HDU 5733 tetrahedron (求四面体内切球模板)
来源:互联网 发布:c 怎么获取数组长度 编辑:程序博客网 时间:2024/04/30 01:04
转自:点击打开链接
给四个点让求内接圆心。
就求呗~
内心公式:
设四面体A1A2A3A4的顶点Ai多对的侧面积为Si(i=1,2,3,4),顶点Ai的坐标为(xi,yi,zi)(i=1,2,3,4),四面体内心I的坐标为(xi,yi,zi),则
x1=(s1*x1+s2*x2+s3*x3+s4*x4)/(s1+s2+s3+s4);
y1=(s1*y1+s2*y2+s3*y3+s4*y4)/(s1+s2+s3+s4);
z1=(s1*z1+s2*z2+s3*z3+s4*z4)/(s1+s2+s3+s4);
外心公式:
任取三个点对,两点间的中垂面焦点即为外接圆心。
下面上代码,求面积的时候不要用海伦公式,用向量法。不然吃精度,算不出来。
#include <iostream>#include <cstdio>#include <cstring>#include <cmath>#include <algorithm>#include <string>#include <cstdlib>#include <vector>#include <set>#include <map>using namespace std;const double EPS = 1e-6;struct Point3{ double x,y,z; Point3() {} Point3(double x,double y,double z):x(x),y(y),z(z) {}};typedef Point3 Vec3;Vec3 operator + (Vec3 A,Vec3 B){ return Vec3(A.x + B.x,A.y + B.y,A.z + B.z);}Vec3 operator - (Point3 A,Point3 B){ return Vec3(A.x-B.x,A.y-B.y,A.z-B.z);}Vec3 operator * (Vec3 A,double p){ return Vec3(A.x * p,A.y * p,A.z * p);}Vec3 operator / (Vec3 A,double p){ return Vec3(A.x / p,A.y / p,A.z / p);}int dcmp(double x){ return fabs(x) < EPS ? 0 : (x <0 ? -1:1);}double Dot3(Vec3 A, Vec3 B){ return A.x * B.x + A.y * B.y + A.z * B.z;}double Length3(Vec3 A){ return sqrt(Dot3(A,A));}double Angle(Vec3 A,Vec3 B){ return acos(Dot3(A,B) / Length3(A) / Length3(B));}Vec3 Cross3(Vec3 A,Vec3 B){ return Vec3(A.y * B.z - A.z * B.y, A.z * B.x - A.x * B.z, A.x * B.y - A.y * B.x);}struct Plane{ Vec3 n; Point3 p0; Plane() {} Plane(Vec3 nn,Point3 pp0) { n = nn/Length3(nn); p0 = pp0; } Plane(Point3 a,Point3 b,Point3 c) { Point3 nn = Cross3(b-a,c-a); n = nn/Length3(nn); p0 = a; }};Plane jpfPlane(Point3 a1,Point3 a2,Point3 b,Point3 c){ Plane p1 = Plane(a1, b, c),p2 = Plane(a2,c,b); Vec3 temp = p1.n + p2.n; return Plane(Cross3(temp, c-b),b);}Point3 LinePlaneIntersection(Point3 p1,Point3 p2,Plane a){ Point3 p0 = a.p0; Vec3 n = a.n,v = p2-p1; double t = (Dot3(n,p0-p1) / Dot3(n,p2-p1)); return p1 + v * t;}Point3 PlaneInsertion(Plane a,Plane b,Plane c){ Vec3 nn = Cross3(a.n,b.n),use = Cross3(nn,a.n); Point3 st = LinePlaneIntersection(a.p0, a.p0+use,b); return LinePlaneIntersection(st, st+nn, c);}double DistanceToPlane(Point3 p,Plane a){ Point3 p0 = a.p0; Vec3 n = a.n; return fabs(Dot3(p-p0,n)) / Length3(n);}bool isOnPlane(Point3 a,Point3 b,Point3 c,Point3 d){ double t = Dot3(d-a,Cross3(b-a, c-a)); return dcmp(t)==0;}int main(){ //freopen("in.txt", "r", stdin); // freopen("out.txt", "w", stdout); int x,y,z; Point3 p[4]; while(scanf("%d%d%d",&x,&y,&z)==3) { p[0] = Point3((double)x,(double)y,(double)z); for(int i=1; i<4; i++) { scanf("%d%d%d",&x,&y,&z); p[i] = Point3((double)x,(double)y,(double)z); } if(isOnPlane(p[0],p[1],p[2],p[3])) { puts("O O O O"); } else { Plane a = jpfPlane(p[0],p[1],p[2],p[3]), b = jpfPlane(p[1],p[2],p[3],p[0]), c = jpfPlane(p[2],p[3],p[0],p[1]); Point3 center = PlaneInsertion(a, b, c); double r = DistanceToPlane(center, Plane(p[0],p[1],p[2])); printf("%.3f %.3f %.3f %.3f\n",center.x,center.y,center.z,r); } } return 0;}
