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example/main.cpp
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51
example/main.cpp
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#include <fastgltf/core.hpp>
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#include <fastgltf/types.hpp>
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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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fastgltf::Parser parser;
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// The GltfDataBuffer class contains static factories which create a buffer
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// for holding the glTF data. These return Expected<GltfDataBuffer>, which can
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// be checked if an error occurs. The parser accepts any subtype of
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// GltfDataGetter, which defines an interface for reading chunks of the glTF
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// file for the Parser to handle. fastgltf provides a few predefined classes
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// which inherit from GltfDataGetter, so choose whichever fits your usecase
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// the best.
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auto data = fastgltf::GltfDataBuffer::FromPath(path);
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if (data.error() != fastgltf::Error::None) {
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// The file couldn't be loaded, or the buffer could not be allocated.
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return false;
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}
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// This loads the glTF file into the gltf object and parses the JSON.
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// It automatically detects whether this is a JSON-based or binary glTF.
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// If you know the type, you can also use loadGltfJson or loadGltfBinary.
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auto asset =
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parser.loadGltf(data.get(), path.parent_path(), fastgltf::Options::None);
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if (auto error = asset.error(); error != fastgltf::Error::None) {
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// Some error occurred while reading the buffer, parsing the JSON, or
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// validating the data.
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return false;
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}
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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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for (auto &buffer : asset->buffers) {
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// Process the buffers.
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}
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// Optionally, you can now also call the fastgltf::validate method. This will
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// more strictly enforce the glTF spec and is not needed most of the time,
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// though I would certainly recommend it in a development environment or when
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// debugging to avoid mishaps.
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// fastgltf::validate(asset.get());
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return true;
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}
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int main() { return 0; }
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