hdu4998 旋转坐标系

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题意:
      一开始的时候有一个坐标系(正常的),然后有n个操作,每个操作是 x y d,意思是当前坐标系围绕x,y点逆时针旋转d度,最后让你输出三个数x y d,把这n个操作的最后结果,用一步等效过来,就是找到一个点,逆时针旋转一个度数,等于当前的这个状态。

思路:

      我们可以用一个向量来代表当前坐标系,每次操作把当前向量拆成两个点单独操作,假如当前向量a,b,绕点c旋转d度,那么我们可以等效向量c,a逆时针旋转d,然后向量c,b逆时针旋转d,这样就的到了两个新的向量,此时我们要根据这两个新的向量求出当前这两个点的新位置,然后再用当前的新位置和下一组操作,最后得到了最终的一个向量,现在我们只要求出初始向量和最终向量的转换关系就行了,这个地方首先我们求转换点,求法是两个向量的x,x'连线,y.y'连线,两条线段中垂线的交点,求出交点之后再用余弦定理求出夹角,然后在用向量的关系来判断要不要用2PI-当前度数,具体看代码。


#include<math.h>#include<algorithm>#include<stdio.h>#define maxn 60#define eps 1e-7#define PP (3.141592653589793238)using namespace std;int dcmp(double x)    {    if(fabs(x)<eps) return 0;    else return x<0?-1:1;}double toRad(double deg)   {    return deg/180.0*acos(-1.0);}struct Point{    double x,y;    Point(){}    Point(double x,double y):x(x),y(y) {}    void input()    {        scanf("%lf %lf",&x,&y);    }};typedef Point Vector;Vector operator+( Vector A, Vector B )      {    return Vector( A.x + B.x, A.y + B.y );}Vector operator-(Vector A,Vector 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 dcmp( A.x - B.x ) < 0 || ( dcmp( A.x - B.x ) == 0 && dcmp( A.y - B.y ) < 0 );}bool operator==( const Point& a, const Point& b )   {    return dcmp( a.x - b.x ) == 0 && dcmp( a.y - b.y ) == 0;}struct Line{    Point s,e;    Vector v;    Line() {}    Line(Point s,Point v,int type):        s(s),v(v){}    Line(Point s,Point e):s(s),e(e)    {v=e-s;}};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 Cross(B-A,C-A);}double Dist(Point A,Point B){    return Length(A-B);}Vector Rotate(Vector A, double rad){    return Vector(A.x*cos(rad)-A.y*sin(rad),A.x*sin(rad)+A.y*cos(rad));}Vector Normal(Vector A){    double L=Length(A);    return Vector(-A.y/L,A.x/L);}Point GetLineIntersection(Line l1,Line l2){    Point P=l1.s;    Vector v=l1.v;    Point Q=l2.s;    Vector w=l2.v;    Vector u=P-Q;    double t=Cross(w,u)/Cross(v,w);    return P+v*t;}double DistanceToLine(Point P,Line L){    Point A,B;    A=L.s,B=L.e;    Vector v1=B-A,v2=P-A;    return fabs(Cross(v1,v2))/Length(v1);}double DistanceToSegment(Point P, Line L){    Point A,B;    A=L.s,B=L.e;    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);}Point GetLineProjection(Point P,Line L){    Point A,B;    A=L.s,B=L.e;    Vector v=B-A;    return A+v*(Dot(v,P-A)/Dot(v,v));}double abss(double x){   return x < 0 ? -x : x;}bool OnSegment(Point p,Line l){    Point a1=l.s;    Point a2=l.e;    return dcmp(Cross(a1-p,a2-p))==0&&dcmp(Dist(p,a1)+Dist(p,a2)-Dist(a1,a2))==0;}bool Paralled(Line l1,Line l2){    return dcmp(Cross(l1.e-l1.s,l2.e-l2.s))==0;}bool SegmentProperIntersection(Line l1,Line l2){    if(Paralled(l1,l2))    {        return false;    }    Point