forked from 1b-agent/fieldcraft-upstream
skills: meshing skill follows today's loop (look, symmetry, plan, mark, relax)
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
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---
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name: fieldcraft-meshing
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description: Agentic hex meshing (AHM) in FieldCraft — read the part, plan partitions, and build a structured all-hex (or hex-dominant) mesh an analyst would accept. Use before any mesh.* command on a part that matters, and whenever a mesh comes back with fans, slivers or a low scaled Jacobian.
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description: Agentic hex meshing (AHM) in FieldCraft — look at the part, use its symmetry, plan the blocks, mesh, mark and fix the bad elements, and show sections an analyst would accept. Use before any mesh.* command on a part that matters, and whenever a mesh comes back with fans, slivers or a low scaled Jacobian.
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---
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# Agentic hex meshing (AHM)
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You mesh like an experienced analyst: you look first, plan the blocks, and only then call a mesher.
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A mesh is judged by its worst elements, not its count. A fast mesh with fans, slivers or collapsed
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corners is a failed mesh, even when every element is "valid".
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Mesh like an analyst: look first, plan the blocks, then call a mesher. A mesh is judged by its
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worst elements, not its count. A fast mesh with fans, slivers or collapsed corners is a failed
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mesh, even when every element is valid.
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## 0. Start from the provenance graph (SolidCraft designs)
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The loop: **look → symmetry → plan → inspect the plan → apply → quality + mark → relax → section
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pictures → report.** Never skip a step because the last mesh looked fine.
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A `.solidcraft` design is rebuilt from its feature timeline, so how every body was made is known,
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not guessed. Read it before you plan anything:
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1. `geometry.features {"body": "<body>"}`: the features that built the body, in order, with their
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evaluated parameters (sketch profiles with circles and arcs, extrude direction and extent,
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primitive placement, hole axis and diameter, shell thickness, pattern/mirror transforms,
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join/cut targets and tools) and the persistent faces and edges each one made.
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2. `mesh.plan {"body": "<body>"}`: the block plan the features give — the sweep direction, a
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template per feature (`sweep`, `block`, `butterfly`, `o_grid`, `layers`, `imprint`, `copy`,
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`partition`), the `rings` round circles, the partition `cuts` that frame them, the element size
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(layers through the thinnest wall) and the `copies` of a pattern or mirror. Read the
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`unmapped` list: revolves, sweeps and lofts have no template yet, and a feature not
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prismatic along the sweep needs projection blocking (#399). Fillets and chamfers map to a
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`blend` layer.
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3. Edit the plan if the size is wrong (apply the edited object), then
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`mesh.plan.apply {"plan": "Plan-<body>"}`. When the plan has rings or blends and the body
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fits, its `mesher` is `project`: one block topology over the whole body (a grid on the
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body's planar faces, an O-grid square-inside-square round every circle, concentric ones
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nested: a boss and its hole, frames centred on the hole; a screw hole in a rounded corner
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takes the corner's fillet into its ring; a blend layer along fillets, chamfers and shell walls
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at their stored depth) projected and smoothed — no partitions, one conforming mesh, one division
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count per sheet of blocks. Read `layout` and `blend_layers`; the plan's `notes` say why a
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body did not fit (a plane at an angle, a curved face that is not a ring or a blend, two
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circles in one frame), and then the frame cuts and swept cells are used instead (`pending`
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lists the rings left boxed). Check `all_hex`, `conforming`, `min_scaled_jacobian`.
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A boss the walls run into (an enclosure's corner screw boss) is ringed over the square round
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its whole circle, the ring split where the walls join it; the inner fillet where the walls
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meet is taken in by the ring's corner, even where the boss just touches it.
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4. Then verify as in §4. When the plan does not fit (unmapped primary features, a failed cell),
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fall back to the manual process below, keeping the plan's cuts that work.
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## 1. Look before you mesh
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Shapes without a timeline (STEP, 3MF) start at §1.
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## 1. Look before you mesh (always)
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Before the first mesh command:
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1. `inspect_model` / `geometry.bodies`: bodies, volumes, bounding boxes, faces, holes, fillets.
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2. Take screenshots from the principal views and an iso view. Name, in words, what the part is.
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3. **Symmetry.** Test it geometrically (mirror the bounding box and the key faces). If the part (and
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the loads you will apply) are symmetric, mesh one half or quarter only and mirror the mesh
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(`mesh.mirror`). Never mesh a symmetric part whole.
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4. **Primary vs secondary features.**
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- Primary: what carries the physics and sets the topology — the main body, walls, bosses,
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the load path, thin directions, the direction a section is swept along.
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- Secondary: small fillets, chamfers, logos, small holes far from the region of interest.
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Start the block structure from the primary features. Secondary features are fitted into it
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(or defeatured), never allowed to drive it.
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5. **Where to split.** Before meshing, list the cuts: planes or curved surfaces that turn every
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region into a six-sided block or a sweepable prism. Say why each cut is there.
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For a `.solidcraft` design also `geometry.features {"body"}`: how each body was built
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(profiles, extrude directions, holes, shells, fillets, patterns, mirrors).
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2. `geometry.check {"body", "size"}` at the size you intend: short edges, small and sliver faces,
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near faces (gaps, overlaps, walls thinner than the gap). Each finding names its faces and a
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point `at`, and is marked in pictures. Defeature or resize before meshing; never mesh over a
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finding you have not explained.
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3. Take pictures. Headless: `fieldcraft-cli snapshot script.json --out a.png` with
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`--view iso|front|top|…` or `--camera '{"yaw":-45,"pitch":30,"target":[x,y,z],"fit":true}'`,
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and `--section x|y|z[=VALUE]`. Over MCP: `screenshot {view | camera: {yaw, pitch, target,
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distance | fit}, section}`. Aim `target` at the feature you are judging (a boss, a corner), not
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the model's centre. Read every PNG. Name, in words, what the part is.
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4. Primary vs secondary features. Primary (walls, bosses, the load path, thin directions, the
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sweep direction) set the block topology. Secondary (small fillets, chamfers, logos, small holes
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far from the region of interest) fit into it or are defeatured; they never drive it.
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## 2. Plan the blocks (the rules)
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## 2. Symmetry first
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- **Never make sharp corners.** No element angle near 0° or 180°. Where a block would have a
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corner angle far from 90°, cut differently or add a block (an O-grid) so every corner in the mesh
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is close to 90°.
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- **Partitions must never create skewed, tapered or high-aspect-ratio hex.** Check every cell you
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create: if it is a wedge, a sliver or a long thin strip relative to the element size, the cut is
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wrong. Move or remove it.
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- **Butterfly (O-grid) around curved parts.** Around a hole, a boss, a cylinder or a fillet, cut a
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square block around it and an O-grid ring between the square and the curve, so element lines run
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radially and the corners of the square sit at 45° on the curve. Never let a mesh fan into a hole
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or pinch at a tangency.
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- **Split and merge to make it square.** When a region is far from a square (an L, a long strip
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with a bump), split it into pieces and merge pieces again so each final cell is closer to a cube.
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Aim for cells with aspect ratio near 1 at the target size.
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- **Curved splits are allowed.** A cut does not have to be a plane: use a cylindrical or offset
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surface (a ring around a boss, an offset of a fillet) when a plane would create slivers.
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- **Never cut along an existing face** (a plane coincident with a face within tolerance leaves
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micrometre slivers, #384; where the kernel can only make it by nudging its cut off the plane,
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`geometry.partition` refuses it, #427) and never through the axis of a small hole (degenerate tessellation at the
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hole edge). Offset the cut to just outside the feature instead.
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- **Keep cuts consistent across touching bodies** so their meshes can match, or tie them
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deliberately (`interaction.tie`; linear faces only today).
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Test symmetry geometrically (mirror the bounding box and the key faces). If the part and its
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loads are symmetric, mesh one half or quarter and mirror the mesh: `mesh.mirror {"plane": <datum
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plane> | {point, normal}}`. Nodes on the plane are merged, so the result is conforming. Never mesh
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a symmetric part whole. If the halves come out unequal (one corner good, its mirror image bad),
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keep the good half and mirror it.
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## 3. Mesh
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`mesh.plan` refuses a partitioned body and its cells today (#473): for a half, mesh the cell with
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`mesh.cells` or `mesh.hex.project`, then mirror.
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- Mesh each cell with the structured method that fits (`mesh.hex.generate` extrude/sweep/revolve/
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mapped; `mesh.cells` for partitioned parts; `mesh.hex.blocks` when every cell is a block).
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- Use edge seeds (`mesh.seed.edge`) so counts match across shared edges and so there are enough
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elements through thin walls (at least 2–3 through a wall for bending, 1 for pure conduction only).
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- Tet (`tet10` preferred for stress) only for cells that are not worth blocking, and only where
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they are far from the region of interest. Before falling back to tet on a region that ends on a
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curved face, try extrude-to-surface (§3b).
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## 3. Plan, then inspect the plan
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## 3b. Extrude up to a surface — try it before giving up on a region
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1. `mesh.plan {"body", "size"?, "layers"?}`: the block plan from the features. Nothing is meshed.
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2. Read the plan before applying it:
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- `mesher`: `project` (one block topology over the body: O-grid rings round circles, blend
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layers along fillets, chamfers and shell walls) is the target; `cells`/`sweep` is the
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fallback.
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- `rings`: centre, radius, frame half-side. Frames should be near square with even margins.
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- `cuts`: each with its feature and reason.
