三维凸包模板

今天遇到了个3维凸包问题的题,网上找了2个模板。。感谢菊苣们。。不要嫌弃我转载一下下啊。。。orz

/*给出三维空间中的n个顶点,求解由这n个顶点构成的凸包表面的多边形个数.
增量法求解:首先任选4个点形成的一个四面体,然后每次新加一个点,分两种情况:
           1> 在凸包内,则可以跳过
           2> 在凸包外,找到从这个点可以"看见"的面,删除这些面,
然后对于一边没有面的线段,和新加的这个点新建一个面,至于这个点可以看见的面,
就是求出这个面的方程(可以直接求法向量).
下面是三维凸包的模板。。有了这个模板应该对付三维凸包的题就没问题了吧。。*/
#include<iostream>
#include<cmath>
#include<cstring>
#include<cstdlib>
#include<algorithm>
using namespace std;
const int MAXN=505;
const double EPS=1e-8;
struct Point
{
       double x,y,z;
       Point(){}
       Point(double xx,double yy,double zz):x(xx),y(yy),z(zz){}

       Point operator -(const Point p1)                                           //两向量之差 
       {
             return Point(x-p1.x,y-p1.y,z-p1.z);
       }

       Point operator *(Point p)                                                 //叉乘 
       {
             return Point(y*p.z-z*p.y,z*p.x-x*p.z,x*p.y-y*p.x);
       } 

       double operator ^(Point p)                                               //点乘 
       {
              return (x*p.x+y*p.y+z*p.z);
       }
};
struct CH3D
{
       struct face
       {
              int a,b,c;                                                        //表示凸包一个面上三个点的编号
              bool ok;                                                          //表示该面是否属于最终凸包中的面
       };

       int n;                                                                   //初始顶点数 
       Point P[MAXN];                                                           //初始顶点

       int num;                                                                 //凸包表面的三角形数
       face F[8*MAXN];  

       int g[MAXN][MAXN];                                                       //凸包表面的三角形

       double vlen(Point a)                                                     //向量长度
       {
              return sqrt(a.x*a.x+a.y*a.y+a.z*a.z);
       }

       Point cross(const Point &a, const Point &b, const Point &c)             //叉乘 
       {
             return Point((b.y-a.y)*(c.z-a.z)-(b.z-a.z)*(c.y-a.y),-((b.x-a.x)*(c.z-a.z)
                 -(b.z-a.z)*(c.x-a.x)),(b.x-a.x)*(c.y-a.y)-(b.y-a.y)*(c.x-a.x));
       }
       double area(Point a,Point b,Point c)                                   //三角形面积*2
       {
              return vlen((b-a)*(c-a));
       }

       double volume(Point a,Point b,Point c,Point d)                        //四面体有向体积*6
       {
              return (b-a)*(c-a)^(d-a);
       }

       double dblcmp(Point &p,face &f)                                       //正:点在面同向
       {
              Point m=P[f.b]-P[f.a];
              Point n=P[f.c]-P[f.a];
              Point t=p-P[f.a];
              return (m*n)^t;
       }

       void deal(int p,int a,int b)
       {
            int f=g[a][b];
            face add;
            if(F[f].ok)
            {
                 if(dblcmp(P[p],F[f])>EPS)
                     dfs(p,f);
                 else
                 {
                     add.a=b;    
                     add.b=a;
                     add.c=p;
                     add.ok=1;
                     g[p][b]=g[a][p]=g[b][a]=num;
                     F[num++]=add;
                 }
            }
       }

       void dfs(int p,int now)
       {
            F[now].ok=0;
            deal(p,F[now].b,F[now].a);
            deal(p,F[now].c,F[now].b);
            deal(p,F[now].a,F[now].c);
       }

       bool same(int s,int t)
       {
            Point &a=P[F[s].a];
            Point &b=P[F[s].b];
            Point &c=P[F[s].c];
            return fabs(volume(a,b,c,P[F[t].a]))<EPS && fabs(volume(a,b,c,P[F[t].b]))<EPS
                && fabs(volume(a,b,c,P[F[t].c]))<EPS;
       }

