If you were to draw the lines from BoxF2D's line enumerator they form a bow-tie and not a box. Perhaps a rearrangement of BoxF2D.Corners? To make it a consistent winding?
Current order:
[1][3]
[0][2]
When BoxF2D's line enumerator looks like this:
lines.Add (new LineF2D (this.Corners [0], this.Corners [1], true));
lines.Add (new LineF2D (this.Corners [1], this.Corners [2], true));
lines.Add (new LineF2D (this.Corners [2], this.Corners [3], true));
lines.Add (new LineF2D (this.Corners [3], this.Corners [0], true));
You get a bow tie result rather than a box.
Perhaps should be:
[1][2]
[0][3]
Maybe it's by design, but I thought it's worth asking/mentioning.
If you were to draw the lines from BoxF2D's line enumerator they form a bow-tie and not a box. Perhaps a rearrangement of BoxF2D.Corners? To make it a consistent winding?
Current order: [1][3] [0][2]
When BoxF2D's line enumerator looks like this:
You get a bow tie result rather than a box.
Perhaps should be: [1][2] [0][3]
Maybe it's by design, but I thought it's worth asking/mentioning.