This crate implements the Conway Polyhedron Operators and their extensions by George W. Hart and others.
Some brutalist polyhedron; rendered with 3Delight|ɴsɪ and post processed in Darktable.
This is an experiment to improve my understanding of iterators in Rust. It is based on Kit Wallace’s OpenSCAD code. As OpenSCAD Language is functional it lends itself well to translation into functional Rust.
```rust use polyhedron_ops::Polyhedron; use std::path::Path;
// Conway notation: gapcD let polyhedron = Polyhedron::dodecahedron() // D .chamfer(None, true) // c .propellor(None, true) // p .ambo(None, true) // a .gyro(None, None, true) // g .finalize();
// Export as ./polyhedron-gapcD.obj polyhedron.writetoobj(&Path::new("."), false); ```
The above code starts from a dodecahedron and iteratively applies four operators.
The resulting shape is shown below.
This is in a rough shape. Probably buggy. Documentation sucks.
In short: use at your own risk.
bevy
– Adds support for converting a polyhedron into a
bevy
Mesh
.
nsi
– Adds support for sending a polyhedron to an offline renderer
via the ɴsɪ crate.
obj
– Adds support for writing data out as
Wavefront OBJ.
There is a playground example app to test things & have fun:
text
cargo run --release --example playground --features obj
If you want to produce images like the ones above you need to download the free version of the 3Delight renderer and install that. After that, run the example with ɴsɪ support:
text
cargo run --release --example playground --features nsi,obj
Use keys matching the operator name from the above list to apply.
Use Up
and Down
to adjust the parameter of the the last operator.
Combine with Shift
for 10× the change.
Delete
undoes the last (and only the last) operation.
Press F1
to render with 3Delight (requires a 3Delight|ɴsɪ
installation).
Combine with Shift
to render with 3Delight Cloud (requires registration).
Press Space
to save as $HOME/polyhedron-<type>.obj
.
I use kiss3d
for realtime preview which, for now,
limits meshes to 64k vertices. This means the preview will be broken/missing bits
once your mesh hits this limit.
Export & render will always yield a correct OBJ though. Which you can view in Wings, Blender or another DCC app.