/**
* @fileoverview GeoUtils类提供若干几何算法,用来帮助用户判断点与矩形、
* 圆形、多边形线、多边形面的关系,并提供计算折线长度和多边形的面积的公式。 
* 主入口类是<a href="symbols/BMapLib.GeoUtils.html">GeoUtils</a>,
* 基于Baidu Map API 1.2。
*
* @author Baidu Map Api Group 
* @version 1.2
*/

/** 
* @namespace BMap的所有library类均放在BMapLib命名空间下
*/
var BMapLib = window.BMapLib = BMapLib || {};
(function() { 
 
 /**
  * 地球半径
  */
 var EARTHRADIUS = 6370996.81; 

 /** 
  * @exports GeoUtils as BMapLib.GeoUtils 
  */
 var GeoUtils =
 /**
  * GeoUtils类,静态类,勿需实例化即可使用
  * @class GeoUtils类的<b>入口</b>。
  * 该类提供的都是静态方法,勿需实例化即可使用。     
  */
 BMapLib.GeoUtils = function(){
	
 }
 
 /**
  * 判断点是否在矩形内
  * @param {Point} point 点对象
  * @param {Bounds} bounds 矩形边界对象
  * @returns {Boolean} 点在矩形内返回true,否则返回false
  */
 GeoUtils.isPointInRect = function(point, bounds){
	 //检查类型是否正确
	 if (!(point instanceof BMap.Point) || 
		 !(bounds instanceof BMap.Bounds)) {
		 return false;
	 }
	 var sw = bounds.getSouthWest(); //西南脚点
	 var ne = bounds.getNorthEast(); //东北脚点
	 return (point.lng >= sw.lng && point.lng <= ne.lng && point.lat >= sw.lat && point.lat <= ne.lat);
 }

 /**
  * 判断点是否在圆形内
  * @param {Point} point 点对象
  * @param {Circle} circle 圆形对象
  * @returns {Boolean} 点在圆形内返回true,否则返回false
  */
 GeoUtils.isPointInCircle = function(point, circle){
	 //检查类型是否正确
	 if (!(point instanceof BMap.Point) || 
		 !(circle instanceof BMap.Circle)) {
		 return false;
	 }

	 //point与圆心距离小于圆形半径,则点在圆内,否则在圆外
	 var c = circle.getCenter();
	 var r = circle.getRadius();

	 var dis = GeoUtils.getDistance(point, c);
	 if(dis <= r){
		 return true;
	 } else {
		 return false;
	 }
 }
 
 /**
  * 判断点是否在折线上
  * @param {Point} point 点对象
  * @param {Polyline} polyline 折线对象
  * @returns {Boolean} 点在折线上返回true,否则返回false
  */
 GeoUtils.isPointOnPolyline = function(point, polyline){
	 //检查类型
	 if(!(point instanceof BMap.Point) ||
		 !(polyline instanceof BMap.Polyline)){
		 return false;
	 }

	 //首先判断点是否在线的外包矩形内,如果在,则进一步判断,否则返回false
	 var lineBounds = polyline.getBounds();
	 if(!this.isPointInRect(point, lineBounds)){
		 return false;
	 }

	 //判断点是否在线段上,设点为Q,线段为P1P2 ,
	 //判断点Q在该线段上的依据是:( Q - P1 ) × ( P2 - P1 ) = 0,且 Q 在以 P1,P2为对角顶点的矩形内
	 var pts = polyline.getPath();
	 for(var i = 0; i < pts.length - 1; i++){
		var curPt = pts[i];
		var nextPt = pts[i + 1];
		//首先判断point是否在curPt和nextPt之间,即:此判断该点是否在该线段的外包矩形内
		if (point.lng >= Math.min(curPt.lng, nextPt.lng) && point.lng <= Math.max(curPt.lng, nextPt.lng) &&
			point.lat >= Math.min(curPt.lat, nextPt.lat) && point.lat <= Math.max(curPt.lat, nextPt.lat)){
			//判断点是否在直线上公式
			var precision = (curPt.lng - point.lng) * (nextPt.lat - point.lat) - 
				(nextPt.lng - point.lng) * (curPt.lat - point.lat);                
			if(precision < 2e-10 && precision > -2e-10){//实质判断是否接近0
				return true;
			}                
		}
	}
	
