3D/2D library written in Rust. Offering useful containers, structures and algorithms for 2D and 3D space. Meant as basis for numeric algorithms, viewers, game engines, ...
rust-3d is still in really early stages, there might come breaking changes with each update.
The test coverage is far from perfect, so you might find some bugs (please report them).
Here's a little overview of some of
The snippets / names might not be up-to-date, so please check
tests/ for compiling examples.
Proper error handling
.unwrap() where it's not 100% safe.
Strong / Smart Types
There's strong types for everything that might get mixed up easily.
This way e.g. ids of faces can't be mistaken for ids of vertices.
fn edges_of_face(&self, faceid: FId) -> Result<(EId, EId, EId)>;
There's also smart types which restrict the values they can hold.
This way distances can never be
< 0.0, sizes can be enfored to be
> 0.0 etc.
Generic Code Base
I try and keep all algorithms and types as generic as possible (see
- Even rather basic types like
Is2Dare split into several versions:
IsMeshis defined for any vertex type and any number of vertices / face
- There's traits for collections (no need to use
This makes it possible to require as little implementation work as possible if you want to use your own types.
Combinators / Transformers
IsFilter<T>can be combined via
IsFilter<T>can be transformed to work for any collection of
IsDirectionField2Dmight be transformed to an
IsFilter<Is2D>, which can then be transformed to an
IO method is defined on traits, so if you implement these, you'll get read/write of different file formats for free.
The documentation is quite good already, come and take a look.
Please take a look at the tests in
tests/. These will be up-to-date and compiling.
I might add extensive tutorials / examples / demo projects in the future.
Feel free to open an issue in case you're missing something or found a bug. Please avoid directly contributing since I might be working on breaking changes or the feature you want to implement. Open an issue or email me beforehand.
LGPL (see LICENSE)