Schraffuren monochrom: Vordergrund #0f0f0f, Hintergrund #f0f0f0
Alle Schraffuren (Schnitt- UND Oberflaechen-/Ansichtsschraffur) rendern jetzt einheitlich in Tinte #0f0f0f auf Papier #f0f0f0 statt in der Materialfarbe des Bauteils (Backstein braun, Beton grau). HATCH_INK/ HATCH_PAPER ersetzen POCHE_FILL_BLACK/WHITE; resolveHatch liefert immer HATCH_INK als Linienfarbe. Der generische Schnitt-Fallback nutzte bisher die rohe 3D-Albedo (Ursache des Backstein-Brauns bei nicht aufloesbarer Schicht) -> jetzt HATCH_PAPER. Print-Mono-Modus unberuehrt. 216 Tests gruen.
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+10
-3
@@ -22,7 +22,14 @@ import { dot, leftNormal, normalize, sub } from "../model/geometry";
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import { openingInterval, openingVerticalExtent } from "../geometry/opening";
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import { projectToModel3d } from "./toWalls3d";
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import { loadEngine3d } from "../engine/engine3d";
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import { resolveCeilingSectionStyle, resolveForeground, resolveHatch, resolveWallSectionStyle } from "./generatePlan";
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import {
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HATCH_INK,
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HATCH_PAPER,
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resolveCeilingSectionStyle,
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resolveForeground,
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resolveHatch,
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resolveWallSectionStyle,
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} from "./generatePlan";
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import type { HatchRender } from "./generatePlan";
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/** Bauteil-Referenz eines Cut-Polygons/einer Kante (Art + Eingabe-Index). */
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@@ -516,7 +523,7 @@ function splitSlabLayers(
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[uMax, vBottom],
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[uMin, vBottom],
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],
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fill: hatch.pattern === "solid" ? "#000000" : "#ffffff",
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fill: hatch.pattern === "solid" ? HATCH_INK : HATCH_PAPER,
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hatch,
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joinPriority: comp.joinPriority,
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});
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@@ -588,7 +595,7 @@ export function splitWallLayers(
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[uRight, vMin],
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[uLeft, vMin],
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],
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fill: hatch.pattern === "solid" ? "#000000" : "#ffffff",
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fill: hatch.pattern === "solid" ? HATCH_INK : HATCH_PAPER,
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hatch,
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joinPriority: comp.joinPriority,
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});
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