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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 <cstdlib>
#include "triangulation/dim3.h"
#include "utilities/randutils.h"
// Affects the number of random 4-4 moves attempted during simplification.
#define COEFF_4_4 5
// If you define PINCH_NOT_COLLAPSE, then simplify() will use
// pinchEdge() instead of collapseEdge() to reduce the number of vertices.
// This may *increase* the number of tetrahedra, and so it should be used with
// great care -- it may break the requirements of simplify(), and
// so may adversely affect other code that expects monotonic behaviour.
//
// #define PINCH_NOT_COLLAPSE
namespace regina {
bool Triangulation<3>::minimiseBoundary() {
// Regina doesn't usually check preconditions, but this one is trivial.
if (! isValid())
throw FailedPrecondition("minimiseBoundary() requires a "
"valid triangulation");
// Regarding locks on boundary triangles: we leave join() (used to perform
// the layerings) and closeBook() (used directly for close book moves)
// to throw a LockViolation where relevant. We do not go out of our way
// to find locations for these moves that would _not_ violate locks, since
// this is a lot of work, and in typical scenarios (e.g., the entire
// boundary is locked), this would be fruitless anyway.
// We do not need a ChangeAndClearSpan here, since this bookkeeping is
// already managed by closeBook() and join(). However, we do add a
// PacketChangeGroup for optimisation, and we also add our own TopologyLock
// because join() does not know that it will be preserving topology.
TopologyLock lock(*this);
PacketChangeGroup span(*this);
bool changed = false;
// Apologies for the use of goto, but this seems cleaner than
// juggling breaks and continues with nested loops.
startAgain:
// Find a boundary component to operate on.
for (auto bc : boundaryComponents()) {
if (bc->countTriangles() <= 2 || bc->countVertices() <= 1)
continue;
// This boundary component needs to be reduced in size.
changed = true;
// First try to use a close book move, which does not
// increase the number of tetrahedra.
for (auto e : bc->edges()) {
if (closeBook(e)) {
// We have changed the triangulation, which means
// all edges and boundary components have been destroyed.
// Start over.
goto startAgain;
}
}
// We could not find ourselves a close book move.
// Instead locate a boundary edge e that joins two distinct
// vertices and operate on this.
for (auto e : bc->edges())
if (e->vertex(0) != e->vertex(1)) {
// Our plan is to layer over e, and then do a close book
// move on the opposite edge of the layering tetrahedron.
//
// This would be illegal if both triangles adjacent to e
// on the boundary were the same, but in that scenario
// there would be a close book move on the third edge of
// this common triangle, and so we would not have reached
// this point in the code.
//
// The layer-and-close-book combination is identical to
// attaching a snapped 3-ball to the triangles on either
// side of e. Here the boundary of our snapped ball will be
// faces 012 and 013, with vertices 01 attaching to edge e.
Tetrahedron<3>* tet1 = e->front().tetrahedron();
Tetrahedron<3>* tet2 = e->back().tetrahedron();
Perm<4> roles1 = e->front().vertices();
Perm<4> roles2 = e->back().vertices();
// At this stage, roles1 maps (0,1,2) to the tet1 tetrahedron
// vertices for the first boundary triangle, and roles2 maps
// (0,1,3) to the tet2 tetrahedron vertices for the second
// boundary triangle. In each case, (0,1) maps to the
// endpoints of edge e.
Tetrahedron<3>* snap = newTetrahedron();
// At this point, all edges and boundary components have
// been destroyed (so we cannot access edge->...).
snap->join(0, snap, Perm<4>(0, 1));
if (roles1.sign() < 0) {
snap->join(3, tet1, roles1);
snap->join(2, tet2, roles2);
} else {
// In case the triangulation was oriented,
// we would like to keep it that way.
snap->join(3, tet1, roles1 * Perm<4>(0, 1));
snap->join(2, tet2, roles2 * Perm<4>(0, 1));
}
goto startAgain;
}
// We should never reach this point.
throw ImpossibleScenario("minimiseBoundary() could not continue");
}
// If we fell out of the boundary component loop then all boundary
// components are minimal, which means we are done.
return changed;
}
bool Triangulation<3>::minimiseVertices() {
// Start by minimising the boundary.
// This also checks the validity precondition, and this is where we would
// throw LockViolation exceptions if we run into locked boundary triangles.
bool result = minimiseBoundary();
// All that remains now is to remove internal vertices.
// For this, we use collapseEdge() if we can, and pinchEdge() if we must.
// No lock violations should occur from here onwards.
// For now, we do a lot of looping through components, since each time we
// do a move the skeleton will be recomputed entirely. Ideally we would
// try to remember what we have already looked at by using the more
// persistent tetrahedron pointers instead of edge pointers.
while (true) {
startLoop:
for (auto* e : edges()) {
Vertex<3>* u = e->vertex(0);
Vertex<3>* v = e->vertex(1);
if (u != v && ! (u->isBoundary() && v->isBoundary())) {
// This edge needs to be pinched or collapsed.
if (! collapseEdge(e))
pinchEdge(e);
result = true;
goto startLoop;
}
}
// No edges needed to be pinched or collapsed.
return result;
}
}
bool Triangulation<3>::simplify() {
bool changed;
{ // Begin scope for change event block.
PacketChangeGroup span(*this);
// Reduce to a local minimum.
changed = simplifyToLocalMinimum(true);
// If we still haven't minimised vertices, try to do this now.
// We will throw this away if it increases the number of tetrahedra,
// but even if the size stays the same we will keep it since
// fewer vertices is generally better.
if (isValid() && ! hasMinimalVertices()) {
Triangulation<3> tmp(*this, false, true);
try {
tmp.minimiseVertices();
} catch (LockViolation&) {
// Calling minimiseVertices() could cause a lock violation if
// there are locked boundary triangles. In this case it could
// still have performed some moves, and it guarantees that the
// resulting triangulation is sensible. Keep whatever we got.
}
tmp.simplifyToLocalMinimum(true);
if (tmp.size() <= size()) {
swap(tmp);
changed = true;
}
}
// Clone to work with when we might want to roll back changes.
Triangulation<3>* use;
// Variables used for selecting random 4-4 moves.
std::vector<std::pair<Edge<3>*, int>> fourFourAvailable;
std::pair<Edge<3>*, int> fourFourChoice;
size_t fourFourAttempts, fourFourCap;
int axis;
while (true) {
// --- Random 4-4 moves ---
// Clone the triangulation and start making changes that might or
// might not lead to a simplification.
// If we've already simplified then there's no need to use a
// separate clone since we won't need to undo further changes.
//
// If we are cloning the triangulation, ensure we clone the locks
// also.
if (changed)
use = this;
else {
use = new Triangulation<3>(*this, false, true);
}
// Make random 4-4 moves.
fourFourAttempts = fourFourCap = 0;
while (true) {
// Calculate the list of available 4-4 moves.
fourFourAvailable.clear();
// Use edges() to ensure the skeleton has been calculated.
for (Edge<3>* edge : use->edges())
for (axis = 0; axis < 2; axis++)
if (use->has44(edge, axis))
fourFourAvailable.emplace_back(edge, axis);
// Increment fourFourCap if needed.
if (fourFourCap < COEFF_4_4 * fourFourAvailable.size())
fourFourCap = COEFF_4_4 * fourFourAvailable.size();
// Have we tried enough 4-4 moves?
if (fourFourAttempts >= fourFourCap)
break;
// Perform a random 4-4 move on the clone.
fourFourChoice = fourFourAvailable[
RandomEngine::rand(fourFourAvailable.size())];
use->move44(fourFourChoice.first, fourFourChoice.second);
// See if we can simplify now.
if (use->simplifyToLocalMinimum(true)) {
// We have successfully simplified!
// Start all over again.
fourFourAttempts = fourFourCap = 0;
} else
++fourFourAttempts;
}
// Sync the real triangulation with the clone if appropriate.
if (use != this) {
// At this point, changed == false.
if (use->size() < size()) {
// The 4-4 moves were successful; accept them.
swap(*use);
changed = true;
}
delete use;
}
// At this point we have decided that 4-4 moves will help us
// no more.
// --- Open book and close book moves ---
if (hasBoundaryTriangles()) {
// Clone again, always -- we don't want to create gratuitous
// boundary triangles if they won't be of any help.
//
// Again, don't clone properties, but do clone locks.
use = new Triangulation<3>(*this, false, true);
// Perform every book opening move we can find.
bool opened = false;
bool openedNow = true;
while (openedNow) {
openedNow = false;
for (Triangle<3>* t : use->triangles())
if (use->openBook(t)) {
opened = openedNow = true;
break;
}
}
// If we're lucky, we now have an edge that we can collapse.
if (opened) {
if (use->simplifyToLocalMinimum(true)) {
// Yay!
swap(*use);
changed = true;
} else {
// No good.
// Ditch use and don't open anything.
opened = false;
}
}
delete use;
// If we did any book opening stuff, start all over again.
if (opened)
continue;
// If we've made it this far then there seems to be
// nothing left to do.
//
// Perform book *closing* moves to simplify the boundary
// of the triangulation, even if this does not actually
// reduce the number of tetrahedra.
//
// Since we always want to simplify the boundary, make
// the changes directly to this triangulation.
bool closed = false;
for (Edge<3>* edge : edges())
if (closeBook(edge)) {
closed = true;
changed = true;
// We don't actually care whether we reduce the
// number of tetrahedra or not. Ignore the
// return value from simplifyToLocalMinimum().
simplifyToLocalMinimum(true);
break;
}
// If we *did* manage to close a book, there might be
// further internal simplifications that we can now do.
// Back to the top.
if (closed)
continue;
}
// Nothing more we can do here.
break;
}
} // End scope for change event span.
return changed;
}
bool Triangulation<3>::simplifyToLocalMinimum(bool perform) {
if (! perform) {
ensureSkeleton();
// Try to reduce the number of vertices.
if (countVertices() > components().size() &&
countVertices() > countBoundaryComponents()) {
for (Edge<3>* edge : edges()) {
#ifdef PINCH_NOT_COLLAPSE
if (edge->vertex(0) != edge->vertex(1) &&
(edge->vertex(0)->linkType() == Vertex<3>::SPHERE ||
edge->vertex(1)->linkType() == Vertex<3>::SPHERE)) {
// There must be a pinch-edge move here.
// Note: this *increases* the number of tetrahedra.
// We return true anyway, since this matches the behaviour
// when perform == true.
return true;
}
#else
if (hasCollapseEdge(edge))
return true;
#endif
}
}
// Look for internal simplifications.
for (Edge<3>* edge : edges()) {
if (hasPachner(edge))
return true;
if (has20(edge))
return true;
if (has21(edge, 0))
return true;
if (has21(edge, 1))
return true;
}
for (Vertex<3>* vertex : vertices())
if (has20(vertex))
return true;
// Look for boundary simplifications.
if (hasBoundaryTriangles()) {
for (BoundaryComponent<3>* bc : boundaryComponents()) {
// Run through triangles of this boundary component looking
// for shell boundary moves.
for (Triangle<3>* f : bc->facets())
if (hasShellBoundary(f->front().tetrahedron()))
return true;
}
}
return false;
}
bool changed = false; // Has anything changed ever (for return value)?
bool changedNow = true; // Did we just change something (for loop control)?
{ // Begin scope for change event span.
PacketChangeGroup span(*this);
while (changedNow) {
changedNow = false;
ensureSkeleton();
// Try to reduce the number of vertices.
if (countVertices() > components().size() &&
countVertices() > countBoundaryComponents()) {
for (Edge<3>* edge : edges()) {
#ifdef PINCH_NOT_COLLAPSE
if (edge->vertex(0) != edge->vertex(1) &&
(edge->vertex(0)->linkType() == Vertex<3>::SPHERE ||
edge->vertex(1)->linkType() == Vertex<3>::SPHERE)) {
// Note: this *increases* the number of tetrahedra.
pinchEdge(edge);
changedNow = changed = true;
break;
}
#else
if (collapseEdge(edge)) {
changedNow = changed = true;
break;
}
#endif
}
if (changedNow) {
if (perform)
continue;
else
return true;
}
}
// Look for internal simplifications.
for (Edge<3>* edge : edges()) {
if (pachner(edge)) {
changedNow = changed = true;
break;
}
if (move20(edge)) {
changedNow = changed = true;
break;
}
if (move21(edge, 0)) {
changedNow = changed = true;
break;
}
if (move21(edge, 1)) {
changedNow = changed = true;
break;
}
}
if (changedNow) {
if (perform)
continue;
else
return true;
}
for (Vertex<3>* vertex : vertices())
if (move20(vertex)) {
changedNow = changed = true;
break;
}
if (changedNow) {
if (perform)
continue;
else
return true;
}
// Look for boundary simplifications.
if (hasBoundaryTriangles()) {
for (BoundaryComponent<3>* bc : boundaryComponents()) {
// Run through triangles of this boundary component looking
// for shell boundary moves.
for (Triangle<3>* f : bc->facets())
if (shellBoundary(f->front().tetrahedron())) {
changedNow = changed = true;
break;
}
if (changedNow)
break;
}
if (changedNow) {
if (perform)
continue;
else
return true;
}
}
}
} // End scope for change event span.
return changed;
}
} // namespace regina
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