text: function sign(x) {
    return x < 0 ? -1 : 1;
  }
  
  // Calculate the slopes of the tangents (Hermite-type interpolation) based on
  // the following paper: Steffen, M. 1990. A Simple Method for Monotonic
  // Interpolation in One Dimension. Astronomy and Astrophysics, Vol. 239, NO.
  // NOV(II), P. 443, 1990.
  function slope3(that, x2, y2) {
    var h0 = that._x1 - that._x0,
        h1 = x2 - that._x1,
        s0 = (that._y1 - that._y0) / h0,
        s1 = (y2 - that._y1) / h1,
        p = (s0 * h1 + s1 * h0) / (h0 + h1);
    return (sign(s0) + sign(s1)) * Math.min(Math.abs(s0), Math.abs(s1), 0.5 * Math.abs(p)) || 0;
  }
  
  // Calculate a one-sided slope.
  function slope2(that, t) {
    var h = that._x1 - that._x0;
    return h ? (3 * (that._y1 - that._y0) / h - t) / 2 : t;
  }
  
  // According to https://en.wikipedia.org/wiki/Cubic_Hermite_spline#Representations
  // "you can express cubic Hermite interpolation in terms of cubic Bézier curves
  // with respect to the four values p0, p0 + m0 / 3, p1 - m1 / 3, p1".
  function point(that, t0, t1) {
    var x0 = that._x0,
        y0 = that._y0,
        x1 = that._x1,
        y1 = that._y1,
        dx = (x1 - x0) / 3;
    that._context.bezierCurveTo(x0 + dx, y0 + dx * t0, x1 - dx, y1 - dx * t1, x1, y1);
  }
  
  function Monotone(context) {
    this._context = context;
  }
  
  Monotone.prototype = {
    areaStart: function() {
      this._line = 0;
    },
    areaEnd: function() {
      this._line = NaN;
    },
    lineStart: function() {
      this._x0 = this._x1 =
      this._y0 = this._y1 =
      this._t0 = NaN;
      this._point = 0;
    },
    lineEnd: function() {
      switch (this._point) {
        case 2: this._context.lineTo(this._x1, this._y1); break;
        case 3: point(this, this._t0, slope2(this, this._t0)); break;
      }
      if (this._line || (this._line !== 0 && this._point === 1)) this._context.closePath();
      this._line = 1 - this._line;
    },
    point: function(x, y) {
      var t1 = NaN;
  
      x = +x, y = +y;
      if (x === this._x1 && y === this._y1) return; // Ignore coincident points.
      switch (this._point) {
        case 0: this._point = 1; this._line ? this._context.lineTo(x, y) : this._context.moveTo(x, y); break;
        case 1: this._point = 2; break;
        case 2: this._point = 3; point(this, slope2(this, t1 = slope3(this, x, y)), t1); break;
        default: point(this, this._t0, t1 = slope3(this, x, y)); break;
      }
  
      this._x0 = this._x1, this._x1 = x;
      this._y0 = this._y1, this._y1 = y;
      this._t0 = t1;
    }
  }
  
  export default function(context) {
    return new Monotone(context);
  };
  