Collada Export: escape user-defined strings in XML output.
parent
fddae20cb7
commit
33ffb0003e
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@ -144,6 +144,7 @@ SET( Common_SRCS
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LogAux.h
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Bitmap.cpp
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Bitmap.h
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XMLTools.h
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)
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SOURCE_GROUP(Common FILES ${Common_SRCS})
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@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "Bitmap.h"
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#include "fast_atof.h"
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#include "SceneCombiner.h"
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#include "XMLTools.h"
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#include <ctime>
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#include <set>
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@ -93,6 +94,7 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
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@ -140,7 +142,7 @@ void ColladaExporter::WriteFile()
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#" + std::string(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
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mOutput << startstr << "<instance_visual_scene url=\"#" + XMLEscape(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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PopTag();
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@ -236,12 +238,12 @@ void ColladaExporter::WriteHeader()
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if (!meta || !meta->Get("Author", value))
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mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
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else
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mOutput << startstr << "<author>" << value.C_Str() << "</author>" << endstr;
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mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr;
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if (!meta || !meta->Get("AuthoringTool", value))
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mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
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else
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mOutput << startstr << "<authoring_tool>" << value.C_Str() << "</authoring_tool>" << endstr;
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mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
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//mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr;
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//mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr;
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@ -342,16 +344,20 @@ void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::strin
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{
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if( !pSurface.texture.empty() )
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{
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mOutput << startstr << "<image id=\"" << pNameAdd << "\">" << endstr;
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mOutput << startstr << "<image id=\"" << XMLEscape(pNameAdd) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>";
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// URL encode image file name first, then XML encode on top
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std::stringstream imageUrlEncoded;
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for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it )
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{
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if( isalnum( *it) || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
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mOutput << *it;
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imageUrlEncoded << *it;
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else
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mOutput << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
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imageUrlEncoded << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
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}
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mOutput << XMLEscape(imageUrlEncoded.str());
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mOutput << "</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</image>" << endstr;
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@ -371,7 +377,7 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
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}
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else
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{
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mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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mOutput << startstr << "<texture texture=\"" << XMLEscape(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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@ -385,21 +391,21 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
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// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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if( !pSurface.texture.empty() )
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{
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mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-surface\">" << endstr;
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mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
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PushTag();
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>" << pMatName << "-" << pTypeName << "-image</init_from>" << endstr;
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mOutput << startstr << "<init_from>" << XMLEscape(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</surface>" << endstr;
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PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-sampler\">" << endstr;
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mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
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PushTag();
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mOutput << startstr << "<sampler2D>" << endstr;
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PushTag();
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mOutput << startstr << "<source>" << pMatName << "-" << pTypeName << "-surface</source>" << endstr;
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mOutput << startstr << "<source>" << XMLEscape(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
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PopTag();
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mOutput << startstr << "</sampler2D>" << endstr;
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PopTag();
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@ -439,7 +445,7 @@ void ColladaExporter::WriteMaterials()
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name = "mat";
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materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str();
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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
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// isalnum on MSVC asserts for code points in [0,255]. Thus prevent unwanted promotion
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// isalnum on MSVC asserts for code points outside [0,255]. Thus prevent unwanted promotion
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// of char to signed int and take the unsigned char value.
