Hyperbolic Tesselations Applet
The following keys and mouse actions do interesting things:
(NOTE: you may have to click on the applet once before it will accept
keyboard input. On some browsers (mozilla) you may have to leave and reenter the browser window.)
What:
'p'  increment p (number of sides of each polygon)
'P'  decrement p
'q'  increment q (number of polygons surrounding each vertex)
'Q'  decrement q
'o'  cycle operation through the following list:
Truncate=0 (primal)
Truncate=.5
Truncate=1
Truncate=1.5
Truncate=2
Truncate=2.5
Truncate=3
Truncate=3.5
Truncate=4 (dual)
halfway between dual and runcinated
Runcinated
halfway between runcinated and primal
Omnitruncated
'O'  cycle operation backwards through above list
Right mouse  change to Omnitruncated and drag vertex around
Ctrl'p' : toggle drawing of primal (initially on)
Ctrl'd' : toggle drawing of dual (initially on)
Ctrl's' : toggle drawing of snub (initially off) (only interesting when omnitruncated)
CtrlShift'S' : switch handedness of snub
Ctrl'o' : move vertex so that snub is uniform
Where:
Left mouse drag  change orientation
'r'  reset orientation
How:
'm'  toggle model between Poincare disk and Klein disk
'i'  increment max isometries (how much to draw) by 10
(Ctrl'i' to increment by 1)
'I'  decrement max isometries (how much to draw) by 10
(CtrlShift'I' to decrement by 1)
'u'  cycle quality/speed tradeoff:
0: fast (straight segment approximations)
1: fast when moving, good when stopped (default)
2: good (properly curved segments)
Debugging (stuff you don't care about):
'V'  cycle event debug level (output to java console window).
'B'  toggle double buffering
'J'  toggle random jitter of each edge (to see what's getting drawn multiple times)
'L'  cycle isometry labels style (off, label isometries, label arms)
' '  just repaint
New bleeding edge:
Ctrl'x': encapsulated postscript dump with black&white swapped
to file "PSDUMP.eps"
(only works when run locally, not as an applet in a browser)
Soon to come:
 antialiasing
 resizable
 friendly gui instead of these lame key controls
 highquality image or postscript dumps
 filled and colored faces
For experts:
You can also specify a general uniform tiling,
using a simplified version of the
Burgiel/Conway/GoodmanStrauss (BCGS) orbifold symbol,
which will be explained below.
For example, here are three different tilings
that all have the same list of faces
around each vertex
(a triangle and three hexagons):
$s\n");
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Explanation of the notation:

The edges surrounding the central vertex
are numbered 0,1,2,... counterclockwise with edge 0
pointing to the left (unlike John Conway's
drawings, which go clockwise with edge 0 pointing up).

The first part of the symbol ( (3,6,6,6)^1 in the above
examples) is the face list surrounding the vertex.
The face between edges 0&1 is listed first,
then 1&2, etc. The list is repeated
the number of times specified in the exponent;
for example (6,7,8)^2 would produce the following
actual faces around a vertex: 6,7,8,6,7,8.

The second part of the symbol is a permutation
of the edges (not including replication by the exponent),
the purpose of which is to describe
where each edge appears in the corresponding
neighbor vertex's edge list.
The permutation is specified by its
cycles, each of which must be of length 1 or 2.
For example, the permutation (0 3)(1)(2) would mean
that 0 goes to 3, 3 goes to 0, and each of 1 and 2
remains fixed.
Each cycle is surrounded by either [] or ()
according to whether the neighbor vertex
along that edge is a mirror image or a rotated image
of the central vertex.

Note that the "*" that appears in the
BCGS orbifold symbol, denoting a mirror through the vertex,
is not recognized;
you must specify the full permutation on all the edges
(not replicated by the exponent) instead.

You can use <> in the permutation part
if you like (in the orbifold symbol,
this represents an edge that is split along its length
by a mirror symmetry, i.e. "both [] and ()").
It is implemented as []. (This only matters
if it turns out that the tiling didn't really
have all the symmetries implied by the <> after all.)
You may also put <> around one or two single entries
in the face list if you like
(to denote that a mirror through the vertex
passes through the face).
These are currently ignored by the program,
but you might want to use them
if you want to express all the symmetry information
from the BCGS orbifold symbol.

Notes: An exponent of ^1 may be omitted.
Cycles of length 1 surrounded by []
may be omitted from the permutation.
(In particular, if all edgereversing reflections
are isometries of the tiling, then the permutation part
may be omitted entirely.)
The right brackets or parens of the cycles may be omitted;
this can be convenient when experimenting (it's easier
to change one character than two).
For example, "(3,6,6,6)^1 (0 1)[2](3)"
may be abbreviated as either "(3,6,6,6) (0 1[2(3"
or "(3,6,6,6) (0 1(3".
Underscores may be used instead of spaces throughout
(this can be useful if you are embedding this notation
in a URL which is not allowed to contain space characters).

Note: Some of the keyboard shortcuts listed
earlier on this page will not work with these general
(nonregular) uniform tilings.
You will can still drag a vertex
around using the right mouse button
(giving a kaleidoscopelike effect),
but only when the symbol is of the form (2a,2b,2c,...)
(with no permutation part, meaning all the edgereversing
symmetries are reflections, as noted above)
this restriction is necessary in order to form the
kaleidoscope.
In this case the 'o' key has reduced functionality
it simply resets the kaleidoscoped vertex to its original (predragged)
position.

Some minimal sanity checking is done on the permutation
(printing error messages to the Java console,
which it is useful to have open),
but mostly you're on your own. If you mess up,
you'll get a mess, or the program
won't run at all. To debug your symbol, you will
probably want to reduce the number of vertices drawn,
using the ShiftI and CtrlShiftI keys as described above.
It may also be helpful to use ShiftL, which
causes labels to be placed
on the isometries or arms in various ways.
Download
source code
for this applet
(compressed jar file contains class files and source)
Back to Don Hatch's home page.