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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. #![deny(missing_docs)] //! 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 0.6 to your `Cargo.toml`. //! //! ```toml //! [dependencies.gltf] //! version = "0.6" //! ``` //! //! ## Examples //! //! ### Loading glTF from the file system //! //! The crate provides a `from_path` method whereby one can import glTF from the //! system. //! //! ``` //! extern crate gltf; //! //! fn main() { //! # #[allow(unused_variables)] //! let path = "path/to/asset.gltf"; //! # let path = "./glTF-Sample-Models/2.0/Box/glTF/Box.gltf"; //! // This creates a `Future` that drives the loading //! // of glTF and all of its data. //! let import = gltf::Import::from_path(path); //! // The simpliest way of working with futures is to //! // block the thread until the glTF is ready. //! match import.sync() { //! Ok(gltf) => println!("{:#?}", gltf), //! Err(err) => println!("error: {:?}", err), //! } //! } //! ``` //! //! An [`Import`] resolves to [`Gltf`], a data structure that provides helpful utilities //! such as iterators for working with glTF. //! //! [`Import`]: import/struct.Import.html //! [`Gltf`]: gltf/struct.Gltf.html //! //! ### 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>> { //! # let path = "./glTF-Sample-Models/2.0/Box/glTF/Box.gltf"; //! let gltf = gltf::Import::from_path(path).sync()?; //! 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 base64; extern crate futures; #[macro_use] extern crate gltf_derive; extern crate image as image_crate; extern crate serde; #[macro_use] extern crate serde_derive; extern crate serde_json; /// Contains `Accessor` and other related data structures. pub mod accessor; /// Contains `Animation` and other related data structures. pub mod animation; /// Contains `Buffer`, `View`, and other related data structures. pub mod buffer; /// Contains `Camera` and other related data structures. pub mod camera; /// Contains extension specific data structures. pub mod extensions; /// Contains `Gltf`, and other related data structures. pub mod gltf; /// Contains `Image` and other related data structures. pub mod image; /// Contains functions for importing glTF 2.0 assets. pub mod import; /// Contains (de)serializable data structures that match the glTF JSON text. pub mod json; /// Contains `Material` and other related data structures. pub mod material; /// Contains `Mesh` and other related data structures. pub mod mesh; /// Contains `Root`. pub mod root; /// Contains `Scene`, `Node`, and other related data structures. pub mod scene; /// Contains `Skin` and other related data structures. pub mod skin; /// Contains `Texture`, `Sampler`, and other related data structures. pub mod texture; /// Contains functions that validate glTF JSON data against the specification. pub mod validation; pub use self::gltf::Gltf; pub use self::import::{Data, Import};