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.
This commit is contained in:
@@ -133,7 +133,7 @@
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use serde::{Deserialize, Serialize};
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use crate::math;
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use crate::types::{Opening, Point2, Rgb, SlabInput, WallInput};
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use crate::types::{CutBandMeta, Hatch, Opening, Point2, Rgb, SlabInput, WallInput};
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/// Toleranz fuer "naeher an der Ebene" / Grenzwert-Vergleiche (Meter, Tiefe/Hoehe).
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const EPS: f32 = 1e-4;
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@@ -268,8 +268,19 @@ pub struct ComponentRef {
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pub struct CutPolygon {
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pub component: ComponentRef,
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pub color: Rgb,
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/// Schnitt-Schraffur des Ursprungs-Bauteils (siehe `WallInput::hatch`). `None`
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/// -> der Cap-Shader zeichnet das Fallback-Diagonalmuster (Alt-Verhalten).
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#[serde(default)]
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pub hatch: Option<Hatch>,
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/// Ring-Ecken (u, v); erste != letzte (Ring implizit geschlossen).
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pub pts: Vec<[f32; 2]>,
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/// Schnitt-Verschneidungs-/Linienstil-Metadaten des Ursprungs-Bandes (siehe
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/// `WallInput::cut`). Treibt die Boolean-Dominanz in `section_boolean::
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/// subtract_dominant_bands` (die staerkere Schicht schneidet die schwaechere)
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/// und die Schnitt-Umrisslinien (`section_fill::build_cut_cap_lines`). `None`
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/// -> das Band nimmt an keiner Subtraktion teil (Alt-Verhalten).
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#[serde(default)]
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pub cut: Option<CutBandMeta>,
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}
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/// Ein Liniensegment in Schnittkoordinaten (u, v), Meter.
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@@ -314,9 +325,16 @@ struct Prism {
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z0: f32,
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z1: f32,
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color: Rgb,
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/// Schnitt-Schraffur des Bauteils (siehe `WallInput::hatch`). Wandert in die
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/// Cut-Polygone, damit `section_fill`/`CAP_WGSL` das richtige Muster zeichnen.
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hatch: Option<Hatch>,
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/// Nur fuer Waende: Achse + Oeffnungen (siehe `WallAxis`). `None` fuer
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/// Decken (Slabs kennen keine Oeffnungen).
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wall_axis: Option<WallAxis>,
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/// Schnitt-Metadaten (Prioritaet/Identitaet/Linienstil), 1:1 aus der
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/// `WallInput`/`SlabInput`-Eingabe (`cut`) uebernommen und an jedes erzeugte
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/// `CutPolygon` weitergereicht.
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cut: Option<CutBandMeta>,
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}
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/// Wandachse + Oeffnungen, wie sie fuer die Oeffnungs-Zuordnung bei Cut-
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@@ -399,12 +417,14 @@ fn wall_prism(index: usize, wall: &WallInput) -> Option<Prism> {
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z0: wall.base_elevation,
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z1: wall.base_elevation + wall.height,
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color: wall.color,
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hatch: wall.hatch,
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wall_axis: Some(WallAxis {
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start: wall.start,
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dir,
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length,
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openings: wall.openings.clone(),
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}),
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cut: wall.cut.clone(),
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})
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}
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@@ -425,7 +445,9 @@ fn slab_prism(index: usize, slab: &SlabInput) -> Option<Prism> {
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z0,
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z1,
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color: slab.color,
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hatch: slab.hatch,
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wall_axis: None,
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cut: slab.cut.clone(),
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})
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}
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@@ -974,7 +996,9 @@ pub fn cut_section(plane: &SectionPlane, walls: &[WallInput], slabs: &[SlabInput
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index: prism.index,
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},
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color: prism.color,
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hatch: prism.hatch,
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pts: vec![[rlo, rz0], [rhi, rz0], [rhi, rz1], [rlo, rz1]],
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cut: prism.cut.clone(),
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});
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}
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}
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@@ -1017,6 +1041,9 @@ mod tests {
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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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WallInput {
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start: [0.0, 3.0],
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@@ -1028,6 +1055,9 @@ mod tests {
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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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];
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let slabs = vec![SlabInput {
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@@ -1035,6 +1065,8 @@ mod tests {
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z_bottom: -0.2,
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z_top: 0.0,
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color: [0.86, 0.86, 0.88],
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hatch: None,
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cut: None,
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}];
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(walls, slabs)
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}
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@@ -1285,6 +1317,9 @@ mod tests {
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}],
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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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}
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@@ -1371,6 +1406,9 @@ mod tests {
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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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// Blick von y = -2 nach +Y: beide Waende (y=0 bzw. y=1) liegen dahinter.
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let plane = SectionPlane::looking_plus_y(-2.0);
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