Provided by: libmath-planepath-perl_113-1_all
NAME
Math::PlanePath::TerdragonCurve -- triangular dragon curve
SYNOPSIS
use Math::PlanePath::TerdragonCurve; my $path = Math::PlanePath::TerdragonCurve->new; my ($x, $y) = $path->n_to_xy (123);
DESCRIPTION
This is the terdragon curve by Davis and Knuth, 30 28 7 / \ / \ / \ / \ 31,34 -------- 26,29,32 ---------- 27 6 \ / \ \ / \ 24,33,42 ---------- 22,25 5 / \ / \ / \ / \ 40,43,46 ------ 20,23,44 -------- 12,21 10 4 \ / \ / \ / \ \ / \ / \ / \ 18,45 --------- 13,16,19 ------ 8,11,14 -------- 9 3 \ / \ / \ \ / \ / \ 17 6,15 --------- 4,7 2 \ / \ \ / \ 2,5 ---------- 3 1 \ \ 0 ----------- 1 <-Y=0 ^ ^ ^ ^ ^ ^ ^ ^ -4 -3 -2 -1 X=0 1 2 3 Points are a triangular grid using every second integer X,Y as per "Triangular Lattice" in Math::PlanePath. The base figure is an "S" shape 2-----3 \ \ 0-----1 which then repeats in self-similar style, so N=3 to N=6 is a copy rotated +120 degrees, which is the angle of the N=1 to N=2 edge, 6 4 base figure repeats \ / \ as N=3 to N=6, \/ \ rotated +120 degrees 5 2----3 \ \ 0-----1 Then N=6 to N=9 is a plain horizontal, which is the angle of N=2 to N=3, 8-----9 base figure repeats \ as N=6 to N=9, \ no rotation 6----7,4 \ / \ \ / \ 5,2----3 \ \ 0-----1 Notice N=5 is a repeat of point X=1,Y=1 which is also N=2, and then N=7 repeats the N=4 position X=2,Y=2. Each point repeats up to 3 times. Inner points are 3 times and on the edges of the curve area up to 2 times. The first tripled point is X=1,Y=3 which can be seen above as N=8, N=11 and N=14. The curve never crosses itself. The vertices touch as little triangular corners and no edges repeat. The shape is the same as the "GosperSide", but the turns here are by 120 degrees each whereas the "GosperSide" is by 60 degrees each. The extra angle here tightens up the shape. Spiralling The first step N=1 is to the right along the X axis and the path then slowly spirals anti- clockwise and progressively fatter. The end of each replication is Nlevel = 3^level That point is at level*30 degrees around (as reckoned with the usual Y*sqrt(3) for a triangular grid, per "Triangular Lattice" in Math::PlanePath). Nlevel X,Y angle (degrees) ------ ----- ----- 1 1,0 0 3 3,1 30 9 3,3 60 27 0,6 90 81 -9,9 120 243 -27,9 150 729 -54,0 180 The following is points N=0 to N=3^6=729 going half-circle around to 180 degrees. The N=0 origin is marked "o" and the N=729 end marked "e". * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * e * * * * * * * * * * * * * * * * o * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Tiling The little "S" shapes of the base figure N=0 to N=3 can be thought of as a parallelogram 2-----3 . . . . 0-----1 The "S" shapes of each 3 points make a tiling of the plane with those parallelograms \ \ / / \ \ / / *-----*-----* *-----*-----* / / \ \ / / \ \ \ / / \ \ / / \ \ / --*-----* *-----*-----* *-----*-- / \ \ / / \ \ / / \ \ \ / / \ \ / / *-----*-----* *-----*-----* / / \ \ / / \ \ \ / / \ \ / / \ \ / --*-----* *-----o-----* *-----*-- / \ \ / / \ \ / / \ \ \ / / \ \ / / *-----*-----* *-----*-----* / / \ \ / / \ \ As per for example <http://tilingsearch.org/HTML/data23/C07A.html> Arms The curve fills a sixth of the plane and six copies mesh together perfectly rotated by 60, 120, 180, 240 and 300 degrees. The "arms" parameter can choose 1 to 6 such curve arms successively advancing. For example "arms => 6" begins as follows. N=0,6,12,18,etc is the first arm (the same shape as the plain curve above), then N=1,7,13,19 the second, N=2,8,14,20 the third, etc. \ / \ / \ / \ / --- 8/13/31 ---------------- 7/12/30 --- / \ / \ \ / \ / \ / \ / \ / \ / --- 9/14/32 ------------- 0/1/2/3/4/5 -------------- 6/17/35 --- / \ / \ / \ / \ / \ / \ \ / \ / --- 10/15/33 ---------------- 11/16/34 --- / \ / \ / \ / \ With six arms every X,Y point is visited three times, except the origin 0,0 where all six begin. Every edge between the points is traversed once.
