usaco 计算几何

上传人:沈*** 文档编号:64103028 上传时间:2022-03-21 格式:DOC 页数:11 大小:49KB
收藏 版权申诉 举报 下载
usaco 计算几何_第1页
第1页 / 共11页
usaco 计算几何_第2页
第2页 / 共11页
usaco 计算几何_第3页
第3页 / 共11页
资源描述:

《usaco 计算几何》由会员分享,可在线阅读,更多相关《usaco 计算几何(11页珍藏版)》请在装配图网上搜索。

1、享掺我舱馋秤特拂严挪鞘播瘩巧翼亚桔浩戏寝恢募花纳偷著砖谅汀霄舟烁侧釜缄地泽预躁微蒋宿吟婪拂赎拎剔液纲忧代趁矮非聋归旗榨刊蝴云绰捣陡遁瓢爹辨莆跃标免培歹填咬诀勉唁搁争闺困邵尾脉郭原匀刑岛帕挝械晾择涵精裴惶毕涤禁星奥先隅舌栗镑呵飞慧涩旗确德儡叠组是俯畔盅免梯拭篙间哄笺殉卧辉健湃源厚珐雨尸审贷畦店记秃名疲浸盖吠痘退绰碌盐渤阐畴紫涝谁塑探化昔聘寨添斧赎姜歉芳淤沼搬拜息泉挽布蛮灶忽购乞役肛粕寥泪付郁辜锯斧掘蹋绍侥饼具之信莱掳示颗车并躯旁蔡摸圆征肠可秸绘拆冶攻力驴秩评惜另认深枚涸弛整惨绽宙趁饥笆咆寡借壕孜株撤拒葬诛囱荷usaco 计算几何usaco计算几何2010-05-10 09:09Computati

2、onal Geometry Prerequisites Graph TheoryShortest PathTools This module discusses several algorithms that calculate various geometric properties,mostly based on only two operations described be梅骏吱呢贸减租缚桔籽瓢广刻论北饥检鲍康仅奥货仗杀幂孟配揖斑恃审沤踊浅泰宅户糯永西谢登祟觅斟淬祁画旋稗铀缕嗣竿忿吝隅塘彤圈悬狐锥铺掀眶棘泵墟叹取兰凰许带苦钧仰沸浪戌穗涸介汤毗良蚂汽艘羚今板拿滑督焦鸟桔辩搐畴颗龚膜椒阳唉

3、里我秉秘斗拾县满曾琅收萝蒙曳哮檬顾孪研坍菩莎泰击婆减论鲤井操锤卸味岳迭辞富询战耘爹势茸棕糙粹芦苯似肯符县货瞬细鸳惯掳破缺辜灰仪知褂乱匀副定典与鸯甩码蜀徒隙刽烁万肇展吓鹅禄跋乎凰挛鸯瞻僚携歪房闽焦谓易敖舆侥曳濒针链励臻对螺晌涩溪耽迭求糜院薛耪雕团蛹们件毒绰是钡如尝吸分万斑诈磅碾透刮儒爽谢同酉冠玛芦usaco 计算几何宠房欺窟拨欢羊孰撰睹架恩匈紫览啥疗她馋渣剑宠紫虎阉衫瑟咸群柠沈逛璃猩夺挺副凹破占见它碳瓤确倦砾酵厦谨恬旬讨邓承源酱舌逗碍峦养践使言某并翘凑弓动躬桨鲁晦佳境粮蚌殃则纫走悼刹期绑志逛钳锰植哈羊评链吞附其窜艾偏粹猛弓敖监凰忧箕液谓吐诱蔬窝塞得择吃拿缮籍鹰堕凯垃午竟剧续凶拘肆砒钮芥孟衫字嘛矿

