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an_example.dae
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an_example.dae
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<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<asset>
<contributor>
<author>Blender User</author>
<authoring_tool>Blender 2.92.0 commit date:2021-02-24, commit time:16:25, hash:02948a2cab44</authoring_tool>
</contributor>
<created>2021-10-02T05:01:01</created>
<modified>2021-10-02T05:01:01</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_cameras>
<camera id="Camera-camera" name="Camera">
<optics>
<technique_common>
<perspective>
<xfov sid="xfov">39.59775</xfov>
<aspect_ratio>1.777778</aspect_ratio>
<znear sid="znear">0.1</znear>
<zfar sid="zfar">100</zfar>
</perspective>
</technique_common>
</optics>
<extra>
<technique profile="blender">
<shiftx sid="shiftx" type="float">0</shiftx>
<shifty sid="shifty" type="float">0</shifty>
<dof_distance sid="dof_distance" type="float">10</dof_distance>
</technique>
</extra>
</camera>
</library_cameras>
<library_lights>
<light id="Light-light" name="Light">
<technique_common>
<point>
<color sid="color">1000 1000 1000</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0.00111109</quadratic_attenuation>
</point>
</technique_common>
<extra>
<technique profile="blender">
<type sid="type" type="int">0</type>
<flag sid="flag" type="int">0</flag>
<mode sid="mode" type="int">1</mode>
<gamma sid="blender_gamma" type="float">1</gamma>
<red sid="red" type="float">1</red>
<green sid="green" type="float">1</green>
<blue sid="blue" type="float">1</blue>
<shadow_r sid="blender_shadow_r" type="float">0</shadow_r>
<shadow_g sid="blender_shadow_g" type="float">0</shadow_g>
<shadow_b sid="blender_shadow_b" type="float">0</shadow_b>
<energy sid="blender_energy" type="float">1000</energy>
<dist sid="blender_dist" type="float">29.99998</dist>
<spotsize sid="spotsize" type="float">75</spotsize>
<spotblend sid="spotblend" type="float">0.15</spotblend>
<att1 sid="att1" type="float">0</att1>
<att2 sid="att2" type="float">1</att2>
<falloff_type sid="falloff_type" type="int">2</falloff_type>
<clipsta sid="clipsta" type="float">0.04999995</clipsta>
<clipend sid="clipend" type="float">30.002</clipend>
<bias sid="bias" type="float">1</bias>
<soft sid="soft" type="float">3</soft>
<bufsize sid="bufsize" type="int">2880</bufsize>
<samp sid="samp" type="int">3</samp>
<buffers sid="buffers" type="int">1</buffers>
<area_shape sid="area_shape" type="int">1</area_shape>
<area_size sid="area_size" type="float">0.1</area_size>
<area_sizey sid="area_sizey" type="float">0.1</area_sizey>
<area_sizez sid="area_sizez" type="float">1</area_sizez>
</technique>
</extra>
</light>
</library_lights>
<library_images/>
<library_geometries>
<geometry id="box-mesh" name="box">
<mesh>
<source id="box-mesh-positions">
<float_array id="box-mesh-positions-array" count="24">-1 -1 -1 -1 -1 1 -1 1 -1 -1 1 1 1 -1 -1 1 -1 1 1 1 -1 1 1 1</float_array>
<technique_common>
<accessor source="#box-mesh-positions-array" count="8" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="box-mesh-normals">
<float_array id="box-mesh-normals-array" count="18">-1 0 0 0 1 0 1 0 0 0 -1 0 0 0 -1 0 0 1</float_array>
<technique_common>
<accessor source="#box-mesh-normals-array" count="6" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="box-mesh-map-0">
<float_array id="box-mesh-map-0-array" count="72">0.625 0 0.375 0.25 0.375 0 0.625 0.25 0.375 0.5 0.375 0.25 0.625 0.5 0.375 0.75 0.375 0.5 0.625 0.75 0.375 1 0.375 0.75 0.375 0.5 0.125 0.75 0.125 0.5 0.875 0.5 0.625 0.75 0.625 0.5 0.625 0 0.625 0.25 0.375 0.25 0.625 0.25 0.625 0.5 0.375 0.5 0.625 0.5 0.625 0.75 0.375 0.75 0.625 0.75 0.625 1 0.375 1 0.375 0.5 0.375 0.75 0.125 0.75 0.875 0.5 0.875 0.75 0.625 0.75</float_array>
