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progressive-gltf-textures-loader

v1.0.0

Published

Behavior class that adds tiny camera movement by pointer move

Downloads

4

Readme

ProgressiveGltfTexturesLoader

A progressive textures loader for GLTF in BabylonJS. This loader allows textures on a model to be loaded progressively from low resolution to high resolution.

There are many backend services that can create low-resolution textures from source images. For example, I use imgproxy.net. Imgproxy allows creating low-resolution images on-the-fly and supports options like resizing, quality, format, blur, etc. You can install it as a standalone service and obtain edited images via a special URL.

ProgressiveGltfTexturesLoader provides the ability to change texture URLs on-the-fly and load low-resolution textures first, followed by high-resolution textures. This can be particularly useful for mobile devices with slow internet connections.

This feature offers a smoother user experience and reduces the loading time before the model is ready to use.

Installation

npm install progressive-gltf-textures-loader

Usage

Here's an example of how to use MoveCameraByPointer:

// Import the loader and options interface
import {
  ProgressiveGltfTexturesLoader, ProgressiveGltfTexturesLoaderOptions
} from './utils-3d/progressive-gltf-textures-loader';

// When the engine is initialized you can register the loader
SceneLoader.RegisterPlugin(new ProgressiveGltfTexturesLoader({
  // Used options described below
  engine: this.engine,
  rules: [],
  replacer: (url) => {
    return url;
  }
}));

// Load the model
SceneLoader.Append('https://www.babylonjs.com/Assets/DamagedHelmet/glTF/', 'DamagedHelmet.gltf', this.scene, scene => {
  // Init progressive loading for each mesh
  scene.meshes.forEach((mesh) => gltfLoader.initProgressiveLoading(mesh));
});

Options

ProgressiveGltfTexturesLoader has various options that can be passed to the constructor:

  • engine - BabylonJS engine. Required.
  • rules - Array of rules that define how to replace texture URLs. Optional.
  • replacer - Function that defines how to replace texture URLs. Optional.

Options example

There are an example how to configure the loader:

SceneLoader.RegisterPlugin(new ProgressiveGltfTexturesLoader({
  engine: this.engine,
  rules: [{
    match: '/Assets/DamagedHelmet/glTF/*.jpg',
    variations: [
      'rs:fill:64:64/q:80',
      'rs:fill:128:128/q:60',
      'rs:fill:256:256/q:60',
      'rs:fill:512:512/q:60',
      'q:87',
    ],
  }],
  replacer: (
    url: string,
    config: ProgressiveGltfTexturesLoaderOptions['rules'][number],
    variation: ProgressiveGltfTexturesLoaderOptions['rules'][number]['variations'][number]
  ) => {
    // Change original to URL to imgproxy path
    return `http://localhost:1234/insecure/${variation}/plain/${url}`;
  }
}));
  • match - Match all textures in the model. The string can contain * wildcard. Required. Also you can provide an array of strings to match multiple textures, for example:
    [
      '/Assets/DamagedHelmet/glTF/*.jpg',
      '/Assets/DamagedHelmet/glTF/*.png',
    ]
  • variations - Array of variations. Required. Variations are used to create progressive loading in order from first to last. Values will provide to replacer function as the third argument. What you put here is up to you. It can be a string, number, or any other value. Your replacer function is only user of this value.
  • replacer - Function that defines how to replace texture URLs. Required. This function will be called for each texture in the model. The function receives three arguments:
    • url - Original texture URL.
    • config - Configuration object for the current texture, it is a match that was found.
    • variation - Current variation value. The function should return a new URL for the texture. In the example above, we use imgproxy on the localhost to create low-resolution images on-the-fly.

So, what we do in the example above:

  1. After the GLTF model is loaded, we iterate over all meshes and call initProgressiveLoading method for each mesh.
  2. The method will iterate over all textures in the mesh and call replacer function for each texture with related variation, first time it will be rs:fill:64:64/q:80, then rs:fill:128:128/q:60, etc.
  3. The replacer function will return a new URL for the texture. In the example above, we use imgproxy on the localhost to create low-resolution images on-the-fly.
  4. When this loop is finished, the texture will be loaded with q:87. This is the highest quality and the last step of progressive loading.

Contributing

Contributions are welcome! If you'd like to contribute to this project, please follow the standard Gitflow workflow and submit a pull request.

Relative resources