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tested:

  • polyton mesh consists of vertices (VV) and lines, not coupled/sorted
  • faces are implied, and calculated through looping vertices
  • line segmenting
  • polygon edge traversal, half-baked outline traversal

next:

  • group common functions (triangle area, w/ options eg. point/angle/line)
  • check color-picker common code
  • triangulation: anything other than 'ear picking'? also, check positive/negative degrees for concave polygons
  • decision to update 'area' and other 'calculations', register polygon to those updates

cHANGES IN Structure.. make the point array behave just like a linked map, since it's an array anyways edges (for ngon) are currently implemented as a matrix + key-value, sorted low-id <-> high-id point

computation practices should go in another file. eg, (single) polygon outline tracing

todo make all rendering text a type and check for collisions for all texts at runtime constructor (text, x, y) <---maybe add a relative reference point, so the supplementary line points away from the reference point n doesnt cross the point add_reference_point(x,y) if collide, use some indicator...

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