Development for Collada[edit]

構造[edit]

全体[edit]

library_geometries[edit]

   <library_geometries>
       <geometry id="Leg-mesh" name="Leg">
           <mesh>
               <source id="Leg-mesh-positions">   // POSITION
                   <float_array id="Leg-mesh-positions-array" count="3783">
                       0.2856968 -0.05897897 0.08308792 .......
                   </float_array>
                   <technique_common>
                       <accessor source="#Leg-mesh-positions-array" count="1261" stride="3">    // 1261 = 3783/3
                           <param name="X" type="float"/>
                           <param name="Y" type="float"/>
                           <param name="Z" type="float"/>
                       </accessor>
                   </technique_common>
               </source>
               <source id="Leg-mesh-normalsp">    // NORMAL
                   <float_array id="Leg-mesh-normals-array" count="5505">
                   <technique_common>
                       <accessor source="#Leg-mesh-normals-array" count="1835" stride="3" />    // 1835 = 5505/3
                   </technique_common>
               </source>
               <source id="Leg-mesh-map">         // UVMAP
                   <float_array id="Leg-mesh-map-array" count="13932" />
                   <technique_common>
                       <accessor source="#Leg-mesh-map-array" count="6966" stride="2">          // 6966 = 13932/2
                           <param name="S" type="float"/>
                           <param name="T" type="float"/>
                       </accessor>
                   </technique_common>
               </source>
        <source id="Leg-mesh-colors-colorSet0" name="colorSet0"> // COLOR (?)
                   <float_array id="Leg-mesh-colors-colorSet0-array" count="20898">
                       1 1 1 1 .....
                   </float_array>
                   <technique_common>
                       <accessor source="#Leg-mesh-colors-colorSet0-array" count="6966" stride="3">   // 6966 = 20898/3
                           <param name="R" type="float"/>
                           <param name="G" type="float"/>
                           <param name="B" type="float"/>
                       </accessor>
                   </technique_common>
               </source>
               <vertices>
                   <input semantic="POSITION" source="#Leg-mesh-positions"/>
               </vertices>
               <polylist material="body-material" count="2322">
                   <input semantic="VERTEX" source="#Leg-mesh-vertices" offset="0"/>
                   <input semantic="NORMAL" source="#Leg-mesh-normals" offset="1"/>
                   <input semantic="TEXCOORD" source="#Leg-mesh-map" offset="2" set="0"/>
                   <input semantic="COLOR" source="#Leg-mesh-colors-colorSet0" offset="3" set="0"/>
                   <vcount>
                       3 3 3 3 3 ....
                   </vcount>
                   <p>
                       1 0 0 0 71 1 1 1 67 2 2 2 67 2 3 3 31 3 4 .....
                   </p>
               </polylist>
           </mesh>
       </geometry>
       <geometry>
           .......
       </geomrtory>
       .......
   </library_geometries>



*** library_geometries
<pre>
   <library_geometries>
       <geometry id="Leg-mesh" name="Leg">
           <mesh>
               <source id="Leg-mesh-positions">   // POSITION
                   <float_array id="Leg-mesh-positions-array" count="3783">
                       0.2856968 -0.05897897 0.08308792 .......
                   </float_array>
                   <technique_common>
                       <accessor source="#Leg-mesh-positions-array" count="1261" stride="3">    // 1261 = 3783/3
                           <param name="X" type="float"/>
                           <param name="Y" type="float"/>
                           <param name="Z" type="float"/>
                       </accessor>
                   </technique_common>
               </source>
               <source id="Leg-mesh-normalsp">    // NORMAL
                   <float_array id="Leg-mesh-normals-array" count="5505">
                   <technique_common>
                       <accessor source="#Leg-mesh-normals-array" count="1835" stride="3" />    // 1835 = 5505/3
                   </technique_common>
               </source>
               <source id="Leg-mesh-map">         // UVMAP
                   <float_array id="Leg-mesh-map-array" count="13932" />
                   <technique_common>
                       <accessor source="#Leg-mesh-map-array" count="6966" stride="2">          // 6966 = 13932/2
                           <param name="S" type="float"/>
                           <param name="T" type="float"/>
                       </accessor>
                   </technique_common>
               </source>
        <source id="Leg-mesh-colors-colorSet0" name="colorSet0"> // COLOR (?)
                   <float_array id="Leg-mesh-colors-colorSet0-array" count="20898">
                       1 1 1 1 .....
                   </float_array>
                   <technique_common>
                       <accessor source="#Leg-mesh-colors-colorSet0-array" count="6966" stride="3">   // 6966 = 20898/3
                           <param name="R" type="float"/>
                           <param name="G" type="float"/>
                           <param name="B" type="float"/>
                       </accessor>
                   </technique_common>
               </source>
               <vertices>
                   <input semantic="POSITION" source="#Leg-mesh-positions"/>
               </vertices>
               <polylist material="body-material" count="2322">
                   <input semantic="VERTEX" source="#Leg-mesh-vertices" offset="0"/>
                   <input semantic="NORMAL" source="#Leg-mesh-normals" offset="1"/>
                   <input semantic="TEXCOORD" source="#Leg-mesh-map" offset="2" set="0"/>
                   <input semantic="COLOR" source="#Leg-mesh-colors-colorSet0" offset="3" set="0"/>
                   <vcount>
                       3 3 3 3 3 ....
                   </vcount>
                   <p>
                       1 0 0 0 71 1 1 1 67 2 2 2 67 2 3 3 31 3 4 .....
                   </p>
               </polylist>
           </mesh>
       </geometry>
       <geometry>
           .......
       </geomrtory>
       .......
   </library_geometries>

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