Commit Graph
100 Commits
Author SHA1 Message Date
HartmutandClaude Opus 4.6 daad2c64f3 fix: revert dual queue to single GPU — light worker caused 2x regression
Root cause: render-worker and render-worker-light shared the same GPU,
causing contention. Complex TRB renders went from 17s → 36s (2x slower).

Changes:
- Thumbnails back to asset_pipeline queue (not asset_pipeline_light)
- Dispatch routing always uses asset_pipeline (no queue splitting)
- render-worker-light gated behind "multi-gpu" profile — only starts with:
  docker compose --profile multi-gpu up -d
- For single-GPU setups: all rendering is sequential on one worker

The dual queue approach is correct for multi-GPU machines where each
worker gets its own GPU. On single-GPU, serial execution is faster
than concurrent GPU contention.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 12:33:26 +01:00
HartmutandClaude Opus 4.6 b892f72f7e feat: per-line render overrides — override any output type setting at order time
Instead of duplicating output types for every variation (WebP vs PNG,
different resolution), keep one canonical output type and override
specific fields per order line via render_overrides JSONB.

Backend:
- render_overrides JSONB column on OrderLine (DB migration)
- Render task merges overrides with output type settings (format, width,
  height, samples, engine, denoiser, transparent_bg, cycles_device)
- POST /orders/{id}/batch-render-overrides endpoint for bulk override
- PatchLineBody accepts render_overrides for per-line patching

Frontend:
- Batch render overrides section on OrderDetail: output format dropdown
  (PNG/JPG/WebP) + resolution dropdown (512-4096)
- Clear button to remove overrides

MCP:
- create_order tool: accepts product_ids, output_type, render_overrides,
  material_override — enables "render all products as WebP" via Claude
- set_render_overrides tool: batch override on existing orders

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 12:26:38 +01:00
HartmutandClaude Opus 4.6 5a148554c0 perf: dual queue, GLB caching, WebP output, persistent BVH
Task 4: Dual render queue
- render-worker: heavy (asset_pipeline, concurrency=1) — HQ 2048x2048, animations
- render-worker-light: light (asset_pipeline_light, concurrency=2) — thumbnails, <=1024
- Thumbnails routed to light queue automatically
- Order line renders routed by resolution at dispatch time

Task 5: GLB caching (skip re-tessellation)
- Before tessellating, check if gltf_geometry MediaAsset exists for the cad_file_id
- If found, copy to expected path — render_blender.py finds it and skips tessellation
- Saves 7-11s per re-render of the same product

Task 6: WebP output format
- New 'webp' option in output_format (OutputType admin)
- Blender renders PNG intermediate, Pillow converts to WebP (quality=90, method=4)
- 50-70% smaller files with no visible quality loss
- Correct MIME type (image/webp) in MediaAsset

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 12:07:12 +01:00
HartmutandClaude Opus 4.6 ffe3eebfca perf: render pipeline optimizations — sample scaling, USD logging, persistent BVH
Task 1: Resolution-aware sample count
- Auto-scale samples for resolutions <= 1024: max(32, samples * max_dim / 2048)
- 512x512 thumbnails: 256 → 64 samples (75% GPU savings)
- Thumbnail tasks capped at 64 samples via context manager
- 2048x2048 HQ renders unchanged

Task 2: USD path preference audit + logging
- Verified USD master path is correctly preferred over GLB tessellation
- Added clear emit() messages: "Using USD master" vs "No USD master — GLB path"
- Dynamic render log label: "USD → Blender" vs "STEP → GLB → Blender"

Task 3: Persistent BVH for turntable animations
- Added scene.render.use_persistent_data = True before frame loop
- BVH acceleration structure cached between frames (not rebuilt per frame)
- Applies to both camera orbit and object rotation modes

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 12:03:31 +01:00
HartmutandClaude Opus 4.6 ce15526a15 docs: update review report for UI/UX cleanup
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 12:00:05 +01:00
HartmutandClaude Opus 4.6 8c65c52271 fix: persist OptiX kernel cache — 9x faster first render after restart
The OptiX cache was mounted at /root/.nv but NVIDIA writes to
/var/tmp/OptixCache_root/optix7cache.db (28MB). Fixed volume mount.

Before: first render after container restart = 181s (OptiX recompilation)
After: first render after container restart = 20s (cached kernels)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 09:57:11 +01:00
HartmutandClaude Opus 4.6 db9f6f45ed fix: auto-poll order detail while renders are active (3s interval)
Added refetchInterval to the order query that polls every 3 seconds
while render_progress has pending or processing lines. Stops polling
automatically when all renders reach a terminal state (completed/failed/cancelled).

Fixes: render log and backend status not appearing until manual page reload.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 09:40:49 +01:00
HartmutandClaude Opus 4.6 2c7eb81aab refactor: clean up Render Settings — remove 11 unused settings, fix Blender status
Removed from UI (saved to DB but never read by any service):
- Max Concurrent Renders, Stall Timeout, Thumbnail Format, Product Thumbnail Priority
- Render Linear/Angular Deflection (only Scene deflections are used)
- GLB Scale Factor, Smooth Normals, GLB Material Mode, PBR Roughness, PBR Metallic

Fixed Blender status check:
- Old: called is_blender_available() in backend container (Blender not installed there)
- New: dispatches Celery task on asset_pipeline queue → runs in render-worker container
- Returns: available=true, version="Blender 5.0.1", binary path
- Status card moved to System Tools tab with refresh button

Kept active: engine, device, samples, smooth angle, tessellation, scene deflections,
3D viewer zoom limits

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 09:37:54 +01:00
HartmutandClaude Opus 4.6 9a794ff2da refactor: full UI/UX cleanup — expandable edit rows, better controls, cleaner UX
Admin tables (same pattern as OutputTypeTable):
- RenderTemplateTable: 11 cramped columns → expandable form row with grouped fields,
  boolean flags consolidated into compact badges, .blend upload in proper section
- PricingTierTable: inline cell editing → expandable form with labeled fields,
  shared renderEditFormGrid() for add/edit modes
- GlobalRenderPositionsPanel: tiny rotation inputs → expandable form with w-24 inputs,
  proper labels, sensor_width_mm added to edit form

Page polish:
- WorkerManagement: larger scale controls (p-2 rounded-lg), wider number displays (w-12),
  proper labels, more prominent Save button
- Billing: status select gets visible dropdown indicator (ChevronDown icon),
  hover border to signal interactivity, larger action buttons with borders
- OrderDetail: batch override in proper card with title/description,
  per-line override shows compact "+ override" link (expands on click),
  active overrides show as amber badge with X to clear

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 09:20:45 +01:00
HartmutandClaude Opus 4.6 5b92375d86 refactor: OutputType edit — expandable form row instead of inline cell editing
Replaced the 18-column inline cell editing with an expandable detail row:

- Display row always visible (no more disappearing content on edit)
- Edit form opens BELOW in a full-width colSpan row with accent border
- Fields organized in a 4-column grid with proper labels:
  Row 1: Name, Renderer, Format, Animation
  Row 2: Turntable, Background, Device, Engine
  Row 3: Samples, Resolution, Pricing, Workflow
  Row 4: Categories, Material Override, Sort Order, Active
  Row 5: Denoising settings (6 cols, Blender only)
- Shared renderEditFormGrid() helper for both edit and add modes
- Save/Cancel buttons at bottom of form
- React.Fragment wrappers for dual-row rendering

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 08:30:48 +01:00
HartmutandClaude Opus 4.6 966876dced refactor: reorganize Admin page — 8 focused tabs, grouped system tools
Restructured the overloaded 6-tab Admin page into 8 focused tabs:

1. Overview — pricing summary (unchanged)
2. Users — user CRUD (unchanged)
3. Render Settings — engine, samples, tessellation, viewer config only
4. Output Types — OutputTypeTable (extracted from old Pricing tab)
5. Templates & Positions — render templates + camera positions + material lib
6. Pricing — pricing tiers only (cleaned up)
7. Libraries — asset libraries + template editor (unchanged)
8. System Tools — ALL maintenance buttons organized into cards:
   - Reprocessing (stuck recovery, thumbnails, metadata, workflows)
   - USD/Canonical Scenes (missing masters, regenerate all)
   - Cleanup (orphaned media/STEP, purge renders)
   - GPU Status, SMTP, Dashboard Config

Section header pattern (icon + title + description) for each section.
Card pattern for grouped maintenance actions.
Scrollable tab bar for smaller screens.

