https://github.com/babylonjs/babylonpolymorph
https://github.com/babylonjs/babylonpolymorph
Last synced: 9 months ago
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- Host: GitHub
- URL: https://github.com/babylonjs/babylonpolymorph
- Owner: BabylonJS
- License: mit
- Created: 2020-01-07T20:57:52.000Z (over 6 years ago)
- Default Branch: master
- Last Pushed: 2022-08-08T16:58:44.000Z (over 3 years ago)
- Last Synced: 2025-06-19T11:05:35.742Z (10 months ago)
- Language: C++
- Size: 634 KB
- Stars: 23
- Watchers: 7
- Forks: 10
- Open Issues: 22
-
Metadata Files:
- Readme: README.md
- Contributing: CONTRIBUTING.md
- License: LICENSE.md
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README
# Babylon Polymorph
This is the official open source offering for Babylon Polymorph (Updated and Maintained by the Babylon Native team). See [this article](https://medium.com/@babylonjs/introducing-polymorph-a55588df6cee) for more details.
*This repo is under heavy development. Don't use this in production.*
## Getting Started
This section will outline the simple steps needed to get started with the Babylon Polymorph repo.
To begin development, you will need:
- [Visual Studio 2017 or higher](https://visualstudio.microsoft.com/vs/) (Visual Studio 2019 is recommended)
- [git](https://git-scm.com/)
- [CMake](https://cmake.org/)
- [Windows SDK](https://developer.microsoft.com/en-US/windows/downloads/windows-10-sdk/) (Version 10.0.17134.12 or later)
### Step 1
Using git, navigate to the folder that will hold your repo and clone the repo:
```
git clone https://github.com/BabylonJS/BabylonPolymorph.git
```
### Step 2
Once your repo is cloned, in git, use the following commands to go into the repo folder and download all required submodules:
```
cd BabylonPolymorph
git submodule update --init --recursive
```
### Step 3
#### Use CMake to generate the build files
Open up the Command Prompt and navigate to *\BabylonPolymorph\Morphs\Importers*.
In this folder, enter the following commands:
```
mkdir Build
cd Build
```
If you're fine with using the latest versions of Visual Studio, Windows SDK, and building against x64, the following command will take care of the rest:
```
cmake ..
```
If you want to build against a specific architecture, you can use the **-A** flag to change it (eg. *cmake -A Win32 ..*). You can also change the generator that you want to use with the **-G** flag (eg. *cmake -G "Visual Studio 16 2019" ..).
### Step 4
Open *BabylonPolymorph\Morphs\Importers\Build\BabylonImporters.sln* in Visual Studio 2019.
## Contributing
Please read [CONTRIBUTING.md](./CONTRIBUTING.md) for details on our code of conduct, and the process for submitting pull requests.
## Reporting Security Issues
Security issues and bugs should be reported privately, via email, to the Microsoft Security
Response Center (MSRC) at [secure@microsoft.com](mailto:secure@microsoft.com). You should
receive a response within 24 hours. If for some reason you do not, please follow up via
email to ensure we received your original message. Further information, including the
[MSRC PGP](https://technet.microsoft.com/en-us/security/dn606155) key, can be found in
the [Security TechCenter](https://technet.microsoft.com/en-us/security/default).
## Development Notes
The importers in this repo make use of the following libraries:
- [**DirectXTex**](https://github.com/microsoft/DirectXTex): Used for handling reading and writing of textures. (MIT License)
- [**glTF-SDK**](https://github.com/microsoft/glTF-SDK): Used for handling reading and writing of glTF files. (MIT License)
- [**RapidJSON**](https://github.com/Tencent/rapidjson/): Used with glTF-SDK for validation/serialization purposes. (MIT License)