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ascending from \"./ascending\";\nimport bisector from \"./bisector\";\n\nvar ascendingBisect = bisector(ascending);\nexport var bisectRight = ascendingBisect.right;\nexport var bisectLeft = ascendingBisect.left;\nexport default bisectRight;\n","var e10 = Math.sqrt(50),\n    e5 = Math.sqrt(10),\n    e2 = Math.sqrt(2);\n\nexport default function(start, stop, count) {\n  var reverse,\n      i = -1,\n      n,\n      ticks,\n      step;\n\n  stop = +stop, start = +start, count = +count;\n  if (start === stop && count > 0) return [start];\n  if (reverse = stop < start) n = start, start = stop, stop = n;\n  if ((step = tickIncrement(start, stop, count)) === 0 || !isFinite(step)) return [];\n\n  if (step > 0) {\n    start = Math.ceil(start / step);\n    stop = Math.floor(stop / step);\n    ticks = new Array(n = Math.ceil(stop - start + 1));\n    while (++i < n) ticks[i] = (start + i) * step;\n  } else {\n    start = Math.floor(start * step);\n    stop = Math.ceil(stop * step);\n    ticks = new Array(n = Math.ceil(start - stop + 1));\n    while (++i < n) ticks[i] = (start - i) / step;\n  }\n\n  if (reverse) ticks.reverse();\n\n  return ticks;\n}\n\nexport function tickIncrement(start, stop, count) {\n  var step = (stop - start) / Math.max(0, count),\n      power = Math.floor(Math.log(step) / Math.LN10),\n      error = step / Math.pow(10, power);\n  return power >= 0\n      ? (error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1) * Math.pow(10, power)\n      : -Math.pow(10, -power) / (error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1);\n}\n\nexport function tickStep(start, stop, count) {\n  var step0 = Math.abs(stop - start) / Math.max(0, count),\n      step1 = Math.pow(10, Math.floor(Math.log(step0) / Math.LN10)),\n      error = step0 / step1;\n  if (error >= e10) step1 *= 10;\n  else if (error >= e5) step1 *= 5;\n  else if (error >= e2) step1 *= 2;\n  return stop < start ? -step1 : step1;\n}\n","var noop = {value: function() {}};\n\nfunction dispatch() {\n  for (var i = 0, n = arguments.length, _ = {}, t; i < n; ++i) {\n    if (!(t = arguments[i] + \"\") || (t in _) || /[\\s.]/.test(t)) throw new Error(\"illegal type: \" + t);\n    _[t] = [];\n  }\n  return new Dispatch(_);\n}\n\nfunction Dispatch(_) {\n  this._ = _;\n}\n\nfunction parseTypenames(typenames, types) {\n  return typenames.trim().split(/^|\\s+/).map(function(t) {\n    var name = \"\", i = t.indexOf(\".\");\n    if (i >= 0) name = t.slice(i + 1), t = t.slice(0, i);\n    if (t && !types.hasOwnProperty(t)) throw new Error(\"unknown type: \" + t);\n    return {type: t, name: name};\n  });\n}\n\nDispatch.prototype = dispatch.prototype = {\n  constructor: Dispatch,\n  on: function(typename, callback) {\n    var _ = this._,\n        T = parseTypenames(typename + \"\", _),\n        t,\n        i = -1,\n        n = T.length;\n\n    // If no callback was specified, return the callback of the given type and name.\n    if (arguments.length < 2) {\n      while (++i < n) if ((t = (typename = T[i]).type) && (t = get(_[t], typename.name))) return t;\n      return;\n    }\n\n    // If a type was specified, set the callback for the given type and name.\n    // Otherwise, if a null callback was specified, remove callbacks of the given name.\n    if (callback != null && typeof callback !== \"function\") throw new Error(\"invalid callback: \" + callback);\n    while (++i < n) {\n      if (t = (typename = T[i]).type) _[t] = set(_[t], typename.name, callback);\n      else if (callback == null) for (t in _) _[t] = set(_[t], typename.name, null);\n    }\n\n    return this;\n  },\n  copy: function() {\n    var copy = {}, _ = this._;\n    for (var t in _) copy[t] = _[t].slice();\n    return new Dispatch(copy);\n  },\n  call: function(type, that) {\n    if ((n = arguments.length - 2) > 0) for (var args = new Array(n), i = 0, n, t; i < n; ++i) args[i] = arguments[i + 2];\n    if (!this._.hasOwnProperty(type)) throw new Error(\"unknown type: \" + type);\n    for (t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args);\n  },\n  apply: function(type, that, args) {\n    if (!this._.hasOwnProperty(type)) throw new Error(\"unknown type: \" + type);\n    for (var t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args);\n  }\n};\n\nfunction get(type, name) {\n  for (var i = 0, n = type.length, c; i < n; ++i) {\n    if ((c = type[i]).name === name) {\n      return c.value;\n    }\n  }\n}\n\nfunction set(type, name, callback) {\n  for (var i = 0, n = type.length; i < n; ++i) {\n    if (type[i].name === name) {\n      type[i] = noop, type = type.slice(0, i).concat(type.slice(i + 1));\n      break;\n    }\n  }\n  if (callback != null) type.push({name: name, value: callback});\n  return type;\n}\n\nexport default dispatch;\n","import sourceEvent from \"./sourceEvent\";\nimport point from \"./point\";\n\nexport default function(node, touches, identifier) {\n  if (arguments.length < 3) identifier = touches, touches = sourceEvent().changedTouches;\n\n  for (var i = 0, n = touches ? touches.length : 0, touch; i < n; ++i) {\n    if ((touch = touches[i]).identifier === identifier) {\n      return point(node, touch);\n    }\n  }\n\n  return null;\n}\n","import {event} from \"d3-selection\";\n\nexport function nopropagation() {\n  event.stopImmediatePropagation();\n}\n\nexport default function() {\n  event.preventDefault();\n  event.stopImmediatePropagation();\n}\n","export default function(x) {\n  return function() {\n    return x;\n  };\n}\n","export default function DragEvent(target, type, subject, id, active, x, y, dx, dy, dispatch) {\n  this.target = target;\n  this.type = type;\n  this.subject = subject;\n  this.identifier = id;\n  this.active = active;\n  this.x = x;\n  this.y = y;\n  this.dx = dx;\n  this.dy = dy;\n  this._ = dispatch;\n}\n\nDragEvent.prototype.on = function() {\n  var value = this._.on.apply(this._, arguments);\n  return value === this._ ? this : value;\n};\n","import {dispatch} from \"d3-dispatch\";\nimport {event, customEvent, select, mouse, touch} from \"d3-selection\";\nimport nodrag, {yesdrag} from \"./nodrag.js\";\nimport noevent, {nopropagation} from \"./noevent.js\";\nimport constant from \"./constant.js\";\nimport DragEvent from \"./event.js\";\n\n// Ignore right-click, since that should open the context menu.