Morley定理是这样的,作三角形ABC每个内角的三等分线,相交成三角形DEF,则DEF是等边三角形。
你的任务是根据A,B,C 3个点的位置确定D,E,F 3个点的位置。
#include<cstdio>
#include<cmath>
#include<algorithm>
using namespace std;
struct Point
{
double x, y;
Point(double x = 0, double y = 0) : x(x), y(y) { }
};
typedef Point Vector;
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);
}
bool operator < (const Point& a, const Point& b)
{
return a.x < b.x || (a.x == b.x && a.y < b.y);
}
const double eps = 1e-10;
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;
}
double Dot(Vector A, Vector B)
{
return A.x * B.x + A.y * B.y; //点乘
}
double Length(Vector A)
{
return sqrt(Dot(A, A)); //向量的模
}
double Angle(Vector A, Vector B)
{
return acos(Dot(A, B) / Length(A) / Length(B)); //两个向量的夹角
}
double Cross(Vector A, Vector B)
{
return A.x * B.y - A.y * B.x; //叉乘
}
double Area(Point A, Point B, Point C)
{
return Cross(B - A, C - A); //三个点组成的三角形的面积
}
Vector Rotate(Vector A, double rad) //向量A逆时针旋转rad弧度后的坐标
{
return Vector(A.x * cos(rad) - A.y * sin(rad), A.x * sin(rad) + A.y * cos(rad));
}
//求直线交点(利用直线的参数方程)
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;
}
Point getD(Point A, Point B, Point C)
{
Vector v1 = C - B;
double a1 = Angle(A-B, v1);
v1 = Rotate(v1, a1/3);
Vector v2 = B - C;
double a2 = Angle(A-C, v2);
v2 = Rotate(v2, -a2/3);
return GetLineIntersection(B, v1, C, v2);
}
int main()
{
int T;
Point A, B, C, D, E, F;
scanf("%d",&T);
while(T--)
{
scanf("%lf%lf%lf%lf%lf%lf",&A.x, &A.y, &B.x, &B.y, &C.x, &C.y);
D = getD(A, B, C);
E = getD(B, C, A);
F = getD(C, A, B);
printf("%.6lf %.6lf %.6lf %.6lf %.6lf %.6lf\n", D.x, D.y, E.x, E.y, F.x, F.y);
}
return 0;
}