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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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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# 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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*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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*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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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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[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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#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"]
}
}

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@ -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
}
}
}

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#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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#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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[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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