-
Notifications
You must be signed in to change notification settings - Fork 48
Expand file tree
/
Copy pathGeoUtils.js
More file actions
458 lines (416 loc) · 16.7 KB
/
Copy pathGeoUtils.js
File metadata and controls
458 lines (416 loc) · 16.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
/**
* @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
*/
/**
* @namespace BMap的所有library类均放在BMapLib命名空间下
*/
var BMapLib = window.BMapLib = 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 P1,P2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,即: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
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组
* @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;
}
// 4.0的getPath()返回闭合路径(首尾点重复),需去除末尾重复点
if(pts.length > 3 && pts[0].equals(pts[pts.length - 1])){
pts = pts.slice(0, pts.length - 1);
}
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));
if (AngleCos < -1.0) AngleCos = -1.0;
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