uva 11178 - Morley's Theorem (直线旋转相交)

差不多直接套模板了。。


#include<cstdio>
#include<cmath>

struct Point
{
    double x, y;
    Point(double x=0, double y=0):x(x),y(y) { }
};

typedef Point Vector;

Vector operator + (const Vector& A, const Vector& B)
{
    return Vector(A.x+B.x, A.y+B.y);
}
Vector operator - (const Point& A, const Point& B)
{
    return Vector(A.x-B.x, A.y-B.y);
}
Vector operator * (const Vector& A, double p)
{
    return Vector(A.x*p, A.y*p);
}
double Dot(const Vector& A, const Vector& B)
{
    return A.x*B.x + A.y*B.y;
}
double Length(const Vector& A)
{
    return sqrt(Dot(A, A));
}
double Angle(const Vector& A, const Vector& B)
{
    return acos(Dot(A, B) / Length(A) / Length(B));
}
double Cross(const Vector& A, const Vector& B)
{
    return A.x*B.y - A.y*B.x;
}

Point GetLineIntersection(const Point& P, const Point& v, const Point& Q, const Point& w)
{
    Vector u = P-Q;
    double t = Cross(w, u) / Cross(v, w);
    return P+v*t;
}

Vector Rotate(const Vector& A, double rad)
{
    return Vector(A.x*cos(rad)-A.y*sin(rad), A.x*sin(rad)+A.y*cos(rad));
}

Point read_point()
{
    double x, y;
    scanf("%lf%lf", &x, &y);
    return Point(x,y);
}

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 T;
    Point A, B, C, D, E, F;
    scanf("%d", &T);
    while(T--)
    {
        A = read_point();
        B = read_point();
        C = read_point();
        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);
    }
    return 0;
}


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