计算几何基本函数

#include <iostream>

#include <cstdio>

#include <cstring>

#include <cmath>

#include <algorithm>

using namespace std ;

const double eps = 1e-8;

const double PI = acos(-1.0);

int sgn(double x)

{

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

    if(x < 0)return -1;

    else return 1;

}

struct Point

{

    double x,y;

    Point(){}

    Point(double _x,double _y)

    {

        x = _x;y = _y;

    }

    Point operator -(const Point &b)const

    {

        return Point(x - b.x,y - b.y);

    }

    //叉积

    double operator ^(const Point &b)const

    {    

        return x*b.y - y*b.x;

    }

    //点积

    double operator *(const Point &b)const

    {

        return x*b.x + y*b.y;

    }

    //绕原点旋转角度B(弧度值),后x,y的变化

    void transXY(double B)

    {

        double tx = x,ty = y;

        x = tx*cos(B) - ty*sin(B);

        y = tx*sin(B) + ty*cos(B);

    }

};

struct Line

{

    Point s,e;

    Line(){}

    Line(Point _s,Point _e)

    {

        s = _s;e = _e;

    }

    //两直线相交求交点

    //第一个值为0表示直线重合,为1表示平行,为0表示相交,为2是相交

    //只有第一个值为2时,交点才有意义

    pair<int,Point> operator &(const Line &b)const

    {

        Point res = s;

        if(sgn((s-e)^(b.s-b.e)) == 0)

        {

            if(sgn((s-b.e)^(b.s-b.e)) == 0)

                return make_pair(0,res);//重合

            else return make_pair(1,res);//平行

        }

        double t = ((s-b.s)^(b.s-b.e))/((s-e)^(b.s-b.e));

        res.x += (e.x-s.x)*t;

        res.y += (e.y-s.y)*t;

        return make_pair(2,res);

    }

};

//*两点间距离

double dist(Point a,Point b)

{

    return sqrt((a-b)*(a-b));

}

//*判断三点共线 

bool online(Point p1, Point p2, Point p3)

{

    return 

        sgn(p3.x-min(p1.x,p2.x)) >= 0 && 

        sgn(p3.x-max(p1.x,p2.x)) <= 0 &&

        sgn(p3.y-min(p1.y,p2.y)) >= 0 && 

        sgn(p3.y-max(p1.y,p2.y)) <= 0;

}

//*判断线段相交

bool inter(Line l1,Line l2)

{

    return

        max(l1.s.x,l1.e.x) >= min(l2.s.x,l2.e.x) &&

        max(l2.s.x,l2.e.x) >= min(l1.s.x,l1.e.x) &&

        max(l1.s.y,l1.e.y) >= min(l2.s.y,l2.e.y) &&

        max(l2.s.y,l2.e.y) >= min(l1.s.y,l1.e.y) &&

        sgn((l2.s-l1.e)^(l1.s-l1.e))*sgn((l2.e-l1.e)^(l1.s-l1.e)) <= 0 &&

        sgn((l1.s-l2.e)^(l2.s-l2.e))*sgn((l1.e-l2.e)^(l2.s-l2.e)) <= 0;

}

//判断直线和线段相交

bool Seg_inter_line(Line l1,Line l2) //判断直线l1和线段l2是否相交

{

    return sgn((l2.s-l1.e)^(l1.s-l1.e))*sgn((l2.e-l1.e)^(l1.s-l1.e)) <= 0;

}

//点到直线距离

//返回为result,是点到直线最近的点

Point PointToLine(Point P,Line L)

{

    Point result;

    double t = ((P-L.s)*(L.e-L.s))/((L.e-L.s)*(L.e-L.s));

    result.x = L.s.x + (L.e.x-L.s.x)*t;

    result.y = L.s.y + (L.e.y-L.s.y)*t;

    return result;

}

//点到线段的距离

//返回点到线段最近的点

Point NearestPointToLineSeg(Point P,Line L)

