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136 lines (115 loc) · 3.09 KB
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Copy pathcontest.cpp
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136 lines (115 loc) · 3.09 KB
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#include <iostream>
#include <cstdint>
#include <cmath>
using std::cin;
using std::cout;
using std::end;
using std::exp2;
using std::log2;
using u64 = std::uint64_t;
long square(long i){
return i*i;
}
double log2d(double x){
return log2(x);
}
double exp2d(double x){
return exp2(x);
}
/*
double pow(double x, double y){
return(exp2d(log2d(x)*y));
}
double pow(double x, int a){
double r = 1;
for(int i = 0; i < (a > 0 ? a : -a); i++){
a > 0 ? r *= x : r /= x;
}
return r;
}
*/
double pow2(double x, int a){
return (a == 0 ? 1 : a%2 == 0 ? (pow2(x, a/2) * pow2(x, a/2)) : (a > 0 ? x * pow2(x, a-1) : pow2(x, a+1) / x));
}
int popcount(uint64_t i){
int n = 0;
while(i > 1){
if(i%2 == 0){
i /= 2;
}
else{
i = (i-1)/2;
n++;
}
}
return i == 0 ? 0 : n+1;
}
int gcd(u64 a, u64 b){
return a > b ? b == 0 ? a : gcd(b, a%b) : a == 0 ? b : gcd(a, b%a);
}
struct vec3{
float x, y, z;
};
struct Ray
{
vec3 origin;
vec3 direction;
};
struct Plane
{
vec3 point;
vec3 norm;
};
vec3 cross(vec3 a, vec3 b){
vec3 c;
c.x = a.y*b.z-a.z*b.y;
c.y = -a.x*b.z+a.z*b.x;
c.z = a.x*b.y-a.y*b.x;
return c;
}
vec3 operator+(vec3 a, vec3 b){
return {a.x + b.x, a.y + b.y, a.z + b.z};
}
vec3 operator-(vec3 a, vec3 b){
return {a.x-b.x, a.y-b.y, a.z-b.z};
}
vec3 operator*(vec3 a, float b){
return {a.x*b, a.y*b, a.z*b};
}
float dot(vec3 a, vec3 b){
return a.x*b.x + a.y*b.y + a.z*b.z;
}
vec3 rayPlaneIntersection(Ray r, Plane p){
return r.origin + r.direction*(dot(p.point-r.origin, p.norm)/dot(r.direction, p.norm));
}
u64 fib64(u64 k){
u64 d = 1;
u64 c = 0;
for (u64 i = 0; i < k; i++){
c = d + c;
d = c - d;
}
return c;
}
/*
vec3 rayPlaneIntersection(Ray r, Plane p){
return {
(p.norm.x*p.point.x*r.direction.x + p.norm.y*p.point.y*r.direction.x + p.norm.z*p.point.z*r.direction.x - p.norm.y*r.origin.y*r.direction.x - p.norm.z*r.origin.z*r.direction.x + p.norm.y*r.direction.y*r.origin.x + p.norm.z*r.direction.z*r.origin.x)/(p.norm.x*r.direction.x + p.norm.y*r.direction.y + p.norm.z*r.direction.z),
(p.norm.x*p.point.x*r.direction.y + p.norm.y*p.point.y*r.direction.y + p.norm.z*p.point.z*r.direction.y - p.norm.x*r.origin.x*r.direction.y - p.norm.z*r.origin.z*r.direction.y + p.norm.x*r.direction.x*r.origin.y + p.norm.z*r.direction.z*r.origin.y)/(p.norm.y*r.direction.y + p.norm.x*r.direction.x + p.norm.z*r.direction.z),
(p.norm.x*p.point.x*r.direction.z + p.norm.y*p.point.y*r.direction.z + p.norm.z*p.point.z*r.direction.z - p.norm.y*r.origin.y*r.direction.z - p.norm.x*r.origin.x*r.direction.z + p.norm.y*r.direction.y*r.origin.z + p.norm.x*r.direction.x*r.origin.z)/(p.norm.z*r.direction.z + p.norm.y*r.direction.y + p.norm.x*r.direction.x)
};
}
*/
int main(){
vec3 vtr1 = {2, 3, 1};
vec3 vtr2 = {-1, 1, 2};
vec3 vtr = cross(vtr1, vtr2);
cout << vtr.x << " " << vtr.y << " " << vtr.z;
// cin>>b;*/
// Ray r = {{-0.72904599, 0.67001718, 0.93773556}, {-0.81608188, -0.56118459, 0.13813826}};
// Plane p = {{-0.62323606, 0.9857626, 0.99292266}, {0.66062278, 0.31899932, 0.67957121}};
// cin >> a;
// cin >> b;
// vec3 c = rayPlaneIntersection(r, p);
// cout<<c.x<<" "<<c.y<<" "<<c.z;
}