update assimp lib

This commit is contained in:
marauder2k7 2024-12-09 20:22:47 +00:00
parent 03a348deb7
commit d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions

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@ -1,6 +1,6 @@
# Open Asset Import Library (assimp)
# ----------------------------------------------------------------------
# Copyright (c) 2006-2022, assimp team
# Copyright (c) 2006-2024, assimp team
#
# All rights reserved.
#
@ -45,8 +45,8 @@ INCLUDE_DIRECTORIES(
if(NOT ASSIMP_HUNTER_ENABLED)
INCLUDE_DIRECTORIES(
${Assimp_SOURCE_DIR}/contrib/gtest/include
${Assimp_SOURCE_DIR}/contrib/gtest/
${Assimp_SOURCE_DIR}/contrib/googletest/googletest/include
${Assimp_SOURCE_DIR}/contrib/googletest/googletest/
${Assimp_SOURCE_DIR}/contrib/pugixml/src
)
endif()
@ -100,6 +100,11 @@ SET( COMMON
unit/Common/utBase64.cpp
unit/Common/utHash.cpp
unit/Common/utBaseProcess.cpp
unit/Common/utLogger.cpp
)
SET(Geometry
unit/Geometry/utGeometryUtils.cpp
)
SET( IMPORTERS
@ -161,8 +166,15 @@ SET( IMPORTERS
unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp
unit/ImportExport/RAW/utRAWImportExport.cpp
unit/ImportExport/Terragen/utTerragenImportExport.cpp
unit/ImportExport/Pbrt/utPbrtImportExport.cpp
)
if(ASSIMP_BUILD_USD_IMPORTER)
list( APPEND IMPORTERS
unit/utUSDImport.cpp
)
endif()
SET( MATERIAL
unit/utMaterialSystem.cpp
)
@ -200,12 +212,13 @@ SET( POST_PROCESSES
unit/utGenBoundingBoxesProcess.cpp
)
SOURCE_GROUP( UnitTests\\Compiler FILES unit/CCompilerTest.c )
SOURCE_GROUP( UnitTests\\Common FILES ${COMMON} )
SOURCE_GROUP( UnitTests\\ImportExport FILES ${IMPORTERS} )
SOURCE_GROUP( UnitTests\\Material FILES ${MATERIAL} )
SOURCE_GROUP( UnitTests\\Math FILES ${MATH} )
SOURCE_GROUP( UnitTests\\PostProcess FILES ${POST_PROCESSES})
SOURCE_GROUP( UnitTests\\Compiler FILES unit/CCompilerTest.c )
SOURCE_GROUP( UnitTests\\Common FILES ${COMMON} )
SOURCE_GROUP( UnitTests\\GeometryTools FILES ${Geometry} )
SOURCE_GROUP( UnitTests\\ImportExport FILES ${IMPORTERS} )
SOURCE_GROUP( UnitTests\\Material FILES ${MATERIAL} )
SOURCE_GROUP( UnitTests\\Math FILES ${MATH} )
SOURCE_GROUP( UnitTests\\PostProcess FILES ${POST_PROCESSES})
add_executable( unit
unit/CCompilerTest.c
@ -213,6 +226,7 @@ add_executable( unit
../code/Common/Version.cpp
../code/Common/Base64.cpp
${COMMON}
${Geometry}
${IMPORTERS}
${MATERIAL}
${MATH}
@ -224,7 +238,7 @@ if(ASSIMP_HUNTER_ENABLED)
find_package(GTest CONFIG REQUIRED)
target_link_libraries(unit GTest::gtest_main GTest::gmock)
else()
target_sources(unit PUBLIC ${Assimp_SOURCE_DIR}/contrib/gtest/src/gtest-all.cc)
target_sources(unit PUBLIC ${Assimp_SOURCE_DIR}/contrib/googletest/googletest/src/gtest-all.cc)
endif()
# RapidJSON
@ -263,6 +277,14 @@ IF(MSVC)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
ENDIF()
IF (ASSIMP_WARNINGS_AS_ERRORS)
IF (MSVC)
TARGET_COMPILE_OPTIONS(unit PRIVATE /W4 /WX)
ELSE()
TARGET_COMPILE_OPTIONS(unit PRIVATE -Wall -Werror)
ENDIF()
ENDIF()
target_link_libraries( unit assimp ${platform_libs} )
add_subdirectory(headercheck)

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@ -1,6 +1,6 @@
class mar expands Actor;
#exec MESH IMPORT MESH=mar ANIVFILE=MODELS\mar_a.3d DATAFILE=MODELS\mar_d.3d X=0 Y=0 Z=0
#exec MESH IMPORT MESH=mar ANIVFILE=MODELS\mar_rifle_a.3d DATAFILE=MODELS\mar_rifle_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=mar X=0 Y=0 Z=0
#exec MESH SEQUENCE MESH=mar SEQ=All STARTFRAME=0 NUMFRAMES=30
@ -9,7 +9,7 @@ class mar expands Actor;
#exec MESHMAP NEW MESHMAP=mar MESH=mar
#exec MESHMAP SCALE MESHMAP=mar X=0.1 Y=0.1 Z=0.2
#exec TEXTURE IMPORT NAME=Jtex1 FILE=..\3DS\m_rifl.bmp GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Jtex1 FILE=m_rifl.bmp GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Jtex1 FILE=texture1.pcx GROUP=Skins PALETTE=Jtex1
#exec MESHMAP SETTEXTURE MESHMAP=mar NUM=1 TEXTURE=Jtex1

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@ -0,0 +1,10 @@
# AMF 3D model reference images
## 3_bananas.amf embedded texture
3_bananas.amf embeds a strange-looking texture, but believe when applied to the model it ends up
rendering correctly.
(Note that this is a relatively rare example of a 3D model with an "uncompressed" embedded texture,
may be useful for developers looking to test their assimp embedded texture implementations)
<img alt="3bananas_embedded_texture.png" src="screenshots%2F3bananas_embedded_texture.png" width=320 />

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@ -32,7 +32,7 @@
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "../3DS/MP5SIL.BMP"
*BITMAP "mp5sil.bmp"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000

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@ -32,7 +32,7 @@
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "../3DS/m_rifl.bmp"
*BITMAP "m_rifl.bmp"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000

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# B3D 3D model reference images
## dwarf2.b3d
Note: there's a weird artifact in the animation when the character starts running
<img alt="dwarf2.b3d" src="screenshots/dwarf2_b3d.gif" width=180 />
## turtle1.b3d
<img alt="turtle1.b3d" src="screenshots/turtle1_b3d.gif" width=320 />

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# BLEND 3D model reference images
## fleurOptonl.blend
<img alt="fleurOptonl.blend" src="screenshots/fleurOptonl_blend.png" width=180 />

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# HMP 3D model reference images
## terrain_withtexture.hmp
<img alt="terrain_withtexture.hmp" src="screenshots/terrain_withtexture_hmp.png" width=180 />

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@ -1,4 +1,4 @@
Good IFC test cases
===================
http://www.iai.fzk.de/www-extern/index.php?id=1135
https://www.ifcwiki.org/index.php/Examples

