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[从头学数学] 第152节 旋转

2016-03-26 16:23 369 查看
剧情提要:

[机器小伟]在[工程师阿伟]的陪同下进入了筑基后期的修炼,

这次要修炼的目标是[旋转]。

正剧开始:

星历2016年03月26日 16:11:34, 银河系厄尔斯星球中华帝国江南行省。

[工程师阿伟]正在和[机器小伟]一起研究[旋转]。







<span style="font-size:18px;">//旋转
var r = 20;
var r0 = 5*r;
config.setSector(1,1,1,1);
config.graphPaper2D(0, 0, r);
config.axis2D(0, 0, 180, 1);

var a = shape.nEdge(100, 100, r0, 3, 0);

var transform = new Transform();

var b = transform.rotate(a, Math.PI);

shape.strokeDraw(a, 'red');
shape.strokeDraw(b, 'blue');
</span>










<span style="font-size:18px;">//三角形的旋转
var r = 20;
var r0 = 5*r;
config.setSector(1,1,1,1);
config.graphPaper2D(0, 0, r);
config.axis2D(0, 0, 180, 1);

var triangle = new Triangle();
var transform = new Transform();

var a = transform.translate(triangle.know2edges([100, 50]), -100, 0);
var b = transform.rotate(a, Math.PI/2);

shape.strokeDraw(a, 'red');
shape.strokeDraw(b, 'blue');</span>








<span style="font-size:18px;">	//五角星旋转72度后重合
var r = 20;
var r0 = 5*r;
config.setSector(1,1,1,1);
config.graphPaper2D(0, 0, r);

config.setSector(1,2,1,1);
config.axis2D(0, 0, 180, 1);

var triangle = new Triangle();
var transform = new Transform();

var a = shape.nStar(0, 0, r0, 5, -Math.PI/2);
shape.strokeDraw([].concat(a), 'red');

config.setSector(1,2,1,2);
config.axis2D(0, 0, 180, 1);
var b = transform.rotate(a, Math.PI*0.4);
shape.strokeDraw([].concat(b), 'blue');

//正三角形旋转120度后重合
var r = 20;
var r0 = 5*r;
config.setSector(1,1,1,1);
config.graphPaper2D(0, 0, r);

config.setSector(1,2,1,1);
config.axis2D(0, 0, 180, 1);

var triangle = new Triangle();
var transform = new Transform();

var a = shape.nEdge(0, 0, r0, 3, Math.PI);
shape.strokeDraw([].concat(a), 'red');

config.setSector(1,2,1,2);
config.axis2D(0, 0, 180, 1);
var b = transform.rotate(a, Math.PI/3*2);
shape.strokeDraw([].concat(b), 'blue');</span>








<span style="font-size:18px;">	//三角形的中心对称
var r = 20;
var r0 = 5*r;
config.setSector(1,1,1,1);
config.graphPaper2D(0, 0, r);
config.axis2D(0, 0, 180);

var triangle = new Triangle();
var transform = new Transform();

var a = transform.scale(triangle.know3edges([4, 5, 6]), 30, 30);
shape.strokeDraw([].concat(a), 'red');

var b = transform.rotate(a, Math.PI);
shape.strokeDraw([].concat(b), 'blue');</span>














<span style="font-size:18px;">	//点的中心对称
var r = 20;
var r0 = 5*r;
config.setSector(1,1,1,1);
config.graphPaper2D(0, 0, r);
config.axis2D(0, 0, 180);

var triangle = new Triangle();
var transform = new Transform();

var points = [[4,0],[0,-3],[2,1],[-1,2],[-3,-4]];
var a = transform.scale(points, r, r);
shape.pointDraw([].concat(a), 'red');

var b = transform.flipXY(a);
shape.pointDraw([].concat(b), 'blue');</span>






<span style="font-size:18px;">	//例2 三角形的中心对称
var r = 50;
var r0 = 5*r;
config.setSector(1,1,1,1);
config.graphPaper2D(0, 0, r);
config.axis2D(0, 0, 180);

var triangle = new Triangle();
var transform = new Transform();

var points = [[-4,1],[-1,-1],[-3,2]];
var a = transform.scale(points, r, r);
shape.pointDraw([].concat(a), 'red');
shape.strokeDraw([].concat(a), 'pink');

var b = transform.flipXY(a);
shape.pointDraw([].concat(b), 'blue');
shape.strokeDraw([].concat(b), '#0033AA');</span>












本节用到的工具:

/**
* @usage   常用形状类
* @author  mw
* @date    2015年11月29日  星期日  10:21:18
* @param
* @return
*
*/

var shape = function Shape() {

//以给定点为中点的矩形
this.strokeRect = function(x, y, w, h) {
w = Math.abs(w);
h = Math.abs(h);
return plot.strokeRect(x-w/2, y-h/2, w, h);
}