\nfunction defaultFilter() {\n  return !event.ctrlKey && !event.button;\n}\n\nfunction defaultContainer() {\n  return this.parentNode;\n}\n\nfunction defaultSubject(d) {\n  return d == null ? {x: event.x, y: event.y} : d;\n}\n\nfunction defaultTouchable() {\n  return navigator.maxTouchPoints || (\"ontouchstart\" in this);\n}\n\nexport default function() {\n  var filter = defaultFilter,\n      container = defaultContainer,\n      subject = defaultSubject,\n      touchable = defaultTouchable,\n      gestures = {},\n      listeners = dispatch(\"start\", \"drag\", \"end\"),\n      active = 0,\n      mousedownx,\n      mousedowny,\n      mousemoving,\n      touchending,\n      clickDistance2 = 0;\n\n  function drag(selection) {\n    selection\n        .on(\"mousedown.drag\", mousedowned)\n      .filter(touchable)\n        .on(\"touchstart.drag\", touchstarted)\n        .on(\"touchmove.drag\", touchmoved)\n        .on(\"touchend.drag touchcancel.drag\", touchended)\n        .style(\"touch-action\", \"none\")\n        .style(\"-webkit-tap-highlight-color\", \"rgba(0,0,0,0)\");\n  }\n\n  function mousedowned() {\n    if (touchending || !filter.apply(this, arguments)) return;\n    var gesture = beforestart(\"mouse\", container.apply(this, arguments), mouse, this, arguments);\n    if (!gesture) return;\n    select(event.view).on(\"mousemove.drag\", mousemoved, true).on(\"mouseup.drag\", mouseupped, true);\n    nodrag(event.view);\n    nopropagation();\n    mousemoving = false;\n    mousedownx = event.clientX;\n    mousedowny = event.clientY;\n    gesture(\"start\");\n  }\n\n  function mousemoved() {\n    noevent();\n    if (!mousemoving) {\n      var dx = event.clientX - mousedownx, dy = event.clientY - mousedowny;\n      mousemoving = dx * dx + dy * dy > clickDistance2;\n    }\n    gestures.mouse(\"drag\");\n  }\n\n  function mouseupped() {\n    select(event.view).on(\"mousemove.drag mouseup.drag\", null);\n    yesdrag(event.view, mousemoving);\n    noevent();\n    gestures.mouse(\"end\");\n  }\n\n  function touchstarted() {\n    if (!filter.apply(this, arguments)) return;\n    var touches = event.changedTouches,\n        c = container.apply(this, arguments),\n        n = touches.length, i, gesture;\n\n    for (i = 0; i < n; ++i) {\n      if (gesture = beforestart(touches[i].identifier, c, touch, this, arguments)) {\n        nopropagation();\n        gesture(\"start\");\n      }\n    }\n  }\n\n  function touchmoved() {\n    var touches = event.changedTouches,\n        n = touches.length, i, gesture;\n\n    for (i = 0; i < n; ++i) {\n      if (gesture = gestures[touches[i].identifier]) {\n        noevent();\n        gesture(\"drag\");\n      }\n    }\n  }\n\n  function touchended() {\n    var touches = event.changedTouches,\n        n = touches.length, i, gesture;\n\n    if (touchending) clearTimeout(touchending);\n    touchending = setTimeout(function() { touchending = null; }, 500); // Ghost clicks are delayed!\n    for (i = 0; i < n; ++i) {\n      if (gesture = gestures[touches[i].identifier]) {\n        nopropagation();\n        gesture(\"end\");\n      }\n    }\n  }\n\n  function beforestart(id, container, point, that, args) {\n    var p = point(container, id), s, dx, dy,\n        sublisteners = listeners.copy();\n\n    if (!customEvent(new DragEvent(drag, \"beforestart\", s, id, active, p[0], p[1], 0, 0, sublisteners), function() {\n      if ((event.subject = s = subject.apply(that, args)) == null) return false;\n      dx = s.x - p[0] || 0;\n      dy = s.y - p[1] || 0;\n      return true;\n    })) return;\n\n    return function gesture(type) {\n      var p0 = p, n;\n      switch (type) {\n        case \"start\": gestures[id] = gesture, n = active++; break;\n        case \"end\": delete gestures[id], --active; // nobreak\n        case \"drag\": p = point(container, id), n = active; break;\n      }\n      customEvent(new DragEvent(drag, type, s, id, n, p[0] + dx, p[1] + dy, p[0] - p0[0], p[1] - p0[1], sublisteners), sublisteners.apply, sublisteners, [type, that, args]);\n    };\n  }\n\n  drag.filter = function(_) {\n    return arguments.length ? (filter = typeof _ === \"function\" ? _ : constant(!!_), drag) : filter;\n  };\n\n  drag.container = function(_) {\n    return arguments.length ? (container = typeof _ === \"function\" ? _ : constant(_), drag) : container;\n  };\n\n  drag.subject = function(_) {\n    return arguments.length ? (subject = typeof _ === \"function\" ? _ : constant(_), drag) : subject;\n  };\n\n  drag.touchable = function(_) {\n    return arguments.length ? (touchable = typeof _ === \"function\" ? _ : constant(!!_), drag) : touchable;\n  };\n\n  drag.on = function() {\n    var value = listeners.on.apply(listeners, arguments);\n    return value === listeners ? drag : value;\n  };\n\n  drag.clickDistance = function(_) {\n    return arguments.length ? (clickDistance2 = (_ = +_) * _, drag) : Math.sqrt(clickDistance2);\n  };\n\n  return drag;\n}\n","import {select} from \"d3-selection\";\nimport noevent from \"./noevent.js\";\n\nexport default function(view) {\n  var root = view.document.documentElement,\n      selection = select(view).on(\"dragstart.drag\", noevent, true);\n  if (\"onselectstart\" in root) {\n    selection.on(\"selectstart.drag\", noevent, true);\n  } else {\n    root.__noselect = root.style.MozUserSelect;\n    root.style.MozUserSelect = \"none\";\n  }\n}\n\nexport function yesdrag(view, noclick) {\n  var root = view.document.documentElement,\n      selection = select(view).on(\"dragstart.drag\", null);\n  if (noclick) {\n    selection.on(\"click.drag\", noevent, true);\n    setTimeout(function() { selection.on(\"click.drag\", null); }, 0);\n  }\n  if (\"onselectstart\" in root) {\n    selection.on(\"selectstart.drag\", null);\n  } else {\n    root.style.MozUserSelect = root.__noselect;\n    delete root.__noselect;\n  }\n}\n","function responseJson(response) {\n  if (!response.ok) throw new Error(response.status + \" \" + response.statusText);\n  if (response.status === 204 || response.status === 205) return;\n  return response.json();\n}\n\nexport default function(input, init) {\n  return fetch(input, init).then(responseJson);\n}\n","export default function(x, y) {\n  var nodes;\n\n  if (x == null) x = 0;\n  if (y == null) y = 0;\n\n  function force() {\n    var i,\n        n = nodes.length,\n        node,\n        sx = 0,\n        sy = 0;\n\n    for (i = 0; i < n; ++i) {\n      node = nodes[i], sx += node.x, sy += node.y;\n    }\n\n    for (sx = sx / n - x, sy = sy / n - y, i = 0; i < n; ++i) {\n      node = nodes[i], node.x -= sx, node.y -= sy;\n    }\n  }\n\n  force.initialize = function(_) {\n    nodes = _;\n  };\n\n  force.x = function(_) {\n    return arguments.length ? (x = +_, force) : x;\n  };\n\n  force.y = function(_) {\n    return arguments.length ? (y = +_, force) : y;\n  };\n\n  return force;\n}\n","export default function(x) {\n  return function() {\n    return x;\n  };\n}\n","export default function() {\n  return (Math.random() - 0.5) * 1e-6;\n}\n","export default function(d) {\n  var x = +this._x.call(null, d),\n      y = +this._y.call(null, d);\n  return add(this.cover(x, y), x, y, d);\n}\n\nfunction add(tree, x, y, d) {\n  if (isNaN(x) || isNaN(y)) return tree; // ignore invalid points\n\n  var parent,\n      node = tree._root,\n      leaf = {data: d},\n      x0 = tree._x0,\n      y0 = tree._y0,\n      x1 = tree._x1,\n      y1 = tree._y1,\n      xm,\n      ym,\n      xp,\n      yp,\n      right,\n      bottom,\n      i,\n      j;\n\n  // If the tree is empty, initialize the root as a leaf.