#usda 1.0
(
    "Generated by Vector Map Service (osm2cdr.ru)"
    defaultPrim = "World"
    upAxis = "Z"
)

def Xform "World"
{
    def Mesh "Ground"
    {
        int[] faceVertexCounts = [4]
        int[] faceVertexIndices = [4, 5, 6, 7]
        rel material:binding = </World/Materials/GroundMaterial>
        point3f[] points = [(-741.8728, -742.4621, -0.1), (741.8728, -742.4621, -0.1), (741.8728, 742.4621, -0.1), (-741.8728, 742.4621, -0.1), (-741.8728, -742.4621, 0), (741.8728, -742.4621, 0), (741.8728, 742.4621, 0), (-741.8728, 742.4621, 0)]
        uniform token subdivisionScheme = "none"
    }

    def "Materials"
    {
        def Material "GroundMaterial"
        {
            token outputs:surface.connect = </World/Materials/GroundMaterial/PBRShader.outputs:surface>

            def Shader "PBRShader"
            {
                uniform token info:id = "UsdPreviewSurface"
                color3f inputs:diffuseColor = (0.39, 0.47, 0.31)
                float inputs:metallic = 0
                float inputs:opacity = 1
                float inputs:roughness = 0.8
                token outputs:surface
            }
        }

        def Material "Mat_yes"
        {
            token outputs:surface.connect = </World/Materials/Mat_yes/PBRShader.outputs:surface>

            def Shader "PBRShader"
            {
                uniform token info:id = "UsdPreviewSurface"
                color3f inputs:diffuseColor = (0.7058824, 0.6862745, 0.6666667)
                float inputs:metallic = 0
                float inputs:opacity = 1
                float inputs:roughness = 0.8
                token outputs:surface
            }
        }
    }

    def "Buildings"
    {
        def Mesh "Building_000000"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(122.766365, -11.710864, 0), (123.81194, -17.777803, 0), (129.62936, -16.775925, 0), (128.58379, -10.708984, 0), (122.766365, -11.710864, 9), (123.81194, -17.777803, 9), (129.62936, -16.775925, 9), (128.58379, -10.708984, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000001"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(234.98798, -8.705224, 0), (238.66974, -17.599691, 0), (249.00316, -13.325004, 0), (245.3214, -4.430536, 0), (234.98798, -8.705224, 9), (238.66974, -17.599691, 9), (249.00316, -13.325004, 9), (245.3214, -4.430536, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000002"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(231.38406, 18.801949, 0), (232.49638, 14.371412, 0), (242.0178, 16.75366, 0), (240.9055, 21.195328, 0), (231.38406, 18.801949, 9), (232.49638, 14.371412, 9), (242.0178, 16.75366, 9), (240.9055, 21.195328, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000003"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(224.68793, 1.636404, 0), (225.65564, -2.705076, 0), (230.85016, -1.547348, 0), (229.87132, 2.794132, 0), (224.68793, 1.636404, 9), (225.65564, -2.705076, 9), (230.85016, -1.547348, 9), (229.87132, 2.794132, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000004"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(594.789, -41.789528, 0), (597.3139, -51.41871, 0), (600.9957, -50.450226, 0), (598.4819, -40.821045, 0), (594.789, -41.789528, 9), (597.3139, -51.41871, 9), (600.9957, -50.450226, 9), (598.4819, -40.821045, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000005"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(621.62915, 8.170888, 0), (622.2187, 3.84054, 0), (627.81366, 4.608648, 0), (627.2241, 8.927864, 0), (621.62915, 8.170888, 9), (622.2187, 3.84054, 9), (627.81366, 4.608648, 9), (627.2241, 8.927864, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000006"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(613.4092, 13.158024, 0), (613.4981, 9.528992, 0), (618.05865, 9.640312, 0), (617.9808, 13.258212, 0), (613.4092, 13.158024, 9), (613.4981, 9.528992, 9), (618.05865, 9.640312, 9), (617.9808, 13.258212, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000007"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(635.29956, 10.152384, 0), (636.1115, 5.833168, 0), (640.78326, 6.701464, 0), (639.97125, 11.02068, 0), (635.29956, 10.152384, 9), (636.1115, 5.833168, 9), (640.78326, 6.701464, 9), (639.97125, 11.02068, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000008"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(638.2027, 17.844597, 0), (639.2705, 15.239708, 0), (642.3294, 16.508757, 0), (641.2504, 19.113644, 0), (638.2027, 17.844597, 9), (639.2705, 15.239708, 9), (642.3294, 16.508757, 9), (641.2504, 19.113644, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000009"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(618.6815, -398.43655, 0), (622.43005, -398.72598, 0), (622.73035, -394.7964, 0), (618.9819, -394.50696, 0), (618.6815, -398.43655, 9), (622.43005, -398.72598, 9), (622.73035, -394.7964, 9), (618.9819, -394.50696, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000010"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(607.40265, -414.15494, 0), (609.53827, -418.99734, 0), (614.2879, -416.90454, 0), (612.1411, -412.0621, 0), (607.40265, -414.15494, 9), (609.53827, -418.99734, 9), (614.2879, -416.90454, 9), (612.1411, -412.0621, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000011"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-408.16452, 619.7741, 0), (-406.30695, 618.1043, 0), (-404.0156, 620.6647, 0), (-405.87314, 622.3233, 0), (-408.16452, 619.7741, 9), (-406.30695, 618.1043, 9), (-404.0156, 620.6647, 9), (-405.87314, 622.3233, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000012"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-182.36429, 209.48198, 0), (-174.61143, 204.2722, 0), (-169.12772, 211.7529, 0), (-174.22212, 217.15192, 0), (-182.36429, 209.48198, 9), (-174.61143, 204.2722, 9), (-169.12772, 211.7529, 9), (-174.22212, 217.15192, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000013"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-477.5953, 307.37677, 0), (-476.56085, 303.4583, 0), (-473.1683, 304.36002, 0), (-474.20276, 308.27847, 0), (-477.5953, 307.37677, 9), (-476.56085, 303.4583, 9), (-473.1683, 304.36002, 9), (-474.20276, 308.27847, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000014"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-513.15607, 238.5365, 0), (-512.13275, 235.7201, 0), (-508.38425, 237.0782, 0), (-509.4187, 239.90573, 0), (-513.15607, 238.5365, 9), (-512.13275, 235.7201, 9), (-508.38425, 237.0782, 9), (-509.4187, 239.90573, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000015"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-487.53943, 213.85686, 0), (-485.20355, 208.83632, 0), (-481.8666, 210.38367, 0), (-484.20248, 215.4042, 0), (-487.53943, 213.85686, 9), (-485.20355, 208.83632, 9), (-481.8666, 210.38367, 9), (-484.20248, 215.4042, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000016"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-48.89743, 304.81644, 0), (-46.962, 300.50833, 0), (-42.323643, 302.60117, 0), (-44.25907, 306.90924, 0), (-48.89743, 304.81644, 9), (-46.962, 300.50833, 9), (-42.323643, 302.60117, 9), (-44.25907, 306.90924, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000017"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-256.47794, 549.94305, 0), (-253.94185, 548.4959, 0), (-252.88515, 550.3438, 0), (-255.42122, 551.79095, 0), (-256.47794, 549.94305, 9), (-253.94185, 548.4959, 9), (-252.88515, 550.3438, 9), (-255.42122, 551.79095, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000018"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-177.20314, 312.20807, 0), (-175.80162, 310.28223, 0), (-173.14317, 312.20807, 0), (-174.5447, 314.14505, 0), (-177.20314, 312.20807, 9), (-175.80162, 310.28223, 9), (-173.14317, 312.20807, 9), (-174.5447, 314.14505, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000019"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(24.793533, 341.15128, 0), (26.562117, 338.74677, 0), (28.29733, 340.0381, 0), (26.539871, 342.43146, 0), (24.793533, 341.15128, 9), (26.562117, 338.74677, 9), (28.29733, 340.0381, 9), (26.539871, 342.43146, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000020"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(18.353222, 331.23267, 0), (21.857018, 330.0304, 0), (22.735748, 332.5685, 0), (19.23195, 333.7819, 0), (18.353222, 331.23267, 9), (21.857018, 330.0304, 9), (22.735748, 332.5685, 9), (19.23195, 333.7819, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000021"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-45.17117, 221.02586, 0), (-41.255817, 219.52304, 0), (-40.154625, 222.37283, 0), (-42.523857, 224.29868, 0), (-45.17117, 221.02586, 9), (-41.255817, 219.52304, 9), (-40.154625, 222.37283, 9), (-42.523857, 224.29868, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000022"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-44.192333, 400.85217, 0), (-41.800854, 398.44766, 0), (-39.68745, 400.56274, 0), (-42.07893, 402.96725, 0), (-44.192333, 400.85217, 9), (-41.800854, 398.44766, 9), (-39.68745, 400.56274, 9), (-42.07893, 402.96725, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000023"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-44.715122, 393.80563, 0), (-41.878716, 390.0096, 0), (-38.074593, 392.83716, 0), (-40.911, 396.6443, 0), (-44.715122, 393.80563, 9), (-41.878716, 390.0096, 9), (-38.074593, 392.83716, 9), (-40.911, 396.6443, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000024"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-40.299225, 383.90927, 0), (-38.508396, 382.30627, 0), (-36.31713, 384.76645, 0), (-38.09684, 386.36945, 0), (-40.299225, 383.90927, 9), (-38.508396, 382.30627, 9), (-36.31713, 384.76645, 9), (-38.09684, 386.36945, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000025"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-30.043667, 383.44174, 0), (-28.50867, 381.9278, 0), (-26.428638, 384.04288, 0), (-27.963636, 385.55682, 0), (-30.043667, 383.44174, 9), (-28.50867, 381.9278, 9), (-26.428638, 384.04288, 9), (-27.963636, 385.55682, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000026"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-28.853489, 373.60104, 0), (-26.873566, 371.75314, 0), (-24.337484, 374.4916, 0), (-27.707802, 376.06122, 0), (-28.853489, 373.60104, 9), (-26.873566, 371.75314, 9), (-24.337484, 374.4916, 9), (-27.707802, 376.06122, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000027"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-19.676878, 363.87167, 0), (-18.753654, 361.9013, 0), (-16.050726, 363.1815, 0), (-16.985073, 365.15186, 0), (-19.676878, 363.87167, 9), (-18.753654, 361.9013, 9), (-16.050726, 363.1815, 9), (-16.985073, 365.15186, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000028"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-193.5653, 419.84338, 0), (-192.43074, 415.55756, 0), (-187.69228, 416.8155, 0), (-188.82684, 421.1013, 0), (-193.5653, 419.84338, 9), (-192.43074, 415.55756, 9), (-187.69228, 416.8155, 9), (-188.82684, 421.1013, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000029"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-183.49884, 411.3274, 0), (-182.90932, 407.30875, 0), (-178.99396, 407.87646, 0), (-179.5835, 411.90625, 0), (-183.49884, 411.3274, 9), (-182.90932, 407.30875, 9), (-178.99396, 407.87646, 9), (-179.5835, 411.90625, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000030"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-169.3168, 431.45407, 0), (-169.08322, 427.55786, 0), (-165.59055, 427.76938, 0), (-165.82414, 431.66556, 0), (-169.3168, 