ArcGIS Engine 节点编辑,实现要素拖动、编辑、节点删除

首先,说一下,所有的要素的更新、插入、删除最好放在编辑的Session 里面,即以一对StartEditing和StopEditing包裹。

     一开始我的疑问在于,为什么我用IWorkspaceEdit的StartEditing方法后,怎么鼠标不会变成AcrMap里面Editor的开始编辑那样呢,为什么不能选中要素,为什么不能双击后编辑要素?原来,选中要素和使要素处于编辑状态还是要自己写的(经高人指点,呵呵)。

     先介绍一下程序中用到的变量:

    那我们就按照逻辑顺序来一一展示这个到底是怎么做的。首先是,开始和结束编辑的代码:

/// <summary>
/// 开始编辑
/// </summary>
/// <param name="bWithUndoRedo"></param>
public void StartEditing(bool bWithUndoRedo)
{
     if (m_SelectedLayer == null) return;
     IFeatureLayer featureLayer = m_SelectedLayer as IFeatureLayer;
     if (featureLayer == null) return;
     IFeatureClass featureClass = featureLayer.FeatureClass;
     if (featureClass == null) return;

     IDataset dataset = featureClass as IDataset;
     IWorkspaceEdit workspaceEdit = dataset.Workspace as IWorkspaceEdit;
     try
     {
          workspaceEdit.StartEditing(bWithUndoRedo);
          m_IsEdited = true;
     }
     catch 
     {
          return;
     }
}

     当然你可以直接传进来IWorkspace,这个可根据你具体的需求,我这里用当前图层获取工作空间。

/// <summary>
/// 结束编辑
/// </summary>
/// <param name="bSave"></param>
public void StopEditing(bool bSave)
{
     if (m_IsEdited)
     {
          m_IsEdited = false;

          if (m_SelectedLayer == null) return;
          IFeatureLayer featureLayer = m_SelectedLayer as IFeatureLayer;
          if (featureLayer == null) return;
          IFeatureClass featureClass = featureLayer.FeatureClass;
          if (featureClass == null) return;

          IDataset dataset = featureClass as IDataset;
          IWorkspaceEdit workspaceEdit = dataset.Workspace as IWorkspaceEdit;
          if (workspaceEdit.IsBeingEdited())
          {
               try
               {
                   workspaceEdit.StopEditing(bSave);
               }
               catch
               {
                   workspaceEdit.AbortEditOperation();
                   return;
               }
          }
      }
}

     开始编辑已经好了,然后就是鼠标点击要素时候,让其处于选中状态,我这里为了方便控制,我分成了两个函数写,给为看官也可以合并成一个:

public void GetFeatureOnMouseDown(int x, int y)
{
   m_SelectedFeature.Clear();
   try
   {
      if (m_SelectedLayer == null) return;
      IFeatureLayer featureLayer = m_SelectedLayer as IFeatureLayer;
      if (featureLayer == null) return;
      IFeatureClass featureClass = featureLayer.FeatureClass;
      if (featureClass == null) return;

      IPoint point = m_MapControl.ActiveView.ScreenDisplay.DisplayTransformation.ToMapPoint(x, y);
      IGeometry geometry = point as IGeometry;

      double length = ConvertPixelsToMapUnits(4);
      ITopologicalOperator pTopo = geometry as ITopologicalOperator;
      IGeometry buffer = pTopo.Buffer(length);
      geometry = buffer.Envelope as IGeometry;

      ISpatialFilter spatialFilter = new SpatialFilterClass();
      spatialFilter.Geometry = geometry;
      switch (featureClass.ShapeType)
      {
         case esriGeometryType.esriGeometryPoint:
              spatialFilter.SpatialRel = esriSpatialRelEnum.esriSpatialRelContains;
              break;
         case esriGeometryType.esriGeometryPolygon:
              spatialFilter.SpatialRel = esriSpatialRelEnum.esriSpatialRelIntersects;
              break;
         case esriGeometryType.esriGeometryPolyline:
              spatialFilter.SpatialRel = esriSpatialRelEnum.esriSpatialRelCrosses;
              break;
       }
       spatialFilter.GeometryField = featureClass.ShapeFieldName;
       IQueryFilter filter = spatialFilter as IQueryFilter;

       IFeatureCursor cursor = featureClass.Search(filter, false);
       IFeature pfeature = cursor.NextFeature();
       while (pfeature != null)
       {
           m_SelectedFeature.Add(pfeature);
           pfeature = cursor.NextFeature();
       }
   }
   catch
   {
       return;
   }
}

