Python library for reading, writing and managing 3D objects in the Khronos Group gltf and gltf2 formats.
Project description
pygltflib
This is a library for reading, writing and handling GLTF files. It works for Python3.6 and above.
It supports the entire specification, including materials and animations. Main features are:
- GLB and GLTF support
- Buffer data conversion
- Extensions
- All attributes are type-hinted
Table of Contents
- Quickstart
- Install
- How do I...
- Create an empty GLTF2 object?
- Add a scene?
- Load a file?
- Load a binary GLB file?
- Load a binary file with an unusual extension?
- Access the first node (the objects comprising the scene) of a scene?
- Create a mesh?
- Convert buffers to GLB binary buffers?
- Convert buffer to data uri (embedded) buffer?
- Convert buffers to binary file (external) buffers?
- Convert a glb to a gltf file?
- Access an extension?
- Add a custom attribute to Attributes?
- Remove a bufferView?
- Validate a gltf object?
- Export texture images from a GLTF file to their own PNG files?
- Export texture images from a GLTF file to their own PNG files using custom file names?
- Import PNG files as textures into a GLTF?
- About
- More Detailed Usage
- Running the tests
Quickstart
Install
pip install pygltflib
How do I...
Create an empty GLTF2 object?
from pygltflib import GLTF2
gltf = GLTF2()
Add a scene?
from pygltflib import GLTF2, Scene
gltf = GLTF2()
scene = Scene()
gltf.scenes.append(scene) # scene available at gltf.scenes[0]
Load a file?
filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf"
gltf = GLTF2().load(filename)
Load a binary GLB file?
glb_filename = "glTF-Sample-Models/2.0/Box/glTF-Binary/Box.glb"
glb = GLTF2().load(glb_filename) # load method auto detects based on extension
Load a binary file with an unusual extension?
glb = GLTF2().load_binary("BinaryGLTF.glk") # load_json and load_binary helper methods
Access the first node (the objects comprising the scene) of a scene?
gltf = GLTF2().load("glTF-Sample-Models/2.0/Box/glTF/Box.gltf")
current_scene = gltf.scenes[gltf.scene]
node_index = current_scene.nodes[0] # scene.nodes is the indices, not the objects
box = gltf.nodes[nodex_index]
box.matrix # will output vertices for the box object
Create a mesh?
Consult the longer examples in the second half of this document
- A simple mesh
- Reading vertex data from a primitive and/or getting bounding sphere
- Create a mesh, convert to bytes, convert back to mesh
Convert buffers to glb binary buffers?
from pygltflib import GLTF2, BufferFormat
gltf = GLTF2().load("glTF-Sample-Models/2.0/Box/glTF/Box.gltf")
gltf.convert_buffers(BufferFormat.BINARYBLOB) # convert buffers to GLB blob
Convert buffer to data uri (embedded) buffer?
gltf.convert_buffers(BufferFormat.DATAURI) # convert buffer URIs to data.
Convert buffers to binary file (external) buffers?
gltf.convert_buffers(BufferFormat.BINFILE) # convert buffers to files
gltf.save("test.gltf") # all the buffers are saved in 0.bin, 1.bin, 2.bin.
Convert a glb to a gltf file?
from pygltflib.utils import glb2gltf, gltf2glb
# convert glb to gltf
glb2gltf("glTF-Sample-Models/2.0/Box/glTF-Binary/Box.glb")
Access an extension?
# on a primitve
gltf.meshes[0].primitives[0].extensions['KHR_draco_mesh_compression']
# on a material
gltf.materials[0].extensions['ADOBE_materials_thin_transparency']
Add a custom attribute to Attributes?
