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{"version":3,"file":"coord.js","sources":["webpack:///webpack/universalModuleDefinition","webpack:///webpack/bootstrap 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_createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\n/**\n * @fileOverview the base class of Coordinate\n * @author sima.zhang\n */\nvar MatrixUtil = require('@antv/util/lib/matrix/');\n\nvar mix = require('@antv/util/lib/mix');\n\nvar mat3 = MatrixUtil.mat3;\nvar vec3 = MatrixUtil.vec3;\n\nvar Coord =\n/*#__PURE__*/\nfunction () {\n _createClass(Coord, [{\n key: \"getDefaultCfg\",\n\n /**\n * 获取默认的配置属性\n * @protected\n * @return {Object} 默认属性\n */\n value: function getDefaultCfg() {\n return {\n /**\n * Mark x y is transposed.\n * @type {Boolean}\n */\n isTransposed: false,\n\n /**\n * The matrix of coordinate\n * @type {Array}\n */\n matrix: [1, 0, 0, 0, 1, 0, 0, 0, 1]\n };\n }\n }]);\n\n function Coord(cfg) {\n _classCallCheck(this, Coord);\n\n var defaultCfg = this.getDefaultCfg();\n mix(this, defaultCfg, cfg);\n this.init();\n }\n\n _createClass(Coord, [{\n key: \"init\",\n value: function init() {\n var start = this.start;\n var end = this.end;\n var center = {\n x: (start.x + end.x) / 2,\n y: (start.y + end.y) / 2\n };\n this.center = center;\n this.width = Math.abs(end.x - start.x);\n this.height = Math.abs(end.y - start.y);\n }\n }, {\n key: \"_swapDim\",\n value: function _swapDim(dim) {\n var dimRange = this[dim];\n\n if (dimRange) {\n var tmp = dimRange.start;\n dimRange.start = dimRange.end;\n dimRange.end = tmp;\n }\n }\n }, {\n key: \"getCenter\",\n value: function getCenter() {\n return this.center;\n }\n }, {\n key: \"getWidth\",\n value: function getWidth() {\n return this.width;\n }\n }, {\n key: \"getHeight\",\n value: function getHeight() {\n return this.height;\n }\n }, {\n key: \"convertDim\",\n value: function convertDim(percent, dim) {\n var _this$dim = this[dim],\n start = _this$dim.start,\n end = _this$dim.end;\n return start + percent * (end - start);\n }\n }, {\n key: \"invertDim\",\n value: function invertDim(value, dim) {\n var _this$dim2 = this[dim],\n start = _this$dim2.start,\n end = _this$dim2.end;\n return (value - start) / (end - start);\n }\n /**\n * 将归一化的坐标点数据转换为画布坐标\n * @override\n * @param {Object} point 归一化的坐标点\n * @return {Object} 返回画布坐标\n */\n\n }, {\n key: \"convertPoint\",\n value: function convertPoint(point) {\n return point;\n }\n /**\n * 将画布坐标转换为归一化的坐标点数据\n * @override\n * @param {Object} point 画布坐标点数据\n * @return {Object} 归一化后的数据点\n */\n\n }, {\n key: \"invertPoint\",\n value: function invertPoint(point) {\n return point;\n }\n /**\n * 将坐标点进行矩阵变换\n * @param {Number} x 对应 x 轴画布坐标\n * @param {Number} y 对应 y 轴画布坐标\n * @param {Number} tag 默认为 0,可取值 0, 1\n * @return {Array} 返回变换后的三阶向量 [x, y, z]\n */\n\n }, {\n key: \"applyMatrix\",\n value: function applyMatrix(x, y) {\n var tag = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var matrix = this.matrix;\n var vector = [x, y, tag];\n vec3.transformMat3(vector, vector, matrix);\n return vector;\n }\n /**\n * 将坐标点进行矩阵逆变换\n * @param {Number} x 对应 x 轴画布坐标\n * @param {Number} y 对应 y 轴画布坐标\n * @param {Number} tag 默认为 0,可取值 0, 1\n * @return {Array} 返回矩阵逆变换后的三阶向量 [x, y, z]\n */\n\n }, {\n key: \"invertMatrix\",\n value: function invertMatrix(x, y) {\n var tag = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var matrix = this.matrix;\n var inversedMatrix = mat3.invert([], matrix);\n var vector = [x, y, tag];\n vec3.transformMat3(vector, vector, inversedMatrix);\n return vector;\n }\n /**\n * 将归一化的坐标点数据转换为画布坐标,并根据坐标系当前矩阵进行变换\n * @param {Object} point 归一化的坐标点\n * @return {Object} 返回进行矩阵变换后的画布坐标\n */\n\n }, {\n key: \"convert\",\n value: function convert(point) {\n var _this$convertPoint = this.convertPoint(point),\n x = _this$convertPoint.x,\n y = _this$convertPoint.y;\n\n var vector = this.applyMatrix(x, y, 1);\n return {\n x: vector[0],\n y: vector[1]\n };\n }\n /**\n * 将进行过矩阵变换画布坐标转换为归一化坐标\n * @param {Object} point 画布坐标\n * @return {Object} 返回归一化的坐标点\n */\n\n }, {\n key: \"invert\",\n value: function invert(point) {\n var vector = this.invertMatrix(point.x, point.y, 1);\n return this.invertPoint({\n x: vector[0],\n y: vector[1]\n });\n }\n /**\n * 坐标系旋转变换\n * @param {Number} radian 旋转弧度\n * @return {Object} 返回坐标系对象\n */\n\n }, {\n key: \"rotate\",\n value: function rotate(radian) {\n var matrix = this.matrix;\n var center = this.center;\n mat3.translate(matrix, matrix, [-center.x, -center.y]);\n mat3.rotate(matrix, matrix, radian);\n mat3.translate(matrix, matrix, [center.x, center.y]);\n return this;\n }\n /**\n * 坐标系反射变换\n * @param {String} dim 反射维度\n * @return {Object} 返回坐标系对象\n */\n\n }, {\n key: \"reflect\",\n value: function reflect(dim) {\n switch (dim) {\n case 'x':\n this._swapDim('x');\n\n break;\n\n case 'y':\n this._swapDim('y');\n\n break;\n\n default:\n this._swapDim('y');\n\n }\n\n return this;\n }\n /**\n * 坐标系比例变换\n * @param {Number} s1 x 方向缩放比例\n * @param {Number} s2 y 方向缩放比例\n * @return {Object} 返回坐标系对象\n */\n\n }, {\n key: \"scale\",\n value: function scale(s1, s2) {\n var matrix = this.matrix;\n var center = this.center;\n mat3.translate(matrix, matrix, [-center.x, -center.y]);\n mat3.scale(matrix, matrix, [s1, s2]);\n mat3.translate(matrix, matrix, [center.x, center.y]);\n return this;\n }\n /**\n * 坐标系平移变换\n * @param {Number} x x 方向平移像素\n * @param {Number} y y 方向平移像素\n * @return {Object} 返回坐标系对象\n */\n\n }, {\n key: \"translate\",\n value: function translate(x, y) {\n var matrix = this.matrix;\n mat3.translate(matrix, matrix, [x, y]);\n return this;\n }\n /**\n * 将坐标系 x y 两个轴进行转置\n * @return {Object} 返回坐标系对象\n */\n\n }, {\n key: \"transpose\",\n value: function transpose() {\n this.isTransposed = !this.isTransposed;\n return this;\n }\n }]);\n\n return Coord;\n}();\n\nmodule.exports = Coord;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/base.js\n// module id = 0\n// module chunks = 0","function _mix(dist, obj) {\n for (var key in obj) {\n if (obj.hasOwnProperty(key) && key !== 'constructor' && obj[key] !== undefined) {\n dist[key] = obj[key];\n }\n }\n}\n\nvar mix = function mix(dist, src1, src2, src3) {\n if (src1) _mix(dist, src1);\n if (src2) _mix(dist, src2);\n if (src3) _mix(dist, src3);\n return dist;\n};\n\nmodule.exports = mix;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/mix.js\n// module id = 1\n// module chunks = 0","module.exports = {\n mat3: require('./mat3'),\n vec2: require('./vec2'),\n vec3: require('./vec3'),\n transform: require('./transform')\n};\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/matrix/index.js\n// module id = 2\n// module chunks = 0","'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.setMatrixArrayType = setMatrixArrayType;\nexports.toRadian = toRadian;\nexports.equals = equals;\n/**\n * Common utilities\n * @module glMatrix\n */\n// Configuration Constants\n\nvar EPSILON = exports.EPSILON = 0.000001;\nvar ARRAY_TYPE = exports.ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;\nvar RANDOM = exports.RANDOM = Math.random;\n/**\n * Sets the type of array used when creating new vectors and matrices\n *\n * @param {Type} type Array type, such as Float32Array or Array\n */\n\nfunction setMatrixArrayType(type) {\n exports.ARRAY_TYPE = ARRAY_TYPE = type;\n}\n\nvar degree = Math.PI / 180;\n/**\n * Convert Degree To Radian\n *\n * @param {Number} a Angle in Degrees\n */\n\nfunction toRadian(a) {\n return a * degree;\n}\n/**\n * Tests whether or not the arguments have approximately the same value, within an absolute\n * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less\n * than or equal to 1.0, and a relative tolerance is used for larger values)\n *\n * @param {Number} a The first number to test.\n * @param {Number} b The second number to test.