ds3 0.1.0

Pure-Rust parser for Autodesk 3D Studio (.3ds) binary files
Documentation
# ds3

[![crates.io](https://img.shields.io/crates/v/ds3.svg)](https://crates.io/crates/ds3)
[![docs.rs](https://img.shields.io/docsrs/ds3)](https://docs.rs/ds3)

Pure-Rust parser for Autodesk 3D Studio binary (`.3ds`) files.

No dependencies on graphics engines — output is plain `f32` arrays that you
feed into `Mesh::insert_attribute` (Bevy), `glBufferData` (OpenGL), or
whatever renderer you use.

The crate is published as **`ds3`** (a Rust identifier can't start with a
digit); the repository is [`3ds-rs`](https://github.com/BlueJayLouche/3ds-rs).
It is `no_std` + `alloc` compatible (disable the default `std` feature) with a
minimum supported Rust version of 1.70.

## Installation

```sh
cargo add ds3
```

```toml
[dependencies]
ds3 = "0.1"
# no_std: ds3 = { version = "0.1", default-features = false }
# serde:  ds3 = { version = "0.1", features = ["serde"] }
```

## Quick start

```rust
use ds3::parse;

let scene = parse(&std::fs::read("model.3ds")?)?;
for mesh in &scene.meshes {
    println!("{}: {} verts, {} faces", mesh.name, mesh.vertices.len(), mesh.faces.len());

    // Flat-shaded (one vertex per face corner)
    let (pos, nrm, uv, idx) = mesh.to_flat_buffers();

    // Smooth-shaded (vertices shared across smooth groups)
    let (pos, nrm, uv, idx) = mesh.to_smooth_buffers();
}
```

## Features

| Feature | Description |
|---------|-------------|
| `serde` | Derives `Serialize` / `Deserialize` on all public types |

## Coordinate system

3DS stores vertices in right-handed Y-up. No axis permutation is required.
The `Mesh3ds::transform` matrix is also Y-up.

Some exporters write Z-up regardless of the spec; swap Y/Z after `parse` if you
know your source is Z-up.

## Supported chunks

| Chunk | Parsed | Notes |
|-------|--------|-------|
| `MAIN3DS` (0x4D4D) || Root container |
| `EDIT3DS` (0x3D3D) || Editor container |
| `NAMED_OBJECT` (0x4000) || Object name + children |
| `N_TRI_OBJECT` (0x4100) || Triangle mesh container |
| `POINT_ARRAY` (0x4110) || Vertex positions |
| `FACE_ARRAY` (0x4120) || Face indices + flags |
| `MSH_MAT_GROUP` (0x4130) || Material name (first only) |
| `TEX_VERTS` (0x4140) || Texture coordinates |
| `SMOOTH_GROUP` (0x4150) || Per-face smooth-group bitmask |
| `MESH_MATRIX` (0x4160) || Local transform |
| `MAT_ENTRY` / `MAT_NAME` || Material names collected in `Scene3ds::materials` |

All other chunks are silently skipped.

## License

Licensed under either of

- Apache License, Version 2.0 ([LICENSE-APACHE]LICENSE-APACHE)
- MIT license ([LICENSE-MIT]LICENSE-MIT)

at your option.