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Showing content from https://github.com/angular-threejs/gltf below:

angular-threejs/gltf: GLTF pipeline for Angular Three (ported from r3f and threlte)

angular-three-gltf gives you a CLI to that turn GLTF assets into declarative and reusable Angular Three components.

This helps with performance optimization for asset-heavy Angular Three apps. It also allows you to modify your GLTF assets as Angular components, instead of working with 3D software like Blender.

The GLTF workflow on the web is not ideal ... angular-three-gltf fixes that
Usage
  $ npx angular-three-gltf@latest [Model.glb] [options]

Options
  --output, -o        Output file name/path
  --keepnames, -k     Keep original names
  --keepgroups, -K    Keep (empty) groups, disable pruning
  --meta, -m          Include metadata (as userData)
  --shadows, -s       Let meshes cast and receive shadows
  --printwidth, -w    Prettier printWidth (default: 120)
  --precision, -p     Number of fractional digits (default: 2)
  --draco, -d         Draco binary path
  --suspense -u       Make the component suspense-ready
  --root, -r          Sets directory from which .gltf file is served
  --transform, -T     Transform the asset for the web (draco, prune, resize)
    --resolution, -R  Transform resolution for texture resizing (default: 1024)
    --simplify, -S    Transform simplification (default: false) (experimental!)
      --weld          Weld tolerance (default: 0.0001)
      --ratio         Simplifier ratio (default: 0.75)
      --error         Simplifier error threshold (default: 0.001)
  --debug, -D         Debug output

First you run your model through angular-three-gltf. npx allows you to use npm packages without installing them.

npx angular-three-gltf@latest model.gltf --transform

Add your model to your /public folder as you would normally do. With the --transform flag it has created a compressed copy of it (in the above case model-transformed.glb). Without the flag just copy the original model.

/public
  model-transformed.glb

The component can now be dropped into your scene.

<script>
  import { Canvas } from '@threlte/core'
  import Model from './Model.svelte'
</script>

<Canvas>
  <Model />
</Canvas>

You can re-use it, it will re-use geometries and materials out of the box:

<Model position={[0, 0, 0]} />
<Model position={[10, 0, -10]} />

Or make the model dynamic. Change its colors for example:

<T.Mesh geometry={$gltf.nodes.robot.geometry} material={$gltf.materials.metal} material.color="green" />

Or exchange materials:

<T.Mesh geometry={$gltf.nodes.robot.geometry}>
  <T.MeshPhysicalMaterial color="hotpink" />
</T.Mesh>

Make contents conditional:

{#if condition}
  <T.Mesh geometry={$gltf.nodes.robot.geometry} material={$gltf.materials.metal} />}
{/if}
⚡️ Draco and meshopt compression ootb

You don't need to do anything if your models are draco compressed, since useGltf defaults to a draco CDN. By adding the --draco flag you can refer to local binaries which must reside in your /public folder.

⚡️ Auto-transform (compression, resize)

With the --transform flag it creates a binary-packed, draco-compressed, texture-resized (1024x1024), webp compressed, deduped, instanced and pruned *.glb ready to be consumed on a web site. It uses glTF-Transform. This can reduce the size of an asset by 70%-90%.

It will not alter the original but create a copy and append [modelname]-transformed.glb.

Add the --types flag and your component will be typesafe.

<!--
Auto-generated by: https://github.com/pmndrs/gltfjsx
Command: npx gltfjsx@0.0.1 ./stacy.glb -t
-->
<script lang="ts">
  import type * as THREE from 'three'
  import { Group } from 'three'
  import { T, type Props, type Events, type Slots } from '@threlte/core'
  import { useGltf, useGltfAnimations } from '@threlte/extras'

  type $$Props = Props<THREE.Group>
  type $$Events = Events<THREE.Group>
  type $$Slots = Slots<THREE.Group>

  export const ref = new Group()

  type ActionName = 'pockets' | 'rope' | 'swingdance' | 'jump' | 'react' | 'shrug' | 'wave' | 'golf' | 'idle'
  type GLTFResult = {
    nodes: {
      stacy: THREE.SkinnedMesh
      mixamorigHips: THREE.Bone
    }
    materials: {}
  }

  const gltf = useGltf<GLTFResult>('/stacy.glb')
  export const { actions, mixer } = useGltfAnimations<ActionName>(gltf, ref)
</script>

{#if $gltf}
  <T is={ref} {...$$restProps}>
    <T.Group name="Scene">
      <T.Group name="Stacy" rotation={[Math.PI / 2, 0, 0]} scale={0.01}>
        <T is={$gltf.nodes.mixamorigHips} />
        <T.SkinnedMesh
          name="stacy"
          geometry={$gltf.nodes.stacy.geometry}
          material={$gltf.nodes.stacy.material}
          skeleton={$gltf.nodes.stacy.skeleton}
          rotation={[-Math.PI / 2, 0, 0]}
          scale={100}
        />
      </T.Group>
    </T.Group>

    <slot {ref} />
  </T>
{/if}
⚡️ Easier access to animations

If your GLTF contains animations it will add @threlte/extras's useGltfAnimations hook, which extracts all clips and prepares them as actions:

const gltf = useGltf('/stacy.glb')
export const { actions, mixer } = useGltfAnimations(gltf, ref)

If you want to play an animation you can do so at any time:

const onEvent = () => {
  $actions.jump.play();
};
Using the parser stand-alone
import { parse } from "@threlte/gltf";
import { GLTFLoader, DRACOLoader } from "three-stdlib";

const gltfLoader = new GLTFLoader();
const dracoloader = new DRACOLoader();
dracoloader.setDecoderPath("https://www.gstatic.com/draco/v1/decoders/");
gltfLoader.setDRACOLoader(dracoloader);

gltfLoader.load(url, (gltf) => {
  const component = parse(filename, gltf, config);
});

The MIT License (MIT). Please see the License File for more information.


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