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if( !isalnum( static_cast<uint8_t>(*it) ) ) {
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*it = '_';
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@ -510,7 +516,7 @@ void ColladaExporter::WriteMaterials()
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{
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const Material& mat = *it;
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// this is so ridiculous it must be right
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mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
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mOutput << startstr << "<effect id=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<profile_COMMON>" << endstr;
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PushTag();
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@ -561,9 +567,9 @@ void ColladaExporter::WriteMaterials()
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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const Material& mat = *it;
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mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
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mOutput << startstr << "<material id=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
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mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
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PopTag();
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mOutput << startstr << "</material>" << endstr;
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}
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@ -591,13 +597,14 @@ void ColladaExporter::WriteGeometryLibrary()
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void ColladaExporter::WriteGeometry( size_t pIndex)
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{
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const aiMesh* mesh = mScene->mMeshes[pIndex];
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std::string idstr = GetMeshId( pIndex);
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const std::string idstr = GetMeshId( pIndex);
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const std::string idstrEscaped = XMLEscape(idstr);
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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return;
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// opening tag
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mOutput << startstr << "<geometry id=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
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mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
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PushTag();
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mOutput << startstr << "<mesh>" << endstr;
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@ -627,20 +634,20 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
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}
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// assemble vertex structure
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mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
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mOutput << startstr << "<vertices id=\"" << idstrEscaped << "-vertices" << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
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mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstrEscaped << "-positions\" />" << endstr;
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if( mesh->HasNormals() )
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mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
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mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( mesh->HasTextureCoords( a) )
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mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
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mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
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}
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
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{
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if( mesh->HasVertexColors( a) )
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mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstr << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
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mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
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}
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PopTag();
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@ -660,7 +667,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
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{
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mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
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PushTag();
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
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mOutput << startstr << "<p>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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@ -681,7 +688,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
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{
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mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
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PushTag();
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
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mOutput << startstr << "<vcount>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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@ -728,11 +735,11 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
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std::string arrayId = pIdString + "-array";
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mOutput << startstr << "<source id=\"" << pIdString << "\" name=\"" << pIdString << "\">" << endstr;
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mOutput << startstr << "<source id=\"" << XMLEscape(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr;
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PushTag();
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// source array
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mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
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mOutput << startstr << "<float_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
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PushTag();
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if( pType == FloatType_TexCoord2 )
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@ -804,11 +811,11 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
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// Writes the scene library
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void ColladaExporter::WriteSceneLibrary()
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{
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std::string scene_name = mScene->mRootNode->mName.C_Str();
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const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
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mOutput << startstr << "<library_visual_scenes>" << endstr;
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PushTag();
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mOutput << startstr << "<visual_scene id=\"" + scene_name + "\" name=\"" + scene_name + "\">" << endstr;
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mOutput << startstr << "<visual_scene id=\"" + scene_name_escaped + "\" name=\"" + scene_name_escaped + "\">" << endstr;
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PushTag();
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// start recursive write at the root node
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@ -833,7 +840,8 @@ void ColladaExporter::WriteNode(aiNode* pNode)
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pNode->mName.Set(ss.str());
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}
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mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
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const std::string node_name_escaped = XMLEscape(pNode->mName.data);
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mOutput << startstr << "<node id=\"" << node_name_escaped << "\" name=\"" << node_name_escaped << "\">" << endstr;
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PushTag();
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// write transformation - we can directly put the matrix there
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@ -854,13 +862,13 @@ void ColladaExporter::WriteNode(aiNode* pNode)
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
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mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<bind_material>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
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mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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@ -0,0 +1,81 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef INCLUDED_ASSIMP_XML_TOOLS_H
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#define INCLUDED_ASSIMP_XML_TOOLS_H
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#include <string>
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namespace Assimp {
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// XML escape the 5 XML special characters (",',<,> and &) in |data|
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// Based on http://stackoverflow.com/questions/5665231
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std::string XMLEscape(const std::string& data) {
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std::string buffer;
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const size_t size = data.size();
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buffer.reserve(size + size / 8);
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for(size_t i = 0; i < size; ++i) {
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const char c = data[i];
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switch(c) {
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case '&' :
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buffer.append("&");
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break;
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case '\"':
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buffer.append(""");
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break;
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case '\'':
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buffer.append("'");
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break;
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case '<' :
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buffer.append("<");
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break;
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case '>' :
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buffer.append(">");
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break;
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default:
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buffer.append(&c, 1);
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break;
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}
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}
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return buffer;
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}
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}
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#endif // INCLUDED_ASSIMP_XML_TOOLS_H
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@ -0,0 +1,210 @@
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<?xml version="1.0"?>
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<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
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<asset>
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<contributor>
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<author>alorino</author>
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<authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun 9 2006 at 16:08:19 | FCollada v1.11</authoring_tool>
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<comments>Collada Maya Export Options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0;
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curveConstrainSampling=0;exportCameraAsLookat=0;
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exportLights=1;exportCameras=1;exportJointsAndSkin=1;
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exportAnimations=1;exportTriangles=0;exportInvisibleNodes=0;
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exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
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exportTexTangents=0;exportConstraints=0;exportPhysics=0;exportXRefs=1;
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dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments>
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<copyright>
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Copyright 2006 Sony Computer Entertainment Inc.
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Licensed under the SCEA Shared Source License, Version 1.0 (the
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"License"); you may not use this file except in compliance with the
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License. You may obtain a copy of the License at:
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http://research.scea.com/scea_shared_source_license.html
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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>
|
||||
<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>
|
Loading…
Reference in New Issue