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<article data-uid="Anatomy-Geom">
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<h1 id="geometry-panels">Geometry Panels</h1>
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<p>The Geometry Panels are the editors for <a class="xref" href="../../technique/api-foundations/basic-geometry.html">Geometry Objects</a>, together
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with the switchboard that picks which <a class="xref" href="../../api/Hi.Mech.Topo.ITransformer.html">ITransformer</a> places them. Two switchboards
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run the folder: the <a href="geometry-editor.html">Geometry Editor</a> chooses a geometry kind and
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hosts that kind's editor, and the <a href="transformer-panel.html">Transformer Select Panel</a> does the same for
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a transformer.</p>
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<p>On the shipped SPA a Control Tree is where both switchboards are usually met. A <strong>Geometry slot</strong> or
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a <strong>Transformer slot</strong> carries the kind picker, and the picked kind becomes the slot's single child
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node, whose panel is that kind's editor. The same editors are also embedded inline, without a tree —
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by <a href="transformation-geom-editor.html">TransformationGeom Editor</a> for its inner geometry and inner
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transformer, by <a href="geom-combination-editor.html">GeomCombination Editor</a> for each child, by the
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Mechanism Builder page, and by the Tool House cutter's upper beam.</p>
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<p>A page belongs in this folder when it documents one geometry kind's editor, or a switchboard that
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picks a kind and hosts that editor. The transformer switchboard lives beside the geometry kinds
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rather than under a route because it sits in the same Control-Tree slot pattern and is embedded by
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the same editors.</p>
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<p>Ordered the way the folder builds up: the primitive solids first, then the file-backed geometries,
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then the operators that wrap and combine them, and last the two switchboards that host all of them.</p>
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<h2 id="geometry-kinds">Geometry Kinds</h2>
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<table>
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<thead>
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<tr>
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<th>Page</th>
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<th>What it edits</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><a href="box3d-editor.html">Box3d Editor</a></td>
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<td>A 3D box defined by min/max coordinates</td>
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</tr>
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<tr>
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<td><a href="cylindroid-editor.html">Cylindroid Editor</a></td>
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<td>A cylindroid with radius values along the Z axis</td>
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</tr>
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<tr>
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<td><a href="extended-cylinder-editor.html">ExtendedCylinder Editor</a></td>
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<td>An <a class="xref" href="../../api/Hi.Geom.ExtendedCylinder.html">ExtendedCylinder</a> and its full length</td>
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</tr>
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<tr>
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<td><a href="stlfile-editor.html">StlFile Editor</a></td>
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<td>An <a class="xref" href="../../api/Hi.Geom.IStlSource.html">IStlSource</a> loaded from an STL file</td>
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</tr>
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<tr>
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<td><a href="meshed-geom-file-editor.html">MeshedGeomFile Editor</a></td>
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<td>A <a class="xref" href="../../api/Hi.Cbtr.CubeTreeFile.html">CubeTreeFile</a>, the pre-computed voxel cube tree; the kind picker and this page name it <code>MeshedGeomFile</code>, the code calls it <code>CubeTreeFile</code></td>
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</tr>
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<tr>
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<td><a href="transformation-geom-editor.html">TransformationGeom Editor</a></td>
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<td>An inner geometry plus the transformer that places it</td>
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</tr>
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<tr>
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<td><a href="geom-combination-editor.html">GeomCombination Editor</a></td>
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<td>Several geometries combined into one</td>
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</tr>
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</tbody>
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</table>
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<p>Every kind above is an ordinary entry in the same geometry kind map, and the switchboard resolves each
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one the same way. What separates them in practice is reach, not class: each host names the kinds its
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own model accepts, so <code>CubeTreeFile</code> reaches only the workpiece's raw-geometry picker, and
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<code>ExtendedCylinder</code> only the cutter's upper beam.</p>
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<h2 id="switchboards">Switchboards</h2>
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<table>
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<thead>
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<tr>
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<th>Page</th>
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<th>What it hosts</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><a href="geometry-editor.html">Geometry Editor</a></td>
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<td>The geometry kind picker and the picked kind's editor</td>
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</tr>
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<tr>
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<td><a href="transformer-panel.html">Transformer Select Panel</a></td>
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<td>The transformer kind picker and the picked kind's editor, over all seven transformer kinds</td>
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</tr>
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</tbody>
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</table>
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<h2 id="source-code-path">Source Code Path</h2>
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<p>See <a class="xref" href="../index.html">HiNC App Anatomy</a> for git repository links.</p>
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<p>The editors and the two switchboards:</p>
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<ul>
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<li><code>wwwroot-src/src/components/geom/</code> — the geometry editors, plus
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<code>wwwroot-src/src/components/geom/GeometryEditor.vue</code>, the geometry switchboard itself.</li>
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<li><code>wwwroot-src/src/components/topo/</code> — the transformer editors, plus
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<code>wwwroot-src/src/components/topo/TransformerSelectPanel.vue</code>.</li>
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<li><code>wwwroot-src/src/components/geom/geometryEditors.ts</code> and
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<code>wwwroot-src/src/components/topo/transformerEditors.ts</code> — the two kind → editor maps every host
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resolves an editor through.</li>
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</ul>
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<p>The Control-Tree glue that makes them reachable:</p>
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<ul>
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<li><code>wwwroot-src/src/components/controlTree/GeometrySlotPanel.vue</code> and
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<code>wwwroot-src/src/components/controlTree/TransformerSlotPanel.vue</code> — the two slot panels, each its
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switchboard in selector-only mode.</li>
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<li><code>wwwroot-src/src/components/controlTree/SoleEditorPanel.vue</code> — the kind node's panel, resolving the
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node's kind through both maps.</li>
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<li><code>wwwroot-src/src/components/controlTree/itemTypes.ts</code> — registers <code>Geometry</code> and <code>Transformer</code> as
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slot types; the five leaf geometry kinds and all seven transformer kinds against <code>SoleEditorPanel</code>;
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and <code>TransformationGeom</code> and <code>GeomCombination</code> against their own tree panels, which grow further
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slot children instead of one editor.</li>
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</ul>
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<p>The REST controllers, one per kind:</p>
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<ul>
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<li><code>Geom/Box3dController.cs</code>, <code>Geom/CylindroidController.cs</code>, <code>Geom/ExtendedCylinderController.cs</code>,
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<code>Geom/StlFileController.cs</code>, <code>Geom/CubeTreeFileController.cs</code>,
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<code>Geom/TransformationGeomController.cs</code>, <code>Geom/GeomCombinationController.cs</code>.</li>
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<li><code>Mech/Topo/StaticTranslationController.cs</code>, <code>Mech/Topo/StaticRotationController.cs</code>,
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<code>Mech/Topo/StaticFreeformController.cs</code>, <code>Mech/Topo/DynamicTranslationController.cs</code>,
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<code>Mech/Topo/DynamicRotationController.cs</code>, <code>Mech/Topo/GeneralTransformController.cs</code>,
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<code>Mech/Topo/NoTransformController.cs</code>.</li>
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</ul>
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</article>
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