void function ( Vec2 [ ] arg0 , int arg1 , Color arg2 ) { if ( arg1 == 1 ) { drawSegment ( arg0 [ 0 ] , arg0 [ 0 ] , arg2 ) ; return ; } for ( int loc0 = 0 ; loc0 < arg1 - 1 ; loc0 += 1 ) { drawSegment ( arg0 [ loc0 ] , arg0 [ loc0 + 1 ] , arg2 ) ; } if ( arg1 > 2 ) { drawSegment ( arg0 [ arg1 - 1 ] , arg0 [ 0 ] , arg2 ) ; } }
draw a closed polygon provided in ccw order . this implementation uses #drawsegment vec2 , vec2 , color to draw each side of the polygon . concode_field_sep int e_centerOfMassBit concode_elem_sep IViewportTransform viewportTransform concode_elem_sep int e_dynamicTreeBit concode_elem_sep int e_wireframeDrawingBit concode_elem_sep int e_aabbBit concode_elem_sep int e_pairBit concode_elem_sep int e_shapeBit concode_elem_sep int m_drawFlags concode_elem_sep int e_jointBit concode_field_sep void setCamera concode_elem_sep Vec2 getScreenToWorld concode_elem_sep Vec2 getScreenToWorld concode_elem_sep void appendFlags concode_elem_sep void getScreenToWorldToOut concode_elem_sep void getScreenToWorldToOut concode_elem_sep void drawPoint concode_elem_sep void drawCircle concode_elem_sep void drawCircle concode_elem_sep IViewportTransform getViewportTranform concode_elem_sep void getWorldToScreenToOut concode_elem_sep void getWorldToScreenToOut concode_elem_sep void drawSegment concode_elem_sep void drawTransform concode_elem_sep void drawString concode_elem_sep void drawString concode_elem_sep void drawParticlesWireframe concode_elem_sep void drawParticles concode_elem_sep void clearFlags concode_elem_sep void flush concode_elem_sep void setViewportTransform concode_elem_sep int getFlags concode_elem_sep void drawSolidCircle concode_elem_sep Vec2 getWorldToScreen concode_elem_sep Vec2 getWorldToScreen concode_elem_sep void setFlags concode_elem_sep void drawSolidPolygon