GLTFModel
A GLTFModel is a Model that's loaded from a glTF file.
Overview
- Extends Model, which extends Group, which extends Object.
- Plugs into the scene graph and contains child Objects that represent its glTF model's scene node elements.
- Can be configured with a handleNode callback to customize the way child Objects are created from glTF scene nodes.
- Provides its dynamic World-space axis-aligned bounding box (AABB).
- May be transformed, shown, hidden, ghosted, highlighted etc. as a unit.
- May be configured to compress and batch geometries.
- May be configured to convert materials to LambertMaterial for faster rendering.
Supported glTF 2.0 features
So far, GLTFModel loads only geometry, materials and modeling transform hierarchies, without animations. It does not load cameras or lights because its purpose is to import models into environments that have already been created using the xeogl API.
In addition to glTF's core metal-roughness material workflow, GLTFModel also supports two material extensions:
- KHR_materials_pbrSpecularGlossiness
- KHR_materials_common
Examples
- Damaged Helmet with metal/rough PBR materials
- Hover bike with specular/glossiness PBR materials
- Loading glTF with embedded assets
- Parsing glTF JSON with embedded assets
- Ignoring materials when loading
- Converting materials to simple Lambertian when loading
- All loading options for max performance
- Models within object hierarchies
Usage
- Loading glTF
- Parsing glTF
- Loading options
- handleNode callback
- Generating IDs for loaded Objects
- Transforming a GLTFModel
- Getting the World-space boundary of a GLTFModel
- Clearing a GLTFModel
- Destroying a GLTFModel
Loading glTF
Load a glTF file by creating a GLTFModel:
var model = new xeogl.GLTFModel({
id: "gearbox",
src: "models/gltf/gearbox_conical/scene.gltf",
});
A GLTFModel prefixes its own ID to those of its components. The ID is optional, but in this example we're providing our own custom ID.
The GLTFModel begins loading the glTF file immediately.
To bind a callback to be notified when the file has loaded (which fires immediately if already loaded):
model.on("loaded", function() {
// GLTFModel has loaded!
});
You can also bind a callback to fire if loading fails:
model.on("error", function(msg) {
// Error occurred
});
To switch to a different glTF file, simply update src:
model.src = "models/gltf/Buggy/glTF/Buggy.gltf"
Finding GLTFModels in Scenes
Our GLTFModel will now be registered by ID on its Scene, so we can now find it like this:
var scene = xeogl.getDefaultScene();
model = scene.models["gearbox"];
That's assuming that we've created the GLTFModel in the default Scene, which we're doing in these examples.
We can also get all the GLTFModels in a Scene, using the Scene's types map:
var gltfModels = scene.types["xeogl.GLTFModel"];
model = gltfModels["myModel"];
Parsing glTF
If we have a glTF JSON with embedded assets in memory, then we can parse it straight into a GLTFModel using the static parse method:
xeogl.GLTFModel.parse(model, json); // Clears the target model first
Loading options
The following options may be specified when loading glTF:
Option | Type | Range | Default Value | Description |
---|---|---|---|---|
lambertMaterials | Boolean | false | When true, gives each Mesh the same LambertMaterial and a colorize set the to diffuse color extracted from the glTF material. This is typically used for CAD models with huge amounts of objects, and will ignore textures. | |
quantizeGeometry | Boolean | true | When true, quantizes geometry to reduce memory and GPU bus usage (see Geometry). | |
combineGeometry | Boolean | true | When true, combines geometry vertex buffers to improve rendering performance (see Geometry). | |
backfaces | Boolean | true | When true, allows visible backfaces, wherever specified in the glTF. When false, ignores backfaces. | |
ghosted | Boolean | false | When true, ghosts all the model's Meshes (see Mesh and EmphasisMaterial). | |
outlined | Boolean | false | When true, outlines all the model's Meshes (see Mesh and OutlineMaterial). | |
selected | Boolean | false | When true, renders all the model's Meshes (see Mesh and OutlineMaterial). | |
highlighted | Boolean | false | When true, highlights all the model's Meshes (see Mesh and EmphasisMaterial). | |
edges | Boolean | false | When true, emphasizes the edges on all the model's Meshes (see Mesh and EdgeMaterial). | |
edgeThreshold | Number | [0..180] | 20 | When ghosting, highlighting, selecting or edging, this is the threshold angle between normals of adjacent triangles, below which their shared wireframe edge is not drawn. |
handleNode | Function(object, object) | null | Optional callback to mask which Objects are loaded. Each Object will only be loaded when this callback returns `true . |
As mentioned above, GLTFModels are Objects that plug into the scene graph, containing
child Objects of their own, that represent their glTF
model's scene
node
elements.
GLTFModels can also be configured with a handleNode
callback to determine how their child
Object hierarchies are created as they load the node
elements.
handleNode callback
As a GLTFModel parses glTF, it creates child Objects from the node
elements in the glTF scene
.
GLTFModel traverses the node
elements in depth-first order. We can configure a GLTFModel with
a handleNode
callback to call at each node
, to indicate how to process the node
.
Typically, we would use the callback to selectively create Objects from the glTF scene
, while maybe also
configuring those Objects depending on what the callback finds on their glTF node
elements.
For example, we might want to load a building model and set all its wall objects initially highlighted. For node
elements
that have some sort of attribute that indicate that they are walls, then the callback can indicate that the GLTFModel
should create Objects that are initially highlighted.
The callback accepts two arguments:
nodeInfo
- the glTF node element.actions
- an object on to which the callback may attach optional configs for each Object to create.
When the callback returns nothing or false
, then GLTFModel skips the given node
and its children.
When the callback returns true
, then the GLTFModel may process the node
.
For each Object to create, the callback can specify initial properties for it by creating a createObject
on
its actions
argument, containing values for those properties.
In the example below, we're loading a GLTF model of a building. We use the callback create Objects only
for node
elements who name is not "dontLoadMe". For those Objects, we set them highlighted if
their node
element's name happens to be "wall".
var model = new xeogl.GLTFModel({
src: "models/myBuilding.gltf",
// Callback to intercept creation of objects while parsing glTF scene nodes
handleNode: function (nodeInfo, actions) {
var name = nodeInfo.name;
// Don't parse glTF scene nodes that have no "name" attribute,
// but do continue down to parse their children.
if (!name) {
return true; // Continue descending this node subtree
}
// Don't parse glTF scene nodes named "dontLoadMe",
// and skip their children as well.
if (name === "dontLoadMe") {
return false; // Stop descending this node subtree
}
// Create an Object for each glTF scene node.
// Highlight the Object if the name is "wall"
actions.createObject = {
highlighted: name === "wall"
};
return true; // Continue descending this glTF node subtree
}
});
Generating IDs for loaded Objects
You can use the handleNodeNode
callback to generate a unique ID for each loaded Object:
var model = new xeogl.GLTFModel({
id: "gearbox",
src: "models/gltf/gearbox_conical/scene.gltf",
handleNode: (function() {
var objectCount = 0;
return function (nodeInfo, actions) {
if (nodeInfo.mesh !== undefined) { // Node has a mesh
actions.createObject = {
id: "gearbox." + objectCount++
};
}
return true;
};
})()
});
// Highlight a couple of Objects by ID
model.on("loaded", function () {
model.objects["gearbox.83"].highlighted = true;
model.objects["gearbox.81"].highlighted = true;
});
If the node
elements have name
attributes, then we can also use those names with the handleNodeNode
callback
to generate a (hopefully) unique ID for each loaded Object:
var adamModel = new xeogl.GLTFModel({
id: "adam",
src: "models/gltf/adamHead/adamHead.gltf",
handleNode: function (nodeInfo, actions) {
if (nodeInfo.name && nodeInfo.mesh !== undefined) { // Node has a name and a mesh
actions.createObject = {
id: "adam." + nodeInfo.name
};
}
return true;
}
});
// Highlight a couple of Objects by ID
model.on("loaded", function () {
model.objects["adam.node_mesh_Adam_mask_-4108.0"].highlighted = true; // ID contains name
model.objects["adam.node_Object001_-4112.5"].highlighted = true;
});
Transforming a GLTFModel
A GLTFModel lets us transform its Objects as a group:
var model = new xeogl.GLTFModel({
src: "models/carModel.gltf",
position: [-35, 0, 0],
rotation: [0, 45, 0],
scale: [0.5, 0.5, 0.5]
});
model.position = [-20, 0, 0];
Getting the World-space boundary of a GLTFModel
Get the World-space axis-aligned boundary like this:
model.on("boundary", function() {
var aabb = model.aabb; // [xmin, ymin,zmin,xmax,ymax, zmax]
//...
