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 | #include <iostream>#include <algorithm>
 #include <vector>
 using namespace std;
 
 const int eps = 0;
 int sgn(int x) {
 return (abs(x) <= eps) ? 0 : (x < 0 ? -1 : 1);
 }
 
 struct Point {
 int x, y, z;
 Point(int X = 0, int Y = 0, int Z = 0) { x = X, y = Y, z = Z; }
 Point operator - (const Point& o) const { return Point(x - o.x, y - o.y, z - o.z); }
 Point operator * (const Point& o) const { return Point(y * o.z - z * o.y, z * o.x - x * o.z, x * o.y - y * o.x); }
 int operator ^ (const Point& o) const { return x * o.x + y * o.y + z * o.z; }
 bool operator < (const Point& o) const {
 return x == o.x ? y == o.y ? z < o.z : y < o.y : x < o.x;
 }
 };
 
 
 int Point2Plane(const Point& a, const Point& b, const Point& c, const Point& d) {
 return ((b - a) * (c - a)) ^ (d - a);
 }
 
 
 bool colinear(const Point& a, const Point& b, const Point& c) {
 Point n = (a - b) * (b - c);
 return !sgn(n.x) && !sgn(n.y) && !sgn(n.z);
 }
 
 struct Plane {
 Point a, b, c;
 };
 
 const int inf = ~0U >> 1;
 
 int main() {
 int t;
 cin >> t;
 
 while (t--) {
 int n;
 cin >> n;
 
 vector<Point> p(n);
 for (int i = 0; i < n; i++) {
 cin >> p[i].x >> p[i].y >> p[i].z;
 }
 
 vector<int> good(1 << n);
 for (int bit = 1; bit < 1 << n; bit++) {
 vector<Plane> Convex;
 bool coplanar = 1;
 
 
 for (int i = 0; i < n; i++) if (bit >> i & 1) {
 for (int j = 0; j < i; j++) if (bit >> j & 1) {
 for (int k = 0; k < j; k++) if (bit >> k & 1) {
 auto& A = p[i], & B = p[j], & C = p[k];
 if (colinear(A, B, C)) continue;
 bool ne = 0, po = 0;
 for (int o = 0; o < n; o++) if (bit >> o & 1) {
 int tmp = Point2Plane(A, B, C, p[o]);
 if (tmp < 0) ne = 1, coplanar = 0;
 if (tmp > 0) po = 1, coplanar = 0;
 }
 if (ne && po) continue;
 
 if (ne) Convex.push_back({ A, C, B });
 else Convex.push_back({ A, B, C });
 }
 }
 }
 
 
 int mask = bit;
 if (Convex.empty()) {
 Point L{ inf, inf, inf }, R{ -inf, -inf, -inf };
 for (int i = 0; i < n; i++) if (bit >> i & 1) {
 auto& P = p[i];
 if (P < L) L = P;
 if (R < P) R = P;
 }
 
 for (int i = 0; i < n; i++) if (!(bit >> i & 1)) {
 auto& P = p[i];
 if (!colinear(L, R, P)) continue;
 if ((P.x - L.x) * (P.x - R.x) > 0) continue;
 if ((P.y - L.y) * (P.y - R.y) > 0) continue;
 if ((P.z - L.z) * (P.z - R.z) > 0) continue;
 mask |= 1 << i;
 }
 }
 else if (coplanar) {
 for (int i = 0; i < n; i++) if (!(bit >> i & 1)) {
 auto& P = p[i];
 
 bool in = false;
 for (auto& [A, B, C] : Convex) {
 if (sgn(Point2Plane(A, B, C, P))) continue;
 if ((((B - A) * (C - A)) ^ ((B - A) * (P - A))) < 0) continue;
 if ((((C - B) * (A - B)) ^ ((C - B) * (P - B))) < 0) continue;
 if ((((A - C) * (B - C)) ^ ((A - C) * (P - C))) < 0) continue;
 in = true;
 }
 if (in) mask |= 1 << i;
 }
 }
 else {
 for (int i = 0; i < n; i++) if (!(bit >> i & 1)) {
 auto& P = p[i];
 
 bool in = true;
 for (auto& [A, B, C] : Convex) {
 if (sgn(Point2Plane(A, B, C, P)) == -1) in = false;
 }
 if (in) mask |= 1 << i;
 }
 }
 good[mask] = 1;
 }
 
 int ans = 0;
 for (int i = 1; i < 1 << n; i++) {
 ans += good[i];
 }
 cout << ans << "\n";
 }
 
 return 0;
 }
 
 |