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| author | Simon Tatham <anakin@pobox.com> | 2011-05-06 17:09:03 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2011-05-06 17:09:03 +0000 |
| commit | 4a172274f2abde1c2ad23ba46b183e1d767fb902 (patch) | |
| tree | e8b39e62d938bb5a7e5a20fff144a88a42dea7a1 /pattern.c | |
| parent | 5619904bcc12427e88a05281872231f69f06180d (diff) | |
| download | puzzles-4a172274f2abde1c2ad23ba46b183e1d767fb902.zip puzzles-4a172274f2abde1c2ad23ba46b183e1d767fb902.tar.gz puzzles-4a172274f2abde1c2ad23ba46b183e1d767fb902.tar.bz2 puzzles-4a172274f2abde1c2ad23ba46b183e1d767fb902.tar.xz | |
Apply the rotation in Penrose grid descriptions by rotating in the
4-vector representation, rather than mucking about with sines and
cosines after grid generation. _Should_ make no difference in the
generated grids (there's a theoretical risk of an unlucky rounding
error just about managing to push some point in or out of bounds, but
I think it's vanishingly small), but simplifies the coordinate-
flattening procedure, and in particular increases its chance of
getting vertical lines actually vertical.
(Prior to this change, the game ID
10x10t12:G2554,-31,108_a3b12h0a212a3d102b2a23a2e3b01b0a2c2a0c0 was
generating a not-quite-vertical edge at top left, in the Java port but
not on Linux; I suspect differences in sin and cos as the cause of the
discrepancy. With the rotation done like this, the points'
x-coordinates are now computed without reference to their
y-coordinates.)
[originally from svn r9168]
Diffstat (limited to 'pattern.c')
0 files changed, 0 insertions, 0 deletions