]> source.dussan.org Git - svg.js.git/commitdiff
Code review taken 921/head
authornobuti <buti@nobuti.com>
Sat, 27 Oct 2018 10:03:12 +0000 (12:03 +0200)
committernobuti <buti@nobuti.com>
Sat, 27 Oct 2018 10:03:12 +0000 (12:03 +0200)
dist/svg.js
dist/svg.js.map
dist/svg.min.js [deleted file]
src/element.js

index 0e27e192873c9cb6171e0efa4a09f4a3dbe75bc5..b854ee4e4df9270bee797eb7ca03a8e8a8e0cacc 100644 (file)
@@ -6,7 +6,7 @@
 * @copyright Wout Fierens <wout@mick-wout.com>
 * @license MIT
 *
-* BUILT: Sat Oct 27 2018 04:58:03 GMT+0200 (CEST)
+* BUILT: Sat Oct 27 2018 12:02:54 GMT+0200 (CEST)
 */;
 
 (function(root, factory) {
@@ -1313,16 +1313,14 @@ SVG.Element = SVG.invent({
         // expose node modifiers
         if (typeof _svg === 'function') {
           this.each(function () {
-            well = _svg(this);
+            well = _svg(this); // If modifier returns false, discard node
 
-            if (well instanceof SVG.Element) {
+            if (well === false) {
+              this.remove(); // If modifier returns new node, use it
+            } else if (well && well !== this) {
               this.replace(well);
             }
-
-            if (typeof well === 'boolean' && !well) {
-              this.remove();
-            }
-          });
+          }, true);
         } // write svgjs data to the dom
 
 
index 82d0e39e38de880541bdb02dbb5a2a316807baca..aaf7ab7cac22344e580de4478203dc2d9360927a 100644 (file)
@@ -1 +1 @@
-{"version":3,"sources":["svg.js","regex.js","utilities.js","default.js","queue.js","color.js","array.js","pointarray.js","patharray.js","number.js","eventtarget.js","HtmlNode.js","element.js","event.js","matrix.js","point.js","attr.js","transform.js","css.js","parent.js","flatten.js","container.js","defs.js","group.js","arrange.js","mask.js","clip.js","gradient.js","pattern.js","doc.js","shape.js","bare.js","symbol.js","use.js","rect.js","ellipse.js","line.js","poly.js","pointed.js","path.js","image.js","text.js","textpath.js","hyperlink.js","marker.js","sugar.js","data.js","memory.js","selector.js","helpers.js","boxes.js","parser.js","animator.js","morph.js","runner.js","timeline.js","controller.js"],"names":["SVG","window","element","supported","createElement","ns","xmlns","xlink","svgjs","did","eid","name","capitalize","create","document","createElementNS","extend","modules","methods","key","i","Array","isArray","length","prototype","invent","config","initializer","node","inherit","call","constructor","construct","parent","Container","adopt","instance","Element","SVGElement","HtmlNode","nodeName","Doc","Gradient","Parent","regex","numberAndUnit","hex","rgb","reference","transforms","whitespace","isHex","isRgb","isCss","isBlank","isNumber","isPercent","isImage","delimiter","hyphen","pathLetters","isPathLetter","numbersWithDots","dots","utils","map","array","block","il","result","push","filter","radians","d","Math","PI","degrees","r","filterSVGElements","nodes","el","void","defaults","timeline","duration","ease","delay","attrs","fill","stroke","opacity","x","y","cx","cy","width","height","rx","ry","offset","Queue","_first","_last","value","item","next","prev","shift","remove","first","last","Color","color","g","b","match","test","exec","replace","parseInt","fullHex","arguments","toString","toHex","toArray","fromArray","a","compToHex","round","toRgb","join","brightness","morph","destination","at","pos","isColor","fallback","valueOf","parse","lastValue","lastDestination","settle","seen","indexOf","trim","split","parseFloat","reverse","clone","arrayClone","PointArray","reduce","curr","concat","toLine","x1","y1","x2","y2","points","pop","len","move","box","bbox","isNaN","size","maxX","Infinity","maxY","minX","minY","forEach","max","min","pathHandlers","M","c","p","p0","L","H","V","C","S","Q","T","Z","A","mlhvqtcsaz","j","jl","toUpperCase","PathArray","arrayToString","l","equalCommands","pathArray","sourceArray","destinationArray","s","paramCnt","pathRegReplace","Point","index","slice","parser","path","setAttribute","getBBox","Number","unit","isFinite","toJSON","plus","number","minus","times","divide","relative","EventTarget","on","event","listener","binding","options","off","dispatch","data","fire","add","children","insertBefore","put","getEventTarget","events","dom","type","hasAttribute","setData","JSON","getAttribute","attr","center","proportionalSize","writeDataToDom","assignNewId","cloneNode","after","removeElement","addTo","putIn","id","inside","show","css","hide","visible","classes","hasClass","addClass","removeClass","toggleClass","get","parentNode","matches","doc","defs","parents","selector","native","svg","well","innerHTML","appendChild","firstElementChild","each","outerHTML","is","removeAttribute","Object","keys","stringify","o","obj","f","listenerId","bind","n","bag","_svgjsListenerId","ev","addEventListener","namespace","removeEventListener","Event","dispatchEvent","CustomEvent","detail","cancelable","Matrix","source","base","arrayToMatrix","matrixify","isMatrixLike","transform","e","matrix","multiplyO","t","formatTransforms","current","ox","oy","transformer","translateO","lmultiplyO","scaleO","scaleX","scaleY","skewO","skewX","skewY","shearO","shear","rotateO","theta","px","py","origin","dx","dy","tx","ty","compose","originX","originY","sx","sy","lam","rotate","translateX","translateY","decompose","determinant","ccw","sqrt","thetaRad","atan2","ct","cos","st","sin","multiply","matrixMultiply","lmultiply","inverseO","det","Error","na","nb","nc","nd","ne","nf","inverse","translate","scale","flip","axis","around","flipO","lx","skew","tan","ly","skewXO","skewYO","aroundO","createSVGMatrix","abcdef","equals","other","comp","closeEnough","ctm","getCTM","screenCTM","isRoot","rect","m","getScreenCTM","point","createSVGPoint","v","attributes","nodeValue","image","Image","pattern","leading","setAttributeNS","rebuild","untransform","str","kv","apply","toParent","pCtm","toDoc","decomposed","getOrigin","cleanRelative","ret","style","cssText","camelCase","has","deep","removeChild","clear","hasChildNodes","lastChild","_defs","flatten","G","Defs","ungroup","group","siblings","position","forward","backward","front","back","before","Mask","targets","unmask","select","mask","maskWith","masker","ClipPath","unclip","clip","clipWith","clipper","stop","Stop","update","url","gradient","Timeline","from","_target","fx","fy","to","Pattern","patternUnits","version","getElementsByTagName","nested","Shape","Bare","method","wor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reate === '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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f 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 modifier returns false, discard node\n            if (well === false) {\n              this.remove()\n\n            // If modifier returns new node, use it\n            } else if (well && well !== this) {\n              this.replace(well)\n            }\n          }, true)\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"]}
\ No newline at end of file
diff --git a/dist/svg.min.js b/dist/svg.min.js
deleted file mode 100644 (file)
index 0b5be45..0000000
+++ /dev/null
@@ -1,3 +0,0 @@
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stPosition=e;var i=this.duration(),r=(this._lastTime<0&&this._time,this._lastTime<this._time&&this.time>i);this._lastTime=this._time;var s=this._isDeclarative;if(this.done=!s&&!r&&this._time>=i,n||s){this._initialise(n),this.transforms=new q.Matrix;var o=this._run(s?t:e)}return this.done=this.done||o&&s,this},finish:function(){return this.step(1/0)},reverse:function(t){return this._reverse=null==t?!this._reverse:t,this},ease:function(t){return this._stepper=new q.Ease(t),this},active:function(t){return null==t?this.enabled:(this.enabled=t,this)},_rememberMorpher:function(t,e){this._history[t]={morpher:e,caller:this._queue[this._queue.length-1]}},_tryRetarget:function(t,e){if(this._history[t]){if(!this._history[t].caller.initialised){var n=this._queue.indexOf(this._history[t].caller);return