431.45407, 9), (-169.08322, 427.55786, 9), (-165.59055, 427.76938, 9), (-165.82414, 431.66556, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000031"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-112.18824, 457.51407, 0), (-112.054756, 454.19675, 0), (-108.45085, 454.06314, 0), (-108.57321, 457.53635, 0), (-112.18824, 457.51407, 9), (-112.054756, 454.19675, 9), (-108.45085, 454.06314, 9), (-108.57321, 457.53635, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000032"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-94.04636, 457.41388, 0), (-91.05422, 457.3805, 0), (-91.009735, 460.88705, 0), (-94.00186, 460.92047, 0), (-94.04636, 457.41388, 9), (-91.05422, 457.3805, 9), (-91.009735, 460.88705, 9), (-94.00186, 460.92047, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000033"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-83.66844, 447.23923, 0), (-83.40149, 444.1668, 0), (-78.56291, 444.57867, 0), (-78.829865, 447.65112, 0), (-83.66844, 447.23923, 9), (-83.40149, 444.1668, 9), (-78.56291, 444.57867, 9), (-78.829865, 447.65112, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000034"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-91.71049, 434.9161, 0), (-91.63263, 431.32047, 0), (-88.42916, 431.3984, 0), (-88.50702, 434.9829, 0), (-91.71049, 434.9161, 9), (-91.63263, 431.32047, 9), (-88.42916, 431.3984, 9), (-88.50702, 434.9829, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000035"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-24.181759, 449.33206, 0), (-23.959297, 445.7698, 0), (-15.950618, 446.293, 0), (-16.184204, 449.84412, 0), (-24.181759, 449.33206, 9), (-23.959297, 445.7698, 9), (-15.950618, 446.293, 9), (-16.184204, 449.84412, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000036"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-22.17959, 438.73438, 0), (-21.72354, 435.1944, 0), (-16.540146, 435.8512, 0), (-16.996195, 439.4023, 0), (-22.17959, 438.73438, 9), (-21.72354, 435.1944, 9), (-16.540146, 435.8512, 9), (-16.996195, 439.4023, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000037"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-276.18817, 538.6775, 0), (-274.56418, 535.9947, 0), (-270.69333, 538.3324, 0), (-272.30618, 541.0152, 0), (-276.18817, 538.6775, 9), (-274.56418, 535.9947, 9), (-270.69333, 538.3324, 9), (-272.30618, 541.0152, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000038"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-251.60599, 539.8575, 0), (-250.42693, 537.23035, 0), (-247.75737, 538.43256, 0), (-248.93642, 541.05975, 0), (-251.60599, 539.8575, 9), (-250.42693, 537.23035, 9), (-247.75737, 538.43256, 9), (-248.93642, 541.05975, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000039"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-245.73296, 535.4603, 0), (-243.87538, 531.3638, 0), (-236.36725, 534.77014, 0), (-238.22481, 538.8556, 0), (-245.73296, 535.4603, 9), (-243.87538, 531.3638, 9), (-236.36725, 534.77014, 9), (-238.22481, 538.8556, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000040"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-248.447, 555.63153, 0), (-246.57831, 551.0674, 0), (-242.19579, 552.8596, 0), (-244.05334, 557.42377, 0), (-248.447, 555.63153, 9), (-246.57831, 551.0674, 9), (-242.19579, 552.8596, 9), (-244.05334, 557.42377, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000041"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-143.83363, 594.7271, 0), (-143.71129, 591.599, 0), (-139.08405, 591.7771, 0), (-139.2064, 594.9052, 0), (-143.83363, 594.7271, 9), (-143.71129, 591.599, 9), (-139.08405, 591.7771, 9), (-139.2064, 594.9052, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000042"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-46.383595, 542.39557, 0), (-46.12776, 539.57916, 0), (-43.26911, 539.8352, 0), (-43.536064, 542.6627, 0), (-46.383595, 542.39557, 9), (-46.12776, 539.57916, 9), (-43.26911, 539.8352, 9), (-43.536064, 542.6627, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000043"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-91.0431, 584.2408, 0), (-90.72053, 579.3872, 0), (-87.67278, 579.5876, 0), (-87.99535, 584.44116, 0), (-91.0431, 584.2408, 9), (-90.72053, 579.3872, 9), (-87.67278, 579.5876, 9), (-87.99535, 584.44116, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000044"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-88.47365, 589.0275, 0), (-86.160034, 588.97186, 0), (-86.071045, 592.779, 0), (-88.37354, 592.83466, 0), (-88.47365, 589.0275, 9), (-86.160034, 588.97186, 9), (-86.071045, 592.779, 9), (-88.37354, 592.83466, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000045"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(46.094395, 618.0041, 0), (46.161133, 615.52167, 0), (49.22, 615.5996, 0), (49.153263, 618.09314, 0), (46.094395, 618.0041, 9), (46.161133, 615.52167, 9), (49.22, 615.5996, 9), (49.153263, 618.09314, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000046"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(52.36786, 614.40845, 0), (55.53796, 614.3862, 0), (55.560207, 618.416, 0), (52.390106, 618.43823, 0), (52.36786, 614.40845, 9), (55.53796, 614.3862, 9), (55.560207, 618.416, 9), (52.390106, 618.43823, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000047"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(47.97421, 633.3217, 0), (48.00758, 630.71686, 0), (51.36677, 630.75024, 0), (51.333405, 633.3663, 0), (47.97421, 633.3217, 9), (48.00758, 630.71686, 9), (51.36677, 630.75024, 9), (51.333405, 633.3663, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000048"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(55.57133, 634.7689, 0), (55.938393, 631.6965, 0), (58.98614, 632.07495, 0), (58.619076, 635.1362, 0), (55.57133, 634.7689, 9), (55.938393, 631.6965, 9), (58.98614, 632.07495, 9), (58.619076, 635.1362, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000049"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-334.1065, 760.1709, 0), (-333.6727, 757.1207, 0), (-329.4904, 757.72186, 0), (-329.9353, 760.78314, 0), (-334.1065, 760.1709, 9), (-333.6727, 757.1207, 9), (-329.4904, 757.72186, 9), (-329.9353, 760.78314, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000050"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-371.1355, 487.20312, 0), (-369.53378, 482.44974, 0), (-361.68082, 485.08804, 0), (-363.29367, 489.85254, 0), (-371.1355, 487.20312, 9), (-369.53378, 482.44974, 9), (-361.68082, 485.08804, 9), (-363.29367, 489.85254, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000051"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-284.9866, 397.46805, 0), (-283.396, 394.06168, 0), (-276.58862, 397.23428, 0), (-278.17923, 400.65182, 0), (-284.9866, 397.46805, 9), (-283.396, 394.06168, 9), (-276.58862, 397.23428, 9), (-278.17923, 400.65182, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000052"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-272.31732, 380.16895, 0), (-268.3241, 373.55652, 0), (-262.7069, 376.94064, 0), (-266.7001, 383.56418, 0), (-272.31732, 380.16895, 9), (-268.3241, 373.55652, 9), (-262.7069, 376.94064, 9), (-266.7001, 383.56418, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000053"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-282.23917, 376.70688, 0), (-279.4695, 374.3135, 0), (-277.16702, 376.97406, 0), (-279.93668, 379.37857, 0), (-282.23917, 376.70688, 9), (-279.4695, 374.3135, 9), (-277.16702, 376.97406, 9), (-279.93668, 379.37857, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000054"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-419.1542, 411.27173, 0), (-419.06522, 406.9414, 0), (-416.15094, 407.00818, 0), (-416.23993, 411.3274, 0), (-419.1542, 411.27173, 9), (-419.06522, 406.9414, 9), (-416.15094, 407.00818, 9), (-416.23993, 411.3274, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000055"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-485.3148, 323.42914, 0), (-483.03455, 318.78708, 0), (-474.4697, 322.995, 0), (-476.74994, 327.63702, 0), (-485.3148, 323.42914, 9), (-483.03455, 318.78708, 9), (-474.4697, 322.995, 9), (-476.74994, 327.63702, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000056"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-351.45862, 326.43475, 0), (-348.83356, 322.0933, 0), (-342.05954, 326.18985, 0), (-344.6735, 330.5202, 0), (-351.45862, 326.43475, 9), (-348.83356, 322.0933, 9), (-342.05954, 326.18985, 9), (-344.6735, 330.5202, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000057"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-337.26547, 321.73706, 0), (-333.90628, 321.70367, 0), (-333.8729, 324.68704, 0), (-337.2321, 324.72043, 0), (-337.26547, 321.73706, 9), (-333.90628, 321.70367, 9), (-333.8729, 324.68704, 9), (-337.2321, 324.72043, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000058"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-347.03162, 311.7294, 0), (-346.67566, 309.09113, 0), (-343.65018, 309.48074, 0), (-344.0061, 312.13016, 0), (-347.03162, 311.7294, 9), (-346.67566, 309.09113, 9), (-343.65018, 309.48074, 9), (-344.0061, 312.13016, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000059"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-221.67354, 185.26988, 0), (-219.61575, 181.86348, 0), (-215.11087, 184.5797, 0), (-217.16867, 187.99722, 0), (-221.67354, 185.26988, 9), (-219.61575, 181.86348, 9), (-215.11087, 184.5797, 9), (-217.16867, 187.99722, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000060"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-83.9354, 186.62798, 0), (-82.35591, 183.01009, 0), (-73.44626, 186.88402, 0), (-75.02574, 190.50192, 0), (-83.9354, 186.62798, 9), (-82.35591, 183.01009, 9), (-73.44626, 186.88402, 9), (-75.02574, 190.50192, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000061"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-274.94238, 99.30857, 0), (-272.76224, 95.43464, 0), (-269.4698, 97.28255, 0), (-271.64993, 101.15649, 0), (-274.94238, 99.30857, 9), (-272.76224, 95.43464, 9), (-269.4698, 97.28255, 9), (-271.64993, 101.15649, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000062"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-267.81244, 90.08015, 0), (-266.92258, 86.96318, 0), (-262.72916, 88.16544, 0), (-263.619, 91.2824, 0), (-267.81244, 90.08015, 9), (-266.92258, 86.96318, 9), (-262.72916, 88.16544, 9), (-263.619, 91.2824, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000063"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-380.0674, 99.92083, 0), (-379.40002, 97.33821, 0), (-376.1743, 98.16198, 0), (-376.84167, 100.75573, 0), (-380.0674, 99.92083, 9), (-379.40002, 97.33821, 9), (-376.1743, 98.16198, 9), (-376.84167, 100.75573, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000064"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-377.1309, 62.940327, 0), (-375.51804, 59.634125, 0), (-372.70386, 61.014492, 0), (-374.3056, 64.30956, 0), (-377.1309, 62.940327, 9), (-375.51804, 59.634125, 9), (-372.70386, 61.014492, 9), (-374.3056, 64.30956, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000065"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-371.24673, 51.340782, 0), (-369.95645, 47.344395, 0), (-366.05222, 48.59118, 0), (-367.3314, 52.587566, 0), (-371.24673, 51.340782, 9), (-369.95645, 47.344395, 9), (-366.05222, 48.59118, 9), (-367.3314, 52.587566, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000066"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-380.62357, 48.20156, 0), (-379.95618, 44.939884, 0), (-375.17322, 45.908367, 0), (-375.8406, 49.181175, 