{

    Point result;

    double t = ((P-L.s)*(L.e-L.s))/((L.e-L.s)*(L.e-L.s));

    if(t >= 0 && t <= 1)

    {

        result.x = L.s.x + (L.e.x - L.s.x)*t;

        result.y = L.s.y + (L.e.y - L.s.y)*t;

    }

    else

    {

        if(dist(P,L.s) < dist(P,L.e))

            result = L.s;

        else result = L.e;

    }

    return result;

}

//计算多边形面积

//点的编号从0~n-1

double CalcArea(Point p[],int n)

{

    double res = 0;

    for(int i = 0;i < n;i++)

        res += (p[i]^p[(i+1)%n])/2;

    return fabs(res);

}

//*判断点在线段上

bool OnSeg(Point P,Line L)

{

    return

        sgn((L.s-P)^(L.e-P)) == 0 &&

        sgn((P.x - L.s.x) * (P.x - L.e.x)) <= 0 &&

        sgn((P.y - L.s.y) * (P.y - L.e.y)) <= 0;

}

//*判断点在凸多边形内

//点形成一个凸包,而且按逆时针排序(如果是顺时针把里面的<0改为>0)

//点的编号:0~n-1

//返回值:

//-1:点在凸多边形外

//0:点在凸多边形边界上

//1:点在凸多边形内

int inConvexPoly(Point a,Point p[],int n)

{

    for(int i = 0;i < n;i++)

    {

        if(sgn((p[i]-a)^(p[(i+1)%n]-a)) < 0)return -1;

        else if(OnSeg(a,Line(p[i],p[(i+1)%n])))return 0;

    }

    return 1;

}

//*判断点在任意多边形内

//射线法,poly[]的顶点数要大于等于3,点的编号0~n-1

//返回值

//-1:点在凸多边形外

//0:点在凸多边形边界上

//1:点在凸多边形内

int inPoly(Point p,Point poly[],int n)

{

    int cnt;

    Line ray,side;

    cnt = 0;

    ray.s = p;

    ray.e.y = p.y;

    ray.e.x = -100000000000.0;//-INF,注意取值防止越界

    for(int i = 0;i < n;i++)

    {

        side.s = poly[i];

        side.e = poly[(i+1)%n];

        if(OnSeg(p,side))return 0;

        //如果平行轴则不考虑

        if(sgn(side.s.y - side.e.y) == 0)

            continue;

        if(OnSeg(side.s,ray))

        {

            if(sgn(side.s.y - side.e.y) > 0)cnt++;

        }

        else if(OnSeg(side.e,ray))

        {

            if(sgn(side.e.y - side.s.y) > 0)cnt++;

        }

        else if(inter(ray,side))

            cnt++;

    }

    if(cnt % 2 == 1)return 1;

    else return -1;

}

//判断凸多边形

//允许共线边

//点可以是顺时针给出也可以是逆时针给出

//点的编号0~n-1

bool isconvex(Point poly[],int n)

{

    bool s[3];

    memset(s,false,sizeof(s));

    for(int i = 0;i < n;i++)

    {

        s[sgn( (poly[(i+1)%n]-poly[i])^(poly[(i+2)%n]-poly[i]) )+1] = true;

        if(s[0] && s[2])return false;

    }

    return true;

}

//过三点求圆心坐标

Point waixin(Point a,Point b,Point c)

{

    double a1 = b.x - a.x, b1 = b.y - a.y, c1 = (a1*a1 + b1*b1)/2;

    double a2 = c.x - a.x, b2 = c.y - a.y, c2 = (a2*a2 + b2*b2)/2;

    double d = a1*b2 - a2*b1;

    return Point(a.x + (c1*b2 - c2*b1)/d, a.y + (a1*c2 -a2*c1)/d);

}

int main()

{

    

    return 0 ;

}
View Code

 

你可能感兴趣的:(函数)