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/**************************************************************************
* *
* Regina - A Normal Surface Theory Calculator *
* Computational Engine *
* *
* Copyright (c) 1999-2025, 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. *
* *
* As an exception, when this program is distributed through (i) the *
* App Store by Apple Inc.; (ii) the Mac App Store by Apple Inc.; or *
* (iii) Google Play by Google Inc., then that store may impose any *
* digital rights management, device limits and/or redistribution *
* restrictions that are required by its terms of service. *
* *
* 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, see <https://www.gnu.org/licenses/>. *
* *
**************************************************************************/
/*! \file angle/anglestructure.h
* \brief Deals with angle structures on triangulations.
*/
#ifndef __REGINA_ANGLESTRUCTURE_H
#ifndef __DOXYGEN
#define __REGINA_ANGLESTRUCTURE_H
#endif
#include "regina-core.h"
#include "core/output.h"
#include "angle/angleflags.h"
#include "maths/rational.h"
#include "maths/vector.h"
#include "triangulation/forward.h"
#include "utilities/snapshot.h"
namespace regina {
class XMLAngleStructureReader;
template <typename> class Matrix;
using MatrixInt = Matrix<Integer>;
/**
* \defgroup angle Angle Structures
* Angle structures on triangulations.
*/
/**
* Represents an angle structure on a triangulation.
*
* Since Regina 7.0, you can modify or even destroy the original
* triangulation that was used to create this angle structure. If you do,
* then this angle structure will automatically make a private copy of
* the original triangulation as an ongoing reference. Different angle
* structures (and normal surfaces) can all share the same private copy,
* so this is not an expensive process.
*
* This class implements C++ move semantics and adheres to the C++ Swappable
* requirement. It is designed to avoid deep copies wherever possible,
* even when passing or returning objects by value.
*
* \ingroup angle
*/
class AngleStructure : public ShortOutput<AngleStructure> {
private:
Vector<Integer> vector_;
/**< Stores (indirectly) the individual angles in this angle
* structure. */
SnapshotRef<Triangulation<3>> triangulation_;
/**< The triangulation on which this angle structure lies. */
mutable unsigned long flags_;
/**< Stores a variety of angle structure properties as
described by the flag constants in this class.
Flags can be combined using bitwise OR. */
static constexpr unsigned long flagStrict = 1;
/**< Signals that this angle structure is strict. */
static constexpr unsigned long flagTaut = 2;
/**< Signals that this angle structure is taut. A taut
structure might also be veering, in which case the
flag \a flagVeering will be set also. */
static constexpr unsigned long flagVeering = 8;
/**< Signals that this angle structure is veering (in which
case that the \a flagTaut flag must be set also). */
static constexpr unsigned long flagCalculatedType = 4;
/**< Signals that the type (strict/taut/veering) has been
calculated. */
public:
/**
* Creates a new copy of the given angle structure.
*/
AngleStructure(const AngleStructure&) = default;
/**
* Creates a new copy of the given angle structure, but
* relocated to the given triangulation.
*
* A snapshot will be taken of the given triangulation as it appears
* right now. You may change or even delete the triangulation later
* on; if so, then this angle structure will still refer to the
* frozen snapshot that was taken at the time of construction.
*
* \pre The given triangulation is either the same as, or is
* combinatorially identical to, the triangulation on which
* \a src is placed.
*
* \param src the angle structure to copy.
* \param triangulation the triangulation on which this new
* angle structure will be placed.
*/
AngleStructure(const AngleStructure& src,
const Triangulation<3>& triangulation);
/**
* Creates a new copy of the given angle structure, but
* relocated to the given triangulation.
*
* \pre The given triangulation is either the same as, or is
* combinatorially identical to, the triangulation on which
* \a src is placed.
*
* \nopython Instead use the version that takes a "pure" triangulation.
*
* \param src the angle structure to copy.
* \param triangulation a snapshot, frozen in time, of the
* triangulation on which this new angle structure will be placed.
*/
AngleStructure(const AngleStructure& src,
const SnapshotRef<Triangulation<3>>& triangulation);
/**
* Moves the given angle structure into this new angle structure.
* This is a fast (constant time) operation.
*
* The angle structure that is passed will no longer be usable.
*/
AngleStructure(AngleStructure&&) noexcept = default;
/**
* Creates a new angle structure on the given triangulation with
* the given coordinate vector.
*
* A snapshot will be taken of the given triangulation as it appears
* right now. You may change or even delete the triangulation later
* on; if so, then this angle structure will still refer to the
* frozen snapshot that was taken at the time of construction.
*
* \pre The given coordinate vector represents an angle structure on
* the given triangulation, according to the integer vector
* representation described in the notes for vector().
*
* \python The supported types for the template parameter \a U are
* regina::Integer and regina::LargeInteger. You may also, if you
* prefer, pass \a vector as a Python list of integers.
*
* \tparam U the type of object held by the given vector. It must be
* possible to assign an object of type \a U to a regina::Integer.
*
* \param triang the triangulation on which this angle structure lies.
* \param vector a vector containing the individual angles in the
* angle structure.
*/
template <typename U>
AngleStructure(const Triangulation<3>& triang,
const Vector<U>& vector);
/**
* Creates a new angle structure on the given triangulation with
* the given coordinate vector.
*
* A snapshot will be taken of the given triangulation as it appears
* right now. You may change or even delete the triangulation later
* on; if so, then this angle structure will still refer to the
* frozen snapshot that was taken at the time of construction.
*
* \pre The given coordinate vector represents an angle structure on
* the given triangulation, according to the integer vector
* representation described in the notes for vector().
*
* \nopython Instead use the version that copies \a vector.
*
* \param triang the triangulation on which this angle structure lies.
* \param vector a vector containing the individual angles in the
* angle structure.
*/
AngleStructure(const Triangulation<3>& triang,
Vector<Integer>&& vector);
/**
* Creates a new angle structure on the given triangulation with
* the given coordinate vector.
*
* \pre The given coordinate vector represents an angle structure on
* the given triangulation, according to the integer vector
* representation described in the notes for vector().
*
* \nopython Instead use the version that takes a "pure" triangulation.
*
* \tparam U the type of object held by the given vector. It must be
* possible to assign an object of type \a U to a regina::Integer.
*
* \param triang a snapshot, frozen in time, of the triangulation on
* which this angle structure lies.
* \param vector a vector containing the individual angles in the
* angle structure.
*/
template <typename U>
AngleStructure(const SnapshotRef<Triangulation<3>>& triang,
const Vector<U>& vector);
/**
* Creates a new angle structure on the given triangulation with
* the given coordinate vector.
*
* \pre The given coordinate vector represents an angle structure on
* the given triangulation, according to the integer vector
* representation described in the notes for vector().
*
* \nopython Instead use the version that takes a "pure" triangulation
* and copies \a vector.
*
* \param triang a snapshot, frozen in time, of the triangulation on
* which this angle structure lies.
* \param vector a vector containing the individual angles in the
* angle structure.
*/
AngleStructure(const SnapshotRef<Triangulation<3>>& triang,
Vector<Integer>&& vector);
/**
* Sets this to be a copy of the given angle structure.
*
* This and the given angle structure do not need to be on the same
* underlying triangulation, and they do not need to have the same
* length vectors (but of course if either property differs then
* this structure will be adjusted accordingly).
*
* This operator induces a deep copy of the given angle structure.
*
* \return a reference to this angle structure.
*/
AngleStructure& operator = (const AngleStructure&) = default;
/**
* Moves the contents of the given angle structure to this structure.
* This is a fast (constant time) operation.
*
* This and the given angle structure do not need to be on the same
* underlying triangulation, and they do not need to have the same
* length vectors (but of course if either property differs then
* this structure will be adjusted accordingly).
*
* The structure that was passed will no longer be usable.
*
* \return a reference to this angle structure.
*/
AngleStructure& operator = (AngleStructure&&) noexcept = default;
/**
* Swaps the contents of this and the given angle structure.
* This is a fast (constant time) operation.
*
* This and the given angle structure do not need to be on the same
* underlying triangulation, and they do not need to have the same
* length vectors (but of course if either property differs then
* these features will be adjusted accordingly).
*
* \param other the angle structure whose contents should be swapped
* with this.
*/
void swap(AngleStructure& other) noexcept;
/**
* Returns the requested angle in this angle structure.
* The angle returned will be scaled down; the actual angle is
* the returned value multiplied by π.
*
* Within a tetrahedron, the three angles are indexed 0, 1 and 2.
* Angle \a i appears on edge \a i of the tetrahedron as well as
* its opposite edge (5-\a i).
*
* \param tetIndex the index in the triangulation of the
* tetrahedron in which the requested angle lives; this should
* be between 0 and Triangulation<3>::size()-1
* inclusive.
* \param edgePair the number representing the pair of edges holding
* the requested angle, as described above; this should be 0, 1 or 2.
* \return the requested angle scaled down by π.
*/
Rational angle(size_t tetIndex, int edgePair) const;
/**
* Returns the triangulation on which this angle structure lies.
*
* This will be a snapshot frozen in time of the triangulation
* that was originally passed to the AngleStructure constructor.
*
* This will return a correct result even if the original triangulation
* has since been modified or destroyed. However, in order to ensure
* this behaviour, it is possible that at different points in time
* this function may return references to different C++ objects.
*
* The rules for using the triangulation() reference are:
*
* - Do not keep the resulting reference as a long-term reference or
* pointer of your own, since in time you may find yourself referring
* to the wrong object (see above). Just call this function again.
*
* - You must respect the read-only nature of the result (i.e.,
* you must not cast the constness away). The snapshotting
* process detects modifications, and modifying the frozen
* snapshot may result in an exception being thrown.
*
* \return a reference to the underlying triangulation.
*/
const Triangulation<3>& triangulation() const;
/**
* Determines whether this is a strict angle structure.
* A strict angle structure has all angles strictly between (not
* including) 0 and π.
*
* \return \c true if and only if this is a strict angle structure.
*/
bool isStrict() const;
/**
* Determines whether this is a taut angle structure.
* A taut angle structure contains only angles 0 and π.
*
* Here we use the Kang-Rubinstein definition of a taut
* angle structure [1], which is based on the angles alone.
* In his original paper [2], Lackenby has an extra condition
* whereby 2-faces of the triangulation must have consistent
* coorientations, which we do not enforce here.
*
* [1] E. Kang and J. H. Rubinstein, "Ideal triangulations of
* 3-manifolds II; Taut and angle structures", Algebr. Geom. Topol.
* 5 (2005), pp. 1505-1533.
*
* [2] M. Lackenby, "Taut ideal triangulations of 3-manifolds",
* Geom. Topol. 4 (2000), pp. 369-395.
*
* \return \c true if and only if this is a taut structure.
*/
bool isTaut() const;
/**
* Determines whether this is a veering structure.
* A veering structure is taut angle structure with additional
* strong combinatorial constraints, which we do not outline here.
* For a definition, see C. D. Hodgson, J. H. Rubinstein,
* H. Segerman, and S. Tillmann, "Veering triangulations admit
* strict angle structures", Geom. Topol., 15 (2011), pp. 2073-2089.
*
* Note that the Hodgson et al. definition is slightly more general
* than Agol's veering taut triangulations from his original paper:
* I. Agol, " Ideal triangulations of pseudo-Anosov mapping tori",
* in "Topology and Geometry in Dimension Three", volume 560 of
* Contemp. Math., pp. 1-17, Amer. Math. Soc., 2011.
* This mirrors the way in which the Kang-Rubinstein definition of
* taut angle structure is slightly more general than Lackenby's.
* See the Hodgson et al. paper for full details and comparisons
* between the two settings.
*
* If this angle structure is not taut, or if the underlying
* triangulation is non-orientable, then this routine will
* return \c false.
*
* \return \c true if and only if this is a veering structure.
*/
bool isVeering() const;
/**
* Gives read-only access to the integer vector that Regina uses
* internally to represent this angle structure.
*
* This vector contains one member per angle plus a final scaling
* member; to obtain the actual angle in the angle structure one should
* divide the corresonding angle member by the scaling member and then
* multiply by π.
*
* If there are \a t tetrahedra in the underlying triangulation, there
* will be precisely 3<i>t</i>+1 elements in this vector. The first
* three elements will be the angle members for the first tetrahedron,
* the next three for the second tetrahedron and so on. For each
* tetrahedron, the three individual elements are the angle members
* corresponding to edges 0, 1 and 2 of the tetrahedron (and also their
* opposite edges 5, 4 and 3 respectively). The final element of the
* vector is the scaling member as described above.
*
* \return the underlying integer vector.
*/
const Vector<Integer>& vector() const;
/**
* Determines whether this and the given angle structure are identical.
*
* This routine is safe to call even if this and the given
* angle structure do not belong to the same triangulation:
*
* - If the two triangulations have the same size, then this routine
* will test whether this angle structure, if transplanted into the
* other triangulation using the same tetrahedron numbering,
* would be the same as \a other.
*
* - If the two triangulations have different sizes, then this
* routine will return \c false.
*
* \param other the angle structure to be compared with this structure.
* \return \c true if and only if this and the given structure
* are identical.
*/
bool operator == (const AngleStructure& other) const;
/**
* Compares this against the given angle structure under a total
* ordering of all angle structures.
*
* This ordering is not mathematically meaningful; it is merely
* provided for scenarios where you need to be able to sort
* angle structures (e.g., when using them as keys in a map).
*
* The order _is_ well-defined, and will be preserved across
* copy/move operations, different program executions, and different
* platforms (since it is defined purely in terms of the angle
* coordinates, and does not use transient properties such as
* locations in memory).
*
* This operation is consistent with the equality test. In
* particular, it does not matter whether the two angle structures
* belong to different triangulations.
* See the equality test operator==() for further details.
*
* This routine generates all of the usual comparison operators,
* including `<`, `<=`, `>`, and `>=`.
*
* \python This spaceship operator `x <=> y` is not available, but the
* other comparison operators that it generates _are_ available.
*
* \param rhs the angle structure to compare this structure with.
* \return The result of the comparison between this and the given
* angle structure. This is marked as a weak ordering (not a strong
* ordering) to reflect the fact that angle structures in different
* triangulations could be considered equal under this comparison.
*/
std::weak_ordering operator <=> (const AngleStructure& rhs) const;
/**
* Writes a short text representation of this object to the
* given output stream.
*
* \nopython Use str() instead.
*
* \param out the output stream to which to write.
*/
void writeTextShort(std::ostream& out) const;
/**
* Writes a chunk of XML containing this angle structure and all
* of its properties. This routine will be called from within
* AngleStructures::writeXMLPacketData().
*
* \python The argument \a out should be an open Python file
* object.
*
* \param out the output stream to which the XML should be written.
*/
void writeXMLData(std::ostream& out) const;
protected:
/**
* Calculates the structure type (strict or taut) and stores it
* as a property.
*/
void calculateType() const;
friend class regina::XMLAngleStructureReader;
};
/**
* Swaps the contents of the given angle structures.
*
* This global routine simply calls AngleStructure::swap(); it is provided
* so that AngleStructure meets the C++ Swappable requirements.
*
* \param a the first angle structure whose contents should be swapped.
* \param b the second angle structure whose contents should be swapped.
*
* \ingroup angle
*/
void swap(AngleStructure& a, AngleStructure& b) noexcept;
// Inline functions for AngleStructure
template <typename U>
inline AngleStructure::AngleStructure(const Triangulation<3>& triang,
const Vector<U>& vector) :
vector_(vector), triangulation_(triang), flags_(0) {
}
inline AngleStructure::AngleStructure(const Triangulation<3>& triang,
Vector<Integer>&& vector) :
vector_(std::move(vector)), triangulation_(triang), flags_(0) {
}
template <typename U>
inline AngleStructure::AngleStructure(
const SnapshotRef<Triangulation<3>>& triang, const Vector<U>& vector) :
vector_(vector), triangulation_(triang), flags_(0) {
}
inline AngleStructure::AngleStructure(
const SnapshotRef<Triangulation<3>>& triang,
Vector<Integer>&& vector) :
vector_(std::move(vector)), triangulation_(triang), flags_(0) {
}
inline AngleStructure::AngleStructure(const AngleStructure& src,
const Triangulation<3>& triangulation) :
vector_(src.vector_),
triangulation_(triangulation),
flags_(src.flags_) {
}
inline AngleStructure::AngleStructure(const AngleStructure& src,
const SnapshotRef<Triangulation<3>>& triangulation) :
vector_(src.vector_),
triangulation_(triangulation),
flags_(src.flags_) {
}
inline void AngleStructure::swap(AngleStructure& other) noexcept {
vector_.swap(other.vector_);
triangulation_.swap(other.triangulation_);
std::swap(flags_, other.flags_);
}
inline const Triangulation<3>& AngleStructure::triangulation() const {
return *triangulation_;
}
inline bool AngleStructure::isStrict() const {
if ((flags_ & flagCalculatedType) == 0)
calculateType();
return ((flags_ & flagStrict) != 0);
}
inline bool AngleStructure::isTaut() const {
if ((flags_ & flagCalculatedType) == 0)
calculateType();
return ((flags_ & flagTaut) != 0);
}
inline bool AngleStructure::isVeering() const {
if ((flags_ & flagCalculatedType) == 0)
calculateType();
return ((flags_ & flagVeering) != 0);
}
inline bool AngleStructure::operator == (const AngleStructure& other) const {
return vector_ == other.vector_;
}
inline const Vector<Integer>& AngleStructure::vector() const {
return vector_;
}
inline void swap(AngleStructure& a, AngleStructure& b) noexcept {
a.swap(b);
}
} // namespace regina
// If we haven't yet seen the full definition of Triangulation<3>, include it
// now - the SnapshotRef constructor (used inline above) needs it.
#include "triangulation/dim3.h"
#endif
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