---
name: gen-assembly
description: Generate a PartCAD assembly (an ASSY that composes parts with placement and/or mates) from a description, generating or reusing the component parts and validating the result with the PartCAD CLI. Use for /pc:gen-assembly or when the user asks to generate or create an assembly, mechanism, or multi-part product.
---

# pc:gen-assembly

Generate a PartCAD **assembly**: an `.assy` file that composes parts (and
sub-assemblies) into one product. The text after the command (`$ARGUMENTS`) is
the assembly description. *You* author both the ASSY and its component parts and
prove the whole thing **passes `pc test`**. There is no legacy `ai` assembly
pipeline — this capability is new.

## 1. Decompose

`$ARGUMENTS` is the description. Break it into components and the
spatial/mechanical relationships between them: which parts, how many of each, and
how they attach to or move relative to one another. Clarify only load-bearing
ambiguities.

## 2. Inventory or generate the parts

```sh
pc --no-ansi list parts          # what already exists to reuse
```

Reuse existing parts; generate any missing component with the `/pc:gen-part`
flow. Each part must pass `pc test` on its own before you compose it.

## 3. Author the ASSY

Scaffold (this creates the empty file and the `assemblies:` entry), then write
`<name>.assy`:

```sh
pc --no-ansi add assembly assy <name>.assy
```

An ASSY file is a tree of nodes under `links:` (reference: PartCAD "Assembly YAML"
docs, `docs/source/assy.rst`).

**Container — the top level, and any grouping node:**

```yaml
name: <optional>
description: <the description>
location: <optional [[x,y,z], [ax,ay,az], angle_deg]>
links:
  - <node>
  - <node>
```

**Part node** — places a part; use **exactly one** placement method:

```yaml
# explicit placement (translation, then rotation of angle_deg about the axis):
- part: <part-in-this-package  or  //package:part>
  name: <optional instance name>
  location: [[x, y, z], [ax, ay, az], angle_deg]
```

```yaml
# OR connect by ports (no interface mating):
- part: <...>
  connectPorts:
    with: <this part's port, if it has more than one>
    name: <target instance already in the assembly>
    to: <target port, if the target has more than one>
```

```yaml
# OR connect by interfaces (universal mating):
- part: <...>
  connect:
    with: <this part's interface, if more than one>
    name: <target instance already in the assembly>
    to: <target interface, if more than one compatible>
    # optional disambiguation: withInstance / withPort / toInstance / toPort
```

`location`, `connectPorts`, and `connect` are **mutually exclusive** — pick one
per node. `with` names the interface/port on the part being added; `to` names it
on the part already in the assembly.

Both `connectPorts` and `connect` also take two optional sections that describe
the connection rather than place it:

```yaml
- part: <...>
  connect:
    name: <target instance already in the assembly>
    comment: <free form context for a human or an LLM; never parsed>
    how:
      stage: <label; consecutive nodes sharing it are connected at the same time>
      pushForceMax: <force in N, default 5>
      pushDistance: <staging distance in mm; default 1.5x the part's length along the interface Z>
      turnDirection: <cw (default) or ccw>
      turnTorqueMax: <torque in N*m, default 0>
      threadStep: <lead in mm per full turn, default 0.00>
      holdWith: <interface(s) to hold the part being added by>
      holdWithInstance: <instance(s) of holdWith>
      holdWithForceMin/Max: <force in N to hold it with, default 3/7; holdWithForce sets both>
      holdTo: <interface(s) to hold the target by>
      holdToInstance: <instance(s) of holdTo>
      holdToForceMin/Max: <force in N to hold the target with, default 3/7; holdToForce sets both>
```

`pushDirection` is not a field: it is deduced from the interfaces (an
interface's +Z points into the object it belongs to, which is the way an
incoming part travels) and reported with the rest.

