POJ 2177 Ghost Busters(三维几何)
Description
The famous Ghost Busters team has decided to upgrade their Ectomobile (aka Ecto-1) with a powerful proton gun and an advanced targeting system. Egon has designed and built all the hardware which consists of ectoplasmic scanner and a proton gun that has two degrees of freedom and can automatically rotate and fire in a 90 degrees trihedral angle. You have been hired to write a prototype for the targeting software.
Ghosts are detected by ectoplasmic scanner and are represented as floating spheres. The coordinates of their centers and radii are delivered from the ectoplasmic scanner to the targeting software. The coordinate system is aligned is such a way, that the proton gun fires from the point (0, 0, 0) anywhere into X ≥ 0, Y ≥ 0, Z ≥ 0 trihedral angle. The gun fires a proton ray in a straight line and is so powerful, that even a touch of its ray is enough to kill a ghost. The ray of the proton gun is able to kill a virtually unlimited number of ghosts on its way.
For the first prototype for the targeting software, you are asked to write a program that determines the maximal number of ghosts that can be killed with a single shot of the proton gun.
Input
Output
#include <cstdio>
#include <algorithm>
#include <cstring>
#include <iostream>
#include <cmath>
using namespace std;
typedef long long LL; const double EPS = 1e-;
const double INF = 1e50;
const double PI = acos(-1.0); inline int sgn(double x) {
return (x > EPS) - (x < -EPS);
} inline double zero(double x) {
if(sgn(x) == ) return ;
else return x;
} inline double sqr(double x) {
return x * x;
} struct Point3D {
double x, y, z;
Point3D() {}
Point3D(double x, double y, double z): x(x), y(y), z(z) {}
void read() {
scanf("%lf%lf%lf", &x, &y, &z);
}
double operator * (const Point3D &rhs) const {
return x * rhs.x + y * rhs.y + z * rhs.z;
}
Point3D operator + (const Point3D &rhs) const {
return Point3D(x + rhs.x, y + rhs.y, z + rhs.z);
}
Point3D operator - (const Point3D &rhs) const {
return Point3D(x - rhs.x, y - rhs.y, z - rhs.z);
}
Point3D operator * (double rhs) const {
return Point3D(x * rhs, y * rhs, z * rhs);
}
Point3D operator / (double rhs) const {
return Point3D(x / rhs, y / rhs, z / rhs);
}
bool operator == (const Point3D &rhs) const {
return sgn(x - rhs.x) == && sgn(y - rhs.y) == && sgn(z - rhs.z) == ;
}
double length() const {
return sqrt(x * x + y * y + z * z);
}
Point3D unit() const {
return *this / length();
}
}; struct Line3D {
Point3D st, ed;
Line3D() {}
Line3D(Point3D st, Point3D ed): st(st), ed(ed) {}
}; struct Plane3D {
Point3D a, b, c;
Plane3D() {}
Plane3D(Point3D a, Point3D b, Point3D c): a(a), b(b), c(c) {}
void read() {
a.read(), b.read(), c.read();
}
}; struct Circle3D {
Point3D c;
double r;
Circle3D() {}
Circle3D(Point3D c, double r): c(c), r(r) {}
void read() {
c.read();
scanf("%lf", &r);
}
}; double dist(const Point3D &a, const Point3D &b) {
return (a - b).length();
}
//叉积
Point3D cross(const Point3D &u, const Point3D &v) {
Point3D ret;
ret.x = u.y * v.z - u.z * v.y;
ret.y = u.z * v.x - u.x * v.z;
ret.z = u.x * v.y - u.y * v.x;
return ret;
}
//点到直线距离
double point_to_line(const Point3D &p, const Line3D &l) {
return cross(p - l.st, l.ed - l.st).length() / dist(l.ed, l.st);
}
//求两直线间的距离
double line_to_line(const Line3D u, const Line3D v) {
Point3D n = cross(u.ed - u.st, v.ed - v.st);
return fabs((u.st - v.st) * n) / n.length();
}
//取平面法向量
Point3D vector_of_plane(const Plane3D &s) {
return cross(s.a - s.b, s.b - s.c);
}
//判断两直线是否平行
bool isParallel(const Line3D &u, const Line3D &v) {
return sgn(cross(u.ed - u.st, v.ed - v.st).length()) <= ;
}
//判断直线是否与球相交
bool isIntersect(const Line3D &l, const Circle3D &cir) {
return sgn(point_to_line(cir.c, l) - cir.r) <= ;
}
//直线与平面的交点
Point3D intersect(const Line3D &l, const Plane3D &s) {
Point3D ret = vector_of_plane(s);
double t = (ret * (s.a - l.st)) / (ret * (l.ed - l.st));
return l.st + (l.ed - l.st) * t;
}
//在原点上看,两个球的交点
int intersect(const Circle3D &u, const Circle3D &v, Point3D &p1, Point3D &p2) {
double d = dist(u.c, v.c);
if(u.c == v.c || sgn(d - u.r - v.r) > || sgn(fabs(u.r - v.r) - d) > ) return ;
double t = (sqr(d) + sqr(u.r) - sqr(v.r)) / ( * d);
Point3D mid = u.c + (v.c - u.c).unit() * t;
Point3D vec = cross(mid, v.c - u.c).unit() * sqrt(zero(sqr(u.r) - sqr(t)));
p1 = mid + vec;
p2 = mid - vec;
return + sgn(vec.length());
} const int MAXN = ; Circle3D cir[MAXN];
Point3D p[MAXN * MAXN], ansVec;
int maxAns, pcnt;
int n; int count(const Point3D &vec) {
int ret = ;
for(int i = ; i < n; ++i)
ret += (sgn(point_to_line(cir[i].c, Line3D(Point3D(, , ), vec)) - cir[i].r) <= );
return ret;
} void output(const Point3D &vec) {
bool flag = false;
for(int i = ; i < n; ++i) {
if(sgn(point_to_line(cir[i].c, Line3D(Point3D(, , ), vec)) - cir[i].r) <= ) {
if(flag) putchar(' ');
flag = true;
printf("%d", i + );
}
}
printf("\n");
} int main() {
scanf("%d", &n);
for(int i = ; i < n; ++i) cir[i].read();
for(int i = ; i < n; ++i) {
double t = / cir[i].c.length();
cir[i].c = cir[i].c * t;
cir[i].r = cir[i].r * t;
}
pcnt = ;
for(int i = ; i < n; ++i)
for(int j = i + ; j < n; ++j) pcnt += intersect(cir[i], cir[j], p[pcnt], p[pcnt + ]);
maxAns = ;
for(int i = ; i < n; ++i) {
int t = count(cir[i].c);
if(t > maxAns) {
maxAns = t;
ansVec = cir[i].c;
}
}
for(int i = ; i < pcnt; ++i) {
int t = count(p[i]);
if(t > maxAns) {
maxAns = t;
ansVec = p[i];
}
}
printf("%d\n", maxAns);
output(ansVec);
}
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