Browse Source

Collada Export: escape user-defined strings in XML output.

acgessler 11 years ago
parent
commit
33ffb0003e
4 changed files with 331 additions and 31 deletions
  1. 1 0
      code/CMakeLists.txt
  2. 39 31
      code/ColladaExporter.cpp
  3. 81 0
      code/XMLTools.h
  4. 210 0
      test/models/Collada/cube_xmlspecialchars.dae

+ 1 - 0
code/CMakeLists.txt

@@ -144,6 +144,7 @@ SET( Common_SRCS
 	LogAux.h
 	Bitmap.cpp
 	Bitmap.h
+	XMLTools.h
 )
 SOURCE_GROUP(Common FILES ${Common_SRCS})
 

+ 39 - 31
code/ColladaExporter.cpp

@@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "Bitmap.h"
 #include "fast_atof.h"
 #include "SceneCombiner.h" 
+#include "XMLTools.h"
 
 #include <ctime>
 #include <set>
@@ -93,6 +94,7 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
 } // end of namespace Assimp
 
 
+
 // ------------------------------------------------------------------------------------------------
 // Constructor for a specific scene to export
 ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
@@ -140,7 +142,7 @@ void ColladaExporter::WriteFile()
 	// useless Collada fu at the end, just in case we haven't had enough indirections, yet. 
 	mOutput << startstr << "<scene>" << endstr;
 	PushTag();
-	mOutput << startstr << "<instance_visual_scene url=\"#" + std::string(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
+	mOutput << startstr << "<instance_visual_scene url=\"#" + XMLEscape(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
 	PopTag();
 	mOutput << startstr << "</scene>" << endstr;
 	PopTag();
@@ -236,12 +238,12 @@ void ColladaExporter::WriteHeader()
 	if (!meta || !meta->Get("Author", value))		
 		mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
 	else		
-		mOutput << startstr << "<author>" << value.C_Str() << "</author>" << endstr;
+		mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr;
 
 	if (!meta || !meta->Get("AuthoringTool", value))
 		mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
 	else		
-		mOutput << startstr << "<authoring_tool>" << value.C_Str() << "</authoring_tool>" << endstr;
+		mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
 
 	//mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr;
 	//mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr;
@@ -342,16 +344,20 @@ void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::strin
 {
   if( !pSurface.texture.empty() )
   {
-    mOutput << startstr << "<image id=\"" << pNameAdd << "\">" << endstr;
+    mOutput << startstr << "<image id=\"" << XMLEscape(pNameAdd) << "\">" << endstr;
     PushTag(); 
     mOutput << startstr << "<init_from>";
+	
+	// URL encode image file name first, then XML encode on top
+	std::stringstream imageUrlEncoded;
     for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it )
     {
       if( isalnum( *it) || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
-        mOutput << *it;
+        imageUrlEncoded << *it;
       else
-        mOutput << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
+        imageUrlEncoded << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
     }
+	mOutput << XMLEscape(imageUrlEncoded.str());
     mOutput << "</init_from>" << endstr;
     PopTag();
     mOutput << startstr << "</image>" << endstr;
@@ -371,7 +377,7 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
     }
 	else
     {
-      mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
+      mOutput << startstr << "<texture texture=\"" << XMLEscape(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
     }
     PopTag();
     mOutput << startstr << "</" << pTypeName << ">" << endstr;
@@ -385,21 +391,21 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
   // if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
   if( !pSurface.texture.empty() )
   {
-    mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-surface\">" << endstr;
+    mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
     PushTag();
     mOutput << startstr << "<surface type=\"2D\">" << endstr;
     PushTag();
-    mOutput << startstr << "<init_from>" << pMatName << "-" << pTypeName << "-image</init_from>" << endstr;
+    mOutput << startstr << "<init_from>" << XMLEscape(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
     PopTag();
     mOutput << startstr << "</surface>" << endstr;
     PopTag();
     mOutput << startstr << "</newparam>" << endstr;
 
