%global _empty_manifest_terminate_build 0 Name: python-pygltflib Version: 1.15.5 Release: 1 Summary: Python library for reading, writing and managing 3D objects in the Khronos Group gltf and gltf2 formats. License: MIT License URL: https://gitlab.com/dodgyville/pygltflib Source0: https://mirrors.nju.edu.cn/pypi/web/packages/60/67/77ab9b9e282269a85d1e2b899428bdb38a38657cac9074677af9b2461e41/pygltflib-1.15.5.tar.gz BuildArch: noarch %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](#quickstart) * [Install](#install) * [How do I...](#how-do-i) * [Create an empty GLTF2 object?](#create-an-empty-gltf2-object) * [Add a scene?](#add-a-scene) * [Load a file?](#load-a-file) * [Load a binary GLB file?](#load-a-binary-glb-file) * [Load a binary file with an unusual extension?](#load-a-binary-file-with-an-unusual-extension) * [Access the first node (the objects comprising the scene) of a scene?](#access-the-first-node-the-objects-comprising-the-scene-of-a-scene) * [Create a mesh?](#create-a-mesh) * [Convert buffers to GLB binary buffers?](#convert-buffers-to-glb-binary-buffers) * [Convert buffer to data uri (embedded) buffer?](#convert-buffer-to-data-uri-embedded-buffer) * [Convert buffers to binary file (external) buffers?](#convert-buffers-to-binary-file-external-buffers) * [Convert a glb to a gltf file?](#convert-a-glb-to-a-gltf-file) * [Access an extension?](#access-an-extension) * [Add a custom attribute to Attributes?](#add-a-custom-attribute-to-attributes) * [Remove a bufferView?](#remove-a-bufferview) * [Validate a gltf object?](#validate-a-gltf-object) * [Convert texture images inside a GLTF file to their own PNG files?](#convert-texture-images-inside-a-gltf-file-to-their-own-png-files) * [Convert texture images from a GLTF file to their own PNG files using custom file names?](#convert-texture-images-from-a-gltf-file-to-their-own-png-files-using-custom-file-names) * [Specify a path to my images when converting to files?](#specify-a-path-to-my-images-when-converting-to-files) * [Export images from the GLTF file to any location (ie outside the GLTF file)?](#export-images-from-the-GLTF-file-to-any-location-ie-outside-the-GLTF-file) * [Import PNG files as textures into a GLTF?](#import-png-files-as-textures-into-a-gltf) * [About](#about) * [Roadmap](#roadmap) * [Contributors](#contributors) * [Thanks](#thanks) * [Changelog](#changelog) * [Installing](#installing) * [Source](#source) * [More Detailed Usage](#more-detailed-usage) * [A simple mesh](#a-simple-mesh) * [Reading vertex data from a primitive and/or getting bounding sphere](#reading-vertex-data-from-a-primitive-andor-getting-bounding-sphere) * [Create a mesh, convert to bytes, convert back to mesh](#create-a-mesh-convert-to-bytes-convert-back-to-mesh) * [Loading and saving](#loading-and-saving) * [Converting files](#converting-files) * [Converting buffers](#converting-buffers) * [Converting texture images](#converting-texture-images) * [Extensions](#extensions) * [Running the tests](#running-the-tests) ## Quickstart ### Install ``` pip install pygltflib ``` ### How do I... #### Create an empty GLTF2 object? ```python from pygltflib import GLTF2 gltf = GLTF2() ``` #### Add a scene? ```python from pygltflib import GLTF2, Scene gltf = GLTF2() scene = Scene() gltf.scenes.append(scene) # scene available at gltf.scenes[0] ``` #### Load a file? ```python filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf" gltf = GLTF2().load(filename) ``` #### Load a binary GLB file? ```python 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? ```python 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? ```python 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[node_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](#a-simple-mesh) * [Reading vertex data from a primitive and/or getting bounding sphere](#reading-vertex-data-from-a-primitive-andor-getting-bounding-sphere) * [Create a mesh, convert to bytes, convert back to mesh](#create-a-mesh-convert-to-bytes-convert-back-to-mesh) #### Convert buffers to glb binary buffers? ```python 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? ```python gltf.convert_buffers(BufferFormat.DATAURI) # convert buffer URIs to data. ``` #### Convert buffers to binary file (external) buffers? ```python 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? ```python from pygltflib.utils import glb2gltf, gltf2glb # convert glb to gltf glb2gltf("glTF-Sample-Models/2.0/Box/glTF-Binary/Box.glb") ``` #### Access an extension? ```python # 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? ```python # 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? ```python gltf.remove_bufferView(0) # this will update all accessors, images and sparse accessors to remove the first bufferView ``` #### Validate a gltf object? ```python 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 ``` #### Convert texture images inside a GLTF file to their own PNG files? ```python 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 ``` #### Convert texture images from a GLTF file to their own PNG files using custom file names? ```python 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 load/save location using the 'path' argument to `convert_images` ```python 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 ``` #### Export images from the GLTF file to any location (ie outside the GLTF file)? ```python from pygltflib import GLTF2 from pygltflib.utils import ImageFormat filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf" gltf = GLTF2().load(filename) gltf.export_image(0, "output/cube.png", override=True) # There is now an image file at output/cube.png ``` #### Import PNG files as textures into a GLTF? ```python 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](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md) 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](https://gitlab.com/dodgyville/pygltflib). 