Morley’s Theorem - UVa 11178 求直线交点

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Morley’s Theorem
Input: 
Standard Input

Output: Standard Output

 Morley’s theorem states that that the lines trisecting the angles of an arbitrary plane triangle meet at the vertices of an equilateral triangle. For example in the figure below the tri-sectors of angles A, B and C has intersected and created an equilateral triangle DEF.

 

Of course the theorem has various generalizations, in particular if all of the tri-sectors are intersected one obtains four other equilateral triangles. But in the original theorem only tri-sectors nearest to BC are allowed to intersect to get point D, tri-sectors nearest to CA are allowed to intersect point E and tri-sectors nearest to AB are intersected to get point F. Trisector like BD and CE are not allowed to intersect. So ultimately we get only one equilateral triangle DEF. Now your task is to find the Cartesian coordinates of D, E and F given the coordinates of A, B, and C.

 

Input

First line of the input file contains an integer N (0<N<5001) which denotes the number of test cases to follow. Each of the next lines contain six integers . This six integers actually indicates that the Cartesian coordinates of point A, B and C are  respectively. You can assume that the area of triangle ABC is not equal to zero,  and the points A, B and C are in counter clockwise order.

 
Output
For each line of input you should produce one line of output. This line contains six floating point numbers  separated by a single space. These six floating-point actually means that the Cartesian coordinates of D, E and F are  respectively. Errors less than   will be accepted.

 

Sample Input   Output for Sample Input

2
1 1 2 2 1 2
0 0 100 0 50 50

1.316987 1.816987 1.183013 1.683013 1.366025 1.633975

56.698730 25.000000 43.301270 25.000000 50.000000 13.397460

 


题意:莫利定理(Morley's theorem),也称为莫雷角三分线定理。将三角形的三个内角三等分,靠近某边的两条三分角线相交得到一个交点,则这样的三个交点可以构成一个正三角形。这个三角形常被称作莫利正三角形。给你三角形ABC的坐标,求DEF的坐标。

思路:因为是三等分线,所以只要求其直线的交点就好,几何模板上。

AC代码如下:

#include<cstdio>
#include<cstring>
#include<cmath>
#include<algorithm>
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 -(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);}
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 Area(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));}
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 solve(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,t,i,j,k;
    Point A,B,C,D,E,F;
    scanf("%d",&T);
    for(t=1;t<=T;t++)
    {
        scanf("%lf%lf%lf%lf%lf%lf",&A.x,&A.y,&B.x,&B.y,&C.x,&C.y);
        D=solve(A,B,C);
        E=solve(B,C,A);
        F=solve(C,A,B);
        printf("%lf %lf %lf %lf %lf %lf\n",D.x,D.y,E.x,E.y,F.x,F.y);
    }
}



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