我正在计算与地理位置点之间的贝塞尔曲线的必要点,以在 Google Maps V2 上画线。我的问题是,如果必须在“太平洋上空”画线,它就不能正常工作,例如起点在东京,终点在温哥华。这些点的计算方向错误(地球周围的东边)而不是西边。横跨大西洋或亚洲的位置点已正确计算和绘制。
我的代码或我的想法中的错误在哪里?
下面是计算代码:
public static ArrayList<LatLng> bezier(LatLng p1, LatLng p2, double arcHeight, double skew, boolean up){
ArrayList<LatLng> list = new ArrayList<LatLng>();
try {
if(p1.longitude > p2.longitude){
LatLng tmp = p1;
p1 = p2;
p2 = tmp;
}
LatLng c = midPoint(p1, p2, 0);
Log.v(TAG, "P1: " + p1.toString());
Log.v(TAG, "P2: " + p2.toString());
Log.v(TAG, "C: " + c.toString());
double cLat = c.latitude;
double cLon = c.longitude;
//add skew and arcHeight to move the midPoint
if(Math.abs(p1.longitude - p2.longitude) < 0.0001){
if(up){
cLon -= arcHeight;
}else{
cLon += arcHeight;
cLat += skew;
}
}else{
if(up){
cLat += arcHeight;
}else{
cLat -= arcHeight;
cLon += skew;
}
}
list.add(p1);
//calculating points for bezier
double tDelta = 1.0/10;
for (double t = 0; t <= 1.0; t+=tDelta) {
double oneMinusT = (1.0-t);
double t2 = Math.pow(t, 2);
double lon = oneMinusT * oneMinusT * p1.longitude
+ 2 * oneMinusT * t * cLon
+ t2 * p2.longitude;
double lat = oneMinusT * oneMinusT * p1.latitude
+ 2 * oneMinusT * t * cLat
+ t2 * p2.latitude;
Log.v(TAG, "t: " + t + "[" + lat +"|" + lon + "]");
list.add(new LatLng(lat, lon));
}
list.add(p2);
} catch (Exception e) {
Log.e(TAG, "bezier", e);
}
return list;
}
这是带有计算点的 logcat 的输出;
P1: lat/lng: (35.76472,140.38639)
P2: lat/lng: (49.19489,-123.17923)
C: lat/lng: (53.760800330485814,-178.27615766444313)
t: 0.0[35.76472|140.38639]
t: 0.1[39.17431615948745|80.39147522040025]
t: 0.2[42.12467250575547|27.871749947378213]
t: 0.3[44.61578903880404|-17.172785819066128]
t: 0.4[46.647665758633195|-54.7421320789327]
t: 0.5[48.22030266524291|-84.83628883222157]
t: 0.6[49.333699758633195|-107.4552560789327]
t: 0.7[49.98785703880404|-122.59903381906611]
t: 0.7[50.18277450575546|-130.2676220526218]
t: 0.8[49.918452159487444|-130.46102077959978]
t: 0.9[49.19489|-123.17923000000002]
这是地图的截图: