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(modules[i]) {\n for (key in methods) {\n modules[i].prototype[key] = methods[key]\n }\n }\n }\n}\n\n// Invent new element\nSVG.invent = function (config) {\n // Create element initializer\n var initializer = typeof config.create === 'function' ? config.create\n : function (node) {\n config.inherit.call(this, node || SVG.create(config.create))\n }\n\n // Inherit prototype\n if (config.inherit) {\n initializer.prototype = new config.inherit()\n initializer.prototype.constructor = initializer\n }\n\n // Extend with methods\n if (config.extend) {\n SVG.extend(initializer, config.extend)\n }\n\n // Attach construct method to parent\n if (config.construct) { SVG.extend(config.parent || SVG.Container, config.construct) }\n\n return initializer\n}\n\n// Adopt existing svg elements\nSVG.adopt = function (node) {\n // check for presence of node\n if (!node) return null\n\n // make sure a node isn't already adopted\n if (node.instance instanceof SVG.Element) return node.instance\n\n if (!(node instanceof window.SVGElement)) {\n return new SVG.HtmlNode(node)\n }\n\n // initialize variables\n var element\n\n // adopt with element-specific settings\n if (node.nodeName === 'svg') {\n element = new SVG.Doc(node)\n } else if (node.nodeName === 'linearGradient' || node.nodeName === 'radialGradient') {\n element = new SVG.Gradient(node)\n } else if (SVG[capitalize(node.nodeName)]) {\n element = new SVG[capitalize(node.nodeName)](node)\n } else {\n element = new SVG.Parent(node)\n }\n\n return element\n}\n","// Storage for regular expressions\nSVG.regex = {\n // Parse unit value\n numberAndUnit: /^([+-]?(\\d+(\\.\\d*)?|\\.\\d+)(e[+-]?\\d+)?)([a-z%]*)$/i,\n\n // Parse hex value\n hex: /^#?([a-f\\d]{2})([a-f\\d]{2})([a-f\\d]{2})$/i,\n\n // Parse rgb value\n rgb: /rgb\\((\\d+),(\\d+),(\\d+)\\)/,\n\n // Parse reference id\n reference: /#([a-z0-9\\-_]+)/i,\n\n // splits a transformation chain\n transforms: /\\)\\s*,?\\s*/,\n\n // Whitespace\n whitespace: /\\s/g,\n\n // Test hex value\n isHex: /^#[a-f0-9]{3,6}$/i,\n\n // Test rgb value\n isRgb: /^rgb\\(/,\n\n // Test css declaration\n isCss: /[^:]+:[^;]+;?/,\n\n // Test for blank string\n isBlank: /^(\\s+)?$/,\n\n // Test for numeric string\n isNumber: /^[+-]?(\\d+(\\.\\d*)?|\\.\\d+)(e[+-]?\\d+)?$/i,\n\n // Test for percent value\n isPercent: /^-?[\\d.]+%$/,\n\n // Test for image url\n isImage: /\\.(jpg|jpeg|png|gif|svg)(\\?[^=]+.*)?/i,\n\n // split at whitespace and comma\n delimiter: /[\\s,]+/,\n\n // The following regex are used to parse the d attribute of a path\n\n // Matches all hyphens which are not after an exponent\n hyphen: /([^e])-/gi,\n\n // Replaces and tests for all path letters\n pathLetters: /[MLHVCSQTAZ]/gi,\n\n // yes we need this one, too\n isPathLetter: /[MLHVCSQTAZ]/i,\n\n // matches 0.154.23.45\n numbersWithDots: /((\\d?\\.\\d+(?:e[+-]?\\d+)?)((?:\\.\\d+(?:e[+-]?\\d+)?)+))+/gi,\n\n // matches .\n dots: /\\./g\n}\n","\nSVG.utils = {\n // Map function\n map: function (array, block) {\n var i\n var il = array.length\n var result = []\n\n for (i = 0; i < il; i++) {\n result.push(block(array[i]))\n }\n\n return result\n },\n\n // Filter function\n filter: function (array, block) {\n var i\n var il = array.length\n var result = []\n\n for (i = 0; i < il; i++) {\n if (block(array[i])) { result.push(array[i]) }\n }\n\n return result\n },\n\n // Degrees to radians\n radians: function (d) {\n return d % 360 * Math.PI / 180\n },\n\n // Radians to degrees\n degrees: function (r) {\n return r * 180 / Math.PI % 360\n },\n\n filterSVGElements: function (nodes) {\n return this.filter(nodes, function (el) { return el instanceof window.SVGElement })\n }\n\n}\n","\nSVG.void = function () {}\n\nSVG.defaults = {\n\n // Default animation values\n timeline: {\n duration: 400,\n ease: '>',\n delay: 0\n },\n\n // Default attribute values\n attrs: {\n\n // fill and stroke\n 'fill-opacity': 1,\n 'stroke-opacity': 1,\n 'stroke-width': 0,\n 'stroke-linejoin': 'miter',\n 'stroke-linecap': 'butt',\n fill: '#000000',\n stroke: '#000000',\n opacity: 1,\n\n // position\n x: 0,\n y: 0,\n cx: 0,\n cy: 0,\n\n // size\n width: 0,\n height: 0,\n\n // radius\n r: 0,\n rx: 0,\n ry: 0,\n\n // gradient\n offset: 0,\n 'stop-opacity': 1,\n 'stop-color': '#000000',\n\n // text\n 'font-size': 16,\n 'font-family': 'Helvetica, Arial, sans-serif',\n 'text-anchor': 'start'\n }\n}\n","SVG.Queue = SVG.invent({\n create: function () {\n this._first = null\n this._last = null\n },\n\n extend: {\n push: function (value) {\n // An item stores an id and the provided value\n var item = value.next ? value : { value: value, next: null, prev: null }\n\n // Deal with the queue being empty or populated\n if (this._last) {\n item.prev = this._last\n this._last.next = item\n this._last = item\n } else {\n this._last = item\n this._first = item\n }\n\n // Update the length and return the current item\n return item\n },\n\n shift: function () {\n // Check if we have a value\n var remove = this._first\n if (!remove) return null\n\n // If we do, remove it and relink things\n this._first = remove.next\n if (this._first) this._first.prev = null\n this._last = this._first ? this._last : null\n return remove.value\n },\n\n // Shows us the first item in the list\n first: function () {\n return this._first && this._first.value\n },\n\n // Shows us the last item in the list\n last: function () {\n return this._last && this._last.value\n },\n\n // Removes the item that was returned from the push\n remove: function (item) {\n // Relink the previous item\n if (item.prev) item.prev.next = item.next\n if (item.next) item.next.prev = item.prev\n if (item === this._last) this._last = item.prev\n if (item === this._first) this._first = item.next\n\n // Invalidate item\n item.prev = null\n item.next = null\n }\n }\n})\n","/* globals fullHex, compToHex */\n\n/*\n\nColor {\n constructor (a, b, c, space) {\n space: 'hsl'\n a: 30\n b: 20\n c: 10\n },\n\n toRgb () { return new Color in rgb space }\n toHsl () { return new Color in hsl space }\n toLab () { return new Color in lab space }\n\n toArray () { [space, a, b, c] }\n fromArray () { convert it back }\n}\n\n// Conversions aren't always exact because of monitor profiles etc...\nnew Color(h, s, l, 'hsl') !== new Color(r, g, b).hsl()\nnew Color(100, 100, 100, [space])\nnew Color('hsl(30, 20, 10)')\n\n// Sugar\nSVG.rgb(30, 20, 50).lab()\nSVG.hsl()\nSVG.lab('rgb(100, 100, 100)')\n*/\n\n// Module for color convertions\nSVG.Color = function (color, g, b) {\n var match\n\n // initialize defaults\n this.r = 0\n this.g = 0\n this.b = 0\n\n if (!color) return\n\n // parse color\n if (typeof color === 'string') {\n if (SVG.regex.isRgb.test(color)) {\n // get rgb values\n match = SVG.regex.rgb.exec(color.replace(SVG.regex.whitespace, ''))\n\n // parse numeric values\n this.r = parseInt(match[1])\n this.g = parseInt(match[2])\n this.b = parseInt(match[3])\n } else if (SVG.regex.isHex.test(color)) {\n // get hex values\n match = SVG.regex.hex.exec(fullHex(color))\n\n // parse numeric values\n this.r = parseInt(match[1], 16)\n this.g = parseInt(match[2], 16)\n this.b = parseInt(match[3], 16)\n }\n } else if (Array.isArray(color)) {\n this.r = color[0]\n this.g = color[1]\n this.b = color[2]\n } else if (typeof color === 'object') {\n this.r = color.r\n this.g = color.g\n this.b = color.b\n } else if (arguments.length === 3) {\n this.r = color\n this.g = g\n this.b = b\n }\n}\n\nSVG.extend(SVG.Color, {\n // Default to hex conversion\n toString: function () {\n return this.toHex()\n },\n toArray: function () {\n return [this.r, this.g, this.b]\n },\n fromArray: function (a) {\n return new SVG.Color(a)\n },\n // Build hex value\n toHex: function () {\n return '#' +\n compToHex(Math.round(this.r)) +\n compToHex(Math.round(this.g)) +\n compToHex(Math.round(this.b))\n },\n // Build rgb value\n toRgb: function () {\n return 'rgb(' + [this.r, this.g, this.b].join() + ')'\n },\n // Calculate true brightness\n brightness: function () {\n return (this.r / 255 * 0.30) +\n (this.g / 255 * 0.59) +\n (this.b / 255 * 0.11)\n },\n // Make color morphable\n morph: function (color) {\n this.destination = new SVG.Color(color)\n\n return this\n },\n // Get morphed color at given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n // normalise pos\n pos = pos < 0 ? 0 : pos > 1 ? 1 : pos\n\n // generate morphed color\n return new SVG.Color({\n r: ~~(this.r + (this.destination.r - this.r) * pos),\n g: ~~(this.g + (this.destination.g - this.g) * pos),\n b: ~~(this.b + (this.destination.b - this.b) * pos)\n })\n }\n\n})\n\n// Testers\n\n// Test if given value is a color string\nSVG.Color.test = function (color) {\n color += ''\n return SVG.regex.isHex.test(color) ||\n SVG.regex.isRgb.test(color)\n}\n\n// Test if given value is a rgb object\nSVG.Color.isRgb = function (color) {\n return color && typeof color.r === 'number' &&\n typeof color.g === 'number' &&\n typeof color.b === 'number'\n}\n\n// Test if given value is a color\nSVG.Color.isColor = function (color) {\n return SVG.Color.isRgb(color) || SVG.Color.test(color)\n}\n","/* global arrayClone */\n\n// Module for array conversion\nSVG.Array = function (array, fallback) {\n array = (array || []).valueOf()\n\n // if array is empty and fallback is provided, use fallback\n if (array.length === 0 && fallback) {\n array = fallback.valueOf()\n }\n\n // parse array\n this.value = this.parse(array)\n}\n\nSVG.extend(SVG.Array, {\n // Make array morphable\n morph: function (array) {\n this.destination = this.parse(array)\n\n // normalize length of arrays\n if (this.value.length !== this.destination.length) {\n var lastValue = this.value[this.value.length - 1]\n var lastDestination = this.destination[this.destination.length - 1]\n\n while (this.value.length > this.destination.length) {\n this.destination.push(lastDestination)\n }\n while (this.value.length < this.destination.length) {\n this.value.push(lastValue)\n }\n }\n\n return this\n },\n // Clean up any duplicate points\n settle: function () {\n // find all unique values\n for (var i = 0, il = this.value.length, seen = []; i < il; i++) {\n if (seen.indexOf(this.value[i]) === -1) {\n seen.push(this.value[i])\n }\n }\n\n // set new value\n this.value = seen\n return seen\n },\n // Get morphed array at given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n // generate morphed array\n for (var i = 0, il = this.value.length, array = []; i < il; i++) {\n array.push(this.value[i] + (this.destination[i] - this.value[i]) * pos)\n }\n\n return new SVG.Array(array)\n },\n toArray: function () {\n return this.value\n },\n // Convert array to string\n toString: function () {\n return this.value.join(' ')\n },\n // Real value\n valueOf: function () {\n return this.value\n },\n // Parse whitespace separated string\n parse: function (array) {\n array = array.valueOf()\n\n // if already is an array, no need to parse it\n if (Array.isArray(array)) return array\n\n return array.trim().split(SVG.regex.delimiter).map(parseFloat)\n },\n // Reverse array\n reverse: function () {\n this.value.reverse()\n\n return this\n },\n clone: function () {\n var clone = new this.constructor()\n clone.value = arrayClone(this.value)\n return clone\n }\n})\n","\n// Poly points array\nSVG.PointArray = function (array, fallback) {\n SVG.Array.call(this, array, fallback || [[0, 0]])\n}\n\n// Inherit from SVG.Array\nSVG.PointArray.prototype = new SVG.Array()\nSVG.PointArray.prototype.constructor = SVG.PointArray\n\nSVG.extend(SVG.PointArray, {\n // Convert array to string\n toString: function () {\n // convert to a poly point string\n for (var i = 0, il = this.value.length, array = []; i < il; i++) {\n array.push(this.value[i].join(','))\n }\n\n return array.join(' ')\n },\n\n toArray: function () {\n return this.value.reduce(function (prev, curr) {\n return [].concat.call(prev, curr)\n }, [])\n },\n\n // Convert array to line object\n toLine: function () {\n return {\n x1: this.value[0][0],\n y1: this.value[0][1],\n x2: this.value[1][0],\n y2: this.value[1][1]\n }\n },\n\n // Get morphed array at given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n // generate morphed point string\n for (var i = 0, il = this.value.length, array = []; i < il; i++) {\n array.push([\n this.value[i][0] + (this.destination[i][0] - this.value[i][0]) * pos,\n this.value[i][1] + (this.destination[i][1] - this.value[i][1]) * pos\n ])\n }\n\n return new SVG.PointArray(array)\n },\n\n // Parse point string and flat array\n parse: function (array) {\n var points = []\n\n array = array.valueOf()\n\n // if it is an array\n if (Array.isArray(array)) {\n // and it is not flat, there is no need to parse it\n if (Array.isArray(array[0])) {\n return array\n }\n } else { // Else, it is considered as a string\n // parse points\n array = array.trim().split(SVG.regex.delimiter).map(parseFloat)\n }\n\n // validate points - https://svgwg.org/svg2-draft/shapes.html#DataTypePoints\n // Odd number of coordinates is an error. In such cases, drop the last odd coordinate.\n if (array.length % 2 !== 0) array.pop()\n\n // wrap points in two-tuples and parse points as floats\n for (var i = 0, len = array.length; i < len; i = i + 2) {\n points.push([ array[i], array[i + 1] ])\n }\n\n return points\n },\n\n // Move point string\n move: function (x, y) {\n var box = this.bbox()\n\n // get relative offset\n x -= box.x\n y -= box.y\n\n // move every point\n if (!isNaN(x) && !isNaN(y)) {\n for (var i = this.value.length - 1; i >= 0; i--) {\n this.value[i] = [this.value[i][0] + x, this.value[i][1] + y]\n }\n }\n\n return this\n },\n // Resize poly string\n size: function (width, height) {\n var i\n var box = this.bbox()\n\n // recalculate position of all points according to new size\n for (i = this.value.length - 1; i >= 0; i--) {\n if (box.width) this.value[i][0] = ((this.value[i][0] - box.x) * width) / box.width + box.x\n if (box.height) this.value[i][1] = ((this.value[i][1] - box.y) * height) / box.height + box.y\n }\n\n return this\n },\n\n // Get bounding box of points\n bbox: function () {\n var maxX = -Infinity\n var maxY = -Infinity\n var minX = Infinity\n var minY = Infinity\n this.value.forEach(function (el) {\n maxX = Math.max(el[0], maxX)\n maxY = Math.max(el[1], maxY)\n minX = Math.min(el[0], minX)\n minY = Math.min(el[1], minY)\n })\n return {x: minX, y: minY, width: maxX - minX, height: maxY - minY}\n }\n})\n","/* globals arrayToString, pathRegReplace */\n\nvar pathHandlers = {\n M: function (c, p, p0) {\n p.x = p0.x = c[0]\n p.y = p0.y = c[1]\n\n return ['M', p.x, p.y]\n },\n L: function (c, p) {\n p.x = c[0]\n p.y = c[1]\n return ['L', c[0], c[1]]\n },\n H: function (c, p) {\n p.x = c[0]\n return ['H', c[0]]\n },\n V: function (c, p) {\n p.y = c[0]\n return ['V', c[0]]\n },\n C: function (c, p) {\n p.x = c[4]\n p.y = c[5]\n return ['C', c[0], c[1], c[2], c[3], c[4], c[5]]\n },\n S: function (c, p) {\n p.x = c[2]\n p.y = c[3]\n return ['S', c[0], c[1], c[2], c[3]]\n },\n Q: function (c, p) {\n p.x = c[2]\n p.y = c[3]\n return ['Q', c[0], c[1], c[2], c[3]]\n },\n T: function (c, p) {\n p.x = c[0]\n p.y = c[1]\n return ['T', c[0], c[1]]\n },\n Z: function (c, p, p0) {\n p.x = p0.x\n p.y = p0.y\n return ['Z']\n },\n A: function (c, p) {\n p.x = c[5]\n p.y = c[6]\n return ['A', c[0], c[1], c[2], c[3], c[4], c[5], c[6]]\n }\n}\n\nvar mlhvqtcsaz = 'mlhvqtcsaz'.split('')\n\nfor (var i = 0, il = mlhvqtcsaz.length; i < il; ++i) {\n pathHandlers[mlhvqtcsaz[i]] = (function (i) {\n return function (c, p, p0) {\n if (i === 'H') c[0] = c[0] + p.x\n else if (i === 'V') c[0] = c[0] + p.y\n else if (i === 'A') {\n c[5] = c[5] + p.x\n c[6] = c[6] + p.y\n } else {\n for (var j = 0, jl = c.length; j < jl; ++j) {\n c[j] = c[j] + (j % 2 ? p.y : p.x)\n }\n }\n\n return pathHandlers[i](c, p, p0)\n }\n })(mlhvqtcsaz[i].toUpperCase())\n}\n\n// Path points array\nSVG.PathArray = function (array, fallback) {\n SVG.Array.call(this, array, fallback || [['M', 0, 0]])\n}\n\n// Inherit from SVG.Array\nSVG.PathArray.prototype = new SVG.Array()\nSVG.PathArray.prototype.constructor = SVG.PathArray\n\nSVG.extend(SVG.PathArray, {\n // Convert array to string\n toString: function () {\n return arrayToString(this.value)\n },\n toArray: function () {\n return this.value.reduce(function (prev, curr) {\n return [].concat.call(prev, curr)\n }, [])\n },\n // Move path string\n move: function (x, y) {\n // get bounding box of current situation\n var box = this.bbox()\n\n // get relative offset\n x -= box.x\n y -= box.y\n\n if (!isNaN(x) && !isNaN(y)) {\n // move every point\n for (var l, i = this.value.length - 1; i >= 0; i--) {\n l = this.value[i][0]\n\n if (l === 'M' || l === 'L' || l === 'T') {\n this.value[i][1] += x\n this.value[i][2] += y\n } else if (l === 'H') {\n this.value[i][1] += x\n } else if (l === 'V') {\n this.value[i][1] += y\n } else if (l === 'C' || l === 'S' || l === 'Q') {\n this.value[i][1] += x\n this.value[i][2] += y\n this.value[i][3] += x\n this.value[i][4] += y\n\n if (l === 'C') {\n this.value[i][5] += x\n this.value[i][6] += y\n }\n } else if (l === 'A') {\n this.value[i][6] += x\n this.value[i][7] += y\n }\n }\n }\n\n return this\n },\n // Resize path string\n size: function (width, height) {\n // get bounding box of current situation\n var box = this.bbox()\n var i, l\n\n // recalculate position of all points according to new size\n for (i = this.value.length - 1; i >= 0; i--) {\n l = this.value[i][0]\n\n if (l === 'M' || l === 'L' || l === 'T') {\n this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x\n this.value[i][2] = ((this.value[i][2] - box.y) * height) / box.height + box.y\n } else if (l === 'H') {\n this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x\n } else if (l === 'V') {\n this.value[i][1] = ((this.value[i][1] - box.y) * height) / box.height + box.y\n } else if (l === 'C' || l === 'S' || l === 'Q') {\n this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x\n this.value[i][2] = ((this.value[i][2] - box.y) * height) / box.height + box.y\n this.value[i][3] = ((this.value[i][3] - box.x) * width) / box.width + box.x\n this.value[i][4] = ((this.value[i][4] - box.y) * height) / box.height + box.y\n\n if (l === 'C') {\n this.value[i][5] = ((this.value[i][5] - box.x) * width) / box.width + box.x\n this.value[i][6] = ((this.value[i][6] - box.y) * height) / box.height + box.y\n }\n } else if (l === 'A') {\n // resize radii\n this.value[i][1] = (this.value[i][1] * width) / box.width\n this.value[i][2] = (this.value[i][2] * height) / box.height\n\n // move position values\n this.value[i][6] = ((this.value[i][6] - box.x) * width) / box.width + box.x\n this.value[i][7] = ((this.value[i][7] - box.y) * height) / box.height + box.y\n }\n }\n\n return this\n },\n // Test if the passed path array use the same path data commands as this path array\n equalCommands: function (pathArray) {\n var i, il, equalCommands\n\n pathArray = new SVG.PathArray(pathArray)\n\n equalCommands = this.value.length === pathArray.value.length\n for (i = 0, il = this.value.length; equalCommands && i < il; i++) {\n equalCommands = this.value[i][0] === pathArray.value[i][0]\n }\n\n return equalCommands\n },\n // Make path array morphable\n morph: function (pathArray) {\n pathArray = new SVG.PathArray(pathArray)\n\n if (this.equalCommands(pathArray)) {\n this.destination = pathArray\n } else {\n this.destination = null\n }\n\n return this\n },\n // Get morphed path array at given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n var sourceArray = this.value\n var destinationArray = this.destination.value\n var array = []\n var pathArray = new SVG.PathArray()\n var i, il, j, jl\n\n // Animate has specified in the SVG spec\n // See: https://www.w3.org/TR/SVG11/paths.html#PathElement\n for (i = 0, il = sourceArray.length; i < il; i++) {\n array[i] = [sourceArray[i][0]]\n for (j = 1, jl = sourceArray[i].length; j < jl; j++) {\n array[i][j] = sourceArray[i][j] + (destinationArray[i][j] - sourceArray[i][j]) * pos\n }\n // For the two flags of the elliptical arc command, the SVG spec say:\n // Flags and booleans are interpolated as fractions between zero and one, with any non-zero value considered to be a value of one/true\n // Elliptical arc command as an array followed by corresponding indexes:\n // ['A', rx, ry, x-axis-rotation, large-arc-flag, sweep-flag, x, y]\n // 0 1 2 3 4 5 6 7\n if (array[i][0] === 'A') {\n array[i][4] = +(array[i][4] !== 0)\n array[i][5] = +(array[i][5] !== 0)\n }\n }\n\n // Directly modify the value of a path array, this is done this way for performance\n pathArray.value = array\n return pathArray\n },\n // Absolutize and parse path to array\n parse: function (array) {\n // if it's already a patharray, no need to parse it\n if (array instanceof SVG.PathArray) return array.valueOf()\n\n // prepare for parsing\n var s\n var paramCnt = { 'M': 2, 'L': 2, 'H': 1, 'V': 1, 'C': 6, 'S': 4, 'Q': 4, 'T': 2, 'A': 7, 'Z': 0 }\n\n if (typeof array === 'string') {\n array = array\n .replace(SVG.regex.numbersWithDots, pathRegReplace) // convert 45.123.123 to 45.123 .123\n .replace(SVG.regex.pathLetters, ' $& ') // put some room between letters and numbers\n .replace(SVG.regex.hyphen, '$1 -') // add space before hyphen\n .trim() // trim\n .split(SVG.regex.delimiter) // split into array\n } else {\n array = array.reduce(function (prev, curr) {\n return [].concat.call(prev, curr)\n }, [])\n }\n\n // array now is an array containing all parts of a path e.g. ['M', '0', '0', 'L', '30', '30' ...]\n var result = []\n var p = new SVG.Point()\n var p0 = new SVG.Point()\n var index = 0\n var len = array.length\n\n do {\n // Test if we have a path letter\n if (SVG.regex.isPathLetter.test(array[index])) {\n s = array[index]\n ++index\n // If last letter was a move command and we got no new, it defaults to [L]ine\n } else if (s === 'M') {\n s = 'L'\n } else if (s === 'm') {\n s = 'l'\n }\n\n result.push(pathHandlers[s].call(null,\n array.slice(index, (index = index + paramCnt[s.toUpperCase()])).map(parseFloat),\n p, p0\n )\n )\n } while (len > index)\n\n return result\n },\n // Get bounding box of path\n bbox: function () {\n SVG.parser().path.setAttribute('d', this.toString())\n return SVG.parser.nodes.path.getBBox()\n }\n\n})\n","\n// Module for unit convertions\nSVG.Number = SVG.invent({\n // Initialize\n create: function (value, unit) {\n unit = Array.isArray(value) ? value[1] : unit\n value = Array.isArray(value) ? value[0] : value\n\n // initialize defaults\n this.value = 0\n this.unit = unit || ''\n\n // parse value\n if (typeof value === 'number') {\n // ensure a valid numeric value\n this.value = isNaN(value) ? 0 : !isFinite(value) ? (value < 0 ? -3.4e+38 : +3.4e+38) : value\n } else if (typeof value === 'string') {\n unit = value.match(SVG.regex.numberAndUnit)\n\n if (unit) {\n // make value numeric\n this.value = parseFloat(unit[1])\n\n // normalize\n if (unit[5] === '%') { this.value /= 100 } else if (unit[5] === 's') {\n this.value *= 1000\n }\n\n // store unit\n this.unit = unit[5]\n }\n } else {\n if (value instanceof SVG.Number) {\n this.value = value.valueOf()\n this.unit = value.unit\n }\n }\n },\n // Add methods\n extend: {\n // Stringalize\n toString: function () {\n return (this.unit === '%' ? ~~(this.value * 1e8) / 1e6\n : this.unit === 's' ? this.value / 1e3\n : this.value\n ) + this.unit\n },\n toJSON: function () {\n return this.toString()\n }, // Convert to primitive\n toArray: function () {\n return [this.value, this.unit]\n },\n valueOf: function () {\n return this.value\n },\n // Add number\n plus: function (number) {\n number = new SVG.Number(number)\n return new SVG.Number(this + number, this.unit || number.unit)\n },\n // Subtract number\n minus: function (number) {\n number = new SVG.Number(number)\n return new SVG.Number(this - number, this.unit || number.unit)\n },\n // Multiply number\n times: function (number) {\n number = new SVG.Number(number)\n return new SVG.Number(this * number, this.unit || number.unit)\n },\n // Divide number\n divide: function (number) {\n number = new SVG.Number(number)\n return new SVG.Number(this / number, this.unit || number.unit)\n },\n // Make number morphable\n morph: function (number) {\n this.destination = new SVG.Number(number)\n\n if (number.relative) {\n this.destination.value += this.value\n }\n\n return this\n },\n // Get morphed number at given position\n at: function (pos) {\n // Make sure a destination is defined\n if (!this.destination) return this\n\n // Generate new morphed number\n return new SVG.Number(this.destination)\n .minus(this)\n .times(pos)\n .plus(this)\n }\n }\n})\n","SVG.EventTarget = SVG.invent({\n create: function () {},\n extend: {\n // Bind given event to listener\n on: function (event, listener, binding, options) {\n SVG.on(this, event, listener, binding, options)\n return this\n },\n // Unbind event from listener\n off: function (event, listener) {\n SVG.off(this, event, listener)\n return this\n },\n dispatch: function (event, data) {\n return SVG.dispatch(this, event, data)\n },\n // Fire given event\n fire: function (event, data) {\n this.dispatch(event, data)\n return this\n }\n }\n})\n","/* global createElement */\n\nSVG.HtmlNode = SVG.invent({\n inherit: SVG.EventTarget,\n create: function (element) {\n this.node = element\n },\n\n extend: {\n add: function (element, i) {\n element = createElement(element)\n\n if (element.node !== this.node.children[i]) {\n this.node.insertBefore(element.node, this.node.children[i] || null)\n }\n\n return this\n },\n\n put: function (element, i) {\n this.add(element, i)\n return element\n },\n\n getEventTarget: function () {\n return this.node\n }\n }\n})\n","/* global proportionalSize, assignNewId, createElement, matches, is */\n\nSVG.Element = SVG.invent({\n inherit: SVG.EventTarget,\n\n // Initialize node\n create: function (node) {\n // event listener\n this.events = {}\n\n // initialize data object\n this.dom = {}\n\n // create circular reference\n this.node = node\n if (this.node) {\n this.type = node.nodeName\n this.node.instance = this\n this.events = node.events || {}\n\n if (node.hasAttribute('svgjs:data')) {\n // pull svgjs data from the dom (getAttributeNS doesn't work in html5)\n this.setData(JSON.parse(node.getAttribute('svgjs:data')) || {})\n }\n }\n },\n\n // Add class methods\n extend: {\n // Move over x-axis\n x: function (x) {\n return this.attr('x', x)\n },\n\n // Move over y-axis\n y: function (y) {\n return this.attr('y', y)\n },\n\n // Move by center over x-axis\n cx: function (x) {\n return x == null ? this.x() + this.width() / 2 : this.x(x - this.width() / 2)\n },\n\n // Move by center over y-axis\n cy: function (y) {\n return y == null\n ? this.y() + this.height() / 2\n : this.y(y - this.height() / 2)\n },\n\n // Move element to given x and y values\n move: function (x, y) {\n return this.x(x).y(y)\n },\n\n // Move element by its center\n center: function (x, y) {\n return this.cx(x).cy(y)\n },\n\n // Set width of element\n width: function (width) {\n return this.attr('width', width)\n },\n\n // Set height of element\n height: function (height) {\n return this.attr('height', height)\n },\n\n // Set element size to given width and height\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n\n return this\n .width(new SVG.Number(p.width))\n .height(new SVG.Number(p.height))\n },\n\n // Clone element\n clone: function (parent) {\n // write dom data to the dom so the clone can pickup the data\n this.writeDataToDom()\n\n // clone element and assign new id\n var clone = assignNewId(this.node.cloneNode(true))\n\n // insert the clone in the given parent or after myself\n if (parent) parent.add(clone)\n else this.after(clone)\n\n return clone\n },\n\n // Remove element\n remove: function () {\n if (this.parent()) { this.parent().removeElement(this) }\n\n return this\n },\n\n // Replace element\n replace: function (element) {\n this.after(element).remove()\n\n return element\n },\n\n // Add element to given container and return self\n addTo: function (parent) {\n return createElement(parent).put(this)\n },\n\n // Add element to given container and return container\n putIn: function (parent) {\n return createElement(parent).add(this)\n },\n\n // Get / set id\n id: function (id) {\n // generate new id if no id set\n if (typeof id === 'undefined' && !this.node.id) {\n this.node.id = SVG.eid(this.type)\n }\n\n // dont't set directly width this.node.id to make `null` work correctly\n return this.attr('id', id)\n },\n\n // Checks whether the given point inside the bounding box of the element\n inside: function (x, y) {\n var box = this.bbox()\n\n return x > box.x &&\n y > box.y &&\n x < box.x + box.width &&\n y < box.y + box.height\n },\n\n // Show element\n show: function () {\n return this.css('display', '')\n },\n\n // Hide element\n hide: function () {\n return this.css('display', 'none')\n },\n\n // Is element visible?\n visible: function () {\n return this.css('display') !== 'none'\n },\n\n // Return id on string conversion\n toString: function () {\n return this.id()\n },\n\n // Return array of classes on the node\n classes: function () {\n var attr = this.attr('class')\n return attr == null ? [] : attr.trim().split(SVG.regex.delimiter)\n },\n\n // Return true if class exists on the node, false otherwise\n hasClass: function (name) {\n return this.classes().indexOf(name) !== -1\n },\n\n // Add class to the node\n addClass: function (name) {\n if (!this.hasClass(name)) {\n var array = this.classes()\n array.push(name)\n this.attr('class', array.join(' '))\n }\n\n return this\n },\n\n // Remove class from the node\n removeClass: function (name) {\n if (this.hasClass(name)) {\n this.attr('class', this.classes().filter(function (c) {\n return c !== name\n }).join(' '))\n }\n\n return this\n },\n\n // Toggle the presence of a class on the node\n toggleClass: function (name) {\n return this.hasClass(name) ? this.removeClass(name) : this.addClass(name)\n },\n\n // Get referenced element form attribute value\n reference: function (attr) {\n return SVG.get(this.attr(attr))\n },\n\n // Returns the parent element instance\n parent: function (type) {\n var parent = this\n\n // check for parent\n if (!parent.node.parentNode) return null\n\n // get parent element\n parent = SVG.adopt(parent.node.parentNode)\n\n if (!type) return parent\n\n // loop trough ancestors if type is given\n while (parent && parent.node instanceof window.SVGElement) {\n if (typeof type === 'string' ? parent.matches(type) : parent instanceof type) return parent\n parent = SVG.adopt(parent.node.parentNode)\n }\n },\n\n // Get parent document\n doc: function () {\n var p = this.parent(SVG.Doc)\n return p && p.doc()\n },\n\n // Get defs\n defs: function () {\n return this.doc().defs()\n },\n\n // return array of all ancestors of given type up to the root svg\n parents: function (type) {\n var parents = []\n var parent = this\n\n do {\n parent = parent.parent(type)\n if (!parent || !parent.node) break\n\n parents.push(parent)\n } while (parent.parent)\n\n return parents\n },\n\n // matches the element vs a css selector\n matches: function (selector) {\n return matches(this.node, selector)\n },\n\n // Returns the svg node to call native svg methods on it\n native: function () {\n return this.node\n },\n\n // Import raw svg\n svg: function (svg) {\n var well, len\n\n // act as a setter if svg is given\n if (typeof svg === 'string' && this instanceof SVG.Parent) {\n // create temporary holder\n well = document.createElementNS(SVG.ns, 'svg')\n // dump raw svg\n well.innerHTML = svg\n\n // transplant nodes\n for (len = well.children.length; len--;) {\n this.node.appendChild(well.firstElementChild)\n }\n // otherwise act as a getter\n } else {\n if (typeof svg === 'function') {\n well = svg(this)\n\n if (well instanceof SVG.Element) {\n return well.svg()\n }\n\n if (typeof well === 'boolean' && !well) {\n return null\n }\n }\n\n // write svgjs data to the dom\n this.writeDataToDom()\n\n return this.node.outerHTML\n }\n\n return this\n },\n\n // write svgjs data to the dom\n writeDataToDom: function () {\n // dump variables recursively\n if (this.is(SVG.Parent)) {\n this.each(function () {\n this.writeDataToDom()\n })\n }\n\n // remove previously set data\n this.node.removeAttribute('svgjs:data')\n\n if (Object.keys(this.dom).length) {\n this.node.setAttribute('svgjs:data', JSON.stringify(this.dom)) // see #428\n }\n return this\n },\n\n // set given data to the elements data property\n setData: function (o) {\n this.dom = o\n return this\n },\n is: function (obj) {\n return is(this, obj)\n },\n getEventTarget: function () {\n return this.node\n }\n }\n})\n","// Add events to elements\n;[ 'click',\n 'dblclick',\n 'mousedown',\n 'mouseup',\n 'mouseover',\n 'mouseout',\n 'mousemove',\n 'mouseenter',\n 'mouseleave',\n 'touchstart',\n 'touchmove',\n 'touchleave',\n 'touchend',\n 'touchcancel' ].forEach(function (event) {\n // add event to SVG.Element\n SVG.Element.prototype[event] = function (f) {\n if (f === null) {\n SVG.off(this, event)\n } else {\n SVG.on(this, event, f)\n }\n return this\n }\n })\n\nSVG.listenerId = 0\n\n// Add event binder in the SVG namespace\nSVG.on = function (node, events, listener, binding, options) {\n var l = listener.bind(binding || node)\n var n = node instanceof SVG.EventTarget ? node.getEventTarget() : node\n\n // events can be an array of events or a string of events\n events = Array.isArray(events) ? events : events.split(SVG.regex.delimiter)\n\n // ensure instance object for nodes which are not adopted\n n.instance = n.instance || {events: {}}\n\n // pull event handlers from the element\n var bag = n.instance.events\n\n // add id to listener\n if (!listener._svgjsListenerId) {\n listener._svgjsListenerId = ++SVG.listenerId\n }\n\n events.forEach(function (event) {\n var ev = event.split('.')[0]\n var ns = event.split('.')[1] || '*'\n\n // ensure valid object\n bag[ev] = bag[ev] || {}\n bag[ev][ns] = bag[ev][ns] || {}\n\n // reference listener\n bag[ev][ns][listener._svgjsListenerId] = l\n\n // add listener\n n.addEventListener(ev, l, options || false)\n })\n}\n\n// Add event unbinder in the SVG namespace\nSVG.off = function (node, events, listener, options) {\n var n = node instanceof SVG.EventTarget ? node.getEventTarget() : node\n if (!n.instance) return\n\n // listener can be a function or a number\n if (typeof listener === 'function') {\n listener = listener._svgjsListenerId\n if (!listener) return\n }\n\n // pull event handlers from the element\n var bag = n.instance.events\n\n // events can be an array of events or a string or undefined\n events = Array.isArray(events) ? events : (events || '').split(SVG.regex.delimiter)\n\n events.forEach(function (event) {\n var ev = event && event.split('.')[0]\n var ns = event && event.split('.')[1]\n var namespace, l\n\n if (listener) {\n // remove listener reference\n if (bag[ev] && bag[ev][ns || '*']) {\n // removeListener\n n.removeEventListener(ev, bag[ev][ns || '*'][listener], options || false)\n\n delete bag[ev][ns || '*'][listener]\n }\n } else if (ev && ns) {\n // remove all listeners for a namespaced event\n if (bag[ev] && bag[ev][ns]) {\n for (l in bag[ev][ns]) { SVG.off(n, [ev, ns].join('.'), l) }\n\n delete bag[ev][ns]\n }\n } else if (ns) {\n // remove all listeners for a specific namespace\n for (event in bag) {\n for (namespace in bag[event]) {\n if (ns === namespace) { SVG.off(n, [event, ns].join('.')) }\n }\n }\n } else if (ev) {\n // remove all listeners for the event\n if (bag[ev]) {\n for (namespace in bag[ev]) { SVG.off(n, [ev, namespace].join('.')) }\n\n delete bag[ev]\n }\n } else {\n // remove all listeners on a given node\n for (event in bag) { SVG.off(n, event) }\n\n n.instance.events = {}\n }\n })\n}\n\nSVG.dispatch = function (node, event, data) {\n var n = node instanceof SVG.EventTarget ? node.getEventTarget() : node\n\n // Dispatch event\n if (event instanceof window.Event) {\n n.dispatchEvent(event)\n } else {\n event = new window.CustomEvent(event, {detail: data, cancelable: true})\n n.dispatchEvent(event)\n }\n return event\n}\n","/* global abcdef arrayToMatrix closeEnough formatTransforms isMatrixLike matrixMultiply */\n\nSVG.Matrix = SVG.invent({\n // Initialize\n create: function (source) {\n var base = arrayToMatrix([1, 0, 0, 1, 0, 0])\n\n // ensure source as object\n source = source instanceof SVG.Element ? source.matrixify()\n : typeof source === 'string' ? arrayToMatrix(source.split(SVG.regex.delimiter).map(parseFloat))\n : Array.isArray(source) ? arrayToMatrix(source)\n : (typeof source === 'object' && isMatrixLike(source)) ? source\n : (typeof source === 'object') ? new SVG.Matrix().transform(source)\n : arguments.length === 6 ? arrayToMatrix([].slice.call(arguments))\n : base\n\n // Merge the source matrix with the base matrix\n this.a = source.a != null ? source.a : base.a\n this.b = source.b != null ? source.b : base.b\n this.c = source.c != null ? source.c : base.c\n this.d = source.d != null ? source.d : base.d\n this.e = source.e != null ? source.e : base.e\n this.f = source.f != null ? source.f : base.f\n },\n\n // Add methods\n extend: {\n\n // Clones this matrix\n clone: function () {\n return new SVG.Matrix(this)\n },\n\n // Transform a matrix into another matrix by manipulating the space\n transform: function (o) {\n // Check if o is a matrix and then left multiply it directly\n if (isMatrixLike(o)) {\n var matrix = new SVG.Matrix(o)\n return matrix.multiplyO(this)\n }\n\n // Get the proposed transformations and the current transformations\n var t = formatTransforms(o)\n var current = this\n let { x: ox, y: oy } = new SVG.Point(t.ox, t.oy).transform(current)\n\n // Construct the resulting matrix\n var transformer = new SVG.Matrix()\n .translateO(t.rx, t.ry)\n .lmultiplyO(current)\n .translateO(-ox, -oy)\n .scaleO(t.scaleX, t.scaleY)\n .skewO(t.skewX, t.skewY)\n .shearO(t.shear)\n .rotateO(t.theta)\n .translateO(ox, oy)\n\n // If we want the origin at a particular place, we force it there\n if (isFinite(t.px) || isFinite(t.py)) {\n const origin = new SVG.Point(ox, oy).transform(transformer)\n // TODO: Replace t.px with isFinite(t.px)\n const dx = t.px ? t.px - origin.x : 0\n const dy = t.py ? t.py - origin.y : 0\n transformer.translateO(dx, dy)\n }\n\n // Translate now after positioning\n transformer.translateO(t.tx, t.ty)\n return transformer\n },\n\n // Applies a matrix defined by its affine parameters\n compose: function (o) {\n if (o.origin) {\n o.originX = o.origin[0]\n o.originY = o.origin[1]\n }\n // Get the parameters\n var ox = o.originX || 0\n var oy = o.originY || 0\n var sx = o.scaleX || 1\n var sy = o.scaleY || 1\n var lam = o.shear || 0\n var theta = o.rotate || 0\n var tx = o.translateX || 0\n var ty = o.translateY || 0\n\n // Apply the standard matrix\n var result = new SVG.Matrix()\n .translateO(-ox, -oy)\n .scaleO(sx, sy)\n .shearO(lam)\n .rotateO(theta)\n .translateO(tx, ty)\n .lmultiplyO(this)\n .translateO(ox, oy)\n return result\n },\n\n // Decomposes this matrix into its affine parameters\n decompose: function (cx = 0, cy = 0) {\n // Get the parameters from the matrix\n var a = this.a\n var b = this.b\n var c = this.c\n var d = this.d\n var e = this.e\n var f = this.f\n\n // Figure out if the winding direction is clockwise or counterclockwise\n var determinant = a * d - b * c\n var ccw = determinant > 0 ? 1 : -1\n\n // Since we only shear in x, we can use the x basis to get the x scale\n // and the rotation of the resulting matrix\n var sx = ccw * Math.sqrt(a * a + b * b)\n var thetaRad = Math.atan2(ccw * b, ccw * a)\n var theta = 180 / Math.PI * thetaRad\n var ct = Math.cos(thetaRad)\n var st = Math.sin(thetaRad)\n\n // We can then solve the y basis vector simultaneously to get the other\n // two affine parameters directly from these parameters\n var lam = (a * c + b * d) / determinant\n var sy = ((c * sx) / (lam * a - b)) || ((d * sx) / (lam * b + a))\n\n // Use the translations\n let tx = e - cx + cx * ct * sx + cy * (lam * ct * sx - st * sy)\n let ty = f - cy + cx * st * sx + cy * (lam * st * sx + ct * sy)\n\n // Construct the decomposition and return it\n return {\n // Return the affine parameters\n scaleX: sx,\n scaleY: sy,\n shear: lam,\n rotate: theta,\n translateX: tx,\n translateY: ty,\n originX: cx,\n originY: cy,\n\n // Return the matrix parameters\n a: this.a,\n b: this.b,\n c: this.c,\n d: this.d,\n e: this.e,\n f: this.f\n }\n },\n\n // Morph one matrix into another\n morph: function (matrix) {\n // Store new destination\n this.destination = new SVG.Matrix(matrix)\n return this\n },\n\n // Get morphed matrix at a given position\n at: function (pos) {\n // Make sure a destination is defined\n if (!this.destination) return this\n\n // Calculate morphed matrix at a given position\n var matrix = new SVG.Matrix({\n a: this.a + (this.destination.a - this.a) * pos,\n b: this.b + (this.destination.b - this.b) * pos,\n c: this.c + (this.destination.c - this.c) * pos,\n d: this.d + (this.destination.d - this.d) * pos,\n e: this.e + (this.destination.e - this.e) * pos,\n f: this.f + (this.destination.f - this.f) * pos\n })\n\n return matrix\n },\n\n // Left multiplies by the given matrix\n multiply: function (matrix) {\n return this.clone().multiplyO(matrix)\n },\n\n multiplyO: function (matrix) {\n // Get the matrices\n var l = this\n var r = matrix instanceof SVG.Matrix\n ? matrix\n : new SVG.Matrix(matrix)\n\n return matrixMultiply(l, r, this)\n },\n\n lmultiply: function (matrix) {\n return this.clone().lmultiplyO(matrix)\n },\n\n lmultiplyO: function (matrix) {\n var r = this\n var l = matrix instanceof SVG.Matrix\n ? matrix\n : new SVG.Matrix(matrix)\n\n return matrixMultiply(l, r, this)\n },\n\n // Inverses matrix\n inverseO: function () {\n // Get the current parameters out of the matrix\n var a = this.a\n var b = this.b\n var c = this.c\n var d = this.d\n var e = this.e\n var f = this.f\n\n // Invert the 2x2 matrix in the top left\n var det = a * d - b * c\n if (!det) throw new Error('Cannot invert ' + this)\n\n // Calculate the top 2x2 matrix\n var na = d / det\n var nb = -b / det\n var nc = -c / det\n var nd = a / det\n\n // Apply the inverted matrix to the top right\n var ne = -(na * e + nc * f)\n var nf = -(nb * e + nd * f)\n\n // Construct the inverted matrix\n this.a = na\n this.b = nb\n this.c = nc\n this.d = nd\n this.e = ne\n this.f = nf\n\n return this\n },\n\n inverse: function () {\n return this.clone().inverseO()\n },\n\n // Translate matrix\n translate: function (x, y) {\n return this.clone().translateO(x, y)\n },\n\n translateO: function (x, y) {\n this.e += x || 0\n this.f += y || 0\n return this\n },\n\n // Scale matrix\n scale: function (x, y, cx, cy) {\n return this.clone().scaleO(...arguments)\n },\n\n scaleO: function (x, y = x, cx = 0, cy = 0) {\n // Support uniform scaling\n if (arguments.length === 3) {\n cy = cx\n cx = y\n y = x\n }\n\n let {a, b, c, d, e, f} = this\n\n this.a = a * x\n this.b = b * y\n this.c = c * x\n this.d = d * y\n this.e = e * x - cx * x + cx\n this.f = f * y - cy * y + cy\n\n return this\n },\n\n // Rotate matrix\n rotate: function (r, cx, cy) {\n return this.clone().rotateO(r, cx, cy)\n },\n\n rotateO: function (r, cx = 0, cy = 0) {\n // Convert degrees to radians\n r = SVG.utils.radians(r)\n\n let cos = Math.cos(r)\n let sin = Math.sin(r)\n\n let {a, b, c, d, e, f} = this\n\n this.a = a * cos - b * sin\n this.b = b * cos + a * sin\n this.c = c * cos - d * sin\n this.d = d * cos + c * sin\n this.e = e * cos - f * sin + cy * sin - cx * cos + cx\n this.f = f * cos + e * sin - cx * sin - cy * cos + cy\n\n return this\n },\n\n // Flip matrix on x or y, at a given offset\n flip: function (axis, around) {\n return this.clone().flipO(axis, around)\n },\n\n flipO: function (axis, around) {\n return axis === 'x' ? this.scaleO(-1, 1, around, 0)\n : axis === 'y' ? this.scaleO(1, -1, 0, around)\n : this.scaleO(-1, -1, axis, around || axis) // Define an x, y flip point\n },\n\n // Shear matrix\n shear: function (a, cx, cy) {\n return this.clone().shearO(a, cx, cy)\n },\n\n shearO: function (lx, cx = 0, cy = 0) {\n let {a, b, c, d, e, f} = this\n\n this.a = a + b * lx\n this.c = c + d * lx\n this.e = e + f * lx - cy * lx\n\n return this\n },\n\n // Skew Matrix\n skew: function (x, y, cx, cy) {\n return this.clone().skewO(...arguments)\n },\n\n skewO: function (x, y = x, cx = 0, cy = 0) {\n // support uniformal skew\n if (arguments.length === 3) {\n cy = cx\n cx = y\n y = x\n }\n\n // Convert degrees to radians\n x = SVG.utils.radians(x)\n y = SVG.utils.radians(y)\n\n let lx = Math.tan(x)\n let ly = Math.tan(y)\n\n let {a, b, c, d, e, f} = this\n\n this.a = a + b * lx\n this.b = b + a * ly\n this.c = c + d * lx\n this.d = d + c * ly\n this.e = e + f * lx - cy * lx\n this.f = f + e * ly - cx * ly\n\n return this\n },\n\n // SkewX\n skewX: function (x, cx, cy) {\n return this.skew(x, 0, cx, cy)\n },\n\n skewXO: function (x, cx, cy) {\n return this.skewO(x, 0, cx, cy)\n },\n\n // SkewY\n skewY: function (y, cx, cy) {\n return this.skew(0, y, cx, cy)\n },\n\n skewYO: function (y, cx, cy) {\n return this.skewO(0, y, cx, cy)\n },\n\n // Transform around a center point\n aroundO: function (cx, cy, matrix) {\n var dx = cx || 0\n var dy = cy || 0\n return this.translateO(-dx, -dy).lmultiplyO(matrix).translateO(dx, dy)\n },\n\n around: function (cx, cy, matrix) {\n return this.clone().aroundO(cx, cy, matrix)\n },\n\n // Convert to native SVGMatrix\n native: function () {\n // create new matrix\n var matrix = SVG.parser.nodes.svg.node.createSVGMatrix()\n\n // update with current values\n for (var i = abcdef.length - 1; i >= 0; i--) {\n matrix[abcdef[i]] = this[abcdef[i]]\n }\n\n return matrix\n },\n\n // Check if two matrices are equal\n equals: function (other) {\n var comp = new SVG.Matrix(other)\n return closeEnough(this.a, comp.a) && closeEnough(this.b, comp.b) &&\n closeEnough(this.c, comp.c) && closeEnough(this.d, comp.d) &&\n closeEnough(this.e, comp.e) && closeEnough(this.f, comp.f)\n },\n\n // Convert matrix to string\n toString: function () {\n return 'matrix(' + this.a + ',' + this.b + ',' + this.c + ',' + this.d + ',' + this.e + ',' + this.f + ')'\n },\n\n toArray: function () {\n return [this.a, this.b, this.c, this.d, this.e, this.f]\n },\n\n valueOf: function () {\n return {\n a: this.a,\n b: this.b,\n c: this.c,\n d: this.d,\n e: this.e,\n f: this.f\n }\n }\n },\n\n // Define parent\n parent: SVG.Element,\n\n // Add parent method\n construct: {\n // Get current matrix\n ctm: function () {\n return new SVG.Matrix(this.node.getCTM())\n },\n // Get current screen matrix\n screenCTM: function () {\n /* https://bugzilla.mozilla.org/show_bug.cgi?id=1344537\n This is needed because FF does not return the transformation matrix\n for the inner coordinate system when getScreenCTM() is called on nested svgs.\n However all other Browsers do that */\n if (this instanceof SVG.Doc && !this.isRoot()) {\n var rect = this.rect(1, 1)\n var m = rect.node.getScreenCTM()\n rect.remove()\n return new SVG.Matrix(m)\n }\n return new SVG.Matrix(this.node.getScreenCTM())\n }\n }\n})\n\n// let extensions = {}\n// ['rotate'].forEach((method) => {\n// let methodO = method + 'O'\n// extensions[method] = function (...args) {\n// return new SVG.Matrix(this)[methodO](...args)\n// }\n// })\n//\n// SVG.extend(SVG.Matrix, extensions)\n\n// function matrixMultiplyParams (matrix, a, b, c, d, e, f) {\n// return matrixMultiply({a, b, c, d, e, f}, matrix, matrix)\n// }\n","\nSVG.Point = SVG.invent({\n // Initialize\n create: function (x, y, base) {\n var source\n base = base || {x: 0, y: 0}\n\n // ensure source as object\n source = Array.isArray(x) ? {x: x[0], y: x[1]}\n : typeof x === 'object' ? {x: x.x, y: x.y}\n : {x: x, y: y}\n\n // merge source\n this.x = source.x == null ? base.x : source.x\n this.y = source.y == null ? base.y : source.y\n },\n\n // Add methods\n extend: {\n // Clone point\n clone: function () {\n return new SVG.Point(this)\n },\n\n // Morph one point into another\n morph: function (x, y) {\n // store new destination\n this.destination = new SVG.Point(x, y)\n return this\n },\n\n // Get morphed point at a given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n // calculate morphed matrix at a given position\n var point = new SVG.Point({\n x: this.x + (this.destination.x - this.x) * pos,\n y: this.y + (this.destination.y - this.y) * pos\n })\n return point\n },\n\n // Convert to native SVGPoint\n native: function () {\n // create new point\n var point = SVG.parser.nodes.svg.node.createSVGPoint()\n\n // update with current values\n point.x = this.x\n point.y = this.y\n return point\n },\n\n // transform point with matrix\n transform: function (m) {\n // Perform the matrix multiplication\n var x = m.a * this.x + m.c * this.y + m.e\n var y = m.b * this.x + m.d * this.y + m.f\n\n // Return the required point\n return new SVG.Point(x, y)\n }\n }\n})\n\nSVG.extend(SVG.Element, {\n\n // Get point\n point: function (x, y) {\n return new SVG.Point(x, y).transform(this.screenCTM().inverse())\n }\n})\n","SVG.extend(SVG.Element, {\n // Set svg element attribute\n attr: function (a, v, n) {\n // act as full getter\n if (a == null) {\n // get an object of attributes\n a = {}\n v = this.node.attributes\n for (n = v.length - 1; n >= 0; n--) {\n a[v[n].nodeName] = SVG.regex.isNumber.test(v[n].nodeValue)\n ? parseFloat(v[n].nodeValue)\n : v[n].nodeValue\n }\n return a\n } else if (typeof a === 'object') {\n // apply every attribute individually if an object is passed\n for (v in a) this.attr(v, a[v])\n } else if (v === null) {\n // remove value\n this.node.removeAttribute(a)\n } else if (v == null) {\n // act as a getter if the first and only argument is not an object\n v = this.node.getAttribute(a)\n return v == null ? SVG.defaults.attrs[a]\n : SVG.regex.isNumber.test(v) ? parseFloat(v)\n : v\n } else {\n // convert image fill and stroke to patterns\n if (a === 'fill' || a === 'stroke') {\n if (SVG.regex.isImage.test(v)) {\n v = this.doc().defs().image(v)\n }\n\n if (v instanceof SVG.Image) {\n v = this.doc().defs().pattern(0, 0, function () {\n this.add(v)\n })\n }\n }\n\n // ensure correct numeric values (also accepts NaN and Infinity)\n if (typeof v === 'number') {\n v = new SVG.Number(v)\n } else if (SVG.Color.isColor(v)) {\n // ensure full hex color\n v = new SVG.Color(v)\n } else if (Array.isArray(v)) {\n // parse array values\n v = new SVG.Array(v)\n }\n\n // if the passed attribute is leading...\n if (a === 'leading') {\n // ... call the leading method instead\n if (this.leading) {\n this.leading(v)\n }\n } else {\n // set given attribute on node\n typeof n === 'string' ? this.node.setAttributeNS(n, a, v.toString())\n : this.node.setAttribute(a, v.toString())\n }\n\n // rebuild if required\n if (this.rebuild && (a === 'font-size' || a === 'x')) {\n this.rebuild(a, v)\n }\n }\n\n return this\n }\n})\n","/* global arrayToMatrix getOrigin isMatrixLike */\n\nSVG.extend(SVG.Element, {\n // Reset all transformations\n untransform: function () {\n return this.attr('transform', null)\n },\n\n // merge the whole transformation chain into one matrix and returns it\n matrixify: function () {\n var matrix = (this.attr('transform') || '')\n // split transformations\n .split(SVG.regex.transforms).slice(0, -1).map(function (str) {\n // generate key => value pairs\n var kv = str.trim().split('(')\n return [kv[0],\n kv[1].split(SVG.regex.delimiter)\n .map(function (str) { return parseFloat(str) })\n ]\n })\n .reverse()\n // merge every transformation into one matrix\n .reduce(function (matrix, transform) {\n if (transform[0] === 'matrix') {\n return matrix.lmultiply(arrayToMatrix(transform[1]))\n }\n return matrix[transform[0]].apply(matrix, transform[1])\n }, new SVG.Matrix())\n\n return matrix\n },\n\n // add an element to another parent without changing the visual representation on the screen\n toParent: function (parent) {\n if (this === parent) return this\n var ctm = this.screenCTM()\n var pCtm = parent.screenCTM().inverse()\n\n this.addTo(parent).untransform().transform(pCtm.multiply(ctm))\n\n return this\n },\n\n // same as above with parent equals root-svg\n toDoc: function () {\n return this.toParent(this.doc())\n }\n})\n\nSVG.extend(SVG.Element, {\n\n // Add transformations\n transform: function (o, relative) {\n // Act as a getter if no object was passed\n if (o == null || typeof o === 'string') {\n var decomposed = new SVG.Matrix(this).decompose()\n return decomposed[o] || decomposed\n }\n\n if (!isMatrixLike(o)) {\n // Set the origin according to the defined transform\n o = {...o, origin: getOrigin(o, this)}\n }\n\n // The user can pass a boolean, an SVG.Element or an SVG.Matrix or nothing\n var cleanRelative = relative === true ? this : (relative || false)\n var result = new SVG.Matrix(cleanRelative).transform(o)\n return this.attr('transform', result)\n }\n})\n","/* global camelCase */\n\nSVG.extend(SVG.Element, {\n // Dynamic style generator\n css: function (s, v) {\n var ret = {}\n var t, i\n if (arguments.length === 0) {\n // get full style as object\n this.node.style.cssText.split(/\\s*;\\s*/).filter(function (el) { return !!el.length }).forEach(function (el) {\n t = el.split(/\\s*:\\s*/)\n ret[t[0]] = t[1]\n })\n return ret\n }\n\n if (arguments.length < 2) {\n // get style properties in the array\n if (Array.isArray(s)) {\n for (i = s.length; i--;) {\n ret[camelCase(s[i])] = this.node.style[camelCase(s[i])]\n }\n return ret\n }\n\n // get style for property\n if (typeof s === 'string') {\n return this.node.style[camelCase(s)]\n }\n\n // set styles in object\n if (typeof s === 'object') {\n for (i in s) {\n // set empty string if null/undefined/'' was given\n this.node.style[camelCase(i)] = (s[i] == null || SVG.regex.isBlank.test(s[i])) ? '' : s[i]\n }\n }\n }\n\n // set style for property\n if (arguments.length === 2) {\n this.node.style[camelCase(s)] = (v == null || SVG.regex.isBlank.test(v)) ? '' : v\n }\n\n return this\n }\n})\n","/* global createElement */\n\nSVG.Parent = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node)\n },\n\n // Inherit from\n inherit: SVG.Element,\n\n // Add class methods\n extend: {\n // Returns all child elements\n children: function () {\n return SVG.utils.map(this.node.children, function (node) {\n return SVG.adopt(node)\n })\n },\n // Add given element at a position\n add: function (element, i) {\n element = createElement(element)\n\n if (element.node !== this.node.children[i]) {\n this.node.insertBefore(element.node, this.node.children[i] || null)\n }\n\n return this\n },\n // Basically does the same as `add()` but returns the added element instead\n put: function (element, i) {\n this.add(element, i)\n return element.instance || element\n },\n // Checks if the given element is a child\n has: function (element) {\n return this.index(element) >= 0\n },\n // Gets index of given element\n index: function (element) {\n return [].slice.call(this.node.children).indexOf(element.node)\n },\n // Get a element at the given index\n get: function (i) {\n return SVG.adopt(this.node.children[i])\n },\n // Get first child\n first: function () {\n return this.get(0)\n },\n // Get the last child\n last: function () {\n return this.get(this.node.children.length - 1)\n },\n // Iterates over all children and invokes a given block\n each: function (block, deep) {\n var children = this.children()\n var i, il\n\n for (i = 0, il = children.length; i < il; i++) {\n if (children[i] instanceof SVG.Element) {\n block.apply(children[i], [i, children])\n }\n\n if (deep && (children[i] instanceof SVG.Parent)) {\n children[i].each(block, deep)\n }\n }\n\n return this\n },\n // Remove a given child\n removeElement: function (element) {\n this.node.removeChild(element.node)\n\n return this\n },\n // Remove all elements in this container\n clear: function () {\n // remove children\n while (this.node.hasChildNodes()) {\n this.node.removeChild(this.node.lastChild)\n }\n\n // remove defs reference\n delete this._defs\n\n return this\n }\n }\n\n})\n","SVG.extend(SVG.Parent, {\n flatten: function (parent) {\n // flattens is only possible for nested svgs and groups\n if (!(this instanceof SVG.G || this instanceof SVG.Doc)) {\n return this\n }\n\n parent = parent || (this instanceof SVG.Doc && this.isRoot() ? this : this.parent(SVG.Parent))\n\n this.each(function () {\n if (this instanceof SVG.Defs) return this\n if (this instanceof SVG.Parent) return this.flatten(parent)\n return this.toParent(parent)\n })\n\n // we need this so that SVG.Doc does not get removed\n this.node.firstElementChild || this.remove()\n\n return this\n },\n ungroup: function (parent) {\n // ungroup is only possible for nested svgs and groups\n if (!(this instanceof SVG.G || (this instanceof SVG.Doc && !this.isRoot()))) {\n return this\n }\n\n parent = parent || this.parent(SVG.Parent)\n\n this.each(function () {\n return this.toParent(parent)\n })\n\n // we need this so that SVG.Doc does not get removed\n this.remove()\n\n return this\n }\n})\n","SVG.Container = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node)\n },\n\n // Inherit from\n inherit: SVG.Parent\n})\n","SVG.Defs = SVG.invent({\n // Initialize node\n create: 'defs',\n\n // Inherit from\n inherit: SVG.Container\n})\n","SVG.G = SVG.invent({\n // Initialize node\n create: 'g',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n },\n\n // Add parent method\n construct: {\n // Create a group element\n group: function () {\n return this.put(new SVG.G())\n }\n }\n})\n","// ### This module adds backward / forward functionality to elements.\n\n//\nSVG.extend(SVG.Element, {\n // Get all siblings, including myself\n siblings: function () {\n return this.parent().children()\n },\n\n // Get the curent position siblings\n position: function () {\n return this.parent().index(this)\n },\n\n // Get the next element (will return null if there is none)\n next: function () {\n return this.siblings()[this.position() + 1]\n },\n\n // Get the next element (will return null if there is none)\n prev: function () {\n return this.siblings()[this.position() - 1]\n },\n\n // Send given element one step forward\n forward: function () {\n var i = this.position() + 1\n var p = this.parent()\n\n // move node one step forward\n p.removeElement(this).add(this, i)\n\n // make sure defs node is always at the top\n if (p instanceof SVG.Doc) {\n p.node.appendChild(p.defs().node)\n }\n\n return this\n },\n\n // Send given element one step backward\n backward: function () {\n var i = this.position()\n\n if (i > 0) {\n this.parent().removeElement(this).add(this, i - 1)\n }\n\n return this\n },\n\n // Send given element all the way to the front\n front: function () {\n var p = this.parent()\n\n // Move node forward\n p.node.appendChild(this.node)\n\n // Make sure defs node is always at the top\n if (p instanceof SVG.Doc) {\n p.node.appendChild(p.defs().node)\n }\n\n return this\n },\n\n // Send given element all the way to the back\n back: function () {\n if (this.position() > 0) {\n this.parent().removeElement(this).add(this, 0)\n }\n\n return this\n },\n\n // Inserts a given element before the targeted element\n before: function (element) {\n element.remove()\n\n var i = this.position()\n\n this.parent().add(element, i)\n\n return this\n },\n\n // Insters a given element after the targeted element\n after: function (element) {\n element.remove()\n\n var i = this.position()\n\n this.parent().add(element, i + 1)\n\n return this\n }\n})\n","SVG.Mask = SVG.invent({\n // Initialize node\n create: 'mask',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Unmask all masked elements and remove itself\n remove: function () {\n // unmask all targets\n this.targets().forEach(function (el) {\n el.unmask()\n })\n\n // remove mask from parent\n return SVG.Element.prototype.remove.call(this)\n },\n\n targets: function () {\n return SVG.select('svg [mask*=\"' + this.id() + '\"]')\n }\n },\n\n // Add parent method\n construct: {\n // Create masking element\n mask: function () {\n return this.defs().put(new SVG.Mask())\n }\n }\n})\n\nSVG.extend(SVG.Element, {\n // Distribute mask to svg element\n maskWith: function (element) {\n // use given mask or create a new one\n var masker = element instanceof SVG.Mask ? element : this.parent().mask().add(element)\n\n // apply mask\n return this.attr('mask', 'url(\"#' + masker.id() + '\")')\n },\n // Unmask element\n unmask: function () {\n return this.attr('mask', null)\n },\n masker: function () {\n return this.reference('mask')\n }\n})\n","SVG.ClipPath = SVG.invent({\n // Initialize node\n create: 'clipPath',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Unclip all clipped elements and remove itself\n remove: function () {\n // unclip all targets\n this.targets().forEach(function (el) {\n el.unclip()\n })\n\n // remove clipPath from parent\n return SVG.Element.prototype.remove.call(this)\n },\n\n targets: function () {\n return SVG.select('svg [clip-path*=\"' + this.id() + '\"]')\n }\n },\n\n // Add parent method\n construct: {\n // Create clipping element\n clip: function () {\n return this.defs().put(new SVG.ClipPath())\n }\n }\n})\n\n//\nSVG.extend(SVG.Element, {\n // Distribute clipPath to svg element\n clipWith: function (element) {\n // use given clip or create a new one\n var clipper = element instanceof SVG.ClipPath ? element : this.parent().clip().add(element)\n\n // apply mask\n return this.attr('clip-path', 'url(\"#' + clipper.id() + '\")')\n },\n // Unclip element\n unclip: function () {\n return this.attr('clip-path', null)\n },\n clipper: function () {\n return this.reference('clip-path')\n }\n\n})\n","SVG.Gradient = SVG.invent({\n // Initialize node\n create: function (type) {\n SVG.Element.call(this, typeof type === 'object' ? type : SVG.create(type + 'Gradient'))\n },\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Add a color stop\n stop: function (offset, color, opacity) {\n return this.put(new SVG.Stop()).update(offset, color, opacity)\n },\n // Update gradient\n update: function (block) {\n // remove all stops\n this.clear()\n\n // invoke passed block\n if (typeof block === 'function') {\n block.call(this, this)\n }\n\n return this\n },\n // Return the fill id\n url: function () {\n return 'url(#' + this.id() + ')'\n },\n // Alias string convertion to fill\n toString: function () {\n return this.url()\n },\n // custom attr to handle transform\n attr: function (a, b, c) {\n if (a === 'transform') a = 'gradientTransform'\n return SVG.Container.prototype.attr.call(this, a, b, c)\n }\n },\n\n // Add parent method\n construct: {\n // Create gradient element in defs\n gradient: function (type, block) {\n return this.defs().gradient(type, block)\n }\n }\n})\n\n// Add animatable methods to both gradient and fx module\nSVG.extend([SVG.Gradient, SVG.Timeline], {\n // From position\n from: function (x, y) {\n return (this._target || this).type === 'radialGradient'\n ? this.attr({ fx: new SVG.Number(x), fy: new SVG.Number(y) })\n : this.attr({ x1: new SVG.Number(x), y1: new SVG.Number(y) })\n },\n // To position\n to: function (x, y) {\n return (this._target || this).type === 'radialGradient'\n ? this.attr({ cx: new SVG.Number(x), cy: new SVG.Number(y) })\n : this.attr({ x2: new SVG.Number(x), y2: new SVG.Number(y) })\n }\n})\n\n// Base gradient generation\nSVG.extend(SVG.Defs, {\n // define gradient\n gradient: function (type, block) {\n return this.put(new SVG.Gradient(type)).update(block)\n }\n\n})\n\nSVG.Stop = SVG.invent({\n // Initialize node\n create: 'stop',\n\n // Inherit from\n inherit: SVG.Element,\n\n // Add class methods\n extend: {\n // add color stops\n update: function (o) {\n if (typeof o === 'number' || o instanceof SVG.Number) {\n o = {\n offset: arguments[0],\n color: arguments[1],\n opacity: arguments[2]\n }\n }\n\n // set attributes\n if (o.opacity != null) this.attr('stop-opacity', o.opacity)\n if (o.color != null) this.attr('stop-color', o.color)\n if (o.offset != null) this.attr('offset', new SVG.Number(o.offset))\n\n return this\n }\n }\n})\n","SVG.Pattern = SVG.invent({\n // Initialize node\n create: 'pattern',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Return the fill id\n url: function () {\n return 'url(#' + this.id() + ')'\n },\n // Update pattern by rebuilding\n update: function (block) {\n // remove content\n this.clear()\n\n // invoke passed block\n if (typeof block === 'function') {\n block.call(this, this)\n }\n\n return this\n },\n // Alias string convertion to fill\n toString: function () {\n return this.url()\n },\n // custom attr to handle transform\n attr: function (a, b, c) {\n if (a === 'transform') a = 'patternTransform'\n return SVG.Container.prototype.attr.call(this, a, b, c)\n }\n\n },\n\n // Add parent method\n construct: {\n // Create pattern element in defs\n pattern: function (width, height, block) {\n return this.defs().pattern(width, height, block)\n }\n }\n})\n\nSVG.extend(SVG.Defs, {\n // Define gradient\n pattern: function (width, height, block) {\n return this.put(new SVG.Pattern()).update(block).attr({\n x: 0,\n y: 0,\n width: width,\n height: height,\n patternUnits: 'userSpaceOnUse'\n })\n }\n\n})\n","SVG.Doc = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node || SVG.create('svg'))\n\n // set svg element attributes and ensure defs node\n this.namespace()\n },\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n isRoot: function () {\n return !this.node.parentNode || !(this.node.parentNode instanceof window.SVGElement) || this.node.parentNode.nodeName === '#document'\n },\n // Check if this is a root svg. If not, call docs from this element\n doc: function () {\n if (this.isRoot()) return this\n return SVG.Element.prototype.doc.call(this)\n },\n // Add namespaces\n namespace: function () {\n if (!this.isRoot()) return this.doc().namespace()\n return this\n .attr({ xmlns: SVG.ns, version: '1.1' })\n .attr('xmlns:xlink', SVG.xlink, SVG.xmlns)\n .attr('xmlns:svgjs', SVG.svgjs, SVG.xmlns)\n },\n // Creates and returns defs element\n defs: function () {\n if (!this.isRoot()) return this.doc().defs()\n return SVG.adopt(this.node.getElementsByTagName('defs')[0]) || this.put(new SVG.Defs())\n },\n // custom parent method\n parent: function (type) {\n if (this.isRoot()) {\n return this.node.parentNode.nodeName === '#document' ? null : this.node.parentNode\n }\n\n return SVG.Element.prototype.parent.call(this, type)\n },\n // Removes the doc from the DOM\n remove: function () {\n if (!this.isRoot()) {\n return SVG.Element.prototype.remove.call(this)\n }\n\n if (this.parent()) {\n this.parent().removeChild(this.node)\n }\n\n return this\n },\n clear: function () {\n // remove children\n while (this.node.hasChildNodes()) {\n this.node.removeChild(this.node.lastChild)\n }\n return this\n }\n },\n construct: {\n // Create nested svg document\n nested: function () {\n return this.put(new SVG.Doc())\n }\n }\n})\n","\nSVG.Shape = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node)\n },\n\n // Inherit from\n inherit: SVG.Element\n})\n","\nSVG.Bare = SVG.invent({\n // Initialize\n create: function (element, inherit) {\n // construct element\n SVG.Element.call(this, SVG.create(element))\n\n // inherit custom methods\n if (inherit) {\n for (var method in inherit.prototype) {\n if (typeof inherit.prototype[method] === 'function') {\n this[method] = inherit.prototype[method]\n }\n }\n }\n },\n\n // Inherit from\n inherit: SVG.Element,\n\n // Add methods\n extend: {\n // Insert some plain text\n words: function (text) {\n // remove contents\n while (this.node.hasChildNodes()) {\n this.node.removeChild(this.node.lastChild)\n }\n\n // create text node\n this.node.appendChild(document.createTextNode(text))\n\n return this\n }\n }\n})\n\nSVG.extend(SVG.Parent, {\n // Create an element that is not described by SVG.js\n element: function (element, inherit) {\n return this.put(new SVG.Bare(element, inherit))\n }\n})\n","\nSVG.Symbol = SVG.invent({\n // Initialize node\n create: 'symbol',\n\n // Inherit from\n inherit: SVG.Container,\n\n construct: {\n // create symbol\n symbol: function () {\n return this.put(new SVG.Symbol())\n }\n }\n})\n","\nSVG.Use = SVG.invent({\n // Initialize node\n create: 'use',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add class methods\n extend: {\n // Use element as a reference\n element: function (element, file) {\n // Set lined element\n return this.attr('href', (file || '') + '#' + element, SVG.xlink)\n }\n },\n\n // Add parent method\n construct: {\n // Create a use element\n use: function (element, file) {\n return this.put(new SVG.Use()).element(element, file)\n }\n }\n})\n","\nSVG.Rect = SVG.invent({\n // Initialize node\n create: 'rect',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create a rect element\n rect: function (width, height) {\n return this.put(new SVG.Rect()).size(width, height)\n }\n }\n})\n","/* global proportionalSize */\n\nSVG.Circle = SVG.invent({\n // Initialize node\n create: 'circle',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create circle element, based on ellipse\n circle: function (size) {\n return this.put(new SVG.Circle()).rx(new SVG.Number(size).divide(2)).move(0, 0)\n }\n }\n})\n\nSVG.extend([SVG.Circle, SVG.Timeline], {\n // Radius x value\n rx: function (rx) {\n return this.attr('r', rx)\n },\n // Alias radius x value\n ry: function (ry) {\n return this.rx(ry)\n }\n})\n\nSVG.Ellipse = SVG.invent({\n // Initialize node\n create: 'ellipse',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create an ellipse\n ellipse: function (width, height) {\n return this.put(new SVG.Ellipse()).size(width, height).move(0, 0)\n }\n }\n})\n\nSVG.extend([SVG.Ellipse, SVG.Rect, SVG.Timeline], {\n // Radius x value\n rx: function (rx) {\n return this.attr('rx', rx)\n },\n // Radius y value\n ry: function (ry) {\n return this.attr('ry', ry)\n }\n})\n\n// Add common method\nSVG.extend([SVG.Circle, SVG.Ellipse], {\n // Move over x-axis\n x: function (x) {\n return x == null ? this.cx() - this.rx() : this.cx(x + this.rx())\n },\n // Move over y-axis\n y: function (y) {\n return y == null ? this.cy() - this.ry() : this.cy(y + this.ry())\n },\n // Move by center over x-axis\n cx: function (x) {\n return x == null ? this.attr('cx') : this.attr('cx', x)\n },\n // Move by center over y-axis\n cy: function (y) {\n return y == null ? this.attr('cy') : this.attr('cy', y)\n },\n // Set width of element\n width: function (width) {\n return width == null ? this.rx() * 2 : this.rx(new SVG.Number(width).divide(2))\n },\n // Set height of element\n height: function (height) {\n return height == null ? this.ry() * 2 : this.ry(new SVG.Number(height).divide(2))\n },\n // Custom size function\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n\n return this\n .rx(new SVG.Number(p.width).divide(2))\n .ry(new SVG.Number(p.height).divide(2))\n }\n})\n","/* global proportionalSize */\n\nSVG.Line = SVG.invent({\n // Initialize node\n create: 'line',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add class methods\n extend: {\n // Get array\n array: function () {\n return new SVG.PointArray([\n [ this.attr('x1'), this.attr('y1') ],\n [ this.attr('x2'), this.attr('y2') ]\n ])\n },\n\n // Overwrite native plot() method\n plot: function (x1, y1, x2, y2) {\n if (x1 == null) {\n return this.array()\n } else if (typeof y1 !