(beginer) 凸包 UVA 1303 - Wall

Sample wall picture Once upon a time there was a greedy King who ordered his chief Architect to build a wall around the King's castle. The King was so greedy, that he would not listen to his Architect's proposals to build a beautiful brick wall with a perfect shape and nice tall towers. Instead, he ordered to build the wall around the whole castle using the least amount of stone and labor, but demanded that the wall should not come closer to the castle than a certain distance. If the King finds that the Architect has used more resources to build the wall than it was absolutely necessary to satisfy those requirements, then the Architect will loose his head. Moreover, he demanded Architect to introduce at once a plan of the wall listing the exact amount of resources that are needed to build the wall.

Your task is to help poor Architect to save his head, by writing a program that will find the minimum possible length of the wall that he could build around the castle to satisfy King's requirements.

The task is somewhat simplified by the fact, that the King's castle has a polygonal shape and is situated on a flat ground. The Architect has already established a Cartesian coordinate system and has precisely measured the coordinates of all castle's vertices in feet.

Input 

The input begins with a single positive integer on a line by itself indicating the number of the cases following, each of them as described below. This line is followed by a blank line, and there is also a blank line between two consecutive inputs.

The first line of the input file contains two integer numbers N and L separated by a space. N (3 ≤ N ≤ 1000) is the number of vertices in the King's castle, and L (1 ≤ L ≤ 1000) is the minimal number of feet that King allows for the wall to come close to the castle.

Next N lines describe coordinates of castle's vertices in a clockwise order. Each line contains two integer numbers Xi and Yi separated by a space (-10000 ≤ Xi, Yi ≤ 10000) that represent the coordinates of ith vertex. All vertices are different and the sides of the castle do not intersect anywhere except for vertices.

Output 

For each test case, the output must follow the description below. The outputs of two consecutive cases will be separated by a blank line.

Write to the output file the single number that represents the minimal possible length of the wall in feet that could be built around the castle to satisfy King's requirements. You must present the integer number of feet to the King, because the floating numbers are not invented yet. However, you must round the result in such a way, that it is accurate to 8 inches (1foot is equal to 12 inches), since the King will not tolerate larger error in the estimates.

Sample Input 

1

9 100
200 400
300 400
300 300
400 300
400 400
500 400
500 200
350 200
200 200

Sample Output 

1628

题意:有一个多边形的城堡,你要在外面围一道围墙使得城堡上的每一个点距离围墙的距离都不少于L,而且围墙要尽可能短。


思路:我们首先对城堡的点做一次凸包,然后得出一个凸多边形,我们为这个凸多边形外面加一圈围墙就行了,距离是L。这里面的长度也比较好算的,转折点是弧长,直线是直线的长度。弧长对应的角度是180-转折的度数。


代码:

#include<iostream>
#include<cstdio>
#include<string.h>
#include<math.h>
#include<string>
#include<cstring>
#include<map>
#include<algorithm>
#include<vector>
using namespace std;
#define eps 1e-10
const double inf = 1e16;
const double PI = acos(-1.0);
struct Point
{
	Point(const Point&p) { x = p.x , y = p.y; }
	Point (double xx=0,double yy=0) : x(xx) , y(yy) { }
	double x;
	double y;
};

typedef Point Vector;
Vector operator+(Vector  v1,Vector  v2) { return Vector(v1.x+v2.x,v1.y+v2.y); }
Vector operator-(Vector  v1,Vector  v2) { return Vector(v1.x-v2.x,v1.y-v2.y); }
Vector operator*(Vector  v, double p) { return Vector(v.x*p,v.y*p); }
Vector operator/(Vector  v,double p) { return Vector(v.x/p,v.y/p); }

bool operator < (Point  a,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;
	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;
}

inline double toRad(double x) { return x * PI/180; }
inline double toDegreed(double rad) { return rad*180/PI; }
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 fabs(Cross(b-a,c-a)); }

//旋转
Vector Rotate(Vector A,double rad) 
{
	return Vector(A.x*cos(rad)-A.y*sin(rad),A.x*sin(rad)+A.y*cos(rad));
}

//单位法线
Vector Normal(Vector A) { double L = Length(A); return Vector(-A.y/L,A.x/L); }

//点和直线
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);
}
//点在直线上的投影
Point GetLineProjection(Point P,Point A,Point B) 
{
	Vector v = B-A;
	return A+v*(Dot(v,P-A)/Dot(v,v));
}
//线段相交(不包括端点)
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-b1,a1-b1) , c4 = Cross(b2-b1,a2-b1);
	return dcmp(c1)*dcmp(c2) < 0 && dcmp(c3)*dcmp(c4)<0;
}

//点在线段上(不包括端点)
bool OnSegment(Point p,Point a,Point b)
{
	return dcmp(Cross(a-p,b-p))==0 && dcmp(Dot(a-p,b-p)) < 0;
}

