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3d hull should allow coplanar points #157
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That implementation does add an extra |
golfed a bit: bool sameHalf(P3 a, P3 b, P3 p1, P3 p2, P3 p3) {
P3 hlp = (p2-p1).cross(p3-p1);
return (hlp.dot(a-p1))*(hlp.dot(b-p1))>=0;
}
vector<tuple<int, int, int>> hull3d_2(vector<P3>& ps) {
map<tuple<int, int, int>, int> hull;
hull[{0,1,2}]=3;
hull[{0,1,3}]=2;
hull[{0,2,3}]=1;
hull[{1,2,3}]=0;
rep(i,4,sz(ps)) {
vector<array<int, 4>> ch;
for (auto [tri, q] : hull) if (auto [a,b,c] = tri;
!sameHalf(ps[i], ps[q], ps[a], ps[b], ps[c])) {
ch.push_back({a,b,i,c});
ch.push_back({a,c,i,b});
ch.push_back({b,c,i,a});
ch.push_back({a,b,c,i});
}
for (auto [a,b,c,q] : ch) {
auto [it,r] = hull.emplace(make_tuple(a,b,c), q);
if (!r) hull.erase(it);
}
}
vector<tuple<int, int, int>> ret;
for (auto [tri, q] : hull) {
auto [a,b,c] = tri;
if ((ps[q] - ps[a]).dot((ps[b] - ps[a]).cross(ps[c] - ps[a])) > 0)
swap(a, b);
ret.emplace_back(a, b, c);
}
return ret;
} Should be possible to get rid of the log factor by the same method as the current 3d hull implementation -- keeping an O(n^2)-sized map from edges to faces -- though it would add some code. I wonder how much more code O(n log n) randomized 3d hull would be, it doesn't sound too bad from http://www.inf.fu-berlin.de/lehre/SS13/AG/randinc3d.pdf... |
I tried to code this, and it ended up at ~70 lines (buggy wip implementation) https://github.com/bqi343/USACO/blob/master/Implementations/content/geometry%20(13)/3D/Hull3D.h looks much better. Would be interesting to benchmark Delaunay triangulation based on that implementation, including with concyclic points. |
https://codeforces.com/blog/entry/73366 links to https://github.com/Laakeri/contestlib/blob/master/src/geometry/3dconvexhull.cpp which seems like a good implementation. Need to test/minify it.
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