//以给定点为中点的矩形
this.fillRect = function(x, y, w, h) {
w = Math.abs(w);
h = Math.abs(h);
return plot.fillRect(x-w/2, y-h/2, w, h);
}

/**
* @usage   绘制点阵列
* @author  mw
* @date    2016年02月21日  星期日  15:16:47
* @param
* @return
*
*/
this.pointDraw = function(array, style, scale, lable, showLable) {
//已经考虑到y轴坐标的取反问题,只需传入原始坐标数组即可
style = style ? style : 'black';
scale = scale ? scale : 1;

lable = lable ? lable : 'ABCDEFGHIJKLMNOPQRSTUVWXYZ';
showLable = showLable ? showLable : 1;
var x = y = index = 0;

plot.save()
.setFillStyle(style);

var a = new Array();
a = array[0];
//y坐标取反是因为canvas中y坐标以向下为正,与笛卡尔坐标系相反
if (a.length != 2) {
//坐标是流水模式,既x1, y1, x2, y2,...
while (array.length > 0) {
x = array.shift()*scale;
y = -array.shift()*scale;
shape.fillCircle(x, y, 5);
plot.fillText(lable[index++], x+5, y+10, 20);
}
}
else {
//坐标是有序对模式,即[x1, y1], [x2, y2], ...
while (array.length > 0) {
a = array.shift();
x = a[0]*scale;
y = -a[1]*scale;

shape.fillCircle(x, y, 5);
plot.fillText(lable[index++], x+5, y+10, 20);

}
}

plot.restore();

}

//连接成折线
this.multiLineDraw = function(array,style, scale) {
//已经考虑到y轴坐标的取反问题,只需传入原始坐标数组即可
style = style ? style : 'black';
scale = scale ? scale : 1;

plot.save()
.setStrokeStyle(style);

var a = new Array();
a = array[0];
if (a.length != 2) {

if (array.length > 2 && array.length % 2 == 0) {
plot.beginPath()
.moveTo(array.shift()*scale, -array.shift()*scale);
while (array.length > 2) {
plot.lineTo(array.shift()*scale, -array.shift()*scale);
}
plot.lineTo(array[0]*scale, -array[1]*scale)
.moveTo(array[0]*scale, -array[1]*scale);
plot.closePath()
.stroke();
}

}
else {
if (array.length > 2) {
a = array.shift();
plot.beginPath()
.moveTo(a[0]*scale, -a[1]*scale);

while (array.length > 0) {
a = array.shift();
plot.lineTo(a[0]*scale, -a[1]*scale);
}
plot.moveTo(a[0]*scale, -a[1]*scale);
plot.closePath()
.stroke();
}
else {
var a = array.shift();
var b = array.shift();
plot.beginPath()
.moveTo(a[0]*scale, -a[1]*scale)
.lineTo(b[0]*scale, -b[1]*scale)
.closePath()
.stroke();
}

}

plot.restore();

}

this.fillDraw = function(array, style, scale) {
//已经考虑到y轴坐标的取反问题,只需传入原始坐标数组即可
style = style ? style : 'black';
scale = scale ? scale : 1;

plot.save()
.setFillStyle(style);

var a = array[0];
if (a.length != 2) {

if (array.length > 2 && array.length % 2 == 0) {
plot.beginPath()
.moveTo(array.shift()*scale, -array.shift()*scale);
while (array.length > 0) {
plot.lineTo(array.shift()*scale, -array.shift()*scale);
}
plot.closePath()
.fill();
}
}
else {
if (array.length > 2) {
a = array.shift();
plot.beginPath()
.moveTo(a[0]*scale, -a[1]*scale);

while (array.length > 0) {
a = array.shift();
plot.lineTo(a[0]*scale, -a[1]*scale);
}
plot.closePath()
.fill();
}

}

plot.restore();

}

this.strokeDraw = function(array,style, scale) {
//已经考虑到y轴坐标的取反问题,只需传入原始坐标数组即可
style = style ? style : 'black';
scale = scale ? scale : 1;

plot.save()
.setStrokeStyle(style);

var a = array[0];
if (a.length != 2) {

if (array.length > 2 && array.length % 2 == 0) {
plot.beginPath()
.moveTo(array.shift()*scale, -array.shift()*scale);
while (array.length > 0) {
plot.lineTo(array.shift()*scale, -array.shift()*scale);
}
plot.closePath()
.stroke();
}
}
else {
if (array.length > 2) {
a = array.shift();
plot.beginPath()
.moveTo(a[0]*scale, -a[1]*scale);

while (array.length > 0) {
a = array.shift();
plot.lineTo(a[0]*scale, -a[1]*scale);
}
plot.closePath()
.stroke();
}

}

plot.restore();

