求凸包,重心,然后分别求重心到面的最短距离,相加即可。
//重心,三维凸包
#include<cstdio>
#include<cstring>
#include<iostream>
#include<algorithm>
#include<vector>
#include<cmath>
using namespace std;
#define dbg(x) cout << __LINE__ << ": " << #x << " = " << (x) << endl
#define nMax 10010
#define sf scanf
#define pf printf
#define rep(i,n) for(int (i)=0;(i)<(n);(i)++)
#define pb push_back
#define mp make_pair
double const eps = 1e-9;
double const pi = acos(-1.0);
inline int dcmp(double x) {
if(x>=-eps && x<=eps) return 0;
return x > 0 ? 1 : -1;
}
/***********¿?¿?*************/
struct Point3 {
double x, y, z;
Point3() {};
Point3(double x, double y, double z):x(x),y(y),z(z) { }
void read() { sf("%lf%lf%lf",&x,&y,&z); }
double len() { return x*x+y*y+z*z; }
void out() { pf("(%.3lf , %.3lf , %.3lf)\n",x,y,z); }
};
typedef Point3 Vector3;
Vector3 operator + (const Vector3& A, const Vector3& B) { return Vector3(A.x+B.x, A.y+B.y, A.z+B.z); }
Vector3 operator - (const Point3& A, const Point3& B) { return Vector3(A.x-B.x, A.y-B.y, A.z-B.z); }
Vector3 operator * (const Vector3& A, double p) { return Vector3(A.x*p, A.y*p, A.z*p); }
Vector3 operator * (const Vector3& A, const Vector3& B) { return Vector3(A.y*B.z - A.z*B.y, A.z*B.x - A.x*B.z, A.x*B.y - A.y*B.x); }
Vector3 operator / (const Vector3& A, double p) { return Vector3(A.x/p, A.y/p, A.z/p); }
double operator ^ (const Vector3& A, const Vector3& B) { return A.x*B.x + A.y*B.y + A.z*B.z; }
bool operator == (const Point3& A,const Point3& B) { return dcmp(A.x-B.x)==0 && dcmp(A.y-B.y)==0 && dcmp(A.z-B.z)==0 ; }
double Dot(const Vector3& A, const Vector3& B) { return A.x*B.x + A.y*B.y + A.z*B.z; }
double Length(const Vector3& A) { return sqrt(Dot(A, A)); }
double Angle(const Vector3& A, const Vector3& B) { return acos(Dot(A, B) / Length(A) / Length(B)); }
Vector3 Cross(const Vector3& A, const Vector3& B) { return Vector3(A.y*B.z - A.z*B.y, A.z*B.x - A.x*B.z, A.x*B.y - A.y*B.x); }
double Area2(const Point3& A, const Point3& B, const Point3& C) { return Length(Cross(B-A, C-A)); }
double Volume6(const Point3& A, const Point3& B, const Point3& C, const Point3& D) { return fabs(Dot(D-A, Cross(B-A, C-A))); }
// ¿?¿?¿?¿?¿?¿?
Point3 Centroid(const Point3& A, const Point3& B, const Point3& C, const Point3& D) { return (A + B + C + D)/4.0; }
struct line3{
Point3 a,b;
line3() {};
line3(Point3 a,Point3 b):a(a),b(b){};
void read() { a.read(),b.read(); }
void out() { pf("-line-: \n");a.out(),b.out(),pf("---end---\n"); }
};
struct plane3{
Point3 a,b,c;
Vector3 n;
plane3() {};
plane3(Point3 a,Point3 b,Point3 c):a(a),b(b),c(c){n=(a-b)*(b-c);};
Vector3 prev() {
return n = (a-b)*(b-c);
}
};
/************¿?¿?¿?*************/
// ¿?p¿?¿?¿?p0-n¿?¿?¿?¿?n¿?¿?¿?¿?¿?¿?¿?
double DistanceToPlane(const Point3& p, const Point3& p0, const Vector3& n) {
return fabs(Dot(p-p0, n)); // ¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
}
// ¿?p¿?¿?¿?p0-n¿?¿?¿?¿?¿?n¿?¿?¿?¿?¿?¿?¿?