\n  if (!node) return tree._root = leaf, tree;\n\n  // Find the existing leaf for the new point, or add it.\n  while (node.length) {\n    if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;\n    if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;\n    if (parent = node, !(node = node[i = bottom << 1 | right])) return parent[i] = leaf, tree;\n  }\n\n  // Is the new point is exactly coincident with the existing point?\n  xp = +tree._x.call(null, node.data);\n  yp = +tree._y.call(null, node.data);\n  if (x === xp && y === yp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;\n\n  // Otherwise, split the leaf node until the old and new point are separated.\n  do {\n    parent = parent ? parent[i] = new Array(4) : tree._root = new Array(4);\n    if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;\n    if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;\n  } while ((i = bottom << 1 | right) === (j = (yp >= ym) << 1 | (xp >= xm)));\n  return parent[j] = node, parent[i] = leaf, tree;\n}\n\nexport function addAll(data) {\n  var d, i, n = data.length,\n      x,\n      y,\n      xz = new Array(n),\n      yz = new Array(n),\n      x0 = Infinity,\n      y0 = Infinity,\n      x1 = -Infinity,\n      y1 = -Infinity;\n\n  // Compute the points and their extent.\n  for (i = 0; i < n; ++i) {\n    if (isNaN(x = +this._x.call(null, d = data[i])) || isNaN(y = +this._y.call(null, d))) continue;\n    xz[i] = x;\n    yz[i] = y;\n    if (x < x0) x0 = x;\n    if (x > x1) x1 = x;\n    if (y < y0) y0 = y;\n    if (y > y1) y1 = y;\n  }\n\n  // If there were no (valid) points, abort.\n  if (x0 > x1 || y0 > y1) return this;\n\n  // Expand the tree to cover the new points.\n  this.cover(x0, y0).cover(x1, y1);\n\n  // Add the new points.\n  for (i = 0; i < n; ++i) {\n    add(this, xz[i], yz[i], data[i]);\n  }\n\n  return this;\n}\n","export default function(node, x0, y0, x1, y1) {\n  this.node = node;\n  this.x0 = x0;\n  this.y0 = y0;\n  this.x1 = x1;\n  this.y1 = y1;\n}\n","export function defaultX(d) {\n  return d[0];\n}\n\nexport default function(_) {\n  return arguments.length ? (this._x = _, this) : this._x;\n}\n","export function defaultY(d) {\n  return d[1];\n}\n\nexport default function(_) {\n  return arguments.length ? (this._y = _, this) : this._y;\n}\n","import tree_add, {addAll as tree_addAll} from \"./add.js\";\nimport tree_cover from \"./cover.js\";\nimport tree_data from \"./data.js\";\nimport tree_extent from \"./extent.js\";\nimport tree_find from \"./find.js\";\nimport tree_remove, {removeAll as tree_removeAll} from \"./remove.js\";\nimport tree_root from \"./root.js\";\nimport tree_size from \"./size.js\";\nimport tree_visit from \"./visit.js\";\nimport tree_visitAfter from \"./visitAfter.js\";\nimport tree_x, {defaultX} from \"./x.js\";\nimport tree_y, {defaultY} from \"./y.js\";\n\nexport default function quadtree(nodes, x, y) {\n  var tree = new Quadtree(x == null ? defaultX : x, y == null ? defaultY : y, NaN, NaN, NaN, NaN);\n  return nodes == null ? tree : tree.addAll(nodes);\n}\n\nfunction Quadtree(x, y, x0, y0, x1, y1) {\n  this._x = x;\n  this._y = y;\n  this._x0 = x0;\n  this._y0 = y0;\n  this._x1 = x1;\n  this._y1 = y1;\n  this._root = undefined;\n}\n\nfunction leaf_copy(leaf) {\n  var copy = {data: leaf.data}, next = copy;\n  while (leaf = leaf.next) next = next.next = {data: leaf.data};\n  return copy;\n}\n\nvar treeProto = quadtree.prototype = Quadtree.prototype;\n\ntreeProto.copy = function() {\n  var copy = new Quadtree(this._x, this._y, this._x0, this._y0, this._x1, this._y1),\n      node = this._root,\n      nodes,\n      child;\n\n  if (!node) return copy;\n\n  if (!node.length) return copy._root = leaf_copy(node), copy;\n\n  nodes = [{source: node, target: copy._root = new Array(4)}];\n  while (node = nodes.pop()) {\n    for (var i = 0; i < 4; ++i) {\n      if (child = node.source[i]) {\n        if (child.length) nodes.push({source: child, target: node.target[i] = new Array(4)});\n        else node.target[i] = leaf_copy(child);\n      }\n    }\n  }\n\n  return copy;\n};\n\ntreeProto.add = tree_add;\ntreeProto.addAll = tree_addAll;\ntreeProto.cover = tree_cover;\ntreeProto.data = tree_data;\ntreeProto.extent = tree_extent;\ntreeProto.find = tree_find;\ntreeProto.remove = tree_remove;\ntreeProto.removeAll = tree_removeAll;\ntreeProto.root = tree_root;\ntreeProto.size = tree_size;\ntreeProto.visit = tree_visit;\ntreeProto.visitAfter = tree_visitAfter;\ntreeProto.x = tree_x;\ntreeProto.y = tree_y;\n","import constant from \"./constant\";\nimport jiggle from \"./jiggle\";\nimport {quadtree} from \"d3-quadtree\";\n\nfunction x(d) {\n  return d.x + d.vx;\n}\n\nfunction y(d) {\n  return d.y + d.vy;\n}\n\nexport default function(radius) {\n  var nodes,\n      radii,\n      strength = 1,\n      iterations = 1;\n\n  if (typeof radius !== \"function\") radius = constant(radius == null ? 1 : +radius);\n\n  function force() {\n    var i, n = nodes.length,\n        tree,\n        node,\n        xi,\n        yi,\n        ri,\n        ri2;\n\n    for (var k = 0; k < iterations; ++k) {\n      tree = quadtree(nodes, x, y).visitAfter(prepare);\n      for (i = 0; i < n; ++i) {\n        node = nodes[i];\n        ri = radii[node.index], ri2 = ri * ri;\n        xi = node.x + node.vx;\n        yi = node.y + node.vy;\n        tree.visit(apply);\n      }\n    }\n\n    function apply(quad, x0, y0, x1, y1) {\n      var data = quad.data, rj = quad.r, r = ri + rj;\n      if (data) {\n        if (data.index > node.index) {\n          var x = xi - data.x - data.vx,\n              y = yi - data.y - data.vy,\n              l = x * x + y * y;\n          if (l < r * r) {\n            if (x === 0) x = jiggle(), l += x * x;\n            if (y === 0) y = jiggle(), l += y * y;\n            l = (r - (l = Math.sqrt(l))) / l * strength;\n            node.vx += (x *= l) * (r = (rj *= rj) / (ri2 + rj));\n            node.vy += (y *= l) * r;\n            data.vx -= x * (r = 1 - r);\n            data.vy -= y * r;\n          }\n        }\n        return;\n      }\n      return x0 > xi + r || x1 < xi - r || y0 > yi + r || y1 < yi - r;\n    }\n  }\n\n  function prepare(quad) {\n    if (quad.data) return quad.r = radii[quad.data.index];\n    for (var i = quad.r = 0; i < 4; ++i) {\n      if (quad[i] && quad[i].r > quad.r) {\n        quad.r = quad[i].r;\n      }\n    }\n  }\n\n  function initialize() {\n    if (!nodes) return;\n    var i, n = nodes.length, node;\n    radii = new Array(n);\n    for (i = 0; i < n; ++i) node = nodes[i], radii[node.index] = +radius(node, i, nodes);\n  }\n\n  force.initialize = function(_) {\n    nodes = _;\n    initialize();\n  };\n\n  force.iterations = function(_) {\n    return arguments.length ? (iterations = +_, force) : iterations;\n  };\n\n  force.strength = function(_) {\n    return arguments.length ? (strength = +_, force) : strength;\n  };\n\n  force.radius = function(_) {\n    return arguments.length ? (radius = typeof _ === \"function\" ? _ : constant(+_), initialize(), force) : radius;\n  };\n\n  return force;\n}\n","export default function(x, y) {\n  if (isNaN(x = +x) || isNaN(y = +y)) return this; // ignore invalid points\n\n  var x0 = this._x0,\n      y0 = this._y0,\n      x1 = this._x1,\n      y1 = this._y1;\n\n  // If the quadtree has no extent, initialize them.