@gltf-transform/functions
Version:
Functions for common glTF modifications, written using the core API
580 lines (499 loc) • 18.1 kB
text/typescript
import {
AnimationChannel,
ColorUtils,
Document,
ExtensionProperty,
Graph,
ILogger,
Material,
Node,
Primitive,
PrimitiveTarget,
Property,
PropertyType,
Root,
Scene,
Texture,
TextureInfo,
Transform,
vec3,
vec4,
} from '@gltf-transform/core';
import { mul as mulVec3 } from 'gl-matrix/vec3';
import { add, create, len, mul, scale, sub } from 'gl-matrix/vec4';
import { NdArray } from 'ndarray';
import { getPixels } from 'ndarray-pixels';
import { getTextureColorSpace } from './get-texture-color-space.js';
import { listTextureInfoByMaterial } from './list-texture-info.js';
import { listTextureSlots } from './list-texture-slots.js';
import { assignDefaults, createTransform, isEmptyObject } from './utils.js';
const NAME = 'prune';
const EPS = 3 / 255;
export interface PruneOptions {
/** List of {@link PropertyType} identifiers to be de-duplicated.*/
propertyTypes?: string[];
/** Whether to keep empty leaf nodes. */
keepLeaves?: boolean;
/** Whether to keep unused vertex attributes, such as UVs without an assigned texture. */
keepAttributes?: boolean;
/** Whether to keep redundant mesh indices, where vertex count equals index count. */
keepIndices?: boolean;
/** Whether to keep single-color textures that can be converted to material factors. */
keepSolidTextures?: boolean;
/** Whether custom extras should prevent pruning a property. */
keepExtras?: boolean;
}
export const PRUNE_DEFAULTS: Required<PruneOptions> = {
propertyTypes: [
PropertyType.NODE,
PropertyType.SKIN,
PropertyType.MESH,
PropertyType.CAMERA,
PropertyType.PRIMITIVE,
PropertyType.PRIMITIVE_TARGET,
PropertyType.ANIMATION,
PropertyType.MATERIAL,
PropertyType.TEXTURE,
PropertyType.ACCESSOR,
PropertyType.BUFFER,
],
keepLeaves: false,
keepAttributes: false,
keepIndices: false,
keepSolidTextures: false,
keepExtras: false,
};
/**
* Removes properties from the file if they are not referenced by a {@link Scene}. Commonly helpful
* for cleaning up after other operations, e.g. allowing a node to be detached and any unused
* meshes, materials, or other resources to be removed automatically.
*
* Example:
*
* ```javascript
* import { PropertyType } from '@gltf-transform/core';
* import { prune } from '@gltf-transform/functions';
*
* document.getRoot().listMaterials(); // → [Material, Material]
*
* await document.transform(
* prune({
* propertyTypes: [PropertyType.MATERIAL],
* keepExtras: true
* })
* );
*
* document.getRoot().listMaterials(); // → [Material]
* ```
*
* By default, pruning will aggressively remove most unused resources. Use
* {@link PruneOptions} to limit what is considered for pruning.
*
* @category Transforms
*/
export function prune(_options: PruneOptions = PRUNE_DEFAULTS): Transform {
const options = assignDefaults(PRUNE_DEFAULTS, _options);
const propertyTypes = new Set(options.propertyTypes);
const keepExtras = options.keepExtras;
return createTransform(NAME, async (document: Document): Promise<void> => {
const logger = document.getLogger();
const root = document.getRoot();
const graph = document.getGraph();
const counter = new DisposeCounter();
const onDispose = (event: { target: Property }) => counter.dispose(event.target);
// TODO(cleanup): Publish GraphEvent / GraphEventListener types from 'property-graph'.
// biome-ignore lint/suspicious/noExplicitAny: TODO
graph.addEventListener('node:dispose', onDispose as any);
// Prune top-down, so that low-level properties like accessors can be removed if the
// properties referencing them are removed.
// Prune empty Meshes.
if (propertyTypes.has(PropertyType.MESH)) {
for (const mesh of root.listMeshes()) {
if (mesh.listPrimitives().length > 0) continue;
mesh.dispose();
}
}
if (propertyTypes.has(PropertyType.NODE)) {
if (!options.keepLeaves) {
for (const scene of root.listScenes()) {
nodeTreeShake(graph, scene, keepExtras);
}
}
for (const node of root.listNodes()) {
treeShake(node, keepExtras);
}
}
if (propertyTypes.has(PropertyType.SKIN)) {
for (const skin of root.listSkins()) {
treeShake(skin, keepExtras);
}
}
if (propertyTypes.has(PropertyType.MESH)) {
for (const mesh of root.listMeshes()) {
treeShake(mesh, keepExtras);
}
}
if (propertyTypes.has(PropertyType.CAMERA)) {
for (const camera of root.listCameras()) {
treeShake(camera, keepExtras);
}
}
if (propertyTypes.has(PropertyType.PRIMITIVE)) {
indirectTreeShake(graph, PropertyType.PRIMITIVE, keepExtras);
}
if (propertyTypes.has(PropertyType.PRIMITIVE_TARGET)) {
indirectTreeShake(graph, PropertyType.PRIMITIVE_TARGET, keepExtras);
}
// Prune unused vertex attributes.