== 'undefined') {\n x1 = { x1: x1, y1: y1, x2: x2, y2: y2 }\n } else {\n x1 = new SVG.PointArray(x1).toLine()\n }\n\n return this.attr(x1)\n },\n\n // Move by left top corner\n move: function (x, y) {\n return this.attr(this.array().move(x, y).toLine())\n },\n\n // Set element size to given width and height\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n return this.attr(this.array().size(p.width, p.height).toLine())\n }\n },\n\n // Add parent method\n construct: {\n // Create a line element\n line: function (x1, y1, x2, y2) {\n // make sure plot is called as a setter\n // x1 is not necessarily a number, it can also be an array, a string and a SVG.PointArray\n return SVG.Line.prototype.plot.apply(\n this.put(new SVG.Line())\n , x1 != null ? [x1, y1, x2, y2] : [0, 0, 0, 0]\n )\n }\n }\n})\n","/* global proportionalSize */\n\nSVG.Polyline = SVG.invent({\n // Initialize node\n create: 'polyline',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create a wrapped polyline element\n polyline: function (p) {\n // make sure plot is called as a setter\n return this.put(new SVG.Polyline()).plot(p || new SVG.PointArray())\n }\n }\n})\n\nSVG.Polygon = SVG.invent({\n // Initialize node\n create: 'polygon',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create a wrapped polygon element\n polygon: function (p) {\n // make sure plot is called as a setter\n return this.put(new SVG.Polygon()).plot(p || new SVG.PointArray())\n }\n }\n})\n\n// Add polygon-specific functions\nSVG.extend([SVG.Polyline, SVG.Polygon], {\n // Get array\n array: function () {\n return this._array || (this._array = new SVG.PointArray(this.attr('points')))\n },\n\n // Plot new path\n plot: function (p) {\n return (p == null) ? this.array()\n : this.clear().attr('points', typeof p === 'string' ? p\n : (this._array = new SVG.PointArray(p)))\n },\n\n // Clear array cache\n clear: function () {\n delete this._array\n return this\n },\n\n // Move by left top corner\n move: function (x, y) {\n return this.attr('points', this.array().move(x, y))\n },\n\n // Set element size to given width and height\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n return this.attr('points', this.array().size(p.width, p.height))\n }\n})\n","// unify all point to point elements\nSVG.extend([SVG.Line, SVG.Polyline, SVG.Polygon], {\n // Define morphable array\n MorphArray: SVG.PointArray,\n // Move by left top corner over x-axis\n x: function (x) {\n return x == null ? this.bbox().x : this.move(x, this.bbox().y)\n },\n // Move by left top corner over y-axis\n y: function (y) {\n return y == null ? this.bbox().y : this.move(this.bbox().x, y)\n },\n // Set width of element\n width: function (width) {\n var b = this.bbox()\n\n return width == null ? b.width : this.size(width, b.height)\n },\n // Set height of element\n height: function (height) {\n var b = this.bbox()\n\n return height == null ? b.height : this.size(b.width, height)\n }\n})\n","/* global proportionalSize */\n\nSVG.Path = SVG.invent({\n // Initialize node\n create: 'path',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add class methods\n extend: {\n // Define morphable array\n MorphArray: SVG.PathArray,\n // Get array\n array: function () {\n return this._array || (this._array = new SVG.PathArray(this.attr('d')))\n },\n // Plot new path\n plot: function (d) {\n return (d == null) ? this.array()\n : this.clear().attr('d', typeof d === 'string' ? d : (this._array = new SVG.PathArray(d)))\n },\n // Clear array cache\n clear: function () {\n delete this._array\n return this\n },\n // Move by left top corner\n move: function (x, y) {\n return this.attr('d', this.array().move(x, y))\n },\n // Move by left top corner over x-axis\n x: function (x) {\n return x == null ? this.bbox().x : this.move(x, this.bbox().y)\n },\n // Move by left top corner over y-axis\n y: function (y) {\n return y == null ? this.bbox().y : this.move(this.bbox().x, y)\n },\n // Set element size to given width and height\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n return this.attr('d', this.array().size(p.width, p.height))\n },\n // Set width of element\n width: function (width) {\n return width == null ? this.bbox().width : this.size(width, this.bbox().height)\n },\n // Set height of element\n height: function (height) {\n return height == null ? this.bbox().height : this.size(this.bbox().width, height)\n }\n },\n\n // Add parent method\n construct: {\n // Create a wrapped path element\n path: function (d) {\n // make sure plot is called as a setter\n return this.put(new SVG.Path()).plot(d || new SVG.PathArray())\n }\n }\n})\n","SVG.Image = SVG.invent({\n // Initialize node\n create: 'image',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add class methods\n extend: {\n // (re)load image\n load: function (url, callback) {\n if (!url) return this\n\n var img = new window.Image()\n\n SVG.on(img, 'load', function (e) {\n var p = this.parent(SVG.Pattern)\n\n // ensure image size\n if (this.width() === 0 && this.height() === 0) {\n this.size(img.width, img.height)\n }\n\n if (p instanceof SVG.Pattern) {\n // ensure pattern size if not set\n if (p.width() === 0 && p.height() === 0) {\n p.size(this.width(), this.height())\n }\n }\n\n if (typeof callback === 'function') {\n callback.call(this, {\n width: img.width,\n height: img.height,\n ratio: img.width / img.height,\n url: url\n })\n }\n }, this)\n\n SVG.on(img, 'load error', function () {\n // dont forget to unbind memory leaking events\n SVG.off(img)\n })\n\n return this.attr('href', (img.src = url), SVG.xlink)\n }\n },\n\n // Add parent method\n construct: {\n // create image element, load image and set its size\n image: function (source, callback) {\n return this.put(new SVG.Image()).size(0, 0).load(source, callback)\n }\n }\n})\n","SVG.Text = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node || SVG.create('text'))\n this.dom.leading = new SVG.Number(1.3) // store leading value for rebuilding\n this._rebuild = true // enable automatic updating of dy values\n this._build = false // disable build mode for adding multiple lines\n\n // set default font\n this.attr('font-family', SVG.defaults.attrs['font-family'])\n },\n\n // Inherit from\n inherit: SVG.Parent,\n\n // Add class methods\n extend: {\n // Move over x-axis\n x: function (x) {\n // act as getter\n if (x == null) {\n return this.attr('x')\n }\n\n return this.attr('x', x)\n },\n // Move over y-axis\n y: function (y) {\n var oy = this.attr('y')\n var o = typeof oy === 'number' ? oy - this.bbox().y : 0\n\n // act as getter\n if (y == null) {\n return typeof oy === 'number' ? oy - o : oy\n }\n\n return this.attr('y', typeof y === 'number' ? y + o : y)\n },\n // Move center over x-axis\n cx: function (x) {\n return x == null ? this.bbox().cx : this.x(x - this.bbox().width / 2)\n },\n // Move center over y-axis\n cy: function (y) {\n return y == null ? this.bbox().cy : this.y(y - this.bbox().height / 2)\n },\n // Set the text content\n text: function (text) {\n // act as getter\n if (text === undefined) {\n var children = this.node.childNodes\n var firstLine = 0\n text = ''\n\n for (var i = 0, len = children.length; i < len; ++i) {\n // skip textPaths - they are no lines\n if (children[i].nodeName === 'textPath') {\n if (i === 0) firstLine = 1\n continue\n }\n\n // add newline if its not the first child and newLined is set to true\n if (i !== firstLine && children[i].nodeType !== 3 && SVG.adopt(children[i]).dom.newLined === true) {\n text += '\\n'\n }\n\n // add content of this node\n text += children[i].textContent\n }\n\n return text\n }\n\n // remove existing content\n this.clear().build(true)\n\n if (typeof text === 'function') {\n // call block\n text.call(this, this)\n } else {\n // store text and make sure text is not blank\n text = text.split('\\n')\n\n // build new lines\n for (var j = 0, jl = text.length; j < jl; j++) {\n this.tspan(text[j]).newLine()\n }\n }\n\n // disable build mode and rebuild lines\n return this.build(false).rebuild()\n },\n // Set / get leading\n leading: function (value) {\n // act as getter\n if (value == null) {\n return this.dom.leading\n }\n\n // act as setter\n this.dom.leading = new SVG.Number(value)\n\n return this.rebuild()\n },\n // Rebuild appearance type\n rebuild: function (rebuild) {\n // store new rebuild flag if given\n if (typeof rebuild === 'boolean') {\n this._rebuild = rebuild\n }\n\n // define position of all lines\n if (this._rebuild) {\n var self = this\n var blankLineOffset = 0\n var dy = this.dom.leading * new SVG.Number(this.attr('font-size'))\n\n this.each(function () {\n if (this.dom.newLined) {\n this.attr('x', self.attr('x'))\n\n if (this.text() === '\\n') {\n blankLineOffset += dy\n } else {\n this.attr('dy', dy + blankLineOffset)\n blankLineOffset = 0\n }\n }\n })\n\n this.fire('rebuild')\n }\n\n return this\n },\n // Enable / disable build mode\n build: function (build) {\n this._build = !!build\n return this\n },\n // overwrite method from parent to set data properly\n setData: function (o) {\n this.dom = o\n this.dom.leading = new SVG.Number(o.leading || 1.3)\n return this\n }\n },\n\n // Add parent method\n construct: {\n // Create text element\n text: function (text) {\n return this.put(new SVG.Text()).text(text)\n },\n // Create plain text element\n plain: function (text) {\n return this.put(new SVG.Text()).plain(text)\n }\n }\n\n})\n\nSVG.Tspan = SVG.invent({\n // Initialize node\n create: 'tspan',\n\n // Inherit from\n inherit: SVG.Parent,\n\n // Add class methods\n extend: {\n // Set text content\n text: function (text) {\n if (text == null) return this.node.textContent + (this.dom.newLined ? '\\n' : '')\n\n typeof text === 'function' ? text.call(this, this) : this.plain(text)\n\n return this\n },\n // Shortcut dx\n dx: function (dx) {\n return this.attr('dx', dx)\n },\n // Shortcut dy\n dy: function (dy) {\n return this.attr('dy', dy)\n },\n // Create new line\n newLine: function () {\n // fetch text parent\n var t = this.parent(SVG.Text)\n\n // mark new line\n this.dom.newLined = true\n\n // apply new position\n return this.dy(t.dom.leading * t.attr('font-size')).attr('x', t.x())\n }\n }\n})\n\nSVG.extend([SVG.Text, SVG.Tspan], {\n // Create plain text node\n plain: function (text) {\n // clear if build mode is disabled\n if (this._build === false) {\n this.clear()\n }\n\n // create text node\n this.node.appendChild(document.createTextNode(text))\n\n return this\n },\n // Create a tspan\n tspan: function (text) {\n var tspan = new SVG.Tspan()\n\n // clear if build mode is disabled\n if (!this._build) {\n this.clear()\n }\n\n // add new tspan\n this.node.appendChild(tspan.node)\n\n return tspan.text(text)\n },\n // FIXME: Does this also work for textpath?\n // Get length of text element\n length: function () {\n return this.node.getComputedTextLength()\n }\n})\n","SVG.TextPath = SVG.invent({\n // Initialize node\n create: 'textPath',\n\n // Inherit from\n inherit: SVG.Text,\n\n // Define parent class\n parent: SVG.Parent,\n\n // Add parent method\n extend: {\n MorphArray: SVG.PathArray,\n // return the array of the path track element\n array: function () {\n var track = this.track()\n\n return track ? track.array() : null\n },\n // Plot path if any\n plot: function (d) {\n var track = this.track()\n var pathArray = null\n\n if (track) {\n pathArray = track.plot(d)\n }\n\n return (d == null) ? pathArray : this\n },\n // Get the path element\n track: function () {\n return this.reference('href')\n }\n },\n construct: {\n textPath: function (text, path) {\n return this.defs().path(path).text(text).addTo(this)\n }\n }\n})\n\nSVG.extend([SVG.Text], {\n // Create path for text to run on\n path: function (track) {\n var path = new SVG.TextPath()\n\n // if d is a path, reuse it\n if (!(track instanceof SVG.Path)) {\n // create path element\n track = this.doc().defs().path(track)\n }\n\n // link textPath to path and add content\n path.attr('href', '#' + track, SVG.xlink)\n\n // add textPath element as child node and return textPath\n return this.put(path)\n },\n // Todo: make this plural?\n // Get the textPath children\n textPath: function () {\n return this.select('textPath')\n }\n})\n\nSVG.extend([SVG.Path], {\n // creates a textPath from this path\n text: function (text) {\n if (text instanceof SVG.Text) {\n var txt = text.text()\n return text.clear().path(this).text(txt)\n }\n return this.parent().put(new SVG.Text()).path(this).text(text)\n }\n // TODO: Maybe add `targets` to get all textPaths associated with this path\n})\n","SVG.A = SVG.invent({\n // Initialize node\n create: 'a',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Link url\n to: function (url) {\n return this.attr('href', url, SVG.xlink)\n },\n // Link target attribute\n target: function (target) {\n return this.attr('target', target)\n }\n },\n\n // Add parent method\n construct: {\n // Create a hyperlink element\n link: function (url) {\n return this.put(new SVG.A()).to(url)\n }\n }\n})\n\nSVG.extend(SVG.Element, {\n // Create a hyperlink element\n linkTo: function (url) {\n var link = new SVG.A()\n\n if (typeof url === 'function') { url.call(link, link) } else {\n link.to(url)\n }\n\n return this.parent().put(link).put(this)\n }\n\n})\n","SVG.Marker = SVG.invent({\n // Initialize node\n create: 'marker',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Set width of element\n width: function (width) {\n return this.attr('markerWidth', width)\n },\n // Set height of element\n height: function (height) {\n return this.attr('markerHeight', height)\n },\n // Set marker refX and refY\n ref: function (x, y) {\n return this.attr('refX', x).attr('refY', y)\n },\n // Update marker\n update: function (block) {\n // remove all content\n this.clear()\n\n // invoke passed block\n if (typeof block === 'function') { block.call(this, this) }\n\n return this\n },\n // Return the fill id\n toString: function () {\n return 'url(#' + this.id() + ')'\n }\n },\n\n // Add parent method\n construct: {\n marker: function (width, height, block) {\n // Create marker element in defs\n return this.defs().marker(width, height, block)\n }\n }\n\n})\n\nSVG.extend(SVG.Defs, {\n // Create marker\n marker: function (width, height, block) {\n // Set default viewbox to match the width and height, set ref to cx and cy and set orient to auto\n return this.put(new SVG.Marker())\n .size(width, height)\n .ref(width / 2, height / 2)\n .viewbox(0, 0, width, height)\n .attr('orient', 'auto')\n .update(block)\n }\n\n})\n\nSVG.extend([SVG.Line, SVG.Polyline, SVG.Polygon, SVG.Path], {\n // Create and attach markers\n marker: function (marker, width, height, block) {\n var attr = ['marker']\n\n // Build attribute name\n if (marker !== 'all') attr.push(marker)\n attr = attr.join('-')\n\n // Set marker attribute\n marker = arguments[1] instanceof SVG.Marker\n ? arguments[1]\n : this.doc().marker(width, height, block)\n\n return this.attr(attr, marker)\n }\n})\n","// Define list of available attributes for stroke and fill\nvar sugar = {\n stroke: ['color', 'width', 'opacity', 'linecap', 'linejoin', 'miterlimit', 'dasharray', 'dashoffset'],\n fill: ['color', 'opacity', 'rule'],\n prefix: function (t, a) {\n return a === 'color' ? t : t + '-' + a\n }\n}\n\n// Add sugar for fill and stroke\n;['fill', 'stroke'].forEach(function (m) {\n var extension = {}\n var i\n\n extension[m] = function (o) {\n if (typeof o === 'undefined') {\n return this\n }\n if (typeof o === 'string' || SVG.Color.isRgb(o) || (o && typeof o.fill === 'function')) {\n this.attr(m, o)\n } else {\n // set all attributes from sugar.fill and sugar.stroke list\n for (i = sugar[m].length - 1; i >= 0; i--) {\n if (o[sugar[m][i]] != null) {\n this.attr(sugar.prefix(m, sugar[m][i]), o[sugar[m][i]])\n }\n }\n }\n\n return this\n }\n\n SVG.extend([SVG.Element, SVG.Timeline], extension)\n})\n\nSVG.extend([SVG.Element, SVG.Timeline], {\n // Let the user set the matrix directly\n matrix: function (mat, b, c, d, e, f) {\n // Act as a getter\n if (mat == null) {\n return new SVG.Matrix(this)\n }\n\n // Act as a setter, the user can pass a matrix or a set of numbers\n return this.attr('transform', new SVG.Matrix(mat, b, c, d, e, f))\n },\n\n // Map rotation to transform\n rotate: function (angle, cx, cy) {\n return this.transform({rotate: angle, ox: cx, oy: cy}, true)\n },\n\n // Map skew to transform\n skew: function (x, y, cx, cy) {\n return arguments.length === 1 || arguments.length === 3\n ? this.transform({skew: x, ox: y, oy: cx}, true)\n : this.transform({skew: [x, y], ox: cx, oy: cy}, true)\n },\n\n shear: function (lam, cx, cy) {\n return this.transform({shear: lam, ox: cx, oy: cy}, true)\n },\n\n // Map scale to transform\n scale: function (x, y, cx, cy) {\n return arguments.length === 1 || arguments.length === 3\n ? this.transform({ scale: x, ox: y, oy: cx }, true)\n : this.transform({ scale: [x, y], ox: cx, oy: cy }, true)\n },\n\n // Map translate to transform\n translate: function (x, y) {\n return this.transform({ translate: [x, y] }, true)\n },\n\n // Map relative translations to transform\n relative: function (x, y) {\n return this.transform({ relative: [x, y] }, true)\n },\n\n // Map flip to transform\n flip: function (direction, around) {\n var directionString = typeof direction === 'string' ? direction\n : isFinite(direction) ? 'both'\n : 'both'\n var origin = (direction === 'both' && isFinite(around)) ? [around, around]\n : (direction === 'x') ? [around, 0]\n : (direction === 'y') ? [0, around]\n : isFinite(direction) ? [direction, direction]\n : [0, 0]\n this.transform({flip: directionString, origin: origin}, true)\n },\n\n // Opacity\n opacity: function (value) {\n return this.attr('opacity', value)\n },\n\n // Relative move over x axis\n dx: function (x) {\n return this.x(new SVG.Number(x).plus(this instanceof SVG.Timeline ? 0 : this.x()), true)\n },\n\n // Relative move over y axis\n dy: function (y) {\n return this.y(new SVG.Number(y).plus(this instanceof SVG.Timeline ? 0 : this.y()), true)\n },\n\n // Relative move over x and y axes\n dmove: function (x, y) {\n return this.dx(x).dy(y)\n }\n})\n\nSVG.extend([SVG.Rect, SVG.Ellipse, SVG.Circle, SVG.Gradient, SVG.Timeline], {\n // Add x and y radius\n radius: function (x, y) {\n var type = (this._target || this).type\n return type === 'radialGradient' || type === 'radialGradient'\n ? this.attr('r', new SVG.Number(x))\n : this.rx(x).ry(y == null ? x : y)\n }\n})\n\nSVG.extend(SVG.Path, {\n // Get path length\n length: function () {\n return this.node.getTotalLength()\n },\n // Get point at length\n pointAt: function (length) {\n return new SVG.Point(this.node.getPointAtLength(length))\n }\n})\n\nSVG.extend([SVG.Parent, SVG.Text, SVG.Tspan, SVG.Timeline], {\n // Set font\n font: function (a, v) {\n if (typeof a === 'object') {\n for (v in a) this.font(v, a[v])\n }\n\n return a === 'leading'\n ? this.leading(v)\n : a === 'anchor'\n ? this.attr('text-anchor', v)\n : a === 'size' || a === 'family' || a === 'weight' || a === 'stretch' || a === 'variant' || a === 'style'\n ? this.attr('font-' + a, v)\n : this.attr(a, v)\n }\n})\n","\nSVG.extend(SVG.Element, {\n // Store data values on svg nodes\n data: function (a, v, r) {\n if (typeof a === 'object') {\n for (v in a) {\n this.data(v, a[v])\n }\n } else if (arguments.length < 2) {\n try {\n return JSON.parse(this.attr('data-' + a))\n } catch (e) {\n return this.attr('data-' + a)\n }\n } else {\n this.attr('data-' + a,\n v === null ? null\n : r === true || typeof v === 'string' || typeof v === 'number' ? v\n : JSON.stringify(v)\n )\n }\n\n return this\n }\n})\n","\nSVG.extend(SVG.Element, {\n // Remember arbitrary data\n remember: function (k, v) {\n // remember every item in an object individually\n if (typeof arguments[0] === 'object') {\n for (var key in k) {\n this.remember(key, k[key])\n }\n } else if (arguments.length === 1) {\n // retrieve memory\n return this.memory()[k]\n } else {\n // store memory\n this.memory()[k] = v\n }\n\n return this\n },\n\n // Erase a given memory\n forget: function () {\n if (arguments.length === 0) {\n this._memory = {}\n } else {\n for (var i = arguments.length - 1; i >= 0; i--) {\n delete this.memory()[arguments[i]]\n }\n }\n return this\n },\n\n // Initialize or return local memory object\n memory: function () {\n return this._memory || (this._memory = {})\n }\n})\n","/* global idFromReference */\n\n// Method for getting an element by id\nSVG.get = function (id) {\n var node = document.getElementById(idFromReference(id) || id)\n return SVG.adopt(node)\n}\n\n// Select elements by query string\nSVG.select = function (query, parent) {\n return SVG.utils.map((parent || document).querySelectorAll(query), function (node) {\n return SVG.adopt(node)\n })\n}\n\nSVG.$$ = function (query, parent) {\n return SVG.utils.map((parent || document).querySelectorAll(query), function (node) {\n return SVG.adopt(node)\n })\n}\n\nSVG.$ = function (query, parent) {\n return SVG.adopt((parent || document).querySelector(query))\n}\n\nSVG.extend(SVG.Parent, {\n // Scoped select method\n select: function (query) {\n return SVG.select(query, this.node)\n }\n})\n","/* eslint no-unused-vars: 0 */\n\nfunction createElement (element, makeNested) {\n if (element instanceof SVG.Element) return element\n\n if (typeof element === 'object') {\n return SVG.adopt(element)\n }\n\n if (element == null) {\n return new SVG.Doc()\n }\n\n if (typeof element === 'string' && element.charAt(0) !== '<') {\n return SVG.adopt(document.querySelector(element))\n }\n\n var node = SVG.create('svg')\n node.innerHTML = element\n\n element = SVG.adopt(node.firstElementChild)\n\n return element\n}\n\nfunction isNulledBox (box) {\n return !box.w && !box.h && !box.x && !box.y\n}\n\nfunction domContains (node) {\n return (document.documentElement.contains || function (node) {\n // This is IE - it does not support contains() for top-level SVGs\n while (node.parentNode) {\n node = node.parentNode\n }\n return node === document\n }).call(document.documentElement, node)\n}\n\nfunction pathRegReplace (a, b, c, d) {\n return c + d.replace(SVG.regex.dots, ' .')\n}\n\n// creates deep clone of array\nfunction arrayClone (arr) {\n var clone = arr.slice(0)\n for (var i = clone.length; i--;) {\n if (Array.isArray(clone[i])) {\n clone[i] = arrayClone(clone[i])\n }\n }\n return clone\n}\n\n// tests if a given element is instance of an object\nfunction is (el, obj) {\n return el instanceof obj\n}\n\n// tests if a given selector matches an element\nfunction matches (el, selector) {\n return (el.matches || el.matchesSelector || el.msMatchesSelector || el.mozMatchesSelector || el.webkitMatchesSelector || el.oMatchesSelector).call(el, selector)\n}\n\n// Convert dash-separated-string to camelCase\nfunction camelCase (s) {\n return s.toLowerCase().replace(/-(.)/g, function (m, g) {\n return g.toUpperCase()\n })\n}\n\n// Capitalize first letter of a string\nfunction capitalize (s) {\n return s.charAt(0).toUpperCase() + s.slice(1)\n}\n\n// Ensure to six-based hex\nfunction fullHex (hex) {\n return hex.length === 4\n ? [ '#',\n hex.substring(1, 2), hex.substring(1, 2),\n hex.substring(2, 3), hex.substring(2, 3),\n hex.substring(3, 4), hex.substring(3, 4)\n ].join('')\n : hex\n}\n\n// Component to hex value\nfunction compToHex (comp) {\n var hex = comp.toString(16)\n return hex.length === 1 ? '0' + hex : hex\n}\n\n// Calculate proportional width and height values when necessary\nfunction proportionalSize (element, width, height) {\n if (width == null || height == null) {\n var box = element.bbox()\n\n if (width == null) {\n width = box.width / box.height * height\n } else if (height == null) {\n height = box.height / box.width * width\n }\n }\n\n return {\n width: width,\n height: height\n }\n}\n\n// Map matrix array to object\nfunction arrayToMatrix (a) {\n return { a: a[0], b: a[1], c: a[2], d: a[3], e: a[4], f: a[5] }\n}\n\n// Add centre point to transform object\nfunction ensureCentre (o, target) {\n o.cx = o.cx == null ? target.bbox().cx : o.cx\n o.cy = o.cy == null ? target.bbox().cy : o.cy\n}\n\n// PathArray Helpers\nfunction arrayToString (a) {\n for (var i = 0, il = a.length, s = ''; i < il; i++) {\n s += a[i][0]\n\n if (a[i][1] != null) {\n s += a[i][1]\n\n if (a[i][2] != null) {\n s += ' '\n s += a[i][2]\n\n if (a[i][3] != null) {\n s += ' '\n s += a[i][3]\n s += ' '\n s += a[i][4]\n\n if (a[i][5] != null) {\n s += ' '\n s += a[i][5]\n s += ' '\n s += a[i][6]\n\n if (a[i][7] != null) {\n s += ' '\n s += a[i][7]\n }\n }\n }\n }\n }\n }\n\n return s + ' '\n}\n\n// Deep new id assignment\nfunction assignNewId (node) {\n // do the same for SVG child nodes as well\n for (var i = node.children.length - 1; i >= 0; i--) {\n assignNewId(node.children[i])\n }\n\n if (node.id) {\n return SVG.adopt(node).id(SVG.eid(node.nodeName))\n }\n\n return SVG.adopt(node)\n}\n\n// Add more bounding box properties\nfunction fullBox (b) {\n if (b.x == null) {\n b.x = 0\n b.y = 0\n b.width = 0\n b.height = 0\n }\n\n b.w = b.width\n b.h = b.height\n b.x2 = b.x + b.width\n b.y2 = b.y + b.height\n b.cx = b.x + b.width / 2\n b.cy = b.y + b.height / 2\n\n return b\n}\n\n// Get id from reference string\nfunction idFromReference (url) {\n var m = (url || '').toString().match(SVG.regex.reference)\n\n if (m) return m[1]\n}\n\n// Create matrix array for looping\nvar abcdef = 'abcdef'.split('')\n\nfunction closeEnough (a, b, threshold) {\n return Math.abs(b - a) < (threshold || 1e-6)\n}\n\nfunction isMatrixLike (o) {\n return (\n o.a != null ||\n o.b != null ||\n o.c != null ||\n o.d != null ||\n o.e != null ||\n o.f != null\n )\n}\n\n// TODO: Refactor this to a static function of matrix.js\nfunction formatTransforms (o) {\n // Get all of the parameters required to form the matrix\n var flipBoth = o.flip === 'both' || o.flip === true\n var flipX = o.flip && (flipBoth || o.flip === 'x') ? -1 : 1\n var flipY = o.flip && (flipBoth || o.flip === 'y') ? -1 : 1\n var skewX = o.skew && o.skew.length ? o.skew[0]\n : isFinite(o.skew) ? o.skew\n : isFinite(o.skewX) ? o.skewX\n : 0\n var skewY = o.skew && o.skew.length ? o.skew[1]\n : isFinite(o.skew) ? o.skew\n : isFinite(o.skewY) ? o.skewY\n : 0\n var scaleX = o.scale && o.scale.length ? o.scale[0] * flipX\n : isFinite(o.scale) ? o.scale * flipX\n : isFinite(o.scaleX) ? o.scaleX * flipX\n : flipX\n var scaleY = o.scale && o.scale.length ? o.scale[1] * flipY\n : isFinite(o.scale) ? o.scale * flipY\n : isFinite(o.scaleY) ? o.scaleY * flipY\n : flipY\n var shear = o.shear || 0\n var theta = o.rotate || o.theta || 0\n var origin = new SVG.Point(o.origin || o.around || o.ox || o.originX, o.oy || o.originY)\n var ox = origin.x\n var oy = origin.y\n var position = new SVG.Point(o.position || o.px || o.positionX, o.py || o.positionY)\n var px = position.x\n var py = position.y\n var translate = new SVG.Point(o.translate || o.tx || o.translateX, o.ty || o.translateY)\n var tx = translate.x\n var ty = translate.y\n var relative = new SVG.Point(o.relative || o.rx || o.relativeX, o.ry || o.relativeY)\n var rx = relative.x\n var ry = relative.y\n\n // Populate all of the values\n return {\n scaleX, scaleY, skewX, skewY, shear, theta, rx, ry, tx, ty, ox, oy, px, py\n }\n}\n\n// left matrix, right matrix, target matrix which is overwritten\nfunction matrixMultiply (l, r, o) {\n // Work out the product directly\n var a = l.a * r.a + l.c * r.b\n var b = l.b * r.a + l.d * r.b\n var c = l.a * r.c + l.c * r.d\n var d = l.b * r.c + l.d * r.d\n var e = l.e + l.a * r.e + l.c * r.f\n var f = l.f + l.b * r.e + l.d * r.f\n\n // make sure to use local variables because l/r and o could be the same\n o.a = a\n o.b = b\n o.c = c\n o.d = d\n o.e = e\n o.f = f\n\n return o\n}\n\nfunction getOrigin (o, element) {\n // Allow origin or around as the names\n let origin = o.origin // o.around == null ? o.origin : o.around\n let ox, oy\n\n // Allow the user to pass a string to rotate around a given point\n if (typeof origin === 'string' || origin == null) {\n // Get the bounding box of the element with no transformations applied\n const string = (origin || 'center').toLowerCase().trim()\n const { height, width, x, y } = element.bbox()\n\n // Calculate the transformed x and y coordinates\n let bx = string.includes('left') ? x\n : string.includes('right') ? x + width\n : x + width / 2\n let by = string.includes('top') ? y\n : string.includes('bottom') ? y + height\n : y + height / 2\n\n // Set the bounds eg : \"bottom-left\", \"Top right\", \"middle\" etc...\n ox = o.ox != null ? o.ox : bx\n oy = o.oy != null ? o.oy : by\n } else {\n ox = origin[0]\n oy = origin[1]\n }\n\n // Return the origin as it is if it wasn't a string\n return [ ox, oy ]\n}\n","/* globals fullBox, domContains, isNulledBox, Exception */\n\nSVG.Box = SVG.invent({\n create: function (source) {\n var base = [0, 0, 0, 0]\n source = typeof source === 'string' ? source.split(SVG.regex.delimiter).map(parseFloat)\n : Array.isArray(source) ? source\n : typeof source === 'object' ? [source.left != null ? source.left\n : source.x, source.top != null ? source.top : source.y, source.width, source.height]\n : arguments.length === 4 ? [].slice.call(arguments)\n : base\n\n this.x = source[0]\n this.y = source[1]\n this.width = source[2]\n this.height = source[3]\n\n // add center, right, bottom...\n fullBox(this)\n },\n extend: {\n // Merge rect box with another, return a new instance\n merge: function (box) {\n var x = Math.min(this.x, box.x)\n var y = Math.min(this.y, box.y)\n\n return new SVG.Box(\n x, y,\n Math.max(this.x + this.width, box.x + box.width) - x,\n Math.max(this.y + this.height, box.y + box.height) - y\n )\n },\n\n transform: function (m) {\n var xMin = Infinity\n var xMax = -Infinity\n var yMin = Infinity\n var yMax = -Infinity\n\n var pts = [\n new SVG.Point(this.x, this.y),\n new SVG.Point(this.x2, this.y),\n new SVG.Point(this.x, this.y2),\n new SVG.Point(this.x2, this.y2)\n ]\n\n pts.forEach(function (p) {\n p = p.transform(m)\n xMin = Math.min(xMin, p.x)\n xMax = Math.max(xMax, p.x)\n yMin = Math.min(yMin, p.y)\n yMax = Math.max(yMax, p.y)\n })\n\n return new SVG.Box(\n xMin, yMin,\n xMax - xMin,\n yMax - yMin\n )\n },\n\n addOffset: function () {\n // offset by window scroll position, because getBoundingClientRect changes when window is scrolled\n this.x += window.pageXOffset\n this.y += window.pageYOffset\n return this\n },\n toString: function () {\n return this.x + ' ' + this.y + ' ' + this.width + ' ' + this.height\n },\n toArray: function () {\n return [this.x, this.y, this.width, this.height]\n },\n morph: function (x, y, width, height) {\n this.destination = new SVG.Box(x, y, width, height)\n return this\n },\n\n at: function (pos) {\n if (!this.destination) return this\n\n return new SVG.Box(\n this.x + (this.destination.x - this.x) * pos\n , this.y + (this.destination.y - this.y) * pos\n , this.width + (this.destination.width - this.width) * pos\n , this.height + (this.destination.height - this.height) * pos\n )\n }\n },\n\n // Define Parent\n parent: SVG.Element,\n\n // Constructor\n construct: {\n // Get bounding box\n bbox: function () {\n var box\n\n try {\n // find native bbox\n box = this.node.getBBox()\n\n if (isNulledBox(box) && !domContains(this.node)) {\n throw new Exception('Element not in the dom')\n }\n } catch (e) {\n try {\n var clone = this.clone(SVG.parser().svg).show()\n box = clone.node.getBBox()\n clone.remove()\n } catch (e) {\n console.warn('Getting a bounding box of this element is not possible')\n }\n }\n\n return new SVG.Box(box)\n },\n\n rbox: function (el) {\n // IE11 throws an error when element not in dom\n try {\n var box = new SVG.Box(this.node.getBoundingClientRect())\n if (el) return box.transform(el.screenCTM().inverse())\n return box.addOffset()\n } catch (e) {\n return new SVG.Box()\n }\n }\n }\n})\n\nSVG.extend([SVG.Doc, SVG.Symbol, SVG.Image, SVG.Pattern, SVG.Marker, SVG.ForeignObject, SVG.View], {\n viewbox: function (x, y, width, height) {\n // act as getter\n if (x == null) return new SVG.Box(this.attr('viewBox'))\n\n // act as setter\n return this.attr('viewBox', new SVG.Box(x, y, width, height))\n }\n})\n","\nSVG.parser = function () {\n var b\n\n if (!SVG.parser.nodes.svg.node.parentNode) {\n b = document.body || document.documentElement\n SVG.parser.nodes.svg.addTo(b)\n }\n\n return SVG.parser.nodes\n}\n\nSVG.parser.nodes = {\n svg: SVG().size(2, 0).css({\n opacity: 0,\n position: 'absolute',\n left: '-100%',\n top: '-100%',\n overflow: 'hidden'\n })\n}\n\nSVG.parser.nodes.path = SVG.parser.nodes.svg.path().node\n","/* global requestAnimationFrame */\n\nSVG.Animator = {\n nextDraw: null,\n frames: new SVG.Queue(),\n timeouts: new SVG.Queue(),\n timer: window.performance || window.Date,\n transforms: [],\n\n frame: function (fn) {\n // Store the node\n var node = SVG.Animator.frames.push({ run: fn })\n\n // Request an animation frame if we don't have one\n if (SVG.Animator.nextDraw === null) {\n SVG.Animator.nextDraw = requestAnimationFrame(SVG.Animator._draw)\n }\n\n // Return the node so we can remove it easily\n return node\n },\n\n transform_frame: function (fn, id) {\n SVG.Animator.transforms[id] = fn\n },\n\n timeout: function (fn, delay) {\n delay = delay || 0\n\n // Work out when the event should fire\n var time = SVG.Animator.timer.now() + delay\n\n // Add the timeout to the end of the queue\n var node = SVG.Animator.timeouts.push({ run: fn, time: time })\n\n // Request another animation frame if we need one\n if (SVG.Animator.nextDraw === null) {\n SVG.Animator.nextDraw = requestAnimationFrame(SVG.Animator._draw)\n }\n\n return node\n },\n\n cancelFrame: function (node) {\n SVG.Animator.frames.remove(node)\n },\n\n clearTimeout: function (node) {\n SVG.Animator.timeouts.remove(node)\n },\n\n _draw: function (now) {\n // Run all the timeouts we can run, if they are not ready yet, add them\n // to the end of the queue immediately! (bad timeouts!!! [sarcasm])\n var nextTimeout = null\r\n var lastTimeout = SVG.Animator.timeouts.last()\n while ((nextTimeout = SVG.Animator.timeouts.shift())) {\n // Run the timeout if its time, or push it to the end\n if (now >= nextTimeout.time) {\n nextTimeout.run()\n } else {\n SVG.Animator.timeouts.push(nextTimeout)\n }\n\n // If we hit the last item, we should stop shifting out more items\n if (nextTimeout === lastTimeout) break\n }\n\n // Run all of the animation frames\n var nextFrame = null\n var lastFrame = SVG.Animator.frames.last()\n while ((nextFrame !