//已知3点坐标,求平面ax+by+cz+d=0; void get_panel(Point p1,Point p2,Point p3,double &a,double &b,double &c,double &d){ a = ( (p2.y-p1.y)*(p3.z-p1.z)-(p2.z-p1.z)*(p3.y-p1.y) ); b = ( (p2.z-p1.z)*(p3.x-p1.x)-(p2.x-p1.x)*(p3.z-p1.z) ); c = ( (p2.x-p1.x)*(p3.y-p1.y)-(p2.y-p1.y)*(p3.x-p1.x) ); d = ( 0-(a*p1.x+b*p1.y+c*p1.z) );}// 已知三点坐标,求法向量Vec3 get_Normal(Point p1,Point p2,Point p3){ a = ( (p2.y-p1.y)*(p3.z-p1.z)-(p2.z-p1.z)*(p3.y-p1.y) ); b = ( (p2.z-p1.z)*(p3.x-p1.x)-(p2.x-p1.x)*(p3.z-p1.z) ); c = ( (p2.x-p1.x)*(p3.y-p1.y)-(p2.y-p1.y)*(p3.x-p1.x) ); return Vec3(a,b,c);}//点到平面距离 double dis_pt2panel(Point pt,double a,double b,double c,double d){ return f_abs(a*pt.x+b*pt.y+c*pt.z+d)/sqrt(a*a+b*b+c*c);}
#include <cstdio> #include <cstdlib> #include <cstring> #include <algorithm> #include <cmath> using namespace std; const double EPS = 1e-9; const int MAXN = 40; struct Point3 //空间点 { double x, y, z; Point3( double x=0, double y=0, double z=0 ): x(x), y(y), z(z) { } Point3( const Point3& a ) { x = a.x; y = a.y; z = a.z; return; } void showP() { printf("%f %f %f \n", x, y, z); } Point3 operator+( Point3& rhs ) { return Point3( x+rhs.x, y+rhs.y, z+rhs.z ); } }; struct Line3 //空间直线 { Point3 a, b; }; struct plane3 //空间平面 { Point3 a, b, c; plane3() {} plane3( Point3 a, Point3 b, Point3 c ): a(a), b(b), c(c) { } void showPlane() { a.showP(); b.showP(); c.showP(); return; } }; double dcmp( double a ) { if ( fabs( a ) < EPS ) return 0; return a < 0 ? -1 : 1; } //三维叉积 Point3 Cross3( Point3 u, Point3 v ) { Point3 ret; ret.x = u.y * v.z - v.y * u.z; ret.y = u.z * v.x - u.x * v.z; ret.z = u.x * v.y - u.y * v.x; return ret; } //三维点积 double Dot3( Point3 u, Point3 v ) { return u.x * v.x + u.y * v.y + u.z * v.z; } //矢量差 Point3 Subt( Point3 u, Point3 v ) { Point3 ret; ret.x = u.x - v.x; ret.y = u.y - v.y; ret.z = u.z - v.z; return ret; } //两点距离 double TwoPointDistance( Point3 p1, Point3 p2 ) { return sqrt( (p1.x - p2.x)*(p1.x - p2.x) + (p1.y - p2.y)*(p1.y - p2.y) + (p1.z - p2.z)*(p1.z - p2.z) ); } //向量的模 double VectorLenth( Point3 p ) { return sqrt( p.x*p.x + p.y*p.y + p.z*p.z ); } //空间直线距离 double LineToLine( Line3 u, Line3 v, Point3& tmp ) { tmp = Cross3( Subt( u.a, u.b ), Subt( v.a, v.b ) ); return fabs( Dot3( Subt(u.a, v.a), tmp ) ) / VectorLenth(tmp); } //取平面法向量 Point3 pvec( plane3 s ) { return Cross3( Subt( s.a, s.b ), Subt( s.b, s.c ) ); } //空间平面与直线的交点 Point3 Intersection( Line3 l, plane3 s ) { Point3 ret = pvec(s); double t = ( ret.x*(s.a.x-l.a.x)+ret.y*(s.a.y-l.a.y)+ret.z*(s.a.z-l.a.z) )/( ret.x*(l.b.x-l.a.x)+ret.y*(l.b.y-l.a.y)+ret.z*(l.b.z-l.a.z) ); ret.x = l.a.x + ( l.b.x - l.a.x ) * t; ret.y = l.a.y + ( l.b.y - l.a.y ) * t; ret.z = l.a.z + ( l.b.z - l.a.z ) * t; return ret; }
阅读全文
0 0
- HDU 5733 tetrahedron (求四面体内切球模板)
- hdu5733 tetrahedron (求四面体内切球球心+点面距)
- hdu 5733 tetrahedron 求四面体内切球球心坐标及半径大小
- HDU 573 tetrahedron 三维计算几何(叉积, 四面体内切球)
- 【HDU5733 2016 Multi-University Training Contest 1K】【计算几何 公式做法】tetrahedron 四面体内切球圆心与半径
- 2016 Multi-University Training Contest 1 1011 hdu 5733 四面体内切球
- 四面体内接圆_______tetrahedron( hdu 5733 2016多校第一场 )
- 三维计算几何模板 hdu 5733 tetrahedron(不知为何WA)
- HDU 5733 tetrahedron(三维几何)
- HDU 5733 tetrahedron(空间计算几何)
- HDU 5733 tetrahedron(计算几何)
- (HDU 5733) tetrahedron <几何公式>
- HDU 5733 tetrahedron(计算几何)
- HDU 5733 tetrahedron
- 多校&&HDU.5733 tetrahedron
- HDU 5733 tetrahedron
- HDU-5733-tetrahedron-计算几何
- HDU 5733 tetrahedron(计算几何)【多校联合】
- Android开发者书籍推荐
- prototype.js常用函数详解
- Linux服务器信息查看
- Hdu 3016 Man Down【线段树+Dp】
- 移动端ionic App 资讯上下循环滚动的实现
- HDU 5733 tetrahedron (求四面体内切球模板)
- mybatis动态SQL
- ListView item的点击冲突解决办法
- 模拟unity自带地形的grass
- 008
- Zookeeper
- NSString字符串截取的几种方式
- 如何防止高并发
- 进程间的通信方式