Files
OneCAD-Simulation/AGENTS.md
T
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

9.6 KiB

ModelCraft — instructions for agents

ModelCraft is a clean-room, open-source, pure-Rust CAE modeling application: it turns geometry into analysis-ready finite element models (volume meshes, materials, sections, boundary conditions, loads and steps), writes them as Abaqus input, Nastran bulk data and LS-DYNA keyword decks, and solves linear static and modal problems with its own solver. It targets the pre-processing done today in Abaqus/CAE, Nastran pre-processors and LS-PrePost, and aims to beat them on meshing robustness, speed, openness and agent control.

Siblings with the same conventions: ../solidcraft (parametric CAD, Fusion-class), and the storytold Craft apps (storytold/cadcraft, vectorcraft, photocraft, …). Code adapted from them (MIT OR Apache-2.0) is noted in ATTRIBUTION.md.

Product name

ModelCraft everywhere: crates modelcraft-*, binaries modelcraft and modelcraft-cli, .modelcraft models, MODELCRAFT_* environment variables, docs, CI and packaging.

Start every session here

  1. Read ROADMAP.md (milestones, what is next) and your task.
  2. docs/architecture.md: crates, layers, the meshing pipeline.
  3. docs/adr/: library decisions (what we may depend on, what is rejected for licence reasons).
  4. Meshing work: docs/meshing/literature.md (the papers each algorithm comes from).

Never crash

People trust ModelCraft with their models; a crash loses their work. This outranks feature work.

  • No panics in non-test code: no unwrap(), expect(), panic!, unreachable!, todo!, unimplemented!; no unsafe (unsafe_code = "forbid").
  • Errors are Result<T, E> through the crate's error type and ?. An unfinished feature returns an error ("not supported yet: …"); it never panics.
  • Input-derived numbers are hostile (command parameters, model files, solver decks, control-channel input): get() not [i], finite checks, caps on sizes and loop counts.
  • Bound every iterative algorithm. Mesh refinement, smoothing, untangling and solver iterations have explicit iteration and element-count caps and report when they stop early.
  • SolidCraft calls are guarded: everything that calls solidcraft-kernel goes through solidcraft_kernel::guard inside modelcraft-geometry, which turns a panic into an error.
  • Last-resort guard: Session::execute runs every command under catch_unwind; an error or an escaped panic restores the model and reports EngineError.
  • Prove it: every crash fix lands with a regression test (see hostile_params_never_panic).
  • Every production crate root carries #![deny(clippy::unwrap_used, clippy::expect_used, clippy::panic, clippy::unimplemented, clippy::todo, clippy::unreachable)].