0), (-380.62357, 48.20156, 9), (-379.95618, 44.939884, 9), (-375.17322, 45.908367, 9), (-375.8406, 49.181175, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000067"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-402.5807, 51.786064, 0), (-402.19138, 48.246086, 0), (-399.01016, 48.60231, 0), (-399.39948, 52.131157, 0), (-402.5807, 51.786064, 9), (-402.19138, 48.246086, 9), (-399.01016, 48.60231, 9), (-399.39948, 52.131157, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000068"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-521.365, 75.05194, 0), (-518.84, 71.033295, 0), (-514.6577, 73.660446, 0), (-517.1715, 77.67909, 0), (-521.365, 75.05194, 9), (-518.84, 71.033295, 9), (-514.6577, 73.660446, 9), (-517.1715, 77.67909, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000069"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-82.48939, 162.90569, 0), (-80.79867, 159.1876, 0), (-75.79324, 161.45853, 0), (-77.48396, 165.17662, 0), (-82.48939, 162.90569, 9), (-80.79867, 159.1876, 9), (-75.79324, 161.45853, 9), (-77.48396, 165.17662, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000070"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-146.42534, 116.94166, 0), (-143.47769, 113.49074, 0), (-141.26419, 115.38318, 0), (-144.21182, 118.8341, 0), (-146.42534, 116.94166, 9), (-143.47769, 113.49074, 9), (-141.26419, 115.38318, 9), (-144.21182, 118.8341, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000071"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-230.11603, -12.824064, 0), (-227.52432, -14.215564, 0), (-226.51212, -12.323124, 0), (-227.9915, -10.786908, 0), (-230.11603, -12.824064, 9), (-227.52432, -14.215564, 9), (-226.51212, -12.323124, 9), (-227.9915, -10.786908, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000072"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-534.00085, -311.4845, 0), (-533.03314, -313.72202, 0), (-530.7974, -312.75354, 0), (-531.76514, -310.51602, 0), (-534.00085, -311.4845, 9), (-533.03314, -313.72202, 9), (-530.7974, -312.75354, 9), (-531.76514, -310.51602, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000073"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-27.229507, -405.19366, 0), (-25.327446, -407.00818, 0), (-22.824734, -404.39215, 0), (-26.08382, -402.82254, 0), (-27.229507, -405.19366, 9), (-25.327446, -407.00818, 9), (-22.824734, -404.39215, 9), (-26.08382, -402.82254, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000074"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-15.550184, -410.3812, 0), (-14.560223, -413.2421, 0), (-10.633745, -411.87286, 0), (-13.14758, -408.55554, 0), (-15.550184, -410.3812, 9), (-14.560223, -413.2421, 9), (-10.633745, -411.87286, 9), (-13.14758, -408.55554, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000075"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-177.54796, 172.41241, 0), (-174.67818, 168.4717, 0), (-168.47145, 172.98015, 0), (-171.34123, 176.92088, 0), (-177.54796, 172.41241, 9), (-174.67818, 168.4717, 9), (-168.47145, 172.98015, 9), (-171.34123, 176.92088, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000076"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-37.118, -367.3894, 0), (-36.328255, -371.742, 0), (-32.779964, -371.10748, 0), (-33.558586, -366.75488, 0), (-37.118, -367.3894, 9), (-36.328255, -371.742, 9), (-32.779964, -371.10748, 9), (-33.558586, -366.75488, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000077"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-98.11743, 145.36165, 0), (-96.32661, 142.30035, 0), (-90.509186, 145.43958, 0), (-92.30002, 148.48975, 0), (-98.11743, 145.36165, 9), (-96.32661, 142.30035, 9), (-90.509186, 145.43958, 9), (-92.30002, 148.48975, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000078"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-8.475851, 162.09305, 0), (-8.297881, 158.8759, 0), (-4.883069, 159.06516, 0), (-5.06104, 162.2823, 0), (-8.475851, 162.09305, 9), (-8.297881, 158.8759, 9), (-4.883069, 159.06516, 9), (-5.06104, 162.2823, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000079"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-58.263134, 31.826387, 0), (-58.018425, 29.433008, 0), (-54.069702, 29.844893, 0), (-54.31441, 32.238274, 0), (-58.263134, 31.826387, 9), (-58.018425, 29.433008, 9), (-54.069702, 29.844893, 9), (-54.31441, 32.238274, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000080"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-139.1063, 5.51034, 0), (-138.85046, 2.571492, 0), (-135.07971, 2.905452, 0), (-135.33554, 5.8443, 0), (-139.1063, 5.51034, 9), (-138.85046, 2.571492, 9), (-135.07971, 2.905452, 9), (-135.33554, 5.8443, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000081"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-143.63342, -2.315456, 0), (-142.34314, -5.588264, 0), (-138.82822, -4.196764, 0), (-140.1185, -0.923956, 0), (-143.63342, -2.315456, 9), (-142.34314, -5.588264, 9), (-138.82822, -4.196764, 9), (-140.1185, -0.923956, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000082"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-179.59462, -10.363892, 0), (-179.40552, -13.113496, 0), (-175.44568, -12.85746, 0), (-175.63477, -10.096724, 0), (-179.59462, -10.363892, 9), (-179.40552, -13.113496, 9), (-175.44568, -12.85746, 9), (-175.63477, -10.096724, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000083"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-175.7015, -21.48476, 0), (-172.25333, -21.696268, 0), (-171.953, -17.020828, 0), (-175.40118, -16.798187, 0), (-175.7015, -21.48476, 9), (-172.25333, -21.696268, 9), (-171.953, -17.020828, 9), (-175.40118, -16.798187, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000084"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-337.28772, -14.182168, 0), (-335.9863, -17.42158, 0), (-331.98196, -15.818572, 0), (-333.2945, -12.57916, 0), (-337.28772, -14.182168, 9), (-335.9863, -17.42158, 9), (-331.98196, -15.818572, 9), (-333.2945, -12.57916, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000085"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-351.42526, -34.28656, 0), (-349.5232, -38.41653, 0), (-337.09863, -32.705814, 0), (-338.98956, -28.575844, 0), (-351.42526, -34.28656, 9), (-349.5232, -38.41653, 9), (-337.09863, -32.705814, 9), (-338.98956, -28.575844, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000086"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-355.59644, -14.738768, 0), (-353.839, -20.070995, 0), (-343.36096, -16.608944, 0), (-345.11844, -11.276716, 0), (-355.59644, -14.738768, 9), (-353.839, -20.070995, 9), (-343.36096, -16.608944, 9), (-345.11844, -11.276716, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000087"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-466.14957, -16.441963, 0), (-464.29202, -20.794577, 0), (-459.55353, -18.779684, 0), (-461.4111, -14.41594, 0), (-466.14957, -16.441963, 9), (-464.29202, -20.794577, 9), (-459.55353, -18.779684, 9), (-461.4111, -14.41594, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000088"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-422.21307, -42.435184, 0), (-420.55573, -45.6412, 0), (-417.26328, -43.949135, 0), (-418.92062, -40.74312, 0), (-422.21307, -42.435184, 9), (-420.55573, -45.6412, 9), (-417.26328, -43.949135, 9), (-418.92062, -40.74312, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000089"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-412.6694, -43.79329, 0), (-411.4681, -48.179295, 0), (-407.41928, -47.066097, 0), (-408.62057, -42.680088, 0), (-412.6694, -43.79329, 9), (-411.4681, -48.179295, 9), (-407.41928, -47.066097, 9), (-408.62057, -42.680088, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000090"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-219.03735, -149.25786, 0), (-216.71262, -152.8201, 0), (-213.86508, -150.97218, 0), (-216.18982, -147.39882, 0), (-219.03735, -149.25786, 9), (-216.71262, -152.8201, 9), (-213.86508, -150.97218, 9), (-216.18982, -147.39882, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000091"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-42.445995, -216.7957, 0), (-42.334763, -219.9238, 0), (-39.04231, -219.81247, 0), (-39.153538, -216.68439, 0), (-42.445995, -216.7957, 9), (-42.334763, -219.9238, 9), (-39.04231, -219.81247, 9), (-39.153538, -216.68439, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000092"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(15.327721, -229.82014, 0), (15.39446, -233.23767, 0), (19.765863, -233.15974, 0), (19.699123, -229.73108, 0), (15.327721, -229.82014, 9), (15.39446, -233.23767, 9), (19.765863, -233.15974, 9), (19.699123, -229.73108, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000093"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(10.244434, -314.99106, 0), (10.54476, -320.5014, 0), (18.90938, -320.05612, 0), (18.609055, -314.5458, 0), (10.244434, -314.99106, 9), (10.54476, -320.5014, 9), (18.90938, -320.05612, 9), (18.609055, -314.5458, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000094"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-527.7719, -308.36752, 0), (-526.7152, -311.67374, 0), (-521.5986, -310.03732, 0), (-522.6441, -306.74225, 0), (-527.7719, -308.36752, 9), (-526.7152, -311.67374, 9), (-521.5986, -310.03732, 9), (-522.6441, -306.74225, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000095"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(52.156517, -527.3785, 0), (53.624775, -530.0057, 0), (57.695854, -527.74585, 0), (56.23872, -525.10754, 0), (52.156517, -527.3785, 9), (53.624775, -530.0057, 9), (57.695854, -527.74585, 9), (56.23872, -525.10754, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000096"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(55.137527, -505.50412, 0), (55.582455, -509.0441, 0), (58.0073, -508.74353, 0), (57.562378, -505.20355, 0), (55.137527, -505.50412, 9), (55.582455, -509.0441, 9), (58.0073, -508.74353, 9), (57.562378, -505.20355, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000097"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(47.851852, -493.0363, 0), (48.79732, -496.54285, 0), (51.934055, -495.69684, 0), (50.988586, -492.19025, 0), (47.851852, -493.0363, 9), (48.79732, -496.54285, 9), (51.934055, -495.69684, 9), (50.988586, -492.19025, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000098"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(37.57405, -473.85583, 0), (37.99673, -477.46262, 0), (43.869762, -476.7613, 0), (43.44708, -473.16565, 0), (37.57405, -473.85583, 9), (37.99673, -477.46262, 9), (43.869762, -476.7613, 9), (43.44708, -473.16565, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000099"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-137.39333, -449.57697, 0), (-136.04742, -451.8924, 0), (-133.36674, -450.32278, 0), (-134.70152, -448.01846, 0), (-137.39333, -449.57697, 9), (-136.04742, -451.8924, 9), (-133.36674, -450.32278, 9), (-134.70152, -448.01846, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000100"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-132.84395, -457.2135, 0), (-130.69719, -460.6199, 0), (-127.249, -458.58273, 0), (-129.31792, -455.09842, 0), (-132.84395, -457.2135, 9), (-130.69719, -460.6199, 9), (-127.249, -458.58273, 9), (-129.31792, -455.09842, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000101"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-186.39087, -592.65656, 0), (-184.47768, -597.18726, 0), (-179.8282, -595.2169, 0), (-181.74138, -590.6973, 0), (-186.39087, -592.65656, 9), (-184.47768, -597.18726, 9), (-179.8282, -595.2169, 