gltf-js-utils
v7.0.0
Published
Helper library for creating glTF 2.0 models with JavaScript.
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gltf-js-utils
Helper library for creating glTF 2.0 models with JavaScript.
Usage
Creating glTF from scratch
Create a GLTFAsset
structure using the provided types.
import {
GLTFAsset, Scene, Node, Material, Texture, Mesh, Vertex, WrappingMode
} from "gltf-js-utils";
const asset = new GLTFAsset();
const scene = new Scene();
asset.addScene(scene);
const node = new Node();
node.setTranslation(x, y, z);
node.setRotationRadians(x, y, z);
node.setScale(x, y, z);
scene.addNode(node);
const material = new Material();
// Supported texture types: HTMLImageElement | HTMLCanvasElement | ArrayBuffer (PNG) | Data URL (PNG)
const texture = new Texture(image);
texture.wrapS = WrappingMode.CLAMP_TO_EDGE;
texture.wrapT = WrappingMode.REPEAT;
material.pbrMetallicRoughness.baseColorTexture = texture;
const mesh = new Mesh();
mesh.material = [material];
node.mesh = mesh;
const v1 = new Vertex();
v1.x = 1;
v1.y = 1;
v1.z = 1;
v1.u = 0;
v1.v = 0;
const v2 = new Vertex();
// ...
const faceColor = undefined;
const faceMaterialIndex = 0;
mesh.addFace(v1, v2, v3, faceColor, faceMaterialIndex);
mesh.addFace(v4, v5, v6, faceColor, faceMaterialIndex);
// ...
Create Animation
import { Node, Animation, InterpolationMode, Transformation } from "gltf-js-utils";
const node = new Node();
scene.addNode(node);
const nodeAnim = new Animation(Transformation.TRANSLATION);
nodeAnim.keyframes = [
{
time: 0,
value: [1, 2, 3],
interpType: InterpolationMode.LINEAR
},
{
time: 0.3,
value: [4, 5, 6],
interpType: InterpolationMode.LINEAR
}
];
// or add keyframes via addKeyframe function
nodeAnim1.addKeyframe(0.8, [7, 8, 9], InterpolationMode.STEP);
node.animations = [nodeAnim];
Export to a collection of individual files/data
With the default options, you'll receive an object keyed with the glTF JSON and binary buffers.
import { exportGLTF } from "gltf-js-utils";
const gltfFiles = await exportGLTF(asset);
// {
// "model.gltf": string /* JSON glTF string */
// "data1.bin": ArrayBuffer /* ArrayBuffer of buffer data */
// "data2.bin": ArrayBuffer,
// "data3.bin": ArrayBuffer,
// ...
// "img1.png": ArrayBuffer /* Texture image */
// "img2.png": ArrayBuffer
// ...
// }
Export using data URIs
Buffers and/or images can be embedded within the JSON as data URIs.
import { exportGLTF, BufferOutputType } from "gltf-js-utils";
const gltfFiles = await exportGLTF(asset, {
bufferOutputType: BufferOutputType.DataURI,
imageOutputType: BufferOutputType.DataURI,
});
// {
// "model.gltf": string /* JSON glTF string, all data embedded */
// }
Export to a ZIP file
Requires a JSZip
reference. The result will be a ZIP blob.
import * as JSZip from "jszip";
import { exportGLTFZip } from "gltf-js-utils";
exportGLTFZip(asset, JSZip).then(blob => {
// Use FileSaver as an example.
saveAs(blob, "model.zip");
});
Create glTF from Three.js object
Use the separate gtlf-js-utils-three
package
to create glTF models from Three.js models.
See the gtlf-js-utils-three
documentation for more details.
import { exportGLTF } from "gltf-js-utils";
import { glTFAssetFromTHREE } from "gltf-js-utils-three";
// Create a Three.js Scene or Object3D structure...
const scene = new THREE.Scene();
...
const gltfFiles = await exportGLTF(glTFAssetFromTHREE(scene));
Create a GLB container
Calling exportGLB
will produce a single GLB model in an ArrayBuffer.
import { exportGLB } from "gltf-js-utils";
const glbArrayBuffer = await exportGLB(asset);
You can also use exportGLTF
with the GLB output type to selectively keep some assets external.
import { exportGLTF, BufferOutputType } from "gltf-js-utils";
const gltfFiles = await exportGLTF(asset, {
bufferOutputType: BufferOutputType.GLB,
imageOutputType: BufferOutputType.External,
});
// {
// "model.glb": ArrayBuffer
// ...
// // Only images follow, data bins are in the GLB file
// "img1.png": ArrayBuffer /* Texture image */
// "img2.png": ArrayBuffer
// }
Limitations
- No support for camera yet.
Development
To build:
npm install
npm run build
To test:
npm run test
License
MIT