane bisecting them through the line they meet on, its x along that line.

Frame.through()

@staticmethod
def through(p, q, r) -> Frame

The plane through the points p, q and r: its origin p, its x towards q, its z the normal the three turn about counter-clockwise. Three points on one line raises BuildError.

Frame.origin

origin: tuple[float, float, float]  # property
x: tuple[float, float, float]  # property
y: tuple[float, float, float]  # property
z: tuple[float, float, float]  # property

The origin and the three axes, each three numbers.

Frame.translate()

def translate(dx, dy, dz) -> Frame

This frame moved by (dx, dy, dz) in world coordinates.

Frame.offset()

def offset(distance) -> Frame

This frame moved distance along its own z: Frame.xy().offset(5) is the XY plane at z = 5.

Workplane

class Workplane

The fluent chain: a frame, the solid built so far, and the face last picked. A build step replaces the solid rather than adding to it — combine solids explicitly with Solid.join(). Every step raises BuildError at once rather than holding the error for later.

Workplane.xy()

@staticmethod
def xy() -> Workplane

Start on the XY plane at the origin (Z up). Workplane.xz() and Workplane.yz() start on the other two.

Workplane.xz()

@staticmethod
def xz() -> Workplane

Start on the XZ plane.

Workplane.yz()

@staticmethod
def yz() -> Workplane

Start on the YZ plane.

Workplane.on()

@staticmethod
def on(frame) -> Workplane

Start on any frame (see Frames).

Workplane.from_solid()

@staticmethod
def from_solid(solid: Solid) -> Workplane

Start from an existing solid, on the XY plane — the usual way to pick one of its faces and build on it.

Workplane.frame

frame  # attribute

The current frame, 12 numbers.

Workplane.cuboid()

def cuboid(x, y, z) -> Workplane

A box on the current frame; replaces the solid.

Workplane.cylinder()

def cylinder(r, h) -> Workplane

A cylinder of radius r and height h standing on the current frame; replaces the solid.

Workplane.face()

def face(profile: Profile) -> Workplane

The planar sheet the profile bounds on this frame — see Solid.face(); replaces the solid.

Workplane.extrude()

def extrude(profile: Profile, height) -> Workplane

The profile extruded height along the frame's z; replaces the solid.

Workplane.revolve()

def revolve(profile: Profile, angle) -> Workplane

The profile revolved angle radians about the frame's y axis; replaces the solid.

Workplane.translate()

def translate(dx, dy, dz) -> Workplane

Slide the current solid. Keeps the face selection — a rigid move keeps every face's index.

Workplane.faces()

def faces(selector: Selector) -> Workplane

Pick a face of the current solid with a Selector.

Workplane.workplane()

def workplane() -> Workplane

Move the frame onto the face last picked (outward normal as z), so the next step builds on it.

Workplane.solid()

def solid() -> Solid

The solid built so far. On an empty chain it raises BuildError.

Selector and Axis

class Selector

Which face to pick: the one furthest along an axis, furthest against it, the one facing a direction, or by index. Used by Workplane.faces() and Solid.select_face().

Selector.max()

@staticmethod
def max(axis: Axis) -> Selector

The face furthest along axis.

Selector.min()

@staticmethod
def min(axis: Axis) -> Selector

The face furthest against axis.

Selector.normal()

@staticmethod
def normal(direction) -> Selector

The face whose outward normal is nearest direction (need not be unit).

Selector.index()

@staticmethod
def index(i: int) -> Selector

The face with this index.

Axis

class Axis(enum.Enum)
X = 0
Y = 1
Z = 2

X, Y, Z: the axes Selector.max() and Selector.min() take.

Solid

class Solid

An exact B-rep solid (or an open sheet): planes, cylinders, cones, spheres, tori and NURBS, trimmed and joined, never approximated by triangles. Immutable — every operation returns a new one. Close it when done, or let the language's scope do it; see Lifetimes.

Primitives

Solid.cuboid()

@staticmethod
def cuboid(x, y, z) -> Solid

A box x × y × z, centred on the origin.

Solid.cylinder()

@staticmethod
def cylinder(r, h) -> Solid

A cylinder of radius r, from z = 0 to h.

Solid.cone()

@staticmethod
def cone(r, h) -> Solid

A cone of base radius r and height h, apex up.

Solid.sphere()

@staticmethod
def sphere(r) -> Solid

A sphere of radius r about the origin.

