private void LoadMesh(Mesh loadMesh)
{
Undo.RecordObject(this, "Load Mesh");
#if UNITY_EDITOR
if (loadMesh != null) {
verts = loadMesh.vertices.Select(x => new Vertex(spriteRenderer.transform.TransformPoint(x))).ToList();
/*
// TODO: Only distinct edges should be added, otherwise behavior is unknown
for(int i = 0; i < loadMesh.triangles.Length; i += 3) {
AddSegment(verts[loadMesh.triangles[i + 1]], verts[loadMesh.triangles[i]]);
AddSegment(verts[loadMesh.triangles[i + 2]], verts[loadMesh.triangles[i + 1]]);
AddSegment(verts[loadMesh.triangles[i]], verts[loadMesh.triangles[i + 2]]);
}*/
holes = new List<Vector2>();
EditorUtility.SetDirty(this);
}
#endif
}