Change EdgeSet to use LinkedHashSet for better iteration, potentially.
Map polygon points to existing vertices to reduce unnecessary vertex duplication
Attempt to merge overlapping edges initially before doing anything else when simplifying
Use tree sets instead of priority queues for constant time poll
Split intersection calculation method into two separate methods
Rework which edges are actively within the scan zone to reduce the amount of edges to check when looking for intersections. This should help make the entire algorithm closer to O(nlogn)
Removed intersection classes
Added method to resolve only collinear edges around a vertex
Added method to resolve edge intersections directly from the edge, rather than the positive side
Added simple Y check to see if two edges can even intersect
Added method to calculate absolute vector
Added test plane by default to MeshingTest2(the plane viewer)
Properly determine the insertion edge when triangulation to avoid having to sort each vertex later
Synchronize the plane viewer to prevent incorrect index saving when switching planes too quickly
Use the shape instead of collision shape for summoned physics objects