# Application-specific semantics must start with an underscore, e.g., _TEMPERATURE.
a = Attributes()
a._MYCUSTOMATTRIBUTE = 123
gltf.meshes[0].primitives[0].attributes._MYOTHERATTRIBUTE = 456
Remove a bufferView?
gltf.remove_bufferView(0) # this will update all accessors, images and sparse accessors to remove the first bufferView
Validate a gltf object?
from pygltflib import GLTF2
from pygltflib.validator import validate, summary
filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf"
gltf = GLTF2().load(filename)
validate(gltf) # will throw an error depending on the problem
summary(gltf) # will pretty print human readable summary of errors
# NOTE: Currently this experimental validator only validates a few rules about GLTF2 objects
Export texture images from a GLTF file to their own PNG files?
from pygltflib import GLTF2
from pygltflib.utils import ImageFormat
filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf"
gltf = GLTF2().load(filename)
gltf.convert_images(ImageFormat.FILE)
gltf.images[0].uri # will now be 0.png and the texture image will be saved in 0.png
Export texture images from a GLTF file to their own PNG files using custom file names?
from pygltflib import GLTF2
from pygltflib.utils import ImageFormat
filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf"
gltf = GLTF2().load(filename)
gltf.images[0].name = "cube.png" # will save the data uri to this file (regardless of data format)
gltf.convert_images(ImageFormat.FILE)
gltf.images[0].uri # will now be cube.png and the texture image will be saved in cube.png
Specify a path to my images when converting to files?
By default pygltflib will load images from the same location as the GLTF file.
It will also try and save image files to the that location when converting image buffers or data uris.
You can override the destination using the 'path' argument to convert_images
from pygltflib import GLTF2
from pygltflib.utils import ImageFormat
filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf"
gltf = GLTF2().load(filename)
gltf.images[0].name = "cube.png" # will save the data uri to this file (regardless of data format)
gltf.convert_images(ImageFormat.FILE, path='/destination/')
gltf.images[0].uri # will now be cube.png and the texture image will be saved in /destination/cube.png
Import PNG files as textures into a GLTF?
from pygltflib import GLTF2
from pygltflib.utils import ImageFormat, Image
gltf = GLTF2()
image = Image()
image.uri = "myfile.png"
gltf.images.append(image)
gltf.convert_images(ImageFormat.DATAURI)
gltf.images[0].uri # will now be something like "data:image/png;base64,iVBORw0KGg..."
gltf.images[0].name # will be myfile.png
More Detailed Usage Below
About
This is an unofficial library that tracks the official file format for GLTF2.
The library was initially built to load and save simple meshes but support for the entire spec, including materials and animations is pretty good. Supports both json (.gltf) and binary (.glb) file formats, although .glb support is missing some features at the moment.
It requires python 3.6 and above because it uses dataclasses and all attributes are type hinted. And f-strings, plenty of f-strings.
Check the table below for an idea of which sample models validate.
Questions? Contributions? Bug reports? Open an issue on the gitlab page for the project.
We are very interested in hearing your use cases for pygltflib
to help drive the roadmap.
Roadmap
- Add helper functions for creating meshes
- Test coverage
- Enforce single underscore on custom Attribute attributes
- Investigate creating classes from extensions
- Automated validation and visual inspection
Contributors
- Luke Miller
- Sebastian Höffner
- Arthur van Hoff
- Arifullah Jan
- Daniel Haehn
- Jon Time
- Laurie O
- Peter Suter
- Frédéric Devernay
- Julian Stirling
- Johannes Deml
- Margarida Silva
- Patiphan Wongklaew
- Alexander Druz
- Adriano Martins
- Dzmitry Stabrouski
Thanks
pyltflib
made for 'The Beat: A Glam Noir Game' supported by Film Victoria.
