manifold-rust
Support the Project
manifold-rust is open-source and free to use, maintained in spare time as a labor of love. Friends James Smith and Dan Ruskin help out from time to time too.
If you find it useful, here are a few ways to help keep development going:
- Donations: Buy Me a Coffee — every coffee helps.
- Star the repo: Costs nothing and helps others find the project.
- Report issues: Open an issue for bugs or feature ideas.
- Contribute: PRs welcome — open an issue first to discuss larger changes.
Pure Rust port of Manifold — a geometry library for 3D boolean operations on triangle meshes.
Part of the rust-apps suite — a collection of Rust graphics and geometry libraries by Lars Brubaker.
Status: Port complete. All 18 phases of the C++ engine (v3.5.0) are implemented and every C++ test is ported or covered — 630 tests passing, 0 failing (the handful of
#[ignore]d tests are debug-build-speed only and pass in release). Heavy boolean/CSG workloads run at parity with the sequential C++ build, and the optionalparallelfeature roughly doubles them. See PORTING_PLAN.md for the full record. Beyond the port, the library now also includes a robust boolean engine that accepts non-manifold input — see Robust booleans on non-manifold input.
What is Manifold?
Manifold is a high-performance C++ library for 3D solid modeling. It supports:
- Boolean operations (union, intersection, difference) on triangle meshes
- Mesh constructors (sphere, cube, cylinder, extrude, revolve)
- Cross-section (2D polygon) operations
- Smooth subdivision and SDF-based mesh generation
- Convex hull
- Minkowski sum/difference
This Rust port targets exact numerical match with the C++ implementation — same algorithms, same floating-point results, same triangle topology. Exactness is validated by instrumented, boolean-by-boolean trace comparison against a locally built C++ reference (see validate-reference.ps1), down to the tie-breaking order of symbolic-perturbation predicates.
Beyond the port, it adds one capability the C++ library does not have: a second, robust boolean engine that accepts closed non-manifold meshes (shared edges/vertices, disconnected shells, internal voids) — common in real-world scan and Thingiverse geometry that the strict pipeline rejects. See Robust booleans on non-manifold input.
Why
MatterHackers uses 3D mesh boolean operations extensively in production for 3D printing workflows. A pure Rust implementation avoids FFI overhead and integrates cleanly with Rust tooling including WASM compilation.
Installation
Available on crates.io:
API documentation: https://docs.rs/manifold-rust
Usage
use Manifold;
use Vec3;
// Constructors
let cube = cube;
let sphere = sphere;
// Guaranteed-manifold booleans (also available as + - operators)
let difference = cube.difference;
assert_eq!;
// Measure
println!;
println!;
println!;
// Mesh I/O via MeshGL
let mesh = difference.get_mesh_gl;
let round_tripped = from_mesh_gl;
Enable parallel execution (results stay bit-identical to the sequential build — only determinism-preserving sites are parallelized):
[]
= { = "0.11", = ["parallel"] }
Robust booleans on non-manifold input
Alongside the default exact (C++-matching) pipeline there is a second, robust boolean engine (Barki, Guennebaud, Foufou 2015) built on exact rational arithmetic. It requires inputs only to be closed and orientable: shared edges/vertices, disconnected shells, and internal voids are all fine. On manifold inputs it agrees with the exact engine to near-f64 precision (triangulation may differ), and vertex properties (colors, UVs) carry through to the result the same way the exact engine's do.
use Manifold;
use ;
// Import geometry the strict path would reject as NotManifold:
let soup = from_mesh_gl_robust; // or from_mesh_gl64_robust
// Per-call engine choice…
let cut = soup.difference_with_engine;
// …or a process-global default. Auto = exact for manifold pairs,
// robust whenever a non-manifold operand is involved.
set_default_engine;
let cut = soup.difference;
Geometry that is not even closed imports as empty with
Error::NotClosed. The default engine remains Exact, so existing code is
byte-identical to previous releases.
Demo
An interactive WASM demo is live at https://larsbrubaker.github.io/manifold-rust/ — booleans, extrude/revolve with twist, convex hull, subdivision, a Menger sponge, and more, all running the Rust engine compiled to WebAssembly.
The Boolean Gallery includes an engine selector (Exact / Robust / Auto) and can load random mesh pairs from the Thingi10K dataset — manifold or non-manifold — to exercise the robust engine on real-world geometry. Every operation's inputs (model IDs, transform, engine) are captured behind a Copy Debug Info button so a failing combination can be pasted straight into a bug report.
