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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 "link/link.h"
#include "triangulation/dim3.h"
#include "triangulation/dim4.h"
#include "triangulation/example4.h"
namespace regina {
Triangulation<4> Example<4>::cp2() {
// Built by Rhuaidi Burke using Katie from a Kirby diagram of the
// standard CP^2.
return Triangulation<4>::fromGluings(4, {
{ 0, 0, 0, {2,3,1,0,4} }, { 0, 1, 0, {0,3,2,1,4} },
{ 0, 4, 1, {0,1,2,4,3} }, { 1, 0, 1, {2,4,1,3,0} },
{ 1, 1, 2, {0,1,2,4,3} }, { 1, 4, 2, {1,0,3,4,2} },
{ 2, 0, 2, {3,1,2,0,4} }, { 2, 4, 3, {0,1,2,4,3} },
{ 3, 0, 3, {4,1,2,3,0} }, { 3, 1, 3, {1,2,4,3,0} }});
}
Triangulation<4> Example<4>::s2xs2() {
// Built by Rhuaidi Burke using Katie from a Kirby diagram of the
// standard S2 x S2.
return Triangulation<4>::fromGluings(6, {
{ 0, 0, 0, {4,1,2,3,0} }, { 0, 1, 0, {0,2,1,3,4} },
{ 0, 3, 1, {0,1,2,4,3} }, { 1, 0, 2, {0,1,2,4,3} },
{ 1, 1, 3, {0,1,2,4,3} }, { 1, 2, 2, {4,2,1,0,3} },
{ 1, 3, 3, {0,1,2,4,3} }, { 2, 2, 2, {1,2,4,3,0} },
{ 2, 3, 4, {0,1,2,4,3} }, { 3, 0, 3, {2,4,1,3,0} },
{ 3, 3, 5, {0,1,2,4,3} }, { 4, 0, 4, {1,0,2,3,4} },
{ 4, 2, 4, {1,2,3,0,4} }, { 5, 0, 5, {2,3,1,0,4} },
{ 5, 1, 5, {0,3,2,1,4} }});
}
Triangulation<4> Example<4>::s2xs2Twisted() {
// Built by Rhuaidi Burke.
return Triangulation<4>::fromGluings(6, {
{ 0, 0, 0, {2,3,1,0,4} }, { 0, 1, 0, {0,3,2,1,4} },
{ 0, 4, 1, {0,1,2,4,3} }, { 1, 0, 1, {2,4,1,3,0} },
{ 1, 1, 2, {0,1,2,4,3} }, { 1, 4, 2, {1,0,3,4,2} },
{ 2, 0, 2, {3,1,2,0,4} }, { 2, 4, 5, {0,1,2,4,3} },
{ 3, 0, 3, {2,4,1,3,0} }, { 3, 1, 3, {0,4,2,3,1} },
{ 3, 3, 4, {0,1,2,4,3} }, { 4, 0, 4, {2,3,1,0,4} },
{ 4, 1, 5, {0,1,2,4,3} }, { 4, 3, 5, {1,0,4,2,3} },
{ 5, 0, 5, {4,1,2,3,0} }});
}
Triangulation<4> Example<4>::rp4() {
Triangulation<4> ans;
// Thanks Ryan, you rock. :)
auto [p, q, r, s] = ans.newPentachora<4>();
p->join(0, s, Perm<5>(1,0,3,2,4));
p->join(1, s, Perm<5>(1,0,3,2,4));
p->join(2, q, Perm<5>());
p->join(3, q, Perm<5>());
p->join(4, r, Perm<5>());
q->join(0, r, Perm<5>(1,0,3,2,4));
q->join(1, r, Perm<5>(1,0,3,2,4));
q->join(4, s, Perm<5>());
r->join(2, s, Perm<5>());
r->join(3, s, Perm<5>());
return ans;
}
Triangulation<4> Example<4>::fourTorus() {
// This was constructed and simplified by Rhuaidi Burke by taking an
// S1-bundle over the 3-torus.
return Triangulation<4>::fromGluings(24, {
{ 0, 0, 3, {0,1,2,4,3} }, { 0, 1, 4, {0,1,2,4,3} },
{ 0, 2, 14, {1,3,0,2,4} }, { 0, 3, 13, {1,3,4,0,2} },
{ 0, 4, 5, {0,1,2,4,3} }, { 1, 0, 3, {4,1,2,3,0} },
{ 1, 1, 15, {3,4,1,0,2} }, { 1, 2, 8, {0,1,2,4,3} },
{ 1, 3, 19, {3,2,0,1,4} }, { 1, 4, 13, {0,3,4,2,1} },
{ 2, 0, 21, {0,1,2,4,3} }, { 2, 1, 15, {1,0,4,2,3} },
{ 2, 2, 19, {0,1,2,4,3} }, { 2, 3, 14, {2,3,4,1,0} },
{ 2, 4, 9, {0,1,2,4,3} }, { 3, 1, 11, {0,1,2,4,3} },
{ 3, 2, 9, {3,1,4,2,0} }, { 3, 3, 10, {3,1,4,2,0} },
{ 4, 0, 11, {0,1,2,4,3} }, { 4, 2, 8, {0,3,4,2,1} },
{ 4, 3, 19, {3,4,1,0,2} }, { 4, 4, 21, {3,4,1,0,2} },
{ 5, 0, 12, {0,1,2,4,3} }, { 5, 1, 9, {2,0,3,1,4} },
{ 5, 2, 20, {3,2,0,1,4} }, { 5, 4, 6, {0,1,2,4,3} },
{ 6, 0, 17, {1,0,2,3,4} }, { 6, 1, 8, {4,0,3,2,1} },
{ 6, 2, 22, {1,3,0,2,4} }, { 6, 4, 13, {1,3,4,0,2} },
{ 7, 0, 23, {0,3,4,2,1} }, { 7, 1, 11, {2,4,3,0,1} },
{ 7, 2, 8, {0,1,3,2,4} }, { 7, 3, 18, {1,4,2,0,3} },
{ 7, 4, 10, {4,2,0,3,1} }, { 8, 1, 12, {4,2,1,0,3} },
{ 9, 1, 17, {4,2,3,1,0} }, { 9, 2, 16, {4,3,1,2,0} },
{ 10, 0, 14, {3,0,2,4,1} }, { 10, 3, 12, {3,1,0,4,2} },
{ 10, 4, 16, {4,3,1,2,0} }, { 11, 2, 17, {1,2,0,4,3} },
{ 11, 3, 20, {2,4,1,3,0} }, { 12, 1, 15, {2,1,4,0,3} },
{ 12, 3, 21, {4,0,2,1,3} }, { 13, 3, 16, {3,4,0,2,1} },
{ 13, 4, 18, {1,0,3,4,2} }, { 14, 2, 18, {2,0,1,4,3} },
{ 14, 4, 20, {0,3,4,2,1} }, { 15, 2, 16, {0,1,4,3,2} },
{ 15, 3, 22, {0,4,3,1,2} }, { 16, 3, 23, {0,3,2,1,4} },
{ 17, 3, 23, {0,2,1,3,4} }, { 17, 4, 19, {2,1,0,3,4} },
{ 18, 3, 22, {1,2,0,4,3} }, { 18, 4, 19, {0,1,2,4,3} },
{ 20, 2, 21, {0,1,3,2,4} }, { 20, 4, 22, {0,4,3,1,2} },
{ 21, 4, 23, {0,3,1,4,2} }, { 22, 3, 23, {0,1,2,4,3} }});
}
Triangulation<4> Example<4>::k3() {
// This is (with much work by multiple authors) derived from Spreer's
// 17-vertex standard K3 simplicial complex.
// Rhuaidi Burke has managed to get this down to 60 pentachora thus far.
//Triangulation<4> ans = Triangulation<4>::fromIsoSig("8ALLAvvzwwLQAMzwvQAQMvAzLvwQPMwPwQQQQQAQQQLAAvQQQQQaaddeekkpttjjppvwxyopCDrCszzzuAwBOISRIRQUUWFFYZHHSSJJKKLLMMOOQW0P0RWSTTVXXXZ011223344556677qbGanbLbLbLbaaeanbDbDb2aKafavavbUaaaVbnafaIaIaqb0aBb0aDb0a2bWagbRaVbJadaaaCb3aVbIaIaPaPb2bWbSbGacaVbWaqb6aPbTbrafaibgaJaTboajatafataBaNaBbqb6ava2abbbayagaqbSaPbJaPbJa2boaGacaNabaqbub");
// This triangulation is derived from a Kirby diagram of the standard K3 surface,
// constructed and simplified by Rhuaidi Burke using Katie and the "Up-Down-Simplify" heuristic.
Triangulation<4> ans = Triangulation<4>::fromIsoSig("2ALAMMvAwvPLQwvPwLQPMvPQQQQLQPAwwALQQAAQPPzQPPaaddceffggikqpmllsorsquxwuttvxxFyyzzAABBCCDDJKIIGGHHMKLLNNOOPPQQSSUUTTVVWWXZZZ0011TbgaiaiakaqaaaMbaawaUbjbabPa5ayaGauara3bmagaNaUbybNa2aRa2aibbawboaraPbJa2aKaya1aqbub2afbPaZaUbcayaGawaca-aLb+aoatbfaNabagajaya1axbybrbebubgaubFbtbfaFbFbFbqbzaoaPboa");
ans.orient();
ans.reflect(); // so sig = -16, not 16
return ans;
}
Triangulation<4> Example<4>::cappellShaneson() {
// We use a construction that is isomorphic to the one described in
// arXiv:1109.3899, but we relabel the tetrahedra so that the
// triangulation is oriented.
return Triangulation<4>::fromGluings(2, {
{ 0, 0, 0, {3,0,1,2,4} }, { 0, 1, 1, {0,4,1,2,3} },
{ 0, 2, 1, {1,2,0,4,3} }, { 0, 4, 1, {0,1,4,3,2} },
{ 1, 1, 1, {0,3,1,4,2} }});
}
namespace {
/**
* A triangulation of (tetrahedron x I), as used by iBundle() to
* construct (3-manifold x I).
*
* This triangulation essentially builds the prism boundary from
* tetrahedra and cones it to a central point (which is vertex 4
* of every pentachoron).
*/
struct Prism {
Pentachoron<4>* bdry[2];
/**< The pentachora providing the lower and upper boundaries
of the prism. */
Pentachoron<4>* wallBase3[2][4];
/**< wallBase3[i][j] provides a triangle base of the 3-dimensional
prism "wall" that runs between facet j of bdry[0] and
facet j of bdry[1]. */
Pentachoron<4>* wallBase2[2][4][4];
/**< wallBase2[i][j][k] provides a triangle side of the
3-dimensional prism "wall" between facet j of bdry[0] and
facet j of bdry[1]. Specifically, this triangle forms
a base of the rectangular 2-face of the prism that does not
meet vertex k. Requires j,k distinct. */
Pentachoron<4>* wallSide[2][4][4][4];
/**< wallSide[i][j][k][l] provides a triangle side of the
3-dimensional prism "wall" between facet j of bdry[0] and
facet j of bdry[1]. Specifically, this triangle is contained
in the rectangular 2-face of the prism that does not
meet vertex k, meets wallBase[i][j][k], and does not meet
vertex l. Requires j,k,l distinct. */
/**
* Create the pentachoron that provides either the upper or lower
* tetrahedron boundary of this prism.
*/
inline void buildBdry(Triangulation<4>& tri, int which) {
bdry[which] = tri.newPentachoron();
}
/**
* Create both pentachora that provide the upper and lower tetrahedron
* boundaries of this prism, and glue those tetrahedron boundaries
* together.
*/
inline void buildAndIdentifyEnds(Triangulation<4>& tri) {
bdry[0] = tri.newPentachoron();
bdry[1] = tri.newPentachoron();
bdry[0]->join(4, bdry[1], {});
}
/**
* Create all remaining pentachora (80 of 82) within this prism.
*/
inline void buildWalls(Triangulation<4>& tri) {
for (int i = 0; i < 2; ++i)
for (int j = 0; j < 4; ++j)
wallBase3[i][j] = tri.newPentachoron();
for (int i = 0; i < 2; ++i)
for (int j = 0; j < 4; ++j)
for (int k = 0; k < 4; ++k)
if (j != k)
wallBase2[i][j][k] = tri.newPentachoron();
else
wallBase2[i][j][k] = nullptr;
for (int i = 0; i < 2; ++i)
for (int j = 0; j < 4; ++j)
for (int k = 0; k < 4; ++k)
for (int l = 0; l < 4; ++l)
if (j != k && k != l && j != l)
wallSide[i][j][k][l] = tri.newPentachoron();
else
wallSide[i][j][k][l] = nullptr;
}
/**
* Glue the pentachora of this prism together.