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# LWS 3D model reference images
## QuickDraw v.2.2.lws
<img alt="QuickDraw v.2.2.lws" src="screenshots/quickdraw_v2_2_lws.gif" width=320 />

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# MD5 3D model reference images
## Bob.md5anim
Bones/skeleton-only animation visualization
<img alt="Bob.md5anim" src="screenshots/Bob_md5anim.gif" width=180 />
## Bob.md5mesh
Skinned, textured animated model
<img alt="Bob.md5mesh" src="screenshots/Bob_md5mesh.gif" width=180 />

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# IDPO 3D model reference images
## gijoe.mdl
<img alt="gijoe.mdl" src="screenshots/gijoe_mdl.png" width=180 />

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@ -4,4 +4,4 @@ Ka 0.588235 0.588235 0.588235
Ks 0.898039 0.898039 0.898039
Ns 128
Tr 0
map_Kd ./../3DS/m_rifl.bmp
map_Kd m_rifl.bmp

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# OgreSDK 3D model reference images
## fish.mesh
<img alt="fish.mesh" src="screenshots/fish_mesh.gif" width=320 />
## ninja.mesh
Simple rigged/skinned model with about 20 animations
<img alt="ninja.mesh" src="screenshots/ninja_mesh.gif" width=180 />

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@ -0,0 +1,5 @@
[blendshape.usda](blendshape.usda) copied from tinyusdz/models (No attribution/license cited in that project)
[texturedcube.usda](texturedcube.usda) copied from tinyusdz/models (No attribution/license cited in that project)
[translated-cube.usda](translated-cube.usda) copied from tinyusdz/models (No attribution/license cited in that project)
[simple-skin-test.usda](simple-skin-test.usda) copied from tinyusdz/models (No attribution/license cited in that project)
[simple-skin-animation-test.usda](simple-skin-animation-test.usda) modified tinyusdz/models (No attribution/license cited in that project)

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@ -0,0 +1,154 @@
#usda 1.0
(
defaultPrim = "root"
doc = "Blender v3.4.0 Alpha"
metersPerUnit = 0.01
upAxis = "Z"
)
def Xform "root"
{
float3 xformOp:scale = (100, 100, 100)
uniform token[] xformOpOrder = ["xformOp:scale"]
def Scope "lights"
{
def DomeLight "environment"
{
custom color3f color = (0.05087609, 0.05087609, 0.05087609)
color3f inputs:color = (0.05087609, 0.05087609, 0.05087609)
float inputs:intensity = 683.0135
custom float intensity = 683.0135
}
}
def Scope "materials"
{
def Material "Material"
{
token outputs:surface.connect = </root/materials/Material/preview/Principled_BSDF.outputs:surface>
custom string userProperties:blenderName:data = "Material"
def Scope "preview"
{
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
color3f inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.45
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
float inputs:specular = 0.5
token outputs:surface
}
}
}
}
def SkelRoot "Cube"
{
custom string userProperties:blenderName:object = "Cube"
def Mesh "Cube" (
active = true
prepend apiSchemas = ["SkelBindingAPI"]
)
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1]
rel material:binding = </root/materials/Material>
normal3f[] normals = [(-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
interpolation = "faceVarying"
)
point3f[] points = [(1, 1, 1), (1, 1, -1), (1, -1.9918684, 1), (1, -1, -1), (-1, 1, 1), (-1, 1, -1), (-1, -1, 1), (-1, -1, -1)]
int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0, 0, 0, 0] (
elementSize = 1
interpolation = "vertex"
)
float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1, 1, 1, 1] (
elementSize = 1
interpolation = "vertex"
)
texCoord2f[] primvars:st = [(0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5)] (
interpolation = "faceVarying"
)
uniform token[] skel:blendShapes = ["Key_1"]
rel skel:blendShapeTargets = </root/Cube/Cube/Key_1>
prepend rel skel:skeleton = </root/Cube/Skel>
uniform token subdivisionScheme = "none"
custom string userProperties:blenderName:data = "Cube"
custom string userProperties:blenderName:data:st = "UVMap"
def BlendShape "Key_1"
{
uniform vector3f[] offsets = [(0, 0, 0.98508406), (0, 0, 0), (0, 0.892874, 0.98508406), (0, 0, 0), (0, 0, 0.98508406), (0, 0, 0), (0, 0, 0.98508406), (0, 0, 0)]
uniform int[] pointIndices = [0, 1, 2, 3, 4, 5, 6, 7]
}
}
def Skeleton "Skel"
{
uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
uniform token[] joints = ["joint1"]
uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
prepend rel skel:animationSource = </root/Cube/Skel/Anim>
def SkelAnimation "Anim"
{
uniform token[] blendShapes = ["Key_1"]
float[] blendShapeWeights = [0]
}
}
}
def Xform "Light"
{
custom string userProperties:blenderName:object = "Light"
float3 xformOp:rotateXYZ = (37.26105, 3.163703, 106.93632)
float3 xformOp:scale = (1, 0.99999994, 1)
double3 xformOp:translate = (4.076245307922363, 1.0054539442062378, 5.903861999511719)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def SphereLight "Light"
{
custom color3f color = (1, 1, 1)
color3f inputs:color = (1, 1, 1)
float inputs:intensity = 5435247
float inputs:radius = 0.10000002
float inputs:specular = 1
custom float intensity = 5435247
custom float radius = 0.10000002
custom float specular = 1
custom string userProperties:blenderName:data = "Light"
}
}
def Xform "Camera"
{
custom string userProperties:blenderName:object = "Camera"
float3 xformOp:rotateXYZ = (63.559303, -0.0000026647115, 46.691948)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (7.358891487121582, -6.925790786743164, 4.958309173583984)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def Camera "Camera"
{
float2 clippingRange = (10, 10000)
float focalLength = 50
float horizontalAperture = 36
float horizontalApertureOffset = 0
token projection = "perspective"
double shutter:close = 0.25
double shutter:open = -0.25
custom string userProperties:blenderName:data = "Camera"
float verticalAperture = 24
float verticalApertureOffset = 0
}
}
}

