MVTLayer.js
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MVTLayer = L.TileLayer.Canvas.extend({
options: {
debug: false,
isHiddenLayer: false,
getIDForLayerFeature: function() {},
tileSize: 256,
lineClickTolerance: 2
},
_featureIsClicked: {},
_isPointInPoly: function(pt, poly) {
if(poly && poly.length) {
for (var c = false, i = -1, l = poly.length, j = l - 1; ++i < l; j = i)
((poly[i].y <= pt.y && pt.y < poly[j].y) || (poly[j].y <= pt.y && pt.y < poly[i].y))
&& (pt.x < (poly[j].x - poly[i].x) * (pt.y - poly[i].y) / (poly[j].y - poly[i].y) + poly[i].x)
&& (c = !c);
return c;
}
},
_getDistanceFromLine: function(pt, pts) {
var min = Number.POSITIVE_INFINITY;
if (pts && pts.length > 1) {
pt = L.point(pt.x, pt.y);
for (var i = 0, l = pts.length - 1; i < l; i++) {
var test = this._projectPointOnLineSegment(pt, pts[i], pts[i + 1]);
if (test.distance <= min) {
min = test.distance;
}
}
}
return min;
},
_projectPointOnLineSegment: function(p, r0, r1) {
var lineLength = r0.distanceTo(r1);
if (lineLength < 1) {
return {distance: p.distanceTo(r0), coordinate: r0};
}
var u = ((p.x - r0.x) * (r1.x - r0.x) + (p.y - r0.y) * (r1.y - r0.y)) / Math.pow(lineLength, 2);
if (u < 0.0000001) {
return {distance: p.distanceTo(r0), coordinate: r0};
}
if (u > 0.9999999) {
return {distance: p.distanceTo(r1), coordinate: r1};
}
var a = L.point(r0.x + u * (r1.x - r0.x), r0.y + u * (r1.y - r0.y));
return {distance: p.distanceTo(a), point: a};
},
initialize: function(mvtSource, options) {
var self = this;
self.mvtSource = mvtSource;
L.Util.setOptions(this, options);
this.style = options.style;
this.name = options.name;
this._canvasIDToFeatures = {};
this.features = {};
this.featuresWithLabels = [];
this._highestCount = 0;
},
onAdd: function(map) {
var self = this;
self.map = map;
L.TileLayer.Canvas.prototype.onAdd.call(this, map);
map.on('layerremove', function(e) {
// we only want to do stuff when the layerremove event is on this layer
if (e.layer._leaflet_id === self._leaflet_id) {
removeLabels(self);
}
});
},
drawTile: function(canvas, tilePoint, zoom) {
var ctx = {
canvas: canvas,
tile: tilePoint,
zoom: zoom,
tileSize: this.options.tileSize
};
ctx.id = Util.getContextID(ctx);
if (!this._canvasIDToFeatures[ctx.id]) {
this._initializeFeaturesHash(ctx);
}
if (!this.features) {
this.features = {};
}
},
_initializeFeaturesHash: function(ctx){
this._canvasIDToFeatures[ctx.id] = {};
this._canvasIDToFeatures[ctx.id].features = [];
this._canvasIDToFeatures[ctx.id].canvas = ctx.canvas;
},
_draw: function(ctx) {
//Draw is handled by the parent MVTSource object
},
getCanvas: function(parentCtx){
//This gets called if a vector tile feature has already been parsed.
//We've already got the geom, just get on with the drawing.
//Need a way to pluck a canvas element from this layer given the parent layer's id.
//Wait for it to get loaded before proceeding.
var tilePoint = parentCtx.tile;
var ctx = this._tiles[tilePoint.x + ":" + tilePoint.y];
if(ctx){
parentCtx.canvas = ctx;
this.redrawTile(parentCtx.id);
return;
}
var self = this;
//This is a timer that will wait for a criterion to return true.
