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Current File : C:/xampp/htdocs/wizcare/admin/assets/code/es-modules/Core/Renderer/SVG/SVGRenderer3D.js
/* *
 *
 *  (c) 2010-2020 Torstein Honsi
 *
 *  Extensions to the SVGRenderer class to enable 3D shapes
 *
 *  License: www.highcharts.com/license
 *
 *  !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
 *
 * */
import A from '../../Animation/AnimationUtilities.js';
var animObject = A.animObject;
import Color from '../../Color/Color.js';
var color = Color.parse;
import H from '../../Globals.js';
import Math3D from '../../../Extensions/Math3D.js';
var perspective = Math3D.perspective, shapeArea = Math3D.shapeArea;
import SVGElement from './SVGElement.js';
import SVGRenderer from './SVGRenderer.js';
import U from '../../Utilities.js';
var defined = U.defined, extend = U.extend, merge = U.merge, objectEach = U.objectEach, pick = U.pick;
var cos = Math.cos, PI = Math.PI, sin = Math.sin;
var charts = H.charts, deg2rad = H.deg2rad, 
// internal:
dFactor, element3dMethods, cuboidMethods;
/*
    EXTENSION TO THE SVG-RENDERER TO ENABLE 3D SHAPES
*/
// HELPER METHODS
dFactor = (4 * (Math.sqrt(2) - 1) / 3) / (PI / 2);
/* eslint-disable no-invalid-this, valid-jsdoc */
/**
 * Method to construct a curved path. Can 'wrap' around more then 180 degrees.
 * @private
 */
function curveTo(cx, cy, rx, ry, start, end, dx, dy) {
    var result = [], arcAngle = end - start;
    if ((end > start) && (end - start > Math.PI / 2 + 0.0001)) {
        result = result.concat(curveTo(cx, cy, rx, ry, start, start + (Math.PI / 2), dx, dy));
        result = result.concat(curveTo(cx, cy, rx, ry, start + (Math.PI / 2), end, dx, dy));
        return result;
    }
    if ((end < start) && (start - end > Math.PI / 2 + 0.0001)) {
        result = result.concat(curveTo(cx, cy, rx, ry, start, start - (Math.PI / 2), dx, dy));
        result = result.concat(curveTo(cx, cy, rx, ry, start - (Math.PI / 2), end, dx, dy));
        return result;
    }
    return [[
            'C',
            cx + (rx * Math.cos(start)) -
                ((rx * dFactor * arcAngle) * Math.sin(start)) + dx,
            cy + (ry * Math.sin(start)) +
                ((ry * dFactor * arcAngle) * Math.cos(start)) + dy,
            cx + (rx * Math.cos(end)) +
                ((rx * dFactor * arcAngle) * Math.sin(end)) + dx,
            cy + (ry * Math.sin(end)) -
                ((ry * dFactor * arcAngle) * Math.cos(end)) + dy,
            cx + (rx * Math.cos(end)) + dx,
            cy + (ry * Math.sin(end)) + dy
        ]];
}
SVGRenderer.prototype.toLinePath = function (points, closed) {
    var result = [];
    // Put "L x y" for each point
    points.forEach(function (point) {
        result.push(['L', point.x, point.y]);
    });
    if (points.length) {
        // Set the first element to M
        result[0][0] = 'M';
        // If it is a closed line, add Z
        if (closed) {
            result.push(['Z']);
        }
    }
    return result;
};
SVGRenderer.prototype.toLineSegments = function (points) {
    var result = [], m = true;
    points.forEach(function (point) {
        result.push(m ? ['M', point.x, point.y] : ['L', point.x, point.y]);
        m = !m;
    });
    return result;
};
// A 3-D Face is defined by it's 3D vertexes, and is only visible if it's
// vertexes are counter-clockwise (Back-face culling). It is used as a
// polyhedron Element
SVGRenderer.prototype.face3d = function (args) {
    var renderer = this, ret = this.createElement('path');
    ret.vertexes = [];
    ret.insidePlotArea = false;
    ret.enabled = true;
    ret.attr = function (hash) {
        if (typeof hash === 'object' &&
            (defined(hash.enabled) ||
                defined(hash.vertexes) ||
                defined(hash.insidePlotArea))) {
            this.enabled = pick(hash.enabled, this.enabled);
            this.vertexes = pick(hash.vertexes, this.vertexes);
            this.insidePlotArea = pick(hash.insidePlotArea, this.insidePlotArea);
            delete hash.enabled;
            delete hash.vertexes;
            delete hash.insidePlotArea;
            var chart = charts[renderer.chartIndex], vertexes2d = perspective(this.vertexes, chart, this.insidePlotArea), path = renderer.toLinePath(vertexes2d, true), area = shapeArea(vertexes2d), visibility = (this.enabled && area > 0) ? 'visible' : 'hidden';