Changelog
-
1.14.2
- improve mimetype handling (Gabriel Unmüßig)
-
1.14.1
- fix unicode error in setup.py (Andrew Stockton)
-
1.14.0
- NOTE: Converting image.bufferView to image file now obeys "override" flag and also uses object path
- fix issue where image.bufferView with value '0' is interpreted as false (Dzmitry Stabrouski)
- fix issue where override flag ignored when converting image.bufferView to image file
- change image.bufferView export to image path handling to be same as image.uri export
- add longer example of mesh->bytes->mesh (Alexander Druz)
-
1.13.10
- NOTE:
GLTF2.load
now throwsFileNotFoundError
instead of failing silently on missing file. - fix issue where extensions with empty but valid dicts were not saving
- add
GLTF2.set_binary_blob
for improved access of binary data - split
GLTF2.save_binary
into two methods- GLTF2.save_binary - functions the same way as the original method
- GLTF2.save_to_bytes - returns an array containing a binary GLTF file in an array structure
- NOTE:
-
1.13.9
- split
GLTF2.load_binary
into more useful class methods (Patiphan Wongklaew)- GLTF2.load_binary - functions the same way as the original method
- GLTF2.load_from_bytes - takes raw bytes directly
- GLTF2.load_binary_from_file_object - loads from a file-like object
- add missing test image
- split
See [CHANGELOG.md] (https://gitlab.com/dodgyville/pygltflib/-/blob/master/CHANGELOG.md) for older versions
Installing
pip install pygltflib
or
py -m pip install pygltflib
Source
git clone https://gitlab.com/dodgyville/pygltflib
More Detailed Usage
Note: These examples use the official sample models provided by Khronos at:
https://github.com/KhronosGroup/glTF-Sample-Models
A simple mesh
from pygltflib import *
# create gltf objects for a scene with a primitive triangle with indexed geometry
gltf = GLTF2()
scene = Scene()
mesh = Mesh()
primitive = Primitive()
node = Node()
buffer = Buffer()
bufferView1 = BufferView()
bufferView2 = BufferView()
accessor1 = Accessor()
accessor2 = Accessor()
# add data
buffer.uri = "data:application/octet-stream;base64,AAABAAIAAAAAAAAAAAAAAAAAAAAAAIA/AAAAAAAAAAAAAAAAAACAPwAAAAA="
buffer.byteLength = 44
bufferView1.buffer = 0
bufferView1.byteOffset = 0
bufferView1.byteLength = 6
bufferView1.target = ELEMENT_ARRAY_BUFFER
bufferView2.buffer = 0
bufferView2.byteOffset = 8
bufferView2.byteLength = 36
bufferView2.target = ARRAY_BUFFER
accessor1.bufferView = 0
accessor1.byteOffset = 0
accessor1.componentType = UNSIGNED_SHORT
accessor1.count = 3
accessor1.type = SCALAR
accessor1.max = [2]
accessor1.min = [0]
accessor2.bufferView = 1
accessor2.byteOffset = 0
accessor2.componentType = FLOAT
accessor2.count = 3
accessor2.type = VEC3
accessor2.max = [1.0, 1.0, 0.0]
accessor2.min = [0.0, 0.0, 0.0]
primitive.attributes.POSITION = 1
node.mesh = 0
scene.nodes = [0]
# assemble into a gltf structure
gltf.scenes.append(scene)
gltf.meshes.append(mesh)
gltf.meshes[0].primitives.append(primitive)
gltf.nodes.append(node)
gltf.buffers.append(buffer)
gltf.bufferViews.append(bufferView1)
gltf.bufferViews.append(bufferView2)
gltf.accessors.append(accessor1)
gltf.accessors.append(accessor2)
# save to file
gltf.save("triangle.gltf")
Reading vertex data from a primitive and/or getting bounding sphere
import pathlib
import struct
import miniball
import numpy
from pygltflib import GLTF2
# load an example gltf file from the khronos collection
fname = pathlib.Path("glTF-Sample-Models/2.0/Box/glTF-Embedded/Box.gltf")
gltf = GLTF2().load(fname)
# get the first mesh in the current scene (in this example there is only one scene and one mesh)
mesh = gltf.meshes[gltf.scenes[gltf.scene].nodes[0]]
# get the vertices for each primitive in the mesh (in this example there is only one)
for primitive in mesh.primitives:
# get the binary data for this mesh primitive from the buffer
accessor = gltf.accessors[primitive.attributes.POSITION]
bufferView = gltf.bufferViews[accessor.bufferView]
buffer = gltf.buffers[bufferView.buffer]
data = gltf.decode_data_uri(buffer.uri)
# pull each vertex from the binary buffer and convert it into a tuple of python floats
vertices = []
for i in range(accessor.count):
index = bufferView.byteOffset + accessor.byteOffset + i*12 # the location in the buffer of this vertex
d = data[index:index+12] # the vertex data
v = struct.unpack("<fff", d) # convert from base64 to three floats
vertices.append(v)
print(i, v)
# convert a numpy array for some manipulation
S = numpy.array(vertices)
# use a third party library to perform Ritter's algorithm for finding smallest bounding sphere
C, radius_squared = miniball.get_bounding_ball(S)
# output the results
print(f"center of bounding sphere: {C}\nradius squared of bounding sphere: {radius_squared}")
Create a mesh, convert to bytes, convert back to mesh
The geometry is derived from glTF 2.0 Box Sample, but point normals were removed and points were reused where it was possible in order to reduce the size of the example. Be aware that some parts are hard-coded (types and shapes for en- and decoding of arrays, no bytes padding).
