void CL_DelauneyTriangulator_Generic::triangulate()
{
	// Order vertices:

	std::vector<CL_DelauneyTriangulator_Vertex *> vertices;
	create_ordered_vertex_list(vertices);

	// Calculate super triangle:

	CL_DelauneyTriangulator_Vertex super_A;
	CL_DelauneyTriangulator_Vertex super_B;
	CL_DelauneyTriangulator_Vertex super_C;
	CL_DelauneyTriangulator_Triangle super_triangle;
	super_triangle.vertex_A = &super_A;
	super_triangle.vertex_B = &super_B;
	super_triangle.vertex_C = &super_C;
	calculate_supertriangle(vertices, super_triangle);

	// Perform delauney triangulation:

	perform_delauney_triangulation(vertices, super_triangle, triangles);
}
void OutlineTriangulator_Impl::triangulate()
{
	// Order vertices:
	std::vector<OutlineTriangulator_Vertex *> vertices;
	create_ordered_vertex_list(vertices);

	// 1.  Create initial triangulation:
	DelauneyTriangulator delauney;
	std::vector<OutlineTriangulator_Vertex *>::size_type index_vertices, num_vertices;
	num_vertices = vertices.size();
	for (index_vertices = 0; index_vertices < num_vertices; index_vertices++)
	{
		vertices[index_vertices]->num_triangles = 0;
		vertices[index_vertices]->extra = 0;
		vertices[index_vertices]->triangles = nullptr;

		delauney.add_vertex(
			vertices[index_vertices]->x,
			vertices[index_vertices]->y,
			vertices[index_vertices]);
	}
	delauney.generate();

	// 2.  Link triangles to vertices:

	const std::vector<DelauneyTriangulator_Triangle> &triangles = delauney.get_triangles();

	std::vector<DelauneyTriangulator_Triangle>::size_type index_triangles, num_triangles;
	num_triangles = triangles.size();
	for (index_triangles = 0; index_triangles < num_triangles; index_triangles++)
	{
		OutlineTriangulator_Vertex *data_A = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_A->data;
		OutlineTriangulator_Vertex *data_B = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_B->data;
		OutlineTriangulator_Vertex *data_C = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_C->data;
		data_A->num_triangles++;
		data_B->num_triangles++;
		data_C->num_triangles++;
	}

	auto links = new DelauneyTriangulator_Triangle const *[num_triangles];
	int pos = 0;
	for (index_vertices = 0; index_vertices < num_vertices; index_vertices++)
	{
		vertices[index_vertices]->data = links+pos;
		pos += vertices[index_vertices]->num_triangles;
		vertices[index_vertices]->num_triangles = 0;
	}

	for (index_triangles = 0; index_triangles < num_triangles; index_triangles++)
	{
		OutlineTriangulator_Vertex *data_A = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_A->data;
		OutlineTriangulator_Vertex *data_B = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_B->data;
		OutlineTriangulator_Vertex *data_C = (OutlineTriangulator_Vertex *) triangles[index_triangles].vertex_C->data;
		data_A->triangles[data_A->num_triangles++] = &triangles[index_triangles];
		data_B->triangles[data_B->num_triangles++] = &triangles[index_triangles];
		data_C->triangles[data_C->num_triangles++] = &triangles[index_triangles];
	}

	// 3.  Walk contours. Check if any triangles intersect with each line segment.
	// 3a. Add each triangle's point that intersect to vertex buffer.
	// 3b. Divide vertices into two lists, one for left and one for right side of line segment.
	// 3c. Delauney triangulate each point list.
	// 3d. Update links to include new triangles.
	// 3e. Add the resulting triangles to triangles list.

