• panda 3d collision help
    3 replies, posted
I was recently working on my first project that includes collisions, and I seem to have run into a roadblock. no matter what i do it dosen't end up having collisions. Here is the program; [code] import direct.directbase.DirectStart from pandac.PandaModules import * from direct.gui.OnscreenText import OnscreenText import sys from pandac.PandaModules import WindowProperties class FPS(object): def __init__(self): """ create a FPS type game """ self.initCollision() self.loadLevel() self.initPlayer() base.accept( "escape" , sys.exit) base.disableMouse() OnscreenText(text="Simple FPS Movement", style=1, fg=(1,1,1,1), pos=(1.3,-0.95), align=TextNode.ARight, scale = .07) OnscreenText(text=__doc__, style=1, fg=(1,1,1,1), pos=(-1.3, 0.95), align=TextNode.ALeft, scale = .05) props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) def initCollision(self): """ create the collision system """ base.cTrav = CollisionTraverser() base.pusher = CollisionHandlerPusher() def loadLevel(self): """ load the self.level""" self.level = loader.loadModel("citymap_collisions.egg") self.level.reparentTo(render) self.level.setTwoSided(True) self.level.setScale(1.5,1.5,1.5) def initPlayer(self): """ loads the player and creates all the controls""" self.node = Player() class Player(object): """ Player is the main actor in the fps game """ speed = 25 FORWARD = Vec3(0,2,0) BACK = Vec3(0,-1,0) LEFT = Vec3(-1,0,0) RIGHT = Vec3(1,0,0) STOP = Vec3(0) run = Vec3 (0,2,0) walk = STOP strafe = STOP run = STOP readyToJump = False jump = 0 def __init__(self): """ inits the player """ self.loadModel() self.setUpCamera() self.createCollisions() self.attachControls() # init mouse update task taskMgr.add(self.mouseUpdate, 'mouse-task') taskMgr.add(self.moveUpdate, 'move-task') taskMgr.add(self.jumpUpdate, 'jump-task') def loadModel(self): """ make the nodepath for player """ self.node = NodePath('player') self.node.reparentTo(render) self.node.setPos(0,0,100) self.node.setScale(.05) def setUpCamera(self): """ puts camera at the players node """ pl = base.cam.node().getLens() pl.setFov(70) base.cam.node().setLens(pl) base.camera.reparentTo(self.node) base.camera.setPos(0,0,+10) def createCollisions(self): """ create a collision solid and ray for the player """ cn = CollisionNode('player') cn.addSolid(CollisionSphere(0,0,0,3)) solid = self.node.attachNewNode(cn) base.cTrav.addCollider(solid,base.pusher) base.pusher.addCollider(solid,self.node, base.drive.node()) # init players floor collisions ray = CollisionRay() ray.setOrigin(0,0,-.2) ray.setDirection(0,0,-1) cn = CollisionNode('playerRay') cn.addSolid(ray) cn.setFromCollideMask(BitMask32.bit(0)) cn.setIntoCollideMask(BitMask32.allOff()) solid = self.node.attachNewNode(cn) self.nodeGroundHandler = CollisionHandlerQueue() base.cTrav.addCollider(solid, self.nodeGroundHandler) def attachControls(self): """ attach key events """ base.accept( "space" , self.__setattr__,["readyToJump",True]) base.accept( "space-up" , self.__setattr__,["readyToJump",False]) base.accept( "s" , self.__setattr__,["walk",self.STOP] ) base.accept( "w" , self.__setattr__,["walk",self.FORWARD]) base.accept( "s" , self.__setattr__,["walk",self.BACK] ) base.accept( "s-up" , self.__setattr__,["walk",self.STOP] ) base.accept( "w-up" , self.__setattr__,["walk",self.STOP] ) base.accept( "a" , self.__setattr__,["strafe",self.LEFT]) base.accept( "d" , self.__setattr__,["strafe",self.RIGHT] ) base.accept( "a-up" , self.__setattr__,["strafe",self.STOP] ) base.accept( "d-up" , self.__setattr__,["strafe",self.STOP] ) base.accept( "w-up" , self.__setattr__,["walk",self.STOP]) base.accept( "shift" , self.__setattr__,["run",self.FORWARD]) base.accept( "shift-up" , self.__setattr__,["run",self.STOP] ) base.accept( "s" , self.