-    mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-sampler\">" << endstr;
+    mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
     PushTag();
     mOutput << startstr << "<sampler2D>" << endstr;
     PushTag();
-    mOutput << startstr << "<source>" << pMatName << "-" << pTypeName << "-surface</source>" << endstr;
+    mOutput << startstr << "<source>" << XMLEscape(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
     PopTag();
     mOutput << startstr << "</sampler2D>" << endstr;
     PopTag();
@@ -439,7 +445,7 @@ void ColladaExporter::WriteMaterials()
       name = "mat";
     materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str();
     for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
-		// isalnum on MSVC asserts for code points in [0,255]. Thus prevent unwanted promotion
+		// isalnum on MSVC asserts for code points outside [0,255]. Thus prevent unwanted promotion
 		// of char to signed int and take the unsigned char value.
       if( !isalnum( static_cast<uint8_t>(*it) ) ) {
         *it = '_';
@@ -510,7 +516,7 @@ void ColladaExporter::WriteMaterials()
     {
       const Material& mat = *it;
       // this is so ridiculous it must be right
-      mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
+      mOutput << startstr << "<effect id=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
       PushTag();
       mOutput << startstr << "<profile_COMMON>" << endstr;
       PushTag();
@@ -561,9 +567,9 @@ void ColladaExporter::WriteMaterials()
     for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
     {
       const Material& mat = *it;
-      mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
+      mOutput << startstr << "<material id=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr;
       PushTag();
-      mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
+      mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
       PopTag();
       mOutput << startstr << "</material>" << endstr;
     }
@@ -591,13 +597,14 @@ void ColladaExporter::WriteGeometryLibrary()
 void ColladaExporter::WriteGeometry( size_t pIndex)
 {
 	const aiMesh* mesh = mScene->mMeshes[pIndex];
-	std::string idstr = GetMeshId( pIndex);
+	const std::string idstr = GetMeshId( pIndex);
+	const std::string idstrEscaped = XMLEscape(idstr);
 
   if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
     return;
 
 	// opening tag
-	mOutput << startstr << "<geometry id=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
+	mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
 	PushTag();
 
 	mOutput << startstr << "<mesh>" << endstr;
@@ -627,20 +634,20 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
 	}
 
 	// assemble vertex structure
-	mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
+	mOutput << startstr << "<vertices id=\"" << idstrEscaped << "-vertices" << "\">" << endstr;
 	PushTag();
-	mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
+	mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstrEscaped << "-positions\" />" << endstr;
 	if( mesh->HasNormals() )
-		mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
+		mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
 	for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
 	{
 		if( mesh->HasTextureCoords( a) )
-			mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
+			mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
 	}
 	for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
 	{
 		if( mesh->HasVertexColors( a) )
-			mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstr << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
+			mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
 	}
 	
 	PopTag();
@@ -660,7 +667,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
 	{
 		mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
 		PushTag();
-		mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
+		mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
 		mOutput << startstr << "<p>";
 		for( size_t a = 0; a < mesh->mNumFaces; ++a )
 		{
@@ -681,7 +688,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
 	{		
 		mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
 		PushTag();
-		mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
+		mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
 	
 		mOutput << startstr << "<vcount>";
 		for( size_t a = 0; a < mesh->mNumFaces; ++a )
@@ -728,11 +735,11 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
 
 	std::string arrayId = pIdString + "-array";
 
-	mOutput << startstr << "<source id=\"" << pIdString << "\" name=\"" << pIdString << "\">" << endstr;
+	mOutput << startstr << "<source id=\"" << XMLEscape(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr;
 	PushTag();
 
 	// source array
-	mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
+	mOutput << startstr << "<float_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
 	PushTag();
 
 	if( pType == FloatType_TexCoord2 )
@@ -804,11 +811,11 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
 // Writes the scene library
 void ColladaExporter::WriteSceneLibrary()
 {
-	std::string scene_name = mScene->mRootNode->mName.C_Str();
+	const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
 
 	mOutput << startstr << "<library_visual_scenes>" << endstr;
 	PushTag();
-	mOutput << startstr << "<visual_scene id=\"" + scene_name + "\" name=\"" + scene_name + "\">" << endstr;
+	mOutput << startstr << "<visual_scene id=\"" + scene_name_escaped + "\" name=\"" + scene_name_escaped + "\">" << endstr;
 	PushTag();
 
