@longline/aqua-ui 1.0.303 → 1.0.307
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/map/Map/Map.d.ts +2 -1
- package/map/Map/Map.js +1 -1
- package/map/layers/InterpolationLayer/ContoursFragmentShader.d.ts +1 -1
- package/map/layers/InterpolationLayer/ContoursFragmentShader.js +1 -1
- package/map/layers/InterpolationLayer/InterpolationLayer.d.ts +54 -5
- package/map/layers/InterpolationLayer/InterpolationLayer.js +52 -7
- package/map/layers/InterpolationLayer/index.d.ts +2 -1
- package/map/layers/InterpolationLayer/index.js +1 -1
- package/package.json +1 -1
package/map/Map/Map.d.ts
CHANGED
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@@ -127,9 +127,10 @@ interface IMapProps {
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*/
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onMouseLeave?: (e: MapMouseEvent) => void;
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}
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declare const ViewStateContext: React.Context<ViewState>;
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declare const useViewState: () => ViewState;
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declare const Map: {
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({ longitude, latitude, zoom, pitch, bearing, logoPosition, interactiveLayerIds, noRotate, preserveDrawingBuffer, minZoom, maxZoom, fadeDuration, doubleClickZoom, ...props }: IMapProps): React.JSX.Element;
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displayName: string;
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};
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export { Map, IMapProps, useViewState };
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export { Map, IMapProps, useViewState, ViewStateContext };
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package/map/Map/Map.js
CHANGED
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@@ -233,5 +233,5 @@ var Map = function (_a) {
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return React.createElement(MapBase, __assign({ longitude: longitude, latitude: latitude, zoom: zoom, pitch: pitch, bearing: bearing, logoPosition: logoPosition, interactiveLayerIds: interactiveLayerIds, noRotate: noRotate, preserveDrawingBuffer: preserveDrawingBuffer, minZoom: minZoom, maxZoom: maxZoom, fadeDuration: fadeDuration, doubleClickZoom: doubleClickZoom }, props));
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};
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Map.displayName = 'Map';
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-
export { Map, useViewState };
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export { Map, useViewState, ViewStateContext };
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var templateObject_1;
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@@ -1,2 +1,2 @@
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1
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-
declare const ContoursFragmentShader = " \n #ifdef GL_ES\n precision mediump float;\n #endif\n\n // Screen resolution is needed to convert gl_FragCoord to texture coordinate.\n uniform vec2 u_resolution;\n uniform sampler2D dataTexture;\n uniform int levels;\n uniform vec4 u_contourColor;\n uniform float u_gradientStops[12];\n uniform vec4 u_gradientColors[12];\n\n //\n // Given a value, find its corresponding color in the gradient stops.\n //\n vec4 getGradientColor(float position) {\n // Find left and right stop:\n float left = -1.0;\n float right = 99.0;\n vec4 leftColor;\n vec4 rightColor;\n\n for(int i = 0; i < 12; i++) {\n if (u_gradientStops[i] <= position) {\n left = u_gradientStops[i]; \n leftColor = u_gradientColors[i];\n } else break;\n }\n\n for(int i = 12 - 1; i >= 0; i--) {\n if (u_gradientStops[i] >= position) {\n right = u_gradientStops[i]; \n rightColor = u_gradientColors[i];\n } else break;\n }\n\n // Distance between stops:\n float width = right - left;\n // Distance from left stop:\n float dist = position - left;\n // Right stop weight:\n float weight;\n if(dist == 0.0) {\n weight = dist;\n } else {\n weight = dist / width;\n }\n\n float r = leftColor.x + (rightColor.x - leftColor.x) * weight;\n float g = leftColor.y + (rightColor.y - leftColor.y) * weight;\n float b = leftColor.z + (rightColor.z - leftColor.z) * weight;\n float a = leftColor.w + (rightColor.w - leftColor.w) * weight;\n return vec4(r, g, b, a); \n } \n\n //\n // Returns texture color at pixelCoord.\n //\n vec4 texelFetch(sampler2D tex, vec2 pixelCoord) {\n return texture2D(tex, pixelCoord / u_resolution);\n }\n\n //\n // Returns texture pixel shade, in a number of levels:\n int getShade(sampler2D tex, vec2 pixelCoord, float levels) {\n vec4 color = texelFetch(tex, pixelCoord);\n // If the color is transparent, return -1, so that there's always a contour line.\n if(color.w == 0.0) return -1;\n // Return greyscale shade in levels:\n return int(color.x * levels);\n }\n\n bool hasDifferentShade() {\n float
