This project is a glTF 2.0 parser written in Zig, aiming to replace the use of some C/C++ libraries. All glTF types are fully documented, so it comes nicely with IDE autocompletion, reducing back and forth with the specification.
This library intends to mimic the glTF file structure in memory. Thereby it's designed around arrays and indexes instead of pointers as you may see in cgltf
or other libraries. Also, it's the user's responsibility to load glTF files and their related binaries in memory.
Note: It's not as complete as the glTF specification yet, but because it's straightforward to add new parsed fields, we'll get new stuff incrementally and on-demand.
If you would like to contribute, don't hesitate! :)
const std = @import("std");
const Gltf = @import("zgltf");
const allocator = std.heap.page_allocator;
const print = std.debug.print;
pub fn main() void {
const buffer = try std.fs.cwd().readFileAllocOptions(
allocator,
"test-samples/rigged_simple/RiggedSimple.gltf",
512_000,
null,
4,
null
);
defer allocator.free(buf);
var gltf = Self.init(allocator);
defer gltf.deinit();
try gltf.parse(buf);
for (gltf.nodes.items) |node| {
const message =
\\\ Node's name: {s}
\\\ Children count: {}
\\\ Have skin: {}
;
print(message, .{
node.name,
node.children.items.len,
node.skin != null,
});
}
// Or use the debufPrint method.
gltf.debugPrint();
}
Also you could easily load data from an Accessor
with getDataFromBufferView
:
const gltf = Gltf.init(allocator);
try gltf.parse(my_gltf_buf);
const bin = try std.fs.cwd().readFileAllocOptions(
allocator,
"test-samples/rigged_simple/RiggedSimple0.bin",
5_000_000,
null,
4,
null
);
defer allocator.free(buf);
var vertices = ArrayList(f32).init(allocator);
defer vertices.deinit();
const mesh = gltf.data.meshes.items[0];
for (mesh.primitives.items) |primitive| {
for (primitive.attributes.items) |attribute| {
switch (attribute) {
// Accessor for mesh vertices:
.position => |accessor_index| {
const accessor = gltf.data.accessors.items[accessor_index];
gltf.getDataFromBufferView(f32, &vertices, accessor, bin);
},
else => {}
}
}
}
Also, there is an iterator
method that helps you pull data from accessors:
// ...
for (primitive.attributes.items) |attribute| {
switch (attribute) {
.position => |idx| {
const accessor = gltf.data.accessors.items[idx];
var it = accessor.iterator(f32, &gltf, gltf.glb_binary.?);
while (it.next()) |v| {
try vertices.append(.{
.pos = .{ v[0], v[1], v[2] },
.normal = .{ 1, 0, 0 },
.color = .{ 1, 1, 1, 1 },
.uv_x = 0,
.uv_y = 0,
});
}
},
.normal => |idx| {
const accessor = gltf.data.accessors.items[idx];
var it = accessor.iterator(f32, &gltf, gltf.glb_binary.?);
var i: u32 = 0;
while (it.next()) |n| : (i += 1) {
vertices.items[initial_vertex + i].normal = .{ n[0], n[1], n[2] };
}
},
else => {},
}
}
Note: Zig 0.11.x is required.
const zgltf = @import("path-to-zgltf/build.zig");
exe.addModule("zgltf", zgltf.module(b));
- glTF 2.0 json file
- Scenes
- Nodes
- Buffers/BufferViews
- Meshes
- Images
- Materials
- Animations
- Skins
- Cameras
- Parse
glb
files - Morth targets
- Extras data
- glTF writer
Also, we supports some glTF extensions:
- khr_lights_punctual
- khr_materials_emissive_strength
- khr_materials_ior
- khr_materials_transmission
- khr_materials_volume
- khr_materials_dispersion
Don’t be shy about shooting any questions you may have. If you are a beginner/junior, don’t hesitate, I will always encourage you. It’s a safe place here. Also, I would be very happy to receive any kind of pull requests, you will have (at least) some feedback/guidance rapidly.
Behind screens, there are human beings, living any sort of story. So be always kind and respectful, because we all sheer to learn new things.