Solid.torus()

@staticmethod
def torus(major, minor) -> Solid

A torus about the z axis: major to the tube's centre, minor the tube's radius.

Solid.wedge()

@staticmethod
def wedge(x, y, z, top_x) -> Solid

A box whose top face is top_x long instead of x: a ramp.

From a profile

Solid.extrude()

@staticmethod
def extrude(profile: Profile, frame, height) -> Solid

The profile on frame, extruded height along the frame's z.

Solid.extrude_open()

@staticmethod
def extrude_open(profile: Profile, frame, height) -> Solid

The walls only, no caps: an open sheet. Takes an open Path.end_open() chain as well as a closed profile.

Solid.extrude_tapered()

@staticmethod
def extrude_tapered(profile: Profile, frame, height, taper) -> Solid

Extrude with a draft: the walls lean out by taper radians as they rise (in, when negative). Every wall stays exact — a plane off a line, a cone off an arc.

Solid.extrude_open_tapered()

@staticmethod
def extrude_open_tapered(profile: Profile, frame, height, taper) -> Solid

The tapered walls without caps.

Solid.extrude_between()

@staticmethod
def extrude_between(profile: Profile, frame, bottom, top) -> Solid

Extrude between two planes rather than two heights: bottom and top are each a Slant (a bare number is a flat one). With both flat this is Solid.extrude(); with a slope it is the mitred end of a frame member. A top that comes down to or through the bottom raises BuildError.

Solid.extrude_open_between()

@staticmethod
def extrude_open_between(profile: Profile, frame, bottom, top) -> Solid

Solid.extrude_between() without the caps.

Solid.revolve()

@staticmethod
def revolve(profile: Profile, axis, angle) -> Solid

The profile swung angle radians about axis (a point and a direction — see Frames). The profile's x is read as the radius and its y as the height along the axis, so it must lie to one side of it.

Solid.revolve_open()

@staticmethod
def revolve_open(profile: Profile, axis, angle) -> Solid

The revolved surface of an open profile: a sheet.

Solid.revolve_in_plane()

@staticmethod
def revolve_in_plane(profile: Profile, frame, a, b, angle) -> Solid

The profile on frame swung angle radians about the axis through the sketch points a and b (each (x, y) on the frame) — the profile and its axis drawn together, as a sketch draws them, where Solid.revolve() reads the profile as (radius, height). The profile may lie on either side of the axis and touch it (a half-disc with its diameter on the axis turns into a ball), but not cross it. The sweep starts where the profile is drawn and turns right-handed about b - a, so a partial turn leaves one end of the solid over the profile itself.

Solid.revolve_open_in_plane()

@staticmethod
def revolve_open_in_plane(profile: Profile, frame, a, b, angle) -> Solid

Solid.revolve_in_plane() for a curve: its segments swung into a sheet, no caps.

Solid.coil()

@staticmethod
def coil(profile: Profile, axis, pitch, turns) -> Solid

The profile coiled about axis (a point and a direction): read as Solid.revolve() reads it — x the distance from the axis, y along it — and turned turns times while climbing pitch along the axis each turn: a spring, a thread, Fusion's Coil. The walls follow the helix to a few millionths of the radius (a helix is not a NURBS curve, so they are a close fit, exact at both ends); the two ends are the profile itself, flat. A profile reaching the axis, one with holes, or — from a full turn up — a pitch no taller than the profile raises BuildError.

Solid.loft()

@staticmethod
def loft(a: Profile, frame_a, b: Profile, frame_b) -> Solid

The solid between profile a on one frame and b on another: ruled walls between matching sides (both profiles need the same number of sides, and no holes), capped by the two.

Solid.loft_open()

@staticmethod
def loft_open(a: Profile, frame_a, b: Profile, frame_b) -> Solid

The ruled walls without the caps.

Solid.loft_through()

@staticmethod
def loft_through(sections) -> Solid

The solid smooth through every section — a profile on its frame, in order: each wall interpolates its side across all the profiles (cubic through four or more, quadratic through three, Solid.loft() through two), capped by the first and the last. Every section of the result is its profile exactly, arcs and all. The profiles must have the same number of sides and no holes; otherwise raises BuildError.

Solid.loft_through_open()

@staticmethod
def loft_through_open(sections) -> Solid

The walls through the curves without the caps: an open sheet.

Solid.sweep()

@staticmethod
def sweep(profile: Profile, frame, path: SweepPath) -> Solid

The profile on frame, carried along a SweepPath. A straight piece is an extrusion and an arc a revolution about the arc's axis, so nothing is approximated — a circle along an arc is an exact torus wall.