 	// start recursive write at the root node
@@ -833,7 +840,8 @@ void ColladaExporter::WriteNode(aiNode* pNode)
 		pNode->mName.Set(ss.str());
 	}
 
-	mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
+	const std::string node_name_escaped = XMLEscape(pNode->mName.data);
+	mOutput << startstr << "<node id=\"" << node_name_escaped << "\" name=\"" << node_name_escaped << "\">" << endstr;
 	PushTag();
 
 	// write transformation - we can directly put the matrix there
@@ -854,13 +862,13 @@ void ColladaExporter::WriteNode(aiNode* pNode)
 	if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
 		continue;
 
-		mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
+		mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
 		PushTag();
 	mOutput << startstr << "<bind_material>" << endstr;
 	PushTag();
 	mOutput << startstr << "<technique_common>" << endstr;
 	PushTag();
-	mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
+	mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\" />" << endstr;
 		PopTag();
 	mOutput << startstr << "</technique_common>" << endstr;
 	PopTag();

+ 81 - 0
code/XMLTools.h

@@ -0,0 +1,81 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms, 
+with or without modification, are permitted provided that the 
+following conditions are met:
+
+* Redistributions of source code must retain the above
+  copyright notice, this list of conditions and the
+  following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+  copyright notice, this list of conditions and the
+  following disclaimer in the documentation and/or other
+  materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+  contributors may be used to endorse or promote products
+  derived from this software without specific prior
+  written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#ifndef INCLUDED_ASSIMP_XML_TOOLS_H
+#define INCLUDED_ASSIMP_XML_TOOLS_H
+
+#include <string>
+
+namespace Assimp {
+	// XML escape the 5 XML special characters (",',<,> and &) in |data|
+	// Based on http://stackoverflow.com/questions/5665231
+	std::string XMLEscape(const std::string& data) {
+		std::string buffer;
+
+		const size_t size = data.size();
+		buffer.reserve(size + size / 8);
+		for(size_t i = 0; i < size; ++i) {
+			const char c = data[i];
+			switch(c) {
+				case '&' :
+					buffer.append("&amp;");
+					break;
+				case '\"':
+					buffer.append("&quot;");
+					break;
+				case '\'':
+					buffer.append("&apos;");
+					break;
+				case '<' :
+					buffer.append("&lt;");
+					break;
+				case '>' :
+					buffer.append("&gt;");
+					break;
+				default:
+					buffer.append(&c, 1);
+					break;
+			}
+		}
+		return buffer;
+	}
+}
+
+#endif // INCLUDED_ASSIMP_XML_TOOLS_H

