whole_func_string: function(position, reference, target) {
  
              // Clean-up previously set transformations except the scale. If we didn't clean up the
              // previous transformations then they'd add up with the old ones. Scale is an exception as
              // it doesn't add up, consider: `this.scale(2).scale(2).scale(2)`. The result is that the
              // element is scaled by the factor 2, not 8.
  
              var s = this.scale();
              this.attr('transform', '');
              this.scale(s.sx, s.sy);
  
              var svg = this.svg().node;
              var bbox = this.bbox(false, target);
  
              // 1. Translate to origin.
              var translateToOrigin = svg.createSVGTransform();
              translateToOrigin.setTranslate(-bbox.x - bbox.width/2, -bbox.y - bbox.height/2);
  
              // 2. Rotate around origin.
              var rotateAroundOrigin = svg.createSVGTransform();
              var angle = g.point(position).changeInAngle(position.x - reference.x, position.y - reference.y, reference);
              rotateAroundOrigin.setRotate(angle, 0, 0);
  
              // 3. Translate to the `position` + the offset (half my width) towards the `reference` point.
              var translateFinal = svg.createSVGTransform();
              var finalPosition = g.point(position).move(reference, bbox.width/2);
              translateFinal.setTranslate(position.x + (position.x - finalPosition.x), position.y + (position.y - finalPosition.y));
  
              // 4. Apply transformations.
              var ctm = this.node.getTransformToElement(target);
              var transform = svg.createSVGTransform();
              transform.setMatrix(
                  translateFinal.matrix.multiply(
                      rotateAroundOrigin.matrix.multiply(
                          translateToOrigin.matrix.multiply(
                              ctm)))
              );
  
              // Instead of directly setting the `matrix()` transform on the element, first, decompose
              // the matrix into separate transforms. This allows us to use normal Vectorizer methods
              // as they don't work on matrices. An example of this is to retrieve a scale of an element.
              // this.node.transform.baseVal.initialize(transform);
  
              var decomposition = decomposeMatrix(transform.matrix);
  
              this.translate(decomposition.translateX, decomposition.translateY);
              this.rotate(decomposition.rotation);
              // Note that scale has been already applied, hence the following line stays commented. (it's here just for reference).
              //this.scale(decomposition.scaleX, decomposition.scaleY);
  
              return this;
          }
func_code_string: function(position, reference, target) {
  
              // Clean-up previously set transformations except the scale. If we didn't clean up the
              // previous transformations then they'd add up with the old ones. Scale is an exception as
              // it doesn't add up, consider: `this.scale(2).scale(2).scale(2)`. The result is that the
              // element is scaled by the factor 2, not 8.
  
              var s = this.scale();
              this.attr('transform', '');
              this.scale(s.sx, s.sy);
  
              var svg = this.svg().node;
              var bbox = this.bbox(false, target);
  
              // 1. Translate to origin.
              var translateToOrigin = svg.createSVGTransform();
              translateToOrigin.setTranslate(-bbox.x - bbox.width/2, -bbox.y - bbox.height/2);
  
              // 2. Rotate around origin.
              var rotateAroundOrigin = svg.createSVGTransform();
              var angle = g.point(position).changeInAngle(position.x - reference.x, position.y - reference.y, reference);
              rotateAroundOrigin.setRotate(angle, 0, 0);
  
              // 3. Translate to the `position` + the offset (half my width) towards the `reference` point.
              var translateFinal = svg.createSVGTransform();
              var finalPosition = g.point(position).move(reference, bbox.width/2);
              translateFinal.setTranslate(position.x + (position.x - finalPosition.x), position.y + (position.y - finalPosition.y));
  
              // 4. Apply transformations.
              var ctm = this.node.getTransformToElement(target);
              var transform = svg.createSVGTransform();
              transform.setMatrix(
                  translateFinal.matrix.multiply(
                      rotateAroundOrigin.matrix.multiply(
                          translateToOrigin.matrix.multiply(
                              ctm)))
              );
  
              // Instead of directly setting the `matrix()` transform on the element, first, decompose
              // the matrix into separate transforms. This allows us to use normal Vectorizer methods
              // as they don't work on matrices. An example of this is to retrieve a scale of an element.
              // this.node.transform.baseVal.initialize(transform);
  
              var decomposition = decomposeMatrix(transform.matrix);
  
              this.translate(decomposition.translateX, decomposition.translateY);
              this.rotate(decomposition.rotation);
              // Note that scale has been already applied, hence the following line stays commented. (it's here just for reference).
              //this.scale(decomposition.scaleX, decomposition.scaleY);
  
              return this;
          }
func_documentation_string: Efficiently auto-orient an element. This basically implements the orient=auto attribute of markers. The easiest way of understanding on what this does is to imagine the element is an arrowhead. Calling this method on the arrowhead makes it point to the `position` point while being auto-oriented (properly rotated) towards the `reference` point. `target` is the element relative to which the transformations are applied. Usually a viewport.