Commit Graph
19 Commits
Author SHA1 Message Date
jyvikoandClaude Opus 5.5 030799dfc8 ui: draw size controls in the viewport, pick their faces (#435)
Faces and bodies under a size control are tinted, a box drawn as its
edges and a sphere as a translucent ball, each labelled with its name
and size. The Local Size form takes the selected faces.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-16 17:08:27 -04:00
jyvikoandClaude Opus 5.5 78b8fc8d6c engine: one scene builder for the window and headless pictures
engine::view::build (Style, Show, Palette) is the viewport's builder,
moved from ui-egui; ui-egui maps theme::Tokens onto a Palette and calls
it. Palette::LIGHT now equals the light theme's tokens. Test: the app's
scene and engine::view::frame's are identical for the same session.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-16 08:29:38 -04:00
jyvikoandClaude Opus 5.5 94fdbf0fca engine, ui: mesh.node.relax and relaxation fields, Relax Nodes tool with sphere and preview (#398)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-15 14:40:00 -04:00
jyvikoandClaude Opus 5.5 587cbc3b01 ui: seed ticks show where the mesh has another number of divisions (#342, #371)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-15 10:17:28 -04:00
jyvikoandClaude Opus 5.5 a09e3c856b ui: pick vertices, points and cells from the viewport
- Select: Vertices picks the design's B-rep vertices (meshed or not), and
  a selected vertex is marked (#346).
- Use selection on Datum Point (vertex, edge, face, or a hole's centre)
  and Reference Point (geometry.centre: a hole's centre, a vertex, nodes)
  (#346, #351).
- Partitioned Mesh: Use selection takes the picked bodies as cells; the
  cell list has All, None and Invert; hovering a cell's row (or its method
  row) highlights the cell in the viewport (#344).
- Rigid Wall's form takes its set from the selection; the Interactions
  branch lists the explicit steps' rigid walls, each opening its step
  (#350).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-15 09:27:39 -04:00
jyvikoandClaude Opus 5.5 4ee855bb27 ui: jobs with progress, refusals listed, datum preview, form filters and defaults
- A solve or a mesher runs as a job with one progress mechanism: the overlay
  shows the step, stage, count and elapsed time with a bar when bounded, OK
  waits while it runs, and the status sums it up (elements, smallest angle,
  time) (#322, #357).
- Over the control channel such a command is a job too: answered when it
  ends however long it runs, or at once with wait: false, then job.status,
  job.wait, job.cancel; ui.inspect gives job; MCP waits for it (#367).
- A command that cannot run yet lists what it misses in the context panel,
  each with a button to the command that provides it (#323).
- A cancelled or refused solve stays in its workspace (#324, test).
- A mesher form starts from the parameters of the mesh it would replace (#343).
- Seed Edges and edge/vertex/face datum points switch the selection filter
  while open and restore it (#341).
- Datum forms draw the datum live, the Partition form shows its datum, and
  new datums and partitions get the next free name (#347).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-15 09:14:34 -04:00
jyvikoandClaude Opus 5.5 dddb2d0584 Datums: drawn at the model's extent, never framed, the selected one shown
A datum plane is drawn as the model's extent within it (where it cuts the
model's box, in the plane's axes) plus a 5 % margin, a datum axis along the
model's extent plus the margin, instead of squares 1.2 diagonals wide.
Fit, Home, the standard views and headless pictures frame the model
without the datums (they stay inside the clipping radius). The datum
selected in the browser is drawn highlighted and on top, even when hidden.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-15 01:01:43 -04:00
jyvikoandClaude Opus 5.5 08f669acad Browser and viewport: item menu, per-item eyes, Delete key with confirmation
Right-click on any browser item (body, surface, datum, partition, set,
material, section, step, boundary condition, load, reference point,
coupling, contact, fluid domain) opens its menu: Edit…, Hide/Show,
Isolate, Show All, Active in step (boundary conditions and loads) and
Delete…. A right click on a datum or a partition's cut face in the
viewport opens the same menu. Each item the viewport draws on its own
has an eye; hidden items are neither drawn nor picked. Datums and
partitions are selectable with properties. Delete… and the Delete key
ask first (the prompt lists what uses the item: a datum's partitions
are deleted with it, other definitions in use are refused); ui.prompt
answers it. Every entry runs the same command as the ribbon and forms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-14 23:51:01 -04:00
jyvikoandClaude Opus 5.5 d7ec7f486a View state: hide, show and isolate viewport items, saved with the model
view.hide, view.show, view.isolate and view.show_all change which
bodies, surfaces, datums, boundary conditions, loads, reference points
and couplings the viewport draws. The hidden items are view state: the
manifest's `view` keeps them, a change marks the model unsaved, but it
is neither journalled nor undone and leaves results current. Items that
go away are forgotten. Headless pictures leave hidden items out; the
glyph builders take a filter. Tools > View > Show All claims the
commands.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-14 23:51:01 -04:00
jyvikoandClaude Opus 5.5 52c12e2ad7 Setup symbols: wireframe glyphs per held degree of freedom, a constant size on screen
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
2026-10-14 23:14:40 -04:00
jyvikoandClaude Opus 5.5 a0f48c7207 render: quadratic elements draw through their mid-side nodes; geometry edges over the mesh follow it
Zoomed in on the hex20 crank arm, the element edges and the shaded faces
did not meet (#260). The mesh is conforming; the display drew each hex20
face and edge as straight chords between corners while the mid-side
nodes lie on the curved surface (up to 0.44 mm off the chord at 3 mm),
and drew the geometry's face boundaries from the design tessellation,
off both.

