NAME
Math::PlanePath -- points on a path through the 2-D plane
SYNOPSIS
use Math::PlanePath;
# only a base class, see the subclasses for actual operation
DESCRIPTION
This is a base class for some mathematical paths which map an integer position $n
to and from coordinates $x,$y
in the 2D plane.
The current classes include the following. The intention is that any Math::PlanePath::Something
is a PlanePath, and supporting base classes or related things are further down like Math::PlanePath::Base::Xyzzy
.
SquareSpiral four-sided spiral
PyramidSpiral square base pyramid
TriangleSpiral equilateral triangle spiral
TriangleSpiralSkewed equilateral skewed for compactness
DiamondSpiral four-sided spiral, looping faster
PentSpiral five-sided spiral
PentSpiralSkewed five-sided spiral, compact
HexSpiral six-sided spiral
HexSpiralSkewed six-sided spiral skewed for compactness
HeptSpiralSkewed seven-sided spiral, compact
AnvilSpiral anvil shape
OctagramSpiral eight pointed star
KnightSpiral an infinite knight's tour
CretanLabyrinth 7-circuit extended infinitely
SquareArms four-arm square spiral
DiamondArms four-arm diamond spiral
AztecDiamondRings four-sided rings
HexArms six-arm hexagonal spiral
GreekKeySpiral square spiral with Greek key motif
MPeaks "M" shape layers
SacksSpiral quadratic on an Archimedean spiral
VogelFloret seeds in a sunflower
TheodorusSpiral unit steps at right angles
ArchimedeanChords unit chords on an Archimedean spiral
MultipleRings concentric circles
PixelRings concentric rings of midpoint pixels
FilledRings concentric rings of pixels
Hypot points by distance
HypotOctant first octant points by distance
TriangularHypot points by triangular distance
PythagoreanTree X^2+Y^2=Z^2 by trees
PeanoCurve 3x3 self-similar quadrant
WunderlichSerpentine transpose parts of PeanoCurve
HilbertCurve 2x2 self-similar quadrant
HilbertSpiral 2x2 self-similar whole-plane
ZOrderCurve replicating Z shapes
GrayCode Gray code splits
WunderlichMeander 3x3 "R" pattern quadrant
BetaOmega 2x2 self-similar half-plane
AR2W2Curve 2x2 self-similar of four parts
KochelCurve 3x3 self-similar of two parts
DekkingCurve 5x5 self-similar, edges
DekkingCentres 5x5 self-similar, centres
CincoCurve 5x5 self-similar
ImaginaryBase replicate in four directions
ImaginaryHalf half-plane replicate three directions
CubicBase replicate in three directions
SquareReplicate 3x3 replicating squares
CornerReplicate 2x2 replicating "U"
LTiling self-simlar L shapes
DigitGroups digits grouped by zeros
FibonacciWordFractal turns by Fibonacci word bits
Flowsnake self-similar hexagonal tile traversal
FlowsnakeCentres likewise but centres of hexagons
GosperReplicate self-similar hexagonal tiling
GosperIslands concentric island rings
GosperSide single side or radial
QuintetCurve self-similar "+" traversal
QuintetCentres likewise but centres of squares
QuintetReplicate self-similar "+" tiling
DragonCurve paper folding
DragonRounded paper folding rounded corners
DragonMidpoint paper folding segment midpoints
AlternatePaper alternating direction folding
AlternatePaperMidpoint alternating direction folding, midpoints
TerdragonCurve ternary dragon
TerdragonRounded ternary dragon rounded corners
TerdragonMidpoint ternary dragon segment midpoints
R5DragonCurve radix-5 dragon curve
R5DragonMidpoint radix-5 dragon curve midpoints
CCurve "C" curve
ComplexPlus base i+realpart
ComplexMinus base i-realpart, including twindragon
ComplexRevolving revolving base i+1
SierpinskiCurve self-similar right-triangles
