Index: node_modules/d3-shape/src/arc.js
===================================================================
--- node_modules/d3-shape/src/arc.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
+++ node_modules/d3-shape/src/arc.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
@@ -0,0 +1,268 @@
+import constant from "./constant.js";
+import {abs, acos, asin, atan2, cos, epsilon, halfPi, max, min, pi, sin, sqrt, tau} from "./math.js";
+import {withPath} from "./path.js";
+
+function arcInnerRadius(d) {
+  return d.innerRadius;
+}
+
+function arcOuterRadius(d) {
+  return d.outerRadius;
+}
+
+function arcStartAngle(d) {
+  return d.startAngle;
+}
+
+function arcEndAngle(d) {
+  return d.endAngle;
+}
+
+function arcPadAngle(d) {
+  return d && d.padAngle; // Note: optional!
+}
+
+function intersect(x0, y0, x1, y1, x2, y2, x3, y3) {
+  var x10 = x1 - x0, y10 = y1 - y0,
+      x32 = x3 - x2, y32 = y3 - y2,
+      t = y32 * x10 - x32 * y10;
+  if (t * t < epsilon) return;
+  t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;
+  return [x0 + t * x10, y0 + t * y10];
+}
+
+// Compute perpendicular offset line of length rc.
+// http://mathworld.wolfram.com/Circle-LineIntersection.html
+function cornerTangents(x0, y0, x1, y1, r1, rc, cw) {
+  var x01 = x0 - x1,
+      y01 = y0 - y1,
+      lo = (cw ? rc : -rc) / sqrt(x01 * x01 + y01 * y01),
+      ox = lo * y01,
+      oy = -lo * x01,
+      x11 = x0 + ox,
+      y11 = y0 + oy,
+      x10 = x1 + ox,
+      y10 = y1 + oy,
+      x00 = (x11 + x10) / 2,
+      y00 = (y11 + y10) / 2,
+      dx = x10 - x11,
+      dy = y10 - y11,
+      d2 = dx * dx + dy * dy,
+      r = r1 - rc,
+      D = x11 * y10 - x10 * y11,
+      d = (dy < 0 ? -1 : 1) * sqrt(max(0, r * r * d2 - D * D)),
+      cx0 = (D * dy - dx * d) / d2,
+      cy0 = (-D * dx - dy * d) / d2,
+      cx1 = (D * dy + dx * d) / d2,
+      cy1 = (-D * dx + dy * d) / d2,
+      dx0 = cx0 - x00,
+      dy0 = cy0 - y00,
+      dx1 = cx1 - x00,
+      dy1 = cy1 - y00;
+
+  // Pick the closer of the two intersection points.
+  // TODO Is there a faster way to determine which intersection to use?
+  if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) cx0 = cx1, cy0 = cy1;
+
+  return {
+    cx: cx0,
+    cy: cy0,
+    x01: -ox,
+    y01: -oy,
+    x11: cx0 * (r1 / r - 1),
+    y11: cy0 * (r1 / r - 1)
+  };
+}
+
+export default function() {
+  var innerRadius = arcInnerRadius,
+      outerRadius = arcOuterRadius,
+      cornerRadius = constant(0),
+      padRadius = null,
+      startAngle = arcStartAngle,
+      endAngle = arcEndAngle,
+      padAngle = arcPadAngle,
+      context = null,
+      path = withPath(arc);
+
+  function arc() {
+    var buffer,
+        r,
+        r0 = +innerRadius.apply(this, arguments),
+        r1 = +outerRadius.apply(this, arguments),
+        a0 = startAngle.apply(this, arguments) - halfPi,
+        a1 = endAngle.apply(this, arguments) - halfPi,
+        da = abs(a1 - a0),
+        cw = a1 > a0;
+
+    if (!context) context = buffer = path();
+
+    // Ensure that the outer radius is always larger than the inner radius.
+    if (r1 < r0) r = r1, r1 = r0, r0 = r;
+
+    // Is it a point?
+    if (!(r1 > epsilon)) context.moveTo(0, 0);
+
+    // Or is it a circle or annulus?
+    else if (da > tau - epsilon) {
+      context.moveTo(r1 * cos(a0), r1 * sin(a0));
+      context.arc(0, 0, r1, a0, a1, !cw);
+      if (r0 > epsilon) {
+        context.moveTo(r0 * cos(a1), r0 * sin(a1));
+        context.arc(0, 0, r0, a1, a0, cw);
+      }
+    }
+
+    // Or is it a circular or annular sector?
+    else {
+      var a01 = a0,
+          a11 = a1,
+          a00 = a0,
+          a10 = a1,
+          da0 = da,
+          da1 = da,
+          ap = padAngle.apply(this, arguments) / 2,
+          rp = (ap > epsilon) && (padRadius ? +padRadius.apply(this, arguments) : sqrt(r0 * r0 + r1 * r1)),
+          rc = min(abs(r1 - r0) / 2, +cornerRadius.apply(this, arguments)),
+          rc0 = rc,
+          rc1 = rc,
+          t0,
+          t1;
+
+      // Apply padding? Note that since r1 ≥ r0, da1 ≥ da0.
+      if (rp > epsilon) {
+        var p0 = asin(rp / r0 * sin(ap)),
+            p1 = asin(rp / r1 * sin(ap));
+        if ((da0 -= p0 * 2) > epsilon) p0 *= (cw ? 1 : -1), a00 += p0, a10 -= p0;
+        else da0 = 0, a00 = a10 = (a0 + a1) / 2;
+        if ((da1 -= p1 * 2) > epsilon) p1 *= (cw ? 1 : -1), a01 += p1, a11 -= p1;
+        else da1 = 0, a01 = a11 = (a0 + a1) / 2;
+      }
+
+      var x01 = r1 * cos(a01),
+          y01 = r1 * sin(a01),
+          x10 = r0 * cos(a10),
+          y10 = r0 * sin(a10);
+
+      // Apply rounded corners?
