200 for (const std::vector<glm::vec3>& points : polygonsToBeInserted(action)) { |
200 for (const std::vector<glm::vec3>& points : polygonsToBeInserted(action)) { |
201 if (points.size() == 2) { |
201 if (points.size() == 2) { |
202 drawWorldPolyline(painter, points, renderer); |
202 drawWorldPolyline(painter, points, renderer); |
203 } |
203 } |
204 else { |
204 else { |
205 if (worldPolygonWinding(points, this->renderer) == Winding::Clockwise) { |
205 if (worldPolygonWinding(points, this->renderer) == winding_e::clockwise) { |
206 painter->setBrush(pens.greenPolygonBrush); |
206 painter->setBrush(pens.greenPolygonBrush); |
207 } |
207 } |
208 else { |
208 else { |
209 painter->setBrush(pens.redPolygonBrush); |
209 painter->setBrush(pens.redPolygonBrush); |
210 } |
210 } |