this._queue.splice(n,1),!1}this._history[t].caller.isTransform?this._history[t].caller.isTransform(e):this._history[t].morpher.to(e),this._history[t].caller.finished=!1;var i=this.timeline();return i&&i._continue(),!0}return!1},_initialise:function(t){if(t||this._isDeclarative)for(var e=0,n=this._queue.length;e<n;++e){var i=this._queue[e],r=this._isDeclarative||!i.initialised&&t;t=!i.finished,r&&t&&(i.initialiser.call(this),i.initialised=!0)}},_run:function(t){for(var e=!0,n=0,i=this._queue.length;n<i;++n){var r=this._queue[n],s=r.runner.call(this,t);r.finished=r.finished||!0===s,e=e&&r.finished}return e},addTransform:function(t,e){return this.transforms.lmultiplyO(t),this},clearTransform:function(){return this.transforms=new q.Matrix,this}}}),q.Runner.id=0,q.Runner.sanitise=function(t,e,n){var i=1,r=!1,s=0;return t=t||q.defaults.timeline.duration,e=e||q.defaults.timeline.delay,n=n||"last","object"!==c(t)||t instanceof q.Stepper||(e=t.delay||e,n=t.when||n,r=t.swing||r,i=t.times||i,s=t.wait||s,t=t.duration||q.defaults.timeline.duration),{duration:t,delay:e,swing:r,times:i,wait:s,when:n}},q.FakeRunner=function(){function t(){
-var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:new q.Matrix,n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:-1,i=!(arguments.length>2&&void 0!==arguments[2])||arguments[2];h(this,t),this.transforms=e,this.id=n,this.done=i}return t}(),q.extend([q.Runner,q.FakeRunner],{mergeWith:function(t){return new q.FakeRunner(t.transforms.lmultiply(this.transforms),t.id)}});var G=function(t,e){return t.lmultiplyO(e)},V=function(t){return t.transforms},H=function(){function t(){h(this,t),this.runners=[],this.ids=[]}return a(t,[{key:"add",value:function(t){if(!this.runners.includes(t)){var e=t.id+1,n=this.ids.reduce(function(t,n){return n>t&&n<e?n:t},0),i=this.ids.indexOf(n)+1;return this.ids.splice(i,0,e),this.runners.splice(i,0,t),this}}},{key:"getByID",value:function(t){return this.runners[this.ids.indexOf(t+1)]}},{key:"remove",value:function(t){var e=this.ids.indexOf(t+1);return this.ids.splice(e,1),this.runners.splice(e,1),this}},{key:"merge",value:function(){var t=this,e=null;return this.runners.forEach(function(n,i){e&&n.done&&e.done&&(t.remove(n.id),t.edit(e.id,n.mergeWith(e))),e=n}),this}},{key:"edit",value:function(t,e){var n=this.ids.indexOf(t+1);return this.ids.splice(n,1,t),this.runners.splice(n,1,e),this}},{key:"length",value:function(){return this.ids.length}},{key:"clearBefore",value:function(t){var e=this.ids.indexOf(t+1)||1;return this.ids.splice(0,e,0),this.runners.splice(0,e,new q.FakeRunner),this}}]),t}();q.extend(q.Element,{_clearTransformRunnersBefore:function(t){this._transformationRunners.clearBefore(t.id)},_currentTransform:function(t){return this._transformationRunners.runners.filter(function(e){return e.id<=t.id}).map(V).reduce(G,new q.Matrix)},addRunner:function(t){this._transformationRunners.add(t),q.Animator.transform_frame(D.bind(this),this._frameId)},_prepareRunner:function(){null==this._frameId&&(this._transformationRunners=(new H).add(new q.FakeRunner(new q.Matrix(this))),this._frameId=q.Element.frameId++)}}),q.Element.frameId=0,q.extend(q.Runner,{attr:function(t,e){return this.styleAttr("attr",t,e)},css:function(t,e){return this.styleAttr("css",t,e)},styleAttr:function(t,e,n){if("object"===c(e))for(var i in n)this.styleAttr(t,i,n[i]);var r=new q.Morphable(this._stepper).to(n);return this.queue(function(){r=r.from(this.element()[t](e))},function(n){return this.element()[t](e,r.at(n)),r.done()}),this},zoom:function(t,e){var n=new q.Morphable(this._stepper).to(new q.Number(t));return this.queue(function(){n=n.from(this.zoom())},function(t){return this.element().zoom(n.at(t),e),n.done()}),this},transform:function(t,e,i){function r(){l=l||this.element(),h=h||j(t,l),d=new q.Matrix(e?void 0:l),l.addRunner(this),e||l._clearTransformRunnersBefore(this)}function s(r){e||this.clearTransform();var s=new q.Point(h).transform(l._currentTransform(this)),o=s.x,m=s.y,v=new q.Matrix(u({},t,{origin:[o,m]})),y=this._isDeclarative&&c?c:d;if(i){v=v.decompose(o,m),y=y.decompose(o,m);var x=v.rotate,g=y.rotate,w=[x-360,x,x+360],b=w.map(function(t){return Math.abs(t-g)}),_=Math.min.apply(Math,n(b)),A=b.indexOf(_);v.rotate=w[A]}e&&(a||(v.rotate=t.rotate||0),this._isDeclarative&&f&&(y.rotate=f)),p.from(y),p.to(v);var M=p.at(r);return f=M.rotate,c=new q.Matrix(M),this.addTransform(c),p.done()}function o(e){(e.origin||"center").toString()!==(t.origin||"center").toString()&&(h=j(t,l)),t=u({},e,{origin:h})}if(e=t.relative||e,this._isDeclarative&&!e&&this._tryRetarget("transform",t))return this;var a=k(t);i=null!=t.affine?t.affine:null!=i?i:!a;var h,l,c,f,d,p=(new q.Morphable).type(i?q.Morphable.TransformBag:q.Matrix).stepper(this._stepper);return this.queue(r,s,o),this._isDeclarative&&this._rememberMorpher("transform",p),this},x:function(t,e){return this._queueNumber("x",t)},y:function(t){return this._queueNumber("y",t)},dx:function(t){return this._queueNumberDelta("dx",t)},dy:function(t){return this._queueNumberDelta("dy",t)},_queueNumberDelta:function(t,e){if(e=new q.Number(e),this._tryRetargetDelta(t,e))return this;var n=new q.Morphable(this._stepper).to(e);return this.queue(function(){var i=this.element()[t]();n.from(i),n.to(i+e)},function(e){return this.element()[t](n.at(e)),n.done()}),this._rememberMorpher(t,n),this},_queueObject:function(t,e){if(this._tryRetarget(t,e))return this;var n=new q.Morphable(this._stepper).to(e);return this.queue(function(){n.from(this.element()[t]())},function(e){return this.element()[t](n.at(e)),n.done()}),this._rememberMorpher(t,n),this},_queueNumber:function(t,e){return this._queueObject(t,new q.Number(e))},cx:function(t){return this._queueNumber("cx",t)},cy:function(t){return this._queueNumber("cy",t)},move:function(t,e){return this.x(t).y(e)},center:function(t,e){return this.cx(t).cy(e)},size:function(t,e){var n;return t&&e||(n=this._element.bbox()),t||(t=n.width/n.height*e),e||(e=n.height/n.width*t),this.width(t).height(e)},width:function(t){return this._queueNumber("width",t)},height:function(t){return this._queueNumber("height",t)},plot:function(t,e,n,i){return 4===arguments.length?this.plot([t,e,n,i]):this._queueObject("plot",new this._element.MorphArray(t))},leading:function(t){return this._queueNumber("leading",t)},viewbox:function(t,e,n,i){return this._queueObject("viewbox",new q.Box(t,e,n,i))},update:function(t){return"object"!==c(t)?this.update({offset:arguments[0],color:arguments[1],opacity:arguments[2]}):(null!=t.opacity&&this.attr("stop-opacity",t.opacity),null!=t.color&&this.attr("stop-color",t.color),null!=t.offset&&this.attr("offset",t.offset),this)}}),q.easing={"-":function(t){return t},"<>":function(t){return-Math.cos(t*Math.PI)/2+.5},">":function(t){return Math.sin(t*Math.PI/2)},"<":function(t){return 1-Math.cos(t*Math.PI/2)}};var U=t.performance||Date,$=function(t){var e=t.start,n=t.runner.duration();return{start:e,duration:n,end:e+n,runner:t.runner}};return q.Timeline=q.invent({inherit:q.EventTarget,create:function(){this._timeSource=function(){return U.now()},this._dispatcher=e.createElement("div"),this._startTime=0,this._speed=1,this._reverse=!1,this._persist=0,this._nextFrame=null,this._paused=!1,this._runners=[],this._order=[],this._time=0,this._lastSourceTime=0,this._lastStepTime=0},extend:{getEventTarget:function(){return this._dispatcher},schedule:function(t,e,n){if(null==t)return this._runners.map($).sort(function(t,e){return t.start-e.start||t.duration-e.duration});this.active()||(this._step(),null==n&&(n="now"));var i=0;if(e=e||0,null==n||"last"===n||"after"===n)i=this._startTime;else if("absolute"===n||"start"===n)i=e,e=0;else if("now"===n)i=this._time;else{if("relative"!