/// <summary>
        /// Triagulate a polygon using the 'clipping ear' theorem
        /// see: http://www-cgrl.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/algorithm2.html
        /// </summary>
        /// <param name="p"></param>
        /// <returns></returns>
        public static Triangle[] Triangulate(Polygon p)
        {
            List<Triangle> triList = new List<Triangle>();

            // Make sure the points are ordered clockwise, else this method will fail
            List<Point2D> points = Point2D.SortPoints(true, Point2D.DeepCopy(p.points));

            // Search for an ear for as long as this polygon isn't reduced to a triangle itself
            while (points.Count > 3)
                for (int i = 0; i < points.Count; i++) {
                    Point2D p1 = points[i];
                    Point2D p2 = points[(i + 1) % points.Count];
                    Point2D p3 = points[(i + 2) % points.Count];
                    Triangle t;

                    if (Polygon.IsEar(p1, p2, p3, points, out t)) {
                        triList.Add(t);
                        break;
                    }
                }

            // Add the remaining 3 points as a triangle
            triList.Add(new Triangle(points[0], points[1], points[2]));

            return triList.ToArray();
        }
        public PolygonR(Polygon po)
        {
            PointF[] p = new PointF[po.Points.Length];

            for (int i = 0; i < po.Points.Length; i++) {
                p[i] = new PointF((float)po.Points[i].X, (float)po.Points[i].Y);
            }

            Points = p;
        }