parkour/legged_gym/resources/robots/anymal_c/meshes/depth_camera.dae

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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 2.82.7 commit date:2020-02-12, commit time:16:20, hash:77d23b0bd76f</authoring_tool>
</contributor>
<created>2020-02-20T10:55:16</created>
<modified>2020-02-20T10:55:16</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="depth_camera-effect">
<profile_COMMON>
<newparam sid="depth_camera-surface">
<surface type="2D">
<init_from>depth_camera</init_from>
</surface>
</newparam>
<newparam sid="depth_camera-sampler">
<sampler2D>
<source>depth_camera-surface</source>
</sampler2D>
</newparam>
<technique sid="common">
<lambert>
<emission>
<color sid="emission">0 0 0 1</color>
</emission>
<diffuse>
<texture texture="depth_camera-sampler" texcoord="UVMap"/>
</diffuse>
<index_of_refraction>
<float sid="ior">1.45</float>
</index_of_refraction>
</lambert>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_images>
<image id="depth_camera" name="depth_camera">
<init_from>depth_camera.jpg</init_from>
</image>
</library_images>
<library_materials>
<material id="depth_camera-material" name="depth_camera">
<instance_effect url="#depth_camera-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="24">0 -0.04699999 -0.01968461 0 -0.04699999 0.01951932 0 0.04699999 -0.01968461 0 0.04699999 0.01951932 0.03039997 -0.04699999 -0.01968461 0.03039997 -0.04699999 0.01951932 0.03039997 0.04699999 -0.01968461 0.03039997 0.04699999 0.01951932</float_array>
<technique_common>
<accessor source="#Cube-mesh-positions-array" count="8" 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="18">-1 0 0 1 0 0 0 0 1 0 -1 0 0 1 0 0 0 -1</float_array>
<technique_common>
<accessor source="#Cube-mesh-normals-array" count="6" 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-map">
<float_array id="Cube-mesh-map-array" count="72">0.2816218 0.7056847 0.5632433 0 0.5632433 0.7056847 1.60564e-7 0.7056847 0.2816215 0 0.2816217 0.7056847 0.7816217 0.7056846 1 0 1 0.7056846 0.5632433 0.7056847 0.344865 1 0.344865 0.7056847 0.7816216 0.7056847 0.5632434 1 0.5632433 0.7056847 0.7816217 0 0.5632433 0.7056846 0.5632434 0 0.2816218 0.7056847 0.2816217 0 0.5632433 0 1.60564e-7 0.7056847 0 0 0.2816215 0 0.7816217 0.7056846 0.7816217 0 1 0 0.5632433 0.7056847 0.5632433 1 0.344865 1 0.7816216 0.7056847 0.7816218 1 0.5632434 1 0.7816217 0 0.7816216 0.7056846 0.5632433 0.7056846</float_array>
<technique_common>
<accessor source="#Cube-mesh-map-array" count="36" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Cube-mesh-vertices">
<input semantic="POSITION" source="#Cube-mesh-positions"/>
</vertices>
<triangles material="depth_camera-material" count="12">
<input semantic="VERTEX" source="#Cube-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Cube-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#Cube-mesh-map" offset="2" set="0"/>
<p>1 0 0 2 0 1 0 0 2 7 1 3 4 1 4 6 1 5 3 2 6 5 2 7 7 2 8 1 3 9 4 3 10 5 3 11 7 4 12 2 4 13 3 4 14 6 5 15 0 5 16 2 5 17 1 0 18 3 0 19 2 0 20 7 1 21 5 1 22 4 1 23 3 2 24 1 2 25 5 2 26 1 3 27 0 3 28 4 3 29 7 4 30 6 4 31 2 4 32 6 5 33 4 5 34 0 5 35</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Realsense_LP" name="Realsense LP" 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="Realsense LP">
<bind_material>
<technique_common>
<instance_material symbol="depth_camera-material" target="#depth_camera-material">
<bind_vertex_input semantic="UVMap" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>