Карта Parkour: мрачный подъём по мегабашне, портал в хабе

- Новая карта maps/parkour: ~700 м, 9 чекпоинтов (светящиеся ворота), секции под
  мувсет: крыши, каньон из стен для бега, башня из уступов (двойной прыжок +
  подтягивание), лазерный зал (подкат, прыжок, тайминг), пропасть из контейнеров
  (зазоры 16–24 м), спираль вокруг ядра, вершина с порталом в хаб
- Атмосфера: антиутопия — дождь, дымный туман, мокрый бетон с отражением неба,
  натриевый/красный свет, надписи-приказы, шум дождя и гул; освещение запечено
  в цвета вершин (Blender, Cycles), шейдер baked.gdshader без динамического света
- Модель, раскладка и скрипты сборки лежат в «Blender models/parkour_02»
  (layout, build_parkour, bake, build_sky); parkour_data.gd генерируется
- Пресет экспорта Parkour и строка в export_all.sh; карта исключена из основного пакета
- Портал PARKOUR в хабе; README: карта, пересборка, замеры мувсета

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WxZo3ekR5m1af437Qzqwc1
This commit is contained in:
2026-10-28 14:49:18 +05:00
co-authored by Claude Sonnet 5.5
parent 73e2d69ec6
commit 1438e5a04b
15 changed files with 582 additions and 4 deletions
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@@ -6,6 +6,7 @@ extends Node3D
const PORTALS := [
{"title": "SANDBOX", "map": "world", "scene": "res://maps/sandbox/sandbox.tscn", "pack": "world.pck", "color": Color(0.2, 0.9, 1.0)},
{"title": "BACKROOMS", "map": "backrooms", "scene": "res://maps/backrooms/backrooms.tscn", "pack": "backrooms.pck", "color": Color(1.0, 0.85, 0.25)},
{"title": "PARKOUR", "map": "parkour", "scene": "res://maps/parkour/parkour.tscn", "pack": "parkour.pck", "color": Color(1.0, 0.2, 0.65)},
]
const ROOM_WIDTH := 28.0
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shader_type spatial;
// Поверхности уровня Parkour: освещение запечено в цвета вершин (Blender, Cycles), динамических источников нет.
// Итог = цвет материала × запечённый свет × мелкое «зерно» бетона (по мировым координатам) + слабый блик на скользящих углах.
render_mode unshaded;
uniform vec3 albedo_color = vec3(0.1);
uniform float light_scale = 8.0; // цвета вершин сжаты в 8 раз при экспорте (см. bake.py)
uniform float exposure = 1.0;
uniform sampler2D grain : repeat_enable, filter_linear_mipmap;
uniform float grain_scale = 0.3;
uniform float grain_amount = 0.45;
uniform sampler2D sky_tex : source_color, filter_linear_mipmap; // панорама неба: отражается в «мокрых» горизонтальных поверхностях
uniform float wet = 0.6;
varying vec3 wpos;
varying vec3 wnorm;
void vertex() {
wpos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
wnorm = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
vec2 pano_uv(vec3 d) {
return vec2(atan(d.x, -d.z) / (2.0 * PI) + 0.5, acos(clamp(d.y, -1.0, 1.0)) / PI);
}
void fragment() {
vec3 n = abs(wnorm);
n /= (n.x + n.y + n.z + 0.0001);
float g = texture(grain, wpos.zy * grain_scale).r * n.x
+ texture(grain, wpos.xz * grain_scale).r * n.y
+ texture(grain, wpos.xy * grain_scale).r * n.z;
float gr = mix(1.0 - grain_amount * 0.5, 1.0 + grain_amount * 0.5, g);
vec3 lit = COLOR.rgb * light_scale;
vec3 nv = normalize(NORMAL);
float ndv = clamp(dot(nv, normalize(VIEW)), 0.0, 1.0);
float fres = 0.05 + 0.95 * pow(1.0 - ndv, 4.0);
vec3 rw = normalize((INV_VIEW_MATRIX * vec4(reflect(-normalize(VIEW), nv), 0.0)).xyz);
float up = smoothstep(0.6, 0.95, wnorm.y); // блестят только горизонтальные поверхности
vec3 refl = textureLod(sky_tex, pano_uv(rw), 3.0).rgb;
ALBEDO = albedo_color * lit * gr * exposure + refl * fres * wet * up * (0.5 + 0.5 * min(lit.r + lit.g + lit.b, 1.0));
