hdu 4773 Problem of Apollonius

题解:圆的反演,测试一下模版。

他人详细讲解

#include"bits/stdc++.h"

using namespace std;
const double eps = 1e-12;
struct Point {
    double x, y;
    Point() {}
    Point(double x,double y):x(x),y(y) {}
    void print(){
        printf("%.8f %.8f\n",x,y);
    }
};
typedef Point Vector;
int dcmp(double x) { //返回x的正负
    if(fabs(x)<eps) return 0;
    return x<0?-1:1;
}
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);}
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) { //点积
    return A.x*B.x+A.y*B.y;//如果改成整形记得加LL
}
double Cross(Vector A,Vector B) { //叉积
    return A.x*B.y-A.y*B.x;//如果改成整形记得加LL
}
//向量长度
double Length(Vector A) {
    return sqrt(Dot(A,A));
}
//返回A的逆时针旋转90度的单位法向量
Vector Normal(Vector A) {
    double L=Length(A);
    return Vector(-A.y/L,A.x/L);
}

struct Circle {
    Point c;
    double r;
    Circle() {}
    Circle(Point c,double r):c(c),r(r) {}
    Point getpoint(double rad) {
        return Point(c.x+cos(rad)*r,c.y+sin(rad)*r);
    }
    void print(){
        printf("%.8f %.8f %.8f\n",c.x, c.y, r);
    }
};
struct Line {
    Point p;
    Vector v;//方向向量,左边为半平面
    double ang;//极角
    Line() {}
    Line(Point p,Vector v):p(p),v(v) {
        ang=atan2(v.y,v.x);
    }
    bool operator<(const Line &L)const { //极角排序
        return ang<L.ang;
    }
    Point point(double t) {
        return p + v*t;
    }
    Line move(double d) { //向左边平移d单位
        return Line(p + Normal(v)*d, v);
    }
    void print(){
        p.print();
        v.print();
    }
};
Point GetLineIntersection(const Line& a, const Line& b)
{
    Vector u = a.p-b.p;
    double t = Cross(b.v, u) / Cross(a.v, b.v);
    return a.p+a.v*t;
}

Circle c[2];
vector<Circle> ans;
//求圆u关于c的反演圆
Circle InvCircletoCircle(Circle C,Circle u) {
    Circle T;
    double t = Length(C.c-u.c);
    double x = 1.0 / (t - u.r);
    double y = 1.0 / (t + u.r);
    T.r = (x - y)*C.r*C.r/ 2.0;
    double s = (x + y)*C.r*C.r/ 2.0;
    T.c = C.c + (u.c - C.c) * (s / t);
    return T;
}
//求直线u关于c的反演圆
//先确保直线u不经过反演圆心,不然反演过后就是它本身
Circle InvLinetoCircle(Circle C,Line u) {
    Circle T;
    Point w=GetLineIntersection(Line(C.c,Normal(u.v)),Line(u.p, u.v));//垂足
    double dis = Length(w-C.c);
    double t = C.r*C.r/ dis;
    Point p=C.c+(w-C.c)/dis*t;
    T.r=t/2;
    T.c=(p+C.c)/2;
    return T;
}
//求圆u关于c的反演直线
//先保证u经过C的圆心
Line InvCircletoLine(Circle C,Circle u) {
    Line T;
    double t=C.r*C.r/(2*u.r);
    Point p=(u.c-C.c)/Length(u.c-C.c)*t+C.c;//垂足
    T.p=p;
    T.v=Normal(u.c-C.c);
    return T;
}

void solve(Point p)
{
    Circle C = Circle(p,10.0);
    for(int i = 0; i < 2; i++) c[i] = InvCircletoCircle(C,c[i]);
    if(c[0].r < c[1].r) swap(c[0],c[1]);
    Point temp = c[1].c - c[0].c;
    double base = atan2(temp.y,temp.x);
    double ang = acos( (c[0].r - c[1].r) / Length(c[0].c - c[1].c));

