Index: node_modules/delaunator/LICENSE
===================================================================
--- node_modules/delaunator/LICENSE	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
+++ node_modules/delaunator/LICENSE	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
@@ -0,0 +1,15 @@
+ISC License
+
+Copyright (c) 2021, Mapbox
+
+Permission to use, copy, modify, and/or distribute this software for any purpose
+with or without fee is hereby granted, provided that the above copyright notice
+and this permission notice appear in all copies.
+
+THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
+REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
+FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
+INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
+OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
+TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
+THIS SOFTWARE.
Index: node_modules/delaunator/README.md
===================================================================
--- node_modules/delaunator/README.md	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
+++ node_modules/delaunator/README.md	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
@@ -0,0 +1,141 @@
+# Delaunator [![Build Status](https://app.travis-ci.com/mapbox/delaunator.svg?branch=main)](https://app.travis-ci.com/mapbox/delaunator) [![](https://img.shields.io/badge/simply-awesome-brightgreen.svg)](https://github.com/mourner/projects) [![](https://badgen.net/bundlephobia/minzip/delaunator)](https://unpkg.com/delaunator)
+
+An incredibly fast and robust JavaScript library for
+[Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation) of 2D points.
+
+- [Interactive Demo](https://mapbox.github.io/delaunator/demo.html)
+- [Guide to data structures](https://mapbox.github.io/delaunator/)
+
+<img src="delaunator.png" alt="Delaunay triangulation example" width="600" />
+
+### Projects based on Delaunator
+
+- [d3-delaunay](https://github.com/d3/d3-delaunay) for Voronoi diagrams, search, traversal and rendering (a part of [D3](https://d3js.org)).
+- [d3-geo-voronoi](https://github.com/Fil/d3-geo-voronoi) for Delaunay triangulations and Voronoi diagrams on a sphere (e.g. for geographic locations).
+
+## Example
+
+```js
+const coords = [168,180, 168,178, 168,179, 168,181, 168,183, ...];
+
+const delaunay = new Delaunator(coords);
+console.log(delaunay.triangles);
+// [623, 636, 619,  636, 444, 619, ...]
+```
+
+## Install
+
+Install with NPM (`npm install delaunator`) or Yarn (`yarn add delaunator`), then import as an ES module:
+
+```js
+import Delaunator from 'delaunator';
+```
+
+To use as a module in a browser:
+
+```html
+<script type="module">
+    import Delaunator from 'https://cdn.skypack.dev/delaunator@5.0.0';
+</script>
+```
+
+Or use a browser UMD build that exposes a `Delaunator` global variable:
+
+```html
+<script src="https://unpkg.com/delaunator@5.0.0/delaunator.min.js"></script>
+```
+
+## API Reference
+
+#### new Delaunator(coords)
+
+Constructs a delaunay triangulation object given an array of point coordinates of the form:
+`[x0, y0, x1, y1, ...]` (use a typed array for best performance).
+
+#### Delaunator.from(points[, getX, getY])
+
+Constructs a delaunay triangulation object given an array of points (`[x, y]` by default).
+`getX` and `getY` are optional functions of the form `(point) => value` for custom point formats.
+Duplicate points are skipped.
+
+#### delaunay.triangles
+
+A `Uint32Array` array of triangle vertex indices (each group of three numbers forms a triangle).
+All triangles are directed counterclockwise.
+
+To get the coordinates of all triangles, use:
+
+```js
+for (let i = 0; i < triangles.length; i += 3) {
+    coordinates.push([
+        points[triangles[i]],
+        points[triangles[i + 1]],
+        points[triangles[i + 2]]
+    ]);
+}
+```
+
+#### delaunay.halfedges
+
+A `Int32Array` array of triangle half-edge indices that allows you to traverse the triangulation.
+`i`-th half-edge in the array corresponds to vertex `triangles[i]` the half-edge is coming from.
+`halfedges[i]` is the index of a twin half-edge in an adjacent triangle
+(or `-1` for outer half-edges on the convex hull).
+
+The flat array-based data structures might be counterintuitive,
+but they're one of the key reasons this library is fast.
+
+#### delaunay.hull
+
+A `Uint32Array` array of indices that reference points on the convex hull of the input data, counter-clockwise.
+
+#### delaunay.coords
+
+An array of input coordinates in the form `[x0, y0, x1, y1, ....]`,
+of the type provided in the constructor (or `Float64Array` if you used `Delaunator.from`).
+
+#### delaunay.update()
+
+Updates the triangulation if you modified `delaunay.coords` values in place, avoiding expensive memory allocations.
+Useful for iterative relaxation algorithms such as [Lloyd's](https://en.wikipedia.org/wiki/Lloyd%27s_algorithm).
+
+## Performance
+
+Benchmark results against other Delaunay JS libraries
+(`npm run bench` on Macbook Pro Retina 15" 2017, Node v10.10.0):
+
+&nbsp; | uniform 100k | gauss 100k | grid 100k | degen 100k | uniform 1&nbsp;million | gauss 1&nbsp;million | grid 1&nbsp;million | degen 1&nbsp;million
+:-- | --: | --: | --: | --: | --: | --: | --: | --:
+**delaunator** | 82ms | 61ms | 66ms | 25ms | 1.07s | 950ms | 830ms | 278ms
+[faster&#8209;delaunay](https://github.com/Bathlamos/delaunay-triangulation) | 473ms | 411ms | 272ms | 68ms | 4.27s | 4.62s | 4.3s | 810ms
+[incremental&#8209;delaunay](https://github.com/mikolalysenko/incremental-delaunay) | 547ms | 505ms | 172ms | 528ms | 5.9s | 6.08s | 2.11s | 6.09s
+[d3&#8209;voronoi](https://github.com/d3/d3-voronoi) | 972ms | 909ms | 358ms | 720ms | 15.04s | 13.86s | 5.55s | 11.13s
+[delaunay&#8209;fast](https://github.com/ironwallaby/delaunay) | 3.8s | 4s | 12.57s | timeout | 132s | 138s | 399s | timeout
+[delaunay](https://github.com/darkskyapp/delaunay) | 4.85s | 5.73s | 15.05s | timeout | 156s | 178s | 326s | timeout
+[delaunay&#8209;triangulate](https://github.com/mikolalysenko/delaunay-triangulate) | 2.24s | 2.04s | OOM | 1.51s | OOM | OOM | OOM | OOM
+[cdt2d](https://github.com/mikolalysenko/cdt2d) | 45s | 51s | 118s | 17s | timeout | timeout | timeout | timeout
+
+## Papers
+
+The algorithm is based on ideas from the following papers:
+
+- [A simple sweep-line Delaunay triangulation algorithm](http://www.academicpub.org/jao/paperInfo.aspx?paperid=15630), 2013, Liu Yonghe, Feng Jinming and Shao Yuehong
+- [S-hull: a fast radial sweep-hull routine for Delaunay triangulation](http://www.s-hull.org/paper/s_hull.pdf), 2010, David Sinclair
+- [A faster circle-sweep Delaunay triangulation algorithm](http://cglab.ca/~biniaz/papers/Sweep%20Circle.pdf), 2011, Ahmad Biniaz and Gholamhossein Dastghaibyfard
+
+## Robustness
+
+Delaunator should produce valid output even on highly degenerate input. It does so by depending on [robust-predicates](https://github.com/mourner/robust-predicates), a modern port of Jonathan Shewchuk's robust geometric predicates, an industry standard in computational geometry.
+
+## Ports to other languages
+
+- [delaunator-rs](https://github.com/mourner/delaunator-rs) (Rust)
+- [fogleman/delaunay](https://github.com/fogleman/delaunay) (Go)
+- [delaunator-cpp](https://github.com/abellgithub/delaunator-cpp) (C++)
+- [delaunator-sharp](https://github.com/nol1fe/delaunator-sharp) (C#)
+- [delaunator-ruby](https://github.com/hendrixfan/delaunator-ruby) (Ruby)
+- [Delaunator-Python](https://github.com/HakanSeven12/Delaunator-Python) (Python)
+- [ricardomatias/delaunator](https://github.com/ricardomatias/delaunator) (Kotlin)
+- [delaunator-java](https://github.com/waveware4ai/delaunator-java) (Java)
+- [delaunay-Stata](https://github.com/asjadnaqvi/stata-delaunay-voronoi) (Stata/Mata)
+- [Delaunator.jl](https://github.com/JuliaGeometry/Delaunator.jl) (Julia)
Index: node_modules/delaunator/delaunator.js
===================================================================
--- node_modules/delaunator/delaunator.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
+++ node_modules/delaunator/delaunator.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
@@ -0,0 +1,753 @@
+(function (global, factory) {
+typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
+typeof define === 'function' && define.amd ? define(factory) :
+(global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.Delaunator = factory());
+})(this, (function () { 'use strict';
+
+const epsilon = 1.1102230246251565e-16;
+const splitter = 134217729;
+const resulterrbound = (3 + 8 * epsilon) * epsilon;
+
+// fast_expansion_sum_zeroelim routine from oritinal code
+function sum(elen, e, flen, f, h) {
+    let Q, Qnew, hh, bvirt;
+    let enow = e[0];
+    let fnow = f[0];
+    let eindex = 0;
+    let findex = 0;
+    if ((fnow > enow) === (fnow > -enow)) {
+        Q = enow;
+        enow = e[++eindex];
+    } else {
+        Q = fnow;
+        fnow = f[++findex];
+    }
+    let hindex = 0;
+    if (eindex < elen && findex < flen) {
+        if ((fnow > enow) === (fnow > -enow)) {
+            Qnew = enow + Q;
+            hh = Q - (Qnew - enow);
+            enow = e[++eindex];
+        } else {
+            Qnew = fnow + Q;
+            hh = Q - (Qnew - fnow);
+            fnow = f[++findex];
+        }
+        Q = Qnew;
+        if (hh !== 0) {
+            h[hindex++] = hh;
+        }
+        while (eindex < elen && findex < flen) {
+            if ((fnow > enow) === (fnow > -enow)) {
+                Qnew = Q + enow;
+                bvirt = Qnew - Q;
+                hh = Q - (Qnew - bvirt) + (enow - bvirt);
+                enow = e[++eindex];
+            } else {
+                Qnew = Q + fnow;
+                bvirt = Qnew - Q;
+                hh = Q - (Qnew - bvirt) + (fnow - bvirt);
+                fnow = f[++findex];
+            }
+            Q = Qnew;
+            if (hh !== 0) {
+                h[hindex++] = hh;
+            }
+        }
+    }
+    while (eindex < elen) {
+        Qnew = Q + enow;
+        bvirt = Qnew - Q;
+        hh = Q - (Qnew - bvirt) + (enow - bvirt);
+        enow = e[++eindex];
+        Q = Qnew;
+        if (hh !== 0) {
+            h[hindex++] = hh;
+        }
+    }
+    while (findex < flen) {
+        Qnew = Q + fnow;
+        bvirt = Qnew - Q;
+        hh = Q - (Qnew - bvirt) + (fnow - bvirt);
+        fnow = f[++findex];
+        Q = Qnew;
+        if (hh !== 0) {
+            h[hindex++] = hh;
+        }
+    }
+    if (Q !== 0 || hindex === 0) {
+        h[hindex++] = Q;
+    }
+    return hindex;
+}
+
+function estimate(elen, e) {
+    let Q = e[0];
+    for (let i = 1; i < elen; i++) Q += e[i];
+    return Q;
+}
+
+function vec(n) {
+    return new Float64Array(n);
+}
+
+const ccwerrboundA = (3 + 16 * epsilon) * epsilon;
+const ccwerrboundB = (2 + 12 * epsilon) * epsilon;
+const ccwerrboundC = (9 + 64 * epsilon) * epsilon * epsilon;
+
+const B = vec(4);
+const C1 = vec(8);
+const C2 = vec(12);
+const D = vec(16);
+const u = vec(4);
+
+function orient2dadapt(ax, ay, bx, by, cx, cy, detsum) {
+    let acxtail, acytail, bcxtail, bcytail;
+    let bvirt, c, ahi, alo, bhi, blo, _i, _j, _0, s1, s0, t1, t0, u3;
+
+    const acx = ax - cx;
+    const bcx = bx - cx;
+    const acy = ay - cy;
+    const bcy = by - cy;
+
+    s1 = acx * bcy;
+    c = splitter * acx;
+    ahi = c - (c - acx);
+    alo = acx - ahi;
+    c = splitter * bcy;
+    bhi = c - (c - bcy);
+    blo = bcy - bhi;
+    s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
+    t1 = acy * bcx;
+    c = splitter * acy;
+    ahi = c - (c - acy);
+    alo = acy - ahi;
+    c = splitter * bcx;
+    bhi = c - (c - bcx);
+    blo = bcx - bhi;
+    t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
+    _i = s0 - t0;
+    bvirt = s0 - _i;
+    B[0] = s0 - (_i + bvirt) + (bvirt - t0);
+    _j = s1 + _i;
+    bvirt = _j - s1;
+    _0 = s1 - (_j - bvirt) + (_i - bvirt);
+    _i = _0 - t1;
+    bvirt = _0 - _i;
+    B[1] = _0 - (_i + bvirt) + (bvirt - t1);
+    u3 = _j + _i;
+    bvirt = u3 - _j;
+    B[2] = _j - (u3 - bvirt) + (_i - bvirt);
+    B[3] = u3;
+
+    let det = estimate(4, B);
+    let errbound = ccwerrboundB * detsum;
+    if (det >= errbound || -det >= errbound) {
+        return det;
+    }
+
+    bvirt = ax - acx;
+    acxtail = ax - (acx + bvirt) + (bvirt - cx);
+    bvirt = bx - bcx;
+    bcxtail = bx - (bcx + bvirt) + (bvirt - cx);
+    bvirt = ay - acy;
+    acytail = ay - (acy + bvirt) + (bvirt - cy);
+    bvirt = by - bcy;
+    bcytail = by - (bcy + bvirt) + (bvirt - cy);
+
+    if (acxtail === 0 && acytail === 0 && bcxtail === 0 && bcytail === 0) {
+        return det;
+    }
+
+    errbound = ccwerrboundC * detsum + resulterrbound * Math.abs(det);
+    det += (acx * bcytail + bcy * acxtail) - (acy * bcxtail + bcx * acytail);
+    if (det >= errbound || -det >= errbound) return det;
+
+    s1 = acxtail * bcy;
+    c = splitter * acxtail;
+    ahi = c - (c - acxtail);
+    alo = acxtail - ahi;
+    c = splitter * bcy;
+    bhi = c - (c - bcy);
+    blo = bcy - bhi;
+    s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
+    t1 = acytail * bcx;
+    c = splitter * acytail;
+    ahi = c - (c - acytail);
+    alo = acytail - ahi;
+    c = splitter * bcx;
+    bhi = c - (c - bcx);
+    blo = bcx - bhi;
+    t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
+    _i = s0 - t0;
+    bvirt = s0 - _i;
+    u[0] = s0 - (_i + bvirt) + (bvirt - t0);
+    _j = s1 + _i;
+    bvirt = _j - s1;
+    _0 = s1 - (_j - bvirt) + (_i - bvirt);
+    _i = _0 - t1;
+    bvirt = _0 - _i;
+    u[1] = _0 - (_i + bvirt) + (bvirt - t1);
+    u3 = _j + _i;
+    bvirt = u3 - _j;
+    u[2] = _j - (u3 - bvirt) + (_i - bvirt);
+    u[3] = u3;
+    const C1len = sum(4, B, 4, u, C1);
+
+    s1 = acx * bcytail;
+    c = splitter * acx;
+    ahi = c - (c - acx);
+    alo = acx - ahi;
+    c = splitter * bcytail;
+    bhi = c - (c - bcytail);
+    blo = bcytail - bhi;
+    s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
+    t1 = acy * bcxtail;
+    c = splitter * acy;
+    ahi = c - (c - acy);
+    alo = acy - ahi;
+    c = splitter * bcxtail;
+    bhi = c - (c - bcxtail);
+    blo = bcxtail - bhi;
+    t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
+    _i = s0 - t0;
+    bvirt = s0 - _i;
+    u[0] = s0 - (_i + bvirt) + (bvirt - t0);
+    _j = s1 + _i;
+    bvirt = _j - s1;
