Thread: "Edge Sets in MagicTile"
From: "Eduard" <baumann@mcnet.ch>
Date: Wed, 14 Nov 2012 12:55:53 -0000
Subject: Edge Sets in MagicTile
Aha.
1:3
does a restriction.
How?
From: "Eduard" <baumann@mcnet.ch>
Date: Wed, 14 Nov 2012 23:44:24 -0600
Subject: Edge Sets in MagicTile
--047d7b10ce61be407404ce8224f5
Content-Type: text/plain; charset=ISO-8859-1
Hi Ed,
Some inlines for you below.
On Wed, Nov 14, 2012 at 6:55 AM, Eduard wrote:
> Aha.
> 1:3
> does a restriction.
> How?
By default, all edges of the white tile are used for reflections. In the
KQ example I gave, one edge set was encoding 7 copies. 'InitialEdgeSet'
allows you to override using all of the edges at the start (it also
references edges in a CCW 0-indexed fashion).
It's confusing, because the "1:3" here means something different than "1:3"
would in an 'EdgeSet' tag. In the former, it refers to the starting
reflection of two different encoded copies. In the latter, it would refer
to multiple reflections of one encoded copy. Not the cleanest, but I hope
this makes sense.
I found this setting necessary for puzzles with asymmetrical colorings. I
can't remember now, but it might even have been the IRPs that first
required it.
On Wed, Nov 14, 2012 at 6:45 AM, Eduard wrote:
> KQ 24
> 3:3:3
> I see also 4:4:4 why ?
>
You are totally correct, and I glossed over this in the previous email.
There is a setting, "UseMirroredEdgeSet", which is true by default. In
the case of KQ, this means "3:3:3" also implicitly does the mirror
reflections "4:4:4".
Before I said: "3:3:3" actually represents 4 reflections, applied in each
of the 7 directions, encoding 7 copies.
But really: "3:3:3" actually represents 4 reflections, applied in each of
the 7 directions and their mirrors, encoding 14 copies. So it is a very
compact representation of a lot of isometries!
Apologies for confusion from me omitting this before. I had been trying to
not throw too much out at once.
>
> Are the sets valable for all edges of all colors ?
>
>
I wasn't fully sure what you are asking, but I interpret it to mean "Do
these sets apply equally to every tile?" The answer to that is no. The
sets only apply to the white tile. They are used to calculate a set of
isometries, which are then applied to all fundamental tiles. But their
effect on the other tiles may be different (on less symmetrical puzzles
anyway...on very symmetrical puzzles like KQ, all tiles end up behaving
identically).
Since you are digging deep into this configuration, I will try to write up
a page with fuller details, and a few more pictorial examples. I'll try to
work on this over the Thanksgiving holiday next week. Hopefully it will
help you to be able to explore and find some cool new colorings!
Cheers,
Roice
--047d7b10ce61be407404ce8224f5
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
Hi Ed,
Some inlines for you below.
<=
div>On Wed, Nov 14, 2012 at 6:55 AM, Eduard=A0wrote:
=3D"gmail_quote" style=3D"margin:0px 0px 0px 0.8ex;border-left-width:1px;bo=
rder-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">
Aha.
<InitialEdgeSet>1:3</InitialEdgeSet>
does a restrict=
ion.
How?
By default, all edges of=
the white tile are used for reflections. =A0In the KQ example I gave, one =
edge set was encoding 7 copies. =A0'InitialEdgeSet' allows you to o=
verride using all of the edges at the start (it also references edges in a=
=A0serif;font-size:13px">CCW=A00-indexed fashion).
It's confusing, because the "1:3" here me=
ans something different than "1:3" would in an 'EdgeSet' =
tag. =A0In the former, it refers to the starting reflection of two differen=
t encoded copies. =A0In the latter, it would refer to multiple reflections =
of one encoded copy. =A0Not the cleanest, but I hope this makes sense.
>
I found this setting necessary for puzzles with asymmet=
rical colorings. =A0I can't remember now, but it might even have been t=
he IRPs that first required it.
On=
Wed, Nov 14, 2012 at 6:45 AM, Eduard wrote:
x #ccc solid;padding-left:1ex">KQ 24
=A0 =A0 =A0 =A0 =A0<EdgeSet>3:3:3</EdgeSet>
=A0 =A0 =A0 =A0 =A0 =A0 I see also 4:4:4 why ?
iv>
You are totally correct, and I glossed over this in the previous em=
ail. =A0There is a setting, "UseMirroredEdgeSet", which is true b=
y default. =A0In the case of KQ, this means "3:3:3" also implicit=
ly does the mirror reflections "4:4:4".
Before I said:=A05,255,255);font-family:arial,sans-serif;font-size:13px">"3:3:3" a=
ctually represents 4 reflections, applied in each of the 7 directions, enco=
ding 7 copies.
color:rgb(255,255,255)">
But really:=A0background-color:rgb(255,255,255);font-family:arial,sans-serif;font-size:13=
px">"3:3:3" actually represents 4 reflections, applied in each of=
the 7 directions and their mirrors, encoding 14 copies. =A0So it is a very=
compact representation of a lot of isometries!
s-serif;font-size:13px">
or:rgb(255,255,255)">Apologies for confusi=
on from me=A0omitting=A0this before. =A0I had been trying to not throw too =
much out at once.
=A0
border-left:1px #ccc solid;padding-left:1ex">
Are the sets valable for all edges of all colors ?
I wasn't fully sure what you are a=
sking, but I interpret it to mean "Do these sets apply equally to ever=
y tile?" =A0The answer to that is no. =A0The sets only apply to the wh=
ite tile. =A0They are used to calculate a set of isometries, which are then=
applied to all fundamental tiles. =A0But their effect on the other tiles m=
ay be different (on less symmetrical puzzles anyway...on very symmetrical p=
uzzles like KQ, all tiles end up behaving identically).
Since you are digging deep into this configuration, I w=
ill try to write up a page with fuller details, and a few more pictorial ex=
amples. =A0I'll try to work on this over the Thanksgiving holiday next =
week. =A0Hopefully it will help you to be able to explore and find some coo=
l new colorings!
Cheers,
Roice
=A0
--047d7b10ce61be407404ce8224f5--