UVa 11178 Morley's Theorem
2016-07-25 20:54
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还是第一次这么认真全神贯注的手打模板,真心费精神。
#include <iostream>
#include <cstdio>
#include <cstring>
#include <string>
#include <algorithm>
#include <cmath>
using namespace std;
typedef long long LL;
const int maxn = 1000 + 7;
const double eps = 1e-5;
struct Point {
double x, y;
Point(double x = 0.0, double y = 0.0) : x(x), y(y) { }
};
typedef Point Vector;
Vector operator + (Vector A, Vector B) { return Vector(A.x+B.x, A.y+B.y); }
Vector operator - (Vector A, Vector B) { return Vector(A.x-B.x, A.y-B.y); }
Vector operator * (Vector A, double p) { return Vector(A.x*p, A.y*p); }
Vector operator / (Vector A, double p) { return Vector(A.x/p, A.y/p); }
bool operator < (const Point& a, const Point& b) {
return a.x < b.x || (a.x == b.x && a.y < b.y);
}
double Dot(Vector A, Vector B) { return A.x*B.x + A.y*B.y; }
double Length(Vector A) { return sqrt(Dot(A, A)); }
double Angle(Vector A, Vector B) { return acos(Dot(A, B) / Length(A) / Length(B)); }
double Cross(Vector A, Vector B) { return A.x*B.y - A.y*B.x; }
Vector Rotate(Vector A, double rad) {
return Vector(A.x*cos(rad)-A.y*sin(rad), A.x*sin(rad)+A.y*cos(rad));
}
Point GetLineIntersection(Point P, Vector v, Point Q, Vector w) {
Vector u = P-Q;
double t = Cross(w, u) / Cross(v, w);
return P+v*t;
}
Point getD(Point A, Point B, Point C) {
Vector v1 = C-B;
double a1 = Angle(A-B, v1);
v1 = Rotate(v1, a1/3);
Vector v2 = B-C;
double a2 = Angle(A-C, v2);
v2 = Rotate(v2, -a2/3);
return GetLineIntersection(B, v1, C, v2);
}
int main() {
int kase;
Point A, B, C, D, E, F;
scanf("%d", &kase);
while(kase--) {
double t1, t2, t3, t4, t5, t6;
scanf("%lf%lf%lf%lf%lf%lf", &t1, &t2, &t3, &t4, &t5, &t6);
A = Point(t1, t2);
B = Point(t3, t4);
C = Point(t5, t6);
D = getD(A, B, C);
E = getD(B, C, A);
F = getD(C, A, B);
printf("%.6lf %.6lf %.6lf %.6lf %.6lf %.6lf\n", D.x, D.y, E.x, E.y, F.x, F.y);
}
}
#include <iostream>
#include <cstdio>
#include <cstring>
#include <string>
#include <algorithm>
#include <cmath>
using namespace std;
typedef long long LL;
const int maxn = 1000 + 7;
const double eps = 1e-5;
struct Point {
double x, y;
Point(double x = 0.0, double y = 0.0) : x(x), y(y) { }
};
typedef Point Vector;
Vector operator + (Vector A, Vector B) { return Vector(A.x+B.x, A.y+B.y); }
Vector operator - (Vector A, Vector B) { return Vector(A.x-B.x, A.y-B.y); }
Vector operator * (Vector A, double p) { return Vector(A.x*p, A.y*p); }
Vector operator / (Vector A, double p) { return Vector(A.x/p, A.y/p); }
bool operator < (const Point& a, const Point& b) {
return a.x < b.x || (a.x == b.x && a.y < b.y);
}
double Dot(Vector A, Vector B) { return A.x*B.x + A.y*B.y; }
double Length(Vector A) { return sqrt(Dot(A, A)); }
double Angle(Vector A, Vector B) { return acos(Dot(A, B) / Length(A) / Length(B)); }
double Cross(Vector A, Vector B) { return A.x*B.y - A.y*B.x; }
Vector Rotate(Vector A, double rad) {
return Vector(A.x*cos(rad)-A.y*sin(rad), A.x*sin(rad)+A.y*cos(rad));
}
Point GetLineIntersection(Point P, Vector v, Point Q, Vector w) {
Vector u = P-Q;
double t = Cross(w, u) / Cross(v, w);
return P+v*t;
}
Point getD(Point A, Point B, Point C) {
Vector v1 = C-B;
double a1 = Angle(A-B, v1);
v1 = Rotate(v1, a1/3);
Vector v2 = B-C;
double a2 = Angle(A-C, v2);
v2 = Rotate(v2, -a2/3);
return GetLineIntersection(B, v1, C, v2);
}
int main() {
int kase;
Point A, B, C, D, E, F;
scanf("%d", &kase);
while(kase--) {
double t1, t2, t3, t4, t5, t6;
scanf("%lf%lf%lf%lf%lf%lf", &t1, &t2, &t3, &t4, &t5, &t6);
A = Point(t1, t2);
B = Point(t3, t4);
C = Point(t5, t6);
D = getD(A, B, C);
E = getD(B, C, A);
F = getD(C, A, B);
printf("%.6lf %.6lf %.6lf %.6lf %.6lf %.6lf\n", D.x, D.y, E.x, E.y, F.x, F.y);
}
}
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