<technique_common>
<accessor source="#box-mesh-map-0-array" count="36" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="box-mesh-vertices">
<input semantic="POSITION" source="#box-mesh-positions"/>
</vertices>
<triangles count="12">
<input semantic="VERTEX" source="#box-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#box-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#box-mesh-map-0" offset="2" set="0"/>
<p>1 0 0 2 0 1 0 0 2 3 1 3 6 1 4 2 1 5 7 2 6 4 2 7 6 2 8 5 3 9 0 3 10 4 3 11 6 4 12 0 4 13 2 4 14 3 5 15 5 5 16 7 5 17 1 0 18 3 0 19 2 0 20 3 1 21 7 1 22 6 1 23 7 2 24 5 2 25 4 2 26 5 3 27 1 3 28 0 3 29 6 4 30 4 4 31 0 4 32 3 5 33 1 5 34 5 5 35</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_controllers>
<controller id="Bone_box-skin" name="Bone">
<skin source="#box-mesh">
<bind_shape_matrix>0.5 0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0 1</bind_shape_matrix>
<source id="Bone_box-skin-joints">
<Name_array id="Bone_box-skin-joints-array" count="2">Bone0 Bone1</Name_array>
<technique_common>
<accessor source="#Bone_box-skin-joints-array" count="2" stride="1">
<param name="JOINT" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Bone_box-skin-bind_poses">
<float_array id="Bone_box-skin-bind_poses-array" count="32">1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1 1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#Bone_box-skin-bind_poses-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Bone_box-skin-weights">
<float_array id="Bone_box-skin-weights-array" count="8">1 1 1 1 1 1 1 1</float_array>
<technique_common>
<accessor source="#Bone_box-skin-weights-array" count="8" stride="1">
<param name="WEIGHT" type="float"/>
</accessor>
</technique_common>
</source>
<joints>
<input semantic="JOINT" source="#Bone_box-skin-joints"/>
<input semantic="INV_BIND_MATRIX" source="#Bone_box-skin-bind_poses"/>
</joints>
<vertex_weights count="8">
<input semantic="JOINT" source="#Bone_box-skin-joints" offset="0"/>
<input semantic="WEIGHT" source="#Bone_box-skin-weights" offset="1"/>
<vcount>1 1 1 1 1 1 1 1 </vcount>
<v>0 0 1 1 0 2 1 3 0 4 1 5 0 6 1 7</v>
</vertex_weights>
</skin>
</controller>
</library_controllers>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Bone" name="Bone" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<node id="Bone_Bone0" name="Bone0" sid="Bone0" type="JOINT">
<matrix sid="transform">1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1</matrix>
<node id="Bone_Bone1" name="Bone1" sid="Bone1" type="JOINT">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<extra>
<technique profile="blender">
<layer sid="layer" type="string">0</layer>
<tip_x sid="tip_x" type="float">0</tip_x>
<tip_y sid="tip_y" type="float">0</tip_y>
<tip_z sid="tip_z" type="float">1</tip_z>
</technique>
</extra>
</node>
<extra>
<technique profile="blender">
<layer sid="layer" type="string">0</layer>
<tip_x sid="tip_x" type="float">0</tip_x>
<tip_y sid="tip_y" type="float">0</tip_y>
<tip_z sid="tip_z" type="float">1</tip_z>
</technique>
</extra>
</node>
</node>
<node id="box" name="box" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_controller url="#Bone_box-skin">
<skeleton>#Bone_Bone0</skeleton>
</instance_controller>
</node>
<node id="Camera" name="Camera" type="NODE">
<matrix sid="transform">0.6859207 -0.3240135 0.6515582 7.358891 0.7276763 0.3054208 -0.6141704 -6.925791 0 0.8953956 0.4452714 4.958309 0 0 0 1</matrix>
<instance_camera url="#Camera-camera"/>
</node>
<node id="Light" name="Light" type="NODE">
<matrix sid="transform">-0.2908646 -0.7711008 0.5663932 4.076245 0.9551712 -0.1998834 0.2183912 1.005454 -0.05518906 0.6045247 0.7946723 5.903862 0 0 0 1</matrix>
<instance_light url="#Light-light"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>