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#include "geo/convex_polygon_dp_order.hpp"#include "geo/angle_sort.hpp"
/*
点群は distinct
edge(i,j): i->j で遷移していくと偏角昇順(strict)な辺の列になる順
典型的には v を固定して v->v を作ると凸多角形になる
通常は退化ケースは別途処理し,非退化を保証するために使った辺が3個以上かのフラグを持つ
*/
template <typename P>
vc<pair<int, int>> convex_polygon_dp_order(vc<P> A) {
int N = len(A);
vc<pair<int, int>> E;
FOR(i, N) FOR(j, N) {
if (i == j) continue;
assert(A[i] != A[j]);
E.eb(i, j);
}
sort(all(E), [&](auto& X, auto& Y) -> bool {
auto [a, b] = X;
auto [c, d] = Y;
int k = angle_comp_3(A[b] - A[a], A[d] - A[c]);
if (k == -1) return true;
if (k == 1) return false;
P dir = A[b] - A[a];
return dir.dot(A[b] - A[d]) > 0;
});
return E;
}#line 1 "geo/angle_sort.hpp"
#line 1 "geo/base.hpp"
template <typename T>
struct Point {
T x, y;
Point() : x(0), y(0) {}
template <typename A, typename B>
Point(A x, B y) : x(x), y(y) {}
template <typename A, typename B>
Point(pair<A, B> p) : x(p.fi), y(p.se) {}
template <typename U>
Point(Point<U> p) : x(p.x), y(p.y) {
static_assert(!is_integral_v<T> || is_integral_v<U>);
}
Point operator+=(const Point p) {
x += p.x, y += p.y;
return *this;
}
Point operator-=(const Point p) {
x -= p.x, y -= p.y;
return *this;
}
Point operator+(Point p) const { return {x + p.x, y + p.y}; }
Point operator-(Point p) const { return {x - p.x, y - p.y}; }
bool operator==(Point p) const { return x == p.x && y == p.y; }
bool operator!=(Point p) const { return x != p.x || y != p.y; }
Point operator-() const { return {-x, -y}; }
Point operator*(T t) const { return {x * t, y * t}; }
Point operator/(T t) const { return {x / t, y / t}; }
bool operator<(Point p) const {
if (x != p.x) return x < p.x;
return y < p.y;
}
T dot(const Point& other) const { return x * other.x + y * other.y; }
T det(const Point& other) const { return x * other.y - y * other.x; }
double norm() { return sqrtl(x * x + y * y); }
double angle() { return atan2(y, x); }
Point rotate(double theta) {
static_assert(!is_integral<T>::value);
double c = cos(theta), s = sin(theta);
return Point{c * x - s * y, s * x + c * y};
}
Point rot90(bool ccw) { return (ccw ? Point{-y, x} : Point{y, -x}); }
};
#ifdef FASTIO
template <typename T>
void rd(Point<T>& p) {
fastio::rd(p.x), fastio::rd(p.y);
}
template <typename T>
void wt(Point<T>& p) {
fastio::wt(p.x);
fastio::wt(' ');
fastio::wt(p.y);
}
#endif
// A -> B -> C と進むときに、左に曲がるならば +1、右に曲がるならば -1
template <typename T>
int ccw(Point<T> A, Point<T> B, Point<T> C) {
T x = (B - A).det(C - A);
if (x > 0) return 1;
if (x < 0) return -1;
return 0;
}
template <typename REAL, typename T, typename U>
REAL dist(Point<T> A, Point<U> B) {
REAL dx = REAL(A.x) - REAL(B.x);
REAL dy = REAL(A.y) - REAL(B.y);
return sqrt(dx * dx + dy * dy);
}
// ax+by+c
template <typename T>
struct Line {
T a, b, c;
Line(T a, T b, T c) : a(a), b(b), c(c) {}
Line(Point<T> A, Point<T> B) {
a = A.y - B.y, b = B.x - A.x, c = A.x * B.y - A.y * B.x;
}
Line(T x1, T y1, T x2, T y2) : Line(Point<T>(x1, y1), Point<T>(x2, y2)) {}
