GLTF Model Loader

Video Lecture

GLTF Model Loader 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.

Start Code

./src/server/server.ts

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import express from "express"
import path from "path"
import http from "http"

const port: number = 3000

class App {
    private server: http.Server
    private port: number

    constructor(port: number) {
        this.port = port
        const app = express()
        app.use(express.static(path.join(__dirname, '../client')))
        app.use('/build/three.module.js', express.static(path.join(__dirname, '../../node_modules/three/build/three.module.js')))
        app.use('/jsm/controls/OrbitControls', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/controls/OrbitControls.js')))
        app.use('/jsm/loaders/GLTFLoader', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/loaders/GLTFLoader.js')))
        app.use('/jsm/libs/stats.module', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/libs/stats.module.js')))

        this.server = new http.Server(app);
    }

    public Start() {
        this.server.listen(this.port, () => {
            console.log( `Server listening on port ${this.port}.` )
        })
    }
}

new App(port).Start()

./src/client/client.ts

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

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

var light = new THREE.SpotLight();
light.position.set(5, 5, 5)
scene.add(light);

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

const renderer: THREE.WebGLRenderer = new THREE.WebGLRenderer()
//renderer.physicallyCorrectLights = true
//renderer.shadowMap.enabled = true
renderer.outputEncoding = THREE.sRGBEncoding
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

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

const loader = new GLTFLoader()
loader.load(
    'models/monkey.glb',
    function (gltf) {
        // gltf.scene.traverse(function (child) {
        //     if ((<THREE.Mesh>child).isMesh) {
        //         let m = <THREE.Mesh>child
        //         m.receiveShadow = true
        //         m.castShadow = true
        //     }
        //     if ((<THREE.Light>child).isLight) {
        //         let l = <THREE.Light>child
        //         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 = Stats()
document.body.appendChild(stats.dom)

var animate = function () {
    requestAnimationFrame(animate)

    controls.update()

    render()

    stats.update()
};

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

gLTF Overview

GLTFLoader