/// <summary>
        /// Creates a NEW plane mesh
        /// </summary>
        /// <param name="x">Position X</param>
        /// <param name="y">Position Y</param>
        /// <param name="z">Position Z</param>
        /// <param name="width">Width in world units</param>
        /// <param name="depth">Depth in world units</param>
        /// <param name="segmentsX">Number of segments along the X axis</param>
        /// <param name="segmentsZ">Number of segments along the Z axis</param>
        /// <param name="rotation">Rotation of the vertices</param>
        /// <returns></returns>
        public Mesh CreatePlane(float x, float y, float z, float width, float depth, int segmentsX, int segmentsZ, Quaternion rotation)
        {
            int   verticeX = segmentsX + 1;
            int   verticeZ = segmentsZ + 1;
            float sx       = 1f / verticeX;
            float sz       = 1f / verticeZ;

            float[] vertices = new float[verticeX * verticeZ * 8];
            uint    index;
            Vector3 tmp;
            Mesh    mesh = new Mesh();

            for (int ix = 0; ix < verticeX; ix++)
            {
                for (int iz = 0; iz < verticeZ; iz++)
                {
                    index               = (uint)(ix * verticeZ + iz) * 8;
                    tmp                 = new Vector3(x + width * sx * ix * 2, 0, y + depth * sz * iz * 2);
                    tmp                 = Vector3.Transform(tmp, rotation);
                    tmp                += Vector3.Transform(Vector3.UnitY, rotation) * z;
                    vertices[index]     = tmp.X;
                    vertices[index + 1] = tmp.Y;
                    vertices[index + 2] = tmp.Z;
                    vertices[index + 3] = 0;
                    vertices[index + 4] = 1;
                    vertices[index + 5] = 0;
                    vertices[index + 6] = ix / (float)(verticeX - 1);
                    vertices[index + 7] = 1 - (iz / (float)(verticeZ - 1));
                }
            }
            uint[] indices = new uint[(segmentsX) * (segmentsZ) * 6];
            uint   vIndex;

            for (uint ix = 0; ix < segmentsX; ix++)
            {
                for (uint iz = 0; iz < segmentsZ; iz++)
                {
                    index              = (uint)(ix * segmentsZ + iz) * 8;
                    vIndex             = (uint)((ix * verticeZ + iz) * 3);
                    indices[index]     = vIndex;
                    indices[index + 1] = vIndex + 1;
                    indices[index + 2] = (uint)(vIndex + verticeZ);
                    indices[index + 3] = (uint)(vIndex + verticeZ);
                    indices[index + 4] = vIndex + 1;
                    indices[index + 5] = (uint)(vIndex + verticeZ + 1);
                }
            }
            Mesh.Attribute att = new Mesh.Attribute(vertices);
            att.SetDrawHints(new AttributeHint("_pos", 3, 8, 0, false), new AttributeHint("_normal", 3, 8, 3, true), new AttributeHint("_texCoord", 2, 8, 6, false));
            mesh.Attributes.Add("Vertex", att);
            mesh.SetIndices(indices);
            return(mesh);
        }
        /// <summary>
        /// Creates a NEW cube mesh
        /// </summary>
        /// <param name="size">Size in world units</param>
        /// <returns></returns>
        private Mesh CreateCube(Vector3 size)
        {
            Mesh mesh = new Mesh();