/// <summary>
/// 根据鼠标点击位置使击中要素处于高亮显示状态
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
public void SelectOnMouseDown()
{
    try
    {
        if (m_SelectedLayer == null) return;
        m_MapControl.Map.ClearSelection();
        m_MapControl.ActiveView.PartialRefresh(esriViewDrawPhase.esriViewGeoSelection, null, null);
        foreach (IFeature feature in m_SelectedFeature.ToArray())
        {
              m_MapControl.Map.SelectFeature(m_SelectedLayer, feature);
        }
        m_MapControl.ActiveView.PartialRefresh(esriViewDrawPhase.esriViewGeoSelection, null, null);
    }
    catch
    { return; }
}

     相信大家对第一个函数并不陌生吧?对的,就是用的空间查询,把点击中的要素放进容器,再用第二个函数进行高亮显示。这个地方注意,如果数据量比较多,强烈推荐用PartialRefresh 而不要用Refresh,参数的含义请参考帮助。

     这个只是开始编辑后,可以用鼠标点击选中要素,使其处于高亮状态,然而,ArcMap里面双击要素怎么出现节点用以编辑呢?这个是要自己绘制到MapControl上面去的:

/// <summary>
/// 在要素上面绘制一个可拖拽的符号
/// </summary>
/// <param name="geometry"></param>
public void DrawEditSymbol(IGeometry geometry, IDisplay display)
{
    IEngineEditProperties engineProperty = new EngineEditorClass();

    ISymbol pointSymbol = engineProperty.SketchVertexSymbol as ISymbol;
    ISymbol sketchSymbol = engineProperty.SketchSymbol as ISymbol;

    ITopologicalOperator pTopo = geometry as ITopologicalOperator;

    sketchSymbol.SetupDC(display.hDC, display.DisplayTransformation);
    sketchSymbol.Draw(pTopo.Boundary);

    IPointCollection pointCol = geometry as IPointCollection;
    for (int i = 0; i < pointCol.PointCount; i++)
    {
        IPoint point = pointCol.get_Point(i);
        pointSymbol.SetupDC(display.hDC, display.DisplayTransformation);
        pointSymbol.Draw(point);
        pointSymbol.ResetDC();
    }

    ESRI.ArcGIS.ADF.ComReleaser.ReleaseCOMObject(sketchSymbol);
    ESRI.ArcGIS.ADF.ComReleaser.ReleaseCOMObject(pointSymbol);
    ESRI.ArcGIS.ADF.ComReleaser.ReleaseCOMObject(engineProperty);
}

     注意,这个函数是在MapControl的AfterDraw里面调用的,IDisplay参数,是AfterDraw事件的参数,我这里就没有画出来,类似ArcMap里面还有一个红色的节点,这里全是绿色的,因为红色对我的用处不大,也就没有必要了,当然各位看官可以自行修改,还有就是绘制符号的时候一定要记得释放内存哦~

     现在,编辑状态做好了,但是现在只是雏形,因为它还没有响应任何鼠标事件,当鼠标悬停在绿色的节点上时并不会让你可以拖拽,所以我们还要做点工作。

     那现在就开始如果鼠标悬停在绿色节点上时的代码吧:

public void SnapVertex(int x,int y,IGeometry snapContainer,ref bool vertexSnaped,ref bool contained)
{
    IPoint point = m_MapControl.ActiveView.ScreenDisplay.DisplayTransformation.ToMapPoint(x, y);
    IPoint pHitPoint = null;
    double hitDist = -1, tol = -1;
    int vertexIndex = -1, partIndex = -1;
    bool vertex = false;

    tol = ConvertPixelsToMapUnits(4);

    IHitTest pHitTest = snapContainer as IHitTest;
    bool bHit=pHitTest.HitTest(point, tol, esriGeometryHitPartType.esriGeometryPartVertex, pHitPoint, ref hitDist, ref partIndex, ref vertexIndex, ref vertex);
    vertexSnaped = false;
    contained = false;
    if (bHit)
    {
        m_MapControl.MousePointer = esriControlsMousePointer.esriPointerCrosshair;
        vertexSnaped = true;
        return;
    }
    else 
    {
        IRelationalOperator pRelOperator=null;
        ITopologicalOperator pTopo = null;
        IGeometry buffer = null;
        IPolygon polygon = null;
        switch (snapContainer.GeometryType)
        {
             case esriGeometryType.esriGeometryPolyline:
                        pTopo = snapContainer as ITopologicalOperator;
                        buffer=pTopo.Buffer(3);
                        polygon = buffer as IPolygon;
                        pRelOperator=polygon as  IRelationalOperator;
                        break;
             case esriGeometryType.esriGeometryPolygon:
                        polygon = snapContainer as IPolygon;
                        pRelOperator=polygon as  IRelationalOperator;
                        break;
             case esriGeometryType.esriGeometryPoint:
                        pTopo = snapContainer as ITopologicalOperator;
                        buffer = pTopo.Buffer(3);
                        polygon = buffer as IPolygon;
                        pRelOperator = polygon as IRelationalOperator;
                        break;
             default:
                        break;
        }

