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A value is object-like if it's not `null`\n * and has a `typeof` result of \"object\".\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is object-like, else `false`.\n * @example\n *\n * _.isObjectLike({});\n * // => true\n *\n * _.isObjectLike([1, 2, 3]);\n * // => true\n *\n * _.isObjectLike(_.noop);\n * // => false\n *\n * _.isObjectLike(null);\n * // => false\n */\nfunction isObjectLike(value) {\n return value != null && typeof value == 'object';\n}\n\nmodule.exports = isObjectLike;\n", "var baseGetTag = require('./_baseGetTag'),\n isObjectLike = require('./isObjectLike');\n\n/** `Object#toString` result references. */\nvar symbolTag = '[object Symbol]';\n\n/**\n * Checks if `value` is classified as a `Symbol` primitive or object.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.\n * @example\n *\n * _.isSymbol(Symbol.iterator);\n * // => true\n *\n * _.isSymbol('abc');\n * // => false\n */\nfunction isSymbol(value) {\n return typeof value == 'symbol' ||\n (isObjectLike(value) && baseGetTag(value) == symbolTag);\n}\n\nmodule.exports = isSymbol;\n", "var isArray = require('./isArray'),\n isSymbol = require('./isSymbol');\n\n/** Used to match property names within property paths. */\nvar reIsDeepProp = /\\.|\\[(?:[^[\\]]*|([\"'])(?:(?!\\1)[^\\\\]|\\\\.)*?\\1)\\]/,\n reIsPlainProp = /^\\w*$/;\n\n/**\n * Checks if `value` is a property name and not a property path.\n *\n * @private\n * @param {*} value The value to check.\n * @param {Object} [object] The object to query keys on.\n * @returns {boolean} Returns `true` if `value` is a property name, else `false`.\n */\nfunction isKey(value, object) {\n if (isArray(value)) {\n return false;\n }\n var type = typeof value;\n if (type == 'number' || type == 'symbol' || type == 'boolean' ||\n value == null || isSymbol(value)) {\n return true;\n }\n return reIsPlainProp.test(value) || !reIsDeepProp.test(value) ||\n (object != null && value in Object(object));\n}\n\nmodule.exports = isKey;\n", "/**\n * Checks if `value` is the\n * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)\n * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an object, else `false`.\n * @example\n *\n * _.isObject({});\n * // => true\n *\n * _.isObject([1, 2, 3]);\n * // => true\n *\n * _.isObject(_.noop);\n * // => true\n *\n * _.isObject(null);\n * // => false\n */\nfunction isObject(value) {\n var type = typeof value;\n return value != null && (type == 'object' || type == 'function');\n}\n\nmodule.exports = isObject;\n", "var baseGetTag = require('./_baseGetTag'),\n isObject = require('./isObject');\n\n/** `Object#toString` result references. */\nvar asyncTag = '[object AsyncFunction]',\n funcTag = '[object Function]',\n genTag = '[object GeneratorFunction]',\n proxyTag = '[object Proxy]';\n\n/**\n * Checks if `value` is classified as a `Function` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a function, else `false`.\n * @example\n *\n * _.isFunction(_);\n * // => true\n *\n * _.isFunction(/abc/);\n * // => false\n */\nfunction isFunction(value) {\n if (!isObject(value)) {\n return false;\n }\n // The use of `Object#toString` avoids issues with the `typeof` operator\n // in Safari 9 which returns 'object' for typed arrays and other constructors.\n var tag = baseGetTag(value);\n return tag == funcTag || tag == genTag || tag == asyncTag || tag == proxyTag;\n}\n\nmodule.exports = isFunction;\n", "var root = require('./_root');\n\n/** Used to detect overreaching core-js shims. */\nvar coreJsData = root['__core-js_shared__'];\n\nmodule.exports = coreJsData;\n", "var coreJsData = require('./_coreJsData');\n\n/** Used to detect methods masquerading as native. */\nvar maskSrcKey = (function() {\n var uid = /[^.]+$/.exec(coreJsData && coreJsData.keys && coreJsData.keys.IE_PROTO || '');\n return uid ? ('Symbol(src)_1.' + uid) : '';\n}());\n\n/**\n * Checks if `func` has its source masked.\n *\n * @private\n * @param {Function} func The function to check.\n * @returns {boolean} Returns `true` if `func` is masked, else `false`.\n */\nfunction isMasked(func) {\n return !!maskSrcKey && (maskSrcKey in func);\n}\n\nmodule.exports = isMasked;\n", "/** Used for built-in method references. */\nvar funcProto = Function.prototype;\n\n/** Used to resolve the decompiled source of functions. */\nvar funcToString = funcProto.toString;\n\n/**\n * Converts `func` to its source code.\n *\n * @private\n * @param {Function} func The function to convert.\n * @returns {string} Returns the source code.\n */\nfunction toSource(func) {\n if (func != null) {\n try {\n return funcToString.call(func);\n } catch (e) {}\n try {\n return (func + '');\n } catch (e) {}\n }\n return '';\n}\n\nmodule.exports = toSource;\n", "var isFunction = require('./isFunction'),\n isMasked = require('./_isMasked'),\n isObject = require('./isObject'),\n toSource = require('./_toSource');\n\n/**\n * Used to match `RegExp`\n * [syntax characters](http://ecma-international.org/ecma-262/7.0/#sec-patterns).\n */\nvar reRegExpChar = /[\\\\^$.*+?()[\\]{}|]/g;\n\n/** Used to detect host constructors (Safari). */\nvar reIsHostCtor = /^\\[object .+?Constructor\\]$/;\n\n/** Used for built-in method references. */\nvar funcProto = Function.prototype,\n objectProto = Object.prototype;\n\n/** Used to resolve the decompiled source of functions. */\nvar funcToString = funcProto.toString;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/** Used to detect if a method is native. */\nvar reIsNative = RegExp('^' +\n funcToString.call(hasOwnProperty).replace(reRegExpChar, '\\\\$&')\n .replace(/hasOwnProperty|(function).*?(?=\\\\\\()| for .+?(?=\\\\\\])/g, '$1.*?') + '$'\n);\n\n/**\n * The base implementation of `_.isNative` without bad shim checks.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a native function,\n * else `false`.\n */\nfunction baseIsNative(value) {\n if (!isObject(value) || isMasked(value)) {\n return false;\n }\n var pattern = isFunction(value) ? reIsNative : reIsHostCtor;\n return pattern.test(toSource(value));\n}\n\nmodule.exports = baseIsNative;\n", "/**\n * Gets the value at `key` of `object`.\n *\n * @private\n * @param {Object} [object] The object to query.\n * @param {string} key The key of the property to get.\n * @returns {*} Returns the property value.\n */\nfunction getValue(object, key) {\n return object == null ? undefined : object[key];\n}\n\nmodule.exports = getValue;\n", "var baseIsNative = require('./_baseIsNative'),\n getValue = require('./_getValue');\n\n/**\n * Gets the native function at `key` of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {string} key The key of the method to get.\n * @returns {*} Returns the function if it's native, else `undefined`.\n */\nfunction getNative(object, key) {\n var value = getValue(object, key);\n return baseIsNative(value) ? value : undefined;\n}\n\nmodule.exports = getNative;\n", "var getNative = require('./_getNative');\n\n/* Built-in method references that are verified to be native. */\nvar nativeCreate = getNative(Object, 'create');\n\nmodule.exports = nativeCreate;\n", "var nativeCreate = require('./_nativeCreate');\n\n/**\n * Removes all key-value entries from the hash.\n *\n * @private\n * @name clear\n * @memberOf Hash\n */\nfunction hashClear() {\n this.__data__ = nativeCreate ? nativeCreate(null) : {};\n this.size = 0;\n}\n\nmodule.exports = hashClear;\n", "/**\n * Removes `key` and its value from the hash.\n *\n * @private\n * @name delete\n * @memberOf Hash\n * @param {Object} hash The hash to modify.\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction hashDelete(key) {\n var result = this.has(key) && delete this.__data__[key];\n this.size -= result ? 1 : 0;\n return result;\n}\n\nmodule.exports = hashDelete;\n", "var nativeCreate = require('./_nativeCreate');\n\n/** Used to stand-in for `undefined` hash values. */\nvar HASH_UNDEFINED = '__lodash_hash_undefined__';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Gets the hash value for `key`.\n *\n * @private\n * @name get\n * @memberOf Hash\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction hashGet(key) {\n var data = this.__data__;\n if (nativeCreate) {\n var result = data[key];\n return result === HASH_UNDEFINED ? undefined : result;\n }\n return hasOwnProperty.call(data, key) ? data[key] : undefined;\n}\n\nmodule.exports = hashGet;\n", "var nativeCreate = require('./_nativeCreate');\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Checks if a hash value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Hash\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction hashHas(key) {\n var data = this.__data__;\n return nativeCreate ? (data[key] !== undefined) : hasOwnProperty.call(data, key);\n}\n\nmodule.exports = hashHas;\n", "var nativeCreate = require('./_nativeCreate');\n\n/** Used to stand-in for `undefined` hash values. */\nvar HASH_UNDEFINED = '__lodash_hash_undefined__';\n\n/**\n * Sets the hash `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Hash\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the hash instance.\n */\nfunction hashSet(key, value) {\n var data = this.__data__;\n this.size += this.has(key) ? 0 : 1;\n data[key] = (nativeCreate && value === undefined) ? HASH_UNDEFINED : value;\n return this;\n}\n\nmodule.exports = hashSet;\n", "var hashClear = require('./_hashClear'),\n hashDelete = require('./_hashDelete'),\n hashGet = require('./_hashGet'),\n hashHas = require('./_hashHas'),\n hashSet = require('./_hashSet');\n\n/**\n * Creates a hash object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction Hash(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n// Add methods to `Hash`.\nHash.prototype.clear = hashClear;\nHash.prototype['delete'] = hashDelete;\nHash.prototype.get = hashGet;\nHash.prototype.has = hashHas;\nHash.prototype.set = hashSet;\n\nmodule.exports = Hash;\n", "/**\n * Removes all key-value entries from the list cache.\n *\n * @private\n * @name clear\n * @memberOf ListCache\n */\nfunction listCacheClear() {\n this.__data__ = [];\n this.size = 0;\n}\n\nmodule.exports = listCacheClear;\n", "/**\n * Performs a\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * comparison between two values to determine if they are equivalent.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * var object = { 'a': 1 };\n * var other = { 'a': 1 };\n *\n * _.eq(object, object);\n * // => true\n *\n * _.eq(object, other);\n * // => false\n *\n * _.eq('a', 'a');\n * // => true\n *\n * _.eq('a', Object('a'));\n * // => false\n *\n * _.eq(NaN, NaN);\n * // => true\n */\nfunction eq(value, other) {\n return value === other || (value !== value && other !== other);\n}\n\nmodule.exports = eq;\n", "var eq = require('./eq');\n\n/**\n * Gets the index at which the `key` is found in `array` of key-value pairs.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} key The key to search for.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\nfunction assocIndexOf(array, key) {\n var length = array.length;\n while (length--) {\n if (eq(array[length][0], key)) {\n return length;\n }\n }\n return -1;\n}\n\nmodule.exports = assocIndexOf;\n", "var assocIndexOf = require('./_assocIndexOf');\n\n/** Used for built-in method references. */\nvar arrayProto = Array.prototype;\n\n/** Built-in value references. */\nvar splice = arrayProto.splice;\n\n/**\n * Removes `key` and its value from the list cache.\n *\n * @private\n * @name delete\n * @memberOf ListCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction listCacheDelete(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n return false;\n }\n var lastIndex = data.length - 1;\n if (index == lastIndex) {\n data.pop();\n } else {\n splice.call(data, index, 1);\n }\n --this.size;\n return true;\n}\n\nmodule.exports = listCacheDelete;\n", "var assocIndexOf = require('./_assocIndexOf');\n\n/**\n * Gets the list cache value for `key`.\n *\n * @private\n * @name get\n * @memberOf ListCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction listCacheGet(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n return index < 0 ? undefined : data[index][1];\n}\n\nmodule.exports = listCacheGet;\n", "var assocIndexOf = require('./_assocIndexOf');\n\n/**\n * Checks if a list cache value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf ListCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction listCacheHas(key) {\n return assocIndexOf(this.__data__, key) > -1;\n}\n\nmodule.exports = listCacheHas;\n", "var assocIndexOf = require('./_assocIndexOf');\n\n/**\n * Sets the list cache `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf ListCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the list cache instance.\n */\nfunction listCacheSet(key, value) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n ++this.size;\n data.push([key, value]);\n } else {\n data[index][1] = value;\n }\n return this;\n}\n\nmodule.exports = listCacheSet;\n", "var listCacheClear = require('./_listCacheClear'),\n listCacheDelete = require('./_listCacheDelete'),\n listCacheGet = require('./_listCacheGet'),\n listCacheHas = require('./_listCacheHas'),\n listCacheSet = require('./_listCacheSet');\n\n/**\n * Creates an list cache object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction ListCache(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n// Add methods to `ListCache`.\nListCache.prototype.clear = listCacheClear;\nListCache.prototype['delete'] = listCacheDelete;\nListCache.prototype.get = listCacheGet;\nListCache.prototype.has = listCacheHas;\nListCache.prototype.set = listCacheSet;\n\nmodule.exports = ListCache;\n", "var getNative = require('./_getNative'),\n root = require('./_root');\n\n/* Built-in method references that are verified to be native. */\nvar Map = getNative(root, 'Map');\n\nmodule.exports = Map;\n", "var Hash = require('./_Hash'),\n ListCache = require('./_ListCache'),\n Map = require('./_Map');\n\n/**\n * Removes all key-value entries from the map.\n *\n * @private\n * @name clear\n * @memberOf MapCache\n */\nfunction mapCacheClear() {\n this.size = 0;\n this.__data__ = {\n 'hash': new Hash,\n 'map': new (Map || ListCache),\n 'string': new Hash\n };\n}\n\nmodule.exports = mapCacheClear;\n", "/**\n * Checks if `value` is suitable for use as unique object key.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is suitable, else `false`.\n */\nfunction isKeyable(value) {\n var type = typeof value;\n return (type == 'string' || type == 'number' || type == 'symbol' || type == 'boolean')\n ? (value !== '__proto__')\n : (value === null);\n}\n\nmodule.exports = isKeyable;\n", "var isKeyable = require('./_isKeyable');\n\n/**\n * Gets the data for `map`.\n *\n * @private\n * @param {Object} map The map to query.\n * @param {string} key The reference key.\n * @returns {*} Returns the map data.\n */\nfunction getMapData(map, key) {\n var data = map.__data__;\n return isKeyable(key)\n ? data[typeof key == 'string' ? 'string' : 'hash']\n : data.map;\n}\n\nmodule.exports = getMapData;\n", "var getMapData = require('./_getMapData');\n\n/**\n * Removes `key` and its value from the map.\n *\n * @private\n * @name delete\n * @memberOf MapCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction mapCacheDelete(key) {\n var result = getMapData(this, key)['delete'](key);\n this.size -= result ? 1 : 0;\n return result;\n}\n\nmodule.exports = mapCacheDelete;\n", "var getMapData = require('./_getMapData');\n\n/**\n * Gets the map value for `key`.\n *\n * @private\n * @name get\n * @memberOf MapCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction mapCacheGet(key) {\n return getMapData(this, key).get(key);\n}\n\nmodule.exports = mapCacheGet;\n", "var getMapData = require('./_getMapData');\n\n/**\n * Checks if a map value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf MapCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction mapCacheHas(key) {\n return getMapData(this, key).has(key);\n}\n\nmodule.exports = mapCacheHas;\n", "var getMapData = require('./_getMapData');\n\n/**\n * Sets the map `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf MapCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the map cache instance.\n */\nfunction mapCacheSet(key, value) {\n var data = getMapData(this, key),\n size = data.size;\n\n data.set(key, value);\n this.size += data.size == size ? 0 : 1;\n return this;\n}\n\nmodule.exports = mapCacheSet;\n", "var mapCacheClear = require('./_mapCacheClear'),\n mapCacheDelete = require('./_mapCacheDelete'),\n mapCacheGet = require('./_mapCacheGet'),\n mapCacheHas = require('./_mapCacheHas'),\n mapCacheSet = require('./_mapCacheSet');\n\n/**\n * Creates a map cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction MapCache(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n// Add methods to `MapCache`.\nMapCache.prototype.clear = mapCacheClear;\nMapCache.prototype['delete'] = mapCacheDelete;\nMapCache.prototype.get = mapCacheGet;\nMapCache.prototype.has = mapCacheHas;\nMapCache.prototype.set = mapCacheSet;\n\nmodule.exports = MapCache;\n", "var MapCache = require('./_MapCache');\n\n/** Error message constants. */\nvar FUNC_ERROR_TEXT = 'Expected a function';\n\n/**\n * Creates a function that memoizes the result of `func`. If `resolver` is\n * provided, it determines the cache key for storing the result based on the\n * arguments provided to the memoized function. By default, the first argument\n * provided to the memoized function is used as the map cache key. The `func`\n * is invoked with the `this` binding of the memoized function.\n *\n * **Note:** The cache is exposed as the `cache` property on the memoized\n * function. Its creation may be customized by replacing the `_.memoize.Cache`\n * constructor with one whose instances implement the\n * [`Map`](http://ecma-international.org/ecma-262/7.0/#sec-properties-of-the-map-prototype-object)\n * method interface of `clear`, `delete`, `get`, `has`, and `set`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to have its output memoized.\n * @param {Function} [resolver] The function to resolve the cache key.\n * @returns {Function} Returns the new memoized function.\n * @example\n *\n * var object = { 'a': 1, 'b': 2 };\n * var other = { 'c': 3, 'd': 4 };\n *\n * var values = _.memoize(_.values);\n * values(object);\n * // => [1, 2]\n *\n * values(other);\n * // => [3, 4]\n *\n * object.a = 2;\n * values(object);\n * // => [1, 2]\n *\n * // Modify the result cache.\n * values.cache.set(object, ['a', 'b']);\n * values(object);\n * // => ['a', 'b']\n *\n * // Replace `_.memoize.Cache`.\n * _.memoize.Cache = WeakMap;\n */\nfunction memoize(func, resolver) {\n if (typeof func != 'function' || (resolver != null && typeof resolver != 'function')) {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n var memoized = function() {\n var args = arguments,\n key = resolver ? resolver.apply(this, args) : args[0],\n cache = memoized.cache;\n\n if (cache.has(key)) {\n return cache.get(key);\n }\n var result = func.apply(this, args);\n memoized.cache = cache.set(key, result) || cache;\n return result;\n };\n memoized.cache = new (memoize.Cache || MapCache);\n return memoized;\n}\n\n// Expose `MapCache`.\nmemoize.Cache = MapCache;\n\nmodule.exports = memoize;\n", "var memoize = require('./memoize');\n\n/** Used as the maximum memoize cache size. */\nvar MAX_MEMOIZE_SIZE = 500;\n\n/**\n * A specialized version of `_.memoize` which clears the memoized function's\n * cache when it exceeds `MAX_MEMOIZE_SIZE`.\n *\n * @private\n * @param {Function} func The function to have its output memoized.\n * @returns {Function} Returns the new memoized function.\n */\nfunction memoizeCapped(func) {\n var result = memoize(func, function(key) {\n if (cache.size === MAX_MEMOIZE_SIZE) {\n cache.clear();\n }\n return key;\n });\n\n var cache = result.cache;\n return result;\n}\n\nmodule.exports = memoizeCapped;\n", "var memoizeCapped = require('./_memoizeCapped');\n\n/** Used to match property names within property paths. */\nvar rePropName = /[^.[\\]]+|\\[(?:(-?\\d+(?:\\.\\d+)?)|([\"'])((?:(?!\\2)[^\\\\]|\\\\.)*?)\\2)\\]|(?=(?:\\.|\\[\\])(?:\\.|\\[\\]|$))/g;\n\n/** Used to match backslashes in property paths. */\nvar reEscapeChar = /\\\\(\\\\)?/g;\n\n/**\n * Converts `string` to a property path array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the property path array.\n */\nvar stringToPath = memoizeCapped(function(string) {\n var result = [];\n if (string.charCodeAt(0) === 46 /* . */) {\n result.push('');\n }\n string.replace(rePropName, function(match, number, quote, subString) {\n result.push(quote ? subString.replace(reEscapeChar, '$1') : (number || match));\n });\n return result;\n});\n\nmodule.exports = stringToPath;\n", "/**\n * A specialized version of `_.map` for arrays without support for iteratee\n * shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the new mapped array.\n */\nfunction arrayMap(array, iteratee) {\n var index = -1,\n length = array == null ? 0 : array.length,\n result = Array(length);\n\n while (++index < length) {\n result[index] = iteratee(array[index], index, array);\n }\n return result;\n}\n\nmodule.exports = arrayMap;\n", "var Symbol = require('./_Symbol'),\n arrayMap = require('./_arrayMap'),\n isArray = require('./isArray'),\n isSymbol = require('./isSymbol');\n\n/** Used as references for various `Number` constants. */\nvar INFINITY = 1 / 0;\n\n/** Used to convert symbols to primitives and strings. */\nvar symbolProto = Symbol ? Symbol.prototype : undefined,\n symbolToString = symbolProto ? symbolProto.toString : undefined;\n\n/**\n * The base implementation of `_.toString` which doesn't convert nullish\n * values to empty strings.\n *\n * @private\n * @param {*} value The value to process.\n * @returns {string} Returns the string.\n */\nfunction baseToString(value) {\n // Exit early for strings to avoid a performance hit in some environments.\n if (typeof value == 'string') {\n return value;\n }\n if (isArray(value)) {\n // Recursively convert values (susceptible to call stack limits).\n return arrayMap(value, baseToString) + '';\n }\n if (isSymbol(value)) {\n return symbolToString ? symbolToString.call(value) : '';\n }\n var result = (value + '');\n return (result == '0' && (1 / value) == -INFINITY) ? '-0' : result;\n}\n\nmodule.exports = baseToString;\n", "var baseToString = require('./_baseToString');\n\n/**\n * Converts `value` to a string. An empty string is returned for `null`\n * and `undefined` values. The sign of `-0` is preserved.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {string} Returns the converted string.\n * @example\n *\n * _.toString(null);\n * // => ''\n *\n * _.toString(-0);\n * // => '-0'\n *\n * _.toString([1, 2, 3]);\n * // => '1,2,3'\n */\nfunction toString(value) {\n return value == null ? '' : baseToString(value);\n}\n\nmodule.exports = toString;\n", "var isArray = require('./isArray'),\n isKey = require('./_isKey'),\n stringToPath = require('./_stringToPath'),\n toString = require('./toString');\n\n/**\n * Casts `value` to a path array if it's not one.\n *\n * @private\n * @param {*} value The value to inspect.\n * @param {Object} [object] The object to query keys on.\n * @returns {Array} Returns the cast property path array.\n */\nfunction castPath(value, object) {\n if (isArray(value)) {\n return value;\n }\n return isKey(value, object) ? [value] : stringToPath(toString(value));\n}\n\nmodule.exports = castPath;\n", "var isSymbol = require('./isSymbol');\n\n/** Used as references for various `Number` constants. */\nvar INFINITY = 1 / 0;\n\n/**\n * Converts `value` to a string key if it's not a string or symbol.\n *\n * @private\n * @param {*} value The value to inspect.\n * @returns {string|symbol} Returns the key.\n */\nfunction toKey(value) {\n if (typeof value == 'string' || isSymbol(value)) {\n return value;\n }\n var result = (value + '');\n return (result == '0' && (1 / value) == -INFINITY) ? '-0' : result;\n}\n\nmodule.exports = toKey;\n", "var castPath = require('./_castPath'),\n toKey = require('./_toKey');\n\n/**\n * The base implementation of `_.get` without support for default values.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Array|string} path The path of the property to get.\n * @returns {*} Returns the resolved value.\n */\nfunction baseGet(object, path) {\n path = castPath(path, object);\n\n var index = 0,\n length = path.length;\n\n while (object != null && index < length) {\n object = object[toKey(path[index++])];\n }\n return (index && index == length) ? object : undefined;\n}\n\nmodule.exports = baseGet;\n", "var baseGet = require('./_baseGet');\n\n/**\n * Gets the value at `path` of `object`. If the resolved value is\n * `undefined`, the `defaultValue` is returned in its place.\n *\n * @static\n * @memberOf _\n * @since 3.7.0\n * @category Object\n * @param {Object} object The object to query.\n * @param {Array|string} path The path of the property to get.\n * @param {*} [defaultValue] The value returned for `undefined` resolved values.\n * @returns {*} Returns the resolved value.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c': 3 } }] };\n *\n * _.get(object, 'a[0].b.c');\n * // => 3\n *\n * _.get(object, ['a', '0', 'b', 'c']);\n * // => 3\n *\n * _.get(object, 'a.b.c', 'default');\n * // => 'default'\n */\nfunction get(object, path, defaultValue) {\n var result = object == null ? undefined : baseGet(object, path);\n return result === undefined ? defaultValue : result;\n}\n\nmodule.exports = get;\n", "/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * The base implementation of `_.has` without support for deep paths.\n *\n * @private\n * @param {Object} [object] The object to query.\n * @param {Array|string} key The key to check.\n * @returns {boolean} Returns `true` if `key` exists, else `false`.\n */\nfunction baseHas(object, key) {\n return object != null && hasOwnProperty.call(object, key);\n}\n\nmodule.exports = baseHas;\n", "var baseGetTag = require('./_baseGetTag'),\n isObjectLike = require('./isObjectLike');\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]';\n\n/**\n * The base implementation of `_.isArguments`.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n */\nfunction baseIsArguments(value) {\n return isObjectLike(value) && baseGetTag(value) == argsTag;\n}\n\nmodule.exports = baseIsArguments;\n", "var baseIsArguments = require('./_baseIsArguments'),\n isObjectLike = require('./isObjectLike');\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/** Built-in value references. */\nvar propertyIsEnumerable = objectProto.propertyIsEnumerable;\n\n/**\n * Checks if `value` is likely an `arguments` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n * else `false`.\n * @example\n *\n * _.isArguments(function() { return arguments; }());\n * // => true\n *\n * _.isArguments([1, 2, 3]);\n * // => false\n */\nvar isArguments = baseIsArguments(function() { return arguments; }()) ? baseIsArguments : function(value) {\n return isObjectLike(value) && hasOwnProperty.call(value, 'callee') &&\n !propertyIsEnumerable.call(value, 'callee');\n};\n\nmodule.exports = isArguments;\n", "/** Used as references for various `Number` constants. */\nvar MAX_SAFE_INTEGER = 9007199254740991;\n\n/** Used to detect unsigned integer values. */\nvar reIsUint = /^(?:0|[1-9]\\d*)$/;\n\n/**\n * Checks if `value` is a valid array-like index.\n *\n * @private\n * @param {*} value The value to check.\n * @param {number} [length=MAX_SAFE_INTEGER] The upper bounds of a valid index.\n * @returns {boolean} Returns `true` if `value` is a valid index, else `false`.\n */\nfunction isIndex(value, length) {\n var type = typeof value;\n length = length == null ? MAX_SAFE_INTEGER : length;\n\n return !!length &&\n (type == 'number' ||\n (type != 'symbol' && reIsUint.test(value))) &&\n (value > -1 && value % 1 == 0 && value < length);\n}\n\nmodule.exports = isIndex;\n", "/** Used as references for various `Number` constants. */\nvar MAX_SAFE_INTEGER = 9007199254740991;\n\n/**\n * Checks if `value` is a valid array-like length.\n *\n * **Note:** This method is loosely based on\n * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a valid length, else `false`.\n * @example\n *\n * _.isLength(3);\n * // => true\n *\n * _.isLength(Number.MIN_VALUE);\n * // => false\n *\n * _.isLength(Infinity);\n * // => false\n *\n * _.isLength('3');\n * // => false\n */\nfunction isLength(value) {\n return typeof value == 'number' &&\n value > -1 && value % 1 == 0 && value <= MAX_SAFE_INTEGER;\n}\n\nmodule.exports = isLength;\n", "var castPath = require('./_castPath'),\n isArguments = require('./isArguments'),\n isArray = require('./isArray'),\n isIndex = require('./_isIndex'),\n isLength = require('./isLength'),\n toKey = require('./_toKey');\n\n/**\n * Checks if `path` exists on `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Array|string} path The path to check.\n * @param {Function} hasFunc The function to check properties.\n * @returns {boolean} Returns `true` if `path` exists, else `false`.\n */\nfunction hasPath(object, path, hasFunc) {\n path = castPath(path, object);\n\n var index = -1,\n length = path.length,\n result = false;\n\n while (++index < length) {\n var key = toKey(path[index]);\n if (!(result = object != null && hasFunc(object, key))) {\n break;\n }\n object = object[key];\n }\n if (result || ++index != length) {\n return result;\n }\n length = object == null ? 0 : object.length;\n return !!length && isLength(length) && isIndex(key, length) &&\n (isArray(object) || isArguments(object));\n}\n\nmodule.exports = hasPath;\n", "var baseHas = require('./_baseHas'),\n hasPath = require('./_hasPath');\n\n/**\n * Checks if `path` is a direct property of `object`.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @param {Array|string} path The path to check.\n * @returns {boolean} Returns `true` if `path` exists, else `false`.\n * @example\n *\n * var object = { 'a': { 'b': 2 } };\n * var other = _.create({ 'a': _.create({ 'b': 2 }) });\n *\n * _.has(object, 'a');\n * // => true\n *\n * _.has(object, 'a.b');\n * // => true\n *\n * _.has(object, ['a', 'b']);\n * // => true\n *\n * _.has(other, 'a');\n * // => false\n */\nfunction has(object, path) {\n return object != null && hasPath(object, path, baseHas);\n}\n\nmodule.exports = has;\n", "var ListCache = require('./_ListCache');\n\n/**\n * Removes all key-value entries from the stack.\n *\n * @private\n * @name clear\n * @memberOf Stack\n */\nfunction stackClear() {\n this.__data__ = new ListCache;\n this.size = 0;\n}\n\nmodule.exports = stackClear;\n", "/**\n * Removes `key` and its value from the stack.\n *\n * @private\n * @name delete\n * @memberOf Stack\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction stackDelete(key) {\n var data = this.__data__,\n result = data['delete'](key);\n\n this.size = data.size;\n return result;\n}\n\nmodule.exports = stackDelete;\n", "/**\n * Gets the stack value for `key`.\n *\n * @private\n * @name get\n * @memberOf Stack\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction stackGet(key) {\n return this.__data__.get(key);\n}\n\nmodule.exports = stackGet;\n", "/**\n * Checks if a stack value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Stack\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction stackHas(key) {\n return this.__data__.has(key);\n}\n\nmodule.exports = stackHas;\n", "var ListCache = require('./_ListCache'),\n Map = require('./_Map'),\n MapCache = require('./_MapCache');\n\n/** Used as the size to enable large array optimizations. */\nvar LARGE_ARRAY_SIZE = 200;\n\n/**\n * Sets the stack `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Stack\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the stack cache instance.\n */\nfunction stackSet(key, value) {\n var data = this.__data__;\n if (data instanceof ListCache) {\n var pairs = data.__data__;\n if (!Map || (pairs.length < LARGE_ARRAY_SIZE - 1)) {\n pairs.push([key, value]);\n this.size = ++data.size;\n return this;\n }\n data = this.__data__ = new MapCache(pairs);\n }\n data.set(key, value);\n this.size = data.size;\n return this;\n}\n\nmodule.exports = stackSet;\n", "var ListCache = require('./_ListCache'),\n stackClear = require('./_stackClear'),\n stackDelete = require('./_stackDelete'),\n stackGet = require('./_stackGet'),\n stackHas = require('./_stackHas'),\n stackSet = require('./_stackSet');\n\n/**\n * Creates a stack cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction Stack(entries) {\n var data = this.__data__ = new ListCache(entries);\n this.size = data.size;\n}\n\n// Add methods to `Stack`.\nStack.prototype.clear = stackClear;\nStack.prototype['delete'] = stackDelete;\nStack.prototype.get = stackGet;\nStack.prototype.has = stackHas;\nStack.prototype.set = stackSet;\n\nmodule.exports = Stack;\n", "var getNative = require('./_getNative');\n\nvar defineProperty = (function() {\n try {\n var func = getNative(Object, 'defineProperty');\n func({}, '', {});\n return func;\n } catch (e) {}\n}());\n\nmodule.exports = defineProperty;\n", "var defineProperty = require('./_defineProperty');\n\n/**\n * The base implementation of `assignValue` and `assignMergeValue` without\n * value checks.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {string} key The key of the property to assign.\n * @param {*} value The value to assign.\n */\nfunction baseAssignValue(object, key, value) {\n if (key == '__proto__' && defineProperty) {\n defineProperty(object, key, {\n 'configurable': true,\n 'enumerable': true,\n 'value': value,\n 'writable': true\n });\n } else {\n object[key] = value;\n }\n}\n\nmodule.exports = baseAssignValue;\n", "var baseAssignValue = require('./_baseAssignValue'),\n eq = require('./eq');\n\n/**\n * This function is like `assignValue` except that it doesn't assign\n * `undefined` values.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {string} key The key of the property to assign.\n * @param {*} value The value to assign.\n */\nfunction assignMergeValue(object, key, value) {\n if ((value !== undefined && !eq(object[key], value)) ||\n (value === undefined && !(key in object))) {\n baseAssignValue(object, key, value);\n }\n}\n\nmodule.exports = assignMergeValue;\n", "/**\n * Creates a base function for methods like `_.forIn` and `_.forOwn`.\n *\n * @private\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Function} Returns the new base function.\n */\nfunction createBaseFor(fromRight) {\n return function(object, iteratee, keysFunc) {\n var index = -1,\n iterable = Object(object),\n props = keysFunc(object),\n length = props.length;\n\n while (length--) {\n var key = props[fromRight ? length : ++index];\n if (iteratee(iterable[key], key, iterable) === false) {\n break;\n }\n }\n return object;\n };\n}\n\nmodule.exports = createBaseFor;\n", "var createBaseFor = require('./_createBaseFor');\n\n/**\n * The base implementation of `baseForOwn` which iterates over `object`\n * properties returned by `keysFunc` and invokes `iteratee` for each property.\n * Iteratee functions may exit iteration early by explicitly returning `false`.\n *\n * @private\n * @param {Object} object The object to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @param {Function} keysFunc The function to get the keys of `object`.\n * @returns {Object} Returns `object`.\n */\nvar baseFor = createBaseFor();\n\nmodule.exports = baseFor;\n", "var root = require('./_root');\n\n/** Detect free variable `exports`. */\nvar freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports;\n\n/** Detect free variable `module`. */\nvar freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module;\n\n/** Detect the popular CommonJS extension `module.exports`. */\nvar moduleExports = freeModule && freeModule.exports === freeExports;\n\n/** Built-in value references. */\nvar Buffer = moduleExports ? root.Buffer : undefined,\n allocUnsafe = Buffer ? Buffer.allocUnsafe : undefined;\n\n/**\n * Creates a clone of `buffer`.\n *\n * @private\n * @param {Buffer} buffer The buffer to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Buffer} Returns the cloned buffer.