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Last active July 17, 2018 16:11
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Mark's geometry routines
#include <algorithm>
#include <vector>
#include <complex>
#include <cmath>
using namespace std;
/* A flag used by some geometry routines to indicate exceptional circumstances.
*/
static bool geoerror;
/* Uncomment to switch to floating point calculations. Whenever possible you
* should try to avoid this but it can occasionally be necessary if the
* intermediate numbers can get quite large or you need line-line intersections.
* It's safer to use floats if you're unsure what to do. */
#define USE_FLOAT
/* Use this if the magnitude of numbers being compared can get quite large.
* This adjusts the fudge factor in comparisons to grow with the magnitude of
* the numbers being compared (it's probably safest to turn this on when using
* floats). */
#define USE_RELATIVE_ERROR
#ifdef USE_FLOAT
/* When comparing floating point numbers it's necessary to use a fudge factor to
* test for less than, less than equal, and equality. */
#define EPS 1e-9
typedef double num;
#else
#define EPS 0
typedef long long num;
#endif
inline num nabs(num x) {
return x < 0 ? -x : x;
}
/* Define basic numeric comparison routines. */
bool num_lt(num X, num Y) { /* numeric less than */
#ifdef USE_RELATIVE_ERROR
return X + max(num(1), nabs(Y)) * EPS < Y;
#else
return X + EPS < Y;
#endif
}
bool num_lteq(num X, num Y) { /* numeric less than equal */
#ifdef USE_RELATIVE_ERROR
return X <= Y + max(num(1), nabs(Y)) * EPS;
#else
return X <= Y + EPS;
#endif
}
bool num_eq(num X, num Y) { /* numeric equality */
#ifdef USE_FLOAT
return num_lteq(X, Y) && num_lteq(Y, X);
#else
return X == Y;
#endif
}
/* A point is represented as a complex number. This definition allows adding
* points through the standard + operator and allows for rotations through
* multiplication. Additionally you can use the standard output operator with
* cout for debugging. */
typedef complex<num> point;
typedef vector<point> poly;
/* A line is defined in the form dot(norm, A) = C. */
struct line {
line(point norm, num C) : norm(norm), C(C) {}
point norm;
num C;
};
/* Computes the cross product of A and B relative to the optional origin, C. */
num cp(point A, point B, point C = point(0, 0)) {
A -= C; B -= C;
return A.real() * B.imag() - B.real() * A.imag();
}
/* Returns true if C is strictly counter-clockwise AB in cartesian coordinates.
* In other words as you walk from A to B, C would be on your left. */
bool ccw(point A, point B, point C) {
return num_lt(0, cp(A, B, C));
}
/* Same but returns true if the three points are colinear as well */
bool ccweq(point A, point B, point C) {
return num_lteq(0, cp(A, B, C));
}
/* Returns the dot (inner) product of A and B relative to an optional origin C.
*/
num dot(point A, point B, point C = point(0, 0)) {
A -= C; B -= C;
return A.real() * B.real() + A.imag() * B.imag();
}
/* pointCmp, angleCmp, unwind, and hull are all part of an O(N log N) convex
* hull implementation. */
bool pointCmp(point A, point B) {
return make_pair(A.real(), A.imag()) < make_pair(B.real(), B.imag());
}
point pivot;
bool angleCmp(point A, point B) {
num c = cp(pivot, A, B);
return num_eq(c, 0) && dot(A, A, pivot) < dot(B, B, pivot) || num_lt(0, c);
}
void unwind(poly& P, point A) {
int sz = P.size();
while(sz > 1 && ccweq(A, P[sz - 1], P[sz - 2])) --sz;
P.resize(sz);
}
/* Computes the convex hull of the list of points P. Returns the points
* defining the convex hull in ccw order. */
poly hull(poly P) {
swap(P[0], *min_element(P.begin(), P.end(), pointCmp));
pivot = P[0];
sort(P.begin() + 1, P.end(), angleCmp);
poly ret(1, pivot);
for(int i = 1; i < P.size(); i++) {
unwind(ret, P[i]);
ret.push_back(P[i]);
}
unwind(ret, pivot);
return ret;
}
/* Check if A is in the convex polygon P (in ccw order) in O(log(N)) time. If
* on is false A must be strictly in the interior of P. */
bool in_convex(poly& P, point A, bool on) {
if(ccw(P[0], A, P[1]) || ccw(P[0], P.back(), A)) return false;
int lo = 1;
int hi = P.size() - 2;
while(lo < hi) {
int md = (lo + hi + 1) / 2;
if(ccw(P[0], P[md], A)) {
lo = md;
} else {
hi = md - 1;
}
}
return (on || lo != 1 ? ccweq : ccw)(P[0], P[lo], A) &&
(on ? ccweq : ccw)(P[lo], P[lo + 1], A) &&
(on || lo + 2 != P.size() ? ccweq : ccw)(P[lo + 1], P[0], A);
}
/* Returns the line that passes through points A and B */
line get_line(point A, point B) {
point norm(B.imag() - A.imag(), A.real() - B.real());
return line(norm, dot(A, norm));
}
/* Returns the line that passes between A and B orthogonal to the line formed by
* A and B. */
line bisector(point A, point B) {
point norm(B.real() - A.real(), B.imag() - A.imag());
return line(norm * num(2), dot(norm, A + B));
}
/* Returns the point where lines A and B intersect. Sets geoerror to true if
* the lines are parallel. */
point intersect(line A, line B) {
num det = A.norm.real() * B.norm.imag() - A.norm.imag() * B.norm.real();
if(num_eq(det, 0)) {
geoerror = true;
return point(0, 0);
}
return point(B.norm.imag() * A.C - A.norm.imag() * B.C,
-B.norm.real() * A.C + A.norm.real() * B.C) / det;
}
/* Returns the center of the circle that contains the three points A, B, and C.
* If the points are colinear sets geoerror to true. */
point get_circle_center(point A, point B, point C) {
return intersect(bisector(A, B), bisector(B, C));
}
/* Returns true if X is on the line segment with endpoints at A and B. If
* closed is false X does not include A and B itself. */
bool on_segment(point A, point B, point X, bool closed = true) {
point lnorm(B.imag() - A.imag(), A.real() - B.real());
point bnorm(B.real() - A.real(), B.imag() - A.imag());
if(!num_eq(dot(lnorm, A), dot(lnorm, X))) {
return false;
}
num AN = dot(bnorm, A);
num BN = dot(bnorm, B);
num XN = dot(bnorm, X);
if(BN < AN) {
swap(AN, BN);
}
return (closed ? num_lteq : num_lt)(AN, XN) &&
(closed ? num_lteq : num_lt)(XN, BN);
}
/* Rotates the point X by R around the center C (and scales by the magnitude of
* R). If you want to rotate counter-clockwise by ang radians you should use
*
* rotate(X, exp(point(0, ang)), C)
*/
point rotate(point X, point R, point C = 0) {
return (X - C) * R + C;
}
/* Returns the area of the simple (not-necessarily convex) polygon P
* (in ccw order). However when using integer arithmetic the area may be a
* half integer. In this case you can set nohalf to true and twice the area
* will be returned.
*
* If P is clockwise order the result will be negative.
*/
num area(poly P, bool nohalf = false) {
num result = 0;
for(int i = 1; i + 1 < P.size(); i++) {
result += cp(P[i], P[i + 1], P[0]);
}
return nohalf ? result : result / 2;
}
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