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<head>
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<body>
[page:Loader] &rarr;
<h1>GLTF加载器([name])</h1>
<p class="desc">用于载入<em>glTF 2.0</em>资源的加载器。<br /><br />
[link:https://www.khronos.org/gltf glTF](gl传输格式)是一种开放格式的规范
([link:https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 open format specification]),
用于更高效地传输、加载3D内容。该类文件以JSON(.gltf)格式或二进制(.glb)格式提供,
外部文件存储贴图(.jpg、.png)和额外的二进制数据(.bin)。一个glTF组件可传输一个或多个场景,
包括网格、材质、贴图、蒙皮、骨架、变形目标、动画、灯光以及摄像机。
</p>
<p>
[name] uses [page:ImageBitmapLoader] whenever possible. Be advised that image bitmaps are not automatically GC-collected when they are no longer referenced,
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.
</p>
<h2>扩展</h2>
<p>
GLTFLoader支持下列glTF 2.0扩展([link:https://github.com/KhronosGroup/glTF/tree/master/extensions/ glTF 2.0 extensions]):
</p>
<ul>
<li>KHR_draco_mesh_compression</li>
<li>KHR_materials_clearcoat</li>
<li>KHR_materials_ior</li>
<li>KHR_materials_specular</li>
<li>KHR_materials_transmission</li>
<li>KHR_materials_iridescence</li>
<li>KHR_materials_unlit</li>
<li>KHR_materials_volume</li>
<li>KHR_mesh_quantization</li>
<li>KHR_lights_punctual<sup>1</sup></li>
<li>KHR_texture_basisu</li>
<li>KHR_texture_transform<sup>2</sup></li>
<li>EXT_texture_webp</li>
<li>EXT_meshopt_compression</li>
<li>EXT_mesh_gpu_instancing</li>
</ul>
<p>
The following glTF 2.0 extension is supported by an external user plugin
</p>
<ul>
<li>[link:https://github.com/takahirox/three-gltf-extensions KHR_materials_variants]<sup>3</sup></li>
<li>[link:https://github.com/takahirox/three-gltf-extensions MSFT_texture_dds]</li>
</ul>
<p><i>
<sup>1</sup>需要[link:https://threejs.org/docs/#api/en/renderers/WebGLRenderer.physicallyCorrectLights physicallyCorrectLights]被启用。
</i></p>
<p><i>
<sup>2</sup>支持UV变换,但存在一些重要的限制。
Transforms applied to
a texture using the first UV slot (all textures except aoMap and lightMap) must share the same
transform, or no transform at all.
aoMap 和 lightMap 纹理不能被变换。每个材质最多只能使用一次变换。
请参阅#[link:https://github.com/mrdoob/three.js/pull/13831 13831] 和
#[link:https://github.com/mrdoob/three.js/issues/12788 12788]。
</i></p>
<p><i>
<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].
</i></p>
<h2>代码示例</h2>
<code>
// Instantiate a loader
const loader = new GLTFLoader();
// Optional: Provide a DRACOLoader instance to decode compressed mesh data
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath( '/examples/js/libs/draco/' );
loader.setDRACOLoader( dracoLoader );
// Load a glTF resource
loader.load(
// resource URL
'models/gltf/duck/duck.gltf',
// called when the resource is loaded
function ( gltf ) {
scene.add( gltf.scene );
gltf.animations; // Array&lt;THREE.AnimationClip&gt;
gltf.scene; // THREE.Group
gltf.scenes; // Array&lt;THREE.Group&gt;
gltf.cameras; // Array&lt;THREE.Camera&gt;
gltf.asset; // Object
},
// called while loading is progressing
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' );
}
);
</code>
<h2>例子</h2>
<p>
[example:webgl_loader_gltf]
</p>
<h2>浏览器兼容性</h2>
<p>GLTFLoader 依赖 ES6 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise Promises],
这一特性不支持IE11。若要在IE11中使用该加载器,你必须引入polyfill([link:https://github.com/stefanpenner/es6-promise include a polyfill])
来提供一个Promise的替代方案。</p>
<h2>纹理</h2>
<p>纹理中包含的颜色信息(.map, .emissiveMap, 和 .specularMap)在glTF中总是使用sRGB颜色空间,而顶点颜色和材质属性(.color, .emissive, .specular)
则使用线性颜色空间。在典型的渲染工作流程中,纹理会被渲染器转换为线性颜色空间,进行光照计算,然后最终输出会被转换回 sRGB
颜色空间并显示在屏幕上。除非你需要使用线性颜色空间进行后期处理,否则请在使用glTF的时候将[page:WebGLRenderer]进行如下配置:</p>
<code>
renderer.outputEncoding = THREE.sRGBEncoding;
</code>
<p>假设渲染器的配置如上所示,则GLTFLoader将可以正确地自动配置从.gltf或.glb文件中引用的纹理。
当从外部加载纹理(例如,使用[page:TextureLoader])并将纹理应用到glTF模型,则必须给定对应的颜色空间与朝向:</p>
<code>
// If texture is used for color information, set colorspace.
