Browse Source

Add remaining glTF2.0 models.

Don McCurdy 8 years ago
parent
commit
38b2716be1
72 changed files with 41756 additions and 2 deletions
  1. 0 1
      examples/files.js
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      examples/models/gltf/CesiumMan/README.md
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      examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan.gltf
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      examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan.jpg
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      examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan0.vert
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      examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan1.frag
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      examples/models/gltf/CesiumMan/glTF/CesiumMan.gltf
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      examples/models/gltf/CesiumMilkTruck/README.md
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      examples/models/gltf/CesiumMilkTruck/glTF-Embedded/CesiumMilkTruck.gltf
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      examples/models/gltf/CesiumMilkTruck/glTF-MaterialsCommon/CesiumMilkTruck.gltf
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      examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck2.vert
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      examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck3.frag
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      examples/models/gltf/CesiumMilkTruck/glTF/CesiumMilkTruck.gltf
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      examples/models/gltf/Monster/glTF-techniqueWebGL/Monster1.frag
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      examples/models/gltf/Monster/glTF/Monster.gltf
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      examples/models/gltf/RiggedSimple/README.md
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      examples/models/gltf/RiggedSimple/screenshot/screenshot.gif
  72. 45 1
      examples/webgl_loader_gltf2.html

+ 0 - 1
examples/files.js

@@ -91,7 +91,6 @@ var files = {
 		"webgl_loader_ctm_materials",
 		"webgl_loader_ctm_materials",
 		"webgl_loader_draco",
 		"webgl_loader_draco",
 		"webgl_loader_fbx",
 		"webgl_loader_fbx",
-		"webgl_loader_gltf",
 		"webgl_loader_gltf2",
 		"webgl_loader_gltf2",
 		"webgl_loader_json_blender",
 		"webgl_loader_json_blender",
 		"webgl_loader_json_claraio",
 		"webgl_loader_json_claraio",

+ 8 - 0
examples/models/gltf/CesiumMan/README.md

@@ -0,0 +1,8 @@
+# Cesium Man
+## Screenshot
+
+![screenshot](screenshot/screenshot.gif)
+
+## License Information
+
+Donated by Cesium for glTF testing.  Please follow the [Cesium Trademark Terms and Conditions](https://github.com/AnalyticalGraphicsInc/cesium/wiki/CesiumTrademark.pdf).

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examples/models/gltf/CesiumMan/glTF-Embedded/CesiumMan.gltf


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examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan.gltf


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+ 24 - 0
examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan0.vert

@@ -0,0 +1,24 @@
+precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform mat4 u_jointMatrix[19];
+attribute vec3 a_position;
+varying vec3 v_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
+attribute vec2 a_texcoord0;
+varying vec2 v_texcoord0;
+attribute vec4 a_joint;
+attribute vec4 a_weight;
+void main(void) {
+    mat4 skinMat = a_weight.x * u_jointMatrix[int(a_joint.x)];
+    skinMat += a_weight.y * u_jointMatrix[int(a_joint.y)];
+    skinMat += a_weight.z * u_jointMatrix[int(a_joint.z)];
+    skinMat += a_weight.w * u_jointMatrix[int(a_joint.w)];
+    vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * mat3(skinMat) * a_normal;
+    v_texcoord0 = a_texcoord0;
+}

+ 33 - 0
examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan1.frag

@@ -0,0 +1,33 @@
+precision highp float;
+uniform vec4 u_ambient;
+uniform sampler2D u_diffuse;
+uniform vec4 u_emission;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+varying vec3 v_position;
+varying vec3 v_normal;
+varying vec2 v_texcoord0;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 emission = u_emission.rgb;
+    vec3 ambient = u_ambient.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    ambientLight += vec3(0.2, 0.2, 0.2);
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 reflectDir = reflect(-l, normal);
+    float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += emission;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

+ 2766 - 0
examples/models/gltf/CesiumMan/glTF/CesiumMan.gltf

@@ -0,0 +1,2766 @@
+{
+    "asset": {
+        "generator": "COLLADA2GLTF",
+        "version": "2.0"
+    },
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+    "scenes": [
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+ 8 - 0
examples/models/gltf/CesiumMilkTruck/README.md

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+# Cesium Milk Truck
+## Screenshot
+
+![screenshot](screenshot/screenshot.gif)
+
+## License Information
+
+Donated by Cesium for glTF testing.  Please follow the [Cesium Trademark Terms and Conditions](https://github.com/AnalyticalGraphicsInc/cesium/wiki/CesiumTrademark.pdf).