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declare const ContoursFragmentShader = " \n #ifdef GL_ES\n precision mediump float;\n #endif\n\n // Screen resolution is needed to convert gl_FragCoord to texture coordinate.\n uniform vec2 u_resolution;\n uniform sampler2D dataTexture;\n uniform int levels;\n uniform vec4 u_contourColor;\n uniform float u_contourThickness;\n uniform float u_gradientStops[12];\n uniform vec4 u_gradientColors[12];\n\n //\n // Given a value, find its corresponding color in the gradient stops.\n //\n vec4 getGradientColor(float position) {\n // Find left and right stop:\n float left = -1.0;\n float right = 99.0;\n vec4 leftColor;\n vec4 rightColor;\n\n for(int i = 0; i < 12; i++) {\n if (u_gradientStops[i] <= position) {\n left = u_gradientStops[i]; \n leftColor = u_gradientColors[i];\n } else break;\n }\n\n for(int i = 12 - 1; i >= 0; i--) {\n if (u_gradientStops[i] >= position) {\n right = u_gradientStops[i]; \n rightColor = u_gradientColors[i];\n } else break;\n }\n\n // Distance between stops:\n float width = right - left;\n // Distance from left stop:\n float dist = position - left;\n // Right stop weight:\n float weight;\n if(dist == 0.0) {\n weight = dist;\n } else {\n weight = dist / width;\n }\n\n float r = leftColor.x + (rightColor.x - leftColor.x) * weight;\n float g = leftColor.y + (rightColor.y - leftColor.y) * weight;\n float b = leftColor.z + (rightColor.z - leftColor.z) * weight;\n float a = leftColor.w + (rightColor.w - leftColor.w) * weight;\n return vec4(r, g, b, a); \n } \n\n //\n // Returns texture color at pixelCoord.\n //\n vec4 texelFetch(sampler2D tex, vec2 pixelCoord) {\n return texture2D(tex, pixelCoord / u_resolution);\n }\n\n //\n // Returns texture pixel shade, in a number of levels:\n int getShade(sampler2D tex, vec2 pixelCoord, float levels) {\n vec4 color = texelFetch(tex, pixelCoord);\n // If the color is transparent, return -1, so that there's always a contour line.\n if(color.w == 0.0) return -1;\n // Return greyscale shade in levels:\n return int(color.x * levels);\n }\n\n bool hasDifferentShade() {\n float numLevels = float(levels);\n float offset = max(1.0, u_contourThickness);\n\n // Get shades of input color and surrounding pixels:\n int shade = getShade(dataTexture, gl_FragCoord.xy, numLevels);\n int up = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y - offset), numLevels);\n int down = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y + offset), numLevels);\n int left = getShade(dataTexture, vec2(gl_FragCoord.x - offset, gl_FragCoord.y), numLevels);\n int right = getShade(dataTexture, vec2(gl_FragCoord.x + offset, gl_FragCoord.y), numLevels);\n return (up != shade || down != shade || left != shade || right != shade);\n }\n\n void main() {\n // Get input color:\n vec4 color = texelFetch(dataTexture, gl_FragCoord.xy);\n\n // If input is transparent, draw nothing.\n if(color.w == 0.0) return;\n\n // If the shade of the current pixel is different from any of its surrounding\n // pixels by at least a shade, then draw contour line color.\n if(levels != 0 && hasDifferentShade()) {\n gl_FragColor = u_contourColor;\n } \n // Otherwise draw the input color.\n else {\n gl_FragColor = getGradientColor(color.x);\n }\n }\n";
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export { ContoursFragmentShader };
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@@ -1,2 +1,2 @@
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1
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-
var ContoursFragmentShader = /*glsl*/ " \n #ifdef GL_ES\n precision mediump float;\n #endif\n\n // Screen resolution is needed to convert gl_FragCoord to texture coordinate.\n uniform vec2 u_resolution;\n uniform sampler2D dataTexture;\n uniform int levels;\n uniform vec4 u_contourColor;\n uniform float u_gradientStops[12];\n uniform vec4 u_gradientColors[12];\n\n //\n // Given a value, find its corresponding color in the gradient stops.\n //\n vec4 getGradientColor(float position) {\n // Find left and right stop:\n float left = -1.0;\n float right = 99.0;\n vec4 leftColor;\n vec4 rightColor;\n\n for(int i = 0; i < 12; i++) {\n if (u_gradientStops[i] <= position) {\n left = u_gradientStops[i]; \n leftColor = u_gradientColors[i];\n } else break;\n }\n\n for(int i = 12 - 1; i >= 0; i--) {\n if (u_gradientStops[i] >= position) {\n right = u_gradientStops[i]; \n rightColor = u_gradientColors[i];\n } else break;\n }\n\n // Distance between stops:\n float width = right - left;\n // Distance from left stop:\n float dist = position - left;\n // Right stop weight:\n float weight;\n if(dist == 0.0) {\n weight = dist;\n } else {\n weight = dist / width;\n }\n\n float r = leftColor.x + (rightColor.x - leftColor.x) * weight;\n float g = leftColor.y + (rightColor.y - leftColor.y) * weight;\n float b = leftColor.z + (rightColor.z - leftColor.z) * weight;\n float a = leftColor.w + (rightColor.w - leftColor.w) * weight;\n return vec4(r, g, b, a); \n } \n\n //\n // Returns texture color at pixelCoord.