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/**************************************************************************
* *
* Regina - A Normal Surface Theory Calculator *
* Computational Engine *
* *
* Copyright (c) 1999-2011, Ben Burton *
* For further details contact Ben Burton (bab@debian.org). *
* *
* This program is free software; you can redistribute it and/or *
* modify it under the terms of the GNU General Public License as *
* published by the Free Software Foundation; either version 2 of the *
* License, or (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, but *
* WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
* General Public License for more details. *
* *
* You should have received a copy of the GNU General Public *
* License along with this program; if not, write to the Free *
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, *
* MA 02110-1301, USA. *
* *
**************************************************************************/
/* end stub */
#include <algorithm>
#include "triangulation/ntriangulation.h"
namespace regina {
namespace {
/**
* Determine the integer value represented by the given character in
* a signature string.
*/
inline unsigned SVAL(char c) {
if (c >= 'a' && c <= 'z')
return (c - 'a');
if (c >= 'A' && c <= 'Z')
return (c - 'A' + 26);
if (c >= '0' && c <= '9')
return (c - '0' + 52);
if (c == '+')
return 62;
return 63;
}
/**
* Determine the character that represents the given integer value
* in a signature string.
*/
inline char SCHAR(unsigned c) {
if (c < 26)
return (char(c) + 'a');
if (c < 52)
return (char(c - 26) + 'A');
if (c < 62)
return (char(c - 52) + '0');
if (c == 62)
return '+';
return '-';
}
/**
* Is the given character a valid character in a signature string?
*/
inline bool SVALID(char c) {
return ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') ||
(c >= '0' && c <= '9') || c == '+' || c == '-');
}
/**
* Does the given string contain at least nChars characters?
*/
inline bool SHASCHARS(const char* s, unsigned nChars) {
for ( ; nChars > 0; --nChars)
if (! *s)
return false;
return true;
}
/**
* Append an encoding of the given integer to the given string.
* The integer is broken into nChars distinct 6-bit blocks, and the
* lowest-significance blocks are written first.
*/
void SAPPEND(std::string& s, unsigned val, unsigned nChars) {
for ( ; nChars > 0; --nChars) {
s += SCHAR(val & 0x3F);
val >>= 6;
}
}
/**
* Read the integer at the beginning of the given string.
* Assumes the string has length >= nChars.
*/
unsigned SREAD(const char* s, unsigned nChars) {
unsigned ans = 0;
for (unsigned i = 0; i < nChars; ++i)
ans += (SVAL(s[i]) << (6 * i));
return ans;
}
/**
* Append up to three trits (0, 1 or 2) to the given string.
* These are packed into a single character, with the first trit
* representing the lowest-significance bits and so on.
*/
void SAPPENDTRITS(std::string& s, const char* trits, unsigned nTrits) {
char ans = 0;
if (nTrits >= 1)
ans |= trits[0];
if (nTrits >= 2)
ans |= (trits[1] << 2);
if (nTrits >= 3)
ans |= (trits[2] << 4);
s += SCHAR(ans);
}
/**
* Reads three trits (0, 1 or 2) from the given character.
*/
void SREADTRITS(char c, char* result) {
unsigned val = SVAL(c);
result[0] = val & 3;
result[1] = (val >> 2) & 3;
result[2] = (val >> 4) & 3;
}
}
std::string NTriangulation::isoSig() const {
if (tetrahedra.empty()) {
char c[2];
c[0] = SCHAR(0);
c[1] = 0;
return c;
}
// The triangulation is non-empty. Get a signature string for each
// connected component.
unsigned i, j;
ComponentIterator it;
unsigned cTet;
unsigned tet, perm;
std::string curr;
std::string* comp = new std::string[getNumberOfComponents()];
for (it = components.begin(), i = 0; it != components.end(); ++it, ++i) {
cTet = (*it)->getNumberOfTetrahedra();
for (tet = 0; tet < (*it)->getNumberOfTetrahedra(); ++tet)
for (perm = 0; perm < 24; ++perm) {
curr = isoSig((*it)->getTetrahedron(tet)->markedIndex(),
NPerm4::orderedS4[perm]);
if ((tet == 0 && perm == 0) || (curr < comp[i]))
comp[i].swap(curr);
}
}
// Pack the components together.
std::sort(comp, comp + getNumberOfComponents());
std::string ans;
for (i = 0; i < getNumberOfComponents(); ++i)
ans += comp[i];
delete[] comp;
return ans;
}
std::string NTriangulation::isoSig(unsigned tet, const NPerm4& vertices) const {
// Only process the component that tet belongs to.
// ---------------------------------------------------------------------
// Data for reconstructing a triangulation from an isomorphism signature
// ---------------------------------------------------------------------
// The number of tetrahedra.
unsigned nTets = tetrahedra.size();
// What happens to each new face that we encounter?
// Options are:
// 0 -> boundary
// 1 -> joined to a tetrahedron not yet seen [gluing perm = identity]
// 2 -> joined to a tetrahedron already seen
// These actions are stored in lexicographical order by (tet, face),
// but only once for each face (so we "skip" gluings that we've
// already seen from the other direction).
char* faceAction = new char[getNumberOfFaces()];
// What are the destination tetrahedra and gluing permutations for
// each face under case #2 above?
// For gluing permutations, we store the index of the permutation in
// NPerm4::orderedS4.
unsigned* joinDest = new unsigned[getNumberOfFaces()];
unsigned* joinGluing = new unsigned[getNumberOfFaces()];
// ---------------------------------------------------------------------
// Data for finding the unique canonical isomorphism from this
// connected component that maps (tet, vertices) -> (0, 0123)
// ---------------------------------------------------------------------
// The image for each tetrahedron and its vertices:
int* image = new int[nTets];
NPerm4* vertexMap = new NPerm4[nTets];
// The preimage for each tetrahedron:
int* preImage = new int[nTets];
// ---------------------------------------------------------------------
// Looping variables
// ---------------------------------------------------------------------
unsigned facePos, joinPos, nextUnusedTet;
unsigned tetImg, faceImg;
unsigned tetSrc, faceSrc, dest;
NTetrahedron* t;
// ---------------------------------------------------------------------
// The code!
// ---------------------------------------------------------------------
std::fill(image, image + nTets, -1);
std::fill(preImage, preImage + nTets, -1);
image[tet] = 0;
vertexMap[tet] = vertices.inverse();
preImage[0] = tet;
facePos = 0;
joinPos = 0;
nextUnusedTet = 1;
// To obtain a canonical isomorphism, we must run through the tetrahedra
// and their faces in image order, not preimage order.
//
// This main loop is guaranteed to exit when (and only when) we have
// exhausted a single connected component of the triangulation.
for (tetImg = 0; tetImg < nTets && preImage[tetImg] >= 0; ++tetImg) {
tetSrc = preImage[tetImg];
t = tetrahedra[tetSrc];
for (faceImg = 0; faceImg < 4; ++faceImg) {
faceSrc = vertexMap[tetSrc].preImageOf(faceImg);
// INVARIANTS (held while we stay within a single component):
// - nextUnusedTet > tetImg
// - image[tetSrc], preImage[image[tetSrc]] and vertexMap[tetSrc]
// are already filled in.
// Work out what happens to our source face.
if (! t->adjacentTetrahedron(faceSrc)) {
// A boundary face.
faceAction[facePos++] = 0;
continue;
}
// We have a real gluing. Is it a gluing we've already seen
// from the other side?
dest = tetrahedronIndex(t->adjacentTetrahedron(faceSrc));
if (image[dest] >= 0)
if (image[dest] < image[tetSrc] ||
(dest == tetSrc &&
vertexMap[tetSrc][t->adjacentFace(faceSrc)]
< vertexMap[tetSrc][faceSrc])) {
// Yes. Just skip this gluing entirely.
continue;
}
// Is it a completely new tetrahedron?
if (image[dest] < 0) {
// Yes. The new tetrahedron takes the next available
// index, and the canonical gluing becomes the identity.
image[dest] = nextUnusedTet++;
preImage[image[dest]] = dest;
vertexMap[dest] = vertexMap[tetSrc] *
t->adjacentGluing(faceSrc).inverse();
faceAction[facePos++] = 1;
continue;
}
// It's a tetrahedron we've seen before. Record the gluing.
joinDest[joinPos] = image[dest];
joinGluing[joinPos] = (vertexMap[dest] *
t->adjacentGluing(faceSrc) * vertexMap[tetSrc].inverse()).
orderedS4Index();
++joinPos;
faceAction[facePos++] = 2;
}
}
// We have all we need. Pack it all together into a string.
// We need to encode:
// - the number of tetrahedra in this component;
// - faceAction[i], 0 <= i < facePos;
// - joinDest[i], 0 <= i < joinPos;
// - joinGluing[i], 0 <= i < joinPos.
std::string ans;
// Keep it simple for small triangulations (1 character per integer).
// For large triangulations, start with a special marker followed by
// the number of chars per integer.
unsigned nCompTet = tetImg;
unsigned nChars;
if (nCompTet < 63)
nChars = 1;
else {
nChars = 0;
unsigned tmp = nCompTet;
while (tmp > 0) {
tmp >>= 6;
++nChars;
}
ans = SCHAR(63);
ans += SCHAR(nChars);
}
// Off we go.
unsigned i;
SAPPEND(ans, nCompTet, nChars);
for (i = 0; i < facePos; i += 3)
SAPPENDTRITS(ans, faceAction + i, (facePos >= i + 3 ? 3 : facePos - i));
for (i = 0; i < joinPos; ++i)
SAPPEND(ans, joinDest[i], nChars);
for (i = 0; i < joinPos; ++i)
SAPPEND(ans, joinGluing[i], 1); // One char is enough since 4! < 64.
// Done!
delete[] image;
delete[] vertexMap;
delete[] preImage;
delete[] faceAction;
delete[] joinDest;
delete[] joinGluing;
return ans;
}
NTriangulation* NTriangulation::fromIsoSig(const std::string& sig) {
std::auto_ptr<NTriangulation> ans(new NTriangulation());
ChangeEventSpan span(ans.get());
const char* c = sig.c_str();
// Initial check for invalid characters.
const char* d;
for (d = c; *d; ++d)
if (! SVALID(*d))
return 0;
unsigned i, j;
unsigned nTet, nChars;
while (*c) {
// Read one component at a time.
nTet = SVAL(*c++);
if (nTet < 63)
nChars = 1;
else {
if (! *c)
return 0;
nChars = SVAL(*c++);
if (! SHASCHARS(c, nChars))
return 0;
nTet = SREAD(c, nChars);
c += nChars;
}
if (nTet == 0) {
// Empty component.
continue;
}
// Non-empty component; keep going.
char* faceAction = new char[4 * nTet + 2];
unsigned nFaces = 0;
unsigned facePos = 0;
unsigned nJoins = 0;
for ( ; nFaces < 4 * nTet; facePos += 3) {
if (! *c) {
delete[] faceAction;
return 0;
}
SREADTRITS(*c++, faceAction + facePos);
for (i = 0; i < 3; ++i) {
// If we're already finished, make sure the leftover trits
// are zero.
if (nFaces == 4 * nTet) {
if (faceAction[facePos + i] != 0) {
delete[] faceAction;
return 0;
}
continue;
}
if (faceAction[facePos + i] == 0)
++nFaces;
else if (faceAction[facePos + i] == 1)
nFaces += 2;
else if (faceAction[facePos + i] == 2) {
nFaces += 2;
++nJoins;
} else {
delete[] faceAction;
return 0;
}
if (nFaces > 4 * nTet) {
delete[] faceAction;
return 0;
}
}
}
unsigned* joinDest = new unsigned[nJoins + 1];
for (i = 0; i < nJoins; ++i) {
if (! SHASCHARS(c, nChars)) {
delete[] faceAction;
delete[] joinDest;
return 0;
}
joinDest[i] = SREAD(c, nChars);
c += nChars;
}
unsigned* joinGluing = new unsigned[nJoins + 1];
for (i = 0; i < nJoins; ++i) {
if (! SHASCHARS(c, 1)) {
delete[] faceAction;
delete[] joinDest;
delete[] joinGluing;
return 0;
}
joinGluing[i] = SREAD(c, 1);
++c;
if (joinGluing[i] >= 24) {
delete[] faceAction;
delete[] joinDest;
delete[] joinGluing;
return 0;
}
}
// End of component!
NTetrahedron** tet = new NTetrahedron*[nTet];
for (i = 0; i < nTet; ++i)
tet[i] = ans->newTetrahedron();
facePos = 0;
unsigned nextUnused = 1;
unsigned joinPos = 0;
for (i = 0; i < nTet; ++i)
for (j = 0; j < 4; ++j) {
// Already glued from the other side:
if (tet[i]->adjacentTetrahedron(j))
continue;
if (faceAction[facePos] == 0) {
// Boundary face.
} else if (faceAction[facePos] == 1) {
// Join to new tetrahedron.
tet[i]->joinTo(j, tet[nextUnused++], NPerm4());
} else {
// Join to existing tetrahedron.
if (joinDest[joinPos] >= nextUnused ||
tet[joinDest[joinPos]]->adjacentTetrahedron(
NPerm4::orderedS4[joinGluing[joinPos]][j])) {
delete[] faceAction;
delete[] joinDest;
delete[] joinGluing;
for (int k = 0; k < nTet; ++k)
delete tet[k];
delete[] tet;
return 0;
}
tet[i]->joinTo(j, tet[joinDest[joinPos]],
NPerm4::orderedS4[joinGluing[joinPos]]);
++joinPos;
}
++facePos;
}
delete[] faceAction;
delete[] joinDest;
delete[] joinGluing;
delete[] tet;
}
return ans.release();
}
} // namespace regina
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