SierpinskiCurveStair self-similar right-triangles, stair-step
HIndexing self-similar right-triangles, squared up
KochCurve replicating triangular notches
KochPeaks two replicating notches
KochSnowflakes concentric notched 3-sided rings
KochSquareflakes concentric notched 4-sided rings
QuadricCurve eight segment zig-zag
QuadricIslands rings of those zig-zags
SierpinskiTriangle self-similar triangle by rows
SierpinskiArrowhead self-similar triangle connectedly
SierpinskiArrowheadCentres likewise but centres of triangles
Rows fixed-width rows
Columns fixed-height columns
Diagonals diagonals between X and Y axes
DiagonalsAlternating diagonals Y to X and back again
DiagonalsOctant diagonals between Y axis and X=Y centre
Staircase stairs down from the Y to X axes
StaircaseAlternating stairs Y to X and back again
Corner expanding stripes around a corner
PyramidRows expanding stacked rows pyramid
PyramidSides along the sides of a 45-degree pyramid
CellularRule cellular automaton by rule number
CellularRule54 cellular automaton rows pattern
CellularRule57 cellular automaton (rule 99 mirror too)
CellularRule190 cellular automaton (rule 246 mirror too)
UlamWarburton cellular automaton diamonds
UlamWarburtonQuarter cellular automaton quarter-plane
DiagonalRationals rationals X/Y by diagonals
FactorRationals rationals X/Y by prime factorization
GcdRationals rationals X/Y by rows with GCD integer
RationalsTree rationals X/Y by tree
FractionsTree fractions 0<X/Y<1 by tree
CoprimeColumns coprime X,Y
DivisibleColumns X divisible by Y
WythoffArray Fibonacci recurrences
PowerArray powers in rows
File points from a disk file
The paths are object oriented to allow parameters, though many have none. See examples/numbers.pl
in the Math-PlanePath sources for a sample printout of numbers from selected paths or all paths.
Number Types
The $n
and $x,$y
parameters can be either integers or floating point. The paths are meant to do something sensible with fractions but expect rounding-off for big floating point exponents.
Floating point infinities (when available) give nan or infinite returns of some kind (some unspecified kind as yet). n_to_xy()
on negative infinity is an empty return, the same as other negative $n
. Calculations which split an input into digits of some base don't loop infinitely on infinities.
Floating point nans (when available) give nan, infinite, or empty/undef returns, but again of some unspecified kind as yet, but in any case not going into infinite loops.
Many of the classes can operate on overloaded number types as inputs and give corresponding outputs.
Math::BigInt maybe perl 5.8 up for ** operator
Math::BigRat
Math::BigFloat
Number::Fraction 1.14 or higher for abs()
A few classes might truncate a bignum or a fraction to a float as yet. In general the intention is to make the calculations generic to act on any sensible number type. Recent enough versions of the bignum modules might be required, perhaps Perl 5.8 or higher for **
exponentiation operator.
For reference, an undef
input as $n
, $x
, $y
, etc, is meant to provoke an uninitialized value warning when warnings are enabled, but currently it doesn't croak etc. Perhaps that will change, but the warning at least prevents bad inputs going unnoticed.
FUNCTIONS
In the following Foo
is one of the various subclasses, see the list above and under "SEE ALSO".
$path = Math::PlanePath::Foo->new (key=>value, ...)
-
Create and return a new path object. Optional key/value parameters may control aspects of the object.
