* 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 <[email protected]> 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 <[email protected]> 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 <[email protected]> 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 <[email protected]> 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 <[email protected]> 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 <[email protected]> Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm * docs/features.md after the rebase 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]>
5.6 KiB
Control protocol
modelcraft --control PORT (or MODELCRAFT_CONTROL_PORT=PORT) listens on 127.0.0.1:PORT for
JSON lines. Each request is one line {"id": …, "method": "…", "params": {…}}; each reply is one
line {"id": …, "ok": true, "result": …} or {"id": …, "ok": false, "error": "…"}. Requests are
handled on the UI thread between frames; pointer and keyboard input is injected as real egui
events, one pointer event per frame. The protocol has the same shape as SolidCraft's.
modelcraft --sample --control 7070
{"id":1,"method":"engine.execute","params":{"command":"model.info","params":{}}}
→ {"id":1,"ok":true,"result":{"elements":{"hex8":64,"tet4":162},"nodes":199}}
{"id":2,"method":"ui.render","params":{"path":"/tmp/model.png","width":900,"height":600}}
The channel is untrusted input. A request line may be at most 16 MiB; a longer one is answered
with {"ok": false, "error": "request too large"} and the connection is closed, as are
connections that send eight lines that are not JSON. At most 16 connections are served at once,
at most 64 queued requests run per frame so a flood cannot starve drawing, and a request the UI
thread has not answered within 60 seconds gets {"ok": false, "error": "timeout"}. Numbers are
checked and clamped (drag steps, wheel lines, window size); ui.render refuses an image size out of range.
Engine
| Method | Params | Result |
|---|---|---|
engine.execute |
command: command id, params: JSON object |
the command's result |
engine.script |
commands: [{command, params}, …] |
stops at the first error; journal: commands that changed the model so far |
engine.commands |
— | every command: id, label, params (the parameter documentation) |
Commands never open forms when run this way. modelcraft-cli commands prints the same registry.
UI
| Method | Params | Notes |
|---|---|---|
ui.inspect |
— | view settings (ui), camera, viewport rect (points), renderer (gpu/cpu) and adapter, open command form, status bar, node and element counts, the results display (results: what the results.* commands reply: view, stale, contour range, modes) and the probed node (probe), version |
ui.set |
any view setting: style (shaded_edges, shaded, wireframe), show_nodes, perspective, dark, show_tree, show_commands, tab (the toolbar tab: geometry, mesh, properties, assembly, steps, loads, interactions, solve, results, tools) |
an unknown setting or value is an error; returns the settings |
ui.view |
view: front, back, left, right, top, bottom, iso, home (iso and fit), fit |
returns the camera |
ui.toolbar |
— | the toolbar (ui.set {tab} switches tabs): tab, tabs, and every catalogue entry (docs/features.md) with id, label, tab, panel, command (null while coming soon), more (its drop-down's commands), coming_soon (the milestone, or null), rect (its button in screen points last frame, on the shown tab; a collapsed panel's entries share its drop-down button) and fit (full, compact icon-only, or collapsed into the panel's drop-down, by window width) |
ui.start |
command: a command or toolbar entry id |
like clicking it on the toolbar or in the Commands panel: a command without parameters runs, one with parameters opens its form; an entry that is coming soon is an error naming its milestone |
ui.dialog |
params? (JSON object, fills the form), run?, cancel? |
drives the open command form; run returns the command's result and closes the form on success |
ui.click |
x, y (screen points), button?: left/right/middle, shift?, ctrl?, alt?, double? |
real pointer input; a click on a results plot probes the nearest node of the face under it (solve.probe; ui.inspect shows the values) |
ui.move |
x, y |
|
ui.drag |
x0, y0, x1, y1, button?, shift?, ctrl?, steps? (1–200) |
press, move, release: in the viewport a left drag orbits, a right or middle drag (or Shift + left) pans |
ui.scroll |
x, y, delta? (wheel lines, −100–100; positive zooms in) |
zooms at the point |
ui.key |
key (egui key name, Enter, Escape…), cmd?, shift? |
F over the viewport frames the model |
ui.text |
text |
typed text (into the focused field) |
ui.worldToScreen |
points: [[x, y, z]…] (at most 1000) |
screen points in the viewport drawn last frame (null when not on screen) |
ui.resize |
width, height |
window inner size in points |
ui.screenshot |
path? |
PNG of the window, taken a few frames later; waits for a presented frame; when none comes within 8 seconds (a hidden window, a locked screen) it answers with ui.capture's offscreen picture ("offscreen": true). Without path: modelcraft-shot.png in the temporary folder |
ui.capture |
path?, width?, height? (points; default the window's), scale? (pixels per point, 0.5–4; default the window's) |
PNG of the whole window (menu, toolbar, panels, forms and the viewport) drawn offscreen: the UI pass runs in a separate egui context and is rasterised on the CPU, so it works with the window hidden, minimised or the screen locked. At most 8192 pixels a side and 16 megapixels. Without path: modelcraft-shot.png in the temporary folder |
ui.render |
path, width? (default 1280), height? (default 800): whole pixels, each 1–8192 and at most 16 megapixels in all |
CPU render of the model with the current camera and view settings (no window or GPU needed). A size out of range, or a scene over 20 million primitives, is an error |
app.quit |
— | closes the window |