	return false;
}

/**
 * 判断点是否多边形内
 * @param {Point} point 点对象
 * @param {Polyline} polygon 多边形对象
 * @returns {Boolean} 点在多边形内返回true,否则返回false
 */
GeoUtils.isPointInPolygon = function(point, polygon){
	//检查类型
	if(!(point instanceof BMap.Point) ||
		!(polygon instanceof BMap.Polygon)){
		return false;
	}

	//首先判断点是否在多边形的外包矩形内,如果在,则进一步判断,否则返回false
	var polygonBounds = polygon.getBounds();
	if(!this.isPointInRect(point, polygonBounds)){
		return false;
	}

	var pts = polygon.getPath();//获取多边形点
	
	//下述代码来源:http://paulbourke.net/geometry/insidepoly/,进行了部分修改
	//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。
	
	var N = pts.length;
	var 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
	var intersectCount = 0;//cross points count of x 
	var precision = 2e-10; //浮点类型计算时候与0比较时候的容差
	var p1, p2;//neighbour bound vertices
	var p = point; //测试点
	
	p1 = pts[0];//left vertex        
	for(var i = 1; i <= N; ++i){//check all rays            
		if(p.equals(p1)){
			return boundOrVertex;//p is an vertex
		}
		
		p2 = pts[i % N];//right vertex            
		if(p.lat < Math.min(p1.lat, p2.lat) || p.lat > Math.max(p1.lat, p2.lat)){//ray is outside of our interests                
			p1 = p2; 
			continue;//next ray left point
		}
		
		if(p.lat > Math.min(p1.lat, p2.lat) && p.lat < Math.max(p1.lat, p2.lat)){//ray is crossing over by the algorithm (common part of)
			if(p.lng <= Math.max(p1.lng, p2.lng)){//x is before of ray                    
				if(p1.lat == p2.lat && p.lng >= Math.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                        
					var xinters = (p.lat - p1.lat) * (p2.lng - p1.lng) / (p2.lat - p1.lat) + p1.lng;//cross point of lng                        
					if(Math.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                    
				var p3 = pts[(i+1) % N]; //next vertex                    
				if(p.lat >= Math.min(p1.lat, p3.lat) && p.lat <= Math.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;
	}            
}

/**
 * 将度转化为弧度
 * @param {degree} Number 度     
 * @returns {Number} 弧度
 */
GeoUtils.degreeToRad =  function(degree){
	return Math.PI * degree/180;    
}

/**
 * 将弧度转化为度
 * @param {radian} Number 弧度     
 * @returns {Number} 度
 */
GeoUtils.radToDegree = function(rad){
	return (180 * rad) / Math.PI;       
}

/**
 * 将v值限定在a,b之间,纬度使用
 */
function _getRange(v, a, b){
	if(a != null){
	  v = Math.max(v, a);
	}
	if(b != null){
	  v = Math.min(v, b);
	}
	return v;
}

/**
 * 将v值限定在a,b之间,经度使用
 */
function _getLoop(v, a, b){
	while( v > b){
	  v -= b - a
	}
	while(v < a){
	  v += b - a
	}
	return v;
}

/**
 * 计算两点之间的距离,两点坐标必须为经纬度
 * @param {point1} Point 点对象
 * @param {point2} Point 点对象
 * @returns {Number} 两点之间距离,单位为米
 */
GeoUtils.getDistance = function(point1, point2){
	//判断类型
	if(!(point1 instanceof BMap.Point) ||
		!(point2 instanceof BMap.Point)){
		return 0;
	}

	point1.lng = _getLoop(point1.lng, -180, 180);
	point1.lat = _getRange(point1.lat, -74, 74);
	point2.lng = _getLoop(point2.lng, -180, 180);
	point2.lat = _getRange(point2.lat, -74, 74);
	
	var x1, x2, y1, y2;
	x1 = GeoUtils.degreeToRad(point1.lng);
	y1 = GeoUtils.degreeToRad(point1.lat);
	x2 = GeoUtils.degreeToRad(point2.lng);
	y2 = GeoUtils.degreeToRad(point2.lat);

	return EARTHRADIUS * Math.acos((Math.sin(y1) * Math.sin(y2) + Math.cos(y1) * Math.cos(y2) * Math.cos(x2 - x1)));    
}

