/// <summary>
 /// Give it an entity and it'll create a BulletSharp.ConvexHullShape out of it
 /// </summary>
 /// <param name="ent">The entity to convert. It'll grab its mesh and use all of its submeshes</param>
 /// <param name="node">The node the entity is attached to. We aren't modifying it, but we'll use its transforms</param>
 /// <returns>A bullet trimesh</returns>
 public static ConvexHullShape ConvertToHull(Entity ent, SceneNode node)
 {
     return ConvertToHull(ent.GetMesh(), node._getDerivedPosition(), node._getDerivedOrientation(), node._getDerivedScale());
 }
 /// <summary>
 /// Give it an entity and it'll create a BulletSharp.TriangleMesh out of it
 /// </summary>
 /// <param name="ent">The entity to convert. It'll grab its mesh and use all of its submeshes</param>
 /// <param name="node">The node the entity is attached to. We aren't modifying it, but we'll use its transforms</param>
 /// <returns>A bullet trimesh</returns>
 public static TriangleMesh Convert(Entity ent, SceneNode node)
 {
     return Convert(ent.GetMesh(), node._getDerivedPosition(), node._getDerivedOrientation(), node._getDerivedScale());
 }