recp / AssetKit

🎨 Modern 2D/3D - Importer β€’ Exporter β€’ Util - Library, also known as (AssetIO)
Apache License 2.0
185 stars 18 forks source link
3d 3d-asset 3d-engine 3d-exporter 3d-graphics 3d-importer 3d-loader 3d-models animation collada coords-sys dae gltf material mesh mesh-import mesh-normals polygons texture triangulate-polygons


C/C++ CI CMake MSBuild Codacy Badge Coverage Status glTF Badge

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Brand-new modern 3D asset importer, exporter library. This library will include common 3D utils funcs. It is written with C99 but C++ wrappers or other language bindings can be written in the future. This library will try to full support COLLADA specs and glTF specs, plus well-known other 3D formats e.g .obj, .stl, .ply... πŸ“Œ There is also an optional renderer library called [Graphics Kernel (Realtime Rendering)](https://github.com/recp/libgk) and [rays (Path/Ray Tracer)](https://github.com/recp/rays) which can render **AssetKit** contents. You can see how to load **AssetKit** to [Graphics Kernel](https://github.com/recp/libgk) in [AssetKit-GL](https://github.com/recp/assetkit-gl) repo. Both renderers and documentation with samples will be updated regularly...

πŸ“š Documentation (In Progress)

Almost all functions (inline versions) and parameters will be documented inside the corresponding headers.
Complete documentation: http://assetkit.readthedocs.io

πŸ’ͺ Supported Formats

πŸš€ Features

πŸ”¨ Build

CMake (All platforms)

$ mkdir build
$ cd build
$ cmake .. # [Optional] -DAK_SHARED=ON
$ make
$ sudo make install # [Optional]
Cmake options with Defaults:
option(AK_SHARED "Shared build" ON)
option(AK_STATIC "Static build" OFF)
option(AK_USE_TEST "Enable Tests" OFF) #Β for make check - make test

Use with your CMake project

project()

add_executable(${PROJECT_NAME} src/main.c) target_link_libraries(${LIBRARY_NAME} PRIVATE assetkit)

add_subdirectory(external/assetkit/)

or you can use find_package() to configure assetkit


### Unix (Autotools)
Step 1: First you should build dependencies, do this only once:
```bash
$ sh ./build-deps.sh

Step 2: Build, Test and Install AssetKit

$ sh autogen.sh
$ ./configure
$ make
$ make check
$ [sudo] make install

Step 3: Change install name if required, after make finished make automaticall runs sh ./post-build.sh script. It changes install names. You may want to edit build scripts and post-build.sh script if you want to build AssetKit with existing libraries. Default behavior is that AssetKit will look up sub libraries inside .libs folder, if you only need to change .libs name then change it in post-build.sh script file.

Windows (MSBuild)

Windows related build files, project files are located in win folder, make sure you are inside assetkit/win folder. Code Analysis are enabled to it may take awhile to build

git and python commands should be installed/accessible.

$ cd win
$ .\build.bat
$Β msbuild assetkit.vcxproj /p:Configuration=Release

if msbuild won't work correctly then try to build with devenv:

$ devenv assetkit.sln /Build Release

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Trademarks

glTF and COLLADA and their logos are trademarks of Khronos Group.