bullet3/colladaphysics_spherebox.dae
2006-06-01 03:27:01 +00:00

608 lines
24 KiB
Plaintext

<?xml version="1.0" encoding="utf-8"?>
<COLLADA version="1.4.0" xmlns="http://www.collada.org/2005/11/COLLADASchema">
<asset>
<contributor>
<author>Illusoft Collada 1.4.0 plugin for Blender - http://colladablender.illusoft.com</author>
<authoring_tool>Blender v:241 - Illusoft Collada Exporter v:0.2.32</authoring_tool>
<comments></comments>
<copyright></copyright>
<source_data>file://c:/blender/blender-2.42-win32-preview26-experimentalhull/rigidbody_info3.blend</source_data>
</contributor>
<created>2006-05-31T14:57:49.948000</created>
<modified>2006-05-31T14:57:49.948000</modified>
<unit meter="0.01" name="centimeter"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_cameras>
<camera id="Camera1" name="Camera1">
<optics>
<technique_common>
<perspective>
<yfov>49.13434</yfov>
<znear>0.1</znear>
<zfar>100.0</zfar>
</perspective>
</technique_common>
</optics>
</camera>
</library_cameras>
<library_effects>
<effect id="Material_001-fx" name="Material_001-fx">
<profile_COMMON>
<technique>
<phong>
<emission>
<color>0.0 0.0 0.0 1.0</color>
</emission>
<ambient>
<color>0.4 0.4 0.4 1.0</color>
</ambient>
<diffuse>
<color>0.8 0.8 0.8 1.0</color>
</diffuse>
<specular>
<color>0.5 0.5 0.5 1.0</color>
</specular>
<shininess>
<float>12.0</float>
</shininess>
<reflective>
<color>1.0 1.0 1.0 1.0</color>
</reflective>
<reflectivity>
<float>0.8</float>
</reflectivity>
<transparent>
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>0.0</float>
</transparency>
</phong>
</technique>
</profile_COMMON>
</effect>
<effect id="lambert1-fx" name="lambert1-fx">
<profile_COMMON>
<technique>
<lambert>
<emission>
<color>0.0 0.0 0.0 1.0</color>
</emission>
<ambient>
<color>0.25 0.25 0.25 1.0</color>
</ambient>
<diffuse>
<color>0.5 0.5 0.5 1.0</color>
</diffuse>
<reflective>
<color>1.0 1.0 1.0 1.0</color>
</reflective>
<reflectivity>
<float>0.8</float>
</reflectivity>
<transparent>
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>0.0</float>
</transparency>
</lambert>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_geometries>
<geometry id="Cube1" name="Cube1">
<mesh>
<source id="Cube1-Position">
<float_array count="24" id="Cube1-Position-array">1.0 1.0 -1.0 1.0 -1.0 -1.0 -1.0 -1.0 -1.0 -1.0 1.0 -1.0 1.0 1.0 1.0 1.0 -1.0 1.0 -1.0 -1.0 1.0 -1.0 1.0 1.0</float_array>
<technique_common>
<accessor count="8" source="#Cube1-Position-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Cube1-Normals">
<float_array count="24" id="Cube1-Normals-array">0.57735 0.57735 -0.57735 0.57735 -0.57735 -0.57735 -0.57735 -0.57735 -0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735</float_array>
<technique_common>
<accessor count="8" source="#Cube1-Normals-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Cube1-Vertex">
<input semantic="POSITION" source="#Cube1-Position"/>
<input semantic="NORMAL" source="#Cube1-Normals"/>
</vertices>
<polygons count="6" material="Material_001">
<input offset="0" semantic="VERTEX" source="#Cube1-Vertex"/>
<p>0 1 2 3</p>
<p>4 7 6 5</p>
<p>0 4 5 1</p>
<p>1 5 6 2</p>
<p>2 6 7 3</p>
<p>4 0 3 7</p>
</polygons>
</mesh>
</geometry>
<geometry id="pCubeShape2-lib" name="pCubeShape2-lib">
<mesh>
<source id="pCubeShape2-lib-Position">
<float_array count="24" id="pCubeShape2-lib-Position-array">-0.5 -0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 -0.5 -0.5 -0.5 -0.5 0.5 -0.5 -0.5</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape2-lib-Position-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape2-lib-Normals">
