A Constructive Solid Geometry (CSG) library in Rust, built around Boolean operations (union, difference, intersection) on sets of polygons stored in BSP trees. csgrs helps you construct 2D and 3D geometry with an OpenSCAD-like syntax, and to transform, interrogate, and simulate those shapes without leaving Rust.
This library aims to integrate cleanly with the Dimforge ecosystem (e.g., nalgebra
, Parry
, and Rapier
), leverage earclip
and cavalier_contours
for robust mesh and line processing, be reasonably performant on a wide variety of targets, and provide an extensible, type-safe API.
Install the Rust language tools from rustup.rs.
cargo new my_cad_project
cd my_cad_project
cargo add csgrs
cargo add nalgebra // provides Points, Vectors, etc.
// Alias the library’s generic CSG type with empty metadata:
type CSG = csgrs::csg::CSG<()>;
// Create two shapes:
let cube = CSG::cube(2.0, 2.0, 2.0, None); // 2×2×2 cube at origin, no metadata
let sphere = CSG::sphere(1.0, 16, 8, None); // sphere of radius=1 at origin, no metadata
// Difference one from the other:
let difference_result = cube.difference(&sphere);
// Write the result as an ASCII STL:
let stl = difference_result.to_stl_ascii("cube_minus_sphere");
std::fs::write("cube_sphere_difference.stl", stl).unwrap();
CSG<S>
is the main type. It stores a list of polygons (Vec<Polygon<S>>
).Polygon<S>
holds:- a
Vec<Vertex>
(positions + normals), - a
bool
indicating whether the polyline is open or closed, - an optional metadata field (
Option<S>
), and - a
Plane
describing the polygon’s orientation in 3D.
- a
CSG<S>
provides methods for working with 3D shapes, Polygon<S>
provides methods for working with 2D shapes. You can build a CSG<S>
from polygons with CSG::from_polygons(...)
. Some 2D functions are re-exported by CSG<S>
for ease of use.
Helper constructors for 2D shapes in the XY plane:
CSG::square(width: Real, length: Real, metadata: Option<S>)
CSG::circle(radius: Real, segments: usize, metadata: Option<S>)
CSG::polygon_2d(&[[x1,y1],[x2,y2],...], metadata: Option<S>)
let square = CSG::square(1.0, 1.0, None); // 1×1 at origin
let rect = CSG::square(2.0, 4.0, None);
let circle = CSG::circle(1.0, 32, None); // radius=1, 32 segments
let circle2 = CSG::circle(2.0, 64, None);
Similarly, you can create standard 3D primitives:
CSG::cube(width: Real, length: Real, height: Real, metadata: Option<S>)
CSG::sphere(radius: Real, segments: usize, stacks: usize, metadata: Option<S>)
CSG::cylinder(radius: Real, height: Real, segments: usize, metadata: Option<S>)
CSG::frustrum(radius1: Real, radius2: Real, height: Real, segments: usize, metadata: Option<S>)
- Construct a frustum at origin with height andradius1
andradius2
CSG::frustrum_ptp(start: Point3, end: Point3, radius1: Real, radius2: Real, segments: usize, metadata: Option<S>)
- Construct a frustum fromstart
toend
withradius1
andradius2
CSG::polyhedron(points: &[[Real; 3]], faces: &[Vec<usize>], metadata: Option<S>)
// Unit cube at origin, no metadata
let cube = CSG::cube(1.0, 1.0, 1.0, None);
// Sphere of radius=2 at origin with 32 segments and 16 stacks
let sphere = CSG::sphere(2.0, 32, 16, None);
// Cylinder from radius=1, height=2, 16 slices, and no metadata
let cyl = CSG::cylinder(1.0, 2.0, 16, None);
// Create a custom polyhedron from points and face indices:
let points = &[
[0.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.5, 0.5, 1.0],
];
let faces = vec![
vec![0, 1, 2, 3], // base rectangle
vec![0, 1, 4], // triangular side
vec![1, 2, 4],
vec![2, 3, 4],
vec![3, 0, 4],
];
let pyramid = CSG::polyhedron(points, &faces, None);
Three primary operations:
let union_result = cube.union(&sphere);
let difference_result = cube.difference(&sphere);