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 * irtimir * Florian Bruggisser * Kevin Kreiser * Neui #### Thanks `pyltflib` made for 'The Beat: A Glam Noir Game' supported by Film Victoria. ### Changelog * 1.15.4: * fix buffer alignment by adding padding bytes in GLB export (Neui) * 1.15.3: * Use sort_keys by default for deterministic output (Kevin Kreise) * 1.15.2: * buffer.uri defaults to None (Kevin Kreise) * 1.15.1: * Dataclasses install only required on python 3.6.x (cherry-pick from Saeid Akbari branch) * Removed deprecated `AlphaMode` after two years (use the `pygltflib.BLEND`, `pygltflib.MASK`, `pygltflib.OPAQUE` constants directly) * Removed deprecated `SparseAccessor` after two years (use `AccessorSparseIndices` and `AccessorSparseValues` instead) * Removed deprecated `MaterialTexture` after two years (use `TextureInfo` instead) * removed `deprecated` requirement from project * 1.15.0: * Significantly improved `save_to_bytes` performance (20x faster) (Florian Bruggisser) * NOTE: Underlying binary blob is now mutable instead of immutable. * 1.14.7 * add `GLTF.get_data_from_buffer_uri` helper method to simplify access to buffer data (see bounding box example in README.md) (el_flamenco) * 1.14.6 * use compact json when saving binary glb files (Laubeee) * 1.14.5 * unquote filepath in compliance with standard (irtimir) * 1.14.4 * Add `GLTF.export_image` method to export images from an GLTF2 file to any location (Khac Hoa Le) * remove extraneous print message when loading extensions (Michael Daw) 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](https://github.com/KhronosGroup/glTF-Sample-Models) provided by Khronos at: https://github.com/KhronosGroup/glTF-Sample-Models ### A simple mesh ```python 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 ```python 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.get_data_from_buffer_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(">> 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 ``` ### Converting files #### First method ```python 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 ```python 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. ```python 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. # Will receive: 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. ```python # 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 ``` ```python # 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 assert Path("myfile.png").exists() is 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](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/) 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 ``` %package -n python3-pygltflib Summary: Python library for reading, writing and managing 3D objects in the Khronos Group gltf and gltf2 formats. Provides: python-pygltflib BuildRequires: python3-devel BuildRequires: python3-setuptools BuildRequires: python3-pip %description -n python3-pygltflib # 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](#quickstart) * [Install](#install) * [How do I...](#how-do-i) * [Create an empty GLTF2 object?](#create-an-empty-gltf2-object) * [Add a scene?](#add-a-scene) * [Load a file?](#load-a-file) * [Load a binary GLB file?](#load-a-binary-glb-file) * [Load a binary file with an unusual extension?](#load-a-binary-file-with-an-unusual-extension) * [Access the first node (the objects comprising the scene) of a scene?](#access-the-first-node-the-objects-comprising-the-scene-of-a-scene) * [Create a mesh?](#create-a-mesh) * [Convert buffers to GLB binary buffers?](#convert-buffers-to-glb-binary-buffers) * [Convert buffer to data uri (embedded) buffer?](#convert-buffer-to-data-uri-embedded-buffer) * [Convert buffers to binary file (external) buffers?](#convert-buffers-to-binary-file-external-buffers) * [Convert a glb to a gltf file?](#convert-a-glb-to-a-gltf-file) * [Access an extension?](#access-an-extension) * [Add a custom attribute to Attributes?](#add-a-custom-attribute-to-attributes) * [Remove a bufferView?](#remove-a-bufferview) * [Validate a gltf object?](#validate-a-gltf-object) * [Convert texture images inside a GLTF file to their own PNG files?](#convert-texture-images-inside-a-gltf-file-to-their-own-png-files) * [Convert texture images from a GLTF file to their own PNG files using custom file names?](#convert-texture-images-from-a-gltf-file-to-their-own-png-files-using-custom-file-names) * [Specify a path to my images when converting to files?](#specify-a-path-to-my-images-when-converting-to-files) * [Export images from the GLTF file to any location (ie outside the GLTF