Nordstern-3D: Live-Schnittebene mit schraffierten Schnittflaechen
Der 3D-Viewport kann das Modell jetzt live an einer vertikalen Ebene aufschneiden (Overlay-Button 'Schnittebene', MVP: Ebene durch die Modellmitte, Blick +Y): - Globals um section_plane vec4 erweitert (xyz=Normale, w=-n*p; Enable in mode.y); MESH_/GRID_WGSL discarden Fragmente vor der Ebene (world_pos als neuer Varying) - Flaechen, Kanten, Grid, Highlight. - section_fill.rs (neu): build_cut_caps ruft cut_section und trianguliert jedes (u,v)-Rechteck zurueck in Weltkoordinaten ([x,y,z,u,v]). - CAP_WGSL: prozedurale 45-Grad-Diagonalschraffur aus (u,v) in Modell- Metern (fwidth-AA), Tinte auf Papier wie die 2D-Konvention; eigene cap_pipeline (CullMode::None, Depth-Bias Richtung Kamera gegen Z-Fighting), gezeichnet nach den Flaechen, nicht geclippt. - web.rs cached walls/slabs; set_section_plane(active, p, n) aktualisiert Uniform + Caps; set_model baut Caps bei aktivem Schnitt neu. - useWasm3dRenderer.setSectionPlane + Toggle in Wasm3DViewport. Bekannte Luecken (dokumentiert): Oeffnungen im 3D-Solid nicht ausgespart (cut_section spart aus -> Mismatch bei Schnitt durchs Fenster; wird mit dem Boolean-Loecher-Slice geloest), nur vertikale Ebenen, ein globales Muster (per-Bauteil = Stufe 2). cargo 56 Tests + naga-WGSL-Validierung, 222 vitest gruen, WASM neu gebaut (pkg3d gitignored).
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@@ -31,12 +31,13 @@
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/// + Lambert-Directional — GPU-Aequivalent eines Architektur-Massenmodell-Lichts.
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pub const MESH_WGSL: &str = r#"
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struct Globals {
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view_proj : mat4x4<f32>,
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light_dir : vec4<f32>,
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sky_color : vec4<f32>,
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ground_color : vec4<f32>,
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sun_color : vec4<f32>,
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mode : vec4<f32>,
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view_proj : mat4x4<f32>,
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light_dir : vec4<f32>,
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sky_color : vec4<f32>,
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ground_color : vec4<f32>,
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sun_color : vec4<f32>,
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mode : vec4<f32>,
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section_plane : vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> globals : Globals;
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@@ -50,6 +51,7 @@ struct VsOut {
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@builtin(position) clip_pos : vec4<f32>,
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@location(0) world_normal : vec3<f32>,
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@location(1) color : vec3<f32>,
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@location(2) world_pos : vec3<f32>,
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};
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@vertex
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@@ -58,11 +60,21 @@ fn vs_main(in : VsIn) -> VsOut {
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out.clip_pos = globals.view_proj * vec4<f32>(in.position, 1.0);
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out.world_normal = in.normal;
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out.color = in.color;
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out.world_pos = in.position;
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return out;
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}
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@fragment
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fn fs_main(in : VsOut) -> @location(0) vec4<f32> {
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// Live-Schnitt: mode.y > 0.5 aktiviert die Kappung. section_plane.xyz =
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// Ebenennormale (= Blickrichtung), .w = -dot(n, point). depth > 0 heisst
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// "hinter der Ebene" (in Blickrichtung) -> dieses Material wird weggeschnitten,
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// die Schnittflaechen-Caps (cap_pipeline) fuellen die entstehende Wunde.
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if (globals.mode.y > 0.5) {
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if (dot(in.world_pos, globals.section_plane.xyz) + globals.section_plane.w > 0.0) {
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discard;
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}
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}
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let n = normalize(in.world_normal);
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let l = normalize(globals.light_dir.xyz);
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let style = globals.mode.x;
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@@ -120,12 +132,13 @@ fn fs_main(in : VsOut) -> @location(0) vec4<f32> {
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/// gemeinsamen Tiefenpuffer, sodass das Modell das Gitter korrekt verdeckt.
