三维计算几何模板整理

/***********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;

  }

};




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