Mercurial > hg > Game > Cerium
view Renderer/Test/collada_file/sampleTexture.dae @ 1278:88b75be39952 draft
add collada file
author | Taiki TAIRA <e095767@ie.u-ryukyu.ac.jp> |
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date | Fri, 25 Nov 2011 16:58:09 +0900 |
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children | ad841dcdbe67 |
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<?xml version="1.0" encoding="utf-8"?> <COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1"> <asset> <contributor> <author>Blender User</author> <authoring_tool>Blender 2.60.0 r41098M</authoring_tool> </contributor> <created>2011-11-02T00:19:27</created> <modified>2011-11-02T00:19:27</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">49.13434</xfov> <aspect_ratio>1.777778</aspect_ratio> <znear sid="znear">0.1</znear> <zfar sid="zfar">100</zfar> </perspective> </technique_common> </optics> </camera> </library_cameras> <library_lights> <light id="Lamp-light" name="Lamp"> <technique_common> <point> <color sid="color">1 1 1</color> <constant_attenuation>1</constant_attenuation> <linear_attenuation>0</linear_attenuation> <quadratic_attenuation>0.00111109</quadratic_attenuation> </point> </technique_common> <extra> <technique profile="blender"> <adapt_thresh>0.000999987</adapt_thresh> <area_shape>0</area_shape> <area_size>1</area_size> <area_sizey>1</area_sizey> <area_sizez>1</area_sizez> <atm_distance_factor>1</atm_distance_factor> <atm_extinction_factor>1</atm_extinction_factor> <atm_turbidity>2</atm_turbidity> <att1>0</att1> <att2>1</att2> <backscattered_light>1</backscattered_light> <bias>1</bias> <blue>1</blue> <buffers>1</buffers> <bufflag>0</bufflag> <bufsize>2880</bufsize> <buftype>2</buftype> <clipend>30.002</clipend> <clipsta>1.000799</clipsta> <compressthresh>0.04999995</compressthresh> <dist sid="blender_dist">29.99998</dist> <energy sid="blender_energy">1</energy> <falloff_type>2</falloff_type> <filtertype>0</filtertype> <flag>0</flag> <gamma sid="blender_gamma">1</gamma> <green>1</green> <halo_intensity sid="blnder_halo_intensity">1</halo_intensity> <horizon_brightness>1</horizon_brightness> <mode>8192</mode> <ray_samp>1</ray_samp> <ray_samp_method>1</ray_samp_method> <ray_samp_type>0</ray_samp_type> <ray_sampy>1</ray_sampy> <ray_sampz>1</ray_sampz> <red>1</red> <samp>3</samp> <shadhalostep>0</shadhalostep> <shadow_b sid="blender_shadow_b">0</shadow_b> <shadow_g sid="blender_shadow_g">0</shadow_g> <shadow_r sid="blender_shadow_r">0</shadow_r> <shadspotsize>45</shadspotsize> <sky_colorspace>0</sky_colorspace> <sky_exposure>1</sky_exposure> <skyblendfac>1</skyblendfac> <skyblendtype>1</skyblendtype> <soft>3</soft> <spotblend>0.15</spotblend> <spotsize>75</spotsize> <spread>1</spread> <sun_brightness>1</sun_brightness> <sun_effect_type>0</sun_effect_type> <sun_intensity>1</sun_intensity> <sun_size>1</sun_size> <type>0</type> </technique> </extra> </light> </library_lights> <library_effects> <effect id="Material-effect"> <profile_COMMON> <technique sid="common"> <phong> <emission> <color sid="emission">0 0 0 1</color> </emission> <ambient> <color sid="ambient">0 0 0 1</color> </ambient> <diffuse> <color sid="diffuse">0.64 0.64 0.64 1</color> </diffuse> <specular> <color sid="specular">0.5 0.5 0.5 1</color> </specular> <shininess> <float sid="shininess">50</float> </shininess> <index_of_refraction> <float