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#usda 1.0
(
defaultPrim = "root"
doc = "Blender v4.2.3 LTS"
endTimeCode = 40
metersPerUnit = 1
startTimeCode = 0
timeCodesPerSecond = 24
upAxis = "Z"
)
def Xform "root" (
customData = {
dictionary Blender = {
bool generated = 1
}
}
)
{
def SkelRoot "Armature_001"
{
custom string userProperties:blender:object_name = "Armature.001"
float3 xformOp:rotateXYZ = (-89.99999, 0, 0)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, -1.7017418146133423, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def Xform "Grid"
{
custom string userProperties:blender:object_name = "Grid"
float3 xformOp:rotateXYZ = (89.99999, -0, 0)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, -7.438549687321938e-8, 1.7017418146133423)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def Mesh "Grid" (
active = true
prepend apiSchemas = ["SkelBindingAPI"]
)
{
float3[] extent = [(-1, -1, 0), (1, 1, 0)]
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 1, 6, 5, 1, 2, 7, 6, 2, 3, 8, 7, 3, 4, 9, 8, 5, 6, 11, 10, 6, 7, 12, 11, 7, 8, 13, 12, 8, 9, 14, 13, 10, 11, 16, 15, 11, 12, 17, 16, 12, 13, 18, 17, 13, 14, 19, 18, 15, 16, 21, 20, 16, 17, 22, 21, 17, 18, 23, 22, 18, 19, 24, 23]
normal3f[] normals = [(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, 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, 1), (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, 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, 1), (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, 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, 1), (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, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)] (
interpolation = "faceVarying"
)
point3f[] points = [(-1, -1, 0), (-0.5, -1, 0), (0, -1, 0), (0.5, -1, 0), (1, -1, 0), (-1, -0.5, 0), (-0.5, -0.5, 0), (0, -0.5, 0), (0.5, -0.5, 0), (1, -0.5, 0), (-1, 0, 0), (-0.5, 0, 0), (0, 0, 0), (0.5, 0, 0), (1, 0, 0), (-1, 0.5, 0), (-0.5, 0.5, 0), (0, 0.5, 0), (0.5, 0.5, 0), (1, 0.5, 0), (-1, 1, 0), (-0.5, 1, 0), (0, 1, 0), (0.5, 1, 0), (1, 1, 0)]
bool[] primvars:sharp_face = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] (
interpolation = "uniform"
)
matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1.331580543606492e-7, 0.9999999999999911, 0), (0, -0.9999999999999911, 1.331580543606492e-7, 0), (0, -7.438549687321943e-8, 1.701741814613342, 1) )
int[] primvars:skel:jointIndices = [0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1] (
elementSize = 2
interpolation = "vertex"
)
float[] primvars:skel:jointWeights = [0.43767902, 0.56232095, 0.605441, 0.39455906, 1, 0, 0.605441, 0.39455906, 0.43767902, 0.562321, 0.23470172, 0.7652983, 0.18096954, 0.81903046, 1, 0, 0.18096954, 0.81903046, 0.23470171, 0.7652983, 0.114853, 0.88514704, 0.06506716, 0.9349329, 1, 0, 0.06506715, 0.9349329, 0.11485299, 0.88514704, 0.059175473, 0.94082457, 0.009479873, 0.9905201, 1, 0, 0.009479865, 0.9905201, 0.059175465, 0.94082457, 0.031181445, 0.96881855, 1, 0, 1, 0, 1, 0, 0.031181442, 0.9688186] (
elementSize = 2
interpolation = "vertex"
)
texCoord2f[] primvars:st = [(0, 0), (0.25, 0), (0.25, 0.25), (0, 0.25), (0.25, 0), (0.5, 0), (0.5, 0.25), (0.25, 0.25), (0.5, 0), (0.75, 0), (0.75, 0.25), (0.5, 0.25), (0.75, 0), (1, 0), (1, 0.25), (0.75, 0.25), (0, 0.25), (0.25, 0.25), (0.25, 0.5), (0, 0.5), (0.25, 0.25), (0.5, 0.25), (0.5, 0.5), (0.25, 0.5), (0.5, 0.25), (0.75, 0.25), (0.75, 0.5), (0.5, 0.5), (0.75, 0.25), (1, 0.25), (1, 0.5), (0.75, 0.5), (0, 0.5), (0.25, 0.5), (0.25, 0.75), (0, 0.75), (0.25, 0.5), (0.5, 0.5), (0.5, 0.75), (0.25, 0.75), (0.5, 0.5), (0.75, 0.5), (0.75, 0.75), (0.5, 0.75), (0.75, 0.5), (1, 0.5), (1, 0.75), (0.75, 0.75), (0, 0.75), (0.25, 0.75), (0.25, 1), (0, 1), (0.25, 0.75), (0.5, 0.75), (0.5, 1), (0.25, 1), (0.5, 0.75), (0.75, 0.75), (0.75, 1), (0.5, 1), (0.75, 0.75), (1, 0.75), (1, 1), (0.75, 1)] (
interpolation = "faceVarying"
)
rel skel:skeleton = </root/Armature_001/Armature/Armature>
uniform token subdivisionScheme = "none"
custom string userProperties:blender:data_name = "Grid"
}
}
def Xform "Armature"
{
custom string userProperties:blender:object_name = "Armature"
float3 xformOp:rotateXYZ.timeSamples = {
0: (0, -0, 0),
}
float3 xformOp:scale.timeSamples = {
0: (1, 1, 1),
}
double3 xformOp:translate.timeSamples = {
0: (0, 0, 0),
}
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def Skeleton "Armature" (
prepend apiSchemas = ["SkelBindingAPI"]
)
{
uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 0, 1, 0), (0, -1, 0, 0), (0, 0, 0, 1) ), ( (1, 0, 0, 0), (0, 0, 1, 0), (0, -1, 0, 0), (0, 0, 1, 1) )]
uniform token[] joints = ["Bone", "Bone/Bone_001"]
uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 0, 1, 0), (0, -1, 0, 0), (0, 0, 0, 1) ), ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 1, 0, 1) )]
rel skel:animationSource = </root/Armature_001/Armature/Armature/Anim>
def SkelAnimation "Anim"
{
uniform token[] joints = ["Bone", "Bone/Bone_001"]
quatf[] rotations.timeSamples = {
0: [(0.70710677, 0.70710677, 0, 0), (1, 0, 0, 0)],
1: [(0.70710677, 0.70710677, 0, 0), (0.9996082, 0, 0, 0.027989032)],
2: [(0.70710677, 0.70710677, 0, 0), (0.99463546, 0, 0, 0.10344209)],
3: [(0.70710677, 0.70710677, 0, 0), (0.9774578, 0, 0, 0.21113087)],
4: [(0.70710677, 0.70710677, 0, 0), (0.9432686, 0, 0, 0.3320306)],
5: [(0.70710677, 0.70710677, 0, 0), (0.89442724, 0, 0, 0.4472135)],
6: [(0.70710677, 0.70710677, 0, 0), (0.83920974, 0, 0, 0.5438079)],
7: [(0.70710677, 0.70710677, 0, 0), (0.7869733, 0, 0, 0.61698705)],
8: [(0.70710677, 0.70710677, 0, 0), (0.7447736, 0, 0, 0.6673172)],
9: [(0.70710677, 0.70710677, 0, 0), (0.7170745, 0, 0, 0.6969965)],
10: [(0.70710677, 0.70710677, 0, 0), (0.70710677, 0, 0, 0.70710677)],
11: [(0.70710677, 0.70710677, 0, 0), (0.7122517, 0, 0, 0.70192415)],
12: [(0.70710677, 0.70710677, 0, 0), (0.7271744, 0, 0, 0.68645275)],
13: [(0.70710677, 0.70710677, 0, 0), (0.75127214, 0, 0, 0.6599926)],
14: [(0.70710677, 0.70710677, 0, 0), (0.7839187, 0, 0, 0.62086356)],
15: [(0.70710677, 0.70710677, 0, 0), (0.82404196, 0, 0, 0.5665288)],
16: [(0.70710677, 0.70710677, 0, 0), (0.8695245, 0, 0, 0.49388987)],
17: [(0.70710677, 0.70710677, 0, 0), (0.91649354, 0, 0, 0.4000495)],
18: [(0.70710677, 0.70710677, 0, 0), (0.9588755, 0, 0, 0.28382713)],
19: [(0.70710677, 0.70710677, 0, 0), (0.9890088, 0, 0, 0.14785683)],
20: [(0.70710677, 0.70710677, 0, 0), (1, 0, 0, 0)],
21: [(0.70710677, 0.70710677, 0, 0), (0.9890088, 0, 0, -0.14785682)],
22: [(0.70710677, 0.70710677, 0, 0), (0.9588755, 0, 0, -0.28382716)],
23: [(0.70710677, 0.70710677, 0, 0), (0.91649354, 0, 0, -0.40004945)],
24: [(0.70710677, 0.70710677, 0, 0), (0.86952454, 0, 0, -0.49388978)],
25: [(0.70710677, 0.70710677, 0, 0), (0.82404196, 0, 0, -0.5665288)],
26: [(0.70710677, 0.70710677, 0, 0), (0.7839186, 0, 0, -0.6208636)],
27: [(0.70710677, 0.70710677, 0, 0), (0.7512721, 0, 0, -0.65999264)],
28: [(0.70710677, 0.70710677, 0, 0), (0.7271744, 0, 0, -0.68645275)],
29: [(0.70710677, 0.70710677, 0, 0), (0.7122517, 0, 0, -0.70192415)],
30: [(0.70710677, 0.70710677, 0, 0), (0.70710677, 0, 0, -0.70710677)],
31: [(0.70710677, 0.70710677, 0, 0), (0.7170746, 0, 0, -0.69699645)],
32: [(0.70710677, 0.70710677, 0, 0), (0.7447736, 0, 0, -0.6673172)],
33: [(0.70710677, 0.70710677, 0, 0), (0.7869733, 0, 0, -0.61698705)],
34: [(0.70710677, 0.70710677, 0, 0), (0.83920974, 0, 0, -0.5438079)],
35: [(0.70710677, 0.70710677, 0, 0), (0.8944272, 0, 0, -0.44721356)],
36: [(0.70710677, 0.70710677, 0, 0), (0.9432686, 0, 0, -0.3320306)],
37: [(0.70710677, 0.70710677, 0, 0), (0.97745776, 0, 0, -0.21113095)],
38: [(0.70710677, 0.70710677, 0, 0), (0.99463546, 0, 0, -0.10344207)],
39: [(0.70710677, 0.70710677, 0, 0), (0.9996082, 0, 0, -0.027989028)],
40: [(0.70710677, 0.70710677, 0, 0), (1, 0, 0, 0)],
}
half3[] scales.timeSamples = {
0: [(1, 1, 1), (1, 1, 1)],
1: [(1, 1, 1), (1, 1, 1)],
2: [(1, 1, 1), (1, 1, 1)],
3: [(1, 1, 1), (1, 1, 1)],
4: [(1, 1, 1), (1, 1, 1)],
5: [(1, 1, 1), (1, 1, 1)],
6: [(1, 1, 1), (1, 1, 1)],
7: [(1, 1, 1), (1, 1, 1)],
8: [(1, 1, 1), (1, 1, 1)],
9: [(1, 1, 1), (1, 1, 1)],
10: [(1, 1, 1), (1, 1, 1)],
11: [(1, 1, 1), (1, 1, 1)],
12: [(1, 1, 1), (1, 1, 1)],
13: [(1, 1, 1), (1, 1, 1)],
14: [(1, 1, 1), (1, 1, 1)],
15: [(1, 1, 1), (1, 1, 1)],
16: [(1, 1, 1), (1, 1, 1)],
17: [(1, 1, 1), (1, 1, 1)],
18: [(1, 1, 1), (1, 1, 1)],
19: [(1, 1, 1), (1, 1, 1)],
20: [(1, 1, 1), (1, 1, 1)],
21: [(1, 1, 1), (1, 1, 1)],
22: [(1, 1, 1), (1, 1, 1)],
23: [(1, 1, 1), (1, 1, 1)],
24: [(1, 1, 1), (1, 1, 1)],
25: [(1, 1, 1), (1, 1, 1)],
26: [(1, 1, 1), (1, 1, 1)],
27: [(1, 1, 1), (1, 1, 1)],
28: [(1, 1, 1), (1, 1, 1)],
29: [(1, 1, 1), (1, 1, 1)],
30: [(1, 1, 1), (1, 1, 1)],
31: [(1, 1, 1), (1, 1, 1)],
32: [(1, 1, 1), (1, 1, 1)],
33: [(1, 1, 1), (1, 1, 1)],
34: [(1, 1, 1), (1, 1, 1)],
35: [(1, 1, 1), (1, 1, 1)],
36: [(1, 1, 1), (1, 1, 1)],
37: [(1, 1, 1), (1, 1, 1)],
38: [(1, 1, 1), (1, 1, 1)],
39: [(1, 1, 1), (1, 1, 1)],
40: [(1, 1, 1), (1, 1, 1)],
}
float3[] translations.timeSamples = {
0: [(0, 0, 0), (0, 1, 0)],
1: [(0, 0, 0), (0, 1, 0)],
2: [(0, 0, 0), (0, 1, 0)],
3: [(0, 0, 0), (0, 1, 0)],
4: [(0, 0, 0), (0, 1, 0)],
5: [(0, 0, 0), (0, 1, 0)],
6: [(0, 0, 0), (0, 1, 0)],
7: [(0, 0, 0), (0, 1, 0)],
8: [(0, 0, 0), (0, 1, 0)],
9: [(0, 0, 0), (0, 1, 0)],
10: [(0, 0, 0), (0, 1, 0)],
11: [(0, 0, 0), (0, 1, 0)],
12: [(0, 0, 0), (0, 1, 0)],
13: [(0, 0, 0), (0, 1, 0)],
14: [(0, 0, 0), (0, 1, 0)],
15: [(0, 0, 0), (0, 1, 0)],
16: [(0, 0, 0), (0, 1, 0)],
17: [(0, 0, 0), (0, 1, 0)],
18: [(0, 0, 0), (0, 1, 0)],
19: [(0, 0, 0), (0, 1, 0)],
20: [(0, 0, 0), (0, 1, 0)],
21: [(0, 0, 0), (0, 1, 0)],
22: [(0, 0, 0), (0, 1, 0)],
23: [(0, 0, 0), (0, 1, 0)],
24: [(0, 0, 0), (0, 1, 0)],
25: [(0, 0, 0), (0, 1, 0)],
26: [(0, 0, 0), (0, 1, 0)],
27: [(0, 0, 0), (0, 1, 0)],
28: [(0, 0, 0), (0, 1, 0)],
29: [(0, 0, 0), (0, 1, 0)],
30: [(0, 0, 0), (0, 1, 0)],
31: [(0, 0, 0), (0, 1, 0)],
32: [(0, 0, 0), (0, 1, 0)],
33: [(0, 0, 0), (0, 1, 0)],
34: [(0, 0, 0), (0, 1, 0)],
35: [(0, 0, 0), (0, 1, 0)],
36: [(0, 0, 0), (0, 1, 0)],
37: [(0, 0, 0), (0, 1, 0)],
38: [(0, 0, 0), (0, 1, 0)],
39: [(0, 0, 0), (0, 1, 0)],
40: [(0, 0, 0), (0, 1, 0)],
}
}
}
}
}
def DomeLight "env_light"
{
float inputs:intensity = 1
asset inputs:texture:file = @.\textures\color_121212.hdr@
float3 xformOp:rotateXYZ = (90, 1.2722219e-14, 90)
uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
}
}

