A small command-line tool that turns GLTF assets into declarative and re-usable react-three-fiber JSX components. See it in action here: https://github.com/drcmda/floating-shoe
The usual GLTF workflow is cumbersome: objects can only be found by traversal, changes are made by mutation, making contents conditional is hard. Gltfjsx creates a nested graph of all the objects and materials inside your asset, it will not touch or modify your files in any way. Now you can easily make the data dynamic, alter contents, add events, etc.
Usage
Usage
npx gltfjsx [path/to/model.gltf] [options]
Options
--types, -t Add Typescript definitions
--verbose, -v Verbose output w/ names and empty groups
--shadows, s Let meshes cast and receive shadows
--printwidth, w Prettier printWidth (default: 120)
--meta, -m Include metadata (as userData)
--precision, -p Number of fractional digits (default: 2)
--draco, -d Draco binary path
--root, -r Sets directory from which .gltf file is served
Examples
npx gltfjsx model.glb -t
Or as an online-service: https://gltf.pmnd.rs
A typical use-case
1️⃣ First you run your model through gltfjsx. npx
allows you to use npm packages without installing them.
npx gltfjsx model.gltf
2️⃣ It creates a javascript file that plots out all of the assets contents. The original gltf must still be be in your /public folder of course.
import React from 'react'
import { useLoader } from '@react-three/fiber'
import { useGLTF } from '@react-three/drei/useGLTF'
import { PerspectiveCamera } from '@react-three/drei/PerspectiveCamera'
export default function Model(props) {
const { nodes, materials } = useGLTF('model.gltf')
return (
<group {...props} dispose={null}>
<group name="Camera" position={[10, 0, 50]} rotation={[Math.PI / 2, 0, 0]}>
<PerspectiveCamera fov={40} near={10} far={1000} />
</group>
<group name="Sun" position={[100, 50, 100]} rotation={[-Math.PI / 2, 0, 0]}>
<pointLight intensity={10} />
</group>
<mesh geometry={nodes.Cube_003_0.geometry} material={materials.base} />
<mesh geometry={nodes.Cube_003_1.geometry} material={materials.inner} />
</group>
)
}
useGLTF.preload('/model.gltf')
3️⃣ This component can now be dropped into your scene. It is asynchronous and therefore must be wrapped into <Suspense>
which gives you full control over intermediary loading-fallbacks and error handling.
import { Canvas } from '@react-three/fiber'
import React, { Suspense } from 'react'
import Model from './Model'
function App() {
return (
<Canvas>
<Suspense fallback={null}>
<Model />
</Suspense>
4️⃣ Now you can make the model dynamic.
Change colors for example:
<mesh geometry={nodes.Cube_003_1.geometry} material={materials.inner} material-color="green" />
Or exchange materials:
<mesh geometry={nodes.Cube_003_1.geometry}>
<meshStandardMaterial color="hotpink" />
</mesh>
Make contents conditional:
{
condition && <mesh geometry={nodes.Cube_003_1.geometry} material={materials.inner} />
}
Add events:
<mesh geometry={nodes.Cube_003_1.geometry} material={materials.inner} onClick={handleClick} />
Features
Clean output
- It only writes out an immutable graph, linking up the existing geometries and materials
- It will ommit empty groups or objects that don't serve a purpose, unless you opt into verbose mode (
-v
) - It tries it's best to represent angles in the shortest way (as fractions of PI)
- It ommits names and userData, unless you opt into it (
-m
)
Draco compression
You don't need to do anything if your models are draco compressed, since useGLTF
defaults to a draco CDN (https://www.gstatic.com/draco/v1/decoders/
). By adding the --draco
flag you can refer to local binaries which must reside in your /public folder.
Animation
If your GLTF contains animations it will add drei's useAnimations
hook, which extracts all clips and prepares them as actions:
const { nodes, materials, animations } = useGLTF('/model.gltf')
const { actions } = useAnimations(animations, group)
If you want to play an animation you can do so at any time:
<mesh onClick={(e) => actions.jump.play()} />
if you want to blend animations:
const [name, setName] = useState("jump")
...
useEffect(() => {
actions[name].reset().fadeIn(0.5).play()
return () => actions[name]].fadeOut(0.5)
}, [name])
Preload
The asset will be preloaded by default, this makes it quicker to load and reduces time-to-paint. Remove the preloader if you don't need it.
export default function Model(props) {
const { nodes, materials } = useGLTF('/model.gltf')
...
}
useGLTF.preload('/model.gltf')
Types
Add the --types
flag and your GLTF will be typesafe.
type GLTFResult = GLTF & {
nodes: {
cube1: THREE.Mesh
cube2: THREE.Mesh
}
materials: {
base: THREE.MeshStandardMaterial
inner: THREE.MeshStandardMaterial
}
}
export default function Model(props: JSX.IntrinsicElements['group']) {
const { nodes, materials } = useGLTF<GLTFResult>('/model.gltf')
Using the parser stand-alone
import { parse } from '@react-three/gltfjsx'
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 jsx = parse(filename, gltf, config)
})
Using GLTFStructureLoader stand-alone
The GLTFStructureLoader can come in handy while testing gltf assets. It allows you to extract the structure without the actual binaries and textures making it possible to run in a testing environment.
import { GLTFStructureLoader } from '@react-three/gltfjsx'
import fs from 'fs/promises'
it('should have a scene with a blue mesh', async () => {
const data = await fs.readFile('./model.glb')
const { scene } = await new Promise(res => loader.parse(data, '', res))
expect(() => scene.children.length).toEqual(1)
expect(() => scene.children[0].type).toEqual("mesh")
expect(() => scene.children[0].material.color).toEqual("blur")
})
Requirements