1
cloudflight
2024-07-20 fab5d6e30b9a42a1f94524fca74ef227d2c963e4
Hydraulic/Hydro.MapUI/Map/MapViewer.Draw.cs
@@ -1,4 +1,7 @@
using Hydro.MapView;
using DevExpress.XtraPrinting.Native;
using Hydro.MapView;
using Hydro.MapView.Base;
using Hydro.MapView.Common;
using System;
using System.Collections.Generic;
using System.Drawing;
@@ -17,15 +20,119 @@
    public delegate void DrawDelegate(Graphics bufferG, Template template);
    public delegate void MouseDelegate(MouseEventArgs e);
    partial class MapViewer
    {
        void Draw(Graphics bufferG, Template template)
        void DrawBackGroud(Graphics bufferG,Template template)
        {
            if (template == null) return;
            var _Nodes = template.network.Nodes.ViewNodes;
            var _Links = template.network.Links.ViewLinks;
            var Cpoints = getCurclePoints(64).ToList();
            var r = 1.73f / zoom;
            var rt = r;
            float minElve = float.MinValue;
            float maxElve = float.MaxValue;
            r = r * Link_multiply;
            List<PointF> diametersZoom = new List<PointF>() { new PointF(0, 0.08f), new PointF(150, 0.03f), new PointF(300, 0.001f), new PointF(800, 0.0001f) };
            Pen penN = new Pen(Color.FromArgb(0, 0, 255), 1 * r);
            //背景图绘制
            if (this.mapOption.isShowPic && template != null && File.Exists(template.BackGroundImg_FullPath))
            {
                //var gs = bufferG.Save();
                // 应用矩阵变换以抵消之前的翻转效果
                //bufferG.ScaleTransform(1 / Zoom.X, 1 / Zoom.Y);
                List<PointF> p = new List<PointF>();
                if (!this.mapOption.isAutoBackgroundImage)
                {
                    var Cps = new List<PointF>
                    {
                        template.BackGroundPoint1,
                        new PointF(template.BackGroundPoint2.X,template.BackGroundPoint1.Y),
                        new PointF(template.BackGroundPoint1.X,template.BackGroundPoint2.Y),
                        //template.BackGroundPoint2,
                    };
                    Cps.ForEach(cp => p.Add(WorldPointToMapPoint(cp, template.BackGroundElev, template.OffSet)));
                }
                else
                {
                    // 恢复之前保存的绘图状态
                    //var Cps = new List<PointF>
                    //{
                    //    template.BackGroundPoint1,
                    //    new PointF(template.BackGroundPoint2.X,template.BackGroundPoint1.Y),
                    //    new PointF(template.BackGroundPoint1.X,template.BackGroundPoint2.Y),
                    //    //template.BackGroundPoint2,
                    //};
                    var p1 = new PointF(template.BackGroundImgX, template.BackGroundImgY);
                    var p2 = new PointF(template.BackGroundImgX + template.BackGroundImgWidth, template.BackGroundImgY + template.BackGroundImgHeight);
                    var f = template.BackGroundImgRotaAngle / 180 * Math.PI;
                    var djx = Math.Sqrt((Math.Pow(template.BackGroundImgWidth, 2) + Math.Pow(template.BackGroundImgHeight, 2)));
                    var p3 = new PointF(p1.X + (float)(Math.Cos(f) * template.BackGroundImgWidth), p1.Y + (float)(Math.Sin(f) * template.BackGroundImgWidth));
                    var p4 = new PointF(p1.X - (float)(Math.Sin(f) * template.BackGroundImgHeight), p1.Y + (float)(Math.Cos(f) * template.BackGroundImgHeight));
                    p3.Y = p4.Y;
                    //p4.Y = -p4.Y;
                    var Cps = new List<PointF>
                {
                    //template.BackGroundPoint1,
                    //new PointF(template.BackGroundImgX,template.BackGroundImgY),
                    p4,
                    p3,p1
                    //template.BackGroundPoint2,
                };
                    template.BackGroundPoint1 = p4;
                    template.BackGroundPoint2 = new PointF(p3.X, p1.Y);
                    //List<PointF> p = new List<PointF>();
                    Cps.ForEach(cp => p.Add(WorldPointToMapPoint(cp, template.BackGroundElev, template.OffSet)));
                }
                //bufferG.DrawImage(System.Drawing.Image.FromFile(@"C:\Users\cloud\Pictures\GenshinImpactCloudGame\QQ截图20230919105637.png"), p[0]);
                try
                {
                    var img = System.Drawing.Image.FromFile(template.BackGroundImg_FullPath);
                    if (img != null)
                    {
                        bufferG.FillPolygon(penN.Brush, p.ToArray());
                        bufferG.DrawImage(img, p.ToArray());
                    }
                }
                catch
                {
                }
                //bufferG.Restore(gs);
            }
        }
        void Draw(Graphics bufferG, Template template)
        {
            if (template == null) return;
            var _Nodes = template.network.Nodes.ViewNodes;
            var _Links = template.network.Links.ViewLinks;
            var _Areas = template.network.Areas;
            var Cpoints = getCurclePoints(64).ToList();
            var r = 1.73f / zoom;
@@ -55,50 +162,52 @@
            Pen penClosed = new Pen(Color.OrangeRed, 2 * r);
            Pen penHovered = new Pen(Color.DeepSkyBlue, 5 * r);
            //背景图绘制
            if (this.mapOption.isShowPic && template != null && File.Exists(template.BackGroundImg_FullPath))
            //绘制面
            using (Pen pen0 = new Pen(Color.FromArgb(0, 0, 255), 2 * r))
            {
                //var gs = bufferG.Save();
                // 应用矩阵变换以抵消之前的翻转效果
                //bufferG.ScaleTransform(1 / Zoom.X, 1 / Zoom.Y);
                // 恢复之前保存的绘图状态
                var Cps = new List<PointF>
                foreach (var area in _Areas)
                {
                    template.BackGroundPoint1,
                    new PointF(template.BackGroundPoint2.X,template.BackGroundPoint1.Y),
                    new PointF(template.BackGroundPoint1.X,template.BackGroundPoint2.Y),
                    //template.BackGroundPoint2,
                };
                    if (!area.Visible) continue;
                    if (!IsFaceVisibleToCamera(area, GetCameraPosition())) continue;
                    if (area.Elev < minElve || area.Elev >= maxElve) continue;
                List<PointF> p = new List<PointF>();
                Cps.ForEach(cp => p.Add(WorldPointToMapPoint(cp, template.BackGroundElev, template.OffSet)));
                //bufferG.DrawImage(System.Drawing.Image.FromFile(@"C:\Users\cloud\Pictures\GenshinImpactCloudGame\QQ截图20230919105637.png"), p[0]);
                try
                {
                    var img = System.Drawing.Image.FromFile(template.BackGroundImg_FullPath);
                    if (img != null)
                    var p = new List<PointF>();
                    foreach (var node in area.InnerNodes)
                    {
                        bufferG.FillPolygon(penN.Brush, p.ToArray());
                        bufferG.DrawImage(img, p.ToArray());
                        p.Add(CubeWorldPointToMapPoint(node, template.OffSet));
                    }
                }
                catch
                {
                    if (p.Count < 3) continue;
                    pen0.Color = penClosed.Color = area.color;
                    Pen pen = pen0;
                    if (area.Hovered) pen = penHovered;
                    bufferG.FillPolygon(pen.Brush, p.ToArray());
                    bufferG.DrawPolygon(pen, p.ToArray());
                    //显示area的名称
                    var c = new PointF(p.Average(p0 => p0.X), p.Average(p0 => p0.Y));
                    var brush=new SolidBrush(Color.White);
                }
                //bufferG.Restore(gs);
                    var gs = bufferG.Save();
                    // 应用矩阵变换以抵消之前的翻转效果
                    bufferG.ScaleTransform(1 / Zoom.X, 1 / Zoom.Y);
                    Font font = new Font(FontFamily.GenericSansSerif, 10*10*zoom);
                    SizeF textSize = bufferG.MeasureString(area.Name, font);
                    var center = new PointF(c.X * Zoom.X, c.Y * Zoom.Y);
                    float textLeft = center.X - textSize.Width / 2;
                    float textTop = center.Y - textSize.Height / 2;
                    PointF pd = new PointF(textLeft, textTop);
                    bufferG.DrawString(area.Name, font, brush, pd);
                    // 恢复之前保存的绘图状态
                    bufferG.Restore(gs);
                }
            }
@@ -116,9 +225,9 @@
                    var p1 = WorldPointToMapPoint(link.StartNode, template.OffSet);
                    var p2 = WorldPointToMapPoint(link.EndNode, template.OffSet);
                    if (!isVisible(p1) && !isVisible(p2)) continue;
                    if (_LinkColour != null)
                    if (LinkColour != null)
                    {
                        pen0.Color = penClosed.Color = GraphHelper.getLinkColor(_LinkColour, link);
                        pen0.Color = penClosed.Color = GraphHelper.getLinkColor(LinkColour, link);
                    }
                    Pen pen = pen0;
@@ -286,8 +395,14 @@
                    {
                        if (link.StartNode == null || link.EndNode == null) continue;
                        try
                        {
                            bufferG.DrawLines(link.Selected ? penChoosed : pen, new PointF[] { p1, p2 });
                        }
                        catch (Exception ex)
                        {
                        bufferG.DrawLines(link.Selected ? penChoosed : pen, new PointF[] { p1, p2 });
                        }
                        if (_Template.mapOption._ShowFlowDirection)
                        {
                            var c = new PointF((p1.X + p2.X) / 2, (p1.Y + p2.Y) / 2);
@@ -362,9 +477,9 @@
                    dict_point.Add(ps_20);
                    //var x = junction.Position.X * zoom + PanningOffset.X - radius / 2.0f;
                    //var y = junction.Position.Y * zoom + PanningOffset.Y - radius / 2.0f;
                    if (_NodeColour != null)
                    if (NodeColour != null)
                    {
                        pen.Color = penChoosed.Color = GraphHelper.getNodeColor(_NodeColour, node);
                        pen.Color = penChoosed.Color = GraphHelper.getNodeColor(NodeColour, node);
                        brush = pen.Brush;
                        brushChoosed = penChoosed.Brush;
@@ -508,9 +623,9 @@
                    dict_point.Add(ps_20);
                    //var x = junction.Position.X * zoom + PanningOffset.X - radius / 2.0f;
                    //var y = junction.Position.Y * zoom + PanningOffset.Y - radius / 2.0f;
                    if (_NodeColour != null)
                    if (NodeColour != null)
                    {
                        pen.Color = GraphHelper.getNodeColor(_NodeColour, node);
                        pen.Color = GraphHelper.getNodeColor(NodeColour, node);
                        brush = pen.Brush;
                        brushChoosed = penChoosed.Brush;
@@ -574,7 +689,7 @@
            }
            if (_isPainting)
            {
                if (_mouseState ==MapViewEnum.MouseState.新增立管)
                if (_mouseState == MapViewEnum.MouseState.新增立管)
                {
                    var wPos = GetZZWorldPoint(_select_junction1.Position3D, _MousePosition, new Vector3(0, 0, 1));
                    using (var pen = new Pen(Color.Black, 1 * r))
@@ -585,10 +700,22 @@
                }
                else
                {
                    using (var pen = new Pen(Color.Black, 1 * r))
                    {
                        pen.DashStyle = System.Drawing.Drawing2D.DashStyle.Dash;
                        bufferG.DrawLine(pen, WorldPointToMapPoint(_select_junction1), _MousePosition);
                        if (mapOption.IsOrtho)
                        {
                            var wPos = GetZZWorldPoint(_select_junction1.Position3D, _MousePosition, new Vector3(1, 1, 0));
                            //getPointAndHeight(e, _select_junction1, out p, out z);
                            var mapPos = WorldPointToMapPoint(wPos);
                            bufferG.DrawLine(pen, WorldPointToMapPoint(_select_junction1), mapPos);
                        }
                        else
                        {
                            bufferG.DrawLine(pen, WorldPointToMapPoint(_select_junction1), _MousePosition);
                        }
                    }
                }
            }
@@ -667,6 +794,12 @@
            return new PointF(worldX, worldY);
        }
        /// <summary>
        /// 世界投影坐标转换为屏幕坐标
        /// </summary>
        /// <param name="mapPos"></param>
        /// <param name="z"></param>
        /// <returns></returns>
        private PointF MapToScreen(PointF mapPos, float z = 0)
        {
@@ -683,17 +816,18 @@
        // 根据旋转角度计算旋转后的坐标
        private PointF Get平面旋转Point(PointF p)
        private PointF Get平面旋转Point(PointF p, PointF MapC)
        {
            PointF center = MapCenter;
            PointF center = MapC ;
            double radian = Rotation * Math.PI / 180;  // 角度转弧度
            float x = (float)(Math.Cos(radian) * (p.X - center.X) - Math.Sin(radian) * (p.Y - center.Y) + center.X);
            float y = (float)(Math.Sin(radian) * (p.X - center.X) + Math.Cos(radian) * (p.Y - center.Y) + center.Y);
            return new PointF(x, y);
        }
        private PointF Get平面还原Point(PointF p)
        private PointF Get平面还原Point(PointF p, PointF MapC)
        {
            PointF center = MapCenter;
            PointF center = MapC;
            double radian = -Rotation * Math.PI / 180;  // 角度转弧度
            float x = (float)(Math.Cos(radian) * (p.X - center.X) - Math.Sin(radian) * (p.Y - center.Y) + center.X);
            float y = (float)(Math.Sin(radian) * (p.X - center.X) + Math.Cos(radian) * (p.Y - center.Y) + center.Y);
@@ -702,9 +836,9 @@
        private PointF Get俯视角旋转Point(PointF p, float z)
        private PointF Get俯视角旋转Point(PointF p, float z, PointF MapC)
        {
            PointF center = MapCenter;
            PointF center = MapC;
            double radian_fushi = 俯视弧度;
            float sin = (float)Math.Sin(radian_fushi);
            float cos = (float)Math.Cos(radian_fushi);
@@ -712,9 +846,9 @@
            float y = (float)(sin * (p.Y - center.Y) + center.Y) + cos * z;
            return new PointF(x, y);
        }
        private PointF Get俯视角还原Point(PointF p, float z)
        private PointF Get俯视角还原Point(PointF p, float z, PointF MapC)
        {
            PointF center = MapCenter;
            PointF center = MapC;
            double radian_fushi = 俯视弧度;
            float sin = (float)Math.Sin(radian_fushi);
            float cos = (float)Math.Cos(radian_fushi);
@@ -733,7 +867,7 @@
            return new PointF(x, y);
        }
        /// <summary>
        /// 获取地图投影坐标
        /// 获取世界投影坐标
        /// </summary>
        /// <param name="point"></param>
        /// <param name="z"></param>
@@ -743,9 +877,9 @@
            if (offset == null) offset = new PointF3D(0, 0, 0);
            point = new PointF(point.X + offset.X, point.Y + offset.Y);
            var pointR = Get平面旋转Point(point);
            var pointR = Get平面旋转Point(point, MapCenter);
            var pointT = Get俯视角旋转Point(pointR, z + offset.Z);
            var pointT = Get俯视角旋转Point(pointR, z + offset.Z, MapCenter);
            //var n=new PointF((float)pointR.X - Z(z).X, (float)(pointR.Y - Z(z).Y));
            return pointT;
@@ -761,7 +895,19 @@
            if (junction == null) return new PointF(0, 0);
            p = WorldPointToMapPoint(junction.Position, junction.Elev, offset);
            return p;
        }
        private PointF CubeWorldPointToMapPoint(NodeViewModel junction, PointF3D offset = null)
        {
            PointF p;
            if (junction == null) return new PointF(0, 0);
            var point = junction.Position;
            var z = junction.Elev;
            if (offset == null) offset = new PointF3D(0, 0, 0);
            point = new PointF(point.X + offset.X, point.Y + offset.Y);
            var pointR = Get平面旋转Point(point, new PointF(0, 0));
