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Geo Snippet.cpp
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// Ref - https://ideone.com/NYur1v
<snippet>
<content><![CDATA[
const double EPS = 1e-9;
const int MAX_SIZE = 1000;
const double PI = 2.0*acos(0.0);
struct PT
{
double x,y;
double length() {return sqrt(x*x+y*y);}
int normalize(){
// normalize the vector to unit length; return -1 if the vector is 0
double l = length();
if(fabs(l)<EPS) return -1;
x/=l; y/=l;
return 0;
}
PT operator-(PT a){
PT r;
r.x=x-a.x; r.y=y-a.y;
return r;
}
PT operator+(PT a){
PT r;
r.x=x+a.x; r.y=y+a.y;
return r;
}
PT operator*(double sc){
PT r;
r.x=x*sc; r.y=y*sc;
return r;
}
};
bool operator<(const PT& a,const PT& b){
if(fabs(a.x-b.x)<EPS) return a.y<b.y;
return a.x<b.x;
}
double dist(PT& a, PT& b){
// the distance between two points
return sqrt((a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
}
double dot(PT& a, PT& b){
// the inner product of two vectors
return(a.x*b.x+a.y*b.y);
}
// =================================================================
// The Convex Hull
// =================================================================
int sideSign(PT& p1,PT& p2,PT& p3){
// which side is p3 to the line p1->p2? returns: 1 left, 0 on, -1 right
double sg = (p1.x-p3.x)*(p2.y-p3.y)-(p1.y - p3.y)*(p2.x-p3.x);
if(fabs(sg)<EPS) return 0;
if(sg>0) return 1;
return -1;
}
bool better(PT& p1,PT& p2,PT& p3){
// used by convec hull: from p3, if p1 is better than p2
double sg = (p1.y - p3.y)*(p2.x-p3.x)-(p1.x-p3.x)*(p2.y-p3.y);
//watch range of the numbers
if(fabs(sg)<EPS){
if(dist(p3,p1)>dist(p3,p2))return true;
else return false;
}
if(sg<0) return true;
return false;
}
void vex2(vector<PT> vin,vector<PT>& vout){
// vin is not pass by reference, since we will rotate it
vout.clear();
int n=vin.size();
sort(vin.begin(),vin.end());
PT stk[MAX_SIZE];
int pstk, i;
// hopefully more than 2 points
stk[0] = vin[0];
stk[1] = vin[1];
pstk = 2;
for(i=2; i<n; i++){
if(dist(vin[i], vin[i-1])<EPS) continue;
while(pstk > 1 && better(vin[i], stk[pstk-1], stk[pstk-2]))
pstk--;
stk[pstk] = vin[i];
pstk++;
}
for(i=0; i<pstk; i++) vout.push_back(stk[i]);
// turn 180 degree
for(i=0; i<n; i++){
vin[i].y = -vin[i].y;
vin[i].x = -vin[i].x;
}
sort(vin.begin(), vin.end());
stk[0] = vin[0];
stk[1] = vin[1];
pstk = 2;
for(i=2; i<n; i++){
if(dist(vin[i], vin[i-1])<EPS) continue;
while(pstk > 1 && better(vin[i], stk[pstk-1], stk[pstk-2]))
pstk--;
stk[pstk] = vin[i];
pstk++;
}
for(i=1; i<pstk-1; i++){
stk[i].x= -stk[i].x; // don’t forget rotate 180 d back.
