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* Calculates the length of a vec3\n *\n * @param {vec3} a vector to calculate length of\n * @returns {Number} length of a\n */\nfunction length(t){let e=t[0];let n=t[1];let r=t[2];return Math.sqrt(e*e+n*n+r*r)}\n/**\n * Copy the values from one vec3 to another\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the source vector\n * @returns {vec3} out\n */function copy(t,e){t[0]=e[0];t[1]=e[1];t[2]=e[2];return t}\n/**\n * Set the components of a vec3 to the given values\n *\n * @param {vec3} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} out\n */function set(t,e,n,r){t[0]=e;t[1]=n;t[2]=r;return t}\n/**\n * Adds two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */function add(t,e,n){t[0]=e[0]+n[0];t[1]=e[1]+n[1];t[2]=e[2]+n[2];return t}\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */function subtract(t,e,n){t[0]=e[0]-n[0];t[1]=e[1]-n[1];t[2]=e[2]-n[2];return t}\n/**\n * Multiplies two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */function multiply(t,e,n){t[0]=e[0]*n[0];t[1]=e[1]*n[1];t[2]=e[2]*n[2];return t}\n/**\n * Divides two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */function divide(t,e,n){t[0]=e[0]/n[0];t[1]=e[1]/n[1];t[2]=e[2]/n[2];return t}\n/**\n * Scales a vec3 by a scalar number\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec3} out\n */function scale(t,e,n){t[0]=e[0]*n;t[1]=e[1]*n;t[2]=e[2]*n;return t}\n/**\n * Calculates the euclidian distance between two vec3's\n *\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {Number} distance between a and b\n */function distance(t,e){let n=e[0]-t[0];let r=e[1]-t[1];let u=e[2]-t[2];return Math.sqrt(n*n+r*r+u*u)}\n/**\n * Calculates the squared euclidian distance between two vec3's\n *\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {Number} squared distance between a and b\n */function squaredDistance(t,e){let n=e[0]-t[0];let r=e[1]-t[1];let u=e[2]-t[2];return n*n+r*r+u*u}\n/**\n * Calculates the squared length of a vec3\n *\n * @param {vec3} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */function squaredLength(t){let e=t[0];let n=t[1];let r=t[2];return e*e+n*n+r*r}\n/**\n * Negates the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to negate\n * @returns {vec3} out\n */function negate(t,e){t[0]=-e[0];t[1]=-e[1];t[2]=-e[2];return t}\n/**\n * Returns the inverse of the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to invert\n * @returns {vec3} out\n */function inverse(t,e){t[0]=1/e[0];t[1]=1/e[1];t[2]=1/e[2];return t}\n/**\n * Normalize a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a vector to normalize\n * @returns {vec3} out\n */function normalize(t,e){let n=e[0];let r=e[1];let u=e[2];let l=n*n+r*r+u*u;l>0&&(l=1/Math.sqrt(l));t[0]=e[0]*l;t[1]=e[1]*l;t[2]=e[2]*l;return t}\n/**\n * Calculates the dot product of two vec3's\n *\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {Number} dot product of a and b\n */function dot(t,e){return t[0]*e[0]+t[1]*e[1]+t[2]*e[2]}\n/**\n * Computes the cross product of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @returns {vec3} out\n */function cross(t,e,n){let r=e[0],u=e[1],l=e[2];let o=n[0],a=n[1],c=n[2];t[0]=u*c-l*a;t[1]=l*o-r*c;t[2]=r*a-u*o;return t}\n/**\n * Performs a linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the first operand\n * @param {vec3} b the second operand\n * @param {Number} t interpolation amount between the two inputs\n * @returns {vec3} out\n */function lerp(t,e,n,r){let u=e[0];let l=e[1];let o=e[2];t[0]=u+r*(n[0]-u);t[1]=l+r*(n[1]-l);t[2]=o+r*(n[2]-o);return t}\n/**\n * Transforms the vec3 with a mat4.\n * 4th vector component is implicitly '1'\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the vector to transform\n * @param {mat4} m matrix to transform with\n * @returns {vec3} out\n */function transformMat4(t,e,n){let r=e[0],u=e[1],l=e[2];let o=n[3]*r+n[7]*u+n[11]*l+n[15];o=o||1;t[0]=(n[0]*r+n[4]*u+n[8]*l+n[12])/o;t[1]=(n[1]*r+n[5]*u+n[9]*l+n[13])/o;t[2]=(n[2]*r+n[6]*u+n[10]*l+n[14])/o;return t}function scaleRotateMat4(t,e,n){let r=e[0],u=e[1],l=e[2];let o=n[3]*r+n[7]*u+n[11]*l+n[15];o=o||1;t[0]=(n[0]*r+n[4]*u+n[8]*l)/o;t[1]=(n[1]*r+n[5]*u+n[9]*l)/o;t[2]=(n[2]*r+n[6]*u+n[10]*l)/o;return t}\n/**\n * Transforms the vec3 with a mat3.\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the vector to transform\n * @param {mat3} m the 3x3 matrix to transform with\n * @returns {vec3} out\n */function transformMat3(t,e,n){let r=e[0],u=e[1],l=e[2];t[0]=r*n[0]+u*n[3]+l*n[6];t[1]=r*n[1]+u*n[4]+l*n[7];t[2]=r*n[2]+u*n[5]+l*n[8];return t}\n/**\n * Transforms the vec3 with a quat\n *\n * @param {vec3} out the receiving vector\n * @param {vec3} a the vector to transform\n * @param {quat} q quaternion to transform with\n * @returns {vec3} out\n */function transformQuat(t,e,n){let r=e[0],u=e[1],l=e[2];let o=n[0],a=n[1],c=n[2],i=n[3];let s=a*l-c*u;let f=c*r-o*l;let d=o*u-a*r;let m=a*d-c*f;let M=c*s-o*d;let h=o*f-a*s;let p=i*2;s*=p;f*=p;d*=p;m*=2;M*=2;h*=2;t[0]=r+s+m;t[1]=u+f+M;t[2]=l+d+h;return t}\n/**\n * Get the angle between two 3D vectors\n * @param {vec3} a The first operand\n * @param {vec3} b The second operand\n * @returns {Number} The angle in radians\n */const t=function(){const t=[0,0,0];const e=[0,0,0];return function(n,r){copy(t,n);copy(e,r);normalize(t,t);normalize(e,e);let u=dot(t,e);return u>1?0:u<-1?Math.PI:Math.acos(u)}}();\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {vec3} a The first vector.\n * @param {vec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */function exactEquals(t,e){return t[0]===e[0]&&t[1]===e[1]&&t[2]===e[2]}export{add,t as angle,copy,cross,distance,divide,dot,exactEquals,inverse,length,lerp,multiply,negate,normalize,scale,scaleRotateMat4,set,squaredDistance,squaredLength,subtract,transformMat3,transformMat4,transformQuat};\n//# sourceMappingURL=Vec3Func.js.map\n","import{set as t,copy as s,add as i,subtract as r,multiply as h,scale as e,divide as n,inverse as u,length as a,distance as o,squaredLength as c,squaredDistance as l,negate as p,cross as y,normalize as d,dot as g,exactEquals as m,transformMat3 as x,transformMat4 as f,scaleRotateMat4 as z,transformQuat as V,angle as q,lerp as A}from\"./functions/Vec3Func.js\";class Vec3 extends Array{constructor(t=0,s=t,i=t){super(t,s,i);return this}get x(){return this[0]}get y(){return this[1]}get z(){return this[2]}set x(t){this[0]=t}set y(t){this[1]=t}set z(t){this[2]=t}set(s,i=s,r=s){if(s.length)return this.copy(s);t(this,s,i,r);return this}copy(t){s(this,t);return this}add(t,s){s?i(this,t,s):i(this,this,t);return this}sub(t,s){s?r(this,t,s):r(this,this,t);return this}multiply(t){t.length?h(this,this,t):e(this,this,t);return this}divide(t){t.length?n(this,this,t):e(this,this,1/t);return this}inverse(t=this){u(this,t);return this}len(){return a(this)}distance(t){return t?o(this,t):a(this)}squaredLen(){return c(this)}squaredDistance(t){return t?l(this,t):c(this)}negate(t=this){p(this,t);return this}cross(t,s){s?y(this,t,s):y(this,this,t);return this}scale(t){e(this,this,t);return this}normalize(){d(this,this);return this}dot(t){return g(this,t)}equals(t){return m(this,t)}applyMatrix3(t){x(this,this,t);return this}applyMatrix4(t){f(this,this,t);return this}scaleRotateMatrix4(t){z(this,this,t);return this}applyQuaternion(t){V(this,this,t);return this}angle(t){return q(this,t)}lerp(t,s){A(this,this,t,s);return this}clone(){return new Vec3(this[0],this[1],this[2])}fromArray(t,s=0){this[0]=t[s];this[1]=t[s+1];this[2]=t[s+2];return this}toArray(t=[],s=0){t[s]=this[0];t[s+1]=this[1];t[s+2]=this[2];return t}transformDirection(t){const s=this[0];const i=this[1];const r=this[2];this[0]=t[0]*s+t[4]*i+t[8]*r;this[1]=t[1]*s+t[5]*i+t[9]*r;this[2]=t[2]*s+t[6]*i+t[10]*r;return this.normalize()}}export{Vec3};\n//# sourceMappingURL=Vec3.js.map\n","import{Vec3 as t}from\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";const e=new t;let s=1;let i=1;let r=false;class Geometry{constructor(t,e={}){t.canvas||console.error(\"gl not passed as first argument to Geometry\");this.gl=t;this.attributes=e;this.id=s++;this.VAOs={};this.drawRange={start:0,count:0};this.instancedCount=0;this.gl.renderer.bindVertexArray(null);this.gl.renderer.currentGeometry=null;this.glState=this.gl.renderer.state;for(let t in e)this.addAttribute(t,e[t])}addAttribute(t,e){this.attributes[t]=e;e.id=i++;e.size=e.size||1;e.type=e.type||(e.data.constructor===Float32Array?this.gl.FLOAT:e.data.constructor===Uint16Array?this.gl.UNSIGNED_SHORT:this.gl.UNSIGNED_INT);e.target=t===\"index\"?this.gl.ELEMENT_ARRAY_BUFFER:this.gl.ARRAY_BUFFER;e.normalized=e.normalized||false;e.stride=e.stride||0;e.offset=e.offset||0;e.count=e.count||(e.stride?e.data.byteLength/e.stride:e.data.length/e.size);e.divisor=e.instanced||0;e.needsUpdate=false;e.usage=e.usage||this.gl.STATIC_DRAW;e.buffer||this.updateAttribute(e);if(e.divisor){this.isInstanced=true;if(this.instancedCount&&this.instancedCount!==e.count*e.divisor){console.warn(\"geometry has multiple instanced buffers of different length\");return this.instancedCount=Math.min(this.instancedCount,e.count*e.divisor)}this.instancedCount=e.count*e.divisor}else t===\"index\"?this.drawRange.count=e.count:this.attributes.index||(this.drawRange.count=Math.max(this.drawRange.count,e.count))}updateAttribute(t){const e=!t.buffer;e&&(t.buffer=this.gl.createBuffer());if(this.glState.boundBuffer!==t.buffer){this.gl.bindBuffer(t.target,t.buffer);this.glState.boundBuffer=t.buffer}e?this.gl.bufferData(t.target,t.data,t.usage):this.gl.bufferSubData(t.target,0,t.data);t.needsUpdate=false}setIndex(t){this.addAttribute(\"index\",t)}setDrawRange(t,e){this.drawRange.start=t;this.drawRange.count=e}setInstancedCount(t){this.instancedCount=t}createVAO(t){this.VAOs[t.attributeOrder]=this.gl.renderer.createVertexArray();this.gl.renderer.bindVertexArray(this.VAOs[t.attributeOrder]);this.bindAttributes(t)}bindAttributes(t){t.attributeLocations.forEach(((t,{name:e,type:s})=>{if(!this.attributes[e]){console.warn(`active attribute ${e} not being supplied`);return}const i=this.attributes[e];this.gl.bindBuffer(i.target,i.buffer);this.glState.boundBuffer=i.buffer;let r=1;s===35674&&(r=2);s===35675&&(r=3);s===35676&&(r=4);const n=i.size/r;const a=r===1?0:r*r*4;const d=r===1?0:r*4;for(let e=0;e<r;e++){this.gl.vertexAttribPointer(t+e,n,i.type,i.normalized,i.stride+a,i.offset+e*d);this.gl.enableVertexAttribArray(t+e);this.gl.renderer.vertexAttribDivisor(t+e,i.divisor)}}));this.attributes.index&&this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER,this.attributes.index.buffer)}draw({program:t,mode:e=this.gl.TRIANGLES}){if(this.gl.renderer.currentGeometry!==`${this.id}_${t.attributeOrder}`){this.VAOs[t.attributeOrder]||this.createVAO(t);this.gl.renderer.bindVertexArray(this.VAOs[t.attributeOrder]);this.gl.renderer.currentGeometry=`${this.id}_${t.attributeOrder}`}t.attributeLocations.forEach(((t,{name:e})=>{const s=this.attributes[e];s.needsUpdate&&this.updateAttribute(s)}));let s=2;this.attributes.index?.type===this.gl.UNSIGNED_INT&&(s=4);this.isInstanced?this.attributes.index?this.gl.renderer.drawElementsInstanced(e,this.drawRange.count,this.attributes.index.type,this.attributes.index.offset+this.drawRange.start*s,this.instancedCount):this.gl.renderer.drawArraysInstanced(e,this.drawRange.start,this.drawRange.count,this.instancedCount):this.attributes.index?this.gl.drawElements(e,this.drawRange.count,this.attributes.index.type,this.attributes.index.offset+this.drawRange.start*s):this.gl.drawArrays(e,this.drawRange.start,this.drawRange.count)}getPosition(){const t=this.attributes.position;if(t.data)return t;if(!r){console.warn(\"No position buffer data found to compute bounds\");return r=true}}computeBoundingBox(e){e||(e=this.getPosition());const s=e.data;const i=e.size;this.bounds||(this.bounds={min:new t,max:new t,center:new t,scale:new t,radius:Infinity});const r=this.bounds.min;const n=this.bounds.max;const a=this.bounds.center;const d=this.bounds.scale;r.set(Infinity);n.set(-Infinity);for(let t=0,e=s.length;t<e;t+=i){const e=s[t];const i=s[t+1];const a=s[t+2];r.x=Math.min(e,r.x);r.y=Math.min(i,r.y);r.z=Math.min(a,r.z);n.x=Math.max(e,n.x);n.y=Math.max(i,n.y);n.z=Math.max(a,n.z)}d.sub(n,r);a.add(r,n).divide(2)}computeBoundingSphere(t){t||(t=this.getPosition());const s=t.data;const i=t.size;this.bounds||this.computeBoundingBox(t);let r=0;for(let t=0,n=s.length;t<n;t+=i){e.fromArray(s,t);r=Math.max(r,this.bounds.center.squaredDistance(e))}this.bounds.radius=Math.sqrt(r)}remove(){for(let t in this.VAOs){this.gl.renderer.deleteVertexArray(this.VAOs[t]);delete this.VAOs[t]}for(let t in this.attributes){this.gl.deleteBuffer(this.attributes[t].buffer);delete this.attributes[t]}}}export{Geometry};\n//# sourceMappingURL=Geometry.js.map\n","let e=1;const t={};class Program{constructor(t,{vertex:r,fragment:s,uniforms:n={},transparent:i=false,cullFace:a=t.BACK,frontFace:h=t.CCW,depthTest:o=true,depthWrite:l=true,depthFunc:g=t.LEQUAL}={}){t.canvas||console.error(\"gl not passed as first argument to Program\");this.gl=t;this.uniforms=n;this.id=e++;r||console.warn(\"vertex shader not supplied\");s||console.warn(\"fragment shader not supplied\");this.transparent=i;this.cullFace=a;this.frontFace=h;this.depthTest=o;this.depthWrite=l;this.depthFunc=g;this.blendFunc={};this.blendEquation={};this.transparent&&!this.blendFunc.src&&(this.gl.renderer.premultipliedAlpha?this.setBlendFunc(this.gl.ONE,this.gl.ONE_MINUS_SRC_ALPHA):this.setBlendFunc(this.gl.SRC_ALPHA,this.gl.ONE_MINUS_SRC_ALPHA));this.vertexShader=t.createShader(t.VERTEX_SHADER);this.fragmentShader=t.createShader(t.FRAGMENT_SHADER);this.program=t.createProgram();t.attachShader(this.program,this.vertexShader);t.attachShader(this.program,this.fragmentShader);this.setShaders({vertex:r,fragment:s})}setShaders({vertex:e,fragment:t}){if(e){this.gl.shaderSource(this.vertexShader,e);this.gl.compileShader(this.vertexShader);this.gl.getShaderInfoLog(this.vertexShader)!==\"\"&&console.warn(`${this.gl.getShaderInfoLog(this.vertexShader)}\\nVertex Shader\\n${addLineNumbers(e)}`)}if(t){this.gl.shaderSource(this.fragmentShader,t);this.gl.compileShader(this.fragmentShader);this.gl.getShaderInfoLog(this.fragmentShader)!==\"\"&&console.warn(`${this.gl.getShaderInfoLog(this.fragmentShader)}\\nFragment Shader\\n${addLineNumbers(t)}`)}this.gl.linkProgram(this.program);if(!this.gl.getProgramParameter(this.program,this.gl.LINK_STATUS))return console.warn(this.gl.getProgramInfoLog(this.program));this.uniformLocations=new Map;let r=this.gl.getProgramParameter(this.program,this.gl.ACTIVE_UNIFORMS);for(let e=0;e<r;e++){let t=this.gl.getActiveUniform(this.program,e);this.uniformLocations.set(t,this.gl.getUniformLocation(this.program,t.name));const r=t.name.match(/(\\w+)/g);t.uniformName=r[0];t.nameComponents=r.slice(1)}this.attributeLocations=new Map;const s=[];const n=this.gl.getProgramParameter(this.program,this.gl.ACTIVE_ATTRIBUTES);for(let e=0;e<n;e++){const t=this.gl.getActiveAttrib(this.program,e);const r=this.gl.getAttribLocation(this.program,t.name);if(r!==-1){s[r]=t.name;this.attributeLocations.set(t,r)}}this.attributeOrder=s.join(\"\")}setBlendFunc(e,t,r,s){this.blendFunc.src=e;this.blendFunc.dst=t;this.blendFunc.srcAlpha=r;this.blendFunc.dstAlpha=s;e&&(this.transparent=true)}setBlendEquation(e,t){this.blendEquation.modeRGB=e;this.blendEquation.modeAlpha=t}applyState(){this.depthTest?this.gl.renderer.enable(this.gl.DEPTH_TEST):this.gl.renderer.disable(this.gl.DEPTH_TEST);this.cullFace?this.gl.renderer.enable(this.gl.CULL_FACE):this.gl.renderer.disable(this.gl.CULL_FACE);this.blendFunc.src?this.gl.renderer.enable(this.gl.BLEND):this.gl.renderer.disable(this.gl.BLEND);this.cullFace&&this.gl.renderer.setCullFace(this.cullFace);this.gl.renderer.setFrontFace(this.frontFace);this.gl.renderer.setDepthMask(this.depthWrite);this.gl.renderer.setDepthFunc(this.depthFunc);this.blendFunc.src&&this.gl.renderer.setBlendFunc(this.blendFunc.src,this.blendFunc.dst,this.blendFunc.srcAlpha,this.blendFunc.dstAlpha);this.gl.renderer.setBlendEquation(this.blendEquation.modeRGB,this.blendEquation.modeAlpha)}use({flipFaces:e=false}={}){let t=-1;const r=this.gl.renderer.state.currentProgram===this.id;if(!r){this.gl.useProgram(this.program);this.gl.renderer.state.currentProgram=this.id}this.uniformLocations.forEach(((e,r)=>{let s=this.uniforms[r.uniformName];for(const e of r.nameComponents){if(!s)break;if(!(e in s)){if(Array.isArray(s.value))break;s=void 0;break}s=s[e]}if(!s)return warn(`Active uniform ${r.name} has not been supplied`);if(s&&s.value===void 0)return warn(`${r.name} uniform is missing a value parameter`);if(s.value.texture){t+=1;s.value.update(t);return setUniform(this.gl,r.type,e,t)}if(s.value.length&&s.value[0].texture){const n=[];s.value.forEach((e=>{t+=1;e.update(t);n.push(t)}));return setUniform(this.gl,r.type,e,n)}setUniform(this.gl,r.type,e,s.value)}));this.applyState();e&&this.gl.renderer.setFrontFace(this.frontFace===this.gl.CCW?this.gl.CW:this.gl.CCW)}remove(){this.gl.deleteProgram(this.program)}}function setUniform(e,t,r,s){s=s.length?flatten(s):s;const n=e.renderer.state.uniformLocations.get(r);if(s.length)if(n===void 0||n.length!==s.length)e.renderer.state.uniformLocations.set(r,s.slice(0));else{if(arraysEqual(n,s))return;n.set?n.set(s):setArray(n,s);e.renderer.state.uniformLocations.set(r,n)}else{if(n===s)return;e.renderer.state.uniformLocations.set(r,s)}switch(t){case 5126:return s.length?e.uniform1fv(r,s):e.uniform1f(r,s);case 35664:return e.uniform2fv(r,s);case 35665:return e.uniform3fv(r,s);case 35666:return e.uniform4fv(r,s);case 35670:case 5124:case 35678:case 36306:case 35680:case 36289:return s.length?e.uniform1iv(r,s):e.uniform1i(r,s);case 35671:case 35667:return e.uniform2iv(r,s);case 35672:case 35668:return e.uniform3iv(r,s);case 35673:case 35669:return e.uniform4iv(r,s);case 35674:return e.uniformMatrix2fv(r,false,s);case 35675:return e.uniformMatrix3fv(r,false,s);case 35676:return e.uniformMatrix4fv(r,false,s)}}function addLineNumbers(e){let t=e.split(\"\\n\");for(let e=0;e<t.length;e++)t[e]=e+1+\": \"+t[e];return t.join(\"\\n\")}function flatten(e){const r=e.length;const s=e[0].length;if(s===void 0)return e;const n=r*s;let i=t[n];i||(t[n]=i=new Float32Array(n));for(let t=0;t<r;t++)i.set(e[t],t*s);return i}function arraysEqual(e,t){if(e.length!==t.length)return false;for(let r=0,s=e.length;r<s;r++)if(e[r]!==t[r])return false;return true}function setArray(e,t){for(let r=0,s=e.length;r<s;r++)e[r]=t[r]}let r=0;function warn(e){if(!(r>100)){console.warn(e);r++;r>100&&console.warn(\"More than 100 program warnings - stopping logs.\")}}export{Program};\n//# sourceMappingURL=Program.js.map\n","import{Vec3 as t}from\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";const e=new t;let s=1;class Renderer{constructor({canvas:t=document.createElement(\"canvas\"),width:e=300,height:i=150,dpr:r=1,alpha:a=false,depth:n=true,stencil:h=false,antialias:l=false,premultipliedAlpha:d=false,preserveDrawingBuffer:o=false,powerPreference:u=\"default\",autoClear:c=true,webgl:p=2}={}){const g={alpha:a,depth:n,stencil:h,antialias:l,premultipliedAlpha:d,preserveDrawingBuffer:o,powerPreference:u};this.dpr=r;this.alpha=a;this.color=true;this.depth=n;this.stencil=h;this.premultipliedAlpha=d;this.autoClear=c;this.id=s++;p===2&&(this.gl=t.getContext(\"webgl2\",g));this.isWebgl2=!!this.gl;this.gl||(this.gl=t.getContext(\"webgl\",g));this.gl||console.error(\"unable to create webgl context\");this.gl.renderer=this;this.setSize(e,i);this.state={};this.state.blendFunc={src:this.gl.ONE,dst:this.gl.ZERO};this.state.blendEquation={modeRGB:this.gl.FUNC_ADD};this.state.cullFace=false;this.state.frontFace=this.gl.CCW;this.state.depthMask=true;this.state.depthFunc=this.gl.LEQUAL;this.state.premultiplyAlpha=false;this.state.flipY=false;this.state.unpackAlignment=4;this.state.framebuffer=null;this.state.viewport={x:0,y:0,width:null,height:null};this.state.textureUnits=[];this.state.activeTextureUnit=0;this.state.boundBuffer=null;this.state.uniformLocations=new Map;this.state.currentProgram=null;this.extensions={};if(this.isWebgl2){this.getExtension(\"EXT_color_buffer_float\");this.getExtension(\"OES_texture_float_linear\")}else{this.getExtension(\"OES_texture_float\");this.getExtension(\"OES_texture_float_linear\");this.getExtension(\"OES_texture_half_float\");this.getExtension(\"OES_texture_half_float_linear\");this.getExtension(\"OES_element_index_uint\");this.getExtension(\"OES_standard_derivatives\");this.getExtension(\"EXT_sRGB\");this.getExtension(\"WEBGL_depth_texture\");this.getExtension(\"WEBGL_draw_buffers\")}this.getExtension(\"WEBGL_compressed_texture_astc\");this.getExtension(\"EXT_texture_compression_bptc\");this.getExtension(\"WEBGL_compressed_texture_s3tc\");this.getExtension(\"WEBGL_compressed_texture_etc1\");this.getExtension(\"WEBGL_compressed_texture_pvrtc\");this.