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@@ -0,0 +1,76 @@
|
||||
# Character Presentation Interpolation
|
||||
|
||||
The authoritative game simulation still advances in exact 100 ms ticks. Character
|
||||
interpolation is a rendering-only feature and does not modify `CharacterState`,
|
||||
network commands, tick IDs, state hashes, or deterministic lockstep behavior.
|
||||
|
||||
## How it works
|
||||
|
||||
Each runtime `Character` keeps two presentation samples:
|
||||
|
||||
- `previous`: the visual values received at the preceding completed simulation tick;
|
||||
- `current`: the visual values received at the latest completed simulation tick.
|
||||
|
||||
Rendering calculates an alpha from the real elapsed time since the latest completed
|
||||
tick, clamped to the 100 ms simulation interval. It renders the delayed
|
||||
`previous -> current` transition. This introduces at most one simulation tick of
|
||||
presentation latency, but it avoids predicting a state that has not arrived from
|
||||
the authoritative simulation.
|
||||
|
||||
The following values are interpolated:
|
||||
|
||||
- Position uses linear interpolation.
|
||||
- Facing angle uses the shortest angular path, including wraparound at ±π.
|
||||
- Animation frame remains fractional and is interpolated when both samples use
|
||||
the same animation state. Looping clips treat the last frame to first frame
|
||||
transition as a cyclic interval instead of interpolating backward through the
|
||||
entire clip.
|
||||
|
||||
The interpolated values are used by mesh, weapon, shadow, night-lighting, name,
|
||||
and health-bar rendering. The local camera and shadow-map center follow the same
|
||||
interpolated player position; otherwise the camera would jump to the newest
|
||||
authoritative position while the player model was still in its presentation
|
||||
transition. Gameplay queries, commands, callbacks, collision, and presentation
|
||||
events continue to use the authoritative snapshot.
|
||||
|
||||
## Other presentation animations
|
||||
|
||||
Teleport-zone star particles are advanced by `Location::updatePresentation()`
|
||||
once per render frame using the real frame delta. They are no longer advanced
|
||||
only from the 100 ms simulation-tick callback, so their visual motion remains
|
||||
continuous without affecting teleport activation or other authoritative state.
|
||||
|
||||
Dialogue typewriter text and cutscene presentation timers use the same
|
||||
per-render-frame path. This keeps character reveals, subtitle timing, fades, and
|
||||
cutscene image poses smooth instead of stepping in 100 ms increments.
|
||||
|
||||
Interactive objects retain authoritative move, rotate, scale, and fade tasks on
|
||||
the simulation tick. Their previous and current visual transforms are sampled
|
||||
at tick boundaries and interpolated only while drawing, so doors and similar
|
||||
objects remain logically deterministic while their presentation is smooth.
|
||||
|
||||
The same render-only sampling is used for `NpcCar` taxi visuals. Its position,
|
||||
body rotation, wheel rotation, and steering angle are interpolated for drawing;
|
||||
the authoritative taxi movement and waypoint logic remain fixed-step.
|
||||
|
||||
## Animation skinning
|
||||
|
||||
GPU and CPU bone interpolation receive the fractional render frame instead of an
|
||||
integer-truncated frame. Bone positions are linearly interpolated and bone
|
||||
rotations use spherical interpolation as before. Frames at the end of a clip are
|
||||
clamped to the final keyframe.
|
||||
|
||||
## Discontinuities
|
||||
|
||||
The presentation buffer is reset instead of blended when a character is first
|
||||
observed, changes animation state or enabled state, or has not received a tick
|
||||
for a sufficiently long gap. This prevents stale positions, animation clips, or
|
||||
disabled characters from producing visible interpolation artifacts.
|
||||
|
||||
## Local and networked games
|
||||
|
||||
Local games continue accumulating wall-clock remainder time and executing exact
|
||||
100 ms simulation updates. Networked games continue consuming only contiguous
|
||||
server tick messages. Both paths publish completed snapshots to the same runtime
|
||||
presentation objects; interpolation only changes how those snapshots are drawn
|
||||
between updates.
|
||||
@@ -0,0 +1,537 @@
|
||||
# Game State Architecture
|
||||
|
||||
## Purpose
|
||||
|
||||
The game separates authoritative gameplay state from rendering and runtime
|
||||
resources. The same snapshot-and-command boundary supports the in-process
|
||||
single-player server and a WebSocket deterministic-lockstep client/server.
|
||||
|
||||
## Architecture Overview
|
||||
|
||||
The architecture has six layers:
|
||||
|
||||
1. `GameState` is the aggregate root for persistent, authoritative state.
|
||||
2. `InternalGameServer` owns `GameState`, advances the local simulation, handles commands, and produces immutable snapshots.
|
||||
3. `ClientLocationState` owns per-client `LocationLocalState` records, including camera orientation. Graphical hosts own this state; it is never replicated.
|
||||
4. Runtime objects hold rendering resources. `Character` and `Location` read immutable server snapshots by stable ID, while `InteractiveObject` still uses a transitional non-owning binding to server-owned state. `Location` also translates local input, scripts, and collision results into semantic server commands.
|
||||
5. Client-facing systems such as `MenuManager` read immutable snapshots and submit typed commands through `IGameServer`.
|
||||
6. Protocol-v2 WebSocket hosts assign preconfigured player slots and exchange
|
||||
one initial state followed by ordered 100 ms tick bundles.
|
||||
|
||||
```text
|
||||
Input / UI
|
||||
| typed GameCommand
|
||||
v
|
||||
IGameServer
|
||||
|
|
||||
v
|
||||
InternalGameServer ---- owns ----> GameState
|
||||
| |
|
||||
| update | stable state objects
|
||||
v v
|
||||
Location / Character / InteractiveObject runtime
|
||||
|
|
||||
v
|
||||
Renderer
|
||||
|
||||
IGameServer ---- immutable GameSnapshot ----> UI and other clients
|
||||
```
|
||||
|
||||
## Authoritative State Model
|
||||
|
||||
### `GameState`
|
||||
|
||||
`GameState` is the top-level state object. It contains:
|
||||
|
||||
- Campaign ID and current location ID.
|
||||
- Day, night, dawn, and darklands flags.
|
||||
- A map of campaign-level players keyed by stable player ID.
|
||||
- A map of typed `LocationGameState` records keyed by location ID.
|
||||
- Inventory, money, player-health HUD values, quests, tutorial progress, chat data, taxi state, and script-global values.
|
||||
|
||||
Live `Location` pointers and rendering objects are no longer stored in `GameState`.
|
||||
Embedded state models such as `Inventory` and `QuestJournal` contain only value
|
||||
data and deterministic operations; they do not retain runtime callbacks.
|
||||
|
||||
### Campaign-level players
|
||||
|
||||
Player `CharacterState` objects are stored in `GameState::players`. The current single-player game uses the ID `"player"`.
|
||||
|
||||
The player state is no longer owned by a `Character` or duplicated as a separately authoritative state for each loaded location. This permits additional player IDs to be introduced later without changing the aggregate ownership model.
|
||||
|
||||
Every player, including the one controlled by the current client, remains in this
|
||||
same authoritative collection. `IGameServer::localPlayerId()` identifies which
|
||||
entry is local to a particular client connection; it is not a separate state
|
||||
object.
|
||||
|
||||
`LocationGameState` does not retain a player pointer or back-reference to `GameState`.
|
||||
Its update boundary receives `GameState::players` by reference, allowing character
|
||||
lookup and simulation to treat every campaign player by stable ID.
|
||||
|
||||
### `LocationGameState`
|
||||
|
||||
Each location record owns:
|
||||
|
||||
- One `LocationNetworkState`.
|
||||
- NPC `CharacterState` objects keyed by configured ID.
|
||||
- `InteractiveObjectState` objects keyed by configured ID.
|
||||
- Trigger-zone enabled/inside flags.
|
||||
- Teleport-zone active flags.
|
||||
- Serialized dialogue runtime state.
|
||||
- Serialized Lua runtime globals.
|
||||
|
||||
World-mode flags (`darklands`, `night`, and `dawn`) exist only at the aggregate
|
||||
`GameState` level. Location rendering and scripts read those values from the
|
||||
top-level snapshot rather than maintaining per-location mirrors.
|
||||
|
||||
State objects use `shared_ptr` internally to keep addresses stable for the
|
||||
remaining local runtime bindings. These pointers never appear in public snapshots.
|
||||
|
||||
### Stable identity
|
||||
|
||||
- Locations use campaign configuration IDs.
|
||||
- Players use keys from `GameState::players`.
|
||||
- NPCs use required location-local configuration IDs.
|
||||
- Interactive objects use required location-local configuration IDs.
|
||||
- Trigger and teleport zones use their configured IDs.
|
||||
|
||||
Missing, empty, duplicate, and reserved IDs are content errors. Runtime references,
|
||||
Lua APIs, snapshots, and persistence all use these IDs rather than configuration
|
||||
array positions.
|
||||
|
||||
## Server Interface
|
||||
|
||||
`IGameServer` is the public state boundary. It exposes:
|
||||
|
||||
- `snapshot()` for an immutable, revisioned `GameSnapshot`.
|
||||
- `submit()` for typed `GameCommand` values.
|
||||
- `update()` for advancing a local fixed tick or polling a remote implementation.
|
||||
- `save()` and `load()` for server-side persistence.
|
||||
|
||||
No public method returns a mutable state pointer or reference.
|
||||
|
||||
### Snapshots
|
||||
|
||||
`GameSnapshot` and its nested snapshot types are value-only read models. They contain no renderer objects, runtime `Location` pointers, mutable references, or active callbacks.
|
||||
|
||||
Snapshots include:
|
||||
|
||||
- Campaign and world-mode state.
|
||||
- All players.
|
||||
- Locations, NPCs, interactive objects, triggers, and teleports.
|
||||
- Inventory item IDs.
|
||||
- Quest views.
|
||||
- Tutorial, chat, taxi, money, and health data.
|
||||
- Script-global values.
|
||||
|
||||
Snapshots have a monotonically increasing revision. `InternalGameServer` caches the current immutable snapshot and rebuilds it only after the authoritative state changes.
|
||||
|
||||
### Commands
|
||||
|
||||
`GameCommand` is a C++17 `std::variant` of semantic command types. Current commands cover:
|
||||
|
||||
- World mode and current location.
|
||||
- Player health and money.
|
||||
- Tutorial progression and flags.
|
||||
- Chat history and unread state.
|
||||
- Taxi state.
|
||||
- Inventory additions and removals.
|
||||
- Quest status, objective completion/visibility, and active-objective changes.
|
||||
- Script globals.
|
||||
- Character transforms, attack targets, navigation destinations, stopping,
|
||||
facing, replanning, health, damage, death reset, attack combos, and animation
|
||||
metadata. Character position, facing angle, home position, face target, and
|
||||
enabled state use separate semantic commands; no whole-character commit
|
||||
command is exposed.
|
||||
- Interactive-object activation.
|
||||
- Trigger-zone state.
|
||||
- Quest-definition reloads.
|
||||
|
||||
The remote implementation serializes destination intent from clients, while
|
||||
the server emits connection-lifecycle presence commands. The server derives the
|
||||
character and location from the assigned connection slot; arbitrary state
|
||||
mutation commands are not accepted from the network.
|
||||
`SetCharacterEnabledCommand` is consumed by the server and replicated to every
|
||||
client in the ordered tick bundle when a slot connects or disconnects.
|
||||
|
||||
### Presentation events
|
||||
|
||||
`IGameServer::drainEvents()` returns value-only events produced by successful
|
||||
authoritative mutations. Inventory add/remove and quest unlock/complete/fail/
|
||||
objective-complete events contain stable IDs only. `Game` drains these events and
|
||||
performs local tutorial, toast, and audio presentation through `MenuManager`.
|
||||
Loading and persistence restoration clear pending events and remain silent.
|
||||
|
||||
## Internal Server
|
||||
|
||||
`InternalGameServer` is the current `IGameServer` implementation. It:
|
||||
|
||||
- Exclusively owns the aggregate `GameState`.
|
||||
- Executes typed commands against authoritative state.
|
||||
- Advances the active location simulation in exact 100 ms ticks.
|
||||
- Builds and caches immutable snapshots.
|
||||
- Delegates save/load serialization to the aggregate state model.
|
||||
|
||||
`LocalGameServerHost` is the graphical client's integration adapter. It owns loaded
|
||||
runtime `Location` objects, forwards simulation events to them, and synchronizes
|
||||
dialogue, Lua, trigger, and teleport auxiliary state. `Game` uses the explicit
|
||||
`IGameServerHost` lifecycle interface and is no longer a friend of
|
||||
`InternalGameServer`. The standalone server does not compile this adapter.
|
||||
|
||||
Location loading has two phases. `LocationContentLoader` parses renderer-free
|
||||
`LocationDefinition` data, and `LocationGameState::setup()` creates/reconciles
|
||||
authoritative NPC, interactive-object, navigation, taxi, trigger, teleport, and
|
||||
animation state. The graphical `Location::setup()` runs afterward and only builds
|
||||
presentation objects from that definition and the prepared state. Lua and dialogue
|
||||
runtime behavior remains client-side.
|
||||
|
||||
### Animation and combat
|
||||
|
||||
Logical animation frame clocks live in `CharacterState`. The renderer-free content
|
||||
loader reads animation frame metadata before authoritative entities are created.
|
||||
Runtime `Character` construction only loads models for presentation and does not
|
||||
submit metadata mutations back to the server.
|
||||
|
||||
`CharacterState::update()` returns value-only events containing arrival Lua function
|
||||
names, attack impacts, navigation requests, and death-animation completion.
|
||||
`LocationGameState` applies queued damage after every character has advanced.
|
||||
Navigation replans are consumed by `InternalGameServer` as deterministic
|
||||
simulation consequences rather than being resubmitted by presentation code.
|
||||
Runtime `Character` objects only pose loaded models and produce audio, particles,
|
||||
and presentation callbacks.
|
||||
|
||||
### Character state operations
|
||||
|
||||
Gameplay operations mutate the authoritative `CharacterState`, not the runtime
|
||||
`Character`:
|
||||
|
||||
- `setTarget()` normalizes the destination, avoids redundant requests, stores the
|
||||
optional Lua arrival function name, and asks the authoritative `LocationNetworkState` to
|
||||
call `planPathExceptMyself()`.
|
||||
- `forceReplan()` recalculates the current requested destination using the same
|
||||
location navigation state.
|
||||
- `stopInPlace()` clears navigation and any pending arrival function.
|
||||
- `stopAndRotateToTarget()`, `resetPlayerAfterDeath()`, `setHp()`, and
|
||||
`tryAttackCombo()` update their respective state directly.
|
||||
|
||||
`InternalGameServer::submit()` resolves the character and location, then invokes
|
||||
these operations for the corresponding semantic command. The runtime `Location`
|
||||
provides convenience methods for submitting those commands from input, scripts,
|
||||
collision handling, and presentation-event processing.
|
||||
|
||||
## Runtime and Visual Object Bindings
|
||||
|
||||
Runtime visual objects do not own their authoritative state objects.
|
||||
|
||||
- `Location` keeps its `IGameServer` reference, stable location ID, and a shared
|
||||
`LocationLocalState` supplied by the graphical host. It resolves its immutable
|
||||
`LocationNetworkState` view from `IGameServer::snapshot()`, while rendering and
|
||||
camera input access the local state directly.
|
||||
- `Character` keeps only its `IGameServer` reference plus stable entity and location IDs. It resolves the player-first character view from `IGameServer::snapshot()`.
|
||||
- `InteractiveObject` keeps a private non-owning reference to its `InteractiveObjectState`; its configured object name is its stable ID.
|
||||
|
||||
`Character::stateSnapshot()` and `Location::stateSnapshot()` return aliasing
|
||||
`shared_ptr` views. Each pointer addresses a state copy inside a `GameSnapshot`,
|
||||
while shared ownership keeps that whole immutable snapshot alive. Update, input,
|
||||
editor, and draw operations capture one such pointer and use it consistently
|
||||
throughout the operation. A missing or unloaded entity produces an empty pointer
|
||||
and presentation or input work is skipped.
|
||||
|
||||
The authoritative state objects are owned by `GameState` or `LocationGameState`.
|
||||
The internal server advances them before publishing a new snapshot revision.
|
||||
Runtime input, scripts, and collision handling submit semantic commands that invoke
|
||||
authoritative character and location operations. Location commands cover pending
|
||||
interaction targets, navigation switching and area changes, editor obstacles, and
|
||||
taxi reset. Camera orientation is deliberately not a server command. No
|
||||
whole-location commit command is exposed.
|
||||
|
||||
Navigation target selection, replanning, stopping, facing, death reset, health
|
||||
assignment, and attack-combo clock changes are implemented by `CharacterState`.
|
||||
`Character` no longer exposes gameplay mutation helpers or a generic state mutation
|
||||
callback. Character construction is presentation-only; frame ranges are already
|
||||
present in `CharacterState` after content setup. It focuses on model posing,
|
||||
rendering, audio, particles, and runtime callbacks.
|
||||
|
||||
Death-animation and health-change callbacks remain runtime-only on `Character`.
|
||||
Arrival behavior is represented solely by the serialized Lua function name in
|
||||
`CharacterState`; `Location` resolves and invokes that name through `ScriptEngine`
|
||||
when it consumes the arrival event.
|
||||
|
||||
`Location` owns presentation-only runtime characters for all non-local entries in
|
||||
`GameSnapshot::players`. It reconciles them by stable ID as snapshots change,
|
||||
reuses the local-player assets and animation set, and includes them in all render,
|
||||
shadow, lighting, animation, damage, and name-tag passes. The local entry is
|
||||
excluded using `IGameServer::localPlayerId()` because its visual is already owned
|
||||
by `Game`.
|
||||
|
||||
`GameObjectLoader` now:
|
||||
|
||||
1. Receives immutable object/NPC definitions parsed by `LocationContentLoader`.
|
||||
2. Resolves already-prepared authoritative entities by stable ID.
|
||||
3. Constructs meshes, textures, VBOs, `InteractiveObject`, and `Character`
|
||||
presentation wrappers without creating or overwriting authoritative state.
|
||||
|
||||
Configuration remains the source of visual assets, animation paths, meshes, textures, and fixed tuning data.
|
||||
|
||||
## State Update Flow
|
||||
|
||||
Render frames and simulation ticks are separate:
|
||||
|
||||
1. SDL input and UI presentation use the real elapsed render-frame time.
|
||||
2. A local host accumulates `steady_clock` elapsed time and runs zero or more
|
||||
exact 100 ms simulation ticks. A remote host polls transport every frame but
|
||||
advances only from contiguous server tick messages.
|
||||
3. Commands assigned to tick `N` are applied in server sequence order before
|
||||
simulation tick `N`.
|
||||
4. The server freezes location character observations and updates every player,
|
||||
NPC, taxi, and interactive object with exactly 100 ms. An empty player
|
||||
collection remains valid.
|
||||
5. Attack impacts are queued and applied only after all characters advance.
|
||||
Navigation recovery is applied inside the deterministic state path.
|
||||
6. The server invalidates its cached snapshot and advances its revision.
|
||||
7. Runtime locations consume the completed tick's value-only events and perform
|
||||
rendering, audio, particles, and supported presentation callbacks.
|
||||
8. Rendering can occur between ticks and never changes authoritative tick time.
|
||||
|
||||
Commands that update bound character or object state do not reload the whole location. This avoids replaying dialogue-node effects or Lua callbacks.
|
||||
|
||||
## Campaign and Location Lifecycle
|
||||
|
||||
Only one location is normally loaded as a runtime object.
|
||||
|
||||
### Campaign loading
|
||||
|
||||
When a campaign starts:
|
||||
|
||||
- Existing campaign state and runtime locations are cleared.
|
||||
- Quest definitions are loaded.
|
||||
- The graphical single-player host requests a campaign-level `"player"` state and
|
||||
creates its visual wrapper.
|
||||
- A standalone host may deliberately create no players; locations continue to tick.
|
||||
- The battle-zone test bot is an explicit host option rather than an unconditional
|
||||
campaign side effect.
|
||||
|
||||
### Location loading
|
||||
|
||||
When a location is loaded:
|
||||
|
||||
- `LocationContentLoader` parses a renderer-free `LocationDefinition`.
|
||||
- `LocationGameState::setup()` creates or reconciles navigation, taxi, NPC,
|
||||
interactive-object, trigger, teleport, and animation state.
|
||||
- Saved mutable fields are overlaid on configuration defaults by stable ID.
|
||||
- `Location::setup()` builds static and entity visuals from the prepared definition
|
||||
without mutating authoritative state.
|
||||
- The shared campaign player is attached.
|
||||
- Runtime visuals are created for other player IDs currently present in the
|
||||
snapshot and are subsequently spawned or removed as snapshots change.
|
||||
- Dialogue, Lua, trigger/teleport visuals, and presentation callbacks are initialized.
|
||||
- The runtime `Location` is owned and registered by `LocalGameServerHost`;
|
||||
`InternalGameServer` remains headless.
|
||||
|
||||
### Location unloading
|
||||
|
||||
When leaving a location:
|
||||
|
||||
- Auxiliary runtime state is captured.
|
||||
- The visual/runtime `Location` is destroyed.
|
||||
- Its typed `LocationGameState` remains in `GameState`.
|
||||
|
||||
The player state remains campaign-level and survives location changes.
|
||||
|
||||
## Save and Load Schema
|
||||
|
||||
Authoritative persistence currently uses strict schema version `5`.
|
||||
`schemaVersion` is required and unsupported versions are rejected rather than
|
||||
migrated. A
|
||||
single-player save is a separate versioned envelope containing `networkState`
|
||||
(the authoritative `GameState` JSON) and `localState` (the client-local location
|
||||
map). Lockstep sends that authoritative document only in `initial_state`; later
|
||||
messages contain numbered command bundles.
|
||||
|
||||
- Campaign players are stored once in an ID-keyed `players` object.
|
||||
- Locations are keyed by location ID.
|
||||
- Each location stores NPC and interactive-object state in ID-keyed objects.
|
||||
- Pending interaction targets and character references use stable IDs.
|
||||
- Character navigation persistence includes waypoints, actual previous-tick
|
||||
movement, blocked/retry state, the blocker ID, and the NPC cooldown sequence
|
||||
and cursor.
|
||||
- Immutable content such as meshes, initial taxi configuration, and object
|
||||
definitions is reconstructed from campaign configuration.
|
||||
- Configuration is loaded first and mutable saved state is overlaid in place.
|
||||
Snapshot-backed runtime objects then resolve the resulting state by stable ID.
|
||||
|
||||
Old user save slots are intentionally unsupported. Bundled start-state snapshots
|
||||
must be regenerated with `Game::saveInitialState()` whenever the schema changes.
|
||||
|
||||
## UI, Scripts, Dialogue, and Quests
|
||||
|
||||
### UI
|
||||
|
||||
`MenuManager` no longer holds `GameState&` or a mutable `Inventory*`.
|
||||
|
||||
It now:
|
||||
|
||||
- Reads inventory, quests, tutorial state, chat, money, health, location, and world mode from `GameSnapshot`.
|
||||
- Submits typed commands for mutations.
|
||||
- Continues to own presentation-only UI trees, screen state, textures, and callbacks.
|
||||
|
||||
### Scripts
|
||||
|
||||
Lua remains an in-process single-player runtime. Character, inventory, quest, and
|
||||
campaign-global bindings submit semantic commands through `Location`; the server
|
||||
invokes operations on centrally owned state. Snapshot queries provide global
|
||||
values, inventory counts, item presence, and synchronous quest validation for the
|
||||
existing Lua API. NPC,
|
||||
interactive-object, trigger-zone, and teleport-zone bindings address entities by
|
||||
configured ID. Other object and global-state bindings remain trusted local
|
||||
integrations.
|
||||
|
||||
Each location script registers initialization, enter, and exit callbacks.
|
||||
Initialization runs only when the location has no retained state; loading the Lua
|
||||
file again for rendering does not repeat state-resetting setup. Enter and exit
|
||||
callbacks continue to run for every location transition.
|
||||
|
||||
The scalar Lua runtime state for each location is stored under `LocationGameState::scriptGlobals`. Multiplayer location scripts are expected to be empty, so remote script execution is intentionally outside the current scope.
|
||||
|
||||
### Dialogue and cutscenes
|
||||
|
||||
Dialogue runtime state is captured in each `LocationGameState`. Dialogue global
|
||||
flags use snapshot getter and command setter callbacks rather than retaining a
|
||||
mutable map pointer. Dialogue and cutscene rendering remain local presentation
|
||||
systems.
|
||||
|
||||
Dialogues and cutscenes are outside the planned multiplayer gameplay mode, but their existing single-player save and callback behavior is retained.
|
||||
|
||||
### Quests, inventory, and tutorial
|
||||
|
||||
These callback-free state systems remain part of `GameState` for single-player
|
||||
compatibility. UI access, mutations, and presentation notifications cross the
|
||||
server interface. They can remain empty or disabled in multiplayer mode as planned.
|
||||
|
||||
## Multiplayer Lockstep
|
||||
|
||||
Protocol v2 uses server-sequenced deterministic lockstep:
|
||||
|
||||
- The server assigns a connection to a preconfigured campaign player slot.
|
||||
- Player slots are disabled in the authoritative initial state. A successful
|
||||
connection schedules `SetCharacterEnabledCommand(enabled=true)` for the next
|
||||
lockstep tick; disconnect schedules the corresponding `enabled=false` command.
|
||||
- Connection receives one authoritative state at a completed tick plus its
|
||||
assigned player ID, tick duration, input delay, and compatibility fingerprint.
|
||||
- Destination input is normalized and scheduled two ticks in the future.
|
||||
- The server broadcasts every numbered tick, including empty ticks. Clients
|
||||
buffer out-of-order messages and advance only contiguous tick IDs.
|
||||
- All replicas apply the same globally sequenced commands before one exact
|
||||
100 ms update.
|
||||
- Post-tick canonical hashes exclude persistence timestamps and local
|
||||
presentation state. A mismatch is diagnosed but not automatically repaired.
|
||||
|
||||
No wall-clock timestamp participates in simulation. `steady_clock` paces the
|
||||
server and local render accumulator only, so different machine clocks do not
|
||||
affect command placement or state. The current missing-packet policy is to stall;
|
||||
there is no prediction or rollback.
|
||||
|
||||
Current boundaries remain:
|
||||
|
||||
- client intent is limited to `SetCharacterDestinationCommand`,
|
||||
`SetCharacterTargetCommand`, `ClearCharacterAttackTargetCommand`, and
|
||||
`TryCharacterAttackComboCommand`; server presence changes use
|
||||
`SetCharacterEnabledCommand` in tick bundles;
|
||||
- player characters must already exist in the initial state and campaign slot
|
||||
list; dynamic spawning and reconnect history are not implemented;
|
||||
- authentication and automatic checkpoint resynchronization are absent;
|
||||
- multiplayer Lua/dialogue shared behavior is unsupported;
|
||||
- deterministic compatibility targets identical executable and content builds.
|
||||
Floating-point simulation is not guaranteed bit-identical across platforms.
|
||||
|
||||
## Platform Build Integration
|
||||
|
||||
The new state and server files are registered in:
|
||||
|
||||
- `proj-windows/CMakeLists.txt`
|
||||
- `proj-linux/CMakeLists.txt`
|
||||
- `proj-web/CMakeLists.txt`
|
||||
- `proj-android/app/jni/src/CMakeLists.txt`
|
||||
|
||||
The refactor uses portable C++17 and introduces no Windows-only gameplay code.
|
||||
|
||||
The standalone target lives under `server/`. It links the authoritative state,
|
||||
campaign, content-definition, and portable resource sources only; SDL, OpenGL,
|
||||
audio, Lua, dialogue presentation, and rendering sources are absent. It can prepare
|
||||
a selected campaign/location with zero players. The Windows server adds
|
||||
Boost.Beast transport and runs a fixed 100 ms lockstep loop; other platforms
|
||||
continue to compile the portable state core without that transport.
|
||||
|
||||
The Windows Debug target was verified with:
|
||||
|
||||
```powershell
|
||||
cmake --build proj-windows/build --config Debug --target ShadowOverBishkekDemo -- /m
|
||||
```
|
||||
|
||||
## Important Constraints
|
||||
|
||||
- Runtime C++ callbacks are not part of `CharacterState` or public snapshots;
|
||||
serializable Lua arrival function names are state data.
|
||||
- `InteractiveObjectState` animation callbacks are also removed from public snapshots.
|
||||
- Character target and attacker references use stable IDs (`"player"` or a unique
|
||||
location-local NPC ID).
|
||||
- Some top-level values remain mirrors for compatibility, notably player health used by the HUD and scripts.
|
||||
- Dialogue and Lua are synchronized as auxiliary location state rather than fully networked subsystems.
|
||||
- `IGameServerLifecycle` is the graphics-free campaign/location administration
|
||||
boundary. `LocalGameServerHost` adds client-only runtime construction and
|
||||
auxiliary-state synchronization without making `Game` a server friend.
|
||||
- Empty player maps are valid. Player-specific interactions remain inactive until
|
||||
a player entity is added.
|
||||
- Pathfinding uses integer cardinal/diagonal costs and compares priority,
|
||||
accumulated cost, then cell index.
|
||||
- Gameplay randomness must be seeded and serialized; the `random_device` battle
|
||||
bot is disabled for multiplayer sessions.