No sub-components changed — only Admin.tsx reorganization.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 01:58:45 +01:00
HartmutandClaude Opus 4.6 ed7efd923b fix: add custom accent color picker to Preferences page
The Preferences page had its own inline accent color section that wasn't
updated with the custom picker. Now shows:
- 5 preset swatches + separator + custom swatch with pipette icon
- Color picker + hex input appear when custom is selected
- Larger swatches (w-8 h-8) matching the page's spacious layout

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 01:45:27 +01:00
HartmutandClaude Opus 4.6 2eab705a8a feat: custom accent color picker in theme preferences
- Added 'custom' accent option with color picker + hex input
- Pipette icon on the custom swatch (switches to solid when active)
- Color picker appears inline when custom is selected
- Generates hover/light variants automatically from hex (darken/lighten)
- Dark mode accent-light uses rgba for translucency
- Persisted in localStorage, applied before React hydration (no flash)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 01:42:38 +01:00
HartmutandClaude Opus 4.6 79651bc41d feat: dashboard widget animations — staggered entrance, hover glow, progress bars
- Widgets scale in with staggered delays (60ms per widget, up to 12)
- Widget hover: lift 3px + accent border glow (dark mode: accent shadow)
- Inner numbers animate up with count-up effect
- Progress bars grow from left with spring curve (800ms delay for content-first feel)
- All wrapped in prefers-reduced-motion guard

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 01:22:35 +01:00
HartmutandClaude Opus 4.6 bd1c5eec20 feat: micro-interactions and animations — cards, grids, tables, modals, nav
CSS-only animation layer (zero component changes):

- Staggered grid item entrance (fadeInUp with 30ms delays per item)
- Staggered table row entrance (fadeIn with 25ms delays)
- Card hover lift in grids (translateY -2px + elevated shadow)
- Sidebar nav: active link accent bar, hover slide-right
- Badge hover scale, status badge pop-in
- Modal backdrop fade + panel pop-in (fadeInScale)
- Floating action bar slide-up entrance
- Image/thumbnail zoom on group hover (scale 1.03)
- Number/stat counter entrance animation
- Checkbox pop-in on check
- Link animated underline (background-size transition)
- Select hover border highlight
- Loading skeleton shimmer gradient
- Smooth scroll behavior
- prefers-reduced-motion: respects user preference

Keyframes: fadeIn, fadeInUp, fadeInScale, slideInRight, slideInLeft,
slideUp, popIn, breathe, countUp, shimmer, wiggle

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 01:18:00 +01:00
HartmutandClaude Opus 4.6 98a6dbee87 refactor: visual refresh — Inter font, neutral dark theme, modern component styles
CSS-layer-only changes for zero-regression visual modernization:

- Typography: Inter font with OpenType features (cv02-cv04, cv11), tighter letter-spacing
- Dark theme: neutral zinc tones (#09090b/#18181b) replacing blue-slate (#0f172a/#1e293b)
- Borders: rgba-based for subtlety instead of solid hex colors
- Cards: rounded-xl, refined shadows with dark mode variant
- Buttons: rounded-lg, subtle lift on hover, smoother transitions (150ms ease-out)
- Badges: rounded-md (softer than full-round), tracking-wide
- Inputs: rounded-lg, ring-offset-0 for tighter focus rings
- Scrollbars: thin 6px custom scrollbars matching theme
- Selection: accent-colored text selection
- Table headers: uppercase tracking-wider for modern data table look
- Utility: fadeIn animation, subtle-pulse for loading states

No component files changed — all styling propagates via CSS variables and Tailwind config.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 00:29:14 +01:00
HartmutandClaude Opus 4.6 9b54d66322 feat: extend MCP server with render/media metadata tools
Added 5 new tools:
- get_product_detail: full product with parts, materials, render history, media assets
- get_render_detail: complete render metadata for an order line (timing, engine, log)
- get_completed_renders: filterable list of completed renders with timing/paths
- get_failed_renders: recent failures with error messages
- get_media_assets: browse media assets by product/type

Total: 17 tools + 2 resources

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 00:16:48 +01:00
HartmutandClaude Opus 4.6 2a9337b8a3 feat: MCP server for Claude Code integration
Exposes the render pipeline, product library, material system, and database
as MCP tools. 12 tools + 2 resources:

Tools: query_database, list_orders, get_order_detail, search_products,
check_materials, list_materials, dispatch_renders, set_material_override,
list_output_types, get_worker_activity, get_render_stats, get_queue_status

Resources: schaeffler://schema, schaeffler://output-types

- Uses FastMCP (Python SDK) with stdio transport
- .mcp.json for automatic team-wide registration
- uv-managed dependencies (no global install needed)
- Documentation in docs/mcp-server.md

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 23:46:52 +01:00
HartmutandClaude Opus 4.6 dbadfdf489 feat: per-line material override in product order wizard Step 3
- Added "Mat Override" column to the review table
- Each line has its own dropdown (per-line takes priority over global)
- Default shows global override if set, otherwise "No override"
- "Clear" option to explicitly remove override on a line when global is set
- Amber background when override is active

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 14:52:21 +01:00
HartmutandClaude Opus 4.6 24833ce52e fix: pass material_override through when creating order lines
create_order and add_order_line endpoints were not passing
material_override from the request body to the OrderLine constructor.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 14:48:30 +01:00
HartmutandClaude Opus 4.6 f7aeeec5d8 feat: material override in new product order wizard (Step 3)
- Dropdown in Step 3 review to set a single material override for all lines
- Override is passed to each OrderLine.material_override at creation time
- Amber background when override is active
- Library materials loaded on Step 3 entry

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 14:41:42 +01:00
HartmutandClaude Opus 4.6 d84ce8252e feat: batch material override — apply to all lines in an order at once
- POST /orders/{id}/batch-material-override endpoint
- Dropdown above the lines table: "Apply to all lines…"
- Options: clear all overrides, or select a library material
- Updates all order lines in one request

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 14:36:18 +01:00
HartmutandClaude Opus 4.6 9d6def84c1 feat: per-order-line material override — override materials for individual renders
- Add `material_override` nullable column on OrderLine (DB migration)
- Line override takes priority over OutputType override
- PATCH /orders/{id}/lines/{id} endpoint to update material_override
- Inline dropdown on each order line in the OrderDetail page
- Amber background when override is active
- Same output type, different material per line — no need to create a new output type

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 14:33:00 +01:00
HartmutandClaude Opus 4.6 7e57dba085 fix: add --material-override support to turntable_render.py
Both camera-orbit and object-rotation modes now parse and apply
the --material-override CLI arg, overriding USD primvar lookups
and material_map before assignment — same pattern as still renders.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 14:21:53 +01:00
HartmutandClaude Opus 4.6 c054236d22 fix: material override pipeline — pass --material-override CLI arg to Blender scripts
The initial implementation only overrode the material_map dict in the task,
but the Blender USD primvar path bypassed it. Now:
- Added --material-override named CLI arg parsed in _blender_args.py
- Both Mode A (factory) and Mode B (template) in _blender_scene_setup.py
  override usd_material_lookup and material_map when set
- Passed through full chain: task → step_processor → render_blender → CLI → Blender
- Tested: 175-part bearing rendered with single Steel-Bare material (1/1 materials)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 14:19:21 +01:00
HartmutandClaude Opus 4.6 7c606953ec feat: global material override on OutputType for x-ray/clay render modes
- Add `material_override` nullable column on OutputType (DB migration)
- When set, ALL product parts get rendered with this single material
- Override applies after alias resolution in render_order_line task
- Admin UI: dropdown in OutputType table to select a library material
- Display: amber badge showing active override material name

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 13:16:00 +01:00
HartmutandClaude Opus 4.6 b6bac080bb feat: duplicate product detection — STEP conflict warnings on Excel import and CAD upload
- Excel preview detects when a product already has a different STEP file linked
- Excel preview detects intra-Excel conflicts (same product, different CAD model names)
- Product STEP upload warns when replacing an existing file and shows render count
- All warnings are non-blocking (amber badges, toast warnings)
- LEARNINGS.md: all open items resolved

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 13:05:40 +01:00
HartmutandClaude Opus 4.6 f0dd952f63 feat: material alias seeds expansion, bulk product delete, dashboard stats widgets
- Material alias seeds: 95 → 855 aliases covering German variants, DIN standards,
  Werkstoffnummern, industry terms, English equivalents, polymer abbreviations
- Batch product delete/deactivate endpoint (POST /products/batch-delete)
- Multi-select UI on Products page with floating action bar
- Dashboard: RenderThroughput + MaterialCoverage widgets
- Dashboard stats endpoint (GET /admin/dashboard-stats)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 12:45:41 +01:00
HartmutandClaude Opus 4.6 4f4a128e08 fix: add missing func import in product delete endpoint
NameError on `func.count()` when checking orphaned CadFile references.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 12:21:53 +01:00
HartmutandClaude Opus 4.6 b583b0d7a2 feat: per-position camera settings, material alias dialog, product delete, media browser links
- Per-render-position focal_length_mm/sensor_width_mm (DB → pipeline → Blender)
- FOV-based camera distance with min clamp fix for wide-angle lenses
- Unmapped materials blocking dialog on "Dispatch Renders" with batch alias creation
- Material check endpoint (GET /orders/{id}/check-materials)
- Batch alias endpoint (POST /materials/batch-aliases)
- Quick-map "No alias" badges on Materials page
- Full product hard-delete with storage cleanup (MinIO + disk files + orphaned CadFile)
- Delete button on ProductDetail page with confirmation
- Clickable product names in Media Browser (links to product page)
- Single-line render dispatch/retry (POST /orders/{id}/lines/{id}/dispatch-render)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 12:16:37 +01:00
HartmutandClaude Opus 4.6 0020376702 fix: GLB tessellation destroyed by BRepBuilderAPI_Transform + MergeFaces
Root cause 1: BRepBuilderAPI_Transform(shape, trsf, copy=True) destroys
all Poly_Triangulation data. The mm→m scaling was applied before export,
wiping the tessellation from BRepMesh_IncrementalMesh.

Fix: Remove BRepBuilderAPI_Transform entirely — RWGltf_CafWriter already
handles mm→m conversion and Z-up→Y-up rotation internally.

Root cause 2: RWGltf_CafWriter with MergeFaces=False (the default) fails
to find per-face tessellation from the XCAF component hierarchy, producing
degenerate meshes (~2 vertices per face instead of thousands).

Fix: SetMergeFaces(True) to compose face triangulations into proper
per-shape mesh buffers. Vertex count goes from 1,212 to 46,573.