template <typename U>
U eval(Point<U> P) {
return U(a) * P.x + U(b) * P.y + U(c);
}
template <typename U>
T eval(U x, U y) {
return a * x + b * y + c;
}
// 同じ直線が同じ a,b,c で表現されるようにする
void normalize() {
static_assert(is_same_v<T, int> || is_same_v<T, long long>);
T g = gcd(gcd(abs(a), abs(b)), abs(c));
a /= g, b /= g, c /= g;
if (b < 0) {
a = -a, b = -b, c = -c;
}
if (b == 0 && a < 0) {
a = -a, b = -b, c = -c;
}
}
bool is_parallel(Line other) { return a * other.b - b * other.a == 0; }
bool is_orthogonal(Line other) { return a * other.a + b * other.b == 0; }
bool is_same(Line other) {
if (a * other.b != b * other.a) return 0;
if (a * other.c != c * other.a) return 0;
if (b * other.c != c * other.b) return 0;
return 1;
}
};
template <typename T>
struct Segment {
Point<T> A, B;
Segment(Point<T> A, Point<T> B) : A(A), B(B) {}
Segment(T x1, T y1, T x2, T y2)
: Segment(Point<T>(x1, y1), Point<T>(x2, y2)) {}
bool contain(Point<T> C) {
T det = (C - A).det(B - A);
if (det != 0) return 0;
return (C - A).dot(B - A) >= 0 && (C - B).dot(A - B) >= 0;
}
Line<T> to_line() { return Line(A, B); }
};
template <typename REAL>
struct Circle {
Point<REAL> O;
REAL r;
Circle() {}
Circle(Point<REAL> O, REAL r) : O(O), r(r) {}
Circle(REAL x, REAL y, REAL r) : O(x, y), r(r) {}
template <typename T>
bool contain(Point<T> p) {
REAL dx = p.x - O.x, dy = p.y - O.y;
return dx * dx + dy * dy <= r * r;
}
};
#line 3 "geo/angle_sort.hpp"
// lower: -1, origin: 0, upper: 1, (-pi,pi]
template <typename T> int lower_or_upper(const Point<T> &p) {
if (p.y != 0)
return (p.y > 0 ? 1 : -1);
if (p.x > 0)
return -1;
if (p.x < 0)
return 1;
return 0;
}
// L<R:-1, L==R:0, L>R:1, (-pi,pi]
template <typename T> int angle_comp_3(const Point<T> &L, const Point<T> &R) {
int a = lower_or_upper(L), b = lower_or_upper(R);
if (a != b)
return (a < b ? -1 : +1);
T det = L.det(R);
if (det > 0)
return -1;
if (det < 0)
return 1;
return 0;
}
// 偏角ソートに対する argsort, (-pi,pi]
template <typename T> vector<int> angle_sort(vector<Point<T>> &P) {
vc<int> I(len(P));
FOR(i, len(P)) I[i] = i;
sort(all(I), [&](auto &L, auto &R) -> bool {
return angle_comp_3(P[L], P[R]) == -1;
});
return I;
}
// 偏角ソートに対する argsort, (-pi,pi]
template <typename T> vector<int> angle_sort(vector<pair<T, T>> &P) {
vc<Point<T>> tmp(len(P));
FOR(i, len(P)) tmp[i] = Point<T>(P[i]);
return angle_sort<T>(tmp);
}
#line 2 "geo/convex_polygon_dp_order.hpp"
/*
点群は distinct
edge(i,j): i->j で遷移していくと偏角昇順(strict)な辺の列になる順
典型的には v を固定して v->v を作ると凸多角形になる
通常は退化ケースは別途処理し,非退化を保証するために使った辺が3個以上かのフラグを持つ
*/
template <typename P>
vc<pair<int, int>> convex_polygon_dp_order(vc<P> A) {
int N = len(A);
vc<pair<int, int>> E;
FOR(i, N) FOR(j, N) {
if (i == j) continue;
assert(A[i] != A[j]);
E.eb(i, j);
}
sort(all(E), [&](auto& X, auto& Y) -> bool {
auto [a, b] = X;
auto [c, d] = Y;
int k = angle_comp_3(A[b] - A[a], A[d] - A[c]);
if (k == -1) return true;
if (k == 1) return false;
P dir = A[b] - A[a];
return dir.dot(A[b] - A[d]) > 0;
});
return E;
}