__setattr__,["run",self.STOP] ) def mouseUpdate(self,task): """ this task updates the mouse """ md = base.win.getPointer(0) x = md.getX() y = md.getY() if base.win.movePointer(0, base.win.getXSize()/2, base.win.getYSize()/2): self.node.setH(self.node.getH() - (x - base.win.getXSize()/2)*0.1) base.camera.setP(base.camera.getP() - (y - base.win.getYSize()/2)*0.1) return task.cont def moveUpdate(self,task): """ this task makes the player move """ # move where the keys set it self.node.setPos(self.node,self.walk*globalClock.getDt()*self.speed) self.node.setPos(self.node,self.run*globalClock.getDt()*100) self.node.setPos(self.node,self.strafe*globalClock.getDt()*self.speed) return task.cont def jumpUpdate(self,task): """ this task simulates gravity and makes the player jump """ # get the highest Z from the down casting ray highestZ = -100 for i in range(self.nodeGroundHandler.getNumEntries()): entry = self.nodeGroundHandler.getEntry(i) z = entry.getSurfacePoint(render).getZ() if z > highestZ and entry.getIntoNode().getName() == "Cube": highestZ = z # gravity effects and jumps self.node.setZ(self.node.getZ()+self.jump*globalClock.getDt()) self.jump -= 2*globalClock.getDt() if highestZ > self.node.getZ()-0.3: self.jump = 0 self.node.setZ(highestZ+0.3) if self.readyToJump: self.jump = 1 return task.cont FPS() run() [/code] and here is the .egg file that im using for the world [code] <CoordinateSystem> { Z-up } <Comment> { "Created by EggX2.py, version 1.4 , source blend file " } <Texture> road_1_01_face { road_1_01.tga } <Texture> concrete_1_05_face { concrete_1_05.tga } <Texture> concrete02_face { concrete02.tga } <Texture> building_1_01_face { building_1_01.tga } <Texture> concrete01_face { concrete01.tga } <Texture> building_1_09_face { building_1_09.tga } <Texture> concrete_1_02_face { concrete_1_02.tga } <Texture> building_1_11_face { building_1_11.tga } <Texture> building_1_03_face { building_1_03.tga } <Texture> building_1_05_face { building_1_05.tga } <Texture> building_1_08_face { building_1_08.tga } <Group> Model { <Collide> { Polyset keep descend } <Model> { 1 } <Transform> { <RotX> { 0.000000 } <RotY> { -0.000000 } <RotZ> { 0.000000 } <Translate> { 0.000000 0.000000 0.000000 } } <VertexPool> model_vpool { <Vertex> 0 { // Was mesh index 0 -57.600002 2.559998 8.959992 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.769225 2.874988 } } <Vertex> 1 { // Was mesh index 1 -25.600002 2.559999 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.999997 -0.624997 } } <Vertex> 2 { // Was mesh index 2 -57.600002 2.559998 8.640001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.769225 2.750003 } } <Vertex> 3 { // Was mesh index 3 -25.600002 2.559999 0.319988 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.999997 -0.500012 } } <Vertex> 4 { // Was mesh index 4 20.800001 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.062500 3.538459 } } <Vertex> 5 { // Was mesh index 5 20.480003 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.000000 -7.307689 } } <Vertex> 6 { // Was mesh index 6 20.480000 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.000000 3.538459 } } <Vertex> 7 { // Was mesh index 7 20.800003 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.062500 -7.307689 } } <Vertex> 8 { // Was mesh index 8 23.040001 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.500000 3.538459 } } <Vertex> 9 { // Was mesh index 9 23.040005 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.500000 -7.307689 } } <Vertex> 10 { // Was mesh index 10 10.240001 2.560000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -3.461538 } } <Vertex> 11 { // Was mesh index 11 -25.600002 -7.680002 0.319989 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.000000 2.999997 } } <Vertex> 12 { // Was mesh index 12 10.240001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.000000 -3.461538 } } <Vertex> 13 { // Was mesh index 3 -25.600002 2.559999 0.319988 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 2.999997 } } <Vertex> 14 { // Was mesh index 13 -57.600002 -7.680003 8.959994 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.000000 8.769225 } } <Vertex> 15 { // Was mesh index 0 -57.600002 2.559998 8.959992 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 8.769225 } } <Vertex> 16 { // Was mesh index 14 -68.160004 -7.680004 8.960001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.000000 10.673070 } } <Vertex> 17 { // Was mesh index 15 -68.160004 2.559997 8.960001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 10.673070 } } <Vertex> 18 { // Was mesh index 16 20.480000 23.040001 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.538459 -0.500000 } } <Vertex> 19 { // Was mesh index 17 20.480001 2.560001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.846153 -0.625000 } } <Vertex> 20 { // Was mesh index 6 20.480000 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.538459 -0.625000 } } <Vertex> 21 { // Was mesh index 18 