+    _0 = s1 - (_j - bvirt) + (_i - bvirt);
+    _i = _0 - t1;
+    bvirt = _0 - _i;
+    u[1] = _0 - (_i + bvirt) + (bvirt - t1);
+    u3 = _j + _i;
+    bvirt = u3 - _j;
+    u[2] = _j - (u3 - bvirt) + (_i - bvirt);
+    u[3] = u3;
+    const C2len = sum(C1len, C1, 4, u, C2);
+
+    s1 = acxtail * bcytail;
+    c = splitter * acxtail;
+    ahi = c - (c - acxtail);
+    alo = acxtail - ahi;
+    c = splitter * bcytail;
+    bhi = c - (c - bcytail);
+    blo = bcytail - bhi;
+    s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
+    t1 = acytail * bcxtail;
+    c = splitter * acytail;
+    ahi = c - (c - acytail);
+    alo = acytail - ahi;
+    c = splitter * bcxtail;
+    bhi = c - (c - bcxtail);
+    blo = bcxtail - bhi;
+    t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
+    _i = s0 - t0;
+    bvirt = s0 - _i;
+    u[0] = s0 - (_i + bvirt) + (bvirt - t0);
+    _j = s1 + _i;
+    bvirt = _j - s1;
+    _0 = s1 - (_j - bvirt) + (_i - bvirt);
+    _i = _0 - t1;
+    bvirt = _0 - _i;
+    u[1] = _0 - (_i + bvirt) + (bvirt - t1);
+    u3 = _j + _i;
+    bvirt = u3 - _j;
+    u[2] = _j - (u3 - bvirt) + (_i - bvirt);
+    u[3] = u3;
+    const Dlen = sum(C2len, C2, 4, u, D);
+
+    return D[Dlen - 1];
+}
+
+function orient2d(ax, ay, bx, by, cx, cy) {
+    const detleft = (ay - cy) * (bx - cx);
+    const detright = (ax - cx) * (by - cy);
+    const det = detleft - detright;
+
+    const detsum = Math.abs(detleft + detright);
+    if (Math.abs(det) >= ccwerrboundA * detsum) return det;
+
+    return -orient2dadapt(ax, ay, bx, by, cx, cy, detsum);
+}
+
+const EPSILON = Math.pow(2, -52);
+const EDGE_STACK = new Uint32Array(512);
+
+class Delaunator {
+
+    static from(points, getX = defaultGetX, getY = defaultGetY) {
+        const n = points.length;
+        const coords = new Float64Array(n * 2);
+
+        for (let i = 0; i < n; i++) {
+            const p = points[i];
+            coords[2 * i] = getX(p);
+            coords[2 * i + 1] = getY(p);
+        }
+
+        return new Delaunator(coords);
+    }
+
+    constructor(coords) {
+        const n = coords.length >> 1;
+        if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.');
+
+        this.coords = coords;
+
+        // arrays that will store the triangulation graph
+        const maxTriangles = Math.max(2 * n - 5, 0);
+        this._triangles = new Uint32Array(maxTriangles * 3);
+        this._halfedges = new Int32Array(maxTriangles * 3);
+
+        // temporary arrays for tracking the edges of the advancing convex hull
+        this._hashSize = Math.ceil(Math.sqrt(n));
+        this._hullPrev = new Uint32Array(n); // edge to prev edge
+        this._hullNext = new Uint32Array(n); // edge to next edge
+        this._hullTri = new Uint32Array(n); // edge to adjacent triangle
+        this._hullHash = new Int32Array(this._hashSize); // angular edge hash
+
+        // temporary arrays for sorting points
+        this._ids = new Uint32Array(n);
+        this._dists = new Float64Array(n);
+
+        this.update();
+    }
+
+    update() {
+        const {coords, _hullPrev: hullPrev, _hullNext: hullNext, _hullTri: hullTri, _hullHash: hullHash} =  this;
+        const n = coords.length >> 1;
+
+        // populate an array of point indices; calculate input data bbox
+        let minX = Infinity;
+        let minY = Infinity;
+        let maxX = -Infinity;
+        let maxY = -Infinity;
+
+        for (let i = 0; i < n; i++) {
+            const x = coords[2 * i];
+            const y = coords[2 * i + 1];
+            if (x < minX) minX = x;
+            if (y < minY) minY = y;
+            if (x > maxX) maxX = x;
+            if (y > maxY) maxY = y;
+            this._ids[i] = i;
+        }
+        const cx = (minX + maxX) / 2;
+        const cy = (minY + maxY) / 2;
+
+        let i0, i1, i2;
+
+        // pick a seed point close to the center
+        for (let i = 0, minDist = Infinity; i < n; i++) {
+            const d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]);
+            if (d < minDist) {
+                i0 = i;
+                minDist = d;
+            }
+        }
+        const i0x = coords[2 * i0];
+        const i0y = coords[2 * i0 + 1];
+
+        // find the point closest to the seed
+        for (let i = 0, minDist = Infinity; i < n; i++) {
+            if (i === i0) continue;
+            const d = dist(i0x, i0y, coords[2 * i], coords[2 * i + 1]);
+            if (d < minDist && d > 0) {
+                i1 = i;
+                minDist = d;
+            }
+        }
+        let i1x = coords[2 * i1];
+        let i1y = coords[2 * i1 + 1];
+
+        let minRadius = Infinity;
+
+        // find the third point which forms the smallest circumcircle with the first two
+        for (let i = 0; i < n; i++) {
+            if (i === i0 || i === i1) continue;
+            const r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i], coords[2 * i + 1]);
+            if (r < minRadius) {
+                i2 = i;
+                minRadius = r;
+            }
+        }
+        let i2x = coords[2 * i2];
+        let i2y = coords[2 * i2 + 1];
+
+        if (minRadius === Infinity) {
+            // order collinear points by dx (or dy if all x are identical)
+            // and return the list as a hull
+            for (let i = 0; i < n; i++) {
+                this._dists[i] = (coords[2 * i] - coords[0]) || (coords[2 * i + 1] - coords[1]);
+            }
+            quicksort(this._ids, this._dists, 0, n - 1);
+            const hull = new Uint32Array(n);
+            let j = 0;
+            for (let i = 0, d0 = -Infinity; i < n; i++) {
+                const id = this._ids[i];
+                const d = this._dists[id];
+                if (d > d0) {
+                    hull[j++] = id;
+                    d0 = d;
+                }
+            }
+            this.hull = hull.subarray(0, j);
+            this.triangles = new Uint32Array(0);
+            this.halfedges = new Uint32Array(0);
+            return;
+        }
+
+        // swap the order of the seed points for counter-clockwise orientation
+        if (orient2d(i0x, i0y, i1x, i1y, i2x, i2y) < 0) {
+            const i = i1;
+            const x = i1x;
+            const y = i1y;
+            i1 = i2;
+            i1x = i2x;
+            i1y = i2y;
+            i2 = i;
+            i2x = x;
+            i2y = y;
+        }
+
+        const center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);
+        this._cx = center.x;
+        this._cy = center.y;
+
+        for (let i = 0; i < n; i++) {
+            this._dists[i] = dist(coords[2 * i], coords[2 * i + 1], center.x, center.y);
+        }
+
+        // sort the points by distance from the seed triangle circumcenter
+        quicksort(this._ids, this._dists, 0, n - 1);
+
+        // set up the seed triangle as the starting hull
+        this._hullStart = i0;
+        let hullSize = 3;
+
+        hullNext[i0] = hullPrev[i2] = i1;
+        hullNext[i1] = hullPrev[i0] = i2;
+        hullNext[i2] = hullPrev[i1] = i0;
+
+        hullTri[i0] = 0;
+        hullTri[i1] = 1;
+        hullTri[i2] = 2;
+
+        hullHash.fill(-1);
+        hullHash[this._hashKey(i0x, i0y)] = i0;
+        hullHash[this._hashKey(i1x, i1y)] = i1;
+        hullHash[this._hashKey(i2x, i2y)] = i2;
