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- assemble: a placement naming a tessellation its file structure does not have is now PrcError::Malformed instead of a silently missing part; wires, markups and compressed tessellations are still skipped. - assemble: positions, normals and texture coordinates are charged against a new MAX_ASSEMBLED_VERTICES (2^24) with RenderError::TooManyVertices, so a one-triangle mesh with many vertices placed many times cannot outgrow the triangle ceiling's memory bound. A refused mesh spends nothing. - raster: a field of view too small for a finite focal length is a Camera error, not a background-only image. - raster: a pixel centre exactly on an edge belongs to one triangle only (the side the triangle lies on, +x first, then +y), so translucent quads no longer blend their diagonal twice. - raster: under a perspective camera the shade is interpolated with the 1/z depth key, so it follows the surface rather than the screen. - vec3: normalize divides by the largest component first, so a cross product above ~1e154 (or a subnormal one) still normalizes. - render docs and README state the near plane: 1/10,000 of the eye-to-target distance. 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
pdfcraft-prc-render
A headless CPU renderer for PRC 3D models read by pdfcraft-prc: placed meshes in world space, a fitted camera, a
depth-buffered triangle fill and headlight shading, into a straight-RGBA image.
- Layer: L3. Depends on
pdfcraft-prconly. - Licence: MIT OR Apache-2.0.
#![forbid(unsafe_code)]. Never panics on input: image size, triangle count and every index are checked, and damage returnsRenderError.
API
assemble(&PrcFile) -> Result<Vec<WorldMesh>, RenderError> // every placement's mesh moved into the world and coloured
place(&TriangleMesh, &Matrix, colour, triangle_colours) -> WorldMesh
Camera::fit(&Bounds, direction, up, perspective, aspect) / Camera::fit_meshes(&[WorldMesh], ...)
render(&[WorldMesh], &Camera, &RenderOptions) -> Result<Image, RenderError>
- With no product tree, each tessellated mesh is drawn where it lies, in the default colour.
- A triangle's own colour wins over its mesh's, which wins over
RenderOptions::colour. - Opaque triangles are drawn first, then translucent ones blended over them; alpha 0 is not drawn.
Lighting::Headlight(default) shades by the angle to the view direction;Lighting::Unlitdraws flat colour.- 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.
MAX_RENDER_PIXELS(2^24, about 16 MP) bounds the image: at most 64 MB of RGBA plus 128 MB of depth.MAX_ASSEMBLED_TRIANGLESandMAX_ASSEMBLED_VERTICES(2^24 each) bound oneassemblecall. None bounds time: a model of many large triangles at full size is a long CPU render, so callers on a UI thread should render small or off-thread.- Not yet: shadows, ambient occlusion, specular light, scene lights, textures, wires and markups.