\n  // Integer extent are necessary so that if we later double the extent,\n  // the existing quadrant boundaries don’t change due to floating point error!\n  if (isNaN(x0)) {\n    x1 = (x0 = Math.floor(x)) + 1;\n    y1 = (y0 = Math.floor(y)) + 1;\n  }\n\n  // Otherwise, double repeatedly to cover.\n  else {\n    var z = x1 - x0,\n        node = this._root,\n        parent,\n        i;\n\n    while (x0 > x || x >= x1 || y0 > y || y >= y1) {\n      i = (y < y0) << 1 | (x < x0);\n      parent = new Array(4), parent[i] = node, node = parent, z *= 2;\n      switch (i) {\n        case 0: x1 = x0 + z, y1 = y0 + z; break;\n        case 1: x0 = x1 - z, y1 = y0 + z; break;\n        case 2: x1 = x0 + z, y0 = y1 - z; break;\n        case 3: x0 = x1 - z, y0 = y1 - z; break;\n      }\n    }\n\n    if (this._root && this._root.length) this._root = node;\n  }\n\n  this._x0 = x0;\n  this._y0 = y0;\n  this._x1 = x1;\n  this._y1 = y1;\n  return this;\n}\n","export default function() {\n  var data = [];\n  this.visit(function(node) {\n    if (!node.length) do data.push(node.data); while (node = node.next)\n  });\n  return data;\n}\n","export default function(_) {\n  return arguments.length\n      ? this.cover(+_[0][0], +_[0][1]).cover(+_[1][0], +_[1][1])\n      : isNaN(this._x0) ? undefined : [[this._x0, this._y0], [this._x1, this._y1]];\n}\n","import Quad from \"./quad.js\";\n\nexport default function(x, y, radius) {\n  var data,\n      x0 = this._x0,\n      y0 = this._y0,\n      x1,\n      y1,\n      x2,\n      y2,\n      x3 = this._x1,\n      y3 = this._y1,\n      quads = [],\n      node = this._root,\n      q,\n      i;\n\n  if (node) quads.push(new Quad(node, x0, y0, x3, y3));\n  if (radius == null) radius = Infinity;\n  else {\n    x0 = x - radius, y0 = y - radius;\n    x3 = x + radius, y3 = y + radius;\n    radius *= radius;\n  }\n\n  while (q = quads.pop()) {\n\n    // Stop searching if this quadrant can’t contain a closer node.\n    if (!(node = q.node)\n        || (x1 = q.x0) > x3\n        || (y1 = q.y0) > y3\n        || (x2 = q.x1) < x0\n        || (y2 = q.y1) < y0) continue;\n\n    // Bisect the current quadrant.\n    if (node.length) {\n      var xm = (x1 + x2) / 2,\n          ym = (y1 + y2) / 2;\n\n      quads.push(\n        new Quad(node[3], xm, ym, x2, y2),\n        new Quad(node[2], x1, ym, xm, y2),\n        new Quad(node[1], xm, y1, x2, ym),\n        new Quad(node[0], x1, y1, xm, ym)\n      );\n\n      // Visit the closest quadrant first.\n      if (i = (y >= ym) << 1 | (x >= xm)) {\n        q = quads[quads.length - 1];\n        quads[quads.length - 1] = quads[quads.length - 1 - i];\n        quads[quads.length - 1 - i] = q;\n      }\n    }\n\n    // Visit this point. (Visiting coincident points isn’t necessary!)\n    else {\n      var dx = x - +this._x.call(null, node.data),\n          dy = y - +this._y.call(null, node.data),\n          d2 = dx * dx + dy * dy;\n      if (d2 < radius) {\n        var d = Math.sqrt(radius = d2);\n        x0 = x - d, y0 = y - d;\n        x3 = x + d, y3 = y + d;\n        data = node.data;\n      }\n    }\n  }\n\n  return data;\n}\n","export default function(d) {\n  if (isNaN(x = +this._x.call(null, d)) || isNaN(y = +this._y.call(null, d))) return this; // ignore invalid points\n\n  var parent,\n      node = this._root,\n      retainer,\n      previous,\n      next,\n      x0 = this._x0,\n      y0 = this._y0,\n      x1 = this._x1,\n      y1 = this._y1,\n      x,\n      y,\n      xm,\n      ym,\n      right,\n      bottom,\n      i,\n      j;\n\n  // If the tree is empty, initialize the root as a leaf.\n  if (!node) return this;\n\n  // Find the leaf node for the point.\n  // While descending, also retain the deepest parent with a non-removed sibling.\n  if (node.length) while (true) {\n    if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;\n    if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;\n    if (!(parent = node, node = node[i = bottom << 1 | right])) return this;\n    if (!node.length) break;\n    if (parent[(i + 1) & 3] || parent[(i + 2) & 3] || parent[(i + 3) & 3]) retainer = parent, j = i;\n  }\n\n  // Find the point to remove.\n  while (node.data !== d) if (!(previous = node, node = node.next)) return this;\n  if (next = node.next) delete node.next;\n\n  // If there are multiple coincident points, remove just the point.\n  if (previous) return (next ? previous.next = next : delete previous.next), this;\n\n  // If this is the root point, remove it.\n  if (!parent) return this._root = next, this;\n\n  // Remove this leaf.\n  next ? parent[i] = next : delete parent[i];\n\n  // If the parent now contains exactly one leaf, collapse superfluous parents.\n  if ((node = parent[0] || parent[1] || parent[2] || parent[3])\n      && node === (parent[3] || parent[2] || parent[1] || parent[0])\n      && !node.length) {\n    if (retainer) retainer[j] = node;\n    else this._root = node;\n  }\n\n  return this;\n}\n\nexport function removeAll(data) {\n  for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);\n  return this;\n}\n","export default function() {\n  return this._root;\n}\n","export default function() {\n  var size = 0;\n  this.visit(function(node) {\n    if (!node.length) do ++size; while (node = node.next)\n  });\n  return size;\n}\n","import Quad from \"./quad.js\";\n\nexport default function(callback) {\n  var quads = [], q, node = this._root, child, x0, y0, x1, y1;\n  if (node) quads.push(new Quad(node, this._x0, this._y0, this._x1, this._y1));\n  while (q = quads.pop()) {\n    if (!callback(node = q.node, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1) && node.length) {\n      var xm = (x0 + x1) / 2, ym = (y0 + y1) / 2;\n      if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1));\n      if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1));\n      if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym));\n      if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym));\n    }\n  }\n  return this;\n}\n","import Quad from \"./quad.js\";\n\nexport default function(callback) {\n  var quads = [], next = [], q;\n  if (this._root) quads.push(new Quad(this._root, this._x0, this._y0, this._x1, this._y1));\n  while (q = quads.pop()) {\n    var node = q.node;\n    if (node.length) {\n      var child, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1, xm = (x0 + x1) / 2, ym = (y0 + y1) / 2;\n      if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym));\n      if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym));\n      