if (!options.keepAttributes && propertyTypes.has(PropertyType.ACCESSOR)) {
const materialPrims = new Map<Material, Set<Primitive>>();
for (const mesh of root.listMeshes()) {
for (const prim of mesh.listPrimitives()) {
const material = prim.getMaterial();
if (!material) continue;
const required = listRequiredSemantics(document, prim, material);
const unused = listUnusedSemantics(prim, required);
pruneAttributes(prim, unused);
prim.listTargets().forEach((target) => pruneAttributes(target, unused));
materialPrims.has(material)
? materialPrims.get(material)!.add(prim)
: materialPrims.set(material, new Set([prim]));
}
}
for (const [material, prims] of materialPrims) {
shiftTexCoords(material, Array.from(prims));
}
}
// Prune unused mesh indices.
if (!options.keepIndices && propertyTypes.has(PropertyType.ACCESSOR)) {
for (const mesh of root.listMeshes()) {
for (const prim of mesh.listPrimitives()) {
pruneIndices(prim);
}
}
}
// Pruning animations is a bit more complicated:
// (1) Remove channels without target nodes.
// (2) Remove animations without channels.
// (3) Remove samplers orphaned in the process.
if (propertyTypes.has(PropertyType.ANIMATION)) {
for (const anim of root.listAnimations()) {
for (const channel of anim.listChannels()) {
if (!channel.getTargetNode()) {
channel.dispose();
}
}
if (!anim.listChannels().length) {
const samplers = anim.listSamplers();
treeShake(anim, keepExtras);
samplers.forEach((sampler) => treeShake(sampler, keepExtras));
} else {
anim.listSamplers().forEach((sampler) => treeShake(sampler, keepExtras));
}
}
}
if (propertyTypes.has(PropertyType.MATERIAL)) {
root.listMaterials().forEach((material) => treeShake(material, keepExtras));
}
if (propertyTypes.has(PropertyType.TEXTURE)) {
root.listTextures().forEach((texture) => treeShake(texture, keepExtras));
if (!options.keepSolidTextures) {
await pruneSolidTextures(document);
}
}
if (propertyTypes.has(PropertyType.ACCESSOR)) {
root.listAccessors().forEach((accessor) => treeShake(accessor, keepExtras));
}
if (propertyTypes.has(PropertyType.BUFFER)) {
root.listBuffers().forEach((buffer) => treeShake(buffer, keepExtras));
}
// TODO(bug): This process does not identify unused ExtensionProperty instances. That could
// be a future enhancement, either tracking unlinked properties as if they were connected
// to the Graph, or iterating over a property list provided by the Extension. Properties in
// use by an Extension are correctly preserved, in the meantime.
// TODO(cleanup): Publish GraphEvent / GraphEventListener types from 'property-graph'.
// biome-ignore lint/suspicious/noExplicitAny: TODO
graph.removeEventListener('node:dispose', onDispose as any);
if (!counter.empty()) {
const str = counter
.entries()
.map(([type, count]) => `${type} (${count})`)
.join(', ');
logger.info(`${NAME}: Removed types... ${str}`);
} else {
logger.debug(`${NAME}: No unused properties found.`);
}
logger.debug(`${NAME}: Complete.`);
});
}
/**********************************************************************************************
* Utility for disposing properties and reporting statistics afterward.
*/
class DisposeCounter {
public readonly disposed: Record<string, number> = {};
empty(): boolean {
for (const key in this.disposed) return false;
return true;
}
entries(): [string, number][] {
return Object.entries(this.disposed);
}
/** Records properties disposed by type. */
dispose(prop: Property): void {
this.disposed[prop.propertyType] = this.disposed[prop.propertyType] || 0;
this.disposed[prop.propertyType]++;
}
}
/**********************************************************************************************
* Helper functions for the {@link prune} transform.