       void solve()                                                         //构建三维凸包
       {
            int i,j,tmp;
            face add;
            bool flag=true;
            num=0;
            if(n<4)
               return;
            for(i=1;i<n;i++)                                              //此段是为了保证前四个点不共面,若以保证,则可去掉
            {
                if(vlen(P[0]-P[i])>EPS)
                {
                       swap(P[1],P[i]);
                       flag=false;
                       break;
                }
            }
            if(flag)
                return;
            flag=true;
            for(i=2;i<n;i++)                                             //使前三点不共线
            {
                 if(vlen((P[0]-P[1])*(P[1]-P[i]))>EPS)
                 {
                       swap(P[2],P[i]);
                       flag=false;
                       break;
                 }
            }
            if(flag)
                return;
            flag=true;
            for(i=3;i<n;i++)                                            //使前四点不共面
            {
                  if(fabs((P[0]-P[1])*(P[1]-P[2])^(P[0]-P[i]))>EPS)
                  {
                        swap(P[3],P[i]);
                        flag=false;
                        break;
                  }
            }
            if(flag)
                return;
            for(i=0;i<4;i++)
            {
                   add.a=(i+1)%4;
                   add.b=(i+2)%4;
                   add.c=(i+3)%4;
                   add.ok=true;
                   if(dblcmp(P[i],add)>0)
                       swap(add.b,add.c);
                   g[add.a][add.b]=g[add.b][add.c]=g[add.c][add.a]=num;
                   F[num++]=add;
            }
            for(i=4;i<n;i++)
            {
                for(j=0;j<num;j++)
                {
                     if(F[j].ok && dblcmp(P[i],F[j])>EPS)
                     {
                          dfs(i,j);
                          break;
                     }
                }
            }
            tmp=num;
            for(i=num=0;i<tmp;i++)
              if(F[i].ok)
              {
                     F[num++]=F[i];
              }
       }

       double area()                                                     //表面积
       {
              double res=0.0;
              if(n==3)
              {
                   Point p=cross(P[0],P[1],P[2]);
                   res=vlen(p)/2.0;
                   return res;
              }        
              for(int i=0;i<num;i++)
                 res+=area(P[F[i].a],P[F[i].b],P[F[i].c]);
              return res/2.0;
       }

       double volume()                                                  //体积
       {
              double res=0.0;
              Point tmp(0,0,0);
              for(int i=0;i<num;i++)
                 res+=volume(tmp,P[F[i].a],P[F[i].b],P[F[i].c]);
              return fabs(res/6.0);
       }

       int triangle()                                                  //表面三角形个数    
       {
              return num;
       }

       int polygon()                                                   //表面多边形个数
       {
           int i,j,res,flag;
           for(i=res=0;i<num;i++)
           {
                flag=1;
                for(j=0;j<i;j++)
                 if(same(i,j))
                 {
                      flag=0;
                      break;
                 }
                res+=flag;
           }
           return res;
       }
       Point getcent()//求凸包质心 
       {
           Point ans(0,0,0),temp=P[F[0].a]; 
           double v = 0.0,t2; 
           for(int i=0;i<num;i++){ 
               if(F[i].ok == true){ 
                   Point p1=P[F[i].a],p2=P[F[i].b],p3=P[F[i].c]; 
                   t2 = volume(temp,p1,p2,p3)/6.0;//体积大于0,也就是说,点 temp 不在这个面上 
                   if(t2>0){ 
                       ans.x += (p1.x+p2.x+p3.x+temp.x)*t2; 
                       ans.y += (p1.y+p2.y+p3.y+temp.y)*t2; 
                       ans.z += (p1.z+p2.z+p3.z+temp.z)*t2; 
                       v += t2; 
                   } 
               } 
           } 
           ans.x /= (4*v); ans.y /= (4*v); ans.z /= (4*v); 
           return ans; 
        } 
        double function(Point fuck){//点到凸包上的最近距离(枚举每个面到这个点的距离)            
           double min=99999999; 
           for(int i=0;i<num;i++){ 
               if(F[i].ok==true){ 
                   Point p1=P[F[i].a] , p2=P[F[i].b] , p3=P[F[i].c];                    
                   double a = ( (p2.y-p1.y)*(p3.z-p1.z)-(p2.z-p1.z)*(p3.y-p1.y) ); 
                   double b = ( (p2.z-p1.z)*(p3.x-p1.x)-(p2.x-p1.x)*(p3.z-p1.z) ); 
                   double c = ( (p2.x-p1.x)*(p3.y-p1.y)-(p2.y-p1.y)*(p3.x-p1.x) ); 
                   double d = ( 0-(a*p1.x+b*p1.y+c*p1.z) ); 
                   double temp = fabs(a*fuck.x+b*fuck.y+c*fuck.z+d)/sqrt(a*a+b*b+c*c);                    
                   if(temp<min)min = temp; 
               } 
           }
           return min; 
       } 

};
CH3D hull;

另外一份

/***********基础*************/
struct Point3 {
  double x, y, z;
  Point3(double x=0, double y=0, double z=0):x(x),y(y),z(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, double p) { return Vector3(A.x/p, A.y/p, A.z/p); }