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\");this.vertexAttribDivisor=this.getExtension(\"ANGLE_instanced_arrays\",\"vertexAttribDivisor\",\"vertexAttribDivisorANGLE\");this.drawArraysInstanced=this.getExtension(\"ANGLE_instanced_arrays\",\"drawArraysInstanced\",\"drawArraysInstancedANGLE\");this.drawElementsInstanced=this.getExtension(\"ANGLE_instanced_arrays\",\"drawElementsInstanced\",\"drawElementsInstancedANGLE\");this.createVertexArray=this.getExtension(\"OES_vertex_array_object\",\"createVertexArray\",\"createVertexArrayOES\");this.bindVertexArray=this.getExtension(\"OES_vertex_array_object\",\"bindVertexArray\",\"bindVertexArrayOES\");this.deleteVertexArray=this.getExtension(\"OES_vertex_array_object\",\"deleteVertexArray\",\"deleteVertexArrayOES\");this.drawBuffers=this.getExtension(\"WEBGL_draw_buffers\",\"drawBuffers\",\"drawBuffersWEBGL\");this.parameters={};this.parameters.maxTextureUnits=this.gl.getParameter(this.gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);this.parameters.maxAnisotropy=this.getExtension(\"EXT_texture_filter_anisotropic\")?this.gl.getParameter(this.getExtension(\"EXT_texture_filter_anisotropic\").MAX_TEXTURE_MAX_ANISOTROPY_EXT):0}setSize(t,e){this.width=t;this.height=e;this.gl.canvas.width=t*this.dpr;this.gl.canvas.height=e*this.dpr;this.gl.canvas.style&&Object.assign(this.gl.canvas.style,{width:t+\"px\",height:e+\"px\"})}setViewport(t,e,s=0,i=0){if(this.state.viewport.width!==t||this.state.viewport.height!==e){this.state.viewport.width=t;this.state.viewport.height=e;this.state.viewport.x=s;this.state.viewport.y=i;this.gl.viewport(s,i,t,e)}}setScissor(t,e,s=0,i=0){this.gl.scissor(s,i,t,e)}enable(t){if(this.state[t]!==true){this.gl.enable(t);this.state[t]=true}}disable(t){if(this.state[t]!==false){this.gl.disable(t);this.state[t]=false}}setBlendFunc(t,e,s,i){if(this.state.blendFunc.src!==t||this.state.blendFunc.dst!==e||this.state.blendFunc.srcAlpha!==s||this.state.blendFunc.dstAlpha!==i){this.state.blendFunc.src=t;this.state.blendFunc.dst=e;this.state.blendFunc.srcAlpha=s;this.state.blendFunc.dstAlpha=i;s!==void 0?this.gl.blendFuncSeparate(t,e,s,i):this.gl.blendFunc(t,e)}}setBlendEquation(t,e){t=t||this.gl.FUNC_ADD;if(this.state.blendEquation.modeRGB!==t||this.state.blendEquation.modeAlpha!==e){this.state.blendEquation.modeRGB=t;this.state.blendEquation.modeAlpha=e;e!==void 0?this.gl.blendEquationSeparate(t,e):this.gl.blendEquation(t)}}setCullFace(t){if(this.state.cullFace!==t){this.state.cullFace=t;this.gl.cullFace(t)}}setFrontFace(t){if(this.state.frontFace!==t){this.state.frontFace=t;this.gl.frontFace(t)}}setDepthMask(t){if(this.state.depthMask!==t){this.state.depthMask=t;this.gl.depthMask(t)}}setDepthFunc(t){if(this.state.depthFunc!==t){this.state.depthFunc=t;this.gl.depthFunc(t)}}activeTexture(t){if(this.state.activeTextureUnit!==t){this.state.activeTextureUnit=t;this.gl.activeTexture(this.gl.TEXTURE0+t)}}bindFramebuffer({target:t=this.gl.FRAMEBUFFER,buffer:e=null}={}){if(this.state.framebuffer!==e){this.state.framebuffer=e;this.gl.bindFramebuffer(t,e)}}getExtension(t,e,s){if(e&&this.gl[e])return this.gl[e].bind(this.gl);this.extensions[t]||(this.extensions[t]=this.gl.getExtension(t));return e?this.extensions[t]?this.extensions[t][s].bind(this.extensions[t]):null:this.extensions[t]}sortOpaque(t,e){return t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.program.id!==e.program.id?t.program.id-e.program.id:t.zDepth!==e.zDepth?t.zDepth-e.zDepth:e.id-t.id}sortTransparent(t,e){return t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.zDepth!==e.zDepth?e.zDepth-t.zDepth:e.id-t.id}sortUI(t,e){return t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.program.id!==e.program.id?t.program.id-e.program.id:e.id-t.id}getRenderList({scene:t,camera:s,frustumCull:i,sort:r}){let a=[];s&&i&&s.updateFrustum();t.traverse((t=>{if(!t.visible)return true;t.draw&&(i&&t.frustumCulled&&s&&!s.frustumIntersectsMesh(t)||a.push(t))}));if(r){const t=[];const i=[];const r=[];a.forEach((a=>{a.program.transparent?a.program.depthTest?i.push(a):r.push(a):t.push(a);a.zDepth=0;if(a.renderOrder===0&&a.program.depthTest&&s){a.worldMatrix.getTranslation(e);e.applyMatrix4(s.projectionViewMatrix);a.zDepth=e.z}}));t.sort(this.sortOpaque);i.sort(this.sortTransparent);r.sort(this.sortUI);a=t.concat(i,r)}return a}render({scene:t,camera:e,target:s=null,update:i=true,sort:r=true,frustumCull:a=true,clear:n}){if(s===null){this.bindFramebuffer();this.setViewport(this.width*this.dpr,this.height*this.dpr)}else{this.bindFramebuffer(s);this.setViewport(s.width,s.height)}if(n||this.autoClear&&n!==false){if(this.depth&&(!s||s.depth)){this.enable(this.gl.DEPTH_TEST);this.setDepthMask(true)}this.gl.clear((this.color?this.gl.COLOR_BUFFER_BIT:0)|(this.depth?this.gl.DEPTH_BUFFER_BIT:0)|(this.stencil?this.gl.STENCIL_BUFFER_BIT:0))}i&&t.updateMatrixWorld();e&&e.updateMatrixWorld();const h=this.getRenderList({scene:t,camera:e,frustumCull:a,sort:r});h.forEach((t=>{t.draw({camera:e})}))}}export{Renderer};\n//# sourceMappingURL=Renderer.js.map\n","/**\n * Copy the values from one vec4 to another\n *\n * @param {vec4} out the receiving vector\n * @param {vec4} a the source vector\n * @returns {vec4} out\n */\nfunction copy(t,e){t[0]=e[0];t[1]=e[1];t[2]=e[2];t[3]=e[3];return t}\n/**\n * Set the components of a vec4 to the given values\n *\n * @param {vec4} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {vec4} out\n */function set(t,e,n,r,l){t[0]=e;t[1]=n;t[2]=r;t[3]=l;return t}\n/**\n * Adds two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {vec4} a the first operand\n * @param {vec4} b the second operand\n * @returns {vec4} out\n */function add(t,e,n){t[0]=e[0]+n[0];t[1]=e[1]+n[1];t[2]=e[2]+n[2];t[3]=e[3]+n[3];return t}\n/**\n * Scales a vec4 by a scalar number\n *\n * @param {vec4} out the receiving vector\n * @param {vec4} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec4} out\n */function scale(t,e,n){t[0]=e[0]*n;t[1]=e[1]*n;t[2]=e[2]*n;t[3]=e[3]*n;return t}\n/**\n * Calculates the length of a vec4\n *\n * @param {vec4} a vector to calculate length of\n * @returns {Number} length of a\n */function length(t){let e=t[0];let n=t[1];let r=t[2];let l=t[3];return Math.sqrt(e*e+n*n+r*r+l*l)}\n/**\n * Normalize a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {vec4} a vector to normalize\n * @returns {vec4} out\n */function normalize(t,e){let n=e[0];let r=e[1];let l=e[2];let u=e[3];let o=n*n+r*r+l*l+u*u;o>0&&(o=1/Math.sqrt(o));t[0]=n*o;t[1]=r*o;t[2]=l*o;t[3]=u*o;return t}\n/**\n * Calculates the dot product of two vec4's\n *\n * @param {vec4} a the first operand\n * @param {vec4} b the second operand\n * @returns {Number} dot product of a and b\n */function dot(t,e){return t[0]*e[0]+t[1]*e[1]+t[2]*e[2]+t[3]*e[3]}\n/**\n * Performs a linear interpolation between two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {vec4} a the first operand\n * @param {vec4} b the second operand\n * @param {Number} t interpolation amount between the two inputs\n * @returns {vec4} out\n */function lerp(t,e,n,r){let l=e[0];let u=e[1];let o=e[2];let c=e[3];t[0]=l+r*(n[0]-l);t[1]=u+r*(n[1]-u);t[2]=o+r*(n[2]-o);t[3]=c+r*(n[3]-c);return t}export{add,copy,dot,length,lerp,normalize,scale,set};\n//# sourceMappingURL=Vec4Func.js.map\n","import{copy as t,set as e,add as n,scale as s,dot as l,lerp as o,length as r,normalize as a}from\"./Vec4Func.js\";\n/**\n * Set a quat to the identity quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */function identity(t){t[0]=0;t[1]=0;t[2]=0;t[3]=1;return t}\n/**\n * Sets a quat from the given angle and rotation axis,\n * then returns it.\n *\n * @param {quat} out the receiving quaternion\n * @param {vec3} axis the axis around which to rotate\n * @param {Number} rad the angle in radians\n * @returns {quat} out\n **/function setAxisAngle(t,e,n){n*=.5;let s=Math.sin(n);t[0]=s*e[0];t[1]=s*e[1];t[2]=s*e[2];t[3]=Math.cos(n);return t}\n/**\n * Multiplies two quats\n *\n * @param {quat} out the receiving quaternion\n * @param {quat} a the first operand\n * @param {quat} b the second operand\n * @returns {quat} out\n */function multiply(t,e,n){let s=e[0],l=e[1],o=e[2],r=e[3];let a=n[0],i=n[1],c=n[2],u=n[3];t[0]=s*u+r*a+l*c-o*i;t[1]=l*u+r*i+o*a-s*c;t[2]=o*u+r*c+s*i-l*a;t[3]=r*u-s*a-l*i-o*c;return t}\n/**\n * Rotates a quaternion by the given angle about the X axis\n *\n * @param {quat} out quat receiving operation result\n * @param {quat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */function rotateX(t,e,n){n*=.5;let s=e[0],l=e[1],o=e[2],r=e[3];let a=Math.sin(n),i=Math.cos(n);t[0]=s*i+r*a;t[1]=l*i+o*a;t[2]=o*i-l*a;t[3]=r*i-s*a;return t}\n/**\n * Rotates a quaternion by the given angle about the Y axis\n *\n * @param {quat} out quat receiving operation result\n * @param {quat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */function rotateY(t,e,n){n*=.5;let s=e[0],l=e[1],o=e[2],r=e[3];let a=Math.sin(n),i=Math.cos(n);t[0]=s*i-o*a;t[1]=l*i+r*a;t[2]=o*i+s*a;t[3]=r*i-l*a;return t}\n/**\n * Rotates a quaternion by the given angle about the Z axis\n *\n * @param {quat} out quat receiving operation result\n * @param {quat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */function rotateZ(t,e,n){n*=.5;let s=e[0],l=e[1],o=e[2],r=e[3];let a=Math.sin(n),i=Math.cos(n);t[0]=s*i+l*a;t[1]=l*i-s*a;t[2]=o*i+r*a;t[3]=r*i-o*a;return t}\n/**\n * Performs a spherical linear interpolation between two quat\n *\n * @param {quat} out the receiving quaternion\n * @param {quat} a the first operand\n * @param {quat} b the second operand\n * @param {Number} t interpolation amount between the two inputs\n * @returns {quat} out\n */function slerp(t,e,n,s){let l=e[0],o=e[1],r=e[2],a=e[3];let i=n[0],c=n[1],u=n[2],f=n[3];let M,h,m,X,Y;h=l*i+o*c+r*u+a*f;if(h<0){h=-h;i=-i;c=-c;u=-u;f=-f}if(1-h>1e-6){M=Math.acos(h);m=Math.sin(M);X=Math.sin((1-s)*M)/m;Y=Math.sin(s*M)/m}else{X=1-s;Y=s}t[0]=X*l+Y*i;t[1]=X*o+Y*c;t[2]=X*r+Y*u;t[3]=X*a+Y*f;return t}\n/**\n * Calculates the inverse of a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {quat} a quat to calculate inverse of\n * @returns {quat} out\n */function invert(t,e){let n=e[0],s=e[1],l=e[2],o=e[3];let r=n*n+s*s+l*l+o*o;let a=r?1/r:0;t[0]=-n*a;t[1]=-s*a;t[2]=-l*a;t[3]=o*a;return t}\n/**\n * Calculates the conjugate of a quat\n * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.\n *\n * @param {quat} out the receiving quaternion\n * @param {quat} a quat to calculate conjugate of\n * @returns {quat} out\n */function conjugate(t,e){t[0]=-e[0];t[1]=-e[1];t[2]=-e[2];t[3]=e[3];return t}\n/**\n * Creates a quaternion from the given 3x3 rotation matrix.\n *\n * NOTE: The resultant quaternion is not normalized, so you should be sure\n * to renormalize the quaternion yourself where necessary.\n *\n * @param {quat} out the receiving quaternion\n * @param {mat3} m rotation matrix\n * @returns {quat} out\n * @function\n */function fromMat3(t,e){let n=e[0]+e[4]+e[8];let s;if(n>0){s=Math.sqrt(n+1);t[3]=.5*s;s=.5/s;t[0]=(e[5]-e[7])*s;t[1]=(e[6]-e[2])*s;t[2]=(e[1]-e[3])*s}else{let n=0;e[4]>e[0]&&(n=1);e[8]>e[n*3+n]&&(n=2);let l=(n+1)%3;let o=(n+2)%3;s=Math.sqrt(e[n*3+n]-e[l*3+l]-e[o*3+o]+1);t[n]=.5*s;s=.5/s;t[3]=(e[l*3+o]-e[o*3+l])*s;t[l]=(e[l*3+n]+e[n*3+l])*s;t[o]=(e[o*3+n]+e[n*3+o])*s}return t}\n/**\n * Creates a quaternion from the given euler angle x, y, z.\n *\n * @param {quat} out the receiving quaternion\n * @param {vec3} euler Angles to rotate around each axis in degrees.\n * @param {String} order detailing order of operations. Default 'XYZ'.\n * @returns {quat} out\n * @function\n */function fromEuler(t,e,n=\"YXZ\"){let s=Math.sin(e[0]*.5);let l=Math.cos(e[0]*.5);let o=Math.sin(e[1]*.5);let r=Math.cos(e[1]*.5);let a=Math.sin(e[2]*.5);let i=Math.cos(e[2]*.5);if(n===\"XYZ\"){t[0]=s*r*i+l*o*a;t[1]=l*o*i-s*r*a;t[2]=l*r*a+s*o*i;t[3]=l*r*i-s*o*a}else if(n===\"YXZ\"){t[0]=s*r*i+l*o*a;t[1]=l*o*i-s*r*a;t[2]=l*r*a-s*o*i;t[3]=l*r*i+s*o*a}else if(n===\"ZXY\"){t[0]=s*r*i-l*o*a;t[1]=l*o*i+s*r*a;t[2]=l*r*a+s*o*i;t[3]=l*r*i-s*o*a}else if(n===\"ZYX\"){t[0]=s*r*i-l*o*a;t[1]=l*o*i+s*r*a;t[2]=l*r*a-s*o*i;t[3]=l*r*i+s*o*a}else if(n===\"YZX\"){t[0]=s*r*i+l*o*a;t[1]=l*o*i+s*r*a;t[2]=l*r*a-s*o*i;t[3]=l*r*i-s*o*a}else if(n===\"XZY\"){t[0]=s*r*i-l*o*a;t[1]=l*o*i-s*r*a;t[2]=l*r*a+s*o*i;t[3]=l*r*i+s*o*a}return t}\n/**\n * Copy the values from one quat to another\n *\n * @param {quat} out the receiving quaternion\n * @param {quat} a the source quaternion\n * @returns {quat} out\n * @function\n */const i=t;\n/**\n * Set the components of a quat to the given values\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} out\n * @function\n */const c=e;\n/**\n * Adds two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {quat} a the first operand\n * @param {quat} b the second operand\n * @returns {quat} out\n * @function\n */const u=n;\n/**\n * Scales a quat by a scalar number\n *\n * @param {quat} out the receiving vector\n * @param {quat} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {quat} out\n * @function\n */const f=s;\n/**\n * Calculates the dot product of two quat's\n *\n * @param {quat} a the first operand\n * @param {quat} b the second operand\n * @returns {Number} dot product of a and b\n * @function\n */const M=l;\n/**\n * Performs a linear interpolation between two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {quat} a the first operand\n * @param {quat} b the second operand\n * @param {Number} t interpolation amount between the two inputs\n * @returns {quat} out\n * @function\n */const h=o;\n/**\n * Calculates the length of a quat\n *\n * @param {quat} a vector to calculate length of\n * @returns {Number} length of a\n */const m=r;\n/**\n * Normalize a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {quat} a quaternion to normalize\n * @returns {quat} out\n * @function\n */const X=a;export{u as add,conjugate,i as copy,M as dot,fromEuler,fromMat3,identity,invert,m as length,h as lerp,multiply,X as normalize,rotateX,rotateY,rotateZ,f as scale,c as set,setAxisAngle,slerp};\n//# sourceMappingURL=QuatFunc.js.map\n","import{identity as t,set as e,rotateX as r,rotateY as h,rotateZ as s,invert as i,conjugate as n,copy as a,normalize as g,multiply as o,dot as u,fromMat3 as _,fromEuler as C,setAxisAngle as c,slerp as l}from\"./functions/QuatFunc.js\";import\"./functions/Vec4Func.js\";class Quat extends Array{constructor(t=0,e=0,r=0,h=1){super(t,e,r,h);this.onChange=()=>{};this._target=this;const s=[\"0\",\"1\",\"2\",\"3\"];return new Proxy(this,{set(t,e){const r=Reflect.set(...arguments);r&&s.includes(e)&&t.onChange();return r}})}get x(){return this[0]}get y(){return this[1]}get z(){return this[2]}get w(){return this[3]}set x(t){this._target[0]=t;this.onChange()}set y(t){this._target[1]=t;this.onChange()}set z(t){this._target[2]=t;this.onChange()}set w(t){this._target[3]=t;this.onChange()}identity(){t(this._target);this.onChange();return this}set(t,r,h,s){if(t.length)return this.copy(t);e(this._target,t,r,h,s);this.onChange();return this}rotateX(t){r(this._target,this._target,t);this.onChange();return this}rotateY(t){h(this._target,this._target,t);this.onChange();return this}rotateZ(t){s(this._target,this._target,t);this.onChange();return this}inverse(t=this._target){i(this._target,t);this.onChange();return this}conjugate(t=this._target){n(this._target,t);this.onChange();return this}copy(t){a(this._target,t);this.onChange();return this}normalize(t=this._target){g(this._target,t);this.onChange();return this}multiply(t,e){e?o(this._target,t,e):o(this._target,this._target,t);this.onChange();return this}dot(t){return u(this._target,t)}fromMatrix3(t){_(this._target,t);this.onChange();return this}fromEuler(t,e){C(this._target,t,t.order);e||this.onChange();return this}fromAxisAngle(t,e){c(this._target,t,e);this.onChange();return this}slerp(t,e){l(this._target,this._target,t,e);this.onChange();return this}fromArray(t,e=0){this._target[0]=t[e];this._target[1]=t[e+1];this._target[2]=t[e+2];this._target[3]=t[e+3];this.onChange();return this}toArray(t=[],e=0){t[e]=this[0];t[e+1]=this[1];t[e+2]=this[2];t[e+3]=this[3];return t}}export{Quat};\n//# sourceMappingURL=Quat.js.map\n","import{length as t}from\"./Vec3Func.js\";const e=1e-6;\n/**\n * Copy the values from one mat4 to another\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the source matrix\n * @returns {mat4} out\n */function copy(t,e){t[0]=e[0];t[1]=e[1];t[2]=e[2];t[3]=e[3];t[4]=e[4];t[5]=e[5];t[6]=e[6];t[7]=e[7];t[8]=e[8];t[9]=e[9];t[10]=e[10];t[11]=e[11];t[12]=e[12];t[13]=e[13];t[14]=e[14];t[15]=e[15];return t}\n/**\n * Set the components of a mat4 to the given values\n *\n * @param {mat4} out the receiving matrix\n * @returns {mat4} out\n */function set(t,e,l,n,r,o,c,i,a,s,u,f,h,p,m,M,g){t[0]=e;t[1]=l;t[2]=n;t[3]=r;t[4]=o;t[5]=c;t[6]=i;t[7]=a;t[8]=s;t[9]=u;t[10]=f;t[11]=h;t[12]=p;t[13]=m;t[14]=M;t[15]=g;return t}\n/**\n * Set a mat4 to the identity matrix\n *\n * @param {mat4} out the receiving matrix\n * @returns {mat4} out\n */function identity(t){t[0]=1;t[1]=0;t[2]=0;t[3]=0;t[4]=0;t[5]=1;t[6]=0;t[7]=0;t[8]=0;t[9]=0;t[10]=1;t[11]=0;t[12]=0;t[13]=0;t[14]=0;t[15]=1;return t}\n/**\n * Transpose the values of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the source matrix\n * @returns {mat4} out\n */function transpose(t,e){if(t===e){let l=e[1],n=e[2],r=e[3];let o=e[6],c=e[7];let i=e[11];t[1]=e[4];t[2]=e[8];t[3]=e[12];t[4]=l;t[6]=e[9];t[7]=e[13];t[8]=n;t[9]=o;t[11]=e[14];t[12]=r;t[13]=c;t[14]=i}else{t[0]=e[0];t[1]=e[4];t[2]=e[8];t[3]=e[12];t[4]=e[1];t[5]=e[5];t[6]=e[9];t[7]=e[13];t[8]=e[2];t[9]=e[6];t[10]=e[10];t[11]=e[14];t[12]=e[3];t[13]=e[7];t[14]=e[11];t[15]=e[15]}return t}\n/**\n * Inverts a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the source matrix\n * @returns {mat4} out\n */function invert(t,e){let l=e[0],n=e[1],r=e[2],o=e[3];let c=e[4],i=e[5],a=e[6],s=e[7];let u=e[8],f=e[9],h=e[10],p=e[11];let m=e[12],M=e[13],g=e[14],y=e[15];let d=l*i-n*c;let S=l*a-r*c;let q=l*s-o*c;let x=n*a-r*i;let T=n*s-o*i;let v=r*s-o*a;let b=u*M-f*m;let A=u*g-h*m;let O=u*y-p*m;let Q=f*g-h*M;let R=f*y-p*M;let j=h*y-p*g;let F=d*j-S*R+q*Q+x*O-T*A+v*b;if(!F)return null;F=1/F;t[0]=(i*j-a*R+s*Q)*F;t[1]=(r*R-n*j-o*Q)*F;t[2]=(M*v-g*T+y*x)*F;t[3]=(h*T-f*v-p*x)*F;t[4]=(a*O-c*j-s*A)*F;t[5]=(l*j-r*O+o*A)*F;t[6]=(g*q-m*v-y*S)*F;t[7]=(u*v-h*q+p*S)*F;t[8]=(c*R-i*O+s*b)*F;t[9]=(n*O-l*R-o*b)*F;t[10]=(m*T-M*q+y*d)*F;t[11]=(f*q-u*T-p*d)*F;t[12]=(i*A-c*Q-a*b)*F;t[13]=(l*Q-n*A+r*b)*F;t[14]=(M*S-m*x-g*d)*F;t[15]=(u*x-f*S+h*d)*F;return t}\n/**\n * Calculates the determinant of a mat4\n *\n * @param {mat4} a the source matrix\n * @returns {Number} determinant of a\n */function determinant(t){let e=t[0],l=t[1],n=t[2],r=t[3];let o=t[4],c=t[5],i=t[6],a=t[7];let s=t[8],u=t[9],f=t[10],h=t[11];let p=t[12],m=t[13],M=t[14],g=t[15];let y=e*c-l*o;let d=e*i-n*o;let S=e*a-r*o;let q=l*i-n*c;let x=l*a-r*c;let T=n*a-r*i;let v=s*m-u*p;let b=s*M-f*p;let A=s*g-h*p;let O=u*M-f*m;let Q=u*g-h*m;let R=f*g-h*M;return y*R-d*Q+S*O+q*A-x*b+T*v}\n/**\n * Multiplies two mat4s\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the first operand\n * @param {mat4} b the second operand\n * @returns {mat4} out\n */function multiply(t,e,l){let n=e[0],r=e[1],o=e[2],c=e[3];let i=e[4],a=e[5],s=e[6],u=e[7];let f=e[8],h=e[9],p=e[10],m=e[11];let M=e[12],g=e[13],y=e[14],d=e[15];let S=l[0],q=l[1],x=l[2],T=l[3];t[0]=S*n+q*i+x*f+T*M;t[1]=S*r+q*a+x*h+T*g;t[2]=S*o+q*s+x*p+T*y;t[3]=S*c+q*u+x*m+T*d;S=l[4];q=l[5];x=l[6];T=l[7];t[4]=S*n+q*i+x*f+T*M;t[5]=S*r+q*a+x*h+T*g;t[6]=S*o+q*s+x*p+T*y;t[7]=S*c+q*u+x*m+T*d;S=l[8];q=l[9];x=l[10];T=l[11];t[8]=S*n+q*i+x*f+T*M;t[9]=S*r+q*a+x*h+T*g;t[10]=S*o+q*s+x*p+T*y;t[11]=S*c+q*u+x*m+T*d;S=l[12];q=l[13];x=l[14];T=l[15];t[12]=S*n+q*i+x*f+T*M;t[13]=S*r+q*a+x*h+T*g;t[14]=S*o+q*s+x*p+T*y;t[15]=S*c+q*u+x*m+T*d;return t}\n/**\n * Translate a mat4 by the given vector\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the matrix to translate\n * @param {vec3} v vector to translate by\n * @returns {mat4} out\n */function translate(t,e,l){let n=l[0],r=l[1],o=l[2];let c,i,a,s;let u,f,h,p;let m,M,g,y;if(e===t){t[12]=e[0]*n+e[4]*r+e[8]*o+e[12];t[13]=e[1]*n+e[5]*r+e[9]*o+e[13];t[14]=e[2]*n+e[6]*r+e[10]*o+e[14];t[15]=e[3]*n+e[7]*r+e[11]*o+e[15]}else{c=e[0];i=e[1];a=e[2];s=e[3];u=e[4];f=e[5];h=e[6];p=e[7];m=e[8];M=e[9];g=e[10];y=e[11];t[0]=c;t[1]=i;t[2]=a;t[3]=s;t[4]=u;t[5]=f;t[6]=h;t[7]=p;t[8]=m;t[9]=M;t[10]=g;t[11]=y;t[12]=c*n+u*r+m*o+e[12];t[13]=i*n+f*r+M*o+e[13];t[14]=a*n+h*r+g*o+e[14];t[15]=s*n+p*r+y*o+e[15]}return t}\n/**\n * Scales the mat4 by the dimensions in the given vec3 not using vectorization\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the matrix to scale\n * @param {vec3} v the vec3 to scale the matrix by\n * @returns {mat4} out\n **/function scale(t,e,l){let n=l[0],r=l[1],o=l[2];t[0]=e[0]*n;t[1]=e[1]*n;t[2]=e[2]*n;t[3]=e[3]*n;t[4]=e[4]*r;t[5]=e[5]*r;t[6]=e[6]*r;t[7]=e[7]*r;t[8]=e[8]*o;t[9]=e[9]*o;t[10]=e[10]*o;t[11]=e[11]*o;t[12]=e[12];t[13]=e[13];t[14]=e[14];t[15]=e[15];return t}\n/**\n * Rotates a mat4 by the given angle around the given axis\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @param {vec3} axis the axis to rotate around\n * @returns {mat4} out\n */function rotate(t,l,n,r){let o=r[0],c=r[1],i=r[2];let a=Math.hypot(o,c,i);let s,u,f;let h,p,m,M;let g,y,d,S;let q,x,T,v;let b,A,O;let Q,R,j;let F,V,k;if(Math.abs(a)<e)return null;a=1/a;o*=a;c*=a;i*=a;s=Math.sin(n);u=Math.cos(n);f=1-u;h=l[0];p=l[1];m=l[2];M=l[3];g=l[4];y=l[5];d=l[6];S=l[7];q=l[8];x=l[9];T=l[10];v=l[11];b=o*o*f+u;A=c*o*f+i*s;O=i*o*f-c*s;Q=o*c*f-i*s;R=c*c*f+u;j=i*c*f+o*s;F=o*i*f+c*s;V=c*i*f-o*s;k=i*i*f+u;t[0]=h*b+g*A+q*O;t[1]=p*b+y*A+x*O;t[2]=m*b+d*A+T*O;t[3]=M*b+S*A+v*O;t[4]=h*Q+g*R+q*j;t[5]=p*Q+y*R+x*j;t[6]=m*Q+d*R+T*j;t[7]=M*Q+S*R+v*j;t[8]=h*F+g*V+q*k;t[9]=p*F+y*V+x*k;t[10]=m*F+d*V+T*k;t[11]=M*F+S*V+v*k;if(l!