Point3 GetPlaneProjection(const Point3& p, const Point3& p0, const Vector3& n) {
return p-n*Dot(p-p0, n);
}
//¿?¿?p1-p2 ¿?¿?¿?p0-n¿?¿?¿?
Point3 LinePlaneIntersection(Point3 p1, Point3 p2, Point3 p0, Vector3 n)
{
Vector3 v = p2-p1;
double t = (Dot(n, p0-p1) / Dot(n, p2-p1));//¿?¿?¿?0¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
return p1 + v*t; //¿?¿?¿?¿?¿? ¿?¿?t¿?¿?¿?0~1¿?¿?
}
// p1¿?p2¿?¿?¿?¿?¿?a-b¿?¿?¿?
bool SameSide(const Point3& p1, const Point3& p2, const Point3& a, const Point3& b) {
return dcmp(Dot(Cross(b-a, p1-a), Cross(b-a, p2-a))) >= 0;
}
// ¿?P¿?¿?¿?¿?P0, P1, P2¿?
bool PointInTri(const Point3& P, const Point3& P0, const Point3& P1, const Point3& P2) {
return SameSide(P, P0, P1, P2) && SameSide(P, P1, P0, P2) && SameSide(P, P2, P0, P1);
}
//¿?¿?¿?¿?¿?¿?¿?
int sameside(Point3 a,Point3 b,plane3 s){
Vector3 n = s.prev();
return dcmp( Dot(n,a-s.a) * Dot(n,b-s.a) ) > 0;
}
int oppiside(Point3 a,Point3 b,plane3 s){
Vector3 n = s.prev();
return dcmp( Dot(n,a-s.a) * Dot(n,b-s.a) ) < 0;
}
//¿?¿?¿?¿?¿?¿?
Point3 PointProjectPlane(Point3 p,plane3 s){
Vector3 n = s.prev();
n = n/n.len();
return GetPlaneProjection(p,s.a,n);
}
// ¿?P¿?¿?¿?AB¿?¿?¿?
double PointToLine(const Point3& P, const Point3& A, const Point3& B) {
Vector3 v1 = B - A, v2 = P - A;
return Length(Cross(v1, v2)) / Length(v1);
}
//¿?¿?¿?¿?¿?¿?¿?
double PointToSeg(Point3 p, Point3 a, Point3 b)
{
if(a == b) return Length(p-a);
Vector3 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 Length(Cross(v1, v2)) / Length(v1);
}
//¿?¿?¿?¿?¿?
int parallel(Point3 a,Point3 b,Point3 u,Point3 v){
return dcmp(((a-b)*(u-v)).len())==0;
}
//¿?¿?¿?¿?¿?¿?¿?¿?
double LineToLine(Point3 a,Point3 b,Point3 u,Point3 v){
if(parallel(a,b,u,v)) return PointToLine(a,u,v); //¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
Point3 n = (a-b)*(u-v);
return fabs((a-u)^n)/n.len();
}
//¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
int InterSection(Point3 a,Point3 b,Point3 u,Point3 v){
Vector3 n = (a-b)*(u-v);
if(sameside(u,v,plane3(a,b,a+n))) return 0;
if(sameside(a,b,plane3(u,v,u+n))) return 0;
return 1;
}
//¿?¿?¿?¿?¿?¿?¿?¿?
double SegToSeg(Point3 a,Point3 b,Point3 u,Point3 v) {
if(!parallel(a,b,u,v))
if(InterSection(a,b,u,v)) return LineToLine(a,b,u,v);
double ret = 1e9;
ret = min(ret,PointToSeg(a,u,v));
ret = min(ret,PointToSeg(b,u,v));
ret = min(ret,PointToSeg(v,a,b));
ret = min(ret,PointToSeg(u,a,b));
return ret;
}
//¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
double PointToPlane(Point3 p,Point3 a,Point3 b,Point3 c){
Point3 P0 = PointProjectPlane(p,plane3(a,b,c));
if(PointInTri(P0,a,b,c)) return (p-P0).len();
double ret = 1e9;
ret = min(ret,PointToSeg(p,a,b));
ret = min(ret,PointToSeg(p,a,c));
ret = min(ret,PointToSeg(p,b,c));
return ret;
}
/*************¿?¿?¿?¿?¿?¿?*******************/
//¿?¿?¿?
double rand01() { return rand() / (double)RAND_MAX; }
double randeps() { return (rand01() - 0.5) * eps; }
Point3 add_noise(const Point3& p) {
return Point3(p.x + randeps(), p.y + randeps(), p.z + randeps());
}
Point3 read_point3() {
Point3 ret;
ret.read();
return ret;
}
struct Face {
int v[3];
Face(int a, int b, int c) { v[0] = a; v[1] = b; v[2] = c; }
Vector3 Normal(const vector<Point3>& P) const {
return Cross(P[v[1]]-P[v[0]], P[v[2]]-P[v[0]]);
}
// f¿?¿?¿?¿?¿?P[i]
int CanSee(const vector<Point3>& P, int i) const {
return Dot(P[i]-P[v[0]], Normal(P)) > 0;
}
};
// ¿?¿?¿?¿?¿?¿?¿?¿?
// ¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
vector<Face> CH3D(const vector<Point3>& P) {
int n = P.size();
vector<vector<int> > vis(n);
for(int i = 0; i < n; i++) vis[i].resize(n);
vector<Face> cur;
cur.push_back(Face(0, 1, 2)); // ¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
cur.push_back(Face(2, 1, 0));
for(int i = 3; i < n; i++) {
vector<Face> next;
// ¿?¿?¿?¿?¿?¿?¿¿?¿?¿¿?¿?¿?¿?
for(int j = 0; j < cur.size(); j++) {
Face& f = cur[j];
int res = f.CanSee(P, i);
if(!res) next.push_back(f);
for(int k = 0; k < 3; k++) vis[f.v[k]][f.v[(k+1)%3]] = res;
}
for(int j = 0; j < cur.size(); j++)
for(int k = 0; k < 3; k++) {
int a = cur[j].v[k], b = cur[j].v[(k+1)%3];
if(vis[a][b] != vis[b][a] && vis[a][b]) // (a,b)¿?¿?¿?¿?¿?¿?¿?¿?P[i]¿?¿?
next.push_back(Face(a, b, i));
}
cur = next;
}
return cur;
}
struct ConvexPolyhedron {
int n;
vector<Point3> P, P2;
vector<Face> faces;
bool read() {
if(scanf("%d", &n) != 1) return false;
P.resize(n);
P2.resize(n);
for(int i = 0; i < n; i++) { P[i].read(); P2[i] = add_noise(P[i]); }
faces = CH3D(P2);
return true;
}
//¿?¿?¿?¿?¿?¿?
Point3 centroid() {
Point3 C = P[0];
double totv = 0;
Point3 tot(0,0,0);
for(int i = 0; i < faces.size(); i++) {
Point3 p1 = P[faces[i].v[0]], p2 = P[faces[i].v[1]], p3 = P[faces[i].v[2]];
double v = -Volume6(p1, p2, p3, C);
totv += v;
tot = tot + Centroid(p1, p2, p3, C)*v;
}
return tot / totv;
}
//¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
double mindist(Point3 C) {
double ans = 1e30;
for(int i = 0; i < faces.size(); i++) {
Point3 p1 = P[faces[i].v[0]], p2 = P[faces[i].v[1]], p3 = P[faces[i].v[2]];
ans = min(ans, fabs(-Volume6(p1, p2, p3, C) / Area2(p1, p2, p3)));
}
return ans;
}
};
// sovle
//
ConvexPolyhedron p,q;
void work() {
Point3 g=p.centroid();
double ans = p.mindist(g) ;
g=q.centroid();
ans += q.mindist(g);
pf("%.9lf\n",ans);
}
int main() {
#ifndef ONLINE_JUDGE
freopen("in.txt","r",stdin);
#endif
while(p.read()){
q.read();
work();
}
return 0;
}