== lastFrame) && (nextFrame = SVG.Animator.frames.shift())) {\n nextFrame.run()\n }\n\n SVG.Animator.transforms.forEach(function (el) { el() })\n\n // If we have remaining timeouts or frames, draw until we don't anymore\n SVG.Animator.nextDraw = SVG.Animator.timeouts.first() || SVG.Animator.frames.first()\n ? requestAnimationFrame(SVG.Animator._draw)\n : null\n }\n}\n","\nSVG.Morphable = SVG.invent({\n create: function (stepper) {\n // FIXME: the default stepper does not know about easing\n this._stepper = stepper || new SVG.Ease('-')\n\n this._from = null\n this._to = null\n this._type = null\n this._context = null\n this._morphObj = null\n },\n\n extend: {\n\n from: function (val) {\n if (val == null) {\n return this._from\n }\n\n this._from = this._set(val)\n return this\n },\n\n to: function (val) {\n if (val == null) {\n return this._to\n }\n\n this._to = this._set(val)\n return this\n },\n\n type: function (type) {\n // getter\n if (type == null) {\n return this._type\n }\n\n // setter\n this._type = type\n return this\n },\n\n _set: function (value) {\n if (!this._type) {\n var type = typeof value\n\n if (type === 'number') {\n this.type(SVG.Number)\n } else if (type === 'string') {\n if (SVG.Color.isColor(value)) {\n this.type(SVG.Color)\n } else if (SVG.regex.delimiter.test(value)) {\n this.type(SVG.regex.pathLetters.test(value)\n ? SVG.PathArray\n : SVG.Array\n )\n } else if (SVG.regex.numberAndUnit.test(value)) {\n this.type(SVG.Number)\n } else {\n this.type(SVG.Morphable.NonMorphable)\n }\n } else if (SVG.MorphableTypes.indexOf(value.constructor) > -1) {\n this.type(value.constructor)\n } else if (Array.isArray(value)) {\n this.type(SVG.Array)\n } else if (type === 'object') {\n this.type(SVG.Morphable.ObjectBag)\n } else {\n this.type(SVG.Morphable.NonMorphable)\n }\n }\n\n var result = (new this._type(value)).toArray()\n this._morphObj = this._morphObj || new this._type()\n this._context = this._context ||\n Array.apply(null, Array(result.length)).map(Object)\n return result\n },\n\n stepper: function (stepper) {\n if (stepper == null) return this._stepper\n this._stepper = stepper\n return this\n },\n\n done: function () {\n var complete = this._context\n .map(this._stepper.done)\n .reduce(function (last, curr) {\n return last && curr\n }, true)\n return complete\n },\n\n at: function (pos) {\n var _this = this\n\n return this._morphObj.fromArray(\n this._from.map(function (i, index) {\n return _this._stepper.step(i, _this._to[index], pos, _this._context[index], _this._context)\n })\n )\n }\n }\n})\n\nSVG.Morphable.NonMorphable = SVG.invent({\n create: function (val) {\n val = Array.isArray(val) ? val[0] : val\n this.value = val\n },\n\n extend: {\n valueOf: function () {\n return this.value\n },\n\n toArray: function () {\n return [this.value]\n }\n }\n})\n\nSVG.Morphable.TransformBag = SVG.invent({\n create: function (obj) {\n if (Array.isArray(obj)) {\n obj = {\n scaleX: obj[0],\n scaleY: obj[1],\n shear: obj[2],\n rotate: obj[3],\n translateX: obj[4],\n translateY: obj[5],\n originX: obj[6],\n originY: obj[7]\n }\n }\n\n Object.assign(this, SVG.Morphable.TransformBag.defaults, obj)\n },\n\n extend: {\n toArray: function () {\n var v = this\n\n return [\n v.scaleX,\n v.scaleY,\n v.shear,\n v.rotate,\n v.translateX,\n v.translateY,\n v.originX,\n v.originY\n ]\n }\n }\n})\n\nSVG.Morphable.TransformBag.defaults = {\n scaleX: 1,\n scaleY: 1,\n shear: 0,\n rotate: 0,\n translateX: 0,\n translateY: 0,\n originX: 0,\n originY: 0\n}\n\nSVG.Morphable.ObjectBag = SVG.invent({\n create: function (objOrArr) {\n this.values = []\n\n if (Array.isArray(objOrArr)) {\n this.values = objOrArr\n return\n }\n\n var entries = Object.entries(objOrArr || {}).sort((a, b) => {\n return a[0] - b[0]\n })\n\n this.values = entries.reduce((last, curr) => last.concat(curr), [])\n },\n\n extend: {\n valueOf: function () {\n var obj = {}\n var arr = this.values\n\n for (var i = 0, len = arr.length; i < len; i += 2) {\n obj[arr[i]] = arr[i + 1]\n }\n\n return obj\n },\n\n toArray: function () {\n return this.values\n }\n }\n})\n\nSVG.MorphableTypes = [\n SVG.Number,\n SVG.Color,\n SVG.Box,\n SVG.Matrix,\n SVG.Array,\n SVG.PointArray,\n SVG.PathArray,\n SVG.Morphable.NonMorphable,\n SVG.Morphable.TransformBag,\n SVG.Morphable.ObjectBag\n]\n\nSVG.extend(SVG.MorphableTypes, {\n to: function (val, args) {\n return new SVG.Morphable()\n .type(this.constructor)\n .from(this.valueOf())\n .to(val, args)\n },\n fromArray: function (arr) {\n this.constructor(arr)\n return this\n }\n})\n","/* global isMatrixLike getOrigin */\n\nSVG.easing = {\n '-': function (pos) { return pos },\n '<>': function (pos) { return -Math.cos(pos * Math.PI) / 2 + 0.5 },\n '>': function (pos) { return Math.sin(pos * Math.PI / 2) },\n '<': function (pos) { return -Math.cos(pos * Math.PI / 2) + 1 }\n}\n\nSVG.Runner = SVG.invent({\n parent: SVG.Element,\n\n create: function (options) {\n // Store a unique id on the runner, so that we can identify it later\n this.id = SVG.Runner.id++\n\n // Ensure a default value\n options = options == null\n ? SVG.defaults.timeline.duration\n : options\n\n // Ensure that we get a controller\n options = typeof options === 'function'\n ? new SVG.Controller(options)\n : options\n\n // Declare all of the variables\n this._element = null\n this._timeline = null\n this.done = false\n this._queue = []\n\n // Work out the stepper and the duration\n this._duration = typeof options === 'number' && options\n this._isDeclarative = options instanceof SVG.Controller\n this._stepper = this._isDeclarative ? options : new SVG.Ease()\n\n // We copy the current values from the timeline because they can change\n this._history = {}\n\n // Store the state of the runner\n this.enabled = true\n this._time = 0\n this._last = 0\n\n // Save transforms applied to this runner\n this.transforms = new SVG.Matrix()\n this.transformId = 1\n\n // Looping variables\n this._haveReversed = false\n this._reverse = false\n this._loopsDone = 0\n this._swing = false\n this._wait = 0\n this._times = 1\n },\n\n construct: {\n\n animate: function (duration, delay, when) {\n var o = SVG.Runner.sanitise(duration, delay, when)\n var timeline = this.timeline()\n return new SVG.Runner(o.duration)\n .loop(o)\n .element(this)\n .timeline(timeline)\n .schedule(delay, when)\n },\n\n delay: function (by, when) {\n return this.animate(0, by, when)\n }\n },\n\n extend: {\n\n /*\n Runner Definitions\n ==================\n These methods help us define the runtime behaviour of the Runner or they\n help us make new runners from the current runner\n */\n\n element: function (element) {\n if (element == null) return this._element\n this._element = element\n element._prepareRunner()\n return this\n },\n\n timeline: function (timeline) {\n // check explicitly for undefined so we can set the timeline to null\n if (typeof timeline === 'undefined') return this._timeline\n this._timeline = timeline\n return this\n },\n\n animate: function (duration, delay, when) {\n var o = SVG.Runner.sanitise(duration, delay, when)\n var runner = new SVG.Runner(o.duration)\n if (this._timeline) runner.timeline(this._timeline)\n if (this._element) runner.element(this._element)\n return runner.loop(o).schedule(delay, when)\n },\n\n schedule: function (timeline, delay, when) {\n // The user doesn't need to pass a timeline if we already have one\n if (!(timeline instanceof SVG.Timeline)) {\n when = delay\n delay = timeline\n timeline = this.timeline()\n }\n\n // If there is no timeline, yell at the user...\n if (!timeline) {\n throw Error('Runner cannot be scheduled without timeline')\n }\n\n // Schedule the runner on the timeline provided\n timeline.schedule(this, delay, when)\n return this\n },\n\n unschedule: function () {\n var timeline = this.timeline()\n timeline && timeline.unschedule(this)\n return this\n },\n\n loop: function (times, swing, wait) {\n // Deal with the user passing in an object\n if (typeof times === 'object') {\n swing = times.swing\n wait = times.wait\n times = times.times\n }\n\n // Sanitise the values and store them\n this._times = times || Infinity\n this._swing = swing || false\n this._wait = wait || 0\n return this\n },\n\n delay: function (delay) {\n return this.animate(0, delay)\n },\n\n /*\n Basic Functionality\n ===================\n These methods allow us to attach basic functions to the runner directly\n */\n\n queue: function (initFn, runFn, isTransform) {\n this._queue.push({\n initialiser: initFn || SVG.void,\n runner: runFn || SVG.void,\n isTransform: isTransform,\n initialised: false,\n finished: false\n })\n var timeline = this.timeline()\n timeline && this.timeline()._continue()\n return this\n },\n\n during: function (fn) {\n return this.queue(null, fn)\n },\n\n after (fn) {\n return this.on('finish', fn)\n },\n\n /*\n Runner animation methods\n ========================\n Control how the animation plays\n */\n\n time: function (time) {\n if (time == null) {\n return this._time\n }\n let dt = time - this._time\n this.step(dt)\n return this\n },\n\n duration: function () {\n return this._times * (this._wait + this._duration) - this._wait\n },\n\n loops: function (p) {\n var loopDuration = this._duration + this._wait\n if (p == null) {\n var loopsDone = Math.floor(this._time / loopDuration)\n var relativeTime = (this._time - loopsDone * loopDuration)\n var position = relativeTime / this._duration\n return Math.min(loopsDone + position, this._times)\n }\n var whole = Math.floor(p)\n var partial = p % 1\n var time = loopDuration * whole + this._duration * partial\n return this.time(time)\n },\n\n position: function (p) {\n // Get all of the variables we need\n var x = this._time\n var d = this._duration\n var w = this._wait\n var t = this._times\n var s = this._swing\n var r = this._reverse\n var position\n\n if (p == null) {\n /*\n This function converts a time to a position in the range [0, 1]\n The full explanation can be found in this desmos demonstration\n https://www.desmos.com/calculator/u4fbavgche\n The logic is slightly simplified here because we can use booleans\n */\n\n // Figure out the value without thinking about the start or end time\n const f = function (x) {\n var swinging = s * Math.floor(x % (2 * (w + d)) / (w + d))\n var backwards = (swinging && !r) || (!swinging && r)\n var uncliped = Math.pow(-1, backwards) * (x % (w + d)) / d + backwards\n var clipped = Math.max(Math.min(uncliped, 1), 0)\n return clipped\n }\n\n // Figure out the value by incorporating the start time\n var endTime = t * (w + d) - w\n position = x <= 0 ? Math.round(f(1e-5))\n : x < endTime ? f(x)\n : Math.round(f(endTime - 1e-5))\n return position\n }\n\n // Work out the loops done and add the position to the loops done\n var loopsDone = Math.floor(this.loops())\n var swingForward = s && (loopsDone % 2 === 0)\n var forwards = (swingForward && !r) || (r && swingForward)\n position = loopsDone + (forwards ? p : 1 - p)\n return this.loops(position)\n },\n\n progress: function (p) {\n if (p == null) {\n return Math.min(1, this._time / this.duration())\n }\n return this.time(p * this.duration())\n },\n\n step: function (dt) {\n // If we are inactive, this stepper just gets skipped\n if (!this.enabled) return this\n\n // Update the time and get the new position\n dt = dt == null ? 16 : dt\n this._time += dt\n var position = this.position()\n\n // Figure out if we need to run the stepper in this frame\n var running = this._lastPosition !== position && this._time >= 0\n this._lastPosition = position\n\n // Figure out if we just started\n var duration = this.duration()\n var justStarted = this._lastTime < 0 && this._time > 0\n var justFinished = this._lastTime < this._time && this.time > duration\n this._lastTime = this._time\n if (justStarted) {\n // this.fire('start', this)\n }\n\n // Work out if the runner is finished set the done flag here so animations\n // know, that they are running in the last step (this is good for\n // transformations which can be merged)\n var declarative = this._isDeclarative\n this.done = !declarative && !justFinished && this._time >= duration\n\n // Call initialise and the run function\n if (running || declarative) {\n this._initialise(running)\n\n // clear the transforms on this runner so they dont get added again and again\n this.transforms = new SVG.Matrix()\n var converged = this._run(declarative ? dt : position)\n // this.fire('step', this)\n }\n // correct the done flag here\n // declaritive animations itself know when they converged\n this.done = this.done || (converged && declarative)\n // if (this.done) {\n // this.fire('finish', this)\n // }\n return this\n },\n\n finish: function () {\n return this.step(Infinity)\n },\n\n reverse: function (reverse) {\n this._reverse = reverse == null ? !this._reverse : reverse\n return this\n },\n\n ease: function (fn) {\n this._stepper = new SVG.Ease(fn)\n return this\n },\n\n active: function (enabled) {\n if (enabled == null) return this.enabled\n this.enabled = enabled\n return this\n },\n\n /*\n Private Methods\n ===============\n Methods that shouldn't be used externally\n */\n\n // Save a morpher to the morpher list so that we can retarget it later\n _rememberMorpher: function (method, morpher) {\n this._history[method] = {\n morpher: morpher,\n caller: this._queue[this._queue.length - 1]\n }\n },\n\n // Try to set the target for a morpher if the morpher exists, otherwise\n // do nothing and return false\n _tryRetarget: function (method, target) {\n if (this._history[method]) {\n // if the last method wasnt even initialised, throw it away\n if (!this._history[method].caller.initialised) {\n let index = this._queue.indexOf(this._history[method].caller)\n this._queue.splice(index, 1)\n return false\n }\n\n // for the case of transformations, we use the special retarget function\n // which has access to the outer scope\n if (this._history[method].caller.isTransform) {\n this._history[method].caller.isTransform(target)\n // for everything else a simple morpher change is sufficient\n } else {\n this._history[method].morpher.to(target)\n }\n\n this._history[method].caller.finished = false\n var timeline = this.timeline()\n timeline && timeline._continue()\n return true\n }\n return false\n },\n\n // Run each initialise function in the runner if required\n _initialise: function (running) {\n // If we aren't running, we shouldn't initialise when not declarative\n if (!running && !this._isDeclarative) return\n\n // Loop through all of the initialisers\n for (var i = 0, len = this._queue.length; i < len; ++i) {\n // Get the current initialiser\n var current = this._queue[i]\n\n // Determine whether we need to initialise\n var needsIt = this._isDeclarative || (!current.initialised && running)\n running = !current.finished\n\n // Call the initialiser if we need to\n if (needsIt && running) {\n current.initialiser.call(this)\n current.initialised = true\n }\n }\n },\n\n // Run each run function for the position or dt given\n _run: function (positionOrDt) {\n // Run all of the _queue directly\n var allfinished = true\n for (var i = 0, len = this._queue.length; i < len; ++i) {\n // Get the current function to run\n var current = this._queue[i]\n\n // Run the function if its not finished, we keep track of the finished\n // flag for the sake of declarative _queue\n var converged = current.runner.call(this, positionOrDt)\n current.finished = current.finished || (converged === true)\n allfinished = allfinished && current.finished\n }\n\n // We report when all of the constructors are finished\n return allfinished\n },\n\n addTransform: function (transform, index) {\n this.transforms.lmultiplyO(transform)\n return this\n },\n\n clearTransform: function () {\n this.transforms = new SVG.Matrix()\n return this\n }\n }\n})\n\nSVG.Runner.id = 0\n\nSVG.Runner.sanitise = function (duration, delay, when) {\n // Initialise the default parameters\n var times = 1\n var swing = false\n var wait = 0\n duration = duration || SVG.defaults.timeline.duration\n delay = delay || SVG.defaults.timeline.delay\n when = when || 'last'\n\n // If we have an object, unpack the values\n if (typeof duration === 'object' && !(duration instanceof SVG.Stepper)) {\n delay = duration.delay || delay\n when = duration.when || when\n swing = duration.swing || swing\n times = duration.times || times\n wait = duration.wait || wait\n duration = duration.duration || SVG.defaults.timeline.duration\n }\n\n return {\n duration: duration,\n delay: delay,\n swing: swing,\n times: times,\n wait: wait,\n when: when\n }\n}\n\nSVG.FakeRunner = class {\n constructor (transforms = new SVG.Matrix(), id = -1, done = true) {\n this.transforms = transforms\n this.id = id\n this.done = done\n }\n}\n\nSVG.extend([SVG.Runner, SVG.FakeRunner], {\n mergeWith (runner) {\n return new SVG.FakeRunner(\n runner.transforms.lmultiply(this.transforms),\n runner.id\n )\n }\n})\n\n// SVG.FakeRunner.emptyRunner = new SVG.FakeRunner()\n\nconst lmultiply = (last, curr) => last.lmultiplyO(curr)\nconst getRunnerTransform = (runner) => runner.transforms\n\nfunction mergeTransforms () {\n // Find the matrix to apply to the element and apply it\n let runners = this._transformationRunners.runners\n let netTransform = runners\n .map(getRunnerTransform)\n .reduce(lmultiply, new SVG.Matrix())\n\n this.transform(netTransform)\n\n this._transformationRunners.merge()\n\n if (this._transformationRunners.length() === 1) {\n this._frameId = null\n }\n}\n\nclass RunnerArray {\n constructor () {\n this.runners = []\n this.ids = []\n }\n\n add (runner) {\n if (this.runners.includes(runner)) return\n\n let id = runner.id + 1\n\n let leftSibling = this.ids.reduce((last, curr) => {\n if (curr > last && curr < id) return curr\n return last\n }, 0)\n\n let index = this.ids.indexOf(leftSibling) + 1\n\n this.ids.splice(index, 0, id)\n this.runners.splice(index, 0, runner)\n\n return this\n }\n\n getByID (id) {\n return this.runners[this.ids.indexOf(id + 1)]\n }\n\n remove (id) {\n let index = this.ids.indexOf(id + 1)\n this.ids.splice(index, 1)\n this.runners.splice(index, 1)\n return this\n }\n\n merge () {\n let lastRunner = null\n this.runners.forEach((runner, i) => {\n if (lastRunner && runner.done && lastRunner.done) {\n this.remove(runner.id)\n this.edit(lastRunner.id, runner.mergeWith(lastRunner))\n }\n\n lastRunner = runner\n })\n\n return this\n }\n\n edit (id, newRunner) {\n let index = this.ids.indexOf(id + 1)\n this.ids.splice(index, 1, id)\n this.runners.splice(index, 1, newRunner)\n return this\n }\n\n length () {\n return this.ids.length\n }\n\n clearBefore (id) {\n let deleteCnt = this.ids.indexOf(id + 1) || 1\n this.ids.splice(0, deleteCnt, 0)\n this.runners.splice(0, deleteCnt, new SVG.FakeRunner())\n return this\n }\n}\n\nSVG.extend(SVG.Element, {\n // this function searches for all runners on the element and deletes the ones\n // which run before the current one. This is because absolute transformations\n // overwfrite anything anyway so there is no need to waste time computing\n // other runners\n _clearTransformRunnersBefore: function (currentRunner) {\n this._transformationRunners.clearBefore(currentRunner.id)\n },\n\n _currentTransform (current) {\n return this._transformationRunners.runners\n // we need the equal sign here to make sure, that also transformations\n // on the same runner which execute before the current transformation are\n // taken into account\n .filter((runner) => runner.id <= current.id)\n .map(getRunnerTransform)\n .reduce(lmultiply, new SVG.Matrix())\n },\n\n addRunner: function (runner) {\n this._transformationRunners.add(runner)\n\n SVG.Animator.transform_frame(\n mergeTransforms.bind(this), this._frameId\n )\n },\n\n _prepareRunner: function () {\n if (this._frameId == null) {\n this._transformationRunners = new RunnerArray()\n .add(new SVG.FakeRunner(new SVG.Matrix(this)))\n\n this._frameId = SVG.Element.frameId++\n }\n }\n})\n\nSVG.Element.frameId = 0\n\nSVG.extend(SVG.Runner, {\n attr: function (a, v) {\n return this.styleAttr('attr', a, v)\n },\n\n // Add animatable styles\n css: function (s, v) {\n return this.styleAttr('css', s, v)\n },\n\n styleAttr (type, name, val) {\n // apply attributes individually\n if (typeof name === 'object') {\n for (var key in val) {\n this.styleAttr(type, key, val[key])\n }\n }\n\n var morpher = new SVG.Morphable(this._stepper).to(val)\n\n this.queue(function () {\n morpher = morpher.from(this.element()[type](name))\n }, function (pos) {\n this.element()[type](name, morpher.at(pos))\n return morpher.done()\n })\n\n return this\n },\n\n zoom: function (level, point) {\n var morpher = new SVG.Morphable(this._stepper).to(new SVG.Number(level))\n\n this.queue(function () {\n morpher = morpher.from(this.zoom())\n }, function (pos) {\n this.element().zoom(morpher.at(pos), point)\n return morpher.done()\n })\n\n return this\n },\n\n /**\n ** absolute transformations\n **/\n\n //\n // M v -----|-----(D M v = F v)------|-----> T v\n //\n // 1. define the final state (T) and decompose it (once)\n // t = [tx, ty, the, lam, sy, sx]\n // 2. on every frame: pull the current state of all previous transforms\n // (M - m can change)\n // and then write this as m = [tx0, ty0, the0, lam0, sy0, sx0]\n // 3. Find the interpolated matrix F(pos) = m + pos * (t - m)\n // - Note F(0) = M\n // - Note F(1) = T\n // 4. Now you get the delta matrix as a result: D = F * inv(M)\n\n transform: function (transforms, relative, affine) {\n // If we have a declarative function, we should retarget it if possible\n relative = transforms.relative || relative\n if (this._isDeclarative && !relative && this._tryRetarget('transform', transforms)) {\n return this\n }\n\n // Parse the parameters\n var isMatrix = isMatrixLike(transforms)\n affine = transforms.affine != null\n ? transforms.affine\n : (affine != null ? affine : !isMatrix)\n\n // Create a morepher and set its type\n const morpher = new SVG.Morphable()\n .type(affine ? SVG.Morphable.TransformBag : SVG.Matrix)\n .stepper(this._stepper)\n\n let origin\n let element\n let current\n let currentAngle\n let startTransform\n\n function setup () {\n // make sure element and origin is defined\n element = element || this.element()\n origin = origin || getOrigin(transforms, element)\n\n startTransform = new SVG.Matrix(relative ? undefined : element)\n\n // add the runner to the element so it can merge transformations\n element.addRunner(this)\n\n // Deactivate all transforms that have run so far if we are absolute\n if (!relative) {\n element._clearTransformRunnersBefore(this)\n }\n }\n\n function run (pos) {\n // clear all other transforms before this in case something is saved\n // on this runner. We are absolute. We dont need these!\n if (!relative) this.clearTransform()\n\n let {x, y} = new SVG.Point(origin).transform(element._currentTransform(this))\n\n let target = new SVG.Matrix({...transforms, origin: [x, y]})\n let start = this._isDeclarative && current\n ? current\n : startTransform\n\n if (affine) {\n target = target.decompose(x, y)\n start = start.decompose(x, y)\n\n // Get the current and target angle as it was set\n const rTarget = target.rotate\n const rCurrent = start.rotate\n\n // Figure out the shortest path to rotate directly\n const possibilities = [rTarget - 360, rTarget, rTarget + 360]\n const distances = possibilities.map(a => Math.abs(a - rCurrent))\n const shortest = Math.min(...distances)\n const index = distances.indexOf(shortest)\n target.rotate = possibilities[index]\n }\n\n if (relative) {\n // we have to be careful here not to overwrite the rotation\n // with the rotate method of SVG.Matrix\n if (!isMatrix) {\n target.rotate = transforms.rotate || 0\n }\n if (this._isDeclarative && currentAngle) {\n start.rotate = currentAngle\n }\n }\n\n morpher.from(start)\n morpher.to(target)\n\n let affineParameters = morpher.at(pos)\n currentAngle = affineParameters.rotate\n current = new SVG.Matrix(affineParameters)\n\n this.addTransform(current)\n return morpher.done()\n }\n\n function retarget (newTransforms) {\n // only get a new origin if it changed since the last call\n if (\n (newTransforms.origin || 'center').toString() !==\n (transforms.origin || 'center').toString()\n ) {\n origin = getOrigin(transforms, element)\n }\n\n // overwrite the old transformations with the new ones\n transforms = {...newTransforms, origin}\n }\n\n this.queue(setup, run, retarget)\n this._isDeclarative && this._rememberMorpher('transform', morpher)\n return this\n },\n\n // Animatable x-axis\n x: function (x, relative) {\n return this._queueNumber('x', x)\n },\n\n // Animatable y-axis\n y: function (y) {\n return this._queueNumber('y', y)\n },\n\n dx: function (x) {\n return this._queueNumberDelta('dx', x)\n },\n\n dy: function (y) {\n return this._queueNumberDelta('dy', y)\n },\n\n _queueNumberDelta: function (method, to) {\n to = new SVG.Number(to)\n\n // Try to change the target if we have this method already registerd\n if (this._tryRetargetDelta(method, to)) return this\n\n // Make a morpher and queue the animation\n var morpher = new SVG.Morphable(this._stepper).to(to)\n this.queue(function () {\n var from = this.element()[method]()\n morpher.from(from)\n morpher.to(from + to)\n }, function (pos) {\n this.element()[method](morpher.at(pos))\n return morpher.done()\n })\n\n // Register the morpher so that if it is changed again, we can retarget it\n this._rememberMorpher(method, morpher)\n return this\n },\n\n _queueObject: function (method, to) {\n // Try to change the target if we have this method already registerd\n if (this._tryRetarget(method, to)) return this\n\n // Make a morpher and queue the animation\n var morpher = new SVG.Morphable(this._stepper).to(to)\n this.queue(function () {\n morpher.from(this.element()[method]())\n }, function (pos) {\n this.element()[method](morpher.at(pos))\n return morpher.done()\n })\n\n // Register the morpher so that if it is changed again, we can retarget it\n this._rememberMorpher(method, morpher)\n return this\n },\n\n _queueNumber: function (method, value) {\n return this._queueObject(method, new SVG.Number(value))\n },\n\n // Animatable center x-axis\n cx: function (x) {\n return this._queueNumber('cx', x)\n },\n\n // Animatable center y-axis\n cy: function (y) {\n return this._queueNumber('cy', y)\n },\n\n // Add animatable move\n move: function (x, y) {\n return this.x(x).y(y)\n },\n\n // Add animatable center\n center: function (x, y) {\n return this.cx(x).cy(y)\n },\n\n // Add animatable size\n size: function (width, height) {\n // animate bbox based size for all other elements\n var box\n\n if (!width || !height) {\n box = this._element.bbox()\n }\n\n if (!width) {\n width = box.width / box.height * height\n }\n\n if (!height) {\n height = box.height / box.width * width\n }\n\n return this\n .width(width)\n .height(height)\n },\n\n // Add animatable width\n width: function (width) {\n return this._queueNumber('width', width)\n },\n\n // Add animatable height\n height: function (height) {\n return this._queueNumber('height', height)\n },\n\n // Add animatable plot\n plot: function (a, b, c, d) {\n // Lines can be plotted with 4 arguments\n if (arguments.length === 4) {\n return this.plot([a, b, c, d])\n }\n\n // FIXME: this needs to be rewritten such that the element is only accesed\n // in the init function\n return this._queueObject('plot', new this._element.MorphArray(a))\n\n /*\n var morpher = this._element.morphArray().to(a)\n\n this.queue(function () {\n morpher.from(this._element.array())\n }, function (pos) {\n this._element.plot(morpher.at(pos))\n })\n\n return this\n */\n },\n\n // Add leading method\n leading: function (value) {\n return this._queueNumber('leading', value)\n },\n\n // Add animatable viewbox\n viewbox: function (x, y, width, height) {\n return this._queueObject('viewbox', new SVG.Box(x, y, width, height))\n },\n\n update: function (o) {\n if (typeof o !== 'object') {\n return this.update({\n offset: arguments[0],\n color: arguments[1],\n opacity: arguments[2]\n })\n }\n\n if (o.opacity != null) this.attr('stop-opacity', o.opacity)\n if (o.color != null) this.attr('stop-color', o.color)\n if (o.offset != null) this.attr('offset', o.offset)\n\n return this\n }\n})\n","\n// Must Change ....\nSVG.easing = {\n '-': function (pos) { return pos },\n '<>': function (pos) { return -Math.cos(pos * Math.PI) / 2 + 0.5 },\n '>': function (pos) { return Math.sin(pos * Math.PI / 2) },\n '<': function (pos) { return -Math.cos(pos * Math.PI / 2) + 1 }\n}\n\nvar time = window.performance || Date\n\nvar makeSchedule = function (runnerInfo) {\n var start = runnerInfo.start\n var duration = runnerInfo.runner.duration()\n var end = start + duration\n return {start: start, duration: duration, end: end, runner: runnerInfo.runner}\n}\n\nSVG.Timeline = SVG.invent({\n inherit: SVG.EventTarget,\n\n // Construct a new timeline on the given element\n create: function () {\n this._timeSource = function () {\n return time.now()\n }\n\n this._dispatcher = document.createElement('div')\n\n // Store the timing variables\n this._startTime = 0\n this._speed = 1.0\n\n // Play control variables control how the animation proceeds\n this._reverse = false\n this._persist = 0\n\n // Keep track of the running animations and their starting parameters\n this._nextFrame = null\n this._paused = false\n this._runners = []\n this._order = []\n this._time = 0\n this._lastSourceTime = 0\n this._lastStepTime = 0\n },\n\n extend: {\n\n getEventTarget () {\n return this._dispatcher\n },\n\n /**\n *\n */\n\n // schedules a runner on the timeline\n schedule (runner, delay, when) {\n if (runner == null) {\n return this._runners.map(makeSchedule).sort(function (a, b) {\n return (a.start - b.start) || (a.duration - b.duration)\n })\n }\n\n if (!this.active()) {\n this._step()\n if (when == null) {\n when = 'now'\n }\n }\n\n // The start time for the next animation can either be given explicitly,\n // derived from the current timeline time or it can be relative to the\n // last start time to chain animations direclty\n var absoluteStartTime = 0\n delay = delay || 0\n\n // Work out when to start the animation\n if (when == null || when === 'last' || when === 'after') {\n // Take the last time and increment\n absoluteStartTime = this._startTime\n } else if (when === 'absolute' || when === 'start') {\n absoluteStartTime = delay\n delay = 0\n } else if (when === 'now') {\n absoluteStartTime = this._time\n } else if (when === 'relative') {\n let runnerInfo = this._runners[runner.id]\n if (runnerInfo) {\n absoluteStartTime = runnerInfo.start + delay\n delay = 0\n }\n } else {\n throw new Error('Invalid value for the \"when\" parameter')\n }\n\n // Manage runner\n runner.unschedule()\n runner.timeline(this)\n runner.time(-delay)\n\n // Save startTime for next runner\n this._startTime = absoluteStartTime + runner.duration() + delay\n\n // Save runnerInfo\n this._runners[runner.id] = {\n persist: this.persist(),\n runner: runner,\n start: absoluteStartTime\n }\n\n // Save order and continue\n this._order.push(runner.id)\n this._continue()\n return this\n },\n\n // Remove the runner from this timeline\n unschedule (runner) {\n var index = this._order.indexOf(runner.id)\n if (index < 0) return this\n\n delete this._runners[runner.id]\n this._order.splice(index, 1)\n runner.timeline(null)\n return this\n },\n\n play () {\n // Now make sure we are not paused and continue the animation\n this._paused = false\n return this._continue()\n },\n\n pause () {\n // Cancel the next animation frame and pause\n this._nextFrame = null\n this._paused = true\n return this\n },\n\n stop () {\n // Cancel the next animation frame and go to start\n this.seek(-this._time)\n return this.pause()\n },\n\n finish () {\n this.seek(Infinity)\n return this.pause()\n },\n\n speed (speed) {\n if (speed == null) return this._speed\n this._speed = speed\n return this\n },\n\n reverse (yes) {\n var currentSpeed = this.speed()\n if (yes == null) return this.speed(-currentSpeed)\n\n var positive = Math.abs(currentSpeed)\n return this.speed(yes ? positive : -positive)\n },\n\n seek (dt) {\n this._time += dt\n return this._continue()\n },\n\n time (time) {\n if (time == null) return this._time\n this._time = time\n return this\n },\n\n persist (dtOrForever) {\n if (dtOrForever == null) return this._persist\n this._persist = dtOrForever\n return this\n },\n\n source (fn) {\n if (fn == null) return this._timeSource\n this._timeSource = fn\n return this\n },\n\n _step () {\n // If the timeline is paused, just do nothing\n if (this._paused) return\n\n // Get the time delta from the last time and update the time\n // TODO: Deal with window.blur window.focus to pause animations\n var time = this._timeSource()\n var dtSource = time - this._lastSourceTime\n var dtTime = this._speed * dtSource + (this._time - this._lastStepTime)\n this._lastSourceTime = time\n\n // Update the time\n this._time += dtTime\n this._lastStepTime = this._time\n // this.fire('time', this._time)\n\n // Run all of the runners directly\n var runnersLeft = false\n for (var i = 0, len = this._order.length; i < len; i++) {\n // Get and run the current runner and ignore it if its inactive\n var runnerInfo = this._runners[this._order[i]]\n var runner = runnerInfo.runner\n let dt = dtTime\n\n // Make sure that we give the actual difference\n // between runner start time and now\n let dtToStart = this._time - runnerInfo.start\n\n // Dont run runner if not started yet\n if (dtToStart < 0) {\n runnersLeft = true\n continue\n } else if (dtToStart < dt) {\n // Adjust dt to make sure that animation is on point\n dt = dtToStart\n }\n\n if (!runner.active()) continue\n\n // If this runner is still going, signal that we need another animation\n // frame, otherwise, remove the completed runner\n var finished = runner.step(dt).done\n if (!finished) {\n runnersLeft = true\n // continue\n } else if (runnerInfo.persist !== true) {\n // runner is finished. And runner might get removed\n\n // TODO: Figure out end time of runner\n var endTime = runner.duration() - runner.time() + this._time\n\n if (endTime + this._persist < this._time) {\n // Delete runner and correct index\n delete this._runners[this._order[i]]\n this._order.splice(i--, 1) && --len\n runner.timeline(null)\n }\n }\n }\n\n // Get the next animation frame to keep the simulation going\n if (runnersLeft) {\n this._nextFrame = SVG.Animator.frame(this._step.bind(this))\n } else {\n this._nextFrame = null\n }\n return this\n },\n\n // Checks if we are running and continues the animation\n _continue () {\n if (this._paused) return this\n if (!this._nextFrame) {\n this._nextFrame = SVG.Animator.frame(this._step.bind(this))\n }\n return this\n },\n\n active () {\n return !!this._nextFrame\n }\n },\n\n // These methods will be added to all SVG.Element objects\n parent: SVG.Element,\n construct: {\n timeline: function () {\n this._timeline = (this._timeline || new SVG.Timeline())\n return this._timeline\n }\n }\n})\n","\n// c = {\n// finished: Whether or not we are finished\n// }\n\n/***\nBase Class\n==========\nThe base stepper class that will be\n***/\n\nfunction makeSetterGetter (k, f) {\n return function (v) {\n if (v == null) return this[v]\n this[k] = v\n if (f) f.call(this)\n return this\n }\n}\n\nSVG.Stepper = SVG.invent({\n create: function () {}\n})\n\n/***\nEasing Functions\n================\n***/\n\nSVG.Ease = SVG.invent({\n inherit: SVG.Stepper,\n\n create: function (fn) {\n SVG.Stepper.call(this, fn)\n\n this.ease = SVG.easing[fn || SVG.defaults.timeline.ease] || fn\n },\n\n extend: {\n\n step: function (from, to, pos) {\n if (typeof from !== 'number') {\n return pos < 1 ? from : to\n }\n return from + (to - from) * this.ease(pos)\n },\n\n done: function (dt, c) {\n return false\n }\n }\n})\n\nSVG.easing = {\n '-': function (pos) { return pos },\n '<>': function (pos) { return -Math.cos(pos * Math.PI) / 2 + 0.5 },\n '>': function (pos) { return Math.sin(pos * Math.PI / 2) },\n '<': function (pos) { return -Math.cos(pos * Math.PI / 2) + 1 },\n bezier: function (t0, x0, t1, x1) {\n return function (t) {\n // TODO: FINISH\n }\n }\n}\n\n/***\nController Types\n================\n***/\n\nSVG.Controller = SVG.invent({\n inherit: SVG.Stepper,\n\n create: function (fn) {\n SVG.Stepper.call(this, fn)\n this.stepper = fn\n },\n\n extend: {\n\n step: function (current, target, dt, c) {\n return this.stepper(current, target, dt, c)\n },\n\n done: function (c) {\n return c.done\n }\n }\n})\n\nfunction recalculate () {\n // Apply the default parameters\n var duration = (this._duration || 500) / 1000\n var overshoot = this._overshoot || 0\n\n // Calculate the PID natural response\n var eps = 1e-10\n var pi = Math.PI\n var os = Math.log(overshoot / 100 + eps)\n var zeta = -os / Math.sqrt(pi * pi + os * os)\n var wn = 3.9 / (zeta * duration)\n\n // Calculate the Spring values\n this.d = 2 * zeta * wn\n this.k = wn * wn\n}\n\nSVG.Spring = SVG.invent({\n inherit: SVG.Controller,\n\n create: function (duration, overshoot) {\n this.duration(duration || 500)\n .overshoot(overshoot || 0)\n },\n\n extend: {\n step: function (current, target, dt, c) {\n if (typeof current === 'string') return current\n c.done = dt === Infinity\n if (dt === Infinity) return target\n if (dt === 0) return current\n\n if (dt > 100) dt = 16\n\n dt /= 1000\n\n // Get the previous velocity\n var velocity = c.velocity || 0\n\n // Apply the control to get the new position and store it\n var acceleration = -this.d * velocity - this.k * (current - target)\n var newPosition = current +\n velocity * dt +\n acceleration * dt * dt / 2\n\n // Store the velocity\n c.velocity = velocity + acceleration * dt\n\n // Figure out if we have converged, and if so, pass the value\n c.done = Math.abs(target - newPosition) + Math.abs(velocity) < 0.002\n return c.done ? target : newPosition\n },\n\n duration: makeSetterGetter('_duration', recalculate),\n overshoot: makeSetterGetter('_overshoot', recalculate)\n }\n})\n\nSVG.PID = SVG.invent({\n inherit: SVG.Controller,\n\n create: function (p, i, d, windup) {\n SVG.Controller.call(this)\n\n p = p == null ? 0.1 : p\n i = i == null ? 0.01 : i\n d = d == null ? 0 : d\n windup = windup == null ? 1000 : windup\n this.p(p).i(i).d(d).windup(windup)\n },\n\n extend: {\n step: function (current, target, dt, c) {\n if (typeof current === 'string') return current\n c.done = dt === Infinity\n\n if (dt === Infinity) return target\n if (dt === 0) return current\n\n var p = target - current\n var i = (c.integral || 0) + p * dt\n var d = (p - (c.error || 0)) / dt\n var windup = this.windup\n\n // antiwindup\n if (windup !== false) {\n i = Math.max(-windup, Math.min(i, windup))\n }\n\n c.error = p\n c.integral = i\n\n c.done = Math.abs(p) < 0.001\n\n return c.done ? target : current + (this.P * p + this.I * i + this.D * d)\n },\n\n windup: makeSetterGetter('windup'),\n p: makeSetterGetter('P'),\n i: makeSetterGetter('I'),\n d: makeSetterGetter('D')\n }\n})\n"]}
