简单的计算几何。。选一个平面,模拟旋转,然后计算最后的圆心。。。选平面而不选线段的原因是怕线段可能平行造成最后的中垂线重合而解不出圆心。。。选三个不共线的点就可以了。。。
#include <iostream>
#include <queue>
#include <stack>
#include <map>
#include <set>
#include <bitset>
#include <cstdio>
#include <algorithm>
#include <cstring>
#include <climits>
#include <cstdlib>
#include <cmath>
#include <time.h>
#define maxn 1005
#define maxm 40005
#define eps 1e-10
#define mod 1000000007
#define INF 999999999
#define lowbit(x) (x&(-x))
#define mp mark_pair
#define ls o<<1
#define rs o<<1 | 1
#define lson o<<1, L, mid
#define rson o<<1 | 1, mid+1, R
typedef long long LL;
//typedef int LL;
using namespace std;
LL qpow(LL a, LL b){LL res=1,base=a;while(b){if(b%2)res=res*base;base=base*base;b/=2;}return res;}
LL powmod(LL a, LL b){LL res=1,base=a;while(b){if(b%2)res=res*base%mod;base=base*base%mod;b/=2;}return res;}
void scanf(int &__x){__x=0;char __ch=getchar();while(__ch==' '||__ch=='\n')__ch=getchar();while(__ch>='0'&&__ch<='9')__x=__x*10+__ch-'0',__ch = getchar();}
LL gcd(LL _a, LL _b){if(!_b) return _a;else return gcd(_b, _a%_b);}
// head
struct Point
{
double x, y;
Point(double x = 0, double y = 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 - (Point A, Point 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);
}
int dcmp(double x)
{
if(fabs(x) < eps) return 0;
else return x < 0 ? -1 : 1;
}
bool operator == (const Point& a, const Point& b)
{
return dcmp(a.x - b.x) == 0 && dcmp(a.y - b.y) == 0;
}
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));
}
Vector Normal(Vector A)
{
double L = Length(A);
return Vector(-A.y / L, A.x / L);
}
Point getpoint(Point P, Vector v, Point Q, Vector w)
{
Vector u = P - Q;
double t = Cross(w, u) / Cross(v, w);
return P + v * t;
}
struct Point a1, b1, c1, a2, b2, c2, tt, k1, k2, k3, ans;
Vector v, v1, v2, v3;
int n;
void work(void)
{
double t1, t2, t, res;
scanf("%d", &n);
a1.x = 1, a1.y = 150;
b1.x = 150, b1.y = 1;
c1.x = 150, c1.y = 150;
a2 = a1, b2 = b1, c2 = c1;
for(int i = 1; i <= n; i++) {
scanf("%lf%lf%lf", &t1, &t2, &t);
tt.x = t1, tt.y = t2;
v = a2 - tt;
a2 = Rotate(v, t);
a2 = a2 + tt;
v = b2 - tt;
b2 = Rotate(v, t);
b2 = b2 + tt;
v = c2 - tt;
c2 = Rotate(v, t);
c2 = c2 + tt;
}
k1 = (a1 + a2) / 2;
k2 = (b1 + b2) / 2;
k3 = (c1 + c2) / 2;
v1 = a1 - a2;
v2 = b1 - b2;
v3 = c1 - c2;
v1 = Normal(v1);
v2 = Normal(v2);
v3 = Normal(v3);
if(v1 == v2) ans = getpoint(k1, v3, k3, v3);
else ans = getpoint(k1, v1, k2, v2);
res = (Length(a1 - ans) * Length(a1 - ans) + Length(a2 - ans) * Length(a2 - ans) - Length(a1 - a2) * Length(a1 - a2)) / (2.0 * Length(a1 - ans) * Length(a2 - ans));
res = acos(res);
if(Cross(a1 - ans, a2 - ans) < 0) res = 2.0 * acos(-1) - res;
printf("%.10f %.10f %.10f\n", ans.x, ans.y, res);
}
int main(void)
{
int _;
while(scanf("%d", &_)!=EOF) while(_--) work();
return 0;
}