{
  "version": 3,
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  "sourcesContent": ["function t(e,i,s){return Math.max(e,Math.min(i,s))}class Animate{advance(e){if(!this.isRunning)return;let i=!1;if(this.lerp)this.value=(s=this.value,o=this.to,n=60*this.lerp,r=e,function(e,i,s){return(1-s)*e+s*i}(s,o,1-Math.exp(-n*r))),Math.round(this.value)===this.to&&(this.value=this.to,i=!0);else{this.currentTime+=e;const s=t(0,this.currentTime/this.duration,1);i=s>=1;const o=i?1:this.easing(s);this.value=this.from+(this.to-this.from)*o}var s,o,n,r;this.onUpdate?.(this.value,i),i&&this.stop()}stop(){this.isRunning=!1}fromTo(e,i,{lerp:s=.1,duration:o=1,easing:n=(e=>e),onStart:r,onUpdate:l}){this.from=this.value=e,this.to=i,this.lerp=s,this.duration=o,this.easing=n,this.currentTime=0,this.isRunning=!0,r?.(),this.onUpdate=l}}class Dimensions{constructor({wrapper:e,content:i,autoResize:s=!0,debounce:o=250}={}){this.wrapper=e,this.content=i,s&&(this.debouncedResize=function(e,i){let s;return function(){let o=arguments,n=this;clearTimeout(s),s=setTimeout((function(){e.apply(n,o)}),i)}}(this.resize,o),this.wrapper===window?window.addEventListener(\"resize\",this.debouncedResize,!1):(this.wrapperResizeObserver=new ResizeObserver(this.debouncedResize),this.wrapperResizeObserver.observe(this.wrapper)),this.contentResizeObserver=new ResizeObserver(this.debouncedResize),this.contentResizeObserver.observe(this.content)),this.resize()}destroy(){this.wrapperResizeObserver?.disconnect(),this.contentResizeObserver?.disconnect(),window.removeEventListener(\"resize\",this.debouncedResize,!1)}resize=()=>{this.onWrapperResize(),this.onContentResize()};onWrapperResize=()=>{this.wrapper===window?(this.width=window.innerWidth,this.height=window.innerHeight):(this.width=this.wrapper.clientWidth,this.height=this.wrapper.clientHeight)};onContentResize=()=>{this.wrapper===window?(this.scrollHeight=this.content.scrollHeight,this.scrollWidth=this.content.scrollWidth):(this.scrollHeight=this.wrapper.scrollHeight,this.scrollWidth=this.wrapper.scrollWidth)};get limit(){return{x:this.scrollWidth-this.width,y:this.scrollHeight-this.height}}}class Emitter{constructor(){this.events={}}emit(e,...i){let s=this.events[e]||[];for(let e=0,o=s.length;e<o;e++)s[e](...i)}on(e,i){return this.events[e]?.push(i)||(this.events[e]=[i]),()=>{this.events[e]=this.events[e]?.filter((e=>i!==e))}}off(e,i){this.events[e]=this.events[e]?.filter((e=>i!==e))}destroy(){this.events={}}}const e=100/6;class VirtualScroll{constructor(e,{wheelMultiplier:i=1,touchMultiplier:s=1}){this.element=e,this.wheelMultiplier=i,this.touchMultiplier=s,this.touchStart={x:null,y:null},this.emitter=new Emitter,window.addEventListener(\"resize\",this.onWindowResize,!1),this.onWindowResize(),this.element.addEventListener(\"wheel\",this.onWheel,{passive:!1}),this.element.addEventListener(\"touchstart\",this.onTouchStart,{passive:!1}),this.element.addEventListener(\"touchmove\",this.onTouchMove,{passive:!1}),this.element.addEventListener(\"touchend\",this.onTouchEnd,{passive:!1})}on(e,i){return this.emitter.on(e,i)}destroy(){this.emitter.destroy(),window.removeEventListener(\"resize\",this.onWindowResize,!1),this.element.removeEventListener(\"wheel\",this.onWheel,{passive:!1}),this.element.removeEventListener(\"touchstart\",this.onTouchStart,{passive:!1}),this.element.removeEventListener(\"touchmove\",this.onTouchMove,{passive:!1}),this.element.removeEventListener(\"touchend\",this.onTouchEnd,{passive:!1})}onTouchStart=e=>{const{clientX:i,clientY:s}=e.targetTouches?e.targetTouches[0]:e;this.touchStart.x=i,this.touchStart.y=s,this.lastDelta={x:0,y:0},this.emitter.emit(\"scroll\",{deltaX:0,deltaY:0,event:e})};onTouchMove=e=>{const{clientX:i,clientY:s}=e.targetTouches?e.targetTouches[0]:e,o=-(i-this.touchStart.x)*this.touchMultiplier,n=-(s-this.touchStart.y)*this.touchMultiplier;this.touchStart.x=i,this.touchStart.y=s,this.lastDelta={x:o,y:n},this.emitter.emit(\"scroll\",{deltaX:o,deltaY:n,event:e})};onTouchEnd=e=>{this.emitter.emit(\"scroll\",{deltaX:this.lastDelta.x,deltaY:this.lastDelta.y,event:e})};onWheel=i=>{let{deltaX:s,deltaY:o,deltaMode:n}=i;s*=1===n?e:2===n?this.windowWidth:1,o*=1===n?e:2===n?this.windowHeight:1,s*=this.wheelMultiplier,o*=this.wheelMultiplier,this.emitter.emit(\"scroll\",{deltaX:s,deltaY:o,event:i})};onWindowResize=()=>{this.windowWidth=window.innerWidth,this.windowHeight=window.innerHeight}}class Lenis{constructor({wrapper:e=window,content:i=document.documentElement,wheelEventsTarget:s=e,eventsTarget:o=s,smoothWheel:n=!0,syncTouch:r=!1,syncTouchLerp:l=.075,touchInertiaMultiplier:h=35,duration:a,easing:c=(e=>Math.min(1,1.001-Math.pow(2,-10*e))),lerp:d=!a&&.1,infinite:p=!1,orientation:u=\"vertical\",gestureOrientation:m=\"vertical\",touchMultiplier:v=1,wheelMultiplier:g=1,autoResize:S=!0,__experimental__naiveDimensions:w=!1}={}){this.__isSmooth=!1,this.__isScrolling=!1,this.__isStopped=!1,this.__isLocked=!1,this.onVirtualScroll=({deltaX:e,deltaY:i,event:s})=>{if(s.ctrlKey)return;const o=s.type.includes(\"touch\"),n=s.type.includes(\"wheel\");if(this.options.syncTouch&&o&&\"touchstart\"===s.type&&!this.isStopped&&!this.isLocked)return void this.reset();const r=0===e&&0===i,l=\"vertical\"===this.options.gestureOrientation&&0===i||\"horizontal\"===this.options.gestureOrientation&&0===e;if(r||l)return;let h=s.composedPath();if(h=h.slice(0,h.indexOf(this.rootElement)),h.find((e=>{var i,s,r,l,h;return(null===(i=e.hasAttribute)||void 0===i?void 0:i.call(e,\"data-lenis-prevent\"))||o&&(null===(s=e.hasAttribute)||void 0===s?void 0:s.call(e,\"data-lenis-prevent-touch\"))||n&&(null===(r=e.hasAttribute)||void 0===r?void 0:r.call(e,\"data-lenis-prevent-wheel\"))||(null===(l=e.classList)||void 0===l?void 0:l.contains(\"lenis\"))&&!(null===(h=e.classList)||void 0===h?void 0:h.contains(\"lenis-stopped\"))})))return;if(this.isStopped||this.isLocked)return void s.preventDefault();if(this.isSmooth=this.options.syncTouch&&o||this.options.smoothWheel&&n,!this.isSmooth)return this.isScrolling=!1,void this.animate.stop();s.preventDefault();let a=i;\"both\"===this.options.gestureOrientation?a=Math.abs(i)>Math.abs(e)?i:e:\"horizontal\"===this.options.gestureOrientation&&(a=e);const c=o&&this.options.syncTouch,d=o&&\"touchend\"===s.type&&Math.abs(a)>5;d&&(a=this.velocity*this.options.touchInertiaMultiplier),this.scrollTo(this.targetScroll+a,Object.assign({programmatic:!1},c?{lerp:d?this.options.syncTouchLerp:1}:{lerp:this.options.lerp,duration:this.options.duration,easing:this.options.easing}))},this.onNativeScroll=()=>{if(!this.__preventNextScrollEvent&&!this.isScrolling){const e=this.animatedScroll;this.animatedScroll=this.targetScroll=this.actualScroll,this.velocity=0,this.direction=Math.sign(this.animatedScroll-e),this.emit()}},window.lenisVersion=\"1.0.42\",e!==document.documentElement&&e!==document.body||(e=window),this.options={wrapper:e,content:i,wheelEventsTarget:s,eventsTarget:o,smoothWheel:n,syncTouch:r,syncTouchLerp:l,touchInertiaMultiplier:h,duration:a,easing:c,lerp:d,infinite:p,gestureOrientation:m,orientation:u,touchMultiplier:v,wheelMultiplier:g,autoResize:S,__experimental__naiveDimensions:w},this.animate=new Animate,this.emitter=new Emitter,this.dimensions=new Dimensions({wrapper:e,content:i,autoResize:S}),this.toggleClassName(\"lenis\",!0),this.velocity=0,this.isLocked=!1,this.isStopped=!1,this.isSmooth=r||n,this.isScrolling=!1,this.targetScroll=this.animatedScroll=this.actualScroll,this.options.wrapper.addEventListener(\"scroll\",this.onNativeScroll,!1),this.virtualScroll=new VirtualScroll(o,{touchMultiplier:v,wheelMultiplier:g}),this.virtualScroll.on(\"scroll\",this.onVirtualScroll)}destroy(){this.emitter.destroy(),this.options.wrapper.removeEventListener(\"scroll\",this.onNativeScroll,!1),this.virtualScroll.destroy(),this.dimensions.destroy(),this.toggleClassName(\"lenis\",!1),this.toggleClassName(\"lenis-smooth\",!1),this.toggleClassName(\"lenis-scrolling\",!1),this.toggleClassName(\"lenis-stopped\",!1),this.toggleClassName(\"lenis-locked\",!1)}on(e,i){return this.emitter.on(e,i)}off(e,i){return this.emitter.off(e,i)}setScroll(e){this.isHorizontal?this.rootElement.scrollLeft=e:this.rootElement.scrollTop=e}resize(){this.dimensions.resize()}emit(){this.emitter.emit(\"scroll\",this)}reset(){this.isLocked=!1,this.isScrolling=!1,this.animatedScroll=this.targetScroll=this.actualScroll,this.velocity=0,this.animate.stop()}start(){this.isStopped&&(this.isStopped=!1,this.reset())}stop(){this.isStopped||(this.isStopped=!0,this.animate.stop(),this.reset())}raf(e){const i=e-(this.time||e);this.time=e,this.animate.advance(.001*i)}scrollTo(e,{offset:i=0,immediate:s=!1,lock:o=!1,duration:n=this.options.duration,easing:r=this.options.easing,lerp:l=!n&&this.options.lerp,onComplete:h,force:a=!1,programmatic:c=!0}={}){if(!this.isStopped&&!this.isLocked||a){if([\"top\",\"left\",\"start\"].includes(e))e=0;else if([\"bottom\",\"right\",\"end\"].includes(e))e=this.limit;else{let s;if(\"string\"==typeof e?s=document.querySelector(e):(null==e?void 0:e.nodeType)&&(s=e),s){if(this.options.wrapper!==window){const e=this.options.wrapper.getBoundingClientRect();i-=this.isHorizontal?e.left:e.top}const o=s.getBoundingClientRect();e=(this.isHorizontal?o.left:o.top)+this.animatedScroll}}if(\"number\"==typeof e){if(e+=i,e=Math.round(e),this.options.infinite?c&&(this.targetScroll=this.animatedScroll=this.scroll):e=t(0,e,this.limit),s)return this.animatedScroll=this.targetScroll=e,this.setScroll(this.scroll),this.reset(),void(null==h||h(this));if(!c){if(e===this.targetScroll)return;this.targetScroll=e}this.animate.fromTo(this.animatedScroll,e,{duration:n,easing:r,lerp:l,onStart:()=>{o&&(this.isLocked=!0),this.isScrolling=!0},onUpdate:(e,i)=>{this.isScrolling=!0,this.velocity=e-this.animatedScroll,this.direction=Math.sign(this.velocity),this.animatedScroll=e,this.setScroll(this.scroll),c&&(this.targetScroll=e),i||this.emit(),i&&(this.reset(),this.emit(),null==h||h(this),this.__preventNextScrollEvent=!0,requestAnimationFrame((()=>{delete this.__preventNextScrollEvent})))}})}}}get rootElement(){return this.options.wrapper===window?document.documentElement:this.options.wrapper}get limit(){return this.options.__experimental__naiveDimensions?this.isHorizontal?this.rootElement.scrollWidth-this.rootElement.clientWidth:this.rootElement.scrollHeight-this.rootElement.clientHeight:this.dimensions.limit[this.isHorizontal?\"x\":\"y\"]}get isHorizontal(){return\"horizontal\"===this.options.orientation}get actualScroll(){return this.isHorizontal?this.rootElement.scrollLeft:this.rootElement.scrollTop}get scroll(){return this.options.infinite?(e=this.animatedScroll,i=this.limit,(e%i+i)%i):this.animatedScroll;var e,i}get progress(){return 0===this.limit?1:this.scroll/this.limit}get isSmooth(){return this.__isSmooth}set isSmooth(e){this.__isSmooth!==e&&(this.__isSmooth=e,this.toggleClassName(\"lenis-smooth\",e))}get isScrolling(){return this.__isScrolling}set isScrolling(e){this.__isScrolling!==e&&(this.__isScrolling=e,this.toggleClassName(\"lenis-scrolling\",e))}get isStopped(){return this.__isStopped}set isStopped(e){this.__isStopped!==e&&(this.__isStopped=e,this.toggleClassName(\"lenis-stopped\",e))}get isLocked(){return this.__isLocked}set isLocked(e){this.__isLocked!==e&&(this.__isLocked=e,this.toggleClassName(\"lenis-locked\",e))}get className(){let e=\"lenis\";return this.isStopped&&(e+=\" lenis-stopped\"),this.isLocked&&(e+=\" lenis-locked\"),this.isScrolling&&(e+=\" lenis-scrolling\"),this.isSmooth&&(e+=\" lenis-smooth\"),e}toggleClassName(e,i){this.rootElement.classList.toggle(e,i),this.emitter.emit(\"className change\",this)}}export{Lenis as default};\n//# sourceMappingURL=lenis.mjs.map\n", "import{jsx as _jsx,Fragment as _Fragment}from\"react/jsx-runtime\";import{addPropertyControls,ControlType}from\"framer\";import Lenis from\"@studio-freight/lenis\";import{useEffect,useRef}from\"react\";/**\n * @framerDisableUnlink\n */export default function SmoothScroll(props){const{intensity}=props;const lenis=useRef(null);useEffect(()=>{if(lenis.current)lenis.current.scrollTo(0,{immediate:true});},[lenis]);useEffect(()=>{const overlayElement=document.getElementById(\"overlay\");if(overlayElement){const handleMutation=(mutationsList,observer)=>{for(const mutation of mutationsList){if(mutation.type===\"childList\"){const hasChildren=overlayElement.children.length>0;if(hasChildren){// Check if the html tag has the style \"overflow: hidden;\"\nconst htmlElement=document.documentElement;const computedStyle=window.getComputedStyle(htmlElement);const isOverflowHidden=computedStyle.getPropertyValue(\"overflow\")===\"hidden\";if(isOverflowHidden){overlayElement.setAttribute(\"data-lenis-prevent\",\"true\");}}}}};const observer=new MutationObserver(handleMutation);const config={childList:true};observer.observe(overlayElement,config);return()=>observer.disconnect();}},[]);useEffect(()=>{const allElements=document.getElementsByTagName(\"*\");for(let i=0;i<allElements.length;i++){const element=allElements[i];const computedStyle=window.getComputedStyle(element);if(computedStyle.getPropertyValue(\"overflow\")===\"auto\"){element.setAttribute(\"data-lenis-prevent\",\"true\");}}},[]);useEffect(()=>{lenis.current=new Lenis({duration:intensity/10});const raf=time=>{if(lenis.current){lenis.current.raf(time);requestAnimationFrame(raf);}};requestAnimationFrame(raf);return()=>{if(lenis.current){lenis.current.destroy();lenis.current=null;}};},[]);useEffect(()=>{const styleElement=document.createElement(\"style\");styleElement.textContent=`\nhtml.lenis {\nheight: auto;\n}\n.lenis.lenis-smooth {\n\nscroll-behavior: auto !important;\n}\n.lenis.lenis-smooth [data-lenis-prevent] {\n\noverscroll-behavior: contain;\n}\n.lenis.lenis-stopped {\n\noverflow: hidden;\n}\n.lenis.lenis-scrolling iframe {\n\npointer-events: none;\n}\n`;document.head.appendChild(styleElement);return()=>{document.head.removeChild(styleElement);};},[]);// Fix the Anchor link\nuseEffect(()=>{const anchorLinks=[...document.querySelectorAll(\"a[href]\")];const handleClick=(e,href)=>{e.preventDefault();lenis.current.scrollTo(href);};anchorLinks.filter(a=>a.href.includes(\"#\")).forEach(a=>{const href=`#${a.href.split(\"#\").pop()}`;a.addEventListener(\"click\",e=>handleClick(e,href));});return()=>{anchorLinks.filter(a=>a.href.includes(\"#\")).forEach(a=>{a.removeEventListener(\"click\",handleClick);});};},[lenis]);return /*#__PURE__*/_jsx(_Fragment,{});}SmoothScroll.displayName=\"Smooth Scroll\";addPropertyControls(SmoothScroll,{intensity:{title:\"Intensity\",type:ControlType.Number,defaultValue:10}});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"SmoothScroll\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\",\"framerDisableUnlink\":\"\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./Smooth_Scroll.map", "import{jsx as _jsx}from\"react/jsx-runtime\";import{addPropertyControls,ControlType,RenderTarget}from\"framer\";import{useEffect,useRef}from\"react\";/**\n * @framerSupportedLayoutWidth auto\n * @framerSupportedLayoutHeight auto\n *\n * @framerDisableUnlink\n */export default function AvoidLayoutJumping({direction,style}){const isCanvas=RenderTarget.current()===RenderTarget.canvas;const ref=useRef(null);const rafId=useRef();const vertical=direction===\"vertical\"||direction===\"both\";const horizontal=direction===\"horizontal\"||direction===\"both\";useEffect(()=>{if(isCanvas)return;const parent=ref.current?.parentElement?.parentElement;if(!parent)return;const container=parent.parentElement;if(!container)return;const updateSize=()=>{const rect=parent.getBoundingClientRect();if(horizontal){container.style.width=`${rect.width}px`;}if(vertical){container.style.height=`${rect.height}px`;}rafId.current=requestAnimationFrame(updateSize);};// Start the RAF loop\nrafId.current=requestAnimationFrame(updateSize);return()=>{if(rafId.current){cancelAnimationFrame(rafId.current);}if(container){if(horizontal){container.style.width=\"\";}if(vertical){container.style.height=\"\";}}};},[direction]);return /*#__PURE__*/_jsx(\"div\",{ref:ref,style:{...style}});}AvoidLayoutJumping.displayName=\"Layout Jump Preventer\";addPropertyControls(AvoidLayoutJumping,{direction:{type:ControlType.Enum,defaultValue:\"vertical\",options:[\"vertical\",\"horizontal\",\"both\"],optionTitles:[\"Vertical\",\"Horizontal\",\"Both\"],displaySegmentedControl:true,segmentedControlDirection:\"vertical\",// @ts-ignore\noptionIcons:[\"direction-vertical\",\"direction-horizontal\",\"direction-all\"],description:\"More components at [Framer University](https://frameruni.link/cc).\"}});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"AvoidLayoutJumping\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\",\"framerDisableUnlink\":\"\",\"framerSupportedLayoutWidth\":\"auto\",\"framerSupportedLayoutHeight\":\"auto\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./AvoidLayoutJumping_Prod.map", "// Generated by Framer (e22b717)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ControlType,cx,RichText,useActiveVariantCallback,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";const cycleOrder=[\"MBiYT9T8x\",\"jeTewiItZ\"];const serializationHash=\"framer-ni3vm\";const variantClassNames={jeTewiItZ:\"framer-v-1y3htja\",MBiYT9T8x:\"framer-v-16ivytx\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={bounce:.2,delay:0,duration:.4,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={Closed:\"jeTewiItZ\",Open:\"MBiYT9T8x\"};const getProps=({answer,click,height,id,question,width,...props})=>{return{...props,o7pvRsa_Q:answer??props.o7pvRsa_Q??\"Framer is a no-code website builder where you design and develop at the same time. Feels magical, right?\",variant:humanReadableVariantMap[props.variant]??props.variant??\"MBiYT9T8x\",xodNVrpHN:question??props.xodNVrpHN??\"What is Framer?\",ZCnZ16xHS:click??props.ZCnZ16xHS};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,xodNVrpHN,o7pvRsa_Q,ZCnZ16xHS,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"MBiYT9T8x\",ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const{activeVariantCallback,delay}=useActiveVariantCallback(baseVariant);const onTap26ap1y=activeVariantCallback(async(...args)=>{setGestureState({isPressed:false});if(ZCnZ16xHS){const res=await ZCnZ16xHS(...args);if(res===false)return false;}setVariant(\"jeTewiItZ\");});const onTapfgejr2=activeVariantCallback(async(...args)=>{setGestureState({isPressed:false});if(ZCnZ16xHS){const res=await ZCnZ16xHS(...args);if(res===false)return false;}setVariant(\"MBiYT9T8x\");});const sharedStyleClassNames=[];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsxs(motion.div,{...restProps,...gestureHandlers,className:cx(scopingClassNames,\"framer-16ivytx\",className,classNames),\"data-border\":true,\"data-framer-name\":\"Open\",\"data-highlight\":true,layoutDependency:layoutDependency,layoutId:\"MBiYT9T8x\",onTap:onTap26ap1y,ref:refBinding,style:{\"--border-bottom-width\":\"1px\",\"--border-color\":\"rgba(255, 255, 255, 0.15)\",\"--border-left-width\":\"1px\",\"--border-right-width\":\"1px\",\"--border-style\":\"solid\",\"--border-top-width\":\"1px\",borderBottomLeftRadius:16,borderBottomRightRadius:16,borderTopLeftRadius:16,borderTopRightRadius:16,...style},...addPropertyOverrides({jeTewiItZ:{\"data-framer-name\":\"Closed\",onTap:onTapfgejr2}},baseVariant,gestureVariant),children:[/*#__PURE__*/_jsxs(motion.div,{className:\"framer-7vkanc\",\"data-framer-name\":\"Question\",layoutDependency:layoutDependency,layoutId:\"Lq9LeHyiC\",children:[/*#__PURE__*/_jsx(RichText,{__fromCanvasComponent:true,children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.h6,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1tZWRpdW0=\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-font-size\":\"18px\",\"--framer-font-weight\":\"500\",\"--framer-line-height\":\"1.4em\",\"--framer-text-alignment\":\"left\",\"--framer-text-color\":\"var(--extracted-1w1cjl5, var(--token-8c1ca0f3-f949-476e-bc0f-8dd37dffd53f, rgb(219, 255, 0)))\"},children:\"What is Framer?\"})}),className:\"framer-3qnwbw\",fonts:[\"FS;Satoshi-medium\"],layoutDependency:layoutDependency,layoutId:\"NtbRHDPOc\",style:{\"--extracted-1w1cjl5\":\"var(--token-8c1ca0f3-f949-476e-bc0f-8dd37dffd53f, rgb(219, 255, 0))\",\"--framer-link-text-color\":\"rgb(0, 153, 255)\",\"--framer-link-text-decoration\":\"underline\"},text:xodNVrpHN,variants:{jeTewiItZ:{\"--extracted-1w1cjl5\":\"var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236))\"}},verticalAlignment:\"top\",withExternalLayout:true,...addPropertyOverrides({jeTewiItZ:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.h6,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1tZWRpdW0=\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-font-size\":\"18px\",\"--framer-font-weight\":\"500\",\"--framer-line-height\":\"1.4em\",\"--framer-text-alignment\":\"left\",\"--framer-text-color\":\"var(--extracted-1w1cjl5, var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236)))\"},children:\"What is Framer?\"})})}},baseVariant,gestureVariant)}),/*#__PURE__*/_jsxs(motion.div,{className:\"framer-omghbp\",\"data-framer-name\":\"Icon\",layoutDependency:layoutDependency,layoutId:\"kRKCWviln\",style:{opacity:.6,rotate:45},variants:{jeTewiItZ:{rotate:0}},children:[/*#__PURE__*/_jsx(motion.div,{className:\"framer-1g2lnmq\",layoutDependency:layoutDependency,layoutId:\"OsdjGXJMh\",style:{backgroundColor:\"var(--token-ca043c68-16ba-4ec5-aa40-b1a55b2d8030, rgb(255, 255, 255))\",borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10}}),/*#__PURE__*/_jsx(motion.div,{className:\"framer-357t4n\",layoutDependency:layoutDependency,layoutId:\"O6aOkI81n\",style:{backgroundColor:\"var(--token-ca043c68-16ba-4ec5-aa40-b1a55b2d8030, rgb(255, 255, 255))\",borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10}})]})]}),/*#__PURE__*/_jsx(motion.div,{className:\"framer-x7ef03\",\"data-framer-name\":\"Question\",layoutDependency:layoutDependency,layoutId:\"L52TT4jnc\",style:{opacity:1},variants:{jeTewiItZ:{opacity:0}},children:/*#__PURE__*/_jsx(RichText,{__fromCanvasComponent:true,children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1yZWd1bGFy\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-text-alignment\":\"left\",\"--framer-text-color\":\"var(--extracted-r6o4lv, var(--token-99b647a5-6feb-4420-887e-cc2e9d621dbb, rgb(163, 163, 163)))\"},children:\"Framer is a no-code website builder where you design and develop at the same time. Feels magical, right?\"})}),className:\"framer-14ib61y\",fonts:[\"FS;Satoshi-regular\"],layoutDependency:layoutDependency,layoutId:\"iAJsP2nnK\",style:{\"--extracted-r6o4lv\":\"var(--token-99b647a5-6feb-4420-887e-cc2e9d621dbb, rgb(163, 163, 163))\",\"--framer-link-text-color\":\"rgb(0, 153, 255)\",\"--framer-link-text-decoration\":\"underline\"},text:o7pvRsa_Q,verticalAlignment:\"top\",withExternalLayout:true})})]})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-ni3vm.framer-ljt0xj, .framer-ni3vm .framer-ljt0xj { display: block; }\",\".framer-ni3vm.framer-16ivytx { align-content: center; align-items: center; cursor: pointer; display: flex; flex-direction: column; flex-wrap: nowrap; gap: 0px; height: min-content; justify-content: flex-start; overflow: hidden; padding: 16px; position: relative; width: 560px; will-change: var(--framer-will-change-override, transform); }\",\".framer-ni3vm .framer-7vkanc { align-content: center; align-items: center; display: flex; flex: none; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: min-content; justify-content: center; overflow: hidden; padding: 12px 0px 12px 0px; position: relative; width: 100%; }\",\".framer-ni3vm .framer-3qnwbw { -webkit-user-select: none; flex: 1 0 0px; height: auto; position: relative; user-select: none; white-space: pre-wrap; width: 1px; word-break: break-word; word-wrap: break-word; }\",\".framer-ni3vm .framer-omghbp { flex: none; height: 16px; overflow: hidden; position: relative; width: 16px; z-index: 1; }\",\".framer-ni3vm .framer-1g2lnmq { flex: none; height: 2px; left: calc(50.00000000000002% - 16px / 2); overflow: visible; position: absolute; top: calc(50.00000000000002% - 2px / 2); width: 16px; }\",\".framer-ni3vm .framer-357t4n { flex: none; height: 16px; left: calc(50.00000000000002% - 2px / 2); overflow: visible; position: absolute; top: calc(50.00000000000002% - 16px / 2); width: 2px; }\",\".framer-ni3vm .framer-x7ef03 { align-content: center; align-items: center; display: flex; flex: none; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: min-content; justify-content: flex-start; overflow: hidden; padding: 0px; position: relative; width: 100%; }\",\".framer-ni3vm .framer-14ib61y { -webkit-user-select: none; flex: 1 0 0px; height: auto; max-width: 400px; position: relative; user-select: none; white-space: pre-wrap; width: 1px; word-break: break-word; word-wrap: break-word; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-ni3vm.framer-16ivytx, .framer-ni3vm .framer-7vkanc, .framer-ni3vm .framer-x7ef03 { gap: 0px; } .framer-ni3vm.framer-16ivytx > * { margin: 0px; margin-bottom: calc(0px / 2); margin-top: calc(0px / 2); } .framer-ni3vm.framer-16ivytx > :first-child { margin-top: 0px; } .framer-ni3vm.framer-16ivytx > :last-child { margin-bottom: 0px; } .framer-ni3vm .framer-7vkanc > *, .framer-ni3vm .framer-x7ef03 > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-ni3vm .framer-7vkanc > :first-child, .framer-ni3vm .framer-x7ef03 > :first-child { margin-left: 0px; } .framer-ni3vm .framer-7vkanc > :last-child, .framer-ni3vm .framer-x7ef03 > :last-child { margin-right: 0px; } }\",\".framer-ni3vm.framer-v-1y3htja.framer-16ivytx { height: 49px; padding: 0px 16px 0px 16px; }\",'.framer-ni3vm[data-border=\"true\"]::after, .framer-ni3vm [data-border=\"true\"]::after { content: \"\"; border-width: var(--border-top-width, 0) var(--border-right-width, 0) var(--border-bottom-width, 0) var(--border-left-width, 0); border-color: var(--border-color, none); border-style: var(--border-style, none); width: 100%; height: 100%; position: absolute; box-sizing: border-box; left: 0; top: 0; border-radius: inherit; pointer-events: none; }'];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 119.5\n * @framerIntrinsicWidth 560\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"auto\"]},\"jeTewiItZ\":{\"layout\":[\"fixed\",\"fixed\"]}}}\n * @framerVariables {\"xodNVrpHN\":\"question\",\"o7pvRsa_Q\":\"answer\",\"ZCnZ16xHS\":\"click\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramervcEIdHWPL=withCSS(Component,css,\"framer-ni3vm\");export default FramervcEIdHWPL;FramervcEIdHWPL.displayName=\"Accordion\";FramervcEIdHWPL.defaultProps={height:119.5,width:560};addPropertyControls(FramervcEIdHWPL,{variant:{options:[\"MBiYT9T8x\",\"jeTewiItZ\"],optionTitles:[\"Open\",\"Closed\"],title:\"Variant\",type:ControlType.Enum},xodNVrpHN:{defaultValue:\"What is Framer?\",displayTextArea:false,title:\"Question\",type:ControlType.String},o7pvRsa_Q:{defaultValue:\"Framer is a no-code website builder where you design and develop at the same time. Feels magical, right?\",displayTextArea:false,title:\"Answer\",type:ControlType.String},ZCnZ16xHS:{title:\"Click\",type:ControlType.EventHandler}});addFonts(FramervcEIdHWPL,[{explicitInter:true,fonts:[{family:\"Satoshi\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/P2LQKHE6KA6ZP4AAGN72KDWMHH6ZH3TA/ZC32TK2P7FPS5GFTL46EU6KQJA24ZYDB/7AHDUZ4A7LFLVFUIFSARGIWCRQJHISQP.woff2\",weight:\"500\"},{family:\"Satoshi\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/TTX2Z3BF3P6Y5BQT3IV2VNOK6FL22KUT/7QYRJOI3JIMYHGY6CH7SOIFRQLZOLNJ6/KFIAZD4RUMEZIYV6FQ3T3GP5PDBDB6JY.woff2\",weight:\"400\"}]}],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"FramervcEIdHWPL\",\"slots\":[],\"annotations\":{\"framerDisplayContentsDiv\":\"false\",\"framerIntrinsicHeight\":\"119.5\",\"framerComponentViewportWidth\":\"true\",\"framerImmutableVariables\":\"true\",\"framerContractVersion\":\"1\",\"framerIntrinsicWidth\":\"560\",\"framerVariables\":\"{\\\"xodNVrpHN\\\":\\\"question\\\",\\\"o7pvRsa_Q\\\":\\\"answer\\\",\\\"ZCnZ16xHS\\\":\\\"click\\\"}\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"jeTewiItZ\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]}}}\"}},\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./vcEIdHWPL.map", "// Generated by Framer (e22b717)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ComponentViewportProvider,ControlType,cx,getFonts,SmartComponentScopedContainer,useActiveVariantCallback,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";import LayoutJumpPreventer from\"https://framerusercontent.com/modules/h8ioHyt4BUxuvVCE1Q10/aTM6mEMGlM19JjX8exDe/AvoidLayoutJumping_Prod.js\";import Accordion from\"https://framerusercontent.com/modules/fKMCq1E4aXXV76q5T75d/fEKHQEXNiLrBQGyDUZMM/vcEIdHWPL.js\";const LayoutJumpPreventerFonts=getFonts(LayoutJumpPreventer);const AccordionFonts=getFonts(Accordion);const cycleOrder=[\"WUB4B63lW\",\"oiETGh5Pq\",\"z4jJCOR98\",\"ekaomnmnJ\",\"wLsE6YjV0\",\"VSt0kDFqC\",\"aNWc4Jga_\",\"DKnXuN3Rm\",\"N45huCrEU\",\"MjAqrv4Vc\",\"hj19tdcac\"];const serializationHash=\"framer-MjDa9\";const variantClassNames={aNWc4Jga_:\"framer-v-x7tyg1\",DKnXuN3Rm:\"framer-v-1clj609\",ekaomnmnJ:\"framer-v-1yajgwk\",hj19tdcac:\"framer-v-197xzt9\",MjAqrv4Vc:\"framer-v-1sxk28u\",N45huCrEU:\"framer-v-1w6md2d\",oiETGh5Pq:\"framer-v-162n70o\",VSt0kDFqC:\"framer-v-2znvlv\",wLsE6YjV0:\"framer-v-15hw2zn\",WUB4B63lW:\"framer-v-42ybl1\",z4jJCOR98:\"framer-v-tdya86\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={bounce:.2,delay:0,duration:.4,type:\"spring\"};const transformTemplate1=(_,t)=>`translateX(-50%) ${t}`;const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={\"1\":\"oiETGh5Pq\",\"10\":\"hj19tdcac\",\"2\":\"z4jJCOR98\",\"3\":\"ekaomnmnJ\",\"4\":\"wLsE6YjV0\",\"5\":\"VSt0kDFqC\",\"6\":\"aNWc4Jga_\",\"7\":\"DKnXuN3Rm\",\"8\":\"N45huCrEU\",\"9\":\"MjAqrv4Vc\",Default:\"WUB4B63lW\"};const getProps=({click,height,id,width,...props})=>{return{...props,variant:humanReadableVariantMap[props.variant]??props.variant??\"WUB4B63lW\",vHFfBFr0q:click??props.vHFfBFr0q};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,vHFfBFr0q,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"WUB4B63lW\",ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const{activeVariantCallback,delay}=useActiveVariantCallback(baseVariant);const ZCnZ16xHS1ahi5j1=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"oiETGh5Pq\");});const ZCnZ16xHS1g80tlc=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"WUB4B63lW\");});const ZCnZ16xHShc5rxu=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"z4jJCOR98\");});const ZCnZ16xHS1pe1lx7=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"ekaomnmnJ\");});const ZCnZ16xHS8yiiga=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"wLsE6YjV0\");});const ZCnZ16xHStz95sx=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"VSt0kDFqC\");});const ZCnZ16xHS1qvg3bm=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"aNWc4Jga_\");});const ZCnZ16xHS1jwo5vu=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"DKnXuN3Rm\");});const ZCnZ16xHSfxvtxt=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"N45huCrEU\");});const ZCnZ16xHSfqtisg=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"MjAqrv4Vc\");});const ZCnZ16xHS3h1dy2=activeVariantCallback(async(...args)=>{if(vHFfBFr0q){const res=await vHFfBFr0q(...args);if(res===false)return false;}setVariant(\"hj19tdcac\");});const sharedStyleClassNames=[];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);return 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There are no long-term commitments\u2014just flexibility that works for you.\",style:{width:\"100%\"},variant:\"jeTewiItZ\",width:\"100%\",xodNVrpHN:\"Can I pause or cancel my subscription?\",ZCnZ16xHS:ZCnZ16xHSfqtisg,...addPropertyOverrides({MjAqrv4Vc:{variant:\"MBiYT9T8x\",ZCnZ16xHS:ZCnZ16xHS1g80tlc}},baseVariant,gestureVariant)})})}),/*#__PURE__*/_jsx(ComponentViewportProvider,{height:119,width:componentViewport?.width||\"100vw\",y:(componentViewport?.y||0)+0+(((componentViewport?.height||616)-0-1316)/2+1071+126),...addPropertyOverrides({aNWc4Jga_:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||686.5)-0-1316)/2+1071+126)},DKnXuN3Rm:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||686.5)-0-1316)/2+1071+126)},ekaomnmnJ:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||725)-0-1316)/2+1071+126)},hj19tdcac:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||686.5)-0-1316)/2+1071+126)},MjAqrv4Vc:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||706)-0-1316)/2+1071+126)},N45huCrEU:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||725)-0-1316)/2+1071+126)},oiETGh5Pq:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||744)-0-1316)/2+1071+126)},VSt0kDFqC:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||706)-0-1316)/2+1071+126)},wLsE6YjV0:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||725)-0-1316)/2+1071+126)},z4jJCOR98:{y:(componentViewport?.y||0)+0+(((componentViewport?.height||725)-0-1316)/2+1071+126)}},baseVariant,gestureVariant),children:/*#__PURE__*/_jsx(SmartComponentScopedContainer,{className:\"framer-1yim530-container\",layoutDependency:layoutDependency,layoutId:\"j_0RaRPW4-container\",nodeId:\"j_0RaRPW4\",rendersWithMotion:true,scopeId:\"b7d9A8J7e\",children:/*#__PURE__*/_jsx(Accordion,{height:\"100%\",id:\"j_0RaRPW4\",layoutId:\"j_0RaRPW4\",o7pvRsa_Q:\"No, we do not offer refunds. However, you can pause or cancel your subscription anytime without penalties.