User:Romeolz/Isomorphic layouts: Difference between revisions

Romeolz (talk | contribs)
operations, rotate, skew
Romeolz (talk | contribs)
Shearing
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* Hobbled layouts
* Hobbled layouts
* Coloring (albitonic and kite, edostep or albitonic gradient)
* Coloring (albitonic and kite, edostep or albitonic gradient)
* scale (1 or 2 axis), shear, warp(the weird one)
* scale (1 or 2 axis), shear, warp(the weird one, apparently just a type of shear)
* Bosanquet modifications
* Bosanquet modifications
* HT extensions
* HT extensions
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Technically reflection is possible along any axis if you allow keyboard rotations, but that's not as useful and I can't be bothered to figure it out anyway.'
Technically reflection is possible along any axis if you allow keyboard rotations, but that's not as useful and I can't be bothered to figure it out anyway.'


==== Shearing (is skew a better name?) ====
==== Shearing [WIP] (temperament preserving subtype of skew) ====
Shearing needs an axis and a number of keys. The axis is any direction that can be expressed as x*o<sub>h</sub> + y*o<sub>v</sub>. The number of keys (n<sub>k</sub>) can be any integer.
Shearing needs an axis and a number of keys. The axis is <s>any</s> direction that can be expressed as x*o<sub>h</sub> + y*o<sub>v</sub>. The number of keys (n<sub>k</sub>) can be any integer.


Square grid:
Square grid:
{| class="wikitable"
|+temp: 12edo o<sub>h</sub>=1,o<sub>v</sub>=5, [gcd(x,y) and x*o<sub>h</sub>+y*o<sub>v</sub> mod 12]
!4(4)
!1(5)
!2(6)
!1(7)
!4(8)
!1(9)
!2(10)
!1(11)
!4(0)
|-
!1(11)
!3(0)
!1(1)
!1(2)
!3(3)
!1(4)
!1(5)
!3(6)
!1(7)
|-
!2(6)
!1(7)
!2(8)
!1(9)
!2(10)
!1(11)
!2(0)
!1(1)
!2(2)
|-
!1(1)
!1(2)
!1(3)
!1(4)
!1(5)
!1(6)
!1(7)
!1(8)
!1(9)
|-
!4(8)
!3(9)
!2(10)
!1(11)
!0(0)
!1(1)
!2(2)
!3(3)
!4(4)
|-
!1(3)
!1(4)
!1(5)
!1(6)
!1(7)
!1(8)
!1(9)
!1(10)
!1(11)
|-
!6(10)
!1(11)
!2(0)
!1(1)
!2(2)
!1(3)
!2(4)
!1(5)
!2(6)
|-
!1(5)
!3(6)
!1(7)
!1(8)
!3(9)
!1(10)
!1(11)
!3(0)
!1(1)
|-
!4(0)
!1(1)
!2(2)
!1(3)
!4(4)
!1(5)
!2(6)
!1(7)
!4(8)
|}
'''<big>NOT ALL AXES WORK!!!</big>''' (for some reason, I'm still figuring it out) 12edo o<sub>h</sub>=1,o<sub>v</sub>=5, x=-1, y=2 doesn't work (requires 24edo)
The cardinal directions and diagonals are guaranteed to work because the four keys next to the origin have 1 as the lead digit or gcd(x,y) going off infinitely along the diagonals and rows or columns. (?)
* x=-1, 0 or 1
* y=-1, 0 or 1


* o<sub>h</sub> ⇒ o<sub>h</sub> - n<sub>k</sub>*(x*o<sub>h</sub> + y*o<sub>v</sub>).
* o<sub>h</sub> ⇒ o<sub>h</sub> - n<sub>k</sub>*(x*o<sub>h</sub> + y*o<sub>v</sub>).
* o<sub>v</sub> ⇒ o<sub>v</sub> + n<sub>k</sub>*(x*o<sub>h</sub> + y*o<sub>v</sub>). ???????
* o<sub>v</sub> ⇒ o<sub>v</sub> + n<sub>k</sub>*(x*o<sub>h</sub> + y*o<sub>v</sub>).


Hexagonal layout:  
Hexagonal layout: '''<u>(I wouldn't trust these formulas yet!!!)</u>'''


* o<sub>h</sub> ⇒ o<sub>h</sub> - n<sub>k</sub>*(x*o<sub>h</sub> + y*o<sub>v</sub>).???????? idk if this works for all axes
* o<sub>h</sub> ⇒ o<sub>h</sub> - n<sub>k</sub>*(x*o<sub>h</sub> + y*o<sub>v</sub>). ????????
* o<sub>v</sub> ⇒ o<sub>v</sub> + n<sub>k</sub>*(x*o<sub>h</sub> + y*o<sub>v</sub>).
* o<sub>v</sub> ⇒ o<sub>v</sub> + n<sub>k</sub>*(x*o<sub>h</sub> + y*o<sub>v</sub>).
===== Warp (subtype of shearing) =====
asd