            hash.d = path;
            hash.visibility = visibility;
        }
        return SVGElement.prototype.attr.apply(this, arguments);
    };
    ret.animate = function (params) {
        if (typeof params === 'object' &&
            (defined(params.enabled) ||
                defined(params.vertexes) ||
                defined(params.insidePlotArea))) {
            this.enabled = pick(params.enabled, this.enabled);
            this.vertexes = pick(params.vertexes, this.vertexes);
            this.insidePlotArea = pick(params.insidePlotArea, this.insidePlotArea);
            delete params.enabled;
            delete params.vertexes;
            delete params.insidePlotArea;
            var chart = charts[renderer.chartIndex], vertexes2d = perspective(this.vertexes, chart, this.insidePlotArea), path = renderer.toLinePath(vertexes2d, true), area = shapeArea(vertexes2d), visibility = (this.enabled && area > 0) ? 'visible' : 'hidden';
            params.d = path;
            this.attr('visibility', visibility);
        }
        return SVGElement.prototype.animate.apply(this, arguments);
    };
    return ret.attr(args);
};
// A Polyhedron is a handy way of defining a group of 3-D faces. It's only
// attribute is `faces`, an array of attributes of each one of it's Face3D
// instances.
SVGRenderer.prototype.polyhedron = function (args) {
    var renderer = this, result = this.g(), destroy = result.destroy;
    if (!this.styledMode) {
        result.attr({
            'stroke-linejoin': 'round'
        });
    }
    result.faces = [];
    // destroy all children
    result.destroy = function () {
        for (var i = 0; i < result.faces.length; i++) {
            result.faces[i].destroy();
        }
        return destroy.call(this);
    };
    result.attr = function (hash, val, complete, continueAnimation) {
        if (typeof hash === 'object' && defined(hash.faces)) {
            while (result.faces.length > hash.faces.length) {
                result.faces.pop().destroy();
            }
            while (result.faces.length < hash.faces.length) {
                result.faces.push(renderer.face3d().add(result));
            }
            for (var i = 0; i < hash.faces.length; i++) {
                if (renderer.styledMode) {
                    delete hash.faces[i].fill;
                }
                result.faces[i].attr(hash.faces[i], null, complete, continueAnimation);
            }
            delete hash.faces;
        }
        return SVGElement.prototype.attr.apply(this, arguments);
    };
    result.animate = function (params, duration, complete) {
        if (params && params.faces) {
            while (result.faces.length > params.faces.length) {
                result.faces.pop().destroy();
            }
            while (result.faces.length < params.faces.length) {
                result.faces.push(renderer.face3d().add(result));
            }
            for (var i = 0; i < params.faces.length; i++) {
                result.faces[i].animate(params.faces[i], duration, complete);
            }
            delete params.faces;
        }
        return SVGElement.prototype.animate.apply(this, arguments);
    };
    return result.attr(args);
};
// Base, abstract prototype member for 3D elements
element3dMethods = {
    /**
     * The init is used by base - renderer.Element
     * @private
     */
    initArgs: function (args) {
        var elem3d = this, renderer = elem3d.renderer, paths = renderer[elem3d.pathType + 'Path'](args), zIndexes = paths.zIndexes;
        // build parts
        elem3d.parts.forEach(function (part) {
            elem3d[part] = renderer.path(paths[part]).attr({
                'class': 'highcharts-3d-' + part,
                zIndex: zIndexes[part] || 0
            }).add(elem3d);
        });
        elem3d.attr({
            'stroke-linejoin': 'round',
            zIndex: zIndexes.group
        });
        // store original destroy
        elem3d.originalDestroy = elem3d.destroy;
        elem3d.destroy = elem3d.destroyParts;
        // Store information if any side of element was rendered by force.
        elem3d.forcedSides = paths.forcedSides;
    },
    /**
     * Single property setter that applies options to each part
     * @private
     */
    singleSetterForParts: function (prop, val, values, verb, duration, complete) {
        var elem3d = this, newAttr = {}, optionsToApply = [null, null, (verb || 'attr'), duration, complete], hasZIndexes = values && values.zIndexes;
        if (!values) {
            newAttr[prop] = val;
            optionsToApply[0] = newAttr;
        }
        else {
            // It is needed to deal with the whole group zIndexing
            // in case of graph rotation
            if (hasZIndexes && hasZIndexes.group) {
                this.attr({
                    zIndex: hasZIndexes.group
                });
            }
            objectEach(values, function (partVal, part) {
                newAttr[part] = {};
                newAttr[part][prop] = partVal;
                // include zIndexes if provided
                if (hasZIndexes) {
                    newAttr[part].zIndex = values.zIndexes[part] || 0;
                }
            });
            optionsToApply[1] = newAttr;
        }
        return elem3d.processParts.apply(elem3d, optionsToApply);
    },
    /**
     * Calls function for each part. Used for attr, animate and destroy.
     * @private
     */
    processParts: function (props, partsProps, verb, duration, complete) {
        var elem3d = this;
        elem3d.parts.forEach(function (part) {
            // if different props for different parts
            if (partsProps) {
                props = pick(partsProps[part], false);
            }
            // only if something to set, but allow undefined
            if (props !== false) {
                elem3d[part][verb](props, duration, complete);
            }
        });
        return elem3d;
    },
    /**
     * Destroy all parts
     * @private
     */
    destroyParts: function () {
        this.processParts(null, null, 'destroy');
        return this.originalDestroy();
    }
};
// CUBOID
cuboidMethods = merge(element3dMethods, {
    parts: ['front', 'top', 'side'],
    pathType: 'cuboid',
    attr: function (args, val, complete, continueAnimation) {
        // Resolve setting attributes by string name
        if (typeof args === 'string' && typeof val !== 'undefined') {
            var key = args;
            args = {};
            args[key] = val;
        }
        if (args.shapeArgs || defined(args.x)) {
            return this.singleSetterForParts('d', null, this.renderer[this.pathType + 'Path'](args.shapeArgs || args));
        }
        return SVGElement.prototype.attr.call(this, args, void 0, complete, continueAnimation);
    },
    animate: function (args, duration, complete) {
        if (defined(args.x) && defined(args.y)) {
            var paths = this.renderer[this.pathType + 'Path'](args), forcedSides = paths.forcedSides;
            this.singleSetterForParts('d', null, paths, 'animate', duration, complete);
            this.attr({
                zIndex: paths.zIndexes.group
            });
            // If sides that are forced to render changed, recalculate colors.
            if (forcedSides !== this.forcedSides) {
                this.forcedSides = forcedSides;
                cuboidMethods.fillSetter.call(this, this.fill);
            }
        }
        else {
            SVGElement.prototype.animate.call(this, args, duration, complete);
        }
        return this;
    },
    fillSetter: function (fill) {
        var elem3d = this;
        elem3d.forcedSides = elem3d.forcedSides || [];
        elem3d.singleSetterForParts('fill', null, {
            front: fill,
            // Do not change color if side was forced to render.