|
||||
- A lockstep compatibility fingerprint must match before the client accepts the
|
||||
initial state.
|
||||
|
||||
### Dynamic Navigation Occupancy
|
||||
|
||||
`LocationGameState` is the authoritative boundary for character-aware planning.
|
||||
It collects enabled, living, stationary players and NPCs in stable ID order and
|
||||
passes their positions and collision radii to `LocationNetworkState` and
|
||||
`PathFinder`. The requester is excluded; moving characters are transparent to
|
||||
planning. “Moving” here means actual previous-tick displacement
|
||||
(`movedLastTick`), not merely owning an active path, so visually stalled
|
||||
characters remain planning obstacles. Route planning uses full avoidance radii;
|
||||
the movement guard uses smaller contact radii.
|
||||
|
||||
Every character movement step is guarded against stable-ID-ordered reservations
|
||||
initialized from tick-start geometry. Accepted steps update their reservation
|
||||
before later characters advance, preventing two movers from ending a tick
|
||||
overlapped. Blocked/retry counters, cooldown sequence/cursor, and blocker ID are
|
||||
serialized character state. Head-on players and bots cancel their commands;
|
||||
NPCs retain their targets and consume the next deterministic, ID-shuffled
|
||||
cooldown before replanning. Static navigation topology changes route through
|
||||
the same centralized replanning path.
|
||||
|
||||
## Main Files
|
||||
|
||||
- `src/GameState.h` / `src/GameState.cpp` — aggregate state and top-level persistence.
|
||||
- `src/LocationState.h` / `src/LocationState.cpp` — separate local camera and authoritative network location records, plus single-player persistence composition.
|
||||
- `src/LocationGameState.h` / `src/LocationGameState.cpp` — authoritative typed location state, simulation, and ID-keyed persistence.
|
||||
- `src/content/LocationDefinition.h` / `.cpp` — renderer-free content definitions,
|
||||
parsing, and animation metadata loading.
|
||||
- `src/game_server/IGameServer.h` — public snapshot and command contract.
|
||||
- `src/game_server/IGameServerLifecycle.h` — graphics-free campaign/location lifecycle.
|
||||
- `src/game_server/InternalGameServer.h` / `.cpp` — in-process authoritative implementation.
|
||||
- `src/game_server/LocalGameServerHost.h` / `.cpp` — graphical-client runtime adapter.
|
||||
- `src/game_server/NetworkProtocol.h` / `.cpp` — protocol-v2 messages,
|
||||
lockstep timeline, validation, and canonical hashes.
|
||||
- `src/game_server/WebsocketGameServer.h` / `.cpp` and
|
||||
`WebsocketGameClient.h` / `.cpp` — slot assignment, input scheduling, tick
|
||||
broadcasting, buffering, and replica advancement.
|
||||
- `src/Game.h` / `src/Game.cpp` — application host, campaign lifecycle, and runtime wiring.
|
||||
- `src/Location.h` / `src/Location.cpp` — loaded location runtime, command routing,
|
||||
interactions, scripts, and presentation-event consumption.
|
||||
- `src/Character.h` / `src/Character.cpp` — passive character presentation resolving
|
||||
immutable `CharacterState` snapshots by stable ID.
|
||||
- `src/CharacterState.h` / `src/CharacterState.cpp` — deterministic character
|
||||
simulation, navigation operations, combat state, and logical animation clock.
|
||||
- `src/items/InteractiveObject.h` / `.cpp` — visual object runtime bound to central object state.
|
||||
- `src/items/GameObjectLoader.h` / `.cpp` — presentation builders for prepared definitions.
|
||||
- `src/MenuManager.h` / `src/MenuManager.cpp` — snapshot-driven UI and command submission.
|
||||
+98
-62
@@ -13,7 +13,7 @@ This document describes the grid-based pathfinding used for the player and all N
|
||||
5. [Approaching Unreachable Destinations](#5-approaching-unreachable-destinations)
|
||||
6. [Dynamic Obstacles](#6-dynamic-obstacles)
|
||||
7. [Path Following](#7-path-following)
|
||||
8. [Character Collision Resolution](#8-character-collision-resolution)
|
||||
8. [Character Movement Guard](#8-character-movement-guard)
|
||||
9. [Dynamic Replanning](#9-dynamic-replanning)
|
||||
10. [Key Constants Reference](#10-key-constants-reference)
|
||||
|
||||
@@ -103,9 +103,11 @@ Navigation areas can be toggled at runtime via `PathFinder::setAreaAvailable()`,
|
||||
|
||||
**Neighbor connectivity:** 8-directional (cardinal + diagonal). Diagonal moves are blocked if either of the two adjacent cardinal cells is unwalkable (no corner-cutting).
|
||||
|
||||
**Step costs:** `1.0` for cardinal, `√2 ≈ 1.414` for diagonal.
|
||||
**Step costs:** integer `10` for cardinal and `14` for diagonal.
|
||||
|
||||
**Heuristic:** Euclidean distance in cell units to the end cell.
|
||||
**Heuristic:** octile distance using the same `10`/`14` scale. Queue entries
|
||||
compare priority, accumulated cost, then linear cell index; stale entries are
|
||||
rejected. This avoids floating-point route-order differences.
|
||||
|
||||
**Start/end snapping:** If the exact cell for `start` or `end` is not walkable, `findNearestWalkableCell` expands a square ring outward (up to radius 8 m) to find the nearest walkable cell. This makes clicking slightly outside the nav mesh still produce a valid path.
|
||||
|
||||
@@ -130,7 +132,9 @@ while anchor is not the last cell:
|
||||
anchor = next
|
||||
```
|
||||
|
||||
Line-of-sight is checked by stepping along the segment in increments of `cellSize / 2` and verifying that each sampled cell is walkable. The result is a minimal set of waypoints connected by straight, obstacle-free segments.
|
||||
Line-of-sight uses deterministic integer grid traversal and applies the same
|
||||
no-corner-cutting rule as A*. The result is a minimal set of waypoints connected
|
||||
by straight, obstacle-free segments.
|
||||
|
||||
---
|
||||
|
||||
@@ -138,22 +142,20 @@ Line-of-sight is checked by stepping along the segment in increments of `cellSiz
|
||||
|
||||
When a player clicks on a point in a disconnected region (e.g., across a thin wall), the original `findPath` returns an empty path and the character does not move. This is surprising — a click on a solid wall sensibly moves the character to the nearest reachable point, but a click into an inaccessible room does nothing.
|
||||
|
||||
**`findPathToNearest`** fixes this with a three-step cascade:
|
||||
**`findPathToNearest`** runs one A\* search against the requested static and
|
||||
dynamic occupancy. If the destination is unreachable, the same search returns
|
||||
the reachable cell geometrically closest to it. It never retries without
|
||||
dynamic obstacles.
|
||||
|
||||
1. Try `findPath` with dynamic obstacles (stationary characters are avoided).
|
||||
2. If empty, retry `findPath` without dynamic obstacles (an NPC blocking a doorway is ignored).
|
||||
3. If still empty (destination genuinely unreachable), run **nearest-reachable A\***.
|
||||
|
||||
**Nearest-reachable A\***, implemented in `findNearestReachableImpl`:
|
||||
|
||||
- Runs the identical A\* loop against the static walkable grid.
|
||||
- While processing cells, tracks `bestIndex` — the already-visited cell with the smallest Euclidean distance (in cell units) to the end cell.
|
||||
- While processing cells, it tracks `bestIndex` — the visited cell with the
|
||||
smallest squared grid distance to the end cell. Equal distances use the
|
||||
lower linear cell index.
|
||||
- If A\* exhausts all reachable space without finding `end`, it reconstructs and returns a path to `bestIndex`.
|
||||
- If `bestIndex` is still the start cell (character is completely isolated), an empty path is returned and the character stays put.
|
||||
|
||||
The net effect: clicking anywhere in the world always moves the character as close as possible to the target, matching the behaviour of clicking on a solid wall.
|
||||
|
||||
`findPathToNearest` replaces the direct `findPath` call in `Location::setupNavigation`'s path planner lambda, so it applies equally to the player and all NPCs.
|
||||
`LocationGameState` applies this behavior to players and NPCs.
|
||||
|
||||
---
|
||||
|
||||
@@ -163,7 +165,10 @@ When a path is planned, other characters can temporarily mark cells as blocked t
|
||||
|
||||
**How it works:**
|
||||
|
||||
In `Location::setupNavigation`, every character is given a `PathPlanner` closure. Before calling `findPath`, the closure builds a list of `PathFinder::DynamicObstacle` entries (position + radius) representing nearby characters. `findPath` copies the static walkable grid, stamps zeros in circles around each obstacle, then runs A\* on the modified copy. The static grid is never mutated.
|
||||
`LocationGameState::collectPathObstacles` creates a stable-ID-sorted snapshot
|
||||
from authoritative players and NPCs. `PathFinder` stamps circles into a
|
||||
generation-tagged overlay and reuses A\* buffers; it does not copy or mutate the
|
||||
static walkability grid per query.
|
||||
|
||||
**Which characters become obstacles:**
|
||||
|
||||
@@ -171,74 +176,101 @@ A character is added as a dynamic obstacle only when **all** of these are true:
|
||||
|
||||
- It is not the character currently planning the path (`self`).
|
||||
- It is alive and enabled.
|
||||
- **It is not moving** — a moving character is transparent to pathfinding, so it does not block narrow corridors that it is actively passing through.
|
||||
- Its position lies within `kDynamicObstacleInfluenceDist = 6 m` of the direct line segment from `start` to `end` (distant characters do not affect the search).
|
||||
- It did not physically move during the previous simulation tick, unless it
|
||||
just blocked this requester and is promoted for a forced replan. An active
|
||||
path alone does not make a stalled character transparent.
|
||||
|
||||
**Obstacle radius:** `character.collisionRadius × 0.6`. Using 60 % of the physical collision radius makes path planning less conservative; physical separation at full radius is still enforced by collision resolution (§8).
|
||||
|
||||
**Fallback when dynamic obstacles block the only path:**
|
||||
|
||||
If step 1 of `findPathToNearest` (with dynamic obstacles) returns empty, step 2 retries without any dynamic obstacles. This handles the common case of an NPC standing in a doorway: the player paths through the NPC's position, and the nudge logic (§8) pushes the NPC aside as the player passes.
|
||||
**Obstacle radius:** the character's full `collisionRadius`, inflated by the
|
||||
navigation map's `agentRadius` and one cell half-diagonal for conservative
|
||||
rasterization. There is no obstacle-dropping fallback; an occupied destination
|
||||
resolves to a nearby reachable cell.
|
||||
|
||||
---
|
||||
|
||||
## 7. Path Following
|
||||
|
||||
`Character::setTarget(destination, onArrived)` sets a new walk target. It calls the path planner to generate a waypoint list. The result is stored in `pathWaypoints`; the final destination is also stored in `walkTarget` and `requestedWalkTarget`.
|
||||
`CharacterState::setTarget(destination, onArrived)` sets a new walk target. It
|
||||
calls the centralized location planner to generate a waypoint list. The result
|
||||
is stored in `pathWaypoints`; the reachable endpoint is stored in `walkTarget`
|
||||
and the original command destination in `requestedWalkTarget`.
|
||||
|
||||
Each frame in `Character::update`:
|
||||
Each fixed simulation tick in `CharacterState::update`:
|
||||
|
||||
1. **Active target** — if `pathWaypoints` is non-empty, the character moves toward `pathWaypoints[currentWaypointIndex]`; otherwise it moves toward `walkTarget`.
|
||||
2. **Movement** — the character advances along the XZ direction at `walkSpeed` m/s and rotates smoothly toward the movement direction at `rotationSpeed` rad/s.
|
||||
3. **Waypoint advance** — when the character is within `WALK_THRESHOLD = 0.05 m` of the current waypoint, it advances to the next one. When the last waypoint is reached, `pathWaypoints` is cleared and the optional `onArrived` callback is fired.
|
||||
4. **State machine** — the animation state switches between `STAND` and `WALK` based on whether the character is moving.
|
||||
|
||||
`Character::isMoving()` returns `true` if `pathWaypoints` is non-empty or the distance to `walkTarget` exceeds `WALK_THRESHOLD`. This is used by dynamic obstacle filtering and collision nudging.
|
||||
`CharacterState::isMoving()` reports whether navigation remains active.
|
||||
`movedLastTick` separately records actual displacement and controls dynamic
|
||||
obstacle filtering.
|
||||
|
||||
**Stopping in place:** `Character::stopInPlace()` sets `walkTarget` and `requestedWalkTarget` to the current position and clears `pathWaypoints`. It is called when an external force (collision resolution) displaces a stationary player so that the player does not walk back to their previous target position.
|
||||
**Stopping in place:** `CharacterState::stopInPlace()` sets `walkTarget` and
|
||||
`requestedWalkTarget` to the current position, clears the path and callback, and
|
||||
resets blockage state. It is used to cancel player/bot movement after a
|
||||
persistent contact and by other explicit stop actions.
|
||||
|
||||
---
|
||||
|
||||
## 8. Character Collision Resolution
|
||||
## 8. Character Movement Guard
|
||||
|
||||
Pathfinding alone does not prevent two characters from occupying the same space — it only steers paths around stationary characters. Physical separation is handled separately each frame by `Location::resolveCharacterCollisions`.
|
||||
Pathfinding steers around stationary characters. A second authoritative guard
|
||||
checks each proposed movement segment against stable-ID-ordered reservations
|
||||
initialized from tick-start circles. An accepted step updates that character's
|
||||
reservation before later characters advance. A step that approaches or sweeps
|
||||
through another circle is rejected rather than pushing either character.
|
||||
|
||||
**Algorithm** (3 iterations per frame):
|
||||
Characters that moved during the previous tick are transparent during planning
|
||||
but remain solid to the movement guard. Planning uses the full
|
||||
`collisionRadius` (default 0.45 m); contact checks use the smaller
|
||||
`movementContactRadius` (default 0.32 m). NPC JSON can override these as
|
||||
`navigationAvoidanceRadius` and `movementContactRadius`. This tolerance avoids
|
||||
false bumps from grid discretization while still preventing stacking.
|
||||
|
||||
For every pair `(A, B)` of living, enabled characters:
|
||||
|
||||
1. Compute the overlap: `penetration = (collisionRadius_A + collisionRadius_B) - distance(A, B)`.
|
||||
2. If `penetration > 0`, compute a push direction (A-to-B normal) and a push magnitude of `penetration / 2` per character.
|
||||
3. Compute candidate new positions `newA` and `newB`.
|
||||
4. Validate against the navigation grid (`PathFinder::isWalkable`). If a pushed position is unwalkable, only the other character is moved.
|
||||
5. **Player stays put:** if the player was not moving (`!isMoving()`) before the push, `stopInPlace()` is called after the push so the player does not walk back to the old target.
|
||||
6. **NPC yielding:** if one character was moving and the other was standing, `nudgeCharacterAside` is called on the standing character.
|
||||
|
||||
**`nudgeCharacterAside(standing, awayFrom)`:**
|
||||
|
||||
Gives the standing NPC a short walk target so it steps out of the way:
|
||||
|
||||
1. Compute the direction from `awayFrom` to the NPC's current position.
|
||||
2. Try four candidate targets at distance `1.2 m` in directions: straight away, +90°, −90°, 180°.
|
||||
3. Use the first candidate that is walkable (per `PathFinder::isWalkable`).
|
||||
4. Call `standing->setTarget(candidate)` — the NPC takes a small step aside, then stands at the new spot.
|
||||
5. The player is never nudged; combat NPCs can be nudged, but their attack AI immediately overrides the yield target on the next tick.
|
||||
When moving characters remain blocked head-on or while crossing for three
|
||||
ticks, both stop. Player and bot destinations are cancelled; the user or bot
|
||||
may issue another command. NPCs retain `requestedWalkTarget` and retry later.
|
||||
Characters following in the same direction simply wait for spacing and do not
|
||||
accumulate stuck ticks. A rejected movement step uses the standing animation.
|
||||
|
||||
---
|
||||
|
||||
## 9. Dynamic Replanning
|
||||
|
||||
When characters move they can displace each other or enter each other's planned paths. `Location::updateDynamicReplans` handles this:
|
||||
Rejected non-following movement increments serialized `movementBlockedTicks`.
|
||||
After three blocked ticks an NPC stops and schedules a retry. When its cooldown
|
||||
expires, `InternalGameServer` promotes the blocker to a hard obstacle and
|
||||
replans to `requestedWalkTarget`.
|
||||
|
||||
**Every frame:**
|
||||
Each NPC has `navigationRetryCooldownTicks`, normally ten distinct values.
|
||||
`LocationDefinition` deterministically shuffles the sequence from the stable NPC
|
||||
ID, and every retry consumes the next value. The sequence and cursor are
|
||||
serialized, preventing synchronized retry loops while preserving lockstep.
|
||||
NPC JSON can override it with `navigationRetryCooldownTicks` or
|
||||
`navigationRetryCooldownMs`.
|
||||
|
||||
1. Measure how much each character moved since the last frame. Characters that moved more than `kMovedEps = 0.05 m` are collected as **movers**.
|
||||
2. For each mover, find other characters that are currently walking. If the mover's position is within `kReplanTriggerDist = 1.8 m` of the segment `[walker.position → walker.nextWaypoint]`, trigger a replan for the walker via `forceReplan()`.
|
||||
3. A per-character cooldown of `kReplanCooldownMs = 500 ms` prevents the same character from replanning more often than twice per second.
|
||||
Example NPC tuning:
|
||||
|
||||
**`Character::forceReplan()`** re-runs the path planner from the character's current position to its stored `requestedWalkTarget`, updating `pathWaypoints` in place. If the replanned path is empty, the character stops at its current position.
|
||||
```json
|
||||
{
|
||||
"navigationAvoidanceRadius": 0.45,
|
||||
"movementContactRadius": 0.32,
|
||||
"navigationRetryCooldownMs": [
|
||||
200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
The relatively generous trigger distance (1.8 m vs the old 1.1 m) and cooldown (500 ms vs 300 ms) prevent micro-jitter: small position corrections from collision resolution no longer spam replanning events.
|
||||
The configured values are clamped to positive tick counts and shuffled
|
||||
deterministically per NPC ID. Supplying different ten-value sets gives explicit
|
||||
control for unusually dense locations.
|
||||
|
||||
Navigation map switches, area availability changes, and added static obstacle
|
||||
polygons also force centralized replanning.
|
||||
|
||||
Opposing traffic in a one-character-wide corridor can wait until one route or
|
||||
blocker changes; this policy intentionally does not implement space-time
|
||||
cooperative reservations.
|
||||
|
||||
---
|
||||
|
||||
@@ -249,12 +281,16 @@ The relatively generous trigger distance (1.8 m vs the old 1.1 m) and cooldown (
|
||||
| `cellSize` | `PathFinder` config | 0.4 m | Grid cell size |
|
||||
| `agentRadius` | `PathFinder` config | 0.45 m | Character half-width for grid erosion |
|
||||
| `objectPadding` | `PathFinder` config | 0.25 m | Extra clearance around obstacles |
|
||||
| `WALK_THRESHOLD` | `Character.h` | 0.05 m | Distance below which a waypoint is considered reached |
|
||||
| `TARGET_REPLAN_THRESHOLD` | `Character.h` | 0.25 m | Deduplication threshold in `setTarget` |
|
||||
| `kDynamicObstacleInfluenceDist` | `Location.cpp` | 6.0 m | Max distance from path for a character to become an obstacle |
|
||||
| `kDynamicObstacleRadiusFraction` | `Location.cpp` | 0.6× | Fraction of collision radius used for dynamic obstacle footprint |
|
||||
| `kNudgeDist` | `Location.cpp` | 1.2 m | Distance an NPC steps aside when yielding |
|
||||
| `kReplanTriggerDist` | `Location.cpp` | 1.8 m | Mover must be this close to a walker's path to trigger replan |
|
||||
| `kReplanCooldownMs` | `Location.cpp` | 500 ms | Minimum interval between replans for any one character |
|
||||
| `movementContactRadius` | `CharacterState` / NPC config | 0.32 m | Smaller movement-guard radius |
|
||||
| `kWalkThreshold` | `CharacterState.h` | 0.05 m | Distance below which a waypoint is considered reached |
|
||||
| `TARGET_REPLAN_THRESHOLD` | `CharacterState.cpp` | 0.25 m | Deduplication threshold in `setTarget` |
|
||||
| `BLOCKED_REPLAN_TICKS` | `CharacterState.cpp` | 3 ticks | Blocked steps before stopping |
|
||||
| default retry sequence | `CharacterState.cpp` | 2–11 ticks | Ten ID-shuffled NPC retry cooldowns |
|
||||
| `NPC_TALK_DISTANCE` | `Location.cpp` | 1.35 m | Distance at which walking-to-NPC interaction fires |
|
||||
| `kIterations` (collision) | `Location.cpp` | 3 | Push-apart iterations per frame |
|
||||
|
||||
### Reference benchmark
|
||||
|
||||
`GameServerPathFinderTests --benchmark` is non-gating. On the development
|
||||
Windows Release build with an 80×80 grid, the current implementation completed
|
||||
100 obstacle-aware queries in 15 ms and 1000 queries in 176 ms. Treat these as
|
||||
comparative measurements rather than cross-machine budgets.
|
||||
@@ -0,0 +1,213 @@
|
||||
# WebSocket Deterministic Lockstep Networking
|
||||
|
||||
## Scope
|
||||
|
||||
The Windows WebSocket transport uses Boost.Asio and Boost.Beast to run a
|
||||
server-sequenced deterministic lockstep simulation. A client receives one
|
||||
authoritative state at a completed tick boundary. After that, the server sends
|
||||
only numbered tick messages containing ordered destination, combat-intent,
|
||||
and presence commands (or an empty command list).
|
||||
|
||||
Client intent is intentionally limited to
|
||||
`SetCharacterDestinationCommand`, `SetCharacterTargetCommand`,
|
||||
`ClearCharacterAttackTargetCommand`, and
|
||||
`TryCharacterAttackComboCommand`.
|
||||
The server also sends `SetCharacterEnabledCommand` in tick bundles when a
|
||||
configured player slot connects or disconnects.
|
||||
|
||||
## Runtime Architecture
|
||||
|
||||
### Server
|
||||
|
||||
`WebsocketGameServer` wraps the headless `InternalGameServer`.
|
||||
|
||||
- The simulation tick is fixed at 100 ms.
|
||||
- Each accepted connection is assigned the first free character ID from the
|
||||
campaign's `networkPlayerSlots`; the connection is rejected when all slots
|
||||
are occupied.
|
||||
- Player slots start disabled. The server consumes and broadcasts an enabled
|
||||
command on the next tick for each connection and disconnection, including to
|
||||
the newly connected client.
|
||||
- The initial message contains the state, completed snapshot tick, assigned
|
||||
player ID, tick duration, two-tick input delay, and compatibility fingerprint.
|
||||
- Destination and character-action inputs cross from the Asio thread through a
|
||||
queue. The simulation thread validates client sequence numbers, replaces
|
||||
client identity with the assigned slot, and schedules commands two ticks in
|
||||
the future.
|
||||
- Every tick is broadcast, including ticks with no commands. No periodic state
|
||||
snapshots are sent.
|
||||
|
||||
### Client
|
||||
|
||||
`WebsocketGameClient` implements `IGameServer`.
|
||||
|
||||
- It connects asynchronously to a `ws://` or `wss://` endpoint (`WebsocketEndpoint::parse`).
|
||||
- Received messages are queued by the network thread and applied on the game
|
||||
thread from `update()`.
|
||||
- It maintains an internal `InternalGameServer` replica so existing snapshot
|
||||
consumers and transitional runtime-state bindings continue to work.
|
||||
- Camera orientation lives in host-owned `LocationLocalState`, so incoming
|
||||
authoritative snapshots cannot overwrite camera movement.
|
||||
- `submit()` serializes destination and tagged character-action intent. Other
|
||||
command variants remain local no-ops for a remote connection.
|
||||
- Tick bundles are buffered by ID. The replica advances only while the next
|
||||
contiguous tick is available, applying its commands before one exact 100 ms
|
||||
simulation step.
|
||||
- Completed simulation events are passed to the runtime `Location` for
|
||||
presentation, and ordinary server events are drainable through `IGameServer`.
|
||||
- Client-side save and load calls are ignored because persistence remains
|
||||
server-side.
|
||||
|
||||
`RemoteGameServerHost` prepares local presentation resources and runtime
|
||||
locations against the replica and presents completed-tick events. It never
|
||||
advances simulation from a render-frame delta.
|
||||
|
||||
## Campaign Routing
|
||||
|
||||
The graphical game uses stable router objects for `IGameServer` and
|
||||
`IGameServerHost`, allowing existing UI and runtime references to remain valid.
|
||||
|
||||
When `NETWORK` is defined:
|
||||
|
||||
- `battle_zone_multiplayer` uses `WebsocketGameClient` and `RemoteGameServerHost`.
|
||||
- `main`, `battle_zone`, and every other campaign use `InternalGameServer` and
|
||||
`LocalGameServerHost`.
|
||||
|
||||
The WebSocket client is created only when `battle_zone_multiplayer` is selected
|
||||
and is destroyed when that campaign is unloaded. The single-player and
|
||||
multiplayer Battle Zone entries share location content but use separate
|
||||
start-state files. At startup, the standalone server loads the multiplayer
|
||||
start state; each remote client restores the received authoritative state and
|
||||
its own local presentation state. The multiplayer campaign currently declares the
|
||||
pre-existing `player` and `player2` state entries as connection
|
||||
slots; the random test-bot controller is disabled.
|
||||
The campaign's `networkCompatibility` token is the fingerprint (currently
|
||||
`battle-zone-lockstep-v5`); release builds must bump it whenever deterministic
|
||||
content changes.
|
||||
|
||||
If DNS resolution, TCP connection, the WebSocket handshake, or the active socket
|
||||
fails, the client unloads the remote campaign and returns to the campaign
|
||||
selection screen.
|
||||
|
||||
## JSON Protocol v2
|
||||
|
||||
Every message uses a versioned JSON envelope:
|
||||
|
||||
```json
|
||||
{
|
||||
"protocolVersion": 2,
|
||||
"type": "tick",
|
||||
"payload": {
|
||||
"tickId": 81,
|
||||
"commands": [],
|
||||
"stateHash": "0123456789abcdef"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Message types are:
|
||||
|
||||
- `initial_state` (server to client): one state snapshot and lockstep metadata;
|
||||
- `destination_input` (client to server): monotonic client sequence and a
|
||||
centimetre-normalized finite target;
|
||||
- `character_action` (client to server): monotonic client sequence, an action
|
||||
tag (`set_target`, `clear_attack_target`, or `try_attack_combo`), and a
|
||||
target ID for `set_target`;
|
||||
- `tick` (server to client): tick ID, globally sequenced destination,
|
||||
character-action, and character-presence commands, and post-tick diagnostic
|
||||
state hash;
|
||||
- `error` (server to client): invalid input, incompatibility, or full server.
|
||||
|
||||
Protocol v1 is not compatible. Malformed payloads, non-finite or out-of-range
|
||||
coordinates, duplicate client sequences, empty action IDs, and unsupported
|
||||
commands cannot enter the authoritative command stream. The server derives the
|
||||
location and player character from the assigned connection slot; clients cannot
|
||||
use these actions to control another player or an NPC.
|
||||
|
||||
WebSocket ordering is not used as simulation time. Integer tick IDs are the
|
||||
only authoritative clock. The server uses `steady_clock` only to pace its loop,
|
||||
and clients may have different wall clocks without affecting the result. A
|
||||
client stalls on a missing tick instead of predicting or rolling back.
|
||||
|
||||
Single-player persistence remains a separate envelope combining authoritative
|
||||
and client-local state. `savedAt`, camera state, and presentation objects are
|
||||
excluded from the diagnostic deterministic hash.
|
||||
|
||||
## Build Configuration
|
||||
|
||||
Networking is enabled for Windows and the Emscripten web client:
|
||||
|
||||
- `proj-windows/CMakeLists.txt` defines `NETWORK`, compiles the WebSocket client
|
||||
and remote host, and links `ws2_32` and `mswsock`.
|
||||
- `server/CMakeLists.txt` defines `NETWORK` for the Windows `GameServer`, compiles
|
||||
the WebSocket server, and links the Windows socket libraries.
|
||||
- `proj-web/CMakeLists.txt` defines `NETWORK`, compiles the shared protocol,
|
||||
replica, and remote-host code, and links Emscripten's `websocket.js` library.
|
||||
`WebsocketGameClient.cpp` selects the browser WebSocket API on Emscripten; it
|
||||
does not use Boost.Asio or Boost.Beast there.
|
||||
- `wss://` (TLS) is supported by the Windows client only. `proj-windows` also defines
|
||||
`NETWORK_TLS` and links static OpenSSL 3.4.1, which CMake downloads and builds
|
||||
automatically at configure time (`cmake/ThirdParty.cmake`, section 12) using a
|
||||
downloaded portable Strawberry Perl and the nmake from the installed Visual Studio
|
||||
(located through `vswhere`). Builds go to `thirdparty/openssl-3.4.1/install-Debug`
|
||||
and `install-Release`; later configures skip them. `NETWORK_TLS` unset (server tests)
|
||||
means `wss://` endpoints fail with a logged error.
