Esempio n. 1
0
        public static void GenerateRoofAccess(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int floor, int wallSubmesh = -1, BuildRCollider collider = null)
        {
            //            bool stepped = true;//todo
            float minimumWidth = 0.9f;            //UK standard
//			float maximumWidth = 2.0f;
            //            float stepHeight = 0.22f;
            float wallThickness = VerticalOpening.WALL_THICKNESS;

            float stairWidth = 0.70f;            //todo / calculate
            float doorWidth  = 1.3f;
            float doorHeight = 2.04f;

            bool generateColldier = collider != null;

            float minimumRunLength   = 0.25f;
            float maximumRiserHeight = 0.2f;

            SubmeshLibrary submeshLibrary       = mesh.submeshLibrary;
            int            externalWallSubmesh  = submeshLibrary.SubmeshAdd(opening.surfaceA);
            int            internalWallSubmesh  = submeshLibrary.SubmeshAdd(opening.surfaceB);
            int            doorFrameSubmesh     = submeshLibrary.SubmeshAdd(opening.surfaceC);
            int            internalFloorSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceD);

            //base positions
            Quaternion rotation    = Quaternion.Euler(0, opening.rotation, 0);
            Vector2Int openingSize = opening.size;
            Vector3    b0          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, height, -opening.size.vy * 0.5f);
            Vector3    b1          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, height, -opening.size.vy * 0.5f);
            Vector3    b2          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, height, opening.size.vy * 0.5f);
            Vector3    b3          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, height, opening.size.vy * 0.5f);

            //inner points
            Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness;
            Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness;
            Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness;
            Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness;

            Vector2 internalSize    = new Vector2(openingSize.vx - wallThickness * 2, openingSize.vy - wallThickness * 2);
            float   stairWidthFromX = internalSize.x * 0.5f;
            float   stairWidthFromY = internalSize.y - Mathf.Ceil(height / maximumRiserHeight) * minimumRunLength;

            float useLandingWidth = (stairWidthFromX + stairWidthFromY) * 0.5f;

            useLandingWidth = Mathf.Clamp(useLandingWidth, minimumWidth, opening.stairWidth);

            Vector3 escalationFlatDir = (b2i - b0i).normalized;

            Vector3 landingDrop = Vector3.down * wallThickness;

            //landing
            Vector3 l0 = b0i;
            Vector3 l1 = b1i;
            Vector3 l2 = b0i + escalationFlatDir * useLandingWidth;
            Vector3 l3 = b1i + escalationFlatDir * useLandingWidth;

            //top
            mesh.AddPlane(l0, l1, l2, l3, internalFloorSubmesh);
            //bottom
            mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, internalWallSubmesh);
            //front
            mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, internalWallSubmesh);

            if (generateColldier)
            {
                collider.mesh.AddPlane(l0, l1, l2, l3, 0);
                collider.mesh.AddPlane(l1 + landingDrop, l0 + landingDrop, l3 + landingDrop, l2 + landingDrop, 0);
                collider.mesh.AddPlane(l2, l3, l2 + landingDrop, l3 + landingDrop, 0);
            }

            //internal walls
            Vector3 wallUp = Vector3.up * height;

            wallUp.y += -wallThickness * 0.5f;
            Vector3 wallUpI = Vector3.up * (height - wallThickness);

            mesh.AddPlane(b0i, b2i, b0i + wallUpI, b2i + wallUpI, internalWallSubmesh);
            mesh.AddPlane(b2i, b3i, b2i + wallUpI, b3i + wallUpI, internalWallSubmesh);
            mesh.AddPlane(b3i, b1i, b3i + wallUpI, b1i + wallUpI, internalWallSubmesh);
            mesh.AddPlane(b1i + wallUpI, b0i + wallUpI, b3i + wallUpI, b2i + wallUpI, internalWallSubmesh);

            //external walls
            mesh.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp, externalWallSubmesh);
            mesh.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp, externalWallSubmesh);
            mesh.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp, externalWallSubmesh);
            mesh.AddPlane(b0 + wallUp, b1 + wallUp, b2 + wallUp, b3 + wallUp, internalWallSubmesh);

            if (generateColldier)
            {
                collider.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp);
                collider.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp);
                collider.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp);
                collider.mesh.AddPlane(b1i + wallUpI, b0i + wallUpI, b3i + wallUpI, b2i + wallUpI, 0);
                collider.mesh.AddPlane(b0 + wallUp, b1 + wallUp, b2 + wallUp, b3 + wallUp, 0);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(b0i, b2i, b0i + wallUpI, b2i + wallUpI, 0);
                    collider.mesh.AddPlane(b2i, b3i, b2i + wallUpI, b3i + wallUpI, 0);
                    collider.mesh.AddPlane(b3i, b1i, b3i + wallUpI, b1i + wallUpI, 0);
                }
            }


            //door wall
            //internal
            float internalWallLength = openingSize.vx - (wallThickness * 2f);
            float lerpA = Mathf.Max(stairWidth - doorWidth, 0.05f) / internalWallLength;
            float lerpB = (Mathf.Max(stairWidth - doorWidth, 0.05f) + doorWidth) / internalWallLength;

            Vector3 bd0i = Vector3.Lerp(b0i, b1i, lerpA);
            Vector3 bd1i = Vector3.Lerp(b0i, b1i, lerpB);

            Vector3 doorUp = Vector3.up * doorHeight;

            //Right side
            mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, internalWallSubmesh);
            //left side
            mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, internalWallSubmesh);
            //top
            mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpI, b0i + wallUpI, internalWallSubmesh);

            //external
            Vector3 doorOut = -escalationFlatDir * wallThickness;

            //left
            mesh.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp, externalWallSubmesh);
            //right
            mesh.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp, externalWallSubmesh);
            //top
            mesh.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp, externalWallSubmesh);

            //frame
            //floor
            mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, externalWallSubmesh);
            //left
            mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, doorFrameSubmesh);
            //right
            mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh);
            //top
            mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh);

            if (generateColldier)
            {
                collider.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp);
                collider.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp);
                collider.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, 0);
                    collider.mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, 0);
                    collider.mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpI, b0i + wallUpI, 0);

                    collider.mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, 0);
                    collider.mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, 0);
                    collider.mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, 0);
                    collider.mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, 0);
                }
            }
        }
Esempio n. 2
0
        public static void GenerateWall(BuildRMesh mesh, VerticalOpening opening, Vector3 basePosition, float height, int wallSubmesh = -1, BuildRCollider collider = null)
        {
            float stairWidth       = 0.70f;      //todo / calculate
            float wallThickness    = VerticalOpening.WALL_THICKNESS;
            float doorWidth        = 1.3f;
            float doorHeight       = 2.04f;
            bool  generateColldier = collider != null;
            //            bool generateMeshCollider = generateColldier && !collider.usingPrimitives;

            SubmeshLibrary submeshLibrary      = mesh.submeshLibrary;
            int            externalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceA);
            int            internalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceB);
            int            doorFrameSubmesh    = submeshLibrary.SubmeshAdd(opening.surfaceC);

            //base positions
            Quaternion rotation    = Quaternion.Euler(0, opening.rotation, 0);
            Vector2Int openingSize = opening.size;
            Vector3    b0          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f);
            Vector3    b1          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f);
            Vector3    b2          = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f);
            Vector3    b3          = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f);

            //inner points
            Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness;
            Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness;
            Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness;
            Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness;

            Vector3 escalationFlatDir = (b2i - b0i).normalized;
            Vector3 wallUp            = Vector3.up * height;

            //external walls
            Vector2 uv20_min  = new Vector2(0, 0);
            Vector2 uv20_max  = new Vector2(opening.size.vy, height);
            Vector3 normal02  = rotation * Vector3.left;
            Vector4 tangent02 = BuildRMesh.CalculateTangent((b0 - b2).normalized);

            mesh.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp, uv20_min, uv20_max, normal02, tangent02, externalWallSubmesh, opening.surfaceA);

