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GLTF.svelte
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GLTF.svelte
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<script lang="ts">
import {
DisposableObject,
InteractiveObject,
LayerableObject,
Object3DInstance,
useLoader,
useThrelte
} from '@threlte/core'
import { createEventDispatcher } from 'svelte'
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader'
import type { GLTF as ThreeGLTF } from 'three/examples/jsm/loaders/GLTFLoader'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader'
import { buildSceneGraph } from '../../lib/buildSceneGraph'
import type { GLTFProperties } from '../../types/components'
import type { ThrelteGltf } from '../../types/types'
export let position: GLTFProperties['position'] = undefined
export let scale: GLTFProperties['scale'] = undefined
export let rotation: GLTFProperties['rotation'] = undefined
export let viewportAware: GLTFProperties['viewportAware'] = false
export let inViewport: GLTFProperties['inViewport'] = false
export let castShadow: GLTFProperties['castShadow'] = undefined
export let receiveShadow: GLTFProperties['receiveShadow'] = undefined
export let frustumCulled: GLTFProperties['frustumCulled'] = undefined
export let renderOrder: GLTFProperties['renderOrder'] = undefined
export let visible: GLTFProperties['visible'] = undefined
export let dispose: GLTFProperties['dispose'] = undefined
export let lookAt: GLTFProperties['lookAt'] = undefined
export let url: GLTFProperties['url']
export let dracoDecoderPath: GLTFProperties['dracoDecoderPath'] = undefined
export let ktxTranscoderPath: GLTFProperties['ktxTranscoderPath'] = undefined
export let ignorePointer: GLTFProperties['ignorePointer'] = false
export let interactive: GLTFProperties['interactive'] = false
const { invalidate } = useThrelte()
const dispatch = createEventDispatcher<{
load: ThreeGLTF
unload: undefined
error: string
}>()
export let gltf: ThreeGLTF | undefined = undefined
export let scene: ThreeGLTF['scene'] | undefined = undefined
export let animations: ThreeGLTF['animations'] | undefined = undefined
export let asset: ThreeGLTF['asset'] | undefined = undefined
export let cameras: ThreeGLTF['cameras'] | undefined = undefined
export let scenes: ThreeGLTF['scenes'] | undefined = undefined
export let userData: ThreeGLTF['userData'] | undefined = undefined
export let parser: ThreeGLTF['parser'] | undefined = undefined
export let materials: ThrelteGltf['materials'] | undefined = undefined
export let nodes: ThrelteGltf['nodes'] | undefined = undefined
const loader = useLoader(GLTFLoader, () => new GLTFLoader())
if (dracoDecoderPath) {
const dracoLoader = useLoader(DRACOLoader, () =>
new DRACOLoader().setDecoderPath(dracoDecoderPath as string)
)
loader.setDRACOLoader(dracoLoader)
}
const { renderer } = useThrelte()
if (renderer && ktxTranscoderPath) {
const ktx2Loader = useLoader(KTX2Loader, () =>
new KTX2Loader().setTranscoderPath(ktxTranscoderPath as string).detectSupport(renderer)
)
loader.setKTX2Loader(ktx2Loader)
}
const onLoad = (data: ThreeGLTF) => {
// unload is not in use anymore
if (gltf) dispatch('unload')
gltf = data
scene = gltf.scene
animations = gltf.animations
asset = gltf.asset
cameras = gltf.cameras
scenes = gltf.scenes
userData = gltf.userData
parser = gltf.parser
const { materials: m, nodes: n } = buildSceneGraph(data.scene)
materials = m
nodes = n
invalidate('GLTF: model loaded')
dispatch('load', gltf)
}
const onError = (e: ErrorEvent) => {
console.error(`Error loading GLTF: ${e.message}`)
gltf = undefined
scene = undefined
animations = undefined
asset = undefined
cameras = undefined
scenes = undefined
userData = undefined
parser = undefined
nodes = undefined
materials = undefined
dispatch('error', e.message)
}
$: loader.load(url, onLoad, undefined, onError)
$: {
if (scene) {
scene.traverse((obj) => {
if (castShadow !== undefined) obj.castShadow = castShadow
if (receiveShadow !== undefined) obj.receiveShadow = receiveShadow
if (frustumCulled !== undefined) obj.frustumCulled = frustumCulled
if (renderOrder !== undefined) obj.renderOrder = renderOrder
})
}
}
</script>
{#if nodes}
{#each Object.values(nodes) as node}
{#if node}
{#key node.uuid}
<!-- dispose all nodes, i.e. meshes, skinnedMeshs -->
<DisposableObject {dispose} object={node} />
<LayerableObject object={node} />
{#if node.type === 'Mesh' || node.type === 'SkinnedMesh'}
<InteractiveObject
object={node}
{interactive}
{ignorePointer}
on:click
on:contextmenu
on:pointerup
on:pointerdown
on:pointerenter
on:pointerleave
on:pointermove
/>
{/if}
{/key}
{/if}
{/each}
{/if}
<!-- dispose all materials -->
{#if materials}
{#each Object.values(materials) as material}
<DisposableObject {dispose} object={material} />
{/each}
{/if}
{#if scene}
<Object3DInstance
object={scene}
{position}
{scale}
{rotation}
{lookAt}
{frustumCulled}
{renderOrder}
{visible}
{dispose}
{castShadow}
{receiveShadow}
{viewportAware}
bind:inViewport
on:viewportenter
on:viewportleave
>
<slot />
</Object3DInstance>
{/if}