import numpy as np
import pygltflib
Define mesh using numpy
:
points = np.array(
[
[-0.5, -0.5, 0.5],
[0.5, -0.5, 0.5],
[-0.5, 0.5, 0.5],
[0.5, 0.5, 0.5],
[0.5, -0.5, -0.5],
[-0.5, -0.5, -0.5],
[0.5, 0.5, -0.5],
[-0.5, 0.5, -0.5],
],
dtype="float32",
)
triangles = np.array(
[
[0, 1, 2],
[3, 2, 1],
[1, 0, 4],
[5, 4, 0],
[3, 1, 6],
[4, 6, 1],
[2, 3, 7],
[6, 7, 3],
[0, 2, 5],
[7, 5, 2],
[5, 7, 4],
[6, 4, 7],
],
dtype="uint8",
)
Create glb-style GLTF2
with single scene, single node and single mesh from arrays of points and triangles:
triangles_binary_blob = triangles.flatten().tobytes()
points_binary_blob = points.tobytes()
gltf = pygltflib.GLTF2(
scene=0,
scenes=[pygltflib.Scene(nodes=[0])],
nodes=[pygltflib.Node(mesh=0)],
meshes=[
pygltflib.Mesh(
primitives=[
pygltflib.Primitive(
attributes=pygltflib.Attributes(POSITION=1), indices=0
)
]
)
],
accessors=[
pygltflib.Accessor(
bufferView=0,
componentType=pygltflib.UNSIGNED_BYTE,
count=triangles.size,
type=pygltflib.SCALAR,
max=[int(triangles.max())],
min=[int(triangles.min())],
),
pygltflib.Accessor(
bufferView=1,
componentType=pygltflib.FLOAT,
count=len(points),
type=pygltflib.VEC3,
max=points.max(axis=0).tolist(),
min=points.min(axis=0).tolist(),
),
],
bufferViews=[
pygltflib.BufferView(
buffer=0,
byteLength=len(triangles_binary_blob),
target=pygltflib.ELEMENT_ARRAY_BUFFER,
),
pygltflib.BufferView(
buffer=0,
byteOffset=len(triangles_binary_blob),
byteLength=len(points_binary_blob),
target=pygltflib.ARRAY_BUFFER,
),
],
buffers=[
pygltflib.Buffer(
byteLength=len(triangles_binary_blob) + len(points_binary_blob)
)
],
)
gltf.set_binary_blob(triangles_binary_blob + points_binary_blob)
Write GLTF2
to bytes:
glb = b"".join(gltf.save_to_bytes()) # save_to_bytes returns an array of the components of a glb
Load GLTF2
from bytes:
gltf = pygltflib.GLTF2.load_from_bytes(glb)
Decode numpy
arrays from GLTF2
:
binary_blob = gltf.binary_blob()
triangles_accessor = gltf.accessors[gltf.meshes[0].primitives[0].indices]
triangles_buffer_view = gltf.bufferViews[triangles_accessor.bufferView]
triangles = np.frombuffer(
binary_blob[
triangles_buffer_view.byteOffset
+ triangles_accessor.byteOffset : triangles_buffer_view.byteOffset
+ triangles_buffer_view.byteLength
],
dtype="uint8",
count=triangles_accessor.count,
).reshape((-1, 3))
points_accessor = gltf.accessors[gltf.meshes[0].primitives[0].attributes.POSITION]
points_buffer_view = gltf.bufferViews[points_accessor.bufferView]
points = np.frombuffer(
binary_blob[
points_buffer_view.byteOffset
+ points_accessor.byteOffset : points_buffer_view.byteOffset
+ points_buffer_view.byteLength
],
dtype="float32",
count=points_accessor.count * 3,
).reshape((-1, 3))
P.S.: If you'd like to use "compiled" version of mesh writing:
gltf = pygltflib.GLTF2(
scene=0,
scenes=[pygltflib.Scene(nodes=[0])],
nodes=[pygltflib.Node(mesh=0)],
meshes=[
pygltflib.Mesh(
primitives=[
pygltflib.Primitive(
attributes=pygltflib.Attributes(POSITION=1), indices=0
)
]
)
],
accessors=[
pygltflib.Accessor(
bufferView=0,
componentType=pygltflib.UNSIGNED_BYTE,
count=36,
type=pygltflib.SCALAR,
max=[7],
min=[0],
),
