类名 common/sketchEditor/base/SketchSnappingTool.js
import * as turf from '@turf/turf'
import {
  Point,
  Polygon,
  LineString,
  MultiLineString,
  SpatialReference
} from '../../base/geometry'
import GeometryEngine from '../../base/geometry/GeometryEngine'
import { Projection } from '../../base'
import { defaultValue } from '../../util'
/**
 * 草图捕捉工具类
 * @class SketchPolygonDrawTool
 * @moduleEX SketchEditorModule
 * @param {Object} options 构造参数
 * @param {Object}  [options.pixelTolerance]  容差(像素单位)
 * @param {Object}  [options.tolerance]  容差(米单位)
 * @param {Object}  [options.isSnapVertex]  是否自动捕捉顶点
 * @param {Object}  [options.isSnapVertexInLine]  是否自动捕捉线上的点
 * @param {Object}  [options.isSnapPerpendicular]  是否自动捕捉垂点
 * @param {Object}  [options.isSnapParallel]  是否自动捕捉水平交点
 */

class SketchSnappingTool {
  constructor(options) {
    /**
     * 像素容差
     * @member {Number} SketchSnappingTool.prototype.pixelTolerance
     */
    this.pixelTolerance = 10
    /**
     * 容差(米单位)
     * @member {Number} SketchSnappingTool.prototype.tolerance
     */
    this.tolerance = 5
    /**
     *斜率容差
     * @member {Number} SketchSnappingTool.prototype.toleranceSlope
     */
    this.toleranceSlope = 0.02
    /**
     *是否自动捕捉顶点
     * @member {Boolean} SketchSnappingTool.prototype.isSnapVertex
     */
    this.isSnapVertex = false
    /**
     *是否自动捕捉顶点重合
     * @member {Boolean} SketchSnappingTool.prototype.isSnapVertexCoincident
     */
    this.isSnapVertexCoincident = defaultValue(
      options.isSnapVertexCoincident,
      false
    )
    /**
     *是否自动捕捉线上的点
     * @member {Boolean} SketchSnappingTool.prototype.isSnapVertexInLine
     */
    this.isSnapVertexInLine = defaultValue(options.isSnapVertexInLine, false)
    /**
     *是否自动捕捉垂线垂点
     * @member {Boolean} SketchSnappingTool.prototype.isSnapPerpendicular
     */
    this.isSnapPerpendicular = defaultValue(options.isSnapPerpendicular, false)
    /**
     *是否自动捕捉平行线
     * @member {Boolean} SketchSnappingTool.prototype.isSnapParallel
     */
    this.isSnapParallel = defaultValue(options.isSnapParallel, false)
    /**
     *是否捕捉正在绘制的图形的边界
     * @member {Boolean} SketchSnappingTool.prototype.snapSketchGeometry
     */
    this.snapSketchGeometry = defaultValue(options.snapSketchGeometry, false)

    this._view = defaultValue(options.view, null)
  }

  setSnapOption(snapOption) {
    this.isSnapVertexCoincident =
      snapOption.isSnapVertexCoincident !== undefined
        ? snapOption.isSnapVertexCoincident
        : this.isSnapVertexCoincident
    this.isSnapVertexInLine =
      snapOption.isSnapVertexInLine !== undefined
        ? snapOption.isSnapVertexInLine
        : this.isSnapVertexInLine
    this.isSnapParallel =
      snapOption.isSnapParallel !== undefined
        ? snapOption.isSnapParallel
        : this.isSnapParallel
    this.isSnapPerpendicular =
      snapOption.isSnapPerpendicular !== undefined
        ? snapOption.isSnapPerpendicular
        : this.isSnapPerpendicular
    this.snapSketchGeometry =
      snapOption.snapSketchGeometry !== undefined
        ? snapOption.snapSketchGeometry
        : this.snapSketchGeometry
  }

  /**
   * 绘制时捕捉
   * @param {Point} targetPoint 捕获结果
   * @param {LineString} targetLine 捕获结果
   * @param {Array} pointArray 被捕获的面端点数组
   * @param {Array} lineSlopes 被捕获的面线段斜率
   * @return {Object} 捕获结果
   */
  snapGeometries(targetPoint, moveLine, geometries, tolerance) {
    let coordinateArray
    const snapResult = {}
    const coincidentPoints = []
    let pointInLines = []
    let parallelLines = []
    let perpendicularLines = []
    geometries.forEach((geometry) => {
      if (geometry instanceof Polygon) {
        coordinateArray = geometry.coordinates[0]
      } else if (geometry instanceof LineString) {
        coordinateArray = geometry.coordinates
      } else if (geometry instanceof Point) {
        coordinateArray = [geometry.coordinates]
      }
      const result = this.drawingSnap(
        targetPoint,
        moveLine,
        coordinateArray,
        tolerance
      )
      if (result.coincidentPoint) {
        coincidentPoints.push(result.coincidentPoint)
      }
      if (result.pointInLines) {
        pointInLines = pointInLines.concat(result.pointInLines)
      }
      if (result.parallelLines) {
        parallelLines = parallelLines.concat(result.parallelLines)
      }
      if (result.perpendicularLines) {
        perpendicularLines = perpendicularLines.concat(
          result.perpendicularLines
        )
      }
    })
    snapResult.coincidentPoint = this._getBestResult(
      coincidentPoints,
      targetPoint
    )
    snapResult.pointInLine = this._getBestResult(pointInLines, targetPoint)
    snapResult.parallelLine = this._getBestResult(parallelLines, targetPoint)
    snapResult.perpendicularLine = this._getBestResult(
      perpendicularLines,
      targetPoint
    )
    // 同时满足点在线上和平行
    if (snapResult.pointInLine && snapResult.parallelLine) {
      let realPoint = this.getLineCrossPoint(
        snapResult.pointInLine.line,
        new LineString({
          coordinates: [
            moveLine.coordinates[0],
            snapResult.parallelLine.realPoint.coordinates
          ],
          spatialReference: targetPoint.spatialReference
        })
      )
      if (realPoint) {
        if (targetPoint.coordinates.length === 3) {
          const hight = this._getHight()
          realPoint = new Point({
            coordinates: [...realPoint.coordinates, hight],
            spatialReference: targetPoint.spatialReference
          })
        }
        snapResult.inLineAndParallel = {
          realPoint,
          lines: [snapResult.pointInLine.line, snapResult.parallelLine.line],
          symbolGeometry: snapResult.parallelLine.symbolGeometry
        }
      }
    }
    if (snapResult.pointInLine && snapResult.perpendicularLine) {
      let realPoint = this.getLineCrossPoint(
        snapResult.pointInLine.line,
        new LineString({
          coordinates: [
            moveLine.coordinates[0],
            snapResult.perpendicularLine.realPoint.coordinates
          ],
          spatialReference: targetPoint.spatialReference
        })
      )
      if (realPoint) {
        if (targetPoint.coordinates.length === 3) {
          const hight = this._getHight()
          realPoint = new Point({
            coordinates: [...realPoint.coordinates, hight],
            spatialReference: targetPoint.spatialReference
          })
        }
        snapResult.inLineAndPerpendicular = {
          realPoint,
          lines: [
            snapResult.pointInLine.line,
            snapResult.perpendicularLine.line
          ],
          symbolGeometry: snapResult.perpendicularLine.symbolGeometry
        }
      }
    }
    return snapResult
  }

  getLineCrossPoint(line1, line2) {
    const point1 = {
      x: line1.coordinates[0][0],
      y: line1.coordinates[0][1]
    }
    const point2 = {
      x: line1.coordinates[1][0],
      y: line1.coordinates[1][1]
    }
    const point3 = {
      x: line2.coordinates[0][0],
      y: line2.coordinates[0][1]
    }
    const point4 = {
      x: line2.coordinates[1][0],
      y: line2.coordinates[1][1]
    }
    const x =
      ((point3.x - point4.x) * (point2.x * point1.y - point1.x * point2.y) -
        (point1.x - point2.x) * (point4.x * point3.y - point3.x * point4.y)) /
      ((point3.x - point4.x) * (point1.y - point2.y) -
        (point1.x - point2.x) * (point3.y - point4.y))
    const y =
      ((point3.y - point4.y) * (point2.y * point1.x - point1.y * point2.x) -
        (point1.y - point2.y) * (point4.y * point3.x - point3.y * point4.x)) /
      ((point3.y - point4.y) * (point1.x - point2.x) -
        (point1.y - point2.y) * (point3.x - point4.x))
    let crossPoint = undefined
    if (
      !isNaN(x) &&
      !isNaN(y) &&
      x <= Math.max(point3.x, point4.x) &&
      x >= Math.min(point3.x, point4.x) &&
      y <= Math.max(point3.y, point4.y) &&
      y >= Math.min(point3.y, point4.y)
    ) {
      crossPoint = new Point({
        coordinates: [x, y],
        spatialReference: line1.spatialReference
      })
    }
    return crossPoint
  }