//线段相交(包括端点)
bool SegmentIntersection(Point a1,Point a2,Point b1,Point b2) 
{
	if (SegmentProperIntersection(a1,a2,b1,b2)) return true;
	if (OnSegment(a1,b1,b2) || OnSegment(a2,b1,b2)) return true;
	if (OnSegment(b1,a1,a2) || OnSegment(b2,a1,a2)) return true;
	if (a1==b1 || a1==b2 || a2==b1 || a2==b2) return true;
	return false;
}

//--------------------------------------------------------------------------------------------
//直线和直线
struct Line
{
	Point P;				//直线上任意一点
	Vector v;				// 方向向量。它的左边就是对应的半平面
	double ang;			//极角
	Line() { }
	Line(Point P,Vector v) { this->P = P ; this->v = v; ang = atan2(v.y,v.x); }
	bool operator < (const Line& L) const { return ang < L.ang; } //排序用的比较运算符
	Point point(double t) { return v*t+P; }
};

//点p在有向直线L的左边(线上不算)
bool OnLeft(Line L , Point p) { return Cross(L.v,p-L.P) > 0; }

//二直线交点。假定交点唯一存在
Point GetIntersection(Line a,Line b) 
{
	Vector u = a.P-b.P;
	double t = Cross(b.v,u) / Cross(a.v,b.v);
	return a.P+a.v*t;
}

//半平面交的过程
int HalfplaneIntersection(Line* L,int n,Point* poly)
{
	sort(L,L+n);						     //按极角排序

	int first , last;						//双端队列的第一个元素和最后一个元素的下表
	Point *p = new Point[n];		//p[i]为q[i]和q[i+1]的交点
	Line *q = new Line[n];			//双端队列
	q[first=last=0] = L[0];			//双端队列初始化为只有一个半平面L[0]
	for (int i = 1 ; i < n ; ++i) {
		while (first < last && !OnLeft(L[i],p[last-1])) --last;
		while (first < last && !OnLeft(L[i],p[first])) ++first;
		q[++last] = L[i];
		if (fabs(Cross(q[last].v,q[last-1].v)) < eps) {
			--last;
			if (OnLeft(q[last],L[i].P)) q[last] = L[i];
		}
		if (first < last) p[last-1] = GetIntersection(q[last-1],q[last]);
	}
	while (first < last && !OnLeft(q[first],p[last-1])) --last;
	//删除无用平面(*)
	if (last - first <=1 ) return 0;                    //空集(**)
	p[last] = GetIntersection(q[last],q[first]);		//计算首尾两个半平面的交点

	//从deque复制到输出中
	int m = 0;
	for (int i = first ; i <= last ; ++i) poly[m++] = p[i];
	return m ;
}


//--------------------------------------------
//与圆相关
struct Circle 
{
	Circle() { }
	Point c;
	double r;
	Circle(Point c, double r) : c(c) , r(r) { }
	Point point (double a) { return Point(c.x+cos(a)*r,c.y+sin(a)*r); }
};

int getLineCircleIntersection(Line L,Circle C,double &t1,double &t2,vector<Point>& sol)
{
	double a = L.v.x , b = L.P.x-C.c.x , c= L.v.y, d = L.P.y-C.c.y;
	double e = a*a+c*c , f = 2*(a*b+c*d) , g = b*b+d*d-C.r*C.r;
	double delta = f*f-4*e*g;				//判别式		
	if (dcmp(delta) < 0) return 0;		//相离
	if (dcmp(delta)==0) {                   //相切
		t1 = t2 = -f/(2*e); 
		sol.push_back(L.point(t1));
		return 1;
	}
	//相交
	t1 = (-f-sqrt(delta)) / (2*e); sol.push_back(L.point(t1));
	t2 = (-f+sqrt(delta)) / (2*e); sol.push_back(L.point(t2));
	return 2;
}

double angle(Vector v) { return atan2(v.y,v.x); }

int getCircleCircleIntersection(Circle C1,Circle C2,vector<Point>& sol)
{
	double d = Length(C1.c-C2.c);
	if (dcmp(d)==0) {
		if (dcmp(C1.r-C2.r)==0) return -1;			//两圆重合
		return 0;
	}
	if (dcmp(C1.r+C2.r-d) < 0) return 0;
	if (dcmp(fabs(C1.r-C2.r)-d) > 0) return 0;

	double a = angle(C2.c-C1.c);
	double da = acos((C1.r*C1.r+d*d-C2.r*C2.r)/(2*C1.r*d));			//向量C1C2的极角
	//C1C2到C1P1的角
	Point p1 = C1.point(a-da) , p2 = C1.point(a+da);
	sol.push_back(p1);
	if (p1==p2) return 1;
	sol.push_back(p2);
	return 2;
}