            var pointT = Get俯视角旋转Point(pointR, z + offset.Z, new PointF(0, 0));
            //var n=new PointF((float)pointR.X - Z(z).X, (float)(pointR.Y - Z(z).Y));
            return pointT;
        }
        private List<PointF> WorldPointToMapPoint(LinkViewModel pipe, PointF3D offset = null)
        {
@@ -786,13 +932,45 @@
        private PointF3D GetZZWorldPoint(PointF3D position3D, PointF mousePosition, Vector3 vector3)
        {
            //做一条通过position3D的平行于vector3的直线,
            if (vector3==new Vector3(0,0,1))
            if (vector3 == new Vector3(0, 0, 1))
            {
                return GetLGWorldPoint(position3D, mousePosition);
            }
            else
            {
                return new PointF3D(0, 0, 0);
                var p2 = MapPointToWorldPoint(mousePosition, position3D.Z);
                var vector = new Vector2(p2.X - position3D.X, p2.Y - position3D.Y);
                //判断二维向量vector在第几象限,距离哪个轴最近
                var x = vector.X;
                var y = vector.Y;
                var x1 = Math.Abs(x);
                var y1 = Math.Abs(y);
                if (x1 > y1)
                {
                    if (x > 0)
                    {
                        //第一象限
                        return new PointF3D(position3D.X + Math.Abs(x), position3D.Y, position3D.Z);
                    }
                    else
                    {
                        //第三象限
                        return new PointF3D(position3D.X - Math.Abs(x), position3D.Y, position3D.Z);
                    }
                }
                else
                {
                    if (y > 0)
                    {
                        //第二象限
                        return new PointF3D(position3D.X, position3D.Y + Math.Abs(y), position3D.Z);
                    }
                    else
                    {
                        //第四象限
                        return new PointF3D(position3D.X, position3D.Y - Math.Abs(y), position3D.Z);
                    }
                }
            }
        }
@@ -810,13 +988,14 @@
            float sin = (float)Math.Sin(radian_fushi);
            float cos = (float)Math.Cos(radian_fushi);
            var p1 = WorldPointToMapPoint(position3D);
            var dy=p2.Y - p1.Y;
            float dz= dy/cos;
            return new PointF3D(position3D.X, position3D.Y, position3D.Z+ dz);
            var dy = p2.Y - p1.Y;
            float dz = dy / cos;
            return new PointF3D(position3D.X, position3D.Y, position3D.Z + dz);
        }
        private PointF MapPointToWorldPoint(PointF3D point)
        {
        {
            return MapPointToWorldPoint(new PointF(point.X, point.Y), point.Z);
        }
        /// <summary>
@@ -825,10 +1004,10 @@
        /// <param name="point"></param>
        /// <param name="z"></param>
        /// <returns></returns>
        private PointF MapPointToWorldPoint(PointF point, float z = 0)
        public PointF MapPointToWorldPoint(PointF point, float z = 0)
        {
            var pointT = Get俯视角还原Point(point, z);
            pointT = Get平面还原Point(pointT);
            var pointT = Get俯视角还原Point(point, z,MapCenter);
            pointT = Get平面还原Point(pointT, MapCenter);
            //var n=new PointF((float)pointR.X - Z(z).X, (float)(pointR.Y - Z(z).Y));
            return pointT;
@@ -845,7 +1024,84 @@
        #endregion
        #region 计算三维相机
        public PointF3D GetCameraPosition( float distance=1)
        {
            // 将角度转换为弧度
            float rotationRadians = (float)Rotation * (float)Math.PI / 180;
            float rotationFRadians = (float)RotationF * (float)Math.PI / 180;
            // 计算相机的球坐标系位置
            float x = distance * (float)Math.Sin(rotationFRadians) * (float)Math.Cos(rotationRadians);
            float y = distance * (float)Math.Sin(rotationFRadians) * (float)Math.Sin(rotationRadians);
            float z = distance * (float)Math.Cos(rotationFRadians);
            return new PointF3D(x, y, z);
        }
        public bool IsFaceVisibleToCamera(AreaViewModel area, PointF3D cameraPosition)