9), (-181.74138, -590.6973, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000102"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-96.56019, -598.768, 0), (-94.891716, -601.7737, 0), (-91.855095, -600.0816, 0), (-93.52357, -597.0759, 0), (-96.56019, -598.768, 9), (-94.891716, -601.7737, 9), (-91.855095, -600.0816, 9), (-93.52357, -597.0759, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000103"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-96.82715, -631.54065, 0), (-95.81494, -633.8672, 0), (-89.719444, -631.22894, 0), (-90.73165, -628.90234, 0), (-96.82715, -631.54065, 9), (-95.81494, -633.8672, 9), (-89.719444, -631.22894, 9), (-90.73165, -628.90234, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000104"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-427.09616, -711.101, 0), (-426.66235, -714.2736, 0), (-421.70142, -713.5946, 0), (-422.14633, -710.422, 0), (-427.09616, -711.101, 9), (-426.66235, -714.2736, 9), (-421.70142, -713.5946, 9), (-422.14633, -710.422, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000105"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(630.88367, -730.88257, 0), (633.63104, -732.352, 0), (634.68774, -730.3594, 0), (631.9515, -728.88995, 0), (630.88367, -730.88257, 9), (633.63104, -732.352, 9), (634.68774, -730.3594, 9), (631.9515, -728.88995, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000106"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(622.24097, -731.2611, 0), (623.92053, -732.53015, 0), (625.6669, -730.21466, 0), (622.91943, -729.26843, 0), (622.24097, -731.2611, 9), (623.92053, -732.53015, 9), (625.6669, -730.21466, 9), (622.91943, -729.26843, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000107"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(631.5288, -707.6167, 0), (634.0093, -713.02686, 0), (638.00244, -711.19006, 0), (635.522, -705.7799, 0), (631.5288, -707.6167, 9), (634.0093, -713.02686, 9), (638.00244, -711.19006, 9), (635.522, -705.7799, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000108"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(371.49146, -620.442, 0), (374.28336, -623.648, 0), (378.17648, -620.25275, 0), (375.37344, -617.04675, 0), (371.49146, -620.442, 9), (374.28336, -623.648, 9), (378.17648, -620.25275, 9), (375.37344, -617.04675, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000109"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(356.18597, -614.67566, 0), (357.9768, -616.4679, 0), (360.43503, -614.00775, 0), (358.6442, -612.21545, 0), (356.18597, -614.67566, 9), (357.9768, -616.4679, 9), (360.43503, -614.00775, 9), (358.6442, -612.21545, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000110"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(363.04898, -611.16907, 0), (365.92987, -612.7498, 0), (367.07556, -610.6459, 0), (365.42932, -608.90924, 0), (363.04898, -611.16907, 9), (365.92987, -612.7498, 9), (367.07556, -610.6459, 9), (365.42932, -608.90924, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000111"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(63.735733, -501.89734, 0), (66.41641, -501.89734, 0), (66.41641, -496.8323, 0), (63.735733, -496.8323, 0), (63.735733, -501.89734, 9), (66.41641, -501.89734, 9), (66.41641, -496.8323, 9), (63.735733, -496.8323, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000112"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(59.05288, -523.1706, 0), (60.743603, -527.87946, 0), (65.20399, -526.28754, 0), (63.513268, -521.56757, 0), (59.05288, -523.1706, 9), (60.743603, -527.87946, 9), (65.20399, -526.28754, 9), (63.513268, -521.56757, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000113"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(70.89905, -530.38416, 0), (72.322815, -533.5345, 0), (75.94897, -531.8981, 0), (74.53632, -528.74774, 0), (70.89905, -530.38416, 9), (72.322815, -533.5345, 9), (75.94897, -531.8981, 9), (74.53632, -528.74774, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000114"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(127.34911, -620.7982, 0), (128.90636, -624.59424, 0), (131.98747, -623.3141, 0), (130.4191, -619.5292, 0), (127.34911, -620.7982, 9), (128.90636, -624.59424, 9), (131.98747, -623.3141, 9), (130.4191, -619.5292, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000115"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(134.65703, -614.6534, 0), (137.43782, -621.1545, 0), (142.43211, -619.01715, 0), (139.64021, -612.51605, 0), (134.65703, -614.6534, 9), (137.43782, -621.1545, 9), (142.43211, -619.01715, 9), (139.64021, -612.51605, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000116"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(364.18353, -672.5398, 0), (366.05222, -676.2245, 0), (369.28906, -674.5881, 0), (367.4315, -670.8923, 0), (364.18353, -672.5398, 9), (366.05222, -676.2245, 9), (369.28906, -674.5881, 9), (367.4315, -670.8923, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000117"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(616.91296, -538.4994, 0), (617.25775, -542.8965, 0), (622.34106, -542.4957, 0), (621.9851, -538.09863, 0), (616.91296, -538.4994, 9), (617.25775, -542.8965, 9), (622.34106, -542.4957, 9), (621.9851, -538.09863, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000118"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(578.0931, -593.19086, 0), (578.46014, -597.38763, 0), (582.0196, -597.0759, 0), (581.66364, -592.8903, 0), (578.0931, -593.19086, 9), (578.46014, -597.38763, 9), (582.0196, -597.0759, 9), (581.66364, -592.8903, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000119"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(646.40045, -585.15356, 0), (648.44714, -590.4079, 0), (654.6205, -585.52094, 0), (653.4081, -582.4263, 0), (646.40045, -585.15356, 9), (648.44714, -590.4079, 9), (654.6205, -585.52094, 9), (653.4081, -582.4263, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000120"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(514.31287, -528.3804, 0), (515.49194, -531.2079, 0), (519.3851, -529.57153, 0), (518.1949, -526.74396, 0), (514.31287, -528.3804, 9), (515.49194, -531.2079, 9), (519.3851, -529.57153, 9), (518.1949, -526.74396, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000121"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(532.63275, -523.72723, 0), (535.5136, -525.58624, 0), (536.85956, -523.4823, 0), (535.28, -521.55646, 0), (532.63275, -523.72723, 9), (535.5136, -525.58624, 9), (536.85956, -523.4823, 9), (535.28, -521.55646, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000122"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(615.6004, -595.06104, 0), (616.6237, -597.67706, 0), (620.21655, -596.2522, 0), (617.7583, -593.2688, 0), (615.6004, -595.06104, 9), (616.6237, -597.67706, 9), (620.21655, -596.2522, 9), (617.7583, -593.2688, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000123"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(522.7109, -496.32022, 0), (523.6118, -499.87134, 0), (529.1734, -498.45755, 0), (528.27246, -494.9176, 0), (522.7109, -496.32022, 9), (523.6118, -499.87134, 9), (529.1734, -498.45755, 9), (528.27246, -494.9176, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000124"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(466.4944, -560.897, 0), (468.14062, -564.1809, 0), (472.1672, -562.166, 0), (470.52097, -558.8821, 0), (466.4944, -560.897, 9), (468.14062, -564.1809, 9), (472.1672, -562.166, 9), (470.52097, -558.8821, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000125"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(474.05814, -557.7355, 0), (474.59207, -561.3756, 0), (479.15256, -560.7077, 0), (478.61865, -557.06757, 0), (474.05814, -557.7355, 9), (474.59207, -561.3756, 9), (479.15256, -560.7077, 9), (478.61865, -557.06757, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000126"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(607.9143, -580.17755, 0), (608.40375, -584.84186, 0), (612.3858, -584.43, 0), (611.90753, -579.7657, 0), (607.9143, -580.17755, 9), (608.40375, -584.84186, 9), (612.3858, -584.43, 9), (611.90753, -579.7657, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000127"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(655.28784, -584.84186, 0), (657.59033, -590.753, 0), (662.4178, -588.87164, 0), (660.12646, -582.9606, 0), (655.28784, -584.84186, 9), (657.59033, -590.753, 9), (662.4178, -588.87164, 9), (660.12646, -582.9606, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000128"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(177.94838, -697.17487, 0), (178.73813, -704.28827, 0), (186.54659, -703.4311, 0), (185.76797, -696.31775, 0), (177.94838, -697.17487, 9), (178.73813, -704.28827, 9), (186.54659, -703.4311, 9), (185.76797, -696.31775, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000129"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(387.04163, -772.6832, 0), (388.48764, -776.3568, 0), (390.85687, -775.42175, 0), (389.41086, -771.74817, 0), (387.04163, -772.6832, 9), (388.48764, -776.3568, 9), (390.85687, -775.42175, 9), (389.41086, -771.74817, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000130"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(648.9143, 22.386452, 0), (652.318, 16.497623, 0), (657.01196, 19.213833, 0), (653.6194, 25.10266, 0), (648.9143, 22.386452, 9), (652.318, 16.497623, 9), (657.01196, 19.213833, 9), (653.6194, 25.10266, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000131"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(406.8186, 137.02379, 0), (406.87424, 132.54872, 0), (410.42252, 132.59325, 0), (410.35577, 137.06831, 0), (406.8186, 137.02379, 9), (406.87424, 132.54872, 9), (410.42252, 132.59325, 9), (410.35577, 137.06831, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000132"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(265.94373, 159.00949, 0), (268.24625, 152.66425, 0), (271.37186, 153.78857, 0), (269.06934, 160.14496, 0), (265.94373, 159.00949, 9), (268.24625, 152.66425, 9), (271.37186, 153.78857, 9), (269.06934, 160.14496, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000133"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(256.02188, 149.61407, 0), (259.08075, 149.53616, 0), (259.1475, 152.07425, 0), (256.08862, 152.15218, 0), (256.02188, 149.61407, 9), (259.08075, 149.53616, 9), (259.1475, 152.07425, 9), (256.08862, 152.15218, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000134"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(260.94943, 171.61092, 0), (268.224, 165.82227, 0), (274.5197, 172.93562, 0), (271.0159, 178.24559, 0), (260.94943, 171.61092, 9), (268.224, 165.82227, 9), (274.5197, 172.93562, 9), (271.0159, 178.24559, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000135"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(378.043, 70.63254, 0), (379.61136, 68.829155, 0), (381.836, 70.76612, 0), (380.26764, 72.56951, 0), (378.043, 70.63254, 9), (379.61136, 68.829155, 9), (381.836, 70.76612, 9), (380.26764, 72.56951, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000136"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(365.5628, 80.10587, 0), (367.08667, 76.39892, 0), (376.7972, 80.38417, 0), (375.27332, 84.10226, 0), (365.5628, 80.10587, 9), (367.08667, 76.39892, 9), (376.7972, 80.38417, 9), (375.27332, 84.10226, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000137"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(380.80154, 82.298874, 0), (386.28525, 75.17439, 0), (394.67212, 81.61983, 0), (389.18842, 88.75544, 0), (380.80154, 82.298874, 9), (386.28525, 75.17439, 9), (394.67212, 