\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\n */\n\n\nfunction equals(a, b) {\n return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));\n}\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/gl-matrix/lib/gl-matrix/common.js\n// module id = 3\n// module chunks = 0","var mat3 = require('@antv/gl-matrix/lib/gl-matrix/mat3');\n\nmat3.translate = function (out, a, v) {\n var transMat = new Array(9);\n mat3.fromTranslation(transMat, v);\n return mat3.multiply(out, transMat, a);\n};\n\nmat3.rotate = function (out, a, rad) {\n var rotateMat = new Array(9);\n mat3.fromRotation(rotateMat, rad);\n return mat3.multiply(out, rotateMat, a);\n};\n\nmat3.scale = function (out, a, v) {\n var scaleMat = new Array(9);\n mat3.fromScaling(scaleMat, v);\n return mat3.multiply(out, scaleMat, a);\n};\n\nmodule.exports = mat3;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/matrix/mat3.js\n// module id = 4\n// module chunks = 0","var isType = require('./is-type');\n\nvar isArray = Array.isArray ? Array.isArray : function (value) {\n return isType(value, 'Array');\n};\nmodule.exports = isArray;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/type/is-array.js\n// module id = 5\n// module chunks = 0","var PRECISION = 0.00001; // numbers less than this is considered as 0\n\nmodule.exports = function isNumberEqual(a, b) {\n var precision = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : PRECISION;\n return Math.abs(a - b) < precision;\n};\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/math/is-number-equal.js\n// module id = 6\n// module chunks = 0","/**\n * @fileOverview the entry of coordinate\n * @author sima.zhang1990@gmail.com\n */\nvar Coord = require('./base');\n\nCoord.Cartesian = require('./cartesian');\nCoord.Rect = Coord.Cartesian;\nCoord.Polar = require('./polar');\nCoord.Helix = require('./helix');\nmodule.exports = Coord;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/index.js\n// module id = 7\n// module chunks = 0","'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.sub = exports.mul = undefined;\nexports.create = create;\nexports.fromMat4 = fromMat4;\nexports.clone = clone;\nexports.copy = copy;\nexports.fromValues = fromValues;\nexports.set = set;\nexports.identity = identity;\nexports.transpose = transpose;\nexports.invert = invert;\nexports.adjoint = adjoint;\nexports.determinant = determinant;\nexports.multiply = multiply;\nexports.translate = translate;\nexports.rotate = rotate;\nexports.scale = scale;\nexports.fromTranslation = fromTranslation;\nexports.fromRotation = fromRotation;\nexports.fromScaling = fromScaling;\nexports.fromMat2d = fromMat2d;\nexports.fromQuat = fromQuat;\nexports.normalFromMat4 = normalFromMat4;\nexports.projection = projection;\nexports.str = str;\nexports.frob = frob;\nexports.add = add;\nexports.subtract = subtract;\nexports.multiplyScalar = multiplyScalar;\nexports.multiplyScalarAndAdd = multiplyScalarAndAdd;\nexports.exactEquals = exactEquals;\nexports.equals = equals;\n\nvar _common = require('./common.js');\n\nvar glMatrix = _interopRequireWildcard(_common);\n\nfunction _interopRequireWildcard(obj) {\n if (obj && obj.__esModule) {\n return obj;\n } else {\n var newObj = {};\n\n if (obj != null) {\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key];\n }\n }\n\n newObj.default = obj;\n return newObj;\n }\n}\n/**\n * 3x3 Matrix\n * @module mat3\n */\n\n/**\n * Creates a new identity mat3\n *\n * @returns {mat3} a new 3x3 matrix\n */\n\n\nfunction create() {\n var out = new glMatrix.ARRAY_TYPE(9);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n }\n\n out[0] = 1;\n out[4] = 1;\n out[8] = 1;\n return out;\n}\n/**\n * Copies the upper-left 3x3 values into the given mat3.\n *\n * @param {mat3} out the receiving 3x3 matrix\n * @param {mat4} a the source 4x4 matrix\n * @returns {mat3} out\n */\n\n\nfunction fromMat4(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[4];\n out[4] = a[5];\n out[5] = a[6];\n out[6] = a[8];\n out[7] = a[9];\n out[8] = a[10];\n return out;\n}\n/**\n * Creates a new mat3 initialized with values from an existing matrix\n *\n * @param {mat3} a matrix to clone\n * @returns {mat3} a new 3x3 matrix\n */\n\n\nfunction clone(a) {\n var out = new glMatrix.ARRAY_TYPE(9);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Copy the values from one mat3 to another\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the source matrix\n * @returns {mat3} out\n */\n\n\nfunction copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Create a new mat3 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} A new mat3\n */\n\n\nfunction fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n var out = new glMatrix.ARRAY_TYPE(9);\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n/**\n * Set the components of a mat3 to the given values\n *\n * @param {mat3} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} out\n */\n\n\nfunction set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n/**\n * Set a mat3 to the identity matrix\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */\n\n\nfunction identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Transpose the values of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the source matrix\n * @returns {mat3} out\n */\n\n\nfunction transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache some values\n if (out === a) {\n var a01 = a[1],\n a02 = a[2],\n a12 = a[5];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a01;\n out[5] = a[7];\n out[6] = a02;\n out[7] = a12;\n } else {\n out[0] = a[0];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a[1];\n out[4] = a[4];\n out[5] = a[7];\n out[6] = a[2];\n out[7] = a[5];\n out[8] = a[8];\n }\n\n return out;\n}\n/**\n * Inverts a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the source matrix\n * @returns {mat3} out\n */\n\n\nfunction invert(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n var b01 = a22 * a11 - a12 * a21;\n var b11 = -a22 * a10 + a12 * a20;\n var b21 = a21 * a10 - a11 * a20; // Calculate the determinant\n\n var det = a00 * b01 + a01 * b11 + a02 * b21;\n\n if (!det) {\n return null;\n }\n\n det = 1.0 / det;\n out[0] = b01 * det;\n out[1] = (-a22 * a01 + a02 * a21) * det;\n out[2] = (a12 * a01 - a02 * a11) * det;\n out[3] = b11 * det;\n out[4] = (a22 * a00 - a02 * a20) * det;\n out[5] = (-a12 * a00 + a02 * a10) * det;\n out[6] = b21 * det;\n out[7] = (-a21 * a00 + a01 * a20) * det;\n out[8] = (a11 * a00 - a01 * a10) * det;\n return out;\n}\n/**\n * Calculates the adjugate of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the source matrix\n * @returns {mat3} out\n */\n\n\nfunction adjoint(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n out[0] = a11 * a22 - a12 * a21;\n out[1] = a02 * a21 - a01 * a22;\n out[2] = a01 * a12 - a02 * a11;\n out[3] = a12 * a20 - a10 * a22;\n out[4] = a00 * a22 - a02 * a20;\n out[5] = a02 * a10 - a00 * a12;\n out[6] = a10 * a21 - a11 * a20;\n out[7] = a01 * a20 - a00 * a21;\n out[8] = a00 * a11 - a01 * a10;\n return out;\n}\n/**\n * Calculates the determinant of a mat3\n *\n * @param {mat3} a the source matrix\n * @returns {Number} determinant of a\n */\n\n\nfunction determinant(a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);\n}\n/**\n * Multiplies two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the first operand\n * @param {mat3} b the second operand\n * @returns {mat3} out\n */\n\n\nfunction multiply(out, a, b) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n var b00 = b[0],\n b01 = b[1],\n b02 = b[2];\n var b10 = b[3],\n b11 = b[4],\n b12 = b[5];\n var b20 = b[6],\n b21 = b[7],\n b22 = b[8];\n out[0] = b00 * a00 + b01 * a10 + b02 * a20;\n out[1] = b00 * a01 + b01 * a11 + b02 * a21;\n out[2] = b00 * a02 + b01 * a12 + b02 * a22;\n out[3] = b10 * a00 + b11 * a10 + b12 * a20;\n out[4] = b10 * a01 + b11 * a11 + b12 * a21;\n out[5] = b10 * a02 + b11 * a12 + b12 * a22;\n out[6] = b20 * a00 + b21 * a10 + b22 * a20;\n out[7] = b20 * a01 + b21 * a11 + b22 * a21;\n out[8] = b20 * a02 + b21 * a12 + b22 * a22;\n return out;\n}\n/**\n * Translate a mat3 by the given vector\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the matrix to translate\n * @param {vec2} v vector to translate by\n * @returns {mat3} out\n */\n\n\nfunction translate(out, a, v) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a10 = a[3],\n a11 = a[4],\n a12 = a[5],\n a20 = a[6],\n a21 = a[7],\n a22 = a[8],\n x = v[0],\n y = v[1];\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n out[3] = a10;\n out[4] = a11;\n out[5] = a12;\n out[6] = x * a00 + y * a10 + a20;\n out[7] = x * a01 + y * a11 + a21;\n out[8] = x * a02 + y * a12 + a22;\n return out;\n}\n/**\n * Rotates a mat3 by the given angle\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\n\n\nfunction rotate(out, a, rad) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a10 = a[3],\n a11 = a[4],\n a12 = a[5],\n a20 = a[6],\n a21 = a[7],\n a22 = a[8],\n s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c * a00 + s * a10;\n out[1] = c * a01 + s * a11;\n out[2] = c * a02 + s * a12;\n out[3] = c * a10 - s * a00;\n out[4] = c * a11 - s * a01;\n out[5] = c * a12 - s * a02;\n out[6] = a20;\n out[7] = a21;\n out[8] = a22;\n return out;\n}\n\n;\n/**\n * Scales the mat3 by the dimensions in the given vec2\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the matrix to rotate\n * @param {vec2} v the vec2 to scale the matrix by\n * @returns {mat3} out\n **/\n\nfunction scale(out, a, v) {\n var x = v[0],\n y = v[1];\n out[0] = x * a[0];\n out[1] = x * a[1];\n out[2] = x * a[2];\n out[3] = y * a[3];\n out[4] = y * a[4];\n out[5] = y * a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.translate(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {vec2} v Translation vector\n * @returns {mat3} out\n */\n\n\nfunction fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = v[0];\n out[7] = v[1];\n out[8] = 1;\n return out;\n}\n/**\n * Creates a matrix from a given angle\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.rotate(dest, dest, rad);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\n\n\nfunction fromRotation(out, rad) {\n var s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n out[3] = -s;\n out[4] = c;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.scale(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {vec2} v Scaling vector\n * @returns {mat3} out\n */\n\n\nfunction fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = v[1];\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Copies the values from a mat2d into a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {mat2d} a the matrix to copy\n * @returns {mat3} out\n **/\n\n\nfunction fromMat2d(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = 0;\n out[3] = a[2];\n out[4] = a[3];\n out[5] = 0;\n out[6] = a[4];\n out[7] = a[5];\n out[8] = 1;\n return out;\n}\n/**\n* Calculates a 3x3 matrix from the given quaternion\n*\n* @param {mat3} out mat3 receiving operation result\n* @param {quat} q Quaternion to create matrix from\n*\n* @returns {mat3} out\n*/\n\n\nfunction fromQuat(out, q) {\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var yx = y * x2;\n var yy = y * y2;\n var zx = z * x2;\n var zy = z * y2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n out[0] = 1 - yy - zz;\n out[3] = yx - wz;\n out[6] = zx + wy;\n out[1] = yx + wz;\n out[4] = 1 - xx - zz;\n out[7] = zy - wx;\n out[2] = zx - wy;\n out[5] = zy + wx;\n out[8] = 1 - xx - yy;\n return out;\n}\n/**\n* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\n*\n* @param {mat3} out mat3 receiving operation result\n* @param {mat4} a Mat4 to derive the normal matrix from\n*\n* @returns {mat3} out\n*/\n\n\nfunction normalFromMat4(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b00 = a00 * a11 - a01 * a10;\n var b01 = a00 * a12 - a02 * a10;\n var b02 = a00 * a13 - a03 * a10;\n var b03 = a01 * a12 - a02 * a11;\n var b04 = a01 * a13 - a03 * a11;\n var b05 = a02 * a13 - a03 * a12;\n var b06 = a20 * a31 - a21 * a30;\n var b07 = a20 * a32 - a22 * a30;\n var b08 = a20 * a33 - a23 * a30;\n var b09 = a21 * a32 - a22 * a31;\n var b10 = a21 * a33 - a23 * a31;\n var b11 = a22 * a33 - a23 * a32; // Calculate the determinant\n\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n if (!det) {\n return null;\n }\n\n det = 1.0 / det;\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n return out;\n}\n/**\n * Generates a 2D projection matrix with the given bounds\n *\n * @param {mat3} out mat3 frustum matrix will be written into\n * @param {number} width Width of your gl context\n * @param {number} height Height of gl context\n * @returns {mat3} out\n */\n\n\nfunction projection(out, width, height) {\n out[0] = 2 / width;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = -2 / height;\n out[5] = 0;\n out[6] = -1;\n out[7] = 1;\n out[8] = 1;\n return out;\n}\n/**\n * Returns a string representation of a mat3\n *\n * @param {mat3} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\n\n\nfunction str(a) {\n return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ')';\n}\n/**\n * Returns Frobenius norm of a mat3\n *\n * @param {mat3} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\n\n\nfunction frob(a) {\n return Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2));\n}\n/**\n * Adds two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the first operand\n * @param {mat3} b the second operand\n * @returns {mat3} out\n */\n\n\nfunction add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n out[6] = a[6] + b[6];\n out[7] = a[7] + b[7];\n out[8] = a[8] + b[8];\n return out;\n}\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the first operand\n * @param {mat3} b the second operand\n * @returns {mat3} out\n */\n\n\nfunction subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n out[6] = a[6] - b[6];\n out[7] = a[7] - b[7];\n out[8] = a[8] - b[8];\n return out;\n}\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat3} out\n */\n\n\nfunction multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n out[6] = a[6] * b;\n out[7] = a[7] * b;\n out[8] = a[8] * b;\n return out;\n}\n/**\n * Adds two mat3's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat3} out the receiving vector\n * @param {mat3} a the first operand\n * @param {mat3} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat3} out\n */\n\n\nfunction multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n out[6] = a[6] + b[6] * scale;\n out[7] = a[7] + b[7] * scale;\n out[8] = a[8] + b[8] * scale;\n return out;\n}\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {mat3} a The first matrix.\n * @param {mat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\n\n\nfunction exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];\n}\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {mat3} a The first matrix.\n * @param {mat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\n\n\nfunction equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5],\n a6 = a[6],\n a7 = a[7],\n a8 = a[8];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3],\n b4 = b[4],\n b5 = b[5],\n b6 = b[6],\n b7 = b[7],\n b8 = b[8];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));\n}\n/**\n * Alias for {@link mat3.multiply}\n * @function\n */\n\n\nvar mul = exports.mul = multiply;\n/**\n * Alias for {@link mat3.subtract}\n * @function\n */\n\nvar sub = exports.sub = subtract;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/gl-matrix/lib/gl-matrix/mat3.js\n// module id = 8\n// module chunks = 0","var vec2 = require('@antv/gl-matrix/lib/gl-matrix/vec2');\n\nvar clamp = require('../math/clamp');\n\nvec2.angle = function (v1, v2) {\n var theta = vec2.dot(v1, v2) / (vec2.length(v1) * vec2.length(v2));\n return Math.acos(clamp(theta, -1, 1));\n};\n/**\n * 向量 v1 到 向量 v2 夹角的方向\n * @param {Array} v1 向量\n * @param {Array} v2 向量\n * @return {Boolean} >= 0 顺时针 < 0 逆时针\n */\n\n\nvec2.direction = function (v1, v2) {\n return v1[0] * v2[1] - v2[0] * v1[1];\n};\n\nvec2.angleTo = function (v1, v2, direct) {\n var angle = vec2.angle(v1, v2);\n var angleLargeThanPI = vec2.direction(v1, v2) >= 0;\n\n if (direct) {\n if (angleLargeThanPI) {\n return Math.PI * 2 - angle;\n }\n\n return angle;\n }\n\n if (angleLargeThanPI) {\n return angle;\n }\n\n return Math.PI * 2 - angle;\n};\n\nvec2.vertical = function (out, v, flag) {\n if (flag) {\n out[0] = v[1];\n out[1] = -1 * v[0];\n } else {\n out[0] = -1 * v[1];\n out[1] = v[0];\n }\n\n return out;\n};\n\nmodule.exports = vec2;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/matrix/vec2.js\n// module id = 9\n// module chunks = 0","'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.forEach = exports.sqrLen = exports.sqrDist = exports.dist = exports.div = exports.mul = exports.sub = exports.len = undefined;\nexports.create = create;\nexports.clone = clone;\nexports.fromValues = fromValues;\nexports.copy = copy;\nexports.set = set;\nexports.add = add;\nexports.subtract = subtract;\nexports.multiply = multiply;\nexports.divide = divide;\nexports.ceil = ceil;\nexports.floor = floor;\nexports.min = min;\nexports.max = max;\nexports.round = round;\nexports.scale = scale;\nexports.scaleAndAdd = scaleAndAdd;\nexports.distance = distance;\nexports.squaredDistance = squaredDistance;\nexports.length = length;\nexports.squaredLength = squaredLength;\nexports.negate = negate;\nexports.inverse = inverse;\nexports.normalize = normalize;\nexports.dot = dot;\nexports.cross = cross;\nexports.lerp = lerp;\nexports.random = random;\nexports.transformMat2 = transformMat2;\nexports.transformMat2d = transformMat2d;\nexports.transformMat3 = transformMat3;\nexports.transformMat4 = transformMat4;\nexports.rotate = rotate;\nexports.angle = angle;\nexports.str = str;\nexports.exactEquals = exactEquals;\nexports.equals = equals;\n\nvar _common = require('./common.js');\n\nvar glMatrix = _interopRequireWildcard(_common);\n\nfunction _interopRequireWildcard(obj) {\n if (obj && obj.