百度地圖API 判斷點是否在圓形內

jopen 9年前發布 | 4K 次閱讀 JavaScript

 /**

  • @fileoverview GeoUtils類提供若干幾何算法,用來幫助用戶判斷點與矩形、
  • 圓形、多邊形線、多邊形面的關系,并提供計算折線長度和多邊形的面積的公式。
  • 主入口類是<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類均放在BMapLib命名空間下 */ var BMapLib = window.BMapLib = BMapLib || {}; (function() {

    /**

    • 地球半徑 */ var EARTHRADIUS = 6370996.81;

    /**

    • @exports GeoUtils as BMapLib.GeoUtils */ var GeoUtils = /**
    • GeoUtils類,靜態類,勿需實例化即可使用
    • @class GeoUtils類的<b>入口</b>。
    • 該類提供的都是靜態方法,勿需實例化即可使用。
      */ BMapLib.GeoUtils = function(){

    }

    /**

    • 判斷點是否在矩形內
    • @param {Point} point 點對象
    • @param {Bounds} bounds 矩形邊界對象
    • @returns {Boolean} 點在矩形內返回true,否則返回false */ GeoUtils.isPointInRect = function(point, bounds){ //檢查類型是否正確 if (!(point instanceof BMap.Point) ||
       !(bounds instanceof BMap.Bounds)) {
       return false;
      
      } var sw = bounds.getSouthWest(); //西南腳點 var ne = bounds.getNorthEast(); //東北腳點 return (point.lng >= sw.lng && point.lng <= ne.lng && point.lat >= sw.lat && point.lat <= ne.lat); }

    /**

    • 判斷點是否在圓形內
    • @param {Point} point 點對象
    • @param {Circle} circle 圓形對象
    • @returns {Boolean} 點在圓形內返回true,否則返回false */ GeoUtils.isPointInCircle = function(point, circle){ //檢查類型是否正確 if (!(point instanceof BMap.Point) ||

       !(circle instanceof BMap.Circle)) {
       return false;
      

      }

      //point與圓心距離小于圓形半徑,則點在圓內,否則在圓外 var c = circle.getCenter(); var r = circle.getRadius();

      var dis = GeoUtils.getDistance(point, c); if(dis <= r){

       return true;
      

      } else {

       return false;
      

      } }

    /**

    • 判斷點是否在折線上
    • @param {Point} point 點對象
    • @param {Polyline} polyline 折線對象
    • @returns {Boolean} 點在折線上返回true,否則返回false */ GeoUtils.isPointOnPolyline = function(point, polyline){ //檢查類型 if(!(point instanceof BMap.Point) ||

       !(polyline instanceof BMap.Polyline)){
       return false;
      

      }

      //首先判斷點是否在線的外包矩形內,如果在,則進一步判斷,否則返回false var lineBounds = polyline.getBounds(); if(!this.isPointInRect(point, lineBounds)){

       return false;
      

      }

      //判斷點是否在線段上,設點為Q,線段為P1P2 , //判斷點Q在該線段上的依據是:( Q - P1 ) × ( P2 - P1 ) = 0,且 Q 在以 P1,P2為對角頂點的矩形內 var pts = polyline.getPath(); for(var i = 0; i < pts.length - 1; i++){

      var curPt = pts[i];
      var nextPt = pts[i + 1];
      //首先判斷point是否在curPt和nextPt之間,即:此判斷該點是否在該線段的外包矩形內
      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)){
          //判斷點是否在直線上公式
          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){//實質判斷是否接近0
              return true;
          }                
      }
      

      }

      return false; }

    /**

    • 判斷點是否多邊形內
    • @param {Point} point 點對象
    • @param {Polyline} polygon 多邊形對象
    • @returns {Boolean} 點在多邊形內返回true,否則返回false */ GeoUtils.isPointInPolygon = function(point, polygon){ //檢查類型 if(!(point instanceof BMap.Point) ||

       !(polygon instanceof BMap.Polygon)){
       return false;
      

      }

      //首先判斷點是否在多邊形的外包矩形內,如果在,則進一步判斷,否則返回false var polygonBounds = polygon.getBounds(); if(!this.isPointInRect(point, polygonBounds)){

       return false;
      

      }

      var pts = polygon.getPath();//獲取多邊形點

      //下述代碼來源:http://paulbourke.net/geometry/insidepoly/,進行了部分修改 //基本思想是利用射線法,計算射線與多邊形各邊的交點,如果是偶數,則點在多邊形外,否則 //在多邊形內。還會考慮一些特殊情況,如點在多邊形頂點上,點在多邊形邊上等特殊情況。

      var N = pts.length; var boundOrVertex = true; //如果點位于多邊形的頂點或邊上,也算做點在多邊形內,直接返回true var intersectCount = 0;//cross points count of x var precision = 2e-10; //浮點類型計算時候與0比較時候的容差 var p1, p2;//neighbour bound vertices var p = point; //測試點

      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){//偶數在多邊形外

       return false;
      

      } else { //奇數在多邊形內

       return true;
      

      }
      }

    /**

    • 將度轉化為弧度
    • @param {degree} Number 度
    • @returns {Number} 弧度 / GeoUtils.degreeToRad = function(degree){ return Math.PI degree/180;
      }

    /**

    • 將弧度轉化為度
    • @param {radian} Number 弧度
    • @returns {Number} 度 / GeoUtils.radToDegree = function(rad){ return (180 rad) / Math.PI;
      }

    /**

    • 將v值限定在a,b之間,緯度使用 */ function _getRange(v, a, b){ if(a != null){ v = Math.max(v, a); } if(b != null){ v = Math.min(v, b); } return v; }

    /**

    • 將v值限定在a,b之間,經度使用 */ function _getLoop(v, a, b){ while( v > b){ v -= b - a } while(v < a){ v += b - a } return v; }

    /**

    • 計算兩點之間的距離,兩點坐標必須為經緯度
    • @param {point1} Point 點對象
    • @param {point2} Point 點對象
    • @returns {Number} 兩點之間距離,單位為米 */ GeoUtils.getDistance = function(point1, point2){ //判斷類型 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)));
      }

    /**

    • 計算折線或者點數組的長度
    • @param {Polyline|Array<Point>} polyline 折線對象或者點數組
    • @returns {Number} 折線或點數組對應的長度 */ GeoUtils.getPolylineDistance = function(polyline){ //檢查類型 if(polyline instanceof BMap.Polyline ||

       polyline instanceof Array){
       //將polyline統一為數組
       var pts;
       if(polyline instanceof BMap.Polyline){
           pts = polyline.getPath();
       } else {
           pts = polyline;
       }
      
       if(pts.length < 2){//小于2個點,返回0
           return 0;
       }
      
       //遍歷所有線段將其相加,計算整條線段的長度
       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;
      

      } }

    /**

    • 計算多邊形面或點數組構建圖形的面積,注意:坐標類型只能是經緯度,且不適合計算自相交多邊形的面積
    • @param {Polygon|Array<Point>} polygon 多邊形面對象或者點數組
    • @returns {Number} 多邊形面或點數組構成圖形的面積 */ GeoUtils.getPolygonArea = function(polygon){ //檢查類型 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個頂點,不能構建面

       return 0;
      

      }

      var totalArea = 0;//初始化總面積 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橢球半徑 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; //返回總面積 }

})();//閉包結束</pre>
使用方法:

var point = new BMap.Point(x,y)
var circle = new BMap.Circle(mPoint,1000,{fillColor:"blue", strokeWeight: 1 ,fillOpacity: 0.3, strokeOpacity: 0.3});

if(BMapLib.GeoUtils.isPointInCircle(point,circle)){ alert("該point在circle內"); }</pre>
鏈接: GeoUtils.js
作者: itmyhome

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