==t){t[12]=l[12];t[13]=l[13];t[14]=l[14];t[15]=l[15]}return t}\n/**\n * Returns the translation vector component of a transformation\n *  matrix. If a matrix is built with fromRotationTranslation,\n *  the returned vector will be the same as the translation vector\n *  originally supplied.\n * @param  {vec3} out Vector to receive translation component\n * @param  {mat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */function getTranslation(t,e){t[0]=e[12];t[1]=e[13];t[2]=e[14];return t}\n/**\n * Returns the scaling factor component of a transformation\n *  matrix. If a matrix is built with fromRotationTranslationScale\n *  with a normalized Quaternion paramter, the returned vector will be\n *  the same as the scaling vector\n *  originally supplied.\n * @param  {vec3} out Vector to receive scaling factor component\n * @param  {mat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */function getScaling(t,e){let l=e[0];let n=e[1];let r=e[2];let o=e[4];let c=e[5];let i=e[6];let a=e[8];let s=e[9];let u=e[10];t[0]=Math.hypot(l,n,r);t[1]=Math.hypot(o,c,i);t[2]=Math.hypot(a,s,u);return t}function getMaxScaleOnAxis(t){let e=t[0];let l=t[1];let n=t[2];let r=t[4];let o=t[5];let c=t[6];let i=t[8];let a=t[9];let s=t[10];const u=e*e+l*l+n*n;const f=r*r+o*o+c*c;const h=i*i+a*a+s*s;return Math.sqrt(Math.max(u,f,h))}\n/**\n * Returns a quaternion representing the rotational component\n *  of a transformation matrix. If a matrix is built with\n *  fromRotationTranslation, the returned quaternion will be the\n *  same as the quaternion originally supplied.\n * @param {quat} out Quaternion to receive the rotation component\n * @param {mat4} mat Matrix to be decomposed (input)\n * @return {quat} out\n */const l=function(){const t=[1,1,1];return function(e,l){let n=t;getScaling(n,l);let r=1/n[0];let o=1/n[1];let c=1/n[2];let i=l[0]*r;let a=l[1]*o;let s=l[2]*c;let u=l[4]*r;let f=l[5]*o;let h=l[6]*c;let p=l[8]*r;let m=l[9]*o;let M=l[10]*c;let g=i+f+M;let y=0;if(g>0){y=Math.sqrt(g+1)*2;e[3]=.25*y;e[0]=(h-m)/y;e[1]=(p-s)/y;e[2]=(a-u)/y}else if(i>f&&i>M){y=Math.sqrt(1+i-f-M)*2;e[3]=(h-m)/y;e[0]=.25*y;e[1]=(a+u)/y;e[2]=(p+s)/y}else if(f>M){y=Math.sqrt(1+f-i-M)*2;e[3]=(p-s)/y;e[0]=(a+u)/y;e[1]=.25*y;e[2]=(h+m)/y}else{y=Math.sqrt(1+M-i-f)*2;e[3]=(a-u)/y;e[0]=(p+s)/y;e[1]=(h+m)/y;e[2]=.25*y}return e}}();\n/**\n * From glTF-Transform\n * https://github.com/donmccurdy/glTF-Transform/blob/main/packages/core/src/utils/math-utils.ts\n *\n * Decompose a mat4 to TRS properties.\n *\n * Equivalent to the Matrix4 decompose() method in three.js, and intentionally not using the\n * gl-matrix version. See: https://github.com/toji/gl-matrix/issues/408\n *\n * @param {mat4} srcMat Matrix element, to be decomposed to TRS properties.\n * @param {quat4} dstRotation Rotation element, to be overwritten.\n * @param {vec3} dstTranslation Translation element, to be overwritten.\n * @param {vec3} dstScale Scale element, to be overwritten\n */function decompose(e,n,r,o){let c=t([e[0],e[1],e[2]]);const i=t([e[4],e[5],e[6]]);const a=t([e[8],e[9],e[10]]);const s=determinant(e);s<0&&(c=-c);r[0]=e[12];r[1]=e[13];r[2]=e[14];const u=e.slice();const f=1/c;const h=1/i;const p=1/a;u[0]*=f;u[1]*=f;u[2]*=f;u[4]*=h;u[5]*=h;u[6]*=h;u[8]*=p;u[9]*=p;u[10]*=p;l(n,u);o[0]=c;o[1]=i;o[2]=a}\n/**\n * From glTF-Transform\n * https://github.com/donmccurdy/glTF-Transform/blob/main/packages/core/src/utils/math-utils.ts\n *\n * Compose TRS properties to a mat4.\n *\n * Equivalent to the Matrix4 compose() method in three.js, and intentionally not using the\n * gl-matrix version. See: https://github.com/toji/gl-matrix/issues/408\n *\n * @param {mat4} dstMat Matrix element, to be modified and returned.\n * @param {quat4} srcRotation Rotation element of matrix.\n * @param {vec3} srcTranslation Translation element of matrix.\n * @param {vec3} srcScale Scale element of matrix.\n * @returns {mat4} dstMat, overwritten to mat4 equivalent of given TRS properties.\n */function compose(t,e,l,n){const r=t;const o=e[0],c=e[1],i=e[2],a=e[3];const s=o+o,u=c+c,f=i+i;const h=o*s,p=o*u,m=o*f;const M=c*u,g=c*f,y=i*f;const d=a*s,S=a*u,q=a*f;const x=n[0],T=n[1],v=n[2];r[0]=(1-(M+y))*x;r[1]=(p+q)*x;r[2]=(m-S)*x;r[3]=0;r[4]=(p-q)*T;r[5]=(1-(h+y))*T;r[6]=(g+d)*T;r[7]=0;r[8]=(m+S)*v;r[9]=(g-d)*v;r[10]=(1-(h+M))*v;r[11]=0;r[12]=l[0];r[13]=l[1];r[14]=l[2];r[15]=1;return r}\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.translate(dest, vec);\n *     let quatMat = mat4.create();\n *     quat4.toMat4(quat, quatMat);\n *     mat4.multiply(dest, quatMat);\n *     mat4.scale(dest, scale)\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat4} q Rotation quaternion\n * @param {vec3} v Translation vector\n * @param {vec3} s Scaling vector\n * @returns {mat4} out\n */function fromRotationTranslationScale(t,e,l,n){let r=e[0],o=e[1],c=e[2],i=e[3];let a=r+r;let s=o+o;let u=c+c;let f=r*a;let h=r*s;let p=r*u;let m=o*s;let M=o*u;let g=c*u;let y=i*a;let d=i*s;let S=i*u;let q=n[0];let x=n[1];let T=n[2];t[0]=(1-(m+g))*q;t[1]=(h+S)*q;t[2]=(p-d)*q;t[3]=0;t[4]=(h-S)*x;t[5]=(1-(f+g))*x;t[6]=(M+y)*x;t[7]=0;t[8]=(p+d)*T;t[9]=(M-y)*T;t[10]=(1-(f+m))*T;t[11]=0;t[12]=l[0];t[13]=l[1];t[14]=l[2];t[15]=1;return t}\n/**\n * Calculates a 4x4 matrix from the given quaternion\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Quaternion to create matrix from\n *\n * @returns {mat4} out\n */function fromQuat(t,e){let l=e[0],n=e[1],r=e[2],o=e[3];let c=l+l;let i=n+n;let a=r+r;let s=l*c;let u=n*c;let f=n*i;let h=r*c;let p=r*i;let m=r*a;let M=o*c;let g=o*i;let y=o*a;t[0]=1-f-m;t[1]=u+y;t[2]=h-g;t[3]=0;t[4]=u-y;t[5]=1-s-m;t[6]=p+M;t[7]=0;t[8]=h+g;t[9]=p-M;t[10]=1-s-f;t[11]=0;t[12]=0;t[13]=0;t[14]=0;t[15]=1;return t}\n/**\n * Generates a perspective projection matrix with the given bounds\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */function perspective(t,e,l,n,r){let o=1/Math.tan(e/2);let c=1/(n-r);t[0]=o/l;t[1]=0;t[2]=0;t[3]=0;t[4]=0;t[5]=o;t[6]=0;t[7]=0;t[8]=0;t[9]=0;t[10]=(r+n)*c;t[11]=-1;t[12]=0;t[13]=0;t[14]=2*r*n*c;t[15]=0;return t}\n/**\n * Generates a orthogonal projection matrix with the given bounds\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */function ortho(t,e,l,n,r,o,c){let i=1/(e-l);let a=1/(n-r);let s=1/(o-c);t[0]=-2*i;t[1]=0;t[2]=0;t[3]=0;t[4]=0;t[5]=-2*a;t[6]=0;t[7]=0;t[8]=0;t[9]=0;t[10]=2*s;t[11]=0;t[12]=(e+l)*i;t[13]=(r+n)*a;t[14]=(c+o)*s;t[15]=1;return t}\n/**\n * Generates a matrix that makes something look at something else.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {vec3} eye Position of the viewer\n * @param {vec3} target Point the viewer is looking at\n * @param {vec3} up vec3 pointing up\n * @returns {mat4} out\n */function targetTo(t,e,l,n){let r=e[0],o=e[1],c=e[2],i=n[0],a=n[1],s=n[2];let u=r-l[0],f=o-l[1],h=c-l[2];let p=u*u+f*f+h*h;if(p===0)h=1;else{p=1/Math.sqrt(p);u*=p;f*=p;h*=p}let m=a*h-s*f,M=s*u-i*h,g=i*f-a*u;p=m*m+M*M+g*g;if(p===0){s?i+=1e-6:a?s+=1e-6:a+=1e-6;m=a*h-s*f,M=s*u-i*h,g=i*f-a*u;p=m*m+M*M+g*g}p=1/Math.sqrt(p);m*=p;M*=p;g*=p;t[0]=m;t[1]=M;t[2]=g;t[3]=0;t[4]=f*g-h*M;t[5]=h*m-u*g;t[6]=u*M-f*m;t[7]=0;t[8]=u;t[9]=f;t[10]=h;t[11]=0;t[12]=r;t[13]=o;t[14]=c;t[15]=1;return t}\n/**\n * Adds two mat4's\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the first operand\n * @param {mat4} b the second operand\n * @returns {mat4} out\n */function add(t,e,l){t[0]=e[0]+l[0];t[1]=e[1]+l[1];t[2]=e[2]+l[2];t[3]=e[3]+l[3];t[4]=e[4]+l[4];t[5]=e[5]+l[5];t[6]=e[6]+l[6];t[7]=e[7]+l[7];t[8]=e[8]+l[8];t[9]=e[9]+l[9];t[10]=e[10]+l[10];t[11]=e[11]+l[11];t[12]=e[12]+l[12];t[13]=e[13]+l[13];t[14]=e[14]+l[14];t[15]=e[15]+l[15];return t}\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the first operand\n * @param {mat4} b the second operand\n * @returns {mat4} out\n */function subtract(t,e,l){t[0]=e[0]-l[0];t[1]=e[1]-l[1];t[2]=e[2]-l[2];t[3]=e[3]-l[3];t[4]=e[4]-l[4];t[5]=e[5]-l[5];t[6]=e[6]-l[6];t[7]=e[7]-l[7];t[8]=e[8]-l[8];t[9]=e[9]-l[9];t[10]=e[10]-l[10];t[11]=e[11]-l[11];t[12]=e[12]-l[12];t[13]=e[13]-l[13];t[14]=e[14]-l[14];t[15]=e[15]-l[15];return t}\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat4} out the receiving matrix\n * @param {mat4} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat4} out\n */function multiplyScalar(t,e,l){t[0]=e[0]*l;t[1]=e[1]*l;t[2]=e[2]*l;t[3]=e[3]*l;t[4]=e[4]*l;t[5]=e[5]*l;t[6]=e[6]*l;t[7]=e[7]*l;t[8]=e[8]*l;t[9]=e[9]*l;t[10]=e[10]*l;t[11]=e[11]*l;t[12]=e[12]*l;t[13]=e[13]*l;t[14]=e[14]*l;t[15]=e[15]*l;return t}export{add,compose,copy,decompose,determinant,fromQuat,fromRotationTranslationScale,getMaxScaleOnAxis,l as getRotation,getScaling,getTranslation,identity,invert,multiply,multiplyScalar,ortho,perspective,rotate,scale,set,subtract,targetTo,translate,transpose};\n//# sourceMappingURL=Mat4Func.js.map\n","import{set as t,translate as s,rotate as i,scale as h,add as r,subtract as e,multiplyScalar as n,multiply as u,identity as o,copy as a,perspective as c,ortho as f,fromQuat as g,invert as l,compose as m,decompose as p,getRotation as y,getTranslation as x,getScaling as d,getMaxScaleOnAxis as A,targetTo as M,determinant as b}from\"./functions/Mat4Func.js\";import\"./functions/Vec3Func.js\";class Mat4 extends Array{constructor(t=1,s=0,i=0,h=0,r=0,e=1,n=0,u=0,o=0,a=0,c=1,f=0,g=0,l=0,m=0,p=1){super(t,s,i,h,r,e,n,u,o,a,c,f,g,l,m,p);return this}get x(){return this[12]}get y(){return this[13]}get z(){return this[14]}get w(){return this[15]}set x(t){this[12]=t}set y(t){this[13]=t}set z(t){this[14]=t}set w(t){this[15]=t}set(s,i,h,r,e,n,u,o,a,c,f,g,l,m,p,y){if(s.length)return this.copy(s);t(this,s,i,h,r,e,n,u,o,a,c,f,g,l,m,p,y);return this}translate(t,i=this){s(this,i,t);return this}rotate(t,s,h=this){i(this,h,t,s);return this}scale(t,s=this){h(this,s,typeof t===\"number\"?[t,t,t]:t);return this}add(t,s){s?r(this,t,s):r(this,this,t);return this}sub(t,s){s?e(this,t,s):e(this,this,t);return this}multiply(t,s){t.length?s?u(this,t,s):u(this,this,t):n(this,this,t);return this}identity(){o(this);return this}copy(t){a(this,t);return this}fromPerspective({fov:t,aspect:s,near:i,far:h}={}){c(this,t,s,i,h);return this}fromOrthogonal({left:t,right:s,bottom:i,top:h,near:r,far:e}){f(this,t,s,i,h,r,e);return this}fromQuaternion(t){g(this,t);return this}setPosition(t){this.x=t[0];this.y=t[1];this.z=t[2];return this}inverse(t=this){l(this,t);return this}compose(t,s,i){m(this,t,s,i);return this}decompose(t,s,i){p(this,t,s,i);return this}getRotation(t){y(t,this);return this}getTranslation(t){x(t,this);return this}getScaling(t){d(t,this);return this}getMaxScaleOnAxis(){return A(this)}lookAt(t,s,i){M(this,t,s,i);return this}determinant(){return b(this)}fromArray(t,s=0){this[0]=t[s];this[1]=t[s+1];this[2]=t[s+2];this[3]=t[s+3];this[4]=t[s+4];this[5]=t[s+5];this[6]=t[s+6];this[7]=t[s+7];this[8]=t[s+8];this[9]=t[s+9];this[10]=t[s+10];this[11]=t[s+11];this[12]=t[s+12];this[13]=t[s+13];this[14]=t[s+14];this[15]=t[s+15];return this}toArray(t=[],s=0){t[s]=this[0];t[s+1]=this[1];t[s+2]=this[2];t[s+3]=this[3];t[s+4]=this[4];t[s+5]=this[5];t[s+6]=this[6];t[s+7]=this[7];t[s+8]=this[8];t[s+9]=this[9];t[s+10]=this[10];t[s+11]=this[11];t[s+12]=this[12];t[s+13]=this[13];t[s+14]=this[14];t[s+15]=this[15];return t}}export{Mat4};\n//# sourceMappingURL=Mat4.js.map\n","function fromRotationMatrix(a,t,M=\"YXZ\"){if(M===\"XYZ\"){a[1]=Math.asin(Math.min(Math.max(t[8],-1),1));if(Math.abs(t[8])<.99999){a[0]=Math.atan2(-t[9],t[10]);a[2]=Math.atan2(-t[4],t[0])}else{a[0]=Math.atan2(t[6],t[5]);a[2]=0}}else if(M===\"YXZ\"){a[0]=Math.asin(-Math.min(Math.max(t[9],-1),1));if(Math.abs(t[9])<.99999){a[1]=Math.atan2(t[8],t[10]);a[2]=Math.atan2(t[1],t[5])}else{a[1]=Math.atan2(-t[2],t[0]);a[2]=0}}else if(M===\"ZXY\"){a[0]=Math.asin(Math.min(Math.max(t[6],-1),1));if(Math.abs(t[6])<.99999){a[1]=Math.atan2(-t[2],t[10]);a[2]=Math.atan2(-t[4],t[5])}else{a[1]=0;a[2]=Math.atan2(t[1],t[0])}}else if(M===\"ZYX\"){a[1]=Math.asin(-Math.min(Math.max(t[2],-1),1));if(Math.abs(t[2])<.99999){a[0]=Math.atan2(t[6],t[10]);a[2]=Math.atan2(t[1],t[0])}else{a[0]=0;a[2]=Math.atan2(-t[4],t[5])}}else if(M===\"YZX\"){a[2]=Math.asin(Math.min(Math.max(t[1],-1),1));if(Math.abs(t[1])<.99999){a[0]=Math.atan2(-t[9],t[5]);a[1]=Math.atan2(-t[2],t[0])}else{a[0]=0;a[1]=Math.atan2(t[8],t[10])}}else if(M===\"XZY\"){a[2]=Math.asin(-Math.min(Math.max(t[4],-1),1));if(Math.abs(t[4])<.99999){a[0]=Math.atan2(t[6],t[5]);a[1]=Math.atan2(t[8],t[0])}else{a[0]=Math.atan2(-t[9],t[10]);a[1]=0}}return a}export{fromRotationMatrix};\n//# sourceMappingURL=EulerFunc.js.map\n","import{fromRotationMatrix as t}from\"./functions/EulerFunc.js\";import{Mat4 as r}from\"./Mat4.js\";import\"./functions/Mat4Func.js\";import\"./functions/Vec3Func.js\";const e=new r;class Euler extends Array{constructor(t=0,r=t,e=t,s=\"YXZ\"){super(t,r,e);this.order=s;this.onChange=()=>{};this._target=this;const i=[\"0\",\"1\",\"2\"];return new Proxy(this,{set(t,r){const e=Reflect.set(...arguments);e&&i.includes(r)&&t.onChange();return e}})}get x(){return this[0]}get y(){return this[1]}get z(){return this[2]}set x(t){this._target[0]=t;this.onChange()}set y(t){this._target[1]=t;this.onChange()}set z(t){this._target[2]=t;this.onChange()}set(t,r=t,e=t){if(t.length)return this.copy(t);this._target[0]=t;this._target[1]=r;this._target[2]=e;this.onChange();return this}copy(t){this._target[0]=t[0];this._target[1]=t[1];this._target[2]=t[2];this.onChange();return this}reorder(t){this._target.order=t;this.onChange();return this}fromRotationMatrix(r,e=this.order){t(this._target,r,e);this.onChange();return this}fromQuaternion(t,r=this.order,s){e.fromQuaternion(t);this._target.fromRotationMatrix(e,r);s||this.onChange();return this}fromArray(t,r=0){this._target[0]=t[r];this._target[1]=t[r+1];this._target[2]=t[r+2];return this}toArray(t=[],r=0){t[r]=this[0];t[r+1]=this[1];t[r+2]=this[2];return t}}export{Euler};\n//# sourceMappingURL=Euler.js.map\n","import{Vec3 as t}from\"../math/Vec3.js\";import{Quat as i}from\"../math/Quat.js\";import{Mat4 as r}from\"../math/Mat4.js\";import{Euler as e}from\"../math/Euler.js\";import\"../math/functions/Vec3Func.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/functions/Mat4Func.js\";import\"../math/functions/EulerFunc.js\";class Transform{constructor(){this.parent=null;this.children=[];this.visible=true;this.matrix=new r;this.worldMatrix=new r;this.matrixAutoUpdate=true;this.worldMatrixNeedsUpdate=false;this.position=new t;this.quaternion=new i;this.scale=new t(1);this.rotation=new e;this.up=new t(0,1,0);this.rotation._target.onChange=()=>this.quaternion.fromEuler(this.rotation,true);this.quaternion._target.onChange=()=>this.rotation.fromQuaternion(this.quaternion,void 0,true)}setParent(t,i=true){this.parent&&t!==this.parent&&this.parent.removeChild(this,false);this.parent=t;i&&t&&t.addChild(this,false)}addChild(t,i=true){~this.children.indexOf(t)||this.children.push(t);i&&t.setParent(this,false)}removeChild(t,i=true){!~this.children.indexOf(t)||this.children.splice(this.children.indexOf(t),1);i&&t.setParent(null,false)}updateMatrixWorld(t){this.matrixAutoUpdate&&this.updateMatrix();if(this.worldMatrixNeedsUpdate||t){this.parent===null?this.worldMatrix.copy(this.matrix):this.worldMatrix.multiply(this.parent.worldMatrix,this.matrix);this.worldMatrixNeedsUpdate=false;t=true}for(let i=0,r=this.children.length;i<r;i++)this.children[i].updateMatrixWorld(t)}updateMatrix(){this.matrix.compose(this.quaternion,this.position,this.scale);this.worldMatrixNeedsUpdate=true}traverse(t){if(!t(this))for(let i=0,r=this.children.length;i<r;i++)this.children[i].traverse(t)}decompose(){this.matrix.decompose(this.quaternion._target,this.position,this.scale);this.rotation.fromQuaternion(this.quaternion)}lookAt(t,i=false){i?this.matrix.lookAt(this.position,t,this.up):this.matrix.lookAt(t,this.position,this.up);this.matrix.getRotation(this.quaternion._target);this.rotation.fromQuaternion(this.quaternion)}}export{Transform};\n//# sourceMappingURL=Transform.js.map\n","import{Transform as t}from\"./Transform.js\";import{Mat4 as r}from\"../math/Mat4.js\";import{Vec3 as s}from\"../math/Vec3.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/functions/Mat4Func.js\";import\"../math/functions/Vec3Func.js\";const e=new r;const i=new s;const o=new s;class Camera extends t{constructor(t,{near:e=.1,far:i=100,fov:o=45,aspect:n=1,left:a,right:h,bottom:p,top:u,zoom:c=1}={}){super();Object.assign(this,{near:e,far:i,fov:o,aspect:n,left:a,right:h,bottom:p,top:u,zoom:c});this.projectionMatrix=new r;this.viewMatrix=new r;this.projectionViewMatrix=new r;this.worldPosition=new s;this.type=a||h?\"orthographic\":\"perspective\";this.type===\"orthographic\"?this.orthographic():this.perspective()}perspective({near:t=this.near,far:r=this.far,fov:s=this.fov,aspect:e=this.aspect}={}){Object.assign(this,{near:t,far:r,fov:s,aspect:e});this.projectionMatrix.fromPerspective({fov:s*(Math.PI/180),aspect:e,near:t,far:r});this.type=\"perspective\";return this}orthographic({near:t=this.near,far:r=this.far,left:s=this.left||-1,right:e=this.right||1,bottom:i=this.bottom||-1,top:o=this.top||1,zoom:n=this.zoom}={}){Object.assign(this,{near:t,far:r,left:s,right:e,bottom:i,top:o,zoom:n});s/=n;e/=n;i/=n;o/=n;this.projectionMatrix.fromOrthogonal({left:s,right:e,bottom:i,top:o,near:t,far:r});this.type=\"orthographic\";return this}updateMatrixWorld(){super.updateMatrixWorld();this.viewMatrix.inverse(this.worldMatrix);this.worldMatrix.getTranslation(this.worldPosition);this.projectionViewMatrix.multiply(this.projectionMatrix,this.viewMatrix);return this}updateProjectionMatrix(){return this.type===\"perspective\"?this.perspective():this.orthographic()}lookAt(t){super.lookAt(t,true);return this}project(t){t.applyMatrix4(this.viewMatrix);t.applyMatrix4(this.projectionMatrix);return this}unproject(t){t.applyMatrix4(e.inverse(this.projectionMatrix));t.applyMatrix4(this.worldMatrix);return this}updateFrustum(){this.frustum||(this.frustum=[new s,new s,new s,new s,new s,new s]);const t=this.projectionViewMatrix;this.frustum[0].set(t[3]-t[0],t[7]-t[4],t[11]-t[8]).constant=t[15]-t[12];this.frustum[1].set(t[3]+t[0],t[7]+t[4],t[11]+t[8]).constant=t[15]+t[12];this.frustum[2].set(t[3]+t[1],t[7]+t[5],t[11]+t[9]).constant=t[15]+t[13];this.frustum[3].set(t[3]-t[1],t[7]-t[5],t[11]-t[9]).constant=t[15]-t[13];this.frustum[4].set(t[3]-t[2],t[7]-t[6],t[11]-t[10]).constant=t[15]-t[14];this.frustum[5].set(t[3]+t[2],t[7]+t[6],t[11]+t[10]).constant=t[15]+t[14];for(let t=0;t<6;t++){const r=1/this.frustum[t].distance();this.frustum[t].multiply(r);this.frustum[t].constant*=r}}frustumIntersectsMesh(t,r=t.worldMatrix){if(!t.geometry.attributes.position)return true;t.geometry.bounds&&t.geometry.bounds.radius!==Infinity||t.geometry.computeBoundingSphere();if(!t.geometry.bounds)return true;const s=i;s.copy(t.geometry.bounds.center);s.applyMatrix4(r);const e=t.geometry.bounds.radius*r.getMaxScaleOnAxis();return this.frustumIntersectsSphere(s,e)}frustumIntersectsSphere(t,r){const s=o;for(let e=0;e<6;e++){const i=this.frustum[e];const o=s.copy(i).dot(t)+i.constant;if(o<-r)return false}return true}}export{Camera};\n//# sourceMappingURL=Camera.js.map\n","/**\n * Copies the upper-left 3x3 values into the given mat3.\n *\n * @param {mat3} out the receiving 3x3 matrix\n * @param {mat4} a   the source 4x4 matrix\n * @returns {mat3} out\n */\nfunction fromMat4(t,e){t[0]=e[0];t[1]=e[1];t[2]=e[2];t[3]=e[4];t[4]=e[5];t[5]=e[6];t[6]=e[8];t[7]=e[9];t[8]=e[10];return t}\n/**\n * Calculates a 3x3 matrix from the given quaternion\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {quat} q Quaternion to create matrix from\n *\n * @returns {mat3} out\n */function fromQuat(t,e){let n=e[0],l=e[1],r=e[2],u=e[3];let o=n+n;let i=l+l;let a=r+r;let c=n*o;let f=l*o;let s=l*i;let m=r*o;let p=r*i;let d=r*a;let y=u*o;let M=u*i;let b=u*a;t[0]=1-s-d;t[3]=f-b;t[6]=m+M;t[1]=f+b;t[4]=1-c-d;t[7]=p-y;t[2]=m-M;t[5]=p+y;t[8]=1-c-s;return t}\n/**\n * Copy the values from one mat3 to another\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the source matrix\n * @returns {mat3} out\n */function copy(t,e){t[0]=e[0];t[1]=e[1];t[2]=e[2];t[3]=e[3];t[4]=e[4];t[5]=e[5];t[6]=e[6];t[7]=e[7];t[8]=e[8];return t}\n/**\n * Set the components of a mat3 to the given values\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */function set(t,e,n,l,r,u,o,i,a,c){t[0]=e;t[1]=n;t[2]=l;t[3]=r;t[4]=u;t[5]=o;t[6]=i;t[7]=a;t[8]=c;return t}\n/**\n * Set a mat3 to the identity matrix\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */function identity(t){t[0]=1;t[1]=0;t[2]=0;t[3]=0;t[4]=1;t[5]=0;t[6]=0;t[7]=0;t[8]=1;return t}\n/**\n * Transpose the values of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the source matrix\n * @returns {mat3} out\n */function transpose(t,e){if(t===e){let n=e[1],l=e[2],r=e[5];t[1]=e[3];t[2]=e[6];t[3]=n;t[5]=e[7];t[6]=l;t[7]=r}else{t[0]=e[0];t[1]=e[3];t[2]=e[6];t[3]=e[1];t[4]=e[4];t[5]=e[7];t[6]=e[2];t[7]=e[5];t[8]=e[8]}return t}\n/**\n * Inverts a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the source matrix\n * @returns {mat3} out\n */function invert(t,e){let n=e[0],l=e[1],r=e[2];let u=e[3],o=e[4],i=e[5];let a=e[6],c=e[7],f=e[8];let s=f*o-i*c;let m=-f*u+i*a;let p=c*u-o*a;let d=n*s+l*m+r*p;if(!d)return null;d=1/d;t[0]=s*d;t[1]=(-f*l+r*c)*d;t[2]=(i*l-r*o)*d;t[3]=m*d;t[4]=(f*n-r*a)*d;t[5]=(-i*n+r*u)*d;t[6]=p*d;t[7]=(-c*n+l*a)*d;t[8]=(o*n-l*u)*d;return t}\n/**\n * Calculates the determinant of a mat3\n *\n * @param {mat3} a the source matrix\n * @returns {Number} determinant of a\n */function determinant(t){let e=t[0],n=t[1],l=t[2];let r=t[3],u=t[4],o=t[5];let i=t[6],a=t[7],c=t[8];return e*(c*u-o*a)+n*(-c*r+o*i)+l*(a*r-u*i)}\n/**\n * Multiplies two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the first operand\n * @param {mat3} b the second operand\n * @returns {mat3} out\n */function multiply(t,e,n){let l=e[0],r=e[1],u=e[2];let o=e[3],i=e[4],a=e[5];let c=e[6],f=e[7],s=e[8];let m=n[0],p=n[1],d=n[2];let y=n[3],M=n[4],b=n[5];let h=n[6],j=n[7],v=n[8];t[0]=m*l+p*o+d*c;t[1]=m*r+p*i+d*f;t[2]=m*u+p*a+d*s;t[3]=y*l+M*o+b*c;t[4]=y*r+M*i+b*f;t[5]=y*u+M*a+b*s;t[6]=h*l+j*o+v*c;t[7]=h*r+j*i+v*f;t[8]=h*u+j*a+v*s;return t}\n/**\n * Translate a mat3 by the given vector\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the matrix to translate\n * @param {vec2} v vector to translate by\n * @returns {mat3} out\n */function translate(t,e,n){let l=e[0],r=e[1],u=e[2],o=e[3],i=e[4],a=e[5],c=e[6],f=e[7],s=e[8],m=n[0],p=n[1];t[0]=l;t[1]=r;t[2]=u;t[3]=o;t[4]=i;t[5]=a;t[6]=m*l+p*o+c;t[7]=m*r+p*i+f;t[8]=m*u+p*a+s;return t}\n/**\n * Rotates a mat3 by the given angle\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */function rotate(t,e,n){let l=e[0],r=e[1],u=e[2],o=e[3],i=e[4],a=e[5],c=e[6],f=e[7],s=e[8],m=Math.sin(n),p=Math.cos(n);t[0]=p*l+m*o;t[1]=p*r+m*i;t[2]=p*u+m*a;t[3]=p*o-m*l;t[4]=p*i-m*r;t[5]=p*a-m*u;t[6]=c;t[7]=f;t[8]=s;return t}\n/**\n * Scales the mat3 by the dimensions in the given vec2\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the matrix to rotate\n * @param {vec2} v the vec2 to scale the matrix by\n * @returns {mat3} out\n **/function scale(t,e,n){let l=n[0],r=n[1];t[0]=l*e[0];t[1]=l*e[1];t[2]=l*e[2];t[3]=r*e[3];t[4]=r*e[4];t[5]=r*e[5];t[6]=e[6];t[7]=e[7];t[8]=e[8];return t}\n/**\n * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {mat4} a Mat4 to derive the normal matrix from\n *\n * @returns {mat3} out\n */function normalFromMat4(t,e){let n=e[0],l=e[1],r=e[2],u=e[3];let o=e[4],i=e[5],a=e[6],c=e[7];let f=e[8],s=e[9],m=e[10],p=e[11];let d=e[12],y=e[13],M=e[14],b=e[15];let h=n*i-l*o;let j=n*a-r*o;let v=n*c-u*o;let F=l*a-r*i;let Q=l*c-u*i;let S=r*c-u*a;let x=f*y-s*d;let g=f*M-m*d;let k=f*b-p*d;let q=s*M-m*y;let w=s*b-p*y;let z=m*b-p*M;let A=h*z-j*w+v*q+F*k-Q*g+S*x;if(!A)return null;A=1/A;t[0]=(i*z-a*w+c*q)*A;t[1]=(a*k-o*z-c*g)*A;t[2]=(o*w-i*k+c*x)*A;t[3]=(r*w-l*z-u*q)*A;t[4]=(n*z-r*k+u*g)*A;t[5]=(l*k-n*w-u*x)*A;t[6]=(y*S-M*Q+b*F)*A;t[7]=(M*v-d*S-b*j)*A;t[8]=(d*Q-y*v+b*h)*A;return t}\n/**\n * Generates a 2D projection matrix with the given bounds\n *\n * @param {mat3} out mat3 frustum matrix will be written into\n * @param {number} width Width of your gl context\n * @param {number} height Height of gl context\n * @returns {mat3} out\n */function projection(t,e,n){t[0]=2/e;t[1]=0;t[2]=0;t[3]=0;t[4]=-2/n;t[5]=0;t[6]=-1;t[7]=1;t[8]=1;return t}\n/**\n * Adds two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the first operand\n * @param {mat3} b the second operand\n * @returns {mat3} out\n */function add(t,e,n){t[0]=e[0]+n[0];t[1]=e[1]+n[1];t[2]=e[2]+n[2];t[3]=e[3]+n[3];t[4]=e[4]+n[4];t[5]=e[5]+n[5];t[6]=e[6]+n[6];t[7]=e[7]+n[7];t[8]=e[8]+n[8];return t}\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the first operand\n * @param {mat3} b the second operand\n * @returns {mat3} out\n */function subtract(t,e,n){t[0]=e[0]-n[0];t[1]=e[1]-n[1];t[2]=e[2]-n[2];t[3]=e[3]-n[3];t[4]=e[4]-n[4];t[5]=e[5]-n[5];t[6]=e[6]-n[6];t[7]=e[7]-n[7];t[8]=e[8]-n[8];return t}\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat3} out the receiving matrix\n * @param {mat3} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat3} out\n */function multiplyScalar(t,e,n){t[0]=e[0]*n;t[1]=e[1]*n;t[2]=e[2]*n;t[3]=e[3]*n;t[4]=e[4]*n;t[5]=e[5]*n;t[6]=e[6]*n;t[7]=e[7]*n;t[8]=e[8]*n;return t}export{add,copy,determinant,fromMat4,fromQuat,identity,invert,multiply,multiplyScalar,normalFromMat4,projection,rotate,scale,set,subtract,translate,transpose};\n//# sourceMappingURL=Mat3Func.js.map\n","import{set as t,translate as r,rotate as s,scale as i,multiply as h,identity as e,copy as n,fromMat4 as u,fromQuat as a,invert as o,normalFromMat4 as c}from\"./functions/Mat3Func.js\";class Mat3 extends Array{constructor(t=1,r=0,s=0,i=0,h=1,e=0,n=0,u=0,a=1){super(t,r,s,i,h,e,n,u,a);return this}set(r,s,i,h,e,n,u,a,o){if(r.length)return this.copy(r);t(this,r,s,i,h,e,n,u,a,o);return this}translate(t,s=this){r(this,s,t);return this}rotate(t,r=this){s(this,r,t);return this}scale(t,r=this){i(this,r,t);return this}multiply(t,r){r?h(this,t,r):h(this,this,t);return this}identity(){e(this);return this}copy(t){n(this,t);return this}fromMatrix4(t){u(this,t);return this}fromQuaternion(t){a(this,t);return this}fromBasis(t,r,s){this.set(t[0],t[1],t[2],r[0],r[1],r[2],s[0],s[1],s[2]);return this}inverse(t=this){o(this,t);return this}getNormalMatrix(t){c(this,t);return this}}export{Mat3};\n//# sourceMappingURL=Mat3.js.map\n","import{Transform as r}from\"./Transform.js\";import{Mat3 as t}from\"../math/Mat3.js\";import{Mat4 as e}from\"../math/Mat4.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/functions/Mat4Func.js\";import\"../math/functions/Mat3Func.js\";let i=0;class Mesh extends r{constructor(r,{geometry:a,program:s,mode:o=r.TRIANGLES,frustumCulled:m=true,renderOrder:l=0}={}){super();r.canvas||console.error(\"gl not passed as first argument to Mesh\");this.gl=r;this.id=i++;this.geometry=a;this.program=s;this.mode=o;this.frustumCulled=m;this.renderOrder=l;this.modelViewMatrix=new e;this.normalMatrix=new t;this.beforeRenderCallbacks=[];this.afterRenderCallbacks=[]}onBeforeRender(r){this.beforeRenderCallbacks.push(r);return this}onAfterRender(r){this.afterRenderCallbacks.push(r);return this}draw({camera:r}={}){if(r){this.program.uniforms.modelMatrix||Object.assign(this.program.uniforms,{modelMatrix:{value:null},viewMatrix:{value:null},modelViewMatrix:{value:null},normalMatrix:{value:null},projectionMatrix:{value:null},cameraPosition:{value:null}});this.program.uniforms.projectionMatrix.value=r.projectionMatrix;this.program.uniforms.cameraPosition.value=r.worldPosition;this.program.uniforms.viewMatrix.value=r.viewMatrix;this.modelViewMatrix.multiply(r.viewMatrix,this.worldMatrix);this.normalMatrix.getNormalMatrix(this.modelViewMatrix);this.program.uniforms.modelMatrix.value=this.worldMatrix;this.program.uniforms.modelViewMatrix.value=this.modelViewMatrix;this.program.uniforms.normalMatrix.value=this.normalMatrix}this.beforeRenderCallbacks.forEach((t=>t&&t({mesh:this,camera:r})));let t=this.program.cullFace&&this.worldMatrix.determinant()<0;this.program.use({flipFaces:t});this.geometry.draw({mode:this.mode,program:this.program});this.afterRenderCallbacks.forEach((t=>t&&t({mesh:this,camera:r})))}}export{Mesh};\n//# sourceMappingURL=Mesh.js.map\n","/**\n * Copy the values from one vec2 to another\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the source vector\n * @returns {vec2} out\n */\nfunction copy(t,n){t[0]=n[0];t[1]=n[1];return t}\n/**\n * Set the components of a vec2 to the given values\n *\n * @param {vec2} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} out\n */function set(t,n,r){t[0]=n;t[1]=r;return t}\n/**\n * Adds two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */function add(t,n,r){t[0]=n[0]+r[0];t[1]=n[1]+r[1];return t}\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */function subtract(t,n,r){t[0]=n[0]-r[0];t[1]=n[1]-r[1];return t}\n/**\n * Multiplies two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */function multiply(t,n,r){t[0]=n[0]*r[0];t[1]=n[1]*r[1];return t}\n/**\n * Divides two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {vec2} out\n */function divide(t,n,r){t[0]=n[0]/r[0];t[1]=n[1]/r[1];return t}\n/**\n * Scales a vec2 by a scalar number\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec2} out\n */function scale(t,n,r){t[0]=n[0]*r;t[1]=n[1]*r;return t}\n/**\n * Calculates the euclidian distance between two vec2's\n *\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {Number} distance between a and b\n */function distance(t,n){var r=n[0]-t[0],e=n[1]-t[1];return Math.sqrt(r*r+e*e)}\n/**\n * Calculates the squared euclidian distance between two vec2's\n *\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {Number} squared distance between a and b\n */function squaredDistance(t,n){var r=n[0]-t[0],e=n[1]-t[1];return r*r+e*e}\n/**\n * Calculates the length of a vec2\n *\n * @param {vec2} a vector to calculate length of\n * @returns {Number} length of a\n */function length(t){var n=t[0],r=t[1];return Math.sqrt(n*n+r*r)}\n/**\n * Calculates the squared length of a vec2\n *\n * @param {vec2} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */function squaredLength(t){var n=t[0],r=t[1];return n*n+r*r}\n/**\n * Negates the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to negate\n * @returns {vec2} out\n */function negate(t,n){t[0]=-n[0];t[1]=-n[1];return t}\n/**\n * Returns the inverse of the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to invert\n * @returns {vec2} out\n */function inverse(t,n){t[0]=1/n[0];t[1]=1/n[1];return t}\n/**\n * Normalize a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a vector to normalize\n * @returns {vec2} out\n */function normalize(t,n){var r=n[0],e=n[1];var u=r*r+e*e;u>0&&(u=1/Math.sqrt(u));t[0]=n[0]*u;t[1]=n[1]*u;return t}\n/**\n * Calculates the dot product of two vec2's\n *\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {Number} dot product of a and b\n */function dot(t,n){return t[0]*n[0]+t[1]*n[1]}\n/**\n * Computes the cross product of two vec2's\n * Note that the cross product returns a scalar\n *\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @returns {Number} cross product of a and b\n */function cross(t,n){return t[0]*n[1]-t[1]*n[0]}\n/**\n * Performs a linear interpolation between two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the first operand\n * @param {vec2} b the second operand\n * @param {Number} t interpolation amount between the two inputs\n * @returns {vec2} out\n */function lerp(t,n,r,e){var u=n[0],a=n[1];t[0]=u+e*(r[0]-u);t[1]=a+e*(r[1]-a);return t}\n/**\n * Transforms the vec2 with a mat2\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to transform\n * @param {mat2} m matrix to transform with\n * @returns {vec2} out\n */function transformMat2(t,n,r){var e=n[0],u=n[1];t[0]=r[0]*e+r[2]*u;t[1]=r[1]*e+r[3]*u;return t}\n/**\n * Transforms the vec2 with a mat2d\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to transform\n * @param {mat2d} m matrix to transform with\n * @returns {vec2} out\n */function transformMat2d(t,n,r){var e=n[0],u=n[1];t[0]=r[0]*e+r[2]*u+r[4];t[1]=r[1]*e+r[3]*u+r[5];return t}\n/**\n * Transforms the vec2 with a mat3\n * 3rd vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to transform\n * @param {mat3} m matrix to transform with\n * @returns {vec2} out\n */function transformMat3(t,n,r){var e=n[0],u=n[1];t[0]=r[0]*e+r[3]*u+r[6];t[1]=r[1]*e+r[4]*u+r[7];return t}\n/**\n * Transforms the vec2 with a mat4\n * 3rd vector component is implicitly '0'\n * 4th vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {vec2} a the vector to transform\n * @param {mat4} m matrix to transform with\n * @returns {vec2} out\n */function transformMat4(t,n,r){let e=n[0];let u=n[1];t[0]=r[0]*e+r[4]*u+r[12];t[1]=r[1]*e+r[5]*u+r[13];return t}\n/**\n * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)\n *\n * @param {vec2} a The first vector.\n * @param {vec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */function exactEquals(t,n){return t[0]===n[0]&&t[1]===n[1]}export{add,copy,cross,distance,divide,dot,exactEquals,inverse,length,lerp,multiply,negate,normalize,scale,set,squaredDistance,squaredLength,subtract,transformMat2,transformMat2d,transformMat3,transformMat4};\n//# sourceMappingURL=Vec2Func.js.map\n","import{set as t,copy as s,add as i,subtract as r,multiply as h,scale as e,divide as n,inverse as u,length as a,distance as c,squaredDistance as l,squaredLength as o,negate as p,cross as d,normalize as y,dot as g,exactEquals as x,transformMat3 as m,transformMat4 as f,lerp as q}from\"./functions/Vec2Func.js\";class Vec2 extends Array{constructor(t=0,s=t){super(t,s);return this}get x(){return this[0]}get y(){return this[1]}set x(t){this[0]=t}set y(t){this[1]=t}set(s,i=s){if(s.length)return this.copy(s);t(this,s,i);return this}copy(t){s(this,t);return this}add(t,s){s?i(this,t,s):i(this,this,t);return this}sub(t,s){s?r(this,t,s):r(this,this,t);return this}multiply(t){t.length?h(this,this,t):e(this,this,t);return this}divide(t){t.length?n(this,this,t):e(this,this,1/t);return this}inverse(t=this){u(this,t);return this}len(){return a(this)}distance(t){return t?c(this,t):a(this)}squaredLen(){return this.squaredDistance()}squaredDistance(t){return t?l(this,t):o(this)}negate(t=this){p(this,t);return this}cross(t,s){return s?d(t,s):d(this,t)}scale(t){e(this,this,t);return this}normalize(){y(this,this);return this}dot(t){return g(this,t)}equals(t){return x(this,t)}applyMatrix3(t){m(this,this,t);return this}applyMatrix4(t){f(this,this,t);return this}lerp(t,s){q(this,this,t,s);return this}clone(){return new Vec2(this[0],this[1])}fromArray(t,s=0){this[0]=t[s];this[1]=t[s+1];return this}toArray(t=[],s=0){t[s]=this[0];t[s+1]=this[1];return t}}export{Vec2};\n//# sourceMappingURL=Vec2.js.map\n","import{Geometry as t}from\"../core/Geometry.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";class Plane extends t{constructor(t,{width:e=1,height:n=1,widthSegments:o=1,heightSegments:s=1,attributes:a={}}={}){const r=o;const i=s;const c=(r+1)*(i+1);const l=r*i*6;const d=new Float32Array(c*3);const m=new Float32Array(c*3);const u=new Float32Array(c*2);const h=l>65536?new Uint32Array(l):new Uint16Array(l);Plane.buildPlane(d,m,u,h,e,n,0,r,i);Object.assign(a,{position:{size:3,data:d},normal:{size:3,data:m},uv:{size:2,data:u},index:{data:h}});super(t,a)}static buildPlane(t,e,n,o,s,a,r,i,c,l=0,d=1,m=2,u=1,h=-1,w=0,p=0){const y=w;const f=s/i;const g=a/c;for(let A=0;A<=c;A++){let P=A*g-a/2;for(let a=0;a<=i;a++,w++){let g=a*f-s/2;t[w*3+l]=g*u;t[w*3+d]=P*h;t[w*3+m]=r/2;e[w*3+l]=0;e[w*3+d]=0;e[w*3+m]=r>=0?1:-1;n[w*2]=a/i;n[w*2+1]=1-A/c;if(A===c||a===i)continue;let b=y+a+A*(i+1);let j=y+a+(A+1)*(i+1);let F=y+a+(A+1)*(i+1)+1;let x=y+a+A*(i+1)+1;o[p*6]=b;o[p*6+1]=j;o[p*6+2]=x;o[p*6+3]=j;o[p*6+4]=F;o[p*6+5]=x;p++}}}}export{Plane};\n//# sourceMappingURL=Plane.js.map\n","import{Geometry as t}from\"../core/Geometry.js\";import{Plane as e}from\"./Plane.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";class Box extends t{constructor(t,{width:n=1,height:a=1,depth:o=1,widthSegments:s=1,heightSegments:i=1,depthSegments:r=1,attributes:l={}}={}){const c=s;const d=i;const m=r;const u=(c+1)*(d+1)*2+(c+1)*(m+1)*2+(d+1)*(m+1)*2;const h=6*(c*d*2+c*m*2+d*m*2);const p=new Float32Array(u*3);const b=new Float32Array(u*3);const w=new Float32Array(u*2);const P=u>65536?new Uint32Array(h):new Uint16Array(h);let g=0;let y=0;e.buildPlane(p,b,w,P,o,a,n,m,d,2,1,0,-1,-1,g,y);g+=(m+1)*(d+1);y+=m*d;e.buildPlane(p,b,w,P,o,a,-n,m,d,2,1,0,1,-1,g,y);g+=(m+1)*(d+1);y+=m*d;e.buildPlane(p,b,w,P,n,o,a,m,c,0,2,1,1,1,g,y);g+=(c+1)*(m+1);y+=c*m;e.buildPlane(p,b,w,P,n,o,-a,m,c,0,2,1,1,-1,g,y);g+=(c+1)*(m+1);y+=c*m;e.buildPlane(p,b,w,P,n,a,-o,c,d,0,1,2,-1,-1,g,y);g+=(c+1)*(d+1);y+=c*d;e.buildPlane(p,b,w,P,n,a,o,c,d,0,1,2,1,-1,g,y);Object.assign(l,{position:{size:3,data:p},normal:{size:3,data:b},uv:{size:2,data:w},index:{data:P}});super(t,l)}}export{Box};\n//# sourceMappingURL=Box.js.map\n","import{Geometry as t}from\"../core/Geometry.js\";import{Vec3 as e}from\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";class Sphere extends t{constructor(t,{radius:s=.5,widthSegments:n=16,heightSegments:a=Math.ceil(n*.5),phiStart:o=0,phiLength:r=Math.PI*2,thetaStart:i=0,thetaLength:l=Math.PI,attributes:c={}}={}){const h=n;const m=a;const p=o;const f=r;const u=i;const M=l;const d=(h+1)*(m+1);const w=h*m*6;const y=new Float32Array(d*3);const g=new Float32Array(d*3);const S=new Float32Array(d*2);const z=d>65536?new Uint32Array(w):new Uint16Array(w);let A=0;let j=0;let x=0;let F=u+M;const I=[];let P=new e;for(let t=0;t<=m;t++){let e=[];let n=t/m;for(let t=0;t<=h;t++,A++){let a=t/h;let o=-s*Math.cos(p+a*f)*Math.sin(u+n*M);let r=s*Math.cos(u+n*M);let i=s*Math.sin(p+a*f)*Math.sin(u+n*M);y[A*3]=o;y[A*3+1]=r;y[A*3+2]=i;P.set(o,r,i).normalize();g[A*3]=P.x;g[A*3+1]=P.y;g[A*3+2]=P.z;S[A*2]=a;S[A*2+1]=1-n;e.push(j++)}I.push(e)}for(let t=0;t<m;t++)for(let e=0;e<h;e++){let s=I[t][e+1];let n=I[t][e];let a=I[t+1][e];let o=I[t+1][e+1];if(t!==0||u>0){z[x*3]=s;z[x*3+1]=n;z[x*3+2]=o;x++}if(t!==m-1||F<Math.PI){z[x*3]=n;z[x*3+1]=a;z[x*3+2]=o;x++}}Object.assign(c,{position:{size:3,data:y},normal:{size:3,data:g},uv:{size:2,data:S},index:{data:z}});super(t,c)}}export{Sphere};\n//# sourceMappingURL=Sphere.js.map\n","import{Geometry as t}from\"../core/Geometry.js\";import{Vec3 as s}from\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";class Cylinder extends t{constructor(t,{radiusTop:o=.5,radiusBottom:n=.5,height:e=1,radialSegments:c=8,heightSegments:a=1,openEnded:r=false,thetaStart:i=0,thetaLength:d=Math.PI*2,attributes:h={}}={}){const l=c;const u=a;const f=i;const m=d;const p=r?0:n&&o?2:1;const y=(l+1)*(u+1+p)+p;const g=l*u*6+p*l*3;const w=new Float32Array(y*3);const z=new Float32Array(y*3);const A=new Float32Array(y*2);const C=y>65536?new Uint32Array(g):new Uint16Array(g);let M=0;let j=0;const x=[];addHeight();if(!r){o&&addCap(true);n&&addCap(false)}function addHeight(){let t,c;const a=new s;const r=(n-o)/e;for(c=0;c<=u;c++){const s=[];const i=c/u;const d=i*(n-o)+o;for(t=0;t<=l;t++){const o=t/l;const n=o*m+f;const c=Math.sin(n);const h=Math.cos(n);w.set([d*c,(.5-i)*e,d*h],M*3);a.set(c,r,h).normalize();z.set([a.x,a.y,a.z],M*3);A.set([o,1-i],M*2);s.push(M++)}x.push(s)}for(t=0;t<l;t++)for(c=0;c<u;c++){const s=x[c][t];const o=x[c+1][t];const n=x[c+1][t+1];const e=x[c][t+1];C.set([s,o,e,o,n,e],j*3);j+=2}}function addCap(t){let s;const c=t===true?o:n;const a=t===true?1:-1;const r=M;w.set([0,.5*e*a,0],M*3);z.set([0,a,0],M*3);A.set([.5,.5],M*2);M++;for(s=0;s<=l;s++){const t=s/l;const o=t*m+f;const n=Math.cos(o);const r=Math.sin(o);w.set([c*r,.5*e*a,c*n],M*3);z.set([0,a,0],M*3);A.set([n*.5+.5,r*.5*a+.5],M*2);M++}for(s=0;s<l;s++){const o=r+s+1;t?C.set([o,o+1,r],j*3):C.set([o+1,o,r],j*3);j++}}Object.assign(h,{position:{size:3,data:w},normal:{size:3,data:z},uv:{size:2,data:A},index:{data:C}});super(t,h)}}export{Cylinder};\n//# sourceMappingURL=Cylinder.js.map\n","import{Geometry as t}from\"../core/Geometry.