2016-11-05 6 views
0

나는 javascript에 초보자이며 자바 스크립트 용 Google지도 API를 사용하고 있습니다.Google지도에 볼록한 선체 그리기

학교를위한 장소이며지도를 표시하고 위치를 얻고 위치를 업데이트하는 등의 작업 스크립트와 PHP 코드가 제공되었습니다.

우리의 임무는 convex hull 알고리즘을 구현하는 것입니다.

이 나는 ​​문제가있어 사항은 다음과 같습니다

  • 일부 개체의 데이터 구조에 내가 그들에게
  • 을 계산 한 후지도 선체의 선을 표시하는 방법

다음은 코드입니다.

function convexHull(){ 
    console.log("convexHull()"); 
    console.log(obj.length); 
    //check if there are more than one user, otherwise convex hull calculation would be useless 
    if(obj.length > 0){ 
     //lists with x-positions and y-positions 
     var pos_x = []; 
     var pos_y = []; 
     //fill the lists 
     for(var i = 0;i < obj.length; i++){ 
      pos_y.push(parseFloat(obj[i][1])); 
      pos_x.push(parseFloat(obj[i][2])); 
      console.log("point " + i + ": lat = " + pos_y[i] + ", lon = " + pos_x[i]); 
     } 
     //find lowest point index 
     var low_index = 0 
     for(var i = 1;i < obj.length; i++){ 
      if(pos_y[i] < pos_y[low_index]){ 
       low_index = i 
      } 
     } 
     var angle_list = [] 
     //make list of angles linked to index, the lowest point will not be in this list 
     for(var i = 0;i < obj.length; i++){ 
      if(i != low_index){ 
       var opos = pos_y[i] - pos_y[low_index]; 
       var adj = pos_x[i] - pos_x[low_index]; 
       //opos will always be positive, since the point with index low_index is the lowest point 
       if(adj > 0){ 
        var new_angle = Math.atan(opos/adj); 
        var list_item = {index:i, angle:new_angle}; 
        angle_list.push(list_item); 
       } 
       if(adj < 0){ 
        var new_angle = Math.atan(opos/adj)+ Math.PI; 
        var list_item = {index:i, angle:new_angle}; 
        angle_list.push(list_item); 
       } 
       if(adj == 0){ //if adj = 0, angle is 90 degrees 
        var new_angle = 90; 
        var list_item = {index:i, angle:new_angle}; 
        angle_list.push(list_item); 
       } 
      } 
     } 
     //sort angle_list by ascending angles 
     angle_list = angle_list.sort(function(a,b){return a.angle - b.angle;}); 
     for(var i=0;i< angle_list.length;i++){ 
      console.log("angle = " + angle_list[i].angle + ", index = " + angle_list[i].index); 
     } 
     //GRAHAM ALGORITHM STARTS HERE 
     //this list will hold all indexes of convex points 
     var final_list = []; 
     //put the lowest point in the angle_list 
     var list_item = {index:low_index, angle:0}; 
     angle_list.unshift(list_item); 

