轉:http://bbs.esrichina-bj.cn/esri/viewthread.php?tid=57166
本帖最後由 _daniel 於 2009-11-12 22:26 編輯
前幾天說要傳軍標的演算法思想呢,結果有事耽誤了,現在我把我軍標思想給說一下。
首先利用的技術:前端as語言繪製軍標(其實就是個多邊形),把多邊形的點組成 XML字串《這裡也可以傳對象,但是在後台java段也要有相同的對應對象》通過BlazeDS的 RemoteObject方式傳到後台。
後台可以通過java儲存到資料庫中,這個最好是儲存為Clob欄位。
下面我把關鍵代碼給大家分享一下。。
//處理按一下滑鼠事件
public function map_mouseClickHandler(event:MouseEvent):void
{
map.mapNavigationEnabled=false;
//確定點擊的地圖點的座標,然後放到數組中
var m_point:MapPoint=map.toMapFromStage(event.stageX, event.stageY);
if (m_firstpoints == null)
{
m_firstpoints=new Array();
}
m_firstpoints.push(m_point);
}
//處理滑鼠雙擊事件
public function map_mouseDoubleClickHandler(event:MouseEvent):void
{
m_gbjGeometry=new Polyline();
//定義軍標的多邊形
if (m_firstpoints.length <= 2)
{
m_firstpoints.splice(0);
Alert.show("請最少點擊三個點才能完成對軍標的畫法", "Error INFO");
return;
}
//根據貝茲路徑演算法來畫線和面
drawBezierCurve();
//形成graphic
full_polygon_graphic=new Graphic(full_gbjpolygon, gbjSymbol);
full_polygon_graphic.toolTip="gbj";
full_gbjpolygon.spatialReference=map.spatialReference;
graphicsLayer.add(full_polygon_graphic);
map.removeEventListener(MouseEvent.CLICK, map_mouseClickHandler);
map.removeEventListener(MouseEvent.DOUBLE_CLICK, map_mouseDoubleClickHandler);
m_firstpoints.splice(0);
this.dispatchEvent(new DrawEvent("drawEnd", full_polygon_graphic));
}
/**
*這個是貝茲路徑演算法函數用於畫軍標
*
*/
private function drawBezierCurve():void
{
//主要演算法思想是:由中軸線的兩點確定一條直線,做直線的垂線,並取垂線上一定距離的點,作成上邊曲線和下邊曲線
if ((m_gbjGeometry.paths != null) && (m_gbjGeometry.paths.length > 0))
{
m_gbjGeometry.removePath(0);
}
//判斷點擊點的季偶性,得到軍標的多邊形
var jishu:Boolean=true;
if (m_firstpoints.length % 2 == 0)
{
jishu=false;
}
clogger.logger.info("你點擊的個數是不是奇數:"+jishu);
var curvepoints:Array=getzz_geometry(m_firstpoints, jishu);
var dgbj_geometry:Array=getdbx_geometry(curvepoints);
full_gbjpolygon=new Polygon(dgbj_geometry);
}
/**
* 這個函數就是用來求中軸線的,中軸線上的所有點
* @param clickarray
* @param jishu
* @return
*
*/
private function getzz_geometry(clickarray:Array, jishu:Boolean):Array
{
//首先定義中軸曲線的點座標
var curvepoints:Array=new Array();
//數組長度
var array_length:Number=clickarray.length;
if (jishu)
{
clogger.logger.info("你點擊的次數是奇數個:並且他大於等於三,是:" + clickarray.length + "個");
for (var i:int=0; i < clickarray.length - 2; i=i + 2)
{
for (var j:Number=0; j <= 1; j=j + 0.1)
{
if (i != 0 && j == 0)
continue;
var pos_x:Number=Math.pow((1 - j), 2) * clickarray.x + 2 * j * (1 - j) * clickarray[i + 1].x + Math.pow(j, 2) * clickarray[i + 2].x;
var pos_y:Number=Math.pow((1 - j), 2) * clickarray.y + 2 * j * (1 - j) * clickarray[i + 1].y + Math.pow(j, 2) * clickarray[i + 2].y;
var m_point:MapPoint=new MapPoint(pos_x, pos_y);
curvepoints.push(m_point);
}
}
}
//下面的是偶數時後,前面那些點還是用三個點來確定,後面四個點用三次貝茲路徑來搞定。
if (!jishu)
{
//判斷點擊的點是不是大於6個,如果是六個的話,首先是先用二次方貝茲曲線算出前三個來。
if (clickarray.length >= 6)
{
clogger.logger.info("你點擊的次數是偶數個:並且他大於等於6,是:" + clickarray.length + "個");
for (var i:int=0; i < clickarray.length - 5; i=i + 2)
{
for (var j:Number=0; j <= 1; j=j + 0.1)
{
if (i != 0 && j == 0)
continue;
var pos_x:Number=Math.pow((1 - j), 2) * clickarray.x + 2 * j * (1 - j) * clickarray[i + 1].x + Math.pow(j, 2) * clickarray[i + 2].x;
var pos_y:Number=Math.pow((1 - j), 2) * clickarray.y + 2 * j * (1 - j) * clickarray[i + 1].y + Math.pow(j, 2) * clickarray[i + 2].y;
var m_point:MapPoint=new MapPoint(pos_x, pos_y);
//中軸線的點數
curvepoints.push(m_point);
}
}
//這最後四個點用三次貝茲路徑來確定
var p_1:MapPoint=clickarray[array_length - 4];
var p_2:MapPoint=clickarray[array_length - 3];
var p_3:MapPoint=clickarray[array_length - 2];
var p_4:MapPoint=clickarray[array_length - 1];
for (var k:Number=0; k < 1; k=k + 0.1)
{
if (k == 0)
continue;
var pos_x:Number=p_1.x * Math.pow((1 - k), 3) + 3 * p_2.x * k * Math.pow((1 - k), 2) + 3 * p_3.x * Math.pow(k, 2) * (1 - k) + p_4.x * Math.pow(k, 3);
var pos_y:Number=p_1.y * Math.pow((1 - k), 3) + 3 * p_2.y * k * Math.pow((1 - k), 2) + 3 * p_3.y * Math.pow(k, 2) * (1 - k) + p_4.y * Math.pow(k, 3);
var m_point:MapPoint=new MapPoint(pos_x, pos_y);
//中心軸的添加
curvepoints.push(m_point);
}
}
//如果僅僅就四個點的話,下面是求只有四個點的公式
else
{
clogger.logger.info("你點擊的次數是4個,他是:" + clickarray.length + "個");
var p_1:MapPoint=clickarray[0];
var p_2:MapPoint=clickarray[1];
var p_3:MapPoint=clickarray[2];
var p_4:MapPoint=clickarray[3];
for (var k:Number=0; k < 1; k=k + 0.1)
{
var pos_x:Number=p_1.x * Math.pow((1 - k), 3) + 3 * p_2.x * k * Math.pow((1 - k), 2) + 3 * p_3.x * Math.pow(k, 2) * (1 - k) + p_4.x * Math.pow(k, 3);
var pos_y:Number=p_1.y * Math.pow((1 - k), 3) + 3 * p_2.y * k * Math.pow((1 - k), 2) + 3 * p_3.y * Math.pow(k, 2) * (1 - k) + p_4.y * Math.pow(k, 3);
var m_point:MapPoint=new MapPoint(pos_x, pos_y);
//中心軸的添加
curvepoints.push(m_point);
}
}
}
clogger.logger.info("這個中軸線上的所有的點的個數是:" + curvepoints.length);
return curvepoints;
}
/**
* 這個函數是用來求多邊行的各個點的
* 他利用的原理就是求垂線的距離
* @return
*
*/
private function getdbx_geometry(curvepoints:Array):Array
{
//定義上邊曲線的點座標數組(當確定軍標多邊形的時候我是從這個數組開始的)
var topcurepoints:Array=new Array();
//定義下邊曲線的點座標數組
var bottomcurepoints:Array=new Array();
//定義左上測的直線
var left_top_points:Array=new Array();
//定義左下側的直線
var left_bottom_points:Array=new Array();
//定義右上方邊的數組
var right_top_points:Array=new Array();
//定義中軸線離上下兩邊的距離
var dis:Number=(8 - map.level) * (8 - map.level) * 40;
//大的架構肯定是從0--1
var c_length:Number=curvepoints.length;
for (var u:Number=0; u < curvepoints.length; u++)
{
if (u == 0)
{
continue;
}
else
{
var m_point:MapPoint=curvepoints;
var pos_x:Number=m_point.x;
var pos_y:Number=m_point.y;
//先求上一點的座標
var pre_point:MapPoint=curvepoints[u - 1];
//進行計算取的上下邊的點
var pre_pos_x:Number=pre_point.x;
var pre_pos_y:Number=pre_point.y;
var slope:Number=(pos_y - pre_pos_y) / (pos_x - pre_pos_x);
//上邊點確定
var bb:Number=dis * (1 - u / c_length * 0.9);
var cos_number:Number=Math.cos(Math.atan(slope) - Math.PI / 2);
var sin_number:Number=Math.sin(Math.atan(slope) - Math.PI / 2);
var top_pos_x:Number=0.0;
var top_pos_y:Number=0.0;
//下面分四種情況畫線。
if (pre_pos_x <= pos_x && pre_pos_y <= pos_y)
{
top_pos_x=pre_pos_x - ((bb * cos_number) < 0 ? (-bb * cos_number) : (bb * cos_number));
top_pos_y=pre_pos_y + ((bb * sin_number) < 0 ? (-bb * sin_number) : (bb * sin_number));
}
else if (pre_pos_x <= pos_x && pre_pos_y > pos_y)
{
top_pos_x=pre_pos_x + ((bb * cos_number) < 0 ? (-bb * cos_number) : (bb * cos_number));
top_pos_y=pre_pos_y + ((bb * sin_number) < 0 ? (-bb * sin_number) : (bb * sin_number));
}
else if (pre_pos_x >= pos_x && pre_pos_y >= pos_y)
{
top_pos_x=pre_pos_x + ((bb * cos_number) < 0 ? (-bb * cos_number) : (bb * cos_number));
top_pos_y=pre_pos_y - ((bb * sin_number) < 0 ? (-bb * sin_number) : (bb * sin_number));
}
else if (pre_pos_x >= pos_x && pre_pos_y <= pos_y)
{
top_pos_x=pre_pos_x - ((bb * cos_number) < 0 ? (-bb * cos_number) : (bb * cos_number));
top_pos_y=pre_pos_y - ((bb * sin_number) < 0 ? (-bb * sin_number) : (bb * sin_number));
}
var top_point:MapPoint=new MapPoint(top_pos_x, top_pos_y);
clogger.logger.info("上半部分是:" + top_pos_x + "yy:" + top_pos_y);
topcurepoints.push(top_point);
//下面來確定下邊的曲線
var bottom_pos_x:Number;
var bottom_pos_y:Number;
if (pre_pos_x <= pos_x && pre_pos_y <= pos_y)
{
bottom_pos_x=pre_pos_x + ((bb * cos_number) < 0 ? (-bb * cos_number) : (bb * cos_number));
bottom_pos_y=pre_pos_y - ((bb * sin_number) < 0 ? (-bb * sin_number) : (bb * sin_number));
}
else if (pre_pos_x <= pos_x && pre_pos_y > pos_y)
{
bottom_pos_x=pre_pos_x - ((bb * cos_number) < 0 ? (-bb * cos_number) : (bb * cos_number));
bottom_pos_y=pre_pos_y - ((bb * sin_number) < 0 ? (-bb * sin_number) : (bb * sin_number));
}
else if (pre_pos_x >= pos_x && pre_pos_y >= pos_y)
{
bottom_pos_x=pre_pos_x - ((bb * cos_number) < 0 ? (-bb * cos_number) : (bb * cos_number));
bottom_pos_y=pre_pos_y + ((bb * sin_number) < 0 ? (-bb * sin_number) : (bb * sin_number));
}
else if (pre_pos_x >= pos_x && pre_pos_y <= pos_y)
{
bottom_pos_x=pre_pos_x + ((bb * cos_number) < 0 ? (-bb * cos_number) : (bb * cos_number));
bottom_pos_y=pre_pos_y + ((bb * sin_number) < 0 ? (-bb * sin_number) : (bb * sin_number));
}
var bottom_point:MapPoint=new MapPoint(bottom_pos_x, bottom_pos_y);
bottomcurepoints.push(bottom_point);
}
}
/*
**下面是添加軍標箭頭的程式,因為現在已經得到上下邊界的曲線了。
**
*/
var end_curvepoint:MapPoint=curvepoints[curvepoints.length - 1];
var end_top_point:MapPoint=topcurepoints[topcurepoints.length - 1];
var end_top_point2:MapPoint=topcurepoints[topcurepoints.length - 2];
//求箭頭上方的點
var x2:Number=end_curvepoint.x;
var y2:Number=end_curvepoint.y;
var pos_x:Number=end_top_point.x;
var pos_y:Number=end_top_point.y;
var pre_pos_x:Number=end_top_point2.x;
var pre_pos_y:Number=end_top_point2.y;
var end_slope:Number=(pre_pos_y - pos_y) / (pre_pos_x - pos_x);
var b:Number=dis;
var end_point_x:Number;
var end_point_y:Number;
var cos_number:Number=Math.cos(Math.atan(end_slope) - Math.PI / 2);
var sin_number:Number=Math.sin(Math.atan(end_slope) - Math.PI / 2);
//下面分四種情況畫線。
if (pre_pos_x <= pos_x && pre_pos_y <= pos_y)
{
end_point_x=pre_pos_x - ((b * cos_number) < 0 ? (-b * cos_number) : (b * cos_number));
end_point_y=pre_pos_y + ((b * sin_number) < 0 ? (-b * sin_number) : (b * sin_number));
}
else if (pre_pos_x <= pos_x && pre_pos_y > pos_y)
{
end_point_x=pre_pos_x + ((b * cos_number) < 0 ? (-b * cos_number) : (b * cos_number));