Solid.sweep_open()

@staticmethod
def sweep_open(profile: Profile, frame, path: SweepPath) -> Solid

The swept walls without caps: an open sheet.

Solid.pipe()

@staticmethod
def pipe(path: SweepPath, radius, thickness=0.0) -> Solid

A circle of radius carried along a SweepPath, square to where it starts — Fusion's Pipe: a solid rod, or with a positive thickness a tube whose walls are that thick. The path is only borrowed, as by Solid.sweep(), and refused the same way.

Solid.extrude_faces()

def extrude_faces(height) -> Solid

Every face of a sheet pushed height along its own normal, walled and closed: the sheet as a solid of that thickness.

Solid.face()

@staticmethod
def face(profile: Profile, frame) -> Solid

The flat sheet a profile bounds on frame: one planar face, each hole a hole through it, its normal the frame's z however the profile winds, every edge the exact line, arc or spline its segment is. An open sheet — raise it with Solid.extrude_faces(), cut it with Solid.trim().

Placing

Solid.place()

def place(frame) -> Solid

A solid built about the origin moved onto frame: its origin to the frame's origin, its axes to the frame's (see Frames).

Solid.translate()

def translate(dx, dy, dz) -> Solid

Moved by (dx, dy, dz).

Solid.rotate()

def rotate(axis, radians) -> Solid

Turned radians about axis (a point and a direction).

Solid.mirror()

def mirror(plane) -> Solid

Reflected across plane: a frame whose z is the mirror plane's normal.

Booleans

Solid.join()

def join(other: 'Solid', tolerance=0.05, progress=None, merge=False) -> Solid

The union with other, as an exact B-rep. merge (off by default, so face and edge numbers stay as they were) merges the flush faces the join leaves, as Solid.merge_flush() does — Go takes it as a trailing true, Java as an overload; Solid.cut() and Solid.common() take it too. tolerance (0.05 by default) is the mesh tolerance the boolean decides at: both solids are meshed at it, so a tighter one is as correct and slower. progress, where the wrapper takes one, is called with a phase name and a done/total count.

Solid.cut()

def cut(other: 'Solid', tolerance=0.05, progress=None, merge=False) -> Solid

This solid with other removed.

Solid.common()

def common(other: 'Solid', tolerance=0.05, progress=None, merge=False) -> Solid

What this solid and other share.

Solid.split_sheet()

def split_sheet(tool: 'Solid', tolerance=0.05, progress=None) -> Solid

This solid or sheet cut along tool's boundary with nothing removed: each face comes back as its pieces outside tool and then its pieces inside, in the original face order — the start of a surface trim. tool must be a closed solid. Keep the pieces you want with Solid.drop_faces(), or split and drop in one call with Solid.trim().

Faces and sheets

Solid.face_sheet()

def face_sheet(face: int) -> Solid

One face alone, as an open sheet: its surface, its loops and the exact curves on its edges, the rest of the solid left behind — raised by Solid.extrude_faces() it is the prism over that face. Keeps the face's colour.

Solid.drop_faces()

def drop_faces(faces) -> Solid

This solid without the faces listed: the rest keep their surfaces, curves and colours in their order, so an index into the result is this one's with the dropped ones closed up. Dropping every face raises BuildError.

Solid.trim()

def trim(tool: 'Solid', keep='outside', tolerance=0.05, progress=None) -> Solid

This sheet (or solid) cut along the closed tool's boundary and the pieces on one side thrown away: keep "outside" (the default) keeps what lies outside the tool — a hole punched through — and "inside" what lies within it. Nothing on the kept side raises BuildError. tolerance and progress as for Solid.join().

Solid.push_pull()

def push_pull(face, distance, tolerance=0.05, progress=None) -> Solid

Face face pushed out by distance along its outward normal — pulled in, negative — the way Fusion and Rhino extrude a face: the prism over it joined on (cut out) at tolerance, and the flush faces merged, so a box's top raised is one taller box of six faces rather than a box and a prism with every side wall split at the seam. A face on a cylinder, a cone, a sphere or a torus moves out along its normal instead, as Fusion's press-pull does: the surface a step out — a boss fatter, a bore or a countersink narrower, a dome fuller — with the flat faces beside it carried along in their own planes. Any other curved face is refused, as is a curved face with anything but a plane it can follow beside it, reaching a cone's apex, pushed to its axis or centre, off a plane beside it or run into another edge. A flat face keeps its own colour where it now lies.

