java-mall-app/helpers/GeoUtils.js
2024-12-11 16:35:53 +08:00

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/**
* @fileoverview GeoUtils类提供若干几何算法用来帮助用户判断点与矩形、
* 圆形、多边形线、多边形面的关系,并提供计算折线长度和多边形的面积的公式。
* 主入口类是<a href="symbols/BMapLib.GeoUtils.html">GeoUtils</a>
* 基于Baidu Map API 1.2。
*
* @author Baidu Map Api Group
* @version 1.2
*/
//BMapLib.GeoUtils.degreeToRad(Number)
//将度转化为弧度
//BMapLib.GeoUtils.getDistance(Point, Point)
//计算两点之间的距离,两点坐标必须为经纬度
//BMapLib.GeoUtils.getPolygonArea(polygon)
//计算多边形面或点数组构建图形的面积,注意:坐标类型只能是经纬度,且不适合计算自相交多边形的面积(封闭的面积)
//BMapLib.GeoUtils.getPolylineDistance(polyline)
//计算折线或者点数组的长度
//BMapLib.GeoUtils.isPointInCircle(point, circle)
//判断点是否在圆形内
//BMapLib.GeoUtils.isPointInPolygon(point, polygon)
//判断点是否多边形内
//BMapLib.GeoUtils.isPointInRect(point, bounds)
//判断点是否在矩形内
//BMapLib.GeoUtils.isPointOnPolyline(point, polyline)
//判断点是否在折线上
//BMapLib.GeoUtils.radToDegree(Number)
//将弧度转化为度
function getCenterPoint(path)
{
//var path = e.;//Array<Point> 返回多边型的点数组
//var ret=parseFloat(num1)+parseFloat(num2);
var x = 0.0;
var y = 0.0;
for(var i=0;i<path.length;i++){
x=x+ parseFloat(path[i].lng);
y=y+ parseFloat(path[i].lat);
}
x=x/path.length;
y=y/path.length;
return new BMap.Point(x,y);
}
/**
* @namespace BMap的所有library类均放在BMapLib命名空间下
*/
var BMapLib = {};
(function () {
/**
* 地球半径
*/
var EARTHRADIUS = 6370996.81;
/**
* @exports GeoUtils as BMapLib.GeoUtils
*/
var GeoUtils =
/**
* GeoUtils类静态类勿需实例化即可使用
* @class GeoUtils类的<b>入口</b>。
* 该类提供的都是静态方法,勿需实例化即可使用。
*/
BMapLib.GeoUtils = function () {
}
/**
* 判断点是否在矩形内
* @param {Point} point 点对象
* @param {Bounds} bounds 矩形边界对象
* @returns {Boolean} 点在矩形内返回true,否则返回false
*/
GeoUtils.isPointInRect = function (point, bounds) {
//检查类型是否正确
if (!(point instanceof BMap.Point) ||
!(bounds instanceof BMap.Bounds)) {
return false;
}
var sw = bounds.getSouthWest(); //西南脚点
var ne = bounds.getNorthEast(); //东北脚点
return (point.lng >= sw.lng && point.lng <= ne.lng && point.lat >= sw.lat && point.lat <= ne.lat);
}
/**
* 判断点是否在圆形内
* @param {Point} point 点对象
* @param {Circle} circle 圆形对象
* @returns {Boolean} 点在圆形内返回true,否则返回false
*/
GeoUtils.isPointInCircle = function (point, circle) {
//检查类型是否正确
if (!(point instanceof BMap.Point) ||
!(circle instanceof BMap.Circle)) {
return false;
}
//point与圆心距离小于圆形半径则点在圆内否则在圆外
var c = circle.getCenter();
var r = circle.getRadius();
var dis = GeoUtils.getDistance(point, c);
if (dis <= r) {
return true;
} else {
return false;
}
}
/**
* 判断点是否在折线上
* @param {Point} point 点对象
* @param {Polyline} polyline 折线对象
* @returns {Boolean} 点在折线上返回true,否则返回false
*/
GeoUtils.isPointOnPolyline = function (point, polyline) {
//检查类型
if (!(point instanceof BMap.Point) ||
!(polyline instanceof BMap.Polyline)) {
return false;
}
//首先判断点是否在线的外包矩形内如果在则进一步判断否则返回false
var lineBounds = polyline.getBounds();
if (!this.isPointInRect(point, lineBounds)) {
return false;
}
//判断点是否在线段上设点为Q线段为P1P2
