A Go package for simple, efficient, and robust serialization/deserialization of glTF 2.0 (GL Transmission Format), a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications.
- High parsing time and moderate memory consumption.
- glTF specification v2.0.0
- ASCII glTF.
- Binary glTF(GLB).
- PBR material description.
- glTF validaton
- Validate against schemas.
- Validate coherence.
- Buffers
- Parse BASE64 encoded embedded buffer data(DataURI).
- Load .bin file.
- Read from io.Reader
- Boilerplate for disk loading.
- Custom callback handlers.
- Automatic ASCII / glTF detection.
- Write to io.Writer
- Boilerplate for disk saving.
- Custom callback handlers.
- ASCII / Binary
- Extensions
- KHR_draco_mesh_compression
- KHR_lights_punctual
- KHR_materials_pbrSpecularGlossiness
- KHR_materials_unlit
- KHR_techniques_webgl
- KHR_texture_transform
All the functionality is benchmarked and tested using the official glTF Samples in the utility package qmuntal/gltf-bench. The results show that the perfomance of this package is equivalent to fx-gltf, a reference perfomance-driven glTF implementation for C++, .
doc, err := gltf.Open("./a.gltf")
if err != nil {
panic(err)
}
fmt.Print(doc.Asset)
doc := &gltf.Document{
Scene: 0,
Asset: gltf.Asset{Generator: "qmuntal/gltf"},
Scenes: []gltf.Scene{{Extras: 8.0, Extensions: gltf.Extensions{"a": "b"}, Name: "s_1"}}
}
if err := gltf.Save(doc, "./a.gltf", true); err != nil {
panic(err)
}
doc := &gltf.Document{
Accessors: []gltf.Accessor{
{BufferView: 0, ByteOffset: 0, ComponentType: gltf.UnsignedShort, Count: 36, Type: gltf.Scalar},
{BufferView: 1, ByteOffset: 0, ComponentType: gltf.Float, Count: 24, Max: []float64{0.5, 0.5, 0.5}, Min: []float64{-0.5, -0.5, -0.5}, Type: gltf.Vec3},
{BufferView: 2, ByteOffset: 0, ComponentType: gltf.Float, Count: 24, Type: gltf.Vec3},
{BufferView: 3, ByteOffset: 0, ComponentType: gltf.Float, Count: 24, Type: gltf.Vec4},
{BufferView: 4, ByteOffset: 0, ComponentType: gltf.Float, Count: 24, Type: gltf.Vec2},
},
Asset: gltf.Asset{Version: "2.0", Generator: "FBX2glTF"},
BufferViews: []gltf.BufferView{
{Buffer: 0, ByteLength: 72, ByteOffset: 0, Target: gltf.ElementArrayBuffer},
{Buffer: 0, ByteLength: 288, ByteOffset: 72, Target: gltf.ArrayBuffer},
{Buffer: 0, ByteLength: 288, ByteOffset: 360, Target: gltf.ArrayBuffer},
{Buffer: 0, ByteLength: 384, ByteOffset: 648, Target: gltf.ArrayBuffer},
{Buffer: 0, ByteLength: 192, ByteOffset: 1032, Target: gltf.ArrayBuffer},
},
Buffers: []gltf.Buffer{{ByteLength: 1224, Data: readFile("testdata/BoxVertexColors/glTF-Binary/BoxVertexColors.glb")[1628+20+8:]}},
Materials: []gltf.Material{{Name: "Default", AlphaMode: gltf.Opaque, AlphaCutoff: 0.5,
PBRMetallicRoughness: &gltf.PBRMetallicRoughness{BaseColorFactor: [4]float64{0.8, 0.8, 0.8, 1}, MetallicFactor: 0.1, RoughnessFactor: 0.99}}
},
Meshes: []gltf.Mesh{{Name: "Cube", Primitives: []gltf.Primitive{{Indices: 0, Material: 0, Mode: gltf.Triangles, Attributes: map[string]uint32{"POSITION": 1, "COLOR_0": 3, "NORMAL": 2, "TEXCOORD_0": 4}}}}},
Nodes: []gltf.Node{
{Name: "RootNode", Mesh: -1, Camera: -1, Skin: -1, Children: []uint32{1, 2, 3}, Matrix: [16]float64{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, Rotation: [4]float64{0, 0, 0, 1}, Scale: [3]float64{1, 1, 1}},
{Name: "Mesh", Mesh: -1, Camera: -1, Skin: -1, Matrix: [16]float64{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, Rotation: [4]float64{0, 0, 0, 1}, Scale: [3]float64{1, 1, 1}},
{Name: "Cube", Mesh: 0, Camera: -1, Skin: -1, Matrix: [16]float64{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, Rotation: [4]float64{0, 0, 0, 1}, Scale: [3]float64{1, 1, 1}},
{Name: "Texture Group", Mesh: -1, Camera: -1, Skin: -1, Matrix: [16]float64{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, Rotation: [4]float64{0, 0, 0, 1}, Scale: [3]float64{1, 1, 1}},
},
Samplers: []gltf.Sampler{{WrapS: gltf.Repeat, WrapT: gltf.Repeat}},
Scene: 0,
Scenes: []gltf.Scene{{Name: "Root Scene", Nodes: []uint32{0}}},
}
if err := gltf.Save(doc, "./a.gltf", true); err != nil {
panic(err)
}