Ejemplo n.º 1
0
    public static GameObject GenerateSimpleBridge(Vector3[] points, Vector3[] nextPoints, Vector3 previousPoint, RoadSegment segment, Transform previousSegment, float startExtraWidthLeft, float endExtraWidthLeft, float startExtraWidthRight, float endExtraWidthRight, Material[] materials, Vector3 startPoint, Vector3 controlPoint, Vector3 endPoint)
    {
        List <Vector3> vertices        = new List <Vector3>();
        List <Vector2> uvs             = new List <Vector2>();
        List <Vector2> extraUvs        = new List <Vector2>();
        List <int>     triangles       = new List <int>();
        int            verticeIndex    = 0;
        float          totalDistance   = 0;
        float          currentDistance = 0;

        GameObject bridge = new GameObject("Bridge Base");

        for (int i = 1; i < points.Length; i++)
        {
            totalDistance += Vector3.Distance(points[i - 1], points[i]);
        }

        for (int i = 0; i < points.Length; i++)
        {
            Vector3 left = Misc.CalculateLeft(points, nextPoints, Misc.MaxVector3, i);

            if (i > 0)
            {
                currentDistance += Vector3.Distance(points[i - 1], points[i]);
            }

            float roadWidth = Mathf.Lerp(segment.startRoadWidth, segment.endRoadWidth, currentDistance / totalDistance);

            if (i == 0 && previousSegment != null)
            {
                roadWidth = previousSegment.GetComponent <RoadSegment>().endRoadWidth;
            }

            float roadWidthLeft  = roadWidth + Mathf.Lerp(startExtraWidthLeft, endExtraWidthLeft, currentDistance / totalDistance);
            float roadWidthRight = roadWidth + Mathf.Lerp(startExtraWidthRight, endExtraWidthRight, currentDistance / totalDistance);

            float heightOffset = 0;
            if (i == 0 && previousPoint != Misc.MaxVector3)
            {
                heightOffset = previousPoint.y - points[i].y;
            }
            else if (i == points.Length - 1 && nextPoints != null && nextPoints.Length == 1)
            {
                heightOffset = nextPoints[0].y - points[i].y;
            }

            // |_   _|
            //   \_/
            vertices.Add((points[i] - left * roadWidthRight) - segment.transform.position);
            vertices[verticeIndex] = new Vector3(vertices[verticeIndex].x, points[i].y + heightOffset - segment.transform.position.y, vertices[verticeIndex].z);
            vertices.Add((points[i] - left * roadWidthRight) - segment.transform.position);
            vertices[verticeIndex + 1] = new Vector3(vertices[verticeIndex + 1].x, points[i].y - segment.bridgeSettings.yOffsetFirstStep + heightOffset - segment.transform.position.y, vertices[verticeIndex + 1].z);
            vertices.Add((points[i] - left * roadWidthRight * segment.bridgeSettings.widthPercentageFirstStep) - segment.transform.position);
            vertices[verticeIndex + 2] = new Vector3(vertices[verticeIndex + 2].x, points[i].y - segment.bridgeSettings.yOffsetFirstStep + heightOffset - segment.transform.position.y, vertices[verticeIndex + 2].z);
            vertices.Add((points[i] - left * roadWidthRight * segment.bridgeSettings.widthPercentageFirstStep * segment.bridgeSettings.widthPercentageSecondStep) - segment.transform.position);
            vertices[verticeIndex + 3] = new Vector3(vertices[verticeIndex + 3].x, points[i].y - segment.bridgeSettings.yOffsetFirstStep - segment.bridgeSettings.yOffsetSecondStep + heightOffset - segment.transform.position.y, vertices[verticeIndex + 3].z);
            vertices.Add((points[i] + left * roadWidthLeft * segment.bridgeSettings.widthPercentageFirstStep * segment.bridgeSettings.widthPercentageSecondStep) - segment.transform.position);
            vertices[verticeIndex + 4] = new Vector3(vertices[verticeIndex + 4].x, points[i].y - segment.bridgeSettings.yOffsetFirstStep - segment.bridgeSettings.yOffsetSecondStep + heightOffset - segment.transform.position.y, vertices[verticeIndex + 4].z);
            vertices.Add((points[i] + left * roadWidthLeft * segment.bridgeSettings.widthPercentageFirstStep) - segment.transform.position);
            vertices[verticeIndex + 5] = new Vector3(vertices[verticeIndex + 5].x, points[i].y - segment.bridgeSettings.yOffsetFirstStep + heightOffset - segment.transform.position.y, vertices[verticeIndex + 5].z);
            vertices.Add((points[i] + left * roadWidthLeft) - segment.transform.position);
            vertices[verticeIndex + 6] = new Vector3(vertices[verticeIndex + 6].x, points[i].y - segment.bridgeSettings.yOffsetFirstStep + heightOffset - segment.transform.position.y, vertices[verticeIndex + 6].z);
            vertices.Add((points[i] + left * roadWidthLeft) - segment.transform.position);
            vertices[verticeIndex + 7] = new Vector3(vertices[verticeIndex + 7].x, points[i].y - segment.transform.position.y + heightOffset, vertices[verticeIndex + 7].z);

