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Truck is a Rust CAD Kernel.

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I'll open draft pull requests so you can see what I'm working on if that's ok. I have quite a few step files that contain cylindrical surfaces, so here is...

As mentioned in issue #2 I'd like to start implementing STEP loading functionality for truck. I've spent the last week getting reacquainted with ruststep and truck and I've built a...

As long as we claim this crates a CAD Kernel, STEP I/O is unavoidable. We're working on a plan for this, which we'll announce here soon.

We are not yet prepared for rotational sweeps with a fixed point. For example, we cannot create even a sphere by simple rotational sweeps. The biggest difficulty in implementation is...

Any hint as to when we can expect Boolean operations to be made available in the package. I would like to know if it is possible to generate a mesh...

Are there plans to support t-splines as well on truck? Also seeing how t-splines are a superset for NURBS and subdivision surfaces (hope my understanding is correct :p ) would...

Will this be implemented or not? I already find the Surface defination: ```rust pub enum Surface { /// Plane Plane(Plane), /// 3-dimensional B-spline surface BSplineSurface(BSplineSurface), /// 3-dimensional NURBS Surface NURBSSurface(NURBSSurface),...

According to the code, there are two ways to create a sphere: ```rust let uhcircle = NURBSCurve::new(BSplineCurve::new(knot_vec, control_points)); let sphere = RevolutedCurve::by_revolution( uhcircle, Point3::origin(), Vector3::unit_x(), ); ``` ```rust let sphere...

Hi! love your work so far!! Consider an airfoil: ![image](https://github.com/ricosjp/truck/assets/6328589/5e6cef1f-b83d-4f6a-8b93-f6032abf5e3a) I can use `tsweep` to create a fully-symmetrical airfoil, but no such method exists in the `builder` module to make...

Here is a minimal example: ```rust use truck_modeling::builder::{tsweep, vertex}; use truck_modeling::{Point3, Vector3}; use truck_shapeops::or; fn main() { let point_a = vertex(Point3::new(0.0, 0.0, 0.0)); let line_a = tsweep(&point_a, Vector3::unit_x()); let square_a...