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 Dot(D-A, Cross(B-A, C-A)); }
// 四面体的重心
Point3 Centroid(const Point3& A, const Point3& B, const Point3& C, const Point3& D) { return (A + B + C + D)/4.0; }

/************点线面*************/
// 点p到平面p0-n的距离。n必须为单位向量
double DistanceToPlane(const Point3& p, const Point3& p0, const Vector3& n) {
  return fabs(Dot(p-p0, n)); // 如果不取绝对值,得到的是有向距离
}

// 点p在平面p0-n上的投影。n必须为单位向量
Point3 GetPlaneProjection(const Point3& p, const Point3& p0, const Vector3& n) {
  return p-n*Dot(p-p0, n);
}

//直线p1-p2 与平面p0-n的交点
Point3 LinePlaneIntersection(Point3 p1, Point3 p2, Point3 p0, Vector3 n)
{
    vector3 = p2-p1;
    double t = (Dot(n, p0-p1) / Dot(n, p2-p1));//分母为0,直线与平面平行或在平面上
    return p1 + v*t; //如果是线段 判断t是否在0~1之间
}

// 点P到直线AB的距离
double DistanceToLine(const Point3& P, const Point3& A, const Point3& B) {
  Vector3 v1 = B - A, v2 = P - A;
  return Length(Cross(v1, v2)) / Length(v1);
}

//点到线段的距离
double DistanceToSeg(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);  
}

//求异面直线 p1+s*u与p2+t*v的公垂线对应的s 如果平行|重合,返回false
bool LineDistance3D(Point3 p1, Vector3 u, Point3 p2, Vector3 v, double& s)
{
    double b = Dot(u, u) * Dot(v, v) - Dot(u, v) * Dot(u, v);
    if(dcmp(b) == 0) return false;
    double a = Dot(u, v) * Dot(v, p1-p2) - Dot(v, v) * Dot(u, p1-p2);
    s = a/b;
    return true;
}

// p1和p2是否在线段a-b的同侧
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;
}

// 点P在三角形P0, P1, P2中
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);
}

// 三角形P0P1P2是否和线段AB相交
bool TriSegIntersection(const Point3& P0, const Point3& P1, const Point3& P2, const Point3& A, const Point3& B, Point3& P) {
  Vector3 n = Cross(P1-P0, P2-P0);
  if(dcmp(Dot(n, B-A)) == 0) return false; // 线段A-B和平面P0P1P2平行或共面
  else { // 平面A和直线P1-P2有惟一交点
    double t = Dot(n, P0-A) / Dot(n, B-A);
    if(dcmp(t) < 0 || dcmp(t-1) > 0) return false; // 不在线段AB上
    P = A + (B-A)*t; // 交点
    return PointInTri(P, P0, P1, P2);
  }
}

//空间两三角形是否相交
bool TriTriIntersection(Point3* T1, Point3* T2) {
  Point3 P;
  for(int i = 0; i < 3; i++) {
    if(TriSegIntersection(T1[0], T1[1], T1[2], T2[i], T2[(i+1)%3], P)) return true;
    if(TriSegIntersection(T2[0], T2[1], T2[2], T1[i], T1[(i+1)%3], P)) return true;
  }
  return false;
}

//空间两直线上最近点对 返回最近距离 点对保存在ans1 ans2中
double SegSegDistance(Point3 a1, Point3 b1, Point3 a2, Point b2)
{
    Vector v1 = (a1-b1), v2 = (a2-b2);
    Vector N = Cross(v1, v2);
    Vector ab = (a1-a2);
    double ans = Dot(N, ab) / Length(N);
    Point p1 = a1, p2 = a2;
    Vector d1 = b1-a1, d2 = b2-a2;
    double t1, t2;
    t1 = Dot((Cross(p2-p1, d2)), Cross(d1, d2));
    t2 = Dot((Cross(p2-p1, d1)), Cross(d1, d2));
    double dd = Length((Cross(d1, d2)));
    t1 /= dd*dd;
    t2 /= dd*dd;
    ans1 = (a1 + (b1-a1)*t1);
    ans2 = (a2 + (b2-a2)*t2);
    return fabs(ans);
}

// 判断P是否在三角形A, B, C中,并且到三条边的距离都至少为mindist。保证P, A, B, C共面
bool InsideWithMinDistance(const Point3& P, const Point3& A, const Point3& B, const Point3& C, double mindist) {
  if(!PointInTri(P, A, B, C)) return false;
  if(DistanceToLine(P, A, B) < mindist) return false;
  if(DistanceToLine(P, B, C) < mindist) return false;
  if(DistanceToLine(P, C, A) < mindist) return false;
  return true;
}