            Vector2 uv32_min  = new Vector2(0, 0);
            Vector2 uv32_max  = new Vector2(opening.size.vx, height);
            Vector3 normal32  = rotation * Vector3.forward;
            Vector4 tangent32 = BuildRMesh.CalculateTangent((b2 - b3).normalized);

            mesh.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp, uv32_min, uv32_max, normal32, tangent32, externalWallSubmesh, opening.surfaceA);

            Vector2 uv13_min  = new Vector2(0, 0);
            Vector2 uv13_max  = new Vector2(opening.size.vy, height);
            Vector3 normal13  = rotation * Vector3.right;
            Vector4 tangent13 = BuildRMesh.CalculateTangent((b3 - b1).normalized);

            mesh.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp, uv13_min, uv13_max, normal13, tangent13, externalWallSubmesh, opening.surfaceA);

            //internal walls
            Vector2 uv20i_min  = new Vector2(wallThickness, 0);
            Vector2 uv20i_max  = new Vector2(opening.size.vy - wallThickness, height);
            Vector3 normal02i  = rotation * Vector3.right;
            Vector4 tangent02i = BuildRMesh.CalculateTangent((b2 - b0).normalized);

            mesh.AddPlane(b0i, b2i, b0i + wallUp, b2i + wallUp, uv20i_min, uv20i_max, normal02i, tangent02i, internalWallSubmesh, opening.surfaceB);

            Vector2 uv32i_min  = new Vector2(0, 0);
            Vector2 uv32i_max  = new Vector2(opening.size.vx - wallThickness, height);
            Vector3 normal32i  = rotation * Vector3.back;
            Vector4 tangent32i = BuildRMesh.CalculateTangent((b3 - b2).normalized);

            mesh.AddPlane(b2i, b3i, b2i + wallUp, b3i + wallUp, uv32i_min, uv32i_max, normal32i, tangent32i, internalWallSubmesh, opening.surfaceB);

            Vector2 uv13i_min  = new Vector2(0, 0);
            Vector2 uv13i_max  = new Vector2(opening.size.vy - wallThickness, height);
            Vector3 normal13i  = rotation * Vector3.left;
            Vector4 tangent13i = BuildRMesh.CalculateTangent((b1 - b3).normalized);

            mesh.AddPlane(b3i, b1i, b3i + wallUp, b1i + wallUp, uv13i_min, uv13i_max, normal13i, tangent13i, internalWallSubmesh, opening.surfaceB);

            if (generateColldier)
            {
                collider.AddPlane(b2, b0, b2 + wallUp, b0 + wallUp);
                collider.AddPlane(b3, b2, b3 + wallUp, b2 + wallUp);
                collider.AddPlane(b1, b3, b1 + wallUp, b3 + wallUp);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(b0i, b2i, b0i + wallUp, b2i + wallUp, 0);
                    collider.mesh.AddPlane(b2i, b3i, b2i + wallUp, b3i + wallUp, 0);
                    collider.mesh.AddPlane(b3i, b1i, b3i + wallUp, b1i + wallUp, 0);
                }
            }


            //door wall

            float internalWallLength = openingSize.vx - (wallThickness * 2f);
            float lerpA = Mathf.Max(stairWidth - doorWidth, 0.05f) / internalWallLength;
            float lerpB = (Mathf.Max(stairWidth - doorWidth, 0.05f) + doorWidth) / internalWallLength;

            Vector2 uvd_b0 = new Vector2(0, 0);
            Vector2 uvd_b1 = new Vector2(opening.size.vx * lerpA, 0);
            Vector2 uvd_b2 = new Vector2(opening.size.vx * lerpB, 0);
            Vector2 uvd_b3 = new Vector2(opening.size.vx, 0);
            Vector2 uvd_m0 = new Vector2(uvd_b0.x, doorHeight);
            Vector2 uvd_m1 = new Vector2(uvd_b1.x, doorHeight);
            Vector2 uvd_m3 = new Vector2(uvd_b3.x, doorHeight);
            Vector2 uvd_t0 = new Vector2(0, height);
            Vector2 uvd_t3 = new Vector2(opening.size.vx, height);

            //internal

            Vector3 bd0i       = Vector3.Lerp(b0i, b1i, lerpA);
            Vector3 bd1i       = Vector3.Lerp(b0i, b1i, lerpB);
            Vector3 normal01i  = rotation * Vector3.forward;
            Vector4 tangent01i = BuildRMesh.CalculateTangent((b0 - b1).normalized);

            Vector3 doorUp = Vector3.up * doorHeight;

            //Right side
            mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, uvd_b0, uvd_m1, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB);
            //left side
            mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, uvd_b2, uvd_m3, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB);
            //top
            mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUp, b0i + wallUp, uvd_m3, uvd_t0, normal01i, tangent01i, internalWallSubmesh, opening.surfaceB);

            //external
            Vector3 doorOut   = -escalationFlatDir * wallThickness;
            Vector3 normal01  = rotation * Vector3.back;
            Vector4 tangent01 = BuildRMesh.CalculateTangent((b1 - b0).normalized);

            //left
            mesh.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp, uvd_b0, uvd_m1, normal01, tangent01, externalWallSubmesh, opening.surfaceA);
            //right
            mesh.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp, uvd_b2, uvd_m3, normal01, tangent01, externalWallSubmesh, opening.surfaceA);
            //top
            mesh.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp, uvd_m0, uvd_t3, normal01, tangent01, externalWallSubmesh, opening.surfaceA);

            //frame
            //floor
            mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, externalWallSubmesh);
            //left
            mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, doorFrameSubmesh);
            //right
            mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh);
            //top
            mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, doorFrameSubmesh);

            if (generateColldier)
            {
                collider.AddPlane(b0, bd0i + doorOut, b0 + doorUp, bd0i + doorOut + doorUp);
                collider.AddPlane(bd1i + doorOut, b1, bd1i + doorOut + doorUp, b1 + doorUp);
                collider.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUp, b1 + wallUp);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(bd0i, b0i, bd0i + doorUp, b0i + doorUp, 0);
                    collider.mesh.AddPlane(b1i, bd1i, b1i + doorUp, bd1i + doorUp, 0);
                    collider.mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUp, b0i + wallUp, 0);

                    collider.mesh.AddPlane(bd1i, bd0i, bd1i + doorOut, bd0i + doorOut, 0);
                    collider.mesh.AddPlane(bd0i + doorOut, bd0i, bd0i + doorOut + doorUp, bd0i + doorUp, 0);
                    collider.mesh.AddPlane(bd1i, bd1i + doorOut, bd1i + doorUp, bd1i + doorOut + doorUp, 0);
                    collider.mesh.AddPlane(bd0i + doorUp, bd1i + doorUp, bd0i + doorOut + doorUp, bd1i + doorOut + doorUp, 0);
                }
            }
        }
Esempio n. 3
0
        public static void Generate(IBuilding building, IVolume volume, IFloorplan floorplan, int volumeFloor, VerticalOpening[] openings, BuildRMesh mesh, BuildRCollider collider)
        {
            SubmeshLibrary submeshLibrary = mesh.submeshLibrary;

            bool           generateColliders     = building.colliderType != BuildingColliderTypes.None;
            bool           generateMeshColliders = building.colliderType != BuildingColliderTypes.Primitive && generateColliders;
            BuildRCollider sendCollider          = (generateColliders) ? collider : null;

            collider.thickness = volume.wallThickness;
            if (!generateMeshColliders)
            {
                collider = null;
            }

            float   wallThickness = volume.wallThickness;
            float   wallUp        = volume.floorHeight - wallThickness;
            Vector3 wallUpV       = Vector3.up * wallUp;
            Vector3 floorBaseV    = Vector3.up * volume.baseHeight;

            int roomCount = floorplan.RoomCount;

            int actualFloor  = building.VolumeBaseFloor(volume) + volumeFloor;
            int openingCount = openings.Length;

            bool[]       openingBelow           = new bool[openingCount];
            bool[]       openingAbove           = new bool[openingCount];
            FlatBounds[] openingBounds          = new FlatBounds[openingCount];
            Vector2[][]  openingShapes          = new Vector2[openingCount][];
            bool[]       openingUsedInThisFloor = new bool[openingCount];
            for (int o = 0; o < openingCount; o++)
            {
                VerticalOpening opening = openings[o];
                if (!openings[o].FloorIsIncluded(actualFloor))
                {
                    continue;
                }
                openingBelow[o]  = opening.FloorIsIncluded(actualFloor - 1);
                openingAbove[o]  = opening.FloorIsIncluded(actualFloor + 1);
                openingShapes[o] = opening.PointsRotated();
                openingBounds[o] = new FlatBounds(openingShapes[o]);

                submeshLibrary.Add(opening.surfaceA);
                submeshLibrary.Add(opening.surfaceB);
                submeshLibrary.Add(opening.surfaceC);
                submeshLibrary.Add(opening.surfaceD);
            }

