<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset />
  <library_images>
    <image id="RoomSpWallSF00SP_Alb">
      <init_from>RoomSpWallSF00SP_Alb.png</init_from>
    </image>
    <image id="RoomSpWallSF00SP_Emi">
      <init_from>RoomSpWallSF00SP_Emi.png</init_from>
    </image>
    <image id="RoomSpWallSF00SP_EmiOry">
      <init_from>RoomSpWallSF00SP_EmiOry.png</init_from>
    </image>
    <image id="RoomSpWallSF00SP_Mix">
      <init_from>RoomSpWallSF00SP_Mix.png</init_from>
    </image>
    <image id="RoomSpWallSF00SP_Nrm">
      <init_from>RoomSpWallSF00SP_Nrm.png</init_from>
    </image>
    <image id="RoomSpWallSF00_Alb">
      <init_from>RoomSpWallSF00_Alb.png</init_from>
    </image>
    <image id="RoomSpWallSF00_Emi">
      <init_from>RoomSpWallSF00_Emi.png</init_from>
    </image>
    <image id="RoomSpWallSF00_EmiOry">
      <init_from>RoomSpWallSF00_EmiOry.png</init_from>
    </image>
    <image id="RoomSpWallSF00_Hgt">
      <init_from>RoomSpWallSF00_Hgt.png</init_from>
    </image>
    <image id="RoomSpWallSF00_Mix">
      <init_from>RoomSpWallSF00_Mix.png</init_from>
    </image>
    <image id="RoomSpWallSF00_Nrm">
      <init_from>RoomSpWallSF00_Nrm.png</init_from>
    </image>
  </library_images>
  <library_materials>
    <material id="mDummyKabetasu">
      <instance_effect url="#Effect_mDummyKabetasu" />
    </material>
    <material id="mDummyKabetasuOut">
      <instance_effect url="#Effect_mDummyKabetasuOut" />
    </material>
  </library_materials>
  <library_effects>
    <effect id="Effect_mDummyKabetasu">
      <profile_COMMON>
        <newparam sid="surface_mDummyKabetasu-diffuse">
          <surface type="2D">
            <init_from>RoomSpWallSF00_Alb</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyKabetasu-diffuse">
          <sampler2D>
            <source>surface_mDummyKabetasu-diffuse</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>CLAMP</wrap_t>
          </sampler2D>
        </newparam>
        <newparam sid="surface_mDummyKabetasu-bump">
          <surface type="2D">
            <init_from>RoomSpWallSF00_Nrm</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyKabetasu-bump">
          <sampler2D>
            <source>surface_mDummyKabetasu-bump</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>CLAMP</wrap_t>
          </sampler2D>
        </newparam>
        <newparam sid="surface_mDummyKabetasu-emission">
          <surface type="2D">
            <init_from>RoomSpWallSF00_Emi</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyKabetasu-emission">
          <sampler2D>
            <source>surface_mDummyKabetasu-emission</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>WRAP</wrap_t>
          </sampler2D>
        </newparam>
        <newparam sid="surface_mDummyKabetasu-specular">
          <surface type="2D">
            <init_from>RoomSpWallSF00_Mix</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyKabetasu-specular">
          <sampler2D>
            <source>surface_mDummyKabetasu-specular</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>CLAMP</wrap_t>
          </sampler2D>
        </newparam>
        <technique sid="common">
          <phong>
            <diffuse>
              <texture texture="sampler_mDummyKabetasu-diffuse" texcoord="CHANNEL0" />
            </diffuse>
            <bump>
              <texture texture="sampler_mDummyKabetasu-bump" texcoord="CHANNEL0" />
            </bump>
            <emission>
              <texture texture="sampler_mDummyKabetasu-emission" texcoord="CHANNEL0" />
            </emission>
            <specular>
              <texture texture="sampler_mDummyKabetasu-specular" texcoord="CHANNEL0" />
            </specular>
          </phong>
        </technique>
      </profile_COMMON>
    </effect>
    <effect id="Effect_mDummyKabetasuOut">
      <profile_COMMON>
        <newparam sid="surface_mDummyKabetasuOut-diffuse">
          <surface type="2D">
            <init_from>RoomSpWallSF00_Alb</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyKabetasuOut-diffuse">
          <sampler2D>
            <source>surface_mDummyKabetasuOut-diffuse</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>CLAMP</wrap_t>
          </sampler2D>
        </newparam>
        <technique sid="common">
          <phong>
            <diffuse>
              <texture texture="sampler_mDummyKabetasuOut-diffuse" texcoord="CHANNEL0" />
            </diffuse>
            <emission>
              <color sid="emission">0 0 0 1</color>
            </emission>
            <specular>