+
+        this.trianglesLen = 0;
+        this._addTriangle(i0, i1, i2, -1, -1, -1);
+
+        for (let k = 0, xp, yp; k < this._ids.length; k++) {
+            const i = this._ids[k];
+            const x = coords[2 * i];
+            const y = coords[2 * i + 1];
+
+            // skip near-duplicate points
+            if (k > 0 && Math.abs(x - xp) <= EPSILON && Math.abs(y - yp) <= EPSILON) continue;
+            xp = x;
+            yp = y;
+
+            // skip seed triangle points
+            if (i === i0 || i === i1 || i === i2) continue;
+
+            // find a visible edge on the convex hull using edge hash
+            let start = 0;
+            for (let j = 0, key = this._hashKey(x, y); j < this._hashSize; j++) {
+                start = hullHash[(key + j) % this._hashSize];
+                if (start !== -1 && start !== hullNext[start]) break;
+            }
+
+            start = hullPrev[start];
+            let e = start, q;
+            while (q = hullNext[e], orient2d(x, y, coords[2 * e], coords[2 * e + 1], coords[2 * q], coords[2 * q + 1]) >= 0) {
+                e = q;
+                if (e === start) {
+                    e = -1;
+                    break;
+                }
+            }
+            if (e === -1) continue; // likely a near-duplicate point; skip it
+
+            // add the first triangle from the point
+            let t = this._addTriangle(e, i, hullNext[e], -1, -1, hullTri[e]);
+
+            // recursively flip triangles from the point until they satisfy the Delaunay condition
+            hullTri[i] = this._legalize(t + 2);
+            hullTri[e] = t; // keep track of boundary triangles on the hull
+            hullSize++;
+
+            // walk forward through the hull, adding more triangles and flipping recursively
+            let n = hullNext[e];
+            while (q = hullNext[n], orient2d(x, y, coords[2 * n], coords[2 * n + 1], coords[2 * q], coords[2 * q + 1]) < 0) {
+                t = this._addTriangle(n, i, q, hullTri[i], -1, hullTri[n]);
+                hullTri[i] = this._legalize(t + 2);
+                hullNext[n] = n; // mark as removed
+                hullSize--;
+                n = q;
+            }
+
+            // walk backward from the other side, adding more triangles and flipping
+            if (e === start) {
+                while (q = hullPrev[e], orient2d(x, y, coords[2 * q], coords[2 * q + 1], coords[2 * e], coords[2 * e + 1]) < 0) {
+                    t = this._addTriangle(q, i, e, -1, hullTri[e], hullTri[q]);
+                    this._legalize(t + 2);
+                    hullTri[q] = t;
+                    hullNext[e] = e; // mark as removed
+                    hullSize--;
+                    e = q;
+                }
+            }
+
+            // update the hull indices
+            this._hullStart = hullPrev[i] = e;
+            hullNext[e] = hullPrev[n] = i;
+            hullNext[i] = n;
+
+            // save the two new edges in the hash table
+            hullHash[this._hashKey(x, y)] = i;
+            hullHash[this._hashKey(coords[2 * e], coords[2 * e + 1])] = e;
+        }
+
+        this.hull = new Uint32Array(hullSize);
+        for (let i = 0, e = this._hullStart; i < hullSize; i++) {
+            this.hull[i] = e;
+            e = hullNext[e];
+        }
+
+        // trim typed triangle mesh arrays
+        this.triangles = this._triangles.subarray(0, this.trianglesLen);
+        this.halfedges = this._halfedges.subarray(0, this.trianglesLen);
+    }
+
+    _hashKey(x, y) {
+        return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;
+    }
+
+    _legalize(a) {
+        const {_triangles: triangles, _halfedges: halfedges, coords} = this;
+
+        let i = 0;
+        let ar = 0;
+
+        // recursion eliminated with a fixed-size stack
+        while (true) {
+            const b = halfedges[a];
+
+            /* if the pair of triangles doesn't satisfy the Delaunay condition
+             * (p1 is inside the circumcircle of [p0, pl, pr]), flip them,
+             * then do the same check/flip recursively for the new pair of triangles
+             *
+             *           pl                    pl
+             *          /||\                  /  \
+             *       al/ || \bl            al/    \a
+             *        /  ||  \              /      \
+             *       /  a||b  \    flip    /___ar___\
+             *     p0\   ||   /p1   =>   p0\---bl---/p1
+             *        \  ||  /              \      /
+             *       ar\ || /br             b\    /br
+             *          \||/                  \  /
+             *           pr                    pr
+             */
+            const a0 = a - a % 3;
+            ar = a0 + (a + 2) % 3;
+
+            if (b === -1) { // convex hull edge
+                if (i === 0) break;
+                a = EDGE_STACK[--i];
+                continue;
+            }
+
+            const b0 = b - b % 3;
+            const al = a0 + (a + 1) % 3;
+            const bl = b0 + (b + 2) % 3;
+
+            const p0 = triangles[ar];
+            const pr = triangles[a];
+            const pl = triangles[al];
+            const p1 = triangles[bl];
+
+            const illegal = inCircle(
+                coords[2 * p0], coords[2 * p0 + 1],
+                coords[2 * pr], coords[2 * pr + 1],
+                coords[2 * pl], coords[2 * pl + 1],
+                coords[2 * p1], coords[2 * p1 + 1]);
+
+            if (illegal) {
+                triangles[a] = p1;
+                triangles[b] = p0;
+
+                const hbl = halfedges[bl];
+
+                // edge swapped on the other side of the hull (rare); fix the halfedge reference
+                if (hbl === -1) {
+                    let e = this._hullStart;
+                    do {
+                        if (this._hullTri[e] === bl) {
+                            this._hullTri[e] = a;
+                            break;
+                        }
+                        e = this._hullPrev[e];
+                    } while (e !== this._hullStart);
+                }
+                this._link(a, hbl);
+                this._link(b, halfedges[ar]);
+                this._link(ar, bl);
+
+                const br = b0 + (b + 1) % 3;
+
+                // don't worry about hitting the cap: it can only happen on extremely degenerate input
+                if (i < EDGE_STACK.length) {
+                    EDGE_STACK[i++] = br;
+                }
+            } else {
+                if (i === 0) break;
+                a = EDGE_STACK[--i];
+            }
+        }
+
+        return ar;
+    }
+
+    _link(a, b) {
+        this._halfedges[a] = b;
+        if (b !== -1) this._halfedges[b] = a;
+    }
+
+    // add a new triangle given vertex indices and adjacent half-edge ids
+    _addTriangle(i0, i1, i2, a, b, c) {
+        const t = this.trianglesLen;
+
+        this._triangles[t] = i0;
+        this._triangles[t + 1] = i1;
+        this._triangles[t + 2] = i2;
+
+        this._link(t, a);
+        this._link(t + 1, b);
+        this._link(t + 2, c);
+
+        this.trianglesLen += 3;
+
+        return t;
+    }
+}
+
+// monotonically increases with real angle, but doesn't need expensive trigonometry
+function pseudoAngle(dx, dy) {
