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.
const generator = new SkyscraperGenerator( { seed: 35, totalHeight: 140 }, material );
scene.add( generator.build() ); // a single Mesh