/usr/share/perl5/Math/PlanePath/SquareArms.pm is in libmath-planepath-perl 117-1.
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# 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/>.
# math-image --path=SquareArms --lines --scale=10
# math-image --path=SquareArms --all --output=numbers_dash
# math-image --path=SquareArms --values=Polygonal,polygonal=8
#
# RepdigitsAnyBase fall on 14 or 15 lines ...
#
package Math::PlanePath::SquareArms;
use 5.004;
use strict;
#use List::Util 'max';
*max = \&Math::PlanePath::_max;
use vars '$VERSION', '@ISA';
$VERSION = 117;
use Math::PlanePath;
use Math::PlanePath::Base::NSEW;
@ISA = ('Math::PlanePath::Base::NSEW',
'Math::PlanePath');
use Math::PlanePath::Base::Generic
'round_nearest';
*_divrem_mutate = \&Math::PlanePath::_divrem_mutate;
# uncomment this to run the ### lines
#use Smart::Comments '###';
use constant arms_count => 4;
use constant xy_is_visited => 1;
use constant x_negative_at_n => 4;
use constant y_negative_at_n => 5;
#------------------------------------------------------------------------------
# 28
# 172 +144
# 444 +272 +128
# 844 +400 +128
# [ 0, 1, 2, 3,],
# [ 0, 2, 6, 12 ],
# N = (d^2 + d)
# d = -1/2 + sqrt(1 * $n + 1/4)
# = (-1 + 2*sqrt($n + 1/4)) / 2
# = (-1 + sqrt(4*$n + 1)) / 2
sub n_to_xy {
my ($self, $n) = @_;
### SquareArms n_to_xy(): $n
if ($n < 2) {
if ($n < 1) { return; }
### centre
return (0, 1-$n); # from n=1 towards n=5 at x=0,y=-1
}
$n -= 2;
my $frac;
{ my $int = int($n);
$frac = $n - $int;
$n = $int; # BigFloat int() gives BigInt, use that
}
# arm as initial rotation
my $rot = _divrem_mutate($n,4);
### $n
my $d = int ((-1 + sqrt(4*$n + 1)) / 2);
### d frac: ((-1 + sqrt(4*$n + 1)) / 2)
### $d
### base: $d*($d+1)
$n -= $d*($d+1);
### remainder: $n
$rot += ($d % 4);
my $x = $d + 1;
my $y = $frac + $n - $d;
$rot %= 4;
if ($rot & 2) {
$x = -$x; # rotate 180
$y = -$y;
}
if ($rot & 1) {
return (-$y,$x); # rotate +90
} else {
return ($x,$y);
}
}
sub xy_to_n {
my ($self, $x, $y) = @_;
$x = round_nearest ($x);
$y = round_nearest ($y);
### SquareArms xy_to_n: "$x,$y"
if ($x == 0 && $y == 0) {
return 1;
}
my $rot = 0;
# eg. y=2 have (0<=>$y)-$y == -1-2 == -3
if ($y <= ($x <=> 0) - $x) {
### below diagonal, rot 180 ...
$rot = 2;
$x = -$x; # rotate 180
$y = -$y;
}
if ($x < $y) {
### left of diagonal, rot -90 ...
$rot++;
($x,$y) = ($y,-$x); # rotate -90
}
# diagonal down from N=2
# x=1 d=0 n=2
# x=5 d=4 n=82
# x=9 d=8 n=290
# x=13 d=12 n=626
# N = (4 d^2 + 4 d + 2)
# = (4 x^2 - 4 x + 2)
# offset = y + x-1 upwards from diagonal
# N + 4*offset
# = (4*x^2 - 4*x + 2) + 4*(y + x-1)
# = 4*x^2 - 4*x + 2 + 4*y + 4*x - 4
# = 4*x^2 + 4*y - 2
# cf N=4*x^2 is on the X or Y axis, which is X axis after rotation
#
### xy: "$x,$y"
### $rot
### x offset: $x-1 + $y
### d mod: $d % 4
### rot d mod: (($rot-$d) % 4)
return ($x*$x + $y)*4 - 2 + (($rot-$x+1) % 4);
}
# d = [ 1, 2, 3, 4, 5, 6, 7, 8, 9 ],
# Nmax = [ 9, 25, 49, 81, 121, 169, 225, 289, 361 ]
# being the N=5 arm one spot before the corner of each run
# N = (4 d^2 + 4 d + 1)
# = (2d+1)^2
# = ((4*$d + 4)*$d + 1)
# or for d-1
# N = (4 d^2 - 4 d + 1)
# = (2d-1)^2
# = ((4*$d - 4)*$d + 1)
#
# not exact
sub rect_to_n_range {
my ($self, $x1,$y1, $x2,$y2) = @_;
my ($d_lo, $d_hi) = _rect_square_range ($x1,$y1, $x2,$y2);
return (((4*$d_lo - 4)*$d_lo + 1),
max ($self->xy_to_n($x1,$y1),
$self->xy_to_n($x1,$y2),
$self->xy_to_n($x2,$y1),
$self->xy_to_n($x2,$y2)));
}
sub _rect_square_range {
my ($x1,$y1, $x2,$y2) = @_;
### _rect_square_range(): "$x1,$y1 $x2,$y2"
$x1 = round_nearest ($x1);
$y1 = round_nearest ($y1);
$x2 = round_nearest ($x2);
$y2 = round_nearest ($y2);
# if x1,x2 opposite signs then origin x=0 covered, similarly y
my $x_zero_uncovered = ($x1<0) == ($x2<0);
my $y_zero_uncovered = ($y1<0) == ($y2<0);
foreach ($x1,$y1, $x2,$y2) {
$_ = abs($_);
}
### abs rect: "x=$x1 to $x2, y=$y1 to $y2"
if ($x2 < $x1) { ($x1,$x2) = ($x2,$x1) } # swap to x1<x2
if ($y2 < $y1) { ($y1,$y2) = ($y2,$y1) } # swap to y1<y2
my $dlo = ($x_zero_uncovered ? $x1 : 0);
if ($y_zero_uncovered && $dlo < $y1) { $dlo = $y1 }
return ($dlo,
($x2 > $y2 ? $x2 : $y2));
}
1;
__END__
=for stopwords Math-PlanePath Ryde repdigit dlo dlo-1 Nlo Nhi
=head1 NAME
Math::PlanePath::SquareArms -- four spiral arms
=head1 SYNOPSIS
use Math::PlanePath::SquareArms;
my $path = Math::PlanePath::SquareArms->new;
my ($x, $y) = $path->n_to_xy (123);
=head1 DESCRIPTION
This path follows four spiral arms, each advancing successively,
...--33--29 3
|
26--22--18--14--10 25 2
| | |
30 11-- 7-- 3 6 21 1
| | | |
... 15 4 1 2 17 ... <- Y=0
| | | | |
19 8 5-- 9--13 32 -1
| | |
23 12--16--20--24--28 -2
|
27--31--... -3
^ ^ ^ ^ ^ ^ ^
-3 -2 -1 X=0 1 2 3 ...
Each arm is quadratic, with each loop 128 longer than the preceding.
X<Square numbers>The perfect squares fall in eight straight lines 4, with
the even squares on the X and Y axes and the odd squares on the diagonals
X=Y and X=-Y.
Some novel straight lines arise from numbers which are a repdigit in one or
more bases (Sloane's A167782). "111" in various bases falls on straight
lines. Numbers "[16][16][16]" in bases 17,19,21,etc are a horizontal at Y=3
because they're perfect squares, and "[64][64][64]" in base 65,66,etc go a
vertically downwards from X=12,Y=-266 similarly because they're squares.
Each arm is N=4*k+rem for a remainder rem=0,1,2,3, so sequences related to
multiples of 4 or with a modulo 4 pattern may fall on particular arms.
=head1 FUNCTIONS
See L<Math::PlanePath/FUNCTIONS> for behaviour common to all path classes.
=over 4
=item C<$path = Math::PlanePath::SquareArms-E<gt>new ()>
Create and return a new path object.
=item C<($x,$y) = $path-E<gt>n_to_xy ($n)>
Return the X,Y coordinates of point number C<$n> on the path. For C<$n
E<lt> 1> the return is an empty list, as the path starts at 1.
Fractional C<$n> gives a point on the line between C<$n> and C<$n+4>, that
C<$n+4> being the next point on the same spiralling arm. This is probably
of limited use, but arises fairly naturally from the calculation.
=back
=head2 Descriptive Methods
=over
=item C<$arms = $path-E<gt>arms_count()>
Return 4.
=back
=head1 FORMULAS
=head2 Rectangle N Range
Within a square X=-d...+d, and Y=-d...+d the biggest N is the end of the N=5
arm in that square, which is N=9, 25, 49, 81, etc, (2d+1)^2, in successive
corners of the square. So for a rectangle find a surrounding d square,
d = max(abs(x1),abs(y1),abs(x2),abs(y2))
from which
Nmax = (2*d+1)^2
= (4*d + 4)*d + 1
This can be used for a minimum too by finding the smallest d covered by the
rectangle.
dlo = max (0,
min(abs(y1),abs(y2)) if x=0 not covered
min(abs(x1),abs(x2)) if y=0 not covered
)
from which the maximum of the preceding dlo-1 square,
Nlo = / 1 if dlo=0
\ (2*(dlo-1)+1)^2 +1 if dlo!=0
= (2*dlo - 1)^2
= (4*dlo - 4)*dlo + 1
For a tighter maximum, horizontally N increases to the left or right of the
diagonal X=Y line (or X=Y+/-1 line), which means one end or the other is the
maximum. Similar vertically N increases above or below the off-diagonal
X=-Y so the top or bottom is the maximum. This means for a rectangle the
biggest N is at one of the four corners,
Nhi = max (xy_to_n (x1,y1),
xy_to_n (x1,y2),
xy_to_n (x2,y1),
xy_to_n (x2,y2))
The current code uses a dlo for Nlo and the corners for Nhi, which means the
high is exact but the low is not.
=head1 SEE ALSO
L<Math::PlanePath>,
L<Math::PlanePath::DiamondArms>,
L<Math::PlanePath::HexArms>,
L<Math::PlanePath::SquareSpiral>
=head1 HOME PAGE
L<http://user42.tuxfamily.org/math-planepath/index.html>
=head1 LICENSE
Copyright 2011, 2012, 2013, 2014 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/>.
=cut
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