#mesh-generator #mesh #gltf #export #graphics #3d-mesh #3d #position

bin+lib mesh-tools

A Rust library for generating 3D meshes and exporting them to glTF/GLB files

4 releases (breaking)

0.4.0 Jun 14, 2025
0.3.0 Jun 1, 2025
0.2.0 May 14, 2025
0.1.0 May 7, 2025

#547 in Game dev

Download history 151/week @ 2025-05-07 176/week @ 2025-05-14 120/week @ 2025-05-28 13/week @ 2025-06-04 126/week @ 2025-06-11 9/week @ 2025-06-18 5/week @ 2025-06-25

162 downloads per month

MIT license

145KB
2.5K SLoC

mesh-tools

A Rust library for creating, manipulating, and exporting 3D meshes with support for the glTF 2.0 format (including binary GLB).

Features

  • Core mesh data structures for working with 3D geometry
  • Primitive shape generators (box, plane, sphere, cylinder, cone, torus, icosahedron)
  • Material creation with PBR properties (base color, metallic, roughness, emissive)
  • Scene hierarchy and node transformation support
  • Export to binary GLB format with Blender compatibility
  • Comprehensive vertex attribute handling (positions, normals, UVs, tangents, colors)
  • Lightweight math types via mint instead of nalgebra

Primitive Shapes

The library provides generators for these common 3D shapes:

  • Box/Cube with configurable dimensions
  • Plane with width and depth segments
  • Sphere with configurable radius and segments
  • Cylinder with top/bottom radii, height, and segment options
  • Cone (special case of cylinder with zero top radius)
  • Torus with main radius and tube radius settings
  • Icosahedron (20-sided polyhedron)

Usage

Creating a Simple Box

use gltf_export::GltfBuilder;

fn main() -> Result<(), Box<dyn std::error::Error>> {
    // Create a new glTF builder
    let mut builder = GltfBuilder::new();
    
    // Create a box mesh with a size of 1.0
    let box_mesh = builder.create_box(1.0);
    
    // Create a node referencing the box mesh
    let box_node = builder.add_node(
        Some("BoxNode".to_string()),
        Some(box_mesh),
        Some([0.0, 0.0, 0.0]),   // translation
        None,                     // rotation
        None,                     // scale
    );
    
    // Create a scene with the box node
    builder.add_scene(
        Some("Scene".to_string()),
        Some(vec![box_node]),
    );
    
    // Export the GLB file
    builder.export_glb("box.glb")?;
    
    println!("Successfully exported GLB file: box.glb");
    
    Ok(())
}

Working with Materials

The library supports creating basic and PBR metallic materials:

// Create a basic colored material
let red_material = builder.create_basic_material(
    Some("Red Material".to_string()),
    [1.0, 0.0, 0.0, 1.0], // Red color
);

// Create a metallic material (e.g., gold)
let gold_material = builder.create_metallic_material(
    Some("Gold Material".to_string()),
    [1.0, 0.84, 0.0, 1.0],  // Gold color
    0.9, // High metallic factor
    0.1, // Low roughness factor (shiny)
);

// Apply material to a mesh
let sphere_mesh = builder.create_sphere(
    1.0,  // radius
    32,   // width segments
    16,   // height segments
    Some(gold_material)
);

Mesh Export

The library provides GLB (binary glTF) export functionality that is compatible with Blender and other 3D software:

  • Proper handling of chunk types and alignment
  • Binary data padding and structure according to glTF spec
  • Support for all vertex attributes (positions, normals, UVs, etc.)

Math Types and Compatibility Layer

This library uses the lightweight mint crate for mathematical types like Point3, Vector2, and Vector3. A compatibility layer is provided to make working with these types easy:

// Import math types from the compatibility module
use mesh_tools::compat::{Point3, Vector2, Vector3};

// Use constructor functions
let position = mesh_tools::compat::point3::new(1.0, 2.0, 3.0);
let normal = mesh_tools::compat::vector3::new(0.0, 1.0, 0.0);
let uv = mesh_tools::compat::vector2::new(0.5, 0.5);

// Alternatively, use re-exported functions at the module level
use mesh_tools::compat::{point3_new, vector3_new};
let position = point3_new(1.0, 2.0, 3.0);

// Vector operations are also available
use mesh_tools::compat::{cross, normalize, dot};
let cross_product = cross(vec1, vec2);
let unit_normal = normalize(normal);

You don't need to add mint as a direct dependency - the library re-exports all necessary types.

Building and Running

To build the library:

cargo build

To run one of the examples:

cargo run --example primitives_demo

Examples

The library includes several examples demonstrating different features:

  • simple_box.rs: Basic box creation and export
  • primitives_demo.rs: All supported primitive shapes with different materials
  • materials_demo.rs: Various material types and properties
  • texture_demo.rs: Texture mapping and image handling
  • custom_mesh_demo.rs: Creating custom meshes from vertex data
  • hierarchy_demo.rs: Building scene hierarchies with multiple nodes

Primitives Demo

Below is a screenshot of the primitives demo showing the various shapes with different materials that can be generated with the library:

Primitives Demo

This image shows a plane (green), sphere (blue), cylinder (red), cone (gold), torus (purple), and icosahedron (cyan) arranged in a scene.

glTF 2.0 Specification Coverage

The following table shows the current coverage of the glTF 2.0 specification features in this library:

Feature Category Feature Support Level Notes
Core
Asset Information ✅ Full Version, generator, copyright metadata
Scenes ✅ Full Multiple scenes, default scenes
Nodes ✅ Full Hierarchies, transforms (TRS)
Buffers ✅ Full Binary data handling, GLB chunks
Buffer Views ✅ Full Stride, target support
Accessors ✅ Full All types and component types
Geometry
Meshes ✅ Full Multiple primitives per mesh
Primitive Types ⚠️ Partial Triangles only, no points or lines
Morph Targets ❌ None Not yet implemented
Materials
PBR Materials ✅ Full Base color, metallic, roughness
Alpha Modes ✅ Full Opaque, mask, blend modes
Double Sided ✅ Full Flag for double-sided rendering
Material Variations ✅ Full Both metallic-roughness and specular-glossiness (KHR_materials_pbrSpecularGlossiness)
Textures
Samplers ✅ Full Filter modes, wrap modes
Images ✅ Full Embedded and external references
Texture Coordinates ✅ Full Multiple UV sets
Animation
Animation ✅ Full Keyframe animation for translations, rotations, and scales
Skinning ❌ None Not yet implemented
Cameras
Cameras ❌ None Not yet implemented
Extensions
KHR_materials_pbrSpecularGlossiness ✅ Full Specular-glossiness PBR material workflow
KHR_materials_unlit ❌ None Not yet implemented
KHR_texture_transform ❌ None Not yet implemented
KHR_mesh_quantization ❌ None Not yet implemented
Custom Extensions ❌ None Not yet implemented

Legend

  • Full: Complete implementation according to the spec
  • ⚠️ Partial: Basic functionality implemented with some limitations
  • None: Feature not implemented yet

License

This project is licensed under the MIT License - see the LICENSE file for details.

Dependencies

~7MB
~105K SLoC