#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;
}
template <int N>
struct FenwickTree
{
int n, bit[N];
inline void init(int _n)
{
n = _n;
}
inline void add(int i, int v)
{
for (; i <= n; i += i & -i)
bit[i] += v;
}
inline int get(int i)
{
int res = 0;
for (; i > 0; i -= i & -i)
res += bit[i];
return res;
}
};
struct Vec2
{
long double x, y;
Vec2(long double x = 0, long 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 long double arg() { return atan2(y, x); }
inline long double norm() const { return sqrtl(x * x + y * y); }
inline long double norm_sq() const { return x * x + y * y; }
inline Vec2 normalised() const
{
long double l = norm();
return Vec2(x / l, y / l);
}
inline static long double arg(const Vec2 &v) { return atan2(v.y, v.x); }
inline static long double dot(const Vec2 &v1, const Vec2 &v2)
{
return v1.x * v2.x + v1.y * v2.y;
}
inline static long double cross(const Vec2 &v1, const Vec2 &v2)
{
return v1.x * v2.y - v1.y * v2.x;
}
inline static long double angle(const Vec2 &v1, const Vec2 &v2)
{
long double dot_prod = dot(v1.normalised(), v2.normalised());
dot_prod = min(1.0L, max(-1.0L, dot_prod));
// cerr << "\t angle (" << v1.x << "," << v1.y << ") - (" << v2.x << "," << v2.y << ") "
// << " --> acos = " << dot_prod
// << " ==> " << acos(dot_prod) << endl;
// return acos(dot(v1.normalised(), v2.normalised()));
return acos(dot_prod);
}
inline static bool is_ccw_origin(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_ccw_turn(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3)
{
Vec2 r1 = p2 - p1;
Vec2 r2 = p3 - p2;
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;
}
inline static bool compare_larger_x(const Vec2 &v1, const Vec2 &v2)
{
if (v1.x != v2.x)
return v1.x > v2.x;
return v1.y > v2.y;
}
inline static bool compare_y(const Vec2 &v1, const Vec2 &v2)
{
if (v1.y != v2.y)
return v1.y < v2.y;
return v1.x < v2.x;
}
};
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;
vector<int> hull;
Triangulation() {}
inline void add_edge(int i, int j)
{
adj[i].push_back(j);
adj[j].push_back(i);
segments.emplace_back(i, j);
// cerr << "add " << i << " " << j << endl;
}
void init(int _n, Vec2 pt[])
{
n = _n;
add_edge(1, 2);
add_edge(1, 3);
add_edge(2, 3);
// for (int i = 1; i <= n; i++)
// cerr << "point " << i << ": " << pt[i].x << " " << pt[i].y << endl;
if (not Vec2::is_ccw_turn(pt[1], pt[2], pt[3]))
hull = {1, 2, 3};
else
hull = {1, 3, 2};
for (int i = 4; i <= n; i++)
{
// cerr << "hull: ";
// for (int e : hull)
// cerr << e << " ";
// cerr << endl;
int p_min_arg = 0, p_max_arg = 0;
long double min_arg = 2 * PI, max_arg = -2 * PI;
for (int p = 0; p < hull.size(); p++)
{
long double arg = Vec2::arg(pt[hull[p]] - pt[i]);
if (minimise(min_arg, arg))
p_min_arg = p;
if (maximise(max_arg, arg))
p_max_arg = p;
// cerr << "arg " << i << " -> " << hull[p] << ": " << arg << endl;
}
for (int p = p_min_arg;; p = (++p) % hull.size())
{
add_edge(hull[p], i);
if (p == p_max_arg)
break;
}
vector<int> new_hull;
for (int p = p_max_arg;; p = (++p) % hull.size())
{
new_hull.push_back(hull[p]);
if (p == p_min_arg)
break;
}
new_hull.push_back(i);
swap(hull, new_hull);
}
}
};
struct Cross
{
int n;
Vec2 *pt;
vector<pair<long double, long double>> pt_angles_up;
vector<pair<long double, long double>> pt_angles_down;
vector<long double> min_betas_down;
inline void init(int _n, Vec2 _pt[])
{
n = _n;
pt = _pt;
}
inline bool is_not_crossed(int x, int y)
{
pt_angles_up.clear();
pt_angles_down.clear();
min_betas_down.clear();
for (int p = 1; p <= n; p++)
{
if (x == p or y == p)
continue;
Vec2 XP = pt[p] - pt[x];
Vec2 YP = pt[p] - pt[y];
Vec2 XY = pt[y] - pt[x];
Vec2 YX = pt[x] - pt[y];
long double alpha = Vec2::angle(XP, XY);
long 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);
}
sort(pt_angles_up.begin(), pt_angles_up.end());
sort(pt_angles_down.begin(), pt_angles_down.end());
for (const auto &e : pt_angles_down)
min_betas_down.push_back(e.second);
partial_sum(
min_betas_down.begin(),
min_betas_down.end(),
min_betas_down.begin(),
[&](long double x, long double y) -> long double
{ return min(x, y); });
auto it_up = pt_angles_up.begin();
auto it_down = pt_angles_down.rbegin();
auto it_min_beta_down = min_betas_down.rbegin();
while (it_up != pt_angles_up.end())
{
while (it_down != pt_angles_down.rend() and
it_up->first + it_down->first > PI)
it_down++, it_min_beta_down++;
if (it_min_beta_down != min_betas_down.rend() and
*it_min_beta_down + it_up->second <= PI)
return false;
it_up++;
}
return true;
}
};
const int MAX = 1000 + 7;
int N;
Vec2 pt[MAX];
Triangulation<MAX> triangulation;
Cross cross_counter;
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_larger_x);
triangulation.init(N, pt);
cross_counter.init(N, pt);
}
void solve()
{
int ans = 0;
for (const auto &e : triangulation.segments)
{
int x, y;
tie(x, y) = e;
if (cross_counter.is_not_crossed(x, y))
{
// cerr << x << " " << y << " " << 1 << endl;
ans += 1;
}
else
{
// cerr << x << " " << y << " " << 0 << endl;
}
}
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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