updates on the dispatch page and redesigned the maximum pages
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154
src/utils/leafletPolylineOffset.js
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154
src/utils/leafletPolylineOffset.js
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// Vendored from leaflet-polylineoffset@1.1.1 (MIT).
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//
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// Why this lives in-tree instead of being an npm dep:
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// • The published package would require --legacy-peer-deps because of an
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// unrelated React-17 peer-dep conflict elsewhere in the project, and we
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// don't want a renderer plugin to force a global resolver flag.
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// • It's frozen upstream (no meaningful updates since 2020), tiny, and
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// has zero runtime deps besides leaflet (already in package.json).
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//
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// What it does:
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// Monkey-patches L.Polyline so that any path passed with a numeric
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// `offset` in pathOptions is rendered shifted perpendicular to its
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// direction of travel by that many pixels (positive = right of travel,
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// negative = left). Used by Dispatch.js's Compare → Combined view to
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// render planned + actual as parallel rails when they share the same
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// road geometry; without this they overlap and read as one polyline.
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//
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// Import once for the side effect:
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// import '../../../utils/leafletPolylineOffset';
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//
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// Then add to any pathOptions:
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// pathOptions={{ ..., offset: 5 }}
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//
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// Plays nicely with both SVG and Canvas renderers.
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import L from 'leaflet';
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L.PolylineOffset = {
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translatePoint(pt, dist, radians) {
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return L.point(pt.x + dist * Math.cos(radians), pt.y + dist * Math.sin(radians));
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},
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offsetPointLine(points, distance) {
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const l = points.length;
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if (l < 2) {
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throw new Error('Line should be defined by at least 2 points');
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}
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let a = points[0];
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let b;
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const offsetAngle = Math.PI / 2;
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const offsetSegments = [];
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for (let i = 1; i < l; i++) {
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b = points[i];
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// Each segment's offset angle is perpendicular to its direction.
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const segAngle = Math.atan2(b.y - a.y, b.x - a.x);
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offsetSegments.push({
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offsetAngle: segAngle - offsetAngle,
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original: [a, b],
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offset: [
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this.translatePoint(a, distance, segAngle - offsetAngle),
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this.translatePoint(b, distance, segAngle - offsetAngle)
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]
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});
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a = b;
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}
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return offsetSegments;
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},
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// Find the intersection of two segments by extending them to infinity
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// along their direction, then walking along segment 1 by parameter t.
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// Returns null when the segments are parallel (no intersection).
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intersection(l1a, l1b, l2a, l2b) {
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const line1 = this.segmentAsVector(l1a, l1b);
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const line2 = this.segmentAsVector(l2a, l2b);
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const denom = -line2.x * line1.y + line1.x * line2.y;
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if (denom === 0) return null;
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const s = (-line1.y * (l1a.x - l2a.x) + line1.x * (l1a.y - l2a.y)) / denom;
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const t = (line2.x * (l1a.y - l2a.y) - line2.y * (l1a.x - l2a.x)) / denom;
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if (s >= 0 && s <= 1 && t >= 0 && t <= 1) {
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return L.point(l1a.x + t * line1.x, l1a.y + t * line1.y);
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}
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return null;
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},
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segmentAsVector(a, b) {
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return L.point(b.x - a.x, b.y - a.y);
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},
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// Walk the offset segments and join adjacent ones at their intersection
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// points (mitered corners). When two consecutive segments don't intersect
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// within their bounds (sharp turn, or co-linear), fall back to the offset
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// endpoint so the polyline doesn't gap.
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joinLineSegments(segments) {
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const joined = [];
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let last = segments[0].offset;
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joined.push(last[0]);
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for (let i = 1; i < segments.length; i++) {
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const next = segments[i].offset;
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const inter = this.intersection(last[0], last[1], next[0], next[1]);
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if (inter) {
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joined.push(inter);
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} else {
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joined.push(last[1]);
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}
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last = next;
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}
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joined.push(last[1]);
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return joined;
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},
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offsetPoints(points, offset) {
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if (!points || points.length < 2) return points;
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const offsets = this.offsetPointLine(points, offset);
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return this.joinLineSegments(offsets);
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},
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// Operates on a ring of LatLngs by projecting → offsetting → unprojecting,
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// since leaflet polyline math is in screen pixels but our points are LatLng.
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offsetLatLngs(map, latlngs, offset) {
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const points = latlngs.map((ll) => map.latLngToLayerPoint(ll));
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const offsetPts = this.offsetPoints(points, offset);
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return offsetPts.map((p) => map.layerPointToLatLng(p));
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}
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};
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// Patch Polyline._projectLatlngs (used by both SVG and Canvas renderers) so
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// that when an offset is set, the projected ring is offset before clipping.
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// We keep the original on _projectLatlngsOriginal so we can call through.
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const originalProject = L.Polyline.prototype._projectLatlngs;
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L.Polyline.prototype._projectLatlngs = function patchedProject(latlngs, result, projectedBounds) {
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const offset = this.options.offset;
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if (!offset || typeof offset !== 'number') {
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return originalProject.call(this, latlngs, result, projectedBounds);
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}
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// Recurse for multi-ring polylines (shouldn't happen for simple lines,
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// but the leaflet API allows it).
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const flat = latlngs[0] instanceof L.LatLng;
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if (!flat) {
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for (let i = 0; i < latlngs.length; i++) {
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this._projectLatlngs(latlngs[i], result, projectedBounds);
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}
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return undefined;
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}
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const projected = latlngs.map((ll) => this._map.latLngToLayerPoint(ll));
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const offsetted = L.PolylineOffset.offsetPoints(projected, offset);
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// Update projectedBounds with each offset point so the renderer's
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// viewport-clipping check still works.
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for (let i = 0; i < offsetted.length; i++) {
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projectedBounds.extend(offsetted[i]);
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}
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result.push(offsetted);
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return undefined;
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};
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export default L;
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