LixD
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Rotation wraps points too eagerly
Version 0.3.0.
- Have a torus map that is very large in one dimension, and small in the other.
- Scatter pieces throughout the map.
- Select all pieces. Hit rotate 4 times.
Expected: No operation, because rotating 4 times is a full turn rotation. Observed: The pieces have been clustered into a small square-ish heap.
Try to wrap points only when saving the level. Maybe wrap already when the selection is cancelled?
Since #56 Undo in the Editor, tiles must wrap at all times to satisfy the invariant of the undo buffer.
If we really want to implement this #71, we'll have to track unwrapped coordinates separately (probably in the tiles?), and also make that information known to the rotation (subtype of Undoable). This will be hard for comparatively small gain.