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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 <queue>
#include "maths/rational.h"
#include "triangulation/dim3.h"
#include <iostream>
namespace regina {
void Triangulation<3>::calculateSkeleton() {
TriangulationBase<3>::calculateSkeleton();
ideal_ = false;
standard_ = true;
#if 0
checkPermutations();
// Sets valid to false if gluings are mismatched (which should
// never happen if the Tetrahedron<3> gluing routines have been
// used correctly)
#endif
calculateVertexLinks();
// Sets valid, ideal, Vertex<3>.link,
// Vertex<3>.linkEulerChar, Component<3>.ideal,
// boundaryComponents, Vertex<3>.boundaryComponent
// Flesh out the details of each component.
for (auto v : vertices())
v->component()->vertices_.push_back(v);
for (auto e : edges())
e->component()->edges_.push_back(e);
for (auto t : triangles())
t->component()->triangles_.push_back(t);
}
void Triangulation<3>::checkPermutations() {
for (Tetrahedron<3>* tet : simplices_)
for (int face = 0; face < 4; face++) {
Tetrahedron<3> * adjacent = tet->adjacentTetrahedron(face);
if (adjacent) {
Perm<4> perm = tet->adjacentGluing(face);
Perm<4> adj_perm = adjacent->adjacentGluing(perm[face]);
if (!(perm*adj_perm).isIdentity()) {
valid_ = false;
// This printing statement is temporary code
// to be removed once enough people have tested it
std::cerr << "ERROR: Permutations of adjacent faces "
"do not match in skeleton.cpp" << std::endl;
}
if (tet != adjacent->adjacentTetrahedron(perm[face])) {
valid_ = false;
// This printing statement is temporary code
// to be removed once enough people have tested it
std::cerr << "ERROR: Adjacency relations do not match"
" in skeleton.cpp" << std::endl;
}
}
}
}
void Triangulation<3>::calculateVertexLinks() {
// Begin by calculating Euler characteristics.
// Here we use the formula: chi = (2 v_int + v_bdry - f) / 2, which
// is easily proven with a little arithmetic.
// Note that Vertex<3>::linkEulerChar is initialised to 0 in
// the Vertex<3> constructor.
// Begin by calculating (2 v_int + v_bdry) for each vertex link.
Vertex<3>* end0;
Vertex<3>* end1;
Tetrahedron<3>* tet;
for (Edge<3>* e : edges()) {
// Try to compute e->vertex(0) and e->vertex(1), but
// without calling e->vertex() which will recursively try to
// recompute the skeleton.
const EdgeEmbedding<3>& emb = e->front();
tet = emb.tetrahedron();
end0 = std::get<0>(tet->faces_)[
std::get<1>(tet->mappings_)[emb.edge()][0]];
end1 = std::get<0>(tet->faces_)[
std::get<1>(tet->mappings_)[emb.edge()][1]];
if (e->isBoundary()) {
// Contribute to v_bdry.
end0->linkEulerChar_++;
if (e->isValid())
end1->linkEulerChar_++;
} else {
// Contribute to 2 v_int.
end0->linkEulerChar_ += 2;
if (e->isValid())
end1->linkEulerChar_ += 2;
}
}
// Run through each vertex and finalise Euler characteristic, link
// and more.
for (Vertex<3>* vertex : vertices()) {
// Fix the Euler characteristic (subtract f, divide by two).
vertex->linkEulerChar_ = (vertex->linkEulerChar_
- static_cast<long>(vertex->degree())) / 2;
if (vertex->isBoundary()) {
// We haven't added ideal vertices to the boundary list yet,
// so this must be real boundary.
if (vertex->linkEulerChar_ == 1)
vertex->link_ = Vertex<3>::Link::Disc;
else {
vertex->link_ = Vertex<3>::Link::Invalid;
vertex->whyInvalid_.value |= Vertex<3>::INVALID_LINK;
valid_ = vertex->component_->valid_ = false;
standard_ = false;
}
} else {
if (vertex->linkEulerChar_ == 2)
vertex->link_ = Vertex<3>::Link::Sphere;
else {
if (vertex->linkEulerChar_ == 0)
vertex->link_ = (vertex->isLinkOrientable() ?
Vertex<3>::Link::Torus : Vertex<3>::Link::KleinBottle);
else {
vertex->link_ = Vertex<3>::Link::NonStandardCusp;
standard_ = false;
}
ideal_ = true;
vertex->component()->ideal_ = true;
auto* bc = new BoundaryComponent<3>();
bc->push_back(vertex);
bc->orientable_ = vertex->isLinkOrientable();
vertex->boundaryComponent_ = bc;
++nBoundaryFaces_[0];
boundaryComponents_.push_back(bc);
vertex->component()->boundaryComponents_.push_back(bc);
}
}
}
}
void Triangulation<3>::calculateBoundaryProperties() const {
// Make sure the skeleton has been calculated!
ensureSkeleton();
bool localTwoSphereBoundaryComponents = false;
bool localNegativeIdealBoundaryComponents = false;
for (BoundaryComponent<3>* bc : boundaryComponents_) {
if (bc->eulerChar() == 2)
localTwoSphereBoundaryComponents = true;
else if (bc->isIdeal() && bc->eulerChar() < 0)
localNegativeIdealBoundaryComponents = true;
// Stop the search if we've found everything we're looking for.
if (localTwoSphereBoundaryComponents &&
localNegativeIdealBoundaryComponents)
break;
}
prop_.twoSphereBoundaryComponents_ = localTwoSphereBoundaryComponents;
prop_.negativeIdealBoundaryComponents_ =
localNegativeIdealBoundaryComponents;
}
void Triangulation<3>::cloneSkeleton(const Triangulation& src) {
TriangulationBase<3>::cloneSkeleton(src);
ideal_ = src.ideal_;
standard_ = src.standard_;
{
auto me = vertices().begin();
auto you = src.vertices().begin();
for ( ; me != vertices().end(); ++me, ++you) {
(*me)->link_ = (*you)->link_;
(*me)->linkEulerChar_ = (*you)->linkEulerChar_;
// Leave linkTri_ as built-on-demand for now.
}
}
{
auto me = triangles().begin();
auto you = src.triangles().begin();
for ( ; me != triangles().end(); ++me, ++you) {
(*me)->type_ = (*you)->type_;
(*me)->subtype_ = (*you)->subtype_;
}
}
{
auto me = components_.begin();
auto you = src.components_.begin();
for ( ; me != components_.end(); ++me, ++you) {
(*me)->ideal_ = (*you)->ideal_;
for (auto f : (*you)->vertices_)
(*me)->vertices_.push_back(vertex(f->index()));
for (auto f : (*you)->edges_)
(*me)->edges_.push_back(edge(f->index()));
for (auto f : (*you)->triangles_)
(*me)->triangles_.push_back(triangle(f->index()));
}
}
}
} // namespace regina
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