\",style:{width:\"100%\"},variant:\"jeTewiItZ\",width:\"100%\",xodNVrpHN:\"Do you offer refunds?\",ZCnZ16xHS:ZCnZ16xHS3h1dy2,...addPropertyOverrides({hj19tdcac:{variant:\"MBiYT9T8x\",ZCnZ16xHS:ZCnZ16xHS1g80tlc}},baseVariant,gestureVariant)})})})]})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-MjDa9.framer-dp1bvc, .framer-MjDa9 .framer-dp1bvc { display: block; }\",\".framer-MjDa9.framer-42ybl1 { align-content: center; align-items: center; display: flex; flex-direction: column; flex-wrap: nowrap; gap: 14px; height: min-content; justify-content: center; overflow: hidden; padding: 0px; position: relative; width: 452px; }\",\".framer-MjDa9 .framer-ztrg9t-container { flex: none; height: auto; left: 50%; position: absolute; top: 0px; width: auto; z-index: 1; }\",\".framer-MjDa9 .framer-ewep5c-container, .framer-MjDa9 .framer-xowbnh-container, .framer-MjDa9 .framer-kc97j0-container, .framer-MjDa9 .framer-shbu3k-container, .framer-MjDa9 .framer-yzd8cz-container, .framer-MjDa9 .framer-hp91an-container, .framer-MjDa9 .framer-6l0mh1-container, .framer-MjDa9 .framer-50hwxw-container, .framer-MjDa9 .framer-1a9v96a-container, .framer-MjDa9 .framer-1yim530-container { flex: none; height: auto; position: relative; width: 100%; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-MjDa9.framer-42ybl1 { gap: 0px; } .framer-MjDa9.framer-42ybl1 > * { margin: 0px; margin-bottom: calc(14px / 2); margin-top: calc(14px / 2); } .framer-MjDa9.framer-42ybl1 > :first-child { margin-top: 0px; } .framer-MjDa9.framer-42ybl1 > :last-child { margin-bottom: 0px; } }\"];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 616\n * @framerIntrinsicWidth 452\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"auto\"]},\"oiETGh5Pq\":{\"layout\":[\"fixed\",\"auto\"]},\"z4jJCOR98\":{\"layout\":[\"fixed\",\"auto\"]},\"ekaomnmnJ\":{\"layout\":[\"fixed\",\"auto\"]},\"wLsE6YjV0\":{\"layout\":[\"fixed\",\"auto\"]},\"VSt0kDFqC\":{\"layout\":[\"fixed\",\"auto\"]},\"aNWc4Jga_\":{\"layout\":[\"fixed\",\"auto\"]},\"DKnXuN3Rm\":{\"layout\":[\"fixed\",\"auto\"]},\"N45huCrEU\":{\"layout\":[\"fixed\",\"auto\"]},\"MjAqrv4Vc\":{\"layout\":[\"fixed\",\"auto\"]},\"hj19tdcac\":{\"layout\":[\"fixed\",\"auto\"]}}}\n * @framerVariables {\"vHFfBFr0q\":\"click\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const Framerb7d9A8J7e=withCSS(Component,css,\"framer-MjDa9\");export default Framerb7d9A8J7e;Framerb7d9A8J7e.displayName=\"Accordions\";Framerb7d9A8J7e.defaultProps={height:616,width:452};addPropertyControls(Framerb7d9A8J7e,{variant:{options:[\"WUB4B63lW\",\"oiETGh5Pq\",\"z4jJCOR98\",\"ekaomnmnJ\",\"wLsE6YjV0\",\"VSt0kDFqC\",\"aNWc4Jga_\",\"DKnXuN3Rm\",\"N45huCrEU\",\"MjAqrv4Vc\",\"hj19tdcac\"],optionTitles:[\"Default\",\"1\",\"2\",\"3\",\"4\",\"5\",\"6\",\"7\",\"8\",\"9\",\"10\"],title:\"Variant\",type:ControlType.Enum},vHFfBFr0q:{title:\"Click\",type:ControlType.EventHandler}});addFonts(Framerb7d9A8J7e,[{explicitInter:true,fonts:[]},...LayoutJumpPreventerFonts,...AccordionFonts],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"Framerb7d9A8J7e\",\"slots\":[],\"annotations\":{\"framerDisplayContentsDiv\":\"false\",\"framerComponentViewportWidth\":\"true\",\"framerIntrinsicHeight\":\"616\",\"framerVariables\":\"{\\\"vHFfBFr0q\\\":\\\"click\\\"}\",\"framerImmutableVariables\":\"true\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"oiETGh5Pq\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"z4jJCOR98\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"ekaomnmnJ\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"wLsE6YjV0\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"VSt0kDFqC\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"aNWc4Jga_\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"DKnXuN3Rm\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"N45huCrEU\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"MjAqrv4Vc\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"hj19tdcac\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]}}}\",\"framerIntrinsicWidth\":\"452\",\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "// Generated by Framer (47ebf4a)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ControlType,cx,Link,SVG,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";const cycleOrder=[\"GPiU3tzD5\",\"pfZaC09d0\",\"lRd9B2ZuD\",\"Kc0KlTGNY\"];const serializationHash=\"framer-eQbg6\";const variantClassNames={GPiU3tzD5:\"framer-v-1k9jpkf\",Kc0KlTGNY:\"framer-v-84oia3\",lRd9B2ZuD:\"framer-v-1vnxmgd\",pfZaC09d0:\"framer-v-1dffv5p\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={bounce:.2,delay:0,duration:.4,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={\"Logo Small\":\"lRd9B2ZuD\",Logo_Black:\"pfZaC09d0\",Logo_White:\"GPiU3tzD5\",SSMALL:\"Kc0KlTGNY\"};const getProps=({height,id,link,width,...props})=>{return{...props,variant:humanReadableVariantMap[props.variant]??props.variant??\"GPiU3tzD5\",xyinBpDZx:link??props.xyinBpDZx};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,xyinBpDZx,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"GPiU3tzD5\",ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const sharedStyleClassNames=[];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);const isDisplayed=()=>{if(baseVariant===\"pfZaC09d0\")return true;return false;};const isDisplayed1=()=>{if(baseVariant===\"pfZaC09d0\")return false;return true;};return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsx(Link,{href:xyinBpDZx,motionChild:true,nodeId:\"GPiU3tzD5\",scopeId:\"BRar0_bA9\",children:/*#__PURE__*/_jsxs(motion.a,{...restProps,...gestureHandlers,className:`${cx(scopingClassNames,\"framer-1k9jpkf\",className,classNames)} framer-v5t6fn`,\"data-framer-name\":\"Logo_White\",layoutDependency:layoutDependency,layoutId:\"GPiU3tzD5\",ref:refBinding,style:{...style},...addPropertyOverrides({Kc0KlTGNY:{\"data-framer-name\":\"SSMALL\"},lRd9B2ZuD:{\"data-framer-name\":\"Logo Small\"},pfZaC09d0:{\"data-framer-name\":\"Logo_Black\"}},baseVariant,gestureVariant),children:[isDisplayed()&&/*#__PURE__*/_jsx(SVG,{className:\"framer-1jk0s26\",\"data-framer-name\":\"28Studio Logob\",fill:\"black\",intrinsicHeight:448,intrinsicWidth:1639,layoutDependency:layoutDependency,layoutId:\"a57X9024C\",svg:'<svg data-name=\"Layer 1\" xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 1639.27 447.93\"><path d=\"M62.53 0C36.9 3.69 16.07 13.25 0 28.7V0h62.53ZM0 275.99V136.97h35.77c.9-21.86 3.77-37.8 8.58-47.84 8.43-17.4 24.29-26.09 47.59-26.09 17.04 0 30.14 5.48 39.26 16.4 9.15 10.94 13.71 24.65 13.71 41.13 0 20.27-7.97 38.9-23.91 55.91-10.4 10.94-33.26 29.06-68.57 54.33-21.71 15.5-39.18 30.57-52.43 45.18Zm204.08 123.74c0 17.48 3.18 33.54 9.53 48.2H20.8c-11.49 0-20.8-9.31-20.8-20.8v-37.17h204.44c-.26 3.2-.36 6.46-.36 9.76Zm99.76-137.91c-8.79-8.97-13.2-20.53-13.2-34.7 0-15.4 4.36-27.45 13.04-36.16 8.71-8.69 20.76-13.02 36.16-13.02s27.68 4.33 36.18 13.02c8.51 8.71 12.76 20.76 12.76 36.16 0 14.17-4.25 25.73-12.76 34.7-8.51 8.97-20.58 13.43-36.18 13.43s-27.42-4.46-36-13.43Zm77.03 87.51c10.12 10.33 15.17 25.39 15.17 45.31s-4.97 34.03-14.91 44.61c-3.28 3.49-6.94 6.38-10.99 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25.83-76.9 0-37.64-12.2-67.88-36.57-90.74C167.75 14.84 143.84 4 114.9 0h312.23c11.49 0 20.8 9.31 20.8 20.8Zm0 249.83v51.81c-8.35-9.71-18.68-18.01-30.9-24.88 13.89-7.92 24.17-16.91 30.9-26.93Zm205.59 54.55c13.91 0 25.21-1.53 33.9-4.6 16.47-5.87 24.71-16.79 24.71-32.74 0-9.32-4.09-16.54-12.26-21.64-8.17-4.98-21-9.39-38.49-13.22l-29.88-6.7c-29.37-6.64-49.67-13.85-60.9-21.64-19.03-13.02-28.53-33.39-28.53-61.09 0-25.28 9.19-46.28 27.58-63.01 18.38-16.73 45.39-25.09 81.01-25.09 29.75 0 55.12 7.89 76.13 23.66 21 15.77 32.01 38.65 33.04 68.66h-56.69c-1.02-16.98-8.43-29.05-22.22-36.19-9.19-4.73-20.62-7.09-34.28-7.09-15.19 0-27.32 3.06-36.39 9.19-9.07 6.13-13.6 14.69-13.6 25.67 0 10.09 4.47 17.62 13.41 22.6 5.74 3.32 18 7.21 36.77 11.68l48.64 11.68c21.32 5.11 37.41 11.94 48.26 20.5 16.85 13.28 25.28 32.49 25.28 57.65s-9.86 47.2-29.59 64.25c-19.73 17.05-47.59 25.57-83.6 25.57s-65.69-8.39-86.76-25.18c-21.07-16.79-31.6-39.87-31.6-69.24h56.3c1.79 12.9 5.3 22.54 10.53 28.92 9.58 11.62 25.98 17.43 49.22 17.43Zm232.66 1.92v40.79l-25.85.96c-25.79.89-43.41-3.57-52.86-13.41-6.13-6.25-9.19-15.89-9.19-28.92V198.01h-29.11v-38.88h29.11v-58.22h54.01v58.22h33.9v38.88h-33.9v110.31c0 8.56 1.08 13.88 3.26 15.99 2.17 2.11 8.81 3.16 19.92 3.16 1.66 0 3.41-.03 5.27-.1 1.85-.07 3.67-.16 5.46-.29Zm151.26 9.38c-.51.64-1.79 2.55-3.83 5.74-2.05 3.19-4.47 6-7.28 8.43-8.55 7.66-16.82 12.9-24.8 15.7-7.98 2.8-17.33 4.21-28.06 4.21-30.9 0-51.71-11.11-62.43-33.32-6-12.26-9-30.32-9-54.2V157.22h55.92v125.82c0 11.87 1.4 20.81 4.21 26.81 4.98 10.6 14.75 15.89 29.3 15.89 18.64 0 31.41-7.53 38.3-22.6 3.57-8.17 5.36-18.96 5.36-32.36V157.21h55.35v208.75h-53.05v-29.49Zm278.05-252.41v281.91h-53.05v-28.92c-7.79 12.39-16.66 21.39-26.62 27-9.96 5.62-22.34 8.43-37.15 8.43-24.39 0-44.91-9.86-61.57-29.59-16.66-19.73-24.99-45.04-24.99-75.93 0-35.62 8.2-63.65 24.61-84.08 16.4-20.42 38.33-30.64 65.79-30.64 12.64 0 23.87 2.78 33.71 8.33 9.83 5.55 17.81 13.25 23.94 23.08V84.07h55.35ZM1168.4 262.94c0 19.28 3.83 34.67 11.49 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0-1.19-.19-2.25-.57-3.18-.38-.93-.9-1.77-1.56-2.54a7.631 7.631 0 0 0-2.9-2.11c-1.14-.48-2.77-.74-4.89-.78h-14.81v30.19h6.17V30.2h6.51c1.86 0 3.12.32 3.8.96.68.64 1.03 1.93 1.05 3.85l.04 2.81c.01.89.1 1.76.27 2.6.08.41.22.95.41 1.62h6.94v-.76c-.6-.37-.98-.94-1.15-1.72Zm-7.54-14.85c-.71.33-1.78.49-3.2.49h-7.15v-8.11h7.33c1.37 0 2.39.18 3.07.53 1.22.63 1.82 1.86 1.82 3.69 0 1.69-.63 2.83-1.88 3.4Z\"/><path class=\"cls-1\" d=\"M515.18 1.25c-14.18 0-25.71 11.53-25.71 25.71S501 52.67 515.18 52.67s25.71-11.53 25.71-25.71-11.53-25.71-25.71-25.71Zm0 47.99c-12.29 0-22.28-10-22.28-22.28s9.99-22.28 22.28-22.28 22.28 10 22.28 22.28-9.99 22.28-22.28 22.28Z\"/></svg>',withExternalLayout:true})]})})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-eQbg6.framer-v5t6fn, .framer-eQbg6 .framer-v5t6fn { display: block; }\",\".framer-eQbg6.framer-1k9jpkf { align-content: center; align-items: center; display: flex; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: min-content; justify-content: center; overflow: hidden; padding: 0px; position: relative; text-decoration: none; width: min-content; }\",\".framer-eQbg6 .framer-1jk0s26 { aspect-ratio: 3.658482142857143 / 1; flex: none; height: var(--framer-aspect-ratio-supported, 38px); position: relative; width: 140px; }\",\".framer-eQbg6 .framer-leisrs { aspect-ratio: 3.658482142857143 / 1; flex: none; height: var(--framer-aspect-ratio-supported, 38px); position: relative; width: 140px; z-index: 1; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-eQbg6.framer-1k9jpkf { gap: 0px; } .framer-eQbg6.framer-1k9jpkf > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-eQbg6.framer-1k9jpkf > :first-child { margin-left: 0px; } .framer-eQbg6.framer-1k9jpkf > :last-child { margin-right: 0px; } }\",\".framer-eQbg6.framer-v-1vnxmgd .framer-leisrs { height: var(--framer-aspect-ratio-supported, 23px); width: 84px; }\",\".framer-eQbg6.framer-v-84oia3 .framer-leisrs { height: var(--framer-aspect-ratio-supported, 15px); width: 55px; }\"];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 38\n * @framerIntrinsicWidth 140\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"auto\",\"auto\"]},\"pfZaC09d0\":{\"layout\":[\"auto\",\"auto\"]},\"lRd9B2ZuD\":{\"layout\":[\"auto\",\"auto\"]},\"Kc0KlTGNY\":{\"layout\":[\"auto\",\"auto\"]}}}\n * @framerVariables {\"xyinBpDZx\":\"link\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramerBRar0_bA9=withCSS(Component,css,\"framer-eQbg6\");export default FramerBRar0_bA9;FramerBRar0_bA9.displayName=\"Logo\";FramerBRar0_bA9.defaultProps={height:38,width:140};addPropertyControls(FramerBRar0_bA9,{variant:{options:[\"GPiU3tzD5\",\"pfZaC09d0\",\"lRd9B2ZuD\",\"Kc0KlTGNY\"],optionTitles:[\"Logo_White\",\"Logo_Black\",\"Logo Small\",\"SSMALL\"],title:\"Variant\",type:ControlType.Enum},xyinBpDZx:{title:\"Link\",type:ControlType.Link}});addFonts(FramerBRar0_bA9,[{explicitInter:true,fonts:[]}],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"FramerBRar0_bA9\",\"slots\":[],\"annotations\":{\"framerVariables\":\"{\\\"xyinBpDZx\\\":\\\"link\\\"}\",\"framerIntrinsicHeight\":\"38\",\"framerComponentViewportWidth\":\"true\",\"framerDisplayContentsDiv\":\"false\",\"framerImmutableVariables\":\"true\",\"framerContractVersion\":\"1\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"auto\\\"]},\\\"pfZaC09d0\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"auto\\\"]},\\\"lRd9B2ZuD\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"auto\\\"]},\\\"Kc0KlTGNY\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"auto\\\"]}}}\",\"framerIntrinsicWidth\":\"140\"}},\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./BRar0_bA9.map", "// Generated by Framer (9d598a4)\nimport{jsx as _jsx}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ControlType,cx,SVG,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";const cycleOrder=[\"ARS9H62nO\",\"dRBHYmyip\"];const serializationHash=\"framer-QMt8w\";const variantClassNames={ARS9H62nO:\"framer-v-fjkfw5\",dRBHYmyip:\"framer-v-1cp4jr9\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={bounce:.2,delay:0,duration:.4,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={Down:\"ARS9H62nO\",Up:\"dRBHYmyip\"};const getProps=({color,height,id,width,...props})=>{return{...props,SFufD1UrX:color??props.SFufD1UrX??\"var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236))\",variant:humanReadableVariantMap[props.variant]??props.variant??\"ARS9H62nO\"};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,SFufD1UrX,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"ARS9H62nO\",ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const sharedStyleClassNames=[];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsx(motion.div,{...restProps,...gestureHandlers,className:cx(scopingClassNames,\"framer-fjkfw5\",className,classNames),\"data-framer-name\":\"Down\",layoutDependency:layoutDependency,layoutId:\"ARS9H62nO\",ref:refBinding,style:{...style},...addPropertyOverrides({dRBHYmyip:{\"data-framer-name\":\"Up\"}},baseVariant,gestureVariant),children:/*#__PURE__*/_jsx(SVG,{className:\"framer-k8dob5\",\"data-framer-name\":\"Icon\",fill:SFufD1UrX,intrinsicHeight:32,intrinsicWidth:32,layoutDependency:layoutDependency,layoutId:\"t_07vQDRB\",style:{rotate:0},svg:'<svg xmlns=\"http://www.w3.org/2000/svg\" width=\"32\" height=\"32\" viewBox=\"0 0 256 256\"><path d=\"m213.66 101.66-80 80a8 8 0 0 1-11.32 0l-80-80a8 8 0 0 1 11.32-11.32L128 164.69l74.34-74.35a8 8 0 0 1 11.32 11.32Z\"/></svg>',variants:{dRBHYmyip:{rotate:180}},withExternalLayout:true})})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-QMt8w.framer-1hm6uo, .framer-QMt8w .framer-1hm6uo { display: block; }\",\".framer-QMt8w.framer-fjkfw5 { align-content: center; align-items: center; display: flex; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: 16px; justify-content: center; overflow: hidden; padding: 0px; position: relative; width: 16px; }\",\".framer-QMt8w .framer-k8dob5 { aspect-ratio: 1 / 1; flex: none; height: var(--framer-aspect-ratio-supported, 16px); position: relative; width: 16px; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-QMt8w.framer-fjkfw5 { gap: 0px; } .framer-QMt8w.framer-fjkfw5 > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-QMt8w.framer-fjkfw5 > :first-child { margin-left: 0px; } .framer-QMt8w.framer-fjkfw5 > :last-child { margin-right: 0px; } }\"];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 16\n * @framerIntrinsicWidth 16\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"fixed\"]},\"dRBHYmyip\":{\"layout\":[\"fixed\",\"fixed\"]}}}\n * @framerVariables {\"SFufD1UrX\":\"color\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramerqV1QU6TRn=withCSS(Component,css,\"framer-QMt8w\");export default FramerqV1QU6TRn;FramerqV1QU6TRn.displayName=\"Arrow Down/Up\";FramerqV1QU6TRn.defaultProps={height:16,width:16};addPropertyControls(FramerqV1QU6TRn,{variant:{options:[\"ARS9H62nO\",\"dRBHYmyip\"],optionTitles:[\"Down\",\"Up\"],title:\"Variant\",type:ControlType.Enum},SFufD1UrX:{defaultValue:'var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236)) /* {\"name\":\"White 400\"} */',title:\"Color\",type:ControlType.Color}});addFonts(FramerqV1QU6TRn,[{explicitInter:true,fonts:[]}],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"FramerqV1QU6TRn\",\"slots\":[],\"annotations\":{\"framerComponentViewportWidth\":\"true\",\"framerVariables\":\"{\\\"SFufD1UrX\\\":\\\"color\\\"}\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"dRBHYmyip\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]}}}\",\"framerIntrinsicWidth\":\"16\",\"framerDisplayContentsDiv\":\"false\",\"framerImmutableVariables\":\"true\",\"framerIntrinsicHeight\":\"16\",\"framerContractVersion\":\"1\"}},\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./qV1QU6TRn.map", "// Generated by Framer (47ebf4a)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ComponentViewportProvider,ControlType,cx,getFonts,Link,RichText,SmartComponentScopedContainer,useActiveVariantCallback,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";import ArrowDownUp from\"https://framerusercontent.com/modules/Xii3noDbiO2rHYMoXTVK/buaRN9ApVsInfmJ2Z684/qV1QU6TRn.js\";const ArrowDownUpFonts=getFonts(ArrowDownUp);const enabledGestures={A67jyXk7R:{hover:true},dQkCrT8R0:{hover:true},gzkF_ej1w:{hover:true},he80OgKI6:{hover:true},s_Hh99fFL:{hover:true},YRI9MAisZ:{hover:true}};const cycleOrder=[\"A67jyXk7R\",\"s_Hh99fFL\",\"dQkCrT8R0\",\"he80OgKI6\",\"gzkF_ej1w\",\"YRI9MAisZ\",\"Xd5jD94bE\"];const serializationHash=\"framer-std5Y\";const variantClassNames={A67jyXk7R:\"framer-v-sjenoh\",dQkCrT8R0:\"framer-v-1t7fy2y\",gzkF_ej1w:\"framer-v-hk43y\",he80OgKI6:\"framer-v-1tp34du\",s_Hh99fFL:\"framer-v-1fp7auo\",Xd5jD94bE:\"framer-v-o2q8h3\",YRI9MAisZ:\"framer-v-z999kj\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={damping:60,delay:0,mass:1,stiffness:200,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={\"Variant 4\":\"he80OgKI6\",\"Variant 5\":\"gzkF_ej1w\",\"Variant 6\":\"YRI9MAisZ\",Blue:\"A67jyXk7R\",Grey:\"dQkCrT8R0\",Mobile:\"Xd5jD94bE\",White:\"s_Hh99fFL\"};const getProps=({border,height,hover,id,link,newTab,smoothScroll,title,width,...props})=>{return{...props,AL_NU982V:newTab??props.AL_NU982V,dlVBgpKLv:title??props.dlVBgpKLv??\"Get In Touch\",GT109pdEG:link??props.GT109pdEG,imTS2TV4h:hover??props.imTS2TV4h,SD1BGlGhK:smoothScroll??props.SD1BGlGhK,variant:humanReadableVariantMap[props.variant]??props.variant??\"A67jyXk7R\",YVFZiszrG:border??props.YVFZiszrG??{borderColor:\"rgba(219, 255, 0, 0.15)\",borderStyle:\"solid\",borderWidth:0}};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,dlVBgpKLv,YVFZiszrG,GT109pdEG,AL_NU982V,SD1BGlGhK,imTS2TV4h,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"A67jyXk7R\",enabledGestures,ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const{activeVariantCallback,delay}=useActiveVariantCallback(baseVariant);const onMouseEnter7ilnqf=activeVariantCallback(async(...args)=>{setGestureState({isHovered:true});if(imTS2TV4h){const res=await imTS2TV4h(...args);if(res===false)return false;}});const sharedStyleClassNames=[];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);const isDisplayed=()=>{if(gestureVariant===\"YRI9MAisZ-hover\")return true;if(baseVariant===\"YRI9MAisZ\")return true;return false;};return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsx(Link,{href:GT109pdEG,motionChild:true,nodeId:\"A67jyXk7R\",openInNewTab:AL_NU982V,scopeId:\"lou_4BaoF\",smoothScroll:SD1BGlGhK,children:/*#__PURE__*/_jsxs(motion.a,{...restProps,...gestureHandlers,className:`${cx(scopingClassNames,\"framer-sjenoh\",className,classNames)} framer-1tdn78i`,\"data-border\":true,\"data-framer-name\":\"Blue\",\"data-highlight\":true,\"data-reset\":\"button\",layoutDependency:layoutDependency,layoutId:\"A67jyXk7R\",onMouseEnter:onMouseEnter7ilnqf,ref:refBinding,style:{\"--border-bottom-width\":(YVFZiszrG.borderBottomWidth??YVFZiszrG.borderWidth)+\"px\",\"--border-color\":YVFZiszrG.borderColor,\"--border-left-width\":(YVFZiszrG.borderLeftWidth??YVFZiszrG.borderWidth)+\"px\",\"--border-right-width\":(YVFZiszrG.borderRightWidth??YVFZiszrG.borderWidth)+\"px\",\"--border-style\":YVFZiszrG.borderStyle,\"--border-top-width\":(YVFZiszrG.borderTopWidth??YVFZiszrG.borderWidth)+\"px\",backdropFilter:\"none\",backgroundColor:\"var(--token-8c1ca0f3-f949-476e-bc0f-8dd37dffd53f, rgb(219, 255, 0))\",borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10,boxShadow:\"0px 4px 15px 0px rgba(219, 255, 0, 0.2), inset 0px 0px 10px 1px rgba(219, 255, 0, 0), 0px 0px 0px 1px rgba(219, 255, 0, 0.12)\",opacity:1,WebkitBackdropFilter:\"none\",...style},variants:{\"A67jyXk7R-hover\":{backdropFilter:\"none\",boxShadow:\"0px 4px 20px 0px rgba(219, 255, 0, 0.7), inset 0px 0px 10px 1px rgba(255, 255, 255, 0.3), 0px 0px 0px 5px rgba(219, 255, 0, 0.1)\",opacity:1,WebkitBackdropFilter:\"none\"},\"dQkCrT8R0-hover\":{opacity:.6},\"gzkF_ej1w-hover\":{opacity:1},\"he80OgKI6-hover\":{\"--border-color\":\"rgba(239, 238, 236, 0.5)\",opacity:1},\"s_Hh99fFL-hover\":{backdropFilter:\"none\",opacity:.6,WebkitBackdropFilter:\"none\"},\"YRI9MAisZ-hover\":{opacity:1},dQkCrT8R0:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backdropFilter:\"blur(2.5px)\",backgroundColor:\"var(--token-a58752c8-168c-47db-857e-906f22f33790, rgba(255, 255, 255, 0.15))\",boxShadow:\"none\",WebkitBackdropFilter:\"blur(2.5px)\"},gzkF_ej1w:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backdropFilter:\"none\",backgroundColor:\"rgba(0, 0, 0, 0)\",boxShadow:\"none\",WebkitBackdropFilter:\"none\"},he80OgKI6:{\"--border-bottom-width\":\"1px\",\"--border-color\":\"rgb(239, 238, 236)\",\"--border-left-width\":\"1px\",\"--border-right-width\":\"1px\",\"--border-style\":\"solid\",\"--border-top-width\":\"1px\",backdropFilter:\"none\",backgroundColor:\"rgba(0, 0, 0, 0)\",boxShadow:\"none\",WebkitBackdropFilter:\"none\"},s_Hh99fFL:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"var(--token-b94732ec-0911-4c64-b592-4d592b668e2d, rgb(239, 238, 236))\",boxShadow:\"none\"},Xd5jD94bE:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backdropFilter:\"none\",backgroundColor:\"rgba(0, 0, 0, 0)\",boxShadow:\"none\",WebkitBackdropFilter:\"none\"},YRI9MAisZ:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backdropFilter:\"none\",backgroundColor:\"rgba(0, 0, 0, 0)\",boxShadow:\"none\",WebkitBackdropFilter:\"none\"}},...addPropertyOverrides({\"A67jyXk7R-hover\":{\"data-framer-name\":undefined},\"dQkCrT8R0-hover\":{\"data-framer-name\":undefined},\"gzkF_ej1w-hover\":{\"data-framer-name\":undefined},\"he80OgKI6-hover\":{\"data-framer-name\":undefined},\"s_Hh99fFL-hover\":{\"data-framer-name\":undefined},\"YRI9MAisZ-hover\":{\"data-framer-name\":undefined},dQkCrT8R0:{\"data-framer-name\":\"Grey\"},gzkF_ej1w:{\"data-framer-name\":\"Variant 5\"},he80OgKI6:{\"data-framer-name\":\"Variant 4\"},s_Hh99fFL:{\"data-framer-name\":\"White\"},Xd5jD94bE:{\"data-framer-name\":\"Mobile\"},YRI9MAisZ:{\"data-framer-name\":\"Variant 6\"}},baseVariant,gestureVariant),children:[/*#__PURE__*/_jsx(RichText,{__fromCanvasComponent:true,children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1tZWRpdW0=\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-font-weight\":\"500\",\"--framer-letter-spacing\":\"-0.5px\",\"--framer-line-height\":\"26px\",\"--framer-text-color\":\"var(--extracted-r6o4lv, var(--token-43afaa7a-0ee0-4714-b765-568d56baedaf, rgb(0, 0, 0)))\"},children:\"Get In Touch\"})}),className:\"framer-1fgx8nd\",\"data-framer-name\":\"Text\",fonts:[\"FS;Satoshi-medium\"],layoutDependency:layoutDependency,layoutId:\"yxYRy9s9r\",style:{\"--extracted-r6o4lv\":\"var(--token-43afaa7a-0ee0-4714-b765-568d56baedaf, rgb(0, 0, 0))\",\"--framer-link-text-color\":\"rgb(0, 153, 255)\",\"--framer-link-text-decoration\":\"underline\"},text:dlVBgpKLv,variants:{\"gzkF_ej1w-hover\":{\"--extracted-r6o4lv\":\"rgba(239, 238, 236, 0.5)\"},\"he80OgKI6-hover\":{\"--extracted-r6o4lv\":\"rgba(239, 238, 236, 0.5)\"},\"YRI9MAisZ-hover\":{\"--extracted-r6o4lv\":\"rgba(239, 238, 236, 0.5)\"},gzkF_ej1w:{\"--extracted-r6o4lv\":\"var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236))\"},he80OgKI6:{\"--extracted-r6o4lv\":\"rgb(239, 238, 236)\"},s_Hh99fFL:{\"--extracted-r6o4lv\":\"var(--token-561b3d91-c258-4609-94c9-3cc008fdd628, rgb(19, 19, 19))\"},Xd5jD94bE:{\"--extracted-r6o4lv\":\"var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236))\"},YRI9MAisZ:{\"--extracted-r6o4lv\":\"var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 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236, 0.5))\"},children:\"Get In Touch\"})})},\"he80OgKI6-hover\":{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1tZWRpdW0=\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-font-weight\":\"500\",\"--framer-letter-spacing\":\"-0.5px\",\"--framer-line-height\":\"26px\",\"--framer-text-color\":\"var(--extracted-r6o4lv, rgba(239, 238, 236, 0.5))\"},children:\"Get In Touch\"})})},\"YRI9MAisZ-hover\":{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1tZWRpdW0=\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-font-weight\":\"500\",\"--framer-letter-spacing\":\"-0.5px\",\"--framer-line-height\":\"26px\",\"--framer-text-color\":\"var(--extracted-r6o4lv, rgba(239, 238, 236, 0.5))\"},children:\"Get In 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Touch\"})})},s_Hh99fFL:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1tZWRpdW0=\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-font-weight\":\"500\",\"--framer-letter-spacing\":\"-0.5px\",\"--framer-line-height\":\"26px\",\"--framer-text-color\":\"var(--extracted-r6o4lv, var(--token-561b3d91-c258-4609-94c9-3cc008fdd628, rgb(19, 19, 19)))\"},children:\"Get In Touch\"})})},Xd5jD94bE:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1tZWRpdW0=\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-font-size\":\"14px\",\"--framer-font-weight\":\"500\",\"--framer-letter-spacing\":\"-0.5px\",\"--framer-line-height\":\"26px\",\"--framer-text-color\":\"var(--extracted-r6o4lv, var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236)))\"},children:\"Get In Touch\"})})},YRI9MAisZ:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"RlM7U2F0b3NoaS1tZWRpdW0=\",\"--framer-font-family\":'\"Satoshi\", \"Satoshi Placeholder\", sans-serif',\"--framer-font-weight\":\"500\",\"--framer-letter-spacing\":\"-0.5px\",\"--framer-line-height\":\"26px\",\"--framer-text-color\":\"var(--extracted-r6o4lv, var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236)))\"},children:\"Get In Touch\"})})}},baseVariant,gestureVariant)}),isDisplayed()&&/*#__PURE__*/_jsx(ComponentViewportProvider,{...addPropertyOverrides({YRI9MAisZ:{height:16,width:\"16px\",y:(componentViewport?.y||0)+(10+((componentViewport?.height||32)-20-16)/2)}},baseVariant,gestureVariant),children:/*#__PURE__*/_jsx(SmartComponentScopedContainer,{className:\"framer-1qiss7a-container\",layoutDependency:layoutDependency,layoutId:\"Yz3s9xXZG-container\",nodeId:\"Yz3s9xXZG\",rendersWithMotion:true,scopeId:\"lou_4BaoF\",children:/*#__PURE__*/_jsx(ArrowDownUp,{height:\"100%\",id:\"Yz3s9xXZG\",layoutId:\"Yz3s9xXZG\",SFufD1UrX:\"var(--token-17e9bbd5-25dd-481c-bcfd-a99d3781c94c, rgb(239, 238, 236))\",style:{height:\"100%\",width:\"100%\"},variant:\"ARS9H62nO\",width:\"100%\",...addPropertyOverrides({\"YRI9MAisZ-hover\":{SFufD1UrX:\"rgba(239, 238, 236, 0.5)\"}},baseVariant,gestureVariant)})})})]})})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-std5Y.framer-1tdn78i, .framer-std5Y .framer-1tdn78i { display: block; }\",\".framer-std5Y.framer-sjenoh { align-content: center; align-items: center; cursor: pointer; display: flex; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: 32px; justify-content: center; overflow: hidden; padding: 10px 18px 10px 18px; position: relative; text-decoration: none; width: min-content; will-change: var(--framer-will-change-override, transform); }\",\".framer-std5Y .framer-1fgx8nd { flex: none; height: auto; position: relative; white-space: pre; width: auto; }\",\".framer-std5Y .framer-1qiss7a-container { flex: none; height: 16px; position: relative; width: 16px; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-std5Y.framer-sjenoh { gap: 0px; } .framer-std5Y.framer-sjenoh > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-std5Y.framer-sjenoh > :first-child { margin-left: 0px; } .framer-std5Y.framer-sjenoh > :last-child { margin-right: 0px; } }\",\".framer-std5Y.framer-v-z999kj.framer-sjenoh { gap: 8px; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-std5Y.framer-v-z999kj.framer-sjenoh { gap: 0px; } .framer-std5Y.framer-v-z999kj.framer-sjenoh > * { margin: 0px; margin-left: calc(8px / 2); margin-right: calc(8px / 2); } .framer-std5Y.framer-v-z999kj.framer-sjenoh > :first-child { margin-left: 0px; } .framer-std5Y.framer-v-z999kj.framer-sjenoh > :last-child { margin-right: 0px; } }\",\".framer-std5Y.framer-v-o2q8h3.framer-sjenoh { cursor: unset; }\",'.framer-std5Y[data-border=\"true\"]::after, .framer-std5Y [data-border=\"true\"]::after { content: \"\"; border-width: var(--border-top-width, 0) var(--border-right-width, 0) var(--border-bottom-width, 0) var(--border-left-width, 0); border-color: var(--border-color, none); border-style: var(--border-style, none); width: 100%; height: 100%; position: absolute; box-sizing: border-box; left: 0; top: 0; border-radius: inherit; pointer-events: none; }'];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 32\n * @framerIntrinsicWidth 121.5\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"auto\",\"fixed\"]},\"s_Hh99fFL\":{\"layout\":[\"auto\",\"fixed\"]},\"dQkCrT8R0\":{\"layout\":[\"auto\",\"fixed\"]},\"he80OgKI6\":{\"layout\":[\"auto\",\"fixed\"]},\"gzkF_ej1w\":{\"layout\":[\"auto\",\"fixed\"]},\"YRI9MAisZ\":{\"layout\":[\"auto\",\"fixed\"]},\"Xd5jD94bE\":{\"layout\":[\"auto\",\"fixed\"]},\"O5Vp2ClQh\":{\"layout\":[\"auto\",\"fixed\"]},\"fT0UnPMtc\":{\"layout\":[\"auto\",\"fixed\"]},\"KRuTJtVmK\":{\"layout\":[\"auto\",\"fixed\"]},\"RuavaEpQo\":{\"layout\":[\"auto\",\"fixed\"]},\"ILpy0kU5Z\":{\"layout\":[\"auto\",\"fixed\"]},\"C_Vvc1M94\":{\"layout\":[\"auto\",\"fixed\"]}}}\n * @framerVariables {\"dlVBgpKLv\":\"title\",\"YVFZiszrG\":\"border\",\"GT109pdEG\":\"link\",\"AL_NU982V\":\"newTab\",\"SD1BGlGhK\":\"smoothScroll\",\"imTS2TV4h\":\"hover\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const Framerlou_4BaoF=withCSS(Component,css,\"framer-std5Y\");export default Framerlou_4BaoF;Framerlou_4BaoF.displayName=\"Button/Primary Button\";Framerlou_4BaoF.defaultProps={height:32,width:121.5};addPropertyControls(Framerlou_4BaoF,{variant:{options:[\"A67jyXk7R\",\"s_Hh99fFL\",\"dQkCrT8R0\",\"he80OgKI6\",\"gzkF_ej1w\",\"YRI9MAisZ\",\"Xd5jD94bE\"],optionTitles:[\"Blue\",\"White\",\"Grey\",\"Variant 4\",\"Variant 5\",\"Variant 6\",\"Mobile\"],title:\"Variant\",type:ControlType.Enum},dlVBgpKLv:{defaultValue:\"Get In Touch\",displayTextArea:true,title:\"Title\",type:ControlType.String},YVFZiszrG:{defaultValue:{borderColor:\"rgba(219, 255, 0, 0.15)\",borderStyle:\"solid\",borderWidth:0},title:\"Border\",type:ControlType.Border},GT109pdEG:{title:\"Link\",type:ControlType.Link},AL_NU982V:{defaultValue:false,title:\"New Tab\",type:ControlType.Boolean},SD1BGlGhK:{defaultValue:false,title:\"Smooth Scroll\",type:ControlType.Boolean},imTS2TV4h:{title:\"Hover\",type:ControlType.EventHandler}});addFonts(Framerlou_4BaoF,[{explicitInter:true,fonts:[{family:\"Satoshi\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/P2LQKHE6KA6ZP4AAGN72KDWMHH6ZH3TA/ZC32TK2P7FPS5GFTL46EU6KQJA24ZYDB/7AHDUZ4A7LFLVFUIFSARGIWCRQJHISQP.woff2\",weight:\"500\"},{family:\"Satoshi\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/LAFFD4SDUCDVQEXFPDC7C53EQ4ZELWQI/PXCT3G6LO6ICM5I3NTYENYPWJAECAWDD/GHM6WVH6MILNYOOCXHXB5GTSGNTMGXZR.woff2\",weight:\"700\"}]},...ArrowDownUpFonts],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"Framerlou_4BaoF\",\"slots\":[],\"annotations\":{\"framerDisplayContentsDiv\":\"false\",\"framerContractVersion\":\"1\",\"framerVariables\":\"{\\\"dlVBgpKLv\\\":\\\"title\\\",\\\"YVFZiszrG\\\":\\\"border\\\",\\\"GT109pdEG\\\":\\\"link\\\",\\\"AL_NU982V\\\":\\\"newTab\\\",\\\"SD1BGlGhK\\\":\\\"smoothScroll\\\",\\\"imTS2TV4h\\\":\\\"hover\\\"}\",\"framerComponentViewportWidth\":\"true\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"s_Hh99fFL\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"dQkCrT8R0\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"he80OgKI6\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"gzkF_ej1w\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"YRI9MAisZ\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"Xd5jD94bE\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"O5Vp2ClQh\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"fT0UnPMtc\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"KRuTJtVmK\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"RuavaEpQo\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"ILpy0kU5Z\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"C_Vvc1M94\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]}}}\",\"framerIntrinsicHeight\":\"32\",\"framerIntrinsicWidth\":\"121.5\",\"framerImmutableVariables\":\"true\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# 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object, otherwise false\n         */i.isPlainObject=function(e){return\"object\"===typeof e&&e.constructor===Object};\n/**\n         * Returns true if the object is a string.