20.480001 2.560001 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.846153 -0.500000 } } <Vertex> 22 { // Was mesh index 19 20.480001 -7.680000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -0.999999 -0.625000 } } <Vertex> 23 { // Was mesh index 20 20.480001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -0.999999 -0.500000 } } <Vertex> 24 { // Was mesh index 5 20.480003 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -6.307689 -0.625000 } } <Vertex> 25 { // Was mesh index 21 20.480003 -37.120003 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -6.307689 -0.500000 } } <Vertex> 26 { // Was mesh index 22 10.240002 -37.120003 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -6.307689 -0.500000 } } <Vertex> 27 { // Was mesh index 23 10.240001 -7.680000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -0.999999 -0.625000 } } <Vertex> 28 { // Was mesh index 24 10.240002 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -6.307689 -0.625000 } } <Vertex> 29 { // Was mesh index 12 10.240001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -0.999999 -0.500000 } } <Vertex> 30 { // Was mesh index 25 10.240001 2.560000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.846153 -0.625000 } } <Vertex> 31 { // Was mesh index 10 10.240001 2.560000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.846153 -0.500000 } } <Vertex> 32 { // Was mesh index 26 10.240000 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.538459 -0.625000 } } <Vertex> 33 { // Was mesh index 27 10.240000 23.040001 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 4.538459 -0.500000 } } <Vertex> 34 { // Was mesh index 6 20.480000 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 3.538459 } } <Vertex> 35 { // Was mesh index 25 10.240001 2.560000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -0.153847 } } <Vertex> 36 { // Was mesh index 26 10.240000 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 3.538459 } } <Vertex> 37 { // Was mesh index 17 20.480001 2.560001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -0.153847 } } <Vertex> 38 { // Was mesh index 23 10.240001 -7.680000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -1.999999 } } <Vertex> 39 { // Was mesh index 19 20.480001 -7.680000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -1.999999 } } <Vertex> 40 { // Was mesh index 24 10.240002 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -7.307689 } } <Vertex> 41 { // Was mesh index 5 20.480003 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -7.307689 } } <Vertex> 42 { // Was mesh index 3 -25.600002 2.559999 0.319988 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -0.500013 } } <Vertex> 43 { // Was mesh index 28 -25.600002 -7.680002 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.000000 -0.625000 } } <Vertex> 44 { // Was mesh index 1 -25.600002 2.559999 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -0.625000 } } <Vertex> 45 { // Was mesh index 11 -25.600002 -7.680002 0.319989 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.000000 -0.500013 } } <Vertex> 46 { // Was mesh index 29 -25.280003 23.040001 8.960001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.968750 -5.769078 } } <Vertex> 47 { // Was mesh index 30 -35.520000 -28.160004 8.960001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.968750 3.461686 } } <Vertex> 48 { // Was mesh index 31 -25.279999 -28.160002 8.960001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.968750 3.461686 } } <Vertex> 49 { // Was mesh index 32 -35.520004 23.039999 8.960001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.968750 -5.769078 } } <Vertex> 50 { // Was mesh index 13 -57.600002 -7.680003 8.959994 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.769225 2.875000 } } <Vertex> 51 { // Was mesh index 33 -68.160004 -7.680004 8.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 11.673070 2.750000 } } <Vertex> 52 { // Was mesh index 34 -57.600002 -7.680003 8.640001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.769225 2.750000 } } <Vertex> 53 { // Was mesh index 14 -68.160004 -7.680004 8.960001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 11.673070 2.875000 } } <Vertex> 54 { // Was mesh index 15 -68.160004 2.559997 8.960001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 11.673070 2.875000 } } <Vertex> 55 { // Was mesh index 2 -57.600002 2.559998 8.640001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.769225 2.750000 } } <Vertex> 56 { // Was mesh index 35 -68.160004 2.559997 8.