예제 #1
0
        // 绘制架空静态模型 FX 2014.04.04
        public override bool DrawOver(out IModelPoint mp, out IModel fmodel, out IModel smodel)
        {
            mp     = null;
            fmodel = null;
            smodel = null;
            try
            {
                double x;
                double num5;
                double y;
                double num7;
                double num8;
                double num9;
                Vector vector;
                Vector vector2;
                Vector vector3;
                double num = -999999.99;  // 相关管线中心Z坐标最小值
                double z   = 0.0;
                if ((this._conns != null) && (this._conns.Length > 0))
                {
                    num = this._conns[Vector.MinZ(this._conns)].Z - (this._sections[0].Diameter / 2.0);
                    z   = this._conns[0].Z;
                }
                if ((this._isScale && (this._sections != null)) && (this._sections.Length > 0))
                {
                    int index = PipeSection.MaxSection(this._sections);
                    base._scaleX = base._scaleY = base._scaleZ = this._sections[index].Diameter * 1.05;
                }
                if ((this._isRotate && (this._directions != null)) && (this._directions.Length > 0))
                {
                    switch (this._directions.Length)
                    {
                    case 1:
                        if (this._directions[0].Z > 0)
                        {
                            base._rotateY = -Maths.AngleTan(new Vector(-this._directions[0].X, -this._directions[0].Y, 0.0).Length, -this._directions[0].Z);
                        }
                        else
                        {
                            base._rotateY = -Maths.AngleTan(new Vector(this._directions[0].X, this._directions[0].Y, 0.0).Length, this._directions[0].Z);
                        }
                        if (this._FLAG == 1)
                        {
                            base._rotateZ = this._yaw;
                        }
                        else
                        {
                            base._rotateZ = Maths.AngleTan(this._directions[0].X, this._directions[0].Y);
                            if (this._FLAG == -1)
                            {
                                base._rotateX = this._pitch;
                            }
                        }
                        //base._rotateZ = Maths.AngleTan(this._directions[0].X, this._directions[0].Y);
                        //base._rotateY = -Maths.AngleTan(new Vector(this._directions[0].X, this._directions[0].Y, 0.0).Length, this._directions[0].Z);
                        goto Label_02E2;

                    case 2:
                        x       = this._directions[0].X;
                        y       = this._directions[0].Y;
                        num8    = this._directions[0].Z;
                        num5    = this._directions[1].X;
                        num7    = this._directions[1].Y;
                        num9    = this._directions[1].Z;
                        vector2 = new Vector(x, y, 0.0).UnitVector();
                        vector3 = new Vector(num5, num7, 0.0).UnitVector();
                        //if ((vector2 + vector3).Length >= 0.08)
                        if ((vector2 + vector3).Length >= 0.04)
                        {
                            goto Label_0229;
                        }
                        vector = vector2;
                        goto Label_023E;

