- Created skills/ directory - Moved 272 skills to skills/ subfolder - Kept agents/ at root level - Kept installation scripts and docs at root level Repository structure: - skills/ - All 272 skills from skills.sh - agents/ - Agent definitions - *.sh, *.ps1 - Installation scripts - README.md, etc. - Documentation Co-Authored-By: Claude <noreply@anthropic.com>
624 lines
14 KiB
Markdown
624 lines
14 KiB
Markdown
---
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name: threejs-loaders
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description: Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
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---
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# Three.js Loaders
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## Quick Start
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```javascript
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import * as THREE from "three";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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// Load GLTF model
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const loader = new GLTFLoader();
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loader.load("model.glb", (gltf) => {
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scene.add(gltf.scene);
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});
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// Load texture
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const textureLoader = new THREE.TextureLoader();
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const texture = textureLoader.load("texture.jpg");
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```
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## LoadingManager
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Coordinate multiple loaders and track progress.
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```javascript
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const manager = new THREE.LoadingManager();
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// Callbacks
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manager.onStart = (url, loaded, total) => {
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console.log(`Started loading: ${url}`);
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};
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manager.onLoad = () => {
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console.log("All assets loaded!");
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startGame();
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};
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manager.onProgress = (url, loaded, total) => {
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const progress = (loaded / total) * 100;
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console.log(`Loading: ${progress.toFixed(1)}%`);
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updateProgressBar(progress);
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};
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manager.onError = (url) => {
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console.error(`Error loading: ${url}`);
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};
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// Use manager with loaders
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const textureLoader = new THREE.TextureLoader(manager);
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const gltfLoader = new GLTFLoader(manager);
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// Load assets
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textureLoader.load("texture1.jpg");
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textureLoader.load("texture2.jpg");
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gltfLoader.load("model.glb");
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// onLoad fires when ALL are complete
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```
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## Texture Loading
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### TextureLoader
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```javascript
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const loader = new THREE.TextureLoader();
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// Callback style
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loader.load(
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"texture.jpg",
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(texture) => {
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// onLoad
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material.map = texture;
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material.needsUpdate = true;
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},
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undefined, // onProgress - not supported for image loading
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(error) => {
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// onError
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console.error("Error loading texture", error);
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},
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);
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// Synchronous (returns texture, loads async)
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const texture = loader.load("texture.jpg");
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material.map = texture;
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```
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### Texture Configuration
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```javascript
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const texture = loader.load("texture.jpg", (tex) => {
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// Color space (important for color accuracy)
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tex.colorSpace = THREE.SRGBColorSpace; // For color/albedo maps
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// tex.colorSpace = THREE.LinearSRGBColorSpace; // For data maps (normal, roughness)
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// Wrapping
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tex.wrapS = THREE.RepeatWrapping;
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tex.wrapT = THREE.RepeatWrapping;
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// ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping
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// Repeat/offset
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tex.repeat.set(2, 2);
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tex.offset.set(0.5, 0.5);
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tex.rotation = Math.PI / 4;
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tex.center.set(0.5, 0.5);
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// Filtering
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tex.minFilter = THREE.LinearMipmapLinearFilter; // Default
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tex.magFilter = THREE.LinearFilter; // Default
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// NearestFilter - pixelated
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// LinearFilter - smooth
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// LinearMipmapLinearFilter - smooth with mipmaps
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// Anisotropic filtering (sharper at angles)
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tex.anisotropy = renderer.capabilities.getMaxAnisotropy();
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// Flip Y (usually true for standard textures)
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tex.flipY = true;
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tex.needsUpdate = true;
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});
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```
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### CubeTextureLoader
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For environment maps and skyboxes.