<float_array count="24" id="pCubeShape2-lib-Normals-array">-0.57735 -0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 -0.57735 -0.57735 -0.57735 -0.57735 0.57735 -0.57735 -0.57735</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape2-lib-Normals-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape2-lib-UV">
<float_array count="48" id="pCubeShape2-lib-UV-array">0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0 1.0 2.0 0.0 2.0 0.0 2.0 1.0 2.0 1.0 3.0 0.0 3.0 1.0 4.0 0.0 4.0 0.0 3.0 1.0 3.0 1.0 0.0 2.0 0.0 2.0 1.0 1.0 1.0 -1.0 0.0 0.0 0.0 0.0 1.0 -1.0 1.0</float_array>
<technique_common>
<accessor count="24" source="#pCubeShape2-lib-UV-array" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="pCubeShape2-lib-Vertex">
<input semantic="POSITION" source="#pCubeShape2-lib-Position"/>
<input semantic="NORMAL" source="#pCubeShape2-lib-Normals"/>
</vertices>
<polygons count="6" material="lambert1">
<input offset="0" semantic="VERTEX" source="#pCubeShape2-lib-Vertex"/>
<input offset="1" semantic="TEXCOORD" source="#pCubeShape2-lib-UV"/>
<p>0 0 1 1 3 2 2 3</p>
<p>2 4 3 5 5 6 4 7</p>
<p>4 8 5 9 7 10 6 11</p>
<p>1 12 0 13 6 14 7 15</p>
<p>1 16 7 17 5 18 3 19</p>
<p>6 20 0 21 2 22 4 23</p>
</polygons>
</mesh>
</geometry>
<geometry id="nxRigidBody1-Convex" name="nxRigidBody1-Convex">
<convex_mesh convex_hull_of="pCubeShape2-lib"/>
</geometry>
<geometry id="pCubeShape1-lib" name="pCubeShape1-lib">
<mesh>
<source id="pCubeShape1-lib-Position">
<float_array count="24" id="pCubeShape1-lib-Position-array">-6.74248 -8.05407 -2.85569 7.34416 -8.08925 -2.86899 -6.74248 10.41119 3.95942 7.34416 10.37602 3.94612 -6.74248 10.76482 3.02403 7.34416 10.72965 3.01073 -6.74248 -7.70045 -3.79108 7.34416 -7.73562 -3.80438</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape1-lib-Position-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape1-lib-Normals">
<float_array count="24" id="pCubeShape1-lib-Normals-array">-0.57988 -0.74123 0.33805 0.57784 -0.74255 0.33863 -0.57479 0.33955 0.7445 0.57686 0.33894 0.74319 -0.57784 0.74255 -0.33863 0.57988 0.74123 -0.33805 -0.57686 -0.33894 -0.74319 0.57479 -0.33955 -0.7445</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape1-lib-Normals-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape1-lib-UV">
<float_array count="48" id="pCubeShape1-lib-UV-array">0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0 1.0 2.0 0.0 2.0 0.0 2.0 1.0 2.0 1.0 3.0 0.0 3.0 1.0 4.0 0.0 4.0 0.0 3.0 1.0 3.0 1.0 0.0 2.0 0.0 2.0 1.0 1.0 1.0 -1.0 0.0 0.0 0.0 0.0 1.0 -1.0 1.0</float_array>
<technique_common>
<accessor count="24" source="#pCubeShape1-lib-UV-array" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="pCubeShape1-lib-Vertex">
<input semantic="POSITION" source="#pCubeShape1-lib-Position"/>
<input semantic="NORMAL" source="#pCubeShape1-lib-Normals"/>
</vertices>
<polygons count="6" material="lambert1">
<input offset="0" semantic="VERTEX" source="#pCubeShape1-lib-Vertex"/>
<input offset="1" semantic="TEXCOORD" source="#pCubeShape1-lib-UV"/>
<p>0 0 1 1 3 2 2 3</p>
<p>2 4 3 5 5 6 4 7</p>
<p>4 8 5 9 7 10 6 11</p>
<p>1 12 0 13 6 14 7 15</p>
<p>1 16 7 17 5 18 3 19</p>
<p>6 20 0 21 2 22 4 23</p>
</polygons>
</mesh>
</geometry>
<geometry id="nxRigidBody2-Convex" name="nxRigidBody2-Convex">
<convex_mesh convex_hull_of="pCubeShape1-lib"/>
</geometry>
<geometry id="pCubeShape3-lib" name="pCubeShape3-lib">
<mesh>
<source id="pCubeShape3-lib-Position">
<float_array count="24" id="pCubeShape3-lib-Position-array">-0.5 -0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 -0.5 -0.5 -0.5 -0.5 0.5 -0.5 -0.5</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape3-lib-Position-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape3-lib-Normals">
<float_array count="24" id="pCubeShape3-lib-Normals-array">-0.57735 -0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 -0.57735 -0.57735 -0.57735 -0.57735 0.57735 -0.57735 -0.57735</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape3-lib-Normals-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape3-lib-UV">
