Expand description
glTF 2.0 loader
This crate is intended to load glTF 2.0, a file format designed for the efficient runtime transmission of 3D scenes. The crate aims to provide rustic utilities that make working with glTF simple and intuitive.
Installation
Add gltf
to your Cargo.toml
:
[dependencies.gltf]
version = "1"
Examples
Basic usage
Walking the node hierarchy.
let gltf = Gltf::open("examples/Box.gltf")?;
for scene in gltf.scenes() {
for node in scene.nodes() {
println!(
"Node #{} has {} children",
node.index(),
node.children().count(),
);
}
}
Import function
Reading a glTF document plus its buffers and images from the file system.
let (document, buffers, images) = gltf::import("examples/Box.gltf")?;
assert_eq!(buffers.len(), document.buffers().count());
assert_eq!(images.len(), document.images().count());
Note
This function is provided as a convenience for loading glTF and associated resources from the file system. It is suitable for real world use but may not be suitable for all real world use cases. More complex import scenarios such downloading from web URLs are not handled by this function. These scenarios are delegated to the user.
You can read glTF without loading resources by constructing the Gltf
(standard glTF) or Glb
(binary glTF) data structures explicitly. Buffer
and image data can then be imported separately using [import_buffers
] and
[import_images
] respectively.
Re-exports
pub extern crate gltf_json as json;
Modules
- Accessors for reading vertex attributes from buffer views.
- Animations, their channels, targets, and samplers.
- Primitives for working with binary glTF.
- Buffers and buffer views.
- Cameras and their projections.
- Images that may be used by textures.
- Iterators for walking the glTF node hierarchy.
- Support for the
KHR_lights_punctual
extension. - Material properties of primitives.
- Meshes and their primitives.
- The glTF node heirarchy.
- Mesh skinning primitives.
- Textures and their samplers.
Structs
- A typed view into a buffer view.
- A keyframe animation.
- A buffer points to binary data representing geometry, animations, or skins.
- A camera’s projection. A node can reference a camera to apply a transform to place the camera in the scene.
- glTF JSON wrapper.
- Binary glTF contents.
- glTF JSON wrapper plus binary payload.
- Image data used to create a texture.
- The material appearance of a primitive.
- A set of primitives to be rendered.
- A node in the node hierarchy.
- Geometry to be rendered with the given material.
- The root nodes of a scene.
- Joints and matrices defining a skin.
- A texture and its sampler.
Enums
- Represents a runtime error.
- Vertex attribute semantic name.
Type Aliases
- Vertex attribute data.
- Result type for convenience.