});
We can also subscribe to changes to that boundary, which will happen whenever
- the GLTFModel's Transform is updated,
- components are added or removed, or
- the GLTF model is reloaded from a different source,
- its Geometries or Objects are updated.
model.on("boundary", function() {
var aabb = model.aabb; // [xmin, ymin,zmin,xmax,ymax, zmax]
});
Clearing a GLTFModel
model.clear();
Destroying a GLTFModel
model.destroy();
Constructor
GLTFModel
-
[scene]
-
[cfg]
Parameters:
-
[scene]
Scene optional -
[cfg]
optionalConfigs
-
[id]
String optionalOptional ID, unique among all components in the parent Scene, generated automatically when omitted.
-
[entityType]
String optionalOptional entity classification when using within a semantic data model. See the Object documentation for usage.
-
[meta]
String:Object optionalOptional map of user-defined metadata to attach to this GLTFModel.
-
[parent]
optionalThe parent Object.
-
[visible=true]
Boolean optionalIndicates if this GLTFModel is visible.
-
[culled=false]
Boolean optionalIndicates if this GLTFModel is culled from view.
-
[pickable=true]
Boolean optionalIndicates if this GLTFModel is pickable.
-
[clippable=true]
Boolean optionalIndicates if this GLTFModel is clippable.
-
[outlined=false]
Boolean optionalWhether an outline is rendered around this GLTFModel.
-
[ghosted=false]
Boolean optionalWhether this GLTFModel is rendered ghosted.
-
[highlighted=false]
Boolean optionalWhether this GLTFModel is rendered highlighted.
-
[selected=false]
Boolean optionalWhether this GLTFModel is rendered selected.
-
[edges=false]
Boolean optionalWhether this GLTFModel is rendered with edges emphasized.
-
[colorize=[1.0,1.0,1.0]
Float32Array optionalRGB colorize color, multiplies by the rendered fragment colors.
-
[opacity=1.0]
Number optionalOpacity factor, multiplies by the rendered fragment alpha.
-
[position=[0,0,0]
Float32Array optionalThe GLTFModel's local 3D position.
-
[scale=[1,1,1]
Float32Array optionalThe GLTFModel's local scale.
-
[rotation=[0,0,0]
Float32Array optionalThe GLTFModel's local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
-
[matrix=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]
Float32Array optionalGLTFThe Model's local modelling transform matrix. Overrides the position, scale and rotation parameters.
-
[src]
String optionalPath to a glTF file. You can set this to a new file path at any time, which will cause the
-
[loaded=true]
Boolean optionalIndicates whether this GLTFModel is loaded or not. If initially set false, then the GLTFModel will load as soon as you set it true while src is set to the location of a glTF file.
-
[lambertMaterials=false]
Boolean optionalWhen true, gives each Mesh the same LambertMaterial and a colorize value set the to diffuse color extracted from the glTF material. This is typically used for CAD models with huge amounts of objects, and will ignore textures.
-
[quantizeGeometry=true]
Boolean optionalWhen true, quantizes geometry to reduce memory and GPU bus usage.
-
[combineGeometry=true]
Boolean optionalWhen true, combines geometry vertex buffers to improve rendering performance.
-
[backfaces=false]
Boolean optionalWhen true, allows visible backfaces, wherever specified in the glTF. When false, ignores backfaces.
-
[edgeThreshold=20]
Number optionalWhen ghosting, highlighting, selecting or edging, this is the threshold angle between normals of adjacent triangles, below which their shared wireframe edge is not drawn.
-
[handleNode]
Function optionalOptional callback to mask which Objects are loaded. Each Object will only be loaded when this callback returns
`true
for its ID.
-
Index
Methods
Properties
- aabb
- aabbVisible
- castShadow
- center
- childIDs
- childMap
- children
- clippable
- collidable
- colorize
- components
- culled
- DEGTORAD
- destroyed
- edges
- entities
- entityIds
- entityType
- entityTypeIds
- entityTypes
- ghosted
- guid
- guidObjects
- highlighted
- id
- loaded
- matrix
- meshes
- metadata
- model
- numChildren
- numComponents
- objects
- opacity
- outlined
- parent
- pickable
- position
- quaternion
- RADTODEG
- receiveShadow
- rotation
- scale
- scene
- selected
- src
- type
- types
- visible
- worldMatrix
- worldNormalMatrix
Methods
angleVec3
-
v
-
w
Gets the angle between two vectors
Returns:
create
-
[cfg]
Convenience method for creating a Component within this Component's Scene.