}

this.angleDraw = function(array, style, scale, vertexLabel) {
//vertexLabel是顶点编号顺序字符串 ABC,...
style = style ? style : 'black';
//array是一个存放二维坐标点序列的数组
var a0 = new Array();
a0 = [].concat(array);

scale = scale ? scale : 1;
var len = a0.length;

if (scale != 1 && scale > 0) {
for (var i = 0; i < len; i++) {
for (var j = 0; j < 2; j++) {
a0[i][j]*=scale;
}
}
}

//进行环状排序,这样传入的array就可以任意顺序放置坐标点。
var a = this.angularSort(a0);

//分两次绘点和连线
var tmp = [].concat(a);
this.pointDraw(tmp, style);
tmp = [].concat(a);
this.strokeDraw(tmp, style);

var d1, d2, d3, angle;
var x1,y1, x2, y2, x3, y3;
var s;
//坐标点编号
var s0 = vertexLabel ? vertexLabel : 'ABCDEFGHIJKLMNOPQRSTUVWXYZ';

//标记边的长度
var edgeLong = 0;
var measure = 0;
//为每个点利用余弦定理求角
for (var i = 0; i < len; i++) {
if (i == 0) {
x1 = a[len-1][0];
y1 = a[len-1][1];
x3 = a[i+1][0];
y3 = a[i+1][1];
}
else if (i == len-1) {
x1 = a[i-1][0];
y1 = a[i-1][1];
x3 = a[0][0];
y3 = a[0][1];
}
else {
x1 = a[i-1][0];
y1 = a[i-1][1];
x3 = a[i+1][0];
y3 = a[i+1][1];
}
x2 = a[i][0];
y2 = a[i][1];

d1 = (x1-x2)*(x1-x2)+(y1-y2)*(y1-y2);
d2 = (x2-x3)*(x2-x3)+(y2-y3)*(y2-y3);
d3 = (x1-x3)*(x1-x3)+(y1-y3)*(y1-y3);

angle = Math.acos((d1+d2-d3)/(2*Math.sqrt(d1*d2)))/Math.PI*180;

s = angle.toFixed(2)+'°';

//document.write(s+'<p>');
//标注角度和顶点编号
plot.setFillStyle('purple');
plot.fillText(s, x2, -y2-5, 100);
plot.setFillStyle(style);
plot.fillText(s0[i], x2, -y2+20, 20);

edgeLong = (Math.sqrt(d1)/scale).toFixed(2);
measure = plot.measureText(edgeLong);

plot.setFillStyle('blue');
plot.fillText(edgeLong, (x1+x2-measure)/2, -(y1+y2)/2+20, measure);

}

//由于处理会改变原矩阵,看以下操作能否恢复原矩阵
if (scale != 1 && scale > 0) {
for (var i = 0; i < len; i++) {
for (var j = 0; j < 2; j++) {
a0[i][j]/=scale;
}
}
}

}

/**
* @usage  以顶点递推方式绘制正多边形 #1
* @author  mw
* @date    2015年12月01日  星期二  09:42:33
* @param  (x, y)图形中心坐标,r 外接圆半径 edge 边数
* @return
*
*/

this.nEdge = function(x, y, r, edge, angle0) {
edge = edge ? edge : 5;
angle0 = angle0 ? angle0 : 0;

var retArray = new Array();

var perAngle = Math.PI * 2 / edge;

var a = r * Math.sin(perAngle / 2);
var angle = -angle0;
var xOffset = r * Math.sin(perAngle / 2 - angle0);
var yOffset = r * Math.cos(perAngle / 2 - angle0);

var x1 = x-xOffset;
var y1 = y+yOffset;

for (var i=0; i < edge; i++) {
retArray.push([x1, y1]);
x1 = x1 + 2 * a * Math.cos(angle);
y1 = y1 + 2 * a * Math.sin(angle);
angle -= perAngle;

}

return retArray;

}

/**
* @usage   空心星形   #2 #201 #202
* @author  mw
* @date    2015年12月01日  星期二  10:06:13
* @param
* @return
*
*/
this.nStar = function(x, y, r, edge, angle0, arg1, arg0) {
edge = edge ? edge : 5;
angle0 = angle0 ? angle0 : Math.PI/2;

var retArray=new Array();

var perAngle = Math.PI * 2 / edge;

var r0 = arg0 ? arg0 * r : r / (2 * (1 + Math.cos(perAngle)));
var scale = arg1 ? arg1 : 0.5;
var angle = 0.5 * perAngle - angle0 * scale / 0.5;
var xOffset = x;
var yOffset = y;

for (var i =0; i< edge; i++) {
retArray.push([r0 * Math.cos(angle) + xOffset,r0 * Math.sin(angle) + yOffset] );

retArray.push([r * Math.cos(angle - scale * perAngle) + xOffset,
r * Math.sin(angle - scale * perAngle) + yOffset]);

angle -= perAngle;
}

return retArray;