View file

@ -0,0 +1,85 @@
#usda 1.0
(
defaultPrim = "root"
doc = "Blender v4.1.0"
metersPerUnit = 1
upAxis = "Z"
)
def Xform "root" (
customData = {
dictionary Blender = {
bool generated = 1
}
}
)
{
def SkelRoot "Armature"
{
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, -4.371138828673793e-8, -1, 0), (0, 1, -4.371138828673793e-8, 0), (0, -1.7017418146133423, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Skeleton "Armature" (
prepend apiSchemas = ["SkelBindingAPI"]
)
{
uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 0, 1, 0), (0, -1, 0, 0), (0, 0, 0, 1) ), ( (1, 0, 0, 0), (0, 0, 1, 0), (0, -1, 0, 0), (0, 0, 1, 1) )]
uniform token[] joints = ["Bone", "Bone/Bone_001"]
uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 0, 1, 0), (0, -1, 0, 0), (0, 0, 0, 1) ), ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 1, 0, 1) )]
}
def Xform "Grid"
{
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, -4.371138828673793e-8, 1, 0), (0, -1, -4.371138828673793e-8, 0), (0, -7.438549687321938e-8, 1.7017418146133423, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Mesh "Grid" (
prepend apiSchemas = ["SkelBindingAPI"]
)
{
float3[] extent = [(-1, -1, 0), (1, 1, 0)]
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 1, 6, 5, 1, 2, 7, 6, 2, 3, 8, 7, 3, 4, 9, 8, 5, 6, 11, 10, 6, 7, 12, 11, 7, 8, 13, 12, 8, 9, 14, 13, 10, 11, 16, 15, 11, 12, 17, 16, 12, 13, 18, 17, 13, 14, 19, 18, 15, 16, 21, 20, 16, 17, 22, 21, 17, 18, 23, 22, 18, 19, 24, 23]
normal3f[] normals = [(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, 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, 1), (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, 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, 1), (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, 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, 1), (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, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)] (
interpolation = "faceVarying"
)
point3f[] points = [(-1, -1, 0), (-0.5, -1, 0), (0, -1, 0), (0.5, -1, 0), (1, -1, 0), (-1, -0.5, 0), (-0.5, -0.5, 0), (0, -0.5, 0), (0.5, -0.5, 0), (1, -0.5, 0), (-1, 0, 0), (-0.5, 0, 0), (0, 0, 0), (0.5, 0, 0), (1, 0, 0), (-1, 0.5, 0), (-0.5, 0.5, 0), (0, 0.5, 0), (0.5, 0.5, 0), (1, 0.5, 0), (-1, 1, 0), (-0.5, 1, 0), (0, 1, 0), (0.5, 1, 0), (1, 1, 0)]
bool[] primvars:sharp_face = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] (
interpolation = "uniform"
)
matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, -4.371138828673793e-8, 1, 0), (0, -1, -4.371138828673793e-8, 0), (0, -7.438549687321938e-8, 1.7017418146133423, 1) )
int[] primvars:skel:jointIndices = [0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1] (
elementSize = 2
interpolation = "vertex"
)
float[] primvars:skel:jointWeights = [0.43767902, 0.56232095, 0.605441, 0.39455906, 1, 0, 0.605441, 0.39455906, 0.43767902, 0.562321, 0.23470172, 0.7652983, 0.18096954, 0.81903046, 1, 0, 0.18096954, 0.81903046, 0.23470171, 0.7652983, 0.114853, 0.88514704, 0.06506716, 0.9349329, 1, 0, 0.06506715, 0.9349329, 0.11485299, 0.88514704, 0.059175473, 0.94082457, 0.009479873, 0.9905201, 1, 0, 0.009479865, 0.9905201, 0.059175465, 0.94082457, 0.031181445, 0.96881855, 1, 0, 1, 0, 1, 0, 0.031181442, 0.9688186] (
elementSize = 2
interpolation = "vertex"
)
texCoord2f[] primvars:UVMap = [(0, 0), (0.25, 0), (0.25, 0.25), (0, 0.25), (0.25, 0), (0.5, 0), (0.5, 0.25), (0.25, 0.25), (0.5, 0), (0.75, 0), (0.75, 0.25), (0.5, 0.25), (0.75, 0), (1, 0), (1, 0.25), (0.75, 0.25), (0, 0.25), (0.25, 0.25), (0.25, 0.5), (0, 0.5), (0.25, 0.25), (0.5, 0.25), (0.5, 0.5), (0.25, 0.5), (0.5, 0.25), (0.75, 0.25), (0.75, 0.5), (0.5, 0.5), (0.75, 0.25), (1, 0.25), (1, 0.5), (0.75, 0.5), (0, 0.5), (0.25, 0.5), (0.25, 0.75), (0, 0.75), (0.25, 0.5), (0.5, 0.5), (0.5, 0.75), (0.25, 0.75), (0.5, 0.5), (0.75, 0.5), (0.75, 0.75), (0.5, 0.75), (0.75, 0.5), (1, 0.5), (1, 0.75), (0.75, 0.75), (0, 0.75), (0.25, 0.75), (0.25, 1), (0, 1), (0.25, 0.75), (0.5, 0.75), (0.5, 1), (0.25, 1), (0.5, 0.75), (0.75, 0.75), (0.75, 1), (0.5, 1), (0.75, 0.75), (1, 0.75), (1, 1), (0.75, 1)] (
interpolation = "faceVarying"
)
rel skel:skeleton = </root/Armature/Armature>
uniform token subdivisionScheme = "none"
}
}
}
def Xform "Camera"
{
matrix4d xformOp:transform = ( (0.6859206557273865, 0.7276763319969177, 0, 0), (-0.32401347160339355, 0.305420845746994, 0.8953956365585327, 0), (0.6515582203865051, -0.6141703724861145, 0.44527140259742737, 0), (7.358891487121582, -6.925790786743164, 4.958309173583984, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Camera "Camera"
{
float2 clippingRange = (0.1, 100)
float focalLength = 0.5
float horizontalAperture = 0.36
float horizontalApertureOffset = 0
token projection = "perspective"
float verticalAperture = 0.2025
float verticalApertureOffset = 0
}
}
}