\n         * @method isString\n         * @param {object} obj\n         * @return {boolean} True if the object is a string, otherwise false\n         */i.isString=function(e){return\"[object String]\"===toString.call(e)};\n/**\n         * Returns the given value clamped between a minimum and maximum value.\n         * @method clamp\n         * @param {number} value\n         * @param {number} min\n         * @param {number} max\n         * @return {number} The value clamped between min and max inclusive\n         */i.clamp=function(e,t,n){return e<t?t:e>n?n:e};\n/**\n         * Returns the sign of the given value.\n         * @method sign\n         * @param {number} value\n         * @return {number} -1 if negative, +1 if 0 or positive\n         */i.sign=function(e){return e<0?-1:1};i.now=function(){if(\"undefined\"!==typeof window&&window.performance){if(window.performance.now)return window.performance.now();if(window.performance.webkitNow)return window.performance.webkitNow()}return Date.now?Date.now():new Date-i._nowStartTime};\n/**\n         * Returns a random value between a minimum and a maximum value inclusive.\n         * The function uses a seeded random generator.\n         * @method random\n         * @param {number} min\n         * @param {number} max\n         * @return {number} A random number between min and max inclusive\n         */i.random=function(e,t){e=\"undefined\"!==typeof e?e:0;t=\"undefined\"!==typeof t?t:1;return e+_seededRandom()*(t-e)};var _seededRandom=function(){i._seed=(9301*i._seed+49297)%233280;return i._seed/233280};\n/**\n         * Converts a CSS hex colour string into an integer.\n         * @method colorToNumber\n         * @param {string} colorString\n         * @return {number} An integer representing the CSS hex string\n         */i.colorToNumber=function(e){e=e.replace(\"#\",\"\");3==e.length&&(e=e.charAt(0)+e.charAt(0)+e.charAt(1)+e.charAt(1)+e.charAt(2)+e.charAt(2));return parseInt(e,16)};\n/**\n         * The console logging level to use, where each level includes all levels above and excludes the levels below.\n         * The default level is 'debug' which shows all console messages.  \n         *\n         * Possible level values are:\n         * - 0 = None\n         * - 1 = Debug\n         * - 2 = Info\n         * - 3 = Warn\n         * - 4 = Error\n         * @property Common.logLevel\n         * @type {Number}\n         * @default 1\n         */i.logLevel=1;\n/**\n         * Shows a `console.log` message only if the current `Common.logLevel` allows it.\n         * The message will be prefixed with 'matter-js' to make it easily identifiable.\n         * @method log\n         * @param ...objs {} The objects to log.\n         */i.log=function(){console&&i.logLevel>0&&i.logLevel<=3&&console.log.apply(console,[\"matter-js:\"].concat(Array.prototype.slice.call(arguments)))};\n/**\n         * Shows a `console.info` message only if the current `Common.logLevel` allows it.\n         * The message will be prefixed with 'matter-js' to make it easily identifiable.\n         * @method info\n         * @param ...objs {} The objects to log.\n         */i.info=function(){console&&i.logLevel>0&&i.logLevel<=2&&console.info.apply(console,[\"matter-js:\"].concat(Array.prototype.slice.call(arguments)))};\n/**\n         * Shows a `console.warn` message only if the current `Common.logLevel` allows it.\n         * The message will be prefixed with 'matter-js' to make it easily identifiable.\n         * @method warn\n         * @param ...objs {} The objects to log.\n         */i.warn=function(){console&&i.logLevel>0&&i.logLevel<=3&&console.warn.apply(console,[\"matter-js:\"].concat(Array.prototype.slice.call(arguments)))};\n/**\n         * Uses `Common.warn` to log the given message one time only.\n         * @method warnOnce\n         * @param ...objs {} The objects to log.\n         */i.warnOnce=function(){var e=Array.prototype.slice.call(arguments).join(\" \");if(!i._warnedOnce[e]){i.warn(e);i._warnedOnce[e]=true}};\n/**\n         * Shows a deprecated console warning when the function on the given object is called.\n         * The target function will be replaced with a new function that first shows the warning\n         * and then calls the original function.\n         * @method deprecated\n         * @param {object} obj The object or module\n         * @param {string} name The property name of the function on obj\n         * @param {string} warning The one-time message to show if the function is called\n         */i.deprecated=function(e,t,n){e[t]=i.chain((function(){i.warnOnce(\"\uD83D\uDD05 deprecated \uD83D\uDD05\",n)}),e[t])};i.nextId=function(){return i._nextId++};\n/**\n         * A cross browser compatible indexOf implementation.\n         * @method indexOf\n         * @param {array} haystack\n         * @param {object} needle\n         * @return {number} The position of needle in haystack, otherwise -1.\n         */i.indexOf=function(e,t){if(e.indexOf)return e.indexOf(t);for(var n=0;n<e.length;n++)if(e[n]===t)return n;return-1};\n/**\n         * A cross browser compatible array map implementation.\n         * @method map\n         * @param {array} list\n         * @param {function} func\n         * @return {array} Values from list transformed by func.\n         */i.map=function(e,t){if(e.map)return e.map(t);var n=[];for(var i=0;i<e.length;i+=1)n.push(t(e[i]));return n};\n/**\n         * Takes a directed graph and returns the partially ordered set of vertices in topological order.\n         * Circular dependencies are allowed.\n         * @method topologicalSort\n         * @param {object} graph\n         * @return {array} Partially ordered set of vertices in topological order.\n         */i.topologicalSort=function(e){var t=[],n=[],o=[];for(var r in e)n[r]||o[r]||i._topologicalSort(r,n,o,e,t);return t};i._topologicalSort=function(e,t,n,o,r){var a=o[e]||[];n[e]=true;for(var s=0;s<a.length;s+=1){var l=a[s];n[l]||(t[l]||i._topologicalSort(l,t,n,o,r))}n[e]=false;t[e]=true;r.push(e)};\n/**\n         * Takes _n_ functions as arguments and returns a new function that calls them in order.\n         * The arguments applied when calling the new function will also be applied to every function passed.\n         * The value of `this` refers to the last value returned in the chain that was not `undefined`.\n         * Therefore if a passed function does not return a value, the previously returned value is maintained.\n         * After all passed functions have been called the new function returns the last returned value (if any).\n         * If any of the passed functions are a chain, then the chain will be flattened.\n         * @method chain\n         * @param ...funcs {function} The functions to chain.\n         * @return {function} A new function that calls the passed functions in order.\n         */i.chain=function(){var e=[];for(var t=0;t<arguments.length;t+=1){var n=arguments[t];n._chained?e.push.apply(e,n._chained):e.push(n)}var chain=function(){var t,n=new Array(arguments.length);for(var i=0,o=arguments.length;i<o;i++)n[i]=arguments[i];for(i=0;i<e.length;i+=1){var r=e[i].apply(t,n);\"undefined\"!==typeof r&&(t=r)}return t};chain._chained=e;return chain};\n/**\n         * Chains a function to excute before the original function on the given `path` relative to `base`.\n         * See also docs for `Common.chain`.\n         * @method chainPathBefore\n         * @param {} base The base object\n         * @param {string} path The path relative to `base`\n         * @param {function} func The function to chain before the original\n         * @return {function} The chained function that replaced the original\n         */i.chainPathBefore=function(e,t,n){return i.set(e,t,i.chain(n,i.get(e,t)))};\n/**\n         * Chains a function to excute after the original function on the given `path` relative to `base`.\n         * See also docs for `Common.chain`.\n         * @method chainPathAfter\n         * @param {} base The base object\n         * @param {string} path The path relative to `base`\n         * @param {function} func The function to chain after the original\n         * @return {function} The chained function that replaced the original\n         */i.chainPathAfter=function(e,t,n){return i.set(e,t,i.chain(i.get(e,t),n))};\n/**\n         * Provide the [poly-decomp](https://github.com/schteppe/poly-decomp.js) library module to enable\n         * concave vertex decomposition support when using `Bodies.fromVertices` e.g. `Common.setDecomp(require('poly-decomp'))`.\n         * @method setDecomp\n         * @param {} decomp The [poly-decomp](https://github.com/schteppe/poly-decomp.js) library module.\n         */i.setDecomp=function(e){i._decomp=e};i.getDecomp=function(){var t=i._decomp;try{t||\"undefined\"===typeof window||(t=window.decomp);t||\"undefined\"===typeof e||(t=e.decomp)}catch(e){t=null}return t}})()},function(e,t){var n={};e.exports=n;(function(){\n/**\n         * Creates a new axis-aligned bounding box (AABB) for the given vertices.\n         * @method create\n         * @param {vertices} vertices\n         * @return {bounds} A new bounds object\n         */\nn.create=function(e){var t={min:{x:0,y:0},max:{x:0,y:0}};e&&n.update(t,e);return t};\n/**\n         * Updates bounds using the given vertices and extends the bounds given a velocity.\n         * @method update\n         * @param {bounds} bounds\n         * @param {vertices} vertices\n         * @param {vector} velocity\n         */n.update=function(e,t,n){e.min.x=Infinity;e.max.x=-Infinity;e.min.y=Infinity;e.max.y=-Infinity;for(var i=0;i<t.length;i++){var o=t[i];o.x>e.max.x&&(e.max.x=o.x);o.x<e.min.x&&(e.min.x=o.x);o.y>e.max.y&&(e.max.y=o.y);o.y<e.min.y&&(e.min.y=o.y)}if(n){n.x>0?e.max.x+=n.x:e.min.x+=n.x;n.y>0?e.max.y+=n.y:e.min.y+=n.y}};\n/**\n         * Returns true if the bounds contains the given point.\n         * @method contains\n         * @param {bounds} bounds\n         * @param {vector} point\n         * @return {boolean} True if the bounds contain the point, otherwise false\n         */n.contains=function(e,t){return t.x>=e.min.x&&t.x<=e.max.x&&t.y>=e.min.y&&t.y<=e.max.y};\n/**\n         * Returns true if the two bounds intersect.\n         * @method overlaps\n         * @param {bounds} boundsA\n         * @param {bounds} boundsB\n         * @return {boolean} True if the bounds overlap, otherwise false\n         */n.overlaps=function(e,t){return e.min.x<=t.max.x&&e.max.x>=t.min.x&&e.max.y>=t.min.y&&e.min.y<=t.max.y};\n/**\n         * Translates the bounds by the given vector.\n         * @method translate\n         * @param {bounds} bounds\n         * @param {vector} vector\n         */n.translate=function(e,t){e.min.x+=t.x;e.max.x+=t.x;e.min.y+=t.y;e.max.y+=t.y};\n/**\n         * Shifts the bounds to the given position.\n         * @method shift\n         * @param {bounds} bounds\n         * @param {vector} position\n         */n.shift=function(e,t){var n=e.max.x-e.min.x,i=e.max.y-e.min.y;e.min.x=t.x;e.max.x=t.x+n;e.min.y=t.y;e.max.y=t.y+i}})()},function(e,t){var n={};e.exports=n;(function(){\n/**\n         * Creates a new vector.\n         * @method create\n         * @param {number} x\n         * @param {number} y\n         * @return {vector} A new vector\n         */\nn.create=function(e,t){return{x:e||0,y:t||0}};\n/**\n         * Returns a new vector with `x` and `y` copied from the given `vector`.\n         * @method clone\n         * @param {vector} vector\n         * @return {vector} A new cloned vector\n         */n.clone=function(e){return{x:e.x,y:e.y}};\n/**\n         * Returns the magnitude (length) of a vector.\n         * @method magnitude\n         * @param {vector} vector\n         * @return {number} The magnitude of the vector\n         */n.magnitude=function(e){return Math.sqrt(e.x*e.x+e.y*e.y)};\n/**\n         * Returns the magnitude (length) of a vector (therefore saving a `sqrt` operation).\n         * @method magnitudeSquared\n         * @param {vector} vector\n         * @return {number} The squared magnitude of the vector\n         */n.magnitudeSquared=function(e){return e.x*e.x+e.y*e.y};\n/**\n         * Rotates the vector about (0, 0) by specified angle.\n         * @method rotate\n         * @param {vector} vector\n         * @param {number} angle\n         * @param {vector} [output]\n         * @return {vector} The vector rotated about (0, 0)\n         */n.rotate=function(e,t,n){var i=Math.cos(t),o=Math.sin(t);n||(n={});var r=e.x*i-e.y*o;n.y=e.x*o+e.y*i;n.x=r;return n};\n/**\n         * Rotates the vector about a specified point by specified angle.\n         * @method rotateAbout\n         * @param {vector} vector\n         * @param {number} angle\n         * @param {vector} point\n         * @param {vector} [output]\n         * @return {vector} A new vector rotated about the point\n         */n.rotateAbout=function(e,t,n,i){var o=Math.cos(t),r=Math.sin(t);i||(i={});var a=n.x+((e.x-n.x)*o-(e.y-n.y)*r);i.y=n.y+((e.x-n.x)*r+(e.y-n.y)*o);i.x=a;return i};\n/**\n         * Normalises a vector (such that its magnitude is `1`).\n         * @method normalise\n         * @param {vector} vector\n         * @return {vector} A new vector normalised\n         */n.normalise=function(e){var t=n.magnitude(e);return 0===t?{x:0,y:0}:{x:e.x/t,y:e.y/t}};\n/**\n         * Returns the dot-product of two vectors.\n         * @method dot\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @return {number} The dot product of the two vectors\n         */n.dot=function(e,t){return e.x*t.x+e.y*t.y};\n/**\n         * Returns the cross-product of two vectors.\n         * @method cross\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @return {number} The cross product of the two vectors\n         */n.cross=function(e,t){return e.x*t.y-e.y*t.x};\n/**\n         * Returns the cross-product of three vectors.\n         * @method cross3\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @param {vector} vectorC\n         * @return {number} The cross product of the three vectors\n         */n.cross3=function(e,t,n){return(t.x-e.x)*(n.y-e.y)-(t.y-e.y)*(n.x-e.x)};\n/**\n         * Adds the two vectors.\n         * @method add\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @param {vector} [output]\n         * @return {vector} A new vector of vectorA and vectorB added\n         */n.add=function(e,t,n){n||(n={});n.x=e.x+t.x;n.y=e.y+t.y;return n};\n/**\n         * Subtracts the two vectors.\n         * @method sub\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @param {vector} [output]\n         * @return {vector} A new vector of vectorA and vectorB subtracted\n         */n.sub=function(e,t,n){n||(n={});n.x=e.x-t.x;n.y=e.y-t.y;return n};\n/**\n         * Multiplies a vector and a scalar.\n         * @method mult\n         * @param {vector} vector\n         * @param {number} scalar\n         * @return {vector} A new vector multiplied by scalar\n         */n.mult=function(e,t){return{x:e.x*t,y:e.y*t}};\n/**\n         * Divides a vector and a scalar.\n         * @method div\n         * @param {vector} vector\n         * @param {number} scalar\n         * @return {vector} A new vector divided by scalar\n         */n.div=function(e,t){return{x:e.x/t,y:e.y/t}};\n/**\n         * Returns the perpendicular vector. Set `negate` to true for the perpendicular in the opposite direction.\n         * @method perp\n         * @param {vector} vector\n         * @param {bool} [negate=false]\n         * @return {vector} The perpendicular vector\n         */n.perp=function(e,t){t=true===t?-1:1;return{x:t*-e.y,y:t*e.x}};\n/**\n         * Negates both components of a vector such that it points in the opposite direction.\n         * @method neg\n         * @param {vector} vector\n         * @return {vector} The negated vector\n         */n.neg=function(e){return{x:-e.x,y:-e.y}};\n/**\n         * Returns the angle between the vector `vectorB - vectorA` and the x-axis in radians.\n         * @method angle\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @return {number} The angle in radians\n         */n.angle=function(e,t){return Math.atan2(t.y-e.y,t.x-e.x)};\n/**\n         * Temporary vector pool (not thread-safe).\n         * @property _temp\n         * @type {vector[]}\n         * @private\n         */n._temp=[n.create(),n.create(),n.create(),n.create(),n.create(),n.create()]})()},function(e,t,n){var i={};e.exports=i;var o=n(2);var r=n(0);(function(){\n/**\n         * Creates a new set of `Matter.Body` compatible vertices.\n         * The `points` argument accepts an array of `Matter.Vector` points orientated around the origin `(0, 0)`, for example:\n         *\n         *     [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]\n         *\n         * The `Vertices.create` method returns a new array of vertices, which are similar to Matter.Vector objects,\n         * but with some additional references required for efficient collision detection routines.\n         *\n         * Vertices must be specified in clockwise order.\n         *\n         * Note that the `body` argument is not optional, a `Matter.Body` reference must be provided.\n         *\n         * @method create\n         * @param {vector[]} points\n         * @param {body} body\n         */\ni.create=function(e,t){var n=[];for(var i=0;i<e.length;i++){var o=e[i],r={x:o.x,y:o.y,index:i,body:t,isInternal:false};n.push(r)}return n};\n/**\n         * Parses a string containing ordered x y pairs separated by spaces (and optionally commas), \n         * into a `Matter.Vertices` object for the given `Matter.Body`.\n         * For parsing SVG paths, see `Svg.pathToVertices`.\n         * @method fromPath\n         * @param {string} path\n         * @param {body} body\n         * @return {vertices} vertices\n         */i.fromPath=function(e,t){var n=/L?\\s*([-\\d.e]+)[\\s,]*([-\\d.e]+)*/gi,o=[];e.replace(n,(function(e,t,n){o.push({x:parseFloat(t),y:parseFloat(n)})}));return i.create(o,t)};\n/**\n         * Returns the centre (centroid) of the set of vertices.\n         * @method centre\n         * @param {vertices} vertices\n         * @return {vector} The centre point\n         */i.centre=function(e){var t,n,r,a=i.area(e,true),s={x:0,y:0};for(var l=0;l<e.length;l++){r=(l+1)%e.length;t=o.cross(e[l],e[r]);n=o.mult(o.add(e[l],e[r]),t);s=o.add(s,n)}return o.div(s,6*a)};\n/**\n         * Returns the average (mean) of the set of vertices.\n         * @method mean\n         * @param {vertices} vertices\n         * @return {vector} The average point\n         */i.mean=function(e){var t={x:0,y:0};for(var n=0;n<e.length;n++){t.x+=e[n].x;t.y+=e[n].y}return o.div(t,e.length)};\n/**\n         * Returns the area of the set of vertices.\n         * @method area\n         * @param {vertices} vertices\n         * @param {bool} signed\n         * @return {number} The area\n         */i.area=function(e,t){var n=0,i=e.length-1;for(var o=0;o<e.length;o++){n+=(e[i].x-e[o].x)*(e[i].y+e[o].y);i=o}return t?n/2:Math.abs(n)/2};\n/**\n         * Returns the moment of inertia (second moment of area) of the set of vertices given the total mass.\n         * @method inertia\n         * @param {vertices} vertices\n         * @param {number} mass\n         * @return {number} The polygon's moment of inertia\n         */i.inertia=function(e,t){var n,i,r=0,a=0,s=e;for(var l=0;l<s.length;l++){i=(l+1)%s.length;n=Math.abs(o.cross(s[i],s[l]));r+=n*(o.dot(s[i],s[i])+o.dot(s[i],s[l])+o.dot(s[l],s[l]));a+=n}return t/6*(r/a)};\n/**\n         * Translates the set of vertices in-place.\n         * @method translate\n         * @param {vertices} vertices\n         * @param {vector} vector\n         * @param {number} scalar\n         */i.translate=function(e,t,n){n=\"undefined\"!==typeof n?n:1;var i,o=e.length,r=t.x*n,a=t.y*n;for(i=0;i<o;i++){e[i].x+=r;e[i].y+=a}return e};\n/**\n         * Rotates the set of vertices in-place.\n         * @method rotate\n         * @param {vertices} vertices\n         * @param {number} angle\n         * @param {vector} point\n         */i.rotate=function(e,t,n){if(0!==t){var i,o,r,a,s=Math.cos(t),l=Math.sin(t),c=n.x,u=n.y,f=e.length;for(a=0;a<f;a++){i=e[a];o=i.x-c;r=i.y-u;i.x=c+(o*s-r*l);i.y=u+(o*l+r*s)}return e}};\n/**\n         * Returns `true` if the `point` is inside the set of `vertices`.\n         * @method contains\n         * @param {vertices} vertices\n         * @param {vector} point\n         * @return {boolean} True if the vertices contains point, otherwise false\n         */i.contains=function(e,t){var n,i=t.x,o=t.y,r=e.length,a=e[r-1];for(var s=0;s<r;s++){n=e[s];if((i-a.x)*(n.y-a.y)+(o-a.y)*(a.x-n.x)>0)return false;a=n}return true};\n/**\n         * Scales the vertices from a point (default is centre) in-place.\n         * @method scale\n         * @param {vertices} vertices\n         * @param {number} scaleX\n         * @param {number} scaleY\n         * @param {vector} point\n         */i.scale=function(e,t,n,r){if(1===t&&1===n)return e;r=r||i.centre(e);var a,s;for(var l=0;l<e.length;l++){a=e[l];s=o.sub(a,r);e[l].x=r.x+s.x*t;e[l].y=r.y+s.y*n}return e};\n/**\n         * Chamfers a set of vertices by giving them rounded corners, returns a new set of vertices.\n         * The radius parameter is a single number or an array to specify the radius for each vertex.\n         * @method chamfer\n         * @param {vertices} vertices\n         * @param {number[]} radius\n         * @param {number} quality\n         * @param {number} qualityMin\n         * @param {number} qualityMax\n         */i.chamfer=function(e,t,n,i,a){t=\"number\"===typeof t?[t]:t||[8];n=\"undefined\"!==typeof n?n:-1;i=i||2;a=a||14;var s=[];for(var l=0;l<e.length;l++){var c=e[l-1>=0?l-1:e.length-1],u=e[l],f=e[(l+1)%e.length],d=t[l<t.length?l:t.length-1];if(0!==d){var p=o.normalise({x:u.y-c.y,y:c.x-u.x});var v=o.normalise({x:f.y-u.y,y:u.x-f.x});var y=Math.sqrt(2*Math.pow(d,2)),m=o.mult(r.clone(p),d),g=o.normalise(o.mult(o.add(p,v),.5)),x=o.sub(u,o.mult(g,y));var h=n;-1===n&&(h=1.75*Math.pow(d,.32));h=r.clamp(h,i,a);h%2===1&&(h+=1);var b=Math.acos(o.dot(p,v)),S=b/h;for(var w=0;w<h;w++)s.push(o.add(o.rotate(m,S*w),x))}else s.push(u)}return s};\n/**\n         * Sorts the input vertices into clockwise order in place.\n         * @method clockwiseSort\n         * @param {vertices} vertices\n         * @return {vertices} vertices\n         */i.clockwiseSort=function(e){var t=i.mean(e);e.sort((function(e,n){return o.angle(t,e)-o.angle(t,n)}));return e};\n/**\n         * Returns true if the vertices form a convex shape (vertices must be in clockwise order).\n         * @method isConvex\n         * @param {vertices} vertices\n         * @return {bool} `true` if the `vertices` are convex, `false` if not (or `null` if not computable).\n         */i.isConvex=function(e){var t,n,i,o,r=0,a=e.length;if(a<3)return null;for(t=0;t<a;t++){n=(t+1)%a;i=(t+2)%a;o=(e[n].x-e[t].x)*(e[i].y-e[n].y);o-=(e[n].y-e[t].y)*(e[i].x-e[n].x);o<0?r|=1:o>0&&(r|=2);if(3===r)return false}return 0!==r||null};\n/**\n         * Returns the convex hull of the input vertices as a new array of points.\n         * @method hull\n         * @param {vertices} vertices\n         * @return [vertex] vertices\n         */i.hull=function(e){var t,n,i=[],r=[];e=e.slice(0);e.sort((function(e,t){var n=e.x-t.x;return 0!==n?n:e.y-t.y}));for(n=0;n<e.length;n+=1){t=e[n];while(r.length>=2&&o.cross3(r[r.length-2],r[r.length-1],t)<=0)r.pop();r.push(t)}for(n=e.length-1;n>=0;n-=1){t=e[n];while(i.length>=2&&o.cross3(i[i.length-2],i[i.length-1],t)<=0)i.pop();i.push(t)}i.pop();r.pop();return i.concat(r)}})()},function(e,t,n){var i={};e.exports=i;var o=n(0);(function(){\n/**\n         * Subscribes a callback function to the given object's `eventName`.\n         * @method on\n         * @param {} object\n         * @param {string} eventNames\n         * @param {function} callback\n         */\ni.on=function(e,t,n){var i,o=t.split(\" \");for(var r=0;r<o.length;r++){i=o[r];e.events=e.events||{};e.events[i]=e.events[i]||[];e.events[i].push(n)}return n};\n/**\n         * Removes the given event callback. If no callback, clears all callbacks in `eventNames`. If no `eventNames`, clears all events.\n         * @method off\n         * @param {} object\n         * @param {string} eventNames\n         * @param {function} callback\n         */i.off=function(e,t,n){if(t){if(\"function\"===typeof t){n=t;t=o.keys(e.events).join(\" \")}var i=t.split(\" \");for(var r=0;r<i.length;r++){var a=e.events[i[r]],s=[];if(n&&a)for(var l=0;l<a.length;l++)a[l]!==n&&s.push(a[l]);e.events[i[r]]=s}}else e.events={}};\n/**\n         * Fires all the callbacks subscribed to the given object's `eventName`, in the order they subscribed, if any.\n         * @method trigger\n         * @param {} object\n         * @param {string} eventNames\n         * @param {} event\n         */i.trigger=function(e,t,n){var i,r,a,s;var l=e.events;if(l&&o.keys(l).length>0){n||(n={});i=t.split(\" \");for(var c=0;c<i.length;c++){r=i[c];a=l[r];if(a){s=o.clone(n,false);s.name=r;s.source=e;for(var u=0;u<a.length;u++)a[u].apply(e,[s])}}}}})()},function(e,t,n){var i={};e.exports=i;var o=n(4);var r=n(0);var a=n(1);var s=n(6);(function(){\n/**\n         * Creates a new composite. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properites section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {} [options]\n         * @return {composite} A new composite\n         */\ni.create=function(e){return r.extend({id:r.nextId(),type:\"composite\",parent:null,isModified:false,bodies:[],constraints:[],composites:[],label:\"Composite\",plugin:{},cache:{allBodies:null,allConstraints:null,allComposites:null}},e)};\n/**\n         * Sets the composite's `isModified` flag. \n         * If `updateParents` is true, all parents will be set (default: false).\n         * If `updateChildren` is true, all children will be set (default: false).\n         * @private\n         * @method setModified\n         * @param {composite} composite\n         * @param {boolean} isModified\n         * @param {boolean} [updateParents=false]\n         * @param {boolean} [updateChildren=false]\n         */i.setModified=function(e,t,n,o){e.isModified=t;if(t&&e.cache){e.cache.allBodies=null;e.cache.allConstraints=null;e.cache.allComposites=null}n&&e.parent&&i.setModified(e.parent,t,n,o);if(o)for(var r=0;r<e.composites.length;r++){var a=e.composites[r];i.setModified(a,t,n,o)}};\n/**\n         * Generic single or multi-add function. Adds a single or an array of body(s), constraint(s) or composite(s) to the given composite.\n         * Triggers `beforeAdd` and `afterAdd` events on the `composite`.\n         * @method add\n         * @param {composite} composite\n         * @param {object|array} object A single or an array of body(s), constraint(s) or composite(s)\n         * @return {composite} The original composite with the objects added\n         */i.add=function(e,t){var n=[].concat(t);o.trigger(e,\"beforeAdd\",{object:t});for(var a=0;a<n.length;a++){var s=n[a];switch(s.type){case\"body\":if(s.parent!==s){r.warn(\"Composite.add: skipped adding a compound body part (you must add its parent instead)\");break}i.addBody(e,s);break;case\"constraint\":i.addConstraint(e,s);break;case\"composite\":i.addComposite(e,s);break;case\"mouseConstraint\":i.addConstraint(e,s.constraint);break}}o.trigger(e,\"afterAdd\",{object:t});return e};\n/**\n         * Generic remove function. Removes one or many body(s), constraint(s) or a composite(s) to the given composite.\n         * Optionally searching its children recursively.\n         * Triggers `beforeRemove` and `afterRemove` events on the `composite`.\n         * @method remove\n         * @param {composite} composite\n         * @param {object|array} object\n         * @param {boolean} [deep=false]\n         * @return {composite} The original composite with the objects removed\n         */i.remove=function(e,t,n){var r=[].concat(t);o.trigger(e,\"beforeRemove\",{object:t});for(var a=0;a<r.length;a++){var s=r[a];switch(s.type){case\"body\":i.removeBody(e,s,n);break;case\"constraint\":i.removeConstraint(e,s,n);break;case\"composite\":i.removeComposite(e,s,n);break;case\"mouseConstraint\":i.removeConstraint(e,s.constraint);break}}o.trigger(e,\"afterRemove\",{object:t});return e};\n/**\n         * Adds a composite to the given composite.\n         * @private\n         * @method addComposite\n         * @param {composite} compositeA\n         * @param {composite} compositeB\n         * @return {composite} The original compositeA with the objects from compositeB added\n         */i.addComposite=function(e,t){e.composites.push(t);t.parent=e;i.setModified(e,true,true,false);return e};\n/**\n         * Removes a composite from the given composite, and optionally searching its children recursively.\n         * @private\n         * @method removeComposite\n         * @param {composite} compositeA\n         * @param {composite} compositeB\n         * @param {boolean} [deep=false]\n         * @return {composite} The original compositeA with the composite removed\n         */i.removeComposite=function(e,t,n){var o=r.indexOf(e.composites,t);-1!==o&&i.removeCompositeAt(e,o);if(n)for(var a=0;a<e.composites.length;a++)i.removeComposite(e.composites[a],t,true);return e};\n/**\n         * Removes a composite from the given composite.\n         * @private\n         * @method removeCompositeAt\n         * @param {composite} composite\n         * @param {number} position\n         * @return {composite} The original composite with the composite removed\n         */i.removeCompositeAt=function(e,t){e.composites.splice(t,1);i.setModified(e,true,true,false);return e};\n/**\n         * Adds a body to the given composite.\n         * @private\n         * @method addBody\n         * @param {composite} composite\n         * @param {body} body\n         * @return {composite} The original composite with the body added\n         */i.addBody=function(e,t){e.bodies.push(t);i.setModified(e,true,true,false);return e};\n/**\n         * Removes a body from the given composite, and optionally searching its children recursively.\n         * @private\n         * @method removeBody\n         * @param {composite} composite\n         * @param {body} body\n         * @param {boolean} [deep=false]\n         * @return {composite} The original composite with the body removed\n         */i.removeBody=function(e,t,n){var o=r.indexOf(e.bodies,t);-1!==o&&i.removeBodyAt(e,o);if(n)for(var a=0;a<e.composites.length;a++)i.removeBody(e.composites[a],t,true);return e};\n/**\n         * Removes a body from the given composite.\n         * @private\n         * @method removeBodyAt\n         * @param {composite} composite\n         * @param {number} position\n         * @return {composite} The original composite with the body removed\n         */i.removeBodyAt=function(e,t){e.bodies.splice(t,1);i.setModified(e,true,true,false);return e};\n/**\n         * Adds a constraint to the given composite.\n         * @private\n         * @method addConstraint\n         * @param {composite} composite\n         * @param {constraint} constraint\n         * @return {composite} The original composite with the constraint added\n         */i.addConstraint=function(e,t){e.constraints.push(t);i.setModified(e,true,true,false);return e};\n/**\n         * Removes a constraint from the given composite, and optionally searching its children recursively.\n         * @private\n         * @method removeConstraint\n         * @param {composite} composite\n         * @param {constraint} constraint\n         * @param {boolean} [deep=false]\n         * @return {composite} The original composite with the constraint removed\n         */i.removeConstraint=function(e,t,n){var o=r.indexOf(e.constraints,t);-1!==o&&i.removeConstraintAt(e,o);if(n)for(var a=0;a<e.composites.length;a++)i.removeConstraint(e.composites[a],t,true);return e};\n/**\n         * Removes a body from the given composite.