35299307d6
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.
298 lines
10 KiB
Rust
298 lines
10 KiB
Rust
// Standalone-Fenster-Spike (Feature "window"): oeffnet ein winit-Fenster mit
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// eigener wgpu-Surface und zeichnet eine Demo-Szene aus extrudierten Waenden (ein
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// geschlossener Raum). Eine ORBIT-KAMERA laesst sich mit der Maus drehen (linke
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// Taste ziehen = Yaw/Pitch) und mit dem Rad zoomen (Abstand). Nur die
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// View-Projektions-Matrix aendert sich — kein Re-Meshing.
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//
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// Das ist bewusst der entkoppelte Rendering-Spike (M1): Rendering getrennt von der
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// Tauri/Webview-Integration verifizieren. Die Anbindung unter die Webview
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// (raw-window-handle) folgt in einem spaeteren Milestone.
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//
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// Start: cargo run --features window --bin spike3d
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// (braucht eine aktive Wayland-/X11-Session; headless nicht sichtbar verifizierbar).
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use std::sync::Arc;
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use render3d::gpu::{RenderStyle, Renderer};
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use render3d::math::orbit_eye;
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use render3d::types::{Camera, Projection, WallInput};
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use winit::application::ApplicationHandler;
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use winit::event::{ElementState, KeyEvent, MouseButton, MouseScrollDelta, WindowEvent};
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use winit::event_loop::{ActiveEventLoop, EventLoop};
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use winit::keyboard::{KeyCode, PhysicalKey};
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use winit::window::{Window, WindowId};
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/// Demo-Szene: ein rechteckiger Raum (4 Aussenwaende) plus eine Innenwand. Achsen
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/// in Meter; Dicke 0.2 m, Hoehe 2.6 m. Genug, um Extrusion, Tiefenpuffer und
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/// Beleuchtung im Orbit zu beurteilen.
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fn demo_walls() -> Vec<WallInput> {
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let t = 0.2;
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let ht = 2.6;
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let grey = [0.82, 0.80, 0.76];
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let mk = |a: [f32; 2], b: [f32; 2]| WallInput {
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start: a,
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end: b,
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thickness: t,
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height: ht,
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base_elevation: 0.0,
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color: grey,
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openings: vec![],
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layers: None,
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holes: vec![],
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material_index: None,
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hatch: None,
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cut: None,
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};
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// Raum 6 x 4 m.
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vec![
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mk([0.0, 0.0], [6.0, 0.0]), // Sued
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mk([6.0, 0.0], [6.0, 4.0]), // Ost
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mk([6.0, 4.0], [0.0, 4.0]), // Nord
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mk([0.0, 4.0], [0.0, 0.0]), // West
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mk([3.0, 0.0], [3.0, 2.5]), // Innenwand (Teilung)
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]
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}
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/// Zielpunkt (Raum-Mitte in world) und Start-Abstand fuer die Orbit-Kamera.
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fn scene_target() -> [f32; 3] {
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// Raum 6x4 in der XZ-Ebene, Wandmitte-Hoehe ~1.3.
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[3.0, 1.3, 2.0]
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}
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struct GpuState {
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surface: wgpu::Surface<'static>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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renderer: Renderer,
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window: Arc<Window>,
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}
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impl GpuState {
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fn new(window: Arc<Window>) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::default();
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let surface = instance
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.create_surface(window.clone())
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.expect("Surface erstellen");
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let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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force_fallback_adapter: false,
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compatible_surface: Some(&surface),
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}))
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.expect("kein passender GPU-Adapter");
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let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
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label: Some("3d.device"),
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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experimental_features: wgpu::ExperimentalFeatures::disabled(),
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memory_hints: wgpu::MemoryHints::Performance,
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trace: wgpu::Trace::Off,
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}))
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.expect("Device anfordern");
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let caps = surface.get_capabilities(&adapter);
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let format = caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format,
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width: size.width.max(1),
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height: size.height.max(1),
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present_mode: caps.present_modes[0],
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alpha_mode: caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&device, &config);
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let mut renderer = Renderer::new(&device, format);
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renderer.upload_walls(&device, &demo_walls());
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Self {
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surface,
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device,
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queue,
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config,
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renderer,
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window,
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}
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}
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fn resize(&mut self, w: u32, h: u32) {
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if w == 0 || h == 0 {
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return;
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}
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self.config.width = w;
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self.config.height = h;
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self.surface.configure(&self.device, &self.config);
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}
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fn render(&mut self, camera: &Camera) {
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// wgpu 29: `get_current_texture` liefert ein Enum statt eines Results —
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// Suboptimal ist weiterhin praesentierbar, Lost/Outdated -> rekonfigurieren.