         if (pRelOperator == null) return;
         if (pRelOperator.Contains(point))
         {
              m_MapControl.MousePointer = esriControlsMousePointer.esriPointerSizeAll;
              contained = true;
         }
         else m_MapControl.MousePointer = esriControlsMousePointer.esriPointerArrow;
         return;
   }
}

     这里就是根据鼠标悬停的位置,来改变鼠标样式,抱歉的很,我没有从AE里面找到和ArcMap一样的鼠标样式,只要用一些简单的替代了,当然你可以自己定义,也可以打电话、发Email质问ESRI客服,如果你知道了,一定要告诉我,否则我诅咒你找不到女朋友!这个函数里面,我需要判断,鼠标是悬停在要素的节点上,还是悬停在要素内部了,这个对于后面处理是拽节点还是移动要素有很大的帮助。

     这个根据鼠标悬停位置改变鼠标样式,还远远不够滴,当你悬停到绿色节点上时,按下鼠标时,就意味这拖拽开始,当鼠标左键按下并移动时,要出现像橡皮筋一样的连接线,当左键弹起时,就意味着拖拽结束,如果再按下左键,就意味着要素的编辑结束。这个怎么做到呢,请看下面的代码:

public bool EditFeature(int x,int y,IGeometry geometry)
{
    GetFeatureOnMouseDown(x, y);
    SelectOnMouseDown();
    if(m_SelectedFeature.Count<1)return false;
    if (geometry == null) return false;

    IPoint pHitPoint=null;
    double hitDist = 0, tol = 0;
    int vertexIndex = 0, vertexOffset = 0, numVertices = 0, partIndex = 0;
    bool vertex=false;

    IFeature editedFeature = m_SelectedFeature[0];
    point = m_MapControl.ActiveView.ScreenDisplay.DisplayTransformation.ToMapPoint(x, y);
    tol = ConvertPixelsToMapUnits(4);
    //IGeometry pGeo = editedFeature.Shape;
    //m_EditingFeature = editedFeature;

    try
    {
       switch (geometry.GeometryType)
       {
           case esriGeometryType.esriGeometryPoint:
                        m_FeedBack = new MovePointFeedbackClass();
                        m_FeedBack.Display = m_MapControl.ActiveView.ScreenDisplay;
                        IMovePointFeedback pointMove = m_FeedBack as IMovePointFeedback;
                        pointMove.Start(geometry as IPoint, point);
                        break;
           case esriGeometryType.esriGeometryPolyline:
           if (TestGeometryHit(tol, point, geometry, ref pHitPoint, ref hitDist, ref partIndex, ref vertexOffset, ref vertexIndex, ref vertex))
           {
                if(!vertex)
                {
                      IGeometryCollection geometryColl = geometry as IGeometryCollection;
                      IPath path = geometryColl.get_Geometry(partIndex) as IPath;
                      IPointCollection pointColl = path as IPointCollection;
                      numVertices = pointColl.PointCount;
                      object missing = Type.Missing;

