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- [page:Loader] →
- <h1>[name]</h1>
- <p class="desc"> A loader for <em>glTF 2.0</em> resources. <br /><br />
- [link:https://www.khronos.org/gltf glTF] (GL Transmission Format) is an
- [link:https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 open format specification]
- for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
- or binary (.glb) format. External files store textures (.jpg, .png) and additional binary
- data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,
- textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
- </p>
- <h2>Extensions</h2>
- <p>
- GLTFLoader supports the following
- [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_pbrSpecularGlossiness</li>
- <li>KHR_materials_unlit</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>
- </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>Requires [link:https://threejs.org/docs/#api/en/renderers/WebGLRenderer.physicallyCorrectLights physicallyCorrectLights] to be enabled.
- </i></p>
- <p><i>
- <sup>2</sup>UV transforms are supported, with several key limitations. 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. The aoMap and lightMap textures cannot be transformed. No
- more than one transform may be used per material. Each use of a texture with a unique
- transform will result in an additional GPU texture upload. See
- #[link:https://github.com/mrdoob/three.js/pull/13831 13831] and
- #[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>Code Example</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<THREE.AnimationClip>
- gltf.scene; // THREE.Group
- gltf.scenes; // Array<THREE.Group>
- gltf.cameras; // Array<THREE.Camera>
- 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>Examples</h2>
- <p>
- [example:webgl_loader_gltf]
- </p>
- <h2>Browser compatibility</h2>
- <p>GLTFLoader relies on ES6 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise Promises],
- which are not supported in IE11. To use the loader in IE11, you must
- [link:https://github.com/stefanpenner/es6-promise include a polyfill]
- providing a Promise replacement.</p>
- <h2>Textures</h2>
- <p>Textures containing color information (.map, .emissiveMap, and .specularMap) always use sRGB colorspace in
- glTF, while vertex colors and material properties (.color, .emissive, .specular) use linear colorspace. In a
- typical rendering workflow, textures are converted to linear colorspace by the renderer, lighting calculations
- are made, then final output is converted back to sRGB and displayed on screen. Unless you need post-processing
- in linear colorspace, always configure [page:WebGLRenderer] as follows when using glTF:</p>
- <code>
- renderer.outputEncoding = THREE.sRGBEncoding;
- </code>
- <p>GLTFLoader will automatically configure textures referenced from a .gltf or .glb file correctly, with the
- assumption that the renderer is set up as shown above. When loading textures externally (e.g., using
- [page:TextureLoader]) and applying them to a glTF model, colorspace and orientation must be given:</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>Custom extensions</h2>
- <p>
- Metadata from unknown extensions is preserved as “.userData.gltfExtensions” on Object3D, Scene, and Material instances,
- or attached to the response “gltf” object. Example:
- </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>Constructor</h2>
- <h3>[name]( [param:LoadingManager manager] )</h3>
- <p>
- [page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
- </p>
- <p>
- Creates a new [name].
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Loader] class for common properties.</p>
- <h2>Methods</h2>
- <p>See the base [page:Loader] class for common methods.</p>
- <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
- <p>
- [page:String url] — A string containing the path/URL of the <em>.gltf</em> or <em>.glb</em> file.<br />
- [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 />
- [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.<br />
- [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
- </p>
- <p>
- Begin loading from url and call the callback function with the parsed response content.
- </p>
- <h3>[method:null setDRACOLoader]( [param:DRACOLoader dracoLoader] )</h3>
- <p>
- [page:DRACOLoader dracoLoader] — Instance of THREE.DRACOLoader, to be used for decoding assets compressed with the KHR_draco_mesh_compression extension.
- </p>
- <p>
- 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.
- </p>
- <h3>[method:null setKTX2Loader]( [param:KTX2Loader ktx2Loader] )</h3>
- <p>
- [page:KTX2Loader ktx2Loader] — Instance of THREE.KTX2Loader, to be used for loading KTX2 compressed textures.
- </p>
- <h3>[method:null parse]( [param:ArrayBuffer data], [param:String path], [param:Function onLoad], [param:Function onError] )</h3>
- <p>
- [page:ArrayBuffer data] — glTF asset to parse, as an ArrayBuffer or <em>JSON</em> string.<br />
- [page:String path] — The base path from which to find subsequent glTF resources such as textures and .bin data files.<br />
- [page:Function onLoad] — A function to be called when parse completes.<br />
- [page:Function onError] — (optional) A function to be called if an error occurs during parsing. The function receives error as an argument.<br />
- </p>
- <p>
- Parse a glTF-based ArrayBuffer or <em>JSON</em> String 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].
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js examples/jsm/loaders/GLTFLoader.js]
- </p>
- </body>
- </html>
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