    Point p1 = c[0].getpoint(base+ang);
    Point p2 = c[1].getpoint(base+ang);

    if(dcmp(Cross(p1-c[0].c,p2-c[0].c)) == dcmp(Cross(p1-p,p2-p)) )
        ans.push_back(InvLinetoCircle(C,Line(p1,p2-p1)));
    p1 = c[0].getpoint(base-ang);
    p2 = c[1].getpoint(base-ang);
    if(dcmp(Cross(p1-c[0].c,p2-c[0].c)) == dcmp(Cross(p1-p,p2-p)) )
        ans.push_back(InvLinetoCircle(C, InvCircletoLine(C, InvLinetoCircle(C,Line(p1,p2-p1)) ) ) );
}

int tot = 0;
int main()
{
#ifdef LOCAL
    freopen("in.txt","r",stdin);
#endif // LOCAL
    int T;
    cin>>T;
    while(T--){
        Point p;
        scanf("%lf %lf %lf %lf %lf %lf %lf %lf",&c[0].c.x, &c[0].c.y, &c[0].r, &c[1].c.x, &c[1].c.y, &c[1].r, &p.x, &p.y);
        tot = 0;
        ans.clear();
        solve(p);
        printf("%d\n",ans.size());
        for(int i = 0; i < ans.size(); i++) ans[i].print();
    }
    return 0;
}

 