if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1));\n      if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1));\n    }\n    next.push(q);\n  }\n  while (q = next.pop()) {\n    callback(q.node, q.x0, q.y0, q.x1, q.y1);\n  }\n  return this;\n}\n","import constant from \"./constant\";\nimport jiggle from \"./jiggle\";\nimport {map} from \"d3-collection\";\n\nfunction index(d) {\n  return d.index;\n}\n\nfunction find(nodeById, nodeId) {\n  var node = nodeById.get(nodeId);\n  if (!node) throw new Error(\"missing: \" + nodeId);\n  return node;\n}\n\nexport default function(links) {\n  var id = index,\n      strength = defaultStrength,\n      strengths,\n      distance = constant(30),\n      distances,\n      nodes,\n      count,\n      bias,\n      iterations = 1;\n\n  if (links == null) links = [];\n\n  function defaultStrength(link) {\n    return 1 / Math.min(count[link.source.index], count[link.target.index]);\n  }\n\n  function force(alpha) {\n    for (var k = 0, n = links.length; k < iterations; ++k) {\n      for (var i = 0, link, source, target, x, y, l, b; i < n; ++i) {\n        link = links[i], source = link.source, target = link.target;\n        x = target.x + target.vx - source.x - source.vx || jiggle();\n        y = target.y + target.vy - source.y - source.vy || jiggle();\n        l = Math.sqrt(x * x + y * y);\n        l = (l - distances[i]) / l * alpha * strengths[i];\n        x *= l, y *= l;\n        target.vx -= x * (b = bias[i]);\n        target.vy -= y * b;\n        source.vx += x * (b = 1 - b);\n        source.vy += y * b;\n      }\n    }\n  }\n\n  function initialize() {\n    if (!nodes) return;\n\n    var i,\n        n = nodes.length,\n        m = links.length,\n        nodeById = map(nodes, id),\n        link;\n\n    for (i = 0, count = new Array(n); i < m; ++i) {\n      link = links[i], link.index = i;\n      if (typeof link.source !== \"object\") link.source = find(nodeById, link.source);\n      if (typeof link.target !== \"object\") link.target = find(nodeById, link.target);\n      count[link.source.index] = (count[link.source.index] || 0) + 1;\n      count[link.target.index] = (count[link.target.index] || 0) + 1;\n    }\n\n    for (i = 0, bias = new Array(m); i < m; ++i) {\n      link = links[i], bias[i] = count[link.source.index] / (count[link.source.index] + count[link.target.index]);\n    }\n\n    strengths = new Array(m), initializeStrength();\n    distances = new Array(m), initializeDistance();\n  }\n\n  function initializeStrength() {\n    if (!nodes) return;\n\n    for (var i = 0, n = links.length; i < n; ++i) {\n      strengths[i] = +strength(links[i], i, links);\n    }\n  }\n\n  function initializeDistance() {\n    if (!nodes) return;\n\n    for (var i = 0, n = links.length; i < n; ++i) {\n      distances[i] = +distance(links[i], i, links);\n    }\n  }\n\n  force.initialize = function(_) {\n    nodes = _;\n    initialize();\n  };\n\n  force.links = function(_) {\n    return arguments.length ? (links = _, initialize(), force) : links;\n  };\n\n  force.id = function(_) {\n    return arguments.length ? (id = _, force) : id;\n  };\n\n  force.iterations = function(_) {\n    return arguments.length ? (iterations = +_, force) : iterations;\n  };\n\n  force.strength = function(_) {\n    return arguments.length ? (strength = typeof _ === \"function\" ? _ : constant(+_), initializeStrength(), force) : strength;\n  };\n\n  force.distance = function(_) {\n    return arguments.length ? (distance = typeof _ === \"function\" ? _ : constant(+_), initializeDistance(), force) : distance;\n  };\n\n  return force;\n}\n","var frame = 0, // is an animation frame pending?\n    timeout = 0, // is a timeout pending?\n    interval = 0, // are any timers active?\n    pokeDelay = 1000, // how frequently we check for clock skew\n    taskHead,\n    taskTail,\n    clockLast = 0,\n    clockNow = 0,\n    clockSkew = 0,\n    clock = typeof performance === \"object\" && performance.now ? performance : Date,\n    setFrame = typeof window === \"object\" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); };\n\nexport function now() {\n  return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew);\n}\n\nfunction clearNow() {\n  clockNow = 0;\n}\n\nexport function Timer() {\n  this._call =\n  this._time =\n  this._next = null;\n}\n\nTimer.prototype = timer.prototype = {\n  constructor: Timer,\n  restart: function(callback, delay, time) {\n    if (typeof callback !== \"function\") throw new TypeError(\"callback is not a function\");\n    time = (time == null ? now() : +time) + (delay == null ? 0 : +delay);\n    if (!this._next && taskTail !== this) {\n      if (taskTail) taskTail._next = this;\n      else taskHead = this;\n      taskTail = this;\n    }\n    this._call = callback;\n    this._time = time;\n    sleep();\n  },\n  stop: function() {\n    if (this._call) {\n      this._call = null;\n      this._time = Infinity;\n      sleep();\n    }\n  }\n};\n\nexport function timer(callback, delay, time) {\n  var t = new Timer;\n  t.restart(callback, delay, time);\n  return t;\n}\n\nexport function timerFlush() {\n  now(); // Get the current time, if not already set.\n  ++frame; // Pretend we’ve set an alarm, if we haven’t already.\n  var t = taskHead, e;\n  while (t) {\n    if ((e = clockNow - t._time) >= 0) t._call.call(null, e);\n    t = t._next;\n  }\n  --frame;\n}\n\nfunction wake() {\n  clockNow = (clockLast = clock.now()) + clockSkew;\n  frame = timeout = 0;\n  try {\n    timerFlush();\n  } finally {\n    frame = 0;\n    nap();\n    clockNow = 0;\n  }\n}\n\nfunction poke() {\n  var now = clock.now(), delay = now - clockLast;\n  if (delay > pokeDelay) clockSkew -= delay, clockLast = now;\n}\n\nfunction nap() {\n  var t0, t1 = taskHead, t2, time = Infinity;\n  while (t1) {\n    if (t1._call) {\n      if (time > t1._time) time = t1._time;\n      t0 = t1, t1 = t1._next;\n    } else {\n      t2 = t1._next, t1._next = null;\n      t1 = t0 ? t0._next = t2 : taskHead = t2;\n    }\n  }\n  taskTail = t0;\n  sleep(time);\n}\n\nfunction sleep(time) {\n  if (frame) return; // Soonest alarm already set, or will be.\n  if (timeout) timeout = clearTimeout(timeout);\n  var delay = time - clockNow; // Strictly less than if we recomputed clockNow.