Build Assimp from source

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Dane Johnson committed 2021-03-15 13:46:19 -05:00
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<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>alorino</author>
<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</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=0;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
exportTexTangents=0;exportConstraints=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>
</contributor>
<created>2006-06-21T21:23:22Z</created>
<modified>2006-06-21T21:23:22Z</modified>
<unit meter="0.01" name="centimeter"/>
<up_axis>Y_UP</up_axis>
</asset>
<library_cameras>
<camera id="PerspCamera" name="PerspCamera">
<optics>
<technique_common>
<perspective>
<yfov>37.8493</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>10</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
<camera id="testCameraShape" name="testCameraShape">
<optics>
<technique_common>
<perspective>
<yfov>37.8501</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>0.01</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
</library_cameras>
<library_lights>
<light id="light-lib" name="light">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
<technique profile="MAX3D">
<intensity>1.000000</intensity>
</technique>
</light>
<light id="pointLightShape1-lib" name="pointLightShape1">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
</light>
</library_lights>
<library_materials>
<material id="Blue" name="Blue">
<instance_effect url="#Blue-fx"/>
</material>
</library_materials>
<library_effects>
<effect id="Blue-fx">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<color>0.137255 0.403922 0.870588 1</color>
</diffuse>
<specular>
<color>0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float>16</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>0</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_geometries>
<geometry id="box-lib" name="box">
<mesh>
<source id="box-lib-positions" name="position">
<float_array id="box-lib-positions-array" count="24">-50 50 50 50 50 50 -50 -50 50 50 -50 50 -50 50 -50 50 50 -50 -50 -50 -50 50 -50 -50</float_array>
<technique_common>
<accessor count="8" offset="0" source="#box-lib-positions-array" stride="3">
<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<source id="box-lib-normals" name="normal">
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<technique_common>
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<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<vertices id="box-lib-vertices">
<input semantic="POSITION" source="#box-lib-positions"/>
</vertices>
<polylist count="6" material="BlueSG">
<input offset="0" semantic="VERTEX" source="#box-lib-vertices"/>
<input offset="1" semantic="NORMAL" source="#box-lib-normals"/>
<vcount>4 4 4 4 4 4</vcount>
<p>0 0 2 1 3 2 1 3 0 4 1 5 5 6 4 7 6 8 7 9 3 10 2 11 0 12 4 13 6 14 2 15 3 16 7 17 5 18 1 19 5 20 7 21 6 22 4 23</p>
</polylist>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="VisualSceneNode" name="untitled">
<node id="Camera" name="Camera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#PerspCamera"/>
</node>
<node id="Light" name="Light">
<translate sid="translate">-500 1000 400</translate>
<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_light url="#light-lib"/>
</node>
<node id="Box" name="Box">
<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="#box-lib">
<bind_material>
<technique_common>
<instance_material symbol="BlueSG" target="#Blue"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="testCamera" name="testCamera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#testCameraShape"/>
</node>
<node id="pointLight1" name="pointLight1">
<translate sid="translate">3 4 10</translate>
<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_light url="#pointLightShape1-lib"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#VisualSceneNode"/>
</scene>
</COLLADA>
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<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>alorino</author>
<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</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=0;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
exportTexTangents=0;exportConstraints=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>
</contributor>
<created>2006-06-21T21:15:16Z</created>
<modified>2006-06-21T21:15:16Z</modified>
<unit meter="0.01" name="centimeter"/>
<up_axis>Y_UP</up_axis>
</asset>
<library_cameras>
<camera id="Camera_" name="Camera_">
<optics>
<technique_common>
<perspective>
<yfov>37.8493</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>10</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
<camera id="testCameraShape" name="testCameraShape">
<optics>
<technique_common>
<perspective>
<yfov>37.8501</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>0.01</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
</library_cameras>
<library_lights>
<light id="light-lib" name="light">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
</light>
<light id="pointLightShape1-lib" name="pointLightShape1">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
</light>
</library_lights>
<library_materials>
<material id="Stone" name="Stone">
<instance_effect url="#Stone-fx"/>
</material>
<material id="RedPlastic" name="RedPlastic">
<instance_effect url="#RedPlastic-fx"/>
</material>
</library_materials>
<library_effects>
<effect id="Stone-fx">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<color>0.521569 0.596078 0.658824 1</color>
</diffuse>
<specular>
<color>0.345098 0.360784 0.356863 1</color>
</specular>
<shininess>
<float>10</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>0</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
<effect id="RedPlastic-fx">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<color>0.815686 0.345098 0.309804 1</color>
</diffuse>
<specular>
<color>0.388235 0.486275 0.498039 1</color>
</specular>
<shininess>
<float>16</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>0</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