|
||||
- Linux and Android builds do not define `NETWORK` and do not compile the
|
||||
network transport.
|
||||
|
||||
## Running
|
||||
|
||||
Build the server:
|
||||
|
||||
```powershell
|
||||
cmake -S server -B server/build
|
||||
cmake --build server/build --config Debug --target GameServer
|
||||
```
|
||||
|
||||
Run it from the repository root:
|
||||
|
||||
```powershell
|
||||
.\server\build\Debug\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
|
||||
```
|
||||
|
||||
The listener defaults to `0.0.0.0:8080`. It can be changed with:
|
||||
|
||||
```text
|
||||
--address IP
|
||||
--port N
|
||||
```
|
||||
|
||||
Launch the Windows game and select `battle_zone_multiplayer`. The client connects to
|
||||
`127.0.0.1:8080`. Selecting another campaign continues to use the local server.
|
||||
|
||||
## Verification
|
||||
|
||||
CTest covers protocol-v2 round trips and validation, input-delay ordering,
|
||||
fixed-tick replica behavior, campaign slot metadata, initial connection and
|
||||
slot assignment, connection/disconnection presence propagation, destination
|
||||
submission, and contiguous tick consumption.
|
||||
|
||||
## Current Limitations
|
||||
|
||||
- Paths are calculated independently on every lockstep participant from the
|
||||
same ordered commands and tick-start occupancy. Integer A* costs, stable
|
||||
character IDs, serialized previous-tick movement and blocked/retry state, and deterministic
|
||||
nearest-reachable ties keep route selection aligned.
|
||||
- Moving characters are omitted from A* but remain solid to the authoritative
|
||||
movement guard. After three blocked ticks, players/bots cancel movement while
|
||||
NPCs stop and consume the next serialized cooldown from their deterministic
|
||||
retry sequence before replanning around the blocker.
|
||||
- Opposing traffic can wait in a one-character-wide corridor because the
|
||||
current policy does not reserve future space-time cells.
|
||||
- Only preconfigured player slots can connect; dynamic join/spawn commands are
|
||||
not implemented.
|
||||
- There is no authentication or reconnect/replay history.
|
||||
- A hash mismatch is logged but does not yet trigger checkpoint resynchronization.
|
||||
- The endpoint is hardcoded in the graphical client (`kMultiplayerServerUrl` in
|
||||
`Game.cpp`, currently `wss://api.shadowoverbishkek.com/server001/`).
|
||||
- TLS certificate or hostname problems are logged but deliberately do not abort the
|
||||
connection. `GameServer` itself has no TLS; it must sit behind a TLS-terminating proxy.
|
||||
- Multiplayer Lua and dialogue behavior remains unsupported.
|
||||
- Determinism is supported for identical executable/content builds. The
|
||||
floating-point simulation is not guaranteed bit-identical across platforms
|
||||
or compilers.
|
||||
@@ -56,3 +56,30 @@ check_and_download("https://github.com/ThePhD/sol2/archive/refs/tags/v3.3.0.zip"
|
||||
|
||||
# 11) SDL2_mixer
|
||||
check_and_download("https://github.com/libsdl-org/SDL_mixer/archive/refs/tags/release-2.8.0.zip" "SDL_mixer-release-2.8.0.zip" "SDL_mixer-release-2.8.0" "CMakeLists.txt")
|
||||
|
||||
# 12) OpenSSL (TLS for wss://) and a native Windows Perl needed to build it
|
||||
if(WIN32)
|
||||
check_and_download("https://github.com/openssl/openssl/releases/download/openssl-3.4.1/openssl-3.4.1.tar.gz" "openssl-3.4.1.tar.gz" "openssl-3.4.1" "Configure")
|
||||
|
||||
# Strawberry Perl portable. The zip has no top-level folder, so it is
|
||||
# extracted into its own directory. (Git's MSYS perl cannot build OpenSSL.)
|
||||
set(STRAWBERRY_PERL_DIR "${THIRDPARTY_DIR}/strawberry-perl")
|
||||
set(STRAWBERRY_PERL_ARCHIVE "${THIRDPARTY_DIR}/strawberry-perl-5.42.3.1-64bit-portable.zip")
|
||||
if(NOT EXISTS "${STRAWBERRY_PERL_DIR}/perl/bin/perl.exe")
|
||||
if(NOT EXISTS "${STRAWBERRY_PERL_ARCHIVE}")
|
||||
message(STATUS "Downloading Strawberry Perl...")
|
||||
file(DOWNLOAD
|
||||
"https://github.com/StrawberryPerl/Perl-Dist-Strawberry/releases/download/SP_54231_64bit/strawberry-perl-5.42.3.1-64bit-portable.zip"
|
||||
"${STRAWBERRY_PERL_ARCHIVE}" SHOW_PROGRESS)
|
||||
endif()
|
||||
message(STATUS "Extracting Strawberry Perl...")
|
||||
file(MAKE_DIRECTORY "${STRAWBERRY_PERL_DIR}")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} -E tar xf "${STRAWBERRY_PERL_ARCHIVE}"
|
||||
WORKING_DIRECTORY "${STRAWBERRY_PERL_DIR}"
|
||||
)
|
||||
if(NOT EXISTS "${STRAWBERRY_PERL_DIR}/perl/bin/perl.exe")
|
||||
message(FATAL_ERROR "Strawberry Perl extraction failed")
|
||||
endif()
|
||||
endif()
|
||||
endif()
|
||||
+103
-1
@@ -725,4 +725,106 @@ set_target_properties(SDL2_mixer_external_lib PROPERTIES
|
||||
"$<IF:$<CONFIG:Debug>,${SDL2MIXER_BASE_DIR}-Debug/include,${SDL2MIXER_BASE_DIR}-Release/include>"
|
||||
INTERFACE_LINK_LIBRARIES
|
||||
"SDL2_external_lib"
|
||||
)
|
||||
)
|
||||
# ===========================================
|
||||
# 12) OpenSSL (3.4.1) - TLS for wss:// (Windows only, static libs)
|
||||
# ===========================================
|
||||
if(WIN32)
|
||||
set(OPENSSL_SRC_DIR "${THIRDPARTY_DIR}/openssl-3.4.1")
|
||||
set(OPENSSL_BASE_DIR "${OPENSSL_SRC_DIR}/install")
|
||||
|
||||
set(_have_openssl TRUE)
|
||||
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||
if(NOT EXISTS "${OPENSSL_BASE_DIR}-${cfg}/lib/libssl.lib" OR
|
||||
NOT EXISTS "${OPENSSL_BASE_DIR}-${cfg}/lib/libcrypto.lib")
|
||||
set(_have_openssl FALSE)
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
if(NOT _have_openssl)
|
||||
# Locate Visual Studio's vcvarsall.bat (provides cl, link, nmake).
|
||||
set(_vswhere "$ENV{ProgramFiles\(x86\)}/Microsoft Visual Studio/Installer/vswhere.exe")
|
||||
set(_vcvarsall "")
|
||||
if(EXISTS "${_vswhere}")
|
||||
execute_process(
|
||||
COMMAND "${_vswhere}" -latest -products * -property installationPath
|
||||
OUTPUT_VARIABLE _vs_path
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
if(_vs_path AND EXISTS "${_vs_path}/VC/Auxiliary/Build/vcvarsall.bat")
|
||||
set(_vcvarsall "${_vs_path}/VC/Auxiliary/Build/vcvarsall.bat")
|
||||
endif()
|
||||
endif()
|
||||
if(_vcvarsall STREQUAL "")
|
||||
message(FATAL_ERROR "Visual Studio (vcvarsall.bat) not found; it is required to build OpenSSL")
|
||||
endif()
|
||||
|
||||
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
set(_ossl_vc_arch x64)
|
||||
set(_ossl_target VC-WIN64A)
|
||||
else()
|
||||
set(_ossl_vc_arch x86)
|
||||
set(_ossl_target VC-WIN32)
|
||||
endif()
|
||||
|
||||
file(TO_NATIVE_PATH "${_vcvarsall}" _vcvarsall_native)
|
||||
file(TO_NATIVE_PATH "${STRAWBERRY_PERL_DIR}/perl/bin" _perl_bin_native)
|
||||
file(TO_NATIVE_PATH "${STRAWBERRY_PERL_DIR}/perl/site/bin" _perl_site_native)
|
||||
|
||||
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||
set(_ossl_build "${OPENSSL_SRC_DIR}/build-${cfg}")
|
||||
file(REMOVE_RECURSE "${_ossl_build}")
|
||||
file(MAKE_DIRECTORY "${_ossl_build}")
|
||||
file(TO_NATIVE_PATH "${_ossl_build}" _ossl_build_native)
|
||||
file(TO_NATIVE_PATH "${OPENSSL_SRC_DIR}/Configure" _ossl_configure_native)
|
||||
file(TO_NATIVE_PATH "${OPENSSL_BASE_DIR}-${cfg}" _ossl_prefix_native)
|
||||
|
||||
set(_ossl_cfg_flags "")
|
||||
if(cfg STREQUAL "Debug")
|
||||
# /MDd: link the dynamic debug CRT like the game (static libs default to /MTd)
|
||||
set(_ossl_cfg_flags "--debug /MDd")
|
||||
else()
|
||||
set(_ossl_cfg_flags "--release /MD")
|
||||
endif()
|
||||
|
||||
# A batch file avoids cmd.exe quoting problems.
|
||||
set(_ossl_bat "${_ossl_build}/build_openssl.bat")
|
||||
file(WRITE "${_ossl_bat}"
|
||||
"@echo off
|
||||
call \"${_vcvarsall_native}\" ${_ossl_vc_arch} || exit /b 1
|
||||
set \"PATH=${_perl_bin_native};${_perl_site_native};%PATH%\"
|
||||
set CL=/MP
|
||||
cd /d \"${_ossl_build_native}\" || exit /b 1
|
||||
perl \"${_ossl_configure_native}\" ${_ossl_target} no-shared no-asm no-tests no-docs ${_ossl_cfg_flags} --prefix=\"${_ossl_prefix_native}\" --openssldir=\"${_ossl_prefix_native}/ssl\" || exit /b 1
|
||||
nmake || exit /b 1
|
||||
nmake install_sw || exit /b 1
|
||||
")
|
||||
log("Building OpenSSL (${cfg}) - this takes several minutes ...")
|
||||
execute_process(
|
||||
COMMAND cmd /c "${_ossl_bat}"
|
||||
RESULT_VARIABLE _ossl_res
|
||||
)
|
||||
if(NOT _ossl_res EQUAL 0)
|
||||
message(FATAL_ERROR "OpenSSL build failed for ${cfg} (see output above)")
|
||||
endif()
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
add_library(openssl_crypto_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(openssl_crypto_external_lib PROPERTIES
|
||||
IMPORTED_LOCATION_DEBUG "${OPENSSL_BASE_DIR}-Debug/lib/libcrypto.lib"
|
||||
IMPORTED_LOCATION_RELEASE "${OPENSSL_BASE_DIR}-Release/lib/libcrypto.lib"
|
||||
INTERFACE_INCLUDE_DIRECTORIES
|
||||
"$<IF:$<CONFIG:Debug>,${OPENSSL_BASE_DIR}-Debug/include,${OPENSSL_BASE_DIR}-Release/include>"
|
||||
INTERFACE_LINK_LIBRARIES "ws2_32;crypt32;advapi32;user32;gdi32"
|
||||
)
|
||||
|
||||
add_library(openssl_ssl_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(openssl_ssl_external_lib PROPERTIES
|
||||
IMPORTED_LOCATION_DEBUG "${OPENSSL_BASE_DIR}-Debug/lib/libssl.lib"
|
||||
IMPORTED_LOCATION_RELEASE "${OPENSSL_BASE_DIR}-Release/lib/libssl.lib"
|
||||
INTERFACE_INCLUDE_DIRECTORIES
|
||||
"$<IF:$<CONFIG:Debug>,${OPENSSL_BASE_DIR}-Debug/include,${OPENSSL_BASE_DIR}-Release/include>"
|
||||
INTERFACE_LINK_LIBRARIES "openssl_crypto_external_lib"
|
||||
)
|
||||
endif()
|
||||
@@ -1,14 +1,15 @@
|
||||
--- a/include/sol/optional_implementation.hpp
|
||||
+++ b/include/sol/optional_implementation.hpp
|
||||
@@ -2189,7 +2189,10 @@
|
||||
template <class... Args>
|
||||
T& emplace(Args&&... args) noexcept {
|
||||
@@ -2191,8 +2191,10 @@ namespace sol {
|
||||
static_assert(std::is_constructible<T, Args&&...>::value, "T must be constructible with Args");
|
||||
|
||||
|
||||
*this = nullopt;
|
||||
- this->construct(std::forward<Args>(args)...);
|
||||
- return value();
|
||||
+ // Reference specialization stores a pointer; set it directly.
|
||||
+ // construct() only exists in the non-reference specialization.
|
||||
+ m_value = std::addressof(std::forward<Args>(args)...);
|
||||
+ return *m_value;
|
||||
}
|
||||
|
||||
/// Swaps this optional with the other.
|
||||
@@ -60,6 +60,8 @@ add_library(main SHARED
|
||||
../../../../src/Localization.h
|
||||
../../../../src/render/Renderer.cpp
|
||||
../../../../src/render/Renderer.h
|
||||
../../../../src/render/PathVisualization.cpp
|
||||
../../../../src/render/PathVisualization.h
|
||||
../../../../src/render/ShaderManager.cpp
|
||||
../../../../src/render/ShaderManager.h
|
||||
../../../../src/render/TextureManager.cpp
|
||||
@@ -94,6 +96,8 @@ add_library(main SHARED
|
||||
../../../../src/Location.cpp
|
||||
../../../../src/LocationState.h
|
||||
../../../../src/LocationState.cpp
|
||||
../../../../src/LocationGameState.h
|
||||
../../../../src/LocationGameState.cpp
|
||||
../../../../src/LocationEditor.h
|
||||
../../../../src/LocationEditor.cpp
|
||||
../../../../src/NpcCar.h
|
||||
@@ -102,6 +106,11 @@ add_library(main SHARED
|
||||
../../../../src/GameConstants.cpp
|
||||
../../../../src/GameState.h
|
||||
../../../../src/GameState.cpp
|
||||
../../../../src/content/LocationDefinition.cpp
|
||||
../../../../src/game_server/IGameServer.h
|
||||
../../../../src/game_server/InternalGameServer.h
|
||||
../../../../src/game_server/InternalGameServer.cpp
|
||||
../../../../src/game_server/LocalGameServerHost.cpp
|
||||
../../../../src/ScriptEngine.h
|
||||
../../../../src/ScriptEngine.cpp
|
||||
../../../../src/navigation/PathFinder.h
|
||||
@@ -110,10 +119,13 @@ add_library(main SHARED
|
||||
../../../../src/items/GameObjectLoader.cpp
|
||||
../../../../src/items/Item.h
|
||||
../../../../src/items/Item.cpp
|
||||
../../../../src/items/Inventory.cpp
|
||||
../../../../src/items/ItemRegistry.h
|
||||
../../../../src/items/ItemRegistry.cpp
|
||||
../../../../src/Campaign.cpp
|
||||
../../../../src/items/InteractiveObject.h
|
||||
../../../../src/items/InteractiveObject.cpp
|
||||
../../../../src/items/InteractiveObjectState.cpp
|
||||
../../../../src/items/InteractiveObjectState.h
|
||||
../../../../src/dialogue/DialogueTypes.h
|
||||
../../../../src/dialogue/DialogueDatabase.h
|
||||
|
||||
@@ -85,6 +85,8 @@ add_executable(ShadowOverBishkekDemo
|
||||
../src/Localization.h
|
||||
../src/render/Renderer.cpp
|
||||
../src/render/Renderer.h
|
||||
../src/render/PathVisualization.cpp
|
||||
../src/render/PathVisualization.h
|
||||
../src/render/ShaderManager.cpp
|
||||
../src/render/ShaderManager.h
|
||||
../src/render/TextureManager.cpp
|
||||
@@ -119,6 +121,8 @@ add_executable(ShadowOverBishkekDemo
|
||||
../src/Location.cpp
|
||||
../src/LocationState.h
|
||||
../src/LocationState.cpp
|
||||
../src/LocationGameState.h
|
||||
../src/LocationGameState.cpp
|
||||
../src/LocationEditor.h
|
||||
../src/LocationEditor.cpp
|
||||
../src/NpcCar.h
|
||||
@@ -127,6 +131,15 @@ add_executable(ShadowOverBishkekDemo
|
||||
../src/GameConstants.cpp
|
||||
../src/GameState.h
|
||||
../src/GameState.cpp
|
||||
../src/content/LocationDefinition.h
|
||||
../src/content/LocationDefinition.cpp
|
||||
../src/game_server/IGameServer.h
|
||||
../src/game_server/IGameServerLifecycle.h
|
||||
../src/game_server/IGameServerHost.h
|
||||
../src/game_server/InternalGameServer.h
|
||||
../src/game_server/InternalGameServer.cpp
|
||||
../src/game_server/LocalGameServerHost.h
|
||||
../src/game_server/LocalGameServerHost.cpp
|
||||
../src/ScriptEngine.h
|
||||
../src/ScriptEngine.cpp
|
||||
../src/navigation/PathFinder.h
|
||||
@@ -135,11 +148,14 @@ add_executable(ShadowOverBishkekDemo
|
||||
../src/items/GameObjectLoader.cpp
|
||||
../src/items/Item.h
|
||||
../src/items/Item.cpp
|
||||
../src/items/Inventory.cpp
|
||||
../src/items/ItemRegistry.h
|
||||
../src/items/ItemRegistry.cpp
|
||||
../src/Campaign.cpp
|
||||
../src/items/InteractiveObject.h
|
||||
../src/items/InteractiveObject.cpp
|
||||
../src/items/InteractiveObjectState.h
|
||||
../src/items/InteractiveObjectState.cpp
|
||||
../src/dialogue/DialogueTypes.h
|
||||
../src/dialogue/DialogueDatabase.h
|
||||
../src/dialogue/DialogueDatabase.cpp
|
||||
|
||||
+37
-1
@@ -79,6 +79,8 @@ set(SOURCES
|
||||
../src/Localization.h
|
||||
../src/render/Renderer.cpp
|
||||
../src/render/Renderer.h
|
||||
../src/render/PathVisualization.cpp
|
||||
../src/render/PathVisualization.h
|
||||
../src/render/ShaderManager.cpp
|
||||
../src/render/ShaderManager.h
|
||||
../src/render/TextureManager.cpp
|
||||
@@ -113,6 +115,8 @@ set(SOURCES
|
||||
../src/Location.cpp
|
||||
../src/LocationState.h
|
||||
../src/LocationState.cpp
|
||||
../src/LocationGameState.h
|
||||
../src/LocationGameState.cpp
|
||||
../src/LocationEditor.h
|
||||
../src/LocationEditor.cpp
|
||||
../src/NpcCar.h
|
||||
@@ -121,6 +125,23 @@ set(SOURCES
|
||||
../src/GameConstants.cpp
|
||||
../src/GameState.h
|
||||
../src/GameState.cpp
|
||||
../src/content/LocationDefinition.h
|
||||
../src/content/LocationDefinition.cpp
|
||||
../src/game_server/IGameServer.h
|
||||
../src/game_server/IGameServerLifecycle.h
|
||||
../src/game_server/IGameServerHost.h
|
||||
../src/game_server/GameServerRouter.h
|
||||
../src/game_server/GameServerHostRouter.h
|
||||
../src/game_server/InternalGameServer.h
|
||||
../src/game_server/InternalGameServer.cpp
|
||||
../src/game_server/LocalGameServerHost.h
|
||||
../src/game_server/LocalGameServerHost.cpp
|
||||
../src/game_server/NetworkProtocol.h
|
||||
../src/game_server/NetworkProtocol.cpp
|
||||
../src/game_server/WebsocketGameClient.h
|
||||
../src/game_server/WebsocketGameClient.cpp
|
||||
../src/game_server/RemoteGameServerHost.h
|
||||
../src/game_server/RemoteGameServerHost.cpp
|
||||
../src/ScriptEngine.h
|
||||
../src/ScriptEngine.cpp
|
||||
../src/navigation/PathFinder.h
|
||||
@@ -129,10 +150,13 @@ set(SOURCES
|
||||
../src/items/GameObjectLoader.cpp
|
||||
../src/items/Item.h
|
||||
../src/items/Item.cpp
|
||||
../src/items/Inventory.cpp
|
||||
../src/items/ItemRegistry.h
|
||||
../src/items/ItemRegistry.cpp
|
||||
../src/Campaign.cpp
|
||||
../src/items/InteractiveObject.h
|
||||
../src/items/InteractiveObject.cpp
|
||||
../src/items/InteractiveObjectState.cpp
|
||||
../src/items/InteractiveObjectState.h
|
||||
../src/dialogue/DialogueTypes.h
|
||||
../src/dialogue/DialogueDatabase.h
|
||||
@@ -160,6 +184,8 @@ set(SOURCES
|
||||
|
||||
add_executable(ShadowOverBishkekDemo ${SOURCES})
|
||||
|
||||
target_compile_definitions(ShadowOverBishkekDemo PRIVATE NETWORK)
|
||||
|
||||
# Настройка путей к инклудам (используем скачанные исходники)
|
||||
target_include_directories(ShadowOverBishkekDemo PRIVATE
|
||||
../src
|
||||
@@ -169,6 +195,16 @@ target_include_directories(ShadowOverBishkekDemo PRIVATE
|
||||
)
|
||||
|
||||
# Сборка libzip через add_subdirectory (Emscripten соберет её из исходников)
|
||||
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
|
||||
set(BUILD_DOC OFF CACHE BOOL "" FORCE)
|
||||
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
|
||||
set(BUILD_OSSFUZZ OFF CACHE BOOL "" FORCE)
|
||||
set(BUILD_REGRESS OFF CACHE BOOL "" FORCE)
|
||||
set(BUILD_TOOLS OFF CACHE BOOL "" FORCE)
|
||||
set(ENABLE_BZIP2 OFF CACHE BOOL "" FORCE)
|
||||
set(ENABLE_LZMA OFF CACHE BOOL "" FORCE)
|
||||
set(ENABLE_MBEDTLS OFF CACHE BOOL "" FORCE)
|
||||
set(ENABLE_ZSTD OFF CACHE BOOL "" FORCE)
|
||||
set(ENABLE_GNUTLS OFF CACHE BOOL "" FORCE)
|
||||
set(ENABLE_OPENSSL OFF CACHE BOOL "" FORCE)
|
||||
set(ENABLE_WINDOWS_CRYPTO OFF CACHE BOOL "" FORCE)
|
||||
@@ -190,7 +226,6 @@ set(EMSCRIPTEN_FLAGS
|
||||
#"-pthread"
|
||||
#"-sUSE_PTHREADS=1"
|
||||
"-fexceptions"
|
||||
"-DNETWORK"
|
||||
)
|
||||
|
||||
target_compile_options(ShadowOverBishkekDemo PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
|
||||
@@ -211,6 +246,7 @@ set(EMSCRIPTEN_LINK_FLAGS
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_uni_interior.lua@resources/start_uni_interior.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_uni_exterior.lua@resources/start_uni_exterior.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_dorm.lua@resources/start_dorm.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_dorm.lua@resources/start_battle_zone.lua"
|
||||
)
|
||||
|
||||
# Применяем настройки линковки
|
||||
|
||||
@@ -27,6 +27,8 @@ add_executable(ShadowOverBishkekDemo WIN32
|
||||
../src/Localization.h
|
||||
../src/render/Renderer.cpp
|
||||
../src/render/Renderer.h
|
||||
../src/render/PathVisualization.cpp
|
||||
../src/render/PathVisualization.h
|
||||
../src/render/ShaderManager.cpp
|
||||
../src/render/ShaderManager.h
|
||||
../src/render/TextureManager.cpp
|
||||
@@ -61,6 +63,8 @@ add_executable(ShadowOverBishkekDemo WIN32
|
||||
../src/Location.cpp
|
||||
../src/LocationState.h
|
||||
../src/LocationState.cpp
|
||||
../src/LocationGameState.h
|
||||
../src/LocationGameState.cpp
|
||||
../src/LocationEditor.h
|
||||
../src/LocationEditor.cpp
|
||||
../src/NpcCar.h
|
||||
@@ -69,6 +73,17 @@ add_executable(ShadowOverBishkekDemo WIN32
|
||||
../src/GameConstants.cpp
|
||||
../src/GameState.h
|
||||
../src/GameState.cpp
|
||||
../src/content/LocationDefinition.h
|
||||
../src/content/LocationDefinition.cpp
|
||||
../src/game_server/IGameServer.h
|
||||
../src/game_server/IGameServerLifecycle.h
|
||||
../src/game_server/IGameServerHost.h
|
||||
../src/game_server/GameServerRouter.h
|
||||
../src/game_server/GameServerHostRouter.h
|
||||
../src/game_server/InternalGameServer.h
|
||||
../src/game_server/InternalGameServer.cpp
|
||||
../src/game_server/LocalGameServerHost.h
|
||||
../src/game_server/LocalGameServerHost.cpp
|
||||
../src/ScriptEngine.h
|
||||
../src/ScriptEngine.cpp
|
||||
../src/navigation/PathFinder.h
|
||||
@@ -77,11 +92,14 @@ add_executable(ShadowOverBishkekDemo WIN32
|
||||
../src/items/GameObjectLoader.cpp
|
||||
../src/items/Item.h
|
||||
../src/items/Item.cpp
|
||||
../src/items/Inventory.cpp
|
||||
../src/items/ItemRegistry.h
|
||||
../src/items/ItemRegistry.cpp
|
||||
../src/Campaign.cpp
|
||||
../src/items/InteractiveObject.h
|
||||
../src/items/InteractiveObject.cpp
|
||||
../src/items/InteractiveObjectState.h
|
||||
../src/items/InteractiveObjectState.cpp
|
||||
../src/dialogue/DialogueTypes.h
|
||||
../src/dialogue/DialogueDatabase.h
|
||||
../src/dialogue/DialogueDatabase.cpp
|
||||
@@ -122,7 +140,10 @@ set_target_properties(ShadowOverBishkekDemo PROPERTIES
|
||||
# Определения препроцессора
|
||||
target_compile_definitions(ShadowOverBishkekDemo PRIVATE
|
||||
WIN32_LEAN_AND_MEAN
|
||||
_WIN32_WINNT=0x0A00
|
||||
PNG_ENABLED
|
||||
NETWORK
|
||||
NETWORK_TLS
|
||||
)
|
||||
|
||||
# Линкуем с SDL2main, если он вообще установлен
|
||||
@@ -139,12 +160,22 @@ target_link_libraries(ShadowOverBishkekDemo PRIVATE
|
||||
eigen_external_lib
|
||||
boost_external_lib
|
||||
sol2_external_lib
|
||||
SDL2_mixer_external_lib
|
||||
SDL2_mixer_external_lib
|
||||
openssl_ssl_external_lib
|
||||
)
|
||||
|
||||
# Линкуем OpenGL (Windows)
|
||||
if(WIN32)
|
||||
target_link_libraries(ShadowOverBishkekDemo PRIVATE opengl32)
|
||||
target_sources(ShadowOverBishkekDemo PRIVATE
|
||||
../src/game_server/NetworkProtocol.h
|
||||
../src/game_server/NetworkProtocol.cpp
|
||||
../src/game_server/WebsocketGameClient.h
|
||||
../src/game_server/WebsocketGameClient.cpp
|
||||
../src/game_server/RemoteGameServerHost.h
|
||||
../src/game_server/RemoteGameServerHost.cpp
|
||||
)
|
||||
target_link_libraries(
|
||||
ShadowOverBishkekDemo PRIVATE opengl32 ws2_32 mswsock)
|
||||
endif()
|
||||
|
||||
# ===========================================
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
{
|
||||
"campaigns": [
|
||||
{
|
||||
"id": "main",
|
||||
"title": { "ru": "Основная игра", "en": "Main Game" },
|
||||
"locations": [
|
||||
"resources/config/locations/location_dorm.json",
|
||||
"resources/config/locations/uni_exterior.json",
|
||||
"resources/config/locations/uni_interior.json"
|
||||
],
|
||||
"startLocation": "location_dorm",
|
||||
"startMusic": "music/obshaga.ogg",
|
||||
"startState": "resources/config/start_state.json",
|
||||
"quests": "resources/config/quests.json",
|
||||
"tutorial": true,
|
||||
"loadingScreen": "resources/w/ui/screen_loading.json"
|
||||
},
|
||||
{
|
||||
"id": "battle_zone",
|
||||
"title": { "ru": "Зона боя (одиночная)", "en": "Battle Zone (Single Player)" },
|
||||
"locations": [
|
||||
"resources/config/locations/battle_zone_uni_exterior.json"
|
||||
],
|
||||
"startLocation": "uni_exterior",
|
||||
"startMusic": "music/bishkek univer day.ogg",
|
||||
"startState": "resources/config/start_state_battle_zone_singleplayer.json",
|
||||
"quests": "resources/config/quests_battle_zone.json",
|
||||
"tutorial": false,
|
||||
"loadingScreen": "resources/w/ui/screen_loading.json"
|
||||
},
|
||||
{
|
||||
"id": "battle_zone_multiplayer",
|
||||
"title": { "ru": "Зона боя (сетевая)", "en": "Battle Zone (Multiplayer)" },
|
||||
"locations": [
|
||||
"resources/config/locations/battle_zone_uni_exterior.json"
|
||||
],
|
||||
"startLocation": "uni_exterior",
|
||||
"startMusic": "music/bishkek univer day.ogg",
|
||||
"startState": "resources/config/start_state_battle_zone.json",
|
||||
"quests": "resources/config/quests_battle_zone.json",
|
||||
"tutorial": false,
|
||||
"networkPlayerSlots": ["player", "player2"],
|
||||
"networkCompatibility": "battle-zone-lockstep-v5",
|
||||
"loadingScreen": "resources/w/ui/screen_loading.json"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"objects": [
|
||||
{
|
||||
"id": "WashingMachine002",
|
||||
"name": "WashingMachine002",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -27,6 +28,7 @@
|
||||
"activateFunction": "on_washing_machine1_click"
|
||||
},
|
||||
{
|
||||
"id": "Dryer002",
|
||||
"name": "Dryer002",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -53,6 +55,7 @@
|
||||
"activateFunction": "on_dryer1_click"
|
||||
},
|
||||
{
|
||||
"id": "Toilet001",
|
||||
"name": "Toilet001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -79,6 +82,7 @@
|
||||
"activateFunction": "on_toilet_click"
|
||||
},
|
||||
{
|
||||
"id": "Sink002",
|
||||
"name": "Sink002",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -105,6 +109,7 @@
|
||||
"activateFunction": "on_sink1_click"
|
||||
},
|
||||
{
|
||||
"id": "Sink003",
|
||||
"name": "Sink003",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -131,6 +136,7 @@
|
||||
"activateFunction": "on_sink1_click"
|
||||
},
|
||||
{
|
||||
"id": "Sink004",
|
||||
"name": "Sink004",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -157,6 +163,7 @@
|
||||
"activateFunction": "on_sink1_click"
|
||||
},
|
||||
{
|
||||
"id": "Sink005",
|
||||
"name": "Sink005",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -183,6 +190,7 @@
|
||||
"activateFunction": "on_sink1_click"
|
||||
},
|
||||
{
|
||||
"id": "Shower001",
|
||||
"name": "Shower001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -209,6 +217,7 @@
|
||||
"activateFunction": "on_shower_click"
|
||||
},
|
||||
{
|
||||
"id": "Freezer001",
|
||||
"name": "Freezer001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -235,6 +244,7 @@
|
||||
"activateFunction": "on_freezer_click"
|
||||
},
|
||||
{
|
||||
"id": "Boombox001",
|
||||
"name": "Boombox001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -261,6 +271,7 @@
|
||||
"activateFunction": "on_boombox_click"
|
||||
},
|
||||
{
|
||||
"id": "WashingMachine001",
|
||||
"name": "WashingMachine001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -287,6 +298,7 @@
|
||||
"activateFunction": "on_washing_machine1_click"
|
||||
},
|
||||
{
|
||||
"id": "Shelf001",
|
||||
"name": "Shelf001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -313,6 +325,7 @@
|
||||
"activateFunction": "on_shelf_click"
|
||||
},
|
||||
{
|
||||
"id": "Stove001",
|
||||
"name": "Stove001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -339,6 +352,7 @@
|
||||
"activateFunction": "on_stove1_click"
|
||||
},
|
||||
{
|
||||
"id": "Dryer001",
|
||||
"name": "Dryer001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -365,6 +379,7 @@
|
||||
"activateFunction": "on_dryer1_click"
|
||||
},
|
||||
{
|
||||
"id": "Sink001",
|
||||
"name": "Sink001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -391,6 +406,7 @@
|
||||
"activateFunction": "on_sink1_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Room_1_1_0_Leaf_001",
|
||||
"name": "Door_Room_1_1_0_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Room_1_1_0_Leaf_001.txt.bin",
|
||||
@@ -398,7 +414,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": 10.0,
|
||||
"approachRadius": 0.89,
|
||||
"boundsMaxX": 0.01552116870880127,
|
||||
@@ -415,6 +431,7 @@
|
||||
"activateFunction": "on_locked_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Room_1_-1_0_Leaf_001",
|
||||
"name": "Door_Room_1_-1_0_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Room_1_-1_0_Leaf_001.txt.bin",
|
||||
@@ -422,7 +439,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": 10.0,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.10440409183502197,
|
||||
@@ -439,6 +456,7 @@
|
||||
"activateFunction": "on_locked_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Room_-1_1_0_Leaf_001",
|
||||
"name": "Door_Room_-1_1_0_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Room_-1_1_0_Leaf_001.txt.bin",
|
||||
@@ -446,7 +464,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": -10.0,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.05766594409942627,
|
||||
@@ -463,6 +481,7 @@
|
||||
"activateFunction": "on_locked_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Room_-1_-1_0_Leaf_001",
|
||||
"name": "Door_Room_-1_-1_0_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Room_-1_-1_0_Leaf_001.txt.bin",
|
||||
@@ -470,7 +489,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": -10.0,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.10906755924224854,
|
||||
@@ -487,6 +506,7 @@
|
||||
"activateFunction": "on_locked_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Room_1_1_1_Leaf_001",
|
||||
"name": "Door_Room_1_1_1_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Room_1_1_1_Leaf_001.txt.bin",
|
||||
@@ -494,7 +514,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": 15.7,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.046350955963134766,
|
||||
@@ -511,6 +531,7 @@
|
||||
"activateFunction": "on_locked_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Room_1_-1_1_Leaf_001",
|
||||
"name": "Door_Room_1_-1_1_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Room_1_-1_1_Leaf_001.txt.bin",
|
||||
@@ -518,7 +539,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": 15.7,
|
||||
"approachRadius": 0.800000011920929,
|
||||
"boundsMaxX": 0.12420153617858887,
|
||||
@@ -535,6 +556,7 @@
|
||||
"activateFunction": "on_locked_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Utility_1_1_2_Leaf_001",
|
||||
"name": "Door_Utility_1_1_2_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Utility_1_1_2_Leaf_001.txt.bin",
|
||||
@@ -542,7 +564,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": 19.95,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": -0.050987482070922852,
|
||||
@@ -559,6 +581,7 @@
|
||||
"activateFunction": "on_locked_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Utility_1_-1_2_Leaf_001",
|
||||
"name": "Door_Utility_1_-1_2_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Utility_1_-1_2_Leaf_001.txt.bin",
|
||||
@@ -566,7 +589,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": 19.95,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.073349356651306152,
|
||||
@@ -583,6 +606,7 @@
|
||||
"activateFunction": "on_locked_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Utility_-1_1_2_Leaf_001",
|
||||
"name": "Door_Utility_-1_1_2_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Utility_-1_1_2_Leaf_001.txt.bin",
|
||||
@@ -590,7 +614,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": -19.95,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -599,6 +623,7 @@
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Door_Utility_-1_-1_2_Leaf_001",
|
||||
"name": "Door_Utility_-1_-1_2_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Utility_-1_-1_2_Leaf_001.txt.bin",
|
||||
@@ -606,7 +631,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": -19.95,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -615,13 +640,14 @@
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Phone001",
|
||||
"name": "Phone001",
|
||||
"texturePath": "resources/w/dorm2/phone001_tex001.png",
|
||||
"meshPath": "resources/w/dorm2/phone001_001.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 6.6644,
|
||||
"positionX": 6.6644004991889,
|
||||
"positionY": 0.9,
|
||||
"positionZ": -12.5262,
|
||||
"approachRadius": 0.6,
|
||||
@@ -640,6 +666,7 @@
|
||||
"activateFunction": "on_phone_pickup"
|
||||
},
|
||||
{
|
||||
"id": "Journal001",
|
||||
"name": "Journal001",
|
||||
"texturePath": "resources/w/dorm2/Book_Cover_tex002.png",
|
||||
"meshPath": "resources/w/dorm2/journal002_002.txt.bin",
|
||||
@@ -647,7 +674,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 5.84296,
|
||||
"positionY": 0.9,
|
||||
"positionY": 0.9284919999539852,
|
||||
"positionZ": -12.4661,
|
||||
"approachRadius": 0.6,
|
||||
"boundsMaxX": 0.17081403732299805,
|
||||
@@ -665,6 +692,7 @@
|
||||
"activateFunction": "on_journal_pickup"
|
||||
},
|
||||
{
|
||||
"id": "Bed001",
|
||||
"name": "Bed001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -691,21 +719,23 @@
|
||||
"activateFunction": "on_bed_sleep"
|
||||
},
|
||||
{
|
||||
"id": "Music001",
|
||||
"name": "Music001",
|
||||
"texturePath": "resources/w/exterior/texAtlas002.png",
|
||||
"meshPath": "resources/w/dorm2/D_Music_004.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 5.10067,
|
||||
"positionY": 0.91385,
|
||||
"positionZ": -11.9566,
|
||||
"positionX": 5.1006695008111,
|
||||
"positionY": 1.0181855017900467,
|
||||
"positionZ": -11.958324999397993,
|
||||
"approachRadius": 0.6,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.3,
|
||||
"activateFunction": ""
|
||||
},
|
||||
{
|
||||
"id": "Door_Bath_-1_1_1_Leaf_002",
|
||||
"name": "Door_Bath_-1_1_1_Leaf_002",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Bath_-1_1_1_Leaf_002.txt.bin",
|
||||
@@ -713,7 +743,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 2.825,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": -14.3,
|
||||
"pivotX": -0.6,
|
||||
"pivotY": 0.0,
|
||||
@@ -733,6 +763,7 @@
|
||||
"activateFunction": "on_player_bathroom_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Bath_-1_-1_1_Leaf_002",
|
||||
"name": "Door_Bath_-1_-1_1_Leaf_002",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Bath_-1_-1_1_Leaf_002.txt.bin",
|
||||
@@ -740,7 +771,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -2.825,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": -14.3,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.55439233779907227,
|
||||
@@ -757,6 +788,7 @@
|
||||
"activateFunction": "on_alik_bathroom_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Room_-1_1_1_Leaf_001",
|
||||
"name": "Door_Room_-1_1_1_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Room_-1_1_1_Leaf_001.txt.bin",
|
||||
@@ -764,7 +796,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": -15.7,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -784,6 +816,7 @@
|
||||
"activateFunction": "on_player_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Door_Room_-1_-1_1_Leaf_001",
|
||||
"name": "Door_Room_-1_-1_1_Leaf_001",