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 11.673070 2.750000 } } <Vertex> 57 { // Was mesh index 0 -57.600002 2.559998 8.959992 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.769225 2.875000 } } <Vertex> 58 { // Was mesh index 36 9.920001 -10.240000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.937500 -2.461538 } } <Vertex> 59 { // Was mesh index 37 7.680002 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.500000 -7.307689 } } <Vertex> 60 { // Was mesh index 38 7.680001 -10.240000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.500000 -2.461538 } } <Vertex> 61 { // Was mesh index 39 9.920003 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.937500 -7.307689 } } <Vertex> 62 { // Was mesh index 40 10.240001 -8.000000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -2.057692 } } <Vertex> 63 { // Was mesh index 41 9.920001 -8.000000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.937500 -2.057692 } } <Vertex> 64 { // Was mesh index 24 10.240002 -37.120003 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -7.307689 } } <Vertex> 65 { // Was mesh index 12 10.240001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -2.461538 -0.500000 } } <Vertex> 66 { // Was mesh index 28 -25.600002 -7.680002 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.999997 -0.625000 } } <Vertex> 67 { // Was mesh index 23 10.240001 -7.680000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -2.461538 -0.625000 } } <Vertex> 68 { // Was mesh index 11 -25.600002 -7.680002 0.319989 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.999997 -0.500000 } } <Vertex> 69 { // Was mesh index 3 -25.600002 2.559999 0.319988 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.999997 -0.500000 } } <Vertex> 70 { // Was mesh index 25 10.240001 2.560000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -2.461538 -0.625000 } } <Vertex> 71 { // Was mesh index 1 -25.600002 2.559999 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.999997 -0.625000 } } <Vertex> 72 { // Was mesh index 10 10.240001 2.560000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -2.461538 -0.500000 } } <Vertex> 73 { // Was mesh index 42 9.919999 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.937500 2.461539 } } <Vertex> 74 { // Was mesh index 43 7.680000 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.500000 -0.769228 } } <Vertex> 75 { // Was mesh index 44 7.679999 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.500000 2.461539 } } <Vertex> 76 { // Was mesh index 45 9.920001 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.937500 -0.769228 } } <Vertex> 77 { // Was mesh index 26 10.240000 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 2.461539 } } <Vertex> 78 { // Was mesh index 46 9.920001 2.560000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.937500 -1.230766 } } <Vertex> 79 { // Was mesh index 25 10.240001 2.560000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -1.230766 } } <Vertex> 80 { // Was mesh index 41 9.920001 -8.000000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.875000 -2.826920 } } <Vertex> 81 { // Was mesh index 38 7.680001 -10.240000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.437500 -3.230766 } } <Vertex> 82 { // Was mesh index 47 7.680001 -8.000000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.437500 -2.826920 } } <Vertex> 83 { // Was mesh index 36 9.920001 -10.240000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.875000 -3.230766 } } <Vertex> 84 { // Was mesh index 45 9.920001 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.875000 -0.769228 } } <Vertex> 85 { // Was mesh index 48 7.680000 2.880001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.437500 -1.173074 } } <Vertex> 86 { // Was mesh index 43 7.680000 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.437500 -0.769228 } } <Vertex> 87 { // Was mesh index 49 9.920001 2.880001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.875000 -1.173074 } } <Vertex> 88 { // Was mesh index 12 10.240001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -4.000000 -0.875000 } } <Vertex> 89 { // Was mesh index 19 20.480001 -7.680000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -8.000000 -1.000000 } } <Vertex> 90 { // Was mesh