#include <bits/stdc++.h>
using namespace std;
const double PI = acos(-1);
template <class T1, class T2>
inline bool minimise(T1 &x, T2 y)
{
if (x > y)
{
x = y;
return true;
}
return false;
}
template <class T1, class T2>
inline bool maximise(T1 &x, T2 y)
{
if (x < y)
{
x = y;
return true;
}
return false;
}
template <class T>
inline constexpr int sgn(T x)
{
if (x > 0)
return 1;
if (x < 0)
return -1;
return 0;
}
struct Vec2
{
double x, y;
Vec2(double x = 0, double y = 0) : x(x), y(y) {}
inline Vec2 operator+(const Vec2 &oth) const { return Vec2(x + oth.x, y + oth.y); }
inline Vec2 operator-(const Vec2 &oth) const { return Vec2(x - oth.x, y - oth.y); }
inline double norm() const { return sqrt(x * x + y * y); }
inline double norm_sq() const { return x * x + y * y; }
inline Vec2 normalised() const
{
double l = norm();
return Vec2(x / l, y / l);
}
inline static double dot(const Vec2 &v1, const Vec2 &v2)
{
return v1.x * v2.x + v1.y * v2.y;
}
inline static double cross(const Vec2 &v1, const Vec2 &v2)
{
return v1.x * v2.y - v1.y * v2.x;
}
inline static double angle(const Vec2 &v1, const Vec2 &v2)
{
return abs(acos(dot(v1.normalised(), v2.normalised())));
}
inline static bool is_ccw(const Vec2 &origin, const Vec2 &p1, const Vec2 &p2)
{
Vec2 r1 = p1 - origin;
Vec2 r2 = p2 - origin;
return cross(r1, r2) > 0.;
}
inline static bool is_ray_order(const Vec2 &ray_1, const Vec2 &ray_mid, const Vec2 &ray_2, bool strict = false)
{
int _sgn = sgn(cross(ray_mid, ray_1)) * sgn(cross(ray_mid, ray_2));
if (strict)
return _sgn < 0;
return _sgn <= 0;
}
// inline tuple<const int &, const int &> coords() const
// {
// return tie(x, y);
// }
inline static bool compare_x(const Vec2 &v1, const Vec2 &v2)
{
if (v1.x != v2.x)
return v1.x < v2.x;
return v1.y < v2.y;
}
};
struct Segment
{
Vec2 pt[2];
Segment(Vec2 A, Vec2 B)
{
pt[0] = A, pt[1] = B;
}
inline static bool intersect(Segment p, Segment q, bool strict = false)
{
Vec2 p1 = p.pt[0], p2 = p.pt[1];
Vec2 q1 = q.pt[0], q2 = q.pt[1];
return Vec2::is_ray_order(q1 - p1, p2 - p1, q2 - p1, strict) and
Vec2::is_ray_order(p1 - q1, q2 - q1, p2 - q1, strict);
}
inline static bool intersect_strict(Segment p, Segment q)
{
return intersect(p, q, true);
}
};
template <int N>
struct Triangulation
{
int n;
vector<int> adj[N];
vector<pair<int, int>> segments;
Triangulation() {}
inline void add_edge(int i, int j)
{
adj[i].push_back(j);
adj[j].push_back(i);
segments.emplace_back(i, j);
}
void init_by_x(int _n, Vec2 pt[])
{
n = _n;
for (int i = 2; i <= n; i++)
for (int j = 1; j < i; j++)
{
bool is_crossing = false;
Segment new_segment(pt[i], pt[j]);
for (const auto &old_segment_idx : segments)
{
int x, y;
tie(x, y) = old_segment_idx;
if (Segment::intersect_strict(new_segment, Segment(pt[x], pt[y])))
{
is_crossing = true;
break;
}
}
if (not is_crossing)
add_edge(j, i);
}
}
void init_by_length(int _n, Vec2 pt[])
{
n = _n;
vector<tuple<double, int, int>> all_segments;
for (int i = 1; i <= n; i++)
for (int j = 1; j < i; j++)
all_segments.emplace_back((pt[i] - pt[j]).norm_sq(), j, i);
sort(all_segments.begin(), all_segments.end());
for (const auto &segment : all_segments)
{
int i, j;
tie(ignore, i, j) = segment;
cerr << setprecision(10) << fixed;
cerr << "considering segment " << i << " " << j << ", length = " << sqrt(get<0>(segment)) << endl;
bool is_crossing = false;
Segment new_segment(pt[i], pt[j]);
for (const auto &old_segment_idx : segments)
{
int x, y;
tie(x, y) = old_segment_idx;
if (Segment::intersect_strict(new_segment, Segment(pt[x], pt[y])))
{
is_crossing = true;
break;
}
}
if (not is_crossing)
add_edge(i, j);
}
}
};
struct Cross
{
vector<pair<double, double>> pt_angles_up;
vector<pair<double, double>> pt_angles_down;
bool crossed;
Cross(int N, Vec2 pt[], int x, int y)
{
for (int p = 1; p <= N; p++)
if (x != p and y != p)
{
Vec2 XP = pt[p] - pt[x];
Vec2 YP = pt[p] - pt[y];
Vec2 XY = pt[y] - pt[x];
Vec2 YX = pt[x] - pt[y];
double alpha = Vec2::angle(XP, XY);
double beta = Vec2::angle(YP, YX);
if (Vec2::cross(XY, XP) > 0)
pt_angles_up.emplace_back(alpha, beta);
else
pt_angles_down.emplace_back(alpha, beta);
}
// crossed = false;
// for (int a = 1; a <= N; a++)
// if (x != a and y != a)
// for (int b = a + 1; b <= N; b++)
// if (x != b and y != b)
// {
// if (Segment::intersect_strict(Segment(pt[a], pt[b]), Segment(pt[x], pt[y])))
// crossed = true;
// }
}
inline bool is_not_crossed()
{
for (const auto &angles_up : pt_angles_up)
for (const auto &angles_down : pt_angles_down)
{
double alpha_up, beta_up, alpha_down, beta_down;
tie(alpha_up, beta_up) = angles_up;
tie(alpha_down, beta_down) = angles_down;
if (alpha_up + alpha_down <= PI and beta_up + beta_down <= PI)
return false;
}
return true;
// return not crossed;
}
};
const int MAX = 1000 + 5;
int N;
Vec2 pt[MAX];
Triangulation<MAX> triangulation;
void input()
{
cin >> N;
for (int i = 1; i <= N; i++)
{
int x, y;
cin >> x >> y;
pt[i] = Vec2(x, y);
}
sort(pt + 1, pt + N + 1, Vec2::compare_x);
triangulation.init_by_x(N, pt);
}
void solve()
{
int ans = 0;
for (const auto &e : triangulation.segments)
{
int x, y;
tie(x, y) = e;
ans += Cross(N, pt, x, y).is_not_crossed() ? 1 : 0;
}
cout << ans;
}
int main(void)
{
ios_base::sync_with_stdio(false);
cin.tie(0);
cout.tie(0);
input();
solve();
return 0;
}
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