#![forbid(unsafe_code)]
#![warn(missing_debug_implementations)]
pub mod animation;
pub mod asset;
pub mod audio;
pub mod bvh;
pub mod camera;
pub mod combine;
pub mod compose;
pub mod curvature;
pub mod decoder;
pub mod encoder;
pub mod error;
pub mod extrude;
pub mod graph;
pub mod instance_bvh;
pub mod light;
pub mod material;
pub mod mesh;
pub mod optimize;
pub mod pose;
pub mod ray;
pub mod registry;
pub mod scene;
pub mod simplify;
pub mod skin;
pub mod skinning;
pub mod smooth;
pub mod texture;
pub mod transform;
pub use animation::{
Animation, AnimationChannel, AnimationProperty, AnimationSampler, AnimationTarget,
AnimationValues, Interpolation, SampledValue,
};
pub use asset::{AssetSource, InMemoryAsset, RawStorage};
pub use audio::{
AudioData, AudioEmitter, AudioEmitterId, AudioSource, AudioSourceId, AuralMode, DistanceModel,
SpatialAudio,
};
pub use bvh::{Bvh, BvhNode};
pub use camera::Camera;
pub use compose::AppendOffsets;
pub use curvature::CurvatureReport;
pub use decoder::Mesh3DDecoder;
pub use encoder::Mesh3DEncoder;
pub use error::{Error, Result};
pub use extrude::Profile2D;
pub use instance_bvh::{Instance, InstanceBvh, InstanceBvhNode};
pub use light::Light;
pub use material::{
AlphaMode, Anisotropy, Clearcoat, DiffuseTransmission, Iridescence, Material, MaterialExt,
Sheen, Specular, TextureRef, TextureTransform, Transmission, Volume,
};
pub use mesh::{
EdgeManifoldReport, Inbetween, Indices, Mesh, MorphTarget, MorphedAttributes,
OrientationReport, Primitive, Topology, TopologySummary, VariantMapping,
};
pub use optimize::{simulate_cache, CacheStats, DEFAULT_CACHE_SIZE};
pub use pose::Pose;
pub use ray::{Ray, RayHit};
pub use registry::Mesh3DRegistry;
pub use scene::{
Axis, BoundingBox, CameraId, LightId, MaterialId, MaterialVariantId, MeshId, Node, NodeId,
Scene3D, SceneRayHit, SkeletonId, SkinId, TextureId, Transform, Unit, ValidationError,
};
pub use skin::{Skeleton, Skin};
pub use smooth::SmoothOptions;
pub use texture::{ImageData, MagFilter, MinFilter, MipmapMode, Sampler, Texture, WrapMode};