index 23 10.240001 -7.680000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -4.000000 -1.000000 } } <Vertex> 91 { // Was mesh index 20 20.480001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -8.000000 -0.875000 } } <Vertex> 92 { // Was mesh index 12 10.240001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -1.999999 } } <Vertex> 93 { // Was mesh index 21 20.480003 -37.120003 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -7.307689 } } <Vertex> 94 { // Was mesh index 20 20.480001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -1.999999 } } <Vertex> 95 { // Was mesh index 22 10.240002 -37.120003 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -7.307689 } } <Vertex> 96 { // Was mesh index 10 10.240001 2.560000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -4.000000 -0.875000 } } <Vertex> 97 { // Was mesh index 17 20.480001 2.560001 0.000000 <Normal> { 0.000000 0.000000 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Was mesh index 18 20.480001 2.560001 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -0.153847 } } <Vertex> 106 { // Was mesh index 16 20.480000 23.040001 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 3.538459 } } <Vertex> 107 { // Was mesh index 10 10.240001 2.560000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.000000 -0.153847 } } <Vertex> 108 { // Was mesh index 50 23.040001 2.560001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.500000 -4.769228 } } <Vertex> 109 { // Was mesh index 51 40.960003 0.000002 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.000000 -7.999996 } } <Vertex> 110 { // Was mesh index 52 23.040001 0.000001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.000000 -4.769228 } } <Vertex> 111 { // Was mesh index 53 40.960003 2.560002 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 0.500000 -7.999996 } } <Vertex> 112 { // Was mesh index 54 23.040001 -17.280001 0.000000 <Normal> { 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<Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.000000 -0.750000 } } <Vertex> 245 { // Was mesh index 45 9.920001 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.875000 -1.000000 } } <Vertex> 246 { // Was mesh index 43 7.680000 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.000000 -1.000000 } } <Vertex> 247 { // Was mesh index 113 9.920001 5.120001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.875000 -0.750000 } } <Vertex> 248 { // Was mesh index 114 9.920001 2.880001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.875000 -0.750000 } } <Vertex> 249 { // Was mesh index 48 7.680000 2.880001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.000000 -1.000000 } } <Vertex> 250 { // Was mesh index 49 9.920001 2.880001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.875000 -1.000000 } } <Vertex> 251 { // Was mesh index 115 7.680000 2.880001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.000000 -0.750000 } } <Vertex> 252 { // Was mesh index 116 7.680001 -8.000000 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.000000 -0.750000 } } <Vertex> 253 { // Was mesh index 41 9.920001 -8.000000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.875000 -1.000000 } } <Vertex> 254 { // Was mesh index 47 7.680001 -8.000000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.000000 -1.000000 } } <Vertex> 255 { // Was mesh index 117 9.920001 -8.000000 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.875000 -0.750000 } } <Vertex> 256 { // Was mesh index 118 9.920001 -10.240000 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.875000 -0.750000 } } <Vertex> 257 { // Was mesh index 38 7.680001 -10.240000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.000000 -1.000000 } } <Vertex> 258 { // Was mesh index 36 9.920001 -10.240000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.875000 -1.000000 } } <Vertex> 259 { // Was mesh index 119 7.680001 -10.240000 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 3.000000 -0.750000 } } <Vertex> 260 { // Was mesh index 115 7.680000 2.880001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.125000 -0.750000 } } <Vertex> 261 { // Was mesh index 43 7.680000 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -1.000000 } } <Vertex> 262 { // Was mesh index 48 7.680000 2.880001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 1.125000 -1.000000 } } <Vertex> 263 { // Was mesh