Provided by: libmath-planepath-perl_113-1_all bug

NAME

       Math::PlanePath::ComplexMinus -- twindragon and other complex number base i-r

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 a complex number base i-r for given integer r.  The default
       is base i-1 as per

           Walter Penny, A "Binary" System for Complex Numbers, Journal of the ACM, volume 12,
           number 2, April 1965, pages 247-248.

       When continued to a power-of-2 extent this has come to be called the "twindragon" shape.

                 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

       A complex integer can be represented as a set of powers,

           X+Yi = a[n]*b^n + ... + a[2]*b^2 + a[1]*b + a[0]
           base b=i-1
           digits a[n] to a[0] each = 0 or 1

           N = a[n]*2^n + ... + a[2]*2^2 + a[1]*2 + a[0]

       N is those a[i] digits as bits and X,Y is the resulting complex number.  It can be shown
       that this is a one-to-one mapping so every integer X,Y of the plane is visited.

       The shape of points N=0 to N=2^level-1 repeats as N=2^level to N=2^(level+1)-1.  For
       example N=0 to N=7 is repeated as N=8 to N=15, but starting at X=2,Y=2 instead of the
       origin.  That position 2,2 is because b^3 = 2+2i.  There's no rotations or mirroring etc
       in this replication, just position offsets.

           N=0 to N=7          N=8 to N=15 repeat shape

           2   3                    10  11
               0   1                     8   9
           6   7                    14  15
               4   5                    12  13

       For b=i-1 each N=2^level point starts at X+Yi=b^level.  The powering of that b means the
       start position rotates around by +135 degrees each time and outward by a radius factor
       sqrt(2) each time.  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=i-r for a given integer 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 -5 -4 -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, ie. digits 0 to r*r inclusive.  This makes
       horizontal runs of r*r+1 many points, such as N=5 to N=9 etc above.  In the default r=1
       these runs 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 i-r, then the next level is
       (i-r)^2 = (-2r*i + r^2-1) so N=25 begins at Y=-2*2=-4, X=2*2-1=3.

       The successive replications tile the plane for any r, though the N values needed to rotate
       around and do so become large if norm=r*r+1 is large.

   X Axis Values
       For base i-1, the X axis N=0,1,12,13,16,17,etc is integers using only digits 0,1,0xC,0xD
       in hexadecimal.  Those on the positive X axis have an odd number of digits and on the X
       negative axis an even number of digits.

       To be on the X axis the imaginary parts of the base powers b^k must cancel out to leave
       just a real part.  The powers repeat in an 8-long cycle

           k    b^k for b=i-1
           0        +1
           1      i -1
           2    -2i +0   \ pair cancel
           3     2i +2   /
           4        -4
           5    -4i +4
           6     8i +0   \ pair cancel
           7    -8i -8   /

       The k=0 and k=4 bits are always reals and can always be included.  Bits k=2 and k=3 have
       imaginary parts -2i and 2i which cancel out, so they can be included together.  Similarly
       k=6 and k=7 with 8i and -8i.  The two blocks k=0to3 and k=4to7 differ only in a negation
       so the bits can be reckoned in groups of 4, which is hexadecimal.  Bit 1 is digit value 1
       and bits 2,3 together are digit value 0xC, so adding one or both of those gives
       combinations are 0,1,0xC,0xD.

       The high hex digit determines the sign, positive or negative, of the total real part.
       Bits k=0 or k=2,3 are positive.  Bits k=4 or k=6,7 are negative, so

           N for X>0   N for X<0

             0x01..     0x1_..     even number of hex 0,1,C,D following
             0x0C..     0xC_..     "_" digit any of 0,1,C,D
             0x0D..     0xD_..

       which is equivalent to X>0 is an odd number of hex digits or X<0 is an even number.  For
       example N=28=0x1C is at X=-2 since that N is X<0 form "0x1_".

       The order of the values on the positive X axis is obtained by taking the digits in reverse
       order on alternate positions

           0,1,C,D   high digit
           D,C,1,0
           0,1,C,D
           ...
           D,C,1,0
           0,1,C,D   low digit

       For example in the following notice the first and third digit increases, but the middle
       digit decreases,

           X=4to7     N=0x1D0,0x1D1,0x1DC,0x1DD
           X=8to11    N=0x1C0,0x1C1,0x1CC,0x1CD
           X=12to15   N=0x110,0x111,0x11C,0x11D
           X=16to19   N=0x100,0x101,0x10C,0x10D
           X=20to23   N=0xCD0,0xCD1,0xCDC,0xCDD

       For the negative X axis it's the same if reading by increasing X, ie. upwards toward
       +infinity, or the opposite way around if reading decreasing X, ie. more negative downwards
       toward -infinity.

   Fractal
       The i-1 twindragon is usually conceived as taking fractional N like 0.abcde in binary and
       giving fractional complex X+iY.  The twindragon is then all the points of the complex
       plane reached by such fractional N.  This set of points can be shown to be connected and
       to fill a certain radius around the origin.

       The code here might be pressed into use for that to some finite number of bits by
       multiplying up to make an integer N

           Nint = Nfrac * 256^k
           Xfrac = Xint / 16^k
           Yfrac = Yint / 16^k

       256 is a good power because b^8=16 is a positive real and so there's no rotations to apply
       to the resulting X,Y, only a power-of-16 division (b^8)^k=16^k each.  Using b^4=-4 for a
       multiplier 16^k and divisor (-4)^k would be almost as easy too, requiring just sign
       changes if k odd.

   Boundary Length
       The length of the boundary of the first norm^k many points, ie. N=0 to N=norm^k-1
       inclusive, is calculated in

           William J. Gilbert, "The Fractal Dimension of Sets Derived From Complex Bases",
           Canadian Math Bulletin, volume 29(4), 1986.
           <http://www.math.uwaterloo.ca/~wgilbert/Research/GilbertFracDim.pdf>

       The boundary formula is a 3rd-order recurrence.  For the twindragon case,

           realpart=1
           boundary[k] = boundary[k-1] + 2*boundary[k-3]

           4, 6, 10, 18, 30, 50, 86, 146, 246, 418, 710, ...

       The first three boundaries are as follows.  Then the recurrence gives the next boundary[3]
       = 10+2*4 = 18.

            k      area     boundary[k]
           ---     ----     -----------
                                              +---+
            0     2^k = 1       4             | 0 |
                                              +---+

                                              +---+---+
            1     2^k = 2       6             | 0   1 |
                                              +---+---+

                                          +---+---+
                                          | 2   3 |
            2     2^k = 4      10         +---+   +---+
                                              | 0   1 |
                                              +---+---+

       Gilbert calculates the boundary of any i-r by taking it in three parts A,B,C and showing
       how in the next replication level those boundary parts transform into multiple copies of
       the preceding level parts.  The replication is easier to visualize for a bigger "r" than
       for the twindragon because in bigger r it's clearer how the A, B and C parts differ.  The
       replications are

           A -> A * (2*realpart-1)             + C * 2*realpart
           B -> A * (realpart^2-2*realpart+2)  + C * (realpart-1)^2
           C -> B

           starting from
             A = 2*realpart
             B = 2
             C = 2 - 2*realpart

           total boundary = A+B+C

       For the twindragon case realpart=1 these A,B,C are already in the form of a recurrence
       A->A+2*C, B->A, C->B, per the formula above.  For other real parts a little matrix
       rearrangement gives the recurrence

           boundary[k] = boundary[k-1] * (2*realpart - 1)
                       + boundary[k-2] * (norm - 2*realpart)
                       + boundary[k-3] * norm

           starting from
             boundary[0] = 4           (ie. a single square cell)
             boundary[1] = 2*norm + 2
             boundary[2] = 2*(norm-1)*(realpart+2) + 4

       For example

           realpart=2
           boundary[k] = 3*boundary[k-1] + 1*boundary[k-2] + 5*boundary[k-1]

           4, 12, 36, 140, 516, 1868, 6820, 24908, ...

       If calculating for large k values then the matrix form can be powered up rather than
       repeated additions.  (As usual for all such recurrences.)

FUNCTIONS

       See "FUNCTIONS" in Math::PlanePath for 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 turned into digits of N by successive complex
       divisions by i-r.  Each digit of N is a real remainder 0 to r*r inclusive from that
       division.

       The base formula above is

           X+Yi = a[n]*b^n + ... + a[2]*b^2 + a[1]*b + a[0]

       and we want the a[0]=digit to be a real 0 to r*r inclusive.  Subtracting a[0] and dividing
       by b will give

           (X+Yi - digit) / (i-r)
           = - (X-digit + Y*i) * (i+r) / norm
           = (Y - (X-digit)*r)/norm
             + i * - ((X-digit) + Y*r)/norm

       which is

           Xnew = Y - (X-digit)*r)/norm
           Ynew = -((X-digit) + Y*r)/norm

       The a[0] digit must make both Xnew and Ynew parts integers.  The easiest one to calculate
       from is the imaginary part, from which require

           - ((X-digit) + Y*r) == 0 mod norm

       so

           digit = X + Y*r mod norm

       This digit value makes the real part a multiple of norm too, as can be seen from

           Xnew = Y - (X-digit)*r
                = Y - X*r - (X+Y*r)*r
                = Y - X*r - X*r + Y*r*r
                = Y*(r*r+1)
                = Y*norm

       Notice Ynew is the quotient from (X+Y*r)/norm rounded towards negative infinity.  Ie. in
       the division "X+Y*r mod norm" which calculates the digit, the quotient is Ynew and the
       remainder is the digit.

OEIS

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

           <http://oeis.org/A066321> (etc)

           realpart=1 (the default)
             A066321    N on X axis, being the base i-1 positive reals
             A066323    N on X axis, in binary
             A066322    diffs (N at X=16k+4) - (N at X=16k+3)

             A003476    boundary length / 2
                          recurrence a(n) = a(n-1) + 2*a(n-3)
             A203175    boundary length, starting from 4
                          (believe its conjectured recurrence is true)
             A052537    boundary length part A, B or C, per Gilbert's paper

SEE ALSO

       Math::PlanePath, Math::PlanePath::DragonCurve, Math::PlanePath::ComplexPlus

HOME PAGE

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

LICENSE

       Copyright 2011, 2012, 2013 Kevin Ryde

       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/>.