stk[i].y= -stk[i].y;
vout.push_back(stk[i]);
}
}
int isConvex(vector<PT>& v){
// test whether a simple polygon is convex
// return 0 if not convex, 1 if strictly convex,
// 2 if convex but there are points unnecesary
// this function does not work if the polycon is self intersecting
// in that case, compute the convex hull of v, and see if both have the same area
int i,j,k;
int c1=0; int c2=0; int c0=0;
int n=v.size();
for(i=0;i<n;i++){
j=(i+1)%n;
k=(j+1)%n;
int s=sideSign(v[i], v[j], v[k]);
if(s==0) c0++;
if(s>0) c1++;
if(s<0) c2++;
}
if(c1 && c2) return 0;
if(c0) return 2;
return 1;
}
// ===============================================================
// Areas
// ===============================================================
double trap(PT a, PT b){
// Used in various area functions
return (0.5*(b.x - a.x)*(b.y + a.y));
}
double area(vector<PT> &vin){
// Area of a simple polygon, not neccessary convex
int n = vin.size();
double ret = 0.0;
for(int i = 0; i < n; i++) ret += trap(vin[i], vin[(i+1)%n]);
return fabs(ret);
}
double peri(vector<PT> &vin){
// Perimeter of a simple polygon, not neccessary convex
int n = vin.size();
double ret = 0.0;
for(int i = 0; i < n; i++) ret += dist(vin[i], vin[(i+1)%n]);
return ret;
}
double triarea(PT a, PT b, PT c){
return fabs(trap(a,b)+trap(b,c)+trap(c,a));
}
double height(PT a, PT b, PT c){
// height from a to the line bc
double s3 = dist(c, b);
double ar=triarea(a,b,c);
return(2.0*ar/s3);
}
// ====================================================
// Points and Lines
// ====================================================
int intersection( PT p1, PT p2, PT p3, PT p4, PT &r ) {
// two lines given by p1->p2, p3->p4 r is the intersection point
// return -1 if two lines are parallel
double d = (p4.y - p3.y)*(p2.x-p1.x) - (p4.x - p3.x)*(p2.y - p1.y);
if( fabs( d ) < EPS ) return -1;
// might need to do something special!!!
double ua, ub;
ua = (p4.x - p3.x)*(p1.y-p3.y) - (p4.y-p3.y)*(p1.x-p3.x);
ua /= d;
// ub = (p2.x - p1.x)*(p1.y-p3.y) - (p2.y-p1.y)*(p1.x-p3.x);
//ub /= d;
r = p1 + (p2-p1)*ua;
return 0;
}
void closestpt( PT p1, PT p2, PT p3, PT &r ){
// the closest point on the line p1->p2 to p3
if( fabs( triarea( p1, p2, p3 ) ) < EPS ) { r = p3; return; }
PT v = p2-p1;
v.normalize();
double pr; // inner product
pr = (p3.y-p1.y)*v.y + (p3.x-p1.x)*v.x;
r = p1+v*pr;
}
int hcenter( PT p1, PT p2, PT p3, PT& r ){
// point generated by altitudes
if( triarea( p1, p2, p3 ) < EPS ) return -1;
PT a1, a2;
closestpt( p2, p3, p1, a1 );
closestpt( p1, p3, p2, a2 );
intersection( p1, a1, p2, a2, r );
return 0;
}
int center( PT p1, PT p2, PT p3, PT& r ){
// point generated by circumscribed circle
if( triarea( p1, p2, p3 ) < EPS ) return -1;
PT a1, a2, b1, b2;
a1 = (p2+p3)*0.5;
a2 = (p1+p3)*0.5;
b1.x = a1.x - (p3.y-p2.y);
b1.y = a1.y + (p3.x-p2.x);
b2.x = a2.x - (p3.y-p1.y);
b2.y = a2.y + (p3.x-p1.x);
intersection( a1, b1, a2, b2, r );
return 0;
}
int bcenter( PT p1, PT p2, PT p3, PT& r ){
// angle bisection
if( triarea( p1, p2, p3 ) < EPS ) return -1;
double s1, s2, s3;
s1 = dist( p2, p3 );
s2 = dist( p1, p3 );
s3 = dist( p1, p2 );
double rt = s2/(s2+s3);
PT a1,a2;
a1 = p2*rt+p3*(1.0-rt);
rt = s1/(s1+s3);
a2 = p1*rt+p3*(1.0-rt);
intersection( a1,p1, a2,p2, r );
return 0;
}
// ===============================================
// Angles
// ===============================================
double angle(PT& p1, PT& p2, PT& p3){
// angle from p1->p2 to p1->p3, returns -PI to PI
PT va = p2-p1;
va.normalize();
PT vb; vb.x=-va.y; vb.y=va.x;
PT v = p3-p1;
double x,y;
x=dot(v, va);
y=dot(v, vb);
return(atan2(y,x));
}
double angle(double a, double b, double c){
// in a triangle with sides a,b,c, the angle between b and c
// we do not check if a,b,c is a triangle here
double cs=(b*b+c*c-a*a)/(2.0*b*c);
return(acos(cs));
}
void rotate(PT p0, PT p1, double a, PT& r){
// rotate p1 around p0 clockwise, by angle a
// don’t pass by reference for p1, so r and p1 can be the same
p1 = p1-p0;
r.x = cos(a)*p1.x-sin(a)*p1.y;
r.y = sin(a)*p1.x+cos(a)*p1.y;
r = r+p0;
}
void reflect(PT& p1, PT& p2, PT p3, PT& r){
// p1->p2 line, reflect p3 to get r.
if(dist(p1, p3)<EPS) {r=p3; return;}
double a=angle(p1, p2, p3);
r=p3;
rotate(p1, r, -2.0*a, r);
}
// ===============================================
// points, lines, and circles
// ===============================================
int pAndSeg(PT& p1, PT& p2, PT& p){
// the relation of the point p and the segment p1->p2.
// 1 if point is on the segment; 0 if not on the line; -1 if on the line but not on the segment
double s=triarea(p, p1, p2);
if(s>EPS) return(0);
double sg=(p.x-p1.x)*(p.x-p2.x);
if(sg>EPS) return(-1);
sg=(p.y-p1.y)*(p.y-p2.y);
if(sg>EPS) return(-1);
return(1);
}
int lineAndCircle(PT& oo, double r, PT& p1, PT& p2, PT& r1, PT& r2){
// returns -1 if there is no intersection
// returns 1 if there is only one intersection
PT m;
closestpt(p1,p2,oo,m);
PT v = p2-p1;
v.normalize();
double r0=dist(oo, m);
if(r0>r+EPS) return -1;
if(fabs(r0-r)<EPS){
r1=r2=m;
return 1;
}
double dd = sqrt(r*r-r0*r0);
r1 = m-v*dd; r2 = m+v*dd;
return 0;
}
int CAndC(PT o1, double r1, PT o2, double r2, PT &q1, PT& q2){
// intersection of two circles
// -1 if no intersection or infinite intersection
// 1 if only one point
double r=dist(o1,o2);
if(r1<r2) { swap(o1,o2); swap(r1,r2); }
if(r<EPS) return(-1);
if(r>r1+r2+EPS) return(-1);
if(r<r1-r2-EPS) return(-1);
PT v = o2-o1; v.normalize();
q1 = o1+v*r1;
if(fabs(r-r1-r2)<EPS || fabs(r+r2-r1)<EPS)
{ q2=q1; return(1); }
double a=angle(r2, r, r1);
q2=q1;
rotate(o1, q1, a, q1);
rotate(o1, q2, -a, q2);
return 0;
}
int pAndPoly(vector<PT> pv, PT p){
// the relation of the point and the simple polygon
// 1 if p is in pv; 0 outside; -1 on the polygon
int i, j;
int n=pv.size();
pv.push_back(pv[0]);
for(i=0;i<n;i++) if(pAndSeg(pv[i], pv[i+1], p)==1) return(-1);
for(i=0;i<n;i++) pv[i] = pv[i]-p;
p.x=p.y=0.0;
double a, y;
while(1){
a=(double)rand()/10000.00;
j=0;
for(i=0;i<n;i++){
rotate(p, pv[i], a, pv[i]);
if(fabs(pv[i].x)<EPS) j=1;
}
if(j==0){
pv[n]=pv[0];
j=0;
for(i=0;i<n;i++) if(pv[i].x*pv[i+1].x < -EPS){
y=pv[i+1].y-pv[i+1].x*(pv[i].y-pv[i+1].y)/(pv[i].x-pv[i+1].x);
if(y>0) j++;
}
return(j%2);
}
}
return 1;
}
]]></content>
<!-- Optional: Set a tabTrigger to define how to trigger the snippet -->
<tabTrigger>geometry</tabTrigger>
<!-- Optional: Set a scope to limit where the snippet will trigger -->
<!-- <scope>source.python</scope> -->
</snippet>