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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
    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 example

    my ($x,$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 two n_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 is undef.

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 return undef.

    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 give undef.

@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 a foreach do no loops). But rect_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, or undef 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).

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/or maximum 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 the name is enough, but when the same name has slightly different meanings in different classes a share_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,
                  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::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/>.