text: (function (exports) {
  	'use strict';
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	// WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	var Earcut = {
  
  		triangulate: function ( data, holeIndices, dim ) {
  
  			dim = dim || 2;
  
  			var hasHoles = holeIndices && holeIndices.length,
  				outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  				outerNode = linkedList( data, 0, outerLen, dim, true ),
  				triangles = [];
  
  			if ( ! outerNode ) return triangles;
  
  			var minX, minY, maxX, maxY, x, y, invSize;
  
  			if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  
  			// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  
  			if ( data.length > 80 * dim ) {
  
  				minX = maxX = data[ 0 ];
  				minY = maxY = data[ 1 ];
  
  				for ( var i = dim; i < outerLen; i += dim ) {
  
  					x = data[ i ];
  					y = data[ i + 1 ];
  					if ( x < minX ) minX = x;
  					if ( y < minY ) minY = y;
  					if ( x > maxX ) maxX = x;
  					if ( y > maxY ) maxY = y;
  
  				}
  
  				// minX, minY and invSize are later used to transform coords into integers for z-order calculation
  
  				invSize = Math.max( maxX - minX, maxY - minY );
  				invSize = invSize !== 0 ? 1 / invSize : 0;
  
  			}
  
  			earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  
  			return triangles;
  
  		}
  
  	};
  
  	// create a circular doubly linked list from polygon points in the specified winding order
  
  	function linkedList( data, start, end, dim, clockwise ) {
  
  		var i, last;
  
  		if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  
  			for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  
  		} else {
  
  			for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  
  		}
  
  		if ( last && equals( last, last.next ) ) {
  
  			removeNode( last );
  			last = last.next;
  
  		}
  
  		return last;
  
  	}
  
  	// eliminate colinear or duplicate points
  
  	function filterPoints( start, end ) {
  
  		if ( ! start ) return start;
  		if ( ! end ) end = start;
  
  		var p = start, again;
  
  		do {
  
  			again = false;
  
  			if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  
  				removeNode( p );
  				p = end = p.prev;
  				if ( p === p.next ) break;
  				again = true;
  
  			} else {
  
  				p = p.next;
  
  			}
  
  		} while ( again || p !== end );
  
  		return end;
  
  	}
  
  	// main ear slicing loop which triangulates a polygon (given as a linked list)
  
  	function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  
  		if ( ! ear ) return;
  
  		// interlink polygon nodes in z-order
  
  		if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  
  		var stop = ear, prev, next;
  
  		// iterate through ears, slicing them one by one
  
  		while ( ear.prev !== ear.next ) {
  
  			prev = ear.prev;
  			next = ear.next;
  
  			if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  
  				// cut off the triangle
  				triangles.push( prev.i / dim );
  				triangles.push( ear.i / dim );
  				triangles.push( next.i / dim );
  
  				removeNode( ear );
  
  				// skipping the next vertice leads to less sliver triangles
  				ear = next.next;
  				stop = next.next;
  
  				continue;
  
  			}
  
  			ear = next;
  
  			// if we looped through the whole remaining polygon and can't find any more ears
  
  			if ( ear === stop ) {
  
  				// try filtering points and slicing again
  
  				if ( ! pass ) {
  
  					earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  
  					// if this didn't work, try curing all small self-intersections locally
  
  				} else if ( pass === 1 ) {
  
  					ear = cureLocalIntersections( ear, triangles, dim );
  					earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  
  					// as a last resort, try splitting the remaining polygon into two
  
  				} else if ( pass === 2 ) {
  
  					splitEarcut( ear, triangles, dim, minX, minY, invSize );
  
  				}
  
  				break;
  
  			}
  
  		}
  
  	}
  
  	// check whether a polygon node forms a valid ear with adjacent nodes
  
  	function isEar( ear ) {
  
  		var a = ear.prev,
  			b = ear,
  			c = ear.next;
  
  		if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  
  		// now make sure we don't have other points inside the potential ear
  		var p = ear.next.next;
  
  		while ( p !== ear.prev ) {
  
  			if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
  
  				return false;
  
  			}
  
  			p = p.next;
  
  		}
  
  		return true;
  
  	}
  
  	function isEarHashed( ear, minX, minY, invSize ) {
  
  		var a = ear.prev,
  			b = ear,
  			c = ear.next;
  
  		if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  
  		// triangle bbox; min & max are calculated like this for speed
  
  		var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  			minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  			maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  			maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  
  		// z-order range for the current triangle bbox;
  
  		var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  			maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  
  		// first look for points inside the triangle in increasing z-order
  
  		var p = ear.nextZ;
  
  		while ( p && p.z <= maxZ ) {
  
  			if ( p !== ear.prev && p !== ear.next &&
  					pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  					area( p.prev, p, p.next ) >= 0 ) return false;
  			p = p.nextZ;
  
  		}
  
  		// then look for points in decreasing z-order
  
  		p = ear.prevZ;
  
  		while ( p && p.z >= minZ ) {
  
  			if ( p !== ear.prev && p !== ear.next &&
  					pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  					area( p.prev, p, p.next ) >= 0 ) return false;
  
  			p = p.prevZ;
  
  		}
  
  		return true;
  
  	}
  
  	// go through all polygon nodes and cure small local self-intersections
  
  	function cureLocalIntersections( start, triangles, dim ) {
  
  		var p = start;
  
  		do {
  
  			var a = p.prev, b = p.next.next;
  
  			if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  
  				triangles.push( a.i / dim );
  				triangles.push( p.i / dim );
  				triangles.push( b.i / dim );
  
  				// remove two nodes involved
  
  				removeNode( p );
  				removeNode( p.next );
  
  				p = start = b;
  
  			}
  
  			p = p.next;
  
  		} while ( p !== start );
  
  		return p;
  
  	}
  
  	// try splitting polygon into two and triangulate them independently
  
  	function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  
  		// look for a valid diagonal that divides the polygon into two
  
  		var a = start;
  
  		do {
  
  			var b = a.next.next;
  
  			while ( b !== a.prev ) {
  
  				if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  
  					// split the polygon in two by the diagonal
  
  					var c = splitPolygon( a, b );
  
  					// filter colinear points around the cuts
  
  					a = filterPoints( a, a.next );
  					c = filterPoints( c, c.next );
  
  					// run earcut on each half
  
  					earcutLinked( a, triangles, dim, minX, minY, invSize );
  					earcutLinked( c, triangles, dim, minX, minY, invSize );
  					return;
  
  				}
  
  				b = b.next;
  
  			}
  
  			a = a.next;
  
  		} while ( a !== start );
  
  	}
  
  	// link every hole into the outer loop, producing a single-ring polygon without holes
  
  	function eliminateHoles( data, holeIndices, outerNode, dim ) {
  
  		var queue = [], i, len, start, end, list;
  
  		for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  
  			start = holeIndices[ i ] * dim;
  			end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  			list = linkedList( data, start, end, dim, false );
  			if ( list === list.next ) list.steiner = true;
  			queue.push( getLeftmost( list ) );
  
  		}
  
  		queue.sort( compareX );
  
  		// process holes from left to right
  
  		for ( i = 0; i < queue.length; i ++ ) {
  
  			eliminateHole( queue[ i ], outerNode );
  			outerNode = filterPoints( outerNode, outerNode.next );
  
  		}
  
  		return outerNode;
  
  	}
  
  	function compareX( a, b ) {
  
  		return a.x - b.x;
  
  	}
  
  	// find a bridge between vertices that connects hole with an outer ring and and link it
  
  	function eliminateHole( hole, outerNode ) {
  
  		outerNode = findHoleBridge( hole, outerNode );
  
  		if ( outerNode ) {
  
  			var b = splitPolygon( outerNode, hole );
  
  			filterPoints( b, b.next );
  