\n //\n vec4 texelFetch(sampler2D tex, vec2 pixelCoord) {\n return texture2D(tex, pixelCoord / u_resolution);\n }\n\n //\n // Returns texture pixel shade, in a number of levels:\n int getShade(sampler2D tex, vec2 pixelCoord, float levels) {\n vec4 color = texelFetch(tex, pixelCoord);\n // If the color is transparent, return -1, so that there's always a contour line.\n if(color.w == 0.0) return -1;\n // Return greyscale shade in levels:\n return int(color.x * levels);\n }\n\n bool hasDifferentShade() {\n float
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var ContoursFragmentShader = /*glsl*/ " \n #ifdef GL_ES\n precision mediump float;\n #endif\n\n // Screen resolution is needed to convert gl_FragCoord to texture coordinate.\n uniform vec2 u_resolution;\n uniform sampler2D dataTexture;\n uniform int levels;\n uniform vec4 u_contourColor;\n uniform float u_contourThickness;\n uniform float u_gradientStops[12];\n uniform vec4 u_gradientColors[12];\n\n //\n // Given a value, find its corresponding color in the gradient stops.\n //\n vec4 getGradientColor(float position) {\n // Find left and right stop:\n float left = -1.0;\n float right = 99.0;\n vec4 leftColor;\n vec4 rightColor;\n\n for(int i = 0; i < 12; i++) {\n if (u_gradientStops[i] <= position) {\n left = u_gradientStops[i]; \n leftColor = u_gradientColors[i];\n } else break;\n }\n\n for(int i = 12 - 1; i >= 0; i--) {\n if (u_gradientStops[i] >= position) {\n right = u_gradientStops[i]; \n rightColor = u_gradientColors[i];\n } else break;\n }\n\n // Distance between stops:\n float width = right - left;\n // Distance from left stop:\n float dist = position - left;\n // Right stop weight:\n float weight;\n if(dist == 0.0) {\n weight = dist;\n } else {\n weight = dist / width;\n }\n\n float r = leftColor.x + (rightColor.x - leftColor.x) * weight;\n float g = leftColor.y + (rightColor.y - leftColor.y) * weight;\n float b = leftColor.z + (rightColor.z - leftColor.z) * weight;\n float a = leftColor.w + (rightColor.w - leftColor.w) * weight;\n return vec4(r, g, b, a); \n } \n\n //\n // Returns texture color at pixelCoord.\n //\n vec4 texelFetch(sampler2D tex, vec2 pixelCoord) {\n return texture2D(tex, pixelCoord / u_resolution);\n }\n\n //\n // Returns texture pixel shade, in a number of levels:\n int getShade(sampler2D tex, vec2 pixelCoord, float levels) {\n vec4 color = texelFetch(tex, pixelCoord);\n // If the color is transparent, return -1, so that there's always a contour line.\n if(color.w == 0.0) return -1;\n // Return greyscale shade in levels:\n return int(color.x * levels);\n }\n\n bool hasDifferentShade() {\n float numLevels = float(levels);\n float offset = max(1.0, u_contourThickness);\n\n // Get shades of input color and surrounding pixels:\n int shade = getShade(dataTexture, gl_FragCoord.xy, numLevels);\n int up = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y - offset), numLevels);\n int down = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y + offset), numLevels);\n int left = getShade(dataTexture, vec2(gl_FragCoord.x - offset, gl_FragCoord.y), numLevels);\n int right = getShade(dataTexture, vec2(gl_FragCoord.x + offset, gl_FragCoord.y), numLevels);\n return (up != shade || down != shade || left != shade || right != shade);\n }\n\n void main() {\n // Get input color:\n vec4 color = texelFetch(dataTexture, gl_FragCoord.xy);\n\n // If input is transparent, draw nothing.\n if(color.w == 0.0) return;\n\n // If the shade of the current pixel is different from any of its surrounding\n // pixels by at least a shade, then draw contour line color.\n if(levels != 0 && hasDifferentShade()) {\n gl_FragColor = u_contourColor;\n } \n // Otherwise draw the input color.\n else {\n gl_FragColor = getGradientColor(color.x);\n }\n }\n";
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export { ContoursFragmentShader };
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@@ -25,6 +25,11 @@ interface IInterpolationLayerProps {
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* @default #35ABE2
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*/
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contourColor?: string;
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/**
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* Thickness of contour lines in pixels.
