/*******三维几何*******/
#include <iostream>
#include <cstdio>
#include <cmath>
#define zero( x ) ( ( ( x ) > 0 ? ( x ) : -( x ) ) < eps )
const double eps = 1e-8;
struct point3
{
double x, y, z;
};
struct line3
{
point3 a, b;
};
struct plane3
{
point3 a, b, c;
};
//计算 Cross Product U * V
point3 xmult( point3 u, point3 v )
{
point3 ret;
ret.x = u.y * v.x - v.y * u.z;
ret.y = u.z * v.x - u.x * v.z;
ret.z = u.x * v.y - u.y * v.x;
return ret;
}
//计算 Dot Product U ? V
double dmult( point3 u, point3 v )
{
return u.x * v.x + u.y * v.y + u.z * v.z;
}
//矢量差 U - V
point3 subt( point3 u, point3 v )
{
point3 ret;
ret.x = u.x - v.x;
ret.y = u.y - v.y;
ret.z = u.z - v.z;
return ret;
}
//取平面法向量
point3 pvec( plane3 s )
{
return xmult( subt( s.a, s.b ), subt( s.b, s.c ) );
}
point3 pvec( point3 s1, point3 s2, point3 s3 )
{
return xmult( subt( s1, s2 ), subt( s2, s3 ) );
}
//两点距离,单参数取向量大小
double distance( point3 p1, point3 p2 )
{
return sqrt( ( p1.x - p2.x ) * ( p1.x - p2.x ) + ( p1.y - p2.x ) * ( p1.y - p2.y ) + ( p1.z - p2.z ) * ( p1.z - p2.z ) );
}
//向量大小
double vlen( point3 p )
{
return sqrt( p.x * p.x + p.y * p.y + p.z * p.z );
}
//判定三点共线
int dots_inline( point3 p1, point3 p2, point3 p3 )
{
return vlen( xmult( subt( p1, p2 ), subt( p2, p3 ) ) ) < eps;
}
//判定四点共面
int dots_onplane( point3 a, point3 b, point3 c, point3 d )
{
return zero( dmult( pvec( a, b, c ), subt( d, a ) ) );
}
//判定点是否在线段上,包括端点和共线
int dot_online_in( point3 p, line3 l )
{
return zero( vlen( xmult( subt( p, l.a ), subt( p, l.b ) ) ) ) && ( l.a.x - p.x ) * ( l.b.x - p.x ) < eps && ( l.a.y - p.y ) * ( l.b.y - p.y ) < eps && ( l.a.z - p.z ) * ( l.b.z - p.z ) < eps;
}
int dot_online_in( point3 p, point3 l1, point3 l2 )
{
return zero( vlen( xmult( subt( p, l1 ), subt( p, l2 ) ) ) ) && ( l1.x - p.x ) * ( l2.x - p.x ) < eps && ( l1.y - p.y ) * ( l2.y - p.y ) < eps && ( l1.z - p.z ) * ( l2.z - p.z ) < eps;
}
//判定点是否在线段上,不包括端点
int dot_online_ex( point3 p, line3 l )
{
return dot_online_in( p, l ) && ( !zero( p.x - l.a.x ) || ! zero( p.y - l.a.y ) || !zero( p.z - l.a.z ) ) && ( !zero( p.x - l.b.x ) || !zero( p.y - l.b.y ) || !zero( p.z - l.b.z ) );
}
int dot_online_ex( point3 p, point3 l1, point3 l2 )
{
return dot_online_in( p, l1, l2 ) && ( !zero( p.x - l1.x ) || !zero( p.y - l1.y ) || !zero( p.z - l1.z ) ) && ( !zero( p.x - l2.x ) || !zero( p.y - l2.y ) || !zero(
计算几何模板 (三维几何函数库)
最新推荐文章于 2022-11-09 11:47:57 发布