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240 lines
9.3 KiB
240 lines
9.3 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Loader] →
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<h1>[name]</h1>
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<p class="desc"> A loader for `glTF 2.0` resources. <br /><br />
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[link:https://www.khronos.org/gltf glTF] (GL Transmission Format) is an
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[link:https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 open format specification]
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for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
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or binary (.glb) format. External files store textures (.jpg, .png) and additional binary
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data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,
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textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
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</p>
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<p>
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[name] uses [page:ImageBitmapLoader] whenever possible. Be advised that image bitmaps are not automatically GC-collected when they are no longer referenced,
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and they require special handling during the disposal process. More information in the [link:https://threejs.org/docs/#manual/en/introduction/How-to-dispose-of-objects How to dispose of objects] guide.
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</p>
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<h2>Extensions</h2>
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<p>
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GLTFLoader supports the following
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[link:https://github.com/KhronosGroup/glTF/tree/master/extensions/ glTF 2.0 extensions]:
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</p>
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<ul>
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<li>KHR_draco_mesh_compression</li>
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<li>KHR_materials_clearcoat</li>
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<li>KHR_materials_ior</li>
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<li>KHR_materials_specular</li>
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<li>KHR_materials_transmission</li>
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<li>KHR_materials_iridescence</li>
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<li>KHR_materials_unlit</li>
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<li>KHR_materials_volume</li>
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<li>KHR_mesh_quantization</li>
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<li>KHR_lights_punctual<sup>1</sup></li>
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<li>KHR_texture_basisu</li>
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<li>KHR_texture_transform<sup>2</sup></li>
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<li>EXT_texture_webp</li>
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<li>EXT_meshopt_compression</li>
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<li>EXT_mesh_gpu_instancing</li>
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</ul>
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<p>
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The following glTF 2.0 extension is supported by an external user plugin
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</p>
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<ul>
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<li>[link:https://github.com/takahirox/three-gltf-extensions KHR_materials_variants]<sup>3</sup></li>
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<li>[link:https://github.com/takahirox/three-gltf-extensions MSFT_texture_dds]</li>
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</ul>
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<p><i>
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<sup>1</sup>Requires [link:https://threejs.org/docs/#api/en/renderers/WebGLRenderer.physicallyCorrectLights physicallyCorrectLights] to be enabled.
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</i></p>
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<p><i>
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<sup>2</sup>UV transforms are supported, with several key limitations. Transforms applied to
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a texture using the first UV slot (all textures except aoMap and lightMap) must share the same
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transform, or no transform at all. The aoMap and lightMap textures cannot be transformed. No
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more than one transform may be used per material. See
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#[link:https://github.com/mrdoob/three.js/pull/13831 13831] and
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#[link:https://github.com/mrdoob/three.js/issues/12788 12788].
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</i></p>
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<p><i>
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<sup>3</sup>You can also manually process the extension after loading in your application. See [link:https://threejs.org/examples/#webgl_loader_gltf_variants Three.js glTF materials variants example].
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</i></p>
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<h2>Code Example</h2>
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<code>
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// Instantiate a loader
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const loader = new GLTFLoader();
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// Optional: Provide a DRACOLoader instance to decode compressed mesh data
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const dracoLoader = new DRACOLoader();
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dracoLoader.setDecoderPath( '/examples/js/libs/draco/' );
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loader.setDRACOLoader( dracoLoader );
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// Load a glTF resource
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loader.load(
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// resource URL
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'models/gltf/duck/duck.gltf',
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// called when the resource is loaded
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function ( gltf ) {
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scene.add( gltf.scene );
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gltf.animations; // Array<THREE.AnimationClip>
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gltf.scene; // THREE.Group
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gltf.scenes; // Array<THREE.Group>
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gltf.cameras; // Array<THREE.Camera>
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gltf.asset; // Object
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},
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// called while loading is progressing
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function ( xhr ) {
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console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
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},
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// called when loading has errors
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function ( error ) {
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console.log( 'An error happened' );
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}
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);
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</code>
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<h2>Examples</h2>
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<p>
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[example:webgl_loader_gltf]
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</p>
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<h2>Browser compatibility</h2>
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<p>GLTFLoader relies on ES6 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise Promises],
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which are not supported in IE11. To use the loader in IE11, you must
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[link:https://github.com/stefanpenner/es6-promise include a polyfill]
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providing a Promise replacement.</p>
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<h2>Textures</h2>
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<p>Textures containing color information (.map, .emissiveMap, and .specularMap) always use sRGB colorspace in
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glTF, while vertex colors and material properties (.color, .emissive, .specular) use linear colorspace. In a
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typical rendering workflow, textures are converted to linear colorspace by the renderer, lighting calculations
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are made, then final output is converted back to sRGB and displayed on screen. Unless you need post-processing
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in linear colorspace, always configure [page:WebGLRenderer] as follows when using glTF:</p>
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<code>
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renderer.outputEncoding = THREE.sRGBEncoding;
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</code>
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<p>GLTFLoader will automatically configure textures referenced from a .gltf or .glb file correctly, with the
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assumption that the renderer is set up as shown above. When loading textures externally (e.g., using
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[page:TextureLoader]) and applying them to a glTF model, colorspace and orientation must be given:</p>
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<code>
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// If texture is used for color information, set colorspace.