Also bumps cache key version to v2 to invalidate broken cached GLBs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 16:23:41 +01:00
HartmutandClaude Opus 4.6 7054fa4b40 fix: skip render for cancelled order lines and rejected orders
Adds early-exit checks in dispatch_order_line_render and
render_order_line_task to prevent rendering when order lines are
cancelled or the parent order is rejected/completed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 15:28:39 +01:00
HartmutandClaude Opus 4.6 5afe502bc0 feat(admin): add "Regenerate All GLB + USD" button
New endpoint POST /admin/settings/regenerate-all-canonical-scenes
queues GLB + USD master export for ALL completed CAD files, replacing
existing assets. Used after pipeline changes that affect tessellation
or normals.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 15:21:04 +01:00
HartmutandClaude Opus 4.6 253f11a945 feat: surface-evaluated normals, GMSH tessellation, draw call batching
USD exporter:
- Compute normals from B-Rep surface via BRepLProp_SLProps at each vertex
  UV parameter — eliminates faceting on curved surfaces (same as Stepper)
- Add GMSH Frontal-Delaunay tessellation engine (opt-in via --tessellation_engine gmsh)
  with per-solid strategy matching export_step_to_gltf.py
- Use vertex normal interpolation instead of faceVarying (6x smaller normals)
- Default engine remains OCC (GMSH has coordinate-space bug with instanced parts)

Frontend:
- Fix faceted shading in InlineCadViewer: only call computeVertexNormals()
  when geometry lacks normals, preserving smooth GLB normals from pipeline
- Add useGeometryMerge hook for draw call batching (merge by material)
- Fix unused import in cadUtils, optional props in ThreeDViewer

Backend:
- Move dataclass import to top of step_processor.py (PEP 8)
- Unified single-read STEP metadata extraction with fallback

Render worker:
- Fix USD import seam/sharp restoration: read primvars via pxr directly
  (Blender's USD importer doesn't expose custom Int2Array primvars)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 15:14:23 +01:00
HartmutandClaude Opus 4.6 6c5873d51f feat: performance optimizations + part-materials validation
- @timed_step decorator with wall-clock + RSS tracking (pipeline_logger)
- Blender timing laps for sharp edges and material assignment
- MeshRegistry pattern: eliminate 13 scene.traverse() calls across viewers
- Lazy material cloning (clone-on-first-write in both viewers)
- _pipeline_session context manager: 7 create_engine() → 2 in render_thumbnail
- KD-tree spatial pre-filter for sharp edge marking (bbox-based pruning)
- Batch material library append: N bpy.ops.wm.append → single bpy.data.libraries.load
- GMSH single-session batching: compound all solids into one tessellation call
- Validate part-materials save endpoints against parsed_objects (prevents bogus keys)
- ROADMAP updated with completion status

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:53:14 +01:00
HartmutandClaude Opus 4.6 ec667dd56a refactor: remove dead export_gltf.py, cleanup rendering tasks, improve tessellation UI
- Remove export_gltf.py (Blender-based GLB export replaced by OCC direct)
- Remove unused export_gltf_for_order_line_task
- Add Ultra tessellation preset to Admin settings
- Improve tessellation preset descriptions and styling
- Minor cleanup across media, rendering, and workflow modules

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 10:37:35 +01:00
HartmutandClaude Opus 4.6 d843162e5f feat(PBR): extract Blender PBR properties and apply in 3D viewer
Extract Base Color, Metallic, Roughness, Transmission, IOR from Blender
asset library materials via catalog_assets.py. Store in catalog JSON and
serve via /api/asset-libraries/pbr-map endpoint. Frontend viewers apply
PBR properties to Three.js MeshStandardMaterial using hex color strings
(avoiding Three.js ColorManagement sRGB/linear issues).

Key fixes:
- RLS bypass for material alias lookup in pbr-map endpoint
- pbrMap empty guard prevents premature grey fallback in viewers
- Cache-Control: no-cache on pbr-map requests to avoid stale data

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 10:37:23 +01:00
HartmutandClaude Opus 4.6 577dd1ca7e refactor(P11+P12): codebase hygiene — CLAUDE.md rewrite, type safety, dead code removal
- Rewrite CLAUDE.md to match current 8-service architecture (was 11, 5 deleted)
- Remove all as-any casts in OrderDetail.tsx (9 casts → 0)
- Add cad_parsed_objects/cad_part_materials to OrderItem interface
- Rename require_admin → require_global_admin across 6 router files (22 calls)
- Remove EXPORT_GLB_PRODUCTION enum + generate_gltf_production_task (dead code)
- Remove worker-thumbnail from ALLOWED_SERVICES, replace Flamenco link
- Delete obsolete PLAN.md (1455 lines) and PLAN_REFACTOR.md (1174 lines)
- Fix digit-only USD prim names with p_ prefix

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 07:22:04 +01:00
HartmutandClaude Opus 4.6 3dcfa7c0bd fix(USD): preserve full XCAF hierarchy with local transforms
Rewrite _traverse_xcaf → _author_xcaf_to_usd that recursively authors
USD prims mirroring the XCAF assembly tree:
- Assembly nodes become UsdGeom.Xform prims with local transforms from
  each component label's Location (not composed with parents)
- Leaf shapes get definition-space vertices (face_loc only, no instance
  placement) — the USD scene graph composes transforms hierarchically
- Coordinate swap (X,-Z,Y) now authored once as a root Xform on
  /Root/Assembly instead of per-vertex transformation
- Sharp/seam edges extracted per-part from definition shape (not global)

This fixes misplaced geometry for sub-assembly parts (e.g. KOMP-EIN
roller cages with -45° Z rotation) that were previously lost by the
flat traversal.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 23:45:02 +01:00
HartmutandClaude Opus 4.6 078420c5f1 fix(USD): use canonical SCHAEFFLER material names for USD material bindings
Material prims now use resolved canonical names (e.g.
SCHAEFFLER_010101_Steel_Bare) instead of source object names. When
importing USD in Blender, materials show the correct SCHAEFFLER names
directly.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 23:19:58 +01:00
HartmutandClaude Opus 4.6 b72d8498b9 fix(USD): correct coordinate transform (Z-up stage) and store canonical_material in DB
- export_step_to_usd.py: change stage from Y-up to Z-up, keep (X,-Z,Y)
  transform — matches GLB orientation exactly (verified: bounding box match)
- export_glb.py: include canonical_material in resolved_material_assignments
  DB field (was being dropped during manifest parsing)
- import_usd.py: use pxr customData read (not string primvars — Blender
  ignores those, confirmed by testing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 23:17:45 +01:00
HartmutandClaude Opus 4.6 cc3071297b feat(M5-M7): embed canonical material names in USD via customData + pxr direct read
- export_step_to_usd.py: accept --material_map CLI arg, write
  schaeffler:canonicalMaterialName as customData on each Mesh prim,
  fix geometry transform (strip shape Location before face exploration,
  apply both face_loc and shape_loc sequentially)
- import_usd.py: after Blender USD import, use pxr to read customData
  directly from the USD file — builds {part_key: material_name} lookup
  (Blender ignores STRING primvars and customData, but pxr reads both)
- _blender_materials.py: add apply_material_library_direct() for exact
  dict-based material assignment without name-matching heuristics
- _blender_scene_setup.py: prefer direct USD lookup, fall back to
  name-matching for legacy USD files without material metadata
- export_glb.py (generate_usd_master_task): resolve material_map via
  material_service.resolve_material_map() and pass to subprocess;
  include material hash in cache key for invalidation
- ROADMAP.md: update P5 status, add M5-M7 milestones

Tested: 3/3 parts matched (ans_lfs120), 172/175 parts matched
(F-802007.TR4-D1-H122AG). Previous: 0/25 matched.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 23:04:26 +01:00
HartmutandClaude Sonnet 4.6 1321ef2bd4 refactor: rename thumbnail_rendering queue to asset_pipeline
The queue handles far more than thumbnails: OCC tessellation, USD master
generation, GLB production, order line renders, and workflow renders.
asset_pipeline better reflects its role as the render-worker's primary queue.

Updated all references in: task decorators, celery_app.py, beat_tasks.py,
docker-compose.yml worker command, worker.py MONITORED_QUEUES, admin.py,
CLAUDE.md, LEARNINGS.md, Dockerfile, helpTexts.ts, test files,
and all .claude/commands/*.md skill files.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 22:28:38 +01:00
HartmutandClaude Sonnet 4.6 e7b70a35ea fix(admin): limit generate-missing-usd-masters to product-linked CadFiles
Previously the endpoint queued USD generation for ALL 295 completed CadFiles,
including 250 orphan CadFiles not linked to any product. Now filters to only
CadFiles referenced by at least one Product.cad_file_id, reducing the backfill
from ~285 to ~41 tasks.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 22:23:32 +01:00
HartmutandClaude Sonnet 4.6 8e1cd41868 fix(critical): SQLAlchemy mapper crash + material matching for USD renders + kanban drag-to-reject
- beat_tasks.py: import app.models at module level so SQLAlchemy can
  resolve relationship("Template") and relationship("User") when domain
  models are imported in isolation inside task functions. Fixes all
  beat tasks (batch_render_notifications, recover_stuck_cad_files) that
  crashed every 60s with mapper initialization error.

- _blender_materials.py: build_mat_map_lower() now adds a slug-normalized
  key variant (re.sub([^a-z0-9]+, _, kl)) for each mat_map entry. OCC
  part names like 'F-802007_TR4-D1-H122AG' → slug 'f_802007_tr4_d1_h122ag'
  now matches USD-imported Blender objects. Existing prefix fallback
  (key.startswith(part_key)) catches AF-suffix variants.

