#include <bits/stdc++.h>
using namespace std;
const int oo = 1 << 30;
const double PI = M_PI;
const double EPS = 1e-15;
double w, h, u;
double cross(const complex<double> &a, const complex<double> &b) {
  return imag(conj(a) * b);
}
complex<double> rotate_by(const complex<double> &p,
                          const complex<double> &about, double radians) {
  return (p - about) * exp(complex<double>(0, radians)) + about;
}
complex<double> intersect(const complex<double> &a, const complex<double> &b,
                          const complex<double> &p, const complex<double> &q) {
  double d1 = cross(p - a, b - a);
  double d2 = cross(q - a, b - a);
  return (d1 * q - d2 * p) / (d1 - d2);
}
int main() {
  cin.sync_with_stdio(false);
  cin >> w >> h >> u;
  if (w < h) swap(w, h);
  if (u > 90) u = 180 - u;
  u = u * M_PI / 180.;
  cout.precision(10);
  if (u == 0) {
    cout << fixed << w * h << endl;
    return 0;
  }
  if (u >= (M_PI - 2. * atan(w / (double)h))) {
    cout << fixed << h * h / sin(u) << endl;
  } else {
    double answer = w * h;
    complex<double> a1 =
        rotate_by(complex<double>(+w / 2., -h / 2), complex<double>(0, 0), u);
    complex<double> a2 =
        rotate_by(complex<double>(+w / 2., +h / 2), complex<double>(0, 0), u);
    complex<double> a3 =
        rotate_by(complex<double>(-w / 2., +h / 2), complex<double>(0, 0), u);
    complex<double> b1 = intersect(a1, a2, complex<double>(-w / 2., h / 2.),
                                   complex<double>(w / 2., h / 2.));
    complex<double> b2 = intersect(a2, a3, complex<double>(-w / 2., h / 2.),
                                   complex<double>(w / 2., h / 2.));
    {
      double side1 = b1.real() - b2.real();
      double side2 = side1 * cos(u);
      double area = side1 * side2 * sin(u);
      answer = answer - area;
    }
    {
      double side1 = w / 2. - b1.real();
      double side2 = side1 * tan(M_PI / 2. - u);
      double area = side1 * side2;
      answer = answer - area;
    }
    cout << fixed << answer << endl;
  }
  return 0;
}