__esModule) {\n return obj;\n } else {\n var newObj = {};\n\n if (obj != null) {\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key];\n }\n }\n\n newObj.default = obj;\n return newObj;\n }\n}\n/**\n * 2 Dimensional Vector\n * @module vec2\n */\n\n/**\n * Creates a new, empty vec2\n *\n * @returns {vec2} a new 2D vector\n */\n\n\nfunction create() {\n var out = new glMatrix.ARRAY_TYPE(2);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n }\n\n return out;\n}\n/**\n * Creates a new vec2 initialized with values from an existing vector\n *\n * @param {vec2} a vector to clone\n * @returns {vec2} a new 2D vector\n */\n\n\nfunction clone(a) {\n var out = new glMatrix.ARRAY_TYPE(2);\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\n/**\n * Creates a new vec2 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} a new 2D vector\n */\n\n\nfunction fromValues(x, y) {\n var out = new glMatrix.ARRAY_TYPE(2);\n out[0] = x;\n out[1] = y;\n return out;\n}\n/**\n * Copy the values from one vec2 to another\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the source vector\n * @returns {vec2} out\n */\n\n\nfunction copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\n/**\n * Set the components of a vec2 to the given values\n *\n * @param {vec2} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} out\n */\n\n\nfunction set(out, x, y) {\n out[0] = x;\n out[1] = y;\n return out;\n}\n/**\n * Adds two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */\n\n\nfunction add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n return out;\n}\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */\n\n\nfunction subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n return out;\n}\n/**\n * Multiplies two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */\n\n\nfunction multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n return out;\n}\n/**\n * Divides two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */\n\n\nfunction divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n return out;\n}\n/**\n * Math.ceil the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to ceil\n * @returns {vec2} out\n */\n\n\nfunction ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n return out;\n}\n/**\n * Math.floor the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to floor\n * @returns {vec2} out\n */\n\n\nfunction floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n return out;\n}\n/**\n * Returns the minimum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */\n\n\nfunction min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n return out;\n}\n/**\n * Returns the maximum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */\n\n\nfunction max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n return out;\n}\n/**\n * Math.round the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to round\n * @returns {vec2} out\n */\n\n\nfunction round(out, a) {\n out[0] = Math.round(a[0]);\n out[1] = Math.round(a[1]);\n return out;\n}\n/**\n * Scales a vec2 by a scalar number\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec2} out\n */\n\n\nfunction scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n return out;\n}\n/**\n * Adds two vec2's after scaling the second operand by a scalar value\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec2} out\n */\n\n\nfunction scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n return out;\n}\n/**\n * Calculates the euclidian distance between two vec2's\n *\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {Number} distance between a and b\n */\n\n\nfunction distance(a, b) {\n var x = b[0] - a[0],\n y = b[1] - a[1];\n return Math.sqrt(x * x + y * y);\n}\n/**\n * Calculates the squared euclidian distance between two vec2's\n *\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {Number} squared distance between a and b\n */\n\n\nfunction squaredDistance(a, b) {\n var x = b[0] - a[0],\n y = b[1] - a[1];\n return x * x + y * y;\n}\n/**\n * Calculates the length of a vec2\n *\n * @param {vec2} a vector to calculate length of\n * @returns {Number} length of a\n */\n\n\nfunction length(a) {\n var x = a[0],\n y = a[1];\n return Math.sqrt(x * x + y * y);\n}\n/**\n * Calculates the squared length of a vec2\n *\n * @param {vec2} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\n\n\nfunction squaredLength(a) {\n var x = a[0],\n y = a[1];\n return x * x + y * y;\n}\n/**\n * Negates the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to negate\n * @returns {vec2} out\n */\n\n\nfunction negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n return out;\n}\n/**\n * Returns the inverse of the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to invert\n * @returns {vec2} out\n */\n\n\nfunction inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n return out;\n}\n/**\n * Normalize a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to normalize\n * @returns {vec2} out\n */\n\n\nfunction normalize(out, a) {\n var x = a[0],\n y = a[1];\n var len = x * x + y * y;\n\n if (len > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n }\n\n return out;\n}\n/**\n * Calculates the dot product of two vec2's\n *\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {Number} dot product of a and b\n */\n\n\nfunction dot(a, b) {\n return a[0] * b[0] + a[1] * b[1];\n}\n/**\n * Computes the cross product of two vec2's\n * Note that the cross product must by definition produce a 3D vector\n *\n * @param {vec3} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec3} out\n */\n\n\nfunction cross(out, a, b) {\n var z = a[0] * b[1] - a[1] * b[0];\n out[0] = out[1] = 0;\n out[2] = z;\n return out;\n}\n/**\n * Performs a linear interpolation between two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec2} out\n */\n\n\nfunction lerp(out, a, b, t) {\n var ax = a[0],\n ay = a[1];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n return out;\n}\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec2} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned\n * @returns {vec2} out\n */\n\n\nfunction random(out, scale) {\n scale = scale || 1.0;\n var r = glMatrix.RANDOM() * 2.0 * Math.PI;\n out[0] = Math.cos(r) * scale;\n out[1] = Math.sin(r) * scale;\n return out;\n}\n/**\n * Transforms the vec2 with a mat2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to transform\n * @param {mat2} m matrix to transform with\n * @returns {vec2} out\n */\n\n\nfunction transformMat2(out, a, m) {\n var x = a[0],\n y = a[1];\n out[0] = m[0] * x + m[2] * y;\n out[1] = m[1] * x + m[3] * y;\n return out;\n}\n/**\n * Transforms the vec2 with a mat2d\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to transform\n * @param {mat2d} m matrix to transform with\n * @returns {vec2} out\n */\n\n\nfunction transformMat2d(out, a, m) {\n var x = a[0],\n y = a[1];\n out[0] = m[0] * x + m[2] * y + m[4];\n out[1] = m[1] * x + m[3] * y + m[5];\n return out;\n}\n/**\n * Transforms the vec2 with a mat3\n * 3rd vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to transform\n * @param {mat3} m matrix to transform with\n * @returns {vec2} out\n */\n\n\nfunction transformMat3(out, a, m) {\n var x = a[0],\n y = a[1];\n out[0] = m[0] * x + m[3] * y + m[6];\n out[1] = m[1] * x + m[4] * y + m[7];\n return out;\n}\n/**\n * Transforms the vec2 with a mat4\n * 3rd vector component is implicitly '0'\n * 4th vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to transform\n * @param {mat4} m matrix to transform with\n * @returns {vec2} out\n */\n\n\nfunction transformMat4(out, a, m) {\n var x = a[0];\n var y = a[1];\n out[0] = m[0] * x + m[4] * y + m[12];\n out[1] = m[1] * x + m[5] * y + m[13];\n return out;\n}\n/**\n * Rotate a 2D vector\n * @param {vec2} out The receiving vec2\n * @param {vec2} a The vec2 point to rotate\n * @param {vec2} b The origin of the rotation\n * @param {Number} c The angle of rotation\n * @returns {vec2} out\n */\n\n\nfunction rotate(out, a, b, c) {\n //Translate point to the origin\n var p0 = a[0] - b[0],\n p1 = a[1] - b[1],\n sinC = Math.sin(c),\n cosC = Math.cos(c); //perform rotation and translate to correct position\n\n out[0] = p0 * cosC - p1 * sinC + b[0];\n out[1] = p0 * sinC + p1 * cosC + b[1];\n return out;\n}\n/**\n * Get the angle between two 2D vectors\n * @param {vec2} a The first operand\n * @param {vec2} b The second operand\n * @returns {Number} The angle in radians\n */\n\n\nfunction angle(a, b) {\n var x1 = a[0],\n y1 = a[1],\n x2 = b[0],\n y2 = b[1];\n var len1 = x1 * x1 + y1 * y1;\n\n if (len1 > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len1 = 1 / Math.sqrt(len1);\n }\n\n var len2 = x2 * x2 + y2 * y2;\n\n if (len2 > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len2 = 1 / Math.sqrt(len2);\n }\n\n var cosine = (x1 * x2 + y1 * y2) * len1 * len2;\n\n if (cosine > 1.0) {\n return 0;\n } else if (cosine < -1.0) {\n return Math.PI;\n } else {\n return Math.acos(cosine);\n }\n}\n/**\n * Returns a string representation of a vector\n *\n * @param {vec2} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\n\n\nfunction str(a) {\n return 'vec2(' + a[0] + ', ' + a[1] + ')';\n}\n/**\n * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)\n *\n * @param {vec2} a The first vector.