Capítulo 601 de 859

Chapter 601: SkyscraperGenerator

Core Idea

Generates intricate, tripartite "Beaux-Arts / Neo-Gothic" terracotta skyscrapers from a small set of parameters.

The mass is read as a footprint polygon (a rectangle with one chamfered corner) split into vertical faces, each split into three tiers — a tall arcaded base, a repeating shaft and an ornate crown — then into floors and bays. A handful of authored pieces (a pier, a window, a cornice profile, a gothic arch) are instanced across the whole tower, then baked — together with the bespoke base arcade — into a single non-indexed BufferGeometry tagged with a per-vertex partId (PartId) so one material can shade every zone.

The generator is material agnostic — it only produces geometry. Pass a single material (e.g. a TSL node material that branches on partId) to dress it.

Code Examples

const generator = new SkyscraperGenerator( { seed: 35, totalHeight: 140 }, material );
scene.add( generator.build() ); // a single Mesh
  • What it demonstrates: Typical usage of SkyscraperGenerator.

Reference Tables

Constructor

Signature
new SkyscraperGenerator()

Key Takeaways

  1. SkyscraperGenerator has no documented properties/methods beyond what's shown above — check the source link for implementation details.

Connects To