Skip to main content

threejs-loaders

three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.

الانتقال إلى التثبيت

معلومات المصدر

المستودع
full-stack-skills/threejs-skills
آخر نشاط في المصدر
١٥ سبتمبر ٢٠٢٦ في ١٠:٢٤
لغة SKILL.md المكتشفة
الإنجليزية
النجوم
٥
التفرعات
٢

خيارات التثبيت

يُحدَّد Prompt الذي يراجع المصدر أولًا بشكل افتراضي. يمكنك التبديل إلى أمر مباشر أو تنزيل نسخة محلية.

مراجعة ملفات المصدر

اقرأ SKILL.md وأي ملفات مرافقة يعرضها SkillsMP قبل أن تقرر التثبيت.

مستكشف الملفات
3 ملفات

عرض SKILL.md

SKILL.md
تعليمات المصدر · معاينة للقراءة فقط
name
threejs-loaders
license
Apache-2.0
description
three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.
## When to use this skill **ALWAYS use this skill when the user mentions:** - `GLTFLoader`, `DRACOLoader`, `KTX2Loader`, `FBXLoader`, `OBJLoader`, progress and error handling - `LoadingManager` for global progress, `Cache` for HTTP caching control - Export: `GLTFExporter`, `OBJExporter`, HDR/KTX2 export pipelines - IES, UltraHDR, or domain-specific loaders listed under Addons Loaders in docs **IMPORTANT: loaders vs textures** - **threejs-loaders** = fetch/decode/parse files into three objects. - **threejs-textures** = `Texture`/`DataTexture` parameters, sampling, PMREM after you already have image buffers. **IMPORTANT: loaders vs dev-setup** - Import path issues belong to **threejs-dev-setup**; this skill assumes imports resolve. **Trigger phrases include:** - "GLTFLoader", "DRACO", "KTX2", "LoadingManager", "export gltf" - "加载模型", "导出", "进度条" ## How to use this skill 1. **Pick loader** by format; prefer glTF for PBR interchange when possible. 2. **Wire LoadingManager** for multi-asset batches; surface `onStart`/`onLoad`/`onProgress`/`onError`. 3. **glTF + Draco**: instantiate `DRACOLoader`, set decoder path, attach to `GLTFLoader.setDRACOLoader` per current docs. 4. **glTF + KTX2**: configure `KTX2Loader` with transcoder path and connect to `GLTFLoader` when using Basis textures. 5. **Export**: use `GLTFExporter` with options matching round-trip needs; note large scenes and binary vs JSON. 6. **Security**: only load user URLs with validation; mention CORS for cross-origin assets. 7. **After load**: traverse scene for materials/meshes—hand off material tuning to **threejs-materials**. See [examples/workflow-gltf-draco.md](examples/workflow-gltf-draco.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Core Loaders | https://threejs.org/docs/LoadingManager.html | | Core Loaders | https://threejs.org/docs/GLTFLoader.html | | Addons Exporters | https://threejs.org/docs/GLTFExporter.html | | Addons Loaders | https://threejs.org/docs/DRACOLoader.html | Extended list: [references/official-sections.md](references/official-sections.md). ## Scope - **In scope:** Loader and exporter classes, manager/cache, format choice, plugin wiring for Draco/KTX2, export basics. - **Out of scope:** Server-side transcoding pipelines; physics or game engine asset tooling outside three docs. ## Common pitfalls and best practices - Draco/KTX2 **decoder paths** must match deployed files; broken paths fail silently until onError surfaces. - Duplicate texture instances after merge—consider `renderer.initTexture` implications when cloning materials. - Exporters may not round-trip custom shaders; document limitations. - Always dispose geometries/materials when replacing loaded scenes to avoid GPU leaks. ## Documentation and version Loader and exporter APIs (especially `GLTFLoader` + `DRACOLoader` / `KTX2Loader` wiring) change between three.js versions. Follow [Loaders](https://threejs.org/docs/#Loaders) and **Addons → Loaders / Exporters** in [three.js docs](https://threejs.org/docs/); decoder WASM paths are deployment-specific, not library-version alone. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link `LoadingManager`, `GLTFLoader`, or the relevant format page on https://threejs.org/docs/. 2. Separate **loading** (this skill) from **texture/material tuning** after decode (**threejs-textures**, **threejs-materials**). 3. Document Draco/KTX2 **decoder path** and CORS when assets fail silently. 4. Mention exporter limitations (custom shaders, extensions) honestly. 5. Encourage `dispose()` when replacing entire loaded scenes. ## References - https://threejs.org/docs/#Loaders - https://threejs.org/docs/LoadingManager.html - https://threejs.org/docs/GLTFLoader.html - https://threejs.org/docs/GLTFExporter.html ## Keywords **English:** gltf, gltfloader, dracoloader, ktx2, loadingmanager, cache, exporter, asset pipeline, three.js **中文:** GLTFLoader、加载器、Draco、KTX2、导出、资源、进度、three.js
عرض على GitHub