Several faces push together, as Fusion's press-pull on a selection: each by its own rule, one after another in the order given, each found again after the pushes before it renumbered the faces — a box's top and a side pushed 5 is the box 5 taller and 5 wider, a boss's top and wall the boss taller and fatter. A face on the same curved surface as one before it, and joined to it, moved with that one and is not pushed twice. No faces, or a face an earlier push took away, raises BuildError.

face is a face index or a list of them.

Solid.refillet()

def refillet(face, radius, tolerance=1e-06) -> Solid

The round face belongs to — a fillet's bands, balls and rim bands joined to that face — made again at radius, as Fusion's press-pull on a fillet face: taken back to the sharp edges it replaced, and those rounded again, so the round is the one Solid.fillet() makes at that radius. Rounds of straight edges between planes (their ends square corners, mitres, balls, or a cylinder, cone or sphere the edge runs into — a D-cut shaft's top edge, a rib's into a boss) and of circular rims between a plane and a cylinder or cone (a boss's foot, a bore's mouth, a counterbore's step); a face that is not one, or a radius that does not fit, raises BuildError.

Solid.unfillet()

def unfillet(face) -> Solid

The round face belongs to taken off, the faces beside it made sharp again, meeting on the edges the round replaced — Fusion's delete of a fillet face. The same rounds as Solid.refillet().

Solid.rechamfer()

def rechamfer(face, distance, tolerance=1e-06) -> Solid

The chamfer face belongs to — its bevels (flat between two planes, cones round rims) and the corner triangles joined to that face — cut again at distance, as Fusion's press-pull on a chamfer face: taken back to the sharp edges it cut, and those bevelled again, so the chamfer is the one Solid.chamfer() cuts at that distance. A flat bevel's ends may run into a cylinder, cone or sphere, as a round's may. A face that is not a chamfer's bevel, or a distance that does not fit, raises BuildError.

Solid.unchamfer()

def unchamfer(face) -> Solid

The chamfer face belongs to taken off, the faces beside it made sharp again — Fusion's delete of a chamfer face. The same chamfers as Solid.rechamfer().

Solid.merge_flush()

def merge_flush() -> Solid

This solid with its flush faces merged: flat faces on one plane, facing one way and meeting along their edges — the seams Solid.join() leaves where two parts are flush — made one face, and the vertices left mid-way along a straight edge taken out.

Solid.split()

def split(tool: 'Solid', tolerance=0.05, progress=None) -> list

This solid split by tool into bodies — Fusion's Split Body — returned as a list: a closed tool gives the parts outside it, then the parts inside; a flat sheet (a Solid.face()) splits by the whole plane it lies on. Each connected part is a body of its own, so a U cut across both arms is three. The new faces are pieces of the tool's, the colours carried over. A tool that does not cross the solid, or a curved sheet, raises BuildError. tolerance and progress as for Solid.join().

Solid.split_by_plane()

def split_by_plane(plane, tolerance=0.05, progress=None) -> list

This solid split by the plane through plane's origin, square to its z (a frame): the bodies in front of it first, then those behind.

Solid.lumps()

def lumps() -> list

This solid's connected bodies, each a solid of its own — faces sharing an edge are one body — in the order of their first faces. One body comes back as itself; a boolean that leaves two parts gives two.

Finishing

Solid.edges

edges: list[Edge]  # property

The solid's edges as Edge values — what Solid.fillet() and Solid.chamfer() take. Copied; safe to keep.

Solid.fillet()

def fillet(edges, radius, tolerance=1e-06, progress=None) -> Solid

Round the given edges (Edge values or their indices) with radius. Exact: the blend faces are cylinders, tori and NURBS, and the neighbours are trimmed back onto them.

Solid.chamfer()

def chamfer(edges, distance, tolerance=1e-06) -> Solid

A flat bevel instead of a round: each edge cut back distance along both its faces.

Solid.shell()

def shell(thickness, open=(), tolerance=1e-06, progress=None) -> Solid

Hollow the solid to walls thickness thick — inward for a positive thickness, outward (the solid becoming the cavity) for a negative one. The faces listed in open are removed so the hollow is reachable.

