Most Distant Point from the Sea UVA - 1396

#include <iostream>
#include <cstdlib>
#include <cstdio>
#include <string>
#include <cstring>
#include <cmath>
#include <vector>
#include <queue>
#include <stack>
#include <algorithm>
using namespace std;

const double eps = 1e-10;
const double PI = acos(-1.0);

struct Point
{
    double x, y;
    Point(double x = 0, double y = 0) : x(x), y(y) { }
    bool operator < (const Point& a) const
    {
        if(a.x != x) return x < a.x;
        return y < a.y;
    }
};

typedef Point Vector;

struct Line
{
    Point P;
    Vector v;
    double ang;
    Line() {}
    Line(Point P, Vector v) : P(P), v(v) { ang = atan2(v.y, v.x); }
    bool operator < (const Line& L) const
    {
        return ang < L.ang;
    }
};

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); }

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 fabs(Cross(B-A, C-A)) / 2; }

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;
}

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 PolygonArea(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;
}

double PointDistanceToLine(Point P, Point A, Point B)
{
    Vector v1 = B-A, v2 = P-A;
    return fabs(Cross(v1, v2)) / Length(v1);
}

double PointDistanceToSegment(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);
}

int isPointInPolygon(Point p, Point *poly, int n)
{
    int wn = 0;
    for(int i = 0; i < n; i++)
    {
        const Point& p1 = poly[i], p2 = poly[(i+1)%n];
        if(p == p1 || p == p2 || OnSegment(p, p1, p2)) return -1;
        int k = dcmp(Cross(p2-p1, p-p1));
        int d1 = dcmp(p1.y - p.y);
        int d2 = dcmp(p2.y - p.y);
        if(k > 0 && d1 <= 0 && d2 > 0) wn++;
        if(k < 0 && d2 <= 0 && d1 > 0) wn--;
    }
    if(wn != 0) return 1;
    return 0;
}

int ConvexHull(Point *p, int n, Point *ch) //凸包
{
    sort(p, p+n);
    n = unique(p, p+n) - p; //去重
    int m = 0;
    for(int i = 0; i < n; i++)
    {
        while(m > 1 && 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 && Cross(ch[m-1]-ch[m-2], p[i]-ch[m-2]) <= 0) m--;
        ch[m++] = p[i];
    }
    if(n > 1) m--;
    return m;
}

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

double Dist2(Point p1, Point p2)
{
    return (p1.x-p2.x)*(p1.x-p2.x)+(p1.y-p2.y)*(p1.y-p2.y);
}

// 返回点集直径的平方
double RotatingCalipers(Point *P, int n) //旋转卡壳
{
    if(n == 1) return 0;
    if(n == 2) return Dist2(P[0], P[1]);
    P[n] = P[0]; //避免取模
    double ans = 0;
    for(int u = 0, v = 1; u < n; u++)
    {
        //一条直线贴住边p[u]-p[u+1]
        for(;;)
        {
            // 当Area(p[u], p[u+1], p[v+1]) <= Area(p[u], p[u+1], p[v])时停止旋转
            // 即Cross(p[u+1]-p[u], p[v+1]-p[u]) - Cross(p[u+1]-p[u], p[v]-p[u]) <= 0
            // 根据Cross(A,B) - Cross(A,C) = Cross(A,B-C)
            // 化简得Cross(p[u+1]-p[u], p[v+1]-p[v]) <= 0
            double diff = Cross(P[u+1]-P[u], P[v+1]-P[v]);
            if(diff <= 0)
            {
                ans = max(ans, Dist2(P[u], P[v])); // u和v是对踵点
                if(diff == 0) ans = max(ans, Dist2(P[u], P[v+1])); // diff == 0时u和v+1也是对踵点
                break; //即边平行
            }
            v = (v + 1) % n;
        }
    }
    return ans;
}
//半平面交(返回半平面交点的个数)

//点p在有向直线L的左边
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;
}

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标
    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)
            //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) 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;
}

Point read_point()
{
    Point A;
    scanf("%lf%lf", &A.x, &A.y);
    return A;
}

int n;
const int maxn = 210;

Point P[maxn], poly[maxn];
Line L[maxn];
Vector v1[maxn], v2[maxn];

int read_case()
{
    scanf("%d", &n);
    if(!n) return 0;
    for(int i = 0; i < n; i++) P[i] = read_point();
    for(int i = 0; i < n; i++)
    {
        v1[i] = P[(i+1)%n]-P[i];
        v2[i] = Normal(v1[i]); //法向量
    }
    return 1;
}

void solve()
{
    double lo = 0, hi = 20000;
    while(hi-lo > 1e-6)
    {
        double mid = lo + (hi-lo)/2;
        for(int i = 0; i < n; i++) L[i] = Line(P[i]+v2[i]*mid, v1[i]); //沿着法向量收缩,很巧妙的。
        int m = HalfPlaneIntersection(L, n, poly);
        if(!m) hi = mid; else lo = mid;
    }
    printf("%.6lf\n", lo);
}

int main()
{
    while(read_case())
    {
        solve();
    }
    return 0;
}

 

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