www.pudn.com > 20065291434354190.rar > XTube.cpp


 
#include "Stdafx.h" 
 
#include "XTube.h" 
 
#include  
const float pi = 3.1415926535f; 
 
XTube::XTube (REAL width, Color lColor, Color oColor) 
{ 
	lineWidth = width; 
 
	outlineColor = oColor; 
	lineColor = lColor; 
 
	defLeftColor = lineColor; 
	defRightColor = lineColor; 
	defStartColor = lineColor; 
	defEndColor = lineColor; 
 
	defCircleOutlineColor = Color (255, 0, 0, 0); 
	defCircleFillColor = Color (255, 255, 255, 255); 
 
	defFontColor = Color (255, 255, 0, 0); 
	defFontFace = "Arial"; 
	defFontHeight = 6; 
	defFontStyle = FontStyleRegular; 
 
	defFont = NULL; 
} 
 
XTube::~XTube () 
{ 
	delete defFont; 
} 
 
XTube::XTube (const XTube& obj) 
{ 
	*this = obj; 
} 
 
XTube& XTube::operator = (const XTube& obj) 
{ 
	if (this == &obj) 
		return *this; 
 
	lineWidth = obj.lineWidth; 
	outlineColor = obj.outlineColor; 
	lineColor = obj.lineColor; 
 
	defLeftColor = obj.defLeftColor; 
	defRightColor = obj.defRightColor; 
	defStartColor = obj.defStartColor; 
	defEndColor = obj.defEndColor; 
 
	defCircleOutlineColor = obj.defCircleOutlineColor; 
	defCircleFillColor = obj.defCircleFillColor; 
 
	defFontColor = obj.defFontColor; 
	defFontFace = obj.defFontFace; 
	defFontHeight = obj.defFontHeight; 
	defFontStyle = obj.defFontStyle; 
 
	defFont = new Font (CStringW(defFontFace).GetBuffer(), defFontHeight, defFontStyle); 
 
	spots = obj.spots; 
	for (size_t i = 0; i < spots.size (); i ++) 
		spots[i].SetParent (this); 
 
	return *this; 
} 
 
int XTube::Append (XSpot& spot) 
{ 
	spot.SetParent (this); 
 
	if (spots.size () > 0 && spots[spots.size()-1].GetType () == STE_END) 
		spots[spots.size()-1].SetType (STE_AUTO); 
 
	spots.push_back(spot); 
 
	return (int) spots.size (); 
} 
 
int XTube::Move (float x, float y) 
{ 
	for (size_t i = 0; i < spots.size (); i ++) 
		spots[i].Move (x, y); 
 
	return 0; 
} 
 
int XTube::Recalculate () 
{ 
	if (spots.size () < 2) return -1; 
 
	float radius = lineWidth*2; //拐弯半径 
 
	//计算left, right 
	//计算每个点的斜率,用角度表达 
	for (size_t i = 1; i < spots.size (); i ++) 
	{ 
		float dx = spots[i].position.X - spots[i-1].position.X; 
		float dy = spots[i].position.Y - spots[i-1].position.Y; 
 
		if (dx*dx + dy*dy < 4*radius*radius) //距离太短,不足以拐弯 
			continue; 
 
		if (fabs(dx) == 0) //垂直 
		{ 
			spots[i-1].right = PointF (spots[i-1].position.X, dy > 0 ? spots[i-1].position.Y+radius : spots[i-1].position.Y-radius); 
			spots[i].left = PointF (spots[i].position.X, dy > 0 ? spots[i].position.Y-radius : spots[i].position.Y+radius); 
		} 
		else if (fabs(dy) == 0) //水平 
		{ 
			spots[i-1].right = PointF (dx > 0 ? spots[i-1].position.X+radius : spots[i-1].position.X-radius, spots[i-1].position.Y); 
			spots[i].left = PointF (dx > 0 ? spots[i].position.X-radius : spots[i].position.X+radius, spots[i].position.Y); 
		} 
		else //斜线 
		{ 
			float k = dy/dx; 
 
			float x = sqrtf (radius*radius/(1+k*k)); 
			if (dx < 0) x = -x; 
 