\n */\nfunction cloneBuffer(buffer, isDeep) {\n if (isDeep) {\n return buffer.slice();\n }\n var length = buffer.length,\n result = allocUnsafe ? allocUnsafe(length) : new buffer.constructor(length);\n\n buffer.copy(result);\n return result;\n}\n\nmodule.exports = cloneBuffer;\n", "var root = require('./_root');\n\n/** Built-in value references. */\nvar Uint8Array = root.Uint8Array;\n\nmodule.exports = Uint8Array;\n", "var Uint8Array = require('./_Uint8Array');\n\n/**\n * Creates a clone of `arrayBuffer`.\n *\n * @private\n * @param {ArrayBuffer} arrayBuffer The array buffer to clone.\n * @returns {ArrayBuffer} Returns the cloned array buffer.\n */\nfunction cloneArrayBuffer(arrayBuffer) {\n var result = new arrayBuffer.constructor(arrayBuffer.byteLength);\n new Uint8Array(result).set(new Uint8Array(arrayBuffer));\n return result;\n}\n\nmodule.exports = cloneArrayBuffer;\n", "var cloneArrayBuffer = require('./_cloneArrayBuffer');\n\n/**\n * Creates a clone of `typedArray`.\n *\n * @private\n * @param {Object} typedArray The typed array to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the cloned typed array.\n */\nfunction cloneTypedArray(typedArray, isDeep) {\n var buffer = isDeep ? cloneArrayBuffer(typedArray.buffer) : typedArray.buffer;\n return new typedArray.constructor(buffer, typedArray.byteOffset, typedArray.length);\n}\n\nmodule.exports = cloneTypedArray;\n", "/**\n * Copies the values of `source` to `array`.\n *\n * @private\n * @param {Array} source The array to copy values from.\n * @param {Array} [array=[]] The array to copy values to.\n * @returns {Array} Returns `array`.\n */\nfunction copyArray(source, array) {\n var index = -1,\n length = source.length;\n\n array || (array = Array(length));\n while (++index < length) {\n array[index] = source[index];\n }\n return array;\n}\n\nmodule.exports = copyArray;\n", "var isObject = require('./isObject');\n\n/** Built-in value references. */\nvar objectCreate = Object.create;\n\n/**\n * The base implementation of `_.create` without support for assigning\n * properties to the created object.\n *\n * @private\n * @param {Object} proto The object to inherit from.\n * @returns {Object} Returns the new object.\n */\nvar baseCreate = (function() {\n function object() {}\n return function(proto) {\n if (!isObject(proto)) {\n return {};\n }\n if (objectCreate) {\n return objectCreate(proto);\n }\n object.prototype = proto;\n var result = new object;\n object.prototype = undefined;\n return result;\n };\n}());\n\nmodule.exports = baseCreate;\n", "/**\n * Creates a unary function that invokes `func` with its argument transformed.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {Function} transform The argument transform.\n * @returns {Function} Returns the new function.\n */\nfunction overArg(func, transform) {\n return function(arg) {\n return func(transform(arg));\n };\n}\n\nmodule.exports = overArg;\n", "var overArg = require('./_overArg');\n\n/** Built-in value references. */\nvar getPrototype = overArg(Object.getPrototypeOf, Object);\n\nmodule.exports = getPrototype;\n", "/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/**\n * Checks if `value` is likely a prototype object.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a prototype, else `false`.\n */\nfunction isPrototype(value) {\n var Ctor = value && value.constructor,\n proto = (typeof Ctor == 'function' && Ctor.prototype) || objectProto;\n\n return value === proto;\n}\n\nmodule.exports = isPrototype;\n", "var baseCreate = require('./_baseCreate'),\n getPrototype = require('./_getPrototype'),\n isPrototype = require('./_isPrototype');\n\n/**\n * Initializes an object clone.\n *\n * @private\n * @param {Object} object The object to clone.\n * @returns {Object} Returns the initialized clone.\n */\nfunction initCloneObject(object) {\n return (typeof object.constructor == 'function' && !isPrototype(object))\n ? baseCreate(getPrototype(object))\n : {};\n}\n\nmodule.exports = initCloneObject;\n", "var isFunction = require('./isFunction'),\n isLength = require('./isLength');\n\n/**\n * Checks if `value` is array-like. A value is considered array-like if it's\n * not a function and has a `value.length` that's an integer greater than or\n * equal to `0` and less than or equal to `Number.MAX_SAFE_INTEGER`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is array-like, else `false`.\n * @example\n *\n * _.isArrayLike([1, 2, 3]);\n * // => true\n *\n * _.isArrayLike(document.body.children);\n * // => true\n *\n * _.isArrayLike('abc');\n * // => true\n *\n * _.isArrayLike(_.noop);\n * // => false\n */\nfunction isArrayLike(value) {\n return value != null && isLength(value.length) && !isFunction(value);\n}\n\nmodule.exports = isArrayLike;\n", "var isArrayLike = require('./isArrayLike'),\n isObjectLike = require('./isObjectLike');\n\n/**\n * This method is like `_.isArrayLike` except that it also checks if `value`\n * is an object.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array-like object,\n * else `false`.\n * @example\n *\n * _.isArrayLikeObject([1, 2, 3]);\n * // => true\n *\n * _.isArrayLikeObject(document.body.children);\n * // => true\n *\n * _.isArrayLikeObject('abc');\n * // => false\n *\n * _.isArrayLikeObject(_.noop);\n * // => false\n */\nfunction isArrayLikeObject(value) {\n return isObjectLike(value) && isArrayLike(value);\n}\n\nmodule.exports = isArrayLikeObject;\n", "/**\n * This method returns `false`.\n *\n * @static\n * @memberOf _\n * @since 4.13.0\n * @category Util\n * @returns {boolean} Returns `false`.\n * @example\n *\n * _.times(2, _.stubFalse);\n * // => [false, false]\n */\nfunction stubFalse() {\n return false;\n}\n\nmodule.exports = stubFalse;\n", "var root = require('./_root'),\n stubFalse = require('./stubFalse');\n\n/** Detect free variable `exports`. */\nvar freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports;\n\n/** Detect free variable `module`. */\nvar freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module;\n\n/** Detect the popular CommonJS extension `module.exports`. */\nvar moduleExports = freeModule && freeModule.exports === freeExports;\n\n/** Built-in value references. */\nvar Buffer = moduleExports ? root.Buffer : undefined;\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeIsBuffer = Buffer ? Buffer.isBuffer : undefined;\n\n/**\n * Checks if `value` is a buffer.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a buffer, else `false`.\n * @example\n *\n * _.isBuffer(new Buffer(2));\n * // => true\n *\n * _.isBuffer(new Uint8Array(2));\n * // => false\n */\nvar isBuffer = nativeIsBuffer || stubFalse;\n\nmodule.exports = isBuffer;\n", "var baseGetTag = require('./_baseGetTag'),\n getPrototype = require('./_getPrototype'),\n isObjectLike = require('./isObjectLike');\n\n/** `Object#toString` result references. */\nvar objectTag = '[object Object]';\n\n/** Used for built-in method references. */\nvar funcProto = Function.prototype,\n objectProto = Object.prototype;\n\n/** Used to resolve the decompiled source of functions. */\nvar funcToString = funcProto.toString;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/** Used to infer the `Object` constructor. */\nvar objectCtorString = funcToString.call(Object);\n\n/**\n * Checks if `value` is a plain object, that is, an object created by the\n * `Object` constructor or one with a `[[Prototype]]` of `null`.\n *\n * @static\n * @memberOf _\n * @since 0.8.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a plain object, else `false`.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * }\n *\n * _.isPlainObject(new Foo);\n * // => false\n *\n * _.isPlainObject([1, 2, 3]);\n * // => false\n *\n * _.isPlainObject({ 'x': 0, 'y': 0 });\n * // => true\n *\n * _.isPlainObject(Object.create(null));\n * // => true\n */\nfunction isPlainObject(value) {\n if (!isObjectLike(value) || baseGetTag(value) != objectTag) {\n return false;\n }\n var proto = getPrototype(value);\n if (proto === null) {\n return true;\n }\n var Ctor = hasOwnProperty.call(proto, 'constructor') && proto.constructor;\n return typeof Ctor == 'function' && Ctor instanceof Ctor &&\n funcToString.call(Ctor) == objectCtorString;\n}\n\nmodule.exports = isPlainObject;\n", "var baseGetTag = require('./_baseGetTag'),\n isLength = require('./isLength'),\n isObjectLike = require('./isObjectLike');\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]',\n arrayTag = '[object Array]',\n boolTag = '[object Boolean]',\n dateTag = '[object Date]',\n errorTag = '[object Error]',\n funcTag = '[object Function]',\n mapTag = '[object Map]',\n numberTag = '[object Number]',\n objectTag = '[object Object]',\n regexpTag = '[object RegExp]',\n setTag = '[object Set]',\n stringTag = '[object String]',\n weakMapTag = '[object WeakMap]';\n\nvar arrayBufferTag = '[object ArrayBuffer]',\n dataViewTag = '[object DataView]',\n float32Tag = '[object Float32Array]',\n float64Tag = '[object Float64Array]',\n int8Tag = '[object Int8Array]',\n int16Tag = '[object Int16Array]',\n int32Tag = '[object Int32Array]',\n uint8Tag = '[object Uint8Array]',\n uint8ClampedTag = '[object Uint8ClampedArray]',\n uint16Tag = '[object Uint16Array]',\n uint32Tag = '[object Uint32Array]';\n\n/** Used to identify `toStringTag` values of typed arrays. */\nvar typedArrayTags = {};\ntypedArrayTags[float32Tag] = typedArrayTags[float64Tag] =\ntypedArrayTags[int8Tag] = typedArrayTags[int16Tag] =\ntypedArrayTags[int32Tag] = typedArrayTags[uint8Tag] =\ntypedArrayTags[uint8ClampedTag] = typedArrayTags[uint16Tag] =\ntypedArrayTags[uint32Tag] = true;\ntypedArrayTags[argsTag] = typedArrayTags[arrayTag] =\ntypedArrayTags[arrayBufferTag] = typedArrayTags[boolTag] =\ntypedArrayTags[dataViewTag] = typedArrayTags[dateTag] =\ntypedArrayTags[errorTag] = typedArrayTags[funcTag] =\ntypedArrayTags[mapTag] = typedArrayTags[numberTag] =\ntypedArrayTags[objectTag] = typedArrayTags[regexpTag] =\ntypedArrayTags[setTag] = typedArrayTags[stringTag] =\ntypedArrayTags[weakMapTag] = false;\n\n/**\n * The base implementation of `_.isTypedArray` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a typed array, else `false`.\n */\nfunction baseIsTypedArray(value) {\n return isObjectLike(value) &&\n isLength(value.length) && !!typedArrayTags[baseGetTag(value)];\n}\n\nmodule.exports = baseIsTypedArray;\n", "/**\n * The base implementation of `_.unary` without support for storing metadata.\n *\n * @private\n * @param {Function} func The function to cap arguments for.\n * @returns {Function} Returns the new capped function.\n */\nfunction baseUnary(func) {\n return function(value) {\n return func(value);\n };\n}\n\nmodule.exports = baseUnary;\n", "var freeGlobal = require('./_freeGlobal');\n\n/** Detect free variable `exports`. */\nvar freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports;\n\n/** Detect free variable `module`. */\nvar freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module;\n\n/** Detect the popular CommonJS extension `module.exports`. */\nvar moduleExports = freeModule && freeModule.exports === freeExports;\n\n/** Detect free variable `process` from Node.js. */\nvar freeProcess = moduleExports && freeGlobal.process;\n\n/** Used to access faster Node.js helpers. */\nvar nodeUtil = (function() {\n try {\n // Use `util.types` for Node.js 10+.\n var types = freeModule && freeModule.require && freeModule.require('util').types;\n\n if (types) {\n return types;\n }\n\n // Legacy `process.binding('util')` for Node.js < 10.\n return freeProcess && freeProcess.binding && freeProcess.binding('util');\n } catch (e) {}\n}());\n\nmodule.exports = nodeUtil;\n", "var baseIsTypedArray = require('./_baseIsTypedArray'),\n baseUnary = require('./_baseUnary'),\n nodeUtil = require('./_nodeUtil');\n\n/* Node.js helper references. */\nvar nodeIsTypedArray = nodeUtil && nodeUtil.isTypedArray;\n\n/**\n * Checks if `value` is classified as a typed array.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a typed array, else `false`.\n * @example\n *\n * _.isTypedArray(new Uint8Array);\n * // => true\n *\n * _.isTypedArray([]);\n * // => false\n */\nvar isTypedArray = nodeIsTypedArray ? baseUnary(nodeIsTypedArray) : baseIsTypedArray;\n\nmodule.exports = isTypedArray;\n", "/**\n * Gets the value at `key`, unless `key` is \"__proto__\" or \"constructor\".\n *\n * @private\n * @param {Object} object The object to query.\n * @param {string} key The key of the property to get.\n * @returns {*} Returns the property value.\n */\nfunction safeGet(object, key) {\n if (key === 'constructor' && typeof object[key] === 'function') {\n return;\n }\n\n if (key == '__proto__') {\n return;\n }\n\n return object[key];\n}\n\nmodule.exports = safeGet;\n", "var baseAssignValue = require('./_baseAssignValue'),\n eq = require('./eq');\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Assigns `value` to `key` of `object` if the existing value is not equivalent\n * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {string} key The key of the property to assign.\n * @param {*} value The value to assign.\n */\nfunction assignValue(object, key, value) {\n var objValue = object[key];\n if (!(hasOwnProperty.call(object, key) && eq(objValue, value)) ||\n (value === undefined && !(key in object))) {\n baseAssignValue(object, key, value);\n }\n}\n\nmodule.exports = assignValue;\n", "var assignValue = require('./_assignValue'),\n baseAssignValue = require('./_baseAssignValue');\n\n/**\n * Copies properties of `source` to `object`.\n *\n * @private\n * @param {Object} source The object to copy properties from.\n * @param {Array} props The property identifiers to copy.\n * @param {Object} [object={}] The object to copy properties to.\n * @param {Function} [customizer] The function to customize copied values.\n * @returns {Object} Returns `object`.\n */\nfunction copyObject(source, props, object, customizer) {\n var isNew = !object;\n object || (object = {});\n\n var index = -1,\n length = props.length;\n\n while (++index < length) {\n var key = props[index];\n\n var newValue = customizer\n ? customizer(object[key], source[key], key, object, source)\n : undefined;\n\n if (newValue === undefined) {\n newValue = source[key];\n }\n if (isNew) {\n baseAssignValue(object, key, newValue);\n } else {\n assignValue(object, key, newValue);\n }\n }\n return object;\n}\n\nmodule.exports = copyObject;\n", "/**\n * The base implementation of `_.times` without support for iteratee shorthands\n * or max array length checks.\n *\n * @private\n * @param {number} n The number of times to invoke `iteratee`.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the array of results.\n */\nfunction baseTimes(n, iteratee) {\n var index = -1,\n result = Array(n);\n\n while (++index < n) {\n result[index] = iteratee(index);\n }\n return result;\n}\n\nmodule.exports = baseTimes;\n", "var baseTimes = require('./_baseTimes'),\n isArguments = require('./isArguments'),\n isArray = require('./isArray'),\n isBuffer = require('./isBuffer'),\n isIndex = require('./_isIndex'),\n isTypedArray = require('./isTypedArray');\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Creates an array of the enumerable property names of the array-like `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @param {boolean} inherited Specify returning inherited property names.\n * @returns {Array} Returns the array of property names.\n */\nfunction arrayLikeKeys(value, inherited) {\n var isArr = isArray(value),\n isArg = !isArr && isArguments(value),\n isBuff = !isArr && !isArg && isBuffer(value),\n isType = !isArr && !isArg && !isBuff && isTypedArray(value),\n skipIndexes = isArr || isArg || isBuff || isType,\n result = skipIndexes ? baseTimes(value.length, String) : [],\n length = result.length;\n\n for (var key in value) {\n if ((inherited || hasOwnProperty.call(value, key)) &&\n !(skipIndexes && (\n // Safari 9 has enumerable `arguments.length` in strict mode.\n key == 'length' ||\n // Node.js 0.10 has enumerable non-index properties on buffers.\n (isBuff && (key == 'offset' || key == 'parent')) ||\n // PhantomJS 2 has enumerable non-index properties on typed arrays.\n (isType && (key == 'buffer' || key == 'byteLength' || key == 'byteOffset')) ||\n // Skip index properties.\n isIndex(key, length)\n ))) {\n result.push(key);\n }\n }\n return result;\n}\n\nmodule.exports = arrayLikeKeys;\n", "/**\n * This function is like\n * [`Object.keys`](http://ecma-international.org/ecma-262/7.0/#sec-object.keys)\n * except that it includes inherited enumerable properties.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\nfunction nativeKeysIn(object) {\n var result = [];\n if (object != null) {\n for (var key in Object(object)) {\n result.push(key);\n }\n }\n return result;\n}\n\nmodule.exports = nativeKeysIn;\n", "var isObject = require('./isObject'),\n isPrototype = require('./_isPrototype'),\n nativeKeysIn = require('./_nativeKeysIn');\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * The base implementation of `_.keysIn` which doesn't treat sparse arrays as dense.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\nfunction baseKeysIn(object) {\n if (!isObject(object)) {\n return nativeKeysIn(object);\n }\n var isProto = isPrototype(object),\n result = [];\n\n for (var key in object) {\n if (!(key == 'constructor' && (isProto || !hasOwnProperty.call(object, key)))) {\n result.push(key);\n }\n }\n return result;\n}\n\nmodule.exports = baseKeysIn;\n", "var arrayLikeKeys = require('./_arrayLikeKeys'),\n baseKeysIn = require('./_baseKeysIn'),\n isArrayLike = require('./isArrayLike');\n\n/**\n * Creates an array of the own and inherited enumerable property names of `object`.\n *\n * **Note:** Non-object values are coerced to objects.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.keysIn(new Foo);\n * // => ['a', 'b', 'c'] (iteration order is not guaranteed)\n */\nfunction keysIn(object) {\n return isArrayLike(object) ? arrayLikeKeys(object, true) : baseKeysIn(object);\n}\n\nmodule.exports = keysIn;\n", "var copyObject = require('./_copyObject'),\n keysIn = require('./keysIn');\n\n/**\n * Converts `value` to a plain object flattening inherited enumerable string\n * keyed properties of `value` to own properties of the plain object.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {Object} Returns the converted plain object.\n * @example\n *\n * function Foo() {\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.assign({ 'a': 1 }, new Foo);\n * // => { 'a': 1, 'b': 2 }\n *\n * _.assign({ 'a': 1 }, _.toPlainObject(new Foo));\n * // => { 'a': 1, 'b': 2, 'c': 3 }\n */\nfunction toPlainObject(value) {\n return copyObject(value, keysIn(value));\n}\n\nmodule.exports = toPlainObject;\n", "var assignMergeValue = require('./_assignMergeValue'),\n cloneBuffer = require('./_cloneBuffer'),\n cloneTypedArray = require('./_cloneTypedArray'),\n copyArray = require('./_copyArray'),\n initCloneObject = require('./_initCloneObject'),\n isArguments = require('./isArguments'),\n isArray = require('./isArray'),\n isArrayLikeObject = require('./isArrayLikeObject'),\n isBuffer = require('./isBuffer'),\n isFunction = require('./isFunction'),\n isObject = require('./isObject'),\n isPlainObject = require('./isPlainObject'),\n isTypedArray = require('./isTypedArray'),\n safeGet = require('./_safeGet'),\n toPlainObject = require('./toPlainObject');\n\n/**\n * A specialized version of `baseMerge` for arrays and objects which performs\n * deep merges and tracks traversed objects enabling objects with circular\n * references to be merged.\n *\n * @private\n * @param {Object} object The destination object.\n * @param {Object} source The source object.\n * @param {string} key The key of the value to merge.\n * @param {number} srcIndex The index of `source`.\n * @param {Function} mergeFunc The function to merge values.\n * @param {Function} [customizer] The function to customize assigned values.\n * @param {Object} [stack] Tracks traversed source values and their merged\n * counterparts.\n */\nfunction baseMergeDeep(object, source, key, srcIndex, mergeFunc, customizer, stack) {\n var objValue = safeGet(object, key),\n srcValue = safeGet(source, key),\n stacked = stack.get(srcValue);\n\n if (stacked) {\n assignMergeValue(object, key, stacked);\n return;\n }\n var newValue = customizer\n ? customizer(objValue, srcValue, (key + ''), object, source, stack)\n : undefined;\n\n var isCommon = newValue === undefined;\n\n if (isCommon) {\n var isArr = isArray(srcValue),\n isBuff = !isArr && isBuffer(srcValue),\n isTyped = !isArr && !isBuff && isTypedArray(srcValue);\n\n newValue = srcValue;\n if (isArr || isBuff || isTyped) {\n if (isArray(objValue)) {\n newValue = objValue;\n }\n else if (isArrayLikeObject(objValue)) {\n newValue = copyArray(objValue);\n }\n else if (isBuff) {\n isCommon = false;\n newValue = cloneBuffer(srcValue, true);\n }\n else if (isTyped) {\n isCommon = false;\n newValue = cloneTypedArray(srcValue, true);\n }\n else {\n newValue = [];\n }\n }\n else if (isPlainObject(srcValue) || isArguments(srcValue)) {\n newValue = objValue;\n if (isArguments(objValue)) {\n newValue = toPlainObject(objValue);\n }\n else if (!isObject(objValue) || isFunction(objValue)) {\n newValue = initCloneObject(srcValue);\n }\n }\n else {\n isCommon = false;\n }\n }\n if (isCommon) {\n // Recursively merge objects and arrays (susceptible to call stack limits).\n stack.set(srcValue, newValue);\n mergeFunc(newValue, srcValue, srcIndex, customizer, stack);\n stack['delete'](srcValue);\n }\n assignMergeValue(object, key, newValue);\n}\n\nmodule.exports = baseMergeDeep;\n", "var Stack = require('./_Stack'),\n assignMergeValue = require('./_assignMergeValue'),\n baseFor = require('./_baseFor'),\n baseMergeDeep = require('./_baseMergeDeep'),\n isObject = require('./isObject'),\n keysIn = require('./keysIn'),\n safeGet = require('./_safeGet');\n\n/**\n * The base implementation of `_.merge` without support for multiple sources.\n *\n * @private\n * @param {Object} object The destination object.\n * @param {Object} source The source object.\n * @param {number} srcIndex The index of `source`.\n * @param {Function} [customizer] The function to customize merged values.\n * @param {Object} [stack] Tracks traversed source values and their merged\n * counterparts.\n */\nfunction baseMerge(object, source, srcIndex, customizer, stack) {\n if (object === source) {\n return;\n }\n baseFor(source, function(srcValue, key) {\n stack || (stack = new Stack);\n if (isObject(srcValue)) {\n baseMergeDeep(object, source, key, srcIndex, baseMerge, customizer, stack);\n }\n else {\n var newValue = customizer\n ? customizer(safeGet(object, key), srcValue, (key + ''), object, source, stack)\n : undefined;\n\n if (newValue === undefined) {\n newValue = srcValue;\n }\n assignMergeValue(object, key, newValue);\n }\n }, keysIn);\n}\n\nmodule.exports = baseMerge;\n", "/**\n * This method returns the first argument it receives.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Util\n * @param {*} value Any value.\n * @returns {*} Returns `value`.\n * @example\n *\n * var object = { 'a': 1 };\n *\n * console.log(_.identity(object) === object);\n * // => true\n */\nfunction identity(value) {\n return value;\n}\n\nmodule.exports = identity;\n", "/**\n * A faster alternative to `Function#apply`, this function invokes `func`\n * with the `this` binding of `thisArg` and the arguments of `args`.\n *\n * @private\n * @param {Function} func The function to invoke.\n * @param {*} thisArg The `this` binding of `func`.\n * @param {Array} args The arguments to invoke `func` with.\n * @returns {*} Returns the result of `func`.\n */\nfunction apply(func, thisArg, args) {\n switch (args.length) {\n case 0: return func.call(thisArg);\n case 1: return func.call(thisArg, args[0]);\n case 2: return func.call(thisArg, args[0], args[1]);\n case 3: return func.call(thisArg, args[0], args[1], args[2]);\n }\n return func.apply(thisArg, args);\n}\n\nmodule.exports = apply;\n", "var apply = require('./_apply');\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeMax = Math.max;\n\n/**\n * A specialized version of `baseRest` which transforms the rest array.\n *\n * @private\n * @param {Function} func The function to apply a rest parameter to.\n * @param {number} [start=func.length-1] The start position of the rest parameter.\n * @param {Function} transform The rest array transform.\n * @returns {Function} Returns the new function.\n */\nfunction overRest(func, start, transform) {\n start = nativeMax(start === undefined ? (func.length - 1) : start, 0);\n return function() {\n var args = arguments,\n index = -1,\n length = nativeMax(args.length - start, 0),\n array = Array(length);\n\n while (++index < length) {\n array[index] = args[start + index];\n }\n index = -1;\n var otherArgs = Array(start + 1);\n while (++index < start) {\n otherArgs[index] = args[index];\n }\n otherArgs[start] = transform(array);\n return apply(func, this, otherArgs);\n };\n}\n\nmodule.exports = overRest;\n", "/**\n * Creates a function that returns `value`.\n *\n * @static\n * @memberOf _\n * @since 2.4.0\n * @category Util\n * @param {*} value The value to return from the new function.\n * @returns {Function} Returns the new constant function.\n * @example\n *\n * var objects = _.times(2, _.constant({ 'a': 1 }));\n *\n * console.log(objects);\n * // => [{ 'a': 1 }, { 'a': 1 }]\n *\n * console.log(objects[0] === objects[1]);\n * // => true\n */\nfunction constant(value) {\n return function() {\n return value;\n };\n}\n\nmodule.exports = constant;\n", "var constant = require('./constant'),\n defineProperty = require('./_defineProperty'),\n identity = require('./identity');\n\n/**\n * The base implementation of `setToString` without support for hot loop shorting.\n *\n * @private\n * @param {Function} func The function to modify.\n * @param {Function} string The `toString` result.\n * @returns {Function} Returns `func`.\n */\nvar baseSetToString = !defineProperty ? identity : function(func, string) {\n return defineProperty(func, 'toString', {\n 'configurable': true,\n 'enumerable': false,\n 'value': constant(string),\n 'writable': true\n });\n};\n\nmodule.exports = baseSetToString;\n", "/** Used to detect hot functions by number of calls within a span of milliseconds. */\nvar HOT_COUNT = 800,\n HOT_SPAN = 16;\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeNow = Date.now;\n\n/**\n * Creates a function that'll short out and invoke `identity` instead\n * of `func` when it's called `HOT_COUNT` or more times in `HOT_SPAN`\n * milliseconds.\n *\n * @private\n * @param {Function} func The function to restrict.\n * @returns {Function} Returns the new shortable function.\n */\nfunction shortOut(func) {\n var count = 0,\n lastCalled = 0;\n\n return function() {\n var stamp = nativeNow(),\n remaining = HOT_SPAN - (stamp - lastCalled);\n\n lastCalled = stamp;\n if (remaining > 0) {\n if (++count >= HOT_COUNT) {\n return arguments[0];\n }\n } else {\n count = 0;\n }\n return func.apply(undefined, arguments);\n };\n}\n\nmodule.exports = shortOut;\n", "var baseSetToString = require('./_baseSetToString'),\n shortOut = require('./_shortOut');\n\n/**\n * Sets the `toString` method of `func` to return `string`.\n *\n * @private\n * @param {Function} func The function to modify.\n * @param {Function} string The `toString` result.\n * @returns {Function} Returns `func`.\n */\nvar setToString = shortOut(baseSetToString);\n\nmodule.exports = setToString;\n", "var identity = require('./identity'),\n overRest = require('./_overRest'),\n setToString = require('./_setToString');\n\n/**\n * The base implementation of `_.rest` which doesn't validate or coerce arguments.\n *\n * @private\n * @param {Function} func The function to apply a rest parameter to.\n * @param {number} [start=func.length-1] The start position of the rest parameter.\n * @returns {Function} Returns the new function.\n */\nfunction baseRest(func, start) {\n return setToString(overRest(func, start, identity), func + '');\n}\n\nmodule.exports = baseRest;\n", "var eq = require('./eq'),\n isArrayLike = require('./isArrayLike'),\n isIndex = require('./_isIndex'),\n isObject = require('./isObject');\n\n/**\n * Checks if the given arguments are from an iteratee call.\n *\n * @private\n * @param {*} value The potential iteratee value argument.\n * @param {*} index The potential iteratee index or key argument.\n * @param {*} object The potential iteratee object argument.\n * @returns {boolean} Returns `true` if the arguments are from an iteratee call,\n * else `false`.\n */\nfunction isIterateeCall(value, index, object) {\n if (!isObject(object)) {\n return false;\n }\n var type = typeof index;\n if (type == 'number'\n ? (isArrayLike(object) && isIndex(index, object.length))\n : (type == 'string' && index in object)\n ) {\n return eq(object[index], value);\n }\n return false;\n}\n\nmodule.exports = isIterateeCall;\n", "var baseRest = require('./_baseRest'),\n isIterateeCall = require('./_isIterateeCall');\n\n/**\n * Creates a function like `_.assign`.\n *\n * @private\n * @param {Function} assigner The function to assign values.\n * @returns {Function} Returns the new assigner function.\n */\nfunction createAssigner(assigner) {\n return baseRest(function(object, sources) {\n var index = -1,\n length = sources.length,\n customizer = length > 1 ? sources[length - 1] : undefined,\n guard = length > 2 ? sources[2] : undefined;\n\n customizer = (assigner.length > 3 && typeof customizer == 'function')\n ? (length--, customizer)\n : undefined;\n\n if (guard && isIterateeCall(sources[0], sources[1], guard)) {\n customizer = length < 3 ? undefined : customizer;\n length = 1;\n }\n object = Object(object);\n while (++index < length) {\n var source = sources[index];\n if (source) {\n assigner(object, source, index, customizer);\n }\n }\n return object;\n });\n}\n\nmodule.exports = createAssigner;\n", "var baseMerge = require('./_baseMerge'),\n createAssigner = require('./_createAssigner');\n\n/**\n * This method is like `_.assign` except that it recursively merges own and\n * inherited enumerable string keyed properties of source objects into the\n * destination object. Source properties that resolve to `undefined` are\n * skipped if a destination value exists. Array and plain object properties\n * are merged recursively. Other objects and value types are overridden by\n * assignment. Source objects are applied from left to right. Subsequent\n * sources overwrite property assignments of previous sources.\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 0.5.0\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} [sources] The source objects.\n * @returns {Object} Returns `object`.\n * @example\n *\n * var object = {\n * 'a': [{ 'b': 2 }, { 'd': 4 }]\n * };\n *\n * var other = {\n * 'a': [{ 'c': 3 }, { 'e': 5 }]\n * };\n *\n * _.merge(object, other);\n * // => { 'a': [{ 'b': 2, 'c': 3 }, { 'd': 4, 'e': 5 }] }\n */\nvar merge = createAssigner(function(object, source, srcIndex) {\n baseMerge(object, source, srcIndex);\n});\n\nmodule.exports = merge;\n", "/** Used to stand-in for `undefined` hash values. */\nvar HASH_UNDEFINED = '__lodash_hash_undefined__';\n\n/**\n * Adds `value` to the array cache.\n *\n * @private\n * @name add\n * @memberOf SetCache\n * @alias push\n * @param {*} value The value to cache.\n * @returns {Object} Returns the cache instance.\n */\nfunction setCacheAdd(value) {\n this.__data__.set(value, HASH_UNDEFINED);\n return this;\n}\n\nmodule.exports = setCacheAdd;\n", "/**\n * Checks if `value` is in the array cache.\n *\n * @private\n * @name has\n * @memberOf SetCache\n * @param {*} value The value to search for.\n * @returns {boolean} Returns `true` if `value` is found, else `false`.\n */\nfunction setCacheHas(value) {\n return this.__data__.has(value);\n}\n\nmodule.exports = setCacheHas;\n", "var MapCache = require('./_MapCache'),\n setCacheAdd = require('./_setCacheAdd'),\n setCacheHas = require('./_setCacheHas');\n\n/**\n *\n * Creates an array cache object to store unique values.\n *\n * @private\n * @constructor\n * @param {Array} [values] The values to cache.\n */\nfunction SetCache(values) {\n var index = -1,\n length = values == null ? 0 : values.length;\n\n this.__data__ = new MapCache;\n while (++index < length) {\n this.add(values[index]);\n }\n}\n\n// Add methods to `SetCache`.\nSetCache.prototype.add = SetCache.prototype.push = setCacheAdd;\nSetCache.prototype.has = setCacheHas;\n\nmodule.exports = SetCache;\n", "/**\n * The base implementation of `_.findIndex` and `_.findLastIndex` without\n * support for iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {Function} predicate The function invoked per iteration.\n * @param {number} fromIndex The index to search from.\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\nfunction baseFindIndex(array, predicate, fromIndex, fromRight) {\n var length = array.length,\n index = fromIndex + (fromRight ? 1 : -1);\n\n while ((fromRight ? index-- : ++index < length)) {\n if (predicate(array[index], index, array)) {\n return index;\n }\n }\n return -1;\n}\n\nmodule.exports = baseFindIndex;\n", "/**\n * The base implementation of `_.isNaN` without support for number objects.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is `NaN`, else `false`.\n */\nfunction baseIsNaN(value) {\n return value !== value;\n}\n\nmodule.exports = baseIsNaN;\n", "/**\n * A specialized version of `_.indexOf` which performs strict equality\n * comparisons of values, i.e. `===`.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @param {number} fromIndex The index to search from.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\nfunction strictIndexOf(array, value, fromIndex) {\n var index = fromIndex - 1,\n length = array.length;\n\n while (++index < length) {\n if (array[index] === value) {\n return index;\n }\n }\n return -1;\n}\n\nmodule.exports = strictIndexOf;\n", "var baseFindIndex = require('./_baseFindIndex'),\n baseIsNaN = require('./_baseIsNaN'),\n strictIndexOf = require('./_strictIndexOf');\n\n/**\n * The base implementation of `_.indexOf` without `fromIndex` bounds checks.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @param {number} fromIndex The index to search from.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\nfunction baseIndexOf(array, value, fromIndex) {\n return value === value\n ? strictIndexOf(array, value, fromIndex)\n : baseFindIndex(array, baseIsNaN, fromIndex);\n}\n\nmodule.exports = baseIndexOf;\n", "var baseIndexOf = require('./_baseIndexOf');\n\n/**\n * A specialized version of `_.includes` for arrays without support for\n * specifying an index to search from.\n *\n * @private\n * @param {Array} [array] The array to inspect.\n * @param {*} target The value to search for.\n * @returns {boolean} Returns `true` if `target` is found, else `false`.\n */\nfunction arrayIncludes(array, value) {\n var length = array == null ? 0 : array.length;\n return !!length && baseIndexOf(array, value, 0) > -1;\n}\n\nmodule.exports = arrayIncludes;\n", "/**\n * This function is like `arrayIncludes` except that it accepts a comparator.\n *\n * @private\n * @param {Array} [array] The array to inspect.\n * @param {*} target The value to search for.\n * @param {Function} comparator The comparator invoked per element.\n * @returns {boolean} Returns `true` if `target` is found, else `false`.\n */\nfunction arrayIncludesWith(array, value, comparator) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n if (comparator(value, array[index])) {\n return true;\n }\n }\n return false;\n}\n\nmodule.exports = arrayIncludesWith;\n", "/**\n * Checks if a `cache` value for `key` exists.\n *\n * @private\n * @param {Object} cache The cache to query.\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction cacheHas(cache, key) {\n return cache.has(key);\n}\n\nmodule.exports = cacheHas;\n", "var getNative = require('./_getNative'),\n root = require('./_root');\n\n/* Built-in method references that are verified to be native. */\nvar Set = getNative(root, 'Set');\n\nmodule.exports = Set;\n", "/**\n * This method returns `undefined`.