private static void AddBoards(FlatMeshBuilder meshBuilder, BoardsInput input)
        {
            var vertices = Squares.Vertices();

            var boardVertices = new Vector3[vertices.Length];

            for (int i = 0; i < boardVertices.Length; ++i)
            {
                boardVertices[i] = Mathx.Multiply(vertices[i].X_Y(), input.extents) + input.offset;
            }

            var boardHeight = input.height / input.count;

            for (int i = 0; i < input.count; ++i)
            {
                var boardTop = input.top - boardHeight * i;

                var v0 = boardVertices[0] + boardTop;
                var v1 = boardVertices[1] + boardTop;
                var v2 = boardVertices[2] + boardTop;
                var v3 = boardVertices[3] + boardTop;

                var v4 = (v0 + v1) * 0.5f - boardHeight;
                var v5 = (v2 + v3) * 0.5f - boardHeight;

                meshBuilder.AddTriangle(v0, v1, v2);
                meshBuilder.AddTriangle(v0, v2, v3);

                meshBuilder.AddTriangle(v1, v4, v5);
                meshBuilder.AddTriangle(v1, v5, v2);

                meshBuilder.AddTriangle(v4, v0, v3);
                meshBuilder.AddTriangle(v4, v3, v5);
            }
        }
        public static FlatMeshBuilder Create(ref Input input)
        {
            var meshBuilder = new FlatMeshBuilder();

            var frameOffset       = new Vector3(input.width * 0.5f, 0.0f, 0.0f);
            var frameHeight       = new Vector3(0.0f, input.height, 0.0f);
            var frameSpike        = new Vector3(0.0f, input.barSpike, 0.0f);
            var frameLeftBarInput = new BarInput
            {
                angleY = input.frameAngleY,
                radius = input.barRadius,
                offset = -frameOffset,
                height = frameHeight,
                spike  = frameSpike
            };
            var frameRightBarInput = new BarInput
            {
                angleY = -input.frameAngleY,
                radius = input.barRadius,
                offset = frameOffset,
                height = frameHeight,
                spike  = frameSpike
            };

            AddBar(meshBuilder, frameLeftBarInput);
            AddBar(meshBuilder, frameRightBarInput);

            var topBoardsExtents = new Vector3(input.width, 0.0f, input.boardThickness * 0.5f);
            var topBoardsInput   = new BoardsInput
            {
                extents = topBoardsExtents,
                top     = frameHeight,
                height  = frameHeight,
                count   = input.boardsCount
            };

            AddBoards(meshBuilder, topBoardsInput);

            return(meshBuilder);
        }
        public static FlatMeshBuilder Create(Input input)
        {
            var meshBuilder = new FlatMeshBuilder();

            const float WINDOW_BAR_ANGLE_Y = 45.0f;

            var frameOffset       = new Vector3(input.width * 0.5f, 0.0f, 0.0f);
            var frameHeight       = new Vector3(0.0f, input.height, 0.0f);
            var frameSpike        = new Vector3(0.0f, input.frameBarSpike, 0.0f);
            var frameLeftBarInput = new BarInput
            {
                angleY = -input.frameBarAngleY,
                radius = input.frameBarRadius,
                offset = -frameOffset,
                height = frameHeight,
                spike  = frameSpike
            };
            var frameRightBarInput = new BarInput
            {
                angleY = input.frameBarAngleY,
                radius = input.frameBarRadius,
                offset = frameOffset,
                height = frameHeight,
                spike  = frameSpike
            };

            AddBar(meshBuilder, frameLeftBarInput);
            AddBar(meshBuilder, frameRightBarInput);

            var windowHeight       = frameHeight * input.windowHeightFill;
            var windowOffset       = frameOffset * input.windowWidthFill;
            var windowHeightOffset = frameHeight * input.windowHeightOffsetFill;
            var windowLeftBarInput = new BarInput
            {
                angleY = -WINDOW_BAR_ANGLE_Y,
                radius = input.windowBarRadius,
                offset = -windowOffset + windowHeightOffset,
                height = windowHeight,
                spike  = frameSpike
            };
            var windowRightBarInput = new BarInput
            {
                angleY = WINDOW_BAR_ANGLE_Y,
                radius = input.windowBarRadius,
                offset = windowOffset + windowHeightOffset,
                height = windowHeight,
                spike  = frameSpike
            };

            AddBar(meshBuilder, windowLeftBarInput);
            AddBar(meshBuilder, windowRightBarInput);

            var wideBoardsExtents = new Vector3(input.width, 0.0f, input.boardThickness * 0.5f);
            var topBoardsHeight   = frameHeight - windowHeight - windowHeightOffset;
            var topBoardsInput    = new BoardsInput
            {
                extents = wideBoardsExtents,
                top     = frameHeight,
                height  = topBoardsHeight,
                count   = input.topBoardsCount
            };
            var bottomBoardsInput = new BoardsInput
            {
                extents = wideBoardsExtents,
                top     = windowHeightOffset,
                height  = windowHeightOffset,
                count   = input.bottomBoardsCount
            };

            AddBoards(meshBuilder, topBoardsInput);
            AddBoards(meshBuilder, bottomBoardsInput);

            var sideBoardsOffset    = windowOffset + (frameOffset - windowOffset) * 0.5f;
            var sideBoardsExtents   = (wideBoardsExtents - windowOffset * 2.0f) * 0.5f;
            var leftSideBoardsInput = new BoardsInput
            {
                offset  = -sideBoardsOffset + windowHeightOffset,
                extents = sideBoardsExtents,
                top     = windowHeight,
                height  = windowHeight,
                count   = input.sideBoardsCount
            };
            var rightSideBoardsInput = new BoardsInput
            {
                offset  = sideBoardsOffset + windowHeightOffset,
                extents = sideBoardsExtents,
                top     = windowHeight,
                height  = windowHeight,
                count   = input.sideBoardsCount
            };

            AddBoards(meshBuilder, leftSideBoardsInput);
            AddBoards(meshBuilder, rightSideBoardsInput);

            return(meshBuilder);
        }