            Dictionary <int, List <Vector2Int> > externalWallAnchors = volume.facadeWallAnchors;

            Room[] rooms = floorplan.AllRooms();
            for (int r = 0; r < roomCount; r++)
            {
                Room room       = rooms[r];
                int  pointCount = room.numberOfPoints;

                Surface floorSurface   = null;
                Surface wallSurface    = null;
                Surface ceilingSurface = null;

                if (room.style != null)
                {
                    RoomStyle style = room.style;
                    floorSurface   = style.floorSurface;
                    wallSurface    = style.wallSurface;
                    ceilingSurface = style.ceilingSurface;
                }

                int floorSubmesh   = submeshLibrary.SubmeshAdd(floorSurface);
                int wallSubmesh    = submeshLibrary.SubmeshAdd(wallSurface);
                int ceilingSubmesh = submeshLibrary.SubmeshAdd(ceilingSurface);

                FloorplanUtil.RoomWall[] walls = FloorplanUtil.CalculatePoints(room, volume);
                Vector2[] roomArchorPoints     = FloorplanUtil.RoomArchorPoints(walls);

                Vector4 tangent = BuildRMesh.CalculateTangent(Vector3.right);

                Vector2[] offsetRoomAnchorPoints = QuickPolyOffset.Execute(roomArchorPoints, wallThickness);

                FlatBounds             roomBounds   = new FlatBounds(offsetRoomAnchorPoints);
                List <Vector2[]>       floorCuts    = new List <Vector2[]>();
                List <Vector2[]>       ceilingCuts  = new List <Vector2[]>();
                List <VerticalOpening> roomOpenings = new List <VerticalOpening>();
                for (int o = 0; o < openingCount; o++)
                {
                    if (openings[o].FloorIsIncluded(actualFloor))
                    {
                        if (roomBounds.Overlaps(openingBounds[o]))
                        {
                            if (CheckShapeWithinRoom(offsetRoomAnchorPoints, openingShapes[o]))
                            {
                                if (openingBelow[o])
                                {
                                    floorCuts.Add(openingShapes[o]);
                                }
                                if (openingAbove[o])
                                {
                                    ceilingCuts.Add(openingShapes[o]);
                                }
                                if (openingAbove[o] || openingBelow[o])
                                {
                                    roomOpenings.Add(openings[o]);
                                    openingUsedInThisFloor[o] = true;
                                }
                            }
                        }
                    }
                }

                int offsetPointBase = 0;
                for (int p = 0; p < pointCount; p++)//generate room walls
                {
                    FloorplanUtil.RoomWall wall = walls[p];
                    int wallPointCount          = wall.offsetPoints.Length;

                    List <RoomPortal> wallPortals = floorplan.GetWallPortals(room, p);
                    int wallPortalCount           = wallPortals.Count;

                    if (!wall.isExternal)
                    {
                        int     indexA    = offsetPointBase;
                        int     indexB    = (offsetPointBase + 1) % roomArchorPoints.Length;
                        Vector2 origBaseA = roomArchorPoints[indexA];
                        Vector2 origBaseB = roomArchorPoints[indexB];
                        Vector2 baseA     = offsetRoomAnchorPoints[indexA];
                        Vector2 baseB     = offsetRoomAnchorPoints[indexB];
                        Vector3 v0        = new Vector3(origBaseA.x, 0, origBaseA.y) + floorBaseV;
                        Vector3 v1        = new Vector3(origBaseB.x, 0, origBaseB.y) + floorBaseV;
                        Vector3 vOffset0  = new Vector3(baseA.x, 0, baseA.y) + floorBaseV;
                        Vector3 vOffset1  = new Vector3(baseB.x, 0, baseB.y) + floorBaseV;
                        if (wallPortalCount == 0)  //just draw the wall - no portals to cut

                        {
                            Vector3 v2 = vOffset1 + wallUpV;
                            Vector3 v3 = vOffset0 + wallUpV;

                            Vector2 minUV = Vector2.zero;
                            Vector2 maxUV = new Vector2(Vector2.Distance(baseA, baseB), wallUp);
                            if (wallSurface != null)
                            {
                                maxUV = wallSurface.CalculateUV(maxUV);
                            }
                            Vector3 wallDir     = (vOffset0 - vOffset1).normalized;
                            Vector3 wallNormal  = Vector3.Cross(Vector3.up, wallDir);
                            Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir);
                            mesh.AddPlane(vOffset1, vOffset0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface);

                            if (generateColliders)
                            {
                                collider.AddPlane(vOffset1, vOffset0, v2, v3);
                            }
                        }
                        else
                        {
                            List <float> useLaterals = new List <float>();
                            List <bool>  hasPortals  = new List <bool>();
                            for (int wp = 0; wp < wallPortalCount; wp++)
                            {
                                RoomPortal portal    = wallPortals[wp];
                                bool       hasPortal = room.HasPortal(portal);
                                hasPortals.Add(hasPortal);
                                if (hasPortal)
                                {
                                    useLaterals.Add(portal.lateralPosition);
                                }
                                else
                                {
                                    useLaterals.Add(1 - portal.lateralPosition);//portal from other wall - wall orientation is flipped
                                }
                            }

                            Vector3 wallVector               = vOffset1 - vOffset0;
                            Vector3 wallDirection            = wallVector.normalized;
                            Vector3 wallStart                = vOffset0;
                            Vector4 wallTangent              = BuildRMesh.CalculateTangent(wallDirection);
                            Vector3 wallNormal               = Vector3.Cross(Vector3.up, wallDirection);
                            Vector4 wallNormalTangent        = BuildRMesh.CalculateTangent(wallNormal);
                            Vector4 wallNormalTangentReverse = BuildRMesh.CalculateTangent(-wallNormal);

                            while (wallPortalCount > 0)
                            {
                                int        portalIndex = 0;
                                RoomPortal usePortal   = wallPortals[0];
                                float      lowestLat   = useLaterals[0];
                                for (int wp = 1; wp < wallPortalCount; wp++)
                                {
                                    if (useLaterals[wp] < lowestLat)
                                    {
                                        portalIndex = wp;
                                        usePortal   = wallPortals[wp];
                                        lowestLat   = useLaterals[wp];
                                    }
                                }

                                wallPortals.RemoveAt(portalIndex);
                                useLaterals.RemoveAt(portalIndex);
                                wallPortalCount--;

                                Vector3 vl0 = v0 + (-wallNormal + wallDirection) * wallThickness;
                                Vector3 vl1 = v1 + (-wallNormal - wallDirection) * wallThickness;

                                Vector3 portalCenter     = Vector3.Lerp(vl0, vl1, lowestLat);
                                Vector3 portalHalfvector = wallDirection * (usePortal.width * 0.5f);
                                Vector3 portalBase       = Vector3.up * (volume.floorHeight - usePortal.height) * usePortal.verticalPosition;
                                Vector3 portalUp         = portalBase + Vector3.up * usePortal.height;
                                Vector3 portalStart      = portalCenter - portalHalfvector;
                                Vector3 portalEnd        = portalCenter + portalHalfvector;

