//  Model will be scaled/translated to fit voxel map size (X, Y and Z)
        MyVoxelImport(MyVoxelMap voxelMap, MyModelObj model, MyVoxelImportOptions importOptions)
        {
            //  Load model, get triangles
            LoadModel(model);

            //  Rescale the model so it fits voxelMap (three directions!!!)
            RescaleModel(voxelMap, importOptions);

            //  Fill lookup array with triangles located at specified voxel positions. Array is 2D.
            FillTrianglesLookup(voxelMap);

            //  Create XZ map where every voxel center gets list of triangles that lie on its Y line
            //      Do this by iterating over all triangles and making references to them from XZ map
            Import(voxelMap);
        }
        void LoadModel(MyModelObj model)
        {
            m_minCoord = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
            m_maxCoord = new Vector3(float.MinValue, float.MinValue, float.MinValue);

            Vector3[] vertices = model.Vertexes.ToArray();
            MyTriangleVertexIndices[] triangles = model.Triangles.ToArray();
            m_triangles = new List<MyImportTriangle>(triangles.Length);

            for (int i = 0; i < triangles.Length; i++)
            {
                Vector3 vertex0 = vertices[triangles[i].I0];
                Vector3 vertex1 = vertices[triangles[i].I1];
                Vector3 vertex2 = vertices[triangles[i].I2];

                MyImportTriangle triangle = new MyImportTriangle(vertex0, vertex1, vertex2);
                //  Ignore triangles that lie in XZ plane
                if (triangle.Normal.Y != 0)
                {
                    m_triangles.Add(triangle);
                    CheckMinMaxCoords(vertex0);
                    CheckMinMaxCoords(vertex1);
                    CheckMinMaxCoords(vertex2);
                }
            }
        }
 //  Use this static method do one-time import of a voxel map
 public static void Run(MyVoxelMap voxelMap, MyModelObj model, MyVoxelImportOptions importOptions)
 {
     MyVoxelImport voxelMapImport = new MyVoxelImport(voxelMap, model, importOptions);
 }