\n  if (delay > 24) {\n    if (time < Infinity) timeout = setTimeout(wake, time - clock.now() - clockSkew);\n    if (interval) interval = clearInterval(interval);\n  } else {\n    if (!interval) clockLast = clock.now(), interval = setInterval(poke, pokeDelay);\n    frame = 1, setFrame(wake);\n  }\n}\n","import {dispatch} from \"d3-dispatch\";\nimport {map} from \"d3-collection\";\nimport {timer} from \"d3-timer\";\n\nexport function x(d) {\n  return d.x;\n}\n\nexport function y(d) {\n  return d.y;\n}\n\nvar initialRadius = 10,\n    initialAngle = Math.PI * (3 - Math.sqrt(5));\n\nexport default function(nodes) {\n  var simulation,\n      alpha = 1,\n      alphaMin = 0.001,\n      alphaDecay = 1 - Math.pow(alphaMin, 1 / 300),\n      alphaTarget = 0,\n      velocityDecay = 0.6,\n      forces = map(),\n      stepper = timer(step),\n      event = dispatch(\"tick\", \"end\");\n\n  if (nodes == null) nodes = [];\n\n  function step() {\n    tick();\n    event.call(\"tick\", simulation);\n    if (alpha < alphaMin) {\n      stepper.stop();\n      event.call(\"end\", simulation);\n    }\n  }\n\n  function tick(iterations) {\n    var i, n = nodes.length, node;\n\n    if (iterations === undefined) iterations = 1;\n\n    for (var k = 0; k < iterations; ++k) {\n      alpha += (alphaTarget - alpha) * alphaDecay;\n\n      forces.each(function (force) {\n        force(alpha);\n      });\n\n      for (i = 0; i < n; ++i) {\n        node = nodes[i];\n        if (node.fx == null) node.x += node.vx *= velocityDecay;\n        else node.x = node.fx, node.vx = 0;\n        if (node.fy == null) node.y += node.vy *= velocityDecay;\n        else node.y = node.fy, node.vy = 0;\n      }\n    }\n\n    return simulation;\n  }\n\n  function initializeNodes() {\n    for (var i = 0, n = nodes.length, node; i < n; ++i) {\n      node = nodes[i], node.index = i;\n      if (node.fx != null) node.x = node.fx;\n      if (node.fy != null) node.y = node.fy;\n      if (isNaN(node.x) || isNaN(node.y)) {\n        var radius = initialRadius * Math.sqrt(i), angle = i * initialAngle;\n        node.x = radius * Math.cos(angle);\n        node.y = radius * Math.sin(angle);\n      }\n      if (isNaN(node.vx) || isNaN(node.vy)) {\n        node.vx = node.vy = 0;\n      }\n    }\n  }\n\n  function initializeForce(force) {\n    if (force.initialize) force.initialize(nodes);\n    return force;\n  }\n\n  initializeNodes();\n\n  return simulation = {\n    tick: tick,\n\n    restart: function() {\n      return stepper.restart(step), simulation;\n    },\n\n    stop: function() {\n      return stepper.stop(), simulation;\n    },\n\n    nodes: function(_) {\n      return arguments.length ? (nodes = _, initializeNodes(), forces.each(initializeForce), simulation) : nodes;\n    },\n\n    alpha: function(_) {\n      return arguments.length ? (alpha = +_, simulation) : alpha;\n    },\n\n    alphaMin: function(_) {\n      return arguments.length ? (alphaMin = +_, simulation) : alphaMin;\n    },\n\n    alphaDecay: function(_) {\n      return arguments.length ? (alphaDecay = +_, simulation) : +alphaDecay;\n    },\n\n    alphaTarget: function(_) {\n      return arguments.length ? (alphaTarget = +_, simulation) : alphaTarget;\n    },\n\n    velocityDecay: function(_) {\n      return arguments.length ? (velocityDecay = 1 - _, simulation) : 1 - velocityDecay;\n    },\n\n    force: function(name, _) {\n      return arguments.length > 1 ? ((_ == null ? forces.remove(name) : forces.set(name, initializeForce(_))), simulation) : forces.get(name);\n    },\n\n    find: function(x, y, radius) {\n      var i = 0,\n          n = nodes.length,\n          dx,\n          dy,\n          d2,\n          node,\n          closest;\n\n      if (radius == null) radius = Infinity;\n      else radius *= radius;\n\n      for (i = 0; i < n; ++i) {\n        node = nodes[i];\n        dx = x - node.x;\n        dy = y - node.y;\n        d2 = dx * dx + dy * dy;\n        if (d2 < radius) closest = node, radius = d2;\n      }\n\n      return closest;\n    },\n\n    on: function(name, _) {\n      return arguments.length > 1 ? (event.on(name, _), simulation) : event.on(name);\n    }\n  };\n}\n","import constant from \"./constant\";\nimport jiggle from \"./jiggle\";\nimport {quadtree} from \"d3-quadtree\";\nimport {x, y} from \"./simulation\";\n\nexport default function() {\n  var nodes,\n      node,\n      alpha,\n      strength = constant(-30),\n      strengths,\n      distanceMin2 = 1,\n      distanceMax2 = Infinity,\n      theta2 = 0.81;\n\n  function force(_) {\n    var i, n = nodes.length, tree = quadtree(nodes, x, y).visitAfter(accumulate);\n    for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);\n  }\n\n  function initialize() {\n    if (!nodes) return;\n    var i, n = nodes.length, node;\n    strengths = new Array(n);\n    for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes);\n  }\n\n  function accumulate(quad) {\n    var strength = 0, q, c, weight = 0, x, y, i;\n\n    // For internal nodes, accumulate forces from child quadrants.\n    if (quad.length) {\n      for (x = y = i = 0; i < 4; ++i) {\n        if ((q = quad[i]) && (c = Math.abs(q.value))) {\n          strength += q.value, weight += c, x += c * q.x, y += c * q.y;\n        }\n      }\n      quad.x = x / weight;\n      quad.y = y / weight;\n    }\n\n    // For leaf nodes, accumulate forces from coincident quadrants.\n    else {\n      q = quad;\n      q.x = q.data.x;\n      q.y = q.data.y;\n      do strength += strengths[q.data.index];\n      while (q = q.next);\n    }\n\n    quad.value = strength;\n  }\n\n  function apply(quad, x1, _, x2) {\n    if (!quad.value) return true;\n\n    var x = quad.x - node.x,\n        y = quad.y - node.y,\n        w = x2 - x1,\n        l = x * x + y * y;\n\n    // Apply the Barnes-Hut approximation if possible.\n    // Limit forces for very close nodes; randomize direction if coincident.\n    if (w * w / theta2 < l) {\n      if (l < distanceMax2) {\n        if (x === 0) x = jiggle(), l += x * x;\n        if (y === 0) y = jiggle(), l += y * y;\n        if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);\n        node.vx += x * quad.value * alpha / l;\n        node.vy += y * quad.value * alpha / l;\n      }\n      return true;\n    }\n\n    // Otherwise, process points directly.\n    else if (quad.length || l >= distanceMax2) return;\n\n    // Limit forces for very close nodes; randomize direction if coincident.\n    if (quad.data !== node || quad.next) {\n      if (x === 0) x = jiggle(), l += x * x;\n      if (y === 0) y = jiggle(), l += y * y;\n      if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);\n    }\n\n    do if (quad.data !== node) {\n      w = strengths[quad.data.index] * alpha / l;\n      node.vx += x * w;\n      node.vy += y * w;\n    } while (quad = quad.next);\n  }\n\n  force.initialize = function(_) {\n    nodes = _;\n    initialize();\n  };\n\n  force.strength = function(_) {\n    return arguments.length ? (strength = typeof _ === \"function\" ? _ : constant(+_), initialize(), force) : strength;\n  };\n\n  force.distanceMin = function(_) {\n    return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);\n  };\n\n  force.distanceMax = function(_) {\n    return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);\n  };\n\n  force.theta = function(_) {\n    return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);\n  };\n\n  return force;\n}\n","import constant from \"./constant\";\n\nexport default function(x) {\n  var strength = constant(0.1),\n      nodes,\n      strengths,\n      xz;\n\n  if (typeof x !== \"function\") x = constant(x == null ? 