public void CreateBuildings(List <Building> buildings, Vector3Double origin, Material DefaultMaterial, GameObject parent = null, bool WGSConvert = false, Dictionary <string, Material> materialmapping = null)
        {
            Materialmapping = materialmapping;
            wgsConvert      = WGSConvert;
            Defaultmaterial = DefaultMaterial;
            Origin          = origin;

            CreateBuildingsSlowly(buildings, parent);
        }
        private List <Vector3> CreateVectorlist(List <Vector3Double> vectors, Vector3Double origin)
        {
            List <Vector3> output = new List <Vector3>();
            Vector3        vect;

            for (int i = 0; i < vectors.Count; i++)
            {
                vect   = new Vector3();
                vect.x = (float)(vectors[i].x - origin.x);
                vect.y = (float)(vectors[i].z - origin.z);
                vect.z = (float)(vectors[i].y - origin.y);
                output.Add(vect);
            }

            output.Reverse();
            return(output);
        }