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NAME

Math::PlanePath::AztecDiamondRings -- rings around an Aztec diamond shape

SYNOPSIS

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

DESCRIPTION

This path makes rings around an Aztec diamond shape,

                 46-45                       4
                /     \                       
              47 29-28 44                    3
             /  /     \  \                    
           48 30 16-15 27 43  ...            2
          /  /  /     \  \  \  \              
        49 31 17  7--6 14 26 42 62           1
       /  /  /  /     \  \  \  \  \            
     50 32 18  8  2--1  5 13 25 41 61    <- Y=0    
      |  |  |  |  |  |  |  |  |  |                 
     51 33 19  9  3--4 12 24 40 60          -1     
       \  \  \  \     /  /  /  /                   
        52 34 20 10-11 23 39 59             -2     
          \  \  \     /  /  /                      
           53 35 21-22 38 58                -3     
             \  \     /  /                         
              54 36-37 57                   -4     
                \     /                            
                 55-56                      -5     
                                                 
                     ^
    -5 -4 -3 -2 -1  X=0 1  2  3  4  5

This is similar to the DiamondSpiral, but has all four corners flattened to 2 vertical or horizontal, instead of just one in the DiamondSpiral. This is only a small change to the alignment of numbers in the sides, but is more symmetric.

The hexagonal numbers 1,6,15,28,45,66,etc, k*(2k-1), are the vertical up along the Y axis. The hexagonal numbers of the "second kind" 3,10,21,36,55,78, etc k*(2k+1), are the vertical at X=-1 going downwards. Combining those two is the triangular numbers 3,6,10,15,21,etc, k*(k+1)/2, alternately on one line and the other.

The X axis 1,5,13,25,etc is the centred square numbers. Those numbers are from drawing concentric squares with an extra point on each side each time, the same as the path here grows.

    *---*---*---*
    |           |
    | *---*---* |     count total "*"s for
    | |       | |     centred square numbers
    * | *---* | *
    | | |   | | |
    | * | * | * |
    | | |   | | |
    | | *---* | |
    * |       | *
    | *---*---* |
    |           |
    *---*---*---*

FUNCTIONS

See "FUNCTIONS" in Math::PlanePath for behaviour common to all path classes.

$path = Math::PlanePath::AztecDiamondRings->new ()

Create and return a new Aztec diamond spiral object.

($x,$y) = $path->n_to_xy ($n)

Return the X,Y coordinates of point number $n on the path.

For $n < 1 the return is an empty list, it being considered the path starts at 1.

$n = $path->xy_to_n ($x,$y)

Return the point number for coordinates $x,$y. $x and $y are each rounded to the nearest integer, which has the effect of treating each point in the path as a square of side 1, so the entire plane is covered.

($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

X,Y to N

The path makes lines in each quadrant. The quadrant is determined by the signs of X and Y, then the line in that quadrant is either d=X+Y or d=X-Y. A quadratic in d gives a starting N for the line and Y (or X if desired) is an offset from there,

    Y>=0 X>=0     d=X+Y  N=(2d+2)*d+1 + Y
    Y>=0 X<0      d=Y-X  N=2d^2       - Y
    Y<0  X>=0     d=X-Y  N=(2d+2)*d+1 + Y
    Y<0  X<0      d=X+Y  N=(2d+4)*d+2 - Y

For example

    Y=2 X=3       d=2+3=5      N=(2*5+2)*5+1  + 2  = 63
    Y=2 X=-1      d=2-(-1)=3   N=2*3*3        - 2  = 16
    Y=-1 X=4      d=4-(-1)=5   N=(2*5+2)*5+1  + -1 = 60
    Y=-2 X=-3     d=-3+(-2)=-5 N=(2*-5+4)*-5+2 - (-2) = 34

The two X>=0 cases are the same N formula and can be combined with an abs,

    X>=0          d=X+abs(Y)   N=(2d+2)*d+1 + Y

This works because at Y=0 the last line of one ring joins up to the start of the next. For example N=11 to N=15,

    15             2
      \
       14          1
         \
          13   <- Y=0
         /
       12         -1
      /
    11            -2

     ^
    X=0 1  2

Rectangle to N Range

Within each row N increases as X increases away from the Y axis, and within each column similarly N increases as Y increases away from the X axis. So in a rectangle the maximum N is at one of the four corners of the rectangle.

              |
    x1,y2 M---|----M x2,y2
          |   |    |
       -------O---------
          |   |    |
          |   |    |
    x1,y1 M---|----M x1,y1
              |

For any two rows y1 and y2, the values in row y2 are all bigger than in y1 if y2>=-y1. This is so even when y1 and y2 are on the same side of the origin, ie. both positive or both negative.

For any two columns x1 and x2, the values in the part with Y>=0 are all bigger if x2>=-x1, or in the part of the columns with Y<0 it's x2>=-x1-1. So the biggest corner is at

    max_y = (y2 >= -y1              ? y2 ? y1)
    max_x = (x2 >= -x1 - (max_y<0)  ? x2 : x1)

The difference in the X handling for Y positive or negative is due to the quadrant ordering. When Y>=0, at X and -X the bigger N is the X negative side, but when Y<0 it's the X positive side.

A similar approach gives the minimum N in a rectangle.

    min_y = / y2 if y2 < 0, and set xbase=-1
            | y1 if y1 > 0, and set xbase=0
            \ 0 otherwise,  and set xbase=0

    min_x = / x2 if x2 < xbase
            | x1 if x1 > xbase
            \ xbase otherwise

The minimum row is Y=0, but if that's not in the rectangle then the y2 or y1 top or bottom edge is the minimum. Then within any row the minimum N is at xbase=0 if Y<0 or xbase=-1 if Y>=0. If that xbase is not in range then the x2 or x1 left or right edge is the minimum.

OEIS

Entries in Sloane's Online Encyclopedia of Integer Sequences related to this path include

    http://oeis.org/A001844  (etc)

    A001844    N on X axis, the centred squares 2n(n+1)+1

SEE ALSO

Math::PlanePath, Math::PlanePath::DiamondSpiral

HOME PAGE

http://user42.tuxfamily.org/math-planepath/index.html

LICENSE

Copyright 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/>.