scenix-math 0.4.0

Custom no_std 3D math primitives for the scenix rendering library.
Documentation

scenix

Italian: scenix - scene, the stage on which everything appears.

CI License: MIT OR Apache-2.0

scenix v0.4.0 is the Materials & Lights release of a renderer-agnostic 3D scene library for Rust.

This release ships the GPU-free foundation, scene graph, CPU-side geometry, materials, and lights:

  • scenix-math: vectors, matrices, quaternions, transforms, rays, bounds, planes, and coordinate helpers.
  • scenix-core: typed IDs, color, errors, and shared traits.
  • scenix-input: pointer and keyboard state.
  • scenix-scene: scene node hierarchy, transform propagation, traversal, fog, sprites, and LOD helpers.
  • scenix-mesh: geometry buffers, primitive generation, morph targets, instancing, and batching helpers.
  • scenix-material: GPU-free material traits, pipeline keys, PBR, physical, toon, line, point, and custom shader materials.
  • scenix-light: GPU-free light types, shadow configuration, and raw-sample spherical-harmonics light probes.
  • scenix: facade crate re-exporting the default APIs.

Cameras, textures, renderer, loaders, WASM integration, and animato integration are planned in later roadmap milestones.

Installation

Most users should start with the facade crate:

[dependencies]
scenix = "0.4"

Use the focused crates directly when you only need one layer:

[dependencies]
scenix-math = "0.4"
scenix-core = "0.4"
scenix-input = "0.4"
scenix-scene = "0.4"
scenix-mesh = "0.4"
scenix-material = "0.4"
scenix-light = "0.4"

For no_std-capable crates with portable math trigonometry:

[dependencies]
scenix-math = { version = "0.4", default-features = false, features = ["libm"] }
scenix-core = { version = "0.4", default-features = false }
scenix-input = { version = "0.4", default-features = false }
scenix-scene = { version = "0.4", default-features = false }
scenix-mesh = { version = "0.4", default-features = false }
scenix-material = { version = "0.4", default-features = false }
scenix-light = { version = "0.4", default-features = false }

Quick Start

Materials And Lights

use scenix::{
    Color, DirectionalLight, Material, PbrMaterial, ShadowConfig, Vec3,
};

let material = PbrMaterial::new()
    .albedo(Color::from_hex(0xCC_88_44).to_linear())
    .metallic_roughness(0.0, 0.55);

let sun = DirectionalLight::new(Vec3::new(-1.0, -2.0, -1.0), Color::WHITE, 3.0)
    .shadow(ShadowConfig::default());

assert!(!material.is_transparent());
assert!(sun.shadow.unwrap().validate().is_ok());

Light Probes

use scenix::{LightProbe, Vec3};

let px = [Vec3::new(1.0, 0.2, 0.2); 4];
let nx = [Vec3::new(0.2, 1.0, 0.2); 4];
let py = [Vec3::new(0.2, 0.2, 1.0); 4];
let ny = [Vec3::new(0.1, 0.1, 0.1); 4];
let pz = [Vec3::new(1.0, 1.0, 1.0); 4];
let nz = [Vec3::new(0.4, 0.4, 0.8); 4];

let probe = LightProbe::from_cube_faces([&px, &nx, &py, &ny, &pz, &nz], 2, 1.0).unwrap();

assert!(probe.sh_coefficients[0].x > 0.0);

Geometry And Meshes

use scenix::{MaterialId, Mesh, SceneNode, sphere_geometry};

let geometry = sphere_geometry(1.0, 32, 16);
let material = MaterialId::new(1);
let mesh = Mesh::new(geometry, material);
let node = SceneNode::mesh("planet", scenix::MeshId::new(1), material);

assert!(!mesh.geometry.positions.is_empty());
assert!(matches!(node.kind, scenix::NodeKind::Mesh { .. }));

Scene Graph

use scenix::{SceneGraph, SceneNode, Transform, Vec3};

let mut scene = SceneGraph::new();
let root = scene.add(SceneNode::group("root"));
let child = scene
    .add_child(
        root,
        SceneNode::new("child")
            .transform(Transform::from_translation(Vec3::new(1.0, 2.0, 3.0))),
    )
    .unwrap();

scene.update_world_transforms();

assert_eq!(scene.parent(child), Some(root));
assert_eq!(
    scene.world_matrix(child).unwrap().mul_vec3(Vec3::ZERO),
    Vec3::new(1.0, 2.0, 3.0)
);

