#include <bits/stdc++.h> using namespace std; struct Point { double x, y; Point(double x = 0, double y = 0): x(x), y(y) {} }; typedef Point Vector; Vector operator +(Vector A, Vector B)// { return Vector(A.x + B.x, A.y + B.y); } Vector operator -(Point A, Point 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 a.x < b.x || (a.x == b.x && a.y < b.y); } const double eps = 1e-10; int dcmp(double x)// { if (fabs(x) < eps) return 0; else return x < 0 ? -1 : 1; } bool operator ==(const Point &a, const Point &b)// { return dcmp(a.x - b.x) == 0 && dcmp(a.y - b.y) == 0; } 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); } Vector Normal(Vector A)// { double L = Length(A); return Vector(-A.y / L, A.x / L); } Vector Rotate(Vector A, double rad) // { return Vector(A.x * cos(rad) - A.y * sin(rad), A.x * sin(rad) + A.y * cos(rad)); } Point GetLineIntersection(Point P, Vector v, Point Q, Vector w) // { Vector u = P - Q; double t = Cross(w, u) / Cross(v, w); return P + v * t; } double DistanceToLine(Point p, Point A, Point B) // { Vector v1 = B - A, v2 = p - A; return fabs(Cross(v1, v2)) / Length(v1); } double DistanceToSegment(Point P, Point A, Point B) // { 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, Point A, Point B) // { Vector v = B - A; return A + v * (Dot(v, P - A) / Dot(v, v)); } bool SegmentProperIntersection(Point a1, Point a2, Point b1, Point b2) // { double c1 = Cross(a2 - a1, b1 - a1), c2 = Cross(a2 - a1, b2 - a1), c3 = Cross(b2 - a1, a1 - b1), c4 = Cross(b2 - b1, a2 - b1); return dcmp(c1) * dcmp(c2) < 0 && dcmp(c3) * dcmp(c4); } bool OnSegment(Point p, Point a1, Point a2) // { return dcmp(Cross(a1 - p, a2 - p)) == 0 && dcmp(Dot(a1 - p, a2 - p)) < 0; } double ConvexPolygonArea(Point *p, int n) // { double area = 0; for (int i = 1; i < n - 1; i++) area += Cross(p[i] - p[0], p[i + 1] - p[0]); return area / 2; } double PolygonArea(Point *p, int n) // { double area = 0; for (int i = 1; i < n - 1; i++) area += Cross(p[i] - p[0], p[i + 1] - p[0]); return area / 2; } int getMaxDirmater(vector<Point>&points) { vector<Point>p = ConvexHull(points); int n = p.size(); if (n == 1) return 0; if (n == 2) return Dist2(p[0], p[1]); p.push_back(p[0]); int ans = 0; for (int u = 0, v = 1; u < n; u++) { for (;;) { int diff = Cross(p[u + 1] - p[u], p[v + 1] - p[v]); if (diff <= 0) { ans = max(ans, Dist2(p[u], p[v])); if (diff == 0) ans = max(ans, Dist2(p[u], p[v + 1])); break; } v = (v + 1) % n; } } return ans; }
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