fn top(&self) -> Line2 {
    let one = self.vertex;
    let two = pt2(
      self.vertex.x + self.depth * (PI - self.angle).cos(),
      self.vertex.y + self.depth * (PI - self.angle).sin(),
    );
    let three = pt2(
      two.x + self.width * self.angle.cos(),
      two.y + self.width * self.angle.sin(),
    );
    let four = pt2(
      self.vertex.x + self.width * self.angle.cos(),
      self.vertex.y + self.width * self.angle.sin(),
    );
    vec![one, two, three, four]
  }
// all sides draw points in clockwise order starting with vertex
all sides draw points in clockwise order starting with vertex
all sides draw points in clockwise order starting with vertex
fn top(&self) -> Line2 {
    let one = self.vertex;
    let two = pt2(
      self.vertex.x + self.depth * (PI - self.angle).cos(),
      self.vertex.y + self.depth * (PI - self.angle).sin(),
    );
    let three = pt2(
      two.x + self.width * self.angle.cos(),
      two.y + self.width * self.angle.sin(),
    );
    let four = pt2(
      self.vertex.x + self.width * self.angle.cos(),
      self.vertex.y + self.width * self.angle.sin(),
    );
    vec![one, two, three, four]
  }
fn top ( & self ) -> Line2 { let one = self . vertex ; let two = pt2 ( self . vertex . x + self . depth * ( PI - self . angle ) . cos ( ) , self . vertex . y + self . depth * ( PI - self . angle ) . sin ( ) , ) ; let three = pt2 ( two . x + self . width * self . angle . cos ( ) , two . y + self . width * self . angle . sin ( ) , ) ; let four = pt2 ( self . vertex . x + self . width * self . angle . cos ( ) , self . vertex . y + self . width * self . angle . sin ( ) , ) ; vec ! [ one two three four ] }
all sides draw points in clockwise order starting with vertex
all sides draw points in clockwise order starting with vertex
&self