<float_array count="48" id="pCubeShape3-lib-UV-array">0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0 1.0 2.0 0.0 2.0 0.0 2.0 1.0 2.0 1.0 3.0 0.0 3.0 1.0 4.0 0.0 4.0 0.0 3.0 1.0 3.0 1.0 0.0 2.0 0.0 2.0 1.0 1.0 1.0 -1.0 0.0 0.0 0.0 0.0 1.0 -1.0 1.0</float_array>
<technique_common>
<accessor count="24" source="#pCubeShape3-lib-UV-array" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="pCubeShape3-lib-Vertex">
<input semantic="POSITION" source="#pCubeShape3-lib-Position"/>
<input semantic="NORMAL" source="#pCubeShape3-lib-Normals"/>
</vertices>
<polygons count="6" material="lambert1">
<input offset="0" semantic="VERTEX" source="#pCubeShape3-lib-Vertex"/>
<input offset="1" semantic="TEXCOORD" source="#pCubeShape3-lib-UV"/>
<p>0 0 1 1 3 2 2 3</p>
<p>2 4 3 5 5 6 4 7</p>
<p>4 8 5 9 7 10 6 11</p>
<p>1 12 0 13 6 14 7 15</p>
<p>1 16 7 17 5 18 3 19</p>
<p>6 20 0 21 2 22 4 23</p>
</polygons>
</mesh>
</geometry>
<geometry id="nxRigidBody3-Convex" name="nxRigidBody3-Convex">
<convex_mesh convex_hull_of="pCubeShape3-lib"/>
</geometry>
<geometry id="pCubeShape4-lib" name="pCubeShape4-lib">
<mesh>
<source id="pCubeShape4-lib-Position">
<float_array count="24" id="pCubeShape4-lib-Position-array">-0.5 -0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 -0.5 -0.5 -0.5 -0.5 0.5 -0.5 -0.5</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape4-lib-Position-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape4-lib-Normals">
<float_array count="24" id="pCubeShape4-lib-Normals-array">-0.57735 -0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 -0.57735 -0.57735 -0.57735 -0.57735 0.57735 -0.57735 -0.57735</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape4-lib-Normals-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape4-lib-UV">
<float_array count="48" id="pCubeShape4-lib-UV-array">0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0 1.0 2.0 0.0 2.0 0.0 2.0 1.0 2.0 1.0 3.0 0.0 3.0 1.0 4.0 0.0 4.0 0.0 3.0 1.0 3.0 1.0 0.0 2.0 0.0 2.0 1.0 1.0 1.0 -1.0 0.0 0.0 0.0 0.0 1.0 -1.0 1.0</float_array>
<technique_common>
<accessor count="24" source="#pCubeShape4-lib-UV-array" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="pCubeShape4-lib-Vertex">
<input semantic="POSITION" source="#pCubeShape4-lib-Position"/>
<input semantic="NORMAL" source="#pCubeShape4-lib-Normals"/>
</vertices>
<polygons count="6" material="lambert1">
<input offset="0" semantic="VERTEX" source="#pCubeShape4-lib-Vertex"/>
<input offset="1" semantic="TEXCOORD" source="#pCubeShape4-lib-UV"/>
<p>0 0 1 1 3 2 2 3</p>
<p>2 4 3 5 5 6 4 7</p>
<p>4 8 5 9 7 10 6 11</p>
<p>1 12 0 13 6 14 7 15</p>
<p>1 16 7 17 5 18 3 19</p>
<p>6 20 0 21 2 22 4 23</p>
</polygons>
</mesh>
</geometry>
<geometry id="pCubeShape5-lib" name="pCubeShape5-lib">
<mesh>
<source id="pCubeShape5-lib-Position">
<float_array count="24" id="pCubeShape5-lib-Position-array">-0.5 -0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 -0.5 -0.5 -0.5 -0.5 0.5 -0.5 -0.5</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape5-lib-Position-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape5-lib-Normals">
<float_array count="24" id="pCubeShape5-lib-Normals-array">-0.57735 -0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 0.57735 0.57735 0.57735 -0.57735 0.57735 -0.57735 0.57735 0.57735 -0.57735 -0.57735 -0.57735 -0.57735 0.57735 -0.57735 -0.57735</float_array>
<technique_common>
<accessor count="8" source="#pCubeShape5-lib-Normals-array" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="pCubeShape5-lib-UV">
