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path: root/hw5/bonus/atc-bonus1-qbert.xml
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<scene>

  <camera eye="0.0 0.0 0.0" up="0.0 1.0 0.0" view="0.0 -1.0 -1.5" fov="30.0" width="512" height="512" auto="true"/>

  <material id="red">
    <diffuse>
      <albedo value="0.6 0.0 0.0"/>
    </diffuse>
  </material>

  <material id="purple">
    <diffuse>
      <albedo value="0.5 0.0 1.0"/>
    </diffuse>
  </material>

  <material id="yellow">
    <diffuse>
      <albedo value="0.8 0.8 0"/>
    </diffuse>
  </material>

  <material id="blue">
    <diffuse>
      <albedo value="0.0 0.3 0.6"/>
    </diffuse>
  </material>

  <triangleMesh id="sphere" filename="sphere.obj"/>

  <triangleMesh id="cube" filename="cube.obj"/>

  <sceneGraphNode>
    <transformation>
      <translation offset="-0.2 2.3 1.0"/>
    </transformation>
    <triangleMesh ref="sphere"/>
    <material ref="red"/>
  </sceneGraphNode>

  <sceneGraphNode>
    <transformation>
      <translation offset="3 5.5 -2"/>
    </transformation>
    <triangleMesh ref="sphere"/>
    <material ref="purple"/>
  </sceneGraphNode>

  <sceneGraphNode>
    <transformation>
      <translation offset="0.0 0.5 0.0"/>
      <scale scale="2.0"/>
      <rotationY angle="45"/>
    </transformation>
    <triangleMesh ref="cube"/>
    <material ref="yellow"/>
  </sceneGraphNode>

  <sceneGraphNode>
    <transformation>
      <translation offset="-1.5 2.0 -2.0"/>
      <scale scale="2.0"/>
      <rotationY angle="45"/>
    </transformation>
    <triangleMesh ref="cube"/>
    <material ref="yellow"/>
  </sceneGraphNode>

  <sceneGraphNode>
    <transformation>
      <translation offset="1.5 2.0 -2.0"/>
      <scale scale="2.0"/>
      <rotationY angle="45"/>
    </transformation>
    <triangleMesh ref="cube"/>
    <material ref="blue"/>
  </sceneGraphNode>

  <sceneGraphNode>
    <transformation>
      <translation offset="0.0 4.0 -3.5"/>
      <scale scale="2.0"/>
      <rotationY angle="45"/>
    </transformation>
    <triangleMesh ref="cube"/>
    <material ref="blue"/>
  </sceneGraphNode>

  <light type="directional" direction="-0.5 -1.0 -1.0" power="1.0 1.0 1.0"/>

  <intersector type="bvh"/>
  <renderer type="raycasting"/>

</scene>