View file

@ -0,0 +1,101 @@
#usda 1.0
(
doc = "Blender v3.1.0"
metersPerUnit = 1
upAxis = "Z"
)
def Xform "Camera"
{
matrix4d xformOp:transform = ( (0.6859206557273865, 0.7276763319969177, 0, 0), (-0.32401347160339355, 0.305420845746994, 0.8953956365585327, 0), (0.6515582203865051, -0.6141703724861145, 0.44527140259742737, 0), (7.358891487121582, -6.925790786743164, 4.958309173583984, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Camera "Camera"
{
float2 clippingRange = (0.1, 100)
float focalLength = 50
float horizontalAperture = 36
float horizontalApertureOffset = 0
token projection = "perspective"
float verticalAperture = 20.25
float verticalApertureOffset = 0
}
}
def Xform "Cube"
{
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-1.1853550672531128, 0, 1.9550952911376953, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Mesh "Cube"
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1]
rel material:binding = </_materials/Material>
normal3f[] normals = [(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, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
interpolation = "faceVarying"
)
point3f[] points = [(1, 1, 1), (1, 1, -1), (1, -1, 1), (1, -1, -1), (-1, 1, 1), (-1, 1, -1), (-1, -1, 1), (-1, -1, -1)]
texCoord2f[] primvars:UVMap = [(0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
}
}
def "_materials"
{
def Material "Material"
{
token outputs:surface.connect = </_materials/Material/preview/Principled_BSDF.outputs:surface>
def Scope "preview"
{
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
float3 inputs:diffuseColor.connect = </_materials/Material/preview/Image_Texture.outputs:rgb>
float inputs:ior = 1.45
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.4
float inputs:specular = 0.5
token outputs:surface
}
def Shader "Image_Texture"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @.\textures\checkerboard.png@
token inputs:sourceColorSpace = "sRGB"
float2 inputs:st.connect = </_materials/Material/preview/uvmap.outputs:result>
float3 outputs:rgb
}
def Shader "uvmap"
{
uniform token info:id = "UsdPrimvarReader_float2"
token inputs:varname = "UVMap"
float2 outputs:result
}
}
}
}
def Xform "Light"
{
matrix4d xformOp:transform = ( (-0.29086464643478394, 0.9551711678504944, -0.05518905818462372, 0), (-0.7711008191108704, -0.1998833566904068, 0.6045247316360474, 0), (0.5663931965827942, 0.21839119493961334, 0.7946722507476807, 0), (4.076245307922363, 1.0054539442062378, 5.903861999511719, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def SphereLight "Light"
{
color3f inputs:color = (1, 1, 1)
float inputs:intensity = 10
float inputs:radius = 0.1
float inputs:specular = 1
}
}

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@ -0,0 +1,55 @@
#usda 1.0
(
doc = "Blender v3.1.0"
metersPerUnit = 1
upAxis = "Z"
)
def Xform "Camera"
{
matrix4d xformOp:transform = ( (0.6859206557273865, 0.7276763319969177, 0, 0), (-0.32401347160339355, 0.305420845746994, 0.8953956365585327, 0), (0.6515582203865051, -0.6141703724861145, 0.44527140259742737, 0), (7.358891487121582, -6.925790786743164, 4.958309173583984, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Camera "Camera"
{
float2 clippingRange = (0.1, 100)
float focalLength = 50
float horizontalAperture = 36
float horizontalApertureOffset = 0
token projection = "perspective"
float verticalAperture = 20.25
float verticalApertureOffset = 0
}
}
def Xform "Cube"
{
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-1.1853550672531128, 0, 1.9550952911376953, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Mesh "Cube"
{
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1]
normal3f[] normals = [(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, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
interpolation = "faceVarying"
)
point3f[] points = [(1, 1, 1), (1, 1, -1), (1, -1, 1), (1, -1, -1), (-1, 1, 1), (-1, 1, -1), (-1, -1, 1), (-1, -1, -1)]
uniform token subdivisionScheme = "none"
}
}
def Xform "Light"
{
matrix4d xformOp:transform = ( (-0.29086464643478394, 0.9551711678504944, -0.05518905818462372, 0), (-0.7711008191108704, -0.1998833566904068, 0.6045247316360474, 0), (0.5663931965827942, 0.21839119493961334, 0.7946722507476807, 0), (4.076245307922363, 1.0054539442062378, 5.903861999511719, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def SphereLight "Light"
{
color3f inputs:color = (1, 1, 1)
float inputs:intensity = 10
float inputs:radius = 0.1
float inputs:specular = 1
}
}

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@ -0,0 +1,4 @@
[blendshape.usdc](blendshape.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
[suzanne.usdc](suzanne.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
[texturedcube.usdc](texturedcube.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
[translated-cube.usdc](translated-cube.usdc) copied from tinyusdz/models (No attribution/license cited in that project)

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# X3D 3D model reference images
## ChevyTahoe.x3d
### Working (using IRR xml parser)
ChevyTahoe as of 29 Sep 2020 git commit `6a4c338`, using IRR xml parsing, renders OK:
<img alt="ChevyTahoe.x3d (irr_xml)" src="screenshots%2FChevyTahoe_x3d_irr_xml.png" width=320 />
### Broken (using pugi xml parser)
ChevyTahoe as of 1 Dec 2021 git commit `1614934`, using pugi xml parsing, renders with
missing meshes and obvious artifacts:
<img alt="ChevyTahoe.x3d (pugi_xml)" src="screenshots%2FChevyTahoe_x3d_pugi_xml.png" width=320 />

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@ -10,7 +10,7 @@ OBJECT poly
name "sphere"
subdiv 3
loc -0.0624103 -0.012381 0.0558408
texture "./../LWO/LWO2/MappingModes/earthSpherical.jpg"
texture "earthSpherical.jpg"
crease 45.000000
numvert 134
-0.00202139 0.0563461 0