+    const p = dx / (Math.abs(dx) + Math.abs(dy));
+    return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1]
+}
+
+function dist(ax, ay, bx, by) {
+    const dx = ax - bx;
+    const dy = ay - by;
+    return dx * dx + dy * dy;
+}
+
+function inCircle(ax, ay, bx, by, cx, cy, px, py) {
+    const dx = ax - px;
+    const dy = ay - py;
+    const ex = bx - px;
+    const ey = by - py;
+    const fx = cx - px;
+    const fy = cy - py;
+
+    const ap = dx * dx + dy * dy;
+    const bp = ex * ex + ey * ey;
+    const cp = fx * fx + fy * fy;
+
+    return dx * (ey * cp - bp * fy) -
+           dy * (ex * cp - bp * fx) +
+           ap * (ex * fy - ey * fx) < 0;
+}
+
+function circumradius(ax, ay, bx, by, cx, cy) {
+    const dx = bx - ax;
+    const dy = by - ay;
+    const ex = cx - ax;
+    const ey = cy - ay;
+
+    const bl = dx * dx + dy * dy;
+    const cl = ex * ex + ey * ey;
+    const d = 0.5 / (dx * ey - dy * ex);
+
+    const x = (ey * bl - dy * cl) * d;
+    const y = (dx * cl - ex * bl) * d;
+
+    return x * x + y * y;
+}
+
+function circumcenter(ax, ay, bx, by, cx, cy) {
+    const dx = bx - ax;
+    const dy = by - ay;
+    const ex = cx - ax;
+    const ey = cy - ay;
+
+    const bl = dx * dx + dy * dy;
+    const cl = ex * ex + ey * ey;
+    const d = 0.5 / (dx * ey - dy * ex);
+
+    const x = ax + (ey * bl - dy * cl) * d;
+    const y = ay + (dx * cl - ex * bl) * d;
+
+    return {x, y};
+}
+
+function quicksort(ids, dists, left, right) {
+    if (right - left <= 20) {
+        for (let i = left + 1; i <= right; i++) {
+            const temp = ids[i];
+            const tempDist = dists[temp];
+            let j = i - 1;
+            while (j >= left && dists[ids[j]] > tempDist) ids[j + 1] = ids[j--];
+            ids[j + 1] = temp;
+        }
+    } else {
+        const median = (left + right) >> 1;
+        let i = left + 1;
+        let j = right;
+        swap(ids, median, i);
+        if (dists[ids[left]] > dists[ids[right]]) swap(ids, left, right);
+        if (dists[ids[i]] > dists[ids[right]]) swap(ids, i, right);
+        if (dists[ids[left]] > dists[ids[i]]) swap(ids, left, i);
+
+        const temp = ids[i];
+        const tempDist = dists[temp];
+        while (true) {
+            do i++; while (dists[ids[i]] < tempDist);
+            do j--; while (dists[ids[j]] > tempDist);
+            if (j < i) break;
+            swap(ids, i, j);
+        }
+        ids[left + 1] = ids[j];
+        ids[j] = temp;
+
+        if (right - i + 1 >= j - left) {
+            quicksort(ids, dists, i, right);
+            quicksort(ids, dists, left, j - 1);
+        } else {
+            quicksort(ids, dists, left, j - 1);
+            quicksort(ids, dists, i, right);
+        }
+    }
+}
+
+function swap(arr, i, j) {
+    const tmp = arr[i];
+    arr[i] = arr[j];
+    arr[j] = tmp;
+}
+
+function defaultGetX(p) {
+    return p[0];
+}
+function defaultGetY(p) {
+    return p[1];
+}
+
+return Delaunator;
+
+}));
Index: node_modules/delaunator/delaunator.min.js
===================================================================
--- node_modules/delaunator/delaunator.min.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
+++ node_modules/delaunator/delaunator.min.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
@@ -0,0 +1,1 @@
+!function(t,i){"object"==typeof exports&&"undefined"!=typeof module?module.exports=i():"function"==typeof define&&define.amd?define(i):(t="undefined"!=typeof globalThis?globalThis:t||self).Delaunator=i()}(this,(function(){"use strict";const t=11102230246251565e-32,i=134217729,s=(3+8*t)*t;function e(t,i,s,e,n){let h,r,l,o,a=i[0],f=e[0],c=0,u=0;f>a==f>-a?(h=a,a=i[++c]):(h=f,f=e[++u]);let _=0;if(c<t&&u<s)for(f>a==f>-a?(r=a+h,l=h-(r-a),a=i[++c]):(r=f+h,l=h-(r-f),f=e[++u]),h=r,0!==l&&(n[_++]=l);c<t&&u<s;)f>a==f>-a?(r=h+a,o=r-h,l=h-(r-o)+(a-o),a=i[++c]):(r=h+f,o=r-h,l=h-(r-o)+(f-o),f=e[++u]),h=r,0!==l&&(n[_++]=l);for(;c<t;)r=h+a,o=r-h,l=h-(r-o)+(a-o),a=i[++c],h=r,0!==l&&(n[_++]=l);for(;u<s;)r=h+f,o=r-h,l=h-(r-o)+(f-o),f=e[++u],h=r,0!==l&&(n[_++]=l);return 0===h&&0!==_||(n[_++]=h),_}function n(t){return new Float64Array(t)}const h=22204460492503146e-32,r=11093356479670487e-47,l=n(4),o=n(8),a=n(12),f=n(16),c=n(4);function u(t,n,u,_,d,g){const y=(n-g)*(u-d),w=(t-d)*(_-g),b=y-w,A=Math.abs(y+w);return Math.abs(b)>=33306690738754716e-32*A?b:-function(t,n,u,_,d,g,y){let w,b,A,k,M,p,x,S,T,z,U,m,K,L,v,F,P,E;const H=t-d,I=u-d,N=n-g,j=_-g;L=H*j,p=i*H,x=p-(p-H),S=H-x,p=i*j,T=p-(p-j),z=j-T,v=S*z-(L-x*T-S*T-x*z),F=N*I,p=i*N,x=p-(p-N),S=N-x,p=i*I,T=p-(p-I),z=I-T,P=S*z-(F-x*T-S*T-x*z),U=v-P,M=v-U,l[0]=v-(U+M)+(M-P),m=L+U,M=m-L,K=L-(m-M)+(U-M),U=K-F,M=K-U,l[1]=K-(U+M)+(M-F),E=m+U,M=E-m,l[2]=m-(E-M)+(U-M),l[3]=E;let q=function(t,i){let s=i[0];for(let e=1;e<t;e++)s+=i[e];return s}(4,l),D=h*y;if(q>=D||-q>=D)return q;if(M=t-H,w=t-(H+M)+(M-d),M=u-I,A=u-(I+M)+(M-d),M=n-N,b=n-(N+M)+(M-g),M=_-j,k=_-(j+M)+(M-g),0===w&&0===b&&0===A&&0===k)return q;if(D=r*y+s*Math.abs(q),q+=H*k+j*w-(N*A+I*b),q>=D||-q>=D)return q;L=w*j,p=i*w,x=p-(p-w),S=w-x,p=i*j,T=p-(p-j),z=j-T,v=S*z-(L-x*T-S*T-x*z),F=b*I,p=i*b,x=p-(p-b),S=b-x,p=i*I,T=p-(p-I),z=I-T,P=S*z-(F-x*T-S*T-x*z),U=v-P,M=v-U,c[0]=v-(U+M)+(M-P),m=L+U,M=m-L,K=L-(m-M)+(U-M),U=K-F,M=K-U,c[1]=K-(U+M)+(M-F),E=m+U,M=E-m,c[2]=m-(E-M)+(U-M),c[3]=E;const B=e(4,l,4,c,o);L=H*k,p=i*H,x=p-(p-H),S=H-x,p=i*k,T=p-(p-k),z=k-T,v=S*z-(L-x*T-S*T-x*z),F=N*A,p=i*N,x=p-(p-N),S=N-x,p=i*A,T=p-(p-A),z=A-T,P=S*z-(F-x*T-S*T-x*z),U=v-P,M=v-U,c[0]=v-(U+M)+(M-P),m=L+U,M=m-L,K=L-(m-M)+(U-M),U=K-F,M=K-U,c[1]=K-(U+M)+(M-F),E=m+U,M=E-m,c[2]=m-(E-M)+(U-M),c[3]=E;const C=e(B,o,4,c,a);L=w*k,p=i*w,x=p-(p-w),S=w-x,p=i*k,T=p-(p-k),z=k-T,v=S*z-(L-x*T-S*T-x*z),F=b*A,p=i*b,x=p-(p-b),S=b-x,p=i*A,T=p-(p-A),z=A-T,P=S*z-(F-x*T-S*T-x*z),U=v-P,M=v-U,c[0]=v-(U+M)+(M-P),m=L+U,M=m-L,K=L-(m-M)+(U-M),U=K-F,M=K-U,c[1]=K-(U+M)+(M-F),E=m+U,M=E-m,c[2]=m-(E-M)+(U-M),c[3]=E;const G=e(C,a,4,c,f);return f[G-1]}(t,n,u,_,d,g,A)}const _=Math.pow(2,-52),d=new Uint32Array(512);class g{static from(t,i=M,s=p){const e=t.length,n=new Float64Array(2*e);for(let h=0;h<e;h++){const e=t[h];n[2*h]=i(e),n[2*h+1]=s(e)}return new g(n)}constructor(t){const i=t.length>>1;if(i>0&&"number"!=typeof t[0])throw new Error("Expected coords to contain numbers.");this.coords=t;const s=Math.max(2*i-5,0);this._triangles=new Uint32Array(3*s),this._halfedges=new Int32Array(3*s),this._hashSize=Math.ceil(Math.sqrt(i)),this._hullPrev=new Uint32Array(i),this._hullNext=new Uint32Array(i),this._hullTri=new Uint32Array(i),this._hullHash=new Int32Array(this._hashSize),this._ids=new Uint32Array(i),this._dists=new Float64Array(i),this.update()}update(){const{coords:t,_hullPrev:i,_hullNext:s,_hullTri:e,_hullHash:n}=this,h=t.length>>1;let r=1/0,l=1/0,o=-1/0,a=-1/0;for(let i=0;i<h;i++){const s=t[2*i],e=t[2*i+1];s<r&&(r=s),e<l&&(l=e),s>o&&(o=s),e>a&&(a=e),this._ids[i]=i}const f=(r+o)/2,c=(l+a)/2;let d,g,w;for(let i=0,s=1/0;i<h;i++){const e=y(f,c,t[2*i],t[2*i+1]);e<s&&(d=i,s=e)}const k=t[2*d],M=t[2*d+1];for(let i=0,s=1/0;i<h;i++){if(i===d)continue;const e=y(k,M,t[2*i],t[2*i+1]);e<s&&e>0&&(g=i,s=e)}let p=t[2*g],x=t[2*g+1],S=1/0;for(let i=0;i<h;i++){if(i===d||i===g)continue;const s=b(k,M,p,x,t[2*i],t[2*i+1]);s<S&&(w=i,S=s)}let T=t[2*w],z=t[2*w+1];if(S===1/0){for(let i=0;i<h;i++)this._dists[i]=t[2*i]-t[0]||t[2*i+1]-t[1];A(this._ids,this._dists,0,h-1);const