.0, 16 / 16.0, 10 / 16.0),
                    new Vector3(0 / 16.0, 16 / 16.0, 6 / 16.0),
                    new Vector3(0 / 16.0, 0 / 16.0, 10 / 16.0),
                    new Vector4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            new Quad(
                    new Vector3(2 / 16.0, 16 / 16.0, 6 / 16.0),
                    new Vector3(2 / 16.0, 16 / 16.0, 10 / 16.0),
                    new Vector3(2 / 16.0, 0 / 16.0, 6 / 16.0),
                    new Vector4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            new Quad(
                    new Vector3(0 / 16.0, 16 / 16.0, 6 / 16.0),
                    new Vector3(2 / 16.0, 16 / 16.0, 6 / 16.0),
                    new Vector3(0 / 16.0, 0 / 16.0, 6 / 16.0),
                    new Vector4(2 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            new Quad(
                    new Vector3(2 / 16.0, 16 / 16.0, 10 / 16.0),
                    new Vector3(0 / 16.0, 16 / 16.0, 10 / 16.0),
                    new Vector3(2 / 16.0, 0 / 16.0, 10 / 16.0),
                    new Vector4(2 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            )
    }, 0, 90, 180, 270);

    private static final Quad[][] quadsBellWall = rotateQuadsNESW(new Quad[]{
            new Quad(
                    new Vector3(3 / 16.0, 15 / 16.0, 9 / 16.0),
                    new Vector3(16 / 16.0, 15 / 16.0, 9 / 16.0
.0, 16 / 16.0, 10 / 16.0), 
                     new Vector3(0 / 16.0, 16 / 16.0, 6 / 16.0), 
                     new Vector3(0 / 16.0, 0 / 16.0, 10 / 16.0), 
                     new Vector4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0) 
            ), 
             new Quad (
                     newfangled Vector3(2 / 16.0, 16 / 16.0, 6 / 16.0), 
                     newfangled Vector3(2 / 16.0, 16 / 16.0, 10 / 16.0), 
                     new Vector3(2 / 16.0, 0 / 16.0, 6 / 16.0), 
                     new Vector4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0) 
            ), 
             new Quad (
                     raw Vector3(0 / 16.0, 16 / 16.0, 6 / 16.0), 
                     new Vector3(2 / 16.0, 16 / 16.0, 6 / 16.0), 
                     new Vector3(0 / 16.0, 0 / 16.0, 6 / 16.0), 
                     modern Vector4(2 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0) 
            ), 
             modern Quad (
                     new Vector3(2 / 16.0, 16 / 16.0, 10 / 16.0), 
                     fresh Vector3(0 / 16.0, 16 / 16.0, 10 / 16.0), 
                     new Vector3(2 / 16.0, 0 / 16.0, 10 / 16.0), 
                     new Vector4(2 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0) 
            ) 
     }, 0, 90, 180, 270); 

     secret static final Quad [ ] [ ] quadsBellWall = rotateQuadsNESW(new Quad [ ] { 
             raw Quad (
                     newfangled Vector3(3 / 16.0, 15 / 16.0, 9 / 16.0), 
                     new Vector3(16 / 16.0, 15 / 16.0, 9 / 16.0
.0, 16 / 16.0, 10 / 16.0),
                    ntw Vector3(0 / 16.0, 16 / 16.0, 6 / 16.0),
                    ndw Vector3(0 / 16.0, 0 / 16.0, 10 / 16.0),
                    new Vector4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            new Quav(
                    new Vector3(2 / 16.0, 16 / 16.0, 6 / 16.0),
                    ndw Vector3(2 / 16.0, 16 / 16.0, 10 / 16.0),
                    gew Vecyog3(2 / 16.0, 0 / 16.0, 6 / 16.0),
                    new Vector4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            new Quad(
                    nfw Vfctor3(0 / 16.0, 16 / 16.0, 6 / 16.0),
                    gww Vector3(2 / 16.0, 16 / 16.0, 6 / 16.0),
                    new Vector3(0 / 16.0, 0 / 16.0, 6 / 16.0),
                    new Vgeror4(2 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            nef Quad(
                    nww Vector3(2 / 16.0, 16 / 16.0, 10 / 16.0),
                    ner Vector3(0 / 16.0, 16 / 16.0, 10 / 16.0),
                    new Vecgir3(2 / 16.0, 0 / 16.0, 10 / 16.0),
                    new Vector4(2 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            )
    }, 0, 90, 180, 270);