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* @default 1
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*/
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contourThickness?: number;
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/**
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* Minimum zoom level at which to render layer.
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* @default 0
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@@ -42,12 +47,56 @@ interface IInterpolationLayerProps {
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dots?: boolean;
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}
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/**
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*
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*
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*
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* A custom WebGL map layer that renders interpolated data with optional contour lines.
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*
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* Takes an array of geographic points with values and creates a smooth, gradient-filled
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* triangulated surface using Delaunay triangulation via Turf.js.
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*
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* ## Usage
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*
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* ```tsx
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* <Map>
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* <InterpolationLayer
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* data={[
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* { latitude: 40.7, longitude: -74.0, value: 25 },
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* { latitude: 40.8, longitude: -73.9, value: 30 },
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* // ...more points
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* ]}
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* gradientStops={[
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* { pos: 0.0, color: '#0000ff' },
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* { pos: 0.5, color: '#00ff00' },
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* { pos: 1.0, color: '#ff0000' }
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* ]}
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* levels={16}
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* contourColor="#ffffff"
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* />
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* </Map>
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* ```
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*
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* ## Rendering Pipeline
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*
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* Uses a two-pass WebGL rendering approach:
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*
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* 1. **Pass 1 (off-screen):** Renders triangulated data to a 1024×1024 texture
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* as grayscale values (normalized 0-1)
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* 2. **Pass 2 (on-screen):** Reads the texture, applies gradient colors, and
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* optionally draws contour lines by detecting edges between shade levels
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*
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* ## Contour Detection
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*
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* Contour lines are drawn where adjacent pixels have different "shade levels".
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* The `levels` prop controls quantization—higher values produce more contour lines.
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* Set `levels={0}` to disable contour lines entirely.
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*
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* ## Data Requirements
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*
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* - Minimum 3 points required for triangulation
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* - Points with `NaN` values are filtered out
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* - Values are automatically normalized to 0-1 range
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*/
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declare const InterpolationLayer: {
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({ levels, contourColor, gradientStops, minZoom, maxZoom, dots, ...props }: IInterpolationLayerProps): React.JSX.Element;
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({ levels, contourColor, contourThickness, gradientStops, minZoom, maxZoom, dots, ...props }: IInterpolationLayerProps): React.JSX.Element;
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displayName: string;
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};
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export { InterpolationLayer
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export { InterpolationLayer };
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export type { IInterpolationLayerProps };
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// Do this by varying its `key` with the current time.
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React.useEffect(function () {
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setTime(Date.now());
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}, [props.levels, props.data, props.contourColor, props.gradientStops]);
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}, [props.levels, props.data, props.contourColor, props.contourThickness, props.gradientStops]);
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//
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// Convert IPoint array to polygons.
