assimp-go

command module
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Published: Oct 1, 2022 License: MIT Imports: 4 Imported by: 0

README

assimp-go

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A Handcrafted Open Asset Import Library (AssImp) wrapper for Go.

Features

The following features are already implemented:

  • Loading all supported model formats into a Scene object
  • Mesh data
  • Materials
  • Textures and embedded textures
  • Error reporting
  • Enums relevant to the above operations

Unimplemented (yet) AssImp Scene objects:

  • Animation
  • Lights
  • Camera

Using assimp-go

Requirements

To run the project you need:

  • A 64-bit machine (32-bit machines should be supportable if we get help adding the needed libs)
  • A recent version of Go installed (1.17+)
  • A C/C++ compiler installed and in your path
    • Windows: MingW or similar
    • Mac/Linux: Should be installed by default, but if not try GCC or Clang

Now to be able to run assimp-go you will need the AssImp shared libraries (DLLs/DyLibs), which you can download from the GitHub releases page.

Installing on Windows

Download the .dll of the release you want, and place it in the root of your Go project.

Installing on MacOS

First, download the appropriate .dylib for your device (_amd64 for Intel CPUs and _arm64 for Apple CPUs). Next you will need to rename the lib to libassimp.5.dylib and move it to /usr/local/lib or /usr/lib.

You can use this command to do it: sudo mkdir -p /usr/local/lib && sudo cp libassimp_darwin*.dylib /usr/local/lib/libassimp.5.dylib

Running assimp-go

Use go run . to run the simple example in main.go ;)

Note: that it might take a while to run the first time because of downloading/compiling dependencies.

Getting Started
func main() {

    //Load this .fbx model with the following post processing flags
    scene, release, err := asig.ImportFile("my-cube.fbx", asig.PostProcessTriangulate | asig.PostProcessJoinIdenticalVertices)
    if err != nil {
            panic(err)
    }

    for i := 0; i < len(scene.Materials); i++ {

        m := scene.Materials[i]

        //Check how many diffuse textures are attached to this material
        texCount := asig.GetMaterialTextureCount(m, asig.TextureTypeDiffuse)
        fmt.Println("Texture count:", texCount)

        //If we have at least 1 diffuse texture attached to this material, load the first diffuse texture (index 0)
        if texCount > 0 {

            texInfo, err := asig.GetMaterialTexture(m, asig.TextureTypeDiffuse, 0)
            if err != nil {
                panic(err)
            }

            fmt.Printf("%v\n", texInfo)
        }
    }

    //Now that we are done with all our `asig.XYZ` calls we can release underlying C resources. 
    //
    //NOTE: Our Go objects (like scene, scene.Materials etc) will remain intact ;), but we must NOT use asig.XYZ calls on this scene and its children anymore
    release()
}

The release() function is used to free underlying C resources and should be called after all processing that requires C code is done. release() Will not affect the returned Go structs like Scene or Mesh. Returned Go data will remain valid.

asig.X functions call into C and therefore should not be used on released objects. Calling any asig.X function after release() is undefined.

While asig functions should NOT be called on a Scene (or its objects) after they have been released, methods on structs (e.g. myScene.XYZ, myMesh.ABCD()) are safe even after release.

Developing assimp-go

We link against assimp libraries that are built for each platform and the .a/.dylib files are added to the asig/libs package. At build time, the #cgo directive choose the appropriate libs and links against them.

The general steps are:

  • Copy assimp includes into asig/assimp
  • Copy libraries and DLL import libraries into asig/libs

Note: When dealing with libraries the compiler will probably (e.g. MinGW does this) ignore lib prefixes and .a/.lib suffixes. So if your lib name is libassimp.a you need to pass it to CGO as -l assimp, otherwise you will get an error about library not found.

For platform specific steps:

Windows:

Note: You must compile with the same C/C++ compiler you use with Go (e.g. if you use MinGW with Go, then compile assimp with MinGW by specifying the correct -G option to cMake)


Note: If you get compilation errors with things like File too big or can't write 166 bytes to section then cmake isn't detecting you are using MinGW, so add this flag -D CMAKE_COMPILER_IS_MINGW=TRUE

Now assuming you are using MinGW on windows:

  • Clone wanted release of assimp and run cmake CMakeLists.txt -D ASSIMP_BUILD_ZLIB=ON -D ASSIMP_BUILD_ASSIMP_TOOLS=OFF -G "MinGW Makefiles" in the root folder
  • Run cmake --build . --parallel 6
  • Copy the generated *.lib (or *.a) files from the lib folder and into asig/libs, and copy the generated dll from AssImp bin folder into the root of assimp-go.
  • Copy the generated libzlibstatic.a file from contrib/zlib and into the asig/libs folder.

MacOS:

  • Clone wanted release of assimp and run cmake CMakeLists.txt -D ASSIMP_BUILD_ZLIB=ON -D ASSIMP_BUILD_ASSIMP_TOOLS=OFF in the root folder
  • Run cmake --build . --parallel 6
  • Copy the generated *.dylib files from the bin folder and into both asig/libs and /usr/local/lib

Documentation

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There is no documentation for this package.

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