($x,$y) = $path->n_to_xy ($n)
-
Return X,Y coordinates of point
$n
on the path. If there's no point$n
then the return is an empty list. For examplemy ($x,$y) = $path->n_to_xy (-123) or next; # no negatives in $path
Paths start from
$path->n_start()
below, though some will give a position for N=0 or N=-0.5 too. ($dx,$dy) = $path->n_to_dxdy ($n)
-
Return the change in X and Y going from point
$n
to point$n+1
, or for paths with multiple arms from$n
to$n+$arms_count
(thus advancing by one along the arm of$n
).+ $n+1 == $next_x,$next_y | | | $dx = $next_x - $x + $n == $x,$y $dy = $next_y - $y
$n
can be fractional and in that case the dX,dY is from that fractional$n
position to$n+1
(or$n+$arms
).frac $n+1 == $next_x,$next_y v integer *---+---- | / | / |/ $dx = $next_x - $x frac + $n == $x,$y $dy = $next_y - $y | integer *
In both cases
n_to_dxdy()
is the difference$dx=$next_x-$x, $dy=$next_y-$y
. Currently for most paths it's merely twon_to_xy()
calls to calculate the two points, but some paths can calculate a dX,dY with a little less work. $rsquared = $path->n_to_rsquared ($n)
-
Return the radial distance X^2+Y^2 of point
$n
, this being the radial distance R=hypot(X,Y). If there's no point$n
then the return isundef
.For a few paths this can be calculated with less work than
n_to_xy()
. For example the SacksSpiral is simply R^2==N. $n = $path->xy_to_n ($x,$y)
-
Return the N point number at coordinates
$x,$y
. If there's nothing at$x,$y
then returnundef
.my $n = $path->xy_to_n(20,20); if (! defined $n) { next; # nothing at this X,Y }
$x
and$y
can be fractional and the path classes will give an integer$n
which contains$x,$y
within a unit square, circle, or intended figure centred on the integer$n
.For paths which completely fill the plane there's always an
$n
to return, but for the spread-out paths an$x,$y
position may fall in between (no$n
close enough) and giveundef
. @n_list = $path->xy_to_n_list ($x,$y)
-
Return a list of N point numbers at coordinates
$x,$y
. If there's nothing at$x,$y
then return an empty list.my @n_list = $path->xy_to_n(20,20);
Most paths have just a single N for a given X,Y but some such as DragonCurve and TerdragonCurve have multiple N's at a given X,Y and method returns all of them.
($n_lo, $n_hi) = $path->rect_to_n_range ($x1,$y1, $x2,$y2)
-
Return a range of N values covering or exceeding a rectangle with corners at
$x1
,$y1
and$x2
,$y2
. The range is inclusive. For example,my ($n_lo, $n_hi) = $path->rect_to_n_range (-5,-5, 5,5); foreach my $n ($n_lo .. $n_hi) { my ($x, $y) = $path->n_to_xy($n) or next; print "$n $x,$y"; }
The return might be an over-estimate of the N range required to cover the rectangle, and many of the points between
$n_lo
and$n_hi
might be outside the rectangle even when the range is exact. But the range is at least an lower and upper bound on the N values which occur in the rectangle. Classes which can guarantee an exact lo/hi range say so in their docs.$n_hi
is usually no more than an extra partial row, revolution, or self-similar level.$n_lo
might be merely the starting$path->n_start()
-- which is fine if the origin is in the desired rectangle but away from the origin might actually start higher.$x1
,$y1
and$x2
,$y2
can be fractional. If they partly overlap some N figures then those N's are included in the return.If there's no points in the rectangle then the return can be a "crossed" range like
$n_lo=1
,$n_hi=0
(which makes aforeach
do no loops). Butrect_to_n_range()
might not always notice there's no points in the rectangle and instead return some over-estimate. $n = $path->n_start()
-
Return the first N in the path. The start is usually either 0 or 1 according to what is most natural for the path. Some paths have an
n_start
parameter to control the numbering.Some classes have secret dubious undocumented support for N values below this (zero or negative), but
n_start()
is the intended starting point. $f = $path->n_frac_discontinuity()
-
Return the fraction of N at which there may be discontinuities in the path. For example if there's a jump in the coordinates between N=7.4999 and N=7.5 then the returned
$f
is 0.5. Or$f
is 0 if there's a discontinuity between 6.999 and 7.0.If there's no discontinuities in the path then the return is
undef
. That means for example fractions between N=7 to N=8 give smooth continuous X,Y values (of some kind).This is mainly of interest for drawing line segments between N points. If there's discontinuities then the idea is to draw from say N=7.0 to N=7.499 and then another line from N=7.5 to N=8.
$bool = $path->x_negative()
$bool = $path->y_negative()
-
Return true if the path extends into negative X coordinates and/or negative Y coordinates respectively.
