void FixedUpdate()
 {
     PhysicsSpherical.FixedUpdate();
 }
    void Update()
    {
        if ((Input.GetMouseButton(0) || Input.GetMouseButton(1)) && Time.time > nextAction)
        {
            nextAction = Time.time + Globals.actionRate;
            RaycastHitSpherical hit;
            if (PhysicsSpherical.Raycast(trans.lookRay, out hit, Mathf.PI))
            {
                Polytope poly = hit.collider.GetComponent <Polytope>();
                if (poly != null)
                {
                    poly.Clicked(Input.GetMouseButton(0), Input.GetMouseButton(1), hit.triangleIndex, solidType);
                }
            }
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }

        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            solidType = (Solid)0;
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            solidType = (Solid)1;
        }

        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            solidType = (Solid)2;
        }

        if (Input.GetKeyDown(KeyCode.Alpha4))
        {
            solidType = (Solid)3;
        }

        if (Input.GetKeyDown(KeyCode.Alpha5))
        {
            solidType = (Solid)4;
        }

        if (Input.GetKeyDown(KeyCode.F1))
        {
            Polytope poly = FindObjectOfType <Polytope>();
            showEdges           = !showEdges;
            poly.updateMeshFlag = true;
            if (showEdges)
            {
                foreach (Edge e in poly.edges)
                {
                    e.contents = Solid.Black;
                }
            }
            else
            {
                foreach (Edge e in poly.edges)
                {
                    e.contents = Solid.Empty;
                }
            }
        }

        if (Input.GetKeyDown(KeyCode.Equals))
        {
            SceneManager.LoadScene(2);
        }

        if (Input.GetKeyDown(KeyCode.Minus))
        {
            SceneManager.LoadScene(1);
        }

        if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            SceneManager.LoadScene(0);
        }
    }