			float y = k*x; 
 
			spots[i-1].right = PointF (spots[i-1].position.X+x, spots[i-1].position.Y+y); 
			spots[i].left = PointF (spots[i].position.X-x, spots[i].position.Y-y); 
		} 
 
		spots[i-1].angle = atan2f (dy, dx) * 360 / (2*pi); 
		if (spots[i-1].angle < 0) spots[i-1].angle += 360; //保证在0-360之间 
	} 
	spots[spots.size()-1].left = spots[spots.size()-1].position; 
	spots[spots.size()-1].right = spots[spots.size()-1].position; 
	spots[spots.size()-1].angle = spots[spots.size()-2].angle; 
 
	//计算拐弯的中心点,半径,角度 
	for (size_t i = 1; i < spots.size ()-1; i ++) 
	{ 
		REAL angle1 = spots[i-1].angle + 180; 
		REAL angle2 = spots[i].angle; 
		if (angle1 > 360) angle1 -= 360; 
 
		//<< 
		//如果角度太小 
		//如果长度太短 
		//不拐弯 
		//if (fabs(180 - fabs(angle2 - angle1)) < 15) 
		//	continue; 
 
		if (spots[i].left.X == spots[i].position.X && spots[i].left.Y == spots[i].position.Y) 
			continue; 
 
		if (spots[i].right.X == spots[i].position.X && spots[i].right.Y == spots[i].position.Y) 
			continue; 
		//>> 
 
		bool clockwise = false; 
		if (angle1 < 180) 
		{ 
			if (angle2 > angle1 && angle2 < angle1+180) //顺时针 
				clockwise = true; 
			else //逆时针 
				clockwise = false; 
		} 
		else //angle1 >= 180 
		{ 
			if (angle2 > angle1-180 && angle2 < angle1) //逆时针 
				clockwise = false; 
			else //顺时针 
				clockwise = true; 
		} 
 
		//<<计算拐弯的起始角,角度大小 
		spots[i].sweepAngle = fabsf (angle2 - angle1); 
		if (spots[i].sweepAngle > 180) 
			spots[i].sweepAngle = 360 - spots[i].sweepAngle; 
		spots[i].sweepAngle = 180 - spots[i].sweepAngle; 
 
		if (clockwise) 
		{ 
			spots[i].startAngle = (angle1 + 270) > 360 ?  (angle1 + 270) - 360 : (angle1 + 270); 
			spots[i].sweepAngle = - spots[i].sweepAngle; 
		} 
		else 
		{ 
			spots[i].startAngle = (angle1 + 90) > 360 ? (angle1 + 90) - 360 : (angle1 + 90); 
		} 
		//>> 
 
		//TRACE3 ("clockWise=%d, startAngle=%d, sweepAngle=%d\n", clockwise, spots[i].startAngle, spots[i].sweepAngle); 
 
		//<<计算半径和中心点 
		float dx1 = spots[i].position.X - spots[i].left.X; 
		float dy1 = spots[i].position.Y - spots[i].left.Y; 
		float dx2 = spots[i].position.X - spots[i].right.X; 
		float dy2 = spots[i].position.Y - spots[i].right.Y; 
 
		if (fabsf (dy1) == 0) // 
		{ 
			//y = kx + b, k = - dx2/dy2 
			float b2 = spots[i].right.Y + spots[i].right.X * dx2 / dy2; 
 
			spots[i].center.X = spots[i].left.X; 
			spots[i].center.Y = b2 - spots[i].center.X * dx2 / dy2; 
 
			spots[i].radius = fabsf (spots[i].center.Y - spots[i].left.Y); 
		} 
		else if (fabsf (dy2) == 0) 
		{ 
			float b1 = spots[i].left.Y + spots[i].left.X * dx1 / dy1; 
 
			spots[i].center.X = spots[i].right.X; 
			spots[i].center.Y = b1 - spots[i].center.X * dx1 / dy1; 
 