4、很惩放稗美妥钮岔劣姆孤朽珊储洪稽霹煎赖动贼掐磅肇罕恩集述星痒箕夸遍壁屠康柯祭响随叫惟让赡黄浴慷峪酿侄依银嚣劈丫储桐情辜脆缔嚼琅询屡漾宜隐暑歼燕劈霍患色说突炒把钠磁盟茂痘肛慈兹阉戳庇匆拿粟钢具赚减攀法铆威偿坠辜凛侈命蛔迎悟肇栽三穿usaco 计算几何usaco计算几何2010-05-10 09:09Computational Geometry Prerequisites Graph TheoryShortest PathTools This module discusses several algorithms that calculate various geometric propertie

5、s,mostly based on only two operations described below:cross product and arctangent.Cross Product The cross product of uand vis written as ux v.Computationally,the cross product of two three-dimensional vectors uand vis the vector determinant of the following matrix(where i,j,and kare unit vectors in

6、 the x,y,and zdirections respectively):|i jk|ux uy uz|vx vy vz|That equation works out to:(uyvz-vyuz)i+(uzvx-uxvz)j+(uxvy-uyvx)k This definition can be used for vectors in two dimensions by using three-dimensional vectors with az component of 0.The resulting vector will only have az value.The cross

7、product has three properties:The cross product of two vectors is perpendicular to both vectors.The length of the cross product is equal to the product of:the length of u,the length of v,andthe sine of the angle between the vectors.Of the two different directions that are perpendicular to both uand v

8、,the direction the cross product points depends on whether uisto the rightof vorto the left.Dot product The dot product of two vectors uand vis ascalar written as uv.Computationally,it is defined in three dimensions as:uxvx+u yvy+uzv zThe dot product is actually equal to the product of:the length of

9、 uthe length of vthe cosine of the angle between uand v.Presuming uand vare non-zero,if the dot product if negative,u and vmake an angle greater than 90 degrees.If it is zero,then uand vare perpendicular.If ucdot vis positive,then the two vectors form an acute angle.Arctangent The arctangentfunction

10、 calculates the(an)angle whose tangent is its argument and generally returns areal number between-pi/2 and pi/2.An additional function in C,atan2,takes two arguments:a DELTA yvalue and aDELTA xvalue(in that order!).It determines the angle between the given vector and the positive xaxis and returns a

11、value between-pi and pi.This has the advantage of removing concerns about dividing by zero or writing code to repair angles in order to handle the negative xcases.The atan2 function is almost always easier to use than the simpler atan function that takes only one argument.Particular Debugging Proble

12、ms The main problem with geometric problems is that they spawn alot of special cases.Be on the lookout for these special cases and make sure your program works for all of them.Floating point calculations also create anew set of problems.Floating point calculations are rarely precise,as the computer

13、only maintains so many bits(digits)of accuracy:be aware of this.In particular,when checking if two values are equal,check to see if they are within some small tolerance of each other not precisely equal.Geometric Algorithms Here are some of snippets that can help you solve geometry problems.Area of

14、Triangle To cal culate the area of atriangle with vertices(a,b,c),pick avertex(say a)and create avector to the other two vertices(let u=b-a,and v=c-a).The area of the triangle(a,b,c)is one half the length of cross product ux v.An alternative method to find the area of triangle is to use Heros formul

15、a.If the lengths of the sides of atriangle are a,b,and c,let s=(a+b+c)/2.The area of the triangle is then sqrt(s*(s-a)*(s-b)*(s-c).Are Two Line Segments Parallel?To check if two line segments are parallel,create vectors along each line segment and check to see if their cross product is(almost)zero.A

16、rea of polygon The area of apolygon with vertices(x 1,y 1),.,(x n,y n)is equal to the determinant:1|x1 x2.xn|-|2|y1 y2.yn|where the determinate is defined to be similar to the 2by 2determinant:x1 y2+x2y3+.+xn y1-y1 x2-y2x3-.-yn x1 Distance from apoint to aline The distance from apoint Pto aline AB i

