POJ 2826 An Easy Problem?!(计算几何)

题目链接:http://poj.org/problem?id=2826

题意:有两条长度相等的线段(两块木板),端点坐标均已给出,问若下雨,则两块木板拼成的容器可以容纳多少雨水(用面积表示)

思路:写了之后才明白题目标题里的?!.....简直是本人一个下午的状态了....说好的easy呢..WA到真的自闭.......

          1.先考虑两个线段是否有交点,若无交点或者共线,则输出0

          2.求出交点p,取线段A的更高点a1和线段B的更高点b1,取a1、b1中更低点x,那么水最多不能超过到x点的高度,然后判断水是否能进到由p、a1、b1围成的三角容器中,因为a1、b1分别为两线段的较高点,所以开口一定不会向下,那么考虑向左右两边的情况,如下情况水是进不了容器的(x点被上面线段遮住)

 我一开始用叉积判方向,然后...左右是不一样的,就一直WA,最后老老实实的求了x点所在的与y轴平行的直线与另一线段的交点坐标,若该交点在x点上方则雨水进不了容器,否则雨水可进去,那么就过x点做直线L与x轴平行,求出L与另一线段的交点,x点与该交点的横坐标差值为三角形的底边长,x的y坐标和p点y坐标的差值为三角形高,即可求出答案

           3.最神仙的地方...就是即使上面终于考虑完了,还是WA,然后看了discuss,里面的大佬说会有答案输出-0.00,所以....要输出ans+eps,那么就过了.....艰辛

代码:

#include<iostream>
#include<cstdio>
#include<cstdlib>
#include<set>
#include<cstring>
#include<cmath>
#include<queue>
#include<algorithm>
#include<cstdlib>
#include<list>
#include <queue>
using namespace std;

typedef long long ll;
const int inf = 0x3f3f3f3f;
const int maxn = 60;
const double eps = 1e-8;


//点或向量
typedef struct Point
{
	double x, y;
	Point(double a=0, double b=0)
	{
		x = a, y = b;
	}
	const Point operator+(const Point &p)const
	{
		return Point(x + p.x, y + p.y);
	}
	const Point operator-(const Point &p)const
	{
		return Point(x - p.x, y - p.y);
	}
	const Point operator/(double a)const
	{
		return Point(x/a, y/a);
	}
	//点乘
	const double operator*(const Point &p)const
	{
		return x * p.x + y * p.y;
	}
	//×乘
	const double operator^(const Point &p)const
	{
		return x * p.y - y * p.x;
	}
	//长度
	const double len()
	{
		return sqrt(x*x + y * y);
	}
}Point;

//线段
typedef struct Line
{
	Point a, b;
}Line;

//精度比较
int cmp(double x, double y)
{
	if (fabs(x - y) < eps)return 0;
	if (x - y < 0)return -1;
	return 1;
}

//向量夹角[0,pi]
double angle(Point x, Point y)
{
	return acos((x*y) / (x.len()) / y.len());
}

//判断点是否在线段上
bool onsegement(Point p, Line s)
{
	return cmp((s.a - p) ^ (s.b - p), 0) == 0 && cmp((s.a - p)*(s.b - p), 0)<=0;
}

//判断两线段是否相交
bool inter(Line x, Line y)
{
	double c1 = (x.b - x.a) ^ (y.a - x.a), c2 = (x.b - x.a) ^ (y.b - x.a),
		   c3 = (y.b - y.a) ^ (x.a-y.a), c4 = (y.b - y.a) ^ (x.b - y.a);
	if (onsegement(x.a, y) || onsegement(x.b, y) || onsegement(y.a, x) || onsegement(y.b, x))return 1;
	return cmp(c1, 0)*cmp(c2, 0) < 0 && cmp(c3, 0)*cmp(c4, 0) < 0;
}

//求两直线交点
Point getlineinter(Point x1, Point x2, Point y1, Point y2)
{
	x2 = x2 - x1;
	x2 = x2 / x2.len();
	y2 = y2 - y1;
	y2 = y2 / y2.len();
	Point u = x1 - y1;
	double t = (y2^u) / (x2^y2);
	return x1 + Point(x2.x*t, x2.y*t);
}

int main()
{
	int T;
	scanf("%d", &T);
	while (T--)
	{
		double x1, y1, x2, y2, x3, y3, x4, y4;
		scanf("%lf%lf%lf%lf%lf%lf%lf%lf", &x1, &y1, &x2, &y2, &x3, &y3, &x4, &y4);
		Point a1, a2, b1, b2;
		a1.x = x1, a1.y = y1;
		a2.x = x2, a2.y = y2;
		b1.x = x3, b1.y = y3;
		b2.x = x4, b2.y = y4;
		Line A, B;
		A.a = a1, A.b = a2;
		B.a = b1, B.b = b2;
		double ans = 0.0;
		if (!inter(A, B) || cmp(0,(a1-a2)^(b1-b2))==0)
		{
			printf("%.2lf\n", ans);
		}
		else
		{
			Point tmp = getlineinter(a1, a2, b1, b2);
			Point a, b;
			if (a1.y < a2.y)
				swap(a1, a2);
			if (b1.y < b2.y)
				swap(b1, b2);
			a = a1, b = b1;
			if (cmp(a.y, b.y) == 1)
			{
				Line tmp1;
				tmp1.a.x = tmp1.b.x = b.x;
				tmp1.a.y = a1.y;
				tmp1.b.y = a2.y;
				if (inter(tmp1,A) && getlineinter(a1,a2,tmp1.a,tmp1.b).y>=b.y)
				{
					printf("%.2lf\n", ans);
					continue;
				}
				a = b;
			}
			else if(cmp(a.y,b.y)==-1)
			{
				Line tmp1;
				tmp1.a.x = tmp1.b.x = a.x;
				tmp1.a.y = b1.y;
				tmp1.b.y = b2.y;
				if (inter(tmp1, B) && getlineinter(b1, b2, tmp1.a, tmp1.b).y >= a.y)
				{
					printf("%.2lf\n", ans);
					continue;
				}
			}
			b = Point(a.x + 1, a.y);
			a.x = min(a1.x, min(a2.x, min(b1.x, b2.x)));
			b.x = max(a1.x, max(a2.x, max(b1.x, b2.x)));
			Line k;
			k.a = a, k.b = b;
			if (cmp(a1.y,a2.y)==0 || cmp(b1.y,b2.y)==0 || !inter(A, k) || !inter(B, k))
			{
				printf("%.2lf\n", ans);
			}
			else
			{
				Point c1 = getlineinter(a1, a2, a, b), c2 = getlineinter(b1, b2, a, b);
				ans = fabs(c2.x - c1.x)*fabs(c1.y - tmp.y) / 2.0;
				printf("%.2lf\n", ans+eps);
			}
		}
	}
}

 

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