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@ -0,0 +1,535 @@
AC3Db
MATERIAL "ac3dmat1" rgb 1.00 1.00 1.00 amb 0.20 0.20 0.20 emis 0.00 0.00 0.00 spec 0.20 0.20 0.20 shi 128 trans 0
OBJECT world
kids 2
OBJECT light
name "light"
loc 0.000424567 -0.0127304 0
kids 0
OBJECT poly
name "sphere"
texture "earthSpherical.jpg" base
texture empty_texture_no_mapping tiled
texture empty_texture_no_mapping skids
texture empty_texture_no_mapping shad
numvert 167
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numsurf 13
SURF 0x14
mat 0
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91 0.75000 0.33333 0.24857 0.00100 0.09338 -0.29285 0.00000 -0.43301
92 0.66667 0.33333 0.17556 0.00100 0.14484 -0.27274 -0.21651 -0.37500
80 0.75000 0.25000 0.24221 0.00100 0.11860 -0.39028 0.00000 -0.35355
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3 0.83333 0.08333 0.23838 0.00100 0.18630 -0.57670 0.06470 -0.11207
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SURF 0x14
mat 0
refs 26
25 0.83333 0.91667 0.21053 0.99900 0.15290 0.42768 0.06470 -0.11207
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25 0.83333 0.91667 0.21053 0.99900 0.15290 0.42768 0.06470 -0.11207
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156 0.83333 0.83333 0.25271 0.99900 0.10497 0.36222 0.12500 -0.21651
157 0.75000 0.83333 0.21201 0.99900 0.12561 0.32796 0.00000 -0.25000
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146 0.75000 0.75000 0.22797 0.99900 0.09754 0.23688 0.00000 -0.35355
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135 0.75000 0.66667 0.23948 0.90806 0.07868 0.13588 0.00000 -0.43301
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124 0.75000 0.58333 0.24702 0.66503 0.06897 0.02906 0.00000 -0.48296
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113 0.75000 0.50000 0.25094 0.41006 0.06830 -0.08009 0.00000 -0.50000
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91 0.75000 0.33333 0.24857 0.00100 0.09338 -0.29285 0.00000 -0.43301
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0 0.91667 0.08333 0.24936 0.00100 0.19351 -0.61071 0.11207 -0.06470
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mat 0
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25 0.83333 0.91667 0.21053 0.99900 0.15290 0.42768 0.06470 -0.11207
154 0.91667 0.83333 0.27563 0.99900 0.10447 0.41577 0.21651 -0.12500
156 0.83333 0.83333 0.25271 0.99900 0.10497 0.36222 0.12500 -0.21651
143 0.91667 0.75000 0.32918 0.99900 0.05945 0.32703 0.30619 -0.17678
145 0.83333 0.75000 0.28799 0.99900 0.06767 0.26941 0.17678 -0.30619
132 0.91667 0.66667 0.37332 0.99232 0.02664 0.19879 0.37500 -0.21651
134 0.83333 0.66667 0.31457 0.93678 0.04237 0.15738 0.21651 -0.37500
121 0.91667 0.58333 0.40266 0.68601 0.01006 0.04379 0.41826 -0.24148
123 0.83333 0.58333 0.33150 0.67193 0.02955 0.03395 0.24148 -0.41826
110 0.91667 0.50000 0.41387 0.35730 0.01120 -0.12091 0.43301 -0.25000
112 0.83333 0.50000 0.33844 0.39249 0.02914 -0.09363 0.25000 -0.43301
99 0.91667 0.41667 0.40641 0.03864 0.02889 -0.27785 0.41826 -0.24148
101 0.83333 0.41667 0.33549 0.11627 0.04068 -0.21875 0.24148 -0.41826
88 0.91667 0.33333 0.38226 0.00100 0.06003 -0.41261 0.37500 -0.21651
90 0.83333 0.33333 0.32310 0.00100 0.06342 -0.33527 0.21651 -0.37500
77 0.91667 0.25000 0.34511 0.00100 0.10054 -0.51553 0.30619 -0.17678
79 0.83333 0.25000 0.30202 0.00100 0.09629 -0.43738 0.17678 -0.30619
66 0.91667 0.16667 0.29935 0.00100 0.14628 -0.58181 0.21651 -0.12500
68 0.83333 0.16667 0.27332 0.00100 0.13788 -0.51956 0.12500 -0.21651
66 0.91667 0.16667 0.29935 0.00100 0.14628 -0.58181 0.21651 -0.12500
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mat 0
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89 1.00000 0.33333 0.39286 0.00100 0.09463 -0.54477 0.43301 0.00000
99 0.91667 0.41667 0.40641 0.03864 0.02889 -0.27785 0.41826 -0.24148
100 1.00000 0.41667 0.42672 0.00100 0.04684 -0.39635 0.48296 0.00000
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111 1.00000 0.50000 0.43819 0.27990 0.01216 -0.18101 0.50000 0.00000
121 0.91667 0.58333 0.40266 0.68601 0.01006 0.04379 0.41826 -0.24148
122 1.00000 0.58333 0.42036 0.71453 0.00746 0.06528 0.48296 0.00000
132 0.91667 0.66667 0.37332 0.99232 0.02664 0.19879 0.37500 -0.21651
133 1.00000 0.66667 0.37732 0.99900 0.03584 0.27934 0.43301 0.00000
143 0.91667 0.75000 0.32918 0.99900 0.05945 0.32703 0.30619 -0.17678
144 1.00000 0.75000 0.32156 0.99900 0.08264 0.41936 0.35355 0.00000
154 0.91667 0.83333 0.27563 0.99900 0.10447 0.41577 0.21651 -0.12500
155 1.00000 0.83333 0.26409 0.99900 0.13155 0.48413 0.25000 0.00000
23 0.91667 0.91667 0.21882 0.99900 0.15617 0.45920 0.11207 -0.06470
21 1.00000 0.91667 0.21082 0.99900 0.17434 0.49121 0.12941 0.00000
22 0.95833 1.00000 0.16417 0.99900 0.20895 0.45830 0.00000 0.00000
kids 0

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@ -10,7 +10,7 @@ OBJECT poly
name "sphere"
subdiv 4
loc -0.0624103 -0.012381 0.0558408
texture "./../LWO/LWO2/MappingModes/earthSpherical.jpg"
texture "earthSpherical.jpg"
texrep 1.9 2.5
texoff 0.019 0.5
crease 45.000000

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@ -9,7 +9,7 @@ kids 0
OBJECT poly
name "中国菜"
loc -0.0624103 -0.012381 0.0558408
texture "./../LWO/LWO2/MappingModes/earthSpherical.jpg"
texture "earthSpherical.jpg"
crease 45.000000
numvert 134
-0.00202139 0.0563461 0

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@ -0,0 +1,6 @@
# AC 3D model reference images
## sample_subdiv.ac
Note that there appear to be some small holes in the surface in a few places
<img alt="sample_subdiv.ac (as solid)" src="screenshots/sample_subdiv_ac_solid.png" width=180 />

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@ -0,0 +1,18 @@
# ASE 3D model reference images
## MotionCaptureROM.ase
### Model is pure node animation of separate rigid meshes, no bones/mesh deformation
Note: this model has no bones/skeleton; the body is formed of separate rigid meshes
for each segment (e.g. upper arm, lower arm, upper leg, lower leg are all separate meshses)
and animation is entirely driven by changing node transformations over the animation timeline,
rather than deforming vertices via bones and associated weights.
### Artifacts
Animation has known artifacts, as stated in [MotionCaptureROM.source.txt](../MotionCaptureROM.source.txt):
```
NOTE: The errors in the middle of the animation are caused by problems during recording,
it's not an importer issue.
```
<img alt="MotionCaptureROM.ase" src="screenshots/MotionCaptureROM_ase.gif" width=320 />

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@ -0,0 +1,16 @@
# BVH 3D model reference images
## 01_01.bvh
Three hops forward, turn around, three hops back, turn around, three hops forward
<img alt="01_01.bvh" src="screenshots/01_01_bvh.gif" width=180 />
## 01_03.bvh
Climb step ladder, hang on bar, climb step ladder, hang on bar
<img alt="01_03.bvh" src="screenshots/01_03_bvh.gif" width=320 />
## Boxing_Toes.bvh
Boxer warming up, throwing punches, getting hit, going to canvas
<img alt="Boxing_Toes.bvh" src="screenshots/Boxing_Toes_bvh.gif" width=180 />

