tested:
- polyton mesh consists of vertices (VV) and lines, not coupled/sorted
- faces are implied, and calculated through looping vertices
- line segmenting
- polygon edge traversal, half-baked outline traversal
next:
- group common functions (triangle area, w/ options eg. point/angle/line)
- check color-picker common code
- triangulation: anything other than 'ear picking'? also, check positive/negative degrees for concave polygons
- decision to update 'area' and other 'calculations', register polygon to those updates
cHANGES IN Structure.. make the point array behave just like a linked map, since it's an array anyways edges (for ngon) are currently implemented as a matrix + key-value, sorted low-id <-> high-id point
computation practices should go in another file. eg, (single) polygon outline tracing
todo make all rendering text a type and check for collisions for all texts at runtime constructor (text, x, y) <---maybe add a relative reference point, so the supplementary line points away from the reference point n doesnt cross the point add_reference_point(x,y) if collide, use some indicator...