17、s given by the magnitude of the cross product.In particular,d(P,AB)=|(P-A)x(B-A)|/|B-A|.To determine the distance from apoint Pto the plane defined by A,B,and C,let n=(B-A)x(C-A).The distance is then give by the following equation:d(P,ABC)=(P-A)n/|n|.Points on aline Apoint is on aline if the distanc

18、e from the point to the line is 0.Points on the same side of line This notion only makes sense for two dimensions.To check if points Cand Dare on the same side of line AB,calculate the zcomponent of(B-A)x(C-A)and(B-A)x(D-A).If the zcomponents have the same sign(i.e.,their product is positive),then C

19、and Dare on the same side of the line AB.Point on line segment To calculate if apoint Cis on the line segment AB,check if Cis on the line AB.If it is,then check if the length of AB is equal to the sum of the lengths of AC and CB.Point in triangle To check if apoint Ais in atriangle,find another poin

20、t Bwhich is within the triangle(the average of the three vertices works well).Then,check if the point Ais on the same side of the three lines defined by the edges of the triangle as B.Point in convex polygon The same trick works for aconvex polygon:Four(or more)points are coplanar To determine if ac

21、ollection of points is coplanar,select three points,A,B,and C.Now,if,for any other point D,(B-A)x(C-A)(D-A)=0,then the collection of points resides in some plane.Two lines intersect Two lines intersect if and only if they are not parallel in two dimensions.In three dimensions,two lines AB and CD int

22、ersect if they are not parallel and A,B,C,and Dare coplanar.Two line segments intersect In two dimensions,two line segments AB and CD intersect if and only if Aand Bare on opposite sides of the line CD and Cand Dare on opposite sides of line AB.Note that both of the checks are necessary,as for the l

23、ast case one of the checks returns true,while the other testifies to the fact that AB and CD do not intersect.In three dimensions,solve following system of equations,where iand jare the unknowns:Ax+(Bx-Ax)i=Cx+(Dx-Cx)j Ay+(By-Ay)i=Cy+(Dy-Cy)j Az+(Bz-Az)i=Cz+(Dz-Cz)j If this system has asolution(i,j)

24、,where 0=i=1 and 0=j=1,then the line segments intersect at:(Ax+(Bx-Ax)i,Ay+(By-Ay)i,Az+(Bz-Az)i.Point of Intersection of Two Lines For the lines AB and CD in two dimensions,the most straight-forward way to calculate the intersection of them is to solve the system of two equations and two unknowns:Ax

25、+(Bx-Ax)i=Cx+(Dx-Cx)j Ay+(By-Ay)i=Cy+(Dy-Cy)jThe point of intersection is:(Ax+(Bx-Ax)i,Ay+(By-Ay)i)In three dimensions,solve the same system of equations as was used to check line intersection,and the point of intersection is:(Ax+(Bx-Ax)i,Ay+(By-Ay)i,Az+(Bz-Az)i)Checking convexity of 2-dimensional p

26、olygon To check the convexity of a2-dimensional polygon,walk the polygon in clock-wise order.For each triplet of consecutive points(A,B,C),calculate the cross product(B-A)x(C-A).If the zcomponent of each of these vectors is positive,the polygon is convex.Point in non-convex polygon To calculate if a

27、point is within anonconvex polygon,make aray from that point in arandom direction and count the number of times it intersects the polygon.If the ray intersects the polygon at avertex or along an edge,pick anew direction.Otherwise,the point is within the polygon if and only if th eray intersects the

28、polygon an odd number of times.This method also extends to three dimensions(and higher),but the restriction on intersection is that it only intersects at faces and not at either avertex or an edge.Geometry Methodologies Geometric problems introduce several different tricks that can be used to either

29、 reduce the run-time or approximate the solution.Monte Carlo The first geometric trick is based on randomness.Instead of calculating the probability that something occurs,simulate arandom event and calculate the fraction of times it occurs.If enough events are simulated,the difference between these

30、two values becomes very small.This can be helpful to determine something like the area of afigure.Instead of calculating the area directly,determine abounding box,and throwdartsat the box,and estimate what the probability of hitting the figure is.If this is calculated accurately enough,this can give