}

/**
* @usage   平行线, 平行四边形, 梯形
* @author  mw
* @date    2016年01月24日  星期日  11:14:43
* @param
* @return
*
*/
/*
平行线 Parallel lines
平行四边形 Parallel quadrilateral
梯形 trapezoid
*/
this.paraline = function(x, y, r, rot) {
rot = rot ? -rot : 0;
y = y ? -y : 0;
plot.beginPath()
.moveTo(x, y)
.lineTo(x + r * Math.cos(rot), y + r*Math.sin(rot))
.moveTo(x, y + r/ 10)
.lineTo(x + r * Math.cos(rot), y+r/10 + r*Math.sin(rot))
.closePath()
.stroke();

};

this.paraquad = function(x, y, rot, a, b, angle) {
angle = angle ? Math.abs(angle) : 0;
rot = rot ? rot : 0;
//参数说明:
//平行四边形的两条边a, b, 以及它们之间的夹角angle
//这个平行四边形的起始点(x, y), 以及整个图形与x轴的夹角rot

var retArray = new Array();
retArray.push([x, -y]);
retArray.push([x + a * Math.cos(rot), -(y + a * Math.sin(rot))]);
retArray.push([x + a * Math.cos(rot)+ b * Math.cos(rot+angle),
-(y + a * Math.sin(rot)+ b * Math.sin(rot+angle))]);
retArray.push([x + b * Math.cos(rot+angle), -(y + b * Math.sin(rot+angle))]);

return retArray;
}

this.trapezoid = function(x, y, rot, a, b, angle) {
angle = angle ? Math.abs(angle) : 0;
rot = rot ? rot : 0;
//参数说明:
//等腰梯形的下底边a,腰b, 以及它们之间的夹角angle
//假设下底 > 上底,那么上底 = (a - b * Math.cos(angle)*2)/2
//这个平行四边形的起始点(x, y), 以及整个图形与x轴的夹角rot

var c = (a - b * Math.cos(angle)*2)/2;

var retArray = new Array();
if (c < 0) {
//说明给的条件不对
//缺省画上底是下底一半的梯形

}
else {
retArray.push([x, -y]);
retArray.push([x + a * Math.cos(rot), -(y + a * Math.sin(rot))]);
retArray.push([x + b * Math.cos(rot+angle)+2*c * Math.cos(rot),
-(y + b * Math.sin(rot+angle)+2*c*Math.sin(rot))]);

retArray.push([x + b * Math.cos(rot+angle), -(y + b * Math.sin(rot+angle))]);
}

return retArray;
}

/**
* @usage   绘制圆形
* @author  mw
* @date    2015年11月27日  星期五  12:11:38
* @param
* @return
*
*/
this.strokeCircle = function(x, y, r) {
plot.beginPath()
.arc(x, y, r, 0, 2*Math.PI, true)
.closePath()
.stroke();
}

this.fillCircle = function(x, y, r) {
plot.beginPath()
.arc(x, y, r, 0, 2*Math.PI, true)
.closePath()
.fill();
}

//绘制椭圆
this.strokeEllipse = function(x, y, a, b, rotate) {
//关键是bezierCurveTo中两个控制点的设置
//0.5和0.6是两个关键系数(在本函数中为试验而得)
var ox = 0.5 * a,
oy = 0.6 * b;
var rot = rotate ? -rotate : 0;
plot.save()
.rotate(rot)
.translate(x, y)
.beginPath()
//从椭圆纵轴下端开始逆时针方向绘制
.moveTo(0, b)
.bezierCurveTo(ox, b, a, oy, a, 0)
.bezierCurveTo(a, -oy, ox, -b, 0, -b)
.bezierCurveTo(-ox, -b, -a, -oy, -a, 0)
.bezierCurveTo(-a, oy, -ox, b, 0, b)
.closePath()
.stroke()
.restore();

}
//绘制椭圆
this.fillEllipse = function(x, y, a, b, rotate) {
//关键是bezierCurveTo中两个控制点的设置
//0.5和0.6是两个关键系数(在本函数中为试验而得)
var ox = 0.5 * a,
oy = 0.6 * b;
var rot = rotate ? -rotate : 0;
plot.save()
.rotate(rot)
.translate(x, y)
.beginPath()
//从椭圆纵轴下端开始逆时针方向绘制
.moveTo(0, b)
.bezierCurveTo(ox, b, a, oy, a, 0)
.bezierCurveTo(a, -oy, ox, -b, 0, -b)
.bezierCurveTo(-ox, -b, -a, -oy, -a, 0)
.bezierCurveTo(-a, oy, -ox, b, 0, b)
.closePath()
.fill()
.restore();