Now a quadratic face is cut into triangles whose vertices are its
corners and mid-side nodes, each edge is drawn as its two halves, and
over the mesh the geometry's edges (and a hovered design edge) are drawn
as the element edges on geometry edges (`DisplayEdge::feature`), so
faces, edges, feature lines and the highlight share their vertices.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-14 22:13:15 -04:00
jyvikoandClaude Opus 5.5 8df4ea040c UI: seeds as ticks along their edges, Mesh › Seeds, and seeding the selection
A seed draws a tick at each node it puts on its edge, so a bias shows as ticks
crowding toward an end. The browser lists the seeds under Mesh; a click
selects the seeded edge. The Seed Edges form takes the selected edges with
Use selection. The toolbar entry is ready (its icon renamed with it).

Part of #230.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-14 20:58:17 -04:00
jyvikoandClaude Opus 5.5 f6d227d8cb UI: datum planes and axes in the viewport, datums and partitions in the browser
Datum planes draw as a hatched square around the model, axes as a line through
it, each with its name, in the desktop viewport and the headless render. The
browser's Geometry node lists the datums and the partitions with the datum
each cuts by.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
2026-10-14 19:37:37 -04:00
jyvikoandClaude Opus 5.5 98d2f55407 render: the bodies of a design with several in their own colours
Geometry triangles remember their surface (body); the viewport and the
headless pictures draw each body of a multi-body design, such as the
cells of a partitioned part, in its own colour from the theme (eight in
turn), and a single body in the geometry colour as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
2026-10-14 04:56:46 -04:00
jyvikoandClaude Opus 5.5 5665cc3d8c ui: the viewport draws the analysis setup's symbols, with toggles
The setup's symbols (fieldcraft_render::glyphs) are built with the display
data and drawn over the model in every style, at the drawn nodes (a results
plot's deformed shape), muted over results; the clipping radius holds them.
Theme tokens give their colours in light and dark. The browser's Loads & BCs
and Interactions rows get eye toggles (ui.set show_loads, show_interactions),
also in the view menu. The GPU viewport draws reference point names with the
interface's font; the bottom left says which definitions are sampled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
2026-10-14 00:34:33 -04:00
jyvikoandClaude Opus 5.5 d5bd74570f 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
2026-10-13 23:51:40 -04:00
bf325bb234 Craft-family shell, native file dialogs, samples and one-click Solve (#46)
* Native file pickers, background opening, drag and drop and recent files

Open (models, SolidCraft designs and tagged meshes in one picker), Save, Save As, Write
Deck and Recover go through the host's file pickers (rfd in the desktop app, injected as
Services so the UI crate stays portable and tests answer them). Files open on a copy of the
session in a worker thread and replace it only on success; files dropped on the window or
named on the command line open the same way. A recent-files list, an unsaved-changes prompt,
Cmd/Ctrl+O/S/Shift+S. Programmatic calls never open a picker: ui.start opens the form.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Samples and one-click Solve: results reachable from the window

file.sample {name} opens a ready-to-run sample (the two parts, the cantilever with static and
frequency steps, the bar impact) in place of the model; solve.run solves every step in order.
Help > Samples, the empty viewport's start screen and the Tools > Samples entry open them
(asking first over unsaved changes); Solve runs in the background like a file opening and the
Results tab comes up. --sample [parts|cantilever|impact] on the command line.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* The Craft-family shell: title bar, workspace ribbon, browser, context panel, timeline

The window now follows SolidCraft's and VectorCraft's layout and themes:
- title bar with the mark, quick actions (File menu, save, undo, redo, Solve, search,
  theme, help), the model's document tab and the version; integrated under the macOS
  traffic lights, own caption buttons and resize zones elsewhere (titlebar.rs);
- workspaces (Prepare, Model, Analysis, Results) with their tabs, and panels of icon
  buttons whose labelled drop-downs list the whole catalogue, coming-soon entries greyed
  with their milestone; panels collapse, then go into a » menu, when narrow;
- the browser: geometry and mesh with eye toggles, definitions with counts, results;
- no permanent Commands list: command search (S, Cmd/Ctrl+K) and a command line;
- the context panel on the right only with context: the command form, results controls,
  the selected definition's properties with Edit and Delete;
- navigation bar and orientation gizmo in the viewport; the journal timeline at the bottom
  with undo positions;
- SolidCraft's light and dark tokens; craft-ui (IconButton, Tab, WidgetPalette).
Menus and the search are view state (ui.set {menu, palette}), so captures show them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Shell polish, docs and licences

