Collada load in THREE.js - three.js

I want to load collada file using three.js. I tried but the file is not showing. No error is also showing. I tried some other dae file but this dae file is not working. What's the issue i could not find. Is there problem with file or code ?
<script src="build/three.js"></script>
<script src="js/controls/TrackballControls.js"></script>
<script src="js/renderers/CSS3DRenderer.js"></script>
<script src="js/loaders/ColladaLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, clock;
var camera, scene, renderer, elf;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 100, window.innerWidth / window.innerHeight, 0.1, 10000 );
camera.position.set( 0, 0, 3000 );
//camera.position.z = 3000;
//camera.position.y = 150;
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
scene = new THREE.Scene();
clock = new THREE.Clock();
// loading manager
var loadingManager = new THREE.LoadingManager( function() {
scene.add( elf );
} );
// collada
var loader = new THREE.ColladaLoader( loadingManager );
loader.load( 'textures/sketup/pack.dae', function ( collada ) {
elf = collada.scene;
} );
//
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
directionalLight.position.set( 1, 1, 0 ).normalize();
scene.add( directionalLight );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
if ( elf !== undefined ) {
elf.rotation.y += delta * 0.5;
}
renderer.render( scene, camera );
}
</script>
I tried this code. But this code is not showing the collada file. What's the issue?
here is the file link
https://drive.google.com/file/d/0BxtPLq6DiFBkajVjRWJGaVBFSzNkbkdlQWdhMTkzQ0hQY0hR/view

Related

Improve Three.js performance with SSR (Node,js next,js)

I'm trying to find best solution to improve my website with three.js performance.
I would like to ask someone who have tried three.js with Server Side Rendering and if the
performance improve.
My three.js project include 5 glb files in the scene. Each file is about 1MB.
So far I improved.
Speed Index First
Meaningful Paint
by using webpack
** minify and include all javascript into one file.
** use next generation image wep for all textures.
** able gzip to my sever
Also, to improve loading speed instead of load all 5 glb models at the beginning,
load it 1 or two first, then load rest of models when user needed.
To reduce fan sound( the CPU cause)
I did animate render only user interact
window.addEventListener("wheel", function(e) {
animate();
}, true);
var scene, renderer, camera, model, mixer;
function init() {
var container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 1, 2, - 3 );
camera.lookAt( 0, 1, 0 );
clock = new THREE.Clock();
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
var hemiLight = new THREE.HemisphereLight( 0xffffff, 'rgb(100,100,100)' );
hemiLight.position.set( 0, 20, 0 );
scene.add( hemiLight );
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
var grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
var textload = new THREE.TextureLoader();
var text = textload.load( require('./material/text.jpg') );
//text.jpg = 80kb;
text.flipY = false;
var textloadbbump = new THREE.TextureLoader();
var textbump = textloadbbump.load( require('./material/textbump.jpg') );
//textbump.jpg = 50kb;
textbump.flipY = false;
var loader = new GLTFLoader();
//character.glb is 1.1MB
loader.load( require('./material/character.glb'), function ( gltf ) {
model = gltf.scene;
model.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.roughness = 1;
if(child.name=='body'){
child.material.map = text;
child.material.bumpMap = textbump;
child.material.bumpScale = 0.001;
}
}});
scene.add( model );
mixer = new THREE.AnimationMixer( model );
mixer.clipAction( gltf.animations[ 0 ] ).play();
});
renderer = new THREE.WebGLRenderer( {
// antialias: true
powerPreference: 'low-power',
//precision: 'lowp'
} );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = false;
container.appendChild( renderer.domElement );
}
window.onresize = function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
};
init();
window.addEventListener("wheel", function(e) {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}, true);

