User:Romeolz/Isomorphic layouts: Difference between revisions

Romeolz (talk | contribs)
Romeolz (talk | contribs)
warp n stuff
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<big>HERE IS '''EVERYTHING''' INTERESTING I HAVE FIGURED OUT ABOUT '''ISOMORPHIC LAYOUTS'''!!!</big>
<big>HERE IS '''EVERYTHING''' INTERESTING I HAVE FIGURED OUT ABOUT '''ISOMORPHIC LAYOUTS'''!!!</big>
This page is very much a work in progress, frankly it's a mess but I hope anyone reading this can benefit from it somehow!


Note: I am very much a math person and this is very theoretical for the time being. I mostly work in a Regular Temperament Theory (RTT) framework (sorry Domin).
Note: I am very much a math person and this is very theoretical for the time being. I mostly work in a Regular Temperament Theory (RTT) framework (sorry Domin).
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* 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) =====
===== Warp [WIP] (subtype of shearing, hexagon-exclusive) {come up with a better name for this} =====
asd
The warp operation preserves the look of the layout while stretching or compressing it along an axis (the o<sub>h</sub> axis in this case).
 
A single warp is a single shear operation combined with a <s>30° keyboard rotation</s>. apparently the rotation depends on the playing direction, more math that i just don't want to do right now
 
* Stretch:
** o<sub>h</sub> ⇒ o<sub>h</sub> - o<sub>v</sub> (o<sub>v</sub> ⇒ o<sub>v</sub>). Equivalent to shear, x=0, y=1, n<sub>k</sub>=1.
** <s>30° clockwise ↻</s>.
* Compress:
** o<sub>h</sub> ⇒ o<sub>h</sub> + o<sub>v</sub> (o<sub>v</sub> ⇒ o<sub>v</sub>). Equivalent to shear, x=0, y=1, n<sub>k</sub>=-1.
** <s>30° counterclockwise ↺</s>.
 
idk if this matters???: Keyboard rotation can be impractical, so there is also the double warp. It is two repeated single warps, but the same result can be derived with a different single shear operation and a <s>60° offset rotation</s>.