Building Blocks is a voxel library for real-time applications.
We focus on generally useful data structures and algorithms. Features include:
- 2D and 3D data storage
Array
with structure-of-arrays (SoA
) storage of multiple data channels per spatial dimensionChunkTree
is a quadtree (2D) or octree (3D) with generic chunks and chunk storageChunkDb
for compressed, persistent voxel worlds, backed by thesled
embedded database
- level of detail
ChunkDownsampler
trait controls how new samples are generated from LOD N into LOD N+1ChunkTree
can act as a clipmap for keeping high detail close to a focal point, generating events to trigger:- chunk generation / loading
- chunk split / merge when desired sample rate changes
- chunk eviction
- mesh generation
- Surface Nets isosurface extraction
- Minecraft-style greedy meshing
- height maps
- spatial queries
- ray and ball casting against octrees with
ncollide3d
- Amanatides and Woo ray grid traversal
- pathfinding
- ray and ball casting against octrees with
- procedural generation
- sampling signed distance fields
- constructive solid geometry with
sdfu
The code below samples a signed distance field and generates a mesh from it.
use building_blocks::{
core::sdfu::{Sphere, SDF},
prelude::*,
mesh::{SurfaceNetsBuffer, surface_nets},
};
let center = Point3f::fill(25.0);
let radius = 10.0;
let sphere_sdf = Sphere::new(radius).translate(center);
let extent = Extent3i::from_min_and_shape(Point3i::ZERO, Point3i::fill(50));
let mut samples = Array3x1::fill_with(extent, |p| sphere_sdf.dist(Point3f::from(p)));
let mut mesh_buffer = SurfaceNetsBuffer::default();
let voxel_size = 2.0; // length of the edge of a voxel
let estimate_normals = true; // use the SDF to estimate normals instead of flat shading
surface_nets(&samples, samples.extent(), voxel_size, estimate_normals, &mut mesh_buffer);
There is a terse design doc that gives an overview of design decisions made concerning the current architecture. You might find this useful as a high-level summary of the most important pieces of code.
The current best way to learn about the library is to read the documentation and examples. For the latest stable docs, look here. For the latest unstable docs, clone the repo and run
cargo doc --open
There is plentiful documentation with examples. Take a look in the examples/
directory to see how Building Blocks can be
used in real applications.
This library is organized into several crates. The most fundamental are:
- core: lattice point and extent data types
- storage: storage for lattice maps, i.e. functions defined on
Z^2
andZ^3
Then you get extra bits of functionality from the others:
- mesh: 3D mesh generation algorithms
- search: search algorithms on lattice maps
To learn the basics about lattice maps, start with these doc pages:
To run the benchmarks (using the "criterion" crate), go to the root of a crate and run cargo bench
. As of version 0.5.0,
all benchmark results are posted in the release notes.
It is highly recommended that you enable link-time optimization when using building-blocks. It will improve the performance of critical algorithms like meshing by up to 2x. Just add this to your Cargo.toml:
[profile.release]
lto = "thin"
Building Blocks is organized into several crates, some of which are hidden behind features, and some have features
themselves, which get re-exported by the top-level crate. Some features are enabled by default. You can avoid taking
unnecessary dependencies by declaring default-features = false
in your Cargo.toml
:
[dependencies.building-blocks]
version = "0.7"
default-features = false
features = ["foo", "bar"]
The PointN
types have conversions to/from glam
, nalgebra
,
cgmath
and mint
types by enabling the corresponding feature.
Chunk compression supports two backends out of the box: Lz4
and Snappy
. They are enabled with the "lz4" and "snappy"
features. "lz4" is the default, but it relies on a C++ library, so it's not compatible with WASM. But Snappy is pure Rust,
so it can! Just use default-features = false
and add "snappy" to you features
list.
For persistent voxel worlds that support edits, it's useful to have an embedded database for crash-consistent save state.
We've chosen to use the sled
crate. When you enable the sled
feature, you will get
access to a ChunkDb
type that supports reading and writing compressed chunk data. And because sled
does not yet support
incremental backups (AKA snapshots), we've also implemented our own snapshot scheme in a separate
sled-snapshots
crate which backs a VersionedChunkDb
. This database
schema only stores the changes (deltas) between versions, so you don't have to store an entire map in every save.
".VOX" files are supported via the vox-format
crate. Enable the vox-format
feature to get
the VoxModelBuffer
trait impl for Array3x1
, which allows you to read VOX files directly into an array.
Arrays can be converted to ImageBuffer
s and constructed from GenericImageView
s from the image
crate. Enable the image
feature to expose the generic encode_image
function and From<Im> where Im: GenericImageView
impl.
The sdfu
crate provides convenient APIs for constructive solid geometry operations. By enabling
this feature, the PointN
types will implement the sdfu::mathtypes
traits in order to be used with these APIs. The sdfu
crate also gets exported under building_blocks::core::sdfu
.
We prioritize work according to the project board.
If you'd like to make a contribution, please first read the design philosophy and contribution guidelines.
License: MIT