			spots[i].radius = fabsf (spots[i].center.Y - spots[i].right.Y); 
		} 
		else //都是斜线 
		{ 
			float b1 = spots[i].left.Y + spots[i].left.X * dx1 / dy1; 
			float b2 = spots[i].right.Y + spots[i].right.X * dx2 / dy2; 
 
			spots[i].center.X = (b2 - b1) / (dx2/dy2 - dx1/dy1); 
			spots[i].center.Y = b1 - spots[i].center.X * dx1/dy1; 
 
			float r1 = sqrtf ((spots[i].center.X - spots[i].right.X)*(spots[i].center.X - spots[i].right.X) 
				+ (spots[i].center.Y - spots[i].right.Y)*(spots[i].center.Y - spots[i].right.Y)); 
			float r2 = sqrtf ((spots[i].center.X - spots[i].left.X)*(spots[i].center.X - spots[i].left.X) 
				+ (spots[i].center.Y - spots[i].left.Y)*(spots[i].center.Y - spots[i].left.Y)); 
 
			spots[i].radius = (r1+r2)/2; 
		} 
 
		//TRACE ("i=%d, x=%f, y=%f, radius=%f\n", i, spots[i].center.X, spots[i].center.Y, spots[i].radius); 
	} 
	spots[0].center = spots[0].position; 
	spots[0].radius = 0; 
	spots[0].startAngle = 0; 
	spots[0].sweepAngle = 0; 
 
	spots[spots.size()-1].center = spots[spots.size()-1].position; 
	spots[spots.size()-1].radius = 0; 
	spots[spots.size()-1].startAngle = 0; 
	spots[spots.size()-1].sweepAngle = 0; 
 
	//计算中心点的有关参数 
	for (size_t i = 0; i < spots.size (); i ++) 
	{ 
		REAL angle1 = i > 0 ? spots[i-1].angle + 180 : spots[0].angle; 
		REAL angle2 = spots[i].angle; 
		if (angle1 > 360) angle1 -= 360; 
 
		//从拐弯中心点到曲线中心点的角度 
		if (i == 0) 
			spots[i].ANGLE = spots[0].angle + 270; 
		else if (i == spots.size () -1) 
			spots[i].ANGLE = spots[spots.size () -1].angle + 270; 
		else 
			spots[i].ANGLE = (angle1 + angle2)/2; 
 
		//<<判断方向 
		int kx = 1; 
		int ky = 1; 
		if (spots[i].center.X > spots[i].position.X) kx = -1; 
		if (spots[i].center.Y > spots[i].position.Y) ky = -1; 
		//>> 
 
		if (spots[i].ANGLE > 360) spots[i].ANGLE -= 360; 
 
		float K = fabsf (tanf (spots[i].ANGLE*2*pi/360)); 
		float dx = sqrtf (spots[i].radius*spots[i].radius/(1+K*K)); 
		float dy = dx*K; 
 
		//<<计算A点 
		if (fabs(spots[i].sweepAngle) >= 15) //判断是否拐弯,如果不拐弯,不用计算A点 
		{ 
			spots[i].A.X = spots[i].center.X + dx*kx; 
			spots[i].A.Y = spots[i].center.Y + dy*ky; 
		} 
		//>> 
 
		dx = sqrtf (lineWidth*lineWidth/(1+K*K)); 
		dy = dx*K; 
 
		//<< 
		float sweep = angle2 - angle1; 
		if (angle2 < angle1) sweep += 360; 
		if (sweep < 180) 
		{ 
			kx = -kx; 
			ky = -ky; 
		} 
		//>> 
 
		//计算B1, B2 
		spots[i].B1.X = spots[i].A.X + dx*kx*1.5f; 
		spots[i].B1.Y = spots[i].A.Y + dy*ky*1.5f; 
		spots[i].B2.X = spots[i].A.X - dx*kx*1.5f; 
		spots[i].B2.Y = spots[i].A.Y - dy*ky*1.5f; 
 