index 112 7.680000 5.120001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 2.000000 -0.750000 } } <Vertex> 264 { // Was mesh index 44 7.679999 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.000000 -1.000000 } } <Vertex> 265 { // Was mesh index 120 7.679999 23.040001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.000000 -0.750000 } } <Vertex> 266 { // Was mesh index 27 10.240000 23.040001 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -4.000000 -0.875000 } } <Vertex> 267 { // Was mesh index 6 20.480000 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -8.000000 -1.000000 } } <Vertex> 268 { // Was mesh index 26 10.240000 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -4.000000 -1.000000 } } <Vertex> 269 { // Was mesh index 16 20.480000 23.040001 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -8.000000 -0.875000 } } <Vertex> 270 { // Was mesh index 121 9.919999 23.040001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.875000 -0.750000 } } <Vertex> 271 { // Was mesh index 122 10.240000 23.040001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -4.000000 -0.750000 } } <Vertex> 272 { // Was mesh index 42 9.919999 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.875000 -1.000000 } } <Vertex> 273 { // Was mesh index 120 7.679999 23.040001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.000000 -0.750000 } } <Vertex> 274 { // Was mesh index 44 7.679999 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.000000 -1.000000 } } <Vertex> 275 { // Was mesh index 123 -24.000002 23.040001 14.080001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.375000 4.500000 } } <Vertex> 276 { // Was mesh index 124 -24.000002 23.040001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { 9.375000 -0.750000 } } <Vertex> 277 { // Was mesh index 125 7.679999 23.040001 14.080001 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.000000 4.500000 } } <Vertex> 278 { // Was mesh index 126 20.480000 23.040001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -8.000000 -0.750000 } } <Vertex> 279 { // Was mesh index 4 20.800001 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -8.125000 -1.000000 } } <Vertex> 280 { // Was mesh index 127 20.800001 23.040001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -8.125000 -0.750000 } } <Vertex> 281 { // Was mesh index 8 23.040001 23.040001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -9.000000 -1.000000 } } <Vertex> 282 { // Was mesh index 128 23.040001 23.040001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -9.000000 -0.750000 } } <Vertex> 283 { // Was mesh index 113 9.920001 5.120001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.875000 -0.750000 } } <Vertex> 284 { // Was mesh index 43 7.680000 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.000000 -1.000000 } } <Vertex> 285 { // Was mesh index 45 9.920001 5.120001 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.875000 -1.000000 } } <Vertex> 286 { // Was mesh index 112 7.680000 5.120001 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.000000 -0.750000 } } <Vertex> 287 { // Was mesh index 23 10.240001 -7.680000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.000000 -1.000000 } } <Vertex> 288 { // Was mesh index 12 10.240001 -7.680000 0.320000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.000000 -0.875000 } } <Vertex> 289 { // Was mesh index 117 9.920001 -8.000000 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.875000 -0.750000 } } <Vertex> 290 { // Was mesh index 40 10.240001 -8.000000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -4.000000 -1.000000 } } <Vertex> 291 { // Was mesh index 41 9.920001 -8.000000 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.875000 -1.000000 } } <Vertex> 292 { // Was mesh index 129 10.240001 -8.000000 0.640000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -4.000000 -0.750000 } } <Vertex> 293 { // Was mesh index 130 -25.600002 -8.000002 0.000000 <Normal> { 0.000000 0.000000 0.000000 } <UV> { -3.125000 8.750000 } } <Vertex> 294 { // Was mesh
For some reason, this always irks me. Cool, you threw some code at me. Oh cool, theres some XML. What do you want me to exactly?
oh god, why, WHHHHY are you using p3d? it's horrible
[QUOTE=mmavipc;29663598]oh god, why, WHHHHY are you using p3d? it's horrible[/QUOTE] it is? how so?
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