NAME¶
Math::PlanePath::TriangularHypot -- points of triangular lattice in order of
hypotenuse distance
SYNOPSIS¶
use Math::PlanePath::TriangularHypot;
my $path = Math::PlanePath::TriangularHypot->new;
my ($x, $y) = $path->n_to_xy (123);
DESCRIPTION¶
This path visits X,Y points on a triangular "A2" lattice in order of
their distance from the origin 0,0 and anti-clockwise around from the X axis
among those of equal distance.
58 47 39 46 57 4
48 34 23 22 33 45 3
40 24 16 9 15 21 38 2
49 25 10 4 3 8 20 44 1
35 17 5 1 2 14 32 <- Y=0
50 26 11 6 7 13 31 55 -1
41 27 18 12 19 30 43 -2
51 36 28 29 37 54 -3
60 52 42 53 61 -4
^
-7 -6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6 7
The lattice is put on a square X,Y grid using every second point per
"Triangular Lattice" in Math::PlanePath. Scaling X/2,Y*
sqrt(3)/2 gives equilateral triangles of side length 1 making a
distance from X,Y to the origin
dist^2 = (X/2^2 + (Y*sqrt(3)/2)^2
= (X^2 + 3*Y^2) / 4
For example N=19 at X=2,Y=-2 is sqrt((2**2+3*-2**2)/4) =
sqrt(4) from the
origin. The next smallest after that is X=5,Y=1 at
sqrt(7). The key
part is X^2 + 3*Y^2 as the distance measure to order the points.
Equal Distances¶
Points with the same distance are taken in anti-clockwise order around from the
X axis. For example N=14 at X=4,Y=0 is
sqrt(4) from the origin, and so
are the rotated X=2,Y=2 and X=-2,Y=2 etc in other sixth segments, for a total
6 points N=14 to N=19 all the same distance.
Symmetry means there's a set of 6 or 12 points with the same distance, so the
count of same-distance points is always a multiple of 6 or 12. There are 6
symmetric points when on the six radial lines X=0, X=Y or X=-Y, and on the
lines Y=0, X=3*Y or X=-3*Y which are midway between them. There's 12 symmetric
points for anything else, ie. anything in the twelve slices between those
twelve lines. The first set of 12 equal is N=20 to N=31 all at sqrt(28).
There can also be further ways for the same distance to arise, as multiple
solutions to X^2+3*Y^3=d^2, but the 6-way or 12-way symmetry means there's
always a multiple of 6 or 12 in total.
Odd Points¶
Option "points => "odd"" visits just the odd points,
meaning sum X+Y odd, which is X,Y one odd the other even.
points => "odd"
69 5
66 50 45 44 49 65 4
58 40 28 25 27 39 57 3
54 32 20 12 11 19 31 53 2
36 16 6 3 5 15 35 1
46 24 10 2 1 9 23 43 <- Y=0
37 17 7 4 8 18 38 -1
55 33 21 13 14 22 34 56 -2
59 41 29 26 30 42 60 -3
67 51 47 48 52 68 -4
70 -5
^
-6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6
All Points¶
Option "points => "all"" visits all integer X,Y points.
points => "all"
64 59 49 44 48 58 63 3
69 50 39 30 25 19 24 29 38 47 68 2
51 35 20 13 8 4 7 12 18 34 46 1
65 43 31 17 9 3 1 2 6 16 28 42 62 <- Y=0
52 36 21 14 10 5 11 15 23 37 57 -1
70 53 40 32 26 22 27 33 41 56 71 -2
66 60 54 45 55 61 67 -3
^
-6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6
Hex Points¶
Option "points => "hex"" visits X,Y points making a
hexagonal grid,
points => "hex"
50----42 49----59 5
/ \ / \
51----39 27----33 48 4
/ \ / \ /
43 22----15 21----32 3
\ / \ / \
28----16 6----11 26----41 2
/ \ / \ / \
52----34 7---- 3 5----14 47 1
/ \ / \ / \ /
60 23----12 1-----2 20----38 <- Y=0
\ / \ / \ / \
53----35 8---- 4 10----19 58 -1
\ / \ / \ /
29----17 9----13 31----46 -2
/ \ / \ /
44 24----18 25----37 -3
\ / \ / \
54----40 30----36 57 -4
\ / \ /
55----45 56----61 -5
^
-9 -8 -7 -6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6 7 8 9
N=1 is at the origin X=0,Y=0, then N=2,3,4 are all at X^2+3Y^2=4 away from the
origin, etc. The joining lines drawn above show the grid pattern but points
are in order of distance from the origin.
The points are all integer X,Y with X+3Y mod 6 == 0 or 2. This is a subset of
the default "even" points in that X+Y is even but with 1 of each 3
points skipped to make the hexagonal outline.
Hex Rotated Points¶
Option "points => "hex_rotated"" is the same hexagonal
points but rotated around so N=2 is at +60 degrees instead of on the X axis.
points => "hex_rotated"
60----50 42----49 5
/ \ / \
51 33----27 38----48 4
\ / \ / \
34----22 15----21 41 3
/ \ / \ /
43----28 12-----6 14----26 2
/ \ / \ / \
52 16-----7 2-----5 32----47 1
\ / \ / \ / \
39----23 3-----1 11----20 59 <- Y=0
/ \ / \ / \ /
53 17-----8 4----10 37----58 -1
\ / \ / \ /
44----29 13-----9 19----31 -2
\ / \ / \
35----24 18----25 46 -3
/ \ / \ /
54 36----30 40----57 -4
\ / \ /
61----55 45----56 -5
^
-9 -8 -7 -6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6 7 8 9
Points are still numbered from the X axis clockwise. The sets of points at equal
hypotenuse distances are the same as plain "hex" but the numbering
is changed by the rotation.
The points visited are all integer X,Y with X+3Y mod 6 == 0 or 4. This grid can
be viewed either as a +60 degree or a +180 degree rotation of the plain hex.
Hex Centred Points¶
Option "points => "hex_centred"" is the same hexagonal
grid as hex above, but with the origin X=0,Y=0 in the centre of a hexagon,
points => "hex_centred"
46----45 5
/ \
39----28 27----38 4
/ \ / \
47----29 16----15 26----44 3
/ \ / \ / \
48 17-----9 8----14 43 2
\ / \ / \ /
30----18 3-----2 13----25 1
/ \ / \ / \
40 10-----4 . 1-----7 37 <- Y=0
\ / \ / \ /
31----19 5-----6 24----36 -1
/ \ / \ / \
49 20----11 12----23 54 -2
\ / \ / \ /
50----32 21----22 35----53 -3
\ / \ /
41----33 34----42 -4
\ /
51----52 -5
^
-8 -7 -6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6 7 8 9
N=1,2,3,4,5,6 are all at X^2+3Y^2=4 away from the origin, then N=7,8,9,10,11,12,
etc. The points visited are all integer X,Y with X+3Y mod 6 == 2 or 4.
FUNCTIONS¶
See "FUNCTIONS" in Math::PlanePath for behaviour common to all path
classes.
- "$path = Math::PlanePath::TriangularHypot->new ()"
- "$path = Math::PlanePath::TriangularHypot->new (points =>
$str)"
- Create and return a new hypot path object. The "points" option
can be
"even" only points with X+Y even (the default)
"odd" only points with X+Y odd
"all" all integer X,Y
"hex" hexagonal X+3Y==0,2 mod 6
"hex_rotated" hexagonal X+3Y==0,4 mod 6
"hex_centred" hexagonal X+3Y==2,4 mod 6
Create and return a new triangular hypot path object.
- "($x,$y) = $path->n_to_xy ($n)"
- Return the X,Y coordinates of point number $n on the path.
For "$n < 1" the return is an empty list as the first point at
X=0,Y=0 is N=1.
Currently it's unspecified what happens if $n is not an integer. Successive
points are a fair way apart, so it may not make much sense to say give an
X,Y position in between the integer $n.
- "$n = $path->xy_to_n ($x,$y)"
- Return an integer point number for coordinates "$x,$y". Each
integer N is considered the centre of a unit square and an
"$x,$y" within that square returns N.
For "even" and "odd" options only every second square in
the plane has an N and if "$x,$y" is a position not covered then
the return is "undef".
OEIS¶
Entries in Sloane's Online Encyclopedia of Integer Sequences related to this
path include,
points="even" (the default)
A003136 norms (X^2+3*Y^2)/4 which occur
A004016 count of points of norm==n
A035019 skipping zero counts
A088534 counting only in the twelfth 0<=X<=Y
The counts in these sequences are expressed as norm = x^2+x*y+y^2. That x,y is
related to the "even" X,Y on the path here by a -45 degree rotation,
x = (Y-X)/2 X = 2*(x+y)
y = (X+Y)/2 Y = 2*(y-x)
norm = x^2+x*y+y^2
= ((Y-X)/2)^2 + (Y-X)/2 * (X+Y)/2 + ((X+Y)/2)^2
= (X^2 + 3*Y^2) / 4
The X^2+3*Y^2 is the dist^2 described above for equilateral triangles of unit
side. The factor of /4 scales the distance but of course doesn't change the
sets of points of the same distance.
points="all"
A092572 norms X^2+3*Y^2 which occur
A158937 norms X^2+3*Y^2 which occur, X>0,Y>0 with repeats
A092573 count of points norm==n for X>0,Y>0
A092574 norms X^2+3*Y^2 which occur for X>0,Y>0, gcd(X,Y)=1
A092575 count of points norm==n for X>0,Y>0, gcd(X,Y)=1
ie. X,Y no common factor
points="hex"
A113062 count of points norm=X^2+3*Y^2=4*n (theta series)
A113063 divided by 3
points="hex_centred"
A217219 count of points norm=X^2+3*Y^2=4*n (theta series)
SEE ALSO¶
Math::PlanePath, Math::PlanePath::Hypot, Math::PlanePath::HypotOctant,
Math::PlanePath::PixelRings, Math::PlanePath::HexSpiral
HOME PAGE¶
<
http://user42.tuxfamily.org/math-planepath/index.html>
LICENSE¶
Copyright 2010, 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/>.