		//计算C1, C2 
		if (i == 0) 
		{ 
			kx = spots[0].position.X > spots[1].position.X ? 1 : -1; 
			ky = spots[0].position.Y > spots[1].position.Y ? 1 : -1; 
 
			spots[i].C1.X = spots[i].A.X + 2*dy*kx; 
			spots[i].C1.Y = spots[i].A.Y + 2*dx*ky; 
 
			spots[i].C2.X = spots[i].A.X - 2*dy*kx; 
			spots[i].C2.Y = spots[i].A.Y - 2*dx*ky; 
		} 
		else if (i == spots.size () -1 ) 
		{ 
			kx = spots[spots.size()-1].position.X > spots[spots.size()-2].position.X ? 1 : -1; 
			ky = spots[spots.size()-1].position.Y > spots[spots.size()-2].position.Y ? 1 : -1; 
 
			spots[i].C1.X = spots[i].A.X + 2*dy*kx; 
			spots[i].C1.Y = spots[i].A.Y + 2*dx*ky; 
 
			spots[i].C2.X = spots[i].A.X - 2*dy*kx; 
			spots[i].C2.Y = spots[i].A.Y - 2*dx*ky; 
		} 
		else 
		{ 
			spots[i].C1.X = spots[i].A.X + 3*dx*kx; 
			spots[i].C1.Y = spots[i].A.Y + 3*dy*ky; 
			spots[i].C2.X = spots[i].A.X - 3*dx*kx; 
			spots[i].C2.Y = spots[i].A.Y - 3*dy*ky; 
		} 
		//TRACE ("i=%d, A.X=%f, A.Y=%f\n", i, spots[i].A.X, spots[i].A.Y); 
	} 
 
	return 0; 
} 
 
int XTube::Draw (Graphics* g) 
{ 
	DrawLines (g); 
	DrawSpots (g); 
 
	return 0; 
} 
 
int XTube::DrawLines (Graphics* g) 
{ 
	if (spots.size () < 2) return 0; 
 
	Pen linePen (lineColor, lineWidth); 
	linePen.SetLineJoin (LineJoinRound); 
 
	if (lineWidth > 2) 
	{ 
		GraphicsPath path; 
 
		PointF lastPoint = spots[0].position; 
		for (size_t i = 1; i < spots.size (); i ++) 
		{ 
			//如果角度基本相同,画直线 
			if (fabs(spots[i].sweepAngle) >= 15) //角度太小 
			{ 
				path.AddLine (lastPoint, spots[i].left); 
 
				path.AddArc (spots[i].center.X - spots[i].radius, spots[i].center.Y - spots[i].radius, 
					spots[i].radius*2, spots[i].radius*2, spots[i].startAngle, spots[i].sweepAngle); 
				lastPoint = spots[i].right; 
			} 
			else 
			{ 
				path.AddLine (lastPoint, spots[i].position); 
				lastPoint = spots[i].position; 
			} 
		} 
 
		path.Widen (&linePen); 
		path.Outline (); 
 
		g->SetSmoothingMode(SmoothingModeAntiAlias); 
 
		SolidBrush lineBrush (lineColor); 
		g->FillPath (&lineBrush, &path); 
	} 
	else 
	{ 
		PointF lastPoint = spots[0].position; 
		for (size_t i = 1; i < spots.size (); i ++) 
		{ 
/* 
			//如果角度基本相同,画直线 
			if (fabs(spots[i].sweepAngle) >= 15) //角度太小 
			{ 
				g->DrawLine (&linePen, lastPoint, spots[i].left); 
 
				g->DrawArc (&linePen, spots[i].center.X - spots[i].radius, spots[i].center.Y - spots[i].radius, 
					spots[i].radius*2, spots[i].radius*2, spots[i].startAngle, spots[i].sweepAngle); 
				lastPoint = spots[i].right; 
			} 
			else 
*/ 
			{ 
				g->DrawLine (&linePen, lastPoint, spots[i].position); 
				lastPoint = spots[i].position; 
			} 
		} 
	} 
 
	return 0; 
} 
 
int XTube::DrawSpots (Graphics* g, map* spotMap) 
{ 
	delete defFont; 
	defFont = new Font (CStringW(defFontFace).GetBuffer(), defFontHeight, defFontStyle); 
 
	for (size_t i = 0; i < spots.size (); i ++) 
		spots[i].Draw (g, spotMap); 
 
	return 0; 
}