Everything that is **required** to perform the assembly must be codified in
`how` and the other fields — never only in `comment`, which no tool reads. The
`hold*` fields default to the `connect:` section of the part or assembly
definition in `partcad.yaml`:

```yaml
parts:
  <name>:
    type: step
    connect: # (optional) what this part contributes to every connection
      hold: <interface(s) to hold it by>
      holdInstance: <instance(s) of hold>
      holdForceMin/Max: <force in N; holdForce sets both>
```

`threadStep` defaults to the thread of the interfaces being connected, declared
once on the interface that introduces it:

```yaml
interfaces:
  m3:
    threadStep: 0.5   # inherited by every interface that inherits m3
    selfScrew: false  # true when it cuts its own thread instead of matching one
```

Two connected interfaces must agree on `threadStep` unless one declares
`selfScrew`. Run `pc test -a <name>` to check that: it fails an assembly whose
instructions contradict themselves — a mismatched thread, or a `*Min` above its
`*Max` — and passes one that takes every default.

**Sub-assembly node** — identical to a part node but with `assembly:` instead of
`part:`, and it may carry its own nested `links:`.

Prefer `connect`/`connectPorts` when the parts define interfaces/ports; otherwise
use explicit `location`. Work in millimeters and degrees.

**Do not guess the names** `with:`, `to:`, `withInstance:`, `toInstance:`,
`withPort:` and `toPort:` take. Ask each part what it has, and read the exact
spelling out of the log:

```sh
mkdir -p /tmp/pc-render                                  # -O needs the directory to exist
pc render -t png -O /tmp/pc-render --with-all <part>
```

That draws every port of the part with its name, and every interface instance
with a line out to the ports that belong to it — and lists all of them in the
log, under the `N port(s) drawn on the projection:` line, which is the list to
copy from. `pc info <part>` reports the same names as text.

Then mark the assembly **not manufacturable** in `partcad.yaml` (it is generated,
not a catalog item) so `pc test` passes:

```yaml
assemblies:
  <name>:
    type: assy
    path: <name>.assy
    manufacturable: false
```

Do not add a `manufacturing:` section: `assy` is the only method an assembly has
and it comes with the type. (`additive`/`subtractive`/`forming`/`sheet_metal`
are ways of making a *part* and mean nothing here.) Marking it manufacturable
instead makes `pc test` require that every part in it can be bought or made from
a declared supplier — only do that when that is true.

## 4. Group what repeats into sub-assemblies

An assembly of any size repeats itself, and a flat file hides that: a reader
cannot see that four of those brackets are the same bracket, PartCAD builds each
one from nothing, and the instruction book walks through the same six steps four
times.

So once the parts are in the right places, look at what recurs and give each
recurring group a name of its own. Name them `<product>/<piece>` — an object
whose name has a `/` in it is written into that sub-directory, so the pieces sit
together beside the thing they belong to.

```yaml
assemblies:
  gearbox/idler-stage:
    type: assy
    desc: One idler on its shaft, with the bearing either side
```

Three things follow from it, and they are the reason to do it rather than a
tidiness argument:

* **It is built once.** Every further use is a cache hit, and a change inside
  one piece rebuilds that piece rather than the product.
* **It is an object in its own right**, so it can be rendered, tested and
  inspected alone — which matters most when the whole product is too big or too
  slow to render at all.
* **The instruction book documents it once**, and says how many to make.

Judge the split by what the design actually repeats, not by carving the model
into even parts. A group that occurs once is not a piece; a group that occurs
eight times is, even if it is three parts.

**Check the arithmetic**: the parts in each piece, multiplied by how many times
the piece is used, plus whatever is left loose, has to come to what you started
with. It is the cheapest test there is and it catches a piece that quietly
gained or lost a part.

## 5. Replace the coordinates with connections

A part placed by `location:` is a part nothing holds up. The file says where it
ended up, not what puts it there — so nothing can check it, an instruction book
can only say "at (144, 9.6, 0)", and moving anything means recomputing
everything downstream by hand. A part joined through its ports says the thing
that is true: *this* feature of it meets *that* feature of what it sits on, and
PartCAD works out the coordinates.

Convert in this order, and verify after each step (§6).

### Find the pairs by where the ports are

Two ports are a joint when they are at the same point. That is the whole test,
and it is the same test whatever the parts are:

* Compute every port of the part in the pose it is already in.
* Compute every port of the parts already placed.
* A pair at the same point, within a tolerance that reflects how the
  coordinates were written, is a joint.

**Do not derive port names from a part's name or its nominal grid.** A part
whose name says it is 2 by 2 may carry four ports on one face and one on the
other; a part with a hollow middle has ports round its rim and none inside.
Naming conventions are a convenience, not a contract — ask the part where its
ports are (`pc info <part>`, or read `implements:` out of its configuration) and
match on position.

### Grow the order; do not follow the construction order

A joint may only name a node placed before it, so the order the nodes are
written in decides how many of them can be joined at all. Written in the order
the thing is physically built, a whole first layer has nothing beneath it and
all of it stays on coordinates.

It does not have to be written that way. A part joins to what is under it *or*
to what is over it, and the second breaks the deadlock: place one part of the
first layer, add the part above that bridges it to its neighbour, and the
neighbour then joins upward into that bridge. So grow the order — take whatever
can be joined to what is already down, and only when nothing can, place another
part by coordinates and carry on. Break ties by the original order, so a piece
that needs no help still reads the way it was written.

### The first node needs no location at all

Neither coordinates nor a joint: it *is* the assembly's origin, and where that
goes is for whatever places the assembly to decide. Saying it twice is how the
two come to disagree.

That moves the assembly's frame onto that node, so **whatever places the
assembly has to take up the difference** — by the offset the node used to sit
at, turned the way the assembly is turned. An assembly whose parts are all
placed against one shared grid is the exception: leaving its first node's
coordinates out moves that node and nothing else.

### A turn is a difference, not an orientation

When a part is joined to one that lies a different way, the joint carries the
difference between the two — not how either of them lies on its own. A part
turned a quarter turn, sitting on another turned the same quarter turn, is not
turned relative to what it sits on and the joint needs no turn at all.

Getting this backwards is the most expensive mistake in the conversion, because
the result still *builds*: the part lands one feature away, which looks like a
near miss rather than a wrong rule.

Where a joint does need a turn, prefer a port pair that does not: parts usually
meet over several features, and a pair that lies square avoids the question
entirely. Take the turned pair only when it is the only one.

### Let sub-assemblies join each other

A port inside a sub-assembly is the sub-assembly's own business until it says
otherwise. `map:` is how it says otherwise — a name of its choosing against the
node inside it, the interface that node implements, and the instance:

```yaml
assemblies:
  gearbox/idler-stage:
    type: assy
    map:
      shaft-out: [bearing-b, //pub/std/bearing:bore, outer]
```

The interface is not renamed — it is a contract — but the instance name is the
piece's to pick. The parent then connects to `shaft-out` like any other port.
The map does not reach inside a sub-assembly of a sub-assembly: that one
externalizes what it wants seen, and this one maps *that*. A boundary is crossed
one object at a time, which is what keeps a piece free to be rearranged inside
without breaking what connects to it.

Note that a sub-assembly is joined through a port of a *part* inside it, and
that part may lie differently from the sub-assembly itself — in which case the
joint turns the whole piece by the difference. The rule above applies unchanged;
it is just easier to miss one level up.

### When a part has no port where the joint is

Leave it on coordinates and say why. A joint through an interface a part has not
got is not a joint, and one through a port in the wrong place is a joint that
lies — it will place something silently wrong, which is worse than coordinates
that are merely silent.

Then fix it where it belongs: a part missing a mating feature it really has is a
gap in the package that serves the part, not something to work around in the
assembly. Report it or fix it there, and the assembly gets shorter for free.

A part that is a standard part under a name of its own (an `enrich`, such as a
leg cut from a post) has the standard part's ports. Where the joint is *near*
one of them rather than on it, give it a name of the leg's own with `map:`
instead of declaring a new port by coordinates: `{port: <its port>, moveX: ...,
turnZ: ...}`, in the frame of that port, written in terms of the enrich's `with`
values where it depends on them (`"%length * 25.4%"`). See "New names for what
an object has" in the configuration docs.

### Do not predict a mate; try it

Where a joint comes out wrong and the geometry says it should not, stop
reasoning about the kernel's mate arithmetic and ask it. Build a throwaway
assembly holding every hypothesis — each candidate port of the part, against
each candidate port of the target, at each candidate turn — beside the same part
placed by the coordinates you are trying to reproduce. Instantiate it once and
read back where everything landed. Whatever matches the reference is the answer.

It costs one instantiation and it is not a guess. Two of the conversions this
guidance came from were settled this way after several rounds of plausible
reasoning had each produced a different wrong answer.

## 6. Validate, render it from several angles, iterate

```sh
pc --no-ansi test -a <name>          # build gate: geometry instantiates
```

### Prove each step changed nothing

Grouping into pieces and replacing coordinates with joints are both supposed to
leave the product exactly as it was. Neither announces it when they do not: the
assembly still builds, still renders, and a part one feature out of place looks
like the design.

So compare, rather than look. Instantiate the assembly before and after, walk it
down to the parts, and check every part is the same part at the same place. No
CLI command prints that — `pc info -a` gives the configuration, the ports and a
hash of the source, which changes when the file is rewritten however little the
geometry moved — so walk the tree yourself:

```python
import asyncio, json, sys
import partcad as pc

ctx = pc.init(".")
assembly = ctx.get_assembly("//<package>:<name>")
asyncio.run(assembly.do_instantiate())

out = []
def walk(node):
    for child in node.children:
        item = child.item
        asyncio.run(item.do_instantiate())          # a sub-assembly is lazy
        if getattr(item, "children", None):
            walk(item)                              # compose the transform here
        else:
            out.append([item.name, child.location])
json.dump(out, open(sys.argv[1], "w"), default=str)
```

Run it against the tree before the change and after it, and diff the two.

A render is not the check. Two drawings of an assembly with one part moved are
nearly identical pictures, and anti-aliasing alone will differ between two runs
that are geometrically the same — so a pixel diff answers a question you did not
ask. Compare the placements.

Two cautions from doing this badly:

* **Compare in world coordinates once a frame has moved.** Dropping the first
  node's location moves the assembly's own frame, so every part inside it
  "differs" while the product is untouched. Compose the transforms down through
  the tree — rotations included — and compare where each part ends up in the
  end.
* **Compare as a multiset, not pairwise.** Sorted lists of *(part, position)*
  shift wholesale when one entry changes, so a single misplaced part reads as
  dozens of differences and buries what actually moved.

Expect zero. A conversion that moves one part has a bug, not a rounding
difference.

That gate passes for an assembly whose parts are all in the wrong place, so the
design is decided by looking at it — and one picture cannot decide it. An
assembly is judged on *where* its components are, and position along the viewing
direction is precisely what a projection collapses: a part offset into the
screen, mirrored, or turned a quarter turn sits perfectly in the one view that
hides the error. Render **four** — `front`, `top` and `right` to place things in
all three axes, `iso` to see the product whole. A rendered file is named after
the object, so give each view a directory of its own or they overwrite each
other:

```sh
for view in front top right iso; do
  mkdir -p /tmp/pc-render/$view                     # -O expects it to exist
  pc --no-ansi render -a -t png --view $view -O /tmp/pc-render/$view <name>
done
```

Each view directory gets `<name>.png` plus one file per sub-assembly, since a
sub-assembly is an object in its own right. View all four of `<name>.png` — and
the sub-assemblies' own views when a nesting is what went wrong — and check
against the decomposition from §1:

- every component is there, as many times as it should be, and nothing else is;
- each one is where it belongs in all three axes — a placement is only confirmed
  by two views that share no viewing direction;
- each one is oriented as it belongs, including where a symmetric part hides it:
  a flipped bracket reads the same from the front and differs from the top;
- nothing interpenetrates that should not, and nothing floats where it should
  seat — a gap and a contact look alike from the front and separate from the side.