            uvs.Add(new Vector2(0, currentDistance / totalDistance));
            uvs.Add(new Vector2(1, currentDistance / totalDistance));
            uvs.Add(new Vector2(0, currentDistance / totalDistance));
            uvs.Add(new Vector2(1, currentDistance / totalDistance));
            uvs.Add(new Vector2(0, currentDistance / totalDistance));
            uvs.Add(new Vector2(1, currentDistance / totalDistance));
            uvs.Add(new Vector2(0, currentDistance / totalDistance));
            uvs.Add(new Vector2(1, currentDistance / totalDistance));

            if (i < points.Length - 1)
            {
                for (int j = 0; j < 7; j += 1)
                {
                    triangles.Add(verticeIndex + 1 + j);
                    triangles.Add(verticeIndex + j);
                    triangles.Add(verticeIndex + 9 + j);

                    triangles.Add(verticeIndex + 0 + j);
                    triangles.Add(verticeIndex + 8 + j);
                    triangles.Add(verticeIndex + 9 + j);
                }

                triangles.Add(verticeIndex);
                triangles.Add(verticeIndex + 15);
                triangles.Add(verticeIndex + 8);

                triangles.Add(verticeIndex);
                triangles.Add(verticeIndex + 7);
                triangles.Add(verticeIndex + 15);

                if (i == points.Length - 2)
                {
                    // Start cap
                    triangles.Add(0);
                    triangles.Add(1);
                    triangles.Add(7);

                    triangles.Add(1);
                    triangles.Add(6);
                    triangles.Add(7);

                    triangles.Add(2);
                    triangles.Add(3);
                    triangles.Add(5);

                    triangles.Add(3);
                    triangles.Add(4);
                    triangles.Add(5);

                    for (int j = 0; j < 2; j++)
                    {
                        extraUvs.Add(new Vector2(1, 0));
                        extraUvs.Add(new Vector2(0, 0));
                        extraUvs.Add(new Vector2(1, 1));

                        extraUvs.Add(new Vector2(0, 0));
                        extraUvs.Add(new Vector2(0, 1));
                        extraUvs.Add(new Vector2(1, 1));
                    }

                    // End cap
                    triangles.Add(verticeIndex + 15);
                    triangles.Add(verticeIndex + 9);
                    triangles.Add(verticeIndex + 8);

                    triangles.Add(verticeIndex + 15);
                    triangles.Add(verticeIndex + 14);
                    triangles.Add(verticeIndex + 9);

                    triangles.Add(verticeIndex + 13);
                    triangles.Add(verticeIndex + 11);
                    triangles.Add(verticeIndex + 10);

                    triangles.Add(verticeIndex + 13);
                    triangles.Add(verticeIndex + 12);
                    triangles.Add(verticeIndex + 11);

                    for (int j = 0; j < 2; j++)
                    {
                        extraUvs.Add(new Vector2(1, 0));
                        extraUvs.Add(new Vector2(0, 1));
                        extraUvs.Add(new Vector2(1, 1));

                        extraUvs.Add(new Vector2(1, 0));
                        extraUvs.Add(new Vector2(0, 0));
                        extraUvs.Add(new Vector2(0, 1));
                    }
                }
            }

            verticeIndex += 8;
        }

        return(BridgeGeneration.CreateBridge(bridge, segment.transform, vertices.ToArray(), triangles.ToArray(), uvs.ToArray(), extraUvs.ToArray(), materials, segment.settings));
    }
Ejemplo n.º 2
0
    public static void GenerateSimpleBridge(Vector3[] points, Vector3[] nextPoints, Vector3 previousPoint, RoadSegment segment, float extraWidthLeft, float extraWidthRight, Material[] materials)
    {
        Vector3[] vertices        = new Vector3[points.Length * 8];
        Vector2[] uvs             = new Vector2[vertices.Length];
        int       numberTriangles = 4 * (points.Length - 1);

        int[] triangles         = new int[numberTriangles * 24];
        int   verticeIndex      = 0;
        int   triangleIndex     = 0;
        float totalDistance     = 0;
        float currentDistance   = 0;
        bool  placedFirstPillar = false;
        float lastDistance      = 0;

        GameObject bridge = new GameObject("Bridge");

        for (int i = 1; i < points.Length; i++)
        {
            totalDistance += Vector3.Distance(points[i - 1], points[i]);
        }

        for (int i = 0; i < points.Length; i++)
        {
            Vector3 left = Misc.CalculateLeft(points, nextPoints, Misc.MaxVector3, i);

            if (i > 0)
            {
                currentDistance += Vector3.Distance(points[i - 1], points[i]);
            }

            float roadWidth      = Mathf.Lerp(segment.startRoadWidth, segment.endRoadWidth, currentDistance / totalDistance);
            float roadWidthLeft  = roadWidth + extraWidthLeft;
            float roadWidthRight = roadWidth + extraWidthRight;

            float heightOffset = 0;
            if (i == 0 && previousPoint != Misc.MaxVector3)
            {
                heightOffset = previousPoint.y - points[i].y;
            }
            else if (i == points.Length - 1 && nextPoints != null && nextPoints.Length == 1)
            {
                heightOffset = nextPoints[0].y - points[i].y;
            }

            // |_   _|
            //   \_/
            vertices[verticeIndex]       = (points[i] - left * roadWidthLeft) - segment.transform.position;
            vertices[verticeIndex].y     = points[i].y + heightOffset - segment.transform.position.y;
            vertices[verticeIndex + 1]   = (points[i] - left * roadWidthLeft) - segment.transform.position;
            vertices[verticeIndex + 1].y = points[i].y - segment.yOffsetFirstStep + heightOffset - segment.transform.position.y;
            vertices[verticeIndex + 2]   = (points[i] - left * roadWidthLeft * segment.widthPercentageFirstStep) - segment.transform.position;
            vertices[verticeIndex + 2].y = points[i].y - segment.yOffsetFirstStep + heightOffset - segment.transform.position.y;
            vertices[verticeIndex + 3]   = (points[i] - left * roadWidthLeft * segment.widthPercentageFirstStep * segment.widthPercentageSecondStep) - segment.transform.position;
            vertices[verticeIndex + 3].y = points[i].y - segment.yOffsetFirstStep - segment.yOffsetSecondStep + heightOffset - segment.transform.position.y;

            vertices[verticeIndex + 4]   = (points[i] + left * roadWidthRight * segment.widthPercentageFirstStep * segment.widthPercentageSecondStep) - segment.transform.position;
            vertices[verticeIndex + 4].y = points[i].y - segment.yOffsetFirstStep - segment.yOffsetSecondStep + heightOffset - segment.transform.position.y;
            vertices[verticeIndex + 5]   = (points[i] + left * roadWidthRight * segment.widthPercentageFirstStep) - segment.transform.position;
            vertices[verticeIndex + 5].y = points[i].y - segment.yOffsetFirstStep + heightOffset - segment.transform.position.y;
            vertices[verticeIndex + 6]   = (points[i] + left * roadWidthRight) - segment.transform.position;
            vertices[verticeIndex + 6].y = points[i].y - segment.yOffsetFirstStep + heightOffset - segment.transform.position.y;
            vertices[verticeIndex + 7]   = (points[i] + left * roadWidthRight) - segment.transform.position;
            vertices[verticeIndex + 7].y = points[i].y - segment.transform.position.y + heightOffset;

            int uvY = 0;
            if (i % 2 == 0)
            {
                uvY = 1;
            }

            uvs[verticeIndex]     = new Vector2(0, uvY);
            uvs[verticeIndex + 1] = new Vector2(1, uvY);
            uvs[verticeIndex + 2] = new Vector2(0, uvY);
            uvs[verticeIndex + 3] = new Vector2(1, uvY);
            uvs[verticeIndex + 4] = new Vector2(0, uvY);
            uvs[verticeIndex + 5] = new Vector2(1, uvY);
            uvs[verticeIndex + 6] = new Vector2(0, uvY);
            uvs[verticeIndex + 7] = new Vector2(1, uvY);

