31ac91b2a7
Deckenplatten (SlabInput) werden im render3d aus dem Grundriss-Umriss per
Ear-Clipping trianguliert und über die Deckendicke extrudiert (Deckel/Boden/
Mantel mit robust nach außen orientierten Normalen). Payload erweitert auf
{ walls, slabs } — blanke Wand-Arrays bleiben kompatibel. Beleuchtung auf
hemisphärisches Ambient (Himmel/Boden) + Directional-Sonne umgestellt, dezente
Kantenbetonung, hellerer Hintergrund (#f5f5f5). Beispiel-Geschossdecke im EG.
379 lines
15 KiB
Rust
379 lines
15 KiB
Rust
// Nativer wgpu-3D-Renderer fuer die CAD-Modellsicht.
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//
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// Aufbau in Schichten (bewusst getrennt, siehe Feature-Flags in Cargo.toml):
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// - `types` : serde-only Eingabe (geflachte Waende, Kamera) + Mesh-Ausgabe.
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// - `mesh` : Wand-Extrusion (Band aus Achse+Dicke, hochgezogen auf Hoehe).
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// GPU-frei, headless per `cargo test` pruefbar. Kern-Port der
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// three.js-`ExtrudeGeometry`-Wanderzeugung.
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// - `math` : Mat4 + Kamera (View/Projektion, Perspektive + Orthografie,
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// die fuenf Presets) + Orbit-Helfer. Handgerechnet, testbar.
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// - `shaders` : WGSL-Quelle (View-Projektion + Directional-Light).
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// - `gpu` : wgpu-Pipeline mit Tiefenpuffer + Backface-Culling (Feature "render").
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// - `bin/spike3d` : winit-Fenster mit Orbit-Kamera (Feature "window").
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//
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// Standard-Build (`cargo test`/`cargo build` ohne Features) enthaelt nur die
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// GPU-freien Schichten und ist damit unabhaengig von einer Display-Session.
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pub mod math;
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pub mod mesh;
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pub mod shaders;
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pub mod types;
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#[cfg(feature = "render")]
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pub mod gpu;
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pub use math::{
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look_at, orbit_eye, orthographic, perspective, preset_camera, projection_matrix,
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view_matrix, view_projection, Mat4,
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};
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pub use mesh::{build_model_mesh, build_walls_mesh, extrude_slab, extrude_wall, triangulate};
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pub use types::{
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Camera, CameraPreset, Mesh, Point2, Projection, Rgb, SlabInput, WallInput, FLOATS_PER_VERTEX,
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};
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// --- Tests: Mesh-Erzeugung (Muster wie render2d/tessellate) -------------------
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#[cfg(test)]
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mod tests {
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use super::mesh::{build_walls_mesh, extrude_wall, INDICES_PER_BOX, VERTS_PER_BOX};
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use super::types::{Mesh, WallInput, FLOATS_PER_VERTEX};
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/// Bequemer Bau einer achsparallelen Wand entlang +X.
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fn wall_x(len: f32, thickness: f32, height: f32) -> WallInput {
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WallInput {
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start: [0.0, 0.0],
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end: [len, 0.0],
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thickness,
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height,
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base_elevation: 0.0,
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color: [0.8, 0.8, 0.8],
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}
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}
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/// Liest Position + Normale eines Vertex (index i) aus dem interleaved Puffer.
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fn vert(mesh: &Mesh, i: usize) -> ([f32; 3], [f32; 3]) {
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let b = i * FLOATS_PER_VERTEX;
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(
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[mesh.verts[b], mesh.verts[b + 1], mesh.verts[b + 2]],
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[mesh.verts[b + 3], mesh.verts[b + 4], mesh.verts[b + 5]],
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)
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}
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#[test]
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fn eine_wand_hat_quader_zaehlung() {
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// Eine Wand -> ein Quader: 24 Vertices, 36 Indizes (12 Dreiecke).
