Rust bindings for Assimp (https://github.com/assimp/assimp)
Russimp is a library for talking to the assimp library which enables you to read 3d models in different formats to a common structure.
By default, russimp looks for the assimp
library on your computer. To install it:
- OSX: You will need to update brew and install assimp with it.
- Linux: You will need to install assimp through your package manager of choice.
- Windows: You can use the prebuilt version
russimp = { version = "1.0.5", features = ["prebuilt"] }
Alternately, you may prefer to use prebuilt assimp binaries or compile it yourself; in either case russimp will statically link assimp into your binary. Russimp exposes the following Cargo features to manage the assimp dependency (this documentation is reproduced from russimp-sys):
Download prebuilt Assimp
static library binaries from github and skip building from source.
Because Assimp
build is slow and have build environment requirements. We provide prebuilt binaries for common platforms and features.
When a new version is released, github action automatically runs pre-build tasks, and all prebuilt binaries are saved in github releases.
The russimp-sys
build script will try to download the prebuilt binaries from github first, and skip the full source build.
Enabling static-link
feature without prebuilt
feature will build assimp
from source.
Builds from source need the following dependencies:
- cmake
- clang
- Ninja for Linux and MacOS, Visual Studio 2019 for Windows
By default russimp-sys
will statically link zlibstatic, you can disable this feature if it conflicts with other dependencies.
You are very welcome to help with development, adding a feature, fixing a problem or just refactoring. Try to do it with tests =)
Make sure to run cargo fmt before creating a pull request.
Use Scene::from_file
to load a scene from a given file or Scene::from_buffer
to load the scene directly from memory. If you want, you can give PostProcess
flags to change the scene structure according to your needs. From the scene, you will have access to the underlying structs.
let scene = Scene::from_file("myfile.blend",
vec![PostProcess::CalculateTangentSpace,
PostProcess::Triangulate,
PostProcess::JoinIdenticalVertices,
PostProcess::SortByPrimitiveType]).unwrap();
// Progress The Scene...
The Changelog can be found Here