<?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 "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at: http://research.scea.com/scea_shared_source_license.html Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. </copyright> </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>