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";class Triangle extends t{constructor(t,{attributes:e={}}={}){Object.assign(e,{position:{size:2,data:new Float32Array([-1,-1,3,-1,-1,3])},uv:{size:2,data:new Float32Array([0,0,2,0,0,2])}});super(t,e)}}export{Triangle};\n//# sourceMappingURL=Triangle.js.map\n","import{Geometry as t}from\"../core/Geometry.js\";import{Vec3 as s}from\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";class Torus extends t{constructor(t,{radius:o=.5,tube:n=.2,radialSegments:e=8,tubularSegments:a=6,arc:r=Math.PI*2,attributes:c={}}={}){const i=(e+1)*(a+1);const l=e*a*6;const u=new Float32Array(i*3);const m=new Float32Array(i*3);const h=new Float32Array(i*2);const y=i>65536?new Uint32Array(l):new Uint16Array(l);const M=new s;const d=new s;const w=new s;let f=0;for(let t=0;t<=e;t++)for(let s=0;s<=a;s++,f++){const c=s/a*r;const i=t/e*Math.PI*2;d.x=(o+n*Math.cos(i))*Math.cos(c);d.y=(o+n*Math.cos(i))*Math.sin(c);d.z=n*Math.sin(i);u.set([d.x,d.y,d.z],f*3);M.x=o*Math.cos(c);M.y=o*Math.sin(c);w.sub(d,M).normalize();m.set([w.x,w.y,w.z],f*3);h.set([s/a,t/e],f*2)}f=0;for(let t=1;t<=e;t++)for(let s=1;s<=a;s++,f++){const o=(a+1)*t+s-1;const n=(a+1)*(t-1)+s-1;const e=(a+1)*(t-1)+s;const r=(a+1)*t+s;y.set([o,n,r,n,e,r],f*6)}Object.assign(c,{position:{size:3,data:u},normal:{size:3,data:m},uv:{size:2,data:h},index:{data:y}});super(t,c)}}export{Torus};\n//# sourceMappingURL=Torus.js.map\n","import{Vec3 as e}from\"../math/Vec3.js\";import{Vec2 as t}from\"../math/Vec2.js\";import\"../math/functions/Vec3Func.js\";import\"../math/functions/Vec2Func.js\";const a={NONE:-1,ROTATE:0,DOLLY:1,PAN:2,DOLLY_PAN:3};const n=new e;const s=new t;const o=new t;function Orbit(i,{element:h=document,enabled:c=true,target:l=new e,ease:u=.25,inertia:r=.85,enableRotate:d=true,rotateSpeed:p=.1,autoRotate:m=false,autoRotateSpeed:f=1,enableZoom:v=true,zoomSpeed:g=1,zoomStyle:M=\"dolly\",enablePan:y=true,panSpeed:b=.1,minPolarAngle:w=0,maxPolarAngle:E=Math.PI,minAzimuthAngle:L=-Infinity,maxAzimuthAngle:O=Infinity,minDistance:P=0,maxDistance:N=Infinity}={}){this.enabled=c;this.target=l;this.zoomStyle=M;u=u||1;r=r||0;this.minDistance=P;this.maxDistance=N;const Y={radius:1,phi:0,theta:0};const A={radius:1,phi:0,theta:0};const x={radius:1,phi:0,theta:0};const D=new e;const T=new e;T.copy(i.position).sub(this.target);x.radius=A.radius=T.distance();x.theta=A.theta=Math.atan2(T.x,T.z);x.phi=A.phi=Math.acos(Math.min(Math.max(T.y/A.radius,-1),1));this.offset=T;this.update=()=>{m&&handleAutoRotate();A.radius*=Y.radius;A.theta+=Y.theta;A.phi+=Y.phi;A.theta=Math.max(L,Math.min(O,A.theta));A.phi=Math.max(w,Math.min(E,A.phi));A.radius=Math.max(this.minDistance,Math.min(this.maxDistance,A.radius));x.phi+=(A.phi-x.phi)*u;x.theta+=(A.theta-x.theta)*u;x.radius+=(A.radius-x.radius)*u;this.target.add(D);let e=x.radius*Math.sin(Math.max(1e-6,x.phi));T.x=e*Math.sin(x.theta);T.y=x.radius*Math.cos(x.phi);T.z=e*Math.cos(x.theta);i.position.copy(this.target).add(T);i.lookAt(this.target);Y.theta*=r;Y.phi*=r;D.multiply(r);Y.radius=1};this.forcePosition=()=>{T.copy(i.position).sub(this.target);x.radius=A.radius=T.distance();x.theta=A.theta=Math.atan2(T.x,T.z);x.phi=A.phi=Math.acos(Math.min(Math.max(T.y/A.radius,-1),1));i.lookAt(this.target)};const X=new t;const R=new t;const S=new t;let k=a.NONE;this.mouseButtons={ORBIT:0,ZOOM:1,PAN:2};function getZoomScale(){return Math.pow(.95,g)}function panLeft(e,t){n.set(t[0],t[1],t[2]);n.multiply(-e);D.add(n)}function panUp(e,t){n.set(t[4],t[5],t[6]);n.multiply(e);D.add(n)}const pan=(e,t)=>{let a=h===document?document.body:h;n.copy(i.position).sub(this.target);let s=n.distance();s*=Math.tan((i.fov||45)/2*Math.PI/180);panLeft(2*e*s/a.clientHeight,i.matrix);panUp(2*t*s/a.clientHeight,i.matrix)};const dolly=e=>{if(this.zoomStyle===\"dolly\")Y.radius/=e;else{i.fov/=e;i.type===\"orthographic\"?i.orthographic():i.perspective()}};function handleAutoRotate(){const e=2*Math.PI/60/60*f;Y.theta-=e}function handleMoveRotate(e,t){s.set(e,t);o.sub(s,X).multiply(p);let a=h===document?document.body:h;Y.theta-=2*Math.PI*o.x/a.clientHeight;Y.phi-=2*Math.PI*o.y/a.clientHeight;X.copy(s)}function handleMouseMoveDolly(e){s.set(e.clientX,e.clientY);o.sub(s,S);o.y>0?dolly(getZoomScale()):o.y<0&&dolly(1/getZoomScale());S.copy(s)}function handleMovePan(e,t){s.set(e,t);o.sub(s,R).multiply(b);pan(o.x,o.y);R.copy(s)}function handleTouchStartDollyPan(e){if(v){let t=e.touches[0].pageX-e.touches[1].pageX;let a=e.touches[0].pageY-e.touches[1].pageY;let n=Math.sqrt(t*t+a*a);S.set(0,n)}if(y){let t=.5*(e.touches[0].pageX+e.touches[1].pageX);let a=.5*(e.touches[0].pageY+e.touches[1].pageY);R.set(t,a)}}function handleTouchMoveDollyPan(e){if(v){let t=e.touches[0].pageX-e.touches[1].pageX;let a=e.touches[0].pageY-e.touches[1].pageY;let n=Math.sqrt(t*t+a*a);s.set(0,n);o.set(0,Math.pow(s.y/S.y,g));dolly(o.y);S.copy(s)}if(y){let t=.5*(e.touches[0].pageX+e.touches[1].pageX);let a=.5*(e.touches[0].pageY+e.touches[1].pageY);handleMovePan(t,a)}}const onMouseDown=e=>{if(this.enabled){switch(e.button){case this.mouseButtons.ORBIT:if(d===false)return;X.set(e.clientX,e.clientY);k=a.ROTATE;break;case this.mouseButtons.ZOOM:if(v===false)return;S.set(e.clientX,e.clientY);k=a.DOLLY;break;case this.mouseButtons.PAN:if(y===false)return;R.set(e.clientX,e.clientY);k=a.PAN;break}if(k!==a.NONE){window.addEventListener(\"mousemove\",onMouseMove,false);window.addEventListener(\"mouseup\",onMouseUp,false)}}};const onMouseMove=e=>{if(this.enabled)switch(k){case a.ROTATE:if(d===false)return;handleMoveRotate(e.clientX,e.clientY);break;case a.DOLLY:if(v===false)return;handleMouseMoveDolly(e);break;case a.PAN:if(y===false)return;handleMovePan(e.clientX,e.clientY);break}};const onMouseUp=()=>{window.removeEventListener(\"mousemove\",onMouseMove,false);window.removeEventListener(\"mouseup\",onMouseUp,false);k=a.NONE};const onMouseWheel=e=>{if(this.enabled&&v&&(k===a.NONE||k===a.ROTATE)){e.stopPropagation();e.preventDefault();e.deltaY<0?dolly(1/getZoomScale()):e.deltaY>0&&dolly(getZoomScale())}};const onTouchStart=e=>{if(this.enabled){e.preventDefault();switch(e.touches.length){case 1:if(d===false)return;X.set(e.touches[0].pageX,e.touches[0].pageY);k=a.ROTATE;break;case 2:if(v===false&&y===false)return;handleTouchStartDollyPan(e);k=a.DOLLY_PAN;break;default:k=a.NONE}}};const onTouchMove=e=>{if(this.enabled){e.preventDefault();e.stopPropagation();switch(e.touches.length){case 1:if(d===false)return;handleMoveRotate(e.touches[0].pageX,e.touches[0].pageY);break;case 2:if(v===false&&y===false)return;handleTouchMoveDollyPan(e);break;default:k=a.NONE}}};const onTouchEnd=()=>{this.enabled&&(k=a.NONE)};const onContextMenu=e=>{this.enabled&&e.preventDefault()};function addHandlers(){h.addEventListener(\"contextmenu\",onContextMenu,false);h.addEventListener(\"mousedown\",onMouseDown,false);h.addEventListener(\"wheel\",onMouseWheel,{passive:false});h.addEventListener(\"touchstart\",onTouchStart,{passive:false});h.addEventListener(\"touchend\",onTouchEnd,false);h.addEventListener(\"touchmove\",onTouchMove,{passive:false})}this.remove=function(){h.removeEventListener(\"contextmenu\",onContextMenu);h.removeEventListener(\"mousedown\",onMouseDown);h.removeEventListener(\"wheel\",onMouseWheel);h.removeEventListener(\"touchstart\",onTouchStart);h.removeEventListener(\"touchend\",onTouchEnd);h.removeEventListener(\"touchmove\",onTouchMove);window.removeEventListener(\"mousemove\",onMouseMove);window.removeEventListener(\"mouseup\",onMouseUp)};addHandlers()}export{Orbit};\n//# sourceMappingURL=Orbit.js.map\n","import{Vec2 as t}from\"../math/Vec2.js\";import{Vec3 as o}from\"../math/Vec3.js\";import{Mat4 as n}from\"../math/Mat4.js\";import\"../math/functions/Vec2Func.js\";import\"../math/functions/Vec3Func.js\";import\"../math/functions/Mat4Func.js\";const i=new t;const r=new t;const s=new t;const e=new o;const c=new o;const a=new o;const l=new o;const d=new o;const h=new o;const u=new o;const m=new o;const y=new o;const f=new o;const p=new o;const x=new n;class Raycast{constructor(){this.origin=new o;this.direction=new o}castMouse(t,o=[0,0]){if(t.type===\"orthographic\"){const{left:n,right:i,bottom:r,top:s,zoom:e}=t;const c=n/e+(i-n)/e*(o[0]*.5+.5);const a=r/e+(s-r)/e*(o[1]*.5+.5);this.origin.set(c,a,0);this.origin.applyMatrix4(t.worldMatrix);this.direction.x=-t.worldMatrix[8];this.direction.y=-t.worldMatrix[9];this.direction.z=-t.worldMatrix[10]}else{t.worldMatrix.getTranslation(this.origin);this.direction.set(o[0],o[1],.5);t.unproject(this.direction);this.direction.sub(this.origin).normalize()}}intersectBounds(t,{maxDistance:n,output:i=[]}={}){Array.isArray(t)||(t=[t]);const r=x;const s=e;const a=c;const l=i;l.length=0;t.forEach((t=>{t.geometry.bounds&&t.geometry.bounds.radius!==Infinity||t.geometry.computeBoundingSphere();const i=t.geometry.bounds;r.inverse(t.worldMatrix);let e;if(n){a.copy(this.direction).scaleRotateMatrix4(r);e=n*a.len()}s.copy(this.origin).applyMatrix4(r);a.copy(this.direction).transformDirection(r);if(n&&s.distance(i.center)-i.radius>e)return;let c=0;if(t.geometry.raycast===\"sphere\"){if(s.distance(i.center)>i.radius){c=this.intersectSphere(i,s,a);if(!c)return}}else if(s.x<i.min.x||s.x>i.max.x||s.y<i.min.y||s.y>i.max.y||s.z<i.min.z||s.z>i.max.z){c=this.intersectBox(i,s,a);if(!c)return}if(!(n&&c>e)){t.hit||(t.hit={localPoint:new o,point:new o});t.hit.localPoint.copy(a).multiply(c).add(s);t.hit.point.copy(t.hit.localPoint).applyMatrix4(t.worldMatrix);t.hit.distance=t.hit.point.distance(this.origin);l.push(t)}}));l.sort(((t,o)=>t.hit.distance-o.hit.distance));return l}intersectMeshes(n,{cullFace:y=true,maxDistance:f,includeUV:p=true,includeNormal:w=true,output:g=[]}={}){const M=this.intersectBounds(n,{maxDistance:f,output:g});if(!M.length)return M;const z=x;const b=e;const A=c;const N=a;const v=l;const j=d;const B=h;const D=u;const F=m;const P=i;const R=r;const V=s;for(let n=M.length-1;n>=0;n--){const i=M[n];z.inverse(i.worldMatrix);let r;if(f){A.copy(this.direction).scaleRotateMatrix4(z);r=f*A.len()}b.copy(this.origin).applyMatrix4(z);A.copy(this.direction).transformDirection(z);let s=0;let e,c,a;const l=i.geometry;const d=l.attributes;const h=d.index;const u=d.position;const m=Math.max(0,l.drawRange.start);const x=Math.min(h?h.count:u.count,l.drawRange.start+l.drawRange.count);const g=u.size;for(let t=m;t<x;t+=3){const o=h?h.data[t]:t;const n=h?h.data[t+1]:t+1;const i=h?h.data[t+2]:t+2;N.fromArray(u.data,o*g);v.fromArray(u.data,n*g);j.fromArray(u.data,i*g);const l=this.intersectTriangle(N,v,j,y,b,A,D);if(l&&(!(f&&l>r)&&(!s||l<s))){s=l;e=o;c=n;a=i;B.copy(D)}}s||M.splice(n,1);i.hit.localPoint.copy(A).multiply(s).add(b);i.hit.point.copy(i.hit.localPoint).applyMatrix4(i.worldMatrix);i.hit.distance=i.hit.point.distance(this.origin);if(!i.hit.faceNormal){i.hit.localFaceNormal=new o;i.hit.faceNormal=new o;i.hit.uv=new t;i.hit.localNormal=new o;i.hit.normal=new o}i.hit.localFaceNormal.copy(B);i.hit.faceNormal.copy(i.hit.localFaceNormal).transformDirection(i.worldMatrix);if(p||w){N.fromArray(u.data,e*3);v.fromArray(u.data,c*3);j.fromArray(u.data,a*3);this.getBarycoord(i.hit.localPoint,N,v,j,F)}if(p&&d.uv){P.fromArray(d.uv.data,e*2);R.fromArray(d.uv.data,c*2);V.fromArray(d.uv.data,a*2);i.hit.uv.set(P.x*F.x+R.x*F.y+V.x*F.z,P.y*F.x+R.y*F.y+V.y*F.z)}if(w&&d.normal){N.fromArray(d.normal.data,e*3);v.fromArray(d.normal.data,c*3);j.fromArray(d.normal.data,a*3);i.hit.localNormal.set(N.x*F.x+v.x*F.y+j.x*F.z,N.y*F.x+v.y*F.y+j.y*F.z,N.z*F.x+v.z*F.y+j.z*F.z);i.hit.normal.copy(i.hit.localNormal).transformDirection(i.worldMatrix)}}M.sort(((t,o)=>t.hit.distance-o.hit.distance));return M}intersectPlane(t,o=this.origin,n=this.direction){const i=e;i.sub(t.origin,o);const r=i.dot(t.normal);const s=n.dot(t.normal);if(s==0)return 0;const c=r/s;return c<=0?0:o.add(n.scale(c))}intersectSphere(t,o=this.origin,n=this.direction){const i=a;i.sub(t.center,o);const r=i.dot(n);const s=i.dot(i)-r*r;const e=t.radius*t.radius;if(s>e)return 0;const c=Math.sqrt(e-s);const l=r-c;const d=r+c;return l<0&&d<0?0:l<0?d:l}intersectBox(t,o=this.origin,n=this.direction){let i,r,s,e,c,a;const l=1/n.x;const d=1/n.y;const h=1/n.z;const u=t.min;const m=t.max;i=((l>=0?u.x:m.x)-o.x)*l;r=((l>=0?m.x:u.x)-o.x)*l;s=((d>=0?u.y:m.y)-o.y)*d;e=((d>=0?m.y:u.y)-o.y)*d;if(i>e||s>r)return 0;s>i&&(i=s);e<r&&(r=e);c=((h>=0?u.z:m.z)-o.z)*h;a=((h>=0?m.z:u.z)-o.z)*h;if(i>a||c>r)return 0;c>i&&(i=c);a<r&&(r=a);return r<0?0:i>=0?i:r}intersectTriangle(t,o,n,i=true,r=this.origin,s=this.direction,e=u){const c=m;const a=y;const l=f;c.sub(o,t);a.sub(n,t);e.cross(c,a);let d=s.dot(e);if(!d)return 0;let h;if(d>0){if(i)return 0;h=1}else{h=-1;d=-d}l.sub(r,t);let p=h*s.dot(a.cross(l,a));if(p<0)return 0;let x=h*s.dot(c.cross(l));if(x<0)return 0;if(p+x>d)return 0;let w=-h*l.dot(e);return w<0?0:w/d}getBarycoord(t,o,n,i,r=m){const s=y;const e=f;const c=p;s.sub(i,o);e.sub(n,o);c.sub(t,o);const a=s.dot(s);const l=s.dot(e);const d=s.dot(c);const h=e.dot(e);const u=e.dot(c);const x=a*h-l*l;if(x===0)return r.set(-2,-1,-1);const w=1/x;const g=(h*d-l*u)*w;const M=(a*u-l*d)*w;return r.set(1-g-M,M,g)}}export{Raycast};\n//# sourceMappingURL=Raycast.js.map\n","import{Vec3 as t}from\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";const s=\"catmullrom\";const i=\"cubicbezier\";const e=\"quadraticbezier\";const n=new t,o=new t,c=new t,r=new t;\n/**\n * Get the control points of cubic bezier curve.\n * @param {*} i\n * @param {*} a\n * @param {*} b\n */function getCtrlPoint(t,s,i=.168,e=.168){s<1?n.sub(t[1],t[0]).scale(i).add(t[0]):n.sub(t[s+1],t[s-1]).scale(i).add(t[s]);if(s>t.length-3){const s=t.length-1;o.sub(t[s-1],t[s]).scale(e).add(t[s])}else o.sub(t[s],t[s+2]).scale(e).add(t[s+1]);return[n.clone(),o.clone()]}function getQuadraticBezierPoint(s,i,e,r){const u=1-s;n.copy(i).scale(u**2);o.copy(e).scale(2*u*s);c.copy(r).scale(s**2);const p=new t;p.add(n,o).add(c);return p}function getCubicBezierPoint(s,i,e,u,p){const h=1-s;n.copy(i).scale(h**3);o.copy(e).scale(3*h**2*s);c.copy(u).scale(3*h*s**2);r.copy(p).scale(s**3);const l=new t;l.add(n,o).add(c).add(r);return l}class Curve{constructor({points:i=[new t(0,0,0),new t(0,1,0),new t(1,1,0),new t(1,0,0)],divisions:e=12,type:n=s}={}){this.points=i;this.divisions=e;this.type=n}_getQuadraticBezierPoints(t=this.divisions){const s=[];const i=this.points.length;if(i<3){console.warn(\"Not enough points provided.\");return[]}const e=this.points[0];let n=this.points[1],o=this.points[2];for(let i=0;i<=t;i++){const c=getQuadraticBezierPoint(i/t,e,n,o);s.push(c)}let c=3;while(i-c>0){e.copy(o);n=o.scale(2).sub(n);o=this.points[c];for(let i=1;i<=t;i++){const c=getQuadraticBezierPoint(i/t,e,n,o);s.push(c)}c++}return s}_getCubicBezierPoints(t=this.divisions){const s=[];const i=this.points.length;if(i<4){console.warn(\"Not enough points provided.\");return[]}let e=this.points[0],n=this.points[1],o=this.points[2],c=this.points[3];for(let i=0;i<=t;i++){const r=getCubicBezierPoint(i/t,e,n,o,c);s.push(r)}let r=4;while(i-r>1){e.copy(c);n=c.scale(2).sub(o);o=this.points[r];c=this.points[r+1];for(let i=1;i<=t;i++){const r=getCubicBezierPoint(i/t,e,n,o,c);s.push(r)}r+=2}return s}_getCatmullRomPoints(t=this.divisions,s=.168,e=.168){const n=[];const o=this.points.length;if(o<=2)return this.points;let c;this.points.forEach(((o,r)=>{if(r===0)c=o;else{const[u,p]=getCtrlPoint(this.points,r-1,s,e);const h=new Curve({points:[c,u,p,o],type:i});n.pop();n.push(...h.getPoints(t));c=o}}));return n}getPoints(t=this.divisions,n=.168,o=.168){const c=this.type;return c===e?this._getQuadraticBezierPoints(t):c===i?this._getCubicBezierPoints(t):c===s?this._getCatmullRomPoints(t,n,o):this.points}}Curve.CATMULLROM=s;Curve.CUBICBEZIER=i;Curve.QUADRATICBEZIER=e;export{Curve};\n//# sourceMappingURL=Curve.js.map\n","import t from\"./BaseSegment.js\";import{Vec3 as i}from\"../../math/Vec3.js\";import{T_VALUES as e,C_VALUES as s}from\"./utils.js\";import\"../../math/functions/Vec3Func.js\";const r=new i;function cubicBezier(t,i,e,s,r){const h=1-t;return h*h*h*i+3*h*h*t*e+3*h*t*t*s+t*t*t*r}function cubicBezierDeriv(t,i,e,s,r){const h=1-t;return 3*h*h*(e-i)+6*h*t*(s-e)+3*t*t*(r-s)}class CubicBezierSegment extends t{constructor(t,i,e,s,r=0,h=0){super();this.p0=t;this.p1=i;this.p2=e;this.p3=s;this.tiltStart=r;this.tiltEnd=h;this._len=-1}updateLength(){const t=.5;const i=e.length;let h=0;for(let n,p=0;p<i;p++){n=t*e[p]+t;h+=s[p]*this.getDerivativeAt(n,r).len()}this._len=t*h}\n/**\n     * Get point at relative position in curve according to segment length.\n     * @param {number} t Distance at time t in range [0 .. 1]\n     * @param {Vec3} out Optional Vec3 to output\n     * @returns {Vec3} Point at relative position\n     */getPointAt(t,e=new i){e.x=cubicBezier(t,this.p0.x,this.p1.x,this.p2.x,this.p3.x);e.y=cubicBezier(t,this.p0.y,this.p1.y,this.p2.y,this.p3.y);e.z=cubicBezier(t,this.p0.z,this.p1.z,this.p2.z,this.p3.z);return e}getDerivativeAt(t,e=new i){e.x=cubicBezierDeriv(t,this.p0.x,this.p1.x,this.p2.x,this.p3.x);e.y=cubicBezierDeriv(t,this.p0.y,this.p1.y,this.p2.y,this.p3.y);e.z=cubicBezierDeriv(t,this.p0.z,this.p1.z,this.p2.z,this.p3.z);return e}\n/**\n     * Returns a unit vector tangent at t\n     * @param {number} t Distance at time t in range [0 .. 1]\n     * @param {Vec3} out Optional Vec3 to output\n     * @returns {Vec3} A unit vector\n     */getTangentAt(t,e=new i){return this.getDerivativeAt(t,e).normalize()}lastPoint(){return this.p3}}export{CubicBezierSegment as default};\n//# sourceMappingURL=CubicBezierSegment.js.map\n","import t from\"./BaseSegment.js\";import{Vec3 as i}from\"../../math/Vec3.js\";import{T_VALUES as e,C_VALUES as r}from\"./utils.js\";import\"../../math/functions/Vec3Func.js\";const s=new i;function quadraticBezier(t,i,e,r){const s=1-t;return s*s*i+2*s*t*e+t*t*r}function quadraticBezierDeriv(t,i,e,r){const s=1-t;return 2*s*(e-i)+2*t*(r-e)}class QuadraticBezierSegment extends t{constructor(t,i,e,r=0,s=0){super();this.p0=t;this.p1=i;this.p2=e;this.tiltStart=r;this.tiltEnd=s;this._len=-1}updateLength(){const t=.5;const i=e.length;let n=0;for(let a,h=0;h<i;h++){a=t*e[h]+t;n+=r[h]*this.getDerivativeAt(a,s).len()}this._len=t*n}\n/**\n     * Get point at relative position in curve according to segment length.\n     * @param {number} t Distance at time t in range [0 .. 1]\n     * @param {Vec3} out Optional Vec3 to output\n     * @returns {Vec3} Point at relative position\n     */getPointAt(t,e=new i){e.x=quadraticBezier(t,this.p0.x,this.p1.x,this.p2.x);e.y=quadraticBezier(t,this.p0.y,this.p1.y,this.p2.y);e.z=quadraticBezier(t,this.p0.z,this.p1.z,this.p2.z);return e}getDerivativeAt(t,e=new i){e.x=quadraticBezierDeriv(t,this.p0.x,this.p1.x,this.p2.x);e.y=quadraticBezierDeriv(t,this.p0.y,this.p1.y,this.p2.y);e.z=quadraticBezierDeriv(t,this.p0.z,this.p1.z,this.p2.z);return e}\n/**\n     * Returns a unit vector tangent at t\n     * @param {number} t Distance at time t in range [0 .. 1]\n     * @param {Vec3} out Optional Vec3 to output\n     * @returns {Vec3} A unit vector\n     */getTangentAt(t,e=new i){return this.getDerivativeAt(t,e).normalize()}lastPoint(){return this.p2}}export{QuadraticBezierSegment as default};\n//# sourceMappingURL=QuadraticBezierSegment.js.map\n","import t from\"./BaseSegment.js\";import{Vec3 as e}from\"../../math/Vec3.js\";import{lerp as s}from\"../../math/functions/Vec3Func.js\";const n=new e;class LineSegment extends t{constructor(t,e,s=0,n=0){super();this.p0=t;this.p1=e;this.tiltStart=s;this.tiltEnd=n;this._len=-1}updateLength(){this._len=n.sub(this.p1,this.p0).len()}\n/**\n     * Get point at relative position in curve according to segment length.\n     * @param {number} t Distance at time t in range [0 .. 1]\n     * @param {Vec3} out Optional Vec3 to output\n     * @returns {Vec3} Point at relative position\n     */getPointAt(t,n=new e){s(n,this.p0,this.p1,t);return n}\n/**\n     * Returns a unit vector tangent at t\n     * @param {number} t Distance at time t in range [0 .. 1]\n     * @param {Vec3} out Optional Vec3 to output\n     * @returns {Vec3} A unit vector\n     */getTangentAt(t,s=new e){return s.sub(this.p1,this.p0).normalize()}lastPoint(){return this.p1}}export{LineSegment as default};\n//# sourceMappingURL=LineSegment.js.map\n","import{Vec3 as t}from\"../../math/Vec3.js\";import{Mat4 as e}from\"../../math/Mat4.js\";import n from\"./CubicBezierSegment.js\";import s from\"./QuadraticBezierSegment.js\";import i from\"./LineSegment.js\";import{clamp as h,mat4fromRotationSinCos as o,rotateNormalBinormal as r,toRadian as g,toDegrees as l}from\"./utils.js\";import\"../../math/functions/Vec3Func.js\";import\"../../math/functions/Mat4Func.js\";import\"./BaseSegment.js\";const a=new t;const c=new e;function throwIfNullProperty(t,e){if(this[t]==null)throw new Error(e)}class Path{constructor(){this._segments=[];this._lengthOffsets=null;this._totalLength=-1;this._lastPoint=null;this._lastTilt=0;this._assertLastPoint=throwIfNullProperty.bind(this,\"_lastPoint\",\"Can`t get previous point of curve. Did you forget moveTo command?\");this.tiltFunction=null}moveTo(t,e=0){this._totalLength=-1;this._lastPoint=t;this._lastTilt=e}bezierCurveTo(t,e,s,i=0){this._assertLastPoint();const h=new n(this._lastPoint,t,e,s,this._lastTilt,i);this.addSegment(h);return this}quadraticCurveTo(t,e,n=0){this._assertLastPoint();const i=new s(this._lastPoint,t,e,this._lastTilt,n);this.addSegment(i);return this}lineTo(t,e=0){this._assertLastPoint();const n=new i(this._lastPoint,t,this._lastTilt,e);this.addSegment(n);return this}addSegment(t){this._totalLength=-1;this._lastPoint=t.lastPoint();this._lastTilt=t.tiltEnd;this._segments.push(t);return this}getSegments(){return this._segments}updateLength(){const t=this._segments.length;this._lengthOffsets=new Array(t);let e=0;for(let n=0;n<t;n++){this._lengthOffsets[n]=e;e+=this._segments[n].getLength()}this._totalLength=e}getLength(){this._totalLength<0&&this.updateLength();return this._totalLength}\n/**\n     * Finding a path segment at a given absolute length distance\n     * @param {number} len absolute length distance\n     * @returns {[number, number]} [_segment index_, _relative segment distance_]\n     */findSegmentIndexAtLength(t){const e=this.getLength();if(t<=0)return[0,0];if(t>=e)return[this._segments.length-1,1];let n=0;let s=this._lengthOffsets.length-1;let i=-1;let h;while(n<=s){h=Math.ceil((n+s)/2);if(h===0||h===this._lengthOffsets.length-1||t>=this._lengthOffsets[h]&&t<this._lengthOffsets[h+1]){i=h;break}t<this._lengthOffsets[h]?s=h-1:n=h+1}const o=this._segments[i];const r=o.getLength();const g=(t-this._lengthOffsets[i])/r;return[i,g]}getPointAtLength(e,n=new t){const[s,i]=this.findSegmentIndexAtLength(e);return this._segments[s].getPointAt(i,n)}getPointAt(e,n=new t){const s=this.getLength();return this.getPointAtLength(e*s,n)}getTangentAtLength(e,n=new t){const[s,i]=this.findSegmentIndexAtLength(e);return this._segments[s].getTangentAt(i,n)}getTangentAt(e,n=new t){const s=this.getLength();return this.getTangentAtLength(e*s,n)}getTiltAtLength(t){const[e,n]=this.findSegmentIndexAtLength(t);return this._segments[e].getTiltAt(n)}getTiltAt(t){const e=this.getLength();return this.getTiltAtLength(t*e)}\n/**\n     * Get sequence of points using `getPointAt(t)`\n     * @param {number} divisions number of subdivisions\n     * @returns {Vec3[]} array of points\n     */getPoints(t=64){const e=new Array(t+1);for(let n=0;n<=t;n++)e[n]=this.getPointAt(n/t);return e}\n/**\n     * Generates the Frenet Frames.