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#pragma once | ||
#include "../template.h" | ||
#include "vector.h" | ||
#include "line.h" // For line intersections. | ||
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// 2D circle structure; UNIT-TESTED | ||
//! Source: https://victorlecomte.com/cp-geo.pdf | ||
struct circle { | ||
vec p; // Center | ||
vec::T r2 = 0; // Squared radius | ||
DBP(p, r2); | ||
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// Returns -1 if point q lies outside circle, | ||
// 0 if on the edge, 1 if strictly inside. | ||
// Depends on vec: -, len2 | ||
int side(vec a) { | ||
return sgn(r2 - (p-a).len2()); | ||
} | ||
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#if FLOATING_POINT_GEOMETRY | ||
// Intersect with another circle. | ||
// Returns number of intersection points | ||
// (greater than 2 means infinity). | ||
// Arc is CCW w.r.t to `this`, CW for `a`. | ||
// Depends on vec: +, -, *, len2, perp | ||
int intersect(circle a, pair<vec,vec>& out) { | ||
vec d = a.p - p; | ||
auto d2 = d.len2(); | ||
if (!sgn(d2)) return !sgn(r2-a.r2) ? 3 : 0; | ||
auto pd = (d2 + r2 - a.r2) / 2; | ||
auto h2 = r2 - pd*pd / d2; | ||
vec h, t = p + d*(pd/d2); | ||
int s = sgn(h2)+1; | ||
if (s > 1) h = d.perp() * sqrt(h2/d2); | ||
out = {t-h, t+h}; | ||
return s; | ||
} | ||
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// Intersect with line. | ||
// Returns number of intersection points | ||
int intersect(line a, pair<vec, vec>& out) { | ||
auto d = a.distTo(p), h2 = r2 - d*d; | ||
vec h, t = a.proj(p); | ||
int s = sgn(h2)+1; | ||
if (s > 1) | ||
h = a.v.perp() * sqrt(h2 / a.v.len2()); | ||
out = {t-h, t+h}; | ||
return s; | ||
} | ||
#endif | ||
}; | ||
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#if FLOATING_POINT_GEOMETRY | ||
// Circumcircle. Points must be non-aligned. | ||
// Depends on vec: +,-,*,/, cross, len2, perp | ||
circle circum(vec a, vec b, vec c) { | ||
b = b-a; c = c-a; | ||
auto s = b.cross(c); | ||
assert(sgn(s)); | ||
vec p = a+(b*c.len2()-c*b.len2()).perp()/s/2; | ||
return { p, (p-a).len2() }; | ||
} | ||
#endif |
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#pragma once | ||
#include "../../../src/geo2d/circle.h" | ||
#include "common.hpp" | ||
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#if FLOATING_POINT_GEOMETRY | ||
vec between(vec p, vec a, vec b) { | ||
double x = (a-p).angle(), y = (b-p).angle(); | ||
if (x > y) y += M_PI*2; | ||
return p + (a-p).rotate((y-x)/2); | ||
} | ||
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void circleCircle(circle a, circle b, int expected) { | ||
pair<vec, vec> out; | ||
assert(a.intersect(b, out) == expected); | ||
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if (expected == 1) { | ||
assert(out.x == out.y); | ||
assert(a.side(out.x) == 0 && b.side(out.x) == 0); | ||
} else if (expected == 2) { | ||
assert(out.x != out.y); | ||
assert(a.side(out.x) == 0 && b.side(out.x) == 0); | ||
assert(a.side(out.y) == 0 && b.side(out.y) == 0); | ||
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// Test if arc is oriented CCW for a and CW for b. | ||
assert(b.side(between(a.p, out.x, out.y)) == 1); | ||
assert(a.side(between(b.p, out.y, out.x)) == 1); | ||
} | ||
} | ||
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void circleLine(circle a, line b, int expected) { | ||
pair<vec, vec> out; | ||
assert(a.intersect(b, out) == expected); | ||