0 : +x);\n\n  function force(alpha) {\n    for (var i = 0, n = nodes.length, node; i < n; ++i) {\n      node = nodes[i], node.vx += (xz[i] - node.x) * strengths[i] * alpha;\n    }\n  }\n\n  function initialize() {\n    if (!nodes) return;\n    var i, n = nodes.length;\n    strengths = new Array(n);\n    xz = new Array(n);\n    for (i = 0; i < n; ++i) {\n      strengths[i] = isNaN(xz[i] = +x(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes);\n    }\n  }\n\n  force.initialize = function(_) {\n    nodes = _;\n    initialize();\n  };\n\n  force.strength = function(_) {\n    return arguments.length ? (strength = typeof _ === \"function\" ? _ : constant(+_), initialize(), force) : strength;\n  };\n\n  force.x = function(_) {\n    return arguments.length ? (x = typeof _ === \"function\" ? _ : constant(+_), initialize(), force) : x;\n  };\n\n  return force;\n}\n","import constant from \"./constant\";\n\nexport default function(y) {\n  var strength = constant(0.1),\n      nodes,\n      strengths,\n      yz;\n\n  if (typeof y !== \"function\") y = constant(y == null ? 0 : +y);\n\n  function force(alpha) {\n    for (var i = 0, n = nodes.length, node; i < n; ++i) {\n      node = nodes[i], node.vy += (yz[i] - node.y) * strengths[i] * alpha;\n    }\n  }\n\n  function initialize() {\n    if (!nodes) return;\n    var i, n = nodes.length;\n    strengths = new Array(n);\n    yz = new Array(n);\n    for (i = 0; i < n; ++i) {\n      strengths[i] = isNaN(yz[i] = +y(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes);\n    }\n  }\n\n  force.initialize = function(_) {\n    nodes = _;\n    initialize();\n  };\n\n  force.strength = function(_) {\n    return arguments.length ? (strength = typeof _ === \"function\" ? _ : constant(+_), initialize(), force) : strength;\n  };\n\n  force.y = function(_) {\n    return arguments.length ? (y = typeof _ === \"function\" ? _ : constant(+_), initialize(), force) : y;\n  };\n\n  return force;\n}\n","function count(node) {\n  var sum = 0,\n      children = node.children,\n      i = children && children.length;\n  if (!i) sum = 1;\n  else while (--i >= 0) sum += children[i].value;\n  node.value = sum;\n}\n\nexport default function() {\n  return this.eachAfter(count);\n}\n","import node_count from \"./count.js\";\nimport node_each from \"./each.js\";\nimport node_eachBefore from \"./eachBefore.js\";\nimport node_eachAfter from \"./eachAfter.js\";\nimport node_sum from \"./sum.js\";\nimport node_sort from \"./sort.js\";\nimport node_path from \"./path.js\";\nimport node_ancestors from \"./ancestors.js\";\nimport node_descendants from \"./descendants.js\";\nimport node_leaves from \"./leaves.js\";\nimport node_links from \"./links.js\";\n\nexport default function hierarchy(data, children) {\n  var root = new Node(data),\n      valued = +data.value && (root.value = data.value),\n      node,\n      nodes = [root],\n      child,\n      childs,\n      i,\n      n;\n\n  if (children == null) children = defaultChildren;\n\n  while (node = nodes.pop()) {\n    if (valued) node.value = +node.data.value;\n    if ((childs = children(node.data)) && (n = childs.length)) {\n      node.children = new Array(n);\n      for (i = n - 1; i >= 0; --i) {\n        nodes.push(child = node.children[i] = new Node(childs[i]));\n        child.parent = node;\n        child.depth = node.depth + 1;\n      }\n    }\n  }\n\n  return root.eachBefore(computeHeight);\n}\n\nfunction node_copy() {\n  return hierarchy(this).eachBefore(copyData);\n}\n\nfunction defaultChildren(d) {\n  return d.children;\n}\n\nfunction copyData(node) {\n  node.data = node.data.data;\n}\n\nexport function computeHeight(node) {\n  var height = 0;\n  do node.height = height;\n  while ((node = node.parent) && (node.height < ++height));\n}\n\nexport function Node(data) {\n  this.data = data;\n  this.depth =\n  this.height = 0;\n  this.parent = null;\n}\n\nNode.prototype = hierarchy.prototype = {\n  constructor: Node,\n  count: node_count,\n  each: node_each,\n  eachAfter: node_eachAfter,\n  eachBefore: node_eachBefore,\n  sum: node_sum,\n  sort: node_sort,\n  path: node_path,\n  ancestors: node_ancestors,\n  descendants: node_descendants,\n  leaves: node_leaves,\n  links: node_links,\n  copy: node_copy\n};\n","export default function(callback) {\n  var node = this, current, next = [node], children, i, n;\n  do {\n    current = next.reverse(), next = [];\n    while (node = current.pop()) {\n      callback(node), children = node.children;\n      if (children) for (i = 0, n = children.length; i < n; ++i) {\n        next.push(children[i]);\n      }\n    }\n  } while (next.length);\n  return this;\n}\n","export default function(callback) {\n  var node = this, nodes = [node], next = [], children, i, n;\n  while (node = nodes.pop()) {\n    next.push(node), children = node.children;\n    if (children) for (i = 0, n = children.length; i < n; ++i) {\n      nodes.push(children[i]);\n    }\n  }\n  while (node = next.pop()) {\n    callback(node);\n  }\n  return this;\n}\n","export default function(callback) {\n  var node = this, nodes = [node], children, i;\n  while (node = nodes.pop()) {\n    callback(node), children = node.children;\n    if (children) for (i = children.length - 1; i >= 0; --i) {\n      nodes.push(children[i]);\n    }\n  }\n  return this;\n}\n","export default function(value) {\n  return this.eachAfter(function(node) {\n    var sum = +value(node.data) || 0,\n        children = node.children,\n        i = children && children.length;\n    while (--i >= 0) sum += children[i].value;\n    node.value = sum;\n  });\n}\n","export default function(compare) {\n  return this.eachBefore(function(node) {\n    if (node.children) {\n      node.children.sort(compare);\n    }\n  });\n}\n","export default function(end) {\n  var start = this,\n      ancestor = leastCommonAncestor(start, end),\n      nodes = [start];\n  while (start !== ancestor) {\n    start = start.parent;\n    nodes.push(start);\n  }\n  var k = nodes.length;\n  while (end !== ancestor) {\n    nodes.splice(k, 0, end);\n    end = end.parent;\n  }\n  return nodes;\n}\n\nfunction leastCommonAncestor(a, b) {\n  if (a === b) return a;\n  var aNodes = a.ancestors(),\n      bNodes = b.ancestors(),\n      c = null;\n  a = aNodes.pop();\n  b = bNodes.pop();\n  while (a === b) {\n    c = a;\n    a = aNodes.pop();\n    b = bNodes.pop();\n  }\n  return c;\n}\n","export default function() {\n  var node = this, nodes = [node];\n  while (node = node.parent) {\n    nodes.push(node);\n  }\n  return nodes;\n}\n","export default function() {\n  var nodes = [];\n  this.each(function(node) {\n    nodes.push(node);\n  });\n  return nodes;\n}\n","export default function() {\n  var leaves = [];\n  this.eachBefore(function(node) {\n    if (!node.children) {\n      leaves.push(node);\n    }\n  });\n  return leaves;\n}\n","export default function() {\n  var root = this, links = [];\n  root.each(function(node) {\n    if (node !