Problem: A long time ago in a galaxy, far, far away, there were N spheres with various radii. Spheres were mirrors, that is, they had reflective surfaces . . . .

You are standing at the origin of the galaxy (0, 0, 0), and emit a laser ray to the direction (u,v, w). The ray travels in a straight line.

When the laser ray from I hits the surface of a sphere at Q, let N be a point outside of the sphere on the line connecting the sphere center and Q. The reflected ray goes to the direction towards R that satisfies the following conditions: (1) R is on the plane formed by the three points I, Q and N , (2) ∠ IQN = ∠ NQR, as shown in Figure 1.

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Figure 1: Laser ray reflection

After it is reflected several times, finally it goes beyond our observation. Your mission is to write a program that identifies the last reflection point.



Input

The input consists of multiple datasets, each in the following format.


N
u v w
x1 y1 z1 r1
.
.
.
xN yN zN rN


The first line of a dataset contains a positive integer N which is the number of spheres. The next line contains three integers u, v and w separated by single spaces, where (u, v, w) is the direction of the laser ray initially emitted from the origin.

Each of the following N lines contains four integers separated by single spaces. The i-th line corresponds to the i-th sphere, and the numbers represent the center position (xi, yi, zi ) and the radius ri .

N, u, v, w, xi, yi, zi and ri satisfy the following conditions.

1 ≤ N ≤ 100
−100 ≤ u, v, w ≤ 100
−100 ≤ xi, yi, zi ≤ 100
5 ≤ ri ≤ 30
u2 + v2 + w2 > 0


You can assume that the distance between the surfaces of any two spheres is no less than 0.1. You can also assume that the origin (0, 0, 0) is located outside of any sphere, and is at least 0.1 distant from the surface of any sphere.

The ray is known to be reflected by the sphere surfaces at least once, and at most five times. You can assume that the angle between the ray and the line connecting the sphere center and the reflection point, which is known as the angle of reflection (i.e. θ in Figure 1), is less than 85 degrees for each point of reflection.

The last dataset is followed by a line containing a single zero.

Output

For each dataset in the input, you should print the x-, y- and z-coordinates of the last reflection point separated by single spaces in a line. No output line should contain extra characters.

No coordinate values in the output should have an error greater than 0.01.

Example

Input

3
-20 -20 -24
100 100 100 30
10 8 3 5
-70 -70 -84 5
4
0 47 84
-23 41 42 8
45 -10 14 19
-5 28 47 12
-27 68 34 14
0


Output

79.0940 79.0940 94.9128
-21.8647 54.9770 34.1761

Solution (in CPP):

Solution:
#include "bits/stdc++.h"
#include<unordered_map>
#include<unordered_set>
#pragma warning(disable:4996)
using namespace std;
using ld = long double;
template<class T>
using Table = vector<vector<T>>;

#include "bits/stdc++.h"
#include<unordered_map>
#pragma warning(disable:4996)
using namespace std;

struct Point3 {
	long double x;
	long double y;
	long double z;
	Point3() :x(0), y(0), z(0) {}
	Point3(const long double _x, const long double _y, const long double _z) :x(_x), y(_y), z(_z) {}
};

Point3 operator+(const Point3&l, const Point3& r) {
	return Point3(l.x + r.x, l.y + r.y, l.z + r.z);
}
Point3 operator+=(Point3&l, const Point3& r) {
	return l = Point3(l.x + r.x, l.y + r.y, l.z + r.z);
}
Point3 operator-(const Point3&l, const Point3& r) {
	return Point3(l.x - r.x, l.y - r.y, l.z - r.z);
}
Point3 operator-=(Point3&l, const Point3& r) {
	return l = Point3(l.x - r.x, l.y - r.y, l.z - r.z);
}
Point3 operator*(const Point3&l, const long double r) {
	return Point3(l.x * r, l.y * r, l.z * r);
}
Point3 operator*(const long double r, const Point3&l) {
	return l*r;
}
Point3 operator*=(Point3&l, const long double r) {
	return l = Point3(l.x * r, l.y * r, l.z * r);
}
Point3 operator/(const Point3&l, const long double r) {
	return Point3(l.x / r, l.y / r, l.z / r);
}
Point3 operator/=(Point3&l, const long double r) {
	return l = Point3(l.x / r, l.y / r, l.z / r);
}
const long double eps = 1e-9, pi = acos(-1.0);
const long double dtop = pi / 180.;
const long double ptod = 1. / dtop;

namespace std {
	bool operator<(const Point3 &lhs, const Point3 &rhs) {
		if (lhs.x< rhs.x - eps) return true;
		if (lhs.x > rhs.x + eps) return false;
		if (lhs.y< rhs.y - eps) return true;
		if (lhs.y > rhs.y + eps) return false;
		return lhs.z < rhs.z;
	}
}