==n)throw new Error('Invalid value for the "when" parameter');var r=this._runners[t.id];r&&(i=r.start+e,e=0)}return t.unschedule(),t.timeline(this),t.time(-e),this._startTime=i+t.duration()+e,this._runners[t.id]={persist:this.persist(),runner:t,start:i},this._order.push(t.id),this._continue(),this},unschedule:function(t){var e=this._order.indexOf(t.id);return e<0?this:(delete this._runners[t.id],this._order.splice(e,1),t.timeline(null),this)},play:function(){return this._paused=!1,this._continue()},pause:function(){return this._nextFrame=null,this._paused=!0,this},stop:function(){return this.seek(-this._time),this.pause()},finish:function(){return this.seek(1/0),this.pause()},speed:function(t){return null==t?this._speed:(this._speed=t,this)},reverse:function(t){var e=this.speed();if(null==t)return this.speed(-e);var n=Math.abs(e);return this.speed(t?n:-n)},seek:function(t){return this._time+=t,this._continue()},time:function(t){return null==t?this._time:(this._time=t,this)},persist:function(t){return null==t?this._persist:(this._persist=t,this)},source:function(t){return null==t?this._timeSource:(this._timeSource=t,this)},_step:function(){if(!this._paused){var t=this._timeSource(),e=t-this._lastSourceTime,n=this._speed*e+(this._time-this._lastStepTime);this._lastSourceTime=t,this._time+=n,this._lastStepTime=this._time;for(var i=!1,r=0,s=this._order.length;r<s;r++){var o=this._runners[this._order[r]],a=o.runner,h=n,u=this._time-o.start;if(u<0)i=!0;else if(u<h&&(h=u),a.active()){var l=a.step(h).done;if(l){if(!0!==o.persist){var c=a.duration()-a.time()+this._time;c+this._persist<this._time&&(delete this._runners[this._order[r]],this._order.splice(r--,1)&&--s,a.timeline(null))}}else i=!0}}return this._nextFrame=i?q.Animator.frame(this._step.bind(this)):null,this}},_continue:function(){return this._paused?this:(this._nextFrame||(this._nextFrame=q.Animator.frame(this._step.bind(this))),this)},active:function(){return!!this._nextFrame}},parent:q.Element,construct:{timeline:function(){return this._timeline=this._timeline||new q.Timeline,this._timeline}}}),q.Stepper=q.invent({create:function(){}}),q.Ease=q.invent({inherit:q.Stepper,create:function(t){q.Stepper.call(this,t),this.ease=q.easing[t||q.defaults.timeline.ease]||t},extend:{step:function(t,e,n){return"number"!=typeof t?n<1?t:e:t+(e-t)*this.ease(n)},done:function(t,e){return!1}}}),q.easing={"-":function(t){return t},"<>":function(t){return-Math.cos(t*Math.PI)/2+.5},">":function(t){return Math.sin(t*Math.PI/2)},"<":function(t){return 1-Math.cos(t*Math.PI/2)},bezier:function(t,e,n,i){return function(t){}}},q.Controller=q.invent({inherit:q.Stepper,create:function(t){q.Stepper.call(this,t),this.stepper=t},extend:{step:function(t,e,n,i){return this.stepper(t,e,n,i)},done:function(t){return t.done}}}),q.Spring=q.invent({inherit:q.Controller,create:function(t,e){this.duration(t||500).overshoot(e||0)},extend:{step:function(t,e,n,i){if("string"==typeof t)return t;if(i.done=n===1/0,n===1/0)return e;if(0===n)return t;n>100&&(n=16),n/=1e3;var r=i.velocity||0,s=-this.d*r-this.k*(t-e),o=t+r*n+s*n*n/2;return i.velocity=r+s*n,i.done=Math.abs(e-o)+Math.abs(r)<.002,i.done?e:o},duration:R("_duration",I),overshoot:R("_overshoot",I)}}),q.PID=q.invent({inherit:q.Controller,create:function(t,e,n,i){q.Controller.call(this),t=null==t?.1:t,e=null==e?.01:e,n=null==n?0:n,i=null==i?1e3:i,this.p(t).i(e).d(n).windup(i)},extend:{step:function(t,e,n,i){if("string"==typeof t)return t;if(i.done=n===1/0,n===1/0)return e;if(0===n)return t;var r=e-t,s=(i.integral||0)+r*n,o=(r-(i.error||0))/n,a=this.windup;return!1!==a&&(s=Math.max(-a,Math.min(s,a))),i.error=r,i.integral=s,i.done=Math.abs(r)<.001,i.done?e:t+(this.P*r+this.I*s+this.D*o)},windup:R("windup"),p:R("P"),i:R("I"),d:R("D")}}),q});
\ No newline at end of file
index f506cb50dd69d0e7f45c5beea88e3fec959b77de..406a35ebcc4e161b1125c827083500443e38417e 100644 (file)
@@ -278,14 +278,15 @@ SVG.Element = SVG.invent({
           this.each(function () {
             well = svg(this)
 
-            if (well instanceof SVG.Element) {
-              this.replace(well)
-            }
-
-            if (typeof well === 'boolean' && !well) {
+            // If modifier returns false, discard node
+            if (well === false) {
               this.remove()
+
+            // If modifier returns new node, use it
+            } else if (well && well !== this) {
+              this.replace(well)
             }
-          })
+          }, true)
         }
 
         // write svgjs data to the dom