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...
📌 There is also an optional renderer library called Graphics Kernel (Realtime Rendering) and rays (Path/Ray Tracer) which can render AssetKit contents. You can see how to load AssetKit to Graphics Kernel in 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
- Asset Exchange (todo) http://github.com/AssetExchange/spec
- COLLADA 1.4 and COLLADA 1.4.1
- COLLADA 1.5
- glTF 2.0 (Embedded or Separated (.gltf), Binary (.glb), Extensions...)
- Wavefront Obj (.obj + .mtl)
- STL (ASCII, Binary)
- PLY (ASCII, Binary)
- 3MF (in progress)
- FBX (License?, probably need to download FBX SDK externally)
- USD and friends (License?)
- Alembic (License?)
- Draco
- X3D
- in progress for next...
- Exporter
- Single interface for glTF 2.0 (with extensions), COLLADA 1.4/1.4.1/1.5, Wavefront Obj and others...
- Very very small and very fast library
- Javascript-like API to get URL or ID
obj = ak_getObjectById(doc, objectId)
... - Options to Generate Mesh Normals (Default: enabled)
- Option to Triangulate Polygons (Default: enabled)
- Option to change Coordinate System (Default: enabled)
- Option to calculate Bounding Boxes (Default: enabled)
- Unique and Flexible Coordinate System
- Support multiple coordinate system
- Can convert any coordinate system to another with adding transform or with changing transform, vertex data...
- Unique and Flexible Memory Management System
- Hierarchical unique memory management
- When a node is freed then all sub memories will be freed
- COLLADA's sid and ID values are mapped to memory nodes itself to reduce memory size and make it easy to manage things.
- Allow attach ID, sid or user data to a memory node
- Hierarchical unique memory management
- Object-based Asset support; resolve asset element for any element
- Bugfix some DAE files
- Will be optimized to be fastest, smallest and most flexible, extendible Asset loader.
- Uses mmap to load files, you can disable this if needed
- Documentation
- Cmake support
- Tests
$ 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) # for make check - make test
- Example:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
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
Step 1: First you should build dependencies, do this only once:
$ 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
$ 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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