# lftTransPres1.qry

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# lftTransPres1.qry # This is a sample script for drawing a solid line symbol for a # left-lateral transpressional fault. Triangle symbols are # drawn on the upthrown (left) side of the fault line. # If this is the wrong side for an individual line, use # the Spatial Data Editor to reverse its start and end points. # Strike-slip arrows are drawn centered between triangles, # at an interval specified by the number of triangles separating # arrow symbol sets. # Version March 2008 # Requires TNTmips 2006:72 or later. # Version 30 April 2008 # Improved drawing of displacement arrows so they look better for # wider line widths. Arrow offset determined from line width. # Procedures defined for drawing triangles and displacement arrows. # Special drawing instructions added for LegendView. numeric red, green, blue; numeric triMap, triWidth, halfTri, heightFac, height, spacing, halfSpacing, dist; numeric arrowLengthMap, arrowSize, wingSizeFac, wingSize, angle, offsetFac, arrowOffset; numeric triInt, arrowInt, count; class RVC_GEOREFERENCE vGeoref; class SR_COORDREFSYS vectCRS; class STRING coordUnit$; ###################### Set Parameters ############################## # red, green, blue variables define the color of the line red = 255; green = 0; blue = 0; # This variable defines the denominator of the intended map scale. # It is used as the basis for defining line width and symbol size # and spacing. # Example: for 1:24,000 map scale, Scale = 24000 scale = 24000; # These variables set the dimensions of the triangle symbols. # TriMap is the desired triangle width in mm, assuming vector # coordinates are in meters: triMap = 3; heightFac = 0.6; # height of triangle as fraction of width # This variable sets the interval between triangles as multiple of triangle width triInt = 4; # This variable controls the width of the lines. # WidthMap is the desired map width in mm, assuming vector # coordinates are in meters. widthMap = 0.6; # Strike-slip displacement arrows are drawn periodically centered # between triangles. This variable sets how many triangles # separate each set of arrows arrowInt = 3; # This variable sets the length of the arrows # ArrowLengthMap is the desired arrow length in mm, assuming vector # coordinates are in meters: arrowLengthMap = 6; # This variable controls the sweep angle of the arrow in degrees angle = 30; # 30 degree angle # This variable sets the length of the side of the arrowhead as a # fraction of the arrow length wingSizeFac = 0.4; # This variable controls how far from the base line to draw arrows # as a multiple of line width offsetFac = 2.5; ####################### Compute Derived Values ######################## # Check if vector has geographic coordinates (units of degrees instead of meters) # and if so adjust scale factor to draw symbols of appropriate size. Vect.GetDefaultGeoref(vGeoref); vectCRS = vGeoref.GetCoordRefSys(); if (vectCRS.IsProjected() <> 1) { if (vectCRS.IsLocal() <> 1) { scale = scale * 0.000009; } } else { # CRS is projected; check coordinate units to adjust scale # get coordinate unit from the first axis of the planar coordinate system coordUnit$ = vectCRS.Coordsys.GetAxis(1).Unit.GetSymbol(); scale = scale * GetUnitConvDist("m", coordUnit$); } # set final dimensions for drawing if (DrawingLegendView) { # set dimensions for LegendView based on sample size triWidth = 0.15 * SampleRect.GetWidth(); width = 0.1 * SampleRect.GetHeight(); arrowSize = 0.4 * SampleRect.GetWidth(); } else { # set dimensions for drawing elements in View using scale scale = scale / 1000; # conversion from meters to millimeters triWidth = triMap * scale; width = widthMap * scale; arrowSize = arrowLengthMap * scale; } # Compute final triangle dimensions height = heightFac * triWidth; # height of triangle as a fraction of width