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```javascript
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const loader = new THREE.CubeTextureLoader();
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// Load 6 faces
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const cubeTexture = loader.load([
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"px.jpg",
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"nx.jpg", // positive/negative X
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"py.jpg",
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"ny.jpg", // positive/negative Y
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"pz.jpg",
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"nz.jpg", // positive/negative Z
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]);
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// Use as background
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scene.background = cubeTexture;
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// Use as environment map
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scene.environment = cubeTexture;
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material.envMap = cubeTexture;
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```
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### HDR/EXR Loading
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```javascript
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import { RGBELoader } from "three/addons/loaders/RGBELoader.js";
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import { EXRLoader } from "three/addons/loaders/EXRLoader.js";
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// HDR
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const rgbeLoader = new RGBELoader();
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rgbeLoader.load("environment.hdr", (texture) => {
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texture.mapping = THREE.EquirectangularReflectionMapping;
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scene.environment = texture;
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scene.background = texture;
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});
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// EXR
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const exrLoader = new EXRLoader();
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exrLoader.load("environment.exr", (texture) => {
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texture.mapping = THREE.EquirectangularReflectionMapping;
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scene.environment = texture;
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});
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```
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### PMREMGenerator
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Generate prefiltered environment maps for PBR.
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```javascript
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import { RGBELoader } from "three/addons/loaders/RGBELoader.js";
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const pmremGenerator = new THREE.PMREMGenerator(renderer);
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pmremGenerator.compileEquirectangularShader();
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new RGBELoader().load("environment.hdr", (texture) => {
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const envMap = pmremGenerator.fromEquirectangular(texture).texture;
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scene.environment = envMap;
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scene.background = envMap;
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texture.dispose();
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pmremGenerator.dispose();
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});
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```
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## GLTF/GLB Loading
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The most common 3D format for web.
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```javascript
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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const loader = new GLTFLoader();
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loader.load("model.glb", (gltf) => {
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// The loaded scene
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const model = gltf.scene;
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scene.add(model);
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// Animations
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const animations = gltf.animations;
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if (animations.length > 0) {
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const mixer = new THREE.AnimationMixer(model);
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animations.forEach((clip) => {
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mixer.clipAction(clip).play();
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});
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}
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// Cameras (if any)
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const cameras = gltf.cameras;
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// Asset info
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console.log(gltf.asset); // Version, generator, etc.
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// User data from Blender/etc
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console.log(gltf.userData);
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});
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```
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### GLTF with Draco Compression
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```javascript
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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import { DRACOLoader } from "three/addons/loaders/DRACOLoader.js";
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const dracoLoader = new DRACOLoader();
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dracoLoader.setDecoderPath(
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"https://www.gstatic.com/draco/versioned/decoders/1.5.6/",
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);
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dracoLoader.preload();
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const gltfLoader = new GLTFLoader();
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gltfLoader.setDRACOLoader(dracoLoader);
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gltfLoader.load("compressed-model.glb", (gltf) => {
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scene.add(gltf.scene);
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});
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```
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### GLTF with KTX2 Textures
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```javascript
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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import { KTX2Loader } from "three/addons/loaders/KTX2Loader.js";
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const ktx2Loader = new KTX2Loader();
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ktx2Loader.setTranscoderPath(
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"https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/libs/basis/",
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);
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ktx2Loader.detectSupport(renderer);
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const gltfLoader = new GLTFLoader();
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gltfLoader.setKTX2Loader(ktx2Loader);
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gltfLoader.load("model-with-ktx2.glb", (gltf) => {
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scene.add(gltf.scene);
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});
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```
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### Process GLTF Content
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```javascript
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loader.load("model.glb", (gltf) => {
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const model = gltf.scene;
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// Enable shadows
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model.traverse((child) => {
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if (child.isMesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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// Find specific mesh
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const head = model.getObjectByName("Head");
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// Adjust materials
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model.traverse((child) => {
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if (child.isMesh && child.material) {
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child.material.envMapIntensity = 0.5;
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}
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});
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// Center and scale
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const box = new THREE.Box3().setFromObject(model);