== root) { // Don’t include the root’s parent, if any.\n      links.push({source: node.parent, target: node});\n    }\n  });\n  return links;\n}\n","import {Selection, root} from \"./selection/index\";\n\nexport default function(selector) {\n  return typeof selector === \"string\"\n      ? new Selection([document.querySelectorAll(selector)], [document.documentElement])\n      : new Selection([selector == null ? [] : selector], root);\n}\n","var filterEvents = {};\n\nexport var event = null;\n\nif (typeof document !== \"undefined\") {\n  var element = document.documentElement;\n  if (!(\"onmouseenter\" in element)) {\n    filterEvents = {mouseenter: \"mouseover\", mouseleave: \"mouseout\"};\n  }\n}\n\nfunction filterContextListener(listener, index, group) {\n  listener = contextListener(listener, index, group);\n  return function(event) {\n    var related = event.relatedTarget;\n    if (!related || (related !== this && !(related.compareDocumentPosition(this) & 8))) {\n      listener.call(this, event);\n    }\n  };\n}\n\nfunction contextListener(listener, index, group) {\n  return function(event1) {\n    var event0 = event; // Events can be reentrant (e.g., focus).\n    event = event1;\n    try {\n      listener.call(this, this.__data__, index, group);\n    } finally {\n      event = event0;\n    }\n  };\n}\n\nfunction parseTypenames(typenames) {\n  return typenames.trim().split(/^|\\s+/).map(function(t) {\n    var name = \"\", i = t.indexOf(\".\");\n    if (i >= 0) name = t.slice(i + 1), t = t.slice(0, i);\n    return {type: t, name: name};\n  });\n}\n\nfunction onRemove(typename) {\n  return function() {\n    var on = this.__on;\n    if (!on) return;\n    for (var j = 0, i = -1, m = on.length, o; j < m; ++j) {\n      if (o = on[j], (!typename.type || o.type === typename.type) && o.name === typename.name) {\n        this.removeEventListener(o.type, o.listener, o.capture);\n      } else {\n        on[++i] = o;\n      }\n    }\n    if (++i) on.length = i;\n    else delete this.__on;\n  };\n}\n\nfunction onAdd(typename, value, capture) {\n  var wrap = filterEvents.hasOwnProperty(typename.type) ? filterContextListener : contextListener;\n  return function(d, i, group) {\n    var on = this.__on, o, listener = wrap(value, i, group);\n    if (on) for (var j = 0, m = on.length; j < m; ++j) {\n      if ((o = on[j]).type === typename.type && o.name === typename.name) {\n        this.removeEventListener(o.type, o.listener, o.capture);\n        this.addEventListener(o.type, o.listener = listener, o.capture = capture);\n        o.value = value;\n        return;\n      }\n    }\n    this.addEventListener(typename.type, listener, capture);\n    o = {type: typename.type, name: typename.name, value: value, listener: listener, capture: capture};\n    if (!on) this.__on = [o];\n    else on.push(o);\n  };\n}\n\nexport default function(typename, value, capture) {\n  var typenames = parseTypenames(typename + \"\"), i, n = typenames.length, t;\n\n  if (arguments.length < 2) {\n    var on = this.node().__on;\n    if (on) for (var j = 0, m = on.length, o; j < m; ++j) {\n      for (i = 0, o = on[j]; i < n; ++i) {\n        if ((t = typenames[i]).type === o.type && t.name === o.name) {\n          return o.value;\n        }\n      }\n    }\n    return;\n  }\n\n  on = value ? onAdd : onRemove;\n  if (capture == null) capture = false;\n  for (i = 0; i < n; ++i) this.each(on(typenames[i], value, capture));\n  return this;\n}\n\nexport function customEvent(event1, listener, that, args) {\n  var event0 = event;\n  event1.sourceEvent = event;\n  event = event1;\n  try {\n    return listener.apply(that, args);\n  } finally {\n    event = event0;\n  }\n}\n"],"names":["ascendingBisect","right","left","Math","sqrt","noop","value","dispatch","t","i","n","arguments","length","_","test","Error","Dispatch","this","get","type","name","c","set","callback","slice","concat","push","prototype","constructor","on","typename","types","T","trim","split","map","indexOf","hasOwnProperty","copy","call","that","args","Array","apply","node","touches","identifier","sourceEvent","changedTouches","touch","point","nopropagation","x","DragEvent","target","subject","id","active","y","dx","dy","defaultFilter","defaultContainer","parentNode","defaultSubject","d","defaultTouchable","navigator","maxTouchPoints","mousedownx","mousedowny","mousemoving","touchending","filter","container","touchable","gestures","listeners","clickDistance2","drag","selection","mousedowned","touchstarted","touchmoved","touchended","style","view","root","gesture","beforestart","mouse","mousemoved","mouseupped","document","documentElement","noevent","__noselect","MozUserSelect","noclick","setTimeout","clearTimeout","s","p","sublisteners","p0","constant","clickDistance","responseJson","response","ok","status","statusText","json","input","init","fetch","then","nodes","force","sx","sy","initialize","random","tree","isNaN","parent","xm","ym","xp","yp","bottom","j","_root","leaf","data","x0","_x0","y0","_y0","x1","_x1","y1","_y1","_x","_y","next","defaultX","defaultY","quadtree","Quadtree","NaN","addAll","undefined","leaf_copy","treeProto","vx","vy","radius","radii","strength","iterations","xi","yi","ri","ri2","k","visitAfter","prepare","index","visit","quad","rj","r","l","jiggle","child","source","pop","add","cover","xz","yz","Infinity","floor","z","extent","find","x2","y2","q","x3","y3","quads","d2","remove","retainer","previous","removeAll","size","nodeById","nodeId","links","strengths","distances","count","bias","link","min","distance","alpha","b","m","initializeStrength","initializeDistance","taskHead","taskTail","timeout","interval","pokeDelay","clockLast","clockNow","clockSkew","clock","performance","now","Date","setFrame","window","requestAnimationFrame","bind","f","clearNow","Timer","_call","_time","_next","timer","delay","time","restart","wake","e","timerFlush","t0","t2","t1","sleep","nap","poke","clearInterval","setInterval","TypeError","stop","initialRadius","initialAngle","PI","simulation","alphaMin","alphaDecay","pow","alphaTarget","velocityDecay","forces","stepper","step","event","tick","each","fx","fy","initializeNodes","angle","cos","sin","initializeForce","closest","distanceMin2","distanceMax2","theta2","accumulate","weight","abs","w","distanceMin","distanceMax","theta","sum","children","hierarchy","childs","Node","valued","defaultChildren","depth","eachBefore","computeHeight","copyData","height","eachAfter","current","reverse","sort","compare","path","end","start","ancestor","a","aNodes","ancestors","bNodes","leastCommonAncestor","splice","descendants","leaves","selector","querySelectorAll","filterEvents","mouseenter","mouseleave","filterContextListener","listener","group","contextListener","related","relatedTarget","compareDocumentPosition","event1","event0","__data__","onRemove","__on","o","removeEventListener","capture","onAdd","wrap","addEventListener","typenames","parseTypenames","customEvent"],"sourceRoot":""}