file)?](#export-images-from-the-GLTF-file-to-any-location-ie-outside-the-GLTF-file) * [Import PNG files as textures into a GLTF?](#import-png-files-as-textures-into-a-gltf) * [About](#about) * [Roadmap](#roadmap) * [Contributors](#contributors) * [Thanks](#thanks) * [Changelog](#changelog) * [Installing](#installing) * [Source](#source) * [More Detailed Usage](#more-detailed-usage) * [A simple mesh](#a-simple-mesh) * [Reading vertex data from a primitive and/or getting bounding sphere](#reading-vertex-data-from-a-primitive-andor-getting-bounding-sphere) * [Create a mesh, convert to bytes, convert back to mesh](#create-a-mesh-convert-to-bytes-convert-back-to-mesh) * [Loading and saving](#loading-and-saving) * [Converting files](#converting-files) * [Converting buffers](#converting-buffers) * [Converting texture images](#converting-texture-images) * [Extensions](#extensions) * [Running the tests](#running-the-tests) ## Quickstart ### Install ``` pip install pygltflib ``` ### How do I... #### Create an empty GLTF2 object? ```python from pygltflib import GLTF2 gltf = GLTF2() ``` #### Add a scene? ```python from pygltflib import GLTF2, Scene gltf = GLTF2() scene = Scene() gltf.scenes.append(scene) # scene available at gltf.scenes[0] ``` #### Load a file? ```python filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf" gltf = GLTF2().load(filename) ``` #### Load a binary GLB file? ```python 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? ```python 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? ```python 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[node_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](#a-simple-mesh) * [Reading vertex data from a primitive and/or getting bounding sphere](#reading-vertex-data-from-a-primitive-andor-getting-bounding-sphere) * [Create a mesh, convert to bytes, convert back to mesh](#create-a-mesh-convert-to-bytes-convert-back-to-mesh) #### Convert buffers to glb binary buffers? ```python 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? ```python gltf.convert_buffers(BufferFormat.DATAURI) # convert buffer URIs to data. ``` #### Convert buffers to binary file (external) buffers? ```python 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? ```python from pygltflib.utils import glb2gltf, gltf2glb # convert glb to gltf glb2gltf("glTF-Sample-Models/2.0/Box/glTF-Binary/Box.glb") ``` #### Access an extension? ```python # 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? ```python # 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? ```python gltf.remove_bufferView(0) # this will update all accessors, images and sparse accessors to remove the first bufferView ``` #### Validate a gltf object? ```python 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 ``` #### Convert texture images inside a GLTF file to their own PNG files? ```python 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 ``` #### Convert texture images from a GLTF file to their own PNG files using custom file names? ```python 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 load/save location using the 'path' argument to `convert_images` ```python 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 ``` #### Export images from the GLTF file to any location (ie outside the GLTF file)? ```python from pygltflib import GLTF2 from pygltflib.utils import ImageFormat filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf" gltf = GLTF2().load(filename) gltf.export_image(0, "output/cube.png", override=True) # There is now an image file at output/cube.png ``` #### Import PNG files as textures into a GLTF? ```python 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](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md) 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](https://gitlab.com/dodgyville/pygltflib). 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 * irtimir * Florian Bruggisser * Kevin Kreiser * Neui #### Thanks `pyltflib` made for 'The Beat: A Glam Noir Game' supported by Film Victoria. ### Changelog * 1.15.4: * fix buffer alignment by adding padding bytes in GLB export (Neui) * 1.15.3: * Use sort_keys by default for deterministic output (Kevin Kreise) * 1.15.2: * buffer.uri defaults to None (Kevin Kreise) * 1.15.1: * Dataclasses install only required on python 3.6.x (cherry-pick from Saeid Akbari branch) * Removed deprecated `AlphaMode` after two years (use the `pygltflib.BLEND`, `pygltflib.MASK`, `pygltflib.OPAQUE` constants directly) * Removed deprecated `SparseAccessor` after two years (use `AccessorSparseIndices` and `AccessorSparseValues` instead) * Removed deprecated `MaterialTexture` after two years (use `TextureInfo` instead) * removed `deprecated` requirement from project * 1.15.0: * Significantly improved `save_to_bytes` performance (20x faster) (Florian Bruggisser) * NOTE: Underlying binary blob is now mutable instead of immutable. * 1.14.7 * add `GLTF.get_data_from_buffer_uri` helper method to simplify access to buffer data (see bounding box example in README.md) (el_flamenco) * 1.14.6 * use compact json when saving binary glb files (Laubeee) * 1.14.5 * unquote filepath in compliance with standard (irtimir) * 1.14.4 * Add `GLTF.export_image` method to export images from an GLTF2 file to any location (Khac Hoa Le) * remove