Solid.thicken()

def thicken(thickness, tolerance=1e-06, progress=None) -> Solid

A sheet made a solid thickness thick — Fusion's Thicken: its faces, their twins moved thickness along the faces' normals (against them for a negative thickness), and a wall round every open edge. Two faces of a folded sheet meet on their offsets' mitre; a closed sheet thickens to a hollow. Free-form (NURBS) faces offset by a fit held to tolerance. A thickness a face cannot take — a radius used up, a free-form offset folding over — raises BuildError.

Asking

Solid.faces

faces: int  # property

How many faces.

Solid.face_kind()

def face_kind(face: int) -> str

A face's surface: plane, cylinder, cone, sphere, torus, nurbs, revolution, extrusion or other.

Solid.select_face()

def select_face(selector: 'Selector') -> int

The index of the face a Selector picks.

Solid.face_frame()

def face_frame(face: int) -> tuple[float, ...]

The frame on a face: origin at its centre, z its outward normal, x world X laid onto the face (world Y on a face facing close to X) — Frame.at()'s rule, so the top of a box gets the XY plane's axes. What Workplane.workplane() moves onto.

Solid.bounds

bounds: tuple[tuple[float, float, float], tuple[float, float, float]]  # property

The axis-aligned bounds, over the tessellation at 0.05.

Solid.bounds_at()

def bounds_at(tolerance) -> tuple[tuple[float, float, float], tuple[float, float, float]]

The bounds over the tessellation at tolerance — the same cache Solid.mesh() fills, so asking both costs one mesh.

Solid.leaked_edges()

def leaked_edges(tolerance=0.05) -> int

How many mesh edges at tolerance are bound by anything other than two triangles: zero for a closed solid. A seam two solids share along a line does not count; a hole or a fold does.

Solid.unpaired_edges()

def unpaired_edges(tolerance=0.05) -> int

How many mesh edges have triangle uses that do not cancel out: zero for a closed, consistently oriented solid. Unlike Solid.leaked_edges() this catches a fold — two triangles running the same way.

Solid.is_watertight()

def is_watertight(tolerance=0.05) -> bool

Whether Solid.leaked_edges() is zero.

Solid.manifold

manifold: Manifold  # property

Whether the faces make a manifold — every edge bordered by one face or two, the faces round every vertex one fan — and whether it is closed, as a Manifold. Read off the solid's topology, not a mesh, so it takes no tolerance; whether the faces all face out is Solid.unpaired_edges()'s question.

Colour

Solid.coloured()

def coloured(colour, face=None) -> Solid

A new solid coloured (r, g, b), each 0..1 — Python and Node.js also take "#rgb" or "#rrggbb" — or, given a face (Go: ColouredFace), just that face, whose colour then wins over the solid's. What is made from a coloured solid inherits: a move keeps every colour; a boolean, fillet, chamfer or shell gives each face the colour of the input face it lies on (a cut's bore takes the tool's), and a new face — a round, a shell's inner wall — the solid's. STEP output carries no colour.

Solid.colour

colour: tuple[float, float, float] | None  # property

The solid's own colour as (r, g, b), or none.

Solid.face_colour()

def face_colour(face: int) -> tuple[float, float, float] | None

A face's colour as drawn: its own, else the solid's, else none.

From files

Solid.open()

@staticmethod
def open(path, body=None) -> Solid

The body a CAD file holds, as a solid: STEP (AP203/214/242), ACIS .sat, Rhino .3dm, OCCT .brep, IGES or IFC, read where it draws, in the file's own units and axes. A file drawing several bodies needs body (0-based, in drawing order) or Solid.open_all(). What such a solid can do is what its geometry allows: fillet and chamfer want line and circle edges; booleans take any surface, but new edges traced on a free-form face are not always writable back to STEP; and every verb meshes its operands first, so its cost grows with the body's face count. Reads through the reader library, which must be from the same release.

Solid.open_all()

@staticmethod
def open_all(path) -> list[Solid]

Every body a CAD file draws, as solids placed where it draws them: one per placement, so a part placed twice is two solids.

Solid.from_node()

@staticmethod
def from_node(scene, node, placed=True) -> Solid

The body a reader Node draws, as a solid — sharing the reader's brep (Node.brep), not copying it; the scene can be closed first. placed (the default) puts it where the node's transform does, where its mesh draws; otherwise it keeps the node's own frame. The two libraries' layouts (cadaclysm_blacksmith.brep_layout_id()) must agree, or it raises CadaclysmError.

Output

Solid.mesh()

def mesh(tolerance=0.05) -> tuple[numpy.ndarray, numpy.ndarray, numpy.ndarray]

Triangles at tolerance: positions, normals (three floats a vertex) and indices. Views into the solid's own cache — valid until the solid is closed or meshed again at a different tolerance; copy what must outlive either.