            top: color(fill).brighten(elem3d.forcedSides.indexOf('top') >= 0 ? 0 : 0.1).get(),
            side: color(fill).brighten(elem3d.forcedSides.indexOf('side') >= 0 ? 0 : -0.1).get()
        });
        // fill for animation getter (#6776)
        elem3d.color = elem3d.fill = fill;
        return elem3d;
    }
});
// set them up
SVGRenderer.prototype.elements3d = {
    base: element3dMethods,
    cuboid: cuboidMethods
};
/**
 * return result, generalization
 * @private
 * @requires highcharts-3d
 */
SVGRenderer.prototype.element3d = function (type, shapeArgs) {
    // base
    var ret = this.g();
    // extend
    extend(ret, this.elements3d[type]);
    // init
    ret.initArgs(shapeArgs);
    // return
    return ret;
};
// generelized, so now use simply
SVGRenderer.prototype.cuboid = function (shapeArgs) {
    return this.element3d('cuboid', shapeArgs);
};
// Generates a cuboid path and zIndexes
SVGRenderer.prototype.cuboidPath = function (shapeArgs) {
    var x = shapeArgs.x, y = shapeArgs.y, z = shapeArgs.z || 0, 
    // For side calculation (right/left)
    // there is a need for height (and other shapeArgs arguments)
    // to be at least 1px
    h = shapeArgs.height, w = shapeArgs.width, d = shapeArgs.depth, chart = charts[this.chartIndex], front, back, top, bottom, left, right, shape, path1, path2, path3, isFront, isTop, isRight, options3d = chart.options.chart.options3d, alpha = options3d.alpha, 
    // Priority for x axis is the biggest,
    // because of x direction has biggest influence on zIndex
    incrementX = 1000000, 
    // y axis has the smallest priority in case of our charts
    // (needs to be set because of stacking)
    incrementY = 10, incrementZ = 100, zIndex = 0, 
    // The 8 corners of the cube
    pArr = [{
            x: x,
            y: y,
            z: z
        }, {
            x: x + w,
            y: y,
            z: z
        }, {
            x: x + w,
            y: y + h,
            z: z
        }, {
            x: x,
            y: y + h,
            z: z
        }, {
            x: x,
            y: y + h,
            z: z + d
        }, {
            x: x + w,
            y: y + h,
            z: z + d
        }, {
            x: x + w,
            y: y,
            z: z + d
        }, {
            x: x,
            y: y,
            z: z + d
        }], forcedSides = [], pickShape;
    // apply perspective
    pArr = perspective(pArr, chart, shapeArgs.insidePlotArea);
    /**
     * helper method to decide which side is visible
     * @private
     */
    function mapSidePath(i) {
        // Added support for 0 value in columns, where height is 0
        // but the shape is rendered.
        // Height is used from 1st to 6th element of pArr
        if (h === 0 && i > 1 && i < 6) { // [2, 3, 4, 5]
            return {
                x: pArr[i].x,
                // when height is 0 instead of cuboid we render plane
                // so it is needed to add fake 10 height to imitate cuboid
                // for side calculation
                y: pArr[i].y + 10,
                z: pArr[i].z
            };
        }
        // It is needed to calculate dummy sides (front/back) for breaking
        // points in case of x and depth values. If column has side,
        // it means that x values of front and back side are different.
        if (pArr[0].x === pArr[7].x && i >= 4) { // [4, 5, 6, 7]
            return {
                x: pArr[i].x + 10,
                // when height is 0 instead of cuboid we render plane
                // so it is needed to add fake 10 height to imitate cuboid
                // for side calculation
                y: pArr[i].y,
                z: pArr[i].z
            };
        }
        // Added dummy depth
        if (d === 0 && i < 2 || i > 5) { // [0, 1, 6, 7]
            return {
                x: pArr[i].x,
                // when height is 0 instead of cuboid we render plane
                // so it is needed to add fake 10 height to imitate cuboid
                // for side calculation
                y: pArr[i].y,
                z: pArr[i].z + 10
            };
        }
        return pArr[i];
    }
    /**
     * method creating the final side
     * @private
     */
    function mapPath(i) {
        return pArr[i];
    }
    /**
     * First value - path with specific face
     * Second  value - added information about side for later calculations.
     * Possible second values are 0 for path1, 1 for path2 and -1 for no path
     * chosen.
     * Third value - string containing information about current side
     * of cuboid for forcing side rendering.
     * @private
     */
    pickShape = function (verticesIndex1, verticesIndex2, side) {
        var ret = [[], -1], 
        // An array of vertices for cuboid face
        face1 = verticesIndex1.map(mapPath), face2 = verticesIndex2.map(mapPath), 
        // dummy face is calculated the same way as standard face,
        // but if cuboid height is 0 additional height is added so it is
        // possible to use this vertices array for visible face calculation
        dummyFace1 = verticesIndex1.map(mapSidePath), dummyFace2 = verticesIndex2.map(mapSidePath);
        if (shapeArea(face1) < 0) {
            ret = [face1, 0];
        }
        else if (shapeArea(face2) < 0) {
            ret = [face2, 1];
        }
        else if (side) {
            forcedSides.push(side);
            if (shapeArea(dummyFace1) < 0) {
                ret = [face1, 0];
            }
            else if (shapeArea(dummyFace2) < 0) {
                ret = [face2, 1];
            }
            else {
                ret = [face1, 0]; // force side calculation.
