xof 0303txt 0032 Scene { Camera { 1.000000, 0.000000, 0.000000, 0.000000, # 視点行列 0.000000, 0.700000,0.300000, 0.000000, 0.000000, -0.300000, 0.700000, 0.000000, 0.000000, 0.4, -1.0, 1.000000;; 0.01; 0.01; # スクリーンの幅,高さ 0.0; 0.0; # カメラからのスクリーンのずれ(X,Y) 0.01; 100.0; # カメラとクリッピング平面の距離(front,back) } SolidContainer{ Solid Pointer1{ 0.25; 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0;; 0.0; 0.0; 0.0;; 0.0; 0.0; 0.0;; 0.0; 0.0; 0.0;; {frPointer1} } Solid soBlock1{ 0.1; 0.001, 0.0, 0.0, 0.0, 0.001, 0.0, 0.0, 0.0, 0.001;; 0.0; 0.0; 0.0;; 0.0; 0.0; 0.0;; 0.0; 0.0; 0.0;; {frBlock1} } Solid soBlock2{ 0.1; 0.001, 0.0, 0.0, 0.0, 0.001, 0.0, 0.0, 0.0, 0.001;; 0.0; 0.0; 0.0;; 0.0; 0.0; 0.0;; 0.0; 0.0; 0.0;; {frBlock2} } Solid soBlock3{ 0.1; 0.001, 0.0, 0.0, 0.0, 0.001, 0.0, 0.0, 0.0, 0.001;; 0.0; 0.0; 0.0;; 0.0; 0.0; 0.0;; 0.0; 0.0; 0.0;; {frBlock3} } } GravityEngine{ 0.0; -9.8; 0.0;; {soBlock1} {soBlock2} {soBlock3} } ContactEngine{ {frFloor} {Pointer1} {soBlock1} {soBlock2} {soBlock3} } Frame frPointer1{ FrameTransformMatrix { 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, 0.300000,0.200000,0.300000,1.000000;; } } Frame frLight { FrameTransformMatrix { 0.707107,0.000000,-0.707107,0.000000, 0.500000,0.707107,0.500000,0.000000, 0.500000,-0.707107,0.500000,0.000000, 0.000000,0.000000,0.000000,1.00000;; } } Light8{ 3; 0.900000;0.900000;0.900000;0.900000;; 0.900000;0.900000;0.900000;0.900000;; 0.000000;0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; -0.3 ;-0.3 ; -0.3;; 20.000000; 1.000000; 0.800000; 0.800000; 0.800000; 0.300000; 0.330000; { frLight } } Frame frBlock3 { FrameTransformMatrix { 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, 0.100000,0.000000,0.000000,1.000000;; } Mesh { 8; -0.1; 0.05 ; 0.1;, 0.1;0.05;0.1;, 0.1;0.05;-0.1;, -0.1;0.05;-0.1;, 0.1;-0.05;-0.1;, -0.1;-0.05;-0.1;, 0.1;-0.05;0.1;, -0.1;-0.05;0.1;; 6; 4;0,1,2,3;, 4;3,2,4,5;, 4;5,4,6,7;, 4;7,6,1,0;, 4;1,6,4,2;, 4;7,0,3,5;; MeshMaterialList { 1; 6; 0, 0, 0, 0, 0, 0;; Material { 0.019608;1.000000;0.721569;1.000000;; 22.000000; 0.430000;0.430000;0.430000;; 0.004902;0.250000;0.180392;; } } } } Frame frBlock2 { FrameTransformMatrix { 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, 0.200000,0.200000,0.000000,1.000000;; } Mesh { 8; -0.075;0.05;0.075;, 0.075;0.05;0.075;, 0.075;0.05;-0.075;, -0.075;0.05;-0.075;, 0.075;-0.05;-0.075;, -0.075;-0.05;-0.075;, 0.075;-0.05;0.075;, -0.075;-0.05;0.075;; 6; 4;0,1,2,3;, 4;3,2,4,5;, 4;5,4,6,7;, 4;7,6,1,0;, 4;1,6,4,2;, 4;7,0,3,5;; MeshMaterialList { 1; 6; 0, 0, 0, 0, 0, 0;; Material { 1.000000;0.125490;0.078431;1.000000;; 25.000000; 0.830000;0.830000;0.830000;; 0.280000;0.035137;0.021961;; } } } } Frame frBlock1 { FrameTransformMatrix { 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, 0.100000,0.400000,0.000000,1.000000;; } Mesh { 8; -0.1;0.05;0.1;, 0.1;0.05;0.1;, 0.1;0.05;-0.1;, -0.1;0.05;-0.1;, 0.1;-0.05;-0.1;, -0.1;-0.05;-0.1;, 0.1;-0.05;0.1;, -0.1;-0.05;0.1;; 6; 4;0,1,2,3;, 4;3,2,4,5;, 4;5,4,6,7;, 4;7,6,1,0;, 4;1,6,4,2;, 4;7,0,3,5;; MeshMaterialList { 1; 6; 0, 0, 0, 0, 0, 0;; Material { 1.000000;0.933333;0.003922;1.000000;; 25.000000; 0.670000;0.670000;0.670000;; 0.310000;0.289333;0.001216;; } } } } Frame frFloor{ FrameTransformMatrix { 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, 0.000000,-0.100000,0.000000,1.000000;; } Mesh { 8; -5.00000;0.00000;5.00000;, 5.00000;0.00000;5.00000;, 5.00000;0.00000;-5.00000;, -5.00000;0.00000;-5.00000;, 5.00000;-1.00000;-5.00000;, -5.00000;-1.00000;-5.00000;, 5.00000;-1.00000;5.00000;, -5.00000;-1.00000;5.00000;; 6; 4;0,1,2,3;, 4;3,2,4,5;, 4;5,4,6,7;, 4;7,6,1,0;, 4;1,6,4,2;, 4;7,0,3,5;; PhysicalMaterial { 1.0; 1.0; 1.0; 1.0; 2.0, 2.0; } MeshMaterialList { 1; 6; 0, 0, 0, 0, 0, 0;; Material { 1.000000;1.000000;1.000000;1.000000;; 0.000000; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } } PhysicalMaterial{ 1.0; # FLOAT reflexSpring 1.0; # FLOAT reflexDamper 1.0; # FLOAT frictionSpring 1.0; # FLOAT frictionDamper 1.0; # FLOAT staticFriction 1.0; # FLOAT dynamicFriction } } } }