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<h1 id="fixture">Fixture</h1>
<p>The fixture is what clamps the workpiece onto the machine table. Setting one up is three things:
having a fixture on the project at all, giving it a geometry, and placing that geometry between the
table and the workpiece.</p>
<h2 id="where-it-is">Where it is</h2>
<p>The General Setup page, at <code>/general-setup</code>, reached from the menu bar's <strong>Page</strong> dropdown. Select
the <strong>Fixture</strong> branch of the Control Tree (<code>/general-setup?tree=equipment/fixture</code>); it sits with
the other equipment items, between Coolant and Workpiece. The selected node's editor opens below the
tree in the same dock, and the canvas beside them draws the fixture with the rest of the scene.</p>
<p>The branch root selected on a demo project, at <code>/general-setup?tree=equipment/fixture</code>. The panel
under the tree is a summary rather than an editor: the <strong>Object Management</strong> (<code>⋮</code>) button, a
<strong>Geometry type</strong> badge naming the kind in the slot — here <code>TransformationGeom</code> — and the caption
saying that the geometry and the two anchor transformers are edited through the child items. Both
of those children, <strong>Geometry</strong> and <strong>Anchor</strong>, carry expand arrows of their own.</p>
<p><img src="fixture-img/fixture-branch.en.png" alt="The Fixture branch of the Control Tree selected on the General Setup page, its panel showing the Object Management button, a Geometry type badge reading TransformationGeom and a caption pointing at the child items, with Geometry and Anchor listed as its children"></p>
<h2 id="the-fixture-a-project-carries">The fixture a project carries</h2>
<p>A new project is created with a fixture already on it, its geometry slot pre-filled with a
<code>TransformationGeom</code>, so the branch is normally populated the moment a project is open. A project
may also legitimately carry no fixture: the root then has no children under it, the Object
Management button is greyed out, and the caption reads <em>No fixture available. Open or create a
project first.</em> That is a valid setup rather than a broken one — with no fixture the workpiece is
assembled onto the machine directly, anchored on its table buckle, one of the four named anchors the
scene is assembled at (<a class="xref" href="../../technique/mechanism/assembly-anchors.html">Assembly Anchors</a>); the two transforms below
then play no part.</p>
<p>The root panel's <strong>Object Management</strong> button is the fixture's file surface, available only once the
project has a fixture. <strong>Load</strong> installs a <code>.Fixture</code> or <code>.xml</code> file picked from the server in
place of the current one — re-attaching the table and workpiece buckles, rebuilding the branch and
confirming with a <em>Fixture replaced</em> notice. <strong>Save As</strong> writes the current fixture out, offered as
<code>Fixture.xml</code> in the project directory; <strong>Copy</strong> / <strong>Paste</strong> carry it as XML; <strong>XML Mode</strong> edits
that XML directly, its <strong>Apply</strong> installing the result exactly as a Load does.</p>
<h2 id="giving-it-a-geometry">Giving it a geometry</h2>
<p>Select <strong>Geometry</strong> (<code>equipment/fixture/geometry</code>). Its own panel is the kind picker alone, labelled
<strong>Geometry type</strong>, with <strong>None (unset)</strong> to clear the slot; the picked kind's editor opens as the
node beneath it, and the root panel badges whichever kind is in the slot. A fixture geometry must be
able to produce an STL, so the voxel meshed-geometry kind offered on the Workpiece branch is absent.</p>
<table>
<thead>
<tr>
<th>Kind</th>
<th>Pick it for</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Box3d</code></td>
<td>A plate, a block, a vice body — anything box-shaped.</td>
</tr>
<tr>
<td><code>Cylindroid</code></td>
<td>A solid of revolution given as Z–R pairs: a round chuck, a spacer.</td>
</tr>
<tr>
<td><code>StlFile</code></td>
<td>A mesh exported from CAD, for a fixture worth drawing accurately.</td>
</tr>
<tr>
<td><code>TransformationGeom</code></td>
<td>Another geometry with a transform in front of it — what a new project starts with.</td>
</tr>
<tr>
<td><code>GeomCombination</code></td>
<td>Several of the above assembled into one fixture.</td>
</tr>
</tbody>
</table>
<h2 id="placing-it">Placing it</h2>
<p>Two transform nodes hang from the branch's <strong>Anchor</strong> group, each a kind picker labelled
<strong>Transformer type</strong> over the picked kind's editor.</p>
<table>
<thead>
<tr>
<th>Node</th>
<th>What it sets</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Geom To Workpiece</strong> (<code>equipment/fixture/geom-to-workpiece</code>)</td>
<td>Where the workpiece attaches — the workpiece buckle — relative to the fixture geometry.</td>
</tr>
<tr>
<td><strong>Geom To Table</strong> (<code>equipment/fixture/geom-to-table</code>)</td>
<td>Pins the fixture geometry onto the machine's table buckle.</td>
</tr>
</tbody>
</table>
<p>What an anchor is, and the order to fill these in, are <a href="anchor.html">Anchor</a>. To check the result, the
<strong>Scene</strong> dropdown in the toolbar above the canvas carries <strong>Fixture Rendering Mode</strong> and the
<strong>Fixture Geometry Anchor</strong>, <strong>Workpiece Buckle</strong> and <strong>Table Buckle</strong> overlays.</p>
<h2 id="see-also">See Also</h2>
<ul>
<li><a href="anchor.html">Anchor</a> — what the two transform nodes above are for, and the order to place them in</li>
<li><a href="workpiece.html">Workpiece</a> — the part this fixture holds, and its own geometry and material</li>
<li><a href="machine-tool.html">Machine Tool</a> — the chain carrying the table buckle the fixture is pinned to</li>
<li><a href="program-zero-alignment.html">Program Zero Alignment</a> — the task that moves this fixture's Geom To Table transform when the part has to be placed on a recorded work offset</li>
<li><a href="index.html">Setup</a> — the rest of the pre-simulation configuration</li>
</ul>
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