}

/**
* @usage   绘制正方体
* @author  mw
* @date    2016年02月01日  星期一  08:40:27
* @param
* @return
*
*/
this.drawCubic = function(x0, y0, z0, r, style, style2, style3) {
plot.save();
x0*=r;
y0*=-r;
z0*=r;
z0 = z0 /2;
x0 = x0 - z0*0.707;
y0 = y0 + z0*0.707;
z0 = 0;

plot.translate(x0, y0);

style = style ? style : 'black';
style2 = style2 ? style2 : style;
style3 = style3 ? style3 : style;
//左下角[x0, y0,边长r
shape.fillDraw(shape.nEdge(0, 0,0.707*r, 4, 0), style);
//顶面
shape.fillDraw(shape.paraquad(-0.5*r, 0.5*r, 0, r, r/2, Math.PI/4), style2);
shape.strokeDraw(shape.paraquad(-0.5*r, 0.5*r, 0, r, r/2, Math.PI/4), 'white');
//右侧面
shape.fillDraw(shape.paraquad(0.5*r, -0.5*r, Math.PI/4, r/2, r, Math.PI/4), style3);
shape.strokeDraw(shape.paraquad(0.5*r, -0.5*r, Math.PI/4, r/2, r, Math.PI/4), 'white');
plot.restore();

}

this.point3D = function(x0, y0, z0) {
//canvas中y轴坐标向下为正,与笛卡尔坐标系相反
//所以此处先取反
//
z0 = z0 /2;
x0 = x0 - z0*0.707;
y0 = y0 + z0*0.707;

return [x0, y0];
}

//左视投影,此时x坐标是无所谓的
this.pointLeft = function(x0, y0, z0) {
return [z0, y0];
}
//右视投影
this.pointRight = function(x0, y0, z0) {
return [-z0, y0];
}
//俯视投影
this.pointTop = function(x0, y0, z0) {
return [x0, -z0];
}
//仰视投影
this.pointBottom = function(x0, y0, z0) {
return [x0, z0];
}
//主视投影
this.pointFront = function(x0, y0, z0) {
return [x0, y0];
}
//后视投影
this.pointBack = function(x0, y0, z0) {
return [-x0, y0];
}

this.strokeCubic = function(x0, y0, z0, r, style) {
plot.save();

x0 *= r;
y0 *= r;
z0 *= r;

r *= 0.5;
var array = [[-r, -r], [-r, r], [r, r], [r, -r]];

var top = [];
var left = [];
var front = [];
var x, y, z;
//存放临时点
var p = [];

for (var i = 0; i < 4; i++) {
x = (x0+array[i][0]);
y = y0+r;
z = (z0+array[i][1]);
p = this.point3D(x, y, z);
top.push([p[0], -p[1]]);
}

for (var i = 0; i < 4; i++) {
x = x0+r;
y = (y0+array[i][0])+2*r;
z = z0+array[i][1];
p = this.point3D(x, y, z);
left.push([p[0], -p[1]]);
}

for (var i = 0; i < 4; i++) {
x = x0+array[i][0];
y = (y0+array[i][1])+2*r;
z = z0+r;
p = this.point3D(x, y, z);
front.push([p[0], -p[1]]);
}

var tmp = [].concat(top);
shape.fillDraw(tmp, style);
tmp=[].concat(top);
shape.strokeDraw(tmp, '#cccccc');
tmp = [].concat(left);
shape.strokeDraw(left, 'black');
tmp = [].concat(front);
shape.strokeDraw(front, 'black');
plot.restore();

}

/**
* @usage   把三维点阵列按照z, y, x优先级由小到大排列
* @author  mw
* @date    2016年02月23日  星期二  09:38:27
* @param   [[x1, y1, z1], [x2,y2, z2], ...]
* @return  排序后的[[x, y, z]...]
*
*/

this.xyzSort = function(array) {
var arr = new Array();
arr = array;
arr.sort(function(a, b) {
if (a[2] != b[2]) {
return a[2] - b[2];
}
else {
if (a[1] != b[1]) {
return (a[1] - b[1]);
}
else {
return a[0] - b[0];
}
}
});

//document.write(arr);
return arr;
}

//把给定的坐标点阵列数组[x, y],...按照距离它们的中心点的角度进行排列
//是为了把无序排列的闭合曲线上的点进行有序排列,后续可再经过连线形成
//可填充的闭合曲线
this.angularSort = function(array) {
var a = new Array();
a = [].concat(array);

var len = a.length, len1 = a[0].length;

//不符合处理条件,不进行处理
if (len <= 0 || len1 != 2) return array;

//求中心点
var xTotal = 0, yTotal = 0, xCenter = 0, yCenter = 0;

for (var i = 0; i < len; i++) {
xTotal += a[i][0];
yTotal += a[i][1];
}

xCenter = xTotal/len;
yCenter = yTotal/len;