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Foreword By Andrew Glassner xvii Preface xix Mathematical Notation xxi Pseudo-Code xxiii Contributors xxviii I I I I I I I I I IMAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING Introduction 3 1. Fast Bitmap Stretching C 4 Tomas Möller 2. General Filtered Image Rescaling C 8 Dale Schumacher 3. Optimization of Bitmap Scaling Operations 17 Dale Schumacher 4. A Simple Color Reduction Filter C 20 Dennis Braggviii CONTENTS 5. Compact Isocontours from Sampled Data 23 Douglas Moore and Joseph Warren 6. Generating Isovalue Contours from a Pixmap C 29 Tim Feldman 7. Compositing Black-and-White Bitmaps 34 David Salesin and Ronen Barzel 8. 2 1 2 -D Depth-of-Field Simulation for Computer 36 Animation Cary Scofield 9. A Fast Boundary Generator for Composited 39 Regions C Eric Furman II II II II II N N N N NUMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING T T T T TECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES Introduction 47 1. IEEE Fast Square Root C 48 Steve Hill 2. A Simple Fast Memory Allocator C 49 Steve Hill 3. The Rolling Ball C 51 Andrew J. Hanson 4. Interval Arithmetic C 61 Jon Rokne 5. Fast Generation of Cyclic Sequences C 67 Alan W. Paeth 6. A Generic Pixel Selection Mechanism 77 Alan W. Paethix CONTENTS 7. Nonuniform Random Points Sets via Warping 80 Peter Shirley 8. Cross Product in Four Dimensions and Beyond 84 Ronald N. Goldman 9. Face-Connected Line Segment Generation in an n-Dimensional Space C 89 Didier Badouel and Charles A. Wüthrich III III III III III M M M M MODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS Introduction 95 1. Quaternion Interpolation with Extra Spins C 96 Jack Morrison 2. Decomposing Projective Transformations 98 Ronald N. Goldman 3. Decomposing Linear and Affine Transformations 108 Ronald N. Goldman 4. Fast Random Rotation Matrices C 117 James Arvo 5. Issues and Techniques for Keyframing Transformations 121 Paul Dana 6. Uniform Random Rotations C 124 Ken Shoemake 7. Interpolation Using Bézier Curves C 133 Gershon Elber 8. Physically Based Superquadrics C 137 A. H. Barrx CONTENTS I I I I IV V V V V 2-D 2-D 2-D 2-D 2-D GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS Introduction 163 1. A Parametric Elliptical Arc Algorithm C 164 Jerry Van Aken and Ray Simar 2. Simple Connection Algorithm for 2-D Drawing C 173 Claudio Rosati 3. A Fast Circle Clipping Algorithm C 182 Raman V. Srinivasan 4. Exact Computation of 2-D Intersections C 188 Clifford A. Shaffer and Charles D. Feustel 5. Joining Two Lines with a Circular Arc Fillet C 193 Robert D. Miller 6. Faster Line Segment Intersection C 199 Franklin Antonio 7. Solving the Problem of Apollonius and Other 203 Related Problems Constantina Sevici V V V V V 3-D 3-D 3-D 3-D 3-D GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS Introduction 213 1. Triangles Revisited 215 Fernando J. López-López 2. Partitioning a 3-D Convex Polygon with an 219 Arbitrary Plane C Norman Chin 3. Signed Distance from Point to Plane C 223 Príamos Georgiadesxi CONTENTS 4. Grouping Nearly Coplanar Polygons into Coplanar Sets C 225 David Salesin and Filippo Tampieri 5. Newell’s Method for Computing the Plane Equation of a Polygon C 231 Filippo Tampieri 6. Plane-to-Plane Intersection C 233 Príamos Georgiades 7. Triangle-Cube Intersection C 236 Douglas Voorhies 8. Fast n-Dimensional Extent Overlap Testing C 240 Len Wanger and Mike Fusco 9. Subdividing Simplices C 244 Doug Moore 10.Understanding Simploids 250 Doug Moore 11. Converting Bézier Triangles into Rectangular Patches C 256 Dani Lischinski 12.Curve Tesselation Criteria through Sampling 262 Terence Lindgren, Juan Sanchez, and Jim Hall Vl Vl Vl Vl Vl R R R R RAY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY Introduction 269 1. Ray Tracing with the BSP Tree C 271 Kelvin Sung and Peter Shirley 2. Intersecting a Ray with a Quadric Surface C 275 Joseph M. Cychosz and Warren N. Waggenspack, Jr.xii CONTENTS 3. Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations 284 Joseph M. Cychosz 4. A Panoramic Virtual Screen for Ray Tracing C 288 F. Kenton Musgrave 5. Rectangular Bounding Volumes for Popular Primitives C 295 Ben Trumbore 6. A Linear-Time Simple Bounding Volume Algorithm 301 Xiaolin Wu 7. Physically Correct Direct Lighting for Distribution Ray Tracing C 307 Changyaw Wang 8. Hemispherical Projection of a Triangle C 314 Buming Bian 9. Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors 318 Nelson L. Max and Michael J. Allison 10. Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm C 324 Jeffrey C. Beran-Koehn and Mark J. Pavicic 11. Accurate Form-Factor Computation C 329 Filippo Tampieri VII VII VII VII VII R R R R RENDERING ENDERING ENDERING ENDERING ENDERING Introduction 337 1. The Shadow Depth Map Revisited 338 Andrew Wooxiii CONTENTS 2. Fast Linear Color Rendering C 343 Russell C. H. Cheng 3. Edge and Bit-Mask Calculations for Anti-Aliasing C 349 Russell C. H. Cheng 4. Fast Span Conversion: Unrolling Short Loops C 355 Thom Grace 5. Progressive Image Refinement Via Gridded Sampling C 358 Steve Hollasch 6. Accurate Polygon Scan Conversion Using Half-Open Intervals C 362 Kurt Fleischer and David Salesin 7. Darklights 366 Andrew S. Glassner 8. Anti-Aliasing in Triangular Pixels 369 Andrew S. Glassner 9. Motion Blur on Graphics Workstations C 374 John Snyder, Ronen Barzel and Steve Gabriel 10. The Shader Cache: A Rendering Pipeline Accelerator 383 James Arvo and Cary Scofeld References 611 Index

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