                    case 3:
                        goto Label_02E2;
                    }
                }
                goto Label_02E2;
Label_0229:
                vector = (-vector2 + vector3).UnitVector();
Label_023E:
                //base._rotateZ = Maths.AngleTan(vector.X, vector.Y);
                vector2 = new Vector(x, y, num8).UnitVector();
                vector3 = new Vector(num5, num7, num9).UnitVector();
                //if ((vector2 + vector3).Length < 0.08)
                if ((vector2 + vector3).Length < 0.04)
                {
                    vector = vector2;
                }
                else
                {
                    if ((vector2.Z - vector3.Z) < 0)
                    {
                        vector = (-vector2 + vector3).UnitVector();
                    }
                    else
                    {
                        vector = (vector2 - vector3).UnitVector();
                    }
                    //vector = (-vector2 + vector3).UnitVector();
                }
                //base._rotateY = -Maths.AngleTan(new Vector(vector.X, vector.Y, 0.0).Length, vector.Z);
                if (vector.Z > 0)
                {
                    base._rotateY = -Maths.AngleTan(new Vector(-vector.X, -vector.Y, 0.0).Length, -vector.Z);
                }
                else
                {
                    base._rotateY = -Maths.AngleTan(new Vector(vector.X, vector.Y, 0.0).Length, vector.Z);
                }
                if (this._FLAG == 1)
                {
                    base._rotateZ = this._yaw;
                }
                else
                {
                    base._rotateZ = Maths.AngleTan(vector.X, vector.Y);
                    if (this._FLAG == -1)
                    {
                        //if (((this._pitch * 180) / 3.1415926535897931) < 3 || Math.Abs((this._pitch * 180) / 3.1415926535897931 - 180) < 3)
                        //{
                        //}
                        //else
                        //{
                        //    base._rotateZ = this._yaw ;
                        //}
                        if (base._rotateZ > 0)
                        {
                            base._rotateX = this._pitch;
                        }
                        else
                        {
                            base._rotateX = this._pitch;
                        }
                    }
                }
Label_02E2:
                if (this._isFollowSurfH)
                {
                    base._z = this._surfH;
                }
                else
                {
                    base._z = z;
                }
                if (this._isStrechZ)
                {
                    if (((this._conns != null) && (this._conns.Length > 0)) && (this._bottomH > num))
                    {
                        this._bottomH = num - 0.5;
                    }
                    base._scaleZ = (this._surfH - this._bottomH) / 2.0;
                    if (base._scaleZ <= 0.0)
                    {
                        base._scaleZ = 1.0;
                    }
                }
                if (this._isBillboardZ)
                {
                    if (this._angleZ == -1.0)
                    {
                        Vector vector4 = null;
                        if (this._directions.Length == 2)
                        {
                            vector4 = (this._directions[0] - this._directions[1]).UnitVector();
                        }
                        else
                        {
                            vector4 = this._directions[0];
                        }
                        this._angleZ  = (vector4.CalcDirection() * 180.0) / 3.1415926535897931;
                        base._rotateZ = vector4.CalcDirection();
                    }
                    else
                    {
                        base._rotateZ = (3.1415926535897931 * (this._angleZ + 90.0)) / 180.0;
                    }
                }
                mp     = this.GetModelPoint();
                fmodel = this._fmodel;
                smodel = this._smodel;
                return(true);
            }
            catch (Exception exception)
            {
                return(false);
            }
        }
예제 #2
0
        // 根据数据做改变 FX 2014.04.04
        public override bool Draw(out IModelPoint mp, out IModel fmodel, out IModel smodel)
        {
            mp     = null;
            fmodel = null;
            smodel = null;
            try
            {
                double x;
                double num5;
                double y;
                double num7;
                double num8;
                double num9;
                Vector vector;
                Vector vector2;
                Vector vector3;
                double num = -999999.99; // 相关管线中心Z坐标最小值
                double z   = base._z;
                //double z = 0.0;
                if ((this._conns != null) && (this._conns.Length > 0))
                {
                    num = this._conns[Vector.MinZ(this._conns)].Z - (this._sections[0].Diameter / 2.0);
                    z   = this._conns[0].Z;
                }
                if ((this._isScale && (this._sections != null)) && (this._sections.Length > 0))
                {
                    int index = PipeSection.MaxSection(this._sections);
                    //base._scaleX = base._scaleY = base._scaleZ = this._sections[index].Diameter * 1.05;
                    if (this._isValve)
                    {
                        base._scaleX = base._scaleY = base._scaleZ = this._sections[index].Diameter * 1.05;
                    }
                    else
                    {
                        base._scaleX = base._scaleY = base._scaleZ = this._sections[index].Diameter * 1.2;
                    }
                    // 井\篦子模型随管径变化比例不小于1
                    if (base._scaleX <= 1.0)
                    {
                        if (this._isWell)
                        {
                            base._scaleX = base._scaleY = base._scaleZ = 1.0;
                        }
                    }
                }
                if ((this._isRotate && (this._directions != null)) && (this._directions.Length > 0))
                {
                    switch (this._directions.Length)
                    {
                    case 1:
                        base._rotateZ = Maths.AngleTan(this._directions[0].X, this._directions[0].Y);
                        base._rotateY = -Maths.AngleTan(new Vector(this._directions[0].X, this._directions[0].Y, 0.0).Length, this._directions[0].Z);
                        goto Label_02E2;

                    case 2:
                        x       = this._directions[0].X;
                        y       = this._directions[0].Y;
                        num8    = this._directions[0].Z;
                        num5    = this._directions[1].X;
                        num7    = this._directions[1].Y;
                        num9    = this._directions[1].Z;
                        vector2 = new Vector(x, y, 0.0).UnitVector();
                        vector3 = new Vector(num5, num7, 0.0).UnitVector();
                        if ((vector2 + vector3).Length >= 0.08)
                        {
                            goto Label_0229;
                        }
                        vector = vector2;
                        goto Label_023E;

