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N°5621 Move C3 0.4.11 to NPM
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1
node_modules/d3/src/math/abs.js
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node_modules/d3/src/math/abs.js
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var abs = Math.abs;
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node_modules/d3/src/math/adder.js
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node_modules/d3/src/math/adder.js
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// Adds floating point numbers with twice the normal precision.
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// Reference: J. R. Shewchuk, Adaptive Precision Floating-Point Arithmetic and
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// Fast Robust Geometric Predicates, Discrete & Computational Geometry 18(3)
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// 305–363 (1997).
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// Code adapted from GeographicLib by Charles F. F. Karney,
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// http://geographiclib.sourceforge.net/
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// See lib/geographiclib/LICENSE for details.
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function d3_adder() {}
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d3_adder.prototype = {
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s: 0, // rounded value
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t: 0, // exact error
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add: function(y) {
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d3_adderSum(y, this.t, d3_adderTemp);
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d3_adderSum(d3_adderTemp.s, this.s, this);
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if (this.s) this.t += d3_adderTemp.t;
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else this.s = d3_adderTemp.t;
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},
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reset: function() {
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this.s = this.t = 0;
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},
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valueOf: function() {
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return this.s;
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}
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};
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var d3_adderTemp = new d3_adder;
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function d3_adderSum(a, b, o) {
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var x = o.s = a + b, // a + b
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bv = x - a, av = x - bv; // b_virtual & a_virtual
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o.t = (a - av) + (b - bv); // a_roundoff + b_roundoff
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}
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node_modules/d3/src/math/index.js
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node_modules/d3/src/math/index.js
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import "random";
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import "transform";
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node_modules/d3/src/math/number.js
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node_modules/d3/src/math/number.js
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function d3_number(x) {
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return x === null ? NaN : +x;
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}
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function d3_numeric(x) {
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return !isNaN(x);
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}
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node_modules/d3/src/math/random.js
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node_modules/d3/src/math/random.js
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d3.random = {
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normal: function(µ, σ) {
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var n = arguments.length;
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if (n < 2) σ = 1;
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if (n < 1) µ = 0;
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return function() {
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var x, y, r;
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do {
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x = Math.random() * 2 - 1;
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y = Math.random() * 2 - 1;
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r = x * x + y * y;
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} while (!r || r > 1);
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return µ + σ * x * Math.sqrt(-2 * Math.log(r) / r);
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};
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},
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logNormal: function() {
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var random = d3.random.normal.apply(d3, arguments);
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return function() {
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return Math.exp(random());
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};
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},
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bates: function(m) {
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var random = d3.random.irwinHall(m);
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return function() {
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return random() / m;
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};
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},
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irwinHall: function(m) {
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return function() {
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for (var s = 0, j = 0; j < m; j++) s += Math.random();
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return s;
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};
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}
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};
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node_modules/d3/src/math/transform.js
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node_modules/d3/src/math/transform.js
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import "../core/document";
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import "../core/ns";
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d3.transform = function(string) {
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var g = d3_document.createElementNS(d3.ns.prefix.svg, "g");
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return (d3.transform = function(string) {
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if (string != null) {
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g.setAttribute("transform", string);
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var t = g.transform.baseVal.consolidate();
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}
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return new d3_transform(t ? t.matrix : d3_transformIdentity);
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})(string);
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};
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// Compute x-scale and normalize the first row.
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// Compute shear and make second row orthogonal to first.
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// Compute y-scale and normalize the second row.
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// Finally, compute the rotation.
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function d3_transform(m) {
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var r0 = [m.a, m.b],
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r1 = [m.c, m.d],
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kx = d3_transformNormalize(r0),
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kz = d3_transformDot(r0, r1),
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ky = d3_transformNormalize(d3_transformCombine(r1, r0, -kz)) || 0;
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if (r0[0] * r1[1] < r1[0] * r0[1]) {
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r0[0] *= -1;
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r0[1] *= -1;
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kx *= -1;
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kz *= -1;
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}
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this.rotate = (kx ? Math.atan2(r0[1], r0[0]) : Math.atan2(-r1[0], r1[1])) * d3_degrees;
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this.translate = [m.e, m.f];
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this.scale = [kx, ky];
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this.skew = ky ? Math.atan2(kz, ky) * d3_degrees : 0;
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};
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d3_transform.prototype.toString = function() {
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return "translate(" + this.translate
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+ ")rotate(" + this.rotate
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+ ")skewX(" + this.skew
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+ ")scale(" + this.scale
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+ ")";
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};
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function d3_transformDot(a, b) {
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return a[0] * b[0] + a[1] * b[1];
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}
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function d3_transformNormalize(a) {
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var k = Math.sqrt(d3_transformDot(a, a));
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if (k) {
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a[0] /= k;
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a[1] /= k;
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}
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return k;
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}
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function d3_transformCombine(a, b, k) {
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a[0] += k * b[0];
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a[1] += k * b[1];
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return a;
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}
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var d3_transformIdentity = {a: 1, b: 0, c: 0, d: 1, e: 0, f: 0};
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44
node_modules/d3/src/math/trigonometry.js
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node_modules/d3/src/math/trigonometry.js
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var ε = 1e-6,
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ε2 = ε * ε,
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π = Math.PI,
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τ = 2 * π,
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τε = τ - ε,
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halfπ = π / 2,
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d3_radians = π / 180,
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d3_degrees = 180 / π;
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function d3_sgn(x) {
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return x > 0 ? 1 : x < 0 ? -1 : 0;
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}
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// Returns the 2D cross product of AB and AC vectors, i.e., the z-component of
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// the 3D cross product in a quadrant I Cartesian coordinate system (+x is
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// right, +y is up). Returns a positive value if ABC is counter-clockwise,
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// negative if clockwise, and zero if the points are collinear.
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function d3_cross2d(a, b, c) {
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return (b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]);
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}
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function d3_acos(x) {
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return x > 1 ? 0 : x < -1 ? π : Math.acos(x);
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}
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function d3_asin(x) {
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return x > 1 ? halfπ : x < -1 ? -halfπ : Math.asin(x);
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}
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function d3_sinh(x) {
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return ((x = Math.exp(x)) - 1 / x) / 2;
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}
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function d3_cosh(x) {
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return ((x = Math.exp(x)) + 1 / x) / 2;
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}
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function d3_tanh(x) {
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return ((x = Math.exp(2 * x)) - 1) / (x + 1);
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}
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function d3_haversin(x) {
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return (x = Math.sin(x / 2)) * x;
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}
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