\n     * See http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n     * @param {number} divisions number of subdivisions\n     * @returns {{tangents: Vec3[], normals: Vec3[], binormals: Vec3[]}} Object with tangents, normals and binormals arrays\n     */computeFrenetFrames(e=64,n=false){const s=new Array(e+1);const i=new Array(e+1);const m=this.tiltFunction??(t=>t);const f=this.getLength();for(let t=0;t<=e;t++){const[n,h]=this.findSegmentIndexAtLength(f*t/e);const o=this._segments[n];s[t]=o.getTangentAt(h);i[t]=m(o.getTiltAt(h),t/e,this)}const u=Math.abs(s[0].x);const _=Math.abs(s[0].y);const L=Math.abs(s[0].z);const d=new t;u<_&&u<L?d.set(1,0,0):_<u&&_<L?d.set(0,1,0):d.set(0,0,1);const A=new Array(e+1);const w=new Array(e+1);A[0]=new t;w[0]=new t;a.cross(s[0],d).normalize();A[0].cross(s[0],a);w[0].cross(s[0],A[0]);for(let e=1;e<s.length;e++){A[e]=A[e-1].clone();w[e]=new t;a.cross(s[e-1],s[e]);const n=a.len();if(n>Number.EPSILON){a.scale(1/n);const t=h(s[e-1].dot(s[e]),-1,1);const i=h(n,-1,1);o(c,a,i,t);A[e].applyMatrix4(c)}w[e].cross(s[e],A[e])}for(let t=0;t<i.length;t++)r(g(i[t]),A[t],w[t]);if(n===true){const t=A[A.length-1];let e=Math.acos(h(A[0].dot(t),-1,1))/(A.length-1);s[0].dot(a.cross(A[0],t))>0&&(e=-e);for(let t=1;t<A.length-1;t++){const n=e*t;r(n,A[t],w[t]);i[t]+=l(n)}A[A.length-1]=A[0].clone();w[w.length-1]=w[0].clone()}return{tangents:s,normals:A,binormals:w,tilts:i}}}export{Path};\n//# sourceMappingURL=Path.js.map\n","import{Geometry as t}from\"../core/Geometry.js\";import{Vec3 as s}from\"../math/Vec3.js\";import{Vec2 as e}from\"../math/Vec2.js\";import\"../math/functions/Vec3Func.js\";import\"../math/functions/Vec2Func.js\";const i=new s;const a=new s;const n=new e;const r=new s;class Tube extends t{constructor(t,{path:s,radius:e=1,tubularSegments:i=64,radialSegments:a=8,closed:n=false,attributes:r={}}={}){super(t,r);this.path=s;this.radius=e;this.tubularSegments=i;this.radialSegments=a;this.closed=n;this.frenetFrames=s.computeFrenetFrames(i,n);const o=(i+1)*(a+1);const h=i*a*6;this.positions=new Float32Array(o*3);this.normals=new Float32Array(o*3);this.uvs=new Float32Array(o*2);this.indices=o>65536?new Uint32Array(h):new Uint16Array(h);this._generateAttributes();this._generateIndices();this.addAttribute(\"position\",{size:3,data:this.positions});this.addAttribute(\"normal\",{size:3,data:this.normals});this.addAttribute(\"uv\",{size:2,data:this.uvs});this.setIndex({data:this.indices})}_generateAttributes(){for(let t=0;t<=this.tubularSegments;t++){let s=t;t===this.tubularSegments&&(s=this.closed?0:this.tubularSegments);this.path.getPointAt(s/this.tubularSegments,r);const e=this.frenetFrames.normals[s];const o=this.frenetFrames.binormals[s];for(let s=0;s<=this.radialSegments;s++){const h=s/this.radialSegments*Math.PI*2;const m=Math.sin(h);const u=-Math.cos(h);const c=t*(this.radialSegments+1)+s;a.x=u*e.x+m*o.x;a.y=u*e.y+m*o.y;a.z=u*e.z+m*o.z;this.normals.set(a,c*3);i.x=r.x+this.radius*a.x;i.y=r.y+this.radius*a.y;i.z=r.z+this.radius*a.z;this.positions.set(i,c*3);n.x=t/this.tubularSegments;n.y=s/this.radialSegments;this.uvs.set(n,c*2)}}}_generateIndices(){for(let t=1;t<=this.tubularSegments;t++)for(let s=1;s<=this.radialSegments;s++){const e=(this.radialSegments+1)*(t-1)+(s-1);const i=(this.radialSegments+1)*t+(s-1);const a=(this.radialSegments+1)*t+s;const n=(this.radialSegments+1)*(t-1)+s;const r=(t-1)*this.radialSegments+(s-1);this.indices.set([e,i,n,i,a,n],r*6)}}}export{Tube};\n//# sourceMappingURL=Tube.js.map\n","import{Program as t}from\"../core/Program.js\";import{Mesh as e}from\"../core/Mesh.js\";import{RenderTarget as r}from\"../core/RenderTarget.js\";import{Triangle as i}from\"./Triangle.js\";import\"../core/Transform.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Mat4.js\";import\"../math/functions/Mat4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";import\"../core/Texture.js\";import\"../core/Geometry.js\";class Post{constructor(t,{width:e,height:s,dpr:o,wrapS:h=t.CLAMP_TO_EDGE,wrapT:n=t.CLAMP_TO_EDGE,minFilter:a=t.LINEAR,magFilter:u=t.LINEAR,geometry:l=new i(t),targetOnly:m=null,depth:g=true}={}){this.gl=t;this.passes=[];this.geometry=l;this.uniform={value:null};this.targetOnly=m;o&&(this.dpr=o);e&&(this.width=e);s&&(this.height=s);o=this.dpr||this.gl.renderer.dpr;this.resolutionWidth=Math.floor(this.width||this.gl.renderer.width*o);this.resolutionHeight=Math.floor(this.height||this.gl.renderer.height*o);let p={dpr:this.dpr,width:this.resolutionWidth,height:this.resolutionHeight,wrapS:h,wrapT:n,minFilter:a,magFilter:u,depth:g};const d=this.fbo={read:new r(this.gl,p),write:new r(this.gl,p),swap:()=>{let t=d.read;d.read=d.write;d.write=t}}}addPass({vertex:r=s,fragment:i=o,uniforms:h={},textureUniform:n=\"tMap\",enabled:a=true}={}){h[n]={value:this.fbo.read.texture};const u=new t(this.gl,{vertex:r,fragment:i,uniforms:h});const l=new e(this.gl,{geometry:this.geometry,program:u});const m={mesh:l,program:u,uniforms:h,enabled:a,textureUniform:n};this.passes.push(m);return m}resize({width:t,height:e,dpr:r}={}){r&&(this.dpr=r);t&&(this.width=t);e&&(this.height=e);r=this.dpr||this.gl.renderer.dpr;this.resolutionWidth=Math.floor(this.width||this.gl.renderer.width*r);this.resolutionHeight=Math.floor(this.height||this.gl.renderer.height*r);this.fbo.read.setSize(this.resolutionWidth,this.resolutionHeight);this.fbo.write.setSize(this.resolutionWidth,this.resolutionHeight)}render({scene:t,camera:e,texture:r,target:i=null,update:s=true,sort:o=true,frustumCull:h=true,beforePostCallbacks:n}){const a=this.passes.filter((t=>t.enabled));if(!r){this.gl.renderer.render({scene:t,camera:e,target:a.length||!i&&this.targetOnly?this.fbo.write:i,update:s,sort:o,frustumCull:h});this.fbo.swap();n&&n.forEach((t=>t&&t()))}a.forEach(((t,e)=>{t.mesh.program.uniforms[t.textureUniform].value=!e&&r?r:this.fbo.read.texture;this.gl.renderer.render({scene:t.mesh,target:e!==a.length-1||!i&&this.targetOnly?this.fbo.write:i,clear:true});this.fbo.swap()}));this.uniform.value=this.fbo.read.texture}}const s=\"\\n    attribute vec2 uv;\\n    attribute vec2 position;\\n\\n    varying vec2 vUv;\\n\\n    void main() {\\n        vUv = uv;\\n        gl_Position = vec4(position, 0, 1);\\n    }\\n\";const o=\"\\n    precision highp float;\\n\\n    uniform sampler2D tMap;\\n    varying vec2 vUv;\\n\\n    void main() {\\n        gl_FragColor = texture2D(tMap, vUv);\\n    }\\n\";export{Post};\n//# sourceMappingURL=Post.js.map\n","import{Vec3 as t}from\"../math/Vec3.js\";import{Quat as o}from\"../math/Quat.js\";import\"../math/functions/Vec3Func.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";const s=new t;const n=new o;const r=new t;const a=new t;const i=new o;const e=new t;class Animation{constructor({objects:t,data:o}){this.objects=t;this.data=o;this.elapsed=0;this.weight=1;this.duration=o.frames.length-1}update(t=1,o){const c=o?1:this.weight/t;const m=this.elapsed%this.duration;const h=Math.floor(m);const p=m-h;const f=this.data.frames[h];const u=this.data.frames[(h+1)%this.duration];this.objects.forEach(((t,o)=>{s.fromArray(f.position,o*3);n.fromArray(f.quaternion,o*4);r.fromArray(f.scale,o*3);a.fromArray(u.position,o*3);i.fromArray(u.quaternion,o*4);e.fromArray(u.scale,o*3);s.lerp(a,p);n.slerp(i,p);r.lerp(e,p);t.position.lerp(s,c);t.quaternion.slerp(n,c);t.scale.lerp(r,c)}))}}export{Animation};\n//# sourceMappingURL=Animation.js.map\n","import{Mesh as t}from\"../core/Mesh.js\";import{Transform as e}from\"../core/Transform.js\";import{Mat4 as r}from\"../math/Mat4.js\";import{Texture as s}from\"../core/Texture.js\";import{Animation as o}from\"./Animation.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/functions/Mat4Func.js\";const i=new r;class Skin extends t{constructor(t,{rig:e,geometry:r,program:s,mode:o=t.TRIANGLES}={}){super(t,{geometry:r,program:s,mode:o});this.createBones(e);this.createBoneTexture();this.animations=[];Object.assign(this.program.uniforms,{boneTexture:{value:this.boneTexture},boneTextureSize:{value:this.boneTextureSize}})}createBones(t){this.root=new e;this.bones=[];if(t.bones&&t.bones.length){for(let r=0;r<t.bones.length;r++){const s=new e;s.position.fromArray(t.bindPose.position,r*3);s.quaternion.fromArray(t.bindPose.quaternion,r*4);s.scale.fromArray(t.bindPose.scale,r*3);this.bones.push(s)}t.bones.forEach(((t,e)=>{this.bones[e].name=t.name;if(t.parent===-1)return this.bones[e].setParent(this.root);this.bones[e].setParent(this.bones[t.parent])}));this.root.updateMatrixWorld(true);this.bones.forEach((t=>{t.bindInverse=new r(...t.worldMatrix).inverse()}))}}createBoneTexture(){if(!this.bones.length)return;const t=Math.max(4,Math.pow(2,Math.ceil(Math.log(Math.sqrt(this.bones.length*4))/Math.LN2)));this.boneMatrices=new Float32Array(t*t*4);this.boneTextureSize=t;this.boneTexture=new s(this.gl,{image:this.boneMatrices,generateMipmaps:false,type:this.gl.FLOAT,internalFormat:this.gl.renderer.isWebgl2?this.gl.RGBA32F:this.gl.RGBA,minFilter:this.gl.NEAREST,magFilter:this.gl.NEAREST,flipY:false,width:t})}addAnimation(t){const e=new o({objects:this.bones,data:t});this.animations.push(e);return e}update(){let t=0;this.animations.forEach((e=>t+=e.weight));this.animations.forEach(((e,r)=>{e.update(t,r===0)}))}draw({camera:t}={}){this.root.updateMatrixWorld(true);this.bones.forEach(((t,e)=>{i.multiply(t.worldMatrix,t.bindInverse);this.boneMatrices.set(i,e*16)}));this.boneTexture&&(this.boneTexture.needsUpdate=true);super.draw({camera:t})}}export{Skin};\n//# sourceMappingURL=Skin.js.map\n","import{RenderTarget as t}from\"../core/RenderTarget.js\";import{Program as e}from\"../core/Program.js\";import{Mesh as r}from\"../core/Mesh.js\";import{Vec2 as n}from\"../math/Vec2.js\";import{Triangle as o}from\"./Triangle.js\";import\"../core/Texture.js\";import\"../core/Transform.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Mat4.js\";import\"../math/functions/Mat4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";import\"../math/functions/Vec2Func.js\";import\"../core/Geometry.js\";class Flowmap{constructor(a,{size:m=128,falloff:u=.3,alpha:l=1,dissipation:c=.98,type:p}={}){const f=this;this.gl=a;this.uniform={value:null};this.mask={read:null,write:null,swap:()=>{let t=f.mask.read;f.mask.read=f.mask.write;f.mask.write=t;f.uniform.value=f.mask.read.texture}};createFBOs();this.aspect=1;this.mouse=new n;this.velocity=new n;this.mesh=initProgram();function createFBOs(){p||(p=a.HALF_FLOAT||a.renderer.extensions.OES_texture_half_float.HALF_FLOAT_OES);let e=(()=>a.renderer.isWebgl2||a.renderer.extensions[`OES_texture_${p===a.FLOAT?\"\":\"half_\"}float_linear`]?a.LINEAR:a.NEAREST)();const r={width:m,height:m,type:p,format:a.RGBA,internalFormat:a.renderer.isWebgl2?p===a.FLOAT?a.RGBA32F:a.RGBA16F:a.RGBA,minFilter:e,depth:false};f.mask.read=new t(a,r);f.mask.write=new t(a,r);f.mask.swap()}function initProgram(){return new r(a,{geometry:new o(a),program:new e(a,{vertex:s,fragment:i,uniforms:{tMap:f.uniform,uFalloff:{value:u*.5},uAlpha:{value:l},uDissipation:{value:c},uAspect:{value:1},uMouse:{value:f.mouse},uVelocity:{value:f.velocity}},depthTest:false})})}}update(){this.mesh.program.uniforms.uAspect.value=this.aspect;this.gl.renderer.render({scene:this.mesh,target:this.mask.write,clear:false});this.mask.swap()}}const s=\"\\n    attribute vec2 uv;\\n    attribute vec2 position;\\n\\n    varying vec2 vUv;\\n\\n    void main() {\\n        vUv = uv;\\n        gl_Position = vec4(position, 0, 1);\\n    }\\n\";const i=\"\\n    precision highp float;\\n\\n    uniform sampler2D tMap;\\n\\n    uniform float uFalloff;\\n    uniform float uAlpha;\\n    uniform float uDissipation;\\n    \\n    uniform float uAspect;\\n    uniform vec2 uMouse;\\n    uniform vec2 uVelocity;\\n\\n    varying vec2 vUv;\\n\\n    void main() {\\n        vec4 color = texture2D(tMap, vUv) * uDissipation;\\n\\n        vec2 cursor = vUv - uMouse;\\n        cursor.x *= uAspect;\\n\\n        vec3 stamp = vec3(uVelocity * vec2(1, -1), 1.0 - pow(1.0 - min(1.0, length(uVelocity)), 3.0));\\n        float falloff = smoothstep(uFalloff, 0.0, length(cursor)) * uAlpha;\\n\\n        color.rgb = mix(color.rgb, stamp, vec3(falloff));\\n\\n        gl_FragColor = color;\\n    }\\n\";export{Flowmap};\n//# sourceMappingURL=Flowmap.js.map\n","import{Program as t}from\"../core/Program.js\";import{Mesh as e}from\"../core/Mesh.js\";import{Texture as r}from\"../core/Texture.js\";import{RenderTarget as s}from\"../core/RenderTarget.js\";import{Triangle as i}from\"./Triangle.js\";import\"../core/Transform.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Mat4.js\";import\"../math/functions/Mat4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";import\"../core/Geometry.js\";class GPGPU{constructor(t,{data:e=new Float32Array(16),geometry:n=new i(t),type:o}){this.gl=t;const a=e;this.passes=[];this.geometry=n;this.dataLength=a.length/4;this.size=Math.pow(2,Math.ceil(Math.log(Math.ceil(Math.sqrt(this.dataLength)))/Math.LN2));this.coords=new Float32Array(this.dataLength*2);for(let t=0;t<this.dataLength;t++){const e=t%this.size/this.size;const r=Math.floor(t/this.size)/this.size;this.coords.set([e,r],t*2)}const h=(()=>{if(a.length===this.size*this.size*4)return a;{const t=new Float32Array(this.size*this.size*4);t.set(a);return t}})();this.uniform={value:new r(t,{image:h,target:t.TEXTURE_2D,type:t.FLOAT,format:t.RGBA,internalFormat:t.renderer.isWebgl2?t.RGBA32F:t.RGBA,wrapS:t.CLAMP_TO_EDGE,wrapT:t.CLAMP_TO_EDGE,generateMipmaps:false,minFilter:t.NEAREST,magFilter:t.NEAREST,width:this.size,flipY:false})};const m={width:this.size,height:this.size,type:o||t.HALF_FLOAT||t.renderer.extensions.OES_texture_half_float.HALF_FLOAT_OES,format:t.RGBA,internalFormat:t.renderer.isWebgl2?o===t.FLOAT?t.RGBA32F:t.RGBA16F:t.RGBA,minFilter:t.NEAREST,depth:false,unpackAlignment:1};this.fbo={read:new s(t,m),write:new s(t,m),swap:()=>{let t=this.fbo.read;this.fbo.read=this.fbo.write;this.fbo.write=t;this.uniform.value=this.fbo.read.texture}}}addPass({vertex:r=n,fragment:s=o,uniforms:i={},textureUniform:a=\"tMap\",enabled:h=true}={}){i[a]=this.uniform;const m=new t(this.gl,{vertex:r,fragment:s,uniforms:i});const c=new e(this.gl,{geometry:this.geometry,program:m});const f={mesh:c,program:m,uniforms:i,enabled:h,textureUniform:a};this.passes.push(f);return f}render(){const t=this.passes.filter((t=>t.enabled));t.forEach(((t,e)=>{this.gl.renderer.render({scene:t.mesh,target:this.fbo.write,clear:false});this.fbo.swap()}))}}const n=\"\\n    attribute vec2 uv;\\n    attribute vec2 position;\\n\\n    varying vec2 vUv;\\n\\n    void main() {\\n        vUv = uv;\\n        gl_Position = vec4(position, 0, 1);\\n    }\\n\";const o=\"\\n    precision highp float;\\n\\n    uniform sampler2D tMap;\\n    varying vec2 vUv;\\n\\n    void main() {\\n        gl_FragColor = texture2D(tMap, vUv);\\n    }\\n\";export{GPGPU};\n//# sourceMappingURL=GPGPU.js.map\n","import{Geometry as t}from\"../core/Geometry.js\";import{Program as e}from\"../core/Program.js\";import{Mesh as n}from\"../core/Mesh.js\";import{Vec2 as i}from\"../math/Vec2.js\";import{Vec3 as r}from\"../math/Vec3.js\";import{Color as o}from\"../math/Color.js\";import\"../math/functions/Vec3Func.js\";import\"../core/Transform.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Mat4.js\";import\"../math/functions/Mat4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";import\"../math/functions/Vec2Func.js\";import\"../math/functions/ColorFunc.js\";const s=new r;class Polyline{constructor(r,{points:s,vertex:u=a,fragment:h=c,uniforms:m={},attributes:p={}}){this.gl=r;this.points=s;this.count=s.length;this.position=new Float32Array(this.count*3*2);this.prev=new Float32Array(this.count*3*2);this.next=new Float32Array(this.count*3*2);const l=new Float32Array(this.count*1*2);const v=new Float32Array(this.count*2*2);const d=new Uint16Array(3*(this.count-1)*2);for(let t=0;t<this.count;t++){l.set([-1,1],t*2);const e=t/(this.count-1);v.set([0,e,1,e],t*4);if(t===this.count-1)continue;const n=t*2;d.set([n+0,n+1,n+2],(n+0)*3);d.set([n+2,n+1,n+3],(n+1)*3)}const f=this.geometry=new t(r,Object.assign(p,{position:{size:3,data:this.position},prev:{size:3,data:this.prev},next:{size:3,data:this.next},side:{size:1,data:l},uv:{size:2,data:v},index:{size:1,data:d}}));this.updateGeometry();m.uResolution||(this.resolution=m.uResolution={value:new i});m.uDPR||(this.dpr=m.uDPR={value:1});m.uThickness||(this.thickness=m.uThickness={value:1});m.uColor||(this.color=m.uColor={value:new o(\"#000\")});m.uMiter||(this.miter=m.uMiter={value:1});this.resize();const y=this.program=new e(r,{vertex:u,fragment:h,uniforms:m});this.mesh=new n(r,{geometry:f,program:y})}updateGeometry(){this.points.forEach(((t,e)=>{t.toArray(this.position,e*3*2);t.toArray(this.position,e*3*2+3);if(e){t.toArray(this.next,3*(e-1)*2);t.toArray(this.next,3*(e-1)*2+3)}else{s.copy(t).sub(this.points[e+1]).add(t);s.toArray(this.prev,e*3*2);s.toArray(this.prev,e*3*2+3)}if(e===this.points.length-1){s.copy(t).sub(this.points[e-1]).add(t);s.toArray(this.next,e*3*2);s.toArray(this.next,e*3*2+3)}else{t.toArray(this.prev,(e+1)*3*2);t.toArray(this.prev,(e+1)*3*2+3)}}));this.geometry.attributes.position.needsUpdate=true;this.geometry.attributes.prev.needsUpdate=true;this.geometry.attributes.next.needsUpdate=true}resize(){this.resolution&&this.resolution.value.set(this.gl.canvas.width,this.gl.canvas.height);this.dpr&&(this.dpr.value=this.gl.renderer.dpr)}}const a=\"\\n    precision highp float;\\n\\n    attribute vec3 position;\\n    attribute vec3 next;\\n    attribute vec3 prev;\\n    attribute vec2 uv;\\n    attribute float side;\\n\\n    uniform mat4 modelViewMatrix;\\n    uniform mat4 projectionMatrix;\\n    uniform vec2 uResolution;\\n    uniform float uDPR;\\n    uniform float uThickness;\\n    uniform float uMiter;\\n\\n    varying vec2 vUv;\\n\\n    vec4 getPosition() {\\n        mat4 mvp = projectionMatrix * modelViewMatrix;\\n        vec4 current = mvp * vec4(position, 1);\\n        vec4 nextPos = mvp * vec4(next, 1);\\n        vec4 prevPos = mvp * vec4(prev, 1);\\n\\n        vec2 aspect = vec2(uResolution.x / uResolution.y, 1);    \\n        vec2 currentScreen = current.xy / current.w * aspect;\\n        vec2 nextScreen = nextPos.xy / nextPos.w * aspect;\\n        vec2 prevScreen = prevPos.xy / prevPos.w * aspect;\\n    \\n        vec2 dir1 = normalize(currentScreen - prevScreen);\\n        vec2 dir2 = normalize(nextScreen - currentScreen);\\n        vec2 dir = normalize(dir1 + dir2);\\n    \\n        vec2 normal = vec2(-dir.y, dir.x);\\n        normal /= mix(1.0, max(0.3, dot(normal, vec2(-dir1.y, dir1.x))), uMiter);\\n        normal /= aspect;\\n\\n        float pixelWidthRatio = 1.0 / (uResolution.y / uDPR);\\n        float pixelWidth = current.w * pixelWidthRatio;\\n        normal *= pixelWidth * uThickness;\\n        current.xy -= normal * side;\\n    \\n        return current;\\n    }\\n\\n    void main() {\\n        vUv = uv;\\n        gl_Position = getPosition();\\n    }\\n\";const c=\"\\n    precision highp float;\\n\\n    uniform vec3 uColor;\\n    \\n    varying vec2 vUv;\\n\\n    void main() {\\n        gl_FragColor.rgb = uColor;\\n        gl_FragColor.a = 1.0;\\n    }\\n\";export{Polyline};\n//# sourceMappingURL=Polyline.js.map\n","import{Camera as t}from\"../core/Camera.js\";import{Program as r}from\"../core/Program.js\";import{RenderTarget as e}from\"../core/RenderTarget.js\";import\"../core/Transform.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Mat4.js\";import\"../math/functions/Mat4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../core/Texture.js\";class Shadow{constructor(a,{light:s=new t(a),width:n=1024,height:h=n}){this.gl=a;this.light=s;this.target=new e(a,{width:n,height:h});this.targetUniform={value:this.target.texture};this.depthProgram=new r(a,{vertex:i,fragment:o,cullFace:false});this.castMeshes=[]}add({mesh:t,receive:e=true,cast:a=true,vertex:s=i,fragment:n=o,uniformProjection:h=\"shadowProjectionMatrix\",uniformView:m=\"shadowViewMatrix\",uniformTexture:c=\"tShadow\"}){if(e&&!t.program.uniforms[h]){t.program.uniforms[h]={value:this.light.projectionMatrix};t.program.uniforms[m]={value:this.light.viewMatrix};t.program.uniforms[c]=this.targetUniform}if(a){this.castMeshes.push(t);t.colorProgram=t.program;t.depthProgram||(t.depthProgram=s!==i||n!==o?new r(this.gl,{vertex:s,fragment:n,cullFace:false}):this.depthProgram)}}setSize({width:t=1024,height:r=t}){this.target=new e(this.gl,{width:t,height:r});this.targetUniform.value=this.target.texture}render({scene:t}){t.traverse((t=>{if(t.draw)if(!