FUNCTIONS
See "FUNCTIONS" in Math::PlanePath for behaviour common to all path classes. "$path = Math::PlanePath::TerdragonCurve->new ()" "$path = Math::PlanePath::TerdragonCurve->new (arms => 6)" Create and return a new path object. The optional "arms" parameter can make 1 to 6 copies of the curve, each arm successively advancing. "($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. Fractional positions give an X,Y position along a straight line between the integer positions. "$n = $path->xy_to_n ($x,$y)" Return the point number for coordinates "$x,$y". If there's nothing at "$x,$y" then return "undef". The curve can visit an "$x,$y" up to three times. In the current code the smallest of the these N values is returned. Is that the best way? "@n_list = $path->xy_to_n_list ($x,$y)" Return a list of N point numbers for coordinates "$x,$y". There can be none, one, two or three N's for a given "$x,$y". Descriptive Methods "$n = $path->n_start()" Return 0, the first N in the path. "$dx = $path->dx_minimum()" "$dx = $path->dx_maximum()" "$dy = $path->dy_minimum()" "$dy = $path->dy_maximum()" The dX,dY values, on the first arm, take three possible combinations, at 120 degree angles. dX,dY ----- 2, 0 dX minimum -1, maximum +2 arms == 1 -1, 1 dY minimum -1, maximum +1 1,-1 For 2 or more arms the second arm is rotated by 60 degrees so giving additional combinations for a total six dX,dY also ----- -2, 0 dX minimum -2, maximum +2 arms >= 2 1, 1 dY minimum -1, maximum +1 -1,-1
FORMULAS
N to X,Y There's no reversals or reflections in the curve so "n_to_xy()" can take the digits of N either low to high or high to low applying what's in effect powers of the N=3 position. The current code goes low to high using i,j,k coordinates as described in "Triangular Calculations" in Math::PlanePath. si = 1 # position of endpoint N=3^level sj = 0 # where level=number of digits processed sk = 0 i = 0 # position of N for digits so far processed j = 0 k = 0 loop base 3 digits of N low to high if digit == 0 i,j,k no change if digit == 1 (i,j,k) = (si-j, sj-k, sk+i) # rotate +120, add si,sj,sk if digit == 2 i -= sk # add (si,sj,sk) rotated +60 j += si k += sj (si,sj,sk) = (si - sk, # add rotated +60 sj + si, sk + sj) The digit handling is a combination of rotate and offset, digit==1 digit 2 rotate and offset offset at si,sj,sk rotated ^ 2------> \ \ \ *--- --1 *-- --* The calculation can also be thought of as using w=1/2+I*sqrt(3)/2, a complex sixth root of unity. i is the real part, j in the w direction (60 degrees), and k in the w^2 direction (120 degrees). si,sj,sk increase as if multiplied by w+1. Turn At each point N the curve always turns 120 degrees either to the left or right, it never goes straight ahead. If N is written in ternary then the lowest non-zero digit gives the turn ternary lowest non-zero Turn -------- ---- 1 left 2 right Essentially at N=3^level or N=2*3^level the turn follows the shape at that 1 or 2 point. The first and last unit step in each level are in the same direction, so the next level shape gives the turn. 2*3^k-------3^(k+1) \ \ 0-------1*3^k Next Turn The next turn, ie. the turn at position N+1, can be calculated from the ternary digits of N similarly. The lowest non-2 digit gives the turn. ternary lowest non-2 Turn ------- ---- 0 left 1 right If N is all 2s then the lowest non-2 is taken to be a 0 above the high end. For example N=8 is 22 ternary so considered 022 for lowest non-2 digit=0 and turn left after the segment at N=8, ie. at N=9 turn left. Total Turn The direction at N, ie. the total cumulative turn, is given by the number of 1 digits when N is written in ternary, direction = (count 1s in ternary N) * 120 degrees For example N=12 is ternary 110 which has two 1s so the cumulative turn at that point is 2*120=240 degrees, ie. the segment N=16 to N=17 is at angle 240. X,Y to N The current code applies "TerdragonMidpoint" "xy_to_n()" to calculate six candidate N from the six edges around a point. Those N values which convert back to the target X,Y by "n_to_xy()" are the results for "xy_to_n_list()". The six edges are three going towards the point and three going away. The midpoint calculation gives N-1 for the towards and N for the away. Is there a good way to tell which edge is the smallest? Or just which 3 edges lead away? It might be directions 0,2,4 for the even arms and 1,3,5 for the odd ones, but the boundary of those areas is tricky. X,Y Visited When arms=6 all "even" points of the plane are visited. As per the triangular representation of X,Y this means X+Y mod 2 == 0 "even" points
OEIS
The terdragon is in Sloane's Online Encyclopedia of Integer Sequences as, <http://oeis.org/A080846> (etc) A080846 next turn 0=left,1=right, by 120 degrees (n=0 is turn at N=1) A060236 turn 1=left,2=right, by 120 degrees (lowest non-zero ternary digit) A137893 turn 1=left,0=right (morphism) A189640 turn 0=left,1=right (morphism, extra initial 0) A189673 turn 1=left,0=right (morphism, extra initial 0) A038502 strip trailing ternary 0s, taken mod 3 is turn 1=left,2=right A026225 N positions of left turns, being (3*i+1)*3^j so lowest non-zero digit is a 1 A026179 N positions of right turns (except initial 1) A060032 bignum turns 1=left,2=right to 3^level A062756 total turn, count ternary 1s A005823 N positions where total turn == 0, ternary no 1s A189673 and A026179 start with extra initial values arising from their morphism definition. That can be skipped to consider the turns starting with a left turn at N=1.
SEE ALSO
Math::PlanePath, Math::PlanePath::TerdragonRounded, Math::PlanePath::TerdragonMidpoint, Math::PlanePath::GosperSide Math::PlanePath::DragonCurve, Math::PlanePath::R5DragonCurve
HOME PAGE
<http://user42.tuxfamily.org/math-planepath/index.html>
LICENSE
Copyright 2011, 2012, 2013 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/>.