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examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck.gltf


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examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck0.vert

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+precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+attribute vec3 a_position;
+varying vec3 v_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
+attribute vec2 a_texcoord0;
+varying vec2 v_texcoord0;
+void main(void) {
+    vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * a_normal;
+    v_texcoord0 = a_texcoord0;
+}

+ 32 - 0
examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck1.frag

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+precision highp float;
+uniform sampler2D u_diffuse;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+uniform vec3 u_light0Color;
+varying vec3 v_position;
+varying vec3 v_normal;
+varying vec2 v_texcoord0;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 ambient = diffuse.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    {
+        ambientLight += u_light0Color;
+    }
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 reflectDir = reflect(-l, normal);
+    float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

+ 14 - 0
examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck2.vert

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+precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+attribute vec3 a_position;
+varying vec3 v_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
+void main(void) {
+    vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * a_normal;
+}

+ 31 - 0
examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck3.frag

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+precision highp float;
+uniform vec4 u_diffuse;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+uniform vec3 u_light0Color;
+varying vec3 v_position;
+varying vec3 v_normal;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = u_diffuse;
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 ambient = diffuse.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    {
+        ambientLight += u_light0Color;
+    }
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 reflectDir = reflect(-l, normal);
+    float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

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+ 8 - 0
examples/models/gltf/Monster/README.md

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+# Monster
+## Screenshot
+
+![screenshot](screenshot/screenshot.gif)
+
+## License Information
+
+Model from: http://www.3drt.com/downloads.htm

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examples/models/gltf/Monster/glTF-techniqueWebGL/Monster.gltf


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examples/models/gltf/Monster/glTF-techniqueWebGL/Monster0.vert

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+precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform mat4 u_jointMatrix[32];
+attribute vec3 a_position;
+varying vec3 v_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
+attribute vec2 a_texcoord0;
+varying vec2 v_texcoord0;
+attribute vec4 a_joint;
+attribute vec4 a_weight;
+void main(void) {
+    mat4 skinMat = a_weight.x * u_jointMatrix[int(a_joint.x)];
+    skinMat += a_weight.y * u_jointMatrix[int(a_joint.y)];
+    skinMat += a_weight.z * u_jointMatrix[int(a_joint.z)];
+    skinMat += a_weight.w * u_jointMatrix[int(a_joint.w)];
+    vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * mat3(skinMat) * a_normal;
+    v_texcoord0 = a_texcoord0;
+}

+ 33 - 0
examples/models/gltf/Monster/glTF-techniqueWebGL/Monster1.frag

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+precision highp float;
+uniform vec4 u_ambient;
+uniform sampler2D u_diffuse;
+uniform vec4 u_emission;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+varying vec3 v_position;
+varying vec3 v_normal;
+varying vec2 v_texcoord0;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 emission = u_emission.rgb;
+    vec3 ambient = u_ambient.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    ambientLight += vec3(0.2, 0.2, 0.2);
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 h = normalize(l + viewDir);
+    float specularIntensity = max(0., pow(max(dot(normal, h), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += emission;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

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examples/models/gltf/Monster/glTF/Monster.gltf

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+{
+    "asset": {
+        "generator": "COLLADA2GLTF",
+        "version": "2.0"
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+ 8 - 0
examples/models/gltf/RiggedSimple/README.md

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+# Rigged Simple
+## Screenshot
+
+![screenshot](screenshot/screenshot.gif)
+
+## License Information
+
+Donated by [Cesium](http://cesiumjs.org/) for glTF testing.

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examples/models/gltf/RiggedSimple/glTF-techniqueWebGL/RiggedSimple.gltf


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examples/models/gltf/RiggedSimple/glTF-techniqueWebGL/RiggedSimple0.vert

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+precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform mat4 u_jointMatrix[2];
+attribute vec3 a_position;
+varying vec3 v_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
+attribute vec4 a_joint;
+attribute vec4 a_weight;
+void main(void) {
+    mat4 skinMat = a_weight.x * u_jointMatrix[int(a_joint.x)];
+    skinMat += a_weight.y * u_jointMatrix[int(a_joint.y)];
+    skinMat += a_weight.z * u_jointMatrix[int(a_joint.z)];
+    skinMat += a_weight.w * u_jointMatrix[int(a_joint.w)];
+    vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * mat3(skinMat) * a_normal;
+}

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examples/models/gltf/RiggedSimple/glTF-techniqueWebGL/RiggedSimple1.frag

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+precision highp float;
+uniform vec4 u_ambient;
+uniform vec4 u_diffuse;
+uniform vec4 u_emission;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+varying vec3 v_position;
+varying vec3 v_normal;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = u_diffuse;
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 emission = u_emission.rgb;
+    vec3 ambient = u_ambient.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    ambientLight += vec3(0.2, 0.2, 0.2);
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 reflectDir = reflect(-l, normal);
+    float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += emission;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

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examples/models/gltf/RiggedSimple/glTF/RiggedSimple.gltf

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+}

BIN
examples/models/gltf/RiggedSimple/glTF/RiggedSimple0.bin


BIN
examples/models/gltf/RiggedSimple/screenshot/screenshot.gif


+ 45 - 1
examples/webgl_loader_gltf2.html

@@ -421,7 +421,8 @@
 					addLights:true,
 					addLights:true,
 					addGround:true,
 					addGround:true,
 					shadows:true,
 					shadows:true,
-					extensions: ['glTF', 'glTF-Embedded', 'glTF-MaterialsCommon', 'glTF-pbrSpecularGlossiness', 'glTF-Binary', 'glTF-techniqueWebGL']
+					// TODO: 'glTF-MaterialsCommon', 'glTF-techniqueWebGL'
+					extensions: ['glTF', 'glTF-Embedded', 'glTF-pbrSpecularGlossiness', 'glTF-Binary']
 				},
 				},
 				{
 				{
 					name : 'BoomBox (PBR)', url : './models/gltf/BoomBox/%s/BoomBox.gltf',
 					name : 'BoomBox (PBR)', url : './models/gltf/BoomBox/%s/BoomBox.gltf',
@@ -439,6 +440,49 @@
 					extensions: ['glTF'],
 					extensions: ['glTF'],
 					addEnvMap: true
 					addEnvMap: true
 				},
 				},
+				{
+					name : "Monster", url : "./models/gltf/Monster/%s/Monster.gltf",
+					cameraPos: new THREE.Vector3(30, 10, 70),
+					objectScale: new THREE.Vector3(0.4, 0.4, 0.4),
+					objectPosition: new THREE.Vector3(2, 1, 0),
+					objectRotation: new THREE.Euler(0, - 3 * Math.PI / 4, 0),
+					animationTime: 3,
+					addLights:true,
+					shadows:true,
+					addGround:true,
+					// TODO: 'glTF-MaterialsCommon', 'glTF-techniqueWebGL'
+					extensions: ['glTF', 'glTF-Embedded', 'glTF-pbrSpecularGlossiness', 'glTF-Binary']
+				},
+				{
+					name : "Cesium Man", url : "./models/gltf/CesiumMan/%s/CesiumMan.gltf",
+					 cameraPos: new THREE.Vector3(0, 3, 10),
+					 objectRotation: new THREE.Euler(0, 0, 0),
+					 addLights:true,
+					 addGround:true,
+					 shadows:true,
+					// TODO: 'glTF-MaterialsCommon', 'glTF-techniqueWebGL'
+					extensions: ['glTF', 'glTF-Embedded', 'glTF-pbrSpecularGlossiness', 'glTF-Binary']
+				},
+				{
+					name : "Cesium Milk Truck",
+					url : "./models/gltf/CesiumMilkTruck/%s/CesiumMilkTruck.gltf",
+					cameraPos: new THREE.Vector3(0, 3, 10),
+					addLights:true,
+					addGround:true,
+					shadows:true,
+					// TODO: 'glTF-MaterialsCommon', 'glTF-techniqueWebGL'
+					extensions: ['glTF', 'glTF-Embedded', 'glTF-pbrSpecularGlossiness', 'glTF-Binary']
+				},
+				{
+					name : "Rigged Simple",
+					url : "./models/gltf/RiggedSimple/%s/RiggedSimple.gltf",
+					cameraPos: new THREE.Vector3(0, 5, 15),
+					objectRotation: new THREE.Euler(0, 90, 0),
+					addLights:true,
+					shadows:true,
+					// TODO: 'glTF-MaterialsCommon', 'glTF-techniqueWebGL'
+					extensions: ['glTF', 'glTF-Embedded', 'glTF-pbrSpecularGlossiness', 'glTF-Binary']
+				},
 			];
 			];
 
 
 			function buildSceneList() {
 			function buildSceneList() {

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