              <color sid="specular">0 0 0 1</color>
            </specular>
          </phong>
        </technique>
      </profile_COMMON>
    </effect>
  </library_effects>
  <library_geometries>
    <geometry id="Side0__mDummyKabetasuOut-mesh" name="Side0__mDummyKabetasuOut">
      <mesh>
        <source id="Side0__mDummyKabetasuOut-position">
          <float_array id="Side0__mDummyKabetasuOut-position-array" count="36">9.999996 40 1.499997 10 1.192093E-07 1.5 9.999996 40 -1.500003 10 -1.192093E-07 -1.5 -10 40 1.5 -10 40 -1.5 -10 0 1.5 -10 0 -1.5 -10 40 -1.5 -10 40 1.5 10 40 -1.5 10 40 1.5</float_array>
          <technique_common>
            <accessor source="#Side0__mDummyKabetasuOut-position-array" count="12" stride="3">
              <param name="X" type="float" />
              <param name="Y" type="float" />
              <param name="Z" type="float" />
            </accessor>
          </technique_common>
        </source>
        <source id="Side0__mDummyKabetasuOut-normal">
          <float_array id="Side0__mDummyKabetasuOut-normal-array" count="36">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 1 0 0 1 0 0 1 0 0 1 0</float_array>
          <technique_common>
            <accessor source="#Side0__mDummyKabetasuOut-normal-array" count="12" stride="3">
              <param name="X" type="float" />
              <param name="Y" type="float" />
              <param name="Z" type="float" />
            </accessor>
          </technique_common>
        </source>
        <source id="Side0__mDummyKabetasuOut-color">
          <float_array id="Side0__mDummyKabetasuOut-color-array" count="48">1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0.3019608 0.3019608 0.3019608 1 0.3019608 0.3019608 0.3019608 1 0.3019608 0.3019608 0.3019608 1 0.3019608 0.3019608 0.3019608 1</float_array>
          <technique_common>
            <accessor source="#Side0__mDummyKabetasuOut-color-array" count="12" stride="4">
              <param name="R" type="float" />
              <param name="G" type="float" />
              <param name="B" type="float" />
              <param name="A" type="float" />
            </accessor>
          </technique_common>
        </source>
        <vertices id="Side0__mDummyKabetasuOut-vertex">
          <input semantic="POSITION" source="#Side0__mDummyKabetasuOut-position" />
        </vertices>
        <triangles material="mDummyKabetasuOut" count="6">
          <input semantic="VERTEX" source="#Side0__mDummyKabetasuOut-vertex" offset="0" />
          <input semantic="NORMAL" source="#Side0__mDummyKabetasuOut-normal" offset="1" />
          <input semantic="COLOR" source="#Side0__mDummyKabetasuOut-color" offset="2" set="0" />
          <p>0 0 0 1 1 1 2 2 2 1 1 1 3 3 3 2 2 2 4 4 4 5 5 5 6 6 6 5 5 5 7 7 7 6 6 6 8 8 8 9 9 9 10 10 10 9 9 9 11 11 11 10 10 10 </p>
        </triangles>
      </mesh>
    </geometry>
    <geometry id="WallHight__mDummyKabetasu-mesh" name="WallHight__mDummyKabetasu">
      <mesh>
        <source id="WallHight__mDummyKabetasu-position">
          <float_array id="WallHight__mDummyKabetasu-position-array" count="24">-10 0 1.5 10 0 1.5 -10 40 1.5 10 40 1.5 -10 40 -1.5 10 40 -1.5 -10 0 -1.5 10 0 -1.5</float_array>
          <technique_common>
            <accessor source="#WallHight__mDummyKabetasu-position-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="WallHight__mDummyKabetasu-normal">
          <float_array id="WallHight__mDummyKabetasu-normal-array" count="24">0 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1</float_array>
          <technique_common>
            <accessor source="#WallHight__mDummyKabetasu-normal-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="WallHight__mDummyKabetasu-texcoord">
          <float_array id="WallHight__mDummyKabetasu-texcoord-array" count="16">0 0 1 0 0 1 1 1 1 1 0 1 1 0 0 0</float_array>
          <technique_common>
            <accessor source="#WallHight__mDummyKabetasu-texcoord-array" count="8" stride="2">
              <param name="S" type="float" />
              <param name="T" type="float" />
            </accessor>
          </technique_common>
        </source>
        <vertices id="WallHight__mDummyKabetasu-vertex">
          <input semantic="POSITION" source="#WallHight__mDummyKabetasu-position" />
        </vertices>
        <triangles material="mDummyKabetasu" count="4">
          <input semantic="VERTEX" source="#WallHight__mDummyKabetasu-vertex" offset="0" />
          <input semantic="NORMAL" source="#WallHight__mDummyKabetasu-normal" offset="1" />