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<technique_common>
<accessor count="20158" offset="0" source="#collada-lib-normals-array" stride="3">
<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<vertices id="collada-lib-vertices">
<input semantic="POSITION" source="#collada-lib-positions"/>
</vertices>
<polylist count="6719" material="RedPlasticSG">
<input offset="0" semantic="VERTEX" source="#collada-lib-vertices" set="0"/>
<input offset="1" semantic="NORMAL" source="#collada-lib-normals"/>
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</polylist>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="VisualSceneNode" name="untitled">
<node id="Camera" name="Camera">
<translate sid="translate">-166.392 282.884 642.115</translate>
<rotate sid="rotateY">0 1 0 -13.25</rotate>
<rotate sid="rotateX">1 0 0 -20.25</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#Camera_"/>
</node>
<node id="Light" name="Light">
<translate sid="translate">-500 1000 400</translate>
<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_light url="#light-lib"/>
</node>
<node id="Floor" name="Floor">
<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="#floor-lib">
<bind_material>
<technique_common>
<instance_material symbol="StoneSG" target="#Stone"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="Collada" name="Collada">
<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="#collada-lib">
<bind_material>
<technique_common>
<instance_material symbol="RedPlasticSG" target="#RedPlastic"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="testCamera" name="testCamera">
<translate sid="translate">-166.392 282.884 642.115</translate>
<rotate sid="rotateY">0 1 0 -13.25</rotate>
<rotate sid="rotateX">1 0 0 -20.25</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#testCameraShape"/>
</node>
<node id="pointLight1" name="pointLight1">
<translate sid="translate">3 4 10</translate>
<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_light url="#pointLightShape1-lib"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#VisualSceneNode"/>
</scene>
</COLLADA>
@@ -0,0 +1,291 @@
<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>alorino</author>
<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</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=0;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
exportTexTangents=0;exportConstraints=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>
</contributor>
<created>2006-06-21T21:15:16Z</created>
<modified>2006-06-21T21:15:16Z</modified>
<unit meter="0.01" name="centimeter"/>
<up_axis>Y_UP</up_axis>
</asset>
<library_cameras>
<camera id="Camera_" name="Camera_">
<optics>
<technique_common>
<perspective>
<yfov>37.8493</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>10</znear>
<zfar>1000</zfar>
</perspective>
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+219
View File
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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>
<authoring_tool>Lightwave 9.5</authoring_tool>
</contributor>
<created>2009-03-27T22:29:42Z</created>
<modified>2009-03-27T22:29:42Z</modified>
<unit meter="1"></unit>
<up_axis>Y_UP</up_axis>
</asset>
<library_animations></library_animations>
<library_cameras></library_cameras>
<library_lights></library_lights>
<library_materials>
<material id="test_Smoothing" name="test_Smoothing">
<instance_effect url="#test_Smoothing-fx"></instance_effect>
</material>
</library_materials>
<library_effects>
<effect id="test_Smoothing-fx">
<profile_COMMON>
<technique sid="common">
<blinn>
<diffuse>
<color>0.141176 0.184314 0.411765 0</color>
</diffuse>
</blinn>
</technique>
</profile_COMMON>
</effect>
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<library_controllers></library_controllers>
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<asset>
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<author>Blender User</author>
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</contributor>
<created>2015-05-17T19:24:51</created>
<modified>2015-05-17T19:24:51</modified>
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<up_axis>Z_UP</up_axis>
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<camera id="Camera-camera" name="Camera.001">
<optics>
<technique_common>
<perspective>
<xfov sid="xfov">49.13434</xfov>
<aspect_ratio>1.777778</aspect_ratio>
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<zfar sid="zfar">100</zfar>
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</technique_common>
</optics>
<extra>
<technique profile="blender">
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</camera>
<camera id="Camera_002-camera" name="Camera.002">
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</optics>
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<technique profile="blender">
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</camera>
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<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
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<author>alorino</author>
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<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=0;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
exportTexTangents=0;exportConstraints=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>
</contributor>
<created>2006-06-21T21:23:22Z</created>
<modified>2006-06-21T21:23:22Z</modified>
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</technique_common>
</optics>
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</technique_common>
</optics>
</camera>
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</point>
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<point>
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</point>
</technique_common>
</light>
</library_lights>
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<shininess>
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<reflectivity>
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</transparent>
<transparency>