<float_array count="48" id="pCubeShape5-lib-UV-array">0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0 1.0 2.0 0.0 2.0 0.0 2.0 1.0 2.0 1.0 3.0 0.0 3.0 1.0 4.0 0.0 4.0 0.0 3.0 1.0 3.0 1.0 0.0 2.0 0.0 2.0 1.0 1.0 1.0 -1.0 0.0 0.0 0.0 0.0 1.0 -1.0 1.0</float_array>
<technique_common>
<accessor count="24" source="#pCubeShape5-lib-UV-array" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="pCubeShape5-lib-Vertex">
<input semantic="POSITION" source="#pCubeShape5-lib-Position"/>
<input semantic="NORMAL" source="#pCubeShape5-lib-Normals"/>
</vertices>
<polygons count="6" material="lambert1">
<input offset="0" semantic="VERTEX" source="#pCubeShape5-lib-Vertex"/>
<input offset="1" semantic="TEXCOORD" source="#pCubeShape5-lib-UV"/>
<p>0 0 1 1 3 2 2 3</p>
<p>2 4 3 5 5 6 4 7</p>
<p>4 8 5 9 7 10 6 11</p>
<p>1 12 0 13 6 14 7 15</p>
<p>1 16 7 17 5 18 3 19</p>
<p>6 20 0 21 2 22 4 23</p>
</polygons>
</mesh>
</geometry>
</library_geometries>
<library_lights>
<light id="Spot_001" name="Spot_001">
<technique_common>
<point>
<color>1.0 1.0 1.0</color>
<constant_attenuation>0.0</constant_attenuation>
<linear_attenuation>0.0</linear_attenuation>
<quadratic_attenuation>0.0</quadratic_attenuation>
</point>
</technique_common>
</light>
</library_lights>
<library_materials>
<material id="Material_001" name="Material_001">
<instance_effect url="#Material_001-fx"/>
</material>
<material id="lambert1" name="lambert1">
<instance_effect url="#lambert1-fx"/>
</material>
</library_materials>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Camera" name="Camera">
<rotate>1.0 0.0 0.0 63.5593</rotate>
<rotate>0.0 1.0 0.0 0.61977</rotate>
<rotate>0.0 0.0 1.0 46.69195</rotate>
<translate>7.48113 -6.50764 5.34367</translate>
<instance_camera url="#Camera1"/>
</node>
<node id="Lamp" name="Lamp">
<rotate>1.0 0.0 0.0 37.26105</rotate>
<rotate>0.0 1.0 0.0 3.16371</rotate>
<rotate>0.0 0.0 1.0 106.93632</rotate>
<translate>4.07625 1.00545 5.90386</translate>
<instance_light url="#Spot_001"/>
</node>
<node id="Cube" name="Cube">
<instance_geometry url="#Cube1">
<bind_material>
<technique_common>
<instance_material symbol="Material_001" target="#Material_001"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="nxRigidBody1" name="nxRigidBody1">
<rotate>1.0 0.0 0.0 18.07152</rotate>
<translate>-4.83627 8.74773 4.57299</translate>
<instance_geometry url="#pCubeShape2-lib">
<bind_material>
<technique_common>
<instance_material symbol="lambert1" target="#lambert1"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="nxRigidBody2" name="nxRigidBody2">
<instance_geometry url="#pCubeShape1-lib">
<bind_material>
<technique_common>
<instance_material symbol="lambert1" target="#lambert1"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="nxRigidBody3" name="nxRigidBody3">
<rotate>1.0 0.0 0.0 20.57249</rotate>
<translate>-2.14103 8.80941 4.5776</translate>
<instance_geometry url="#pCubeShape3-lib">
<bind_material>
<technique_common>
<instance_material symbol="lambert1" target="#lambert1"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="nxRigidBody4" name="nxRigidBody4">
<rotate>1.0 0.0 0.0 18.42935</rotate>
<translate>1.52202 8.88853 4.60957</translate>
<instance_geometry url="#pCubeShape4-lib">
<bind_material>
<technique_common>
<instance_material symbol="lambert1" target="#lambert1"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="nxRigidBody5" name="nxRigidBody5">
<rotate>1.0 0.0 0.0 20.2285</rotate>
<translate>5.09268 8.95341 4.68514</translate>
<instance_geometry url="#pCubeShape5-lib">
<bind_material>
<technique_common>
<instance_material symbol="lambert1" target="#lambert1"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<library_physics_materials>
<physics_material id="nxRigidBody1PxMaterial" name="nxRigidBody1PxMaterial">
<technique_common>