i=new Uint32Array(h);let s=0;for(let t=0,e=-1/0;t<h;t++){const n=this._ids[t],h=this._dists[n];h>e&&(i[s++]=n,e=h)}return this.hull=i.subarray(0,s),this.triangles=new Uint32Array(0),void(this.halfedges=new Uint32Array(0))}if(u(k,M,p,x,T,z)<0){const t=g,i=p,s=x;g=w,p=T,x=z,w=t,T=i,z=s}const U=function(t,i,s,e,n,h){const r=s-t,l=e-i,o=n-t,a=h-i,f=r*r+l*l,c=o*o+a*a,u=.5/(r*a-l*o);return{x:t+(a*f-l*c)*u,y:i+(r*c-o*f)*u}}(k,M,p,x,T,z);this._cx=U.x,this._cy=U.y;for(let i=0;i<h;i++)this._dists[i]=y(t[2*i],t[2*i+1],U.x,U.y);A(this._ids,this._dists,0,h-1),this._hullStart=d;let m=3;s[d]=i[w]=g,s[g]=i[d]=w,s[w]=i[g]=d,e[d]=0,e[g]=1,e[w]=2,n.fill(-1),n[this._hashKey(k,M)]=d,n[this._hashKey(p,x)]=g,n[this._hashKey(T,z)]=w,this.trianglesLen=0,this._addTriangle(d,g,w,-1,-1,-1);for(let h,r,l=0;l<this._ids.length;l++){const o=this._ids[l],a=t[2*o],f=t[2*o+1];if(l>0&&Math.abs(a-h)<=_&&Math.abs(f-r)<=_)continue;if(h=a,r=f,o===d||o===g||o===w)continue;let c=0;for(let t=0,i=this._hashKey(a,f);t<this._hashSize&&(c=n[(i+t)%this._hashSize],-1===c||c===s[c]);t++);c=i[c];let y,b=c;for(;y=s[b],u(a,f,t[2*b],t[2*b+1],t[2*y],t[2*y+1])>=0;)if(b=y,b===c){b=-1;break}if(-1===b)continue;let A=this._addTriangle(b,o,s[b],-1,-1,e[b]);e[o]=this._legalize(A+2),e[b]=A,m++;let k=s[b];for(;y=s[k],u(a,f,t[2*k],t[2*k+1],t[2*y],t[2*y+1])<0;)A=this._addTriangle(k,o,y,e[o],-1,e[k]),e[o]=this._legalize(A+2),s[k]=k,m--,k=y;if(b===c)for(;y=i[b],u(a,f,t[2*y],t[2*y+1],t[2*b],t[2*b+1])<0;)A=this._addTriangle(y,o,b,-1,e[b],e[y]),this._legalize(A+2),e[y]=A,s[b]=b,m--,b=y;this._hullStart=i[o]=b,s[b]=i[k]=o,s[o]=k,n[this._hashKey(a,f)]=o,n[this._hashKey(t[2*b],t[2*b+1])]=b}this.hull=new Uint32Array(m);for(let t=0,i=this._hullStart;t<m;t++)this.hull[t]=i,i=s[i];this.triangles=this._triangles.subarray(0,this.trianglesLen),this.halfedges=this._halfedges.subarray(0,this.trianglesLen)}_hashKey(t,i){return Math.floor(function(t,i){const s=t/(Math.abs(t)+Math.abs(i));return(i>0?3-s:1+s)/4}(t-this._cx,i-this._cy)*this._hashSize)%this._hashSize}_legalize(t){const{_triangles:i,_halfedges:s,coords:e}=this;let n=0,h=0;for(;;){const r=s[t],l=t-t%3;if(h=l+(t+2)%3,-1===r){if(0===n)break;t=d[--n];continue}const o=r-r%3,a=l+(t+1)%3,f=o+(r+2)%3,c=i[h],u=i[t],_=i[a],g=i[f];if(w(e[2*c],e[2*c+1],e[2*u],e[2*u+1],e[2*_],e[2*_+1],e[2*g],e[2*g+1])){i[t]=g,i[r]=c;const e=s[f];if(-1===e){let i=this._hullStart;do{if(this._hullTri[i]===f){this._hullTri[i]=t;break}i=this._hullPrev[i]}while(i!==this._hullStart)}this._link(t,e),this._link(r,s[h]),this._link(h,f);const l=o+(r+1)%3;n<d.length&&(d[n++]=l)}else{if(0===n)break;t=d[--n]}}return h}_link(t,i){this._halfedges[t]=i,-1!==i&&(this._halfedges[i]=t)}_addTriangle(t,i,s,e,n,h){const r=this.trianglesLen;return this._triangles[r]=t,this._triangles[r+1]=i,this._triangles[r+2]=s,this._link(r,e),this._link(r+1,n),this._link(r+2,h),this.trianglesLen+=3,r}}function y(t,i,s,e){const n=t-s,h=i-e;return n*n+h*h}function w(t,i,s,e,n,h,r,l){const o=t-r,a=i-l,f=s-r,c=e-l,u=n-r,_=h-l,d=f*f+c*c,g=u*u+_*_;return o*(c*g-d*_)-a*(f*g-d*u)+(o*o+a*a)*(f*_-c*u)<0}function b(t,i,s,e,n,h){const r=s-t,l=e-i,o=n-t,a=h-i,f=r*r+l*l,c=o*o+a*a,u=.5/(r*a-l*o),_=(a*f-l*c)*u,d=(r*c-o*f)*u;return _*_+d*d}function A(t,i,s,e){if(e-s<=20)for(let n=s+1;n<=e;n++){const e=t[n],h=i[e];let r=n-1;for(;r>=s&&i[t[r]]>h;)t[r+1]=t[r--];t[r+1]=e}else{let n=s+1,h=e;k(t,s+e>>1,n),i[t[s]]>i[t[e]]&&k(t,s,e),i[t[n]]>i[t[e]]&&k(t,n,e),i[t[s]]>i[t[n]]&&k(t,s,n);const r=t[n],l=i[r];for(;;){do{n++}while(i[t[n]]<l);do{h--}while(i[t[h]]>l);if(h<n)break;k(t,n,h)}t[s+1]=t[h],t[h]=r,e-n+1>=h-s?(A(t,i,n,e),A(t,i,s,h-1)):(A(t,i,s,h-1),A(t,i,n,e))}}function k(t,i,s){const e=t[i];t[i]=t[s],t[s]=e}function M(t){return t[0]}function p(t){return t[1]}return g}));
Index: node_modules/delaunator/index.js
===================================================================
--- node_modules/delaunator/index.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
+++ node_modules/delaunator/index.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
@@ -0,0 +1,480 @@
+
+const EPSILON = Math.pow(2, -52);
+const EDGE_STACK = new Uint32Array(512);
+
+import {orient2d} from 'robust-predicates';
+
+export default class Delaunator {
+
+    static from(points, getX = defaultGetX, getY = defaultGetY) {
+        const n = points.length;
+        const coords = new Float64Array(n * 2);
+
+        for (let i = 0; i < n; i++) {
+            const p = points[i];
+            coords[2 * i] = getX(p);
+            coords[2 * i + 1] = getY(p);
+        }
+
+        return new Delaunator(coords);
+    }
+
+    constructor(coords) {
+        const n = coords.length >> 1;
+        if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.');
+
+        this.coords = coords;
+
+        // arrays that will store the triangulation graph
+        const maxTriangles = Math.max(2 * n - 5, 0);
+        this._triangles = new Uint32Array(maxTriangles * 3);
+        this._halfedges = new Int32Array(maxTriangles * 3);
+
+        // temporary arrays for tracking the edges of the advancing convex hull
+        this._hashSize = Math.ceil(Math.sqrt(n));
+        this._hullPrev = new Uint32Array(n); // edge to prev edge
+        this._hullNext = new Uint32Array(n); // edge to next edge
+        this._hullTri = new Uint32Array(n); // edge to adjacent triangle
+        this._hullHash = new Int32Array(this._hashSize); // angular edge hash
+
+        // temporary arrays for sorting points
+        this._ids = new Uint32Array(n);
+        this._dists = new Float64Array(n);
+
+        this.update();
+    }
+
+    update() {
+        const {coords, _hullPrev: hullPrev, _hullNext: hullNext, _hullTri: hullTri, _hullHash: hullHash} =  this;
+        const n = coords.length >> 1;
+
+        // populate an array of point indices; calculate input data bbox
+        let minX = Infinity;
+        let minY = Infinity;
+        let maxX = -Infinity;
+        let maxY = -Infinity;
+
+        for (let i = 0; i < n; i++) {
+            const x = coords[2 * i];
+            const y = coords[2 * i + 1];
+            if (x < minX) minX = x;
+            if (y < minY) minY = y;
+            if (x > maxX) maxX = x;
+            if (y > maxY) maxY = y;
+            this._ids[i] = i;
+        }
+        const cx = (minX + maxX) / 2;
+        const cy = (minY + maxY) / 2;
+
+        let i0, i1, i2;
+
+        // pick a seed point close to the center
+        for (let i = 0, minDist = Infinity; i < n; i++) {
+            const d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]);
+            if (d < minDist) {
+                i0 = i;
+                minDist = d;
+            }
+        }
+        const i0x = coords[2 * i0];
+        const i0y = coords[2 * i0 + 1];
+
+        // find the point closest to the seed
+        for (let i = 0, minDist = Infinity; i < n; i++) {
+            if (i === i0) continue;
+            const d = dist(i0x, i0y, coords[2 * i], coords[2 * i + 1]);
+            if (d < minDist && d > 0) {
+                i1 = i;
+                minDist = d;
+            }
+        }
+        let i1x = coords[2 * i1];
+        let i1y = coords[2 * i1 + 1];
+
+        let minRadius = Infinity;
+
+        // find the third point which forms the smallest circumcircle with the first two