\n *\n * @static\n * @memberOf _\n * @since 2.3.0\n * @category Util\n * @example\n *\n * _.times(2, _.noop);\n * // => [undefined, undefined]\n */\nfunction noop() {\n // No operation performed.\n}\n\nmodule.exports = noop;\n", "/**\n * Converts `set` to an array of its values.\n *\n * @private\n * @param {Object} set The set to convert.\n * @returns {Array} Returns the values.\n */\nfunction setToArray(set) {\n var index = -1,\n result = Array(set.size);\n\n set.forEach(function(value) {\n result[++index] = value;\n });\n return result;\n}\n\nmodule.exports = setToArray;\n", "var Set = require('./_Set'),\n noop = require('./noop'),\n setToArray = require('./_setToArray');\n\n/** Used as references for various `Number` constants. */\nvar INFINITY = 1 / 0;\n\n/**\n * Creates a set object of `values`.\n *\n * @private\n * @param {Array} values The values to add to the set.\n * @returns {Object} Returns the new set.\n */\nvar createSet = !(Set && (1 / setToArray(new Set([,-0]))[1]) == INFINITY) ? noop : function(values) {\n return new Set(values);\n};\n\nmodule.exports = createSet;\n", "var SetCache = require('./_SetCache'),\n arrayIncludes = require('./_arrayIncludes'),\n arrayIncludesWith = require('./_arrayIncludesWith'),\n cacheHas = require('./_cacheHas'),\n createSet = require('./_createSet'),\n setToArray = require('./_setToArray');\n\n/** Used as the size to enable large array optimizations. */\nvar LARGE_ARRAY_SIZE = 200;\n\n/**\n * The base implementation of `_.uniqBy` without support for iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {Function} [iteratee] The iteratee invoked per element.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new duplicate free array.\n */\nfunction baseUniq(array, iteratee, comparator) {\n var index = -1,\n includes = arrayIncludes,\n length = array.length,\n isCommon = true,\n result = [],\n seen = result;\n\n if (comparator) {\n isCommon = false;\n includes = arrayIncludesWith;\n }\n else if (length >= LARGE_ARRAY_SIZE) {\n var set = iteratee ? null : createSet(array);\n if (set) {\n return setToArray(set);\n }\n isCommon = false;\n includes = cacheHas;\n seen = new SetCache;\n }\n else {\n seen = iteratee ? [] : result;\n }\n outer:\n while (++index < length) {\n var value = array[index],\n computed = iteratee ? iteratee(value) : value;\n\n value = (comparator || value !== 0) ? value : 0;\n if (isCommon && computed === computed) {\n var seenIndex = seen.length;\n while (seenIndex--) {\n if (seen[seenIndex] === computed) {\n continue outer;\n }\n }\n if (iteratee) {\n seen.push(computed);\n }\n result.push(value);\n }\n else if (!includes(seen, computed, comparator)) {\n if (seen !== result) {\n seen.push(computed);\n }\n result.push(value);\n }\n }\n return result;\n}\n\nmodule.exports = baseUniq;\n", "var baseUniq = require('./_baseUniq');\n\n/**\n * Creates a duplicate-free version of an array, using\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons, in which only the first occurrence of each element\n * is kept. The order of result values is determined by the order they occur\n * in the array.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @returns {Array} Returns the new duplicate free array.\n * @example\n *\n * _.uniq([2, 1, 2]);\n * // => [2, 1]\n */\nfunction uniq(array) {\n return (array && array.length) ? baseUniq(array) : [];\n}\n\nmodule.exports = uniq;\n", "/**\n * The base implementation of `_.slice` without an iteratee call guard.\n *\n * @private\n * @param {Array} array The array to slice.\n * @param {number} [start=0] The start position.\n * @param {number} [end=array.length] The end position.\n * @returns {Array} Returns the slice of `array`.\n */\nfunction baseSlice(array, start, end) {\n var index = -1,\n length = array.length;\n\n if (start < 0) {\n start = -start > length ? 0 : (length + start);\n }\n end = end > length ? length : end;\n if (end < 0) {\n end += length;\n }\n length = start > end ? 0 : ((end - start) >>> 0);\n start >>>= 0;\n\n var result = Array(length);\n while (++index < length) {\n result[index] = array[index + start];\n }\n return result;\n}\n\nmodule.exports = baseSlice;\n", "var baseSlice = require('./_baseSlice');\n\n/**\n * Casts `array` to a slice if it's needed.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {number} start The start position.\n * @param {number} [end=array.length] The end position.\n * @returns {Array} Returns the cast slice.\n */\nfunction castSlice(array, start, end) {\n var length = array.length;\n end = end === undefined ? length : end;\n return (!start && end >= length) ? array : baseSlice(array, start, end);\n}\n\nmodule.exports = castSlice;\n", "/** Used to compose unicode character classes. */\nvar rsAstralRange = '\\\\ud800-\\\\udfff',\n rsComboMarksRange = '\\\\u0300-\\\\u036f',\n reComboHalfMarksRange = '\\\\ufe20-\\\\ufe2f',\n rsComboSymbolsRange = '\\\\u20d0-\\\\u20ff',\n rsComboRange = rsComboMarksRange + reComboHalfMarksRange + rsComboSymbolsRange,\n rsVarRange = '\\\\ufe0e\\\\ufe0f';\n\n/** Used to compose unicode capture groups. */\nvar rsZWJ = '\\\\u200d';\n\n/** Used to detect strings with [zero-width joiners or code points from the astral planes](http://eev.ee/blog/2015/09/12/dark-corners-of-unicode/). */\nvar reHasUnicode = RegExp('[' + rsZWJ + rsAstralRange + rsComboRange + rsVarRange + ']');\n\n/**\n * Checks if `string` contains Unicode symbols.\n *\n * @private\n * @param {string} string The string to inspect.\n * @returns {boolean} Returns `true` if a symbol is found, else `false`.\n */\nfunction hasUnicode(string) {\n return reHasUnicode.test(string);\n}\n\nmodule.exports = hasUnicode;\n", "/**\n * Converts an ASCII `string` to an array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the converted array.\n */\nfunction asciiToArray(string) {\n return string.split('');\n}\n\nmodule.exports = asciiToArray;\n", "/** Used to compose unicode character classes. */\nvar rsAstralRange = '\\\\ud800-\\\\udfff',\n rsComboMarksRange = '\\\\u0300-\\\\u036f',\n reComboHalfMarksRange = '\\\\ufe20-\\\\ufe2f',\n rsComboSymbolsRange = '\\\\u20d0-\\\\u20ff',\n rsComboRange = rsComboMarksRange + reComboHalfMarksRange + rsComboSymbolsRange,\n rsVarRange = '\\\\ufe0e\\\\ufe0f';\n\n/** Used to compose unicode capture groups. */\nvar rsAstral = '[' + rsAstralRange + ']',\n rsCombo = '[' + rsComboRange + ']',\n rsFitz = '\\\\ud83c[\\\\udffb-\\\\udfff]',\n rsModifier = '(?:' + rsCombo + '|' + rsFitz + ')',\n rsNonAstral = '[^' + rsAstralRange + ']',\n rsRegional = '(?:\\\\ud83c[\\\\udde6-\\\\uddff]){2}',\n rsSurrPair = '[\\\\ud800-\\\\udbff][\\\\udc00-\\\\udfff]',\n rsZWJ = '\\\\u200d';\n\n/** Used to compose unicode regexes. */\nvar reOptMod = rsModifier + '?',\n rsOptVar = '[' + rsVarRange + ']?',\n rsOptJoin = '(?:' + rsZWJ + '(?:' + [rsNonAstral, rsRegional, rsSurrPair].join('|') + ')' + rsOptVar + reOptMod + ')*',\n rsSeq = rsOptVar + reOptMod + rsOptJoin,\n rsSymbol = '(?:' + [rsNonAstral + rsCombo + '?', rsCombo, rsRegional, rsSurrPair, rsAstral].join('|') + ')';\n\n/** Used to match [string symbols](https://mathiasbynens.be/notes/javascript-unicode). */\nvar reUnicode = RegExp(rsFitz + '(?=' + rsFitz + ')|' + rsSymbol + rsSeq, 'g');\n\n/**\n * Converts a Unicode `string` to an array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the converted array.\n */\nfunction unicodeToArray(string) {\n return string.match(reUnicode) || [];\n}\n\nmodule.exports = unicodeToArray;\n", "var asciiToArray = require('./_asciiToArray'),\n hasUnicode = require('./_hasUnicode'),\n unicodeToArray = require('./_unicodeToArray');\n\n/**\n * Converts `string` to an array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the converted array.\n */\nfunction stringToArray(string) {\n return hasUnicode(string)\n ? unicodeToArray(string)\n : asciiToArray(string);\n}\n\nmodule.exports = stringToArray;\n", "var castSlice = require('./_castSlice'),\n hasUnicode = require('./_hasUnicode'),\n stringToArray = require('./_stringToArray'),\n toString = require('./toString');\n\n/**\n * Creates a function like `_.lowerFirst`.\n *\n * @private\n * @param {string} methodName The name of the `String` case method to use.\n * @returns {Function} Returns the new case function.\n */\nfunction createCaseFirst(methodName) {\n return function(string) {\n string = toString(string);\n\n var strSymbols = hasUnicode(string)\n ? stringToArray(string)\n : undefined;\n\n var chr = strSymbols\n ? strSymbols[0]\n : string.charAt(0);\n\n var trailing = strSymbols\n ? castSlice(strSymbols, 1).join('')\n : string.slice(1);\n\n return chr[methodName]() + trailing;\n };\n}\n\nmodule.exports = createCaseFirst;\n", "var createCaseFirst = require('./_createCaseFirst');\n\n/**\n * Converts the first character of `string` to upper case.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the converted string.\n * @example\n *\n * _.upperFirst('fred');\n * // => 'Fred'\n *\n * _.upperFirst('FRED');\n * // => 'FRED'\n */\nvar upperFirst = createCaseFirst('toUpperCase');\n\nmodule.exports = upperFirst;\n", "var toString = require('./toString'),\n upperFirst = require('./upperFirst');\n\n/**\n * Converts the first character of `string` to upper case and the remaining\n * to lower case.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to capitalize.\n * @returns {string} Returns the capitalized string.\n * @example\n *\n * _.capitalize('FRED');\n * // => 'Fred'\n */\nfunction capitalize(string) {\n return upperFirst(toString(string).toLowerCase());\n}\n\nmodule.exports = capitalize;\n", "/**\n * A specialized version of `_.reduce` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @param {*} [accumulator] The initial value.\n * @param {boolean} [initAccum] Specify using the first element of `array` as\n * the initial value.\n * @returns {*} Returns the accumulated value.\n */\nfunction arrayReduce(array, iteratee, accumulator, initAccum) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n if (initAccum && length) {\n accumulator = array[++index];\n }\n while (++index < length) {\n accumulator = iteratee(accumulator, array[index], index, array);\n }\n return accumulator;\n}\n\nmodule.exports = arrayReduce;\n", "/**\n * The base implementation of `_.propertyOf` without support for deep paths.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Function} Returns the new accessor function.\n */\nfunction basePropertyOf(object) {\n return function(key) {\n return object == null ? undefined : object[key];\n };\n}\n\nmodule.exports = basePropertyOf;\n", "var basePropertyOf = require('./_basePropertyOf');\n\n/** Used to map Latin Unicode letters to basic Latin letters. */\nvar deburredLetters = {\n // Latin-1 Supplement block.\n '\\xc0': 'A', '\\xc1': 'A', '\\xc2': 'A', '\\xc3': 'A', '\\xc4': 'A', '\\xc5': 'A',\n '\\xe0': 'a', '\\xe1': 'a', '\\xe2': 'a', '\\xe3': 'a', '\\xe4': 'a', '\\xe5': 'a',\n '\\xc7': 'C', '\\xe7': 'c',\n '\\xd0': 'D', '\\xf0': 'd',\n '\\xc8': 'E', '\\xc9': 'E', '\\xca': 'E', '\\xcb': 'E',\n '\\xe8': 'e', '\\xe9': 'e', '\\xea': 'e', '\\xeb': 'e',\n '\\xcc': 'I', '\\xcd': 'I', '\\xce': 'I', '\\xcf': 'I',\n '\\xec': 'i', '\\xed': 'i', '\\xee': 'i', '\\xef': 'i',\n '\\xd1': 'N', '\\xf1': 'n',\n '\\xd2': 'O', '\\xd3': 'O', '\\xd4': 'O', '\\xd5': 'O', '\\xd6': 'O', '\\xd8': 'O',\n '\\xf2': 'o', '\\xf3': 'o', '\\xf4': 'o', '\\xf5': 'o', '\\xf6': 'o', '\\xf8': 'o',\n '\\xd9': 'U', '\\xda': 'U', '\\xdb': 'U', '\\xdc': 'U',\n '\\xf9': 'u', '\\xfa': 'u', '\\xfb': 'u', '\\xfc': 'u',\n '\\xdd': 'Y', '\\xfd': 'y', '\\xff': 'y',\n '\\xc6': 'Ae', '\\xe6': 'ae',\n '\\xde': 'Th', '\\xfe': 'th',\n '\\xdf': 'ss',\n // Latin Extended-A block.\n '\\u0100': 'A', '\\u0102': 'A', '\\u0104': 'A',\n '\\u0101': 'a', '\\u0103': 'a', '\\u0105': 'a',\n '\\u0106': 'C', '\\u0108': 'C', '\\u010a': 'C', '\\u010c': 'C',\n '\\u0107': 'c', '\\u0109': 'c', '\\u010b': 'c', '\\u010d': 'c',\n '\\u010e': 'D', '\\u0110': 'D', '\\u010f': 'd', '\\u0111': 'd',\n '\\u0112': 'E', '\\u0114': 'E', '\\u0116': 'E', '\\u0118': 'E', '\\u011a': 'E',\n '\\u0113': 'e', '\\u0115': 'e', '\\u0117': 'e', '\\u0119': 'e', '\\u011b': 'e',\n '\\u011c': 'G', '\\u011e': 'G', '\\u0120': 'G', '\\u0122': 'G',\n '\\u011d': 'g', '\\u011f': 'g', '\\u0121': 'g', '\\u0123': 'g',\n '\\u0124': 'H', '\\u0126': 'H', '\\u0125': 'h', '\\u0127': 'h',\n '\\u0128': 'I', '\\u012a': 'I', '\\u012c': 'I', '\\u012e': 'I', '\\u0130': 'I',\n '\\u0129': 'i', '\\u012b': 'i', '\\u012d': 'i', '\\u012f': 'i', '\\u0131': 'i',\n '\\u0134': 'J', '\\u0135': 'j',\n '\\u0136': 'K', '\\u0137': 'k', '\\u0138': 'k',\n '\\u0139': 'L', '\\u013b': 'L', '\\u013d': 'L', '\\u013f': 'L', '\\u0141': 'L',\n '\\u013a': 'l', '\\u013c': 'l', '\\u013e': 'l', '\\u0140': 'l', '\\u0142': 'l',\n '\\u0143': 'N', '\\u0145': 'N', '\\u0147': 'N', '\\u014a': 'N',\n '\\u0144': 'n', '\\u0146': 'n', '\\u0148': 'n', '\\u014b': 'n',\n '\\u014c': 'O', '\\u014e': 'O', '\\u0150': 'O',\n '\\u014d': 'o', '\\u014f': 'o', '\\u0151': 'o',\n '\\u0154': 'R', '\\u0156': 'R', '\\u0158': 'R',\n '\\u0155': 'r', '\\u0157': 'r', '\\u0159': 'r',\n '\\u015a': 'S', '\\u015c': 'S', '\\u015e': 'S', '\\u0160': 'S',\n '\\u015b': 's', '\\u015d': 's', '\\u015f': 's', '\\u0161': 's',\n '\\u0162': 'T', '\\u0164': 'T', '\\u0166': 'T',\n '\\u0163': 't', '\\u0165': 't', '\\u0167': 't',\n '\\u0168': 'U', '\\u016a': 'U', '\\u016c': 'U', '\\u016e': 'U', '\\u0170': 'U', '\\u0172': 'U',\n '\\u0169': 'u', '\\u016b': 'u', '\\u016d': 'u', '\\u016f': 'u', '\\u0171': 'u', '\\u0173': 'u',\n '\\u0174': 'W', '\\u0175': 'w',\n '\\u0176': 'Y', '\\u0177': 'y', '\\u0178': 'Y',\n '\\u0179': 'Z', '\\u017b': 'Z', '\\u017d': 'Z',\n '\\u017a': 'z', '\\u017c': 'z', '\\u017e': 'z',\n '\\u0132': 'IJ', '\\u0133': 'ij',\n '\\u0152': 'Oe', '\\u0153': 'oe',\n '\\u0149': \"'n\", '\\u017f': 's'\n};\n\n/**\n * Used by `_.deburr` to convert Latin-1 Supplement and Latin Extended-A\n * letters to basic Latin letters.\n *\n * @private\n * @param {string} letter The matched letter to deburr.\n * @returns {string} Returns the deburred letter.\n */\nvar deburrLetter = basePropertyOf(deburredLetters);\n\nmodule.exports = deburrLetter;\n", "var deburrLetter = require('./_deburrLetter'),\n toString = require('./toString');\n\n/** Used to match Latin Unicode letters (excluding mathematical operators). */\nvar reLatin = /[\\xc0-\\xd6\\xd8-\\xf6\\xf8-\\xff\\u0100-\\u017f]/g;\n\n/** Used to compose unicode character classes. */\nvar rsComboMarksRange = '\\\\u0300-\\\\u036f',\n reComboHalfMarksRange = '\\\\ufe20-\\\\ufe2f',\n rsComboSymbolsRange = '\\\\u20d0-\\\\u20ff',\n rsComboRange = rsComboMarksRange + reComboHalfMarksRange + rsComboSymbolsRange;\n\n/** Used to compose unicode capture groups. */\nvar rsCombo = '[' + rsComboRange + ']';\n\n/**\n * Used to match [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks) and\n * [combining diacritical marks for symbols](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks_for_Symbols).\n */\nvar reComboMark = RegExp(rsCombo, 'g');\n\n/**\n * Deburrs `string` by converting\n * [Latin-1 Supplement](https://en.wikipedia.org/wiki/Latin-1_Supplement_(Unicode_block)#Character_table)\n * and [Latin Extended-A](https://en.wikipedia.org/wiki/Latin_Extended-A)\n * letters to basic Latin letters and removing\n * [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to deburr.\n * @returns {string} Returns the deburred string.\n * @example\n *\n * _.deburr('d\u00E9j\u00E0 vu');\n * // => 'deja vu'\n */\nfunction deburr(string) {\n string = toString(string);\n return string && string.replace(reLatin, deburrLetter).replace(reComboMark, '');\n}\n\nmodule.exports = deburr;\n", "/** Used to match words composed of alphanumeric characters. */\nvar reAsciiWord = /[^\\x00-\\x2f\\x3a-\\x40\\x5b-\\x60\\x7b-\\x7f]+/g;\n\n/**\n * Splits an ASCII `string` into an array of its words.\n *\n * @private\n * @param {string} The string to inspect.\n * @returns {Array} Returns the words of `string`.\n */\nfunction asciiWords(string) {\n return string.match(reAsciiWord) || [];\n}\n\nmodule.exports = asciiWords;\n", "/** Used to detect strings that need a more robust regexp to match words. */\nvar reHasUnicodeWord = /[a-z][A-Z]|[A-Z]{2}[a-z]|[0-9][a-zA-Z]|[a-zA-Z][0-9]|[^a-zA-Z0-9 ]/;\n\n/**\n * Checks if `string` contains a word composed of Unicode symbols.\n *\n * @private\n * @param {string} string The string to inspect.\n * @returns {boolean} Returns `true` if a word is found, else `false`.\n */\nfunction hasUnicodeWord(string) {\n return reHasUnicodeWord.test(string);\n}\n\nmodule.exports = hasUnicodeWord;\n", "/** Used to compose unicode character classes. */\nvar rsAstralRange = '\\\\ud800-\\\\udfff',\n rsComboMarksRange = '\\\\u0300-\\\\u036f',\n reComboHalfMarksRange = '\\\\ufe20-\\\\ufe2f',\n rsComboSymbolsRange = '\\\\u20d0-\\\\u20ff',\n rsComboRange = rsComboMarksRange + reComboHalfMarksRange + rsComboSymbolsRange,\n rsDingbatRange = '\\\\u2700-\\\\u27bf',\n rsLowerRange = 'a-z\\\\xdf-\\\\xf6\\\\xf8-\\\\xff',\n rsMathOpRange = '\\\\xac\\\\xb1\\\\xd7\\\\xf7',\n rsNonCharRange = '\\\\x00-\\\\x2f\\\\x3a-\\\\x40\\\\x5b-\\\\x60\\\\x7b-\\\\xbf',\n rsPunctuationRange = '\\\\u2000-\\\\u206f',\n rsSpaceRange = ' \\\\t\\\\x0b\\\\f\\\\xa0\\\\ufeff\\\\n\\\\r\\\\u2028\\\\u2029\\\\u1680\\\\u180e\\\\u2000\\\\u2001\\\\u2002\\\\u2003\\\\u2004\\\\u2005\\\\u2006\\\\u2007\\\\u2008\\\\u2009\\\\u200a\\\\u202f\\\\u205f\\\\u3000',\n rsUpperRange = 'A-Z\\\\xc0-\\\\xd6\\\\xd8-\\\\xde',\n rsVarRange = '\\\\ufe0e\\\\ufe0f',\n rsBreakRange = rsMathOpRange + rsNonCharRange + rsPunctuationRange + rsSpaceRange;\n\n/** Used to compose unicode capture groups. */\nvar rsApos = \"['\\u2019]\",\n rsBreak = '[' + rsBreakRange + ']',\n rsCombo = '[' + rsComboRange + ']',\n rsDigits = '\\\\d+',\n rsDingbat = '[' + rsDingbatRange + ']',\n rsLower = '[' + rsLowerRange + ']',\n rsMisc = '[^' + rsAstralRange + rsBreakRange + rsDigits + rsDingbatRange + rsLowerRange + rsUpperRange + ']',\n rsFitz = '\\\\ud83c[\\\\udffb-\\\\udfff]',\n rsModifier = '(?:' + rsCombo + '|' + rsFitz + ')',\n rsNonAstral = '[^' + rsAstralRange + ']',\n rsRegional = '(?:\\\\ud83c[\\\\udde6-\\\\uddff]){2}',\n rsSurrPair = '[\\\\ud800-\\\\udbff][\\\\udc00-\\\\udfff]',\n rsUpper = '[' + rsUpperRange + ']',\n rsZWJ = '\\\\u200d';\n\n/** Used to compose unicode regexes. */\nvar rsMiscLower = '(?:' + rsLower + '|' + rsMisc + ')',\n rsMiscUpper = '(?:' + rsUpper + '|' + rsMisc + ')',\n rsOptContrLower = '(?:' + rsApos + '(?:d|ll|m|re|s|t|ve))?',\n rsOptContrUpper = '(?:' + rsApos + '(?:D|LL|M|RE|S|T|VE))?',\n reOptMod = rsModifier + '?',\n rsOptVar = '[' + rsVarRange + ']?',\n rsOptJoin = '(?:' + rsZWJ + '(?:' + [rsNonAstral, rsRegional, rsSurrPair].join('|') + ')' + rsOptVar + reOptMod + ')*',\n rsOrdLower = '\\\\d*(?:1st|2nd|3rd|(?![123])\\\\dth)(?=\\\\b|[A-Z_])',\n rsOrdUpper = '\\\\d*(?:1ST|2ND|3RD|(?![123])\\\\dTH)(?=\\\\b|[a-z_])',\n rsSeq = rsOptVar + reOptMod + rsOptJoin,\n rsEmoji = '(?:' + [rsDingbat, rsRegional, rsSurrPair].join('|') + ')' + rsSeq;\n\n/** Used to match complex or compound words. */\nvar reUnicodeWord = RegExp([\n rsUpper + '?' + rsLower + '+' + rsOptContrLower + '(?=' + [rsBreak, rsUpper, '$'].join('|') + ')',\n rsMiscUpper + '+' + rsOptContrUpper + '(?=' + [rsBreak, rsUpper + rsMiscLower, '$'].join('|') + ')',\n rsUpper + '?' + rsMiscLower + '+' + rsOptContrLower,\n rsUpper + '+' + rsOptContrUpper,\n rsOrdUpper,\n rsOrdLower,\n rsDigits,\n rsEmoji\n].join('|'), 'g');\n\n/**\n * Splits a Unicode `string` into an array of its words.\n *\n * @private\n * @param {string} The string to inspect.\n * @returns {Array} Returns the words of `string`.\n */\nfunction unicodeWords(string) {\n return string.match(reUnicodeWord) || [];\n}\n\nmodule.exports = unicodeWords;\n", "var asciiWords = require('./_asciiWords'),\n hasUnicodeWord = require('./_hasUnicodeWord'),\n toString = require('./toString'),\n unicodeWords = require('./_unicodeWords');\n\n/**\n * Splits `string` into an array of its words.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to inspect.\n * @param {RegExp|string} [pattern] The pattern to match words.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Array} Returns the words of `string`.\n * @example\n *\n * _.words('fred, barney, & pebbles');\n * // => ['fred', 'barney', 'pebbles']\n *\n * _.words('fred, barney, & pebbles', /[^, ]+/g);\n * // => ['fred', 'barney', '&', 'pebbles']\n */\nfunction words(string, pattern, guard) {\n string = toString(string);\n pattern = guard ? undefined : pattern;\n\n if (pattern === undefined) {\n return hasUnicodeWord(string) ? unicodeWords(string) : asciiWords(string);\n }\n return string.match(pattern) || [];\n}\n\nmodule.exports = words;\n", "var arrayReduce = require('./_arrayReduce'),\n deburr = require('./deburr'),\n words = require('./words');\n\n/** Used to compose unicode capture groups. */\nvar rsApos = \"['\\u2019]\";\n\n/** Used to match apostrophes. */\nvar reApos = RegExp(rsApos, 'g');\n\n/**\n * Creates a function like `_.camelCase`.\n *\n * @private\n * @param {Function} callback The function to combine each word.\n * @returns {Function} Returns the new compounder function.\n */\nfunction createCompounder(callback) {\n return function(string) {\n return arrayReduce(words(deburr(string).replace(reApos, '')), callback, '');\n };\n}\n\nmodule.exports = createCompounder;\n", "var capitalize = require('./capitalize'),\n createCompounder = require('./_createCompounder');\n\n/**\n * Converts `string` to [camel case](https://en.wikipedia.org/wiki/CamelCase).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the camel cased string.\n * @example\n *\n * _.camelCase('Foo Bar');\n * // => 'fooBar'\n *\n * _.camelCase('--foo-bar--');\n * // => 'fooBar'\n *\n * _.camelCase('__FOO_BAR__');\n * // => 'fooBar'\n */\nvar camelCase = createCompounder(function(result, word, index) {\n word = word.toLowerCase();\n return result + (index ? capitalize(word) : word);\n});\n\nmodule.exports = camelCase;\n", "/** Used as references for various `Number` constants. */\nvar MAX_SAFE_INTEGER = 9007199254740991;\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeFloor = Math.floor;\n\n/**\n * The base implementation of `_.repeat` which doesn't coerce arguments.\n *\n * @private\n * @param {string} string The string to repeat.\n * @param {number} n The number of times to repeat the string.\n * @returns {string} Returns the repeated string.\n */\nfunction baseRepeat(string, n) {\n var result = '';\n if (!string || n < 1 || n > MAX_SAFE_INTEGER) {\n return result;\n }\n // Leverage the exponentiation by squaring algorithm for a faster repeat.\n // See https://en.wikipedia.org/wiki/Exponentiation_by_squaring for more details.\n do {\n if (n % 2) {\n result += string;\n }\n n = nativeFloor(n / 2);\n if (n) {\n string += string;\n }\n } while (n);\n\n return result;\n}\n\nmodule.exports = baseRepeat;\n", "/** Used to match a single whitespace character. */\nvar reWhitespace = /\\s/;\n\n/**\n * Used by `_.trim` and `_.trimEnd` to get the index of the last non-whitespace\n * character of `string`.\n *\n * @private\n * @param {string} string The string to inspect.\n * @returns {number} Returns the index of the last non-whitespace character.\n */\nfunction trimmedEndIndex(string) {\n var index = string.length;\n\n while (index-- && reWhitespace.test(string.charAt(index))) {}\n return index;\n}\n\nmodule.exports = trimmedEndIndex;\n", "var trimmedEndIndex = require('./_trimmedEndIndex');\n\n/** Used to match leading whitespace. */\nvar reTrimStart = /^\\s+/;\n\n/**\n * The base implementation of `_.trim`.\n *\n * @private\n * @param {string} string The string to trim.\n * @returns {string} Returns the trimmed string.\n */\nfunction baseTrim(string) {\n return string\n ? string.slice(0, trimmedEndIndex(string) + 1).replace(reTrimStart, '')\n : string;\n}\n\nmodule.exports = baseTrim;\n", "var baseTrim = require('./_baseTrim'),\n isObject = require('./isObject'),\n isSymbol = require('./isSymbol');\n\n/** Used as references for various `Number` constants. */\nvar NAN = 0 / 0;\n\n/** Used to detect bad signed hexadecimal string values. */\nvar reIsBadHex = /^[-+]0x[0-9a-f]+$/i;\n\n/** Used to detect binary string values. */\nvar reIsBinary = /^0b[01]+$/i;\n\n/** Used to detect octal string values. */\nvar reIsOctal = /^0o[0-7]+$/i;\n\n/** Built-in method references without a dependency on `root`. */\nvar freeParseInt = parseInt;\n\n/**\n * Converts `value` to a number.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to process.\n * @returns {number} Returns the number.\n * @example\n *\n * _.toNumber(3.2);\n * // => 3.2\n *\n * _.toNumber(Number.MIN_VALUE);\n * // => 5e-324\n *\n * _.toNumber(Infinity);\n * // => Infinity\n *\n * _.toNumber('3.2');\n * // => 3.2\n */\nfunction toNumber(value) {\n if (typeof value == 'number') {\n return value;\n }\n if (isSymbol(value)) {\n return NAN;\n }\n if (isObject(value)) {\n var other = typeof value.valueOf == 'function' ? value.valueOf() : value;\n value = isObject(other) ? (other + '') : other;\n }\n if (typeof value != 'string') {\n return value === 0 ? value : +value;\n }\n value = baseTrim(value);\n var isBinary = reIsBinary.test(value);\n return (isBinary || reIsOctal.test(value))\n ? freeParseInt(value.slice(2), isBinary ? 2 : 8)\n : (reIsBadHex.test(value) ? NAN : +value);\n}\n\nmodule.exports = toNumber;\n", "var toNumber = require('./toNumber');\n\n/** Used as references for various `Number` constants. */\nvar INFINITY = 1 / 0,\n MAX_INTEGER = 1.7976931348623157e+308;\n\n/**\n * Converts `value` to a finite number.\n *\n * @static\n * @memberOf _\n * @since 4.12.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {number} Returns the converted number.\n * @example\n *\n * _.toFinite(3.2);\n * // => 3.2\n *\n * _.toFinite(Number.MIN_VALUE);\n * // => 5e-324\n *\n * _.toFinite(Infinity);\n * // => 1.7976931348623157e+308\n *\n * _.toFinite('3.2');\n * // => 3.2\n */\nfunction toFinite(value) {\n if (!value) {\n return value === 0 ? value : 0;\n }\n value = toNumber(value);\n if (value === INFINITY || value === -INFINITY) {\n var sign = (value < 0 ? -1 : 1);\n return sign * MAX_INTEGER;\n }\n return value === value ? value : 0;\n}\n\nmodule.exports = toFinite;\n", "var toFinite = require('./toFinite');\n\n/**\n * Converts `value` to an integer.\n *\n * **Note:** This method is loosely based on\n * [`ToInteger`](http://www.ecma-international.org/ecma-262/7.0/#sec-tointeger).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {number} Returns the converted integer.\n * @example\n *\n * _.toInteger(3.2);\n * // => 3\n *\n * _.toInteger(Number.MIN_VALUE);\n * // => 0\n *\n * _.toInteger(Infinity);\n * // => 1.7976931348623157e+308\n *\n * _.toInteger('3.2');\n * // => 3\n */\nfunction toInteger(value) {\n var result = toFinite(value),\n remainder = result % 1;\n\n return result === result ? (remainder ? result - remainder : result) : 0;\n}\n\nmodule.exports = toInteger;\n", "var baseRepeat = require('./_baseRepeat'),\n isIterateeCall = require('./_isIterateeCall'),\n toInteger = require('./toInteger'),\n toString = require('./toString');\n\n/**\n * Repeats the given string `n` times.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to repeat.\n * @param {number} [n=1] The number of times to repeat the string.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {string} Returns the repeated string.\n * @example\n *\n * _.repeat('*', 3);\n * // => '***'\n *\n * _.repeat('abc', 2);\n * // => 'abcabc'\n *\n * _.repeat('abc', 0);\n * // => ''\n */\nfunction repeat(string, n, guard) {\n if ((guard ? isIterateeCall(string, n, guard) : n === undefined)) {\n n = 1;\n } else {\n n = toInteger(n);\n }\n return baseRepeat(toString(string), n);\n}\n\nmodule.exports = repeat;\n", "/**\n * Appends the elements of `values` to `array`.\n *\n * @private\n * @param {Array} array The array to modify.\n * @param {Array} values The values to append.\n * @returns {Array} Returns `array`.\n */\nfunction arrayPush(array, values) {\n var index = -1,\n length = values.length,\n offset = array.length;\n\n while (++index < length) {\n array[offset + index] = values[index];\n }\n return array;\n}\n\nmodule.exports = arrayPush;\n", "var Symbol = require('./_Symbol'),\n isArguments = require('./isArguments'),\n isArray = require('./isArray');\n\n/** Built-in value references. */\nvar spreadableSymbol = Symbol ? Symbol.isConcatSpreadable : undefined;\n\n/**\n * Checks if `value` is a flattenable `arguments` object or array.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is flattenable, else `false`.\n */\nfunction isFlattenable(value) {\n return isArray(value) || isArguments(value) ||\n !!(spreadableSymbol && value && value[spreadableSymbol]);\n}\n\nmodule.exports = isFlattenable;\n", "var arrayPush = require('./_arrayPush'),\n isFlattenable = require('./_isFlattenable');\n\n/**\n * The base implementation of `_.flatten` with support for restricting flattening.\n *\n * @private\n * @param {Array} array The array to flatten.\n * @param {number} depth The maximum recursion depth.\n * @param {boolean} [predicate=isFlattenable] The function invoked per iteration.\n * @param {boolean} [isStrict] Restrict to values that pass `predicate` checks.\n * @param {Array} [result=[]] The initial result value.\n * @returns {Array} Returns the new flattened array.\n */\nfunction baseFlatten(array, depth, predicate, isStrict, result) {\n var index = -1,\n length = array.length;\n\n predicate || (predicate = isFlattenable);\n result || (result = []);\n\n while (++index < length) {\n var value = array[index];\n if (depth > 0 && predicate(value)) {\n if (depth > 1) {\n // Recursively flatten arrays (susceptible to call stack limits).\n baseFlatten(value, depth - 1, predicate, isStrict, result);\n } else {\n arrayPush(result, value);\n }\n } else if (!isStrict) {\n result[result.length] = value;\n }\n }\n return result;\n}\n\nmodule.exports = baseFlatten;\n", "/**\n * A specialized version of `_.some` for arrays without support for iteratee\n * shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {boolean} Returns `true` if any element passes the predicate check,\n * else `false`.\n */\nfunction arraySome(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n if (predicate(array[index], index, array)) {\n return true;\n }\n }\n return false;\n}\n\nmodule.exports = arraySome;\n", "var SetCache = require('./_SetCache'),\n arraySome = require('./_arraySome'),\n cacheHas = require('./_cacheHas');\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1,\n COMPARE_UNORDERED_FLAG = 2;\n\n/**\n * A specialized version of `baseIsEqualDeep` for arrays with support for\n * partial deep comparisons.\n *\n * @private\n * @param {Array} array The array to compare.\n * @param {Array} other The other array to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `array` and `other` objects.\n * @returns {boolean} Returns `true` if the arrays are equivalent, else `false`.\n */\nfunction equalArrays(array, other, bitmask, customizer, equalFunc, stack) {\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG,\n arrLength = array.length,\n othLength = other.length;\n\n if (arrLength != othLength && !(isPartial && othLength > arrLength)) {\n return false;\n }\n // Check that cyclic values are equal.\n var arrStacked = stack.get(array);\n var othStacked = stack.get(other);\n if (arrStacked && othStacked) {\n return arrStacked == other && othStacked == array;\n }\n var index = -1,\n result = true,\n seen = (bitmask & COMPARE_UNORDERED_FLAG) ? new SetCache : undefined;\n\n stack.set(array, other);\n stack.set(other, array);\n\n // Ignore non-index properties.\n while (++index < arrLength) {\n var arrValue = array[index],\n othValue = other[index];\n\n if (customizer) {\n var compared = isPartial\n ? customizer(othValue, arrValue, index, other, array, stack)\n : customizer(arrValue, othValue, index, array, other, stack);\n }\n if (compared !== undefined) {\n if (compared) {\n continue;\n }\n result = false;\n break;\n }\n // Recursively compare arrays (susceptible to call stack limits).\n if (seen) {\n if (!arraySome(other, function(othValue, othIndex) {\n if (!cacheHas(seen, othIndex) &&\n (arrValue === othValue || equalFunc(arrValue, othValue, bitmask, customizer, stack))) {\n return seen.push(othIndex);\n }\n })) {\n result = false;\n break;\n }\n } else if (!(\n arrValue === othValue ||\n equalFunc(arrValue, othValue, bitmask, customizer, stack)\n )) {\n result = false;\n break;\n }\n }\n stack['delete'](array);\n stack['delete'](other);\n return result;\n}\n\nmodule.exports = equalArrays;\n", "/**\n * Converts `map` to its key-value pairs.\n *\n * @private\n * @param {Object} map The map to convert.\n * @returns {Array} Returns the key-value pairs.\n */\nfunction mapToArray(map) {\n var index = -1,\n result = Array(map.size);\n\n map.forEach(function(value, key) {\n result[++index] = [key, value];\n });\n return result;\n}\n\nmodule.exports = mapToArray;\n", "var Symbol = require('./_Symbol'),\n Uint8Array = require('./_Uint8Array'),\n eq = require('./eq'),\n equalArrays = require('./_equalArrays'),\n mapToArray = require('./_mapToArray'),\n setToArray = require('./_setToArray');\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1,\n COMPARE_UNORDERED_FLAG = 2;\n\n/** `Object#toString` result references. */\nvar boolTag = '[object Boolean]',\n dateTag = '[object Date]',\n errorTag = '[object Error]',\n mapTag = '[object Map]',\n numberTag = '[object Number]',\n regexpTag = '[object RegExp]',\n setTag = '[object Set]',\n stringTag = '[object String]',\n symbolTag = '[object Symbol]';\n\nvar arrayBufferTag = '[object ArrayBuffer]',\n dataViewTag = '[object DataView]';\n\n/** Used to convert symbols to primitives and strings. */\nvar symbolProto = Symbol ? Symbol.prototype : undefined,\n symbolValueOf = symbolProto ? symbolProto.valueOf : undefined;\n\n/**\n * A specialized version of `baseIsEqualDeep` for comparing objects of\n * the same `toStringTag`.\n *\n * **Note:** This function only supports comparing values with tags of\n * `Boolean`, `Date`, `Error`, `Number`, `RegExp`, or `String`.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {string} tag The `toStringTag` of the objects to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction equalByTag(object, other, tag, bitmask, customizer, equalFunc, stack) {\n switch (tag) {\n case dataViewTag:\n if ((object.byteLength != other.byteLength) ||\n (object.byteOffset != other.byteOffset)) {\n return false;\n }\n object = object.buffer;\n other = other.buffer;\n\n case arrayBufferTag:\n if ((object.byteLength != other.byteLength) ||\n !equalFunc(new Uint8Array(object), new Uint8Array(other))) {\n return false;\n }\n return true;\n\n case boolTag:\n case dateTag:\n case numberTag:\n // Coerce booleans to `1` or `0` and dates to milliseconds.\n // Invalid dates are coerced to `NaN`.\n return eq(+object, +other);\n\n case errorTag:\n return object.name == other.name && object.message == other.message;\n\n case regexpTag:\n case stringTag:\n // Coerce regexes to strings and treat strings, primitives and objects,\n // as equal. See http://www.ecma-international.org/ecma-262/7.0/#sec-regexp.prototype.tostring\n // for more details.\n return object == (other + '');\n\n case mapTag:\n var convert = mapToArray;\n\n case setTag:\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG;\n convert || (convert = setToArray);\n\n if (object.size != other.size && !isPartial) {\n return false;\n }\n // Assume cyclic values are equal.\n var stacked = stack.get(object);\n if (stacked) {\n return stacked == other;\n }\n bitmask |= COMPARE_UNORDERED_FLAG;\n\n // Recursively compare objects (susceptible to call stack limits).