<dynamic_friction>0</dynamic_friction>
<restitution>0</restitution>
<static_friction>0</static_friction>
</technique_common>
</physics_material>
<physics_material id="nxRigidBody2PxMaterial" name="nxRigidBody2PxMaterial">
<technique_common>
<dynamic_friction>0</dynamic_friction>
<restitution>0</restitution>
<static_friction>0</static_friction>
</technique_common>
</physics_material>
<physics_material id="nxRigidBody3PxMaterial" name="nxRigidBody3PxMaterial">
<technique_common>
<dynamic_friction>0</dynamic_friction>
<restitution>0</restitution>
<static_friction>0</static_friction>
</technique_common>
</physics_material>
<physics_material id="nxRigidBody4PxMaterial" name="nxRigidBody4PxMaterial">
<technique_common>
<dynamic_friction>0</dynamic_friction>
<restitution>0</restitution>
<static_friction>0</static_friction>
</technique_common>
</physics_material>
<physics_material id="nxRigidBody5PxMaterial" name="nxRigidBody5PxMaterial">
<technique_common>
<dynamic_friction>0</dynamic_friction>
<restitution>0</restitution>
<static_friction>0</static_friction>
</technique_common>
</physics_material>
</library_physics_materials>
<library_physics_models>
<physics_model id="nxRigidBody1-PX" name="nxRigidBody1-PX">
<rigid_body name="nxRigidBody1-RB">
<technique_common>
<instance_physics_material url="#nxRigidBody1PxMaterial"/>
<shape>
<instance_geometry url="#nxRigidBody1-Convex"/>
</shape>
<dynamic>true</dynamic>
<mass>1.0</mass>
</technique_common>
</rigid_body>
</physics_model>
<physics_model id="nxRigidBody2-PX" name="nxRigidBody2-PX">
<rigid_body name="nxRigidBody2-RB">
<technique_common>
<instance_physics_material url="#nxRigidBody2PxMaterial"/>
<shape>
<instance_geometry url="#nxRigidBody2-Convex"/>
</shape>
<dynamic>false</dynamic>
<mass>1.0</mass>
</technique_common>
</rigid_body>
</physics_model>
<physics_model id="nxRigidBody3-PX" name="nxRigidBody3-PX">
<rigid_body name="nxRigidBody3-RB">
<technique_common>
<instance_physics_material url="#nxRigidBody3PxMaterial"/>
<shape>
<instance_geometry url="#nxRigidBody3-Convex"/>
</shape>
<dynamic>true</dynamic>
<mass>1.0</mass>
</technique_common>
</rigid_body>
</physics_model>
<physics_model id="nxRigidBody4-PX" name="nxRigidBody4-PX">
<rigid_body name="nxRigidBody4-RB">
<technique_common>
<instance_physics_material url="#nxRigidBody4PxMaterial"/>
<shape>
<box>
<half_extents>1 1 1</half_extents>
</box>
</shape>
<dynamic>true</dynamic>
<mass>1.0</mass>
</technique_common>
</rigid_body>
</physics_model>
<physics_model id="nxRigidBody5-PX" name="nxRigidBody5-PX">
<rigid_body name="nxRigidBody5-RB">
<technique_common>
<instance_physics_material url="#nxRigidBody5PxMaterial"/>
<shape>
<sphere>
<radius>1</radius>
</sphere>
</shape>
<dynamic>true</dynamic>
<mass>1.0</mass>
</technique_common>
</rigid_body>
</physics_model>
</library_physics_models>
<library_physics_scenes>
<physics_scene id="Scene-Physics" name="Scene-Physics">
<instance_physics_model url="#nxRigidBody1-PX">
<instance_rigid_body target="#nxRigidBody1"/>
</instance_physics_model>
<instance_physics_model url="#nxRigidBody2-PX">
<instance_rigid_body target="#nxRigidBody2"/>
</instance_physics_model>
<instance_physics_model url="#nxRigidBody3-PX">
<instance_rigid_body target="#nxRigidBody3"/>
</instance_physics_model>
<instance_physics_model url="#nxRigidBody4-PX">
<instance_rigid_body target="#nxRigidBody4"/>
</instance_physics_model>
<instance_physics_model url="#nxRigidBody5-PX">
<instance_rigid_body target="#nxRigidBody5"/>
</instance_physics_model>
<technique_common>
<gravity>0 0 -9.810000</gravity>
</technique_common>
</physics_scene>
</library_physics_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
<instance_physics_scene url="#Scene-Physics"/>
</scene>
</COLLADA>