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#include "Point.h"
typedef Point<ld> P;
bool circleInter(P a, P b, ld r1, ld r2, pair<P, P>* out) {
if (a == b) {
assert(r1 != r2);
return false;
}
P vec = b - a;
ld d2 = vec.dist2(), sum = r1 + r2, dif = r1 - r2,
p = (d2 + r1 * r1 - r2 * r2) / (d2 * 2), h2 = r1 * r1 - p * p * d2;
if (sum * sum < d2 || dif * dif > d2) return false;
P mid = a + vec * p, per = vec.perp() * sqrt(fmax(0, h2) / d2);
*out = {mid + per, mid - per};
return true;
}#line 2 "geometry/Point.h"
template <class T>
int sgn(T x) { return (x > 0) - (x < 0); }
template <class T>
struct Point {
typedef Point P;
T x, y;
explicit Point(T x = 0, T y = 0) : x(x), y(y) {}
bool operator<(P p) const { return tie(x, y) < tie(p.x, p.y); }
bool operator==(P p) const { return tie(x, y) == tie(p.x, p.y); }
P operator+(P p) const { return P(x + p.x, y + p.y); }
P operator-(P p) const { return P(x - p.x, y - p.y); }
P operator*(T d) const { return P(x * d, y * d); }
P operator/(T d) const { return P(x / d, y / d); }
T dot(P p) const { return x * p.x + y * p.y; }
T cross(P p) const { return x * p.y - y * p.x; }
T cross(P a, P b) const { return (a - *this).cross(b - *this); }
T dist2() const { return x * x + y * y; }
T dist() const { return sqrt(dist2()); }
// angle to x-axis in interval [-pi, pi]
T angle() const { return atan2l(y, x); }
P unit() const { return *this / dist(); } // makes dist()=1
P perp() const { return P(-y, x); } // rotates +90 degrees
P normal() const { return perp().unit(); }
// returns point rotated 'a' radians ccw around the origin
P rotate(ld a) const {
return P(x * cos(a) - y * sin(a), x * sin(a) + y * cos(a));
}
friend ostream& operator<<(ostream& os, P p) {
return os << "(" << p.x << "," << p.y << ")";
}
};
#line 2 "geometry/CircleIntersection.h"
typedef Point<ld> P;
bool circleInter(P a, P b, ld r1, ld r2, pair<P, P>* out) {
if (a == b) {
assert(r1 != r2);
return false;
}
P vec = b - a;
ld d2 = vec.dist2(), sum = r1 + r2, dif = r1 - r2,
p = (d2 + r1 * r1 - r2 * r2) / (d2 * 2), h2 = r1 * r1 - p * p * d2;
if (sum * sum < d2 || dif * dif > d2) return false;
P mid = a + vec * p, per = vec.perp() * sqrt(fmax(0, h2) / d2);
*out = {mid + per, mid - per};
return true;
}