public virtual bool Fill(int group_id = -1)
        {
            if (Loop.Vertices.Length < 3)
            {
                return(false);
            }

            // this just needs one triangle
            if (Loop.Vertices.Length == 3)
            {
                Index3i tri     = new Index3i(Loop.Vertices[0], Loop.Vertices[2], Loop.Vertices[1]);
                int     new_tid = Mesh.AppendTriangle(tri, group_id);
                if (new_tid < 0)
                {
                    return(false);
                }
                NewTriangles = new int[1] {
                    new_tid
                };
                NewVertex = DMesh3.InvalidID;
                return(true);
            }

            // [TODO] 4-case? could check nbr normals to figure out best internal edge...


            // compute centroid
            Vector3d c = Vector3d.Zero;

            for (int i = 0; i < Loop.Vertices.Length; ++i)
            {
                c += Mesh.GetVertex(Loop.Vertices[i]);
            }
            c *= 1.0 / Loop.Vertices.Length;

            // add centroid vtx
            NewVertex = Mesh.AppendVertex(c);

            // stitch triangles
            MeshEditor editor = new MeshEditor(Mesh);

            try {
                NewTriangles = editor.AddTriangleFan_OrderedVertexLoop(NewVertex, Loop.Vertices, group_id);
            } catch {
                NewTriangles = null;
            }

            // if fill failed, back out vertex-add
            if (NewTriangles == null)
            {
                Mesh.RemoveVertex(NewVertex, true, false);
                NewVertex = DMesh3.InvalidID;
                return(false);
            }
            else
            {
                return(true);
            }
        }