Vector And Quaternion Math

use scenix::{Quat, Vec3};

let right = Vec3::X;
let up = Vec3::Y;
let forward = right.cross(up);

let rotation = Quat::from_axis_angle(Vec3::Y, core::f32::consts::FRAC_PI_2);
let rotated = rotation.mul_vec3(Vec3::X);

assert_eq!(forward, Vec3::Z);
assert!((rotated.z + 1.0).abs() < 1.0e-5);

Matrices And Transforms

use scenix::{Mat4, Quat, Transform, Vec3};

let transform = Transform::from_translation(Vec3::new(1.0, 2.0, 3.0))
    .rotate_by(Quat::from_axis_angle(Vec3::Y, 0.5))
    .scale_by(Vec3::new(2.0, 2.0, 2.0));

let matrix = transform.to_mat4();
let projection = Mat4::perspective(core::f32::consts::FRAC_PI_3, 16.0 / 9.0, 0.1, 1000.0);

assert_eq!(matrix.mul_vec3(Vec3::ZERO), Vec3::new(1.0, 2.0, 3.0));
assert_eq!(projection.to_cols_array()[15], 0.0);

Ray Intersections

use scenix::{Aabb, Ray3, Vec3};

let ray = Ray3::new(Vec3::new(0.0, 0.0, 5.0), Vec3::NEG_Z);
let bounds = Aabb::new(Vec3::new(-1.0, -1.0, -1.0), Vec3::new(1.0, 1.0, 1.0));

let hit_t = ray.intersect_aabb(bounds).unwrap();
assert_eq!(ray.at(hit_t), Vec3::new(0.0, 0.0, 1.0));

Color And IDs

use scenix::{Color, MaterialId, NodeId};

let node = NodeId::new(42);
let material = MaterialId::new(7);
let color = Color::from_hex(0xFF_80_00).to_linear();

assert_eq!(node.get(), 42);
assert_eq!(material.get(), 7);
assert_eq!(color.a, 1.0);

Input State

use scenix::{KeyCode, KeyboardState, PointerButton, PointerState, Vec2};

let mut keyboard = KeyboardState::new();
keyboard.on_key_down(KeyCode::KeyW);
assert!(keyboard.is_pressed(KeyCode::KeyW));

let mut pointer = PointerState::new();
pointer.set_position(Vec2::new(100.0, 50.0));
pointer.on_button_down(PointerButton::Left);
assert!(pointer.is_pressed(PointerButton::Left));

Feature Flags

Feature Default Description
std yes Enables standard-library conveniences such as std::error::Error and Named.
scene yes Enables the scenix-scene graph API from the facade crate.
mesh yes Enables the scenix-mesh geometry and primitive API from the facade crate.
material yes Enables GPU-free material types and pipeline keys from the facade crate.
light yes Enables GPU-free light types, shadow config, and light probes from the facade crate.
libm no Uses libm for portable no_std trigonometry in scenix-math.
serde no Derives Serialize and Deserialize for public data types.
approx no Implements approx traits for math types.
gpu no Enables the GpuUpload trait in scenix-core.

Workspace Layout

scenix/
├── crates/
│   ├── scenix-math/
│   ├── scenix-core/
│   ├── scenix-input/
│   ├── scenix-scene/
│   ├── scenix-mesh/
│   ├── scenix-material/
│   ├── scenix-light/
│   └── scenix/
├── ARCHITECTURE.md
├── ROADMAP.md
├── CHANGELOG.md
└── README.md

Running Checks

cargo fmt --check
cargo clippy --workspace --all-features -- -D warnings
cargo test --workspace
cargo test --workspace --all-features
cargo test -p scenix-math -p scenix-core -p scenix-input -p scenix-scene -p scenix-mesh -p scenix-material -p scenix-light --no-default-features
RUSTDOCFLAGS="-D warnings" cargo doc --workspace --all-features --no-deps
cargo bench --workspace --no-run

Roadmap

The long-term design remains the full scenix workspace described in ARCHITECTURE.md. Version 0.4.0 adds GPU-free material and light descriptions on top of the Foundation, Scene Graph, and Geometry APIs. Upcoming milestones add cameras, textures, renderer, loaders, raycasting, helpers, animato, and WASM integration.

See ROADMAP.md for the full versioned plan.

License

Licensed under either of:

at your option.