            if (i < points.Length - 1)
            {
                for (int j = 0; j < 7; j += 1)
                {
                    triangles[triangleIndex + j * 6]     = verticeIndex + 1 + j;
                    triangles[triangleIndex + 1 + j * 6] = verticeIndex + j;
                    triangles[triangleIndex + 2 + j * 6] = verticeIndex + 9 + j;

                    triangles[triangleIndex + 3 + j * 6] = verticeIndex + 0 + j;
                    triangles[triangleIndex + 4 + j * 6] = verticeIndex + 8 + j;
                    triangles[triangleIndex + 5 + j * 6] = verticeIndex + 9 + j;
                }

                triangles[triangleIndex + 42] = verticeIndex + 0;
                triangles[triangleIndex + 43] = verticeIndex + 7;
                triangles[triangleIndex + 44] = verticeIndex + 8;

                triangles[triangleIndex + 45] = verticeIndex + 8;
                triangles[triangleIndex + 46] = verticeIndex + 7;
                triangles[triangleIndex + 47] = verticeIndex + 15;

                // Pillars
                if (placedFirstPillar == false && currentDistance >= segment.pillarPlacementOffset)
                {
                    CreatePillar(bridge.transform, segment.pillarPrefab, points[i] - new Vector3(0, segment.yOffsetFirstStep + segment.yOffsetSecondStep, 0), segment, points[i + 1] - points[i]);
                    placedFirstPillar = true;
                    lastDistance      = currentDistance;
                }
                else if (placedFirstPillar == true && (currentDistance - lastDistance) > segment.pillarGap)
                {
                    CreatePillar(bridge.transform, segment.pillarPrefab, points[i] - new Vector3(0, segment.yOffsetFirstStep + segment.yOffsetSecondStep, 0), segment, points[i + 1] - points[i]);
                    lastDistance = currentDistance;
                }
            }

            verticeIndex  += 8;
            triangleIndex += 54;
        }

        BridgeGeneration.CreateBridge(bridge, segment.transform, vertices, triangles, uvs, materials);
    }
Ejemplo n.º 3
0
    public static void GenerateSimpleBridgeIntersection(Vector3[] inputVertices, Intersection intersection, Material[] materials, float[] startWidths, float[] endWidths, int[] startVertices)
    {
        List <Vector3> vertices           = new List <Vector3>();
        List <Vector2> uvs                = new List <Vector2>();
        List <int>     triangles          = new List <int>();
        int            verticeIndex       = 0;
        int            currentSegment     = 0;
        Vector3        lastVertexPosition = inputVertices[0];
        float          currentDistance    = 0f;

        float[] totalDistances = new float[startWidths.Length];

        GameObject bridge = new GameObject("Bridge");

        for (int i = 0; i < inputVertices.Length; i += 2)
        {
            if (currentSegment < startVertices.Length - 1 && i > (startVertices[currentSegment + 1] - 2))
            {
                currentSegment    += 1;
                currentDistance    = 0;
                lastVertexPosition = inputVertices[i];
            }

            totalDistances[currentSegment] += Vector3.Distance(lastVertexPosition, inputVertices[i]);
            lastVertexPosition              = inputVertices[i];
        }

        lastVertexPosition = inputVertices[0];
        currentSegment     = 0;

        for (int i = 0; i < inputVertices.Length; i += 2)
        {
            if (currentSegment < startVertices.Length - 1 && i > (startVertices[currentSegment + 1] - 2))
            {
                currentSegment    += 1;
                currentDistance    = 0;
                lastVertexPosition = inputVertices[i];
            }

            Vector3 verticeDifference = inputVertices[i + 1] - inputVertices[i];
            currentDistance += Vector3.Distance(lastVertexPosition, inputVertices[i]);
            float currentWidth = Mathf.Lerp(startWidths[currentSegment], endWidths[currentSegment], currentDistance / totalDistances[currentSegment]);

