/// <summary>
        ///     Crear meshes debug
        /// </summary>
        public void createDebugMeshes()
        {
            debugBoxes = new List <TgcBoxDebug>();

            for (var x = 0; x < grid.GetUpperBound(0); x++)
            {
                for (var y = 0; y < grid.GetUpperBound(1); y++)
                {
                    for (var z = 0; z < grid.GetUpperBound(2); z++)
                    {
                        var node = grid[x, y, z];
                        var box  = TgcBoxDebug.fromExtremes(node.BoundingBox.PMin, node.BoundingBox.PMax, Color.Red);

                        debugBoxes.Add(box);
                    }
                }
            }
        }
        /// <summary>
        ///     Construir caja debug
        /// </summary>
        private TgcBoxDebug createDebugBox(float boxLowerX, float boxLowerY, float boxLowerZ,
                                           float boxUpperX, float boxUpperY, float boxUpperZ, int step)
        {
            //Determinar color y grosor según profundidad
            Color c;
            float thickness;

            switch (step)
            {
            case 0:
                c         = Color.Red;
                thickness = 4f;
                break;

            case 1:
                c         = Color.Violet;
                thickness = 3f;
                break;

            case 2:
                c         = Color.Brown;
                thickness = 2f;
                break;

            case 3:
                c         = Color.Gold;
                thickness = 1f;
                break;

            default:
                c         = Color.Orange;
                thickness = 0.5f;
                break;
            }

            //Crear caja Debug
            var box = TgcBoxDebug.fromExtremes(
                new TGCVector3(boxLowerX, boxLowerY, boxLowerZ),
                new TGCVector3(boxUpperX, boxUpperY, boxUpperZ),
                c, thickness);

            return(box);
        }