\n stack.set(object, other);\n var result = equalArrays(convert(object), convert(other), bitmask, customizer, equalFunc, stack);\n stack['delete'](object);\n return result;\n\n case symbolTag:\n if (symbolValueOf) {\n return symbolValueOf.call(object) == symbolValueOf.call(other);\n }\n }\n return false;\n}\n\nmodule.exports = equalByTag;\n", "var arrayPush = require('./_arrayPush'),\n isArray = require('./isArray');\n\n/**\n * The base implementation of `getAllKeys` and `getAllKeysIn` which uses\n * `keysFunc` and `symbolsFunc` to get the enumerable property names and\n * symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Function} keysFunc The function to get the keys of `object`.\n * @param {Function} symbolsFunc The function to get the symbols of `object`.\n * @returns {Array} Returns the array of property names and symbols.\n */\nfunction baseGetAllKeys(object, keysFunc, symbolsFunc) {\n var result = keysFunc(object);\n return isArray(object) ? result : arrayPush(result, symbolsFunc(object));\n}\n\nmodule.exports = baseGetAllKeys;\n", "/**\n * A specialized version of `_.filter` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {Array} Returns the new filtered array.\n */\nfunction arrayFilter(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length,\n resIndex = 0,\n result = [];\n\n while (++index < length) {\n var value = array[index];\n if (predicate(value, index, array)) {\n result[resIndex++] = value;\n }\n }\n return result;\n}\n\nmodule.exports = arrayFilter;\n", "/**\n * This method returns a new empty array.\n *\n * @static\n * @memberOf _\n * @since 4.13.0\n * @category Util\n * @returns {Array} Returns the new empty array.\n * @example\n *\n * var arrays = _.times(2, _.stubArray);\n *\n * console.log(arrays);\n * // => [[], []]\n *\n * console.log(arrays[0] === arrays[1]);\n * // => false\n */\nfunction stubArray() {\n return [];\n}\n\nmodule.exports = stubArray;\n", "var arrayFilter = require('./_arrayFilter'),\n stubArray = require('./stubArray');\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Built-in value references. */\nvar propertyIsEnumerable = objectProto.propertyIsEnumerable;\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeGetSymbols = Object.getOwnPropertySymbols;\n\n/**\n * Creates an array of the own enumerable symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of symbols.\n */\nvar getSymbols = !nativeGetSymbols ? stubArray : function(object) {\n if (object == null) {\n return [];\n }\n object = Object(object);\n return arrayFilter(nativeGetSymbols(object), function(symbol) {\n return propertyIsEnumerable.call(object, symbol);\n });\n};\n\nmodule.exports = getSymbols;\n", "var overArg = require('./_overArg');\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeKeys = overArg(Object.keys, Object);\n\nmodule.exports = nativeKeys;\n", "var isPrototype = require('./_isPrototype'),\n nativeKeys = require('./_nativeKeys');\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * The base implementation of `_.keys` which doesn't treat sparse arrays as dense.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\nfunction baseKeys(object) {\n if (!isPrototype(object)) {\n return nativeKeys(object);\n }\n var result = [];\n for (var key in Object(object)) {\n if (hasOwnProperty.call(object, key) && key != 'constructor') {\n result.push(key);\n }\n }\n return result;\n}\n\nmodule.exports = baseKeys;\n", "var arrayLikeKeys = require('./_arrayLikeKeys'),\n baseKeys = require('./_baseKeys'),\n isArrayLike = require('./isArrayLike');\n\n/**\n * Creates an array of the own enumerable property names of `object`.\n *\n * **Note:** Non-object values are coerced to objects. See the\n * [ES spec](http://ecma-international.org/ecma-262/7.0/#sec-object.keys)\n * for more details.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.keys(new Foo);\n * // => ['a', 'b'] (iteration order is not guaranteed)\n *\n * _.keys('hi');\n * // => ['0', '1']\n */\nfunction keys(object) {\n return isArrayLike(object) ? arrayLikeKeys(object) : baseKeys(object);\n}\n\nmodule.exports = keys;\n", "var baseGetAllKeys = require('./_baseGetAllKeys'),\n getSymbols = require('./_getSymbols'),\n keys = require('./keys');\n\n/**\n * Creates an array of own enumerable property names and symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names and symbols.\n */\nfunction getAllKeys(object) {\n return baseGetAllKeys(object, keys, getSymbols);\n}\n\nmodule.exports = getAllKeys;\n", "var getAllKeys = require('./_getAllKeys');\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1;\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * A specialized version of `baseIsEqualDeep` for objects with support for\n * partial deep comparisons.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction equalObjects(object, other, bitmask, customizer, equalFunc, stack) {\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG,\n objProps = getAllKeys(object),\n objLength = objProps.length,\n othProps = getAllKeys(other),\n othLength = othProps.length;\n\n if (objLength != othLength && !isPartial) {\n return false;\n }\n var index = objLength;\n while (index--) {\n var key = objProps[index];\n if (!(isPartial ? key in other : hasOwnProperty.call(other, key))) {\n return false;\n }\n }\n // Check that cyclic values are equal.\n var objStacked = stack.get(object);\n var othStacked = stack.get(other);\n if (objStacked && othStacked) {\n return objStacked == other && othStacked == object;\n }\n var result = true;\n stack.set(object, other);\n stack.set(other, object);\n\n var skipCtor = isPartial;\n while (++index < objLength) {\n key = objProps[index];\n var objValue = object[key],\n othValue = other[key];\n\n if (customizer) {\n var compared = isPartial\n ? customizer(othValue, objValue, key, other, object, stack)\n : customizer(objValue, othValue, key, object, other, stack);\n }\n // Recursively compare objects (susceptible to call stack limits).\n if (!(compared === undefined\n ? (objValue === othValue || equalFunc(objValue, othValue, bitmask, customizer, stack))\n : compared\n )) {\n result = false;\n break;\n }\n skipCtor || (skipCtor = key == 'constructor');\n }\n if (result && !skipCtor) {\n var objCtor = object.constructor,\n othCtor = other.constructor;\n\n // Non `Object` object instances with different constructors are not equal.\n if (objCtor != othCtor &&\n ('constructor' in object && 'constructor' in other) &&\n !(typeof objCtor == 'function' && objCtor instanceof objCtor &&\n typeof othCtor == 'function' && othCtor instanceof othCtor)) {\n result = false;\n }\n }\n stack['delete'](object);\n stack['delete'](other);\n return result;\n}\n\nmodule.exports = equalObjects;\n", "var getNative = require('./_getNative'),\n root = require('./_root');\n\n/* Built-in method references that are verified to be native. */\nvar DataView = getNative(root, 'DataView');\n\nmodule.exports = DataView;\n", "var getNative = require('./_getNative'),\n root = require('./_root');\n\n/* Built-in method references that are verified to be native. */\nvar Promise = getNative(root, 'Promise');\n\nmodule.exports = Promise;\n", "var getNative = require('./_getNative'),\n root = require('./_root');\n\n/* Built-in method references that are verified to be native. */\nvar WeakMap = getNative(root, 'WeakMap');\n\nmodule.exports = WeakMap;\n", "var DataView = require('./_DataView'),\n Map = require('./_Map'),\n Promise = require('./_Promise'),\n Set = require('./_Set'),\n WeakMap = require('./_WeakMap'),\n baseGetTag = require('./_baseGetTag'),\n toSource = require('./_toSource');\n\n/** `Object#toString` result references. */\nvar mapTag = '[object Map]',\n objectTag = '[object Object]',\n promiseTag = '[object Promise]',\n setTag = '[object Set]',\n weakMapTag = '[object WeakMap]';\n\nvar dataViewTag = '[object DataView]';\n\n/** Used to detect maps, sets, and weakmaps. */\nvar dataViewCtorString = toSource(DataView),\n mapCtorString = toSource(Map),\n promiseCtorString = toSource(Promise),\n setCtorString = toSource(Set),\n weakMapCtorString = toSource(WeakMap);\n\n/**\n * Gets the `toStringTag` of `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\nvar getTag = baseGetTag;\n\n// Fallback for data views, maps, sets, and weak maps in IE 11 and promises in Node.js < 6.\nif ((DataView && getTag(new DataView(new ArrayBuffer(1))) != dataViewTag) ||\n (Map && getTag(new Map) != mapTag) ||\n (Promise && getTag(Promise.resolve()) != promiseTag) ||\n (Set && getTag(new Set) != setTag) ||\n (WeakMap && getTag(new WeakMap) != weakMapTag)) {\n getTag = function(value) {\n var result = baseGetTag(value),\n Ctor = result == objectTag ? value.constructor : undefined,\n ctorString = Ctor ? toSource(Ctor) : '';\n\n if (ctorString) {\n switch (ctorString) {\n case dataViewCtorString: return dataViewTag;\n case mapCtorString: return mapTag;\n case promiseCtorString: return promiseTag;\n case setCtorString: return setTag;\n case weakMapCtorString: return weakMapTag;\n }\n }\n return result;\n };\n}\n\nmodule.exports = getTag;\n", "var Stack = require('./_Stack'),\n equalArrays = require('./_equalArrays'),\n equalByTag = require('./_equalByTag'),\n equalObjects = require('./_equalObjects'),\n getTag = require('./_getTag'),\n isArray = require('./isArray'),\n isBuffer = require('./isBuffer'),\n isTypedArray = require('./isTypedArray');\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1;\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]',\n arrayTag = '[object Array]',\n objectTag = '[object Object]';\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * A specialized version of `baseIsEqual` for arrays and objects which performs\n * deep comparisons and tracks traversed objects enabling objects with circular\n * references to be compared.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} [stack] Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction baseIsEqualDeep(object, other, bitmask, customizer, equalFunc, stack) {\n var objIsArr = isArray(object),\n othIsArr = isArray(other),\n objTag = objIsArr ? arrayTag : getTag(object),\n othTag = othIsArr ? arrayTag : getTag(other);\n\n objTag = objTag == argsTag ? objectTag : objTag;\n othTag = othTag == argsTag ? objectTag : othTag;\n\n var objIsObj = objTag == objectTag,\n othIsObj = othTag == objectTag,\n isSameTag = objTag == othTag;\n\n if (isSameTag && isBuffer(object)) {\n if (!isBuffer(other)) {\n return false;\n }\n objIsArr = true;\n objIsObj = false;\n }\n if (isSameTag && !objIsObj) {\n stack || (stack = new Stack);\n return (objIsArr || isTypedArray(object))\n ? equalArrays(object, other, bitmask, customizer, equalFunc, stack)\n : equalByTag(object, other, objTag, bitmask, customizer, equalFunc, stack);\n }\n if (!(bitmask & COMPARE_PARTIAL_FLAG)) {\n var objIsWrapped = objIsObj && hasOwnProperty.call(object, '__wrapped__'),\n othIsWrapped = othIsObj && hasOwnProperty.call(other, '__wrapped__');\n\n if (objIsWrapped || othIsWrapped) {\n var objUnwrapped = objIsWrapped ? object.value() : object,\n othUnwrapped = othIsWrapped ? other.value() : other;\n\n stack || (stack = new Stack);\n return equalFunc(objUnwrapped, othUnwrapped, bitmask, customizer, stack);\n }\n }\n if (!isSameTag) {\n return false;\n }\n stack || (stack = new Stack);\n return equalObjects(object, other, bitmask, customizer, equalFunc, stack);\n}\n\nmodule.exports = baseIsEqualDeep;\n", "var baseIsEqualDeep = require('./_baseIsEqualDeep'),\n isObjectLike = require('./isObjectLike');\n\n/**\n * The base implementation of `_.isEqual` which supports partial comparisons\n * and tracks traversed objects.\n *\n * @private\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @param {boolean} bitmask The bitmask flags.\n * 1 - Unordered comparison\n * 2 - Partial comparison\n * @param {Function} [customizer] The function to customize comparisons.\n * @param {Object} [stack] Tracks traversed `value` and `other` objects.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n */\nfunction baseIsEqual(value, other, bitmask, customizer, stack) {\n if (value === other) {\n return true;\n }\n if (value == null || other == null || (!isObjectLike(value) && !isObjectLike(other))) {\n return value !== value && other !== other;\n }\n return baseIsEqualDeep(value, other, bitmask, customizer, baseIsEqual, stack);\n}\n\nmodule.exports = baseIsEqual;\n", "var Stack = require('./_Stack'),\n baseIsEqual = require('./_baseIsEqual');\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1,\n COMPARE_UNORDERED_FLAG = 2;\n\n/**\n * The base implementation of `_.isMatch` without support for iteratee shorthands.\n *\n * @private\n * @param {Object} object The object to inspect.\n * @param {Object} source The object of property values to match.\n * @param {Array} matchData The property names, values, and compare flags to match.\n * @param {Function} [customizer] The function to customize comparisons.\n * @returns {boolean} Returns `true` if `object` is a match, else `false`.\n */\nfunction baseIsMatch(object, source, matchData, customizer) {\n var index = matchData.length,\n length = index,\n noCustomizer = !customizer;\n\n if (object == null) {\n return !length;\n }\n object = Object(object);\n while (index--) {\n var data = matchData[index];\n if ((noCustomizer && data[2])\n ? data[1] !== object[data[0]]\n : !(data[0] in object)\n ) {\n return false;\n }\n }\n while (++index < length) {\n data = matchData[index];\n var key = data[0],\n objValue = object[key],\n srcValue = data[1];\n\n if (noCustomizer && data[2]) {\n if (objValue === undefined && !(key in object)) {\n return false;\n }\n } else {\n var stack = new Stack;\n if (customizer) {\n var result = customizer(objValue, srcValue, key, object, source, stack);\n }\n if (!(result === undefined\n ? baseIsEqual(srcValue, objValue, COMPARE_PARTIAL_FLAG | COMPARE_UNORDERED_FLAG, customizer, stack)\n : result\n )) {\n return false;\n }\n }\n }\n return true;\n}\n\nmodule.exports = baseIsMatch;\n", "var isObject = require('./isObject');\n\n/**\n * Checks if `value` is suitable for strict equality comparisons, i.e. `===`.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` if suitable for strict\n * equality comparisons, else `false`.\n */\nfunction isStrictComparable(value) {\n return value === value && !isObject(value);\n}\n\nmodule.exports = isStrictComparable;\n", "var isStrictComparable = require('./_isStrictComparable'),\n keys = require('./keys');\n\n/**\n * Gets the property names, values, and compare flags of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the match data of `object`.\n */\nfunction getMatchData(object) {\n var result = keys(object),\n length = result.length;\n\n while (length--) {\n var key = result[length],\n value = object[key];\n\n result[length] = [key, value, isStrictComparable(value)];\n }\n return result;\n}\n\nmodule.exports = getMatchData;\n", "/**\n * A specialized version of `matchesProperty` for source values suitable\n * for strict equality comparisons, i.e. `===`.\n *\n * @private\n * @param {string} key The key of the property to get.\n * @param {*} srcValue The value to match.\n * @returns {Function} Returns the new spec function.\n */\nfunction matchesStrictComparable(key, srcValue) {\n return function(object) {\n if (object == null) {\n return false;\n }\n return object[key] === srcValue &&\n (srcValue !== undefined || (key in Object(object)));\n };\n}\n\nmodule.exports = matchesStrictComparable;\n", "var baseIsMatch = require('./_baseIsMatch'),\n getMatchData = require('./_getMatchData'),\n matchesStrictComparable = require('./_matchesStrictComparable');\n\n/**\n * The base implementation of `_.matches` which doesn't clone `source`.\n *\n * @private\n * @param {Object} source The object of property values to match.\n * @returns {Function} Returns the new spec function.\n */\nfunction baseMatches(source) {\n var matchData = getMatchData(source);\n if (matchData.length == 1 && matchData[0][2]) {\n return matchesStrictComparable(matchData[0][0], matchData[0][1]);\n }\n return function(object) {\n return object === source || baseIsMatch(object, source, matchData);\n };\n}\n\nmodule.exports = baseMatches;\n", "/**\n * The base implementation of `_.hasIn` without support for deep paths.\n *\n * @private\n * @param {Object} [object] The object to query.\n * @param {Array|string} key The key to check.\n * @returns {boolean} Returns `true` if `key` exists, else `false`.\n */\nfunction baseHasIn(object, key) {\n return object != null && key in Object(object);\n}\n\nmodule.exports = baseHasIn;\n", "var baseHasIn = require('./_baseHasIn'),\n hasPath = require('./_hasPath');\n\n/**\n * Checks if `path` is a direct or inherited property of `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The object to query.\n * @param {Array|string} path The path to check.\n * @returns {boolean} Returns `true` if `path` exists, else `false`.\n * @example\n *\n * var object = _.create({ 'a': _.create({ 'b': 2 }) });\n *\n * _.hasIn(object, 'a');\n * // => true\n *\n * _.hasIn(object, 'a.b');\n * // => true\n *\n * _.hasIn(object, ['a', 'b']);\n * // => true\n *\n * _.hasIn(object, 'b');\n * // => false\n */\nfunction hasIn(object, path) {\n return object != null && hasPath(object, path, baseHasIn);\n}\n\nmodule.exports = hasIn;\n", "var baseIsEqual = require('./_baseIsEqual'),\n get = require('./get'),\n hasIn = require('./hasIn'),\n isKey = require('./_isKey'),\n isStrictComparable = require('./_isStrictComparable'),\n matchesStrictComparable = require('./_matchesStrictComparable'),\n toKey = require('./_toKey');\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1,\n COMPARE_UNORDERED_FLAG = 2;\n\n/**\n * The base implementation of `_.matchesProperty` which doesn't clone `srcValue`.\n *\n * @private\n * @param {string} path The path of the property to get.\n * @param {*} srcValue The value to match.\n * @returns {Function} Returns the new spec function.\n */\nfunction baseMatchesProperty(path, srcValue) {\n if (isKey(path) && isStrictComparable(srcValue)) {\n return matchesStrictComparable(toKey(path), srcValue);\n }\n return function(object) {\n var objValue = get(object, path);\n return (objValue === undefined && objValue === srcValue)\n ? hasIn(object, path)\n : baseIsEqual(srcValue, objValue, COMPARE_PARTIAL_FLAG | COMPARE_UNORDERED_FLAG);\n };\n}\n\nmodule.exports = baseMatchesProperty;\n", "/**\n * The base implementation of `_.property` without support for deep paths.\n *\n * @private\n * @param {string} key The key of the property to get.\n * @returns {Function} Returns the new accessor function.\n */\nfunction baseProperty(key) {\n return function(object) {\n return object == null ? undefined : object[key];\n };\n}\n\nmodule.exports = baseProperty;\n", "var baseGet = require('./_baseGet');\n\n/**\n * A specialized version of `baseProperty` which supports deep paths.\n *\n * @private\n * @param {Array|string} path The path of the property to get.\n * @returns {Function} Returns the new accessor function.\n */\nfunction basePropertyDeep(path) {\n return function(object) {\n return baseGet(object, path);\n };\n}\n\nmodule.exports = basePropertyDeep;\n", "var baseProperty = require('./_baseProperty'),\n basePropertyDeep = require('./_basePropertyDeep'),\n isKey = require('./_isKey'),\n toKey = require('./_toKey');\n\n/**\n * Creates a function that returns the value at `path` of a given object.\n *\n * @static\n * @memberOf _\n * @since 2.4.0\n * @category Util\n * @param {Array|string} path The path of the property to get.\n * @returns {Function} Returns the new accessor function.\n * @example\n *\n * var objects = [\n * { 'a': { 'b': 2 } },\n * { 'a': { 'b': 1 } }\n * ];\n *\n * _.map(objects, _.property('a.b'));\n * // => [2, 1]\n *\n * _.map(_.sortBy(objects, _.property(['a', 'b'])), 'a.b');\n * // => [1, 2]\n */\nfunction property(path) {\n return isKey(path) ? baseProperty(toKey(path)) : basePropertyDeep(path);\n}\n\nmodule.exports = property;\n", "var baseMatches = require('./_baseMatches'),\n baseMatchesProperty = require('./_baseMatchesProperty'),\n identity = require('./identity'),\n isArray = require('./isArray'),\n property = require('./property');\n\n/**\n * The base implementation of `_.iteratee`.\n *\n * @private\n * @param {*} [value=_.identity] The value to convert to an iteratee.\n * @returns {Function} Returns the iteratee.\n */\nfunction baseIteratee(value) {\n // Don't store the `typeof` result in a variable to avoid a JIT bug in Safari 9.\n // See https://bugs.webkit.org/show_bug.cgi?id=156034 for more details.\n if (typeof value == 'function') {\n return value;\n }\n if (value == null) {\n return identity;\n }\n if (typeof value == 'object') {\n return isArray(value)\n ? baseMatchesProperty(value[0], value[1])\n : baseMatches(value);\n }\n return property(value);\n}\n\nmodule.exports = baseIteratee;\n", "var baseFor = require('./_baseFor'),\n keys = require('./keys');\n\n/**\n * The base implementation of `_.forOwn` without support for iteratee shorthands.\n *\n * @private\n * @param {Object} object The object to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Object} Returns `object`.\n */\nfunction baseForOwn(object, iteratee) {\n return object && baseFor(object, iteratee, keys);\n}\n\nmodule.exports = baseForOwn;\n", "var isArrayLike = require('./isArrayLike');\n\n/**\n * Creates a `baseEach` or `baseEachRight` function.\n *\n * @private\n * @param {Function} eachFunc The function to iterate over a collection.\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Function} Returns the new base function.\n */\nfunction createBaseEach(eachFunc, fromRight) {\n return function(collection, iteratee) {\n if (collection == null) {\n return collection;\n }\n if (!isArrayLike(collection)) {\n return eachFunc(collection, iteratee);\n }\n var length = collection.length,\n index = fromRight ? length : -1,\n iterable = Object(collection);\n\n while ((fromRight ? index-- : ++index < length)) {\n if (iteratee(iterable[index], index, iterable) === false) {\n break;\n }\n }\n return collection;\n };\n}\n\nmodule.exports = createBaseEach;\n", "var baseForOwn = require('./_baseForOwn'),\n createBaseEach = require('./_createBaseEach');\n\n/**\n * The base implementation of `_.forEach` without support for iteratee shorthands.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array|Object} Returns `collection`.\n */\nvar baseEach = createBaseEach(baseForOwn);\n\nmodule.exports = baseEach;\n", "var baseEach = require('./_baseEach'),\n isArrayLike = require('./isArrayLike');\n\n/**\n * The base implementation of `_.map` without support for iteratee shorthands.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the new mapped array.\n */\nfunction baseMap(collection, iteratee) {\n var index = -1,\n result = isArrayLike(collection) ? Array(collection.length) : [];\n\n baseEach(collection, function(value, key, collection) {\n result[++index] = iteratee(value, key, collection);\n });\n return result;\n}\n\nmodule.exports = baseMap;\n", "/**\n * The base implementation of `_.sortBy` which uses `comparer` to define the\n * sort order of `array` and replaces criteria objects with their corresponding\n * values.\n *\n * @private\n * @param {Array} array The array to sort.\n * @param {Function} comparer The function to define sort order.\n * @returns {Array} Returns `array`.\n */\nfunction baseSortBy(array, comparer) {\n var length = array.length;\n\n array.sort(comparer);\n while (length--) {\n array[length] = array[length].value;\n }\n return array;\n}\n\nmodule.exports = baseSortBy;\n", "var isSymbol = require('./isSymbol');\n\n/**\n * Compares values to sort them in ascending order.\n *\n * @private\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {number} Returns the sort order indicator for `value`.\n */\nfunction compareAscending(value, other) {\n if (value !== other) {\n var valIsDefined = value !== undefined,\n valIsNull = value === null,\n valIsReflexive = value === value,\n valIsSymbol = isSymbol(value);\n\n var othIsDefined = other !== undefined,\n othIsNull = other === null,\n othIsReflexive = other === other,\n othIsSymbol = isSymbol(other);\n\n if ((!othIsNull && !othIsSymbol && !valIsSymbol && value > other) ||\n (valIsSymbol && othIsDefined && othIsReflexive && !othIsNull && !othIsSymbol) ||\n (valIsNull && othIsDefined && othIsReflexive) ||\n (!valIsDefined && othIsReflexive) ||\n !valIsReflexive) {\n return 1;\n }\n if ((!valIsNull && !valIsSymbol && !othIsSymbol && value < other) ||\n (othIsSymbol && valIsDefined && valIsReflexive && !valIsNull && !valIsSymbol) ||\n (othIsNull && valIsDefined && valIsReflexive) ||\n (!othIsDefined && valIsReflexive) ||\n !othIsReflexive) {\n return -1;\n }\n }\n return 0;\n}\n\nmodule.exports = compareAscending;\n", "var compareAscending = require('./_compareAscending');\n\n/**\n * Used by `_.orderBy` to compare multiple properties of a value to another\n * and stable sort them.\n *\n * If `orders` is unspecified, all values are sorted in ascending order. Otherwise,\n * specify an order of \"desc\" for descending or \"asc\" for ascending sort order\n * of corresponding values.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {boolean[]|string[]} orders The order to sort by for each property.\n * @returns {number} Returns the sort order indicator for `object`.\n */\nfunction compareMultiple(object, other, orders) {\n var index = -1,\n objCriteria = object.criteria,\n othCriteria = other.criteria,\n length = objCriteria.length,\n ordersLength = orders.length;\n\n while (++index < length) {\n var result = compareAscending(objCriteria[index], othCriteria[index]);\n if (result) {\n if (index >= ordersLength) {\n return result;\n }\n var order = orders[index];\n return result * (order == 'desc' ? -1 : 1);\n }\n }\n // Fixes an `Array#sort` bug in the JS engine embedded in Adobe applications\n // that causes it, under certain circumstances, to provide the same value for\n // `object` and `other`. See https://github.com/jashkenas/underscore/pull/1247\n // for more details.\n //\n // This also ensures a stable sort in V8 and other engines.\n // See https://bugs.chromium.org/p/v8/issues/detail?id=90 for more details.\n return object.index - other.index;\n}\n\nmodule.exports = compareMultiple;\n", "var arrayMap = require('./_arrayMap'),\n baseGet = require('./_baseGet'),\n baseIteratee = require('./_baseIteratee'),\n baseMap = require('./_baseMap'),\n baseSortBy = require('./_baseSortBy'),\n baseUnary = require('./_baseUnary'),\n compareMultiple = require('./_compareMultiple'),\n identity = require('./identity'),\n isArray = require('./isArray');\n\n/**\n * The base implementation of `_.orderBy` without param guards.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function[]|Object[]|string[]} iteratees The iteratees to sort by.\n * @param {string[]} orders The sort orders of `iteratees`.\n * @returns {Array} Returns the new sorted array.\n */\nfunction baseOrderBy(collection, iteratees, orders) {\n if (iteratees.length) {\n iteratees = arrayMap(iteratees, function(iteratee) {\n if (isArray(iteratee)) {\n return function(value) {\n return baseGet(value, iteratee.length === 1 ? iteratee[0] : iteratee);\n };\n }\n return iteratee;\n });\n } else {\n iteratees = [identity];\n }\n\n var index = -1;\n iteratees = arrayMap(iteratees, baseUnary(baseIteratee));\n\n var result = baseMap(collection, function(value, key, collection) {\n var criteria = arrayMap(iteratees, function(iteratee) {\n return iteratee(value);\n });\n return { 'criteria': criteria, 'index': ++index, 'value': value };\n });\n\n return baseSortBy(result, function(object, other) {\n return compareMultiple(object, other, orders);\n });\n}\n\nmodule.exports = baseOrderBy;\n", "var baseFlatten = require('./_baseFlatten'),\n baseOrderBy = require('./_baseOrderBy'),\n baseRest = require('./_baseRest'),\n isIterateeCall = require('./_isIterateeCall');\n\n/**\n * Creates an array of elements, sorted in ascending order by the results of\n * running each element in a collection thru each iteratee. This method\n * performs a stable sort, that is, it preserves the original sort order of\n * equal elements. The iteratees are invoked with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {...(Function|Function[])} [iteratees=[_.identity]]\n * The iteratees to sort by.\n * @returns {Array} Returns the new sorted array.\n * @example\n *\n * var users = [\n * { 'user': 'fred', 'age': 48 },\n * { 'user': 'barney', 'age': 36 },\n * { 'user': 'fred', 'age': 30 },\n * { 'user': 'barney', 'age': 34 }\n * ];\n *\n * _.sortBy(users, [function(o) { return o.user; }]);\n * // => objects for [['barney', 36], ['barney', 34], ['fred', 48], ['fred', 30]]\n *\n * _.sortBy(users, ['user', 'age']);\n * // => objects for [['barney', 34], ['barney', 36], ['fred', 30], ['fred', 48]]\n */\nvar sortBy = baseRest(function(collection, iteratees) {\n if (collection == null) {\n return [];\n }\n var length = iteratees.length;\n if (length > 1 && isIterateeCall(collection, iteratees[0], iteratees[1])) {\n iteratees = [];\n } else if (length > 2 && isIterateeCall(iteratees[0], iteratees[1], iteratees[2])) {\n iteratees = [iteratees[0]];\n }\n return baseOrderBy(collection, baseFlatten(iteratees, 1), []);\n});\n\nmodule.exports = sortBy;\n", "/**\n * This base implementation of `_.zipObject` which assigns values using `assignFunc`.\n *\n * @private\n * @param {Array} props The property identifiers.\n * @param {Array} values The property values.\n * @param {Function} assignFunc The function to assign values.\n * @returns {Object} Returns the new object.\n */\nfunction baseZipObject(props, values, assignFunc) {\n var index = -1,\n length = props.length,\n valsLength = values.length,\n result = {};\n\n while (++index < length) {\n var value = index < valsLength ? values[index] : undefined;\n assignFunc(result, props[index], value);\n }\n return result;\n}\n\nmodule.exports = baseZipObject;\n", "var assignValue = require('./_assignValue'),\n baseZipObject = require('./_baseZipObject');\n\n/**\n * This method is like `_.fromPairs` except that it accepts two arrays,\n * one of property identifiers and one of corresponding values.\n *\n * @static\n * @memberOf _\n * @since 0.4.0\n * @category Array\n * @param {Array} [props=[]] The property identifiers.\n * @param {Array} [values=[]] The property values.\n * @returns {Object} Returns the new object.\n * @example\n *\n * _.zipObject(['a', 'b'], [1, 2]);\n * // => { 'a': 1, 'b': 2 }\n */\nfunction zipObject(props, values) {\n return baseZipObject(props || [], values || [], assignValue);\n}\n\nmodule.exports = zipObject;\n", "/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeCeil = Math.ceil,\n nativeMax = Math.max;\n\n/**\n * The base implementation of `_.range` and `_.rangeRight` which doesn't\n * coerce arguments.\n *\n * @private\n * @param {number} start The start of the range.\n * @param {number} end The end of the range.\n * @param {number} step The value to increment or decrement by.\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Array} Returns the range of numbers.\n */\nfunction baseRange(start, end, step, fromRight) {\n var index = -1,\n length = nativeMax(nativeCeil((end - start) / (step || 1)), 0),\n result = Array(length);\n\n while (length--) {\n result[fromRight ? length : ++index] = start;\n start += step;\n }\n return result;\n}\n\nmodule.exports = baseRange;\n", "var baseRange = require('./_baseRange'),\n isIterateeCall = require('./_isIterateeCall'),\n toFinite = require('./toFinite');\n\n/**\n * Creates a `_.range` or `_.rangeRight` function.\n *\n * @private\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Function} Returns the new range function.\n */\nfunction createRange(fromRight) {\n return function(start, end, step) {\n if (step && typeof step != 'number' && isIterateeCall(start, end, step)) {\n end = step = undefined;\n }\n // Ensure the sign of `-0` is preserved.\n start = toFinite(start);\n if (end === undefined) {\n end = start;\n start = 0;\n } else {\n end = toFinite(end);\n }\n step = step === undefined ? (start < end ? 1 : -1) : toFinite(step);\n return baseRange(start, end, step, fromRight);\n };\n}\n\nmodule.exports = createRange;\n", "var createRange = require('./_createRange');\n\n/**\n * Creates an array of numbers (positive and/or negative) progressing from\n * `start` up to, but not including, `end`. A step of `-1` is used if a negative\n * `start` is specified without an `end` or `step`. If `end` is not specified,\n * it's set to `start` with `start` then set to `0`.\n *\n * **Note:** JavaScript follows the IEEE-754 standard for resolving\n * floating-point values which can produce unexpected results.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Util\n * @param {number} [start=0] The start of the range.\n * @param {number} end The end of the range.\n * @param {number} [step=1] The value to increment or decrement by.\n * @returns {Array} Returns the range of numbers.\n * @see _.inRange, _.rangeRight\n * @example\n *\n * _.range(4);\n * // => [0, 1, 2, 3]\n *\n * _.range(-4);\n * // => [0, -1, -2, -3]\n *\n * _.range(1, 5);\n * // => [1, 2, 3, 4]\n *\n * _.range(0, 20, 5);\n * // => [0, 5, 10, 15]\n *\n * _.range(0, -4, -1);\n * // => [0, -1, -2, -3]\n *\n * _.range(1, 4, 0);\n * // => [1, 1, 1]\n *\n * _.range(0);\n * // => []\n */\nvar range = createRange();\n\nmodule.exports = range;\n", "/**\n * Common utilities\n * @module glMatrix\n */\n\n// Configuration Constants\nexport var EPSILON = 0.000001;\nexport var ARRAY_TYPE = typeof Float32Array !