          <input semantic="TEXCOORD" source="#WallHight__mDummyKabetasu-texcoord" offset="2" set="0" />
          <p>0 0 0 1 1 1 2 2 2 1 1 1 3 3 3 2 2 2 4 4 4 5 5 5 6 6 6 5 5 5 7 7 7 6 6 6 </p>
        </triangles>
      </mesh>
    </geometry>
  </library_geometries>
  <library_controllers>
    <controller id="Armature_Side0__mDummyKabetasuOut-mesh">
      <skin source="#Side0__mDummyKabetasuOut-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Side0__mDummyKabetasuOut-mesh-joint">
          <Name_array id="Side0__mDummyKabetasuOut-mesh-joint-array" count="1">Root</Name_array>
          <technique_common>
            <accessor source="#Side0__mDummyKabetasuOut-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
        <source id="Side0__mDummyKabetasuOut-mesh-inv_bind_matrix">
          <float_array id="Side0__mDummyKabetasuOut-mesh-inv_bind_matrix-array" count="16">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</float_array>
          <technique_common>
            <accessor source="#Side0__mDummyKabetasuOut-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="Side0__mDummyKabetasuOut-mesh-weight">
          <float_array id="Side0__mDummyKabetasuOut-mesh-weight-array" count="1">1</float_array>
          <technique_common>
            <accessor source="#Side0__mDummyKabetasuOut-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Side0__mDummyKabetasuOut-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#Side0__mDummyKabetasuOut-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="12">
          <input semantic="JOINT" source="#Side0__mDummyKabetasuOut-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#Side0__mDummyKabetasuOut-mesh-weight" offset="1" />
          <vcount>1 1 1 1 1 1 1 1 1 1 1 1 </vcount>
          <v>0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </v>
        </vertex_weights>
      </skin>
    </controller>
    <controller id="Armature_WallHight__mDummyKabetasu-mesh">
      <skin source="#WallHight__mDummyKabetasu-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="WallHight__mDummyKabetasu-mesh-joint">
          <Name_array id="WallHight__mDummyKabetasu-mesh-joint-array" count="1">Root</Name_array>
          <technique_common>
            <accessor source="#WallHight__mDummyKabetasu-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
        <source id="WallHight__mDummyKabetasu-mesh-inv_bind_matrix">
          <float_array id="WallHight__mDummyKabetasu-mesh-inv_bind_matrix-array" count="16">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</float_array>
          <technique_common>
            <accessor source="#WallHight__mDummyKabetasu-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="WallHight__mDummyKabetasu-mesh-weight">
          <float_array id="WallHight__mDummyKabetasu-mesh-weight-array" count="1">1</float_array>
          <technique_common>
            <accessor source="#WallHight__mDummyKabetasu-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#WallHight__mDummyKabetasu-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#WallHight__mDummyKabetasu-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="8">
          <input semantic="JOINT" source="#WallHight__mDummyKabetasu-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#WallHight__mDummyKabetasu-mesh-weight" offset="1" />
          <vcount>1 1 1 1 1 1 1 1 </vcount>
          <v>0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </v>
        </vertex_weights>
      </skin>
    </controller>
  </library_controllers>
  <library_visual_scenes>
    <visual_scene id="Scene" name="Scene">
      <node id="Armature" name="Armature" type="NODE">
        <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
        <node id="Armature_Root" name="Root" sid="Root" type="JOINT">
          <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
        </node>
      </node>
      <node id="Side0__mDummyKabetasuOut" name="Side0__mDummyKabetasuOut" type="NODE">
        <instance_controller url="#Armature_Side0__mDummyKabetasuOut-mesh">
          <skeleton>#Armature_Root</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mDummyKabetasuOut" target="#mDummyKabetasuOut" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
      <node id="WallHight__mDummyKabetasu" name="WallHight__mDummyKabetasu" type="NODE">
        <instance_controller url="#Armature_WallHight__mDummyKabetasu-mesh">
          <skeleton>#Armature_Root</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mDummyKabetasu" target="#mDummyKabetasu" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#Scene" />
  </scene>
</COLLADA>