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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/>. *
* *
**************************************************************************/
#include <algorithm>
#include <set>
#include "triangulation/dim3.h"
namespace regina {
namespace {
// A helper routine that uses union-find to test whether a graph
// contains cycles. This is used by collapseEdge().
//
// This routine returns true if the given edge connects two distinct
// components of the graph, or false if both endpoints of the edge
// are already in the same component (i.e., a cycle has been created).
bool unionFindInsert(ssize_t* parent, size_t* depth,
size_t vtx1, size_t vtx2) {
// Find the root of the tree containing vtx1 and vtx2.
ssize_t top1, top2;
for (top1 = vtx1; parent[top1] >= 0; top1 = parent[top1])
;
for (top2 = vtx2; parent[top2] >= 0; top2 = parent[top2])
;
// Are both vertices in the same component?
if (top1 == top2)
return false;
// Join the two components.
// Insert the shallower tree beneath the deeper tree.
if (depth[top1] < depth[top2]) {
parent[top1] = top2;
} else {
parent[top2] = top1;
if (depth[top1] == depth[top2])
++depth[top1];
}
return true;
}
}
bool Triangulation<3>::internal44(Edge<3>* e, int newAxis, bool check,
bool perform) {
if (check) {
if (e->isBoundary() || ! e->isValid())
return false;
if (e->degree() != 4)
return false;
}
// Find the unwanted tetrahedra.
Tetrahedron<3>* oldTet[4];
int oldPos = 0;
for (const auto& emb : *e) {
oldTet[oldPos] = emb.simplex();
if (check) {
for (int i = 0; i < oldPos; ++i)
if (oldTet[i] == emb.simplex())
return false;
}
if (emb.simplex()->locks_) {
if (emb.simplex()->isLocked() ||
emb.simplex()->isFacetLocked(emb.vertices()[2]) ||
emb.simplex()->isFacetLocked(emb.vertices()[3])) {
if (check)
return false;
if (perform)
throw LockViolation("An attempt was made to perform a "
"4-4 move using a locked tetrahedron and/or facet");
}
}
++oldPos;
}
if (! perform)
return true;
// Perform the 4-4 move as a 2-3 move followed by a 3-2 move.
// Note that, by using pachner(), we also preserve orientation
// (if the triangulation was originally oriented).
//
// We store the second (3-2) move using a tetrahedron-edge pair, since
// by the time we perform it the original skeleton will be destroyed.
//
// The two calls to pachner() can manage any lock updates without our help.
Triangle<3>* tri23 = (newAxis == 0 ?
oldTet[0]->triangle(e->embedding(0).vertices()[2]) :
oldTet[1]->triangle(e->embedding(1).vertices()[2]));
int edge32 = e->embedding(3).edge();
PacketChangeGroup span(*this);
pachner(tri23, regina::unprotected);
pachner(oldTet[3]->edge(edge32), regina::unprotected);
// Done!
return true;
}
bool Triangulation<3>::internal21(Edge<3>* e, int edgeEnd,
bool check, bool perform) {
// edgeEnd is the end opposite where the action is.
if (check) {
if (e->isBoundary() || ! e->isValid())
return false;
if (e->degree() != 1)
return false;
}
const EdgeEmbedding<3>& emb = e->front();
Tetrahedron<3>* oldTet = emb.tetrahedron();
Perm<4> oldVertices = emb.vertices();
Tetrahedron<3>* top = oldTet->adjacentTetrahedron(oldVertices[edgeEnd]);
int otherEdgeEnd = 1 - edgeEnd;
if (check)
if (! top)
return false;
Triangle<3>* centreTri = oldTet->triangle(oldVertices[edgeEnd]);
Triangle<3>* bottomTri = oldTet->triangle(oldVertices[otherEdgeEnd]);
Perm<4> bottomToTop = oldTet->adjacentGluing(oldVertices[edgeEnd]);
int topGlued[2];
Edge<3>* flatEdge[2];
for (int i=0; i<2; i++) {
topGlued[i] = bottomToTop[oldVertices[i + 2]];
flatEdge[i] = top->edge(
Edge<3>::edgeNumber[topGlued[i]][bottomToTop[oldVertices[edgeEnd]]]);
}
int bottomFace = oldVertices[otherEdgeEnd]; // face of oldTet
int topFace = bottomToTop[bottomFace]; // face of top
using LockMask = Simplex<3>::LockMask;
if (oldTet->locks_) {
// The only lock that *is* allowed in oldTet is the bottom face.
if (oldTet->locks_ != (LockMask(1) << oldVertices[otherEdgeEnd])) {
if (check)
return false;
if (perform)
throw LockViolation("An attempt was made to perform a "
"2-1 move using a locked tetrahedron and/or facet");
}
}
if (top->isLocked()) {
if (check)
return false;
if (perform)
throw LockViolation("An attempt was made to perform a "
"2-1 move using a locked tetrahedron");
}
if (check) {
if (centreTri == bottomTri)
return false;
if (flatEdge[0] == flatEdge[1])
return false;
if (flatEdge[0]->isBoundary() && flatEdge[1]->isBoundary())
return false;
// This next test should follow from the two edges being distinct,
// but we'll do it anyway.
if (top->triangle(topGlued[0]) == top->triangle(topGlued[1]))
return false;
}
if (! perform)
return true;
// Go ahead and perform the move.
// The following ChangeAndClearSpan is essential, since we use
// "raw" routines (newSimplexRaw, joinRaw, etc.) below.
ChangeAndClearSpan<ChangeType::PreserveTopology> span(*this);
// First glue together the two faces that will be flattened.
Tetrahedron<3>* adjTet[2];
adjTet[0] = top->adjacentTetrahedron(topGlued[0]);
adjTet[1] = top->adjacentTetrahedron(topGlued[1]);
if (! adjTet[0]) {
// We are merging a boundary triangle with a non-boundary triangle.
if (top->isFacetLocked(topGlued[0]))
adjTet[1]->lockFacetRaw(top->adjacentFacet(topGlued[1]));
top->unjoinRaw(topGlued[1]);
} else if (! adjTet[1]) {
// We are merging a boundary triangle with a non-boundary triangle.
if (top->isFacetLocked(topGlued[1]))
adjTet[0]->lockFacetRaw(top->adjacentFacet(topGlued[0]));
top->unjoinRaw(topGlued[0]);
} else {
// We are merging two internal triangles.
int adjFace[2];
adjFace[0] = top->adjacentFacet(topGlued[0]);
adjFace[1] = top->adjacentFacet(topGlued[1]);
if (top->isFacetLocked(topGlued[0]))
adjTet[1]->lockFacetRaw(adjFace[1]);
if (top->isFacetLocked(topGlued[1]))
adjTet[0]->lockFacetRaw(adjFace[0]);
Perm<4> gluing = top->adjacentGluing(topGlued[1])
* Perm<4>(topGlued[0], topGlued[1])
* adjTet[0]->adjacentGluing(adjFace[0]);
top->unjoinRaw(topGlued[0]);
top->unjoinRaw(topGlued[1]);
adjTet[0]->joinRaw(adjFace[0], adjTet[1], gluing);
}
// Now make the new tetrahedron and glue it to itself.
Tetrahedron<3>* newTet = newSimplexRaw();
newTet->joinRaw(2, newTet, {2,3});
// Glue the new tetrahedron into the remaining structure.
Perm<4> bottomFacePerm = oldVertices * Perm<4>(edgeEnd, otherEdgeEnd, 2, 3);
if (oldTet->adjacentTetrahedron(bottomFace) == top) {
// The top of the new tetrahedron must be glued to the bottom.
if (top->isFacetLocked(topFace) || oldTet->isFacetLocked(bottomFace))
newTet->locks_ = 3; // Locks facets 0 and 1 of the new tetrahedron
Perm<4> gluing = bottomFacePerm.inverse() *
top->adjacentGluing(topFace) * bottomToTop *
bottomFacePerm * Perm<4>(0,1);
top->unjoinRaw(topFace);
newTet->joinRaw(0, newTet, gluing);
} else {
Tetrahedron<3>* adjTop = top->adjacentTetrahedron(topFace);
Tetrahedron<3>* adjBottom = oldTet->adjacentTetrahedron(bottomFace);
if (bottomFacePerm.sign() < 0) {
// Switch vertices 2,3 in newTet so we can preserve orientation.
