private IEnumerator GenerateHull(HashSet <MyVector3> points, HalfEdgeData3 convexHull)
    {
        //PAUSE FOR VISUALIZATION
        //Display what we have so far
        controller.DisplayMeshMain(convexHull.faces);
        controller.HideAllVisiblePoints(convexHull.verts);

        yield return(new WaitForSeconds(10f));


        //Add all other points one-by-one
        List <MyVector3> pointsToAdd = new List <MyVector3>(points);

        foreach (MyVector3 p in pointsToAdd)
        {
            //Is this point within the tetrahedron
            bool isWithinHull = _Intersections.PointWithinConvexHull(p, convexHull);

            if (isWithinHull)
            {
                points.Remove(p);

                controller.HideVisiblePoint(p);

                continue;
            }


            //PAUSE FOR VISUALIZATION
            //Display active point
            controller.DisplayActivePoint(p);

            //Rotate camera to this point
            //Important to turn this vector to 2d
            Vector3 unity_pos = controller.normalizer.UnNormalize(p).ToVector3();

            controller.cameraScript.SetWantedHeight(unity_pos.y);

            unity_pos.y = 0f;

            controller.cameraScript.SetWantedDirection((Vector3.zero - unity_pos).normalized);

            yield return(new WaitForSeconds(2f));


            //Find visible triangles and edges on the border between the visible and invisible triangles
            HashSet <HalfEdgeFace3> visibleTriangles = null;
            HashSet <HalfEdge3>     borderEdges      = null;

            IterativeHullAlgorithm3D.FindVisibleTrianglesAndBorderEdgesFromPoint(p, convexHull, out visibleTriangles, out borderEdges);

            //Remove all visible triangles
            foreach (HalfEdgeFace3 triangle in visibleTriangles)
            {
                convexHull.DeleteFace(triangle);
            }


            //PAUSE FOR VISUALIZATION
            //For visualization purposes we now need to create two meshes and then remove the triangles again
            controller.DisplayMeshMain(convexHull.faces);
            controller.DisplayMeshOther(visibleTriangles);
            controller.HideAllVisiblePoints(convexHull.verts);

            yield return(new WaitForSeconds(2f));


            //PAUSE FOR VISUALIZATION
            //Remove all now visible triangles that forms the hole
            List <HalfEdgeFace3> visibleTrianglesList = new List <HalfEdgeFace3>(visibleTriangles);

            for (int i = 0; i < visibleTrianglesList.Count; i++)
            {
                visibleTriangles.Remove(visibleTrianglesList[i]);

                controller.DisplayMeshOther(visibleTriangles);

                yield return(new WaitForSeconds(0.5f));
            }


            //Save all ned edges so we can connect them with an opposite edge
            //To make it faster you can use the ideas in the Valve paper to get a sorted list of newEdges
            HashSet <HalfEdge3> newEdges = new HashSet <HalfEdge3>();

            foreach (HalfEdge3 borderEdge in borderEdges)
            {
                //Each edge is point TO a vertex
                MyVector3 p1 = borderEdge.prevEdge.v.position;
                MyVector3 p2 = borderEdge.v.position;

                //The border edge belongs to a triangle which is invisible
                //Because triangles are oriented clockwise, we have to add the vertices in the other direction
                //to build a new triangle with the point
                HalfEdgeFace3 newTriangle = convexHull.AddTriangle(p2, p1, p);


                //PAUSE FOR VISUALIZATION
                controller.DisplayMeshMain(convexHull.faces);

                yield return(new WaitForSeconds(0.5f));


                //Connect the new triangle with the opposite edge on the border
                //When we create the face we give it a reference edge which goes to p2
                //So the edge we want to connect is the next edge
                HalfEdge3 edgeToConnect = newTriangle.edge.nextEdge;

                edgeToConnect.oppositeEdge = borderEdge;
                borderEdge.oppositeEdge    = edgeToConnect;

                //Two edges are still not connected, so save those
                HalfEdge3 e1 = newTriangle.edge;
                //HalfEdge3 e2 = newTriangle.edge.nextEdge;
                HalfEdge3 e3 = newTriangle.edge.nextEdge.nextEdge;

                newEdges.Add(e1);
                //newEdges.Add(e2);
                newEdges.Add(e3);
            }


            //Two edges in each triangle are still not connected with an opposite edge
            foreach (HalfEdge3 e in newEdges)
            {
                if (e.oppositeEdge != null)
                {
                    continue;
                }

                convexHull.TryFindOppositeEdge(e, newEdges);
            }


            //PAUSE FOR VISUALIZATION
            //controller.DisplayMeshMain(convexHull.faces);

            //yield return new WaitForSeconds(2f);
            controller.HideVisiblePoint(p);
        }


        controller.HideActivePoint();

        controller.cameraScript.SetWantedDirection(Vector3.zero);
        controller.cameraScript.SetWantedHeight(0f);

        //controller.DisplayMeshMain(convexHull.faces);

        //yield return new WaitForSeconds(5f);


        yield return(null);
    }
    private IEnumerator QEMLoop(HalfEdgeData3 halfEdgeMeshData, Heap <QEM_Edge> sorted_QEM_edges, Dictionary <MyVector3, Matrix4x4> qMatrices, Dictionary <HalfEdge3, QEM_Edge> halfEdge_QEM_Lookup, int maxEdgesToContract, float maxError, bool normalizeTriangles = false)
    {
        //PAUSE FOR VISUALIZATION
        //Display what we have so far
        controller.DisplayMeshMain(halfEdgeMeshData.faces);

        controller.displayStuffUI.text = "Triangles: " + halfEdgeMeshData.faces.Count.ToString();

        yield return(new WaitForSeconds(5f));


