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