/**
 * Created by cp on 2016/5/6.
 */
//#region 验证两个面是否相交的算法  polygon1LinearRings参数1多点,polygon2LinearRings多点
function intersectsMoth () {
   var  obj={};
    // polygon1LinearRings : array[LinearRing,...]
    function intersectsByPolygon (polygon1LinearRings, polygon2LinearRings) {
        var intersect = false;

        intersect = intersectsByLinearRings(polygon1LinearRings, polygon2LinearRings);

        if(!intersect) {
            // check if this poly contains points of the ring/linestring
            for(i=0;i<polygon2LinearRings.length; i++) {
                var point = polygon2LinearRings[i];

                intersect = containsPointByLinearRing(point, polygon1LinearRings);
                if(intersect) {
                    break;
                }
            }
        }
        //包含
        if(!intersect){
            //	var b1=contentFunc(polygon1LinearRings, polygon2LinearRings);
            var b2=contentFunc(polygon2LinearRings, polygon1LinearRings);

            intersect=b2;
        }

        return intersect;
    }
  obj.intersectsByPolygon=intersectsByPolygon;

   //判定包含方法  polygon1LinearRings, polygon2LinearRings多边形
    function  contentFunc(polygon1LinearRings,polygon2LinearRings){
        var left1=180;
        var right1=-180;
        var top1=-90;
        var btom1=90;
        //获取边界
        for( var i=0;i<polygon1LinearRings.length;i++){
            var p1=polygon1LinearRings[i];
            if(p1.x<left1){
                left1=p1.x;
            }

            if(right1<p1.x){
                right1=p1.x;
            }

            if(p1.y<btom1){
                btom1=p1.y;
            }

            if(p1.y>top1){
                top1=p1.y;
            }
        }

        for(var j=0;j<polygon2LinearRings.length;j++){
            var p2=polygon2LinearRings[j];
            //包含
            if(p2.x<=right1&&p2.x>=left1&&p2.y<=top1&&p2.y>=btom1){


            }else{
                return false;

            }

        }
        return true;
    }
  obj.contentFunc=contentFunc;
    // 点和面的相交关系
    function containsPointByPolygon (point, LinearRings) {
        var numRings = LinearRings.length;
        var contained = false;
        if(numRings > 0) {
            contained = containsPointByLinearRing(point, LinearRings[0]);
            if( numRings > 1) {
                // check interior rings
                var hole;
                for(var i=1; i<LinearRings.length;i++) {
                    hole = containsPointByLinearRing(point, LinearRings[i]);
                    if(hole) {
                        if(hole === 1) {
                            // on edge
                            contained = 1;
                        } else {
                            // in hole
                            contained = false;
                        }
                        break;
                    }
                }
            }
        }
        return contained;
    }
  obj.containsPointByPolygon=containsPointByPolygon;
    //
    // 点和线的相交关系
    function containsPointByLinearRing (point, LinearRing) {

        //limitSigDigs
        function approx(num, sig) {
            var fig = 0;
            if (sig > 0) {
                fig = parseFloat(num.toPrecision(sig));
            }
            return fig;
        }

        var digs = 14;


        var px = approx(point.x, digs);
        var py = approx(point.y, digs);
        function getX(y, x1, y1, x2, y2) {
            return (y - y2) * ((x2 - x1) / (y2 - y1)) + x2;
        }

        var numSeg = LinearRing.length - 1;
        var start, end, x1, y1, x2, y2, cx, cy;
        var crosses = 0;

        for(var i=0; i<LinearRing.length-1;i++) {

            start = LinearRing[i];
            x1 = approx(start.x, digs);
            y1 = approx(start.y, digs);
            end = LinearRing[i + 1];
            x2 = approx(end.x, digs);
            y2 = approx(end.y, digs);

            if(y1 == y2) {
                // horizontal edge
                if(py == y1) {
                    // point on horizontal line
                    if(x1 <= x2 && (px >= x1 && px <= x2) || // right or vert
                        x1 >= x2 && (px <= x1 && px >= x2)) { // left or vert
                        // point on edge
                        crosses = -1;
                        break;
                    }
                }
                // ignore other horizontal edges
                continue;
            }
            cx = approx(getX(py, x1, y1, x2, y2), digs);
            if(cx == px) {
                // point on line
                if(y1 < y2 && (py >= y1 && py <= y2) || // upward
                    y1 > y2 && (py <= y1 && py >= y2)) { // downward
                    // point on edge
                    crosses = -1;
                    break;
                }
            }
            if(cx <= px) {
                // no crossing to the right
                continue;
            }
            if(x1 != x2 && (cx < Math.min(x1, x2) || cx > Math.max(x1, x2))) {
                // no crossing
                continue;
            }
            if(y1 < y2 && (py >= y1 && py < y2) || // upward
                y1 > y2 && (py < y1 && py >= y2)) { // downward
                ++crosses;
            }
        }

        var contained = (crosses == -1) ?
            // on edge
            1 :
            // even (out) or odd (in)
            !!(crosses & 1);

        return contained;
    }
  obj.containsPointByLinearRing=containsPointByLinearRing;
//两条线的相交关系
    function intersectsByLinearRings (LinearRing1, LinearRings2) {
        var intersect = false;
        var segs1 = getSortedSegments(LinearRing1);
        var segs2 = getSortedSegments(LinearRings2);

        var seg1, seg1x1, seg1x2, seg1y1, seg1y2,
            seg2, seg2y1, seg2y2;
        // sweep right
        outer: for(var i=0;i<segs1.length; i++) {
            seg1 = segs1[i];
            seg1x1 = seg1.x1;
            seg1x2 = seg1.x2;
            seg1y1 = seg1.y1;
            seg1y2 = seg1.y2;
            inner: for(var j=0; j<segs2.length; j++) {
                seg2 = segs2[j];
                if(seg2.x1 > seg1x2) {
                    // seg1 still left of seg2
                    break;
                }
                if(seg2.x2 < seg1x1) {
                    // seg2 still left of seg1
                    continue;
                }
                seg2y1 = seg2.y1;
                seg2y2 = seg2.y2;
                if(Math.min(seg2y1, seg2y2) > Math.max(seg1y1, seg1y2)) {
                    // seg2 above seg1
                    continue;
                }
                if(Math.max(seg2y1, seg2y2) < Math.min(seg1y1, seg1y2)) {
                    // seg2 below seg1
                    continue;
                }
                if(segmentsIntersect(seg1, seg2)) {
                    intersect = true;
                    break outer;
                }
            }
        }
        return intersect;
    }
  obj.intersectsByLinearRings=intersectsByLinearRings
   //对点的排序
    function getSortedSegments(points) {
        var numSeg = points.length - 1;
        var segments = new Array(numSeg), point1, point2;
        for(var i=0; i<segments.length;i++) {
            point1 = points[i];
            point2 = points[i + 1];
            if(point1.x < point2.x) {
                segments[i] = {
                    x1: point1.x,
                    y1: point1.y,
                    x2: point2.x,
                    y2: point2.y
                };
            } else {
                segments[i] = {
                    x1: point2.x,
                    y1: point2.y,
                    x2: point1.x,
                    y2: point1.y
                };
            }
        }
        // more efficient to define this somewhere static
        function byX1(seg1, seg2) {
            return seg1.x1 - seg2.x1;
        }
        return segments.sort(byX1);
    }
  obj.getSortedSegments=getSortedSegments;
    //射线算法判断相交
    function segmentsIntersect(seg1, seg2, options) {
        var point = options && options.point;
        var tolerance = options && options.tolerance;
        var intersection = false;
        var x11_21 = seg1.x1 - seg2.x1;
        var y11_21 = seg1.y1 - seg2.y1;
        var x12_11 = seg1.x2 - seg1.x1;
        var y12_11 = seg1.y2 - seg1.y1;
        var y22_21 = seg2.y2 - seg2.y1;
        var x22_21 = seg2.x2 - seg2.x1;
        var d = (y22_21 * x12_11) - (x22_21 * y12_11);
        var n1 = (x22_21 * y11_21) - (y22_21 * x11_21);
        var n2 = (x12_11 * y11_21) - (y12_11 * x11_21);
        if(d == 0) {
            // parallel
            if(n1 == 0 && n2 == 0) {
                // coincident
                intersection = true;
            }
        } else {
            var along1 = n1 / d;
            var along2 = n2 / d;
            if(along1 >= 0 && along1 <= 1 && along2 >=0 && along2 <= 1) {
                // intersect
                if(!point) {
                    intersection = true;
                } else {
                    // calculate the intersection point
                    var x = seg1.x1 + (along1 * x12_11);
                    var y = seg1.y1 + (along1 * y12_11);
                    intersection = { 'x':x, 'y':y };
                }
            }
        }
        if(tolerance) {
            var dist;
            if(intersection) {
                if(point) {
                    var segs = [seg1, seg2];
                    var seg, x, y;
                    // check segment endpoints for proximity to intersection
                    // set intersection to first endpoint within the tolerance
                    outer: for(var i=0; i<2; ++i) {
                        seg = segs[i];
                        for(var j=1; j<3; ++j) {
                            x = seg["x" + j];
                            y = seg["y" + j];
                            dist = Math.sqrt(
                                    Math.pow(x - intersection.x, 2) +
                                    Math.pow(y - intersection.y, 2)
                            );
                            if(dist < tolerance) {
                                intersection.x = x;
                                intersection.y = y;
                                break outer;
                            }
                        }
                    }

