Boundary condition, load and interaction symbols are wireframes (thin lines,
no shaded cones), so they never hide the mesh or a contour plot:
- a crossed wire triangle per constrained translation, tip on the node,
coming from outside the part where the set's faces say which side that is;
a held rotation adds a smaller triangle behind it (the double mark); fixed
shows all three axes, a symmetry plane only its normal;
- forces as open-headed arrows ending on the node, as long as four support
units at one place and 2.5 over a set, so loads and supports stay in
proportion (#78); moments as an axis line and a right-handed curved arrow
(#79); contact and tie surfaces as small squares on their faces;
- a constant size on screen at any zoom (#80): the symbol unit is the size
setting (View > Symbol size, `ui.set {symbol_size}`, 14 pt by default)
times the model length a pixel spans, rounded to a quarter of a doubling;
- spread evenly on a grid a few symbol units across, so their density follows
the screen, never more than 400 per definition;
- a layer of their own on the desktop (GPU and CPU): zooming rebuilds and
uploads the symbols only, never the mesh's scene; framing leaves them out;
- colour per kind from the theme's tokens (a new contact colour), and the
definition selected in the browser drawn in the selection colour, wider;
- depth-tested against the model with the line bias that keeps them on their
own surface; a load at a reference point or a single node and a reference
point's cross are drawn over the part (#78).
Headless pictures (MCP screenshot, `ui.render`) frame the camera first and
draw the symbols at the default size for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
A click in the viewport picks what is under the pointer through the
selection filter (the selection bar, top centre): geometry faces, edges,
vertices and bodies, or mesh nodes, element faces and elements. Shift
adds, Cmd/Ctrl adds or removes, a click on nothing clears, Escape
clears; with Box on, a left drag selects the visible nodes, element
faces or elements inside the box. What a click would pick is
highlighted under the pointer with its name beside it.
The selection is kept in the model's persistent terms: geometry by name
(GeometryRef, named through the mesh's geometry tags or the drawn
bodies' face names), so it survives a remesh, and the mesh by label
(labels the model loses drop out). It reads as a set's members.
Picking runs on the CPU against the triangles both renderers draw. The
selection and the hover are drawn as an overlay in the theme's new
pick_selected and pick_hover colours (light and dark), outlined; the GPU
draws it as a second small layer, so a hover change uploads only that.
Command forms that apply to part of the model (sets, boundary
conditions, loads, sections, couplings) get a Target row whose Use
selection fills the members, or makes a set of the selection and names
it. A right click offers Create set from selection.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
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
* render: display data from the FE model, orbit camera and CPU rasterizer
modelcraft-render (L1, no GPU): DisplayMesh (the unshared faces of solid
elements, shells, element edges, line elements, nodes), the orbit camera
and a CPU rasterizer with PNG output for headless snapshots, adapted from
SolidCraft's render crate. Workspace: egui/eframe/egui-wgpu 0.36 and
SolidCraft's patched egui-wgpu from the pinned rev.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
* engine: sample model script (a hex8 block and a tet4 cube)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
* Desktop app: egui/wgpu viewport, model tree, commands, status bar, control channel
modelcraft-ui-egui (L5): ModelApp over the engine Session; GPU viewport
(lit faces, element edges, nodes) with a CPU fallback; orbit/pan/zoom,
standard views and fit; model tree; commands panel generated from the
registry with a JSON parameter form; status bar; control request
handling (engine.*, ui.*, ui.screenshot, ui.render). apps/modelcraft:
eframe window, --sample, --control PORT loopback JSON-lines server.
Adapted from SolidCraft's ui-egui and app.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
* THIRD-PARTY-LICENSES: the desktop app's dependencies
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
* docs: control protocol, desktop app in architecture, roadmap and attribution
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
* render: simplify the display mesh (sorted face keys over maps, no unused fields)
Interior faces are found by sorting fixed-size face keys instead of a BTreeMap of Vecs, edges
are deduplicated by sort, and each element's corners are looked up once. Drops the unused
`element` fields on DisplayTri/DisplayLine, the unused Mat4::IDENTITY and corner_count, and
hoists the line colour out of the raster loop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
* viewport: split GPU geometry into batches within the buffer limit; refuse oversized CPU renders
A mesh with a few million boundary triangles made one vertex buffer larger than the device's
max_buffer_size (256 MiB under the limits eframe requests), and wgpu's default error handler
panicked. Geometry is now uploaded in batches of whole primitives, each at most 128 MiB and the
device limit, and all are drawn. A device error handler logs errors and shows them in the status
bar instead of panicking.
The CPU renderer refuses sizes over 8192 per side or 16 MP, and scenes over 20 million
primitives, with an error, and allocates its buffers fallibly. ui.render reports a size out of
range instead of clamping it; the CPU viewport fits a large window into the limit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
---------
Co-authored-by: jyviko <2501648+jyviko@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>