                      if (vertexIndex == 0)
                      {
                            object start = 1 as object;
                            pointColl.AddPoint(point, ref start, ref missing);
                      }
                      else
                      {
                            object objVertexIndex=vertexIndex as object;
                            pointColl.AddPoint(point, ref missing, ref objVertexIndex);
                      }
                      TestGeometryHit(tol, point, geometry, ref pHitPoint, ref hitDist, ref partIndex, ref vertexOffset, ref vertexIndex, ref vertex);
                 }
                 m_FeedBack = new LineMovePointFeedbackClass();
                 m_FeedBack.Display = m_MapControl.ActiveView.ScreenDisplay;
                 ILineMovePointFeedback lineMove = m_FeedBack as ILineMovePointFeedback;
                 lineMove.Start(geometry as IPolyline, vertexIndex, point);
           }
           else return false;
           break;
           case esriGeometryType.esriGeometryPolygon:
           if (TestGeometryHit(tol, point, geometry, ref pHitPoint, ref hitDist, ref partIndex, ref vertexOffset, ref vertexIndex, ref vertex))
           {
                if(!vertex)
                {
                    IGeometryCollection geometryColl = geometry as IGeometryCollection;
                    IPath path = geometryColl.get_Geometry(partIndex) as IPath;
                    IPointCollection pointColl = path as IPointCollection;
                    numVertices = pointColl.PointCount;
                    object missing = Type.Missing;
                    if (vertexIndex == 0)
                    {
                        object start = 1 as object;
                        pointColl.AddPoint(point, ref start, ref missing);
                    }
                    else
                    {
                        object objVertexIndex = vertexIndex as object;
                        pointColl.AddPoint(point, ref missing, ref objVertexIndex);
                    }
                    TestGeometryHit(tol, point, geometry, ref pHitPoint, ref hitDist, ref partIndex, ref vertexOffset, ref vertexIndex, ref vertex);
                }
                m_FeedBack = new PolygonMovePointFeedbackClass();
                m_FeedBack.Display = m_MapControl.ActiveView.ScreenDisplay;
                IPolygonMovePointFeedback polyMove = m_FeedBack as IPolygonMovePointFeedback;
                polyMove.Start(geometry as IPolygon, vertexIndex + vertexOffset, point);
            }
            else return false;
            break;
            default:
            break;
        }
     }
     catch {return false;}
     return true;
}

public void FeatureEditMouseMove(int x,int y)
{
   if (m_FeedBack == null) return;
   IPoint point = m_MapControl.ActiveView.ScreenDisplay.DisplayTransformation.ToMapPoint(x, y);
   m_FeedBack.MoveTo(point);
}

public IGeometry EndFeatureEdit(int x, int y)
{
    if (m_FeedBack == null) return null;

    IGeometry geometry = null;
    IPoint point = m_MapControl.ActiveView.ScreenDisplay.DisplayTransformation.ToMapPoint(x, y);
    if ((m_FeedBack as IMovePointFeedback) != null)
    {
         IMovePointFeedback pointMove = m_FeedBack as IMovePointFeedback;
         geometry = pointMove.Stop() as IGeometry;
    }
    else if ((m_FeedBack as ILineMovePointFeedback) != null)
    {
         ILineMovePointFeedback lineMove = m_FeedBack as ILineMovePointFeedback;
         geometry = lineMove.Stop() as IGeometry;
    }
    else if ((m_FeedBack as IPolygonMovePointFeedback) != null)
    {
         IPolygonMovePointFeedback polyMove = m_FeedBack as IPolygonMovePointFeedback;
         geometry = polyMove.Stop() as IGeometry;
    }
    m_FeedBack = null;
    m_MapControl.ActiveView.PartialRefresh(esriViewDrawPhase.esriViewGeography, m_SelectedLayer, null);
    return geometry;
}

     呵,这个排版真的是很累啊,无法自动缩进,害的我只能一行一行的移动。第一个函数,自然是点击下绿色节点时触发,意味着,我们的拖拽就开始了;但是,但按着鼠标左键来回移动时怎么处理啊?呵呵,这就是第二个函数的所具备的功能,所以你要在MapControl 的MouseMove事件中添加这个函数;但是当你确定你移动的位置是最佳位置的时候,想停下来怎么办呢?这就是第三个函数来帮你了,也就意味着你的拖拽结束,并返回一个IGeometry,这个IGeometry就是你编辑过后要素的新的几何形状,并且当你移动结束左键弹起的时候,这个新的IGeometry也需要显示出来它的绿色的节点,所以重绘的时候需要这个IGeometry。

     好了,我们快大功告成了,stop!好像还少点东西,对了,我们最终是要把最新的几何形状赋给编辑的要素以实现更新,所以我们还需要下面的这个函数:

     

public bool UpdateEdit(IGeometry newGeom)
{
    if (m_SelectedFeature.Count < 1) return false;
    if (newGeom == null) return false;
    if (newGeom.IsEmpty) return false;

    IFeature feature = m_SelectedFeature[0];
    IDataset dataset = feature.Class as IDataset;
    IWorkspaceEdit workspaceEdit = dataset.Workspace as IWorkspaceEdit;
    if (!workspaceEdit.IsBeingEdited()) return false;

    workspaceEdit.StartEditOperation();
    feature.Shape = newGeom;
    feature.Store();
    workspaceEdit.StopEditOperation();
    m_SelectedFeature.Clear();
    m_SelectedFeature.Add(feature);
    ClearSelection();

    return true;
}

     呵呵,对的,这个函数很简单,就是更新一下编辑要素的几何形状,注意啊,这里我获取当前编辑的要素是从容器中取出来的,这样是不是很方便啊?这样我们就可以更新一个要素了。别忘了最后记得调用StopEditing以保存你的编辑!

