Commit Graph
30 Commits
Author SHA1 Message Date
bherbruckandClaude Opus 5.5 39bc87a8cc Viewport: keep the model scene in blocks and upload only what changed (#1147) (#1154)
* Viewport: keep the model scene in blocks and upload only what changed

Every change rebuilt the whole model scene (every body's triangles and edges) and
uploaded all of it again, so a design an agent builds one body at a time paid for the
whole model on every command. The scene is now built in blocks of a few bodies, cut
where a body's own key says, and each block's bytes and GPU buffers are kept while the
block comes back unchanged. Body boxes (fit, picking, ground shadow) are kept per mesh.

Rendering is unchanged: the bicycle from bench-agent opens to a byte-identical
screenshot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Browser: find an occurrence's placed bodies by name, not by search per row

Each body row of a placed component searched the placement's bodies for its own, every
frame: quadratic in the component's bodies (720 for the bench-agent bicycle's hardware).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 14:32:32 -04:00
bherbruck 2c754c430b Startup hardening: safe mode, a software-renderer retry, and bad settings files set aside (#1138)
Startup no longer stops at a bad settings file or a missing GPU: a settings file that fails to load is set aside, a failed GPU start retries with the software renderer, and a safe mode starts with defaults. Adds a troubleshooting page to the guide.
2026-10-14 13:40:04 -04:00
bherbruckandClaude Opus 5.5 ec64564f21 Fix the startup crash on D3D12 with FXC: CPU fallback for the tessellation pipeline, FXC-friendly shader (#1098) (#1099)
* GPU tessellation: a pipeline the device cannot build falls back to CPU meshing instead of crashing (#1098)

Build the tessellation compute pipeline inside error scopes; TessGpu::new returns an error,
and the viewport logs it and meshes bodies on the CPU. A Windows CI job builds the pipeline
with D3D12's FXC on the WARP adapter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Tessellation shader: basis functions in one-dimensional local arrays, so D3D12's FXC compiles it (#1098)

FXC has to unroll loops that write an array inside a struct (Basis.n0/n1) or a 2-D array
(ndu) by a counter, and cannot with run-time trip counts (X3511). A2.2 basis functions in a
local 1-D array returned whole; derivatives from the degree p-1 functions; the pole step
offsets computed rather than indexed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 10:40:24 -04:00
bherbruckandClaude Opus 5.5 75f1cdd4c9 Hovered and selected faces light solidly again over GPU-drawn bodies (#1064)
Since the model's mesh went back to the reference mesher (#940), the GPU viewport drew
opaque bodies from their display plans while hover and selection lit faces with the
reference mesh's triangles. Two triangulations of the same face at equal depth fought, so
a hovered face shimmered in wedges instead of lighting whole.

Faces lit over a body drawn from its plan now use the plan's own triangles
(ModelBody::plan_mesh, evaluated once on the CPU), and the highlight pass gets a small
depth bias toward the eye so f32 rounding between the GPU and CPU evaluations of the same
triangles cannot speckle it either.

Test: every face of a box with a pocket and a round boss, hovered and rendered offscreen
through the viewport's real pipelines on the GPU path, lights the same pixels as on the
CPU path (skipped without a GPU adapter).

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 08:56:35 -04:00
bherbruck 2f91338d3d Large STEP imports: no more multi-minute hang, shared STEP text, cancel and progress (#925) 2026-10-14 05:01:12 -04:00
Nathan Dane 9f76cca8b4 Collect application resources for #433 (#833) 2026-10-14 00:49:32 -04:00
Irakli Kourtisandjyviko 587cf865b8 Display tessellation plans (4/4): one GPU dispatch for the scene, intersection edges by Newton (#806)
Packs the scene's planned bodies into one GPU upload and dispatch, and evaluates intersection edges by seeded Newton refinement from a fitted B-spline through exactly solved leader points, falling back to the previous evaluation near tangency. Intersection nodes carry their faces' parameters. This changes speed, not what the app draws.

Part 4 of 4 of #303.

Co-authored-by: jyviko <2501648+jyviko@users.noreply.github.com>
2026-10-13 22:57:08 -04:00
Irakli Kourtis ff7a347013 Display tessellation plans (3/4): display meshes from plans, GPU evaluation in the viewport (#805)
Display meshes are built from tessellation plans, with GPU evaluation in the viewport.
2026-10-13 16:27:16 -04:00
Vitali M.andVitali M. 516d80ae8d Clip lines at the near plane so the ground grid stays visible at low angles (#305)
A line whose end lies behind the eye has no screen point: vs_line divided
by a non-positive w, which flipped the segment or dropped it whole. At a
low perspective angle the grid lines running along the view direction
reach behind the camera and vanished. Cut each segment at clip z = 0
before the screen-space expansion.

