3 次元幾何の練習
問題概要
円錐を平面によって切断するとき、分離された2つの部分の体積を求めよ。
解法
ちょっと複雑だが、2次元に射影して考える。
そのためには、3次元幾何の正射影が必要になる
#include <iostream> #include <vector> #include <cmath> #include <iomanip> using namespace std; ///////////////////////////////// // 3 次元幾何ライブラリ一式 ///////////////////////////////// /* Point */ using DD = double; const DD INF = 1LL<<60; // to be set appropriately const DD EPS = 1e-10; // to be set appropriately const DD PI = acos(-1.0); DD torad(int deg) {return (DD)(deg) * PI / 180;} DD todeg(DD ang) {return ang * 180 / PI;} struct Point3D { DD x, y, z; Point3D(DD x = 0.0, DD y = 0.0, DD z = 0.0) : x(x), y(y), z(z) {} friend ostream& operator << (ostream &s, const Point3D &p) {return s << '(' << p.x << ", " << p.y << ", " << p.z << ')';} }; Point3D operator + (const Point3D &p, const Point3D &q) {return Point3D(p.x + q.x, p.y + q.y, p.z + q.z);} Point3D operator - (const Point3D &p, const Point3D &q) {return Point3D(p.x - q.x, p.y - q.y, p.z - q.z);} Point3D operator * (const Point3D &p, DD a) {return Point3D(p.x * a, p.y * a, p.z * a);} Point3D operator * (DD a, const Point3D &p) {return Point3D(a * p.x, a * p.y, a * p.z);} Point3D operator / (const Point3D &p, DD a) {return Point3D(p.x / a, p.y / a), p.z / a;} Point3D cross (const Point3D &p, const Point3D &q) { return Point3D(p.y * q.z - p.z * q.y, p.z * q.x - p.x * q.z, p.x * q.y - p.y * q.x); } DD dot(const Point3D &p, const Point3D &q) {return p.x * q.x + p.y * q.y + p.z * q.z;} DD norm(const Point3D &p) {return dot(p, p);} DD abs(const Point3D &p) {return sqrt(dot(p, p));} bool eq(const Point3D &p, const Point3D &q) {return abs(p - q) < EPS;} DD area(const Point3D &a, const Point3D &b, const Point3D &c) { return abs(cross(b - a, c - a)) / 2; } struct Line3D : vector<Point3D> { Line3D(const Point3D &a = Point3D(), const Point3D &b = Point3D()) { this->push_back(a); this->push_back(b); } friend ostream& operator << (ostream &s, const Line3D &l) {return s << '{' << l[0] << ", " << l[1] << '}';} }; struct Sphere : Point3D { DD r; Sphere(const Point3D &p = Point3D(), DD r = 0.0) : Point3D(p), r(r) {} friend ostream& operator << (ostream &s, const Sphere &c) {return s << '(' << c.x << ", " << c.y << ", " << c.r << ')';} }; struct Plane : vector<Point3D> { Plane(const Point3D &a = Point3D(), const Point3D &b = Point3D(), const Point3D &c = Point3D()) { this->push_back(a); this->push_back(b); this->push_back(c); } friend ostream& operator << (ostream &s, const Plane &p) { return s << '{' << p[0] << ", " << p[1] << ", " << p[2] << '}'; } }; Point3D proj(const Point3D &p, const Line3D &l) { DD t = dot(p - l[0], l[1] - l[0]) / norm(l[1] - l[0]); return l[0] + (l[1] - l[0]) * t; } Point3D proj(const Point3D &p, const Plane &pl) { Point3D ph = cross(pl[1] - pl[0], pl[2] - pl[0]); Point3D pt = proj(p, Line3D(pl[0], pl[0] + ph)); return p + (pl[0] - pt); } Point3D refl(const Point3D &p, const Line3D &l) { return p + (proj(p, l) - p) * 2; } Point3D refl(const Point3D &p, const Plane &pl) { return p + (proj(p, pl) - p) * 2; } bool isinterPL(const Point3D &p, const Line3D &l) { return (abs(p - proj(p, l)) < EPS); } DD distancePL(const Point3D &p, const Line3D &l) { return abs(p - proj(p, l)); } DD distanceLL(const Line3D &l, const Line3D &m) { Point3D nv = cross(l[1] - l[0], m[1] - m[0]); if (abs(nv) < EPS) return distancePL(l[0], m); Point3D p = m[0] - l[0]; return abs(dot(nv, p)) / abs(nv); } vector<Point3D> crosspoint(const Line3D &l, const Plane &pl) { vector<Point3D> res; Point3D ph = cross(pl[1] - pl[0], pl[2] - pl[0]); DD baseLength = dot(l[1] - l[0], ph); if (abs(baseLength) < EPS) return vector<Point3D>(); DD crossLength = dot(pl[0] - l[0], ph); DD ratio = crossLength / baseLength; res.push_back(l[0] + (l[1] - l[0]) * ratio); return res; } vector<Point3D> crosspointSPL(const Line3D &s, const Plane &pl) { vector<Point3D> res; Point3D ph = cross(pl[1] - pl[0], pl[2] - pl[0]); DD baseLength = dot(s[1] - s[0], ph); if (abs(baseLength) < EPS) return vector<Point3D>(); DD crossLength = dot(pl[0] - s[0], ph); DD ratio = crossLength / baseLength; if (ratio < -EPS || ratio > 1.0 + EPS) return vector<Point3D>(); res.push_back(s[0] + (s[1] - s[0]) * ratio); return res; } ///////////////////////////////// // AOJ 1523 ///////////////////////////////// // 2 次元 struct Point { DD x, y; Point(DD x = 0.0, DD y = 0.0) : x(x), y(y) {} friend ostream& operator << (ostream &s, const Point &p) {return s << '(' << p.x << ", " << p.y << ')';} }; inline Point operator + (const Point &p, const Point &q) {return Point(p.x + q.x, p.y + q.y);} inline Point operator - (const Point &p, const Point &q) {return Point(p.x - q.x, p.y - q.y);} inline Point operator * (const Point &p, DD a) {return Point(p.x * a, p.y * a);} inline Point operator * (DD a, const Point &p) {return Point(a * p.x, a * p.y);} inline Point operator * (const Point &p, const Point &q) {return Point(p.x * q.x - p.y * q.y, p.x * q.y + p.y * q.x);} inline Point operator / (const Point &p, DD a) {return Point(p.x / a, p.y / a);} inline Point conj(const Point &p) {return Point(p.x, -p.y);} inline Point rot(const Point &p, DD ang) {return Point(cos(ang) * p.x - sin(ang) * p.y, sin(ang) * p.x + cos(ang) * p.y);} inline Point rot90(const Point &p) {return Point(-p.y, p.x);} inline DD cross(const Point &p, const Point &q) {return p.x * q.y - p.y * q.x;} inline DD dot(const Point &p, const Point &q) {return p.x * q.x + p.y * q.y;} inline DD norm(const Point &p) {return dot(p, p);} inline DD abs(const Point &p) {return sqrt(dot(p, p));} inline DD amp(const Point &p) {DD res = atan2(p.y, p.x); if (res < 0) res += PI*2; return res;} inline bool eq(const Point &p, const Point &q) {return abs(p - q) < EPS;} inline bool operator < (const Point &p, const Point &q) {return (abs(p.x - q.x) > EPS ? p.x < q.x : p.y < q.y);} inline bool operator > (const Point &p, const Point &q) {return (abs(p.x - q.x) > EPS ? p.x > q.x : p.y > q.y);} inline Point operator / (const Point &p, const Point &q) {return p * conj(q) / norm(q);} struct Line : vector<Point> { Line(Point a = Point(0.0, 0.0), Point b = Point(0.0, 0.0)) { this->push_back(a); this->push_back(b); } friend ostream& operator << (ostream &s, const Line &l) {return s << '{' << l[0] << ", " << l[1] << '}';} }; Point proj(const Point &p, const Line &l) { DD t = dot(p - l[0], l[1] - l[0]) / norm(l[1] - l[0]); return l[0] + (l[1] - l[0]) * t; } vector<Point> crosspoint(const Line &l, const Line &m) { vector<Point> res; DD d = cross(m[1] - m[0], l[1] - l[0]); if (abs(d) < EPS) return vector<Point>(); res.push_back(l[0] + (l[1] - l[0]) * cross(m[1] - m[0], m[1] - l[0]) / d); return res; } void solveAOJ1523() { Point3D X, Y, P; DD r; cin >> X.x >> X.y >> X.z >> Y.x >> Y.y >> Y.z >> r >> P.x >> P.y >> P.z; Line3D l(X, Y); Point3D PH = proj(P, l); Point x(0, abs(X - Y)); Point y(0, 0); Point p(abs(P-PH), abs(PH-Y)); Point a(r, 0); Point b(-r, 0); vector<Point> vc = crosspoint(Line(p, a), Line(x, b)); Point c = vc[0]; vector<Point> vd = crosspoint(Line(p, b), Line(x, a)); Point d = vd[0]; Point m = (c + d)/2; Point h = proj(x, Line(c, d)); DD tsr = r * abs(x.y - m.y) / abs(x - y); DD sr = sqrt(tsr * tsr - m.x * m.x); DD tot = PI * r * r * abs(x-y) / 3; DD sol = PI * abs(c - d) * sr * abs(x - h) / 6; cout << fixed << setprecision(9) << sol << " " << tot-sol << endl; } int main() { solveAOJ1523(); }