当时居然没想到转成直角坐标系计算,一搜居然发现有余弦公式:cosA = (cosa-cosb*cosc)/(sinb*sinc),果断用之。a, b, c是单位球下角A, B, C所对的弧长。
#include <math.h>
#include <stdio.h>
#define torad(x) x=x/180*3.14159265358979323846
#define todeg(x) x=x*180/3.14159265358979323846
double x[3], y[3], z[3];
double a, b, c;
double A, B, C;
double cal(int i, int j)
{
return 2*asin(sqrt(pow(x[i]-x[j], 2)+
pow(y[i]-y[j], 2)+pow(z[i]-z[j], 2))/2);
}
int main()
{
int T;
double longi, lati;
scanf("%d", &T);
while(T --)
{
for(int i=0; i<3; ++i)
{
scanf("%lf%lf", &longi, &lati);
torad(longi), torad(lati);
x[i] = cos(lati)*cos(longi);
y[i] = cos(lati)*sin(longi);
z[i] = sin(lati);
}
a = cal(0, 1);
b = cal(2, 1);
c = cal(0, 2);
A = acos((cos(a)-cos(b)*cos(c))/(sin(b)*sin(c)));
B = acos((cos(b)-cos(a)*cos(c))/(sin(a)*sin(c)));
C = acos((cos(c)-cos(b)*cos(a))/(sin(b)*sin(a)));
A = A + B + C;
printf("%.2lf\n", todeg(A));
}
return 0;
}