let intersection_result = cylinder.intersection(&sphere);
They all return a new CSG<S>
CSG::translate(vector: Vector3)
- Returns the CSG translated by vectorCSG::rotate(x_deg, y_deg, z_deg)
- Returns the CSG rotated in x, y, and zCSG::scale(scale_x, scale_y, scale_z)
- Returns the CSG scaled in x, y, and zCSG::mirror(plane: Plane)
- Returns the CSG mirrored across planeCSG::center()
- Returns the CSG centered at the originCSG::float()
- Returns the CSG translated so that its bottommost point(s) sit exactly at z=0CSG::transform(&Matrix4)
- Returns the CSG after applying arbitrary affine transforms
use nalgebra::Vector3;
let moved = cube.translate(Vector3::new(3.0, 0.0, 0.0));
let rotated = sphere.rotate(0.0, 45.0, 90.0);
let scaled = cylinder.scale(2.0, 1.0, 1.0);
let plane_x = Plane { normal: Vector3::x(), w: 0.0 }; // x=0 plane
let plane_y = Plane { normal: Vector3::y(), w: 0.0 }; // y=0 plane
let plane_z = Plane { normal: Vector3::z(), w: 0.0 }; // z=0 plane
let mirrored = cube.mirror(plane_x);
- Linear Extrude:
my_2d_shape.extrude(height: Real)
my_2d_shape.extrude_vector(direction: Vector3)
my_2d_shape.linear_extrude(direction: Vector3, twist: Real, segments: usize, scale: Real)
- Extrude Between Two Polygons:
let polygon_bottom = CSG::circle(2.0, 64, None); let polygon_top = polygon_bottom.translate(Vector3::new(0.0, 0.0, 5.0)); let lofted = CSG::extrude_between(&polygon_bottom.polygons[0], &polygon_top.polygons[0], false);
- Rotate-Extrude (Revolve):
my_2d_shape.rotate_extrude(angle_degs, segments)
- Sweep:
sweep(shape_2d: &Polygon<S>, path_2d: &Polygon<S>)
- Extrude a polyline to create a surface:
extrude_polyline(poly: &Polyline, direction: Vector3, metadata: Option<S>)
let square = CSG::square(2.0, 2.0, None);
let prism = square.extrude(5.0);
let revolve_shape = square.rotate_extrude(360.0, 16);
CSG::inverse()
— flips the inside/outside orientation.CSG::convex_hull()
— useschull
to generate a 3D convex hull.CSG::minkowski_sum(&other)
— naive Minkowski sum, then takes the hull.CSG::ray_intersections(origin, direction)
— returns all intersection points and distances.CSG::flatten()
— flattens a 3D shape into 2D (on the XY plane), unions the outlines.CSG::slice(Some(plane))
— slices the CSG by a plane and returns the cross-section polygons.CSG::offset_2d(distance)
— outward (or inward) offset in 2D usingcavalier_contours
.CSG::subdivide_triangles(subdivisions)
— subdivides each polygon’s triangles, increasing mesh density.CSG::renormalize()
— re-computes each polygon’s plane from its vertices, resetting all normals.CSG::reconstruct_polyline_3d(polylines: &[Polygon<S>])
— reconstructs a 3d polyline from 2d polylines with matching start/end pointsCSG::bounding_box()
— computes the bounding box of the shapeCSG::triangulate()
— triangulates all polygons returning a CSG containing trianglesCSG::triangulate_earclip()
— triangulates all polygons withearclip
returning a CSG containing trianglesCSG::from_polygons(polygons: &[Polygon<S>])
- create a new CSG from PolygonsCSG::from_polylines(polylines: &[Polyline], metadata: Option<S>)
— create a new CSG fromcavalier_contours
polylinesCSG::from_earclip(polys: &[Vec<Vec<Real>>], metadata: Option<S>)
— create a new CSG fromearclip
polysCSG::from_earcut(polys: &[Vec<Vec<Real>>], metadata: Option<S>)
- create a new CSG fromearcut
polysCSG::vertices()
— collect all vertices from the CSGCSG::gyroid(resolution: usize, period: Real, iso_value: Real)
- Generate a Triply Periodic Minimal Surface (Gyroid) inside the volume ofself
CSG::from_image(img: &GrayImage, threshold: u8, closepaths: bool, metadata: Option<S>)
- Builds a new CSG from the “on” pixels of a grayscale image
CSG<S>
is generic over S: Clone
. Each polygon has an optional metadata: Option<S>
.