\n         * @private\n         * @method removeConstraintAt\n         * @param {composite} composite\n         * @param {number} position\n         * @return {composite} The original composite with the constraint removed\n         */i.removeConstraintAt=function(e,t){e.constraints.splice(t,1);i.setModified(e,true,true,false);return e};\n/**\n         * Removes all bodies, constraints and composites from the given composite.\n         * Optionally clearing its children recursively.\n         * @method clear\n         * @param {composite} composite\n         * @param {boolean} keepStatic\n         * @param {boolean} [deep=false]\n         */i.clear=function(e,t,n){if(n)for(var o=0;o<e.composites.length;o++)i.clear(e.composites[o],t,true);t?e.bodies=e.bodies.filter((function(e){return e.isStatic})):e.bodies.length=0;e.constraints.length=0;e.composites.length=0;i.setModified(e,true,true,false);return e};\n/**\n         * Returns all bodies in the given composite, including all bodies in its children, recursively.\n         * @method allBodies\n         * @param {composite} composite\n         * @return {body[]} All the bodies\n         */i.allBodies=function(e){if(e.cache&&e.cache.allBodies)return e.cache.allBodies;var t=[].concat(e.bodies);for(var n=0;n<e.composites.length;n++)t=t.concat(i.allBodies(e.composites[n]));e.cache&&(e.cache.allBodies=t);return t};\n/**\n         * Returns all constraints in the given composite, including all constraints in its children, recursively.\n         * @method allConstraints\n         * @param {composite} composite\n         * @return {constraint[]} All the constraints\n         */i.allConstraints=function(e){if(e.cache&&e.cache.allConstraints)return e.cache.allConstraints;var t=[].concat(e.constraints);for(var n=0;n<e.composites.length;n++)t=t.concat(i.allConstraints(e.composites[n]));e.cache&&(e.cache.allConstraints=t);return t};\n/**\n         * Returns all composites in the given composite, including all composites in its children, recursively.\n         * @method allComposites\n         * @param {composite} composite\n         * @return {composite[]} All the composites\n         */i.allComposites=function(e){if(e.cache&&e.cache.allComposites)return e.cache.allComposites;var t=[].concat(e.composites);for(var n=0;n<e.composites.length;n++)t=t.concat(i.allComposites(e.composites[n]));e.cache&&(e.cache.allComposites=t);return t};\n/**\n         * Searches the composite recursively for an object matching the type and id supplied, null if not found.\n         * @method get\n         * @param {composite} composite\n         * @param {number} id\n         * @param {string} type\n         * @return {object} The requested object, if found\n         */i.get=function(e,t,n){var o,r;switch(n){case\"body\":o=i.allBodies(e);break;case\"constraint\":o=i.allConstraints(e);break;case\"composite\":o=i.allComposites(e).concat(e);break}if(!o)return null;r=o.filter((function(e){return e.id.toString()===t.toString()}));return 0===r.length?null:r[0]};\n/**\n         * Moves the given object(s) from compositeA to compositeB (equal to a remove followed by an add).\n         * @method move\n         * @param {compositeA} compositeA\n         * @param {object[]} objects\n         * @param {compositeB} compositeB\n         * @return {composite} Returns compositeA\n         */i.move=function(e,t,n){i.remove(e,t);i.add(n,t);return e};\n/**\n         * Assigns new ids for all objects in the composite, recursively.\n         * @method rebase\n         * @param {composite} composite\n         * @return {composite} Returns composite\n         */i.rebase=function(e){var t=i.allBodies(e).concat(i.allConstraints(e)).concat(i.allComposites(e));for(var n=0;n<t.length;n++)t[n].id=r.nextId();return e};\n/**\n         * Translates all children in the composite by a given vector relative to their current positions, \n         * without imparting any velocity.\n         * @method translate\n         * @param {composite} composite\n         * @param {vector} translation\n         * @param {bool} [recursive=true]\n         */i.translate=function(e,t,n){var o=n?i.allBodies(e):e.bodies;for(var r=0;r<o.length;r++)s.translate(o[r],t);return e};\n/**\n         * Rotates all children in the composite by a given angle about the given point, without imparting any angular velocity.\n         * @method rotate\n         * @param {composite} composite\n         * @param {number} rotation\n         * @param {vector} point\n         * @param {bool} [recursive=true]\n         */i.rotate=function(e,t,n,o){var r=Math.cos(t),a=Math.sin(t),l=o?i.allBodies(e):e.bodies;for(var c=0;c<l.length;c++){var u=l[c],f=u.position.x-n.x,d=u.position.y-n.y;s.setPosition(u,{x:n.x+(f*r-d*a),y:n.y+(f*a+d*r)});s.rotate(u,t)}return e};\n/**\n         * Scales all children in the composite, including updating physical properties (mass, area, axes, inertia), from a world-space point.\n         * @method scale\n         * @param {composite} composite\n         * @param {number} scaleX\n         * @param {number} scaleY\n         * @param {vector} point\n         * @param {bool} [recursive=true]\n         */i.scale=function(e,t,n,o,r){var a=r?i.allBodies(e):e.bodies;for(var l=0;l<a.length;l++){var c=a[l],u=c.position.x-o.x,f=c.position.y-o.y;s.setPosition(c,{x:o.x+u*t,y:o.y+f*n});s.scale(c,t,n)}return e};\n/**\n         * Returns the union of the bounds of all of the composite's bodies.\n         * @method bounds\n         * @param {composite} composite The composite.\n         * @returns {bounds} The composite bounds.\n         */i.bounds=function(e){var t=i.allBodies(e),n=[];for(var o=0;o<t.length;o+=1){var r=t[o];n.push(r.bounds.min,r.bounds.max)}return a.create(n)};\n/**\n        * Fired when a call to `Composite.add` is made, before objects have been added.\n        *\n        * @event beforeAdd\n        * @param {} event An event object\n        * @param {} event.object The object(s) to be added (may be a single body, constraint, composite or a mixed array of these)\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when a call to `Composite.add` is made, after objects have been added.\n        *\n        * @event afterAdd\n        * @param {} event An event object\n        * @param {} event.object The object(s) that have been added (may be a single body, constraint, composite or a mixed array of these)\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when a call to `Composite.remove` is made, before objects have been removed.\n        *\n        * @event beforeRemove\n        * @param {} event An event object\n        * @param {} event.object The object(s) to be removed (may be a single body, constraint, composite or a mixed array of these)\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when a call to `Composite.remove` is made, after objects have been removed.\n        *\n        * @event afterRemove\n        * @param {} event An event object\n        * @param {} event.object The object(s) that have been removed (may be a single body, constraint, composite or a mixed array of these)\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`.\n         *\n         * @property id\n         * @type number\n         */\n/**\n         * A `String` denoting the type of object.\n         *\n         * @property type\n         * @type string\n         * @default \"composite\"\n         * @readOnly\n         */\n/**\n         * An arbitrary `String` name to help the user identify and manage composites.\n         *\n         * @property label\n         * @type string\n         * @default \"Composite\"\n         */\n/**\n         * A flag that specifies whether the composite has been modified during the current step.\n         * This is automatically managed when bodies, constraints or composites are added or removed.\n         *\n         * @property isModified\n         * @type boolean\n         * @default false\n         */\n/**\n         * The `Composite` that is the parent of this composite. It is automatically managed by the `Matter.Composite` methods.\n         *\n         * @property parent\n         * @type composite\n         * @default null\n         */\n/**\n         * An array of `Body` that are _direct_ children of this composite.\n         * To add or remove bodies you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.\n         * If you wish to recursively find all descendants, you should use the `Composite.allBodies` method.\n         *\n         * @property bodies\n         * @type body[]\n         * @default []\n         */\n/**\n         * An array of `Constraint` that are _direct_ children of this composite.\n         * To add or remove constraints you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.\n         * If you wish to recursively find all descendants, you should use the `Composite.allConstraints` method.\n         *\n         * @property constraints\n         * @type constraint[]\n         * @default []\n         */\n/**\n         * An array of `Composite` that are _direct_ children of this composite.\n         * To add or remove composites you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.\n         * If you wish to recursively find all descendants, you should use the `Composite.allComposites` method.\n         *\n         * @property composites\n         * @type composite[]\n         * @default []\n         */\n/**\n         * An object reserved for storing plugin-specific properties.\n         *\n         * @property plugin\n         * @type {}\n         */\n/**\n         * An object used for storing cached results for performance reasons.\n         * This is used internally only and is automatically managed.\n         *\n         * @private\n         * @property cache\n         * @type {}\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(2);var a=n(7);n(16);var s=n(0);var l=n(1);var c=n(11);(function(){i._inertiaScale=4;i._nextCollidingGroupId=1;i._nextNonCollidingGroupId=-1;i._nextCategory=1;\n/**\n         * Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * Vertices must be specified in clockwise order.\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {} options\n         * @return {body} body\n         */i.create=function(e){var t={id:s.nextId(),type:\"body\",label:\"Body\",parts:[],plugin:{},angle:0,vertices:o.fromPath(\"L 0 0 L 40 0 L 40 40 L 0 40\"),position:{x:0,y:0},force:{x:0,y:0},torque:0,positionImpulse:{x:0,y:0},constraintImpulse:{x:0,y:0,angle:0},totalContacts:0,speed:0,angularSpeed:0,velocity:{x:0,y:0},angularVelocity:0,isSensor:false,isStatic:false,isSleeping:false,motion:0,sleepThreshold:60,density:.001,restitution:0,friction:.1,frictionStatic:.5,frictionAir:.01,collisionFilter:{category:1,mask:4294967295,group:0},slop:.05,timeScale:1,render:{visible:true,opacity:1,strokeStyle:null,fillStyle:null,lineWidth:null,sprite:{xScale:1,yScale:1,xOffset:0,yOffset:0}},events:null,bounds:null,chamfer:null,circleRadius:0,positionPrev:null,anglePrev:0,parent:null,axes:null,area:0,mass:0,inertia:0,_original:null};var n=s.extend(t,e);_initProperties(n,e);return n};\n/**\n         * Returns the next unique group index for which bodies will collide.\n         * If `isNonColliding` is `true`, returns the next unique group index for which bodies will _not_ collide.\n         * See `body.collisionFilter` for more information.\n         * @method nextGroup\n         * @param {bool} [isNonColliding=false]\n         * @return {Number} Unique group index\n         */i.nextGroup=function(e){return e?i._nextNonCollidingGroupId--:i._nextCollidingGroupId++};i.nextCategory=function(){i._nextCategory=i._nextCategory<<1;return i._nextCategory};\n/**\n         * Initialises body properties.\n         * @method _initProperties\n         * @private\n         * @param {body} body\n         * @param {} [options]\n         */var _initProperties=function(e,t){t=t||{};i.set(e,{bounds:e.bounds||l.create(e.vertices),positionPrev:e.positionPrev||r.clone(e.position),anglePrev:e.anglePrev||e.angle,vertices:e.vertices,parts:e.parts||[e],isStatic:e.isStatic,isSleeping:e.isSleeping,parent:e.parent||e});o.rotate(e.vertices,e.angle,e.position);c.rotate(e.axes,e.angle);l.update(e.bounds,e.vertices,e.velocity);i.set(e,{axes:t.axes||e.axes,area:t.area||e.area,mass:t.mass||e.mass,inertia:t.inertia||e.inertia});var n=e.isStatic?\"#14151f\":s.choose([\"#f19648\",\"#f5d259\",\"#f55a3c\",\"#063e7b\",\"#ececd1\"]),a=e.isStatic?\"#555\":\"#ccc\",u=e.isStatic&&null===e.render.fillStyle?1:0;e.render.fillStyle=e.render.fillStyle||n;e.render.strokeStyle=e.render.strokeStyle||a;e.render.lineWidth=e.render.lineWidth||u;e.render.sprite.xOffset+=-(e.bounds.min.x-e.position.x)/(e.bounds.max.x-e.bounds.min.x);e.render.sprite.yOffset+=-(e.bounds.min.y-e.position.y)/(e.bounds.max.y-e.bounds.min.y)};\n/**\n         * Given a property and a value (or map of), sets the property(s) on the body, using the appropriate setter functions if they exist.\n         * Prefer to use the actual setter functions in performance critical situations.\n         * @method set\n         * @param {body} body\n         * @param {} settings A property name (or map of properties and values) to set on the body.\n         * @param {} value The value to set if `settings` is a single property name.\n         */i.set=function(e,t,n){var o;if(\"string\"===typeof t){o=t;t={};t[o]=n}for(o in t)if(Object.prototype.hasOwnProperty.call(t,o)){n=t[o];switch(o){case\"isStatic\":i.setStatic(e,n);break;case\"isSleeping\":a.set(e,n);break;case\"mass\":i.setMass(e,n);break;case\"density\":i.setDensity(e,n);break;case\"inertia\":i.setInertia(e,n);break;case\"vertices\":i.setVertices(e,n);break;case\"position\":i.setPosition(e,n);break;case\"angle\":i.setAngle(e,n);break;case\"velocity\":i.setVelocity(e,n);break;case\"angularVelocity\":i.setAngularVelocity(e,n);break;case\"parts\":i.setParts(e,n);break;case\"centre\":i.setCentre(e,n);break;default:e[o]=n}}};\n/**\n         * Sets the body as static, including isStatic flag and setting mass and inertia to Infinity.\n         * @method setStatic\n         * @param {body} body\n         * @param {bool} isStatic\n         */i.setStatic=function(e,t){for(var n=0;n<e.parts.length;n++){var i=e.parts[n];i.isStatic=t;if(t){i._original={restitution:i.restitution,friction:i.friction,mass:i.mass,inertia:i.inertia,density:i.density,inverseMass:i.inverseMass,inverseInertia:i.inverseInertia};i.restitution=0;i.friction=1;i.mass=i.inertia=i.density=Infinity;i.inverseMass=i.inverseInertia=0;i.positionPrev.x=i.position.x;i.positionPrev.y=i.position.y;i.anglePrev=i.angle;i.angularVelocity=0;i.speed=0;i.angularSpeed=0;i.motion=0}else if(i._original){i.restitution=i._original.restitution;i.friction=i._original.friction;i.mass=i._original.mass;i.inertia=i._original.inertia;i.density=i._original.density;i.inverseMass=i._original.inverseMass;i.inverseInertia=i._original.inverseInertia;i._original=null}}};\n/**\n         * Sets the mass of the body. Inverse mass, density and inertia are automatically updated to reflect the change.\n         * @method setMass\n         * @param {body} body\n         * @param {number} mass\n         */i.setMass=function(e,t){var n=e.inertia/(e.mass/6);e.inertia=n*(t/6);e.inverseInertia=1/e.inertia;e.mass=t;e.inverseMass=1/e.mass;e.density=e.mass/e.area};\n/**\n         * Sets the density of the body. Mass and inertia are automatically updated to reflect the change.\n         * @method setDensity\n         * @param {body} body\n         * @param {number} density\n         */i.setDensity=function(e,t){i.setMass(e,t*e.area);e.density=t};\n/**\n         * Sets the moment of inertia (i.e. second moment of area) of the body. \n         * Inverse inertia is automatically updated to reflect the change. Mass is not changed.\n         * @method setInertia\n         * @param {body} body\n         * @param {number} inertia\n         */i.setInertia=function(e,t){e.inertia=t;e.inverseInertia=1/e.inertia};\n/**\n         * Sets the body's vertices and updates body properties accordingly, including inertia, area and mass (with respect to `body.density`).\n         * Vertices will be automatically transformed to be orientated around their centre of mass as the origin.\n         * They are then automatically translated to world space based on `body.position`.\n         *\n         * The `vertices` argument should be passed as an array of `Matter.Vector` points (or a `Matter.Vertices` array).\n         * Vertices must form a convex hull, concave hulls are not supported.\n         *\n         * @method setVertices\n         * @param {body} body\n         * @param {vector[]} vertices\n         */i.setVertices=function(e,t){t[0].body===e?e.vertices=t:e.vertices=o.create(t,e);e.axes=c.fromVertices(e.vertices);e.area=o.area(e.vertices);i.setMass(e,e.density*e.area);var n=o.centre(e.vertices);o.translate(e.vertices,n,-1);i.setInertia(e,i._inertiaScale*o.inertia(e.vertices,e.mass));o.translate(e.vertices,e.position);l.update(e.bounds,e.vertices,e.velocity)};\n/**\n         * Sets the parts of the `body` and updates mass, inertia and centroid.\n         * Each part will have its parent set to `body`.\n         * By default the convex hull will be automatically computed and set on `body`, unless `autoHull` is set to `false.`\n         * Note that this method will ensure that the first part in `body.parts` will always be the `body`.\n         * @method setParts\n         * @param {body} body\n         * @param [body] parts\n         * @param {bool} [autoHull=true]\n         */i.setParts=function(e,t,n){var r;t=t.slice(0);e.parts.length=0;e.parts.push(e);e.parent=e;for(r=0;r<t.length;r++){var a=t[r];if(a!==e){a.parent=e;e.parts.push(a)}}if(1!==e.parts.length){n=\"undefined\"===typeof n||n;if(n){var s=[];for(r=0;r<t.length;r++)s=s.concat(t[r].vertices);o.clockwiseSort(s);var l=o.hull(s),c=o.centre(l);i.setVertices(e,l);o.translate(e.vertices,c)}var u=i._totalProperties(e);e.area=u.area;e.parent=e;e.position.x=u.centre.x;e.position.y=u.centre.y;e.positionPrev.x=u.centre.x;e.positionPrev.y=u.centre.y;i.setMass(e,u.mass);i.setInertia(e,u.inertia);i.setPosition(e,u.centre)}};\n/**\n         * Set the centre of mass of the body. \n         * The `centre` is a vector in world-space unless `relative` is set, in which case it is a translation.\n         * The centre of mass is the point the body rotates about and can be used to simulate non-uniform density.\n         * This is equal to moving `body.position` but not the `body.vertices`.\n         * Invalid if the `centre` falls outside the body's convex hull.\n         * @method setCentre\n         * @param {body} body\n         * @param {vector} centre\n         * @param {bool} relative\n         */i.setCentre=function(e,t,n){if(n){e.positionPrev.x+=t.x;e.positionPrev.y+=t.y;e.position.x+=t.x;e.position.y+=t.y}else{e.positionPrev.x=t.x-(e.position.x-e.positionPrev.x);e.positionPrev.y=t.y-(e.position.y-e.positionPrev.y);e.position.x=t.x;e.position.y=t.y}};\n/**\n         * Sets the position of the body instantly. Velocity, angle, force etc. are unchanged.\n         * @method setPosition\n         * @param {body} body\n         * @param {vector} position\n         */i.setPosition=function(e,t){var n=r.sub(t,e.position);e.positionPrev.x+=n.x;e.positionPrev.y+=n.y;for(var i=0;i<e.parts.length;i++){var a=e.parts[i];a.position.x+=n.x;a.position.y+=n.y;o.translate(a.vertices,n);l.update(a.bounds,a.vertices,e.velocity)}};\n/**\n         * Sets the angle of the body instantly. Angular velocity, position, force etc. are unchanged.\n         * @method setAngle\n         * @param {body} body\n         * @param {number} angle\n         */i.setAngle=function(e,t){var n=t-e.angle;e.anglePrev+=n;for(var i=0;i<e.parts.length;i++){var a=e.parts[i];a.angle+=n;o.rotate(a.vertices,n,e.position);c.rotate(a.axes,n);l.update(a.bounds,a.vertices,e.velocity);i>0&&r.rotateAbout(a.position,n,e.position,a.position)}};\n/**\n         * Sets the linear velocity of the body instantly. Position, angle, force etc. are unchanged. See also `Body.applyForce`.\n         * @method setVelocity\n         * @param {body} body\n         * @param {vector} velocity\n         */i.setVelocity=function(e,t){e.positionPrev.x=e.position.x-t.x;e.positionPrev.y=e.position.y-t.y;e.velocity.x=t.x;e.velocity.y=t.y;e.speed=r.magnitude(e.velocity)};\n/**\n         * Sets the angular velocity of the body instantly. Position, angle, force etc. are unchanged. See also `Body.applyForce`.\n         * @method setAngularVelocity\n         * @param {body} body\n         * @param {number} velocity\n         */i.setAngularVelocity=function(e,t){e.anglePrev=e.angle-t;e.angularVelocity=t;e.angularSpeed=Math.abs(e.angularVelocity)};\n/**\n         * Moves a body by a given vector relative to its current position, without imparting any velocity.\n         * @method translate\n         * @param {body} body\n         * @param {vector} translation\n         */i.translate=function(e,t){i.setPosition(e,r.add(e.position,t))};\n/**\n         * Rotates a body by a given angle relative to its current angle, without imparting any angular velocity.\n         * @method rotate\n         * @param {body} body\n         * @param {number} rotation\n         * @param {vector} [point]\n         */i.rotate=function(e,t,n){if(n){var o=Math.cos(t),r=Math.sin(t),a=e.position.x-n.x,s=e.position.y-n.y;i.setPosition(e,{x:n.x+(a*o-s*r),y:n.y+(a*r+s*o)});i.setAngle(e,e.angle+t)}else i.setAngle(e,e.angle+t)};\n/**\n         * Scales the body, including updating physical properties (mass, area, axes, inertia), from a world-space point (default is body centre).\n         * @method scale\n         * @param {body} body\n         * @param {number} scaleX\n         * @param {number} scaleY\n         * @param {vector} [point]\n         */i.scale=function(e,t,n,r){var a=0,s=0;r=r||e.position;for(var u=0;u<e.parts.length;u++){var f=e.parts[u];o.scale(f.vertices,t,n,r);f.axes=c.fromVertices(f.vertices);f.area=o.area(f.vertices);i.setMass(f,e.density*f.area);o.translate(f.vertices,{x:-f.position.x,y:-f.position.y});i.setInertia(f,i._inertiaScale*o.inertia(f.vertices,f.mass));o.translate(f.vertices,{x:f.position.x,y:f.position.y});if(u>0){a+=f.area;s+=f.inertia}f.position.x=r.x+(f.position.x-r.x)*t;f.position.y=r.y+(f.position.y-r.y)*n;l.update(f.bounds,f.vertices,e.velocity)}if(e.parts.length>1){e.area=a;if(!e.isStatic){i.setMass(e,e.density*a);i.setInertia(e,s)}}e.circleRadius&&(t===n?e.circleRadius*=t:e.circleRadius=null)};\n/**\n         * Performs a simulation step for the given `body`, including updating position and angle using Verlet integration.\n         * @method update\n         * @param {body} body\n         * @param {number} deltaTime\n         * @param {number} timeScale\n         * @param {number} correction\n         */i.update=function(e,t,n,i){var a=Math.pow(t*n*e.timeScale,2);var s=1-e.frictionAir*n*e.timeScale,u=e.position.x-e.positionPrev.x,f=e.position.y-e.positionPrev.y;e.velocity.x=u*s*i+e.force.x/e.mass*a;e.velocity.y=f*s*i+e.force.y/e.mass*a;e.positionPrev.x=e.position.x;e.positionPrev.y=e.position.y;e.position.x+=e.velocity.x;e.position.y+=e.velocity.y;e.angularVelocity=(e.angle-e.anglePrev)*s*i+e.torque/e.inertia*a;e.anglePrev=e.angle;e.angle+=e.angularVelocity;e.speed=r.magnitude(e.velocity);e.angularSpeed=Math.abs(e.angularVelocity);for(var d=0;d<e.parts.length;d++){var p=e.parts[d];o.translate(p.vertices,e.velocity);if(d>0){p.position.x+=e.velocity.x;p.position.y+=e.velocity.y}if(0!==e.angularVelocity){o.rotate(p.vertices,e.angularVelocity,e.position);c.rotate(p.axes,e.angularVelocity);d>0&&r.rotateAbout(p.position,e.angularVelocity,e.position,p.position)}l.update(p.bounds,p.vertices,e.velocity)}};\n/**\n         * Applies a force to a body from a given world-space position, including resulting torque.\n         * @method applyForce\n         * @param {body} body\n         * @param {vector} position\n         * @param {vector} force\n         */i.applyForce=function(e,t,n){e.force.x+=n.x;e.force.y+=n.y;var i={x:t.x-e.position.x,y:t.y-e.position.y};e.torque+=i.x*n.y-i.y*n.x};\n/**\n         * Returns the sums of the properties of all compound parts of the parent body.\n         * @method _totalProperties\n         * @private\n         * @param {body} body\n         * @return {}\n         */i._totalProperties=function(e){var t={mass:0,area:0,inertia:0,centre:{x:0,y:0}};for(var n=1===e.parts.length?0:1;n<e.parts.length;n++){var i=e.parts[n],o=Infinity!==i.mass?i.mass:1;t.mass+=o;t.area+=i.area;t.inertia+=i.inertia;t.centre=r.add(t.centre,r.mult(i.position,o))}t.centre=r.div(t.centre,t.mass);return t};\n/**\n        * Fired when a body starts sleeping (where `this` is the body).\n        *\n        * @event sleepStart\n        * @this {body} The body that has started sleeping\n        * @param {} event An event object\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when a body ends sleeping (where `this` is the body).\n        *\n        * @event sleepEnd\n        * @this {body} The body that has ended sleeping\n        * @param {} event An event object\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * An integer `Number` uniquely identifying number generated in `Body.create` by `Common.nextId`.\n         *\n         * @property id\n         * @type number\n         */\n/**\n         * A `String` denoting the type of object.\n         *\n         * @property type\n         * @type string\n         * @default \"body\"\n         * @readOnly\n         */\n/**\n         * An arbitrary `String` name to help the user identify and manage bodies.\n         *\n         * @property label\n         * @type string\n         * @default \"Body\"\n         */\n/**\n         * An array of bodies that make up this body. \n         * The first body in the array must always be a self reference to the current body instance.\n         * All bodies in the `parts` array together form a single rigid compound body.\n         * Parts are allowed to overlap, have gaps or holes or even form concave bodies.\n         * Parts themselves should never be added to a `World`, only the parent body should be.\n         * Use `Body.setParts` when setting parts to ensure correct updates of all properties.\n         *\n         * @property parts\n         * @type body[]\n         */\n/**\n         * An object reserved for storing plugin-specific properties.\n         *\n         * @property plugin\n         * @type {}\n         */\n/**\n         * A self reference if the body is _not_ a part of another body.\n         * Otherwise this is a reference to the body that this is a part of.\n         * See `body.parts`.\n         *\n         * @property parent\n         * @type body\n         */\n/**\n         * A `Number` specifying the angle of the body, in radians.\n         *\n         * @property angle\n         * @type number\n         * @default 0\n         */\n/**\n         * An array of `Vector` objects that specify the convex hull of the rigid body.\n         * These should be provided about the origin `(0, 0)`. E.g.\n         *\n         *     [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]\n         *\n         * When passed via `Body.create`, the vertices are translated relative to `body.position` (i.e. world-space, and constantly updated by `Body.update` during simulation).\n         * The `Vector` objects are also augmented with additional properties required for efficient collision detection. \n         *\n         * Other properties such as `inertia` and `bounds` are automatically calculated from the passed vertices (unless provided via `options`).\n         * Concave hulls are not currently supported. The module `Matter.Vertices` contains useful methods for working with vertices.\n         *\n         * @property vertices\n         * @type vector[]\n         */\n/**\n         * A `Vector` that specifies the current world-space position of the body.\n         *\n         * @property position\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Vector` that specifies the force to apply in the current step. It is zeroed after every `Body.update`. See also `Body.applyForce`.\n         *\n         * @property force\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Number` that specifies the torque (turning force) to apply in the current step. It is zeroed after every `Body.update`.\n         *\n         * @property torque\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that _measures_ the current speed of the body after the last `Body.update`. It is read-only and always positive (it's the magnitude of `body.velocity`).\n         *\n         * @readOnly\n         * @property speed\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that _measures_ the current angular speed of the body after the last `Body.update`. It is read-only and always positive (it's the magnitude of `body.angularVelocity`).\n         *\n         * @readOnly\n         * @property angularSpeed\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Vector` that _measures_ the current velocity of the body after the last `Body.update`. It is read-only. \n         * If you need to modify a body's velocity directly, you should either apply a force or simply change the body's `position` (as the engine uses position-Verlet integration).\n         *\n         * @readOnly\n         * @property velocity\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Number` that _measures_ the current angular velocity of the body after the last `Body.update`. It is read-only. \n         * If you need to modify a body's angular velocity directly, you should apply a torque or simply change the body's `angle` (as the engine uses position-Verlet integration).\n         *\n         * @readOnly\n         * @property angularVelocity\n         * @type number\n         * @default 0\n         */\n/**\n         * A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.\n         * If you need to set a body as static after its creation, you should use `Body.setStatic` as this requires more than just setting this flag.\n         *\n         * @property isStatic\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.\n         *\n         * @property isSensor\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag that indicates whether the body is considered sleeping. A sleeping body acts similar to a static body, except it is only temporary and can be awoken.\n         * If you need to set a body as sleeping, you should use `Sleeping.set` as this requires more than just setting this flag.\n         *\n         * @property isSleeping\n         * @type boolean\n         * @default false\n         */\n/**\n         * A `Number` that _measures_ the amount of movement a body currently has (a combination of `speed` and `angularSpeed`). It is read-only and always positive.\n         * It is used and updated by the `Matter.Sleeping` module during simulation to decide if a body has come to rest.\n         *\n         * @readOnly\n         * @property motion\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping by the `Matter.Sleeping` module (if sleeping is enabled by the engine).\n         *\n         * @property sleepThreshold\n         * @type number\n         * @default 60\n         */\n/**\n         * A `Number` that defines the density of the body, that is its mass per unit area.\n         * If you pass the density via `Body.create` the `mass` property is automatically calculated for you based on the size (area) of the object.\n         * This is generally preferable to simply setting mass and allows for more intuitive definition of materials (e.g. rock has a higher density than wood).\n         *\n         * @property density\n         * @type number\n         * @default 0.001\n         */\n/**\n         * A `Number` that defines the mass of the body, although it may be more appropriate to specify the `density` property instead.\n         * If you modify this value, you must also modify the `body.inverseMass` property (`1 / mass`).\n         *\n         * @property mass\n         * @type number\n         */\n/**\n         * A `Number` that defines the inverse mass of the body (`1 / mass`).\n         * If you modify this value, you must also modify the `body.mass` property.\n         *\n         * @property inverseMass\n         * @type number\n         */\n/**\n         * A `Number` that defines the moment of inertia (i.e. second moment of area) of the body.\n         * It is automatically calculated from the given convex hull (`vertices` array) and density in `Body.create`.\n         * If you modify this value, you must also modify the `body.inverseInertia` property (`1 / inertia`).\n         *\n         * @property inertia\n         * @type number\n         */\n/**\n         * A `Number` that defines the inverse moment of inertia of the body (`1 / inertia`).\n         * If you modify this value, you must also modify the `body.inertia` property.\n         *\n         * @property inverseInertia\n         * @type number\n         */\n/**\n         * A `Number` that defines the restitution (elasticity) of the body. The value is always positive and is in the range `(0, 1)`.