//If not true within the timeout duration, it will move on.
waitFor(function () {
ctx = self._tiles[tilePoint.x + ":" + tilePoint.y];
if(ctx) {
return true;
}
},
function(){
//When it finishes, do this.
ctx = self._tiles[tilePoint.x + ":" + tilePoint.y];
parentCtx.canvas = ctx;
self.redrawTile(parentCtx.id);
}, //when done, go to next flow
2000); //The Timeout milliseconds. After this, give up and move on
},
parseVectorTileLayer: function(vtl, ctx) {
var self = this;
var tilePoint = ctx.tile;
var layerCtx = { canvas: null, id: ctx.id, tile: ctx.tile, zoom: ctx.zoom, tileSize: ctx.tileSize};
//See if we can pluck the child tile from this PBF tile layer based on the master layer's tile id.
layerCtx.canvas = self._tiles[tilePoint.x + ":" + tilePoint.y];
//Initialize this tile's feature storage hash, if it hasn't already been created. Used for when filters are updated, and features are cleared to prepare for a fresh redraw.
if (!this._canvasIDToFeatures[layerCtx.id]) {
this._initializeFeaturesHash(layerCtx);
}else{
//Clear this tile's previously saved features.
this.clearTileFeatureHash(layerCtx.id);
}
var features = vtl.parsedFeatures;
for (var i = 0, len = features.length; i < len; i++) {
var vtf = features[i]; //vector tile feature
vtf.layer = vtl;
/**
* Apply filter on feature if there is one. Defined in the options object
* of TileLayer.MVTSource.js
*/
var filter = self.options.filter;
if (typeof filter === 'function') {
if ( filter(vtf, layerCtx) === false ) continue;
}
var getIDForLayerFeature;
if (typeof self.options.getIDForLayerFeature === 'function') {
getIDForLayerFeature = self.options.getIDForLayerFeature;
} else {
getIDForLayerFeature = Util.getIDForLayerFeature;
}
var uniqueID = self.options.getIDForLayerFeature(vtf) || i;
var mvtFeature = self.features[uniqueID];
/**
* Use layerOrdering function to apply a zIndex property to each vtf. This is defined in
* TileLayer.MVTSource.js. Used below to sort features.npm
*/
var layerOrdering = self.options.layerOrdering;
if (typeof layerOrdering === 'function') {
layerOrdering(vtf, layerCtx); //Applies a custom property to the feature, which is used after we're thru iterating to sort
}
//Create a new MVTFeature if one doesn't already exist for this feature.
if (!mvtFeature) {
//Get a style for the feature - set it just once for each new MVTFeature
var style = self.style(vtf);
//create a new feature
self.features[uniqueID] = mvtFeature = new MVTFeature(self, vtf, layerCtx, uniqueID, style);
if (style && style.dynamicLabel && typeof style.dynamicLabel === 'function') {
self.featuresWithLabels.push(mvtFeature);
}
} else {
//Add the new part to the existing feature
mvtFeature.addTileFeature(vtf, layerCtx);
}
//Associate & Save this feature with this tile for later
if(layerCtx && layerCtx.id) self._canvasIDToFeatures[layerCtx.id]['features'].push(mvtFeature);
}
/**
* Apply sorting (zIndex) on feature if there is a function defined in the options object
* of TileLayer.MVTSource.js
*/
var layerOrdering = self.options.layerOrdering;
if (layerOrdering) {
//We've assigned the custom zIndex property when iterating above. Now just sort.
self._canvasIDToFeatures[layerCtx.id].features = self._canvasIDToFeatures[layerCtx.id].features.sort(function(a, b) {
return -(b.properties.zIndex - a.properties.zIndex)
});
}
self.redrawTile(layerCtx.id);
},
setStyle: function(styleFn) {
// refresh the number for the highest count value
// this is used only for choropleth
this._highestCount = 0;
// lowest count should not be 0, since we want to figure out the lowest
this._lowestCount = null;
this.style = styleFn;
for (var key in this.features) {
var feat = this.features[key];
feat.setStyle(styleFn);
}
var z = this.map.getZoom();
for (var key in this._tiles) {
var id = z + ':' + key;
this.redrawTile(id);
}
},
/**
* As counts for choropleths come in with the ajax data,
* we want to keep track of which value is the highest
* to create the color ramp for the fills of polygons.
* @param count
*/
setHighestCount: function(count) {
if (count > this._highestCount) {
this._highestCount = count;
}
},
/**
* Returns the highest number of all of the counts that have come in
* from setHighestCount. This is assumed to be set via ajax callbacks.
* @returns {number}
*/
getHighestCount: function() {
return this._highestCount;
},
setLowestCount: function(count) {
if (!this._lowestCount || count < this._lowestCount) {
this._lowestCount = count;
}
},
getLowestCount: function() {
return this._lowestCount;
},
setCountRange: function(count) {
this.setHighestCount(count);
this.setLowestCount(count);
},
//This is the old way. It works, but is slow for mouseover events. Fine for click events.
handleClickEvent: function(evt, cb) {
//Click happened on the GroupLayer (Manager) and passed it here
var tileID = evt.tileID.split(":").slice(1, 3).join(":");
var zoom = evt.tileID.split(":")[0];
var canvas = this._tiles[tileID];
if(!canvas) (cb(evt)); //break out
var x = evt.layerPoint.x - canvas._leaflet_pos.x;
var y = evt.layerPoint.y - canvas._leaflet_pos.y;
var tilePoint = {x: x, y: y};
var features = this._canvasIDToFeatures[evt.tileID].features;
var minDistance = Number.POSITIVE_INFINITY;
var nearest = null;
var j, paths, distance;
for (var i = 0; i < features.length; i++) {
var feature = features[i];
switch (feature.type) {
case 1: //Point - currently rendered as circular paths. Intersect with that.
//Find the radius of the point.
var radius = 3;
if (typeof feature.style.radius === 'function') {
radius = feature.style.radius(zoom); //Allows for scale dependent rednering
}
else{
radius = feature.style.radius;
}
paths = feature.getPathsForTile(evt.tileID);
for (j = 0; j < paths.length; j++) {
//Builds a circle of radius feature.style.radius (assuming circular point symbology).
if(in_circle(paths[j][0].x, paths[j][0].y, radius, x, y)){
nearest = feature;
minDistance = 0;
}
}
break;
case 2: //LineString
paths = feature.getPathsForTile(evt.tileID);
for (j = 0; j < paths.length; j++) {
if (feature.style) {
var distance = this._getDistanceFromLine(tilePoint, paths[j]);
var thickness = (feature.selected && feature.style.selected ? feature.style.selected.size : feature.style.size);
if (distance < thickness / 2 + this.options.lineClickTolerance && distance < minDistance) {
nearest = feature;
minDistance = distance;
}
}
}
break;
case 3: //Polygon
paths = feature.getPathsForTile(evt.tileID);
for (j = 0; j < paths.length; j++) {
if (this._isPointInPoly(tilePoint, paths[j])) {
nearest = feature;
minDistance = 0; // point is inside the polygon, so distance is zero
}
}
break;
}
if (minDistance == 0) break;
}
if (nearest && nearest.toggleEnabled) {
nearest.toggle();
}
evt.feature = nearest;
cb(evt);
},
clearTile: function(id) {
//id is the entire zoom:x:y. we just want x:y.
var ca = id.split(":");
var canvasId = ca[1] + ":" + ca[2];
if (typeof this._tiles[canvasId] === 'undefined') {
console.error("typeof this._tiles[canvasId] === 'undefined'");
return;
}
var canvas = this._tiles[canvasId];
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
},
clearTileFeatureHash: function(canvasID){
this._canvasIDToFeatures[canvasID] = { features: []}; //Get rid of all saved features
},
clearLayerFeatureHash: function(){
this.features = {};
},
redrawTile: function(canvasID) {
//First, clear the canvas
this.clearTile(canvasID);
// If the features are not in the tile, then there is nothing to redraw.