|
||||
"texturePath": "resources/w/dorm2/interior_door_tex003.png",
|
||||
"meshPath": "resources/w/dorm2/Door_Room_-1_-1_1_Leaf_001.txt.bin",
|
||||
@@ -791,7 +824,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -1.1,
|
||||
"positionY": 0.0,
|
||||
"positionY": 0.9695000052452087,
|
||||
"positionZ": -15.7,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.13942182064056396,
|
||||
@@ -811,6 +844,7 @@
|
||||
"activateFunction": "on_alik_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_Bath_W_N_2_001",
|
||||
"name": "Room_Cover_Bath_W_N_2_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/dorm2/Room_Cover_Bath_W_N_2_002.txt.bin",
|
||||
@@ -818,13 +852,14 @@
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": -0.1,
|
||||
"positionZ": 0.0,
|
||||
"positionX": 2.8249999284744263,
|
||||
"positionY": 2.8500000476837157,
|
||||
"positionZ": -12.849999904632568,
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"scale": 1.0,
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||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_LivingRoom_W_N_2_001",
|
||||
"name": "Room_Cover_LivingRoom_W_N_2_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/dorm2/Room_Cover_LivingRoom_W_N_2_002.txt.bin",
|
||||
@@ -832,13 +867,14 @@
|
||||
"rotationX": 0.0,
|
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"rotationY": 0.0,
|
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"rotationZ": 0.0,
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"positionX": 0.0,
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"positionY": -0.1,
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"positionZ": 0.0,
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"positionX": 4.949999928474426,
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"positionY": 2.8500000476837157,
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"positionZ": -14.25,
|
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"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_LivingRoom_W_S_2_001",
|
||||
"name": "Room_Cover_LivingRoom_W_S_2_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/dorm2/Room_Cover_LivingRoom_W_S_2_002.txt.bin",
|
||||
@@ -846,13 +882,14 @@
|
||||
"rotationX": 0.0,
|
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"rotationY": 0.0,
|
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"rotationZ": 0.0,
|
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"positionX": 0.0,
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"positionY": -0.1,
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"positionZ": 0.0,
|
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"positionX": -4.949999928474426,
|
||||
"positionY": 2.8500000476837157,
|
||||
"positionZ": -14.25,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_Main_Hall_And_Corridors_002",
|
||||
"name": "Room_Cover_Main_Hall_And_Corridors_002",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/dorm2/Room_Cover_Main_Hall_And_Corridors_002.txt.bin",
|
||||
@@ -861,12 +898,13 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
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"positionX": 0.0,
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"positionY": -0.1,
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"positionY": 2.8500000476837157,
|
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"positionZ": 0.0,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_Others_001",
|
||||
"name": "Room_Cover_Others_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/dorm2/Room_Cover_All_002.txt.bin",
|
||||
@@ -875,12 +913,13 @@
|
||||
"rotationY": 0.0,
|
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"rotationZ": 0.0,
|
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"positionX": 0.0,
|
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"positionY": -0.1,
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||||
"positionZ": 0.0,
|
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"positionY": 2.8500000476837157,
|
||||
"positionZ": 4.250000476837158,
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||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_Utility_W_N_3_001",
|
||||
"name": "Room_Cover_Utility_W_N_3_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/dorm2/Room_Cover_Utility_W_N_3_002.txt.bin",
|
||||
@@ -888,13 +927,14 @@
|
||||
"rotationX": 0.0,
|
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"rotationY": 0.0,
|
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"rotationZ": 0.0,
|
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"positionX": 0.0,
|
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"positionY": -0.1,
|
||||
"positionZ": 0.0,
|
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"positionX": 4.949999928474426,
|
||||
"positionY": 2.8500000476837157,
|
||||
"positionZ": -19.950000762939453,
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||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_Utility_W_S_3_001",
|
||||
"name": "Room_Cover_Utility_W_S_3_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/dorm2/Room_Cover_Utility_W_S_3_002.txt.bin",
|
||||
@@ -902,13 +942,14 @@
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
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"rotationZ": 0.0,
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"positionX": 0.0,
|
||||
"positionY": -0.1,
|
||||
"positionZ": 0.0,
|
||||
"positionX": -4.949999928474426,
|
||||
"positionY": 2.8500000476837157,
|
||||
"positionZ": -19.950000762939453,
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||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Roof",
|
||||
"name": "Roof",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/dorm2/Shadow_Roof001_002.txt.bin",
|
||||
@@ -919,7 +960,7 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
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"positionX": 0.0,
|
||||
"positionY": 0.1,
|
||||
"positionY": 3.2050000190734864,
|
||||
"positionZ": 0.0,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
{
|
||||
"objects": [
|
||||
{
|
||||
"id": "Container001",
|
||||
"name": "Container001",
|
||||
"texturePath": "resources/w/exterior/derbis001_tex001.png",
|
||||
"meshPath": "resources/w/exterior/Derbis_001.txt.bin",
|
||||
"rotationX": 0.0,
|
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"rotationY": 0.0,
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"rotationZ": 0.0,
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"positionX": -26.8049,
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"positionY": 0.0,
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"positionZ": 9.11524,
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"positionX": -27.003390023612976,
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"positionY": 0.32889999728649855,
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"positionZ": 8.820399544944763,
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"approachRadius": 1.5,
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"boundsMaxX": 2.9518299102783203,
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"boundsMaxY": 0.5,
|
||||
@@ -25,15 +26,16 @@
|
||||
"activateFunction": "on_container_clicked"
|
||||
},
|
||||
{
|
||||
"id": "car001",
|
||||
"name": "car001",
|
||||
"texturePath": "resources/e/car4096blue_v002.png",
|
||||
"meshPath": "resources/e/car004.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 90.0,
|
||||
"rotationZ": 0.0,
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"positionX": -10.5,
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"positionY": 0.55,
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"positionZ": -14.4195,
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"positionX": -10.503284412622452,
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"positionY": 0.9012498408555984,
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"positionZ": -14.861633367061614,
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"approachRadius": 0.5,
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"boundsMaxX": 0.8858480453491211,
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"boundsMaxY": 0.7,
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@@ -49,6 +51,7 @@
|
||||
"scale": 0.7
|
||||
},
|
||||
{
|
||||
"id": "car001wheels",
|
||||
"name": "car001wheels",
|
||||
"texturePath": "resources/w/exterior/Wheel_base003.png",
|
||||
"meshPath": "resources/w/exterior/wheels002.txt.bin",
|
||||
@@ -56,8 +59,8 @@
|
||||
"rotationY": 90.0,
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"rotationZ": 0.0,
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"positionX": -10.5,
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"positionY": 0.0,
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"positionZ": -14.4195,
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"positionY": 0.3359999924898147,
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"positionZ": -14.839499933242797,
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"approachRadius": 0.5,
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"boundsMaxX": 0,
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"boundsMaxY": 0.0,
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|
||||
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"objects": [
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||||
{
|
||||
"id": "Bookshelf002",
|
||||
"name": "Bookshelf002",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -27,6 +28,7 @@
|
||||
"castShadow": false
|
||||
},
|
||||
{
|
||||
"id": "Bookshelf003",
|
||||
"name": "Bookshelf003",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -53,6 +55,7 @@
|
||||
"castShadow": false
|
||||
},
|
||||
{
|
||||
"id": "Bookshelf004",
|
||||
"name": "Bookshelf004",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -79,6 +82,7 @@
|
||||
"castShadow": false
|
||||
},
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||||
{
|
||||
"id": "Bookshelf005",
|
||||
"name": "Bookshelf005",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -105,15 +109,16 @@
|
||||
"castShadow": false
|
||||
},
|
||||
{
|
||||
"id": "Cake001",
|
||||
"name": "Cake001",
|
||||
"texturePath": "resources/w/exterior/texAtlas002.png",
|
||||
"meshPath": "resources/w/interior/D_Cake_005.txt.bin",
|
||||
"rotationX": 0.0,
|
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"rotationY": 0.0,
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"rotationZ": 0.0,
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"positionX": 0,
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"positionY": -5.0,
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"positionZ": 0,
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"positionX": -5.365539073944092,
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"positionY": 0.9888315200805664,
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"positionZ": 2.468366503715515,
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"approachRadius": 0.6,
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"boundsMaxX": 0.19605731964111328,
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"boundsMaxY": 0.4,
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||||
@@ -131,6 +136,7 @@
|
||||
"castShadow": false
|
||||
},
|
||||
{
|
||||
"id": "Computer001",
|
||||
"name": "Computer001",
|
||||
"texturePath": "resources/w/interior/computer_texture002.png",
|
||||
"textureDarkandsPath": "resources/w/interior/computer_texture002_dark.png",
|
||||
@@ -138,9 +144,9 @@
|
||||
"rotationX": 0.0,
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"rotationY": 0.0,
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"rotationZ": 0.0,
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"positionX": 5.0916,
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"positionY": 1.1534,
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"positionZ": 0.751629,
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"positionX": 5.01753252658844,
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"positionY": 1.353411484324932,
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"positionZ": 0.6829135021486282,
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"approachRadius": 1.2,
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"boundsMaxX": 0.6253643035888672,
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"boundsMaxY": 0.5,
|
||||
@@ -155,15 +161,16 @@
|
||||
"activateFunction": "on_computer_clicked"
|
||||
},
|
||||
{
|
||||
"id": "Knife001",
|
||||
"name": "Knife001",
|
||||
"texturePath": "resources/w/gg/Props.png",
|
||||
"meshPath": "resources/w/interior/Knife_lay001_004.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
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"rotationZ": 0.0,
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"positionX": -4.8327,
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"positionX": -4.959765496635623,
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"positionY": 0.93551,
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"positionZ": 2.2418,
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"positionZ": 2.369899506953731,
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"approachRadius": 1.4,
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"boundsMaxX": 0.30867958068847656,
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||||
"boundsMaxY": 0.4,
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||||
@@ -177,6 +184,7 @@
|
||||
"castShadowNight" : false
|
||||
},
|
||||
{
|
||||
"id": "Book001",
|
||||
"name": "Book001",
|
||||
"texturePath": "resources/w/interior/Book_Cover_tex003.png",
|
||||
"meshPath": "resources/w/interior/book002_002.txt.bin",
|
||||
@@ -184,7 +192,7 @@
|
||||
"rotationY": 0.0,
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||||
"rotationZ": 0.0,
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||||
"positionX": 1.84795,
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"positionY": 0.6595,
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"positionY": 0.6809705001562834,
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"positionZ": 2.90552,
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||||
"approachRadius": 0.6,
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||||
"boundsMaxX": 0.2350165843963623,
|
||||
@@ -202,6 +210,7 @@
|
||||
"castShadowNight" : false
|
||||
},
|
||||
{
|
||||
"id": "Bookshelf001",
|
||||
"name": "Bookshelf001",
|
||||
"texturePath": "resources/transparent.png",
|
||||
"meshPath": "resources/w/Cube_001.txt.bin",
|
||||
@@ -228,6 +237,7 @@
|
||||
"castShadow": false
|
||||
},
|
||||
{
|
||||
"id": "ReportCard001",
|
||||
"name": "ReportCard001",
|
||||
"texturePath": "resources/w/exterior/texAtlas002.png",
|
||||
"meshPath": "resources/w/interior/D_report_cardGG_005.txt.bin",
|
||||
@@ -252,6 +262,7 @@
|
||||
"activateFunction": "on_report_card_pickup"
|
||||
},
|
||||
{
|
||||
"id": "Note001",
|
||||
"name": "Note001",
|
||||
"texturePath": "resources/w/interior/note001_tex003.png",
|
||||
"meshPath": "resources/w/interior/note001_002.txt.bin",
|
||||
@@ -276,15 +287,16 @@
|
||||
"activateFunction": "on_note_pickup"
|
||||
},
|
||||
{
|
||||
"id": "car001",
|
||||
"name": "car001",
|
||||
"texturePath": "resources/e/car4096blue_v002.png",
|
||||
"meshPath": "resources/e/car004.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 90.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -10.5,
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||||
"positionY": -5.0,
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||||
"positionZ": -14.4195,
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||||
"positionX": -10.503284412622452,
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||||
"positionY": -4.648750159144401,
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||||
"positionZ": -14.861633367061614,
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||||
"approachRadius": 0.6,
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||||
"boundsMaxX": 0.0,
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||||
"boundsMaxY": 0.0,
|
||||
@@ -299,6 +311,7 @@
|
||||
"scale": 0.7
|
||||
},
|
||||
{
|
||||
"id": "car001wheels",
|
||||
"name": "car001wheels",
|
||||
"texturePath": "resources/w/exterior/Wheel_base003.png",
|
||||
"meshPath": "resources/w/exterior/wheels002.txt.bin",
|
||||
@@ -306,8 +319,8 @@
|
||||
"rotationY": 90.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -10.5,
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||||
"positionY": -5.0,
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||||
"positionZ": -14.4195,
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||||
"positionY": -4.664000007510185,
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||||
"positionZ": -14.839499933242797,
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||||
"approachRadius": 0.6,
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||||
"boundsMaxX": 0.0,
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||||
"boundsMaxY": 0.0,
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||||
@@ -322,6 +335,7 @@
|
||||
"scale": 0.7
|
||||
},
|
||||
{
|
||||
"id": "Room_N_2_Leaf001",
|
||||
"name": "Room_N_2_Leaf001",
|
||||
"texturePath": "resources/w/interior/uni_interior_door_tex001.png",
|
||||
"meshPath": "resources/w/interior/outputRoom_N_2_Leaf001.txt.bin",
|
||||
@@ -330,7 +344,7 @@
|
||||
"rotationZ": 0.0,
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||||
"positionX": 1.5,
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||||
"positionY": 0.975,
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||||
"positionZ": 6.965,
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||||
"positionZ": 6.400000002384186,
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"approachRadius": 0.8,
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||||
"boundsMaxX": 0.06785714626312256,
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||||
"boundsMaxY": 1.0,
|
||||
@@ -349,6 +363,7 @@
|
||||
"activateFunction": "on_library_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Room_N_1_Leaf001",
|
||||
"name": "Room_N_1_Leaf001",
|
||||
"texturePath": "resources/w/interior/uni_interior_door_tex001.png",
|
||||
"meshPath": "resources/w/interior/outputRoom_N_1_Leaf001.txt.bin",
|
||||
@@ -357,7 +372,7 @@
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 1.5,
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||||
"positionY": 0.975,
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||||
"positionZ": -1.035,
|
||||
"positionZ": -1.5999999976158141,
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||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.10772454738616943,
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||||
"boundsMaxY": 1.0,
|
||||
@@ -376,6 +391,7 @@
|
||||
"activateFunction": "on_n2_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Room_S_1_Leaf001",
|
||||
"name": "Room_S_1_Leaf001",
|
||||
"texturePath": "resources/w/interior/uni_interior_door_tex001.png",
|
||||
"meshPath": "resources/w/interior/outputRoom_S_1_Leaf001.txt.bin",
|
||||
@@ -384,7 +400,7 @@
|
||||
"rotationZ": 0.0,
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||||
"positionX": -1.5,
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||||
"positionY": 0.975,
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||||
"positionZ": -1.035,
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||||
"positionZ": -1.5999999976158141,
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"approachRadius": 0.8,
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||||
"boundsMaxX": 0.12115073204040527,
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||||
"boundsMaxY": 1.0,
|
||||
@@ -403,6 +419,7 @@
|
||||
"activateFunction": "on_s2_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Room_S_2_Leaf001",
|
||||
"name": "Room_S_2_Leaf001",
|
||||
"texturePath": "resources/w/interior/uni_interior_door_tex001.png",
|
||||
"meshPath": "resources/w/interior/outputRoom_S_2_Leaf001.txt.bin",
|
||||
@@ -411,7 +428,7 @@
|
||||
"rotationZ": 0.0,
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"positionX": -1.5,
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||||
"positionY": 0.975,
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"positionZ": 6.965,
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"positionZ": 6.400000002384186,
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"approachRadius": 0.8,
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"boundsMaxX": 0.09747374057769775,
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||||
"boundsMaxY": 1.0,
|
||||
@@ -430,15 +447,16 @@
|
||||
"activateFunction": "on_teachers_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Hall_Leaf001",
|
||||
"name": "Hall_Leaf001",
|
||||
"texturePath": "resources/w/interior/uni_interior_door_tex001.png",
|
||||
"meshPath": "resources/w/interior/outputHall_Leaf001.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.565,
|
||||
"positionX": 0.0,
|
||||
"positionY": 0.975,
|
||||
"positionZ": 8,
|
||||
"positionZ": 8.000001000240445,
|
||||
"approachRadius": 0.9,
|
||||
"boundsMaxX": 0.6243956089019775,
|
||||
"boundsMaxY": 1.0,
|
||||
@@ -457,6 +475,7 @@
|
||||
"activateFunction": "on_hall_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Room_S_0_Leaf001",
|
||||
"name": "Room_S_0_Leaf001",
|
||||
"texturePath": "resources/w/interior/uni_interior_door_tex001.png",
|
||||
"meshPath": "resources/w/interior/outputRoom_S_0_Leaf001.txt.bin",
|
||||
@@ -465,7 +484,7 @@
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -1.5,
|
||||
"positionY": 0.975,
|
||||
"positionZ": -9.035,
|
||||
"positionZ": -9.599999020778657,
|
||||
"approachRadius": 0.8,
|
||||
"boundsMaxX": 0.10914039611816406,
|
||||
"boundsMaxY": 1.0,
|
||||
@@ -484,6 +503,7 @@
|
||||
"activateFunction": "on_s1_door_click"
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_Corridor_001",
|
||||
"name": "Room_Cover_Corridor_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/interior/Room_Cover_Corridor_003.txt.bin",
|
||||
@@ -491,9 +511,9 @@
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": -5.0,
|
||||
"positionZ": 0.0,
|
||||
"positionX": 2.2500000596046448,
|
||||
"positionY": 2.4499998092651367,
|
||||
"positionZ": -3.999999761581421,
|
||||
"scale": 1.0,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -501,6 +521,7 @@
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_Main_Hall_001",
|
||||
"name": "Room_Cover_Main_Hall_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/interior/Room_Cover_Main_Hall_003.txt.bin",
|
||||
@@ -509,8 +530,8 @@
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": -5.0,
|
||||
"positionZ": 0.0,
|
||||
"positionY": 2.4499998092651367,
|
||||
"positionZ": 12.0,
|
||||
"scale": 1.0,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -518,6 +539,7 @@
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_South_1_001",
|
||||
"name": "Room_Cover_South_1_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/interior/Room_Cover_South_1_003.txt.bin",
|
||||
@@ -525,9 +547,9 @@
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": -5.0,
|
||||
"positionZ": 0.0,
|
||||
"positionX": -3.7500000596046448,
|
||||
"positionY": 2.4499998092651367,
|
||||
"positionZ": -12.0,
|
||||
"scale": 1.0,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -535,6 +557,7 @@
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_North_2_001",
|
||||
"name": "Room_Cover_North_2_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/interior/Room_Cover_North_2_003.txt.bin",
|
||||
@@ -542,9 +565,9 @@
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": -5.0,
|
||||
"positionZ": 0.0,
|
||||
"positionX": 3.7500000596046448,
|
||||
"positionY": 2.4499998092651367,
|
||||
"positionZ": -4.000000048428774,
|
||||
"scale": 1.0,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -552,6 +575,7 @@
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_South_2_001",
|
||||
"name": "Room_Cover_South_2_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/interior/Room_Cover_South_2_003.txt.bin",
|
||||
@@ -559,9 +583,9 @@
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": -5.0,
|
||||
"positionZ": 0.0,
|
||||
"positionX": -3.7500000596046448,
|
||||
"positionY": 2.4499998092651367,
|
||||
"positionZ": -4.000000048428774,
|
||||
"scale": 1.0,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -569,6 +593,7 @@
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_North_3_001",
|
||||
"name": "Room_Cover_North_3_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/interior/Room_Cover_North_3_003.txt.bin",
|
||||
@@ -576,9 +601,9 @@
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": -5.0,
|
||||
"positionZ": 0.0,
|
||||
"positionX": 3.7500000596046448,
|
||||
"positionY": 2.4499998092651367,
|
||||
"positionZ": 4.000000048428774,
|
||||
"scale": 1.0,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
@@ -586,6 +611,7 @@
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "Room_Cover_South_3_001",
|
||||
"name": "Room_Cover_South_3_001",
|
||||
"texturePath": "resources/black.png",
|
||||
"meshPath": "resources/w/interior/Room_Cover_South_3_003.txt.bin",
|
||||
@@ -593,9 +619,9 @@
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": -5.0,
|
||||
"positionZ": 0.0,
|
||||
"positionX": -3.7500000596046448,
|
||||
"positionY": 2.4499998092651367,
|
||||
"positionZ": 4.000000048428774,
|
||||
"scale": 1.0,
|
||||
"pivotX": 0.0,
|
||||
"pivotY": 0.0,
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
"id": "uni_exterior",
|
||||
"gameObjects": "resources/w/shelter/game_objects.json",
|
||||
"interactiveObjects": "resources/w/shelter/interactive_objects.json",
|
||||
"npcs": "resources/config/npcs_battle_zone.json",
|
||||
"dialogues": "resources/dialogue/battle_zone_dialogues.json",
|
||||
"navigation": [
|
||||
"resources/navigation/battle_zone001.txt",
|
||||
"resources/navigation/dorm0_large.json"
|
||||
],
|
||||
"script": "resources/start_battle_zone.lua",
|
||||
"playerPosition": [-6, 0, 12.8]
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
{
|
||||
"id": "location_dorm",
|
||||
"gameObjects": "resources/config/gameobjects_dorm_new_x.json",
|
||||
"interactiveObjects": "resources/config/interactive_objects_dorm_x.json",
|
||||
"npcs": "resources/config/npcs_dorm.json",
|
||||
"dialogues": "resources/dialogue/dorm_dialogues004.json",
|
||||
"navigation": [
|
||||
"resources/navigation/dorm3_bca.txt",
|
||||
"resources/navigation/dorm3_ca.txt",
|
||||
"resources/navigation/dorm3_ba.txt",
|
||||
"resources/navigation/dorm3_a.txt",
|
||||
"resources/navigation/dorm3_b.txt",
|
||||
"resources/navigation/dorm3_all_open.txt"
|
||||
],
|
||||
"script": "resources/start_dorm.lua",
|
||||
"teleports": "resources/config/teleports_dorm.json",
|
||||
"triggerZones": "resources/config/trigger_zones_dorm.json",
|
||||
"lights": "resources/config/lights_dorm.json",
|
||||
"playerPosition": [6.76345, 0, -14.6022],
|
||||
"taxi": {
|
||||
"triggerPosition": [-19.0, 0, 0],
|
||||
"waypoints": [
|
||||
[-20.85, 0, 30.0],
|
||||
[-19.35, 0, 24.0],
|
||||
[-19.35, 0, 14.0]
|
||||
],
|
||||
"initialPosition": [-20.85, 0, 64],
|
||||
"initialRotation": 0,
|
||||
"waypointReachRadius": 5
|
||||
},
|
||||
"lockInteractiveObjectsDuringTutorial": true
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"id": "uni_exterior",
|
||||
"gameObjects": "resources/config/gameobjects_uni_exterior_x.json",
|
||||
"interactiveObjects": "resources/config/interactive_objects_uni_exterior_x.json",
|
||||
"npcs": "resources/config/npcs_uni_exterior.json",
|
||||
"dialogues": "resources/dialogue/uni_exterior_dialogues003.json",
|
||||
"navigation": [
|
||||
"resources/navigation/uni_exterior3_trees_car.txt",
|
||||
"resources/navigation/uni_exterior3_trees.txt"
|
||||
],
|
||||
"script": "resources/start_uni_exterior.lua",
|
||||
"teleports": "resources/config/teleports_uni_exterior.json",
|
||||
"triggerZones": "resources/config/trigger_zones_uni_exterior.json",
|
||||
"lights": "resources/config/lights_uni_exterior.json",
|
||||
"playerPosition": [5, 0, -18.4],
|
||||
"taxi": {
|
||||
"triggerPosition": [-17.6, 0.05, -45],
|
||||
"waypoints": [
|
||||
[-17.6, 0.05, -90.0],
|
||||
[-17.6, 0.05, -75.0],
|
||||
[-17.6, 0.05, -55.0]
|
||||
],
|
||||
"initialPosition": [-17.6, 0.05, -100],
|
||||
"initialRotation": 180,
|
||||
"waypointReachRadius": 5
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
{
|
||||
"id": "uni_interior",
|
||||
"gameObjects": "resources/config/gameobjects_uni_interior_x.json",
|
||||
"interactiveObjects": "resources/config/interactive_objects_uni_interior_x.json",
|
||||
"npcs": "resources/config/npcs_uni_interior.json",
|
||||
"dialogues": "resources/dialogue/uni_interior_dialogues_010.json",
|
||||
"navigation": [
|
||||
"resources/navigation/uni_interior4_unlocked_n2.txt",
|
||||
"resources/navigation/uni_interior3_n2_hall.txt",
|
||||
"resources/navigation/uni_interior4_n2_lr_hall.txt",
|
||||
"resources/navigation/uni_interior4_n2_lr_tr_hall.txt",
|
||||
"resources/navigation/uni_interior3_n2_lr_tr_hall_aiperi.txt",
|
||||
"resources/navigation/uni_interior3_darklands_all_open.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_hall.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_n3.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_s1.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_s2.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_s3.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_s3_s1.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_s3_hall.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_s3_n3.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_s3_n2.txt",
|
||||
"resources/navigation/uni_interior4_unlocked_s3_s2.txt",
|
||||
"resources/navigation/uni_interior4_locked.txt"
|
||||
],
|
||||
"script": "resources/start_uni_interior.lua",
|
||||
"teleports": "resources/config/teleports_uni_interior.json",
|
||||
"triggerZones": "resources/config/trigger_zones_uni_interior.json",
|
||||
"lights": "resources/config/lights_uni_interior.json",
|
||||
"playerPosition": [0.942694, 0, -9.63104]
|
||||
}
|
||||
@@ -0,0 +1,166 @@
|
||||
{
|
||||
"npcs": [
|
||||
{
|
||||
"id": "ghost_01x",
|
||||
"name": "Тень",
|
||||
"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -5.6,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -12.0,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
},
|
||||
{
|
||||
"id": "ghost_02x",
|
||||
"name": "Тень",
|
||||
"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -6.4,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -12.0,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
},
|
||||
{
|
||||
"id": "ghost_03x",
|
||||
"name": "Тень",
|
||||
"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -5.6,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -12.5,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
},
|
||||
{
|
||||
"id": "ghost_04x",
|
||||
"name": "Тень",
|
||||
"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
|
||||
"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
|
||||
"positionX": -6.4,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -12.5,
|
||||
"walkSpeed": 1.5,
|
||||
"rotationSpeed": 8.0,
|
||||
"modelScale": 1.0,
|
||||
"modelCorrectionRotX": -90.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"hp": 35,
|
||||
"visibleRange" : 6.5,
|
||||
"canAttack": true
|
||||
},
|
||||
{
|
||||
"id": "ghost_05x",
|
||||
"name": "Тень",
|
||||
"meshTextures": {
|
||||
"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
|
||||
},
|
||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
|
||||
"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
|
||||
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|
||||
"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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||||
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"canAttack": true
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||||
},
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{
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||||
"id": "ghost_06x",
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||||
"name": "Тень",
|
||||
"meshTextures": {
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"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
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},
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||||
"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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||||
"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
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||||
"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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}
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]
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}
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@@ -145,7 +145,7 @@
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},
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{
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+450
-1321
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,574 @@
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||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
File diff suppressed because it is too large.
Load diff
@@ -1,5 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
varying vec2 texCoord;
|
||||
varying float fogDistance;
|
||||
|
||||
@@ -9,8 +15,12 @@ uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
#ifdef INSTANCED
|
||||
worldPos = mat4(iModel0, iModel1, iModel2, iModel3) * worldPos;
|
||||
#endif
|
||||
vec4 eyePos = ModelViewMatrix * worldPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
@@ -1,5 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
varying vec2 texCoord;
|
||||
varying float fogDistance;
|
||||
|
||||
@@ -9,8 +15,12 @@ uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
#ifdef INSTANCED
|
||||
worldPos = mat4(iModel0, iModel1, iModel2, iModel3) * worldPos;
|
||||
#endif
|
||||
vec4 eyePos = ModelViewMatrix * worldPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
@@ -2,6 +2,12 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
@@ -15,10 +21,17 @@ uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
vec3 normal = vNormal;
|
||||
#ifdef INSTANCED
|
||||
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
|
||||
worldPos = instanceModel * worldPos;
|
||||
normal = normalize(mat3(instanceModel) * normal);
|
||||
#endif
|
||||
vec4 eyePos = ModelViewMatrix * worldPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
texCoord = vTexCoord;
|
||||
fragPosLightSpace = uLightFromCamera * eyePos;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
fragNormal = mat3(ModelViewMatrix) * normal;
|
||||
}
|
||||
@@ -1,6 +1,12 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
@@ -14,10 +20,17 @@ uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
vec3 normal = vNormal;
|
||||
#ifdef INSTANCED
|
||||
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
|
||||
worldPos = instanceModel * worldPos;
|
||||
normal = normalize(mat3(instanceModel) * normal);
|
||||
#endif
|
||||
vec4 eyePos = ModelViewMatrix * worldPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
texCoord = vTexCoord;
|
||||
fragPosLightSpace = uLightFromCamera * eyePos;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
fragNormal = mat3(ModelViewMatrix) * normal;
|
||||
}
|
||||
@@ -2,6 +2,12 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying float fogDistance;
|
||||
@@ -15,11 +21,18 @@ uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
vec3 normal = vNormal;
|
||||
#ifdef INSTANCED
|
||||
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
|
||||
worldPos = instanceModel * worldPos;
|
||||
normal = normalize(mat3(instanceModel) * normal);
|
||||
#endif
|
||||
vec4 eyePos = ModelViewMatrix * worldPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
texCoord = vTexCoord;
|
||||
fragViewPos = eyePos.xyz;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
fragWorldXZ = vPosition.xz;
|
||||
fragNormal = mat3(ModelViewMatrix) * normal;
|
||||
fragWorldXZ = worldPos.xz;
|
||||
}
|
||||
@@ -2,6 +2,12 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
@@ -17,12 +23,19 @@ uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
vec3 normal = vNormal;
|
||||
#ifdef INSTANCED
|
||||
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
|
||||
worldPos = instanceModel * worldPos;
|
||||
normal = normalize(mat3(instanceModel) * normal);
|
||||
#endif
|
||||
vec4 eyePos = ModelViewMatrix * worldPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
texCoord = vTexCoord;
|
||||
fragViewPos = eyePos.xyz;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
fragNormal = mat3(ModelViewMatrix) * normal;
|
||||
fragPosLightSpace = uLightFromCamera * eyePos;
|
||||
fragWorldXZ = vPosition.xz;
|
||||
fragWorldXZ = worldPos.xz;
|
||||
}
|
||||
@@ -2,6 +2,12 @@ precision highp float;
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
@@ -17,12 +23,19 @@ uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
vec3 normal = vNormal;
|
||||
#ifdef INSTANCED
|
||||
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
|
||||
worldPos = instanceModel * worldPos;
|
||||
normal = normalize(mat3(instanceModel) * normal);
|
||||
#endif
|
||||
vec4 eyePos = ModelViewMatrix * worldPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
texCoord = vTexCoord;
|
||||
fragViewPos = eyePos.xyz;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
fragNormal = mat3(ModelViewMatrix) * normal;
|
||||
fragPosLightSpace = uLightFromCamera * eyePos;
|
||||
fragWorldXZ = vPosition.xz;
|
||||
fragWorldXZ = worldPos.xz;
|
||||
}
|
||||
@@ -1,6 +1,12 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying float fogDistance;
|
||||
@@ -14,11 +20,18 @@ uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
vec3 normal = vNormal;
|
||||
#ifdef INSTANCED
|
||||
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
|
||||
worldPos = instanceModel * worldPos;
|
||||
normal = normalize(mat3(instanceModel) * normal);
|
||||
#endif
|
||||
vec4 eyePos = ModelViewMatrix * worldPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
texCoord = vTexCoord;
|
||||
fragViewPos = eyePos.xyz;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
fragWorldXZ = vPosition.xz;
|
||||
fragNormal = mat3(ModelViewMatrix) * normal;
|
||||
fragWorldXZ = worldPos.xz;
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
attribute vec3 vPosition;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
uniform vec4 uColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = uColor;
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform vec4 uColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = uColor;
|
||||
}
|
||||
@@ -1,9 +1,19 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
#ifdef INSTANCED
|
||||
attribute vec4 iModel0;
|
||||
attribute vec4 iModel1;
|
||||
attribute vec4 iModel2;
|
||||
attribute vec4 iModel3;
|
||||
#endif
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
vec4 worldPos = vec4(vPosition, 1.0);
|
||||
#ifdef INSTANCED
|
||||
worldPos = mat4(iModel0, iModel1, iModel2, iModel3) * worldPos;
|
||||
#endif
|
||||
gl_Position = ProjectionModelViewMatrix * worldPos;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
-- ============================================
|
||||
-- BATTLE ZONE (campaign "battle_zone")
|
||||
-- uni_exterior level with static objects and navigation only.
|
||||
-- ============================================
|
||||
|
||||
function callback_init_location()
|
||||
end
|
||||
|
||||
function callback_enter_location()
|
||||
end
|
||||
|
||||
function callback_exit_location()
|
||||
end
|
||||
|
||||
game_api.set_location_callbacks(
|
||||
callback_init_location,
|
||||
callback_enter_location,
|
||||
callback_exit_location
|
||||
)
|
||||
+27
-32
@@ -2,18 +2,8 @@
|
||||
-- NPC PATROL WAYPOINTS
|
||||
-- ============================================
|
||||
|
||||
bathroom_door_opened = false
|
||||
player_door_opened = false
|
||||
alik_door_opened = false
|
||||
|
||||
|
||||
game_api.start_dialogue("dialog_start001")
|
||||
|
||||
phone_picked_up = false
|
||||
journal_picked_up = false
|
||||
|
||||
function on_npc_interact(npc_index)
|
||||
if npc_index == 0 then
|
||||
function on_npc_interact(npc_id)
|
||||
if npc_id == "npc_alik" then
|
||||
--[[
|
||||
local player_alik_aware = game_api.getIntValue("alik_aware")
|
||||
local player_container_aware = game_api.getIntValue("player_container_aware")
|
||||
@@ -25,7 +15,7 @@ function on_npc_interact(npc_index)
|
||||
else
|
||||
game_api.start_dialogue("dialog_alik001")
|
||||
end]]
|
||||
game_api.player_stop_and_rotate_to_npc(0)
|
||||
game_api.player_stop_and_rotate_to_npc("npc_alik")
|
||||
game_api.start_dialogue("dialog_alik002")
|
||||
end
|
||||
end
|
||||
@@ -73,7 +63,7 @@ function on_bed_sleep()
|
||||
else
|
||||
game_api.start_cutscene("sleep_cutscene001")
|
||||
game_api.setIntValue("need_sleep", 0)
|
||||
game_api.set_player_hp(200)
|
||||
game_api.refill_current_player_hp()
|
||||
--game_api.set_day() - done in cutscene
|
||||
local day = game_api.getIntValue("day")
|
||||
game_api.setIntValue("day", day + 1)
|
||||
@@ -119,8 +109,8 @@ end
|
||||
|
||||
function callback_deactivate_cover_alik_room()
|
||||
game_api.deactivate_interactive_object("Room_Cover_LivingRoom_W_S_2_001")
|
||||
game_api.set_npc_enabled(0, true)
|
||||
game_api.npc_rotate_to(0, 90)
|
||||
game_api.set_npc_enabled("npc_alik", true)
|
||||
game_api.npc_rotate_to("npc_alik", 90)
|
||||
end
|
||||
|
||||
function callback_deactivate_cover_bathroom()
|
||||
@@ -161,7 +151,7 @@ function closeAlikDoor()
|
||||
game_api.activate_interactive_object("Room_Cover_LivingRoom_W_S_2_001")
|
||||
game_api.set_object_alpha("Room_Cover_LivingRoom_W_S_2_001", 1)
|
||||
game_api.set_object_rotation("Door_Room_-1_-1_1_Leaf_001", 0)
|
||||
game_api.set_npc_enabled(0, false)
|
||||
game_api.set_npc_enabled("npc_alik", false)
|
||||
if (bathroom_door_opened) then
|
||||
game_api.switch_navigation(3) -- closed only alik (a)
|
||||
else
|
||||
@@ -330,11 +320,25 @@ function on_toilet_click()
|
||||
game_api.player_stop()
|
||||
end
|
||||
|
||||
function callback_init_location()
|
||||
bathroom_door_opened = false
|
||||
player_door_opened = false
|
||||
alik_door_opened = false
|
||||
phone_picked_up = false
|
||||
journal_picked_up = false
|
||||
|
||||
game_api.start_dialogue("dialog_start001")
|
||||
game_api.deactivate_interactive_object("Room_Cover_LivingRoom_W_N_2_001")
|
||||
game_api.rotate_object("Door_Utility_-1_1_2_Leaf_001", 90, 0.01, nil)
|
||||
game_api.rotate_object("Door_Utility_-1_-1_2_Leaf_001", -90, 0.01, nil)
|
||||
game_api.set_npc_enabled("npc_alik", false)
|
||||
game_api.switch_navigation(0)
|
||||
print("----callback_init_location----")
|
||||
end
|
||||
|
||||
function callback_enter_location()
|
||||
print("Enter location dorm")
|
||||
local hp = game_api.getFloatValue("player_hp")
|
||||
game_api.set_player_hp(hp)
|
||||
game_api.set_teleport_active(0, false)
|
||||
game_api.set_teleport_active("tp_dorm_to_loc2", false)
|
||||
if (game_api.is_night()) then
|
||||
closeAlikDoor()
|
||||
end
|
||||
@@ -342,30 +346,21 @@ end
|
||||
|
||||
function callback_exit_location()
|
||||
print("Exit location dorm")
|
||||
local hp = game_api.get_player_hp()
|
||||
game_api.setFloatValue("player_hp", hp)
|
||||
end
|
||||
|
||||
game_api.set_location_callbacks(
|
||||
callback_init_location,
|
||||
callback_enter_location,
|
||||
callback_exit_location
|
||||
)
|
||||
|
||||
function callback_call_taxi()
|
||||
game_api.set_teleport_active(0, true)
|
||||
game_api.set_trigger_zone_enabled(0, false)
|
||||
game_api.set_teleport_active("tp_dorm_to_loc2", true)
|
||||
game_api.set_trigger_zone_enabled("taxi_zone001", false)
|
||||
end
|
||||
|
||||
game_api.deactivate_interactive_object("Room_Cover_LivingRoom_W_N_2_001")
|
||||
|
||||
game_api.rotate_object("Door_Utility_-1_1_2_Leaf_001", 90, 0.01, nil)
|
||||
game_api.rotate_object("Door_Utility_-1_-1_2_Leaf_001", -90, 0.01, nil)
|
||||
|
||||
game_api.set_call_taxi_callback(
|
||||
callback_call_taxi
|
||||
)
|
||||
|
||||
|
||||
game_api.set_npc_enabled(0, false)
|
||||
game_api.switch_navigation(0)
|
||||
print("Lua script loaded successfully--!")
|
||||
@@ -1,16 +1,5 @@
|
||||
print("Lua script loaded successfully!")
|
||||
|
||||
function callback_enter_location()
|
||||
end
|
||||
|
||||
function callback_exit_location()
|
||||
end
|
||||
|
||||
game_api.set_location_callbacks(
|
||||
callback_enter_location,
|
||||
callback_exit_location
|
||||
)
|
||||
|
||||
function darklands_exit001_enter_callback()
|
||||
if game_api.is_darklands() then
|
||||
print("Lua script start_darklands_transition")
|
||||
@@ -77,11 +66,12 @@ game_api.set_enter_night_callback(
|
||||
)
|
||||
|
||||
|
||||
function callback_init_location()
|
||||
end
|
||||
|
||||
function callback_enter_location()
|
||||
print("Enter location uni exterior")
|
||||
local hp = game_api.getFloatValue("player_hp")
|
||||
game_api.set_player_hp(hp)
|
||||
game_api.set_teleport_active(0, false)
|
||||
game_api.set_teleport_active("tp_loc2_to_dorm", false)
|
||||
if (game_api.is_night()) then
|
||||
game_api.deactivate_interactive_object("car001")
|
||||
game_api.deactivate_interactive_object("car001wheels")
|
||||
@@ -95,11 +85,10 @@ end
|
||||
|
||||
function callback_exit_location()
|
||||
print("Exit location uni exterior")
|
||||
local hp = game_api.get_player_hp()
|
||||
game_api.setFloatValue("player_hp", hp)
|
||||
end
|
||||
|
||||
game_api.set_location_callbacks(
|
||||
callback_init_location,
|
||||
callback_enter_location,
|
||||
callback_exit_location
|
||||
)
|
||||
@@ -108,10 +97,6 @@ game_api.set_trigger_zone_callbacks("darklands_exit001",
|
||||
darklands_exit001_enter_callback,
|
||||
nil
|
||||
)
|
||||
game_api.set_trigger_zone_callbacks("darklands_exit002",
|
||||
darklands_exit001_enter_callback,
|
||||
nil
|
||||
)
|
||||
game_api.set_trigger_zone_callbacks("darklands_exit003",
|
||||
darklands_exit001_enter_callback,
|
||||
nil
|
||||
@@ -129,12 +114,12 @@ game_api.set_trigger_zone_callbacks("darklands_exit005",
|
||||
|
||||
function taxi_zone001_enter_callback()
|
||||
game_api.start_dialogue("dialog_taxi001")
|
||||
game_api.set_trigger_zone_enabled(0, false)
|
||||
game_api.set_trigger_zone_enabled("taxi_zone001", false)
|
||||
end
|
||||
|
||||
function callback_call_taxi()
|
||||
game_api.set_teleport_active(0, true)
|
||||
game_api.set_trigger_zone_enabled(0, false)
|
||||
game_api.set_teleport_active("tp_loc2_to_dorm", true)
|
||||
game_api.set_trigger_zone_enabled("taxi_zone001", false)
|
||||
end
|
||||
|
||||
game_api.set_call_taxi_callback(
|
||||
|
||||
+129
-145
@@ -1,14 +1,6 @@
|
||||
CONST_MSG_EMPTY = "(пусто)"
|
||||
CONST_MSG_WHERE = "Бекзат, ты где? Я жду..."
|
||||
|
||||
hall_door_opened = false
|
||||
teacher_door_opened = false
|
||||
|
||||
player_hold_book = false
|
||||
teacher_arrived_to_library = false
|
||||
teacher_told_about_book = false
|
||||
|
||||
|
||||
--[[
|
||||
0 - day0
|
||||
1 - darklands
|
||||
@@ -17,14 +9,6 @@ teacher_told_about_book = false
|
||||
4 - day
|
||||
|
||||
]]
|
||||
was_state_when_player_left = 0
|
||||
was_day_when_player_left = 0
|
||||
|
||||
morning_can_open_door_index = 0
|
||||
morning_did_open_door_index = 0
|
||||
|
||||
|
||||
ghost_gone = false
|
||||
|
||||
function dialog_aiperi_give_key()
|
||||
local player_hold_key = game_api.getIntValue("player_hold_key")
|
||||
@@ -65,7 +49,7 @@ function knife_dialog_zone001_enter_callback()
|
||||
if (player_hold_knife == 0) then
|
||||
local lection_is_over = game_api.getIntValue("lection_is_over")
|
||||
if lection_is_over == 1 then
|
||||
game_api.npc_stop_and_rotate_to_player(1)
|
||||
game_api.npc_stop_and_rotate_to_player("npc_02_woman")
|
||||
if (player_hold_key == 1) then
|
||||
game_api.start_dialogue("knife_dialog002")
|
||||
else
|
||||
@@ -79,7 +63,7 @@ function knife_dialog_zone001_enter_callback()
|
||||
if (aiperi_talked_after_knife == 0) then
|
||||
game_api.start_dialogue("knife_dialog_second001")
|
||||
end
|
||||
game_api.set_trigger_zone_enabled(1, false)
|
||||
game_api.set_trigger_zone_enabled("knife_dialog_zone001", false)
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -110,11 +94,11 @@ game_api.set_trigger_zone_callbacks("knife_dialog_zone001",
|
||||
function on_knife_pickup()
|
||||
game_api.pickup_item("knife")
|
||||
game_api.deactivate_interactive_object("Knife001")
|
||||
game_api.set_npc_enabled(1, false)
|
||||
game_api.set_npc_enabled("npc_02_woman", false)
|
||||
game_api.setIntValue("player_hold_knife", 1)
|
||||
|
||||
game_api.set_trigger_zone_enabled(2, true)
|
||||
game_api.npc_walk_to(0, -4.57412, 0, 6.78495, on_teacher_arrived2)
|
||||
game_api.set_trigger_zone_enabled("teacher_dialog_zone001", true)
|
||||
game_api.npc_walk_to("npc_teacher01", -4.57412, 0, 6.78495, on_teacher_arrived2)
|
||||
game_api.quest_set_objective_completed("aiperi_knife", "aiperi_knife_take")
|
||||
game_api.player_stop()
|
||||
end
|
||||
@@ -133,14 +117,14 @@ function on_book_pickup()
|
||||
player_hold_book = true
|
||||
game_api.quest_set_objective_completed("study_project", "study_project_book")
|
||||
game_api.start_dialogue("book_dialog003")
|
||||
--game_api.set_trigger_zone_enabled(3, true)
|
||||
--game_api.set_trigger_zone_enabled("book_dialog_zone001", true)
|
||||
end
|
||||
else
|
||||
game_api.remove_item("book")
|
||||
game_api.activate_interactive_object("Book001")
|
||||
player_hold_book = false
|
||||
game_api.start_dialogue("book_dialog004")
|
||||
--game_api.set_trigger_zone_enabled(3, false)
|
||||
--game_api.set_trigger_zone_enabled("book_dialog_zone001", false)
|
||||
end
|
||||
else
|
||||
print("on_book_pickup step2")
|
||||
@@ -218,14 +202,14 @@ function on_cake_clicked()
|
||||
game_api.player_stop()
|
||||
end
|
||||
|
||||
function on_npc_interact(npc_index)
|
||||
function on_npc_interact(npc_id)
|
||||
local player_ghost_aware = game_api.getIntValue("ghost_aware")
|
||||
local player_hold_key = game_api.getIntValue("player_hold_key")
|
||||
local day = game_api.getIntValue("day")
|
||||
|
||||
print("[Lua] NPC interaction! Index: " .. tostring(npc_index))
|
||||
if npc_index == 1 then
|
||||
game_api.player_stop_and_rotate_to_npc(1)
|
||||
print("[Lua] NPC interaction! ID: " .. tostring(npc_id))
|
||||
if npc_id == "npc_02_woman" then
|
||||
game_api.player_stop_and_rotate_to_npc("npc_02_woman")
|
||||
if (game_api.is_dawn()) or (day > 0) then
|
||||
game_api.start_dialogue("dialog_aiperi_morning001")
|
||||
else
|
||||
@@ -236,8 +220,8 @@ function on_npc_interact(npc_index)
|
||||
end
|
||||
end
|
||||
end
|
||||
if npc_index == 0 then
|
||||
game_api.player_stop_and_rotate_to_npc(0)
|
||||
if npc_id == "npc_teacher01" then
|
||||
game_api.player_stop_and_rotate_to_npc("npc_teacher01")
|
||||
if (day == 0) then
|
||||
if (teacher_arrived_to_library) then
|
||||
if (teacher_told_about_book) then
|
||||
@@ -264,8 +248,8 @@ function on_npc_interact(npc_index)
|
||||
end
|
||||
end
|
||||
end
|
||||
if npc_index == 2 then
|
||||
game_api.player_stop_and_rotate_to_npc(2)
|
||||
if npc_id == "npc_04_ghost" then
|
||||
game_api.player_stop_and_rotate_to_npc("npc_04_ghost")
|
||||
local report_card_signed = game_api.getIntValue("report_card_signed")
|
||||
if (report_card_signed == 1) then
|
||||
game_api.start_dialogue("dialog_with_ghost003")
|
||||
@@ -273,31 +257,30 @@ function on_npc_interact(npc_index)
|
||||
game_api.start_dialogue("dialog_with_ghost001")
|
||||
end
|
||||
end
|
||||
if npc_index == 6 then
|
||||
game_api.player_stop_and_rotate_to_npc(6)
|
||||
if npc_id == "npc_altynai" then
|
||||
game_api.player_stop_and_rotate_to_npc("npc_altynai")
|
||||
game_api.start_dialogue("dialog_female_student002")
|
||||
end
|
||||
end
|
||||
|
||||
function on_quest_over()
|
||||
ghost_gone = true
|
||||
game_api.set_npc_enabled(2, false)
|
||||
game_api.set_npc_enabled(3, false)
|
||||
game_api.set_npc_enabled(4, false)
|
||||
game_api.set_npc_enabled(5, false)
|
||||
game_api.set_npc_enabled("npc_04_ghost", false)
|
||||
game_api.set_npc_enabled("ghost_01x", false)
|
||||
game_api.set_npc_enabled("ghost_02x", false)
|
||||
game_api.set_npc_enabled("ghost_03x", false)
|
||||
game_api.quest_set_objective_completed("ghost_release", "ghost_release_show")
|
||||
|
||||
game_api.start_cutscene("game_complete_cutscene001")
|
||||
end
|
||||
|
||||
function on_darklands_over()
|
||||
game_api.set_player_hp(10)
|
||||
game_api.resetPlayerAfterDeath()
|
||||
end
|
||||
|
||||
function teacher_zone001_enter_callback()
|
||||
game_api.start_dialogue("teacher_dialog002")
|
||||
game_api.set_trigger_zone_enabled(2, false)
|
||||
game_api.set_trigger_zone_enabled("teacher_dialog_zone001", false)
|
||||
teacher_told_about_book = true
|
||||
game_api.player_stop()
|
||||
end
|
||||
@@ -474,9 +457,9 @@ function on_hall_door_click()
|
||||
game_api.switch_navigation(1)
|
||||
game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
|
||||
game_api.fade_object("Room_Cover_Main_Hall_001", 0, 0.5, callback_deactivate_cover_main_hall)
|
||||
game_api.set_npc_enabled(0, true)
|
||||
game_api.set_npc_enabled(6, true)
|
||||
game_api.npc_rotate_to(6, 180)
|
||||
game_api.set_npc_enabled("npc_teacher01", true)
|
||||
game_api.set_npc_enabled("npc_altynai", true)
|
||||
game_api.npc_rotate_to("npc_altynai", 180)
|
||||
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
|
||||
game_api.player_stop()
|
||||
end
|
||||
@@ -558,22 +541,22 @@ function on_n2_door_click()
|
||||
end
|
||||
|
||||
function on_teacher_arrived()
|
||||
game_api.npc_rotate_to(0, 180)
|
||||
game_api.npc_rotate_to("npc_teacher01", 180)
|
||||
teacher_arrived_to_library = true
|
||||
end
|
||||
|
||||
function on_student_arrived()
|
||||
game_api.npc_rotate_to(6, 270)
|
||||
game_api.npc_rotate_to("npc_altynai", 270)
|
||||
end
|
||||
|
||||
function on_teacher_arrived2()
|
||||
game_api.npc_rotate_to(0, 0)
|
||||
game_api.npc_rotate_to("npc_teacher01", 0)
|
||||
end
|
||||
|
||||
function book_dialog_zone001_enter_callback()
|
||||
if (game_api.is_darklands()) then
|
||||
game_api.start_dialogue("ghost_dialog002")
|
||||
game_api.set_trigger_zone_enabled(3, false)
|
||||
game_api.set_trigger_zone_enabled("book_dialog_zone001", false)
|
||||
game_api.advance_darklands_hud()
|
||||
else
|
||||
if (player_hold_book) and (game_api.is_night() == false) then
|
||||
@@ -621,9 +604,9 @@ function on_sleep_cutscene()
|
||||
print("Cutscene 2 done!")