- Orders.tsx: kanban drag-to-reject implemented. submitted/processing
  cards are draggable (cursor-grab). Rejected column highlights with
  red ring on drag-over. Drop opens reject reason modal via createPortal.
  Confirm calls rejectOrder() mutation + invalidates orders cache.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 22:21:46 +01:00
HartmutandClaude Sonnet 4.6 71584edce6 docs: learning erfasst - OCC face_loc behavior und GLB-Cache-Invalidierung nach Tessellierungs-Fixes
Dokumentiert drei neue Learnings aus der GE360-HF Wälzkörper-Positions-Untersuchung:
1. BRepMesh auf Compound: Triangulation in Definition-Space, Face-loc = Instance-Placement
2. IsSame() vs IsPartner() für Assembly-Instanz-Deduplizierung
3. Stale GLB-Cache maskiert Code-Fixes — nach Tessellierungs-Änderungen Cache invalidieren

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 18:08:48 +01:00
HartmutandClaude Sonnet 4.6 de7f97be87 fix(render): fix double-transform bug in USD mesh extraction causing wrong part positions
In _extract_mesh(), BRep_Tool.Triangulation_s(face, face_loc) returns a face_loc
that already encodes the instance's full placement transform when a compound shape
is tessellated with BRepMesh_IncrementalMesh. Applying shape_trsf on top doubled
every rotation/translation, causing multiple roller elements to collapse to the same
wrong world position (e.g. Z(-75°)×2 ≡ Z(+105°)×2 mod 360° → identical positions).

Fix: use elif so shape_loc is only applied as a fallback when face_loc is identity.
Adds seam edge extraction (UV seam primvar) and improves _traverse_xcaf doc.

docs: learning erfasst - OCC face_loc double-transform in compound tessellation

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 16:43:33 +01:00
HartmutandClaude Sonnet 4.6 71e099305c fix: deduplicate GLB/USD generation with Redis locks + review fixes
- Add per-file Redis SET NX EX 1800 locks to generate_gltf_geometry_task
  and generate_usd_master_task — concurrent duplicates (e.g. double-click
  of bulk action buttons) now log a warning and return immediately instead
  of running two expensive OCC tessellation subprocesses on the same file
- Fix eng.dispose() called inside with Session() block in cache-hit path
  of both tasks — moved to after the with block exits (Tasks 3+4 from plan)
- Add cad.updated_at = datetime.utcnow() in save_manual_material_overrides
  (was missing vs parallel save_part_materials endpoint)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 13:50:05 +01:00
HartmutandClaude Sonnet 4.6 409fb92899 feat(P2): USD Foundation — canonical part identity + material overrides
M1 — USD exporter:
- render-worker/scripts/export_step_to_usd.py (631 lines)
  Full XCAF traversal, one UsdGeom.Mesh per leaf part,
  schaeffler:partKey on every prim, index-space sharpEdgeVertexPairs
- render-worker/Dockerfile: usd-core>=24.11 installed (USD 0.26.3)

M2 — usd_master MediaAsset + pipeline auto-chain:
- migrations 060 (usd_master enum), 061 (3 JSONB columns),
  062 (rename tessellation settings keys)
- generate_usd_master_task: runs export_step_to_usd.py, upserts
  usd_master MediaAsset, writes resolved_material_assignments to CadFile
- Auto-chained from generate_gltf_geometry_task after every GLB export
- step_tasks.py shim re-exports generate_usd_master_task

M3 — scene-manifest API:
- part_key_service.py: build_scene_manifest(), generate_part_key(),
  four-layer material priority resolution with provenance
- SceneManifest / PartEntry Pydantic models in products/schemas.py
- GET /api/cad/{id}/scene-manifest endpoint (graceful fallback to
  parsed_objects when USD not yet generated)
- POST /api/cad/{id}/generate-usd-master endpoint
- frontend/src/api/sceneManifest.ts: fetchSceneManifest(),
  triggerUsdMasterGeneration()

M4 — manual-material-overrides API:
- GET/PUT /api/cad/{id}/manual-material-overrides endpoints
- CadFile.manual_material_overrides JSONB column (migration 061)
- getManualOverrides() / saveManualOverrides() in cad.ts

M5 — ThreeDViewer partKey integration:
- export_step_to_gltf.py injects partKeyMap into GLB extras
- ThreeDViewer: partKeyMap extraction, resolvePartKey(), effectiveMaterials
  merges legacy partMaterials + new manualOverrides (server-side persistence)
- MaterialPanel: dual-path save (partKey vs legacy), provenance badge,
  reconciliation panel for unmatched/unassigned parts

Also:
- Admin.tsx: generate-missing-usd-masters + canonical scenes bulk actions
- ProductDetail.tsx: usd_master row in asset table
- vite-env.d.ts: fix ImportMeta.env TypeScript error
- GPUProbeResult: add timestamp/devices/render_time_s fields

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 13:11:09 +01:00
HartmutandClaude Sonnet 4.6 47b5d42bb5 refactor(P1): M1 dead code removal + M3 blender_render.py split
M1 — dead code removed:
- Delete blender-renderer/ and threejs-renderer/ source files
- Remove PIL/Pillow fallback block from step_processor.py
  (_generate_thumbnail_placeholder, _finalise_image JPG path)
- Remove stl_quality param from render_blender.py, render_still_task,
  render_turntable_task (was always "low"; hardcode deflection values)
- render_turntable_task now reads scene_linear/angular_deflection from
  system_settings (consistent with export_glb.py pipeline)

M3 — blender_render.py split from 263 → 68 lines:
- _blender_args.py: parse_args() — all 25 positional + named args
- _blender_scene_setup.py: setup_scene() — MODE A/B including USD import
- _blender_render_config.py: configure_and_render() — engine + output

Post-review fixes:
- _db_engine.dispose() after settings read in render_turntable_task
- _finalise_image() fmt param removed (always PNG; PIL never installed)
- _blender_import.py committed together with new submodules to satisfy
  import_usd_file dependency

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 12:54:40 +01:00
HartmutandClaude Sonnet 4.6 393e4b92a7 refactor(P1): complete pipeline cleanup — M1 dead code + M3 blender split
M1 dead code removal:
- admin.py: remove VALID_STL_QUALITIES + stl_quality (7 locations)
- frontend: remove stl_quality from 6 files (api/orders.ts, api/worker.ts,
  WorkerActivity.tsx, RenderInfoModal.tsx, helpTexts.ts, mocks/handlers.ts)
- blender_render.py: delete _mark_sharp_and_seams() — dead, never called (62 lines)
- step_processor.py: delete _render_via_service() + 2 elif renderer=="threejs" branches
- renderproblems_tmp/: remove 3 orphaned debug images

M3 blender_render.py decomposition (858 → 248 lines):
- _blender_gpu.py: activate_gpu(), configure_engine()
- _blender_import.py: import_glb(), apply_rotation()
- _blender_materials.py: FAILED_MATERIAL_NAME, assign_failed_material(),
  build_mat_map_lower(), apply_material_library()
- _blender_camera.py: setup_auto_camera(), setup_auto_lights()
- _blender_scene.py: ensure_collection(), apply_smooth_batch(),
  apply_sharp_edges_from_occ(), setup_shadow_catcher()
- Entry-point: sys.path.insert for submodule discovery; arg-parse + Mode A/B orchestration only

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 22:19:59 +01:00
HartmutandClaude Sonnet 4.6 4f0fe2c8c7 docs: update ROADMAP.md + USD plan after Phase B completion
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 21:51:38 +01:00
HartmutandClaude Sonnet 4.6 d938c4db1b fix(materials): universal FailedMaterial sentinel for unmatched mesh objects
- export_gltf.py: replace single-material fallback (only fired when
  len(appended)==1) with a universal sentinel that appends
  SCHAEFFLER_059999_FailedMaterial unconditionally and assigns it to
  every mesh object not matched by name-based lookup.
  Also adds in-memory magenta fallback if library append fails.
  Removes 2 temporary [DEBUG] print lines from investigation.

- blender_render.py: add FailedMaterial assignment inside
  _apply_material_library() for unmatched parts (was log-only before).
  Includes copy-on-write guard (users > 1) matching existing pattern.

Also added alias 'Stahl; Durotect CMT' (semicolon) → Durotect-Blue
to cover STEP files using semicolon separator instead of comma.

Verified: 23/25 objects matched correctly, 2 ISO8734 dowel pins
(empty material) receive SCHAEFFLER_059999_FailedMaterial as sentinel.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 21:49:37 +01:00
HartmutandClaude Sonnet 4.6 638b93bb1e fix(gmsh): fix mirror instances + reduce mesh size to ≤120% of OCC
Bug 1 — Missing parts (mirror/repeated instances):
- id(solid.TShape()) is unreliable in OCP: each call creates a new
  Python wrapper, so id() always differs even for the same TShape.
  Replaced with IsSame() for correct TShape-pointer deduplication.
- TopExp_Explorer(SOLID) misses free shells/faces in assemblies.
  Fix: run BRepMesh baseline on full root compound first (catches all
  face types), then GMSH overrides per unique solid for better seam
  topology. REVERSED solids keep BRepMesh to avoid inverted Jacobians.

Bug 2 — GLB 7× too large (21 MB vs OCC 3 MB):
- CharacteristicLengthMax = linear_deflection × 50 (was ×15)
  matches OCC effective edge length on curved surfaces (~5 mm).
- MinimumCirclePoints = min(12, ...) (was min(20, ...))
- Result: GMSH 91% of OCC file size (target ≤120% ✓)

Verified on rolling bearing STEP: same 4 skipped nodes as OCC,
25 unique GMSH tessellations (IsSame deduplication), no OOM.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 21:12:03 +01:00
HartmutandClaude Sonnet 4.6 cd6c2f48e2 fix(gmsh): force preview-quality settings when GMSH fallback path is taken
Fine production settings (0.03mm/0.05rad) with GMSH → CharacteristicLengthMax
0.45mm → OOM kill on large assemblies even with per-solid iteration.

GMSH quality is algorithmic (conforming seams, no fan triangles) — a denser
mesh provides no extra UV-unwrap benefit. Cap GMSH tessellation at preview
settings (0.1mm/0.1rad) in the production fallback path.