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const center = box.getCenter(new THREE.Vector3());
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const size = box.getSize(new THREE.Vector3());
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model.position.sub(center);
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const maxDim = Math.max(size.x, size.y, size.z);
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model.scale.setScalar(1 / maxDim);
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scene.add(model);
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});
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```
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## Other Model Formats
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### OBJ + MTL
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```javascript
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import { OBJLoader } from "three/addons/loaders/OBJLoader.js";
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import { MTLLoader } from "three/addons/loaders/MTLLoader.js";
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const mtlLoader = new MTLLoader();
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mtlLoader.load("model.mtl", (materials) => {
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materials.preload();
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const objLoader = new OBJLoader();
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objLoader.setMaterials(materials);
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objLoader.load("model.obj", (object) => {
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scene.add(object);
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});
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});
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```
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### FBX
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```javascript
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import { FBXLoader } from "three/addons/loaders/FBXLoader.js";
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const loader = new FBXLoader();
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loader.load("model.fbx", (object) => {
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// FBX often has large scale
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object.scale.setScalar(0.01);
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// Animations
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const mixer = new THREE.AnimationMixer(object);
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object.animations.forEach((clip) => {
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mixer.clipAction(clip).play();
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});
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scene.add(object);
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});
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```
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### STL
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```javascript
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import { STLLoader } from "three/addons/loaders/STLLoader.js";
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const loader = new STLLoader();
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loader.load("model.stl", (geometry) => {
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const material = new THREE.MeshStandardMaterial({ color: 0x888888 });
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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});
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```
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### PLY
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```javascript
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import { PLYLoader } from "three/addons/loaders/PLYLoader.js";
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const loader = new PLYLoader();
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loader.load("model.ply", (geometry) => {
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geometry.computeVertexNormals();
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const material = new THREE.MeshStandardMaterial({ vertexColors: true });
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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});
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```
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## Async/Promise Loading
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### Promisified Loader
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```javascript
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function loadModel(url) {
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return new Promise((resolve, reject) => {
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loader.load(url, resolve, undefined, reject);
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});
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}
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// Usage
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async function init() {
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try {
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const gltf = await loadModel("model.glb");
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scene.add(gltf.scene);
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} catch (error) {
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console.error("Failed to load model:", error);
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}
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}
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```
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### Load Multiple Assets
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```javascript
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async function loadAssets() {
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const [modelGltf, envTexture, colorTexture] = await Promise.all([
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loadGLTF("model.glb"),
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loadRGBE("environment.hdr"),
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loadTexture("color.jpg"),
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]);
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scene.add(modelGltf.scene);
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scene.environment = envTexture;
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material.map = colorTexture;
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}
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// Helper functions
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function loadGLTF(url) {
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return new Promise((resolve, reject) => {
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new GLTFLoader().load(url, resolve, undefined, reject);
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});
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}
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function loadRGBE(url) {
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return new Promise((resolve, reject) => {
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new RGBELoader().load(
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url,
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(texture) => {
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texture.mapping = THREE.EquirectangularReflectionMapping;
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resolve(texture);
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},
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undefined,
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reject,
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);
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});
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}
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function loadTexture(url) {
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return new Promise((resolve, reject) => {
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new THREE.TextureLoader().load(url, resolve, undefined, reject);
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});
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}
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```
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## Caching
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### Built-in Cache
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```javascript
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// Enable cache
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THREE.Cache.enabled = true;
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// Clear cache
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THREE.Cache.clear();
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// Manual cache management
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THREE.Cache.add("key", data);
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THREE.Cache.get("key");
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THREE.Cache.remove("key");
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```
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### Custom Asset Manager
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```javascript
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class AssetManager {
