I want to write a computer program that tessellates the plane with semi regular tiling, i.e these tilings:
https://en.wikipedia.org/wiki/List_of_convex_uniform_tilings
If I start with the vertex figure of a tile, (a sequence of regular polygons arranged around a vertex, each with a number of sides corresponding to it's index in the vertex type list.)
e.g: vertex type 3,3,3,4,4
https://en.wikipedia.org/wiki/List_of_convex_uniform_tilings#/media/File:Tiling_33344-vertfig.png
Is it possible to extend the tiling by only looking at each open vertex (a vertex that doesn't yet have all of the polygons of the sequence attached) and figuring out what the next polygon in sequence should be?
As far as I understand, with semi regular tiling, each vertex always has the same polygons in the "same order" - however, the order isn't always consistent, it can be reversed, or offset. e.g if the vertex figure is 3,3,3,4,4 and I pick the second polygon in the sequence, I know it's index in the current sequence, but the next sequence of polygons attached to it's open vertex could be 4,4,3,3,3 or 3,4,4,3,3
Does this mean it's not possible to tile the plane with the vertex figure of a semi-regular tiling? If it is possible how do I do it?
I know that I can tile the plane by translating a selection of polygons from a semi-regular tiling (a "translational unit"). However that doesn't work if that selection is the vertex figure. It's unclear to me what a general system is for finding that "translational unit", other than hand selecting each group of polygons to be translated.
Semi-regularity does imply uniformity and that does imply isogonality (same vertex figure), but not the other way round.
A counter-example in the realm of polyhedra is the Johnson figure J37 aka Miller's solid, cf. https://en.wikipedia.org/wiki/Elongated_square_gyrobicupola.
The same could be reproduced in the realm of tilings too. Consider the vertex figure of 3 red plus one green square. Then align a fully red row of squares. Any choice at a single vertex at the one rim of your so-far patch would then provide all other vertices of that rim consistently. But at the opposite rim of that patch you once again could apply either choice!
vs.--- rk