Normal path (GMSH + valid geometry GLB) is unaffected — continues to reuse
_geometry.glb directly without re-tessellating.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 20:46:42 +01:00
HartmutandClaude Sonnet 4.6 dbc032ec74 feat(gmsh): GMSH Frontal-Delaunay tessellation for clean cylinder seams
- Per-solid iteration prevents OOM on multi-part assemblies (25-part bearing:
  2.3GB RAM when processing compound → ~100MB per solid with per-solid approach)
- Fix CharacteristicLengthMax multiplier 5× → 15× and cap MinimumCirclePoints
  at 20 (prevents 63-pts/circle on angular_deflection=0.1rad → 231MB → 21MB)
- Geometry task timeout 120s → 600s for large assemblies
- Production task: reuse _geometry.glb when GMSH enabled (no re-tessellation)
  and cache _production_geom.glb for OCC (mtime vs STEP check)
- Viewer now prefers production GLB when available (shows correct GMSH mesh)
- GMSH OpenMP multithreading (min(cpu_count,16)) for 4.4× speedup

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 20:45:27 +01:00
HartmutandClaude Sonnet 4.6 9703aec497 perf(P3): enable GMSH OpenMP multithreading — 4.4x faster tessellation
GMSH defaults to single-threaded meshing. Setting General.NumThreads,
Mesh.MaxNumThreads1D and Mesh.MaxNumThreads2D to min(cpu_count, 16) enables
parallel Frontal-Delaunay surface meshing across all available cores.

Benchmark on 121-face assembly (32-core host, capped at 16 threads):
  Before: 12.7s total (9.8s in gmsh.model.mesh.generate)
  After:   2.8s total (1.1s in gmsh.model.mesh.generate)

Cap at 16 threads — benchmark showed 16 threads (1.1s) matches or beats auto
(1.6s), likely due to NUMA/coordination overhead above that threshold.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 19:34:40 +01:00
HartmutandClaude Sonnet 4.6 af320bcdc8 feat(P3): add GMSH Frontal-Delaunay tessellation engine
Introduces GMSH as an alternative to OCC BRepMesh for STEP→GLB tessellation.
GMSH produces conforming meshes that eliminate fan triangles at cylinder seam
edges — a structural limitation of OCC BRepMesh that cannot be fixed via
deflection parameters.

Changes:
- render-worker/Dockerfile: install gmsh>=4.15.0 + libglu1-mesa + libxft2
- export_step_to_gltf.py: --tessellation_engine occ|gmsh CLI arg +
  _tessellate_with_gmsh() using BRep→GMSH→Poly_Triangulation write-back
- admin.py: tessellation_engine setting (SETTINGS_DEFAULTS, SettingsOut,
  SettingsUpdate, validation)
- export_glb.py: pass tessellation_engine to export_step_to_gltf.py CLI in
  both geometry and production GLB tasks
- Admin.tsx: radio button UI for OCC vs GMSH selection

Tested: 121 faces meshed, 0 BRepMesh fallback, 649K triangles on sample part.
Clean seam edges for UV unwrap — GMSH respects B-rep periodic face boundaries.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 19:17:26 +01:00
HartmutandClaude Sonnet 4.6 9c6ae18b28 chore(agents): add three new specialist agents
/usd-export — USD authoring specialist
  - Full pxr API reference (Stage, Mesh, Primvars, MaterialBinding, Override layers)
  - XCAF traversal pattern for partKey generation
  - Coordinate system (OCC Z-up mm → USD Y-up mm, no scaling needed)
  - FlattenLayerStack delivery pattern
  - Test commands + common errors table
  - Failure protocol linking to /plan

/render-pipeline — Render script chain specialist
  - Full script chain (export_step_to_gltf → export_gltf → still_render → turntable_render)
  - GPU activation 6-step order (critical, open_mainfile resets compute_device_type)
  - AF suffix stripping for material matching
  - GLB extras round-trip documentation
  - GCPnts_UniformAbscissa requirement (Polygon3D_s returns None in XCAF)
  - Parameter propagation rule (admin.py → export_glb.py → script → Blender)
  - Direct subprocess test commands

/tenant-audit — RLS correctness specialist
  - HTTP + Celery layer audit steps
  - Live cross-tenant leak test pattern (SET LOCAL + count comparison)
  - Fix patterns for middleware and task-side set_tenant_context
  - Role permission matrix
  - Tables requiring RLS policies

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 19:04:00 +01:00
HartmutandClaude Sonnet 4.6 eb8b6c49d2 chore(agents): rewrite all agent definitions for current architecture
Major updates across all 8 agents:
- Architecture: no more blender-renderer HTTP (port 8100), all via render-worker Celery
- Task location: backend/app/domains/pipeline/tasks/ (not backend/app/tasks/)
- Roles: global_admin/tenant_admin hierarchy (not just admin)
- Queues: thumbnail_rendering on render-worker (not worker-thumbnail)
- USD pipeline awareness: pxr/usd-core, partKey, primvars, FlattenLayerStack

New: Planner <-> Implementer failure loop:
- implement.md: Failure Protocol — [BLOCKED] tag + report to planner, stop
- plan.md: 'When Called After Failure' section — refine failing task, add
  root cause + revised approach + unblock code snippet
- review.md: on blocking issues, also update plan.md with [BLOCKED] tag

Agent-specific updates:
- plan.md: ROADMAP.md as primary reference, current pipeline description,
  USD decisions documented
- implement.md: render-worker subprocess chain, PipelineLogger rule,
  MinIO/storage_key conventions
- review.md: USD checklist section, updated pipeline checks (no STL,
  no HTTP renderer), storage_key absolute path check
- check.md: render-worker health gate, removed worker-thumbnail refs
- debug-render.md: complete rewrite — no HTTP endpoint testing, direct
  subprocess testing, updated symptom table with USD/GMSH errors
- db-migrate.md: planned migration table (060-065), current migration
  number (059), USD-related patterns
- frontend.md: role hierarchy, sceneManifest.ts reference, X-Tenant-ID
  interceptor note
- excel-import.md: minor cleanup, consistent format

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 18:59:47 +01:00
HartmutandClaude Sonnet 4.6 c1e1184c51 docs: record remaining USD architecture decisions (questions 2-4)
- Q2: seam/sharp encoding → index-space primvars (not world-space KD-tree)
- Q3: preview GLB → co-author from tessellation pass (not USD->GLB round-trip)
- Q4: layer strategy → Option B (canonical + override layer), flatten via
  UsdUtils.FlattenLayerStack() to preserve instanceable prims for future
  bearing ball instancing optimization

All 5 open questions now decided. Priority 2 coding can start after Priority 1.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 15:16:09 +01:00
HartmutandClaude Sonnet 4.6 cbffcfbf8b docs: record usd-core decision, add Dockerfile task 1.0
- Mark USD library question as decided: usd-core>=24.11 (pxr module)
- Add Task 1.0 to USD implementation plan: Dockerfile install step
- Add usd-core to Priority 2 file targets in ROADMAP

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 15:13:10 +01:00
HartmutandClaude Sonnet 4.6 5d912594dd docs: add milestones, file targets, acceptance gates to all 10 ROADMAP priorities
- Each priority now has: milestones (M1-MN), concrete file target table
  (CREATE/MODIFY/DELETE per file), and binary acceptance gates
- Created docs/plans/0001-step-to-usd-implementation.md: full execution
  checklist for USD pipeline (Priorities 2, 4, 5) with:
  - Phase 1: dual-write USD beside GLB
  - Phase 2: partKey + three-layer material assignment model
  - Phase 3: seam/sharp payload to USD mesh primvars (index-space)
  - Phase 4: Blender render from USD
  - Phase 5: frontend ThreeDViewer partKey migration
  - Open questions decision table
  - Non-regression checklist

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 15:10:45 +01:00
HartmutandClaude Sonnet 4.6 208370628e docs: consolidate all plans into ROADMAP.md
Merges PLAN.md (Phases A-F), PLAN_REFACTOR.md (Phases 1-8), plan.md (GMSH),
docs/rfcs/0001, and visual-audit-report findings into a single prioritized roadmap.

10 priorities with dependency graph and 'what to do next' decision options.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 14:42:53 +01:00
HartmutandClaude Sonnet 4.6 ca62319688 feat: sharp edge pipeline V02, tessellation presets, media cache-bust, GMSH plan
Sharp Edge Pipeline V02:
- export_step_to_gltf.py: replace BRep_Tool.Polygon3D_s (returns None in XCAF) with
  GCPnts_UniformAbscissa curve sampling at 0.3mm step — extracts 17,129 segment pairs
- Inject sharp_edge_pairs + sharp_threshold_deg into GLB extras (scenes[0].extras)
  via binary GLB JSON-chunk patching (no extra dependency)
- export_gltf.py: read schaeffler_sharp_edge_pairs from Blender scene custom props,
  apply via KD-tree to mark edges sharp=True + seam=True (OCC mm Z-up → Blender transform)
- tools/restore_sharp_marks.py: dual-pass (dihedral angle + OCC pairs), updated coordinate
  transform (X, -Z, Y) * 0.001

Tessellation:
- Admin UI: Draft / Standard / Fine preset buttons with active-state highlighting
- Default angular deflection: preview 0.5→0.1 rad, production 0.2→0.05 rad
- export_glb.py: read updated defaults from system_settings

Media / Cache:
- media/service.py: get_download_url appends ?v={file_size_bytes} cache-buster
- media/router.py: Cache-Control: no-cache for all download/thumbnail endpoints

Render pipeline:
- still_render.py / turntable_render.py: shared GPU activation + camera improvements
- render_order_line.py: global render position support
- render_thumbnail.py: updated defaults

Frontend:
- InlineCadViewer: file_size_bytes-aware URL update triggers re-fetch on regeneration
- ThreeDViewer: material panel, part selection, PBR mode improvements
- Admin.tsx: tessellation preset cards, GMSH setting dropdown
- MediaBrowser, ProductDetail, OrderDetail, Orders: various UI improvements
- New: MaterialPanel, GlobalRenderPositionsPanel, StepIndicator components
- New: renderPositions.ts API client

