Math::...:Corner(3pm)
π Math::...:Corner(3pm) β the corner path bestie π
okay so. this is Math::PlanePath::Corner, a little Perl module from the User Contributed Perl Documentation collection, and it's lowkey one of the cutest paths in the whole PlanePath family. it's in the Math::PlanePath::Corner namespace and it does exactly one thing: it lays points out in layers spiralling outwards from the corner of the first quadrant. iconic behaviour, no notes. π
β¨ NAME β¨
Math::PlanePath::Corner β points shaped around in a corner π
πΈ SYNOPSIS πΈ
use Math::PlanePath::Corner;
my $path = Math::PlanePath::Corner->new;
my ($x, $y) = $path->n_to_xy (123);
that's it. that's the whole vibe. create the path, ask it where point 123 lives, get coordinates back. π¦
π«Ά DESCRIPTION π«Ά
so the way this works: points get dropped in layers that work outwards from the corner of the first quadrant. like nesting L-shapes, one inside the other, getting bigger. main character energy fr fr.
5 | 26--...
|
4 | 17--18--19--20--21
| |
3 | 10--11--12--13 22
| | |
2 | 5-- 6-- 7 14 23
| | | |
1 | 2-- 3 8 15 24
| | | | | |
Y=0 | 1 4 9 16 25
+---------------------
X=0 1 2 3 4
see that horizontal run 1,4,9,16,etc along Y=0? those are the perfect squares. obviously. and it's not a coincidence, it's because every further row/column "gnomon" you slap onto a square makes it a one-bigger square:
10 11 12 13
5 6 7 5 6 7 14
2 3 2 3 8 2 3 8 15
1 4 1 4 9 1 4 9 16
2x2 3x3 4x4
and the points N=2,6,12,20,etc sitting on the diagonal X=Y-1 (going up from X=0,Y=1) are the pronic numbers k*(k+1) β the ones that are literally half way between the squares. cute lil in-betweeners. π
each gnomon is 2 longer than the one before it. this whole setup is similar to the "PyramidRows", "PyramidSides" and "SacksSpiral" paths. and heads up: "Corner" and "PyramidSides" are actually the same thing β the difference is that "PyramidSides" is stretched to two quadrants instead of one like the "Corner" here. same girl, different pose. π
π Wider
there's an optional wider => $integer that makes the path wider horizontally, so it turns into a rectangle. like so:
wider => 3
4 | 29--30--31--...
|
3 | 19--20--21--22--23--24--25
| |
2 | 11--12--13--14--15--16 26
| | |
1 | 5---6---7---8---9 17 27
| | | |
Y=0 | 1---2---3---4 10 18 28
|
-----------------------------
^
X=0 1 2 3 4 5 6
so each gnomon's horizontal part is wider many steps longer. and it's still 2 longer than the previous one, because this widening is a constant amount every time. consistent queen. π
β N Start
by default, numbering starts at N=1 like we showed above. but you can pass an optional n_start to start somewhere else while keeping the same shape and everything. for example, starting at 0:
n_start => 0
5 | 25 ...
4 | 16 17 18 19 20
3 | 9 10 11 12 21
2 | 4 5 6 13 22
1 | 1 2 7 14 23
Y=0 | 0 3 8 15 24
-----------------
X=0 1 2 3
with Nstart=0, the squares end up on the Y axis and the pronic numbers end up on the X=Y leading diagonal. shakeup! π₯
π FUNCTIONS π
there are shared behaviours common to all path classes β go peek at "FUNCTIONS" in Math::PlanePath for those. here's what's specific to this babe:
"$path = Math::PlanePath::Corner->new ()""$path = Math::PlanePath::Corner->new (wider => $w, n_start => $n)"β create and return a brand new path object. yes you can passwiderandn_startright there. go off. β¨"($x,$y) = $path->n_to_xy ($n)"β return the X,Y coordinates of point number$non the path.
for"$n < n_start()-0.5"the return is an empty list. there's an extra 0.5 beforeNstart, but nothing further before there. so don't come looking, nothing's home. π
"$n = $path->xy_to_n ($x,$y)"β return the point number for coordinates"$x,$y".
$x and $y are each rounded to the nearest integer, which basically treats each point as a square of side 1, so the quadrant x>=-0.5 and y>=-0.5 is entirely covered.
"($n_lo, $n_hi) = $path->rect_to_n_range ($x1,$y1, $x2,$y2)"β the returned range is exact, meaning$n_loand$n_hiare the smallest and biggest values in the rectangle. no guesswork, we're precise here. π―
π§ FORMULAS π§
π« N to X,Y
counting d=0 for the first L-shaped gnomon at Y=0, the start of the gnomon is:
StartN(d) = d^2 + 1 = 1,2,5,10,17,etc
the current "n_to_xy()" code extends to the left by an extra 0.5 for fractional N, so like N=9.5 sits at X=-0.5,Y=3. with that, the starting N for each gnomon d is:
StartNfrac(d) = d^2 + 0.5
inverting that gives you the gnomon d number for an N:
d = floor(sqrt(N - 0.5))
subtracting the gnomon start gives you an offset into that gnomon:
OffStart = N - StartNfrac(d)
the corner point 1,3,7,13,etc β the spot where the gnomon turns down β is at d+0.5 into that remainder, and it's convenient to subtract that, so you get negative for the horizontal and positive for the vertical:
Off = OffStart - (d+0.5)
= N - (d*(d+1) + 1)
then the X,Y coordinates are:
if (Off < 0) then X=d+Off, Y=d
if (Off >= 0) then X=d, Y=d-Off
π« X,Y to N
for a given X,Y, the bigger of X or Y determines the d gnomon.
if Y>=X then X,Y is on the horizontal part. at X=0 you have N=StartN(d) per the Start(N) formula above, and any further X is just an offset from there:
if Y >= X then
d=Y
N = StartN(d) + X
= Y^2 + 1 + X
otherwise, if Y<X, then X,Y is on the vertical part. at Y=0, N is the last point on the gnomon, and one back from the start of the following gnomon:
if Y <= X then
d=X
LastN(d) = StartN(d+1) - 1
= (d+1)^2
N = LastN(d) - Y
= (X+1)^2 - Y
π« Rectangle N Range
for "rect_to_n_range()", in each row, increasing X means increasing N, so the smallest N is in the leftmost column and the biggest N is in the rightmost column.
|
| ------> N increasing
|
-----------------------
going up a column, N values increase away from the X=Y diagonal, up or down, and all N values above X=Y are bigger than the ones below.
| ^ N increasing up from X=Y diagonal
| |
| |/
| /
| /|
| / | N increasing down from X=Y diagonal
| / v
|/
-----------------------
which means the biggest N is the top right corner if that corner is Y>=X, otherwise it's the bottom right corner.
max N at top right
| / | --+ if corner Y>=X
| / --+ | | /
| / | | |/
| / | | |
| / ----v | /|
| / max N at bottom right | --+
|/ if corner Y<=X |/
---------- -------
and for the smallest N: if the bottom left corner has Y>X then it's in the "increasing" part and that bottom left corner is the smallest N. otherwise Y<=X means some of the "decreasing" part is covered, and the smallest N is at Y=min(X,Ymax) β i.e. either the Y=X diagonal if it's inside the rectangle, or the top right corner otherwise.
| /
| | /
| | / min N at bottom left
| +---- if corner Y>X
| /
| /
|/
----------
| / | /
| | / | /
| |/ min N at X=Y | /
| * if diagonal crossed | / +-- min N at top left
| /| | / | if corner Y<X
| / +----- | / |
|/ |/
---------- ----------
min N at Xmin,Ymin if Ymin >= Xmin
Xmin,min(Xmin,Ymax) if Ymin <= Xmin
π OEIS π
this path shows up in Sloane's Online Encyclopedia of Integer Sequences, as:
<http://oeis.org/A196199> (etc)
wider=0, n_start=1 (the defaults)
A213088 X+Y sum
A196199 X-Y diff, being runs -n to +n
A053615 abs(X-Y), runs n to 0 to n, distance to next pronic
A000290 N on X axis, perfect squares starting from 1
A002522 N on Y axis, Y^2+1
A002061 N on X=Y diagonal, extra initial 1
A004201 N on and below X=Y diagonal, so X>=Y
A020703 permutation N at transpose Y,X
A060734 permutation N by diagonals up from X axis
A064790 inverse
A060736 permutation N by diagonals down from Y axis
A064788 inverse
A027709 boundary length of N unit squares
A078633 grid sticks of N points
n_start=0
A000196 max(X,Y), being floor(sqrt(N))
A005563 N on X axis, n*(n+2)
A000290 N on Y axis, perfect squares
A002378 N on X=Y diagonal, pronic numbers
n_start=2
A059100 N on Y axis, Y^2+2
A014206 N on X=Y diagonal, pronic+2
wider=1
A053188 abs(X-Y), dist to nearest square, extra initial 0
wider=1, n_start=0
A002378 N on Y axis, pronic numbers
A005563 N on X=Y diagonal, n*(n+2)
wider=1, n_start=2
A014206 N on Y axis, pronic+2
wider=2, n_start=1
A028387 N on X=Y diagonal, k*(k+3) + 1
wider=2, n_start=0
A005563 N on Y axis, (Y+1)^2-1
A028552 N on X=Y diagonal, k*(k+3)
wider=3, n_start=0
A028552 N on Y axis, k*(k+3)
π SEE ALSO π
Math::PlanePath, Math::PlanePath::PyramidSides, Math::PlanePath::PyramidRows, Math::PlanePath::SacksSpiral, Math::PlanePath::Diagonals
π HOME PAGE π
<http://user42.tuxfamily.org/math-planepath/index.html>
π LICENSE π
Copyright 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021 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/>.
fr fr read the license, bestie. no warranty is no warranty. π
and that's the whole page!! this was perl v5.32.0, dated 2021-01-23, from Math::...:Corner(3pm). stay cornered, stay iconic, mwah πβ¨
π¦ where this page comes from
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- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms