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flex+BlazeDS关于军标的实现思路和算法

2012-11-30 13:33 357 查看
转:http://bbs.esrichina-bj.cn/esri/viewthread.php?tid=57166

本帖最后由 _daniel 于 2009-11-12 22:26 编辑

前几天说要传军标的算法思想呢,结果有事耽误了,现在我把我军标思想给说一下。

首先利用的技术:前端as语言绘制军标(其实就是个多边形),把多边形的点组成 XML字符串《这里也可以传对象,但是在后台java段也要有相同的对应对象》通过BlazeDS的 RemoteObject方式传到后台。

后台可以通过java保存到数据库中,这个最好是保存为Clob字段。

下面我把关键代码给大家分享一下。。

//处理鼠标单击事件

  public function map_mouseClickHandler(event:MouseEvent):void

  {

   map.mapNavigationEnabled=false;

   //确定点击的地图点的坐标,然后放到数组中

   var m_point:MapPoint=map.toMapFromStage(event.stageX, event.stageY);

   if (m_firstpoints == null)

   {

    m_firstpoints=new Array();

   }

   m_firstpoints.push(m_point);

  }

  //处理鼠标双击事件

  public function map_mouseDoubleClickHandler(event:MouseEvent):void

  {

   m_gbjGeometry=new Polyline();

   //定义军标的多边形

   if (m_firstpoints.length <= 2)

   {

    m_firstpoints.splice(0);

    Alert.show("请最少点击三个点才能完成对军标的画法", "Error INFO");

    return;

   }

   //根据贝塞尔曲线算法来画线和面

   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));

  }

/**

   *这个是贝塞尔曲线算法函数用于画军标

   *

   */

  private function drawBezierCurve():void

  {

   //主要算法思想是:由中轴线的两点确定一条直线,做直线的垂线,并取垂线上一定距离的点,作成上边曲线和下边曲线

   if ((m_gbjGeometry.paths != null) && (m_gbjGeometry.paths.length > 0))

   {

    m_gbjGeometry.removePath(0);

   }

   //判断点击点的季偶性,得到军标的多边形

   var jishu:Boolean=true;

   if (m_firstpoints.length % 2 == 0)

   {

    jishu=false;

   }

   clogger.logger.info("你点击的个数是不是奇数:"+jishu);

   var curvepoints:Array=getzz_geometry(m_firstpoints, jishu);

   var dgbj_geometry:Array=getdbx_geometry(curvepoints);

   full_gbjpolygon=new Polygon(dgbj_geometry);

  }

  /**

   * 这个函数就是用来求中轴线的,中轴线上的所有点

   * @param clickarray

   * @param jishu

   * @return

   *

   */

  private function getzz_geometry(clickarray:Array, jishu:Boolean):Array

  {

   //首先定义中轴曲线的点坐标

   var curvepoints:Array=new Array();

   //数组长度

   var array_length:Number=clickarray.length;

   if (jishu)

   {

    clogger.logger.info("你点击的次数是奇数个:并且他大于等于三,是:" + clickarray.length + "个");

    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);

     }

    }

   }

   //下面的是偶数时后,前面那些点还是用三个点来确定,后面四个点用三次贝塞尔曲线来搞定。

   if (!jishu)

   {

    //判断点击的点是不是大于6个,如果是六个的话,首先是先用二次贝塞尔曲线算出前三个来。

    if (clickarray.length >= 6)

    {

     clogger.logger.info("你点击的次数是偶数个:并且他大于等于6,是:" + clickarray.length + "个");

     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);

       //中轴线的点数

       curvepoints.push(m_point);

      }

     }

     //这最后四个点用三次贝塞尔曲线来确定

     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);

      //中心轴的添加

      curvepoints.push(m_point);

     }

    }

    //如果仅仅就四个点的话,下面是求只有四个点的公式

    else

    {

     clogger.logger.info("你点击的次数是4个,他是:" + clickarray.length + "个");

     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);

      //中心轴的添加

      curvepoints.push(m_point);

     }

    }

   }

   clogger.logger.info("这个中轴线上的所有的点的个数是:" + curvepoints.length);

   return curvepoints;

  }

  /**

   * 这个函数是用来求多边行的各个点的

   * 他利用的原理就是求垂线的距离

   * @return

   *

   */

  private function getdbx_geometry(curvepoints:Array):Array

  {

   //定义上边曲线的点坐标数组(当确定军标多边形的时候我是从这个数组开始的)

   var topcurepoints:Array=new Array();

   //定义下边曲线的点坐标数组

   var bottomcurepoints:Array=new Array();

   //定义左上测的直线

   var left_top_points:Array=new Array();

   //定义左下侧的直线

   var left_bottom_points:Array=new Array();

   //定义右上角边的数组

   var right_top_points:Array=new Array();

   //定义中轴线离上下两边的距离

   var dis:Number=(8 - map.level) * (8 - map.level) * 40;

   //大的框架肯定是从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;

     //先求上一点的坐标

     var pre_point:MapPoint=curvepoints[u - 1];

     //进行计算取的上下边的点

     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);

     //上边点确定

     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;

     //下面分四种情况画线。

     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);

     //下面来确定下边的曲线

     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);

    }

   }

   /*

    **下面是添加军标箭头的程序,因为现在已经得到上下边界的曲线了。

    **

    */

   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];

   //求箭头上方的点

   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);

   //下面分四种情况画线。

   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));

   }

   //创建第三个点,然后创建三角形

   clogger.logger.info("右上面的点的横坐标点x:" + end_point_x + "----------右上方点的纵坐标的y:" + end_point_y);

   //得到右上方的点

   var end_right_point:MapPoint=new MapPoint(end_point_x, end_point_y);

   topcurepoints.push(end_right_point);

   //最右边,箭头顶点的坐标是

   clogger.logger.info("顶点的横坐标是x:" + end_curvepoint.x + "---------顶点的纵坐标y:" + end_curvepoint.y);

   topcurepoints.push(end_curvepoint);

   //下边线

   var end_bottom_point:MapPoint=bottomcurepoints[bottomcurepoints.length - 1];

   var end_bottom_point2:MapPoint=bottomcurepoints[bottomcurepoints.length - 2];

   //求箭头下方向的点

   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("下方的点的横坐标x为:" + bend_point_x + "-------下方的点的纵坐标y为:" + bend_point_y);

   //得到右下方的点

   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--)

   {

    //  这个是下半部分

    clogger.logger.info("由此开始下半部分:" + bottomcurepoints[k].x + "yyyyy:" + bottomcurepoints[k].y);

    topcurepoints.push(bottomcurepoints[k]);

   }

   //添加尾部的部分,至此完成对军标多边行的算法,

   topcurepoints.push(curvepoints[1]);

   topcurepoints.push(topcurepoints[0]);

   clogger.logger.info("军标上的点的个数是" + topcurepoints.length);

   var rings:Array=new Array();

   rings.push(topcurepoints);

   return rings;

  }
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