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js判断一个地图标注点是否在多边形区域里

2016-01-12 15:52 573 查看
百度地图API 判断点是否在圆形内

/**

* @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GeoUtils,

* 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类的入口。

* 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} 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} 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;

}

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

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(该point在circle内);

}
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