            float[] vertices = new float[] {
                //front
                0, 0, 0, 0, 0, -1, 0, 0,
                0, +size.Y, 0, 0, 0, -1, 0, 1,
                +size.X, 0, 0, 0, 0, -1, 1, 0,
                +size.X, 0, 0, 0, 0, -1, 1, 0,
                0, +size.Y, 0, 0, 0, -1, 0, 1,
                +size.X, +size.Y, 0, 0, 0, -1, 1, 1,
                //back
                +size.X, 0, +size.Z, 0, 0, 1, 0, 0,
                +size.X, +size.Y, +size.Z, 0, 0, 1, 0, 1,
                0, 0, +size.Z, 0, 0, 1, 1, 0,
                0, 0, +size.Z, 0, 0, 1, 1, 0,
                +size.X, +size.Y, +size.Z, 0, 0, 1, 0, 1,
                0, +size.Y, +size.Z, 0, 0, 1, 1, 1,
                //top
                0, +size.Y, 0, 0, 1, 0, 0, 0,
                0, +size.Y, +size.Z, 0, 1, 0, 0, 1,
                +size.X, +size.Y, 0, 0, 1, 0, 1, 0,
                +size.X, +size.Y, 0, 0, 1, 0, 1, 0,
                0, +size.Y, +size.Z, 0, 1, 0, 0, 1,
                +size.X, +size.Y, +size.Z, 0, 1, 0, 1, 1,
                //bottom
                0, 0, +size.Z, 0, -1, 0, 0, 0,
                0, 0, 0, 0, -1, 0, 0, 1,
                +size.X, 0, +size.Z, 0, -1, 0, 1, 0,
                +size.X, 0, +size.Z, 0, -1, 0, 1, 0,
                0, 0, 0, 0, -1, 0, 0, 1,
                +size.X, 0, 0, 0, -1, 0, 1, 1,
                //left
                0, 0, +size.Z, -1, 0, 0, 0, 0,
                0, +size.Y, +size.Z, -1, 0, 0, 0, 1,
                0, 0, 0, -1, 0, 0, 1, 0,
                0, 0, 0, -1, 0, 0, 1, 0,
                0, +size.Y, +size.Z, -1, 0, 0, 0, 1,
                0, +size.Y, 0, -1, 0, 0, 1, 1,
                //right
                +size.X, 0, 0, 1, 0, 0, 0, 0,
                +size.X, +size.Y, 0, 1, 0, 0, 0, 1,
                +size.X, 0, +size.Z, 1, 0, 0, 1, 0,
                +size.X, 0, +size.Z, 1, 0, 0, 1, 0,
                +size.X, +size.Y, 0, 1, 0, 0, 0, 1,
                +size.X, +size.Y, +size.Z, 1, 0, 0, 1, 1
            };

            /*size *= 0.5f;
             * Mesh mesh = new Mesh();
             * float[] vertices = new float[] {
             *       - size.X,  - size.Y,  - size.Z, -1, -1, -1, 0, 0, //0
             + size.X,  - size.Y,  - size.Z,  1, -1, -1, 1, 0, //1
             +       - size.X,  + size.Y,  - size.Z, -1,  1, -1, 0, 1, //2
             + size.X,  + size.Y,  - size.Z,  1,  1, -1, 1, 1, //3
             +       - size.X,  - size.Y,  + size.Z, -1, -1,  1, 0, 1, //4
             + size.X,  - size.Y,  + size.Z,  1, -1,  1, 1, 1, //5
             +       - size.X,  + size.Y,  + size.Z, -1,  1,  1, 0, 0, //6
             + size.X,  + size.Y,  + size.Z,  1,  1,  1, 1, 0,//7
             + };*/
            Mesh.Attribute att = new Mesh.Attribute(vertices);
            att.SetDrawHints(new AttributeHint("_pos", 3, 8, 0, false), new AttributeHint("_normal", 3, 8, 3, true), new AttributeHint("_texCoord", 2, 8, 6, false));
            //mesh.SetVertices(vertices);
            uint[] indices = new uint[] {
                0, 2, 1, 1, 2, 3,           //front
                6, 4, 7, 7, 4, 5,           //back
                2, 6, 3, 3, 6, 7,           //top
                4, 0, 5, 5, 0, 1,           //bottom
                0, 4, 2, 2, 4, 6,           //left
                5, 1, 7, 7, 1, 3            //right
            };
            //mesh.SetIndices(indices);
            //mesh.SetDrawHints(new VertexObjectDrawHint("pos", 3, 6, 0, false));
            mesh.Attributes.Add("Vertex", att);
            return(mesh);
        }