guyronnen/openmontage

threejs-loaders

Three.js asset loading - GLTF, textures, images, models, async patterns.

Voir la source
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

Three.js Loaders

Quick Start

javascript
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";

// Load GLTF model
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
  scene.add(gltf.scene);
});

// Load texture
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture.jpg");

LoadingManager

Coordinate multiple loaders and track progress.

javascript
const manager = new THREE.LoadingManager();

// Callbacks
manager.onStart = (url, loaded, total) => {
  console.log(`Started loading: ${url}`);
};

manager.onLoad = () => {
  console.log("All assets loaded!");
  startGame();
};

manager.onProgress = (url, loaded, total) => {
  const progress = (loaded / total) * 100;
  console.log(`Loading: ${progress.toFixed(1)}%`);
  updateProgressBar(progress);
};

manager.onError = (url) => {
  console.error(`Error loading: ${url}`);
};

// Use manager with loaders
const textureLoader = new THREE.TextureLoader(manager);
const gltfLoader = new GLTFLoader(manager);

// Load assets
textureLoader.load("texture1.jpg");
textureLoader.load("texture2.jpg");
gltfLoader.load("model.glb");
// onLoad fires when ALL are complete

Texture Loading

TextureLoader

javascript
const loader = new THREE.TextureLoader();

// Callback style
loader.load(
  "texture.jpg",
  (texture) => {
    // onLoad
    material.map = texture;
    material.needsUpdate = true;
  },
  undefined, // onProgress - not supported for image loading
  (error) => {
    // onError
    console.error("Error loading texture", error);
  },
);

// Synchronous (returns texture, loads async)
const texture = loader.load("texture.jpg");
material.map = texture;

Texture Configuration

javascript
const texture = loader.load("texture.jpg", (tex) => {
  // Color space (important for color accuracy)
  tex.colorSpace = THREE.SRGBColorSpace; // For color/albedo maps
  // tex.colorSpace = THREE.LinearSRGBColorSpace;  // For data maps (normal, roughness)

  // Wrapping
  tex.wrapS = THREE.RepeatWrapping;
  tex.wrapT = THREE.RepeatWrapping;
  // ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping

  // Repeat/offset
  tex.repeat.set(2, 2);
  tex.offset.set(0.5, 0.5);
  tex.rotation = Math.PI / 4;
  tex.center.set(0.5, 0.5);

  // Filtering
  tex.minFilter = THREE.LinearMipmapLinearFilter; // Default
  tex.magFilter = THREE.LinearFilter; // Default
  // NearestFilter - pixelated
  // LinearFilter - smooth
  // LinearMipmapLinearFilter - smooth with mipmaps

  // Anisotropic filtering (sharper at angles)
  tex.anisotropy = renderer.capabilities.getMaxAnisotropy();

  // Flip Y (usually true for standard textures)
  tex.flipY = true;

  tex.needsUpdate = true;
});

CubeTextureLoader

For environment maps and skyboxes.

javascript
const loader = new THREE.CubeTextureLoader();

// Load 6 faces
const cubeTexture = loader.load([
  "px.jpg",
  "nx.jpg", // positive/negative X
  "py.jpg",
  "ny.jpg", // positive/negative Y
  "pz.jpg",
  "nz.jpg", // positive/negative Z
]);

// Use as background
scene.background = cubeTexture;

// Use as environment map
scene.environment = cubeTexture;
material.envMap = cubeTexture;

HDR/EXR Loading

javascript
import { RGBELoader } from "three/addons/loaders/RGBELoader.js";
import { EXRLoader } from "three/addons/loaders/EXRLoader.js";

// HDR
const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = texture;
  scene.background = texture;
});

// EXR
const exrLoader = new EXRLoader();
exrLoader.load("environment.exr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = texture;
});

PMREMGenerator

Generate prefiltered environment maps for PBR.

javascript
import { RGBELoader } from "three/addons/loaders/RGBELoader.js";

const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();

new RGBELoader().load("environment.hdr", (texture) => {
  const envMap = pmremGenerator.fromEquirectangular(texture).texture;

  scene.environment = envMap;
  scene.background = envMap;

  texture.dispose();
  pmremGenerator.dispose();
});

GLTF/GLB Loading

The most common 3D format for web.

javascript
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";

const loader = new GLTFLoader();

loader.load("model.glb", (gltf) => {
  // The loaded scene
  const model = gltf.scene;
  scene.add(model);

  // Animations
  const animations = gltf.animations;
  if (animations.length > 0) {
    const mixer = new THREE.AnimationMixer(model);
    animations.forEach((clip) => {
      mixer.clipAction(clip).play();
    });
  }

  // Cameras (if any)
  const cameras = gltf.cameras;

  // Asset info
  console.log(gltf.asset); // Version, generator, etc.