\n         * A value of `0` means collisions may be perfectly inelastic and no bouncing may occur. \n         * A value of `0.8` means the body may bounce back with approximately 80% of its kinetic energy.\n         * Note that collision response is based on _pairs_ of bodies, and that `restitution` values are _combined_ with the following formula:\n         *\n         *     Math.max(bodyA.restitution, bodyB.restitution)\n         *\n         * @property restitution\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that defines the friction of the body. The value is always positive and is in the range `(0, 1)`.\n         * A value of `0` means that the body may slide indefinitely.\n         * A value of `1` means the body may come to a stop almost instantly after a force is applied.\n         *\n         * The effects of the value may be non-linear. \n         * High values may be unstable depending on the body.\n         * The engine uses a Coulomb friction model including static and kinetic friction.\n         * Note that collision response is based on _pairs_ of bodies, and that `friction` values are _combined_ with the following formula:\n         *\n         *     Math.min(bodyA.friction, bodyB.friction)\n         *\n         * @property friction\n         * @type number\n         * @default 0.1\n         */\n/**\n         * A `Number` that defines the static friction of the body (in the Coulomb friction model). \n         * A value of `0` means the body will never 'stick' when it is nearly stationary and only dynamic `friction` is used.\n         * The higher the value (e.g. `10`), the more force it will take to initially get the body moving when nearly stationary.\n         * This value is multiplied with the `friction` property to make it easier to change `friction` and maintain an appropriate amount of static friction.\n         *\n         * @property frictionStatic\n         * @type number\n         * @default 0.5\n         */\n/**\n         * A `Number` that defines the air friction of the body (air resistance). \n         * A value of `0` means the body will never slow as it moves through space.\n         * The higher the value, the faster a body slows when moving through space.\n         * The effects of the value are non-linear. \n         *\n         * @property frictionAir\n         * @type number\n         * @default 0.01\n         */\n/**\n         * An `Object` that specifies the collision filtering properties of this body.\n         *\n         * Collisions between two bodies will obey the following rules:\n         * - If the two bodies have the same non-zero value of `collisionFilter.group`,\n         *   they will always collide if the value is positive, and they will never collide\n         *   if the value is negative.\n         * - If the two bodies have different values of `collisionFilter.group` or if one\n         *   (or both) of the bodies has a value of 0, then the category/mask rules apply as follows:\n         *\n         * Each body belongs to a collision category, given by `collisionFilter.category`. This\n         * value is used as a bit field and the category should have only one bit set, meaning that\n         * the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32\n         * different collision categories available.\n         *\n         * Each body also defines a collision bitmask, given by `collisionFilter.mask` which specifies\n         * the categories it collides with (the value is the bitwise AND value of all these categories).\n         *\n         * Using the category/mask rules, two bodies `A` and `B` collide if each includes the other's\n         * category in its mask, i.e. `(categoryA & maskB) !== 0` and `(categoryB & maskA) !== 0`\n         * are both true.\n         *\n         * @property collisionFilter\n         * @type object\n         */\n/**\n         * An Integer `Number`, that specifies the collision group this body belongs to.\n         * See `body.collisionFilter` for more information.\n         *\n         * @property collisionFilter.group\n         * @type object\n         * @default 0\n         */\n/**\n         * A bit field that specifies the collision category this body belongs to.\n         * The category value should have only one bit set, for example `0x0001`.\n         * This means there are up to 32 unique collision categories available.\n         * See `body.collisionFilter` for more information.\n         *\n         * @property collisionFilter.category\n         * @type object\n         * @default 1\n         */\n/**\n         * A bit mask that specifies the collision categories this body may collide with.\n         * See `body.collisionFilter` for more information.\n         *\n         * @property collisionFilter.mask\n         * @type object\n         * @default -1\n         */\n/**\n         * A `Number` that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies.\n         * Avoid changing this value unless you understand the purpose of `slop` in physics engines.\n         * The default should generally suffice, although very large bodies may require larger values for stable stacking.\n         *\n         * @property slop\n         * @type number\n         * @default 0.05\n         */\n/**\n         * A `Number` that allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.\n         *\n         * @property timeScale\n         * @type number\n         * @default 1\n         */\n/**\n         * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.\n         *\n         * @property render\n         * @type object\n         */\n/**\n         * A flag that indicates if the body should be rendered.\n         *\n         * @property render.visible\n         * @type boolean\n         * @default true\n         */\n/**\n         * Sets the opacity to use when rendering.\n         *\n         * @property render.opacity\n         * @type number\n         * @default 1\n        */\n/**\n         * An `Object` that defines the sprite properties to use when rendering, if any.\n         *\n         * @property render.sprite\n         * @type object\n         */\n/**\n         * An `String` that defines the path to the image to use as the sprite texture, if any.\n         *\n         * @property render.sprite.texture\n         * @type string\n         */\n/**\n         * A `Number` that defines the scaling in the x-axis for the sprite, if any.\n         *\n         * @property render.sprite.xScale\n         * @type number\n         * @default 1\n         */\n/**\n         * A `Number` that defines the scaling in the y-axis for the sprite, if any.\n         *\n         * @property render.sprite.yScale\n         * @type number\n         * @default 1\n         */\n/**\n          * A `Number` that defines the offset in the x-axis for the sprite (normalised by texture width).\n          *\n          * @property render.sprite.xOffset\n          * @type number\n          * @default 0\n          */\n/**\n          * A `Number` that defines the offset in the y-axis for the sprite (normalised by texture height).\n          *\n          * @property render.sprite.yOffset\n          * @type number\n          * @default 0\n          */\n/**\n         * A `Number` that defines the line width to use when rendering the body outline (if a sprite is not defined).\n         * A value of `0` means no outline will be rendered.\n         *\n         * @property render.lineWidth\n         * @type number\n         * @default 0\n         */\n/**\n         * A `String` that defines the fill style to use when rendering the body (if a sprite is not defined).\n         * It is the same as when using a canvas, so it accepts CSS style property values.\n         *\n         * @property render.fillStyle\n         * @type string\n         * @default a random colour\n         */\n/**\n         * A `String` that defines the stroke style to use when rendering the body outline (if a sprite is not defined).\n         * It is the same as when using a canvas, so it accepts CSS style property values.\n         *\n         * @property render.strokeStyle\n         * @type string\n         * @default a random colour\n         */\n/**\n         * An array of unique axis vectors (edge normals) used for collision detection.\n         * These are automatically calculated from the given convex hull (`vertices` array) in `Body.create`.\n         * They are constantly updated by `Body.update` during the simulation.\n         *\n         * @property axes\n         * @type vector[]\n         */\n/**\n         * A `Number` that _measures_ the area of the body's convex hull, calculated at creation by `Body.create`.\n         *\n         * @property area\n         * @type string\n         * @default \n         */\n/**\n         * A `Bounds` object that defines the AABB region for the body.\n         * It is automatically calculated from the given convex hull (`vertices` array) in `Body.create` and constantly updated by `Body.update` during simulation.\n         *\n         * @property bounds\n         * @type bounds\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(4);(function(){i._motionWakeThreshold=.18;i._motionSleepThreshold=.08;i._minBias=.9;\n/**\n         * Puts bodies to sleep or wakes them up depending on their motion.\n         * @method update\n         * @param {body[]} bodies\n         * @param {number} timeScale\n         */i.update=function(e,t){var n=t*t*t;for(var o=0;o<e.length;o++){var r=e[o],a=r.speed*r.speed+r.angularSpeed*r.angularSpeed;if(0===r.force.x&&0===r.force.y){var s=Math.min(r.motion,a),l=Math.max(r.motion,a);r.motion=i._minBias*s+(1-i._minBias)*l;if(r.sleepThreshold>0&&r.motion<i._motionSleepThreshold*n){r.sleepCounter+=1;r.sleepCounter>=r.sleepThreshold&&i.set(r,true)}else r.sleepCounter>0&&(r.sleepCounter-=1)}else i.set(r,false)}};\n/**\n         * Given a set of colliding pairs, wakes the sleeping bodies involved.\n         * @method afterCollisions\n         * @param {pair[]} pairs\n         * @param {number} timeScale\n         */i.afterCollisions=function(e,t){var n=t*t*t;for(var o=0;o<e.length;o++){var r=e[o];if(r.isActive){var a=r.collision,s=a.bodyA.parent,l=a.bodyB.parent;if(!(s.isSleeping&&l.isSleeping||s.isStatic||l.isStatic)&&(s.isSleeping||l.isSleeping)){var c=s.isSleeping&&!s.isStatic?s:l,u=c===s?l:s;!c.isStatic&&u.motion>i._motionWakeThreshold*n&&i.set(c,false)}}}};\n/**\n         * Set a body as sleeping or awake.\n         * @method set\n         * @param {body} body\n         * @param {boolean} isSleeping\n         */i.set=function(e,t){var n=e.isSleeping;if(t){e.isSleeping=true;e.sleepCounter=e.sleepThreshold;e.positionImpulse.x=0;e.positionImpulse.y=0;e.positionPrev.x=e.position.x;e.positionPrev.y=e.position.y;e.anglePrev=e.angle;e.speed=0;e.angularSpeed=0;e.motion=0;n||o.trigger(e,\"sleepStart\")}else{e.isSleeping=false;e.sleepCounter=0;n&&o.trigger(e,\"sleepEnd\")}}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(9);(function(){var e=[];var t={overlap:0,axis:null};var n={overlap:0,axis:null};\n/**\n         * Creates a new collision record.\n         * @method create\n         * @param {body} bodyA The first body part represented by the collision record\n         * @param {body} bodyB The second body part represented by the collision record\n         * @return {collision} A new collision record\n         */i.create=function(e,t){return{pair:null,collided:false,bodyA:e,bodyB:t,parentA:e.parent,parentB:t.parent,depth:0,normal:{x:0,y:0},tangent:{x:0,y:0},penetration:{x:0,y:0},supports:[]}};\n/**\n         * Detect collision between two bodies.\n         * @method collides\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @param {pairs} [pairs] Optionally reuse collision records from existing pairs.\n         * @return {collision|null} A collision record if detected, otherwise null\n         */i.collides=function(e,a,s){i._overlapAxes(t,e.vertices,a.vertices,e.axes);if(t.overlap<=0)return null;i._overlapAxes(n,a.vertices,e.vertices,a.axes);if(n.overlap<=0)return null;var l,c=s&&s.table[r.id(e,a)];if(c)l=c.collision;else{l=i.create(e,a);l.collided=true;l.bodyA=e.id<a.id?e:a;l.bodyB=e.id<a.id?a:e;l.parentA=l.bodyA.parent;l.parentB=l.bodyB.parent}e=l.bodyA;a=l.bodyB;var u;u=t.overlap<n.overlap?t:n;var f=l.normal,d=l.supports,p=u.axis,v=p.x,y=p.y;if(v*(a.position.x-e.position.x)+y*(a.position.y-e.position.y)<0){f.x=v;f.y=y}else{f.x=-v;f.y=-y}l.tangent.x=-f.y;l.tangent.y=f.x;l.depth=u.overlap;l.penetration.x=f.x*l.depth;l.penetration.y=f.y*l.depth;var m=i._findSupports(e,a,f,1),g=0;o.contains(e.vertices,m[0])&&(d[g++]=m[0]);o.contains(e.vertices,m[1])&&(d[g++]=m[1]);if(g<2){var x=i._findSupports(a,e,f,-1);o.contains(a.vertices,x[0])&&(d[g++]=x[0]);g<2&&o.contains(a.vertices,x[1])&&(d[g++]=x[1])}0===g&&(d[g++]=m[0]);d.length=g;return l};\n/**\n         * Find the overlap between two sets of vertices.\n         * @method _overlapAxes\n         * @private\n         * @param {object} result\n         * @param {vertices} verticesA\n         * @param {vertices} verticesB\n         * @param {axes} axes\n         */i._overlapAxes=function(e,t,n,i){var o,r,a,s,l,c,u=t.length,f=n.length,d=t[0].x,p=t[0].y,v=n[0].x,y=n[0].y,m=i.length,g=Number.MAX_VALUE,x=0;for(l=0;l<m;l++){var h=i[l],b=h.x,S=h.y,w=d*b+p*S,_=v*b+y*S,A=w,P=_;for(c=1;c<u;c+=1){s=t[c].x*b+t[c].y*S;s>A?A=s:s<w&&(w=s)}for(c=1;c<f;c+=1){s=n[c].x*b+n[c].y*S;s>P?P=s:s<_&&(_=s)}r=A-_;a=P-w;o=r<a?r:a;if(o<g){g=o;x=l;if(o<=0)break}}e.axis=i[x];e.overlap=g};\n/**\n         * Projects vertices on an axis and returns an interval.\n         * @method _projectToAxis\n         * @private\n         * @param {} projection\n         * @param {} vertices\n         * @param {} axis\n         */i._projectToAxis=function(e,t,n){var i=t[0].x*n.x+t[0].y*n.y,o=i;for(var r=1;r<t.length;r+=1){var a=t[r].x*n.x+t[r].y*n.y;a>o?o=a:a<i&&(i=a)}e.min=i;e.max=o};\n/**\n         * Finds supporting vertices given two bodies along a given direction using hill-climbing.\n         * @method _findSupports\n         * @private\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @param {vector} normal\n         * @param {number} direction\n         * @return [vector]\n         */i._findSupports=function(t,n,i,o){var r,a,s,l,c,u=n.vertices,f=u.length,d=t.position.x,p=t.position.y,v=i.x*o,y=i.y*o,m=Number.MAX_VALUE;for(c=0;c<f;c+=1){a=u[c];l=v*(d-a.x)+y*(p-a.y);if(l<m){m=l;r=a}}s=u[(f+r.index-1)%f];m=v*(d-s.x)+y*(p-s.y);a=u[(r.index+1)%f];if(v*(d-a.x)+y*(p-a.y)<m){e[0]=r;e[1]=a;return e}e[0]=r;e[1]=s;return e};\n/**\n         * A reference to the pair using this collision record, if there is one.\n         *\n         * @property pair\n         * @type {pair|null}\n         * @default null\n         */\n/**\n         * A flag that indicates if the bodies were colliding when the collision was last updated.\n         * \n         * @property collided\n         * @type boolean\n         * @default false\n         */\n/**\n         * The first body part represented by the collision (see also `collision.parentA`).\n         * \n         * @property bodyA\n         * @type body\n         */\n/**\n         * The second body part represented by the collision (see also `collision.parentB`).\n         * \n         * @property bodyB\n         * @type body\n         */\n/**\n         * The first body represented by the collision (i.e. `collision.bodyA.parent`).\n         * \n         * @property parentA\n         * @type body\n         */\n/**\n         * The second body represented by the collision (i.e. `collision.bodyB.parent`).\n         * \n         * @property parentB\n         * @type body\n         */\n/**\n         * A `Number` that represents the minimum separating distance between the bodies along the collision normal.\n         *\n         * @readOnly\n         * @property depth\n         * @type number\n         * @default 0\n         */\n/**\n         * A normalised `Vector` that represents the direction between the bodies that provides the minimum separating distance.\n         *\n         * @property normal\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A normalised `Vector` that is the tangent direction to the collision normal.\n         *\n         * @property tangent\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Vector` that represents the direction and depth of the collision.\n         *\n         * @property penetration\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * An array of body vertices that represent the support points in the collision.\n         * These are the deepest vertices (along the collision normal) of each body that are contained by the other body's vertices.\n         *\n         * @property supports\n         * @type vector[]\n         * @default []\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(17);(function(){\n/**\n         * Creates a pair.\n         * @method create\n         * @param {collision} collision\n         * @param {number} timestamp\n         * @return {pair} A new pair\n         */\ni.create=function(e,t){var n=e.bodyA,o=e.bodyB;var r={id:i.id(n,o),bodyA:n,bodyB:o,collision:e,contacts:[],activeContacts:[],separation:0,isActive:true,confirmedActive:true,isSensor:n.isSensor||o.isSensor,timeCreated:t,timeUpdated:t,inverseMass:0,friction:0,frictionStatic:0,restitution:0,slop:0};i.update(r,e,t);return r};\n/**\n         * Updates a pair given a collision.\n         * @method update\n         * @param {pair} pair\n         * @param {collision} collision\n         * @param {number} timestamp\n         */i.update=function(e,t,n){var i=e.contacts,r=t.supports,a=e.activeContacts,s=t.parentA,l=t.parentB,c=s.vertices.length;e.isActive=true;e.timeUpdated=n;e.collision=t;e.separation=t.depth;e.inverseMass=s.inverseMass+l.inverseMass;e.friction=s.friction<l.friction?s.friction:l.friction;e.frictionStatic=s.frictionStatic>l.frictionStatic?s.frictionStatic:l.frictionStatic;e.restitution=s.restitution>l.restitution?s.restitution:l.restitution;e.slop=s.slop>l.slop?s.slop:l.slop;t.pair=e;a.length=0;for(var u=0;u<r.length;u++){var f=r[u],d=f.body===s?f.index:c+f.index,p=i[d];p?a.push(p):a.push(i[d]=o.create(f))}};\n/**\n         * Set a pair as active or inactive.\n         * @method setActive\n         * @param {pair} pair\n         * @param {bool} isActive\n         * @param {number} timestamp\n         */i.setActive=function(e,t,n){if(t){e.isActive=true;e.timeUpdated=n}else{e.isActive=false;e.activeContacts.length=0}};\n/**\n         * Get the id for the given pair.\n         * @method id\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @return {string} Unique pairId\n         */i.id=function(e,t){return e.id<t.id?\"A\"+e.id+\"B\"+t.id:\"A\"+t.id+\"B\"+e.id}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(2);var a=n(7);var s=n(1);var l=n(11);var c=n(0);(function(){i._warming=.4;i._torqueDampen=1;i._minLength=1e-6;\n/**\n         * Creates a new constraint.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness` value (e.g. `0.7` or above).\n         * If the constraint is unstable, try lowering the `stiffness` value and / or increasing `engine.constraintIterations`.\n         * For compound bodies, constraints must be applied to the parent body (not one of its parts).\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {} options\n         * @return {constraint} constraint\n         */i.create=function(e){var t=e;t.bodyA&&!t.pointA&&(t.pointA={x:0,y:0});t.bodyB&&!t.pointB&&(t.pointB={x:0,y:0});var n=t.bodyA?r.add(t.bodyA.position,t.pointA):t.pointA,i=t.bodyB?r.add(t.bodyB.position,t.pointB):t.pointB,o=r.magnitude(r.sub(n,i));t.length=\"undefined\"!==typeof t.length?t.length:o;t.id=t.id||c.nextId();t.label=t.label||\"Constraint\";t.type=\"constraint\";t.stiffness=t.stiffness||(t.length>0?1:.7);t.damping=t.damping||0;t.angularStiffness=t.angularStiffness||0;t.angleA=t.bodyA?t.bodyA.angle:t.angleA;t.angleB=t.bodyB?t.bodyB.angle:t.angleB;t.plugin={};var a={visible:true,lineWidth:2,strokeStyle:\"#ffffff\",type:\"line\",anchors:true};if(0===t.length&&t.stiffness>.1){a.type=\"pin\";a.anchors=false}else t.stiffness<.9&&(a.type=\"spring\");t.render=c.extend(a,t.render);return t};\n/**\n         * Prepares for solving by constraint warming.\n         * @private\n         * @method preSolveAll\n         * @param {body[]} bodies\n         */i.preSolveAll=function(e){for(var t=0;t<e.length;t+=1){var n=e[t],i=n.constraintImpulse;if(!(n.isStatic||0===i.x&&0===i.y&&0===i.angle)){n.position.x+=i.x;n.position.y+=i.y;n.angle+=i.angle}}};\n/**\n         * Solves all constraints in a list of collisions.\n         * @private\n         * @method solveAll\n         * @param {constraint[]} constraints\n         * @param {number} timeScale\n         */i.solveAll=function(e,t){for(var n=0;n<e.length;n+=1){var o=e[n],r=!o.bodyA||o.bodyA&&o.bodyA.isStatic,a=!o.bodyB||o.bodyB&&o.bodyB.isStatic;(r||a)&&i.solve(e[n],t)}for(n=0;n<e.length;n+=1){o=e[n];r=!o.bodyA||o.bodyA&&o.bodyA.isStatic;a=!o.bodyB||o.bodyB&&o.bodyB.isStatic;r||a||i.solve(e[n],t)}};\n/**\n         * Solves a distance constraint with Gauss-Siedel method.\n         * @private\n         * @method solve\n         * @param {constraint} constraint\n         * @param {number} timeScale\n         */i.solve=function(e,t){var n=e.bodyA,o=e.bodyB,a=e.pointA,s=e.pointB;if(n||o){if(n&&!n.isStatic){r.rotate(a,n.angle-e.angleA,a);e.angleA=n.angle}if(o&&!o.isStatic){r.rotate(s,o.angle-e.angleB,s);e.angleB=o.angle}var l=a,c=s;n&&(l=r.add(n.position,a));o&&(c=r.add(o.position,s));if(l&&c){var u=r.sub(l,c),f=r.magnitude(u);f<i._minLength&&(f=i._minLength);var d,p,v,y,m,g=(f-e.length)/f,x=e.stiffness<1?e.stiffness*t:e.stiffness,h=r.mult(u,g*x),b=(n?n.inverseMass:0)+(o?o.inverseMass:0),S=(n?n.inverseInertia:0)+(o?o.inverseInertia:0),w=b+S;if(e.damping){var _=r.create();v=r.div(u,f);m=r.sub(o&&r.sub(o.position,o.positionPrev)||_,n&&r.sub(n.position,n.positionPrev)||_);y=r.dot(v,m)}if(n&&!n.isStatic){p=n.inverseMass/b;n.constraintImpulse.x-=h.x*p;n.constraintImpulse.y-=h.y*p;n.position.x-=h.x*p;n.position.y-=h.y*p;if(e.damping){n.positionPrev.x-=e.damping*v.x*y*p;n.positionPrev.y-=e.damping*v.y*y*p}d=r.cross(a,h)/w*i._torqueDampen*n.inverseInertia*(1-e.angularStiffness);n.constraintImpulse.angle-=d;n.angle-=d}if(o&&!o.isStatic){p=o.inverseMass/b;o.constraintImpulse.x+=h.x*p;o.constraintImpulse.y+=h.y*p;o.position.x+=h.x*p;o.position.y+=h.y*p;if(e.damping){o.positionPrev.x+=e.damping*v.x*y*p;o.positionPrev.y+=e.damping*v.y*y*p}d=r.cross(s,h)/w*i._torqueDampen*o.inverseInertia*(1-e.angularStiffness);o.constraintImpulse.angle+=d;o.angle+=d}}}};\n/**\n         * Performs body updates required after solving constraints.\n         * @private\n         * @method postSolveAll\n         * @param {body[]} bodies\n         */i.postSolveAll=function(e){for(var t=0;t<e.length;t++){var n=e[t],c=n.constraintImpulse;if(!(n.isStatic||0===c.x&&0===c.y&&0===c.angle)){a.set(n,false);for(var u=0;u<n.parts.length;u++){var f=n.parts[u];o.translate(f.vertices,c);if(u>0){f.position.x+=c.x;f.position.y+=c.y}if(0!==c.angle){o.rotate(f.vertices,c.angle,n.position);l.rotate(f.axes,c.angle);u>0&&r.rotateAbout(f.position,c.angle,n.position,f.position)}s.update(f.bounds,f.vertices,n.velocity)}c.angle*=i._warming;c.x*=i._warming;c.y*=i._warming}}};\n/**\n         * Returns the world-space position of `constraint.pointA`, accounting for `constraint.bodyA`.\n         * @method pointAWorld\n         * @param {constraint} constraint\n         * @returns {vector} the world-space position\n         */i.pointAWorld=function(e){return{x:(e.bodyA?e.bodyA.position.x:0)+e.pointA.x,y:(e.bodyA?e.bodyA.position.y:0)+e.pointA.y}};\n/**\n         * Returns the world-space position of `constraint.pointB`, accounting for `constraint.bodyB`.\n         * @method pointBWorld\n         * @param {constraint} constraint\n         * @returns {vector} the world-space position\n         */i.pointBWorld=function(e){return{x:(e.bodyB?e.bodyB.position.x:0)+e.pointB.x,y:(e.bodyB?e.bodyB.position.y:0)+e.pointB.y}};\n/**\n         * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`.\n         *\n         * @property id\n         * @type number\n         */\n/**\n         * A `String` denoting the type of object.\n         *\n         * @property type\n         * @type string\n         * @default \"constraint\"\n         * @readOnly\n         */\n/**\n         * An arbitrary `String` name to help the user identify and manage bodies.\n         *\n         * @property label\n         * @type string\n         * @default \"Constraint\"\n         */\n/**\n         * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.\n         *\n         * @property render\n         * @type object\n         */\n/**\n         * A flag that indicates if the constraint should be rendered.\n         *\n         * @property render.visible\n         * @type boolean\n         * @default true\n         */\n/**\n         * A `Number` that defines the line width to use when rendering the constraint outline.\n         * A value of `0` means no outline will be rendered.\n         *\n         * @property render.lineWidth\n         * @type number\n         * @default 2\n         */\n/**\n         * A `String` that defines the stroke style to use when rendering the constraint outline.\n         * It is the same as when using a canvas, so it accepts CSS style property values.\n         *\n         * @property render.strokeStyle\n         * @type string\n         * @default a random colour\n         */\n/**\n         * A `String` that defines the constraint rendering type. \n         * The possible values are 'line', 'pin', 'spring'.\n         * An appropriate render type will be automatically chosen unless one is given in options.\n         *\n         * @property render.type\n         * @type string\n         * @default 'line'\n         */\n/**\n         * A `Boolean` that defines if the constraint's anchor points should be rendered.\n         *\n         * @property render.anchors\n         * @type boolean\n         * @default true\n         */\n/**\n         * The first possible `Body` that this constraint is attached to.\n         *\n         * @property bodyA\n         * @type body\n         * @default null\n         */\n/**\n         * The second possible `Body` that this constraint is attached to.\n         *\n         * @property bodyB\n         * @type body\n         * @default null\n         */\n/**\n         * A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyA` if defined, otherwise a world-space position.\n         *\n         * @property pointA\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyB` if defined, otherwise a world-space position.\n         *\n         * @property pointB\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Number` that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting `constraint.length`.\n         * A value of `1` means the constraint should be very stiff.\n         * A value of `0.2` means the constraint acts like a soft spring.\n         *\n         * @property stiffness\n         * @type number\n         * @default 1\n         */\n/**\n         * A `Number` that specifies the damping of the constraint, \n         * i.e. the amount of resistance applied to each body based on their velocities to limit the amount of oscillation.\n         * Damping will only be apparent when the constraint also has a very low `stiffness`.\n         * A value of `0.1` means the constraint will apply heavy damping, resulting in little to no oscillation.\n         * A value of `0` means the constraint will apply no damping.\n         *\n         * @property damping\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that specifies the target resting length of the constraint. \n         * It is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`.\n         *\n         * @property length\n         * @type number\n         */\n/**\n         * An object reserved for storing plugin-specific properties.\n         *\n         * @property plugin\n         * @type {}\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(2);var r=n(0);(function(){\n/**\n         * Creates a new set of axes from the given vertices.\n         * @method fromVertices\n         * @param {vertices} vertices\n         * @return {axes} A new axes from the given vertices\n         */\ni.fromVertices=function(e){var t={};for(var n=0;n<e.length;n++){var i=(n+1)%e.length,a=o.normalise({x:e[i].y-e[n].y,y:e[n].x-e[i].x}),s=0===a.y?Infinity:a.x/a.y;s=s.toFixed(3).toString();t[s]=a}return r.values(t)};\n/**\n         * Rotates a set of axes by the given angle.\n         * @method rotate\n         * @param {axes} axes\n         * @param {number} angle\n         */i.rotate=function(e,t){if(0!==t){var n=Math.cos(t),i=Math.sin(t);for(var o=0;o<e.length;o++){var r,a=e[o];r=a.x*n-a.y*i;a.y=a.x*i+a.y*n;a.x=r}}}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(0);var a=n(6);var s=n(1);var l=n(2);(function(){\n/**\n         * Creates a new rigid body model with a rectangle hull. \n         * The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method rectangle\n         * @param {number} x\n         * @param {number} y\n         * @param {number} width\n         * @param {number} height\n         * @param {object} [options]\n         * @return {body} A new rectangle body\n         */\ni.rectangle=function(e,t,n,i,s){s=s||{};var l={label:\"Rectangle Body\",position:{x:e,y:t},vertices:o.fromPath(\"L 0 0 L \"+n+\" 0 L \"+n+\" \"+i+\" L 0 \"+i)};if(s.chamfer){var c=s.chamfer;l.vertices=o.chamfer(l.vertices,c.radius,c.quality,c.qualityMin,c.qualityMax);delete s.chamfer}return a.create(r.extend({},l,s))};\n/**\n         * Creates a new rigid body model with a trapezoid hull. \n         * The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method trapezoid\n         * @param {number} x\n         * @param {number} y\n         * @param {number} width\n         * @param {number} height\n         * @param {number} slope\n         * @param {object} [options]\n         * @return {body} A new trapezoid body\n         */i.trapezoid=function(e,t,n,i,s,l){l=l||{};s*=.5;var c=(1-2*s)*n;var u,f=n*s,d=f+c,p=d+f;u=s<.5?\"L 0 0 L \"+f+\" \"+-i+\" L \"+d+\" \"+-i+\" L \"+p+\" 0\":\"L 0 0 L \"+d+\" \"+-i+\" L \"+p+\" 0\";var v={label:\"Trapezoid Body\",position:{x:e,y:t},vertices:o.fromPath(u)};if(l.chamfer){var y=l.chamfer;v.vertices=o.chamfer(v.vertices,y.radius,y.quality,y.qualityMin,y.qualityMax);delete l.chamfer}return a.create(r.extend({},v,l))};\n/**\n         * Creates a new rigid body model with a circle hull. \n         * The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method circle\n         * @param {number} x\n         * @param {number} y\n         * @param {number} radius\n         * @param {object} [options]\n         * @param {number} [maxSides]\n         * @return {body} A new circle body\n         */i.circle=function(e,t,n,o,a){o=o||{};var s={label:\"Circle Body\",circleRadius:n};a=a||25;var l=Math.ceil(Math.max(10,Math.min(a,n)));l%2===1&&(l+=1);return i.polygon(e,t,l,n,r.extend({},s,o))};\n/**\n         * Creates a new rigid body model with a regular polygon hull with the given number of sides. \n         * The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method polygon\n         * @param {number} x\n         * @param {number} y\n         * @param {number} sides\n         * @param {number} radius\n         * @param {object} [options]\n         * @return {body} A new regular polygon body\n         */i.polygon=function(e,t,n,s,l){l=l||{};if(n<3)return i.circle(e,t,s,l);var c=2*Math.PI/n,u=\"\",f=.5*c;for(var d=0;d<n;d+=1){var p=f+d*c,v=Math.cos(p)*s,y=Math.sin(p)*s;u+=\"L \"+v.toFixed(3)+\" \"+y.toFixed(3)+\" \"}var m={label:\"Polygon Body\",position:{x:e,y:t},vertices:o.fromPath(u)};if(l.chamfer){var g=l.chamfer;m.vertices=o.chamfer(m.vertices,g.radius,g.quality,g.qualityMin,g.qualityMax);delete l.chamfer}return a.create(r.extend({},m,l))};\n/**\n         * Utility to create a compound body based on set(s) of vertices.\n         * \n         * _Note:_ To optionally enable automatic concave vertices decomposition the [poly-decomp](https://github.com/schteppe/poly-decomp.js) \n         * package must be first installed and provided see `Common.setDecomp`, otherwise the convex hull of each vertex set will be used.\n         * \n         * The resulting vertices are reorientated about their centre of mass,\n         * and offset such that `body.position` corresponds to this point.\n         * \n         * The resulting offset may be found if needed by subtracting `body.bounds` from the original input bounds.\n         * To later move the centre of mass see `Body.setCentre`.\n         * \n         * Note that automatic conconcave decomposition results are not always optimal. \n         * For best results, simplify the input vertices as much as possible first.