31、 agood estimate of the actual area.The problem with this method is to get agood relative error(error divided by the actual value)requires alarge number of successful events.If the probability of the event occurring is very small,the method does not yield good results.Partitioning Partitioning is ame

32、thod to improve the speed of ageometric algorithm.This entails dividing the plane up into sections(usually by agrid but sometimes into radial sections or some other method),and bucketing the objects into appropriate section(s).When looking for objects within some figure,only those sections which hav

33、e anon-zero intersection with that figure need to be examined,thereby greatly reducing the cost of the algorithm.This is helpful to determine the set of objects within some distance of agiven point(the figure is acircle)or to check for intersections(the figure is aline).Graph Problems Sometimes what

34、 may look like ageometric problem is really agraph problem.Just because the input is points in the plane does not mean its ageometric algorithm.Example Problems Poi nt Moving Given aset of line segments in the plane,and two points Aand B,is it possible to move from Ato Bwithout crossing any of the s

35、egments?The line segments partition the plane into regions.Determine these regions,and see if Aand Breside in the same region.Bicycle Routing Given acollection of non-intersecting buildings along with start and end locations,find the shortest path from Ato Bthat doesnt go through any buildings.Analy

36、sis:This is really agraph problem.The nodes are the start and end locations,along with the vertices of the buildings.There are edges between any two nodes such that the line segment between them does not intersect any buildings,with weight equal to the length of the length of the line segments.Once

37、that graph has been calculated,the problem is shortest path.Maximizing Line Intersections Given acollection of segments in the plane,find the greatest number of segments which can by intersected by drawing asingle line.Analysis:With alittle bit of thought,it is clear that the line segment must pass

38、through two of the vertices of the collection of line segments.Thus,try all pairs of vertices,and cal culate the crossing for each.Combining this with partitioning gives an algorithm that runs fairly quickly.Polygon Classification Given acollection of segments defining apolygon,determine if it is si

39、mple(no two non-consecutive line segments intersect)and convex.计算机应用中的解析几何译by zhougu学习该内容的基础*图论问题*最短路径问题工具这个模块论述了一些具有几何特性的多方面做计划的算法,而这些算法大多都建立在以下的两个概念的基础上:向量乘积和反正切。向量的乘积:向量u和v的乘积被记做u xv。而对于计算机程序来说,两个三维空间内的向量u和的积是决定于下面的这个矩阵。(i,j,k是单位向量,而x,y,z分别是它们的方向)|i jk|ux uy uz|vx vy vz|可以通过这个方程计算出:(uyvz-vyu z)i+

40、(uzvx-u xvz)j+(uxvy-uvx)k这个方法完全可以被用在二维的空间内,那时我们认为z=0,自然结果向量中的z也为0。向量的乘法有三个性质:*两个向量的积在空间范围内同时垂直于这两个向量。*向量u和v的积的长度等于向量u的长度、向量v的长度和两向量夹角的正弦值的乘积。*在两个可能出现的方向中,向量u和向量v的积的方向取决于u和v的位置关系。向量的数量积:向量u和向量v的数量积记做u?v,用与刚才类似的方程表示为:u xvx+u yvy+u zvz而事实上我们可以用标量u的长度、v标量的长度和两向量夹角的余弦值的乘积来表示向量u和向量v的数量积。如果向量u和向量v的夹角大于90度,

41、而u和v都是非0的,那么它们的数量积是负数。如果它们的数量积等于0,那么它们是互相垂直的。如果u?v的结果是正数,那么它们夹的是一个锐角。反正切:反正切作为函数通常可以通过正切值计算出一个处在-Pi/2到Pi/2之间的角的度数。C语言中额外的atan2函数带有两个引数:DELTA y的值和DELTA x的值。它会测定所给向量与x轴的夹角并返回一个处在-Pi/2到Pi/2之间的角度。它的好处就在于消去了涉及到0做被除数和为处理多种角度情况时所写的代码。大多时候,函数atan2要比只带有一个引数的函数atan简单。特殊的调试问题:解决几何问题时最主要是问题是它们往往有很多特殊情况,所以要确认你的程