            }
        }
        return ret;
    };
    // front or back
    front = [3, 2, 1, 0];
    back = [7, 6, 5, 4];
    shape = pickShape(front, back, 'front');
    path1 = shape[0];
    isFront = shape[1];
    // top or bottom
    top = [1, 6, 7, 0];
    bottom = [4, 5, 2, 3];
    shape = pickShape(top, bottom, 'top');
    path2 = shape[0];
    isTop = shape[1];
    // side
    right = [1, 2, 5, 6];
    left = [0, 7, 4, 3];
    shape = pickShape(right, left, 'side');
    path3 = shape[0];
    isRight = shape[1];
    /* New block used for calculating zIndex. It is basing on X, Y and Z
       position of specific columns. All zIndexes (for X, Y and Z values) are
       added to the final zIndex, where every value has different priority. The
       biggest priority is in X and Z directions, the lowest index is for
       stacked columns (Y direction and the same X and Z positions). Big
       differences between priorities is made because we need to ensure that
       even for big changes in Y and Z parameters all columns will be drawn
       correctly. */
    if (isRight === 1) {
        // It is needed to connect value with current chart width
        // for big chart size.
        zIndex += incrementX * (chart.plotWidth - x);
    }
    else if (!isRight) {
        zIndex += incrementX * x;
    }
    zIndex += incrementY * (!isTop ||
        // Numbers checked empirically
        (alpha >= 0 && alpha <= 180 || alpha < 360 && alpha > 357.5) ?
        chart.plotHeight - y : 10 + y);
    if (isFront === 1) {
        zIndex += incrementZ * (z);
    }
    else if (!isFront) {
        zIndex += incrementZ * (1000 - z);
    }
    return {
        front: this.toLinePath(path1, true),
        top: this.toLinePath(path2, true),
        side: this.toLinePath(path3, true),
        zIndexes: {
            group: Math.round(zIndex)
        },
        forcedSides: forcedSides,
        // additional info about zIndexes
        isFront: isFront,
        isTop: isTop
    }; // #4774
};
// SECTORS //
SVGRenderer.prototype.arc3d = function (attribs) {
    var wrapper = this.g(), renderer = wrapper.renderer, customAttribs = ['x', 'y', 'r', 'innerR', 'start', 'end', 'depth'];
    /**
     * Get custom attributes. Don't mutate the original object and return an
     * object with only custom attr.
     * @private
     */
    function suckOutCustom(params) {
        var hasCA = false, ca = {}, key;
        params = merge(params); // Don't mutate the original object
        for (key in params) {
            if (customAttribs.indexOf(key) !== -1) {
                ca[key] = params[key];
                delete params[key];
                hasCA = true;
            }
        }
        return hasCA ? [ca, params] : false;
    }
    attribs = merge(attribs);
    attribs.alpha = (attribs.alpha || 0) * deg2rad;
    attribs.beta = (attribs.beta || 0) * deg2rad;
    // Create the different sub sections of the shape
    wrapper.top = renderer.path();
    wrapper.side1 = renderer.path();
    wrapper.side2 = renderer.path();
    wrapper.inn = renderer.path();
    wrapper.out = renderer.path();
    // Add all faces
    wrapper.onAdd = function () {
        var parent = wrapper.parentGroup, className = wrapper.attr('class');
        wrapper.top.add(wrapper);
        // These faces are added outside the wrapper group because the z index
        // relates to neighbour elements as well
        ['out', 'inn', 'side1', 'side2'].forEach(function (face) {
            wrapper[face]
                .attr({
                'class': className + ' highcharts-3d-side'
            })
                .add(parent);
        });
    };
    // Cascade to faces
    ['addClass', 'removeClass'].forEach(function (fn) {
        wrapper[fn] = function () {
            var args = arguments;
            ['top', 'out', 'inn', 'side1', 'side2'].forEach(function (face) {
                wrapper[face][fn].apply(wrapper[face], args);
            });
        };
    });
    /**
     * Compute the transformed paths and set them to the composite shapes
     * @private
     */
    wrapper.setPaths = function (attribs) {
        var paths = wrapper.renderer.arc3dPath(attribs), zIndex = paths.zTop * 100;
        wrapper.attribs = attribs;
        wrapper.top.attr({ d: paths.top, zIndex: paths.zTop });
        wrapper.inn.attr({ d: paths.inn, zIndex: paths.zInn });
        wrapper.out.attr({ d: paths.out, zIndex: paths.zOut });
        wrapper.side1.attr({ d: paths.side1, zIndex: paths.zSide1 });
        wrapper.side2.attr({ d: paths.side2, zIndex: paths.zSide2 });
        // show all children
        wrapper.zIndex = zIndex;
        wrapper.attr({ zIndex: zIndex });
        // Set the radial gradient center the first time
        if (attribs.center) {
            wrapper.top.setRadialReference(attribs.center);
            delete attribs.center;
        }
    };
    wrapper.setPaths(attribs);
    /**
     * Apply the fill to the top and a darker shade to the sides
     * @private
     */
    wrapper.fillSetter = function (value) {
        var darker = color(value).brighten(-0.1).get();
        this.fill = value;
        this.side1.attr({ fill: darker });
        this.side2.attr({ fill: darker });
        this.inn.attr({ fill: darker });
        this.out.attr({ fill: darker });
        this.top.attr({ fill: value });
        return this;
    };
    // Apply the same value to all. These properties cascade down to the
    // children when set to the composite arc3d.
    ['opacity', 'translateX', 'translateY', 'visibility'].forEach(function (setter) {
        wrapper[setter + 'Setter'] = function (value, key) {
            wrapper[key] = value;
            ['out', 'inn', 'side1', 'side2', 'top'].forEach(function (el) {
                wrapper[el].attr(key, value);
            });
        };
    });
    // Override attr to remove shape attributes and use those to set child paths
    wrapper.attr = function (params) {
        var ca, paramArr;
        if (typeof params === 'object') {
            paramArr = suckOutCustom(params);
            if (paramArr) {
                ca = paramArr[0];
                arguments[0] = paramArr[1];
                extend(wrapper.attribs, ca);
                wrapper.setPaths(wrapper.attribs);
            }
        }
        return SVGElement.prototype.attr.apply(wrapper, arguments);
    };
    // Override the animate function by sucking out custom parameters related to
    // the shapes directly, and update the shapes from the animation step.
    wrapper.animate = function (params, animation, complete) {
        var paramArr, from = this.attribs, to, anim, randomProp = 'data-' + Math.random().toString(26).substring(2, 9);
        // Attribute-line properties connected to 3D. These shouldn't have been
        // in the attribs collection in the first place.
