This submission is migrated from previous version of oj.uz, which used different machine for grading. This submission may have different result if resubmitted.
#include <bits/stdc++.h>
#define int long long
using namespace std;
struct V3d{
int x, y, z;
void norm(){
int g = __gcd(__gcd(x, y), z); g = abs(g);
if(g != 0) x /= g, y /= g, z /= g;
}
bool operator< (const V3d o) const {
if(x != o.x) return x < o.x;
if(y != o.y) return y < o.y;
if(z != o.z) return z < o.z;
return 0;
}
};
int dot(V3d a, V3d b){
return a.x * b.x + a.y * b.y + a.z * b.z;
}
__int128_t dot128(V3d a, V3d b){
return (__int128_t) a.x * b.x + (__int128_t) a.y * b.y + (__int128_t) a.z * b.z;
}
long double triple(V3d a, V3d b, V3d c){
long double r = 0;
r += (long double) a.x * b.y * c.z;
r += (long double) a.z * b.x * c.y;
r += (long double) a.y * b.z * c.x;
r -= (long double) a.x * b.z * c.y;
r -= (long double) a.y * b.x * c.z;
r -= (long double) a.z * b.y * c.x;
return r;
}
V3d operator* (V3d a, int n){
return {a.x * n, a.y * n, a.z * n};
}
V3d operator- (V3d a, V3d b){
return {a.x - b.x, a.y - b.y, a.z - b.z};
}
V3d operator- (V3d b){
return {-b.x, -b.y, -b.z};
}
V3d vds[100011]; int ai = 0;
V3d f;
long double deg(V3d a, V3d b){
__int128_t p = dot128(a, b);
long double q = sqrt((long double) dot128(a, a)) * sqrt((long double) dot128(b, b));
return acos(min(1.0L, (long double) p / q)) * (triple(f, a, b) > 0 ? 1 : -1);
}
const long double PI = 3.1415926535;
struct Angle{
bool init = false;
multiset<long double> S;
void add(long double d){
S.insert(d);
}
void rem(long double d){
S.erase(S.find(d));
}
bool qry(){
if(!init) return false;
if(S.size() < 3) return false;
uniform_real_distribution<long double> dist(-PI, PI);
random_device rd;
long double diff = *S.begin() + PI * 2 - *prev(S.end());
if(diff > PI) return false;
for(int tr = 0; tr < 30; tr++){
long double d = dist(rd);
auto ptr = S.lower_bound(d);
if(ptr != S.begin() && ptr != S.end()){
long double diff = *ptr - *prev(ptr);
if(diff > PI) return false;
}
}
return true;
}
} Solver;
struct Handle{
int c1 = 0, c2 = 0; map<V3d, int> cnt;
V3d o;
void add(V3d a){
a.norm();
if(a.x == 0 && a.y == 0 && a.z == 0) { c1++; return; }
if(!Solver.init){
Solver.init = true;
o = a; Solver.add(deg(o, a));
}else{
Solver.add(deg(o, a));
}
cnt[a]++; if(cnt[a] == 1 && cnt[-a] > 0) c2++;
}
void rem(V3d a){
a.norm();
if(a.x == 0 && a.y == 0 && a.z == 0) { c1--; return; }
Solver.rem(deg(o, a));
cnt[a]--; if(cnt[a] == 0 && cnt[-a] > 0) c2--;
}
int qry(){
if(c1 > 0) return 1;
if(c2 > 0) return 2;
if(Solver.qry()) return 3;
return 0;
}
} handle;
int32_t main(){
cin.tie(0); cout.tie(0)->sync_with_stdio(false);
int x, y, z; cin >> x >> y >> z; f = V3d {x, y, z};
int n; cin >> n;
for(int i = 0; i < n; i++){
char c; cin >> c;
if(c == 'A'){
int x, y, z; cin >> x >> y >> z;
V3d a {x, y, z};
vds[++ai] = a * dot(f, f) - f * dot(a, f);
handle.add(vds[ai]);
}else{
int x; cin >> x;
handle.rem(vds[x]);
}
cout << handle.qry() << '\n';
}
}
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