*
* IMPORTANT: These functions were previously declared in function scope, but
* broke in the CommonJS build due to a buggy Babel transform. See:
* https://github.com/donmccurdy/glTF-Transform/issues/1140
*/
/** Disposes of the given property if it is unused. */
function treeShake(prop: Property, keepExtras: boolean): void {
// Consider a property unused if it has no references from another property, excluding
// types Root and AnimationChannel.
const parents = prop.listParents().filter((p) => !(p instanceof Root || p instanceof AnimationChannel));
const needsExtras = keepExtras && !isEmptyObject(prop.getExtras());
if (!parents.length && !needsExtras) {
prop.dispose();
}
}
/**
* For property types the Root does not maintain references to, we'll need to search the
* graph. It's possible that objects may have been constructed without any outbound links,
* but since they're not on the graph they don't need to be tree-shaken.
*/
function indirectTreeShake(graph: Graph<Property>, propertyType: string, keepExtras: boolean): void {
for (const edge of graph.listEdges()) {
const parent = edge.getParent();
if (parent.propertyType === propertyType) {
treeShake(parent, keepExtras);
}
}
}
/** Iteratively prunes leaf Nodes without contents. */
function nodeTreeShake(graph: Graph<Property>, prop: Node | Scene, keepExtras: boolean): void {
prop.listChildren().forEach((child) => nodeTreeShake(graph, child, keepExtras));
if (prop instanceof Scene) return;
const isUsed = graph.listParentEdges(prop).some((e) => {
const ptype = e.getParent().propertyType;
return ptype !== PropertyType.ROOT && ptype !== PropertyType.SCENE && ptype !== PropertyType.NODE;
});
const isEmpty = graph.listChildren(prop).length === 0;
const needsExtras = keepExtras && !isEmptyObject(prop.getExtras());
if (isEmpty && !isUsed && !needsExtras) {
prop.dispose();
}
}
function pruneAttributes(prim: Primitive | PrimitiveTarget, unused: string[]) {
for (const semantic of unused) {
prim.setAttribute(semantic, null);
}
}
function pruneIndices(prim: Primitive) {
const indices = prim.getIndices();
const indicesArray = indices && indices.getArray();
const attribute = prim.listAttributes()[0];
if (!indicesArray || !attribute) {
return;
}
if (indices.getCount() !== attribute.getCount()) {
return;
}
for (let i = 0, il = indicesArray.length; i < il; i++) {
if (i !== indicesArray[i]) {
return;
}
}
prim.setIndices(null);
}
/**
* Lists vertex attribute semantics that are unused when rendering a given primitive.
*/
function listUnusedSemantics(prim: Primitive | PrimitiveTarget, required: Set<string>): string[] {
const unused = [];
for (const semantic of prim.listSemantics()) {
if (semantic === 'NORMAL' && !required.has(semantic)) {
unused.push(semantic);
} else if (semantic === 'TANGENT' && !required.has(semantic)) {
unused.push(semantic);
} else if (semantic.startsWith('TEXCOORD_') && !required.has(semantic)) {
unused.push(semantic);
} else if (semantic.startsWith('COLOR_') && semantic !== 'COLOR_0') {
unused.push(semantic);
}
}
return unused;
}
/**
* Lists vertex attribute semantics required by a material. Does not include
* attributes that would be used unconditionally, like POSITION or NORMAL.
*/
function listRequiredSemantics(
document: Document,
prim: Primitive,
material: Material | ExtensionProperty,
semantics = new Set<string>(),
): Set<string> {
const graph = document.getGraph();
const edges = graph.listChildEdges(material);
const textureNames = new Set<string>();
for (const edge of edges) {
if (edge.getChild() instanceof Texture) {
textureNames.add(edge.getName());
}
}
for (const edge of edges) {
const name = edge.getName();
const child = edge.getChild();
if (child instanceof TextureInfo) {
if (textureNames.has(name.replace(/Info$/, ''))) {
semantics.add(`TEXCOORD_${child.getTexCoord()}`);
}
}
if (child instanceof Texture && name.match(/normalTexture/i)) {
semantics.add('TANGENT');
}
if (child instanceof ExtensionProperty) {
listRequiredSemantics(document, prim, child, semantics);
}
// TODO(#748): Does KHR_materials_anisotropy imply required vertex attributes?
}
const isLit = material instanceof Material && !material.getExtension('KHR_materials_unlit');
const isPoints = prim.getMode() === Primitive.Mode.POINTS;
if (isLit && !isPoints) {
semantics.add('NORMAL');
}
return semantics;
}
/**
* Shifts texCoord indices on the given material and primitives assigned to
* that material, such that indices start at zero and ascend without gaps.
* Prior to calling this function, the implementation must ensure that:
* - All TEXCOORD_n attributes on these prims are used by the material.
* - Material does not require any unavailable TEXCOORD_n attributes.
*
* TEXCOORD_n attributes on morph targets are shifted alongside the parent
* prim, but gaps may remain in their semantic lists.