}
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uid://dj3xyip7rr8h3
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extends Node3D
# Паркур в стиле Ghostrunner: подъём по мегабашне от крыш до светящегося ядра. Сцена живёт в отдельном
# пакете (parkour.pck); модель — parkour.glb, данные раскладки — parkour_data.gd: оба генерирует скрипт
# `Blender models/parkour_02/build_parkour.py` из layout.py (там же описано, как считалась проходимость).
# Упал ниже чекпоинта на KILL_DEPTH, попал в лазер — возрождение на последнем чекпоинте. Преследователей нет.
const Data = preload("res://maps/parkour/parkour_data.gd")
const KILL_DEPTH := 32.0 # Ниже последнего чекпоинта на столько — срыв
const GATE_HEIGHT := 5.0
const GATE_HALF_WIDTH := 3.0
var player: Node3D
var _lasers: Array = [] # {area, mat, mesh, mode, period, on, phase}
var _hud_label: Label
var _hud_timer := 0.0
func _ready() -> void:
Net.enter_map("parkour")
player = get_tree().get_first_node_in_group("local_player")
player.global_position = Data.START
player.spawn_transform = Transform3D(Basis.IDENTITY, Data.START)
player.death_label.text = "СОРВАЛСЯ!"
_prepare_map()
_build_environment()
_build_hud()
for pos in Data.CHECKPOINTS:
_add_checkpoint(pos)
for l in Data.LASERS:
_add_laser(l)
_add_rain()
_add_ambience()
_add_exit()
# Цвета поверхностей — те же значения, что в Blender (kit.py: SOLID); освещение уже запечено в цветах вершин
const SURFACES := {
"Concrete": Color(0.11, 0.115, 0.125), "Dark": Color(0.016, 0.017, 0.02), "Steel": Color(0.13, 0.14, 0.15),
"PaintY": Color(0.38, 0.30, 0.06), "PaintR": Color(0.26, 0.08, 0.05), "PaintB": Color(0.05, 0.08, 0.11),
"PaintO": Color(0.33, 0.14, 0.05),
}
# Светящиеся (мрачная палитра): Cyan — холодный белёсый, Magenta — тревожный красный, Orange — натриевая лампа
const GLOWS := {
"NeonCyan": [Color(0.50, 0.86, 0.82), 0.65], "NeonMagenta": [Color(0.95, 0.07, 0.04), 1.2],
"NeonOrange": [Color(1.0, 0.42, 0.08), 1.3], "NeonYellow": [Color(0.92, 0.62, 0.10), 1.1],
"NeonGreen": [Color(0.45, 0.85, 0.35), 1.0], "NeonBlue": [Color(0.25, 0.40, 0.70), 1.0],
"NeonRed": [Color(1.0, 0.05, 0.05), 1.5], "NeonWhite": [Color(1.0, 0.72, 0.42), 0.9],
}
# Коллизию создаёт импорт (узел Collision-colonly), здесь — внешний вид: материалы по именам из Blender
func _prepare_map() -> void:
var shader := load("res://maps/parkour/baked.gdshader") as Shader
var noise := FastNoiseLite.new()
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
noise.frequency = 0.04
noise.fractal_octaves = 4
var grain := NoiseTexture2D.new()
grain.noise = noise
grain.width = 512
grain.height = 512
grain.seamless = true
var sky_tex := load("res://maps/parkour/sky.png") as Texture2D
var cache := {}
for mi: MeshInstance3D in $Map.find_children("*", "MeshInstance3D", true, false):
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
for s in mi.mesh.get_surface_count():
var src := mi.mesh.surface_get_material(s)
var key: String = src.resource_name if src != null else ""
if not cache.has(key):
if SURFACES.has(key):
var m := ShaderMaterial.new()
m.shader = shader
m.set_shader_parameter("albedo_color", Vector3(SURFACES[key].r, SURFACES[key].g, SURFACES[key].b))
m.set_shader_parameter("grain", grain)
m.set_shader_parameter("sky_tex", sky_tex)
m.set_shader_parameter("exposure", 2.1)
cache[key] = m
elif GLOWS.has(key):
cache[key] = _emissive(GLOWS[key][0], GLOWS[key][1])
else:
cache[key] = null
if cache[key] != null:
mi.set_surface_override_material(s, cache[key])
func _physics_process(delta: float) -> void:
if player == null:
return
if not player.is_dead:
if player.global_position.y < player.spawn_transform.origin.y - KILL_DEPTH:
player.die()
else:
for l in _lasers:
