General information about the Quickhull algorithm: Dirk Gregorius. March 2014, Game Developers Conference: [link:http://media.steampowered.com/apps/valve/2014/DirkGregorius_ImplementingQuickHull.pdf Implementing QuickHull].
[page:Vertex vertex] - The vetex to remove.<br/><br/>
[page:Face face] - The target face.<br/><br/>
<div>Removes a vertex from the 'assigned' list of vertices and from the given face. It also makes sure that the link from 'face' to the first vertex it sees in 'assigned' is linked correctly after the removal.</div>
[page:Vector3 eyePoint] - The 3D-coordinates of a point.<br/><br/>
[page:HalfEdge crossEdge] - The edge used to jump to the current face.<br/><br/>
[page:Face face] - The current face being tested.<br/><br/>
[page:Array horizon] - The edges that form part of the horizon in CCW order.<br/><br/>
<div>Computes a chain of half edges in CCW order called the 'horizon'. For an edge to be part of the horizon it must join a face that can see 'eyePoint' and a face that cannot see 'eyePoint'.</div>
[page:Vertex eyeVertex] - The vertex that is added to the hull.<br/><br/>
<div>Adds a vertex to the hull with the following algorithm
<ul>
<li>Compute the 'horizon' which is a chain of half edges. For an edge to belong to this group it must be the edge connecting a face that can see 'eyeVertex' and a face which cannot see 'eyeVertex'.</li>
<li>All the faces that can see 'eyeVertex' have its visible vertices removed from the assigned vertex list.</li>
<li>A new set of faces is created with each edge of the 'horizon' and 'eyeVertex'. Each face is connected with the opposite horizon face and the face on the left/right.</li>
<li>The vertices removed from all the visible faces are assigned to the new faces if possible.</li>
</ul>
</div>
<h3>[method:QuickHull3 cleanup]()</h3>
<div>Cleans up internal properties after computing the convex hull.</div>
<h3>[method:QuickHull3 compute]()</h3>
<div>Starts the execution of the quick hull algorithm.</div>