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  • License MIT

Helper library for creating glTF 2.0 models with JavaScript.

Package Exports

  • gltf-js-utils
  • gltf-js-utils/dist/gltfjsutils.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (gltf-js-utils) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

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