                                Vector2 initalWallUVMin = new Vector2(Vector3.Dot(portalStart, wallDirection), 0);
                                Vector2 initalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp);
                                mesh.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV, initalWallUVMin, initalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//initial wall
                                if (generateColliders)
                                {
                                    collider.AddPlane(portalStart, wallStart, portalStart + wallUpV, wallStart + wallUpV);
                                }
                                if (usePortal.verticalPosition > 0)
                                {
                                    Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), 0);
                                    Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), portalBase.y);
                                    mesh.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//bottom
                                    if (generateColliders)
                                    {
                                        collider.AddPlane(portalEnd, portalStart, portalEnd + portalBase, portalStart + portalBase);
                                    }
                                }
                                if (usePortal.verticalPosition < 1)
                                {
                                    Vector2 portalBaseUVMin = new Vector2(Vector3.Dot(portalEnd, wallDirection), portalUp.y);
                                    Vector2 portalBaseUVMax = new Vector2(Vector3.Dot(portalStart, wallDirection), wallUp);
                                    mesh.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV, portalBaseUVMin, portalBaseUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//top
                                    if (generateColliders)
                                    {
                                        collider.AddPlane(portalEnd + portalUp, portalStart + portalUp, portalEnd + wallUpV, portalStart + wallUpV);
                                    }
                                }

                                if (hasPortals[portalIndex])//only do this once - from the room it's attached to
                                {
                                    //portal interior frame
                                    Vector3 portalDepth = wallNormal * wallThickness * 2;

                                    //sides
                                    mesh.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp, wallDirection, wallNormalTangentReverse, wallSubmesh);
                                    mesh.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp, -wallDirection, wallNormalTangent, wallSubmesh);

                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalStart + portalDepth + portalBase, portalStart + portalBase, portalStart + portalDepth + portalUp, portalStart + portalUp);
                                        collider.AddPlane(portalEnd + portalBase, portalEnd + portalDepth + portalBase, portalEnd + portalUp, portalEnd + portalDepth + portalUp);
                                    }

                                    //floor
                                    Vector2 minFloorUv = new Vector2((portalEnd + portalBase).z, (portalEnd + portalBase).x);
                                    Vector2 maxFloorUv = minFloorUv + new Vector2(wallThickness, usePortal.width);
                                    mesh.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase, minFloorUv, maxFloorUv, Vector3.up, wallTangent, floorSubmesh, floorSurface);
                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalStart + portalBase, portalStart + portalDepth + portalBase, portalEnd + portalBase, portalEnd + portalDepth + portalBase);
                                    }

                                    //ceiling
                                    mesh.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp, Vector3.down, wallTangent, wallSubmesh);
                                    if (generateMeshColliders)
                                    {
                                        collider.AddPlane(portalEnd + portalUp, portalEnd + portalDepth + portalUp, portalStart + portalUp, portalStart + portalDepth + portalUp);
                                    }
                                }

                                wallStart = portalEnd;//move the start for the next calculation
                            }

                            Vector2 finalWallUVMin = new Vector2(Vector3.Dot(vOffset1, wallDirection), 0);
                            Vector2 finalWallUVMax = new Vector2(Vector3.Dot(wallStart, wallDirection), wallUp);
                            mesh.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV, finalWallUVMin, finalWallUVMax, wallNormal, wallTangent, wallSubmesh, wallSurface);//final wall section
                            if (generateColliders)
                            {
                                collider.AddPlane(vOffset1, wallStart, vOffset1 + wallUpV, wallStart + wallUpV);
                            }
                        }
                        offsetPointBase += 1;
                    }
                    else//external anchored wall
                    {
                        int    facadeIndex  = wall.facadeIndex;
                        Facade facadeDesign = volume.GetFacade(facadeIndex);
                        int    currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count - 1;
                        int    currentWallSectionIndex        = wall.offsetPointWallSection[0];
                        int    wallOffsetPoints = wall.offsetPoints.Length;
                        for (int w = 0; w < wallOffsetPoints - 1; w++)
                        {
                            int     roomPointIndex   = offsetPointBase + w;
                            Vector2 baseA            = offsetRoomAnchorPoints[roomPointIndex];
                            int     offsetIndexB     = (roomPointIndex + 1) % offsetRoomAnchorPoints.Length;
                            Vector2 baseB            = offsetRoomAnchorPoints[offsetIndexB];
                            Vector3 v0               = new Vector3(baseA.x, 0, baseA.y) + floorBaseV;
                            Vector3 v1               = new Vector3(baseB.x, 0, baseB.y) + floorBaseV;
                            int     wallSectionIndex = wall.offsetPointWallSection[w];

                            bool canGenerateWallSection = facadeDesign != null;

                            Vector3 wallVector = v0 - v1;
                            Vector3 wallDir    = wallVector.normalized;
                            float   wallLength = wallVector.magnitude;

                            if (!canGenerateWallSection)
                            {
                                if (wallSurface != null)
                                {
                                    submeshLibrary.Add(wallSurface);
                                }

                                Vector3 v2 = v1 + wallUpV;
                                Vector3 v3 = v0 + wallUpV;

                                Vector2 minUV       = Vector2.zero;
                                Vector2 maxUV       = new Vector2(Vector2.Distance(baseA, baseB), wallUp);
                                Vector3 wallNormal  = Vector3.Cross(Vector3.up, wallDir);
                                Vector4 wallTangent = BuildRMesh.CalculateTangent(wallDir);
                                mesh.AddPlane(v1, v0, v2, v3, minUV, maxUV, wallNormal, wallTangent, wallSubmesh, wallSurface);

                                if (generateMeshColliders)
                                {
                                    collider.AddPlane(v1, v0, v2, v3);
                                }
                            }
                            else
                            {
                                WallSection section = facadeDesign.GetWallSection(wallSectionIndex, volumeFloor, currentFacadeWallSectionLength, volume.floors);
                                if (section.model != null)
                                {
                                    continue;//cannot account for custom meshes assume custom mesh does include interior mesh or if does - will be generated with the exterior
                                }
                                GenerationOutput generatedSection = GenerationOutput.CreateRawOutput();
                                Vector2          wallSectionSize  = new Vector2(wallLength, wallUp + wallThickness);
                                bool             cullOpening      = building.cullDoors && section.isDoor;
                                SubmeshLibrary   sectionLib       = new SubmeshLibrary();

                                if (wallSurface != null)
                                {
                                    sectionLib.Add(wallSurface);//add interior wall surface
                                    submeshLibrary.Add(wallSurface);
                                }

                                sectionLib.Add(section.openingSurface);//add windows - the only surface we'll use in the interior room
                                submeshLibrary.Add(section.openingSurface);

                                float offset = 0;
                                if (w == 0)
                                {
                                    offset = wallThickness;
                                }
                                if (w == wallOffsetPoints - 2)
                                {
                                    offset = -wallThickness;
                                }
                                WallSectionGenerator.Generate(section, generatedSection, wallSectionSize, true, wallThickness, cullOpening, null, sectionLib, offset);
                                int[]   mapping     = submeshLibrary.MapSubmeshes(generatedSection.raw.materials);
                                Vector3 curveNormal = Vector3.Cross(wallDir, Vector3.up);

                                Quaternion meshRot = Quaternion.LookRotation(curveNormal, Vector3.up);
                                Vector3    meshPos = new Vector3(v1.x, volume.baseHeight, v1.z) + wallDir * wallSectionSize.x + Vector3.up * wallSectionSize.y;
                                meshPos += meshRot * -new Vector3(wallSectionSize.x, wallSectionSize.y, 0) * 0.5f;
                                mesh.AddData(generatedSection.raw, mapping, meshPos, meshRot, Vector3.one);
                            }


                            currentWallSectionIndex++;
                            if (currentWallSectionIndex >= currentFacadeWallSectionLength)
                            {
                                //reached the end of the facade - move to the next one and continue
                                currentFacadeWallSectionLength = externalWallAnchors[facadeIndex].Count;
                                currentWallSectionIndex        = 0;
                            }
                        }

                        offsetPointBase += wallPointCount - 1;
                    }
                }

                //FLOOR
                Vector2[]   mainShape      = offsetRoomAnchorPoints;
                Vector2[][] floorCutPoints = floorCuts.ToArray();
                int         floorVertCount = mainShape.Length;
                for (int flc = 0; flc < floorCutPoints.Length; flc++)
                {
                    floorVertCount += floorCutPoints[flc].Length;
                }

