export const PropagationMap = { mounted() { this.map = L.map(this.el, { center: [32.897, -97.038], zoom: 7, minZoom: 4, maxZoom: 10 }) L.tileLayer("https://{s}.tile.openstreetmap.org/{z}/{x}/{y}.png", { attribution: "© OpenStreetMap contributors", maxZoom: 19 }).addTo(this.map) this.scoreOverlay = null this.scores = [] this.colorScale = [ { min: 80, r: 0, g: 255, b: 163 }, // EXCELLENT - green { min: 65, r: 125, g: 255, b: 212 }, // GOOD - light green { min: 50, r: 255, g: 229, b: 102 }, // MARGINAL - yellow { min: 33, r: 255, g: 144, b: 68 }, // POOR - orange { min: 0, r: 255, g: 79, b: 79 } // NEGLIGIBLE - red ] const initialScores = JSON.parse(this.el.dataset.scores || "[]") this.renderScores(initialScores) this.handleEvent("update_scores", ({ scores }) => { this.renderScores(scores) }) // Legend const legend = L.control({ position: "bottomright" }) legend.onAdd = () => { const div = L.DomUtil.create("div") div.style.cssText = "background:#fff;color:#333;padding:10px 14px;border-radius:8px;box-shadow:0 2px 8px rgba(0,0,0,0.3);font-size:13px;line-height:2;" const rows = [ ["#00ffa3", "Excellent (80-100)"], ["#7dffd4", "Good (65-79)"], ["#ffe566", "Marginal (50-64)"], ["#ff9044", "Poor (33-49)"], ["#ff4f4f", "Negligible (0-32)"] ] div.innerHTML = "Propagation
" + rows.map(([c, label]) => `${label}` ).join("
") return div } legend.addTo(this.map) }, renderScores(scores) { this.scores = scores if (this.scoreOverlay) { this.map.removeLayer(this.scoreOverlay) } if (scores.length === 0) return // Build a lookup grid for interpolation this.gridLookup = new Map() scores.forEach(({ lat, lon, score }) => { this.gridLookup.set(`${lat.toFixed(3)},${lon.toFixed(3)}`, score) }) // Create a custom canvas overlay const self = this this.scoreOverlay = L.GridLayer.extend({ createTile(coords) { const tile = document.createElement("canvas") const size = this.getTileSize() tile.width = size.x tile.height = size.y const ctx = tile.getContext("2d") const step = 0.125 const nwPoint = coords.scaleBy(size) const sePoint = nwPoint.add(size) const nw = this._map.unproject(nwPoint, coords.z) const se = this._map.unproject(sePoint, coords.z) // Pixel size in degrees const latPerPx = (nw.lat - se.lat) / size.y const lonPerPx = (se.lng - nw.lng) / size.x // Draw cells - each pixel block maps to a grid point const cellPxX = Math.max(1, Math.ceil(step / lonPerPx)) const cellPxY = Math.max(1, Math.ceil(step / Math.abs(latPerPx))) for (let py = 0; py < size.y; py += cellPxY) { for (let px = 0; px < size.x; px += cellPxX) { const lat = nw.lat - py * Math.abs(latPerPx) const lon = nw.lng + px * lonPerPx const score = self.interpolateScore(lat, lon, step) if (score !== null) { const color = self.scoreColorRGB(score) ctx.fillStyle = `rgba(${color.r},${color.g},${color.b},0.55)` ctx.fillRect(px, py, cellPxX, cellPxY) } } } return tile } }) this.scoreOverlay = new (this.scoreOverlay)({ opacity: 1.0 }) this.scoreOverlay.addTo(this.map) }, interpolateScore(lat, lon, step) { // Snap to nearest grid point const rlat = (Math.round(lat / step) * step).toFixed(3) const rlon = (Math.round(lon / step) * step).toFixed(3) const key = `${rlat},${rlon}` if (this.gridLookup.has(key)) return this.gridLookup.get(key) // Try bilinear interpolation from 4 surrounding points const lat0 = Math.floor(lat / step) * step const lat1 = lat0 + step const lon0 = Math.floor(lon / step) * step const lon1 = lon0 + step const s00 = this.gridLookup.get(`${lat0.toFixed(3)},${lon0.toFixed(3)}`) const s10 = this.gridLookup.get(`${lat1.toFixed(3)},${lon0.toFixed(3)}`) const s01 = this.gridLookup.get(`${lat0.toFixed(3)},${lon1.toFixed(3)}`) const s11 = this.gridLookup.get(`${lat1.toFixed(3)},${lon1.toFixed(3)}`) // Need at least 2 corners to interpolate const corners = [s00, s10, s01, s11].filter(s => s !== undefined) if (corners.length < 2) return null if (corners.length === 4) { const tLat = (lat - lat0) / step const tLon = (lon - lon0) / step return Math.round( s00 * (1 - tLat) * (1 - tLon) + s10 * tLat * (1 - tLon) + s01 * (1 - tLat) * tLon + s11 * tLat * tLon ) } // Fallback: average available corners return Math.round(corners.reduce((a, b) => a + b, 0) / corners.length) }, scoreColorRGB(score) { // Interpolate between tier colors for smooth gradients for (let i = 0; i < this.colorScale.length - 1; i++) { const upper = this.colorScale[i] const lower = this.colorScale[i + 1] if (score >= lower.min) { const range = upper.min - lower.min const t = Math.min(1, (score - lower.min) / range) return { r: Math.round(lower.r + (upper.r - lower.r) * t), g: Math.round(lower.g + (upper.g - lower.g) * t), b: Math.round(lower.b + (upper.b - lower.b) * t) } } } const last = this.colorScale[this.colorScale.length - 1] return { r: last.r, g: last.g, b: last.b } }, destroyed() { if (this.map) this.map.remove() } }