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]
This commit is contained in:
Simon Tatham
2011-05-06 17:09:03 +00:00
parent 5619904bcc
commit 4a172274f2
3 changed files with 10 additions and 10 deletions

View File

@ -42,7 +42,7 @@ struct penrose_state {
enum { PENROSE_P2, PENROSE_P3 };
extern int penrose(penrose_state *state, int which);
extern int penrose(penrose_state *state, int which, int angle);
/* Returns the side-length of a penrose tile at recursion level
* gen, given a starting side length. */