        //
        // Start contracting edges
        //

        //For each edge we want to remove
        for (int i = 0; i < maxEdgesToContract; i++)
        {
            //Check that we can simplify the mesh
            //The smallest mesh we can have is a tetrahedron with 4 faces, itherwise we get a flat triangle
            if (halfEdgeMeshData.faces.Count <= 4)
            {
                Debug.Log($"Cant contract more than {i} edges");

                break;
            }


            //
            // Remove the pair (v1,v2) of the least cost and contract the pair
            //

            //timer.Start();

            QEM_Edge smallestErrorEdge = sorted_QEM_edges.RemoveFirst();

            //This means an edge in this face has already been contracted
            //We are never removing edges from the heap after contracting and edges,
            //so we do it this way for now, which is maybe better?
            if (smallestErrorEdge.halfEdge.face == null)
            {
                //This edge wasn't contracted so don't add it to iteration
                i -= 1;

                continue;
            }

            if (smallestErrorEdge.qem > maxError)
            {
                Debug.Log($"Cant contract more than {i} edges because reached max error");

                break;
            }

            //timer.Stop();


            //timer.Start();

            //Get the half-edge we want to contract
            HalfEdge3 edgeToContract = smallestErrorEdge.halfEdge;

            //Need to save the endpoints so we can remove the old Q matrices from the pos-matrix lookup table
            Edge3 contractedEdgeEndpoints = new Edge3(edgeToContract.prevEdge.v.position, edgeToContract.v.position);

            //Contract edge
            HashSet <HalfEdge3> edgesPointingToNewVertex = halfEdgeMeshData.ContractTriangleHalfEdge(edgeToContract, smallestErrorEdge.mergePosition);

            //timer.Stop();



            //
            // Remove all QEM_edges that belonged to the faces we contracted
            //

            //This is not needed if we check if an edge in the triangle has already been contracted

            /*
             * //timer.Start();
             *
             * //This edge doesnt exist anymore, so remove it from the lookup
             * halfEdge_QEM_Lookup.Remove(edgeToContract);
             *
             * //Remove the two edges that were a part of the triangle of the edge we contracted
             * RemoveHalfEdgeFromQEMEdges(edgeToContract.nextEdge, QEM_edges, halfEdge_QEM_Lookup);
             * RemoveHalfEdgeFromQEMEdges(edgeToContract.nextEdge.nextEdge, QEM_edges, halfEdge_QEM_Lookup);
             *
             * //Remove the three edges belonging to the triangle on the opposite side of the edge we contracted
             * //If there was an opposite side...
             * if (edgeToContract.oppositeEdge != null)
             * {
             *  HalfEdge3 oppositeEdge = edgeToContract.oppositeEdge;
             *
             *  RemoveHalfEdgeFromQEMEdges(oppositeEdge, QEM_edges, halfEdge_QEM_Lookup);
             *  RemoveHalfEdgeFromQEMEdges(oppositeEdge.nextEdge, QEM_edges, halfEdge_QEM_Lookup);
             *  RemoveHalfEdgeFromQEMEdges(oppositeEdge.nextEdge.nextEdge, QEM_edges, halfEdge_QEM_Lookup);
             * }
             * //timer.Stop();
             */

            //Remove the edges start and end vertices from the pos-matrix lookup table
            qMatrices.Remove(contractedEdgeEndpoints.p1);
            qMatrices.Remove(contractedEdgeEndpoints.p2);
            //timer.Stop();



            //
            // Update all QEM_edges that is now connected with the new contracted vertex because their errors have changed
            //

            //The contracted position has a new Q matrix
            Matrix4x4 QNew = MeshSimplification_QEM.CalculateQMatrix(edgesPointingToNewVertex, normalizeTriangles);

            //Add the Q matrix to the pos-matrix lookup table
            qMatrices.Add(smallestErrorEdge.mergePosition, QNew);


            //Update the error of the QEM_edges of the edges that pointed to and from one of the two old Q matrices
            //Those edges are the same edges that points to the new vertex and goes from the new vertex
            //timer.Start();
            foreach (HalfEdge3 edgeToV in edgesPointingToNewVertex)
            {
                //The edge going from the new vertex is the next edge of the edge going to the vertex
                HalfEdge3 edgeFromV = edgeToV.nextEdge;


                //To
                QEM_Edge QEM_edgeToV = halfEdge_QEM_Lookup[edgeToV];

                Edge3 edgeToV_endPoints = QEM_edgeToV.GetEdgeEndPoints();

                Matrix4x4 Q1_edgeToV = qMatrices[edgeToV_endPoints.p1];
                Matrix4x4 Q2_edgeToV = QNew;

                QEM_edgeToV.UpdateEdge(edgeToV, Q1_edgeToV, Q2_edgeToV);

                sorted_QEM_edges.UpdateItem(QEM_edgeToV);


                //From
                QEM_Edge QEM_edgeFromV = halfEdge_QEM_Lookup[edgeFromV];

                Edge3 edgeFromV_endPoints = QEM_edgeFromV.GetEdgeEndPoints();

                Matrix4x4 Q1_edgeFromV = QNew;
                Matrix4x4 Q2_edgeFromV = qMatrices[edgeFromV_endPoints.p2];

                QEM_edgeFromV.UpdateEdge(edgeFromV, Q1_edgeFromV, Q2_edgeFromV);

                sorted_QEM_edges.UpdateItem(QEM_edgeFromV);
            }
            //timer.Stop();



            //PAUSE FOR VISUALIZATION
            //Display what we have so far
            controller.DisplayMeshMain(halfEdgeMeshData.faces);

            controller.displayStuffUI.text = "Triangles: " + halfEdgeMeshData.faces.Count.ToString();

            yield return(new WaitForSeconds(0.02f));
        }
    }