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... π 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...
Almost all functions (inline versions) and parameters will be documented inside the corresponding headers.
Complete documentation: http://assetkit.readthedocs.io
obj = ak_getObjectById(doc, objectId)
...$ mkdir build
$ cd build
$ cmake .. # [Optional] -DAK_SHARED=ON
$ make
$ sudo make install # [Optional]
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
cmake_minimum_required(VERSION 3.8.2)
project(
add_executable(${PROJECT_NAME} src/main.c) target_link_libraries(${LIBRARY_NAME} PRIVATE assetkit)
add_subdirectory(external/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 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
This project exists thanks to all the people who contribute. [Contribute].
Thank you to all our backers! π [Become a backer]
Support this project by becoming a sponsor. Your logo will show up here with a link to your website. [Become a sponsor]
glTF and COLLADA and their logos are trademarks of Khronos Group.