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polygon.cpp
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polygon.cpp
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template <typename T>
class Polygon {
private:
vector<Point<T>> vs;
int n;
public:
// O parâmetro deve conter os n vértices do polígono
Polygon(const vector<Point<T>>& ps) : vs(ps), n(vs.size()) {
vs.push_back(vs.front());
}
private:
T D(const Point<T>& P, const Point<T>& Q, const Point<T>& R) const {
return (P.x * Q.y + P.y * R.x + Q.x * R.y) -
(R.x * Q.y + R.y * P.x + Q.x * P.y);
}
public:
bool convex() const {
// Um polígono deve ter, no minimo, 3 vértices
if (n < 3) return false;
int P = 0, N = 0, Z = 0;
for (int i = 0; i < n; ++i) {
auto d = D(vs[i], vs[(i + 1) % n], vs[(i + 2) % n]);
d ? (d > 0 ? ++P : ++N) : ++Z;
}
return P == n or N == n;
}
private:
double distance(const Point<T>& P, const Point<T>& Q) {
return hypot(P.x - Q.x, P.y - Q.y);
}
public:
double perimeter() const {
auto p = 0.0;
for (int i = 0; i < n; ++i) p += distance(vs[i], vs[i + 1]);
return p;
}
double area() const {
auto a = 0.0;
for (int i = 0; i < n; ++i) {
a += vs[i].x * vs[i + 1].y;
a -= vs[i + 1].x * vs[i].y;
}
return 0.5 * fabs(a);
}
private:
// Ângulo APB, em radianos
double angle(const Point<T>& P, const Point<T>& A, const Point<T>& B) {
auto ux = P.x - A.x;
auto uy = P.y - A.y;
auto vx = P.x - B.x;
auto vy = P.y - B.y;
auto num = ux * vx + uy * vy;
auto den = hypot(ux, uy) * hypot(vx, vy);
// Caso especial: se den == 0, algum dos vetores é degenerado: os
// dois pontos são iguais. Neste caso, o ângulo não está definido
return acos(num / den);
}
bool equals(double x, double y) {
static const double EPS{1e-6};
return fabs(x - y) < EPS;
}
public:
bool contains(const Point<T>& P) const {
if (n < 3) return false;
auto sum = 0.0;
for (int i = 0; i < n - 1; ++i) {
auto d = D(P, vs[i], vs[i + 1]);
auto a = angle(P, vs[i], vs[i + 1]);
sum += d > 0 ? a : (d < 0 ? -a : 0);
}
static const double PI = acos(-1.0);
return equals(fabs(sum), 2 * PI);
}
private:
// Interseção entre a reta AB e o segmento de reta PQ
Point<T> intersection(const Point<T>& P, const Point<T>& Q, const Point<T>& A,
const Point<T>& B) {
auto a = B.y - A.y;
auto b = A.x - B.x;
auto c = B.x * A.y - A.x * B.y;
auto u = fabs(a * P.x + b * P.y + c);
auto v = fabs(a * Q.x + b * Q.y + c);
// Média ponderada pelas distâncias de P e Q até a reta AB
return {(P.x * v + Q.x * u) / (u + v), (P.y * v + Q.y * u) / (u + v)};
}
public:
// Corta o polígono com a reta r que passa por A e B
Polygon cut_polygon(const Point<T>& A, const Point<T>& B) const {
vector<Point<T>> points;
const double EPS{1e-6};
for (int i = 0; i < n; ++i) {
auto d1 = D(A, B, vs[i]);
auto d2 = D(A, B, vs[i + 1]);
// Vértice à esquerda da reta
if (d1 > -EPS) points.push_back(vs[i]);
// A aresta cruza a reta
if (d1 * d2 < -EPS)
points.push_back(intersection(vs[i], vs[i + 1], A, B));
}
return Polygon(points);
}
double circumradius() const {
auto s = distance(vs[0], vs[1]);
const double PI{acos(-1.0)};
return (s / 2.0) * (1.0 / sin(PI / n));
}
double apothem() const {
auto s = distance(vs[0], vs[1]);
const double PI{acos(-1.0)};
return (s / 2.0) * (1.0 / tan(PI / n));
}
};