            //   _|
            // _/
            vertices.Add(inputVertices[i] - verticeDifference.normalized * (intersection.bridgeSettings.extraWidth + currentWidth));
            vertices[verticeIndex] = new Vector3(vertices[verticeIndex].x, inputVertices[i].y - inputVertices[i].y, vertices[verticeIndex].z);
            vertices.Add(inputVertices[i] - verticeDifference.normalized * (intersection.bridgeSettings.extraWidth + currentWidth));
            vertices[verticeIndex + 1] = new Vector3(vertices[verticeIndex + 1].x, inputVertices[i].y - intersection.bridgeSettings.yOffsetFirstStep - inputVertices[i].y, vertices[verticeIndex + 1].z);
            vertices.Add(inputVertices[i + 1] - verticeDifference * intersection.bridgeSettings.widthPercentageFirstStep - verticeDifference.normalized * (intersection.bridgeSettings.extraWidth + currentWidth));
            vertices[verticeIndex + 2] = new Vector3(vertices[verticeIndex + 2].x, inputVertices[i].y - intersection.bridgeSettings.yOffsetFirstStep - inputVertices[i].y, vertices[verticeIndex + 2].z);
            vertices.Add(inputVertices[i + 1] - verticeDifference.normalized * (intersection.bridgeSettings.extraWidth + currentWidth) - verticeDifference * intersection.bridgeSettings.widthPercentageFirstStep * intersection.bridgeSettings.widthPercentageSecondStep);
            vertices[verticeIndex + 3] = new Vector3(vertices[verticeIndex + 3].x, inputVertices[i].y - intersection.bridgeSettings.yOffsetFirstStep - intersection.bridgeSettings.yOffsetSecondStep - inputVertices[i].y, vertices[verticeIndex + 3].z);
            vertices.Add(inputVertices[i + 1]);
            vertices[verticeIndex + 4] = new Vector3(vertices[verticeIndex + 4].x, inputVertices[i].y - intersection.bridgeSettings.yOffsetFirstStep - intersection.bridgeSettings.yOffsetSecondStep - inputVertices[i].y, vertices[verticeIndex + 4].z);
            vertices.Add(inputVertices[i + 1]);
            vertices[verticeIndex + 5] = new Vector3(vertices[verticeIndex + 5].x, inputVertices[i].y - inputVertices[i].y, vertices[verticeIndex + 5].z);

            uvs.Add(new Vector2(0, currentDistance / totalDistances[currentSegment]));
            uvs.Add(new Vector2(1, currentDistance / totalDistances[currentSegment]));
            uvs.Add(new Vector2(0, currentDistance / totalDistances[currentSegment]));
            uvs.Add(new Vector2(1, currentDistance / totalDistances[currentSegment]));
            uvs.Add(new Vector2(0, currentDistance / totalDistances[currentSegment]));
            uvs.Add(new Vector2(1, currentDistance / totalDistances[currentSegment]));

            if (i < inputVertices.Length)
            {
                if (i < inputVertices.Length - 2)
                {
                    for (int j = 0; j < 4; j += 1)
                    {
                        triangles.Add(verticeIndex + 1 + j);
                        triangles.Add(verticeIndex + 6 + j);
                        triangles.Add(verticeIndex + j);

                        triangles.Add(verticeIndex + 1 + j);
                        triangles.Add(verticeIndex + 7 + j);
                        triangles.Add(verticeIndex + 6 + j);
                    }

                    // Top cover
                    triangles.Add(verticeIndex + 0);
                    triangles.Add(verticeIndex + 6);
                    triangles.Add(verticeIndex + 5);

                    triangles.Add(verticeIndex + 6);
                    triangles.Add(verticeIndex + 11);
                    triangles.Add(verticeIndex + 5);
                }
                else
                {
                    for (int j = 0; j < 4; j += 1)
                    {
                        triangles.Add(verticeIndex + 1 + j);
                        triangles.Add(j);
                        triangles.Add(verticeIndex + j);

                        triangles.Add(verticeIndex + 1 + j);
                        triangles.Add(j + 1);
                        triangles.Add(j);
                    }
                }
            }

            verticeIndex      += 6;
            lastVertexPosition = inputVertices[i];
        }

        if (intersection.placePillars == true)
        {
            CreatePillarIntersection(bridge.transform, intersection.pillarPrefab, intersection.transform.position - new Vector3(0, intersection.bridgeSettings.yOffsetFirstStep + intersection.bridgeSettings.yOffsetSecondStep, 0), intersection);
        }