\n * @param {vec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\n\n\nfunction exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1];\n}\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {vec2} a The first vector.\n * @param {vec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\n\n\nfunction equals(a, b) {\n var a0 = a[0],\n a1 = a[1];\n var b0 = b[0],\n b1 = b[1];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));\n}\n/**\n * Alias for {@link vec2.length}\n * @function\n */\n\n\nvar len = exports.len = length;\n/**\n * Alias for {@link vec2.subtract}\n * @function\n */\n\nvar sub = exports.sub = subtract;\n/**\n * Alias for {@link vec2.multiply}\n * @function\n */\n\nvar mul = exports.mul = multiply;\n/**\n * Alias for {@link vec2.divide}\n * @function\n */\n\nvar div = exports.div = divide;\n/**\n * Alias for {@link vec2.distance}\n * @function\n */\n\nvar dist = exports.dist = distance;\n/**\n * Alias for {@link vec2.squaredDistance}\n * @function\n */\n\nvar sqrDist = exports.sqrDist = squaredDistance;\n/**\n * Alias for {@link vec2.squaredLength}\n * @function\n */\n\nvar sqrLen = exports.sqrLen = squaredLength;\n/**\n * Perform some operation over an array of vec2s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\n\nvar forEach = exports.forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i = void 0,\n l = void 0;\n\n if (!stride) {\n stride = 2;\n }\n\n if (!offset) {\n offset = 0;\n }\n\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\n }\n\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n }\n\n return a;\n };\n}();\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/gl-matrix/lib/gl-matrix/vec2.js\n// module id = 10\n// module chunks = 0","var clamp = function clamp(a, min, max) {\n if (a < min) {\n return min;\n } else if (a > max) {\n return max;\n }\n\n return a;\n};\n\nmodule.exports = clamp;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/math/clamp.js\n// module id = 11\n// module chunks = 0","var vec3 = require('@antv/gl-matrix/lib/gl-matrix/vec3');\n\nmodule.exports = vec3;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/matrix/vec3.js\n// module id = 12\n// module chunks = 0","'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.forEach = exports.sqrLen = exports.len = exports.sqrDist = exports.dist = exports.div = exports.mul = exports.sub = undefined;\nexports.create = create;\nexports.clone = clone;\nexports.length = length;\nexports.fromValues = fromValues;\nexports.copy = copy;\nexports.set = set;\nexports.add = add;\nexports.subtract = subtract;\nexports.multiply = multiply;\nexports.divide = divide;\nexports.ceil = ceil;\nexports.floor = floor;\nexports.min = min;\nexports.max = max;\nexports.round = round;\nexports.scale = scale;\nexports.scaleAndAdd = scaleAndAdd;\nexports.distance = distance;\nexports.squaredDistance = squaredDistance;\nexports.squaredLength = squaredLength;\nexports.negate = negate;\nexports.inverse = inverse;\nexports.normalize = normalize;\nexports.dot = dot;\nexports.cross = cross;\nexports.lerp = lerp;\nexports.hermite = hermite;\nexports.bezier = bezier;\nexports.random = random;\nexports.transformMat4 = transformMat4;\nexports.transformMat3 = transformMat3;\nexports.transformQuat = transformQuat;\nexports.rotateX = rotateX;\nexports.rotateY = rotateY;\nexports.rotateZ = rotateZ;\nexports.angle = angle;\nexports.str = str;\nexports.exactEquals = exactEquals;\nexports.equals = equals;\n\nvar _common = require('./common.js');\n\nvar glMatrix = _interopRequireWildcard(_common);\n\nfunction _interopRequireWildcard(obj) {\n if (obj && obj.__esModule) {\n return obj;\n } else {\n var newObj = {};\n\n if (obj != null) {\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key];\n }\n }\n\n newObj.default = obj;\n return newObj;\n }\n}\n/**\n * 3 Dimensional Vector\n * @module vec3\n */\n\n/**\n * Creates a new, empty vec3\n *\n * @returns {vec3} a new 3D vector\n */\n\n\nfunction create() {\n var out = new glMatrix.ARRAY_TYPE(3);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n\n return out;\n}\n/**\n * Creates a new vec3 initialized with values from an existing vector\n *\n * @param {vec3} a vector to clone\n * @returns {vec3} a new 3D vector\n */\n\n\nfunction clone(a) {\n var out = new glMatrix.ARRAY_TYPE(3);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\n/**\n * Calculates the length of a vec3\n *\n * @param {vec3} a vector to calculate length of\n * @returns {Number} length of a\n */\n\n\nfunction length(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n return Math.sqrt(x * x + y * y + z * z);\n}\n/**\n * Creates a new vec3 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} a new 3D vector\n */\n\n\nfunction fromValues(x, y, z) {\n var out = new glMatrix.ARRAY_TYPE(3);\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n/**\n * Copy the values from one vec3 to another\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the source vector\n * @returns {vec3} out\n */\n\n\nfunction copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\n/**\n * Set the components of a vec3 to the given values\n *\n * @param {vec3} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} out\n */\n\n\nfunction set(out, x, y, z) {\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n/**\n * Adds two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */\n\n\nfunction add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n return out;\n}\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */\n\n\nfunction subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n return out;\n}\n/**\n * Multiplies two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */\n\n\nfunction multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n out[2] = a[2] * b[2];\n return out;\n}\n/**\n * Divides two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */\n\n\nfunction divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n out[2] = a[2] / b[2];\n return out;\n}\n/**\n * Math.ceil the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to ceil\n * @returns {vec3} out\n */\n\n\nfunction ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n out[2] = Math.ceil(a[2]);\n return out;\n}\n/**\n * Math.floor the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to floor\n * @returns {vec3} out\n */\n\n\nfunction floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n out[2] = Math.floor(a[2]);\n return out;\n}\n/**\n * Returns the minimum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */\n\n\nfunction min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n out[2] = Math.min(a[2], b[2]);\n return out;\n}\n/**\n * Returns the maximum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */\n\n\nfunction max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n out[2] = Math.max(a[2], b[2]);\n return out;\n}\n/**\n * Math.round the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to round\n * @returns {vec3} out\n */\n\n\nfunction round(out, a) {\n out[0] = Math.round(a[0]);\n out[1] = Math.round(a[1]);\n out[2] = Math.round(a[2]);\n return out;\n}\n/**\n * Scales a vec3 by a scalar number\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec3} out\n */\n\n\nfunction scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n return out;\n}\n/**\n * Adds two vec3's after scaling the second operand