                }
            } else {
                // no calculated intersection, but segments could be within
                // the tolerance of one another
                var segs = [seg1, seg2];
                var source, target, x, y, p, result;
                // check segment endpoints for proximity to intersection
                // set intersection to first endpoint within the tolerance
                outer: for(var i=0; i<2; ++i) {
                    source = segs[i];
                    target = segs[(i+1)%2];
                    for(var j=1; j<3; ++j) {
                        p = {x: source["x"+j], y: source["y"+j]};
                        result = distanceToSegment(p, target);
                        if(result.distance < tolerance) {
                            if(point) {
                                intersection = { 'x':p.x, 'y':p.y };
                            } else {
                                intersection = true;
                            }
                            break outer;
                        }
                    }
                }
            }
        }
        return intersection;
    };
   //距离判断
    function distanceToSegment(point, segment) {
        var result = distanceSquaredToSegment(point, segment);
        result.distance = Math.sqrt(result.distance);
        return result;
    };
  obj.distanceToSegment=distanceToSegment;
    //距离判断
    function distanceSquaredToSegment(point, segment) {
        var x0 = point.x;
        var y0 = point.y;
        var x1 = segment.x1;
        var y1 = segment.y1;
        var x2 = segment.x2;
        var y2 = segment.y2;
        var dx = x2 - x1;
        var dy = y2 - y1;
        var along = ((dx * (x0 - x1)) + (dy * (y0 - y1))) /
            (Math.pow(dx, 2) + Math.pow(dy, 2));
        var x, y;
        if(along <= 0.0) {
            x = x1;
            y = y1;
        } else if(along >= 1.0) {
            x = x2;
            y = y2;
        } else {
            x = x1 + along * dx;
            y = y1 + along * dy;
        }
        return {
            distance: Math.pow(x - x0, 2) + Math.pow(y - y0, 2),
            x: x, y: y,
            along: along
        };
    }



//获取面的点数据
  function getRings (polygon1) {

    var cpts = polygon1.getGeometry().getCoordinates();
    // .getCoordinates();
    var ret=[];
    for (var i = 0; i < cpts.length; i++) {
      var linearRings = cpts[i];
      for (var j = 0; j < linearRings.length; j++) {
        var point = linearRings[j];
        ret.push({x:point[0], y:point[1]});
      };
    };
    return ret;
  }
  obj.getRings=getRings;
  function clearPolygon () {
    var features = map.layers[1].features;
    for (var i = features.length - 1; i >= 0; i--) {
      features[i].destroy();
    };
  }
  obj.clearPolygon=clearPolygon;

return  obj;
}




export {intersectsMoth}