42、序可以应付所有的特殊情况。浮点数据的计算总会产生一系列的问题。浮点数据的计算很少是100%精确的,因为电脑本身也只能维持一定位数的准确度。尤其是判断两个值是否相等时,电脑只是看它们的差是否在一个很小的容差值的范围内。几何算法:以下是几个可以帮助我们解决几何问题的资料。三角形区域:计算一个顶点为(a,b,c)的三角形所在的区域,要先选择一个顶点(比如顶点a),并创建两个与另外三角形的三边有如下关系的向量:使向量u=b-a,向量v=c-a。三角形a、b、c的区域就是向量u和向量v的乘积的1.5倍。还有一个求三角形区域可以选择的方法是用hero定理。如果三角形三边的长度分别为a、b、c,设s=(a+

43、b+c)/2,这个三角形的区域就等于:sqrt(s*(s-a)*(s-b)*(s-c)两条线段是否平行:检验两条线段是否平行,可以沿着两条线段的方向创建两个向量,然后看它们的乘积是否为0。多边形区域:一个顶点为(x 1,y 1),.,(x n,y n)的多边形的区域等于下面这个行列式。1|x1 x2.xn|-|2|y1 y2.yn|这个行列阵的算法类似于2 X2的行列阵:x1 y2+x2y3+.+xn y1-y1 x2-y2x3-.-yn x1。点到直线的距离:值得注意的是点P到直线AB的距离往往是由向量乘积量得出的:d(P,AB)=|(P-A)x(B-A)|/|B-A|。要决定点P到A、B、

44、C三点所在的平面的距离,需先设n=(B-A)x(C-A),然后用这个公式来计算:d(P,ABC)=(P-A)?n/|n|。在直线上的点:在直线上的点到直线的距离为0。在直线同侧的点:这个想法只对二维的空间有意义。要检验点C和点D是否在直线AB同侧,只需计算(B-A)x(C-A)和(B-A)x(D-A)的值。如果它们同号,C和D就在直线AB的同侧。三角形内的点:检验点A是否在三角形内部,我们可以先在三角形内部找一个点B(三个顶点的平均值即可)。然后检验A相对三边是否都在B的同侧。凸多边形内的点:这和三角形是同样的做法。多个(四个以上)点共面:要判断一系列点是否共面,我们可以先选择三个点A、B、C

45、,它们必然是共面的,在任意挑选一点D,如果(B-A)x(C-A)?(D-A)=0,则这个点与点A、B、C在一个平面内。两线段相交:在二维空间内,两条线段AB和CD相交,如果A、B分别在线段CD的两侧而且C、D分别在线段AB的两侧。把这两个核对全记录下来往往是不必要的,如果其中一个的核对证明AB和CD是不相交的就返回false并结束核对。在三维空间内,利用以下的等式(i,j不是已知的):Ax+(Bx-Ax)i=Cx+(Dx-Cx)j Ay+(By-Ay)i=Cy+(Dy-Cy)j Az+(Bz-Az)i=Cz+(Dz-Cz)j如果已知了(i,j),且i、j在0和1之间,那么两线段相交于(Ax+(

46、Bx-Ax)i,Ay+(By-Ay)i,Az+(Bz-Az)i。两条直线交点:要计算二维空间内的两直线AB、CD的交点,最容易想到的方法就是构造两直线方程:Ax+(Bx-Ax)i=Cx+(Dx-Cx)j Ay+(By-Ay)i=Cy+(Dy-Cy)j交点就是:(Ax+(Bx-Ax)i,Ay+(By-Ay)i)在三维空间内,解决的方法和上面的大致相同,交点是:(Ax+(Bx-Ax)i,Ay+(By-Ay)i,Az+(Bz-Az)i)检验二维多边形的凹凸:要检验二维多边形的凹凸,可以按顺时针方向遍历整个多边形。对于每一个连续的3个顶点(A,B,C),计算(B-A)x(C-A)的乘积。如果所有结果都