Non-negotiables

  • Independent. Behaviour is designed from public documentation, published papers, general CAE conventions and user feedback. Never copy another product's code, icons, artwork, help text, element or material libraries, templates or examples.
  • No commercial CAE products. Agents must not drive, script, automate or extract data from commercial CAE or meshing products (Abaqus, MSC/NX/Simcenter Nastran, LS-DYNA, LS-PrePost, HyperMesh, ANSA, Femap, Patran, ANSYS, …): no test data, measurements, decks, results or ids produced with them. Deck formats come from the vendors' publicly available reference manuals; we write our own descriptions and our own examples, never copy manual text or example decks.
  • Verification and validation (docs/verification.md). Every solver capability is checked three ways, each case in tests/oracle/ tagged with its source: theory (closed-form solutions, patch tests, mesh invariants), experiment (measurements published in papers and reports) and published benchmarks (reference results published by benchmark bodies and by solver vendors' benchmark and verification manuals, e.g. NAFEMS, Abaqus). Owner decision 2026-10-13: published vendor results may be used as reference values, cited per case. We never run a commercial product, never copy its input files, text or figures: each case is our own model built from the published description, and only the published numbers are used. Once our result matches its reference within the stated tolerance, it is frozen as a fixture (fixture.json), so any later change that moves it fails CI (fidelity never drifts silently).
  • Algorithms come from papers. Meshing and solver methods are implemented from published papers and theses, cited in the module docs and in docs/meshing/literature.md.
  • Never read, copy or link GPL/LGPL/AGPL code: TetGen, CGAL, Gmsh, Netgen, CalculiX, Code_Aster, OpenRadioss, Elmer, deal.II, FreeFEM, Salome, OpenFOAM — don't even read their sources. Permissively licensed code (MIT, BSD, Apache-2.0, MPL-2.0) may be read for reference; anything adapted is noted in ATTRIBUTION.md with its licence.
  • Assets — absolutely essential. ModelCraft contains no iconography, images, fonts or artwork from commercial CAE products — ever. Icons are original artwork made with VectorCraft: commit the editable .vectorcraft source beside the exported SVG/PNG. Any file asset must be original or openly licensed and must have a row in ATTRIBUTION.md (cargo xtask assets enforces it). Screenshots of commercial software are never committed.
  • Test geometry is our own. Meshing and solver test parts are built with SolidCraft and committed as recipes (scripts or designs) that regenerate them; analytic shapes are generated in code. No public CAD datasets (ABC, MAMBO, Thingi10K, GrabCAD) and nothing made in a commercial CAD or CAE product.
  • Everything is a command. User-visible behaviour = a command in crates/engine/src/cmd/* (CommandSpec: our own dotted, lower-case id <area>.<thing>[.<variant>] such as mesh.node.add or mesh.tet.generate, never another product's keyword; label; params doc; JSON run) + tests. The UI, scripts, CLI and control channel all reach the same commands.
  • Programmatic calls never open dialogs.
  • Layering is enforced by cargo xtask layers (docs/architecture.md): L0 model → L1 geometry, mesh, fem, decks, render → L2 solvers (solver, lbm; explicit later) → L3 fsi (later) → L4 doc → L5 io → L6 engine → L7 ui-egui, mcp → apps. Nothing below L7 depends on egui/eframe/winit/wgpu/rfd. Only crates/geometry may use solidcraft-*.
  • Determinism. The same input gives the same mesh, deck and CPU solver result, bit for bit, on every platform: no hash-order iteration into output, no thread-count-dependent results. GPU solver backends (wgpu, f32) are the one exception: deterministic per device, and checked against the CPU reference within a stated tolerance.
  • Robust geometry. Meshing decisions (orientation, in-sphere, intersection) use exact or adaptive-precision predicates, never a bare floating-point sign.
  • Units. The model is unit-consistent and never converts (the user picks e.g. mm, t, s, N, MPa); geometry from SolidCraft is in millimetres. Z is up.
  • Rust only. Never break wasm: everything below the apps builds for wasm32-unknown-unknown (cargo xtask wasm, part of cargo xtask ci).
  • Quality gates: GitHub CI runs cargo xtask ci (fmt, assets, licences, layers, clippy -D warnings, tests, wasm) on every PR; don't run the full gate locally. Before pushing: cargo fmt --all, cargo check the touched crates, and run the tests you added or changed. Commit after each working step (a layer that compiles with its tests passing), not one big commit per PR.
  • Keep the PR gate fast (under ~3 minutes on CI). A test that takes more than a few seconds (convergence studies, the whole corpus, cross-checks between solvers) is #[ignore = "heavy: cargo xtask test --heavy (CI heavy job)"], with a fast representative test left in the PR gate. The heavy CI job runs cargo xtask test --heavy (every ignored test, benchmarks included, and the doc tests) on pushes to main, nightly and on demand (gh workflow run CI --ref <branch>). Hostile-input tests run commands on sessions with small work caps (Session::limits) so refusals are instant; never lower the production caps for a test.
  • Publishing: origin is github.com/jyviko/modelcraft. Changes land through pull requests: branch, rebase onto the latest origin/main right before opening the PR and before every push that updates it (never merge main into a branch), push, open a PR, let CI run. A PR merges (gh pr merge --squash) only after review and only when its green CI ran on top of current main (mergeStateStatus CLEAN; rebase again if main moved); after a merge, main's own CI must pass. Never force-push main. Never commit plan/, .agent-files/, worktrees/ or target*/; check git ls-files before pushing.

Running

  • cargo run -p modelcraft-cli -- commands lists every command with its parameters.
  • cargo run -p modelcraft-cli -- run script.json runs a script (a JSON array of {"command", "params"}) and prints the model summary.
  • cargo run --release -p modelcraft -- --sample [cantilever|impact] --control PORT opens the desktop app with a sample model and a control channel on 127.0.0.1:PORT (docs/control-protocol.md). For UI work, look at the result: ui.capture {path} (the whole window drawn offscreen; works with the screen locked), ui.screenshot {path} (a presented frame) or ui.render {path} (the model only), then read the PNG.
  • Build with CARGO_TARGET_DIR=<repo>/target. Parallel agents: separate target dirs, one worktree each.

Roadmap

ROADMAP.md (committed) tracks milestones. Update it whenever a milestone task lands.