Fixes #182

Co-authored-by: Vitali M. <6042958+vitalibr@users.noreply.github.com>
2026-10-12 11:44:11 -04:00
bherbruck 4e595deff2 feat: preserve adaptive sketch profiles and curved modeling workflows 2026-10-11 09:06:25 -04:00
CypherNaugh_0x 0321778d38 Perspective views no longer show hidden edges through solids: lines, decals and ghosts were pulled toward the eye by a fixed step in depth, and perspective depth is not linear in distance (near plane at about 0.1 % of the distance), so at the model that step spanned tens of millimetres and hole bottoms, the far side of bores and the back edges showed through the part (and through section caps). In perspective the point now moves toward the eye by a fraction of its distance (about 0.2 mm at 140 mm, like the orthographic step); orthographic is unchanged. Not covered by an automated test (no GPU in the test suite); checked in the app with before/after screenshots 2026-10-10 13:51:00 -04:00
CypherNaugh_0x b5fd55cce6 Section Analysis cut faces hide the inside of the body: the cap was drawn on the far walls' back faces at their own depth, so every edge between the cut and the far wall (hole and boss edges, corner seams) showed through it like a pane of glass. While a section is shown the solids mark in the stencil where the cap is the visible surface, then draw the cap again there at the depth where the view ray meets the section plane (orthographic and perspective), so holes stay open and the inside is hidden. The native app asks for an 8-bit stencil; without one (eframe's web painter has none) the cap draws as before. Not covered by an automated test (no GPU in the test suite); checked in the app with before/after screenshots 2026-10-10 13:51:00 -04:00
bherbruckandClaude Opus 5.5 74f70614cc Section Analysis: cut faces in their body's colour (tinted toward the cap colour) and hatched; snapshots show the section too (the cut part removed, hatched cut faces)
Fixes #51

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RjGw4gA5ZvKrU8MQP6sBgT
2026-10-10 17:05:23 +00:00
bherbruckandClaude Opus 5.5 535bd5dfff Section Analysis visuals: the cut faces are hatched at 45 degrees in the cap colour, and each body's outline along the cut is drawn
Part of #51 (per-body cap colours and the cut in snapshots to follow)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RjGw4gA5ZvKrU8MQP6sBgT
2026-10-10 07:11:40 +00:00
bherbruckandClaude Opus 5.5 d1cdc4d061 Silhouette edges on curved surfaces: drawn in the surface shader where it turns away from the eye (about 1.5 px, only on the visible surface, so nothing shows through thin walls), in the viewport and live previews; snapshots draw them too. The back-face outline pass is gone
Fixes #48

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RjGw4gA5ZvKrU8MQP6sBgT
2026-10-10 06:45:19 +00:00
bherbruckandClaude Opus 5.5 0e2d8efd5c See-through bodies and faces are drawn back to front: the glass triangles are re-sorted along the view direction when the view turns (more than about 2 degrees), so overlapping glass blends in order. Large triangles that cut through each other can still show a seam (sorted by centre)
Fixes #49

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RjGw4gA5ZvKrU8MQP6sBgT
2026-10-10 04:11:10 +00:00
bherbruckandClaude Opus 5.5 1e5356e056 Selected and hovered edges, and a selected face's outline, show dimmed where the model hides them
Fixes #50

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RjGw4gA5ZvKrU8MQP6sBgT
2026-10-10 00:51:37 +00:00
bherbruckandClaude Opus 5.5 bd8e8c4809 Web: the viewport shader compiles in browsers (a new design no longer shows a black screen)
Fixes #34

The surface-analysis curvature map took screen-space derivatives (dpdx/dpdy) inside a branch
of fs_solid. naga accepts that, but browsers' WGSL compiler (Tint, WebGPU) requires derivatives
in uniform control flow and rejects the whole `sc_viewport` shader module, so every viewport
pipeline was invalid and the viewport stayed black as soon as a design was shown. The
curvature is now worked out first thing in fs_solid and passed in, and the canvas image
shader samples its texture before discarding.

