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so you know how on start path we eat the cmd_id as the object_id on the rust side.
well this is Solid3dFilletEdge:
pub struct Solid3dFilletEdge {
/// Which object is being filletted.
pub object_id: Uuid,
/// Which edge you want to fillet.
pub edge_id: Uuid,
/// The radius of the fillet. Measured in length (using the same units that the current sketch uses). Must be positive (i.e. greater than zero).
pub radius: LengthUnit,
/// The maximum acceptable surface gap computed between the filleted surfaces. Must be positive (i.e. greater than zero).
pub tolerance: LengthUnit,
/// How to apply the cut.
#[serde(default)]
pub cut_type: CutType,
/// The ID to use for the newly created fillet face.
/// If not provided, the server will randomly generate one.
#[serde(default)]
pub face_id: Option<Uuid>,
}
I think its more intuitive if the face_id is actually just the cmd_id like we do for others. so I made in the kcl side those the same id such that we should deprecate the face_id however we should do it in steps.
make the cmd_id be the face_id in the engine, this will not break the kcl side since they are the same anyways
we make the kcl side do None for face_id so its empty
we remove face_id from the api
anyways there might be a better way but that was my idea
The text was updated successfully, but these errors were encountered:
so you know how on start path we eat the cmd_id as the object_id on the rust side.
well this is Solid3dFilletEdge:
I think its more intuitive if the face_id is actually just the cmd_id like we do for others. so I made in the kcl side those the same id such that we should deprecate the face_id however we should do it in steps.
anyways there might be a better way but that was my idea
The text was updated successfully, but these errors were encountered: