causal-triangulations 0.0.1

Causal Dynamical Triangulations in d-dimensions
Documentation
//! Core geometry traits for CDT abstraction.
//!
//! This module defines the trait-based interface that completely isolates
//! CDT algorithms from specific geometry implementations.

use std::hash::Hash;

/// Core numeric trait for coordinates in geometric calculations
pub trait CoordinateScalar:
    Clone + Copy + PartialEq + PartialOrd + std::fmt::Debug + 'static + num_traits::Float
{
}

impl<T> CoordinateScalar for T where
    T: Clone + Copy + PartialEq + PartialOrd + std::fmt::Debug + 'static + num_traits::Float
{
}

/// Handle types for geometry entities - completely opaque to prevent coupling
pub trait GeometryHandle: Clone + Eq + Hash + std::fmt::Debug {}

// Blanket implementation for any type satisfying the constraints
impl<T> GeometryHandle for T where T: Clone + Eq + Hash + std::fmt::Debug {}

/// Core geometry backend trait - completely abstracted from implementation details.
///
/// Note: Send + Sync requirements removed to support non-thread-safe backends like `delaunay::Tds`
pub trait GeometryBackend {
    /// Coordinate type used by this backend
    type Coordinate: CoordinateScalar;
    /// Opaque handle type for vertices
    type VertexHandle: GeometryHandle;
    /// Opaque handle type for edges
    type EdgeHandle: GeometryHandle;
    /// Opaque handle type for faces
    type FaceHandle: GeometryHandle;
    /// Error type for backend operations
    type Error: std::error::Error + 'static;

    /// Backend identifier for debugging
    fn backend_name(&self) -> &'static str;
}

/// Optional marker trait for thread-safe backends
pub trait ThreadSafeBackend: GeometryBackend + Send + Sync {}

/// Read-only triangulation operations
pub trait TriangulationQuery: GeometryBackend {
    /// Get the number of vertices in the triangulation
    fn vertex_count(&self) -> usize;

    /// Get the number of edges in the triangulation
    fn edge_count(&self) -> usize;

    /// Get the number of faces in the triangulation
    fn face_count(&self) -> usize;

    /// Get the dimensionality of the triangulation
    fn dimension(&self) -> usize;

    /// Iterate over all vertices in the triangulation
    fn vertices(&self) -> Box<dyn Iterator<Item = Self::VertexHandle> + '_>;

    /// Iterate over all edges in the triangulation
    fn edges(&self) -> Box<dyn Iterator<Item = Self::EdgeHandle> + '_>;

    /// Iterate over all faces in the triangulation
    fn faces(&self) -> Box<dyn Iterator<Item = Self::FaceHandle> + '_>;

    /// Get the coordinates of a vertex
    ///
    /// # Errors
    /// Returns error if the vertex handle is invalid
    fn vertex_coordinates(
        &self,
        vertex: &Self::VertexHandle,
    ) -> Result<Vec<Self::Coordinate>, Self::Error>;

    /// Get the vertices that form a face
    ///
    /// # Errors
    /// Returns error if the face handle is invalid
    fn face_vertices(
        &self,
        face: &Self::FaceHandle,
    ) -> Result<Vec<Self::VertexHandle>, Self::Error>;

    /// Get the two vertices that form an edge
    ///
    /// # Errors
    /// Returns error if the edge handle is invalid
    fn edge_endpoints(
        &self,
        edge: &Self::EdgeHandle,
    ) -> Result<(Self::VertexHandle, Self::VertexHandle), Self::Error>;

    /// Get all faces adjacent to a vertex
    ///
    /// # Errors
    /// Returns error if the vertex handle is invalid
    fn adjacent_faces(
        &self,
        vertex: &Self::VertexHandle,
    ) -> Result<Vec<Self::FaceHandle>, Self::Error>;

    /// Get all edges incident to a vertex
    ///
    /// # Errors
    /// Returns error if the vertex handle is invalid
    fn incident_edges(
        &self,
        vertex: &Self::VertexHandle,
    ) -> Result<Vec<Self::EdgeHandle>, Self::Error>;

    /// Get all faces neighboring a given face
    ///
    /// # Errors
    /// Returns error if the face handle is invalid
    fn face_neighbors(&self, face: &Self::FaceHandle)
    -> Result<Vec<Self::FaceHandle>, Self::Error>;

    /// Check if the triangulation is valid
    fn is_valid(&self) -> bool;

    /// Calculate the Euler characteristic (V - E + F)
    #[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)]
    fn euler_characteristic(&self) -> i32 {
        let v = self.vertex_count() as i32;
        let e = self.edge_count() as i32;
        let f = self.face_count() as i32;
        v - e + f
    }
}

/// Results from edge flip operations
#[derive(Debug, Clone)]
pub struct FlipResult<V, E, F> {
    /// The new edge created by the flip
    pub new_edge: E,
    /// Faces affected by the flip operation
    pub affected_faces: Vec<F>,
    _phantom: std::marker::PhantomData<V>,
}

impl<V, E, F> FlipResult<V, E, F> {
    /// Create a new flip result
    pub const fn new(new_edge: E, affected_faces: Vec<F>) -> Self {
        Self {
            new_edge,
            affected_faces,
            _phantom: std::marker::PhantomData,
        }
    }
}

/// Results from face subdivision operations
#[derive(Debug, Clone)]
pub struct SubdivisionResult<V, E, F> {
    /// The new vertex created at the subdivision point
    pub new_vertex: V,
    /// New faces created by subdividing the original face
    pub new_faces: Vec<F>,
    /// The face that was subdivided (now removed)
    pub removed_face: F,
    _phantom: std::marker::PhantomData<E>,
}

impl<V, E, F> SubdivisionResult<V, E, F> {
    /// Create a new subdivision result
    pub const fn new(new_vertex: V, new_faces: Vec<F>, removed_face: F) -> Self {
        Self {
            new_vertex,
            new_faces,
            removed_face,
            _phantom: std::marker::PhantomData,
        }
    }
}

/// Mutable triangulation operations
pub trait TriangulationMut: TriangulationQuery {
    /// Insert a new vertex at the given coordinates
    ///
    /// # Errors
    /// Returns error if the vertex cannot be inserted
    fn insert_vertex(
        &mut self,
        coords: &[Self::Coordinate],
    ) -> Result<Self::VertexHandle, Self::Error>;

    /// Remove a vertex from the triangulation
    ///
    /// # Errors
    /// Returns error if the vertex cannot be removed
    fn remove_vertex(
        &mut self,
        vertex: Self::VertexHandle,
    ) -> Result<Vec<Self::FaceHandle>, Self::Error>;

    /// Move a vertex to new coordinates
    ///
    /// # Errors
    /// Returns error if the vertex cannot be moved
    fn move_vertex(
        &mut self,
        vertex: Self::VertexHandle,
        new_coords: &[Self::Coordinate],
    ) -> Result<(), Self::Error>;

    /// Flip an edge in the triangulation
    ///
    /// # Errors
    /// Returns error if the edge cannot be flipped
    #[allow(clippy::type_complexity)]
    fn flip_edge(
        &mut self,
        edge: Self::EdgeHandle,
    ) -> Result<FlipResult<Self::VertexHandle, Self::EdgeHandle, Self::FaceHandle>, Self::Error>;

    /// Check if an edge can be flipped
    fn can_flip_edge(&self, edge: &Self::EdgeHandle) -> bool;

    /// Subdivide a face by adding a vertex at the given point
    ///
    /// # Errors
    /// Returns error if the face cannot be subdivided
    #[allow(clippy::type_complexity)]
    fn subdivide_face(
        &mut self,
        face: Self::FaceHandle,
        point: &[Self::Coordinate],
    ) -> Result<
        SubdivisionResult<Self::VertexHandle, Self::EdgeHandle, Self::FaceHandle>,
        Self::Error,
    >;

    /// Clear all elements from the triangulation
    fn clear(&mut self);

    /// Reserve capacity for vertices and faces
    fn reserve_capacity(&mut self, vertices: usize, faces: usize);
}

/// Factory for creating triangulations from various sources
pub trait TriangulationFactory<B: GeometryBackend> {
    /// Configuration type for the factory
    type Config: Clone;

    /// Create an empty triangulation
    ///
    /// # Errors
    /// Returns error if triangulation cannot be created
    fn create_empty(config: Self::Config) -> Result<B, B::Error>;

    /// Create a triangulation from a set of points
    ///
    /// # Errors
    /// Returns error if triangulation cannot be created from the points
    fn create_from_points(
        points: &[Vec<B::Coordinate>],
        config: Self::Config,
    ) -> Result<B, B::Error>;

    /// Create a random triangulation with the specified parameters
    ///
    /// # Errors
    /// Returns error if random triangulation cannot be created
    fn create_random(
        vertex_count: usize,
        bounds: (B::Coordinate, B::Coordinate),
        config: Self::Config,
    ) -> Result<B, B::Error>;
}