== \"undefined\" ? Float32Array : Array;\nexport var RANDOM = Math.random;\nexport var ANGLE_ORDER = \"zyx\";\n\n/**\n * Symmetric round\n * see https://www.npmjs.com/package/round-half-up-symmetric#user-content-detailed-background\n *\n * @param {Number} a value to round\n */\nexport function round(a) {\n if (a >= 0) return Math.round(a);\n return a % 0.5 === 0 ? Math.floor(a) : Math.round(a);\n}\n\n/**\n * Sets the type of array used when creating new vectors and matrices\n *\n * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array\n */\nexport function setMatrixArrayType(type) {\n ARRAY_TYPE = type;\n}\nvar degree = Math.PI / 180;\nvar radian = 180 / Math.PI;\n\n/**\n * Convert Degree To Radian\n *\n * @param {Number} a Angle in Degrees\n */\nexport function toRadian(a) {\n return a * degree;\n}\n\n/**\n * Convert Radian To Degree\n *\n * @param {Number} a Angle in Radians\n */\nexport function toDegree(a) {\n return a * radian;\n}\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 * @param {Number} tolerance Absolute or relative tolerance (default glMatrix.EPSILON)\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\n */\nexport function equals(a, b) {\n var tolerance = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : EPSILON;\n return Math.abs(a - b) <= tolerance * Math.max(1, Math.abs(a), Math.abs(b));\n}", "import * as glMatrix from \"./common.js\";\n\n/**\n * 2x2 Matrix\n * @module mat2\n */\n\n/**\n * Creates a new identity mat2\n *\n * @returns {mat2} a new 2x2 matrix\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(4);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n }\n out[0] = 1;\n out[3] = 1;\n return out;\n}\n\n/**\n * Creates a new mat2 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat2} a matrix to clone\n * @returns {mat2} a new 2x2 matrix\n */\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(4);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Copy the values from one mat2 to another\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the source matrix\n * @returns {mat2} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Set a mat2 to the identity matrix\n *\n * @param {mat2} out the receiving matrix\n * @returns {mat2} out\n */\nexport function identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n}\n\n/**\n * Create a new mat2 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} m10 Component in column 1, row 0 position (index 2)\n * @param {Number} m11 Component in column 1, row 1 position (index 3)\n * @returns {mat2} out A new 2x2 matrix\n */\nexport function fromValues(m00, m01, m10, m11) {\n var out = new glMatrix.ARRAY_TYPE(4);\n out[0] = m00;\n out[1] = m01;\n out[2] = m10;\n out[3] = m11;\n return out;\n}\n\n/**\n * Set the components of a mat2 to the given values\n *\n * @param {mat2} 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} m10 Component in column 1, row 0 position (index 2)\n * @param {Number} m11 Component in column 1, row 1 position (index 3)\n * @returns {mat2} out\n */\nexport function set(out, m00, m01, m10, m11) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m10;\n out[3] = m11;\n return out;\n}\n\n/**\n * Transpose the values of a mat2\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the source matrix\n * @returns {mat2} out\n */\nexport function transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache\n // some values\n if (out === a) {\n var a1 = a[1];\n out[1] = a[2];\n out[2] = a1;\n } else {\n out[0] = a[0];\n out[1] = a[2];\n out[2] = a[1];\n out[3] = a[3];\n }\n return out;\n}\n\n/**\n * Inverts a mat2\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the source matrix\n * @returns {mat2 | null} out, or null if source matrix is not invertible\n */\nexport function invert(out, a) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n\n // Calculate the determinant\n var det = a0 * a3 - a2 * a1;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = a3 * det;\n out[1] = -a1 * det;\n out[2] = -a2 * det;\n out[3] = a0 * det;\n return out;\n}\n\n/**\n * Calculates the adjugate of a mat2\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the source matrix\n * @returns {mat2} out\n */\nexport function adjoint(out, a) {\n // Caching this value is necessary if out == a\n var a0 = a[0];\n out[0] = a[3];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = a0;\n return out;\n}\n\n/**\n * Calculates the determinant of a mat2\n *\n * @param {ReadonlyMat2} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n return a[0] * a[3] - a[2] * a[1];\n}\n\n/**\n * Multiplies two mat2's\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the first operand\n * @param {ReadonlyMat2} b the second operand\n * @returns {mat2} out\n */\nexport function multiply(out, a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n out[0] = a0 * b0 + a2 * b1;\n out[1] = a1 * b0 + a3 * b1;\n out[2] = a0 * b2 + a2 * b3;\n out[3] = a1 * b2 + a3 * b3;\n return out;\n}\n\n/**\n * Rotates a mat2 by the given angle\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat2} out\n */\nexport function rotate(out, a, rad) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n out[0] = a0 * c + a2 * s;\n out[1] = a1 * c + a3 * s;\n out[2] = a0 * -s + a2 * c;\n out[3] = a1 * -s + a3 * c;\n return out;\n}\n\n/**\n * Scales the mat2 by the dimensions in the given vec2\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the matrix to rotate\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\n * @returns {mat2} out\n **/\nexport function scale(out, a, v) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var v0 = v[0],\n v1 = v[1];\n out[0] = a0 * v0;\n out[1] = a1 * v0;\n out[2] = a2 * v1;\n out[3] = a3 * v1;\n return out;\n}\n\n/**\n * Creates a matrix from a given angle\n * This is equivalent to (but much faster than):\n *\n * mat2.identity(dest);\n * mat2.rotate(dest, dest, rad);\n *\n * @param {mat2} out mat2 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat2} out\n */\nexport function fromRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n out[0] = c;\n out[1] = s;\n out[2] = -s;\n out[3] = c;\n return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat2.identity(dest);\n * mat2.scale(dest, dest, vec);\n *\n * @param {mat2} out mat2 receiving operation result\n * @param {ReadonlyVec2} v Scaling vector\n * @returns {mat2} out\n */\nexport function fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = v[1];\n return out;\n}\n\n/**\n * Returns a string representation of a mat2\n *\n * @param {ReadonlyMat2} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n return \"mat2(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n\n/**\n * Returns Frobenius norm of a mat2\n *\n * @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3]);\n}\n\n/**\n * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix\n * @param {ReadonlyMat2} L the lower triangular matrix\n * @param {ReadonlyMat2} D the diagonal matrix\n * @param {ReadonlyMat2} U the upper triangular matrix\n * @param {ReadonlyMat2} a the input matrix to factorize\n */\n\nexport function LDU(L, D, U, a) {\n L[2] = a[2] / a[0];\n U[0] = a[0];\n U[1] = a[1];\n U[3] = a[3] - L[2] * U[1];\n return [L, D, U];\n}\n\n/**\n * Adds two mat2's\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the first operand\n * @param {ReadonlyMat2} b the second operand\n * @returns {mat2} out\n */\nexport function 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 return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the first operand\n * @param {ReadonlyMat2} b the second operand\n * @returns {mat2} out\n */\nexport function 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 return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat2} a The first matrix.\n * @param {ReadonlyMat2} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat2} a The first matrix.\n * @param {ReadonlyMat2} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\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));\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat2} out\n */\nexport function 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 return out;\n}\n\n/**\n * Adds two mat2's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat2} out the receiving vector\n * @param {ReadonlyMat2} a the first operand\n * @param {ReadonlyMat2} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat2} out\n */\nexport function 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 return out;\n}\n\n/**\n * Alias for {@link mat2.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat2.subtract}\n * @function\n */\nexport var sub = subtract;", "import * as glMatrix from \"./common.js\";\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 */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(9);\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 out[0] = 1;\n out[4] = 1;\n out[8] = 1;\n return out;\n}\n\n/**\n * Copies the upper-left 3x3 values into the given mat3.\n *\n * @param {mat3} out the receiving 3x3 matrix\n * @param {ReadonlyMat4} a the source 4x4 matrix\n * @returns {mat3} out\n */\nexport function 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/**\n * Creates a new mat3 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat3} a matrix to clone\n * @returns {mat3} a new 3x3 matrix\n */\nexport function 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/**\n * Copy the values from one mat3 to another\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function 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/**\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 */\nexport function 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/**\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 */\nexport function 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/**\n * Set a mat3 to the identity matrix\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */\nexport function 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/**\n * Transpose the values of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function 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 return out;\n}\n\n/**\n * Inverts a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3 | null} out, or null if source matrix is not invertible\n */\nexport function 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;\n\n // Calculate the determinant\n var det = a00 * b01 + a01 * b11 + a02 * b21;\n if (!det) {\n return null;\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/**\n * Calculates the adjugate of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function 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/**\n * Calculates the determinant of a mat3\n *\n * @param {ReadonlyMat3} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function 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/**\n * Multiplies two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function 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/**\n * Translate a mat3 by the given vector\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to translate\n * @param {ReadonlyVec2} v vector to translate by\n * @returns {mat3} out\n */\nexport function 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/**\n * Rotates a mat3 by the given angle\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function 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 * Scales the mat3 by the dimensions in the given vec2\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\n * @returns {mat3} out\n **/\nexport function 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/**\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 {ReadonlyVec2} v Translation vector\n * @returns {mat3} out\n */\nexport function 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/**\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 */\nexport function 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/**\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 {ReadonlyVec2} v Scaling vector\n * @returns {mat3} out\n */\nexport function 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/**\n * Copies the values from a mat2d into a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat2d} a the matrix to copy\n * @returns {mat3} out\n **/\nexport function 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/**\n * Calculates a 3x3 matrix from the given quaternion\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat3} out\n */\nexport function 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/**\n * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from\n *\n * @returns {mat3} out\n */\nexport function 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;\n\n // Calculate the determinant\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n if (!det) {\n return null;\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/**\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 */\nexport function 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/**\n * Returns a string representation of a mat3\n *\n * @param {ReadonlyMat3} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function 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/**\n * Returns Frobenius norm of a mat3\n *\n * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3] + a[4] * a[4] + a[5] * a[5] + a[6] * a[6] + a[7] * a[7] + a[8] * a[8]);\n}\n\n/**\n * Adds two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function 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/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function 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/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat3} out\n */\nexport function 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/**\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 {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat3} out\n */\nexport function 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/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function 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/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function 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/**\n * Alias for {@link mat3.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat3.subtract}\n * @function\n */\nexport var sub = subtract;", "import * as glMatrix from \"./common.js\";\n\n/**\n * 4x4 Matrix
Format: column-major, when typed out it looks like row-major
The matrices are being post multiplied.\n * @module mat4\n */\n\n/**\n * Creates a new identity mat4\n *\n * @returns {mat4} a new 4x4 matrix\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(16);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n }\n out[0] = 1;\n out[5] = 1;\n out[10] = 1;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a new mat4 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat4} a matrix to clone\n * @returns {mat4} a new 4x4 matrix\n */\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(16);\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 out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Copy the values from one mat4 to another\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function 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 out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Create a new mat4 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} m03 Component in column 0, row 3 position (index 3)\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\n * @returns {mat4} A new mat4\n */\nexport function fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n var out = new glMatrix.ARRAY_TYPE(16);\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m03;\n out[4] = m10;\n out[5] = m11;\n out[6] = m12;\n out[7] = m13;\n out[8] = m20;\n out[9] = m21;\n out[10] = m22;\n out[11] = m23;\n out[12] = m30;\n out[13] = m31;\n out[14] = m32;\n out[15] = m33;\n return out;\n}\n\n/**\n * Set the components of a mat4 to the given values\n *\n * @param {mat4} 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} m03 Component in column 0, row 3 position (index 3)\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\n * @returns {mat4} out\n */\nexport function set(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m03;\n out[4] = m10;\n out[5] = m11;\n out[6] = m12;\n out[7] = m13;\n out[8] = m20;\n out[9] = m21;\n out[10] = m22;\n out[11] = m23;\n out[12] = m30;\n out[13] = m31;\n out[14] = m32;\n out[15] = m33;\n return out;\n}\n\n/**\n * Set a mat4 to the identity matrix\n *\n * @param {mat4} out the receiving matrix\n * @returns {mat4} out\n */\nexport function identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Transpose the values of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function 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 a03 = a[3];\n var a12 = a[6],\n a13 = a[7];\n var a23 = a[11];\n out[1] = a[4];\n out[2] = a[8];\n out[3] = a[12];\n out[4] = a01;\n out[6] = a[9];\n out[7] = a[13];\n out[8] = a02;\n out[9] = a12;\n out[11] = a[14];\n out[12] = a03;\n out[13] = a13;\n out[14] = a23;\n } else {\n out[0] = a[0];\n out[1] = a[4];\n out[2] = a[8];\n out[3] = a[12];\n out[4] = a[1];\n out[5] = a[5];\n out[6] = a[9];\n out[7] = a[13];\n out[8] = a[2];\n out[9] = a[6];\n out[10] = a[10];\n out[11] = a[14];\n out[12] = a[3];\n out[13] = a[7];\n out[14] = a[11];\n out[15] = a[15];\n }\n return out;\n}\n\n/**\n * Inverts a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4 | null} out, or null if source matrix is not invertible\n */\nexport function invert(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;\n\n // Calculate the determinant\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;\n out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;\n out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;\n out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;\n out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;\n out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;\n out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;\n return out;\n}\n\n/**\n * Calculates the adjugate of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function adjoint(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;\n out[0] = a11 * b11 - a12 * b10 + a13 * b09;\n out[1] = a02 * b10 - a01 * b11 - a03 * b09;\n out[2] = a31 * b05 - a32 * b04 + a33 * b03;\n out[3] = a22 * b04 - a21 * b05 - a23 * b03;\n out[4] = a12 * b08 - a10 * b11 - a13 * b07;\n out[5] = a00 * b11 - a02 * b08 + a03 * b07;\n out[6] = a32 * b02 - a30 * b05 - a33 * b01;\n out[7] = a20 * b05 - a22 * b02 + a23 * b01;\n out[8] = a10 * b10 - a11 * b08 + a13 * b06;\n out[9] = a01 * b08 - a00 * b10 - a03 * b06;\n out[10] = a30 * b04 - a31 * b02 + a33 * b00;\n out[11] = a21 * b02 - a20 * b04 - a23 * b00;\n out[12] = a11 * b07 - a10 * b09 - a12 * b06;\n out[13] = a00 * b09 - a01 * b07 + a02 * b06;\n out[14] = a31 * b01 - a30 * b03 - a32 * b00;\n out[15] = a20 * b03 - a21 * b01 + a22 * b00;\n return out;\n}\n\n/**\n * Calculates the determinant of a mat4\n *\n * @param {ReadonlyMat4} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(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 b0 = a00 * a11 - a01 * a10;\n var b1 = a00 * a12 - a02 * a10;\n var b2 = a01 * a12 - a02 * a11;\n var b3 = a20 * a31 - a21 * a30;\n var b4 = a20 * a32 - a22 * a30;\n var b5 = a21 * a32 - a22 * a31;\n var b6 = a00 * b5 - a01 * b4 + a02 * b3;\n var b7 = a10 * b5 - a11 * b4 + a12 * b3;\n var b8 = a20 * b2 - a21 * b1 + a22 * b0;\n var b9 = a30 * b2 - a31 * b1 + a32 * b0;\n\n // Calculate the determinant\n return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9;\n}\n\n/**\n * Multiplies two mat4s\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function multiply(out, a, b) {\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\n // Cache only the current line of the second matrix\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[4];\n b1 = b[5];\n b2 = b[6];\n b3 = b[7];\n out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[8];\n b1 = b[9];\n b2 = b[10];\n b3 = b[11];\n out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[12];\n b1 = b[13];\n b2 = b[14];\n b3 = b[15];\n out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n return out;\n}\n\n/**\n * Translate a mat4 by the given vector\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to translate\n * @param {ReadonlyVec3} v vector to translate by\n * @returns {mat4} out\n */\nexport function translate(out, a, v) {\n var x = v[0],\n y = v[1],\n z = v[2];\n var a00, a01, a02, a03;\n var a10, a11, a12, a13;\n var a20, a21, a22, a23;\n if (a === out) {\n out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];\n out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];\n out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];\n out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];\n } else {\n a00 = a[0];\n a01 = a[1];\n a02 = a[2];\n a03 = a[3];\n a10 = a[4];\n a11 = a[5];\n a12 = a[6];\n a13 = a[7];\n a20 = a[8];\n a21 = a[9];\n a22 = a[10];\n a23 = a[11];\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n out[3] = a03;\n out[4] = a10;\n out[5] = a11;\n out[6] = a12;\n out[7] = a13;\n out[8] = a20;\n out[9] = a21;\n out[10] = a22;\n out[11] = a23;\n out[12] = a00 * x + a10 * y + a20 * z + a[12];\n out[13] = a01 * x + a11 * y + a21 * z + a[13];\n out[14] = a02 * x + a12 * y + a22 * z + a[14];\n out[15] = a03 * x + a13 * y + a23 * z + a[15];\n }\n return out;\n}\n\n/**\n * Scales the mat4 by the dimensions in the given vec3 not using vectorization\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to scale\n * @param {ReadonlyVec3} v the vec3 to scale the matrix by\n * @returns {mat4} out\n **/\nexport function scale(out, a, v) {\n var x = v[0],\n y = v[1],\n z = v[2];\n out[0] = a[0] * x;\n out[1] = a[1] * x;\n out[2] = a[2] * x;\n out[3] = a[3] * x;\n out[4] = a[4] * y;\n out[5] = a[5] * y;\n out[6] = a[6] * y;\n out[7] = a[7] * y;\n out[8] = a[8] * z;\n out[9] = a[9] * z;\n out[10] = a[10] * z;\n out[11] = a[11] * z;\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Rotates a mat4 by the given angle around the given axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @param {ReadonlyVec3} axis the axis to rotate around\n * @returns {mat4} out\n */\nexport function rotate(out, a, rad, axis) {\n var x = axis[0],\n y = axis[1],\n z = axis[2];\n var len = Math.sqrt(x * x + y * y + z * z);\n var s, c, t;\n var a00, a01, a02, a03;\n var a10, a11, a12, a13;\n var a20, a21, a22, a23;\n var b00, b01, b02;\n var b10, b11, b12;\n var b20, b21, b22;\n if (len < glMatrix.EPSILON) {\n return null;\n }\n len = 1 / len;\n x *= len;\n y *= len;\n z *= len;\n s = Math.sin(rad);\n c = Math.cos(rad);\n t = 1 - c;\n a00 = a[0];\n a01 = a[1];\n a02 = a[2];\n a03 = a[3];\n a10 = a[4];\n a11 = a[5];\n a12 = a[6];\n a13 = a[7];\n a20 = a[8];\n a21 = a[9];\n a22 = a[10];\n a23 = a[11];\n\n // Construct the elements of the rotation matrix\n b00 = x * x * t + c;\n b01 = y * x * t + z * s;\n b02 = z * x * t - y * s;\n b10 = x * y * t - z * s;\n b11 = y * y * t + c;\n b12 = z * y * t + x * s;\n b20 = x * z * t + y * s;\n b21 = y * z * t - x * s;\n b22 = z * z * t + c;\n\n // Perform rotation-specific matrix multiplication\n out[0] = a00 * b00 + a10 * b01 + a20 * b02;\n out[1] = a01 * b00 + a11 * b01 + a21 * b02;\n out[2] = a02 * b00 + a12 * b01 + a22 * b02;\n out[3] = a03 * b00 + a13 * b01 + a23 * b02;\n out[4] = a00 * b10 + a10 * b11 + a20 * b12;\n out[5] = a01 * b10 + a11 * b11 + a21 * b12;\n out[6] = a02 * b10 + a12 * b11 + a22 * b12;\n out[7] = a03 * b10 + a13 * b11 + a23 * b12;\n out[8] = a00 * b20 + a10 * b21 + a20 * b22;\n out[9] = a01 * b20 + a11 * b21 + a21 * b22;\n out[10] = a02 * b20 + a12 * b21 + a22 * b22;\n out[11] = a03 * b20 + a13 * b21 + a23 * b22;\n if (a !== out) {\n // If the source and destination differ, copy the unchanged last row\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the X axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateX(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a10 = a[4];\n var a11 = a[5];\n var a12 = a[6];\n var a13 = a[7];\n var a20 = a[8];\n var a21 = a[9];\n var a22 = a[10];\n var a23 = a[11];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged rows\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[4] = a10 * c + a20 * s;\n out[5] = a11 * c + a21 * s;\n out[6] = a12 * c + a22 * s;\n out[7] = a13 * c + a23 * s;\n out[8] = a20 * c - a10 * s;\n out[9] = a21 * c - a11 * s;\n out[10] = a22 * c - a12 * s;\n out[11] = a23 * c - a13 * s;\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the Y axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateY(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a00 = a[0];\n var a01 = a[1];\n var a02 = a[2];\n var a03 = a[3];\n var a20 = a[8];\n var a21 = a[9];\n var a22 = a[10];\n var a23 = a[11];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged rows\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[0] = a00 * c - a20 * s;\n out[1] = a01 * c - a21 * s;\n out[2] = a02 * c - a22 * s;\n out[3] = a03 * c - a23 * s;\n out[8] = a00 * s + a20 * c;\n out[9] = a01 * s + a21 * c;\n out[10] = a02 * s + a22 * c;\n out[11] = a03 * s + a23 * c;\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the Z axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateZ(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a00 = a[0];\n var a01 = a[1];\n var a02 = a[2];\n var a03 = a[3];\n var a10 = a[4];\n var a11 = a[5];\n var a12 = a[6];\n var a13 = a[7];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged last row\n out[8] = a[8];\n out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[0] = a00 * c + a10 * s;\n out[1] = a01 * c + a11 * s;\n out[2] = a02 * c + a12 * s;\n out[3] = a03 * c + a13 * s;\n out[4] = a10 * c - a00 * s;\n out[5] = a11 * c - a01 * s;\n out[6] = a12 * c - a02 * s;\n out[7] = a13 * c - a03 * s;\n return out;\n}\n\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyVec3} v Translation vector\n * @returns {mat4} out\n */\nexport function fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.scale(dest, dest, vec);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyVec3} v Scaling vector\n * @returns {mat4} out\n */\nexport function fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = v[1];\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = v[2];\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a given angle around a given axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotate(dest, dest, rad, axis);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @param {ReadonlyVec3} axis the axis to rotate around\n * @returns {mat4} out\n */\nexport function fromRotation(out, rad, axis) {\n var x = axis[0],\n y = axis[1],\n z = axis[2];\n var len = Math.sqrt(x * x + y * y + z * z);\n var s, c, t;\n if (len < glMatrix.EPSILON) {\n return null;\n }\n len = 1 / len;\n x *= len;\n y *= len;\n z *= len;\n s = Math.sin(rad);\n c = Math.cos(rad);\n t = 1 - c;\n\n // Perform rotation-specific matrix multiplication\n out[0] = x * x * t + c;\n out[1] = y * x * t + z * s;\n out[2] = z * x * t - y * s;\n out[3] = 0;\n out[4] = x * y * t - z * s;\n out[5] = y * y * t + c;\n out[6] = z * y * t + x * s;\n out[7] = 0;\n out[8] = x * z * t + y * s;\n out[9] = y * z * t - x * s;\n out[10] = z * z * t + c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the X axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateX(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromXRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = c;\n out[6] = s;\n out[7] = 0;\n out[8] = 0;\n out[9] = -s;\n out[10] = c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the Y axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateY(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromYRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = c;\n out[1] = 0;\n out[2] = -s;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = s;\n out[9] = 0;\n out[10] = c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the Z axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateZ(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromZRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n out[3] = 0;\n out[4] = -s;\n out[5] = c;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a quaternion rotation and vector translation\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @returns {mat4} out\n */\nexport function fromRotationTranslation(out, q, v) {\n // Quaternion math\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 xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\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[1] = xy + wz;\n out[2] = xz - wy;\n out[3] = 0;\n out[4] = xy - wz;\n out[5] = 1 - (xx + zz);\n out[6] = yz + wx;\n out[7] = 0;\n out[8] = xz + wy;\n out[9] = yz - wx;\n out[10] = 1 - (xx + yy);\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a new mat4 from a dual quat.\n *\n * @param {mat4} out Matrix\n * @param {ReadonlyQuat2} a Dual Quaternion\n * @returns {mat4} mat4 receiving operation result\n */\nexport function fromQuat2(out, a) {\n var translation = new glMatrix.ARRAY_TYPE(3);\n var bx = -a[0],\n by = -a[1],\n bz = -a[2],\n bw = a[3],\n ax = a[4],\n ay = a[5],\n az = a[6],\n aw = a[7];\n var magnitude = bx * bx + by * by + bz * bz + bw * bw;\n //Only scale if it makes sense\n if (magnitude > 0) {\n translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;\n translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;\n translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;\n } else {\n translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;\n translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;\n translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;\n }\n fromRotationTranslation(out, a, translation);\n return out;\n}\n\n/**\n * Returns the translation vector component of a transformation\n * matrix. If a matrix is built with fromRotationTranslation,\n * the returned vector will be the same as the translation vector\n * originally supplied.\n * @param {vec3} out Vector to receive translation component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */\nexport function getTranslation(out, mat) {\n out[0] = mat[12];\n out[1] = mat[13];\n out[2] = mat[14];\n return out;\n}\n\n/**\n * Returns the scaling factor component of a transformation\n * matrix. If a matrix is built with fromRotationTranslationScale\n * with a normalized Quaternion parameter, the returned vector will be\n * the same as the scaling vector\n * originally supplied.\n * @param {vec3} out Vector to receive scaling factor component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */\nexport function getScaling(out, mat) {\n var m11 = mat[0];\n var m12 = mat[1];\n var m13 = mat[2];\n var m21 = mat[4];\n var m22 = mat[5];\n var m23 = mat[6];\n var m31 = mat[8];\n var m32 = mat[9];\n var m33 = mat[10];\n out[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\n out[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\n out[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\n return out;\n}\n\n/**\n * Returns a quaternion representing the rotational component\n * of a transformation matrix. If a matrix is built with\n * fromRotationTranslation, the returned quaternion will be the\n * same as the quaternion originally supplied.\n * @param {quat} out Quaternion to receive the rotation component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {quat} out\n */\nexport function getRotation(out, mat) {\n var scaling = new glMatrix.ARRAY_TYPE(3);\n getScaling(scaling, mat);\n var is1 = 1 / scaling[0];\n var is2 = 1 / scaling[1];\n var is3 = 1 / scaling[2];\n var sm11 = mat[0] * is1;\n var sm12 = mat[1] * is2;\n var sm13 = mat[2] * is3;\n var sm21 = mat[4] * is1;\n var sm22 = mat[5] * is2;\n var sm23 = mat[6] * is3;\n var sm31 = mat[8] * is1;\n var sm32 = mat[9] * is2;\n var sm33 = mat[10] * is3;\n var trace = sm11 + sm22 + sm33;\n var S = 0;\n if (trace > 0) {\n S = Math.sqrt(trace + 1.0) * 2;\n out[3] = 0.25 * S;\n out[0] = (sm23 - sm32) / S;\n out[1] = (sm31 - sm13) / S;\n out[2] = (sm12 - sm21) / S;\n } else if (sm11 > sm22 && sm11 > sm33) {\n S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;\n out[3] = (sm23 - sm32) / S;\n out[0] = 0.25 * S;\n out[1] = (sm12 + sm21) / S;\n out[2] = (sm31 + sm13) / S;\n } else if (sm22 > sm33) {\n S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;\n out[3] = (sm31 - sm13) / S;\n out[0] = (sm12 + sm21) / S;\n out[1] = 0.25 * S;\n out[2] = (sm23 + sm32) / S;\n } else {\n S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;\n out[3] = (sm12 - sm21) / S;\n out[0] = (sm31 + sm13) / S;\n out[1] = (sm23 + sm32) / S;\n out[2] = 0.25 * S;\n }\n return out;\n}\n\n/**\n * Decomposes a transformation matrix into its rotation, translation\n * and scale components. Returns only the rotation component\n * @param {quat} out_r Quaternion to receive the rotation component\n * @param {vec3} out_t Vector to receive the translation vector\n * @param {vec3} out_s Vector to receive the scaling factor\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @returns {quat} out_r\n */\nexport function decompose(out_r, out_t, out_s, mat) {\n out_t[0] = mat[12];\n out_t[1] = mat[13];\n out_t[2] = mat[14];\n var m11 = mat[0];\n var m12 = mat[1];\n var m13 = mat[2];\n var m21 = mat[4];\n var m22 = mat[5];\n var m23 = mat[6];\n var m31 = mat[8];\n var m32 = mat[9];\n var m33 = mat[10];\n out_s[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\n out_s[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\n out_s[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\n var is1 = 1 / out_s[0];\n var is2 = 1 / out_s[1];\n var is3 = 1 / out_s[2];\n var sm11 = m11 * is1;\n var sm12 = m12 * is2;\n var sm13 = m13 * is3;\n var sm21 = m21 * is1;\n var sm22 = m22 * is2;\n var sm23 = m23 * is3;\n var sm31 = m31 * is1;\n var sm32 = m32 * is2;\n var sm33 = m33 * is3;\n var trace = sm11 + sm22 + sm33;\n var S = 0;\n if (trace > 0) {\n S = Math.sqrt(trace + 1.0) * 2;\n out_r[3] = 0.25 * S;\n out_r[0] = (sm23 - sm32) / S;\n out_r[1] = (sm31 - sm13) / S;\n out_r[2] = (sm12 - sm21) / S;\n } else if (sm11 > sm22 && sm11 > sm33) {\n S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;\n out_r[3] = (sm23 - sm32) / S;\n out_r[0] = 0.25 * S;\n out_r[1] = (sm12 + sm21) / S;\n out_r[2] = (sm31 + sm13) / S;\n } else if (sm22 > sm33) {\n S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;\n out_r[3] = (sm31 - sm13) / S;\n out_r[0] = (sm12 + sm21) / S;\n out_r[1] = 0.25 * S;\n out_r[2] = (sm23 + sm32) / S;\n } else {\n S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;\n out_r[3] = (sm12 - sm21) / S;\n out_r[0] = (sm31 + sm13) / S;\n out_r[1] = (sm23 + sm32) / S;\n out_r[2] = 0.25 * S;\n }\n return out_r;\n}\n\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n * mat4.scale(dest, dest, scale)\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @param {ReadonlyVec3} s Scaling vector\n * @returns {mat4} out\n */\nexport function fromRotationTranslationScale(out, q, v, s) {\n // Quaternion math\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 xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n var sx = s[0];\n var sy = s[1];\n var sz = s[2];\n out[0] = (1 - (yy + zz)) * sx;\n out[1] = (xy + wz) * sx;\n out[2] = (xz - wy) * sx;\n out[3] = 0;\n out[4] = (xy - wz) * sy;\n out[5] = (1 - (xx + zz)) * sy;\n out[6] = (yz + wx) * sy;\n out[7] = 0;\n out[8] = (xz + wy) * sz;\n out[9] = (yz - wx) * sz;\n out[10] = (1 - (xx + yy)) * sz;\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * mat4.translate(dest, dest, origin);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n * mat4.scale(dest, dest, scale)\n * mat4.translate(dest, dest, negativeOrigin);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @param {ReadonlyVec3} s Scaling vector\n * @param {ReadonlyVec3} o The origin vector around which to scale and rotate\n * @returns {mat4} out\n */\nexport function fromRotationTranslationScaleOrigin(out, q, v, s, o) {\n // Quaternion math\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 xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n var sx = s[0];\n var sy = s[1];\n var sz = s[2];\n var ox = o[0];\n var oy = o[1];\n var oz = o[2];\n var out0 = (1 - (yy + zz)) * sx;\n var out1 = (xy + wz) * sx;\n var out2 = (xz - wy) * sx;\n var out4 = (xy - wz) * sy;\n var out5 = (1 - (xx + zz)) * sy;\n var out6 = (yz + wx) * sy;\n var out8 = (xz + wy) * sz;\n var out9 = (yz - wx) * sz;\n var out10 = (1 - (xx + yy)) * sz;\n out[0] = out0;\n out[1] = out1;\n out[2] = out2;\n out[3] = 0;\n out[4] = out4;\n out[5] = out5;\n out[6] = out6;\n out[7] = 0;\n out[8] = out8;\n out[9] = out9;\n out[10] = out10;\n out[11] = 0;\n out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);\n out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);\n out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);\n out[15] = 1;\n return out;\n}\n\n/**\n * Calculates a 4x4 matrix from the given quaternion\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat4} out\n */\nexport function 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[1] = yx + wz;\n out[2] = zx - wy;\n out[3] = 0;\n out[4] = yx - wz;\n out[5] = 1 - xx - zz;\n out[6] = zy + wx;\n out[7] = 0;\n out[8] = zx + wy;\n out[9] = zy - wx;\n out[10] = 1 - xx - yy;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a frustum matrix with the given bounds\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {Number} left Left bound of the frustum\n * @param {Number} right Right bound of the frustum\n * @param {Number} bottom Bottom bound of the frustum\n * @param {Number} top Top bound of the frustum\n * @param {Number} near Near bound of the frustum\n * @param {Number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function frustum(out, left, right, bottom, top, near, far) {\n var rl = 1 / (right - left);\n var tb = 1 / (top - bottom);\n var nf = 1 / (near - far);\n out[0] = near * 2 * rl;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = near * 2 * tb;\n out[6] = 0;\n out[7] = 0;\n out[8] = (right + left) * rl;\n out[9] = (top + bottom) * tb;\n out[10] = (far + near) * nf;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[14] = far * near * 2 * nf;\n out[15] = 0;\n return out;\n}\n\n/**\n * Generates a perspective projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],\n * which matches WebGL/OpenGL's clip volume.\n * Passing null/undefined/no value for far will generate infinite projection matrix.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum, can be null or Infinity\n * @returns {mat4} out\n */\nexport function perspectiveNO(out, fovy, aspect, near, far) {\n var f = 1.0 / Math.tan(fovy / 2);\n out[0] = f / aspect;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = f;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[15] = 0;\n if (far != null && far !