                    case 3:
                        Vector v1;
                        Vector v2;
                        double a1       = Math.Abs(Vector.CalcAngle(this._directions[0], this._directions[1]));
                        double a2       = Math.Abs(Vector.CalcAngle(this._directions[1], this._directions[2]));
                        double a3       = Math.Abs(Vector.CalcAngle(this._directions[0], this._directions[2]));
                        double angleMax = Math.Max(Math.Max(a1, a2), a3);
                        if (angleMax == a1)
                        {
                            v1 = this._directions[0];
                            v2 = this._directions[1];
                        }
                        else
                        {
                            if (angleMax == a2)
                            {
                                v1 = this._directions[1];
                                v2 = this._directions[2];
                            }
                            else
                            {
                                v1 = this._directions[0];
                                v2 = this._directions[2];
                            }
                        }
                        x       = v1.X;
                        y       = v1.Y;
                        num8    = v1.Z;
                        num5    = v2.X;
                        num7    = v2.Y;
                        num9    = v2.Z;
                        vector2 = new Vector(x, y, 0.0).UnitVector();
                        vector3 = new Vector(num5, num7, 0.0).UnitVector();
                        if ((vector2 + vector3).Length >= 0.08)
                        {
                            goto Label_0229;
                        }
                        vector = vector2;
                        goto Label_023E;
                    }
                }
                goto Label_02E2;
Label_0229:
                vector = (-vector2 + vector3).UnitVector();
Label_023E:
                base._rotateZ = Maths.AngleTan(vector.X, vector.Y);
                vector2       = new Vector(x, y, num8).UnitVector();
                vector3       = new Vector(num5, num7, num9).UnitVector();
                if ((vector2 + vector3).Length < 0.08)
                {
                    vector = vector2;
                }
                else
                {
                    vector = (-vector2 + vector3).UnitVector();
                }
                base._rotateY = -Maths.AngleTan(new Vector(vector.X, vector.Y, 0.0).Length, vector.Z);
Label_02E2:
                if (this._isFollowSurfH)
                {
                    base._z = this._surfH;
                }
                else
                {
                    if (!this._isWell)
                    {
                        base._z = z;
                    }
                    //base._z = z;
                }
                if (this._isStrechZ)
                {
                    if (((this._conns != null) && (this._conns.Length > 0)) && (this._bottomH > num))
                    {
                        this._bottomH = num - 0.5;
                        base._z       = (this._bottomH + this._topH) / 2.0;
                    }
                    // 数据中用井顶井底高程计算
                    //base._scaleZ = (this._surfH - this._bottomH) / 2.0;
                    base._scaleZ = this._topH - this._bottomH;
                    if (base._scaleZ <= 0.0)
                    {
                        base._scaleZ = 1.0;
                    }
                }
                if (this._isBillboardZ)
                {
                    // 绕Z轴旋转
                    switch (this._directions.Length)
                    {
                    case 1:
                        base._rotateZ = Maths.AngleTan(this._directions[0].X, this._directions[0].Y);
                        break;

                    case 2:
                        x       = this._directions[0].X;
                        y       = this._directions[0].Y;
                        num8    = this._directions[0].Z;
                        num5    = this._directions[1].X;
                        num7    = this._directions[1].Y;
                        num9    = this._directions[1].Z;
                        vector2 = new Vector(x, y, 0.0).UnitVector();
                        vector3 = new Vector(num5, num7, 0.0).UnitVector();
                        if ((vector2 + vector3).Length >= 0.08)
                        {
                            vector = (-vector2 + vector3).UnitVector();
                        }
                        else
                        {
                            vector = vector2;
                        }
                        base._rotateZ = Maths.AngleTan(vector.X, vector.Y);
                        break;

                    case 3:
                        Vector v1;
                        Vector v2;
                        double a1       = Math.Abs(Vector.CalcAngle(this._directions[0], this._directions[1]));
                        double a2       = Math.Abs(Vector.CalcAngle(this._directions[1], this._directions[2]));
                        double a3       = Math.Abs(Vector.CalcAngle(this._directions[0], this._directions[2]));
                        double angleMax = Math.Max(Math.Max(a1, a2), a3);
                        if (angleMax == a1)
                        {
                            v1 = this._directions[0];
                            v2 = this._directions[1];
                        }
                        else
                        {
                            if (angleMax == a2)
                            {
                                v1 = this._directions[1];
                                v2 = this._directions[2];
                            }
                            else
                            {
                                v1 = this._directions[0];
                                v2 = this._directions[2];
                            }
                        }
                        x       = v1.X;
                        y       = v1.Y;
                        num8    = v1.Z;
                        num5    = v2.X;
                        num7    = v2.Y;
                        num9    = v2.Z;
                        vector2 = new Vector(x, y, 0.0).UnitVector();
                        vector3 = new Vector(num5, num7, 0.0).UnitVector();
                        if ((vector2 + vector3).Length >= 0.08)
                        {
                            vector = (-vector2 + vector3).UnitVector();
                        }
                        else
                        {
                            vector = vector2;
                        }
                        //base._rotateZ = Maths.AngleTan(vector.X, vector.Y);
                        // 天门地下管网系统里面下水篦子默认朝向是南北朝向,三通位置在计算按管线方向绕Z轴旋转后还要再转90°
                        double rotateangle = Maths.AngleTan(vector.X, vector.Y);
                        base._rotateZ = rotateangle + (90 * 3.1415926) / 180;
                        break;
                    }
                    //if (this._angleZ == -1.0)
                    //{
                    //    Vector vector4 = null;
                    //    if (this._directions.Length == 2)
                    //    {
                    //        vector4 = (this._directions[0] - this._directions[1]).UnitVector();
                    //    }
                    //    else
                    //    {
                    //        vector4 = this._directions[0];
                    //    }
                    //    this._angleZ = (vector4.CalcDirection() * 180.0) / 3.1415926535897931;
                    //    base._rotateZ = vector4.CalcDirection();
                    //}
                    //else
                    //{
                    //    base._rotateZ = (3.1415926535897931 * (this._angleZ + 90.0)) / 180.0;
                    //}
                }
                mp     = this.GetModelPoint();
                fmodel = this._fmodel;
                smodel = this._smodel;
                return(true);
            }
            catch (Exception exception)
            {
                return(false);
            }
        }