forked from 1b-agent/fieldcraft-upstream
Rename the project to FieldCraft
Crates fieldcraft-*, binaries fieldcraft and fieldcraft-cli, the .fieldcraft file (format tag fieldcraft/1, manifest fieldcraft.json), FIELDCRAFT_* environment variables, the MCP server name, egui widget ids (fc_*), the app icon document FieldCraft.icon and its generated family, docs and licences. No compatibility shim: no files of the earlier name exist. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
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@@ -1,6 +1,6 @@
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[package]
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name = "modelcraft-render"
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description = "ModelCraft display data: the visible faces, edges and nodes of a finite element model, an orbit camera, and a CPU rasterizer for headless snapshots (no GPU dependency)"
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name = "fieldcraft-render"
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description = "FieldCraft display data: the visible faces, edges and nodes of a finite element model, an orbit camera, and a CPU rasterizer for headless snapshots (no GPU dependency)"
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version.workspace = true
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edition.workspace = true
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license.workspace = true
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@@ -9,7 +9,7 @@ license.workspace = true
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workspace = true
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[dependencies]
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modelcraft-model = { workspace = true }
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fieldcraft-model = { workspace = true }
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serde = { workspace = true }
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png = { workspace = true }
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@@ -12,7 +12,7 @@
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//!
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//! The output is deterministic: elements come out in label order, edges sorted.
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use modelcraft_model::{ElementKind, Model};
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use fieldcraft_model::{ElementKind, Model};
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use crate::{Aabb3, Vec3};
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@@ -1,4 +1,4 @@
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//! Display data for ModelCraft, with no GPU dependency: what a finite element model looks like
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//! Display data for FieldCraft, with no GPU dependency: what a finite element model looks like
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//! on screen ([`DisplayMesh`]: the visible faces, element edges, line elements and nodes), an
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//! orbit camera with perspective or orthographic projection, and a CPU rasterizer for headless
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//! snapshots. The desktop viewport draws the same [`Scene`] on the GPU.
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