// This may happen if you call redraw before features have loaded and initially
// drawn the tile.
var featfeats = this._canvasIDToFeatures[canvasID];
if (!featfeats) {
return;
}
//Get the features for this tile, and redraw them.
var features = featfeats.features;
// we want to skip drawing the selected features and draw them last
var selectedFeatures = [];
// drawing all of the non-selected features
for (var i = 0; i < features.length; i++) {
var feature = features[i];
if (feature.selected) {
selectedFeatures.push(feature);
} else {
feature.draw(canvasID);
}
}
// drawing the selected features last
for (var j = 0, len2 = selectedFeatures.length; j < len2; j++) {
var selFeat = selectedFeatures[j];
selFeat.draw(canvasID);
}
},
_resetCanvasIDToFeatures: function(canvasID, canvas) {
this._canvasIDToFeatures[canvasID] = {};
this._canvasIDToFeatures[canvasID].features = [];
this._canvasIDToFeatures[canvasID].canvas = canvas;
},
linkedLayer: function() {
if(this.mvtSource.layerLink) {
var linkName = this.mvtSource.layerLink(this.name);
return this.mvtSource.layers[linkName];
}
else{
return null;
}
},
featureWithLabelAdded: function(feature) {
this.featuresWithLabels.push(feature);
}
});
function removeLabels(self) {
var features = self.featuresWithLabels;
for (var i = 0, len = features.length; i < len; i++) {
var feat = features[i];
feat.removeLabel();
}
self.featuresWithLabels = [];
}
function in_circle(center_x, center_y, radius, x, y) {
var square_dist = Math.pow((center_x - x), 2) + Math.pow((center_y - y), 2);
return square_dist <= Math.pow(radius, 2);
}
/**
* See https://github.com/ariya/phantomjs/blob/master/examples/waitfor.js
*
* Wait until the test condition is true or a timeout occurs. Useful for waiting
* on a server response or for a ui change (fadeIn, etc.) to occur.
*
* @param testFx javascript condition that evaluates to a boolean,
* it can be passed in as a string (e.g.: "1 == 1" or "$('#bar').is(':visible')" or
* as a callback function.
* @param onReady what to do when testFx condition is fulfilled,
* it can be passed in as a string (e.g.: "1 == 1" or "$('#bar').is(':visible')" or
* as a callback function.
* @param timeOutMillis the max amount of time to wait. If not specified, 3 sec is used.
*/
function waitFor(testFx, onReady, timeOutMillis) {
var maxtimeOutMillis = timeOutMillis ? timeOutMillis : 3000, //< Default Max Timout is 3s
start = new Date().getTime(),
condition = (typeof (testFx) === "string" ? eval(testFx) : testFx()), //< defensive code
interval = setInterval(function () {
if ((new Date().getTime() - start < maxtimeOutMillis) && !condition) {
// If not time-out yet and condition not yet fulfilled
condition = (typeof (testFx) === "string" ? eval(testFx) : testFx()); //< defensive code
} else {
if (!condition) {
// If condition still not fulfilled (timeout but condition is 'false')
console.log("'waitFor()' timeout");
clearInterval(interval); //< Stop this interval
typeof (onReady) === "string" ? eval(onReady) : onReady('timeout'); //< Do what it's supposed to do once the condition is fulfilled
} else {
// Condition fulfilled (timeout and/or condition is 'true')
console.log("'waitFor()' finished in " + (new Date().getTime() - start) + "ms.");
clearInterval(interval); //< Stop this interval
typeof (onReady) === "string" ? eval(onReady) : onReady('success'); //< Do what it's supposed to do once the condition is fulfilled
}
}
}, 50); //< repeat check every 50ms
};