by a scalar value\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec3} out\n */\n\n\nfunction scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n return out;\n}\n/**\n * Calculates the euclidian distance between two vec3's\n *\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {Number} distance between a and b\n */\n\n\nfunction distance(a, b) {\n var x = b[0] - a[0];\n var y = b[1] - a[1];\n var z = b[2] - a[2];\n return Math.sqrt(x * x + y * y + z * z);\n}\n/**\n * Calculates the squared euclidian distance between two vec3's\n *\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {Number} squared distance between a and b\n */\n\n\nfunction squaredDistance(a, b) {\n var x = b[0] - a[0];\n var y = b[1] - a[1];\n var z = b[2] - a[2];\n return x * x + y * y + z * z;\n}\n/**\n * Calculates the squared length of a vec3\n *\n * @param {vec3} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\n\n\nfunction squaredLength(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n return x * x + y * y + z * z;\n}\n/**\n * Negates the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to negate\n * @returns {vec3} out\n */\n\n\nfunction negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n return out;\n}\n/**\n * Returns the inverse of the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to invert\n * @returns {vec3} out\n */\n\n\nfunction inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n out[2] = 1.0 / a[2];\n return out;\n}\n/**\n * Normalize a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to normalize\n * @returns {vec3} out\n */\n\n\nfunction normalize(out, a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var len = x * x + y * y + z * z;\n\n if (len > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n out[2] = a[2] * len;\n }\n\n return out;\n}\n/**\n * Calculates the dot product of two vec3's\n *\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {Number} dot product of a and b\n */\n\n\nfunction dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n/**\n * Computes the cross product of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */\n\n\nfunction cross(out, a, b) {\n var ax = a[0],\n ay = a[1],\n az = a[2];\n var bx = b[0],\n by = b[1],\n bz = b[2];\n out[0] = ay * bz - az * by;\n out[1] = az * bx - ax * bz;\n out[2] = ax * by - ay * bx;\n return out;\n}\n/**\n * Performs a linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\n\n\nfunction lerp(out, a, b, t) {\n var ax = a[0];\n var ay = a[1];\n var az = a[2];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n out[2] = az + t * (b[2] - az);\n return out;\n}\n/**\n * Performs a hermite interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @param {vec3} c the third operand\n * @param {vec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\n\n\nfunction hermite(out, a, b, c, d, t) {\n var factorTimes2 = t * t;\n var factor1 = factorTimes2 * (2 * t - 3) + 1;\n var factor2 = factorTimes2 * (t - 2) + t;\n var factor3 = factorTimes2 * (t - 1);\n var factor4 = factorTimes2 * (3 - 2 * t);\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n return out;\n}\n/**\n * Performs a bezier interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @param {vec3} c the third operand\n * @param {vec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\n\n\nfunction bezier(out, a, b, c, d, t) {\n var inverseFactor = 1 - t;\n var inverseFactorTimesTwo = inverseFactor * inverseFactor;\n var factorTimes2 = t * t;\n var factor1 = inverseFactorTimesTwo * inverseFactor;\n var factor2 = 3 * t * inverseFactorTimesTwo;\n var factor3 = 3 * factorTimes2 * inverseFactor;\n var factor4 = factorTimes2 * t;\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n return out;\n}\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec3} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned\n * @returns {vec3} out\n */\n\n\nfunction random(out, scale) {\n scale = scale || 1.0;\n var r = glMatrix.RANDOM() * 2.0 * Math.PI;\n var z = glMatrix.RANDOM() * 2.0 - 1.0;\n var zScale = Math.sqrt(1.0 - z * z) * scale;\n out[0] = Math.cos(r) * zScale;\n out[1] = Math.sin(r) * zScale;\n out[2] = z * scale;\n return out;\n}\n/**\n * Transforms the vec3 with a mat4.\n * 4th vector component is implicitly '1'\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the vector to transform\n * @param {mat4} m matrix to transform with\n * @returns {vec3} out\n */\n\n\nfunction transformMat4(out, a, m) {\n var x = a[0],\n y = a[1],\n z = a[2];\n var w = m[3] * x + m[7] * y + m[11] * z + m[15];\n w = w || 1.0;\n out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n return out;\n}\n/**\n * Transforms the vec3 with a mat3.\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the vector to transform\n * @param {mat3} m the 3x3 matrix to transform with\n * @returns {vec3} out\n */\n\n\nfunction transformMat3(out, a, m) {\n var x = a[0],\n y = a[1],\n z = a[2];\n out[0] = x * m[0] + y * m[3] + z * m[6];\n out[1] = x * m[1] + y * m[4] + z * m[7];\n out[2] = x * m[2] + y * m[5] + z * m[8];\n return out;\n}\n/**\n * Transforms the vec3 with a quat\n * Can also be used for dual quaternions. (Multiply it with the real part)\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the vector to transform\n * @param {quat} q quaternion to transform with\n * @returns {vec3} out\n */\n\n\nfunction transformQuat(out, a, q) {\n // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed\n var qx = q[0],\n qy = q[1],\n qz = q[2],\n qw = q[3];\n var x = a[0],\n y = a[1],\n z = a[2]; // var qvec = [qx, qy, qz];\n // var uv = vec3.cross([], qvec, a);\n\n var uvx = qy * z - qz * y,\n uvy = qz * x - qx * z,\n uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv);\n\n var uuvx = qy * uvz - qz * uvy,\n uuvy = qz * uvx - qx * uvz,\n uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w);\n\n var w2 = qw * 2;\n uvx *= w2;\n uvy *= w2;\n uvz *= w2; // vec3.scale(uuv, uuv, 2);\n\n uuvx *= 2;\n uuvy *= 2;\n uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv));\n\n out[0] = x + uvx + uuvx;\n out[1] = y + uvy + uuvy;\n out[2] = z + uvz + uuvz;\n return out;\n}\n/**\n * Rotate a 3D vector around the x-axis\n * @param {vec3} out The receiving vec3\n * @param {vec3} a The vec3 point to rotate\n * @param {vec3} b The origin of the rotation\n * @param {Number} c The angle of rotation\n * @returns {vec3} out\n */\n\n\nfunction rotateX(out, a, b, c) {\n var p = [],\n r = []; //Translate point to the origin\n\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2]; //perform rotation\n\n r[0] = p[0];\n r[1] = p[1] * Math.cos(c) - p[2] * Math.sin(c);\n r[2] = p[1] * Math.sin(c) + p[2] * Math.cos(c); //translate to correct position\n\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Rotate a 3D vector around the y-axis\n * @param {vec3} out The receiving vec3\n * @param {vec3} a The vec3 point to rotate\n * @param {vec3} b The origin of the rotation\n * @param {Number} c The angle of rotation\n * @returns {vec3} out\n */\n\n\nfunction rotateY(out, a, b, c) {\n var p = [],\n r = []; //Translate point to the origin\n\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2]; //perform rotation\n\n r[0] = p[2] * Math.sin(c) + p[0] * Math.cos(c);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(c) - p[0] * Math.sin(c); //translate to correct position\n\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Rotate a 3D vector around the z-axis\n * @param {vec3} out The receiving vec3\n * @param {vec3} a The vec3 point to rotate\n * @param {vec3} b The origin of the rotation\n * @param {Number} c The angle of rotation\n * @returns {vec3} out\n */\n\n\nfunction rotateZ(out, a, b, c) {\n var p = [],\n r = []; //Translate point to the origin\n\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2]; //perform rotation\n\n r[0] = p[0] * Math.cos(c) - p[1] * Math.sin(c);\n r[1] = p[0] * Math.sin(c) + p[1] * Math.cos(c);\n r[2] = p[2]; //translate to correct position\n\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Get the angle between two 3D vectors\n * @param {vec3} a The first operand\n * @param {vec3} b The second operand\n * @returns {Number} The angle in radians\n */\n\n\nfunction angle(a, b) {\n var tempA = fromValues(a[0], a[1], a[2]);\n var tempB = fromValues(b[0], b[1], b[2]);\n normalize(tempA, tempA);\n normalize(tempB, tempB);\n var cosine = dot(tempA, tempB);\n\n if (cosine > 1.0) {\n return 0;\n } else if (cosine < -1.0) {\n return Math.PI;\n } else {\n return Math.acos(cosine);\n }\n}\n/**\n * Returns a string representation of a vector\n *\n * @param {vec3} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\n\n\nfunction str(a) {\n return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';\n}\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {vec3} a The first vector.\n * @param {vec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\n\n\nfunction exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {vec3} a The first vector.\n * @param {vec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\n\n\nfunction equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));\n}\n/**\n * Alias for {@link vec3.subtract}\n * @function\n */\n\n\nvar sub = exports.sub = subtract;\n/**\n * Alias for {@link vec3.multiply}\n * @function\n */\n\nvar mul = exports.mul = multiply;\n/**\n * Alias for {@link vec3.divide}\n * @function\n */\n\nvar div = exports.div = divide;\n/**\n * Alias for {@link vec3.distance}\n * @function\n */\n\nvar dist = exports.dist = distance;\n/**\n * Alias for {@link vec3.squaredDistance}\n * @function\n */\n\nvar sqrDist = exports.sqrDist = squaredDistance;\n/**\n * Alias for {@link vec3.length}\n * @function\n */\n\nvar len = exports.len = length;\n/**\n * Alias for {@link vec3.squaredLength}\n * @function\n */\n\nvar sqrLen = exports.sqrLen = squaredLength;\n/**\n * Perform some operation over an array of vec3s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\n\nvar forEach = exports.forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i = void 0,\n l = void 0;\n\n if (!stride) {\n stride = 3;\n }\n\n if (!offset) {\n offset = 0;\n }\n\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\n }\n\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n vec[2] = a[i + 2];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n a[i + 2] = vec[2];\n }\n\n return a;\n };\n}();\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/gl-matrix/lib/gl-matrix/vec3.js\n// module id = 13\n// module chunks = 0","var clone = require('../clone');\n\nvar each = require('../each');\n\nvar mat3 = require('./mat3');\n\nmodule.exports = function transform(m, ts) {\n m = clone(m);\n each(ts, function (t) {\n switch (t[0]) {\n case 't':\n mat3.translate(m, m, [t[1], t[2]]);\n break;\n\n case 's':\n mat3.scale(m, m, [t[1], t[2]]);\n break;\n\n case 'r':\n mat3.rotate(m, m, t[1]);\n break;\n\n case 'm':\n mat3.multiply(m, m, t[1]);\n break;\n\n default:\n return false;\n }\n });\n return m;\n};\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/matrix/transform.js\n// module id = 14\n// module chunks = 0","var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n return typeof obj;\n} : function (obj) {\n return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n};\n\nvar isArray = require('./type/is-array');\n\nvar clone = function clone(obj) {\n if ((typeof obj === 'undefined' ? 'undefined' : _typeof(obj)) !== 'object' || obj === null) {\n return obj;\n }\n\n var rst = void 0;\n\n if (isArray(obj)) {\n rst = [];\n\n for (var i = 0, l = obj.length; i < l; i++) {\n if (_typeof(obj[i]) === 'object' && obj[i] != null) {\n rst[i] = clone(obj[i]);\n } else {\n rst[i] = obj[i];\n }\n }\n } else {\n rst = {};\n\n for (var k in obj) {\n if (_typeof(obj[k]) === 'object' && obj[k] != null) {\n rst[k] = clone(obj[k]);\n } else {\n rst[k] = obj[k];\n }\n }\n }\n\n return rst;\n};\n\nmodule.exports = clone;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/clone.js\n// module id = 15\n// module chunks = 0","var toString = {}.toString;\n\nvar isType = function isType(value, type) {\n return toString.call(value) === '[object ' + type + ']';\n};\n\nmodule.exports = isType;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/type/is-type.js\n// module id = 16\n// module chunks = 0","var isObject = require('./type/is-object');\n\nvar isArray = require('./type/is-array');\n\nvar each = function each(elements, func) {\n if (!elements) {\n return;\n }\n\n var rst = void 0;\n\n if (isArray(elements)) {\n for (var i = 0, len = elements.length; i < len; i++) {\n rst = func(elements[i], i);\n\n if (rst === false) {\n break;\n }\n }\n } else if (isObject(elements)) {\n for (var k in elements) {\n if (elements.hasOwnProperty(k)) {\n rst = func(elements[k], k);\n\n if (rst === false) {\n break;\n }\n }\n }\n }\n};\n\nmodule.exports = each;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/each.js\n// module id = 17\n// module chunks = 0","var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n return typeof obj;\n} : function (obj) {\n return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n};\n\nvar isObject = function isObject(value) {\n /**\n * isObject({}) => true\n * isObject([1, 2, 3]) => true\n * isObject(Function) => true\n * isObject(null) => false\n */\n var type = typeof value === 'undefined' ? 'undefined' : _typeof(value);\n return value !== null && type === 'object' || type === 'function';\n};\n\nmodule.exports = isObject;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@antv/util/lib/type/is-object.js\n// module id = 18\n// module chunks = 0","function _typeof(obj) { if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _get(target, property, receiver) { if (typeof Reflect !== \"undefined\" && Reflect.get) { _get = Reflect.get; } else { _get = function _get(target, property, receiver) { var base = _superPropBase(target, property); if (!base) return; var desc = Object.getOwnPropertyDescriptor(base, property); if (desc.get) { return desc.get.call(receiver); } return desc.value; }; } return _get(target, property, receiver || target); }\n\nfunction _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); if (object === null) break; } return object; }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n/**\n * @fileOverview the class of Cartesian Coordinate\n * @author sima.zhang\n */\nvar mix = require('@antv/util/lib/mix');\n\nvar Base = require('./base');\n\nvar Cartesian =\n/*#__PURE__*/\nfunction (_Base) {\n _inherits(Cartesian, _Base);\n\n _createClass(Cartesian, [{\n key: \"getDefaultCfg\",\n\n /**\n * @override\n */\n value: function getDefaultCfg() {\n var cfg = _get(_getPrototypeOf(Cartesian.prototype), \"getDefaultCfg\", this).call(this);\n\n return mix({}, cfg, {\n start: {\n x: 0,\n y: 0\n },\n end: {\n x: 0,\n y: 0\n },\n type: 'cartesian',\n isRect: true\n });\n }\n }]);\n\n function Cartesian(cfg) {\n var _this;\n\n _classCallCheck(this, Cartesian);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(Cartesian).call(this, cfg));\n\n _this._init();\n\n return _this;\n }\n\n _createClass(Cartesian, [{\n key: \"_init\",\n value: function _init() {\n var start = this.start,\n end = this.end;\n var x = {\n start: start.x,\n end: end.x\n };\n var y = {\n start: start.y,\n end: end.y\n };\n this.x = x;\n this.y = y;\n }\n }, {\n key: \"convertPoint\",\n value: function convertPoint(point) {\n var x;\n var y;\n\n if (this.isTransposed) {\n x = point.y;\n y = point.x;\n } else {\n x = point.x;\n y = point.y;\n }\n\n return {\n x: this.convertDim(x, 'x'),\n y: this.convertDim(y, 'y')\n };\n }\n }, {\n key: \"invertPoint\",\n value: function invertPoint(point) {\n var x = this.invertDim(point.x, 'x');\n var y = this.invertDim(point.y, 'y');\n\n if (this.isTransposed) {\n return {\n x: y,\n y: x\n };\n }\n\n return {\n x: x,\n y: y\n };\n }\n }]);\n\n return Cartesian;\n}(Base);\n\nmodule.exports = Cartesian;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/cartesian.js\n// module id = 19\n// module chunks = 0","function _typeof(obj) { if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _get(target, property, receiver) { if (typeof Reflect !