                Vector2[] allFloorPoints  = new Vector2[floorVertCount];
                int       mainShapeLength = mainShape.Length;
                for (int ms = 0; ms < mainShapeLength; ms++)
                {
                    allFloorPoints[ms] = mainShape[ms];
                }
                int cutPointIterator = mainShapeLength;
                for (int flc = 0; flc < floorCutPoints.Length; flc++)
                {
                    for (int flcp = 0; flcp < floorCutPoints[flc].Length; flcp++)
                    {
                        allFloorPoints[cutPointIterator] = floorCutPoints[flc][flcp];
                        cutPointIterator++;
                    }
                }

                Vector3[] floorPoints   = new Vector3[floorVertCount];
                Vector2[] floorUvs      = new Vector2[floorVertCount];
                Vector3[] floorNorms    = new Vector3[floorVertCount];
                Vector4[] floorTangents = new Vector4[floorVertCount];
                for (int rp = 0; rp < floorVertCount; rp++)
                {
                    floorPoints[rp] = new Vector3(allFloorPoints[rp].x, 0, allFloorPoints[rp].y) + floorBaseV;
                    Vector2 uv = allFloorPoints[rp];
                    if (floorSurface != null)
                    {
                        uv = floorSurface.CalculateUV(uv);
                    }
                    floorUvs[rp]      = uv;
                    floorNorms[rp]    = Vector3.up;
                    floorTangents[rp] = tangent;
                }

                int[] tris = Poly2TriWrapper.Triangulate(mainShape, true, floorCutPoints);

                mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, floorSubmesh);
                if (generateColliders)
                {
                    collider.mesh.AddData(floorPoints, floorUvs, tris, floorNorms, floorTangents, 0);
                }

                //CEILING!
                Vector2[][] ceilingCutPoints = ceilingCuts.ToArray();
                int         ceilingVertCount = mainShape.Length;
                for (int flc = 0; flc < ceilingCutPoints.Length; flc++)
                {
                    ceilingVertCount += ceilingCutPoints[flc].Length;
                }

                Vector2[] allCeilingPoints = new Vector2[ceilingVertCount];
                for (int ms = 0; ms < mainShapeLength; ms++)
                {
                    allCeilingPoints[ms] = mainShape[ms];
                }
                cutPointIterator = mainShapeLength;
                for (int flc = 0; flc < ceilingCutPoints.Length; flc++)
                {
                    for (int flcp = 0; flcp < ceilingCutPoints[flc].Length; flcp++)
                    {
                        allCeilingPoints[cutPointIterator] = ceilingCutPoints[flc][flcp];
                        cutPointIterator++;
                    }
                }

                Vector3[] ceilingPoints   = new Vector3[ceilingVertCount];
                Vector2[] ceilingUvs      = new Vector2[ceilingVertCount];
                Vector3[] ceilingNorms    = new Vector3[ceilingVertCount];
                Vector4[] ceilingTangents = new Vector4[ceilingVertCount];
                for (int rp = 0; rp < ceilingVertCount; rp++)
                {
                    ceilingPoints[rp] = new Vector3(allCeilingPoints[rp].x, wallUp, allCeilingPoints[rp].y) + floorBaseV;
                    Vector2 uv = allCeilingPoints[rp];
                    if (floorSurface != null)
                    {
                        uv = ceilingSurface.CalculateUV(uv);
                    }
                    ceilingUvs[rp]      = uv;
                    ceilingNorms[rp]    = Vector3.down;
                    ceilingTangents[rp] = tangent;
                }

                tris = Poly2TriWrapper.Triangulate(mainShape, false, ceilingCutPoints);
                mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, ceilingSubmesh);
                if (generateColliders)
                {
                    collider.mesh.AddData(ceilingPoints, ceilingUvs, tris, ceilingNorms, ceilingTangents, 0);
                }

                for (int ob = 0; ob < openingCount; ob++)
                {
                    VerticalOpening opening      = openings[ob];
                    int             openingIndex = Array.IndexOf(openings, opening);
                    Vector3         basePosition = openingBounds[openingIndex].center;
                    basePosition.z = basePosition.y;
                    basePosition.y = volume.baseHeight;

                    if (roomOpenings.Contains(opening))//opening used in this floorplan
                    {
                        int externalWallSubmesh = wallSubmesh != -1 ? wallSubmesh : -1;
                        switch (opening.usage)
                        {
                        case VerticalOpening.Usages.Space:
                            if (ceilingCutPoints.Length <= ob)
                            {
                                continue;
                            }
                            Vector3   ceilingCutUpV = Vector3.up * wallThickness;
                            Vector2[] ceilingCut    = ceilingCutPoints[ob];
                            int       custSize      = ceilingCut.Length;
                            for (int cp = 0; cp < custSize; cp++)
                            {
                                int     indexA = (cp + 1) % custSize;
                                int     indexB = cp;
                                Vector3 cp0    = new Vector3(ceilingCut[indexA].x, wallUp, ceilingCut[indexA].y) + floorBaseV;
                                Vector3 cp1    = new Vector3(ceilingCut[indexB].x, wallUp, ceilingCut[indexB].y) + floorBaseV;
                                Vector3 cp2    = cp0 + ceilingCutUpV;
                                Vector3 cp3    = cp1 + ceilingCutUpV;
                                mesh.AddPlane(cp0, cp1, cp2, cp3, ceilingSubmesh);
                                if (generateColliders)
                                {
                                    collider.AddPlane(cp0, cp1, cp2, cp3);
                                }
                            }
                            break;

                        case VerticalOpening.Usages.Stairwell:
                            StaircaseGenerator.Generate(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider);
                            if (volumeFloor == volume.floors - 1 && opening.baseFloor + opening.floors > building.VolumeBaseFloor(volume) + volume.floors - 1 && volume.abovePlanCount == 0)
                            {
                                StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, externalWallSubmesh, sendCollider);
                            }
                            break;

                        case VerticalOpening.Usages.Elevator:
                            ElevatorShaftGenerator.Generate(ref mesh, opening, actualFloor, basePosition, volume.floorHeight, externalWallSubmesh, sendCollider);
                            break;
                        }
                    }
                }
            }

            for (int ob = 0; ob < openingCount; ob++)
            {
                Vector2[] openingShape = openingShapes[ob];
                if (openingShape == null)
                {
                    continue;                      //opening not used by this floorplan
                }
                if (openingUsedInThisFloor[ob])
                {
                    continue;                            //opening already generated
                }
                //seal this opening from the void
                VerticalOpening opening      = openings[ob];
                int             openingIndex = Array.IndexOf(openings, opening);
                Vector3         basePosition = openingBounds[openingIndex].center;
                basePosition.z = basePosition.y;
                basePosition.y = 0;

                int       cutSize            = openingShape.Length;
                Vector3   sealingWallUpV     = Vector3.up * volume.floorHeight;
                int       sealWallSubmesh    = submeshLibrary.SubmeshAdd(opening.surfaceB);
                Vector2[] offsetOpeningShape = QuickPolyOffset.Execute(openingShape, wallThickness);
                for (int cp = 0; cp < cutSize; cp++)
                {
                    int     indexA = (cp + 1) % cutSize;
                    int     indexB = cp;
                    Vector2 p0     = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexA] : offsetOpeningShape[indexA];
                    Vector2 p1     = opening.usage == VerticalOpening.Usages.Space ? openingShape[indexB] : offsetOpeningShape[indexB];
                    Vector3 cp0    = new Vector3(p0.x, 0, p0.y) + floorBaseV;
                    Vector3 cp1    = new Vector3(p1.x, 0, p1.y) + floorBaseV;
                    Vector3 cp2    = cp0 + sealingWallUpV;
                    Vector3 cp3    = cp1 + sealingWallUpV;
                    mesh.AddPlane(cp0, cp1, cp2, cp3, sealWallSubmesh);
                    if (generateColliders)
                    {
                        collider.AddPlane(cp0, cp1, cp2, cp3);
                    }
                }

                switch (opening.usage)
                {
                case VerticalOpening.Usages.Space:
                    //nothing to implement
                    break;

                case VerticalOpening.Usages.Stairwell:
                    //need stairs to connect used floors
                    StaircaseGenerator.GenerateStairs(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider);
                    if (volumeFloor == volume.floors - 1)
                    {
                        StaircaseGenerator.GenerateRoofAccess(mesh, opening, basePosition, volume.floorHeight, actualFloor, -1, sendCollider);
                    }
                    break;

                case VerticalOpening.Usages.Elevator:
                    //nothing to implement
                    break;
                }
            }
        }
Esempio n. 4
0
        public static void Generate(Chimney chimney, GenerationOutput output, SubmeshLibrary submeshLibrary = null)
        {
            RGEN.seed = chimney.seed;
            DYNAMIC_MESH.Clear();
            if (submeshLibrary != null)
            {
                DYNAMIC_MESH.submeshLibrary.AddRange(submeshLibrary.SURFACES.ToArray()); //DYNAMIC_MESH.submeshLibrary.Inject(ref submeshLibrary);
            }
            else
            {
                DYNAMIC_MESH.submeshLibrary.Add(chimney);
            }

            submeshLibrary = DYNAMIC_MESH.submeshLibrary;

            //CASE
            Vector3 caseNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());
            Vector3 cs0             = new Vector3(-chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f);
            Vector3 cs1             = new Vector3(chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f);
            Vector3 cs2             = new Vector3(-chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f);
            Vector3 cs3             = new Vector3(chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f);

            Vector3 cs4 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs5 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs6 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector;
            Vector3 cs7 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector;

            Vector2 csuv0 = new Vector2(0, 0);
            Vector2 csuv1 = new Vector2(chimney.caseSize.x, chimney.caseSize.y);
            Vector2 csuv2 = new Vector2(csuv1.x, 0);
            Vector2 csuv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.caseSize.y);
            Vector2 csuv4 = new Vector2(csuv3.x, 0);
            Vector2 csuv5 = new Vector2(csuv3.x + chimney.caseSize.x, chimney.caseSize.y);
            Vector2 csuv6 = new Vector2(csuv5.x, 0);
            Vector2 csuv7 = new Vector2(csuv5.x + chimney.caseSize.z, chimney.caseSize.y);
            Vector2 csuv8 = new Vector2(0, 0);
            Vector2 csuv9 = new Vector2(chimney.caseSize.x, chimney.caseSize.z);

            Vector4 cst0 = new Vector4(0, 0, 1, 0);
            Vector4 cst1 = new Vector4(1, 0, 1, 0);
            Vector4 cst2 = new Vector4(0, 0, -1, 0);
            Vector4 cst3 = new Vector4(-1, 0, 0, 0);
            Vector4 cst4 = new Vector4(0, 0, 1, 0);

            int caseSubmesh = submeshLibrary.SubmeshAdd(chimney.caseSurface);

            //sides
            DYNAMIC_MESH.AddPlane(cs0, cs1, cs4, cs5, csuv0, csuv1, Vector3.back, cst0, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs1, cs3, cs5, cs7, csuv2, csuv3, Vector3.right, cst1, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs3, cs2, cs7, cs6, csuv4, csuv5, Vector3.forward, cst2, caseSubmesh, chimney.caseSurface);
            DYNAMIC_MESH.AddPlane(cs2, cs0, cs6, cs4, csuv6, csuv7, Vector3.left, cst3, caseSubmesh, chimney.caseSurface);
            //top
            DYNAMIC_MESH.AddPlane(cs4, cs5, cs6, cs7, csuv8, csuv9, Vector3.up, cst4, caseSubmesh, chimney.caseSurface);//todo calculate the values for this - don't be lazy

            //CROWN
            Vector3 crownBase        = caseNoiseVector + Vector3.up * chimney.caseSize.y;
            Vector3 crownNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());
            Vector3 cr0 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f);
            Vector3 cr1 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f);
            Vector3 cr2 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f);
            Vector3 cr3 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f);

            Vector3 cr4 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr5 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr6 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector;
            Vector3 cr7 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector;

            Vector2 cruv0 = new Vector2(0, 0);
            Vector2 cruv1 = new Vector2(chimney.crownSize.x, chimney.crownSize.y);
            Vector2 cruv2 = new Vector2(csuv1.x, 0);
            Vector2 cruv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.crownSize.y);
            Vector2 cruv4 = new Vector2(csuv3.x, 0);
            Vector2 cruv5 = new Vector2(csuv3.x + chimney.crownSize.x, chimney.crownSize.y);
            Vector2 cruv6 = new Vector2(csuv5.x, chimney.crownSize.y);
            Vector2 cruv7 = new Vector2(csuv5.x + chimney.crownSize.z, chimney.crownSize.y);
            Vector2 cruv8 = new Vector2(0, 0);
            Vector2 cruv9 = new Vector2(chimney.crownSize.x, chimney.crownSize.z);

            Vector4 crt0 = new Vector4(0, 0, 1, 0);
            Vector4 crt1 = new Vector4(1, 0, 1, 0);
            Vector4 crt2 = new Vector4(0, 0, -1, 0);
            Vector4 crt3 = new Vector4(-1, 0, 0, 0);
            Vector4 crt4 = new Vector4(0, 0, 1, 0);

            int crownSubmesh = submeshLibrary.SubmeshAdd(chimney.crownSurface);

            DYNAMIC_MESH.AddPlane(cr0, cr1, cr4, cr5, cruv0, cruv1, Vector3.back, crt0, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr1, cr3, cr5, cr7, cruv2, cruv3, Vector3.right, crt1, crownSubmesh, chimney.crownSurface);   //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr3, cr2, cr7, cr6, cruv4, cruv5, Vector3.forward, crt2, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr2, cr0, cr6, cr4, cruv6, cruv7, Vector3.left, crt3, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr1, cr0, cr3, cr2, cruv8, cruv9, Vector3.down, crt4, crownSubmesh, chimney.crownSurface);    //todo calculate the values for this - don't be lazy
            DYNAMIC_MESH.AddPlane(cr4, cr5, cr6, cr7, cruv8, cruv9, Vector3.up, crt4, crownSubmesh, chimney.crownSurface);      //todo calculate the values for this - don't be lazy

            int xCount = 1;
            int zCount = 1;

            if (chimney.allowMultiple)
            {
                xCount = Mathf.FloorToInt((chimney.crownSize.x - chimney.flueSpacing) / (chimney.flueSize.x + chimney.flueSpacing));
                if (xCount < 1)
                {
                    xCount = 1;
                }
                if (chimney.allowMultipleRows)
                {
                    zCount = Mathf.FloorToInt((chimney.crownSize.z - chimney.flueSpacing) / (chimney.flueSize.z + chimney.flueSpacing));
                    if (zCount < 1)
                    {
                        zCount = 1;
                    }
                }
            }

            float xSpacing = (chimney.crownSize.x - chimney.flueSize.x * xCount) / (xCount + 1);
            float zSpacing = (chimney.crownSize.z - chimney.flueSize.z * zCount) / (zCount + 1);

            //FLUES
            for (int x = 0; x < xCount; x++)
            {
                for (int z = 0; z < zCount; z++)
                {
                    Vector3 flueBase = cr4 + new Vector3(xSpacing + x * (chimney.flueSize.x + xSpacing) + chimney.flueSize.x * 0.5f, 0, zSpacing + z * (chimney.flueSize.z + zSpacing) + chimney.flueSize.z * 0.5f);

                    float   thickness  = (chimney.flueSize.x + chimney.flueSize.z) * 0.05f;//10%
                    float   drop       = chimney.flueSize.y * 0.9f;
                    Vector4 topTangent = new Vector4(1, 0, 0, 0);

                    Surface useFlueSurface = GenerationUtil.GetSurface(chimney.flueSurfaces, RGEN);
                    int     flueSubmesh    = submeshLibrary.SubmeshAdd(useFlueSurface);
                    int     innerSubmesh   = submeshLibrary.SubmeshAdd(chimney.innerSurface);

