diff --git a/examples/gltf_exporter.html b/examples/gltf_exporter.html index 7e8016a41cfde414a6d3155389e5927089d708ff..5009afcb7f926f9527907ada7ae15e89168acdad 100644 --- a/examples/gltf_exporter.html +++ b/examples/gltf_exporter.html @@ -64,6 +64,7 @@ camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 ); camera.position.y = 400; + camera.name = "PerspectiveCamera"; scene1 = new THREE.Scene(); scene1.name = 'Scene1'; @@ -147,20 +148,24 @@ object.add( object2 ); */ - object = new THREE.Group(); - object.name = "Group"; - scene1.add( object ); + group1 = new THREE.Group(); + group1.name = "Group"; + scene1.add( group1 ); + + group2 = new THREE.Group(); + group2.name = "subGroup"; + group1.add( group2 ); object2 = new THREE.Mesh( new THREE.BoxBufferGeometry( 30, 30, 30 ), material ); object2.name = "Cube in group"; object2.position.set( 0, 100, 100 ); - object.add( object2 ); - + group2.add( object2 ); scene1.add( camera ); var cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10, 10 ); scene1.add( cameraOrtho ); + cameraOrtho.name = 'OrthographicCamera'; /* object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material ); diff --git a/examples/js/exporters/GLTFExporter.js b/examples/js/exporters/GLTFExporter.js index 5bc88df7865eabeda0b9a9bc9181202a375c1b93..66ed884c5eea1cc5c4cca041e0a73221dd87378e 100644 --- a/examples/js/exporters/GLTFExporter.js +++ b/examples/js/exporters/GLTFExporter.js @@ -544,7 +544,7 @@ THREE.GLTFExporter.prototype = { for ( var i = 0, l = object.children.length; i < l; i ++ ) { var child = object.children[ i ]; - if ( child instanceof THREE.Mesh ) { + if ( child instanceof THREE.Mesh || child instanceof THREE.Camera || child instanceof THREE.Group ) { gltfNode.children.push( processNode( child ) ); } } @@ -580,7 +580,7 @@ THREE.GLTFExporter.prototype = { var child = scene.children[ i ]; // @TODO Right now we just process meshes and lights - if ( child instanceof THREE.Mesh || child instanceof THREE.Camera ) { + if ( child instanceof THREE.Mesh || child instanceof THREE.Camera || child instanceof THREE.Group ) { gltfScene.nodes.push( processNode( child ) ); } }