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Kattis Playing the Slots .cpp
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276 lines (233 loc) · 10.2 KB
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#include <iostream>
#include <cstdlib>
#include <time.h>
#include <math.h>
#include <chrono>
#include <vector>
#include <bitset>
#include <stdio.h>
#include <fstream>
#include <stack>
#include <algorithm>
#include <iomanip>
#include <cmath>
using namespace std;
typedef long long ll;
#define EPS 1e-9
#define MAX_SIZE 100
#define INF 1e9
#define EPS 1e-9
#define PI acos(-1.0) // important constant; alternative #define PI (2.0 * acos(0.0))
double DEG_to_RAD(double d) { return d * PI / 180.0; }
double RAD_to_DEG(double r) { return r * 180.0 / PI; }
// struct point_i { int x, y; }; // basic raw form, minimalist mode
struct point_i { int x, y; // whenever possible, work with point_i
point_i() { x = y = 0; } // default constructor
point_i(int _x, int _y) : x(_x), y(_y) {} }; // user-defined
struct point { double x, y; // only used if more precision is needed
point() { x = y = 0.0; } // default constructor
point(double _x, double _y) : x(_x), y(_y) {} // user-defined
bool operator < (point other) const { // override less than operator
if (fabs(x - other.x) > EPS) // useful for sorting
return x < other.x; // first criteria , by x-coordinate
return y < other.y; } // second criteria, by y-coordinate
// use EPS (1e-9) when testing equality of two floating points
bool operator == (point other) const {
return (fabs(x - other.x) < EPS && (fabs(y - other.y) < EPS)); } };
double dist(point p1, point p2) { // Euclidean distance
// hypot(dx, dy) returns sqrt(dx * dx + dy * dy)
return hypot(p1.x - p2.x, p1.y - p2.y); } // return double
// rotate p by theta degrees CCW w.r.t origin (0, 0)
point rotate(point p, double theta) {
double rad = DEG_to_RAD(theta); // multiply theta with PI / 180.0
return point(p.x * cos(rad) - p.y * sin(rad),
p.x * sin(rad) + p.y * cos(rad)); }
struct line { double a, b, c; }; // a way to represent a line
// the answer is stored in the third parameter (pass by reference)
void pointsToLine(point p1, point p2, line &l) {
if (fabs(p1.x - p2.x) < EPS) { // vertical line is fine
l.a = 1.0; l.b = 0.0; l.c = -p1.x; // default values
} else {
l.a = -(double)(p1.y - p2.y) / (p1.x - p2.x);
l.b = 1.0; // IMPORTANT: we fix the value of b to 1.0
l.c = -(double)(l.a * p1.x) - p1.y;
} }
// not needed since we will use the more robust form: ax + by + c = 0 (see above)
struct line2 { double m, c; }; // another way to represent a line
int pointsToLine2(point p1, point p2, line2 &l) {
if (abs(p1.x - p2.x) < EPS) { // special case: vertical line
l.m = INF; // l contains m = INF and c = x_value
l.c = p1.x; // to denote vertical line x = x_value
return 0; // we need this return variable to differentiate result
}
else {
l.m = (double)(p1.y - p2.y) / (p1.x - p2.x);
l.c = p1.y - l.m * p1.x;
return 1; // l contains m and c of the line equation y = mx + c
} }
bool areParallel(line l1, line l2) { // check coefficients a & b
return (fabs(l1.a-l2.a) < EPS) && (fabs(l1.b-l2.b) < EPS); }
bool areSame(line l1, line l2) { // also check coefficient c
return areParallel(l1 ,l2) && (fabs(l1.c - l2.c) < EPS); }
// returns true (+ intersection point) if two lines are intersect
bool areIntersect(line l1, line l2, point &p) {
if (areParallel(l1, l2)) return false; // no intersection
// solve system of 2 linear algebraic equations with 2 unknowns
p.x = (l2.b * l1.c - l1.b * l2.c) / (l2.a * l1.b - l1.a * l2.b);
// special case: test for vertical line to avoid division by zero
if (fabs(l1.b) > EPS) p.y = -(l1.a * p.x + l1.c);
else p.y = -(l2.a * p.x + l2.c);
return true; }
struct vec { double x, y; // name: `vec' is different from STL vector
vec(double _x, double _y) : x(_x), y(_y) {} };
vec toVec(point a, point b) { // convert 2 points to vector a->b
return vec(b.x - a.x, b.y - a.y); }
vec scale(vec v, double s) { // nonnegative s = [<1 .. 1 .. >1]
return vec(v.x * s, v.y * s); } // shorter.same.longer
point translate(point p, vec v) { // translate p according to v
return point(p.x + v.x , p.y + v.y); }
// convert point and gradient/slope to line
void pointSlopeToLine(point p, double m, line &l) {
l.a = -m; // always -m
l.b = 1; // always 1
l.c = -((l.a * p.x) + (l.b * p.y)); } // compute this