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</transparency>
<index_of_refraction>
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</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
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</vertices>
<polylist count="6" material="BlueSG">
<input offset="0" semantic="VERTEX" source="#box-lib-vertices"/>
<input offset="1" semantic="NORMAL" source="#box-lib-normals"/>
<vcount>4 4 4 4 4 4</vcount>
<p>0 0 2 1 3 2 1 3 0 4 1 5 5 6 4 7 6 8 7 9 3 10 2 11 0 12 4 13 6 14 2 15 3 16 7 17 5 18 1 19 5 20 7 21 6 22 4 23</p>
</polylist>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="VisualSceneNode" name="untitled">
<node id="Camera" name="Camera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#PerspCamera"/>
</node>
<node id="Light" name="カタカナ">
<translate sid="translate">-500 1000 400</translate>
<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_light url="#light-lib"/>
</node>
<node id="Box" name="日本語">
<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="#box-lib">
<bind_material>
<technique_common>
<instance_material symbol="BlueSG" target="#Blue"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="testCamera" name="testCamera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#testCameraShape"/>
</node>
<node id="pointLight1" name="漢字">
<translate sid="translate">3 4 10</translate>
<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_light url="#pointLightShape1-lib"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#VisualSceneNode"/>
</scene>
</COLLADA>
@@ -0,0 +1,90 @@
<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<library_cameras>
</library_cameras>
<library_lights/>
<library_materials/>
<library_effects/>
<library_geometries>
<geometry id="box-lib" name="box">
<mesh>
<source id="box-lib-positions" name="position">
<float_array id="box-lib-positions-array" count="24">-50 50 50 50 50 50 -50 -50 50 50 -50 50 -50 50 -50 50 50 -50 -50 -50 -50 50 -50 -50</float_array>
<technique_common>
<accessor count="8" offset="0" source="#box-lib-positions-array" stride="3">
<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<source id="box-lib-normals" name="normal">
<float_array id="box-lib-normals-array" count="72">0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 -1 0 0 -1 0 0 -1 0 0 -1</float_array>
<technique_common>
<accessor count="24" offset="0" source="#box-lib-normals-array" stride="3">
<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<vertices id="box-lib-vertices">
<input semantic="POSITION" source="#box-lib-positions"/>
</vertices>
<polylist count="6" material="BlueSG">
<input offset="0" semantic="VERTEX" source="#box-lib-vertices"/>
<input offset="1" semantic="NORMAL" source="#box-lib-normals"/>
<vcount>4 4 4 4 4 4</vcount>
<p>0 0 2 1 3 2 1 3 0 4 1 5 5 6 4 7 6 8 7 9 3 10 2 11 0 12 4 13 6 14 2 15 3 16 7 17 5 18 1 19 5 20 7 21 6 22 4 23</p>
</polylist>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="VisualSceneNode" name="untitled">
<node id="Camera" name="Camera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#PerspCamera"/>
</node>
<node id="Light" name="Light">
<translate sid="translate">-500 1000 400</translate>
<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_light url="#light-lib"/>
</node>
<node id="Box" name="Box">
<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="#box-lib">
<bind_material>
<technique_common>
<instance_material symbol="BlueSG" target="#Blue"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="testCamera" name="testCamera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#testCameraShape"/>
</node>
<node id="pointLight1" name="pointLight1">
<translate sid="translate">3 4 10</translate>
<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_light url="#pointLightShape1-lib"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#VisualSceneNode"/>
</scene>
</COLLADA>
@@ -0,0 +1,210 @@
<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>alorino</author>
<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</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=0;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
exportTexTangents=0;exportConstraints=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>
</contributor>
<created>2006-06-21T21:23:22Z</created>
<modified>2006-06-21T21:23:22Z</modified>
<unit meter="0.01" name="centimeter"/>
<up_axis>Y_UP</up_axis>
</asset>
<library_cameras>
<camera id="PerspCamera" name="PerspCamera">
<optics>
<technique_common>
<perspective>
<yfov>37.8493</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>10</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
<camera id="testCameraShape" name="testCameraShape">
<optics>
<technique_common>
<perspective>
<yfov>37.8501</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>0.01</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
</library_cameras>
<library_lights>
<light id="light-lib" name="light">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
<technique profile="MAX3D">
<intensity>1.000000</intensity>
</technique>
</light>
<light id="pointLightShape1-lib" name="pointLightShape1">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
</light>
</library_lights>
<library_materials>
<material id="Blue" name="Blue">
<instance_effect url="#Blue-fx"/>
</material>
</library_materials>
<library_effects>
<effect id="Blue-fx">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<color>0.137255 0.403922 0.870588 1</color>
</diffuse>
<specular>
<color>0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float>16</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>0</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_geometries>
<geometry id="box-lib" name="box">
<mesh>
<source id="box-lib-positions" name="position">
<float_array id="box-lib-positions-array" count="24">-50 50 50 50 50 50 -50 -50 50 50 -50 50 -50 50 -50 50 50 -50 -50 -50 -50 50 -50 -50</float_array>
<technique_common>
<accessor count="8" offset="0" source="#box-lib-positions-array" stride="3">
<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<source id="box-lib-normals" name="normal">
<float_array id="box-lib-normals-array" count="72">0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 -1 0 0 -1 0 0 -1 0 0 -1</float_array>
<technique_common>
<accessor count="24" offset="0" source="#box-lib-normals-array" stride="3">
<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<vertices id="box-lib-vertices">
<input semantic="POSITION" source="#box-lib-positions"/>
</vertices>
<triangles count="12" material="BlueSG">
<input offset="0" semantic="VERTEX" source="#box-lib-vertices"/>
<input offset="1" semantic="NORMAL" source="#box-lib-normals"/>
<p>0 0 2 1 3 2 0 0 3 2 1 3 0 4 1 5 5 6 0 4 5 6 4 7 6 8 7 9 3 10 6 8 3 10 2 11 0 12 4 13 6 14 0 12 6 14 2 15 3 16 7 17 5 18 3 16 5 18 1 19 5 20 7 21 6 22 5 20 6 22 4 23</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="VisualSceneNode" name="untitled">
<node id="Camera" name="Camera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#PerspCamera"/>
</node>
<node id="Light" name="Light">
<translate sid="translate">-500 1000 400</translate>
<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_light url="#light-lib"/>
</node>
<node id="Box" name="Box">
<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="#box-lib">
<bind_material>
<technique_common>
<instance_material symbol="BlueSG" target="#Blue"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="testCamera" name="testCamera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#testCameraShape"/>
</node>
<node id="pointLight1" name="pointLight1">
<translate sid="translate">3 4 10</translate>
<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_light url="#pointLightShape1-lib"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#VisualSceneNode"/>
</scene>
</COLLADA>
+167
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@@ -0,0 +1,167 @@
<?xml version="1.0" encoding="UTF-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor/>
<created>2014-12-01T18:05:27Z</created>
<modified>2014-12-01T18:05:27Z</modified>
<unit/>
<up_axis>Z_UP</up_axis>
</asset>
<library_visual_scenes>
<visual_scene id="defaultScene">
<node id="sceneRoot">
<node id="Collada visual scene group">
<rotate sid="rotate">1 0 0 90</rotate>
<node id="Camera">
<matrix sid="Camera_matrix">0.838671 0.205746 -0.504282 -427.749 0 0.925901 0.377766 333.855 0.544639 -0.316822 0.776526 655.017 0 0 0 1</matrix>
<instance_camera url="#PerspCamera"/>
</node>
<node id="Light">
<matrix sid="Light_matrix">1 0 0 -500 0 1 0 1000 0 0 1 400 0 0 0 1</matrix>
<instance_light url="#light"/>
</node>
<node id="Box">
<matrix sid="Box_matrix">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#BlueSG">
<bind_material>
<technique_common>
<instance_material symbol="BlueSG_material" target="#material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="testCamera">
<matrix sid="testCamera_matrix">0.838671 0.205746 -0.504282 -427.749 0 0.925901 0.377766 333.855 0.544639 -0.316822 0.776526 655.017 0 0 0 1</matrix>
<instance_camera url="#testCameraShape"/>
</node>
<node id="pointLight1">
<matrix sid="pointLight1_matrix">1 0 0 3 0 1 0 4 0 0 1 10 0 0 0 1</matrix>
<instance_light url="#pointLightShape1"/>
</node>
</node>
</node>
</visual_scene>
</library_visual_scenes>
<library_cameras>
<camera id="PerspCamera">
<optics>
<technique_common>
<perspective>
<yfov>37.8493</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>1</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
<camera id="testCameraShape">
<optics>
<technique_common>
<perspective>
<yfov>37.8501</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>1</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
</library_cameras>
<library_lights>
<light id="light"/>
<light id="light">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
</light>
<light id="pointLightShape1"/>
<light id="pointLightShape1">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
</light>
</library_lights>
<library_geometries>
<geometry id="BlueSG">
<mesh>
<source id="BlueSG-positions">
<float_array id="BlueSG-positions-array" count="72">-50 50 50 -50 50 50 -50 50 50 50 50 50 50 50 50 50 50 50 -50 -50 50 -50 -50 50 -50 -50 50 50 -50 50 50 -50 50 50 -50 50 -50 50 -50 -50 50 -50 -50 50 -50 50 50 -50 50 50 -50 50 50 -50 -50 -50 -50 -50 -50 -50 -50 -50 -50 50 -50 -50 50 -50 -50 50 -50 -50</float_array>
<technique_common>
<accessor count="24" source="#BlueSG-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="BlueSG-normals">
<float_array id="BlueSG-normals-array" count="72">0 0 1 0 1 0 -1 0 0 0 0 1 0 1 0 1 0 0 0 0 1 0 -1 0 -1 0 0 0 0 1 0 -1 0 1 0 0 0 1 0 -1 0 0 0 0 -1 0 1 0 1 0 0 0 0 -1 0 -1 0 -1 0 0 0 0 -1 0 -1 0 1 0 0 0 0 -1</float_array>
<technique_common>
<accessor count="24" source="#BlueSG-normals-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="BlueSG-vertices">
<input semantic="POSITION" source="#BlueSG-positions"/>
</vertices>
<tristrips count="6" material="BlueSG_material">
<input offset="0" semantic="VERTEX" source="#BlueSG-vertices" set="0"/>
<input offset="1" semantic="NORMAL" source="#BlueSG-normals" set="0"/>
<p>6 6 9 9 0 0 3 3</p>
<p>12 12 1 1 15 15 4 4</p>
<p>14 14 17 17 20 20 23 23</p>
<p>5 5 11 11 16 16 22 22</p>
<p>13 13 19 19 2 2 8 8</p>
<p>21 21 10 10 18 18 7 7</p>
</tristrips>
</mesh>
</geometry>
</library_geometries>
<library_materials>
<material id="material">
<instance_effect url="#material_effect"/>
</material>
</library_materials>
<library_effects>
<effect id="material_effect">
<profile_COMMON>
<technique sid="t0">
<phong>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<color>0.137255 0.403922 0.870588 1</color>
</diffuse>
<specular>
<color>0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float>16</float>
</shininess>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<scene>
<instance_visual_scene url="#defaultScene"/>
</scene>
</COLLADA>
+156
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@@ -0,0 +1,156 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>Draco</author>
<authoring_tool>COLLADAMax NextGen; Version: 0.9.5; Revision: 447; Platform: Win32; Configuration: Release Max2008</authoring_tool>
<source_data>file:///C:/Dokumente%20und%20Einstellungen/Draco/Desktop/W%C3%BCrfel.max</source_data>
</contributor>
<created>2008-04-22T19:32:42</created>
<modified>2008-04-22T19:32:42</modified>
<unit name="inch" meter="0.0254"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="ColorEffectR0G0B0">
<profile_COMMON>
<technique sid="common">
<phong>
<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<color>0 0 0 1</color>
</diffuse>
<specular>
<color>1 1 1 1</color>
</specular>
<shininess>
<float>10</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent>
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</phong>
</technique>
</profile_COMMON>
</effect>
<effect id="ColorEffectR138G8B110">
<profile_COMMON>
<technique sid="common">
<phong>
<ambient>
<color>0.541176 0.0313725 0.431373 1</color>
</ambient>
<diffuse>
<color>0.541176 0.0313725 0.431373 1</color>
</diffuse>
<specular>
<color>1 1 1 1</color>
</specular>
<shininess>
<float>10</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent>
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_materials>
<material id="ColorEffectR0G0B0-material" name="ColorEffectR0G0B0-material">
<instance_effect url="#ColorEffectR0G0B0"/>
</material>
<material id="ColorEffectR138G8B110-material" name="ColorEffectR138G8B110-material">
<instance_effect url="#ColorEffectR138G8B110"/>
</material>
</library_materials>
<library_geometries>
<geometry id="geom-Quader01" name="Quader01">
<mesh>
<source id="geom-Quader01-positions">
<float_array id="geom-Quader01-positions-array" count="24">-1 -1 0 1 -1 0 -1 1 0 1 1 0 -1 -1 2 1 -1 2 -1 1 2 1 1 2</float_array>
<technique_common>
<accessor source="#geom-Quader01-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="geom-Quader01-normals">
<float_array id="geom-Quader01-normals-array" count="72">0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0</float_array>
<technique_common>
<accessor source="#geom-Quader01-normals-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-Quader01-map-channel1">
<float_array id="geom-Quader01-map-channel1-array" count="108">0.9995 0.000499487 0.000499547 0.000499547 0.000499487 0.9995 0.000499547 0.000499487 0.000499785 0.000499547 0.000499487 0.9995 0.9995 0.999501 0.000499547 0.000499547 0.999501 0.9995 0.000499547 0.999501 0.000499785 0.000499547 0.999501 0.9995 0.9995 0.000499785 0.000499487 0.9995 0.9995 0.000499487 0.000499547 0.9995 0.000499487 0.000499547 0.9995 0.000499487 0.000499785 0.000499547 0.000499487 0.9995 0.000499785 0.000499487 0.000499547 0.000499785 0.999501 0.9995 0.000499547 0.999501 0.9995 0.9995 0.999501 0.9995 0.9995 0.999501 0.000499785 0.9995 0.999501 0.000499547 0.000499785 0.999501 0.000499547 0.000499487 0.000499785 0.9995 0.000499487 0.000499547 0.9995 0.999501 0.000499547 0.9995 0.999501 0.000499547 0.000499547 0.999501 0.000499785 0.000499547 0.000499487 0.000499785 0.000499547 0.000499487 0.9995 0.9995 0.000499487 0.9995 0.9995 0.999501 0.9995 0.9995 0.999501 0.9995 0.000499547 0.000499487 0.9995 0.9995 0.000499487 0.9995 0.9995 0.999501 0.9995 0.9995 0.999501 0.9995 0.000499547 0.000499487 0.000499785 0.9995 0.999501 0.000499547</float_array>
<technique_common>
<accessor source="#geom-Quader01-map-channel1-array" count="36" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-Quader01-map-channel2">
<float_array id="geom-Quader01-map-channel2-array" count="108">0.000249892 0.49975 0.49975 0.49975 0.49975 0.000249892 0.49975 0.49975 0.49975 0.49975 0.49975 0.000249892 0.000249892 0.000249743 0.49975 0.49975 0.000249743 0.000249892 0.49975 0.000249743 0.49975 0.49975 0.000249743 0.000249892 0.000249773 0.49975 0.49975 0.000249892 0.000249773 0.49975 0.49975 0.000249892 0.49975 0.49975 0.000249892 0.49975 0.49975 0.49975 0.49975 0.000249773 0.49975 0.49975 0.49975 0.49975 0.000249743 0.000249892 0.49975 0.000249743 0.000249773 0.000249892 0.000249743 0.000249773 0.000249892 0.000249743 0.49975 0.000249773 0.000249743 0.49975 0.49975 0.000249743 0.49975 0.49975 0.49975 0.000249892 0.49975 0.49975 0.000249892 0.000249743 0.49975 0.000249892 0.000249743 0.49975 0.49975 0.000249743 0.49975 0.49975 0.49975 0.49975 0.49975 0.49975 0.000249892 0.000249892 0.49975 0.000249773 0.000249892 0.000249743 0.000249773 0.000249892 0.000249743 0.000249773 0.49975 0.49975 0.000249892 0.000249892 0.49975 0.000249773 0.000249892 0.000249743 0.000249773 0.000249892 0.000249743 0.000249773 0.49975 0.49975 0.49975 0.000249892 0.000249743 0.49975</float_array>
<technique_common>
<accessor source="#geom-Quader01-map-channel2-array" count="36" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="geom-Quader01-vertices">
<input semantic="POSITION" source="#geom-Quader01-positions"/>
</vertices>
<triangles material="ColorMaterial" count="12">
<input semantic="VERTEX" source="#geom-Quader01-vertices" offset="0"/>
<input semantic="NORMAL" source="#geom-Quader01-normals" offset="1"/>
<input semantic="TEXCOORD" source="#geom-Quader01-map-channel1" offset="2" set="1"/>
<input semantic="TEXCOORD" source="#geom-Quader01-map-channel2" offset="3" set="2"/>
<p>0 0 8 8 2 1 9 9 3 2 10 10 3 2 11 11 1 3 12 12 0 0 13 13 4 4 14 14 5 5 15 15 7 6 16 16 7 6 17 17 6 7 18 18 4 4 19 19 0 8 20 20 1 9 21 21 5 10 22 22 5 10 23 23 4 11 24 24 0 8 25 25 1 12 26 26 3 13 27 27 7 14 28 28 7 14 29 29 5 15 5 5 1 12 1 1 3 16 30 30 2 17 31 31 6 18 32 32 6 18 33 33 7 19 7 7 3 16 3 3 2 20 34 34 0 21 0 0 4 22 35 35 4 22 4 4 6 23 6 6 2 20 2 2</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="MaxScene">
<node id="node-Szenenstamm" name="Szenenstamm">
<node id="node-Quader01" name="Quader01">
<instance_geometry url="#geom-Quader01">
<bind_material>
<technique_common>
<instance_material symbol="ColorMaterial" target="#ColorEffectR138G8B110-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>
@@ -0,0 +1,210 @@
<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>alorino</author>
<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</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=0;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
exportTexTangents=0;exportConstraints=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>
</contributor>
<created>2006-06-21T21:23:22Z</created>
<modified>2006-06-21T21:23:22Z</modified>
<unit meter="0.01" name="centimeter"/>
<up_axis>Y_UP</up_axis>
</asset>
<library_cameras>
<camera id="PerspCamera" name="PerspCamera">
<optics>
<technique_common>
<perspective>
<yfov>37.8493</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>10</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
<camera id="testCameraShape" name="testCameraShape">
<optics>
<technique_common>
<perspective>
<yfov>37.8501</yfov>
<aspect_ratio>1</aspect_ratio>
<znear>0.01</znear>
<zfar>1000</zfar>
</perspective>
</technique_common>
</optics>
</camera>
</library_cameras>
<library_lights>
<light id="light-lib" name="light">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
<technique profile="MAX3D">
<intensity>1.000000</intensity>
</technique>
</light>
<light id="pointLightShape1-lib" name="pointLightShape1">
<technique_common>
<point>
<color>1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
</point>
</technique_common>
</light>
</library_lights>
<library_materials>
<material id="Blue" name="Blue">
<instance_effect url="#Blue-fx"/>
</material>
</library_materials>
<library_effects>
<effect id="Blue-fx">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<color>0.137255 0.403922 0.870588 1</color>
</diffuse>
<specular>
<color>0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float>16</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>0</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_geometries>
<geometry id="&quot;&amp;&lt;box-lib&gt;&amp;&quot;" name="&quot;&amp;&lt;box&gt;&amp;&quot;">
<mesh>
<source id="&quot;&amp;&lt;box-lib-positions&gt;&amp;&quot;" name="position">
<float_array id="box-lib-positions-array" count="24">-50 50 50 50 50 50 -50 -50 50 50 -50 50 -50 50 -50 50 50 -50 -50 -50 -50 50 -50 -50</float_array>
<technique_common>
<accessor count="8" offset="0" source="#box-lib-positions-array" stride="3">
<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<source id="&quot;&amp;&lt;box-lib-normals&gt;&amp;&quot;" name="normal">
<float_array id="box-lib-normals-array" count="72">0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 -1 0 0 -1 0 0 -1 0 0 -1</float_array>
<technique_common>
<accessor count="24" offset="0" source="#box-lib-normals-array" stride="3">
<param name="X" type="float"></param>
<param name="Y" type="float"></param>
<param name="Z" type="float"></param>
</accessor>
</technique_common>
</source>
<vertices id="&quot;&amp;&lt;box-lib-vertices&gt;&amp;&quot;">
<input semantic="POSITION" source="#&quot;&amp;&lt;box-lib-positions&gt;&amp;&quot;"/>
</vertices>
<polylist count="6" material="BlueSG">
<input offset="0" semantic="VERTEX" source="#&quot;&amp;&lt;box-lib-vertices&gt;&amp;&quot;"/>
<input offset="1" semantic="NORMAL" source="#&quot;&amp;&lt;box-lib-normals&gt;&amp;&quot;"/>
<vcount>4 4 4 4 4 4</vcount>
<p>0 0 2 1 3 2 1 3 0 4 1 5 5 6 4 7 6 8 7 9 3 10 2 11 0 12 4 13 6 14 2 15 3 16 7 17 5 18 1 19 5 20 7 21 6 22 4 23</p>
</polylist>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="&quot;&amp;&lt;VisualSceneNode&gt;&amp;&quot;" name="untitled">
<node id="Camera" name="Camera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#PerspCamera"/>
</node>
<node id="Light" name="Light">
<translate sid="translate">-500 1000 400</translate>
<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_light url="#light-lib"/>
</node>
<node id="Box" name="&quot;&amp;&lt;Box&gt;&amp;&quot;">
<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="#&quot;&amp;&lt;box-lib&gt;&amp;&quot;">
<bind_material>
<technique_common>
<instance_material symbol="BlueSG" target="#Blue"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="testCamera" name="testCamera">
<translate sid="translate">-427.749 333.855 655.017</translate>
<rotate sid="rotateY">0 1 0 -33</rotate>
<rotate sid="rotateX">1 0 0 -22.1954</rotate>
<rotate sid="rotateZ">0 0 1 0</rotate>
<instance_camera url="#testCameraShape"/>
</node>
<node id="pointLight1" name="pointLight1">
<translate sid="translate">3 4 10</translate>
<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_light url="#pointLightShape1-lib"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#&quot;&amp;&lt;VisualSceneNode&gt;&amp;&quot;"/>
</scene>
</COLLADA>
+199
View File
@@ -0,0 +1,199 @@
<?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=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>2007-02-21T22:47:42Z</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>./duckCM.tga</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">
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</polylist>
</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>
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@@ -0,0 +1,198 @@
<?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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>./duckCM.tga</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">
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</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>
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,394 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>JWatte</author>
<authoring_tool>3dsMax 11 - Feeling ColladaMax v3.05B.</authoring_tool>
<comments>ColladaMax Export Options: ExportNormals=1;ExportEPolyAsTriangles=1;ExportXRefs=0;ExportSelected=0;ExportTangents=0;ExportAnimations=0;SampleAnim=1;ExportAnimClip=0;BakeMatrices=0;ExportRelativePaths=1;AnimStart=1.36667;AnimEnd=2.16667;</comments>
<source_data>file:///c:/code/sourceforge/kwxport/trunkMerged/test/data/cube.max</source_data>
</contributor>
<created>2008-05-15T20:41:01Z</created>
<modified>2008-05-15T20:41:03Z</modified>
<unit meter="0.0254" name="inch"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_images>
<image id="top.tga" name="top_tga">
<init_from>./../X/top.tga</init_from>
</image>
<image id="bottom.tga" name="bottom_tga">
<init_from>./../X/bottom.tga</init_from>
</image>
<image id="updown.tga" name="updown_tga">
<init_from>./../X/updown.tga</init_from>
</image>
</library_images>
<library_materials>
<material id="top" name="top">
<instance_effect url="#top-fx"/>
</material>
<material id="bottom" name="bottom">
<instance_effect url="#bottom-fx"/>
