function delaunay_triangulation(points, polygons = noone) { if(array_length(points) < 3) return []; var super_triangle = _create_super_triangle(points); var triangles = []; array_push(triangles, super_triangle); for (var i = 0; i < array_length(points); i++) { var _point = points[i]; var bad_triangles = []; for (var j = 0; j < array_length(triangles); j++) { var _triangle = triangles[j]; if (_point_in_circumcircle(_point, _triangle)) array_push(bad_triangles, _triangle); } var polygon = _find_polygon_edges(bad_triangles); for (var j = 0; j < array_length(bad_triangles); j++) array_remove_triangles(triangles, bad_triangles[j]); for (var j = 0; j < array_length(polygon); j += 2) { var new_triangle = [ _point, polygon[j], polygon[j + 1] ]; array_push(triangles, new_triangle); } } for (var i = array_length(triangles) - 1; i >= 0; i--) { var _triangle = triangles[i]; if (_shares_vertex(super_triangle, _triangle) || (polygons != noone && !delaunay_triangle_in_polygon(polygons, _triangle))) array_delete(triangles, i, 1); } return triangles; }