fixed floating point rounding bug

This commit is contained in:
zzzzrrr 2009-07-19 00:38:50 -04:00
parent 08264e50d0
commit 6100a498ab
4 changed files with 10 additions and 8 deletions

View File

@ -171,13 +171,14 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
val p16 = Point(300,312)
segments = new ArrayBuffer[Segment]
segments += new Segment(p1, p2)
segments += new Segment(p2, p3)
segments += new Segment(p3, p4)
segments += new Segment(p1, p2)
segments += new Segment(p7, p1)
segments += new Segment(p4, p5)
segments += new Segment(p3, p4)
segments += new Segment(p5, p6)
segments += new Segment(p6, p7)
segments += new Segment(p7, p8)
segments += new Segment(p3, p4)
segments += new Segment(p8, p9)
segments += new Segment(p9, p10)
segments += new Segment(p10, p11)

View File

@ -49,7 +49,7 @@ class Segment(var p: Point, var q: Point) {
val b = p.y - (p.x * slope)
// Determines if this segment lies above the given point
def > (point: Point) = (point.y < slope * point.x + b)
def > (point: Point) = (point.y < Math.floor(slope * point.x + b))
// Determines if this segment lies below the given point
def < (point: Point) = (point.y > slope * point.x + b)

View File

@ -148,7 +148,7 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
// Randomized triangulation improves performance
// See Seidel's paper, or O'Rourke's book, p. 57
// Turn this off for now because of pointer bug somewhere in DAG / trapezoidal map
//Random.shuffle(segs)
Random.shuffle(segs)
segs
}
}

View File

@ -35,10 +35,11 @@ class YNode(segment: Segment, lChild: Node, rChild: Node) extends Node(lChild, r
override def locate(s: Segment): Sink = {
if (segment > s.p) {
// Move down the graph
right.locate(s)
return right.locate(s)
} else if (segment < s.p){
// Move up the graph
left.locate(s)
return left.locate(s)
} else {
// s and segment share the same endpoint, p
if (s.slope < segment.slope) {