*/
function shiftTexCoords(material: Material, prims: Primitive[]) {
// Create map from srcTexCoord → dstTexCoord.
const textureInfoList = listTextureInfoByMaterial(material);
const texCoordSet = new Set(textureInfoList.map((info: TextureInfo) => info.getTexCoord()));
const texCoordList = Array.from(texCoordSet).sort();
const texCoordMap = new Map(texCoordList.map((texCoord, index) => [texCoord, index]));
const semanticMap = new Map(texCoordList.map((texCoord, index) => [`TEXCOORD_${texCoord}`, `TEXCOORD_${index}`]));
// Update material.
for (const textureInfo of textureInfoList) {
const texCoord = textureInfo.getTexCoord();
textureInfo.setTexCoord(texCoordMap.get(texCoord)!);
}
// Update prims.
for (const prim of prims) {
const semantics = prim
.listSemantics()
.filter((semantic) => semantic.startsWith('TEXCOORD_'))
.sort();
updatePrim(prim, semantics);
prim.listTargets().forEach((target) => updatePrim(target, semantics));
}
function updatePrim(prim: Primitive | PrimitiveTarget, srcSemantics: string[]) {
for (const srcSemantic of srcSemantics) {
const uv = prim.getAttribute(srcSemantic);
if (!uv) continue;
const dstSemantic = semanticMap.get(srcSemantic)!;
if (dstSemantic === srcSemantic) continue;
prim.setAttribute(dstSemantic, uv);
prim.setAttribute(srcSemantic, null);
}
}
}
/**********************************************************************************************
* Prune solid (single-color) textures.
*/
async function pruneSolidTextures(document: Document): Promise<void> {
const root = document.getRoot();
const graph = document.getGraph();
const logger = document.getLogger();
const textures = root.listTextures();
const pending = textures.map(async (texture) => {
const factor = await getTextureFactor(texture);
if (!factor) return;
if (getTextureColorSpace(texture) === 'srgb') {
ColorUtils.convertSRGBToLinear(factor, factor);
}
const name = texture.getName() || texture.getURI();
const size = texture.getSize()?.join('x');
const slots = listTextureSlots(texture);
for (const edge of graph.listParentEdges(texture)) {
const parent = edge.getParent();
if (parent !== root && applyMaterialFactor(parent as Material, factor, edge.getName(), logger)) {
edge.dispose();
}
}
if (texture.listParents().length === 1) {
texture.dispose();
logger.debug(`${NAME}: Removed solid-color texture "${name}" (${size}px ${slots.join(', ')})`);
}
});
await Promise.all(pending);
}
function applyMaterialFactor(
material: Material | ExtensionProperty,
factor: vec4,
slot: string,
logger: ILogger,
): boolean {
if (material instanceof Material) {
switch (slot) {
case 'baseColorTexture':
material.setBaseColorFactor(mul(factor, factor, material.getBaseColorFactor()) as vec4);
return true;
case 'emissiveTexture':
material.setEmissiveFactor(
mulVec3([0, 0, 0], factor.slice(0, 3) as vec3, material.getEmissiveFactor()) as vec3,
);
return true;
case 'occlusionTexture':
return Math.abs(factor[0] - 1) <= EPS;
case 'metallicRoughnessTexture':
material.setRoughnessFactor(factor[1] * material.getRoughnessFactor());
material.setMetallicFactor(factor[2] * material.getMetallicFactor());
return true;
case 'normalTexture':
return len(sub(create(), factor, [0.5, 0.5, 1, 1])) <= EPS;
}
}
logger.warn(`${NAME}: Detected single-color ${slot} texture. Pruning ${slot} not yet supported.`);
return false;
}
async function getTextureFactor(texture: Texture): Promise<vec4 | null> {
const pixels = await maybeGetPixels(texture);
if (!pixels) return null;
const min: vec4 = [Infinity, Infinity, Infinity, Infinity];
const max: vec4 = [-Infinity, -Infinity, -Infinity, -Infinity];
const target: vec4 = [0, 0, 0, 0];
const [width, height] = pixels.shape;
for (let i = 0; i < width; i++) {
for (let j = 0; j < height; j++) {
for (let k = 0; k < 4; k++) {
min[k] = Math.min(min[k], pixels.get(i, j, k));
max[k] = Math.max(max[k], pixels.get(i, j, k));
}
}
if (len(sub(target, max, min)) / 255 > EPS) {
return null;
}
}
return scale(target, add(target, max, min), 0.5 / 255) as vec4;
}
async function maybeGetPixels(texture: Texture): Promise<NdArray<Uint8Array> | null> {
try {
return await getPixels(texture.getImage()!, texture.getMimeType());
} catch {
return null;
}
}