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3.21
data/duck.dae
198 строк
328 KB
erwin coumans
Added a basic COLLADA .dae importer mainly to support URDF loading (URDF can refer to COLLADA .dae or STL .stl for mesh support)
22 окт 2014, 04:44
22 окт 2014, 04:44
579b34d
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О чём код?
<?xml version="1.0"?> <COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1"> <asset> <contributor> <author>gcorson</author> <authoring_tool>Maya 8.0 | ColladaMaya v3.02 | FCollada v3.2</authoring_tool> <comments>Collada Maya Export Options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0; curveConstrainSampling=0;exportCameraAsLookat=0; exportLights=1;exportCameras=1;exportJointsAndSkin=1; exportAnimations=1;exportTriangles=1;exportInvisibleNodes=0; exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0; exportTexTangents=0;exportConstraints=1;exportPhysics=0;exportXRefs=1; dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments> <copyright> Copyright 2006 Sony Computer Entertainment Inc. Licensed under the SCEA Shared Source License, Version 1.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at: http://research.scea.com/scea_shared_source_license.html Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. </copyright> <source_data>file:///C:/vs2005/sample_data/Complete_Packages/SCEA_Private/Maya_MoonLander/Moonlander/untitled</source_data> </contributor> <created>2006-08-23T22:29:59Z</created> <modified>2007-02-21T22:52:44Z</modified> <unit meter="0.01" name="centimeter"/> <up_axis>Y_UP</up_axis> </asset> <library_cameras> <camera id="cameraShape1" name="cameraShape1"> <optics> <technique_common> <perspective> <yfov>37.8492</yfov> <aspect_ratio>1.5</aspect_ratio> <znear>1</znear> <zfar>10000</zfar> </perspective> </technique_common> </optics> </camera> </library_cameras> <library_lights> <light id="directionalLightShape1-lib" name="directionalLightShape1"> <technique_common> <directional> <color>1 1 1</color> </directional> </technique_common> </light> </library_lights> <library_images> <image id="file2" name="file2" depth="1"> <init_from>images/duckCM.png</init_from> </image> </library_images> <library_materials> <material id="blinn3" name="blinn3"> <instance_effect url="#blinn3-fx"/> </material> </library_materials> <library_effects> <effect id="blinn3-fx"> <profile_COMMON> <newparam sid="file2-surface"> <surface type="2D"> <init_from>file2</init_from> <format>A8R8G8B8</format> </surface> </newparam> <newparam sid="file2-sampler"> <sampler2D> <source>file2-surface</source> <minfilter>LINEAR_MIPMAP_LINEAR</minfilter> <magfilter>LINEAR</magfilter> </sampler2D> </newparam> <technique sid="common"> <blinn> <emission> <color>0 0 0 1</color> </emission> <ambient> <color>0 0 0 1</color> </ambient> <diffuse> <texture texture="file2-sampler" texcoord="TEX0"/> </diffuse> <specular> <color>0 0 0 1</color> </specular> <shininess> <float>0.3</float> </shininess> <reflective> <color>0 0 0 1</color> </reflective> <reflectivity> <float>0.5</float> </reflectivity> <transparent> <color>0 0 0 1</color> </transparent> <transparency> <float>1</float> </transparency> <index_of_refraction> <float>1</float> </index_of_refraction> </blinn> </technique> </profile_COMMON> </effect> </library_effects> <library_geometries> <geometry id="LOD3spShape-lib" name="LOD3spShape"> <mesh> <source id="LOD3spShape-lib-positions" name="position"> <float_array id="LOD3spShape-lib-positions-array" count="6324">35.0226 89.3874 23.3732 19.5676 89.7173 22.4879 9.22909 91.5427 17.1037 4.33048 88.7008 4.57726 45.0571 89.4178 19.82 … [Строка слишком длинная. Вы можете скачать файл] <technique_common> <accessor count="2108" offset="0" source="#LOD3spShape-lib-positions-array" stride="3"> <param name="X" type="float"/> <param name="Y" type="float"/> <param name="Z" type="float"/> </accessor> </technique_common> </source> <source id="LOD3spShape-lib-normals" name="normal"> <float_array id="LOD3spShape-lib-normals-array" count="6870">-0.192109 -0.934569 0.299458 -0.06315 -0.993623 0.093407 -0.038767 -0.993005 0.111528 -0.11695 -0.921313 0.370816 -0.08 … [Строка слишком длинная. Вы можете скачать файл] <technique_common> <accessor count="2290" offset="0" source="#LOD3spShape-lib-normals-array" stride="3"> <param name="X" type="float"/> <param name="Y" type="float"/> <param name="Z" type="float"/> </accessor> </technique_common> </source> <source id="LOD3spShape-lib-map1" name="map1"> <float_array id="LOD3spShape-lib-map1-array" count="4554">0.245158 0.423975 0.25011 0.468112 0.150442 0.543685 0.148569 0.498875 0.302841 0.416173 0.345064 0.636086 0.339502 0.6732 … [Строка слишком длинная. Вы можете скачать файл] <technique_common> <accessor count="2277" offset="0" source="#LOD3spShape-lib-map1-array" stride="2"> <param name="S" type="float"/> <param name="T" type="float"/> </accessor> </technique_common> </source> <vertices id="LOD3spShape-lib-vertices"> <input semantic="POSITION" source="#LOD3spShape-lib-positions"/> </vertices> <triangles count="4212" material="blinn3SG"> <input offset="0" semantic="VERTEX" source="#LOD3spShape-lib-vertices"/> <input offset="1" semantic="NORMAL" source="#LOD3spShape-lib-normals"/> <input offset="2" semantic="TEXCOORD" source="#LOD3spShape-lib-map1" set="0"/> <p>89 0 23 243 1 26 6 3 29 6 3 29 243 1 26 90 2 28 243 1 26 89 0 23 91 4 30 91 4 30 89 0 23 5 5 31 92 6 33 244 7 35 5 5 31 5 5 31 244 7 35 91 4 30 244 7 35 92 6 33 299 8 36 299 8 3 … [Строка слишком длинная. Вы можете скачать файл] </triangles> </mesh> </geometry> </library_geometries> <library_visual_scenes> <visual_scene id="VisualSceneNode" name="untitled"> <node id="LOD3sp" name="LOD3sp"> <rotate sid="rotateZ">0 0 1 0</rotate> <rotate sid="rotateY">0 1 0 0</rotate> <rotate sid="rotateX">1 0 0 0</rotate> <instance_geometry url="#LOD3spShape-lib"> <bind_material> <technique_common> <instance_material symbol="blinn3SG" target="#blinn3"> <bind_vertex_input semantic="TEX0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> </technique_common> </bind_material> </instance_geometry> </node> <node id="camera1" name="camera1"> <translate sid="translate">400.113 463.264 -431.078</translate> <rotate sid="rotateZ">0 0 1 0</rotate> <rotate sid="rotateY">0 1 0 -223.2</rotate> <rotate sid="rotateX">1 0 0 -38.4</rotate> <instance_camera url="#cameraShape1"/> </node> <node id="directionalLight1" name="directionalLight1"> <translate sid="translate">148.654 183.672 -292.179</translate> <rotate sid="rotateZ">0 0 1 -12.8709</rotate> <rotate sid="rotateY">0 1 0 -191.679</rotate> <rotate sid="rotateX">1 0 0 -45.6358</rotate> <instance_light url="#directionalLightShape1-lib"/> </node> </visual_scene> </library_visual_scenes> <scene> <instance_visual_scene url="#VisualSceneNode"/> </scene> </COLLADA>