/usr/share/perl5/Math/PlanePath/QuadricIslands.pm is in libmath-planepath-perl 113-1.
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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=QuadricIslands --lines --scale=10
# math-image --path=QuadricIslands --all --output=numbers_dash --size=132x50
# area approaches sqrt(48)/10
package Math::PlanePath::QuadricIslands;
use 5.004;
use strict;
#use List::Util 'max';
*max = \&Math::PlanePath::_max;
use vars '$VERSION', '@ISA';
$VERSION = 113;
use Math::PlanePath;
@ISA = ('Math::PlanePath');
use Math::PlanePath::Base::Generic
'is_infinite',
'round_nearest',
'floor';
use Math::PlanePath::Base::Digits
'round_down_pow';
use Math::PlanePath::QuadricCurve;
# uncomment this to run the ### lines
#use Smart::Comments;
use constant n_frac_discontinuity => 0;
use constant sumabsxy_minimum => 1; # minimum X=1/2,Y=1/2
use constant rsquared_minimum => 0.5; # minimum X=1/2,Y=1/2
use constant dx_maximum => 1;
use constant dy_maximum => 1;
use constant dsumxy_maximum => 1;
use constant ddiffxy_minimum => -1; # dDiffXY=+1 or -1
use constant ddiffxy_maximum => 1;
use constant dir_maximum_dxdy => (0,-1); # South
# N=1,2,3,4 gcd(1/2,1/2) = 1/2
use constant gcdxy_minimum => 1/2;
#------------------------------------------------------------------------------
# N=1 to 4 4 of, level=0
# N=5 to 36 12 of, level=1
# N=37 to .. 48 of, level=3
#
# each loop = 4*8^level
#
# n_base = 1 + 4*8^0 + 4*8^1 + ... + 4*8^(level-1)
# = 1 + 4*[ 8^0 + 8^1 + ... + 8^(level-1) ]
# = 1 + 4*[ (8^level - 1)/7 ]
# = 1 + 4*(8^level - 1)/7
# = (4*8^level - 4 + 7)/7
# = (4*8^level + 3)/7
#
# n >= (4*8^level + 3)/7
# 7*n = 4*8^level + 3
# (7*n - 3)/4 = 8^level
#
# nbase(k+1)-nbase(k)
# = (4*8^(k+1)+3 - (4*8^k+3)) / 7
# = (4*8*8^k - 4*8^k) / 7
# = (4*8-4) * 8^k / 7
# = 28 * 8^k / 7
# = 4 * 8^k
#
# nbase(0) = (4*8^0 + 3)/7 = (4+3)/7 = 1
# nbase(1) = (4*8^1 + 3)/7 = (4*8+3)/7 = (32+3)/7 = 35/7 = 5
# nbase(2) = (4*8^2 + 3)/7 = (4*64+3)/7 = (256+3)/7 = 259/7 = 37
#
### loop 1: 4* 8**1
### loop 2: 4* 8**2
### loop 3: 4* 8**3
# sub _level_to_base {
# my ($level) = @_;
# return (4*8**$level + 3) / 7;
# }
# ### level_to_base(1): _level_to_base(1)
# ### level_to_base(2): _level_to_base(2)
# ### level_to_base(3): _level_to_base(3)
sub n_to_xy {
my ($self, $n) = @_;
### QuadricIslands n_to_xy(): "$n"
if ($n < 1) { return; }
if (is_infinite($n)) { return ($n,$n); }
my ($base,$level) = round_down_pow ((7*$n - 3)*2, 8);
$base /= 8;
$level -= 1;
$base = (4*$base + 3)/7; # (4 * 8**$level + 3)/7
### $level
### $base
### level: "$level"
### next base would be: (4 * 8**($level+1) + 3)/7
my $rem = $n - $base;
### $rem
### assert: $n >= $base
### assert: $n < 8**($level+1)
### assert: $rem>=0
### assert: $rem < 4 * 8 ** $level
my $sidelen = 8**$level;
my $side = int($rem / $sidelen);
### $sidelen
### $side
### $rem
$rem -= $side*$sidelen;
### assert: $side >= 0 && $side < 4
my ($x, $y) = Math::PlanePath::QuadricCurve::n_to_xy ($self, $rem);
my $pos = 4**$level / 2;
### side calc: "$x,$y for pos $pos"
### $x
### $y
if ($side < 1) {
### horizontal rightwards
return ($x - $pos,
$y - $pos);
} elsif ($side < 2) {
### right vertical upwards
return (-$y + $pos, # rotate +90, offset
$x - $pos);
} elsif ($side < 3) {
### horizontal leftwards
return (-$x + $pos, # rotate 180, offset
-$y + $pos);
} else {
### left vertical downwards
return ($y - $pos, # rotate -90, offset
-$x + $pos);
}
}
# +-------+-------+-------+
# |31 | 24 0,1| 23|
# | | | |
# | +-------+-------+ |
# | |4 | |3 | | |
# | | | | | | |
# +---|--- ---|--- ---|---+ Y=0.5
# |32 | | | | | 16|
# | | | | | | |
# | +=======+=======+ | Y=0
# | |1 | |2 | | |
# | | | | | | |
# +---|--- ---|--- ---|---+ Y=-0.5
# | | | | | | |
# | | | | | | |
# | +-------+-------+ | Y=-1
# | | | |
# |7 |8 | 15|
# +-------+-------+-------+
#
# -2 <= 2*x < 2, round to -2,-1,0,1
# then 4*yround -8,-4,0,4
# total -10 to 5 inclusive
my @inner_n_list = ([1,7], [1,8], [2,8], [2,15], # Y=-1
[1,32], [1], [2], [2,16], # Y=-0.5
[4,32], [4], [3], [3,16], # Y=0
[4,31],[4,24],[3,24],[3,23]); # Y=0.5
sub xy_to_n {
return scalar((shift->xy_to_n_list(@_))[0]);
}
sub xy_to_n_list {
my ($self, $x, $y) = @_;
### QuadricIslands xy_to_n(): "$x, $y"
if ($x >= -1 && $x < 1
&& $y >= -1 && $y < 1) {
### round 2x: floor(2*$x)
### round 2y: floor(2*$y)
### index: floor(2*$x) + 4*floor(2*$y) + 10
### assert: floor(2*$x) + 4*floor(2*$y) + 10 >= 0
### assert: floor(2*$x) + 4*floor(2*$y) + 10 <= 15
return @{$inner_n_list[ floor(2*$x)
+ 4*floor(2*$y)
+ 10 ]};
}
$x = round_nearest($x);
$y = round_nearest($y);
my $high;
if ($x >= $y + ($y>0)) {
# +($y>0) to exclude the downward bump of the top side
### below leading diagonal ...
if ($x < -$y) {
### bottom quarter ...
$high = 0;
} else {
### right quarter ...
$high = 1;
($x,$y) = ($y, -$x); # rotate -90
}
} else {
### above leading diagonal
if ($y > -$x) {
### top quarter ...
$high = 2;
$x = -$x; # rotate 180
$y = -$y;
} else {
### right quarter ...
$high = 3;
($x,$y) = (-$y, $x); # rotate +90
}
}
### rotate to: "$x,$y high=$high"
# ymax = (10*4^(l-1)-1)/3
# ymax < (10*4^(l-1)-1)/3+1
# (10*4^(l-1)-1)/3+1 > ymax
# (10*4^(l-1)-1)/3 > ymax-1
# 10*4^(l-1)-1 > 3*(ymax-1)
# 10*4^(l-1) > 3*(ymax-1)+1
# 10*4^(l-1) > 3*(ymax-1)+1
# 10*4^(l-1) > 3*ymax-3+1
# 10*4^(l-1) > 3*ymax-2
# 4^(l-1) > (3*ymax-2)/10
#
# (2*4^(l-1) + 1)/3 = ymin
# 2*4^(l-1) + 1 = 3*y
# 2*4^(l-1) = 3*y-1
# 4^(l-1) = (3*y-1)/2
#
# ypos = 4^l/2 = 2*4^(l-1)
# z = -2*y+x
# (2*4**($level-1) + 1)/3 = z
# 2*4**($level-1) + 1 = 3*z
# 2*4**($level-1) = 3*z - 1
# 4**($level-1) = (3*z - 1)/2
# = (3*(-2y+x)-1)/2
# = (-6y+3x - 1)/2
# = -3*y + (3x-1)/2
# 2*4**($level-1) = -2*y-x
# 4**($level-1) = -y-x/2
# 4**$level = -4y-2x
#
# line slope y/x = 1/2 as an index
my $z = -$y-$x/2;
my ($len,$level) = round_down_pow ($z, 4);
### $z
### amin: 2*4**($level-1)
### $level
### $len
if (is_infinite($level)) {
return $level;
}
$len *= 2;
$x += $len;
$y += $len;
### shift to: "$x,$y"
my $n = Math::PlanePath::QuadricCurve::xy_to_n($self, $x, $y);
# Nmin = (4*8^l+3)/7
# Nmin+high = (4*8^l+3)/7 + h*8^l
# = (4*8^l + 3 + 7h*8^l)/7 +
# = ((4+7h)*8^l + 3)/7
#
### plain curve on: ($x+2*$len).",".($y+2*$len)." give n=".(defined $n && $n)
### $high
### high: (8**$level)*$high
### base: (4 * 8**($level+1) + 3)/7
### base with high: ((4+7*$high) * 8**($level+1) + 3)/7
if (defined $n) {
return ((4+7*$high) * 8**($level+1) + 3)/7 + $n;
} else {
return;
}
}
# level width extends
# side = 4^level
# ypos = 4^l / 2
# width = 1 + 4 + ... + 4^(l-1)
# = (4^l - 1)/3
# ymin = ypos(l) - 4^(l-1) - width(l-1)
# = 4^l / 2 - 4^(l-1) - (4^(l-1) - 1)/3
# = 4^(l-1) * (2 - 1 - 1/3) + 1/3
# = (2*4^(l-1) + 1) / 3
#
# (2*4^(l-1) + 1) / 3 = y
# 2*4^(l-1) + 1 = 3*y
# 2*4^(l-1) = 3*y-1
# 4^(l-1) = (3*y-1)/2
#
# ENHANCE-ME: slope Y=X/2+1 or thereabouts for sides
#
# not exact
sub rect_to_n_range {
my ($self, $x1,$y1, $x2,$y2) = @_;
### QuadricIslands rect_to_n_range(): "$x1,$y1 $x2,$y2"
# $x1 = round_nearest ($x1);
# $y1 = round_nearest ($y1);
# $x2 = round_nearest ($x2);
# $y2 = round_nearest ($y2);
my $m = max(abs($x1), abs($x2),
abs($y1), abs($y2));
my ($len,$level) = round_down_pow (6*$m-2, 4);
### $len
### $level
return (1,
(32*8**$level - 4)/7);
}
# ymax = ypos(l) + 4^(l-1) + width(l-1)
# = 4^l / 2 + 4^(l-1) + (4^(l-1) - 1)/3
# = 4^(l-1) * (4/2 + 1 + 1/3) - 1/3
# = 4^(l-1) * (2 + 1 + 1/3) - 1/3
# = 4^(l-1) * 10/3 - 1/3
# = (10*4^(l-1) - 1) / 3
#
# (10*4^(l-1) - 1) / 3 = y
# 10*4^(l-1) - 1 = 3*y
# 10*4^(l-1) = 3*y+1
# 4^(l-1) = (3*y+1)/10
#
# based on max ??? ...
#
# my ($power,$level) = round_down_pow ((3*$m+1-3)/10, 4);
# ### $power
# ### $level
# return (1,
# (4*8**($level+3) + 3)/7 - 1);
1;
__END__
=for stopwords eg Ryde ie Math-PlanePath quadric onwards
=head1 NAME
Math::PlanePath::QuadricIslands -- quadric curve rings
=head1 SYNOPSIS
use Math::PlanePath::QuadricIslands;
my $path = Math::PlanePath::QuadricIslands->new;
my ($x, $y) = $path->n_to_xy (123);
=head1 DESCRIPTION
This is concentric islands made from four sides of the C<QuadricCurve>,
27--26 3
| |
29--28 25 22--21 2
| | | |
30--31 24--23 20--19 1
| 4--3 |
34--33--32 | 16--17--18 <- Y=0
| 1--2 |
35--36 7---8 15--14 -1
| | |
5---6 9 12--13 -2
| |
55--56 10--11 -3
| |
... 53--54 57 60--61 -4
| | | |
52--51 58--59 62--63 -5
| |
48--49--50 66--65--64 -6
| |
39--40 47--46 67--68 -7
| | | |
37--38 41 44--45 69 -8
| | |
42--43 70--71 -9
|
74--73--72 -10
|
75--76 79--80 ... -11
| | | |
77--78 81 84--85 -12
| |
82--83 -13
^
-8 -7 -6 -5 -4 -3 -2 -1 X=0 1 2 3 4
The initial figure is the square N=1,2,3,4 then for the next level each
straight side expands to 4x longer and a zigzag like N=5 through N=13 and
the further sides to N=36.
*---*
| |
*---* becomes *---* * *---*
| |
*---*
=head2 Level Ranges
Counting the innermost square as level 0, each ring is
length = 4 * 8^level many points
Nstart = 1 + length[0] + ... + length[level-1]
= (4*8^level + 3)/7
Xstart = - 4^level / 2
Ystart = - 4^level / 2
For example the lower partial ring shown above is level 2 starting
N=(4*8^2+3)/7=37 at X=-(4^2)/2=-8,Y=-8.
The innermost square N=1,2,3,4 is on 0.5 coordinates, for example N=1 at
X=-0.5,Y=-0.5. This is centred on the origin and consistent with the
(4^level)/2. Points from N=5 onwards are integer X,Y.
4-------3 Y=+1/2
| |
| o |
|
1-------2 Y=-1/2
X=-1/2 X=+1/2
=head1 FUNCTIONS
See L<Math::PlanePath/FUNCTIONS> for behaviour common to all path classes.
=over 4
=item C<$path = Math::PlanePath::QuadricIslands-E<gt>new ()>
Create and return a new path object.
=back
=head1 SEE ALSO
L<Math::PlanePath>,
L<Math::PlanePath::QuadricCurve>,
L<Math::PlanePath::KochSnowflakes>,
L<Math::PlanePath::GosperIslands>
=head1 HOME PAGE
L<http://user42.tuxfamily.org/math-planepath/index.html>
=head1 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/>.
=cut
|