\n         * By default this function applies some addtional simplification to help.\n         * \n         * Some outputs may also require further manual processing afterwards to be robust.\n         * In particular some parts may need to be overlapped to avoid collision gaps.\n         * Thin parts and sharp points should be avoided or removed where possible.\n         *\n         * The options parameter object specifies any `Matter.Body` properties you wish to override the defaults.\n         * \n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method fromVertices\n         * @param {number} x\n         * @param {number} y\n         * @param {array} vertexSets One or more arrays of vertex points e.g. `[[{ x: 0, y: 0 }...], ...]`.\n         * @param {object} [options] The body options.\n         * @param {bool} [flagInternal=false] Optionally marks internal edges with `isInternal`.\n         * @param {number} [removeCollinear=0.01] Threshold when simplifying vertices along the same edge.\n         * @param {number} [minimumArea=10] Threshold when removing small parts.\n         * @param {number} [removeDuplicatePoints=0.01] Threshold when simplifying nearby vertices.\n         * @return {body}\n         */i.fromVertices=function(e,t,n,i,c,u,f,d){var p,v,y,m,g,x,h,b,S,w,_,A=r.getDecomp();p=Boolean(A&&A.quickDecomp);i=i||{};y=[];c=\"undefined\"!==typeof c&&c;u=\"undefined\"!==typeof u?u:.01;f=\"undefined\"!==typeof f?f:10;d=\"undefined\"!==typeof d?d:.01;r.isArray(n[0])||(n=[n]);for(w=0;w<n.length;w+=1){x=n[w];m=o.isConvex(x);g=!m;g&&!p&&r.warnOnce(\"Bodies.fromVertices: Install the 'poly-decomp' library and use Common.setDecomp or provide 'decomp' as a global to decompose concave vertices.\");if(m||!p){x=m?o.clockwiseSort(x):o.hull(x);y.push({position:{x:e,y:t},vertices:x})}else{var P=x.map((function(e){return[e.x,e.y]}));A.makeCCW(P);false!==u&&A.removeCollinearPoints(P,u);false!==d&&A.removeDuplicatePoints&&A.removeDuplicatePoints(P,d);var C=A.quickDecomp(P);for(h=0;h<C.length;h++){var k=C[h];var M=k.map((function(e){return{x:e[0],y:e[1]}}));f>0&&o.area(M)<f||y.push({position:o.centre(M),vertices:M})}}}for(h=0;h<y.length;h++)y[h]=a.create(r.extend(y[h],i));if(c){var B=5;for(h=0;h<y.length;h++){var I=y[h];for(b=h+1;b<y.length;b++){var T=y[b];if(s.overlaps(I.bounds,T.bounds)){var R=I.vertices,E=T.vertices;for(S=0;S<I.vertices.length;S++)for(_=0;_<T.vertices.length;_++){var V=l.magnitudeSquared(l.sub(R[(S+1)%R.length],E[_])),L=l.magnitudeSquared(l.sub(R[S],E[(_+1)%E.length]));if(V<B&&L<B){R[S].isInternal=true;E[_].isInternal=true}}}}}}if(y.length>1){v=a.create(r.extend({parts:y.slice(0)},i));a.setPosition(v,{x:e,y:t});return v}return y[0]}})()},function(e,t,n){var i={};e.exports=i;var o=n(0);(function(){\n/**\n         * Creates a mouse input.\n         * @method create\n         * @param {HTMLElement} element\n         * @return {mouse} A new mouse\n         */\ni.create=function(e){var t={};e||o.log(\"Mouse.create: element was undefined, defaulting to document.body\",\"warn\");t.element=e||document.body;t.absolute={x:0,y:0};t.position={x:0,y:0};t.mousedownPosition={x:0,y:0};t.mouseupPosition={x:0,y:0};t.offset={x:0,y:0};t.scale={x:1,y:1};t.wheelDelta=0;t.button=-1;t.pixelRatio=parseInt(t.element.getAttribute(\"data-pixel-ratio\"),10)||1;t.sourceEvents={mousemove:null,mousedown:null,mouseup:null,mousewheel:null};t.mousemove=function(e){var n=i._getRelativeMousePosition(e,t.element,t.pixelRatio),o=e.changedTouches;if(o){t.button=0;e.preventDefault()}t.absolute.x=n.x;t.absolute.y=n.y;t.position.x=t.absolute.x*t.scale.x+t.offset.x;t.position.y=t.absolute.y*t.scale.y+t.offset.y;t.sourceEvents.mousemove=e};t.mousedown=function(e){var n=i._getRelativeMousePosition(e,t.element,t.pixelRatio),o=e.changedTouches;if(o){t.button=0;e.preventDefault()}else t.button=e.button;t.absolute.x=n.x;t.absolute.y=n.y;t.position.x=t.absolute.x*t.scale.x+t.offset.x;t.position.y=t.absolute.y*t.scale.y+t.offset.y;t.mousedownPosition.x=t.position.x;t.mousedownPosition.y=t.position.y;t.sourceEvents.mousedown=e};t.mouseup=function(e){var n=i._getRelativeMousePosition(e,t.element,t.pixelRatio),o=e.changedTouches;o&&e.preventDefault();t.button=-1;t.absolute.x=n.x;t.absolute.y=n.y;t.position.x=t.absolute.x*t.scale.x+t.offset.x;t.position.y=t.absolute.y*t.scale.y+t.offset.y;t.mouseupPosition.x=t.position.x;t.mouseupPosition.y=t.position.y;t.sourceEvents.mouseup=e};t.mousewheel=function(e){t.wheelDelta=Math.max(-1,Math.min(1,e.wheelDelta||-e.detail));e.preventDefault()};i.setElement(t,t.element);return t};\n/**\n         * Sets the element the mouse is bound to (and relative to).\n         * @method setElement\n         * @param {mouse} mouse\n         * @param {HTMLElement} element\n         */i.setElement=function(e,t){e.element=t;t.addEventListener(\"mousemove\",e.mousemove);t.addEventListener(\"mousedown\",e.mousedown);t.addEventListener(\"mouseup\",e.mouseup);t.addEventListener(\"mousewheel\",e.mousewheel);t.addEventListener(\"DOMMouseScroll\",e.mousewheel);t.addEventListener(\"touchmove\",e.mousemove);t.addEventListener(\"touchstart\",e.mousedown);t.addEventListener(\"touchend\",e.mouseup)};\n/**\n         * Clears all captured source events.\n         * @method clearSourceEvents\n         * @param {mouse} mouse\n         */i.clearSourceEvents=function(e){e.sourceEvents.mousemove=null;e.sourceEvents.mousedown=null;e.sourceEvents.mouseup=null;e.sourceEvents.mousewheel=null;e.wheelDelta=0};\n/**\n         * Sets the mouse position offset.\n         * @method setOffset\n         * @param {mouse} mouse\n         * @param {vector} offset\n         */i.setOffset=function(e,t){e.offset.x=t.x;e.offset.y=t.y;e.position.x=e.absolute.x*e.scale.x+e.offset.x;e.position.y=e.absolute.y*e.scale.y+e.offset.y};\n/**\n         * Sets the mouse position scale.\n         * @method setScale\n         * @param {mouse} mouse\n         * @param {vector} scale\n         */i.setScale=function(e,t){e.scale.x=t.x;e.scale.y=t.y;e.position.x=e.absolute.x*e.scale.x+e.offset.x;e.position.y=e.absolute.y*e.scale.y+e.offset.y};\n/**\n         * Gets the mouse position relative to an element given a screen pixel ratio.\n         * @method _getRelativeMousePosition\n         * @private\n         * @param {} event\n         * @param {} element\n         * @param {number} pixelRatio\n         * @return {}\n         */i._getRelativeMousePosition=function(e,t,n){var i,o,r=t.getBoundingClientRect(),a=document.documentElement||document.body.parentNode||document.body,s=void 0!==window.pageXOffset?window.pageXOffset:a.scrollLeft,l=void 0!==window.pageYOffset?window.pageYOffset:a.scrollTop,c=e.changedTouches;if(c){i=c[0].pageX-r.left-s;o=c[0].pageY-r.top-l}else{i=e.pageX-r.left-s;o=e.pageY-r.top-l}return{x:i/(t.clientWidth/(t.width||t.clientWidth)*n),y:o/(t.clientHeight/(t.height||t.clientHeight)*n)}}})()},function(e,t,n){var i={};e.exports=i;var o=n(0);var r=n(8);(function(){\n/**\n         * Creates a new collision detector.\n         * @method create\n         * @param {} options\n         * @return {detector} A new collision detector\n         */\ni.create=function(e){var t={bodies:[],pairs:null};return o.extend(t,e)};\n/**\n         * Sets the list of bodies in the detector.\n         * @method setBodies\n         * @param {detector} detector\n         * @param {body[]} bodies\n         */i.setBodies=function(e,t){e.bodies=t.slice(0)};\n/**\n         * Clears the detector including its list of bodies.\n         * @method clear\n         * @param {detector} detector\n         */i.clear=function(e){e.bodies=[]};\n/**\n         * Efficiently finds all collisions among all the bodies in `detector.bodies` using a broadphase algorithm.\n         * \n         * _Note:_ The specific ordering of collisions returned is not guaranteed between releases and may change for performance reasons.\n         * If a specific ordering is required then apply a sort to the resulting array.\n         * @method collisions\n         * @param {detector} detector\n         * @return {collision[]} collisions\n         */i.collisions=function(e){var t,n,o=[],a=e.pairs,s=e.bodies,l=s.length,c=i.canCollide,u=r.collides;s.sort(i._compareBoundsX);for(t=0;t<l;t++){var f=s[t],d=f.bounds,p=f.bounds.max.x,v=f.bounds.max.y,y=f.bounds.min.y,m=f.isStatic||f.isSleeping,g=f.parts.length,x=1===g;for(n=t+1;n<l;n++){var h=s[n],b=h.bounds;if(b.min.x>p)break;if(!(v<b.min.y||y>b.max.y)&&((!m||!h.isStatic&&!h.isSleeping)&&c(f.collisionFilter,h.collisionFilter))){var S=h.parts.length;if(x&&1===S){var w=u(f,h,a);w&&o.push(w)}else{var _=g>1?1:0,A=S>1?1:0;for(var P=_;P<g;P++){var C=f.parts[P];d=C.bounds;for(var k=A;k<S;k++){var M=h.parts[k];b=M.bounds;if(!(d.min.x>b.max.x||d.max.x<b.min.x||d.max.y<b.min.y||d.min.y>b.max.y)){w=u(C,M,a);w&&o.push(w)}}}}}}}return o};\n/**\n         * Returns `true` if both supplied collision filters will allow a collision to occur.\n         * See `body.collisionFilter` for more information.\n         * @method canCollide\n         * @param {} filterA\n         * @param {} filterB\n         * @return {bool} `true` if collision can occur\n         */i.canCollide=function(e,t){return e.group===t.group&&0!==e.group?e.group>0:0!==(e.mask&t.category)&&0!==(t.mask&e.category)};\n/**\n         * The comparison function used in the broadphase algorithm.\n         * Returns the signed delta of the bodies bounds on the x-axis.\n         * @private\n         * @method _sortCompare\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @return {number} The signed delta used for sorting\n         */i._compareBoundsX=function(e,t){return e.bounds.min.x-t.bounds.min.x};\n/**\n         * The array of `Matter.Body` between which the detector finds collisions.\n         * \n         * _Note:_ The order of bodies in this array _is not fixed_ and will be continually managed by the detector.\n         * @property bodies\n         * @type body[]\n         * @default []\n         */\n/**\n         * Optional. A `Matter.Pairs` object from which previous collision objects may be reused. Intended for internal `Matter.Engine` usage.\n         * @property pairs\n         * @type {pairs|null}\n         * @default null\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(0);(function(){i._registry={};\n/**\n         * Registers a plugin object so it can be resolved later by name.\n         * @method register\n         * @param plugin {} The plugin to register.\n         * @return {object} The plugin.\n         */i.register=function(e){i.isPlugin(e)||o.warn(\"Plugin.register:\",i.toString(e),\"does not implement all required fields.\");if(e.name in i._registry){var t=i._registry[e.name],n=i.versionParse(e.version).number,r=i.versionParse(t.version).number;if(n>r){o.warn(\"Plugin.register:\",i.toString(t),\"was upgraded to\",i.toString(e));i._registry[e.name]=e}else n<r?o.warn(\"Plugin.register:\",i.toString(t),\"can not be downgraded to\",i.toString(e)):e!==t&&o.warn(\"Plugin.register:\",i.toString(e),\"is already registered to different plugin object\")}else i._registry[e.name]=e;return e};\n/**\n         * Resolves a dependency to a plugin object from the registry if it exists. \n         * The `dependency` may contain a version, but only the name matters when resolving.\n         * @method resolve\n         * @param dependency {string} The dependency.\n         * @return {object} The plugin if resolved, otherwise `undefined`.\n         */i.resolve=function(e){return i._registry[i.dependencyParse(e).name]};\n/**\n         * Returns a pretty printed plugin name and version.\n         * @method toString\n         * @param plugin {} The plugin.\n         * @return {string} Pretty printed plugin name and version.\n         */i.toString=function(e){return\"string\"===typeof e?e:(e.name||\"anonymous\")+\"@\"+(e.version||e.range||\"0.0.0\")};\n/**\n         * Returns `true` if the object meets the minimum standard to be considered a plugin.\n         * This means it must define the following properties:\n         * - `name`\n         * - `version`\n         * - `install`\n         * @method isPlugin\n         * @param obj {} The obj to test.\n         * @return {boolean} `true` if the object can be considered a plugin otherwise `false`.\n         */i.isPlugin=function(e){return e&&e.name&&e.version&&e.install};\n/**\n         * Returns `true` if a plugin with the given `name` been installed on `module`.\n         * @method isUsed\n         * @param module {} The module.\n         * @param name {string} The plugin name.\n         * @return {boolean} `true` if a plugin with the given `name` been installed on `module`, otherwise `false`.\n         */i.isUsed=function(e,t){return e.used.indexOf(t)>-1};\n/**\n         * Returns `true` if `plugin.for` is applicable to `module` by comparing against `module.name` and `module.version`.\n         * If `plugin.for` is not specified then it is assumed to be applicable.\n         * The value of `plugin.for` is a string of the format `'module-name'` or `'module-name@version'`.\n         * @method isFor\n         * @param plugin {} The plugin.\n         * @param module {} The module.\n         * @return {boolean} `true` if `plugin.for` is applicable to `module`, otherwise `false`.\n         */i.isFor=function(e,t){var n=e.for&&i.dependencyParse(e.for);return!e.for||t.name===n.name&&i.versionSatisfies(t.version,n.range)};\n/**\n         * Installs the plugins by calling `plugin.install` on each plugin specified in `plugins` if passed, otherwise `module.uses`.\n         * For installing plugins on `Matter` see the convenience function `Matter.use`.\n         * Plugins may be specified either by their name or a reference to the plugin object.\n         * Plugins themselves may specify further dependencies, but each plugin is installed only once.\n         * Order is important, a topological sort is performed to find the best resulting order of installation.\n         * This sorting attempts to satisfy every dependency's requested ordering, but may not be exact in all cases.\n         * This function logs the resulting status of each dependency in the console, along with any warnings.\n         * - A green tick \u2705 indicates a dependency was resolved and installed.\n         * - An orange diamond \uD83D\uDD36 indicates a dependency was resolved but a warning was thrown for it or one if its dependencies.\n         * - A red cross \u274C indicates a dependency could not be resolved.\n         * Avoid calling this function multiple times on the same module unless you intend to manually control installation order.\n         * @method use\n         * @param module {} The module install plugins on.\n         * @param [plugins=module.uses] {} The plugins to install on module (optional, defaults to `module.uses`).\n         */i.use=function(e,t){e.uses=(e.uses||[]).concat(t||[]);if(0!==e.uses.length){var n=i.dependencies(e),r=o.topologicalSort(n),a=[];for(var s=0;s<r.length;s+=1)if(r[s]!==e.name){var l=i.resolve(r[s]);if(l){if(!i.isUsed(e,l.name)){if(!i.isFor(l,e)){o.warn(\"Plugin.use:\",i.toString(l),\"is for\",l.for,\"but installed on\",i.toString(e)+\".\");l._warned=true}if(l.install)l.install(e);else{o.warn(\"Plugin.use:\",i.toString(l),\"does not specify an install function.\");l._warned=true}if(l._warned){a.push(\"\uD83D\uDD36 \"+i.toString(l));delete l._warned}else a.push(\"\u2705 \"+i.toString(l));e.used.push(l.name)}}else a.push(\"\u274C \"+r[s])}a.length>0&&o.info(a.join(\"  \"))}else o.warn(\"Plugin.use:\",i.toString(e),\"does not specify any dependencies to install.\")};\n/**\n         * Recursively finds all of a module's dependencies and returns a flat dependency graph.\n         * @method dependencies\n         * @param module {} The module.\n         * @return {object} A dependency graph.\n         */i.dependencies=function(e,t){var n=i.dependencyParse(e),r=n.name;t=t||{};if(!(r in t)){e=i.resolve(e)||e;t[r]=o.map(e.uses||[],(function(t){i.isPlugin(t)&&i.register(t);var r=i.dependencyParse(t),a=i.resolve(t);if(a&&!i.versionSatisfies(a.version,r.range)){o.warn(\"Plugin.dependencies:\",i.toString(a),\"does not satisfy\",i.toString(r),\"used by\",i.toString(n)+\".\");a._warned=true;e._warned=true}else if(!a){o.warn(\"Plugin.dependencies:\",i.toString(t),\"used by\",i.toString(n),\"could not be resolved.\");e._warned=true}return r.name}));for(var a=0;a<t[r].length;a+=1)i.dependencies(t[r][a],t);return t}};\n/**\n         * Parses a dependency string into its components.\n         * The `dependency` is a string of the format `'module-name'` or `'module-name@version'`.\n         * See documentation for `Plugin.versionParse` for a description of the format.\n         * This function can also handle dependencies that are already resolved (e.g. a module object).\n         * @method dependencyParse\n         * @param dependency {string} The dependency of the format `'module-name'` or `'module-name@version'`.\n         * @return {object} The dependency parsed into its components.\n         */i.dependencyParse=function(e){if(o.isString(e)){var t=/^[\\w-]+(@(\\*|[\\^~]?\\d+\\.\\d+\\.\\d+(-[0-9A-Za-z-+]+)?))?$/;t.test(e)||o.warn(\"Plugin.dependencyParse:\",e,\"is not a valid dependency string.\");return{name:e.split(\"@\")[0],range:e.split(\"@\")[1]||\"*\"}}return{name:e.name,range:e.range||e.version}};\n/**\n         * Parses a version string into its components.  \n         * Versions are strictly of the format `x.y.z` (as in [semver](http://semver.org/)).\n         * Versions may optionally have a prerelease tag in the format `x.y.z-alpha`.\n         * Ranges are a strict subset of [npm ranges](https://docs.npmjs.com/misc/semver#advanced-range-syntax).\n         * Only the following range types are supported:\n         * - Tilde ranges e.g. `~1.2.3`\n         * - Caret ranges e.g. `^1.2.3`\n         * - Greater than ranges e.g. `>1.2.3`\n         * - Greater than or equal ranges e.g. `>=1.2.3`\n         * - Exact version e.g. `1.2.3`\n         * - Any version `*`\n         * @method versionParse\n         * @param range {string} The version string.\n         * @return {object} The version range parsed into its components.\n         */i.versionParse=function(e){var t=/^(\\*)|(\\^|~|>=|>)?\\s*((\\d+)\\.(\\d+)\\.(\\d+))(-[0-9A-Za-z-+]+)?$/;t.test(e)||o.warn(\"Plugin.versionParse:\",e,\"is not a valid version or range.\");var n=t.exec(e);var i=Number(n[4]);var r=Number(n[5]);var a=Number(n[6]);return{isRange:Boolean(n[1]||n[2]),version:n[3],range:e,operator:n[1]||n[2]||\"\",major:i,minor:r,patch:a,parts:[i,r,a],prerelease:n[7],number:1e8*i+1e4*r+a}};\n/**\n         * Returns `true` if `version` satisfies the given `range`.\n         * See documentation for `Plugin.versionParse` for a description of the format.\n         * If a version or range is not specified, then any version (`*`) is assumed to satisfy.\n         * @method versionSatisfies\n         * @param version {string} The version string.\n         * @param range {string} The range string.\n         * @return {boolean} `true` if `version` satisfies `range`, otherwise `false`.\n         */i.versionSatisfies=function(e,t){t=t||\"*\";var n=i.versionParse(t),o=i.versionParse(e);if(n.isRange){if(\"*\"===n.operator||\"*\"===e)return true;if(\">\"===n.operator)return o.number>n.number;if(\">=\"===n.operator)return o.number>=n.number;if(\"~\"===n.operator)return o.major===n.major&&o.minor===n.minor&&o.patch>=n.patch;if(\"^\"===n.operator)return n.major>0?o.major===n.major&&o.number>=n.number:n.minor>0?o.minor===n.minor&&o.patch>=n.patch:o.patch===n.patch}return e===t||\"*\"===e}})()},function(e,t,n){var i={};e.exports=i;var o=n(0);var r=n(5);var a=n(1);var s=n(4);var l=n(2);var c=n(13);(function(){var e,t;if(\"undefined\"!==typeof window){e=window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||window.msRequestAnimationFrame||function(e){window.setTimeout((function(){e(o.now())}),1e3/60)};t=window.cancelAnimationFrame||window.mozCancelAnimationFrame||window.webkitCancelAnimationFrame||window.msCancelAnimationFrame}i._goodFps=30;i._goodDelta=1e3/60;\n/**\n         * Creates a new renderer. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {object} [options]\n         * @return {render} A new renderer\n         */i.create=function(e){var t={controller:i,engine:null,element:null,canvas:null,mouse:null,frameRequestId:null,timing:{historySize:60,delta:0,deltaHistory:[],lastTime:0,lastTimestamp:0,lastElapsed:0,timestampElapsed:0,timestampElapsedHistory:[],engineDeltaHistory:[],engineElapsedHistory:[],elapsedHistory:[]},options:{width:800,height:600,pixelRatio:1,background:\"#14151f\",wireframeBackground:\"#14151f\",hasBounds:!!e.bounds,enabled:true,wireframes:true,showSleeping:true,showDebug:false,showStats:false,showPerformance:false,showBounds:false,showVelocity:false,showCollisions:false,showSeparations:false,showAxes:false,showPositions:false,showAngleIndicator:false,showIds:false,showVertexNumbers:false,showConvexHulls:false,showInternalEdges:false,showMousePosition:false}};var n=o.extend(t,e);if(n.canvas){n.canvas.width=n.options.width||n.canvas.width;n.canvas.height=n.options.height||n.canvas.height}n.mouse=e.mouse;n.engine=e.engine;n.canvas=n.canvas||_createCanvas(n.options.width,n.options.height);n.context=n.canvas.getContext(\"2d\");n.textures={};n.bounds=n.bounds||{min:{x:0,y:0},max:{x:n.canvas.width,y:n.canvas.height}};n.options.showBroadphase=false;1!==n.options.pixelRatio&&i.setPixelRatio(n,n.options.pixelRatio);o.isElement(n.element)?n.element.appendChild(n.canvas):n.canvas.parentNode||o.log(\"Render.create: options.element was undefined, render.canvas was created but not appended\",\"warn\");return n};\n/**\n         * Continuously updates the render canvas on the `requestAnimationFrame` event.\n         * @method run\n         * @param {render} render\n         */i.run=function(t){(function loop(n){t.frameRequestId=e(loop);_updateTiming(t,n);i.world(t,n);(t.options.showStats||t.options.showDebug)&&i.stats(t,t.context,n);(t.options.showPerformance||t.options.showDebug)&&i.performance(t,t.context,n)})()};\n/**\n         * Ends execution of `Render.run` on the given `render`, by canceling the animation frame request event loop.\n         * @method stop\n         * @param {render} render\n         */i.stop=function(e){t(e.frameRequestId)};\n/**\n         * Sets the pixel ratio of the renderer and updates the canvas.\n         * To automatically detect the correct ratio, pass the string `'auto'` for `pixelRatio`.\n         * @method setPixelRatio\n         * @param {render} render\n         * @param {number} pixelRatio\n         */i.setPixelRatio=function(e,t){var n=e.options,i=e.canvas;\"auto\"===t&&(t=_getPixelRatio(i));n.pixelRatio=t;i.setAttribute(\"data-pixel-ratio\",t);i.width=n.width*t;i.height=n.height*t;i.style.width=n.width+\"px\";i.style.height=n.height+\"px\"};\n/**\n         * Positions and sizes the viewport around the given object bounds.\n         * Objects must have at least one of the following properties:\n         * - `object.bounds`\n         * - `object.position`\n         * - `object.min` and `object.max`\n         * - `object.x` and `object.y`\n         * @method lookAt\n         * @param {render} render\n         * @param {object[]} objects\n         * @param {vector} [padding]\n         * @param {bool} [center=true]\n         */i.lookAt=function(e,t,n,i){i=\"undefined\"===typeof i||i;t=o.isArray(t)?t:[t];n=n||{x:0,y:0};var r={min:{x:Infinity,y:Infinity},max:{x:-Infinity,y:-Infinity}};for(var a=0;a<t.length;a+=1){var s=t[a],l=s.bounds?s.bounds.min:s.min||s.position||s,u=s.bounds?s.bounds.max:s.max||s.position||s;if(l&&u){l.x<r.min.x&&(r.min.x=l.x);u.x>r.max.x&&(r.max.x=u.x);l.y<r.min.y&&(r.min.y=l.y);u.y>r.max.y&&(r.max.y=u.y)}}var f=r.max.x-r.min.x+2*n.x,d=r.max.y-r.min.y+2*n.y,p=e.canvas.height,v=e.canvas.width,y=v/p,m=f/d,g=1,x=1;m>y?x=m/y:g=y/m;e.options.hasBounds=true;e.bounds.min.x=r.min.x;e.bounds.max.x=r.min.x+f*g;e.bounds.min.y=r.min.y;e.bounds.max.y=r.min.y+d*x;if(i){e.bounds.min.x+=.5*f-f*g*.5;e.bounds.max.x+=.5*f-f*g*.5;e.bounds.min.y+=.5*d-d*x*.5;e.bounds.max.y+=.5*d-d*x*.5}e.bounds.min.x-=n.x;e.bounds.max.x-=n.x;e.bounds.min.y-=n.y;e.bounds.max.y-=n.y;if(e.mouse){c.setScale(e.mouse,{x:(e.bounds.max.x-e.bounds.min.x)/e.canvas.width,y:(e.bounds.max.y-e.bounds.min.y)/e.canvas.height});c.setOffset(e.mouse,e.bounds.min)}};\n/**\n         * Applies viewport transforms based on `render.bounds` to a render context.\n         * @method startViewTransform\n         * @param {render} render\n         */i.startViewTransform=function(e){var t=e.bounds.max.x-e.bounds.min.x,n=e.bounds.max.y-e.bounds.min.y,i=t/e.options.width,o=n/e.options.height;e.context.setTransform(e.options.pixelRatio/i,0,0,e.options.pixelRatio/o,0,0);e.context.translate(-e.bounds.min.x,-e.bounds.min.y)};\n/**\n         * Resets all transforms on the render context.\n         * @method endViewTransform\n         * @param {render} render\n         */i.endViewTransform=function(e){e.context.setTransform(e.options.pixelRatio,0,0,e.options.pixelRatio,0,0)};\n/**\n         * Renders the given `engine`'s `Matter.World` object.\n         * This is the entry point for all rendering and should be called every time the scene changes.\n         * @method world\n         * @param {render} render\n         */i.world=function(e,t){var n=o.now(),u=e.engine,f=u.world,d=e.canvas,p=e.context,v=e.options,y=e.timing;var m,g=r.allBodies(f),x=r.allConstraints(f),h=v.wireframes?v.wireframeBackground:v.background,b=[],S=[];var w={timestamp:u.timing.timestamp};s.trigger(e,\"beforeRender\",w);e.currentBackground!==h&&_applyBackground(e,h);p.globalCompositeOperation=\"source-in\";p.fillStyle=\"transparent\";p.fillRect(0,0,d.width,d.height);p.globalCompositeOperation=\"source-over\";if(v.hasBounds){for(m=0;m<g.length;m++){var _=g[m];a.overlaps(_.bounds,e.bounds)&&b.push(_)}for(m=0;m<x.length;m++){var A=x[m],P=A.bodyA,C=A.bodyB,k=A.pointA,M=A.pointB;P&&(k=l.add(P.position,A.pointA));C&&(M=l.add(C.position,A.pointB));k&&M&&((a.contains(e.bounds,k)||a.contains(e.bounds,M))&&S.push(A))}i.startViewTransform(e);if(e.mouse){c.setScale(e.mouse,{x:(e.bounds.max.x-e.bounds.min.x)/e.options.width,y:(e.bounds.max.y-e.bounds.min.y)/e.options.height});c.setOffset(e.mouse,e.bounds.min)}}else{S=x;b=g;1!==e.options.pixelRatio&&e.context.setTransform(e.options.pixelRatio,0,0,e.options.pixelRatio,0,0)}if(!v.wireframes||u.enableSleeping&&v.showSleeping)i.bodies(e,b,p);else{v.showConvexHulls&&i.bodyConvexHulls(e,b,p);i.bodyWireframes(e,b,p)}v.showBounds&&i.bodyBounds(e,b,p);(v.showAxes||v.showAngleIndicator)&&i.bodyAxes(e,b,p);v.showPositions&&i.bodyPositions(e,b,p);v.showVelocity&&i.bodyVelocity(e,b,p);v.showIds&&i.bodyIds(e,b,p);v.showSeparations&&i.separations(e,u.pairs.list,p);v.showCollisions&&i.collisions(e,u.pairs.list,p);v.showVertexNumbers&&i.vertexNumbers(e,b,p);v.showMousePosition&&i.mousePosition(e,e.mouse,p);i.constraints(S,p);v.hasBounds&&i.endViewTransform(e);s.trigger(e,\"afterRender\",w);y.lastElapsed=o.now()-n};\n/**\n         * Renders statistics about the engine and world useful for debugging.\n         * @private\n         * @method stats\n         * @param {render} render\n         * @param {RenderingContext} context\n         * @param {Number} time\n         */i.stats=function(e,t,n){var i=e.engine,o=i.world,a=r.allBodies(o),s=0,l=55,c=44,u=0,f=0;for(var d=0;d<a.length;d+=1)s+=a[d].parts.length;var p={Part:s,Body:a.length,Cons:r.allConstraints(o).length,Comp:r.allComposites(o).length,Pair:i.pairs.list.length};t.fillStyle=\"#0e0f19\";t.fillRect(u,f,5.5*l,c);t.font=\"12px Arial\";t.textBaseline=\"top\";t.textAlign=\"right\";for(var v in p){var y=p[v];t.fillStyle=\"#aaa\";t.fillText(v,u+l,f+8);t.fillStyle=\"#eee\";t.fillText(y,u+l,f+26);u+=l}};\n/**\n         * Renders engine and render performance information.\n         * @private\n         * @method performance\n         * @param {render} render\n         * @param {RenderingContext} context\n         */i.performance=function(e,t){var n=e.engine,o=e.timing,r=o.deltaHistory,a=o.elapsedHistory,s=o.timestampElapsedHistory,l=o.engineDeltaHistory,c=o.engineElapsedHistory,u=n.timing.lastDelta;var f=_mean(r),d=_mean(a),p=_mean(l),v=_mean(c),y=_mean(s),m=y/f||0,g=1e3/f||0;var x=4,h=12,b=60,S=34,w=10,_=69;t.fillStyle=\"#0e0f19\";t.fillRect(0,50,4*h+5*b+22,S);i.status(t,w,_,b,x,r.length,Math.round(g)+\" fps\",g/i._goodFps,(function(e){return r[e]/f-1}));i.status(t,w+h+b,_,b,x,l.length,u.toFixed(2)+\" dt\",i._goodDelta/u,(function(e){return l[e]/p-1}));i.status(t,w+2*(h+b),_,b,x,c.length,v.toFixed(2)+\" ut\",1-v/i._goodFps,(function(e){return c[e]/v-1}));i.status(t,w+3*(h+b),_,b,x,a.length,d.toFixed(2)+\" rt\",1-d/i._goodFps,(function(e){return a[e]/d-1}));i.status(t,w+4*(h+b),_,b,x,s.length,m.toFixed(2)+\" x\",m*m*m,(function(e){return(s[e]/r[e]/m||0)-1}))};\n/**\n         * Renders a label, indicator and a chart.\n         * @private\n         * @method status\n         * @param {RenderingContext} context\n         * @param {number} x\n         * @param {number} y\n         * @param {number} width\n         * @param {number} height\n         * @param {number} count\n         * @param {string} label\n         * @param {string} indicator\n         * @param {function} plotY\n         */i.status=function(e,t,n,i,r,a,s,l,c){e.strokeStyle=\"#888\";e.fillStyle=\"#444\";e.lineWidth=1;e.fillRect(t,n+7,i,1);e.beginPath();e.moveTo(t,n+7-r*o.clamp(.4*c(0),-2,2));for(var u=0;u<i;u+=1)e.lineTo(t+u,n+7-(u<a?r*o.clamp(.4*c(u),-2,2):0));e.stroke();e.fillStyle=\"hsl(\"+o.clamp(25+95*l,0,120)+\",100%,60%)\";e.fillRect(t,n-7,4,4);e.font=\"12px Arial\";e.textBaseline=\"middle\";e.textAlign=\"right\";e.fillStyle=\"#eee\";e.fillText(s,t+i,n-5)};\n/**\n         * Description\n         * @private\n         * @method constraints\n         * @param {constraint[]} constraints\n         * @param {RenderingContext} context\n         */i.constraints=function(e,t){var n=t;for(var i=0;i<e.length;i++){var r=e[i];if(r.render.visible&&r.pointA&&r.pointB){var a,s,c=r.bodyA,u=r.bodyB;a=c?l.add(c.position,r.pointA):r.pointA;if(\"pin\"===r.render.type){n.beginPath();n.arc(a.x,a.y,3,0,2*Math.PI);n.closePath()}else{s=u?l.add(u.position,r.pointB):r.pointB;n.beginPath();n.moveTo(a.x,a.y);if(\"spring\"===r.render.type){var f,d=l.sub(s,a),p=l.perp(l.normalise(d)),v=Math.ceil(o.clamp(r.length/5,12,20));for(var y=1;y<v;y+=1){f=y%2===0?1:-1;n.lineTo(a.x+d.x*(y/v)+p.x*f*4,a.y+d.y*(y/v)+p.y*f*4)}}n.lineTo(s.x,s.y)}if(r.render.lineWidth){n.lineWidth=r.render.lineWidth;n.strokeStyle=r.render.strokeStyle;n.stroke()}if(r.render.anchors){n.fillStyle=r.render.strokeStyle;n.beginPath();n.arc(a.x,a.y,3,0,2*Math.PI);n.arc(s.x,s.y,3,0,2*Math.PI);n.closePath();n.fill()}}}};\n/**\n         * Description\n         * @private\n         * @method bodies\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodies=function(e,t,n){var i,o,r,a,s=n,l=(e.engine,e.options),c=l.showInternalEdges||!l.wireframes;for(r=0;r<t.length;r++){i=t[r];if(i.render.visible)for(a=i.parts.length>1?1:0;a<i.parts.length;a++){o=i.parts[a];if(o.render.visible){l.showSleeping&&i.isSleeping?s.globalAlpha=.5*o.render.opacity:1!==o.render.opacity&&(s.globalAlpha=o.render.opacity);if(o.render.sprite&&o.render.sprite.texture&&!l.wireframes){var u=o.render.sprite,f=_getTexture(e,u.texture);s.translate(o.position.x,o.position.y);s.rotate(o.angle);s.drawImage(f,f.width*-u.xOffset*u.xScale,f.height*-u.yOffset*u.yScale,f.width*u.xScale,f.height*u.yScale);s.rotate(-o.angle);s.translate(-o.position.x,-o.position.y)}else{if(o.circleRadius){s.beginPath();s.arc(o.position.x,o.position.y,o.circleRadius,0,2*Math.PI)}else{s.beginPath();s.moveTo(o.vertices[0].x,o.vertices[0].y);for(var d=1;d<o.vertices.length;d++){!o.vertices[d-1].isInternal||c?s.lineTo(o.vertices[d].x,o.vertices[d].y):s.moveTo(o.vertices[d].x,o.vertices[d].y);o.vertices[d].isInternal&&!c&&s.moveTo(o.vertices[(d+1)%o.vertices.length].x,o.vertices[(d+1)%o.vertices.length].y)}s.lineTo(o.vertices[0].x,o.vertices[0].y);s.closePath()}if(l.wireframes){s.lineWidth=1;s.strokeStyle=\"#bbb\";s.stroke()}else{s.fillStyle=o.render.fillStyle;if(o.render.lineWidth){s.lineWidth=o.render.lineWidth;s.strokeStyle=o.render.strokeStyle;s.stroke()}s.fill()}}s.globalAlpha=1}}}};\n/**\n         * Optimised method for drawing body wireframes in one pass\n         * @private\n         * @method bodyWireframes\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyWireframes=function(e,t,n){var i,o,r,a,s,l=n,c=e.options.showInternalEdges;l.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.render.visible)for(s=i.parts.length>1?1:0;s<i.parts.length;s++){o=i.parts[s];l.moveTo(o.vertices[0].x,o.vertices[0].y);for(a=1;a<o.vertices.length;a++){!o.vertices[a-1].isInternal||c?l.lineTo(o.vertices[a].x,o.vertices[a].y):l.moveTo(o.vertices[a].x,o.vertices[a].y);o.vertices[a].isInternal&&!c&&l.moveTo(o.vertices[(a+1)%o.vertices.length].x,o.vertices[(a+1)%o.vertices.length].y)}l.lineTo(o.vertices[0].x,o.vertices[0].y)}}l.lineWidth=1;l.strokeStyle=\"#bbb\";l.stroke()};\n/**\n         * Optimised method for drawing body convex hull wireframes in one pass\n         * @private\n         * @method bodyConvexHulls\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyConvexHulls=function(e,t,n){var i,o,r,a=n;a.beginPath();for(o=0;o<t.length;o++){i=t[o];if(i.render.visible&&1!