Add method Polyline.closestLayerPoint
Also fix method L.LineUtil.simplify for empty geometry
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@ -41,6 +41,7 @@
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<!-- /layer -->
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<script type="text/javascript" src="suites/layer/TileLayerSpec.js"></script>
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<script type="text/javascript" src="suites/layer/vector/PolylineGeometrySpec.js"></script>
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<!-- /map -->
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<script type="text/javascript" src="suites/map/MapSpec.js"></script>
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@ -2,4 +2,27 @@ function noSpecs() {
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xit('should have specs', function() {
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expect('specs').toBe();
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});
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}
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if (!Array.prototype.map) {
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Array.prototype.map = function(fun /*, thisp */) {
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"use strict";
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if (this === void 0 || this === null)
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throw new TypeError();
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var t = Object(this);
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var len = t.length >>> 0;
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if (typeof fun !== "function")
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throw new TypeError();
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var res = new Array(len);
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var thisp = arguments[1];
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for (var i = 0; i < len; i++) {
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if (i in t)
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res[i] = fun.call(thisp, t[i], i, t);
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}
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return res;
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};
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}
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35
spec/suites/layer/vector/PolylineGeometrySpec.js
Normal file
35
spec/suites/layer/vector/PolylineGeometrySpec.js
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@ -0,0 +1,35 @@
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describe('PolylineGeometry', function() {
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var c = document.createElement('div');
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c.style.width = '400px';
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c.style.height = '400px';
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var map = new L.Map(c);
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map.setView(new L.LatLng(55.8, 37.6), 6);
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describe("#distanceTo", function() {
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it("should calculate correct distances to points", function() {
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var p1 = map.latLngToLayerPoint(new L.LatLng(55.8, 37.6));
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var p2 = map.latLngToLayerPoint(new L.LatLng(57.123076977278, 44.861962891635));
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var latlngs = [[56.485503424111, 35.545556640339], [55.972522915346, 36.116845702918], [55.502459116923, 34.930322265253], [55.31534617509, 38.973291015816]]
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.map(function(ll) {
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return new L.LatLng(ll[0], ll[1]);
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});
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var polyline = new L.Polyline([], {
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'noClip': true
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});
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map.addLayer(polyline);
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expect(polyline.closestLayerPoint(p1)).toEqual(null);
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polyline.setLatLngs(latlngs);
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var point = polyline.closestLayerPoint(p1);
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expect(point).not.toEqual(null);
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expect(point.distance).not.toEqual(Infinity);
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expect(point.distance).not.toEqual(NaN);
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var point2 = polyline.closestLayerPoint(p2);
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expect(point.distance).toBeLessThan(point2.distance);
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});
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});
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});
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@ -9,7 +9,7 @@ L.LineUtil = {
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* Improves rendering performance dramatically by lessening the number of points to draw.
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*/
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simplify: function(/*Point[]*/ points, /*Number*/ tolerance) {
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if (!tolerance) return points.slice();
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if (!tolerance || !points.length) return points.slice();
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// stage 1: vertex reduction
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points = this.reducePoints(points, tolerance);
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@ -22,7 +22,13 @@ L.LineUtil = {
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// distance from a point to a segment between two points
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pointToSegmentDistance: function(/*Point*/ p, /*Point*/ p1, /*Point*/ p2) {
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return Math.sqrt(this._sqPointToSegmentDist(p, p1, p2));
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return Math.sqrt(this._sqPointToSegmentDist(p, p1, p2));
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},
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closestPointOnSegment: function(/*Point*/ p, /*Point*/ p1, /*Point*/ p2) {
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var point = this._sqClosestPointOnSegment(p, p1, p2);
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point.distance = Math.sqrt(point._sqDist);
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return point;
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},
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// Douglas-Peucker simplification, see http://en.wikipedia.org/wiki/Douglas-Peucker_algorithm
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@ -140,8 +146,10 @@ L.LineUtil = {
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return dx * dx + dy * dy;
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},
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// square distance from point to a segment
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_sqPointToSegmentDist: function(p, p1, p2) {
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/**
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* @return L.Point point on segment with attribute _sqDist - square distance to segment
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*/
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_sqClosestPointOnSegment: function(p, p1, p2) {
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var x2 = p2.x - p1.x,
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y2 = p2.y - p1.y;
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@ -150,10 +158,18 @@ L.LineUtil = {
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var dot = (p.x - p1.x) * x2 + (p.y - p1.y) * y2,
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t = dot / this._sqDist(p1, p2);
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if (t < 0) return this._sqDist(p, p1);
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if (t > 1) return this._sqDist(p, p2);
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var proj = new L.Point(p1.x + x2 * t, p1.y + y2 * t);
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return this._sqDist(p, proj);
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}
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var apoint = p1;
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if (t > 1) {
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apoint = p2;
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} else if (t > 0) {
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apoint = new L.Point(p1.x + x2 * t, p1.y + y2 * t);
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}
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apoint._sqDist = this._sqDist(p, apoint);
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return apoint;
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},
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// distance from a point to a segment between two points
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_sqPointToSegmentDist: function(p, p1, p2) {
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return this._sqClosestPointOnSegment(p, p1, p2)._sqDist;
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}
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};
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@ -51,6 +51,25 @@ L.Polyline = L.Path.extend({
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return removed;
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},
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closestLayerPoint: function(p) {
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var minDistance = Infinity, parts = this._parts, p1, p2, minPoint = null;
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for (var j = 0, jLen = parts.length; j < jLen; j++) {
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var points = parts[j];
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for (var i = 1, len = points.length; i < len; i++) {
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p1 = points[i-1];
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p2 = points[i];
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var point = L.LineUtil._sqClosestPointOnSegment(p, p1, p2);
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if (point._sqDist < minDistance) {
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minDistance = point._sqDist;
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minPoint = point;
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}
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}
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}
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if (minPoint) minPoint.distance = Math.sqrt(minDistance);
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return minPoint;
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},
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_getPathPartStr: function(points) {
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var round = L.Path.VML;
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