#include #include #include #include #include #include #include using namespace std; #define MAXN 1010 typedef long long vtype; /* Basic 3D vector implementation */ struct vec3 { vec3() { X[0] = X[1] = X[2] = 0; } vec3(vtype x, vtype y, vtype z) { X[0] = x; X[1] = y; X[2] = z; } /* 3D cross product */ vec3 operator*(const vec3& v) const { return vec3(X[1] * v.X[2] - X[2] * v.X[1], X[2] * v.X[0] - X[0] * v.X[2], X[0] * v.X[1] - X[1] * v.X[0]); } vec3 operator-(const vec3& v) const { return vec3(X[0] - v.X[0], X[1] - v.X[1], X[2] - v.X[2]); } vec3 operator-() const { return vec3(-X[0], -X[1], -X[2]); } vtype dot(const vec3& v) const { return X[0] * v.X[0] + X[1] * v.X[1] + X[2] * v.X[2]; } vtype X[3]; }; /* Original points in the input. */ vec3 A[MAXN]; /* E[i][j] indicates which (up to two) other points combine with the edge i and * j to make a face in the hull. Only defined when i < j. */ struct twoset { void insert(int x) { (a == -1 ? a : b) = x; } bool contains(int x) { return a == x || b == x; } void erase(int x) { (a == x ? a : b) = -1; } int size() { return (a != -1) + (b != -1); } int a, b; } E[MAXN][MAXN]; struct face { vec3 norm; vtype disc; int I[3]; }; /* Compute the half plane {x : c^T norm < disc} * defined by the three points A[i], A[j], A[k] where * A[inside_i] is considered to be on the 'interior' side of the face. */ face make_face(int i, int j, int k, int inside_i) { E[i][j].insert(k); E[i][k].insert(j); E[j][k].insert(i); face f; f.I[0] = i; f.I[1] = j; f.I[2] = k; f.norm = (A[j] - A[i]) * (A[k] - A[i]); f.disc = f.norm.dot(A[i]); if(f.norm.dot(A[inside_i]) > f.disc) { f.norm = -f.norm; f.disc = -f.disc; } return f; } int main() { int N; for(cin >> N; N; cin >> N) { for(int i = 0; i < N; i++) { cin >> A[i].X[0] >> A[i].X[1] >> A[i].X[2]; } /* Initially construct the hull as containing only the first four points. */ face f; vector faces; memset(E, -1, sizeof(E)); for(int i = 0; i < 4; i++) for(int j = i + 1; j < 4; j++) for(int k = j + 1; k < 4; k++) { faces.push_back(make_face(i, j, k, 6 - i - j - k)); } /* Now add a point into the hull one at a time. */ for(int i = 4; i < N; i++) { /* Find and delete all faces with their outside 'illuminated' by this * point. */ for(int j = 0; j < faces.size(); j++) { f = faces[j]; if(f.norm.dot(A[i]) > f.disc) { for(int a = 0; a < 3; a++) for(int b = a + 1; b < 3; b++) { int c = 3 - a - b; E[f.I[a]][f.I[b]].erase(f.I[c]); } faces[j--] = faces.back(); faces.resize(faces.size() - 1); } } /* Now for any edge still in the hull that is only part of one face * add another face contaning the new point and that edge to the hull. */ int nfaces = faces.size(); for(int j = 0; j < nfaces; j++) { f = faces[j]; for(int a = 0; a < 3; a++) for(int b = a + 1; b < 3; b++) { int c = 3 - a - b; if(E[f.I[a]][f.I[b]].size() == 2) continue; faces.push_back(make_face(f.I[a], f.I[b], i, f.I[c])); } } } /* Answer each of the queries. Compute the minimum distance of each query * point to each face of the apple. */ int Q; cin >> Q; for(int i = 0; i < Q; i++) { vec3 v; cin >> v.X[0] >> v.X[1] >> v.X[2]; double dist = 1e300; for(int i = 0; i < faces.size(); i++) { vtype d = faces[i].disc - faces[i].norm.dot(v); dist = min(dist, 1. * d / sqrt(faces[i].norm.dot(faces[i].norm))); } printf("%.4f\n", dist); } } }