3/////////////////////////////////////////////////
5void PrimitiveShapeRender::load (
6 const Polygon<N>& polygon,
8 const sf::Color& color)
10 for (uint32_t i = 1; i < N + 1; i++) {
11 // get edge line and load it in render
12 const auto& p1 = polygon.points[i % N];
13 const auto& p2 = polygon.points[(i + 1) % N];
14 const auto& prev = polygon.points[i - 1];
15 const auto& next = polygon.points[(i + 2) % N];
16 computeConnectedLineMesh (
24/////////////////////////////////////////////////
26void PrimitiveShapeRender::loadFilled (
27 const Polygon<N>& polygon,
28 const sf::Color& color)
30 // triangulate by taking first point as slice center
31 const auto& sliceCenter = polygon.points[0];
32 for (uint32_t i = 1; i < (N - 1); i++) {
33 const auto& p1 = polygon.points[i];
34 const auto& p2 = polygon.points[i + 1];
35 computeTriangleVertices (p1, p2, sliceCenter, color);