Reputation: 1102
I'm making an app that displays bus routes using the NextBus API and Google Maps. However, I'm having an issue with CPU usage that I think is being caused by the amount of GMSPolylines on the map. The route is displayed by an array of polylines made up of the points given by NextBus for a given route. When the polylines are added to the map and the GMSCamera is overviewing the entire route, the CPU on the simulator (iPhone X) maxes out at 100%. When zoomed in on a particular section of the route, however, the CPU usage goes down to ~2%.
Map Screenshot: https://i.sstatic.net/vFQo9.png Performance: https://i.sstatic.net/irIwb.png
The NextBus API returns route information including the route of a specific bus path. Here's an small example of the data that I'm working with:
Route: {
"path": [Path]
}
Path: {
"points:" [Coordinate]
}
Coordinate: {
"lat": Float,
"lon": Float
}
And here's my method that creates the polylines from the data. All in all there are on average ~700 coordinates spread across ~28 polylines (each path object) for a route. Keep in mind I'm not displaying multiple routes on one page, I'm only displaying one at a time.
func buildRoute(routePath: [Path?]) -> [GMSPolyline] {
var polylines: [GMSPolyline] = []
for path in routePath {
let path = GMSMutablePath()
guard let coords = path?.points else {continue}
for coordinate in coords {
// Safely unwrap latitude strings and convert them to doubles.
guard let latStr = coordinate?.lat,
let lonStr = coordinate?.lon else {
continue
}
guard let latOne = Double(latStr),
let lonOne = Double(lonStr) else {
continue
}
// Create location coordinates.
let pointCoordinatie = CLLocationCoordinate2D(latitude: latOne, longitude: lonOne)
path.add(pointCoordinatie)
}
let line = GMSPolyline(path: path)
line.strokeWidth = 6
line.strokeColor = UIColor(red: 0/255, green: 104/255, blue: 139/255, alpha: 1.0)
polylines.append(line)
}
return polylines
}
Finally here is my method that adds the polylines to the map:
fileprivate func buildRoute(routeConfig: RouteConfig?) {
if let points = routeConfig?.route?.path {
let polylines = RouteBuiler.shared.buildRoute(routePath: points)
DispatchQueue.main.async {
// Remove polylines from map if there are any.
for line in self.currentRoute {
line.map = nil
}
// Set new current route and add it to the map.
self.currentRoute = polylines
for line in self.currentRoute {
line.map = self.mapView
}
}
}
}
Is there a problem with how I'm constructing the polylines? Or are there simply too many coordinates?
Upvotes: 3
Views: 740
Reputation: 166
I ran into this exact problem. It is quite an odd bug -- when you go over a certain threshold of polylines, the CPU suddenly pegs to 100%.
I discovered that GMSPolygon does not have this problem. So I switched over all of GMSPolyline to GMSPolygon.
To get the correct stroke width, I am using the following code to create a polygon that traces the outline of a polyline at a given stroke width. My calculation requires the LASwift linear algebra library.
https://github.com/AlexanderTar/LASwift
import CoreLocation
import LASwift
import GoogleMaps
struct Segment {
let from: CLLocationCoordinate2D
let to: CLLocationCoordinate2D
}
enum RightLeft {
case right, left
}
// Offset the given path to the left or right by the given distance
func offsetPath(rightLeft: RightLeft, path: [CLLocationCoordinate2D], offset: Double) -> [CLLocationCoordinate2D] {
var offsetPoints = [CLLocationCoordinate2D]()
var prevSegment: Segment!
for i in 0..<path.count {
// Test if this is the last point
if i == path.count-1 {
if let to = prevSegment?.to {
offsetPoints.append(to)
}
continue
}
let from = path[i]
let to = path[i+1]
// Skip duplicate points
if from.latitude == to.latitude && from.longitude == to.longitude {
continue
}
// Calculate the miter corner for the offset point
let segmentAngle = -atan2(to.latitude - from.latitude, to.longitude - from.longitude)
let sinA = sin(segmentAngle)
let cosA = cos(segmentAngle)
let rotate =
Matrix([[cosA, -sinA, 0.0],
[sinA, cosA, 0.0],
[0.0, 0.0, 1.0]])
let translate =
Matrix([[1.0, 0.0, 0.0 ],
[0.0, 1.0, rightLeft == .left ? offset : -offset ],
[0.0, 0.0, 1.0]])
let mat = inv(rotate) * translate * rotate
let fromOff = mat * Matrix([[from.x], [from.y], [1.0]])
let toOff = mat * Matrix([[to.x], [to.y], [1.0]])
let offsetSegment = Segment(
from: CLLocationCoordinate2D(latitude: fromOff[1,0], longitude: fromOff[0,0]),
to: CLLocationCoordinate2D(latitude: toOff[1,0], longitude: toOff[0,0]))
if prevSegment == nil {
prevSegment = offsetSegment
offsetPoints.append(offsetSegment.from)
continue
}
// Calculate line intersection
guard let intersection = getLineIntersection(line0: prevSegment, line1: offsetSegment, segment: false) else {
prevSegment = offsetSegment
continue
}
prevSegment = offsetSegment
offsetPoints.append(intersection)
}
return offsetPoints
}
// Returns the intersection point if the line segments intersect, otherwise nil
func getLineIntersection(line0: Segment, line1: Segment, segment: Bool) -> CLLocationCoordinate2D? {
return getLineIntersection(p0: line0.from, p1: line0.to, p2: line1.from, p3: line1.to, segment: segment)
}
// https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect
// Returns the intersection point if the line segments intersect, otherwise nil
func getLineIntersection(p0: CLLocationCoordinate2D, p1: CLLocationCoordinate2D, p2: CLLocationCoordinate2D, p3: CLLocationCoordinate2D, segment: Bool) -> CLLocationCoordinate2D? {
let s1x = p1.longitude - p0.longitude
let s1y = p1.latitude - p0.latitude
let s2x = p3.longitude - p2.longitude
let s2y = p3.latitude - p2.latitude
let numerator = (s2x * (p0.latitude - p2.latitude) - s2y * (p0.longitude - p2.longitude))
let denominator = (s1x * s2y - s2x * s1y)
if denominator == 0.0 {
return nil
}
let t = numerator / denominator
if segment {
let s = (s1y * (p0.longitude - p2.longitude) + s1x * (p0.latitude - p2.latitude)) / (s1x * s2y - s2x * s1y)
guard (s >= 0 && s <= 1 && t >= 0 && t <= 1) else {
return nil
}
}
return CLLocationCoordinate2D(latitude: p0.latitude + (t * s1y), longitude: p0.longitude + (t * s1x))
}
// The path from NextBus
let path: CLLocationCoordinate2D = pathFromNextBus()
// The desired width of the polyline
let strokeWidth: Double = desiredPolylineWidth()
let polygon: GMSPolygon
do {
let polygonPath = GMSMutablePath()
let w = strokeWidth / 2.0
for point in offsetPath(rightLeft: .left, path: route.offsetPath, offset: w) {
polygonPath.add(CLLocationCoordinate2D(latitude: point.latitude, longitude: point.longitude))
}
for point in offsetPath(rightLeft: .right, path: route.offsetPath, offset: w).reversed() {
polygonPath.add(CLLocationCoordinate2D(latitude: point.latitude, longitude: point.longitude))
}
polygon = GMSPolygon(path: polygonPath)
polygon.strokeWidth = 0.0
}
Upvotes: 1