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 speed 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{
Accessors: []gltf.Accessor{
{BufferView: gltf.Index(0), ComponentType: gltf.UnsignedShort, Count: 36, Type: gltf.Scalar},
{BufferView: gltf.Index(1), 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: gltf.Index(2), ComponentType: gltf.Float, Count: 24, Type: gltf.Vec3},
{BufferView: gltf.Index(3), ComponentType: gltf.Float, Count: 24, Type: gltf.Vec4},
{BufferView: gltf.Index(4), 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: []uint8{97, 110, 121, 32, 99, 97, 114, 110, 97, 108, 32, 112, 108, 101, 97, 115}}},
Materials: []gltf.Material{{
Name: "Default", AlphaMode: gltf.Opaque, AlphaCutoff: gltf.Float64(0.5),
PBRMetallicRoughness: &gltf.PBRMetallicRoughness{BaseColorFactor: &gltf.RGBA{R: 0.8, G: 0.8, B: 0.8, A: 1}, MetallicFactor: gltf.Float64(0.1), RoughnessFactor: gltf.Float64(0.99)},
}},
Meshes: []gltf.Mesh{{Name: "Cube", Primitives: []gltf.Primitive{{Indices: gltf.Index(0), Material: gltf.Index(0), Mode: gltf.Triangles, Attributes: map[string]uint32{"POSITION": 1, "COLOR_0": 3, "NORMAL": 2, "TEXCOORD_0": 4}}}}},
Nodes: []gltf.Node{
{Name: "RootNode", Children: []uint32{1, 2, 3}},
{Name: "Mesh"},
{Name: "Cube", Mesh: gltf.Index(0)},
{Name: "Texture Group"},
},
Samplers: []gltf.Sampler{{WrapS: gltf.Repeat, WrapT: gltf.Repeat}},
Scene: gltf.Index(0),
Scenes: []gltf.Scene{{Name: "Root Scene", Nodes: []uint32{0}}},
}
if err := gltf.Save(doc, "./a.gltf", true); err != nil {
panic(err)
}