[转]flex+BlazeDS关于军标的实现思路和算法

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;
#   }

 

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值