1Math::PlanePath::AztecDUisaemronCdoRnitnrgisb(u3t)ed PerMlatDho:c:uPmleannteaPtaitohn::AztecDiamondRings(3)
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NAME

6       Math::PlanePath::AztecDiamondRings -- rings around an Aztec diamond
7       shape
8

SYNOPSIS

10        use Math::PlanePath::AztecDiamondRings;
11        my $path = Math::PlanePath::AztecDiamondRings->new;
12        my ($x, $y) = $path->n_to_xy (123);
13

DESCRIPTION

15       This path makes rings around an Aztec diamond shape,
16
17                        46-45                       4
18                       /     \
19                     47 29-28 44                    3
20                    /  /     \  \
21                  48 30 16-15 27 43  ...            2
22                 /  /  /     \  \  \  \
23               49 31 17  7--6 14 26 42 62           1
24              /  /  /  /     \  \  \  \  \
25            50 32 18  8  2--1  5 13 25 41 61    <- Y=0
26             |  |  |  |  |  |  |  |  |  |
27            51 33 19  9  3--4 12 24 40 60          -1
28              \  \  \  \     /  /  /  /
29               52 34 20 10-11 23 39 59             -2
30                 \  \  \     /  /  /
31                  53 35 21-22 38 58                -3
32                    \  \     /  /
33                     54 36-37 57                   -4
34                       \     /
35                        55-56                      -5
36
37                            ^
38           -5 -4 -3 -2 -1  X=0 1  2  3  4  5
39
40       This is similar to the "DiamondSpiral", but has all four corners
41       flattened to 2 vertical or horizontal, instead of just one in the
42       "DiamondSpiral".  This is only a small change to the alignment of
43       numbers in the sides, but is more symmetric.
44
45       Y axis N=1,6,15,28,45,66,etc are the hexagonal numbers k*(2k-1).  The
46       hexagonal numbers of the "second kind" 3,10,21,36,55,78, etc k*(2k+1),
47       are the vertical at X=-1 going downwards.  Combining those two is the
48       triangular numbers 3,6,10,15,21,etc, k*(k+1)/2, alternately on one line
49       and the other.  Those are the positions of all the horizontal steps,
50       ie. where dY=0.
51
52       X axis N=1,5,13,25,etc is the "centred square numbers".  Those numbers
53       are made by drawing concentric squares with an extra point on each side
54       each time.  The path here grows the same way, adding one extra point to
55       each of the four sides.
56
57           *---*---*---*
58           |           |
59           | *---*---* |     count total "*"s for
60           | |       | |     centred square numbers
61           * | *---* | *
62           | | |   | | |
63           | * | * | * |
64           | | |   | | |
65           | | *---* | |
66           * |       | *
67           | *---*---* |
68           |           |
69           *---*---*---*
70
71   N Start
72       The default is to number points starting N=1 as shown above.  An
73       optional "n_start" can give a different start, in the same pattern.
74       For example to start at 0,
75
76           n_start => 0
77
78                       45 44
79                    46 28 27 43
80                 47 29 15 14 26 42
81              48 30 16  6  5 13 25 41
82           49 31 17  7  1  0  4 12 24 40
83           50 32 18  8  2  3 11 23 39 59
84              51 33 19  9 10 22 38 58
85                 52 34 20 21 37 57
86                    53 35 36 56
87                       54 55
88

FUNCTIONS

90       See "FUNCTIONS" in Math::PlanePath for behaviour common to all path
91       classes.
92
93       "$path = Math::PlanePath::AztecDiamondRings->new ()"
94       "$path = Math::PlanePath::AztecDiamondRings->new (n_start => $n)"
95           Create and return a new Aztec diamond spiral object.
96
97       "($x,$y) = $path->n_to_xy ($n)"
98           Return the X,Y coordinates of point number $n on the path.
99
100           For "$n < 1" the return is an empty list, it being considered the
101           path starts at 1.
102
103       "$n = $path->xy_to_n ($x,$y)"
104           Return the point number for coordinates "$x,$y".  $x and $y are
105           each rounded to the nearest integer, which has the effect of
106           treating each point in the path as a square of side 1, so the
107           entire plane is covered.
108
109       "($n_lo, $n_hi) = $path->rect_to_n_range ($x1,$y1, $x2,$y2)"
110           The returned range is exact, meaning $n_lo and $n_hi are the
111           smallest and biggest in the rectangle.
112