bottomFacePerm = bottomFacePerm * Perm<4>(2, 3);
}
if (adjTop) {
Perm<4> topGluing = top->adjacentGluing(topFace) *
bottomToTop * bottomFacePerm * Perm<4>(0,1);
if (top->isFacetLocked(topFace))
newTet->locks_ |= 1; // Lock facet 0 of the new tetrahedron
top->unjoinRaw(topFace);
newTet->joinRaw(0, adjTop, topGluing);
}
if (adjBottom) {
Perm<4> bottomGluing = oldTet->adjacentGluing(bottomFace) *
bottomFacePerm;
if (oldTet->isFacetLocked(bottomFace))
newTet->locks_ |= 2; // Lock facet 1 of the new tetrahedron
oldTet->unjoinRaw(bottomFace);
newTet->joinRaw(1, adjBottom, bottomGluing);
}
}
// Finally remove and dispose of the unwanted tetrahedra.
removeSimplexRaw(oldTet);
removeSimplexRaw(top);
return true;
}
bool Triangulation<3>::internal02(
EdgeEmbedding<3> e0, int t0, EdgeEmbedding<3> e1, int t1,
bool check, bool perform ) {
Edge<3>* e = e0.tetrahedron()->edge(e0.edge());
if (check) {
if (e != e1.tetrahedron()->edge(e1.edge()))
return false;
if (t0 < 2 || t0 > 3 || t1 < 2 || t1 > 3)
return false;
if (! e->isValid())
return false;
}
if (e0.simplex()->isFacetLocked(e0.vertices()[t0]) ||
e1.simplex()->isFacetLocked(e1.vertices()[t1])) {
if (check)
return false;
if (perform)
throw LockViolation("An attempt was made to perform a "
"0-2 move using a locked triangle");
}
if (! perform)
return true;
// Work out how to glue in the two new tetrahedra.
EdgeEmbedding<3> emb[2] = {e0, e1};
int t[2] = {t0, t1};
Perm<4> ident = Perm<4>();
Perm<4> trans = Perm<4>(2, 3);
int simTemp[2][2] = {};
Tetrahedron<3>* sim[2][2];
Perm<4> ver[2][2];
// Rather than separately handling all the corner cases when the 0-2
// move involves a boundary triangle, we will temporarily glue in up to
// two extra tetrahedra so that we can just perform the move as if it
// involves only non-boundary triangles. To do this, we first need to
// work out how our edge e meets the boundary.
size_t deg = e->degree();
bool bdy[2] = {
e0.tetrahedron()->triangle( e0.vertices()[t0] )->isBoundary(),
e1.tetrahedron()->triangle( e1.vertices()[t1] )->isBoundary()
};
Tetrahedron<3>* bdySim[2];
Perm<4> bdyVer[2];
bool distinct;
if ( bdy[0] or bdy[1] ) {
bdySim[0] = e->embedding(0).simplex();
bdyVer[0] = e->embedding(0).vertices();
bdySim[1] = e->embedding( deg - 1 ).simplex();
bdyVer[1] = e->embedding( deg - 1 ).vertices();
distinct = ( bdySim[0]->triangle( bdyVer[0][3] ) !=
bdySim[1]->triangle( bdyVer[1][2] ) );
}
Perm<4> tempGlu[2];
int tempFace[2];
for ( int k : {0, 1} ) {
if ( bdyVer[k].sign() > 0 ) {
tempGlu[k] = bdyVer[k] * trans;
tempFace[k] = 2 + k;
} else {
tempGlu[k] = bdyVer[k];
tempFace[k] = 3 - k;
}
}
for ( int i : {0, 1} ) {
if ( bdy[i] ) {
if ( t[i] == 2 ) {
sim[i][0] = bdySim[1];
ver[i][0] = bdyVer[1];
simTemp[i][1] = 2;
ver[i][1] = (
(bdyVer[1].sign() > 0) ? ident : trans );
} else {
sim[i][1] = bdySim[0];
ver[i][1] = bdyVer[0];
simTemp[i][0] = 1;
ver[i][0] = (
(bdyVer[0].sign() > 0) ? ident : trans );
}
} else {
if ( t[i] == 2 ) {
sim[i][0] = emb[i].simplex();
ver[i][0] = emb[i].vertices();
sim[i][1] = sim[i][0]->adjacentSimplex(
ver[i][0][2] );
ver[i][1] = sim[i][0]->adjacentGluing(
ver[i][0][2] ) * ver[i][0] * trans;
} else {
sim[i][1] = emb[i].simplex();
ver[i][1] = emb[i].vertices();
sim[i][0] = sim[i][1]->adjacentSimplex(
ver[i][1][3] );
ver[i][0] = sim[i][1]->adjacentGluing(
ver[i][1][3] ) * ver[i][1] * trans;
}
}
}
// Actually perform the move.
// The following ChangeAndClearSpan is essential, since we use
// "raw" routines (newSimplexRaw, joinRaw, etc.) below.
ChangeAndClearSpan<ChangeType::PreserveTopology> span(*this);
auto tet = newSimplicesRaw<2>();
// Temporary tetrahedra for handling boundary triangles.
Tetrahedron<3>* temp[2];
if ( bdy[0] or bdy[1] ) {
temp[0] = newSimplexRaw();
temp[0]->joinRaw( tempFace[0], bdySim[0], tempGlu[0] );
if ( distinct ) {
temp[1] = newSimplexRaw();
temp[1]->joinRaw( tempFace[1], bdySim[1], tempGlu[1] );
} else {
temp[1] = temp[0];
for ( int i : {0, 1} ) {
if ( bdy[i] and t[i] == 2 ) {
ver[i][1] = bdySim[1]->adjacentGluing( bdyVer[1][2] )
* ver[i][0] * trans;
}
}
}
for ( int i : {0, 1} ) {
for ( int j : {0, 1} ) {
if ( simTemp[i][j] > 0 ) {
sim[i][j] = temp[ simTemp[i][j] - 1 ];
}
}
}
}
// We use the orient permutation to ensure that if this triangulation
// was originally oriented, then this orientation will be preserved by
// the 0-2 move.`
Perm<4> orient = ( (ver[0][0].sign() > 0) ? trans : ident );
Perm<4> gluing = sim[0][0]->adjacentGluing( ver[0][0][2] );
for ( int i : {0, 1} ) {
sim[i][0]->unjoinRaw( ver[i][0][2] );
}
tet[0]->joinRaw( orient[2], sim[0][0], ver[0][0] * orient );
for ( int i : {0, 1} ) {
tet[0]->joinRaw( i, tet[1], trans );
}
if ( sim[0][1] == sim[1][0] and ver[0][1][3] == ver[1][0][2] ) {
tet[1]->joinRaw( orient[2], sim[1][0], ver[1][0] * orient );
tet[1]->joinRaw( orient[3], tet[0],
trans * orient * ver[1][0].inverse() * gluing *
ver[0][0] * orient * trans );
} else if ( sim[0][1] == sim[1][1] and ver[0][1][3] == ver[1][1][3] ) {
tet[0]->joinRaw( orient[3], sim[1][1], ver[1][1] * orient );
tet[1]->joinRaw( orient[3], tet[1],
trans * orient * ver[1][1].inverse() * gluing *
ver[0][0] * orient * trans );
} else {
tet[1]->joinRaw( orient[3], sim[0][1], ver[0][1] * orient );
tet[1]->joinRaw( orient[2], sim[1][0], ver[1][0] * orient );
tet[0]->joinRaw( orient[3], sim[1][1], ver[1][1] * orient );
}
if ( bdy[0] or bdy[1] ) {
removeSimplexRaw( temp[0] );
if ( distinct ) {
removeSimplexRaw( temp[1] );
}
}
// Done!
return true;
}
bool Triangulation<3>::internal02(
Edge<3>* e, size_t t0, size_t t1,
bool check, bool perform ) {
size_t deg = e->degree();
if ( check ) {
if ( e->isBoundary() ) {
if ( t0 > deg or t1 > deg )
return false;
} else {
if ( t0 >= deg or t1 >= deg )
return false;
}
}
size_t t[2] = {t0, t1};
EdgeEmbedding<3> emb[2];
int tri[2];
for ( int i : {0, 1} ) {
if ( t[i] == deg ) {
emb[i] = e->embedding( deg - 1 );
tri[i] = 2;
} else {
emb[i] = e->embedding( t[i] );
tri[i] = 3;
}
}
return internal02( emb[0], tri[0], emb[1], tri[1], check, perform );
}
bool Triangulation<3>::internal02(
Triangle<3>* t0, int e0, Triangle<3>* t1, int e1,
bool check, bool perform ) {
Triangle<3>* t[2] = {t0, t1};
int e[2] = {e0, e1};
EdgeEmbedding<3> emb[2];
int tri[2];
for (int i = 0; i < 2; ++i) {
TriangleEmbedding<3> te = t[i]->embedding(0);
Perm<4> ve = te.vertices();
emb[i] = EdgeEmbedding<3>(
te.simplex(),
te.simplex()->faceMapping<1>(
FaceNumbering<3,1>::faceNumber(
ve * Perm<4>( 2, e[i] ) ) ) );
tri[i] = ( (emb[i].vertices()[2] == ve[3]) ? 2 : 3 );
}
return internal02( emb[0], tri[0], emb[1], tri[1], check, perform );
}
bool Triangulation<3>::internalOpenBook(Triangle<3>* f, bool check,
bool perform) {
if (f->isLocked()) {
if (check)
return false;
if (perform)
throw LockViolation("An attempt was made to perform an "
"open book move using a locked triangle");
}
const TriangleEmbedding<3>& emb = f->front();
Tetrahedron<3>* tet = emb.tetrahedron();
Perm<4> vertices = emb.vertices();
// Check that the triangle has exactly two boundary edges.
// Note that this will imply that the triangle joins two tetrahedra.
if (check) {
int fVertex = -1;
int nBdry = 0;
if (tet->edge(Edge<3>::edgeNumber[vertices[0]][vertices[1]])->
isBoundary())
nBdry++;
else
fVertex = 2;
if (tet->edge(Edge<3>::edgeNumber[vertices[1]][vertices[2]])->
isBoundary())
nBdry++;
else
fVertex = 0;
if (tet->edge(Edge<3>::edgeNumber[vertices[2]][vertices[0]])->
isBoundary())
nBdry++;
else
fVertex = 1;
if (nBdry != 2)
return false;
if (tet->vertex(vertices[fVertex])->linkType() != Vertex<3>::Link::Disc)
return false;
if (! f->edge(fVertex)->isValid())
return false;
}
if (! perform)
return true;
// Actually perform the move.
// Don't bother with a change event group: this is very simple, and
// we will already get our change management bookkeeping via unjoin().
// We should however declare a topology lock here, since unjoin() does not
// know that the topology will be preserved.
TopologyLock lock(*this);
tet->unjoin(emb.triangle());
return true;
}
bool Triangulation<3>::internalCloseBook(Edge<3>* e, bool check,
bool perform) {
if (check) {
if (! e->isBoundary())
return false;
if (e->boundaryComponent()->countTriangles() <= 2)
return false;
}
// Find the two triangles on either side of edge e.
const EdgeEmbedding<3>& front = e->front();
const EdgeEmbedding<3>& back = e->back();
Tetrahedron<3>* t0 = front.tetrahedron();
Tetrahedron<3>* t1 = back.tetrahedron();
Perm<4> p0 = front.vertices();
Perm<4> p1 = back.vertices();
if (t0->isFacetLocked(p0[3]) || t1->isFacetLocked(p1[2])) {
if (check)
return false;
if (perform)
throw LockViolation("An attempt was made to perform a "
"close book move using a locked boundary triangle");
}
if (check) {
if (t0->vertex(p0[2]) == t1->vertex(p1[3]))
return false;
if (t0->vertex(p0[2])->linkType() != Vertex<3>::Link::Disc ||
t1->vertex(p1[3])->linkType() != Vertex<3>::Link::Disc)
return false;
}
if (! perform)
return true;
// Actually perform the move.
// Don't bother with a change event group: this is very simple, and
// we will already get our change management bookkeeping via join().
// We should however declare a topology lock here, since join() does not
// know that the topology will be preserved.
TopologyLock lock(*this);
t0->join(p0[3], t1, p1 * Perm<4>(2, 3) * p0.inverse());
return true;
}
bool Triangulation<3>::internalCollapseEdge(Edge<3>* e, bool check,
bool perform) {
// Find the tetrahedra to remove.
if (check) {
// Note: We never check whether the edge is valid, but this
// comes automatically from the other tests. In particular, an
// invalid edge must join the same vertex to itself.
// CHECK 0: The tetrahedra around the edge must be distinct.
// We check this as follows:
//
// - None of the triangles containing edge e must contain e twice.
// We throw this into check 2 below (see point [0a]).
//
// - The only remaining bad case is where a tetrahedron contains
// e as two opposite edges. In this case one can prove that
// we have a bad chain of bigons, which will be picked up in
// check 2 below.
// CHECK 1: Can we collapse the edge to a point (creating bigons and
// pillows with bigon boundaries)?
// The vertices must be distinct.
if (e->vertex(0) == e->vertex(1))
return false;
// If both vertices are in the boundary then we must be collapsing a
// boundary edge, and both vertices must have plain old disc links.
// Recall that ideal vertices return isBoundary() == true.
if (e->vertex(0)->isBoundary() && e->vertex(1)->isBoundary()) {
if (! e->isBoundary())
return false;
if (e->vertex(0)->linkType() != Vertex<3>::Link::Disc)
return false;
if (e->vertex(1)->linkType() != Vertex<3>::Link::Disc)
return false;
}
// CHECK 2: Can we flatten each bigon to an edge (leaving
// triangular pillows behind)?
//
// This is trickier. Even if every individual bigon is okay, we
// don't want a _chain_ of bigons together to crush a sphere or
// projective plane.
//
// The way we do this is as follows. Consider each Edge<3>* to be
// a vertex of some graph G, and consider each bigon to be an edge
// in this graph G. The vertices at either end of the edge in G
// are the (Edge<3>*)s that bound the bigon.
//
// We can happily flatten each bigon if and only if the graph G
// contains no cycles. We shall test this using union-find,
// which should have log-linear complexity.
//
// We deal with boundary edges and invalid edges as follows.
// All boundary and/or invalid edges become the *same* vertex in
// the graph G. This means, for instance, that a bigon joining two
// distinct boundary edges is not allowed. Invalid edges are
// included here because each invalid edge contains a projective
// plane cusp at its centre.
//
// If edge e is itself a boundary edge, things become more
// interesting again. In this case, the two *boundary* bigons
// are not subject to the same restrictions -- crushing bigons
// along the boundary does no harm, *unless* the boundary bigon
// edges themselves form a cycle. This is essentially the same
// dilemma as before but one dimension down. We can detect this
// because it implies either:
//
// - two edges of the same bigon are identified, and hence the
// two vertices of edge e are identified (which has already
// been disallowed in check 1 above);
//
// - the four edges of the two boundary bigons are identified in
// pairs, which means the entire boundary component consists
// of the two bigons and nothing else.
//
// What does this mean in a practical sense? If edge e is a
// boundary edge, we:
//
// - verify that the boundary component has more than two triangles;
//
// - then ignore both boundary bigons from here onwards.
//
// Quite pleasant to deal with in the end.
if (e->isBoundary())
if (e->boundaryComponent()->countTriangles() == 2)
return false;
{
size_t nEdges = countEdges();
// The parent of each edge in the union-find tree, or -1 if
// an edge is at the root of a tree.
//
// This array is indexed by edge number in the triangulation.
// Although we might not use many of these edges, it's fast
// and simple. The "unified boundary" is assigned the edge
// number nEdges.
auto* parent = new ssize_t[nEdges + 1];
std::fill(parent, parent + nEdges + 1, -1);
// The depth of each subtree in the union-find tree.
auto* depth = new size_t[nEdges + 1];
std::fill(depth, depth + nEdges + 1, 0);
// Run through all triangles containing e.
auto it = e->begin();
for ( ; it != e->end(); ++it) {
Tetrahedron<3>* tet = it->tetrahedron();
Perm<4> p = it->vertices();
Edge<3>* upper = tet->edge(Edge<3>::edgeNumber[p[0]][p[2]]);
Edge<3>* lower = tet->edge(Edge<3>::edgeNumber[p[1]][p[2]]);
if (upper == e || lower == e) {
// [0a]: Check 0 fails (see explanation earlier).
delete[] depth;
delete[] parent;
return false;
}
// Now that we've run check 0, skip the first (boundary)
// triangle if e is a boundary edge. We will skip the
// last boundary triangle automatically, since for a boundary
// edge there are k+1 triangles but only k embeddings.
//
// We do not need to worry about missing check 0 for
// the last boundary triangle, since if it fails there then
// it must also fail for the first.
if (e->isBoundary() && it == e->begin())
continue;
size_t id1 = ((upper->isBoundary() || ! upper->isValid()) ?
nEdges : upper->markedIndex());
size_t id2 = ((lower->isBoundary() || ! lower->isValid()) ?
nEdges : lower->markedIndex());
// This bigon joins nodes id1 and id2 in the graph G.
if (! unionFindInsert(parent, depth, id1, id2)) {
delete[] depth;
delete[] parent;
return false;
}
}
// No bad chains of bigons!
delete[] depth;
delete[] parent;
}
// CHECK 3: Can we flatten each triangular pillow to a triangle?
//
// Again, even if each individual pillow is okay, we don't want
// a chain of pillows together to completely crush away a
// 3-manifold component.
//
// This means no cycles of pillows, and no chains of pillows
// that run from boundary to boundary.
//
// Test this in the same way that we tested edges. It's kind of
// overkill, since each vertex in the corresponding graph G will
// have degree <= 2, but it's fast so we'll do it.
{
size_t nTriangles = countTriangles();
// The parent of each triangle in the union-find tree, or -1 if
// a triangle is at the root of a tree.
//
// This array is indexed by triangle number in the triangulation.
// The "unified boundary" is assigned the triangle number
// nTriangles.
auto* parent = new ssize_t[nTriangles + 1];
std::fill(parent, parent + nTriangles + 1, -1);
// The depth of each subtree in the union-find tree.
auto* depth = new size_t[nTriangles + 1];
std::fill(depth, depth + nTriangles + 1, 0);
for (auto& emb : *e) {
Triangle<3>* upper = emb.simplex()->triangle(emb.vertices()[0]);
Triangle<3>* lower = emb.simplex()->triangle(emb.vertices()[1]);
size_t id1 = (upper->isBoundary() ? nTriangles :
upper->markedIndex());
size_t id2 = (lower->isBoundary() ? nTriangles :
lower->markedIndex());
// This pillow joins nodes id1 and id2 in the graph G.
if (! unionFindInsert(parent, depth, id1, id2)) {
delete[] depth;
delete[] parent;
return false;
}
}
// No bad chains of bigons!
delete[] depth;
delete[] parent;
}
}
// Finally, we search for potential lock violations:
size_t idx = 0;
for (auto& emb : *e) {
if (emb.simplex()->locks_) {
if (emb.simplex()->isLocked()) {
if (check)
return false;
if (perform)
throw LockViolation("An attempt was made to perform an "
"edge collapse that would remove a locked tetrahedron");
}
for (int i = 2; i <= 3; ++i)
if (emb.simplex()->isFacetLocked(emb.vertices()[i])) {
if (check)
return false;
if (perform)
throw LockViolation("An attempt was made to perform an "
"edge collapse that would remove a locked "
"triangle");
}
}
++idx;
}
if (! perform)
return true;
// Perform the move.
// The following ChangeAndClearSpan is essential, since we use
// "raw" routines (removeSimplexRaw, joinRaw, etc.) below.
ChangeAndClearSpan<ChangeType::PreserveTopology> span(*this);
// Clone the edge embeddings because we cannot rely on skeletal
// objects once we start changing the triangulation.
auto* embs = new EdgeEmbedding<3>[e->degree()];
std::copy(e->begin(), e->end(), embs);
for (size_t i = 0; i < e->degree(); ++i) {
const auto& emb = embs[i];
Simplex<3>* top = emb.simplex()->adjacentTetrahedron(emb.vertices()[0]);
Perm<4> topPerm = emb.simplex()->adjacentGluing(emb.vertices()[0]);
Simplex<3>* bot = emb.simplex()->adjacentTetrahedron(emb.vertices()[1]);
Perm<4> botPerm = emb.simplex()->adjacentGluing(emb.vertices()[1]);
if (emb.simplex()->locks_) {
if (bot && emb.simplex()->isFacetLocked(emb.vertices()[0]))
bot->lockFacetRaw(botPerm[emb.vertices()[1]]);
if (top && emb.simplex()->isFacetLocked(emb.vertices()[1]))
top->lockFacetRaw(topPerm[emb.vertices()[0]]);
}
removeSimplexRaw(emb.simplex());
if (top && bot)
top->joinRaw(topPerm[emb.vertices()[0]], bot,
botPerm * Perm<4>(emb.vertices()[0], emb.vertices()[1]) *
topPerm.inverse());
}
delete[] embs;
return true;
}
void Triangulation<3>::pinchEdge(Edge<3>* e) {
if (e->isBoundary())
throw InvalidArgument("pinchEdge() requires an internal edge");
// Find a triangular face containing e (this will be the face that
// connects e->front() with e->back()).
// Our plan is to insert two tetrahedra in its place.
Tetrahedron<3>* open = e->front().tetrahedron();
Perm<4> vertices = e->front().vertices();
bool locked = open->isFacetLocked(vertices[3]);
// The following ChangeAndClearSpan is essential, since we use
// "raw" routines (newSimplicesRaw, joinRaw, etc.) below.
ChangeAndClearSpan<> span(*this);
// The two tetrahedra that we insert together form a pinched ball.
// By a "pinched ball", this means a 3-ball in which some internal curve
// joining two distinct boundary points is collapsed to a point, whose
// link then becomes an annulus.
//
// Combinatorially, the boundary of this pinched ball is isomorphic to the
// boundary of a triangular pillow: two of the vertices of the pillow
// correspond to opposite sides of the pinch point, and the third vertex
// of the pillow is some other vertex on the boundary of the pinched ball.
//
// We insert this pillow into the opened-up triangular face, so that
// the two endpoints of edge e get glued into the opposite sides of the
// pinch point. The result, topologically, is that we have (1) created
// a new internal curve c which is parallel to e and whose endpoints are
// the same as e's, and then (2) collapsed this curve c to a point.
// Since e is an internal edge (a precondition of this routine),
// this is topologically the same as collapsing e itself.
auto [t0, t1] = newSimplicesRaw<2>();
t0->joinRaw(0, t1, {1, 2});
t0->joinRaw(3, t1, {0, 1});
t1->joinRaw(1, t1, {1, 2});
// The boundary triangles of this auxiliary structure are t0: 013 / 023.
// Whatever vertex is glued to t0: 3 will be (topologically) unaffected.
// Whatever vertices glue to t0: 0 and t0: 1=2 will have their links
// joined by a connected sum.
// A note for oriented triangulations: Simplex::faceMapping() guarantees
// that e->front().vertices() has a sign equal to the orientation of the
// relevant tetrahedron, which for an oriented triangulation is always 1.
// Therefore all of the gluings that we make here use odd gluing
// permutations, and so the orientation is preserved.
Tetrahedron<3>* adj = open->adjacentTetrahedron(vertices[3]);
Perm<4> glue = open->adjacentGluing(vertices[3]);
open->unjoinRaw(vertices[3]);
t0->joinRaw(1, adj, glue * vertices * Perm<4>(0, 3, 1, 2));
t0->joinRaw(2, open, vertices * Perm<4>(2, 3));
// If the triangle that we popped open was locked, we will (arbitrarily)
// choose to move the lock to the triangle that still belongs to open
// (as opposed to the ex-partner triangle belonging to adj).
if (locked) {
// The lock is already present from open's side.
// Remove it from adj's side, and put it where it needs to be in t0.
adj->unlockFacetRaw(glue[vertices[3]]);
t0->lockFacetRaw(2);
}
}
} // namespace regina
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