import GLTFShader from "./GLTFShader"; import GLTFTechnique from "./GLTFTechnique"; import GLTFSkin from "./GLTFSkin"; import GLTFSampler from "./GLTFSampler"; import GLTFTexture from "./GLTFTexture"; import GLTFImage from "./GLTFImage"; import GLTFNode from "./GLTFNode"; import GLTFAnimation from "./GLTFAnimation"; import GLTFMesh from "./GLTFMesh"; import GLTFMaterial from "./GLTFMaterial"; import GLTFBuffer from "./GLTFBuffer"; import GLTFBufferView from "./GLTFBufferView"; import GLTFAccessor from "./GLTFAccessor"; declare type GLTF = { id: number; accessors: { [acName: string]: GLTFAccessor; }; bufferViews: { [bufName: string]: GLTFBufferView; }; buffers: { [bufName: string]: GLTFBuffer; }; extensionUsed: string[]; materials: { [matName: string]: GLTFMaterial; }; meshes: { [meshName: string]: GLTFMesh; }; nodes: { [nodeName: string]: GLTFNode; }; scene: string; scenes: { [sceneName: string]: { nodes: string[]; }; }; shaders: { [shaderKey: string]: GLTFShader; }; programs: { [programKey: string]: { attributes: string[]; fragmentShader: string; vertexShader: string; }; }; techniques: { [techniqueKey: string]: GLTFTechnique; }; images: { [imgKey: string]: GLTFImage; }; textures: { [textureKey: string]: GLTFTexture; }; samplers: { [samplerKey: string]: GLTFSampler; }; animations: { [animationKey: string]: GLTFAnimation; }; skins: { [skinKey: string]: GLTFSkin; }; }; export default GLTF;