extraneous print message when loading extensions (Michael Daw) 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](https://github.com/KhronosGroup/glTF-Sample-Models) provided by Khronos at: https://github.com/KhronosGroup/glTF-Sample-Models ### A simple mesh ```python 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 ```python 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.get_data_from_buffer_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(">> 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 ``` ### Converting files #### First method ```python 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 ```python 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. ```python 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. # Will receive: 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. ```python # 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 ``` ```python # 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 assert Path("myfile.png").exists() is 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](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/) 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 ``` %package help Summary: Development documents and examples for pygltflib Provides: python3-pygltflib-doc %description help # 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](#quickstart) * [Install](#install) * [How do I...](#how-do-i) * [Create an empty GLTF2 object?](#create-an-empty-gltf2-object) * [Add a scene?](#add-a-scene) * [Load a file?](#load-a-file) * [Load a binary GLB file?](#load-a-binary-glb-file) * [Load a binary file with an unusual extension?](#load-a-binary-file-with-an-unusual-extension) * [Access the first node (the objects comprising the scene) of a scene?](#access-the-first-node-the-objects-comprising-the-scene-of-a-scene) * [Create a mesh?](#create-a-mesh) * [Convert buffers to GLB binary buffers?](#convert-buffers-to-glb-binary-buffers) * [Convert buffer to data uri (embedded) buffer?](#convert-buffer-to-data-uri-embedded-buffer) * [Convert buffers to binary file (external) buffers?](#convert-buffers-to-binary-file-external-buffers) * [Convert a glb to a gltf file?](#convert-a-glb-to-a-gltf-file) * [Access an extension?](#access-an-extension) * [Add a custom attribute to Attributes?](#add-a-custom-attribute-to-attributes) * [Remove a bufferView?](#remove-a-bufferview) * [Validate a gltf object?](#validate-a-gltf-object) * [Convert texture images inside a GLTF file to their own PNG files?](#convert-texture-images-inside-a-gltf-file-to-their-own-png-files) * [Convert texture images from a GLTF file to their own PNG files using custom file names?](#convert-texture-images-from-a-gltf-file-to-their-own-png-files-using-custom-file-names) * [Specify a path to my images when converting to files?](#specify-a-path-to-my-images-when-converting-to-files) * [Export images from the GLTF file to any location (ie outside the GLTF file)?](#export-images-from-the-GLTF-file-to-any-location-ie-outside-the-GLTF-file) * [Import PNG files as textures into a GLTF?](#import-png-files-as-textures-into-a-gltf) * [About](#about) * [Roadmap](#roadmap) * [Contributors](#contributors) * [Thanks](#thanks) * [Changelog](#changelog) * [Installing](#installing) * [Source](#source) * [More Detailed Usage](#more-detailed-usage) * [A simple mesh](#a-simple-mesh) * [Reading vertex data from a primitive and/or getting bounding sphere](#reading-vertex-data-from-a-primitive-andor-getting-bounding-sphere) * [Create a mesh, convert to bytes, convert back to mesh](#create-a-mesh-convert-to-bytes-convert-back-to-mesh) * [Loading and saving](#loading-and-saving) * [Converting files](#converting-files) * [Converting buffers](#converting-buffers) * [Converting texture images](#converting-texture-images) * [Extensions](#extensions) * [Running the tests](#running-the-tests) ## Quickstart ### Install ``` pip install pygltflib ``` ### How do I... #### Create an empty GLTF2 object? ```python from pygltflib import GLTF2 gltf = GLTF2() ``` #### Add a scene? ```python from pygltflib import GLTF2, Scene gltf = GLTF2() scene = Scene() gltf.scenes.append(scene) # scene available at gltf.scenes[0] ``` #### Load a file? ```python filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf" gltf = GLTF2().load(filename) ``` #### Load a binary GLB file? ```python 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? ```python 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? ```python 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[node_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](#a-simple-mesh) * [Reading vertex data from a primitive and/or getting bounding sphere](#reading-vertex-data-from-a-primitive-andor-getting-bounding-sphere) * [Create a mesh, convert to bytes, convert back to mesh](#create-a-mesh-convert-to-bytes-convert-back-to-mesh) #### Convert buffers to glb binary buffers? ```python 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? ```python gltf.convert_buffers(BufferFormat.DATAURI) # convert buffer URIs to data. ``` #### Convert buffers to binary file (external) buffers? ```python 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? ```python from pygltflib.utils import glb2gltf, gltf2glb # convert glb to gltf