texture.encoding = THREE.sRGBEncoding;
// UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
texture.flipY = false;
</code>
<h2>自定义扩展</h2>
<p>
来自未知扩展的元数据会被保存到Object3D、Group和Material实例中上的“.userData.gltfExtensions”,
或被附加到 response “gltf”对象。示例:
</p>
<code>
loader.load('foo.gltf', function ( gltf ) {
const scene = gltf.scene;
const mesh = scene.children[ 3 ];
const fooExtension = mesh.userData.gltfExtensions.EXT_foo;
gltf.parser.getDependency( 'bufferView', fooExtension.bufferView )
.then( function ( fooBuffer ) { ... } );
} );
</code>
<br>
<hr>
<h2>构造函数</h2>
<h3>[name]( [param:LoadingManager manager] )</h3>
<p>
[page:LoadingManager manager] — 该加载器将要使用的 [page:LoadingManager loadingManager] 。默认为 [page:LoadingManager THREE.DefaultLoadingManager]。
</p>
<p>
创建一个新的[name]。
</p>
<h2>属性</h2>
<p>共有属性请参见其基类[page:Loader]。</p>
<h2>方法</h2>
<p>共有方法请参见其基类[page:Loader]。</p>
<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<p>
[page:String url] — 包含有<em>.gltf</em>/<em>.glb</em>文件路径/URL的字符串。<br />
[page:Function onLoad] — 加载成功完成后将会被调用的函数。该函数接收[page:Function parse]所返回的已加载的JSON响应。<br />
[page:Function onProgress] — (可选)加载正在进行过程中会被调用的函数。其参数将会是XMLHttpRequest实例,包含有总字节数.[page:Integer total]与已加载的字节数.[page:Integer loaded]。<br />
[page:Function onError] — (可选)若在加载过程发生错误,将被调用的函数。该函数接收error来作为参数。<br />
</p>
<p>
开始从url加载,并使用解析过的响应内容调用回调函数。
</p>
<h3>[method:this setDRACOLoader]( [param:DRACOLoader dracoLoader] )</h3>
<p>
[page:DRACOLoader dracoLoader] — THREE.DRACOLoader的实例,用于解码使用KHR_draco_mesh_compression扩展压缩过的文件。
</p>
<p>
请参阅[link:https://github.com/mrdoob/three.js/tree/dev/examples/js/libs/draco#readme readme]来了解Draco及其解码器的详细信息。
</p>
<h3>[method:undefined parse]( [param:ArrayBuffer data], [param:String path], [param:Function onLoad], [param:Function onError] )</h3>
<p>
[page:ArrayBuffer data] — 需要解析的glTF文件,值为一个ArrayBuffer或<em>JSON</em>字符串。<br />
[page:String path] — 用于找到后续glTF资源(如纹理和.bin数据文件)的基础路径。<br />
[page:Function onLoad] — 解析成功完成后将会被调用的函数。<br />
[page:Function onError] — (可选)若在解析过程发生错误,将被调用的函数。该函数接收error来作为参数。<br />
</p>
<p>
解析基于glTF的ArrayBuffer或<em>JSON</em>字符串,并在完成后触发[page:Function onLoad]回调。[page:Function onLoad]的参数将是一个包含有已加载部分的[page:Object]:.[page:Group scene]、 .[page:Array scenes]、 .[page:Array cameras]、 .[page:Array animations] 和 .[page:Object asset]。
</p>
<h2>源代码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js examples/jsm/loaders/GLTFLoader.js]
</p>
</body>
</html>