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/* Copyright 2016 Martin Buck This file is part of rust-3d. rust-3d is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. rust-3d is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with rust-3d. If not, see <http://www.gnu.org/licenses/>. */ #![deny(warnings)] //! rust-3d //! ======= //! 3D/2D library written in Rust. //! Offering useful containers, structures and algorithms for 2D and 3D space. //! Meant as basis for numeric algorithms, viewers, game engines, ... //! //! //! Notes //! ----- //! `rust-3d` is still in really early stages, there might come breaking changes with each update. //! The test coverage is far from perfect, so you might find some bugs (please report them). //! Compiling with `stable`. //! //! //! Tour //! ---- //! Here's a little overview of some of `rust-3d`'s features. //! The snippets / names might not be up-to-date, so please check `tests/` for compiling examples. //! //! //! ### Proper error handling //! No `.unwrap()` where it's not 100% safe. //! //! ### Strong / Smart Types //! There's strong types for everything that might get mixed up easily. //! This way e.g. ids of faces can't be mistaken for ids of vertices. //! ```rust //! fn edges_of_face(&self, faceid: FId) -> Result<(EId, EId, EId)>; //! ``` //! There's also smart types which restrict the values they can hold. //! This way distances can never be `< 0.0`, sizes can be enfored to be `> 0.0` etc. //! ```rust //! Positive //! NonNegative //! ``` //! //! ### Generic Code Base //! I try and keep all algorithms and types as generic as possible (see `/src/traits`). //! - Even rather basic types like `Is2D` are split into several versions: `IsEditable2D`, `IsBuildable2D` //! - `IsMesh` is defined for any vertex type and any number of vertices / face //! - There's traits for collections (no need to use `Vec`) //! //! This makes it possible to require as little implementation work as possible if you want to use your own types. //! //! //! ### Combinators / Transformers //! - Any `IsFilter<T>` can be combined via `FilterAND`, `FilterOR`, `FilterAny`, `FilterNegate`... //! - Any `IsFilter<T>` can be transformed to work for any collection of `T`s (`IsFilterRandomAccessible`). //! - `IsDirectionField2D` might be transformed to an `IsFilter<Is2D>`, which can then be transformed to an `IsFilterRandomAccessible<Is2D>`. //! //! //! ### IO //! Any `IO` method is defined on traits, so if you implement these, you'll get read/write of different file formats for free. //! //! //! Documentation //! ------------- //! The documentation is quite good already, come and [take a look](https://docs.rs/rust-3d/). //! //! //! Examples //! -------- //! Please take a look at the tests in `tests/`. These will be up-to-date and compiling. //! I might add extensive tutorials / examples / demo projects in the future. //! //! //! Links //! ----- //! [crates.io](https://crates.io/crates/rust-3d) //! [github.com](https://github.com/I3ck/rust-3d) //! [docs.rs](https://docs.rs/rust-3d/) //! //! //! Contribute //! ---------- //! Feel free to open an issue in case you're missing something or found a bug. //! Please avoid directly contributing since I might be working on breaking changes or the feature you want to implement. //! Open an issue or email me beforehand. //! //! //! License //! ------ //! LGPL (see LICENSE) pub mod prelude; pub mod strong_types; pub mod traits; pub mod impls; pub mod io; pub mod filters; pub mod algorithms; pub mod functions; pub mod factory_2d; pub mod interpolation_2d; pub mod distances_2d; pub mod distances_3d; pub mod distances_nd; pub mod test_helper; mod point_2d; pub use self::point_2d::Point2D; mod point_3d; pub use self::point_3d::Point3D; mod line_2d; pub use self::line_2d::Line2D; mod line_3d; pub use self::line_3d::Line3D; mod line_segment_2d; pub use self::line_segment_2d::LineSegment2D; mod line_segment_3d; pub use self::line_segment_3d::LineSegment3D; mod ray_2d; pub use self::ray_2d::Ray2D; mod ray_3d; pub use self::ray_3d::Ray3D; mod plane_3d; pub use self::plane_3d::Plane3D; mod point_cloud_2d; pub use self::point_cloud_2d::PointCloud2D; mod point_cloud_3d; pub use self::point_cloud_3d::PointCloud3D; mod norm_2d; pub use self::norm_2d::Norm2D; mod norm_3d; pub use self::norm_3d::Norm3D; mod bounding_box_2d; pub use self::bounding_box_2d::BoundingBox2D; mod bounding_box_3d; pub use self::bounding_box_3d::BoundingBox3D; mod matrix4; pub use self::matrix4::Matrix4; mod matrix4_pipe; pub use self::matrix4_pipe::Matrix4Pipe; mod compressed_point_3d; pub use self::compressed_point_3d::CompressedPoint3D; mod compressed_point_cloud_3d; pub use self::compressed_point_cloud_3d::CompressedPointCloud3D; mod projection_to_plane; //pub use self::projection_to_plane::ProjectionToPlane; mod kd_tree; pub use self::kd_tree::KdTree; mod mesh_3d; pub use self::mesh_3d::Mesh3D; mod searchable_mesh; pub use self::searchable_mesh::SearchableMesh; mod oc_node; pub use self::oc_node::OcNode; mod oc_tree; pub use self::oc_tree::OcTree; mod view; pub use self::view::View; mod positive; pub use self::positive::Positive; mod non_negative; pub use self::non_negative::NonNegative; mod result; pub use self::result::Result; mod face3; pub use self::face3::Face3; mod half_edge; pub use self::half_edge::HalfEdge; mod utils;