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4 changed files with 15 additions and 3 deletions
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.DS_Store
vendored
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.DS_Store
vendored
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11
build.zig
11
build.zig
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@ -37,6 +37,7 @@ pub fn build(b: *std.Build) void {
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});
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simdjson_lib.addIncludePath(simdjson_dep.path("singleheader"));
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b.installArtifact(simdjson_lib);
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b.installDirectory(.{ .source_dir = simdjson_dep.path("include"), .install_dir = .{ .custom = "include" }, .install_subdir = "." });
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const fastgltf_lib: *std.Build.Step.Compile = switch (preferred_link_mode) {
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inline else => |x| switch (x) {
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@ -68,12 +69,20 @@ pub fn build(b: *std.Build) void {
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fastgltf_lib.root_module.addCMacro("FASTGLTF_DISABLE_CUSTOM_MEMORY_POOL", if (disable_custom_memory_pool) "1" else "0");
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fastgltf_lib.root_module.addCMacro("FASTGLTF_USE_64BIT_FLOAT", if (use_64bit_float) "1" else "0");
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b.installArtifact(fastgltf_lib);
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b.installDirectory(.{ .source_dir = fastgltf_dep.path("include"), .install_dir = .{ .custom = "include" }, .install_subdir = "." });
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const example = b.addExecutable(.{
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.name = "fastgltf-example",
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.target = target,
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.optimize = optimize,
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});
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example.linkLibCpp();
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example.addIncludePath(.{ .cwd_relative = b.pathJoin(&.{ b.install_path, "include" }) });
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example.linkLibrary(fastgltf_lib);
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b.installAr
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example.addCSourceFile(.{ .file = b.path("example/main.cpp") });
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const run_artifact = b.addRunArtifact(example);
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const run = b.step("run", "Run example");
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run.dependOn(&run_artifact.step);
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// b.installArtifact(example);
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}
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example/Avocado.glb
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example/Avocado.glb
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@ -1,7 +1,9 @@
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#include <cstdio>
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#include <fastgltf/core.hpp>
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#include <fastgltf/types.hpp>
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#include <filesystem>
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bool load(std::filesystem::path path) {
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static bool load(std::filesystem::path path) {
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// Creates a Parser instance. Optimally, you should reuse this across loads,
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// but don't use it across threads. To enable extensions, you have to pass
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// them into the parser's constructor.
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@ -34,6 +36,7 @@ bool load(std::filesystem::path path) {
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// The glTF 2.0 asset is now ready to be used. Simply call asset.get(),
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// asset.get_if() or asset-> to get a direct reference to the Asset class. You
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// can then access the glTF data structures, like, for example, with buffers:
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printf("%d\n", asset->buffers.size());
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for (auto &buffer : asset->buffers) {
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// Process the buffers.
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}
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@ -48,4 +51,4 @@ bool load(std::filesystem::path path) {
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return true;
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}
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int main() { return 0; }
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int main() { return !load("example/Avocado.glb"); }
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