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let mesh = build_walls_mesh(&[wall_x(3.0, 0.2, 2.5)]);
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assert_eq!(mesh.vertex_count(), VERTS_PER_BOX, "24 Vertices je Quader");
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assert_eq!(mesh.indices.len(), INDICES_PER_BOX, "36 Indizes je Quader");
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assert_eq!(mesh.triangle_count(), 12, "12 Dreiecke je Quader");
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// Kein Index zeigt ausserhalb des Puffers.
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let max_idx = *mesh.indices.iter().max().unwrap();
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assert!((max_idx as usize) < mesh.vertex_count());
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}
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#[test]
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fn mehrere_waende_addieren_sich() {
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let mesh = build_walls_mesh(&[
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wall_x(3.0, 0.2, 2.5),
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WallInput {
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start: [3.0, 0.0],
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end: [3.0, 4.0],
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thickness: 0.2,
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height: 2.5,
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base_elevation: 0.0,
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color: [0.8, 0.8, 0.8],
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},
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]);
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assert_eq!(mesh.vertex_count(), 2 * VERTS_PER_BOX);
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assert_eq!(mesh.indices.len(), 2 * INDICES_PER_BOX);
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}
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#[test]
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fn bounding_box_deckt_dicke_laenge_hoehe_ab() {
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// Wand entlang +X, Laenge 3, Dicke 0.2 -> Band in Z von -0.1..0.1;
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// Hoehe 2.5 ab Basis 0. world: (x, y=hoehe, z=grundriss.y).
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let mesh = build_walls_mesh(&[wall_x(3.0, 0.2, 2.5)]);
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let (min, max) = mesh.bounds();
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// X: 0..3 (Achsenlaenge).
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assert!((min[0] - 0.0).abs() < 1e-5, "min x == 0");
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assert!((max[0] - 3.0).abs() < 1e-5, "max x == 3");
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// Y: 0..2.5 (Hoehe).
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assert!((min[1] - 0.0).abs() < 1e-5, "min y == 0");
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assert!((max[1] - 2.5).abs() < 1e-5, "max y == 2.5");
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// Z: -0.1..0.1 (halbe Dicke je Seite).
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assert!((min[2] + 0.1).abs() < 1e-5, "min z == -0.1");
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assert!((max[2] - 0.1).abs() < 1e-5, "max z == 0.1");
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}
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#[test]
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fn basis_hoehe_verschiebt_in_y() {
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let mut w = wall_x(3.0, 0.2, 2.5);
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w.base_elevation = 3.0; // Obergeschoss.
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let mesh = build_walls_mesh(&[w]);
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let (min, max) = mesh.bounds();
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assert!((min[1] - 3.0).abs() < 1e-5, "Unterkante auf Basis 3.0");
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assert!((max[1] - 5.5).abs() < 1e-5, "Oberkante 3.0 + 2.5");
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}
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#[test]
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fn deckel_normale_zeigt_nach_oben() {
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// Der Deckel wird als erstes Quad angehaengt (Vertices 0..3): Normale +Y.
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let mesh = build_walls_mesh(&[wall_x(3.0, 0.2, 2.5)]);
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let (_, n0) = vert(&mesh, 0);
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assert!((n0[0]).abs() < 1e-6);
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assert!((n0[1] - 1.0).abs() < 1e-6, "Deckel-Normale +Y");
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assert!((n0[2]).abs() < 1e-6);
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}
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#[test]
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fn mantel_normalen_zeigen_nach_aussen() {
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// Wand entlang +X: die +n-Seite liegt bei z=+0.1 (n = leftNormal von +X =
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// (0,1) im Grundriss -> world +Z), die -n-Seite bei z=-0.1. Fuer JEDE
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// Mantelflaechen-Normale muss gelten: sie zeigt vom Wand-Zentrum weg.
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let mesh = build_walls_mesh(&[wall_x(3.0, 0.2, 2.5)]);
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// Wand-Zentrum in world.