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pub const GRID_WGSL: &str = r#"
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struct Globals {
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view_proj : mat4x4<f32>,
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light_dir : vec4<f32>,
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sky_color : vec4<f32>,
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ground_color : vec4<f32>,
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sun_color : vec4<f32>,
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mode : vec4<f32>,
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view_proj : mat4x4<f32>,
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light_dir : vec4<f32>,
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sky_color : vec4<f32>,
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ground_color : vec4<f32>,
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sun_color : vec4<f32>,
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mode : vec4<f32>,
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section_plane : vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> globals : Globals;
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@@ -136,7 +149,8 @@ struct VsIn {
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struct VsOut {
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@builtin(position) clip_pos : vec4<f32>,
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@location(0) color : vec3<f32>,
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@location(0) color : vec3<f32>,
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@location(1) world_pos : vec3<f32>,
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};
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@vertex
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@@ -144,11 +158,79 @@ fn vs_main(in : VsIn) -> VsOut {
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var out : VsOut;
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out.clip_pos = globals.view_proj * vec4<f32>(in.position, 1.0);
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out.color = in.color;
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out.world_pos = in.position;
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return out;
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}
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@fragment
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fn fs_main(in : VsOut) -> @location(0) vec4<f32> {
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// Gleiche Kappung wie die Mesh-Pipeline: Grid-, Modell-Kanten- und
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// Highlight-Linien (alle teilen diesen Shader) werden an der Schnittebene
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// weggeschnitten, damit auf der abgeschnittenen Seite keine Kanten stehen
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// bleiben (mode.y > 0.5 = aktiv).
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if (globals.mode.y > 0.5) {
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if (dot(in.world_pos, globals.section_plane.xyz) + globals.section_plane.w > 0.0) {
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discard;
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}
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}
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return vec4<f32>(in.color, 1.0);
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}
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"#;
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/// WGSL der Schnittflaechen-Kappen (Cut-Caps, section_fill.rs / gpu::cap_pipeline).
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/// Eigene TriangleList-Pipeline: schlankes Vertex-Layout [pos vec3, uv vec2],
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/// dieselbe `Globals`-Bind-Group (group(0) binding(0)) wie Mesh/Grid. Die Caps
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/// werden NICHT geclippt (sie SIND die Schnittflaeche). Fragment: prozedurale
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/// 45-Grad-Diagonalschraffur aus den Ebenen-Koordinaten (u,v) in Modell-Metern —
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/// dunkle Tinte auf hellem Papier, passend zur 2D-Schnittkonvention.
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pub const CAP_WGSL: &str = r#"
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struct Globals {
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view_proj : mat4x4<f32>,
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light_dir : vec4<f32>,
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sky_color : vec4<f32>,
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ground_color : vec4<f32>,
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sun_color : vec4<f32>,
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mode : vec4<f32>,
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section_plane : vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> globals : Globals;
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struct VsIn {
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@location(0) position : vec3<f32>,
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@location(1) uv : vec2<f32>,
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};
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struct VsOut {
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@builtin(position) clip_pos : vec4<f32>,
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@location(0) uv : vec2<f32>,
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};
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@vertex
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fn vs_main(in : VsIn) -> VsOut {
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var out : VsOut;
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out.clip_pos = globals.view_proj * vec4<f32>(in.position, 1.0);
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out.uv = in.uv;
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return out;
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}
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@fragment
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fn fs_main(in : VsOut) -> @location(0) vec4<f32> {
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// 45-Grad-Diagonalschraffur in Modell-Metern: Linien bei ganzzahligen
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// Vielfachen von `spacing` entlang (u + v). `dist` = Abstand (in Einheiten
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// von `spacing`) zur naechsten Linie; `fwidth` liefert eine bildschirm-
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// groessenrichtige Kantenglaettung (kein Aliasing bei flachem Blickwinkel).
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let spacing = 0.08; // Linienabstand ~8 cm
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let half = 0.004; // halbe Linienbreite ~4 mm (Strich ~8 mm)
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let ink = vec3<f32>(0.06, 0.06, 0.06);
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let paper = vec3<f32>(0.94, 0.94, 0.94);
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let s = (in.uv.x + in.uv.y) / spacing;
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let frac = fract(s);
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let dist = min(frac, 1.0 - frac); // 0 auf der Linie
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let half_s = half / spacing;
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let aa = max(fwidth(s), 1e-5);
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let line = 1.0 - smoothstep(half_s, half_s + aa, dist);
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let color = mix(paper, ink, line);
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return vec4<f32>(color, 1.0);
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}
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"#;
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