1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351
|
/**************************************************************************
* *
* 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/>. *
* *
**************************************************************************/
#include <list>
#include <sstream>
#include "enumerate/treetraversal.h"
#include "packet/container.h"
#include "subcomplex/snappedball.h"
#include "surface/normalsurface.h"
#include "surface/normalsurfaces.h"
#include "triangulation/dim3.h"
namespace regina {
std::vector<Triangulation<3>> Triangulation<3>::summands() const {
// Precondition checks.
if (! (isValid() && isClosed() && isConnected()))
return { };
// Do we already know the answer?
if (prop_.threeSphere_.has_value() && *prop_.threeSphere_)
return { };
bool initOrientable = isOrientable();
std::stack<Triangulation<3>> toProcess;
// Make a working copy (throwing away any locks), simplify, and record
// the initial homology.
Triangulation<3>& start = toProcess.emplace(*this, false, false);
start.simplify();
unsigned long initZ, initZ2, initZ3;
{
AbelianGroup homology = start.homology();
initZ = homology.rank();
initZ2 = homology.torsionRank(2);
initZ3 = homology.torsionRank(3);
}
// Start crushing normal spheres.
std::vector<Triangulation<3>> primeComponents;
while (! toProcess.empty()) {
// INV: Our triangulation is the connected sum of all the
// children of toProcess, all the elements of primeComponents
// and possibly some copies of S2xS1, S2x~S1, RP3, and/or L(3,1).
// Note: top cannot be const, because we might std::move() it.
Triangulation<3>& top = toProcess.top();
// Find a normal 2-sphere to crush.
std::optional<NormalSurface> sphere = top.nonTrivialSphereOrDisc();
if (sphere) {
Triangulation<3> crushed = sphere->crush();
sphere.reset(); // to avoid a deep copy of top when we pop
toProcess.pop();
if (! crushed.isValid()) {
// We must have had an embedded two-sided projective plane.
// Abort.
//
// All elements of toProcess will be deleted automatically
// with toProcess itself (which is on the stack).
throw regina::UnsolvedCase("Found an embedded two-sided "
"projective plane");
}
crushed.simplify();
// Insert each component of the crushed triangulation back
// into the list to process.
if (! crushed.isEmpty()) {
if (crushed.isConnected())
toProcess.push(std::move(crushed));
else {
for (auto& comp : crushed.triangulateComponents())
toProcess.push(std::move(comp));
}
}
} else {
// We have no non-trivial normal 2-spheres!
// The triangulation is 0-efficient (and prime).
// Is it a 3-sphere?
if (! top.isOrientable()) {
// Definitely not a sphere.
primeComponents.push_back(std::move(top));
} else {
// Orientable, and so possibly a sphere. Test this precisely.
if (top.countVertices() > 1) {
// Proposition 5.1 of Jaco & Rubinstein's 0-efficiency
// paper: If a closed orientable triangulation T is
// 0-efficient then either T has one vertex or T is a
// 3-sphere with precisely two vertices.
//
// It follows then that this is a 3-sphere.
// Toss it away.
} else {
// Now we have a closed orientable one-vertex 0-efficient
// triangulation.
// We have to look for an almost normal sphere.
//
// From the proof of Proposition 5.12 in Jaco & Rubinstein's
// 0-efficiency paper, we see that we can restrict our
// search to octagonal almost normal surfaces.
// Furthermore, from the result in the quadrilateral-octagon
// coordinates paper, we can restrict this search further
// to vertex octagonal almost normal surfaces in
// quadrilateral-octagonal space.
if (top.octagonalAlmostNormalSphere()) {
// It's a 3-sphere. Toss this component away.
} else {
// It's a non-trivial prime component!
primeComponents.push_back(std::move(top));
}
}
}
toProcess.pop();
}
}
// Run a final homology check and put back our missing S2xS1, S2x~S1,
// RP3 and L(3,1) terms.
unsigned long finalZ = 0, finalZ2 = 0, finalZ3 = 0;
for (const Triangulation<3>& c : primeComponents) {
AbelianGroup homology = c.homology();
finalZ += homology.rank();
finalZ2 += homology.torsionRank(2);
finalZ3 += homology.torsionRank(3);
}
while (finalZ++ < initZ) {
auto [t0, t1] = primeComponents.emplace_back().newTetrahedra<2>();
if (initOrientable) {
// Build S2 x S1, using an oriented triangulation.
t0->join(0, t1, { 0, 2 });
t0->join(3, t1, { 0, 2 });
t0->join(1, t0, { 1, 2, 3, 0 });
t1->join(0, t1, { 1, 2, 3, 0 });
} else {
// Build S2 x~ S1.
t0->join(0, t1, { 0, 1, 3, 2 });
t0->join(1, t1, { 0, 1, 3, 2 });
t0->join(2, t1, { 1, 3, 2, 0 });
t0->join(3, t1, { 2, 0, 1, 3 });
}
prop_.irreducible_ = false; // Implied by the S2xS1 or S2x~S1 summand.
prop_.zeroEfficient_ = false; // Implied by the S2xS1 or S2x~S1 summand.
}
while (finalZ2++ < initZ2) {
// Build RP3, using an oriented triangulation.
auto [t0, t1] = primeComponents.emplace_back().newTetrahedra<2>();
t0->join(0, t1, { 0, 3 });
t0->join(1, t1, { 1, 2 });
t0->join(3, t0, { 2, 3 });
t1->join(0, t1, { 1, 2, 3, 0 });
prop_.zeroEfficient_ = false; // Implied by the RP3 summand.
}
while (finalZ3++ < initZ3) {
// We cannot recover the orientations of our L(3,1) components.
// Deliberately use a non-oriented triangulation for L(3,1) so the
// user does not assume that orientation has been preserved.
auto [t0, t1] = primeComponents.emplace_back().newTetrahedra<2>();
t0->join(0, t1, { 2, 3, 0, 1 });
t0->join(1, t1, { 2, 3, 0, 1 });
t0->join(3, t0, { 1, 3, 0, 2 });
t1->join(0, t1, { 1, 2, 3, 0 });
}
// All done!
// Set irreducibility while we're at it.
if (primeComponents.size() > 1) {
prop_.threeSphere_ = false;
prop_.irreducible_ = false;
prop_.zeroEfficient_ = false;
} else if (primeComponents.size() == 1) {
prop_.threeSphere_ = false;
if (! prop_.irreducible_.has_value()) {
// If our manifold is S2xS1 or S2x~S1 then it is *not* irreducible;
// however, in this case we will have already set irreducible
// to false when putting back the S2xS1 or S2x~S1 summands above
// (and therefore irreducible.known() will be true).
prop_.irreducible_ = true;
}
} else if (primeComponents.size() == 0) {
prop_.threeSphere_ = true;
prop_.irreducible_ = true;
prop_.haken_ = false;
}
return primeComponents;
}
bool Triangulation<3>::isSphere() const {
if (prop_.threeSphere_.has_value())
return *prop_.threeSphere_;
// Basic property checks.
if (! (isValid() && isClosed() && isOrientable() && isConnected() &&
(! isEmpty()))) {
return *(prop_.threeSphere_ = false);
}
std::stack<Triangulation<3>> toProcess;;
// Check homology and fundamental group.
// Better simplify first, which means we need a clone.
Triangulation<3>& start = toProcess.emplace(*this, false, false);
start.simplify();
// The Poincare conjecture!
if (start.group().countGenerators() == 0) {
prop_.threeSphere_ = true;
// Some other things that come for free:
prop_.irreducible_ = true;
prop_.haken_ = false;
return true;
}
// We could still have a trivial group but not know it.
// At least we can at least check homology precisely.
if (! start.homology().isTrivial()) {
return *(prop_.threeSphere_ = false);
}
// Time for some more heavy machinery. On to normal surfaces.
while (! toProcess.empty()) {
// INV: Our triangulation is the connected sum of all the
// children of toProcess. Each of these children has trivial
// homology (and therefore we have no S2xS1 / RP3 / L(3,1)
// summands to worry about).
const Triangulation<3>& top = toProcess.top();
// Find a normal 2-sphere to crush.
std::optional<NormalSurface> sphere = top.nonTrivialSphereOrDisc();
if (sphere) {
Triangulation<3> crushed = sphere->crush();
sphere.reset(); // to avoid a deep copy of top when we pop
toProcess.pop();
crushed.simplify();
// Insert each component of the crushed triangulation in the
// list to process.
if (! crushed.isEmpty()) {
if (crushed.isConnected())
toProcess.push(std::move(crushed));
else {
for (auto& comp : crushed.triangulateComponents())
toProcess.push(std::move(comp));
}
}
} else {
// We have no non-trivial normal 2-spheres!
// The triangulation is 0-efficient.
// We can now test directly whether we have a 3-sphere.
if (top.countVertices() > 1) {
// Proposition 5.1 of Jaco & Rubinstein's 0-efficiency
// paper: If a closed orientable triangulation T is
// 0-efficient then either T has one vertex or T is a
// 3-sphere with precisely two vertices.
//
// It follows then that this is a 3-sphere.
// Toss it away.
} else {
// Now we have a closed orientable one-vertex 0-efficient
// triangulation.
// We have to look for an almost normal sphere.
//
// From the proof of Proposition 5.12 in Jaco & Rubinstein's
// 0-efficiency paper, we see that we can restrict our
// search to octagonal almost normal surfaces.
// Furthermore, from the result in the quadrilateral-octagon
// coordinates paper, we can restrict this search further
// to vertex octagonal almost normal surfaces in
// quadrilateral-octagonal space.
if (top.octagonalAlmostNormalSphere()) {
// It's a 3-sphere. Toss this component away.
} else {
// It's not a 3-sphere. We're done!
return *(prop_.threeSphere_ = false);
}
}
toProcess.pop();
}
}
// Our triangulation is the connected sum of 0 components!
prop_.threeSphere_ = true;
// Some other things that we get for free:
prop_.irreducible_ = true;
prop_.haken_ = false;
return true;
}
bool Triangulation<3>::knowsSphere() const {
if (prop_.threeSphere_.has_value())
return true;
// Run some very fast prelimiary tests before we give up and say no.
if (! (isValid() && isClosed() && isOrientable() && isConnected())) {
prop_.threeSphere_ = false;
return true;
}
// More work is required.
return false;
}
bool Triangulation<3>::isBall() const {
if (prop_.handlebody_.has_value())
return (*prop_.handlebody_ == 0);
// Basic property checks.
if (! (isValid() && isOrientable() && isConnected() &&
countBoundaryComponents() == 1)) {
// This cannot be a handlebody at all.
prop_.handlebody_ = -1;
return false;
}
if (boundaryComponents().front()->eulerChar() != 2) {
// It might be a handlebody, but it's not a 3-ball.
return false;
}
// Pass straight to isSphere (which in turn will check faster things
// like homology before pulling out the big guns).
//
// Cone the boundary to a point (i.e., fill it with a ball), then
// call isSphere() on the resulting closed triangulation.
Triangulation<3> working(*this, false, false);
working.simplify();
working.makeIdeal();
// Simplify again in case our coning was inefficient.
working.simplify();
if (working.isSphere()) {
prop_.handlebody_ = 0;
return true;
} else {
// From what we know above, if it's not a 3-ball then it's not a
// handlebody of any genus.
prop_.handlebody_ = -1;
return false;
}
}
bool Triangulation<3>::knowsBall() const {
if (prop_.handlebody_.has_value())
return true;
// Run some very fast prelimiary tests before we give up and say no.
if (! (isValid() && isOrientable() && isConnected() &&
countBoundaryComponents() == 1)) {
// This cannot be a handlebody at all.
prop_.handlebody_ = -1;
return true;
}
if (boundaryComponents().front()->eulerChar() != 2) {
// It might be a handlebody, but it's not a 3-ball.
// Although we are not caching the result, we still return true
// because isBall() will nevertheless give a very fast "no" answer.
return true;
}
// More work is required.
return false;
}
bool Triangulation<3>::isSolidTorus() const {
if (prop_.handlebody_.has_value())
return (*prop_.handlebody_ == 1);
// Basic property checks.
if (! (isValid() && isOrientable() && isConnected() &&
countBoundaryComponents() == 1)) {
// This cannot be a handlebody at all.
prop_.handlebody_ = -1;
return false;
}
if (boundaryComponents().front()->eulerChar() != 0) {
// It might be a handlebody, but it's not a solid torus.
return false;
}
// From here on, if we ever deduce this is not a solid torus, then
// we know it cannot be an orientable handlebody of *any* genus at all.
// If it's ideal, make it a triangulation with real boundary.
// If it's not ideal, clone it anyway so we can modify it.
Triangulation<3> working(*this, false, false);
working.simplify();
if (working.isIdeal()) {
working.truncateIdeal();
working.simplify();
}
// Check homology.
if (! (working.homology().isZ())) {
prop_.handlebody_ = -1;
return false;
}
// So:
// We are valid, orientable, compact and connected, with H1 = Z.
// There is exactly one boundary component, and this is a torus.
// Note that the homology results imply that this is not a connected
// sum of something with S2xS1 (otherwise we would have two Z terms
// in the homology: one from the torus boundary and one from the S2xS1).
// This observation simplifies the crushing cases later on.
// Pull out the big guns: normal surface time.
while (true) {
// INVARIANT: working is homeomorphic to our original manifold.
if (working.countVertices() > 1) {
// We really want a 1-vertex triangulation, since this will make
// nonTrivialSphereOrDisc() much faster (it will be able to use
// linear programming).
working.minimiseVertices();
}
// Find a non-trivial normal disc or sphere.
std::optional<NormalSurface> s = working.nonTrivialSphereOrDisc();
if (! s) {
// No non-trivial normal disc. This cannot be a solid torus.
prop_.handlebody_ = -1;
return false;
}
// Crush it and see what happens.
// Given what we know about the manifold so far, the only things
// that can happen during crushing are:
// - undo connected sum decompositions;
// - cut along properly embedded discs;
// - gain and/or lose 3-balls and/or 3-spheres.
Triangulation<3> crushed = s->crush();
s.reset(); // to avoid any automatic deep copy of the triangulation
crushed.simplify();
bool found = false;
for (Triangulation<3>& comp : crushed.triangulateComponents()) {
// Examine each connected component after crushing.
if (comp.isClosed()) {
// A closed piece.
// Must be a 3-sphere, or else we didn't have a solid torus.
if (! comp.isSphere()) {
prop_.handlebody_ = -1;
return false;
}
} else if (comp.countBoundaryComponents() > 1) {
// Multiple boundaries on the same component.
// This should never happen, since it implies there was
// an S2xS1 summand.
std::cerr << "ERROR: S2xS1 summand detected in "
"isSolidTorus() that should not exist." << std::endl;
// At any rate, it means we did not have a solid torus.
prop_.handlebody_ = -1;
return false;
} else if (comp.boundaryComponent(0)->eulerChar() == 2) {
// A component with sphere boundary.
// Must be a 3-ball, or else we didn't have a solid torus.
if (! comp.isBall()) {
prop_.handlebody_ = -1;
return false;
}
} else {
// The only other possibility is a component with torus
// boundary. We should only see at most one of these.
//
// Unless some other non-trivial component was split off
// (i.e., a non-ball and/or non-sphere that will be
// detected separately in the tests above), this
// component must be identical to our original manifold.
if (found) {
std::cerr << "ERROR: Multiple torus boundary "
"components detected in isSolidTorus(), which "
"should not be possible." << std::endl;
}
working = std::move(comp);
found = true;
}
}
if (! found) {
// We have reduced everything down to balls and spheres.
// The only way this can happen is if we had a solid torus
// (and we crushed and/or cut along a compressing disc
// during the crushing operation).
prop_.handlebody_ = 1;
return true;
}
// We have the original manifold in working, but this time with
// fewer tetrahedra. Around we go again.
}
}
bool Triangulation<3>::knowsSolidTorus() const {
if (prop_.handlebody_.has_value())
return true;
// Run some very fast preliminary tests before we give up and say no.
if (! (isValid() && isOrientable() && isConnected() &&
countBoundaryComponents() == 1)) {
// This cannot be a handlebody at all.
prop_.handlebody_ = -1;
return true;
}
if (boundaryComponents().front()->eulerChar() != 0) {
// It might be a handlebody, but it's not a solid torus.
// Although we are not caching the result, we still return true
// because isSolidTorus() will nevertheless give a very fast "no"
// answer.
return true;
}
// More work is required.
return false;
}
ssize_t Triangulation<3>::recogniseHandlebody() const {
if ( prop_.handlebody_.has_value() ) {
return *prop_.handlebody_;
}
// Basic property checks.
// Note: an orientable 3-manifold implies that the boundary is also
// orientable (so we do not need to test that separately).
if (! (isValid() && isOrientable() && isConnected() &&
countBoundaryComponents() == 1)) {
// This cannot be a handlebody at all.
return *(prop_.handlebody_ = -1);
}
// Determine the genus.
// We can immediately check whether this is a 3-ball or a solid torus.
size_t genus = ( 2 - boundaryComponents().front()->eulerChar() ) / 2;
if ( genus == 0 ) {
if ( isBall() ) {
// A 3-ball never has a compressing disc.
prop_.compressingDisc_ = false;
return *(prop_.handlebody_ = 0);
} else {
return *(prop_.handlebody_ = -1);
}
}
else if ( genus == 1 ) {
if ( isSolidTorus() ) {
// A solid torus always has a compressing disc.
prop_.compressingDisc_ = true;
return *(prop_.handlebody_ = 1);
} else {
return *(prop_.handlebody_ = -1);
}
}
// We now know that if this is indeed an orientable handlebody, then it
// must have genus at least 2.
// Check that homology matches the genus.
if ( not ( homology().isFree(genus) ) ) {
return *(prop_.handlebody_ = -1);
}
// If it's ideal, make it a triangulation with real boundary.
// If it's not ideal, clone it anyway so we can modify it.
std::stack<Triangulation<3>> toProcess;
Triangulation<3>& start = toProcess.emplace(*this, false, false);
start.simplify();
if ( start.isIdeal() ) {
start.truncateIdeal();
start.simplify();
}
// So:
// We are valid, orientable, compact and connected. There is exactly one
// boundary component, and this is a genus-g torus, where g >= 2. We also
// have H1 = gZ.
//
// Since "half of the boundary homology lives and the other half dies"
// (see Lemma 3.5 of Hatcher's "Notes on Basic 3-Manifold Topology"), we
// know that our manifold has g Z terms from the genus-g torus boundary.
// Therefore, our manifold cannot be a connected sum of something with
// S2xS1, as this would require additional Z terms in the homology.
// This observation simplifies the crushing cases later on.
//
// Hatcher's notes are available at:
// https://pi.math.cornell.edu/~hatcher/3M/3Mdownloads.html
//
// Anyway, it's time to pull out normal surfaces.
while ( not toProcess.empty() ) {
// INVARIANT: Our original triangulation is an orientable handlebody
// if and only if every triangulation in toProcess is an orientable
// handlebody with positive genus.
Triangulation<3>& top = toProcess.top();
if ( top.countVertices() > 1 ) {
// We really want a 1-vertex triangulation, since this will make
// nonTrivialSphereOrDisc() much faster (it will be able to use
// linear programming).
top.minimiseVertices();
}
// Find a non-trivial normal disc or sphere.
std::optional<NormalSurface> s = top.nonTrivialSphereOrDisc();
if ( not s ) {
// No non-trivial normal disc. This cannot be an orientable
// handlebody.
return *(prop_.handlebody_ = -1);
}
// Crush it and see what happens.
// Given what we know about the manifold so far, the only things that
// can happen during crushing are:
// - undoing connected sums;
// - cutting along properly embedded discs;
// - gaining and/or losing 3-balls and/or 3-spheres.
//
// Thus, if we started with a handlebody, then crushing can only
// result in pieces of the following types:
// - handlebodies;
// - 3-spheres;
// - 3-balls.
Triangulation<3> crushed = s->crush();
s.reset(); // to avoid a deep copy of top when we pop
toProcess.pop();
crushed.simplify();
for ( Triangulation<3>& comp : crushed.triangulateComponents() ) {
// Examine each connected component after crushing.
if ( comp.isClosed() ) {
// A closed piece.
// Must be a 3-sphere, or else we didn't have an orientable
// handlebody.
if ( not comp.isSphere() ) {
return *(prop_.handlebody_ = -1);
}
} else if ( comp.countBoundaryComponents() > 1 ) {
// Multiple boundaries on the same component.
// CLAIM. Given what we know about the homology, this can
// never happen.
// A very rough sketch of a proof for this claim is given at
// the end of this for loop
// TODO Throw a proper exception.
std::cerr << "ERROR: S2xS1 summand detected in "
"recogniseHandlebody() that should not exist." << std::endl;
// At any rate, it means we did not have an orientable
// handlebody.
return *(prop_.handlebody_ = -1);
} else if ( comp.boundaryComponent(0)->eulerChar() == 2 ) {
// A component with sphere boundary.
// Must be a 3-ball, or else we didn't have a solid torus.
if ( not comp.isBall() ) {
return *(prop_.handlebody_ = -1);
}
} else {
// The only other possibility is a component whose boundary
// has positive genus. We need to check that this component
// is an orientable handlebody, so insert it back into the
// list to process.
toProcess.push( std::move(comp) );
}
}
// PROOF OF CLAIM.
// ==================================================================
// Suppose crushing produced a component with multiple boundaries.
// We must have cut some piece P along a properly embedded disc D
// such that:
// ---> the boundary of D separates the boundary of P into two pieces
// A and B; and
// ---> D itself is non-separating, so there exists a closed curve c
// in P that meets D exactly once.
// Our goal is to show that this, in combination with what we know
// about the homology of P, leads to a contradiction.
//
// We first consider the case where P is the original triangulation.
// Let g and h denote the genus of A and B, respectively, so that the
// boundary of P has genus g+h. At the beginning of the algorithm, we
// verified that the homology of P is (g+h)Z. With this in mind, take
// the union of A and D, and push this slightly off the boundary to
// obtain a closed genus-g surface S in P that meets the closed curve
// c exactly once. Let X' be a small neighbourhood of the union of S
// and c, and let Y' be the space given by removing the interior of X
// from P. The intersection of X and Y is a surface R of genus 2g.
// Let N be a thickening of R, let X be the union of X' and N, and
// let Y be the union of Y' and N; this gives subspaces X and Y whose
// interiors cover P, and the intersection of these two subspaces is
// exactly N. Thus, letting G = H1(X)+H1(Y), we have the following
// exact sequence (the Mayer-Vietoris sequence for the pair of
// subspaces X and Y):
// p q
// ... ----> H1(N) ----> G ----> H1(P) ----> ...
// We make the following homological observations:
// ---> H1(N) = (4g)Z, because N retracts to a surface of genus 2g.
// ---> H1(X) = (2g+1)Z, because X retracts to the union of S and c.
// ---> H1(Y) has rank at least 2g+(g+h) because it has two boundary
// components, one of which has genus 2g, while the other has
// genus g+h.
// ---> Thus, G has rank at least (4g+1)+(g+h)
// ---> H1(P) = (g+h)Z, by assumption.
// Notice that im(q) must be a free abelian group (of rank at most
// g+h), which implies that G is isomorphic to ker(q)+im(q). Thus,
// ker(q) must have rank at least 4g+1. By exactness, im(p) must also
// have rank at least 4g+1, which is impossible since H1(N) only has
// rank 4g.
//
// It remains to consider the case where P was obtained by some
// sequence of crushing operations. Topologically, we know that P
// was obtained from the original triangulation by cutting along
// properly embedded discs. This implies that the homology of P is
// kZ, where k is the genus of the boundary of P (one way to check
// that cutting along discs does indeed preserve this property of the
// homology is to again use Mayer-Vietoris sequences). Thus, by the
// same argument as above, it is impossible for P to contain an
// embedded disc with the properties of D.
// ==================================================================
// If we survived to this point, then we still haven't conclusively
// determined whether we started with an orientable handlebody.
// However, we have made progress: by crushing a non-trivial normal
// surface, we guarantee that we have reduced the total number of
// tetrahedra in the list to process, so we won't keep reaching this
// point forever. This means that we must eventually terminate via
// one of the following pathways:
// ---> We detect a component that cannot occur if we started with an
// orientable handlebody.
// ---> The list to process becomes empty. This can only happen if
// everything fell apart into 3-spheres and 3-balls, which
// certifies that we started with an orientable handlebody.
}
// The list to process became empty, so we must have started with an
// orientable handlebody (of genus at least 2).
// By the way, we know that this always has a compressing disc.
prop_.compressingDisc_ = true;
return *(prop_.handlebody_ = genus);
}
bool Triangulation<3>::knowsHandlebody() const {
if (prop_.handlebody_.has_value()) {
return true;
}
// Run some very fast preliminary tests before we give up and say no.
// Note: an orientable 3-manifold implies that the boundary is also
// orientable (so we do not need to test that separately).
if (! (isValid() && isOrientable() && isConnected() &&
countBoundaryComponents() == 1)) {
// This cannot be a handlebody at all.
prop_.handlebody_ = -1;
return true;
}
// More work is required.
return false;
}
bool Triangulation<3>::isTxI() const {
// This call to knowsTxI checks basic things including validity and also
// the number topology of the boundary components.
if (knowsTxI())
return *prop_.TxI_;
Triangulation<3> working(*this, false, false);
working.simplify();
working.truncateIdeal();
working.simplify();
// If it's not a homology T2xI, we're done.
if ((! working.homology().isFree(2)) || (! working.homologyRel().isZ())) {
return *(prop_.TxI_ = false);
}
// At this point we should already have boundary components with
// one vertex each.
// But out of an abundance of caution, we ensure this is the case.
working.minimiseBoundary();
// We have a homology T2xI with a pair of two-triangle boundaries.
// So we should move on to the meat of the algorithm, testing Dehn fillings.
// First we collect a boundary edge, which lets us fetch the two triangles
// on either side along with permutations that show how they glue together.
BoundaryComponent<3>* bc = working.boundaryComponents().front();
Edge<3>* e = bc->edge(0);
const FaceEmbedding<3, 1>& front = e->embedding(0);
const FaceEmbedding<3, 1>& back = e->embedding(e->degree() - 1);
Tetrahedron<3>* t0 = front.tetrahedron();
Tetrahedron<3>* t1 = back.tetrahedron();
Perm<4> p0 = front.vertices();
Perm<4> p1 = back.vertices();
p1 = p1 * Perm<4>(1, 0, 3, 2);
// Now p0, p1 map {0,1,2} to the vertices of t0, t1 in a symmetric way.
// Each boundary edge is the image of (i,j) on t0 and (j,i) on t1 for
// distinct i,j in {0,1,2}.
//
// To do the three fillings, we fold the two triangles together in each
// of the three possible ways (each of which involves swapping one of the
// pairs 01, 12, 20 in the preimage of permutations p0, p1).
for (int i = 0; i < 3; ++i) {
t0->join(p0[3], t1, p1 * Perm<4>(i, (i+1) % 3) * p0.inverse());
if (! working.isSolidTorus())
return *(prop_.TxI_ = false);
t0->unjoin(p0[3]);
}
// All three fillings give a solid torus!
return *(prop_.TxI_ = true);
}
bool Triangulation<3>::knowsTxI() const {
if (prop_.TxI_.has_value())
return true;
// Run some very fast prelimiary tests before we give up and say no.
if (! (isValid() && isOrientable() && isConnected())) {
prop_.TxI_ = false;
return true;
}
if (countBoundaryComponents() != 2) {
prop_.TxI_ = false;
return true;
}
if (boundaryComponents().front()->eulerChar() != 0 ||
(! boundaryComponents().front()->isOrientable()) ||
boundaryComponents().back()->eulerChar() != 0 ||
(! boundaryComponents().back()->isOrientable())) {
prop_.TxI_ = false;
return true;
}
// More work is required.
return false;
}
bool Triangulation<3>::isIrreducible() const {
if (prop_.irreducible_.has_value())
return *prop_.irreducible_;
// Precondition checks.
if (! (isValid() && isClosed() && isOrientable() && isConnected()))
return false;
// We will essentially carry out a connected sum decomposition, but
// instead of keeping prime summands we will just count them and
// throw them away.
unsigned long summands = 0;
std::stack<Triangulation<3>> toProcess;
// Make a working copy, simplify and record the initial homology.
Triangulation<3>& start = toProcess.emplace(*this, false, false);
start.simplify();
unsigned long Z, Z2, Z3;
{
AbelianGroup homology = start.homology();
Z = homology.rank();
Z2 = homology.torsionRank(2);
Z3 = homology.torsionRank(3);
}
// Start crushing normal spheres.
while (! toProcess.empty()) {
// INV: Our triangulation is the connected sum of all the
// children of toProcess, all the prime components that we threw away,
// and possibly some copies of S2xS1, RP3 and/or L(3,1).
// Work with the last child.
const Triangulation<3>& top = toProcess.top();
// Find a normal 2-sphere to crush.
std::optional<NormalSurface> sphere = top.nonTrivialSphereOrDisc();
if (sphere) {
Triangulation<3> crushed = sphere->crush();
sphere.reset(); // to avoid a deep copy of top when we pop
toProcess.pop();
crushed.simplify();
// Insert each component of the crushed triangulation back
// into the list to process.
if (! crushed.isEmpty()) {
if (crushed.isConnected())
toProcess.push(std::move(crushed));
else {
for (auto& comp : crushed.triangulateComponents())
toProcess.push(std::move(comp));
}
}
} else {
// We have no non-trivial normal 2-spheres!
// The triangulation is 0-efficient (and prime).
// Is it a 3-sphere?
if (top.countVertices() > 1) {
// Proposition 5.1 of Jaco & Rubinstein's 0-efficiency
// paper: If a closed orientable triangulation T is
// 0-efficient then either T has one vertex or T is a
// 3-sphere with precisely two vertices.
//
// It follows then that this is a 3-sphere.
// Toss it away.
} else {
// Now we have a closed orientable one-vertex 0-efficient
// triangulation.
// We have to look for an almost normal sphere.
//
// From the proof of Proposition 5.12 in Jaco & Rubinstein's
// 0-efficiency paper, we see that we can restrict our
// search to octagonal almost normal surfaces.
// Furthermore, from the result in the quadrilateral-octagon
// coordinates paper, we can restrict this search further
// to vertex octagonal almost normal surfaces in
// quadrilateral-octagonal space.
if (top.octagonalAlmostNormalSphere()) {
// It's a 3-sphere. Toss this component away.
} else {
// It's a non-trivial prime component!
// Note that this will never be an S2xS1 summand;
// those get crushed away entirely (we account for
// them later).
if (summands > 0) {
// We have found more than one prime component.
prop_.threeSphere_ = false; // Implied by reducibility.
prop_.zeroEfficient_ = false; // Implied by reducibility.
return *(prop_.irreducible_ = false);
}
++summands;
// Note which parts of our initial homology we have
// now accounted for.
AbelianGroup h1 = top.homology();
Z -= h1.rank();
Z2 -= h1.torsionRank(2);
Z3 -= h1.torsionRank(3);
// Toss away our prime summand and keep going.
}
}
toProcess.pop();
}
}
// Run a final homology check: were there any additional S2xS1, RP3
// or L(3,1) terms?
if (Z > 0) {
// There were S2xS1 summands that were crushed away.
// The manifold must be reducible.
prop_.threeSphere_ = false; // Implied by reducibility.
prop_.zeroEfficient_ = false; // Implied by reducibility.
return *(prop_.irreducible_ = false);
}
if (summands + Z2 + Z3 > 1) {
// At least two summands were found and/or crushed away: the
// manifold must be composite.
prop_.threeSphere_ = false; // Implied by reducibility.
prop_.zeroEfficient_ = false; // Implied by reducibility.
return *(prop_.irreducible_ = false);
}
// There are no S2xS1 summands, and the manifold is prime.
return *(prop_.irreducible_ = true);
}
bool Triangulation<3>::knowsIrreducible() const {
return prop_.irreducible_.has_value();
}
bool Triangulation<3>::hasCompressingDisc() const {
if (prop_.compressingDisc_.has_value())
return *prop_.compressingDisc_;
// Some sanity checks; also enforce preconditions.
if (! hasBoundaryTriangles())
return *(prop_.compressingDisc_ = false);
if ((! isValid()) || isIdeal())
return *(prop_.compressingDisc_ = false);
long minBdryEuler = 2;
for (auto bc : boundaryComponents()) {
if (bc->eulerChar() < minBdryEuler)
minBdryEuler = bc->eulerChar();
}
if (minBdryEuler == 2)
return *(prop_.compressingDisc_ = false);
// Off we go.
// Work with a simplified triangulation.
// We keep this as a pointer because we will be switching and changing
// triangulations.
Triangulation<3> use(*this, false, false);
use.simplify();
// Try for a fast answer first.
if (use.hasSimpleCompressingDisc())
return *(prop_.compressingDisc_ = true);
// Nope. Decide whether we can use the fast linear programming
// machinery or whether we need to do a full vertex surface enumeration.
if (use.isOrientable() && use.countBoundaryComponents() == 1) {
while (true) {
use.simplify();
if (use.countVertices() > 1) {
// Try harder.
use.minimiseVertices();
if (use.countVertices() > 1) {
// We could still be stuck with more than one vertex
// (for example, if the original triangulation were
// disconnected.
//
// Fall back to a full vertex enumeration.
// This mirrors the code for non-orientable
// triangulations; see that later block for details.
NormalSurfaces q(use, NormalCoords::Standard);
for (const NormalSurface& s : q) {
if (s.isCompressingDisc(true))
return *(prop_.compressingDisc_ = true);
}
// No compressing discs!
return *(prop_.compressingDisc_ = false);
}
}
std::vector<Triangulation<3>> pieces;
{
// Isolate the scope of the normal surface machinery,
// so that there are no outstanding snapshots of the
// original triangulation that might want to take a deep
// copy when we modify the triangulation later on.
TreeSingleSoln<LPConstraintEulerPositive> search(use,
NormalCoords::Standard);
if (! search.find()) {
// No compressing discs!
return *(prop_.compressingDisc_ = false);
}
pieces = search.buildSurface().crush().triangulateComponents();
}
bool found = false;
for (auto& comp : pieces) {
if (comp.countBoundaryComponents() == 1 &&
comp.boundaryComponent(0)->eulerChar()
== minBdryEuler) {
// This must be our original manifold.
// Start again, but this time with a smaller triangulation.
use = std::move(comp);
found = true;
break;
}
}
if (! found) {
// We must have compressed.
return *(prop_.compressingDisc_ = true);
}
// Around we go again, but this time with a smaller triangulation.
}
} else {
// Sigh. Enumerate all vertex normal surfaces.
//
// Hum, are we allowed to do this in quad space? Jaco and Tollefson
// use standard coordinates. Jaco, Letscher and Rubinstein mention
// quad space, but don't give details (which I'd prefer to see).
// Leave it in standard coordinates for now.
NormalSurfaces q(use, NormalCoords::Standard);
// Run through all vertex surfaces looking for a compressing disc.
for (const NormalSurface& s : q) {
// Use the fact that all vertex normal surfaces are connected.
if (s.isCompressingDisc(true))
return *(prop_.compressingDisc_ = true);
}
// No compressing discs!
return *(prop_.compressingDisc_ = false);
}
}
bool Triangulation<3>::knowsCompressingDisc() const {
if (prop_.compressingDisc_.has_value())
return true;
// Quickly check for non-spherical boundary components before we give up.
for (auto bc : boundaryComponents())
if (bc->eulerChar() < 2)
return false;
// All boundary components are 2-spheres.
prop_.compressingDisc_ = false;
return true;
}
bool Triangulation<3>::hasSimpleCompressingDisc() const {
// Some sanity checks; also enforce preconditions.
if (! hasBoundaryTriangles())
return false;
if ((! isValid()) || isIdeal())
return false;
// Off we go.
// Work with a simplified triangulation.
Triangulation<3> use(*this, false, false);
use.simplify();
// Check to see whether any component is a one-tetrahedron solid torus.
for (Component<3>* c : use.components())
if (c->size() == 1 && c->countTriangles() == 3 &&
c->countVertices() == 1) {
// Because we know the triangulation is valid, this rules out
// all one-tetrahedron triangulations except for LST(1,2,3).
return *(prop_.compressingDisc_ = true);
}
// Open up as many boundary triangles as possible (to make it easier to
// find simple compressing discs).
bool opened = true;
while (opened) {
opened = false;
for (Triangle<3>* t : use.triangles())
if (use.openBook(t)) {
opened = true;
break;
}
}
// How many boundary spheres do we currently have?
// This is important because we test whether a disc is a compressing
// disc by cutting along it and looking for any *new* boundary
// spheres that might result.
unsigned long origSphereCount = 0;
for (auto bc : use.boundaryComponents())
if (bc->eulerChar() == 2)
++origSphereCount;
// Look for a single internal triangle surrounded by three boundary edges.
// It doesn't matter whether the edges and/or vertices are distinct.
Edge<3> *e0, *e1, *e2;
unsigned long newSphereCount;
for (Triangle<3>* t : use.triangles()) {
if (t->isBoundary())
continue;
e0 = t->edge(0);
e1 = t->edge(1);
e2 = t->edge(2);
if (! (e0->isBoundary() && e1->isBoundary() && e2->isBoundary()))
continue;
// This could be a compressing disc.
// Cut along the triangle to be sure.
const TriangleEmbedding<3>& emb = t->front();
Triangulation<3> cut(use, false, false);
cut.tetrahedron(emb.tetrahedron()->markedIndex())->unjoin(
emb.triangle());
// If we don't see a new boundary component, the disc boundary is
// non-separating in the manifold boundary and is therefore a
// non-trivial curve.
if (cut.countBoundaryComponents() == use.countBoundaryComponents())
return *(prop_.compressingDisc_ = true);
newSphereCount = 0;
for (auto bc : cut.boundaryComponents())
if (bc->eulerChar() == 2)
++newSphereCount;
// Was the boundary of the disc non-trivial?
if (newSphereCount == origSphereCount)
return *(prop_.compressingDisc_ = true);
}
// Look for a tetrahedron with two faces folded together, giving a
// degree-one edge on the inside and a boundary edge on the outside.
// The boundary edge on the outside will surround a disc that cuts
// right through the tetrahedron.
for (Tetrahedron<3>* t : use.simplices_) {
auto ball = SnappedBall::recognise(t);
if (! ball)
continue;
int equator = ball->equatorEdge();
if (! t->edge(equator)->isBoundary())
continue;
// This could be a compressing disc.
// Cut through the tetrahedron to be sure.
// We do this by removing the tetrahedron, and then plugging
// both holes on either side of the disc with new copies of the
// tetrahedron.
int upper = ball->boundaryFace(0);
Tetrahedron<3>* adj = t->adjacentTetrahedron(upper);
if (! adj) {
// The disc is trivial.
continue;
}
Triangulation<3> cut(use, false, false);
cut.tetrahedron(t->markedIndex())->unjoin(upper);
Tetrahedron<3>* tet = cut.newTetrahedron();
tet->join(Edge<3>::edgeVertex[equator][0], tet, Perm<4>(
Edge<3>::edgeVertex[equator][0], Edge<3>::edgeVertex[equator][1]));
tet->join(upper, cut.tetrahedron(adj->markedIndex()),
t->adjacentGluing(upper));
// If we don't see a new boundary component, the disc boundary is
// non-separating in the manifold boundary and is therefore a
// non-trivial curve.
if (cut.countBoundaryComponents() == use.countBoundaryComponents())
return *(prop_.compressingDisc_ = true);
newSphereCount = 0;
for (auto bc : cut.boundaryComponents())
if (bc->eulerChar() == 2)
++newSphereCount;
// Was the boundary of the disc non-trivial?
if (newSphereCount == origSphereCount)
return *(prop_.compressingDisc_ = true);
}
// Nothing found.
return false;
}
namespace {
/**
* Used to sort candidate incompressible surfaces by Euler characteristic.
* Surfaces with smaller genus (i.e., larger Euler characteristic)
* are to be processed first.
*/
struct SurfaceID {
long index;
/**< Which surface in the list are we referring to? */
long euler;
/**< What is its Euler characteristic? */
inline bool operator < (const SurfaceID& rhs) const {
return (euler > rhs.euler ||
(euler == rhs.euler && index < rhs.index));
}
};
}
bool Triangulation<3>::isHaken() const {
if (prop_.haken_.has_value())
return *prop_.haken_;
// Check basic preconditions.
if (! (isValid() && isOrientable() && isClosed() && isConnected()))
return false;
// Irreducibility is not a precondition, but we promise to return
// false immediately if the triangulation is not irreducible.
// Do not set the property in this situation.
if (! isIrreducible())
return false;
// Okay: we are closed, connected, orientable and irreducible.
// Move to a copy of this triangulation, which we can mess with.
Triangulation<3> t(*this, false, false);
t.simplify();
// First check for an easy answer via homology:
if (t.homology().rank() > 0) {
prop_.threeSphere_ = false; // Implied by Hakenness.
return *(prop_.haken_ = true);
}
// Enumerate vertex normal surfaces in quad coordinates.
// std::cout << "Enumerating surfaces..." << std::endl;
NormalSurfaces list(t, NormalCoords::Quad);
// Run through each surface, one at a time.
// Sort them first however, so we process the (easier) smaller genus
// surfaces first.
auto* id = new SurfaceID[list.size()];
unsigned i;
for (i = 0; i < list.size(); ++i) {
id[i].index = i;
id[i].euler = list[i].eulerChar().longValue();
}
std::sort(id, id + list.size());
for (i = 0; i < list.size(); ++i) {
// std::cout << "Testing surface " << i << "..." << std::endl;
if (list[id[i].index].isIncompressible()) {
delete[] id;
prop_.threeSphere_ = false; // Implied by Hakenness.
return *(prop_.haken_ = true);
}
}
delete[] id;
return *(prop_.haken_ = false);
}
bool Triangulation<3>::knowsHaken() const {
return prop_.haken_.has_value();
}
} // namespace regina
|