Files
DOSSIER-STANDALONE/src-tauri/render3d/src/bin/spike3d.rs
T
karim 35299307d6 Akkumulierten grünen Arbeitsstand landen (Basis für Weiterarbeit)
Bündelt den über mehrere Sessions gewachsenen, uncommitteten Stand in
einem Basis-Commit, damit Folge-Features isoliert darauf aufsetzen.
Verifikation: tsc --noEmit sauber, vitest 600/600 grün.

Enthalten (Details in PENDENZEN.md -Liste / HANDOVER.md):
- truck-Integration: Profil-Extrusion + Verjüngung + Boolean-CSG (csgrs),
  Crate src-tauri/trucksolid, Werkzeug `extrude`, ExtrudedSolid-Modell.
- kernel2d-Port nach Rust/WASM (Phasen 1–5, Diff-Harness).
- render3d 3D-Live-Schnitt = 2D-Schnitt: geschichteter Bodenaufbau,
  Prioritäts-Verschneidung (section_boolean.rs), einstellbare
  Schichttrennlinien, per-Hatch-Strichstärke, relativeToWall-Orientierung.
- Interop-Export IFC4/STL/OBJ (Loch-Ausschnitt wallMeshCut), Schnellexport.
- Projektdatei .obp + OS-Lock (lock.rs, LockConflictDialog).
- Layout-Blätter (Modell/Editor/Panel/PDF), Ausschnitte, Override-Engine,
  Tragwerk-Stützen (Column), BIM-Tree-Panel.
- Bauteil-Typsystem (Tür/Fenster/Treppe-Typen), Betontreppe mit schräger
  Laufplatte, Text-/Textbox-Werkzeug, Mess-Werkzeug, 2D/3D-Griffe für
  Öffnungen/Treppen, Snap-Symbol-Restyle.
2026-07-09 00:57:29 +02:00