Menus painted as the family's (flat File menu with recent files, decks and samples), the
legend sized to its text, two-line panel labels inside the ribbon, glyphs the UI font has,
offscreen captures without fade-in, ui.start runs in-window file actions (samples, recover,
solve) but never a native picker, ui.select. Control protocol, architecture, ROADMAP, AGENTS
and ATTRIBUTION updated; THIRD-PARTY-LICENSES.txt with craft-ui and rfd.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Title bar mark from the application icon; fluid steps and domains in the shell

The title bar draws the app icon's bracket (assets/app-icon/icon-small.svg's faces) as
SolidCraft draws its mark; the window keeps its title-bar flags after the rebase.
solve.run solves fluid steps too (solve.fluid); the browser lists fluid domains.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Simplify: cached per-frame data, one command per timeline roll, workspace setters

- Icon textures are kept per pixel size (the shell draws several sizes a frame; the cache
  used to clear on every size change and rasterise again).
- Opening a model or recovering one starts from an empty session instead of copying the
  current one; the replaced session is freed off the window thread.
- Element counts, timeline items, search results and the selected definition's properties
  are cached until what they show changes; timeline tooltips are built on hover; long lists
  in properties are summarised.
- edit.undo and edit.redo take a count: a timeline click is one command.
- solve.run dispatches on the step's procedure (no string round trip) and reports its name.
- The workspace and tab change together through UiState::select_tab/select_workspace
  (ui.set {workspace} alone now sticks); no per-frame syncing.
- One busy guard, Kind::verbs, a fit flag for background jobs, ModelApp::home_view, the title
  bar's actions as an enum, dead code removed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Title bar: Solve and tools at the right end; no traffic-light inset in full screen

The owner's feedback on the title bar: Solve, search, theme and help sit at its right end
before the version; on macOS the left group (mark, name, quick actions) moves into the
traffic lights' room in full screen, where there are none, and back when leaving it. The
layout is a pure function (bar_layout) tested for both states, narrow windows and custom
caption buttons. ui.fullscreen {on} for agents.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Caps labels in Inter SemiBold

egui has no bold weight of its default font, so the ribbon's tabs and panel labels, the
workspace switcher and its menu, menu headings, the browser header, the context panel's
headers and the Solve label were thin, especially in the light theme. They now use a label
font family: Inter SemiBold 4.1 (SIL OFL 1.1, unmodified, fonts/OFL.txt, ATTRIBUTION.md),
with egui's fonts as fallback, installed with the theme on the live and offscreen contexts.
theme::label_font falls back to the default font until the family is bound (fonts take
effect from the next pass), so nothing can panic. Panels widen to their label's longest word.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* docs: regenerate features.md after rebase

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>
2026-10-13 22:11:15 -04:00
0e97f8dd1d Results display (M4) and offscreen full-UI capture (#28)
* ui.capture: the whole window drawn offscreen and rasterised on the CPU

ui.screenshot falls back to it when no frame is presented (hidden window,
locked screen), so agents can look at panels and the toolbar.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Draw the open design and imported surfaces in the viewport

DisplayMesh keeps node labels on every element primitive (for results),
gains add_surface (geometry faces and their boundaries, coincident points
welded) and displaced (elements moved by nodal offsets). Bodies are
tessellated at a thousandth of their size; meshed models show the geometry
as boundaries only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* results.* commands: deformed shape, contours, mode shapes, animation, reaction sums

The results display is session state (ResultsView), set by commands that are
not edits. Nodal fields (displacement, von Mises, principal and component
stresses; principal stresses in closed form after Smith 1961) and reaction
force and moment sums per set. Results kept from an earlier revision stay
viewable, marked stale; solve.probe says when a result is stale. The Results
tab's display and reaction entries are ready.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Results display: deformed shape, contours with legend, mode shapes and animation, probe, reaction sums

The viewport draws the session's results view: elements moved by their nodes'
displacements or a mode shape (automatic or given scale), faces split exactly
along contour band boundaries into flat-coloured pieces (same on GPU and CPU),
a legend with levels and extremes, a results panel whose controls run the
results.* commands, a click probing the nearest node (solve.probe), and stale
results marked. Solving from the form shows the result on the Results tab.
sample::cantilever is a solvable model for tests and demos.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Simplify the results display (review)

One Contour in the plot; the results scene reuses scene::build; a solve shows
its result through the engine (ResultsView::for_result) and the UI raises the
Results tab when a view appears; the plot's scale and contour values are kept
across animation frames; design bodies are tessellated once per design; the
first content is framed where the display is rebuilt; field_values in one
match; probe reuses results::displacements.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Results display for explicit steps: field frames, energy histories

The results view works on the engine's step results (static, frequency,
explicit): ResultsView.frame and results.frame {frame | time} pick an explicit
field frame; the deformed shape (true scale) and contours (element stresses
averaged to the nodes, velocity) follow it; animation runs through the frames.
The Results panel has a frame slider and plots the kinetic, internal, hourglass
and external energies with their values at the frame. sample::impact is a
steel bar flying onto a rigid wall.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* docs/features.md after the rebase

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>
2026-10-13 19:23:05 -04:00
3c1485d83a Desktop app: egui/wgpu viewport, model tree, commands and control channel (#9)
* 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>
2026-10-13 15:29:49 -04:00