                    Vector3 flueNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange());

                    if (chimney.square)
                    {
                        Vector3 f0 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f);
                        Vector3 f1 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f);
                        Vector3 f2 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f);
                        Vector3 f3 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f);

                        Vector3 f4 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f5 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f6 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector;
                        Vector3 f7 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector;

                        Vector3 f4i = f4 + new Vector3(thickness, 0, thickness) + flueNoiseVector;
                        Vector3 f5i = f5 + new Vector3(-thickness, 0, thickness) + flueNoiseVector;
                        Vector3 f6i = f6 + new Vector3(thickness, 0, -thickness) + flueNoiseVector;
                        Vector3 f7i = f7 + new Vector3(-thickness, 0, -thickness) + flueNoiseVector;

                        Vector3 f4id = f4i + new Vector3(0, -drop, 0);
                        Vector3 f5id = f5i + new Vector3(0, -drop, 0);
                        Vector3 f6id = f6i + new Vector3(0, -drop, 0);
                        Vector3 f7id = f7i + new Vector3(0, -drop, 0);

//            Vector2 fuv0 = new Vector2(0, 0);
//            Vector2 fuv1 = new Vector2(chimney.flueSize.x, 0);
//            Vector2 fuv2 = new Vector2(fuv1.x + chimney.flueSize.z, 0);
//            Vector2 fuv3 = new Vector2(fuv2.x + chimney.flueSize.x, 0);
//
//            Vector2 fuv4 = new Vector2(0, chimney.flueSize.y);
//            Vector2 fuv5 = new Vector2(chimney.flueSize.x, chimney.flueSize.y);
//            Vector2 fuv6 = new Vector2(fuv1.x + chimney.flueSize.z, chimney.flueSize.y);
//            Vector2 fuv7 = new Vector2(fuv2.x + chimney.flueSize.x, chimney.flueSize.y);


                        //Flue Sides
                        DYNAMIC_MESH.AddPlane(f0, f1, f4, f5, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f1, f3, f5, f7, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f3, f2, f7, f6, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f2, f0, f6, f4, flueSubmesh);                                                  //todo calculate the values for this - don't be lazy
                                                                                                                             //Flue Top
                        DYNAMIC_MESH.AddPlaneComplex(f4, f5, f4i, f5i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f5, f7, f5i, f7i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f7, f6, f7i, f6i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlaneComplex(f6, f4, f6i, f4i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy
                                                                                                                             //Flue Drop
                        DYNAMIC_MESH.AddPlane(f5id, f4id, f5i, f4i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f7id, f5id, f7i, f5i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f6id, f7id, f6i, f7i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f4id, f6id, f4i, f6i, innerSubmesh);                                           //todo calculate the values for this - don't be lazy
                        DYNAMIC_MESH.AddPlane(f4id, f5id, f6id, f7id, innerSubmesh);                                         //todo calculate the values for this - don't be lazy
                    }
                    else
                    {
                        int         vertCount = (chimney.segments + 1) * 2;//add an additonal so we can wrap the UVs well
                        RawMeshData flueOuter = new RawMeshData(vertCount, chimney.segments * 6);
                        RawMeshData flueTop   = new RawMeshData(vertCount, chimney.segments * 6);
                        //add additional point for the middle, bottom of the inside of the flue
                        RawMeshData flueInner = new RawMeshData(vertCount + 1, chimney.segments * 9);

                        //the additonal point at the bottom of the flue - added to the end of the mesh data
                        flueInner.vertices[vertCount] = flueBase;
                        flueInner.normals[vertCount]  = Vector3.up;
                        flueInner.tangents[vertCount] = new Vector4(1, 0, 0, 0);
                        int   indexIm       = flueInner.vertCount - 1;
                        float circumference = Mathf.PI * (chimney.flueSize.x + chimney.flueSize.z);

                        for (int s = 0; s < chimney.segments + 1; s++)
                        {
                            float percent = s / (float)(chimney.segments);
                            percent = (percent + (chimney.angleOffset / 360)) % 1f;

                            int indexV0 = s * 2;
                            int indexV1 = s * 2 + 1;
                            int indexV2 = s * 2 + 2;
                            int indexV3 = s * 2 + 3;
                            if (s == chimney.segments - 1)
                            {
                                indexV2 = 0;
                                indexV3 = 1;
                            }

                            float xa = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.5f;
                            float za = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.5f;
//              float innerHalf = thickness / (chimney.flueSize.x + chimney.flueSize.z) / 2;
                            float xai = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.4f;
                            float zai = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.4f;

                            Vector3 v0 = flueBase + new Vector3(xa, 0, za);
                            Vector3 v1 = flueBase + new Vector3(xa, chimney.flueSize.y, za) + flueNoiseVector;
                            Vector3 v2 = flueBase + new Vector3(xai, chimney.flueSize.y, zai) + flueNoiseVector;
                            Vector3 v3 = flueBase + new Vector3(xai, chimney.flueSize.y * 0.1f, zai);

                            Vector2 uv0 = new Vector2(-circumference * percent, 0);
                            Vector2 uv1 = new Vector2(-circumference * percent, chimney.flueSize.y);
                            Vector2 uv2 = new Vector2(-circumference * percent, chimney.flueSize.y + 0.1f);
                            Vector2 uv3 = new Vector2(-circumference * percent, 0);

                            int     rdnFlueSurfaceIndex = RGEN.Index(chimney.flueSurfaces.Count);
                            Surface flueSurface         = rdnFlueSurfaceIndex != -1 ? chimney.flueSurfaces[rdnFlueSurfaceIndex] : null;


                            if (flueSurface != null)
                            {
                                uv0 = flueSurface.CalculateUV(uv0);
                                uv1 = flueSurface.CalculateUV(uv1);
                                uv2 = flueSurface.CalculateUV(uv2);
                                uv3 = flueSurface.CalculateUV(uv3);
                            }

                            flueOuter.vertices[indexV0] = v0;
                            flueOuter.vertices[indexV1] = v1;
                            flueOuter.uvs[indexV0]      = uv0;
                            flueOuter.uvs[indexV1]      = uv1;

                            flueTop.vertices[indexV0] = v1;
                            flueTop.vertices[indexV1] = v2;
                            flueTop.uvs[indexV0]      = uv1;
                            flueTop.uvs[indexV1]      = uv2;

                            flueInner.vertices[indexV0] = v2;
                            flueInner.vertices[indexV1] = v3;
                            flueInner.uvs[indexV0]      = uv2;
                            flueInner.uvs[indexV1]      = uv3;

                            Vector3 outerNormal = new Vector3(Mathf.Sin(percent * Mathf.PI * 2), 0, Mathf.Cos(percent * Mathf.PI * 2));
                            flueOuter.normals[indexV0] = outerNormal;
                            flueOuter.normals[indexV1] = outerNormal;
                            flueTop.normals[indexV0]   = Vector3.up;
                            flueTop.normals[indexV1]   = Vector3.up;
                            flueInner.normals[indexV0] = -outerNormal;
                            flueInner.normals[indexV1] = -outerNormal;

                            if (s < chimney.segments)
                            {
                                int tidx0 = s * 6;
                                flueOuter.triangles[tidx0 + 0] = indexV0;
                                flueOuter.triangles[tidx0 + 2] = indexV1;
                                flueOuter.triangles[tidx0 + 1] = indexV2;
                                flueOuter.triangles[tidx0 + 3] = indexV1;
                                flueOuter.triangles[tidx0 + 4] = indexV2;
                                flueOuter.triangles[tidx0 + 5] = indexV3;

                                flueTop.triangles[tidx0 + 0] = indexV0;
                                flueTop.triangles[tidx0 + 2] = indexV1;
                                flueTop.triangles[tidx0 + 1] = indexV2;
                                flueTop.triangles[tidx0 + 3] = indexV1;
                                flueTop.triangles[tidx0 + 4] = indexV2;
                                flueTop.triangles[tidx0 + 5] = indexV3;

                                int tidx0i = s * 9;
                                flueInner.triangles[tidx0i + 0] = indexV0;
                                flueInner.triangles[tidx0i + 2] = indexV1;
                                flueInner.triangles[tidx0i + 1] = indexV2;
                                flueInner.triangles[tidx0i + 3] = indexV1;
                                flueInner.triangles[tidx0i + 4] = indexV2;
                                flueInner.triangles[tidx0i + 5] = indexV3;

                                flueInner.triangles[tidx0i + 6] = indexV1;
                                flueInner.triangles[tidx0i + 7] = indexV3;
                                flueInner.triangles[tidx0i + 8] = indexIm;
                            }
                        }

                        DYNAMIC_MESH.AddData(flueOuter, flueSubmesh);
                        DYNAMIC_MESH.AddData(flueTop, flueSubmesh);
                        DYNAMIC_MESH.AddData(flueInner, innerSubmesh);
                    }
                }
            }


            if (output.raw != null)
            {
                output.raw.Copy(DYNAMIC_MESH);
            }

            if (output.mesh != null)
            {
                output.mesh.Clear(false);
                DYNAMIC_MESH.Build(output.mesh);
            }
        }
        public static void Generate(ref BuildRMesh mesh, VerticalOpening opening, int actualFloor, Vector3 basePosition, float height, int wallSubmesh = -1, BuildRCollider collider = null)
        {
            //            bool lowerLanding = true;
            //            float wallDepth = 0.5f;//todo
            bool  generateColldier = collider != null;
            float wallThickness    = VerticalOpening.WALL_THICKNESS;

            if (collider != null)
            {
                collider.thickness = VerticalOpening.WALL_THICKNESS;
            }
//            bool generateMeshCollider = generateColldier && !collider.usingPrimitives;

            SubmeshLibrary submeshLibrary      = mesh.submeshLibrary;
            int            externalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceA);
            int            internalWallSubmesh = submeshLibrary.SubmeshAdd(opening.surfaceB);
            int            doorFrameSubmesh    = submeshLibrary.SubmeshAdd(opening.surfaceC);

            if (wallSubmesh != -1)
            {
                externalWallSubmesh = wallSubmesh;
            }
            if (externalWallSubmesh == -1)
            {
                externalWallSubmesh = 0;
            }
            if (internalWallSubmesh == -1)
            {
                internalWallSubmesh = 0;
            }
            if (doorFrameSubmesh == -1)
            {
                doorFrameSubmesh = 0;
            }

            //base positions
            Quaternion rotation = Quaternion.Euler(0, opening.rotation, 0);
//            Vector2Int openingSize = opening.size;
            Vector3 b0 = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f);
            Vector3 b1 = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, -opening.size.vy * 0.5f);
            Vector3 b2 = basePosition + rotation * new Vector3(-opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f);
            Vector3 b3 = basePosition + rotation * new Vector3(opening.size.vx * 0.5f, 0, opening.size.vy * 0.5f);

            //inner points
            Vector3 b0i = b0 + rotation * new Vector3(1, 0, 1) * wallThickness;
            Vector3 b1i = b1 + rotation * new Vector3(-1, 0, 1) * wallThickness;
            Vector3 b2i = b2 + rotation * new Vector3(1, 0, -1) * wallThickness;
            Vector3 b3i = b3 + rotation * new Vector3(-1, 0, -1) * wallThickness;

            //walls
            Vector3 wallUpInternal = Vector3.up * height;
            Vector3 wallUpExternal = Vector3.up * height;

            wallUpExternal.y += -wallThickness * 0.5f;
            //external
            mesh.AddPlane(b2, b0, b2 + wallUpExternal, b0 + wallUpExternal, externalWallSubmesh);
            mesh.AddPlane(b3, b2, b3 + wallUpExternal, b2 + wallUpExternal, externalWallSubmesh);
            mesh.AddPlane(b1, b3, b1 + wallUpExternal, b3 + wallUpExternal, externalWallSubmesh);
            //internal
            mesh.AddPlane(b0i, b2i, b0i + wallUpInternal, b2i + wallUpInternal, internalWallSubmesh);
            mesh.AddPlane(b2i, b3i, b2i + wallUpInternal, b3i + wallUpInternal, internalWallSubmesh);
            mesh.AddPlane(b3i, b1i, b3i + wallUpInternal, b1i + wallUpInternal, internalWallSubmesh);

            //door
            Vector3 b0d    = b0 + rotation * (Vector3.right * opening.size.vx * 0.15f);
            Vector3 b1d    = b1 + rotation * (Vector3.left * opening.size.vx * 0.15f);
            Vector3 doorUp = wallUpInternal * 0.85f;

            //external
            mesh.AddPlane(b0, b0d, b0 + doorUp, b0d + doorUp, externalWallSubmesh);
            mesh.AddPlane(b1d, b1, b1d + doorUp, b1 + doorUp, externalWallSubmesh);
            mesh.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUpExternal, b1 + wallUpExternal, externalWallSubmesh);
            //internal
            Vector3 doorFrameV = rotation * new Vector3(0, 0, 1) * wallThickness;

            mesh.AddPlane(b1i, b1d + doorFrameV, b1i + doorUp, b1d + doorFrameV + doorUp, internalWallSubmesh);
            mesh.AddPlane(b0d + doorFrameV, b0i, b0d + doorFrameV + doorUp, b0i + doorUp, internalWallSubmesh);
            mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpInternal, b0i + wallUpInternal, internalWallSubmesh);

            //door frame
            mesh.AddPlane(b0d, b1d, b0d + doorFrameV, b1d + doorFrameV, doorFrameSubmesh);
            mesh.AddPlane(b0d, b0d + doorFrameV, b0d + doorUp, b0d + doorFrameV + doorUp, doorFrameSubmesh);
            mesh.AddPlane(b1d + doorFrameV, b1d, b1d + doorFrameV + doorUp, b1d + doorUp, doorFrameSubmesh);
            mesh.AddPlane(b0d + doorFrameV + doorUp, b1d + doorFrameV + doorUp, b0d + doorUp, b1d + doorUp, doorFrameSubmesh);

            if (generateColldier)
            {
                collider.AddPlane(b2, b0, b2 + wallUpExternal, b0 + wallUpExternal);
                collider.AddPlane(b3, b2, b3 + wallUpExternal, b2 + wallUpExternal);
                collider.AddPlane(b1, b3, b1 + wallUpExternal, b3 + wallUpExternal);

                collider.AddPlane(b0, b0d, b0 + doorUp, b0d + doorUp);
                collider.AddPlane(b1d, b1, b1d + doorUp, b1 + doorUp);
                collider.AddPlane(b0 + doorUp, b1 + doorUp, b0 + wallUpExternal, b1 + wallUpExternal);

                if (!collider.usingPrimitives)
                {
                    collider.mesh.AddPlane(b0i, b2i, b0i + wallUpInternal, b2i + wallUpInternal, 0);
                    collider.mesh.AddPlane(b2i, b3i, b2i + wallUpInternal, b3i + wallUpInternal, 0);
                    collider.mesh.AddPlane(b3i, b1i, b3i + wallUpInternal, b1i + wallUpInternal, 0);

                    collider.mesh.AddPlane(b1i, b1d + doorFrameV, b1i + doorUp, b1d + doorFrameV + doorUp, 0);
                    collider.mesh.AddPlane(b0d + doorFrameV, b0i, b0d + doorFrameV + doorUp, b0i + doorUp, 0);
                    collider.mesh.AddPlane(b1i + doorUp, b0i + doorUp, b1i + wallUpInternal, b0i + wallUpInternal, 0);

                    collider.mesh.AddPlane(b0d, b1d, b0d + doorFrameV, b1d + doorFrameV, 0);
                    collider.mesh.AddPlane(b0d, b0d + doorFrameV, b0d + doorUp, b0d + doorFrameV + doorUp, 0);
                    collider.mesh.AddPlane(b1d + doorFrameV, b1d, b1d + doorFrameV + doorUp, b1d + doorUp, 0);
                    collider.mesh.AddPlane(b0d + doorFrameV + doorUp, b1d + doorFrameV + doorUp, b0d + doorUp, b1d + doorUp, 0);
                }
            }
        }