SOLIDCORE / GEOMETRY KERNEL
A geometry kernel
written in Rust.
SolidCore is a Rust port of SMLib, an open-source C++ geometry library released by NVIDIA. It is being developed for use in SolidCraft.
BOUNDARY REPRESENTATION (B-REP)
How SolidCore
represents a solid.
A boundary representation describes a solid through its shells, faces, loops, edges, and vertices. Geometry defines their shapes; topology defines how they connect.
The editor converts this geometry into a mesh of triangles for display. The mesh is the on-screen representation; the B-rep stores the underlying geometry and connections.
SolidCore’s scope covers the geometry and operation layers: NURBS math, curves, surfaces, topology, intersections, and the foundations for modeling operations.
DEVELOPMENT STATUS
Still in development.
SolidCore’s components are being ported and tested against the original C++ code. Complete modeling operations and integration into the editor are still in development.
What works so far?
The reviewed source includes math, NURBS, and curve components, with surfaces and topology under way. Complete operations such as creating primitives, booleans, and fillets are not ready yet.
SolidCraft v0.12.0 uses Truck at its geometry-kernel boundary.
Read the source statusPORT STATUS AND TEST RESULTS
Browse the port
and its test results.
Unit status.
See which units are verified, partially ported, claimed, blocked, or unstarted.
Browse units →Rust vs. C++ tests.
Compare results from the Rust port and original C++ code.
Read the overview →Upstream bugs.
Read bugs found in the original C++ code during porting.
Browse upstream issues →Intersection tests.
See how Rust and C++ handle the surface-intersection test cases.
View intersection tests →SolidCore is licensed under Apache-2.0 and includes notices for the original SMLib code. It is an independent project, not affiliated with or endorsed by NVIDIA. Read the attribution.
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