</material>
<material id="side" name="side">
<instance_effect url="#side-fx"/>
</material>
</library_materials>
<library_effects>
<effect id="top-fx" name="top">
<profile_COMMON>
<newparam sid="top_tga-surface">
<surface type="2D">
<init_from>top.tga</init_from>
<format>A8R8G8B8</format>
</surface>
</newparam>
<newparam sid="top_tga-sampler">
<sampler2D>
<source>top_tga-surface</source>
<wrap_s>WRAP</wrap_s>
<wrap_t>WRAP</wrap_t>
<minfilter>NONE</minfilter>
<magfilter>NONE</magfilter>
<mipfilter>NONE</mipfilter>
</sampler2D>
</newparam>
<technique sid="common">
<blinn>
<ambient>
<color>0.588235 0.588235 0.588235 1</color>
</ambient>
<diffuse>
<texture texture="top_tga-sampler" texcoord="CHANNEL1">
<extra>
<technique profile="MAYA">
<mirrorU>0</mirrorU>
<mirrorV>0</mirrorV>
<wrapU>1</wrapU>
<wrapV>1</wrapV>
<repeatU>1</repeatU>
<repeatV>1</repeatV>
<offsetU>0</offsetU>
<offsetV>0</offsetV>
<rotateUV>0</rotateUV>
</technique>
<technique profile="MAX3D">
<amount>1</amount>
</technique>
</extra>
</texture>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>0.109283</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<reflectivity>
<float>1</float>
</reflectivity>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
<extra>
<technique profile="FCOLLADA">
<spec_level>
<float>0.78</float>
</spec_level>
<emission_level>
<float>0</float>
</emission_level>
</technique>
</extra>
</technique>
</profile_COMMON>
<extra>
<technique profile="MAX3D">
<faceted>0</faceted>
<double_sided>0</double_sided>
<wireframe>0</wireframe>
<face_map>0</face_map>
</technique>
</extra>
</effect>
<effect id="bottom-fx" name="bottom">
<profile_COMMON>
<newparam sid="bottom_tga-surface">
<surface type="2D">
<init_from>bottom.tga</init_from>
<format>A8R8G8B8</format>
</surface>
</newparam>
<newparam sid="bottom_tga-sampler">
<sampler2D>
<source>bottom_tga-surface</source>
<wrap_s>WRAP</wrap_s>
<wrap_t>WRAP</wrap_t>
<minfilter>NONE</minfilter>
<magfilter>NONE</magfilter>
<mipfilter>NONE</mipfilter>
</sampler2D>
</newparam>
<technique sid="common">
<blinn>
<ambient>
<color>0.588 0.588 0.588 1</color>
</ambient>
<diffuse>
<texture texture="bottom_tga-sampler" texcoord="CHANNEL1">
<extra>
<technique profile="MAYA">
<mirrorU>0</mirrorU>
<mirrorV>0</mirrorV>
<wrapU>1</wrapU>
<wrapV>1</wrapV>
<repeatU>1</repeatU>
<repeatV>1</repeatV>
<offsetU>0</offsetU>
<offsetV>0</offsetV>
<rotateUV>0</rotateUV>
</technique>
<technique profile="MAX3D">
<amount>1</amount>
</technique>
</extra>
</texture>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>0.228923</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<reflectivity>
<float>1</float>
</reflectivity>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
<extra>
<technique profile="FCOLLADA">
<spec_level>
<float>0.38</float>
</spec_level>
<emission_level>
<float>0</float>
</emission_level>
</technique>
</extra>
</technique>
</profile_COMMON>
<extra>
<technique profile="MAX3D">
<faceted>0</faceted>
<double_sided>0</double_sided>
<wireframe>0</wireframe>
<face_map>0</face_map>
</technique>
</extra>
</effect>
<effect id="side-fx" name="side">
<profile_COMMON>
<newparam sid="updown_tga-surface">
<surface type="2D">
<init_from>updown.tga</init_from>
<format>A8R8G8B8</format>
</surface>
</newparam>
<newparam sid="updown_tga-sampler">
<sampler2D>
<source>updown_tga-surface</source>
<wrap_s>WRAP</wrap_s>
<wrap_t>WRAP</wrap_t>
<minfilter>NONE</minfilter>
<magfilter>NONE</magfilter>
<mipfilter>NONE</mipfilter>
</sampler2D>
</newparam>
<technique sid="common">
<blinn>
<ambient>
<color>0.588 0.588 0.588 1</color>
</ambient>
<diffuse>
<texture texture="updown_tga-sampler" texcoord="CHANNEL1">
<extra>
<technique profile="MAYA">
<mirrorU>0</mirrorU>
<mirrorV>0</mirrorV>
<wrapU>1</wrapU>
<wrapV>1</wrapV>
<repeatU>1</repeatU>
<repeatV>1</repeatV>
<offsetU>0</offsetU>
<offsetV>0</offsetV>
<rotateUV>0</rotateUV>
</technique>
<technique profile="MAX3D">
<amount>1</amount>
</technique>
</extra>
</texture>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>0.095535</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<reflectivity>
<float>1</float>
</reflectivity>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
<extra>
<technique profile="FCOLLADA">
<spec_level>
<float>0.7</float>
</spec_level>
<emission_level>
<float>0</float>
</emission_level>
</technique>
</extra>
</technique>
</profile_COMMON>
<extra>
<technique profile="MAX3D">
<faceted>0</faceted>
<double_sided>0</double_sided>
<wireframe>0</wireframe>
<face_map>0</face_map>
</technique>
</extra>
</effect>
</library_effects>
<library_geometries>
<geometry id="Box01-mesh" name="Box01">
<mesh>
<source id="Box01-mesh-positions">
<float_array id="Box01-mesh-positions-array" count="24">-19.685 -19.685 0 19.685 -19.685 0 -19.685 19.685 0 19.685 19.685 0 -19.685 -19.685 39.3701 19.685 -19.685 39.3701 -19.685 19.685 39.3701 19.685 19.685 39.3701</float_array>
<technique_common>
<accessor source="#Box01-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="Box01-mesh-normals">
<float_array id="Box01-mesh-normals-array" count="72">0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 0 0 1 0 0 1 0 0 1 0 0 0 1 0 0 1 0 0 1 0 0 1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0</float_array>
<technique_common>
<accessor source="#Box01-mesh-normals-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Box01-mesh-map-channel0">
<float_array id="Box01-mesh-map-channel0-array" count="24">1 0 0 1 0 0 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 0 1 0</float_array>
<technique_common>
<accessor source="#Box01-mesh-map-channel0-array" count="8" stride="3">
<param name="R" type="float"/>
<param name="G" type="float"/>
<param name="B" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Box01-mesh-map-channel1">
<float_array id="Box01-mesh-map-channel1-array" count="48">0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 1 0 0 0 1 0 1 1 0 1 1 0 0 1 0 1 -0.000000 0 -0.000000 0.000000 0 0 0 0 1 0 0 1 1 0 0 1 0</float_array>
<technique_common>
<accessor source="#Box01-mesh-map-channel1-array" count="16" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Box01-mesh-vertices">