//判断点Q在该线段上的依据是( Q - P1 ) × ( P2 - P1 ) = 0且 Q 在以 P1P2为对角顶点的矩形内
var pts = polyline.getPath();
for (var i = 0; i < pts.length - 1; i++) {
var curPt = pts[i];
var nextPt = pts[i + 1];
//首先判断point是否在curPt和nextPt之间此判断该点是否在该线段的外包矩形内
if (point.lng >= Math.min(curPt.lng, nextPt.lng) && point.lng <= Math.max(curPt.lng, nextPt.lng) &&
point.lat >= Math.min(curPt.lat, nextPt.lat) && point.lat <= Math.max(curPt.lat, nextPt.lat)) {
//判断点是否在直线上公式
var precision = (curPt.lng - point.lng) * (nextPt.lat - point.lat) - (nextPt.lng - point.lng) * (curPt.lat - point.lat);
if (precision < 2e-10 && precision > -2e-10) {//实质判断是否接近0
return true;
}
}
}
return false;
}
/**
* 判断点是否多边形内
* @param {Point} point 点对象
* @param {Polyline} polygon 多边形对象
* @returns {Boolean} 点在多边形内返回true,否则返回false
*/
GeoUtils.isPointInPolygon = function (point, polygon) {
//检查类型
if (!(point instanceof BMap.Point) ||
!(polygon instanceof BMap.Polygon)) {
return false;
}
//首先判断点是否在多边形的外包矩形内如果在则进一步判断否则返回false
var polygonBounds = polygon.getBounds();
if (!this.isPointInRect(point, polygonBounds)) {
return false;
}
var pts = polygon.getPath(); //获取多边形点
//下述代码来源http://paulbourke.net/geometry/insidepoly/,进行了部分修改
//基本思想是利用射线法,计算射线与多边形各边的交点,如果是偶数,则点在多边形外,否则
//在多边形内。还会考虑一些特殊情况,如点在多边形顶点上,点在多边形边上等特殊情况。
var N = pts.length;
var boundOrVertex = true; //如果点位于多边形的顶点或边上也算做点在多边形内直接返回true
var intersectCount = 0; //cross points count of x
var precision = 2e-10; //浮点类型计算时候与0比较时候的容差
var p1, p2; //neighbour bound vertices
var p = point; //测试点
p1 = pts[0]; //left vertex
for (var i = 1; i <= N; ++i) {//check all rays
if (p.equals(p1)) {
return boundOrVertex; //p is an vertex
}
p2 = pts[i % N]; //right vertex
if (p.lat < Math.min(p1.lat, p2.lat) || p.lat > Math.max(p1.lat, p2.lat)) {//ray is outside of our interests
p1 = p2;
continue; //next ray left point
}
if (p.lat > Math.min(p1.lat, p2.lat) && p.lat < Math.max(p1.lat, p2.lat)) {//ray is crossing over by the algorithm (common part of)
if (p.lng <= Math.max(p1.lng, p2.lng)) {//x is before of ray
if (p1.lat == p2.lat && p.lng >= Math.min(p1.lng, p2.lng)) {//overlies on a horizontal ray
return boundOrVertex;
}
if (p1.lng == p2.lng) {//ray is vertical
if (p1.lng == p.lng) {//overlies on a vertical ray
return boundOrVertex;
} else {//before ray
++intersectCount;
}
} else {//cross point on the left side
var xinters = (p.lat - p1.lat) * (p2.lng - p1.lng) / (p2.lat - p1.lat) + p1.lng; //cross point of lng
if (Math.abs(p.lng - xinters) < precision) {//overlies on a ray
return boundOrVertex;
}
if (p.lng < xinters) {//before ray
++intersectCount;
}
}
}
} else {//special case when ray is crossing through the vertex
if (p.lat == p2.lat && p.lng <= p2.lng) {//p crossing over p2
var p3 = pts[(i + 1) % N]; //next vertex
if (p.lat >= Math.min(p1.lat, p3.lat) && p.lat <= Math.max(p1.lat, p3.lat)) {//p.lat lies between p1.lat & p3.lat
++intersectCount;
} else {
intersectCount += 2;
}
}
}
p1 = p2; //next ray left point