81.61983, 9), (389.18842, 88.75544, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000138"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(596.1238, -398.54785, 0), (597.0025, -402.16577, 0), (602.5529, -400.8188, 0), (601.6742, -397.18976, 0), (596.1238, -398.54785, 9), (597.0025, -402.16577, 9), (602.5529, -400.8188, 9), (601.6742, -397.18976, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000139"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(611.70734, -392.44754, 0), (612.5082, -397.24542, 0), (616.7239, -396.5441, 0), (615.9341, -391.74622, 0), (611.70734, -392.44754, 9), (612.5082, -397.24542, 9), (616.7239, -396.5441, 9), (615.9341, -391.74622, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000140"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(602.6976, -408.07684, 0), (604.18805, -411.28287, 0), (607.39154, -409.7912, 0), (605.901, -406.58517, 0), (602.6976, -408.07684, 9), (604.18805, -411.28287, 9), (607.39154, -409.7912, 9), (605.901, -406.58517, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000141"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(293.0954, 576.79346, 0), (294.59702, 573.7767, 0), (297.09973, 575.0346, 0), (295.59808, 578.0402, 0), (293.0954, 576.79346, 9), (294.59702, 573.7767, 9), (297.09973, 575.0346, 9), (295.59808, 578.0402, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000142"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(281.2826, 573.9214, 0), (282.69522, 571.4167, 0), (285.94318, 573.4316, 0), (284.5194, 575.9363, 0), (281.2826, 573.9214, 9), (282.69522, 571.4167, 9), (285.94318, 573.4316, 9), (284.5194, 575.9363, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000143"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(311.74893, 540.325, 0), (312.5053, 537.14124, 0), (314.9969, 537.7424, 0), (314.2405, 540.91504, 0), (311.74893, 540.325, 9), (312.5053, 537.14124, 9), (314.9969, 537.7424, 9), (314.2405, 540.91504, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000144"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(104.813576, 631.0842, 0), (105.21401, 627.6556, 0), (109.46306, 628.1454, 0), (109.06263, 631.57404, 0), (104.813576, 631.0842, 9), (105.21401, 627.6556, 9), (109.46306, 628.1454, 9), (109.06263, 631.57404, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000145"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(546.2475, 778.5832, 0), (546.3587, 775.15454, 0), (551.8869, 775.33264, 0), (551.7646, 778.77246, 0), (546.2475, 778.5832, 9), (546.3587, 775.15454, 9), (551.8869, 775.33264, 9), (551.7646, 778.77246, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000146"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(601.4295, 777.7038, 0), (603.06464, 775.2436, 0), (606.64624, 777.62585, 0), (605.01117, 780.09717, 0), (601.4295, 777.7038, 9), (603.06464, 775.2436, 9), (606.64624, 777.62585, 9), (605.01117, 780.09717, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000147"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(666.4222, 283.06448, 0), (667.7458, 278.6896, 0), (670.7602, 279.60245, 0), (669.4365, 283.97733, 0), (666.4222, 283.06448, 9), (667.7458, 278.6896, 9), (670.7602, 279.60245, 9), (669.4365, 283.97733, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000148"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(656.96747, 277.39832, 0), (657.4569, 274.63757, 0), (661.0385, 275.2721, 0), (660.56024, 278.03284, 0), (656.96747, 277.39832, 9), (657.4569, 274.63757, 9), (661.0385, 275.2721, 9), (660.56024, 278.03284, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000149"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(628.8926, 279.33527, 0), (629.7157, 275.94, 0), (632.5076, 276.61908, 0), (631.6956, 280.0143, 0), (628.8926, 279.33527, 9), (629.7157, 275.94, 9), (632.5076, 276.61908, 9), (631.6956, 280.0143, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000150"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(631.41754, 268.8712, 0), (632.44086, 266.1884, 0), (635.2106, 267.2459, 0), (634.1761, 269.92874, 0), (631.41754, 268.8712, 9), (632.44086, 266.1884, 9), (635.2106, 267.2459, 9), (634.1761, 269.92874, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000151"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(308.8903, 365.44128, 0), (309.769, 361.3002, 0), (313.00586, 361.97925, 0), (312.1271, 366.13147, 0), (308.8903, 365.44128, 9), (309.769, 361.3002, 9), (313.00586, 361.97925, 9), (312.1271, 366.13147, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000152"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(310.94806, 351.57083, 0), (311.18164, 347.9752, 0), (314.59647, 348.1867, 0), (314.374, 351.78232, 0), (310.94806, 351.57083, 9), (311.18164, 347.9752, 9), (314.59647, 348.1867, 9), (314.374, 351.78232, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000153"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(354.79556, 454.57523, 0), (355.4185, 451.59186, 0), (358.46622, 452.22638, 0), (357.84332, 455.2209, 0), (354.79556, 454.57523, 9), (355.4185, 451.59186, 9), (358.46622, 452.22638, 9), (357.84332, 455.2209, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000154"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(359.167, 440.45984, 0), (359.64526, 437.44308, 0), (363.19357, 438.0108, 0), (362.71527, 441.0276, 0), (359.167, 440.45984, 9), (359.64526, 437.44308, 9), (363.19357, 438.0108, 9), (362.71527, 441.0276, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000155"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(351.6811, 437.92175, 0), (352.33737, 435.23892, 0), (355.39624, 435.9959, 0), (354.72885, 438.6787, 0), (351.6811, 437.92175, 9), (352.33737, 435.23892, 9), (355.39624, 435.9959, 9), (354.72885, 438.6787, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000156"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(302.82816, 421.88052, 0), (303.10623, 418.22925, 0), (306.32083, 418.47415, 0), (306.04276, 422.12543, 0), (302.82816, 421.88052, 9), (303.10623, 418.22925, 9), (306.32083, 418.47415, 9), (306.04276, 422.12543, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000157"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(228.42531, 390.53284, 0), (229.77121, 387.09305, 0), (233.56421, 388.58472, 0), (232.2183, 392.0245, 0), (228.42531, 390.53284, 9), (229.77121, 387.09305, 9), (233.56421, 388.58472, 9), (232.2183, 392.0245, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000158"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(228.16948, 381.63837, 0), (228.25845, 378.84424, 0), (232.25168, 378.9778, 0), (232.16269, 381.77194, 0), (228.16948, 381.63837, 9), (228.25845, 378.84424, 9), (232.25168, 378.9778, 9), (232.16269, 381.77194, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000159"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(85.225685, 326.8244, 0), (86.47148, 323.3846, 0), (88.99644, 324.29742, 0), (87.75064, 327.7372, 0), (85.225685, 326.8244, 9), (86.47148, 323.3846, 9), (88.99644, 324.29742, 9), (87.75064, 327.7372, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000160"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(270.5265, 285.37994, 0), (272.00586, 281.66187, 0), (275.81, 283.1758, 0), (274.34174, 286.8939, 0), (270.5265, 285.37994, 9), (272.00586, 281.66187, 9), (275.81, 283.1758, 9), (274.34174, 286.8939, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000161"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(278.96896, 288.6973, 0), (280.237, 285.44675, 0), (283.69632, 286.7937, 0), (282.4394, 290.04425, 0), (278.96896, 288.6973, 9), (280.237, 285.44675, 9), (283.69632, 286.7937, 9), (282.4394, 290.04425, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000162"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(285.22018, 286.2705, 0), (286.46597, 283.00885, 0), (289.8363, 284.30014, 0), (288.5905, 287.56183, 0), (285.22018, 286.2705, 9), (286.46597, 283.00885, 9), (289.8363, 284.30014, 9), (288.5905, 287.56183, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000163"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(433.0804, 222.62886, 0), (434.57092, 218.98871, 0), (437.1181, 220.03511, 0), (435.62762, 223.67528, 0), (433.0804, 222.62886, 9), (434.57092, 218.98871, 9), (437.1181, 220.03511, 9), (435.62762, 223.67528, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000164"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(440.87775, 206.3205, 0), (442.64633, 202.23505, 0), (446.62842, 203.97163, 0), (444.84872, 208.04594, 0), (440.87775, 206.3205, 9), (442.64633, 202.23505, 9), (446.62842, 203.97163, 9), (444.84872, 208.04594, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000165"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(459.3867, 221.27077, 0), (460.47678, 218.55455, 0), (463.4244, 219.74568, 0), (462.33432, 222.46188, 0), (459.3867, 221.27077, 9), (460.47678, 218.55455, 9), (463.4244, 219.74568, 9), (462.33432, 222.46188, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000166"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(528.684, 241.40855, 0), (530.28577, 239.10423, 0), (532.5326, 240.67384, 0), (530.9309, 242.96703, 0), (528.684, 241.40855, 9), (530.28577, 239.10423, 9), (532.5326, 240.67384, 9), (530.9309, 242.96703, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000167"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(528.3948, 229.5641, 0), (530.041, 226.55846, 0), (534.646, 229.08543, 0), (532.9998, 232.09106, 0), (528.3948, 229.5641, 9), (530.041, 226.55846, 9), (534.646, 229.08543, 9), (532.9998, 232.09106, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000168"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(7.419151, -665.1704, 0), (10.010848, -671.76056, 0), (19.109596, -668.176, 0), (16.517899, -661.59705, 0), (7.419151, -665.1704, 9), (10.010848, -671.76056, 9), (19.109596, -668.176, 9), (16.517899, -661.59705, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000169"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-100.66464, -652.8584, 0), (-96.493454, -653.4484, 0), (-96.18201, -651.2999, 0), (-100.36431, -650.6988, 0), (-100.66464, -652.8584, 9), (-96.493454, -653.4484, 9), (-96.18201, -651.2999, 9), (-100.36431, -650.6988, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000170"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-83.87978, -655.10706, 0), (-83.33475, -661.7195, 0), (-79.68635, -661.4189, 0), (-80.22026, -654.8065, 0), (-83.87978, -655.10706, 9), (-83.33475, -661.7195, 9), (-79.68635, -661.4189, 9), (-80.22026, -654.8065, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000171"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-92.15542, -665.77155, 0), (-90.69828, -669.60095, 0), (-87.561554, -668.3987, 0), (-89.018684, -664.5804, 0), (-92.15542, -665.77155, 9), (-90.69828, -669.60095, 9), (-87.561554, -668.3987, 9), (-89.018684, -664.5804, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000172"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-95.81494, -662.4876, 0), (-95.7482, -664.9255, 0), (-92.62259, -664.8476, 0), (-92.67821, -662.40967, 0), (-95.81494, -662.4876, 9), (-95.7482, -664.9255, 9), (-92.62259, -664.8476, 9), (-92.67821, -662.40967, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000173"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-96.48233, -654.2833, 0), (-95.703705, -658.391, 0), (-90.186615, -657.3446, 0), (-90.96524, -653.2369, 0), (-96.48233, -654.2833, 9), (-95.703705, -658.391, 9), (-90.186615, -657.3446, 9), (-90.96524, -653.2369, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000174"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(34.715397, -498.32397, 