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constructor() {
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this.textures = new Map();
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this.models = new Map();
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this.gltfLoader = new GLTFLoader();
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this.textureLoader = new THREE.TextureLoader();
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}
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async loadTexture(key, url) {
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if (this.textures.has(key)) {
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return this.textures.get(key);
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}
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const texture = await new Promise((resolve, reject) => {
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this.textureLoader.load(url, resolve, undefined, reject);
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});
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this.textures.set(key, texture);
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return texture;
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}
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async loadModel(key, url) {
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if (this.models.has(key)) {
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return this.models.get(key).clone();
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}
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const gltf = await new Promise((resolve, reject) => {
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this.gltfLoader.load(url, resolve, undefined, reject);
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});
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this.models.set(key, gltf.scene);
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return gltf.scene.clone();
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}
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dispose() {
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this.textures.forEach((t) => t.dispose());
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this.textures.clear();
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this.models.clear();
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}
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}
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// Usage
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const assets = new AssetManager();
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const texture = await assets.loadTexture("brick", "brick.jpg");
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const model = await assets.loadModel("tree", "tree.glb");
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```
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## Loading from Different Sources
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### Data URL / Base64
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```javascript
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const loader = new THREE.TextureLoader();
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const texture = loader.load("data:image/png;base64,iVBORw0KGgo...");
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```
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### Blob URL
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```javascript
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async function loadFromBlob(blob) {
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const url = URL.createObjectURL(blob);
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const texture = await loadTexture(url);
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URL.revokeObjectURL(url);
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return texture;
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}
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```
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### ArrayBuffer
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```javascript
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// From fetch
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const response = await fetch("model.glb");
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const buffer = await response.arrayBuffer();
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// Parse with loader
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const loader = new GLTFLoader();
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loader.parse(buffer, "", (gltf) => {
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scene.add(gltf.scene);
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});
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```
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### Custom Path/URL
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```javascript
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// Set base path
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loader.setPath("assets/models/");
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loader.load("model.glb"); // Loads from assets/models/model.glb
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// Set resource path (for textures referenced in model)
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loader.setResourcePath("assets/textures/");
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// Custom URL modifier
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manager.setURLModifier((url) => {
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return `https://cdn.example.com/${url}`;
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});
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```
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## Error Handling
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```javascript
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// Graceful fallback
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async function loadWithFallback(primaryUrl, fallbackUrl) {
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try {
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return await loadModel(primaryUrl);
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} catch (error) {
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console.warn(`Primary failed, trying fallback: ${error}`);
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return await loadModel(fallbackUrl);
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}
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}
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// Retry logic
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async function loadWithRetry(url, maxRetries = 3) {
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for (let i = 0; i < maxRetries; i++) {
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try {
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return await loadModel(url);
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} catch (error) {
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if (i === maxRetries - 1) throw error;
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await new Promise((r) => setTimeout(r, 1000 * (i + 1)));
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}
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}
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}
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// Timeout
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async function loadWithTimeout(url, timeout = 30000) {
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const controller = new AbortController();
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const timeoutId = setTimeout(() => controller.abort(), timeout);
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try {
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const response = await fetch(url, { signal: controller.signal });
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clearTimeout(timeoutId);
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return response;
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} catch (error) {
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if (error.name === "AbortError") {
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throw new Error("Loading timed out");
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}
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throw error;
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}
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}
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```
|
|
|
|
## Performance Tips
|
|
|
|
1. **Use compressed formats**: DRACO for geometry, KTX2/Basis for textures
|
|
2. **Load progressively**: Show placeholders while loading
|
|
3. **Lazy load**: Only load what's needed
|
|
4. **Use CDN**: Faster asset delivery
|
|
5. **Enable cache**: `THREE.Cache.enabled = true`
|
|
|
|
```javascript
|
|
// Progressive loading with placeholder
|
|
const placeholder = new THREE.Mesh(
|
|
new THREE.BoxGeometry(1, 1, 1),
|
|
new THREE.MeshBasicMaterial({ wireframe: true }),
|
|
);
|
|
scene.add(placeholder);
|
|
|
|
loadModel("model.glb").then((gltf) => {
|
|
scene.remove(placeholder);
|
|
scene.add(gltf.scene);
|
|
});
|
|
```
|
|
|
|
## See Also
|
|
|
|
- `threejs-textures` - Texture configuration
|
|
- `threejs-animation` - Playing loaded animations
|
|
- `threejs-materials` - Material from loaded models
|