// 判断P是否在凸四边形ABCD(顺时针或逆时针)中,并且到四条边的距离都至少为mindist。保证P, A, B, C, D共面
bool InsideWithMinDistance(const Point3& P, const Point3& A, const Point3& B, const Point3& C, const Point3& D, double mindist) {
  if(!PointInTri(P, A, B, C)) return false;
  if(!PointInTri(P, C, D, A)) return false;
  if(DistanceToLine(P, A, B) < mindist) return false;
  if(DistanceToLine(P, B, C) < mindist) return false;
  if(DistanceToLine(P, C, D) < mindist) return false;
  if(DistanceToLine(P, D, A) < mindist) return false;
  return true;
}


/*************凸包相关问题*******************/
//加干扰
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());
}

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是否能看见P[i]
  int CanSee(const vector<Point3>& P, int i) const {
    return Dot(P[i]-P[v[0]], Normal(P)) > 0;
  }
};

// 增量法求三维凸包
// 注意:没有考虑各种特殊情况(如四点共面)。实践中,请在调用前对输入点进行微小扰动
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)); // 由于已经进行扰动,前三个点不共线
  cur.push_back(Face(2, 1, 0));
  for(int i = 3; i < n; i++) {
    vector<Face> next;
    // 计算每条边的“左面”的可见性
    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)是分界线,左边对P[i]可见
          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_point3(); P2[i] = add_noise(P[i]); }
    faces = CH3D(P2);
    return true;
  }

  //三维凸包重心
  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;
  }
  //凸包重心到表面最近距离
  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;
  }
};

//三维凸包
struct Point  
{  
    double x, y, z;  
    Point(double x = 0, double y = 0, double z = 0) : x(x), y(y), z(z) {}  

    inline void read()  
    {  
        scanf("%lf%lf%lf", &x, &y, &z);  
    }  

    //两向量之差   
    inline Point operator- (Point p)  
    {  
        return Point(x - p.x, y - p.y, z - p.z);  
    }  

    //两向量之和   
    inline Point operator+ (Point p)  
    {  
        return Point(x + p.x, y + p.y, z + p.z);  
    }  

    //叉乘   
    inline Point operator* (Point p)  
    {  
        return Point(y * p.z - z * p.y, z * p.x - x * p.z, x * p.y - y * p.x);  
    }  

    inline Point operator* (double d)  
    {  
        return Point(x * d, y * d, z * d);  
    }  

    inline Point operator/ (double d)  
    {  
        return Point(x / d, y / d, z / d);  
    }  

    //点乘   
    inline double operator^ (Point p)  
    {  
        return (x * p.x + y * p.y + z * p.z);  
    }  
};  

struct CH3D  
{  
    struct face  
    {  
        //表示凸包一个面上的三个点的编号   
        int a,b,c;  
        //表示该面是否属于最终凸包上的面   
        bool ok;  
    };  
    //初始顶点数   
    int n;  
    //初始顶点   
    Point P[MAXN];  
    //凸包表面的三角形数   
    int num;  
    //凸包表面的三角形   
    face F[8*MAXN];  
    //凸包表面的三角形   
    int g[MAXN][MAXN];  
    //向量长度   
    inline double Length(Point a)  
    {  
        return sqrt(a.x * a.x + a.y * a.y + a.z * a.z);  
    }  
    //叉乘   
    inline Point cross(Point a, Point b, Point c)  
    {  
        return Point((b.y - a.y) * (c.z - a.z) - (b.z - a.z) * (c.y - a.y),  
                     (b.z - a.z) * (c.x - a.x) - (b.x - a.x) * (c.z - a.z),  
                     (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)  
                    );  
    }  
    //三角形面积*2   
    inline double area(Point a, Point b, Point c)  
    {  
        return Length((b - a) * (c - a));  
    }  
    //四面体有向体积*6   
    inline double volume(Point a, Point b, Point c, Point d)  
    {  
        return (b - a) * (c - a) ^ (d - a);  
    }  
    //正:点在面同向   
    inline double dblcmp(Point p, face f)  
    {  
        Point m = P[f.b] - P[f.a];  
        Point n = P[f.c] - P[f.a];  
        Point t = p - P[f.a];  
        return (m * n) ^ t;  
    }  
    void deal(int p, int a, int b)  
    {  
        int f = g[a][b];//搜索与该边相邻的另一个平面   
        face add;  
        if(F[f].ok)  
        {  
            if(dblcmp(P[p],F[f])>eps)  
                dfs(p,f);  
            else  
            {  
                add.a = b;  
                add.b = a;  
                add.c = p;//这里注意顺序,要成右手系   
                add.ok = true;  
                g[p][b] = g[a][p] = g[b][a] = num;  
                F[num++] = add;  
            }  
        }  
    }  
    void dfs(int p, int now)//递归搜索所有应该从凸包内删除的面   
    {  
        F[now].ok = 0;  
        deal(p,F[now].b, F[now].a);  
        deal(p,F[now].c, F[now].b);  
        deal(p,F[now].a, F[now].c);  
    }  
    bool same(int s, int t)  
    {  
        Point &a = P[F[s].a];  
        Point &b = P[F[s].b];  
        Point &c = P[F[s].c];  
        return fabs(volume(a, b, c, P[F[t].a])) < eps &&  
               fabs(volume(a, b, c, P[F[t].b])) < eps &&  
               fabs(volume(a, b, c, P[F[t].c])) < eps;  
    }  
    //构建三维凸包   
    void create()  
    {  
        face add;  

        num = 0;  
        if(n < 4) return;  
        //**********************************************   
        //此段是为了保证前四个点不共面   
        bool flag = true;  
        FF(i, 1, n)  
        {  
            if(Length(P[0] - P[i]) > eps)  
            {  
                swap(P[1], P[i]);  
                flag=false;  
                break;  
            }  
        }  
        if(flag) return;  
        flag = true;  
        //使前三个点不共线   
        FF(i, 2, n)  
        {  
            if(Length((P[0] - P[1]) * (P[1] - P[i])) > eps)  
            {  
                swap(P[2], P[i]);  
                flag = false;  
                break;  
            }  
        }  
        if(flag) return;  
        flag = true;  
        //使前四个点不共面   
        FF(i, 3, n)  
        {  
            if(fabs((P[0] - P[1]) * (P[1] - P[2]) ^ (P[0] - P[i])) > eps)  
            {  
                swap(P[3], P[i]);  
                flag = false;  
                break;  
            }  
        }  
        if(flag) return;  
        //*****************************************   
        REP(i, 4)  
        {  
            add.a = (i + 1) % 4;  
            add.b = (i + 2) % 4;  
            add.c = (i + 3) % 4;  
            add.ok = true;  
            if(dblcmp(P[i], add) > 0)  
                swap(add.b, add.c);  
            g[add.a][add.b] = g[add.b][add.c] = g[add.c][add.a] = num;  
            F[num++] = add;  
        }  
        FF(i, 4, n)  
        {  
            REP(j, num)  
            {  
                if(F[j].ok && dblcmp(P[i],F[j]) > eps)  
                {  
                    dfs(i, j);  
                    break;  
                }  
            }  
        }  
        int tmp = num;  
        num = 0;  
        REP(i, tmp)  
            if(F[i].ok)  
                F[num++] = F[i];  

    }  
    //表面积   
    double area()  
    {  
        double res = 0;  
        if(n == 3)  
        {  
            Point p = cross(P[0], P[1], P[2]);  
            res = Length(p) / 2.0;  
            return res;  
        }  
        REP(i, num)  
            res += area(P[F[i].a], P[F[i].b], P[F[i].c]);  
        return res / 2.0;  
    }  
    double volume()  
    {  
        double res = 0;  
        Point tmp(0, 0, 0);  
        REP(i, num)  
            res += volume(tmp, P[F[i].a], P[F[i].b], P[F[i].c]);  
        return fabs(res / 6.0);  
    }  
    //表面三角形个数   
    inline int triangle()  
    {  
        return num;  
    }  
    //表面多边形个数   
    int polygon()  
    {  
        int res = 0, flag;  
        REP(i, num)  
        {  
            flag = 1;  
            REP(j, i)  
                if(same(i, j))  
                {  
                    flag = 0;  
                    break;  
                }  
            res += flag;  
        }  
        return res;  
    }  
    //三维凸包重心   
    Point barycenter()  
    {  
        Point ans(0,0,0), t(0,0,0);  
        double all = 0, vol;  
        REP(i, num)  
        {  
            vol = volume(t, P[F[i].a], P[F[i].b], P[F[i].c]);  
            ans = ans + (t + P[F[i].a] + P[F[i].b] + P[F[i].c]) / 4.0 * vol;  
            all += vol;  
        }  
        return ans / all;  
    }  
    //点到面的距离   
    inline double ptoface(Point p, int i)  
    {  
        double Len = Length((P[F[i].b] - P[F[i].a]) * (P[F[i].c] - P[F[i].a]));  
        return fabs(volume(P[F[i].a], P[F[i].b], P[F[i].c],p) / Len);  
    }  
} hull;
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