  drawingSnap(targetPoint, targetLine, pointArray, tolerance) {
    this.tolerance = tolerance
    const spatialReference = targetLine.spatialReference
    targetPoint = this._convertReference(targetPoint)
    targetLine = this._convertReference(targetLine)
    const snapGeometry = this.getSnapGeometryByPointArray(
      pointArray,
      spatialReference
    )
    const snapResult = {}
    if (this.isSnapVertexCoincident) {
      // 捕捉顶点重合
      snapResult.coincidentPoint = this.pointCoincident(
        targetPoint,
        snapGeometry.points,
        spatialReference
      )
    }
    if (this.isSnapVertexInLine) {
      // 捕捉点在线上
      if (!snapResult.coincidentPoint) {
        snapResult.pointInLines = this.getPointInLines(
          targetPoint,
          snapGeometry.lines,
          spatialReference
        )
      }
    }
    if (this.isSnapParallel) {
      // 捕捉平行线
      snapResult.parallelLines = this.getParallelLine(
        targetPoint,
        targetLine,
        snapGeometry.lines,
        spatialReference
      )
    }
    if (this.isSnapPerpendicular) {
      // 捕捉垂线垂点
      snapResult.perpendicularLines = this.getPerpendicularLine(
        targetPoint,
        targetLine,
        snapGeometry.lines,
        spatialReference
      )
    }
    return snapResult
  }

  _getBestResult(resultItem, targetPoint) {
    let bestItem = undefined
    let minDistance = 0
    resultItem.forEach((item, i) => {
      const distance = GeometryEngine.distance(item.realPoint, targetPoint)
      if (i === 0) {
        bestItem = item
        minDistance = distance
      } else {
        if (distance < minDistance) {
          minDistance = distance
          bestItem = item
        }
      }
    })
    return bestItem
  }

  getSnapGeometryByPointArray(pointArray, spatialReference) {
    const points = []
    const lines = []
    pointArray.forEach((coord, index) => {
      const point = this._convertReference(
        new Point({
          coordinates: coord,
          spatialReference
        })
      )
      points.push(point)
      if (index > 0) {
        const line = this._convertReference(
          new LineString({
            coordinates: [pointArray[index - 1], pointArray[index]],
            spatialReference
          })
        )
        lines.push(line)
      }
    })
    return { points, lines }
  }

  _convertReference(geometry) {
    if (!geometry.isWSG48) {
      let newGeometry = geometry.clone()
      newGeometry = Projection.project(
        newGeometry,
        new SpatialReference('EPSG:4326')
      )
      return newGeometry
    } else {
      return geometry
    }
  }

  getDistance(point1, point2) {
    const distance = turf.distance(turf.point(point1), turf.point(point2), {
      units: 'kilometers'
    })
    return distance * 1000
  }

  /**
   * 两点是否重合
   * @param {Point} targetPoint
   * @param {Array} points
   */
  pointCoincident(targetPoint, points) {
    let containPoint = undefined
    const targetScreenPoint = this._view.toScreen(targetPoint)
    for (let i = 0; i < points.length; i++) {
      const screenPoint = this._view.toScreen(points[i])
      if (
        Math.sqrt(
          Math.pow(targetScreenPoint.x - screenPoint.x, 2) +
            Math.pow(targetScreenPoint.y - screenPoint.y, 2)
        ) <= this.pixelTolerance
      ) {
        if (
          targetPoint.coordinates.length === 3 &&
          points[i].coordinates.length < 3
        ) {
          containPoint = new Point({
            coordinates: [...points[i].coordinates, this._getHight()],
            spatialReference: this._getHight().spatialReference
          })
        } else {
          containPoint = points[i]
        }
        break
      }
    }
    return containPoint ? { realPoint: containPoint } : undefined
  }

