예제 #1
0
        private void UpdatePreviewMesh()
        {
            string     meshName = string.Format("{0}_Preview_Mesh", name);
            BuildRMesh pBMesh   = new BuildRMesh(meshName);

            if (_previewMesh == null)
            {
                _previewMesh = new Mesh();
            }
            _previewMesh.name = meshName;
            if (_settings == null)
            {
                _settings = BuildRSettings.GetSettings();
            }
            Vector3 left  = new Vector3(-_settings.previewGableWidth * 0.5f, -_settings.previewGableHeight * 0.5f, 0);
            Vector3 right = new Vector3(_settings.previewGableWidth * 0.5f, -_settings.previewGableHeight * 0.5f, 0);

            GableGenerator.Generate(ref pBMesh, this, left, right, _settings.previewGableHeight, _settings.previewGableThickness, new Vector2());
            pBMesh.Build(_previewMesh);
        }
예제 #2
0
        public static bool Generate(BuildRMesh mesh, BuildRCollider collider, Vector2[] points, int[] facadeIndices, float roofBaseHeight, IVolume volume, Rect clampUV)
        {
            Roof           design     = volume.roof;
            OffsetSkeleton offsetPoly = new OffsetSkeleton(points);

            offsetPoly.direction = 1;
            offsetPoly.Execute();
            Shape shape       = offsetPoly.shape;
            int   submesh     = mesh.submeshLibrary.SubmeshAdd(design.mainSurface); // surfaceMapping.IndexOf(design.mainSurface);
            int   wallSubmesh = mesh.submeshLibrary.SubmeshAdd(design.wallSurface); //surfaceMapping.IndexOf(design.wallSurface);

            if (shape == null)
            {
                return(false);
            }

            List <Edge> edges     = new List <Edge>(shape.edges);
            List <Edge> baseEdges = new List <Edge>(shape.baseEdges);

            float shapeHeight  = shape.HeighestPoint();
            float designHeight = design.height;
            float heightScale  = designHeight / shapeHeight;

            Vector2 clampUVScale = Vector2.one;

            if (clampUV.width > 0)
            {
                FlatBounds bounds = new FlatBounds();
                for (int fvc = 0; fvc < points.Length; fvc++)
                {
                    bounds.Encapsulate(points[fvc]);
                }
                clampUVScale.x = bounds.width / clampUV.width;
                clampUVScale.y = bounds.height / clampUV.height;
            }

            Dictionary <Node, int>          shapeConnectionCount = new Dictionary <Node, int>();
            Dictionary <Node, List <Node> > shapeConnections     = new Dictionary <Node, List <Node> >();
            int edgeCount = edges.Count;

            for (int e = 0; e < edgeCount; e++)
            {
                Edge edge = edges[e];

                if (edge.length < Mathf.Epsilon)
                {
                    continue;
                }

                if (!shapeConnectionCount.ContainsKey(edge.nodeA))
                {
                    shapeConnectionCount.Add(edge.nodeA, 0);//start at zero - we need two edges to make a shape...
                    shapeConnections.Add(edge.nodeA, new List <Node> {
                        edge.nodeB
                    });
                }
                else
                {
                    shapeConnectionCount[edge.nodeA]++;
                    if (!shapeConnections[edge.nodeA].Contains(edge.nodeB))
                    {
                        shapeConnections[edge.nodeA].Add(edge.nodeB);
                    }
                }

                if (!shapeConnectionCount.ContainsKey(edge.nodeB))
                {
                    shapeConnectionCount.Add(edge.nodeB, 0);//start at zero - we need two edges to make a shape...
                    shapeConnections.Add(edge.nodeB, new List <Node> {
                        edge.nodeA
                    });
                }
                else
                {
                    shapeConnectionCount[edge.nodeB]++;
                    if (!shapeConnections[edge.nodeB].Contains(edge.nodeA))
                    {
                        shapeConnections[edge.nodeB].Add(edge.nodeA);
                    }
                }
            }

            int baseEdgeCount = baseEdges.Count;

            for (int b = 0; b < baseEdgeCount; b++)
            {
                Edge baseEdge = baseEdges[b];
                Node nodeA    = baseEdge.nodeA;
                Node nodeB    = baseEdge.nodeB;