FORMULAS

114   X,Y to N
115       The path makes lines in each quadrant.  The quadrant is determined by
116       the signs of X and Y, then the line in that quadrant is either d=X+Y or
117       d=X-Y.  A quadratic in d gives a starting N for the line and Y (or X if
118       desired) is an offset from there,
119
120           Y>=0 X>=0     d=X+Y  N=(2d+2)*d+1 + Y
121           Y>=0 X<0      d=Y-X  N=2d^2       - Y
122           Y<0  X>=0     d=X-Y  N=(2d+2)*d+1 + Y
123           Y<0  X<0      d=X+Y  N=(2d+4)*d+2 - Y
124
125       For example
126
127           Y=2 X=3       d=2+3=5      N=(2*5+2)*5+1  + 2  = 63
128           Y=2 X=-1      d=2-(-1)=3   N=2*3*3        - 2  = 16
129           Y=-1 X=4      d=4-(-1)=5   N=(2*5+2)*5+1  + -1 = 60
130           Y=-2 X=-3     d=-3+(-2)=-5 N=(2*-5+4)*-5+2 - (-2) = 34
131
132       The two X>=0 cases are the same N formula and can be combined with an
133       abs,
134
135           X>=0          d=X+abs(Y)   N=(2d+2)*d+1 + Y
136
137       This works because at Y=0 the last line of one ring joins up to the
138       start of the next.  For example N=11 to N=15,
139
140           15             2
141             \
142              14          1
143                \
144                 13   <- Y=0
145
146              12         -1
147             /
148           11            -2
149
150            ^
151           X=0 1  2
152
153   Rectangle to N Range
154       Within each row N increases as X increases away from the Y axis, and
155       within each column similarly N increases as Y increases away from the X
156       axis.  So in a rectangle the maximum N is at one of the four corners of
157       the rectangle.
158
159                     |
160           x1,y2 M---|----M x2,y2
161                 |   |    |
162              -------O---------
163                 |   |    |
164                 |   |    |
165           x1,y1 M---|----M x1,y1
166                     |
167
168       For any two rows y1 and y2, the values in row y2 are all bigger than in
169       y1 if y2>=-y1.  This is so even when y1 and y2 are on the same side of
170       the origin, ie. both positive or both negative.
171
172       For any two columns x1 and x2, the values in the part with Y>=0 are all
173       bigger if x2>=-x1, or in the part of the columns with Y<0 it's
174       x2>=-x1-1.  So the biggest corner is at
175
176           max_y = (y2 >= -y1              ? y2 ? y1)
177           max_x = (x2 >= -x1 - (max_y<0)  ? x2 : x1)
178
179       The difference in the X handling for Y positive or negative is due to
180       the quadrant ordering.  When Y>=0, at X and -X the bigger N is the X
181       negative side, but when Y<0 it's the X positive side.
182
183       A similar approach gives the minimum N in a rectangle.
184
185           min_y = / y2 if y2 < 0, and set xbase=-1
186                   | y1 if y1 > 0, and set xbase=0
187                   \ 0 otherwise,  and set xbase=0
188
189           min_x = / x2 if x2 < xbase
190                   | x1 if x1 > xbase
191                   \ xbase otherwise
192
193       The minimum row is Y=0, but if that's not in the rectangle then the y2
194       or y1 top or bottom edge is the minimum.  Then within any row the
195       minimum N is at xbase=0 if Y<0 or xbase=-1 if Y>=0.  If that xbase is
196       not in range then the x2 or x1 left or right edge is the minimum.
197

OEIS

199       Entries in Sloane's Online Encyclopedia of Integer Sequences related to
200       this path include
201
202           <http://oeis.org/A001844> (etc)
203
204           n_start=1 (the default)
205             A001844    N on X axis, the centred squares 2k(k+1)+1
206
207           n_start=0
208             A046092    N on X axis, 4*triangular
209             A139277    N on diagonal X=Y
210             A023532    abs(dY), being 0 if N=k*(k+3)/2
211

SEE ALSO

213       Math::PlanePath, Math::PlanePath::DiamondSpiral
214

HOME PAGE

216       <http://user42.tuxfamily.org/math-planepath/index.html>
217

LICENSE

219       Copyright 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 Kevin Ryde
220
221       This file is part of Math-PlanePath.
222
223       Math-PlanePath is free software; you can redistribute it and/or modify
224       it under the terms of the GNU General Public License as published by
225       the Free Software Foundation; either version 3, or (at your option) any
226       later version.
227
228       Math-PlanePath is distributed in the hope that it will be useful, but
229       WITHOUT ANY WARRANTY; without even the implied warranty of
230       MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
231       General Public License for more details.
232
233       You should have received a copy of the GNU General Public License along
234       with Math-PlanePath.  If not, see <http://www.gnu.org/licenses/>.
235
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238perl v5.32.0                      2020-07-M2a8th::PlanePath::AztecDiamondRings(3)
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