298 lines
10 KiB
Rust

// Standalone-Fenster-Spike (Feature "window"): oeffnet ein winit-Fenster mit
// eigener wgpu-Surface und zeichnet eine Demo-Szene aus extrudierten Waenden (ein
// geschlossener Raum). Eine ORBIT-KAMERA laesst sich mit der Maus drehen (linke
// Taste ziehen = Yaw/Pitch) und mit dem Rad zoomen (Abstand). Nur die
// View-Projektions-Matrix aendert sich — kein Re-Meshing.
//
// Das ist bewusst der entkoppelte Rendering-Spike (M1): Rendering getrennt von der
// Tauri/Webview-Integration verifizieren. Die Anbindung unter die Webview
// (raw-window-handle) folgt in einem spaeteren Milestone.
//
// Start: cargo run --features window --bin spike3d
// (braucht eine aktive Wayland-/X11-Session; headless nicht sichtbar verifizierbar).
use std::sync::Arc;
use render3d::gpu::{RenderStyle, Renderer};
use render3d::math::orbit_eye;
use render3d::types::{Camera, Projection, WallInput};
use winit::application::ApplicationHandler;
use winit::event::{ElementState, KeyEvent, MouseButton, MouseScrollDelta, WindowEvent};
use winit::event_loop::{ActiveEventLoop, EventLoop};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::{Window, WindowId};
/// Demo-Szene: ein rechteckiger Raum (4 Aussenwaende) plus eine Innenwand. Achsen
/// in Meter; Dicke 0.2 m, Hoehe 2.6 m. Genug, um Extrusion, Tiefenpuffer und
/// Beleuchtung im Orbit zu beurteilen.
fn demo_walls() -> Vec<WallInput> {
let t = 0.2;
let ht = 2.6;
let grey = [0.82, 0.80, 0.76];
let mk = |a: [f32; 2], b: [f32; 2]| WallInput {
start: a,
end: b,
thickness: t,
height: ht,
base_elevation: 0.0,
color: grey,
openings: vec![],
layers: None,
holes: vec![],
material_index: None,
hatch: None,
cut: None,
};
// Raum 6 x 4 m.
vec![
mk([0.0, 0.0], [6.0, 0.0]), // Sued
mk([6.0, 0.0], [6.0, 4.0]), // Ost
mk([6.0, 4.0], [0.0, 4.0]), // Nord
mk([0.0, 4.0], [0.0, 0.0]), // West
mk([3.0, 0.0], [3.0, 2.5]), // Innenwand (Teilung)
]
}
/// Zielpunkt (Raum-Mitte in world) und Start-Abstand fuer die Orbit-Kamera.
fn scene_target() -> [f32; 3] {
// Raum 6x4 in der XZ-Ebene, Wandmitte-Hoehe ~1.3.
[3.0, 1.3, 2.0]
}
struct GpuState {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
renderer: Renderer,
window: Arc<Window>,
}
impl GpuState {
fn new(window: Arc<Window>) -> Self {
let size = window.inner_size();
let instance = wgpu::Instance::default();
let surface = instance
.create_surface(window.clone())
.expect("Surface erstellen");
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
force_fallback_adapter: false,
compatible_surface: Some(&surface),
}))
.expect("kein passender GPU-Adapter");
let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
label: Some("3d.device"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
experimental_features: wgpu::ExperimentalFeatures::disabled(),
memory_hints: wgpu::MemoryHints::Performance,
trace: wgpu::Trace::Off,
}))
.expect("Device anfordern");
let caps = surface.get_capabilities(&adapter);
let format = caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: size.width.max(1),
height: size.height.max(1),
present_mode: caps.present_modes[0],
alpha_mode: caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
let mut renderer = Renderer::new(&device, format);
renderer.upload_walls(&device, &demo_walls());
Self {
surface,
device,
queue,
config,
renderer,
window,
}
}
fn resize(&mut self, w: u32, h: u32) {
if w == 0 || h == 0 {
return;
}
self.config.width = w;
self.config.height = h;
self.surface.configure(&self.device, &self.config);
}
fn render(&mut self, camera: &Camera) {
// wgpu 29: `get_current_texture` liefert ein Enum statt eines Results —
// Suboptimal ist weiterhin praesentierbar, Lost/Outdated -> rekonfigurieren.
let frame = match self.surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(f)
| wgpu::CurrentSurfaceTexture::Suboptimal(f) => f,
wgpu::CurrentSurfaceTexture::Lost | wgpu::CurrentSurfaceTexture::Outdated => {
self.surface.configure(&self.device, &self.config);
return;
}
other => {
eprintln!("Surface-Fehler: {other:?}");
return;
}
};
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
self.renderer.render(
&self.device,
&self.queue,
&view,
camera,
(self.config.width, self.config.height),
);
frame.present();
}
}
/// Orbit-Zustand: Yaw/Pitch (Radiant) + Abstand. Steuert die Kamera-Position um
/// das feste Ziel (Raum-Mitte).
struct Orbit {
yaw: f32,
pitch: f32,
dist: f32,
}
impl Default for Orbit {
fn default() -> Self {
// Schraeg von vorn-oben-rechts, ~10 m Abstand.
Self {
yaw: std::f32::consts::FRAC_PI_4,
pitch: 0.5,
dist: 11.0,
}
}
}
impl Orbit {
fn camera(&self) -> Camera {
let target = scene_target();
Camera {
eye: orbit_eye(target, self.yaw, self.pitch, self.dist),
target,
up: [0.0, 1.0, 0.0],
projection: Projection::Perspective,
..Camera::default()
}
}
}
#[derive(Default)]
struct App {
state: Option<GpuState>,
orbit: Orbit,
dragging: bool,
last_cursor: (f64, f64),
/// Darstellung: false = Shaded (Default, unveraendert), true = Textured
/// (prozedurales Schachbrett auf den Wandflaechen). Per Taste `T` umschaltbar.
textured: bool,
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.state.is_some() {
return;
}
let attrs = Window::default_attributes().with_title("render3d — Spike (Orbit)");
let window = Arc::new(event_loop.create_window(attrs).expect("Fenster erstellen"));
self.state = Some(GpuState::new(window));
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_id: WindowId,
event: WindowEvent,
) {
let Some(state) = self.state.as_mut() else {
return;
};
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => {
state.resize(size.width, size.height);
state.window.request_redraw();
}
WindowEvent::KeyboardInput {
event:
KeyEvent {
physical_key: PhysicalKey::Code(KeyCode::KeyT),
state: ElementState::Pressed,
repeat: false,
..
},
..
} => {
// `T` schaltet Shaded <-> Textured um (Laufzeit, kein Re-Meshing:
// der Renderer haelt beide Vertex-Puffer bereit).
self.textured = !self.textured;
let style = if self.textured {
RenderStyle::Textured
} else {
RenderStyle::Shaded
};
state.renderer.set_render_style(style);
state.window.request_redraw();
}
WindowEvent::MouseInput { state: s, button, .. } => {
if button == MouseButton::Left {
self.dragging = s == ElementState::Pressed;
}
}
WindowEvent::CursorMoved { position, .. } => {
if self.dragging {
// Maus-Delta -> Yaw/Pitch (Radiant je px). Pitch klemmt orbit_eye.
let dx = (position.x - self.last_cursor.0) as f32;
let dy = (position.y - self.last_cursor.1) as f32;
self.orbit.yaw -= dx * 0.01;
self.orbit.pitch += dy * 0.01;
let limit = std::f32::consts::FRAC_PI_2 - 0.01;
self.orbit.pitch = self.orbit.pitch.clamp(-limit, limit);
state.window.request_redraw();
}
self.last_cursor = (position.x, position.y);
}
WindowEvent::MouseWheel { delta, .. } => {
let step = match delta {
MouseScrollDelta::LineDelta(_, y) => y,
MouseScrollDelta::PixelDelta(p) => (p.y as f32) / 40.0,
};
// Rad -> Abstand (multiplikativ), geklemmt auf sinnvollen Bereich.
let factor = if step > 0.0 { 0.9 } else { 1.0 / 0.9 };
self.orbit.dist = (self.orbit.dist * factor).clamp(1.5, 200.0);
state.window.request_redraw();
}
WindowEvent::RedrawRequested => {
let cam = self.orbit.camera();
state.render(&cam);
}
_ => {}
}
}
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new().expect("Event-Loop erstellen");
event_loop.set_control_flow(winit::event_loop::ControlFlow::Wait);
let mut app = App::default();
event_loop.run_app(&mut app).expect("App laufen lassen");
}