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if (expected == 1) { | ||
assert(out.x == out.y); | ||
assert(a.side(out.x) == 0 && b.side(out.x) == 0); | ||
} else if (expected == 2) { | ||
assert(out.x != out.y); | ||
assert(a.side(out.x) == 0 && b.side(out.x) == 0); | ||
assert(a.side(out.y) == 0 && b.side(out.y) == 0); | ||
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// Test if points are ordered according to norm.perp() | ||
assert(b.v.cross(out.x) < b.v.cross(out.y)); | ||
} | ||
} | ||
#endif | ||
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void deterministic() { | ||
#pragma GCC diagnostic push | ||
#pragma GCC diagnostic ignored "-Wfloat-equal" | ||
circle def; | ||
assert(def.p.x == 0 && def.p.y == 0 && def.r2 == 0); | ||
#pragma GCC diagnostic pop | ||
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assert(circle({4*U,2*U},25*U*U).side({1*U,7*U}) == -1); | ||
assert(circle({4*U,2*U},25*U*U).side({8*U,5*U}) == 0); | ||
assert(circle({4*U,2*U},25*U*U).side({7*U,5*U}) == 1); | ||
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#if FLOATING_POINT_GEOMETRY | ||
circleCircle({{4*U,2*U},25*U*U}, {{4*U,2*U},25*U*U}, 3); | ||
circleCircle({{4*U,2*U},25*U*U}, {{4*U,2*U},16*U*U}, 0); | ||
circleCircle({{4*U,2*U},25*U*U}, {{5*U,3*U},9*U*U}, 0); | ||
circleCircle({{4*U,2*U},25*U*U}, {{11*U,-2*U},9*U*U}, 0); | ||
circleCircle({{4*U,2*U},25*U*U}, {{11*U,-2*U},25*U*U}, 2); | ||
circleCircle({{4*U,2*U},25*U*U}, {{5*U,3*U},36*U*U}, 2); | ||
circleCircle({{4*U,2*U},25*U*U}, {{7*U,2*U},4*U*U}, 1); | ||
circleCircle({{4*U,2*U},25*U*U}, {{7*U,2*U},4*U*U}, 1); | ||
circleCircle({{4*U,2*U},25*U*U}, {{4*U,-5*U},4*U*U}, 1); | ||
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circleLine({{6*U,3*U},16*U*U}, through({1*U,2*U},{4*U,-2*U}), 0); | ||
circleLine({{6*U,3*U},16*U*U}, through({2*U,7*U},{2*U,-2*U}), 1); | ||
circleLine({{6*U,3*U},16*U*U}, through({3*U,7*U},{5*U,-2*U}), 2); | ||
circleLine({{6*U,3*U},16*U*U}, through({5*U,-2*U},{3*U,7*U}), 2); | ||
#endif | ||
} | ||
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void fuzz() { | ||
#if FLOATING_POINT_GEOMETRY | ||
rep(i, 0, 3e6) { | ||
vec p1 = randVecFromSquare(-1, 1); | ||
vec p2 = randVecFromSquare(-1, 1); | ||
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int expected; | ||
double d = (p1-p2).len(); | ||
double r2, r1 = randDouble(d/10, d*10); | ||
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if (randBool()) { | ||
r2 = abs(d-r1); | ||
expected = 1; | ||
} else { | ||
r2 = randDouble(d/10, d*10); | ||
expected = (r1+r2 > d && d+r2 > r1 && d+r1 > r2 ? 2 : 0); | ||
} | ||
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circle c1(p1, r1*r1), c2(p2, r2*r2); | ||
if (randBool()) swap(c1, c2); | ||
circleCircle(c1, c2, expected); | ||
} | ||
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rep(i, 0, 3e6) { | ||
vec p1 = randVecFromSquare(-1, 1); | ||
vec p2 = randVecFromSquare(-1, 1); | ||
vec p3 = randVecFromSquare(-1, 1); | ||
auto area = (p3-p1).cross(p2-p1); | ||
if (area > 1e-2) { | ||
circle c = circum(p1, p2, p3); | ||
assert(!sgn(c.side(p1))); | ||
assert(!sgn(c.side(p2))); | ||
assert(!sgn(c.side(p3))); | ||
} | ||
} | ||
#endif | ||
} | ||
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void benchmark() { | ||
} |
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#define FLOATING_POINT_GEOMETRY 1 | ||
#include "../circle.hpp" |
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#define FLOATING_POINT_GEOMETRY 0 | ||
#include "../circle.hpp" |