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- `notes`: why the body did not fit the projection layout.
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- `pending` (rings left boxed) and `unmapped` (features with no template: revolves, sweeps,
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lofts).
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- `size` and `layers` against the thinnest wall (§5).
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Fix what is wrong by editing the plan object and applying the edit.
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3. `mesh.plan.apply {"plan": "Plan-<body>" | edited object}`. Read `skipped_cuts`, `all_hex`,
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`conforming`, `min_scaled_jacobian`, `layout`, `blend_layers`. A skipped cut is a defect to
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explain.
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4. When the plan does not fit, mesh regions by hand and keep the plan's cuts that work:
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`geometry.partition` + `mesh.cells`; `mesh.hex.generate` / `mesh.hex.sweep` / `mesh.hex.mapped`;
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`mesh.hex.extrude` for a section carried to a curved or tilted end (`source`, `to_surface`,
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`sides`); `mesh.hex.project` for a block topology projected on the part (`template` `sphere` or
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`butterfly`, ops `o_grid`, `split`, `extrude`, `connect`; `preview: true` lists block indices).
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Tet (`tet10` for stress) only for cells not worth blocking, far from the region of interest.
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A region that is one section carried to a curved or tilted end (a boss or rib meeting a curved
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wall, an air column under a domed lid, a fillet region capped by a curved face) is not sweepable
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between parallel faces, but `mesh.hex.extrude` meshes it:
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Shapes without a timeline (STEP, 3MF) skip `mesh.plan` and go to step 4.
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- `source`: the section's face. If a neighbour (or the cell below) is already meshed there, its
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quads are reused and the two meshes share nodes; else a planar face is meshed here at `size`.
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A 2D mesh works too (`source_set`).
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- `to_surface`: the end faces; `sides`: the region's side faces (give them whenever they are not
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straight along the path, so every layer follows them).
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- `direction` for a straight region, else `normal`; `layers` (or `size`) and `bias` (< 1 grades
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toward the target, e.g. for a boundary layer under a lid).
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- Check the reply: `max_target_gap` ≈ 0, `min_scaled_jacobian` ≥ 0.5, `section.shared_nodes`
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equal to the section's nodes when it should conform. An error names the node whose path
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misses the target or the element that would invert: shorten the region (cut it where the end
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turns steep) rather than falling back to tets.
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## 4. Block rules
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## 3a. Projection blocking
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- **No sharp corners.** Every element corner near 90°. Where a block corner is far from 90°, cut
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differently or add an O-grid.
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- **No skewed, tapered or long thin cells.** Check every cell a cut makes; a wedge, sliver or
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strip means the cut is wrong.
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- **O-grid round every hole, boss, cylinder and fillet**: a square round the curve and a ring
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between, element lines radial, square corners at 45° on the curve. Never fan into a hole or
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pinch at a tangency.
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- **Never cut on an existing face.** A coincident cut leaves slivers, and one the kernel can only
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make by nudging off the plane is refused (`geometry.partition`). Offset the cut one element out
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of the feature. Never cut through the axis of a small hole.
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- **Parity at corners.** Division counts must close round every block loop. Where a corner comes
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out bad and its mirror image is good, change the count by one on the edges leading into it
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(`mesh.seed.edge`) first.
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- **Pattern a good corner.** When identical features (four corner bosses) mesh unequally, the
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good one is the template: mirror it onto the others (`mesh.mirror`) instead of accepting the
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worst.
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- **Accept a wedge column** where the layout forces one node to absorb a corner: one column of
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`wedge6` is better than a column of skewed hex. State it in the report.
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- **Keep cuts consistent across touching bodies** so the meshes match, or tie them
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(`interaction.tie`).
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When partitioning the real geometry into sweepable cells is awkward (round parts, branches,
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handles, curved caps), lay a block topology over the part and project it (`mesh.hex.project`):
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## 5. Size and walls
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- **Sphere or ball-like region**: `"template": "sphere"` (inner cube + six blocks). Never a single
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block on a sphere.
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- **Disc, rod, tube, any round section**: `"template": "butterfly"` (centre square + four petals)
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along the axis, with `levels` at every change along it. A plain grid block projected onto a
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cylinder flattens its corners to 180° — the command refuses it (`min_quality`).
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- **Holes, bosses, floors of cups**: O-grid the block (`{"op": "o_grid", "block", "open", "inset"}`);
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open faces let the inner block reach that face. A cup floor needs its own O-grid inside the
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wall's butterfly (`open: [1, 2]` on the centre block), the cavity is then `remove`d.
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- **Side branch**: O-grid the block under the branch's footprint open toward it and extrude the
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open face (`"extrude": {"offset", "layers"}`, faces `all` = round branch). The junction edges go
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onto the curve where the two surfaces meet automatically.