  /**
   *捕获目标点所在在多个被捕获的直线上,返回被捕获的的直线
   * @param {Point} targetPoint
   * @param {Array} lines
   * @return {Object} 被捕获的的直线对象
   */
  getPointInLines(targetPoint, lines, spatialReference) {
    const containLines = []
    lines.forEach((line) => {
      // 计算容差范围内点到线的垂点
      const inLineResult = this.getPerpendicularPoint(
        targetPoint,
        new Point({
          coordinates: line.coordinates[0],
          spatialReference
        }),
        new Point({
          coordinates: line.coordinates[1],
          spatialReference
        })
      )
      if (inLineResult) {
        line = Projection.project(line, spatialReference)
        containLines.push({
          line,
          realPoint: inLineResult.realPoint,
          deltaTolerance: inLineResult.deltaTolerance
        })
      }
    })
    return containLines
  }

  // 根据点坐标和直线,获取垂足坐标
  getPerpendicularPoint(targetPoint, targetLinePoint1, targetLinePoint2) {
    // const point = this._view.toScreen(targetPoint)
    // const linePoint1 = this._view.toScreen(targetLinePoint1)
    // const linePoint2 = this._view.toScreen(targetLinePoint2)
    const point = {
      x: targetPoint.coordinates[0],
      y: targetPoint.coordinates[1]
    }
    const linePoint1 = {
      x: targetLinePoint1.coordinates[0],
      y: targetLinePoint1.coordinates[1]
    }
    const linePoint2 = {
      x: targetLinePoint2.coordinates[0],
      y: targetLinePoint2.coordinates[1]
    }
    let perpendicularPoint
    let x
    let y
    if (linePoint2.x !== linePoint1.x) {
      const k = (linePoint2.y - linePoint1.y) / (linePoint2.x - linePoint1.x)
      x =
        (k * k * linePoint1.x + k * (point.y - linePoint1.y) + point.x) /
        (k * k + 1)
      y = k * (x - linePoint1.x) + linePoint1.y
    } else {
      x =
        (targetLinePoint1.coordinates[0] + targetLinePoint2.coordinates[0]) / 2
      y = targetPoint.coordinates[1]
    }
    if (targetPoint.coordinates.length === 3) {
      const hight = this._getHight()
      perpendicularPoint = new Point({
        coordinates: [x, y, hight],
        spatialReference: targetPoint.spatialReference
      })
    } else {
      perpendicularPoint = new Point({
        coordinates: [x, y],
        spatialReference: targetPoint.spatialReference
      })
    }
    const endScreenPoint = this._view.toScreen(perpendicularPoint)
    const startScreenPoint = this._view.toScreen(targetPoint)
    const deltaPixel = Math.sqrt(
      Math.pow(startScreenPoint.x - endScreenPoint.x, 2) +
        Math.pow(startScreenPoint.y - endScreenPoint.y, 2)
    )
    const valid = deltaPixel <= this.pixelTolerance
    return valid
      ? {
          realPoint: perpendicularPoint,
          deltaTolerance: deltaPixel
        }
      : null
  }

  /**
   * 获取目标直线的平行线捕获结果。判断目标直线与被捕获的直线是否平行,返回平行线结果
   * @private
   * @param {Point} targetPoint
   * @param {LineString} targetLine 目标直线
   * @param {Array} lines 被捕获的直线对象
   * @param {Array} lineSlopes 被捕获的直线斜率
   * @return {Object} 平行线捕获结果
   */
  getParallelLine(targetPoint, targetLine, lines, spatialReference) {
    const parallelLines = []
    if (lines && lines.length > 0) {
      lines.forEach((line) => {
        const linePoint1 = new Point({
          coordinates: line.coordinates[0],
          spatialReference
        })
        const linePoint2 = new Point({
          coordinates: line.coordinates[1],
          spatialReference
        })
        const parallelResult = this.getParallelPoint(
          targetPoint,
          new Point({
            coordinates: targetLine.coordinates[0],
            spatialReference
          }),
          linePoint1,
          linePoint2,
          'parallel'
        )
        if (parallelResult) {
          const realPoint = parallelResult.realPoint
          const symbolGeometry = this._getParallelSymbolGeometry(
            linePoint1,
            linePoint2
          )
          parallelLines.push({
            line,
            symbolGeometry,
            realPoint,
            deltaTolerance: parallelResult.deltaTolerance
          })
        }
      })
    }
    return parallelLines.length > 0 ? parallelLines : undefined
  }

  // 计算平行或垂直时的标准坐标
  getParallelPoint(
    targetPoint,
    targetLastPoint,
    targetLinePoint1,
    targetLinePoint2,
    type = 'parallel'
  ) {
    // const point = this._view.toScreen(targetPoint)
    // const lastPoint = this._view.toScreen(targetLastPoint)
    // const linePoint1 = this._view.toScreen(targetLinePoint1)
    // const linePoint2 = this._view.toScreen(targetLinePoint2)
    const point = {
      x: targetPoint.coordinates[0],
      y: targetPoint.coordinates[1]
    }
    const lastPoint = {
      x: targetLastPoint.coordinates[0],
      y: targetLastPoint.coordinates[1]
    }
    const linePoint1 = {
      x: targetLinePoint1.coordinates[0],
      y: targetLinePoint1.coordinates[1]
    }
    const linePoint2 = {
      x: targetLinePoint2.coordinates[0],
      y: targetLinePoint2.coordinates[1]
    }
    // 计算point,lastPoint的长度
    const distance = Math.sqrt(
      Math.pow(point.x - lastPoint.x, 2) + Math.pow(point.y - lastPoint.y, 2)
    )
    // 计算点(point)到直线(lineP1、lineP2)的距离
    const isTolerance = function (point, lineP1, lineP2, pixelTolerance) {
      const pointToLineD =
        Math.abs(
          (lineP2.x - lineP1.x) * (point.x - lineP1.x) +
            (lineP2.y - lineP1.y) * (point.y - lineP1.y)
        ) /
        Math.sqrt(
          Math.pow(lineP2.x - lineP1.x, 2) + Math.pow(lineP2.y - lineP1.y, 2)
        )
      return pointToLineD <= pixelTolerance
    }

    let k
    let kValid = true
    let x
    let y
    if (type === 'parallel') {
      if (linePoint2.x === linePoint1.x) {
        kValid = false
        x = lastPoint.x
        if (point.y > lastPoint.y) {
          y = lastPoint.y + distance
        } else {
          y = lastPoint.y - distance
        }
      } else {
        k = (linePoint2.y - linePoint1.y) / (linePoint2.x - linePoint1.x)
      }
    } else if (type === 'perpendicular') {
      if (linePoint2.y === linePoint1.y) {
        kValid = false
        y = lastPoint.y
        if (point.x > lastPoint.x) {
          x = lastPoint.x + distance
        } else {
          x = lastPoint.x - distance
        }
      } else {
        k = -(linePoint2.x - linePoint1.x) / (linePoint2.y - linePoint1.y)
      }
    }
    if (kValid) {
      const b = lastPoint.y - k * lastPoint.x
      // 第二步:求得在直线y=kx+b上,距离当前坐标距离为L的某点
      const H = Math.pow(k, 2) + 1 // A=k^2+1;
      const I = 2 * ((b - lastPoint.y) * k - lastPoint.x) // B=2[(b-y0)k-x0];
      const J =
        Math.pow(b - lastPoint.y, 2) +
        Math.pow(lastPoint.x, 2) -
        Math.pow(distance, 2)
      const Dx1 = (-I + Math.sqrt(Math.pow(I, 2) - 4 * H * J)) / (2 * H)
      const Dx2 = (-I - Math.sqrt(Math.pow(I, 2) - 4 * H * J)) / (2 * H)
      x = 0 // 最后确定是在已知两点之间的某点
      if ((point.x - lastPoint.x) * (Dx1 - lastPoint.x) > 0) {
        x = Dx1
      } else {
        x = Dx2
      }
      y = k * x + b
      // parallelPoint = this._view.toMap({ x, y })
    }
    // 临时
    if (isNaN(x) || isNaN(x)) {
      return null
    }
    let parallelPoint
    if (targetPoint.coordinates.length === 3) {
      const hight = this._getHight()
      parallelPoint = new Point({
        coordinates: [x, y, hight],
        spatialReference: point.spatialReference
      })
    } else {
      parallelPoint = new Point({
        coordinates: [x, y],
        spatialReference: point.spatialReference
      })
    }