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(modules[i]) {\n for (key in methods) {\n modules[i].prototype[key] = methods[key]\n }\n }\n }\n}\n\n// Invent new element\nSVG.invent = function (config) {\n // Create element initializer\n var initializer = typeof config.create === 'function' ? config.create\n : function (node) {\n config.inherit.call(this, node || SVG.create(config.create))\n }\n\n // Inherit prototype\n if (config.inherit) {\n initializer.prototype = new config.inherit()\n initializer.prototype.constructor = initializer\n }\n\n // Extend with methods\n if (config.extend) {\n SVG.extend(initializer, config.extend)\n }\n\n // Attach construct method to parent\n if (config.construct) { SVG.extend(config.parent || SVG.Container, config.construct) }\n\n return initializer\n}\n\n// Adopt existing svg elements\nSVG.adopt = function (node) {\n // check for presence of node\n if (!node) return null\n\n // make sure a node isn't already adopted\n if (node.instance instanceof SVG.Element) return node.instance\n\n if (!(node instanceof window.SVGElement)) {\n return new SVG.HtmlNode(node)\n }\n\n // initialize variables\n var element\n\n // adopt with element-specific settings\n if (node.nodeName === 'svg') {\n element = new SVG.Doc(node)\n } else if (node.nodeName === 'linearGradient' || node.nodeName === 'radialGradient') {\n element = new SVG.Gradient(node)\n } else if (SVG[capitalize(node.nodeName)]) {\n element = new SVG[capitalize(node.nodeName)](node)\n } else {\n element = new SVG.Parent(node)\n }\n\n return element\n}\n","// Storage for regular expressions\nSVG.regex = {\n // Parse unit value\n numberAndUnit: /^([+-]?(\\d+(\\.\\d*)?|\\.\\d+)(e[+-]?\\d+)?)([a-z%]*)$/i,\n\n // Parse hex value\n hex: /^#?([a-f\\d]{2})([a-f\\d]{2})([a-f\\d]{2})$/i,\n\n // Parse rgb value\n rgb: /rgb\\((\\d+),(\\d+),(\\d+)\\)/,\n\n // Parse reference id\n reference: /#([a-z0-9\\-_]+)/i,\n\n // splits a transformation chain\n transforms: /\\)\\s*,?\\s*/,\n\n // Whitespace\n whitespace: /\\s/g,\n\n // Test hex value\n isHex: /^#[a-f0-9]{3,6}$/i,\n\n // Test rgb value\n isRgb: /^rgb\\(/,\n\n // Test css declaration\n isCss: /[^:]+:[^;]+;?/,\n\n // Test for blank string\n isBlank: /^(\\s+)?$/,\n\n // Test for numeric string\n isNumber: /^[+-]?(\\d+(\\.\\d*)?|\\.\\d+)(e[+-]?\\d+)?$/i,\n\n // Test for percent value\n isPercent: /^-?[\\d.]+%$/,\n\n // Test for image url\n isImage: /\\.(jpg|jpeg|png|gif|svg)(\\?[^=]+.*)?/i,\n\n // split at whitespace and comma\n delimiter: /[\\s,]+/,\n\n // The following regex are used to parse the d attribute of a path\n\n // Matches all hyphens which are not after an exponent\n hyphen: /([^e])-/gi,\n\n // Replaces and tests for all path letters\n pathLetters: /[MLHVCSQTAZ]/gi,\n\n // yes we need this one, too\n isPathLetter: /[MLHVCSQTAZ]/i,\n\n // matches 0.154.23.45\n numbersWithDots: /((\\d?\\.\\d+(?:e[+-]?\\d+)?)((?:\\.\\d+(?:e[+-]?\\d+)?)+))+/gi,\n\n // matches .\n dots: /\\./g\n}\n","\nSVG.utils = {\n // Map function\n map: function (array, block) {\n var i\n var il = array.length\n var result = []\n\n for (i = 0; i < il; i++) {\n result.push(block(array[i]))\n }\n\n return result\n },\n\n // Filter function\n filter: function (array, block) {\n var i\n var il = array.length\n var result = []\n\n for (i = 0; i < il; i++) {\n if (block(array[i])) { result.push(array[i]) }\n }\n\n return result\n },\n\n // Degrees to radians\n radians: function (d) {\n return d % 360 * Math.PI / 180\n },\n\n // Radians to degrees\n degrees: function (r) {\n return r * 180 / Math.PI % 360\n },\n\n filterSVGElements: function (nodes) {\n return this.filter(nodes, function (el) { return el instanceof window.SVGElement })\n }\n\n}\n","\nSVG.void = function () {}\n\nSVG.defaults = {\n\n // Default animation values\n timeline: {\n duration: 400,\n ease: '>',\n delay: 0\n },\n\n // Default attribute values\n attrs: {\n\n // fill and stroke\n 'fill-opacity': 1,\n 'stroke-opacity': 1,\n 'stroke-width': 0,\n 'stroke-linejoin': 'miter',\n 'stroke-linecap': 'butt',\n fill: '#000000',\n stroke: '#000000',\n opacity: 1,\n\n // position\n x: 0,\n y: 0,\n cx: 0,\n cy: 0,\n\n // size\n width: 0,\n height: 0,\n\n // radius\n r: 0,\n rx: 0,\n ry: 0,\n\n // gradient\n offset: 0,\n 'stop-opacity': 1,\n 'stop-color': '#000000',\n\n // text\n 'font-size': 16,\n 'font-family': 'Helvetica, Arial, sans-serif',\n 'text-anchor': 'start'\n }\n}\n","SVG.Queue = SVG.invent({\n create: function () {\n this._first = null\n this._last = null\n },\n\n extend: {\n push: function (value) {\n // An item stores an id and the provided value\n var item = value.next ? value : { value: value, next: null, prev: null }\n\n // Deal with the queue being empty or populated\n if (this._last) {\n item.prev = this._last\n this._last.next = item\n this._last = item\n } else {\n this._last = item\n this._first = item\n }\n\n // Update the length and return the current item\n return item\n },\n\n shift: function () {\n // Check if we have a value\n var remove = this._first\n if (!remove) return null\n\n // If we do, remove it and relink things\n this._first = remove.next\n if (this._first) this._first.prev = null\n this._last = this._first ? this._last : null\n return remove.value\n },\n\n // Shows us the first item in the list\n first: function () {\n return this._first && this._first.value\n },\n\n // Shows us the last item in the list\n last: function () {\n return this._last && this._last.value\n },\n\n // Removes the item that was returned from the push\n remove: function (item) {\n // Relink the previous item\n if (item.prev) item.prev.next = item.next\n if (item.next) item.next.prev = item.prev\n if (item === this._last) this._last = item.prev\n if (item === this._first) this._first = item.next\n\n // Invalidate item\n item.prev = null\n item.next = null\n }\n }\n})\n","/* globals fullHex, compToHex */\n\n/*\n\nColor {\n constructor (a, b, c, space) {\n space: 'hsl'\n a: 30\n b: 20\n c: 10\n },\n\n toRgb () { return new Color in rgb space }\n toHsl () { return new Color in hsl space }\n toLab () { return new Color in lab space }\n\n toArray () { [space, a, b, c] }\n fromArray () { convert it back }\n}\n\n// Conversions aren't always exact because of monitor profiles etc...\nnew Color(h, s, l, 'hsl') !== new Color(r, g, b).hsl()\nnew Color(100, 100, 100, [space])\nnew Color('hsl(30, 20, 10)')\n\n// Sugar\nSVG.rgb(30, 20, 50).lab()\nSVG.hsl()\nSVG.lab('rgb(100, 100, 100)')\n*/\n\n// Module for color convertions\nSVG.Color = function (color, g, b) {\n var match\n\n // initialize defaults\n this.r = 0\n this.g = 0\n this.b = 0\n\n if (!color) return\n\n // parse color\n if (typeof color === 'string') {\n if (SVG.regex.isRgb.test(color)) {\n // get rgb values\n match = SVG.regex.rgb.exec(color.replace(SVG.regex.whitespace, ''))\n\n // parse numeric values\n this.r = parseInt(match[1])\n this.g = parseInt(match[2])\n this.b = parseInt(match[3])\n } else if (SVG.regex.isHex.test(color)) {\n // get hex values\n match = SVG.regex.hex.exec(fullHex(color))\n\n // parse numeric values\n this.r = parseInt(match[1], 16)\n this.g = parseInt(match[2], 16)\n this.b = parseInt(match[3], 16)\n }\n } else if (Array.isArray(color)) {\n this.r = color[0]\n this.g = color[1]\n this.b = color[2]\n } else if (typeof color === 'object') {\n this.r = color.r\n this.g = color.g\n this.b = color.b\n } else if (arguments.length === 3) {\n this.r = color\n this.g = g\n this.b = b\n }\n}\n\nSVG.extend(SVG.Color, {\n // Default to hex conversion\n toString: function () {\n return this.toHex()\n },\n toArray: function () {\n return [this.r, this.g, this.b]\n },\n fromArray: function (a) {\n return new SVG.Color(a)\n },\n // Build hex value\n toHex: function () {\n return '#' +\n compToHex(Math.round(this.r)) +\n compToHex(Math.round(this.g)) +\n compToHex(Math.round(this.b))\n },\n // Build rgb value\n toRgb: function () {\n return 'rgb(' + [this.r, this.g, this.b].join() + ')'\n },\n // Calculate true brightness\n brightness: function () {\n return (this.r / 255 * 0.30) +\n (this.g / 255 * 0.59) +\n (this.b / 255 * 0.11)\n },\n // Make color morphable\n morph: function (color) {\n this.destination = new SVG.Color(color)\n\n return this\n },\n // Get morphed color at given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n // normalise pos\n pos = pos < 0 ? 0 : pos > 1 ? 1 : pos\n\n // generate morphed color\n return new SVG.Color({\n r: ~~(this.r + (this.destination.r - this.r) * pos),\n g: ~~(this.g + (this.destination.g - this.g) * pos),\n b: ~~(this.b + (this.destination.b - this.b) * pos)\n })\n }\n\n})\n\n// Testers\n\n// Test if given value is a color string\nSVG.Color.test = function (color) {\n color += ''\n return SVG.regex.isHex.test(color) ||\n SVG.regex.isRgb.test(color)\n}\n\n// Test if given value is a rgb object\nSVG.Color.isRgb = function (color) {\n return color && typeof color.r === 'number' &&\n typeof color.g === 'number' &&\n typeof color.b === 'number'\n}\n\n// Test if given value is a color\nSVG.Color.isColor = function (color) {\n return SVG.Color.isRgb(color) || SVG.Color.test(color)\n}\n","/* global arrayClone */\n\n// Module for array conversion\nSVG.Array = function (array, fallback) {\n array = (array || []).valueOf()\n\n // if array is empty and fallback is provided, use fallback\n if (array.length === 0 && fallback) {\n array = fallback.valueOf()\n }\n\n // parse array\n this.value = this.parse(array)\n}\n\nSVG.extend(SVG.Array, {\n // Make array morphable\n morph: function (array) {\n this.destination = this.parse(array)\n\n // normalize length of arrays\n if (this.value.length !== this.destination.length) {\n var lastValue = this.value[this.value.length - 1]\n var lastDestination = this.destination[this.destination.length - 1]\n\n while (this.value.length > this.destination.length) {\n this.destination.push(lastDestination)\n }\n while (this.value.length < this.destination.length) {\n this.value.push(lastValue)\n }\n }\n\n return this\n },\n // Clean up any duplicate points\n settle: function () {\n // find all unique values\n for (var i = 0, il = this.value.length, seen = []; i < il; i++) {\n if (seen.indexOf(this.value[i]) === -1) {\n seen.push(this.value[i])\n }\n }\n\n // set new value\n this.value = seen\n return seen\n },\n // Get morphed array at given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n // generate morphed array\n for (var i = 0, il = this.value.length, array = []; i < il; i++) {\n array.push(this.value[i] + (this.destination[i] - this.value[i]) * pos)\n }\n\n return new SVG.Array(array)\n },\n toArray: function () {\n return this.value\n },\n // Convert array to string\n toString: function () {\n return this.value.join(' ')\n },\n // Real value\n valueOf: function () {\n return this.value\n },\n // Parse whitespace separated string\n parse: function (array) {\n array = array.valueOf()\n\n // if already is an array, no need to parse it\n if (Array.isArray(array)) return array\n\n return array.trim().split(SVG.regex.delimiter).map(parseFloat)\n },\n // Reverse array\n reverse: function () {\n this.value.reverse()\n\n return this\n },\n clone: function () {\n var clone = new this.constructor()\n clone.value = arrayClone(this.value)\n return clone\n }\n})\n","\n// Poly points array\nSVG.PointArray = function (array, fallback) {\n SVG.Array.call(this, array, fallback || [[0, 0]])\n}\n\n// Inherit from SVG.Array\nSVG.PointArray.prototype = new SVG.Array()\nSVG.PointArray.prototype.constructor = SVG.PointArray\n\nSVG.extend(SVG.PointArray, {\n // Convert array to string\n toString: function () {\n // convert to a poly point string\n for (var i = 0, il = this.value.length, array = []; i < il; i++) {\n array.push(this.value[i].join(','))\n }\n\n return array.join(' ')\n },\n\n toArray: function () {\n return this.value.reduce(function (prev, curr) {\n return [].concat.call(prev, curr)\n }, [])\n },\n\n // Convert array to line object\n toLine: function () {\n return {\n x1: this.value[0][0],\n y1: this.value[0][1],\n x2: this.value[1][0],\n y2: this.value[1][1]\n }\n },\n\n // Get morphed array at given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n // generate morphed point string\n for (var i = 0, il = this.value.length, array = []; i < il; i++) {\n array.push([\n this.value[i][0] + (this.destination[i][0] - this.value[i][0]) * pos,\n this.value[i][1] + (this.destination[i][1] - this.value[i][1]) * pos\n ])\n }\n\n return new SVG.PointArray(array)\n },\n\n // Parse point string and flat array\n parse: function (array) {\n var points = []\n\n array = array.valueOf()\n\n // if it is an array\n if (Array.isArray(array)) {\n // and it is not flat, there is no need to parse it\n if (Array.isArray(array[0])) {\n return array\n }\n } else { // Else, it is considered as a string\n // parse points\n array = array.trim().split(SVG.regex.delimiter).map(parseFloat)\n }\n\n // validate points - https://svgwg.org/svg2-draft/shapes.html#DataTypePoints\n // Odd number of coordinates is an error. In such cases, drop the last odd coordinate.\n if (array.length % 2 !== 0) array.pop()\n\n // wrap points in two-tuples and parse points as floats\n for (var i = 0, len = array.length; i < len; i = i + 2) {\n points.push([ array[i], array[i + 1] ])\n }\n\n return points\n },\n\n // Move point string\n move: function (x, y) {\n var box = this.bbox()\n\n // get relative offset\n x -= box.x\n y -= box.y\n\n // move every point\n if (!isNaN(x) && !isNaN(y)) {\n for (var i = this.value.length - 1; i >= 0; i--) {\n this.value[i] = [this.value[i][0] + x, this.value[i][1] + y]\n }\n }\n\n return this\n },\n // Resize poly string\n size: function (width, height) {\n var i\n var box = this.bbox()\n\n // recalculate position of all points according to new size\n for (i = this.value.length - 1; i >= 0; i--) {\n if (box.width) this.value[i][0] = ((this.value[i][0] - box.x) * width) / box.width + box.x\n if (box.height) this.value[i][1] = ((this.value[i][1] - box.y) * height) / box.height + box.y\n }\n\n return this\n },\n\n // Get bounding box of points\n bbox: function () {\n var maxX = -Infinity\n var maxY = -Infinity\n var minX = Infinity\n var minY = Infinity\n this.value.forEach(function (el) {\n maxX = Math.max(el[0], maxX)\n maxY = Math.max(el[1], maxY)\n minX = Math.min(el[0], minX)\n minY = Math.min(el[1], minY)\n })\n return {x: minX, y: minY, width: maxX - minX, height: maxY - minY}\n }\n})\n","/* globals arrayToString, pathRegReplace */\n\nvar pathHandlers = {\n M: function (c, p, p0) {\n p.x = p0.x = c[0]\n p.y = p0.y = c[1]\n\n return ['M', p.x, p.y]\n },\n L: function (c, p) {\n p.x = c[0]\n p.y = c[1]\n return ['L', c[0], c[1]]\n },\n H: function (c, p) {\n p.x = c[0]\n return ['H', c[0]]\n },\n V: function (c, p) {\n p.y = c[0]\n return ['V', c[0]]\n },\n C: function (c, p) {\n p.x = c[4]\n p.y = c[5]\n return ['C', c[0], c[1], c[2], c[3], c[4], c[5]]\n },\n S: function (c, p) {\n p.x = c[2]\n p.y = c[3]\n return ['S', c[0], c[1], c[2], c[3]]\n },\n Q: function (c, p) {\n p.x = c[2]\n p.y = c[3]\n return ['Q', c[0], c[1], c[2], c[3]]\n },\n T: function (c, p) {\n p.x = c[0]\n p.y = c[1]\n return ['T', c[0], c[1]]\n },\n Z: function (c, p, p0) {\n p.x = p0.x\n p.y = p0.y\n return ['Z']\n },\n A: function (c, p) {\n p.x = c[5]\n p.y = c[6]\n return ['A', c[0], c[1], c[2], c[3], c[4], c[5], c[6]]\n }\n}\n\nvar mlhvqtcsaz = 'mlhvqtcsaz'.split('')\n\nfor (var i = 0, il = mlhvqtcsaz.length; i < il; ++i) {\n pathHandlers[mlhvqtcsaz[i]] = (function (i) {\n return function (c, p, p0) {\n if (i === 'H') c[0] = c[0] + p.x\n else if (i === 'V') c[0] = c[0] + p.y\n else if (i === 'A') {\n c[5] = c[5] + p.x\n c[6] = c[6] + p.y\n } else {\n for (var j = 0, jl = c.length; j < jl; ++j) {\n c[j] = c[j] + (j % 2 ? p.y : p.x)\n }\n }\n\n return pathHandlers[i](c, p, p0)\n }\n })(mlhvqtcsaz[i].toUpperCase())\n}\n\n// Path points array\nSVG.PathArray = function (array, fallback) {\n SVG.Array.call(this, array, fallback || [['M', 0, 0]])\n}\n\n// Inherit from SVG.Array\nSVG.PathArray.prototype = new SVG.Array()\nSVG.PathArray.prototype.constructor = SVG.PathArray\n\nSVG.extend(SVG.PathArray, {\n // Convert array to string\n toString: function () {\n return arrayToString(this.value)\n },\n toArray: function () {\n return this.value.reduce(function (prev, curr) {\n return [].concat.call(prev, curr)\n }, [])\n },\n // Move path string\n move: function (x, y) {\n // get bounding box of current situation\n var box = this.bbox()\n\n // get relative offset\n x -= box.x\n y -= box.y\n\n if (!isNaN(x) && !isNaN(y)) {\n // move every point\n for (var l, i = this.value.length - 1; i >= 0; i--) {\n l = this.value[i][0]\n\n if (l === 'M' || l === 'L' || l === 'T') {\n this.value[i][1] += x\n this.value[i][2] += y\n } else if (l === 'H') {\n this.value[i][1] += x\n } else if (l === 'V') {\n this.value[i][1] += y\n } else if (l === 'C' || l === 'S' || l === 'Q') {\n this.value[i][1] += x\n this.value[i][2] += y\n this.value[i][3] += x\n this.value[i][4] += y\n\n if (l === 'C') {\n this.value[i][5] += x\n this.value[i][6] += y\n }\n } else if (l === 'A') {\n this.value[i][6] += x\n this.value[i][7] += y\n }\n }\n }\n\n return this\n },\n // Resize path string\n size: function (width, height) {\n // get bounding box of current situation\n var box = this.bbox()\n var i, l\n\n // recalculate position of all points according to new size\n for (i = this.value.length - 1; i >= 0; i--) {\n l = this.value[i][0]\n\n if (l === 'M' || l === 'L' || l === 'T') {\n this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x\n this.value[i][2] = ((this.value[i][2] - box.y) * height) / box.height + box.y\n } else if (l === 'H') {\n this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x\n } else if (l === 'V') {\n this.value[i][1] = ((this.value[i][1] - box.y) * height) / box.height + box.y\n } else if (l === 'C' || l === 'S' || l === 'Q') {\n this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x\n this.value[i][2] = ((this.value[i][2] - box.y) * height) / box.height + box.y\n this.value[i][3] = ((this.value[i][3] - box.x) * width) / box.width + box.x\n this.value[i][4] = ((this.value[i][4] - box.y) * height) / box.height + box.y\n\n if (l === 'C') {\n this.value[i][5] = ((this.value[i][5] - box.x) * width) / box.width + box.x\n this.value[i][6] = ((this.value[i][6] - box.y) * height) / box.height + box.y\n }\n } else if (l === 'A') {\n // resize radii\n this.value[i][1] = (this.value[i][1] * width) / box.width\n this.value[i][2] = (this.value[i][2] * height) / box.height\n\n // move position values\n this.value[i][6] = ((this.value[i][6] - box.x) * width) / box.width + box.x\n this.value[i][7] = ((this.value[i][7] - box.y) * height) / box.height + box.y\n }\n }\n\n return this\n },\n // Test if the passed path array use the same path data commands as this path array\n equalCommands: function (pathArray) {\n var i, il, equalCommands\n\n pathArray = new SVG.PathArray(pathArray)\n\n equalCommands = this.value.length === pathArray.value.length\n for (i = 0, il = this.value.length; equalCommands && i < il; i++) {\n equalCommands = this.value[i][0] === pathArray.value[i][0]\n }\n\n return equalCommands\n },\n // Make path array morphable\n morph: function (pathArray) {\n pathArray = new SVG.PathArray(pathArray)\n\n if (this.equalCommands(pathArray)) {\n this.destination = pathArray\n } else {\n this.destination = null\n }\n\n return this\n },\n // Get morphed path array at given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n var sourceArray = this.value\n var destinationArray = this.destination.value\n var array = []\n var pathArray = new SVG.PathArray()\n var i, il, j, jl\n\n // Animate has specified in the SVG spec\n // See: https://www.w3.org/TR/SVG11/paths.html#PathElement\n for (i = 0, il = sourceArray.length; i < il; i++) {\n array[i] = [sourceArray[i][0]]\n for (j = 1, jl = sourceArray[i].length; j < jl; j++) {\n array[i][j] = sourceArray[i][j] + (destinationArray[i][j] - sourceArray[i][j]) * pos\n }\n // For the two flags of the elliptical arc command, the SVG spec say:\n // Flags and booleans are interpolated as fractions between zero and one, with any non-zero value considered to be a value of one/true\n // Elliptical arc command as an array followed by corresponding indexes:\n // ['A', rx, ry, x-axis-rotation, large-arc-flag, sweep-flag, x, y]\n // 0 1 2 3 4 5 6 7\n if (array[i][0] === 'A') {\n array[i][4] = +(array[i][4] !== 0)\n array[i][5] = +(array[i][5] !== 0)\n }\n }\n\n // Directly modify the value of a path array, this is done this way for performance\n pathArray.value = array\n return pathArray\n },\n // Absolutize and parse path to array\n parse: function (array) {\n // if it's already a patharray, no need to parse it\n if (array instanceof SVG.PathArray) return array.valueOf()\n\n // prepare for parsing\n var s\n var paramCnt = { 'M': 2, 'L': 2, 'H': 1, 'V': 1, 'C': 6, 'S': 4, 'Q': 4, 'T': 2, 'A': 7, 'Z': 0 }\n\n if (typeof array === 'string') {\n array = array\n .replace(SVG.regex.numbersWithDots, pathRegReplace) // convert 45.123.123 to 45.123 .123\n .replace(SVG.regex.pathLetters, ' $& ') // put some room between letters and numbers\n .replace(SVG.regex.hyphen, '$1 -') // add space before hyphen\n .trim() // trim\n .split(SVG.regex.delimiter) // split into array\n } else {\n array = array.reduce(function (prev, curr) {\n return [].concat.call(prev, curr)\n }, [])\n }\n\n // array now is an array containing all parts of a path e.g. ['M', '0', '0', 'L', '30', '30' ...]\n var result = []\n var p = new SVG.Point()\n var p0 = new SVG.Point()\n var index = 0\n var len = array.length\n\n do {\n // Test if we have a path letter\n if (SVG.regex.isPathLetter.test(array[index])) {\n s = array[index]\n ++index\n // If last letter was a move command and we got no new, it defaults to [L]ine\n } else if (s === 'M') {\n s = 'L'\n } else if (s === 'm') {\n s = 'l'\n }\n\n result.push(pathHandlers[s].call(null,\n array.slice(index, (index = index + paramCnt[s.toUpperCase()])).map(parseFloat),\n p, p0\n )\n )\n } while (len > index)\n\n return result\n },\n // Get bounding box of path\n bbox: function () {\n SVG.parser().path.setAttribute('d', this.toString())\n return SVG.parser.nodes.path.getBBox()\n }\n\n})\n","\n// Module for unit convertions\nSVG.Number = SVG.invent({\n // Initialize\n create: function (value, unit) {\n unit = Array.isArray(value) ? value[1] : unit\n value = Array.isArray(value) ? value[0] : value\n\n // initialize defaults\n this.value = 0\n this.unit = unit || ''\n\n // parse value\n if (typeof value === 'number') {\n // ensure a valid numeric value\n this.value = isNaN(value) ? 0 : !isFinite(value) ? (value < 0 ? -3.4e+38 : +3.4e+38) : value\n } else if (typeof value === 'string') {\n unit = value.match(SVG.regex.numberAndUnit)\n\n if (unit) {\n // make value numeric\n this.value = parseFloat(unit[1])\n\n // normalize\n if (unit[5] === '%') { this.value /= 100 } else if (unit[5] === 's') {\n this.value *= 1000\n }\n\n // store unit\n this.unit = unit[5]\n }\n } else {\n if (value instanceof SVG.Number) {\n this.value = value.valueOf()\n this.unit = value.unit\n }\n }\n },\n // Add methods\n extend: {\n // Stringalize\n toString: function () {\n return (this.unit === '%' ? ~~(this.value * 1e8) / 1e6\n : this.unit === 's' ? this.value / 1e3\n : this.value\n ) + this.unit\n },\n toJSON: function () {\n return this.toString()\n }, // Convert to primitive\n toArray: function () {\n return [this.value, this.unit]\n },\n valueOf: function () {\n return this.value\n },\n // Add number\n plus: function (number) {\n number = new SVG.Number(number)\n return new SVG.Number(this + number, this.unit || number.unit)\n },\n // Subtract number\n minus: function (number) {\n number = new SVG.Number(number)\n return new SVG.Number(this - number, this.unit || number.unit)\n },\n // Multiply number\n times: function (number) {\n number = new SVG.Number(number)\n return new SVG.Number(this * number, this.unit || number.unit)\n },\n // Divide number\n divide: function (number) {\n number = new SVG.Number(number)\n return new SVG.Number(this / number, this.unit || number.unit)\n },\n // Make number morphable\n morph: function (number) {\n this.destination = new SVG.Number(number)\n\n if (number.relative) {\n this.destination.value += this.value\n }\n\n return this\n },\n // Get morphed number at given position\n at: function (pos) {\n // Make sure a destination is defined\n if (!this.destination) return this\n\n // Generate new morphed number\n return new SVG.Number(this.destination)\n .minus(this)\n .times(pos)\n .plus(this)\n }\n }\n})\n","SVG.EventTarget = SVG.invent({\n create: function () {},\n extend: {\n // Bind given event to listener\n on: function (event, listener, binding, options) {\n SVG.on(this, event, listener, binding, options)\n return this\n },\n // Unbind event from listener\n off: function (event, listener) {\n SVG.off(this, event, listener)\n return this\n },\n dispatch: function (event, data) {\n return SVG.dispatch(this, event, data)\n },\n // Fire given event\n fire: function (event, data) {\n this.dispatch(event, data)\n return this\n }\n }\n})\n","/* global createElement */\n\nSVG.HtmlNode = SVG.invent({\n inherit: SVG.EventTarget,\n create: function (element) {\n this.node = element\n },\n\n extend: {\n add: function (element, i) {\n element = createElement(element)\n\n if (element.node !== this.node.children[i]) {\n this.node.insertBefore(element.node, this.node.children[i] || null)\n }\n\n return this\n },\n\n put: function (element, i) {\n this.add(element, i)\n return element\n },\n\n getEventTarget: function () {\n return this.node\n }\n }\n})\n","/* global proportionalSize, assignNewId, createElement, matches, is */\n\nSVG.Element = SVG.invent({\n inherit: SVG.EventTarget,\n\n // Initialize node\n create: function (node) {\n // event listener\n this.events = {}\n\n // initialize data object\n this.dom = {}\n\n // create circular reference\n this.node = node\n if (this.node) {\n this.type = node.nodeName\n this.node.instance = this\n this.events = node.events || {}\n\n if (node.hasAttribute('svgjs:data')) {\n // pull svgjs data from the dom (getAttributeNS doesn't work in html5)\n this.setData(JSON.parse(node.getAttribute('svgjs:data')) || {})\n }\n }\n },\n\n // Add class methods\n extend: {\n // Move over x-axis\n x: function (x) {\n return this.attr('x', x)\n },\n\n // Move over y-axis\n y: function (y) {\n return this.attr('y', y)\n },\n\n // Move by center over x-axis\n cx: function (x) {\n return x == null ? this.x() + this.width() / 2 : this.x(x - this.width() / 2)\n },\n\n // Move by center over y-axis\n cy: function (y) {\n return y == null\n ? this.y() + this.height() / 2\n : this.y(y - this.height() / 2)\n },\n\n // Move element to given x and y values\n move: function (x, y) {\n return this.x(x).y(y)\n },\n\n // Move element by its center\n center: function (x, y) {\n return this.cx(x).cy(y)\n },\n\n // Set width of element\n width: function (width) {\n return this.attr('width', width)\n },\n\n // Set height of element\n height: function (height) {\n return this.attr('height', height)\n },\n\n // Set element size to given width and height\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n\n return this\n .width(new SVG.Number(p.width))\n .height(new SVG.Number(p.height))\n },\n\n // Clone element\n clone: function (parent) {\n // write dom data to the dom so the clone can pickup the data\n this.writeDataToDom()\n\n // clone element and assign new id\n var clone = assignNewId(this.node.cloneNode(true))\n\n // insert the clone in the given parent or after myself\n if (parent) parent.add(clone)\n else this.after(clone)\n\n return clone\n },\n\n // Remove element\n remove: function () {\n if (this.parent()) { this.parent().removeElement(this) }\n\n return this\n },\n\n // Replace element\n replace: function (element) {\n this.after(element).remove()\n\n return element\n },\n\n // Add element to given container and return self\n addTo: function (parent) {\n return createElement(parent).put(this)\n },\n\n // Add element to given container and return container\n putIn: function (parent) {\n return createElement(parent).add(this)\n },\n\n // Get / set id\n id: function (id) {\n // generate new id if no id set\n if (typeof id === 'undefined' && !this.node.id) {\n this.node.id = SVG.eid(this.type)\n }\n\n // dont't set directly width this.node.id to make `null` work correctly\n return this.attr('id', id)\n },\n\n // Checks whether the given point inside the bounding box of the element\n inside: function (x, y) {\n var box = this.bbox()\n\n return x > box.x &&\n y > box.y &&\n x < box.x + box.width &&\n y < box.y + box.height\n },\n\n // Show element\n show: function () {\n return this.css('display', '')\n },\n\n // Hide element\n hide: function () {\n return this.css('display', 'none')\n },\n\n // Is element visible?\n visible: function () {\n return this.css('display') !== 'none'\n },\n\n // Return id on string conversion\n toString: function () {\n return this.id()\n },\n\n // Return array of classes on the node\n classes: function () {\n var attr = this.attr('class')\n return attr == null ? [] : attr.trim().split(SVG.regex.delimiter)\n },\n\n // Return true if class exists on the node, false otherwise\n hasClass: function (name) {\n return this.classes().indexOf(name) !== -1\n },\n\n // Add class to the node\n addClass: function (name) {\n if (!this.hasClass(name)) {\n var array = this.classes()\n array.push(name)\n this.attr('class', array.join(' '))\n }\n\n return this\n },\n\n // Remove class from the node\n removeClass: function (name) {\n if (this.hasClass(name)) {\n this.attr('class', this.classes().filter(function (c) {\n return c !== name\n }).join(' '))\n }\n\n return this\n },\n\n // Toggle the presence of a class on the node\n toggleClass: function (name) {\n return this.hasClass(name) ? this.removeClass(name) : this.addClass(name)\n },\n\n // Get referenced element form attribute value\n reference: function (attr) {\n return SVG.get(this.attr(attr))\n },\n\n // Returns the parent element instance\n parent: function (type) {\n var parent = this\n\n // check for parent\n if (!parent.node.parentNode) return null\n\n // get parent element\n parent = SVG.adopt(parent.node.parentNode)\n\n if (!type) return parent\n\n // loop trough ancestors if type is given\n while (parent && parent.node instanceof window.SVGElement) {\n if (typeof type === 'string' ? parent.matches(type) : parent instanceof type) return parent\n parent = SVG.adopt(parent.node.parentNode)\n }\n },\n\n // Get parent document\n doc: function () {\n var p = this.parent(SVG.Doc)\n return p && p.doc()\n },\n\n // Get defs\n defs: function () {\n return this.doc().defs()\n },\n\n // return array of all ancestors of given type up to the root svg\n parents: function (type) {\n var parents = []\n var parent = this\n\n do {\n parent = parent.parent(type)\n if (!parent || !parent.node) break\n\n parents.push(parent)\n } while (parent.parent)\n\n return parents\n },\n\n // matches the element vs a css selector\n matches: function (selector) {\n return matches(this.node, selector)\n },\n\n // Returns the svg node to call native svg methods on it\n native: function () {\n return this.node\n },\n\n // Import raw svg\n svg: function (svg) {\n var well, len\n\n // act as a setter if svg is given\n if (typeof svg === 'string' && this instanceof SVG.Parent) {\n // create temporary holder\n well = document.createElementNS(SVG.ns, 'svg')\n // dump raw svg\n well.innerHTML = svg\n\n // transplant nodes\n for (len = well.children.length; len--;) {\n this.node.appendChild(well.firstElementChild)\n }\n // otherwise act as a getter\n } else {\n // expose node modifiers\n if (typeof svg === 'function') {\n this.each(function () {\n well = svg(this)\n\n if (well instanceof SVG.Element) {\n this.replace(well)\n }\n\n if (typeof well === 'boolean' && !well) {\n this.remove()\n }\n })\n }\n\n // write svgjs data to the dom\n this.writeDataToDom()\n\n return this.node.outerHTML\n }\n\n return this\n },\n\n // write svgjs data to the dom\n writeDataToDom: function () {\n // dump variables recursively\n if (this.is(SVG.Parent)) {\n this.each(function () {\n this.writeDataToDom()\n })\n }\n\n // remove previously set data\n this.node.removeAttribute('svgjs:data')\n\n if (Object.keys(this.dom).length) {\n this.node.setAttribute('svgjs:data', JSON.stringify(this.dom)) // see #428\n }\n return this\n },\n\n // set given data to the elements data property\n setData: function (o) {\n this.dom = o\n return this\n },\n is: function (obj) {\n return is(this, obj)\n },\n getEventTarget: function () {\n return this.node\n }\n }\n})\n","// Add events to elements\n;[ 'click',\n 'dblclick',\n 'mousedown',\n 'mouseup',\n 'mouseover',\n 'mouseout',\n 'mousemove',\n 'mouseenter',\n 'mouseleave',\n 'touchstart',\n 'touchmove',\n 'touchleave',\n 'touchend',\n 'touchcancel' ].forEach(function (event) {\n // add event to SVG.Element\n SVG.Element.prototype[event] = function (f) {\n if (f === null) {\n SVG.off(this, event)\n } else {\n SVG.on(this, event, f)\n }\n return this\n }\n })\n\nSVG.listenerId = 0\n\n// Add event binder in the SVG namespace\nSVG.on = function (node, events, listener, binding, options) {\n var l = listener.bind(binding || node)\n var n = node instanceof SVG.EventTarget ? node.getEventTarget() : node\n\n // events can be an array of events or a string of events\n events = Array.isArray(events) ? events : events.split(SVG.regex.delimiter)\n\n // ensure instance object for nodes which are not adopted\n n.instance = n.instance || {events: {}}\n\n // pull event handlers from the element\n var bag = n.instance.events\n\n // add id to listener\n if (!listener._svgjsListenerId) {\n listener._svgjsListenerId = ++SVG.listenerId\n }\n\n events.forEach(function (event) {\n var ev = event.split('.')[0]\n var ns = event.split('.')[1] || '*'\n\n // ensure valid object\n bag[ev] = bag[ev] || {}\n bag[ev][ns] = bag[ev][ns] || {}\n\n // reference listener\n bag[ev][ns][listener._svgjsListenerId] = l\n\n // add listener\n n.addEventListener(ev, l, options || false)\n })\n}\n\n// Add event unbinder in the SVG namespace\nSVG.off = function (node, events, listener, options) {\n var n = node instanceof SVG.EventTarget ? node.getEventTarget() : node\n if (!n.instance) return\n\n // listener can be a function or a number\n if (typeof listener === 'function') {\n listener = listener._svgjsListenerId\n if (!listener) return\n }\n\n // pull event handlers from the element\n var bag = n.instance.events\n\n // events can be an array of events or a string or undefined\n events = Array.isArray(events) ? events : (events || '').split(SVG.regex.delimiter)\n\n events.forEach(function (event) {\n var ev = event && event.split('.')[0]\n var ns = event && event.split('.')