}
if (intersectCount % 2 == 0) {//偶数在多边形外
return false;
} else { //奇数在多边形内
return true;
}
}
/**
* 将度转化为弧度
* @param {degree} Number 度
* @returns {Number} 弧度
*/
GeoUtils.degreeToRad = function (degree) {
return Math.PI * degree / 180;
}
/**
* 将弧度转化为度
* @param {radian} Number 弧度
* @returns {Number} 度
*/
GeoUtils.radToDegree = function (rad) {
return (180 * rad) / Math.PI;
}
/**
* 将v值限定在a,b之间纬度使用
*/
function _getRange(v, a, b) {
if (a != null) {
v = Math.max(v, a);
}
if (b != null) {
v = Math.min(v, b);
}
return v;
}
/**
* 将v值限定在a,b之间经度使用
*/
function _getLoop(v, a, b) {
while (v > b) {
v -= b - a
}
while (v < a) {
v += b - a
}
return v;
}
/**
* 计算两点之间的距离,两点坐标必须为经纬度
* @param {point1} Point 点对象
* @param {point2} Point 点对象
* @returns {Number} 两点之间距离,单位为米
*/
GeoUtils.getDistance = function (point1, point2) {
//判断类型
// debugger;
// if (!(point1 instanceof BMap.Point) ||
// !(point2 instanceof BMap.Point)) {
// return 0;
// }
point1.lng = _getLoop(point1.lng, -180, 180);
point1.lat = _getRange(point1.lat, -74, 74);
point2.lng = _getLoop(point2.lng, -180, 180);
point2.lat = _getRange(point2.lat, -74, 74);
var x1, x2, y1, y2;
x1 = GeoUtils.degreeToRad(point1.lng);
y1 = GeoUtils.degreeToRad(point1.lat);
x2 = GeoUtils.degreeToRad(point2.lng);
y2 = GeoUtils.degreeToRad(point2.lat);
return EARTHRADIUS * Math.acos((Math.sin(y1) * Math.sin(y2) + Math.cos(y1) * Math.cos(y2) * Math.cos(x2 - x1)));
}
/**
* 计算折线或者点数组的长度
* @param {Polyline|Array<Point>} polyline 折线对象或者点数组
* @returns {Number} 折线或点数组对应的长度
*/
GeoUtils.getPolylineDistance = function (polyline) {
//检查类型
if (polyline instanceof BMap.Polyline ||
polyline instanceof Array) {
//将polyline统一为数组
var pts;
if (polyline instanceof BMap.Polyline) {
pts = polyline.getPath();
} else {
pts = polyline;
}
if (pts.length < 2) {//小于2个点返回0
return 0;
}
//遍历所有线段将其相加,计算整条线段的长度
var totalDis = 0;
for (var i = 0; i < pts.length - 1; i++) {
var curPt = pts[i];
var nextPt = pts[i + 1]
var dis = GeoUtils.getDistance(curPt, nextPt);
totalDis += dis;
}
return totalDis;
} else {
return 0;
}
}
/**
* 计算多边形面或点数组构建图形的面积,注意:坐标类型只能是经纬
度,且不适合计算自相交多边形的面积
* @param {Polygon|Array<Point>} polygon 多边形面对象或者点数
* @returns {Number} 多边形面或点数组构成图形的面积
*/
GeoUtils.getPolygonArea = function (polygon) {
//检查类型
if (!(polygon instanceof BMap.Polygon) &&
!(polygon instanceof Array)) {
return 0;
}
var pts;
if (polygon instanceof BMap.Polygon) {
pts = polygon.getPath();
} else {
pts = polygon;
}
if (pts.length < 3) {//小于3个顶点不能构建面
return 0;
}
var totalArea = 0; //初始化总面积
var LowX = 0.0;
var LowY = 0.0;
var MiddleX = 0.0;
var MiddleY = 0.0;
var HighX = 0.0;
var HighY = 0.0;
var AM = 0.0;
var BM = 0.0;
var CM = 0.0;
var AL = 0.0;
var BL = 0.0;
var CL = 0.0;
var AH = 0.0;
var BH = 0.0;
var CH = 0.0;
var CoefficientL = 0.0;
var CoefficientH = 0.0;
var ALtangent = 0.0;
var BLtangent = 0.0;
var CLtangent = 0.0;
var AHtangent = 0.0;
var BHtangent = 0.0;
var CHtangent = 0.0;
