使用方法
- 复制安装命令,在自己的智能体环境安装前先检查源码包。
- 从原始文档核对所需工具、凭据和支持的宿主。
- 说明输入材料与期望交付物,并对照来源检查输出。
npx skills add https://github.com/autodesk-platform-services/open-architecture-standards-2d-floor-plans --skill oas-geometry开始前需了解
- 安装不包含模型订阅、API 额度或访问文件的权限。
- 仓库星数和安装量反映活跃情况,不等于独立质量或安全测试。
按源仓库内容呈现,保留标题、案例、代码、表格、链接以及原文引用的演示图片。
OAS Geometry
When to use
Use this skill whenever the task touches coordinates, curves, polygon validity, units, or angular conventions. This is the largest section of the spec, so load it early when you suspect a geometry bug (integer-mm violations, polygon not closing, arc winding wrong). If the work is about which entity owns the geometry (room vs. wall etc.), prefer oas-core or oas-layout.
Key types
Point—{ x, y }in integer mm (optionallyzfor railings on stairs)Polygon— orderedpointsarray plus explicit"closed": true;closed: falseis allowed for open paths (e.g. railings)LineSegment— straight edge fromstarttoendArc— circular arc withcenter,radius_mm,start_angle_deg,end_angle_degCircle— full circle (center,radius_mm)Spiral/Fillet— specialty curves used for stairs and corners
Critical rules
- No decimals in coordinates. Every
x,y,z, radius, length is integer millimeters. The single exception isarea_m2, which is a derived decimal value in square meters. - Polygons must declare `"closed": true` explicitly. A polygon without this flag is not closed by convention — don't rely on the last point matching the first.
- Consistent winding. Point order must be uniformly clockwise or counterclockwise; do not mix. Positive rotation is counterclockwise.
- Arc sweep is CCW from `start_angle_deg` to `end_angle_deg`. If you want a clockwise visual arc, swap start/end — do not negate angles.
- Units are global.
units.lengthis"mm"andunits.angleis"deg"for the whole document; do not introduce per-entity unit overrides.
Full schema
See docs/geometry.md for the complete reference, including arc parameterization, spiral construction, and fillet rules.
Related skills
oas-coreandoas-layout— consumers of these geometric primitivesoas-render— for how these primitives map onto screen coordinates (Y typically inverts)




