(beginer) 半平面交 UVA 10084 - Hotter Colder

Problem E: Hotter Colder

The children's game Hotter Colder is played as follows. Player A leaves the room while player B hides an object somewhere in the room. Player A re-enters at position (0,0) and then visits various other positions about the room. When player A visits a new position, player B announces "Hotter" if this position is closer to the object than the previous position; player B announces "Colder" if it is farther and "Same" if it is the same distance.

Input consists of up to 50 lines, each containing an x,y coordinate pair followed by "Hotter", "Colder", or "Same". Each pair represents a position within the room, which may be assumed to be a square with opposite corners at (0,0) and (10,10). For each line of input print a line giving the total area of the region in which the object may have been placed, to 2 decimal places. If there is no such region, output 0.00.

Sample Input

10.0 10.0 Colder
10.0 0.0 Hotter
0.0 0.0 Colder
10.0 10.0 Hotter

Output for Sample Input

50.00
37.50
12.50
0.00

题意:一个“更冷更热”的游戏,就是一个人在猜某个东西的位置,一开始猜的位置一定是(0,0),然后后面每猜一个地方就会被告知“Colder”(离目标更远了)“Hotter“(离目标更近了),”Same“(一样近),然后每猜一次,算出可能位置的面积。

思路:我们先向Same,如果是一样近的话,应该在中垂线上,而这时由于是一条线,那么面积为0,那么如果更近或者更远无非就是决定点在中垂线的哪一侧,这个时候我们就能想到用半平面交来做了。套个模板就行了,不难吧。注意的是一开始要把”边界“的四条边加进来,然后对于线的方向处理一下就行,我们选的线的左面应该是我们需要的一侧。


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-8
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 Cross(b-a,c-a); }
double PolyArea(Point *poly, int n)
{
	double ret = 0;
	for (int i = 1 ; i < n-1 ; ++i) 
		ret += Cross(poly[i]-poly[0],poly[i+1]-poly[0]);
	return ret/2;
}

//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;
}




//--------------------------------------------
//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;
}

//半平面交 
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 (dcmp(Cross(q[last].v,q[last-1].v))==0 ) {
			//两向量平行且同向,取内侧的一个
			--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 ) { delete [] p; delete [] q; 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];
	delete [] p; delete[] q;
	return m ;
}
//-----------------------------------------------------------------------

const int maxn = 1500+5;
int n;
Point p[maxn] , poly[maxn];
Line L[maxn];

int main()
{
	p[0] = Point(0,0);
	n = 1;
	L[0] = Line(Point(0,0),Vector(10,0));
	L[1] = Line(Point(10,0),Vector(0,10));
	L[2] = Line(Point(10,10),Vector(-10,0));
	L[3] = Line(Point(0,10),Vector(0,-10));
	bool same = false;
	while (scanf("%lf%lf",&p[n].x,&p[n].y)==2) {
		char buffer[20]; scanf("%s",buffer);
		Vector v = Normal(p[n]-p[n-1]);
		Line L = Line((p[n]+p[n-1])/2,v);
		if (buffer[0]=='C') {
			if (OnLeft(L,p[n])) L = Line((p[n]+p[n-1])/2,v*-1);
		} else if (buffer[0]=='H') {
			if (OnLeft(L,p[n-1])) L = Line((p[n]+p[n-1])/2,v*-1);
		} else if (buffer[0]=='S')
			same = true;
		if (same) { printf("0.00\n"); continue; }
		::L[n+3] = L;
		++n;
		int m = HalfplaneIntersection(::L,n+3,poly);
		if (m==0) { same = true; printf("0.00\n"); continue; }
		printf("%.2lf\n",PolyArea(poly,m)+eps);
	}
}



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