* craft-mesh: FBX 7.x reader from EffectCraft (`fbx`) EffectCraft's FBX reader (crates/model/src/fbx.rs: binary with 32- and 64-bit record offsets and zlib arrays, ASCII, geometry layer elements, the Model transform chain, Lambert/Phong materials, textures) onto the crate's Scene. The reader was written by vangel76 (EffectCraft #736); its memory budget and shared instanced meshes by DWAA1660 (EffectCraft #1234). It includes the fixes of the open EffectCraft PR #2955: a binary child record must end within its parent, a failed array inflate reports only its status, textures that end at one image share it and its bytes are charged to the budget, and material slots and connections are found through maps. What differs from the app's copy, because the model here is neutral: polygons stay whole and layer elements stay indexed pools (no vertex unification, no computed normals or tangents); images are bytes, not decoded pixels; the axis system is not applied (Document::axes_to_y_up gives it); the memory budget is Limits::max_data_bytes; a file without meshes is a scene, not an error. base64_decode moves from the gltf module to the crate root so both formats share it (gltf re-exports it). * craft-mesh: read FBX 6.x FBX 6.1 files differ from 7.x in how the scene is laid out, not in the record syntax: a Model holds its own Vertices and layer elements, properties are Properties60/Property (no label field), Connect lines name objects by Class::Name instead of by id, and GlobalSettings sits among the objects. The reader now takes all four, and NormalIndex beside NormalsIndex, so 6.x geometry, transforms, the hierarchy and materials are read. 6.x textures (connected to Models) are not. Ported from storytold/deckcraft#1380 (crates/mesh/src/fbx), whose reader took 6.1 to 7.7; its mesh building, axis turn and rasteriser stay in DeckCraft. * craft-mesh: glTF sparse accessors, specular-glossiness and WebP textures; PLY per-corner texture coordinates and TextureFile glTF: - Sparse accessors are read instead of refused: the values replace the elements the indices name, over the buffer view's values or over zeros. An index past the accessor, more entries than elements, or a read past a view is Malformed. - KHR_materials_pbrSpecularGlossiness becomes the nearest metallic-roughness material: diffuse factor and texture, no metal, roughness 1 - glossiness. - A texture whose image is only in EXT_texture_webp uses it; one with a fallback source keeps the fallback. Both extensions may now be required without a warning. PLY: - A face's `texcoord` list (u v per corner, as MeshLab writes wedge coordinates) becomes the UV set, indexed per corner, instead of the vertices' own s/t. - `comment TextureFile <name>` gives the mesh a material whose base colour texture is that file, named and listed in Scene::external, never opened. Ported from storytold/deckcraft#743 (crates/mesh/src/gltf.rs, ply.rs). --------- Co-authored-by: Ethan Dale <ethandale@Ethans-MacBook-Pro.local> Co-authored-by: uvxszi <uvxszi@gmail.com>
craft-mesh
3D mesh file formats behind one neutral model. A reader turns bytes into a Scene; a writer turns
a Scene into bytes. One Cargo feature per format, all on by default.
| Feature | Format | Read | Write | Dependency |
|---|---|---|---|---|
stl |
STL, binary and ASCII | yes | binary and ASCII | none |
obj |
Wavefront OBJ with MTL | yes | OBJ and MTL | none |
ply |
PLY, ASCII and both binary byte orders | yes | no (no app writes PLY) | none |
gltf |
glTF 2.0 (.gltf) and GLB |
yes | GLB | serde_json |
fbx |
FBX 6.x and 7.x, binary and ASCII | yes | no | miniz_oxide |
USD, Alembic, COLLADA and 3MF are not here yet.
The neutral model
Scene:meshes,materials,images,nodeswithroots,skins,animations,cameras,lights, plusexternal(every other file the file names) andwarnings(what was left out or repaired).Mesh: a name, attribute pools (positionsandnormalsasf64,uv_sets, per-positioncolors,jointsandweights) andparts.Part: the faces of a mesh that share a group name, a material and a smoothing group. A face is a polygon of three or moreCorners; each corner indexes a position and optionally a normal and a UV. Formats with separate indices (OBJ) are kept exactly, and polygons stay whole.Part::triangles()fans them;Mesh::unified()gives one vertex per distinct corner as a triangle list, which is what a renderer wants.Material: metallic-roughness factors, alpha mode, double-sided, unlit, and five texture slots. ATextureRefnames anImage, a UV set and wrap modes. AnImageis a URI the caller resolves or the encoded bytes the file embedded; nothing here decodes images.Node: a name, a column-major 4×4transform(and the same asTrswhen the file gave it in parts), optional mesh, skin, camera and light, and children. Every reader fillsnodes: a format without a hierarchy gets one root node per mesh.Scene::instances()walks the hierarchy and returns every placed mesh with its world transform.
Conventions, whatever the file:
- Positions are in the file's own axes and units. Nothing is turned or scaled (STL and PLY files are usually Z-up, glTF is Y-up in metres).
- UVs have their origin at the top left, v down (glTF). The OBJ and PLY readers and the OBJ writer flip v.
