#include <bits/stdc++.h>
using namespace std;
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);
}
const double eps = 1e-10;
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);
}
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;
}
double DistanceToLine(Point p, Point A, Point B) //
{
Vector v1 = B - A, v2 = p - A;
return fabs(Cross(v1, v2)) / Length(v1);
}
double DistanceToSegment(Point P, Point A, Point B) //
{
if (A == B) return Length(P - A);
Vector v1 = B - A, v2 = P - A, v3 = P - B;
if (dcmp(Dot(v1, v2)) < 0) return Length(v2);
else if (dcmp(Dot(v1, v3) > 0)) return Length(v3);
else return fabs(Cross(v1, v2)) / Length(v1);
}
Point GetLineProjection(Point P, Point A, Point B) //
{
Vector v = B - A;
return A + v * (Dot(v, P - A) / Dot(v, v));
}
bool SegmentProperIntersection(Point a1, Point a2, Point b1, Point b2) //
{
double c1 = Cross(a2 - a1, b1 - a1), c2 = Cross(a2 - a1, b2 - a1),
c3 = Cross(b2 - a1, a1 - b1), c4 = Cross(b2 - b1, a2 - b1);
return dcmp(c1) * dcmp(c2) < 0 && dcmp(c3) * dcmp(c4);
}
bool OnSegment(Point p, Point a1, Point a2) //
{
return dcmp(Cross(a1 - p, a2 - p)) == 0 && dcmp(Dot(a1 - p, a2 - p)) < 0;
}
double ConvexPolygonArea(Point *p, int n) //
{
double area = 0;
for (int i = 1; i < n - 1; i++)
area += Cross(p[i] - p[0], p[i + 1] - p[0]);
return area / 2;
}
double PolygonArea(Point *p, int n) //
{
double area = 0;
for (int i = 1; i < n - 1; i++)
area += Cross(p[i] - p[0], p[i + 1] - p[0]);
return area / 2;
}
int getMaxDirmater(vector<Point>&points)
{
vector<Point>p = ConvexHull(points);
int n = p.size();
if (n == 1) return 0;
if (n == 2) return Dist2(p[0], p[1]);
p.push_back(p[0]);
int ans = 0;
for (int u = 0, v = 1; u < n; u++)
{
for (;;)
{
int diff = Cross(p[u + 1] - p[u], p[v + 1] - p[v]);
if (diff <= 0)
{
ans = max(ans, Dist2(p[u], p[v]));
if (diff == 0) ans = max(ans, Dist2(p[u], p[v + 1]));
break;
}
v = (v + 1) % n;
}
}
return ans;
}
来自刘汝佳蓝书,部分修改