    // const deltaPixel = Math.sqrt(
    //   Math.pow(point.x - x, 2) + Math.pow(point.y - y, 2)
    // )
    const endScreenPoint = this._view.toScreen(parallelPoint)
    const startScreenPoint = this._view.toScreen(targetPoint)
    const deltaPixel = Math.sqrt(
      Math.pow(startScreenPoint.x - endScreenPoint.x, 2) +
        Math.pow(startScreenPoint.y - endScreenPoint.y, 2)
    )
    const valid = deltaPixel <= this.pixelTolerance
    // isTolerance(point, lastPoint, { x, y }, this.pixelTolerance)
    return valid
      ? {
          realPoint: parallelPoint,
          deltaTolerance: deltaPixel
        }
      : null
  }

  /**
   * 获取地理点高度
   * @private
   * @param {Point} point
   * @return {Number} 高度
   */
  _getHight() {
    return 0
  }

  /**
   * 获取描述平行线的特殊符号
   * @private
   * @param {LineString} targetLine
   * @param {Array} lines 被捕获的直线对象
   * @return {Object} 平行线的特殊符号对象
   */
  _getParallelSymbolGeometry(linePoint1, linePoint2) {
    const scale = 1 / 4
    const panPixel = this.pixelTolerance / 2
    const linePointScreen1 = this._view.toScreen(linePoint1)
    const linePointScreen2 = this._view.toScreen(linePoint2)

    const lineScalePoint1 = {
      x:
        ((1 - scale) / 2) * (linePointScreen2.x - linePointScreen1.x) +
        linePointScreen1.x,
      y:
        ((1 - scale) / 2) * (linePointScreen2.y - linePointScreen1.y) +
        linePointScreen1.y
    }
    const lineScalePoint2 = {
      x:
        ((1 + scale) / 2) * (linePointScreen2.x - linePointScreen1.x) +
        linePointScreen1.x,
      y:
        ((1 + scale) / 2) * (linePointScreen2.y - linePointScreen1.y) +
        linePointScreen1.y
    }

    let symbol1ScreenPoint1
    let symbol1ScreenPoint2
    let symbol2ScreenPoint1
    let symbol2ScreenPoint2
    if (lineScalePoint2.x === lineScalePoint1.x) {
      symbol1ScreenPoint1 = {
        x: lineScalePoint1.x + panPixel,
        y: lineScalePoint1.y
      }
      symbol1ScreenPoint2 = {
        x: lineScalePoint2.x + panPixel,
        y: lineScalePoint2.y
      }
      symbol2ScreenPoint1 = {
        x: lineScalePoint1.x - panPixel,
        y: lineScalePoint1.y
      }
      symbol2ScreenPoint2 = {
        x: lineScalePoint2.x - panPixel,
        y: lineScalePoint2.y
      }
    } else if (lineScalePoint2.y === lineScalePoint1.y) {
      symbol1ScreenPoint1 = {
        x: lineScalePoint1.x,
        y: lineScalePoint1.y + panPixel
      }
      symbol1ScreenPoint2 = {
        x: lineScalePoint2.x,
        y: lineScalePoint2.y + panPixel
      }
      symbol2ScreenPoint1 = {
        x: lineScalePoint1.x,
        y: lineScalePoint1.y - panPixel
      }
      symbol2ScreenPoint2 = {
        x: lineScalePoint2.x,
        y: lineScalePoint2.y - panPixel
      }
    } else {
      const symbolK =
        -(lineScalePoint2.x - lineScalePoint1.x) /
        (lineScalePoint2.y - lineScalePoint1.y)
      // const symbolK = -1 / k
      const symbolAngle = Math.atan(symbolK)
      const translatedPoint = function (point, angle, panPixel) {
        const symbol1Center = {
          x: Math.cos(angle) * panPixel + point.x,
          y: Math.sin(angle) * panPixel + point.y
        }
        return symbol1Center
      }
      symbol1ScreenPoint1 = translatedPoint(
        lineScalePoint1,
        symbolAngle,
        panPixel
      )
      symbol1ScreenPoint2 = translatedPoint(
        lineScalePoint2,
        symbolAngle,
        panPixel
      )
      symbol2ScreenPoint1 = translatedPoint(
        lineScalePoint1,
        symbolAngle,
        -panPixel
      )
      symbol2ScreenPoint2 = translatedPoint(
        lineScalePoint2,
        symbolAngle,
        -panPixel
      )
    }
    const symbol1point1 = this._view.toMap(symbol1ScreenPoint1)
    const symbol1point2 = this._view.toMap(symbol1ScreenPoint2)
    const symbol2point1 = this._view.toMap(symbol2ScreenPoint1)
    const symbol2point2 = this._view.toMap(symbol2ScreenPoint2)
    return new MultiLineString({
      coordinates: [
        [symbol1point1.coordinates, symbol1point2.coordinates],
        [symbol2point1.coordinates, symbol2point2.coordinates]
      ]
    })
  }