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texture.encoding = THREE.sRGBEncoding;
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// UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
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texture.flipY = false;
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</code>
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<h2>Custom extensions</h2>
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<p>
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Metadata from unknown extensions is preserved as “.userData.gltfExtensions” on Object3D, Scene, and Material instances,
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or attached to the response “gltf” object. Example:
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</p>
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<code>
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loader.load('foo.gltf', function ( gltf ) {
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const scene = gltf.scene;
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const mesh = scene.children[ 3 ];
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const fooExtension = mesh.userData.gltfExtensions.EXT_foo;
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gltf.parser.getDependency( 'bufferView', fooExtension.bufferView )
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.then( function ( fooBuffer ) { ... } );
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} );
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</code>
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<br>
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<hr>
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<h2>Constructor</h2>
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<h3>[name]( [param:LoadingManager manager] )</h3>
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<p>
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[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
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</p>
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<p>
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Creates a new [name].
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Loader] class for common properties.</p>
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<h2>Methods</h2>
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<p>See the base [page:Loader] class for common methods.</p>
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<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
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<p>
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[page:String url] — A string containing the path/URL of the `.gltf` or `.glb` file.<br />
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[page:Function onLoad] — A function to be called after the loading is successfully completed. The function receives the loaded JSON response returned from [page:Function parse].<br />
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[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
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[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
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</p>
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<p>
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Begin loading from url and call the callback function with the parsed response content.
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</p>
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<h3>[method:this setDRACOLoader]( [param:DRACOLoader dracoLoader] )</h3>
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<p>
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[page:DRACOLoader dracoLoader] — Instance of THREE.DRACOLoader, to be used for decoding assets compressed with the KHR_draco_mesh_compression extension.
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</p>
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<p>
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Refer to this [link:https://github.com/mrdoob/three.js/tree/dev/examples/js/libs/draco#readme readme] for the details of Draco and its decoder.
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</p>
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<h3>[method:this setKTX2Loader]( [param:KTX2Loader ktx2Loader] )</h3>
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<p>
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[page:KTX2Loader ktx2Loader] — Instance of THREE.KTX2Loader, to be used for loading KTX2 compressed textures.
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</p>
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<h3>[method:undefined parse]( [param:ArrayBuffer data], [param:String path], [param:Function onLoad], [param:Function onError] )</h3>
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<p>
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[page:ArrayBuffer data] — glTF asset to parse, as an `ArrayBuffer`, `JSON` string or object.<br />
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[page:String path] — The base path from which to find subsequent glTF resources such as textures and .bin data files.<br />
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[page:Function onLoad] — A function to be called when parse completes.<br />
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[page:Function onError] — (optional) A function to be called if an error occurs during parsing. The function receives error as an argument.<br />
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</p>
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<p>
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Parse a glTF-based `ArrayBuffer`, `JSON` string or object and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:Object] that contains loaded parts: .[page:Group scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset].
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js examples/jsm/loaders/GLTFLoader.js]
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</p>
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</body>
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</html>
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