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Example Node.js script using glTF-Transform to extract geometry from a glTF document and create a geometry-only three.js scene graph.
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import { NodeIO } from '@gltf-transform/core'; | |
import { KHRONOS_EXTENSIONS } from '@gltf-transform/extensions'; | |
import draco3d from 'draco3dgltf'; | |
// set up I/O | |
const io = new NodeIO() | |
.registerExtensions(KHRONOS_EXTENSIONS) | |
.registerDependencies({'draco3d.decoder': await draco3d.createDecoderModule()}); | |
const document = await io.read('path/to/file.glb'); | |
const scene = document.getRoot().listScenes()[0]; | |
const group = new THREE.Group(); | |
// traverse the scene, adding only nodes with geometry | |
scene.traverse((node) => { | |
if (node.getMesh()) { | |
group.add(createGroup(node)); | |
} | |
}); | |
/** | |
* Creates THREE.Group for a glTF-Transform Node. Considers only vertex positions, | |
* other vertex attributes and materials are ignored. For a 'full' implementation, | |
* see https://github.com/donmccurdy/glTF-Transform-View. | |
*/ | |
function createGroup(node) { | |
const group = new THREE.Object3D(); | |
const matrix = new THREE.Matrix4() | |
.fromArray(node.getWorldMatrix()); | |
matrix.decompose( | |
group.position, | |
group.quaternion, | |
group.scale | |
); | |
for (const prim of node.getMesh().listPrimitives()) { | |
const position = prim.getAttribute('POSITION'); | |
const indices = prim.getIndices(); | |
const geometry = new THREE.BufferGeometry(); | |
geometry.setAttribute( | |
'position', | |
new THREE.BufferAttribute( | |
position.getArray(), | |
position.getElementSize(), | |
position.getNormalized() | |
) | |
); | |
if (indices) { | |
geometry.setIndex(new THREE.BufferAttribute(indices.getArray(), 1)); | |
} | |
group.add(new THREE.Mesh(geometry)); | |
} | |
return group; | |
} |
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