$bool = Math::PlanePath::Foo->class_x_negative()
$bool = Math::PlanePath::Foo->class_y_negative()
$bool = $path->class_x_negative()
$bool = $path->class_y_negative()
-
Return true if any paths made by this class extend into negative X coordinates and/or negative Y coordinates, respectively.
For some classes the X or Y extent may depend on parameter values.
$arms = $path->arms_count()
-
Return the number of arms in a "multi-arm" path.
For example in SquareArms this is 4 and each arm increments in turn, so the first arm is N=1,5,9,13,etc starting from
$path->n_start()
and incrementing by 4 each time. $str = $path->figure()
-
Return a string name of the figure (shape) intended to be drawn at each
$n
position. This is currently either"square" side 1 centred on $x,$y "circle" diameter 1 centred on $x,$y
Of course this is only a suggestion since PlanePath doesn't draw anything itself. A figure like a diamond for instance can look good too.
Tree Methods
@n_children = $path->tree_n_children($n)
-
Return a list of N values which are the child nodes of
$n
, or return an empty list if$n
has no children. The could be no children either because$path
is not a tree or because there's no children at a particular$n
. $num = $path->tree_n_num_children($n)
-
Return the number of children of
$n
, or 0 if$n
has no children. $n_parent = $path->tree_n_parent($n)
-
Return the parent node of
$n
, orundef
if it has no parent. There could be no parent either because$path
is not a tree or because$n
is the top of the tree (or one of the tops). $depth = $path->tree_n_to_depth($n)
-
Return the depth of node
$n
, orundef
if there's no point$n
. The top of the tree is depth=0, then its children depth=1, etc.The depth is a count of how many parent, grandparent, etc, are above
$n
, ie. until reachingtree_n_to_parent()
returningundef
. For non-tree pathstree_n_to_parent()
is alwaysundef
andtree_n_to_depth()
is always 0.
Parameter Methods
$aref = Math::PlanePath::Foo->parameter_info_array()
@list = Math::PlanePath::Foo->parameter_info_list()
-
Return an arrayref of list describing the parameters taken by a given class. This meant to help making widgets etc for user interaction in a GUI. Each element is a hashref
{ name => parameter key arg for new() share_key => string, or undef description => human readable string type => string "integer","boolean","enum" etc default => value minimum => number, or undef maximum => number, or undef width => integer, suggested display size choices => for enum, an arrayref }
type
is a string, one of"integer" "enum" "boolean" "string" "filename"
"filename" is separate from "string" since it might require subtly different handling to reach Perl as a byte string, whereas a "string" type might in principle take Perl wide chars.
For "enum" the
choices
field is the possible values, such as{ name => "flavour", type => "enum", choices => ["strawberry","chocolate"], }
minimum
and/ormaximum
are omitted if there's no hard limit on the parameter.share_key
is designed to indicate when parameters from different NumSeq classes can done by a single control widget in a GUI etc. Normally thename
is enough, but when the same name has slightly different meanings in different classes ashare_key
allows the same meanings to be matched up. $hashref = Math::PlanePath::Foo->parameter_info_hash()
-
Return a hashref mapping parameter names
$info->{'name'}
to their$info
records.{ wider => { name => "wider", type => "integer", ... }, }
GENERAL CHARACTERISTICS
The classes are mostly based on integer $n
positions and those designed for a square grid turn an integer $n
into integer $x,$y
. Usually they give in-between positions for fractional $n
too. Classes not on a square grid but instead giving fractional X,Y such as SacksSpiral and VogelFloret are designed for a unit circle at each $n
but they too can give in-between positions on request.
All X,Y positions are calculated by separate n_to_xy()
calls. To follow a path use successive $n
values starting from $path->n_start()
.
foreach my $n ($path->n_start .. 100) {
my ($x,$y) = $path->n_to_xy($n);
print "$n $x,$y\n";
}
The separate n_to_xy()
calls were motivated by plotting just some N points of a path, such as just the primes or the perfect squares. Successive positions in paths could perhaps be done more efficiently in an iterator style. Paths with a quadratic "step" are not much worse than a sqrt()
to break N into a segment and offset, but the self-similar paths which chop N into digits of some radix could increment instead of recalculate.