- Material colours are linear. MTL and STL colours are display colours and are converted. Vertex colours are the stored values scaled to 0..1.
- Missing normals stay missing. STL facets get the normal of their winding.
Coverage
STL. Binary and ASCII, told apart by the exact binary size first, then by solid with a
facet or endsolid. Binary headers that begin with solid, trailing bytes, a facet count left
at 0, several ASCII solids, ASCII loops of more than three vertices, the Magics (COLOR= header)
and VisCAM/SolidView per-facet colours (a material and a part per colour). ASCII coordinates keep
f64 precision. Facets with a non-finite coordinate are left out with a warning. Writers apply
the node transforms and write one solid; colours are not written.
OBJ and MTL. v with optional r g b, vt, vn, f with all four reference forms and
negative references, polygons of any size, o (one mesh each, holding only its own vertices in
file order), g, usemtl, s, mtllib, \ continuations, # comments. A vertex or face line
that cannot be read is left out and counted in one warning; later vertices keep their numbers.
MTL: Kd, d, Tr, Ke, Ns, Pr, Pm, map_Kd, map_Ke, map_Bump/bump/norm. The
writer writes objects, vertex colours, the first UV set, normals, groups, materials, smoothing
groups and whole polygons, and an MTL library with unique material names. Lines, points and
free-form geometry are passed over.
PLY. ASCII, little- and big-endian binary; \n, \r\n and \r header lines; elements in
any order; scalar and list properties of every type. From the vertex element: x y z,
nx ny nz, s t / u v / texture_u texture_v, red green blue alpha (also r g b a and
diffuse_*), integer colours scaled by their type. From the face element: vertex_indices or
vertex_index, polygons kept whole, and a texcoord list of a u v per corner, which then is
the UV set instead of the vertices' own. A comment TextureFile <name> line gives the mesh a
material whose base colour texture is that file (named, never opened). A file without faces is a
point cloud (positions, no parts).
ply::parse_header and ply::Rows are public for callers that need every property as a column,
edge elements or thinning.
glTF and GLB. The default scene's node tree (matrix or TRS); TRIANGLES, TRIANGLE_STRIP and
TRIANGLE_FAN, indexed or not; POSITION, NORMAL, every TEXCOORD_n (up to 8), COLOR_0, JOINTS_0,
WEIGHTS_0 in any component type the specification or KHR_mesh_quantization allows; strided
buffer views; accessors without a buffer view (zeros); sparse accessors; materials with their
texture slots, UV set and sampler wrap modes, KHR_materials_emissive_strength,
KHR_materials_unlit, KHR_materials_pbrSpecularGlossiness (diffuse colour and texture, no
metal, roughness from the glossiness); textures whose image is in EXT_texture_webp; images embedded
in a buffer view or a data: URI, or named; skins; translation, rotation and scale animations;
cameras; KHR_lights_punctual. Primitives of a mesh that name the same accessors share their
vertices. write_glb writes nodes, meshes (positions, normals, UV sets, colours), materials and
images.
FBX. Binary files (32-bit record offsets before 7.5, 64-bit from it; every property type;
arrays plain or zlib-compressed) and ASCII files give the same record tree, which
fbx::read_document returns as it is. From it: Geometry meshes with whole polygons and the
first normal, UV and material layer elements in every mapping and reference mode (kept as
indexed pools); Model nodes with the full transform (offsets, pivots, pre- and post-rotation,
every rotation order) and geometric transforms; Lambert and Phong Materials mapped onto
metallic-roughness; Textures with embedded Video content or file names, for the diffuse,
normal and emissive slots. Models that instance one geometry with the same materials share a
mesh, and textures that end at one image share it. Document::axes_to_y_up and
Document::unit_scale give the file's axis system and unit, which the scene does not apply.
FBX 6.x files (a Model holds its mesh, Properties60, objects connected by name) give
geometry, transforms, the hierarchy and materials. Not read: FBX 5 and older, 6.x textures,
animation, skin deformers, blend shapes, cameras, lights, NURBS.
Not read (glTF): required geometry extensions (Draco, meshopt) are
Not read (glTF): sparse accessors and required geometry extensions (Draco, meshopt) are
Error::Unsupported; points, lines, morph targets, tangents and other extensions are passed over.
Not written: skins, animations, cameras, lights, and .gltf with separate files.
Hostile input
Every reader takes Limits and returns Error::TooLarge past one. A count is checked against the
bytes that are there before anything is allocated from it. Nothing indexes with a value from the
file unchecked. Each limit has a test, and every reader is run over all truncations and two
mutations of every byte of good files.
| Limit | Default | Applies to |
|---|---|---|
max_vertices |
20 000 000 | entries per attribute pool (OBJ: each of v, vt, vn, counting unused ones; glTF: vertices over all meshes) |
max_triangles |
20 000 000 | triangles after fanning polygons, strips and fans |
max_face_corners |
4096 | corners of one face; PLY list lengths |
max_meshes |
100 000 | OBJ objects, glTF meshes, FBX meshes |
max_parts |
100 000 | groups, material runs, glTF primitives, material slots of an FBX mesh |
max_materials |
100 000 | materials; images; OBJ material libraries |
max_nodes |
100 000 | nodes, and node visits when the hierarchy is walked (ends cycles) |
max_depth |
64 | node nesting |
max_data_bytes |
1 GiB | buffers and material libraries taken from the resolver; embedded image bytes; skin and animation values; the binary chunk write_glb builds; everything an FBX file keeps (parsed values at 8 bytes per array element, meshes, image bytes) |
max_extras |
10 000 | skins, animations, cameras, lights, buffers (each); channels of one animation |
Fixed bounds: a PLY header of 1 MiB, 64 elements and 256 properties per element; 2^24 components for glTF accessors without a buffer view, over the whole file; FBX records nested 64 deep and arrays of 1 GiB.
