NAME
Math::PlanePath::ZOrderCurve -- alternate digits to X and Y
SYNOPSIS
use Math::PlanePath::ZOrderCurve;
my $path = Math::PlanePath::ZOrderCurve->new;
my ($x, $y) = $path->n_to_xy (123);
# or another radix digits ...
my $path3 = Math::PlanePath::ZOrderCurve->new (radix => 3);
DESCRIPTION
This path puts points in a self-similar Z pattern described by G.M. Morton,
7 | 42 43 46 47 58 59 62 63
6 | 40 41 44 45 56 57 60 61
5 | 34 35 38 39 50 51 54 55
4 | 32 33 36 37 48 49 52 53
3 | 10 11 14 15 26 27 30 31
2 | 8 9 12 13 24 25 28 29
1 | 2 3 6 7 18 19 22 23
Y=0 | 0 1 4 5 16 17 20 21 64 ...
+---------------------------------------
X=0 1 2 3 4 5 6 7 8
The first four points make a "Z" shape if written with Y going downwards (inverted if drawn upwards as above),
0---1 Y=0
/
/
2---3 Y=1
Then groups of those are arranged as a further Z, etc, doubling in size each time.
0 1 4 5 Y=0
2 3 --- 6 7 Y=1
/
/
/
8 9 --- 12 13 Y=2
10 11 14 15 Y=3
Within an power of 2 square 2x2, 4x4, 8x8, 16x16 etc (2^k)x(2^k), all the N values 0 to 2^(2*k)-1 are within the square. The top right corner 3, 15, 63, 255 etc of each is the 2^(2*k)-1 maximum.
Along the X axis N=0,1,4,5,16,17,etc is the integers with only digits 0,1 in base 4. Along the Y axis N=0,2,8,10,32,etc is the integers with only digits 0,2 in base 4. And along the X=Y diagonal N=0,3,12,15,etc is digits 0,3 in base 4.
In the base Z pattern it can be seen that transposing to Y,X means swapping parts 1 and 2. This applies in the sub-parts too so in general if N is at X,Y then changing base 4 digits 1<->2 gives the N at the transpose Y,X. For example N=22 at X=6,Y=1 is base-4 "112", change 1<->2 is "221" for N=41 at X=1,Y=6.
Power of 2 Values
Plotting N values related to powers of 2 can come out as interesting patterns. For example displaying the N's which have no digit 3 in their base 4 representation gives
*
* *
* *
* * * *
* *
* * * *
* * * *
* * * * * * * *
* *
* * * *
* * * *
* * * * * * * *
* * * *
* * * * * * * *
* * * * * * * *
* * * * * * * * * * * * * * * *
The 0,1,2 and not 3 makes a little 2x2 "L" at the bottom left, then repeating at 4x4 with again the whole "3" position undrawn, and so on. This is the Sierpinski triangle (a rotated version of Math::PlanePath::SierpinskiTriangle). The blanks are also a visual representation of 1-in-4 cross-products saved by recursive use of the Karatsuba multiplication algorithm.
Plotting the fibbinary numbers (eg. Math::NumSeq::Fibbinary) which are N values with no adjacent 1 bits in binary makes an attractive tree-like pattern,
*
**
*
****
*
**
* *
********
*
**
*
****
* *
** **
* * * *
****************
* *
** **
* *
**** ****
* *
** **
* * * *
******** ********
* * * *
** ** ** **
* * * *
**** **** **** ****
* * * * * * * *
** ** ** ** ** ** ** **
* * * * * * * * * * * * * * * *
****************************************************************
The horizontals arise from N=...0a0b0c for bits a,b,c so Y=...000 and X=...abc, making those N values adjacent. Similarly N=...a0b0c0 for a vertical.
Radix
The radix
parameter can do the same N <-> X/Y digit splitting in a higher base. For example radix 3 makes 3x3 groupings,
radix => 3
5 | 33 34 35 42 43 44
4 | 30 31 32 39 40 41
3 | 27 28 29 36 37 38 45 ...
