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#include "OnSegment.h"
#include "Point.h"
#include "SideOf.h"
typedef Point<ll> P;
bool inHull(const vector<P>& l, P p, bool strict = true) {
int a = 1, b = sz(l) - 1, r = !strict;
if (sz(l) < 3) return r && onSegment(l[0], l.back(), p);
if (sideOf(l[0], l[a], l[b]) > 0) swap(a, b);
if (sideOf(l[0], l[a], p) >= r || sideOf(l[0], l[b], p) <= -r) return false;
while (abs(a - b) > 1) {
int c = (a + b) / 2;
(sideOf(l[0], l[c], p) > 0 ? b : a) = c;
}
return sgn(l[a].cross(l[b], p)) < r;
}#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/OnSegment.h"
template <class P>
bool onSegment(P s, P e, P p) {
return p.cross(s, e) == 0 && (s - p).dot(e - p) <= 0;
}
#line 2 "geometry/SideOf.h"
template <class P>
int sideOf(P s, P e, P p) {
return sgn(s.cross(e, p));
}
template <class P>
int sideOf(const P& s, const P& e, const P& p, ld eps) {
auto a = (e - s).cross(p - s);
ld l = (e - s).dist() * eps;
return (a > l) - (a < -l);
}
#line 4 "geometry/PointInsideHull.h"
typedef Point<ll> P;
bool inHull(const vector<P>& l, P p, bool strict = true) {
int a = 1, b = sz(l) - 1, r = !strict;
if (sz(l) < 3) return r && onSegment(l[0], l.back(), p);
if (sideOf(l[0], l[a], l[b]) > 0) swap(a, b);
if (sideOf(l[0], l[a], p) >= r || sideOf(l[0], l[b], p) <= -r) return false;
while (abs(a - b) > 1) {
int c = (a + b) / 2;
(sideOf(l[0], l[c], p) > 0 ? b : a) = c;
}
return sgn(l[a].cross(l[b], p)) < r;
}