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let frame = match self.surface.get_current_texture() {
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wgpu::CurrentSurfaceTexture::Success(f)
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| wgpu::CurrentSurfaceTexture::Suboptimal(f) => f,
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wgpu::CurrentSurfaceTexture::Lost | wgpu::CurrentSurfaceTexture::Outdated => {
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self.surface.configure(&self.device, &self.config);
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return;
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}
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other => {
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eprintln!("Surface-Fehler: {other:?}");
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return;
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}
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};
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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self.renderer.render(
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&self.device,
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&self.queue,
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&view,
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camera,
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(self.config.width, self.config.height),
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);
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frame.present();
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}
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}
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/// Orbit-Zustand: Yaw/Pitch (Radiant) + Abstand. Steuert die Kamera-Position um
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/// das feste Ziel (Raum-Mitte).
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struct Orbit {
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yaw: f32,
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pitch: f32,
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dist: f32,
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}
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impl Default for Orbit {
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fn default() -> Self {
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// Schraeg von vorn-oben-rechts, ~10 m Abstand.
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Self {
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yaw: std::f32::consts::FRAC_PI_4,
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pitch: 0.5,
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dist: 11.0,
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}
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}
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}
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impl Orbit {
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fn camera(&self) -> Camera {
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let target = scene_target();
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Camera {
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eye: orbit_eye(target, self.yaw, self.pitch, self.dist),
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target,
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up: [0.0, 1.0, 0.0],
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projection: Projection::Perspective,
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..Camera::default()
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}
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}
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}
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#[derive(Default)]
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struct App {
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state: Option<GpuState>,
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orbit: Orbit,
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dragging: bool,
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last_cursor: (f64, f64),
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/// Darstellung: false = Shaded (Default, unveraendert), true = Textured
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/// (prozedurales Schachbrett auf den Wandflaechen). Per Taste `T` umschaltbar.
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textured: bool,
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}
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impl ApplicationHandler for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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if self.state.is_some() {
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return;
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}
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let attrs = Window::default_attributes().with_title("render3d — Spike (Orbit)");
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let window = Arc::new(event_loop.create_window(attrs).expect("Fenster erstellen"));
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self.state = Some(GpuState::new(window));
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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_id: WindowId,
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event: WindowEvent,
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) {
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let Some(state) = self.state.as_mut() else {
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return;
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};
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match event {
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::Resized(size) => {
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state.resize(size.width, size.height);
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state.window.request_redraw();
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}
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WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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physical_key: PhysicalKey::Code(KeyCode::KeyT),
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state: ElementState::Pressed,
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repeat: false,
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..
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},
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..
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} => {
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// `T` schaltet Shaded <-> Textured um (Laufzeit, kein Re-Meshing:
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// der Renderer haelt beide Vertex-Puffer bereit).
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self.textured = !self.textured;
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let style = if self.textured {
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RenderStyle::Textured
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} else {
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RenderStyle::Shaded
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};
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state.renderer.set_render_style(style);
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state.window.request_redraw();
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}
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WindowEvent::MouseInput { state: s, button, .. } => {
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if button == MouseButton::Left {
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self.dragging = s == ElementState::Pressed;
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}
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}
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WindowEvent::CursorMoved { position, .. } => {
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if self.dragging {
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// Maus-Delta -> Yaw/Pitch (Radiant je px). Pitch klemmt orbit_eye.
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let dx = (position.x - self.last_cursor.0) as f32;
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let dy = (position.y - self.last_cursor.1) as f32;
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self.orbit.yaw -= dx * 0.01;
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self.orbit.pitch += dy * 0.01;
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let limit = std::f32::consts::FRAC_PI_2 - 0.01;
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self.orbit.pitch = self.orbit.pitch.clamp(-limit, limit);
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state.window.request_redraw();
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}
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self.last_cursor = (position.x, position.y);
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}
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WindowEvent::MouseWheel { delta, .. } => {
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let step = match delta {
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MouseScrollDelta::LineDelta(_, y) => y,
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MouseScrollDelta::PixelDelta(p) => (p.y as f32) / 40.0,
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};
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// Rad -> Abstand (multiplikativ), geklemmt auf sinnvollen Bereich.
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let factor = if step > 0.0 { 0.9 } else { 1.0 / 0.9 };
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self.orbit.dist = (self.orbit.dist * factor).clamp(1.5, 200.0);
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state.window.request_redraw();
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}
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WindowEvent::RedrawRequested => {
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let cam = self.orbit.camera();
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state.render(&cam);
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}
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_ => {}
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}
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}
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}
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fn main() {
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env_logger::init();
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let event_loop = EventLoop::new().expect("Event-Loop erstellen");
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event_loop.set_control_flow(winit::event_loop::ControlFlow::Wait);
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let mut app = App::default();
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event_loop.run_app(&mut app).expect("App laufen lassen");
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}
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