     当然,不可能一次性做好,我们需要更人性化一点,我们需要添加撤销和重做:

public void UndoEdit()
        {
            if (m_SelectedLayer == null) return;

            IFeatureLayer featLayer = m_SelectedLayer as IFeatureLayer;
            IDataset dataset = featLayer.FeatureClass as IDataset;
            IWorkspaceEdit workspaceEdit = dataset.Workspace as IWorkspaceEdit;
            bool bHasUndos = false;
            workspaceEdit.HasUndos(ref bHasUndos);
            if(bHasUndos)
            {
                workspaceEdit.UndoEditOperation();
            }
            ClearSelection();
        }

        public void RedoEdit()
        {
            if (m_SelectedLayer == null) return;

            IFeatureLayer featLayer = m_SelectedLayer as IFeatureLayer;
            IDataset dataset = featLayer.FeatureClass as IDataset;
            IWorkspaceEdit workspaceEdit = dataset.Workspace as IWorkspaceEdit;
            bool bHasUndos = false;
            workspaceEdit.HasRedos(ref bHasUndos);
            if (bHasUndos)
            {
                workspaceEdit.RedoEditOperation();
            }
            ClearSelection();
        }

     呵呵 这个也是很简单,对吧?这里需要给出几个上述函数中用到的辅助函数,这里就不一一阐明了,请各位看官自行分析:

private double ConvertPixelsToMapUnits(double pixelUnits)
{
   int pixelExtent = m_MapControl.ActiveView.ScreenDisplay.DisplayTransformation.get_DeviceFrame().right- m_MapControl.ActiveView.ScreenDisplay.DisplayTransformation.get_DeviceFrame().left;

   double realWorldDisplayExtent = m_MapControl.ActiveView.ScreenDisplay.DisplayTransformation.VisibleBounds.Width;
   double sizeOfOnePixel = realWorldDisplayExtent / pixelExtent;

   return pixelUnits * sizeOfOnePixel;
}

private bool TestGeometryHit(double tol,IPoint pPoint,IGeometry geometry,ref IPoint pHitPoint,
                                   ref double hitDist, ref int partIndex, ref int vertexOffset,
                                   ref int vertexIndex, ref bool vertexHit)
{
     IHitTest pHitTest = geometry as IHitTest;
     pHitPoint = new PointClass();
     bool last = true;
     bool res = false;
     if (pHitTest.HitTest(pPoint, tol, esriGeometryHitPartType.esriGeometryPartVertex, pHitPoint, ref hitDist, ref partIndex, ref vertexIndex, ref last))
     {
          vertexHit = true;
          res = true;
     }
     else
     {
         if (pHitTest.HitTest(pPoint, tol, esriGeometryHitPartType.esriGeometryPartBoundary, pHitPoint, ref hitDist, ref partIndex, ref vertexIndex, ref last))
         {
              vertexHit = false;
              res = true;
         }
     }

     if(partIndex>0)
     {
         IGeometryCollection pGeoColl = geometry as IGeometryCollection;
         vertexOffset = 0;
         for (int i = 0; i < partIndex;i=2*i+1)
         {
             IPointCollection pointColl = pGeoColl.get_Geometry(i) as IPointCollection;
             vertexOffset = vertexOffset + pointColl.PointCount;
         }
     }
     return res;
}

/// <summary>
/// 清除要素选择状态,恢复常态
/// </summary>
public void ClearSelection()
{
    m_MapControl.Map.ClearSelection();
    m_MapControl.ActiveView.PartialRefresh(esriViewDrawPhase.esriViewGeography, m_SelectedLayer, null);
}

     各位看官,由于要素的移动、要素的创建和要素编辑在代码逻辑上差不多,所以我就不做过多阐述了,都是在处理鼠标的事件,需要做判断。其实,可能有看官已经了解,在AE的帮助里面就有类似的代码,是的,我参考了这部分代码,并对ESRI的开发和工作人员表示感谢。

   转载地址 https://blog.csdn.net/huyanliang/article/details/75529819

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转载自blog.csdn.net/Prince999999/article/details/94012173