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Tweak numbers to ensure tiling covers entire map
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@@ -134,10 +134,10 @@ void PenroseTiling::split(Triangle& p, std::vector<Point2D>& points,
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std::set<Point2D> PenroseTiling::generatePenroseTiling(size_t numZones, CRandomGenerator * rand)
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{
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float scale = 100.f / (numZones * 1.5f + 20);
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float scale = 173.2f / (numZones * 1.5f + 20);
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float polyAngle = (2 * PI_CONSTANT) / POLY;
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float randomAngle = rand->nextDouble(0, 2 * PI_CONSTANT);
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float randomAngle = rand->nextDouble(0.25 * PI_CONSTANT, 0.75 * PI_CONSTANT);
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std::vector<Point2D> points = { Point2D(0.0f, 0.0f), Point2D(0.0f, 1.0f).rotated(randomAngle) };
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std::array<std::vector<uint32_t>, 5> indices;
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