== \"undefined\" && Reflect.get) { _get = Reflect.get; } else { _get = function _get(target, property, receiver) { var base = _superPropBase(target, property); if (!base) return; var desc = Object.getOwnPropertyDescriptor(base, property); if (desc.get) { return desc.get.call(receiver); } return desc.value; }; } return _get(target, property, receiver || target); }\n\nfunction _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); if (object === null) break; } return object; }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n/**\n * @fileOverview the class of Polar Coordinate\n * @author sima.zhang\n */\nvar MatrixUtil = require('@antv/util/lib/matrix/');\n\nvar isNumberEqual = require('@antv/util/lib/math/is-number-equal');\n\nvar mix = require('@antv/util/lib/mix');\n\nvar Base = require('./base');\n\nvar mat3 = MatrixUtil.mat3;\nvar vec2 = MatrixUtil.vec2;\nvar vec3 = MatrixUtil.vec3;\n\nvar Polar =\n/*#__PURE__*/\nfunction (_Base) {\n _inherits(Polar, _Base);\n\n _createClass(Polar, [{\n key: \"getDefaultCfg\",\n value: function getDefaultCfg() {\n var cfg = _get(_getPrototypeOf(Polar.prototype), \"getDefaultCfg\", this).call(this);\n\n return mix({}, cfg, {\n startAngle: -Math.PI / 2,\n endAngle: Math.PI * 3 / 2,\n innerRadius: 0,\n type: 'polar',\n isPolar: true\n });\n }\n }]);\n\n function Polar(cfg) {\n var _this;\n\n _classCallCheck(this, Polar);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(Polar).call(this, cfg));\n\n _this._init();\n\n return _this;\n }\n\n _createClass(Polar, [{\n key: \"_init\",\n value: function _init() {\n var radius = this.radius;\n var innerRadius = this.innerRadius;\n var center = this.center;\n var startAngle = this.startAngle;\n var endAngle = this.endAngle;\n\n while (endAngle < startAngle) {\n endAngle += Math.PI * 2;\n }\n\n this.endAngle = endAngle;\n var oneBox = this.getOneBox();\n var oneWidth = oneBox.maxX - oneBox.minX;\n var oneHeight = oneBox.maxY - oneBox.minY;\n var left = Math.abs(oneBox.minX) / oneWidth;\n var top = Math.abs(oneBox.minY) / oneHeight;\n var width = this.width;\n var height = this.height;\n var maxRadius;\n var circleCentre;\n\n if (height / oneHeight > width / oneWidth) {\n // width为主\n maxRadius = width / oneWidth;\n circleCentre = {\n x: center.x - (0.5 - left) * width,\n y: center.y - (0.5 - top) * maxRadius * oneHeight\n };\n } else {\n // height为主\n maxRadius = height / oneHeight;\n circleCentre = {\n x: center.x - (0.5 - left) * maxRadius * oneWidth,\n y: center.y - (0.5 - top) * height\n };\n }\n\n if (!radius) {\n radius = maxRadius;\n } else if (radius > 0 && radius <= 1) {\n radius = maxRadius * radius;\n } else if (radius <= 0 || radius > maxRadius) {\n radius = maxRadius;\n }\n\n var x = {\n start: startAngle,\n end: endAngle\n };\n var y = {\n start: innerRadius * radius,\n end: radius\n };\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.circleCentre = circleCentre;\n this.center = circleCentre;\n }\n }, {\n key: \"getCenter\",\n value: function getCenter() {\n return this.circleCentre;\n }\n }, {\n key: \"getOneBox\",\n value: function getOneBox() {\n var startAngle = this.startAngle;\n var endAngle = this.endAngle;\n\n if (Math.abs(endAngle - startAngle) >= Math.PI * 2) {\n return {\n minX: -1,\n maxX: 1,\n minY: -1,\n maxY: 1\n };\n }\n\n var xs = [0, Math.cos(startAngle), Math.cos(endAngle)];\n var ys = [0, Math.sin(startAngle), Math.sin(endAngle)];\n\n for (var i = Math.min(startAngle, endAngle); i < Math.max(startAngle, endAngle); i += Math.PI / 18) {\n xs.push(Math.cos(i));\n ys.push(Math.sin(i));\n }\n\n return {\n minX: Math.min.apply(Math, xs),\n maxX: Math.max.apply(Math, xs),\n minY: Math.min.apply(Math, ys),\n maxY: Math.max.apply(Math, ys)\n };\n }\n }, {\n key: \"getRadius\",\n value: function getRadius() {\n return this.radius;\n }\n }, {\n key: \"convertPoint\",\n value: function convertPoint(point) {\n var center = this.getCenter();\n var x = this.isTransposed ? point.y : point.x;\n var y = this.isTransposed ? point.x : point.y;\n x = this.convertDim(x, 'x');\n y = this.convertDim(y, 'y');\n return {\n x: center.x + Math.cos(x) * y,\n y: center.y + Math.sin(x) * y\n };\n }\n }, {\n key: \"invertPoint\",\n value: function invertPoint(point) {\n var center = this.getCenter();\n var vPoint = [point.x - center.x, point.y - center.y];\n var x = this.x;\n var m = [1, 0, 0, 0, 1, 0, 0, 0, 1];\n mat3.rotate(m, m, x.start);\n var vStart = [1, 0, 0];\n vec3.transformMat3(vStart, vStart, m);\n vStart = [vStart[0], vStart[1]];\n var angle = vec2.angleTo(vStart, vPoint, x.end < x.start);\n\n if (isNumberEqual(angle, Math.PI * 2)) {\n angle = 0;\n }\n\n var radius = vec2.length(vPoint);\n var xPercent = angle / (x.end - x.start);\n xPercent = x.end - x.start > 0 ? xPercent : -xPercent;\n var yPercent = this.invertDim(radius, 'y');\n var rst = {};\n rst.x = this.isTransposed ? yPercent : xPercent;\n rst.y = this.isTransposed ? xPercent : yPercent;\n return rst;\n }\n }]);\n\n return Polar;\n}(Base);\n\nmodule.exports = Polar;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/polar.js\n// module id = 20\n// module chunks = 0","function _typeof(obj) { if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _get(target, property, receiver) { if (typeof Reflect !== \"undefined\" && Reflect.get) { _get = Reflect.get; } else { _get = function _get(target, property, receiver) { var base = _superPropBase(target, property); if (!base) return; var desc = Object.getOwnPropertyDescriptor(base, property); if (desc.get) { return desc.get.call(receiver); } return desc.value; }; } return _get(target, property, receiver || target); }\n\nfunction _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); if (object === null) break; } return object; }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n/**\n * @fileOverview the class of Helix Coordinate\n * @author sima.zhang\n */\nvar MatrixUtil = require('@antv/util/lib/matrix/');\n\nvar isNumberEqual = require('@antv/util/lib/math/is-number-equal');\n\nvar mix = require('@antv/util/lib/mix');\n\nvar Base = require('./base');\n\nvar vec2 = MatrixUtil.vec2;\n\nvar Helix =\n/*#__PURE__*/\nfunction (_Base) {\n _inherits(Helix, _Base);\n\n _createClass(Helix, [{\n key: \"getDefaultCfg\",\n value: function getDefaultCfg() {\n var cfg = _get(_getPrototypeOf(Helix.prototype), \"getDefaultCfg\", this).call(this);\n\n return mix({}, cfg, {\n startAngle: 1.25 * Math.PI,\n endAngle: 7.25 * Math.PI,\n innerRadius: 0,\n type: 'helix',\n isHelix: true\n });\n }\n }]);\n\n function Helix(cfg) {\n var _this;\n\n _classCallCheck(this, Helix);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(Helix).call(this, cfg));\n\n _this._init();\n\n return _this;\n }\n\n _createClass(Helix, [{\n key: \"_init\",\n value: function _init() {\n var width = this.width;\n var height = this.height;\n var radius = this.radius;\n var innerRadius = this.innerRadius;\n var startAngle = this.startAngle;\n var endAngle = this.endAngle;\n var index = (endAngle - startAngle) / (2 * Math.PI) + 1; // 螺线圈数\n\n var maxRadius = Math.min(width, height) / 2;\n\n if (radius && radius >= 0 && radius <= 1) {\n maxRadius = maxRadius * radius;\n }\n\n var d = Math.floor(maxRadius * (1 - innerRadius) / index);\n var a = d / (Math.PI * 2); // 螺线系数\n\n var x = {\n start: startAngle,\n end: endAngle\n };\n var y = {\n start: innerRadius * maxRadius,\n end: innerRadius * maxRadius + d * 0.99\n };\n this.a = a;\n this.d = d;\n this.x = x;\n this.y = y;\n }\n }, {\n key: \"getCenter\",\n value: function getCenter() {\n return this.center;\n }\n /**\n * 将百分比数据变成屏幕坐标\n * @param {Object} point 归一化的点坐标\n * @return {Object} 返回对应的屏幕坐标\n */\n\n }, {\n key: \"convertPoint\",\n value: function convertPoint(point) {\n var a = this.a;\n var center = this.center;\n var x;\n var y;\n\n if (this.isTransposed) {\n x = point.y;\n y = point.x;\n } else {\n x = point.x;\n y = point.y;\n }\n\n var thi = this.convertDim(x, 'x');\n var r = a * thi;\n var newY = this.convertDim(y, 'y');\n return {\n x: center.x + Math.cos(thi) * (r + newY),\n y: center.y + Math.sin(thi) * (r + newY)\n };\n }\n /**\n * 将屏幕坐标点还原成百分比数据\n * @param {Object} point 屏幕坐标\n * @return {Object} 返回对应的归一化后的数据\n */\n\n }, {\n key: \"invertPoint\",\n value: function invertPoint(point) {\n var center = this.center;\n var a = this.a;\n var d = this.d + this.y.start;\n var v = vec2.subtract([], [point.x, point.y], [center.x, center.y]);\n var thi = vec2.angleTo(v, [1, 0], true);\n var rMin = thi * a; // 坐标与原点的连线在第一圈上的交点,最小r值\n\n if (vec2.length(v) < rMin) {\n // 坐标与原点的连线不可能小于最小r值,但不排除因小数计算产生的略小于rMin的情况\n rMin = vec2.length(v);\n }\n\n var index = Math.floor((vec2.length(v) - rMin) / d); // 当前点位于第index圈\n\n thi = 2 * index * Math.PI + thi;\n var r = a * thi;\n var newY = vec2.length(v) - r;\n newY = isNumberEqual(newY, 0) ? 0 : newY;\n var x = this.invertDim(thi, 'x');\n var y = this.invertDim(newY, 'y');\n x = isNumberEqual(x, 0) ? 0 : x;\n y = isNumberEqual(y, 0) ? 0 : y;\n var rst = {};\n rst.x = this.isTransposed ? y : x;\n rst.y = this.isTransposed ? x : y;\n return rst;\n }\n }]);\n\n return Helix;\n}(Base);\n\nmodule.exports = Helix;\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/helix.js\n// module id = 21\n// module chunks = 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