 usdrecord 22.08
usdrecord 22.08
This set of meshes is using various different data types for the points attribute to check the robustness of parsers.
Schema specification: https://github.com/PixarAnimationStudios/USD/blob/release/pxr/usd/usdGeom/schema.usda
#usda 1.0
(
    customLayerData = {
        string copyright = "Copyright 2022 Apple Inc. All rights reserved."
    }
    defaultPrim = "World"
    upAxis = "Y"
    metersPerUnit = 0.01
)
def Scope "World"
{
    def Mesh "point3fArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        point3f[] points = [(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0.... (truncated)]
        double3 xformOp:translate = (0, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "float3Array"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        float3[] points = [(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0.5... (truncated)]
        double3 xformOp:translate = (2, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "color3fArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        color3f[] points = [(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0.... (truncated)]
        double3 xformOp:translate = (4, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "normal3fArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        normal3f[] points = [(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0... (truncated)]
        double3 xformOp:translate = (6, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "intArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        int[] points = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3, 5, 1, 6, 7... (truncated)]
        double3 xformOp:translate = (8, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "point3f"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        point3f points = (-0.5, -0.5, -0.5)
        double3 xformOp:translate = (10, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "float3"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        float3 points = (-0.5, -0.5, -0.5)
        double3 xformOp:translate = (12, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "color3f"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        color3f points = (-0.5, -0.5, -0.5)
        double3 xformOp:translate = (14, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "normal3f"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        normal3f points = (-0.5, -0.5, -0.5)
        double3 xformOp:translate = (16, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "int"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        int points = 7
        double3 xformOp:translate = (18, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "empty"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        double3 xformOp:translate = (20, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "point3dArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        point3d[] points = [(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0.... (truncated)]
        double3 xformOp:translate = (22, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "floatdArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        double3[] points = [(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0.... (truncated)]
        double3 xformOp:translate = (24, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "color3dArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        color3d[] points = [(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0.... (truncated)]
        double3 xformOp:translate = (26, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "normal3dArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        normal3d[] points = [(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0... (truncated)]
        double3 xformOp:translate = (28, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
    def Mesh "doubleArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [0, 4, 6, 0, 6, 2, 0, 1, 5, 0, 5, 4, 4, 5, 7, 4, 7, 6, 3, 7, 5, 3,... (truncated)]
        double[] points = [0.1, 4.1, 6.1, 0.1, 6.1, 2.1, 0.1, 1.1, 5.1, 0.1, 5.1, 4.1, 4.1, 5.1, 7.1... (truncated)]
        double3 xformOp:translate = (30, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
}