Files
test2/tests/files/collada/mesh/mesh_simple_001.dae
Sergey Sharybin bbfc97ad6f Move tests/data and assets to the main repository
This change moves the tests data files and publish folder of assets
repository to the main blender.git repository as LFS files.

The goal of this change is to eliminate toil of modifying tests,
cherry-picking changes to LFS branches, adding tests as part of a
PR which brings new features or fixes.

More detailed explanation and conversation can be found in the
design task.

Ref #137215

Pull Request: https://projects.blender.org/blender/blender/pulls/137219
2025-05-05 15:10:22 +02:00

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<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<asset>
<contributor>
<author>Blender User</author>
<authoring_tool>Blender 2.79.2 commit date:2018-02-23, commit time:14:31, hash:71e0025</authoring_tool>
</contributor>
<created>2018-02-23T16:26:44</created>
<modified>2018-02-23T16:26:44</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_images/>
<library_effects>
<effect id="top-effect">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color sid="emission">0 0 0 1</color>
</emission>
<ambient>
<color sid="ambient">0 0 0 1</color>
</ambient>
<diffuse>
<color sid="diffuse">0.8 0 0 1</color>
</diffuse>
<specular>
<color sid="specular">0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float sid="shininess">50</float>
</shininess>
<index_of_refraction>
<float sid="index_of_refraction">1</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
<effect id="body-effect">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color sid="emission">0 0 0 1</color>
</emission>
<ambient>
<color sid="ambient">0 0 0 1</color>
</ambient>
<diffuse>
<color sid="diffuse">0 0.8 0 1</color>
</diffuse>
<specular>
<color sid="specular">0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float sid="shininess">50</float>
</shininess>
<index_of_refraction>
<float sid="index_of_refraction">1</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
<effect id="bottom-effect">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color sid="emission">0 0 0 1</color>
</emission>
<ambient>
<color sid="ambient">0 0 0 1</color>
</ambient>
<diffuse>
<color sid="diffuse">0 0 0.8 1</color>
</diffuse>
<specular>
<color sid="specular">0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float sid="shininess">50</float>
</shininess>
<index_of_refraction>
<float sid="index_of_refraction">1</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_materials>
<material id="top-material" name="top">
<instance_effect url="#top-effect"/>
</material>
<material id="body-material" name="body">
<instance_effect url="#body-effect"/>
</material>
<material id="bottom-material" name="bottom">
<instance_effect url="#bottom-effect"/>
</material>
</library_materials>
<library_geometries>
<geometry id="Cube-mesh" name="Cube">
<mesh>
<source id="Cube-mesh-positions">
<float_array id="Cube-mesh-positions-array" count="60">-1 -1 -1 -1 -1 1 -1 1 -1 -1 1 1 1 -1 -1 1 -1 1 1 1 -1 1 1 1 -2 -2 2 -2 2 2 2 -2 2 2 2 2 -2 -2 -2 -2 2 -2 2 -2 -2 2 2 -2 -2 -2 3 -2 2 3 2 -2 3 2 2 3</float_array>
<technique_common>
<accessor source="#Cube-mesh-positions-array" count="20" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Cube-mesh-normals">
<float_array id="Cube-mesh-normals-array" count="36">-1 0 0 0 1 0 1 0 0 0 -1 0 0 -0.7071068 0.7071068 0.7071068 0 -0.7071068 -0.7071068 0 -0.7071068 0 -0.7071068 -0.7071068 0 0.7071068 -0.7071068 0 0.7071068 0.7071068 -0.7071068 0 0.7071068 0.7071068 0 0.7071068</float_array>
<technique_common>
<accessor source="#Cube-mesh-normals-array" count="12" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Cube-mesh-vertices">
<input semantic="POSITION" source="#Cube-mesh-positions"/>
</vertices>
<lines count="5">
<input semantic="VERTEX" source="#Cube-mesh-vertices" offset="0"/>
<p>18 19 18 10 8 16 17 9 11 19</p>
</lines>
<polylist material="top-material" count="4">
<input semantic="VERTEX" source="#Cube-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Cube-mesh-normals" offset="1"/>
<vcount>4 4 4 4 </vcount>
<p>5 5 7 5 11 5 10 5 3 6 1 6 8 6 9 6 1 7 5 7 10 7 8 7 7 8 3 8 9 8 11 8</p>
</polylist>
<polylist material="body-material" count="4">
<input semantic="VERTEX" source="#Cube-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Cube-mesh-normals" offset="1"/>
<vcount>4 4 4 4 </vcount>
<p>0 0 1 0 3 0 2 0 2 1 3 1 7 1 6 1 6 2 7 2 5 2 4 2 4 3 5 3 1 3 0 3</p>
</polylist>
<polylist material="bottom-material" count="4">
<input semantic="VERTEX" source="#Cube-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Cube-mesh-normals" offset="1"/>
<vcount>4 4 4 4 </vcount>
<p>4 4 0 4 12 4 14 4 2 9 6 9 15 9 13 9 0 10 2 10 13 10 12 10 6 11 4 11 14 11 15 11</p>
</polylist>
</mesh>
</geometry>
</library_geometries>
<library_controllers/>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Cube" name="Cube" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#Cube-mesh" name="Cube">
<bind_material>
<technique_common>
<instance_material symbol="top-material" target="#top-material"/>
<instance_material symbol="body-material" target="#body-material"/>
<instance_material symbol="bottom-material" target="#bottom-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>