@ -1004,11 +1004,11 @@ public enum BuildingManager {
				@@ -1004,11 +1004,11 @@ public enum BuildingManager {
					 
			
		
	
		
			
				
					                    float  minX  =  building . loc . x  +  ( float )  boundingBox . getMinX ( ) ;   
			
		
	
		
			
				
					                    float  maxY  =  building . loc . z  +  ( float )  boundingBox . getMaxY ( ) ;   
			
		
	
		
			
				
					                    float  minY  =  building . loc . z  +  ( float )  boundingBox . getMinY ( ) ;   
			
		
	
		
			
				
					                    boundingBox . setRect ( buildingLoc . x  +  boundingBox . getCenterX ( ) , buildingLoc . z  +  boundingBox . getCenterY ( ) , boundingBox . getMaxX ( ) ,  boundingBox . getMaxY ( ) ) ;   
			
		
	
		
			
				
					                    Point2D . Float  p1  =  new  Point2D . Float ( minX ,  maxY ) ;   
			
		
	
		
			
				
					                    Point2D . Float  p2  =  new  Point2D . Float ( maxX ,  maxY ) ;   
			
		
	
		
			
				
					                    Point2D . Float  p3  =  new  Point2D . Float ( maxX ,  minY ) ;   
			
		
	
		
			
				
					                    Point2D . Float  p4  =  new  Point2D . Float ( minX ,  minY ) ;   
			
		
	
		
			
				
					                    boundingBox . setRect ( p1 . x , p1 . y , Math . abs ( maxX  -  minX ) ,  Math . abs ( maxY  -  minY ) ) ;   
			
		
	
		
			
				
					                    generatedMesh . BoundingLines . add ( new  Line2D . Float ( p1 ,  p2 ) ) ;   
			
		
	
		
			
				
					                    generatedMesh . BoundingLines . add ( new  Line2D . Float ( p2 ,  p3 ) ) ;   
			
		
	
		
			
				
					                    generatedMesh . BoundingLines . add ( new  Line2D . Float ( p3 ,  p4 ) ) ;   
			
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
				@ -1019,8 +1019,10 @@ public enum BuildingManager {
				@@ -1019,8 +1019,10 @@ public enum BuildingManager {
					 
			
		
	
		
			
				
					                for  ( ArrayList < Vector3f >  pointList  :  triPoints )  {   
			
		
	
		
			
				
					
 
			
		
	
		
			
				
					                    ArrayList < Vector3f >  rotatedPoints  =  new  ArrayList < > ( ) ;   
			
		
	
		
			
				
					                    for  ( Vector3f  point  :  pointList )   
			
		
	
		
			
				
					                        rotatedPoints . add ( Vector3f . rotateAroundPoint ( buildingLoc ,  buildingLoc . add ( point ) ,  rotation ) ) ;   
			
		
	
		
			
				
					                    for  ( Vector3f  point  :  pointList )  {   
			
		
	
		
			
				
					                        Vector3f  calculatedOffsetPoint  =  buildingLoc . add ( point ) ;   
			
		
	
		
			
				
					                        rotatedPoints . add ( Vector3f . rotateAroundPoint ( buildingLoc ,  calculatedOffsetPoint ,  rotation ) ) ;   
			
		
	
		
			
				
					                    }   
			
		
	
		
			
				
					
 
			
		
	
		
			
				
					                    Point2D . Float  p1  =  new  Point2D . Float ( rotatedPoints . get ( 0 ) . x ,  rotatedPoints . get ( 0 ) . z ) ;   
			
		
	
		
			
				
					                    Point2D . Float  p2  =  new  Point2D . Float ( rotatedPoints . get ( 1 ) . x ,  rotatedPoints . get ( 1 ) . z ) ;   
			
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
				@ -1033,9 +1035,6 @@ public enum BuildingManager {
				@@ -1033,9 +1035,6 @@ public enum BuildingManager {
					 
			
		
	
		
			
				
					                    tri . sides . add ( new  Line2D . Float ( p3 ,  p1 ) ) ;   
			
		
	
		
			
				
					                    generatedMesh . triangles . add ( tri ) ;   
			
		
	
		
			
				
					                }   
			
		
	
		
			
				
					                if  ( BuildingManager . mesh_bounding_boxes . containsKey ( mesh ) )  {   
			
		
	
		
			
				
					                    generatedMesh . boundsRect  =  BuildingManager . mesh_bounding_boxes . get ( mesh ) ;   
			
		
	
		
			
				
					                }   
			
		
	
		
			
				
					                building . buildingMeshes . add ( generatedMesh ) ;   
			
		
	
		
			
				
					            }   
			
		
	
		
			
				
					        }