~this.castMeshes.indexOf(t)){t.isForceVisibility=t.visible;t.visible=false}else t.program=t.depthProgram}));this.gl.renderer.render({scene:t,camera:this.light,target:this.target});t.traverse((t=>{t.draw&&(~this.castMeshes.indexOf(t)?t.program=t.colorProgram:t.visible=t.isForceVisibility)}))}}const i=\"\\n    attribute vec3 position;\\n    attribute vec2 uv;\\n\\n    uniform mat4 modelViewMatrix;\\n    uniform mat4 projectionMatrix;\\n\\n    void main() {\\n        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n    }\\n\";const o=\"\\n    precision highp float;\\n\\n    vec4 packRGBA (float v) {\\n        vec4 pack = fract(vec4(1.0, 255.0, 65025.0, 16581375.0) * v);\\n        pack -= pack.yzww * vec2(1.0 / 255.0, 0.0).xxxy;\\n        return pack;\\n    }\\n\\n    void main() {\\n        gl_FragColor = packRGBA(gl_FragCoord.z);\\n    }\\n\";export{Shadow};\n//# sourceMappingURL=Shadow.js.map\n","import{Texture as e}from\"../core/Texture.js\";import{KTXTexture as t}from\"./KTXTexture.js\";let r={};const n=[];class TextureLoader{static load(n,{src:a,wrapS:s=n.CLAMP_TO_EDGE,wrapT:o=n.CLAMP_TO_EDGE,anisotropy:i=0,format:p=n.RGBA,internalFormat:c=p,generateMipmaps:l=true,minFilter:m=(l?n.NEAREST_MIPMAP_LINEAR:n.LINEAR),magFilter:u=n.LINEAR,premultiplyAlpha:d=false,unpackAlignment:g=4,flipY:f=true}={}){const E=this.getSupportedExtensions(n);let w=\"none\";typeof a===\"string\"&&(w=a.split(\".\").pop().split(\"?\")[0].toLowerCase());if(typeof a===\"object\")for(const e in a)if(E.includes(e.toLowerCase())){w=e.toLowerCase();a=a[e];break}const _=a+s+o+i+p+c+l+m+u+d+g+f+n.renderer.id;if(r[_])return r[_];let h;switch(w){case\"ktx\":case\"pvrtc\":case\"s3tc\":case\"etc\":case\"etc1\":case\"astc\":h=new t(n,{src:a,wrapS:s,wrapT:o,anisotropy:i,minFilter:m,magFilter:u});h.loaded=this.loadKTX(a,h);break;case\"webp\":case\"jpg\":case\"jpeg\":case\"png\":h=new e(n,{wrapS:s,wrapT:o,anisotropy:i,format:p,internalFormat:c,generateMipmaps:l,minFilter:m,magFilter:u,premultiplyAlpha:d,unpackAlignment:g,flipY:f});h.loaded=this.loadImage(n,a,h,f);break;default:console.warn(\"No supported format supplied\");h=new e(n)}h.ext=w;r[_]=h;return h}static getSupportedExtensions(e){if(n.length)return n;const t={pvrtc:e.renderer.getExtension(\"WEBGL_compressed_texture_pvrtc\")||e.renderer.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\"),s3tc:e.renderer.getExtension(\"WEBGL_compressed_texture_s3tc\"),etc1:e.renderer.getExtension(\"WEBGL_compressed_texture_etc1\"),astc:e.renderer.getExtension(\"WEBGL_compressed_texture_astc\"),bc7:e.renderer.getExtension(\"EXT_texture_compression_bptc\")};for(const e in t)t[e]&&n.push(e);n.push(\"png\",\"jpg\",\"webp\");return n}static loadKTX(e,t){return fetch(e).then((e=>e.arrayBuffer())).then((e=>t.parseBuffer(e)))}static loadImage(e,t,r,n){return decodeImage(t,n).then((t=>{if(!e.renderer.isWebgl2&&(!powerOfTwo(t.width)||!powerOfTwo(t.height))){r.generateMipmaps&&(r.generateMipmaps=false);r.minFilter===e.NEAREST_MIPMAP_LINEAR&&(r.minFilter=e.LINEAR);r.wrapS===e.REPEAT&&(r.wrapS=r.wrapT=e.CLAMP_TO_EDGE)}r.image=t;r.onUpdate=()=>{t.close&&t.close();r.onUpdate=null};return t}))}static clearCache(){r={}}}function powerOfTwo(e){return Math.log2(e)%1===0}function decodeImage(e,t){return new Promise((r=>{if(isCreateImageBitmap())fetch(e,{mode:\"cors\"}).then((e=>e.blob())).then((e=>createImageBitmap(e,{imageOrientation:t?\"flipY\":\"none\",premultiplyAlpha:\"none\"}))).then(r);else{const t=new Image;t.crossOrigin=\"\";t.src=e;t.onload=()=>r(t)}}))}function isCreateImageBitmap(){const e=navigator.userAgent.toLowerCase().includes(\"chrome\");if(!e)return false;try{createImageBitmap}catch(e){return false}return true}export{TextureLoader};\n//# sourceMappingURL=TextureLoader.js.map\n","import{Vec3 as t}from\"../math/Vec3.js\";import{Quat as e}from\"../math/Quat.js\";import\"../math/functions/Vec3Func.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";const n=new t;const i=new t;const s=new t;const r=new t;const o=new e;const a=new e;const c=new e;const m=new e;class GLTFAnimation{constructor(t,e=1){this.data=t;this.elapsed=0;this.weight=e;this.loop=true;this.startTime=t.reduce(((t,{times:e})=>Math.min(t,e[0])),Infinity);this.endTime=t.reduce(((t,{times:e})=>Math.max(t,e[e.length-1])),0);this.duration=this.endTime-this.startTime}update(t=1,e){const h=e?1:this.weight/t;const l=this.duration?(this.loop?this.elapsed%this.duration:Math.min(this.elapsed,this.duration-.001))+this.startTime:0;this.data.forEach((({node:t,transform:e,interpolation:u,times:p,values:f})=>{if(!this.duration){let i=n;let s=3;if(e===\"quaternion\"){i=o;s=4}i.fromArray(f,0);s===4?t[e].slerp(i,h):t[e].lerp(i,h);return}const d=Math.max(1,p.findIndex((t=>t>l)))-1;const w=d+1;let A=(l-p[d])/(p[w]-p[d]);u===\"STEP\"&&(A=0);let y=n;let T=i;let I=s;let j=r;let F=3;if(e===\"quaternion\"){y=o;T=a;I=c;j=m;F=4}if(u===\"CUBICSPLINE\"){y.fromArray(f,d*F*3+F*1);T.fromArray(f,d*F*3+F*2);I.fromArray(f,w*F*3+F*0);j.fromArray(f,w*F*3+F*1);y=this.cubicSplineInterpolate(A,y,T,I,j);F===4&&y.normalize()}else{y.fromArray(f,d*F);j.fromArray(f,w*F);F===4?y.slerp(j,A):y.lerp(j,A)}F===4?t[e].slerp(y,h):t[e].lerp(y,h)}))}cubicSplineInterpolate(t,e,n,i,s){const r=t*t;const o=r*t;const a=3*r-2*o;const c=o-r;const m=1-a;const h=c-r+t;for(let r=0;r<e.length;r++)e[r]=m*e[r]+h*(1-t)*n[r]+a*s[r]+c*t*i[r];return e}}export{GLTFAnimation};\n//# sourceMappingURL=GLTFAnimation.js.map\n","import{Mesh as t}from\"../core/Mesh.js\";import{Mat4 as e}from\"../math/Mat4.js\";import{Texture as r}from\"../core/Texture.js\";import\"../core/Transform.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";import\"../math/functions/Mat4Func.js\";const s=new e;const i=new e;class GLTFSkin extends t{constructor(t,{skeleton:e,geometry:r,program:s,mode:i=t.TRIANGLES}={}){super(t,{geometry:r,program:s,mode:i});this.skeleton=e;this.program=s;this.createBoneTexture()}createBoneTexture(){if(!this.skeleton.joints.length)return;const t=Math.max(4,Math.pow(2,Math.ceil(Math.log(Math.sqrt(this.skeleton.joints.length*4))/Math.LN2)));this.boneMatrices=new Float32Array(t*t*4);this.boneTextureSize=t;this.boneTexture=new r(this.gl,{image:this.boneMatrices,generateMipmaps:false,type:this.gl.FLOAT,internalFormat:this.gl.renderer.isWebgl2?this.gl.RGBA32F:this.gl.RGBA,minFilter:this.gl.NEAREST,magFilter:this.gl.NEAREST,flipY:false,width:t})}updateUniforms(){this.skeleton.joints.forEach(((t,e)=>{s.multiply(t.worldMatrix,t.bindInverse);this.boneMatrices.set(s,e*16)}));this.boneTexture.needsUpdate=true;this.program.uniforms.boneTexture.value=this.boneTexture;this.program.uniforms.boneTextureSize.value=this.boneTextureSize}draw({camera:t}={}){this.program.uniforms.boneTexture||Object.assign(this.program.uniforms,{boneTexture:{value:this.boneTexture},boneTextureSize:{value:this.boneTextureSize}});this.updateUniforms();const e=this.worldMatrix;this.worldMatrix=i;super.draw({camera:t});this.worldMatrix=e}}export{GLTFSkin};\n//# sourceMappingURL=GLTFSkin.js.map\n","import{Transform as t}from\"../core/Transform.js\";import{Mesh as s}from\"../core/Mesh.js\";import{Vec4 as e}from\"../math/Vec4.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Mat4.js\";import\"../math/functions/Mat4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";class InstancedMesh extends s{constructor(...t){super(...t);this.frustumCulled=false;this.isInstancedMesh=true}addFrustumCull(){this.instanceTransforms=null;this.instanceLightmapScaleOffset=null;this.totalInstanceCount=0;this.frustumCullFunction=null;this.instanceRenderList=null;this.geometry.attributes.instanceMatrix||console.error(`mesh ${this.name?`\"${this.name}\" `:\"\"}missing instanceMatrix attribute; unable to frustum cull`);const s=this.geometry.attributes.instanceMatrix.data;this.instanceTransforms=[];for(let e=0,a=0;e<s.length;e+=16,a++){const i=new t;i.index=a;i.matrix.fromArray(s,e);i.decompose();this.instanceTransforms.push(i);i.setParent(this.parent)}this.totalInstanceCount=this.instanceTransforms.length;if(!!this.geometry.attributes.lightmapScaleOffset){const t=this.geometry.attributes.lightmapScaleOffset.data;for(let s=0,a=0;s<t.length;s+=4,a++)this.instanceTransforms[a].lightmapData=(new e).fromArray(t,s)}this.frustumCullFunction=({camera:t})=>{this.instanceRenderList=[];this.instanceTransforms.forEach((s=>{t.frustumIntersectsMesh(this,s.worldMatrix)&&this.instanceRenderList.push(s)}));this.instanceRenderList.forEach(((t,s)=>{t.matrix.toArray(this.geometry.attributes.instanceMatrix.data,s*16);if(t.lightmapData){t.lightmapData.toArray(this.geometry.attributes.lightmapScaleOffset.data,s*4);this.geometry.attributes.lightmapScaleOffset.needsUpdate=true}}));this.geometry.instancedCount=this.instanceRenderList.length;this.geometry.attributes.instanceMatrix.needsUpdate=true};this.onBeforeRender(this.frustumCullFunction)}removeFrustumCull(){this.offBeforeRender(this.frustumCullFunction);this.geometry.instancedCount=this.totalInstanceCount;this.instanceTransforms.forEach(((t,s)=>{t.matrix.toArray(this.geometry.attributes.instanceMatrix.data,s*16);if(t.lightmapData){t.lightmapData.toArray(this.geometry.attributes.lightmapScaleOffset.data,s*4);this.geometry.attributes.lightmapScaleOffset.needsUpdate=true}}));this.geometry.attributes.instanceMatrix.needsUpdate=true}}export{InstancedMesh};\n//# sourceMappingURL=InstancedMesh.js.map\n","import{Geometry as e}from\"../core/Geometry.js\";import{Transform as t}from\"../core/Transform.js\";import{Texture as s}from\"../core/Texture.js\";import{Mesh as r}from\"../core/Mesh.js\";import{Camera as n}from\"../core/Camera.js\";import{GLTFAnimation as a}from\"./GLTFAnimation.js\";import{GLTFSkin as i}from\"./GLTFSkin.js\";import{Mat4 as o}from\"../math/Mat4.js\";import{Vec3 as c}from\"../math/Vec3.js\";import{NormalProgram as u}from\"./NormalProgram.js\";import{InstancedMesh as m}from\"./InstancedMesh.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";import\"../math/functions/Mat4Func.js\";import\"../math/functions/Vec3Func.js\";import\"../core/Program.js\";import\"../math/Vec4.js\";const l={5121:Uint8Array,5122:Int16Array,5123:Uint16Array,5125:Uint32Array,5126:Float32Array,\"image/jpeg\":Uint8Array,\"image/png\":Uint8Array};const p={SCALAR:1,VEC2:2,VEC3:3,VEC4:4,MAT2:4,MAT3:9,MAT4:16};const f={POSITION:\"position\",NORMAL:\"normal\",TANGENT:\"tangent\",TEXCOORD_0:\"uv\",TEXCOORD_1:\"uv2\",COLOR_0:\"color\",WEIGHTS_0:\"skinWeight\",JOINTS_0:\"skinIndex\"};const d={translation:\"position\",rotation:\"quaternion\",scale:\"scale\"};class GLTFLoader{static setBasisManager(e){this.basisManager=e}static async load(e,t){const s=t.split(\"/\").slice(0,-1).join(\"/\")+\"/\";const r=await this.parseDesc(t);return this.parse(e,r,s)}static async parse(e,t,s){(t.asset===void 0||t.asset.version[0]<2)&&console.warn(\"Only GLTF >=2.0 supported. Attempting to parse.\");t.extensionsRequired?.includes(\"KHR_texture_basisu\")&&!this.basisManager&&console.warn(\"KHR_texture_basisu extension required but no manager supplied. Use .setBasisManager()\");const r=await this.loadBuffers(t,s);e.renderer.bindVertexArray(null);const n=this.parseBufferViews(e,t,r);const a=await this.parseImages(e,t,s,n);const i=this.parseTextures(e,t,a);const o=this.parseMaterials(e,t,i);const c=this.parseSkins(e,t,n);const u=this.parseMeshes(e,t,n,o,c);const[m,l]=this.parseNodes(e,t,u,c,a);this.populateSkins(c,m);const p=this.parseAnimations(e,t,m,n);const f=this.parseScenes(t,m);const d=f[t.scene];const h=this.parseLights(e,t,m,f);for(let e=m.length;e>=0;e--)m[e]||m.splice(e,1);return{json:t,buffers:r,bufferViews:n,cameras:l,images:a,textures:i,materials:o,meshes:u,nodes:m,lights:h,animations:p,scenes:f,scene:d}}static parseDesc(e){return e.match(/\\.glb/)?fetch(e).then((e=>e.arrayBuffer())).then((e=>this.unpackGLB(e))):fetch(e).then((e=>e.json()))}static unpackGLB(e){const t=new Uint32Array(e,0,3);if(t[0]!==1179937895)throw new Error(\"Invalid glTF asset.\");if(t[1]!==2)throw new Error(`Unsupported glTF binary version, \"${t[1]}\".`);const s=new Uint32Array(e,12,2);const r=20;const n=s[0];if(s[1]!==1313821514)throw new Error(\"Unexpected GLB layout.\");const a=(new TextDecoder).decode(e.slice(r,r+n));const i=JSON.parse(a);if(r+n===e.byteLength)return i;const o=new Uint32Array(e,r+n,2);if(o[1]!==5130562)throw new Error(\"Unexpected GLB layout.\");const c=r+n+8;const u=o[0];const m=e.slice(c,c+u);i.buffers[0].binary=m;return i}static resolveURI(e,t){if(typeof e!==\"string\"||e===\"\")return\"\";/^https?:\\/\\//i.test(t)&&/^\\//.test(e)&&(t=t.replace(/(^https?:\\/\\/[^\\/]+).*/i,\"$1\"));return/^(https?:)?\\/\\//i.test(e)||/^data:.*,.*$/i.test(e)||/^blob:.*$/i.test(e)?e:t+e}static loadBuffers(e,t){return e.buffers?Promise.all(e.buffers.map((e=>{if(e.binary)return e.binary;const s=this.resolveURI(e.uri,t);return fetch(s).then((e=>e.arrayBuffer()))}))):null}static parseBufferViews(e,t,s){if(!t.bufferViews)return null;const r=t.bufferViews.map((e=>Object.assign({},e)));t.meshes&&t.meshes.forEach((({primitives:s})=>{s.forEach((({attributes:s,indices:n})=>{for(let e in s)r[t.accessors[s[e]].bufferView].isAttribute=true;if(n!==void 0){r[t.accessors[n].bufferView].isAttribute=true;r[t.accessors[n].bufferView].target=e.ELEMENT_ARRAY_BUFFER}}))}));t.accessors.forEach((({bufferView:e,componentType:t})=>{r[e].componentType=t}));t.images&&t.images.forEach((({uri:e,bufferView:t,mimeType:s})=>{t!==void 0&&(r[t].mimeType=s)}));r.forEach((({buffer:t,byteOffset:n=0,byteLength:a,byteStride:i,target:o=e.ARRAY_BUFFER,name:c,extensions:u,extras:m,componentType:l,mimeType:p,isAttribute:f},d)=>{r[d].data=s[t].slice(n,n+a);if(!f)return;const h=e.createBuffer();e.bindBuffer(o,h);e.renderer.state.boundBuffer=h;e.bufferData(o,r[d].data,e.STATIC_DRAW);r[d].buffer=h}));return r}static parseImages(e,t,s,r){return t.images?Promise.all(t.images.map((async({uri:e,bufferView:t,mimeType:n,name:a})=>{if(n===\"image/ktx2\"){const{data:e}=r[t];const s=await this.basisManager.parseTexture(e);return s}const i=new Image;i.name=a;if(e)i.src=this.resolveURI(e,s);else if(t!==void 0){const{data:e}=r[t];const s=new Blob([e],{type:n});i.src=URL.createObjectURL(s)}i.ready=new Promise((e=>{i.onload=()=>e()}));return i}))):null}static parseTextures(e,t,s){return t.textures?t.textures.map((r=>this.createTexture(e,t,s,r))):null}static createTexture(e,t,r,{sampler:n,source:a,name:i,extensions:o,extras:c}){a!==void 0||!o||o.KHR_texture_basisu&&(a=o.KHR_texture_basisu.source);const u=r[a];if(u.texture)return u.texture;const m={flipY:false,wrapS:e.REPEAT,wrapT:e.REPEAT};const l=n!==void 0?t.samplers[n]:null;l&&[\"magFilter\",\"minFilter\",\"wrapS\",\"wrapT\"].forEach((e=>{l[e]&&(m[e]=l[e])}));if(u.isBasis){m.image=u;m.internalFormat=u.internalFormat;if(u.isCompressedTexture){m.generateMipmaps=false;u.length>1&&(this.minFilter=e.NEAREST_MIPMAP_LINEAR)}const t=new s(e,m);t.name=i;u.texture=t;return t}const p=new s(e,m);p.name=i;u.texture=p;u.ready.then((()=>{p.image=u}));return p}static parseMaterials(e,t,s){return t.materials?t.materials.map((({name:e,extensions:t,extras:r,pbrMetallicRoughness:n={},normalTexture:a,occlusionTexture:i,emissiveTexture:o,emissiveFactor:c=[0,0,0],alphaMode:u=\"OPAQUE\",alphaCutoff:m=.5,doubleSided:l=false})=>{const{baseColorFactor:p=[1,1,1,1],baseColorTexture:f,metallicFactor:d=1,roughnessFactor:h=1,metallicRoughnessTexture:x}=n;f&&(f.texture=s[f.index]);a&&(a.texture=s[a.index]);x&&(x.texture=s[x.index]);i&&(i.texture=s[i.index]);o&&(o.texture=s[o.index]);return{name:e,extensions:t,extras:r,baseColorFactor:p,baseColorTexture:f,metallicFactor:d,roughnessFactor:h,metallicRoughnessTexture:x,normalTexture:a,occlusionTexture:i,emissiveTexture:o,emissiveFactor:c,alphaMode:u,alphaCutoff:m,doubleSided:l}})):null}static parseSkins(e,t,s){return t.skins?t.skins.map((({inverseBindMatrices:e,skeleton:r,joints:n})=>({inverseBindMatrices:this.parseAccessor(e,t,s),skeleton:r,joints:n}))):null}static parseMeshes(e,t,s,n,a){return t.meshes?t.meshes.map((({primitives:o,weights:c,name:u,extensions:l,extras:p={}},f)=>{let d=0;let h=[];let x=false;t.nodes&&t.nodes.forEach((({mesh:e,skin:t,extras:s})=>{if(e===f){d++;t!==void 0&&h.push(t);s&&s.lightmap_scale_offset&&(x=true)}}));let g=!!h.length;if(g){o=h.map((r=>this.parsePrimitives(e,o,t,s,n,1,x).map((({geometry:t,program:s,mode:n})=>{const o=new i(e,{skeleton:a[r],geometry:t,program:s,mode:n});o.name=u;o.extras=p;l&&(o.extensions=l);o.frustumCulled=false;return o}))));o.instanceCount=0;o.numInstances=d}else o=this.parsePrimitives(e,o,t,s,n,d,x).map((({geometry:t,program:s,mode:n})=>{const a=t.attributes.instanceMatrix?m:r;const i=new a(e,{geometry:t,program:s,mode:n});i.name=u;i.extras=p;l&&(i.extensions=l);i.numInstances=d;return i}));return{primitives:o,weights:c,name:u}})):null}static parsePrimitives(t,s,r,n,a,i,o){return s.map((({attributes:s,indices:c,material:m,mode:l=4,targets:p,extensions:d,extras:h})=>{const x=new u(t);m!==void 0&&(x.gltfMaterial=a[m]);const g=new e(t);h&&(g.extras=h);d&&(g.extensions=d);for(let e in s)g.addAttribute(f[e],this.parseAccessor(s[e],r,n));c!==void 0&&g.addAttribute(\"index\",this.parseAccessor(c,r,n));i>1&&g.addAttribute(\"instanceMatrix\",{instanced:1,size:16,data:new Float32Array(i*16)});o&&g.addAttribute(\"lightmapScaleOffset\",{instanced:1,size:4,data:new Float32Array(i*4)});return{geometry:g,program:x,mode:l}}))}static parseAccessor(e,t,s){const{bufferView:r,byteOffset:n=0,componentType:a,normalized:i=false,count:o,type:c,min:u,max:m,sparse:f}=t.accessors[e];const{data:d,buffer:h,byteOffset:x=0,byteStride:g=0,target:b}=s[r];const y=p[c];const w=l[a];const T=w.BYTES_PER_ELEMENT;const v=g/T;const A=!!g&&v!==y;let E;if(A){const e=new w(d,n);E=new w(o*y);for(let t=0;t<o;t++){const s=v*t;const r=s+y;E.set(e.slice(s,r),t*y)}}else E=new w(d,n,o*y);return{data:E,size:y,type:a,normalized:i,buffer:h,stride:g,offset:n,count:o,min:u,max:m}}static parseNodes(e,s,r,a,i){if(!s.nodes)return null;const o=[];const c=s.nodes.map((({camera:a,children:c,skin:u,matrix:m,mesh:l,rotation:p,scale:f,translation:d,weights:h,name:x,extensions:g,extras:b})=>{const y=a!==void 0;const w=y?new n(e):new t;if(y){const e=s.cameras[a];if(e.type===\"perspective\"){const{yfov:t,znear:s,zfar:r}=e.perspective;w.perspective({fov:t*(180/Math.PI),near:s,far:r})}else{const{xmag:t,ymag:s,znear:r,zfar:n}=e.orthographic;w.orthographic({near:r,far:n,left:-t,right:t,top:-s,bottom:s})}o.push(w)}x&&(w.name=x);b&&(w.extras=b);g&&(w.extensions=g);b&&b.lightmapTexture!==void 0&&(b.lightmapTexture.texture=this.createTexture(e,s,i,{source:b.lightmapTexture.index}));if(m){w.matrix.copy(m);w.decompose()}else{p&&w.quaternion.copy(p);f&&w.scale.copy(f);d&&w.position.copy(d);w.updateMatrix()}let T=false;let v=true;let A=false;let E=u!==void 0;if(l!==void 0)if(E){r[l].primitives[r[l].primitives.instanceCount].forEach((e=>{b&&Object.assign(e.extras,b);e.setParent(w)}));r[l].primitives.instanceCount++;if(r[l].primitives.instanceCount===r[l].primitives.numInstances){delete r[l].primitives.numInstances;delete r[l].primitives.instanceCount}}else r[l].primitives.forEach((e=>{b&&Object.assign(e.extras,b);if(e.geometry.isInstanced){T=true;e.instanceCount?v=false:e.instanceCount=0;if(e.geometry.attributes.instanceMatrix){A=true;w.matrix.toArray(e.geometry.attributes.instanceMatrix.data,e.instanceCount*16)}e.geometry.attributes.lightmapScaleOffset&&e.geometry.attributes.lightmapScaleOffset.data.set(b.lightmap_scale_offset,e.instanceCount*4);e.instanceCount++;if(e.instanceCount===e.numInstances){delete e.numInstances;delete e.instanceCount;e.geometry.attributes.instanceMatrix&&(e.geometry.attributes.instanceMatrix.needsUpdate=true);e.geometry.attributes.lightmapScaleOffset&&(e.geometry.attributes.lightmapScaleOffset.needsUpdate=true)}}T?v&&e.setParent(w):e.setParent(w)}));if(A){if(!v)return null;w.matrix.identity();w.decompose()}return w}));s.nodes.forEach((({children:e=[]},t)=>{e.forEach((e=>{c[e]&&c[e].setParent(c[t])}))}));r.forEach((({primitives:e},t)=>{e.forEach(((e,t)=>{e.isInstancedMesh&&e.addFrustumCull()}))}));return[c,o]}static populateSkins(e,t){e&&e.forEach((e=>{e.joints=e.joints.map(((s,r)=>{const n=t[s];n.skin=e;n.bindInverse=new o(...e.inverseBindMatrices.data.slice(r*16,(r+1)*16));return n}));e.skeleton&&(e.skeleton=t[e.skeleton])}))}static parseAnimations(e,t,s,r){return t.animations?t.animations.map((({channels:e,samplers:n,name:i},o)=>{const c=e.map((({sampler:e,target:a})=>{const{input:i,interpolation:c=\"LINEAR\",output:u}=n[e];const{node:m,path:l}=a;const p=s[m];const f=d[l];const h=this.parseAccessor(i,t,r).data;const x=this.parseAccessor(u,t,r).data;p.animations||(p.animations=[]);p.animations.includes(o)||p.animations.push(o);return{node:p,transform:f,interpolation:c,times:h,values:x}}));return{name:i,animation:new a(c)}})):null}static parseScenes(e,t){return e.scenes?e.scenes.map((({nodes:e=[],name:s,extensions:r,extras:n})=>{const a=e.reduce(((e,s)=>{t[s]&&e.push(t[s]);return e}),[]);a.extras=n;return a})):null}static parseLights(e,t,s,r){const n={directional:[],point:[],spot:[]};r.forEach((e=>e.forEach((e=>e.updateMatrixWorld()))));const a=t.extensions?.KHR_lights_punctual?.lights||[];s.forEach((e=>{if(!e?.extensions?.KHR_lights_punctual)return;const t=e.extensions.KHR_lights_punctual.light;const s=a[t];const r={name:s.name||\"\",color:{value:(new c).set(s.color||1)}};s.intensity!