The method is given a component configuration, like so:
var material = myComponent.create({
type: "xeogl.PhongMaterial",
diffuse: [1,0,0],
specular: [1,1,0]
}, "myMaterial");
Parameters:
-
[cfg]
optionalConfiguration for the component instance.
Returns:
destroy
()
Destroys this component.
Fires a destroyed event on this Component.
Automatically disassociates this component from other components, causing them to fall back on any defaults that this component overrode on them.
TODO: describe effect with respect to #create
error
-
message
Logs an error for this component to the JavaScript console.
The console message will have this format: [ERROR] [<component type> =<component id>: <message>
Also fires the message as an error event on the parent Scene.
Parameters:
-
message
StringThe message to log
fire
-
event
-
value
-
[forget=false]
Fires an event on this component.
Notifies existing subscribers to the event, optionally retains the event to give to any subsequent notifications on the event as they are made.
Parameters:
-
event
StringThe event type name
-
value
ObjectThe event parameters
-
[forget=false]
Boolean optionalWhen true, does not retain for subsequent subscribers
hasSubs
-
event
Returns true if there are any subscribers to the given event on this component.
Parameters:
-
event
StringThe event
Returns:
True if there are any subscribers to the given event on this component.
isType
-
type
Tests if this component is of the given type, or is a subclass of the given type.
The type may be given as either a string or a component constructor.
This method works by walking up the inheritance type chain, which this component provides in property Component/superTypes:property, returning true as soon as one of the type strings in the chain matches the given type, of false if none match.
Examples:
var myRotate = new xeogl.Rotate({ ... });
myRotate.isType(xeogl.Component); // Returns true for all xeogl components
myRotate.isType("xeogl.Component"); // Returns true for all xeogl components
myRotate.isType(xeogl.Rotate); // Returns true
myRotate.isType(xeogl.Transform); // Returns true
myRotate.isType("xeogl.Transform"); // Returns true
myRotate.isType(xeogl.Mesh); // Returns false, because xeogl.Rotate does not (even indirectly) extend xeogl.Mesh
Parameters:
-
type
String | FunctionComponent type to compare with, eg "xeogl.PhongMaterial", or a xeogl component constructor.
Returns:
True if this component is of given type or is subclass of the given type.
log
-
message
Logs a console debugging message for this component.
The console message will have this format: [LOG] [<component type> <component id>: <message>
Parameters:
-
message
StringThe message to log
lookAtMat4v
-
pos
-
target
-
up
-
dest
Returns a 4x4 'lookat' viewing transform matrix.
Parameters:
Returns:
dest if specified, a new mat4 otherwise
off
-
subId
Cancels an event subscription that was previously made with Component#on() or Component#once().
Parameters:
-
subId
StringPublication subId
on
-
event
-
callback
-
[scope=this]
Subscribes to an event on this component.
The callback is be called with this component as scope.
Parameters:
-
event
StringThe event
-
callback
FunctionCalled fired on the event
-
[scope=this]
Object optionalScope for the callback
Returns:
Handle to the subscription, which may be used to unsubscribe with {@link #off}.
once
-
event
-
callback
-
[scope=this]
Subscribes to the next occurrence of the given event, then un-subscribes as soon as the event is subIdd.
This is equivalent to calling Component#on(), and then calling Component#off() inside the callback function.
Parameters:
-
event
StringData event to listen to
-
callback
Function(data)Called when fresh data is available at the event
-
[scope=this]
Object optionalScope for the callback
removeChildren
()
Removes all children.
rotate
-
angle
Rotates about the given local axis by the given increment.
Parameters:
-
angle
NumberAngle increment in degrees.
rotateX
-
angle
Rotates about the local X-axis by the given increment.
Parameters:
-
angle
NumberAngle increment in degrees.
rotateY
-
angle
Rotates about the local Y-axis by the given increment.
Parameters:
-
angle
NumberAngle increment in degrees.
rotateZ
-
angle
Rotates about the local Z-axis by the given increment.
Parameters:
-
angle
NumberAngle increment in degrees.
scaleMat4c
-
x
-
y
-
z
-
m
Efficiently post-concatenates a scaling to the given matrix.
translate
-
axis
-
distance
Translates along local space vector by the given increment.