==i.parts.length){a.moveTo(i.vertices[0].x,i.vertices[0].y);for(r=1;r<i.vertices.length;r++)a.lineTo(i.vertices[r].x,i.vertices[r].y);a.lineTo(i.vertices[0].x,i.vertices[0].y)}}a.lineWidth=1;a.strokeStyle=\"rgba(255,255,255,0.2)\";a.stroke()};\n/**\n         * Renders body vertex numbers.\n         * @private\n         * @method vertexNumbers\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.vertexNumbers=function(e,t,n){var i,o,r,a=n;for(i=0;i<t.length;i++){var s=t[i].parts;for(r=s.length>1?1:0;r<s.length;r++){var l=s[r];for(o=0;o<l.vertices.length;o++){a.fillStyle=\"rgba(255,255,255,0.2)\";a.fillText(i+\"_\"+o,l.position.x+.8*(l.vertices[o].x-l.position.x),l.position.y+.8*(l.vertices[o].y-l.position.y))}}}};\n/**\n         * Renders mouse position.\n         * @private\n         * @method mousePosition\n         * @param {render} render\n         * @param {mouse} mouse\n         * @param {RenderingContext} context\n         */i.mousePosition=function(e,t,n){var i=n;i.fillStyle=\"rgba(255,255,255,0.8)\";i.fillText(t.position.x+\"  \"+t.position.y,t.position.x+5,t.position.y-5)};\n/**\n         * Draws body bounds\n         * @private\n         * @method bodyBounds\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyBounds=function(e,t,n){var i=n,o=(e.engine,e.options);i.beginPath();for(var r=0;r<t.length;r++){var a=t[r];if(a.render.visible){var s=t[r].parts;for(var l=s.length>1?1:0;l<s.length;l++){var c=s[l];i.rect(c.bounds.min.x,c.bounds.min.y,c.bounds.max.x-c.bounds.min.x,c.bounds.max.y-c.bounds.min.y)}}}o.wireframes?i.strokeStyle=\"rgba(255,255,255,0.08)\":i.strokeStyle=\"rgba(0,0,0,0.1)\";i.lineWidth=1;i.stroke()};\n/**\n         * Draws body angle indicators and axes\n         * @private\n         * @method bodyAxes\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyAxes=function(e,t,n){var i,o,r,a,s=n,l=(e.engine,e.options);s.beginPath();for(o=0;o<t.length;o++){var c=t[o],u=c.parts;if(c.render.visible)if(l.showAxes)for(r=u.length>1?1:0;r<u.length;r++){i=u[r];for(a=0;a<i.axes.length;a++){var f=i.axes[a];s.moveTo(i.position.x,i.position.y);s.lineTo(i.position.x+20*f.x,i.position.y+20*f.y)}}else for(r=u.length>1?1:0;r<u.length;r++){i=u[r];for(a=0;a<i.axes.length;a++){s.moveTo(i.position.x,i.position.y);s.lineTo((i.vertices[0].x+i.vertices[i.vertices.length-1].x)/2,(i.vertices[0].y+i.vertices[i.vertices.length-1].y)/2)}}}if(l.wireframes){s.strokeStyle=\"indianred\";s.lineWidth=1}else{s.strokeStyle=\"rgba(255, 255, 255, 0.4)\";s.globalCompositeOperation=\"overlay\";s.lineWidth=2}s.stroke();s.globalCompositeOperation=\"source-over\"};\n/**\n         * Draws body positions\n         * @private\n         * @method bodyPositions\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyPositions=function(e,t,n){var i,o,r,a,s=n,l=(e.engine,e.options);s.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.render.visible)for(a=0;a<i.parts.length;a++){o=i.parts[a];s.arc(o.position.x,o.position.y,3,0,2*Math.PI,false);s.closePath()}}l.wireframes?s.fillStyle=\"indianred\":s.fillStyle=\"rgba(0,0,0,0.5)\";s.fill();s.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.render.visible){s.arc(i.positionPrev.x,i.positionPrev.y,2,0,2*Math.PI,false);s.closePath()}}s.fillStyle=\"rgba(255,165,0,0.8)\";s.fill()};\n/**\n         * Draws body velocity\n         * @private\n         * @method bodyVelocity\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyVelocity=function(e,t,n){var i=n;i.beginPath();for(var o=0;o<t.length;o++){var r=t[o];if(r.render.visible){i.moveTo(r.position.x,r.position.y);i.lineTo(r.position.x+2*(r.position.x-r.positionPrev.x),r.position.y+2*(r.position.y-r.positionPrev.y))}}i.lineWidth=3;i.strokeStyle=\"cornflowerblue\";i.stroke()};\n/**\n         * Draws body ids\n         * @private\n         * @method bodyIds\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyIds=function(e,t,n){var i,o,r=n;for(i=0;i<t.length;i++)if(t[i].render.visible){var a=t[i].parts;for(o=a.length>1?1:0;o<a.length;o++){var s=a[o];r.font=\"12px Arial\";r.fillStyle=\"rgba(255,255,255,0.5)\";r.fillText(s.id,s.position.x+10,s.position.y-10)}}};\n/**\n         * Description\n         * @private\n         * @method collisions\n         * @param {render} render\n         * @param {pair[]} pairs\n         * @param {RenderingContext} context\n         */i.collisions=function(e,t,n){var i,o,r,a,s=n,l=e.options;s.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.isActive){o=i.collision;for(a=0;a<i.activeContacts.length;a++){var c=i.activeContacts[a],u=c.vertex;s.rect(u.x-1.5,u.y-1.5,3.5,3.5)}}}l.wireframes?s.fillStyle=\"rgba(255,255,255,0.7)\":s.fillStyle=\"orange\";s.fill();s.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.isActive){o=i.collision;if(i.activeContacts.length>0){var f=i.activeContacts[0].vertex.x,d=i.activeContacts[0].vertex.y;if(2===i.activeContacts.length){f=(i.activeContacts[0].vertex.x+i.activeContacts[1].vertex.x)/2;d=(i.activeContacts[0].vertex.y+i.activeContacts[1].vertex.y)/2}o.bodyB===o.supports[0].body||true===o.bodyA.isStatic?s.moveTo(f-8*o.normal.x,d-8*o.normal.y):s.moveTo(f+8*o.normal.x,d+8*o.normal.y);s.lineTo(f,d)}}}l.wireframes?s.strokeStyle=\"rgba(255,165,0,0.7)\":s.strokeStyle=\"orange\";s.lineWidth=1;s.stroke()};\n/**\n         * Description\n         * @private\n         * @method separations\n         * @param {render} render\n         * @param {pair[]} pairs\n         * @param {RenderingContext} context\n         */i.separations=function(e,t,n){var i,o,r,a,s,l=n,c=e.options;l.beginPath();for(s=0;s<t.length;s++){i=t[s];if(i.isActive){o=i.collision;r=o.bodyA;a=o.bodyB;var u=1;a.isStatic||r.isStatic||(u=.5);a.isStatic&&(u=0);l.moveTo(a.position.x,a.position.y);l.lineTo(a.position.x-o.penetration.x*u,a.position.y-o.penetration.y*u);u=1;a.isStatic||r.isStatic||(u=.5);r.isStatic&&(u=0);l.moveTo(r.position.x,r.position.y);l.lineTo(r.position.x+o.penetration.x*u,r.position.y+o.penetration.y*u)}}c.wireframes?l.strokeStyle=\"rgba(255,165,0,0.5)\":l.strokeStyle=\"orange\";l.stroke()};\n/**\n         * Description\n         * @private\n         * @method inspector\n         * @param {inspector} inspector\n         * @param {RenderingContext} context\n         */i.inspector=function(e,t){e.engine;var n,i=e.selected,o=e.render,r=o.options;if(r.hasBounds){var a=o.bounds.max.x-o.bounds.min.x,s=o.bounds.max.y-o.bounds.min.y,l=a/o.options.width,c=s/o.options.height;t.scale(1/l,1/c);t.translate(-o.bounds.min.x,-o.bounds.min.y)}for(var u=0;u<i.length;u++){var f=i[u].data;t.translate(.5,.5);t.lineWidth=1;t.strokeStyle=\"rgba(255,165,0,0.9)\";t.setLineDash([1,2]);switch(f.type){case\"body\":n=f.bounds;t.beginPath();t.rect(Math.floor(n.min.x-3),Math.floor(n.min.y-3),Math.floor(n.max.x-n.min.x+6),Math.floor(n.max.y-n.min.y+6));t.closePath();t.stroke();break;case\"constraint\":var d=f.pointA;f.bodyA&&(d=f.pointB);t.beginPath();t.arc(d.x,d.y,10,0,2*Math.PI);t.closePath();t.stroke();break}t.setLineDash([]);t.translate(-.5,-.5)}if(null!==e.selectStart){t.translate(.5,.5);t.lineWidth=1;t.strokeStyle=\"rgba(255,165,0,0.6)\";t.fillStyle=\"rgba(255,165,0,0.1)\";n=e.selectBounds;t.beginPath();t.rect(Math.floor(n.min.x),Math.floor(n.min.y),Math.floor(n.max.x-n.min.x),Math.floor(n.max.y-n.min.y));t.closePath();t.stroke();t.fill();t.translate(-.5,-.5)}r.hasBounds&&t.setTransform(1,0,0,1,0,0)};\n/**\n         * Updates render timing.\n         * @method _updateTiming\n         * @private\n         * @param {render} render\n         * @param {number} time\n         */var _updateTiming=function(e,t){var n=e.engine,o=e.timing,r=o.historySize,a=n.timing.timestamp;o.delta=t-o.lastTime||i._goodDelta;o.lastTime=t;o.timestampElapsed=a-o.lastTimestamp||0;o.lastTimestamp=a;o.deltaHistory.unshift(o.delta);o.deltaHistory.length=Math.min(o.deltaHistory.length,r);o.engineDeltaHistory.unshift(n.timing.lastDelta);o.engineDeltaHistory.length=Math.min(o.engineDeltaHistory.length,r);o.timestampElapsedHistory.unshift(o.timestampElapsed);o.timestampElapsedHistory.length=Math.min(o.timestampElapsedHistory.length,r);o.engineElapsedHistory.unshift(n.timing.lastElapsed);o.engineElapsedHistory.length=Math.min(o.engineElapsedHistory.length,r);o.elapsedHistory.unshift(o.lastElapsed);o.elapsedHistory.length=Math.min(o.elapsedHistory.length,r)};\n/**\n         * Returns the mean value of the given numbers.\n         * @method _mean\n         * @private\n         * @param {Number[]} values\n         * @return {Number} the mean of given values\n         */var _mean=function(e){var t=0;for(var n=0;n<e.length;n+=1)t+=e[n];return t/e.length||0};\n/**\n         * @method _createCanvas\n         * @private\n         * @param {} width\n         * @param {} height\n         * @return canvas\n         */var _createCanvas=function(e,t){var n=document.createElement(\"canvas\");n.width=e;n.height=t;n.oncontextmenu=function(){return false};n.onselectstart=function(){return false};return n};\n/**\n         * Gets the pixel ratio of the canvas.\n         * @method _getPixelRatio\n         * @private\n         * @param {HTMLElement} canvas\n         * @return {Number} pixel ratio\n         */var _getPixelRatio=function(e){var t=e.getContext(\"2d\"),n=window.devicePixelRatio||1,i=t.webkitBackingStorePixelRatio||t.mozBackingStorePixelRatio||t.msBackingStorePixelRatio||t.oBackingStorePixelRatio||t.backingStorePixelRatio||1;return n/i};\n/**\n         * Gets the requested texture (an Image) via its path\n         * @method _getTexture\n         * @private\n         * @param {render} render\n         * @param {string} imagePath\n         * @return {Image} texture\n         */var _getTexture=function(e,t){var n=e.textures[t];if(n)return n;n=e.textures[t]=new Image;n.src=t;return n};\n/**\n         * Applies the background to the canvas using CSS.\n         * @method applyBackground\n         * @private\n         * @param {render} render\n         * @param {string} background\n         */var _applyBackground=function(e,t){var n=t;/(jpg|gif|png)$/.test(t)&&(n=\"url(\"+t+\")\");e.canvas.style.background=n;e.canvas.style.backgroundSize=\"contain\";e.currentBackground=t};\n/**\n        * Fired before rendering\n        *\n        * @event beforeRender\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired after rendering\n        *\n        * @event afterRender\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * A back-reference to the `Matter.Render` module.\n         *\n         * @property controller\n         * @type render\n         */\n/**\n         * A reference to the `Matter.Engine` instance to be used.\n         *\n         * @property engine\n         * @type engine\n         */\n/**\n         * A reference to the element where the canvas is to be inserted (if `render.canvas` has not been specified)\n         *\n         * @property element\n         * @type HTMLElement\n         * @default null\n         */\n/**\n         * The canvas element to render to. If not specified, one will be created if `render.element` has been specified.\n         *\n         * @property canvas\n         * @type HTMLCanvasElement\n         * @default null\n         */\n/**\n         * A `Bounds` object that specifies the drawing view region.\n         * Rendering will be automatically transformed and scaled to fit within the canvas size (`render.options.width` and `render.options.height`).\n         * This allows for creating views that can pan or zoom around the scene.\n         * You must also set `render.options.hasBounds` to `true` to enable bounded rendering.\n         *\n         * @property bounds\n         * @type bounds\n         */\n/**\n         * The 2d rendering context from the `render.canvas` element.\n         *\n         * @property context\n         * @type CanvasRenderingContext2D\n         */\n/**\n         * The sprite texture cache.\n         *\n         * @property textures\n         * @type {}\n         */\n/**\n         * The mouse to render if `render.options.showMousePosition` is enabled.\n         *\n         * @property mouse\n         * @type mouse\n         * @default null\n         */\n/**\n         * The configuration options of the renderer.\n         *\n         * @property options\n         * @type {}\n         */\n/**\n         * The target width in pixels of the `render.canvas` to be created.\n         * See also the `options.pixelRatio` property to change render quality.\n         *\n         * @property options.width\n         * @type number\n         * @default 800\n         */\n/**\n         * The target height in pixels of the `render.canvas` to be created.\n         * See also the `options.pixelRatio` property to change render quality.\n         *\n         * @property options.height\n         * @type number\n         * @default 600\n         */\n/**\n         * The [pixel ratio](https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio) to use when rendering.\n         *\n         * @property options.pixelRatio\n         * @type number\n         * @default 1\n         */\n/**\n         * A CSS background color string to use when `render.options.wireframes` is disabled.\n         * This may be also set to `'transparent'` or equivalent.\n         *\n         * @property options.background\n         * @type string\n         * @default '#14151f'\n         */\n/**\n         * A CSS background color string to use when `render.options.wireframes` is enabled.\n         * This may be also set to `'transparent'` or equivalent.\n         *\n         * @property options.wireframeBackground\n         * @type string\n         * @default '#14151f'\n         */\n/**\n         * A flag that specifies if `render.bounds` should be used when rendering.\n         *\n         * @property options.hasBounds\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable all debug information overlays together.  \n         * This includes and has priority over the values of:\n         *\n         * - `render.options.showStats`\n         * - `render.options.showPerformance`\n         *\n         * @property options.showDebug\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the engine stats info overlay.  \n         * From left to right, the values shown are:\n         *\n         * - body parts total\n         * - body total\n         * - constraints total\n         * - composites total\n         * - collision pairs total\n         *\n         * @property options.showStats\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable performance charts.  \n         * From left to right, the values shown are:\n         *\n         * - average render frequency (e.g. 60 fps)\n         * - exact engine delta time used for last update (e.g. 16.66ms)\n         * - average engine execution duration (e.g. 5.00ms)\n         * - average render execution duration (e.g. 0.40ms)\n         * - average effective play speed (e.g. '1.00x' is 'real-time')\n         *\n         * Each value is recorded over a fixed sample of past frames (60 frames).\n         *\n         * A chart shown below each value indicates the variance from the average over the sample.\n         * The more stable or fixed the value is the flatter the chart will appear.\n         *\n         * @property options.showPerformance\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable rendering entirely.\n         *\n         * @property options.enabled\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to toggle wireframe rendering otherwise solid fill rendering is used.\n         *\n         * @property options.wireframes\n         * @type boolean\n         * @default true\n         */\n/**\n         * A flag to enable or disable sleeping bodies indicators.\n         *\n         * @property options.showSleeping\n         * @type boolean\n         * @default true\n         */\n/**\n         * A flag to enable or disable the debug information overlay.\n         *\n         * @property options.showDebug\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the collision broadphase debug overlay.\n         *\n         * @deprecated no longer implemented\n         * @property options.showBroadphase\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body bounds debug overlay.\n         *\n         * @property options.showBounds\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body velocity debug overlay.\n         *\n         * @property options.showVelocity\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body collisions debug overlay.\n         *\n         * @property options.showCollisions\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the collision resolver separations debug overlay.\n         *\n         * @property options.showSeparations\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body axes debug overlay.\n         *\n         * @property options.showAxes\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body positions debug overlay.\n         *\n         * @property options.showPositions\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body angle debug overlay.\n         *\n         * @property options.showAngleIndicator\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body and part ids debug overlay.\n         *\n         * @property options.showIds\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body vertex numbers debug overlay.\n         *\n         * @property options.showVertexNumbers\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body convex hulls debug overlay.\n         *\n         * @property options.showConvexHulls\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body internal edges debug overlay.\n         *\n         * @property options.showInternalEdges\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the mouse position debug overlay.\n         *\n         * @property options.showMousePosition\n         * @type boolean\n         * @default false\n         */})()},function(e,t){var n={};e.exports=n;(function(){\n/**\n         * Creates a new contact.\n         * @method create\n         * @param {vertex} vertex\n         * @return {contact} A new contact\n         */\nn.create=function(e){return{vertex:e,normalImpulse:0,tangentImpulse:0}}})()},function(e,t,n){var i={};e.exports=i;var o=n(7);var r=n(19);var a=n(14);var s=n(20);var l=n(4);var c=n(5);var u=n(10);var f=n(0);var d=n(6);(function(){\n/**\n         * Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {object} [options]\n         * @return {engine} engine\n         */\ni.create=function(e){e=e||{};var t={positionIterations:6,velocityIterations:4,constraintIterations:2,enableSleeping:false,events:[],plugin:{},gravity:{x:0,y:1,scale:.001},timing:{timestamp:0,timeScale:1,lastDelta:0,lastElapsed:0}};var n=f.extend(t,e);n.world=e.world||c.create({label:\"World\"});n.pairs=e.pairs||s.create();n.detector=e.detector||a.create();n.grid={buckets:[]};n.world.gravity=n.gravity;n.broadphase=n.grid;n.metrics={};return n};\n/**\n         * Moves the simulation forward in time by `delta` ms.\n         * The `correction` argument is an optional `Number` that specifies the time correction factor to apply to the update.\n         * This can help improve the accuracy of the simulation in cases where `delta` is changing between updates.\n         * The value of `correction` is defined as `delta / lastDelta`, i.e. the percentage change of `delta` over the last step.\n         * Therefore the value is always `1` (no correction) when `delta` constant (or when no correction is desired, which is the default).\n         * See the paper on <a href=\"http://lonesock.net/article/verlet.html\">Time Corrected Verlet</a> for more information.\n         *\n         * Triggers `beforeUpdate` and `afterUpdate` events.\n         * Triggers `collisionStart`, `collisionActive` and `collisionEnd` events.\n         * @method update\n         * @param {engine} engine\n         * @param {number} [delta=16.666]\n         * @param {number} [correction=1]\n         */i.update=function(e,t,n){var d=f.now();t=t||1e3/60;n=n||1;var p,v=e.world,y=e.detector,m=e.pairs,g=e.timing,x=g.timestamp;g.timestamp+=t*g.timeScale;g.lastDelta=t*g.timeScale;var h={timestamp:g.timestamp};l.trigger(e,\"beforeUpdate\",h);var b=c.allBodies(v),S=c.allConstraints(v);v.isModified&&a.setBodies(y,b);v.isModified&&c.setModified(v,false,false,true);e.enableSleeping&&o.update(b,g.timeScale);i._bodiesApplyGravity(b,e.gravity);i._bodiesUpdate(b,t,g.timeScale,n,v.bounds);u.preSolveAll(b);for(p=0;p<e.constraintIterations;p++)u.solveAll(S,g.timeScale);u.postSolveAll(b);y.pairs=e.pairs;var w=a.collisions(y);s.update(m,w,x);e.enableSleeping&&o.afterCollisions(m.list,g.timeScale);m.collisionStart.length>0&&l.trigger(e,\"collisionStart\",{pairs:m.collisionStart});r.preSolvePosition(m.list);for(p=0;p<e.positionIterations;p++)r.solvePosition(m.list,g.timeScale);r.postSolvePosition(b);u.preSolveAll(b);for(p=0;p<e.constraintIterations;p++)u.solveAll(S,g.timeScale);u.postSolveAll(b);r.preSolveVelocity(m.list);for(p=0;p<e.velocityIterations;p++)r.solveVelocity(m.list,g.timeScale);m.collisionActive.length>0&&l.trigger(e,\"collisionActive\",{pairs:m.collisionActive});m.collisionEnd.length>0&&l.trigger(e,\"collisionEnd\",{pairs:m.collisionEnd});i._bodiesClearForces(b);l.trigger(e,\"afterUpdate\",h);e.timing.lastElapsed=f.now()-d;return e};\n/**\n         * Merges two engines by keeping the configuration of `engineA` but replacing the world with the one from `engineB`.\n         * @method merge\n         * @param {engine} engineA\n         * @param {engine} engineB\n         */i.merge=function(e,t){f.extend(e,t);if(t.world){e.world=t.world;i.clear(e);var n=c.allBodies(e.world);for(var r=0;r<n.length;r++){var a=n[r];o.set(a,false);a.id=f.nextId()}}};\n/**\n         * Clears the engine pairs and detector.\n         * @method clear\n         * @param {engine} engine\n         */i.clear=function(e){s.clear(e.pairs);a.clear(e.detector)};\n/**\n         * Zeroes the `body.force` and `body.torque` force buffers.\n         * @method _bodiesClearForces\n         * @private\n         * @param {body[]} bodies\n         */i._bodiesClearForces=function(e){for(var t=0;t<e.length;t++){var n=e[t];n.force.x=0;n.force.y=0;n.torque=0}};\n/**\n         * Applys a mass dependant force to all given bodies.\n         * @method _bodiesApplyGravity\n         * @private\n         * @param {body[]} bodies\n         * @param {vector} gravity\n         */i._bodiesApplyGravity=function(e,t){var n=\"undefined\"!==typeof t.scale?t.scale:.001;if((0!==t.x||0!==t.y)&&0!==n)for(var i=0;i<e.length;i++){var o=e[i];if(!o.isStatic&&!o.isSleeping){o.force.y+=o.mass*t.y*n;o.force.x+=o.mass*t.x*n}}};\n/**\n         * Applys `Body.update` to all given `bodies`.\n         * @method _bodiesUpdate\n         * @private\n         * @param {body[]} bodies\n         * @param {number} deltaTime \n         * The amount of time elapsed between updates\n         * @param {number} timeScale\n         * @param {number} correction \n         * The Verlet correction factor (deltaTime / lastDeltaTime)\n         * @param {bounds} worldBounds\n         */i._bodiesUpdate=function(e,t,n,i,o){for(var r=0;r<e.length;r++){var a=e[r];a.isStatic||a.isSleeping||d.update(a,t,n,i)}};\n/**\n         * A deprecated alias for `Runner.run`, use `Matter.Runner.run(engine)` instead and see `Matter.Runner` for more information.\n         * @deprecated use Matter.Runner.run(engine) instead\n         * @method run\n         * @param {engine} engine\n         */\n/**\n        * Fired just before an update\n        *\n        * @event beforeUpdate\n        * @param {object} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n        * Fired after engine update and all collision events\n        *\n        * @event afterUpdate\n        * @param {object} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n        * Fired after engine update, provides a list of all pairs that have started to collide in the current tick (if any)\n        *\n        * @event collisionStart\n        * @param {object} event An event object\n        * @param {pair[]} event.pairs List of affected pairs\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n        * Fired after engine update, provides a list of all pairs that are colliding in the current tick (if any)\n        *\n        * @event collisionActive\n        * @param {object} event An event object\n        * @param {pair[]} event.pairs List of affected pairs\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n        * Fired after engine update, provides a list of all pairs that have ended collision in the current tick (if any)\n        *\n        * @event collisionEnd\n        * @param {object} event An event object\n        * @param {pair[]} event.pairs List of affected pairs\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n         * An integer `Number` that specifies the number of position iterations to perform each update.\n         * The higher the value, the higher quality the simulation will be at the expense of performance.\n         *\n         * @property positionIterations\n         * @type number\n         * @default 6\n         */\n/**\n         * An integer `Number` that specifies the number of velocity iterations to perform each update.\n         * The higher the value, the higher quality the simulation will be at the expense of performance.\n         *\n         * @property velocityIterations\n         * @type number\n         * @default 4\n         */\n/**\n         * An integer `Number` that specifies the number of constraint iterations to perform each update.\n         * The higher the value, the higher quality the simulation will be at the expense of performance.\n         * The default value of `2` is usually very adequate.\n         *\n         * @property constraintIterations\n         * @type number\n         * @default 2\n         */\n/**\n         * A flag that specifies whether the engine should allow sleeping via the `Matter.Sleeping` module.\n         * Sleeping can improve stability and performance, but often at the expense of accuracy.\n         *\n         * @property enableSleeping\n         * @type boolean\n         * @default false\n         */\n/**\n         * An `Object` containing properties regarding the timing systems of the engine. \n         *\n         * @property timing\n         * @type object\n         */\n/**\n         * A `Number` that specifies the global scaling factor of time for all bodies.\n         * A value of `0` freezes the simulation.\n         * A value of `0.1` gives a slow-motion effect.\n         * A value of `1.2` gives a speed-up effect.\n         *\n         * @property timing.timeScale\n         * @type number\n         * @default 1\n         */\n/**\n         * A `Number` that specifies the current simulation-time in milliseconds starting from `0`. \n         * It is incremented on every `Engine.update` by the given `delta` argument. \n         *\n         * @property timing.timestamp\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that represents the total execution time elapsed during the last `Engine.update` in milliseconds.\n         * It is updated by timing from the start of the last `Engine.update` call until it ends.\n         *\n         * This value will also include the total execution time of all event handlers directly or indirectly triggered by the engine update.\n         *\n         * @property timing.lastElapsed\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that represents the `delta` value used in the last engine update.\n         *\n         * @property timing.lastDelta\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Matter.Detector` instance.\n         *\n         * @property detector\n         * @type detector\n         * @default a Matter.Detector instance\n         */\n/**\n         * A `Matter.Grid` instance.\n         *\n         * @deprecated replaced by `engine.detector`\n         * @property grid\n         * @type grid\n         * @default a Matter.Grid instance\n         */\n/**\n         * Replaced by and now alias for `engine.grid`.\n         *\n         * @deprecated replaced by `engine.detector`\n         * @property broadphase\n         * @type grid\n         * @default a Matter.Grid instance\n         */\n/**\n         * The root `Matter.Composite` instance that will contain all bodies, constraints and other composites to be simulated by this engine.\n         *\n         * @property world\n         * @type composite\n         * @default a Matter.Composite instance\n         */\n/**\n         * An object reserved for storing plugin-specific properties.\n         *\n         * @property plugin\n         * @type {}\n         */\n/**\n         * The gravity to apply on all bodies in `engine.world`.\n         *\n         * @property gravity\n         * @type object\n         */\n/**\n         * The gravity x component.\n         *\n         * @property gravity.x\n         * @type object\n         * @default 0\n         */\n/**\n         * The gravity y component.\n         *\n         * @property gravity.y\n         * @type object\n         * @default 1\n         */\n/**\n         * The gravity scale factor.\n         *\n         * @property gravity.scale\n         * @type object\n         * @default 0.001\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(1);(function(){i._restingThresh=4;i._restingThreshTangent=6;i._positionDampen=.9;i._positionWarming=.8;i._frictionNormalMultiplier=5;\n/**\n         * Prepare pairs for position solving.\n         * @method preSolvePosition\n         * @param {pair[]} pairs\n         */i.preSolvePosition=function(e){var t,n,i,o=e.length;for(t=0;t<o;t++){n=e[t];if(n.isActive){i=n.activeContacts.length;n.collision.parentA.totalContacts+=i;n.collision.parentB.totalContacts+=i}}};\n/**\n         * Find a solution for pair positions.\n         * @method solvePosition\n         * @param {pair[]} pairs\n         * @param {number} timeScale\n         */i.solvePosition=function(e,t){var n,o,r,a,s,l,c,u,f=i._positionDampen,d=e.length;for(n=0;n<d;n++){o=e[n];if(o.isActive&&!o.isSensor){r=o.collision;a=r.parentA;s=r.parentB;l=r.normal;o.separation=l.x*(s.positionImpulse.x+r.penetration.x-a.positionImpulse.x)+l.y*(s.positionImpulse.y+r.penetration.y-a.positionImpulse.y)}}for(n=0;n<d;n++){o=e[n];if(o.isActive&&!o.isSensor){r=o.collision;a=r.parentA;s=r.parentB;l=r.normal;u=(o.separation-o.slop)*t;(a.isStatic||s.isStatic)&&(u*=2);if(!(a.isStatic||a.isSleeping)){c=f/a.totalContacts;a.positionImpulse.x+=l.x*u*c;a.positionImpulse.y+=l.y*u*c}if(!(s.isStatic||s.isSleeping)){c=f/s.totalContacts;s.positionImpulse.x-=l.x*u*c;s.positionImpulse.y-=l.y*u*c}}}};\n/**\n         * Apply position resolution.\n         * @method postSolvePosition\n         * @param {body[]} bodies\n         */i.postSolvePosition=function(e){var t=i._positionWarming,n=e.length,a=o.translate,s=r.update;for(var l=0;l<n;l++){var c=e[l],u=c.positionImpulse,f=u.x,d=u.y,p=c.velocity;c.totalContacts=0;if(0!==f||0!==d){for(var v=0;v<c.parts.length;v++){var y=c.parts[v];a(y.vertices,u);s(y.bounds,y.vertices,p);y.position.x+=f;y.position.y+=d}c.positionPrev.x+=f;c.positionPrev.y+=d;if(f*p.x+d*p.y<0){u.x=0;u.y=0}else{u.x*=t;u.y*=t}}}};\n/**\n         * Prepare pairs for velocity solving.\n         * @method preSolveVelocity\n         * @param {pair[]} pairs\n         */i.preSolveVelocity=function(e){var t,n,i=e.length;for(t=0;t<i;t++){var o=e[t];if(o.isActive&&!o.isSensor){var r=o.activeContacts,a=r.length,s=o.collision,l=s.parentA,c=s.parentB,u=s.normal,f=s.tangent;for(n=0;n<a;n++){var d=r[n],p=d.vertex,v=d.normalImpulse,y=d.tangentImpulse;if(0!==v||0!==y){var m=u.x*v+f.x*y,g=u.y*v+f.y*y;if(!(l.isStatic||l.isSleeping)){l.positionPrev.x+=m*l.inverseMass;l.positionPrev.y+=g*l.inverseMass;l.anglePrev+=l.inverseInertia*((p.x-l.position.x)*g-(p.y-l.position.y)*m)}if(!(c.isStatic||c.isSleeping)){c.positionPrev.x-=m*c.inverseMass;c.positionPrev.y-=g*c.inverseMass;c.anglePrev-=c.inverseInertia*((p.x-c.position.x)*g-(p.y-c.position.y)*m)}}}}}};\n/**\n         * Find a solution for pair velocities.