If interested only in a particular rectangle or similar region then iterating has the disadvantage that it may stray outside the target region for a long time, making an iterator much less useful than it seems. For wild paths it can be better to apply xy_to_n()
by rows or similar across the desired region.
Math::NumSeq::PlanePathCoord etc offer the PlanePath coordinates, directions, turns, etc as sequences. The iterator forms there simply make repeated calls to n_to_xy()
etc.
Scaling and Orientation
The paths generally make a first move to the right and go anti-clockwise around from the X axis, unless there's some more natural orientation. Anti-clockwise is the usual direction for mathematical spirals.
There's no parameters for scaling, offset or reflection as those things are thought better left to a general coordinate transformer, for example to expand or invert for display. Some easy transformations can be had just from the X,Y with
-X,Y flip horizontally (mirror image)
X,-Y flip vertically (across the X axis)
-Y,X rotate +90 degrees (anti-clockwise)
Y,-X rotate -90 degrees (clockwise)
-X,-Y rotate 180 degrees
Flip vertically makes spirals go clockwise instead of anti-clockwise, or a flip horizontally the same but starting on the left at the negative X axis. See "Triangular Lattice" below for 60 degree rotations of the triangular grid paths too.
The Rows and Columns paths are exceptions to the rule of not having rotated versions of paths. They began as ways to pass in width and height as generic parameters and let the path use the one or the other.
For scaling and shifting see for example Transform::Canvas, and to rotate as well see Geometry::AffineTransform.
Loop Step
The paths can be characterized by how much longer each loop or repetition is than the preceding one. For example each cycle around the SquareSpiral is 8 more N points than the preceding.
Step Path
---- ----
0 Rows, Columns (fixed widths)
1 Diagonals
2/2 DiagonalsOctant (2 rows for +2)
2 SacksSpiral, PyramidSides, Corner, PyramidRows (default)
4 DiamondSpiral, AztecDiamondRings, Staircase
4/2 CellularRule54, CellularRule57,
DiagonalsAlternating (2 rows for +4)
5 PentSpiral, PentSpiralSkewed
5.65 PixelRings (average about 4*sqrt(2))
6 HexSpiral, HexSpiralSkewed, MPeaks,
MultipleRings (default)
6/2 CellularRule190 (2 rows for +6)
6.28 ArchimedeanChords (approaching 2*pi),
FilledRings (average 2*pi)
7 HeptSpiralSkewed
8 SquareSpiral, PyramidSpiral
16/2 StaircaseAlternating (up and back for +16)
9 TriangleSpiral, TriangleSpiralSkewed
12 AnvilSpiral
16 OctagramSpiral
19.74 TheodorusSpiral (approaching 2*pi^2)
32/4 KnightSpiral (4 loops 2-wide for +32)
64 DiamondArms (each arm)
72 GreekKeySpiral
128 SquareArms (each arm)
128/4 CretanLabyrinth (4 loops for +128)
216 HexArms (each arm)
totient CoprimeColumns, DiagonalRationals
numdivisors DivisibleColumns
various CellularRule
parameter MultipleRings, PyramidRows
The step determines which quadratic number sequences make straight lines. For example the gap between successive perfect squares increases by 2 each time (4 to 9 is +5, 9 to 16 is +7, 16 to 25 is +9, etc), so the perfect squares make a straight line in the paths of step 2.
In general straight lines on stepped paths are quadratics
N = a*k^2 + b*k + c where a=step/2
The polygonal numbers are like this, with the (step+2)-gonal numbers making a straight line on a "step" path. For example the 7-gonals (heptagonals) are 5/2*k^2-3/2*k and make a straight line on the step=5 PentSpiral. Or the 8-gonal octagonal numbers 6/2*k^2-4/2*k on the step=6 HexSpiral.
There are various interesting properties of primes in quadratic progressions. Some quadratics seem to have more primes than others. For example see "Lucky Numbers of Euler" in Math::PlanePath::PyramidSides. Many quadratics have no primes at all, or none above a certain point, either trivially if always a multiple of 2 etc, or by a more sophisticated reasoning. See "Step 3 Pentagonals" in Math::PlanePath::PyramidRows for a factorization on the roots making a no-primes gap.