[1]\n var namespace, l\n\n if (listener) {\n // remove listener reference\n if (bag[ev] && bag[ev][ns || '*']) {\n // removeListener\n n.removeEventListener(ev, bag[ev][ns || '*'][listener], options || false)\n\n delete bag[ev][ns || '*'][listener]\n }\n } else if (ev && ns) {\n // remove all listeners for a namespaced event\n if (bag[ev] && bag[ev][ns]) {\n for (l in bag[ev][ns]) { SVG.off(n, [ev, ns].join('.'), l) }\n\n delete bag[ev][ns]\n }\n } else if (ns) {\n // remove all listeners for a specific namespace\n for (event in bag) {\n for (namespace in bag[event]) {\n if (ns === namespace) { SVG.off(n, [event, ns].join('.')) }\n }\n }\n } else if (ev) {\n // remove all listeners for the event\n if (bag[ev]) {\n for (namespace in bag[ev]) { SVG.off(n, [ev, namespace].join('.')) }\n\n delete bag[ev]\n }\n } else {\n // remove all listeners on a given node\n for (event in bag) { SVG.off(n, event) }\n\n n.instance.events = {}\n }\n })\n}\n\nSVG.dispatch = function (node, event, data) {\n var n = node instanceof SVG.EventTarget ? node.getEventTarget() : node\n\n // Dispatch event\n if (event instanceof window.Event) {\n n.dispatchEvent(event)\n } else {\n event = new window.CustomEvent(event, {detail: data, cancelable: true})\n n.dispatchEvent(event)\n }\n return event\n}\n","/* global abcdef arrayToMatrix closeEnough formatTransforms isMatrixLike matrixMultiply */\n\nSVG.Matrix = SVG.invent({\n // Initialize\n create: function (source) {\n var base = arrayToMatrix([1, 0, 0, 1, 0, 0])\n\n // ensure source as object\n source = source instanceof SVG.Element ? source.matrixify()\n : typeof source === 'string' ? arrayToMatrix(source.split(SVG.regex.delimiter).map(parseFloat))\n : Array.isArray(source) ? arrayToMatrix(source)\n : (typeof source === 'object' && isMatrixLike(source)) ? source\n : (typeof source === 'object') ? new SVG.Matrix().transform(source)\n : arguments.length === 6 ? arrayToMatrix([].slice.call(arguments))\n : base\n\n // Merge the source matrix with the base matrix\n this.a = source.a != null ? source.a : base.a\n this.b = source.b != null ? source.b : base.b\n this.c = source.c != null ? source.c : base.c\n this.d = source.d != null ? source.d : base.d\n this.e = source.e != null ? source.e : base.e\n this.f = source.f != null ? source.f : base.f\n },\n\n // Add methods\n extend: {\n\n // Clones this matrix\n clone: function () {\n return new SVG.Matrix(this)\n },\n\n // Transform a matrix into another matrix by manipulating the space\n transform: function (o) {\n // Check if o is a matrix and then left multiply it directly\n if (isMatrixLike(o)) {\n var matrix = new SVG.Matrix(o)\n return matrix.multiplyO(this)\n }\n\n // Get the proposed transformations and the current transformations\n var t = formatTransforms(o)\n var current = this\n let { x: ox, y: oy } = new SVG.Point(t.ox, t.oy).transform(current)\n\n // Construct the resulting matrix\n var transformer = new SVG.Matrix()\n .translateO(t.rx, t.ry)\n .lmultiplyO(current)\n .translateO(-ox, -oy)\n .scaleO(t.scaleX, t.scaleY)\n .skewO(t.skewX, t.skewY)\n .shearO(t.shear)\n .rotateO(t.theta)\n .translateO(ox, oy)\n\n // If we want the origin at a particular place, we force it there\n if (isFinite(t.px) || isFinite(t.py)) {\n const origin = new SVG.Point(ox, oy).transform(transformer)\n // TODO: Replace t.px with isFinite(t.px)\n const dx = t.px ? t.px - origin.x : 0\n const dy = t.py ? t.py - origin.y : 0\n transformer.translateO(dx, dy)\n }\n\n // Translate now after positioning\n transformer.translateO(t.tx, t.ty)\n return transformer\n },\n\n // Applies a matrix defined by its affine parameters\n compose: function (o) {\n if (o.origin) {\n o.originX = o.origin[0]\n o.originY = o.origin[1]\n }\n // Get the parameters\n var ox = o.originX || 0\n var oy = o.originY || 0\n var sx = o.scaleX || 1\n var sy = o.scaleY || 1\n var lam = o.shear || 0\n var theta = o.rotate || 0\n var tx = o.translateX || 0\n var ty = o.translateY || 0\n\n // Apply the standard matrix\n var result = new SVG.Matrix()\n .translateO(-ox, -oy)\n .scaleO(sx, sy)\n .shearO(lam)\n .rotateO(theta)\n .translateO(tx, ty)\n .lmultiplyO(this)\n .translateO(ox, oy)\n return result\n },\n\n // Decomposes this matrix into its affine parameters\n decompose: function (cx = 0, cy = 0) {\n // Get the parameters from the matrix\n var a = this.a\n var b = this.b\n var c = this.c\n var d = this.d\n var e = this.e\n var f = this.f\n\n // Figure out if the winding direction is clockwise or counterclockwise\n var determinant = a * d - b * c\n var ccw = determinant > 0 ? 1 : -1\n\n // Since we only shear in x, we can use the x basis to get the x scale\n // and the rotation of the resulting matrix\n var sx = ccw * Math.sqrt(a * a + b * b)\n var thetaRad = Math.atan2(ccw * b, ccw * a)\n var theta = 180 / Math.PI * thetaRad\n var ct = Math.cos(thetaRad)\n var st = Math.sin(thetaRad)\n\n // We can then solve the y basis vector simultaneously to get the other\n // two affine parameters directly from these parameters\n var lam = (a * c + b * d) / determinant\n var sy = ((c * sx) / (lam * a - b)) || ((d * sx) / (lam * b + a))\n\n // Use the translations\n let tx = e - cx + cx * ct * sx + cy * (lam * ct * sx - st * sy)\n let ty = f - cy + cx * st * sx + cy * (lam * st * sx + ct * sy)\n\n // Construct the decomposition and return it\n return {\n // Return the affine parameters\n scaleX: sx,\n scaleY: sy,\n shear: lam,\n rotate: theta,\n translateX: tx,\n translateY: ty,\n originX: cx,\n originY: cy,\n\n // Return the matrix parameters\n a: this.a,\n b: this.b,\n c: this.c,\n d: this.d,\n e: this.e,\n f: this.f\n }\n },\n\n // Morph one matrix into another\n morph: function (matrix) {\n // Store new destination\n this.destination = new SVG.Matrix(matrix)\n return this\n },\n\n // Get morphed matrix at a given position\n at: function (pos) {\n // Make sure a destination is defined\n if (!this.destination) return this\n\n // Calculate morphed matrix at a given position\n var matrix = new SVG.Matrix({\n a: this.a + (this.destination.a - this.a) * pos,\n b: this.b + (this.destination.b - this.b) * pos,\n c: this.c + (this.destination.c - this.c) * pos,\n d: this.d + (this.destination.d - this.d) * pos,\n e: this.e + (this.destination.e - this.e) * pos,\n f: this.f + (this.destination.f - this.f) * pos\n })\n\n return matrix\n },\n\n // Left multiplies by the given matrix\n multiply: function (matrix) {\n return this.clone().multiplyO(matrix)\n },\n\n multiplyO: function (matrix) {\n // Get the matrices\n var l = this\n var r = matrix instanceof SVG.Matrix\n ? matrix\n : new SVG.Matrix(matrix)\n\n return matrixMultiply(l, r, this)\n },\n\n lmultiply: function (matrix) {\n return this.clone().lmultiplyO(matrix)\n },\n\n lmultiplyO: function (matrix) {\n var r = this\n var l = matrix instanceof SVG.Matrix\n ? matrix\n : new SVG.Matrix(matrix)\n\n return matrixMultiply(l, r, this)\n },\n\n // Inverses matrix\n inverseO: function () {\n // Get the current parameters out of the matrix\n var a = this.a\n var b = this.b\n var c = this.c\n var d = this.d\n var e = this.e\n var f = this.f\n\n // Invert the 2x2 matrix in the top left\n var det = a * d - b * c\n if (!det) throw new Error('Cannot invert ' + this)\n\n // Calculate the top 2x2 matrix\n var na = d / det\n var nb = -b / det\n var nc = -c / det\n var nd = a / det\n\n // Apply the inverted matrix to the top right\n var ne = -(na * e + nc * f)\n var nf = -(nb * e + nd * f)\n\n // Construct the inverted matrix\n this.a = na\n this.b = nb\n this.c = nc\n this.d = nd\n this.e = ne\n this.f = nf\n\n return this\n },\n\n inverse: function () {\n return this.clone().inverseO()\n },\n\n // Translate matrix\n translate: function (x, y) {\n return this.clone().translateO(x, y)\n },\n\n translateO: function (x, y) {\n this.e += x || 0\n this.f += y || 0\n return this\n },\n\n // Scale matrix\n scale: function (x, y, cx, cy) {\n return this.clone().scaleO(...arguments)\n },\n\n scaleO: function (x, y = x, cx = 0, cy = 0) {\n // Support uniform scaling\n if (arguments.length === 3) {\n cy = cx\n cx = y\n y = x\n }\n\n let {a, b, c, d, e, f} = this\n\n this.a = a * x\n this.b = b * y\n this.c = c * x\n this.d = d * y\n this.e = e * x - cx * x + cx\n this.f = f * y - cy * y + cy\n\n return this\n },\n\n // Rotate matrix\n rotate: function (r, cx, cy) {\n return this.clone().rotateO(r, cx, cy)\n },\n\n rotateO: function (r, cx = 0, cy = 0) {\n // Convert degrees to radians\n r = SVG.utils.radians(r)\n\n let cos = Math.cos(r)\n let sin = Math.sin(r)\n\n let {a, b, c, d, e, f} = this\n\n this.a = a * cos - b * sin\n this.b = b * cos + a * sin\n this.c = c * cos - d * sin\n this.d = d * cos + c * sin\n this.e = e * cos - f * sin + cy * sin - cx * cos + cx\n this.f = f * cos + e * sin - cx * sin - cy * cos + cy\n\n return this\n },\n\n // Flip matrix on x or y, at a given offset\n flip: function (axis, around) {\n return this.clone().flipO(axis, around)\n },\n\n flipO: function (axis, around) {\n return axis === 'x' ? this.scaleO(-1, 1, around, 0)\n : axis === 'y' ? this.scaleO(1, -1, 0, around)\n : this.scaleO(-1, -1, axis, around || axis) // Define an x, y flip point\n },\n\n // Shear matrix\n shear: function (a, cx, cy) {\n return this.clone().shearO(a, cx, cy)\n },\n\n shearO: function (lx, cx = 0, cy = 0) {\n let {a, b, c, d, e, f} = this\n\n this.a = a + b * lx\n this.c = c + d * lx\n this.e = e + f * lx - cy * lx\n\n return this\n },\n\n // Skew Matrix\n skew: function (x, y, cx, cy) {\n return this.clone().skewO(...arguments)\n },\n\n skewO: function (x, y = x, cx = 0, cy = 0) {\n // support uniformal skew\n if (arguments.length === 3) {\n cy = cx\n cx = y\n y = x\n }\n\n // Convert degrees to radians\n x = SVG.utils.radians(x)\n y = SVG.utils.radians(y)\n\n let lx = Math.tan(x)\n let ly = Math.tan(y)\n\n let {a, b, c, d, e, f} = this\n\n this.a = a + b * lx\n this.b = b + a * ly\n this.c = c + d * lx\n this.d = d + c * ly\n this.e = e + f * lx - cy * lx\n this.f = f + e * ly - cx * ly\n\n return this\n },\n\n // SkewX\n skewX: function (x, cx, cy) {\n return this.skew(x, 0, cx, cy)\n },\n\n skewXO: function (x, cx, cy) {\n return this.skewO(x, 0, cx, cy)\n },\n\n // SkewY\n skewY: function (y, cx, cy) {\n return this.skew(0, y, cx, cy)\n },\n\n skewYO: function (y, cx, cy) {\n return this.skewO(0, y, cx, cy)\n },\n\n // Transform around a center point\n aroundO: function (cx, cy, matrix) {\n var dx = cx || 0\n var dy = cy || 0\n return this.translateO(-dx, -dy).lmultiplyO(matrix).translateO(dx, dy)\n },\n\n around: function (cx, cy, matrix) {\n return this.clone().aroundO(cx, cy, matrix)\n },\n\n // Convert to native SVGMatrix\n native: function () {\n // create new matrix\n var matrix = SVG.parser.nodes.svg.node.createSVGMatrix()\n\n // update with current values\n for (var i = abcdef.length - 1; i >= 0; i--) {\n matrix[abcdef[i]] = this[abcdef[i]]\n }\n\n return matrix\n },\n\n // Check if two matrices are equal\n equals: function (other) {\n var comp = new SVG.Matrix(other)\n return closeEnough(this.a, comp.a) && closeEnough(this.b, comp.b) &&\n closeEnough(this.c, comp.c) && closeEnough(this.d, comp.d) &&\n closeEnough(this.e, comp.e) && closeEnough(this.f, comp.f)\n },\n\n // Convert matrix to string\n toString: function () {\n return 'matrix(' + this.a + ',' + this.b + ',' + this.c + ',' + this.d + ',' + this.e + ',' + this.f + ')'\n },\n\n toArray: function () {\n return [this.a, this.b, this.c, this.d, this.e, this.f]\n },\n\n valueOf: function () {\n return {\n a: this.a,\n b: this.b,\n c: this.c,\n d: this.d,\n e: this.e,\n f: this.f\n }\n }\n },\n\n // Define parent\n parent: SVG.Element,\n\n // Add parent method\n construct: {\n // Get current matrix\n ctm: function () {\n return new SVG.Matrix(this.node.getCTM())\n },\n // Get current screen matrix\n screenCTM: function () {\n /* https://bugzilla.mozilla.org/show_bug.cgi?id=1344537\n This is needed because FF does not return the transformation matrix\n for the inner coordinate system when getScreenCTM() is called on nested svgs.\n However all other Browsers do that */\n if (this instanceof SVG.Doc && !this.isRoot()) {\n var rect = this.rect(1, 1)\n var m = rect.node.getScreenCTM()\n rect.remove()\n return new SVG.Matrix(m)\n }\n return new SVG.Matrix(this.node.getScreenCTM())\n }\n }\n})\n\n// let extensions = {}\n// ['rotate'].forEach((method) => {\n// let methodO = method + 'O'\n// extensions[method] = function (...args) {\n// return new SVG.Matrix(this)[methodO](...args)\n// }\n// })\n//\n// SVG.extend(SVG.Matrix, extensions)\n\n// function matrixMultiplyParams (matrix, a, b, c, d, e, f) {\n// return matrixMultiply({a, b, c, d, e, f}, matrix, matrix)\n// }\n","\nSVG.Point = SVG.invent({\n // Initialize\n create: function (x, y, base) {\n var source\n base = base || {x: 0, y: 0}\n\n // ensure source as object\n source = Array.isArray(x) ? {x: x[0], y: x[1]}\n : typeof x === 'object' ? {x: x.x, y: x.y}\n : {x: x, y: y}\n\n // merge source\n this.x = source.x == null ? base.x : source.x\n this.y = source.y == null ? base.y : source.y\n },\n\n // Add methods\n extend: {\n // Clone point\n clone: function () {\n return new SVG.Point(this)\n },\n\n // Morph one point into another\n morph: function (x, y) {\n // store new destination\n this.destination = new SVG.Point(x, y)\n return this\n },\n\n // Get morphed point at a given position\n at: function (pos) {\n // make sure a destination is defined\n if (!this.destination) return this\n\n // calculate morphed matrix at a given position\n var point = new SVG.Point({\n x: this.x + (this.destination.x - this.x) * pos,\n y: this.y + (this.destination.y - this.y) * pos\n })\n return point\n },\n\n // Convert to native SVGPoint\n native: function () {\n // create new point\n var point = SVG.parser.nodes.svg.node.createSVGPoint()\n\n // update with current values\n point.x = this.x\n point.y = this.y\n return point\n },\n\n // transform point with matrix\n transform: function (m) {\n // Perform the matrix multiplication\n var x = m.a * this.x + m.c * this.y + m.e\n var y = m.b * this.x + m.d * this.y + m.f\n\n // Return the required point\n return new SVG.Point(x, y)\n }\n }\n})\n\nSVG.extend(SVG.Element, {\n\n // Get point\n point: function (x, y) {\n return new SVG.Point(x, y).transform(this.screenCTM().inverse())\n }\n})\n","SVG.extend(SVG.Element, {\n // Set svg element attribute\n attr: function (a, v, n) {\n // act as full getter\n if (a == null) {\n // get an object of attributes\n a = {}\n v = this.node.attributes\n for (n = v.length - 1; n >= 0; n--) {\n a[v[n].nodeName] = SVG.regex.isNumber.test(v[n].nodeValue)\n ? parseFloat(v[n].nodeValue)\n : v[n].nodeValue\n }\n return a\n } else if (typeof a === 'object') {\n // apply every attribute individually if an object is passed\n for (v in a) this.attr(v, a[v])\n } else if (v === null) {\n // remove value\n this.node.removeAttribute(a)\n } else if (v == null) {\n // act as a getter if the first and only argument is not an object\n v = this.node.getAttribute(a)\n return v == null ? SVG.defaults.attrs[a]\n : SVG.regex.isNumber.test(v) ? parseFloat(v)\n : v\n } else {\n // convert image fill and stroke to patterns\n if (a === 'fill' || a === 'stroke') {\n if (SVG.regex.isImage.test(v)) {\n v = this.doc().defs().image(v)\n }\n\n if (v instanceof SVG.Image) {\n v = this.doc().defs().pattern(0, 0, function () {\n this.add(v)\n })\n }\n }\n\n // ensure correct numeric values (also accepts NaN and Infinity)\n if (typeof v === 'number') {\n v = new SVG.Number(v)\n } else if (SVG.Color.isColor(v)) {\n // ensure full hex color\n v = new SVG.Color(v)\n } else if (Array.isArray(v)) {\n // parse array values\n v = new SVG.Array(v)\n }\n\n // if the passed attribute is leading...\n if (a === 'leading') {\n // ... call the leading method instead\n if (this.leading) {\n this.leading(v)\n }\n } else {\n // set given attribute on node\n typeof n === 'string' ? this.node.setAttributeNS(n, a, v.toString())\n : this.node.setAttribute(a, v.toString())\n }\n\n // rebuild if required\n if (this.rebuild && (a === 'font-size' || a === 'x')) {\n this.rebuild(a, v)\n }\n }\n\n return this\n }\n})\n","/* global arrayToMatrix getOrigin isMatrixLike */\n\nSVG.extend(SVG.Element, {\n // Reset all transformations\n untransform: function () {\n return this.attr('transform', null)\n },\n\n // merge the whole transformation chain into one matrix and returns it\n matrixify: function () {\n var matrix = (this.attr('transform') || '')\n // split transformations\n .split(SVG.regex.transforms).slice(0, -1).map(function (str) {\n // generate key => value pairs\n var kv = str.trim().split('(')\n return [kv[0],\n kv[1].split(SVG.regex.delimiter)\n .map(function (str) { return parseFloat(str) })\n ]\n })\n .reverse()\n // merge every transformation into one matrix\n .reduce(function (matrix, transform) {\n if (transform[0] === 'matrix') {\n return matrix.lmultiply(arrayToMatrix(transform[1]))\n }\n return matrix[transform[0]].apply(matrix, transform[1])\n }, new SVG.Matrix())\n\n return matrix\n },\n\n // add an element to another parent without changing the visual representation on the screen\n toParent: function (parent) {\n if (this === parent) return this\n var ctm = this.screenCTM()\n var pCtm = parent.screenCTM().inverse()\n\n this.addTo(parent).untransform().transform(pCtm.multiply(ctm))\n\n return this\n },\n\n // same as above with parent equals root-svg\n toDoc: function () {\n return this.toParent(this.doc())\n }\n})\n\nSVG.extend(SVG.Element, {\n\n // Add transformations\n transform: function (o, relative) {\n // Act as a getter if no object was passed\n if (o == null || typeof o === 'string') {\n var decomposed = new SVG.Matrix(this).decompose()\n return decomposed[o] || decomposed\n }\n\n if (!isMatrixLike(o)) {\n // Set the origin according to the defined transform\n o = {...o, origin: getOrigin(o, this)}\n }\n\n // The user can pass a boolean, an SVG.Element or an SVG.Matrix or nothing\n var cleanRelative = relative === true ? this : (relative || false)\n var result = new SVG.Matrix(cleanRelative).transform(o)\n return this.attr('transform', result)\n }\n})\n","/* global camelCase */\n\nSVG.extend(SVG.Element, {\n // Dynamic style generator\n css: function (s, v) {\n var ret = {}\n var t, i\n if (arguments.length === 0) {\n // get full style as object\n this.node.style.cssText.split(/\\s*;\\s*/).filter(function (el) { return !!el.length }).forEach(function (el) {\n t = el.split(/\\s*:\\s*/)\n ret[t[0]] = t[1]\n })\n return ret\n }\n\n if (arguments.length < 2) {\n // get style properties in the array\n if (Array.isArray(s)) {\n for (i = s.length; i--;) {\n ret[camelCase(s[i])] = this.node.style[camelCase(s[i])]\n }\n return ret\n }\n\n // get style for property\n if (typeof s === 'string') {\n return this.node.style[camelCase(s)]\n }\n\n // set styles in object\n if (typeof s === 'object') {\n for (i in s) {\n // set empty string if null/undefined/'' was given\n this.node.style[camelCase(i)] = (s[i] == null || SVG.regex.isBlank.test(s[i])) ? '' : s[i]\n }\n }\n }\n\n // set style for property\n if (arguments.length === 2) {\n this.node.style[camelCase(s)] = (v == null || SVG.regex.isBlank.test(v)) ? '' : v\n }\n\n return this\n }\n})\n","/* global createElement */\n\nSVG.Parent = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node)\n },\n\n // Inherit from\n inherit: SVG.Element,\n\n // Add class methods\n extend: {\n // Returns all child elements\n children: function () {\n return SVG.utils.map(this.node.children, function (node) {\n return SVG.adopt(node)\n })\n },\n // Add given element at a position\n add: function (element, i) {\n element = createElement(element)\n\n if (element.node !== this.node.children[i]) {\n this.node.insertBefore(element.node, this.node.children[i] || null)\n }\n\n return this\n },\n // Basically does the same as `add()` but returns the added element instead\n put: function (element, i) {\n this.add(element, i)\n return element.instance || element\n },\n // Checks if the given element is a child\n has: function (element) {\n return this.index(element) >= 0\n },\n // Gets index of given element\n index: function (element) {\n return [].slice.call(this.node.children).indexOf(element.node)\n },\n // Get a element at the given index\n get: function (i) {\n return SVG.adopt(this.node.children[i])\n },\n // Get first child\n first: function () {\n return this.get(0)\n },\n // Get the last child\n last: function () {\n return this.get(this.node.children.length - 1)\n },\n // Iterates over all children and invokes a given block\n each: function (block, deep) {\n var children = this.children()\n var i, il\n\n for (i = 0, il = children.length; i < il; i++) {\n if (children[i] instanceof SVG.Element) {\n block.apply(children[i], [i, children])\n }\n\n if (deep && (children[i] instanceof SVG.Parent)) {\n children[i].each(block, deep)\n }\n }\n\n return this\n },\n // Remove a given child\n removeElement: function (element) {\n this.node.removeChild(element.node)\n\n return this\n },\n // Remove all elements in this container\n clear: function () {\n // remove children\n while (this.node.hasChildNodes()) {\n this.node.removeChild(this.node.lastChild)\n }\n\n // remove defs reference\n delete this._defs\n\n return this\n }\n }\n\n})\n","SVG.extend(SVG.Parent, {\n flatten: function (parent) {\n // flattens is only possible for nested svgs and groups\n if (!(this instanceof SVG.G || this instanceof SVG.Doc)) {\n return this\n }\n\n parent = parent || (this instanceof SVG.Doc && this.isRoot() ? this : this.parent(SVG.Parent))\n\n this.each(function () {\n if (this instanceof SVG.Defs) return this\n if (this instanceof SVG.Parent) return this.flatten(parent)\n return this.toParent(parent)\n })\n\n // we need this so that SVG.Doc does not get removed\n this.node.firstElementChild || this.remove()\n\n return this\n },\n ungroup: function (parent) {\n // ungroup is only possible for nested svgs and groups\n if (!(this instanceof SVG.G || (this instanceof SVG.Doc && !this.isRoot()))) {\n return this\n }\n\n parent = parent || this.parent(SVG.Parent)\n\n this.each(function () {\n return this.toParent(parent)\n })\n\n // we need this so that SVG.Doc does not get removed\n this.remove()\n\n return this\n }\n})\n","SVG.Container = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node)\n },\n\n // Inherit from\n inherit: SVG.Parent\n})\n","SVG.Defs = SVG.invent({\n // Initialize node\n create: 'defs',\n\n // Inherit from\n inherit: SVG.Container\n})\n","SVG.G = SVG.invent({\n // Initialize node\n create: 'g',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n },\n\n // Add parent method\n construct: {\n // Create a group element\n group: function () {\n return this.put(new SVG.G())\n }\n }\n})\n","// ### This module adds backward / forward functionality to elements.\n\n//\nSVG.extend(SVG.Element, {\n // Get all siblings, including myself\n siblings: function () {\n return this.parent().children()\n },\n\n // Get the curent position siblings\n position: function () {\n return this.parent().index(this)\n },\n\n // Get the next element (will return null if there is none)\n next: function () {\n return this.siblings()[this.position() + 1]\n },\n\n // Get the next element (will return null if there is none)\n prev: function () {\n return this.siblings()[this.position() - 1]\n },\n\n // Send given element one step forward\n forward: function () {\n var i = this.position() + 1\n var p = this.parent()\n\n // move node one step forward\n p.removeElement(this).add(this, i)\n\n // make sure defs node is always at the top\n if (p instanceof SVG.Doc) {\n p.node.appendChild(p.defs().node)\n }\n\n return this\n },\n\n // Send given element one step backward\n backward: function () {\n var i = this.position()\n\n if (i > 0) {\n this.parent().removeElement(this).add(this, i - 1)\n }\n\n return this\n },\n\n // Send given element all the way to the front\n front: function () {\n var p = this.parent()\n\n // Move node forward\n p.node.appendChild(this.node)\n\n // Make sure defs node is always at the top\n if (p instanceof SVG.Doc) {\n p.node.appendChild(p.defs().node)\n }\n\n return this\n },\n\n // Send given element all the way to the back\n back: function () {\n if (this.position() > 0) {\n this.parent().removeElement(this).add(this, 0)\n }\n\n return this\n },\n\n // Inserts a given element before the targeted element\n before: function (element) {\n element.remove()\n\n var i = this.position()\n\n this.parent().add(element, i)\n\n return this\n },\n\n // Insters a given element after the targeted element\n after: function (element) {\n element.remove()\n\n var i = this.position()\n\n this.parent().add(element, i + 1)\n\n return this\n }\n})\n","SVG.Mask = SVG.invent({\n // Initialize node\n create: 'mask',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Unmask all masked elements and remove itself\n remove: function () {\n // unmask all targets\n this.targets().forEach(function (el) {\n el.unmask()\n })\n\n // remove mask from parent\n return SVG.Element.prototype.remove.call(this)\n },\n\n targets: function () {\n return SVG.select('svg [mask*=\"' + this.id() + '\"]')\n }\n },\n\n // Add parent method\n construct: {\n // Create masking element\n mask: function () {\n return this.defs().put(new SVG.Mask())\n }\n }\n})\n\nSVG.extend(SVG.Element, {\n // Distribute mask to svg element\n maskWith: function (element) {\n // use given mask or create a new one\n var masker = element instanceof SVG.Mask ? element : this.parent().mask().add(element)\n\n // apply mask\n return this.attr('mask', 'url(\"#' + masker.id() + '\")')\n },\n // Unmask element\n unmask: function () {\n return this.attr('mask', null)\n },\n masker: function () {\n return this.reference('mask')\n }\n})\n","SVG.ClipPath = SVG.invent({\n // Initialize node\n create: 'clipPath',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Unclip all clipped elements and remove itself\n remove: function () {\n // unclip all targets\n this.targets().forEach(function (el) {\n el.unclip()\n })\n\n // remove clipPath from parent\n return SVG.Element.prototype.remove.call(this)\n },\n\n targets: function () {\n return SVG.select('svg [clip-path*=\"' + this.id() + '\"]')\n }\n },\n\n // Add parent method\n construct: {\n // Create clipping element\n clip: function () {\n return this.defs().put(new SVG.ClipPath())\n }\n }\n})\n\n//\nSVG.extend(SVG.Element, {\n // Distribute clipPath to svg element\n clipWith: function (element) {\n // use given clip or create a new one\n var clipper = element instanceof SVG.ClipPath ? element : this.parent().clip().add(element)\n\n // apply mask\n return this.attr('clip-path', 'url(\"#' + clipper.id() + '\")')\n },\n // Unclip element\n unclip: function () {\n return this.attr('clip-path', null)\n },\n clipper: function () {\n return this.reference('clip-path')\n }\n\n})\n","SVG.Gradient = SVG.invent({\n // Initialize node\n create: function (type) {\n SVG.Element.call(this, typeof type === 'object' ? type : SVG.create(type + 'Gradient'))\n },\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Add a color stop\n stop: function (offset, color, opacity) {\n return this.put(new SVG.Stop()).update(offset, color, opacity)\n },\n // Update gradient\n update: function (block) {\n // remove all stops\n this.clear()\n\n // invoke passed block\n if (typeof block === 'function') {\n block.call(this, this)\n }\n\n return this\n },\n // Return the fill id\n url: function () {\n return 'url(#' + this.id() + ')'\n },\n // Alias string convertion to fill\n toString: function () {\n return this.url()\n },\n // custom attr to handle transform\n attr: function (a, b, c) {\n if (a === 'transform') a = 'gradientTransform'\n return SVG.Container.prototype.attr.call(this, a, b, c)\n }\n },\n\n // Add parent method\n construct: {\n // Create gradient element in defs\n gradient: function (type, block) {\n return this.defs().gradient(type, block)\n }\n }\n})\n\n// Add animatable methods to both gradient and fx module\nSVG.extend([SVG.Gradient, SVG.Timeline], {\n // From position\n from: function (x, y) {\n return (this._target || this).type === 'radialGradient'\n ? this.attr({ fx: new SVG.Number(x), fy: new SVG.Number(y) })\n : this.attr({ x1: new SVG.Number(x), y1: new SVG.Number(y) })\n },\n // To position\n to: function (x, y) {\n return (this._target || this).type === 'radialGradient'\n ? this.attr({ cx: new SVG.Number(x), cy: new SVG.Number(y) })\n : this.attr({ x2: new SVG.Number(x), y2: new SVG.Number(y) })\n }\n})\n\n// Base gradient generation\nSVG.extend(SVG.Defs, {\n // define gradient\n gradient: function (type, block) {\n return this.put(new SVG.Gradient(type)).update(block)\n }\n\n})\n\nSVG.Stop = SVG.invent({\n // Initialize node\n create: 'stop',\n\n // Inherit from\n inherit: SVG.Element,\n\n // Add class methods\n extend: {\n // add color stops\n update: function (o) {\n if (typeof o === 'number' || o instanceof SVG.Number) {\n o = {\n offset: arguments[0],\n color: arguments[1],\n opacity: arguments[2]\n }\n }\n\n // set attributes\n if (o.opacity != null) this.attr('stop-opacity', o.opacity)\n if (o.color != null) this.attr('stop-color', o.color)\n if (o.offset != null) this.attr('offset', new SVG.Number(o.offset))\n\n return this\n }\n }\n})\n","SVG.Pattern = SVG.invent({\n // Initialize node\n create: 'pattern',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Return the fill id\n url: function () {\n return 'url(#' + this.id() + ')'\n },\n // Update pattern by rebuilding\n update: function (block) {\n // remove content\n this.clear()\n\n // invoke passed block\n if (typeof block === 'function') {\n block.call(this, this)\n }\n\n return this\n },\n // Alias string convertion to fill\n toString: function () {\n return this.url()\n },\n // custom attr to handle transform\n attr: function (a, b, c) {\n if (a === 'transform') a = 'patternTransform'\n return SVG.Container.prototype.attr.call(this, a, b, c)\n }\n\n },\n\n // Add parent method\n construct: {\n // Create pattern element in defs\n pattern: function (width, height, block) {\n return this.defs().pattern(width, height, block)\n }\n }\n})\n\nSVG.extend(SVG.Defs, {\n // Define gradient\n pattern: function (width, height, block) {\n return this.put(new SVG.Pattern()).update(block).attr({\n x: 0,\n y: 0,\n width: width,\n height: height,\n patternUnits: 'userSpaceOnUse'\n })\n }\n\n})\n","SVG.Doc = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node || SVG.create('svg'))\n\n // set svg element attributes and ensure defs node\n this.namespace()\n },\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n isRoot: function () {\n return !this.node.parentNode || !(this.node.parentNode instanceof window.SVGElement) || this.node.parentNode.nodeName === '#document'\n },\n // Check if this is a root svg. If not, call docs from this element\n doc: function () {\n if (this.isRoot()) return this\n return SVG.Element.prototype.doc.call(this)\n },\n // Add namespaces\n namespace: function () {\n if (!this.isRoot()) return this.doc().namespace()\n return this\n .attr({ xmlns: SVG.ns, version: '1.1' })\n .attr('xmlns:xlink', SVG.xlink, SVG.xmlns)\n .attr('xmlns:svgjs', SVG.svgjs, SVG.xmlns)\n },\n // Creates and returns defs element\n defs: function () {\n if (!this.isRoot()) return this.doc().defs()\n return SVG.adopt(this.node.getElementsByTagName('defs')[0]) || this.put(new SVG.Defs())\n },\n // custom parent method\n parent: function (type) {\n if (this.isRoot()) {\n return this.node.parentNode.nodeName === '#document' ? null : this.node.parentNode\n }\n\n return SVG.Element.prototype.parent.call(this, type)\n },\n // Removes the doc from the DOM\n remove: function () {\n if (!this.isRoot()) {\n return SVG.Element.prototype.remove.call(this)\n }\n\n if (this.parent()) {\n this.parent().removeChild(this.node)\n }\n\n return this\n },\n clear: function () {\n // remove children\n while (this.node.hasChildNodes()) {\n this.node.removeChild(this.node.lastChild)\n }\n return this\n }\n },\n construct: {\n // Create nested svg document\n nested: function () {\n return this.put(new SVG.Doc())\n }\n }\n})\n","\nSVG.Shape = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node)\n },\n\n // Inherit from\n inherit: SVG.Element\n})\n","\nSVG.Bare = SVG.invent({\n // Initialize\n create: function (element, inherit) {\n // construct element\n SVG.Element.call(this, SVG.create(element))\n\n // inherit custom methods\n if (inherit) {\n for (var method in inherit.prototype) {\n if (typeof inherit.prototype[method] === 'function') {\n this[method] = inherit.prototype[method]\n }\n }\n }\n },\n\n // Inherit from\n inherit: SVG.Element,\n\n // Add methods\n extend: {\n // Insert some plain text\n words: function (text) {\n // remove contents\n while (this.node.hasChildNodes()) {\n this.node.removeChild(this.node.lastChild)\n }\n\n // create text node\n this.node.appendChild(document.createTextNode(text))\n\n return this\n }\n }\n})\n\nSVG.extend(SVG.Parent, {\n // Create an element that is not described by SVG.js\n element: function (element, inherit) {\n return this.put(new SVG.Bare(element, inherit))\n }\n})\n","\nSVG.Symbol = SVG.invent({\n // Initialize node\n create: 'symbol',\n\n // Inherit from\n inherit: SVG.Container,\n\n construct: {\n // create symbol\n symbol: function () {\n return this.put(new SVG.Symbol())\n }\n }\n})\n","\nSVG.Use = SVG.invent({\n // Initialize node\n create: 'use',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add class methods\n extend: {\n // Use element as a reference\n element: function (element, file) {\n // Set lined element\n return this.attr('href', (file || '') + '#' + element, SVG.xlink)\n }\n },\n\n // Add parent method\n construct: {\n // Create a use element\n use: function (element, file) {\n return this.put(new SVG.Use()).element(element, file)\n }\n }\n})\n","\nSVG.Rect = SVG.invent({\n // Initialize node\n create: 'rect',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create a rect element\n rect: function (width, height) {\n return this.put(new SVG.Rect()).size(width, height)\n }\n }\n})\n","/* global proportionalSize */\n\nSVG.Circle = SVG.invent({\n // Initialize node\n create: 'circle',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create circle element, based on ellipse\n circle: function (size) {\n return this.put(new SVG.Circle()).rx(new SVG.Number(size).divide(2)).move(0, 0)\n }\n }\n})\n\nSVG.extend([SVG.Circle, SVG.Timeline], {\n // Radius x value\n rx: function (rx) {\n return this.attr('r', rx)\n },\n // Alias radius x value\n ry: function (ry) {\n return this.rx(ry)\n }\n})\n\nSVG.Ellipse = SVG.invent({\n // Initialize node\n create: 'ellipse',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create an ellipse\n ellipse: function (width, height) {\n return this.put(new SVG.Ellipse()).size(width, height).move(0, 0)\n }\n }\n})\n\nSVG.extend([SVG.Ellipse, SVG.Rect, SVG.Timeline], {\n // Radius x value\n rx: function (rx) {\n return this.attr('rx', rx)\n },\n // Radius y value\n ry: function (ry) {\n return this.attr('ry', ry)\n }\n})\n\n// Add common method\nSVG.extend([SVG.Circle, SVG.Ellipse], {\n // Move over x-axis\n x: function (x) {\n return x == null ? this.cx() - this.rx() : this.cx(x + this.rx())\n },\n // Move over y-axis\n y: function (y) {\n return y == null ? this.cy() - this.ry() : this.cy(y + this.ry())\n },\n // Move by center over x-axis\n cx: function (x) {\n return x == null ? this.attr('cx') : this.attr('cx', x)\n },\n // Move by center over y-axis\n cy: function (y) {\n return y == null ? this.attr('cy') : this.attr('cy', y)\n },\n // Set width of element\n width: function (width) {\n return width == null ? this.rx() * 2 : this.rx(new SVG.Number(width).divide(2))\n },\n // Set height of element\n height: function (height) {\n return height == null ? this.ry() * 2 : this.ry(new SVG.Number(height).divide(2))\n },\n // Custom size function\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n\n return this\n .rx(new SVG.Number(p.width).divide(2))\n .ry(new SVG.Number(p.height).divide(2))\n }\n})\n","/* global proportionalSize */\n\nSVG.Line = SVG.invent({\n // Initialize node\n create: 'line',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add class methods\n extend: {\n // Get array\n array: function () {\n return new SVG.PointArray([\n [ this.attr('x1'), this.attr('y1') ],\n [ this.attr('x2'), this.attr('y2') ]\n ])\n },\n\n // Overwrite native plot() method\n plot: function (x1, y1, x2, y2) {\n if (x1 == null) {\n return this.array()\n } else if (typeof y1 !