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let center = [1.5f32, 1.25, 0.0];
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// Alle Vertices durchgehen; fuer jede Flaeche muss die Normale eine
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// positive Komponente in Richtung (Vertex - Zentrum) haben (zeigt raus).
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let n = mesh.vertex_count();
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for i in 0..n {
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let (p, nor) = vert(&mesh, i);
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let out = [p[0] - center[0], p[1] - center[1], p[2] - center[2]];
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let d = out[0] * nor[0] + out[1] * nor[1] + out[2] * nor[2];
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// >= 0: die Normale weist nie ins Innere (Backface-Culling korrekt).
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assert!(
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d >= -1e-5,
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"Vertex {i}: Normale zeigt nach innen (dot={d})"
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);
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}
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}
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#[test]
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fn diagonale_wand_hat_gleiche_zaehlung() {
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// Auch nicht-achsparallele Waende extrudieren korrekt (nur andere Ecken).
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let w = WallInput {
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start: [0.0, 0.0],
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end: [2.0, 2.0],
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thickness: 0.3,
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height: 3.0,
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base_elevation: 0.0,
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color: [0.8, 0.8, 0.8],
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};
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let mut mesh = Mesh::default();
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extrude_wall(&mut mesh, &w);
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assert_eq!(mesh.vertex_count(), VERTS_PER_BOX);
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// Hoehe deckt Y 0..3 ab.
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let (min, max) = mesh.bounds();
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assert!((min[1]).abs() < 1e-5 && (max[1] - 3.0).abs() < 1e-5);
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}
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#[test]
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fn degenerierte_wand_erzeugt_nichts() {
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// Start == Ende -> keine Richtung -> uebersprungen (kein Absturz).
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let w = WallInput {
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start: [1.0, 1.0],
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end: [1.0, 1.0],
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thickness: 0.2,
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height: 2.5,
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base_elevation: 0.0,
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color: [0.8, 0.8, 0.8],
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};
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let mesh = build_walls_mesh(&[w]);
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assert_eq!(mesh.vertex_count(), 0);
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assert!(mesh.indices.is_empty());
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}
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// --- Deckenplatten (extrudierte Polygone) ---------------------------------
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use super::mesh::{build_model_mesh, extrude_slab, triangulate};
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use super::types::SlabInput;
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/// Quadratischer Decken-Umriss (CCW) mit Kantenlaenge `s`, Ecke im Ursprung.
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fn square_slab(s: f32, z_bottom: f32, z_top: f32) -> SlabInput {
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SlabInput {
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outline: vec![[0.0, 0.0], [s, 0.0], [s, s], [0.0, s]],
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z_bottom,
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z_top,
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color: [0.86, 0.86, 0.88],
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}
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}
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#[test]
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fn triangulate_quadrat_gibt_zwei_dreiecke() {
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let tris = triangulate(&[[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0]]);
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assert_eq!(tris.len(), 6, "Quadrat -> 2 Dreiecke = 6 Indizes");
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}
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#[test]
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fn triangulate_cw_umriss_ebenfalls_zwei_dreiecke() {
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// CW-Umriss (negative Flaeche) muss genauso trianguliert werden.
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let tris = triangulate(&[[0.0, 0.0], [0.0, 1.0], [1.0, 1.0], [1.0, 0.0]]);
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assert_eq!(tris.len(), 6);
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}
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#[test]
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fn slab_deckel_und_boden_und_mantel() {
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// Quadratische Platte: Deckel (2 Tri) + Boden (2 Tri) + 4 Mantel-Quads
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// (je 2 Tri) = 4 + 8 = 12 Dreiecke = 36 Vertices (je Tri eigene Vertices).
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let mut mesh = Mesh::default();
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extrude_slab(&mut mesh, &square_slab(4.0, 2.4, 2.65));
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assert_eq!(mesh.triangle_count(), 12, "2+2 Kappen + 8 Mantel");
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assert_eq!(mesh.vertex_count(), 36);
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// Z-Ausdehnung deckt die Deckendicke ab.