                Node        currentNode = nodeA;
                Node        lastNode    = nodeB;
                int         itMax       = 50;
                List <Node> edgeShape   = new List <Node>()
                {
                    nodeA
                };

                while (currentNode != nodeB)
                {
                    List <Node> nodeConnections     = shapeConnections[currentNode];
                    int         nodeConnectionCount = nodeConnections.Count;
                    float       minAngle            = Mathf.Infinity;
                    Node        nextNode            = null;
                    Vector2     currentDirection    = (currentNode.position - lastNode.position).normalized;
                    for (int n = 0; n < nodeConnectionCount; n++)
                    {
                        Node connectingNode = nodeConnections[n];
                        if (connectingNode == lastNode)
                        {
                            continue;
                        }
                        Vector2 nextDirection = (connectingNode.position - currentNode.position).normalized;
                        float   nodeAngle     = JMath.SignAngleDirection(currentDirection, nextDirection);
                        if (nodeAngle < minAngle)
                        {
                            minAngle = nodeAngle;
                            nextNode = connectingNode;
                        }
                    }
                    if (nextNode != null)
                    {
                        edgeShape.Add(nextNode);
                        lastNode    = currentNode;
                        currentNode = nextNode;
                    }


                    itMax--;
                    if (itMax < 0)
                    {
                        break;
                    }
                }

                int edgeShapeCount = edgeShape.Count;
                if (edgeShapeCount < 3)
                {
                    continue;
                }
//                Debug.Log("Generate edgeShapeCount "+ edgeShapeCount);

                Vector3[] verts = new Vector3[edgeShapeCount];

                Vector2[] uvs = new Vector2[edgeShapeCount];
                Vector3   baseShapeDirection = ShapeOffset.Utils.ToV3(nodeB.position - nodeA.position).normalized;
                float     uvAngle            = JMath.SignAngle(new Vector2(baseShapeDirection.x, baseShapeDirection.z).normalized) - 90;

                Vector2[] faceShape = new Vector2[edgeShapeCount];
                Vector3[] normals   = new Vector3[edgeShapeCount];
                Vector4[] tangents  = new Vector4[edgeShapeCount];
                //                Vector3 normal = Vector3.up;//BuildRMesh.CalculateNormal(); TODO
                Vector4 tangent = BuildRMesh.CalculateTangent(baseShapeDirection);
                for (int i = 0; i < edgeShapeCount; i++)//what on earth did I write here?
                {
                    Vector3 newVert = new Vector3(edgeShape[i].position.x, edgeShape[i].height * heightScale + roofBaseHeight, edgeShape[i].position.y);
                    verts[i] = newVert;

                    Vector2 baseUV = new Vector2(newVert.x - verts[0].x, newVert.z - verts[0].z);
                    Vector2 newUV  = Vector2.zero;
                    if (i != 0)
                    {
                        newUV = JMath.Rotate(baseUV, uvAngle);
                    }
                    if (clampUV.width > Mathf.Epsilon)
                    {
                        newUV.x = Mathf.Clamp(clampUV.x + newUV.x / clampUVScale.x, clampUV.xMin, clampUV.xMax);
                        newUV.y = Mathf.Clamp(clampUV.y + newUV.y / clampUVScale.y, clampUV.yMin, clampUV.yMax);
                    }
                    else
                    {
                        if (i != 0)
                        {
                            float faceHeight = edgeShape[i].height * heightScale;
                            newUV.y = Mathf.Sqrt((newUV.y * newUV.y) + (faceHeight * faceHeight));//hypotenuse of roof to give length of roof face
                            if (design.mainSurface != null)
                            {
                                newUV = design.mainSurface.CalculateUV(newUV);
                            }
                        }
                    }
                    uvs[i] = newUV;

                    faceShape[i] = edgeShape[i].position;//used for triangulation
                    //                    normals[i] = normal;
                    tangents[i] = tangent;
                }
//                int[] tris = EarClipper.Triangulate(faceShape, 0, -1);
                int[] tris     = Poly2TriWrapper.Triangulate(faceShape, true);
                int   triCount = tris.Length;

                Vector3 normal = (verts.Length > 2 && triCount > 2) ? BuildRMesh.CalculateNormal(verts[tris[0]], verts[tris[1]], verts[tris[2]]) : Vector3.up;
                for (int i = 0; i < edgeShapeCount; i++)
                {
                    normals[i] = normal;
                }

                mesh.AddData(verts, uvs, tris, normals, tangents, submesh);

                //gable
                bool isGabled = volume[facadeIndices[b]].isGabled;
                if (isGabled)
                {
                    for (int t = 0; t < triCount; t += 3)
                    {
                        if (tris[t] == 0 || tris[t + 1] == 0 || tris[t + 2] == 0)
                        {
                            int beB = edgeShapeCount - 1;
                            if (tris[t] == beB || tris[t + 1] == beB || tris[t + 2] == beB)
                            {
                                Vector3 b0       = verts[0];
                                Vector3 b1       = verts[beB];
                                Vector3 g0       = b0;
                                Vector3 g1       = b1;
                                int     topIndex = 0;
                                for (int tx = 0; tx < 3; tx++)
                                {
                                    if (tris[t + tx] != 0 && tris[t + tx] != beB)
                                    {
                                        topIndex = tris[t + tx];
                                    }
                                }
                                Vector3 b2 = verts[topIndex];

                                Vector3 baseV = b1 - b0;
                                Vector3 dir   = baseV.normalized;
                                Vector3 face  = Vector3.Cross(Vector3.up, dir).normalized;
                                Vector3 up    = Vector3.Project(b2 - b0, Vector3.up);

                                //clear triangle
                                tris[t]     = 0;
                                tris[t + 1] = 0;
                                tris[t + 2] = 0;

                                bool  simpleGable      = volume[facadeIndices[b]].simpleGable;
                                Gable gableStyle       = volume[facadeIndices[b]].gableStyle;
                                float thickness        = volume[facadeIndices[b]].gableThickness;
                                float additionalHeight = volume[facadeIndices[b]].gableHeight;
                                float height           = up.magnitude + additionalHeight;

                                if (simpleGable || gableStyle != null)
                                {
                                    Vector3 pitchVectorA = (b2 - b0).normalized;
                                    Vector3 pitchVectorB = (b2 - b1).normalized;
                                    float   angle        = Vector3.Angle(-face, pitchVectorA);
                                    float   scale        = Mathf.Cos(angle / 57.2957795f);
                                    b0 += pitchVectorA * (thickness * (1 / scale));
                                    b1 += pitchVectorB * (thickness * (1 / scale));
                                }

                                Vector3 center = Vector3.Lerp(b0, b1, 0.5f);
                                up = Vector3.Project(b2 - b0, Vector3.up); //recalculate after b change(?)
                                Vector3 b3 = center + up;
                                if (simpleGable)                           //generate a simple gable
                                {
                                    //generate simple gable based on roof
                                    Vector3 gCenter = Vector3.Lerp(g0, g1, 0.5f);
                                    Vector3 gBaseUp = Vector3.up * additionalHeight;
                                    Vector3 gUp     = up.normalized * height;
                                    Vector3 gBack   = -face * thickness;
                                    //todo further calculations
                                    //face
                                    mesh.AddPlane(g0, g1, g0 + gBaseUp, g1 + gBaseUp, wallSubmesh);
                                    mesh.AddTri(g1 + gBaseUp, g0 + gBaseUp, gCenter + gUp, dir, wallSubmesh);
                                    //backface
                                    mesh.AddPlane(g1 + gBack, g0 + gBack, g1 + gBaseUp + gBack, g0 + gBaseUp + gBack, wallSubmesh);
                                    mesh.AddTri(g0 + gBack + gBaseUp, g1 + gBack + gBaseUp, b3 + gBaseUp, -dir, wallSubmesh);
                                    //left
                                    mesh.AddPlane(g0 + gBack, g0, g0 + gBaseUp + gBack, g0 + gBaseUp, wallSubmesh);
                                    mesh.AddPlane(g0 + gBaseUp + gBack, g0 + gBaseUp, b3 + gBaseUp, gCenter + gUp, wallSubmesh);
                                    //right
                                    mesh.AddPlane(g1, g1 + gBack, g1 + gBaseUp, g1 + gBaseUp + gBack, wallSubmesh);
                                    mesh.AddPlane(g1 + gBaseUp, g1 + gBaseUp + gBack, gCenter + gUp, b3 + gBaseUp, wallSubmesh);
                                }
                                else if (volume[facadeIndices[b]].gableStyle != null)
                                {
                                    Vector2 baseUV = new Vector2(0, volume.planHeight);
                                    GableGenerator.Generate(ref mesh, gableStyle, g0, g1, height, thickness, baseUV);
                                }
                                else
                                {
                                    mesh.AddTri(b0, b3, b1, dir, submesh);//face - no separate gable
                                }

