Morley 定理(UVa 11178)

题目链接:https://vjudge.net/problem/UVA-11178

题意:Morley定理是这样的:做三角形的ABC每个内角的三等分线,相交呈三角形DEF,则三角形DEF是等边三角形。

按逆时针方向给你三个点A,B,C,求出D,E,F三个点的坐标。

题解:二维计算集合基础,先求出∠ABC的值a,然后把射线BC逆时针旋转a/3,得到直线BD,同理得到直线CD,求交点即可。

剩下的两个点,同理可得。

简单附代码:

#pragma GCC optimize(2)
#include <bits/stdc++.h>
#define inf 0x3f3f3f3f
#define Pair pair<int,int>
#define int long long
#define fir first
#define sec second
namespace fastIO {
#define BUF_SIZE 100000
#define OUT_SIZE 100000
	//fread->read
	bool IOerror = 0;
	//inline char nc(){char ch=getchar();if(ch==-1)IOerror=1;return ch;}
	inline char nc() {
		static char buf[BUF_SIZE], * p1 = buf + BUF_SIZE, * pend = buf + BUF_SIZE;
		if (p1 == pend) {
			p1 = buf; pend = buf + fread(buf, 1, BUF_SIZE, stdin);
			if (pend == p1) { IOerror = 1; return -1; }
		}
		return *p1++;
	}
	inline bool blank(char ch) { return ch == ' ' || ch == '\n' || ch == '\r' || ch == '\t'; }
	template<class T> inline bool read(T& x) {
		bool sign = 0; char ch = nc(); x = 0;
		for (; blank(ch); ch = nc());
		if (IOerror)return false;
		if (ch == '-')sign = 1, ch = nc();
		for (; ch >= '0' && ch <= '9'; ch = nc())x = x * 10 + ch - '0';
		if (sign)x = -x;
		return true;
	}
	inline bool read(double& x) {
		bool sign = 0; char ch = nc(); x = 0;
		for (; blank(ch); ch = nc());
		if (IOerror)return false;
		if (ch == '-')sign = 1, ch = nc();
		for (; ch >= '0' && ch <= '9'; ch = nc())x = x * 10 + ch - '0';
		if (ch == '.') { double tmp = 1; ch = nc(); for (; ch >= '0' && ch <= '9'; ch = nc())tmp /= 10.0, x += tmp * (ch - '0'); }
		if (sign)x = -x; return true;
	}
	inline bool read(char* s) {
		char ch = nc();
		for (; blank(ch); ch = nc());
		if (IOerror)return false;
		for (; !blank(ch) && !IOerror; ch = nc())* s++ = ch;
		*s = 0;
		return true;
	}
	inline bool read(char& c) {
		for (c = nc(); blank(c); c = nc());
		if (IOerror) { c = -1; return false; }
		return true;
	}
	template<class T, class... U>bool read(T& h, U& ... t) { return read(h) && read(t...); }
#undef OUT_SIZE
#undef BUF_SIZE
}; using namespace fastIO; using namespace std;

const int N = 1e5 + 5;
const double eps = 1e-10;
const double pi = acos(-1.0);
const int mod = 998244353;

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);}
bool operator < (const Point& A,const Point& B){return A.x<B.x || (A.x==B.x&&A.y<B.y);}
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;}
double Area2(Point A,Point B,Point C){return Cross(B-A,C-A);}
double DistanceToLine(Point P,Point A,Point B){Vector v1=B-A,v2=P-A;return fabs(Cross(v1,v2))/Length(v1);}
Vector Normal(Vector A){double L=Length(A);return Vector(-A.y/L,A.x/L);}
Vector Rotate(Vector A,double rad){return Vector(A.x*cos(rad)-A.y*sin(rad),A.x*sin(rad)+A.y*cos(rad));}
Point GetLineIntersection(Point P,Vector v,Point Q,Vector w){Vector u=P-Q;double t=Cross(w,u)/Cross(v,w);return P+v*t;  }
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);
}
signed main() {
  int t;read(t);
  while(t--){
    Point A,B,C,D,E,F;
    read(A.x,A.y,B.x,B.y,C.x,C.y);
    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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