题意:
平面旋转,每次整个二维平面旋转绕一个点P,转弧度rad。
n次旋转后,累加起来的旋转等于绕点Q,弧度Qrad,求Q和Qrad。
解析:
假设两个点去转,然后求交点,求弧度就行了。
最后钝角判断没加会wa。
///
if (Cross(t1, t2) < 0)
{
ansRad = 2 * pi - ansRad;
}
//
代码:
#pragma comment(linker, "/STACK:1677721600")
#include <map>
#include <set>
#include <cmath>
#include <queue>
#include <stack>
#include <vector>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <climits>
#include <cassert>
#include <iostream>
#include <algorithm>
#define pb push_back
#define mp make_pair
#define LL long long
#define lson lo,mi,rt<<1
#define rson mi+1,hi,rt<<1|1
#define Min(a,b) ((a)<(b)?(a):(b))
#define Max(a,b) ((a)>(b)?(a):(b))
#define mem(a,b) memset(a,b,sizeof(a))
#define FIN freopen("in.txt", "r", stdin)
#define FOUT freopen("out.txt", "w", stdout)
#define rep(i,a,b) for(int i=(a); i<=(b); i++)
#define dec(i,a,b) for(int i=(a); i>=(b); i--)
using namespace std;
const int mod = 1e9 + 7;
const double eps = 1e-5;
const double ee = exp(1.0);
const int inf = 0x3f3f3f3f;
const int maxn = 2000 + 10;
const double pi = acos(-1.0);
const LL iinf = 0x3f3f3f3f3f3f3f3f;
int readT()
{
char c;
int flg = 0;
int ret = 0;
while(c = getchar(), (c < '0' || c > '9') && c != '-');
if(c == '-') flg = 1;
else ret = c ^ 48;
while( c = getchar(), c >= '0' && c <= '9') ret = ret * 10 + (c ^ 48);
return flg ? - ret : ret;
}
/
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);
}
Vector Rotate(Vector A, double rad)
{
return Vector(A.x * cos(rad) - A.y * sin(rad), A.x * sin(rad) + A.y * cos(rad));
}
Vector Normal(Vector A)//µ¥Î»·¨Ïß turn left 90 degrees
{
double L = Length(A);
return Vector(-A.y / L, A.x / L);
}
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;
Vector 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;
Vector v2 = P - A;
Vector 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);
}
bool SegmentProperIntersection(Point a1, Point a2, Point b1, Point b2)
{
double c1 = Cross(a2 - a1, b1 - a1), c2 = Cross(a2 - a1, b2 - a1);
double c3 = Cross(b2 - b1, a1 - b1), c4 = Cross(b2 - b1, a2 - b1);
return dcmp(c1) * dcmp(c2) < 0 && dcmp(c3) * dcmp(c4) < 0;
}
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 / 2.0;
}
Point readPoint()
{
double x, y;
scanf("%lf %lf", &x, &y);
return Point(x, y);
}
//
int main()
{
#ifdef LOCAL
FIN;
#endif // LOCAL
int ncase = readT();
while (ncase--)
{
int n = readT();
Point A1(1010.0, 101.0);
Point A2 = A1;
Point B1(-1.0, -100.0);
Point B2 = B1;
rep(i, 0, n - 1)
{
Point C = readPoint();
double rad;
scanf("%lf", &rad);
Vector t = A2 - C;
t = Rotate(t, rad);
A2 = t + C;
t = B2 - C;
t = Rotate(t, rad);
B2 = t + C;
}
Point A3 = (A1 + A2) / 2;
Point B3 = (B1 + B2) / 2;
Vector vA = A1 - A2;
Vector vB = B1 - B2;
vA = Normal(vA);
vB = Normal(vB);
Point ans = GetLineIntersection(A3, vA, B3, vB);
Vector t1 = A1 - ans;
Vector t2 = A2 - ans;
double ansRad = Angle(t1, t2);
///
if (Cross(t1, t2) < 0)
{
ansRad = 2 * pi - ansRad;
}
//
printf("%.10lf %.10lf %.10lf\n", ans.x, ans.y, ansRad);
}
return 0;
}