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// Copyright 2017 The gltf Library Developers
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! 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.
//!
//! [glTF 2.0]: https://www.khronos.org/gltf
//!
//! ## Installation
//!
//! Add `gltf` version 0.9 to your `Cargo.toml`.
//!
//! ```toml
//! [dependencies.gltf]
//! version = "0.9"
//! ```
//!
//! ## Examples
//!
//! ### Walking the node hierarchy
//!
//! Below demonstates visiting the root [`Node`]s of every [`Scene`], printing the
//! number of children each node has.
//!
//! [`Node`]: scene/struct.Node.html
//! [`Scene`]: scene/struct.Scene.html
//! ```
//! # fn run() -> Result<(), Box<std::error::Error>> {
//! # use std::{fs, io};
//! # let path = "examples/Box.gltf";
//! use gltf::Gltf;
//! let file = fs::File::open(path)?;
//! let gltf = Gltf::from_reader(io::BufReader::new(file))?.validate_minimally()?;
//! for scene in gltf.scenes() {
//! for node in scene.nodes() {
//! // Do something with this node.
//! println!(
//! "Node {} has {} children",
//! node.index(),
//! node.children().count(),
//! );
//! }
//! }
//! # Ok(())
//! # }
//! # fn main() {
//! # let _ = run().expect("No runtime errors");
//! # }
//! ```
extern crate lazy_static;
/// Contains (de)serializable data structures that match the glTF JSON text.
pub extern crate gltf_json as json;
/// Contains `Accessor` and other related data structures.
/// Contains `Animation` and other related data structures.
/// Contains `Buffer`, `View`, and other related data structures.
/// Contains `Camera` and other related data structures.
/// Contains `Glb` and its parsing implementation.
/// Contains `Gltf`, and other related data structures.
/// Contains `Image` and other related data structures.
/// Contains `Material` and other related data structures.
/// Contains `Mesh` and other related data structures.
/// Contains `Root`.
/// Contains `Scene`, `Node`, and other related data structures.
/// Contains `Skin` and other related data structures.
/// Contains `Texture`, `Sampler`, and other related data structures.
pub use Animation;
pub use Accessor;
pub use Buffer;
pub use Camera;
pub use Glb;
pub use ;
pub use Image;
pub use Material;
pub use ;
pub use ;
pub use Skin;
pub use Texture;
/// Represents a runtime error.
/// Returns `true` if the slice begins with the `b"glTF"` magic string, indicating
/// a binary `glTF` asset.
///
/// # Examples
///
/// ```rust
/// assert_eq!(false, gltf::is_binary(include_bytes!("examples/Box.gltf")));
/// assert_eq!(true, gltf::is_binary(include_bytes!("examples/Box.glb")));
/// ```