Provided by: libmath-planepath-perl_125-1_all bug

NAME

       Math::PlanePath::ImaginaryHalf -- half-plane replications in three directions

SYNOPSIS

        use Math::PlanePath::ImaginaryBase;
        my $path = Math::PlanePath::ImaginaryBase->new (radix => 4);
        my ($x, $y) = $path->n_to_xy (123);

DESCRIPTION

       This is a half-plane variation on the "ImaginaryBase" path.

            54-55 50-51 62-63 58-59 22-23 18-19 30-31 26-27       3
              \     \     \     \     \     \     \     \
            52-53 48-49 60-61 56-57 20-21 16-17 28-29 24-25       2

            38-39 34-35 46-47 42-43  6--7  2--3 14-15 10-11       1
              \     \     \     \     \     \     \     \
            36-37 32-33 44-45 40-41  4--5  0--1 12-13  8--9   <- Y=0

           -------------------------------------------------
           -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 X=0 1  2  3  4  5

       The pattern can be seen by dividing into blocks,

           +---------------------------------+
           | 22  23  18  19   30  31  26  27 |
           |                                 |
           | 20  21  16  17   28  29  24  25 |
           +--------+-------+----------------+
           |  6   7 | 2   3 | 14  15  10  11 |
           |        +---+---+                |
           |  4   5 | 0 | 1 | 12  13   8   9 |  <- Y=0
           +--------+---+---+----------------+
                      ^
                     X=0

       N=0 is at the origin, then N=1 replicates it to the right.  Those two repeat above as N=2
       and N=3.  Then that 2x2 repeats to the left as N=4 to N=7, then 4x2 repeats to the right
       as N=8 to N=15, and 8x2 above as N=16 to N=31, etc.  The replications are successively to
       the right, above, left.  The relative layout within a replication is unchanged.

       This is similar to the "ImaginaryBase", but where it repeats in 4 directions there's just
       3 directions here.  The "ZOrderCurve" is a 2 direction replication.

   Radix
       The "radix" parameter controls the radix used to break N into X,Y.  For example "radix =>
       4" gives 4x4 blocks, with radix-1 replications of the preceding level at each stage.

            radix => 4

            60 61 62 63 44 45 46 47 28 29 30 31 12 13 14 15      3
            56 57 58 59 40 41 42 43 24 25 26 27  8  9 10 11      2
            52 53 54 55 36 37 38 39 20 21 22 23  4  5  6  7      1
            48 49 50 51 32 33 34 35 16 17 18 19  0  1  2  3  <- Y=0

           --------------------------------------^-----------
           -12-11-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 X=0 1  2  3

       Notice for X negative the parts replicate successively towards -infinity, so the block
       N=16 to N=31 is first at X=-4, then N=32 at X=-8, N=48 at X=-12, and N=64 at X=-16 (not
       shown).

   Digit Order
       The "digit_order" parameter controls the order digits from N are applied to X and Y.  The
       default above is "XYX" so the replications go X then Y then negative X.

       "XXY" goes to negative X before Y, so N=2,N=3 goes to negative X before repeating N=4 to
       N=7 in the Y direction.

           digit_order => "XXY"

           38  39  36  37  46  47  44  45
           34  35  32  33  42  43  40  41
            6   7   4   5  14  15  12  13
            2   3   0   1  10  11   8   9
           ---------^--------------------
           -2  -1  X=0  1   2   3   4   5

       The further options are as follows, for six permutations of each 3 digits from N.

           digit_order => "YXX"               digit_order => "XnYX"
           38 39 36 37 46 47 44 45            19 23 18 22 51 55 50 54
           34 35 32 33 42 43 40 41            17 21 16 20 49 53 48 52
            6  7  4  5 14 15 12 13             3  7  2  6 35 39 34 38
            2  3  0  1 10 11  8  9             1  5  0  4 33 37 32 36

           digit_order => "XnXY"              digit_order => "YXnX"
           37 39 36 38 53 55 52 54            11 15  9 13 43 47 41 45
           33 35 32 34 49 51 48 50            10 14  8 12 42 46 40 44
            5  7  4  6 21 23 20 22             3  7  1  5 35 39 33 37
            1  3  0  2 17 19 16 18             2  6  0  4 34 38 32 36

       "Xn" means the X negative direction.  It's still spaced 2 apart (or whatever radix), so
       the result is not simply a -X,Y.

   Axis Values
       N=0,1,4,5,8,9,etc on the X axis (positive and negative) are those integers with a 0 at
       every third bit starting from the second least significant bit.  This is simply demanding
       that the bits going to the Y coordinate must be 0.

           X axis Ns = binary ...__0__0__0_     with _ either 0 or 1
           in octal, digits 0,1,4,5 only

       N=0,1,8,9,etc on the X positive axis have the highest 1-bit in the first slot of a 3-bit
       group.  Or N=0,4,5,etc on the X negative axis have the high 1 bit in the third slot,

           X pos Ns = binary    1_0__0__0...0__0__0_
           X neg Ns = binary  10__0__0__0...0__0__0_
                              ^^^
                              three bit group

           X pos Ns in octal have high octal digit 1
           X neg Ns in octal high octal digit 4 or 5

       N=0,2,16,18,etc on the Y axis are conversely those integers with a 0 in two of each three
       bits, demanding the bits going to the X coordinate must be 0.

           Y axis Ns = binary ..._00_00_00_0    with _ either 0 or 1
           in octal has digits 0,2 only

       For a radix other than binary the pattern is the same.  Each "_" is any digit of the given
       radix, and each 0 must be 0.  The high 1 bit for X positive and negative become a high
       non-zero digit.

   Level Ranges
       Because the X direction replicates twice for each once in the Y direction the width grows
       at twice the rate, so after each 3 replications

           width = height*height

       For this reason N values for a given Y grow quite rapidly.

   Proth Numbers
       The Proth numbers, k*2^n+1 for k<2^n, fall in columns on the path.

           *                               *                               *

           *                               *                               *

           *                               *                               *

           *               *               *               *               *

           *               *               *               *               *

                                   *       *       *       *

           *       *       *       *       *       *       *       *       *

                                   *   *   *   *   *       *
                                           *
           *       *       *       *   * *   * *   *       *       *       *

           -----------------------------------------------------------------
           -31    -23     -15     -7  -3-1 0 3 5   9      17       25     33

       The height of the column is from the zeros in X ending binary ...1000..0001 since this
       limits the "k" part of the Proth numbers which can have N ending suitably.  Or for X
       negative ending ...10111...11.

FUNCTIONS

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

       "$path = Math::PlanePath::ImaginaryBase->new ()"
       "$path = Math::PlanePath::ImaginaryBase->new (radix => $r, digit_order => $str)"
           Create and return a new path object.  The choices for "digit_order" are

               "XYX"
               "XXY"
               "YXX"
               "XnYX"
               "XnXY"
               "YXnX"

       "($x,$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_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.

   Level Methods
       "($n_lo, $n_hi) = $path->level_to_n_range($level)"
           Return "(0, $radix**$level - 1)".

SEE ALSO

       Math::PlanePath, Math::PlanePath::ImaginaryBase, Math::PlanePath::ZOrderCurve

HOME PAGE

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

LICENSE

       Copyright 2012, 2013, 2014, 2015, 2016, 2017 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/>.