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let (min, max) = mesh.bounds();
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assert!((min[1] - 2.4).abs() < 1e-5, "UK 2.4");
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assert!((max[1] - 2.65).abs() < 1e-5, "OK 2.65");
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}
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#[test]
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fn slab_deckel_normale_zeigt_nach_oben_boden_nach_unten() {
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let mut mesh = Mesh::default();
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extrude_slab(&mut mesh, &square_slab(4.0, 0.0, 0.25));
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// Fuer jedes Vertex mit y==0.25 (Deckel) muss die Normale +Y sein, fuer
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// y==0.0 (Boden) −Y. Mantel-Vertices haben n.y ≈ 0.
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let n = mesh.vertex_count();
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for i in 0..n {
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let b = i * FLOATS_PER_VERTEX;
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let py = mesh.verts[b + 1];
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let ny = mesh.verts[b + 4];
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if (py - 0.25).abs() < 1e-6 && (mesh.verts[b + 3]).abs() < 1e-6 && (mesh.verts[b + 5]).abs() < 1e-6 {
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assert!((ny - 1.0).abs() < 1e-5, "Deckel-Normale +Y");
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}
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}
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}
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#[test]
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fn slab_mantel_normalen_zeigen_nach_aussen() {
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// Zentriertes Quadrat um den Ursprung: jede Mantel-Normale muss vom
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// Zentrum weg zeigen.
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let slab = SlabInput {
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outline: vec![[-2.0, -2.0], [2.0, -2.0], [2.0, 2.0], [-2.0, 2.0]],
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z_bottom: 0.0,
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z_top: 0.3,
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color: [0.8, 0.8, 0.8],
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};
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let mut mesh = Mesh::default();
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extrude_slab(&mut mesh, &slab);
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let center = [0.0f32, 0.15, 0.0];
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let n = mesh.vertex_count();
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for i in 0..n {
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let b = i * FLOATS_PER_VERTEX;
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let p = [mesh.verts[b], mesh.verts[b + 1], mesh.verts[b + 2]];
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let nor = [mesh.verts[b + 3], mesh.verts[b + 4], mesh.verts[b + 5]];
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let out = [p[0] - center[0], p[1] - center[1], p[2] - center[2]];
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let d = out[0] * nor[0] + out[1] * nor[1] + out[2] * nor[2];
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assert!(d >= -1e-4, "Vertex {i}: Normale zeigt nach innen (dot={d})");
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}
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}
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#[test]
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fn build_model_mesh_haengt_slabs_an_waende() {
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let wall = build_walls_mesh(&[wall_x(4.0, 0.2, 2.6)]);
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let model = build_model_mesh(&[wall_x(4.0, 0.2, 2.6)], &[square_slab(4.0, 2.6, 2.85)]);
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// Modell = Wand-Vertices + Slab-Vertices.
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assert_eq!(model.vertex_count(), wall.vertex_count() + 36);
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assert!(model.indices.len() > wall.indices.len());
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}
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#[test]
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fn entarteter_slab_erzeugt_nichts() {
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let mut mesh = Mesh::default();
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// <3 Ecken.
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extrude_slab(&mut mesh, &SlabInput { outline: vec![[0.0, 0.0], [1.0, 0.0]], z_bottom: 0.0, z_top: 0.2, color: [0.8, 0.8, 0.8] });
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assert_eq!(mesh.vertex_count(), 0);
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// Nullhoehe.
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extrude_slab(&mut mesh, &square_slab(4.0, 2.6, 2.6));
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assert_eq!(mesh.vertex_count(), 0);
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}
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// --- Kamera / Matrizen ----------------------------------------------------
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#[test]
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fn look_at_setzt_kamera_ins_zentrum() {
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use super::math::{transform_point, view_matrix};
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use super::types::Camera;
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let cam = Camera {
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eye: [0.0, 0.0, 5.0],
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target: [0.0, 0.0, 0.0],
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up: [0.0, 1.0, 0.0],
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..Camera::default()
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};
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let v = view_matrix(&cam);
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// Das Blickziel (Ursprung) liegt im View-Raum vor der Kamera bei z=-5
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// (Kamera schaut entlang -Z).
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let p = transform_point(&v, [0.0, 0.0, 0.0]);
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assert!((p[0]).abs() < 1e-5 && (p[1]).abs() < 1e-5);
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assert!((p[2] + 5.0).abs() < 1e-5, "Ziel bei view-z = -5");
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}
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#[test]
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fn perspektive_klemmt_z_in_null_bis_eins() {
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use super::math::{perspective, transform_point};
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let m = perspective(60.0_f32.to_radians(), 1.0, 1.0, 100.0);
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// Punkt auf der Nah-Ebene (view-z = -near) -> clip-z/w == 0.
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let near = transform_point(&m, [0.0, 0.0, -1.0]);
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assert!((near[2] / near[3]).abs() < 1e-4, "Nah-Ebene -> z=0");
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// Punkt auf der Fern-Ebene (view-z = -far) -> clip-z/w == 1.
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let far = transform_point(&m, [0.0, 0.0, -100.0]);
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assert!(((far[2] / far[3]) - 1.0).abs() < 1e-4, "Fern-Ebene -> z=1");
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}
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#[test]
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fn orbit_eye_haelt_abstand_ein() {
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use super::math::orbit_eye;
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let target = [1.0, 0.0, 2.0];
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let e = orbit_eye(target, 0.7, 0.4, 10.0);
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let d = ((e[0] - target[0]).powi(2)
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+ (e[1] - target[1]).powi(2)
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+ (e[2] - target[2]).powi(2))
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.sqrt();
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assert!((d - 10.0).abs() < 1e-4, "Abstand == dist");
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}
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#[test]
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fn presets_setzen_projektionsart() {
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use super::math::preset_camera;
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use super::types::{CameraPreset, Projection};
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let t = [0.0, 0.0, 0.0];
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assert_eq!(
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preset_camera(CameraPreset::Top, t, 10.0).projection,
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Projection::Orthographic
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);
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assert_eq!(
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preset_camera(CameraPreset::Front, t, 10.0).projection,
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Projection::Orthographic
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);
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assert_eq!(
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preset_camera(CameraPreset::Side, t, 10.0).projection,
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Projection::Orthographic
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);
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assert_eq!(
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preset_camera(CameraPreset::Iso, t, 10.0).projection,
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Projection::Perspective
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);
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assert_eq!(
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preset_camera(CameraPreset::Persp, t, 10.0).projection,
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Projection::Perspective
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);
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// Top blickt von oben herab: eye.y > target.y.
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let top = preset_camera(CameraPreset::Top, t, 10.0);
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assert!(top.eye[1] > t[1], "Top-Kamera ueber dem Ziel");
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}
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/// Validiert die WGSL-Quelle headless ueber naga (Parser + Validator) — faengt
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/// Syntax-/Typfehler ohne GPU/Display ab. Nur mit Feature "render", weil naga
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/// sonst nicht mitgebaut wird (Muster: render2d).
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#[cfg(feature = "render")]
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#[test]
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fn wgsl_quelle_ist_valide() {
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use naga::valid::{Capabilities, ValidationFlags, Validator};
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let src = super::shaders::MESH_WGSL;
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let module = naga::front::wgsl::parse_str(src)
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.unwrap_or_else(|e| panic!("mesh: WGSL-Parse-Fehler: {e:?}"));
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let mut validator = Validator::new(ValidationFlags::all(), Capabilities::all());
|
||
validator
|
||
.validate(&module)
|
||
.unwrap_or_else(|e| panic!("mesh: WGSL-Validierung fehlgeschlagen: {e:?}"));
|
||
}
|
||
}
|