==void 0&&r.color.value.multiply(s.intensity);switch(s.type){case\"directional\":r.direction={value:new c(0,0,1).transformDirection(e.worldMatrix)};break;case\"point\":r.position={value:(new c).applyMatrix4(e.worldMatrix)};r.distance={value:s.range};r.decay={value:2};break;case\"spot\":Object.assign(r,s);break}n[s.type].push(r)}));return n}}export{GLTFLoader};\n//# sourceMappingURL=GLTFLoader.js.map\n","import{Mesh as t}from\"../core/Mesh.js\";import{Program as o}from\"../core/Program.js\";import{Geometry as n}from\"../core/Geometry.js\";import{Color as i}from\"../math/Color.js\";import\"../core/Transform.js\";import\"../math/Vec3.js\";import\"../math/functions/Vec3Func.js\";import\"../math/Quat.js\";import\"../math/functions/QuatFunc.js\";import\"../math/functions/Vec4Func.js\";import\"../math/Mat4.js\";import\"../math/functions/Mat4Func.js\";import\"../math/Euler.js\";import\"../math/functions/EulerFunc.js\";import\"../math/Mat3.js\";import\"../math/functions/Mat3Func.js\";import\"../math/functions/ColorFunc.js\";class WireMesh extends t{constructor(t,{geometry:s,wireColor:a=new i(0,.75,.5),...m}={}){const c=new o(t,{vertex:r,fragment:e,uniforms:{wireColor:{value:a}}});const u=s.attributes.position.data;const p=[];const d=new Set;function addUniqueIndices(t){for(let o=0;o<t.length;o+=2)isUniqueEdgePosition(t[o]*3,t[o+1]*3,u,d)&&p.push(t[o],t[o+1])}if(s.attributes.index){const t=s.attributes.index.data;for(let o=0;o<t.length;o+=3)addUniqueIndices([t[o],t[o+1],t[o+1],t[o+2],t[o+2],t[o]])}else{const t=Math.floor(u.length/3);for(let o=0;o<t;o+=3)addUniqueIndices([o,o+1,o+1,o+2,o+2,o])}const f=p.length>65536?new Uint32Array(p):new Uint16Array(p);const l=new n(t,{position:{...s.attributes.position},index:{data:f}});super(t,{...m,mode:t.LINES,geometry:l,program:c})}}function isUniqueEdgePosition(t,o,n,i){const r=[n[t],n[t+1],n[t+2],n[o],n[o+1],n[o+2]].join(\"#\");const e=[n[o],n[o+1],n[o+2],n[t],n[t+1],n[t+2]].join(\"#\");const s=i.size;i.add(r);i.add(e);return i.size-s===2}const r=\"\\nattribute vec3 position;\\nuniform mat4 modelViewMatrix;\\nuniform mat4 projectionMatrix;\\n\\nvoid main() {    \\n    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n}\\n\";const e=\"\\nprecision highp float;\\nuniform vec3 wireColor;\\n\\nvoid main() {    \\n    gl_FragColor = vec4(wireColor, 1.0);\\n}\\n\";export{WireMesh};\n//# sourceMappingURL=WireMesh.js.map\n","import{Mesh as o}from\"../../core/Mesh.js\";import{Program as t}from\"../../core/Program.js\";import{Geometry as r}from\"../../core/Geometry.js\";import{Vec3 as n}from\"../../math/Vec3.js\";import\"../../core/Transform.js\";import\"../../math/Quat.js\";import\"../../math/functions/QuatFunc.js\";import\"../../math/functions/Vec4Func.js\";import\"../../math/Mat4.js\";import\"../../math/functions/Mat4Func.js\";import\"../../math/functions/Vec3Func.js\";import\"../../math/Euler.js\";import\"../../math/functions/EulerFunc.js\";import\"../../math/Mat3.js\";import\"../../math/functions/Mat3Func.js\";class AxesHelper extends o{constructor(o,{size:s=1,symmetric:m=false,xColor:a=new n(.96,.21,.32),yColor:c=new n(.44,.64,.11),zColor:p=new n(.18,.52,.89),...l}={}){const u=m?-s:0;const j=s;const f=new Float32Array([u,0,0,j,0,0,0,u,0,0,j,0,0,0,u,0,0,j]);const v=new Float32Array([...a,...a,...c,...c,...p,...p]);const h=new r(o,{position:{size:3,data:f},color:{size:3,data:v}});const g=new t(o,{vertex:e,fragment:i});super(o,{...l,mode:o.LINES,geometry:h,program:g})}}const e=\"\\nattribute vec3 position;\\nattribute vec3 color;\\nuniform mat4 modelViewMatrix;\\nuniform mat4 projectionMatrix;\\n\\nvarying vec3 vColor;\\n\\nvoid main() {    \\n    vColor = color;\\n    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n}\\n\";const i=\"\\nprecision highp float;\\nvarying vec3 vColor;\\n\\nvoid main() {    \\n    gl_FragColor = vec4(vColor, 1.0);\\n}\\n\";export{AxesHelper};\n//# sourceMappingURL=AxesHelper.js.map\n","import{Mesh as o}from\"../../core/Mesh.js\";import{Program as t}from\"../../core/Program.js\";import{Geometry as n}from\"../../core/Geometry.js\";import{Vec3 as r}from\"../../math/Vec3.js\";import\"../../core/Transform.js\";import\"../../math/Quat.js\";import\"../../math/functions/QuatFunc.js\";import\"../../math/functions/Vec4Func.js\";import\"../../math/Mat4.js\";import\"../../math/functions/Mat4Func.js\";import\"../../math/functions/Vec3Func.js\";import\"../../math/Euler.js\";import\"../../math/functions/EulerFunc.js\";import\"../../math/Mat3.js\";import\"../../math/functions/Mat3Func.js\";class GridHelper extends o{constructor(o,{size:e=10,divisions:m=10,color:c=new r(.75,.75,.75),...a}={}){const p=(e+1)*2*2;const u=new Float32Array(p*3);const f=e/2;for(let o=0;o<=m;o++){const t=o/m;const n=t*e-f;u.set([n,0,-f,n,0,f],o*12);u.set([-f,0,n,f,0,n],o*12+6)}const l=new n(o,{position:{size:3,data:u}});const j=new t(o,{vertex:i,fragment:s,uniforms:{color:{value:c}}});super(o,{...a,mode:o.LINES,geometry:l,program:j})}}const i=\"\\nattribute vec3 position;\\nuniform mat4 modelViewMatrix;\\nuniform mat4 projectionMatrix;\\n\\nvoid main() {    \\n    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n}\\n\";const s=\"\\nprecision highp float;\\nuniform vec3 color;\\n\\nvoid main() {    \\n    gl_FragColor = vec4(color, 1.0);\\n}\\n\";export{GridHelper};\n//# sourceMappingURL=GridHelper.js.map\n","import{Mesh as t}from\"../../core/Mesh.js\";import{Program as o}from\"../../core/Program.js\";import{Geometry as r}from\"../../core/Geometry.js\";import{Vec3 as n}from\"../../math/Vec3.js\";import{Mat3 as a}from\"../../math/Mat3.js\";import\"../../core/Transform.js\";import\"../../math/Quat.js\";import\"../../math/functions/QuatFunc.js\";import\"../../math/functions/Vec4Func.js\";import\"../../math/Mat4.js\";import\"../../math/functions/Mat4Func.js\";import\"../../math/functions/Vec3Func.js\";import\"../../math/Euler.js\";import\"../../math/functions/EulerFunc.js\";import\"../../math/functions/Mat3Func.js\";class VertexNormalsHelper extends t{constructor(t,{size:s=.1,color:m=new n(.86,.16,.86),...c}={}){const l=t.gl;const u=t.geometry.attributes.normal.count;const p=new Float32Array(u*2*3);const f=new Float32Array(u*2*3);const j=new Float32Array(u*2);const d=t.geometry.attributes.normal.data;const x=t.geometry.attributes.position.data;const M=new Float32Array([0,s]);for(let t=0;t<u;t++){const o=t*6;const r=t*3;const n=x.subarray(r,r+3);p.set(n,o);p.set(n,o+3);const a=d.subarray(r,r+3);f.set(a,o);f.set(a,o+3);j.set(M,t*2)}const w=new r(l,{position:{size:3,data:p},normal:{size:3,data:f},size:{size:1,data:j}});const h=new o(l,{vertex:e,fragment:i,uniforms:{color:{value:m},worldNormalMatrix:{value:new a},objectWorldMatrix:{value:t.worldMatrix}}});super(l,{...c,mode:l.LINES,geometry:w,program:h});this.object=t}draw(t){this.program.uniforms.worldNormalMatrix.value.getNormalMatrix(this.object.worldMatrix);super.draw(t)}}const e=\"\\nattribute vec3 position;\\nattribute vec3 normal;\\nattribute float size;\\n\\nuniform mat4 viewMatrix;\\nuniform mat4 projectionMatrix;\\nuniform mat4 objectWorldMatrix;\\nuniform mat3 worldNormalMatrix;\\n\\nvoid main() {\\n    vec3 n = normalize(worldNormalMatrix * normal) * size;\\n    vec3 p = (objectWorldMatrix * vec4(position, 1.0)).xyz;\\n    gl_Position = projectionMatrix * viewMatrix * vec4(p + n, 1.0);\\n}\\n\";const i=\"\\nprecision highp float;\\nuniform vec3 color;\\n\\nvoid main() {    \\n    gl_FragColor = vec4(color, 1.0);\\n}\\n\";export{VertexNormalsHelper};\n//# sourceMappingURL=VertexNormalsHelper.js.map\n","import{Mesh as t}from\"../../core/Mesh.js\";import{Program as o}from\"../../core/Program.js\";import{Geometry as r}from\"../../core/Geometry.js\";import{Vec3 as n}from\"../../math/Vec3.js\";import{Mat3 as a}from\"../../math/Mat3.js\";import\"../../core/Transform.js\";import\"../../math/Quat.js\";import\"../../math/functions/QuatFunc.js\";import\"../../math/functions/Vec4Func.js\";import\"../../math/Mat4.js\";import\"../../math/functions/Mat4Func.js\";import\"../../math/functions/Vec3Func.js\";import\"../../math/Euler.js\";import\"../../math/functions/EulerFunc.js\";import\"../../math/functions/Mat3Func.js\";const e=new n;const i=new n;const s=new n;const m=new n;const c=new n;class FaceNormalsHelper extends t{constructor(t,{size:p=.1,color:f=new n(.15,.86,.86),...d}={}){const w=t.gl;const j=t.geometry.attributes.position.data;const h=new Float32Array([0,p]);const M=t.geometry.attributes.index;const x=M?t=>M.data[t]:t=>t;const v=M?M.data.length:Math.floor(j.length/3);const g=Math.floor(v/3);const y=new Float32Array(g*2*3);const F=new Float32Array(g*2*3);const b=new Float32Array(g*2);for(let t=0;t<v;t+=3){e.fromArray(j,x(t+0)*3);i.fromArray(j,x(t+1)*3);s.fromArray(j,x(t+2)*3);m.add(e,i).add(s).multiply(1/3);e.sub(e,i);s.sub(s,i);c.cross(s,e).normalize();const o=t*2;y.set(m,o);y.set(m,o+3);F.set(c,o);F.set(c,o+3);b.set(h,t/3*2)}const z=new r(w,{position:{size:3,data:y},normal:{size:3,data:F},size:{size:1,data:b}});const N=new o(w,{vertex:l,fragment:u,uniforms:{color:{value:f},worldNormalMatrix:{value:new a},objectWorldMatrix:{value:t.worldMatrix}}});super(w,{...d,mode:w.LINES,geometry:z,program:N});this.object=t}draw(t){this.program.uniforms.worldNormalMatrix.value.getNormalMatrix(this.object.worldMatrix);super.draw(t)}}const l=\"\\nattribute vec3 position;\\nattribute vec3 normal;\\nattribute float size;\\n\\nuniform mat4 viewMatrix;\\nuniform mat4 projectionMatrix;\\nuniform mat4 objectWorldMatrix;\\nuniform mat3 worldNormalMatrix;\\n\\nvoid main() {\\n    vec3 n = normalize(worldNormalMatrix * normal) * size;\\n    vec3 p = (objectWorldMatrix * vec4(position, 1.0)).xyz;\\n    gl_Position = projectionMatrix * viewMatrix * vec4(p + n, 1.0);\\n}\\n\";const u=\"\\nprecision highp float;\\nuniform vec3 color;\\n\\nvoid main() {    \\n    gl_FragColor = vec4(color, 1.0);\\n}\\n\";export{FaceNormalsHelper};\n//# sourceMappingURL=FaceNormalsHelper.js.map\n","export{Geometry}from\"./core/Geometry.js\";export{Program}from\"./core/Program.js\";export{Renderer}from\"./core/Renderer.js\";export{Camera}from\"./core/Camera.js\";export{Transform}from\"./core/Transform.js\";export{Mesh}from\"./core/Mesh.js\";export{Texture}from\"./core/Texture.js\";export{RenderTarget}from\"./core/RenderTarget.js\";export{Color}from\"./math/Color.js\";export{Euler}from\"./math/Euler.js\";export{Mat3}from\"./math/Mat3.js\";export{Mat4}from\"./math/Mat4.js\";export{Quat}from\"./math/Quat.js\";export{Vec2}from\"./math/Vec2.js\";export{Vec3}from\"./math/Vec3.js\";export{Vec4}from\"./math/Vec4.js\";export{Plane}from\"./extras/Plane.js\";export{Box}from\"./extras/Box.js\";export{Sphere}from\"./extras/Sphere.js\";export{Cylinder}from\"./extras/Cylinder.js\";export{Triangle}from\"./extras/Triangle.js\";export{Torus}from\"./extras/Torus.js\";export{Orbit}from\"./extras/Orbit.js\";export{Raycast}from\"./extras/Raycast.js\";export{Curve}from\"./extras/Curve.js\";export{Path}from\"./extras/path/Path.js\";export{Tube}from\"./extras/Tube.js\";export{Post}from\"./extras/Post.js\";export{Skin}from\"./extras/Skin.js\";export{Animation}from\"./extras/Animation.js\";export{Text}from\"./extras/Text.js\";export{NormalProgram}from\"./extras/NormalProgram.js\";export{Flowmap}from\"./extras/Flowmap.js\";export{GPGPU}from\"./extras/GPGPU.js\";export{Polyline}from\"./extras/Polyline.js\";export{Shadow}from\"./extras/Shadow.js\";export{KTXTexture}from\"./extras/KTXTexture.js\";export{TextureLoader}from\"./extras/TextureLoader.js\";export{GLTFLoader}from\"./extras/GLTFLoader.js\";export{GLTFSkin}from\"./extras/GLTFSkin.js\";export{GLTFAnimation}from\"./extras/GLTFAnimation.js\";export{BasisManager}from\"./extras/BasisManager.js\";export{WireMesh}from\"./extras/WireMesh.js\";export{AxesHelper}from\"./extras/helpers/AxesHelper.js\";export{GridHelper}from\"./extras/helpers/GridHelper.js\";export{VertexNormalsHelper}from\"./extras/helpers/VertexNormalsHelper.js\";export{FaceNormalsHelper}from\"./extras/helpers/FaceNormalsHelper.js\";export{InstancedMesh}from\"./extras/InstancedMesh.js\";import\"./math/functions/ColorFunc.js\";import\"./math/functions/EulerFunc.js\";import\"./math/functions/Mat3Func.js\";import\"./math/functions/Mat4Func.js\";import\"./math/functions/Vec3Func.js\";import\"./math/functions/QuatFunc.js\";import\"./math/functions/Vec4Func.js\";import\"./math/functions/Vec2Func.js\";import\"./extras/path/CubicBezierSegment.js\";import\"./extras/path/BaseSegment.js\";import\"./extras/path/utils.js\";import\"./extras/path/QuadraticBezierSegment.js\";import\"./extras/path/LineSegment.js\";\n//# sourceMappingURL=index.js.map\n","import{jsx as _jsx}from\"react/jsx-runtime\";import{useEffect,useRef}from\"react\";import{Renderer,Program,Mesh,Triangle}from\"ogl\";import{addPropertyControls,ControlType}from\"framer\";const VERT=`#version 300 es\nin vec2 position;\nvoid main() {\n  gl_Position = vec4(position, 0.0, 1.0);\n}\n`;const FRAG=`#version 300 es\nprecision highp float;\n\nuniform float uTime;\nuniform float uAmplitude;\nuniform vec3 uColorStops[3];\nuniform vec2 uResolution;\nuniform float uBlend;\n\nout vec4 fragColor;\n\nvec3 permute(vec3 x) {\n  return mod(((x * 34.0) + 1.0) * x, 289.0);\n}\n\nfloat snoise(vec2 v){\n  const vec4 C = vec4(\n      0.211324865405187, 0.366025403784439,\n      -0.577350269189626, 0.024390243902439\n  );\n  vec2 i  = floor(v + dot(v, C.yy));\n  vec2 x0 = v - i + dot(i, C.xx);\n  vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n  vec4 x12 = x0.xyxy + C.xxzz;\n  x12.xy -= i1;\n  i = mod(i, 289.0);\n\n  vec3 p = permute(\n      permute(i.y + vec3(0.0, i1.y, 1.0))\n    + i.x + vec3(0.0, i1.x, 1.0)\n  );\n\n  vec3 m = max(\n      0.5 - vec3(\n          dot(x0, x0),\n          dot(x12.xy, x12.xy),\n          dot(x12.zw, x12.zw)\n      ), \n      0.0\n  );\n  m = m * m;\n  m = m * m;\n\n  vec3 x = 2.0 * fract(p * C.www) - 1.0;\n  vec3 h = abs(x) - 0.5;\n  vec3 ox = floor(x + 0.5);\n  vec3 a0 = x - ox;\n  m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);\n\n  vec3 g;\n  g.x  = a0.x  * x0.x  + h.x  * x0.y;\n  g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n  return 130.0 * dot(m, g);\n}\n\nstruct ColorStop {\n  vec3 color;\n  float position;\n};\n\n#define COLOR_RAMP(colors, factor, finalColor) {              \\\n  int index = 0;                                            \\\n  for (int i = 0; i < 2; i++) {                               \\\n     ColorStop currentColor = colors[i];                    \\\n     bool isInBetween = currentColor.position <= factor;    \\\n     index = int(mix(float(index), float(i), float(isInBetween))); \\\n  }                                                         \\\n  ColorStop currentColor = colors[index];                   \\\n  ColorStop nextColor = colors[index + 1];                  \\\n  float range = nextColor.position - currentColor.position; \\\n  float lerpFactor = (factor - currentColor.position) / range; \\\n  finalColor = mix(currentColor.color, nextColor.color, lerpFactor); \\\n}\n\nvoid main() {\n  vec2 uv = gl_FragCoord.xy / uResolution;\n  \n  ColorStop colors[3];\n  colors[0] = ColorStop(uColorStops[0], 0.0);\n  colors[1] = ColorStop(uColorStops[1], 0.5);\n  colors[2] = ColorStop(uColorStops[2], 1.0);\n  \n  vec3 rampColor;\n  COLOR_RAMP(colors, uv.x, rampColor);\n  \n  float height = snoise(vec2(uv.x * 2.0 + uTime * 0.1, uTime * 0.25)) * 0.5 * uAmplitude;\n  height = exp(height);\n  height = (uv.y * 2.0 - height + 0.2);\n  float intensity = 0.6 * height;\n  \n  float midPoint = 0.20;\n  float animationAlpha = smoothstep(midPoint - uBlend * 0.5, midPoint + uBlend * 0.5, intensity);\n  \n  vec3 finalColor = rampColor;\n  \n  fragColor = vec4(finalColor * animationAlpha, animationAlpha);\n}\n`;function parseColor(color,defaultColor=[1,0,0]){if(color===undefined||color===null||color===\"\"){return defaultColor;}if(typeof color===\"object\"){if(\"r\"in color&&\"g\"in color&&\"b\"in color){return[(color.r||0)/255,(color.g||0)/255,(color.b||0)/255];}if(\"r\"in color&&color.r<=1&&color.g<=1&&color.b<=1){return[color.r||0,color.g||0,color.b||0];}const values=Object.values(color).filter(v=>typeof v===\"number\");if(values.length>=3){const maxVal=Math.max(...values);if(maxVal>1){return[values[0]/255,values[1]/255,values[2]/255];}return[values[0],values[1],values[2]];}return defaultColor;}if(typeof color===\"string\"){const cleanColor=color.trim();if(cleanColor.startsWith(\"#\")){const hex=cleanColor.length===4?\"#\"+cleanColor[1]+cleanColor[1]+cleanColor[2]+cleanColor[2]+cleanColor[3]+cleanColor[3]:cleanColor;const result=/^#?([a-f\\d]{2})([a-f\\d]{2})([a-f\\d]{2})$/i.exec(hex);if(result){return[parseInt(result[1],16)/255,parseInt(result[2],16)/255,parseInt(result[3],16)/255];}}const rgbMatch=cleanColor.match(/rgba?\\(\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)/i);if(rgbMatch){return[parseInt(rgbMatch[1])/255,parseInt(rgbMatch[2])/255,parseInt(rgbMatch[3])/255];}}return defaultColor;}export default function FloatingAnimation(props){const{colorStops=[\"#FF2638\",\"#7cff67\",\"#5227FF\"],amplitude=1,blend=.5,speed=1,height=\"100%\"}=props;const propsRef=useRef(props);propsRef.current=props;const ctnDom=useRef(null);useEffect(()=>{const ctn=ctnDom.current;if(!ctn)return;const renderer=new Renderer({alpha:true,premultipliedAlpha:true,antialias:true});const gl=renderer.gl;gl.clearColor(0,0,0,0);gl.enable(gl.BLEND);gl.blendFunc(gl.ONE,gl.ONE_MINUS_SRC_ALPHA);gl.canvas.style.width=\"100%\";gl.canvas.style.height=\"100%\";gl.canvas.style.display=\"block\";gl.canvas.style.backgroundColor=\"transparent\";// Declare variables here so they can be used in resize()\nlet program;let mesh;const geometry=new Triangle(gl);if(geometry.attributes.uv){delete geometry.attributes.uv;}const defaultColors=[[1,.15,.22],[.49,1,.4],[.32,.15,1]];const colorStopsArray=(colorStops||[]).map((color,index)=>{return parseColor(color,defaultColors[index]||[1,0,0]);});program=new Program(gl,{vertex:VERT,fragment:FRAG,uniforms:{uTime:{value:0},uAmplitude:{value:amplitude},uColorStops:{value:colorStopsArray},uResolution:{value:[ctn.offsetWidth,ctn.offsetHeight]},uBlend:{value:blend}}});mesh=new Mesh(gl,{geometry,program});ctn.appendChild(gl.canvas);// 🔴 FIX: Define resize function AFTER mesh is created\nfunction resize(){if(!ctn)return;const width=ctn.offsetWidth;const height=ctn.offsetHeight;// 1. Resize the canvas buffer (this clears the canvas!)\nrenderer.setSize(width,height);// 2. Update uniforms\nif(program){program.uniforms.uResolution.value=[width,height];// Recalculate amplitude scaling instantly\nconst baseHeight=800;const currentHeight=height||1;const scaleFactor=baseHeight/currentHeight;const baseAmp=propsRef.current.amplitude??amplitude;program.uniforms.uAmplitude.value=baseAmp*scaleFactor;}// 3. 🔴 FORCE RENDER IMMEDIATELY\n// This fills the canvas with pixels before the browser can show the black frame\nrenderer.render({scene:mesh});}const resizeObserver=new ResizeObserver(()=>{resize();});resizeObserver.observe(ctn);// Initial resize\nresize();let animateId=0;const update=t=>{animateId=requestAnimationFrame(update);const currentProps=propsRef.current;const time=t*.001*(currentProps.speed??speed);if(program&&ctn){program.uniforms.uTime.value=time;// Keep amplitude logic in the loop too for smooth property updates\nconst baseHeight=800;const currentHeight=ctn.offsetHeight||1;const scaleFactor=baseHeight/currentHeight;const baseAmp=currentProps.amplitude??amplitude;program.uniforms.uAmplitude.value=baseAmp*scaleFactor;program.uniforms.uBlend.value=currentProps.blend??blend;const stops=currentProps.colorStops||colorStops;if(stops&&Array.isArray(stops)&&stops.length>=3){const newColorStops=stops.map((color,index)=>{return parseColor(color,defaultColors[index]||[1,0,0]);});program.uniforms.uColorStops.value=newColorStops;}renderer.render({scene:mesh});}};animateId=requestAnimationFrame(update);return()=>{cancelAnimationFrame(animateId);resizeObserver.disconnect();if(ctn&&gl.canvas.parentNode===ctn){ctn.removeChild(gl.canvas);}gl.getExtension(\"WEBGL_lose_context\")?.loseContext();};},[]);return /*#__PURE__*/_jsx(\"div\",{ref:ctnDom,style:{width:\"100%\",height,position:\"relative\",overflow:\"hidden\",background:\"transparent\"}});}addPropertyControls(FloatingAnimation,{colorStops:{type:ControlType.Array,title:\"Color Stops\",control:{type:ControlType.Color},defaultValue:[\"#FF2638\",\"#7cff67\",\"#5227FF\"],maxCount:3},amplitude:{type:ControlType.Number,title:\"Wave Height\",defaultValue:1,min:0,max:5,step:.1,displayStepper:true},blend:{type:ControlType.Number,title:\"Softness\",defaultValue:.5,min:0,max:1,step:.05,displayStepper:true},speed:{type:ControlType.Number,title:\"Speed\",defaultValue:1,min:0,max:5,step:.1,displayStepper:true},height:{type:ControlType.String,title:\"Animation height\",defaultValue:\"100%\"}});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"FloatingAnimation\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# 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