Commit 431d33ee authored by xxx's avatar xxx

1

parent eaa86560
...@@ -438,16 +438,16 @@ export default { ...@@ -438,16 +438,16 @@ export default {
if(resSon2){ if(resSon2){
let weilanArr1 = []; let weilanArr1 = [];
resSon2[this.carDestination].forEach((item,index)=>{ resSon2[this.carDestination].forEach((item,index)=>{
let weilanobj1 = {}; let weilanobj1 = [];
weilanobj1.lat = item.lat; weilanobj1.push(parseFloat(item.lon));
weilanobj1.lng = item.lon; weilanobj1.push(parseFloat(item.lat));
weilanArr1.push(weilanobj1); weilanArr1.push(weilanobj1);
}) })
httpGet(carRealTimeLocationQuery2,{name:this.equipmentName}).then((resSon3) => { httpGet(carRealTimeLocationQuery2,{name:this.equipmentName}).then((resSon3) => {
if(resSon3.code == 200){ if(resSon3.code == 200){
let resSon3Obj1 = {}; let resSon3Obj1 = [];
resSon3Obj1.lat = resSon3.data.location.y; resSon3Obj1.push(resSon3.data.location.x);
resSon3Obj1.lng = resSon3.data.location.x; resSon3Obj1.push(resSon3.data.location.y);
this.xiecheBtnAble = this.isPointInPolygon(resSon3Obj1,weilanArr1); this.xiecheBtnAble = this.isPointInPolygon(resSon3Obj1,weilanArr1);
if(!this.xiecheBtnAble){ if(!this.xiecheBtnAble){
...@@ -480,6 +480,11 @@ export default { ...@@ -480,6 +480,11 @@ export default {
this.$nextTick(()=>{ this.$nextTick(()=>{
this.oldxy.lat = 0; this.oldxy.lat = 0;
this.oldxy.lng = 0; this.oldxy.lng = 0;
this.$notify({
title: '卸车成功!',
type: 'success',
duration: 2500
});
}) })
} }
...@@ -523,60 +528,38 @@ export default { ...@@ -523,60 +528,38 @@ export default {
return currentFormatDate; return currentFormatDate;
}, },
//判断卸车是车是否到达了卸区 //判断卸车是车是否到达了卸区
isPointInPolygon(point,pts){ isPointInPolygon(checkPoint,polygonPoints){
var N = pts.length; //pts [{lat:xxx,lng:xxx},{lat:xxx,lng:xxx}] var counter = 0;
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 i;
var intersectCount = 0;//cross points count of x var xinters;
var precision = 2e-10; //浮点类型计算时候与0比较时候的容差 var p1, p2;
var p1, p2;//neighbour bound vertices var pointCount = polygonPoints.length;
var p = point; //point {lat:xxx,lng:xxx} p1 = polygonPoints[0];
p1 = pts[0];//left vertex for (i = 1; i <= pointCount; i++) {
for(var i = 1; i <= N; ++i){//check all rays p2 = polygonPoints[i % pointCount];
if((p.lat==p1.lat)&&(p.lng==p1.lng)){ if (
return boundOrVertex;//p is an vertex checkPoint[0] > Math.min(p1[0], p2[0]) &&
} checkPoint[0] <= Math.max(p1[0], p2[0])
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 if (checkPoint[1] <= Math.max(p1[1], p2[1])) {
p1 = p2; if (p1[0] != p2[0]) {
continue;//next ray left point xinters =
} (checkPoint[0] - p1[0]) *
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) (p2[1] - p1[1]) /
if(p.lng <= Math.max(p1.lng, p2.lng)){//x is before of ray (p2[0] - p1[0]) +
if(p1.lat == p2.lat && p.lng >= Math.min(p1.lng, p2.lng)){//overlies on a horizontal ray p1[1];
return boundOrVertex; if (p1[1] == p2[1] || checkPoint[1] <= xinters) {
counter++;
} }
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;
} }
p1 = p2;
} }
} if (counter % 2 == 0) {
}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; return false;
} else { //奇数在多边形内 } else {
return true; return true;
} }
}, },
......
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