0), (34.90449, -500.89548, 0), (39.943283, -500.517, 0), (39.75419, -497.9455, 0), (34.715397, -498.32397, 9), (34.90449, -500.89548, 9), (39.943283, -500.517, 9), (39.75419, -497.9455, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000175"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(38.130207, -496.6208, 0), (42.979908, -497.22192, 0), (43.402588, -493.771, 0), (38.552887, -493.16986, 0), (38.130207, -496.6208, 9), (42.979908, -497.22192, 9), (43.402588, -493.771, 9), (38.552887, -493.16986, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000176"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-236.9234, -157.98535, 0), (-235.67761, -160.5457, 0), (-232.16269, -158.83138, 0), (-233.4196, -156.27101, 0), (-236.9234, -157.98535, 9), (-235.67761, -160.5457, 9), (-232.16269, -158.83138, 9), (-233.4196, -156.27101, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000177"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-210.52814, -140.08508, 0), (-209.09325, -142.36714, 0), (-206.11224, -140.5081, 0), (-207.536, -138.2149, 0), (-210.52814, -140.08508, 9), (-209.09325, -142.36714, 9), (-206.11224, -140.5081, 9), (-207.536, -138.2149, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000178"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-217.0908, -137.02379, 0), (-214.69933, -141.42093, 0), (-211.69606, -139.79565, 0), (-214.08754, -135.39851, 0), (-217.0908, -137.02379, 9), (-214.69933, -141.42093, 9), (-211.69606, -139.79565, 9), (-214.08754, -135.39851, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000179"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-224.76578, -140.15189, 0), (-224.27637, -142.5564, 0), (-220.99503, -141.88847, 0), (-221.48445, -139.48396, 0), (-224.76578, -140.15189, 9), (-224.27637, -142.5564, 9), (-220.99503, -141.88847, 9), (-221.48445, -139.48396, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000180"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-552.0538, 101.50158, 0), (-549.21735, 97.6499, 0), (-546.381, 99.73159, 0), (-549.21735, 103.59439, 0), (-552.0538, 101.50158, 9), (-549.21735, 97.6499, 9), (-546.381, 99.73159, 9), (-549.21735, 103.59439, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000181"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-511.7212, 52.120026, 0), (-508.13953, 52.0421, 0), (-508.05054, 56.38358, 0), (-511.6322, 56.45037, 0), (-511.7212, 52.120026, 9), (-508.13953, 52.0421, 9), (-508.05054, 56.38358, 9), (-511.6322, 56.45037, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000182"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-427.68567, -72.55837, 0), (-423.73694, -72.78101, 0), (-423.54785, -69.452545, 0), (-427.49658, -69.21877, 0), (-427.68567, -72.55837, 9), (-423.73694, -72.78101, 9), (-423.54785, -69.452545, 9), (-427.49658, -69.21877, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000183"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-488.8853, 200.47618, 0), (-487.5283, 196.90282, 0), (-483.79092, 198.32771, 0), (-485.14795, 201.90108, 0), (-488.8853, 200.47618, 9), (-487.5283, 196.90282, 9), (-483.79092, 198.32771, 9), (-485.14795, 201.90108, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000184"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-483.81317, 205.85295, 0), (-482.75647, 202.0792, 0), (-479.01907, 203.11447, 0), (-480.07578, 206.89935, 0), (-483.81317, 205.85295, 9), (-482.75647, 202.0792, 9), (-479.01907, 203.11447, 9), (-480.07578, 206.89935, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000185"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-355.2961, 476.30487, 0), (-354.9068, 471.97455, 0), (-350.73563, 472.35303, 0), (-351.12494, 476.67224, 0), (-355.2961, 476.30487, 9), (-354.9068, 471.97455, 9), (-350.73563, 472.35303, 9), (-351.12494, 476.67224, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000186"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(29.94356, 481.5258, 0), (31.122614, 477.54053, 0), (35.1492, 478.73166, 0), (33.970146, 482.71692, 0), (29.94356, 481.5258, 9), (31.122614, 477.54053, 9), (35.1492, 478.73166, 9), (33.970146, 482.71692, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000187"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-75.67089, 445.26886, 0), (-74.29162, 440.31512, 0), (-65.19286, 442.8532, 0), (-66.572136, 447.80698, 0), (-75.67089, 445.26886, 9), (-74.29162, 440.31512, 9), (-65.19286, 442.8532, 9), (-66.572136, 447.80698, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000188"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-193.82114, 402.91162, 0), (-192.05255, 399.3939, 0), (-188.3263, 401.25293, 0), (-190.08376, 404.77066, 0), (-193.82114, 402.91162, 9), (-192.05255, 399.3939, 9), (-188.3263, 401.25293, 9), (-190.08376, 404.77066, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000189"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-337.02075, 308.70148, 0), (-335.7861, 306.2302, 0), (-331.9041, 308.16714, 0), (-333.1499, 310.6496, 0), (-337.02075, 308.70148, 9), (-335.7861, 306.2302, 9), (-331.9041, 308.16714, 9), (-333.1499, 310.6496, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000190"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-329.04544, 315.8705, 0), (-327.69955, 311.77393, 0), (-323.37265, 313.19882, 0), (-324.71854, 317.28427, 0), (-329.04544, 315.8705, 9), (-327.69955, 311.77393, 9), (-323.37265, 313.19882, 9), (-324.71854, 317.28427, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000191"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-331.05875, 322.36044, 0), (-330.52484, 318.28613, 0), (-326.49826, 318.80936, 0), (-327.03217, 322.87253, 0), (-331.05875, 322.36044, 9), (-330.52484, 318.28613, 9), (-326.49826, 318.80936, 9), (-327.03217, 322.87253, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000192"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-391.16833, 299.82928, 0), (-389.26627, 297.23553, 0), (-387.03052, 298.87195, 0), (-388.93256, 301.47684, 0), (-391.16833, 299.82928, 9), (-389.26627, 297.23553, 9), (-387.03052, 298.87195, 9), (-388.93256, 301.47684, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000193"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-82.01109, 258.062, 0), (-81.49943, 255.27902, 0), (-78.66302, 255.80223, 0), (-79.17468, 258.58524, 0), (-82.01109, 258.062, 9), (-81.49943, 255.27902, 9), (-78.66302, 255.80223, 9), (-79.17468, 258.58524, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000194"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-88.351295, 258.5073, 0), (-87.7284, 255.79109, 0), (-84.44707, 256.53693, 0), (-85.06996, 259.25314, 0), (-88.351295, 258.5073, 9), (-87.7284, 255.79109, 9), (-84.44707, 256.53693, 9), (-85.06996, 259.25314, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000195"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-79.9978, 247.097, 0), (-78.79649, 242.69986, 0), (-72.75662, 244.33627, 0), (-73.957924, 248.73341, 0), (-79.9978, 247.097, 9), (-78.79649, 242.69986, 9), (-72.75662, 244.33627, 9), (-73.957924, 248.73341, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000196"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-90.58705, 242.3993, 0), (-90.25336, 235.37502, 0), (-80.998886, 235.82028, 0), (-81.343704, 242.84457, 0), (-90.58705, 242.3993, 9), (-90.25336, 235.37502, 9), (-80.998886, 235.82028, 9), (-81.343704, 242.84457, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000197"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-85.73735, 173.4811, 0), (-83.85754, 170.96526, 0), (-81.62178, 172.6462, 0), (-83.501595, 175.16202, 0), (-85.73735, 173.4811, 9), (-83.85754, 170.96526, 9), (-81.62178, 172.6462, 9), (-83.501595, 175.16202, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000198"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-83.0233, 177.17691, 0), (-80.175766, 173.89297, 0), (-76.21592, 177.32162, 0), (-79.06345, 180.60558, 0), (-83.0233, 177.17691, 9), (-80.175766, 173.89297, 9), (-76.21592, 177.32162, 9), (-79.06345, 180.60558, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000199"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-72.80111, 167.2583, 0), (-71.03253, 164.57549, 0), (-68.19612, 166.43452, 0), (-69.96471, 169.11734, 0), (-72.80111, 167.2583, 9), (-71.03253, 164.57549, 9), (-68.19612, 166.43452, 9), (-69.96471, 169.11734, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000200"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-68.69666, 169.71848, 0), (-66.06047, 166.52359, 0), (-64.11392, 168.1266, 0), (-66.76123, 171.32149, 0), (-68.69666, 169.71848, 9), (-66.06047, 166.52359, 9), (-64.11392, 168.1266, 9), (-66.76123, 171.32149, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000201"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-83.3125, 142.86809, 0), (-80.88765, 139.1834, 0), (-77.71755, 141.26508, 0), (-80.1424, 144.94977, 0), (-83.3125, 142.86809, 9), (-80.88765, 139.1834, 9), (-77.71755, 141.26508, 9), (-80.1424, 144.94977, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000202"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-88.84071, 153.67726, 0), (-88.3068, 149.56955, 0), (-84.56942, 150.04823, 0), (-85.10333, 154.16707, 0), (-88.84071, 153.67726, 9), (-88.3068, 149.56955, 9), (-84.56942, 150.04823, 9), (-85.10333, 154.16707, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000203"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-155.40173, 157.59572, 0), (-153.9001, 152.90915, 0), (-149.71779, 154.245, 0), (-151.23055, 158.93156, 0), (-155.40173, 157.59572, 9), (-153.9001, 152.90915, 9), (-149.71779, 154.245, 9), (-151.23055, 158.93156, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000204"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-157.71535, 163.7072, 0), (-155.93564, 161.55872, 0), (-152.95464, 164.01889, 0), (-154.73434, 166.16736, 0), (-157.71535, 163.7072, 9), (-155.93564, 161.55872, 9), (-152.95464, 164.01889, 9), (-154.73434, 166.16736, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000205"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-162.34259, 170.19714, 0), (-159.83987, 165.18774, 0), (-155.05692, 167.56999, 0), (-157.57076, 172.59053, 0), (-162.34259, 170.19714, 9), (-159.83987, 165.18774, 9), (-155.05692, 167.56999, 9), (-157.57076, 172.59053, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000206"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-169.73949, 153.56593, 0), (-166.96982, 151.48425, 0), (-165.45708, 153.49915, 0), (-168.22675, 155.58083, 0), (-169.73949, 153.56593, 9), (-166.96982, 151.48425, 9), (-165.45708, 153.49915, 9), (-168.22675, 155.58083, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000207"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-189.8613, 160.2006, 0), (-182.93156, 154.53442, 0), (-178.27095, 160.24513, 0), (-185.20068, 165.91133, 0), (-189.8613, 160.2006, 9), (-182.93156, 154.53442, 9), (-178.27095, 160.24513, 9), (-185.20068, 165.91133, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000208"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-212.9085, 148.79031, 0), (-211.34012, 144.27072, 0), (-205.96764, 146.1409, 0), (-207.536, 150.66049, 0), (-212.9085, 148.79031, 9), (-211.34012, 144.27072, 9), (-205.96764, 146.1409, 9), (-207.536, 150.66049, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000209"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-220.5946, 162.81664, 0), (-219.13747, 159.1542, 0), (-213.32005, 161.46967, 0), (-214.77718, 165.1321, 0), (-220.5946, 162.81664, 9), (-219.13747, 159.1542, 9), (-213.32005, 161.46967, 9), (-214.77718, 