GLTFLoader global variable undefined

i'm learning three js and try to animate an gltf object rotation in three.js r98. But I get a Console Error: Variable obj undefined, but the variable is declared on top before the init script, so it should be global right. I don't see why this shouldn't work. If I use scene.rotation.y += 0.01; it works. But this is not usefull if there are other object which should not rotate^^. the variable model has the same error. With MLTD Loader this works: Loop Rotation on any axis for a 3D obj Three js. Instead of gltf.scene i tried gltf.asset but with same error.
Many Thanks for help.
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>My first three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/GLTFLoader.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/dat.gui.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var stats, clock, mixer;
var camera, scene, renderer, model;
var obj;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 100 );
camera.position.set( 0, 3, 10);
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0f );
scene.fog = new THREE.Fog( 0xe0e0e0, 20, 100 );
clock = new THREE.Clock();
// lights
var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
light.position.set( 0, 20, 0 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 20, 10 );
scene.add( light );
// model
var loader = new THREE.GLTFLoader();
loader.load( 'logo1.gltf', function( gltf ) {
model = gltf.scene;
model.scale.set(1,1,1);
obj = model;
scene.add( model );
//createGUI( model, gltf.animations );
}, undefined, function( e ) {
console.error( e );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaOutput = true;
renderer.gammaFactor = 2.2;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
// stats = new Stats();
//container.appendChild( stats.dom );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
obj.rotation.y += 0.01;
requestAnimationFrame( animate );
renderer.render( scene, camera );
//stats.update();
}
</script>
</body>
</html>
The problem is that obj is only set when the onLoad() callback of GLTFLoader.load() fires. Since this happens in an asynchronous way, you should put the following line of code in your animate() function in order to solve the problem.
if ( obj ) obj.rotation.y += 0.01;

How to rotate the plane using three.js?

Hey guys I am using three.js and have tried to rotate this plane below but to avail. Any idea how to do it please? Below is the code which renders the plane using three.js. How can I rotate it, please?. Thanks!
var container;
var camera, scene, renderer;
var plane;
var mouse, raycaster, isShiftDown = false;
var cubeGeometry = new THREE.BoxBufferGeometry( 50, 50, 50 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff80, overdraw: 0.5 } );
var objects = [];
init();
render();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = 'three.js - voxel painter<br><strong>click</strong>: add voxel, <strong>shift + click</strong>: remove voxel, save .png';
container.appendChild( info );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 500, 800, 1300 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
// Grid
var gridHelper = new THREE.GridHelper( 1000, 20 );
scene.add( gridHelper );
//
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//PlaneBufferGeometry: platform to lay cubes
var geometry = new THREE.PlaneBufferGeometry( 10000, 10000 );
geometry.rotateX( - Math.PI / 2 );
plane = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { visible: false } ) );
scene.add( plane );
objects.push( plane );
// Lights
var ambientLight = new THREE.AmbientLight( 0x606060 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0x808080 );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
//document.addEventListener( 'keydown', onDocumentKeyDown, false );
//document.addEventListener( 'keyup', onDocumentKeyUp, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function onDocumentMouseDown( event ) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if ( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
if ( isShiftDown ) {
if ( intersect.object != plane ) {
scene.remove( intersect.object );
objects.splice( objects.indexOf( intersect.object ), 1 );
}
} else {
var voxel = new THREE.Mesh( cubeGeometry, cubeMaterial );
voxel.position.copy( intersect.point ).add( intersect.face.normal );
voxel.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
scene.add( voxel );
objects.push( voxel );
}
render();
}
}
function render() {
renderer.render( scene, camera );
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
Look at the Plane here
I recommend to use THREE.OrbitControls.
Add orbit control:
orbitControls = new THREE.OrbitControls(camera);
And animate your scene continuously:
function render() {
renderer.render( scene, camera );
requestAnimationFrame(render);
}
Further you have to manage how THREE.OrbitControls and the mouse event (onDocumentMouseDown) interact together.
A possibility would be to handle only the left mouse button in onDocumentMouseDown:
function onDocumentMouseDown( event ) {
if ( event.button != 0 ) // 0 means left mouse button
return;
And to rotate the scene by the right mouse button. This can be done by setting the .mouseButtons property of OrbitControls:
orbitControls.mouseButtons = {
LEFT: THREE.MOUSE.RIGHT,
MIDDLE: THREE.MOUSE.MIDDLE,
RIGHT: THREE.MOUSE.LEFT
}
Further note, that you can enable or disable pane, zoom and rotate by setting .enablePan, .enableZoom respectively .enableRotate.
See the following example, where the boxes are positioned by the left mouse button and the scene can be rotated by holding the right mouse button:
var container;
var camera, scene, renderer;
var plane;
var mouse, raycaster, isShiftDown = false;
var cubeGeometry = new THREE.BoxBufferGeometry( 50, 50, 50 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff80, overdraw: 0.5 } );
var objects = [];
init();
render();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 500, 800, 1300 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
var gridHelper = new THREE.GridHelper( 1000, 20 );
scene.add( gridHelper );
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//PlaneBufferGeometry: platform to lay cubes
var geometry = new THREE.PlaneBufferGeometry( 10000, 10000 );
geometry.rotateX( - Math.PI / 2 );
plane = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { visible: false } ) );
scene.add( plane );
objects.push( plane );
// Lights
var ambientLight = new THREE.AmbientLight( 0x606060 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0x808080 );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
orbitControls = new THREE.OrbitControls(camera);
orbitControls.mouseButtons = {
LEFT: THREE.MOUSE.RIGHT,
MIDDLE: THREE.MOUSE.MIDDLE,
RIGHT: THREE.MOUSE.LEFT
}
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
if ( event.button != 0 )
return;
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if ( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
if ( isShiftDown ) {
if ( intersect.object != plane ) {
scene.remove( intersect.object );
objects.splice( objects.indexOf( intersect.object ), 1 );
}
} else {
var voxel = new THREE.Mesh( cubeGeometry, cubeMaterial );
voxel.position.copy( intersect.point ).add( intersect.face.normal );
voxel.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
scene.add( voxel );
objects.push( voxel );
}
}
}
function render() {
renderer.render( scene, camera );
requestAnimationFrame(render);
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