+        for (let i = 0; i < n; i++) {
+            if (i === i0 || i === i1) continue;
+            const r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i], coords[2 * i + 1]);
+            if (r < minRadius) {
+                i2 = i;
+                minRadius = r;
+            }
+        }
+        let i2x = coords[2 * i2];
+        let i2y = coords[2 * i2 + 1];
+
+        if (minRadius === Infinity) {
+            // order collinear points by dx (or dy if all x are identical)
+            // and return the list as a hull
+            for (let i = 0; i < n; i++) {
+                this._dists[i] = (coords[2 * i] - coords[0]) || (coords[2 * i + 1] - coords[1]);
+            }
+            quicksort(this._ids, this._dists, 0, n - 1);
+            const hull = new Uint32Array(n);
+            let j = 0;
+            for (let i = 0, d0 = -Infinity; i < n; i++) {
+                const id = this._ids[i];
+                const d = this._dists[id];
+                if (d > d0) {
+                    hull[j++] = id;
+                    d0 = d;
+                }
+            }
+            this.hull = hull.subarray(0, j);
+            this.triangles = new Uint32Array(0);
+            this.halfedges = new Uint32Array(0);
+            return;
+        }
+
+        // swap the order of the seed points for counter-clockwise orientation
+        if (orient2d(i0x, i0y, i1x, i1y, i2x, i2y) < 0) {
+            const i = i1;
+            const x = i1x;
+            const y = i1y;
+            i1 = i2;
+            i1x = i2x;
+            i1y = i2y;
+            i2 = i;
+            i2x = x;
+            i2y = y;
+        }
+
+        const center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);
+        this._cx = center.x;
+        this._cy = center.y;
+
+        for (let i = 0; i < n; i++) {
+            this._dists[i] = dist(coords[2 * i], coords[2 * i + 1], center.x, center.y);
+        }
+
+        // sort the points by distance from the seed triangle circumcenter
+        quicksort(this._ids, this._dists, 0, n - 1);
+
+        // set up the seed triangle as the starting hull
+        this._hullStart = i0;
+        let hullSize = 3;
+
+        hullNext[i0] = hullPrev[i2] = i1;
+        hullNext[i1] = hullPrev[i0] = i2;
+        hullNext[i2] = hullPrev[i1] = i0;
+
+        hullTri[i0] = 0;
+        hullTri[i1] = 1;
+        hullTri[i2] = 2;
+
+        hullHash.fill(-1);
+        hullHash[this._hashKey(i0x, i0y)] = i0;
+        hullHash[this._hashKey(i1x, i1y)] = i1;
+        hullHash[this._hashKey(i2x, i2y)] = i2;
+
+        this.trianglesLen = 0;
+        this._addTriangle(i0, i1, i2, -1, -1, -1);
+
+        for (let k = 0, xp, yp; k < this._ids.length; k++) {
+            const i = this._ids[k];
+            const x = coords[2 * i];
+            const y = coords[2 * i + 1];
+
+            // skip near-duplicate points
+            if (k > 0 && Math.abs(x - xp) <= EPSILON && Math.abs(y - yp) <= EPSILON) continue;
+            xp = x;
+            yp = y;
+
+            // skip seed triangle points
+            if (i === i0 || i === i1 || i === i2) continue;
+
+            // find a visible edge on the convex hull using edge hash
+            let start = 0;
+            for (let j = 0, key = this._hashKey(x, y); j < this._hashSize; j++) {
+                start = hullHash[(key + j) % this._hashSize];
+                if (start !== -1 && start !== hullNext[start]) break;
+            }
+
+            start = hullPrev[start];
+            let e = start, q;
+            while (q = hullNext[e], orient2d(x, y, coords[2 * e], coords[2 * e + 1], coords[2 * q], coords[2 * q + 1]) >= 0) {
+                e = q;
+                if (e === start) {
+                    e = -1;
+                    break;
+                }
+            }
+            if (e === -1) continue; // likely a near-duplicate point; skip it
+
+            // add the first triangle from the point
+            let t = this._addTriangle(e, i, hullNext[e], -1, -1, hullTri[e]);
+
+            // recursively flip triangles from the point until they satisfy the Delaunay condition
+            hullTri[i] = this._legalize(t + 2);
+            hullTri[e] = t; // keep track of boundary triangles on the hull
+            hullSize++;
+
+            // walk forward through the hull, adding more triangles and flipping recursively
+            let n = hullNext[e];
+            while (q = hullNext[n], orient2d(x, y, coords[2 * n], coords[2 * n + 1], coords[2 * q], coords[2 * q + 1]) < 0) {
+                t = this._addTriangle(n, i, q, hullTri[i], -1, hullTri[n]);
+                hullTri[i] = this._legalize(t + 2);
+                hullNext[n] = n; // mark as removed
+                hullSize--;
+                n = q;
+            }
+
+            // walk backward from the other side, adding more triangles and flipping
+            if (e === start) {
+                while (q = hullPrev[e], orient2d(x, y, coords[2 * q], coords[2 * q + 1], coords[2 * e], coords[2 * e + 1]) < 0) {
+                    t = this._addTriangle(q, i, e, -1, hullTri[e], hullTri[q]);
+                    this._legalize(t + 2);
+                    hullTri[q] = t;
+                    hullNext[e] = e; // mark as removed
+                    hullSize--;
+                    e = q;
+                }
+            }
+
+            // update the hull indices
+            this._hullStart = hullPrev[i] = e;
+            hullNext[e] = hullPrev[n] = i;
+            hullNext[i] = n;
+
+            // save the two new edges in the hash table
+            hullHash[this._hashKey(x, y)] = i;
+            hullHash[this._hashKey(coords[2 * e], coords[2 * e + 1])] = e;
+        }
+
+        this.hull = new Uint32Array(hullSize);
+        for (let i = 0, e = this._hullStart; i < hullSize; i++) {
+            this.hull[i] = e;
+            e = hullNext[e];
+        }
+
+        // trim typed triangle mesh arrays
+        this.triangles = this._triangles.subarray(0, this.trianglesLen);
+        this.halfedges = this._halfedges.subarray(0, this.trianglesLen);
+    }
+
+    _hashKey(x, y) {
+        return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;
+    }
+
+    _legalize(a) {
+        const {_triangles: triangles, _halfedges: halfedges, coords} = this;
+
+        let i = 0;
+        let ar = 0;
+
+        // recursion eliminated with a fixed-size stack
+        while (true) {
+            const b = halfedges[a];
+
+            /* if the pair of triangles doesn't satisfy the Delaunay condition
+             * (p1 is inside the circumcircle of [p0, pl, pr]), flip them,
+             * then do the same check/flip recursively for the new pair of triangles
+             *
+             *           pl                    pl
+             *          /||\                  /  \
+             *       al/ || \bl            al/    \a
+             *        /  ||  \              /      \
+             *       /  a||b  \    flip    /___ar___\
+             *     p0\   ||   /p1   =>   p0\---bl---/p1
+             *        \  ||  /              \      /
+             *       ar\ || /br             b\    /br
+             *          \||/                  \  /
+             *           pr                    pr
+             */
+            const a0 = a - a % 3;
+            ar = a0 + (a + 2) % 3;
+
+            if (b === -1) { // convex hull edge
+                if (i === 0) break;
+                a = EDGE_STACK[--i];
+                continue;
+            }
+
+            const b0 = b - b % 3;
+            const al = a0 + (a + 1) % 3;
+            const bl = b0 + (b + 2) % 3;
+
+            const p0 = triangles[ar];
+            const pr = triangles[a];
+            const pl = triangles[al];
+            const p1 = triangles[bl];
+
+            const illegal = inCircle(
+                coords[2 * p0], coords[2 * p0 + 1],
+                coords[2 * pr], coords[2 * pr + 1],
+                coords[2 * pl], coords[2 * pl + 1],
+                coords[2 * p1], coords[2 * p1 + 1]);
+
+            if (illegal) {
+                triangles[a] = p1;
+                triangles[b] = p0;
+
+                const hbl = halfedges[bl];
+
+                // edge swapped on the other side of the hull (rare); fix the halfedge reference
+                if (hbl === -1) {
+                    let e = this._hullStart;
+                    do {
+                        if (this._hullTri[e] === bl) {
+                            this._hullTri[e] = a;
+                            break;
+                        }
+                        e = this._hullPrev[e];
+                    } while (e !== this._hullStart);
+                }
+                this._link(a, hbl);
+                this._link(b, halfedges[ar]);
+                this._link(ar, bl);
+
+                const br = b0 + (b + 1) % 3;
+
+                // don't worry about hitting the cap: it can only happen on extremely degenerate input
+                if (i < EDGE_STACK.length) {
+                    EDGE_STACK[i++] = br;
+                }
+            } else {
+                if (i === 0) break;
+                a = EDGE_STACK[--i];
+            }
+        }
+
+        return ar;
+    }
+
+    _link(a, b) {
+        this._halfedges[a] = b;
+        if (b !== -1) this._halfedges[b] = a;
+    }
+
+    // add a new triangle given vertex indices and adjacent half-edge ids
+    _addTriangle(i0, i1, i2, a, b, c) {
+        const t = this.trianglesLen;
+
+        this._triangles[t] = i0;
+        this._triangles[t + 1] = i1;
+        this._triangles[t + 2] = i2;
+
+        this._link(t, a);
+        this._link(t + 1, b);
+        this._link(t + 2, c);
+
+        this.trianglesLen += 3;
+
+        return t;
+    }
+}
+
+// monotonically increases with real angle, but doesn't need expensive trigonometry
+function pseudoAngle(dx, dy) {
+    const p = dx / (Math.abs(dx) + Math.abs(dy));
+    return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1]
+}
+
+function dist(ax, ay, bx, by) {
+    const dx = ax - bx;
+    const dy = ay - by;
+    return dx * dx + dy * dy;
+}
+
+function inCircle(ax, ay, bx, by, cx, cy, px, py) {
+    const dx = ax - px;
+    const dy = ay - py;
+    const ex = bx - px;
+    const ey = by - py;
+    const fx = cx - px;
+    const fy = cy - py;
+
+    const ap = dx * dx + dy * dy;
+    const bp = ex * ex + ey * ey;
+    const cp = fx * fx + fy * fy;
+
+    return dx * (ey * cp - bp * fy) -
+           dy * (ex * cp - bp * fx) +
+           ap * (ex * fy - ey * fx) < 0;
+}
+
+function circumradius(ax, ay, bx, by, cx, cy) {
+    const dx = bx - ax;
+    const dy = by - ay;
+    const ex = cx - ax;
+    const ey = cy - ay;
+
+    const bl = dx * dx + dy * dy;
+    const cl = ex * ex + ey * ey;
+    const d = 0.5 / (dx * ey - dy * ex);
+
+    const x = (ey * bl - dy * cl) * d;
+    const y = (dx * cl - ex * bl) * d;
+
+    return x * x + y * y;
+}
+
+function circumcenter(ax, ay, bx, by, cx, cy) {
+    const dx = bx - ax;
+    const dy = by - ay;
+    const ex = cx - ax;
+    const ey = cy - ay;
+
+    const bl = dx * dx + dy * dy;
+    const cl = ex * ex + ey * ey;
+    const d = 0.5 / (dx * ey - dy * ex);
+
+    const x = ax + (ey * bl - dy * cl) * d;
+    const y = ay + (dx * cl - ex * bl) * d;
+
+    return {x, y};
+}
+
+function quicksort(ids, dists, left, right) {
+    if (right - left <= 20) {
+        for (let i = left + 1; i <= right; i++) {
+            const temp = ids[i];
+            const tempDist = dists[temp];
+            let j = i - 1;
+            while (j >= left && dists[ids[j]] > tempDist) ids[j + 1] = ids[j--];
+            ids[j + 1] = temp;
+        }
+    } else {
+        const median = (left + right) >> 1;
+        let i = left + 1;
+        let j = right;
+        swap(ids, median, i);
+        if (dists[ids[left]] > dists[ids[right]]) swap(ids, left, right);
+        if (dists[ids[i]] > dists[ids[right]]) swap(ids, i, right);
+        if (dists[ids[left]] > dists[ids[i]]) swap(ids, left, i);
+
+        const temp = ids[i];
+        const tempDist = dists[temp];
+        while (true) {
+            do i++; while (dists[ids[i]] < tempDist);
+            do j--; while (dists[ids[j]] > tempDist);
+            if (j < i) break;
+            swap(ids, i, j);
+        }
+        ids[left + 1] = ids[j];
+        ids[j] = temp;
+
+        if (right - i + 1 >= j - left) {
+            quicksort(ids, dists, i, right);
+            quicksort(ids, dists, left, j - 1);
+        } else {
+            quicksort(ids, dists, left, j - 1);
+            quicksort(ids, dists, i, right);
+        }
+    }
+}
+
+function swap(arr, i, j) {
+    const tmp = arr[i];
+    arr[i] = arr[j];
+    arr[j] = tmp;
+}
+
+function defaultGetX(p) {
+    return p[0];
+}
+function defaultGetY(p) {
+    return p[1];
+}
Index: node_modules/delaunator/package.json
===================================================================
--- node_modules/delaunator/package.json	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
+++ node_modules/delaunator/package.json	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
@@ -0,0 +1,56 @@
+{
+  "name": "delaunator",
+  "version": "5.0.1",
+  "description": "An incredibly fast JavaScript library for Delaunay triangulation of 2D points",
+  "main": "index.js",
+  "module": "index.js",
+  "type": "module",
+  "jsdelivr": "delaunator.min.js",
+  "unpkg": "delaunator.min.js",
+  "sideEffects": false,
+  "dependencies": {
+    "robust-predicates": "^3.0.2"
+  },
+  "devDependencies": {
+    "@rollup/plugin-node-resolve": "^15.2.3",
+    "@rollup/plugin-terser": "^0.4.4",
+    "eslint": "^8.56.0",
+    "eslint-config-mourner": "^3.0.0",
+    "rollup": "^4.9.6"
+  },
+  "repository": {
+    "type": "git",
+    "url": "https://github.com/mapbox/delaunator.git"
+  },
+  "scripts": {
+    "lint": "eslint index.js test/test.js bench.js rollup.config.js docs/diagrams.js",
+    "pretest": "npm run lint",
+    "test": "node --test-reporter spec test/test.js",
+    "cov": "node --experimental-test-coverage test/test.js",
+    "bench": "node bench.js",
+    "build": "rollup -c",
+    "start": "rollup -cw",
+    "prepublishOnly": "npm test && npm run build"
+  },
+  "files": [
+    "index.js",
+    "delaunator.js",
+    "delaunator.min.js"
+  ],
+  "eslintConfig": {
+    "extends": "mourner",
+    "rules": {
+      "no-sequences": 0
+    },
+    "parserOptions": {
+      "ecmaVersion": 2020
+    }
+  },
+  "keywords": [
+    "delaunay triangulation",
+    "computational geometry",
+    "algorithms"
+  ],
+  "author": "Vladimir Agafonkin",
+  "license": "ISC"
+}