if _laser_active(l) and l.area.overlaps_body(player):
player.die()
break
_update_lasers()
_update_rain()
if _hud_timer > 0.0:
_hud_timer -= delta
_hud_label.modulate.a = clampf(_hud_timer / 0.5, 0.0, 1.0)
# ---------- окружение ----------
func _build_environment() -> void:
var sky_mat := PanoramaSkyMaterial.new()
sky_mat.panorama = load("res://maps/parkour/sky.png")
var sky := Sky.new()
sky.sky_material = sky_mat
var env := Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR # свет на самом игроке/призраках; уровень освещён запечённо
env.ambient_light_color = Color(0.26, 0.29, 0.33)
env.ambient_light_energy = 0.6
env.fog_enabled = true
env.fog_light_color = Color(0.2, 0.16, 0.13) # грязный дымный воздух
env.fog_density = 0.011
env.fog_sky_affect = 0.45
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
env.glow_enabled = true
env.glow_intensity = 0.55
env.glow_bloom = 0.1
env.glow_hdr_threshold = 1.0
env.adjustment_enabled = true
env.adjustment_contrast = 1.15
env.adjustment_saturation = 0.8
var we := WorldEnvironment.new()
we.environment = env
add_child(we)
var sun := DirectionalLight3D.new() # подсветка только для персонажей
sun.rotation_degrees = Vector3(-55.0, 35.0, 0.0)
sun.light_color = Color(0.6, 0.68, 0.75)
sun.light_energy = 0.4
add_child(sun)
func _build_hud() -> void:
var layer := CanvasLayer.new()
layer.layer = 12
add_child(layer)
_hud_label = Label.new()
_hud_label.text = "ЧЕКПОИНТ"
_hud_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_hud_label.add_theme_font_size_override("font_size", 44)
_hud_label.add_theme_color_override("font_color", Color(0.5, 0.85, 0.4))
_hud_label.add_theme_constant_override("outline_size", 8)
_hud_label.add_theme_color_override("font_outline_color", Color.BLACK)
_hud_label.modulate.a = 0.0
layer.add_child(_hud_label)
_hud_label.set_anchors_and_offsets_preset(Control.PRESET_CENTER_TOP)
_hud_label.position.y = 90.0
func _emissive(color: Color, energy: float, alpha := 1.0) -> StandardMaterial3D:
var m := StandardMaterial3D.new()
m.albedo_color = Color(0, 0, 0, alpha)
m.emission_enabled = true
m.emission = color
m.emission_energy_multiplier = energy
if alpha < 1.0:
m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
m.cull_mode = BaseMaterial3D.CULL_DISABLED
return m
# ---------- чекпоинты: высокие светящиеся ворота поперёк трассы ----------
func _add_checkpoint(pos: Vector3) -> void:
var mat := _emissive(Color(1.0, 0.5, 0.15), 0.9)
var sheet_mat := _emissive(Color(1.0, 0.5, 0.15), 0.3, 0.08)
var root := Node3D.new()
root.position = Vector3(pos.x, pos.y - 1.2, pos.z) # pos — центр капсулы, ворота ставим на пол
add_child(root)
for s in [-1.0, 1.0]:
var bm := BoxMesh.new()
bm.size = Vector3(0.35, GATE_HEIGHT, 0.35)
root.add_child(_part(bm, mat, Vector3(s * GATE_HALF_WIDTH, GATE_HEIGHT * 0.5, 0)))
var top := BoxMesh.new()
top.size = Vector3(GATE_HALF_WIDTH * 2 + 0.35, 0.35, 0.35)
root.add_child(_part(top, mat, Vector3(0, GATE_HEIGHT, 0)))
var qm := QuadMesh.new() # слабая светящаяся «плёнка» в проёме
qm.size = Vector2(GATE_HALF_WIDTH * 2, GATE_HEIGHT)
root.add_child(_part(qm, sheet_mat, Vector3(0, GATE_HEIGHT * 0.5, 0)))
var label := Label3D.new()
label.text = "CHECKPOINT"
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
label.pixel_size = 0.012
label.modulate = Color(1.0, 0.62, 0.3)
label.outline_modulate = Color.BLACK
label.position = Vector3(0, GATE_HEIGHT + 1.0, 0)
root.add_child(label)
var area := Area3D.new()
area.collision_layer = 0
area.collision_mask = 1
area.position = Vector3(0, GATE_HEIGHT * 0.5, 0)
var cs := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = Vector3(GATE_HALF_WIDTH * 2 + 6.0, GATE_HEIGHT + 2.0, 8.0)
cs.shape = shape
area.add_child(cs)
root.add_child(area)
