How I connect dots using A* (Astart) pathfinding system? in GODOT - for-loop

I'm trying to do something a little bit different then the usual.
I have a 3D gridmap node setup and I'm trying to autogenerate the dots and connections using A*
Instead of creating obstacles tiles, I'm creating walls in between the tiles, so the tiles are still walkable, you just cannot pass through a wall . I figure it that out all already
but I have no idea how to code how to connect the points in a easy way and not connect points that has walls in between...
I'm using a RaycastCast Node to detect the wall, and his position as it walk through every gridtile
but I can't figure it out a nested loop to find the neighbors points to connect
this is what I tried to do (obviously get_closest_point() is not working the way I wanted).
If I could get a point using only Vector3 Coordinates, I think I could make it work.
EXTRA: if you guys can show me a way to clean the code, especially on the "FORs" syntaxes, because I kind don't know what I'm doing
Any other clean code recommendations would be amazing and very much welcomed
At the end has a visual draw(image) of the logic of the idea.
onready var rc = $RayCast
onready var aS = AStar.new()
var floor_size = Vector3(12,0,12)
var origin = Vector3(-5.5, 0.5, -2.5)
var FRONT = Vector3(1,0,0)
var RIGHT = Vector3(0,0,1)
var BACK = Vector3(-1,0,0)
var LEFT = Vector3(-1,0,0)
func set_walkable():
var value = 0
var value2 = 0
var i = 0
for _length in range (origin.x, origin.x + floor_size.x + 1):
value += 1
value2 = 0
for _width in range(origin.z, origin.z + floor_size.z):
i += 1
value2 += 1
aS.add_point(i, Vector3(origin.x + value -1 , 0.5, origin.z + value2 -1) , 1.0)
value = 0
for _u in range(origin.x, origin.x + floor_size.x + 1):
value += 1
value2 = 0
for _v in range(origin.z, origin.z + floor_size.z):
value2 += 1
var from = aS.get_closest_point(Vector3(origin.x + value ,0.5, origin.z + value2) ) # Current
rc.translation = Vector3(origin.x + value -1 ,0.5, origin.z + value2 -1)
draw_points()
print(rc.translation)
rc.cast_to = FRONT
var to = aS.get_closest_point(rc.translation) # Front
if from != -1 and !rc.is_colliding():
aS.connect_points(from, to)
draw_connections(Vector3(rc.translation.x + 0.5,rc.translation.y,rc.translation.z))
rc.cast_to = BACK
to = aS.get_closest_point(rc.translation) # back
if from != -1 and !rc.is_colliding():
aS.connect_points(from, to)
draw_connections(Vector3(rc.translation.x + -0.5,rc.translation.y,rc.translation.z))
rc.cast_to = RIGHT
to = aS.get_closest_point(rc.translation) # right
if from != -1 and !rc.is_colliding():
aS.connect_points(from, to)
draw_connections(Vector3(rc.translation.x,rc.translation.y,rc.translation.z + 0.5))
rc.cast_to = LEFT
to = aS.get_closest_point(rc.translation) # left
if from != -1 and !rc.is_colliding():
aS.connect_points(from, to)
draw_connections(Vector3(rc.translation.x + 0.5,rc.translation.y,rc.translation.z + -0.5))
func draw_points(): # Make points visible
var cube = MeshInstance.new()
cube.mesh = CubeMesh.new()
cube.translation = rc.translation
cube.scale = Vector3(0.25,0.25,0.25)
add_child(cube)
print("Cubo adicionado")
func draw_connections(position): # Make connections visible
var line = MeshInstance.new()
line.mesh = PlaneMesh.new()
line.scale = Vector3(0.03,0.03,0.03)
line.translation = position
add_child(line)
print("Cubo adicionado")

Convert between Coordinates and Point ids
Let us establish a mapping between coordinates and point ids. Given that we have a floor_size, this is easy:
func vector_to_id(vector:Vector3, size:Vector3) -> int:
return int(int3(vector).dot(dimension_size(size)))
func id_to_vector(id:int, size:Vector3) -> Vector3:
var s:Vector3 = dimension_size(size)
var z:int = int(id / s.z)
var y:int = int((id % int(s.z)) / s.y)
var x:int = id % int(s.y)
return Vector3(x, y, z)
func int3(vector:Vector3) -> Vector3:
return Vector3(int(vector.x), int(vector.y), int(vector.z))
func dimension_size(size:Vector3) -> Vector3:
return Vector3(1, int(size.x + 1), int(size.x + 1) * int(size.y + 1))
Possible optimizations:
Store dimension_size(floor_size) and use that directly.
Skip calling int3 on the condition that the values you pass to vector_to_id are guaranteed to be integer.
We will need a function to get the total number of points:
func total_size(size:Vector3) -> int:
return int(size.x + 1) * int(size.y + 1) * int(size.z + 1)
Explanation
Let us start at 1D (one dimension). We will only have one coordinate. So we have an hypothetical Vector1 that has an x property. We are simply putting things in a line.
Then the mapping is trivial: to convert from the coordinates to the id, we take id = int(vector.x), and if we want the coordinate we simply do vector = Vector1(id).
Now, let us move to 2D. We have Vector2 with x and y. Thankfully we have a size (there are ways to do the mapping when the size is not known, but having a size is convenient).
Thus, we will be doing a 2D grid, with some width and height. The y coordinate tells us the row in which we are, and x tells us the position in the row.
Then if we have some id, we need to figure out how many rows we need to get there, and then in what position in that row we are. Figuring out the row is easy, we divide by the width of the grid. And the position in the row is the reminder. One caveat: We are measuring from 0 (so a width of 0 actually means 1 element per row).
We have:
func id_to_vector(id:int, size:Vector2) -> Vector2:
var y:int = int(id / (size.x + 1))
var x:int = id % int(size.x + 1)
return Vector2(x, y)
How about going the other way around? Well, we multiply y for the length of a row (the width), and add x:
func vector_to_id(vector:Vector2, size:Vector2) -> int:
return int(vector.x) + int(vector.y) * int(size.x + 1)
Notice:
We didn't need size.y.
We need size.x + 1 in both functions.
vector_to_id looks very similar to a dot product.
Thus, let us make a new function that returns the vector with which we would be making the dot product:
func dimension_size(size:Vector2) -> Vector2:
return Vector2(1, int(size.x + 1))
And use it:
func vector_to_id(vector:Vector2, size:Vector2) -> int:
return int(vector.dot(dimensional_size(size)))
func id_to_vector(id:int, size:Vector2) -> Vector2:
var s = dimensional_size(size)
var y:int = int(id / int(s.y))
var x:int = id % int(s.y)
return Vector2(x, y)
Note If there is no guarantee that vector only has integers in vector_to_id, the fractional part in the dot product make lead to a wrong result. Which is why I have a function to make it have only integer.
Time for 3D. We have Vector3 with x, y and z. We are making a 3D grid. Now the z will tell us the layer, and each layer is a 2D grid.
Let us review dimensional_size, We had:
func dimension_size(size:Vector2) -> Vector2:
return Vector2(1, int(size.x + 1))
That is the size of an element (1), the size of a row(size.x + 1), we need to add the size of a layer. That is, the size of the 2D grid, which is just width times height.
func dimension_size(size:Vector3) -> Vector3:
return Vector3(1, int(size.x + 1), int(size.x + 1) * int(size.y + 1))
And how do we get z from the id? We divide by the size of a grid (so we know on what grid we are). Then from the reminder of that division we can find y:
func vector_to_id(vector:Vector3, size:Vector3) -> int:
return int(vector.dot(dimensional_size(size)))
func id_to_vector(id:int, size:Vector3) -> Vector3:
var s = dimensional_size(size)
var z:int = int(id / int(s.z))
var y:int = int(int(id % int(s.z)) / int(s.y))
var x:int = id % int(s.y)
return Vector2(x, y, z)
In fact, technically, all these coordinates are computed on the same form:
func id_to_vector(id:int, size:Vector3) -> Vector3:
var s = dimensional_size(size)
var tot = total_size(size)
var z:int = int(int(id % int(tot)) / int(s.z))
var y:int = int(int(id % int(s.z)) / int(s.y))
var x:int = int(int(id % int(s.y)) / int(s.x))
return Vector2(x, y, z)
Except, there is no need to take the reminder with the total size because id should always be less than that. And there is no need to divide by s.x because the size of a single element is always 1. And I also removed some redundant int casts.
What is total_size? The next element of dimensional_size, of course:
func dimension_size(size:Vector3) -> Vector3:
return Vector3(1, int(size.x + 1), int(size.x + 1) * int(size.y + 1))
func total_size(size:Vector3) -> int:
return int(size.x + 1) * int(size.y + 1) * int(size.z + 1)
Checking connectivity
And a way to check connectivity:
func check_connected(start:Vector3, end:Vector3) -> bool:
rc.transform.origin = start
rc.cast_to = end
rc.force_update_transform()
rc.force_raycast_update()
return !raycast.is_colliding()
And you had the right idea with FRONT, RIGHT, BACK and LEFT but put them in an array:
var offsets = [Vector3(1,0,0), Vector3(0,0,1), Vector3(-1,0,0), Vector3(-1,0,0)]
Note I'm calling force_update_transform and force_raycast_update because are doing multiple raycast checks on the same frame.
Populating AStar
Alright, enough setup, we can now iterate:
for id in total_size(floor_size):
pass
On each iteration, we need to get the vector:
for id in total_size(floor_size):
var vector = id_to_vector(id, floor_size)
Posible optimization: Iterate over the vector coordinates directly to avoid calling id_to_vector.
We can add the vector to AStar:
for id in total_size(floor_size):
var vector = id_to_vector(id, floor_size)
aS.add_point(id, vector)
Next we need the adjacent vectors:
for id in total_size(floor_size):
var vector = id_to_vector(id, floor_size)
aS.add_point(id, vector)
for offset in offsets:
var adjacent = vector + offset
Let us add them to AStar too:
for id in total_size(floor_size):
var vector = id_to_vector(id, floor_size)
aS.add_point(id, vector)
for offset in offsets:
var adjacent = vector + offset
var adjacent_id = vector_to_id(adjacent, floor_size)
aS.add_point(adjacent_id, adjacent)
Possible optimizations:
Do not add if has_point returns true.
If the id of the adjacent vector is lower, do not process it.
Modify offsets so that you only check adjacent position that are yet to be added (and thus preventing the prior two cases).
Let us check connectivity:
for id in total_size(floor_size):
var vector = id_to_vector(id, floor_size)
aS.add_point(id, vector)
for offset in offsets:
var adjacent = vector + offset
var adjacent_id = vector_to_id(adjacent, floor_size)
aS.add_point(adjacent_id, adjacent)
if check_connected(vector, adjacent):
pass
And tell the AStar about the connectivity:
for id in total_size(floor_size):
var vector = id_to_vector(id, floor_size)
aS.add_point(id, vector)
for offset in offsets:
var adjacent = vector + offset
var adjacent_id = vector_to_id(adjacent, floor_size)
aS.add_point(adjacent_id, adjacent)
if check_connected(vector, adjacent):
connect_points(id, adjacent_id)

Related

Compact way to produce a large sequence of strings in lexical order

I want to generate a sequence of strings with the following properties:
Lexically ordered
Theoretically infinite
Compact over a realistic range
Generated by a simple process of incrementation
Matches the regexp /\w+/
The obvious way to generate a lexically-ordered sequence is to choose a string length and pad the strings with a base value like this: 000000, 000001, etc. This approach poses a trade-off between the number of permutations and compactness: a string long enough to yield many permutations will be filled many zeros along the way. Plus, the length I choose sets an upper bound on the total number of permutations unless I have some mechanism for expanding the string when it maxes out.
So I came up with a sequence that works like this:
Each string consists of a "head", which is a base-36 number, followed by an underscore, and then the "tail", which is also a base-36 number padded by an increasing number of zeros
The first cycle goes from 0_0 to 0_z
The second cycle goes from 1_00 to 1_zz
The third cycle goes from 2_000 to 2_zzz, and so on
Once the head has reached z and the tail consists of 36 zs, the first "supercycle" has ended. Now the whole sequence starts over, except the z remains at the beginning, so the new cycle starts with z0_0, then continues to z1_00, and so on
The second supercycle goes zz0_0, zz1_00, and so on
Although the string of zs in the head could become unwieldy over the long run, a single supercycle contains over 10^56 permutations, which is far more than I ever expect to use. The sequence is theoretically infinite but very compact within a realistic range. For instance, the trillionth permutation is a succinct 7_bqd55h8s.
I can generate the sequence relatively simply with this javascript function:
function genStr (n) {
n = BigInt(n);
let prefix = "",
cycle = 0n,
max = 36n ** (cycle + 1n);
while (n >= max) {
n -= max;
if (cycle === 35n) {
prefix += "z";
cycle = 0n;
} else {
cycle++;
}
max = 36n ** (cycle + 1n);
}
return prefix
+ cycle.toString(36)
+ "_"
+ n.toString(36).padStart(Number(cycle) + 1, 0);
}
The n parameter is a number that I increment and pass to the function to get the next member of the sequence. All I need to keep track of is a simple integer, making the sequence very easy to use.
So obviously I spent a lot of time on this and I think it's pretty good, but I'm wondering if there is a better way. Is there a good algorithm for generating a sequence along the lines of the one I'm looking for?
A close idea to yours. (more rafined than my first edit...).
Let our alphabet be A = {0,1,2,3}.
Let |2| mean we iterate from 0 to 2 and |2|^2 mean we generate the cartesian product in a lexically sorted manner (00,01,10,11).
We start with
0 |3|
So we have a string of length 2. We "unshift" the digit 1 which "factorizes" since any 0|3|... is less than 1|3|^2.
1 |3|^2
Same idea: unshift 2, and make words of length 4.
2 |3|^3
Now we can continue and generate
3 |2| |3|^3
Notice |2| and not |3|. Now our maximum number becomes 32333. And as you did, we can now add the carry and start a new supercycle:
33 0|3|
This is a slight improvement, since _ can now be part of our alphabet: we don't need to reserve it as a token separator.
In our case we can represent in a supercycle:
n + n^2 + ... + n^(n-1) + (n-1) * n^(n-1)
\-----------------------/\--------------/
geometric special
In your case, the special part would be n^n (with the nuance that you have theorically one char less so replace n with n-1 everywhere)
The proposed supercycle is of length :
P = (n \sum_{k = 0}^{n-2} n^k) + (n-1) * n^(n-1)
P = (n \sum_{k = 0}^{n-3} n^k) + n^n
P = n(n^{n-2} - 1)/(n-1) + n^n
Here is an example diff with alphabet A={0,1,2}
my genStr(grandinero)
,00 0_0
,01 0_1
,02 0_2
,100 1_00
,101 1_01
,102 1_02
,110 1_10
,111 1_11
,112 1_12
,120 1_20
,121 1_21
,122 1_22
,2000 2_000
,2001 2_001
,2002 2_002
,2010 2_010
,2011 2_011
,2012 2_012
,2020 2_020
,2021 2_021
,2022 2_022
,2100 2_100
,2101 2_101
,2102 2_102
,2110 2_110
,2111 2_111
,2112 2_112
,2120 2_120
,2121 2_121
,2122 2_122
22,00 2_200 <-- end of my supercycle if no '_' allowed
22,01 2_201
22,02 2_202
22,100 2_210
22,101 2_211
22,102 2_212
22,110 2_220
22,111 2_221
22,112 2_222 <-- end of yours
22,120 z0_0
That said, for a given number x, we can can count how many supercycles (E(x / P)) there are, each supercycle making two leading e (e being the last char of A).
e.g: A = {0,1,2} and x = 43
e = 2
P = n(n^{n-2} - 1)/(n-1) + n^n = 3(3^1 -1)/2 + 27 = 30
// our supercycle is of length 30
E(43/30) = 1 // 43 makes one supercycle and a few more "strings"
r = x % P = 13 // this is also x - (E(43/30) * 30) (the rest of the euclidean division by P)
Then for the left over (r = x % P) two cases to consider:
either we fall in the geometric sequence
either we fall in the (n-1) * n^(n-1) part.
1. Adressing the geometric sequence with cumulative sums (x < S_w)
Let S_i be the cumsum of n, n^2,..
S_i = n\sum_{k = 0}^{i-1} n^k
S_i = n/(n-1)*(n^i - 1)
which gives S_0 = 0, S_1 = n, S_2 = n + n^2...
So basically, if x < S_1, we get 0(x), elif x < S_2, we get 1(x-S_1)
Let S_w = S_{n-1} the count of all the numbers we can represent.
If x <= S_w then we want the i such that
S_i < x <= S_{i+1} <=> n^i < (n-1)/n * x + 1 <= n^{i+1}
We can then apply some log flooring (base(n)) to get that i.
We can then associate the string: A[i] + base_n(x - S_i).
Illustration:
This time with A = {0,1,2,3}.
Let x be 17.
Our consecutive S_i are:
S_0 = 0
S_1 = 4
S_2 = S_1 + 4^2 = 20
S_3 = S_2 + 4^3 = 84
S_w = S_{4-1} = S_3 = 84
x=17 is indeed less than 84, we will be able to affect it to one of the S_i ranges.
In particular S_1==4 < x==17 <= S_2==20.
We remove the strings encoded by the leading 0(there are a number S_1 of those strings).
The position to encode with the leading 1 is
x - 4 = 13.
And we conclude the thirteen's string generated with a leading 1 is base_4(13) = '31' (idem string -> '131')
Should we have had x = 21, we would have removed the count of S_2 so 21-20 = 1, which in turn gives with a leading 2 the string '2001'.
2. Adressing x in the special part (x >= S_w)
Let's consider study case below:
with A = {0,1,2}
The special part is
2 |1| |2|^2
that is:
2 0 00
2 0 01
2 0 02
2 0 10
2 0 11
2 0 12
2 0 20
2 0 21
2 0 22
2 1 20
2 1 21
2 1 22
2 1 10
2 1 11
2 1 12
2 1 20
2 1 21
2 1 22
Each incremented number of the second column (here 0 to 1 (specified from |1|)) gives 3^2 combination.
This is similar to the geometric series except that here each range is constant. We want to find the range which means we know which string to prefix.
We can represent it as the matrix
20 (00,01,02,10,11,12,20,21,22)
21 (00,01,02,10,11,12,20,21,22)
The portion in parenthesis is our matrix.
Every item in a row is simply its position base_3 (left-padded with 0).
e.g: n=7 has base_3 value '21'. (7=2*3+1).
'21' does occur in position 7 in the row.
Assuming we get some x (relative to that special part).
E(x / 3^2) gives us the row number (here E(7/9) = 0 so prefix is '20')
x % 3^2 give us the position in the row (here base_3(7%9)='21' giving us the final string '2021')
If we want to observe it remember that we substracted S_w=12 before to get x = 7, so we would call myGen(7+12)
Some code
Notice the same output as long as we stand in the "geometric" range, without supercycle.
Obviously, when carry starts to appear, it depends on whether I can use '_' or not. If yes, my words get shorter otherwise longer.
// https://www.cs.sfu.ca/~ggbaker/zju/math/int-alg.html
// \w insensitive could give base64
// but also éè and other accents...
function base_n(x, n, A) {
const a = []
while (x !== 0n) {
a.push(A[Number(x % n)])
x = x / n // auto floor with bigInt
}
return a.reverse().join('')
}
function mygen (A) {
const n = A.length
const bn = BigInt(n)
const A_last = A[A.length-1]
const S = Array(n).fill(0).map((x, i) => bn * (bn ** BigInt(i) - 1n) / (bn - 1n))
const S_w = S[n-1]
const w = S_w + (bn - 1n) * bn ** (bn - 1n)
const w2 = bn ** (bn - 1n)
const flog_bn = x => {
// https://math.stackexchange.com/questions/1627914/smart-way-to-calculate-floorlogx
let L = 0
while (x >= bn) {
L++
x /= bn
}
return L
}
return function (x) {
x = BigInt(x)
let r = x % w
const q = (x - r) / w
let s
if (r < S_w) {
const i = flog_bn(r * (bn - 1n) / bn + 1n)
const r2 = r - S[i]
s = A[i] + base_n(r2, bn, A).padStart(i+1, '0')
} else {
const n2 = r - S_w
const r2 = n2 % w2
const q2 = (n2 - r2 ) / w2
s = A_last + A[q2] + base_n(r2, bn, A).padStart(n-1, '0')
}
// comma below __not__ necessary, just to ease seeing cycles
return A_last.repeat(2*Number(q)) +','+ s
}
}
function genStr (A) {
A = A.filter(x => x !== '_')
const bn_noUnderscore = BigInt(A.length)
return function (x) {
x = BigInt(x);
let prefix = "",
cycle = 0n,
max = bn_noUnderscore ** (cycle + 1n);
while (x >= max) {
x -= max;
if (cycle === bn_noUnderscore - 1n) {
prefix += "z";
cycle = 0n;
} else {
cycle++;
}
max = bn_noUnderscore ** (cycle + 1n);
}
return prefix
+ base_n(cycle, bn_noUnderscore, A)
+ "_"
+ base_n(x, bn_noUnderscore, A).padStart(Number(cycle) + 1, 0);
}
}
function test(a, b, x){
console.log(a(x), b(x))
}
{
console.log('---my supercycle is shorter if underscore not used. Plenty of room for grandinero')
const A = '0123456789abcdefghijklmnopqrstuvwxyz'.split('').sort((a,b)=>a.localeCompare(b))
let my = mygen(A)
const grandinero = genStr(A)
test(my, grandinero, 1e4)
test(my, grandinero, 1e12)
test(my, grandinero, 106471793335560744271846581685593263893929893610517909620n) // cycle ended for me (w variable value)
}
{
console.log('---\n my supercycle is greater if underscore is used in my alphabet (not grandinero since "forbidden')
// underscore used
const A = '0123456789abcdefghijklmnopqrstuvwxyz_'.split('').sort((a,b)=>a.localeCompare(b))
let my = mygen(A)
const grandinero = genStr(A)
test(my, grandinero, 1e12)
test(my, grandinero, 106471793335560744271846581685593263893929893610517909620n) // cycle ended for me (w variable value)
test(my, grandinero, 1e57) // still got some place in the supercycle
}
After considering the advice provided by #kaya3 and #grodzi and reviewing my original code, I have made some improvements. I realized a few things:
There was a bug in my original code. If one cycle ends at z_z (actually 36 z's after the underscore, but you get the idea) and the next one begins at z0_0, then lexical ordering is broken because _ comes after 0. The separator (or "neck") needs to be lower in lexical order than the lowest possible value of the head.
Though I was initially resistant to the idea of rolling a custom baseN generator so that more characters can be included, I have now come around to the idea.
I can squeeze more permutations out of a given string length by also incrementing the neck. For example, I can go from A00...A0z to A10...A1z, and so on, thus increasing the number of unique strings I can generate with A as the head before I move on to B.
With that in mind, I have revised my code:
// this is the alphabet used in standard baseN conversions:
let baseAlpha = "0123456789abcdefghijklmnopqrstuvwxyz";
// this is a factory for creating a new string generator:
function sequenceGenerator (config) {
let
// alphabets for the head, neck and body:
headAlpha = config.headAlpha,
neckAlpha = config.neckAlpha,
bodyAlpha = config.bodyAlpha,
// length of the body alphabet corresponds to the
// base of the numbering system:
base = BigInt(bodyAlpha.length),
// if bodyAlpha is identical to an alphabet that
// would be used for a standard baseN conversion,
// then use the built-in method, which should be
// much faster:
convertBody = baseAlpha.startsWith(bodyAlpha)
? (n) => n.toString(bodyAlpha.length)
// otherwise, roll a custom baseN generator:
: function (n) {
let s = "";
while (n > 0n) {
let i = n % base;
s = bodyAlpha[i] + s;
n = n / base;
}
return s;
},
// n is used to cache the last iteration and is
// incremented each time you call `getNext`
// it can optionally be initialized to a value other
// than 0:
n = BigInt(config.start || 0),
// see below:
headCycles = [0n],
cycleLength = 0n;
// the length of the body increases by 1 each time the
// head increments, meaning that the total number of
// permutations increases geometrically for each
// character in headAlpha
// here we cache the maximum number of permutations for
// each length of the body
// since we know these values ahead of time, calculating
// them in advance saves time when we generate a new
// string
// more importantly, it saves us from having to do a
// reverse calculation involving Math.log, which requires
// converting BigInts to Numbers, which breaks the
// program on larger numbers:
for (let i = 0; i < headAlpha.length; i++) {
// the maximum number of permutations depends on both
// the string length (i + 1) and the number of
// characters in neckAlpha, since the string length
// remains the same while the neck increments
cycleLength += BigInt(neckAlpha.length) * base ** BigInt(i + 1);
headCycles.push(cycleLength);
}
// given a number n, this function searches through
// headCycles to find where the total number of
// permutations exceeds n
// this is how we avoid the reverse calculation with
// Math.log to determine which head cycle we are on for
// a given permutation:
function getHeadCycle (n) {
for (let i = 0; i < headCycles.length; i++) {
if (headCycles[i] > n) return i;
}
}
return {
cycleLength: cycleLength,
getString: function (n) {
let cyclesDone = Number(n / cycleLength),
headLast = headAlpha[headAlpha.length - 1],
prefix = headLast.repeat(cyclesDone),
nn = n % cycleLength,
headCycle = getHeadCycle(nn),
head = headAlpha[headCycle - 1],
nnn = nn - headCycles[headCycle - 1],
neckCycleLength = BigInt(bodyAlpha.length) ** BigInt(headCycle),
neckCycle = nnn / neckCycleLength,
neck = neckAlpha[Number(neckCycle)],
body = convertBody(nnn % neckCycleLength);
body = body.padStart(headCycle , bodyAlpha[0]);
return prefix + head + neck + body;
},
getNext: function () { return this.getString(n++); }
};
}
let bodyAlpha = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz",
getStr = sequenceGenerator({
// achieve more permutations within a supercycle
// with a larger headAlpha:
headAlpha: "123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz",
// the highest value of neckAlpha must be lower than
// the lowest value of headAlpha:
neckAlpha: "0",
bodyAlpha: bodyAlpha
});
console.log("---supercycle length:");
console.log(Number(getStr.cycleLength));
console.log("---first two values:")
console.log(getStr.getNext());
console.log(getStr.getNext());
console.log("---arbitrary large value (1e57):");
console.log(getStr.getString(BigInt(1e57)));
console.log("");
// here we use a shorter headAlpha and longer neckAlpha
// to shorten the maximum length of the body, but this also
// decreases the number of permutations in the supercycle:
getStr = sequenceGenerator({
headAlpha: "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz",
neckAlpha: "0123456789",
bodyAlpha: bodyAlpha
});
console.log("---supercycle length:");
console.log(Number(getStr.cycleLength));
console.log("---first two values:");
console.log(getStr.getNext());
console.log(getStr.getNext());
console.log("---arbitrary large value (1e57):");
console.log(getStr.getString(BigInt(1e57)));
EDIT
After further discussion with #grodzi, I have made some more improvements:
I realized that the "neck" or separator wasn't providing much value, so I have gotten rid of it. Later edit: actually, the separator is necessary. I am not sure why I thought it wasn't. Without the separator, the beginning of each new supercycle will lexically precede the end of the previous supercycle. I haven't changed my code below, but anyone using this code should include a separator. I have also realized that I was wrong to use an underscore as the separator. The separator must be a character, such as the hyphen, which lexically precedes the lowest digit used in the sequence (0).
I have taken #grodzi's suggestion to allow the length of the tail to continue growing indefinitely.
Here is the new code:
let baseAlpha = "0123456789abcdefghijklmnopqrstuvwxyz";
function sequenceGenerator (config) {
let headAlpha = config.headAlpha,
tailAlpha = config.tailAlpha,
base = BigInt(tailAlpha.length),
convertTail = baseAlpha.startsWith(tailAlpha)
? (n) => n.toString(tailAlpha.length)
: function (n) {
if (n === 0n) return "0";
let s = "";
while (n > 0n) {
let i = n % base;
s = tailAlpha[i] + s;
n = n / base;
}
return s;
},
n = BigInt(config.start || 0);
return {
getString: function (n) {
let cyclesDone = 0n,
headCycle = 0n,
initLength = 0n,
accum = 0n;
for (;; headCycle++) {
let _accum = accum + base ** (headCycle + 1n + initLength);
if (_accum > n) {
n -= accum;
break;
} else if (Number(headCycle) === headAlpha.length - 1) {
cyclesDone++;
initLength += BigInt(headAlpha.length);
headCycle = -1n;
}
accum = _accum;
}
let headLast = headAlpha[headAlpha.length - 1],
prefix = headLast.repeat(Number(cyclesDone)),
head = headAlpha[Number(headCycle)],
tail = convertTail(n),
tailLength = Number(headCycle + initLength);
tail = tail.padStart(tailLength, tailAlpha[0]);
return prefix + head + tail;
},
getNext: function () { return this.getString(n++); }
};
}
let alpha = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz",
genStr = sequenceGenerator({headAlpha: alpha, tailAlpha: alpha});
console.log("--- first string:");
console.log(genStr.getString(0n));
console.log("--- 1e+57");
console.log(genStr.getString(BigInt(1e+57)));
console.log("--- end of first supercycle:");
console.log(genStr.getString(63n*(1n-(63n**63n))/(1n-63n)-1n));
console.log("--- start of second supercycle:");
console.log(genStr.getString(63n*(1n-(63n**63n))/(1n-63n)));

Better Random Number Ranges In Swift 3

Before I upgraded to Swift 3 (Xcode 8) my random position start looked like this:
func randomStartPosition(range: Range<Int> = 45...(Int(self.frame.size.height)-45)) -> Int {
let min = range.startIndex
let max = range.endIndex
return Int(arc4random_uniform(UInt32(max - min))) + min }
Which stopped working after the conversion because it was updated to this:
func randomSmallObjectsStartPosition(_ range: Range<Int> = 25...(Int(self.frame.size.height)-25)) -> Int {
let min = range.lowerBound
let max = range.upperBound
return Int(arc4random_uniform(UInt32(max - min))) + min }
Which was worked out because I ended up learning about GamePlayKit:
Start by:
import GameplayKit
Then you can easily make new random variables using GamePlayKit:
You can read up on the apple site but basically this gives you more "hits" in the middle:
lazy var randomStartPosition = GKGaussianDistribution(randomSource: GKARC4RandomSource(), lowestValue: 0, highestValue:100)
And this will cycle through the random values until they are all consumed, then start again.
lazy var randomShuffle = GKShuffledDistribution(randomSource: GKARC4RandomSource(), lowestValue: 0, highestValue:100)
And lastly the totally random value generator:
lazy var totallyRandom = GKRandomDistribution(lowestValue: 1, highestValue: 100)
An example of how to use:
MyObject.position = CGPoint(x: self.frame.size.width + 20, y: CGFloat(totallyRandom.nextInt()) )
This will put my object off the screen on the far right and put it at a completely random position on the Y axis.

How to wrap last/first element making building interpolation?

I've this code that iterate some samples and build a simple linear interpolation between the points:
foreach sample:
base = floor(index_pointer)
frac = index_pointer - base
out = in[base] * (1 - frac) + in[base + 1] * frac
index_pointer += speed
// restart
if(index_pointer >= sample_length)
{
index_pointer = 0
}
using "speed" equal to 1, the game is done. But if the index_pointer is different than 1 (i.e. got fractional part) I need to wrap last/first element keeping the translation consistent.
How would you do this? Double indexes?
Here's an example of values I have. Let say in array of 4 values: [8, 12, 16, 20].
It will be:
1.0*in[0] + 0.0*in[1]=8
0.28*in[0] + 0.72*in[1]=10.88
0.56*in[1] + 0.44*in[2]=13.76
0.84*in[2] + 0.14*in[3]=16.64
0.12*in[2] + 0.88*in[3]=19.52
0.4*in[3] + 0.6*in[4]=8 // wrong; here I need to wrapper
the last point is wrong. [4] will be 0 because I don't have [4], but the first part need to take care of 0.4 and the weight of first sample (I think?).
Just wrap around the indices:
out = in[base] * (1 - frac) + in[(base + 1) % N] * frac
, where % is the modulo operator and N is the number of input samples.
This procedure generates the following line for your sample data (the dashed lines are the interpolated sample points, the circles are the input values):
I think I understand the problem now (answer only applies if I really did...):
You sample values at a nominal speed sn. But actually your sampler samples at a real speed s, where s != sn. Now, you want to create a function which re-samples the series, sampled at speed s, so it yields a series as if it were sampled with speed sn by means of linear interpolation between 2 adjacent samples. Or, your sampler jitters (has variances in time when it actually samples, which is sn + Noise(sn)).
Here is my approach - a function named "re-sample". It takes the sample data and a list of desired re-sample-points.
For any re-sample point which would index outside the raw data, it returns the respective border value.
let resample (data : float array) times =
let N = Array.length data
let maxIndex = N-1
let weight (t : float) =
t - (floor t)
let interpolate x1 x2 w = x1 * (1.0 - w) + x2 * w
let interp t1 t2 w =
//printfn "t1 = %d t2 = %d w = %f" t1 t2 w
interpolate (data.[t1]) (data.[t2]) w
let inter t =
let t1 = int (floor t)
match t1 with
| x when x >= 0 && x < maxIndex ->
let t2 = t1 + 1
interp t1 t2 (weight t)
| x when x >= maxIndex -> data.[maxIndex]
| _ -> data.[0]
times
|> List.map (fun t -> t, inter t)
|> Array.ofList
let raw_data = [8; 12; 16; 20] |> List.map float |> Array.ofList
let resampled = resample raw_data [0.0..0.2..4.0]
And yields:
val resample : data:float array -> times:float list -> (float * float) []
val raw_data : float [] = [|8.0; 12.0; 16.0; 20.0|]
val resampled : (float * float) [] =
[|(0.0, 8.0); (0.2, 8.8); (0.4, 9.6); (0.6, 10.4); (0.8, 11.2); (1.0, 12.0);
(1.2, 12.8); (1.4, 13.6); (1.6, 14.4); (1.8, 15.2); (2.0, 16.0);
(2.2, 16.8); (2.4, 17.6); (2.6, 18.4); (2.8, 19.2); (3.0, 20.0);
(3.2, 20.0); (3.4, 20.0); (3.6, 20.0); (3.8, 20.0); (4.0, 20.0)|]
Now, I still fail to understand the "wrap around" part of your question. In the end, interpolation - in contrast to extrapolation is only defined for values in [0..N-1]. So it is up to you to decide if the function should produce a run time error or simply use the edge values (or 0) for time values out of bounds of your raw data array.
EDIT
As it turned out, it is about how to use a cyclic (ring) buffer for this as well.
Here, a version of the resample function, using a cyclic buffer. Along with some operations.
update adds a new sample value to the ring buffer
read reads the content a ring buffer element as if it were a normal array, indexed from [0..N-1].
initXXX functions which create the ring buffer in various forms.
length which returns the length or capacity of the ring buffer.
The ring buffer logics is factored into a module to keep it all clean.
module Cyclic =
let wrap n x = x % n // % is modulo operator, just like in C/C++
type Series = { A : float array; WritePosition : int }
let init (n : int) =
{ A = Array.init n (fun i -> 0.);
WritePosition = 0
}
let initFromArray a =
let n = Array.length a
{ A = Array.copy a;
WritePosition = 0
}
let initUseArray a =
let n = Array.length a
{ A = a;
WritePosition = 0
}
let update (sample : float ) (series : Series) =
let wrapper = wrap (Array.length series.A)
series.A.[series.WritePosition] <- sample
{ series with
WritePosition = wrapper (series.WritePosition + 1) }
let read i series =
let n = Array.length series.A
let wrapper = wrap (Array.length series.A)
series.A.[wrapper (series.WritePosition + i)]
let length (series : Series) = Array.length (series.A)
let resampleSeries (data : Cyclic.Series) times =
let N = Cyclic.length data
let maxIndex = N-1
let weight (t : float) =
t - (floor t)
let interpolate x1 x2 w = x1 * (1.0 - w) + x2 * w
let interp t1 t2 w =
interpolate (Cyclic.read t1 data) (Cyclic.read t2 data) w
let inter t =
let t1 = int (floor t)
match t1 with
| x when x >= 0 && x < maxIndex ->
let t2 = t1 + 1
interp t1 t2 (weight t)
| x when x >= maxIndex -> Cyclic.read maxIndex data
| _ -> Cyclic.read 0 data
times
|> List.map (fun t -> t, inter t)
|> Array.ofList
let input = raw_data
let rawSeries0 = Cyclic.initFromArray input
(resampleSeries rawSeries0 [0.0..0.2..4.0]) = resampled

Trilateration and locating the point (x,y,z)

I want to find the coordinate of an unknown node which lie somewhere in the space which has its reference distance away from 3 or more nodes which all of them have known coordinate.
This problem is exactly like Trilateration as described here Trilateration.
However, I don't understand the part about "Preliminary and final computations" (refer to the wikipedia site). I don't get where I could find P1, P2 and P3 just so I can put to those equation?
Thanks
Trilateration is the process of finding the center of the area of intersection of three spheres. The center point and radius of each of the three spheres must be known.
Let's consider your three example centerpoints P1 [-1,1], P2 [1,1], and P3 [-1,-1]. The first requirement is that P1' be at the origin, so let us adjust the points accordingly by adding an offset vector V [1,-1] to all three:
P1' = P1 + V = [0, 0]
P2' = P2 + V = [2, 0]
P3' = P3 + V = [0,-2]
Note: Adjusted points are denoted by the ' (prime) annotation.
P2' must also lie on the x-axis. In this case it already does, so no adjustment is necessary.
We will assume the radius of each sphere to be 2.
Now we have 3 equations (given) and 3 unknowns (X, Y, Z of center-of-intersection point).
Solve for P4'x:
x = (r1^2 - r2^2 + d^2) / 2d //(d,0) are coords of P2'
x = (2^2 - 2^2 + 2^2) / 2*2
x = 1
Solve for P4'y:
y = (r1^2 - r3^2 + i^2 + j^2) / 2j - (i/j)x //(i,j) are coords of P3'
y = (2^2 - 2^2 + 0 + -2^2) / 2*-2 - 0
y = -1
Ignore z for 2D problems.
P4' = [1,-1]
Now we translate back to original coordinate space by subtracting the offset vector V:
P4 = P4' - V = [0,0]
The solution point, P4, lies at the origin as expected.
The second half of the article is describing a method of representing a set of points where P1 is not at the origin or P2 is not on the x-axis such that they fit those constraints. I prefer to think of it instead as a translation, but both methods will result in the same solution.
Edit: Rotating P2' to the x-axis
If P2' does not lie on the x-axis after translating P1 to the origin, we must perform a rotation on the view.
First, let's create some new vectors to use as an example:
P1 = [2,3]
P2 = [3,4]
P3 = [5,2]
Remember, we must first translate P1 to the origin. As always, the offset vector, V, is -P1. In this case, V = [-2,-3]
P1' = P1 + V = [2,3] + [-2,-3] = [0, 0]
P2' = P2 + V = [3,4] + [-2,-3] = [1, 1]
P3' = P3 + V = [5,2] + [-2,-3] = [3,-1]
To determine the angle of rotation, we must find the angle between P2' and [1,0] (the x-axis).
We can use the dot product equality:
A dot B = ||A|| ||B|| cos(theta)
When B is [1,0], this can be simplified: A dot B is always just the X component of A, and ||B|| (the magnitude of B) is always a multiplication by 1, and can therefore be ignored.
We now have Ax = ||A|| cos(theta), which we can rearrange to our final equation:
theta = acos(Ax / ||A||)
or in our case:
theta = acos(P2'x / ||P2'||)
We calculate the magnitude of P2' using ||A|| = sqrt(Ax + Ay + Az)
||P2'|| = sqrt(1 + 1 + 0) = sqrt(2)
Plugging that in we can solve for theta
theta = acos(1 / sqrt(2)) = 45 degrees
Now let's use the rotation matrix to rotate the scene by -45 degrees.
Since P2'y is positive, and the rotation matrix rotates counter-clockwise, we'll use a negative rotation to align P2 to the x-axis (if P2'y is negative, don't negate theta).
R(theta) = [cos(theta) -sin(theta)]
[sin(theta) cos(theta)]
R(-45) = [cos(-45) -sin(-45)]
[sin(-45) cos(-45)]
We'll use double prime notation, '', to denote vectors which have been both translated and rotated.
P1'' = [0,0] (no need to calculate this one)
P2'' = [1 cos(-45) - 1 sin(-45)] = [sqrt(2)] = [1.414]
[1 sin(-45) + 1 cos(-45)] = [0] = [0]
P3'' = [3 cos(-45) - (-1) sin(-45)] = [sqrt(2)] = [ 1.414]
[3 sin(-45) + (-1) cos(-45)] = [-2*sqrt(2)] = [-2.828]
Now you can use P1'', P2'', and P3'' to solve for P4''. Apply the reverse rotation to P4'' to get P4', then the reverse translation to get P4, your center point.
To undo the rotation, multiply P4'' by R(-theta), in this case R(45). To undo the translation, subtract the offset vector V, which is the same as adding P1 (assuming you used -P1 as your V originally).
This is the algorithm I use in a 3D printer firmware. It avoids rotating the coordinate system, but it may not be the best.
There are 2 solutions to the trilateration problem. To get the second one, replace "- sqrtf" by "+ sqrtf" in the quadratic equation solution.
Obviously you can use doubles instead of floats if you have enough processor power and memory.
// Primary parameters
float anchorA[3], anchorB[3], anchorC[3]; // XYZ coordinates of the anchors
// Derived parameters
float Da2, Db2, Dc2;
float Xab, Xbc, Xca;
float Yab, Ybc, Yca;
float Zab, Zbc, Zca;
float P, Q, R, P2, U, A;
...
inline float fsquare(float f) { return f * f; }
...
// Precompute the derived parameters - they don't change unless the anchor positions change.
Da2 = fsquare(anchorA[0]) + fsquare(anchorA[1]) + fsquare(anchorA[2]);
Db2 = fsquare(anchorB[0]) + fsquare(anchorB[1]) + fsquare(anchorB[2]);
Dc2 = fsquare(anchorC[0]) + fsquare(anchorC[1]) + fsquare(anchorC[2]);
Xab = anchorA[0] - anchorB[0];
Xbc = anchorB[0] - anchorC[0];
Xca = anchorC[0] - anchorA[0];
Yab = anchorA[1] - anchorB[1];
Ybc = anchorB[1] - anchorC[1];
Yca = anchorC[1] - anchorA[1];
Zab = anchorB[2] - anchorC[2];
Zbc = anchorB[2] - anchorC[2];
Zca = anchorC[2] - anchorA[2];
P = ( anchorB[0] * Yca
- anchorA[0] * anchorC[1]
+ anchorA[1] * anchorC[0]
- anchorB[1] * Xca
) * 2;
P2 = fsquare(P);
Q = ( anchorB[1] * Zca
- anchorA[1] * anchorC[2]
+ anchorA[2] * anchorC[1]
- anchorB[2] * Yca
) * 2;
R = - ( anchorB[0] * Zca
+ anchorA[0] * anchorC[2]
+ anchorA[2] * anchorC[0]
- anchorB[2] * Xca
) * 2;
U = (anchorA[2] * P2) + (anchorA[0] * Q * P) + (anchorA[1] * R * P);
A = (P2 + fsquare(Q) + fsquare(R)) * 2;
...
// Calculate Cartesian coordinates given the distances to the anchors (La, Lb and Lc)
// First calculate PQRST such that x = (Qz + S)/P, y = (Rz + T)/P.
// P, Q and R depend only on the anchor positions, so they are pre-computed
const float S = - Yab * (fsquare(Lc) - Dc2)
- Yca * (fsquare(Lb) - Db2)
- Ybc * (fsquare(La) - Da2);
const float T = - Xab * (fsquare(Lc) - Dc2)
+ Xca * (fsquare(Lb) - Db2)
+ Xbc * (fsquare(La) - Da2);
// Calculate quadratic equation coefficients
const float halfB = (S * Q) - (R * T) - U;
const float C = fsquare(S) + fsquare(T) + (anchorA[1] * T - anchorA[0] * S) * P * 2 + (Da2 - fsquare(La)) * P2;
// Solve the quadratic equation for z
float z = (- halfB - sqrtf(fsquare(halfB) - A * C))/A;
// Substitute back for X and Y
float x = (Q * z + S)/P;
float y = (R * z + T)/P;
Here are the Wikipedia calculations, presented in an OpenSCAD script, which I think helps to understand the problem in a visual wayand provides an easy way to check that the results are correct. Example output from the script
// Trilateration example
// from Wikipedia
//
// pA, pB and pC are the centres of the spheres
// If necessary the spheres must be translated
// and rotated so that:
// -- all z values are 0
// -- pA is at the origin
pA = [0,0,0];
// -- pB is on the x axis
pB = [10,0,0];
pC = [9,7,0];
// rA , rB and rC are the radii of the spheres
rA = 9;
rB = 5;
rC = 7;
if ( pA != [0,0,0]){
echo ("ERROR: pA must be at the origin");
assert(false);
}
if ( (pB[2] !=0 ) || pC[2] !=0){
echo("ERROR: all sphere centers must be in z = 0 plane");
assert(false);
}
if (pB[1] != 0){
echo("pB centre must be on the x axis");
assert(false);
}
// show the spheres
module spheres(){
translate (pA){
sphere(r= rA, $fn = rA * 10);
}
translate(pB){
sphere(r = rB, $fn = rB * 10);
}
translate(pC){
sphere (r = rC, $fn = rC * 10);
}
}
function unit_vector( v) = v / norm(v);
ex = unit_vector(pB - pA) ;
echo(ex = ex);
i = ex * ( pC - pA);
echo (i = i);
ey = unit_vector(pC - pA - i * ex);
echo (ey = ey);
d = norm(pB - pA);
echo (d = d);
j = ey * ( pC - pA);
echo (j = j);
x = (pow(rA,2) - pow(rB,2) + pow(d,2)) / (2 * d);
echo( x = x);
// size of the cube to subtract to show
// the intersection of the spheres
cube_size = [10,10,10];
if ( ((d - rA) >= rB) || ( rB >= ( d + rA)) ){
echo ("Error Y not solvable");
}else{
y = (( pow(rA,2) - pow(rC,2) + pow(i,2) + pow(j,2)) / (2 * j))
- ( i / j) * x;
echo(y = y);
zpow2 = pow(rA,2) - pow(x,2) - pow(y,2);
if ( zpow2 < 0){
echo ("z not solvable");
}else{
z = sqrt(zpow2);
echo (z = z);
// subtract a cube with one of its corners
// at the point where the sphers intersect
difference(){
spheres();
translate ([x,y - cube_size[1],z]){
cube(cube_size);
}
}
translate ([x,y - cube_size[1],z]){
%cube(cube_size);
}
}
}

Algorithm for iterating over an outward spiral on a discrete 2D grid from the origin

For example, here is the shape of intended spiral (and each step of the iteration)
y
|
|
16 15 14 13 12
17 4 3 2 11
-- 18 5 0 1 10 --- x
19 6 7 8 9
20 21 22 23 24
|
|
Where the lines are the x and y axes.
Here would be the actual values the algorithm would "return" with each iteration (the coordinates of the points):
[0,0],
[1,0], [1,1], [0,1], [-1,1], [-1,0], [-1,-1], [0,-1], [1,-1],
[2,-1], [2,0], [2,1], [2,2], [1,2], [0,2], [-1,2], [-2,2], [-2,1], [-2,0]..
etc.
I've tried searching, but I'm not exactly sure what to search for exactly, and what searches I've tried have come up with dead ends.
I'm not even sure where to start, other than something messy and inelegant and ad-hoc, like creating/coding a new spiral for each layer.
Can anyone help me get started?
Also, is there a way that can easily switch between clockwise and counter-clockwise (the orientation), and which direction to "start" the spiral from? (the rotation)
Also, is there a way to do this recursively?
My application
I have a sparse grid filled with data points, and I want to add a new data point to the grid, and have it be "as close as possible" to a given other point.
To do that, I'll call grid.find_closest_available_point_to(point), which will iterate over the spiral given above and return the first position that is empty and available.
So first, it'll check point+[0,0] (just for completeness's sake). Then it'll check point+[1,0]. Then it'll check point+[1,1]. Then point+[0,1], etc. And return the first one for which the position in the grid is empty (or not occupied already by a data point).
There is no upper bound to grid size.
There's nothing wrong with direct, "ad-hoc" solution. It can be clean enough too.
Just notice that spiral is built from segments. And you can get next segment from current one rotating it by 90 degrees. And each two rotations, length of segment grows by 1.
edit Illustration, those segments numbered
... 11 10
7 7 7 7 6 10
8 3 3 2 6 10
8 4 . 1 6 10
8 4 5 5 5 10
8 9 9 9 9 9
// (di, dj) is a vector - direction in which we move right now
int di = 1;
int dj = 0;
// length of current segment
int segment_length = 1;
// current position (i, j) and how much of current segment we passed
int i = 0;
int j = 0;
int segment_passed = 0;
for (int k = 0; k < NUMBER_OF_POINTS; ++k) {
// make a step, add 'direction' vector (di, dj) to current position (i, j)
i += di;
j += dj;
++segment_passed;
System.out.println(i + " " + j);
if (segment_passed == segment_length) {
// done with current segment
segment_passed = 0;
// 'rotate' directions
int buffer = di;
di = -dj;
dj = buffer;
// increase segment length if necessary
if (dj == 0) {
++segment_length;
}
}
}
To change original direction, look at original values of di and dj. To switch rotation to clockwise, see how those values are modified.
Here's a stab at it in C++, a stateful iterator.
class SpiralOut{
protected:
unsigned layer;
unsigned leg;
public:
int x, y; //read these as output from next, do not modify.
SpiralOut():layer(1),leg(0),x(0),y(0){}
void goNext(){
switch(leg){
case 0: ++x; if(x == layer) ++leg; break;
case 1: ++y; if(y == layer) ++leg; break;
case 2: --x; if(-x == layer) ++leg; break;
case 3: --y; if(-y == layer){ leg = 0; ++layer; } break;
}
}
};
Should be about as efficient as it gets.
This is the javascript solution based on the answer at
Looping in a spiral
var x = 0,
y = 0,
delta = [0, -1],
// spiral width
width = 6,
// spiral height
height = 6;
for (i = Math.pow(Math.max(width, height), 2); i>0; i--) {
if ((-width/2 < x && x <= width/2)
&& (-height/2 < y && y <= height/2)) {
console.debug('POINT', x, y);
}
if (x === y
|| (x < 0 && x === -y)
|| (x > 0 && x === 1-y)){
// change direction
delta = [-delta[1], delta[0]]
}
x += delta[0];
y += delta[1];
}
fiddle: http://jsfiddle.net/N9gEC/18/
This problem is best understood by analyzing how changes coordinates of spiral corners. Consider this table of first 8 spiral corners (excluding origin):
x,y | dx,dy | k-th corner | N | Sign |
___________________________________________
1,0 | 1,0 | 1 | 1 | +
1,1 | 0,1 | 2 | 1 | +
-1,1 | -2,0 | 3 | 2 | -
-1,-1 | 0,-2 | 4 | 2 | -
2,-1 | 3,0 | 5 | 3 | +
2,2 | 0,3 | 6 | 3 | +
-2,2 | -4,0 | 7 | 4 | -
-2,-2 | 0,-4 | 8 | 4 | -
By looking at this table we can calculate X,Y of k-th corner given X,Y of (k-1) corner:
N = INT((1+k)/2)
Sign = | +1 when N is Odd
| -1 when N is Even
[dx,dy] = | [N*Sign,0] when k is Odd
| [0,N*Sign] when k is Even
[X(k),Y(k)] = [X(k-1)+dx,Y(k-1)+dy]
Now when you know coordinates of k and k+1 spiral corner you can get all data points in between k and k+1 by simply adding 1 or -1 to x or y of last point.
Thats it.
good luck.
I would solve it using some math. Here is Ruby code (with input and output):
(0..($*.pop.to_i)).each do |i|
j = Math.sqrt(i).round
k = (j ** 2 - i).abs - j
p = [k, -k].map {|l| (l + j ** 2 - i - (j % 2)) * 0.5 * (-1) ** j}.map(&:to_i)
puts "p => #{p[0]}, #{p[1]}"
end
E.g.
$ ruby spiral.rb 10
p => 0, 0
p => 1, 0
p => 1, 1
p => 0, 1
p => -1, 1
p => -1, 0
p => -1, -1
p => 0, -1
p => 1, -1
p => 2, -1
p => 2, 0
And golfed version:
p (0..$*.pop.to_i).map{|i|j=Math.sqrt(i).round;k=(j**2-i).abs-j;[k,-k].map{|l|(l+j**2-i-j%2)*0.5*(-1)**j}.map(&:to_i)}
Edit
First try to approach the problem functionally. What do you need to know, at each step, to get to the next step?
Focus on plane's first diagonal x = y. k tells you how many steps you must take before touching it: negative values mean you have to move abs(k) steps vertically, while positive mean you have to move k steps horizontally.
Now focus on the length of the segment you're currently in (spiral's vertices - when the inclination of segments change - are considered as part of the "next" segment). It's 0 the first time, then 1 for the next two segments (= 2 points), then 2 for the next two segments (= 4 points), etc. It changes every two segments and each time the number of points part of that segments increase. That's what j is used for.
Accidentally, this can be used for getting another bit of information: (-1)**j is just a shorthand to "1 if you're decreasing some coordinate to get to this step; -1 if you're increasing" (Note that only one coordinate is changed at each step). Same holds for j%2, just replace 1 with 0 and -1 with 1 in this case. This mean they swap between two values: one for segments "heading" up or right and one for those going down or left.
This is a familiar reasoning, if you're used to functional programming: the rest is just a little bit of simple math.
It can be done in a fairly straightforward way using recursion. We just need some basic 2D vector math and tools for generating and mapping over (possibly infinite) sequences:
// 2D vectors
const add = ([x0, y0]) => ([x1, y1]) => [x0 + x1, y0 + y1];
const rotate = θ => ([x, y]) => [
Math.round(x * Math.cos(θ) - y * Math.sin(θ)),
Math.round(x * Math.sin(θ) + y * Math.cos(θ))
];
// Iterables
const fromGen = g => ({ [Symbol.iterator]: g });
const range = n => [...Array(n).keys()];
const map = f => it =>
fromGen(function*() {
for (const v of it) {
yield f(v);
}
});
And now we can express a spiral recursively by generating a flat line, plus a rotated (flat line, plus a rotated (flat line, plus a rotated ...)):
const spiralOut = i => {
const n = Math.floor(i / 2) + 1;
const leg = range(n).map(x => [x, 0]);
const transform = p => add([n, 0])(rotate(Math.PI / 2)(p));
return fromGen(function*() {
yield* leg;
yield* map(transform)(spiralOut(i + 1));
});
};
Which produces an infinite list of the coordinates you're interested in. Here's a sample of the contents:
const take = n => it =>
fromGen(function*() {
for (let v of it) {
if (--n < 0) break;
yield v;
}
});
const points = [...take(5)(spiralOut(0))];
console.log(points);
// => [[0,0],[1,0],[1,1],[0,1],[-1,1]]
You can also negate the rotation angle to go in the other direction, or play around with the transform and leg length to get more complex shapes.
For example, the same technique works for inward spirals as well. It's just a slightly different transform, and a slightly different scheme for changing the length of the leg:
const empty = [];
const append = it1 => it2 =>
fromGen(function*() {
yield* it1;
yield* it2;
});
const spiralIn = ([w, h]) => {
const leg = range(w).map(x => [x, 0]);
const transform = p => add([w - 1, 1])(rotate(Math.PI / 2)(p));
return w * h === 0
? empty
: append(leg)(
fromGen(function*() {
yield* map(transform)(spiralIn([h - 1, w]));
})
);
};
Which produces (this spiral is finite, so we don't need to take some arbitrary number):
const points = [...spiralIn([3, 3])];
console.log(points);
// => [[0,0],[1,0],[2,0],[2,1],[2,2],[1,2],[0,2],[0,1],[1,1]]
Here's the whole thing together as a live snippet if you want play around with it:
// 2D vectors
const add = ([x0, y0]) => ([x1, y1]) => [x0 + x1, y0 + y1];
const rotate = θ => ([x, y]) => [
Math.round(x * Math.cos(θ) - y * Math.sin(θ)),
Math.round(x * Math.sin(θ) + y * Math.cos(θ))
];
// Iterables
const fromGen = g => ({ [Symbol.iterator]: g });
const range = n => [...Array(n).keys()];
const map = f => it =>
fromGen(function*() {
for (const v of it) {
yield f(v);
}
});
const take = n => it =>
fromGen(function*() {
for (let v of it) {
if (--n < 0) break;
yield v;
}
});
const empty = [];
const append = it1 => it2 =>
fromGen(function*() {
yield* it1;
yield* it2;
});
// Outward spiral
const spiralOut = i => {
const n = Math.floor(i / 2) + 1;
const leg = range(n).map(x => [x, 0]);
const transform = p => add([n, 0])(rotate(Math.PI / 2)(p));
return fromGen(function*() {
yield* leg;
yield* map(transform)(spiralOut(i + 1));
});
};
// Test
{
const points = [...take(5)(spiralOut(0))];
console.log(JSON.stringify(points));
}
// Inward spiral
const spiralIn = ([w, h]) => {
const leg = range(w).map(x => [x, 0]);
const transform = p => add([w - 1, 1])(rotate(Math.PI / 2)(p));
return w * h === 0
? empty
: append(leg)(
fromGen(function*() {
yield* map(transform)(spiralIn([h - 1, w]));
})
);
};
// Test
{
const points = [...spiralIn([3, 3])];
console.log(JSON.stringify(points));
}
Here is a Python implementation based on the answer by #mako.
def spiral_iterator(iteration_limit=999):
x = 0
y = 0
layer = 1
leg = 0
iteration = 0
yield 0, 0
while iteration < iteration_limit:
iteration += 1
if leg == 0:
x += 1
if (x == layer):
leg += 1
elif leg == 1:
y += 1
if (y == layer):
leg += 1
elif leg == 2:
x -= 1
if -x == layer:
leg += 1
elif leg == 3:
y -= 1
if -y == layer:
leg = 0
layer += 1
yield x, y
Running this code:
for x, y in spiral_iterator(10):
print(x, y)
Yields:
0 0
1 0
1 1
0 1
-1 1
-1 0
-1 -1
0 -1
1 -1
2 -1
2 0
Try searching for either parametric or polar equations. Both are suitable to plotting spirally things. Here's a page that has plenty of examples, with pictures (and equations). It should give you some more ideas of what to look for.
I've done pretty much the same thin as a training exercise, with some differences in the output and the spiral orientation, and with an extra requirement, that the functions spatial complexity has to be O(1).
After think for a while I came to the idea that by knowing where does the spiral start and the position I was calculating the value for, I could simplify the problem by subtracting all the complete "circles" of the spiral, and then just calculate a simpler value.
Here is my implementation of that algorithm in ruby:
def print_spiral(n)
(0...n).each do |y|
(0...n).each do |x|
printf("%02d ", get_value(x, y, n))
end
print "\n"
end
end
def distance_to_border(x, y, n)
[x, y, n - 1 - x, n - 1 - y].min
end
def get_value(x, y, n)
dist = distance_to_border(x, y, n)
initial = n * n - 1
(0...dist).each do |i|
initial -= 2 * (n - 2 * i) + 2 * (n - 2 * i - 2)
end
x -= dist
y -= dist
n -= dist * 2
if y == 0 then
initial - x # If we are in the upper row
elsif y == n - 1 then
initial - n - (n - 2) - ((n - 1) - x) # If we are in the lower row
elsif x == n - 1 then
initial - n - y + 1# If we are in the right column
else
initial - 2 * n - (n - 2) - ((n - 1) - y - 1) # If we are in the left column
end
end
print_spiral 5
This is not exactly the thing you asked for, but I believe it'll help you to think your problem
I had a similar problem, but I didn't want to loop over the entire spiral each time to find the next new coordinate. The requirement is that you know your last coordinate.
Here is what I came up with with a lot of reading up on the other solutions:
function getNextCoord(coord) {
// required info
var x = coord.x,
y = coord.y,
level = Math.max(Math.abs(x), Math.abs(y));
delta = {x:0, y:0};
// calculate current direction (start up)
if (-x === level)
delta.y = 1; // going up
else if (y === level)
delta.x = 1; // going right
else if (x === level)
delta.y = -1; // going down
else if (-y === level)
delta.x = -1; // going left
// check if we need to turn down or left
if (x > 0 && (x === y || x === -y)) {
// change direction (clockwise)
delta = {x: delta.y,
y: -delta.x};
}
// move to next coordinate
x += delta.x;
y += delta.y;
return {x: x,
y: y};
}
coord = {x: 0, y: 0}
for (i = 0; i < 40; i++) {
console.log('['+ coord.x +', ' + coord.y + ']');
coord = getNextCoord(coord);
}
Still not sure if it is the most elegant solution. Perhaps some elegant maths could remove some of the if statements. Some limitations would be needing some modification to change spiral direction, doesn't take into account non-square spirals and can't spiral around a fixed coordinate.
I have an algorithm in java that outputs a similar output to yours, except that it prioritizes the number on the right, then the number on the left.
public static String[] rationals(int amount){
String[] numberList=new String[amount];
int currentNumberLeft=0;
int newNumberLeft=0;
int currentNumberRight=0;
int newNumberRight=0;
int state=1;
numberList[0]="("+newNumberLeft+","+newNumberRight+")";
boolean direction=false;
for(int count=1;count<amount;count++){
if(direction==true&&newNumberLeft==state){direction=false;state=(state<=0?(-state)+1:-state);}
else if(direction==false&&newNumberRight==state){direction=true;}
if(direction){newNumberLeft=currentNumberLeft+sign(state);}else{newNumberRight=currentNumberRight+sign(state);}
currentNumberLeft=newNumberLeft;
currentNumberRight=newNumberRight;
numberList[count]="("+newNumberLeft+","+newNumberRight+")";
}
return numberList;
}
Here's the algorithm. It rotates clockwise, but could easily rotate anticlockwise, with a few alterations. I made it in just under an hour.
// spiral_get_value(x,y);
sx = argument0;
sy = argument1;
a = max(sqrt(sqr(sx)),sqrt(sqr(sy)));
c = -b;
d = (b*2)+1;
us = (sy==c and sx !=c);
rs = (sx==b and sy !=c);
bs = (sy==b and sx !=b);
ls = (sx==c and sy !=b);
ra = rs*((b)*2);
ba = bs*((b)*4);
la = ls*((b)*6);
ax = (us*sx)+(bs*-sx);
ay = (rs*sy)+(ls*-sy);
add = ra+ba+la+ax+ay;
value = add+sqr(d-2)+b;
return(value);`
It will handle any x / y values (infinite).
It's written in GML (Game Maker Language), but the actual logic is sound in any programming language.
The single line algorithm only has 2 variables (sx and sy) for the x and y inputs. I basically expanded brackets, a lot. It makes it easier for you to paste it into notepad and change 'sx' for your x argument / variable name and 'sy' to your y argument / variable name.
`// spiral_get_value(x,y);
sx = argument0;
sy = argument1;
value = ((((sx==max(sqrt(sqr(sx)),sqrt(sqr(sy))) and sy !=(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy))))))*((max(sqrt(sqr(sx)),sqrt(sqr(sy))))*2))+(((sy==max(sqrt(sqr(sx)),sqrt(sqr(sy))) and sx !=max(sqrt(sqr(sx)),sqrt(sqr(sy)))))*((max(sqrt(sqr(sx)),sqrt(sqr(sy))))*4))+(((sx==(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy)))) and sy !=max(sqrt(sqr(sx)),sqrt(sqr(sy)))))*((max(sqrt(sqr(sx)),sqrt(sqr(sy))))*6))+((((sy==(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy)))) and sx !=(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy))))))*sx)+(((sy==max(sqrt(sqr(sx)),sqrt(sqr(sy))) and sx !=max(sqrt(sqr(sx)),sqrt(sqr(sy)))))*-sx))+(((sx==max(sqrt(sqr(sx)),sqrt(sqr(sy))) and sy !=(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy))))))*sy)+(((sx==(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy)))) and sy !=max(sqrt(sqr(sx)),sqrt(sqr(sy)))))*-sy))+sqr(((max(sqrt(sqr(sx)),sqrt(sqr(sy)))*2)+1)-2)+max(sqrt(sqr(sx)),sqrt(sqr(sy)));
return(value);`
I know the reply is awfully late :D but i hope it helps future visitors.

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