                                mesh.AddTri(b0, b2, b3, face, submesh);  //left
                                mesh.AddTri(b1, b3, b2, -face, submesh); //right
                            }
                        }
                    }
                }
            }

            return(true);
        }
예제 #3
0
        private static void ToMesh(ref BuildRMesh mesh, ref Shape shape, float roofBaseHeight, float meshHeight, int[] facadeIndices, IVolume volume, int submesh, Surface surface, bool generateDormers = false)
        {
            //TODO fix this error properly
            if (shape == null)
            {
                Debug.Log("ToMesh: Error to fix");
                return;
            }
            List <Edge> edges     = new List <Edge>(shape.edges);
            List <Edge> baseEdges = new List <Edge>(shape.baseEdges);

            float shapeHeight = shape.HeighestPoint();
            float heightScale = meshHeight / shapeHeight;
            bool  isFloor     = meshHeight < 0.00001f;

            Dictionary <Node, int>          shapeConnectionCount = new Dictionary <Node, int>();
            Dictionary <Node, List <Node> > shapeConnections     = new Dictionary <Node, List <Node> >();
            int edgeCount = edges.Count;

            for (int e = 0; e < edgeCount; e++)
            {
                Edge edge = edges[e];

                if (edge.length < Mathf.Epsilon)
                {
                    continue;
                }

                if (!shapeConnectionCount.ContainsKey(edge.nodeA))
                {
                    shapeConnectionCount.Add(edge.nodeA, 0);//start at zero - we need two edges to make a shape...
                    shapeConnections.Add(edge.nodeA, new List <Node> {
                        edge.nodeB
                    });
                }
                else
                {
                    shapeConnectionCount[edge.nodeA]++;
                    if (!shapeConnections[edge.nodeA].Contains(edge.nodeB))
                    {
                        shapeConnections[edge.nodeA].Add(edge.nodeB);
                    }
                }

                if (!shapeConnectionCount.ContainsKey(edge.nodeB))
                {
                    shapeConnectionCount.Add(edge.nodeB, 0);//start at zero - we need two edges to make a shape...
                    shapeConnections.Add(edge.nodeB, new List <Node> {
                        edge.nodeA
                    });
                }
                else
                {
                    shapeConnectionCount[edge.nodeB]++;
                    if (!shapeConnections[edge.nodeB].Contains(edge.nodeA))
                    {
                        shapeConnections[edge.nodeB].Add(edge.nodeA);
                    }
                }
            }

            int baseEdgeCount          = baseEdges.Count;
            List <Vector3[]> roofFaces = new List <Vector3[]>();

            for (int b = 0; b < baseEdgeCount; b++)
            {
                int  facadeIndex = facadeIndices[b];
                bool isGabled    = volume[facadeIndex].isGabled;
                if (!isGabled)
                {
                    int  facadeIndexLeft  = (facadeIndex - 1 + volume.numberOfFacades) % volume.numberOfFacades;
                    int  facadeIndexRight = (facadeIndex + 1) % volume.numberOfFacades;
                    bool isGabledLeft     = volume[facadeIndexLeft].isGabled;
                    bool isGabledRight    = volume[facadeIndexRight].isGabled;
                    Edge baseEdge         = baseEdges[b];
                    Node nodeA            = baseEdge.nodeA;
                    Node nodeB            = baseEdge.nodeB;

                    Node        currentNode = nodeA;
                    Node        lastNode    = nodeB;
                    int         itMax       = 50;
                    List <Node> edgeShape   = new List <Node>()
                    {
                        nodeA
                    };

                    while (currentNode != nodeB)
                    {
                        List <Node> nodeConnections     = shapeConnections[currentNode];
                        int         nodeConnectionCount = nodeConnections.Count;
                        float       minAngle            = Mathf.Infinity;
                        Node        nextNode            = null;
                        Vector2     currentDirection    = (currentNode.position - lastNode.position).normalized;
                        for (int n = 0; n < nodeConnectionCount; n++)
                        {
                            Node connectingNode = nodeConnections[n];
                            if (connectingNode == lastNode)
                            {
                                continue;                           //end this circus!
                            }
                            Vector2 nextDirection = (connectingNode.position - currentNode.position).normalized;
                            float   nodeAngle     = SignAngleDirection(currentDirection, nextDirection);
                            if (nodeAngle < minAngle)
                            {
                                minAngle = nodeAngle;
                                nextNode = connectingNode;
                            }
                        }
                        if (nextNode != null)
                        {
                            edgeShape.Add(nextNode);
                            lastNode    = currentNode;
                            currentNode = nextNode;
                        }


                        itMax--;
                        if (itMax < 0)
                        {
                            break;
                        }
                    }

                    int edgeShapeCount = edgeShape.Count;

                    if (edgeShapeCount == 4 && generateDormers)
                    {
                        Vector3[] edgeShapeV3 = new Vector3[4];
                        edgeShapeV3[0] = new Vector3(edgeShape[0].position.x, roofBaseHeight, edgeShape[0].position.y);
                        edgeShapeV3[1] = new Vector3(edgeShape[3].position.x, roofBaseHeight, edgeShape[3].position.y);
                        edgeShapeV3[2] = new Vector3(edgeShape[1].position.x, roofBaseHeight + meshHeight, edgeShape[1].position.y);
                        edgeShapeV3[3] = new Vector3(edgeShape[2].position.x, roofBaseHeight + meshHeight, edgeShape[2].position.y);
                        roofFaces.Add(edgeShapeV3);
                    }

                    if ((isGabledLeft || isGabledRight) && edgeShapeCount == 4)//modify shape if gables are detected
                    {
                        Vector3 p0     = edgeShape[0].position;
                        Vector3 p1     = edgeShape[3].position;
                        Vector3 p2     = edgeShape[1].position;
                        Vector3 vector = p1 - p0;
                        Vector3 dir    = vector.normalized;
                        Vector3 cross  = Vector3.Cross(Vector3.back, dir);

                        if (isGabledLeft)
                        {
                            float gableThickness = volume[facadeIndexLeft].gableThickness;
                            bool  simpleGable    = volume[facadeIndexLeft].simpleGable;
                            Gable gableStyle     = volume[facadeIndexLeft].gableStyle;
                            if (!simpleGable && gableStyle == null || !isFloor)
                            {
                                gableThickness = 0;
                            }
                            Vector3 newPointA = Vector3.Project(p2 - p1, cross) + dir * gableThickness;
                            edgeShape[1].position = edgeShape[0].position + new Vector2(newPointA.x, newPointA.y);
                        }
                        if (isGabledRight)
                        {
                            float gableThickness = volume[facadeIndexRight].gableThickness;
                            bool  simpleGable    = volume[facadeIndexRight].simpleGable;
                            Gable gableStyle     = volume[facadeIndexRight].gableStyle;
                            if (!simpleGable && gableStyle == null || !isFloor)
                            {
                                gableThickness = 0;
                            }
                            Vector3 newPointB = Vector3.Project(p2 - p1, cross) - dir * gableThickness;
                            edgeShape[2].position = edgeShape[3].position + new Vector2(newPointB.x, newPointB.y);
                        }
                    }


                    Vector3[] verts = new Vector3[edgeShapeCount];

                    Vector2[] uvs = new Vector2[edgeShapeCount];
                    Vector3   baseShapeDirection = ToV3(nodeB.position - nodeA.position).normalized;
                    float     uvAngle            = SignAngle(new Vector2(baseShapeDirection.x, baseShapeDirection.z).normalized) - 90;

                    Vector2[] faceShape = new Vector2[edgeShapeCount];
                    Vector3[] normals   = new Vector3[edgeShapeCount];
                    Vector4[] tangents  = new Vector4[edgeShapeCount];
                    Vector4   tangent   = BuildRMesh.CalculateTangent(baseShapeDirection);
                    for (int i = 0; i < edgeShapeCount; i++)
                    {
                        Vector3 newVert = new Vector3(edgeShape[i].position.x, edgeShape[i].height * heightScale + roofBaseHeight, edgeShape[i].position.y);
                        verts[i] = newVert;

                        Vector2 baseUV     = (i == 0) ? Vector2.zero : new Vector2(newVert.x - verts[0].x, newVert.z - verts[0].z);
                        Vector2 newUV      = Rotate(baseUV, uvAngle);
                        float   faceHeight = edgeShape[i].height * heightScale;
                        newUV.y = Mathf.Sqrt((newUV.y * newUV.y) + (faceHeight * faceHeight));
                        if (surface != null)
                        {
                            newUV = surface.CalculateUV(newUV);
                        }
                        uvs[i] = newUV;

                        faceShape[i] = edgeShape[i].position;//used for triangulation
                        //                    normals[i] = normal;
                        tangents[i] = tangent;
                    }
//                    int[] tris = EarClipper.Triangulate(faceShape, 0, -1);
                    int[] tris     = Poly2TriWrapper.Triangulate(faceShape, true);
                    int   triCount = tris.Length;
                    if (triCount < 3)
                    {
                        continue;
                    }

                    Vector3 normal = BuildRMesh.CalculateNormal(verts[tris[0]], verts[tris[1]], verts[tris[2]]);
                    for (int i = 0; i < edgeShapeCount; i++)
                    {
                        normals[i] = normal;//normCal[i].normalized;
                    }
                    mesh.AddData(verts, uvs, tris, normals, tangents, submesh);

                    if (isGabled)
                    {
                        for (int t = 0; t < triCount; t += 3)
                        {
                            if (tris[t] == 0 || tris[t + 1] == 0 || tris[t + 2] == 0)
                            {
                                int beB = edgeShapeCount - 1;
                                if (tris[t] == beB || tris[t + 1] == beB || tris[t + 2] == beB)
                                {
                                    Vector3 b0       = verts[0];
                                    Vector3 b1       = verts[beB];
                                    int     topIndex = 0;
                                    for (int tx = 0; tx < 3; tx++)
                                    {
                                        if (tris[t + tx] != 0 && tris[t + tx] != beB)
                                        {
                                            topIndex = tris[t + tx];
                                        }
                                    }
                                    Vector3 b2 = verts[topIndex];

                                    Vector3 baseV = b1 - b0;
                                    Vector3 dir   = baseV.normalized;
                                    Vector3 face  = Vector3.Cross(Vector3.up, dir);
                                    //                                float length = baseV.magnitude;
                                    Vector3 center = Vector3.Lerp(b0, b1, 0.5f);
                                    Vector3 up     = Vector3.Project(b2 - b0, Vector3.up);
                                    Vector3 b3     = center + up;
                                    mesh.AddTri(b0, b2, b3, face, submesh);  //left
                                    mesh.AddTri(b1, b3, b2, -face, submesh); //right
                                    mesh.AddTri(b0, b3, b1, dir, submesh);   //face