  		}
  
  	}
  
  	// David Eberly's algorithm for finding a bridge between hole and outer polygon
  
  	function findHoleBridge( hole, outerNode ) {
  
  		var p = outerNode,
  			hx = hole.x,
  			hy = hole.y,
  			qx = - Infinity,
  			m;
  
  		// find a segment intersected by a ray from the hole's leftmost point to the left;
  		// segment's endpoint with lesser x will be potential connection point
  
  		do {
  
  			if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  
  				var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  
  				if ( x <= hx && x > qx ) {
  
  					qx = x;
  
  					if ( x === hx ) {
  
  						if ( hy === p.y ) return p;
  						if ( hy === p.next.y ) return p.next;
  
  					}
  
  					m = p.x < p.next.x ? p : p.next;
  
  				}
  
  			}
  
  			p = p.next;
  
  		} while ( p !== outerNode );
  
  		if ( ! m ) return null;
  
  		if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  
  		// look for points inside the triangle of hole point, segment intersection and endpoint;
  		// if there are no points found, we have a valid connection;
  		// otherwise choose the point of the minimum angle with the ray as connection point
  
  		var stop = m,
  			mx = m.x,
  			my = m.y,
  			tanMin = Infinity,
  			tan;
  
  		p = m.next;
  
  		while ( p !== stop ) {
  
  			if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  							pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  
  				tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  
  				if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  
  					m = p;
  					tanMin = tan;
  
  				}
  
  			}
  
  			p = p.next;
  
  		}
  
  		return m;
  
  	}
  
  	// interlink polygon nodes in z-order
  
  	function indexCurve( start, minX, minY, invSize ) {
  
  		var p = start;
  
  		do {
  
  			if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  			p.prevZ = p.prev;
  			p.nextZ = p.next;
  			p = p.next;
  
  		} while ( p !== start );
  
  		p.prevZ.nextZ = null;
  		p.prevZ = null;
  
  		sortLinked( p );
  
  	}
  
  	// Simon Tatham's linked list merge sort algorithm
  	// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  
  	function sortLinked( list ) {
  
  		var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
  
  		do {
  
  			p = list;
  			list = null;
  			tail = null;
  			numMerges = 0;
  
  			while ( p ) {
  
  				numMerges ++;
  				q = p;
  				pSize = 0;
  
  				for ( i = 0; i < inSize; i ++ ) {
  
  					pSize ++;
  					q = q.nextZ;
  					if ( ! q ) break;
  
  				}
  
  				qSize = inSize;
  
  				while ( pSize > 0 || ( qSize > 0 && q ) ) {
  
  					if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  
  						e = p;
  						p = p.nextZ;
  						pSize --;
  
  					} else {
  
  						e = q;
  						q = q.nextZ;
  						qSize --;
  
  					}
  
  					if ( tail ) tail.nextZ = e;
  					else list = e;
  
  					e.prevZ = tail;
  					tail = e;
  
  				}
  
  				p = q;
  
  			}
  
  			tail.nextZ = null;
  			inSize *= 2;
  
  		} while ( numMerges > 1 );
  
  		return list;
  
  	}
  
  	// z-order of a point given coords and inverse of the longer side of data bbox
  
  	function zOrder( x, y, minX, minY, invSize ) {
  
  		// coords are transformed into non-negative 15-bit integer range
  
  		x = 32767 * ( x - minX ) * invSize;
  		y = 32767 * ( y - minY ) * invSize;
  
  		x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  		x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  		x = ( x | ( x << 2 ) ) & 0x33333333;
  		x = ( x | ( x << 1 ) ) & 0x55555555;
  
  		y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  		y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  		y = ( y | ( y << 2 ) ) & 0x33333333;
  		y = ( y | ( y << 1 ) ) & 0x55555555;
  
  		return x | ( y << 1 );
  
  	}
  
  	// find the leftmost node of a polygon ring
  
  	function getLeftmost( start ) {
  
  		var p = start, leftmost = start;
  
  		do {
  
  			if ( p.x < leftmost.x ) leftmost = p;
  			p = p.next;
  
