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GLTF Model Loader

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This course was updated in 2024. For the newer content, please visit GLTF Loader

Video Lecture

GLTF Model Loader

Description

A loader for loading glTF models into the Threejs scene.

glTF is a specification for the efficient transmission and loading of 3D scenes and models.

glTF minimizes both the size of 3D assets, and the runtime processing needed to unpack and use those assets.

A glTF file may contain one or more scenes, meshes, materials, textures, skins, skeletons, morph targets, animations, lights and cameras.

Assets can be provided in either JSON (.gltf) or binary (.glb) format.

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Resources

The 3D models used in this lesson can be easily created using Blender. If you don't want to use blender to create the models, then you can download them from the zip file named models3.zip. Extract the models3.zip contents into the ./dist/client/models/ folder.

models3.zip

Start Script

./src/client/client.ts

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import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import Stats from 'three/examples/jsm/libs/stats.module'

const scene = new THREE.Scene()
scene.add(new THREE.AxesHelper(5))

const light = new THREE.SpotLight(0xffffff, Math.PI * 20)
light.position.set(5, 5, 5)
scene.add(light)

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.z = 2

const renderer = new THREE.WebGLRenderer()
// Since Three r150, lighting has changed significantly with every version up to three r158
// keep the threejs defaults, and reduce light watts in blender if using punctual lights
// if using Threejs lights, then you need to experiment with light intensity.
// renderer.physicallyCorrectLights = true //deprecated
// renderer.useLegacyLights = false //deprecated
renderer.shadowMap.enabled = true
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true

const loader = new GLTFLoader()
loader.load(
  'models/monkey.glb',
  function (gltf) {
    // gltf.scene.traverse(function (child) {
    //     if ((child as THREE.Mesh).isMesh) {
    //         const m = (child as THREE.Mesh)
    //         m.receiveShadow = true
    //         m.castShadow = true
    //     }
    //     if (((child as THREE.Light)).isLight) {
    //         const l = (child as THREE.SpotLight)
    //         l.castShadow = true
    //         l.shadow.bias = -.003
    //         l.shadow.mapSize.width = 2048
    //         l.shadow.mapSize.height = 2048
    //     }
    // })
    scene.add(gltf.scene)
  },
  (xhr) => {
    console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
  },
  (error) => {
    console.log(error)
  }
)

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight
  camera.updateProjectionMatrix()
  renderer.setSize(window.innerWidth, window.innerHeight)
  render()
}

const stats = new Stats()
document.body.appendChild(stats.dom)

function animate() {
  requestAnimationFrame(animate)

  controls.update()

  render()

  stats.update()
}

function render() {
  renderer.render(scene, camera)
}

animate()

Final Script

./src/client/client.ts

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import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import Stats from 'three/examples/jsm/libs/stats.module'

const scene = new THREE.Scene()
scene.add(new THREE.AxesHelper(5))

// const light = new THREE.SpotLight(0xffffff, Math.PI * 20)
// light.position.set(5, 5, 5)
// scene.add(light);

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.z = 2

const renderer = new THREE.WebGLRenderer()
// Since Three r150, lighting has changed significantly with every version up to three r158
// keep the threejs defaults, and reduce light watts in blender if using punctual lights
// if using Threejs lights, then you need to experiment with light intensity.
// renderer.physicallyCorrectLights = true //deprecated
// renderer.useLegacyLights = false //deprecated
renderer.shadowMap.enabled = true
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true

const loader = new GLTFLoader()
loader.load(
  'models/monkey.glb',
  function (gltf) {
    gltf.scene.traverse(function (child) {
      if ((child as THREE.Mesh).isMesh) {
        const m = child as THREE.Mesh
        m.receiveShadow = true
        m.castShadow = true
      }
      if ((child as THREE.Light).isLight) {
        const l = child as THREE.SpotLight
        l.castShadow = true
        l.shadow.bias = -0.003
        l.shadow.mapSize.width = 2048
        l.shadow.mapSize.height = 2048
      }
    })
    scene.add(gltf.scene)
  },
  (xhr) => {
    console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
  },
  (error) => {
    console.log(error)
  }
)

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight
  camera.updateProjectionMatrix()
  renderer.setSize(window.innerWidth, window.innerHeight)
  render()
}

const stats = new Stats()
document.body.appendChild(stats.dom)

function animate() {
  requestAnimationFrame(animate)

  controls.update()

  render()

  stats.update()
}

function render() {
  renderer.render(scene, camera)
}

animate()

glTF Overview

GLTFLoader (Official Documentation)

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