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Hi @mmmoli! That sounds like a great project, no objections from me! I'm not a lawyer, but as far as I'm concerned you're welcome to choose whatever license you think is appropriate for the port. As far as where to start, I made two fairly important decisions early in this project:
Lots of other decisions stem from these. With that said — You'll want to decide before implementing too many operations (like import { listTextureSlots } from '@gltf-transform/functions';
const slots = listTextureSlots(document, texture);
// → ['occlusionTexture', 'metallicRoughnessTexure'] ... it is searching up the graph for materials and material extensions holding references to the given texture. There are a lot of similar operations in the library. I'm not sure what an Rust-friendly implementation of a property graph would look like — it might be a bit different from my implementation, which caters to TypeScript's type checking system. If you look at any of the data classes (material.ts is a good example), each is defining public getters/setters that internally call the property graph APIs. I'd suggest starting by having a look at those decisions, and adapting them to Rust and to your ideas however makes the most sense to you. Best of luck and feel free to post questions whenever. 🙂 |
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Hi there 👋
Huge fan of this lib and all the hard work done.
Out of respect for the project, I thought I'd try and gradually port it to rust under the same licence.
Any tips on where to start? I was thinking
inspect
or something?Thanks
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