N°5621 Move C3 0.4.11 to NPM

This commit is contained in:
Pierre Goiffon
2024-02-16 16:42:42 +01:00
parent ff079f7d01
commit f3fbce7459
609 changed files with 84517 additions and 6 deletions

1
node_modules/d3/src/math/abs.js generated vendored Normal file
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var abs = Math.abs;

34
node_modules/d3/src/math/adder.js generated vendored Normal file
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// Adds floating point numbers with twice the normal precision.
// Reference: J. R. Shewchuk, Adaptive Precision Floating-Point Arithmetic and
// Fast Robust Geometric Predicates, Discrete & Computational Geometry 18(3)
// 305363 (1997).
// Code adapted from GeographicLib by Charles F. F. Karney,
// http://geographiclib.sourceforge.net/
// See lib/geographiclib/LICENSE for details.
function d3_adder() {}
d3_adder.prototype = {
s: 0, // rounded value
t: 0, // exact error
add: function(y) {
d3_adderSum(y, this.t, d3_adderTemp);
d3_adderSum(d3_adderTemp.s, this.s, this);
if (this.s) this.t += d3_adderTemp.t;
else this.s = d3_adderTemp.t;
},
reset: function() {
this.s = this.t = 0;
},
valueOf: function() {
return this.s;
}
};
var d3_adderTemp = new d3_adder;
function d3_adderSum(a, b, o) {
var x = o.s = a + b, // a + b
bv = x - a, av = x - bv; // b_virtual & a_virtual
o.t = (a - av) + (b - bv); // a_roundoff + b_roundoff
}

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node_modules/d3/src/math/index.js generated vendored Normal file
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import "random";
import "transform";

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node_modules/d3/src/math/number.js generated vendored Normal file
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function d3_number(x) {
return x === null ? NaN : +x;
}
function d3_numeric(x) {
return !isNaN(x);
}

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node_modules/d3/src/math/random.js generated vendored Normal file
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d3.random = {
normal: function(µ, σ) {
var n = arguments.length;
if (n < 2) σ = 1;
if (n < 1) µ = 0;
return function() {
var x, y, r;
do {
x = Math.random() * 2 - 1;
y = Math.random() * 2 - 1;
r = x * x + y * y;
} while (!r || r > 1);
return µ + σ * x * Math.sqrt(-2 * Math.log(r) / r);
};
},
logNormal: function() {
var random = d3.random.normal.apply(d3, arguments);
return function() {
return Math.exp(random());
};
},
bates: function(m) {
var random = d3.random.irwinHall(m);
return function() {
return random() / m;
};
},
irwinHall: function(m) {
return function() {
for (var s = 0, j = 0; j < m; j++) s += Math.random();
return s;
};
}
};

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node_modules/d3/src/math/transform.js generated vendored Normal file
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import "../core/document";
import "../core/ns";
d3.transform = function(string) {
var g = d3_document.createElementNS(d3.ns.prefix.svg, "g");
return (d3.transform = function(string) {
if (string != null) {
g.setAttribute("transform", string);
var t = g.transform.baseVal.consolidate();
}
return new d3_transform(t ? t.matrix : d3_transformIdentity);
})(string);
};
// Compute x-scale and normalize the first row.
// Compute shear and make second row orthogonal to first.
// Compute y-scale and normalize the second row.
// Finally, compute the rotation.
function d3_transform(m) {
var r0 = [m.a, m.b],
r1 = [m.c, m.d],
kx = d3_transformNormalize(r0),
kz = d3_transformDot(r0, r1),
ky = d3_transformNormalize(d3_transformCombine(r1, r0, -kz)) || 0;
if (r0[0] * r1[1] < r1[0] * r0[1]) {
r0[0] *= -1;
r0[1] *= -1;
kx *= -1;
kz *= -1;
}
this.rotate = (kx ? Math.atan2(r0[1], r0[0]) : Math.atan2(-r1[0], r1[1])) * d3_degrees;
this.translate = [m.e, m.f];
this.scale = [kx, ky];
this.skew = ky ? Math.atan2(kz, ky) * d3_degrees : 0;
};
d3_transform.prototype.toString = function() {
return "translate(" + this.translate
+ ")rotate(" + this.rotate
+ ")skewX(" + this.skew
+ ")scale(" + this.scale
+ ")";
};
function d3_transformDot(a, b) {
return a[0] * b[0] + a[1] * b[1];
}
function d3_transformNormalize(a) {
var k = Math.sqrt(d3_transformDot(a, a));
if (k) {
a[0] /= k;
a[1] /= k;
}
return k;
}
function d3_transformCombine(a, b, k) {
a[0] += k * b[0];
a[1] += k * b[1];
return a;
}
var d3_transformIdentity = {a: 1, b: 0, c: 0, d: 1, e: 0, f: 0};

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node_modules/d3/src/math/trigonometry.js generated vendored Normal file
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var ε = 1e-6,
ε2 = ε * ε,
π = Math.PI,
τ = 2 * π,
τε = τ - ε,
halfπ = π / 2,
d3_radians = π / 180,
d3_degrees = 180 / π;
function d3_sgn(x) {
return x > 0 ? 1 : x < 0 ? -1 : 0;
}
// Returns the 2D cross product of AB and AC vectors, i.e., the z-component of
// the 3D cross product in a quadrant I Cartesian coordinate system (+x is
// right, +y is up). Returns a positive value if ABC is counter-clockwise,
// negative if clockwise, and zero if the points are collinear.
function d3_cross2d(a, b, c) {
return (b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]);
}
function d3_acos(x) {
return x > 1 ? 0 : x < -1 ? π : Math.acos(x);
}
function d3_asin(x) {
return x > 1 ? halfπ : x < -1 ? -halfπ : Math.asin(x);
}
function d3_sinh(x) {
return ((x = Math.exp(x)) - 1 / x) / 2;
}
function d3_cosh(x) {
return ((x = Math.exp(x)) + 1 / x) / 2;
}
function d3_tanh(x) {
return ((x = Math.exp(2 * x)) - 1) / (x + 1);
}
function d3_haversin(x) {
return (x = Math.sin(x / 2)) * x;
}