forked from 1b-agent/fieldcraft-upstream
* 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 <[email protected]> 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 <[email protected]> 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 <[email protected]> Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm * THIRD-PARTY-LICENSES: the desktop app's dependencies Co-Authored-By: Claude Opus 5.5 <[email protected]> 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 <[email protected]> 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 <[email protected]> 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 <[email protected]> Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm --------- Co-authored-by: jyviko <[email protected]> Co-authored-by: Claude Opus 5.5 <[email protected]>
90 lines
6.8 KiB
Markdown
90 lines
6.8 KiB
Markdown
# Architecture
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ModelCraft turns geometry into finite element models, writes them for the solvers engineers
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already use, and solves linear problems itself.
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```
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SolidCraft B-rep ──tessellate──▶ boundary surface ──▶ volume mesh ──▶ FE model ──▶ Abaqus .inp
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(solidcraft-kernel) (welded, watertight, tet (Delaunay) materials, Nastran .bdf
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face-tagged) hex (core goal) sections, LS-DYNA .k
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BCs, loads, ──▶ own linear
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steps solver
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```
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## Crates and layers
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`cargo xtask layers` enforces the table in `xtask/src/layers.rs`: a crate may depend only on
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crates in strictly lower layers.
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| Layer | Crate | Role | Status |
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|---|---|---|---|
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| L0 | `modelcraft-model` | Solver-neutral FE model: nodes, elements by label; materials, sections, sets, BCs, loads and steps as they land. Knows no file format. | started |
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| L1 | `modelcraft-geometry` | The only door to SolidCraft: opens `.solidcraft` designs (rebuilt from their timeline, bodies with persistent face names), B-rep bodies, measures, tessellation into a face-tagged `SurfaceMesh`; face-tagged 3MF files read into the same type without the kernel (docs/formats/tagged-mesh.md). No SolidCraft type in its API. | started |
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| L1 | `modelcraft-mesh` | Surface preparation (weld, watertightness, feature edges), robust predicates, Delaunay tetrahedralization and refinement, Voronoi-based optimization, hex meshing, quality metrics. | started |
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| L1 | `modelcraft-solver` | Element formulations, assembly, sparse linear static and modal solution. | planned |
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| L1 | `modelcraft-decks` | Abaqus input, Nastran bulk data and LS-DYNA keyword readers and writers, to and from `model`. | planned |
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| L1 | `modelcraft-render` | Display data without a GPU dependency: the visible faces, element edges and nodes of a model, the orbit camera, a CPU rasterizer for headless snapshots; contour maps later. | started |
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| L2 | `modelcraft-doc` | The document: geometry, mesh, model, results, history. | planned |
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| L3 | `modelcraft-io` | `.modelcraft` files, result files. | planned |
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| L4 | `modelcraft-engine` | Commands (`CommandSpec`), `Session::execute` with rollback and the panic guard, scripts. | started |
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| L5 | `modelcraft-ui-egui`, `modelcraft-mcp` | Desktop UI (egui + wgpu viewport, model tree, commands, status bar) and control channel requests (docs/control-protocol.md); MCP server. | ui started |
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| testkit | `modelcraft-testkit` | Test tooling, a dev-dependency only: the meshing test corpus (`tests/corpus/*/recipe.json`, analytic shapes) and its runner (`cargo xtask corpus`). | started |
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| apps | `modelcraft`, `modelcraft-cli`, `modelcraft-web` | Desktop, command line, browser. | desktop, cli started |
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Rules beyond the layer order:
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- Nothing below L5 uses egui, eframe, winit, wgpu or rfd.
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- Only `modelcraft-geometry` uses `solidcraft-*`, pinned by rev in the workspace `Cargo.toml`.
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SolidCraft's `[patch.crates-io]` (its fixed truck crates) does not reach dependents, so the
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workspace repeats it from the same rev; bump both together. The same goes for SolidCraft's
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patched `egui-wgpu` (MSAA clamped to what the device supports, 1x on OpenGL adapters, so the
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desktop app's 4x never fails pipeline validation at start).
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- Everything below the apps builds for `wasm32-unknown-unknown`.
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- `modelcraft-geometry`'s non-default `scripts` feature builds designs from SolidCraft command
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scripts (`script_design`, through `solidcraft-engine`) for the test corpus; the library opens
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designs without it.
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## Meshing pipeline
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1. **Boundary surface.** SolidCraft tessellates each body; every triangle carries its B-rep face,
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so feature edges and face-based loads and BCs survive meshing. Faces of an opened design also
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carry SolidCraft's persistent names (`F2:side:l4`, from the feature and sketch curve that made
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them), so a load on a named face follows it when the design is edited and opened again.
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Bodies of components are placed in the world through their occurrences (one body per
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placement), as SolidCraft displays and exports them.
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2. **Surface preparation.** Weld coincident vertices, check the surface is closed, manifold and
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consistently oriented, find feature edges (face boundaries, sharp dihedral angles).
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3. **Tetrahedral meshing.** Bowyer–Watson Delaunay on Shewchuk's adaptive predicates (symbolic
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perturbation for degeneracies), boundary recovery by the robust constrained Delaunay method of
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Diazzi et al. 2023 (implicit Steiner points on indirect predicates, gift-wrapping fallback), so
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every boundary triangle and its B-rep face tag survives. Then constrained Delaunay refinement to a
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size field, ODT smoothing interleaved as in Tournois et al. 2009, and the Klingner–Shewchuk 2007
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improvement schedule against slivers.
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4. **Hexahedral meshing (the core).** Octree/grid dual all-hex first, the one family that meshes
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any input validly (Livesu et al. 2021 dual schemes, Pitzalis et al. 2021 refinement, Gao et al.
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2019 feature projection and padding, Garanzha et al. 2021 untangling). Then hex-dominant by tet
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recombination (Pellerin et al. 2018), then polycube (DualCube labelling) for blocky parts;
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frame-field/integer-grid-map methods stay research. Validity uses a certified trilinear Jacobian
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check (Marschner et al. 2020), not corner Jacobians alone.
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5. **Quality.** Scaled Jacobian, aspect ratio, dihedral angles; every generated mesh is checked
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for positive Jacobians and conserved volume before it reaches the model.
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## Commands
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Every user-visible action is a `CommandSpec` in `crates/engine/src/cmd/<area>.rs` with a JSON
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form. `Session::execute` clones the model, runs the command under `catch_unwind`, and restores
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the model on an error or a panic; commands that changed the model are journalled, so the
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journal replays as a script.
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## Test corpus
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Meshers are measured on our own parts (`docs/adr/0001-libraries.md`, test geometry). Each part is
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a SolidCraft command script in `tests/corpus/<name>/recipe.json` (the file `solidcraft-cli run`
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takes, plus a `corpus` object with its categories and, when it has one, its closed-form volume)
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with a one-line `README.md`; analytic shapes (sphere, torus, cylinder, thick-walled pipe, plate
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with a hole) are generated in code. `modelcraft-testkit` runs a recipe in SolidCraft's engine,
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saves the design and opens it through `open_design`, the path a person's design takes, so no
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geometry is stored. `cargo xtask corpus` (a release build of the testkit's `corpus` binary)
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builds every part, tessellates it and runs each stage of `modelcraft_testkit::runner`, writing
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docs/meshing/corpus.md. A mesher joins by implementing `runner::Stage` (its columns, and a run
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over the part's tessellated surfaces) and adding itself to `runner::stages()`.
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