sgu 110 Dungeon

    这道题是计算几何,这是写的第一道计算几何,主要是难在如何求入射光线的反射光线。

    我们可以用入射光线 - 入射光线在法线(交点到圆心的向量)上的投影*2 来计算反射光线,自己画一个图,非常清晰明了。

    具体到程序里,我们可以 v2 = v1 - fa / Length(fa) * 2 * ( Dot(v1, fa) / Length(fa)) 来求,简单来说就是用内积(点积)求出入射光线在法线上的长度,然后用法线的单位向量乘这个长度就可以了。

#include <cstdio>

#include <cstring>

#include <cstdlib>

#include <iostream>

#include <algorithm>

#include <cmath>

#define N 55

#define inf 0x7f7f7f7f

using namespace std;



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;

const double eps = 1e-9;



int dcmp(double x)

{

    if (fabs(x) < eps) return 0;

    else return x < 0 ? -1 : 1;

}



int n;

double r[N];

Point3 Begin, circle[N];

Vector3 Direct;



Vector3 operator + (Vector3 A, Vector3 B) { return Vector3(A.x+B.x, A.y+B.y, A.z+B.z); }

Vector3 operator - (Point3 A, Point3 B) { return Vector3(A.x-B.x, A.y-B.y, A.z-B.z); }

Vector3 operator * (Vector3 A, double p) { return Vector3(A.x*p, A.y*p, A.z*p); }

Vector3 operator / (Vector3 A, double p) { return Vector3(A.x/p, A.y/p, A.z/p); }



double min(double x, double y) { return x < y ? x : y; }



double Dot (Vector3 A, Vector3 B) { return A.x*B.x + A.y*B.y + A.z*B.z; }

double Length (Vector3 A) { return sqrt(Dot(A, A)); }

double Angle (Vector3 A, Vector3 B) { return acos(Dot(A, B) / Length(A) / Length(B)); }

Vector3 Cross (Vector3 A, Vector3 B) { return Vector3(A.y*B.z - A.z*B.y, A.z*B.x - A.x*B.z, A.y*B.z - A.z*B.y); }

double disPointLine(Point3 P, Point3 A, Point3 B)

{

    Vector3 v1, v2;

    v1 = B - A; v2 = P - A;

    return Length(Cross(v1, v2)) / Length(v1);

}



int main()

{

    scanf("%d", &n);

    double x, y, z;

    for (int i = 1; i <= n; ++i)

    {

        scanf("%lf%lf%lf%lf", &x, &y, &z, &r[i]);

        circle[i] = Point3(x, y, z);

    }

    scanf("%lf%lf%lf", &x, &y, &z); Begin = Point3(x, y ,z);

    scanf("%lf%lf%lf", &x, &y, &z); Direct = Point3(x, y, z) - Begin;

    int nowcircle = 0;

    for (int w = 1; w <= 11; ++w)

    {

        int nextcircle = 0;

        double mindis = inf;

        for (int i = 1; i <= n; ++i)

        {

            if (i == nowcircle) continue;

            double a, b, c;

            Point3 nc = circle[i];

            a = Direct.x*Direct.x + Direct.y*Direct.y + Direct.z*Direct.z;

            b = 2 * ((Begin.x-nc.x) * Direct.x + (Begin.y-nc.y)*Direct.y + (Begin.z-nc.z)*Direct.z);

            c = (Begin.x-nc.x)*(Begin.x-nc.x) + (Begin.y-nc.y)*(Begin.y-nc.y) + (Begin.z-nc.z)*(Begin.z-nc.z) - r[i]*r[i];

            double delta;

            delta = b*b - 4*a*c;

            if (delta < 0) continue;

            double ans1, ans2;

            ans1 = (-b + sqrt(delta)) / (2*a);

            ans2 = (-b - sqrt(delta)) / (2*a);

            if (dcmp(ans1) < 0 && dcmp(ans2) < 0) continue;

            else if (dcmp(ans1) < 0 && ans2 < mindis)

            {

                mindis = ans2;

                nextcircle = i;

            }

            else if (dcmp(ans2) < 0 && ans1 < mindis)

            {

                mindis = ans1;

                nextcircle = i;

            }

            else if (min(ans1, ans2) < mindis)

            {

                mindis = min(ans1, ans2);

                nextcircle = i;

            }

        }

        if (!nextcircle) break;

        else if (w == 11)

        {

            printf(" etc.");

            break;

        }

        else

        {

            if (w == 1) printf("%d", nextcircle);

            else printf(" %d", nextcircle);

            Point3 jiao;

            Vector3 v1, v2, fa;

            jiao = Begin + Direct*mindis; v1 = Direct;

            fa = circle[nextcircle] - jiao;

            v2 = (fa / Length(fa)) * (2 * Dot(v1, fa) / Length(fa));

            nowcircle = nextcircle;

            Begin = jiao; Direct = v1 - v2;

        }

    }

    printf("\n");

}

 

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