NAME
Math::PlanePath::ComplexMinus  twindragon and other complex number base ir
SYNOPSIS
use Math::PlanePath::ComplexMinus;
my $path = Math::PlanePath::ComplexMinus>new (realpart=>1);
my ($x, $y) = $path>n_to_xy (123);
DESCRIPTION
This path traverses points by complex number base ir. The default is base i1 giving an integer version of the "twindragon".
26 27 10 11 3
24 25 8 9 2
18 19 30 31 2 3 14 15 1
16 17 28 29 0 1 12 13 < Y=0
22 23 6 7 58 59 42 43 1
20 21 4 5 56 57 40 41 2
50 51 62 63 34 35 46 47 3
48 49 60 61 32 33 44 45 4
54 55 38 39 5
52 53 36 37 6
^
5 4 3 2 1 X=0 1 2 3 4 5 6 7
With base b=i1, a complex integer can be represented
X+Yi = a[n]*b^n + ... + a[2]*b^2 + a[1]*b + a[0]
The digits a[n] to a[0] are all either 0 or 1. N is those a[i] as bits, the X,Y is the resulting complex number. It can be shown that this is a onetoone transformation so every integer point of the plane is visited.
The shape of a given N=0 to N=2^level1 range is repeated in the next N=2^level to N=(2*2^level)1. For example the N=0 to N=7 is repeated as N=8 to N=15, starting at X=2,Y=2 instead of the origin. That 2,2 is because b^3 = 2+2i. There's no rotations or mirroring etc in this replication, just the position.
For i1 each N=2^level point starts at b^level. The powering of that b means the start rotates around by +135 degrees each time, and outward by a factor sqrt(2) on the radius. So for example b^3 = 2+2i is followed by b^4 = 4, which is 135 degrees around, and radius b^3=sqrt(8) becomes b^4=sqrt(16).
Real Part
The realpart => $r
option gives a complex base b=ir for a given r>=1. For example realpart => 2
is
20 21 22 23 24 4
15 16 17 18 19 3
10 11 12 13 14 2
5 6 7 8 9 1
45 46 47 48 49 0 1 2 3 4 < Y=0
40 41 42 43 44 1
35 36 37 38 39 2
30 31 32 33 34 3
70 71 72 73 74 25 26 27 28 29 4
65 66 67 68 69 5
60 61 62 63 64 6
55 56 57 58 59 7
50 51 52 53 54 8
^
8 7 6 54 3 2 1 X=0 1 2 3 4 5 6 7 8 9 10
N is broken into digits of base norm=r*r+1, so 0 to r*r inclusive. This makes horizontal runs of r*r+1 many points, for example N=0 to N=4 then N=5 to N=9, etc. In the default r=1 these are 2 long, whereas for r=2 they're 2*2+1=5 long, or r=3 would be 3*3+1=10, etc.
The offset back for each run like N=5 shown is the r in ir, then the next level is (ir)^2 = (2r*i + r^21) so N=25 begins at X=2*2=4,Y=2*21=3.
The successive replications end up tiling the plane for any r, though the N values needed to come around and do so might become large if the norm=r*r+1 is large.
Fractal
The i1 twindragon is generally conceived as taking fractional N like 0.abcde in binary and giving fractional complex components X,Y. The twindragon is then all the points of the complex plane reached by such N. Those points can be shown to be connected and cover a certain radius around the origin which is completely covered.
The code here might be pressed into use for that for finite bits of N by taking a suitable power N*256^k to get an integer then use X/16^k, Y/16^k for fractional coordinates. 256 is a good base because b^8=16 so there's no rotations to apply to the X,Y, just a division. b^4=4 for multiplier 16^k and divisor (4)^k would be almost as easy too.
FUNCTIONS
See "FUNCTIONS" in Math::PlanePath for the behaviour common to all path classes.
$path = Math::PlanePath::ComplexMinus>new ()
$path = Math::PlanePath::ComplexMinus>new (realpart => $r)

Create and return a new path object.
($x,$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.$n
should be an integer, it's unspecified yet what will be done for a fraction.
FORMULAS
X,Y to N
A given X,Y representing X+Yi can be broken into digits of N by complex division by ir, with each digit being a remainder 0 to r*r inclusive.
As per the base formula above
X+Yi = a[n]*b^n + ... + a[2]*b^2 + a[1]*b + a[0]
and the target is the a[0] digit 0 to r*r. Taking that digit out and dividing down will be
(X+Yi  digit) / (ir)
=  (Xdigit + Y*i) * (i+r) / norm
= (Y  (Xdigit)*r)/norm
+ i *  ((Xdigit) + Y*r)/norm
ie.
X < Y  (Xdigit)*r)/norm
Y < ((Xdigit) + Y*r)/norm
The digit must make both X and Y real and imaginary parts integers. The easiest to calculate from is the imaginary part,
 ((Xdigit) + Y*r) == 0 mod norm
so
digit = X + Y*r mod norm
With that digit value the real part is a multiple of norm too,
Y  (Xdigit)*r
= Y  X*r  (X+Y*r)*r
= Y  X*r  X*r + Y*r*r
= Y*(r*r+1)
= Y*norm
Notice the new Y is the quotient, rounded towards negative infinity, from (X+Y*r)/norm. Ie. in the division the quotient is the new Y and the remainder is the digit.
SEE ALSO
Math::PlanePath, Math::PlanePath::DragonCurve
HOME PAGE
http://user42.tuxfamily.org/mathplanepath/index.html
LICENSE
Copyright 2011 Kevin Ryde
MathPlanePath 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.
MathPlanePath 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 MathPlanePath. If not, see <http://www.gnu.org/licenses/>.