  // User data from Blender/etc
  console.log(gltf.userData);
});

GLTF with Draco Compression

javascript
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { DRACOLoader } from "three/addons/loaders/DRACOLoader.js";

const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath(
  "https://www.gstatic.com/draco/versioned/decoders/1.5.6/",
);
dracoLoader.preload();

const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);

gltfLoader.load("compressed-model.glb", (gltf) => {
  scene.add(gltf.scene);
});

GLTF with KTX2 Textures

javascript
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { KTX2Loader } from "three/addons/loaders/KTX2Loader.js";

const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath(
  "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/libs/basis/",
);
ktx2Loader.detectSupport(renderer);

const gltfLoader = new GLTFLoader();
gltfLoader.setKTX2Loader(ktx2Loader);

gltfLoader.load("model-with-ktx2.glb", (gltf) => {
  scene.add(gltf.scene);
});

Process GLTF Content

javascript
loader.load("model.glb", (gltf) => {
  const model = gltf.scene;

  // Enable shadows
  model.traverse((child) => {
    if (child.isMesh) {
      child.castShadow = true;
      child.receiveShadow = true;
    }
  });

  // Find specific mesh
  const head = model.getObjectByName("Head");

  // Adjust materials
  model.traverse((child) => {
    if (child.isMesh && child.material) {
      child.material.envMapIntensity = 0.5;
    }
  });

  // Center and scale
  const box = new THREE.Box3().setFromObject(model);
  const center = box.getCenter(new THREE.Vector3());
  const size = box.getSize(new THREE.Vector3());

  model.position.sub(center);
  const maxDim = Math.max(size.x, size.y, size.z);
  model.scale.setScalar(1 / maxDim);

  scene.add(model);
});

Other Model Formats

OBJ + MTL

javascript
import { OBJLoader } from "three/addons/loaders/OBJLoader.js";
import { MTLLoader } from "three/addons/loaders/MTLLoader.js";

const mtlLoader = new MTLLoader();
mtlLoader.load("model.mtl", (materials) => {
  materials.preload();

  const objLoader = new OBJLoader();
  objLoader.setMaterials(materials);
  objLoader.load("model.obj", (object) => {
    scene.add(object);
  });
});

FBX

javascript
import { FBXLoader } from "three/addons/loaders/FBXLoader.js";

const loader = new FBXLoader();
loader.load("model.fbx", (object) => {
  // FBX often has large scale
  object.scale.setScalar(0.01);

  // Animations
  const mixer = new THREE.AnimationMixer(object);
  object.animations.forEach((clip) => {
    mixer.clipAction(clip).play();
  });

  scene.add(object);
});

STL

javascript
import { STLLoader } from "three/addons/loaders/STLLoader.js";

const loader = new STLLoader();
loader.load("model.stl", (geometry) => {
  const material = new THREE.MeshStandardMaterial({ color: 0x888888 });
  const mesh = new THREE.Mesh(geometry, material);
  scene.add(mesh);
});

PLY

javascript
import { PLYLoader } from "three/addons/loaders/PLYLoader.js";

const loader = new PLYLoader();
loader.load("model.ply", (geometry) => {
  geometry.computeVertexNormals();
  const material = new THREE.MeshStandardMaterial({ vertexColors: true });
  const mesh = new THREE.Mesh(geometry, material);
  scene.add(mesh);
});

Async/Promise Loading

Promisified Loader

javascript
function loadModel(url) {
  return new Promise((resolve, reject) => {
    loader.load(url, resolve, undefined, reject);
  });
}

// Usage
async function init() {
  try {
    const gltf = await loadModel("model.glb");
    scene.add(gltf.scene);
  } catch (error) {
    console.error("Failed to load model:", error);
  }
}

Load Multiple Assets

javascript
async function loadAssets() {
  const [modelGltf, envTexture, colorTexture] = await Promise.all([
    loadGLTF("model.glb"),
    loadRGBE("environment.hdr"),
    loadTexture("color.jpg"),
  ]);

  scene.add(modelGltf.scene);
  scene.environment = envTexture;
  material.map = colorTexture;
}

// Helper functions
function loadGLTF(url) {
  return new Promise((resolve, reject) => {
    new GLTFLoader().load(url, resolve, undefined, reject);
  });
}

function loadRGBE(url) {
  return new Promise((resolve, reject) => {
    new RGBELoader().load(
      url,
      (texture) => {
        texture.mapping = THREE.EquirectangularReflectionMapping;
        resolve(texture);
      },
      undefined,
      reject,
    );
  });
}

function loadTexture(url) {
  return new Promise((resolve, reject) => {
    new THREE.TextureLoader().load(url, resolve, undefined, reject);
  });
}

Caching

Built-in Cache

javascript
// Enable cache
THREE.Cache.enabled = true;

// Clear cache
THREE.Cache.clear();

// Manual cache management
THREE.Cache.add("key", data);
THREE.Cache.get("key");
THREE.Cache.remove("key");