A 4*step path splits a straight line in two, so for example the perfect squares are a straight line on the step=2 "Corner" path, and then on the step=8 SquareSpiral they instead fall on two lines (lower left and upper right). In the bigger step there's one line of the even squares (2k)^2 == 4*k^2 and another of the odd squares (2k+1)^2. The gap between successive even squares increases by 8 each time and likewise between odd squares.
Self-Similar Powers
The self-similar patterns such as PeanoCurve generally have a base pattern which repeats at powers N=base^level or squares N=(base*base)^level. Or some multiple or relationship to such a power for things like KochPeaks and GosperIslands.
Base Path
---- ----
2 HilbertCurve, HilbertSpiral, ZOrderCurve (default),
GrayCode (default), BetaOmega, AR2W2Curve,
SierpinskiCurve, HIndexing, SierpinskiCurveStair,
ImaginaryBase (default), ImaginaryHalf (default),
CubicBase (default) CornerReplicate,
ComplexMinus (default), ComplexPlus (default),
ComplexRevolving, DragonCurve, DragonRounded,
DragonMidpoint, AlternatePaper, AlternatePaperMidpoint,
CCurve, DigitGroups (default), PowerArray (default)
3 PeanoCurve (default), WunderlichSerpentine (default),
WunderlichMeander, KochelCurve,
GosperIslands, GosperSide
SierpinskiTriangle, SierpinskiArrowhead,
SierpinskiArrowheadCentres,
TerdragonCurve, TerdragonRounded, TerdragonMidpoint,
UlamWarburton, UlamWarburtonQuarter (each level)
4 KochCurve, KochPeaks, KochSnowflakes, KochSquareflakes,
LTiling,
5 QuintetCurve, QuintetCentres, QuintetReplicate,
DekkingCurve, DekkingCentres, CincoCurve,
R5DragonCurve, R5DragonMidpoint
7 Flowsnake, FlowsnakeCentres, GosperReplicate
8 QuadricCurve, QuadricIslands
9 SquareReplicate
Fibonacci FibonacciWordFractal, WythoffArray
parameter PeanoCurve, WunderlichSerpentine, ZOrderCurve, GrayCode,
ImaginaryBase, ImaginaryHalf, CubicBase, ComplexPlus,
ComplexMinus, DigitGroups, PowerArray
Many number sequences plotted on these self-similar paths tend to be fairly random, or merely show the tiling or path layout rather than much about the number sequence. Sequences related to the base can make holes or patterns picking out parts of the path. For example numbers without a particular digit (or digits) in the relevant base show up as holes. See for example "Power of 2 Values" in Math::PlanePath::ZOrderCurve.
Triangular Lattice
Some paths are on triangular or "A2" lattice points like
*---*---*---*---*---*
/ \ / \ / \ / \ / \ /
*---*---*---*---*---*
\ / \ / \ / \ / \ / \
*---*---*---*---*---*
/ \ / \ / \ / \ / \ /
*---*---*---*---*---*
\ / \ / \ / \ / \ / \
*---*---*---*---*---*
/ \ / \ / \ / \ / \ /
*---*---*---*---*---*
This is done in integer X,Y on a square grid by using every second square and offsetting alternate rows. This means sum X+Y even, ie. X and Y either both even or both odd, not of opposite parity.
. * . * . * . * . * . *
* . * . * . * . * . * .
. * . * . * . * . * . *
* . * . * . * . * . * .
. * . * . * . * . * . *
* . * . * . * . * . * .
The X axis the and diagonals X=Y and X=-Y divide the plane into six equal parts in this grid.
X=-Y X=Y
\ /
\ /
\ /
----------------- X=0
/ \
/ \
/ \
The diagonal X=3*Y is the middle of the first sixth, representing a twelfth of the plane.
The resulting triangles are flatter than they should be. The triangle base is width=2 and top is height=1, whereas it would be height=sqrt(3) for an equilateral triangle. That sqrt(3) factor can be applied if desired,
X, Y*sqrt(3) side length 2
X/2, Y*sqrt(3)/2 side length 1
Integer Y values have the advantage of fitting pixels on the usual kind of raster computer screen, and not losing precision in floating point results.
If doing a general-purpose coordinate rotation then be sure to apply the sqrt(3) scale factor before rotating, or it will be skewed. 60 degree rotations can be made within the integer X,Y coordinates directly as follows, all giving integer X,Y results.
(X-3Y)/2, (X+Y)/2 rotate +60 (anti-clockwise)
(X+3Y)/2, (Y-X)/2 rotate -60 (clockwise)
-(X+3Y)/2, (X-Y)/2 rotate +120
(3Y-X)/2, -(X+Y)/2 rotate -120
-X,-Y rotate 180
(X+3Y)/2, (X-Y)/2 mirror across the X=3*Y twelfth line
The sqrt(3) factor can be worked into a hypotenuse radial distance calculation as follows if comparing distances from the origin.
hypot = sqrt(X*X + 3*Y*Y)
See for instance TriangularHypot which is triangular points ordered by this radial distance.
FORMULAS
Triangular Calculations
For a triangular lattice the rotation formulas above allow calculations to be done in the rectangular X,Y coordinates, those being the inputs and outputs of the PlanePath functions. Another way is to number vertically on a 60 degree angle with coordinates i,j,
...
* * * 2
* * * 1
* * * j=0
i=0 1 2
Such coordinates are sometimes used for hexagonal grids in board games etc. Using this internally can simplify rotations a little,
-j, i+j rotate +60 (anti-clockwise)
i+j, -i rotate -60 (clockwise)
-i-j, i rotate +120
j, -i-j rotate -120
-i, -j rotate 180
Conversions between i,j and the rectangular X,Y are
X = 2*i + j i = (X-Y)/2
Y = j j = Y
A third coordinate k at a +120 degrees angle can be used too,
k=0 k=1 k=2
* * *
* * *
* * *
0 1 2
This is redundant in that it doesn't number anything i,j alone can't already, but it has the advantage of turning rotations into just sign changes and swaps,
-k, i, j rotate +60
j, k, -i rotate -60
-j, -k, i rotate +120
k, -i, -j rotate -120
-i, -j, -k rotate 180
The conversions between i,j,k and the rectangular X,Y are like the i,j above but with k worked in too.
X = 2i + j - k i = (X-Y)/2 i = (X+Y)/2
Y = j + k j = Y or j = 0
k = 0 k = Y
SEE ALSO
Math::PlanePath::SquareSpiral, Math::PlanePath::PyramidSpiral, Math::PlanePath::TriangleSpiral, Math::PlanePath::TriangleSpiralSkewed, Math::PlanePath::DiamondSpiral, Math::PlanePath::PentSpiral, Math::PlanePath::PentSpiralSkewed, Math::PlanePath::HexSpiral, Math::PlanePath::HexSpiralSkewed, Math::PlanePath::HeptSpiralSkewed, Math::PlanePath::AnvilSpiral, Math::PlanePath::OctagramSpiral, Math::PlanePath::KnightSpiral, Math::PlanePath::CretanLabyrinth
Math::PlanePath::HexArms, Math::PlanePath::SquareArms, Math::PlanePath::DiamondArms, Math::PlanePath::AztecDiamondRings, Math::PlanePath::GreekKeySpiral, Math::PlanePath::MPeaks
Math::PlanePath::SacksSpiral, Math::PlanePath::VogelFloret, Math::PlanePath::TheodorusSpiral, Math::PlanePath::ArchimedeanChords, Math::PlanePath::MultipleRings, Math::PlanePath::PixelRings, Math::PlanePath::FilledRings, Math::PlanePath::Hypot, Math::PlanePath::HypotOctant, Math::PlanePath::TriangularHypot, Math::PlanePath::PythagoreanTree