end_point_y=pre_pos_y + ((b * sin_number) < 0 ? (-b * sin_number) : (b * sin_number));
}
else if (pre_pos_x >= pos_x && pre_pos_y >= pos_y)
{
end_point_x=pre_pos_x + ((b * cos_number) < 0 ? (-b * cos_number) : (b * cos_number));
end_point_y=pre_pos_y - ((b * sin_number) < 0 ? (-b * sin_number) : (b * sin_number));
}
else if (pre_pos_x >= pos_x && pre_pos_y <= pos_y)
{
end_point_x=pre_pos_x - ((b * cos_number) < 0 ? (-b * cos_number) : (b * cos_number));
end_point_y=pre_pos_y - ((b * sin_number) < 0 ? (-b * sin_number) : (b * sin_number));
}
//建立第三個點,然後建立三角形
clogger.logger.info("右上面的點的橫座標點x:" + end_point_x + "----------右上方點的縱座標的y:" + end_point_y);
//得到右上方的點
var end_right_point:MapPoint=new MapPoint(end_point_x, end_point_y);
topcurepoints.push(end_right_point);
//最右邊,箭頭頂點的座標是
clogger.logger.info("頂點的橫座標是x:" + end_curvepoint.x + "---------頂點的縱座標y:" + end_curvepoint.y);
topcurepoints.push(end_curvepoint);
//下邊線
var end_bottom_point:MapPoint=bottomcurepoints[bottomcurepoints.length - 1];
var end_bottom_point2:MapPoint=bottomcurepoints[bottomcurepoints.length - 2];
//求箭頭下方向的點
var bx1:Number=end_bottom_point.x;
var by1:Number=end_bottom_point.y;
var bx0:Number=end_bottom_point2.x;
var by0:Number=end_bottom_point2.y;
var bend_slope:Number=(by1 - by0) / (bx1 - bx0);
var bend_point_x:Number;
var bend_point_y:Number;
var bend_cos_number:Number=Math.cos(Math.atan(bend_slope) - Math.PI / 2);
var bend_sin_number:Number=Math.sin(Math.atan(bend_slope) - Math.PI / 2);
if (bx0 <= bx1 && by0 <= by1)
{
bend_point_x=bx0 + ((b * bend_cos_number) < 0 ? (-b * bend_cos_number) : (b * bend_cos_number));
bend_point_y=by0 - ((b * bend_sin_number) < 0 ? (-b * bend_sin_number) : (b * bend_sin_number));
}
else if (bx0 <= bx1 && by0 > by1)
{
bend_point_x=bx0 - ((b * bend_cos_number) < 0 ? (-b * bend_cos_number) : (b * bend_cos_number));
bend_point_y=by0 - ((b * bend_sin_number) < 0 ? (-b * bend_sin_number) : (b * bend_sin_number));
}
else if (bx0 >= bx1 && by0 >= by1)
{
bend_point_x=bx0 - ((b * bend_cos_number) < 0 ? (-b * bend_cos_number) : (b * bend_cos_number));
bend_point_y=by0 + ((b * bend_sin_number) < 0 ? (-b * bend_sin_number) : (b * bend_sin_number));
}
else if (bx0 >= bx1 && by0 <= by1)
{
bend_point_x=bx0 + ((b * bend_cos_number) < 0 ? (-b * bend_cos_number) : (b * bend_cos_number));
bend_point_y=by0 + ((b * bend_sin_number) < 0 ? (-b * bend_sin_number) : (b * bend_sin_number));
}
clogger.logger.info("下方的點的橫座標x為:" + bend_point_x + "-------下方的點的縱座標y為:" + bend_point_y);
//得到右下方的點
var bend_right_point:MapPoint=new MapPoint(bend_point_x, bend_point_y);
topcurepoints.push(bend_right_point);
for (var k:Number=bottomcurepoints.length - 1; k >= 0; k--)
{
// 這個是下半部分
clogger.logger.info("由此開始下半部分:" + bottomcurepoints[k].x + "yyyyy:" + bottomcurepoints[k].y);
topcurepoints.push(bottomcurepoints[k]);
}
//添加尾部的部分,至此完成對軍標多邊行的演算法,
topcurepoints.push(curvepoints[1]);
topcurepoints.push(topcurepoints[0]);
clogger.logger.info("軍標上的點的個數是" + topcurepoints.length);
var rings:Array=new Array();
rings.push(topcurepoints);
return rings;
}