|
||||
|
||||
game_api.set_night()
|
||||
--game_api.set_trigger_zone_enabled(1, false)
|
||||
game_api.set_npc_enabled(0, false)
|
||||
game_api.set_npc_enabled(6, false)
|
||||
--game_api.set_trigger_zone_enabled("knife_dialog_zone001", false)
|
||||
game_api.set_npc_enabled("npc_teacher01", false)
|
||||
game_api.set_npc_enabled("npc_altynai", false)
|
||||
game_api.switch_navigation(16)
|
||||
game_api.set_object_rotation("Room_N_2_Leaf001", 0)
|
||||
game_api.set_object_rotation("Hall_Leaf001", 0)
|
||||
@@ -649,14 +632,14 @@ function on_teacher_arrived_intermediate()
|
||||
game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
|
||||
game_api.fade_object("Room_Cover_North_3_001", 0, 0.5, callback_deactivate_cover_n3)
|
||||
game_api.switch_navigation(2)
|
||||
game_api.npc_walk_to(0, 4.94194, 0, 6.64111, on_teacher_arrived)
|
||||
game_api.npc_walk_to("npc_teacher01", 4.94194, 0, 6.64111, on_teacher_arrived)
|
||||
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
|
||||
end
|
||||
|
||||
function on_lection_cutscene_fadein_callback()
|
||||
print("Lection cutscene in progress!")
|
||||
-- -0.0234149 0 10.1139
|
||||
game_api.npc_set_position(0, 0.0, 0.0, 10.1139)
|
||||
game_api.npc_set_position("npc_teacher01", 0.0, 0.0, 10.1139)
|
||||
|
||||
--4.91002 0 10.375
|
||||
--game_api.player_set_position(-2.41002, 0, 10.375)
|
||||
@@ -670,10 +653,10 @@ function callback_on_lection_cutscene_over()
|
||||
print("Cutscene done!")
|
||||
game_api.setIntValue("lection_is_over", 1)
|
||||
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_rotate_to(1, 180)
|
||||
game_api.npc_walk_to(0, 0.758123, 0, 6.50063, on_teacher_arrived_intermediate)
|
||||
game_api.npc_walk_to(6, 5.28998, 0, -5.525, on_student_arrived)
|
||||
game_api.set_npc_enabled("npc_02_woman", true)
|
||||
game_api.npc_rotate_to("npc_02_woman", 180)
|
||||
game_api.npc_walk_to("npc_teacher01", 0.758123, 0, 6.50063, on_teacher_arrived_intermediate)
|
||||
game_api.npc_walk_to("npc_altynai", 5.28998, 0, -5.525, on_student_arrived)
|
||||
|
||||
local aiperi_knife_aware = game_api.getIntValue("aiperi_knife_aware")
|
||||
|
||||
@@ -715,38 +698,36 @@ function on_bookshelf_teacher_clicked()
|
||||
on_report_card_pickup()
|
||||
end
|
||||
|
||||
first_time_darklands = true
|
||||
|
||||
function callback_enter_darklands()
|
||||
if (first_time_darklands) then
|
||||
game_api.start_dialogue("ghost_dialog001")
|
||||
first_time_darklands = false
|
||||
end
|
||||
|
||||
game_api.set_trigger_zone_enabled(1, false)
|
||||
game_api.set_trigger_zone_enabled("knife_dialog_zone001", false)
|
||||
|
||||
game_api.set_npc_enabled(0, false)
|
||||
game_api.set_npc_enabled(1, false)
|
||||
game_api.set_npc_enabled(6, false)
|
||||
game_api.set_npc_enabled("npc_teacher01", false)
|
||||
game_api.set_npc_enabled("npc_02_woman", false)
|
||||
game_api.set_npc_enabled("npc_altynai", false)
|
||||
|
||||
if (ghost_gone) then
|
||||
game_api.set_npc_enabled(2, false)
|
||||
game_api.set_npc_enabled(3, false)
|
||||
game_api.set_npc_enabled(4, false)
|
||||
game_api.set_npc_enabled(5, false)
|
||||
game_api.set_npc_enabled("npc_04_ghost", false)
|
||||
game_api.set_npc_enabled("ghost_01x", false)
|
||||
game_api.set_npc_enabled("ghost_02x", false)
|
||||
game_api.set_npc_enabled("ghost_03x", false)
|
||||
else
|
||||
game_api.set_npc_enabled(2, true)
|
||||
game_api.set_npc_enabled(3, true)
|
||||
game_api.set_npc_enabled(4, true)
|
||||
game_api.set_npc_enabled(5, true)
|
||||
game_api.set_npc_enabled("npc_04_ghost", true)
|
||||
game_api.set_npc_enabled("ghost_01x", true)
|
||||
game_api.set_npc_enabled("ghost_02x", true)
|
||||
game_api.set_npc_enabled("ghost_03x", true)
|
||||
|
||||
game_api.npc_set_hp(3, 35)
|
||||
game_api.npc_set_hp(4, 35)
|
||||
game_api.npc_set_hp(5, 35)
|
||||
game_api.npc_set_hp("ghost_01x", 35)
|
||||
game_api.npc_set_hp("ghost_02x", 35)
|
||||
game_api.npc_set_hp("ghost_03x", 35)
|
||||
|
||||
game_api.npc_set_position(3, 0, 0, -6.4)
|
||||
game_api.npc_set_position(4, -5.0, 0, 12)
|
||||
game_api.npc_set_position(5, 5.0, 0, 12)
|
||||
game_api.npc_set_position("ghost_01x", 0, 0, -6.4)
|
||||
game_api.npc_set_position("ghost_02x", -5.0, 0, 12)
|
||||
game_api.npc_set_position("ghost_03x", 5.0, 0, 12)
|
||||
end
|
||||
|
||||
game_api.switch_navigation(5)
|
||||
@@ -755,13 +736,13 @@ end
|
||||
|
||||
function callback_exit_darklands()
|
||||
game_api.start_cutscene("darklands_exit001")
|
||||
game_api.set_npc_enabled(0, false)
|
||||
game_api.set_npc_enabled(1, false)
|
||||
game_api.set_npc_enabled(2, false)
|
||||
game_api.set_npc_enabled(3, false)
|
||||
game_api.set_npc_enabled(4, false)
|
||||
game_api.set_npc_enabled(5, false)
|
||||
game_api.set_npc_enabled(6, false)
|
||||
game_api.set_npc_enabled("npc_teacher01", false)
|
||||
game_api.set_npc_enabled("npc_02_woman", false)
|
||||
game_api.set_npc_enabled("npc_04_ghost", false)
|
||||
game_api.set_npc_enabled("ghost_01x", false)
|
||||
game_api.set_npc_enabled("ghost_02x", false)
|
||||
game_api.set_npc_enabled("ghost_03x", false)
|
||||
game_api.set_npc_enabled("npc_altynai", false)
|
||||
|
||||
morning_did_open_door_index = 0
|
||||
setDay1MorningSetup()
|
||||
@@ -873,13 +854,13 @@ function setDay0setup()
|
||||
|
||||
game_api.deactivate_interactive_object("Note001")
|
||||
|
||||
game_api.set_npc_enabled(0, false)
|
||||
game_api.set_npc_enabled(1, false)
|
||||
game_api.set_npc_enabled(2, false)
|
||||
game_api.set_npc_enabled(3, false)
|
||||
game_api.set_npc_enabled(4, false)
|
||||
game_api.set_npc_enabled(5, false)
|
||||
game_api.set_npc_enabled(6, false)
|
||||
game_api.set_npc_enabled("npc_teacher01", false)
|
||||
game_api.set_npc_enabled("npc_02_woman", false)
|
||||
game_api.set_npc_enabled("npc_04_ghost", false)
|
||||
game_api.set_npc_enabled("ghost_01x", false)
|
||||
game_api.set_npc_enabled("ghost_02x", false)
|
||||
game_api.set_npc_enabled("ghost_03x", false)
|
||||
game_api.set_npc_enabled("npc_altynai", false)
|
||||
|
||||
game_api.activate_interactive_object("car001")
|
||||
game_api.activate_interactive_object("car001wheels")
|
||||
@@ -903,7 +884,6 @@ function setDay1setup()
|
||||
game_api.activate_interactive_object("Room_Cover_South_2_001")
|
||||
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
|
||||
|
||||
game_api.set_object_rotation("Room_N_0_Leaf001", 0)
|
||||
game_api.set_object_rotation("Room_N_1_Leaf001", -90)
|
||||
game_api.set_object_rotation("Room_N_2_Leaf001", -90)
|
||||
game_api.set_object_rotation("Room_S_0_Leaf001", 0)
|
||||
@@ -911,15 +891,15 @@ function setDay1setup()
|
||||
game_api.set_object_rotation("Room_S_2_Leaf001", 90)
|
||||
game_api.set_object_rotation("Hall_Leaf001", 90)
|
||||
|
||||
game_api.set_npc_enabled(0, true)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.set_npc_enabled(2, false)
|
||||
game_api.set_npc_enabled(3, false)
|
||||
game_api.set_npc_enabled(4, false)
|
||||
game_api.set_npc_enabled(5, false)
|
||||
game_api.set_npc_enabled(6, true)
|
||||
game_api.set_npc_enabled("npc_teacher01", true)
|
||||
game_api.set_npc_enabled("npc_02_woman", true)
|
||||
game_api.set_npc_enabled("npc_04_ghost", false)
|
||||
game_api.set_npc_enabled("ghost_01x", false)
|
||||
game_api.set_npc_enabled("ghost_02x", false)
|
||||
game_api.set_npc_enabled("ghost_03x", false)
|
||||
game_api.set_npc_enabled("npc_altynai", true)
|
||||
|
||||
game_api.npc_set_position(1, 0.98998, 0, -7.525)
|
||||
game_api.npc_set_position("npc_02_woman", 0.98998, 0, -7.525)
|
||||
|
||||
game_api.deactivate_interactive_object("Cake001")
|
||||
|
||||
@@ -939,7 +919,6 @@ function setDay1MorningSetup()
|
||||
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
||||
game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
|
||||
|
||||
game_api.set_object_rotation("Room_N_0_Leaf001", 0)
|
||||
game_api.set_object_rotation("Room_N_1_Leaf001", 0)
|
||||
game_api.set_object_rotation("Room_N_2_Leaf001", 0)
|
||||
game_api.set_object_rotation("Room_S_0_Leaf001", 0)
|
||||
@@ -964,15 +943,15 @@ function setDay1MorningSetup()
|
||||
|
||||
-- TODO: Make check for teacher_door_opened false or true
|
||||
|
||||
game_api.set_npc_enabled(0, false)
|
||||
game_api.set_npc_enabled(1, false)
|
||||
game_api.set_npc_enabled(2, false)
|
||||
game_api.set_npc_enabled(3, false)
|
||||
game_api.set_npc_enabled(4, false)
|
||||
game_api.set_npc_enabled(5, false)
|
||||
game_api.set_npc_enabled(6, false)
|
||||
game_api.set_npc_enabled("npc_teacher01", false)
|
||||
game_api.set_npc_enabled("npc_02_woman", false)
|
||||
game_api.set_npc_enabled("npc_04_ghost", false)
|
||||
game_api.set_npc_enabled("ghost_01x", false)
|
||||
game_api.set_npc_enabled("ghost_02x", false)
|
||||
game_api.set_npc_enabled("ghost_03x", false)
|
||||
game_api.set_npc_enabled("npc_altynai", false)
|
||||
|
||||
game_api.npc_set_position(1, 0.98998, 0, -7.525)
|
||||
game_api.npc_set_position("npc_02_woman", 0.98998, 0, -7.525)
|
||||
|
||||
if morning_did_open_door_index == 1 then
|
||||
game_api.deactivate_interactive_object("Room_Cover_South_1_001")
|
||||
@@ -1043,7 +1022,6 @@ function setDay1NightSetup()
|
||||
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
||||
game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
|
||||
|
||||
game_api.set_object_rotation("Room_N_0_Leaf001", 0)
|
||||
game_api.set_object_rotation("Room_N_1_Leaf001", 0)
|
||||
game_api.set_object_rotation("Room_N_2_Leaf001", 0)
|
||||
game_api.set_object_rotation("Room_S_0_Leaf001", 0)
|
||||
@@ -1059,13 +1037,13 @@ function setDay1NightSetup()
|
||||
game_api.set_object_alpha("Room_Cover_Corridor_001", 1)
|
||||
game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
|
||||
|
||||
game_api.set_npc_enabled(0, false)
|
||||
game_api.set_npc_enabled(1, false)
|
||||
game_api.set_npc_enabled(2, false)
|
||||
game_api.set_npc_enabled(3, false)
|
||||
game_api.set_npc_enabled(4, false)
|
||||
game_api.set_npc_enabled(5, false)
|
||||
game_api.set_npc_enabled(6, false)
|
||||
game_api.set_npc_enabled("npc_teacher01", false)
|
||||
game_api.set_npc_enabled("npc_02_woman", false)
|
||||
game_api.set_npc_enabled("npc_04_ghost", false)
|
||||
game_api.set_npc_enabled("ghost_01x", false)
|
||||
game_api.set_npc_enabled("ghost_02x", false)
|
||||
game_api.set_npc_enabled("ghost_03x", false)
|
||||
game_api.set_npc_enabled("npc_altynai", false)
|
||||
|
||||
game_api.deactivate_interactive_object("car001")
|
||||
game_api.deactivate_interactive_object("car001wheels")
|
||||
@@ -1222,8 +1200,8 @@ game_api.set_chat_callbacks(
|
||||
)
|
||||
|
||||
function callback_aiperi_dialog_morning()
|
||||
game_api.player_stop_and_rotate_to_npc(1)
|
||||
game_api.npc_stop_and_rotate_to_player(1)
|
||||
game_api.player_stop_and_rotate_to_npc("npc_02_woman")
|
||||
game_api.npc_stop_and_rotate_to_player("npc_02_woman")
|
||||
game_api.start_dialogue("dialog_aiperi_morning001")
|
||||
end
|
||||
|
||||
@@ -1246,9 +1224,9 @@ function on_aiperi_opens_door()
|
||||
end
|
||||
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0, 0, 6.5)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, 0.0, 0, 9.1, callback_aiperi_dialog_morning)
|
||||
game_api.npc_set_position("npc_02_woman", 0, 0, 6.5)
|
||||
game_api.set_npc_enabled("npc_02_woman", true)
|
||||
game_api.npc_walk_to("npc_02_woman", 0.0, 0, 9.1, callback_aiperi_dialog_morning)
|
||||
game_api.player_walk_to(0.0, 0.0, 10.0, nil)
|
||||
|
||||
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
|
||||
@@ -1268,9 +1246,9 @@ function on_aiperi_opens_door()
|
||||
end
|
||||
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0.0, 0, 6.43818)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, 2.34349, 0, 6.31229, callback_aiperi_dialog_morning)
|
||||
game_api.npc_set_position("npc_02_woman", 0.0, 0, 6.43818)
|
||||
game_api.set_npc_enabled("npc_02_woman", true)
|
||||
game_api.npc_walk_to("npc_02_woman", 2.34349, 0, 6.31229, callback_aiperi_dialog_morning)
|
||||
game_api.player_walk_to(3.52174, 0, 6.28993, nil)
|
||||
|
||||
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
|
||||
@@ -1290,9 +1268,9 @@ function on_aiperi_opens_door()
|
||||
end
|
||||
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0, 0, -1.7911)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, 2.11898, 0, -1.7074, callback_aiperi_dialog_morning)
|
||||
game_api.npc_set_position("npc_02_woman", 0, 0, -1.7911)
|
||||
game_api.set_npc_enabled("npc_02_woman", true)
|
||||
game_api.npc_walk_to("npc_02_woman", 2.11898, 0, -1.7074, callback_aiperi_dialog_morning)
|
||||
game_api.player_walk_to(3.36055, 0, -2.0345, nil)
|
||||
|
||||
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
|
||||
@@ -1312,9 +1290,9 @@ function on_aiperi_opens_door()
|
||||
game_api.switch_navigation(9)
|
||||
end
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0, 0, -1.7911)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, -2.454, 0, -1.61871, callback_aiperi_dialog_morning)
|
||||
game_api.npc_set_position("npc_02_woman", 0, 0, -1.7911)
|
||||
game_api.set_npc_enabled("npc_02_woman", true)
|
||||
game_api.npc_walk_to("npc_02_woman", -2.454, 0, -1.61871, callback_aiperi_dialog_morning)
|
||||
game_api.player_walk_to(-3.63363, 0, -1.50727, nil)
|
||||
|
||||
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
|
||||
@@ -1334,9 +1312,9 @@ function on_aiperi_opens_door()
|
||||
end
|
||||
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0, 0, -9.77948)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, -2.53977, 0, -9.77852, callback_aiperi_dialog_morning)
|
||||
game_api.npc_set_position("npc_02_woman", 0, 0, -9.77948)
|
||||
game_api.set_npc_enabled("npc_02_woman", true)
|
||||
game_api.npc_walk_to("npc_02_woman", -2.53977, 0, -9.77852, callback_aiperi_dialog_morning)
|
||||
game_api.player_walk_to(-3.64494, 0, -9.66711, nil)
|
||||
|
||||
game_api.play_sound("audio/702171__foxfire__door-opening.ogg")
|
||||
@@ -1345,14 +1323,28 @@ function on_aiperi_opens_door()
|
||||
end
|
||||
|
||||
function on_aiperi_morning_dialog_finished()
|
||||
game_api.npc_walk_to(1, 0.98998, 0, -7.525, nil)
|
||||
game_api.npc_walk_to("npc_02_woman", 0.98998, 0, -7.525, nil)
|
||||
end
|
||||
|
||||
function callback_init_location()
|
||||
hall_door_opened = false
|
||||
teacher_door_opened = false
|
||||
player_hold_book = false
|
||||
teacher_arrived_to_library = false
|
||||
teacher_told_about_book = false
|
||||
was_state_when_player_left = 0
|
||||
was_day_when_player_left = 0
|
||||
morning_can_open_door_index = 0
|
||||
morning_did_open_door_index = 0
|
||||
ghost_gone = false
|
||||
first_time_darklands = true
|
||||
|
||||
setDay0setup()
|
||||
game_api.switch_navigation(0)
|
||||
end
|
||||
|
||||
function callback_enter_location()
|
||||
print("Enter location uni interior-")
|
||||
--player_left_darklands = false
|
||||
local hp = game_api.getFloatValue("player_hp")
|
||||
game_api.set_player_hp(hp)
|
||||
local day = game_api.getIntValue("day")
|
||||
|
||||
print("day is:")
|
||||
@@ -1406,11 +1398,6 @@ end
|
||||
|
||||
function callback_exit_location()
|
||||
print("Exit location uni interior")
|
||||
--player_left_darklands = false
|
||||
local hp = game_api.get_player_hp()
|
||||
game_api.setFloatValue("player_hp", hp)
|
||||
|
||||
|
||||
--[[
|
||||
0 - day0
|
||||
1 - darklands
|
||||
@@ -1437,6 +1424,7 @@ function callback_exit_location()
|
||||
end
|
||||
|
||||
game_api.set_location_callbacks(
|
||||
callback_init_location,
|
||||
callback_enter_location,
|
||||
callback_exit_location
|
||||
)
|
||||
@@ -1467,9 +1455,5 @@ end
|
||||
|
||||
game_api.set_cutscene_callback("game_complete_cutscene001", callback_game_complete_cutscene)
|
||||
|
||||
|
||||
|
||||
setDay0setup()
|
||||
game_api.switch_navigation(0)
|
||||
--debugAllOpen()
|
||||
print("Lua script loaded successfully!---!")
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,124 @@
|
||||
{
|
||||
"objects": [
|
||||
{
|
||||
"id": "intBin_Cans",
|
||||
"name": "intBin_Cans",
|
||||
"texturePath": "resources/w/shelter/models/intBin_Cans_atlas.png",
|
||||
"textureDarkandsPath": "resources/w/shelter/models/intBin_Cans_atlas.png",
|
||||
"meshPath": "resources/w/shelter/models/intBin_Cans.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": -180.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.6,
|
||||
"positionY": 0.45736101269721985,
|
||||
"positionZ": 3.85,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "intBin_Plastic",
|
||||
"name": "intBin_Plastic",
|
||||
"texturePath": "resources/w/shelter/models/intBin_Plastic_atlas.png",
|
||||
"textureDarkandsPath": "resources/w/shelter/models/intBin_Plastic_atlas.png",
|
||||
"meshPath": "resources/w/shelter/models/intBin_Plastic.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": -180.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 1.4,
|
||||
"positionY": 0.45736101269721985,
|
||||
"positionZ": 3.85,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "intBin_Waste_A",
|
||||
"name": "intBin_Waste_A",
|
||||
"texturePath": "resources/w/shelter/models/intBin_Waste_A_atlas.png",
|
||||
"textureDarkandsPath": "resources/w/shelter/models/intBin_Waste_A_atlas.png",
|
||||
"meshPath": "resources/w/shelter/models/intBin_Waste_A.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": -180.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 2.2,
|
||||
"positionY": 0.45736101269721985,
|
||||
"positionZ": 3.85,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "intBin_Waste_B",
|
||||
"name": "intBin_Waste_B",
|
||||
"texturePath": "resources/w/shelter/models/intBin_Waste_B_atlas.png",
|
||||
"textureDarkandsPath": "resources/w/shelter/models/intBin_Waste_B_atlas.png",
|
||||
"meshPath": "resources/w/shelter/models/intBin_Waste_B.txt.bin",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": -180.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 3.0,
|
||||
"positionY": 0.45736101269721985,
|
||||
"positionZ": 3.85,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "intRoof",
|
||||
"name": "intRoof",
|
||||
"texturePath": "resources/w/shelter/models/intRoof_atlas.png",
|
||||
"textureDarkandsPath": "resources/w/shelter/models/intRoof_atlas.png",
|
||||
"meshPath": "resources/w/shelter/models/intRoof.txt",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": 0.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": 3.2,
|
||||
"positionZ": 0.0,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "intVending.00",
|
||||
"name": "intVending.00",
|
||||
"texturePath": "resources/w/shelter/models/vending_atlas.png",
|
||||
"textureDarkandsPath": "resources/w/shelter/models/vending_atlas.png",
|
||||
"meshPath": "resources/w/shelter/models/intVending.txt",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": -90.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": -1.0,
|
||||
"positionY": 0.915,
|
||||
"positionZ": -3.9,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
"id": "intVending.01",
|
||||
"name": "intVending.01",
|
||||
"texturePath": "resources/w/shelter/models/vending_atlas.png",
|
||||
"textureDarkandsPath": "resources/w/shelter/models/vending_atlas.png",
|
||||
"meshPath": "resources/w/shelter/models/intVending.txt",
|
||||
"rotationX": 0.0,
|
||||
"rotationY": -90.0,
|
||||
"rotationZ": 0.0,
|
||||
"positionX": 0.0,
|
||||
"positionY": 0.915,
|
||||
"positionZ": -3.9,
|
||||
"scale": 1.0,
|
||||
"interactionRadius": 0.0
|
||||
},
|
||||
{
|
||||
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Binary file not shown.
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Tri: 9 10 11
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Tri: 12 13 14
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Tri: 15 16 17
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Tri: 18 19 20
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Tri: 21 22 23
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Tri: 24 25 26
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Tri: 0 27 1
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Tri: 3 28 4
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Tri: 6 29 7
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Tri: 12 31 13
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Tri: 15 32 16
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Tri: 18 33 19
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Tri: 21 34 22
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Tri: 24 35 25
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Binary file not shown.
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Tri: 0 1 2
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Tri: 3 4 5
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Tri: 6 7 8
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Tri: 9 10 11
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Tri: 12 13 14
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Tri: 15 16 17
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Tri: 18 19 20
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Tri: 21 22 23
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Tri: 24 25 26
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Tri: 0 27 1
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Tri: 3 28 4
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Tri: 29 30 31
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Tri: 9 32 10
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Tri: 12 33 13
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Tri: 15 34 16
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Tri: 18 35 19
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Tri: 21 36 22
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Tri: 37 38 39
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Binary file not shown.
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===Vertices (Split by UV/Normal): 36
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===Triangles (Indices): 18
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Tri: 0 1 2
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Tri: 3 4 5
|
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Tri: 6 7 8
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Tri: 9 10 11
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Tri: 12 13 14
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Tri: 15 16 17
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Tri: 18 19 20
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Tri: 21 22 23
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Tri: 24 25 26
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Tri: 0 27 1
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Tri: 3 28 4
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Tri: 6 29 7
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Tri: 9 30 10
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Tri: 12 31 13
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Tri: 15 32 16
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Tri: 18 33 19
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Tri: 21 34 22
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Tri: 24 35 25
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Binary file not shown.
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===Vertices (Split by UV/Normal): 38
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Binary file not shown.
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Tri: 6 7 8
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Tri: 9 10 11
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Binary file not shown.
Binary file not shown.
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===Vertices (Split by UV/Normal): 52
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===Triangles (Indices): 26
|
||||
Tri: 0 1 2
|
||||
Tri: 3 4 5
|
||||
Tri: 6 7 8
|
||||
Tri: 9 10 11
|
||||
Tri: 12 13 14
|
||||
Tri: 15 16 17
|
||||
Tri: 18 19 20
|
||||
Tri: 21 22 23
|
||||
Tri: 24 25 26
|
||||
Tri: 27 28 29
|
||||
Tri: 30 31 32
|
||||
Tri: 33 34 35
|
||||
Tri: 36 37 38
|
||||
Tri: 0 39 1
|
||||
Tri: 3 40 4
|
||||
Tri: 6 41 7
|
||||
Tri: 9 42 10
|
||||
Tri: 12 43 13
|
||||
Tri: 15 44 16
|
||||
Tri: 18 45 19
|
||||
Tri: 21 46 22
|
||||
Tri: 24 47 25
|
||||
Tri: 27 48 28
|
||||
Tri: 30 49 31
|
||||
Tri: 33 50 34
|
||||
Tri: 36 51 37
|
||||
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|
||||
===Vertices (Split by UV/Normal): 148
|
||||
V 0: Pos(-1.45, -1.75, 2.55) Norm(0.0, 0.0, 1.0) UV(-0.90625, -1.09375)
|
||||
V 1: Pos(-1.75, -1.45, 2.55) Norm(0.0, 0.0, 1.0) UV(-1.09375, -0.90625)
|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
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|
||||
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|
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|
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|
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|
||||
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|
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
V 44: Pos(1.45, -1.45, 0.0) Norm(-1.0, 0.0, 0.0) UV(0.0, -0.90625)
|
||||
V 45: Pos(1.75, 1.45, 2.55) Norm(0.0, 0.0, 1.0) UV(1.09375, 0.90625)
|
||||
V 46: Pos(1.45, 1.75, 2.55) Norm(0.0, 0.0, 1.0) UV(0.90625, 1.09375)
|
||||
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|
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V 48: Pos(1.75, 1.45, 0.0) Norm(0.0, -1.0, 0.0) UV(0.0, 1.09375)
|
||||
V 49: Pos(1.45, 1.45, 2.55) Norm(0.0, -1.0, 0.0) UV(1.59375, 0.90625)
|
||||
V 50: Pos(1.45, 1.45, 0.0) Norm(0.0, -1.0, 0.0) UV(0.0, 0.90625)
|
||||
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|
||||
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|
||||
V 53: Pos(1.75, 1.45, 0.0) Norm(1.0, 0.0, 0.0) UV(0.0, 0.90625)
|
||||
V 54: Pos(1.45, 1.75, 0.0) Norm(0.0, 1.0, 0.0) UV(0.0, 0.90625)
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|
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|
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|
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|
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|
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|
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V 65: Pos(-1.8, 1.4, 2.2) Norm(0.0, -1.0, 0.0) UV(-1.125, 1.375)
|
||||
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|
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
V 93: Pos(-1.8, -1.4, 2.2) Norm(0.0, -1.0, 0.0) UV(-1.125, 1.375)
|
||||
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|
||||
V 95: Pos(-1.4, -1.4, 2.6) Norm(1.0, 0.0, 0.0) UV(-0.875, 1.625)
|
||||
V 96: Pos(-1.4, -1.4, 2.2) Norm(1.0, 0.0, 0.0) UV(-0.875, 1.375)
|
||||
V 97: Pos(-1.8, 1.4, 2.2) Norm(0.0, 1.0, 0.0) UV(-1.125, 1.375)
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
V 107: Pos(1.8, -1.4, 2.6) Norm(1.0, 0.0, 0.0) UV(-0.875, 1.625)
|
||||
V 108: Pos(1.4, 1.4, 2.2) Norm(0.0, 1.0, 0.0) UV(0.875, 1.375)
|
||||
V 109: Pos(1.8, 1.4, 2.6) Norm(0.0, 1.0, 0.0) UV(1.125, 1.625)
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
V 116: Pos(-1.45, -1.45, 2.55) Norm(1.0, 0.0, 0.0) UV(1.59375, -0.90625)
|
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|
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|
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|
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V 120: Pos(-1.45, 1.45, 2.55) Norm(0.0, -1.0, 0.0) UV(1.59375, -0.90625)
|
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V 121: Pos(-1.45, 1.75, 2.55) Norm(1.0, 0.0, 0.0) UV(1.59375, 1.09375)
|
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|
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|
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V 124: Pos(1.75, -1.45, 2.55) Norm(0.0, 0.0, 1.0) UV(1.09375, -0.90625)
|
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V 125: Pos(1.75, -1.75, 2.55) Norm(0.0, -1.0, 0.0) UV(1.59375, 1.09375)
|
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V 126: Pos(1.75, -1.45, 2.55) Norm(1.0, 0.0, 0.0) UV(1.59375, -0.90625)
|
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V 127: Pos(1.45, -1.45, 2.55) Norm(0.0, 1.0, 0.0) UV(1.59375, 0.90625)
|
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V 128: Pos(1.45, -1.75, 2.55) Norm(-1.0, 0.0, 0.0) UV(1.59375, -1.09375)
|
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V 129: Pos(1.75, 1.75, 2.55) Norm(0.0, 0.0, 1.0) UV(1.09375, 1.09375)
|
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V 130: Pos(1.75, 1.45, 2.55) Norm(0.0, -1.0, 0.0) UV(1.59375, 1.09375)
|
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V 131: Pos(1.75, 1.75, 2.55) Norm(1.0, 0.0, 0.0) UV(1.59375, 1.09375)
|
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V 132: Pos(1.45, 1.75, 2.55) Norm(0.0, 1.0, 0.0) UV(1.59375, 0.90625)
|
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V 133: Pos(1.45, 1.45, 2.55) Norm(-1.0, 0.0, 0.0) UV(1.59375, 0.90625)
|
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V 134: Pos(1.8, 1.8, 2.6) Norm(0.0, 0.0, 1.0) UV(1.125, 1.125)
|
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V 135: Pos(1.8, 1.4, 2.6) Norm(0.0, -1.0, 0.0) UV(1.125, 1.625)
|
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V 136: Pos(1.8, 1.8, 2.6) Norm(1.0, 0.0, 0.0) UV(1.125, 1.625)
|
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V 137: Pos(-1.8, 1.8, 2.6) Norm(0.0, 1.0, 0.0) UV(-1.125, 1.625)
|
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V 138: Pos(1.8, -1.8, 2.6) Norm(0.0, -1.0, 0.0) UV(1.125, 1.625)
|
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V 139: Pos(-1.8, -1.4, 2.6) Norm(0.0, 1.0, 0.0) UV(-1.125, 1.625)
|
||||
V 140: Pos(-1.8, -1.8, 2.6) Norm(-1.0, 0.0, 0.0) UV(-1.125, 1.625)
|
||||
V 141: Pos(-1.4, 1.4, 2.6) Norm(0.0, 0.0, 1.0) UV(-0.875, 0.875)
|
||||
V 142: Pos(-1.4, -1.4, 2.6) Norm(0.0, -1.0, 0.0) UV(-0.875, 1.625)
|
||||
V 143: Pos(-1.4, 1.4, 2.6) Norm(1.0, 0.0, 0.0) UV(0.875, 1.625)
|
||||
V 144: Pos(-1.8, 1.4, 2.6) Norm(0.0, 1.0, 0.0) UV(-1.125, 1.625)
|
||||
V 145: Pos(1.8, -1.4, 2.6) Norm(0.0, -1.0, 0.0) UV(1.125, 1.625)
|
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V 146: Pos(1.4, 1.4, 2.6) Norm(0.0, 1.0, 0.0) UV(0.875, 1.625)
|
||||
V 147: Pos(1.4, -1.4, 2.6) Norm(-1.0, 0.0, 0.0) UV(-0.875, 1.625)
|
||||
|
||||
===Triangles (Indices): 80
|
||||
Tri: 0 1 2
|
||||
Tri: 3 4 5
|
||||
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|
||||
V 59: Pos(-0.247487, -0.03, 1.552513) Norm(-0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
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|
||||
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|
||||
V 62: Pos(-0.133939, -0.03, 1.476642) Norm(-0.19509, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 63: Pos(0.133939, -0.03, 1.476642) Norm(0.19509, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 64: Pos(0.0, -0.05, 1.45) Norm(0.19509, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 65: Pos(0.0, -0.03, 1.45) Norm(0.19509, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 66: Pos(0.247487, -0.03, 1.552513) Norm(0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 67: Pos(0.133939, -0.05, 1.476642) Norm(0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 68: Pos(0.133939, -0.03, 1.476642) Norm(0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 69: Pos(0.323358, -0.03, 1.666061) Norm(0.83147, 0.0, -0.55557) UV(0.761719, 0.011719)
|
||||
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|
||||
V 71: Pos(0.247487, -0.03, 1.552513) Norm(0.83147, 0.0, -0.55557) UV(0.761719, 0.011719)
|
||||
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|
||||
V 73: Pos(0.323358, -0.05, 1.666061) Norm(0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
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V 74: Pos(0.323358, -0.03, 1.666061) Norm(0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
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V 75: Pos(0.35, 0.05, 1.8) Norm(0.0, 1.0, 0.0) UV(0.0075, 0.375)
|
||||
V 76: Pos(0.0, 0.05, 1.45) Norm(0.0, 1.0, 0.0) UV(0.375, 0.0075)
|
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V 77: Pos(-0.35, 0.05, 1.8) Norm(0.0, 1.0, 0.0) UV(0.7425, 0.375)
|
||||
V 78: Pos(0.323358, 0.03, 1.933939) Norm(-0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 79: Pos(0.35, 0.05, 1.8) Norm(-0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 80: Pos(0.35, 0.03, 1.8) Norm(-0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
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V 81: Pos(0.247487, 0.03, 2.047487) Norm(-0.831469, 0.0, -0.555571) UV(0.761719, 0.011719)
|
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V 82: Pos(0.323358, 0.05, 1.933939) Norm(-0.831469, 0.0, -0.555571) UV(0.761719, 0.011719)
|
||||
V 83: Pos(0.323358, 0.03, 1.933939) Norm(-0.831469, 0.0, -0.555571) UV(0.761719, 0.011719)
|
||||
V 84: Pos(0.133939, 0.03, 2.123358) Norm(-0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
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V 85: Pos(0.247487, 0.05, 2.047487) Norm(-0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 86: Pos(0.247487, 0.03, 2.047487) Norm(-0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 87: Pos(0.0, 0.03, 2.15) Norm(-0.195091, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 88: Pos(0.133939, 0.05, 2.123358) Norm(-0.195091, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 89: Pos(0.133939, 0.03, 2.123358) Norm(-0.195091, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 90: Pos(-0.133939, 0.03, 2.123358) Norm(0.195091, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 91: Pos(0.0, 0.05, 2.15) Norm(0.195091, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 92: Pos(0.0, 0.03, 2.15) Norm(0.195091, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 93: Pos(-0.247487, 0.03, 2.047487) Norm(0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 94: Pos(-0.133939, 0.05, 2.123358) Norm(0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 95: Pos(-0.133939, 0.03, 2.123358) Norm(0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 96: Pos(-0.323358, 0.03, 1.933939) Norm(0.831469, 0.0, -0.555571) UV(0.761719, 0.011719)
|
||||
V 97: Pos(-0.247487, 0.05, 2.047487) Norm(0.831469, 0.0, -0.555571) UV(0.761719, 0.011719)
|
||||
V 98: Pos(-0.247487, 0.03, 2.047487) Norm(0.831469, 0.0, -0.555571) UV(0.761719, 0.011719)
|
||||
V 99: Pos(-0.35, 0.03, 1.8) Norm(0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 100: Pos(-0.323358, 0.05, 1.933939) Norm(0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 101: Pos(-0.323358, 0.03, 1.933939) Norm(0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 102: Pos(-0.323358, 0.03, 1.666061) Norm(0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 103: Pos(-0.35, 0.05, 1.8) Norm(0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 104: Pos(-0.35, 0.03, 1.8) Norm(0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 105: Pos(-0.247487, 0.03, 1.552513) Norm(0.83147, 0.0, 0.55557) UV(0.761719, 0.011719)
|
||||
V 106: Pos(-0.323358, 0.05, 1.666061) Norm(0.83147, 0.0, 0.55557) UV(0.761719, 0.011719)
|
||||
V 107: Pos(-0.323358, 0.03, 1.666061) Norm(0.83147, 0.0, 0.55557) UV(0.761719, 0.011719)
|
||||
V 108: Pos(-0.133939, 0.03, 1.476642) Norm(0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 109: Pos(-0.247487, 0.05, 1.552513) Norm(0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 110: Pos(-0.247487, 0.03, 1.552513) Norm(0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 111: Pos(0.0, 0.03, 1.45) Norm(0.19509, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 112: Pos(-0.133939, 0.05, 1.476642) Norm(0.19509, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 113: Pos(-0.133939, 0.03, 1.476642) Norm(0.19509, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 114: Pos(0.133939, 0.03, 1.476642) Norm(-0.19509, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 115: Pos(0.0, 0.05, 1.45) Norm(-0.19509, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 116: Pos(0.0, 0.03, 1.45) Norm(-0.19509, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 117: Pos(0.247487, 0.03, 1.552513) Norm(-0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 118: Pos(0.133939, 0.05, 1.476642) Norm(-0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 119: Pos(0.133939, 0.03, 1.476642) Norm(-0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 120: Pos(0.323358, 0.03, 1.666061) Norm(-0.83147, 0.0, 0.55557) UV(0.761719, 0.011719)
|
||||
V 121: Pos(0.247487, 0.05, 1.552513) Norm(-0.83147, 0.0, 0.55557) UV(0.761719, 0.011719)
|
||||
V 122: Pos(0.247487, 0.03, 1.552513) Norm(-0.83147, 0.0, 0.55557) UV(0.761719, 0.011719)
|
||||
V 123: Pos(0.35, 0.03, 1.8) Norm(-0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 124: Pos(0.323358, 0.05, 1.666061) Norm(-0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 125: Pos(0.323358, 0.03, 1.666061) Norm(-0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 126: Pos(0.021213, 0.021213, 1.75) Norm(0.92388, 0.382683, 0.0) UV(0.761719, 0.011719)
|
||||
V 127: Pos(0.0, 0.03, 1.75) Norm(0.382683, 0.92388, 0.0) UV(0.761719, 0.011719)
|
||||
V 128: Pos(-0.021213, 0.021213, 1.75) Norm(-0.382683, 0.92388, 0.0) UV(0.761719, 0.011719)
|
||||
V 129: Pos(-0.03, 0.0, 1.75) Norm(-0.92388, 0.382683, 0.0) UV(0.761719, 0.011719)
|
||||
V 130: Pos(-0.021213, -0.021213, 1.75) Norm(-0.92388, -0.382683, 0.0) UV(0.761719, 0.011719)
|
||||
V 131: Pos(0.0, -0.03, 1.75) Norm(-0.382683, -0.92388, 0.0) UV(0.761719, 0.011719)
|
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V 132: Pos(0.021213, -0.021213, 1.75) Norm(0.382683, -0.92388, 0.0) UV(0.761719, 0.011719)
|
||||
V 133: Pos(0.03, 0.0, 1.75) Norm(0.92388, -0.382683, 0.0) UV(0.761719, 0.011719)
|
||||
V 134: Pos(0.323358, -0.05, 1.666061) Norm(0.0, -1.0, 0.0) UV(0.714526, 0.234364)
|
||||
V 135: Pos(0.35, -0.05, 1.8) Norm(0.0, -1.0, 0.0) UV(0.7425, 0.375)
|
||||
V 136: Pos(0.323358, -0.05, 1.933939) Norm(0.0, -1.0, 0.0) UV(0.714526, 0.515636)
|
||||
V 137: Pos(0.247487, -0.05, 2.047487) Norm(0.0, -1.0, 0.0) UV(0.634862, 0.634862)
|
||||
V 138: Pos(0.0, -0.05, 2.15) Norm(0.0, -1.0, 0.0) UV(0.375, 0.7425)
|
||||
V 139: Pos(-0.133939, -0.05, 2.123358) Norm(0.0, -1.0, 0.0) UV(0.234364, 0.714526)
|
||||
V 140: Pos(-0.247487, -0.05, 2.047487) Norm(0.0, -1.0, 0.0) UV(0.115138, 0.634862)
|
||||
V 141: Pos(-0.35, -0.05, 1.8) Norm(0.0, -1.0, 0.0) UV(0.0075, 0.375)
|
||||
V 142: Pos(-0.323358, -0.05, 1.666061) Norm(0.0, -1.0, 0.0) UV(0.035474, 0.234364)
|
||||
V 143: Pos(-0.247487, -0.05, 1.552513) Norm(0.0, -1.0, 0.0) UV(0.115138, 0.115138)
|
||||
V 144: Pos(0.0, -0.05, 1.45) Norm(0.0, -1.0, 0.0) UV(0.375, 0.0075)
|
||||
V 145: Pos(0.133939, -0.05, 1.476642) Norm(0.0, -1.0, 0.0) UV(0.515636, 0.035474)
|
||||
V 146: Pos(0.247487, -0.05, 1.552513) Norm(0.0, -1.0, 0.0) UV(0.634862, 0.115138)
|
||||
V 147: Pos(0.323358, -0.05, 1.933939) Norm(0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 148: Pos(0.247487, -0.05, 2.047487) Norm(0.831469, 0.0, 0.555571) UV(0.761719, 0.011719)
|
||||
V 149: Pos(0.133939, -0.05, 2.123358) Norm(0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 150: Pos(0.0, -0.05, 2.15) Norm(0.195091, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 151: Pos(-0.133939, -0.05, 2.123358) Norm(-0.195091, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 152: Pos(-0.247487, -0.05, 2.047487) Norm(-0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 153: Pos(-0.323358, -0.05, 1.933939) Norm(-0.831469, 0.0, 0.555571) UV(0.761719, 0.011719)
|
||||
V 154: Pos(-0.35, -0.05, 1.8) Norm(-0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 155: Pos(-0.323358, -0.05, 1.666061) Norm(-0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 156: Pos(-0.247487, -0.05, 1.552513) Norm(-0.83147, 0.0, -0.55557) UV(0.761719, 0.011719)
|
||||
V 157: Pos(-0.133939, -0.05, 1.476642) Norm(-0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 158: Pos(0.0, -0.05, 1.45) Norm(-0.19509, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 159: Pos(0.133939, -0.05, 1.476642) Norm(0.19509, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 160: Pos(0.247487, -0.05, 1.552513) Norm(0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 161: Pos(0.323358, -0.05, 1.666061) Norm(0.83147, 0.0, -0.55557) UV(0.761719, 0.011719)
|
||||
V 162: Pos(0.35, -0.05, 1.8) Norm(0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 163: Pos(0.323358, 0.05, 1.666061) Norm(0.0, 1.0, 0.0) UV(0.035474, 0.234364)
|
||||
V 164: Pos(0.247487, 0.05, 1.552513) Norm(0.0, 1.0, 0.0) UV(0.115138, 0.115138)
|
||||
V 165: Pos(0.133939, 0.05, 1.476642) Norm(0.0, 1.0, 0.0) UV(0.234364, 0.035474)
|
||||
V 166: Pos(-0.133939, 0.05, 1.476642) Norm(0.0, 1.0, 0.0) UV(0.515636, 0.035474)
|
||||
V 167: Pos(-0.247487, 0.05, 1.552513) Norm(0.0, 1.0, 0.0) UV(0.634862, 0.115138)
|
||||
V 168: Pos(-0.323358, 0.05, 1.666061) Norm(0.0, 1.0, 0.0) UV(0.714526, 0.234364)
|
||||
V 169: Pos(-0.323358, 0.05, 1.933939) Norm(0.0, 1.0, 0.0) UV(0.714526, 0.515636)
|
||||
V 170: Pos(-0.247487, 0.05, 2.047487) Norm(0.0, 1.0, 0.0) UV(0.634862, 0.634862)
|
||||
V 171: Pos(-0.133939, 0.05, 2.123358) Norm(0.0, 1.0, 0.0) UV(0.515636, 0.714526)
|
||||
V 172: Pos(0.0, 0.05, 2.15) Norm(0.0, 1.0, 0.0) UV(0.375, 0.7425)
|
||||
V 173: Pos(0.133939, 0.05, 2.123358) Norm(0.0, 1.0, 0.0) UV(0.234364, 0.714526)
|
||||
V 174: Pos(0.247487, 0.05, 2.047487) Norm(0.0, 1.0, 0.0) UV(0.115138, 0.634862)
|
||||
V 175: Pos(0.323358, 0.05, 1.933939) Norm(0.0, 1.0, 0.0) UV(0.035474, 0.515636)
|
||||
V 176: Pos(0.323358, 0.05, 1.933939) Norm(-0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 177: Pos(0.247487, 0.05, 2.047487) Norm(-0.831469, 0.0, -0.555571) UV(0.761719, 0.011719)
|
||||
V 178: Pos(0.133939, 0.05, 2.123358) Norm(-0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 179: Pos(0.0, 0.05, 2.15) Norm(-0.195091, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 180: Pos(-0.133939, 0.05, 2.123358) Norm(0.195091, 0.0, -0.980785) UV(0.761719, 0.011719)
|
||||
V 181: Pos(-0.247487, 0.05, 2.047487) Norm(0.555571, 0.0, -0.831469) UV(0.761719, 0.011719)
|
||||
V 182: Pos(-0.323358, 0.05, 1.933939) Norm(0.831469, 0.0, -0.555571) UV(0.761719, 0.011719)
|
||||
V 183: Pos(-0.35, 0.05, 1.8) Norm(0.980785, 0.0, -0.19509) UV(0.761719, 0.011719)
|
||||
V 184: Pos(-0.323358, 0.05, 1.666061) Norm(0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
V 185: Pos(-0.247487, 0.05, 1.552513) Norm(0.83147, 0.0, 0.55557) UV(0.761719, 0.011719)
|
||||
V 186: Pos(-0.133939, 0.05, 1.476642) Norm(0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 187: Pos(0.0, 0.05, 1.45) Norm(0.19509, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 188: Pos(0.133939, 0.05, 1.476642) Norm(-0.19509, 0.0, 0.980785) UV(0.761719, 0.011719)
|
||||
V 189: Pos(0.247487, 0.05, 1.552513) Norm(-0.555571, 0.0, 0.831469) UV(0.761719, 0.011719)
|
||||
V 190: Pos(0.323358, 0.05, 1.666061) Norm(-0.83147, 0.0, 0.55557) UV(0.761719, 0.011719)
|
||||
V 191: Pos(0.35, 0.05, 1.8) Norm(-0.980785, 0.0, 0.19509) UV(0.761719, 0.011719)
|
||||
|
||||
===Triangles (Indices): 108
|
||||
Tri: 0 1 2
|
||||
Tri: 3 4 5
|
||||
Tri: 6 7 8
|
||||
Tri: 9 10 11
|
||||
Tri: 12 13 14
|
||||
Tri: 15 16 17
|
||||
Tri: 18 19 20
|
||||
Tri: 21 22 23
|
||||
Tri: 24 25 26
|
||||
Tri: 27 28 29
|
||||
Tri: 30 31 32
|
||||
Tri: 33 34 35
|
||||
Tri: 36 37 38
|
||||
Tri: 39 40 41
|
||||
Tri: 42 43 44
|
||||
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Binary file not shown.