pygltflib.Accessor(
bufferView=1,
componentType=pygltflib.FLOAT,
count=8,
type=pygltflib.VEC3,
max=[0.5, 0.5, 0.5],
min=[-0.5, -0.5, -0.5],
),
],
bufferViews=[
pygltflib.BufferView(
buffer=0, byteLength=36, target=pygltflib.ELEMENT_ARRAY_BUFFER
),
pygltflib.BufferView(
buffer=0, byteOffset=36, byteLength=96, target=pygltflib.ARRAY_BUFFER
),
],
buffers=[pygltflib.Buffer(byteLength=132)],
)
gltf.set_binary_blob(
b"\x00\x01\x02\x03\x02\x01\x01\x00\x04\x05\x04\x00\x03\x01\x06\x04\x06\x01"
b"\x02\x03\x07\x06\x07\x03\x00\x02\x05\x07\x05\x02\x05\x07\x04\x06\x04\x07"
b"\x00\x00\x00\xbf\x00\x00\x00\xbf\x00\x00\x00?\x00\x00\x00?\x00\x00\x00"
b"\xbf\x00\x00\x00?\x00\x00\x00\xbf\x00\x00\x00?\x00\x00\x00?\x00\x00\x00?"
b"\x00\x00\x00?\x00\x00\x00?\x00\x00\x00?\x00\x00\x00\xbf\x00\x00\x00\xbf"
b"\x00\x00\x00\xbf\x00\x00\x00\xbf\x00\x00\x00\xbf\x00\x00\x00?\x00\x00"
b"\x00?\x00\x00\x00\xbf\x00\x00\x00\xbf\x00\x00\x00?\x00\x00\x00\xbf"
)
Loading and saving
pygltflib
can load json-based .GLTF files and binary .GLB files, based on the file extension.
GLTF files
>>> from pygltflib import GLTF2
>>> filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf"
>>> gltf = GLTF2().load(filename)
>>> gltf.scene
0
>>> gltf.scenes
[Scene(name='', nodes=[0])]
>>> gltf.nodes[0]
Node(mesh=0, skin=None, rotation=[0.0, -1.0, 0.0, 0.0], translation=[], scale=[], children=[], matrix=[], camera=None, name='AnimatedCube')
>>> gltf.nodes[0].name
'AnimatedCube'
>>> gltf.meshes[0].primitives[0].attributes
Attributes(NORMAL=4, POSITION=None, TANGENT=5, TEXCOORD_0=6)
>>> filename2 = "test.gltf"
>>> gltf.save(filename2)
GLB files
>>> from pygltflib import GLTF2
>>> glb_filename = "glTF-Sample-Models/2.0/Box/glTF-Binary/Box.glb"
>>> glb = GLTF2().load(glb_filename)
>>> glb.scene
0
>>> glb.scenes
[Scene(name='', nodes=[0])]
>>> glb.nodes[0]
Node(mesh=None, skin=None, rotation=[], translation=[], scale=[], children=[1], matrix=[1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0], camera=None, name=None)
>>> glb.meshes[0].primitives[0].attributes
Attributes(POSITION=2, NORMAL=1, TANGENT=None, TEXCOORD_0=None, TEXCOORD_1=None, COLOR_0=None, JOINTS_0=None, WEIGHTS_0=None)
>>> glb.save("test.glb")
>>> glb.binary_blob() # read the binary blob used by the buffer in a glb
<a bunch of binary data>
Converting files
First method
>>> from pygltflib import GLTF2
>>> # convert glb to gltf
>>> glb = GLTF2().load("glTF-Sample-Models/2.0/Box/glTF-Binary/Box.glb")
>>> glb.save("test.gltf")
>>> # convert gltf to glb
>>> gltf = GLTF2().load("glTF-Sample-Models/2.0/Box/glTF/Box.gltf")
>>> gltf.save("test.glb")
Second method using utils
>>> from pygltflib import GLTF2
>>> from pygltflib.utils import glb2gltf, gltf2glb
>>> # convert glb to gltf
>>> glb2gltf("glTF-Sample-Models/2.0/Box/glTF-Binary/Box.glb")
>>> # convert gltf to glb
>>> gltf2glb("glTF-Sample-Models/2.0/Box/glTF/Box.gltf", "test.glb", override=True)
Converting buffers
The data for a buffer in a GLTF2 files can be stored in the buffer object's URI string or in a binary file pointed to by the buffer objects' URI string or as a binary blob inside a GLB file.