<input semantic="POSITION" source="#Box01-mesh-positions"/>
</vertices>
<triangles material="bottom" count="2">
<input semantic="VERTEX" source="#Box01-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Box01-mesh-normals" offset="1"/>
<input semantic="COLOR" source="#Box01-mesh-map-channel0" offset="2" set="0"/>
<input semantic="TEXCOORD" source="#Box01-mesh-map-channel1" offset="3" set="1"/>
<p>0 0 0 9 2 1 2 11 3 2 3 10 3 2 3 10 1 3 1 8 0 0 0 9</p>
</triangles>
<triangles material="top" count="2">
<input semantic="VERTEX" source="#Box01-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Box01-mesh-normals" offset="1"/>
<input semantic="COLOR" source="#Box01-mesh-map-channel0" offset="2" set="0"/>
<input semantic="TEXCOORD" source="#Box01-mesh-map-channel1" offset="3" set="1"/>
<p>4 4 4 12 5 5 5 13 7 6 7 14 7 6 7 14 6 7 6 15 4 4 4 12</p>
</triangles>
<triangles material="side" count="8">
<input semantic="VERTEX" source="#Box01-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Box01-mesh-normals" offset="1"/>
<input semantic="COLOR" source="#Box01-mesh-map-channel0" offset="2" set="0"/>
<input semantic="TEXCOORD" source="#Box01-mesh-map-channel1" offset="3" set="1"/>
<p>0 8 0 4 1 9 1 5 5 10 5 7 5 10 5 7 4 11 4 6 0 8 0 4 1 12 1 0 3 13 3 1 7 14 7 3 7 14 7 3 5 15 5 2 1 12 1 0 3 16 3 4 2 17 2 5 6 18 6 7 6 18 6 7 7 19 7 6 3 16 3 4 2 20 2 0 0 21 0 1 4 22 4 3 4 22 4 3 6 23 6 2 2 20 2 0</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="cube.max" name="cube_max">
<node id="Box01-node" name="Box01" type="NODE">
<translate>0 0 -19.685</translate>
<instance_geometry url="#Box01-mesh">
<bind_material>
<technique_common>
<instance_material symbol="bottom" target="#bottom">
<bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
</instance_material>
<instance_material symbol="top" target="#top">
<bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
</instance_material>
<instance_material symbol="side" target="#side">
<bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<extra>
<technique profile="FCOLLADA">
<start_time>1.36667</start_time>
<end_time>2.16667</end_time>
</technique>
</extra>
<extra>
<technique profile="MAX3D">
<frame_rate>30</frame_rate>
</technique>
</extra>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#cube.max"/>
</scene>
</COLLADA>
@@ -0,0 +1,16 @@
From kwxport
http://www.kwxport.org/
>>
The kW Xport plug-in source is released under the MIT license.
Basically, it means "feel free to use it; credit the source; don't sue me
if something goes wrong."
>>
MIT License
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
@@ -0,0 +1,623 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author> Anonymous </author>
<authoring_tool> Collada Exporter for Blender 2.6+, by Juan Linietsky (juan@codenix.com) </authoring_tool>
</contributor>
<created>2016-02-04T00:44:39Z </created>
<modified>2016-02-04T00:44:39Z</modified>
<unit meter="1.0" name="meter"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_images>
</library_images>
<library_effects>
<effect id="id-fx-8" name="Material-fx">
<profile_COMMON>
<technique sid="common">
<blinn>
<emission>
<color> 0.0 0.0 0.0 1.0 </color>
</emission>
<ambient>
<color> 0.0 0.0 0.0 1.0 </color>
</ambient>
<diffuse>
<color> 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 </color>
</diffuse>
<specular>
<color> 0.5 0.5 0.5 1.0 </color>
</specular>
<shininess>
<float>50</float>
</shininess>
<reflective>
<color> 1.0 1.0 1.0 1.0 </color>
</reflective>
<index_of_refraction>
<float>4.0</float>
</index_of_refraction>
</blinn>
<extra>
<technique profile="FCOLLADA">
</technique>
<technique profile="GOOGLEEARTH">
<double_sided>0</double_sided>
</technique>
</extra>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_materials>
<material id="id-material-9" name="Material">
<instance_effect url="#id-fx-8"/>
</material>
</library_materials>
<library_geometries>
<geometry id="id-mesh-10" name="Cube">
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<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
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<contributor>
<author>alorino</author>
<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</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=0;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
exportTexTangents=0;exportConstraints=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>
</contributor>
<created>2006-06-23T18:26:06Z</created>
<modified>2006-06-23T18:26:06Z</modified>
<unit meter="0.01" name="centimeter"/>
<up_axis>Y_UP</up_axis>
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</library_materials>
<library_effects>
<effect id="lambert1-fx">
<profile_COMMON>
<technique sid="common">
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<emission>
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<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<color>0.5 0.5 0.5 1</color>
</diffuse>
<reflective>
<color>1 1 1 1</color>
</reflective>
<reflectivity>
<float>1</float>
</reflectivity>
<transparent>
<color>0 0 0 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
<index_of_refraction>
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</index_of_refraction>
</lambert>
</technique>
</profile_COMMON>
</effect>
</library_effects>
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<?xml version="1.0"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
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<contributor>
<author>alorino</author>
<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</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=0;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
exportTexTangents=0;exportConstraints=0;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
&quot;License&quot;); 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 &quot;AS IS&quot; 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>
</contributor>
<created>2006-06-23T18:26:06Z</created>
<modified>2006-06-23T18:26:06Z</modified>
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@@ -0,0 +1,144 @@
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