== Infinity) {\n var nf = 1 / (near - far);\n out[10] = (far + near) * nf;\n out[14] = 2 * far * near * nf;\n } else {\n out[10] = -1;\n out[14] = -2 * near;\n }\n return out;\n}\n\n/**\n * Alias for {@link mat4.perspectiveNO}\n * @function\n */\nexport var perspective = perspectiveNO;\n\n/**\n * Generates a perspective projection matrix suitable for WebGPU with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],\n * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.\n * Passing null/undefined/no value for far will generate infinite projection matrix.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum, can be null or Infinity\n * @returns {mat4} out\n */\nexport function perspectiveZO(out, fovy, aspect, near, far) {\n var f = 1.0 / Math.tan(fovy / 2);\n out[0] = f / aspect;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = f;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[15] = 0;\n if (far != null && far !== Infinity) {\n var nf = 1 / (near - far);\n out[10] = far * nf;\n out[14] = far * near * nf;\n } else {\n out[10] = -1;\n out[14] = -near;\n }\n return out;\n}\n\n/**\n * Generates a perspective projection matrix with the given field of view.\n * This is primarily useful for generating projection matrices to be used\n * with the still experiemental WebVR API.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function perspectiveFromFieldOfView(out, fov, near, far) {\n var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\n var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\n var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\n var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\n var xScale = 2.0 / (leftTan + rightTan);\n var yScale = 2.0 / (upTan + downTan);\n out[0] = xScale;\n out[1] = 0.0;\n out[2] = 0.0;\n out[3] = 0.0;\n out[4] = 0.0;\n out[5] = yScale;\n out[6] = 0.0;\n out[7] = 0.0;\n out[8] = -((leftTan - rightTan) * xScale * 0.5);\n out[9] = (upTan - downTan) * yScale * 0.5;\n out[10] = far / (near - far);\n out[11] = -1.0;\n out[12] = 0.0;\n out[13] = 0.0;\n out[14] = far * near / (near - far);\n out[15] = 0.0;\n return out;\n}\n\n/**\n * Generates a orthogonal projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],\n * which matches WebGL/OpenGL's clip volume.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function orthoNO(out, left, right, bottom, top, near, far) {\n var lr = 1 / (left - right);\n var bt = 1 / (bottom - top);\n var nf = 1 / (near - far);\n out[0] = -2 * lr;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = -2 * bt;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 2 * nf;\n out[11] = 0;\n out[12] = (left + right) * lr;\n out[13] = (top + bottom) * bt;\n out[14] = (far + near) * nf;\n out[15] = 1;\n return out;\n}\n\n/**\n * Alias for {@link mat4.orthoNO}\n * @function\n */\nexport var ortho = orthoNO;\n\n/**\n * Generates a orthogonal projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],\n * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function orthoZO(out, left, right, bottom, top, near, far) {\n var lr = 1 / (left - right);\n var bt = 1 / (bottom - top);\n var nf = 1 / (near - far);\n out[0] = -2 * lr;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = -2 * bt;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = nf;\n out[11] = 0;\n out[12] = (left + right) * lr;\n out[13] = (top + bottom) * bt;\n out[14] = near * nf;\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a look-at matrix with the given eye position, focal point, and up axis.\n * If you want a matrix that actually makes an object look at another object, you should use targetTo instead.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {ReadonlyVec3} eye Position of the viewer\n * @param {ReadonlyVec3} center Point the viewer is looking at\n * @param {ReadonlyVec3} up vec3 pointing up\n * @returns {mat4} out\n */\nexport function lookAt(out, eye, center, up) {\n var x0, x1, x2, y0, y1, y2, z0, z1, z2, len;\n var eyex = eye[0];\n var eyey = eye[1];\n var eyez = eye[2];\n var upx = up[0];\n var upy = up[1];\n var upz = up[2];\n var centerx = center[0];\n var centery = center[1];\n var centerz = center[2];\n if (Math.abs(eyex - centerx) < glMatrix.EPSILON && Math.abs(eyey - centery) < glMatrix.EPSILON && Math.abs(eyez - centerz) < glMatrix.EPSILON) {\n return identity(out);\n }\n z0 = eyex - centerx;\n z1 = eyey - centery;\n z2 = eyez - centerz;\n len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);\n z0 *= len;\n z1 *= len;\n z2 *= len;\n x0 = upy * z2 - upz * z1;\n x1 = upz * z0 - upx * z2;\n x2 = upx * z1 - upy * z0;\n len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);\n if (!len) {\n x0 = 0;\n x1 = 0;\n x2 = 0;\n } else {\n len = 1 / len;\n x0 *= len;\n x1 *= len;\n x2 *= len;\n }\n y0 = z1 * x2 - z2 * x1;\n y1 = z2 * x0 - z0 * x2;\n y2 = z0 * x1 - z1 * x0;\n len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);\n if (!len) {\n y0 = 0;\n y1 = 0;\n y2 = 0;\n } else {\n len = 1 / len;\n y0 *= len;\n y1 *= len;\n y2 *= len;\n }\n out[0] = x0;\n out[1] = y0;\n out[2] = z0;\n out[3] = 0;\n out[4] = x1;\n out[5] = y1;\n out[6] = z1;\n out[7] = 0;\n out[8] = x2;\n out[9] = y2;\n out[10] = z2;\n out[11] = 0;\n out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);\n out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);\n out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a matrix that makes something look at something else.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {ReadonlyVec3} eye Position of the viewer\n * @param {ReadonlyVec3} target Point the viewer is looking at\n * @param {ReadonlyVec3} up vec3 pointing up\n * @returns {mat4} out\n */\nexport function targetTo(out, eye, target, up) {\n var eyex = eye[0],\n eyey = eye[1],\n eyez = eye[2],\n upx = up[0],\n upy = up[1],\n upz = up[2];\n var z0 = eyex - target[0],\n z1 = eyey - target[1],\n z2 = eyez - target[2];\n var len = z0 * z0 + z1 * z1 + z2 * z2;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n z0 *= len;\n z1 *= len;\n z2 *= len;\n }\n var x0 = upy * z2 - upz * z1,\n x1 = upz * z0 - upx * z2,\n x2 = upx * z1 - upy * z0;\n len = x0 * x0 + x1 * x1 + x2 * x2;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n x0 *= len;\n x1 *= len;\n x2 *= len;\n }\n out[0] = x0;\n out[1] = x1;\n out[2] = x2;\n out[3] = 0;\n out[4] = z1 * x2 - z2 * x1;\n out[5] = z2 * x0 - z0 * x2;\n out[6] = z0 * x1 - z1 * x0;\n out[7] = 0;\n out[8] = z0;\n out[9] = z1;\n out[10] = z2;\n out[11] = 0;\n out[12] = eyex;\n out[13] = eyey;\n out[14] = eyez;\n out[15] = 1;\n return out;\n}\n\n/**\n * Returns a string representation of a mat4\n *\n * @param {ReadonlyMat4} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n return \"mat4(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \", \" + a[6] + \", \" + a[7] + \", \" + a[8] + \", \" + a[9] + \", \" + a[10] + \", \" + a[11] + \", \" + a[12] + \", \" + a[13] + \", \" + a[14] + \", \" + a[15] + \")\";\n}\n\n/**\n * Returns Frobenius norm of a mat4\n *\n * @param {ReadonlyMat4} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3] + a[4] * a[4] + a[5] * a[5] + a[6] * a[6] + a[7] * a[7] + a[8] * a[8] + a[9] * a[9] + a[10] * a[10] + a[11] * a[11] + a[12] * a[12] + a[13] * a[13] + a[14] * a[14] + a[15] * a[15]);\n}\n\n/**\n * Adds two mat4's\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function 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 out[9] = a[9] + b[9];\n out[10] = a[10] + b[10];\n out[11] = a[11] + b[11];\n out[12] = a[12] + b[12];\n out[13] = a[13] + b[13];\n out[14] = a[14] + b[14];\n out[15] = a[15] + b[15];\n return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function 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 out[9] = a[9] - b[9];\n out[10] = a[10] - b[10];\n out[11] = a[11] - b[11];\n out[12] = a[12] - b[12];\n out[13] = a[13] - b[13];\n out[14] = a[14] - b[14];\n out[15] = a[15] - b[15];\n return out;\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat4} out\n */\nexport function 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 out[9] = a[9] * b;\n out[10] = a[10] * b;\n out[11] = a[11] * b;\n out[12] = a[12] * b;\n out[13] = a[13] * b;\n out[14] = a[14] * b;\n out[15] = a[15] * b;\n return out;\n}\n\n/**\n * Adds two mat4's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat4} out the receiving vector\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat4} out\n */\nexport function 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 out[9] = a[9] + b[9] * scale;\n out[10] = a[10] + b[10] * scale;\n out[11] = a[11] + b[11] * scale;\n out[12] = a[12] + b[12] * scale;\n out[13] = a[13] + b[13] * scale;\n out[14] = a[14] + b[14] * scale;\n out[15] = a[15] + b[15] * scale;\n return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat4} a The first matrix.\n * @param {ReadonlyMat4} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function 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] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15];\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat4} a The first matrix.\n * @param {ReadonlyMat4} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var a4 = a[4],\n a5 = a[5],\n a6 = a[6],\n a7 = a[7];\n var a8 = a[8],\n a9 = a[9],\n a10 = a[10],\n a11 = a[11];\n var a12 = a[12],\n a13 = a[13],\n a14 = a[14],\n a15 = a[15];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n var b4 = b[4],\n b5 = b[5],\n b6 = b[6],\n b7 = b[7];\n var b8 = b[8],\n b9 = b[9],\n b10 = b[10],\n b11 = b[11];\n var b12 = b[12],\n b13 = b[13],\n b14 = b[14],\n b15 = b[15];\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)) && Math.abs(a9 - b9) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a15), Math.abs(b15));\n}\n\n/**\n * Alias for {@link mat4.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat4.subtract}\n * @function\n */\nexport var sub = subtract;", "import * as glMatrix from \"./common.js\";\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 */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(3);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n return out;\n}\n\n/**\n * Creates a new vec3 initialized with values from an existing vector\n *\n * @param {ReadonlyVec3} a vector to clone\n * @returns {vec3} a new 3D vector\n */\nexport function 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/**\n * Calculates the length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function 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/**\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 */\nexport function 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/**\n * Copy the values from one vec3 to another\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the source vector\n * @returns {vec3} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\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 */\nexport function set(out, x, y, z) {\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n\n/**\n * Adds two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function 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/**\n * Subtracts vector b from vector a\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function 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/**\n * Multiplies two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function 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/**\n * Divides two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function 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/**\n * Math.ceil the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to ceil\n * @returns {vec3} out\n */\nexport function 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/**\n * Math.floor the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to floor\n * @returns {vec3} out\n */\nexport function 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/**\n * Returns the minimum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function 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/**\n * Returns the maximum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function 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/**\n * symmetric round the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to round\n * @returns {vec3} out\n */\nexport function round(out, a) {\n out[0] = glMatrix.round(a[0]);\n out[1] = glMatrix.round(a[1]);\n out[2] = glMatrix.round(a[2]);\n return out;\n}\n\n/**\n * Scales a vec3 by a scalar number\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec3} out\n */\nexport function 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/**\n * Adds two vec3's after scaling the second operand by a scalar value\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec3} out\n */\nexport function 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/**\n * Calculates the euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function 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/**\n * Calculates the squared euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function 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/**\n * Calculates the squared length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function 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/**\n * Negates the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to negate\n * @returns {vec3} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n return out;\n}\n\n/**\n * Returns the inverse of the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to invert\n * @returns {vec3} out\n */\nexport function 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/**\n * Normalize a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to normalize\n * @returns {vec3} out\n */\nexport function 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 if (len > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n }\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n out[2] = a[2] * len;\n return out;\n}\n\n/**\n * Calculates the dot product of two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\n/**\n * Computes the cross product of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function 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/**\n * Performs a linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function 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/**\n * Performs a spherical linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function slerp(out, a, b, t) {\n var angle = Math.acos(Math.min(Math.max(dot(a, b), -1), 1));\n var sinTotal = Math.sin(angle);\n var ratioA = Math.sin((1 - t) * angle) / sinTotal;\n var ratioB = Math.sin(t * angle) / sinTotal;\n out[0] = ratioA * a[0] + ratioB * b[0];\n out[1] = ratioA * a[1] + ratioB * b[1];\n out[2] = ratioA * a[2] + ratioB * b[2];\n return out;\n}\n\n/**\n * Performs a hermite interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function 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/**\n * Performs a bezier interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function 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/**\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 omitted, a unit vector will be returned\n * @returns {vec3} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\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/**\n * Transforms the vec3 with a mat4.\n * 4th vector component is implicitly '1'\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec3} out\n */\nexport function 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/**\n * Transforms the vec3 with a mat3.\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat3} m the 3x3 matrix to transform with\n * @returns {vec3} out\n */\nexport function 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/**\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 {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyQuat} q normalized quaternion to transform with\n * @returns {vec3} out\n */\nexport function transformQuat(out, a, q) {\n // Fast Vector Rotation using Quaternions by Robert Eisele\n // https://raw.org/proof/vector-rotation-using-quaternions/\n\n var qx = q[0],\n qy = q[1],\n qz = q[2],\n qw = q[3];\n var vx = a[0],\n vy = a[1],\n vz = a[2];\n\n // t = q x v\n var tx = qy * vz - qz * vy;\n var ty = qz * vx - qx * vz;\n var tz = qx * vy - qy * vx;\n\n // t = 2t\n tx = tx + tx;\n ty = ty + ty;\n tz = tz + tz;\n\n // v + w t + q x t\n out[0] = vx + qw * tx + qy * tz - qz * ty;\n out[1] = vy + qw * ty + qz * tx - qx * tz;\n out[2] = vz + qw * tz + qx * ty - qy * tx;\n return out;\n}\n\n/**\n * Rotate a 3D vector around the x-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateX(out, a, b, rad) {\n var p = [],\n r = [];\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[0];\n r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);\n\n //translate to correct position\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/**\n * Rotate a 3D vector around the y-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateY(out, a, b, rad) {\n var p = [],\n r = [];\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);\n\n //translate to correct position\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/**\n * Rotate a 3D vector around the z-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateZ(out, a, b, rad) {\n var p = [],\n r = [];\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n r[2] = p[2];\n\n //translate to correct position\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/**\n * Get the angle between two 3D vectors\n * @param {ReadonlyVec3} a The first operand\n * @param {ReadonlyVec3} b The second operand\n * @returns {Number} The angle in radians\n */\nexport function angle(a, b) {\n var ax = a[0],\n ay = a[1],\n az = a[2],\n bx = b[0],\n by = b[1],\n bz = b[2],\n mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)),\n cosine = mag && dot(a, b) / mag;\n return Math.acos(Math.min(Math.max(cosine, -1), 1));\n}\n\n/**\n * Set the components of a vec3 to zero\n *\n * @param {vec3} out the receiving vector\n * @returns {vec3} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n out[2] = 0.0;\n return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec3} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return \"vec3(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \")\";\n}\n\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function 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/**\n * Alias for {@link vec3.subtract}\n * @function\n */\nexport var sub = subtract;\n\n/**\n * Alias for {@link vec3.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link vec3.divide}\n * @function\n */\nexport var div = divide;\n\n/**\n * Alias for {@link vec3.distance}\n * @function\n */\nexport var dist = distance;\n\n/**\n * Alias for {@link vec3.squaredDistance}\n * @function\n */\nexport var sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec3.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Alias for {@link vec3.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\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 */\nexport var forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i, l;\n if (!stride) {\n stride = 3;\n }\n if (!offset) {\n offset = 0;\n }\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\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 return a;\n };\n}();", "import * as glMatrix from \"./common.js\";\n\n/**\n * 4 Dimensional Vector\n * @module vec4\n */\n\n/**\n * Creates a new, empty vec4\n *\n * @returns {vec4} a new 4D vector\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(4);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n }\n return out;\n}\n\n/**\n * Creates a new vec4 initialized with values from an existing vector\n *\n * @param {ReadonlyVec4} a vector to clone\n * @returns {vec4} a new 4D vector\n */\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(4);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Creates a new vec4 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 * @param {Number} w W component\n * @returns {vec4} a new 4D vector\n */\nexport function fromValues(x, y, z, w) {\n var out = new glMatrix.ARRAY_TYPE(4);\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = w;\n return out;\n}\n\n/**\n * Copy the values from one vec4 to another\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the source vector\n * @returns {vec4} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Set the components of a vec4 to the given values\n *\n * @param {vec4} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {vec4} out\n */\nexport function set(out, x, y, z, w) {\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = w;\n return out;\n}\n\n/**\n * Adds two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function 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 return out;\n}\n\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function 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 return out;\n}\n\n/**\n * Multiplies two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function 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 out[3] = a[3] * b[3];\n return out;\n}\n\n/**\n * Divides two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function 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 out[3] = a[3] / b[3];\n return out;\n}\n\n/**\n * Math.ceil the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to ceil\n * @returns {vec4} out\n */\nexport function 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 out[3] = Math.ceil(a[3]);\n return out;\n}\n\n/**\n * Math.floor the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to floor\n * @returns {vec4} out\n */\nexport function 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 out[3] = Math.floor(a[3]);\n return out;\n}\n\n/**\n * Returns the minimum of two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function 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 out[3] = Math.min(a[3], b[3]);\n return out;\n}\n\n/**\n * Returns the maximum of two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function 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 out[3] = Math.max(a[3], b[3]);\n return out;\n}\n\n/**\n * symmetric round the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to round\n * @returns {vec4} out\n */\nexport function round(out, a) {\n out[0] = glMatrix.round(a[0]);\n out[1] = glMatrix.round(a[1]);\n out[2] = glMatrix.round(a[2]);\n out[3] = glMatrix.round(a[3]);\n return out;\n}\n\n/**\n * Scales a vec4 by a scalar number\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec4} out\n */\nexport function scale(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 return out;\n}\n\n/**\n * Adds two vec4's after scaling the second operand by a scalar value\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec4} out\n */\nexport function 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 out[3] = a[3] + b[3] * scale;\n return out;\n}\n\n/**\n * Calculates the euclidian distance between two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function 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 var w = b[3] - a[3];\n return Math.sqrt(x * x + y * y + z * z + w * w);\n}\n\n/**\n * Calculates the squared euclidian distance between two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function 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 var w = b[3] - a[3];\n return x * x + y * y + z * z + w * w;\n}\n\n/**\n * Calculates the length of a vec4\n *\n * @param {ReadonlyVec4} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var w = a[3];\n return Math.sqrt(x * x + y * y + z * z + w * w);\n}\n\n/**\n * Calculates the squared length of a vec4\n *\n * @param {ReadonlyVec4} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var w = a[3];\n return x * x + y * y + z * z + w * w;\n}\n\n/**\n * Negates the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to negate\n * @returns {vec4} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = -a[3];\n return out;\n}\n\n/**\n * Returns the inverse of the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to invert\n * @returns {vec4} out\n */\nexport function 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 out[3] = 1.0 / a[3];\n return out;\n}\n\n/**\n * Normalize a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to normalize\n * @returns {vec4} out\n */\nexport function normalize(out, a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var w = a[3];\n var len = x * x + y * y + z * z + w * w;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n }\n out[0] = x * len;\n out[1] = y * len;\n out[2] = z * len;\n out[3] = w * len;\n return out;\n}\n\n/**\n * Calculates the dot product of two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];\n}\n\n/**\n * Returns the cross-product of three vectors in a 4-dimensional space\n *\n * @param {ReadonlyVec4} out the receiving vector\n * @param {ReadonlyVec4} u the first vector\n * @param {ReadonlyVec4} v the second vector\n * @param {ReadonlyVec4} w the third vector\n * @returns {vec4} result\n */\nexport function cross(out, u, v, w) {\n var A = v[0] * w[1] - v[1] * w[0],\n B = v[0] * w[2] - v[2] * w[0],\n C = v[0] * w[3] - v[3] * w[0],\n D = v[1] * w[2] - v[2] * w[1],\n E = v[1] * w[3] - v[3] * w[1],\n F = v[2] * w[3] - v[3] * w[2];\n var G = u[0];\n var H = u[1];\n var I = u[2];\n var J = u[3];\n out[0] = H * F - I * E + J * D;\n out[1] = -(G * F) + I * C - J * B;\n out[2] = G * E - H * C + J * A;\n out[3] = -(G * D) + H * B - I * A;\n return out;\n}\n\n/**\n * Performs a linear interpolation between two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec4} out\n */\nexport function lerp(out, a, b, t) {\n var ax = a[0];\n var ay = a[1];\n var az = a[2];\n var aw = a[3];\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 out[3] = aw + t * (b[3] - aw);\n return out;\n}\n\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec4} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec4} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\n\n // Marsaglia, George. Choosing a Point from the Surface of a\n // Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.\n // http://projecteuclid.org/euclid.aoms/1177692644;\n var v1, v2, v3, v4;\n var s1, s2;\n var rand;\n rand = glMatrix.RANDOM();\n v1 = rand * 2 - 1;\n v2 = (4 * glMatrix.RANDOM() - 2) * Math.sqrt(rand * -rand + rand);\n s1 = v1 * v1 + v2 * v2;\n rand = glMatrix.RANDOM();\n v3 = rand * 2 - 1;\n v4 = (4 * glMatrix.RANDOM() - 2) * Math.sqrt(rand * -rand + rand);\n s2 = v3 * v3 + v4 * v4;\n var d = Math.sqrt((1 - s1) / s2);\n out[0] = scale * v1;\n out[1] = scale * v2;\n out[2] = scale * v3 * d;\n out[3] = scale * v4 * d;\n return out;\n}\n\n/**\n * Transforms the vec4 with a mat4.\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec4} out\n */\nexport function transformMat4(out, a, m) {\n var x = a[0],\n y = a[1],\n z = a[2],\n w = a[3];\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 out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}\n\n/**\n * Transforms the vec4 with a quat\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to transform\n * @param {ReadonlyQuat} q normalized quaternion to transform with\n * @returns {vec4} out\n */\nexport function transformQuat(out, a, q) {\n // Fast Vector Rotation using Quaternions by Robert Eisele\n // https://raw.org/proof/vector-rotation-using-quaternions/\n\n var qx = q[0],\n qy = q[1],\n qz = q[2],\n qw = q[3];\n var vx = a[0],\n vy = a[1],\n vz = a[2];\n\n // t = q x v\n var tx = qy * vz - qz * vy;\n var ty = qz * vx - qx * vz;\n var tz = qx * vy - qy * vx;\n\n // t = 2t\n tx = tx + tx;\n ty = ty + ty;\n tz = tz + tz;\n\n // v + w t + q x t\n out[0] = vx + qw * tx + qy * tz - qz * ty;\n out[1] = vy + qw * ty + qz * tx - qx * tz;\n out[2] = vz + qw * tz + qx * ty - qy * tx;\n out[3] = a[3];\n return out;\n}\n\n/**\n * Set the components of a vec4 to zero\n *\n * @param {vec4} out the receiving vector\n * @returns {vec4} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n out[2] = 0.0;\n out[3] = 0.0;\n return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec4} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return \"vec4(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec4} a The first vector.\n * @param {ReadonlyVec4} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec4} a The first vector.\n * @param {ReadonlyVec4} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\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));\n}\n\n/**\n * Alias for {@link vec4.subtract}\n * @function\n */\nexport var sub = subtract;\n\n/**\n * Alias for {@link vec4.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link vec4.divide}\n * @function\n */\nexport var div = divide;\n\n/**\n * Alias for {@link vec4.distance}\n * @function\n */\nexport var dist = distance;\n\n/**\n * Alias for {@link vec4.squaredDistance}\n * @function\n */\nexport var sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec4.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Alias for {@link vec4.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Perform some operation over an array of vec4s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec4. 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 vec4s 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 */\nexport var forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i, l;\n if (!stride) {\n stride = 4;\n }\n if (!offset) {\n offset = 0;\n }\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\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 vec[3] = a[i + 3];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n a[i + 2] = vec[2];\n a[i + 3] = vec[3];\n }\n return a;\n };\n}();", "import * as glMatrix from \"./common.js\";\nimport * as mat3 from \"./mat3.js\";\nimport * as vec3 from \"./vec3.js\";\nimport * as vec4 from \"./vec4.js\";\n\n/**\n * Quaternion in the format XYZW\n * @module quat\n */\n\n/**\n * Creates a new identity quat\n *\n * @returns {quat} a new quaternion\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(4);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n out[3] = 1;\n return out;\n}\n\n/**\n * Set a quat to the identity quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\nexport function identity(out) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n}\n\n/**\n * Sets a quat from the given angle and rotation axis,\n * then returns it.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyVec3} axis the axis around which to rotate\n * @param {Number} rad the angle in radians\n * @returns {quat} out\n **/\nexport function setAxisAngle(out, axis, rad) {\n rad = rad * 0.5;\n var s = Math.sin(rad);\n out[0] = s * axis[0];\n out[1] = s * axis[1];\n out[2] = s * axis[2];\n out[3] = Math.cos(rad);\n return out;\n}\n\n/**\n * Gets the rotation axis and angle for a given\n * quaternion. If a quaternion is created with\n * setAxisAngle, this method will return the same\n * values as providied in the original parameter list\n * OR functionally equivalent values.\n * Example: The quaternion formed by axis [0, 0, 1] and\n * angle -90 is the same as the quaternion formed by\n * [0, 0, 1] and 270. This method favors the latter.\n * @param {vec3} out_axis Vector receiving the axis of rotation\n * @param {ReadonlyQuat} q Quaternion to be decomposed\n * @return {Number} Angle, in radians, of the rotation\n */\nexport function getAxisAngle(out_axis, q) {\n var rad = Math.acos(q[3]) * 2.0;\n var s = Math.sin(rad / 2.0);\n if (s > glMatrix.EPSILON) {\n out_axis[0] = q[0] / s;\n out_axis[1] = q[1] / s;\n out_axis[2] = q[2] / s;\n } else {\n // If s is zero, return any axis (no rotation - axis does not matter)\n out_axis[0] = 1;\n out_axis[1] = 0;\n out_axis[2] = 0;\n }\n return rad;\n}\n\n/**\n * Gets the angular distance between two unit quaternions\n *\n * @param {ReadonlyQuat} a Origin unit quaternion\n * @param {ReadonlyQuat} b Destination unit quaternion\n * @return {Number} Angle, in radians, between the two quaternions\n */\nexport function getAngle(a, b) {\n var dotproduct = dot(a, b);\n return Math.acos(2 * dotproduct * dotproduct - 1);\n}\n\n/**\n * Multiplies two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n */\nexport function multiply(out, a, b) {\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var bx = b[0],\n by = b[1],\n bz = b[2],\n bw = b[3];\n out[0] = ax * bw + aw * bx + ay * bz - az * by;\n out[1] = ay * bw + aw * by + az * bx - ax * bz;\n out[2] = az * bw + aw * bz + ax * by - ay * bx;\n out[3] = aw * bw - ax * bx - ay * by - az * bz;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the X axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateX(out, a, rad) {\n rad *= 0.5;\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var bx = Math.sin(rad),\n bw = Math.cos(rad);\n out[0] = ax * bw + aw * bx;\n out[1] = ay * bw + az * bx;\n out[2] = az * bw - ay * bx;\n out[3] = aw * bw - ax * bx;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the Y axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateY(out, a, rad) {\n rad *= 0.5;\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var by = Math.sin(rad),\n bw = Math.cos(rad);\n out[0] = ax * bw - az * by;\n out[1] = ay * bw + aw * by;\n out[2] = az * bw + ax * by;\n out[3] = aw * bw - ay * by;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the Z axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateZ(out, a, rad) {\n rad *= 0.5;\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var bz = Math.sin(rad),\n bw = Math.cos(rad);\n out[0] = ax * bw + ay * bz;\n out[1] = ay * bw - ax * bz;\n out[2] = az * bw + aw * bz;\n out[3] = aw * bw - az * bz;\n return out;\n}\n\n/**\n * Calculates the W component of a quat from the X, Y, and Z components.\n * Assumes that quaternion is 1 unit in length.\n * Any existing W component will be ignored.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate W component of\n * @returns {quat} out\n */\nexport function calculateW(out, a) {\n var x = a[0],\n y = a[1],\n z = a[2];\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));\n return out;\n}\n\n/**\n * Calculate the exponential of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function exp(out, a) {\n var x = a[0],\n y = a[1],\n z = a[2],\n w = a[3];\n var r = Math.sqrt(x * x + y * y + z * z);\n var et = Math.exp(w);\n var s = r > 0 ? et * Math.sin(r) / r : 0;\n out[0] = x * s;\n out[1] = y * s;\n out[2] = z * s;\n out[3] = et * Math.cos(r);\n return out;\n}\n\n/**\n * Calculate the natural logarithm of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function ln(out, a) {\n var x = a[0],\n y = a[1],\n z = a[2],\n w = a[3];\n var r = Math.sqrt(x * x + y * y + z * z);\n var t = r > 0 ? Math.atan2(r, w) / r : 0;\n out[0] = x * t;\n out[1] = y * t;\n out[2] = z * t;\n out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);\n return out;\n}\n\n/**\n * Calculate the scalar power of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @param {Number} b amount to scale the quaternion by\n * @returns {quat} out\n */\nexport function pow(out, a, b) {\n ln(out, a);\n scale(out, out, b);\n exp(out, out);\n return out;\n}\n\n/**\n * Performs a spherical linear interpolation between two quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport function slerp(out, a, b, t) {\n // benchmarks:\n // http://jsperf.com/quaternion-slerp-implementations\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var bx = b[0],\n by = b[1],\n bz = b[2],\n bw = b[3];\n var omega, cosom, sinom, scale0, scale1;\n\n // calc cosine\n cosom = ax * bx + ay * by + az * bz + aw * bw;\n // adjust signs (if necessary)\n if (cosom < 0.0) {\n cosom = -cosom;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n // calculate coefficients\n if (1.0 - cosom > glMatrix.EPSILON) {\n // standard case (slerp)\n omega = Math.acos(cosom);\n sinom = Math.sin(omega);\n scale0 = Math.sin((1.0 - t) * omega) / sinom;\n scale1 = Math.sin(t * omega) / sinom;\n } else {\n // \"from\" and \"to\" quaternions are very close\n // ... so we can do a linear interpolation\n scale0 = 1.0 - t;\n scale1 = t;\n }\n // calculate final values\n out[0] = scale0 * ax + scale1 * bx;\n out[1] = scale0 * ay + scale1 * by;\n out[2] = scale0 * az + scale1 * bz;\n out[3] = scale0 * aw + scale1 * bw;\n return out;\n}\n\n/**\n * Generates a random unit quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\nexport function random(out) {\n // Implementation of http://planning.cs.uiuc.edu/node198.html\n // TODO: Calling random 3 times is probably not the fastest solution\n var u1 = glMatrix.RANDOM();\n var u2 = glMatrix.RANDOM();\n var u3 = glMatrix.RANDOM();\n var sqrt1MinusU1 = Math.sqrt(1 - u1);\n var sqrtU1 = Math.sqrt(u1);\n out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);\n out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);\n out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);\n out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);\n return out;\n}\n\n/**\n * Calculates the inverse of a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate inverse of\n * @returns {quat} out\n */\nexport function invert(out, a) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n var invDot = dot ? 