feat(glb): a loader for binary glTF, and images decoded from memory
- Crafter.Asset:GLB. GlbAsset::Load reads a .glb from a file or a buffer:
- nodes, with their parents;
- every mesh's primitives: positions, normals, UV0, tangents (computed
when absent), joints, weights (normalized), u32 indices;
- skins with their inverse-bind matrices;
- materials: PBR, emissive strength, transmission, ior, alpha mode;
- images decoded to RGBA8, and samplers;
- cameras and KHR_lights_punctual lights;
- the raw JSON, and the extras of the scene, nodes, materials and lights.
nlohmann/json 3.12.0 is vendored in lib/; only the implementation sees it.
- A broken file comes back as an error rather than a crash:
- bad magic, truncation, a sparse accessor;
- a chunk, view or accessor past its bounds, checked so that nothing
wraps round, with 32-bit size_t too;
- a stride outside 4..252, or one its elements overlap in;
- a reference to something that doesn't exist, or children that form a
cycle (found stepping through each node once, however deep);
- a path that isn't a file;
- an image larger than a texture's 65535 a side.
- TextureAsset::LoadPNGFromMemory decodes an image already in memory.
LoadPNG refuses images over 65535 a side instead of truncating their size
(in its float path, past the end of the pixels).
- Tests: GLB.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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export module Crafter.Asset;
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export import :Compression;
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export import :Mesh;
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export import :Texture;
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export import :Texture;
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export import :GLB;
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