        {
            //正面是2,右面是1,左面是3,背面是4
            //Rotation为0时,只显示正面,Rotation为90时,只显示右面,Rotation为180时,只显示背面,Rotation为270时,只显示左面
            int delta = 5;
            bool flag = false;
            switch (area.Name)
            {
                case "左":
                    //Rotation为0~180时显示
                    if (RotationF<=90-delta && Rotation >= 0 + delta && Rotation <= 180 - delta)
                        flag = true;
                    break;
                case "前":
                    //Rotation为0~180时显示
                    if (RotationF <= 90 - delta && Rotation >= -90 + delta && Rotation <= 90 - delta)
                        flag = true;
                    break;
                case "右":
                    //Rotation为0~180时显示
                    if (RotationF <= 90 - delta && Rotation >= -180 + delta && Rotation <= 0 - delta)
                        flag = true;
                    break;
                case "后":
                    //Rotation为0~180时显示
                    if (RotationF <= 90 - delta && ((Rotation >= 90 + delta && Rotation<=180)||( Rotation>=-180 && Rotation <= -90 - delta)))
                        flag = true;
                    break;
                case "上":
                    if (RotationF >= 0 + delta)
                        flag = true;
                    break;
                case "下":
                    if (RotationF <= 0 - delta)
                        flag = true;
                    break;
            }
            return flag;
            var faceVertices = area.InnerNodes;
            if (faceVertices.Count < 3) return false;
            PointF3D faceVertexA = faceVertices[0].Position3D;
            PointF3D faceVertexB = faceVertices[1].Position3D;
            PointF3D faceVertexC = faceVertices[2].Position3D;
            // 计算法向量
            PointF3D AB = faceVertexB - faceVertexA;
            PointF3D AC = faceVertexC - faceVertexA;
            PointF3D normal = AB ^ AC;
            // 计算从相机位置到面的向量
            PointF3D PD = faceVertexA - cameraPosition;
            // 计算点积
            float dotProduct = normal * PD;
            // 判断面是否朝向相机
            bool isFacingCamera = dotProduct > 0;
            return isFacingCamera;
        }
        #endregion
        #region 判断可见性
        private float Get_dist(PointF A, PointF B)
@@ -856,26 +1112,26 @@
            return dist;
        }
        //判断A距离线段B和C的距离,如果超出了线段的范围,则返回到最近的端点的距离;距离线段中心点越远,返回的距离越大;
        private float Get_dist(PointF A, PointF B,PointF C,float MaxOff)
        private float Get_dist(PointF A, PointF B, PointF C, float MaxOff)
        {
            //PointF A, PointF B,PointF C,求点A到B、C构成线段的中心点的距离
            float dist_off = GetDistanceFromPointAToMidpointOfLineSegmentBC(A,B,C);
            float dist_off = GetDistanceFromPointAToMidpointOfLineSegmentBC(A, B, C);
            //使用dist_off 跟 线段A、B的长度比较,如果大于1/2,则返回MaxOff,否则按照比例返回
            float dist_len = Get_dist(B, C);
            if (dist_len < 5) dist_len = 5;
            float dist_add = (dist_off / dist_len>0.5?MaxOff:dist_off/dist_len*2*MaxOff);
            float dist_add = (dist_off / dist_len > 0.5 ? MaxOff : dist_off / dist_len * 2 * MaxOff);
            float dx = C.X - B.X;
            float dy = C.Y - B.Y;
            float dist = (float)Math.Sqrt(dx * dx + dy * dy);
            if (dist == 0) return Get_dist(A, B)+ dist_add;
            if (dist == 0) return Get_dist(A, B) + dist_add;
            float t = ((A.X - B.X) * dx + (A.Y - B.Y) * dy) / (dist * dist);
            if (t < 0) return Get_dist(A, B)+ dist_add;
            if (t > 1) return Get_dist(A, C)+ dist_add;
            if (t < 0) return Get_dist(A, B) + dist_add;
            if (t > 1) return Get_dist(A, C) + dist_add;
            float x = B.X + t * dx;
            float y = B.Y + t * dy;
            return Get_dist(A, new PointF(x, y))+ dist_add;
            return Get_dist(A, new PointF(x, y)) + dist_add;
        }
        private float GetDistanceFromPointAToMidpointOfLineSegmentBC(PointF A, PointF B, PointF C)