Regression test: every fragment entry point makes derivative and implicit-LOD sampling calls
(directly or through helpers) before any branch or return. Checked in headless Chromium with
WebGPU (SwiftShader): before, "dpdx must only be called from uniform control flow" and invalid
pipelines on New Design; after, no shader or pipeline errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 16:22:22 +00:00
bherbruckandClaude Opus 5.5 54c7690271 Viewport: silhouette outlines on curved surfaces (back faces pushed out on screen, drawn behind the model) in the styles with edges; new visual style Shaded with Hidden Edges (edges behind the model drawn faintly)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 14:14:29 +00:00
bherbruckandClaude Opus 5.5 a3d187ccd1 Appearances in the viewport: per-face looks colour their faces, and see-through bodies and faces (opacity below 1) draw as glass: far sides first, then near sides, blended over the model
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 14:14:29 +00:00
bherbruckandClaude Opus 5.5 940c425316 Accessibility Analysis: faces a tool coming along a direction reaches (facing it, nothing above: a depth map of the model seen from that direction, tested per pixel on the GPU) shade green, the rest red; the analyses (zebra, draft, curvature map, environment map, accessibility, minimum radius, isocurves, curvature comb, center of mass) also on SOLID INSPECT, and Interference on sketch INSPECT; path patterns follow 3D sketch curves through the same path chain as sweeps (path_segments_3d folded into path_points)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 10:36:53 +00:00
bherbruckandClaude Opus 5.5 7a2b81fbf2 Environment Map Analysis: the model's faces as a mirror reflecting a studio (sky, horizon band, floor with light streaks, two light panels); toggles like the other surface analyses
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 09:42:34 +00:00
bherbruckandClaude Opus 5.5 dea1f46266 Zebra, Draft and Curvature Map analyses (view state on the session, no undo step): the GPU shades the model's faces with reflected stripes, draft-angle bands to a pull direction (green, yellow within the angle, red) or a blue-green-red curvature map; the toolbar button toggles each
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 09:42:34 +00:00
bherbruckandClaude Opus 5.5 3aacebdda4 Canvases in the 3D pass: textured quads depth-tested against the model (the model hides them, decals sit on their face), with the section cut applied; Canvas panel (opened after placing a canvas or by Edit Canvas in INSERT): opacity slider, width, angle, flip, visibility, delete
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 09:42:34 +00:00
bherbruckandClaude Opus 5.5 1988594a13 Section Analysis (FusionHalfSectionViewCommand, INSPECT): cut the view by an origin plane, construction plane or planar face with an offset (drag arrow) and flip; the inside of cut bodies shows a flat cap colour; live while the dialog is open, Remove Section on the right-click menu; viewport shader validated in a test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-08 00:45:44 +00:00
bherbruckandClaude Opus 5.5 a1accbf46e Extrude: Two sides direction with a second draggable arrow, taper angle field; ground grid drawn under the model (bodies below the grid plane are no longer hidden by it); preview extent included in the view depth range
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-07 23:06:33 +00:00
bherbruckandClaude Opus 5.5 7ef3426cb3 Keyboard-first commands: E/F/H open with the on-canvas value box focused as soon as the geometry is picked (typing replaces the value, Enter applies, Tab moves on, Esc cancels), extrude direction arrow; Extrude takes planar body faces (face: [x,y,z] copies the face boundary into a sketch), so select-face-then-E press-pulls; join/cut previews show the tool body (cut see-through red)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-07 21:23:47 +00:00
bherbruckandClaude Opus 5.5 d44083d1cc Live operation previews: open feature dialogs (new or Edit Feature) evaluate on a scratch session off the UI thread (Session::preview, no document or undo changes) and draw the result in place: new surface tinted, removed material as a translucent ghost; errors show in the dialog and keep the last good preview; a failing join/cut still shows its tool body
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-07 21:09:16 +00:00
bherbruckandClaude Opus 5.5 97e73b0935 Selection feedback and origin: hover and selected highlights (theme tokens), origin planes/axes/point at a fixed screen size with browser eye toggles, click-to-pick sketch planes and faces with camera animation (Finish Sketch returns), multi-select dialog inputs with pre-selection, tangent chains and face-to-edges, window/crossing box selection, shell/draft/mirror/hole dialogs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
2026-10-07 20:00:17 +00:00
bherbruckandClaude Opus 5.5 8a811f8eff M0: desktop app: toolbar, browser, timeline, GPU viewport, view cube, sketch tools, dialogs, control channel
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 17:54:58 +00:00