== 'undefined') {\n x1 = { x1: x1, y1: y1, x2: x2, y2: y2 }\n } else {\n x1 = new SVG.PointArray(x1).toLine()\n }\n\n return this.attr(x1)\n },\n\n // Move by left top corner\n move: function (x, y) {\n return this.attr(this.array().move(x, y).toLine())\n },\n\n // Set element size to given width and height\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n return this.attr(this.array().size(p.width, p.height).toLine())\n }\n },\n\n // Add parent method\n construct: {\n // Create a line element\n line: function (x1, y1, x2, y2) {\n // make sure plot is called as a setter\n // x1 is not necessarily a number, it can also be an array, a string and a SVG.PointArray\n return SVG.Line.prototype.plot.apply(\n this.put(new SVG.Line())\n , x1 != null ? [x1, y1, x2, y2] : [0, 0, 0, 0]\n )\n }\n }\n})\n","/* global proportionalSize */\n\nSVG.Polyline = SVG.invent({\n // Initialize node\n create: 'polyline',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create a wrapped polyline element\n polyline: function (p) {\n // make sure plot is called as a setter\n return this.put(new SVG.Polyline()).plot(p || new SVG.PointArray())\n }\n }\n})\n\nSVG.Polygon = SVG.invent({\n // Initialize node\n create: 'polygon',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add parent method\n construct: {\n // Create a wrapped polygon element\n polygon: function (p) {\n // make sure plot is called as a setter\n return this.put(new SVG.Polygon()).plot(p || new SVG.PointArray())\n }\n }\n})\n\n// Add polygon-specific functions\nSVG.extend([SVG.Polyline, SVG.Polygon], {\n // Get array\n array: function () {\n return this._array || (this._array = new SVG.PointArray(this.attr('points')))\n },\n\n // Plot new path\n plot: function (p) {\n return (p == null) ? this.array()\n : this.clear().attr('points', typeof p === 'string' ? p\n : (this._array = new SVG.PointArray(p)))\n },\n\n // Clear array cache\n clear: function () {\n delete this._array\n return this\n },\n\n // Move by left top corner\n move: function (x, y) {\n return this.attr('points', this.array().move(x, y))\n },\n\n // Set element size to given width and height\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n return this.attr('points', this.array().size(p.width, p.height))\n }\n})\n","// unify all point to point elements\nSVG.extend([SVG.Line, SVG.Polyline, SVG.Polygon], {\n // Define morphable array\n MorphArray: SVG.PointArray,\n // Move by left top corner over x-axis\n x: function (x) {\n return x == null ? this.bbox().x : this.move(x, this.bbox().y)\n },\n // Move by left top corner over y-axis\n y: function (y) {\n return y == null ? this.bbox().y : this.move(this.bbox().x, y)\n },\n // Set width of element\n width: function (width) {\n var b = this.bbox()\n\n return width == null ? b.width : this.size(width, b.height)\n },\n // Set height of element\n height: function (height) {\n var b = this.bbox()\n\n return height == null ? b.height : this.size(b.width, height)\n }\n})\n","/* global proportionalSize */\n\nSVG.Path = SVG.invent({\n // Initialize node\n create: 'path',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add class methods\n extend: {\n // Define morphable array\n MorphArray: SVG.PathArray,\n // Get array\n array: function () {\n return this._array || (this._array = new SVG.PathArray(this.attr('d')))\n },\n // Plot new path\n plot: function (d) {\n return (d == null) ? this.array()\n : this.clear().attr('d', typeof d === 'string' ? d : (this._array = new SVG.PathArray(d)))\n },\n // Clear array cache\n clear: function () {\n delete this._array\n return this\n },\n // Move by left top corner\n move: function (x, y) {\n return this.attr('d', this.array().move(x, y))\n },\n // Move by left top corner over x-axis\n x: function (x) {\n return x == null ? this.bbox().x : this.move(x, this.bbox().y)\n },\n // Move by left top corner over y-axis\n y: function (y) {\n return y == null ? this.bbox().y : this.move(this.bbox().x, y)\n },\n // Set element size to given width and height\n size: function (width, height) {\n var p = proportionalSize(this, width, height)\n return this.attr('d', this.array().size(p.width, p.height))\n },\n // Set width of element\n width: function (width) {\n return width == null ? this.bbox().width : this.size(width, this.bbox().height)\n },\n // Set height of element\n height: function (height) {\n return height == null ? this.bbox().height : this.size(this.bbox().width, height)\n }\n },\n\n // Add parent method\n construct: {\n // Create a wrapped path element\n path: function (d) {\n // make sure plot is called as a setter\n return this.put(new SVG.Path()).plot(d || new SVG.PathArray())\n }\n }\n})\n","SVG.Image = SVG.invent({\n // Initialize node\n create: 'image',\n\n // Inherit from\n inherit: SVG.Shape,\n\n // Add class methods\n extend: {\n // (re)load image\n load: function (url, callback) {\n if (!url) return this\n\n var img = new window.Image()\n\n SVG.on(img, 'load', function (e) {\n var p = this.parent(SVG.Pattern)\n\n // ensure image size\n if (this.width() === 0 && this.height() === 0) {\n this.size(img.width, img.height)\n }\n\n if (p instanceof SVG.Pattern) {\n // ensure pattern size if not set\n if (p.width() === 0 && p.height() === 0) {\n p.size(this.width(), this.height())\n }\n }\n\n if (typeof callback === 'function') {\n callback.call(this, {\n width: img.width,\n height: img.height,\n ratio: img.width / img.height,\n url: url\n })\n }\n }, this)\n\n SVG.on(img, 'load error', function () {\n // dont forget to unbind memory leaking events\n SVG.off(img)\n })\n\n return this.attr('href', (img.src = url), SVG.xlink)\n }\n },\n\n // Add parent method\n construct: {\n // create image element, load image and set its size\n image: function (source, callback) {\n return this.put(new SVG.Image()).size(0, 0).load(source, callback)\n }\n }\n})\n","SVG.Text = SVG.invent({\n // Initialize node\n create: function (node) {\n SVG.Element.call(this, node || SVG.create('text'))\n this.dom.leading = new SVG.Number(1.3) // store leading value for rebuilding\n this._rebuild = true // enable automatic updating of dy values\n this._build = false // disable build mode for adding multiple lines\n\n // set default font\n this.attr('font-family', SVG.defaults.attrs['font-family'])\n },\n\n // Inherit from\n inherit: SVG.Parent,\n\n // Add class methods\n extend: {\n // Move over x-axis\n x: function (x) {\n // act as getter\n if (x == null) {\n return this.attr('x')\n }\n\n return this.attr('x', x)\n },\n // Move over y-axis\n y: function (y) {\n var oy = this.attr('y')\n var o = typeof oy === 'number' ? oy - this.bbox().y : 0\n\n // act as getter\n if (y == null) {\n return typeof oy === 'number' ? oy - o : oy\n }\n\n return this.attr('y', typeof y === 'number' ? y + o : y)\n },\n // Move center over x-axis\n cx: function (x) {\n return x == null ? this.bbox().cx : this.x(x - this.bbox().width / 2)\n },\n // Move center over y-axis\n cy: function (y) {\n return y == null ? this.bbox().cy : this.y(y - this.bbox().height / 2)\n },\n // Set the text content\n text: function (text) {\n // act as getter\n if (text === undefined) {\n var children = this.node.childNodes\n var firstLine = 0\n text = ''\n\n for (var i = 0, len = children.length; i < len; ++i) {\n // skip textPaths - they are no lines\n if (children[i].nodeName === 'textPath') {\n if (i === 0) firstLine = 1\n continue\n }\n\n // add newline if its not the first child and newLined is set to true\n if (i !== firstLine && children[i].nodeType !== 3 && SVG.adopt(children[i]).dom.newLined === true) {\n text += '\\n'\n }\n\n // add content of this node\n text += children[i].textContent\n }\n\n return text\n }\n\n // remove existing content\n this.clear().build(true)\n\n if (typeof text === 'function') {\n // call block\n text.call(this, this)\n } else {\n // store text and make sure text is not blank\n text = text.split('\\n')\n\n // build new lines\n for (var j = 0, jl = text.length; j < jl; j++) {\n this.tspan(text[j]).newLine()\n }\n }\n\n // disable build mode and rebuild lines\n return this.build(false).rebuild()\n },\n // Set / get leading\n leading: function (value) {\n // act as getter\n if (value == null) {\n return this.dom.leading\n }\n\n // act as setter\n this.dom.leading = new SVG.Number(value)\n\n return this.rebuild()\n },\n // Rebuild appearance type\n rebuild: function (rebuild) {\n // store new rebuild flag if given\n if (typeof rebuild === 'boolean') {\n this._rebuild = rebuild\n }\n\n // define position of all lines\n if (this._rebuild) {\n var self = this\n var blankLineOffset = 0\n var dy = this.dom.leading * new SVG.Number(this.attr('font-size'))\n\n this.each(function () {\n if (this.dom.newLined) {\n this.attr('x', self.attr('x'))\n\n if (this.text() === '\\n') {\n blankLineOffset += dy\n } else {\n this.attr('dy', dy + blankLineOffset)\n blankLineOffset = 0\n }\n }\n })\n\n this.fire('rebuild')\n }\n\n return this\n },\n // Enable / disable build mode\n build: function (build) {\n this._build = !!build\n return this\n },\n // overwrite method from parent to set data properly\n setData: function (o) {\n this.dom = o\n this.dom.leading = new SVG.Number(o.leading || 1.3)\n return this\n }\n },\n\n // Add parent method\n construct: {\n // Create text element\n text: function (text) {\n return this.put(new SVG.Text()).text(text)\n },\n // Create plain text element\n plain: function (text) {\n return this.put(new SVG.Text()).plain(text)\n }\n }\n\n})\n\nSVG.Tspan = SVG.invent({\n // Initialize node\n create: 'tspan',\n\n // Inherit from\n inherit: SVG.Parent,\n\n // Add class methods\n extend: {\n // Set text content\n text: function (text) {\n if (text == null) return this.node.textContent + (this.dom.newLined ? '\\n' : '')\n\n typeof text === 'function' ? text.call(this, this) : this.plain(text)\n\n return this\n },\n // Shortcut dx\n dx: function (dx) {\n return this.attr('dx', dx)\n },\n // Shortcut dy\n dy: function (dy) {\n return this.attr('dy', dy)\n },\n // Create new line\n newLine: function () {\n // fetch text parent\n var t = this.parent(SVG.Text)\n\n // mark new line\n this.dom.newLined = true\n\n // apply new position\n return this.dy(t.dom.leading * t.attr('font-size')).attr('x', t.x())\n }\n }\n})\n\nSVG.extend([SVG.Text, SVG.Tspan], {\n // Create plain text node\n plain: function (text) {\n // clear if build mode is disabled\n if (this._build === false) {\n this.clear()\n }\n\n // create text node\n this.node.appendChild(document.createTextNode(text))\n\n return this\n },\n // Create a tspan\n tspan: function (text) {\n var tspan = new SVG.Tspan()\n\n // clear if build mode is disabled\n if (!this._build) {\n this.clear()\n }\n\n // add new tspan\n this.node.appendChild(tspan.node)\n\n return tspan.text(text)\n },\n // FIXME: Does this also work for textpath?\n // Get length of text element\n length: function () {\n return this.node.getComputedTextLength()\n }\n})\n","SVG.TextPath = SVG.invent({\n // Initialize node\n create: 'textPath',\n\n // Inherit from\n inherit: SVG.Text,\n\n // Define parent class\n parent: SVG.Parent,\n\n // Add parent method\n extend: {\n MorphArray: SVG.PathArray,\n // return the array of the path track element\n array: function () {\n var track = this.track()\n\n return track ? track.array() : null\n },\n // Plot path if any\n plot: function (d) {\n var track = this.track()\n var pathArray = null\n\n if (track) {\n pathArray = track.plot(d)\n }\n\n return (d == null) ? pathArray : this\n },\n // Get the path element\n track: function () {\n return this.reference('href')\n }\n },\n construct: {\n textPath: function (text, path) {\n return this.defs().path(path).text(text).addTo(this)\n }\n }\n})\n\nSVG.extend([SVG.Text], {\n // Create path for text to run on\n path: function (track) {\n var path = new SVG.TextPath()\n\n // if d is a path, reuse it\n if (!(track instanceof SVG.Path)) {\n // create path element\n track = this.doc().defs().path(track)\n }\n\n // link textPath to path and add content\n path.attr('href', '#' + track, SVG.xlink)\n\n // add textPath element as child node and return textPath\n return this.put(path)\n },\n // Todo: make this plural?\n // Get the textPath children\n textPath: function () {\n return this.select('textPath')\n }\n})\n\nSVG.extend([SVG.Path], {\n // creates a textPath from this path\n text: function (text) {\n if (text instanceof SVG.Text) {\n var txt = text.text()\n return text.clear().path(this).text(txt)\n }\n return this.parent().put(new SVG.Text()).path(this).text(text)\n }\n // TODO: Maybe add `targets` to get all textPaths associated with this path\n})\n","SVG.A = SVG.invent({\n // Initialize node\n create: 'a',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Link url\n to: function (url) {\n return this.attr('href', url, SVG.xlink)\n },\n // Link target attribute\n target: function (target) {\n return this.attr('target', target)\n }\n },\n\n // Add parent method\n construct: {\n // Create a hyperlink element\n link: function (url) {\n return this.put(new SVG.A()).to(url)\n }\n }\n})\n\nSVG.extend(SVG.Element, {\n // Create a hyperlink element\n linkTo: function (url) {\n var link = new SVG.A()\n\n if (typeof url === 'function') { url.call(link, link) } else {\n link.to(url)\n }\n\n return this.parent().put(link).put(this)\n }\n\n})\n","SVG.Marker = SVG.invent({\n // Initialize node\n create: 'marker',\n\n // Inherit from\n inherit: SVG.Container,\n\n // Add class methods\n extend: {\n // Set width of element\n width: function (width) {\n return this.attr('markerWidth', width)\n },\n // Set height of element\n height: function (height) {\n return this.attr('markerHeight', height)\n },\n // Set marker refX and refY\n ref: function (x, y) {\n return this.attr('refX', x).attr('refY', y)\n },\n // Update marker\n update: function (block) {\n // remove all content\n this.clear()\n\n // invoke passed block\n if (typeof block === 'function') { block.call(this, this) }\n\n return this\n },\n // Return the fill id\n toString: function () {\n return 'url(#' + this.id() + ')'\n }\n },\n\n // Add parent method\n construct: {\n marker: function (width, height, block) {\n // Create marker element in defs\n return this.defs().marker(width, height, block)\n }\n }\n\n})\n\nSVG.extend(SVG.Defs, {\n // Create marker\n marker: function (width, height, block) {\n // Set default viewbox to match the width and height, set ref to cx and cy and set orient to auto\n return this.put(new SVG.Marker())\n .size(width, height)\n .ref(width / 2, height / 2)\n .viewbox(0, 0, width, height)\n .attr('orient', 'auto')\n .update(block)\n }\n\n})\n\nSVG.extend([SVG.Line, SVG.Polyline, SVG.Polygon, SVG.Path], {\n // Create and attach markers\n marker: function (marker, width, height, block) {\n var attr = ['marker']\n\n // Build attribute name\n if (marker !== 'all') attr.push(marker)\n attr = attr.join('-')\n\n // Set marker attribute\n marker = arguments[1] instanceof SVG.Marker\n ? arguments[1]\n : this.doc().marker(width, height, block)\n\n return this.attr(attr, marker)\n }\n})\n","// Define list of available attributes for stroke and fill\nvar sugar = {\n stroke: ['color', 'width', 'opacity', 'linecap', 'linejoin', 'miterlimit', 'dasharray', 'dashoffset'],\n fill: ['color', 'opacity', 'rule'],\n prefix: function (t, a) {\n return a === 'color' ? t : t + '-' + a\n }\n}\n\n// Add sugar for fill and stroke\n;['fill', 'stroke'].forEach(function (m) {\n var extension = {}\n var i\n\n extension[m] = function (o) {\n if (typeof o === 'undefined') {\n return this\n }\n if (typeof o === 'string' || SVG.Color.isRgb(o) || (o && typeof o.fill === 'function')) {\n this.attr(m, o)\n } else {\n // set all attributes from sugar.fill and sugar.stroke list\n for (i = sugar[m].length - 1; i >= 0; i--) {\n if (o[sugar[m][i]] != null) {\n this.attr(sugar.prefix(m, sugar[m][i]), o[sugar[m][i]])\n }\n }\n }\n\n return this\n }\n\n SVG.extend([SVG.Element, SVG.Timeline], extension)\n})\n\nSVG.extend([SVG.Element, SVG.Timeline], {\n // Let the user set the matrix directly\n matrix: function (mat, b, c, d, e, f) {\n // Act as a getter\n if (mat == null) {\n return new SVG.Matrix(this)\n }\n\n // Act as a setter, the user can pass a matrix or a set of numbers\n return this.attr('transform', new SVG.Matrix(mat, b, c, d, e, f))\n },\n\n // Map rotation to transform\n rotate: function (angle, cx, cy) {\n return this.transform({rotate: angle, ox: cx, oy: cy}, true)\n },\n\n // Map skew to transform\n skew: function (x, y, cx, cy) {\n return arguments.length === 1 || arguments.length === 3\n ? this.transform({skew: x, ox: y, oy: cx}, true)\n : this.transform({skew: [x, y], ox: cx, oy: cy}, true)\n },\n\n shear: function (lam, cx, cy) {\n return this.transform({shear: lam, ox: cx, oy: cy}, true)\n },\n\n // Map scale to transform\n scale: function (x, y, cx, cy) {\n return arguments.length === 1 || arguments.length === 3\n ? this.transform({ scale: x, ox: y, oy: cx }, true)\n : this.transform({ scale: [x, y], ox: cx, oy: cy }, true)\n },\n\n // Map translate to transform\n translate: function (x, y) {\n return this.transform({ translate: [x, y] }, true)\n },\n\n // Map relative translations to transform\n relative: function (x, y) {\n return this.transform({ relative: [x, y] }, true)\n },\n\n // Map flip to transform\n flip: function (direction, around) {\n var directionString = typeof direction === 'string' ? direction\n : isFinite(direction) ? 'both'\n : 'both'\n var origin = (direction === 'both' && isFinite(around)) ? [around, around]\n : (direction === 'x') ? [around, 0]\n : (direction === 'y') ? [0, around]\n : isFinite(direction) ? [direction, direction]\n : [0, 0]\n this.transform({flip: directionString, origin: origin}, true)\n },\n\n // Opacity\n opacity: function (value) {\n return this.attr('opacity', value)\n },\n\n // Relative move over x axis\n dx: function (x) {\n return this.x(new SVG.Number(x).plus(this instanceof SVG.Timeline ? 0 : this.x()), true)\n },\n\n // Relative move over y axis\n dy: function (y) {\n return this.y(new SVG.Number(y).plus(this instanceof SVG.Timeline ? 0 : this.y()), true)\n },\n\n // Relative move over x and y axes\n dmove: function (x, y) {\n return this.dx(x).dy(y)\n }\n})\n\nSVG.extend([SVG.Rect, SVG.Ellipse, SVG.Circle, SVG.Gradient, SVG.Timeline], {\n // Add x and y radius\n radius: function (x, y) {\n var type = (this._target || this).type\n return type === 'radialGradient' || type === 'radialGradient'\n ? this.attr('r', new SVG.Number(x))\n : this.rx(x).ry(y == null ? x : y)\n }\n})\n\nSVG.extend(SVG.Path, {\n // Get path length\n length: function () {\n return this.node.getTotalLength()\n },\n // Get point at length\n pointAt: function (length) {\n return new SVG.Point(this.node.getPointAtLength(length))\n }\n})\n\nSVG.extend([SVG.Parent, SVG.Text, SVG.Tspan, SVG.Timeline], {\n // Set font\n font: function (a, v) {\n if (typeof a === 'object') {\n for (v in a) this.font(v, a[v])\n }\n\n return a === 'leading'\n ? this.leading(v)\n : a === 'anchor'\n ? this.attr('text-anchor', v)\n : a === 'size' || a === 'family' || a === 'weight' || a === 'stretch' || a === 'variant' || a === 'style'\n ? this.attr('font-' + a, v)\n : this.attr(a, v)\n }\n})\n","\nSVG.extend(SVG.Element, {\n // Store data values on svg nodes\n data: function (a, v, r) {\n if (typeof a === 'object') {\n for (v in a) {\n this.data(v, a[v])\n }\n } else if (arguments.length < 2) {\n try {\n return JSON.parse(this.attr('data-' + a))\n } catch (e) {\n return this.attr('data-' + a)\n }\n } else {\n this.attr('data-' + a,\n v === null ? null\n : r === true || typeof v === 'string' || typeof v === 'number' ? v\n : JSON.stringify(v)\n )\n }\n\n return this\n }\n})\n","\nSVG.extend(SVG.Element, {\n // Remember arbitrary data\n remember: function (k, v) {\n // remember every item in an object individually\n if (typeof arguments[0] === 'object') {\n for (var key in k) {\n this.remember(key, k[key])\n }\n } else if (arguments.length === 1) {\n // retrieve memory\n return this.memory()[k]\n } else {\n // store memory\n this.memory()[k] = v\n }\n\n return this\n },\n\n // Erase a given memory\n forget: function () {\n if (arguments.length === 0) {\n this._memory = {}\n } else {\n for (var i = arguments.length - 1; i >= 0; i--) {\n delete this.memory()[arguments[i]]\n }\n }\n return this\n },\n\n // Initialize or return local memory object\n memory: function () {\n return this._memory || (this._memory = {})\n }\n})\n","/* global idFromReference */\n\n// Method for getting an element by id\nSVG.get = function (id) {\n var node = document.getElementById(idFromReference(id) || id)\n return SVG.adopt(node)\n}\n\n// Select elements by query string\nSVG.select = function (query, parent) {\n return SVG.utils.map((parent || document).querySelectorAll(query), function (node) {\n return SVG.adopt(node)\n })\n}\n\nSVG.$$ = function (query, parent) {\n return SVG.utils.map((parent || document).querySelectorAll(query), function (node) {\n return SVG.adopt(node)\n })\n}\n\nSVG.$ = function (query, parent) {\n return SVG.adopt((parent || document).querySelector(query))\n}\n\nSVG.extend(SVG.Parent, {\n // Scoped select method\n select: function (query) {\n return SVG.select(query, this.node)\n }\n})\n","/* eslint no-unused-vars: 0 */\n\nfunction createElement (element, makeNested) {\n if (element instanceof SVG.Element) return element\n\n if (typeof element === 'object') {\n return SVG.adopt(element)\n }\n\n if (element == null) {\n return new SVG.Doc()\n }\n\n if (typeof element === 'string' && element.charAt(0) !== '<') {\n return SVG.adopt(document.querySelector(element))\n }\n\n var node = SVG.create('svg')\n node.innerHTML = element\n\n element = SVG.adopt(node.firstElementChild)\n\n return element\n}\n\nfunction isNulledBox (box) {\n return !box.w && !box.h && !box.x && !box.y\n}\n\nfunction domContains (node) {\n return (document.documentElement.contains || function (node) {\n // This is IE - it does not support contains() for top-level SVGs\n while (node.parentNode) {\n node = node.parentNode\n }\n return node === document\n }).call(document.documentElement, node)\n}\n\nfunction pathRegReplace (a, b, c, d) {\n return c + d.replace(SVG.regex.dots, ' .')\n}\n\n// creates deep clone of array\nfunction arrayClone (arr) {\n var clone = arr.slice(0)\n for (var i = clone.length; i--;) {\n if (Array.isArray(clone[i])) {\n clone[i] = arrayClone(clone[i])\n }\n }\n return clone\n}\n\n// tests if a given element is instance of an object\nfunction is (el, obj) {\n return el instanceof obj\n}\n\n// tests if a given selector matches an element\nfunction matches (el, selector) {\n return (el.matches || el.matchesSelector || el.msMatchesSelector || el.mozMatchesSelector || el.webkitMatchesSelector || el.oMatchesSelector).call(el, selector)\n}\n\n// Convert dash-separated-string to camelCase\nfunction camelCase (s) {\n return s.toLowerCase().replace(/-(.)/g, function (m, g) {\n return g.toUpperCase()\n })\n}\n\n// Capitalize first letter of a string\nfunction capitalize (s) {\n return s.charAt(0).toUpperCase() + s.slice(1)\n}\n\n// Ensure to six-based hex\nfunction fullHex (hex) {\n return hex.length === 4\n ? [ '#',\n hex.substring(1, 2), hex.substring(1, 2),\n hex.substring(2, 3), hex.substring(2, 3),\n hex.substring(3, 4), hex.substring(3, 4)\n ].join('')\n : hex\n}\n\n// Component to hex value\nfunction compToHex (comp) {\n var hex = comp.toString(16)\n return hex.length === 1 ? '0' + hex : hex\n}\n\n// Calculate proportional width and height values when necessary\nfunction proportionalSize (element, width, height) {\n if (width == null || height == null) {\n var box = element.bbox()\n\n if (width == null) {\n width = box.width / box.height * height\n } else if (height == null) {\n height = box.height / box.width * width\n }\n }\n\n return {\n width: width,\n height: height\n }\n}\n\n// Map matrix array to object\nfunction arrayToMatrix (a) {\n return { a: a[0], b: a[1], c: a[2], d: a[3], e: a[4], f: a[5] }\n}\n\n// Add centre point to transform object\nfunction ensureCentre (o, target) {\n o.cx = o.cx == null ? target.bbox().cx : o.cx\n o.cy = o.cy == null ? target.bbox().cy : o.cy\n}\n\n// PathArray Helpers\nfunction arrayToString (a) {\n for (var i = 0, il = a.length, s = ''; i < il; i++) {\n s += a[i][0]\n\n if (a[i][1] != null) {\n s += a[i][1]\n\n if (a[i][2] != null) {\n s += ' '\n s += a[i][2]\n\n if (a[i][3] != null) {\n s += ' '\n s += a[i][3]\n s += ' '\n s += a[i][4]\n\n if (a[i][5] != null) {\n s += ' '\n s += a[i][5]\n s += ' '\n s += a[i][6]\n\n if (a[i][7] != null) {\n s += ' '\n s += a[i][7]\n }\n }\n }\n }\n }\n }\n\n return s + ' '\n}\n\n// Deep new id assignment\nfunction assignNewId (node) {\n // do the same for SVG child nodes as well\n for (var i = node.children.length - 1; i >= 0; i--) {\n assignNewId(node.children[i])\n }\n\n if (node.id) {\n return SVG.adopt(node).id(SVG.eid(node.nodeName))\n }\n\n return SVG.adopt(node)\n}\n\n// Add more bounding box properties\nfunction fullBox (b) {\n if (b.x == null) {\n b.x = 0\n b.y = 0\n b.width = 0\n b.height = 0\n }\n\n b.w = b.width\n b.h = b.height\n b.x2 = b.x + b.width\n b.y2 = b.y + b.height\n b.cx = b.x + b.width / 2\n b.cy = b.y + b.height / 2\n\n return b\n}\n\n// Get id from reference string\nfunction idFromReference (url) {\n var m = (url || '').toString().match(SVG.regex.reference)\n\n if (m) return m[1]\n}\n\n// Create matrix array for looping\nvar abcdef = 'abcdef'.split('')\n\nfunction closeEnough (a, b, threshold) {\n return Math.abs(b - a) < (threshold || 1e-6)\n}\n\nfunction isMatrixLike (o) {\n return (\n o.a != null ||\n o.b != null ||\n o.c != null ||\n o.d != null ||\n o.e != null ||\n o.f != null\n )\n}\n\n// TODO: Refactor this to a static function of matrix.js\nfunction formatTransforms (o) {\n // Get all of the parameters required to form the matrix\n var flipBoth = o.flip === 'both' || o.flip === true\n var flipX = o.flip && (flipBoth || o.flip === 'x') ? -1 : 1\n var flipY = o.flip && (flipBoth || o.flip === 'y') ? -1 : 1\n var skewX = o.skew && o.skew.length ? o.skew[0]\n : isFinite(o.skew) ? o.skew\n : isFinite(o.skewX) ? o.skewX\n : 0\n var skewY = o.skew && o.skew.length ? o.skew[1]\n : isFinite(o.skew) ? o.skew\n : isFinite(o.skewY) ? o.skewY\n : 0\n var scaleX = o.scale && o.scale.length ? o.scale[0] * flipX\n : isFinite(o.scale) ? o.scale * flipX\n : isFinite(o.scaleX) ? o.scaleX * flipX\n : flipX\n var scaleY = o.scale && o.scale.length ? o.scale[1] * flipY\n : isFinite(o.scale) ? o.scale * flipY\n : isFinite(o.scaleY) ? o.scaleY * flipY\n : flipY\n var shear = o.shear || 0\n var theta = o.rotate || o.theta || 0\n var origin = new SVG.Point(o.origin || o.around || o.ox || o.originX, o.oy || o.originY)\n var ox = origin.x\n var oy = origin.y\n var position = new SVG.Point(o.position || o.px || o.positionX, o.py || o.positionY)\n var px = position.x\n var py = position.y\n var translate = new SVG.Point(o.translate || o.tx || o.translateX, o.ty || o.translateY)\n var tx = translate.x\n var ty = translate.y\n var relative = new SVG.Point(o.relative || o.rx || o.relativeX, o.ry || o.relativeY)\n var rx = relative.x\n var ry = relative.y\n\n // Populate all of the values\n return {\n scaleX, scaleY, skewX, skewY, shear, theta, rx, ry, tx, ty, ox, oy, px, py\n }\n}\n\n// left matrix, right matrix, target matrix which is overwritten\nfunction matrixMultiply (l, r, o) {\n // Work out the product directly\n var a = l.a * r.a + l.c * r.b\n var b = l.b * r.a + l.d * r.b\n var c = l.a * r.c + l.c * r.d\n var d = l.b * r.c + l.d * r.d\n var e = l.e + l.a * r.e + l.c * r.f\n var f = l.f + l.b * r.e + l.d * r.f\n\n // make sure to use local variables because l/r and o could be the same\n o.a = a\n o.b = b\n o.c = c\n o.d = d\n o.e = e\n o.f = f\n\n return o\n}\n\nfunction getOrigin (o, element) {\n // Allow origin or around as the names\n let origin = o.origin // o.around == null ? o.origin : o.around\n let ox, oy\n\n // Allow the user to pass a string to rotate around a given point\n if (typeof origin === 'string' || origin == null) {\n // Get the bounding box of the element with no transformations applied\n const string = (origin || 'center').toLowerCase().trim()\n const { height, width, x, y } = element.bbox()\n\n // Calculate the transformed x and y coordinates\n let bx = string.includes('left') ? x\n : string.includes('right') ? x + width\n : x + width / 2\n let by = string.includes('top') ? y\n : string.includes('bottom') ? y + height\n : y + height / 2\n\n // Set the bounds eg : \"bottom-left\", \"Top right\", \"middle\" etc...\n ox = o.ox != null ? o.ox : bx\n oy = o.oy != null ? o.oy : by\n } else {\n ox = origin[0]\n oy = origin[1]\n }\n\n // Return the origin as it is if it wasn't a string\n return [ ox, oy ]\n}\n","/* globals fullBox, domContains, isNulledBox, Exception */\n\nSVG.Box = SVG.invent({\n create: function (source) {\n var base = [0, 0, 0, 0]\n source = typeof source === 'string' ? source.split(SVG.regex.delimiter).map(parseFloat)\n : Array.isArray(source) ? source\n : typeof source === 'object' ? [source.left != null ? source.left\n : source.x, source.top != null ? source.top : source.y, source.width, source.height]\n : arguments.length === 4 ? [].slice.call(arguments)\n : base\n\n this.x = source[0]\n this.y = source[1]\n this.width = source[2]\n this.height = source[3]\n\n // add center, right, bottom...\n fullBox(this)\n },\n extend: {\n // Merge rect box with another, return a new instance\n merge: function (box) {\n var x = Math.min(this.x, box.x)\n var y = Math.min(this.y, box.y)\n\n return new SVG.Box(\n x, y,\n Math.max(this.x + this.width, box.x + box.width) - x,\n Math.max(this.y + this.height, box.y + box.height) - y\n )\n },\n\n transform: function (m) {\n var xMin = Infinity\n var xMax = -Infinity\n var yMin = Infinity\n var yMax = -Infinity\n\n var pts = [\n new SVG.Point(this.x, this.y),\n new SVG.Point(this.x2, this.y),\n new SVG.Point(this.x, this.y2),\n new SVG.Point(this.x2, this.y2)\n ]\n\n pts.forEach(function (p) {\n p = p.transform(m)\n xMin = Math.min(xMin, p.x)\n xMax = Math.max(xMax, p.x)\n yMin = Math.min(yMin, p.y)\n yMax = Math.max(yMax, p.y)\n })\n\n return new SVG.Box(\n xMin, yMin,\n xMax - xMin,\n yMax - yMin\n )\n },\n\n addOffset: function () {\n // offset by window scroll position, because getBoundingClientRect changes when window is scrolled\n this.x += window.pageXOffset\n this.y += window.pageYOffset\n return this\n },\n toString: function () {\n return this.x + ' ' + this.y + ' ' + this.width + ' ' + this.height\n },\n toArray: function () {\n return [this.x, this.y, this.width, this.height]\n },\n morph: function (x, y, width, height) {\n this.destination = new SVG.Box(x, y, width, height)\n return this\n },\n\n at: function (pos) {\n if (!this.destination) return this\n\n return new SVG.Box(\n this.x + (this.destination.x - this.x) * pos\n , this.y + (this.destination.y - this.y) * pos\n , this.width + (this.destination.width - this.width) * pos\n , this.height + (this.destination.height - this.height) * pos\n )\n }\n },\n\n // Define Parent\n parent: SVG.Element,\n\n // Constructor\n construct: {\n // Get bounding box\n bbox: function () {\n var box\n\n try {\n // find native bbox\n box = this.node.getBBox()\n\n if (isNulledBox(box) && !domContains(this.node)) {\n throw new Exception('Element not in the dom')\n }\n } catch (e) {\n try {\n var clone = this.clone(SVG.parser().svg).show()\n box = clone.node.getBBox()\n clone.remove()\n } catch (e) {\n console.warn('Getting a bounding box of this element is not possible')\n }\n }\n\n return new SVG.Box(box)\n },\n\n rbox: function (el) {\n // IE11 throws an error when element not in dom\n try {\n var box = new SVG.Box(this.node.getBoundingClientRect())\n if (el) return box.transform(el.screenCTM().inverse())\n return box.addOffset()\n } catch (e) {\n return new SVG.Box()\n }\n }\n }\n})\n\nSVG.extend([SVG.Doc, SVG.Symbol, SVG.Image, SVG.Pattern, SVG.Marker, SVG.ForeignObject, SVG.View], {\n viewbox: function (x, y, width, height) {\n // act as getter\n if (x == null) return new SVG.Box(this.attr('viewBox'))\n\n // act as setter\n return this.attr('viewBox', new SVG.Box(x, y, width, height))\n }\n})\n","\nSVG.parser = function () {\n var b\n\n if (!SVG.parser.nodes.svg.node.parentNode) {\n b = document.body || document.documentElement\n SVG.parser.nodes.svg.addTo(b)\n }\n\n return SVG.parser.nodes\n}\n\nSVG.parser.nodes = {\n svg: SVG().size(2, 0).css({\n opacity: 0,\n position: 'absolute',\n left: '-100%',\n top: '-100%',\n overflow: 'hidden'\n })\n}\n\nSVG.parser.nodes.path = SVG.parser.nodes.svg.path().node\n","/* global requestAnimationFrame */\n\nSVG.Animator = {\n nextDraw: null,\n frames: new SVG.Queue(),\n timeouts: new SVG.Queue(),\n timer: window.performance || window.Date,\n transforms: [],\n\n frame: function (fn) {\n // Store the node\n var node = SVG.Animator.frames.push({ run: fn })\n\n // Request an animation frame if we don't have one\n if (SVG.Animator.nextDraw === null) {\n SVG.Animator.nextDraw = requestAnimationFrame(SVG.Animator._draw)\n }\n\n // Return the node so we can remove it easily\n return node\n },\n\n transform_frame: function (fn, id) {\n SVG.Animator.transforms[id] = fn\n },\n\n timeout: function (fn, delay) {\n delay = delay || 0\n\n // Work out when the event should fire\n var time = SVG.Animator.timer.now() + delay\n\n // Add the timeout to the end of the queue\n var node = SVG.Animator.timeouts.push({ run: fn, time: time })\n\n // Request another animation frame if we need one\n if (SVG.Animator.nextDraw === null) {\n SVG.Animator.nextDraw = requestAnimationFrame(SVG.Animator._draw)\n }\n\n return node\n },\n\n cancelFrame: function (node) {\n SVG.Animator.frames.remove(node)\n },\n\n clearTimeout: function (node) {\n SVG.Animator.timeouts.remove(node)\n },\n\n _draw: function (now) {\n // Run all the timeouts we can run, if they are not ready yet, add them\n // to the end of the queue immediately! (bad timeouts!!! [sarcasm])\n var nextTimeout = null\r\n var lastTimeout = SVG.Animator.timeouts.last()\n while ((nextTimeout = SVG.Animator.timeouts.shift())) {\n // Run the timeout if its time, or push it to the end\n if (now >= nextTimeout.time) {\n nextTimeout.run()\n } else {\n SVG.Animator.timeouts.push(nextTimeout)\n }\n\n // If we hit the last item, we should stop shifting out more items\n if (nextTimeout === lastTimeout) break\n }\n\n // Run all of the animation frames\n var nextFrame = null\n var lastFrame = SVG.Animator.frames.last()\n while ((nextFrame !