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Tri: 6 7 8
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Tri: 30 31 32
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Tri: 3 34 4
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Tri: 21 40 22
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Tri: 24 41 25
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Tri: 27 42 28
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Tri: 30 43 31
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V 66: Pos(0.4317, 0.111154, 0.258977) Norm(0.0, -0.712652, -0.701518) UV(0.769531, 0.023438)
|
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V 67: Pos(0.4317, 0.443223, -0.014216) Norm(1.0, 0.0, 0.0) UV(0.769531, 0.023438)
|
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V 68: Pos(0.3867, 0.143223, 0.290545) Norm(0.0, 0.712652, 0.701518) UV(0.769531, 0.023438)
|
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V 69: Pos(0.3867, 0.411154, -0.045784) Norm(-1.0, 0.0, 0.0) UV(0.769531, 0.023438)
|
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|
||||
V 71: Pos(0.4317, 0.411154, -0.045784) Norm(0.0, 0.701518, -0.712652) UV(0.769531, 0.023438)
|
||||
|
||||
===Triangles (Indices): 36
|
||||
Tri: 0 1 2
|
||||
Tri: 3 4 5
|
||||
Tri: 6 7 8
|
||||
Tri: 9 10 11
|
||||
Tri: 12 13 14
|
||||
Tri: 15 16 17
|
||||
Tri: 18 19 20
|
||||
Tri: 21 22 23
|
||||
Tri: 24 25 26
|
||||
Tri: 27 28 29
|
||||
Tri: 30 31 32
|
||||
Tri: 33 34 35
|
||||
Tri: 36 37 38
|
||||
Tri: 39 40 41
|
||||
Tri: 42 43 44
|
||||
Tri: 45 46 47
|
||||
Tri: 48 49 50
|
||||
Tri: 51 52 53
|
||||
Tri: 0 54 1
|
||||
Tri: 3 55 4
|
||||
Tri: 6 56 7
|
||||
Tri: 9 57 10
|
||||
Tri: 12 58 13
|
||||
Tri: 15 59 16
|
||||
Tri: 18 60 19
|
||||
Tri: 21 61 22
|
||||
Tri: 24 62 25
|
||||
Tri: 27 63 28
|
||||
Tri: 30 64 31
|
||||
Tri: 33 65 34
|
||||
Tri: 36 66 37
|
||||
Tri: 39 67 40
|
||||
Tri: 42 68 43
|
||||
Tri: 45 69 46
|
||||
Tri: 48 70 49
|
||||
Tri: 51 71 52
|
||||
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|
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===Vertices (Split by UV/Normal): 582
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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V 519: Pos(0.118249, -0.285479, 0.9) Norm(-0.169763, 0.853455, -0.492743) UV(0.111328, 0.630859)
|
||||
V 520: Pos(0.121502, -0.293332, 0.885278) Norm(-0.169763, 0.853455, -0.492743) UV(0.111328, 0.672526)
|
||||
V 521: Pos(0.0, -0.3175, 0.885278) Norm(-0.169763, 0.853455, -0.492743) UV(0.064453, 0.672526)
|
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V 522: Pos(0.128008, -0.309038, 0.885278) Norm(0.169763, -0.853455, -0.492743) UV(0.111328, 0.714193)
|
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V 523: Pos(0.13126, -0.316891, 0.9) Norm(0.169763, -0.853455, -0.492743) UV(0.111328, 0.755859)
|
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|
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V 525: Pos(0.128008, -0.309038, 0.914722) Norm(-0.483444, 0.723524, -0.492742) UV(0.111328, 0.547526)
|
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V 526: Pos(0.236527, -0.236527, 0.914722) Norm(-0.483444, 0.723524, -0.492742) UV(0.158203, 0.547526)
|
||||
V 527: Pos(0.242538, -0.242538, 0.9) Norm(-0.483444, 0.723524, -0.492742) UV(0.158203, 0.505859)
|
||||
V 528: Pos(0.224506, -0.224506, 0.914722) Norm(0.0, 0.0, -1.0) UV(0.158203, 0.589193)
|
||||
V 529: Pos(0.224506, -0.224506, 0.914722) Norm(-0.483444, 0.723524, 0.492742) UV(0.158203, 0.589193)
|
||||
V 530: Pos(0.218496, -0.218496, 0.9) Norm(-0.483444, 0.723524, 0.492742) UV(0.158203, 0.630859)
|
||||
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|
||||
V 532: Pos(0.224506, -0.224506, 0.885278) Norm(0.483443, -0.723524, 0.492743) UV(0.158203, 0.672526)
|
||||
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|
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|
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|
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|
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V 537: Pos(0.285479, -0.118249, 0.9) Norm(0.723525, -0.483444, -0.492742) UV(0.205078, 0.630859)
|
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|
||||
V 539: Pos(0.309038, -0.128008, 0.885278) Norm(0.0, 0.0, -1.0) UV(0.205078, 0.714193)
|
||||
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|
||||
V 541: Pos(0.3345, 0.0, 0.914722) Norm(0.853456, -0.169763, 0.492741) UV(0.251953, 0.547526)
|
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|
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|
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|
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V 545: Pos(0.3175, 0.0, 0.914722) Norm(0.853455, -0.169763, -0.492742) UV(0.251953, 0.589193)
|
||||
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|
||||
V 547: Pos(0.3175, 0.0, 0.885278) Norm(-0.853454, 0.169763, -0.492743) UV(0.251953, 0.672526)
|
||||
V 548: Pos(0.293332, -0.121502, 0.885278) Norm(-0.853454, 0.169763, -0.492743) UV(0.205078, 0.672526)
|
||||
V 549: Pos(0.3345, 0.0, 0.885278) Norm(0.0, 0.0, 1.0) UV(0.251953, 0.714193)
|
||||
V 550: Pos(0.3345, 0.0, 0.885278) Norm(0.853455, -0.169763, -0.492742) UV(0.251953, 0.714193)
|
||||
V 551: Pos(0.343, 0.0, 0.9) Norm(0.853455, -0.169763, -0.492742) UV(0.251953, 0.755859)
|
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V 552: Pos(0.316891, -0.13126, 0.9) Norm(0.853455, -0.169763, -0.492742) UV(0.205078, 0.755859)
|
||||
V 553: Pos(0.308, 0.0, 0.88) Norm(-0.980785, -0.19509, 0.0) UV(0.505859, 0.345703)
|
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V 554: Pos(0.284555, 0.117866, 0.88) Norm(-0.83147, -0.55557, 0.0) UV(0.552734, 0.345703)
|
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V 555: Pos(0.217789, 0.217789, 0.88) Norm(-0.55557, -0.83147, 0.0) UV(0.599609, 0.345703)
|
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V 556: Pos(0.117866, 0.284555, 0.88) Norm(-0.19509, -0.980785, 0.0) UV(0.646484, 0.345703)
|
||||
V 557: Pos(0.0, 0.308, 0.88) Norm(0.19509, -0.980785, 0.0) UV(0.693359, 0.345703)
|
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V 558: Pos(-0.117866, 0.284555, 0.88) Norm(0.55557, -0.83147, 0.0) UV(0.740234, 0.345703)
|
||||
V 559: Pos(-0.217789, 0.217789, 0.88) Norm(0.83147, -0.55557, 0.0) UV(0.787109, 0.345703)
|
||||
V 560: Pos(-0.284555, 0.117866, 0.88) Norm(0.980785, -0.19509, 0.0) UV(0.833984, 0.345703)
|
||||
V 561: Pos(-0.308, 0.0, 0.88) Norm(0.980785, 0.19509, 0.0) UV(0.505859, 0.345703)
|
||||
V 562: Pos(-0.284555, -0.117866, 0.88) Norm(0.83147, 0.55557, 0.0) UV(0.552734, 0.345703)
|
||||
V 563: Pos(-0.217789, -0.217789, 0.88) Norm(0.55557, 0.83147, 0.0) UV(0.599609, 0.345703)
|
||||
V 564: Pos(-0.117866, -0.284555, 0.88) Norm(0.19509, 0.980785, 0.0) UV(0.646484, 0.345703)
|
||||
V 565: Pos(0.0, -0.308, 0.88) Norm(-0.19509, 0.980785, 0.0) UV(0.693359, 0.345703)
|
||||
V 566: Pos(0.117866, -0.284555, 0.88) Norm(-0.55557, 0.83147, 0.0) UV(0.740234, 0.345703)
|
||||
V 567: Pos(0.217789, -0.217789, 0.88) Norm(-0.83147, 0.55557, 0.0) UV(0.787109, 0.345703)
|
||||
V 568: Pos(0.284555, -0.117866, 0.88) Norm(-0.980785, 0.19509, 0.0) UV(0.833984, 0.345703)
|
||||
V 569: Pos(0.284555, -0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 570: Pos(0.217789, -0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 571: Pos(0.117866, -0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
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V 572: Pos(0.0, -0.308, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
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V 573: Pos(-0.117866, -0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
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V 574: Pos(-0.217789, -0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
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V 575: Pos(-0.284555, -0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
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V 576: Pos(-0.284555, 0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
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V 577: Pos(-0.217789, 0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 578: Pos(-0.117866, 0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 579: Pos(0.117866, 0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 580: Pos(0.217789, 0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 581: Pos(0.284555, 0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
|
||||
===Triangles (Indices): 274
|
||||
Tri: 0 1 2
|
||||
Tri: 3 4 5
|
||||
Tri: 6 7 8
|
||||
Tri: 9 10 11
|
||||
Tri: 12 13 14
|
||||
Tri: 15 16 17
|
||||
Tri: 18 19 20
|
||||
Tri: 21 22 23
|
||||
Tri: 24 25 26
|
||||
Tri: 27 28 29
|
||||
Tri: 30 31 32
|
||||
Tri: 33 34 35
|
||||
Tri: 36 37 38
|
||||
Tri: 39 40 41
|
||||
Tri: 42 43 44
|
||||
Tri: 45 46 47
|
||||
Tri: 48 49 50
|
||||
Tri: 51 52 53
|
||||
Tri: 54 55 56
|
||||
Tri: 57 58 59
|
||||
Tri: 60 61 62
|
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Tri: 63 64 65
|
||||
Tri: 66 67 68
|
||||
Tri: 69 70 71
|
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Tri: 72 73 74
|
||||
Tri: 75 76 77
|
||||
Tri: 78 79 80
|
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Tri: 81 82 83
|
||||
Tri: 84 85 86
|
||||
Tri: 87 88 89
|
||||
Tri: 90 91 92
|
||||
Tri: 93 94 76
|
||||
Tri: 95 96 97
|
||||
Tri: 98 99 100
|
||||
Tri: 101 102 84
|
||||
Tri: 103 104 105
|
||||
Tri: 106 107 108
|
||||
Tri: 109 110 111
|
||||
Tri: 112 113 114
|
||||
Tri: 115 116 117
|
||||
Tri: 118 119 120
|
||||
Tri: 121 122 123
|
||||
Tri: 124 125 126
|
||||
Tri: 127 110 128
|
||||
Tri: 129 130 131
|
||||
Tri: 132 133 134
|
||||
Tri: 119 135 136
|
||||
Tri: 137 138 139
|
||||
Tri: 140 141 142
|
||||
Tri: 143 144 145
|
||||
Tri: 146 147 148
|
||||
Tri: 149 150 151
|
||||
Tri: 152 153 154
|
||||
Tri: 155 156 157
|
||||
Tri: 158 159 160
|
||||
Tri: 161 162 163
|
||||
Tri: 164 165 166
|
||||
Tri: 167 168 169
|
||||
Tri: 170 171 172
|
||||
Tri: 173 174 175
|
||||
Tri: 176 177 178
|
||||
Tri: 161 179 180
|
||||
Tri: 181 182 183
|
||||
Tri: 184 185 186
|
||||
Tri: 187 188 189
|
||||
Tri: 190 191 192
|
||||
Tri: 193 194 195
|
||||
Tri: 196 179 197
|
||||
Tri: 198 199 200
|
||||
Tri: 201 202 203
|
||||
Tri: 188 204 205
|
||||
Tri: 206 207 208
|
||||
Tri: 209 210 211
|
||||
Tri: 212 213 214
|
||||
Tri: 215 216 217
|
||||
Tri: 218 219 220
|
||||
Tri: 221 222 223
|
||||
Tri: 224 225 226
|
||||
Tri: 227 228 229
|
||||
Tri: 230 231 213
|
||||
Tri: 232 233 234
|
||||
Tri: 235 236 237
|
||||
Tri: 238 239 221
|
||||
Tri: 240 241 242
|
||||
Tri: 243 244 245
|
||||
Tri: 246 247 248
|
||||
Tri: 249 250 251
|
||||
Tri: 252 253 254
|
||||
Tri: 255 256 257
|
||||
Tri: 258 259 260
|
||||
Tri: 261 262 263
|
||||
Tri: 264 247 265
|
||||
Tri: 266 267 268
|
||||
Tri: 269 270 271
|
||||
Tri: 256 272 273
|
||||
Tri: 274 275 276
|
||||
Tri: 277 278 279
|
||||
Tri: 280 281 282
|
||||
Tri: 283 284 285
|
||||
Tri: 286 287 288
|
||||
Tri: 289 290 291
|
||||
Tri: 292 293 294
|
||||
Tri: 295 296 297
|
||||
Tri: 298 299 300
|
||||
Tri: 301 302 303
|
||||
Tri: 304 305 306
|
||||
Tri: 307 308 289
|
||||
Tri: 309 310 311
|
||||
Tri: 312 313 314
|
||||
Tri: 298 315 316
|
||||
Tri: 317 318 319
|
||||
Tri: 320 321 322
|
||||
Tri: 323 324 325
|
||||
Tri: 326 327 328
|
||||
Tri: 329 330 331
|
||||
Tri: 332 333 334
|
||||
Tri: 335 336 337
|
||||
Tri: 338 339 340
|
||||
Tri: 341 342 343
|
||||
Tri: 344 345 346
|
||||
Tri: 347 348 349
|
||||
Tri: 350 351 352
|
||||
Tri: 353 354 355
|
||||
Tri: 356 357 358
|
||||
Tri: 359 360 361
|
||||
Tri: 362 363 364
|
||||
Tri: 365 366 367
|
||||
Tri: 368 369 370
|
||||
Tri: 371 372 373
|
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Tri: 374 375 376
|
||||
Tri: 377 378 379
|
||||
Tri: 0 380 1
|
||||
Tri: 3 381 4
|
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Tri: 6 382 7
|
||||
Tri: 9 383 10
|
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Tri: 12 384 13
|
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Tri: 15 385 16
|
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Tri: 18 386 19
|
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Tri: 21 387 22
|
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Tri: 24 388 25
|
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Tri: 27 389 28
|
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Tri: 30 390 31
|
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Tri: 33 391 34
|
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Tri: 36 392 37
|
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Tri: 39 393 40
|
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Tri: 42 394 43
|
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Tri: 45 395 46
|
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Tri: 48 396 49
|
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Tri: 51 397 52
|
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|
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Tri: 57 399 58
|
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|
||||
Tri: 403 404 405
|
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Tri: 66 406 67
|
||||
Tri: 407 408 409
|
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Tri: 410 411 412
|
||||
Tri: 75 93 76
|
||||
Tri: 413 414 415
|
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Tri: 81 416 82
|
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Tri: 84 102 85
|
||||
Tri: 87 417 88
|
||||
Tri: 418 419 420
|
||||
Tri: 93 421 94
|
||||
Tri: 95 422 96
|
||||
Tri: 98 423 99
|
||||
Tri: 101 424 102
|
||||
Tri: 103 425 104
|
||||
Tri: 106 426 107
|
||||
Tri: 109 128 110
|
||||
Tri: 427 428 429
|
||||
Tri: 430 431 432
|
||||
Tri: 118 433 119
|
||||
Tri: 434 435 436
|
||||
Tri: 124 437 125
|
||||
Tri: 127 438 110
|
||||
Tri: 439 440 441
|
||||
Tri: 442 443 444
|
||||
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|
||||
Tri: 445 446 447
|
||||
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|
||||
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|
||||
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|
||||
Tri: 149 455 150
|
||||
Tri: 152 456 153
|
||||
Tri: 155 457 156
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Tri: 161 197 179
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Tri: 240 502 241
|
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|
||||
Tri: 246 265 247
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Tri: 516 517 518
|
||||
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|
||||
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|
||||
Tri: 522 523 524
|
||||
Tri: 525 526 527
|
||||
Tri: 280 528 281
|
||||
Tri: 529 530 531
|
||||
Tri: 286 532 287
|
||||
Tri: 289 308 290
|
||||
Tri: 292 533 293
|
||||
Tri: 534 535 536
|
||||
Tri: 298 316 299
|
||||
Tri: 301 537 302
|
||||
Tri: 304 538 305
|
||||
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|
||||
Tri: 309 540 310
|
||||
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|
||||
Tri: 298 542 315
|
||||
Tri: 543 544 545
|
||||
Tri: 546 547 548
|
||||
Tri: 323 549 324
|
||||
Tri: 550 551 552
|
||||
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|
||||
Tri: 332 554 333
|
||||
Tri: 335 555 336
|
||||
Tri: 338 556 339
|
||||
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|
||||
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|
||||
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|
||||
Tri: 350 560 351
|
||||
Tri: 353 561 354
|
||||
Tri: 356 562 357
|
||||
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|
||||
Tri: 362 564 363
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Tri: 379 570 572
|
||||
Tri: 572 574 377
|
||||
Tri: 377 577 378
|
||||
Tri: 378 580 379
|
||||
Tri: 379 572 377
|
||||
Binary file not shown.
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@@ -0,0 +1,859 @@
|
||||
===Vertices (Split by UV/Normal): 582
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
||||
V 568: Pos(0.284555, -0.117866, 0.88) Norm(-0.980785, 0.19509, 0.0) UV(0.833984, 0.345703)
|
||||
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|
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V 570: Pos(0.217789, -0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
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V 571: Pos(0.117866, -0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
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V 581: Pos(0.284555, 0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
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|
||||
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|
||||
Tri: 0 1 2
|
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Tri: 3 4 5
|
||||
Tri: 6 7 8
|
||||
Tri: 9 10 11
|
||||
Tri: 12 13 14
|
||||
Tri: 15 16 17
|
||||
Tri: 18 19 20
|
||||
Tri: 21 22 23
|
||||
Tri: 24 25 26
|
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Tri: 27 28 29
|
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Tri: 30 31 32
|
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Tri: 33 34 35
|
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Tri: 36 37 38
|
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Tri: 39 40 41
|
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Tri: 42 43 44
|
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Tri: 45 46 47
|
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Tri: 48 49 50
|
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Tri: 51 52 53
|
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Tri: 54 55 56
|
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Tri: 57 58 59
|
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Tri: 60 61 62
|
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Tri: 63 64 65
|
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Tri: 66 67 68
|
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Tri: 69 70 71
|
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Tri: 72 73 74
|
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Tri: 75 76 77
|
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Tri: 78 79 80
|
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Tri: 81 82 83
|
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Tri: 84 85 86
|
||||
Tri: 87 88 89
|
||||
Tri: 90 91 92
|
||||
Tri: 93 94 76
|
||||
Tri: 95 96 97
|
||||
Tri: 98 99 100
|
||||
Tri: 101 102 84
|
||||
Tri: 103 104 105
|
||||
Tri: 106 107 108
|
||||
Tri: 109 110 111
|
||||
Tri: 112 113 114
|
||||
Tri: 115 116 117
|
||||
Tri: 118 119 120
|
||||
Tri: 121 122 123
|
||||
Tri: 124 125 126
|
||||
Tri: 127 110 128
|
||||
Tri: 129 130 131
|
||||
Tri: 132 133 134
|
||||
Tri: 119 135 136
|
||||
Tri: 137 138 139
|
||||
Tri: 140 141 142
|
||||
Tri: 143 144 145
|
||||
Tri: 146 147 148
|
||||
Tri: 149 150 151
|
||||
Tri: 152 153 154
|
||||
Tri: 155 156 157
|
||||
Tri: 158 159 160
|
||||
Tri: 161 162 163
|
||||
Tri: 164 165 166
|
||||
Tri: 167 168 169
|
||||
Tri: 170 171 172
|
||||
Tri: 173 174 175
|
||||
Tri: 176 177 178
|
||||
Tri: 161 179 180
|
||||
Tri: 181 182 183
|
||||
Tri: 184 185 186
|
||||
Tri: 187 188 189
|
||||
Tri: 190 191 192
|
||||
Tri: 193 194 195
|
||||
Tri: 196 179 197
|
||||
Tri: 198 199 200
|
||||
Tri: 201 202 203
|
||||
Tri: 188 204 205
|
||||
Tri: 206 207 208
|
||||
Tri: 209 210 211
|
||||
Tri: 212 213 214
|
||||
Tri: 215 216 217
|
||||
Tri: 218 219 220
|
||||
Tri: 221 222 223
|
||||
Tri: 224 225 226
|
||||
Tri: 227 228 229
|
||||
Tri: 230 231 213
|
||||
Tri: 232 233 234
|
||||
Tri: 235 236 237
|
||||
Tri: 238 239 221
|
||||
Tri: 240 241 242
|
||||
Tri: 243 244 245
|
||||
Tri: 246 247 248
|
||||
Tri: 249 250 251
|
||||
Tri: 252 253 254
|
||||
Tri: 255 256 257
|
||||
Tri: 258 259 260
|
||||
Tri: 261 262 263
|
||||
Tri: 264 247 265
|
||||
Tri: 266 267 268
|
||||
Tri: 269 270 271
|
||||
Tri: 256 272 273
|
||||
Tri: 274 275 276
|
||||
Tri: 277 278 279
|
||||
Tri: 280 281 282
|
||||
Tri: 283 284 285
|
||||
Tri: 286 287 288
|
||||
Tri: 289 290 291
|
||||
Tri: 292 293 294
|
||||
Tri: 295 296 297
|
||||
Tri: 298 299 300
|
||||
Tri: 301 302 303
|
||||
Tri: 304 305 306
|
||||
Tri: 307 308 289
|
||||
Tri: 309 310 311
|
||||
Tri: 312 313 314
|
||||
Tri: 298 315 316
|
||||
Tri: 317 318 319
|
||||
Tri: 320 321 322
|
||||
Tri: 323 324 325
|
||||
Tri: 326 327 328
|
||||
Tri: 329 330 331
|
||||
Tri: 332 333 334
|
||||
Tri: 335 336 337
|
||||
Tri: 338 339 340
|
||||
Tri: 341 342 343
|
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Tri: 344 345 346
|
||||
Tri: 347 348 349
|
||||
Tri: 350 351 352
|
||||
Tri: 353 354 355
|
||||
Tri: 356 357 358
|
||||
Tri: 359 360 361
|
||||
Tri: 362 363 364
|
||||
Tri: 365 366 367
|
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|
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|
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Tri: 374 375 376
|
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Tri: 377 378 379
|
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Tri: 0 380 1
|
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Tri: 3 381 4
|
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Tri: 6 382 7
|
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Tri: 9 383 10
|
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|
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|
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Tri: 18 386 19
|
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Tri: 21 387 22
|
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Tri: 24 388 25
|
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Tri: 27 389 28
|
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Tri: 30 390 31
|
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Tri: 33 391 34
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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Tri: 98 423 99
|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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Tri: 379 572 377
|
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Binary file not shown.
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|
||||
V 563: Pos(-0.217789, -0.217789, 0.88) Norm(0.55557, 0.83147, 0.0) UV(0.599609, 0.345703)
|
||||
V 564: Pos(-0.117866, -0.284555, 0.88) Norm(0.19509, 0.980785, 0.0) UV(0.646484, 0.345703)
|
||||
V 565: Pos(0.0, -0.308, 0.88) Norm(-0.19509, 0.980785, 0.0) UV(0.693359, 0.345703)
|
||||
V 566: Pos(0.117866, -0.284555, 0.88) Norm(-0.55557, 0.83147, 0.0) UV(0.740234, 0.345703)
|
||||
V 567: Pos(0.217789, -0.217789, 0.88) Norm(-0.83147, 0.55557, 0.0) UV(0.787109, 0.345703)
|
||||
V 568: Pos(0.284555, -0.117866, 0.88) Norm(-0.980785, 0.19509, 0.0) UV(0.833984, 0.345703)
|
||||
V 569: Pos(0.284555, -0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 570: Pos(0.217789, -0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 571: Pos(0.117866, -0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 572: Pos(0.0, -0.308, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 573: Pos(-0.117866, -0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 574: Pos(-0.217789, -0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 575: Pos(-0.284555, -0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 576: Pos(-0.284555, 0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 577: Pos(-0.217789, 0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 578: Pos(-0.117866, 0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 579: Pos(0.117866, 0.284555, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 580: Pos(0.217789, 0.217789, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
V 581: Pos(0.284555, 0.117866, 0.35) Norm(0.0, 0.0, -1.0) UV(0.702148, 0.509766)
|
||||
|
||||
===Triangles (Indices): 274
|
||||
Tri: 0 1 2
|
||||
Tri: 3 4 5
|
||||
Tri: 6 7 8
|
||||
Tri: 9 10 11
|
||||
Tri: 12 13 14
|
||||
Tri: 15 16 17
|
||||
Tri: 18 19 20
|
||||
Tri: 21 22 23
|
||||
Tri: 24 25 26
|
||||
Tri: 27 28 29
|
||||
Tri: 30 31 32
|
||||
Tri: 33 34 35
|
||||
Tri: 36 37 38
|
||||
Tri: 39 40 41
|
||||
Tri: 42 43 44
|
||||
Tri: 45 46 47
|
||||
Tri: 48 49 50
|
||||
Tri: 51 52 53
|
||||
Tri: 54 55 56
|
||||
Tri: 57 58 59
|
||||
Tri: 60 61 62
|
||||
Tri: 63 64 65
|
||||
Tri: 66 67 68
|
||||
Tri: 69 70 71
|
||||
Tri: 72 73 74
|
||||
Tri: 75 76 77
|
||||
Tri: 78 79 80
|
||||
Tri: 81 82 83
|
||||
Tri: 84 85 86
|
||||
Tri: 87 88 89
|
||||
Tri: 90 91 92
|
||||
Tri: 93 94 76
|
||||
Tri: 95 96 97
|
||||
Tri: 98 99 100
|
||||
Tri: 101 102 84
|
||||
Tri: 103 104 105
|
||||
Tri: 106 107 108
|
||||
Tri: 109 110 111
|
||||
Tri: 112 113 114
|
||||
Tri: 115 116 117
|
||||
Tri: 118 119 120
|
||||
Tri: 121 122 123
|
||||
Tri: 124 125 126
|
||||
Tri: 127 110 128
|
||||
Tri: 129 130 131
|
||||
Tri: 132 133 134
|
||||
Tri: 119 135 136
|
||||
Tri: 137 138 139
|
||||
Tri: 140 141 142
|
||||
Tri: 143 144 145
|
||||
Tri: 146 147 148
|
||||
Tri: 149 150 151
|
||||
Tri: 152 153 154
|
||||
Tri: 155 156 157
|
||||
Tri: 158 159 160
|
||||
Tri: 161 162 163
|
||||
Tri: 164 165 166
|
||||
Tri: 167 168 169
|
||||
Tri: 170 171 172
|
||||
Tri: 173 174 175
|
||||
Tri: 176 177 178
|
||||
Tri: 161 179 180
|
||||
Tri: 181 182 183
|
||||
Tri: 184 185 186
|
||||
Tri: 187 188 189
|
||||
Tri: 190 191 192
|
||||
Tri: 193 194 195
|
||||
Tri: 196 179 197
|
||||
Tri: 198 199 200
|
||||
Tri: 201 202 203
|
||||
Tri: 188 204 205
|
||||
Tri: 206 207 208
|
||||
Tri: 209 210 211
|
||||
Tri: 212 213 214
|
||||
Tri: 215 216 217
|
||||
Tri: 218 219 220
|
||||
Tri: 221 222 223
|
||||
Tri: 224 225 226
|
||||
Tri: 227 228 229
|
||||
Tri: 230 231 213
|
||||
Tri: 232 233 234
|
||||
Tri: 235 236 237
|
||||
Tri: 238 239 221
|
||||
Tri: 240 241 242
|
||||
Tri: 243 244 245
|
||||
Tri: 246 247 248
|
||||
Tri: 249 250 251
|
||||
Tri: 252 253 254
|
||||
Tri: 255 256 257
|
||||
Tri: 258 259 260
|
||||
Tri: 261 262 263
|
||||
Tri: 264 247 265
|
||||
Tri: 266 267 268
|
||||
Tri: 269 270 271
|
||||
Tri: 256 272 273
|
||||
Tri: 274 275 276
|
||||
Tri: 277 278 279
|
||||
Tri: 280 281 282
|
||||
Tri: 283 284 285
|
||||
Tri: 286 287 288
|
||||
Tri: 289 290 291
|
||||
Tri: 292 293 294
|
||||
Tri: 295 296 297
|
||||
Tri: 298 299 300
|
||||
Tri: 301 302 303
|
||||
Tri: 304 305 306
|
||||
Tri: 307 308 289
|
||||
Tri: 309 310 311
|
||||
Tri: 312 313 314
|
||||
Tri: 298 315 316
|
||||
Tri: 317 318 319
|
||||
Tri: 320 321 322
|
||||
Tri: 323 324 325
|
||||
Tri: 326 327 328
|
||||
Tri: 329 330 331
|
||||
Tri: 332 333 334
|
||||
Tri: 335 336 337
|
||||
Tri: 338 339 340
|
||||
Tri: 341 342 343
|
||||
Tri: 344 345 346
|
||||
Tri: 347 348 349
|
||||
Tri: 350 351 352
|
||||
Tri: 353 354 355
|
||||
Tri: 356 357 358
|
||||
Tri: 359 360 361
|
||||
Tri: 362 363 364
|
||||
Tri: 365 366 367
|
||||
Tri: 368 369 370
|
||||
Tri: 371 372 373
|
||||
Tri: 374 375 376
|
||||
Tri: 377 378 379
|
||||
Tri: 0 380 1
|
||||
Tri: 3 381 4
|
||||
Tri: 6 382 7
|
||||
Tri: 9 383 10
|
||||
Tri: 12 384 13
|
||||
Tri: 15 385 16
|
||||
Tri: 18 386 19
|
||||
Tri: 21 387 22
|
||||
Tri: 24 388 25
|
||||
Tri: 27 389 28
|
||||
Tri: 30 390 31
|
||||
Tri: 33 391 34
|
||||
Tri: 36 392 37
|
||||
Tri: 39 393 40
|
||||
Tri: 42 394 43
|
||||
Tri: 45 395 46
|
||||
Tri: 48 396 49
|
||||
Tri: 51 397 52
|
||||
Tri: 54 398 55
|
||||
Tri: 57 399 58
|
||||
Tri: 400 401 402
|
||||
Tri: 403 404 405
|
||||
Tri: 66 406 67
|
||||
Tri: 407 408 409
|
||||
Tri: 410 411 412
|
||||
Tri: 75 93 76
|
||||
Tri: 413 414 415
|
||||
Tri: 81 416 82
|
||||
Tri: 84 102 85
|
||||
Tri: 87 417 88
|
||||
Tri: 418 419 420
|
||||
Tri: 93 421 94
|
||||
Tri: 95 422 96
|
||||
Tri: 98 423 99
|
||||
Tri: 101 424 102
|
||||
Tri: 103 425 104
|
||||
Tri: 106 426 107
|
||||
Tri: 109 128 110
|
||||
Tri: 427 428 429
|
||||
Tri: 430 431 432
|
||||
Tri: 118 433 119
|
||||
Tri: 434 435 436
|
||||
Tri: 124 437 125
|
||||
Tri: 127 438 110
|
||||
Tri: 439 440 441
|
||||
Tri: 442 443 444
|
||||
Tri: 119 433 135
|
||||
Tri: 445 446 447
|
||||
Tri: 448 449 450
|
||||
Tri: 143 451 144
|
||||
Tri: 452 453 454
|
||||
Tri: 149 455 150
|
||||
Tri: 152 456 153
|
||||
Tri: 155 457 156
|
||||
Tri: 458 459 460
|
||||
Tri: 161 180 162
|
||||
Tri: 164 461 165
|
||||
Tri: 167 462 168
|
||||
Tri: 170 463 171
|
||||
Tri: 173 464 174
|
||||
Tri: 176 465 177
|
||||
Tri: 161 197 179
|
||||
Tri: 466 467 468
|
||||
Tri: 469 470 471
|
||||
Tri: 187 472 188
|
||||
Tri: 473 474 475
|
||||
Tri: 193 476 194
|
||||
Tri: 196 477 179
|
||||
Tri: 478 479 480
|
||||
Tri: 481 482 483
|
||||
Tri: 188 472 204
|
||||
Tri: 484 485 486
|
||||
Tri: 487 488 489
|
||||
Tri: 212 230 213
|
||||
Tri: 490 491 492
|
||||
Tri: 218 493 219
|
||||
Tri: 221 239 222
|
||||
Tri: 224 494 225
|
||||
Tri: 495 496 497
|
||||
Tri: 230 498 231
|
||||
Tri: 232 499 233
|
||||
Tri: 235 500 236
|
||||
Tri: 238 501 239
|
||||
Tri: 240 502 241
|
||||
Tri: 243 503 244
|
||||
Tri: 246 265 247
|
||||
Tri: 504 505 506
|
||||
Tri: 507 508 509
|
||||
Tri: 255 510 256
|
||||
Tri: 511 512 513
|
||||
Tri: 261 514 262
|
||||
Tri: 264 515 247
|
||||
Tri: 516 517 518
|
||||
Tri: 519 520 521
|
||||
Tri: 256 510 272
|
||||
Tri: 522 523 524
|
||||
Tri: 525 526 527
|
||||
Tri: 280 528 281
|
||||
Tri: 529 530 531
|
||||
Tri: 286 532 287
|
||||
Tri: 289 308 290
|
||||
Tri: 292 533 293
|
||||
Tri: 534 535 536
|
||||
Tri: 298 316 299
|
||||
Tri: 301 537 302
|
||||
Tri: 304 538 305
|
||||
Tri: 307 539 308
|
||||
Tri: 309 540 310
|
||||
Tri: 312 541 313
|
||||
Tri: 298 542 315
|
||||
Tri: 543 544 545
|
||||
Tri: 546 547 548
|
||||
Tri: 323 549 324
|
||||
Tri: 550 551 552
|
||||
Tri: 329 553 330
|
||||
Tri: 332 554 333
|
||||
Tri: 335 555 336
|
||||
Tri: 338 556 339
|
||||
Tri: 341 557 342
|
||||
Tri: 344 558 345
|
||||
Tri: 347 559 348
|
||||
Tri: 350 560 351
|
||||
Tri: 353 561 354
|
||||
Tri: 356 562 357
|
||||
Tri: 359 563 360
|
||||
Tri: 362 564 363
|
||||
Tri: 365 565 366
|
||||
Tri: 368 566 369
|
||||
Tri: 371 567 372
|
||||
Tri: 374 568 375
|
||||
Tri: 379 569 570
|
||||
Tri: 570 571 572
|
||||
Tri: 572 573 574
|
||||
Tri: 574 575 377
|
||||
Tri: 377 576 577
|
||||
Tri: 577 578 378
|
||||
Tri: 378 579 580
|
||||
Tri: 580 581 379
|
||||
Tri: 379 570 572
|
||||
Tri: 572 574 377
|
||||
Tri: 377 577 378
|
||||
Tri: 378 580 379
|
||||
Tri: 379 572 377
|
||||
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Reference in new issue
Block a user