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//
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gl.uniformMatrix4fv(gl.getUniformLocation(contoursProgram.current, 'u_matrix'), false, matrix);
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// Pass in levels for contours:
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gl.uniform1i(gl.getUniformLocation(contoursProgram.current, 'levels'), props.levels);
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// Pass in contour thickness:
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gl.uniform1f(gl.getUniformLocation(contoursProgram.current, 'u_contourThickness'), props.contourThickness);
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// Pass in contours color:
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var clr = colorToRGBA(props.contourColor);
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gl.uniform4f(gl.getUniformLocation(contoursProgram.current, 'u_contourColor'), clr[0], clr[1], clr[2], clr[3]);
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return (React.createElement(Layer, { id: null, type: "custom", beforeId: "overlay", key: time, onAdd: onAddLayer, render: function (gl, matrix) { return onRender(gl, matrix, map.current.getZoom(), map.current.getContainer().clientWidth, map.current.getContainer().clientHeight); } }));
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};
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/**
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* A custom WebGL map layer that renders interpolated data with optional contour lines.
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*
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* Takes an array of geographic points with values and creates a smooth, gradient-filled
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* triangulated surface using Delaunay triangulation via Turf.js.
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*
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* ## Usage
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*
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* ```tsx
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* <Map>
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* <InterpolationLayer
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* data={[
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* { latitude: 40.7, longitude: -74.0, value: 25 },
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* { latitude: 40.8, longitude: -73.9, value: 30 },
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* // ...more points
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* ]}
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* gradientStops={[
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* { pos: 0.0, color: '#0000ff' },
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* { pos: 0.5, color: '#00ff00' },
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* { pos: 1.0, color: '#ff0000' }
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* ]}
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* levels={16}
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* contourColor="#ffffff"
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* />
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* </Map>
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* ```
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*
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* ## Rendering Pipeline
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*
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* Uses a two-pass WebGL rendering approach:
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*
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* 1. **Pass 1 (off-screen):** Renders triangulated data to a 1024×1024 texture
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* as grayscale values (normalized 0-1)
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* 2. **Pass 2 (on-screen):** Reads the texture, applies gradient colors, and
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* optionally draws contour lines by detecting edges between shade levels
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*
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* ## Contour Detection
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*
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* Contour lines are drawn where adjacent pixels have different "shade levels".
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* The `levels` prop controls quantization—higher values produce more contour lines.
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* Set `levels={0}` to disable contour lines entirely.
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*
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* ## Data Requirements
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367
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+
*
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368
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* - Minimum 3 points required for triangulation
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369
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+
* - Points with `NaN` values are filtered out
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370
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+
* - Values are automatically normalized to 0-1 range
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326
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*/
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var InterpolationLayer = function (_a) {
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328
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-
var _b = _a.levels, levels = _b === void 0 ? 0 : _b, _c = _a.contourColor, contourColor = _c === void 0 ? '#35ABE2' : _c, _d = _a.gradientStops, gradientStops =
|
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373
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+
var _b = _a.levels, levels = _b === void 0 ? 0 : _b, _c = _a.contourColor, contourColor = _c === void 0 ? '#35ABE2' : _c, _d = _a.contourThickness, contourThickness = _d === void 0 ? 1 : _d, _e = _a.gradientStops, gradientStops = _e === void 0 ? [
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329
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{ pos: 0.0, color: '#0000ffff' },
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{ pos: 1.0, color: '#000000ff' }
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331
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-
] :
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332
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-
return React.createElement(InterpolationLayerBase, __assign({ levels: levels, contourColor: contourColor, gradientStops: gradientStops, minZoom: minZoom, maxZoom: maxZoom, dots: dots }, props));
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376
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+
] : _e, _f = _a.minZoom, minZoom = _f === void 0 ? 0 : _f, _g = _a.maxZoom, maxZoom = _g === void 0 ? 99 : _g, _h = _a.dots, dots = _h === void 0 ? false : _h, props = __rest(_a, ["levels", "contourColor", "contourThickness", "gradientStops", "minZoom", "maxZoom", "dots"]);
|
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377
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+
return React.createElement(InterpolationLayerBase, __assign({ levels: levels, contourColor: contourColor, contourThickness: contourThickness, gradientStops: gradientStops, minZoom: minZoom, maxZoom: maxZoom, dots: dots }, props));
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333
378
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};
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334
379
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InterpolationLayer.displayName = 'InterpolationLayer';
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335
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export { InterpolationLayer };
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@@ -1 +1,2 @@
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1
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-
export
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1
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+
export { InterpolationLayer } from './InterpolationLayer';
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2
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+
export type { IInterpolationLayerProps } from './InterpolationLayer';
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@@ -1 +1 @@
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|
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1
|
-
export
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1
|
+
export { InterpolationLayer } from './InterpolationLayer';
|