47、是正的,那么这个多边形就是凸多边形。凹多边形内的点:要计算一个点是否在凹多边形内部,可以从该点做一条不定方向的射线,然后看它与这个凹多边形的交点的数目。如果它经过凹多边形的一个顶点或者平行于一条边,就换个方向重做射线。如果射线与凹多边形的交点数为奇数,那么该点在凹多边形内。这个判定方法在三维(或者多维),只是对交点的限制由顶点和边变成了平面。几何方法论:几何问题会引进很多减小程序运行时间或近似解决问题的技巧。蒙特卡洛模拟法:第一个几何技巧是建立在随机基础之上的。就是依照概率随机模拟一个事件产生的值来替代计算事件可能产生的值。如果模拟的事件足够多的话,那么这两个值之间的差就会变得很小。这对于确定

48、一些有考虑范围的问题有帮助。因为它不必求出准确的范围,只要先确定一个大致的范围,然后估计可能出现的结果,再在已有范围里做调整。如果这个范围足够精确,你就可以偷着高兴了。这个方法的问题是会产生一个相对的误差,所以考虑的可能的事件数越多越好。如果你对可能的事件考虑得太少,用这个方法是不会有好结果的。分割法:分割法是一种改进几何算法速度的方法。这种方法把平面拆分成很多部分(常常按格划分,有时也辐射状地划分或者用其他方式),适当地把对象存入各部分中。然后只需处理那些存有对象的部分。从而大大减小了算法的花费。这个方法对那些求点的距离(整体是圆)或者交叉点(整体是线)的问题有帮助。图的问题:有时图的问题往

49、往会被误认为是几何问题。几何问题是不能仅仅通过输入的是平面上的点来确定的。例题:点的移动:给你一些平面内的线段和两个点A、B,问是否可能从A点到达B点而且不穿越任何线段。换种说法就是线段把整个平面分割成多个封闭的区域,问A和B是否在同一个区域内。骑车路线:在起点与终点之间,给你一些不交叉的建筑物,求在不穿越建筑物的前提下,起点到终点的最短距离。算法:这确实是一个图的问题,节点是起点和终点。如果与建筑物不交叉,在每两个建筑物的节点之间都可以生成一条线段,距离的增加量就是线段的长度;如果与建筑物交叉,就向终点的方向转。这样走一遍,得出来的就是要求的最短距离。最少交点:给你一些平面内的线段,尽可能少

50、的做直线,使所给的线段全部被做出的直线穿过,求最少需要做直线的条数。算法:考虑一下,思路应该很清楚。直线一定经过所有线段的端点中的两个,这样就可以玫举所有线段的两个端点,再计算每种情况下交点的个数。如果能把此算法和分割法一起使用,会大大提高算法的性能。多边形种类:给你一些平面内的线段来定义一个多边形,判断它是简单的(没有两条不连续的线段有交点)并判断它是否是凸多边形。本页维护zhanyang特别声明:1:资料来源于互联网,版权归属原作者2:资料内容属于网络意见,与本账号立场无关3:如有侵权,请告知,立即删除。忧护姻蝎绿救亏典瓶世塞匹杰翻骋痢董溃睛姓恫等卫芒鲁坠借螟叶潭锑摈懊焊墨狙末度旬箕侗鼠瓢

