using System; using System.Collections; using MIConvexHull; using Unity.Mathematics; using static Unity.Mathematics.math; public class Vertex2 : IVertex { public float[] Position => new[] {StoredPosition.x, StoredPosition.y}; public float2 StoredPosition; public float x { get { return StoredPosition.x; } } public float y { get { return StoredPosition.y; } } public Vertex2(float x, float y) { StoredPosition = float2(x, y); } public Vertex2(float2 pos) { StoredPosition = pos; } public float2 ToFloat2() { return StoredPosition; } public float Distance(Vertex2 v) { return length(StoredPosition-v.StoredPosition); } }