Package-level declarations

Types

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value class AGIndexType(val ordinal: Int)

Encoded in 2 bits

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class GLBModel(val nodes: List<GLTFNode>)
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@Serializable
data class GLTF2(var name: String? = null, val asset: GLTF2.Asset = Asset(), val extensionsUsed: List<String> = emptyList(), val extensionsRequired: List<String> = emptyList(), val scene: Int = -1, val images: List<GLTF2.Image> = emptyList(), val textures: List<GLTF2.Texture> = emptyList(), val scenes: List<GLTF2.Scene> = emptyList(), val nodes: List<GLTF2.Node> = emptyList(), val meshes: List<GLTF2.Mesh> = emptyList(), val skins: List<GLTF2.Skin> = emptyList(), val animations: List<GLTF2.Animation> = emptyList(), val buffers: List<GLTF2.Buffer> = emptyList(), val bufferViews: List<GLTF2.BufferView> = emptyList(), val accessors: List<GLTF2.Accessor> = emptyList(), val materials: List<GLTF2.Material> = emptyList(), val samplers: List<GLTF2.Sampler> = emptyList(), val cameras: List<GLTF2.Camera> = emptyList(), val extensions: JsonElement? = null, val extras: JsonElement? = null) : GLTFProperty, GLTF2Holder
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data class GLTF2AccessorVector(val accessor: GLTF2.Accessor, val buffer: Buffer)
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interface GLTF2Holder
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class GLTFAccessor(val view: GLTFBufferView, accessor: GLTF2.Accessor)
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class GLTFBufferView(bufferView: GLTF2.BufferView, buffer: GLTF2.Buffer)
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class GLTFMaterial(material: GLTF2.Material? = null, textures: List<GLTFTexture> = listOf())
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class GLTFMesh(val name: String, val primitives: List<GLTFPrimitive>)
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class GLTFNode(val name: String, val mesh: GLTFMesh, val transform: FloatArray)
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class GLTFPrimitive(val indices: GLTFAccessor?, val positions: GLTFAccessor, val normals: GLTFAccessor?, val texcoords: List<GLTFAccessor>, val material: GLTFMaterial, val topology: GLTFRenderMode)
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class GLTFSampler(device: Device, samplerNode: GLTF2.Sampler? = null)
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class GLTFTexture(sampler: GLTFSampler, image: Texture)
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class ShaderCache(device: Device)
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Functions

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fun alignTo(value: Int, align: Int): Int
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fun List<AABB3D>.combineBounds(): AABB3D
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fun generateGLTFShader(hasNormals: Boolean, hasUVs: Boolean, hasColorTexture: Boolean): String
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fun gltfTypeSize(componentType: GLTFComponentType, type: String): Int
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fun loadNodes(nodes: List<GLTF2.Node>, node: GLTF2.Node, parent_transform: FloatArray, meshes: List<GLTFMesh>, createdNodes: MutableList<GLTFNode> = mutableListOf()): List<GLTFNode>
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suspend fun VfsFile.readGLB(): GLTF2
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suspend fun VfsFile.readGLTF2(): GLTF2
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suspend fun uploadGLBModel(device: Device, gltf2: GLTF2, textureFormat: TextureFormat): GLBModel