165.1321, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000210"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-210.52814, 171.32149, 0), (-207.83633, 167.35849, 0), (-203.87648, 170.0413, 0), (-206.56828, 174.00429, 0), (-210.52814, 171.32149, 9), (-207.83633, 167.35849, 9), (-203.87648, 170.0413, 9), (-206.56828, 174.00429, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000211"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-220.37213, 172.21204, 0), (-219.1041, 169.47357, 0), (-214.92178, 171.42166, 0), (-216.18982, 174.149, 0), (-220.37213, 172.21204, 9), (-219.1041, 169.47357, 9), (-214.92178, 171.42166, 9), (-216.18982, 174.149, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000212"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-516.40405, -90.33618, 0), (-514.9469, -94.544075, 0), (-511.0649, -93.20824, 0), (-512.52203, -88.989204, 0), (-516.40405, -90.33618, 9), (-514.9469, -94.544075, 9), (-511.0649, -93.20824, 9), (-512.52203, -88.989204, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000213"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-520.3528, -81.15228, 0), (-518.7399, -86.47337, 0), (-512.62213, -84.6032, 0), (-514.24615, -79.293236, 0), (-520.3528, -81.15228, 9), (-518.7399, -86.47337, 9), (-512.62213, -84.6032, 9), (-514.24615, -79.293236, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000214"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-22.70238, -415.02322, 0), (-18.90938, -416.32565, 0), (-17.963911, -413.57605, 0), (-20.288652, -411.82834, 0), (-22.70238, -415.02322, 9), (-18.90938, -416.32565, 9), (-17.963911, -413.57605, 9), (-20.288652, -411.82834, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000215"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-192.03032, -581.8585, 0), (-190.86238, -585.61, 0), (-187.73677, -584.6415, 0), (-188.89359, -580.89, 0), (-192.03032, -581.8585, 9), (-190.86238, -585.61, 9), (-187.73677, -584.6415, 9), (-188.89359, -580.89, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000216"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-195.08919, -584.69714, 0), (-194.21045, -587.0571, 0), (-191.48528, -586.0441, 0), (-192.36401, -583.68414, 0), (-195.08919, -584.69714, 9), (-194.21045, -587.0571, 9), (-191.48528, -586.0441, 9), (-192.36401, -583.68414, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000217"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-82.67848, -621.1656, 0), (-81.399315, -625.3178, 0), (-77.0724, -623.9709, 0), (-78.35157, -619.8186, 0), (-82.67848, -621.1656, 9), (-81.399315, -625.3178, 9), (-77.0724, -623.9709, 9), (-78.35157, -619.8186, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000218"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-99.096275, -618.18225, 0), (-98.072945, -621.84467, 0), (-93.52357, -620.5756, 0), (-94.5469, -616.91315, 0), (-99.096275, -618.18225, 9), (-98.072945, -621.84467, 9), (-93.52357, -620.5756, 9), (-94.5469, -616.91315, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000219"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(691.6495, 267.8582, 0), (691.84973, 264.7301, 0), (694.6861, 264.89706, 0), (694.4859, 268.0363, 0), (691.6495, 267.8582, 9), (691.84973, 264.7301, 9), (694.6861, 264.89706, 9), (694.4859, 268.0363, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000220"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(694.08545, -343.39993, 0), (694.5193, -347.34067, 0), (700.40344, -346.695, 0), (699.9696, -342.75427, 0), (694.08545, -343.39993, 9), (694.5193, -347.34067, 9), (700.40344, -346.695, 9), (699.9696, -342.75427, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000221"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(693.8185, 131.39099, 0), (695.309, 127.784225, 0), (698.55695, 129.12007, 0), (697.06647, 132.73796, 0), (693.8185, 131.39099, 9), (695.309, 127.784225, 9), (698.55695, 129.12007, 9), (697.06647, 132.73796, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000222"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(708.9794, 134.174, 0), (711.66003, 129.031, 0), (717.1104, 131.86967, 0), (714.42975, 137.01265, 0), (708.9794, 134.174, 9), (711.66003, 129.031, 9), (717.1104, 131.86967, 9), (714.42975, 137.01265, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000223"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(749.857, -450.50092, 0), (751.6812, -451.83676, 0), (753.50543, -449.32092, 0), (750.55774, -448.35242, 0), (749.857, -450.50092, 9), (751.6812, -451.83676, 9), (753.50543, -449.32092, 9), (750.55774, -448.35242, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000224"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(740.9918, -443.4432, 0), (741.22546, -446.90527, 0), (745.1074, -446.64923, 0), (744.87384, -443.1872, 0), (740.9918, -443.4432, 9), (741.22546, -446.90527, 9), (745.1074, -446.64923, 9), (744.87384, -443.1872, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000225"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(745.2631, -466.40854, 0), (748.5, -466.4642, 0), (748.5556, -463.748, 0), (745.3076, -463.68118, 0), (745.2631, -466.40854, 9), (748.5, -466.4642, 9), (748.5556, -463.748, 9), (745.3076, -463.68118, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000226"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(672.1617, -619.4958, 0), (673.9859, -626.9431, 0), (681.16034, -625.18427, 0), (679.3473, -617.73694, 0), (672.1617, -619.4958, 9), (673.9859, -626.9431, 9), (681.16034, -625.18427, 9), (679.3473, -617.73694, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000227"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(683.9078, -624.70557, 0), (684.6308, -631.5184, 0), (689.68066, -630.9729, 0), (688.94653, -624.1601, 0), (683.9078, -624.70557, 9), (684.6308, -631.5184, 9), (689.68066, -630.9729, 9), (688.94653, -624.1601, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000228"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-612.3525, 269.78403, 0), (-609.37146, 269.2608, 0), (-608.8931, 272.0104, 0), (-611.87415, 272.53363, 0), (-612.3525, 269.78403, 9), (-609.37146, 269.2608, 9), (-608.8931, 272.0104, 9), (-611.87415, 272.53363, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000229"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-618.6593, 262.45917, 0), (-618.20325, 258.7522, 0), (-613.95416, 259.27542, 0), (-614.4102, 262.98236, 0), (-618.6593, 262.45917, 9), (-618.20325, 258.7522, 9), (-613.95416, 259.27542, 9), (-614.4102, 262.98236, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000230"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-619.9273, 269.7729, 0), (-619.082, 265.5984, 0), (-614.6772, 266.48895, 0), (-615.5337, 270.66345, 0), (-619.9273, 269.7729, 9), (-619.082, 265.5984, 9), (-614.6772, 266.48895, 9), (-615.5337, 270.66345, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000231"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-609.1156, 266.86743, 0), (-607.6696, 262.8154, 0), (-602.4528, 264.67444, 0), (-603.89886, 268.72647, 0), (-609.1156, 266.86743, 9), (-607.6696, 262.8154, 9), (-602.4528, 264.67444, 9), (-603.89886, 268.72647, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000232"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-599.7944, 249.47925, 0), (-599.72766, 244.73701, 0), (-594.43304, 244.80382, 0), (-594.49976, 249.55717, 0), (-599.7944, 249.47925, 9), (-599.72766, 244.73701, 9), (-594.43304, 244.80382, 9), (-594.49976, 249.55717, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000233"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-594.49976, 242.76666, 0), (-593.67664, 238.93724, 0), (-589.4943, 239.8278, 0), (-590.31744, 243.66835, 0), (-594.49976, 242.76666, 9), (-593.67664, 238.93724, 9), (-589.4943, 239.8278, 9), (-590.31744, 243.66835, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000234"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-590.8403, 236.51047, 0), (-590.7735, 232.19125, 0), (-585.9238, 232.25804, 0), (-585.99054, 236.57727, 0), (-590.8403, 236.51047, 9), (-590.7735, 232.19125, 9), (-585.9238, 232.25804, 9), (-585.99054, 236.57727, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000235"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-768.2102, 348.75443, 0), (-767.44275, 344.30164, 0), (-763.11584, 345.0475, 0), (-763.8833, 349.50027, 0), (-768.2102, 348.75443, 9), (-767.44275, 344.30164, 9), (-763.11584, 345.0475, 9), (-763.8833, 349.50027, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000236"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-773.8052, 321.98196, 0), (-773.7162, 318.2416, 0), (-770.4349, 318.31955, 0), (-770.52386, 322.0599, 0), (-773.8052, 321.98196, 9), (-773.7162, 318.2416, 9), (-770.4349, 318.31955, 9), (-770.52386, 322.0599, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000237"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-763.583, 324.82062, 0), (-763.30493, 320.55707, 0), (-758.75555, 320.85764, 0), (-759.0336, 325.11005, 0), (-763.583, 324.82062, 9), (-763.30493, 320.55707, 9), (-758.75555, 320.85764, 9), (-759.0336, 325.11005, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000238"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-760.30164, 317.5069, 0), (-759.1337, 313.58844, 0), (-755.62994, 314.63486, 0), (-756.79785, 318.5533, 0), (-760.30164, 317.5069, 9), (-759.1337, 313.58844, 9), (-755.62994, 314.63486, 9), (-756.79785, 318.5533, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000239"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-754.9292, 312.43073, 0), (-754.0059, 306.50848, 0), (-749.23413, 307.25433, 0), (-750.15735, 313.17654, 0), (-754.9292, 312.43073, 9), (-754.0059, 306.50848, 9), (-749.23413, 307.25433, 9), (-750.15735, 313.17654, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000240"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-745.5301, 302.94626, 0), (-741.8817, 302.7904, 0), (-741.72595, 306.39716, 0), (-745.3855, 306.54187, 0), (-745.5301, 302.94626, 9), (-741.8817, 302.7904, 9), (-741.72595, 306.39716, 9), (-745.3855, 306.54187, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000241"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-745.65247, 287.52844, 0), (-741.9262, 287.3058, 0), (-741.72595, 290.57858, 0), (-745.4634, 290.80124, 0), (-745.65247, 287.52844, 9), (-741.9262, 287.3058, 9), (-741.72595, 290.57858, 9), (-745.4634, 290.80124, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000242"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-770.82416, 298.49344, 0), (-770.446, 294.50818, 0), (-765.67413, 294.95346, 0), (-766.0412, 298.93872, 0), (-770.82416, 298.49344, 9), (-770.446, 294.50818, 9), (-765.67413, 294.95346, 9), (-766.0412, 298.93872, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000243"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-778.9441, 298.8608, 0), (-778.48804, 295.17612, 0), (-774.9064, 295.63254, 0), (-775.37354, 299.3061, 0), (-778.9441, 298.8608, 9), (-778.48804, 295.17612, 9), (-774.9064, 295.63254, 9), (-775.37354, 299.3061, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000244"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-755.8969, 241.95403, 0), (-754.8624, 237.10046, 0), (-750.60223, 238.02443, 0), (-751.6478, 242.86684, 0), (-755.8969, 241.95403, 9), (-754.8624, 237.10046, 9), (-750.60223, 238.02443, 9), (-751.6478, 242.86684, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000245"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-752.5488, 234.19502, 0), (-752.23737, 230.16524, 0), (-746.42, 230.61052, 0), (-746.7314, 234.64029, 0), (-752.5488, 234.19502, 9), (-752.23737, 