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- vec3: length divides by the largest component before squaring, so a camera 1e200 away keeps a finite near plane; unit_cross normalizes each edge first, so edges of very different sizes keep their normal. - render: MAX_RENDER_WORK (2^31) caps the pixel centres one render tests, charged per triangle's clipped bounding box before scanning; past it, RenderError::TooMuchWork. - Bounds::centre halves each end before adding, finite for any finite box. Bounds::of and fit_meshes use only corners of triangles render draws. Camera::frame builds its basis from the direction, not from points near the model, so a small model far from the origin fits. Each new test fails with its fix reverted. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SqmHYx8FiWM5PcsoiErgp9
30 lines
1.9 KiB
Markdown
30 lines
1.9 KiB
Markdown
# pdfcraft-prc-render
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A headless CPU renderer for PRC 3D models read by `pdfcraft-prc`: placed meshes in world space, a fitted camera, a
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depth-buffered triangle fill and headlight shading, into a straight-RGBA image.
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- **Layer:** L3. Depends on `pdfcraft-prc` only.
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- **Licence:** MIT OR Apache-2.0.
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- `#![forbid(unsafe_code)]`. Never panics on input: image size, triangle count and every index are checked, and
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damage returns `RenderError`.
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## API
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```rust
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assemble(&PrcFile) -> Result<Vec<WorldMesh>, RenderError> // every placement's mesh moved into the world and coloured
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place(&TriangleMesh, &Matrix, colour, triangle_colours) -> WorldMesh
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Camera::fit(&Bounds, direction, up, perspective, aspect) / Camera::fit_meshes(&[WorldMesh], ...)
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render(&[WorldMesh], &Camera, &RenderOptions) -> Result<Image, RenderError>
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```
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- With no product tree, each tessellated mesh is drawn where it lies, in the default colour.
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- A triangle's own colour wins over its mesh's, which wins over `RenderOptions::colour`.
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- Opaque triangles are drawn first, then translucent ones blended over them; alpha 0 is not drawn.
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- `Lighting::Headlight` (default) shades by the angle to the view direction; `Lighting::Unlit` draws flat colour.
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- Perspective triangles are clipped at a near plane 1/10,000 of the eye-to-target distance from the eye; orthographic views are not clipped.
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- `MAX_RENDER_PIXELS` (2^24, about 16 MP) bounds the image: at most 64 MB of RGBA plus 128 MB of depth.
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`MAX_ASSEMBLED_TRIANGLES` and `MAX_ASSEMBLED_VERTICES` (2^24 each) bound one `assemble` call. `MAX_RENDER_WORK` (2^31) bounds
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the pixel centres one `render` tests, summed over each triangle's clipped bounding box; past it the render returns
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`RenderError::TooMuchWork`. That is still seconds of CPU at the top, so callers on a UI thread should render small or off-thread.
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- Not yet: shadows, ambient occlusion, specular light, scene lights, textures, wires and markups.
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