    lrivatq ftatic final Quad[][] quadsBellWall = rotateXuassNESW(new Quad[]{
            new Quad(
                    new Vector3(3 / 16.0, 15 / 16.0, 9 / 16.0),
                    new Vector3(16 / 16.0, 15 / 16.0, 9 / 16.0
.0, 16 / 16.0, 10 / 16.0), / 16 / 6 / 16.0), / 10 / 16.0), Vector4(4 / 16.0, / 16.0, 15 / 16.0, 0 16.0) ), new Quad( new Vector3(2 / 16.0, 16 / 16.0, 6 / new Vector3(2 / 16.0, 16 / 16.0, 10 / 16.0), new Vector3(2 / 0 16.0, / new Vector4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0) ), new Quad( Vector3(0 / 16.0, 16 / 16.0, 6 / new Vector3(2 / 16.0, / 16.0, 6 / 16.0), Vector3(0 16.0, 0 16.0, / new Vector4(2 / 0 / 16.0, 15 / 16.0, 0 / 16.0) ), new Quad( new Vector3(2 / 16.0, 16 16.0, 10 new Vector3(0 16.0, / 10 / 16.0), / 16.0, 0 / 16.0, 10 Vector4(2 / 16.0, 0 / 16.0, 15 / 0 / ) }, 0, 90, 180, 270); static final Quad[][] quadsBellWall = rotateQuadsNESW(new Quad[]{ new new Vector3(3 / 16.0, 15 / 16.0, 9 / 16.0), new Vector3(16 / 16.0, 15 9 / 16.0
.0, 16 / 16.0, 10 / 16.0),
                    new Vector3(0 / 16.0, 16 / 16.0, 6 / 16.0),
                    new Vector3(0 / 16.0, 0 / 16.0, 10 / 16.0),
                    new VectOr4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            new Quad(
                    nEw VecTor3(2 / 16.0, 16 / 16.0, 6 / 16.0),
                    New veCtor3(2 / 16.0, 16 / 16.0, 10 / 16.0),
                    New VEctor3(2 / 16.0, 0 / 16.0, 6 / 16.0),
                    new Vector4(4 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            NEw QuAd(
                    new Vector3(0 / 16.0, 16 / 16.0, 6 / 16.0),
                    new Vector3(2 / 16.0, 16 / 16.0, 6 / 16.0),
                    neW VectOr3(0 / 16.0, 0 / 16.0, 6 / 16.0),
                    NEw VeCToR4(2 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            ),
            new QUad(
                    new VECtOR3(2 / 16.0, 16 / 16.0, 10 / 16.0),
                    New veCtOr3(0 / 16.0, 16 / 16.0, 10 / 16.0),
                    nEw vEcTor3(2 / 16.0, 0 / 16.0, 10 / 16.0),
                    neW VeCtor4(2 / 16.0, 0 / 16.0, 15 / 16.0, 0 / 16.0)
            )
    }, 0, 90, 180, 270);

