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#include "geometry/base_arbitary.hpp"
#pragma once #include "../template/template.hpp" namespace lib { template <typename T> struct Vec { T x, y; Vec(T _x = T(0), T _y = T(0)) : x(_x), y(_y) {} Vec& operator*=(const T& a) { x *= a; y *= a; return *this; } Vec& operator/=(const T& a) { x /= a; y /= a; return *this; } Vec& operator+=(const Vec& rhs) { x += rhs.x; y += rhs.y; return *this; } Vec& operator-=(const Vec& rhs) { x -= rhs.x; y -= rhs.y; return *this; } friend bool operator==(const Vec& lhs, const Vec& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } friend bool operator!=(const Vec& lhs, const Vec& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } friend Vec operator+(const Vec& lhs, const Vec& rhs) { return Vec(lhs) += rhs; } friend Vec operator-(const Vec& lhs, const Vec& rhs) { return Vec(lhs) -= rhs; } friend Vec operator*(const Vec& lhs, const T& rhs) { return Vec(lhs) *= rhs; } friend Vec operator*(const T& rhs, const Vec& lhs) { return Vec(lhs) *= rhs; } friend Vec operator/(const Vec& lhs, const T& rhs) { return Vec(lhs) /= rhs; } friend Vec operator/(const T& rhs, const Vec& lhs) { return Vec(lhs) /= rhs; } }; template <typename T> T dot(const Vec<T>& a, const Vec<T>& b) { return a.x * b.x + a.y * b.y; } // cross > 0 : counter clockwise a -> b template <typename T> T cross(const Vec<T>& a, const Vec<T>& b) { return a.x * b.y - a.y * b.x; } template <typename T> ld abs(const Vec<T>& a) { return sqrtl(a.x * a.x + a.y * a.y); } template <typename T> T norm(const Vec<T>& a) { return a.x * a.x + a.y * a.y; } template <typename T> struct Line { Vec<T> p, q; }; template <typename T> int intersection(const Line<T>& a, const Line<T>& b) { if (cross(a.p - a.q, b.p - b.q) == 0) { if (cross(a.p - b.p, a.q - b.p) == 0) return 2; return 0; } return 1; } // intersection == 1 (cross(a.p-a.q,b.p-b.q) != 0) template <typename T> Vec<T> cross_point(const Line<T>& a, const Line<T>& b) { Vec<T> va = a.p - a.q, vb = b.p - b.q; Vec<T> ba = b.p - a.q; T alpha = cross(ba, vb) / cross(va, vb); return alpha * a.p + (1 - alpha) * a.q; } } // namespace lib
#line 2 "geometry/base_arbitary.hpp" #line 2 "template/template.hpp" #include <bits/stdc++.h> #define rep(i, s, n) for (int i = (int)(s); i < (int)(n); i++) #define rrep(i, s, n) for (int i = (int)(n)-1; i >= (int)(s); i--) #define all(v) v.begin(), v.end() using ll = long long; using ld = long double; using ull = unsigned long long; template <typename T> bool chmin(T &a, const T &b) { if (a <= b) return false; a = b; return true; } template <typename T> bool chmax(T &a, const T &b) { if (a >= b) return false; a = b; return true; } namespace lib { using namespace std; } // namespace lib // using namespace lib; #line 4 "geometry/base_arbitary.hpp" namespace lib { template <typename T> struct Vec { T x, y; Vec(T _x = T(0), T _y = T(0)) : x(_x), y(_y) {} Vec& operator*=(const T& a) { x *= a; y *= a; return *this; } Vec& operator/=(const T& a) { x /= a; y /= a; return *this; } Vec& operator+=(const Vec& rhs) { x += rhs.x; y += rhs.y; return *this; } Vec& operator-=(const Vec& rhs) { x -= rhs.x; y -= rhs.y; return *this; } friend bool operator==(const Vec& lhs, const Vec& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } friend bool operator!=(const Vec& lhs, const Vec& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } friend Vec operator+(const Vec& lhs, const Vec& rhs) { return Vec(lhs) += rhs; } friend Vec operator-(const Vec& lhs, const Vec& rhs) { return Vec(lhs) -= rhs; } friend Vec operator*(const Vec& lhs, const T& rhs) { return Vec(lhs) *= rhs; } friend Vec operator*(const T& rhs, const Vec& lhs) { return Vec(lhs) *= rhs; } friend Vec operator/(const Vec& lhs, const T& rhs) { return Vec(lhs) /= rhs; } friend Vec operator/(const T& rhs, const Vec& lhs) { return Vec(lhs) /= rhs; } }; template <typename T> T dot(const Vec<T>& a, const Vec<T>& b) { return a.x * b.x + a.y * b.y; } // cross > 0 : counter clockwise a -> b template <typename T> T cross(const Vec<T>& a, const Vec<T>& b) { return a.x * b.y - a.y * b.x; } template <typename T> ld abs(const Vec<T>& a) { return sqrtl(a.x * a.x + a.y * a.y); } template <typename T> T norm(const Vec<T>& a) { return a.x * a.x + a.y * a.y; } template <typename T> struct Line { Vec<T> p, q; }; template <typename T> int intersection(const Line<T>& a, const Line<T>& b) { if (cross(a.p - a.q, b.p - b.q) == 0) { if (cross(a.p - b.p, a.q - b.p) == 0) return 2; return 0; } return 1; } // intersection == 1 (cross(a.p-a.q,b.p-b.q) != 0) template <typename T> Vec<T> cross_point(const Line<T>& a, const Line<T>& b) { Vec<T> va = a.p - a.q, vb = b.p - b.q; Vec<T> ba = b.p - a.q; T alpha = cross(ba, vb) / cross(va, vb); return alpha * a.p + (1 - alpha) * a.q; } } // namespace lib