shrinkgod/README.md
type-two c8c37dc0c5 Draco input support + headless CLI
- Shared pipeline extracted to src/pipeline.js (browser + node run identical logic)
- Draco: vendored decoder WASM in public/draco/, lazy-registered by peeking the
  GLB JSON chunk before read (gltf-transform fails cryptically on a mid-read
  missing dependency); DRACOLoader wired into the viewer; extension stripped on
  write so output is standard GLB
- bin/cli.js: NodeIO + draco3dgltf + sharp textures, presets/flag overrides,
  batch with --outdir, per-file report

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 23:37:02 +10:00

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🗜️ SHRINKGOD — local GLB optimizer

Drop in a heavy GLB, pick a target, compare original vs optimized side-by-side (synced camera, animation playback, wireframe), export. Everything runs client-side in the browser — gltf-transform + meshoptimizer WASM. No uploads, files never leave the machine.

Run

npm install
npm run dev        # http://localhost:5173
npm run build      # static build in dist/ — host anywhere, still fully local

Dev test hook: ?test=<file-in-public>.glb&run=1 auto-loads and optimizes.

CLI (batch / farm use)

Same pipeline, headless — sharp for textures (faster than the browser canvas path):

node bin/cli.js model.glb                          # -> model.opt.glb (balanced)
node bin/cli.js --preset crunch *.glb --outdir out/
node bin/cli.js model.glb --ratio 0.15 --max-tex 512 -o small.glb
node bin/cli.js --help                             # all flags

npm link (or install from the repo) puts a shrinkgod command on PATH. Rig protection applies identically.

Pipeline

dedup → flatten+join (static models only) → weld → per-primitive meshopt simplify → animation resample → prune → texture resize/re-encode → quantize → (optional) meshopt compression.

Rig protection (automatic)

  • Skinned meshes never go below 50% kept geometry and error is capped at 0.5% — vertex collapse near joints wrecks skin weights in motion.
  • Morph-target (blendshape) primitives are left untouched.
  • Mesh joining is disabled for rigged/animated models (would break node animation).
  • Best results: optimize before rigging — static geometry can be crunched far harder.

Textures

  • Longest side clamped to the chosen max (canvas re-encode).
  • Color/emissive maps optionally converted to WebP (quality slider); normal/roughness/occlusion maps always stay lossless PNG.
  • Re-encode is skipped if it wouldn't shrink the file.

Presets

geometry kept error max texture webp
Light 50% 0.5% 2048 no
Balanced 25% 1% 1024 yes
Crunch 10% 5% 512 yes

Draco input

Draco-compressed GLBs are decoded on load (decoder WASM is vendored in public/draco/ — still fully local, no CDN) and written back out as standard uncompressed GLB. Draco output is intentionally not supported; use meshopt compression for web targets instead.

Known limits

  • Meshopt compression output (EXT_meshopt_compression) reads fine in three.js but not in Blender — leave it off for assets going back into a DCC.
  • KTX2/basis textures pass through untouched.

Bench (M5 MacBook Pro, Balanced preset)

  • 15.8 MB photogrammetry room scan (151k tris, 13 MB textures) → 1.5 MB (90%) in 5 s.
  • 3.5 MB rigged character (18.6k tris, 20 clips) → 2.7 MB (24%), clips + skinning intact (rig clamp limits geometry reduction by design).