halfTri = triWidth * 0.5; # Compute spacing between triangles as a multiple of width. spacing = triWidth * triInt; # Distance derived from spacing to use as origin for drawing displacement arrows halfSpacing = (spacing * 0.5) + (arrowSize * 0.5); # Compute final dimensions of the arrow head wingSize = wingSizeFac * arrowSize; headBase = wingSize * sind(angle); # length of base of half arrow head # Compute arrow offest from the base line arrowOffset = offsetFac * width; ########################## Procedures ####################### ### procedure to draw triangle along line proc drawTriangle () { LineStyleDropAnchor(1); # anchor at left corner of triangle LineStyleRoll(halfTri); # roll to midpoint of triangle base LineStyleMoveTo(0,0); # move pen to current line position LineStyleMoveTo(90, height); # move pen to top corner of triangle LineStyleDropAnchor(2); # drop anchor at top corner LineStyleRoll(-halfTri); # roll line pointer back along line to left corner LineStyleRecordPolygon(); # set up to record vertex positions for triangle polygon LineStyleRollPen(triWidth); # draw complete base of triangle (to right corner) LineStyleLineToAnchor(2); # line to top corner anchor LineStyleLineToAnchor(1); # line from top to left corner anchor LineStyleDrawPolygon(1); # fill the polygon } ### procedure to draw left-lateral displacement arrows along line proc drawArrows () { # Draw first half-arrow backward on left side of line LineStyleMoveTo(90, arrowOffset); # move to base of arrow LineStyleDropAnchor(3); # anchor at base of arrow LineStyleMoveTo(180, arrowSize); # move to tip of arrow LineStyleDropAnchor(4); # anchor at tip of arrow LineStyleRecordPolygon(1); # start recording vertices for arrow head polygon LineStyleLineTo(angle, wingSize); # draw arrowhead side LineStyleLineTo(-90, headBase); # draw arrowhead base LineStyleDropAnchor(5); # anchor at base of arrow head on shaft LineStyleLineToAnchor(4); # move to anchor at tip of arrow LineStyleDrawPolygon(1); # fill polygon LineStyleMoveToAnchor(5); LineStyleLineToAnchor(3); # draw arrow shaft back to base LineStyleMoveToAnchor(4); # Draw other half-arrow forward on right side of line LineStyleMoveTo(-90, 2 * arrowOffset); # offset to other side of line LineStyleDropAnchor(6); # anchor at base of arrow LineStyleMoveTo(0, arrowSize); # move to tip of arrow LineStyleDropAnchor(7); # anchor at tip of arrow LineStyleRecordPolygon(1); # start recording vertices for arrow head polygon LineStyleLineTo(180 + angle, wingSize); LineStyleLineTo(90, headBase); LineStyleDropAnchor(8); LineStyleLineToAnchor(7); LineStyleDrawPolygon(1); # fill polygon LineStyleMoveToAnchor(8); LineStyleLineToAnchor(6); # draw arrow shaft back to base } ############################### Draw ########################### # Set line color and width and draw solid fault line LineStyleSetColor(red, green, blue); LineStyleSetLineWidth(width); LineStyleSetCapJoinType(0,0); LineStyleDrawLine(); # draw the solid line count = arrowInt - 1; # special drawing instructions for LegendView if (DrawingLegendView) { LineStyleRoll(triWidth); drawTriangle(); LineStyleRoll(spacing); drawArrows(); } else # drawing lines in View { while (LineStyleRoll(spacing) != 1) # while not at end of line, roll spacing distance { dist = LineStyleGetDistanceTo(3); # distance to end of line if (dist > triWidth) { drawTriangle(); count++; # draw displacement arrows when triangle count matches arrowInt # and set flag to indicate they have been drawn if (count == arrowInt && dist > halfSpacing + triWidth) { LineStyleRoll(halfSpacing); # move pointer along line halfway to next triangle; # pointer remains at this position while arrows are drawn drawArrows(); LineStyleRoll(-halfSpacing); # roll pointer back along line to end of previous # triangle for next triangle iteration to preserve spacing count = 0; # reset triangle counter to 0; } } } }