Plans / Docs:
- plan.md: GMSH Frontal-Delaunay tessellation plan (6 tasks)
- LEARNINGS.md: OCC Polygon3D_s None issue + GCPnts fix
- .gitignore: add backend/core (core dump from root process)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 14:40:36 +01:00
HartmutandClaude Sonnet 4.6 202b06a026 feat(export_gltf): embed sharp angle in GLB extras + restore script
- Add export_extras=True to bpy.ops.export_scene.gltf() call
- Store schaeffler_sharp_angle_deg in scene custom props before export
  → value is embedded in scenes[0].extras in the GLB JSON chunk
  → survives import/export round-trip intact (verified: 30.0 restored)
- Add tools/restore_sharp_marks.py: companion Blender script that reads
  the angle from scene.get("schaeffler_sharp_angle_deg") and re-applies
  mark_sharp() + mark_seam() on all mesh objects after GLB import

GLB format cannot store per-edge sharp/seam flags natively; the visual
shading is correct via vertex splits. The extras + restore script give
users the ability to reconstruct Edit Mode markers without a second format.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 11:38:47 +01:00
HartmutandClaude Sonnet 4.6 ec35188353 docs: learning erfasst - mark_sharp+mark_seam sharp edges + MediaAsset UPSERT
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 11:21:22 +01:00
HartmutandClaude Sonnet 4.6 e189934b12 fix(export_gltf): use edit-mode mark_sharp+mark_seam for proper GLB sharp edges
Replace shade_smooth_by_angle with explicit edit-mode operators:
- edges_select_sharp(angle) → mark_sharp() + mark_seam()
- Produces vertex splits at sharp edges (6027 split positions verified)
- Remove OCC custom_normal attribute before processing to prevent
  pre-baked normals overriding Blender's sharp edge processing
- Update comment: calc_normals_split() removed in Blender 5.0

Verified: production GLB has 812 extra vertices vs geometry GLB,
6027 positions with multiple normals = sharp edges correctly encoded.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 11:20:54 +01:00
HartmutandClaude Sonnet 4.6 d1c7feacf6 fix(export_glb): upsert MediaAsset instead of DELETE+INSERT to preserve stable URLs
When re-generating a production or geometry GLB, the old approach deleted the
existing MediaAsset record and created a new one with a new UUID. Any page that
had the old download_url (/api/media/{old-id}/download) cached would then get
a 404 when trying to download, because the asset ID no longer existed in the DB.

Fix: update the existing MediaAsset record in-place (same UUID, new storage_key)
so existing download URLs remain valid after regeneration. Create a new record
only if no existing one is found.

Applies to both generate_gltf_geometry_task and generate_gltf_production_task.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 10:56:25 +01:00
Hartmut b3c4be45f6 docs: learning erfasst - OCC custom_normal overrides Blender sharp edges 2026-03-11 10:47:22 +01:00
HartmutandClaude Sonnet 4.6 72123c5aa9 fix(export_gltf): clear OCC custom_normal attribute before sharp edge processing
The geometry GLB from export_step_to_gltf.py contains a 'custom_normal' attribute
(CORNER, INT16_2D) from OCC tessellation. If left in place, Blender's glTF exporter
re-exports these pre-baked normals unchanged — ignoring shade_smooth_by_angle
processing and our explicit sharp edge marks.

Fix: remove the 'custom_normal' attribute from all imported mesh objects immediately
after GLB import, before applying smooth shading. Also add orphans_purge() before
export to remove palette materials (mat_0/1/2/3) that become users=0 after library
material substitution.

Same custom_normal clearing applied to blender_render.py for thumbnail renders.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 10:46:21 +01:00
HartmutandClaude Sonnet 4.6 a1d140d30f fix(render): production GLB sharp edges + materials (25/25)
Sharp edges:
- OCC→Blender coordinate transform was wrong: Blender(X,Y,Z) = OCC(X×0.001, -Z×0.001, Y×0.001)
  (RWGltf Z→Y-up + Blender Y→Z-up cancel to Y↔Z swap with Z negated)
- Guard against degenerate edges (idx0==idx1) to prevent bmesh ValueError
- Use obj.matrix_world @ v.co for world-space KD-tree (assembly node transforms)

Materials:
- Single-material fallback: if only 1 library material loaded, apply to all
  unmatched objects (cadquery vs RWGltf part names differ, name-match covers ~2/25)
- Fix mesh data sharing: obj.data.copy() before materials.clear() to avoid
  clearing shared data blocks
- Use obj.name (not id(obj)) for cross-loop tracking — Blender Python wrappers
  can be recreated between iterations

Both fixes applied to export_gltf.py (production GLB) and blender_render.py (thumbnails).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 10:29:08 +01:00
HartmutandClaude Sonnet 4.6 8933d0be17 fix(render+roles): batch smooth shading + step timings + global_admin role support
Render pipeline:
- Replace per-object _apply_smooth() loop with _apply_smooth_batch(): selects
  all 175 parts, calls shade_smooth_by_angle() ONCE in C → reduces 16s to ~0.2s
- Remove 175 per-part "assigned material to part" log lines (replace with summary)
- Add TIMING_SUMMARY log line at end of every render showing all step durations
- _lap() helper records split times for: template_load, glb_import, rotation,
  smooth_shading, material_assign, pre_render_setup, gpu_render

Frontend role checks:
- Add global_admin + tenant_admin to User role type in auth store
- Add isAdmin() and isPrivileged() helper functions
- Fix Admin.tsx, Layout.tsx, Notifications.tsx, OrderDetail.tsx, ProductDetail.tsx,
  CostOverviewWidget.tsx — all were checking role === 'admin' but JWT now has
  role === 'global_admin' after migration 049 (admin → global_admin backfill)
- This caused Admin page to render completely empty

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 21:29:22 +01:00
HartmutandClaude Sonnet 4.6 ac48d359e6 fix(render): persist OptiX BVH cache across render-worker rebuilds
Mount named volume optix-cache:/root/.nv so the OptiX ComputeCache
survives docker compose rebuild. Without this every rebuild wiped the
BVH acceleration structure, causing the first render of any complex
scene (~175 parts) to take 130–150s instead of 22s while OptiX
recompiles kernels and rebuilds the BVH from scratch.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 21:15:45 +01:00
HartmutandClaude Sonnet 4.6 22c29d5655 feat(azure-ai+gpu-ui): per-tenant Azure AI config + GPU health panel
- Per-tenant Azure AI config stored in tenants.tenant_config JSONB
- GET/PUT /api/tenants/{id}/ai-config + POST .../test connection
- api_key never returned to frontend (has_api_key: bool pattern)
- azure_ai.py resolves creds from tenant config when ai_enabled=True
- ai_tasks.py loads tenant config and passes it to validate_thumbnail
- Admin GPU Status section: probe button + status badge + last-checked time
- Notifications: _BELL_CHANNELS filter (notification+alert only in bell)
- Tenants.tsx: per-row Azure AI Config modal with URL auto-parse helper
- Remove duplicate in-memory /gpu-probe endpoints (kept DB-backed /probe/gpu)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 21:04:09 +01:00
HartmutandClaude Sonnet 4.6 34f89cc225 feat(gpu): GPU health check + RENDER_DEVICE_USED token + strict mode
- gpu_probe.py: Blender script that probes OPTIX/CUDA/HIP/ONEAPI and
  exits 1 on no GPU — used at startup + on-demand from Admin UI
- blender_render.py, still_render.py, turntable_render.py: emit
  RENDER_DEVICE_USED: engine=CYCLES device=GPU|CPU compute_type=...
  after GPU activation; exit 2 when CYCLES_DEVICE=gpu and CPU fallback
- render_blender.py: parse RENDER_DEVICE_USED token into render_log
  (device_used, compute_type, gpu_fallback); handle exit code 2 as
  explicit GPU strict-mode failure
- check_version.py: check_gpu() runs gpu_probe.py at container startup;
  CYCLES_DEVICE=gpu aborts startup if no GPU found
- docker-compose.yml: CYCLES_DEVICE=${CYCLES_DEVICE:-auto} env var
- gpu_tasks.py: probe_gpu Celery task on thumbnail_rendering queue;
  saves result to system_settings.gpu_probe_last_result; beat every 30min
- worker.py: POST /probe/gpu (trigger) + GET /probe/gpu/result (last result)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:57:36 +01:00
HartmutandClaude Sonnet 4.6 c6556434d6 refactor(section-a+c): decompose step_tasks.py into pipeline domain
Section A — 1172-line step_tasks.py split into 4 focused modules under
backend/app/domains/pipeline/tasks/:
- extract_metadata.py: process_step_file, reextract_cad_metadata,
  _auto_populate_materials_for_cad, bbox helpers + PipelineLogger
- render_thumbnail.py: render_step_thumbnail, regenerate_thumbnail
  + PipelineLogger instrumentation
- render_order_line.py: dispatch_order_line_render, render_order_line_task
  (full still+turntable paths) + PipelineLogger step tracking
- export_glb.py: generate_gltf_geometry_task, generate_gltf_production_task

All task names preserved (app.tasks.step_tasks.*) for backward compat.
step_tasks.py is now a 23-line import-only shim.

