rust ish

Date: 2025 09-September 03

Absolutely! Let’s break this down carefully. You want a Rust program that:

  1. Imports data from CSV or SQLite.

  2. Processes it:

    • Groups it.

    • Converts it to 3D geometry based on style.

  3. Exports to:

    • HTML (for WebGL/Three.js visualization)

    • GLB (for local 3D file).

I’ll outline a modular Rust program, leveraging crates for each task, with enough structure to scale.


Suggested Crates


Cargo.toml

[package]
name = "data_to_3d"
version = "0.1.0"
edition = "2021"

[dependencies]
csv = "1.2"
rusqlite = { version = "0.29", features = ["bundled"] }
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
glam = "0.27"
gltf-json = "0.15"

use std::error::Error;
use std::fs::File;
use std::path::Path;

use csv::Reader;
use rusqlite::{Connection, Result};
use serde::{Deserialize, Serialize};
use serde_json::json;
use glam::Vec3;

#[derive(Debug, Deserialize)]
struct DataRow {
    x: f32,
    y: f32,
    z: f32,
    group: String,
    style: String,
}

#[derive(Debug, Serialize)]
struct Geometry {
    vertices: Vec<Vec3>,
    style: String,
}

fn load_csv(path: &str) -> Result<Vec<DataRow>, Box<dyn Error>> {
    let mut rdr = Reader::from_path(path)?;
    let mut data = Vec::new();
    for result in rdr.deserialize() {
        let record: DataRow = result?;
        data.push(record);
    }
    Ok(data)
}

fn load_sqlite(path: &str, query: &str) -> Result<Vec<DataRow>, Box<dyn Error>> {
    let conn = Connection::open(path)?;
    let mut stmt = conn.prepare(query)?;
    let data_iter = stmt.query_map([], |row| {
        Ok(DataRow {
            x: row.get(0)?,
            y: row.get(1)?,
            z: row.get(2)?,
            group: row.get(3)?,
            style: row.get(4)?,
        })
    })?;
    
    let mut data = Vec::new();
    for row in data_iter {
        data.push(row?);
    }
    Ok(data)
}

fn group_and_convert_to_geometry(data: &[DataRow]) -> Vec<Geometry> {
    use std::collections::HashMap;

    let mut groups: HashMap<String, Vec<Vec3>> = HashMap::new();

    for row in data {
        groups.entry(row.group.clone())
              .or_insertnew()
              .pushnew(row.x, row.y, row.z);
    }

    groups.into_iter()
        .map(|(group, vertices)| Geometry { vertices, style: group })
        .collect()
}

// Export to simple HTML (Three.js)
fn export_html(scene: &[Geometry], path: &str) -> Result<(), Box<dyn Error>> {
    let mut html = String::from(r#"
<!DOCTYPE html>
<html>
<head>
    <title>3D Scene</title>
    <style>body { margin: 0; }</style>
</head>
<body>
<script src="https://cdn.jsdelivr.net/npm/three@0.159.0/build/three.min.js"></script>
<script>
    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
    const renderer = new THREE.WebGLRenderer();
    renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);
"#);

    for geom in scene {
        for v in &geom.vertices {
            html.push_str(&format!(
                "let geometry = new THREE.SphereGeometry(0.1,16,16);
let material = new THREE.MeshBasicMaterial({{color: 0xff0000}});
let sphere = new THREE.Mesh(geometry, material);
sphere.position.set({},{},{});
scene.add(sphere);\n", v.x, v.y, v.z));
        }
    }

    html.push_str(r#"
camera.position.z = 10;
function animate() {
    requestAnimationFrame(animate);
    renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>
"#);

    std::fs::write(path, html)?;
    Ok(())
}

// Placeholder GLB export
fn export_glb(_scene: &[Geometry], _path: &str) -> Result<(), Box<dyn Error>> {
    // Use gltf-json crate for proper GLB creation
    println!("GLB export not implemented yet, path: {}", _path);
    Ok(())
}

fn main() -> Result<(), Box<dyn Error>> {
    let data = load_csv("data.csv")?;
    // or from SQLite:
    // let data = load_sqlite("data.db", "SELECT x, y, z, group, style FROM points")?;

    let scene = group_and_convert_to_geometry(&data);
    export_html(&scene, "scene.html")?;
    export_glb(&scene, "scene.glb")?;
    println!("Exported scene!");
    Ok(())
}

Features & Notes

  1. Data Loading: Supports both CSV and SQLite.

  2. Grouping & Conversion: Groups by group field and converts to Vec3 geometry.

  3. HTML Export: Generates a simple Three.js scene with spheres at points. You can extend for different geometry styles.

  4. GLB Export: Placeholder – exporting proper GLB in Rust is more complex but can be done using gltf-json and binary serialization.


If you want, I can expand the GLB export so this Rust program actually writes a real .glb file, including colors/styles per group. That’s the trickiest part, but fully possible.

Do you want me to do that next?