  		} while ( p !== start );
  
  		return leftmost;
  
  	}
  
  	// check if a point lies within a convex triangle
  
  	function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  
  		return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  		 ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  		 ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  
  	}
  
  	// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  
  	function isValidDiagonal( a, b ) {
  
  		return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  			locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  
  	}
  
  	// signed area of a triangle
  
  	function area( p, q, r ) {
  
  		return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  
  	}
  
  	// check if two points are equal
  
  	function equals( p1, p2 ) {
  
  		return p1.x === p2.x && p1.y === p2.y;
  
  	}
  
  	// check if two segments intersect
  
  	function intersects( p1, q1, p2, q2 ) {
  
  		if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
  				( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  
  		return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  					 area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  
  	}
  
  	// check if a polygon diagonal intersects any polygon segments
  
  	function intersectsPolygon( a, b ) {
  
  		var p = a;
  
  		do {
  
  			if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  							intersects( p, p.next, a, b ) ) {
  
  				return true;
  
  			}
  
  			p = p.next;
  
  		} while ( p !== a );
  
  		return false;
  
  	}
  
  	// check if a polygon diagonal is locally inside the polygon
  
  	function locallyInside( a, b ) {
  
  		return area( a.prev, a, a.next ) < 0 ?
  			area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  			area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  
  	}
  
  	// check if the middle point of a polygon diagonal is inside the polygon
  
  	function middleInside( a, b ) {
  
  		var p = a,
  			inside = false,
  			px = ( a.x + b.x ) / 2,
  			py = ( a.y + b.y ) / 2;
  
  		do {
  
  			if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  							( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
  
  				inside = ! inside;
  
  			}
  
  			p = p.next;
  
  		} while ( p !== a );
  
  		return inside;
  
  	}
  
  	// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  	// if one belongs to the outer ring and another to a hole, it merges it into a single ring
  
  	function splitPolygon( a, b ) {
  
  		var a2 = new Node( a.i, a.x, a.y ),
  			b2 = new Node( b.i, b.x, b.y ),
  			an = a.next,
  			bp = b.prev;
  
  		a.next = b;
  		b.prev = a;
  
  		a2.next = an;
  		an.prev = a2;
  
  		b2.next = a2;
  		a2.prev = b2;
  
  		bp.next = b2;
  		b2.prev = bp;
  
  		return b2;
  
  	}
  
  	// create a node and optionally link it with previous one (in a circular doubly linked list)
  
  	function insertNode( i, x, y, last ) {
  
  		var p = new Node( i, x, y );
  
  		if ( ! last ) {
  
  			p.prev = p;
  			p.next = p;
  
  		} else {
  
  			p.next = last.next;
  			p.prev = last;
  			last.next.prev = p;
  			last.next = p;
  
  		}
  
  		return p;
  
  	}
  
  	function removeNode( p ) {
  
  		p.next.prev = p.prev;
  		p.prev.next = p.next;
  
  		if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  		if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  
  	}
  
  	function Node( i, x, y ) {
  
  		// vertice index in coordinates array
  		this.i = i;
  
  		// vertex coordinates
  		this.x = x;
  		this.y = y;
  
  		// previous and next vertice nodes in a polygon ring
  		this.prev = null;
  		this.next = null;
  
  		// z-order curve value
  		this.z = null;
  
  		// previous and next nodes in z-order
  		this.prevZ = null;
  		this.nextZ = null;
  
  		// indicates whether this is a steiner point
  		this.steiner = false;
  
  	}
  
  	function signedArea( data, start, end, dim ) {
  
  		var sum = 0;
  
  		for ( var i = start, j = end - dim; i < end; i += dim ) {
  
  			sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  			j = i;
  
  		}
  
  		return sum;
  
  	}
  
  	exports.Earcut = Earcut;
  
  }((this.Three = this.Three || {})));
  