Refactor vertex poking
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+8
-8
@@ -73,19 +73,19 @@ polygon :: [Point2] -> Picture
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{-# INLINE polygon #-}
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polygon ps = map (f . zeroZ) $ polyToTris ps
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where
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f pos = Verx pos black PolyV 0 polyNum
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f pos = Verx pos black [] 0 polyNum
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polygonZ :: [Point2] -> Float -> Picture
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{-# INLINE polygonZ #-}
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polygonZ ps z = map (f . zeroZ) $ polyToTris ps
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where
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f pos = Verx pos black (PolyzV z) 0 polyzNum
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f pos = Verx pos black [z] 0 polyzNum
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polygonCol :: [(Point2,RGBA)] -> Picture
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{-# INLINE polygonCol #-}
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polygonCol vs = polyToTris $ map f vs
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where
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f (V2 x y,col) = Verx (V3 x y 0) col PolyV 0 polyNum
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f (V2 x y,col) = Verx (V3 x y 0) col [] 0 polyNum
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poly3 :: [Point3] -> Picture
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{-# INLINE poly3 #-}
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@@ -95,7 +95,7 @@ poly3Col :: [(Point3,RGBA)] -> Picture
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{-# INLINE poly3Col #-}
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poly3Col vs = map f $ polyToTris vs
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where
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f (pos,col) = Verx pos col PolyV 0 polyNum
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f (pos,col) = Verx pos col [] 0 polyNum
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-- note that much of work computing the width of the bezier curve is done here
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bezierQuad :: Color -> Color -> Float -> Float -> Point2 -> Point2 -> Point2 -> Picture
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@@ -134,7 +134,7 @@ bezierQuad cola colc ra rc a b c
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bzhelp :: [(Point2, Point4, Point2, Point2)] -> Picture
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bzhelp = map f
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where
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f (V2 x y,col,V2 a b,V2 c d) = Verx (V3 x y 0) col (BezV (V4 a b c d)) 0 bezNum
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f (V2 x y,col,V2 a b,V2 c d) = Verx (V3 x y 0) col [a,b,c,d] 0 bezNum
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-- given a one and two zeros of a linear function over x and y,
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-- determine the function
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@@ -215,7 +215,7 @@ circleSolidCol colC colE r = map f
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,( (V3 ( r) (-r) (0)), black)
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]
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where
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f (pos,col) = Verx pos col EllV 0 ellNum
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f (pos,col) = Verx pos col [] 0 ellNum
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circle :: Float -> Picture
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{-# INLINE circle #-}
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@@ -225,7 +225,7 @@ text :: String -> Picture
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{-# INLINE text #-}
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text s = map f $ stringToList s
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where
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f (pos,col,val) = Verx pos col (TextV val) 0 textNum
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f (pos,col,V2 a b) = Verx pos col [a,b] 0 textNum
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line :: [Point2] -> Picture
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{-# INLINE line #-}
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@@ -306,7 +306,7 @@ thickArcHelp startA endA rad wdth = map f
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(V2 xa ya) = rotateV startA (V2 rad 0)
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(V2 xb yb) = rotateV (0.5 * (startA + endA)) (V2 (rad * sqrt 2) (0))
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(V2 xc yc) = rotateV endA (V2 rad 0)
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f (pos,col,val) = Verx pos col (ArcV val) 0 arcNum
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f (pos,col,V3 a b c) = Verx pos col [a,b,c] 0 arcNum
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withAlpha :: Float -> RGBA -> RGBA
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{-# INLINE withAlpha #-}
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