        delete params.center;
        delete params.z;
        delete params.alpha;
        delete params.beta;
        anim = animObject(pick(animation, this.renderer.globalAnimation));
        if (anim.duration) {
            paramArr = suckOutCustom(params);
            // Params need to have a property in order for the step to run
            // (#5765, #7097, #7437)
            wrapper[randomProp] = 0;
            params[randomProp] = 1;
            wrapper[randomProp + 'Setter'] = H.noop;
            if (paramArr) {
                to = paramArr[0]; // custom attr
                anim.step = function (a, fx) {
                    /**
                     * @private
                     */
                    function interpolate(key) {
                        return from[key] + (pick(to[key], from[key]) -
                            from[key]) * fx.pos;
                    }
                    if (fx.prop === randomProp) {
                        fx.elem.setPaths(merge(from, {
                            x: interpolate('x'),
                            y: interpolate('y'),
                            r: interpolate('r'),
                            innerR: interpolate('innerR'),
                            start: interpolate('start'),
                            end: interpolate('end'),
                            depth: interpolate('depth')
                        }));
                    }
                };
            }
            animation = anim; // Only when duration (#5572)
        }
        return SVGElement.prototype.animate.call(this, params, animation, complete);
    };
    // destroy all children
    wrapper.destroy = function () {
        this.top.destroy();
        this.out.destroy();
        this.inn.destroy();
        this.side1.destroy();
        this.side2.destroy();
        return SVGElement.prototype.destroy.call(this);
    };
    // hide all children
    wrapper.hide = function () {
        this.top.hide();
        this.out.hide();
        this.inn.hide();
        this.side1.hide();
        this.side2.hide();
    };
    wrapper.show = function (inherit) {
        this.top.show(inherit);
        this.out.show(inherit);
        this.inn.show(inherit);
        this.side1.show(inherit);
        this.side2.show(inherit);
    };
    return wrapper;
};
// Generate the paths required to draw a 3D arc
SVGRenderer.prototype.arc3dPath = function (shapeArgs) {
    var cx = shapeArgs.x, // x coordinate of the center
    cy = shapeArgs.y, // y coordinate of the center
    start = shapeArgs.start, // start angle
    end = shapeArgs.end - 0.00001, // end angle
    r = shapeArgs.r, // radius
    ir = shapeArgs.innerR || 0, // inner radius
    d = shapeArgs.depth || 0, // depth
    alpha = shapeArgs.alpha, // alpha rotation of the chart
    beta = shapeArgs.beta; // beta rotation of the chart
    // Derived Variables
    var cs = Math.cos(start), // cosinus of the start angle
    ss = Math.sin(start), // sinus of the start angle
    ce = Math.cos(end), // cosinus of the end angle
    se = Math.sin(end), // sinus of the end angle
    rx = r * Math.cos(beta), // x-radius
    ry = r * Math.cos(alpha), // y-radius
    irx = ir * Math.cos(beta), // x-radius (inner)
    iry = ir * Math.cos(alpha), // y-radius (inner)
    dx = d * Math.sin(beta), // distance between top and bottom in x
    dy = d * Math.sin(alpha); // distance between top and bottom in y
    // TOP
    var top = [
        ['M', cx + (rx * cs), cy + (ry * ss)]
    ];
    top = top.concat(curveTo(cx, cy, rx, ry, start, end, 0, 0));
    top.push([
        'L', cx + (irx * ce), cy + (iry * se)
    ]);
    top = top.concat(curveTo(cx, cy, irx, iry, end, start, 0, 0));
    top.push(['Z']);
    // OUTSIDE
    var b = (beta > 0 ? Math.PI / 2 : 0), a = (alpha > 0 ? 0 : Math.PI / 2);
    var start2 = start > -b ? start : (end > -b ? -b : start), end2 = end < PI - a ? end : (start < PI - a ? PI - a : end), midEnd = 2 * PI - a;
    // When slice goes over bottom middle, need to add both, left and right
    // outer side. Additionally, when we cross right hand edge, create sharp
    // edge. Outer shape/wall:
    //
    //            -------
    //          /    ^    \
    //    4)   /   /   \   \  1)
    //        /   /     \   \
    //       /   /       \   \
    // (c)=> ====         ==== <=(d)
    //       \   \       /   /
    //        \   \<=(a)/   /
    //         \   \   /   / <=(b)
    //    3)    \    v    /  2)