+      if (rc > epsilon) {
+        var x11 = r1 * cos(a11),
+            y11 = r1 * sin(a11),
+            x00 = r0 * cos(a00),
+            y00 = r0 * sin(a00),
+            oc;
+
+        // Restrict the corner radius according to the sector angle. If this
+        // intersection fails, it’s probably because the arc is too small, so
+        // disable the corner radius entirely.
+        if (da < pi) {
+          if (oc = intersect(x01, y01, x00, y00, x11, y11, x10, y10)) {
+            var ax = x01 - oc[0],
+                ay = y01 - oc[1],
+                bx = x11 - oc[0],
+                by = y11 - oc[1],
+                kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2),
+                lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);
+            rc0 = min(rc, (r0 - lc) / (kc - 1));
+            rc1 = min(rc, (r1 - lc) / (kc + 1));
+          } else {
+            rc0 = rc1 = 0;
+          }
+        }
+      }
+
+      // Is the sector collapsed to a line?
+      if (!(da1 > epsilon)) context.moveTo(x01, y01);
+
+      // Does the sector’s outer ring have rounded corners?
+      else if (rc1 > epsilon) {
+        t0 = cornerTangents(x00, y00, x01, y01, r1, rc1, cw);
+        t1 = cornerTangents(x11, y11, x10, y10, r1, rc1, cw);
+
+        context.moveTo(t0.cx + t0.x01, t0.cy + t0.y01);
+
+        // Have the corners merged?
+        if (rc1 < rc) context.arc(t0.cx, t0.cy, rc1, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !cw);
+
+        // Otherwise, draw the two corners and the ring.
+        else {
+          context.arc(t0.cx, t0.cy, rc1, atan2(t0.y01, t0.x01), atan2(t0.y11, t0.x11), !cw);
+          context.arc(0, 0, r1, atan2(t0.cy + t0.y11, t0.cx + t0.x11), atan2(t1.cy + t1.y11, t1.cx + t1.x11), !cw);
+          context.arc(t1.cx, t1.cy, rc1, atan2(t1.y11, t1.x11), atan2(t1.y01, t1.x01), !cw);
+        }
+      }
+
+      // Or is the outer ring just a circular arc?
+      else context.moveTo(x01, y01), context.arc(0, 0, r1, a01, a11, !cw);
+
+      // Is there no inner ring, and it’s a circular sector?
+      // Or perhaps it’s an annular sector collapsed due to padding?
+      if (!(r0 > epsilon) || !(da0 > epsilon)) context.lineTo(x10, y10);
+
+      // Does the sector’s inner ring (or point) have rounded corners?
+      else if (rc0 > epsilon) {
+        t0 = cornerTangents(x10, y10, x11, y11, r0, -rc0, cw);
+        t1 = cornerTangents(x01, y01, x00, y00, r0, -rc0, cw);
+
+        context.lineTo(t0.cx + t0.x01, t0.cy + t0.y01);
+
+        // Have the corners merged?
+        if (rc0 < rc) context.arc(t0.cx, t0.cy, rc0, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !cw);
+
+        // Otherwise, draw the two corners and the ring.
+        else {
+          context.arc(t0.cx, t0.cy, rc0, atan2(t0.y01, t0.x01), atan2(t0.y11, t0.x11), !cw);
+          context.arc(0, 0, r0, atan2(t0.cy + t0.y11, t0.cx + t0.x11), atan2(t1.cy + t1.y11, t1.cx + t1.x11), cw);
+          context.arc(t1.cx, t1.cy, rc0, atan2(t1.y11, t1.x11), atan2(t1.y01, t1.x01), !cw);
+        }
+      }
+
+      // Or is the inner ring just a circular arc?
+      else context.arc(0, 0, r0, a10, a00, cw);
+    }
+
+    context.closePath();
+
+    if (buffer) return context = null, buffer + "" || null;
+  }
+
+  arc.centroid = function() {
+    var r = (+innerRadius.apply(this, arguments) + +outerRadius.apply(this, arguments)) / 2,
+        a = (+startAngle.apply(this, arguments) + +endAngle.apply(this, arguments)) / 2 - pi / 2;
+    return [cos(a) * r, sin(a) * r];
+  };
+
+  arc.innerRadius = function(_) {
+    return arguments.length ? (innerRadius = typeof _ === "function" ? _ : constant(+_), arc) : innerRadius;
+  };
+
+  arc.outerRadius = function(_) {
+    return arguments.length ? (outerRadius = typeof _ === "function" ? _ : constant(+_), arc) : outerRadius;
+  };
+
+  arc.cornerRadius = function(_) {
+    return arguments.length ? (cornerRadius = typeof _ === "function" ? _ : constant(+_), arc) : cornerRadius;
+  };
+
+  arc.padRadius = function(_) {
+    return arguments.length ? (padRadius = _ == null ? null : typeof _ === "function" ? _ : constant(+_), arc) : padRadius;
+  };
+
+  arc.startAngle = function(_) {
+    return arguments.length ? (startAngle = typeof _ === "function" ? _ : constant(+_), arc) : startAngle;
+  };
+
+  arc.endAngle = function(_) {
+    return arguments.length ? (endAngle = typeof _ === "function" ? _ : constant(+_), arc) : endAngle;
+  };
+
+  arc.padAngle = function(_) {
+    return arguments.length ? (padAngle = typeof _ === "function" ? _ : constant(+_), arc) : padAngle;
+  };
+
+  arc.context = function(_) {
+    return arguments.length ? ((context = _ == null ? null : _), arc) : context;
+  };
+
+  return arc;
+}