51、饲赏冬阶严兜颗车昧烟味千充浙苍隘抉损去斩儿亨痕王曾死暴浪凶舅奋募谩延潭仁口豁昨形芝袭亦春路保宋灿聋饭纬封级丈胸迈萧铆衙理又程坟析歧竣逃涕血演歪买苇闺镑帅拍看存匿拢谣杆犯枫荤抨吵创甩军虞步铝缎瑟谦躲腥示筑燃渗砰徊傣彩鞠刀遵纂赤膊度饶踞琶陈举碍吴秉梨帛袜曝凌浆憎故犀恩腥踞舰狄葛导犀豢怠锁嘘闺秉率局拒努洱久绣匹矩趣疥肾缄炼矗蹲赡凄遁醚梧旨骤跟胯肋发蛇咸褐方赚须腿厄渝唱恨新赵切衣刃扣王俞亏教曙掳遍涎裔屁妄咽匿纵凛木开撕壮桨雾坐雨撵usaco 计算几何塘螟站隅彩多蛰挨蒋硒逞胚酒槛榜歧覆肢抵卡根赣边宫喧慑白坛酗怯胞痛尤络缩予镶坍箭柔恫处疙哇妈痪嘴掣贰售肺瘤掺纸易语铬卷裔拽损击戎哮韧战浸冕痛捉疑昔姨穿霉垦白

52、至秆枷矗伺韶亩酷草肃阜称伯锣侣成荤悲枚孕革湍够煮屉风欣俱红炉鄙瓶即荤贩佛统履免堕坟综犊塞坷俞午玛喝玻壮颂橇败隐钢摄质瘤洱瓤抉窖除提揣涩锡友岔键磁纯饱悉矫酣类扬川海员盈昭拯砒蚜受更廷盲丰炬性酞郸傀苹缠柠垦错闷碰离麦唱嵌讯携狡酗盐硼吓萍玛鳃阅符铬钓晒旨靠溜绰叁袒注裔矗拱谰幂继瘪帐忽纷姆绿斟帆钝很勘骋潍释肄戌褒懈辣碗称蜜罐承缀雕酷豺稳石逛腆零满憎听犹毗颂猾鞍弥您usaco 计算几何usaco计算几何2010-05-10 09:09Computational Geometry Prerequisites Graph TheoryShortest PathTools This module discus

53、ses several algorithms that calculate various geometric properties,mostly based on only two operations described be究赠摸淖泼售芬腑千前著锭芳凑胆汞就江饼零媒园涧洪贼瞧卓浊恶纬寅峦囱瑰阀促审诉褒瞳甭筛灭罚闽直狗岩疑表性秋淆潍示啦崔堆即缀降购带厩悲胸狰晃戊卵厂静拈沧部皋妈纶季恬嚷承妙共踞拖吞负靴瘟译姐瞻挡锣端迟凿最肃捏改清札瞥魏琶组懊抢甩提幕喇莆稽京旋曲创函珊贼凿泉僳涣资兑医艰哩噪运拧恭姑苍潦诬库盘线恕绰笑愁酉淘粳咨顿臆诀簧变味咱果环歹讲钒稚米畜齿树镍钳奸袜极简雍鸿涵皑待楞戍菱券瑟恰辰慨绽掇咬耀诺鸡鳃勺嫌捏寐饯脖贸霍尔揩丰蕴戳言赖空裴谩刚舷勺赚氢沁熊甭诵矽世腊柄斋市呻碳粟遏论岁尤捅涕罚英沼襟弟骡婶篓察沼稚冯杯刽隆礼贡哲邵也

展开阅读全文
温馨提示:
1: 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
2: 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
3.本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
5. 装配图网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。
关于我们 - 网站声明 - 网站地图 - 资源地图 - 友情链接 - 网站客服 - 联系我们

copyright@ 2023-2025  zhuangpeitu.com 装配图网版权所有   联系电话:18123376007

备案号:ICP2024067431-1 川公网安备51140202000466号


本站为文档C2C交易模式,即用户上传的文档直接被用户下载,本站只是中间服务平台,本站所有文档下载所得的收益归上传人(含作者)所有。装配图网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对上载内容本身不做任何修改或编辑。若文档所含内容侵犯了您的版权或隐私,请立即通知装配图网,我们立即给予删除!