Custom Asset Manager

javascript
class AssetManager {
  constructor() {
    this.textures = new Map();
    this.models = new Map();
    this.gltfLoader = new GLTFLoader();
    this.textureLoader = new THREE.TextureLoader();
  }

  async loadTexture(key, url) {
    if (this.textures.has(key)) {
      return this.textures.get(key);
    }

    const texture = await new Promise((resolve, reject) => {
      this.textureLoader.load(url, resolve, undefined, reject);
    });

    this.textures.set(key, texture);
    return texture;
  }

  async loadModel(key, url) {
    if (this.models.has(key)) {
      return this.models.get(key).clone();
    }

    const gltf = await new Promise((resolve, reject) => {
      this.gltfLoader.load(url, resolve, undefined, reject);
    });

    this.models.set(key, gltf.scene);
    return gltf.scene.clone();
  }

  dispose() {
    this.textures.forEach((t) => t.dispose());
    this.textures.clear();
    this.models.clear();
  }
}

// Usage
const assets = new AssetManager();
const texture = await assets.loadTexture("brick", "brick.jpg");
const model = await assets.loadModel("tree", "tree.glb");

Loading from Different Sources

Data URL / Base64

javascript
const loader = new THREE.TextureLoader();
const texture = loader.load("data:image/png;base64,iVBORw0KGgo...");

Blob URL

javascript
async function loadFromBlob(blob) {
  const url = URL.createObjectURL(blob);
  const texture = await loadTexture(url);
  URL.revokeObjectURL(url);
  return texture;
}

ArrayBuffer

javascript
// From fetch
const response = await fetch("model.glb");
const buffer = await response.arrayBuffer();

// Parse with loader
const loader = new GLTFLoader();
loader.parse(buffer, "", (gltf) => {
  scene.add(gltf.scene);
});

Custom Path/URL

javascript
// Set base path
loader.setPath("assets/models/");
loader.load("model.glb"); // Loads from assets/models/model.glb

// Set resource path (for textures referenced in model)
loader.setResourcePath("assets/textures/");

// Custom URL modifier
manager.setURLModifier((url) => {
  return `https://cdn.example.com/${url}`;
});

Error Handling

javascript
// Graceful fallback
async function loadWithFallback(primaryUrl, fallbackUrl) {
  try {
    return await loadModel(primaryUrl);
  } catch (error) {
    console.warn(`Primary failed, trying fallback: ${error}`);
    return await loadModel(fallbackUrl);
  }
}

// Retry logic
async function loadWithRetry(url, maxRetries = 3) {
  for (let i = 0; i < maxRetries; i++) {
    try {
      return await loadModel(url);
    } catch (error) {
      if (i === maxRetries - 1) throw error;
      await new Promise((r) => setTimeout(r, 1000 * (i + 1)));
    }
  }
}

// Timeout
async function loadWithTimeout(url, timeout = 30000) {
  const controller = new AbortController();
  const timeoutId = setTimeout(() => controller.abort(), timeout);

  try {
    const response = await fetch(url, { signal: controller.signal });
    clearTimeout(timeoutId);
    return response;
  } catch (error) {
    if (error.name === "AbortError") {
      throw new Error("Loading timed out");
    }
    throw error;
  }
}

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
du même dépôt

Autres Skills

Tous les Skills
guyronnen
Communauté

acestep

AI music generation with ACE-Step 1.5 — background music, vocal tracks, covers, stem extraction for video production. Use when generating music, soundtracks, jingles, or working with audio stems. Triggers include background music, soundtrack, jingle, music generation, stem extraction, cover, style transfer, or musical composition tasks.

installations
2
GitHub Stars
2
Mis à jour
12 avr.
guyronnen
Communauté

agents

Build voice AI agents with ElevenLabs. Use when creating voice assistants, customer service bots, interactive voice characters, or any real-time voice conversation experience.

installations
2
GitHub Stars
2
Mis à jour
12 avr.
guyronnen
Communauté

ai-video-gen

Generate AI videos from text prompts using multiple provider gateways. Use when: (1) Generating videos from text descriptions, (2) Creating AI-generated video clips for content production, (3) Image-to-video generation with a reference image, (4) Choosing between video generation providers (VEO, Kling, Sora, Runway, Seedance, MiniMax). Supports two gateways: HeyGen API and fal.ai API.

installations
2
GitHub Stars
2
Mis à jour
12 avr.
guyronnen
Communauté

avatar-video

Create AI avatar videos with precise control over avatars, voices, scripts, scenes, and backgrounds using HeyGen's v2 API. Use when: (1) Choosing a specific avatar and voice for a video, (2) Writing exact scripts for an avatar to speak, (3) Building multi-scene videos with different backgrounds per scene, (4) Creating transparent WebM videos for compositing, (5) Using talking photos as video presenters, (6) Integrating HeyGen avatars with Remotion, (7) Batch video generation with exact specs, (8) Brand-consistent production videos with precise control.

installations
2
GitHub Stars
2
Mis à jour
12 avr.