== lastFrame) && (nextFrame = SVG.Animator.frames.shift())) {\n nextFrame.run()\n }\n\n SVG.Animator.transforms.forEach(function (el) { el() })\n\n // If we have remaining timeouts or frames, draw until we don't anymore\n SVG.Animator.nextDraw = SVG.Animator.timeouts.first() || SVG.Animator.frames.first()\n ? requestAnimationFrame(SVG.Animator._draw)\n : null\n }\n}\n","\nSVG.Morphable = SVG.invent({\n create: function (stepper) {\n // FIXME: the default stepper does not know about easing\n this._stepper = stepper || new SVG.Ease('-')\n\n this._from = null\n this._to = null\n this._type = null\n this._context = null\n this._morphObj = null\n },\n\n extend: {\n\n from: function (val) {\n if (val == null) {\n return this._from\n }\n\n this._from = this._set(val)\n return this\n },\n\n to: function (val) {\n if (val == null) {\n return this._to\n }\n\n this._to = this._set(val)\n return this\n },\n\n type: function (type) {\n // getter\n if (type == null) {\n return this._type\n }\n\n // setter\n this._type = type\n return this\n },\n\n _set: function (value) {\n if (!this._type) {\n var type = typeof value\n\n if (type === 'number') {\n this.type(SVG.Number)\n } else if (type === 'string') {\n if (SVG.Color.isColor(value)) {\n this.type(SVG.Color)\n } else if (SVG.regex.delimiter.test(value)) {\n this.type(SVG.regex.pathLetters.test(value)\n ? SVG.PathArray\n : SVG.Array\n )\n } else if (SVG.regex.numberAndUnit.test(value)) {\n this.type(SVG.Number)\n } else {\n this.type(SVG.Morphable.NonMorphable)\n }\n } else if (SVG.MorphableTypes.indexOf(value.constructor) > -1) {\n this.type(value.constructor)\n } else if (Array.isArray(value)) {\n this.type(SVG.Array)\n } else if (type === 'object') {\n this.type(SVG.Morphable.ObjectBag)\n } else {\n this.type(SVG.Morphable.NonMorphable)\n }\n }\n\n var result = (new this._type(value)).toArray()\n this._morphObj = this._morphObj || new this._type()\n this._context = this._context ||\n Array.apply(null, Array(result.length)).map(Object)\n return result\n },\n\n stepper: function (stepper) {\n if (stepper == null) return this._stepper\n this._stepper = stepper\n return this\n },\n\n done: function () {\n var complete = this._context\n .map(this._stepper.done)\n .reduce(function (last, curr) {\n return last && curr\n }, true)\n return complete\n },\n\n at: function (pos) {\n var _this = this\n\n return this._morphObj.fromArray(\n this._from.map(function (i, index) {\n return _this._stepper.step(i, _this._to[index], pos, _this._context[index], _this._context)\n })\n )\n }\n }\n})\n\nSVG.Morphable.NonMorphable = SVG.invent({\n create: function (val) {\n val = Array.isArray(val) ? val[0] : val\n this.value = val\n },\n\n extend: {\n valueOf: function () {\n return this.value\n },\n\n toArray: function () {\n return [this.value]\n }\n }\n})\n\nSVG.Morphable.TransformBag = SVG.invent({\n create: function (obj) {\n if (Array.isArray(obj)) {\n obj = {\n scaleX: obj[0],\n scaleY: obj[1],\n shear: obj[2],\n rotate: obj[3],\n translateX: obj[4],\n translateY: obj[5],\n originX: obj[6],\n originY: obj[7]\n }\n }\n\n Object.assign(this, SVG.Morphable.TransformBag.defaults, obj)\n },\n\n extend: {\n toArray: function () {\n var v = this\n\n return [\n v.scaleX,\n v.scaleY,\n v.shear,\n v.rotate,\n v.translateX,\n v.translateY,\n v.originX,\n v.originY\n ]\n }\n }\n})\n\nSVG.Morphable.TransformBag.defaults = {\n scaleX: 1,\n scaleY: 1,\n shear: 0,\n rotate: 0,\n translateX: 0,\n translateY: 0,\n originX: 0,\n originY: 0\n}\n\nSVG.Morphable.ObjectBag = SVG.invent({\n create: function (objOrArr) {\n this.values = []\n\n if (Array.isArray(objOrArr)) {\n this.values = objOrArr\n return\n }\n\n var entries = Object.entries(objOrArr || {}).sort((a, b) => {\n return a[0] - b[0]\n })\n\n this.values = entries.reduce((last, curr) => last.concat(curr), [])\n },\n\n extend: {\n valueOf: function () {\n var obj = {}\n var arr = this.values\n\n for (var i = 0, len = arr.length; i < len; i += 2) {\n obj[arr[i]] = arr[i + 1]\n }\n\n return obj\n },\n\n toArray: function () {\n return this.values\n }\n }\n})\n\nSVG.MorphableTypes = [\n SVG.Number,\n SVG.Color,\n SVG.Box,\n SVG.Matrix,\n SVG.Array,\n SVG.PointArray,\n SVG.PathArray,\n SVG.Morphable.NonMorphable,\n SVG.Morphable.TransformBag,\n SVG.Morphable.ObjectBag\n]\n\nSVG.extend(SVG.MorphableTypes, {\n to: function (val, args) {\n return new SVG.Morphable()\n .type(this.constructor)\n .from(this.valueOf())\n .to(val, args)\n },\n fromArray: function (arr) {\n this.constructor(arr)\n return this\n }\n})\n","/* global isMatrixLike getOrigin */\n\nSVG.easing = {\n '-': function (pos) { return pos },\n '<>': function (pos) { return -Math.cos(pos * Math.PI) / 2 + 0.5 },\n '>': function (pos) { return Math.sin(pos * Math.PI / 2) },\n '<': function (pos) { return -Math.cos(pos * Math.PI / 2) + 1 }\n}\n\nSVG.Runner = SVG.invent({\n parent: SVG.Element,\n\n create: function (options) {\n // Store a unique id on the runner, so that we can identify it later\n this.id = SVG.Runner.id++\n\n // Ensure a default value\n options = options == null\n ? SVG.defaults.timeline.duration\n : options\n\n // Ensure that we get a controller\n options = typeof options === 'function'\n ? new SVG.Controller(options)\n : options\n\n // Declare all of the variables\n this._element = null\n this._timeline = null\n this.done = false\n this._queue = []\n\n // Work out the stepper and the duration\n this._duration = typeof options === 'number' && options\n this._isDeclarative = options instanceof SVG.Controller\n this._stepper = this._isDeclarative ? options : new SVG.Ease()\n\n // We copy the current values from the timeline because they can change\n this._history = {}\n\n // Store the state of the runner\n this.enabled = true\n this._time = 0\n this._last = 0\n\n // Save transforms applied to this runner\n this.transforms = new SVG.Matrix()\n this.transformId = 1\n\n // Looping variables\n this._haveReversed = false\n this._reverse = false\n this._loopsDone = 0\n this._swing = false\n this._wait = 0\n this._times = 1\n },\n\n construct: {\n\n animate: function (duration, delay, when) {\n var o = SVG.Runner.sanitise(duration, delay, when)\n var timeline = this.timeline()\n return new SVG.Runner(o.duration)\n .loop(o)\n .element(this)\n .timeline(timeline)\n .schedule(delay, when)\n },\n\n delay: function (by, when) {\n return this.animate(0, by, when)\n }\n },\n\n extend: {\n\n /*\n Runner Definitions\n ==================\n These methods help us define the runtime behaviour of the Runner or they\n help us make new runners from the current runner\n */\n\n element: function (element) {\n if (element == null) return this._element\n this._element = element\n element._prepareRunner()\n return this\n },\n\n timeline: function (timeline) {\n // check explicitly for undefined so we can set the timeline to null\n if (typeof timeline === 'undefined') return this._timeline\n this._timeline = timeline\n return this\n },\n\n animate: function (duration, delay, when) {\n var o = SVG.Runner.sanitise(duration, delay, when)\n var runner = new SVG.Runner(o.duration)\n if (this._timeline) runner.timeline(this._timeline)\n if (this._element) runner.element(this._element)\n return runner.loop(o).schedule(delay, when)\n },\n\n schedule: function (timeline, delay, when) {\n // The user doesn't need to pass a timeline if we already have one\n if (!(timeline instanceof SVG.Timeline)) {\n when = delay\n delay = timeline\n timeline = this.timeline()\n }\n\n // If there is no timeline, yell at the user...\n if (!timeline) {\n throw Error('Runner cannot be scheduled without timeline')\n }\n\n // Schedule the runner on the timeline provided\n timeline.schedule(this, delay, when)\n return this\n },\n\n unschedule: function () {\n var timeline = this.timeline()\n timeline && timeline.unschedule(this)\n return this\n },\n\n loop: function (times, swing, wait) {\n // Deal with the user passing in an object\n if (typeof times === 'object') {\n swing = times.swing\n wait = times.wait\n times = times.times\n }\n\n // Sanitise the values and store them\n this._times = times || Infinity\n this._swing = swing || false\n this._wait = wait || 0\n return this\n },\n\n delay: function (delay) {\n return this.animate(0, delay)\n },\n\n /*\n Basic Functionality\n ===================\n These methods allow us to attach basic functions to the runner directly\n */\n\n queue: function (initFn, runFn, isTransform) {\n this._queue.push({\n initialiser: initFn || SVG.void,\n runner: runFn || SVG.void,\n isTransform: isTransform,\n initialised: false,\n finished: false\n })\n var timeline = this.timeline()\n timeline && this.timeline()._continue()\n return this\n },\n\n during: function (fn) {\n return this.queue(null, fn)\n },\n\n after (fn) {\n return this.on('finish', fn)\n },\n\n /*\n Runner animation methods\n ========================\n Control how the animation plays\n */\n\n time: function (time) {\n if (time == null) {\n return this._time\n }\n let dt = time - this._time\n this.step(dt)\n return this\n },\n\n duration: function () {\n return this._times * (this._wait + this._duration) - this._wait\n },\n\n loops: function (p) {\n var loopDuration = this._duration + this._wait\n if (p == null) {\n var loopsDone = Math.floor(this._time / loopDuration)\n var relativeTime = (this._time - loopsDone * loopDuration)\n var position = relativeTime / this._duration\n return Math.min(loopsDone + position, this._times)\n }\n var whole = Math.floor(p)\n var partial = p % 1\n var time = loopDuration * whole + this._duration * partial\n return this.time(time)\n },\n\n position: function (p) {\n // Get all of the variables we need\n var x = this._time\n var d = this._duration\n var w = this._wait\n var t = this._times\n var s = this._swing\n var r = this._reverse\n var position\n\n if (p == null) {\n /*\n This function converts a time to a position in the range [0, 1]\n The full explanation can be found in this desmos demonstration\n https://www.desmos.com/calculator/u4fbavgche\n The logic is slightly simplified here because we can use booleans\n */\n\n // Figure out the value without thinking about the start or end time\n const f = function (x) {\n var swinging = s * Math.floor(x % (2 * (w + d)) / (w + d))\n var backwards = (swinging && !r) || (!swinging && r)\n var uncliped = Math.pow(-1, backwards) * (x % (w + d)) / d + backwards\n var clipped = Math.max(Math.min(uncliped, 1), 0)\n return clipped\n }\n\n // Figure out the value by incorporating the start time\n var endTime = t * (w + d) - w\n position = x <= 0 ? Math.round(f(1e-5))\n : x < endTime ? f(x)\n : Math.round(f(endTime - 1e-5))\n return position\n }\n\n // Work out the loops done and add the position to the loops done\n var loopsDone = Math.floor(this.loops())\n var swingForward = s && (loopsDone % 2 === 0)\n var forwards = (swingForward && !r) || (r && swingForward)\n position = loopsDone + (forwards ? p : 1 - p)\n return this.loops(position)\n },\n\n progress: function (p) {\n if (p == null) {\n return Math.min(1, this._time / this.duration())\n }\n return this.time(p * this.duration())\n },\n\n step: function (dt) {\n // If we are inactive, this stepper just gets skipped\n if (!this.enabled) return this\n\n // Update the time and get the new position\n dt = dt == null ? 16 : dt\n this._time += dt\n var position = this.position()\n\n // Figure out if we need to run the stepper in this frame\n var running = this._lastPosition !== position && this._time >= 0\n this._lastPosition = position\n\n // Figure out if we just started\n var duration = this.duration()\n var justStarted = this._lastTime < 0 && this._time > 0\n var justFinished = this._lastTime < this._time && this.time > duration\n this._lastTime = this._time\n if (justStarted) {\n // this.fire('start', this)\n }\n\n // Work out if the runner is finished set the done flag here so animations\n // know, that they are running in the last step (this is good for\n // transformations which can be merged)\n var declarative = this._isDeclarative\n this.done = !declarative && !justFinished && this._time >= duration\n\n // Call initialise and the run function\n if (running || declarative) {\n this._initialise(running)\n\n // clear the transforms on this runner so they dont get added again and again\n this.transforms = new SVG.Matrix()\n var converged = this._run(declarative ? dt : position)\n // this.fire('step', this)\n }\n // correct the done flag here\n // declaritive animations itself know when they converged\n this.done = this.done || (converged && declarative)\n // if (this.done) {\n // this.fire('finish', this)\n // }\n return this\n },\n\n finish: function () {\n return this.step(Infinity)\n },\n\n reverse: function (reverse) {\n this._reverse = reverse == null ? !this._reverse : reverse\n return this\n },\n\n ease: function (fn) {\n this._stepper = new SVG.Ease(fn)\n return this\n },\n\n active: function (enabled) {\n if (enabled == null) return this.enabled\n this.enabled = enabled\n return this\n },\n\n /*\n Private Methods\n ===============\n Methods that shouldn't be used externally\n */\n\n // Save a morpher to the morpher list so that we can retarget it later\n _rememberMorpher: function (method, morpher) {\n this._history[method] = {\n morpher: morpher,\n caller: this._queue[this._queue.length - 1]\n }\n },\n\n // Try to set the target for a morpher if the morpher exists, otherwise\n // do nothing and return false\n _tryRetarget: function (method, target) {\n if (this._history[method]) {\n // if the last method wasnt even initialised, throw it away\n if (!this._history[method].caller.initialised) {\n let index = this._queue.indexOf(this._history[method].caller)\n this._queue.splice(index, 1)\n return false\n }\n\n // for the case of transformations, we use the special retarget function\n // which has access to the outer scope\n if (this._history[method].caller.isTransform) {\n this._history[method].caller.isTransform(target)\n // for everything else a simple morpher change is sufficient\n } else {\n this._history[method].morpher.to(target)\n }\n\n this._history[method].caller.finished = false\n var timeline = this.timeline()\n timeline && timeline._continue()\n return true\n }\n return false\n },\n\n // Run each initialise function in the runner if required\n _initialise: function (running) {\n // If we aren't running, we shouldn't initialise when not declarative\n if (!running && !this._isDeclarative) return\n\n // Loop through all of the initialisers\n for (var i = 0, len = this._queue.length; i < len; ++i) {\n // Get the current initialiser\n var current = this._queue[i]\n\n // Determine whether we need to initialise\n var needsIt = this._isDeclarative || (!current.initialised && running)\n running = !current.finished\n\n // Call the initialiser if we need to\n if (needsIt && running) {\n current.initialiser.call(this)\n current.initialised = true\n }\n }\n },\n\n // Run each run function for the position or dt given\n _run: function (positionOrDt) {\n // Run all of the _queue directly\n var allfinished = true\n for (var i = 0, len = this._queue.length; i < len; ++i) {\n // Get the current function to run\n var current = this._queue[i]\n\n // Run the function if its not finished, we keep track of the finished\n // flag for the sake of declarative _queue\n var converged = current.runner.call(this, positionOrDt)\n current.finished = current.finished || (converged === true)\n allfinished = allfinished && current.finished\n }\n\n // We report when all of the constructors are finished\n return allfinished\n },\n\n addTransform: function (transform, index) {\n this.transforms.lmultiplyO(transform)\n return this\n },\n\n clearTransform: function () {\n this.transforms = new SVG.Matrix()\n return this\n }\n }\n})\n\nSVG.Runner.id = 0\n\nSVG.Runner.sanitise = function (duration, delay, when) {\n // Initialise the default parameters\n var times = 1\n var swing = false\n var wait = 0\n duration = duration || SVG.defaults.timeline.duration\n delay = delay || SVG.defaults.timeline.delay\n when = when || 'last'\n\n // If we have an object, unpack the values\n if (typeof duration === 'object' && !(duration instanceof SVG.Stepper)) {\n delay = duration.delay || delay\n when = duration.when || when\n swing = duration.swing || swing\n times = duration.times || times\n wait = duration.wait || wait\n duration = duration.duration || SVG.defaults.timeline.duration\n }\n\n return {\n duration: duration,\n delay: delay,\n swing: swing,\n times: times,\n wait: wait,\n when: when\n }\n}\n\nSVG.FakeRunner = class {\n constructor (transforms = new SVG.Matrix(), id = -1, done = true) {\n this.transforms = transforms\n this.id = id\n this.done = done\n }\n}\n\nSVG.extend([SVG.Runner, SVG.FakeRunner], {\n mergeWith (runner) {\n return new SVG.FakeRunner(\n runner.transforms.lmultiply(this.transforms),\n runner.id\n )\n }\n})\n\n// SVG.FakeRunner.emptyRunner = new SVG.FakeRunner()\n\nconst lmultiply = (last, curr) => last.lmultiplyO(curr)\nconst getRunnerTransform = (runner) => runner.transforms\n\nfunction mergeTransforms () {\n // Find the matrix to apply to the element and apply it\n let runners = this._transformationRunners.runners\n let netTransform = runners\n .map(getRunnerTransform)\n .reduce(lmultiply, new SVG.Matrix())\n\n this.transform(netTransform)\n\n this._transformationRunners.merge()\n\n if (this._transformationRunners.length() === 1) {\n this._frameId = null\n }\n}\n\nclass RunnerArray {\n constructor () {\n this.runners = []\n this.ids = []\n }\n\n add (runner) {\n if (this.runners.includes(runner)) return\n\n let id = runner.id + 1\n\n let leftSibling = this.ids.reduce((last, curr) => {\n if (curr > last && curr < id) return curr\n return last\n }, 0)\n\n let index = this.ids.indexOf(leftSibling) + 1\n\n this.ids.splice(index, 0, id)\n this.runners.splice(index, 0, runner)\n\n return this\n }\n\n getByID (id) {\n return this.runners[this.ids.indexOf(id + 1)]\n }\n\n remove (id) {\n let index = this.ids.indexOf(id + 1)\n this.ids.splice(index, 1)\n this.runners.splice(index, 1)\n return this\n }\n\n merge () {\n let lastRunner = null\n this.runners.forEach((runner, i) => {\n if (lastRunner && runner.done && lastRunner.done) {\n this.remove(runner.id)\n this.edit(lastRunner.id, runner.mergeWith(lastRunner))\n }\n\n lastRunner = runner\n })\n\n return this\n }\n\n edit (id, newRunner) {\n let index = this.ids.indexOf(id + 1)\n this.ids.splice(index, 1, id)\n this.runners.splice(index, 1, newRunner)\n return this\n }\n\n length () {\n return this.ids.length\n }\n\n clearBefore (id) {\n let deleteCnt = this.ids.indexOf(id + 1) || 1\n this.ids.splice(0, deleteCnt, 0)\n this.runners.splice(0, deleteCnt, new SVG.FakeRunner())\n return this\n }\n}\n\nSVG.extend(SVG.Element, {\n // this function searches for all runners on the element and deletes the ones\n // which run before the current one. This is because absolute transformations\n // overwfrite anything anyway so there is no need to waste time computing\n // other runners\n _clearTransformRunnersBefore: function (currentRunner) {\n this._transformationRunners.clearBefore(currentRunner.id)\n },\n\n _currentTransform (current) {\n return this._transformationRunners.runners\n // we need the equal sign here to make sure, that also transformations\n // on the same runner which execute before the current transformation are\n // taken into account\n .filter((runner) => runner.id <= current.id)\n .map(getRunnerTransform)\n .reduce(lmultiply, new SVG.Matrix())\n },\n\n addRunner: function (runner) {\n this._transformationRunners.add(runner)\n\n SVG.Animator.transform_frame(\n mergeTransforms.bind(this), this._frameId\n )\n },\n\n _prepareRunner: function () {\n if (this._frameId == null) {\n this._transformationRunners = new RunnerArray()\n .add(new SVG.FakeRunner(new SVG.Matrix(this)))\n\n this._frameId = SVG.Element.frameId++\n }\n }\n})\n\nSVG.Element.frameId = 0\n\nSVG.extend(SVG.Runner, {\n attr: function (a, v) {\n return this.styleAttr('attr', a, v)\n },\n\n // Add animatable styles\n css: function (s, v) {\n return this.styleAttr('css', s, v)\n },\n\n styleAttr (type, name, val) {\n // apply attributes individually\n if (typeof name === 'object') {\n for (var key in val) {\n this.styleAttr(type, key, val[key])\n }\n }\n\n var morpher = new SVG.Morphable(this._stepper).to(val)\n\n this.queue(function () {\n morpher = morpher.from(this.element()[type](name))\n }, function (pos) {\n this.element()[type](name, morpher.at(pos))\n return morpher.done()\n })\n\n return this\n },\n\n zoom: function (level, point) {\n var morpher = new SVG.Morphable(this._stepper).to(new SVG.Number(level))\n\n this.queue(function () {\n morpher = morpher.from(this.zoom())\n }, function (pos) {\n this.element().zoom(morpher.at(pos), point)\n return morpher.done()\n })\n\n return this\n },\n\n /**\n ** absolute transformations\n **/\n\n //\n // M v -----|-----(D M v = F v)------|-----> T v\n //\n // 1. define the final state (T) and decompose it (once)\n // t = [tx, ty, the, lam, sy, sx]\n // 2. on every frame: pull the current state of all previous transforms\n // (M - m can change)\n // and then write this as m = [tx0, ty0, the0, lam0, sy0, sx0]\n // 3. Find the interpolated matrix F(pos) = m + pos * (t - m)\n // - Note F(0) = M\n // - Note F(1) = T\n // 4. Now you get the delta matrix as a result: D = F * inv(M)\n\n transform: function (transforms, relative, affine) {\n // If we have a declarative function, we should retarget it if possible\n relative = transforms.relative || relative\n if (this._isDeclarative && !relative && this._tryRetarget('transform', transforms)) {\n return this\n }\n\n // Parse the parameters\n var isMatrix = isMatrixLike(transforms)\n affine = transforms.affine != null\n ? transforms.affine\n : (affine != null ? affine : !isMatrix)\n\n // Create a morepher and set its type\n const morpher = new SVG.Morphable()\n .type(affine ? SVG.Morphable.TransformBag : SVG.Matrix)\n .stepper(this._stepper)\n\n let origin\n let element\n let current\n let currentAngle\n let startTransform\n\n function setup () {\n // make sure element and origin is defined\n element = element || this.element()\n origin = origin || getOrigin(transforms, element)\n\n startTransform = new SVG.Matrix(relative ? undefined : element)\n\n // add the runner to the element so it can merge transformations\n element.addRunner(this)\n\n // Deactivate all transforms that have run so far if we are absolute\n if (!relative) {\n element._clearTransformRunnersBefore(this)\n }\n }\n\n function run (pos) {\n // clear all other transforms before this in case something is saved\n // on this runner. We are absolute. We dont need these!\n if (!relative) this.clearTransform()\n\n let {x, y} = new SVG.Point(origin).transform(element._currentTransform(this))\n\n let target = new SVG.Matrix({...transforms, origin: [x, y]})\n let start = this._isDeclarative && current\n ? current\n : startTransform\n\n if (affine) {\n target = target.decompose(x, y)\n start = start.decompose(x, y)\n\n // Get the current and target angle as it was set\n const rTarget = target.rotate\n const rCurrent = start.rotate\n\n // Figure out the shortest path to rotate directly\n const possibilities = [rTarget - 360, rTarget, rTarget + 360]\n const distances = possibilities.map(a => Math.abs(a - rCurrent))\n const shortest = Math.min(...distances)\n const index = distances.indexOf(shortest)\n target.rotate = possibilities[index]\n }\n\n if (relative) {\n // we have to be careful here not to overwrite the rotation\n // with the rotate method of SVG.Matrix\n if (!isMatrix) {\n target.rotate = transforms.rotate || 0\n }\n if (this._isDeclarative && currentAngle) {\n start.rotate = currentAngle\n }\n }\n\n morpher.from(start)\n morpher.to(target)\n\n let affineParameters = morpher.at(pos)\n currentAngle = affineParameters.rotate\n current = new SVG.Matrix(affineParameters)\n\n this.addTransform(current)\n return morpher.done()\n }\n\n function retarget (newTransforms) {\n // only get a new origin if it changed since the last call\n if (\n (newTransforms.origin || 'center').toString() !==\n (transforms.origin || 'center').toString()\n ) {\n origin = getOrigin(transforms, element)\n }\n\n // overwrite the old transformations with the new ones\n transforms = {...newTransforms, origin}\n }\n\n this.queue(setup, run, retarget)\n this._isDeclarative && this._rememberMorpher('transform', morpher)\n return this\n },\n\n // Animatable x-axis\n x: function (x, relative) {\n return this._queueNumber('x', x)\n },\n\n // Animatable y-axis\n y: function (y) {\n return this._queueNumber('y', y)\n },\n\n dx: function (x) {\n return this._queueNumberDelta('dx', x)\n },\n\n dy: function (y) {\n return this._queueNumberDelta('dy', y)\n },\n\n _queueNumberDelta: function (method, to) {\n to = new SVG.Number(to)\n\n // Try to change the target if we have this method already registerd\n if (this._tryRetargetDelta(method, to)) return this\n\n // Make a morpher and queue the animation\n var morpher = new SVG.Morphable(this._stepper).to(to)\n this.queue(function () {\n var from = this.element()[method]()\n morpher.from(from)\n morpher.to(from + to)\n }, function (pos) {\n this.element()[method](morpher.at(pos))\n return morpher.done()\n })\n\n // Register the morpher so that if it is changed again, we can retarget it\n this._rememberMorpher(method, morpher)\n return this\n },\n\n _queueObject: function (method, to) {\n // Try to change the target if we have this method already registerd\n if (this._tryRetarget(method, to)) return this\n\n // Make a morpher and queue the animation\n var morpher = new SVG.Morphable(this._stepper).to(to)\n this.queue(function () {\n morpher.from(this.element()[method]())\n }, function (pos) {\n this.element()[method](morpher.at(pos))\n return morpher.done()\n })\n\n // Register the morpher so that if it is changed again, we can retarget it\n this._rememberMorpher(method, morpher)\n return this\n },\n\n _queueNumber: function (method, value) {\n return this._queueObject(method, new SVG.Number(value))\n },\n\n // Animatable center x-axis\n cx: function (x) {\n return this._queueNumber('cx', x)\n },\n\n // Animatable center y-axis\n cy: function (y) {\n return this._queueNumber('cy', y)\n },\n\n // Add animatable move\n move: function (x, y) {\n return this.x(x).y(y)\n },\n\n // Add animatable center\n center: function (x, y) {\n return this.cx(x).cy(y)\n },\n\n // Add animatable size\n size: function (width, height) {\n // animate bbox based size for all other elements\n var box\n\n if (!width || !height) {\n box = this._element.bbox()\n }\n\n if (!width) {\n width = box.width / box.height * height\n }\n\n if (!height) {\n height = box.height / box.width * width\n }\n\n return this\n .width(width)\n .height(height)\n },\n\n // Add animatable width\n width: function (width) {\n return this._queueNumber('width', width)\n },\n\n // Add animatable height\n height: function (height) {\n return this._queueNumber('height', height)\n },\n\n // Add animatable plot\n plot: function (a, b, c, d) {\n // Lines can be plotted with 4 arguments\n if (arguments.length === 4) {\n return this.plot([a, b, c, d])\n }\n\n // FIXME: this needs to be rewritten such that the element is only accesed\n // in the init function\n return this._queueObject('plot', new this._element.MorphArray(a))\n\n /*\n var morpher = this._element.morphArray().to(a)\n\n this.queue(function () {\n morpher.from(this._element.array())\n }, function (pos) {\n this._element.plot(morpher.at(pos))\n })\n\n return this\n */\n },\n\n // Add leading method\n leading: function (value) {\n return this._queueNumber('leading', value)\n },\n\n // Add animatable viewbox\n viewbox: function (x, y, width, height) {\n return this._queueObject('viewbox', new SVG.Box(x, y, width, height))\n },\n\n update: function (o) {\n if (typeof o !== 'object') {\n return this.update({\n offset: arguments[0],\n color: arguments[1],\n opacity: arguments[2]\n })\n }\n\n if (o.opacity != null) this.attr('stop-opacity', o.opacity)\n if (o.color != null) this.attr('stop-color', o.color)\n if (o.offset != null) this.attr('offset', o.offset)\n\n return this\n }\n})\n","\n// Must Change ....\nSVG.easing = {\n '-': function (pos) { return pos },\n '<>': function (pos) { return -Math.cos(pos * Math.PI) / 2 + 0.5 },\n '>': function (pos) { return Math.sin(pos * Math.PI / 2) },\n '<': function (pos) { return -Math.cos(pos * Math.PI / 2) + 1 }\n}\n\nvar time = window.performance || Date\n\nvar makeSchedule = function (runnerInfo) {\n var start = runnerInfo.start\n var duration = runnerInfo.runner.duration()\n var end = start + duration\n return {start: start, duration: duration, end: end, runner: runnerInfo.runner}\n}\n\nSVG.Timeline = SVG.invent({\n inherit: SVG.EventTarget,\n\n // Construct a new timeline on the given element\n create: function () {\n this._timeSource = function () {\n return time.now()\n }\n\n this._dispatcher = document.createElement('div')\n\n // Store the timing variables\n this._startTime = 0\n this._speed = 1.0\n\n // Play control variables control how the animation proceeds\n this._reverse = false\n this._persist = 0\n\n // Keep track of the running animations and their starting parameters\n this._nextFrame = null\n this._paused = false\n this._runners = []\n this._order = []\n this._time = 0\n this._lastSourceTime = 0\n this._lastStepTime = 0\n },\n\n extend: {\n\n getEventTarget () {\n return this._dispatcher\n },\n\n /**\n *\n */\n\n // schedules a runner on the timeline\n schedule (runner, delay, when) {\n if (runner == null) {\n return this._runners.map(makeSchedule).sort(function (a, b) {\n return (a.start - b.start) || (a.duration - b.duration)\n })\n }\n\n if (!this.active()) {\n this._step()\n if (when == null) {\n when = 'now'\n }\n }\n\n // The start time for the next animation can either be given explicitly,\n // derived from the current timeline time or it can be relative to the\n // last start time to chain animations direclty\n var absoluteStartTime = 0\n delay = delay || 0\n\n // Work out when to start the animation\n if (when == null || when === 'last' || when === 'after') {\n // Take the last time and increment\n absoluteStartTime = this._startTime\n } else if (when === 'absolute' || when === 'start') {\n absoluteStartTime = delay\n delay = 0\n } else if (when === 'now') {\n absoluteStartTime = this._time\n } else if (when === 'relative') {\n let runnerInfo = this._runners[runner.id]\n if (runnerInfo) {\n absoluteStartTime = runnerInfo.start + delay\n delay = 0\n }\n } else {\n throw new Error('Invalid value for the \"when\" parameter')\n }\n\n // Manage runner\n runner.unschedule()\n runner.timeline(this)\n runner.time(-delay)\n\n // Save startTime for next runner\n this._startTime = absoluteStartTime + runner.duration() + delay\n\n // Save runnerInfo\n this._runners[runner.id] = {\n persist: this.persist(),\n runner: runner,\n start: absoluteStartTime\n }\n\n // Save order and continue\n this._order.push(runner.id)\n this._continue()\n return this\n },\n\n // Remove the runner from this timeline\n unschedule (runner) {\n var index = this._order.indexOf(runner.id)\n if (index < 0) return this\n\n delete this._runners[runner.id]\n this._order.splice(index, 1)\n runner.timeline(null)\n return this\n },\n\n play () {\n // Now make sure we are not paused and continue the animation\n this._paused = false\n return this._continue()\n },\n\n pause () {\n // Cancel the next animation frame and pause\n this._nextFrame = null\n this._paused = true\n return this\n },\n\n stop () {\n // Cancel the next animation frame and go to start\n this.seek(-this._time)\n return this.pause()\n },\n\n finish () {\n this.seek(Infinity)\n return this.pause()\n },\n\n speed (speed) {\n if (speed == null) return this._speed\n this._speed = speed\n return this\n },\n\n reverse (yes) {\n var currentSpeed = this.speed()\n if (yes == null) return this.speed(-currentSpeed)\n\n var positive = Math.abs(currentSpeed)\n return this.speed(yes ? positive : -positive)\n },\n\n seek (dt) {\n this._time += dt\n return this._continue()\n },\n\n time (time) {\n if (time == null) return this._time\n this._time = time\n return this\n },\n\n persist (dtOrForever) {\n if (dtOrForever == null) return this._persist\n this._persist = dtOrForever\n return this\n },\n\n source (fn) {\n if (fn == null) return this._timeSource\n this._timeSource = fn\n return this\n },\n\n _step () {\n // If the timeline is paused, just do nothing\n if (this._paused) return\n\n // Get the time delta from the last time and update the time\n // TODO: Deal with window.blur window.focus to pause animations\n var time = this._timeSource()\n var dtSource = time - this._lastSourceTime\n var dtTime = this._speed * dtSource + (this._time - this._lastStepTime)\n this._lastSourceTime = time\n\n // Update the time\n this._time += dtTime\n this._lastStepTime = this._time\n // this.fire('time', this._time)\n\n // Run all of the runners directly\n var runnersLeft = false\n for (var i = 0, len = this._order.length; i < len; i++) {\n // Get and run the current runner and ignore it if its inactive\n var runnerInfo = this._runners[this._order[i]]\n var runner = runnerInfo.runner\n let dt = dtTime\n\n // Make sure that we give the actual difference\n // between runner start time and now\n let dtToStart = this._time - runnerInfo.start\n\n // Dont run runner if not started yet\n if (dtToStart < 0) {\n runnersLeft = true\n continue\n } else if (dtToStart < dt) {\n // Adjust dt to make sure that animation is on point\n dt = dtToStart\n }\n\n if (!runner.active()) continue\n\n // If this runner is still going, signal that we need another animation\n // frame, otherwise, remove the completed runner\n var finished = runner.step(dt).done\n if (!finished) {\n runnersLeft = true\n // continue\n } else if (runnerInfo.persist !== true) {\n // runner is finished. And runner might get removed\n\n // TODO: Figure out end time of runner\n var endTime = runner.duration() - runner.time() + this._time\n\n if (endTime + this._persist < this._time) {\n // Delete runner and correct index\n delete this._runners[this._order[i]]\n this._order.splice(i--, 1) && --len\n runner.timeline(null)\n }\n }\n }\n\n // Get the next animation frame to keep the simulation going\n if (runnersLeft) {\n this._nextFrame = SVG.Animator.frame(this._step.bind(this))\n } else {\n this._nextFrame = null\n }\n return this\n },\n\n // Checks if we are running and continues the animation\n _continue () {\n if (this._paused) return this\n if (!this._nextFrame) {\n this._nextFrame = SVG.Animator.frame(this._step.bind(this))\n }\n return this\n },\n\n active () {\n return !!this._nextFrame\n }\n },\n\n // These methods will be added to all SVG.Element objects\n parent: SVG.Element,\n construct: {\n timeline: function () {\n this._timeline = (this._timeline || new SVG.Timeline())\n return this._timeline\n }\n }\n})\n","\n// c = {\n// finished: Whether or not we are finished\n// }\n\n/***\nBase Class\n==========\nThe base stepper class that will be\n***/\n\nfunction makeSetterGetter (k, f) {\n return function (v) {\n if (v == null) return this[v]\n this[k] = v\n if (f) f.call(this)\n return this\n }\n}\n\nSVG.Stepper = SVG.invent({\n create: function () {}\n})\n\n/***\nEasing Functions\n================\n***/\n\nSVG.Ease = SVG.invent({\n inherit: SVG.Stepper,\n\n create: function (fn) {\n SVG.Stepper.call(this, fn)\n\n this.ease = SVG.easing[fn || SVG.defaults.timeline.ease] || fn\n },\n\n extend: {\n\n step: function (from, to, pos) {\n if (typeof from !== 'number') {\n return pos < 1 ? from : to\n }\n return from + (to - from) * this.ease(pos)\n },\n\n done: function (dt, c) {\n return false\n }\n }\n})\n\nSVG.easing = {\n '-': function (pos) { return pos },\n '<>': function (pos) { return -Math.cos(pos * Math.PI) / 2 + 0.5 },\n '>': function (pos) { return Math.sin(pos * Math.PI / 2) },\n '<': function (pos) { return -Math.cos(pos * Math.PI / 2) + 1 },\n bezier: function (t0, x0, t1, x1) {\n return function (t) {\n // TODO: FINISH\n }\n }\n}\n\n/***\nController Types\n================\n***/\n\nSVG.Controller = SVG.invent({\n inherit: SVG.Stepper,\n\n create: function (fn) {\n SVG.Stepper.call(this, fn)\n this.stepper = fn\n },\n\n extend: {\n\n step: function (current, target, dt, c) {\n return this.stepper(current, target, dt, c)\n },\n\n done: function (c) {\n return c.done\n }\n }\n})\n\nfunction recalculate () {\n // Apply the default parameters\n var duration = (this._duration || 500) / 1000\n var overshoot = this._overshoot || 0\n\n // Calculate the PID natural response\n var eps = 1e-10\n var pi = Math.PI\n var os = Math.log(overshoot / 100 + eps)\n var zeta = -os / Math.sqrt(pi * pi + os * os)\n var wn = 3.9 / (zeta * duration)\n\n // Calculate the Spring values\n this.d = 2 * zeta * wn\n this.k = wn * wn\n}\n\nSVG.Spring = SVG.invent({\n inherit: SVG.Controller,\n\n create: function (duration, overshoot) {\n this.duration(duration || 500)\n .overshoot(overshoot || 0)\n },\n\n extend: {\n step: function (current, target, dt, c) {\n if (typeof current === 'string') return current\n c.done = dt === Infinity\n if (dt === Infinity) return target\n if (dt === 0) return current\n\n if (dt > 100) dt = 16\n\n dt /= 1000\n\n // Get the previous velocity\n var velocity = c.velocity || 0\n\n // Apply the control to get the new position and store it\n var acceleration = -this.d * velocity - this.k * (current - target)\n var newPosition = current +\n velocity * dt +\n acceleration * dt * dt / 2\n\n // Store the velocity\n c.velocity = velocity + acceleration * dt\n\n // Figure out if we have converged, and if so, pass the value\n c.done = Math.abs(target - newPosition) + Math.abs(velocity) < 0.002\n return c.done ? target : newPosition\n },\n\n duration: makeSetterGetter('_duration', recalculate),\n overshoot: makeSetterGetter('_overshoot', recalculate)\n }\n})\n\nSVG.PID = SVG.invent({\n inherit: SVG.Controller,\n\n create: function (p, i, d, windup) {\n SVG.Controller.call(this)\n\n p = p == null ? 0.1 : p\n i = i == null ? 0.01 : i\n d = d == null ? 0 : d\n windup = windup == null ? 1000 : windup\n this.p(p).i(i).d(d).windup(windup)\n },\n\n extend: {\n step: function (current, target, dt, c) {\n if (typeof current === 'string') return current\n c.done = dt === Infinity\n\n if (dt === Infinity) return target\n if (dt === 0) return current\n\n var p = target - current\n var i = (c.integral || 0) + p * dt\n var d = (p - (c.error || 0)) / dt\n var windup = this.windup\n\n // antiwindup\n if (windup !== false) {\n i = Math.max(-windup, Math.min(i, windup))\n }\n\n c.error = p\n c.integral = i\n\n c.done = Math.abs(p) < 0.001\n\n return c.done ? target : current + (this.P * p + this.I * i + this.D * d)\n },\n\n windup: makeSetterGetter('windup'),\n p: makeSetterGetter('P'),\n i: makeSetterGetter('I'),\n d: makeSetterGetter('D')\n }\n})\n"]}
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