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@ -1170,7 +1170,7 @@ Object Mode Off 0
Mat1 V0.08 Id 497131204 Parent 58548212 Size 00000083
mat# 0
shader: phong facet: auto40
rgb 1,1,1
rgb 1.0,1.0,1.0
alpha 1 ka 0 ks 0.1 exp 0 ior 1
ShBx V0.04 Id 497131205 Parent 497131204 Size 00000605
Shader class: color
@ -1758,7 +1758,7 @@ Object Mode Off 0
Mat1 V0.08 Id 497168220 Parent 57850740 Size 00000083
mat# 0
shader: phong facet: auto40
rgb 1,1,1
rgb 1.0,1.0,1.0
alpha 1 ka 0 ks 0.1 exp 0 ior 1
ShBx V0.04 Id 497168221 Parent 497168220 Size 00000605
Shader class: color
@ -2346,7 +2346,7 @@ Object Mode Off 0
Mat1 V0.08 Id 497153380 Parent 497235148 Size 00000083
mat# 0
shader: phong facet: auto40
rgb 1,1,1
rgb 1.0,1.0,1.0
alpha 1 ka 0 ks 0.1 exp 0 ior 1
ShBx V0.04 Id 497153381 Parent 497153380 Size 00000605
Shader class: color

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@ -0,0 +1,4 @@
# COB 3D model reference images
## molecule_ascii.cob
![molecule_ascii.cob](molecule_ascii_cob.png)

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SCEA Shared Source License 1.0
Terms and Conditions:
1. Definitions:
"Software" shall mean the software and related documentation, whether in Source or Object Form, made available under this SCEA Shared Source license ("License"),
that is indicated by a copyright notice file included in the source files or attached or accompanying the source files.
"Licensor" shall mean Sony Computer Entertainment America, Inc. (herein "SCEA")
"Object Code" or "Object Form" shall mean any form that results from translation or transformation of Source Code, including but not limited to compiled object code
or conversions to other forms intended for machine execution. "Source Code" or "Source Form" shall have the plain meaning generally accepted in the software industry,
including but not limited to software source code, documentation source, header and configuration files.
"You" or "Your" shall mean you as an individual or as a company, or whichever form under which you are exercising rights under this License.
2. License Grant.
Licensor hereby grants to You, free of charge subject to the terms and conditions of this License, an irrevocable, non-exclusive, worldwide, perpetual, and royalty-free
license to use, modify, reproduce, distribute, publicly perform or display the Software in Object or Source Form .
4. No Right to File for Patent.
In exchange for the rights that are granted to You free of charge under this License, You agree that You will not file for any patent application, seek copyright
protection or take any other action that might otherwise impair the ownership rights in and to the Software that may belong to SCEA or any of the other contributors/authors
of the Software.
6. Contributions.
SCEA welcomes contributions in form of modifications, optimizations, tools or documentation designed to improve or expand the performance and scope of the Software
(collectively "Contributions"). Per the terms of this License You are free to modify the Software and those modifications would belong to You. You may however wish to
donate Your Contributions to SCEA for consideration for inclusion into the Software. For the avoidance of doubt, if You elect to send Your Contributions to SCEA, You are
doing so voluntarily and are giving the Contributions to SCEA and its parent company Sony Computer Entertainment, Inc., free of charge, to use, modify or distribute in
any form or in any manner. SCEA acknowledges that if You make a donation of Your Contributions to SCEA, such Contributions shall not exclusively belong to SCEA or its
parent company and such donation shall not be to Your exclusion. SCEA, in its sole discretion, shall determine whether or not to include Your donated Contributions into
the Software, in whole, in part, or as modified by SCEA. Should SCEA elect to include any such Contributions into the Software, it shall do so at its own risk and may elect
to give credit or special thanks to any such contributors in the attached copyright notice. However, if any of Your contributions are included into the Software, they will
become part of the Software and will be distributed under the terms and conditions of this License. Further, if Your donated Contributions are integrated into the Software
then Sony Computer Entertainment, Inc. shall become the copyright owner of the Software now containing Your contributions and SCEA would be the Licensor.
8. Redistribution in Source Form
You may redistribute copies of the Software, modifications or derivatives thereof in Source Code Form, provided that You:
a. Include a copy of this License and any copyright notices with source
b. Identify modifications if any were made to the Software
c. Include a copy of all documentation accompanying the Software and modifications made by You
6. Redistribution in Object Form
If You redistribute copies of the Software, modifications or derivatives thereof in Object Form only (as incorporated into finished goods, i.e. end user applications) then
You will not have a duty to include any copies of the code, this License, copyright notices, other attributions or documentation.
7. No Warranty
THE SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT ANY REPRESENTATIONS OR WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, ANY
WARRANTIES OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. YOU ARE SOLELY RESPONSIBLE FOR DETERMINING THE APPROPRIATENESS OF USING,
MODIFYING OR REDISTRIBUTING THE SOFTWARE AND ASSUME ANY RISKS ASSOCIATED WITH YOUR EXERCISE OF PERMISSIONS UNDER THIS LICENSE.
9. Limitation of Liability
UNDER NO CIRCUMSTANCES AND UNDER NO LEGAL THEORY WILL EITHER PARTY BE LIABLE TO THE OTHER PARTY OR ANY THIRD PARTY FOR ANY DIRECT, INDIRECT, CONSEQUENTIAL, SPECIAL,
INCIDENTAL, OR EXEMPLARY DAMAGES WITH RESPECT TO ANY INJURY, LOSS, OR DAMAGE, ARISING UNDER OR IN CONNECTION WITH THIS LETTER AGREEMENT, WHETHER FORESEEABLE OR
UNFORESEEABLE, EVEN IF SUCH PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH INJURY, LOSS, OR DAMAGE. THE LIMITATIONS OF LIABILITY SET FORTH IN THIS SECTION SHALL
APPLY TO THE FULLEST EXTENT PERMISSIBLE AT LAW OR ANY GOVERMENTAL REGULATIONS.
11. Governing Law and Consent to Jurisdiction
This Agreement shall be governed by and interpreted in accordance with the laws of the State of California, excluding that body of law related to choice of laws,
and of the United States of America. Any action or proceeding brought to enforce the terms of this Agreement or to adjudicate any dispute arising hereunder shall
be brought in the Superior Court of the County of San Mateo, State of California or the United States District Court for the Northern District of California. Each
of the parties hereby submits itself to the exclusive jurisdiction and venue of such courts for purposes of any such action. In addition, each party hereby waives the
right to a jury trial in any action or proceeding related to this Agreement.
13. Copyright Notice for Redistribution of Source Code
Copyright 2005 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.

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@ -0,0 +1,6 @@
# Collada 3D model reference images
## human.zae
Compressed Collada file (.zae)
<img alt="human.zae" src="screenshots/human_zae.png" width=180 />

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# HMP 3D model reference images
## terrain.hmp
<img alt="terrain.hmp" src="screenshots/terrain_hmp.png" width=180 />

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# IQM 3D model reference images
## mrfixit.iqm
<img alt="mrfixit.iqm" src="screenshots/mrfixit_iqm.png" width=180 />

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