  _getParallelSymbolGeometry0(targetLine, line) {
    const scale = 1 / 4
    const pan = this.tolerance / 1000
    const translatedLine = function (line, scale, pan) {
      const polyline = turf.lineString(line.coordinates)
      const translatedPolyline = turf.transformTranslate(polyline, pan, 180)
      const scaledLine = turf.transformScale(translatedPolyline, scale)
      return scaledLine.geometry.coordinates
    }
    return new MultiLineString({
      coordinates: [
        translatedLine(targetLine, scale, pan),
        translatedLine(targetLine, scale, -pan),
        translatedLine(line, scale, pan),
        translatedLine(line, scale, -pan)
      ]
    })
  }

  /**
   * 获取目标直线的垂线捕获结果
   * @private
   * @param {Point} targetPoint
   * @param {LineString} targetLine
   * @param {Array} lines 被捕获的直线对象
   * @param {Array} lineSlopes 被捕获的直线斜率
   * @return {Object} 垂线结果
   */
  getPerpendicularLine(targetPoint, targetLine, lines, spatialReference) {
    const perpendicularLines = []
    lines.forEach((line) => {
      const perpendicularResult = this.getParallelPoint(
        targetPoint,
        new Point({
          coordinates: targetLine.coordinates[0],
          spatialReference
        }),
        new Point({
          coordinates: line.coordinates[0],
          spatialReference
        }),
        new Point({
          coordinates: line.coordinates[1],
          spatialReference
        }),
        'perpendicular'
      )
      if (perpendicularResult) {
        const realPoint = perpendicularResult.realPoint
        const symbolGeometry = undefined
        // 暂时屏蔽计算垂足图形方法,方法需进一步修复
        // const symbolGeometry = this.getPerpendicularSymbolGeometry(
        //   new LineString({
        //     coordinates: [targetLine.coordinates[0], realPoint.coordinates],
        //     spatialReference
        //   }),
        //   lines[i],
        //   realPoint
        // )
        perpendicularLines.push({
          line,
          realPoint,
          symbolGeometry,
          deltaTolerance: perpendicularResult.deltaTolerance
        })
      }
    })
    return perpendicularLines.length ? perpendicularLines : undefined
  }

  /**
   * 获取目标点到目标线的垂点对象
   * @private
   * @param {Point} targetPoint 目标点
   * @param {LineString} targetLine 目标线
   * @param {Number} lineSlope 直线斜率
   * @return {Array} 垂点坐标
   */
  _getPerpendicularPoint(targetPoint, targetLine, lineSlope) {
    const delta1 =
      targetLine.coordinates[0][1] - lineSlope * targetLine.coordinates[0][0]
    const delta2 =
      targetPoint.coordinates[1] + (1 / lineSlope) * targetPoint.coordinates[0]
    const x = ((delta2 - delta1) * lineSlope) / (lineSlope * lineSlope + 1)
    const y = (-1 / lineSlope) * x + delta2
    return [x, y]
  }