var ANormalLine = 0.0;
var BNormalLine = 0.0;
var CNormalLine = 0.0;
var OrientationValue = 0.0;
var AngleCos = 0.0;
var Sum1 = 0.0;
var Sum2 = 0.0;
var Count2 = 0;
var Count1 = 0;
var Sum = 0.0;
var Radius = EARTHRADIUS; //6378137.0,WGS84椭球半径
var Count = pts.length;
for (var i = 0; i < Count; i++) {
if (i == 0) {
LowX = pts[Count - 1].lng * Math.PI / 180;
LowY = pts[Count - 1].lat * Math.PI / 180;
MiddleX = pts[0].lng * Math.PI / 180;
MiddleY = pts[0].lat * Math.PI / 180;
HighX = pts[1].lng * Math.PI / 180;
HighY = pts[1].lat * Math.PI / 180;
}
else if (i == Count - 1) {
LowX = pts[Count - 2].lng * Math.PI / 180;
LowY = pts[Count - 2].lat * Math.PI / 180;
MiddleX = pts[Count - 1].lng * Math.PI / 180;
MiddleY = pts[Count - 1].lat * Math.PI / 180;
HighX = pts[0].lng * Math.PI / 180;
HighY = pts[0].lat * Math.PI / 180;
}
else {
LowX = pts[i - 1].lng * Math.PI / 180;
LowY = pts[i - 1].lat * Math.PI / 180;
MiddleX = pts[i].lng * Math.PI / 180;
MiddleY = pts[i].lat * Math.PI / 180;
HighX = pts[i + 1].lng * Math.PI / 180;
HighY = pts[i + 1].lat * Math.PI / 180;
}
AM = Math.cos(MiddleY) * Math.cos(MiddleX);
BM = Math.cos(MiddleY) * Math.sin(MiddleX);
CM = Math.sin(MiddleY);
AL = Math.cos(LowY) * Math.cos(LowX);
BL = Math.cos(LowY) * Math.sin(LowX);
CL = Math.sin(LowY);
AH = Math.cos(HighY) * Math.cos(HighX);
BH = Math.cos(HighY) * Math.sin(HighX);
CH = Math.sin(HighY);
CoefficientL = (AM * AM + BM * BM + CM * CM) / (AM * AL + BM * BL + CM * CL);
CoefficientH = (AM * AM + BM * BM + CM * CM) / (AM * AH + BM * BH + CM * CH);
ALtangent = CoefficientL * AL - AM;
BLtangent = CoefficientL * BL - BM;
CLtangent = CoefficientL * CL - CM;
AHtangent = CoefficientH * AH - AM;
BHtangent = CoefficientH * BH - BM;
CHtangent = CoefficientH * CH - CM;
AngleCos = (AHtangent * ALtangent + BHtangent * BLtangent + CHtangent * CLtangent) / (Math.sqrt(AHtangent * AHtangent + BHtangent * BHtangent + CHtangent * CHtangent) * Math.sqrt(ALtangent * ALtangent + BLtangent * BLtangent + CLtangent * CLtangent));
AngleCos = Math.acos(AngleCos);
ANormalLine = BHtangent * CLtangent - CHtangent * BLtangent;
BNormalLine = 0 - (AHtangent * CLtangent - CHtangent * ALtangent);
CNormalLine = AHtangent * BLtangent - BHtangent * ALtangent;
if (AM != 0)
OrientationValue = ANormalLine / AM;
else if (BM != 0)
OrientationValue = BNormalLine / BM;
else
OrientationValue = CNormalLine / CM;
if (OrientationValue > 0) {
Sum1 += AngleCos;
Count1++;
}
else {
Sum2 += AngleCos;
Count2++;
}
}
var tempSum1, tempSum2;
tempSum1 = Sum1 + (2 * Math.PI * Count2 - Sum2);
tempSum2 = (2 * Math.PI * Count1 - Sum1) + Sum2;
if (Sum1 > Sum2) {
if ((tempSum1 - (Count - 2) * Math.PI) < 1)
Sum = tempSum1;
else
Sum = tempSum2;
}
else {
if ((tempSum2 - (Count - 2) * Math.PI) < 1)
Sum = tempSum2;
else
Sum = tempSum1;
}
totalArea = (Sum - (Count - 2) * Math.PI) * Radius * Radius;
return totalArea; //返回总面积
}
})(); //闭包结束
export default BMapLib