# glTF import and picking
## Import off-thread
The shared importer worker fetches and parses glTF/GLB, then the response hydrates `Mesh` and `PBRMaterial` handles attached to your scene.
```ts
import { importGltf } from "@yawn/handles";
const meshes = await importGltf(scene, "/models/sponza.glb");
meshes[0].position[1] = 0.5;
```
The importer handles triangle primitives, external/data buffers, standard vertex attributes, indices, node transforms, and metallic-roughness values. Application-specific extensions remain application policy.
## Pick in the BVH worker
```ts
const picking = new Picking(scene);
await picking.ready;
canvas.addEventListener("click", async () => {
const hits = await picking.pick([0, 0, 4], [0, 0, -1]);
const nearest = hits[0];
if (nearest) console.log(nearest.id, nearest.distance);
});
```
The worker reads shared node positions and mesh bounds, updates its BVH when the shared frame counter changes, and returns **all** AABB hits sorted by distance. You can shortlist or run an exact test afterward.
If row allocations relocated since `Picking` was created, refresh its shared descriptors:
```ts
await picking.refresh();
```
The playground below imports the repository's full LFS-backed `sponza.glb` in the importer worker, preserves its authored transforms, places an arc camera in its coordinate system, and sends a real ray to the BVH worker. Click the preview to pick again.