glTF support - #51
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- Introduced GLTFEntityLoaderTests to validate loading of VRM fixtures as GLTF entities, ensuring correct node mapping, skin bindings, morph bindings, and material rendering. - Added GLTFKeyframeTrackTests to evaluate various interpolation methods for keyframe animations, including linear, step, and cubic spline. - Implemented GLTFSampleAssetRenderingTests to test rendering of Khronos CC0 sample assets, covering indexed and non-indexed geometry, material building, and camera components. - Refactored TestSupport to load sample assets more efficiently and introduced VRMSampleAsset and GLTFSampleAsset enums for better asset management. - Created utility extensions for handling little-endian data formats in tests. - Updated existing tests to utilize the new asset loading methods and ensure consistency across test cases.
…ests for visionOS compatibility
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Adds glTF 2.0 / GLB support to VRMKit, including loading, RealityKit rendering, and animation playback.
Changes
.gltf/.glbloading supportKHR_materials_unlitandKHR_texture_transformBreaking Changes
loadEntity(withSceneIndex:)now creates a new independent entity graph on each call instead of returning a cached scene.Notes
Some glTF features are limited by RealityKit, such as vertex colors, non-triangle primitives, multiple UV sets per material, and morph target normals/tangents.