External files. No reader opens a file. A reader that needs another file to parse (an OBJ
material library, a glTF buffer) asks the caller's Resolver for it by the name the file writes;
the resolver may decline (None). Images are named in Image::uri and not asked for, except by
the FBX reader, whose textures carry two file names that only it can try in turn.
Every name is listed in Scene::external. Names come from the file, so a resolver must not trust
them as paths: they may be absolute or contain ...
What stays in the apps
Mapping a Scene onto the app's mesh, body or document types; computing normals, tangents and
UVs; welding; unit scaling and up-axis turns; flattening the hierarchy into world space (use
Scene::instances()); decoding images; choosing where external files come from; sampling
animations and skinning; file-size limits before reading.
Origin
All code is from Craft apps (MIT OR Apache-2.0), written from the public format descriptions. No sample files are shipped: every test generates its input.
| Module | Base | Ported in |
|---|---|---|
stl reader |
EffectCraft crates/model/src/stl.rs (detection, colour extensions, degenerate facets) |
SolidCraft read_stl: a facet count left at 0, non-UTF-8 ASCII names. TextureCraft mesh_import/stl.rs: same detection, nothing extra. The Z-up to Y-up turn EffectCraft did stays in EffectCraft. |
stl writers |
SolidCraft stl_binary, stl_ascii |
Node transforms, a header that never starts with solid |
obj reader |
EffectCraft crates/model/src/obj.rs (own parser, MTL, continuations, library name candidates) |
SolidCraft obj.rs: checked references, objects holding only their vertices, bad lines counted not fatal, smoothing groups kept, pool caps. TextureCraft mesh_import/obj.rs: vertex colours, whole polygons, group names. MaterialCraft mesh.rs: bounds on unused v/vt/vn definitions. |
obj writer |
TextureCraft mesh_export.rs (obj_text, unique material names) |
SolidCraft obj_files: several objects with running indices, control characters in names |
ply |
SolidCraft ply.rs (header bounds, three line endings, size checks before reading) |
TextureCraft mesh_import/ply.rs: normals, UVs, alpha, whole polygons, faces before vertices |
gltf reader |
EffectCraft crates/model/src/gltf.rs (own reader over serde_json; skins, animations, cameras, lights) |
SolidCraft gltf_in.rs: stricter GLB chunk checks, the required-extension policy, hierarchy caps. TextureCraft mesh_import/gltf.rs: COLOR_0, sparse accessors refused instead of read wrong. MaterialCraft mesh.rs: a bad index drops its triangle and later ones keep their vertices. |
gltf writer |
SolidCraft glb.rs (glb_container, accessor layout) |
TextureCraft glb_bytes: UV sets, embedded images and texture slots |
TextureCraft, MaterialCraft and SolidCraft read OBJ and glTF through the tobj and gltf crates;
this crate does not depend on either.
Migration
No app uses this crate yet.
| App | Replace | With | Keep in the app |
|---|---|---|---|
| EffectCraft | crates/model/src/{stl,obj,gltf}.rs |
stl::read, obj::read, gltf::read |
Scene to Model; the STL Y-up turn; computed normals per smoothing group and tangents; image decoding and the sibling-name lookup for textures; animation sampling. FBX stays. |
| TextureCraft | mesh_import/{stl,obj,ply,gltf}.rs, obj_text, the geometry part of glb_bytes |
readers, obj::write, gltf::write_glb |
Scene to RawMesh (world space through instances()), unwrap, tangents, cameras to orbit cameras, texture baking. GLB clearcoat and sheen extensions are not in the model yet, so glb_bytes keeps them until then. Drops tobj and gltf. |
| MaterialCraft | crates/formats/src/mesh.rs obj and gltf |
obj::read, gltf::read with its 4M-triangle Limits |
Non-finite normal and UV rejection, box UVs, normalising to the unit sphere. Drops tobj and gltf. |
| SolidCraft | crates/io/src/{obj,ply}.rs, read_stl, stl_binary, stl_ascii, gltf_in.rs parsing, glb.rs container |
readers, ply::parse_header/Rows under ply_complex.rs, STL writers, gltf::write_glb |
Millimetre scaling, crease normals, mesh bodies, component plans from the node tree, point-cloud thinning and columns, looks. An OBJ without o now gives one mesh with a part per g; SolidCraft splits by part to keep one body per group. Drops gltf. |
| DeckCraft | nothing merged; open PRs #1380 and #743 each add a crates/mesh |
this crate | Rasterising |