2 | 6 7 8 15 16 17 24 25 26
1 | 3 4 5 12 13 14 21 22 23
Y=0 | 0 1 2 9 10 11 18 19 20
+--------------------------------------
X=0 1 2 3 4 5 6 7 8
Along the X axis N=0,1,2,9,10,11,etc is integers with only digits 0,1,2 in base 9. Along the Y axis digits 0,3,6, and along the X=Y diagonal digits 0,4,8. In general for a given radix it's base R*R with the R many digits of the first RxR block.
FUNCTIONS
See "FUNCTIONS" in Math::PlanePath for behaviour common to all path classes.
$path = Math::PlanePath::ZOrderCurve->new ()
$path = Math::PlanePath::ZOrderCurve->new (radix => $r)
-
Create and return a new path object. The optional
radix
parameter gives the base for digit splitting (the default is binary, radix 2). ($x,$y) = $path->n_to_xy ($n)
-
Return the X,Y coordinates of point number
$n
on the path. Points begin at 0 and if$n < 0
then the return is an empty list.Fractional positions give an X,Y position along a straight line between the integer positions. The lines don't overlap, but the lines between bit squares soon become rather long and probably of very limited use.
$n = $path->xy_to_n ($x,$y)
-
Return an integer point number for coordinates
$x,$y
. Each integer N is considered the centre of a unit square and an$x,$y
within that square returns N. ($n_lo, $n_hi) = $path->rect_to_n_range ($x1,$y1, $x2,$y2)
-
The returned range is exact, meaning
$n_lo
and$n_hi
are the smallest and biggest in the rectangle.
FORMULAS
N to X,Y
The coordinate calculation is simple. The bits of X and Y are every second bit of N. So if N = binary 101010 then X=000 and Y=111 in binary, which is the N=42 shown above at X=0,Y=7.
With the radix
parameter the digits are treated likewise, in the given radix rather than binary.
Rectangle to N Range
Within each row the N values increase as X increases, and within each column N increases with increasing Y (for all radix
parameters).
So for a given rectangle the smallest N is at the lower left corner (smallest X and smallest Y), and the biggest N is at the upper right (biggest X and biggest Y).
OEIS
This path is in Sloane's Online Encyclopedia of Integer Sequences in various forms,
http://oeis.org/A059905 (etc)
A059905 X coordinate of radix=2
A059906 Y coordinate of radix=2
A163325 X coordinate of radix=3
A163326 Y coordinate of radix=3
A080463 X+Y of radix=10 (from N=1 onwards)
A080464 X*Y of radix=10 (from N=10 onwards)
A080465 abs(X-Y) of radix=10 (from N=10 onwards)
A000695 N on X axis radix=2, is base 4 digits 0,1 only
A062880 N on Y axis radix=2, is base 4 digits 0,2 only
A001196 N on diagonal radix=2, is base 4 digits 0,3 only
A037314 N on X axis radix=3, is base 9 digits 0,1,2
A051022 N on X axis radix=10, is base 100 digits 0to9
A057300 N at transpose Y,X, is swap adjacent bits
A163327 N at transpose Y,X radix=3, swap adjacent digits
And taking X,Y points in the Diagonals sequence then the value of the following sequences is the N of the ZOrderCurve at those positions.
A054238 numbering by diagonals, from same axis as first step
A054239 inverse permutation
A163328 numbering radix=3 by diagonals, same axis as first step
A163329 inverse permutation
A163330 numbering radix=3 by diagonals, opp axis as first step
A163331 inverse permutation
Math::PlanePath::Diagonals
numbers points from the Y axis down, which is the opposite axis to the ZOrderCurve first step along the X axis, so a transpose is needed to give A054238.
SEE ALSO
Math::PlanePath, Math::PlanePath::PeanoCurve, Math::PlanePath::HilbertCurve, Math::PlanePath::ImaginaryBase, Math::PlanePath::CornerReplicate, Math::PlanePath::DigitGroups
http://www.jjj.de/fxt/#fxtbook
(section 1.31.2)
Algorithm::QuadTree, DBIx::SpatialKeys
HOME PAGE
http://user42.tuxfamily.org/math-planepath/index.html
LICENSE
Copyright 2010, 2011, 2012 Kevin Ryde
This file is part of Math-PlanePath.
Math-PlanePath is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3, or (at your option) any later version.
Math-PlanePath is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with Math-PlanePath. If not, see <http://www.gnu.org/licenses/>.