1.0 / dot : 0;\n\n // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0\n\n out[0] = -a0 * invDot;\n out[1] = -a1 * invDot;\n out[2] = -a2 * invDot;\n out[3] = a3 * invDot;\n return out;\n}\n\n/**\n * Calculates the conjugate of a quat\n * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate conjugate of\n * @returns {quat} out\n */\nexport function conjugate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Creates a quaternion from the given 3x3 rotation matrix.\n *\n * NOTE: The resultant quaternion is not normalized, so you should be sure\n * to renormalize the quaternion yourself where necessary.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyMat3} m rotation matrix\n * @returns {quat} out\n * @function\n */\nexport function fromMat3(out, m) {\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n // article \"Quaternion Calculus and Fast Animation\".\n var fTrace = m[0] + m[4] + m[8];\n var fRoot;\n if (fTrace > 0.0) {\n // |w| > 1/2, may as well choose w > 1/2\n fRoot = Math.sqrt(fTrace + 1.0); // 2w\n out[3] = 0.5 * fRoot;\n fRoot = 0.5 / fRoot; // 1/(4w)\n out[0] = (m[5] - m[7]) * fRoot;\n out[1] = (m[6] - m[2]) * fRoot;\n out[2] = (m[1] - m[3]) * fRoot;\n } else {\n // |w| <= 1/2\n var i = 0;\n if (m[4] > m[0]) i = 1;\n if (m[8] > m[i * 3 + i]) i = 2;\n var j = (i + 1) % 3;\n var k = (i + 2) % 3;\n fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);\n out[i] = 0.5 * fRoot;\n fRoot = 0.5 / fRoot;\n out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;\n out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;\n out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;\n }\n return out;\n}\n\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x Angle to rotate around X axis in degrees.\n * @param {Number} y Angle to rotate around Y axis in degrees.\n * @param {Number} z Angle to rotate around Z axis in degrees.\n * @param {'xyz'|'xzy'|'yxz'|'yzx'|'zxy'|'zyx'} order Intrinsic order for conversion, default is zyx.\n * @returns {quat} out\n * @function\n */\nexport function fromEuler(out, x, y, z) {\n var order = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : glMatrix.ANGLE_ORDER;\n var halfToRad = Math.PI / 360;\n x *= halfToRad;\n z *= halfToRad;\n y *= halfToRad;\n var sx = Math.sin(x);\n var cx = Math.cos(x);\n var sy = Math.sin(y);\n var cy = Math.cos(y);\n var sz = Math.sin(z);\n var cz = Math.cos(z);\n switch (order) {\n case \"xyz\":\n out[0] = sx * cy * cz + cx * sy * sz;\n out[1] = cx * sy * cz - sx * cy * sz;\n out[2] = cx * cy * sz + sx * sy * cz;\n out[3] = cx * cy * cz - sx * sy * sz;\n break;\n case \"xzy\":\n out[0] = sx * cy * cz - cx * sy * sz;\n out[1] = cx * sy * cz - sx * cy * sz;\n out[2] = cx * cy * sz + sx * sy * cz;\n out[3] = cx * cy * cz + sx * sy * sz;\n break;\n case \"yxz\":\n out[0] = sx * cy * cz + cx * sy * sz;\n out[1] = cx * sy * cz - sx * cy * sz;\n out[2] = cx * cy * sz - sx * sy * cz;\n out[3] = cx * cy * cz + sx * sy * sz;\n break;\n case \"yzx\":\n out[0] = sx * cy * cz + cx * sy * sz;\n out[1] = cx * sy * cz + sx * cy * sz;\n out[2] = cx * cy * sz - sx * sy * cz;\n out[3] = cx * cy * cz - sx * sy * sz;\n break;\n case \"zxy\":\n out[0] = sx * cy * cz - cx * sy * sz;\n out[1] = cx * sy * cz + sx * cy * sz;\n out[2] = cx * cy * sz + sx * sy * cz;\n out[3] = cx * cy * cz - sx * sy * sz;\n break;\n case \"zyx\":\n out[0] = sx * cy * cz - cx * sy * sz;\n out[1] = cx * sy * cz + sx * cy * sz;\n out[2] = cx * cy * sz - sx * sy * cz;\n out[3] = cx * cy * cz + sx * sy * sz;\n break;\n default:\n throw new Error('Unknown angle order ' + order);\n }\n return out;\n}\n\n/**\n * Returns a string representation of a quaternion\n *\n * @param {ReadonlyQuat} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return \"quat(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n\n/**\n * Creates a new quat initialized with values from an existing quaternion\n *\n * @param {ReadonlyQuat} a quaternion to clone\n * @returns {quat} a new quaternion\n * @function\n */\nexport var clone = vec4.clone;\n\n/**\n * Creates a new quat 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 * @param {Number} w W component\n * @returns {quat} a new quaternion\n * @function\n */\nexport var fromValues = vec4.fromValues;\n\n/**\n * Copy the values from one quat to another\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the source quaternion\n * @returns {quat} out\n * @function\n */\nexport var copy = vec4.copy;\n\n/**\n * Set the components of a quat to the given values\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} out\n * @function\n */\nexport var set = vec4.set;\n\n/**\n * Adds two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n * @function\n */\nexport var add = vec4.add;\n\n/**\n * Alias for {@link quat.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Scales a quat by a scalar number\n *\n * @param {quat} out the receiving vector\n * @param {ReadonlyQuat} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {quat} out\n * @function\n */\nexport var scale = vec4.scale;\n\n/**\n * Calculates the dot product of two quat's\n *\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {Number} dot product of a and b\n * @function\n */\nexport var dot = vec4.dot;\n\n/**\n * Performs a linear interpolation between two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n * @function\n */\nexport var lerp = vec4.lerp;\n\n/**\n * Calculates the length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport var length = vec4.length;\n\n/**\n * Alias for {@link quat.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Calculates the squared length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate squared length of\n * @returns {Number} squared length of a\n * @function\n */\nexport var squaredLength = vec4.squaredLength;\n\n/**\n * Alias for {@link quat.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Normalize a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quaternion to normalize\n * @returns {quat} out\n * @function\n */\nexport var normalize = vec4.normalize;\n\n/**\n * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyQuat} a The first quaternion.\n * @param {ReadonlyQuat} b The second quaternion.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport var exactEquals = vec4.exactEquals;\n\n/**\n * Returns whether or not the quaternions point approximately to the same direction.\n *\n * Both quaternions are assumed to be unit length.\n *\n * @param {ReadonlyQuat} a The first unit quaternion.\n * @param {ReadonlyQuat} b The second unit quaternion.\n * @returns {Boolean} True if the quaternions are equal, false otherwise.\n */\nexport function equals(a, b) {\n return Math.abs(vec4.dot(a, b)) >= 1 - glMatrix.EPSILON;\n}\n\n/**\n * Sets a quaternion to represent the shortest rotation from one\n * vector to another.\n *\n * Both vectors are assumed to be unit length.\n *\n * @param {quat} out the receiving quaternion.\n * @param {ReadonlyVec3} a the initial vector\n * @param {ReadonlyVec3} b the destination vector\n * @returns {quat} out\n */\nexport var rotationTo = function () {\n var tmpvec3 = vec3.create();\n var xUnitVec3 = vec3.fromValues(1, 0, 0);\n var yUnitVec3 = vec3.fromValues(0, 1, 0);\n return function (out, a, b) {\n var dot = vec3.dot(a, b);\n if (dot < -0.999999) {\n vec3.cross(tmpvec3, xUnitVec3, a);\n if (vec3.len(tmpvec3) < 0.000001) vec3.cross(tmpvec3, yUnitVec3, a);\n vec3.normalize(tmpvec3, tmpvec3);\n setAxisAngle(out, tmpvec3, Math.PI);\n return out;\n } else if (dot > 0.999999) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n } else {\n vec3.cross(tmpvec3, a, b);\n out[0] = tmpvec3[0];\n out[1] = tmpvec3[1];\n out[2] = tmpvec3[2];\n out[3] = 1 + dot;\n return normalize(out, out);\n }\n };\n}();\n\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {ReadonlyQuat} c the third operand\n * @param {ReadonlyQuat} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport var sqlerp = function () {\n var temp1 = create();\n var temp2 = create();\n return function (out, a, b, c, d, t) {\n slerp(temp1, a, d, t);\n slerp(temp2, b, c, t);\n slerp(out, temp1, temp2, 2 * t * (1 - t));\n return out;\n };\n}();\n\n/**\n * Sets the specified quaternion with values corresponding to the given\n * axes. Each axis is a vec3 and is expected to be unit length and\n * perpendicular to all other specified axes.\n *\n * @param {ReadonlyVec3} view the vector representing the viewing direction\n * @param {ReadonlyVec3} right the vector representing the local \"right\" direction\n * @param {ReadonlyVec3} up the vector representing the local \"up\" direction\n * @returns {quat} out\n */\nexport var setAxes = function () {\n var matr = mat3.create();\n return function (out, view, right, up) {\n matr[0] = right[0];\n matr[3] = right[1];\n matr[6] = right[2];\n matr[1] = up[0];\n matr[4] = up[1];\n matr[7] = up[2];\n matr[2] = -view[0];\n matr[5] = -view[1];\n matr[8] = -view[2];\n return normalize(out, fromMat3(out, matr));\n };\n}();", "import * as glMatrix from \"./common.js\";\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 */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(2);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n }\n return out;\n}\n\n/**\n * Creates a new vec2 initialized with values from an existing vector\n *\n * @param {ReadonlyVec2} a vector to clone\n * @returns {vec2} a new 2D vector\n */\nexport function 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/**\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 */\nexport function 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/**\n * Copy the values from one vec2 to another\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the source vector\n * @returns {vec2} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\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 */\nexport function set(out, x, y) {\n out[0] = x;\n out[1] = y;\n return out;\n}\n\n/**\n * Adds two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n return out;\n}\n\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n return out;\n}\n\n/**\n * Multiplies two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n return out;\n}\n\n/**\n * Divides two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n return out;\n}\n\n/**\n * Math.ceil the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to ceil\n * @returns {vec2} out\n */\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n return out;\n}\n\n/**\n * Math.floor the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to floor\n * @returns {vec2} out\n */\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n return out;\n}\n\n/**\n * Returns the minimum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function 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/**\n * Returns the maximum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function 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/**\n * symmetric round the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to round\n * @returns {vec2} out\n */\nexport function round(out, a) {\n out[0] = glMatrix.round(a[0]);\n out[1] = glMatrix.round(a[1]);\n return out;\n}\n\n/**\n * Scales a vec2 by a scalar number\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec2} out\n */\nexport function scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n return out;\n}\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 {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec2} out\n */\nexport function 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/**\n * Calculates the euclidian distance between two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function 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/**\n * Calculates the squared euclidian distance between two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function 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/**\n * Calculates the length of a vec2\n *\n * @param {ReadonlyVec2} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n var x = a[0],\n y = a[1];\n return Math.sqrt(x * x + y * y);\n}\n\n/**\n * Calculates the squared length of a vec2\n *\n * @param {ReadonlyVec2} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n var x = a[0],\n y = a[1];\n return x * x + y * y;\n}\n\n/**\n * Negates the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to negate\n * @returns {vec2} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n return out;\n}\n\n/**\n * Returns the inverse of the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to invert\n * @returns {vec2} out\n */\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n return out;\n}\n\n/**\n * Normalize a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to normalize\n * @returns {vec2} out\n */\nexport function normalize(out, a) {\n var x = a[0],\n y = a[1];\n var len = x * x + y * y;\n if (len > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n }\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n return out;\n}\n\n/**\n * Calculates the dot product of two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1];\n}\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 {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec3} out\n */\nexport function 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/**\n * Performs a linear interpolation between two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec2} out\n */\nexport function 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/**\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 omitted, a unit vector will be returned\n * @returns {vec2} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\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/**\n * Transforms the vec2 with a mat2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat2} m matrix to transform with\n * @returns {vec2} out\n */\nexport function 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/**\n * Transforms the vec2 with a mat2d\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat2d} m matrix to transform with\n * @returns {vec2} out\n */\nexport function 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/**\n * Transforms the vec2 with a mat3\n * 3rd vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat3} m matrix to transform with\n * @returns {vec2} out\n */\nexport function 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/**\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 {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec2} out\n */\nexport function 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/**\n * Rotate a 2D vector\n * @param {vec2} out The receiving vec2\n * @param {ReadonlyVec2} a The vec2 point to rotate\n * @param {ReadonlyVec2} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec2} out\n */\nexport function rotate(out, a, b, rad) {\n //Translate point to the origin\n var p0 = a[0] - b[0],\n p1 = a[1] - b[1],\n sinC = Math.sin(rad),\n cosC = Math.cos(rad);\n\n //perform rotation and translate to correct position\n out[0] = p0 * cosC - p1 * sinC + b[0];\n out[1] = p0 * sinC + p1 * cosC + b[1];\n return out;\n}\n\n/**\n * Get the smallest angle between two 2D vectors\n * @param {ReadonlyVec2} a The first operand\n * @param {ReadonlyVec2} b The second operand\n * @returns {Number} The angle in radians\n */\nexport function angle(a, b) {\n var ax = a[0],\n ay = a[1],\n bx = b[0],\n by = b[1];\n return Math.abs(Math.atan2(ay * bx - ax * by, ax * bx + ay * by));\n}\n\n/**\n * Get the signed angle in the interval [-pi,pi] between two 2D vectors (positive if `a` is to the right of `b`)\n * \n * @param {ReadonlyVec2} a The first vector\n * @param {ReadonlyVec2} b The second vector\n * @returns {number} The signed angle in radians\n */\nexport function signedAngle(a, b) {\n var ax = a[0],\n ay = a[1],\n bx = b[0],\n by = b[1];\n return Math.atan2(ax * by - ay * bx, ax * bx + ay * by);\n}\n\n/**\n * Set the components of a vec2 to zero\n *\n * @param {vec2} out the receiving vector\n * @returns {vec2} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec2} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return \"vec2(\" + a[0] + \", \" + a[1] + \")\";\n}\n\n/**\n * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec2} a The first vector.\n * @param {ReadonlyVec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec2} a The first vector.\n * @param {ReadonlyVec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function 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/**\n * Alias for {@link vec2.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Alias for {@link vec2.subtract}\n * @function\n */\nexport var sub = subtract;\n\n/**\n * Alias for {@link vec2.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link vec2.divide}\n * @function\n */\nexport var div = divide;\n\n/**\n * Alias for {@link vec2.distance}\n * @function\n */\nexport var dist = distance;\n\n/**\n * Alias for {@link vec2.squaredDistance}\n * @function\n */\nexport var sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec2.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\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 */\nexport var forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i, l;\n if (!stride) {\n stride = 2;\n }\n if (!offset) {\n offset = 0;\n }\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\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 return a;\n };\n}();", "\nexport default function unitBezier(p1x, p1y, p2x, p2y) {\n // Calculate the polynomial coefficients, implicit first and last control points are (0,0) and (1,1).\n const cx = 3 * p1x;\n const bx = 3 * (p2x - p1x) - cx;\n const ax = 1 - cx - bx;\n\n const cy = 3 * p1y;\n const by = 3 * (p2y - p1y) - cy;\n const ay = 1 - cy - by;\n\n return function solve(x, epsilon = 1e-6) {\n if (x <= 0) return 0;\n if (x >= 1) return 1;\n\n let t = x;\n\n // First try a few iterations of Newton's method - normally very fast.\n // `ax t^3 + bx t^2 + cx t` expanded using Horner's rule.\n for (let i = 0; i < 8; i++) {\n const x2 = ((ax * t + bx) * t + cx) * t - x;\n if (Math.abs(x2) < epsilon) return ((ay * t + by) * t + cy) * t;\n\n const d2 = (3 * ax * t + 2 * bx) * t + cx;\n if (Math.abs(d2) < 1e-6) break;\n\n t -= x2 / d2;\n }\n\n // Fall back to the bisection method for reliability.\n let t0 = 0;\n let t1 = 1;\n t = x;\n\n for (let i = 0; i < 20; i++) {\n const x2 = ((ax * t + bx) * t + cx) * t;\n if (Math.abs(x2 - x) < epsilon) break;\n\n if (x > x2) t0 = t;\n else t1 = t;\n\n t = (t0 + t1) * 0.5;\n }\n\n return ((ay * t + by) * t + cy) * t;\n };\n}\n", "/**\n * A standalone point geometry with useful accessor, comparison, and\n * modification methods.\n *\n * @class\n * @param {number} x the x-coordinate. This could be longitude or screen pixels, or any other sort of unit.\n * @param {number} y the y-coordinate. This could be latitude or screen pixels, or any other sort of unit.\n *\n * @example\n * const point = new Point(-77, 38);\n */\nexport default function Point(x, y) {\n this.x = x;\n this.y = y;\n}\n\nPoint.prototype = {\n /**\n * Clone this point, returning a new point that can be modified\n * without affecting the old one.\n * @return {Point} the clone\n */\n clone() { return new Point(this.x, this.y); },\n\n /**\n * Add this point's x & y coordinates to another point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n add(p) { return this.clone()._add(p); },\n\n /**\n * Subtract this point's x & y coordinates to from point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n sub(p) { return this.clone()._sub(p); },\n\n /**\n * Multiply this point's x & y coordinates by point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n multByPoint(p) { return this.clone()._multByPoint(p); },\n\n /**\n * Divide this point's x & y coordinates by point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n divByPoint(p) { return this.clone()._divByPoint(p); },\n\n /**\n * Multiply this point's x & y coordinates by a factor,\n * yielding a new point.\n * @param {number} k factor\n * @return {Point} output point\n */\n mult(k) { return this.clone()._mult(k); },\n\n /**\n * Divide this point's x & y coordinates by a factor,\n * yielding a new point.\n * @param {number} k factor\n * @return {Point} output point\n */\n div(k) { return this.clone()._div(k); },\n\n /**\n * Rotate this point around the 0, 0 origin by an angle a,\n * given in radians\n * @param {number} a angle to rotate around, in radians\n * @return {Point} output point\n */\n rotate(a) { return this.clone()._rotate(a); },\n\n /**\n * Rotate this point around p point by an angle a,\n * given in radians\n * @param {number} a angle to rotate around, in radians\n * @param {Point} p Point to rotate around\n * @return {Point} output point\n */\n rotateAround(a, p) { return this.clone()._rotateAround(a, p); },\n\n /**\n * Multiply this point by a 4x1 transformation matrix\n * @param {[number, number, number, number]} m transformation matrix\n * @return {Point} output point\n */\n matMult(m) { return this.clone()._matMult(m); },\n\n /**\n * Calculate this point but as a unit vector from 0, 0, meaning\n * that the distance from the resulting point to the 0, 0\n * coordinate will be equal to 1 and the angle from the resulting\n * point to the 0, 0 coordinate will be the same as before.\n * @return {Point} unit vector point\n */\n unit() { return this.clone()._unit(); },\n\n /**\n * Compute a perpendicular point, where the new y coordinate\n * is the old x coordinate and the new x coordinate is the old y\n * coordinate multiplied by -1\n * @return {Point} perpendicular point\n */\n perp() { return this.clone()._perp(); },\n\n /**\n * Return a version of this point with the x & y coordinates\n * rounded to integers.\n * @return {Point} rounded point\n */\n round() { return this.clone()._round(); },\n\n /**\n * Return the magnitude of this point: this is the Euclidean\n * distance from the 0, 0 coordinate to this point's x and y\n * coordinates.\n * @return {number} magnitude\n */\n mag() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n },\n\n /**\n * Judge whether this point is equal to another point, returning\n * true or false.\n * @param {Point} other the other point\n * @return {boolean} whether the points are equal\n */\n equals(other) {\n return this.x === other.x &&\n this.y === other.y;\n },\n\n /**\n * Calculate the distance from this point to another point\n * @param {Point} p the other point\n * @return {number} distance\n */\n dist(p) {\n return Math.sqrt(this.distSqr(p));\n },\n\n /**\n * Calculate the distance from this point to another point,\n * without the square root step. Useful if you're comparing\n * relative distances.\n * @param {Point} p the other point\n * @return {number} distance\n */\n distSqr(p) {\n const dx = p.x - this.x,\n dy = p.y - this.y;\n return dx * dx + dy * dy;\n },\n\n /**\n * Get the angle from the 0, 0 coordinate to this point, in radians\n * coordinates.\n * @return {number} angle\n */\n angle() {\n return Math.atan2(this.y, this.x);\n },\n\n /**\n * Get the angle from this point to another point, in radians\n * @param {Point} b the other point\n * @return {number} angle\n */\n angleTo(b) {\n return Math.atan2(this.y - b.y, this.x - b.x);\n },\n\n /**\n * Get the angle between this point and another point, in radians\n * @param {Point} b the other point\n * @return {number} angle\n */\n angleWith(b) {\n return this.angleWithSep(b.x, b.y);\n },\n\n /**\n * Find the angle of the two vectors, solving the formula for\n * the cross product a x b = |a||b|sin(θ) for θ.\n * @param {number} x the x-coordinate\n * @param {number} y the y-coordinate\n * @return {number} the angle in radians\n */\n angleWithSep(x, y) {\n return Math.atan2(\n this.x * y - this.y * x,\n this.x * x + this.y * y);\n },\n\n /** @param {[number, number, number, number]} m */\n _matMult(m) {\n const x = m[0] * this.x + m[1] * this.y,\n y = m[2] * this.x + m[3] * this.y;\n this.x = x;\n this.y = y;\n return this;\n },\n\n /** @param {Point} p */\n _add(p) {\n this.x += p.x;\n this.y += p.y;\n return this;\n },\n\n /** @param {Point} p */\n _sub(p) {\n this.x -= p.x;\n this.y -= p.y;\n return this;\n },\n\n /** @param {number} k */\n _mult(k) {\n this.x *= k;\n this.y *= k;\n return this;\n },\n\n /** @param {number} k */\n _div(k) {\n this.x /= k;\n this.y /= k;\n return this;\n },\n\n /** @param {Point} p */\n _multByPoint(p) {\n this.x *= p.x;\n this.y *= p.y;\n return this;\n },\n\n /** @param {Point} p */\n _divByPoint(p) {\n this.x /= p.x;\n this.y /= p.y;\n return this;\n },\n\n _unit() {\n this._div(this.mag());\n return this;\n },\n\n _perp() {\n const y = this.y;\n this.y = this.x;\n this.x = -y;\n return this;\n },\n\n /** @param {number} angle */\n _rotate(angle) {\n const cos = Math.cos(angle),\n sin = Math.sin(angle),\n x = cos * this.x - sin * this.y,\n y = sin * this.x + cos * this.y;\n this.x = x;\n this.y = y;\n return this;\n },\n\n /**\n * @param {number} angle\n * @param {Point} p\n */\n _rotateAround(angle, p) {\n const cos = Math.cos(angle),\n sin = Math.sin(angle),\n x = p.x + cos * (this.x - p.x) - sin * (this.y - p.y),\n y = p.y + sin * (this.x - p.x) + cos * (this.y - p.y);\n this.x = x;\n this.y = y;\n return this;\n },\n\n _round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n return this;\n },\n\n constructor: Point\n};\n\n/**\n * Construct a point from an array if necessary, otherwise if the input\n * is already a Point, return it unchanged.\n * @param {Point | [number, number] | {x: number, y: number}} p input value\n * @return {Point} constructed point.\n * @example\n * // this\n * var point = Point.convert([0, 1]);\n * // is equivalent to\n * var point = new Point(0, 1);\n */\nPoint.convert = function (p) {\n if (p instanceof Point) {\n return /** @type {Point} */ (p);\n }\n if (Array.isArray(p)) {\n return new Point(+p[0], +p[1]);\n }\n if (p.x !== undefined && p.y !== undefined) {\n return new Point(+p.x, +p.y);\n }\n throw new Error('Expected [x, y] or {x, y} point format');\n};\n", "/**\n * Deeply compares two object literals.\n *\n * @private\n */\nfunction deepEqual(a?: unknown, b?: unknown): boolean {\n if (Array.isArray(a)) {\n if (!Array.isArray(b) || a.length !== b.length) return false;\n for (let i = 0; i < a.length; i++) {\n if (!deepEqual(a[i], b[i])) return false;\n }\n return true;\n }\n if (typeof a === 'object' && a !== null && b !== null) {\n if (!(typeof b === 'object')) return false;\n const aRec = a as Record;\n const bRec = b as Record;\n const keys = Object.keys(aRec);\n if (keys.length !== Object.keys(bRec).length) return false;\n for (const key in aRec) {\n if (!deepEqual(aRec[key], bRec[key])) return false;\n }\n return true;\n }\n return a === b;\n}\n\nexport default deepEqual;\n", "\n/**\n * Rearranges items so that all items in the [left, k] are the smallest.\n * The k-th element will have the (k - left + 1)-th smallest value in [left, right].\n *\n * @template T\n * @param {T[]} arr the array to partially sort (in place)\n * @param {number} k middle index for partial sorting (as defined above)\n * @param {number} [left=0] left index of the range to sort\n * @param {number} [right=arr.length-1] right index\n * @param {(a: T, b: T) => number} [compare = (a, b) => a - b] compare function\n */\nexport default function quickselect(arr, k, left = 0, right = arr.length - 1, compare = defaultCompare) {\n\n while (right > left) {\n if (right - left > 600) {\n const n = right - left + 1;\n const m = k - left + 1;\n const z = Math.log(n);\n const s = 0.5 * Math.exp(2 * z / 3);\n const sd = 0.5 * Math.sqrt(z * s * (n - s) / n) * (m - n / 2 < 0 ? -1 : 1);\n const newLeft = Math.max(left, Math.floor(k - m * s / n + sd));\n const newRight = Math.min(right, Math.floor(k + (n - m) * s / n + sd));\n quickselect(arr, k, newLeft, newRight, compare);\n }\n\n const t = arr[k];\n let i = left;\n /** @type {number} */\n let j = right;\n\n swap(arr, left, k);\n if (compare(arr[right], t) > 0) swap(arr, left, right);\n\n while (i < j) {\n swap(arr, i, j);\n i++;\n j--;\n while (compare(arr[i], t) < 0) i++;\n while (compare(arr[j], t) > 0) j--;\n }\n\n if (compare(arr[left], t) === 0) swap(arr, left, j);\n else {\n j++;\n swap(arr, j, right);\n }\n\n if (j <= k) left = j + 1;\n if (k <= j) right = j - 1;\n }\n}\n\n/**\n * @template T\n * @param {T[]} arr\n * @param {number} i\n * @param {number} j\n */\nfunction swap(arr, i, j) {\n const tmp = arr[i];\n arr[i] = arr[j];\n arr[j] = tmp;\n}\n\n/**\n * @template T\n * @param {T} a\n * @param {T} b\n * @returns {number}\n */\nfunction defaultCompare(a, b) {\n return a < b ? -1 : a > b ? 1 : 0;\n}\n", "import quickselect from 'quickselect';\nimport Point from '@mapbox/point-geometry';\n\ntype Ring = Point[] & {area?: number};\n\n// minX, minY, maxX, maxY\nexport type BBox = [number, number, number, number];\n\n/**\n * Returns the signed area for the polygon ring. Postive areas are exterior rings and\n * have a clockwise winding. Negative areas are interior rings and have a counter clockwise\n * ordering.\n */\nexport function calculateSignedArea(ring: Ring): number {\n let sum = 0;\n for (let i = 0, len = ring.length, j = len - 1, p1: Point, p2: Point; i < len; j = i++) {\n p1 = ring[i]!;\n p2 = ring[j]!;\n sum += (p2.x - p1.x) * (p1.y + p2.y);\n }\n return sum;\n}\n\nfunction compareAreas(a: Ring, b: Ring): number {\n return (b.area!) - (a.area!);\n}\n\n// Whether every point of the ring lies on a single line, i.e. the ring has no real area\n// regardless of winding\nfunction isCollinear(ring: Ring): boolean {\n const len = ring.length;\n if (len < 3) return true;\n\n const p0 = ring[0]!;\n let dx = 0, dy = 0, i = 1;\n for (; i < len; i++) {\n dx = ring[i]!.x - p0.x;\n dy = ring[i]!.y - p0.y;\n if (dx !== 0 || dy !== 0) break;\n }\n if (i === len) return true; // every point coincides with p0\n\n for (; i < len; i++) {\n const px = ring[i]!.x - p0.x;\n const py = ring[i]!.y - p0.y;\n if (dx * py - dy * px !== 0) return false;\n }\n return true;\n}\n\n// classifies an array of rings into polygons with outer rings and holes\nexport function classifyRings(rings: Array, maxRings: number): Array> {\n const len = rings.length;\n\n const polygons: Array> = [];\n let polygon: Array | undefined,\n ccw: boolean | undefined;\n\n for (let i = 0; i < len; i++) {\n const area = calculateSignedArea(rings[i]!);\n if (area === 0 && isCollinear(rings[i]!)) continue;\n\n (rings[i]!).area = Math.abs(area);\n\n if (ccw === undefined) ccw = area < 0;\n\n if (ccw === area < 0) {\n if (polygon) polygons.push(polygon);\n polygon = [rings[i]!];\n } else {\n (polygon!).push(rings[i]!);\n }\n }\n if (polygon) polygons.push(polygon);\n\n // Earcut performance degrades with the # of rings in a polygon. For this\n // reason, we limit strip out all but the `maxRings` largest rings.\n if (maxRings > 1) {\n for (let j = 0; j < polygons.length; j++) {\n const currentPolygon = polygons[j]!;\n if (currentPolygon.length <= maxRings) continue;\n quickselect(currentPolygon, maxRings, 1, currentPolygon.length - 1, compareAreas);\n polygons[j] = currentPolygon.slice(0, maxRings);\n }\n }\n\n return polygons;\n}\n\nexport function updateBBox(bbox: BBox, coord: GeoJSON.Position) {\n bbox[0] = Math.min(bbox[0], coord[0]!);\n bbox[1] = Math.min(bbox[1], coord[1]!);\n bbox[2] = Math.max(bbox[2], coord[0]!);\n bbox[3] = Math.max(bbox[3], coord[1]!);\n}\n\nexport function boxWithinBox(bbox1: BBox, bbox2: BBox): boolean {\n if (bbox1[0] <= bbox2[0]) return false;\n if (bbox1[2] >= bbox2[2]) return false;\n if (bbox1[1] <= bbox2[1]) return false;\n if (bbox1[3] >= bbox2[3]) return false;\n return true;\n}\n\nfunction onBoundary(p: GeoJSON.Position, p1: GeoJSON.Position, p2: GeoJSON.Position) {\n const x1 = (p[0]!) - (p1[0]!);\n const y1 = (p[1]!) - (p1[1]!);\n const x2 = (p[0]!) - (p2[0]!);\n const y2 = (p[1]!) - (p2[1]!);\n return (x1 * y2 - x2 * y1 === 0) && (x1 * x2 <= 0) && (y1 * y2 <= 0);\n}\n\nfunction rayIntersect(p: GeoJSON.Position, p1: GeoJSON.Position, p2: GeoJSON.Position) {\n return (((p1[1]!) > (p[1]!)) !== ((p2[1]!) > (p[1]!))) && ((p[0]!) < ((p2[0]!) - (p1[0]!)) * ((p[1]!) - (p1[1]!)) / ((p2[1]!) - (p1[1]!)) + (p1[0]!));\n}\n\n// ray casting algorithm for detecting if point is in polygon\nexport function pointWithinPolygon(\n point: GeoJSON.Position,\n rings: Array>,\n trueOnBoundary: boolean = false,\n): boolean {\n let inside = false;\n for (let i = 0, len = rings.length; i < len; i++) {\n const ring = rings[i]!;\n for (let j = 0, len2 = ring.length, k = len2 - 1; j < len2; k = j++) {\n const q1 = ring[k]!;\n const q2 = ring[j]!;\n if (onBoundary(point, q1, q2)) return trueOnBoundary;\n if (rayIntersect(point, q1, q2)) inside = !inside;\n }\n }\n return inside;\n}\n\nfunction perp(v1: GeoJSON.Position, v2: GeoJSON.Position) {\n return (v1[0]!) * (v2[1]!) - (v1[1]!) * (v2[0]!);\n}\n\n// check if p1 and p2 are in different sides of line segment q1->q2\nfunction twoSided(p1: GeoJSON.Position, p2: GeoJSON.Position, q1: GeoJSON.Position, q2: GeoJSON.Position) {\n // q1->p1 (x1, y1), q1->p2 (x2, y2), q1->q2 (x3, y3)\n const x1 = (p1[0]!) - (q1[0]!);\n const y1 = (p1[1]!) - (q1[1]!);\n const x2 = (p2[0]!) - (q1[0]!);\n const y2 = (p2[1]!) - (q1[1]!);\n const x3 = (q2[0]!) - (q1[0]!);\n const y3 = (q2[1]!) - (q1[1]!);\n const det1 = x1 * y3 - x3 * y1;\n const det2 = x2 * y3 - x3 * y2;\n if ((det1 > 0 && det2 < 0) || (det1 < 0 && det2 > 0)) return true;\n return false;\n}\n// a, b are end points for line segment1, c and d are end points for line segment2\nexport function segmentIntersectSegment(\n a: GeoJSON.Position,\n b: GeoJSON.Position,\n c: GeoJSON.Position,\n d: GeoJSON.Position,\n): boolean {\n // check if two segments are parallel or not\n // precondition is end point a, b is inside polygon, if line a->b is\n // parallel to polygon edge c->d, then a->b won't intersect with c->d\n const vectorP = [(b[0]!) - (a[0]!), (b[1]!) - (a[1]!)];\n const vectorQ = [(d[0]!) - (c[0]!), (d[1]!) - (c[1]!)];\n if (perp(vectorQ, vectorP) === 0) return false;\n\n // If lines are intersecting with each other, the relative location should be:\n // a and b lie in different sides of segment c->d\n // c and d lie in different sides of segment a->b\n if (twoSided(a, b, c, d) && twoSided(c, d, a, b)) return true;\n return false;\n}\n\nexport interface Bounds {\n min: Point;\n max: Point;\n}\n\nexport function computeBounds(points: Point[][]): Bounds {\n const min = new Point(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);\n const max = new Point(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);\n\n for (const point of points[0]!) {\n if (min.x > point.x) min.x = point.x;\n if (min.y > point.y) min.y = point.y;\n if (max.x < point.x) max.x = point.x;\n if (max.y < point.y) max.y = point.y;\n }\n\n return {min, max};\n}\n", "import {mat4} from 'gl-matrix';\nimport bezier from '@mapbox/unitbezier';\nimport Point from '@mapbox/point-geometry';\nimport assert from '../style-spec/util/assert';\nimport deepEqual from '../style-spec/util/deep_equal';\n\nimport type {vec4} from 'gl-matrix';\nimport type {Range} from '../../3d-style/elevation/elevation_feature';\nimport type {Callback} from '../types/callback';\nimport type {ExpiryData} from '../source/tile';\n\nconst DEG_TO_RAD = Math.PI / 180;\nconst RAD_TO_DEG = 180 / Math.PI;\n\nconst UUID_V4_RE = /^[0-9a-f]{8}-[0-9a-f]{4}-[4][0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;\n\n/**\n * Converts an angle in degrees to radians\n * copy all properties from the source objects into the destination.