sid="index_of_refraction">1</float> </index_of_refraction> </phong> </technique> <extra> <technique profile="GOOGLEEARTH"> <double_sided>1</double_sided> </technique> </extra> </profile_COMMON> <extra><technique profile="MAX3D"><double_sided>1</double_sided></technique></extra> </effect> </library_effects> <library_materials> <material id="Material-material" name="Material"> <instance_effect url="#Material-effect"/> </material> </library_materials> <library_geometries> <geometry id="Cube-mesh"> <mesh> <source id="Cube-mesh-positions"> <float_array id="Cube-mesh-positions-array" count="24">1 1 -1 1 -1 -1 -1 -0.9999998 -1 -0.9999997 1 -1 1 0.9999995 1 0.9999994 -1.000001 1 -1 -0.9999997 1 -1 1 1</float_array> <technique_common> <accessor source="#Cube-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="Cube-mesh-normals"> <float_array id="Cube-mesh-normals-array" count="18">0 0 -1 0 0 1 1 -2.83122e-7 0 -2.83122e-7 -1 0 -1 2.23517e-7 -1.3411e-7 2.38419e-7 1 2.08616e-7</float_array> <technique_common> <accessor source="#Cube-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="Cube-mesh-map-0"> <float_array id="Cube-mesh-map-0-array" count="48">0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1</float_array> <technique_common> <accessor source="#Cube-mesh-map-0-array" count="24" stride="2"> <param name="S" type="float"/> <param name="T" type="float"/> </accessor> </technique_common> </source> <vertices id="Cube-mesh-vertices"> <input semantic="POSITION" source="#Cube-mesh-positions"/> </vertices> <polylist material="Material1" count="6"> <input semantic="VERTEX" source="#Cube-mesh-vertices" offset="0"/> <input semantic="NORMAL" source="#Cube-mesh-normals" offset="1"/> <input semantic="TEXCOORD" source="#Cube-mesh-map-0" offset="2" set="0"/> <vcount>4 4 4 4 4 4 </vcount> <p>0 0 0 1 0 1 2 0 2 3 0 3 4 1 4 7 1 5 6 1 6 5 1 7 0 2 8 4 2 9 5 2 10 1 2 11 1 3 12 5 3 13 6 3 14 2 3 15 2 4 16 6 4 17 7 4 18 3 4 19 4 5 20 0 5 21 3 5 22 7 5 23</p> </polylist> </mesh> <extra><technique profile="MAYA"><double_sided>1</double_sided></technique></extra> </geometry> </library_geometries> <library_visual_scenes> <visual_scene id="Scene" name="Scene"> <node id="Cube" type="NODE"> <translate sid="location">0 0 0</translate> <rotate sid="rotationZ">0 0 1 0</rotate> <rotate sid="rotationY">0 1 0 0</rotate> <rotate sid="rotationX">1 0 0 0</rotate> <scale sid="scale">1 1 1</scale> <instance_geometry url="#Cube-mesh"> <bind_material> <technique_common> <instance_material symbol="Material1" target="#Material-material"> <bind_vertex_input semantic="UVTex" input_semantic="TEXCOORD" input_set="0"/> </instance_material> </technique_common> </bind_material> </instance_geometry> </node> <node id="Lamp" type="NODE"> <translate sid="location">4.076245 1.005454 5.903862</translate> <rotate sid="rotationZ">0 0 1 106.9363</rotate> <rotate sid="rotationY">0 1 0 3.163707</rotate> <rotate sid="rotationX">1 0 0 37.26105</rotate> <scale sid="scale">1 1 1</scale> <instance_light url="#Lamp-light"/> </node> <node id="Camera" type="NODE"> <translate sid="location">7.481132 -6.50764 5.343665</translate> <rotate sid="rotationZ">0 0 1 46.69194</rotate> <rotate sid="rotationY">0 1 0 0.619768</rotate> <rotate sid="rotationX">1 0 0 63.5593</rotate> <scale sid="scale">1 1 1</scale> <instance_camera url="#Camera-camera"/> </node> </visual_scene> </library_visual_scenes> <scene> <instance_visual_scene url="#Scene"/> </scene> </COLLADA>