        BridgeGeneration.CreateBridge(bridge, intersection.transform, vertices.ToArray(), triangles.ToArray(), uvs.ToArray(), null, materials, intersection.settings);
    }
Ejemplo n.º 4
0
    public static void GenerateSimpleBridgeIntersection(Vector3[] inputVertices, Intersection intersection, Material[] materials)
    {
        Vector3[] vertices      = new Vector3[inputVertices.Length * 3];
        Vector2[] uvs           = new Vector2[vertices.Length];
        int[]     triangles     = new int[inputVertices.Length * 30];
        int       verticeIndex  = 0;
        int       triangleIndex = 0;

        GameObject bridge = new GameObject("Bridge");

        for (int i = 0; i < inputVertices.Length; i += 2)
        {
            Vector3 verticeDifference = inputVertices[i + 1] - inputVertices[i];

            // |_   _|
            //   \_/
            vertices[verticeIndex]       = inputVertices[i] - verticeDifference.normalized * intersection.extraWidth;
            vertices[verticeIndex].y     = inputVertices[i].y - inputVertices[i].y;
            vertices[verticeIndex + 1]   = inputVertices[i] - verticeDifference.normalized * intersection.extraWidth;
            vertices[verticeIndex + 1].y = inputVertices[i].y - intersection.yOffsetFirstStep - inputVertices[i].y;
            vertices[verticeIndex + 2]   = inputVertices[i + 1] - verticeDifference * intersection.widthPercentageFirstStep - verticeDifference.normalized * intersection.extraWidth;
            vertices[verticeIndex + 2].y = inputVertices[i].y - intersection.yOffsetFirstStep - inputVertices[i].y;
            vertices[verticeIndex + 3]   = inputVertices[i + 1] - verticeDifference.normalized * intersection.extraWidth - verticeDifference * intersection.widthPercentageFirstStep * intersection.widthPercentageSecondStep;
            vertices[verticeIndex + 3].y = inputVertices[i].y - intersection.yOffsetFirstStep - intersection.yOffsetSecondStep - inputVertices[i].y;
            vertices[verticeIndex + 4]   = inputVertices[i + 1];
            vertices[verticeIndex + 4].y = inputVertices[i].y - intersection.yOffsetFirstStep - intersection.yOffsetSecondStep - inputVertices[i].y;
            vertices[verticeIndex + 5]   = inputVertices[i + 1];
            vertices[verticeIndex + 5].y = inputVertices[i].y - inputVertices[i].y;

            int uvY = 0;
            if (i % 4 == 0)
            {
                uvY = 1;
            }

            uvs[verticeIndex]     = new Vector2(0, uvY);
            uvs[verticeIndex + 1] = new Vector2(1, uvY);
            uvs[verticeIndex + 2] = new Vector2(0, uvY);
            uvs[verticeIndex + 3] = new Vector2(1, uvY);
            uvs[verticeIndex + 4] = new Vector2(0, uvY);
            uvs[verticeIndex + 5] = new Vector2(1, uvY);

            if (i < inputVertices.Length - 2)
            {
                for (int j = 0; j < 4; j += 1)
                {
                    triangles[triangleIndex + j * 6]     = verticeIndex + 1 + j;
                    triangles[triangleIndex + 1 + j * 6] = verticeIndex + 6 + j;
                    triangles[triangleIndex + 2 + j * 6] = verticeIndex + j;

                    triangles[triangleIndex + 3 + j * 6] = verticeIndex + 1 + j;
                    triangles[triangleIndex + 4 + j * 6] = verticeIndex + 7 + j;
                    triangles[triangleIndex + 5 + j * 6] = verticeIndex + 6 + j;
                }

                triangles[triangleIndex + 24] = verticeIndex + 0;
                triangles[triangleIndex + 25] = verticeIndex + 6;
                triangles[triangleIndex + 26] = verticeIndex + 5;

                triangles[triangleIndex + 27] = verticeIndex + 6;
                triangles[triangleIndex + 28] = verticeIndex + 11;
                triangles[triangleIndex + 29] = verticeIndex + 5;
            }

            verticeIndex  += 6;
            triangleIndex += 30;
        }

        CreatePillarIntersection(bridge.transform, intersection.pillarPrefab, intersection.transform.position - new Vector3(0, intersection.yOffsetFirstStep + intersection.yOffsetSecondStep, 0), intersection);
        BridgeGeneration.CreateBridge(bridge, intersection.transform, vertices, triangles, uvs, materials);
    }