Viewing glTF using GLTFLoader
How to load an IFC model from glTF (.glb) format directly into a xeokit web viewer.
Click on the preview below to run the example. Scroll down to learn how it's made.

Viewing glTF using GLTFLoader
HTML
Listed below is the HTML for this example.
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Viewing glTF using GLTFLoader</title>
<style>
body {
background-color: white;
overflow: hidden;
margin: 0;
user-select: none;
}
#demoCanvas {
width: 100%;
height: 100%;
position: absolute;
background: white;
border: 0;
}
</style>
</head>
<body>
<canvas id="demoCanvas"></canvas>
</body>
<script type="module" src="./index.js"></script>
</html>
JavaScript
Listed below is the JavaScript for this example, which we'll break down into steps.
1. Import the SDK from a bundle built for these examples
import * as xeokit from "../../js/xeokit-demo-bundle.js";
import {DemoHelper} from "../../js/DemoHelper.js";
2. Create a GLTFLoader
@xeokit/sdk / gltf / GLTFLoader / Class GLTFLoader Loads a glTF file into a SceneModel
@xeokit/sdk / scene / SceneModel / Class SceneModel Contains a model's geometry and materials.
const gltfLoader = new xeokit.gltf.GLTFLoader();
3. Create a Scene
@xeokit/sdk / scene / Scene / Class Scene Container of model geometry and materials.
const scene = new xeokit.scene.Scene();
4. Create a Data
@xeokit/sdk / data / Data / Class Data Container of model semantic data.
const data = new xeokit.data.Data();
5. Create a WebGLRenderer
@xeokit/sdk / webglrenderer / WebGLRenderer / Class WebGLRenderer WebGL rendering strategy for a Viewer.
const renderer = new xeokit.webglrenderer.WebGLRenderer({});
6. Create a Viewer
@xeokit/sdk / viewer / Viewer / Class Viewer 3D model viewer.
const viewer = new xeokit.viewer.Viewer({
id: "demoViewer",
scene,
renderer
});
7. Give the Viewer a single View
@xeokit/sdk / viewer / View / Class View An independent view within a Viewer, with its own canvas, Camera and object visual states.
const view = viewer.createView({
id: "demoView",
elementId: "demoCanvas"
});
8. Arrange the View's Camera
@xeokit/sdk / viewer / Camera / Class Camera Controls the viewpoint and projection for a View.
view.camera.eye = [1841982.9384371885, 10.031355126263318, -5173286.744630201];
view.camera.look = [1842009.4968455553, 9.685518291306686, -5173295.851503017];
view.camera.up = [0.011650847910481935, 0.9999241456889114, -0.003995073374452514];
9. Add a CameraControl
@xeokit/sdk / cameracontrol / CameraControl / Class CameraControl Mouse and touch controller for a Viewer's Camera.
new xeokit.cameracontrol.CameraControl(view, {});
10. Create a SceneModel to hold our model's geometry and materials
const sceneModel = scene.createModel({
id: "demoModel"
});
11. Ignore the DemHelper
const demoHelper = new DemoHelper({
viewer,
data
});
demoHelper.init()
.then(() => {
12. Create a DataModel
@xeokit/sdk / data / DataModel / Class DataModel Contains a model's semantic data, as an entity-relationship graph.
const dataModel = data.createModel({
id: "demoModel"
});
if (sceneModel instanceof xeokit.core.SDKError) {
console.error(`Error creating SceneModel: ${sceneModel.message}`);
} else {
13. Use GLTFLoader to load a glTF model into our SceneModel and DataModel
fetch("../../models/MAP/gltf/model.glb").then(response => {
response
.arrayBuffer()
.then(fileData => {
gltfLoader.load({
fileData,
sceneModel,
dataModel
}).then(() => {
14. Build the SceneModel and DataModel. The Scene and SceneModel will now contain a SceneObject
@xeokit/sdk / scene / SceneObject / Class SceneObject An object within a SceneModel. @xeokit/sdk / data / DataObject / Class DataObject An object within a DataModel. @xeokit/sdk / viewer / ViewObject / Class ViewObject An object within a View.
dataModel.build();
sceneModel.build();
demoHelper.finished();
}).catch(message => {
console.error(`Error loading glTF: ${message}`);
});
});
});
}
});