Parameters:
-
axis
Float32ArrayNormalized local space 3D vector along which to translate.
-
distance
NumberDistance to translate along the vector.
translateX
-
distance
Translates along the local X-axis by the given increment.
Parameters:
-
distance
NumberDistance to translate along the X-axis.
Properties
aabb
Float32Array
final
World-space 3D axis-aligned bounding box (AABB).
Represented by a six-element Float32Array containing the min/max extents of the
axis-aligned volume, ie. [xmin, ymin,zmin,xmax,ymax, zmax]
.
aabbVisible
Boolean
Indicates if the 3D World-space axis-aligned bounding box (AABB) is visible.
Default: false
castShadow
Boolean
Indicates if casting shadows.
Default: true
center
Float32Array
final
World-space 3D center.
clippable
Boolean
Indicates if clippable.
Clipping is done by the Scene's Clips component.
Default: true
collidable
Boolean
Indicates if included in boundary calculations.
Default: true
colorize
Float32Array
RGB colorize color, multiplies by the rendered fragment color.
Default: [1.0, 1.0, 1.0]
components
String:Component
All contained Components, mapped to their IDs.
culled
Boolean
Default: false
DEGTORAD
Number
The number of radiians in a degree (0.0174532925).
destroyed
Boolean
True as soon as this Component has been destroyed
edges
Boolean
Indicates if edges are emphasized.
Default: false
entities
String:Object
final
Objects in this Model that have entity types, mapped to their IDs.
Each Object is registered in this map when its entityType is set to value.
entityType
String
final
Optional entity classification when using within a semantic data model.
See the Object documentation on "Applying a semantic data model" for usage.
Default: null
entityTypes
String:{String:xeogl.Component}
final
For each entity type, a map of IDs to Objects of that entity type.
Each Object is registered in this map when its entityType is assigned a value.
ghosted
Boolean
Indicates if ghosted.
Each ghosted Object is registered in its Scene's ghostedEntities map while its entityType is set to a value.
Default: false
guid
String
final
Globally unique identifier.
This is unique not only within the Scene, but throughout the entire universe.
Only defined when given to the constructor.
guidObjects
String:Object
final
highlighted
Boolean
Indicates if highlighted.
Each highlighted Object is registered in its Scene's highlightedEntities map while its entityType is set to a value.
Default: false
loaded
Boolean
Indicates whether this GLTFModel is loaded or not.
Default: true
matrix
Float32Array
Local matrix.
Default: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
model
Model
final
The Model which contains this Component, if any.
Will be null if this Component is not in a Model.
numComponents
Number
Number of contained Components.
opacity
Number
Opacity factor, multiplies by the rendered fragment alpha.
This is a factor in range [0..1]
.
Default: 1.0
outlined
Boolean
Indicates if outlined.
Default: false
parent
Group
The parent.
The parent Group may also be set by passing the Object to the Group/Model's Group/addChild:method method.
pickable
Boolean
Whether or not to allow picking.
Picking is done via calls to Scene#pick().
Default: true
position
Float32Array
Local translation.
Default: [0,0,0]
quaternion
Float32Array
Local rotation quaternion.
Default: [0,0,0, 1]
RADTODEG
Number
The number of degrees in a radian.
receiveShadow
Boolean
Indicates if receiving shadows.
Default: true
rotation
Float32Array
Local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
Default: [0,0,0]
scale
Float32Array
Local scale.
Default: [1,1,1]
selected
Boolean
Indicates if selected.
Each selected Object is registered in its Scene's selectedEntities map while its entityType is set to a value.
Default: false
src
String
Path to a glTF file.
You can set this to a new file path at any time (except while loading), which will cause the GLTFModel to load components from the new file (after first destroying any components loaded from a previous file path).
Fires a loaded event when the glTF has loaded.
type
String
final
JavaScript class name for this Component.
For example: "xeogl.AmbientLight", "xeogl.MetallicMaterial" etc.
types
String:{String:xeogl.Component}
visible
Boolean
Indicates if visible.
Only rendered when visible is true and culled is false.
Each visible Object is registered in its Scene's visibleEntities map while its entityType is set to a value.
Default: true
worldMatrix
Float32Array
The World matrix.
worldNormalMatrix
Float32Array
This World normal matrix.
Default: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]