+ 210 - 0
test/models/Collada/cube_xmlspecialchars.dae

@@ -0,0 +1,210 @@
+<?xml version="1.0"?>
+<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
+    <asset>
+        <contributor>
+            <author>alorino</author>
+            <authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun  9 2006 at 16:08:19 | FCollada v1.11</authoring_tool>
+            <comments>Collada Maya Export Options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0;
+curveConstrainSampling=0;exportCameraAsLookat=0;
+exportLights=1;exportCameras=1;exportJointsAndSkin=1;
+exportAnimations=1;exportTriangles=0;exportInvisibleNodes=0;
+exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
+exportTexTangents=0;exportConstraints=0;exportPhysics=0;exportXRefs=1;
+dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments>
+            <copyright>
+Copyright 2006 Sony Computer Entertainment Inc.
+Licensed under the SCEA Shared Source License, Version 1.0 (the
+&quot;License&quot;); you may not use this file except in compliance with the
+License. You may obtain a copy of the License at:
+http://research.scea.com/scea_shared_source_license.html 
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an &quot;AS IS&quot; BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+</copyright>
+        </contributor>
+        <created>2006-06-21T21:23:22Z</created>
+        <modified>2006-06-21T21:23:22Z</modified>
+        <unit meter="0.01" name="centimeter"/>
+        <up_axis>Y_UP</up_axis>
+    </asset>
+    <library_cameras>
+        <camera id="PerspCamera" name="PerspCamera">
+            <optics>
+                <technique_common>
+                    <perspective>
+                        <yfov>37.8493</yfov>
+                        <aspect_ratio>1</aspect_ratio>
+                        <znear>10</znear>
+                        <zfar>1000</zfar>
+                    </perspective>
+                </technique_common>
+            </optics>
+        </camera>
+        <camera id="testCameraShape" name="testCameraShape">
+            <optics>
+                <technique_common>
+                    <perspective>
+                        <yfov>37.8501</yfov>
+                        <aspect_ratio>1</aspect_ratio>
+                        <znear>0.01</znear>
+                        <zfar>1000</zfar>
+                    </perspective>
+                </technique_common>
+            </optics>
+        </camera>
+    </library_cameras>
+    <library_lights>
+        <light id="light-lib" name="light">
+            <technique_common>
+                <point>
+                    <color>1 1 1</color>
+                    <constant_attenuation>1</constant_attenuation>
+                    <linear_attenuation>0</linear_attenuation>
+                    <quadratic_attenuation>0</quadratic_attenuation>
+                </point>
+            </technique_common>
+            <technique profile="MAX3D">
+                <intensity>1.000000</intensity>
+            </technique>
+        </light>
+        <light id="pointLightShape1-lib" name="pointLightShape1">
+            <technique_common>
+                <point>
+                    <color>1 1 1</color>
+                    <constant_attenuation>1</constant_attenuation>
+                    <linear_attenuation>0</linear_attenuation>
+                    <quadratic_attenuation>0</quadratic_attenuation>
+                </point>
+            </technique_common>
+        </light>
+    </library_lights>
+    <library_materials>
+        <material id="Blue" name="Blue">
+            <instance_effect url="#Blue-fx"/>
+        </material>
+    </library_materials>
+    <library_effects>
+        <effect id="Blue-fx">
+            <profile_COMMON>
+                <technique sid="common">
+                    <phong>
+                        <emission>
+                            <color>0 0 0 1</color>
+                        </emission>
+                        <ambient>
+                            <color>0 0 0 1</color>
+                        </ambient>
+                        <diffuse>
+                            <color>0.137255 0.403922 0.870588 1</color>
+                        </diffuse>
+                        <specular>
+                            <color>0.5 0.5 0.5 1</color>
+                        </specular>
+                        <shininess>
+                            <float>16</float>
+                        </shininess>
+                        <reflective>
+                            <color>0 0 0 1</color>
+                        </reflective>
+                        <reflectivity>
+                            <float>0.5</float>
+                        </reflectivity>
+                        <transparent>
+                            <color>0 0 0 1</color>
+                        </transparent>
+                        <transparency>
+                            <float>1</float>
+                        </transparency>
+                        <index_of_refraction>
+                            <float>0</float>