/**
 * 计算折线或者点数组的长度
 * @param {Polyline|Array<Point>} polyline 折线对象或者点数组
 * @returns {Number} 折线或点数组对应的长度
 */
GeoUtils.getPolylineDistance = function(polyline){
	//检查类型
	if(polyline instanceof BMap.Polyline || 
		polyline instanceof Array){
		//将polyline统一为数组
		var pts;
		if(polyline instanceof BMap.Polyline){
			pts = polyline.getPath();
		} else {
			pts = polyline;
		}
		
		if(pts.length < 2){//小于2个点,返回0
			return 0;
		}

		//遍历所有线段将其相加,计算整条线段的长度
		var totalDis = 0;
		for(var i =0; i < pts.length - 1; i++){
			var curPt = pts[i];
			var nextPt = pts[i + 1]
			var dis = GeoUtils.getDistance(curPt, nextPt);
			totalDis += dis;
		}

		return totalDis;
		
	} else {
		return 0;
	}
}

/**
 * 计算多边形面或点数组构建图形的面积,注意:坐标类型只能是经纬度,且不适合计算自相交多边形的面积
 * @param {Polygon|Array<Point>} polygon 多边形面对象或者点数组
 * @returns {Number} 多边形面或点数组构成图形的面积
 */
GeoUtils.getPolygonArea = function(polygon){
	//检查类型
	if(!(polygon instanceof BMap.Polygon) &&
		!(polygon instanceof Array)){
		return 0;
	}
	var pts;
	if(polygon instanceof BMap.Polygon){
		pts = polygon.getPath();
	}else{
		pts = polygon;    
	}
	