\n         * @method solveVelocity\n         * @param {pair[]} pairs\n         * @param {number} timeScale\n         */i.solveVelocity=function(e,t){var n,o,r,a,s=t*t,l=i._restingThresh*s,c=i._frictionNormalMultiplier,u=i._restingThreshTangent*s,f=Number.MAX_VALUE,d=e.length;for(r=0;r<d;r++){var p=e[r];if(p.isActive&&!p.isSensor){var v=p.collision,y=v.parentA,m=v.parentB,g=y.velocity,x=m.velocity,h=v.normal.x,b=v.normal.y,S=v.tangent.x,w=v.tangent.y,_=p.activeContacts,A=_.length,P=1/A,C=y.inverseMass+m.inverseMass,k=p.friction*p.frictionStatic*c*s;g.x=y.position.x-y.positionPrev.x;g.y=y.position.y-y.positionPrev.y;x.x=m.position.x-m.positionPrev.x;x.y=m.position.y-m.positionPrev.y;y.angularVelocity=y.angle-y.anglePrev;m.angularVelocity=m.angle-m.anglePrev;for(a=0;a<A;a++){var M=_[a],B=M.vertex;var I=B.x-y.position.x,T=B.y-y.position.y,R=B.x-m.position.x,E=B.y-m.position.y;var V=g.x-T*y.angularVelocity,L=g.y+I*y.angularVelocity,q=x.x-E*m.angularVelocity,O=x.y+R*m.angularVelocity;var D=V-q,F=L-O;var H=h*D+b*F,j=S*D+w*F;var W=p.separation+H;var G=Math.min(W,1);G=W<0?0:G;var N=G*k;if(j>N||-j>N){o=j>0?j:-j;n=p.friction*(j>0?1:-1)*s;n<-o?n=-o:n>o&&(n=o)}else{n=j;o=f}var U=I*b-T*h,z=R*b-E*h,X=P/(C+y.inverseInertia*U*U+m.inverseInertia*z*z);var Q=(1+p.restitution)*H*X;n*=X;if(H*H>l&&H<0)M.normalImpulse=0;else{var Y=M.normalImpulse;M.normalImpulse+=Q;M.normalImpulse=Math.min(M.normalImpulse,0);Q=M.normalImpulse-Y}if(j*j>u)M.tangentImpulse=0;else{var Z=M.tangentImpulse;M.tangentImpulse+=n;M.tangentImpulse<-o&&(M.tangentImpulse=-o);M.tangentImpulse>o&&(M.tangentImpulse=o);n=M.tangentImpulse-Z}var $=h*Q+S*n,J=b*Q+w*n;if(!(y.isStatic||y.isSleeping)){y.positionPrev.x+=$*y.inverseMass;y.positionPrev.y+=J*y.inverseMass;y.anglePrev+=(I*J-T*$)*y.inverseInertia}if(!(m.isStatic||m.isSleeping)){m.positionPrev.x-=$*m.inverseMass;m.positionPrev.y-=J*m.inverseMass;m.anglePrev-=(R*J-E*$)*m.inverseInertia}}}}}})()},function(e,t,n){var i={};e.exports=i;var o=n(9);var r=n(0);(function(){\n/**\n         * Creates a new pairs structure.\n         * @method create\n         * @param {object} options\n         * @return {pairs} A new pairs structure\n         */\ni.create=function(e){return r.extend({table:{},list:[],collisionStart:[],collisionActive:[],collisionEnd:[]},e)};\n/**\n         * Updates pairs given a list of collisions.\n         * @method update\n         * @param {object} pairs\n         * @param {collision[]} collisions\n         * @param {number} timestamp\n         */i.update=function(e,t,n){var i,r,a,s,l=e.list,c=l.length,u=e.table,f=t.length,d=e.collisionStart,p=e.collisionEnd,v=e.collisionActive;d.length=0;p.length=0;v.length=0;for(s=0;s<c;s++)l[s].confirmedActive=false;for(s=0;s<f;s++){i=t[s];a=i.pair;if(a){a.isActive?v.push(a):d.push(a);o.update(a,i,n);a.confirmedActive=true}else{a=o.create(i,n);u[a.id]=a;d.push(a);l.push(a)}}var y=[];c=l.length;for(s=0;s<c;s++){a=l[s];if(!a.confirmedActive){o.setActive(a,false,n);p.push(a);a.collision.bodyA.isSleeping||a.collision.bodyB.isSleeping||y.push(s)}}for(s=0;s<y.length;s++){r=y[s]-s;a=l[r];l.splice(r,1);delete u[a.id]}};\n/**\n         * Clears the given pairs structure.\n         * @method clear\n         * @param {pairs} pairs\n         * @return {pairs} pairs\n         */i.clear=function(e){e.table={};e.list.length=0;e.collisionStart.length=0;e.collisionActive.length=0;e.collisionEnd.length=0;return e}})()},function(e,t,n){var i=e.exports=n(22);i.Axes=n(11);i.Bodies=n(12);i.Body=n(6);i.Bounds=n(1);i.Collision=n(8);i.Common=n(0);i.Composite=n(5);i.Composites=n(23);i.Constraint=n(10);i.Contact=n(17);i.Detector=n(14);i.Engine=n(18);i.Events=n(4);i.Grid=n(24);i.Mouse=n(13);i.MouseConstraint=n(25);i.Pair=n(9);i.Pairs=n(20);i.Plugin=n(15);i.Query=n(26);i.Render=n(16);i.Resolver=n(19);i.Runner=n(27);i.SAT=n(28);i.Sleeping=n(7);i.Svg=n(29);i.Vector=n(2);i.Vertices=n(3);i.World=n(30);i.Engine.run=i.Runner.run;i.Common.deprecated(i.Engine,\"run\",\"Engine.run \u27A4 use Matter.Runner.run(engine) instead\")},function(e,t,n){var i={};e.exports=i;var o=n(15);var r=n(0);(function(){\n/**\n         * The library name.\n         * @property name\n         * @readOnly\n         * @type {String}\n         */\ni.name=\"matter-js\";\n/**\n         * The library version.\n         * @property version\n         * @readOnly\n         * @type {String}\n         */i.version=\"0.18.0\";\n/**\n         * A list of plugin dependencies to be installed. These are normally set and installed through `Matter.use`.\n         * Alternatively you may set `Matter.uses` manually and install them by calling `Plugin.use(Matter)`.\n         * @property uses\n         * @type {Array}\n         */i.uses=[];\n/**\n         * The plugins that have been installed through `Matter.Plugin.install`. Read only.\n         * @property used\n         * @readOnly\n         * @type {Array}\n         */i.used=[];\n/**\n         * Installs the given plugins on the `Matter` namespace.\n         * This is a short-hand for `Plugin.use`, see it for more information.\n         * Call this function once at the start of your code, with all of the plugins you wish to install as arguments.\n         * Avoid calling this function multiple times unless you intend to manually control installation order.\n         * @method use\n         * @param ...plugin {Function} The plugin(s) to install on `base` (multi-argument).\n         */i.use=function(){o.use(i,Array.prototype.slice.call(arguments))};\n/**\n         * Chains a function to excute before the original function on the given `path` relative to `Matter`.\n         * See also docs for `Common.chain`.\n         * @method before\n         * @param {string} path The path relative to `Matter`\n         * @param {function} func The function to chain before the original\n         * @return {function} The chained function that replaced the original\n         */i.before=function(e,t){e=e.replace(/^Matter./,\"\");return r.chainPathBefore(i,e,t)};\n/**\n         * Chains a function to excute after the original function on the given `path` relative to `Matter`.\n         * See also docs for `Common.chain`.\n         * @method after\n         * @param {string} path The path relative to `Matter`\n         * @param {function} func The function to chain after the original\n         * @return {function} The chained function that replaced the original\n         */i.after=function(e,t){e=e.replace(/^Matter./,\"\");return r.chainPathAfter(i,e,t)}})()},function(e,t,n){var i={};e.exports=i;var o=n(5);var r=n(10);var a=n(0);var s=n(6);var l=n(12);var c=a.deprecated;(function(){\n/**\n         * Create a new composite containing bodies created in the callback in a grid arrangement.\n         * This function uses the body's bounds to prevent overlaps.\n         * @method stack\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} columns\n         * @param {number} rows\n         * @param {number} columnGap\n         * @param {number} rowGap\n         * @param {function} callback\n         * @return {composite} A new composite containing objects created in the callback\n         */\ni.stack=function(e,t,n,i,r,a,l){var c,u=o.create({label:\"Stack\"}),f=e,d=t,p=0;for(var v=0;v<i;v++){var y=0;for(var m=0;m<n;m++){var g=l(f,d,m,v,c,p);if(g){var x=g.bounds.max.y-g.bounds.min.y,h=g.bounds.max.x-g.bounds.min.x;x>y&&(y=x);s.translate(g,{x:.5*h,y:.5*x});f=g.bounds.max.x+r;o.addBody(u,g);c=g;p+=1}else f+=r}d+=y+a;f=e}return u};\n/**\n         * Chains all bodies in the given composite together using constraints.\n         * @method chain\n         * @param {composite} composite\n         * @param {number} xOffsetA\n         * @param {number} yOffsetA\n         * @param {number} xOffsetB\n         * @param {number} yOffsetB\n         * @param {object} options\n         * @return {composite} A new composite containing objects chained together with constraints\n         */i.chain=function(e,t,n,i,s,l){var c=e.bodies;for(var u=1;u<c.length;u++){var f=c[u-1],d=c[u],p=f.bounds.max.y-f.bounds.min.y,v=f.bounds.max.x-f.bounds.min.x,y=d.bounds.max.y-d.bounds.min.y,m=d.bounds.max.x-d.bounds.min.x;var g={bodyA:f,pointA:{x:v*t,y:p*n},bodyB:d,pointB:{x:m*i,y:y*s}};var x=a.extend(g,l);o.addConstraint(e,r.create(x))}e.label+=\" Chain\";return e};\n/**\n         * Connects bodies in the composite with constraints in a grid pattern, with optional cross braces.\n         * @method mesh\n         * @param {composite} composite\n         * @param {number} columns\n         * @param {number} rows\n         * @param {boolean} crossBrace\n         * @param {object} options\n         * @return {composite} The composite containing objects meshed together with constraints\n         */i.mesh=function(e,t,n,i,s){var l,c,u,f,d,p=e.bodies;for(l=0;l<n;l++){for(c=1;c<t;c++){u=p[c-1+l*t];f=p[c+l*t];o.addConstraint(e,r.create(a.extend({bodyA:u,bodyB:f},s)))}if(l>0)for(c=0;c<t;c++){u=p[c+(l-1)*t];f=p[c+l*t];o.addConstraint(e,r.create(a.extend({bodyA:u,bodyB:f},s)));if(i&&c>0){d=p[c-1+(l-1)*t];o.addConstraint(e,r.create(a.extend({bodyA:d,bodyB:f},s)))}if(i&&c<t-1){d=p[c+1+(l-1)*t];o.addConstraint(e,r.create(a.extend({bodyA:d,bodyB:f},s)))}}}e.label+=\" Mesh\";return e};\n/**\n         * Create a new composite containing bodies created in the callback in a pyramid arrangement.\n         * This function uses the body's bounds to prevent overlaps.\n         * @method pyramid\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} columns\n         * @param {number} rows\n         * @param {number} columnGap\n         * @param {number} rowGap\n         * @param {function} callback\n         * @return {composite} A new composite containing objects created in the callback\n         */i.pyramid=function(e,t,n,o,r,a,l){return i.stack(e,t,n,o,r,a,(function(t,i,a,c,u,f){var d=Math.min(o,Math.ceil(n/2)),p=u?u.bounds.max.x-u.bounds.min.x:0;if(!(c>d)){c=d-c;var v=c,y=n-1-c;if(!(a<v||a>y)){1===f&&s.translate(u,{x:(a+(n%2===1?1:-1))*p,y:0});var m=u?a*p:0;return l(e+m+a*r,i,a,c,u,f)}}}))};\n/**\n         * This has now moved to the [newtonsCradle example](https://github.com/liabru/matter-js/blob/master/examples/newtonsCradle.js), follow that instead as this function is deprecated here.\n         * @deprecated moved to newtonsCradle example\n         * @method newtonsCradle\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} number\n         * @param {number} size\n         * @param {number} length\n         * @return {composite} A new composite newtonsCradle body\n         */i.newtonsCradle=function(e,t,n,i,a){var s=o.create({label:\"Newtons Cradle\"});for(var c=0;c<n;c++){var u=1.9,f=l.circle(e+c*(i*u),t+a,i,{inertia:Infinity,restitution:1,friction:0,frictionAir:1e-4,slop:1}),d=r.create({pointA:{x:e+c*(i*u),y:t},bodyB:f});o.addBody(s,f);o.addConstraint(s,d)}return s};c(i,\"newtonsCradle\",\"Composites.newtonsCradle \u27A4 moved to newtonsCradle example\");\n/**\n         * This has now moved to the [car example](https://github.com/liabru/matter-js/blob/master/examples/car.js), follow that instead as this function is deprecated here.\n         * @deprecated moved to car example\n         * @method car\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} width\n         * @param {number} height\n         * @param {number} wheelSize\n         * @return {composite} A new composite car body\n         */i.car=function(e,t,n,i,a){var c=s.nextGroup(true),u=20,f=.5*-n+u,d=.5*n-u,p=0;var v=o.create({label:\"Car\"}),y=l.rectangle(e,t,n,i,{collisionFilter:{group:c},chamfer:{radius:.5*i},density:2e-4});var m=l.circle(e+f,t+p,a,{collisionFilter:{group:c},friction:.8});var g=l.circle(e+d,t+p,a,{collisionFilter:{group:c},friction:.8});var x=r.create({bodyB:y,pointB:{x:f,y:p},bodyA:m,stiffness:1,length:0});var h=r.create({bodyB:y,pointB:{x:d,y:p},bodyA:g,stiffness:1,length:0});o.addBody(v,y);o.addBody(v,m);o.addBody(v,g);o.addConstraint(v,x);o.addConstraint(v,h);return v};c(i,\"car\",\"Composites.car \u27A4 moved to car example\");\n/**\n         * This has now moved to the [softBody example](https://github.com/liabru/matter-js/blob/master/examples/softBody.js)\n         * and the [cloth example](https://github.com/liabru/matter-js/blob/master/examples/cloth.js), follow those instead as this function is deprecated here.\n         * @deprecated moved to softBody and cloth examples\n         * @method softBody\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} columns\n         * @param {number} rows\n         * @param {number} columnGap\n         * @param {number} rowGap\n         * @param {boolean} crossBrace\n         * @param {number} particleRadius\n         * @param {} particleOptions\n         * @param {} constraintOptions\n         * @return {composite} A new composite softBody\n         */i.softBody=function(e,t,n,o,r,s,c,u,f,d){f=a.extend({inertia:Infinity},f);d=a.extend({stiffness:.2,render:{type:\"line\",anchors:false}},d);var p=i.stack(e,t,n,o,r,s,(function(e,t){return l.circle(e,t,u,f)}));i.mesh(p,n,o,c,d);p.label=\"Soft Body\";return p};c(i,\"softBody\",\"Composites.softBody \u27A4 moved to softBody and cloth examples\")})()},function(e,t,n){\n/**\n      * This module has now been replaced by `Matter.Detector`.\n      *\n      * All usage should be migrated to `Matter.Detector` or another alternative.\n      * For back-compatibility purposes this module will remain for a short term and then later removed in a future release.\n      *\n      * The `Matter.Grid` module contains methods for creating and manipulating collision broadphase grid structures.\n      *\n      * @class Grid\n      * @deprecated\n      */\nvar i={};e.exports=i;var o=n(9);var r=n(0);var a=r.deprecated;(function(){\n/**\n         * Creates a new grid.\n         * @deprecated replaced by Matter.Detector\n         * @method create\n         * @param {} options\n         * @return {grid} A new grid\n         */\ni.create=function(e){var t={buckets:{},pairs:{},pairsList:[],bucketWidth:48,bucketHeight:48};return r.extend(t,e)};\n/**\n         * The width of a single grid bucket.\n         *\n         * @property bucketWidth\n         * @type number\n         * @default 48\n         */\n/**\n         * The height of a single grid bucket.\n         *\n         * @property bucketHeight\n         * @type number\n         * @default 48\n         */\n/**\n         * Updates the grid.\n         * @deprecated replaced by Matter.Detector\n         * @method update\n         * @param {grid} grid\n         * @param {body[]} bodies\n         * @param {engine} engine\n         * @param {boolean} forceUpdate\n         */i.update=function(e,t,n,o){var r,a,s,l,c,u=n.world,f=e.buckets,d=false;for(r=0;r<t.length;r++){var p=t[r];if((!p.isSleeping||o)&&(!u.bounds||!(p.bounds.max.x<u.bounds.min.x||p.bounds.min.x>u.bounds.max.x||p.bounds.max.y<u.bounds.min.y||p.bounds.min.y>u.bounds.max.y))){var v=i._getRegion(e,p);if(!p.region||v.id!==p.region.id||o){p.region&&!o||(p.region=v);var y=i._regionUnion(v,p.region);for(a=y.startCol;a<=y.endCol;a++)for(s=y.startRow;s<=y.endRow;s++){c=i._getBucketId(a,s);l=f[c];var m=a>=v.startCol&&a<=v.endCol&&s>=v.startRow&&s<=v.endRow;var g=a>=p.region.startCol&&a<=p.region.endCol&&s>=p.region.startRow&&s<=p.region.endRow;!m&&g&&g&&l&&i._bucketRemoveBody(e,l,p);if(p.region===v||m&&!g||o){l||(l=i._createBucket(f,c));i._bucketAddBody(e,l,p)}}p.region=v;d=true}}}d&&(e.pairsList=i._createActivePairsList(e))};a(i,\"update\",\"Grid.update \u27A4 replaced by Matter.Detector\");\n/**\n         * Clears the grid.\n         * @deprecated replaced by Matter.Detector\n         * @method clear\n         * @param {grid} grid\n         */i.clear=function(e){e.buckets={};e.pairs={};e.pairsList=[]};a(i,\"clear\",\"Grid.clear \u27A4 replaced by Matter.Detector\");\n/**\n         * Finds the union of two regions.\n         * @method _regionUnion\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} regionA\n         * @param {} regionB\n         * @return {} region\n         */i._regionUnion=function(e,t){var n=Math.min(e.startCol,t.startCol),o=Math.max(e.endCol,t.endCol),r=Math.min(e.startRow,t.startRow),a=Math.max(e.endRow,t.endRow);return i._createRegion(n,o,r,a)};\n/**\n         * Gets the region a given body falls in for a given grid.\n         * @method _getRegion\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} grid\n         * @param {} body\n         * @return {} region\n         */i._getRegion=function(e,t){var n=t.bounds,o=Math.floor(n.min.x/e.bucketWidth),r=Math.floor(n.max.x/e.bucketWidth),a=Math.floor(n.min.y/e.bucketHeight),s=Math.floor(n.max.y/e.bucketHeight);return i._createRegion(o,r,a,s)};\n/**\n         * Creates a region.\n         * @method _createRegion\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} startCol\n         * @param {} endCol\n         * @param {} startRow\n         * @param {} endRow\n         * @return {} region\n         */i._createRegion=function(e,t,n,i){return{id:e+\",\"+t+\",\"+n+\",\"+i,startCol:e,endCol:t,startRow:n,endRow:i}};\n/**\n         * Gets the bucket id at the given position.\n         * @method _getBucketId\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} column\n         * @param {} row\n         * @return {string} bucket id\n         */i._getBucketId=function(e,t){return\"C\"+e+\"R\"+t};\n/**\n         * Creates a bucket.\n         * @method _createBucket\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} buckets\n         * @param {} bucketId\n         * @return {} bucket\n         */i._createBucket=function(e,t){var n=e[t]=[];return n};\n/**\n         * Adds a body to a bucket.\n         * @method _bucketAddBody\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} grid\n         * @param {} bucket\n         * @param {} body\n         */i._bucketAddBody=function(e,t,n){var i,r=e.pairs,a=o.id,s=t.length;for(i=0;i<s;i++){var l=t[i];if(!(n.id===l.id||n.isStatic&&l.isStatic)){var c=a(n,l),u=r[c];u?u[2]+=1:r[c]=[n,l,1]}}t.push(n)};\n/**\n         * Removes a body from a bucket.\n         * @method _bucketRemoveBody\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} grid\n         * @param {} bucket\n         * @param {} body\n         */i._bucketRemoveBody=function(e,t,n){var i,a=e.pairs,s=o.id;t.splice(r.indexOf(t,n),1);var l=t.length;for(i=0;i<l;i++){var c=a[s(n,t[i])];c&&(c[2]-=1)}};\n/**\n         * Generates a list of the active pairs in the grid.\n         * @method _createActivePairsList\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} grid\n         * @return [] pairs\n         */i._createActivePairsList=function(e){var t,n,i=e.pairs,o=r.keys(i),a=o.length,s=[];for(n=0;n<a;n++){t=i[o[n]];t[2]>0?s.push(t):delete i[o[n]]}return s}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(7);var a=n(13);var s=n(4);var l=n(14);var c=n(10);var u=n(5);var f=n(0);var d=n(1);(function(){\n/**\n         * Creates a new mouse constraint.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {engine} engine\n         * @param {} options\n         * @return {MouseConstraint} A new MouseConstraint\n         */\ni.create=function(e,t){var n=(e?e.mouse:null)||(t?t.mouse:null);if(!n)if(e&&e.render&&e.render.canvas)n=a.create(e.render.canvas);else if(t&&t.element)n=a.create(t.element);else{n=a.create();f.warn(\"MouseConstraint.create: options.mouse was undefined, options.element was undefined, may not function as expected\")}var o=c.create({label:\"Mouse Constraint\",pointA:n.position,pointB:{x:0,y:0},length:.01,stiffness:.1,angularStiffness:1,render:{strokeStyle:\"#90EE90\",lineWidth:3}});var r={type:\"mouseConstraint\",mouse:n,element:null,body:null,constraint:o,collisionFilter:{category:1,mask:4294967295,group:0}};var l=f.extend(r,t);s.on(e,\"beforeUpdate\",(function(){var t=u.allBodies(e.world);i.update(l,t);i._triggerEvents(l)}));return l};\n/**\n         * Updates the given mouse constraint.\n         * @private\n         * @method update\n         * @param {MouseConstraint} mouseConstraint\n         * @param {body[]} bodies\n         */i.update=function(e,t){var n=e.mouse,i=e.constraint,a=e.body;if(0===n.button)if(i.bodyB){r.set(i.bodyB,false);i.pointA=n.position}else for(var c=0;c<t.length;c++){a=t[c];if(d.contains(a.bounds,n.position)&&l.canCollide(a.collisionFilter,e.collisionFilter))for(var u=a.parts.length>1?1:0;u<a.parts.length;u++){var f=a.parts[u];if(o.contains(f.vertices,n.position)){i.pointA=n.position;i.bodyB=e.body=a;i.pointB={x:n.position.x-a.position.x,y:n.position.y-a.position.y};i.angleB=a.angle;r.set(a,false);s.trigger(e,\"startdrag\",{mouse:n,body:a});break}}}else{i.bodyB=e.body=null;i.pointB=null;a&&s.trigger(e,\"enddrag\",{mouse:n,body:a})}};\n/**\n         * Triggers mouse constraint events.\n         * @method _triggerEvents\n         * @private\n         * @param {mouse} mouseConstraint\n         */i._triggerEvents=function(e){var t=e.mouse,n=t.sourceEvents;n.mousemove&&s.trigger(e,\"mousemove\",{mouse:t});n.mousedown&&s.trigger(e,\"mousedown\",{mouse:t});n.mouseup&&s.trigger(e,\"mouseup\",{mouse:t});a.clearSourceEvents(t)};\n/**\n        * Fired when the mouse has moved (or a touch moves) during the last step\n        *\n        * @event mousemove\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when the mouse is down (or a touch has started) during the last step\n        *\n        * @event mousedown\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when the mouse is up (or a touch has ended) during the last step\n        *\n        * @event mouseup\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when the user starts dragging a body\n        *\n        * @event startdrag\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {body} event.body The body being dragged\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when the user ends dragging a body\n        *\n        * @event enddrag\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {body} event.body The body that has stopped being dragged\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * A `String` denoting the type of object.\n         *\n         * @property type\n         * @type string\n         * @default \"constraint\"\n         * @readOnly\n         */\n/**\n         * The `Mouse` instance in use. If not supplied in `MouseConstraint.create`, one will be created.\n         *\n         * @property mouse\n         * @type mouse\n         * @default mouse\n         */\n/**\n         * The `Body` that is currently being moved by the user, or `null` if no body.\n         *\n         * @property body\n         * @type body\n         * @default null\n         */\n/**\n         * The `Constraint` object that is used to move the body during interaction.\n         *\n         * @property constraint\n         * @type constraint\n         */\n/**\n         * An `Object` that specifies the collision filter properties.\n         * The collision filter allows the user to define which types of body this mouse constraint can interact with.\n         * See `body.collisionFilter` for more information.\n         *\n         * @property collisionFilter\n         * @type object\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(2);var r=n(8);var a=n(1);var s=n(12);var l=n(3);(function(){\n/**\n         * Returns a list of collisions between `body` and `bodies`.\n         * @method collides\n         * @param {body} body\n         * @param {body[]} bodies\n         * @return {collision[]} Collisions\n         */\ni.collides=function(e,t){var n=[],i=t.length,o=e.bounds,s=r.collides,l=a.overlaps;for(var c=0;c<i;c++){var u=t[c],f=u.parts.length,d=1===f?0:1;if(l(u.bounds,o))for(var p=d;p<f;p++){var v=u.parts[p];if(l(v.bounds,o)){var y=s(v,e);if(y){n.push(y);break}}}}return n};\n/**\n         * Casts a ray segment against a set of bodies and returns all collisions, ray width is optional. Intersection points are not provided.\n         * @method ray\n         * @param {body[]} bodies\n         * @param {vector} startPoint\n         * @param {vector} endPoint\n         * @param {number} [rayWidth]\n         * @return {collision[]} Collisions\n         */i.ray=function(e,t,n,r){r=r||1e-100;var a=o.angle(t,n),l=o.magnitude(o.sub(t,n)),c=.5*(n.x+t.x),u=.5*(n.y+t.y),f=s.rectangle(c,u,l,r,{angle:a}),d=i.collides(f,e);for(var p=0;p<d.length;p+=1){var v=d[p];v.body=v.bodyB=v.bodyA}return d};\n/**\n         * Returns all bodies whose bounds are inside (or outside if set) the given set of bounds, from the given set of bodies.\n         * @method region\n         * @param {body[]} bodies\n         * @param {bounds} bounds\n         * @param {bool} [outside=false]\n         * @return {body[]} The bodies matching the query\n         */i.region=function(e,t,n){var i=[];for(var o=0;o<e.length;o++){var r=e[o],s=a.overlaps(r.bounds,t);(s&&!n||!s&&n)&&i.push(r)}return i};\n/**\n         * Returns all bodies whose vertices contain the given point, from the given set of bodies.\n         * @method point\n         * @param {body[]} bodies\n         * @param {vector} point\n         * @return {body[]} The bodies matching the query\n         */i.point=function(e,t){var n=[];for(var i=0;i<e.length;i++){var o=e[i];if(a.contains(o.bounds,t))for(var r=1===o.parts.length?0:1;r<o.parts.length;r++){var s=o.parts[r];if(a.contains(s.bounds,t)&&l.contains(s.vertices,t)){n.push(o);break}}}return n}})()},function(e,t,n){var i={};e.exports=i;var o=n(4);var r=n(18);var a=n(0);(function(){var e,t;if(\"undefined\"!==typeof window){e=window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||window.msRequestAnimationFrame;t=window.cancelAnimationFrame||window.mozCancelAnimationFrame||window.webkitCancelAnimationFrame||window.msCancelAnimationFrame}if(!e){var n;e=function(e){n=setTimeout((function(){e(a.now())}),1e3/60)};t=function(){clearTimeout(n)}}\n/**\n         * Creates a new Runner. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * @method create\n         * @param {} options\n         */i.create=function(e){var t={fps:60,correction:1,deltaSampleSize:60,counterTimestamp:0,frameCounter:0,deltaHistory:[],timePrev:null,timeScalePrev:1,frameRequestId:null,isFixed:false,enabled:true};var n=a.extend(t,e);n.delta=n.delta||1e3/n.fps;n.deltaMin=n.deltaMin||1e3/n.fps;n.deltaMax=n.deltaMax||1e3/(.5*n.fps);n.fps=1e3/n.delta;return n};\n/**\n         * Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event.\n         * @method run\n         * @param {engine} engine\n         */i.run=function(t,n){if(\"undefined\"!==typeof t.positionIterations){n=t;t=i.create()}(function render(o){t.frameRequestId=e(render);o&&t.enabled&&i.tick(t,n,o)})();return t};\n/**\n         * A game loop utility that updates the engine and renderer by one step (a 'tick').\n         * Features delta smoothing, time correction and fixed or dynamic timing.\n         * Consider just `Engine.update(engine, delta)` if you're using your own loop.\n         * @method tick\n         * @param {runner} runner\n         * @param {engine} engine\n         * @param {number} time\n         */i.tick=function(e,t,n){var i,a=t.timing,s=1;var l={timestamp:a.timestamp};o.trigger(e,\"beforeTick\",l);if(e.isFixed)i=e.delta;else{i=n-e.timePrev||e.delta;e.timePrev=n;e.deltaHistory.push(i);e.deltaHistory=e.deltaHistory.slice(-e.deltaSampleSize);i=Math.min.apply(null,e.deltaHistory);i=i<e.deltaMin?e.deltaMin:i;i=i>e.deltaMax?e.deltaMax:i;s=i/e.delta;e.delta=i}0!==e.timeScalePrev&&(s*=a.timeScale/e.timeScalePrev);0===a.timeScale&&(s=0);e.timeScalePrev=a.timeScale;e.correction=s;e.frameCounter+=1;if(n-e.counterTimestamp>=1e3){e.fps=e.frameCounter*((n-e.counterTimestamp)/1e3);e.counterTimestamp=n;e.frameCounter=0}o.trigger(e,\"tick\",l);o.trigger(e,\"beforeUpdate\",l);r.update(t,i,s);o.trigger(e,\"afterUpdate\",l);o.trigger(e,\"afterTick\",l)};\n/**\n         * Ends execution of `Runner.run` on the given `runner`, by canceling the animation frame request event loop.\n         * If you wish to only temporarily pause the engine, see `engine.enabled` instead.\n         * @method stop\n         * @param {runner} runner\n         */i.stop=function(e){t(e.frameRequestId)};\n/**\n         * Alias for `Runner.run`.\n         * @method start\n         * @param {runner} runner\n         * @param {engine} engine\n         */i.start=function(e,t){i.run(e,t)};\n/**\n        * Fired at the start of a tick, before any updates to the engine or timing\n        *\n        * @event beforeTick\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired after engine timing updated, but just before update\n        *\n        * @event tick\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired at the end of a tick, after engine update and after rendering\n        *\n        * @event afterTick\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired before update\n        *\n        * @event beforeUpdate\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired after update\n        *\n        * @event afterUpdate\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * A flag that specifies whether the runner is running or not.\n         *\n         * @property enabled\n         * @type boolean\n         * @default true\n         */\n/**\n         * A `Boolean` that specifies if the runner should use a fixed timestep (otherwise it is variable).\n         * If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).\n         * If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).\n         *\n         * @property isFixed\n         * @type boolean\n         * @default false\n         */\n/**\n         * A `Number` that specifies the time step between updates in milliseconds.\n         * If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.\n         * If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.\n         *\n         * @property delta\n         * @type number\n         * @default 1000 / 60\n         */})()},function(e,t,n){\n/**\n      * This module has now been replaced by `Matter.Collision`.\n      *\n      * All usage should be migrated to `Matter.Collision`.\n      * For back-compatibility purposes this module will remain for a short term and then later removed in a future release.\n      *\n      * The `Matter.SAT` module contains methods for detecting collisions using the Separating Axis Theorem.\n      *\n      * @class SAT\n      * @deprecated\n      */\nvar i={};e.exports=i;var o=n(8);var r=n(0);var a=r.deprecated;(function(){\n/**\n         * Detect collision between two bodies using the Separating Axis Theorem.\n         * @deprecated replaced by Collision.collides\n         * @method collides\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @return {collision} collision\n         */\ni.collides=function(e,t){return o.collides(e,t)};a(i,\"collides\",\"SAT.collides \u27A4 replaced by Collision.collides\")})()},function(e,t,n){var i={};e.exports=i;n(1);var o=n(0);(function(){\n/**\n         * Converts an SVG path into an array of vector points.\n         * If the input path forms a concave shape, you must decompose the result into convex parts before use.\n         * See `Bodies.fromVertices` which provides support for this.\n         * Note that this function is not guaranteed to support complex paths (such as those with holes).\n         * You must load the `pathseg.js` polyfill on newer browsers.\n         * @method pathToVertices\n         * @param {SVGPathElement} path\n         * @param {Number} [sampleLength=15]\n         * @return {Vector[]} points\n         */\ni.pathToVertices=function(e,t){\"undefined\"===typeof window||\"SVGPathSeg\"in window||o.warn(\"Svg.pathToVertices: SVGPathSeg not defined, a polyfill is required.\");var n,r,a,s,l,c,u,f,d,p,v,y,m=[],g=0,x=0,h=0;t=t||15;var addPoint=function(e,t,n){var i=n%2===1&&n>1;if(!d||e!=d.x||t!=d.y){if(d&&i){v=d.x;y=d.y}else{v=0;y=0}var o={x:v+e,y:y+t};!i&&d||(d=o);m.push(o);x=v+e;h=y+t}};var addSegmentPoint=function(e){var t=e.pathSegTypeAsLetter.toUpperCase();if(\"Z\"!==t){switch(t){case\"M\":case\"L\":case\"T\":case\"C\":case\"S\":case\"Q\":x=e.x;h=e.y;break;case\"H\":x=e.x;break;case\"V\":h=e.y;break}addPoint(x,h,e.pathSegType)}};i._svgPathToAbsolute(e);a=e.getTotalLength();c=[];for(n=0;n<e.pathSegList.numberOfItems;n+=1)c.push(e.pathSegList.getItem(n));u=c.concat();while(g<a){p=e.getPathSegAtLength(g);l=c[p];if(l!=f){while(u.length&&u[0]!=l)addSegmentPoint(u.shift());f=l}switch(l.pathSegTypeAsLetter.toUpperCase()){case\"C\":case\"T\":case\"S\":case\"Q\":case\"A\":s=e.getPointAtLength(g);addPoint(s.x,s.y,0);break}g+=t}for(n=0,r=u.length;n<r;++n)addSegmentPoint(u[n]);return m};i._svgPathToAbsolute=function(e){var t,n,i,o,r,a,s=e.pathSegList,l=0,c=0,u=s.numberOfItems;for(var f=0;f<u;++f){var d=s.getItem(f),p=d.pathSegTypeAsLetter;if(/[MLHVCSQTA]/.test(p)){\"x\"in d&&(l=d.x);\"y\"in d&&(c=d.y)}else{\"x1\"in d&&(i=l+d.x1);\"x2\"in d&&(r=l+d.x2);\"y1\"in d&&(o=c+d.y1);\"y2\"in d&&(a=c+d.y2);\"x\"in d&&(l+=d.x);\"y\"in d&&(c+=d.y);switch(p){case\"m\":s.replaceItem(e.createSVGPathSegMovetoAbs(l,c),f);break;case\"l\":s.replaceItem(e.createSVGPathSegLinetoAbs(l,c),f);break;case\"h\":s.replaceItem(e.createSVGPathSegLinetoHorizontalAbs(l),f);break;case\"v\":s.replaceItem(e.createSVGPathSegLinetoVerticalAbs(c),f);break;case\"c\":s.replaceItem(e.createSVGPathSegCurvetoCubicAbs(l,c,i,o,r,a),f);break;case\"s\":s.replaceItem(e.createSVGPathSegCurvetoCubicSmoothAbs(l,c,r,a),f);break;case\"q\":s.replaceItem(e.createSVGPathSegCurvetoQuadraticAbs(l,c,i,o),f);break;case\"t\":s.replaceItem(e.createSVGPathSegCurvetoQuadraticSmoothAbs(l,c),f);break;case\"a\":s.replaceItem(e.createSVGPathSegArcAbs(l,c,d.r1,d.r2,d.angle,d.largeArcFlag,d.sweepFlag),f);break;case\"z\":case\"Z\":l=t;c=n;break}}if(\"M\"==p||\"m\"==p){t=l;n=c}}}})()},function(e,t,n){var i={};e.exports=i;var 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