Animating a line in Three.js with lineTo and curveTo

I'm a three.js newbie and I'm coming from Processing/p5.js (so I'm a bit spoiled on animating loops). I'm trying to create something like this simple stretching pill shape:
Stretching pill shape
This is what I cobbled together from some things I found online. I just have the 'O' shape. I'm trying to get the variable oHeight to be the variable that causes the fluxing back and forth with a Math.sin.
Do I need to update the path? Or the bufferGeometry? Or the THREE.path?
Sorry this code is so messy. Just starting out!
var camera, scene, renderer;
var curve;
var path;
var oHeight = 0;
var delta = 0;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 600;
scene = new THREE.Scene();
path = new THREE.Path();
path.lineTo( 0, 0 );
path.quadraticCurveTo( 0, 20, 20, 20 );
path.lineTo( 40, 20 );
path.quadraticCurveTo( 60,20, 60,0);
path.lineTo(60,-40-oHeight);
path.quadraticCurveTo( 60,-60-oHeight, 40,-60-oHeight);
path.lineTo(20,-60-oHeight);
path.quadraticCurveTo(0,-60,0,-40-oHeight);
path.lineTo(0,0);
var points = path.getPoints();
var geometry = new THREE.BufferGeometry().setFromPoints( points );
var material = new THREE.LineBasicMaterial( { color: 0xffffff } );
curve = new THREE.Line( geometry, material );
scene.add( curve );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
delta +=.1;
oHeight = Math.sin(delta)*20;
line.needUpdate = true; //is this where I went wrong?
renderer.render( scene, camera );
}
There is no object line in your code and there is no mystic reference from the object geometry to the oHeight. The THREE.Path is only a temporary object, which contains the information, that is needed to create the BufferGeoemtry. Note, at the end the vertices of the geometry are stored in an array buffer on the GPU.
You have to create the path in the animate function and to set it to the BufferGeoemtry. So the geometry is recreated in every frame:
function animate() {
requestAnimationFrame( animate );
delta +=.1;
oHeight = Math.sin(delta)*20;
path = new THREE.Path();
path.lineTo( 0, 0 );
path.quadraticCurveTo( 0, 20, 20, 20 );
path.lineTo( 40, 20 );
path.quadraticCurveTo( 60,20, 60,0);
path.lineTo(60,-40-oHeight);
path.quadraticCurveTo( 60,-60-oHeight, 40,-60-oHeight);
path.lineTo(20,-60-oHeight);
path.quadraticCurveTo(0,-60-oHeight,0,-40-oHeight);
path.lineTo(0,0);
geometry.dispose();
geometry.setFromPoints( path.getPoints() );
renderer.render( scene, camera );
}
var camera, scene, renderer;
var curve;
var path;
var oHeight = 0;
var delta = 0;
var geometry;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 600;
scene = new THREE.Scene();
geometry = new THREE.BufferGeometry();
var material = new THREE.LineBasicMaterial( { color: 0xffffff } );
curve = new THREE.Line( geometry, material );
scene.add( curve );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.onresize = resize;
}
function animate() {
requestAnimationFrame( animate );
delta +=.1;
oHeight = Math.sin(delta)*20;
path = new THREE.Path();
path.lineTo( 0, 0 );
path.quadraticCurveTo( 0, 20, 20, 20 );
path.lineTo( 40, 20 );
path.quadraticCurveTo( 60,20, 60,0);
path.lineTo(60,-40-oHeight);
path.quadraticCurveTo( 60,-60-oHeight, 40,-60-oHeight);
path.lineTo(20,-60-oHeight);
path.quadraticCurveTo(0,-60-oHeight,0,-40-oHeight);
path.lineTo(0,0);
geometry.dispose();
geometry.setFromPoints( path.getPoints() );
renderer.render( scene, camera );
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
<script src="https://threejs.org/build/three.min.js"></script>

