Samples · Runtime assets

CAD models any glTF viewer can run

Every model below was exported by NativeCAD as a single .glb — a glTF 2.0 binary scene — from one zero-dependency pipeline: B-rep in, crease-aware tessellation, PBR materials, generated animation clips, GLB container out. No converter, no post-processing: the bytes here are exactly what cad_export_body { format: "glb" } writes.

Drop a .glb on any glTF viewer — three.js, Babylon, Blender, Windows 3D Viewer, or the "View in 3D" button on each card. The animated models carry their clips inside the file; viewers with animation support play them as-is.

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What these demonstrate

  1. B-rep in, runtime asset out, one pipeline. Solid modeling → tessellation with B-rep-driven crease normals (machined edges split, blends stay smooth) → glTF 2.0 with exact accessor bounds — the file passes container and structural verification before it ships.
  2. Materials are PBR from the start. Kernel appearance classes map to metallic-roughness (plus KHR clearcoat/transmission where the class needs it), so every viewer shows the same material.
  3. Assemblies stay assemblies. The pin array stores its pin mesh ONCE and places it with 28 nodes — instancing by reference, straight from the B-rep assembly structure.
  4. Animation is generated from the model. The exploded view and the turntables are computed clips, explode vectors from assembly structure and spins about kernel axes, written as standard glTF animation channels.

The same export is one call on the MCP surface: cad_export_body { format: "glb", path: "part.glb" }.

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