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- **Square stubs, handles, ribs**: O-grid open toward the stub, extrude `inner`, chain `extrude`
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ops, and close loops with `connect`. Inner corners of a stretched topology follow the
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projection, but keep the initial blocks roughly where the geometry is (offsets measured from
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the block faces, not from the surface).
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- **Footprint margins**: a stub's footprint must sit in the O-gridded block face with roughly even
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margins all round. A 6 mm footprint in a 30 mm wide petal face with 2 mm above and below leaves
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ring corners near 170° that twist. Split first (before the O-grid),
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`{"op": "split", "block", "direction": "y", "at": [0.36, 0.64]}`, so the side margins match the
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levels' margins; the split runs through the whole sheet of blocks, so preview again for the
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new indices.
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- A twisted-element error names the block, cell and the block vertex (junction) with the blocks
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meeting there: fix the topology at that junction (split, move a level, change the inset).
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- Use `"preview": true` to list block indices before meshing; faces can be given as `"+x"` … `"-z"`.
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- Targets default to the smooth group of B-rep faces each outer block face faces; set them with
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`faces: [{block, face, to}]` when a block face is near two surfaces.
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- Read the reply: `initial_min_scaled_jacobian` (transfinite grid) vs `min_scaled_jacobian`
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(after elliptic smoothing), `max_gap` (should be ~0). An error names the worst block and where.
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- Through a thin wall: at least 2 elements for bending (3 for stress in the wall), 1 only for
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pure conduction. Set `layers` in `mesh.plan`, or `mesh.seed.edge` across the wall.
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- Matching counts on shared edges: `mesh.seed.edge`.
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- Size from the physics: finer at stress gradients, fillets and contact; in explicit, from the
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wave length.
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## 4. Verify (every time, before solving)
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## 6. Quality, mark, relax
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1. `mesh.quality`: all valid; scaled Jacobian min ≥ 0.3 (≥ 0.5 in the region of interest);
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edge ratio max ≤ 10; no element below these is acceptable without a stated reason.
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**Isolated spikes** (a few bad elements in an otherwise good mesh) are fixed last, with
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`mesh.node.relax {"around_element": <worst>}` (or `center` + `radius`): nodes there relax, surface
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nodes sliding on their faces, nothing inverting. It is a final touch, never a substitute for a
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better block plan: many bad elements mean the cuts are wrong (§2). Pass `"reapply": true` (or
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run `mesh.node.relax.apply {field}`) so the relaxation follows a later remesh.
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2. Look at it: screenshots of each body and a section. Fans, pinches, wedges, slivers → back to §2.
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3. Volume: `mesh.quality` volume equals the geometry volume (a mismatch means orphan or missing
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cells, #385).
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4. `mesh.check.duplicates`: no cracks or free edges inside a body.
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5. After solving, refine once and compare the quantity of interest (convergence).
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1. `mesh.quality`: all valid; volume equal to the geometry's (a mismatch means missing or orphan
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cells).
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2. `mesh.quality.mark {"limits": {"scaled_jacobian": 0.3, "edge_ratio": 10}}`: failing elements
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become the set `quality_marked`, drawn red in pictures, each with `label`, `at`, `failed`.
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Acceptance limits:
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- scaled Jacobian ≥ 0.3 everywhere, ≥ 0.5 in the region of interest;
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- edge ratio and aspect ratio ≤ 10;
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- face angles 15°–165°, dihedrals 10°–165° (the defaults).
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3. Picture the marked elements (camera `target` at their `at`, a `section` through them).
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Clustered marks mean the blocks are wrong: back to §3/§4. Isolated spikes only:
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`mesh.node.relax {"set": "quality_marked"}` or `{"around_element": <label>}`. Surface nodes
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slide on their faces; nothing inverts. Add `"reapply": true` so it follows a remesh. Relaxing
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is the final touch, never a substitute for a better plan.
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4. Mark again until nothing is marked, or every remaining mark has a stated reason.
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5. `mesh.check.duplicates`: no cracks or free edges inside a body.
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6. Section pictures through every primary feature: fans, pinches, wedges, slivers or zigzag lines
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→ back to §3.
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7. After solving, refine once and compare the quantity of interest (convergence).
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## 5. Report
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## 7. Report
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State: symmetry used, primary features, every cut and why, method per cell, element counts,
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quality numbers, and anything you defeatured. If the plan failed, say which rule failed and the
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next cut you will try — don't silently fall back to a worse mesh.
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State: symmetry used, primary features, the plan's mesher, every cut and skipped cut with its
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reason, method per region, element counts, min scaled Jacobian, max edge ratio, marked count, what
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was relaxed, any wedge column, anything defeatured, and the section pictures. If the plan failed,
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name the rule that failed and the next thing you will try. Never silently fall back to a worse
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mesh.
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Reference in new issue
Block a user