Use cases include storing color, ID, or layer info.
use csgrs::polygon::Polygon;
use csgrs::vertex::Vertex;
use nalgebra::{Point3, Vector3};
#[derive(Clone)]
struct MyMetadata {
color: (u8, u8, u8),
label: String,
}
type CSG = csgrs::CSG<MyMetadata>;
// For a single polygon:
let mut poly = Polygon::new(
vec![
Vertex::new(Point3::new(0.0, 0.0, 0.0), Vector3::z()),
Vertex::new(Point3::new(1.0, 0.0, 0.0), Vector3::z()),
Vertex::new(Point3::new(0.0, 1.0, 0.0), Vector3::z()),
],
Some(MyMetadata {
color: (255, 0, 0),
label: "Triangle".into(),
}),
);
// Retrieve metadata
if let Some(data) = poly.metadata() {
println!("This polygon is labeled {}", data.label);
}
// Mutate metadata
if let Some(data_mut) = poly.metadata_mut() {
data_mut.label.push_str("_extended");
}
- Export ASCII STL:
csg.to_stl_ascii("solid_name") -> String
- Export Binary STL:
csg.to_stl_binary("solid_name") -> io::Result<Vec<u8>>
- Import STL:
CSG::from_stl(&stl_data) -> io::Result<CSG<S>>
// Save to ASCII STL
let stl_text = csg_union.to_stl_ascii("union_solid");
std::fs::write("union_ascii.stl", stl_text).unwrap();
// Save to binary STL
let stl_bytes = csg_union.to_stl_binary("union_solid").unwrap();
std::fs::write("union_bin.stl", stl_bytes).unwrap();
// Load from an STL file on disk
let file_data = std::fs::read("some_file.stl")?;
let imported_csg = CSG::from_stl(&file_data)?;
- Export:
csg.to_dxf() -> Result<Vec<u8>, Box<dyn Error>>
- Import:
CSG::from_dxf(&dxf_data) -> Result<CSG<S>, Box<dyn Error>>
// Export DXF
let dxf_bytes = csg_obj.to_dxf()?;
std::fs::write("output.dxf", dxf_bytes)?;
// Import DXF
let dxf_data = std::fs::read("some_file.dxf")?;
let csg_dxf = CSG::from_dxf(&dxf_data)?;
You can generate 2D text geometry in the XY plane from TTF fonts via meshtext
:
let font_data = include_bytes!("../fonts/MyFont.ttf");
let csg_text = CSG::text("Hello!", font_data, Some(20.0), None);
// Then extrude the text to make it 3D:
let text_3d = csg_text.extrude(1.0);
csg.to_trimesh()
returns a SharedShape
containing a TriMesh<Real>
.
use csgrs::csg::CSG;
use csgrs::float_types::rapier3d::prelude::*; // re-exported for f32/f64 support
let trimesh_shape = csg_obj.to_trimesh(); // SharedShape with a TriMesh
csg.to_rigid_body(rb_set, co_set, translation, rotation, density)
helps build and insert both a rigid body and a collider:
use nalgebra::Vector3;
use csgrs::float_types::rapier3d::prelude::*; // re-exported for f32/f64 support
use csgrs::float_types::FRAC_PI_2;
use csgrs::csg::CSG;
let mut rb_set = RigidBodySet::new();
let mut co_set = ColliderSet::new();
let axis_angle = Vector3::z() * FRAC_PI_2; // 90° around Z
let rb_handle = csg_obj.to_rigid_body(
&mut rb_set,
&mut co_set,
Vector3::new(0.0, 0.0, 0.0), // translation
axis_angle, // axis-angle
1.0, // density
);
let density = 1.0;
let (mass, com, inertia_frame) = csg_obj.mass_properties(density);
println!("Mass: {}", mass);
println!("Center of Mass: {:?}", com);
println!("Inertia local frame: {:?}", inertia_frame);
csg.is_manifold()
triangulates the CSG, builds a HashMap of all edges (pairs of vertices), and checks that each is used exactly twice. Returns true
if manifold, false
if not.
