/// <summary> /// Add a new vertex to the mesh /// </summary> /// <param name="pt"></param> /// <returns>The new vertex index</returns> /// <remarks>The returned vertex indices should be sequential</remarks> public override int AddVertex(Vector pt) { _Vertices.Add(ToUnity.Convert(pt)); return(_Vertices.Count - 1); }
/// <summary> /// Convert this Nucleus Vector to a 3D Unity equivalent /// </summary> /// <param name="v"></param> /// <returns></returns> /// <remarks>Shortcut to ToUnity.Convert</remarks> public static U.Vector3 ToUnityVector3(this Vector v) { return(ToUnity.Convert(v)); }