Section C — celery_app.py task routing:
- app.domains.pipeline.tasks.* → step_processing (primary route)
- All 4 new modules added to include list for Celery discovery
- app.tasks.step_tasks.* kept as legacy fallback for in-flight tasks

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:43:56 +01:00
HartmutandClaude Sonnet 4.6 07e3d1e026 feat(phase8.1-8.2): dynamic worker concurrency via worker_configs
- Migration 054: worker_configs table (queue_name PK, max/min_concurrency,
  enabled, updated_at); seeds step_processing(8/2), thumbnail_rendering(1/1),
  ai_validation(4/1)
- WorkerConfig SQLAlchemy model
- apply_worker_concurrency beat task: reads enabled configs, broadcasts
  pool_grow to all Celery workers every 5min
- GET/PUT /api/worker/configs (admin): list + update per-queue concurrency
- docker-compose.yml: worker uses --autoscale=${MAX_CONCURRENCY:-8},${MIN_CONCURRENCY:-2};
  render-worker uses --autoscale=1,1 --concurrency=1
- WorkerManagement.tsx: "Concurrency Settings" section with +/- steppers
  and Save button per queue

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:41:57 +01:00
HartmutandClaude Sonnet 4.6 b41e70cdad feat(phase7.3-ext): workflow executor + config validation
- workflow_schema.py: WorkflowConfig Pydantic model validates all node
  step values against StepName enum, edges reference declared node IDs,
  unique node IDs enforced; WorkflowEdge uses "from"/"to" aliases
- workflow_executor.py: dispatch_workflow() validates config, topological-
  sorts nodes (Kahn's algorithm, raises on cycles), maps StepName →
  Celery task name via STEP_TASK_MAP (all 15 StepName values covered),
  dispatches via celery_app.send_task()
- workflow_router.py: config validation on POST/PUT (422 on invalid);
  POST /{id}/dispatch?context_id= endpoint (PM+) dispatches workflow
  steps as Celery tasks for a given entity

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:41:26 +01:00
HartmutandClaude Sonnet 4.6 1cc10d4bbb feat(phase7.4): order rejection + resubmit flow
- Migration 053: rejection_reason TEXT NULL on orders table
- POST /api/orders/{id}/reject (PM+): sets rejected status, cancels
  active renders, stores reason, notifies creator, broadcasts WS event
- POST /api/orders/{id}/resubmit (creator or PM+): resets to draft,
  clears rejection fields, notifies PMs
- OrderDetail: Reject button (PM+) + inline modal with reason textarea
  and notify-client checkbox; Resubmit button; rejection reason amber
  alert box shown below header when order is rejected
- Orders Kanban: rejection_reason shown as red italic note on card
- Order interface: rejected_at, rejection_reason fields

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:37:05 +01:00
HartmutandClaude Sonnet 4.6 596360e507 refactor(section-d): frontend API client type safety audit
All 19 api/*.ts files already used import api from './client' (X-Tenant-ID
guaranteed). Fixed missing type generics and any usage in 10 files:
- worker.ts: args: any[] → unknown[]
- imports.ts, notifications.ts: add response type generics
- renderTemplates.ts: add typed generics on 6 calls
- materials.ts, cad.ts: type previously untyped api calls
- products.ts: ProductCadUploadResponse interface, typed generics
- uploads.ts: StepUploadResponse interface
- billing.ts, orders.ts: <Blob> on download calls

Zero bare axios usage, zero as any in API layer.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:36:48 +01:00
HartmutandClaude Sonnet 4.6 69e94e25e3 feat(phase8.3): recover_stalled_renders beat task
Detect OrderLines stuck in render_status='processing' for >30min,
revoke their Celery task, mark failed, update render_job_doc, and
emit a single CHANNEL_ALERT batch notification to admins.

Runs every 5min via beat schedule alongside recover_stuck_cad_files.
Section B (tenant_id in JWT) confirmed already complete from Phase 4.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:34:36 +01:00
HartmutandClaude Sonnet 4.6 da9014831a fix(migration049): use COMMIT/BEGIN instead of execution_options AUTOCOMMIT
asyncpg+alembic keeps a transaction open via begin_transaction(); calling
execution_options(isolation_level=AUTOCOMMIT) on an already-begun connection
raises InvalidRequestError. Replace with explicit COMMIT before ALTER TYPE
and BEGIN before the backfill UPDATE.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:26:57 +01:00
HartmutandClaude Sonnet 4.6 1409be171c feat(phase7.3): workflow editor pipeline step nodes
- GET /api/workflows/pipeline-steps: returns all StepName enum values
  with category (input|processing|rendering|output) + descriptions;
  registered before /{workflow_id} to avoid path collision
- frontend/src/api/workflows.ts: getPipelineSteps(), PipelineStep
  and PipelineStepsResponse interfaces
- WorkflowEditor: PipelineStepsPanel showing steps grouped by category
  with collapsible accordion sections
- ConfigSidepanel: "Pipeline Step" select dropdown binds any node to a
  StepName; selected step description shown below dropdown
- Active workflow indicator: green dot next to is_active=true entries
- Improved empty state with descriptive copy

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:24:17 +01:00
HartmutandClaude Sonnet 4.6 c99976cc85 feat(phase7.2): media browser with server-side filters + pagination
- Migration 052: indexes on media_assets(asset_type, created_at) and
  products(category_key, lagertyp) for efficient filter queries
- GET /api/media/assets: JOINs media_assets→products→order_lines,
  filters by asset_type / category_key / render_status / q (ILIKE),
  paginated (page/page_size), returns total+pages count
- New schemas: MediaAssetBrowseItem, MediaAssetBrowseResponse
- frontend/src/api/media.ts: getMediaAssets(filters), typed interfaces
- MediaBrowser.tsx: rewritten with sticky filter bar (debounced search,
  type/category/status dropdowns), responsive grid, image previews,
  download buttons, pagination footer with page size selector
- Renamed legacy function to listMediaAssets for backward compat

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:24:03 +01:00
HartmutandClaude Sonnet 4.6 89c44b846f feat(phase5.1+6): fallback material cleanup + notification batch refactor
Phase 5.1 — MATERIAL_PALETTE removal:
- Remove MATERIAL_PALETTE + _material_to_color() from step_processor.py
- build_part_colors() now returns {part→material_name} for Blender resolver

Phase 6 — Notification Center Refactor:
- Migration 051: add channel (activity|notification|alert) to audit_log,
  add frequency (immediate|daily|never) to notification_configs
- Three notification channels: activity (per-render), notification (batch
  order summaries), alert (admin infrastructure)
- Per-render emit_notification_sync calls demoted to channel=activity
- New emit_batch_render_notification_sync(): single summary notification
  when all order lines reach terminal state ("47/50 succeeded, 3 failed")
- Beat task batch_render_notifications every 60s: safety-net for missed
  batch notifications after order completion
- GET /notifications: defaults to channel IN (notification, alert);
  accepts ?channel=activity for activity feed
- Unread count badge counts only notification+alert channels
- Notifications.tsx: three tabs (Notifications | Activity | Alerts)
- NotificationSettings.tsx: frequency dropdown per event type

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:20:07 +01:00
HartmutandClaude Sonnet 4.6 10d05bd2e7 feat(phase7.1): add HelpTooltip system with contextual help icons
- New HelpTooltip component: hover-triggered floating panel, themed via
  CSS variables, supports top/right/bottom/left positioning, no deps
- New helpTexts.ts registry: 14 entries covering render settings,
  admin actions, template fields, and wizard fields
- Admin.tsx: tooltips on Cycles/EEVEE samples, smooth angle, regenerate
  thumbnails, process unprocessed
- RenderTemplateTable.tsx: tooltips on material replace, lighting only,
  shadow catcher column headers

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:16:42 +01:00
HartmutandClaude Sonnet 4.6 206672a858 i18n(frontend): translate all German UI strings to English
Replace German labels, button text, toast messages, table headers,
tooltips, and placeholder strings across 7 files:
- WorkflowEditor: buttons, toasts, node labels
- Tenants: buttons, toasts, dialog text, table headers
- Admin: widget layout description
- OrderDetail: column headers (Baureihe→Series, Ebene→Level, Lagertyp→Bearing Type)
- ExcelSpreadsheet: column label definitions
- Upload: series/duplicate warning strings
- TemplateEditor: ALL_FIELD_DEFS default labels

API field names (baureihe, ebene1, produkt_baureihe etc.) unchanged.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:07:01 +01:00
HartmutandClaude Sonnet 4.6 915abe9d74 fix(ux): replace confirm() with ConfirmModal, fix dark-mode colors, add currency format
- Add reusable ConfirmModal component (themed, Escape key, focus trap)
- Replace all native confirm() calls in Orders, ProductLibrary, Materials, Admin, Billing
- Fix ValidationDialog (Upload.tsx) hardcoded bg-white/text-gray-* → semantic tokens
- Fix NewInvoiceModal (Billing.tsx) hardcoded colors → semantic tokens
- Add formatCurrency (Intl.NumberFormat de-DE/EUR) to NewProductOrder wizard
- Resolves audit issues C1, C3, M3

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 19:59:13 +01:00
HartmutandClaude Sonnet 4.6 9f54bc3ab1 feat(phase4+5): role hierarchy, tenant config, fallback material, dead code removal
Phase 4.1 — Role Hierarchy:
  - UserRole enum: add global_admin (platform operator) + tenant_admin
    (per-tenant admin); keep legacy 'admin' for backward compat
  - Role sets: ADMIN_ROLES, TENANT_ADMIN_ROLES, PM_ROLES, RLS_BYPASS_ROLES
  - New auth guards: require_global_admin(), require_tenant_admin_or_above(),
    require_pm_or_above(), is_admin(), is_privileged()
  - Legacy require_admin / require_admin_or_pm now check both old+new roles
  - Migration 049: ADD VALUE global_admin + tenant_admin with AUTOCOMMIT
    workaround; backfills admin → global_admin
  - Seed: new admin users created with global_admin role

Phase 4.3 — RLS bypass updated for global_admin in get_db + set_tenant_context

Phase 4.4 — Tenant Feature Flags:
  - Migration 050: tenant_config JSONB on tenants table
  - Tenant model: tenant_config field + get_config() accessor
  - Defaults: max_concurrent_renders=3, fallback_material, invoice_prefix etc.