void closestPoint(line l, point p, point &ans) {
line perpendicular; // perpendicular to l and pass through p
if (fabs(l.b) < EPS) { // special case 1: vertical line
ans.x = -(l.c); ans.y = p.y; return; }
if (fabs(l.a) < EPS) { // special case 2: horizontal line
ans.x = p.x; ans.y = -(l.c); return; }
pointSlopeToLine(p, 1 / l.a, perpendicular); // normal line
// intersect line l with this perpendicular line
// the intersection point is the closest point
areIntersect(l, perpendicular, ans); }
// returns the reflection of point on a line
void reflectionPoint(line l, point p, point &ans) {
point b;
closestPoint(l, p, b); // similar to distToLine
vec v = toVec(p, b); // create a vector
ans = translate(translate(p, v), v); } // translate p twice
double dot(vec a, vec b) { return (a.x * b.x + a.y * b.y); }
double norm_sq(vec v) { return v.x * v.x + v.y * v.y; }
// returns the distance from p to the line defined by
// two points a and b (a and b must be different)
// the closest point is stored in the 4th parameter (byref)
double distToLine(point p, point a, point b, point &c) {
// formula: c = a + u * ab
vec ap = toVec(a, p), ab = toVec(a, b);
double u = dot(ap, ab) / norm_sq(ab);
c = translate(a, scale(ab, u)); // translate a to c
return dist(p, c); } // Euclidean distance between p and c
// returns the distance from p to the line segment ab defined by
// two points a and b (still OK if a == b)
// the closest point is stored in the 4th parameter (byref)
double distToLineSegment(point p, point a, point b, point &c) {
vec ap = toVec(a, p), ab = toVec(a, b);
double u = dot(ap, ab) / norm_sq(ab);
if (u < 0.0) { c = point(a.x, a.y); // closer to a
return dist(p, a); } // Euclidean distance between p and a
if (u > 1.0) { c = point(b.x, b.y); // closer to b
return dist(p, b); } // Euclidean distance between p and b
return distToLine(p, a, b, c); } // run distToLine as above
double angle(point a, point o, point b) { // returns angle aob in rad
vec oa = toVec(o, a), ob = toVec(o, b);
return acos(dot(oa, ob) / sqrt(norm_sq(oa) * norm_sq(ob))); }
double cross(vec a, vec b) { return a.x * b.y - a.y * b.x; }
//// another variant
//int area2(point p, point q, point r) { // returns 'twice' the area of this triangle A-B-c
// return p.x * q.y - p.y * q.x +
// q.x * r.y - q.y * r.x +
// r.x * p.y - r.y * p.x;
//}
// note: to accept collinear points, we have to change the `> 0'
// returns true if point r is on the left side of line pq
bool ccw(point p, point q, point r) {
return cross(toVec(p, q), toVec(p, r)) > 0; }
// returns true if point r is on the same line as the line pq
bool collinear(point p, point q, point r) {
return fabs(cross(toVec(p, q), toVec(p, r))) < EPS; }
vector<point> convex_hull(vector<point> Points) {
//-------------- incremental alg. ---------
// upper hull
sort(Points.begin(), Points.end());
stack<point> stk_up;
stk_up.push(Points[0]);
stk_up.push(Points[1]);
for (int i=2; i<Points.size(); i++) {
while ((stk_up.size() >= 2)) {
point p2, p3;
p2 = stk_up.top();
stk_up.pop();
p3 = stk_up.top();
if (ccw(Points[i], p2, p3)){
stk_up.push(p2);
break;
}
}
stk_up.push(Points[i]);
}
// lower hull
for (int i=0; i<Points.size(); i++) {
Points[i].x = -Points[i].x;
Points[i].y = -Points[i].y;
}
sort(Points.begin(), Points.end());
stack<point> stk_low;
stk_low.push(Points[0]);
stk_low.push(Points[1]);
for (int i=2; i<Points.size(); i++) {
while ((stk_low.size() >= 2)) {
point p2, p3;
p2 = stk_low.top();
stk_low.pop();
p3 = stk_low.top();
if (ccw(Points[i], p2, p3)){
stk_low.push(p2);
break;
}
}
stk_low.push(Points[i]);
}
// print convex hull - cw order from leftmost point
vector<point> CH;
stk_low.pop();
point p;
while (!stk_low.empty()) {
p = stk_low.top();
p.x = -p.x;
p.y = -p.y;
CH.push_back(p);
stk_low.pop();
}
stk_up.pop();
while (!stk_up.empty()) {
CH.push_back(stk_up.top());
stk_up.pop();
}
reverse(CH.begin(), CH.end()); // ccw -> cw
return CH;
}
int main() {
int N, x, y;
cin >> N;
vector<point> v;
while (N--) {
point p;
cin >> p.x >> p.y;
v.push_back(p);
}
double res = INF;
point dummy;
v = convex_hull(v);
v.push_back(v[0]);
for (int i = 0; i < v.size() - 1; ++i) { // segment
double current = 0;
for (int j = 0; j < v.size() - 1; ++j) { // point
current = max(current, distToLine(v[j], v[i], v[i + 1], dummy));
}
res = min(res, current);
}
std::cout << std::setprecision(8) << std::fixed;
cout << res;
return 0;
}