Commit 431d33ee authored by xxx's avatar xxx

1

parent eaa86560
......@@ -438,16 +438,16 @@ export default {
if(resSon2){
let weilanArr1 = [];
resSon2[this.carDestination].forEach((item,index)=>{
let weilanobj1 = {};
weilanobj1.lat = item.lat;
weilanobj1.lng = item.lon;
let weilanobj1 = [];
weilanobj1.push(parseFloat(item.lon));
weilanobj1.push(parseFloat(item.lat));
weilanArr1.push(weilanobj1);
})
httpGet(carRealTimeLocationQuery2,{name:this.equipmentName}).then((resSon3) => {
if(resSon3.code == 200){
let resSon3Obj1 = {};
resSon3Obj1.lat = resSon3.data.location.y;
resSon3Obj1.lng = resSon3.data.location.x;
let resSon3Obj1 = [];
resSon3Obj1.push(resSon3.data.location.x);
resSon3Obj1.push(resSon3.data.location.y);
this.xiecheBtnAble = this.isPointInPolygon(resSon3Obj1,weilanArr1);
if(!this.xiecheBtnAble){
......@@ -480,6 +480,11 @@ export default {
this.$nextTick(()=>{
this.oldxy.lat = 0;
this.oldxy.lng = 0;
this.$notify({
title: '卸车成功!',
type: 'success',
duration: 2500
});
})
}
......@@ -523,60 +528,38 @@ export default {
return currentFormatDate;
},
//判断卸车是车是否到达了卸区
isPointInPolygon(point,pts){
var N = pts.length; //pts [{lat:xxx,lng:xxx},{lat:xxx,lng:xxx}]
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; //point {lat:xxx,lng:xxx}
isPointInPolygon(checkPoint,polygonPoints){
var counter = 0;
var i;
var xinters;
var p1, p2;
var pointCount = polygonPoints.length;
p1 = polygonPoints[0];
p1 = pts[0];//left vertex
for(var i = 1; i <= N; ++i){//check all rays
if((p.lat==p1.lat)&&(p.lng==p1.lng)){
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;
for (i = 1; i <= pointCount; i++) {
p2 = polygonPoints[i % pointCount];
if (
checkPoint[0] > Math.min(p1[0], p2[0]) &&
checkPoint[0] <= Math.max(p1[0], p2[0])
) {
if (checkPoint[1] <= Math.max(p1[1], p2[1])) {
if (p1[0] != p2[0]) {
xinters =
(checkPoint[0] - p1[0]) *
(p2[1] - p1[1]) /
(p2[0] - p1[0]) +
p1[1];
if (p1[1] == p2[1] || checkPoint[1] <= xinters) {
counter++;
}
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
p1 = p2;
}
if(intersectCount % 2 == 0){//偶数在多边形外
if (counter % 2 == 0) {
return false;
} else { //奇数在多边形内
} else {
return true;
}
},
......
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