                                    //clear triangle
                                    tris[t]     = 0;
                                    tris[t + 1] = 0;
                                    tris[t + 2] = 0;
                                }
                            }
                        }
                    }
                }
                else if (isFloor)
                {
                    Roof roof     = volume.roof;
                    Edge baseEdge = baseEdges[b];
                    Node nodeA    = baseEdge.nodeA;
                    Node nodeB    = baseEdge.nodeB;

                    Vector3 p0 = new Vector3(nodeA.position.x, heightScale + roofBaseHeight, nodeA.position.y);
                    Vector3 p1 = new Vector3(nodeB.position.x, heightScale + roofBaseHeight, nodeB.position.y);

                    Vector3 baseV = p1 - p0;
                    Vector3 dir   = baseV.normalized;
                    Vector3 face  = Vector3.Cross(Vector3.up, dir).normalized;

                    Vector3 parapetEdgeModifier = dir * (roof.overhang - (roof.parapetFrontDepth + roof.parapetBackDepth)) * 1.05f;
                    p0 += parapetEdgeModifier;
                    p1 += -parapetEdgeModifier;
//                    p0 += face * (roof.parapetFrontDepth + roof.parapetBackDepth + roof.overhang);

                    VolumePoint volumePoint = volume[facadeIndices[b]];
                    bool        simpleGable = volumePoint.simpleGable;
                    Gable       gableStyle  = volume[facadeIndices[b]].gableStyle;
                    if (!simpleGable && gableStyle == null)
                    {
                        simpleGable = true;
                    }
                    float thickness        = volume[facadeIndices[b]].gableThickness;
                    float additionalHeight = volume[facadeIndices[b]].gableHeight;
                    float height           = roof.height + additionalHeight;

                    if (simpleGable)                                                        //generate a simple gable
                    {
                        int wallSubmesh = mesh.submeshLibrary.SubmeshAdd(roof.wallSurface); //surfaceMapping.IndexOf(roof.wallSurface);
                        if (wallSubmesh == -1)
                        {
                            wallSubmesh = submesh;
                        }

                        Vector3 g0 = p0;
                        Vector3 g1 = p0 + Vector3.up * additionalHeight;
                        Vector3 g2 = g1 + dir * roof.floorDepth * 0.5f;
                        Vector3 g3 = g2 + dir * roof.depth * 0.5f + Vector3.up * roof.height;

                        Vector3 g7 = p1;
                        Vector3 g6 = p1 + Vector3.up * additionalHeight;
                        Vector3 g5 = g6 - dir * roof.floorDepth * 0.5f;
                        Vector3 g4 = g5 - dir * roof.depth * 0.5f + Vector3.up * roof.height;

                        Vector3 gF = -face * thickness;

                        mesh.AddPlane(g0, g7, g1, g6, wallSubmesh);                     //bottom front
                        mesh.AddPlane(g7 + gF, g0 + gF, g6 + gF, g1 + gF, wallSubmesh); //bottom back
                        mesh.AddPlane(g1, g6, g1 + gF, g6 + gF, wallSubmesh);           //bottom top
                        mesh.AddPlane(g0, g1, g0 + gF, g1 + gF, wallSubmesh);           //bottom sides
                        mesh.AddPlane(g6, g7, g6 + gF, g7 + gF, wallSubmesh);


                        mesh.AddPlane(g2, g5, g3, g4, wallSubmesh);                     //top front
                        mesh.AddPlane(g5 + gF, g2 + gF, g4 + gF, g3 + gF, wallSubmesh); //top back
                        mesh.AddPlane(g2 + gF, g2, g3 + gF, g3, wallSubmesh);           //top sides
                        mesh.AddPlane(g5, g5 + gF, g4, g4 + gF, wallSubmesh);           //top sides

                        mesh.AddPlane(g3 + gF, g3, g4 + gF, g4, wallSubmesh);           //top top
                    }
                    else
                    {
                        Vector2 baseUV = new Vector2(0, volume.planHeight);
                        GableGenerator.Generate(ref mesh, gableStyle, p0, p1, height, thickness, baseUV);
                    }
                }
            }

            if (generateDormers)
            {
                DormerGenerator.Generate(ref mesh, volume, roofFaces);
            }
        }