  /**
   * 获取描述垂线的特殊符号
   * @private
   * @param {LineString} targetLine
   * @param {LineString} line 被捕获的直线对象
   * @param {Point} perpendicularPoint 垂足坐标点
   * @return {Object} 垂线的特殊符号对象
   */
  getPerpendicularSymbolGeometry(targetLine, line, perpendicularPoint) {
    const linePoints1 = [
      turf.point(targetLine.coordinates[0]),
      turf.point(targetLine.coordinates[1])
    ]
    const linePoints2 = [
      turf.point(line.coordinates[0]),
      turf.point(line.coordinates[1])
    ]
    const distance1 = turf.distance(linePoints1[0], linePoints1[1]) // GeometryEngine.geodesicLength(targetLine)
    const distance2 = turf.distance(linePoints2[0], linePoints2[1]) // GeometryEngine.geodesicLength(line)
    const distance = Math.min(distance1, distance2) / 8
    perpendicularPoint = turf.point(perpendicularPoint.coordinates)
    let bearing2 = 0
    if (
      linePoints2[0].geometry.coordinates[0] ===
        perpendicularPoint.geometry.coordinates[0] &&
      linePoints2[0].geometry.coordinates[1] ===
        perpendicularPoint.geometry.coordinates[1]
    ) {
      bearing2 = turf.rhumbBearing(perpendicularPoint, linePoints2[1])
    } else {
      bearing2 = turf.rhumbBearing(perpendicularPoint, linePoints2[0])
    }
    let bearing1 = 0
    if (
      linePoints1[0].geometry.coordinates[0] ===
        perpendicularPoint.geometry.coordinates[0] &&
      linePoints1[0].geometry.coordinates[1] ===
        perpendicularPoint.geometry.coordinates[1]
    ) {
      bearing1 = turf.rhumbBearing(perpendicularPoint, linePoints1[1])
    } else {
      bearing1 = turf.rhumbBearing(perpendicularPoint, linePoints1[0])
    }
    const bearing3 = (bearing1 + bearing2) / 2
    const destination1 = turf.rhumbDestination(
      perpendicularPoint,
      distance,
      bearing1
    )
    const destination2 = turf.rhumbDestination(
      perpendicularPoint,
      distance,
      bearing2
    )
    const destination3 = turf.rhumbDestination(
      perpendicularPoint,
      distance * Math.sqrt(2),
      bearing3
    )
    const point1 = destination1.geometry.coordinates
    const point2 = destination2.geometry.coordinates
    const point3 = destination3.geometry.coordinates
    return new LineString({
      coordinates: [point1, point3, point2]
    })
  }

  /**
   * 正在测试中的方法
   * @private
   */
  getPerpendicularSymbolGeometry2(targetLine, line, perpendicularPoint) {
    let p1 = turf.point(targetLine.coordinates[0])
    if (
      targetLine.coordinates[0][0] === perpendicularPoint.coordinates[0] &&
      targetLine.coordinates[0][1] === perpendicularPoint.coordinates[1]
    ) {
      p1 = turf.point(targetLine.coordinates[1])
    }
    const p2 = turf.point(line.coordinates[0])
    const p3 = turf.point(line.coordinates[1])
    const distance1 = turf.distance(p1, perpendicularPoint)
    const distance2 = turf.distance(p2, perpendicularPoint)
    const distance3 = turf.distance(p3, perpendicularPoint)
    let distance = Math.min(distance1, distance2, distance3) / 8
    if (distance2 === 0) {
      distance = Math.min(distance1, distance3) / 8
    } else if (distance3 === 0) {
      distance = Math.min(distance1, distance2) / 8
    }
    perpendicularPoint = turf.point(perpendicularPoint.coordinates)

    const bearing1 = turf.rhumbBearing(perpendicularPoint, p1)
    const destination1 = turf.rhumbDestination(
      perpendicularPoint,
      distance,
      bearing1
    )
    const bearing2 = turf.rhumbBearing(perpendicularPoint, p2)
    const destination2 = turf.rhumbDestination(
      perpendicularPoint,
      distance,
      bearing2
    )
    const bearing3 = (bearing1 + bearing2) / 2
    const dis = distance * Math.cos(((bearing3 - bearing2) * Math.PI) / 180) * 2
    const destination3 = turf.rhumbDestination(
      perpendicularPoint,
      dis,
      bearing3
    )

    const point1 = destination1.geometry.coordinates
    const point2 = destination2.geometry.coordinates
    const point3 = destination3.geometry.coordinates
    return new LineString({
      coordinates: [point1, point3, point2]
    })
  }

  /**
   *根据垂足获取真正终点位置
   * @private
   * @param {Feature} currentPoint 当前终点
   * @param {Feature} startPoint 线段起点
   * @param {Feature} perpendicularPoint 垂点位置
   */
  getPerpendicularRealPosition(currentPoint, startPoint, perpendicularPoint) {
    let realPosition = null
    const distance = GeometryEngine.distance(startPoint, currentPoint)
    const direction = turf.rhumbBearing(
      turf.point(startPoint.coordinates),
      turf.point(perpendicularPoint.currentPoint)
    )
    realPosition = turf.rhumbDestination(startPoint, distance, direction)
      .geometry.coordinates
    return realPosition
  }

  /**
   *面和线是否相交
   */
  isPolylineCrossPolygon() {}

  /**
   *两个面是否相交
   */
  isPolygonCross() {}
}
export default SketchSnappingTool
构造函数
成员变量
方法
事件