\n * The last source object given overrides properties from previous\n * source objects.\n *\n * @param a angle to convert\n * @returns the angle in radians\n * @private\n */\nexport function degToRad(a: number): number {\n return a * DEG_TO_RAD;\n}\n\n/**\n * Converts an angle in radians to degrees\n * copy all properties from the source objects into the destination.\n * The last source object given overrides properties from previous\n * source objects.\n *\n * @param a angle to convert\n * @returns the angle in degrees\n * @private\n */\nexport function radToDeg(a: number): number {\n return a * RAD_TO_DEG;\n}\n\nconst TILE_CORNERS = [[0, 0], [1, 0], [1, 1], [0, 1]] as const;\n\n/**\n * Given a particular bearing, returns the corner of the tile thats farthest\n * along the bearing.\n *\n * @param {number} bearing angle in degrees (-180, 180]\n * @returns {QuadCorner}\n * @private\n */\nexport function furthestTileCorner(bearing: number): Readonly<[number, number]> {\n const alignedBearing = ((bearing + 45) + 360) % 360;\n const cornerIdx = Math.round(alignedBearing / 90) % 4;\n return TILE_CORNERS[cornerIdx];\n}\n\n/**\n * @module util\n * @private\n */\n\n/**\n * Given a value `t` that varies between 0 and 1, return\n * an interpolation function that eases between 0 and 1 in a pleasing\n * cubic in-out fashion.\n *\n * @private\n */\nexport function easeCubicInOut(t: number): number {\n if (t <= 0) return 0;\n if (t >= 1) return 1;\n const t2 = t * t,\n t3 = t2 * t;\n return 4 * (t < 0.5 ? t3 : 3 * (t - t2) + t3 - 0.75);\n}\n\n/**\n * Computes an AABB for a set of points.\n *\n * @param {Point[]} points\n * @returns {{ min: Point, max: Point}}\n * @private\n */\nexport function getBounds(points: Point[]): {\n min: Point;\n max: Point;\n} {\n let minX = Infinity;\n let minY = Infinity;\n let maxX = -Infinity;\n let maxY = -Infinity;\n for (const p of points) {\n minX = Math.min(minX, p.x);\n minY = Math.min(minY, p.y);\n maxX = Math.max(maxX, p.x);\n maxY = Math.max(maxY, p.y);\n }\n\n return {\n min: new Point(minX, minY),\n max: new Point(maxX, maxY),\n };\n}\n\n/**\n * Returns the square of the 2D distance between an AABB defined by min and max and a point.\n * If point is null or undefined, the AABB distance from the origin (0,0) is returned.\n *\n * @param {Array} min The minimum extent of the AABB.\n * @param {Array} max The maximum extent of the AABB.\n * @param {Array} [point] The point to compute the distance from, may be undefined.\n * @returns {number} The square distance from the AABB, 0.0 if the AABB contains the point.\n */\nexport function getAABBPointSquareDist(min: Array, max: Array, point?: Array | null): number {\n let sqDist = 0.0;\n\n for (let i = 0; i < 2; ++i) {\n const v = point ? point[i] : 0.0;\n assert(min[i] < max[i], 'Invalid aabb min and max inputs, min[i] must be < max[i].');\n if (min[i] > v) sqDist += (min[i] - v) * (min[i] - v);\n if (max[i] < v) sqDist += (v - max[i]) * (v - max[i]);\n }\n\n return sqDist;\n}\n\n/**\n * Converts a AABB into a polygon with clockwise winding order.\n *\n * @param {Point} min The top left point.\n * @param {Point} max The bottom right point.\n * @param {number} [buffer=0] The buffer width.\n * @param {boolean} [close=true] Whether to close the polygon or not.\n * @returns {Point[]} The polygon.\n */\nexport function polygonizeBounds(min: Point, max: Point, buffer: number = 0, close: boolean = true): Point[] {\n const offset = new Point(buffer, buffer);\n const minBuf = min.sub(offset);\n const maxBuf = max.add(offset);\n const polygon = [minBuf, new Point(maxBuf.x, minBuf.y), maxBuf, new Point(minBuf.x, maxBuf.y)];\n\n if (close) {\n polygon.push(minBuf.clone());\n }\n return polygon;\n}\n\n/**\n * Takes a convex ring and expands it outward by applying a buffer around it.\n * This function assumes that the ring is in clockwise winding order.\n *\n * @param {Point[]} ring The input ring.\n * @param {number} buffer The buffer width.\n * @returns {Point[]} The expanded ring.\n */\nexport function bufferConvexPolygon(ring: Point[], buffer: number): Point[] {\n assert(ring.length > 2, 'bufferConvexPolygon requires the ring to have atleast 3 points');\n const output: Point[] = [];\n for (let currIdx = 0; currIdx < ring.length; currIdx++) {\n const prevIdx = wrap(currIdx - 1, -1, ring.length - 1);\n const nextIdx = wrap(currIdx + 1, -1, ring.length - 1);\n const prev = ring[prevIdx];\n const curr = ring[currIdx];\n const next = ring[nextIdx];\n const p1 = prev.sub(curr).unit();\n const p2 = next.sub(curr).unit();\n const interiorAngle = p2.angleWithSep(p1.x, p1.y);\n // Calcuate a vector that points in the direction of the angle bisector between two sides.\n // Scale it based on a right angled triangle constructed at that corner.\n const offset = p1.add(p2).unit().mult(-1 * buffer / Math.sin(interiorAngle / 2));\n output.push(curr.add(offset));\n }\n return output;\n}\n\nexport {bezier};\n\n/**\n * A default bezier-curve powered easing function with\n * control points (0.25, 0.1) and (0.25, 1)\n *\n * @private\n */\nexport const ease = bezier(0.25, 0.1, 0.25, 1);\n\n/**\n * constrain n to the given range via min + max\n *\n * @param n value\n * @param min the minimum value to be returned\n * @param max the maximum value to be returned\n * @returns the clamped value\n * @private\n */\nexport function clamp(n: number, min: number, max: number): number {\n return Math.min(max, Math.max(min, n));\n}\n\n/**\n * Equivalent to GLSL smoothstep.\n *\n * @param {number} e0 The lower edge of the sigmoid\n * @param {number} e1 The upper edge of the sigmoid\n * @param {number} x the value to be interpolated\n * @returns {number} in the range [0, 1]\n * @private\n */\nexport function smoothstep(e0: number, e1: number, x: number): number {\n x = clamp((x - e0) / (e1 - e0), 0, 1);\n return x * x * (3 - 2 * x);\n}\n\n/**\n * constrain n to the given range, excluding the minimum, via modular arithmetic\n *\n * @param n value\n * @param min the minimum value to be returned, exclusive\n * @param max the maximum value to be returned, inclusive\n * @returns constrained number\n * @private\n */\nexport function wrap(n: number, min: number, max: number): number {\n const d = max - min;\n const w = ((n - min) % d + d) % d + min;\n return (w === min) ? max : w;\n}\n\n/**\n * Computes shortest angle in range [-180, 180) between two angles.\n *\n * @param {*} a First angle in degrees\n * @param {*} b Second angle in degrees\n * @returns Shortest angle\n * @private\n */\nexport function shortestAngle(a: number, b: number): number {\n const diff = (b - a + 180) % 360 - 180;\n return diff < -180 ? diff + 360 : diff;\n}\n\n/*\n * Call an asynchronous function on an array of arguments,\n * calling `callback` with the completed results of all calls.\n *\n * @param array input to each call of the async function.\n * @param fn an async function with signature (data, callback)\n * @param callback a callback run after all async work is done.\n * called with an array, containing the results of each async call.\n * @private\n */\nexport function asyncAll- (\n array: Array
- ,\n fn: (item: Item, fnCallback: Callback) => void,\n callback: Callback>,\n): void {\n if (!array.length) { return callback(null, []); }\n let remaining = array.length;\n const results = new Array(array.length);\n let error: Error | null | undefined = null;\n array.forEach((item, i) => {\n fn(item, (err, result) => {\n if (err) error = err;\n results[i] = result;\n // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n if (--remaining === 0) callback(error, results);\n });\n });\n}\n\n/*\n * Compute the difference between the keys in one object and the keys\n * in another object.\n *\n * @returns keys difference\n * @private\n */\nexport function keysDifference
(\n obj: Record,\n other: Record,\n): Array {\n const difference: string[] = [];\n for (const i in obj) {\n if (!(i in other)) {\n difference.push(i);\n }\n }\n return difference;\n}\n\n/**\n * Given an object and a number of properties as strings, return version\n * of that object with only those properties.\n *\n * @param src the object\n * @param properties an array of property names chosen\n * to appear on the resulting object.\n * @returns object with limited properties.\n * @example\n * var foo = { name: 'Charlie', age: 10 };\n * var justName = pick(foo, ['name']);\n * // justName = { name: 'Charlie' }\n * @private\n */\nexport function pick(src: T, properties: Array): Pick {\n const result = {} as Pick;\n for (let i = 0; i < properties.length; i++) {\n const k = properties[i];\n if (k in src) {\n result[k] = src[k];\n }\n }\n return result;\n}\n\nlet id = 1;\n\n/**\n * Return a unique numeric id, starting at 1 and incrementing with\n * each call.\n *\n * @returns unique numeric id.\n * @private\n */\nexport function uniqueId(): number {\n return id++;\n}\n\n/**\n * Return a random UUID (v4). Taken from: https://gist.github.com/jed/982883\n * @private\n */\nexport function uuid(): string {\n function b(a?: undefined): string {\n return a ?\n (a ^ Math.random() * (16 >> a / 4)).toString(16) :\n // eslint-disable-next-line @typescript-eslint/no-unsafe-unary-minus\n (([1e7] as unknown as string) + -[1e3] + -4e3 + -8e3 + -1e11).replace(/[018]/g, b);\n }\n return b();\n}\n\n/**\n * Return whether a given value is a power of two\n * @private\n */\nexport function isPowerOfTwo(value: number): boolean {\n return (Math.log2(value)) % 1 === 0;\n}\n\n/**\n * Return the next power of two, or the input value if already a power of two\n * @private\n */\nexport function nextPowerOfTwo(value: number): number {\n if (value <= 1) return 1;\n return Math.pow(2, Math.ceil(Math.log2(value)));\n}\n\n/**\n * Return the previous power of two, or the input value if already a power of two\n * @private\n */\nexport function prevPowerOfTwo(value: number): number {\n if (value <= 1) return 1;\n return Math.pow(2, Math.floor(Math.log2(value)));\n}\n\n/**\n * Validate a string to match UUID(v4) of the\n * form: xxxxxxxx-xxxx-4xxx-[89ab]xxx-xxxxxxxxxxxx\n * @param str string to validate.\n * @private\n */\nexport function validateUuid(str?: string | null): boolean {\n return str ? UUID_V4_RE.test(str) : false;\n}\n\n/**\n * Given an array of member function names as strings, replace all of them\n * with bound versions that will always refer to `context` as `this`. This\n * is useful for classes where otherwise event bindings would reassign\n * `this` to the evented object or some other value: this lets you ensure\n * the `this` value always.\n *\n * @param fns list of member function names\n * @param context the context value\n * @example\n * function MyClass() {\n * bindAll(['ontimer'], this);\n * this.name = 'Tom';\n * }\n * MyClass.prototype.ontimer = function() {\n * alert(this.name);\n * };\n * var myClass = new MyClass();\n * setTimeout(myClass.ontimer, 100);\n * @private\n */\nexport function bindAll(fns: Array, context: unknown): void {\n fns.forEach((fn) => {\n if (!context[fn]) { return; }\n // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n context[fn] = context[fn].bind(context);\n });\n}\n\n/**\n * Create an object by mapping all the values of an existing object while\n * preserving their keys.\n *\n * @private\n */\nexport function mapObject(\n this: unknown,\n input: Record,\n iterator: (value: T, key: PropertyKey, obj: Record) => U,\n context?: unknown\n): Record {\n const output: Record = {};\n for (const key in input) {\n output[key] = iterator.call(context || this, input[key], key, input);\n }\n return output;\n}\n\n/**\n * Create an object by filtering out values of an existing object.\n *\n * @private\n */\nexport function filterObject>(\n this: unknown,\n input: T,\n iterator: (value: T[keyof T], key: keyof T, obj: T) => boolean,\n context?: unknown\n): T {\n const output = {} as T;\n for (const key in input) {\n if (iterator.call(context || this, input[key], key, input)) {\n output[key] = input[key];\n }\n }\n return output;\n}\n\n/**\n * Deeply clones two objects.\n *\n * @private\n */\nexport function clone(input: T): T {\n if (Array.isArray(input)) {\n const output = new Array(input.length);\n for (let i = 0; i < input.length; i++) output[i] = clone(input[i]);\n return output as T;\n } else if (typeof input === 'object' && input) {\n return mapObject(input as Record, clone) as T;\n } else {\n return input;\n }\n}\n\n/**\n * Maps a value from a range between [min, max] to the range [outMin, outMax]\n *\n * @private\n */\nexport function mapValue(value: number, min: number, max: number, outMin: number, outMax: number): number {\n return clamp((value - min) / (max - min) * (outMax - outMin) + outMin, outMin, outMax);\n}\n\n/**\n * Check if two arrays have at least one common element.\n *\n * @private\n */\nexport function arraysIntersect(a: Array, b: Array): boolean {\n for (let l = 0; l < a.length; l++) {\n if (b.includes(a[l])) return true;\n }\n return false;\n}\n\n/**\n * Print a warning message to the console and ensure duplicate warning messages\n * are not printed.\n *\n * @private\n */\nconst warnOnceHistory: {\n [key: string]: boolean;\n} = {};\n\nexport function warnOnce(message: string): void {\n if (!warnOnceHistory[message]) {\n // console isn't defined in some WebWorkers, see #2558\n if (typeof console !== \"undefined\") console.warn(message);\n warnOnceHistory[message] = true;\n }\n}\n\n/**\n * Indicates if the provided Points are in a counter clockwise (true) or clockwise (false) order\n *\n * @private\n * @returns true for a counter clockwise set of points\n */\n// http://bryceboe.com/2006/10/23/line-segment-intersection-algorithm/\nexport function isCounterClockwise(a: Point, b: Point, c: Point): boolean {\n return (c.y - a.y) * (b.x - a.x) > (b.y - a.y) * (c.x - a.x);\n}\n\nexport {calculateSignedArea} from '../style-spec/util/geometry_util';\n\nexport type Position = {\n x: number;\n y: number;\n z: number;\n azimuthal: number;\n polar: number;\n};\n\nexport type Direction = {\n x: number;\n y: number;\n z: number;\n};\n\n/**\n * Converts spherical coordinates to cartesian position coordinates.\n *\n * @private\n * @param spherical Spherical coordinates, in [radial, azimuthal, polar]\n * @return Position cartesian coordinates\n */\nexport function sphericalPositionToCartesian([r, azimuthal, polar]: [number, number, number]): Position {\n // We abstract \"north\"/\"up\" (compass-wise) to be 0° when really this is 90° (π/2):\n // correct for that here\n const a = degToRad(azimuthal + 90), p = degToRad(polar);\n\n return {\n x: r * Math.cos(a) * Math.sin(p),\n y: r * Math.sin(a) * Math.sin(p),\n z: r * Math.cos(p),\n azimuthal, polar\n };\n}\n\n/**\n * Converts spherical direction to cartesian coordinates.\n *\n * @private\n * @param spherical Spherical direction, in [azimuthal, polar]\n * @return Direction cartesian direction\n */\nexport function sphericalDirectionToCartesian([azimuthal, polar]: [number, number]): Direction {\n const position = sphericalPositionToCartesian([1.0, azimuthal, polar]);\n\n return {\n x: position.x,\n y: position.y,\n z: position.z\n };\n}\n\nexport function cartesianPositionToSpherical(x: number, y: number, z: number): [number, number, number] {\n const radial = Math.sqrt(x * x + y * y + z * z);\n const polar = radial > 0.0 ? Math.acos(z / radial) * RAD_TO_DEG : 0.0;\n // Domain error may occur if x && y are both 0.0\n let azimuthal = (x !== 0.0 || y !== 0.0) ? Math.atan2(-y, -x) * RAD_TO_DEG + 90.0 : 0.0;\n\n if (azimuthal < 0.0) {\n azimuthal += 360.0;\n }\n\n return [radial, azimuthal, polar];\n}\n\n/**\n * Returns true if run in the web-worker context.\n *\n * @private\n * @returns {boolean}\n */\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\ndeclare const WorkerGlobalScope: (new (...args: any[]) => any) | undefined;\n\nexport function isWorker(scope?: unknown): scope is Worker {\n if (typeof self === 'undefined' && scope === undefined) {\n return false;\n }\n\n // Check if WorkerGlobalScope isn't available\n // This is a global that's only present in browser worker environments\n if (typeof WorkerGlobalScope === 'undefined') {\n return false;\n }\n\n // Use provided scope or global self\n const contextToCheck = scope !== undefined ? scope : self;\n\n // Final check if context is a WorkerGlobalScope\n return contextToCheck instanceof WorkerGlobalScope;\n}\n\n/**\n * Parses data from 'Cache-Control' headers.\n *\n * @private\n * @param cacheControl Value of 'Cache-Control' header\n * @return object containing parsed header info.\n */\n\nexport function parseCacheControl(cacheControl: string): Record {\n // Taken from [Wreck](https://github.com/hapijs/wreck)\n const re = /(?:^|(?:\\s*\\,\\s*))([^\\x00-\\x20\\(\\)<>@\\,;\\:\\\\\"\\/\\[\\]\\?\\=\\{\\}\\x7F]+)(?:\\=(?:([^\\x00-\\x20\\(\\)<>@\\,;\\:\\\\\"\\/\\[\\]\\?\\=\\{\\}\\x7F]+)|(?:\\\"((?:[^\"\\\\]|\\\\.)*)\\\")))?/g;\n\n const header: Record = {};\n cacheControl.replace(re, ($0, $1, $2, $3) => {\n // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n const value = $2 || $3;\n // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-call\n header[$1] = value ? value.toLowerCase() : true;\n return '';\n });\n\n if (header['max-age']) {\n const maxAge = parseInt(header['max-age'] as string, 10);\n if (isNaN(maxAge)) delete header['max-age'];\n else header['max-age'] = maxAge;\n }\n\n return header as Record;\n}\n\nexport function parseExpiryData(responseHeaders: Headers | undefined): ExpiryData {\n if (!responseHeaders) return {cacheControl: undefined, expires: undefined};\n const cacheControl = responseHeaders.get('cache-control');\n const expires = responseHeaders.get('expires');\n return {cacheControl, expires};\n}\n\nexport function isFullscreen(): boolean {\n return !!document.fullscreenElement || !!(document as {webkitFullscreenElement?: boolean}).webkitFullscreenElement;\n}\n\nexport function storageAvailable(type: string): boolean {\n try {\n // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n const storage = self[type];\n // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n storage.setItem('_mapbox_test_', 1);\n // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n storage.removeItem('_mapbox_test_');\n return true;\n } catch (e) {\n return false;\n }\n}\n\n// The following methods are from https://developer.mozilla.org/en-US/docs/Web/API/WindowBase64/Base64_encoding_and_decoding#The_Unicode_Problem\n//Unicode compliant base64 encoder for strings\nexport function b64EncodeUnicode(str: string): string {\n return btoa(\n encodeURIComponent(str).replace(/%([0-9A-F]{2})/g,\n (match, p1) => {\n return String.fromCharCode(Number('0x' + p1)); //eslint-disable-line\n }\n )\n );\n}\n\n// Unicode compliant decoder for base64-encoded strings\nexport function b64DecodeUnicode(str: string): string {\n return decodeURIComponent(atob(str).split('').map((c) => {\n return '%' + ('00' + c.charCodeAt(0).toString(16)).slice(-2); //eslint-disable-line\n }).join(''));\n}\n\nexport function base64DecToArr(sBase64: string): Uint8Array {\n const str = atob(sBase64);\n const arr = new Uint8Array(str.length);\n for (let i = 0; i < str.length; i++) arr[i] = str.codePointAt(i);\n return arr;\n}\n\nexport function getColumn(matrix: mat4, col: number): vec4 {\n return [matrix[col * 4], matrix[col * 4 + 1], matrix[col * 4 + 2], matrix[col * 4 + 3]];\n}\n\nexport function setColumn(matrix: mat4, col: number, values: vec4) {\n matrix[col * 4 + 0] = values[0];\n matrix[col * 4 + 1] = values[1];\n matrix[col * 4 + 2] = values[2];\n matrix[col * 4 + 3] = values[3];\n}\n\nexport function sRGBToLinearAndScale(v: [number, number, number, number], s: number): [number, number, number] {\n return [\n Math.pow(v[0], 2.2) * s,\n Math.pow(v[1], 2.2) * s,\n Math.pow(v[2], 2.2) * s\n ];\n}\n\nexport function linearVec3TosRGB(v: [number, number, number]): [number, number, number] {\n return [\n Math.pow(v[0], 1.0 / 2.2),\n Math.pow(v[1], 1.0 / 2.2),\n Math.pow(v[2], 1.0 / 2.2)\n ];\n}\n\nexport function lowerBound(array: number[], startIndex: number, finishIndex: number, target: number): number {\n while (startIndex < finishIndex) {\n const middleIndex = (startIndex + finishIndex) >> 1;\n\n if (array[middleIndex] < target) {\n startIndex = middleIndex + 1;\n } else {\n finishIndex = middleIndex;\n }\n }\n\n return startIndex;\n}\n\nexport function upperBound(array: number[], startIndex: number, finishIndex: number, target: number): number {\n while (startIndex < finishIndex) {\n const middleIndex = (startIndex + finishIndex) >> 1;\n\n if (array[middleIndex] <= target) {\n startIndex = middleIndex + 1;\n } else {\n finishIndex = middleIndex;\n }\n }\n\n return startIndex;\n}\n\nexport function contrastFactor(contrast: number): number {\n return contrast > 0 ?\n 1 / (1.001 - contrast) :\n 1 + contrast;\n}\n\nexport function saturationFactor(saturation: number): number {\n return saturation > 0 ?\n 1 - 1 / (1.001 - saturation) :\n -saturation;\n}\n\n/**\n * Given the inputs creates a matrix that when applied to a color can\n * change its saturation, contrast and brightness levels.\n * This results in the same behaviour that happens in raster.fragment.glsl\n *\n * @param saturation Saturation level ranging from -1 to 1.\n * @param contrast Contrast level ranging from -1 to 1.\n * @param brightnessMin Minimum brightness ranging from 0 to 1.\n * @param brightnessMax Maximum brightness ranging from 0 to 1.\n * @returns Matrix that adjusts saturation, contrast and brightness of a color.\n * @private\n */\nexport function computeColorAdjustmentMatrix(\n saturation: number,\n contrast: number,\n brightnessMin: number,\n brightnessMax: number,\n): mat4 {\n saturation = saturationFactor(saturation);\n contrast = contrastFactor(contrast);\n\n const m = mat4.create();\n\n /*hueAngle *= Math.PI / 180;\n const s = Math.sin(hueAngle);\n const c = Math.cos(hueAngle);\n const x = (2 * c + 1) / 3;\n const y = (-c - Math.sqrt(3) * s + 1) / 3;\n const z = (-c + Math.sqrt(3) * s + 1) / 3;\n const hueMatrix = [\n x, z, y, 0,\n y, x, z, 0,\n z, y, x, 0,\n 0, 0, 0, 1\n ];*/\n\n const sa = saturation / 3.0;\n const sb = 1.0 - 2.0 * sa;\n const saturationMatrix: mat4 = [\n sb, sa, sa, 0.0,\n sa, sb, sa, 0.0,\n sa, sa, sb, 0.0,\n 0.0, 0.0, 0.0, 1.0\n ];\n\n const cs = 0.5 - 0.5 * contrast;\n const contrastMatrix: mat4 = [\n contrast, 0.0, 0.0, 0.0,\n 0.0, contrast, 0.0, 0.0,\n 0.0, 0.0, contrast, 0.0,\n cs, cs, cs, 1.0\n ];\n\n const hl = brightnessMax - brightnessMin;\n const brightnessMatrix: mat4 = [\n hl, 0.0, 0.0, 0.0,\n 0.0, hl, 0.0, 0.0,\n 0.0, 0.0, hl, 0.0,\n brightnessMin, brightnessMin, brightnessMin, 1.0\n ];\n\n mat4.multiply(m, brightnessMatrix, contrastMatrix);\n mat4.multiply(m, m, saturationMatrix);\n return m;\n}\n\nfunction mapRangeValue(value: number, from: Range, to: Range): number {\n return ((value - from.min) * (to.max - to.min)) / (from.max - from.min) + to.min;\n}\n\nexport function mapRange(range: Range, from: Range, to: Range): Range {\n return {min: mapRangeValue(range.min, from, to), max: mapRangeValue(range.max, from, to)};\n}\n\nexport function easeIn(x: number) {\n return x * x * x * x * x;\n}\n\n/**\n * Hash function from https://www.shadertoy.com/view/XlGcRh\n * Matches gl-native's esgtsaHash in mbgl/util/random.hpp\n */\nexport function esgtsaHash(s: number): number {\n s = s >>> 0; // Ensure unsigned 32-bit integer\n s = Math.imul(s ^ 2747636419, 2654435769) >>> 0;\n s = Math.imul(s ^ (s >>> 16), 2654435769) >>> 0;\n s = Math.imul(s ^ (s >>> 16), 2654435769) >>> 0;\n return s / 4294967296;\n}\n\nexport {deepEqual};\n", "let supportsOffscreenCanvas: boolean | null | undefined;\n\nexport default function offscreenCanvasSupported(): boolean {\n supportsOffscreenCanvas ??= self.OffscreenCanvas &&\n !!new OffscreenCanvas(1, 1).getContext('2d') &&\n typeof self.createImageBitmap === 'function';\n\n return supportsOffscreenCanvas;\n}\n", "import assert from '../style-spec/util/assert';\nimport offscreenCanvasSupported from './offscreen_canvas_supported';\n\nimport type {Cancelable} from '../types/cancelable';\n\nlet linkEl: HTMLAnchorElement | undefined;\n\nlet reducedMotionQuery: MediaQueryList;\n\nlet stubTime: number | undefined;\n\nlet canvas: HTMLCanvasElement | undefined;\n\nlet hasCanvasFingerprintNoise: boolean | undefined;\n\n/**\n * @private\n */\nconst exported = {\n requestIdleCallback: (callback: (deadline: IdleDeadline) => void): number | undefined => {\n if (typeof requestIdleCallback !== 'undefined') {\n return requestIdleCallback(callback);\n } else {\n // Fallback for environments without requestIdleCallback: emulate a fresh idle\n // window (50ms is the spec maximum) via setTimeout so callers that rely on\n // deadline.timeRemaining() still make progress.\n setTimeout(() => callback({didTimeout: false, timeRemaining: () => 50}), 0);\n }\n },\n\n /**\n * Returns either performance.now() or a value set by setNow.\n * @returns {number} Time value in milliseconds.\n */\n now(): number {\n if (stubTime !== undefined) {\n return stubTime;\n }\n return performance.now();\n },\n setNow(time: number) {\n stubTime = time;\n },\n\n restoreNow() {\n stubTime = undefined;\n },\n\n frame(fn: (paintStartTimestamp: number) => void): Cancelable {\n const frame = requestAnimationFrame(fn);\n return {cancel: () => cancelAnimationFrame(frame)};\n },\n\n getImageData(img: ImageBitmap | HTMLImageElement, padding: number = 0): ImageData {\n const {width, height} = img;\n\n if (!canvas) {\n canvas = document.createElement('canvas');\n }\n\n const context = canvas.getContext('2d', {willReadFrequently: true});\n if (!context) {\n throw new Error('failed to create canvas 2d context');\n }\n\n if (width > canvas.width || height > canvas.height) {\n canvas.width = width;\n canvas.height = height;\n }\n\n context.clearRect(-padding, -padding, width + 2 * padding, height + 2 * padding);\n context.drawImage(img, 0, 0, width, height);\n return context.getImageData(-padding, -padding, width + 2 * padding, height + 2 * padding);\n },\n\n resolveURL(path: string): string {\n if (!linkEl) linkEl = document.createElement('a');\n linkEl.href = path;\n return linkEl.href;\n },\n\n get devicePixelRatio(): number { return window.devicePixelRatio; },\n get prefersReducedMotion(): boolean {\n if (!window.matchMedia) return false;\n // Lazily initialize media query.\n reducedMotionQuery ??= window.matchMedia('(prefers-reduced-motion: reduce)');\n return reducedMotionQuery.matches;\n },\n\n /**\n * Returns true if the browser has OffscreenCanvas support and\n * adds noise to Canvas2D operations used for image decoding to prevent fingerprinting.\n */\n hasCanvasFingerprintNoise(): boolean {\n if (hasCanvasFingerprintNoise !== undefined) {\n return hasCanvasFingerprintNoise;\n }\n\n if (!offscreenCanvasSupported()) {\n hasCanvasFingerprintNoise = false;\n return false;\n }\n\n assert(self.OffscreenCanvas, 'OffscreenCanvas is not supported');\n\n const offscreenCanvas = new OffscreenCanvas(255 / 3, 1);\n const offscreenCanvasContext = offscreenCanvas.getContext('2d', {willReadFrequently: true});\n assert(offscreenCanvasContext, 'OffscreenCanvas 2D context unavailable');\n let inc = 0;\n // getImageData is lossy with premultiplied alpha.\n for (let i = 0; i < offscreenCanvas.width; ++i) {\n offscreenCanvasContext.fillStyle = `rgba(${inc++},${inc++},${inc++}, 255)`;\n offscreenCanvasContext.fillRect(i, 0, 1, 1);\n }\n const readData = offscreenCanvasContext.getImageData(0, 0, offscreenCanvas.width, offscreenCanvas.height);\n inc = 0;\n for (let i = 0; i < readData.data.length; ++i) {\n if (i % 4 !== 3 && inc++ !== readData.data[i]) {\n hasCanvasFingerprintNoise = true;\n return true;\n }\n }\n hasCanvasFingerprintNoise = false;\n return false;\n }\n};\n\nexport default exported;\n\nexport const {setNow, restoreNow} = exported;\n", "let simdSupported: boolean | undefined;\n\n/**\n * Returns whether the browser supports WebAssembly SIMD instructions.\n * The result is cached after the first call.\n *\n * @private\n */\nexport function isWasmSimdSupported(): boolean {\n if (simdSupported === undefined) {\n if (typeof WebAssembly !== 'object') {\n return false;\n }\n\n // Minimal WASM module that uses SIMD\n const detector = new Uint8Array([0, 97, 115, 109, 1, 0, 0, 0, 1, 4, 1, 96, 0, 0, 3, 3, 2, 0, 0, 5, 3, 1, 0, 1, 12, 1, 0, 10, 22, 2, 12, 0, 65, 0, 65, 0, 65, 0, 252, 10, 0, 0, 11, 7, 0, 65, 0, 253, 15, 26, 11]);\n simdSupported = WebAssembly.validate(detector);\n }\n\n return simdSupported;\n}\n", "import {isWasmSimdSupported} from './is_wasm_simd_supported';\nimport browser from './browser';\n\nconst API_URL_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/|\\?|$)/i;\nconst API_TILEJSON_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/v[0-9]*\\/.*\\.json.*$)/i;\nconst API_SPRITE_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/styles\\/v[0-9]*\\/)(.*\\/sprite.*\\..*$)/i;\nconst API_FONTS_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/fonts\\/v[0-9]*\\/)(.*\\.pbf.*$)/i;\nconst API_STYLE_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/styles\\/v[0-9]*\\/)(.*$)/i;\nconst API_CDN_URL_REGEX = /^((https?:)?\\/\\/)?api\\.mapbox\\.c(n|om)(\\/mapbox-gl-js\\/)(.*$)/i;\n\nexport type Config = {\n API_URL: string;\n API_URL_REGEX: RegExp;\n API_TILEJSON_REGEX: RegExp;\n API_FONTS_REGEX: RegExp;\n API_SPRITE_REGEX: RegExp;\n API_STYLE_REGEX: RegExp;\n API_CDN_URL_REGEX: RegExp;\n EVENTS_URL: string | null | undefined;\n SESSION_PATH: string;\n FEEDBACK_URL: string;\n REQUIRE_ACCESS_TOKEN: boolean;\n TILE_URL_VERSION: string;\n RASTER_URL_PREFIX: string;\n RASTERARRAYS_URL_PREFIX: string;\n ACCESS_TOKEN: string | null | undefined;\n MAX_PARALLEL_IMAGE_REQUESTS: number;\n DRACO_URL: string;\n MESHOPT_URL: string;\n MESHOPT_SIMD_URL: string;\n BUILDING_GEN_URL: string;\n RTL_TEXT_URL: string;\n DEFAULT_STYLE: string;\n GLYPHS_URL: string;\n TILES3D_URL_PREFIX: string;\n TILE_PROVIDER_URLS: Record;\n};\n\nconst config: Config = {\n API_URL: 'https://api.mapbox.com',\n API_URL_REGEX,\n API_TILEJSON_REGEX,\n API_SPRITE_REGEX,\n API_FONTS_REGEX,\n API_STYLE_REGEX,\n API_CDN_URL_REGEX,\n get EVENTS_URL() {\n if (!config.API_URL) { return null; }\n try {\n const url = new URL(config.API_URL);\n if (url.hostname === 'api.mapbox.cn') {\n return 'https://events.mapbox.cn/events/v2';\n } else if (url.hostname === 'api.mapbox.com') {\n return 'https://events.mapbox.com/events/v2';\n } else {\n return null;\n }\n } catch (e) {\n return null;\n }\n },\n SESSION_PATH: '/map-sessions/v1',\n FEEDBACK_URL: 'https://apps.mapbox.com/feedback',\n TILE_URL_VERSION: 'v4',\n RASTER_URL_PREFIX: 'raster/v1',\n RASTERARRAYS_URL_PREFIX: 'rasterarrays/v1',\n REQUIRE_ACCESS_TOKEN: true,\n ACCESS_TOKEN: null,\n DEFAULT_STYLE: 'mapbox://styles/mapbox/standard',\n MAX_PARALLEL_IMAGE_REQUESTS: 16,\n DRACO_URL: '/mapbox-gl-js/draco_decoder_gltf_v1.5.6.wasm',\n MESHOPT_URL: '/mapbox-gl-js/meshopt_base_v1.2.wasm',\n MESHOPT_SIMD_URL: '/mapbox-gl-js/meshopt_simd_v1.2.wasm',\n BUILDING_GEN_URL: '/mapbox-gl-js/building-gen/building_gen_v1.2.6.wasm',\n RTL_TEXT_URL: '/mapbox-gl-js/rtl_text_v1.0.0.wasm',\n GLYPHS_URL: 'mapbox://fonts/mapbox/{fontstack}/{range}.pbf',\n TILES3D_URL_PREFIX: '3dtiles/v1',\n TILE_PROVIDER_URLS: Object.assign(Object.create(null) as Record, {\n pmtiles: `/mapbox-gl-js/plugins/mapbox-gl-pmtiles-provider/v0.0.3/mapbox-gl-pmtiles-provider.js`,\n }),\n};\n\nexport function setAccessToken(token: string) {\n config.ACCESS_TOKEN = token;\n}\n\nexport function setBaseApiUrl(url: string) {\n config.API_URL = url;\n}\n\nexport function setMaxParallelImageRequests(numRequests: number) {\n config.MAX_PARALLEL_IMAGE_REQUESTS = numRequests;\n}\n\n// Returns the config subset that can be changed via public setters and needs syncing to workers.\nexport function getBroadcastableConfig() {\n return {\n API_URL: config.API_URL,\n DRACO_URL: config.DRACO_URL,\n MESHOPT_URL: config.MESHOPT_URL,\n MESHOPT_SIMD_URL: config.MESHOPT_SIMD_URL,\n BUILDING_GEN_URL: config.BUILDING_GEN_URL,\n RTL_TEXT_URL: config.RTL_TEXT_URL,\n };\n}\n\nexport function getDracoUrl(): string {\n return new URL(config.DRACO_URL, config.API_URL).href;\n}\n\nexport function setDracoUrl(url: string) {\n config.DRACO_URL = browser.resolveURL(url);\n}\n\nexport function getMeshoptUrl(): string {\n if (typeof WebAssembly !== 'object') {\n throw new Error(\"WebAssembly not supported, cannot instantiate meshoptimizer\");\n }\n\n return new URL(isWasmSimdSupported() ? config.MESHOPT_SIMD_URL : config.MESHOPT_URL, config.API_URL).href;\n}\n\nexport function setMeshoptUrl(url: string) {\n const resolved = browser.resolveURL(url);\n config.MESHOPT_URL = resolved;\n config.MESHOPT_SIMD_URL = resolved;\n}\n\nexport function getBuildingGenUrl(): string {\n return new URL(config.BUILDING_GEN_URL, config.API_URL).href;\n}\n\nexport function setBuildingGenUrl(url: string) {\n config.BUILDING_GEN_URL = browser.resolveURL(url);\n}\n\nexport default config;\n", "export function getURLExtension(url: string): string {\n try {\n const lastSegment = new URL(url).pathname.split('/').pop() || '';\n const dotIndex = lastSegment.lastIndexOf('.');\n return dotIndex >= 0 ? lastSegment.slice(dotIndex + 1) : '';\n } catch {\n return '';\n }\n}\n\nexport function setQueryParameters(url: string, params: Record): string {\n const paramStart = url.indexOf('?');\n const base = paramStart < 0 ? url : url.slice(0, paramStart);\n const searchParams = new URLSearchParams(paramStart < 0 ? '' : url.slice(paramStart));\n for (const [key, value] of Object.entries(params)) {\n searchParams.set(key, value);\n }\n return `${base}?${searchParams}`;\n}\n\ntype StripQueryParameters = {\n persistentParams: string[];\n};\n\nexport function stripQueryParameters(url: string, params: StripQueryParameters = {persistentParams: []}): string {\n const paramStart = url.indexOf('?');\n if (paramStart < 0) return url;\n\n const nextParams = new URLSearchParams();\n const searchParams = new URLSearchParams(url.slice(paramStart));\n for (const param of params.persistentParams) {\n const value = searchParams.get(param);\n if (value) nextParams.set(param, value);\n }\n\n const nextParamsString = nextParams.toString();\n\n return `${url.slice(0, paramStart)}${nextParamsString.length > 0 ? `?${nextParamsString}` : ''}`;\n}\n", "import {warnOnce, parseCacheControl} from './util';\nimport {stripQueryParameters, setQueryParameters} from './url';\n\nimport type Dispatcher from './dispatcher';\n\nconst CACHE_NAME = 'mapbox-tiles';\nlet cacheLimit = 500; // 50MB / (100KB/tile) ~= 500 tiles\nlet cacheCheckThreshold = 50;\n\nconst MIN_TIME_UNTIL_EXPIRY = 1000 * 60 * 7; // 7 minutes. Skip caching tiles with a short enough max age.\n\n// So that caching functions correctly, these params are persisted\n// on URLs with query params otherwise stripped.\nconst PERSISTENT_PARAMS = ['language', 'worldview', 'jobid'];\n\nexport type ResponseOptions = {\n status: number;\n statusText: string;\n headers: Headers;\n};\n\n// We're using a global shared cache object. Normally, requesting ad-hoc Cache objects is fine, but\n// Safari has a memory leak in which it fails to release memory when requesting keys() from a Cache\n// object. See https://bugs.webkit.org/show_bug.cgi?id=203991 for more information.\nlet sharedCache: Promise | null | undefined;\n\nfunction getCaches() {\n try {\n return caches;\n } catch (e) {\n //