using System.Collections; using MIConvexHull; using Unity.Mathematics; using static Unity.Mathematics.math; public class Vertex3 : IVertex { public float[] Position => new[] {StoredPosition.x, StoredPosition.y}; public float3 StoredPosition; public Vertex3(float x, float y, float z) { StoredPosition = float3(x, y, z); } public Vertex3(float3 pos) { StoredPosition = pos; } public float3 ToFloat3() { return StoredPosition; } public float Distance(Vertex3 v) { return length(StoredPosition-v.StoredPosition); } }