// ????????\???
Point3 input_point() {
	long double x, y, z;
	cin >> x >> y >> z;
	return Point3(x, y, z);
}

// ????????????????????????
bool eq(const long double a, const long double b) {
	return (abs(a - b) < eps);
}

// ??????
long double dot(const Point3& a, const Point3& b) {
	return a.x*b.x + a.y*b.y + a.z*b.z;
}

// ??????
Point3 cross(const Point3& a, const Point3& b) {
	return Point3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x);
}



//?????????
long double norm(const Point3&p) {
	return (p.x*p.x + p.y*p.y + p.z*p.z);
}

long double abs(const Point3&p) {

	return sqrt(p.x*p.x + p.y*p.y + p.z*p.z);
}
//?????????????????????
Point3 unit(const Point3& a) {
	return a / (abs(a));
}




//???
struct Sphere {
	Point3 p;
	long double r;
	Sphere() :p(), r(0) {}
	Sphere(const Point3 _point, const long double _radius) :p(_point), r(_radius) {}
};

// ??´????????????
class Line3 {
public:
	Point3 a, b;
	Line3() : a(Point3(0, 0, 0)), b(Point3(0, 0, 0)) {}
	Line3(Point3 a, Point3 b) : a(a), b(b) {}
	Point3 operator[](const int _num)const {
		if (_num == 0)return a;
		else if (_num == 1)return b;
		else assert(false);
	}
};

// ?????????????????????
bool isis_sp(const Line3& s, const Point3& p) {
	return (abs(s.a - p) + abs(s.b - p) - abs(s.b - s.a) < eps);
}

// ??????????¶?
Point3 proj(const Line3 &l, const Point3& p) {
	long double t = dot(p - l.a, l.a - l.b) / norm(l.a - l.b);
	return l.a + t * (l.a - l.b);
}
// ??´?????¨???????????¢
long double dist_lp3(const Line3& l, const Point3& p) {
	return abs(p - proj(l, p));
}
// ?????¨??´????????????
vector<Point3> is_lsp(const Sphere& c, const Line3& l) {
	vector<Point3> res;
	long double d = dist_lp3(l, c.p);
	if (d < c.r + eps) {
		long double len = (d > c.r) ? 0.0 : sqrt(c.r * c.r - d * d); //safety;
		Point3 nor = (l.a - l.b) / abs(l.a - l.b);
		res.push_back(proj(l, c.p) + len * nor);
		res.push_back(proj(l, c.p) - len * nor);
	}
	return res;
}
// ?????¨???????????????
vector<Point3> is_ssp(const Sphere& c, const Line3& l) {
	vector<Point3> res(is_lsp(c, l));
	vector<Point3> nres;
	for (auto p : res) {
		if (isis_sp(l, p))nres.emplace_back(p);
	}
	return nres;
}
// ????????????????????¢(??????)??§???????°?
Point3 reflect(const Point3& vec, const Point3& no) {
	return vec- 2 * dot(vec, no)/abs(no)*unit(no);

}
int main() {
	while (1) {
		int N;
		cin >> N;
		if (!N)break;
		int u, v, w; cin >> u >> v >> w;
		vector<Sphere>sps;
		for (int i = 0; i < N; ++i) {
			int x, y, z, r; cin >> x >> y >> z >> r;
			sps.push_back(Sphere(Point3(x, y, z), r));
		}
		Line3 l(Point3(), 1e3*Point3(u, v, w));
		int pre = -1;
		while (1) {
			int spid=-1;
			Point3 refp;
			ld mindis = 1e18;
			for (int s = 0; s < sps.size();++s) {
				if (s == pre)continue;
				Sphere sp= sps[s];
				const vector<Point3>nrefps(is_ssp(sp, l));
				for (const auto p : nrefps) {
					const ld dis = abs(p - l[0]);
					if (dis < mindis) {
						spid = s;
						refp = p;
						mindis = dis;
					}
				}
			}
			if (spid==-1) {
				cout << setprecision(5) << fixed << l[0].x << " " << l[0].y << " " << l[0].z << endl;
				break;
			}
			else {
				Point3 newvec = reflect(l[1] - l[0], refp - sps[spid].p);
				Line3 newl(refp, refp+newvec);
				l = newl;
				pre = spid;
			}
		}
	}
	
	return 0;
}