230.16524, 9), (-746.42, 230.61052, 9), (-746.7314, 234.64029, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000246"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-731.5149, 230.02052, 0), (-730.3581, 225.53432, 0), (-725.14136, 226.87016, 0), (-726.28705, 231.35635, 0), (-731.5149, 230.02052, 9), (-730.3581, 225.53432, 9), (-725.14136, 226.87016, 9), (-726.28705, 231.35635, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000247"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-745.608, 224.61037, 0), (-743.52795, 221.15944, 0), (-740.80273, 222.80698, 0), (-742.8828, 226.24677, 0), (-745.608, 224.61037, 9), (-743.52795, 221.15944, 9), (-740.80273, 222.80698, 9), (-742.8828, 226.24677, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000248"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-631.11725, 494.5725, 0), (-630.9393, 491.55573, 0), (-627.13513, 491.77835, 0), (-627.3131, 494.79514, 0), (-631.11725, 494.5725, 9), (-630.9393, 491.55573, 9), (-627.13513, 491.77835, 9), (-627.3131, 494.79514, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000249"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-624.85486, 485.55557, 0), (-620.52795, 485.55557, 0), (-620.52795, 489.20688, 0), (-624.85486, 489.20688, 0), (-624.85486, 485.55557, 9), (-620.52795, 485.55557, 9), (-620.52795, 489.20688, 9), (-624.85486, 489.20688, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000250"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-620.30554, 350.7025, 0), (-619.6715, 346.11615, 0), (-615.3446, 346.7173, 0), (-615.9786, 351.2925, 0), (-620.30554, 350.7025, 9), (-619.6715, 346.11615, 9), (-615.3446, 346.7173, 9), (-615.9786, 351.2925, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000251"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-616.20105, 345.0252, 0), (-616.03424, 341.1179, 0), (-612.5304, 341.2626, 0), (-612.69727, 345.18106, 0), (-616.20105, 345.0252, 9), (-616.03424, 341.1179, 9), (-612.5304, 341.2626, 9), (-612.69727, 345.18106, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000252"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-613.8096, 336.5983, 0), (-613.576, 331.64453, 0), (-607.3804, 331.9451, 0), (-607.6251, 336.89883, 0), (-613.8096, 336.5983, 9), (-613.576, 331.64453, 9), (-607.3804, 331.9451, 9), (-607.6251, 336.89883, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000253"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-628.95935, 336.37564, 0), (-628.34753, 332.8802, 0), (-623.64246, 333.70395, 0), (-624.2542, 337.1994, 0), (-628.95935, 336.37564, 9), (-628.34753, 332.8802, 9), (-623.64246, 333.70395, 9), (-624.2542, 337.1994, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000254"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-623.72034, 323.5961, 0), (-619.627, 323.5182, 0), (-619.56024, 327.05817, 0), (-623.66473, 327.12494, 0), (-623.72034, 323.5961, 9), (-619.627, 323.5182, 9), (-619.56024, 327.05817, 9), (-623.66473, 327.12494, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000255"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-747.4766, 214.83647, 0), (-747.3098, 211.55252, 0), (-743.43896, 211.74178, 0), (-743.59467, 215.02571, 0), (-747.4766, 214.83647, 9), (-747.3098, 211.55252, 9), (-743.43896, 211.74178, 9), (-743.59467, 215.02571, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000256"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-579.8728, 93.519936, 0), (-579.5725, 90.51429, 0), (-575.91296, 90.881645, 0), (-576.2244, 93.89842, 0), (-579.8728, 93.519936, 9), (-579.5725, 90.51429, 9), (-575.91296, 90.881645, 9), (-576.2244, 93.89842, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000257"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-557.57086, 94.48842, 0), (-555.0682, 91.27127, 0), (-552.0093, 93.66465, 0), (-554.52313, 96.8818, 0), (-557.57086, 94.48842, 9), (-555.0682, 91.27127, 9), (-552.0093, 93.66465, 9), (-554.52313, 96.8818, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000258"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-556.0136, 108.51473, 0), (-552.8991, 103.26043, 0), (-547.2263, 106.6223, 0), (-550.3408, 111.8766, 0), (-556.0136, 108.51473, 9), (-552.8991, 103.26043, 9), (-547.2263, 106.6223, 9), (-550.3408, 111.8766, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000259"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-572.01984, 137.59152, 0), (-567.8375, 137.52473, 0), (-567.793, 140.21867, 0), (-571.97534, 140.28546, 0), (-572.01984, 137.59152, 9), (-567.8375, 137.52473, 9), (-567.793, 140.21867, 9), (-571.97534, 140.28546, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000260"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-581.44116, 139.99603, 0), (-580.9963, 134.6638, 0), (-575.7016, 135.10909, 0), (-576.14655, 140.44131, 0), (-581.44116, 139.99603, 9), (-580.9963, 134.6638, 9), (-575.7016, 135.10909, 9), (-576.14655, 140.44131, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000261"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-588.00385, 139.61754, 0), (-587.7814, 134.46342, 0), (-582.56464, 134.68607, 0), (-582.7871, 139.84018, 0), (-588.00385, 139.61754, 9), (-587.7814, 134.46342, 9), (-582.56464, 134.68607, 9), (-582.7871, 139.84018, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000262"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-620.08307, 131.19061, 0), (-619.1487, 126.025375, 0), (-613.77625, 126.99386, 0), (-614.7106, 132.1591, 0), (-620.08307, 131.19061, 9), (-619.1487, 126.025375, 9), (-613.77625, 126.99386, 9), (-614.7106, 132.1591, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000263"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-629.7046, 112.16603, 0), (-622.8416, 112.16603, 0), (-622.8416, 118.13278, 0), (-629.7046, 118.13278, 0), (-629.7046, 112.16603, 9), (-622.8416, 112.16603, 9), (-622.8416, 118.13278, 9), (-629.7046, 118.13278, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000264"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-774.99536, 163.33983, 0), (-771.4026, 158.57533, 0), (-766.8532, 162.004, 0), (-770.446, 166.7685, 0), (-774.99536, 163.33983, 9), (-771.4026, 158.57533, 9), (-766.8532, 162.004, 9), (-770.446, 166.7685, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000265"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-771.1245, 155.09102, 0), (-768.65515, 154.85725, 0), (-768.4327, 157.37308, 0), (-770.8909, 157.59572, 0), (-771.1245, 155.09102, 9), (-768.65515, 154.85725, 9), (-768.4327, 157.37308, 9), (-770.8909, 157.59572, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000266"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-773.5049, 147.7439, 0), (-770.1457, 142.83469, 0), (-765.22925, 146.18542, 0), (-768.5773, 151.10577, 0), (-773.5049, 147.7439, 9), (-770.1457, 142.83469, 9), (-765.22925, 146.18542, 9), (-768.5773, 151.10577, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000267"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-761.7143, 144.83846, 0), (-758.5442, 141.28734, 0), (-754.9625, 144.49336, 0), (-758.14374, 148.04446, 0), (-761.7143, 144.83846, 9), (-758.5442, 141.28734, 9), (-754.9625, 144.49336, 9), (-758.14374, 148.04446, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000268"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-680.7377, -280.68225, 0), (-678.057, -280.8381, 0), (-677.879, -277.76566, 0), (-680.5708, -277.62094, 0), (-680.7377, -280.68225, 9), (-678.057, -280.8381, 9), (-677.879, -277.76566, 9), (-680.5708, -277.62094, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000269"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-673.4075, -282.39658, 0), (-671.21625, -286.60446, 0), (-661.895, -281.75092, 0), (-664.0863, -277.54303, 0), (-673.4075, -282.39658, 9), (-671.21625, -286.60446, 9), (-661.895, -281.75092, 9), (-664.0863, -277.54303, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000270"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-686.2325, -292.15933, 0), (-685.5095, -294.90894, 0), (-683.27374, -294.30783, 0), (-683.99677, -291.56934, 0), (-686.2325, -292.15933, 9), (-685.5095, -294.90894, 9), (-683.27374, -294.30783, 9), (-683.99677, -291.56934, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000271"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-683.2515, -290.22238, 0), (-681.5052, -294.43027, 0), (-677.55646, -292.78275, 0), (-679.3028, -288.58597, 0), (-683.2515, -290.22238, 9), (-681.5052, -294.43027, 9), (-677.55646, -292.78275, 9), (-679.3028, -288.58597, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000272"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-678.6354, -298.28195, 0), (-674.7979, -307.03168, 0), (-663.9083, -302.25607, 0), (-667.7347, -293.50632, 0), (-678.6354, -298.28195, 9), (-674.7979, -307.03168, 9), (-663.9083, -302.25607, 9), (-667.7347, -293.50632, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000273"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-683.99677, -310.5828, 0), (-683.07355, -313.85562, 0), (-679.6476, -312.88712, 0), (-680.5708, -309.61432, 0), (-683.99677, -310.5828, 9), (-683.07355, -313.85562, 9), (-679.6476, -312.88712, 9), (-680.5708, -309.61432, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000274"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-754.62885, -306.93152, 0), (-752.6934, -310.80545, 0), (-749.5567, -309.24695, 0), (-751.50323, -305.36188, 0), (-754.62885, -306.93152, 9), (-752.6934, -310.80545, 9), (-749.5567, -309.24695, 9), (-751.50323, -305.36188, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000275"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-744.86273, -284.55618, 0), (-742.70483, -294.4748, 0), (-731.91534, -292.12595, 0), (-734.07324, -282.20734, 0), (-744.86273, -284.55618, 9), (-742.70483, -294.4748, 9), (-731.91534, -292.12595, 9), (-734.07324, -282.20734, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000276"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-748.06616, -273.2906, 0), (-746.876, -279.70264, 0), (-742.3489, -278.86774, 0), (-743.53906, -272.4557, 0), (-748.06616, -273.2906, 9), (-746.876, -279.70264, 9), (-742.3489, -278.86774, 9), (-743.53906, -272.4557, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000277"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-767.9878, -266.578, 0), (-766.9311, -271.36478, 0), (-759.84564, -269.79517, 0), (-760.9023, -265.0084, 0), (-767.9878, -266.578, 9), (-766.9311, -271.36478, 9), (-759.84564, -269.79517, 9), (-760.9023, -265.0084, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000278"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-771.6139, -281.9179, 0), (-767.8765, -282.3632, 0), (-767.46497, -278.88998, 0), (-771.1912, -278.4447, 0), (-771.6139, -281.9179, 9), (-767.8765, -282.3632, 9), (-767.46497, -278.88998, 9), (-771.1912, -278.4447, 9)]
            uniform token subdivisionScheme = "none"
        }

        def Mesh "Building_000279"
        {
            int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
            int[] faceVertexIndices = [3, 2, 1, 0, 4, 5, 6, 7, 0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 3, 0, 4, 7]
            rel material:binding = </World/Materials/Mat_yes>
            normal3f[] normals (
                interpolation = "uniform"
            )
            point3f[] points = [(-780.924, -293.99612, 0), (-777.5759, -294.14084, 0), (-777.45355, -291.56934, 0), (-780.8128, -291.41348, 0), (-780.924, -293.99612, 9), (-777.5759, -294.14084, 9), (-777.45355, -291.56934, 9), (-780.8128, -291.41348, 9)]
            uniform token subdivisionScheme = "none"
        }
    }
}

