An exporter for glTF 2.0.
glTF (GL Transmission Format) is an open format specification for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb) format. External files store textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials, textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
Import
GLTFExporter is an add-on, and must be imported explicitly. See Installation / Addons.
import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js';
Extensions
GLTFExporter supports the following glTF 2.0 extensions:
- KHR_lights_punctual
- KHR_materials_clearcoat
- KHR_materials_dispersion
- KHR_materials_emissive_strength
- KHR_materials_ior
- KHR_materials_iridescence
- KHR_materials_specular
- KHR_materials_sheen
- KHR_materials_transmission
- KHR_materials_unlit
- KHR_materials_volume
- KHR_mesh_quantization
- KHR_texture_transform
- EXT_materials_bump
- EXT_mesh_gpu_instancing
The following glTF 2.0 extension is supported by an external user plugin
Code Example
// Instantiate a exporter
const exporter = new GLTFExporter();
// Parse the input and generate the glTF output
exporter.parse(
scene,
// called when the gltf has been generated
function ( gltf ) {
console.log( gltf );
downloadJSON( gltf );
},
// called when there is an error in the generation
function ( error ) {
console.log( 'An error happened' );
},
options
);
Examples
Constructor
GLTFExporter()
Creates a new GLTFExporter.
Methods
.parse ( input : Object3D, onCompleted : Function, onError : Function, options : Object ) : undefined
input — Scenes or objects to export. Valid options:
- Export scenes
exporter.parse(scene1,...)exporter.parse([scene1,scene2],...)- Export objects (It will create a new Scene to hold all the objects)
exporter.parse(object1,...)exporter.parse([object1,object2],...)- Mix scenes and objects (It will export the scenes as usual but it will create a new scene to hold all the single objects).
exporter.parse([scene1,object1,object2,scene2],...)
onCompleted — Will be called when the export completes. The argument will be the generated glTF JSON or binary ArrayBuffer.
onError — Will be called if there are any errors during the gltf generation.
options — Export options
trs– bool. Export position, rotation and scale instead of matrix per node. Default is falseonlyVisible– bool. Export only visible objects. Default is true.binary– bool. Export in binary (.glb) format, returning an ArrayBuffer. Default is false.maxTextureSize– int. Restricts the image maximum size (both width and height) to the given value. Default is Infinity.animations– Array<AnimationClip>. List of animations to be included in the export.includeCustomExtensions– bool. Export custom glTF extensions defined on an object’suserData.gltfExtensionsproperty. Default is false.
Generates a .gltf (JSON) or .glb (binary) output from the input (Scenes or Objects)
.parseAsync ( input : Object3D, options : Object ) : Promise
Generates a .gltf (JSON) or .glb (binary) output from the input (Scenes or Objects).
This is just like the .parse() method, but instead of accepting callbacks it returns a promise that resolves with the result, and otherwise accepts the same options.