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BUILT-IN MATHEMATICA SYMBOL
Polygon
Polygon[{pt1, pt2, ...}]
is a graphics primitive that represents a filled polygon.
Polygon[{{pt11, pt12, ...}, {pt21, ...}, ...}]
represents a collection of polygons.
Details and OptionsDetails and Options
- Polygon can be used in both Graphics and Graphics3D (two- and three-dimensional graphics).
- The positions of points can be specified either in ordinary coordinates as
or
, or in scaled coordinates as Scaled[{x, y}] or Scaled[{x, y, z}]. » - Offset can be used to specify coordinates in two dimensions. »
- The boundary of a polygon is formed by joining the last point you specify to the first one.
- You can use graphics directives such as GrayLevel, RGBColor, and Opacity to specify how polygons should be filled. »
- FaceForm and EdgeForm can be used to specify how the interiors and boundaries of polygons should be rendered. »
- In two dimensions, polygons are by default rendered with no explicit edges drawn. In three dimensions, they are by default rendered with black lines on their edges.
- The option VertexColors->{c1, c2, ...} can be used to specify different colors for each vertex of a polygon. The interior is then colored by interpolation between these. »
- In three dimensions, shading of polygons is determined by simulated lighting.
- Polygons are by default assumed to act like diffuse gray reflectors. Color directives can be used to change their surface color.
- You can specify surface material properties using the graphics directives Specularity and Opacity.
- Glow[color] can be used to add glow colors that are not affected by simulated illumination.
- In three-dimensional graphics, polygons are considered to have both front and back faces, with their normals taken to point to the front.
- You can use FaceForm[front, back] to specify different properties for front and back faces. »
- By default, the normal direction for a polygon is determined by a right-hand rule, so that typically the first three vertices will be in a counterclockwise order when viewed from the front.
- The option VertexNormals->{n1, n2, ...} can be used to specify effective normals at each vertex of a polygon, to be interpolated for purposes of smooth shading. »
- Polygons in 2D and 3D can be non-convex, and can intersect themselves. Self-intersecting polygons are filled according to an even-odd rule that alternates between filling and not filling at each crossing.
- In 3D, non-planar polygons are broken into triangles for rendering. Quadrilaterals are broken in two; other convex polygons are typically broken into triangles emanating from the center.
- For purposes of shading, non-planar polygons are taken by default to have a single average normal.
- Individual coordinates and lists of coordinates in polygons can be Dynamic objects.
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