fix(3d): render pierced solid faces with their holes
Build pierced planar faces (a wall with a window opening) as truck faces with inner hole boundaries: collect every face loop (outer + holes), wind each hole opposite the outer so try_attach_plane cuts it, and let truck triangulate. Drop the back-face cull on the solid-mesh pipelines so faces show regardless of the import's winding (the shader already lights two-sided). Relies on the acadrust SatLoop next_loop fix that makes hole loops reachable. (#123) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -67,7 +67,7 @@ checksum = "366ffbaa4442f4684d91e2cd7c5ea7c4ed8add41959a31447066e279e432b618"
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[[package]]
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name = "acadrust"
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version = "0.3.4"
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source = "git+https://github.com/HakanSeven12/acadrust?branch=main#7066566e7c19c49a436d0051181390261776d803"
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source = "git+https://github.com/HakanSeven12/acadrust?branch=main#67db8eeeb63e429d301f7708ee8a4629ed3eb780"
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dependencies = [
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"ahash",
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"anyhow",
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@ -3157,7 +3157,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0b577e2d69827c4740cba2b52efaad1c4cc7c73042860b199710b3575c68438d"
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dependencies = [
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"bytecount",
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"memchr 1.0.2",
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"memchr 2.8.1",
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"nom 8.0.0",
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]
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