+                        </index_of_refraction>
+                    </phong>
+                </technique>
+            </profile_COMMON>
+        </effect>
+    </library_effects>
+    <library_geometries>
+        <geometry id="&quot;&amp;&lt;box-lib&gt;&amp;&quot;" name="&quot;&amp;&lt;box&gt;&amp;&quot;">
+            <mesh>
+                <source id="&quot;&amp;&lt;box-lib-positions&gt;&amp;&quot;" name="position">
+                    <float_array id="box-lib-positions-array" count="24">-50 50 50 50 50 50 -50 -50 50 50 -50 50 -50 50 -50 50 50 -50 -50 -50 -50 50 -50 -50</float_array>
+                    <technique_common>
+                        <accessor count="8" offset="0" source="#box-lib-positions-array" stride="3">
+                            <param name="X" type="float"></param>
+                            <param name="Y" type="float"></param>
+                            <param name="Z" type="float"></param>
+                        </accessor>
+                    </technique_common>
+                </source>
+                <source id="&quot;&amp;&lt;box-lib-normals&gt;&amp;&quot;" name="normal">
+                    <float_array id="box-lib-normals-array" count="72">0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 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 0 0 -1 0 0 -1 0 0 -1 0 0 -1</float_array>
+                    <technique_common>
+                        <accessor count="24" offset="0" source="#box-lib-normals-array" stride="3">
+                            <param name="X" type="float"></param>
+                            <param name="Y" type="float"></param>
+                            <param name="Z" type="float"></param>
+                        </accessor>
+                    </technique_common>
+                </source>
+                <vertices id="&quot;&amp;&lt;box-lib-vertices&gt;&amp;&quot;">
+                    <input semantic="POSITION" source="#&quot;&amp;&lt;box-lib-positions&gt;&amp;&quot;"/>
+                </vertices>
+                <polylist count="6" material="BlueSG">
+                    <input offset="0" semantic="VERTEX" source="#&quot;&amp;&lt;box-lib-vertices&gt;&amp;&quot;"/>
+                    <input offset="1" semantic="NORMAL" source="#&quot;&amp;&lt;box-lib-normals&gt;&amp;&quot;"/>
+                    <vcount>4 4 4 4 4 4</vcount>
+                    <p>0 0 2 1 3 2 1 3 0 4 1 5 5 6 4 7 6 8 7 9 3 10 2 11 0 12 4 13 6 14 2 15 3 16 7 17 5 18 1 19 5 20 7 21 6 22 4 23</p>
+                </polylist>
+            </mesh>
+        </geometry>
+    </library_geometries>
+    <library_visual_scenes>
+        <visual_scene id="&quot;&amp;&lt;VisualSceneNode&gt;&amp;&quot;" name="untitled">
+            <node id="Camera" name="Camera">
+                <translate sid="translate">-427.749 333.855 655.017</translate>
+                <rotate sid="rotateY">0 1 0 -33</rotate>
+                <rotate sid="rotateX">1 0 0 -22.1954</rotate>
+                <rotate sid="rotateZ">0 0 1 0</rotate>
+                <instance_camera url="#PerspCamera"/>
+            </node>
+            <node id="Light" name="Light">
+                <translate sid="translate">-500 1000 400</translate>
+                <rotate sid="rotateZ">0 0 1 0</rotate>
+                <rotate sid="rotateY">0 1 0 0</rotate>
+                <rotate sid="rotateX">1 0 0 0</rotate>
+                <instance_light url="#light-lib"/>
+            </node>
+            <node id="Box" name="&quot;&amp;&lt;Box&gt;&amp;&quot;">
+                <rotate sid="rotateZ">0 0 1 0</rotate>
+                <rotate sid="rotateY">0 1 0 0</rotate>
+                <rotate sid="rotateX">1 0 0 0</rotate>
+                <instance_geometry url="#&quot;&amp;&lt;box-lib&gt;&amp;&quot;">
+                    <bind_material>
+                        <technique_common>
+                            <instance_material symbol="BlueSG" target="#Blue"/>
+                        </technique_common>
+                    </bind_material>
+                </instance_geometry>
+            </node>
+            <node id="testCamera" name="testCamera">
+                <translate sid="translate">-427.749 333.855 655.017</translate>
+                <rotate sid="rotateY">0 1 0 -33</rotate>
+                <rotate sid="rotateX">1 0 0 -22.1954</rotate>
+                <rotate sid="rotateZ">0 0 1 0</rotate>
+                <instance_camera url="#testCameraShape"/>
+            </node>
+            <node id="pointLight1" name="pointLight1">
+                <translate sid="translate">3 4 10</translate>
+                <rotate sid="rotateZ">0 0 1 0</rotate>
+                <rotate sid="rotateY">0 1 0 0</rotate>
+                <rotate sid="rotateX">1 0 0 0</rotate>
+                <instance_light url="#pointLightShape1-lib"/>
+            </node>
+        </visual_scene>
+    </library_visual_scenes>
+    <scene>
+        <instance_visual_scene url="#&quot;&amp;&lt;VisualSceneNode&gt;&amp;&quot;"/>
+    </scene>
+</COLLADA>