*/
void glueInternally() {
for (int i = 0; i < 2; ++i) {
for (int j = 0; j < 4; ++j) {
wallBase3[i][j]->join(j, bdry[i], {});
for (int k = 0; k < 4; ++k) {
if (k == j)
continue;
wallBase3[i][j]->join(k, wallBase2[i][j][k], {});
for (int l = 0; l < 4; ++l) {
if (l == j || l == k)
continue;
wallBase2[i][j][k]->join(l,
wallSide[i][j][k][l], {});
if (i == 0)
wallSide[0][j][k][l]->join(6 - j - k - l,
wallSide[1][j][k][l], {});
if (k < l)
wallSide[i][j][k][l]->join(k,
wallSide[i][j][l][k], Perm<5>(k, l));
}
}
}
for (int j = 0; j < 4; ++j)
for (int k = j + 1; k < 4; ++k) {
wallBase2[i][j][k]->join(j,
wallBase2[i][k][j], Perm<5>(j, k));
for (int l = 0; l < 4; ++l) {
if (l == j || l == k)
continue;
wallSide[i][j][k][l]->join(j,
wallSide[i][k][j][l], Perm<5>(j, k));
}
}
}
}
/**
* Glue the walls of two adjacent prisms together.
*/
void glueAdjacent(Prism& adj, int face, const Perm<4>& gluing) {
Perm<5> gluing5 = Perm<5>::extend(gluing);
for (int i = 0; i < 2; ++i) {
wallBase3[i][face]->join(4,
adj.wallBase3[i][gluing[face]],
gluing5);
for (int k = 0; k < 4; ++k) {
if (k == face)
continue;
wallBase2[i][face][k]->join(4,
adj.wallBase2[i][gluing[face]][gluing[k]],
gluing5);
for (int l = 0; l < 4; ++l) {
if (l == face || l == k)
continue;
wallSide[i][face][k][l]->join(4,
adj.wallSide[i][gluing[face]][gluing[k]][gluing[l]],
gluing5);
}
}
}
}
/**
* Fold the given wall of this prism onto itself, so that the upper
* half (ending in the upper boundary tetrahedron) folds onto the
* lower half (ending in the lower boundary tetrahedron).
*/
void foldWall(int face) {
wallBase3[0][face]->join(4, wallBase3[1][face], {});
for (int k = 0; k < 4; ++k) {
if (k == face)
continue;
wallBase2[0][face][k]->join(4, wallBase2[1][face][k], {});
for (int l = 0; l < 4; ++l) {
if (l == face || l == k)
continue;
wallSide[0][face][k][l]->join(4, wallSide[1][face][k][l],
{});
}
}
}
/**
* Locks all pentachora and internal facets in this prism.
*/
void lockPrism() {
// Lock the pentachora.
for (int half = 0; half < 2; ++half) {
bdry[half]->lock();
for (int face = 0; face < 4; ++face) {
wallBase3[half][face]->lock();
for (int k = 0; k < 4; ++k)
if (k != face) {
wallBase2[half][face][k]->lock();
for (int l = 0; l < 4; ++l)
if (l != face && l != k)
wallSide[half][face][k][l]->lock();
}
}
}
// Lock the internal facets.
// At the moment many of these locks are redundant, in that we are
// locking the same facets from both sides. This can be improved.
for (int i = 0; i < 4; ++i)
for (int half = 0; half < 2; ++half)
for (int face = 0; face < 4; ++face) {
wallBase3[half][face]->lockFacet(i);
for (int k = 0; k < 4; ++k)
if (k != face) {
wallBase2[half][face][k]->lockFacet(i);
for (int l = 0; l < 4; ++l)
if (l != face && l != k)
wallSide[half][face][k][l]->
lockFacet(i);
}
}
}
/**
* Locks all facets on the given wall of this prism.
*/
void lockWall(int face) {
for (int half = 0; half < 2; ++half) {
wallBase3[half][face]->lockFacet(4);
for (int k = 0; k < 4; ++k)
if (k != face) {
wallBase2[half][face][k]->lockFacet(4);
for (int l = 0; l < 4; ++l)
if (l != face && l != k)
wallSide[half][face][k][l]->lockFacet(4);
}
}
}
};
}
Triangulation<4> Example<4>::iBundle(const Triangulation<3>& base) {
Triangulation<4> ans;
size_t n = base.size();
if (n == 0)
return ans;
// We have at least one tetrahedron. Off we go.
FixedArray<Prism> prism(n);
// Build the boundaries first so we get the relevant pentachora
// numbered correctly within the final triangulation.
size_t i;
for (i = 0; i < n; ++i)
prism[i].buildBdry(ans, 0); // Pentachora 0..n-1
for (i = 0; i < n; ++i)
prism[i].buildBdry(ans, 1); // Pentachora n..2n-1
// Build the remainder of the prisms.
for (i = 0; i < n; ++i) {
prism[i].buildWalls(ans);
prism[i].glueInternally();
}
// Glue adjacent prisms together, and sort out locks.
for (i = 0; i < n; ++i) {
const Tetrahedron<3>* tet = base.tetrahedron(i);
for (int face = 0; face < 4; ++face) {
if (auto adj = tet->adjacentTetrahedron(face)) {
// Make sure we haven't already glued this from the other side.
size_t adjIndex = adj->index();
if (adjIndex < i ||
(adjIndex == i && tet->adjacentFace(face) < face))
continue;
prism[i].glueAdjacent(prism[adjIndex], face,
tet->adjacentGluing(face));
if (tet->isFacetLocked(face))
prism[i].lockWall(face);
} else if (tet->isFacetLocked(face)) {
prism[i].lockWall(face);
}
}
if (tet->isLocked())
prism[i].lockPrism();
}
return ans;
}
Triangulation<4> Example<4>::s1Bundle(const Triangulation<3>& base) {
Triangulation<4> ans = iBundle(base);
size_t n = base.size();
for (size_t i = 0; i < n; ++i) {
ans.pentachoron(i)->join(4, ans.pentachoron(i + n), {});
if (base.tetrahedron(i)->isLocked())
ans.pentachoron(i)->lockFacet(4);
}
return ans;
}
Triangulation<4> Example<4>::boundarySpin(const Triangulation<3>& base) {
// This largely follows the code from iBundle(), but with additional
// top/bottom gluings and boundary fillings.
Triangulation<4> ans;
size_t n = base.size();
if (n == 0)
return ans;
// We have at least one tetrahedron. Off we go.
FixedArray<Prism> prism(n);
// Build the prisms and sort out their internal gluings.
for (size_t i = 0; i < n; ++i) {
prism[i].buildAndIdentifyEnds(ans);
prism[i].buildWalls(ans);
prism[i].glueInternally();
}
// Glue adjacent prisms together, and sort out locks.
for (size_t i = 0; i < n; ++i) {
const Tetrahedron<3>* tet = base.tetrahedron(i);
for (int face = 0; face < 4; ++face) {
if (auto adj = tet->adjacentTetrahedron(face)) {
// Make sure we haven't already glued this from the other side.
size_t adjIndex = adj->index();
if (adjIndex < i ||
(adjIndex == i && tet->adjacentFace(face) < face))
continue;
prism[i].glueAdjacent(prism[adjIndex], face,
tet->adjacentGluing(face));
if (tet->isFacetLocked(face))
prism[i].lockWall(face);
} else if (tet->isFacetLocked(face)) {
prism[i].lockWall(face);
} else {
// We have a boundary face of the 3-manifold: fold the
// corresponding wall of the prism onto itself to produce the
// required filling effect.
prism[i].foldWall(face);
}
}
if (tet->isLocked())
prism[i].lockPrism();
}
return ans;
}
Triangulation<4> Example<4>::bundleWithMonodromy(
const Triangulation<3>& base, const Isomorphism<3>& monodromy) {
Triangulation<4> ans = iBundle(base);
size_t n = base.size();
for (size_t i = 0; i < n; ++i)
ans.pentachoron(i)->join(4, ans.pentachoron(monodromy.simpImage(i) + n),
Perm<5>::extend(monodromy.facetPerm(i)));
return ans;
}
Triangulation<4> Example<4>::spun(const Link& knot, StrandRef breakOpen) {
Triangulation<3> c = knot.longComplement();
// Locate the invalid vertex in c.
Vertex<3>* invalid = nullptr;
for (auto v : c.vertices())
if (! v->isValid()) {
invalid = v;
break;
}
if (! invalid)
throw ImpossibleScenario("longComplement() did not produce an "
"invalid vertex");
c.truncate(invalid, true /* lock the truncation surface */);
Triangulation<4> ans = boundarySpin(c);
ans.unlockAll();
// We need to simplify _before_ calling makeIdeal().
// This is because, when simplifying an ideal triangulation, we need to
// repeatedly run 3-sphere recognition in order to work out which is the
// ideal vertex. If we have thousands of vertices, this takes time.
// When simplifying a compact triangulation OTOH, regina caches the fact
// that all vertex links are balls or spheres, and does not need to run
// 3-sphere recognition at all during the simplification process.
ans.simplify();
// Now it's hopefully small, we can be brave enough to simplify again
// but this time using an ideal triangulation.
ans.makeIdeal();
ans.simplify();
return ans;
}
} // namespace regina
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