glb2gltf("glTF-Sample-Models/2.0/Box/glTF-Binary/Box.glb") ``` #### Access an extension? ```python # 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? ```python # 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? ```python gltf.remove_bufferView(0) # this will update all accessors, images and sparse accessors to remove the first bufferView ``` #### Validate a gltf object? ```python 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 ``` #### Convert texture images inside a GLTF file to their own PNG files? ```python 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 ``` #### Convert texture images from a GLTF file to their own PNG files using custom file names? ```python 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 load/save location using the 'path' argument to `convert_images` ```python 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 ``` #### Export images from the GLTF file to any location (ie outside the GLTF file)? ```python from pygltflib import GLTF2 from pygltflib.utils import ImageFormat filename = "glTF-Sample-Models/2.0/AnimatedCube/glTF/AnimatedCube.gltf" gltf = GLTF2().load(filename) gltf.export_image(0, "output/cube.png", override=True) # There is now an image file at output/cube.png ``` #### Import PNG files as textures into a GLTF? ```python 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](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md) 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](https://gitlab.com/dodgyville/pygltflib). 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 * irtimir * Florian Bruggisser * Kevin Kreiser * Neui #### Thanks `pyltflib` made for 'The Beat: A Glam Noir Game' supported by Film Victoria. ### Changelog * 1.15.4: * fix buffer alignment by adding padding bytes in GLB export (Neui) * 1.15.3: * Use sort_keys by default for deterministic output (Kevin Kreise) * 1.15.2: * buffer.uri defaults to None (Kevin Kreise) * 1.15.1: * Dataclasses install only required on python 3.6.x (cherry-pick from Saeid Akbari branch) * Removed deprecated `AlphaMode` after two years (use the `pygltflib.BLEND`, `pygltflib.MASK`, `pygltflib.OPAQUE` constants directly) * Removed deprecated `SparseAccessor` after two years (use `AccessorSparseIndices` and `AccessorSparseValues` instead) * Removed deprecated `MaterialTexture` after two years (use `TextureInfo` instead) * removed `deprecated` requirement from project * 1.15.0: * Significantly improved `save_to_bytes` performance (20x faster) (Florian Bruggisser) * NOTE: Underlying binary blob is now mutable instead of immutable. * 1.14.7 * add `GLTF.get_data_from_buffer_uri` helper method to simplify access to buffer data (see bounding box example in README.md) (el_flamenco) * 1.14.6 * use compact json when saving binary glb files (Laubeee) * 1.14.5 * unquote filepath in compliance with standard (irtimir) * 1.14.4 * Add `GLTF.export_image` method to export images from an GLTF2 file to any location (Khac Hoa Le) * remove extraneous print message when loading extensions (Michael Daw) 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](https://github.com/KhronosGroup/glTF-Sample-Models) provided by Khronos at: https://github.com/KhronosGroup/glTF-Sample-Models ### A simple mesh ```python 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 ```python 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.get_data_from_buffer_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(">> 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 ``` ### Converting files #### First method ```python 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 ```python 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. ```python 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. # Will receive: 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. ```python # 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 ``` ```python # 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 assert Path("myfile.png").exists() is 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](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/) 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 ``` %prep %autosetup -n pygltflib-1.15.5 %build %py3_build %install %py3_install install -d -m755 %{buildroot}/%{_pkgdocdir} if [ -d doc ]; then cp -arf doc %{buildroot}/%{_pkgdocdir}; fi if [ -d docs ]; then cp -arf docs %{buildroot}/%{_pkgdocdir}; fi if [ -d example ]; then cp -arf example %{buildroot}/%{_pkgdocdir}; fi if [ -d examples ]; then cp -arf examples %{buildroot}/%{_pkgdocdir}; fi pushd %{buildroot} if [ -d usr/lib ]; then find usr/lib -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/lib64 ]; then find usr/lib64 -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/bin ]; then find usr/bin -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/sbin ]; then find usr/sbin -type f -printf "/%h/%f\n" >> filelist.lst fi touch doclist.lst if [ -d usr/share/man ]; then find usr/share/man -type f -printf "/%h/%f.gz\n" >> doclist.lst fi popd mv %{buildroot}/filelist.lst . mv %{buildroot}/doclist.lst . %files -n python3-pygltflib -f filelist.lst %dir %{python3_sitelib}/* %files help -f doclist.lst %{_docdir}/* %changelog * Fri May 05 2023 Python_Bot - 1.15.5-1 - Package Spec generated