While saving and loading GLTF2 files is mostly handled transparently by the library, there may be some situations where you want a specific type of buffer storage.
For example, if you have a GLTF file that stores all the associated data in .bin files but you want to create a single file, you need to convert the buffers from binary files to data uris or glb binary data.
There is a convenience method named convert_buffers
that can help.
>>> from pygltflib import GLTF2, BufferFormat
>>> gltf = GLTF2().load("glTF-Sample-Models/2.0/Box/glTF/Box.gltf")
>>> gltf.convert_buffers(BufferFormat.DATAURI) # convert buffer URIs to data.
>>> gltf.save_binary("test.glb") # try and save, will get warning.
Warning: Unable to save data uri to glb format.
>>> gltf.convert_buffers(BufferFormat.BINARYBLOB) # convert buffers to GLB blob
>>> gltf.save_binary("test.glb")
>>> gltf.convert_buffers(BufferFormat.BINFILE) # convert buffers to files
>>> gltf.save("test.gltf") # all the buffers are saved in 0.bin, 1.bin, 2.bin.
Converting texture images
The image data for textures in GLTF2 files can be stored in the image objects URI string or in an image file pointed to by the image objects' URI string or as part of the buffer.
While saving and loading GLTF2 files is mostly handled transparently by the library, there may be some situations where you want a specific type of image storage.
For example, if you have a GLB file that stores all its image files in .PNG files but you want to create a single GLTF file, you need to convert the images from files to data uris.
Currently converting images to and from the buffer is not supported. Only image files and data uris are supported.
There is a convenience method named convert_images
that can help.
>>> # embed an image file to your GLTF.
>>> from pygltflib.utils import ImageFormat, Image
>>> gltf = GLTF2()
>>> image = Image()
>>> image.uri = "myfile.png"
>>> gltf.images.append(image)
>>> gltf.convert_images(ImageFormat.DATAURI) # image file will be imported into the GLTF
>>> gltf.images[0].uri # will now be something like "data:image/png;base64,iVBORw0KGg..."
>>> gltf.images[0].name # will be myfile.png
>>> # create an image file from GLTF data uris
>>> from pathlib import Path
>>> from pygltflib.utils import ImageFormat, Image
>>> gltf = GLTF2()
>>> image = Image()
>>> image.uri = "data:image/png;base64,iVBORw0KGg..."
>>> image.name = "myfile.png" # optional file name, if not provided, the image files will be called "0.png", "1.png"
>>> gltf.images.append(image)
>>> gltf.convert_images(ImageFormat.FILE) # image file will be imported into the GLTF
>>> gltf.images[0].uri # will be myfile.png
"myfile.png"
>>> Path("myfile.png").exists()
True
Extensions
The GLTF2 spec allows for extensions to added to any component of a GLTF file.
As of writing (August 2019) there are about a dozen extensions from Khronos and other vendors
In pygltflib, extensions are loaded as ordinary dict
objects and so should be accessed like regular key,value pairs.
For example extensions["KHR_draco_mesh_compression"]["bufferView"]
instead of extensions["KHR_draco_mesh_compression"].bufferView
.
This allows future extensions to be automatically supported by pygltflib.