	if(pts.length < 3){//小于3个顶点,不能构建面
		return 0;
	}
	
	var totalArea = 0;//初始化总面积
	var LowX = 0.0;
	var LowY = 0.0;
	var MiddleX = 0.0;
	var MiddleY = 0.0;
	var HighX = 0.0;
	var HighY = 0.0;
	var AM = 0.0;
	var BM = 0.0;
	var CM = 0.0;
	var AL = 0.0;
	var BL = 0.0;
	var CL = 0.0;
	var AH = 0.0;
	var BH = 0.0;
	var CH = 0.0;
	var CoefficientL = 0.0;
	var CoefficientH = 0.0;
	var ALtangent = 0.0;
	var BLtangent = 0.0;
	var CLtangent = 0.0;
	var AHtangent = 0.0;
	var BHtangent = 0.0;
	var CHtangent = 0.0;
	var ANormalLine = 0.0;
	var BNormalLine = 0.0;
	var CNormalLine = 0.0;
	var OrientationValue = 0.0;
	var AngleCos = 0.0;
	var Sum1 = 0.0;
	var Sum2 = 0.0;
	var Count2 = 0;
	var Count1 = 0;
	var Sum = 0.0;
	var Radius = EARTHRADIUS; //6378137.0,WGS84椭球半径 
	var Count = pts.length;        
	for (var i = 0; i < Count; i++) {
		if (i == 0) {
			LowX = pts[Count - 1].lng * Math.PI / 180;
			LowY = pts[Count - 1].lat * Math.PI / 180;
			MiddleX = pts[0].lng * Math.PI / 180;
			MiddleY = pts[0].lat * Math.PI / 180;
			HighX = pts[1].lng * Math.PI / 180;
			HighY = pts[1].lat * Math.PI / 180;
		}
		else if (i == Count - 1) {
			LowX = pts[Count - 2].lng * Math.PI / 180;
			LowY = pts[Count - 2].lat * Math.PI / 180;
			MiddleX = pts[Count - 1].lng * Math.PI / 180;
			MiddleY = pts[Count - 1].lat * Math.PI / 180;
			HighX = pts[0].lng * Math.PI / 180;
			HighY = pts[0].lat * Math.PI / 180;
		}
		else {
			LowX = pts[i - 1].lng * Math.PI / 180;
			LowY = pts[i - 1].lat * Math.PI / 180;
			MiddleX = pts[i].lng * Math.PI / 180;
			MiddleY = pts[i].lat * Math.PI / 180;
			HighX = pts[i + 1].lng * Math.PI / 180;
			HighY = pts[i + 1].lat * Math.PI / 180;
		}
		AM = Math.cos(MiddleY) * Math.cos(MiddleX);
		BM = Math.cos(MiddleY) * Math.sin(MiddleX);
		CM = Math.sin(MiddleY);
		AL = Math.cos(LowY) * Math.cos(LowX);
		BL = Math.cos(LowY) * Math.sin(LowX);
		CL = Math.sin(LowY);
		AH = Math.cos(HighY) * Math.cos(HighX);
		BH = Math.cos(HighY) * Math.sin(HighX);
		CH = Math.sin(HighY);
		CoefficientL = (AM * AM + BM * BM + CM * CM) / (AM * AL + BM * BL + CM * CL);
		CoefficientH = (AM * AM + BM * BM + CM * CM) / (AM * AH + BM * BH + CM * CH);
		ALtangent = CoefficientL * AL - AM;
		BLtangent = CoefficientL * BL - BM;
		CLtangent = CoefficientL * CL - CM;
		AHtangent = CoefficientH * AH - AM;
		BHtangent = CoefficientH * BH - BM;
		CHtangent = CoefficientH * CH - CM;
		AngleCos = (AHtangent * ALtangent + BHtangent * BLtangent + CHtangent * CLtangent) / (Math.sqrt(AHtangent * AHtangent + BHtangent * BHtangent + CHtangent * CHtangent) * Math.sqrt(ALtangent * ALtangent + BLtangent * BLtangent + CLtangent * CLtangent));
		AngleCos = Math.acos(AngleCos);            
		ANormalLine = BHtangent * CLtangent - CHtangent * BLtangent;
		BNormalLine = 0 - (AHtangent * CLtangent - CHtangent * ALtangent);
		CNormalLine = AHtangent * BLtangent - BHtangent * ALtangent;
		if (AM != 0)
			OrientationValue = ANormalLine / AM;
		else if (BM != 0)
			OrientationValue = BNormalLine / BM;
		else
			OrientationValue = CNormalLine / CM;
		if (OrientationValue > 0) {
			Sum1 += AngleCos;
			Count1++;
		}
		else {
			Sum2 += AngleCos;
			Count2++;
		}
	}        
	var tempSum1, tempSum2;
	tempSum1 = Sum1 + (2 * Math.PI * Count2 - Sum2);
	tempSum2 = (2 * Math.PI * Count1 - Sum1) + Sum2;
	if (Sum1 > Sum2) {
		if ((tempSum1 - (Count - 2) * Math.PI) < 1)
			Sum = tempSum1;
		else
			Sum = tempSum2;
	}
	else {
		if ((tempSum2 - (Count - 2) * Math.PI) < 1)
			Sum = tempSum2;
		else
			Sum = tempSum1;
	}
	totalArea = (Sum - (Count - 2) * Math.PI) * Radius * Radius;

	return totalArea; //返回总面积
}

})();//闭包结束

使用方法:

var point = new BMap.Point(x,y)
var circle = new BMap.Circle(mPoint,1000,{fillColor:"blue", strokeWeight: 1 ,fillOpacity: 0.3, strokeOpacity: 0.3});

if(BMapLib.GeoUtils.isPointInCircle(point,circle)){
	alert("该point在circle内");
}