Add `back`, `left` or `bottom` when a component stays hidden behind another in
all four, and `--viewport-origin X,Y,Z` / `--viewport-up X,Y,Z` to look along a
joint no named view shows. `/pc:render` covers these options in full.

Where a component is in the wrong place and the ASSY uses `connect:` rather
than `location:`, the views tell you *that* it is wrong; the next section tells
you *why*.

### When a connection comes out wrong

A part in the wrong place tells you *that* a `connect:` is wrong, not *why* —
ports and interfaces are not geometry, so nothing about them is on the plain
render. Draw them:

```sh
mkdir -p /tmp/pc-render/ports
# Every port of every part. Add --with-interfaces for each interface joined to
# its ports, or --with-all for both.
pc --no-ansi render -a -t png --view iso -O /tmp/pc-render/ports --with-ports <name>
```

These write `<name>.png` like any other render, so an overlay needs a directory
of its own or it lands on top of the plain views from above — and `--no-ansi`
because the port names are reported on stderr, which is half of what makes the
picture readable.

On an assembly these walk everything inside it and place each child's ports
where the assembly put the child, so both ends of a connection are on one
picture. Each port is a coordinate frame whose **long arrow is `+Z`** — the
direction a part travels along when it is connected through that port — and each
is named `<part-instance>:<port>`.

Being a frame rather than geometry does not exempt it from what §4 is about: one
projection still collapses the axis a port is offset along, so two frames a
millimetre apart along the line of sight are drawn one on top of the other. When
the `iso` view leaves that ambiguous, render the overlay from the same four
views the geometry was checked from.

Read the picture:

- **Connected as intended**: the two frames coincide and their `+Z` arrows point
  in **opposite** directions.
- **A fixed gap between the two frames**: the connection resolved, but one of
  the parts places that port wrong. Fix the part's `implements:`, not the ASSY —
  and use `/pc:add-interfaces` for that.
- **Frames coincide but the part is rotated**: the ports met and the roll (their
  `X` axes) is what disagrees, or the wrong instance of a symmetric interface was
  picked. Pin it with `withInstance:`/`toInstance:`.
- **The part did not move at all**: the `connect:` named something that does not
  exist or is ambiguous. The log lists every port drawn, with its exact name —
  compare it against what the ASSY says.
- **Two parts connected through the wrong pair**: `--with-interfaces` shows
  which ports each interface instance owns, which is what a `connect:` selects
  by. If a bolt pattern shows up as four separate instances rather than one with
  four ports, the interface is declared wrong.

Iterate on the `--with-ports` render, not the plain one, for as long as a
connection is the thing being fixed. A part whose own port is in the wrong place
is fixed in the part, not in the ASSY — render that part on its own with
`--with-all` (`/pc:add-interfaces` covers reading it) before touching the
assembly that uses it.

Then adjust the placements or mates, re-test, and re-render. Iterate until every
view matches. `pc ide view -a <name>` gives an interactive view.

## 7. Finalize

Summarize the structure — parts, sub-assemblies, key placements — and how to view
it (`pc ide view -a <name>`, or `pc render -a -t png --with-all <name>` for a
picture with the connection metadata on it).

Say what is still placed by coordinates and why, one reason per case. "The rest
use `location:`" tells the next reader nothing; "these four sit where nothing
below them carries a port, and that part's package declares none on that face"
tells them where to look and what would remove it. An assembly that is honest
about its remaining coordinates is one somebody can finish.

For an assembly whose connections are worth keeping a picture of, declare the
drawing as a file type so `pc render` keeps it up to date along with everything
else:

```yaml
assemblies:
  <name>:
    render:
      svg-with-ports:
        package: //builtin/render
        path: render_svg.py
        extension: ports.svg
        with_ports: true
```

`examples/feature_interface` does this for a part and for the assembly it
belongs to.
