[−][src]Crate kiss3d
Kiss3d
Keep It Simple, Stupid 3d graphics engine.
This library is born from the frustration in front of the fact that today’s 3D graphics library are:
- either too low level: you have to write your own shaders and opening a window steals you 8 hours, 300 lines of code and 10L of coffee.
- or high level but too hard to understand/use: those are libraries made to write beautiful animations or games. They have a lot of feature; too much feature if you only want to draw a few geometries on the screen.
kiss3d is not designed to be feature-complete or fast. It is designed to be able to draw simple geometric figures and play with them with one-liners.
An on-line version of this documentation is available here.
Features
Most features are one-liners.
- WASM compatibility.
- open a window with a default arc-ball camera and a point light.
- a first-person camera is available too and user-defined cameras are possible.
- display boxes, spheres, cones, cylinders, quads and lines.
- change an object color or texture.
- change an object transform (we use the nalgebra library to do that).
- create basic post-processing effects.
As an example, having a red, rotating cube with the light attached to the camera is as simple as (NOTE: this will not compile when targeting WASM):
extern crate kiss3d; extern crate nalgebra as na; use na::{Vector3, UnitQuaternion}; use kiss3d::window::Window; use kiss3d::light::Light; fn main() { let mut window = Window::new("Kiss3d: cube"); let mut c = window.add_cube(1.0, 1.0, 1.0); c.set_color(1.0, 0.0, 0.0); window.set_light(Light::StickToCamera); let rot = UnitQuaternion::from_axis_angle(&Vector3::y_axis(), 0.014); while window.render() { c.prepend_to_local_rotation(&rot); } }
The same example, but that will compile for both WASM and native platforms is slightly more complicated because kiss3d must control the render loop:
extern crate kiss3d; extern crate nalgebra as na; use kiss3d::light::Light; use kiss3d::scene::SceneNode; use kiss3d::window::{State, Window}; use na::{UnitQuaternion, Vector3}; struct AppState { c: SceneNode, rot: UnitQuaternion<f32>, } impl State for AppState { fn step(&mut self, _: &mut Window) { self.c.prepend_to_local_rotation(&self.rot) } } fn main() { let mut window = Window::new("Kiss3d: wasm example"); let mut c = window.add_cube(1.0, 1.0, 1.0); c.set_color(1.0, 0.0, 0.0); window.set_light(Light::StickToCamera); let rot = UnitQuaternion::from_axis_angle(&Vector3::y_axis(), 0.014); let state = AppState { c, rot }; window.render_loop(state) }
Some controls are handled by default by the engine (they can be overridden by the user):
scroll
: zoom in / zoom out.left click + drag
: look around.right click + drag
: translate the view point.enter
: look at the origin (0.0, 0.0, 0.0).
Compilation
You will need the last stable build of the rust compiler and the official package manager: cargo.
Simply add the following to your Cargo.toml
file:
[dependencies]
kiss3d = "0.24"
Contributions
I’d love to see people improving this library for their own needs. However, keep in mind that kiss3d is KISS. One-liner features (from the user point of view) are preferred.
Acknowledgements
Thanks to all the Rustaceans for their help, and their OpenGL bindings.
Re-exports
pub use nalgebra; |
pub use ncollide3d; |
pub use crate::renderer::line_renderer; |
pub use crate::renderer::point_renderer; |
Modules
builtin | Built-in geometries, shaders and effects. |
camera | Camera trait with some common implementations. |
context | Abstractions over OpenGL/WebGL contexts. |
event | Window event handling. |
light | Lights. |
loader | File loading. |
planar_camera | Cameras for 2D rendering. |
planar_line_renderer | A batched line renderer. |
post_processing | Post-processing effects. |
renderer | Structures responsible for rendering elements other than kiss3d's meshes. |
resource | GPU resource managers |
scene | Everything related to the scene graph. |
text | Text rendering. |
window | The window, and things to handle the rendering loop and events. |