if (csg_obj.is_manifold()){
println!("CSG is manifold!");
} else {
println!("Not manifold.");
}
Although CSG typically focuses on three‐dimensional Boolean operations, this library also provides a robust 2D subsystem built on top of cavalier_contours. Each Polygon<S>
in 3D can be projected into 2D (its own local XY plane) for 2D boolean operations such as union, difference, intersection, and xor. These are especially handy if you’re offsetting shapes, working with complex polygons, or just want 2D output.
Below is a quick overview of the 2D‐related methods you’ll find on Polygon<S>
:
-
to_2d()
Projects the polygon from its 3D plane into a 2DPolyline
.
Internally:- Finds a transform that sends
polygon.plane.normal
to the +Z axis. - Transforms each vertex into that local coordinate system (so the polygon lies at z = 0).
- Returns a 2D
Polyline
of(x, y, bulge)
points (here,bulge
is set to0.0
by default).
- Finds a transform that sends
-
from_2d(polyline)
The inverse ofto_2d()
, creating a 3DPolygon
from a 2DPolyline
. This method uses the same plane as the polygon on which you calledfrom_2d()
. That is, it takes(x, y)
points in the local XY plane ofself.plane
and lifts them back into 3D space.
These two functions let you cleanly convert between a 3D polygon and a pure 2D representation whenever you need to do 2D manipulations.
Tip: If your polygons truly are already in the global XY plane (i.e.,
z ≈ 0
), or you would like to flatten them without adjusting for their reference plane, you can usePolygon::to_polyline()
andPolygon::from_polyline(...)
. Those skip the plane‐based transform and simply store or read(x, y, 0.0)
directly.
A Polygon<S>
supports union, difference, intersection, and xor in 2D. Each of these methods:
- Projects both polygons into 2D via
to_2d()
. - Invokes cavalier_contours to compute the boolean operation.
- Reconstructs one or more resulting polygons in 3D using
from_2d(...)
.
Each operation returns a Vec<Polygon<S>>
rather than a single polygon, because the result may split into multiple disjoint pieces.
-
Polygon::union(&other) -> Vec<Polygon<S>>
self ∪ other
. Merges overlapping or adjacent areas. -
Polygon::intersection(&other) -> Vec<Polygon<S>>
self ∩ other
. Keeps only overlapping regions. -
Polygon::difference(&other) -> Vec<Polygon<S>>
self \ other
. Subtractsother
fromself
. -
Polygon::xor(&other) -> Vec<Polygon<S>>
Symmetric difference(self ∪ other) \ (self ∩ other)
—keeps regions that belong to exactly one polygon.