     //NEW STUFF HERE 
     //eerst het beginpunt met laagste y-coor invoegen 
     //english: inserting the starting point [lowest y coordinate] 
     final_list.unshift(angle_list[0]); 
     for(var i=2;i<angle_list.length;i++){ 
      var value = (((pos_x[angle_list[i-1].index]-pos_x[angle_list[i-2].index])*(pos_y[angle_list[(i)].index]-pos_y[angle_list[i-2].index]))-((pos_y[angle_list[i-1].index]-pos_y[angle_list[i-2].index])*(pos_x[angle_list[(i)].index]-pos_x[angle_list[i-2].index]))); 
      //left turn, this is good 
      if(value > 0){ 
       console.log("left turn"); 
       final_list.push(angle_list[i-1]); 
      } 
      //right turn, this is not good 
      if(value < 0){ 
       console.log("right turn"); 
       continue; 
      } 
      //points lie on a line 
      if(value == 0){ 
       final_list.push(angle_list[i-1]); 
       console.log("colinear"); 
      } 
     } 
    }  
    setTimeout(function(){convexHull();}, 5000); 
    console.log(final_list);//this is what the console outputs: [Object, Object, Object, Object, Object] I don't understand why it has this structure! 
    return final_list; 
} 
function DrawHull(final_list){ 
    for(var i = 0; i < final_list.length-1; i++){ 
     console.log(parseFloat(obj[final_list[i]])); 
     var p1 = new L.LatLng(parseFloat(obj[final_list[i]][1]),parseFloat(obj[final_list[i]][2])); 
     var p2 = new L.LatLng(parseFloat(obj[final_list[i+1]][1]),parseFloat(obj[final_list[i+1]][2])); 
     var pointList = [p1, p2]; 
     polylines.push(new L.polyline(pointList, { 
      color: 'yellow', 
      weight: 10, 
      opacity: 0.5, 
      smoothFactor: 1 
     }).addTo(mymap)); 
    } 
} 

내 주요 모양은 다음과 같습니다. 나는이 오류 때문에 var에 final_list이 구조 [객체, 객체, 객체, 객체, 객체 (어떤 콘솔 출력)

을 가지고 왜

getLocation(); 


var mymap = L.map('mapid').setView([51.0336851,3.7019778], 13); 
L.tileLayer('https://api.tiles.mapbox.com/v4/{id}/{z}/{x}/{y}.png?access_token={accessToken}', { 
    attribution: 'Map data &copy; <a href="http://openstreetmap.org">OpenStreetMap</a> contributors, <a href="http://creativecommons.org/licenses/by-sa/2.0/">CC-BY-SA</a>, Imagery © <a href="http://mapbox.com">Mapbox</a>', 
    maxZoom: 18, 
    id: 'mapbox.streets', 
    accessToken: //I deleted this, I figured it should stay private 
}).addTo(mymap); 

    DrawHull(convexHull()); //These two funcions and this line are the only things I wrote with my classmate [and his code is based on some code he found on the web and adjusted to our needs] 

Basicly은 내가 먼저 알고 싶은 것은 : catch되지 않은 형식 오류 : DrawHull에서 정의되지 않은 'length'속성을 읽을 수 없습니다.

올바른 방법으로 알고리즘을 구현했다고 생각하지만 테스트 할 수 없습니다.

추가 정보가 필요하면 언제든지 물어보십시오.이 질문을 만드는 방법에 대한 팁도 환영합니다. [이것은 첫 번째 질문입니다. 그래서 건설적인 피드백을 제공하면서 고려해보세요.]

답변

1

나는 스스로 고칠 수밖에 없었고, 사람들이 uppon을 우연히 발견하면 대답을 얻을 수 있도록 좋은 생각이었습니다. :)

코드는 다음과 같습니다.