Extras should work the same way.
Running the tests
Status of gltf-validator
Using sample models loaded and then saved using this library, here are validator reports (blank is untested). If available, The result of a visual inspection is in brackets next to the validator result.
Validator Status
Model | gltf to gltf | gltf to glb | glb to gltf | glb to glb |
---|---|---|---|---|
2CylinderEngine | passes | passes | passes | passes |
AlphaBlendModeTest | passes | passes | passes | passes |
AnimatedCube | passes | passes | no glb available | no glb available |
AnimatedMorphCube | passes | passes | passes | passes |
AnimatedMorphSphere | passes | passes | passes | passes |
AnimatedTriangle | passes | passes | no glb available | no glb available |
Avocado | passes | passes | passes | passes |
BarramundiFish | passes | passes | passes | passes |
BoomBox | passes | passes | passes | passes |
BoomBoxWithAxes | passes | passes | no glb available | no glb available |
Box | passes | passes | passes | passes |
BoxAnimated | passes | passes | passes | |
BoxInterleaved | passes | passes | passes | |
BoxTextured | passes | passes | ||
BoxTexturedNonPowerOfTwo | passes | passes | ||
BoxVertexColors | passes | passes | ||
BrainStem | passes | passes | passes | |
Buggy | passes | passes | passes | |
Cameras | passes | passes | no glb available | no glb available |
CesiumMan | passes | passes | ||
CesiumMilkTruck | passes | passes | ||
Corset | passes | passes | passes | passes |
Cube | passes | passes | no glb available | no glb available |
DamagedHelmet | passes | passes | passes | passes |
Duck | passes | passes | passes | passes |
FlightHelmet | passes | passes | no glb available | no glb available |
GearboxAssy | passes | passes | ||
Lantern | passes | passes | ||
MetalRoughSpheres | passes | passes | ||
Monster | passes | passes | ||
MultiUVTest | passes | passes | ||
NormalTangentMirrorTest | passes | passes | ||
NormalTangentTest | passes | passes | passes | |
OrientationTest | passes | passes | ||
ReciprocatingSaw | passes | passes | ||
RiggedFigure | passes | passes | ||
RiggedSimple | passes | passes | ||
SciFiHelmet | passes | passes | no glb available | no glb available |
SimpleMeshes | passes | passes | no glb available | no glb available |
SimpleMorph | passes | passes | no glb available | no glb available |
SimpleSparseAccessor | passes | passes | no glb available | no glb available |
SpecGlossVsMetalRough | passes | passes | passes | passes |
Sponza | passes | passes | no glb available | no glb available |
Suzanne | passes | passes | no glb available | no glb available |
TextureCoordinateTest | passes | passes | passes | passes |
TextureSettingsTest | passes | passes | passes | passes |
TextureTransformTest | passes | passes | no glb available | no glb available |
Triangle | passes | passes | no glb available | no glb available |
TriangleWithoutIndices | passes | passes | no glb available | no glb available |
TwoSidedPlane | passes | passes | no glb available | no glb available |
VC | passes | fails | passes | passes |
VertexColorTest | passes | passes | passes | passes |
WaterBottle | passes | passes | passes | passes |
utils.validator status
What does pygltflib.utils.validator test? NOTE: At the moment the validator raises an exception when an rule is broken. If you have ideas of the best way to return information on validation warnings/errors please open a ticket on our gitlab.
Rule | validator tests | exception raised |
---|---|---|
accessor.componentType must be valid | yes | InvalidAcccessorComponentTypeException |
accessor min and max arrays must be valid length | yes | InvalidArrayLengthException |
accessor min and max arrays must be same length | yes | MismatchedArrayLengthException |
mesh.primitive.mode must be valid | yes | InvalidMeshPrimitiveMode |
accessor.sparse.indices.componentType must be valid | yes | InvalidAccessorSparseIndicesComponentTypeException |
bufferView byteOffset and byteStrides must be valid | yes | InvalidValueError |
bufferView targets must be valid | yes | InvalidBufferViewTarget |
all other tests | no |
unittests
git clone https://github.com/KhronosGroup/glTF-Sample-Models
pytest test_pygltflib.py
Project details
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