Math::PlanePath::PeanoCurve, Math::PlanePath::WunderlichSerpentine, Math::PlanePath::WunderlichMeander, Math::PlanePath::HilbertCurve, Math::PlanePath::HilbertSpiral, Math::PlanePath::ZOrderCurve, Math::PlanePath::GrayCode, Math::PlanePath::AR2W2Curve, Math::PlanePath::BetaOmega, Math::PlanePath::KochelCurve, Math::PlanePath::DekkingCurve, Math::PlanePath::DekkingCentres, Math::PlanePath::CincoCurve,
Math::PlanePath::ImaginaryBase, Math::PlanePath::ImaginaryHalf, Math::PlanePath::CubicBase, Math::PlanePath::SquareReplicate, Math::PlanePath::CornerReplicate, Math::PlanePath::LTiling, Math::PlanePath::DigitGroups, Math::PlanePath::FibonacciWordFractal
Math::PlanePath::Flowsnake, Math::PlanePath::FlowsnakeCentres, Math::PlanePath::GosperReplicate, Math::PlanePath::GosperIslands, Math::PlanePath::GosperSide
Math::PlanePath::QuintetCurve, Math::PlanePath::QuintetCentres, Math::PlanePath::QuintetReplicate
Math::PlanePath::KochCurve, Math::PlanePath::KochPeaks, Math::PlanePath::KochSnowflakes, Math::PlanePath::KochSquareflakes
Math::PlanePath::QuadricCurve, Math::PlanePath::QuadricIslands
Math::PlanePath::SierpinskiCurve, Math::PlanePath::SierpinskiCurveStair, Math::PlanePath::HIndexing
Math::PlanePath::SierpinskiTriangle, Math::PlanePath::SierpinskiArrowhead, Math::PlanePath::SierpinskiArrowheadCentres
Math::PlanePath::DragonCurve, Math::PlanePath::DragonRounded, Math::PlanePath::DragonMidpoint, Math::PlanePath::AlternatePaper, Math::PlanePath::AlternatePaperMidpoint, Math::PlanePath::TerdragonCurve, Math::PlanePath::TerdragonRounded, Math::PlanePath::TerdragonMidpoint, Math::PlanePath::R5DragonCurve, Math::PlanePath::R5DragonMidpoint, Math::PlanePath::CCurve
Math::PlanePath::ComplexPlus, Math::PlanePath::ComplexMinus, Math::PlanePath::ComplexRevolving
Math::PlanePath::Rows, Math::PlanePath::Columns, Math::PlanePath::Diagonals, Math::PlanePath::DiagonalsAlternating, Math::PlanePath::DiagonalsOctant, Math::PlanePath::Staircase, Math::PlanePath::StaircaseAlternating, Math::PlanePath::Corner
Math::PlanePath::PyramidRows, Math::PlanePath::PyramidSides, Math::PlanePath::CellularRule, Math::PlanePath::CellularRule54, Math::PlanePath::CellularRule57, Math::PlanePath::CellularRule190, Math::PlanePath::UlamWarburton, Math::PlanePath::UlamWarburtonQuarter
Math::PlanePath::DiagonalRationals, Math::PlanePath::FactorRationals, Math::PlanePath::GcdRationals, Math::PlanePath::RationalsTree, Math::PlanePath::FractionsTree, Math::PlanePath::CoprimeColumns, Math::PlanePath::DivisibleColumns, Math::PlanePath::WythoffArray, Math::PlanePath::PowerArray, Math::PlanePath::File
Math::NumSeq::PlanePathCoord, Math::NumSeq::PlanePathDelta, Math::NumSeq::PlanePathTurn, Math::NumSeq::PlanePathN
math-image, displaying various sequences on these paths.
examples/numbers.pl in the Math-PlanePath source code, to print all the paths.
Other Ways To Do It
Math::Fractal::Curve, Math::Curve::Hilbert, Algorithm::SpatialIndex::Strategy::QuadTree
PerlMagick (module Image::Magick) demo scripts lsys.pl and tree.pl
HOME PAGE
http://user42.tuxfamily.org/math-planepath/index.html
http://user42.tuxfamily.org/math-planepath/gallery.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/>.