t=GetLineIntersection(l1,l2);    if(OnSegment(t,l1))    {        return true;    }    return false;}int main (){   double x ,y ,p;   int T ,n ,i;   scanf("%d" ,&T);   while(T--)   {      scanf("%d" ,&n);      double nowx1  = 0 ,nowy1 = 0;      double nowx2  = 0 ,nowy2 = 101.0;      double sss = 0;;      Vector A ,B;      for(i = 1 ;i <= n ;i ++)      {         scanf("%lf %lf %lf" ,&x ,&y ,&p);         if(p == 0.0 || abss(p - PP * 2) <= 0.00001) continue;         sss += p;         A.x = nowx1 - x ,A.y = nowy1 - y;         B = Rotate(A ,p);         nowx1 = x + B.x ,nowy1 = y + B.y;         A.x = nowx2 - x ,A.y = nowy2 - y;         B = Rotate(A ,p);         nowx2 = x + B.x ,nowy2 = y + B.y;      }      if(nowx1 == 0.0 && nowy1 == 0.0)      {          double x4 = nowx2 ,y4 = nowy2;          double x3 = 0 ,y3 = 0;          double x1 = 0 ,y1 = 101.0;          double aaa;          double tmp = (x4 - x3) * (x1 - x3) + (y4 - y3) * (y1 - y3);          tmp = tmp / (pow(x4 - x3 ,2.0) + pow(y4 - y3 ,2.0));          aaa = acos(tmp);          double q1 = 0 ,q2 = 0;          if(nowx2 > 0.0) aaa = PP * 2 - aaa;            if(abss(aaa - PP * 2) <= 0.00001)aaa = 0;          printf("%lf %lf %lf\n" ,q1 ,q2 ,aaa);      }      else if(nowx2 == 0.0 && nowy2 == 101.0)      {          double x4 = nowx1 ,y4 = nowy1;          double x3 = 0 ,y3 = 101.0;          double x1 = 0 ,y1 = 0;          double aaa;          double tmp = (x4 - x3) * (x1 - x3) + (y4 - y3) * (y1 - y3);          tmp = tmp / (pow(x4 - x3 ,2.0) + pow(y4 - y3 ,2.0));          aaa = acos(tmp);          double q1 = 0 ,q2 = 101.0;          if(nowx1 < 0) aaa = PP * 2 - aaa;          if(abss(aaa - PP * 2) <= 0.00001)aaa = 0;          printf("%lf %lf %lf\n" ,q1 ,q2 ,aaa);      }      else      {            Point AA1;         AA1.x = AA1.y = 0;         Point BB1;         BB1.x = nowx1 ,BB1.y = nowy1;             Line now1 = Line((AA1 + BB1)/2 ,Normal(AA1 - BB1),1);                   Point AA2;         AA2.x = 0 ,AA2.y = 101.0;         Point BB2;         BB2.x = nowx2 ,BB2.y = nowy2;         Line now2 = Line((AA2 + BB2)/2 ,Normal(AA2 - BB2),1);              Point now = GetLineIntersection(now1 ,now2);         double x4 = nowx1 ,y4 = nowy1;         double x3 = now.x ,y3 = now.y;         double x1 = 0 ,y1 = 0;         double aaa;         double tmp = (x4 - x3) * (x1 - x3) + (y4 - y3) * (y1 - y3);         tmp = tmp / (pow(x4 - x3 ,2.0) + pow(y4 - y3 ,2.0));         double x2 ,y2;         x1 = 0 ,y1 = 101;         x2 = nowx2 - nowx1 ,y2 = nowy2 - nowy1;         aaa = acos(tmp);         if(x1*y2-x2*y1<0) aaa = PP * 2 - aaa;         printf("%lf %lf %lf\n" ,now.x ,now.y ,aaa);            }   }   return 0;}              

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