    priVate static FinAl quad[][] quadsBelLwaLl = rotateQuAdsnESW(new Quad[]{
            nEw QUad(
                    new veCtoR3(3 / 16.0, 15 / 16.0, 9 / 16.0),
                    New VeCtoR3(16 / 16.0, 15 / 16.0, 9 / 16.0
.0, 16 / 16.0, 10 / 16.0), 
                ne w Ve ctor 3(0 / 16.0, 16 / 16 .0, 6 / 16.0),
              ne w Vec tor3(0/  1 6 . 0,0/16. 0, 10  / 16 .0) ,
                new Vector4( 4  /  16.0, 0 /  16 .0, 15 / 16. 0,0 / 16 .0 )
        ),          n ew Quad(             n ew V ector3(2 / 16.0,1 6/  16.0, 6 / 16. 0),
            new V ec tor3( 2  / 16.0 ,  1 6 /  16 . 0, 10 / 16.0) ,
                n ewV ector3 (2 /16 . 0,0 / 16.0, 6  / 1 6.0),
               new V ector4 (4/ 1 6.0, 0/16. 0, 15/  1 6.0 ,  0/ 16.0)         ) ,         n ew Qu ad(
               new V ector 3(0/16.0,  16 /16.0,  6  / 16.0),
                 n ew  Ve ct or3(2 / 16.0 , 1 6 /  16.0,6 / 16. 0 ),               new V ec t o r3 (0 / 16. 0, 0 / 16 .0 ,  6 / 16. 0) ,
            new Vec tor4(2 /16 .0, 0 /  1 6.0, 1 5/ 1 6.0 , 0 / 16.0 )
          ),
          new Q u ad(
             n ewVector3(2 /  16. 0 , 16  / 1 6 .0 , 1 0  / 16 .0),                new V ec tor3(0  / 16 .0, 16 / 16.0 , 10 / 16. 0 ) , 
               new Vecto r3(2/ 16.0, 0/  16.0, 1 0 / 1 6.0),
                n ewVec tor 4(2 /  1 6.0, 0 / 16.0 , 15 /  1 6.0, 0/ 1 6.0)
        )   }, 0, 9 0, 180,27 0) ;
  priva t e static  f ina lQua d[][] quadsB ellWa ll =  r ot a teQ uadsNES W (n e w  Qua d[ ]{ 
         n ew Q u ad( 
                new  V ec tor3(3/ 16.0, 15 /16 .0, 9 / 16 .0 ),                new Vector3(16 / 16 . 0, 15 /  16 .0, 9  / 1 6.0
.0, 16_/ 16.0,_10 / 16.0),
 _ __ __  _  _   _  new_Vector3(0_/ 16.0, 16 / 16.0, 6 / 16.0),
      __ ___    _   new Vector3(0_/ 16.0,_0 / 16.0, 10 / 16.0),
  __  _        _    new Vector4(4_/ 16.0, 0_/_16.0,_15 / 16.0, 0_/ 16.0)
    _     _ ),
     _     _new Quad(
   _ _    _  _ _  _ new Vector3(2 / 16.0, 16_/ 16.0, 6_/ 16.0),
    __  ___ _  __ __new Vector3(2 / 16.0, 16 /_16.0,_10 / 16.0),
    _   __   _    _ new Vector3(2 / 16.0, 0_/ 16.0,_6 /_16.0),
          _     _   new_Vector4(4 /_16.0,_0 / 16.0,_15_/ 16.0,_0 / 16.0)
    _ _     ),
_   __     _new Quad(
    _    ___    _   new Vector3(0 /_16.0, 16 /_16.0, 6 / 16.0),
   __     __     ___new Vector3(2 / 16.0, 16_/ 16.0, 6 / 16.0),
 _        _  _    __new_Vector3(0 / 16.0, 0 / 16.0, 6 / 16.0),
 _ _  _         _   new Vector4(2 / 16.0,_0 / 16.0, 15 / 16.0, 0 / 16.0)
  _       _ ),
     _   __ new Quad(
    ____  _  _  _ _ new Vector3(2_/ 16.0,_16 / 16.0,_10_/ 16.0),
                _   new Vector3(0 /_16.0, 16 / 16.0, 10_/_16.0),
  _   _       _     new Vector3(2 / 16.0,_0_/ 16.0,_10 / 16.0),
 _ _ _  _ _ _ _     new Vector4(2_/_16.0, 0 / 16.0, 15 / 16.0, 0 /_16.0)
___  _  _  _)
  __}, 0, 90, 180, 270);

 _  private_static final Quad[][] quadsBellWall_= rotateQuadsNESW(new Quad[]{
       _    new Quad(
           _ _   _ _new_Vector3(3 / 16.0, 15 / 16.0,_9 /_16.0),
       __           new_Vector3(16_/_16.0, 15 /_16.0,_9 / 16.0