/**
* 计算两点地理坐标之间的距离
* @param Decimal $longitude1 起点经度
* @param Decimal $latitude1 起点纬度
* @param Decimal $longitude2 终点经度
* @param Decimal $latitude2 终点纬度
* @param Int $unit 单位 1:米 2:公里
* @param Int $decimal 精度 保留小数位数
* @return Decimal
*/
function getDistance($longitude1, $latitude1, $longitude2, $latitude2, $unit=1, $decimal=2){
$EARTH_RADIUS = 6370.996; // 地球半径系数
$PI = 3.1415926;
$radLat1 = $latitude1 * $PI / 180.0;
$radLat2 = $latitude2 * $PI / 180.0;
$radLng1 = $longitude1 * $PI / 180.0;
$radLng2 = $longitude2 * $PI /180.0;
$a = $radLat1 - $radLat2;
$b = $radLng1 - $radLng2;
$distance = 2 * asin(sqrt(pow(sin($a/2),2) + cos($radLat1) * cos($radLat2) * pow(sin($b/2),2)));
$distance = $distance * $EARTH_RADIUS * 1000;
if($unit==2){
$distance = $distance / 1000;
}
return round($distance, $decimal);
}
/**
* 判断一个坐标是否在一个多边形内(由多个坐标围成的)
* 基本思想是利用射线法,计算射线与多边形各边的交点,如果是偶数,则点在多边形外,否则
* 在多边形内。还会考虑一些特殊情况,如点在多边形顶点上,点在多边形边上等特殊情况。
* @param $point 指定点坐标
* @param $pts 多边形坐标 顺时针方向
*/
function is_point_in_polygon($point, $pts) {
$N = count($pts);
$boundOrVertex = true; //如果点位于多边形的顶点或边上,也算做点在多边形内,直接返回true
$intersectCount = 0;//cross points count of x
$precision = 2e-10; //浮点类型计算时候与0比较时候的容差
$p1 = 0;//neighbour bound vertices
$p2 = 0;
$p = $point; //测试点
$p1 = $pts[0];//left vertex
for ($i = 1; $i <= $N; ++$i) {//check all rays
// dump($p1);
if ($p['lng'] == $p1['lng'] && $p['lat'] == $p1['lat']) {
return $boundOrVertex;//p is an vertex
}
$p2 = $pts[$i % $N];//right vertex
if ($p['lat'] < min($p1['lat'], $p2['lat']) || $p['lat'] > max($p1['lat'], $p2['lat'])) {//ray is outside of our interests
$p1 = $p2;
continue;//next ray left point
}
if ($p['lat'] > min($p1['lat'], $p2['lat']) && $p['lat'] < max($p1['lat'], $p2['lat'])) {//ray is crossing over by the algorithm (common part of)
if($p['lng'] <= max($p1['lng'], $p2['lng'])){//x is before of ray
if ($p1['lat'] == $p2['lat'] && $p['lng'] >= min($p1['lng'], $p2['lng'])) {//overlies on a horizontal ray
return $boundOrVertex;
}
if ($p1['lng'] == $p2['lng']) {//ray is vertical
if ($p1['lng'] == $p['lng']) {//overlies on a vertical ray
return $boundOrVertex;
} else {//before ray
++$intersectCount;
}
} else {//cross point on the left side
$xinters = ($p['lat'] - $p1['lat']) * ($p2['lng'] - $p1['lng']) / ($p2['lat'] - $p1['lat']) + $p1['lng'];//cross point of lng
if (abs($p['lng'] - $xinters) < $precision) {//overlies on a ray
return $boundOrVertex;
}
if ($p['lng'] < $xinters) {//before ray
++$intersectCount;
}
}
}
} else {//special case when ray is crossing through the vertex
if ($p['lat'] == $p2['lat'] && $p['lng'] <= $p2['lng']) {//p crossing over p2
$p3 = $pts[($i+1) % $N]; //next vertex
if ($p['lat'] >= min($p1['lat'], $p3['lat']) && $p['lat'] <= max($p1['lat'], $p3['lat'])) { //p.lat lies between p1.lat & p3.lat
++$intersectCount;
} else {
$intersectCount += 2;
}
}
}
$p1 = $p2;//next ray left point
}
if ($intersectCount % 2 == 0) {//偶数在多边形外
return false;
} else { //奇数在多边形内
return true;
}
}