How to animate a Collada model's children in three.js?

I'm trying to find a way to animate the children in a Collada model of the Canadarm2. The model contains 7 arm segments whose angles need to be set by reading in rotation angle data from each of 7 spreadsheet columns one row at a time. Each line holds 7 columns of data representing each second's angles in an hour, or longer, mission.
I'm hoping someone might suggest a solution to get me started -- perhaps something like the guesswork I've tried inside the animate() function below.
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, clock;
var camera, scene, renderer, canadarm2;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
camera.position.set( 8, 10, 80 );
camera.lookAt( new THREE.Vector3( 0, 3, 0 ) );
scene = new THREE.Scene();
clock = new THREE.Clock();
// loading manager
var loadingManager = new THREE.LoadingManager( function() {
scene.add( canadarm2 );
} );
// collada
var loader = new THREE.ColladaLoader( loadingManager );
//loader.load( 'examples/models/collada/elf/elf.dae', function ( collada ) {
loader.load( 'canadarm2.dae', function ( collada ) {
canadarm2 = collada.scene;
} );
//
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
directionalLight.position.set( 1, 1, 0 ).normalize();
scene.add( directionalLight );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
/*
//#######################################
// doesn't work
var armEP = canadarm2.getChildByName("EP", true);// EP is one of 7 arms
armEP.position.x += 0.01;
armEP.rotation.y += 45;
//#######################################
*/
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
if ( canadarm2 !== undefined ) {
canadarm2.rotation.z += delta * 0.5;
}
renderer.render( scene, camera );
}
This seems to work although it seems an awfully roundabout way to locate the arms.
scene.traverse(function (child) {
switch(child.name) {
case "SR":
child.rotation.x += 0.01;
break;
case "SP":
child.rotation.y += 0.01;
break;
case "SY":
child.rotation.y += 0.01;
break;
case "EP":
child.rotation.y += 0.01;
break;
case "WP":
child.rotation.x += 0.01;
break;
case "WY":
child.rotation.y += 0.01;
break;
case "WR":
child.rotation.x += 0.01;
break;
}
});

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