//国电p到圆C的切线。v[i]是第i条切线的向量。返回切线条数
int getTangents(Point p,Circle C,Vector* v)
{
	Vector u= C.c-p;
	double dist = Length(u);
	if (dist < C.r) return 0;
	else if (dcmp(dist-C.r)==0) {
		v[0] = Rotate(u,PI/2);
		return 1;
	} else {
		double ang = asin(C.r/dist);
		v[0] = Rotate(u,-ang);
		v[1] = Rotate(u,+ang);
		return 2;
	}
}

int getTangents(Circle A,Circle B,Point* a, Point* b)
{
	int cnt = 0;
	if (A.r < B.r) { swap(A,B); swap(a,b); }
	double d2 = Dot(A.c-B.c,A.c-B.c);
	double rdiff = A.r-B.r;
	double rsum = A.r+B.r;
	if (dcmp(d2-rdiff*rdiff) < 0) return 0;			//内含

	double base = atan2(B.c.y-A.c.y,B.c.x-A.c.x);
	if (d2==0 && dcmp(A.r-B.r)==0) return -1;	//无限多条切线
	if (dcmp(d2-rdiff*rdiff)==0) {                       //内切,1条切线
		a[cnt] = A.point(base);
		b[cnt] = B.point(base);
		++cnt;
		return 1;
	}
	//有外切共线
	double ang = acos((A.r-B.r)/sqrt(d2));
	a[cnt] = A.point(base+ang); b[cnt] = B.point(base+ang); ++cnt;
	a[cnt] = A.point(base-ang); b[cnt] = B.point(base-ang); ++cnt;
	if (dcmp(d2-rsum*rsum)==0) {                  //一条内公切线
		a[cnt] = A.point(base);
		b[cnt] = B.point(PI+base);
		++cnt;
	} else if (dcmp(d2-rsum*rsum)>0) {           //两条公切线
		double ang = acos((A.r+B.r)/sqrt(d2));
		a[cnt] = A.point(base+ang); b[cnt] = B.point(PI+base+ang); ++cnt;
		a[cnt] = A.point(base-ang); b[cnt] = B.point(PI+base-ang); ++cnt;
	}
	return cnt;
}

//点p和圆的关系: 0:在圆上 1:在圆外 -1:在圆内
int PointCircleRelation(Point p,Circle c) 
{
	return dcmp(Dot(p-c.c,p-c.c)-c.r*c.r);
}

//A在B内
bool InCircle(Circle A,Circle B)
{
	if (dcmp(A.r-B.r)>0) return false;
	double d2 = Dot(A.c-B.c,A.c-B.c);
	double rdiff = A.r-B.r;
	double rsum = A.r+B.r;
	if (dcmp(d2-rdiff*rdiff) <= 0) return true;			//内含或内切或重合
	return false;
}
//----------------------------------------------------------------------------
//与球相关的转化
//角度转换为弧度
double torad(double deg) { return deg/180*PI; }

//经纬度(角度)转化为空间坐标
void get_coord(double R,double lat,double lng,double& x,double& y,double& z)
{
	lat = torad(lat);
	lng = torad(lng);
	x = R*cos(lat)*cos(lng);
	y = R*cos(lat)*sin(lng);
	z = R*sin(lat);
}

//-----------------------------------------------------------------------
//几何算法:
//凸包:O(nlogn)
int ConvexHull(Point* p , int n, Point* ch) 
{
	sort(p,p+n);
	int m = 0;
	for (int i = 0 ; i < n ; ++i) {
		while (m>1 && dcmp(Cross(ch[m-1]-ch[m-2],p[i]-ch[m-2]))<=0) --m;
		ch[m++] = p[i];
	}
	int k = m;
	for (int i = n-2 ; i >= 0 ; --i) {
		while (m>k && dcmp(Cross(ch[m-1]-ch[m-2],p[i]-ch[m-2]))<=0) --m;
		ch[m++] = p[i];
	}
	if (n > 1) --m;
	return m;
}
//-----------------------------------------------------------------------

const int maxn = 1000+5;
int n , L;
Point p[maxn] , Hull[maxn];

void input()
{
	scanf("%d%d",&n,&L);
	for (int i = 0 ; i < n ; ++i) scanf("%lf%lf",&p[i].x,&p[i].y);
}

void solve()
{
	int m = ConvexHull(p,n,Hull);
	double ans = 0 , A = 0;
	for (int i = 0 ; i < m ; ++i) {
		Vector v = Hull[(i+1)%m]-Hull[i];
		ans += Length(v);
		Vector w = Hull[(i+1)%m]-Hull[(i+2)%m];
		A += PI-Angle(v,w);
	}
	ans += A*L;
	printf("%d\n",(int)(ans+eps+0.5));
}

int main()
{
	int T; cin>>T;
	while (T--) {
		input();
		solve();
		if (T) puts("");
	}
}



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