//求与中心点夹角并排序
var b = new Array();
var x, y, xdiff, ydiff;
for (var i = 0; i < len; i++) {
x = a[i][0];
y = a[i][1];
xdiff = x-xCenter;
ydiff = y-yCenter;

if (Math.abs(xdiff)<0.0001) {
if (ydiff > 0) {
b.push([x, y, Math.PI/2]);
}
else {
b.push([x, y, Math.PI/2*3]);
}
}
else if ( xdiff >= 0 && ydiff > 0) {//第一象限
b.push([x, y, Math.atan(Math.abs(ydiff/xdiff))]);
}
else if (xdiff < 0 && ydiff >= 0) {//第二象限
b.push([x, y, Math.PI-Math.atan(Math.abs(ydiff/xdiff))]);
}
else if (xdiff <= 0 && ydiff < 0) {//第三象限
b.push([x, y, Math.PI+Math.atan(Math.abs(ydiff/xdiff))]);
}
else {//第四象限
b.push([x, y, Math.PI*2-Math.atan(Math.abs(ydiff/xdiff))]);
}
}

b.sort(function(b1, b2) {
if (Math.abs(b1[2]-b2[2]) < 0.0001) {
//按照与中心点的距离大小排序
var d1 = (b1[0]-xCenter)*(b1[0]-xCenter)+
(b1[1]-yCenter)*(b1[1]-yCenter);
var d2 = (b2[0]-xCenter)*(b2[0]-xCenter)+
(b2[1]-yCenter)*(b2[1]-yCenter);

return -(d1-d2);
}
else {
return (b1[2]-b2[2]);
}
});

var retArray = new Array();
for (var i = 0; i < len; i++) {
//如果两个点在经过中心点的同一直线上,舍弃这个点
//因为它表示点阵列可能不是单一环,或不是闭合曲线
if (i > 0 && Math.abs(b[i][2]-b[i-1][2]) < 0.0001) continue;
retArray.push([b[i][0], b[i][1]]);
}

return retArray;

}

/**
* @usage   三视图
* @author  mw
* @date    2016年02月23日  星期二  09:49:23
* @param
* @return
*
*/
this.threeView = function(array, style) {
var cubic = this.xyzSort(array);

plot.save();

plot.setTransform(1, 0, 0, 1, 0, 0)
.translate(300, 200);

//三维图和三视图
var r = 50;
style = style ? style : 'red';
var len = cubic.length;

for (var i = 0; i < len; i++) {
this.drawCubic(cubic[i][0], cubic[i][1], cubic[i][2], r, style);
}

var height = 400;
r = r/3;

plot.setTransform(1, 0, 0, 1, 0, 0);
plot.fillText('左视图', 20, 20, 100);
plot.fillText('主视图', 20, 20+1*height/3, 100);
plot.fillText('俯视图', 20, 20+2*height/3, 100);

plot.setFillStyle(style)
.setStrokeStyle('white');

//左视图
plot.translate(100, 80);
for (var i = 0; i < len; i++) {
//y, z两坐标,z坐标变为x坐标
this.fillRect(cubic[i][2]*r, -cubic[i][1]*r, r, r);
this.strokeRect(cubic[i][2]*r, -cubic[i][1]*r, r, r);
}

//主视图
plot.translate(0, 130);
for (var i = 0; i < len; i++) {
//x, y两坐标
this.fillRect(cubic[i][0]*r, -cubic[i][1]*r, r, r);
this.strokeRect(cubic[i][0]*r, -cubic[i][1]*r, r, r);
}

//俯视图
plot.translate(0, 100);
for (var i = 0; i < len; i++) {
//x, z两坐标,z坐标变为y坐标
this.fillRect(cubic[i][0]*r, cubic[i][2]*r, r, r);
this.strokeRect(cubic[i][0]*r, cubic[i][2]*r, r, r);
}

plot.restore();
}

//绘制球体
this.sphere = function(pos/*[x, y, z]*/, r, style) {
plot.save();

var x, y;
var p = [].concat(pos);
if (p.length == 2) {
x = p[0];
y = p[1];
}
else if (p.length == 3) {
var p1 = shape.point3D(p[0], -p[1], p[2]);
x = p1[0];
y = p1[1];
}
var r0 = 0.1*r;

var grd = plot.createRadialGradient(x, y, r, x+0.3*r, y-0.3*r, r0);
grd.addColorStop(0, style);
grd.addColorStop(1, 'white');

plot.setFillStyle(grd);

shape.fillCircle(x, y, r);
plot.restore();

}

return {
fillRect:fillRect,
strokeRect:strokeRect,
fillCircle:fillCircle,
strokeCircle:strokeCircle,
strokeEllipse:strokeEllipse,
fillEllipse:fillEllipse,

//绘制点阵列
pointDraw:pointDraw,
multiLineDraw:multiLineDraw,
strokeDraw:strokeDraw,
fillDraw:fillDraw,
//多边形角度标注
angleDraw:angleDraw,

nEdge:nEdge,
nStar:nStar,
paraline:paraline,
paraquad:paraquad,
trapezoid:trapezoid,

//绘制立方体
drawCubic:drawCubic,
strokeCubic:strokeCubic,
//绘制球体
sphere:sphere,
//三维点映射
point3D:point3D,
pointLeft:pointLeft,
pointRight:pointRight,
pointTop:pointTop,
pointBottom:pointBottom,
pointFront:pointFront,
pointBack:pointBack,
//三视图
threeView:threeView,
//顶点排序
xyzSort:xyzSort,
angularSort:angularSort

};
}();


/**
* @usage   对点阵列数组进行平移,旋转,缩放,对称等变形
* @author  mw
* @date    2016年03月20日  星期日  13:24:58
* @param   传入点阵列矩阵
* @return  输出变形后的点阵列矩阵
*
*/
function Transform() {
this.translate = function(array, xOffset, yOffset) {
var len = array.length;

if (len == 0) {
return [];
}
else {
var len1 = array[0].length;

if (len1 != 2) {
//如果不是点阵列[..., [x,y], [x1,y1], ...]的格式,暂时不加处理
return array;
}
else {
var retArray = new Array();
var x = 0, y = 0;

for (var i = 0; i < len; i++) {
x = array[i][0] + xOffset;
y = array[i][1] + yOffset;

retArray.push([x, y]);
}
}
}

return retArray;
}

this.scale = function(array, xScale, yScale) {
var len = array.length;

if (len == 0) {
return [];
}
else {
xScale = xScale ? xScale : 1;
yScale = yScale ? yScale : xScale;

var len1 = array[0].length;

if (len1 != 2) {
//如果不是点阵列[..., [x,y], [x1,y1], ...]的格式,暂时不加处理
return array;
}
else {
var retArray = new Array();
var x = 0, y = 0;

for (var i = 0; i < len; i++) {
x = array[i][0] * xScale;
y = array[i][1] * yScale;

retArray.push([x, y]);
}
}
}

return retArray;
}

this.rotate = function(array, angle) {
var len = array.length;

if (len == 0) {
return [];
}
else {
var len1 = array[0].length;

if (len1 != 2) {
//如果不是点阵列[..., [x,y], [x1,y1], ...]的格式,暂时不加处理
return array;
}
else {
var retArray = new Array();
var x = 0, y = 0;
var sinA, cosA;

for (var i = 0; i < len; i++) {
sinA = Math.sin(angle);
cosA = Math.cos(angle);

x = array[i][0] * cosA - array[i][1]*sinA;
y = array[i][0] * sinA + array[i][1]*cosA;

retArray.push([x, y]);
}
}
}

return retArray;
}

this.flipX = function(array) {
return this.flipImplement(array, 'X');
}

this.flipY = function(array) {
return this.flipImplement(array, 'Y');
}

this.flipXY = function(array) {
return this.flipImplement(array, 'XY');
}

//关于直线y=kx轴对称
this.flip = function(array, slope) {
//slope为斜率k
var mode = slope.toFixed(3);

return this.flipImplement(array, mode);
}

this.flipImplement = function(array, mode) {
var len = array.length;

if (len == 0) {
return [];
}
else {
var len1 = array[0].length;

if (len1 != 2) {
//如果不是点阵列[..., [x,y], [x1,y1], ...]的格式,暂时不加处理
return array;
}
else {
var retArray = new Array();
var x = 0, y = 0;
var sinA, cosA;
var m = 0, n = 0;

if (mode == 'X')  {
for (var i = 0; i < len; i++) {
//关于X轴对称,
x = array[i][0];
y = -array[i][1];
retArray.push([x, y]);
}
}
else if (mode == 'Y') {
for (var i = 0; i < len; i++) {
//关于Y轴对称,
x = -array[i][0];
y = array[i][1];
retArray.push([x, y]);
}
}
else if (mode == 'XY') {
for (var i = 0; i < len; i++) {
//中心对称
x = -array[i][0];
y = -array[i][1];
retArray.push([x, y]);
}

}
else {
//模式为斜率 y = kx中k的字符串
k = parseFloat(mode);

for (var i = 0; i < len; i++) {
//可扩展
//此处先放大100倍再缩小是因为对于小尺寸
//计算误差太大,而如果尺寸太大,
//标注会占用太多地方,造成文字拥挤,无法读取
m = array[i][0]*10000;
n = array[i][1]*10000;

//x = (m-2*k+2*k*n-m*k*k)/(1+k*k);

x = (1-k*k)*m+2*k*(n-1)/(1+k*k);
//y = (-n+2*k*m+n*k*k)/(1+k*k);
y = (2*k*m-(1-k*k)*n)/(1+k*k);
retArray.push([x/10000, y/10000]);
}
}

}
}

return retArray;
}

}


function Triangle() {
this.edges = [];
this.angles = [];

//已知三条边
this.know3edges = function(edges) {
this.edges = [];
this.angles = [];

this.edges = edges;
//角度为弧度单位
//a边对应角
this.angles.push(Math.acos((edges[1]*edges[1] + edges[2]*edges[2]-edges[0]*edges[0])/(2*edges[1]*edges[2])));

//b边对应角
this.angles.push(Math.acos((edges[0]*edges[0] + edges[2]*edges[2]-edges[1]*edges[1])/(2*edges[0]*edges[2])));

//c边对应角
this.angles.push(Math.acos((edges[0]*edges[0] + edges[1]*edges[1]-edges[2]*edges[2])/(2*edges[0]*edges[1])));

var x0 = 0, y0 = 0;
var x1 = x0 + this.edges[0], y1 = y0;
var x2 = x0 + this.edges[1] * Math.cos(-this.angles[2]),
y2 = y0 + this.edges[1] * Math.sin(-this.angles[2]);

var retArray = new Array();
retArray.push([x0, y0]);
retArray.push([x1, y1]);
retArray.push([x2, y2]);

return retArray;

}

//已知两个角
this.know2angles = function(angles, r) {
this.edges = [];
this.angles = [];

this.angles = [angles[0]/180*Math.PI, angles[1]/180*Math.PI,
(180-(angles[0]+angles[1]))/180*Math.PI];

//设其中一边长度为10
r = r > 0 ? r : 10;
//A边
this.edges.push(r);

var angleA = this.angles[0];
angleB = this.angles[1];
angleC = this.angles[2];

//B边
this.edges.push(Math.sin(angleB)/Math.sin(angleA)*r);
//C边
this.edges.push(Math.sin(angleC)/Math.sin(angleA)*r);

var x0 = 0, y0 = 0;
var x1 = x0 + this.edges[0], y1 = y0;
var x2 = x0 + this.edges[1] * Math.cos(-this.angles[2]),
y2 = y0 + this.edges[1] * Math.sin(-this.angles[2]);

var retArray = new Array();
retArray.push([x0, y0]);
retArray.push([x1, y1]);
retArray.push([x2, y2]);

return retArray;
}

//已知2条边和夹角
this.know2edges = function(edges, angle) {
this.edges = [];
this.angles = [];

//如果没有指定两边的夹角,默认为90度
angle = angle ? angle : 90;

var edgeC = 0;

if (angle == -90) {
//设定当输入角度为-90时指已知斜边和一条直角边的直角三角形
var swap;
if (edges[0] < edges[1]) {
swap = edges[0];
edges[0] = edges[1];
edges[1] = swap;
}
edgeC = Math.sqrt(edges[0]*edges[0]-edges[1]*edges[1]);
angle = Math.asin(edgeC/edges[0]);
}
else {
angle = angle ? angle/180*Math.PI : Math.PI/2;
edgeC = Math.sqrt(edges[0]*edges[0]+edges[1]*edges[1]-2*edges[0]*edges[1]*Math.cos(angle));
}

this.edges = [edges[0], edges[1], edgeC];

var edgeA = this.edges[0],
edgeB = this.edges[1];

//角度为弧度单位
//a边对应角
this.angles.push(Math.acos((edgeB*edgeB + edgeC*edgeC-edgeA*edgeA)/(2*edgeB*edgeC)));

//b边对应角
this.angles.push(Math.acos((edgeA*edgeA + edgeC*edgeC-edgeB*edgeB)/(2*edgeA*edgeC)));

//c边对应角
this.angles.push(angle);

var x0 = 0, y0 = 0;
var x1 = x0 + this.edges[0], y1 = y0;
var x2 = x0 + this.edges[1] * Math.cos(-this.angles[2]),
y2 = y0 + this.edges[1] * Math.sin(-this.angles[2]);

var retArray = new Array();
retArray.push([x0, y0]);
retArray.push([x1, y1]);
retArray.push([x2, y2]);

return retArray;

}

//返回角度和边信息的字符串
this.info = function() {
var angleLabel = ['C', 'A', 'B'];
var edgeLabel = ['ab', 'bc', 'ac'];
var s = '';

for (var i = 0; i < 3; i++) {
s += edgeLabel[i]+' : ';
s += this.edges[i].toFixed(2)+' ; ';
}

for (var i = 0; i < 3; i++) {
s += angleLabel[i]+' : ';
s += (this.angles[i]*180/Math.PI).toFixed(2) + ' ; ';
}

return s;
}

}


当然只是用了其中的一小部分, 为了防止遗漏,在此全部贴出。

本节到此结束,欲知后事如何,请看下回分解。
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