Example usage:
let p1 = polygon_a.union(&polygon_b); // 2D union
let p2 = polygon_a.difference(&polygon_b); // 2D difference
let p3 = polygon_a.intersection(&polygon_b); // 2D intersection
let p4 = polygon_a.xor(&polygon_b); // 2D xor
Polygon::translate(vector: Vector3)
- Returns a new Polygon translated by vectorPolygon::rotate(axis: Vector3, angle: Real, center: Option<Point3>)
- Rotates the polygon by a given angle in radians about axis. If a center is provided the rotation is performed about that point, otherwise rotation is about the origin.Polygon::scale(factor: Real)
- Uniformly scales the polygon by the given factorPolygon::mirror_x()
- Mirrors the polygon about the x axisPolygon::mirror_y()
- Mirrors the polygon about the y axisPolygon::mirror_z()
- Mirrors the polygon about the z axisPolygon::transform(&Matrix4)
for arbitrary affine transformsPolygon::flip()
- Reverses winding order, flips vertices normals, and flips the plane normal, i.e. flips the polygonPolygon::convex_hull()
- Returns a new Polygon that is the convex hull of the current polygon’s verticesPolygon::minkowski_sum(other: Polygon<S>)
- Returns the Minkowski sum of this polygon and other
Polygon::subdivide_triangles()
- Subdivide this polygon into smaller trianglesPolygon::calculate_new_normal()
- return a normal calculated from all polygon verticesPolygon::set_new_normal()
- recalculate and set polygon normalPolygon::triangulate()
- Triangulate this polygon into a list of triangles, each triangle is [v0, v1, v2]Polygon::offset(distance: Real)
- offset a polygon by distance in positive or negative direction depending on normalPolygon::reconstruct_arcs(min_match: usize, rms_limit: Real, angle_limit_degs: Real, offset_limit: Real)
- Attempt to reconstruct arcs of constant radius from this polygonPolygon::check_coordinates_finite()
- Returns an error if any coordinate is not finite (NaN or ±∞)Polygon::check_repeated_points()
- Check for repeated adjacent points. Return the first repeated coordinate if foundPolygon::check_ring_closed()
- Check ring closure: first and last vertex must coincide if polygon is meant to be closedPolygon::check_minimum_ring_size()
- Check that the ring has at least 3 distinct pointsPolygon::check_ring_self_intersection()
- Very basic ring self‐intersection check by naive line–line intersection
The polyline_area
function computes the signed area of a closed Polyline
:
- Positive if the points are in counterclockwise (CCW) order.
- Negative if the points are in clockwise (CW) order.
- Near‐zero for degenerate or collinear loops.
- fix up error handling with result types
- convert more for loops to iterators
- parry, rapier behind feature flags
- polygons_by_metadata public function of a CSG
- draft implementation done, pending API discussion
- extend flatten to work with arbitrary planes
- determine why flattened_cube.stl produces invalid output with to_stl_binary but not to_stl_ascii
- determine why square_2d_shrink.stl produces invalid output with to_stl_binary but not to_stl_ascii
- determine why square_2d produces invalid output with to_stl_binary but not to_stl_ascii
- remaining 2d functions to finalize: signed area, is_ccw, line/line intersection
- tests
- bending
- document compounded transformations using nalgebra
- invert Polygon::open to match cavalier_contours
- vector font for machining / svg import/export
- screw threads
- attachment points / rapier integration
- implement 2d offsetting with these for testing against cavalier_contours
- support scale and translation along a vector in rotate extrude
- investigate marching_cubes, marching_cubes_rs
- identify more candidates for par_iter
- reimplement 3D offsetting with voxelcsgrs or https://docs.rs/parry3d/latest/parry3d/transformation/vhacd/struct.VHACD.html
- reimplement convex hull with https://docs.rs/parry3d-f64/latest/parry3d_f64/transformation/fn.convex_hull.html
- implement 2d/3d convex decomposition with https://docs.rs/parry3d-f64/latest/parry3d_f64/transformation/vhacd/struct.VHACD.html
- reimplement transformations and shapes with https://docs.rs/parry3d/latest/parry3d/transformation/utils/index.html
- evaluate https://github.com/asny/tri-mesh for useful functions
- identify blockers for no-std
- identify opportunities to use parry2d_f64 and parry3d_f64 modules and functions to simplify and enhance our own
- implement constant radius arc support in 2d using cavalier_contours, interpolate/tessellate in from_polygons
- extend Polygon to allow edges to store bulge like cavalier_contours and update split_polygon to handle line/arc intersections.
- https://github.com/PsichiX/density-mesh
MIT License
Copyright (c) 2025 Timothy Schmidt
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
This library initially based on a translation of CSG.js © 2011 Evan Wallace, under the MIT license.
If you find issues, please file an issue or submit a pull request. Feedback and contributions are welcome!
Have fun building geometry in Rust!