namespace HydroUI { /// /// 几何计算辅助类 /// internal class GraphHelper { public static Color getNodeColor(Colour colour, NodeViewModel node) { double value = 0; Color color = Color.Gray; switch (colour.Type) { case ColourType.节点自由压力: value = node.EN_PRESSURE; break; case ColourType.节点绝对压力: value = node.EN_HEAD; break; case ColourType.节点需水量: value = node.EN_DEMAND; break; } for (int i = 0; i < colour.Items.Count; i++) { if (colour.Items[i].DRange.IsInside(value)) { color = colour.Items[i].value; break; } } return color; } public static Color getLinkColor(Colour colour, LinkViewModel link) { double value = 0; Color color = Color.Gray; switch (colour.Type) { case ColourType.管线流量: value = link.EN_FLOW; break; case ColourType.管线流速: value = link.EN_VELOCITY; break; } for (int i = 0; i < colour.Items.Count; i++) { if (colour.Items[i].DRange.IsInside(value)) { color = colour.Items[i].value; break; } } return color; } public static long GetUlongByPoint(PointF ps, float delta = 20, int MaxY = 2000) { return (long)((int)(ps.X / delta) + ((int)Math.Round(ps.Y / delta)) * MaxY / delta); } public static List Get等分Nodes(PointF p1, PointF p2, int n) { // 计算线段长度 float len = (float)Math.Sqrt(Math.Pow(p2.X - p1.X, 2) + Math.Pow(p2.Y - p1.Y, 2)); if (len == 0) len = 0.00001f; // 计算单位向量 PointF u = new PointF((p2.X - p1.X) / len, (p2.Y - p1.Y) / len); // 计算间距 float d = len / (n + 1); // 计算n等分点 List nodes = new List(); for (int i = 1; i < n + 1; i++) { PointF node = new PointF(p1.X + i * d * u.X, p1.Y + i * d * u.Y); if (node.X == float.NaN || node.Y == float.NaN) node = p1; nodes.Add(node); } return nodes; } public static PointF getRotatePoint(float px, float py, PointF center, PointF x, PointF y) { PointF p = new PointF(px, py); return getRotatePoint(p, center, x, y); } private static PointF getRotatePoint(PointF p, PointF center, PointF x, PointF y) { float angle = (float)Math.Atan2(y.Y - x.Y, y.X - x.X); float distance = (float)Math.Sqrt(Math.Pow(p.X - center.X, 2) + Math.Pow(p.Y - center.Y, 2)); float rotationAngle = (float)(Math.Atan2(p.Y - center.Y, p.X - center.X) + angle); float rotatedX = center.X + distance * (float)Math.Cos(rotationAngle); float rotatedY = center.Y + distance * (float)Math.Sin(rotationAngle); return new PointF(rotatedX, rotatedY); } } }