*gnarfk wrote:*

I just read your file. It looks like a good job.

Thanks I'm trying to do good job

I have just some questions :

1)when your computer computes the cosine and sine, does it make some approximations ?
(if it keeps 10 floating number i think it is enough)

Default, machine precision means 15 floating number. I can make more- it is optional.

2) you talk about zigzagvector , squarevector , cartesianvector . do squarevector and cartesianvector are the same thing ? i don't get the point of using 3 types of vectors

It is the same, and not the same. Maybe you're right that I shouldn't complicate that, but there were: 2 vectors (discrete Cartesian, discrete Zigzag) and their representation on Cartesian plane. I used 3 vectors to do that. Discrete Cartesian can be extrapolated into continuous plane, as you want

maybe it should be better to calculate the matrix , and then give the matrix as a parameter. (it should also help using the same code for symmetries )

Yes, I thought that I mensioned about that in the text. If not- sorry for that. That is a great optimalization, but to be specific I used most exstensive form I know.

And a last thing : could you show me the code that lead to the "failing triangle rotation of 90°" ? maybe i can help you fix this

All code is in .nb file. I used Wolfram Mathematica to check the algorithm and all the calculations. I know that formulas are in Polish- If I have some time, I will translate it into English and put in one place.

http://student.agh.edu.pl/~rak/widelands/files/RotationsOfMap/rotationsMathematica_1.00.pdf

There are all definitions like a compilation of math and programmistic formulas. I didn't make any specific language code. Only Mathematica.

To fix the rotation of 90° we can think about better idea how to rotate. I have one, but it is so complex that I can do it only manualy That contains shape- analysis, some statistics and differential forms. It shouldn't be like that

EDIT:

The problem with rotation exists when we have to look for nearest discrete point. You can think about formula that will find nearest discrete zigzag point and be shape-safe. My idea didn't save any information about the shape.