function convexHull(){ 
    console.log("convexHull()"); 
    console.log(obj.length); 
    //check if there are more than one user, otherwise convex hull calculation would be useless 
    if(obj.length > 0){ 
     //lists with x-positions and y-positions 
     var pos_x = []; 
     var pos_y = []; 
     //fill the lists 
     for(var i = 0;i < obj.length; i++){ 
      pos_y.push(parseFloat(obj[i][1])); 
      pos_x.push(parseFloat(obj[i][2])); 
      console.log("point " + i + ": lat = " + pos_y[i] + ", lon = " + pos_x[i]); 
     } 
     //find lowest point index 
     var low_index = 0 
     for(var i = 1;i < obj.length; i++){ 
      if(pos_y[i] < pos_y[low_index]){ 
       low_index = i 
      } 
     } 
     var angle_list = [] 
     //make list of angles linked to index, the lowest point will not be in this list 
     for(var i = 0;i < obj.length; i++){ 
      if(i != low_index){ 
       var opos = pos_y[i] - pos_y[low_index]; 
       var adj = pos_x[i] - pos_x[low_index]; 
       //opos will always be positive, since the point with index low_index is the lowest point 
       if(adj > 0){ 
        var new_angle = Math.atan(opos/adj); 
        var list_item = {index:i, angle:new_angle}; 
        angle_list.push(list_item); 
       } 
       if(adj < 0){ 
        var new_angle = Math.atan(opos/adj)+ Math.PI; 
        var list_item = {index:i, angle:new_angle}; 
        angle_list.push(list_item); 
       } 
       if(adj == 0){ //if adj = 0, angle is 90 degrees 
        var new_angle = 90; 
        var list_item = {index:i, angle:new_angle}; 
        angle_list.push(list_item); 
       } 
      } 
     } 
     //sort angle_list bij ascending angles 
     angle_list = angle_list.sort(function(a,b){return a.angle - b.angle;}); 
     for(var i=0;i< angle_list.length;i++){ 
      console.log("angle = " + angle_list[i].angle + ", index = " + angle_list[i].index); 
     } 
     //GRAHAM ALGORITHM STARTS HERE 
     //this list will hold all indexes of convex points 
     var final_list = []; 
     //put the lowest point in the angle_list 
     var list_item = {index:low_index, angle:0}; 
     angle_list.unshift(list_item); 

     //NEW STUFF HERE 
     //eerst het beginpunt met laagste y-coor invoegen 
     final_list.unshift(angle_list[0]); 
     for(var i=2;i<angle_list.length;i++){ 
      var value = (((pos_x[angle_list[i-1].index]-pos_x[angle_list[i-2].index])*(pos_y[angle_list[(i)].index]-pos_y[angle_list[i-2].index]))-((pos_y[angle_list[i-1].index]-pos_y[angle_list[i-2].index])*(pos_x[angle_list[(i)].index]-pos_x[angle_list[i-2].index]))); 
      //left turn, this is good 
      if(value > 0){ 
       console.log("left turn"); 
       final_list.push(angle_list[i-1]); 
       if(i==angle_list.length-1)final_list.push(angle_list[i]); 
      } 
      //right turn, this is not good 
      if(value < 0){ 
       console.log("right turn"); 
       continue; 
      } 
      //points lie on a line 
      if(value == 0){ 
       final_list.push(angle_list[i-1]); 
       console.log("colinear"); 
      } 
     } 
    }  
    console.log(final_list);//dit is de output: [Object, Object, Object, Object, Object] 
    console.log("final_list length: " + Object.keys(final_list).length); 
    console.log("Drawing the hull now\n"); 
    //console.log("obj:" + obj + "\n"); 
    for(var i = 0; i < Object.keys(final_list).length-1; i++){ 
     //console.log("obj[final_list[i].index]\n" + parseFloat(obj[final_list[i].index])); 
     var p1 = new L.LatLng(parseFloat(obj[final_list[i].index][1]),parseFloat(obj[final_list[i].index][2])); 
     var p2 = new L.LatLng(parseFloat(obj[final_list[i+1].index][1]),parseFloat(obj[final_list[i+1].index][2])); 
     var pointList = [p1, p2]; 
     //adding the last line to close the hull 
     if(i == Object.keys(final_list).length-2){ 
      console.log("laatste punt bereikt"); 
      var p1 = new L.LatLng(parseFloat(obj[final_list[i+1].index][1]),parseFloat(obj[final_list[i+1].index][2])); 
      var p2 = new L.LatLng(parseFloat(obj[final_list[0].index][1]),parseFloat(obj[final_list[0].index][2]));//start 
      var pointList = [p1, p2]; 
     } 
     polylines.push(new L.polyline(pointList, { 
      color: 'yellow', 
      weight: 5, 
      opacity: 0.5, 
      smoothFactor: 1 
     }).addTo(mymap)); 
    } 
    setTimeout(function(){convexHull();}, 5000); 
    //L.polyline.setMap(null); 
} 
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