//Provide a point which is inside of the convex hull to make it easier to triangulate colinear points
        //And the triangles should be more "even", which can also be useful
        public static HashSet <Triangle2> PointsOnConvexHull(List <MyVector2> pointsOnConvexHull, MyVector2 insidePoint)
        {
            HashSet <Triangle2> triangles = TriangulateConvexHull.GetTriangles(pointsOnConvexHull, insidePoint);

            return(triangles);
        }
        //
        // Triangulate points on convex hull
        //

        //Input should always be a list with the points on the convex hull sorted in clockwise or counter-clockwise order
        //If you have colinear points, the algorithm will triangulate the entire area, but all points will not be
        //a part of the triangulation. But you can add the missing points if you want do, but at a performance cost
        public static HashSet <Triangle2> PointsOnConvexHull(List <MyVector2> pointsOnConvexHull, bool addColinearPoints)
        {
            HashSet <Triangle2> triangles = TriangulateConvexHull.GetTriangles(pointsOnConvexHull, addColinearPoints);

            return(triangles);
        }