	std::list<DelauneyTriangulator_Triangle const *> final_triangles;
	for (index_triangles = 0; index_triangles < num_triangles; index_triangles++)
		final_triangles.push_back(&triangles[index_triangles]);

	std::vector<DelauneyTriangulator_Triangle const **> added_links;
	std::vector<DelauneyTriangulator> extra_triangulations;

	std::vector<OutlineTriangulator_Polygon>::size_type index_polygons, num_polygons;
	num_polygons = polygons.size();
	for (index_polygons = 0; index_polygons < num_polygons; index_polygons++)
	{
		OutlineTriangulator_Polygon &cur_poly = polygons[index_polygons];
		std::vector<OutlineTriangulator_Contour>::size_type index_contours, num_contours;
		num_contours = cur_poly.contours.size();
		for (index_contours = 0; index_contours < num_contours; index_contours++)
		{
			OutlineTriangulator_Contour &cur_contour = cur_poly.contours[index_contours];
			std::vector<OutlineTriangulator_Vertex>::size_type index_vertices, num_vertices;
			num_vertices = cur_contour.vertices.size();
			for (index_vertices = 1; index_vertices < num_vertices; index_vertices++)
			{
				OutlineTriangulator_Vertex *vertex_1 = &cur_contour.vertices[index_vertices-1];
				OutlineTriangulator_Vertex *vertex_2 = &cur_contour.vertices[index_vertices];
				OutlineTriangulator_Collision collision = find_colliding_triangles(vertex_1, vertex_2);
				if (collision.triangles.empty())
					continue;

				std::vector<OutlineTriangulator_Vertex *>::size_type index_points, num_points;

				// Triangulate left and right sides:

				DelauneyTriangulator delauney_first;
				num_points = collision.first.size();
				for (index_points = 0; index_points < num_points; index_points++)
				{
					delauney.add_vertex(
						collision.first[index_points]->x,
						collision.first[index_points]->y,
						collision.first[index_points]);
				}
				delauney_first.generate();

				DelauneyTriangulator delauney_second;
				num_points = collision.second.size();
				for (index_points = 0; index_points < num_points; index_points++)
				{
					delauney.add_vertex(
						collision.second[index_points]->x,
						collision.second[index_points]->y,
						collision.second[index_points]);
				}
				delauney_second.generate();

				extra_triangulations.push_back(delauney_first);
				extra_triangulations.push_back(delauney_second);

				// Remove old triangles:

				std::vector<DelauneyTriangulator_Triangle *>::size_type index_old_triangles, size_old_triangles;
				size_old_triangles = collision.triangles.size();
				for (index_old_triangles = 0; index_old_triangles < size_old_triangles; index_old_triangles++)
				{
					remove_triangle(collision.triangles[index_old_triangles]);
					final_triangles.remove(collision.triangles[index_old_triangles]);
				}

				// Add new triangles:

				DelauneyTriangulator_Triangle const **new_links = add_triangles(delauney_first, delauney_second);
				added_links.push_back(new_links);

				const std::vector<DelauneyTriangulator_Triangle> &triangles1 = delauney_first.get_triangles();
				const std::vector<DelauneyTriangulator_Triangle> &triangles2 = delauney_second.get_triangles();
				std::vector<DelauneyTriangulator_Triangle>::size_type index_triangles, num_triangles1, num_triangles2;
				num_triangles1 = triangles1.size();
				num_triangles2 = triangles2.size();
				for (index_triangles = 0; index_triangles < num_triangles1; index_triangles++)
					final_triangles.push_back(&triangles1[index_triangles]);
				for (index_triangles = 0; index_triangles < num_triangles2; index_triangles++)
					final_triangles.push_back(&triangles2[index_triangles]);
			}
		}
	}

	// 4. Remove outside and hole triangles.

	// 5. Clean up:

	delete[] links;
	std::vector<DelauneyTriangulator_Triangle const **>::size_type index_added_links, size_added_links;
	size_added_links = added_links.size();
	for (index_added_links = 0; index_added_links < size_added_links; index_added_links++)
	{
		delete[] added_links[index_added_links];
	}

	// 6. Generate final list:



}