DXF-Import: CIRCLE/ARC als echte glatte Kreis-/Bogen-Formen (statt tesselliertem Vieleck)
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@@ -3096,5 +3096,51 @@ function renderPrimitive(
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</text>
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);
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}
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case "drawingCircle": {
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// Echtes `<circle>` — rund bei jedem Zoom (kein Vieleck). Füllung optional.
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const c = toScreen(p.center);
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const r = p.r * PX_PER_M;
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return (
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<circle
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cx={c.x}
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cy={c.y}
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r={r}
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fill={p.fill}
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stroke={p.stroke}
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strokeWidth={weight(p.weightMm)}
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strokeDasharray={dashOf(p.dash)}
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vectorEffect={vfx}
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/>
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);
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}
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case "drawingArc": {
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// Glatter SVG-Bogen. Winkel in Radiant (CCW im Modell); Screen-Y ist
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// gespiegelt → ein modell-CCW-Bogen läuft am Bildschirm im Uhrzeigersinn
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// (SVG sweep-flag 1). large-arc aus der Spannweite (>π).
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const TAU = Math.PI * 2;
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const rPx = p.r * PX_PER_M;
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const from = toScreen({
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x: p.center.x + p.r * Math.cos(p.a0),
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y: p.center.y + p.r * Math.sin(p.a0),
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});
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const to = toScreen({
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x: p.center.x + p.r * Math.cos(p.a1),
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y: p.center.y + p.r * Math.sin(p.a1),
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});
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const sweep = (((p.a1 - p.a0) % TAU) + TAU) % TAU;
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const largeArc = sweep > Math.PI ? 1 : 0;
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const d = `M ${from.x} ${from.y} A ${rPx} ${rPx} 0 ${largeArc} 1 ${to.x} ${to.y}`;
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return (
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<path
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d={d}
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fill="none"
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stroke={p.stroke}
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strokeWidth={weight(p.weightMm)}
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strokeDasharray={dashOf(p.dash)}
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strokeLinecap={dashHasDot(p.dash) ? "round" : undefined}
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vectorEffect={vfx}
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/>
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);
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}
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}
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}
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+58
-13
@@ -311,6 +311,35 @@ export type Primitive =
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/** ID des 2D-Zeichenelements (für Links-Klick-Auswahl). */
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drawingId?: string;
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greyed?: boolean;
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}
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| {
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// Glatter Kreis (aus Drawing2D `{shape:"circle"}`, z. B. DXF-CIRCLE) — als
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// echtes `<circle>` gerendert (rund bei jedem Zoom), nicht als Vieleck.
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kind: "drawingCircle";
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center: Vec2;
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/** Radius in Modell-Metern. */
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r: number;
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/** Vollton-Füllfarbe oder "none". */
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fill: string;
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stroke: string;
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weightMm: number;
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dash?: number[] | null;
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drawingId?: string;
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greyed?: boolean;
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}
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| {
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// Glatter Bogen (aus Drawing2D `{shape:"arc"}`, z. B. DXF-ARC) — als
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// SVG-Bogenpfad gerendert; Winkel in RADIANT (CCW im Modell).
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kind: "drawingArc";
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center: Vec2;
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r: number;
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a0: number;
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a1: number;
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stroke: string;
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weightMm: number;
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dash?: number[] | null;
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drawingId?: string;
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greyed?: boolean;
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};
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/**
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@@ -1017,19 +1046,36 @@ function addDrawing2D(
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seg(c4, c1);
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break;
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}
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case "circle": {
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// Kreis als geschlossene Polygon-Approximation (N Segmente) — nutzt die
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// vorhandene Füll-/Strich-Pipeline, ohne ein eigenes Kreis-Primitiv.
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const N = 64;
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const pts: Vec2[] = [];
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for (let i = 0; i < N; i++) {
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const t = (i / N) * Math.PI * 2;
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pts.push({ x: g.center.x + g.r * Math.cos(t), y: g.center.y + g.r * Math.sin(t) });
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}
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fillPoly(pts);
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for (let i = 0; i < N; i++) seg(pts[i], pts[(i + 1) % N]);
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case "circle":
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// Echtes Kreis-Primitiv → glattes `<circle>` (rund bei jedem Zoom) mit
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// optionaler Vollton-Füllung. Ersetzt die frühere 64-Ecken-Approximation.
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out.push({
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kind: "drawingCircle",
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center: g.center,
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r: g.r,
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fill: background ?? d.fillColor ?? "none",
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stroke: color,
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weightMm,
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dash,
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greyed,
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drawingId: d.id,
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});
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break;
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case "arc":
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// Echtes Bogen-Primitiv → glatter SVG-Bogenpfad (Winkel in Radiant).
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out.push({
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kind: "drawingArc",
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center: g.center,
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r: g.r,
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a0: g.a0,
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a1: g.a1,
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stroke: color,
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weightMm,
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dash,
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greyed,
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drawingId: d.id,
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});
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break;
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}
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case "text":
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out.push({
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kind: "drawingText",
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@@ -1042,7 +1088,6 @@ function addDrawing2D(
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drawingId: d.id,
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});
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break;
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// arc: Primitive-Erweiterung folgt später.
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default:
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break;
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}
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@@ -486,6 +486,21 @@ export function planToRenderScene(plan: Plan, paperScaleN: number = STAMP_DEFAUL
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widthMm: p.weightMm,
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dash: p.dash ?? null,
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});
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} else if (p.kind === "drawingCircle" || p.kind === "drawingArc") {
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// Der native Renderer hat kein Kreis-/Bogen-Primitiv → hier tessellieren
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// (der SVG-Pfad zeichnet sie glatt). Kreis = voller Umlauf, Bogen = a0..a1.
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flushRun();
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const col = withOpacity(toRgba(p.stroke, 1) ?? [0.1, 0.1, 0.1, 1], undefined, p.greyed);
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const TAU = Math.PI * 2;
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const a0 = p.kind === "drawingArc" ? p.a0 : 0;
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const sweep = p.kind === "drawingArc" ? (((p.a1 - p.a0) % TAU) + TAU) % TAU : TAU;
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const N = Math.max(8, Math.ceil(sweep / (Math.PI / 32)));
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const pts: RPoint[] = [];
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for (let i = 0; i <= N; i++) {
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const t = a0 + (sweep * i) / N;
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pts.push([p.center.x + p.r * Math.cos(t), p.center.y + p.r * Math.sin(t)]);
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}
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polylines.push({ pts, color: col, widthMm: p.weightMm, dash: p.dash ?? null, z: zc++ });
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} else if (p.kind === "text") {
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// "text": zeilenweise flachen — die ECHTEN Glyphen rastert der Rust-
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// Renderer über einen GPU-Glyphen-Atlas (glyphon, dieselbe Font-Familie
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