area.body_entered.connect(func(body: Node3D) -> void:
if body != player or player.spawn_transform.origin.is_equal_approx(pos):
return
player.spawn_transform = Transform3D(Basis.IDENTITY, pos)
var green := Color(0.45, 0.85, 0.35)
mat.emission = green
sheet_mat.emission = green
label.modulate = green
_hud_timer = 2.0
)
func _part(mesh: Mesh, mat: Material, pos: Vector3) -> MeshInstance3D:
var mi := MeshInstance3D.new()
mi.mesh = mesh
mi.material_override = mat
mi.position = pos
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
return mi
# ---------- лазеры ----------
func _add_laser(d: Array) -> void:
var area := Area3D.new()
area.collision_layer = 0
area.collision_mask = 1
area.position = d[0]
var cs := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = d[1]
cs.shape = shape
area.add_child(cs)
var bm := BoxMesh.new()
bm.size = d[1]
var mat := _emissive(Color(1.0, 0.04, 0.05), 2.4, 0.35 if d[1].y > 3.0 else 1.0)
var mesh := _part(bm, mat, Vector3.ZERO)
area.add_child(mesh)
add_child(area)
_lasers.append({"area": area, "mat": mat, "mesh": mesh, "mode": d[2], "period": d[3], "on": d[4], "phase": d[5]})
# Пульсирующие лазеры считают фазу по системным часам — у всех игроков примерно одинаково
func _laser_active(l: Dictionary) -> bool:
if l.mode == 0:
return true
return fposmod(Time.get_unix_time_from_system() + l.phase, l.period) < l.on
func _update_lasers() -> void:
for l in _lasers:
var active := _laser_active(l)
l.mat.emission_energy_multiplier = 2.4 if active else 0.06
l.mesh.visible = active or l.mode == 1
# ---------- выход ----------
func _add_exit() -> void:
var portal := Area3D.new()
portal.set_script(load("res://objects/portal.gd"))
portal.target_map = "hub"
portal.target_scene = "res://maps/hub/hub.tscn"
portal.title = "HUB"
portal.color = Color(0.3, 1, 0.45)
portal.position = Data.PORTAL
add_child(portal)
# ---------- дождь и звук ----------
var _rain: GPUParticles3D
# Ливень вокруг игрока: тонкие вертикальные штрихи, летящие по ветру; в закрытом зале не идёт
func _add_rain() -> void:
_rain = GPUParticles3D.new()
_rain.amount = 2200
_rain.lifetime = 0.8
_rain.local_coords = false
_rain.visibility_aabb = AABB(Vector3(-30, -30, -30), Vector3(60, 60, 60))
var pm := ParticleProcessMaterial.new()
pm.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
pm.emission_box_extents = Vector3(26.0, 0.5, 26.0)
pm.direction = Vector3(0.12, -1.0, 0.05)
pm.spread = 2.0
pm.initial_velocity_min = 34.0
pm.initial_velocity_max = 40.0
pm.gravity = Vector3.ZERO
_rain.process_material = pm
var quad := QuadMesh.new()
quad.size = Vector2(0.018, 0.7)
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(0.7, 0.78, 0.82, 0.3)
mat.billboard_mode = BaseMaterial3D.BILLBOARD_FIXED_Y
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
quad.material = mat
_rain.draw_pass_1 = quad
_rain.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(_rain)
func _update_rain() -> void:
if _rain == null or player == null:
return
_rain.global_position = player.global_position + Vector3(0, 12, 0)
var p := player.global_position
_rain.emitting = not (p.z < -Data.HALL_Y0 + 2.0 and p.z > -Data.HALL_Y1 - 2.0 and absf(p.x) < 11.0 and p.y > Data.HALL_Z - 1.0 and p.y < Data.HALL_Z + 14.0)
# Низкий промышленный гул и шум дождя: 3 секунды без щелчка на стыке петли (края сведены перекрёстным затуханием)
func _add_ambience() -> void:
const RATE := 22050
const FADE := 4410
var n := RATE * 3
var rng := RandomNumberGenerator.new()
rng.seed = 13
var raw := PackedFloat32Array()
raw.resize(n + FADE)
var lp := 0.0
for i in n + FADE:
lp = lerpf(lp, rng.randf_range(-1.0, 1.0), 0.55) # мягкий «шипящий» шум
raw[i] = lp
var data := PackedByteArray()
data.resize(n * 2)
for i in n:
var v := raw[i]
if i < FADE:
var t := float(i) / FADE
v = raw[i] * sin(t * PI * 0.5) + raw[n + i] * cos(t * PI * 0.5)
var tt := float(i) / RATE
var hum := 0.16 * sin(TAU * 42.0 * tt) + 0.08 * sin(TAU * 63.0 * tt) + 0.05 * sin(TAU * 21.0 * tt)
data.encode_s16(i * 2, int(clampf(v * 0.45 + hum, -1.0, 1.0) * 14000.0))
var wav := AudioStreamWAV.new()
wav.format = AudioStreamWAV.FORMAT_16_BITS
wav.mix_rate = RATE
wav.stereo = false
wav.loop_mode = AudioStreamWAV.LOOP_FORWARD
wav.loop_begin = 0
wav.loop_end = n
wav.data = data
var ap := AudioStreamPlayer.new()
ap.stream = wav
ap.volume_db = -13.0
ap.autoplay = true
add_child(ap)
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uid://g0v15asgxuhr
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@@ -0,0 +1,45 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dghn3q2a0e8c7"
path="res://.godot/imported/parkour.glb-ad1d8c5d55c4e3638879e9fa5979f001.scn"
[deps]
source_file="res://maps/parkour/parkour.glb"
dest_files=["res://.godot/imported/parkour.glb-ad1d8c5d55c4e3638879e9fa5979f001.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
mesh_library/use_node_names_as_mesh_names=false
array_mesh/deduplicate_surfaces=true
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=2
gltf/embedded_image_handling=1
gltf/texture_map_mode=1
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[gd_scene format=3]
[ext_resource type="Script" path="res://maps/parkour/parkour.gd" id="1_level"]
[ext_resource type="PackedScene" uid="uid://dghn3q2a0e8c7" path="res://maps/parkour/parkour.glb" id="2_map"]
[ext_resource type="PackedScene" uid="uid://c3efk6k8xnf57" path="res://player/player.tscn" id="3_player"]
[node name="Parkour" type="Node3D"]
script = ExtResource("1_level")
[node name="Map" parent="." instance=ExtResource("2_map")]
[node name="Player" parent="." instance=ExtResource("3_player")]
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# Сгенерировано Blender models/parkour_02/build_parkour.py из layout.py — не править руками
extends RefCounted
const START := Vector3(0.00, 1.25, 6.00)
const PORTAL := Vector3(-20.14, 79.00, -676.46)
# Зал (для отключения дождя): Y трассы -> -Z, поэтому HALL_Y0/HALL_Y1 — расстояния по трассе
const HALL_Y0 := 354.0
const HALL_Y1 := 444.0
const HALL_Z := 44.0
# Чекпоинты: центр капсулы игрока
const CHECKPOINTS := [
Vector3(0.00, 11.00, -193.00), # cp1
Vector3(0.00, 10.20, -302.00), # cp2
Vector3(4.20, 27.70, -319.00), # cp2b
Vector3(0.00, 45.20, -338.00), # cp3
Vector3(0.00, 45.20, -454.00), # cp4
Vector3(2.00, 49.20, -544.00), # cp5
Vector3(0.00, 53.20, -648.00), # cp6
Vector3(28.25, 65.20, -720.71), # cp7
Vector3(-20.14, 80.20, -668.46), # cp8
]
# Лазеры: центр, размер, режим (0 — всегда, 1 — пульсирует), период, время включения, сдвиг
const LASERS := [
[Vector3(0.00, 45.60, -366.25), Vector3(16.00, 0.60, 0.50), 0, 0.00, 0.00, 0.00], # g1_low
[Vector3(0.00, 44.45, -378.25), Vector3(16.00, 0.90, 0.50), 0, 0.00, 0.00, 0.00], # g2_floor
[Vector3(0.00, 44.45, -392.25), Vector3(16.00, 0.90, 0.50), 1, 2.40, 1.20, 0.00], # g3_a
[Vector3(0.00, 45.60, -392.25), Vector3(16.00, 0.60, 0.50), 1, 2.40, 1.20, 1.20], # g3_b
[Vector3(0.00, 45.60, -406.25), Vector3(16.00, 0.60, 0.50), 0, 0.00, 0.00, 0.00], # g4_a
[Vector3(0.00, 45.60, -411.25), Vector3(16.00, 0.60, 0.50), 0, 0.00, 0.00, 0.00], # g4_b
[Vector3(0.00, 45.60, -416.25), Vector3(16.00, 0.60, 0.50), 0, 0.00, 0.00, 0.00], # g4_c
[Vector3(0.00, 50.00, -426.25), Vector3(16.00, 12.00, 0.50), 1, 3.00, 2.00, 0.00], # g5_wall
[Vector3(-4.50, 44.45, -436.25), Vector3(7.00, 0.90, 0.50), 0, 0.00, 0.00, 0.00], # g6_low
[Vector3(4.50, 45.60, -436.25), Vector3(7.00, 0.60, 0.50), 0, 0.00, 0.00, 0.00], # g6_mid
]
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