Phase 5.1 — Fallback Material:
  - blender_render.py: replace PALETTE_LINEAR/PALETTE_HEX/_assign_palette_material
    with _assign_failed_material() → SCHAEFFLER_059999_FailedMaterial (magenta)
  - Unmatched parts now logged explicitly before rendering

Phase 5.2 — Remove EEVEE fallback:
  - render_blender.py: EEVEE→Cycles silent retry removed; hard failure on EEVEE error

Phase 5.3 — Remove Blender version check:
  - render_blender.py: deleted MIN_BLENDER_VERSION = (5, 0, 1) constant

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 19:42:10 +01:00
HartmutandClaude Sonnet 4.6 121fbdafd3 refactor(phase3): remove dead services + STL remnant cleanup
Phase 3.2 — Delete orphaned service directories:
  - blender-renderer/ (HTTP microservice replaced by render-worker subprocess)
  - threejs-renderer/ (replaced by render-worker)
  - flamenco/ (removed in migration 032, directory still existed on disk)

Phase 3.2 — Remove STL workflow remnants:
  - analytics.py: remove avg_stl_s from RenderTimeBreakdown schema (always None)
  - kpi_service.py: remove avg_stl_s from return dicts + update docstring
  - frontend/src/api/analytics.ts: remove avg_stl_s from RenderTimeBreakdown interface
  - admin.py: remove dead blender-renderer HTTP configure call (service gone)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 19:30:52 +01:00
HartmutandClaude Sonnet 4.6 966c3aed57 feat(refactor/phase2): pipeline modularity + dead code removal
Phase 2.3 — Fix render cancellation (real Celery task ID):
  - orders.py cancel endpoints: read celery_task_id from render_job_doc
    instead of synthetic "render-{line_id}" which was a no-op
  - render_order_line_still_task: creates RenderJobDocument at task start,
    stores self.request.id as celery_task_id, writes step-level state
    (RESOLVE_STEP_PATH → BLENDER_STILL) back to order_lines.render_job_doc

Phase 3.1 — Remove Pillow overlay dead code:
  - blender_render.py: deleted 55-line Pillow post-processing block
    (lines 798-851, green bar + model name label)
  - transparent_bg=True is always passed; the else branch was unreachable
  - Removed mention from script docstring

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 19:27:33 +01:00
HartmutandClaude Sonnet 4.6 ea31ed657c feat(refactor/phase1): foundation infrastructure for modular pipeline
Phase 1 of PLAN_REFACTOR.md — all four sub-tasks implemented:

1.1 PipelineLogger (backend/app/core/pipeline_logger.py)
  - Structured step_start/step_done/step_error/step_progress API
  - Publishes to Python logging AND Redis SSE via log_task_event
  - Context manager `pl.step("name")` for auto-timing

1.2 RenderJobDocument (backend/app/domains/rendering/job_document.py)
  - Pydantic JSONB schema: state machine + per-step records + timing
  - begin_step/finish_step/fail_step/skip_step helpers
  - Migration 048: adds render_job_doc JSONB column to order_lines
  - OrderLine model updated with render_job_doc field

1.3 TenantContextMiddleware (backend/app/core/middleware.py)
  - Decodes JWT, stores tenant_id + role in request.state
  - get_db updated to auto-apply RLS SET LOCAL from request.state
  - Registered in main.py (runs before every request)
  - JWT now embeds tenant_id claim via create_access_token()
  - Login endpoint passes tenant_id to token creation

1.4 ProcessStep Registry (backend/app/core/process_steps.py)
  - StepName StrEnum with all 20 pipeline step names
  - Single source of truth for log prefixes, DB records, UI labels

Also adds db_utils.py with set_tenant_sync() + get_sync_session()
for use inside Celery tasks (bypass-safe RLS helper).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 19:25:08 +01:00
HartmutandClaude Sonnet 4.6 ee6eb34b4c feat: GPU rendering + material matching + perf improvements
- GPU: fix Cycles device activation order — set compute_device_type
  BEFORE engine init, re-set AFTER open_mainfile wipes preferences
- GPU: remove _mark_sharp_and_seams edit-mode loop (redundant with
  Blender 5.0 shade_smooth_by_angle), saves ~200s/render on 175 parts
- Material: fix _AFN suffix mismatch — build AF-stripped mat_map keys
  and add prefix fallback in _apply_material_library (blender_render.py)
- Material: production GLB now uses get_material_library_path() which
  checks active AssetLibrary instead of empty legacy system setting
- Admin: RenderTemplateTable multi-select output types (M2M frontend)
- Admin: MaterialLibraryPanel replaced with link to Asset Libraries
- UX: move Toaster to top-left to avoid dispatch button overlap
- SQLAlchemy: add .unique() to all RenderTemplate M2M collection queries
- Logging: flush=True on all Blender progress prints, stdout reconfigure

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 19:05:03 +01:00
HartmutandClaude Sonnet 4.6 934728da77 fix(glb): 175/175 material substitution via _AFN suffix stripping
OCC's RWGltf_CafWriter appends _AF0/_AF1 assembly-instance suffixes to
mesh object names when a part appears multiple times in an assembly.
The material matching in export_gltf.py only stripped Blender's .001
suffix, leaving 24/175 GLB objects without materials.

Fix: strip _AFN suffixes via while loop (handles nested _AF0_AF1),
add prefix fallback (longest key wins) as last resort before no-match.

Also improve build_materials_from_excel Jaccard matching:
- Strip _AFN and numeric hash suffixes (-21227) before tokenizing
- Add prefix-based fallback (step 3) before position fallback (step 4)
- Raise threshold 0.3 → 0.35 for better precision
- Guard prefix matches to len >= 5 to prevent trivial false positives

Result: Material substitution: 175/175 mesh objects assigned (was 151/175)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07 22:15:11 +01:00
HartmutandClaude Sonnet 4.6 95cfe0aa93 refactor: replace STL intermediary with OCC-native STEP→GLB pipeline
- export_step_to_gltf.py: STEP→GLB via RWGltf_CafWriter + BRepBuilderAPI_Transform
  (mm→m pre-scaling, XCAFDoc_ShapeTool.GetComponents_s static method)
- Blender scripts (blender_render.py, still_render.py, turntable_render.py,
  export_gltf.py, export_blend.py): import GLB instead of STL, remove _scale_mm_to_m
- step_tasks.py: add generate_gltf_production_task, remove generate_stl_cache,
  replace _bbox_from_stl with _bbox_from_glb (trimesh), auto-queue geometry GLB
  after thumbnail render
- render_blender.py: replace _stl_from_cache_or_convert with _glb_from_step,
  remove convert_step_to_stl and export_per_part_stls
- domains/rendering/tasks.py: update render_turntable_task, export_gltf/blend tasks
  to use GLB instead of STL
- cad.py: remove STL download/generate endpoints, add generate-gltf-production
- admin.py: generate-missing-stls → generate-missing-geometry-glbs
- Frontend: replace STL cache UI with GLB generate buttons, remove stl_cached field

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07 16:49:18 +01:00
HartmutandClaude Sonnet 4.6 3eba7b2d37 fix(glb): remove invalid export_colors param + fix viewer stale mesh
4 root causes fixed:

1. export_colors=False was removed in Blender 4.x — caused every Blender
   export to fail (exit 1) and always fall back to trimesh. Remove it.
   Blender now runs the full pipeline: materials + sharp edges.

2. GlbModel cloned ref never reset on url change — key={glbBlobUrl} forces
   React to remount GlbModel on each new blob URL, resetting the ref so
   fresh geometry is always loaded.

3. glbBlobUrl not cleared before re-fetch — setGlbBlobUrl(null) added at
   start of downloadUrl effect so spinner shows instead of stale mesh.

4. staleTime: 30_000 delayed picking up new MediaAsset after generation.
   Changed to staleTime: 0 so invalidation always triggers immediate refetch.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07 15:46:42 +01:00
HartmutandClaude Sonnet 4.6 2377cb192a fix: smooth normals on non-indexed geometry + sync DB in gltf task
InlineCadViewer: STL-derived GLBs have non-indexed geometry (unique vertex
per triangle face). computeVertexNormals() on non-indexed geometry produces
per-face normals (faceted shading). Fix: mergeVertices() first to create
shared/indexed geometry, then computeVertexNormals() averages across
adjacent faces → smooth shading. Indexed Blender GLBs are unaffected.

generate_gltf_geometry_task: asyncio.run() inside a Celery worker that
already runs asyncpg causes 'Future attached to a different loop'. Replace
async _store() with sync SQLAlchemy session (matching the rest of the task).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07 15:17:20 +01:00
HartmutandClaude Sonnet 4.6 e2eda92d82 fix(gltf): append materials (link=False) for proper PBR export to GLB
Linked materials are external references — Blender's GLTF exporter cannot
traverse their node trees to extract Principled BSDF PBR values (metallic,
roughness, base color, normal maps). Appended materials are local copies
that the exporter can fully traverse.

Changes:
- asset_library.py: add link=True parameter (default unchanged for renders)
- export_gltf.py: call apply_asset_library_materials with link=False
- export_gltf.py: add export_materials='EXPORT' + export_image_format='AUTO'
  to embed textures and ensure full PBR data in the GLB

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07 15:11:33 +01:00
HartmutandClaude Sonnet 4.6 5ee4b2e3b5 fix(export_gltf): update for Blender 5.0 API (wm.stl_import, shade_smooth_by_angle)
- bpy.ops.import_mesh.stl → bpy.ops.wm.stl_import (removed in Blender 4.0)
- mesh.use_auto_smooth = True → bpy.ops.object.shade_smooth_by_angle()
  (use_auto_smooth removed in Blender 4.1)
- Apply smooth shading to all objects unconditionally after scale, so
  GLB is smooth-shaded even when no sharp edge midpoints are present

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07 14:30:03 +01:00