Three.js base

A base/starter fiddle for Three.js

by realhunts

HTML

<script src="https://rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/stats.js/r17/build/stats.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/r95/examples/js/loaders/GLTFLoader.js"></script>
 <script src="https://preview.babylonjs.com/recast.js"></script>
<script src="https://preview.babylonjs.com/babylon.max.js"></script>
    <script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/GLTFLoader.js"></script>

CSS

body {
    padding: 0;
    margin: 0;
}
canvas {
  display: block;
}

JavaScript

var camera, scene, renderer, mesh, material, stats;
var mixer;
var clock = new THREE.Clock();
init();
animate();

function init() {
    // Renderer.
    renderer = new THREE.WebGLRenderer({
        antialias: false
    });
    //renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    // Add renderer to page
    document.body.appendChild(renderer.domElement);

    // Create camera.
    camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.z = 400;

    // Create scene.
    scene = new THREE.Scene();

    // Create material
    material = new THREE.MeshPhongMaterial();

    // Create cube and add to scene.
    var geometry = new THREE.BoxGeometry(200, 200, 200);
    mesh = new THREE.Mesh(geometry, material);
    //scene.add(mesh);

     var loader = new THREE.GLTFLoader();
    loader.setCrossOrigin( 'anonymous' );

    var scale = 90;
    var url = "https://cdn.glitch.com/e1f07ec4-c6d7-451f-9b46-e49295350009%2Flevel.glb?v=1571915243652";
  //  var url = "https://cdn.glitch.com/b9ca1e40-f4f5-44ae-83ec-5e8506a9a671%2FSoldier.glb?1543735206862";
    loader.load(url, function (data) {
        gltf = data;
        var object;
        if ( gltf.scene !== undefined ) {
            object = gltf.scene; // default scene
        } else if ( gltf.scenes.length > 0 ) {
            object = gltf.scenes[0]; // other scene
        }
        object.scale.set(scale, scale, scale);

/*setTimeout(()=>{
data.scene.traverse((child) => {
    
      //      if (child instanceof THREE.Mesh) {
            //  child.geometry.scale(.1, .1, .1)
           
          
        /* if (child.material.type = "MeshStandardMaterial") {
                    child.material.dispose();
                    scene.remove(child.material)

                    child.material = new THREE.MeshBasicMaterial({
                        color: child.material.color.multiplyScalar(5.),
                    ...