Solid.face_triangles()

def face_triangles(tolerance=0.05) -> numpy.ndarray

How many triangles each face meshed to at tolerance, one count per face in face order: the triangles of Solid.mesh() at the same tolerance run face by face, so face f's are the counts[f] after the first counts[:f].sum(), and the counts sum to the mesh's triangle count. What a viewer colours a face by. A view, like Solid.mesh().

Solid.edge_polylines()

def edge_polylines(tolerance=0.05) -> list[numpy.ndarray]

The feature edges as polylines at tolerance, one run of points per edge. Views, like Solid.mesh().

Solid.show()

def show(tolerance=0.05) -> None

Draw the solid with the viewer in use — in a terminal, the picture is left in the scrollback. Each face keeps its own colour (Solid.face_colour(): a colour of its own, else the solid's). Keywords: view= (front, back, left, right, top, bottom, iso), az=, el=, zoom=, up=, edges=, width=, height=, hint=, tolerance=.

Solid.view()

def view(tolerance=0.05)

Orbit the solid with the viewer in use until it is closed; returns (azimuth, elevation, zoom) where it was left. Keywords as Solid.show().

Solid.step()

def step(path, schema=None, unit='mm') -> None

Write this solid as an AP203 STEP file; see cadaclysm_blacksmith.write_step() for schema and unit.

Solid.step_text()

def step_text(schema=None, unit='mm') -> str

The same STEP file as text.

Solid.to_scene()

def to_scene(schema=None) -> cadaclysm.Scene

This solid as a reader Scene, through STEP in memory: the door from the kernel to everything the reader does — its tree, meshes, glTF/OBJ/STL export. Needs the reader library as well.

Solid.close()

def close() -> None

Free the solid now. The garbage collector, or the language's scope, does it otherwise.

Edge

class Edge

One edge of a solid as plain data, copied out of it: what Solid.edges lists and Solid.fillet() takes.

Edge.index

index  # attribute

Its index — what Solid.fillet() and Solid.chamfer() take.

Edge.kind

kind  # attribute

The curve: line, circle, ellipse, nurbs or other.

Edge.faces

faces  # attribute

The faces meeting on it, as face indices.

Edge.segments

segments  # attribute

The two ends of each piece of the edge.

Edge.is_line

is_line: bool  # property

Whether the edge is straight.

Edge.direction

direction: tuple[float, float, float] | None  # property

The unit direction of a straight edge, or None for a curved one. Picking the vertical edges of a plate is a filter on this.

Manifold

class Manifold

What Solid.manifold returns: whether the solid's faces make a manifold, and whether it is closed, told from its topology rather than a mesh.

Manifold.faces

faces  # attribute

How many faces.

Manifold.edges

edges  # attribute

How many distinct edges: one shared by two faces counts once.

Manifold.vertices

vertices  # attribute

How many distinct vertices.

Manifold.boundary_edges

boundary_edges  # attribute

Edges only one face borders: a sheet's rim, a hole in a shell.

Manifold.non_manifold_edges

non_manifold_edges  # attribute

Edges three or more faces border: a fin, or two solids meeting along a line.

Manifold.non_manifold_vertices

non_manifold_vertices  # attribute

Vertices whose faces make more than one fan: two solids touching at a corner.

Manifold.is_manifold

is_manifold  # attribute

No non-manifold edge or vertex: a manifold, possibly with a boundary.

Manifold.is_closed

is_closed  # attribute

A manifold with no boundary edge either: it encloses a solid.

Errors

class BuildError(Exception)

What the kernel refused, in its own words: a profile that crosses itself, a fillet too large for its faces, a boolean with nothing left. Raised by the call that failed, at once.

Lifetimes

What borrows, what to close

A with block closes a Scene or a Solid; the garbage collector also closes them once nothing refers to them.

Node.mesh and Node.edges hand back read-only numpy views into the scene's memory. Each view keeps its scene alive through .base, so dropping the last reference to the scene cannot free a view still in use; only an explicit Scene.close() (or leaving the with) does. mesh.copy() or array.copy() for anything that must outlive it. Solid.mesh() is the same: views into the solid's cache, also invalidated by meshing it again at another tolerance.

Strings are always copied on the way out and outlive everything. One scene or solid may be read from several threads; closing it while another thread reads it is the caller's to prevent.