    //            -------
    //
    // (a) - inner side
    // (b) - outer side
    // (c) - left edge (sharp)
    // (d) - right edge (sharp)
    // 1..n - rendering order for startAngle = 0, when set to e.g 90, order
    // changes clockwise (1->2, 2->3, n->1) and counterclockwise for negative
    // startAngle
    var out = [
        ['M', cx + (rx * cos(start2)), cy + (ry * sin(start2))]
    ];
    out = out.concat(curveTo(cx, cy, rx, ry, start2, end2, 0, 0));
    // When shape is wide, it can cross both, (c) and (d) edges, when using
    // startAngle
    if (end > midEnd && start < midEnd) {
        // Go to outer side
        out.push([
            'L', cx + (rx * cos(end2)) + dx, cy + (ry * sin(end2)) + dy
        ]);
        // Curve to the right edge of the slice (d)
        out = out.concat(curveTo(cx, cy, rx, ry, end2, midEnd, dx, dy));
        // Go to the inner side
        out.push([
            'L', cx + (rx * cos(midEnd)), cy + (ry * sin(midEnd))
        ]);
        // Curve to the true end of the slice
        out = out.concat(curveTo(cx, cy, rx, ry, midEnd, end, 0, 0));
        // Go to the outer side
        out.push([
            'L', cx + (rx * cos(end)) + dx, cy + (ry * sin(end)) + dy
        ]);
        // Go back to middle (d)
        out = out.concat(curveTo(cx, cy, rx, ry, end, midEnd, dx, dy));
        out.push([
            'L', cx + (rx * cos(midEnd)), cy + (ry * sin(midEnd))
        ]);
        // Go back to the left edge
        out = out.concat(curveTo(cx, cy, rx, ry, midEnd, end2, 0, 0));
        // But shape can cross also only (c) edge:
    }
    else if (end > PI - a && start < PI - a) {
        // Go to outer side
        out.push([
            'L',
            cx + (rx * Math.cos(end2)) + dx,
            cy + (ry * Math.sin(end2)) + dy
        ]);
        // Curve to the true end of the slice
        out = out.concat(curveTo(cx, cy, rx, ry, end2, end, dx, dy));
        // Go to the inner side
        out.push([
            'L', cx + (rx * Math.cos(end)), cy + (ry * Math.sin(end))
        ]);
        // Go back to the artifical end2
        out = out.concat(curveTo(cx, cy, rx, ry, end, end2, 0, 0));
    }
    out.push([
        'L', cx + (rx * Math.cos(end2)) + dx, cy + (ry * Math.sin(end2)) + dy
    ]);
    out = out.concat(curveTo(cx, cy, rx, ry, end2, start2, dx, dy));
    out.push(['Z']);
    // INSIDE
    var inn = [
        ['M', cx + (irx * cs), cy + (iry * ss)]
    ];
    inn = inn.concat(curveTo(cx, cy, irx, iry, start, end, 0, 0));
    inn.push([
        'L', cx + (irx * Math.cos(end)) + dx, cy + (iry * Math.sin(end)) + dy
    ]);
    inn = inn.concat(curveTo(cx, cy, irx, iry, end, start, dx, dy));
    inn.push(['Z']);
    // SIDES
    var side1 = [
        ['M', cx + (rx * cs), cy + (ry * ss)],
        ['L', cx + (rx * cs) + dx, cy + (ry * ss) + dy],
        ['L', cx + (irx * cs) + dx, cy + (iry * ss) + dy],
        ['L', cx + (irx * cs), cy + (iry * ss)],
        ['Z']
    ];
    var side2 = [
        ['M', cx + (rx * ce), cy + (ry * se)],
        ['L', cx + (rx * ce) + dx, cy + (ry * se) + dy],
        ['L', cx + (irx * ce) + dx, cy + (iry * se) + dy],
        ['L', cx + (irx * ce), cy + (iry * se)],
        ['Z']
    ];
    // correction for changed position of vanishing point caused by alpha and
    // beta rotations
    var angleCorr = Math.atan2(dy, -dx), angleEnd = Math.abs(end + angleCorr), angleStart = Math.abs(start + angleCorr), angleMid = Math.abs((start + end) / 2 + angleCorr);
    /**
     * set to 0-PI range
     * @private
     */
    function toZeroPIRange(angle) {
        angle = angle % (2 * Math.PI);
        if (angle > Math.PI) {
            angle = 2 * Math.PI - angle;
        }
        return angle;
    }
    angleEnd = toZeroPIRange(angleEnd);
    angleStart = toZeroPIRange(angleStart);
    angleMid = toZeroPIRange(angleMid);
    // *1e5 is to compensate pInt in zIndexSetter
    var incPrecision = 1e5, a1 = angleMid * incPrecision, a2 = angleStart * incPrecision, a3 = angleEnd * incPrecision;
    return {
        top: top,
        // max angle is PI, so this is always higher
        zTop: Math.PI * incPrecision + 1,
        out: out,
        zOut: Math.max(a1, a2, a3),
        inn: inn,
        zInn: Math.max(a1, a2, a3),
        side1: side1,
        zSide1: a3 * 0.99,
        side2: side2,
        zSide2: a2 * 0.99
    };
};
export default SVGRenderer;

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