Building
Restore the upstream C++ reference before doing exact-match validation:
Build and compare against the C++ reference with:
./validate-reference.ps1
You can also run a narrower validation slice by phase, for example:
./validate-reference.ps1 -Phase phase8
This configures and builds cpp-reference/manifold, runs the matching C++
reference tests, and then runs the corresponding Rust tests for the selected
phase.
For the WASM demo:
Performance
The port is benchmarked against the C++ reference using Rust ports of the upstream perf drivers, printing identical output lines so runs diff cleanly:
cargo run --release --example perf_test— a sphere-minus-sphere boolean at doubling tessellation levels (extras/perf_test.cpp)cargo run --release --example large_scene_test -- <n>— union of an n×n×n grid of unit spheres through the CSG tree (extras/large_scene_test.cpp)
Representative timings, best of several runs on the same machine (Windows 10,
i7-7660U 2C/4T, 8 GB RAM; both sides sequential: C++ built Release with
MANIFOLD_PAR=OFF, Rust default features, MSVC 19.44 / rustc via fat LTO):
| Benchmark | input tris | C++ | Rust |
|---|---|---|---|
| sphere ∖ sphere | 2 048 | 5.2 ms | 5.5 ms |
| sphere ∖ sphere | 32 768 | 48 ms | 43 ms |
| sphere ∖ sphere | 131 072 | 170 ms | 177 ms |
| sphere ∖ sphere | 524 288 | 659 ms | 621 ms |
| sphere ∖ sphere | 2 097 152 | 2.61 s | 2.57 s |
| sphere grid union, n=10 (999 spheres) | — | 2.29 s | 2.32 s |
| sphere grid union, n=20 (7 999 spheres) | — | 13.5 s | 14.5 s |
Both implementations produce identical triangle counts on every benchmark (and
the test suite validates bit-exact geometry). The largest perf_test round
(8.4 M input tris) needs several GB of working set and is dominated by paging
on the 8 GB test machine, so its timings are not comparable there. Peak memory
is within ~10 % of C++ (1.47 GB vs 1.34 GB peak working set on the 2 M-tri
round) after slimming the cached collider to the C++ storage layout and
dropping assembly intermediates at the same points the C++ clears them; use
cargo run --release --example mem_profile with MANIFOLD_TIMING=1 to see
per-stage heap use.
Per-stage timing is available on both sides for gap hunting: set the
MANIFOLD_TIMING environment variable for the Rust build (stage boundaries
match the C++ MANIFOLD_TIMING build's output) — this is how the cached-face-
collider optimization was found, which brought the intersection stage from
2.7× slower than C++ to faster than C++.
An optional parallel cargo feature parallelizes determinism-preserving
sites with rayon (results stay bit-identical to the sequential build); see
PORTING_PLAN.md for which stages it covers.
Architecture
The port follows the C++ module structure:
| Rust module | C++ source | Description |
|---|---|---|
vec / linalg |
linalg.h, vec.h |
Vector math, linear algebra |
polygon |
polygon.cpp |
2D polygon triangulation |
impl |
impl.cpp, impl.h |
Core mesh data structure |
constructors |
constructors.cpp |
Primitive mesh constructors |
boolean3 |
boolean3.cpp |
3D boolean operations |
boolean_result |
boolean_result.cpp |
Boolean output assembly |
csg_tree |
csg_tree.cpp |
CSG tree evaluation |
edge_op |
edge_op.cpp |
Edge manipulation |
face_op |
face_op.cpp |
Face manipulation |
smoothing |
smoothing.cpp |
Smooth normals and subdivision |
subdivision |
subdivision.cpp |
Mesh subdivision |
properties |
properties.cpp |
Mesh properties |
sdf |
sdf.cpp |
SDF-based mesh generation |
quickhull |
quickhull.cpp |
Convex hull |
minkowski |
minkowski.cpp |
Minkowski operations |
cross_section |
cross_section/ |
2D cross section |
robust |
— (Rust-only) | Robust boolean engine for non-manifold input (Barki et al. 2015) |
License
Apache-2.0 — matching the original Manifold library.
Credits
- Emmett Lalish — Author of the original Manifold library.
- Lars Brubaker — Port author.
- MatterHackers — Sponsor.
